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Fluid Realities is a minimalist game about the secret war between modern mages in a 90's gothic-punk world.

This is an homage to the classic Mage: The Ascension using the rules of John Harper's Lasers & Feelings.

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(21 total ratings)
AuthorBruno Prosaiko
GenreRole Playing
Tagsascension, feelings, lasers, mage, minimal, One-page, Tabletop role-playing game

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Fluid Realities.pdf 6.9 MB
Fluid Realities - Plain Text.pdf 85 kB
Fluid Realities.epub 8.4 kB
Fluid Realities - Character Sheet v1.1.pdf 1,006 kB

Development log

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(2 edits) (+1)

This looks absolutely awesome! Not only do I want to play it, I also want to hack it in various ways to emulate the Invisibles or full-on Mage the Ascension.


Invisibles would actually be easier, probably. With Mage, I'd feel the need to include the, well, Ascension aspect and that means something resembling seekings, avatars, enlightenment. But perhaps that can all be done without mechanics?


Edit: I ended up writing up some alternate/expanded things for the game, primarily alternate takes on Paradigm and Paradox so far, if you're interested I can send you what I came up with.

Great, Ufnal! I usually resolve these elements only narratively, but I'd love to see your approach. ^^

So, I don't see any way to send private messages on itch, so I'll just paste what I have:


Paradox alternatives

The Price

  • Magick always has a price. You can change Reality, but you have to pay for it, sooner or later. The more you strain Reality, the bigger the price.
  • At level 1, the price is personal and temorary - pain, injury, immediate loss of resources or opportunity, other kinds of damage - in accordance with your paradigm 
  • At level 2, the price is interpersonal. It may mean that a spirit of retribution appears, that you have to appease or repay your deities, spirit guides, demonic patrons etc., or that the hurt, curse or retribution comes for your whole Cabal or others close to you
  • At level 3, you are temporarily (or so you hope) separated from Reality and/or your Magick. Depending on the situation and your paradigm, you may be thrown out of Reality, enclosed in a private false reality, something may take over your body and power and interact with the world as you watch, or you might be molded into something that perceives Reality in a twisted way and acts accordingly.
  • Unlike with Paradox, once a Cost is forced upon you, your Threshold is reset to your maximum. However, not using your Magick for a day does absolutely nothing.
  • A Supernatural Mark might be a way to make a permanent concession to the forces of Reality to stave off the payment

Attention

  • There are powers that be that made Reality the lie, shithole and prison it is today. Archons, Demiurge, Technocratic Overlords, whatever they are, they take notice when you cross the line. 
  • In this reinterpretation, the mechanics stay mostly the same, but the Paradox effects are hostile action by the Ones Above and/or their agents and might require less soul-searching and more desperate hiding and fighting for survival.
  • The Supernatural Mark is replaced by a Mark of Change. In desperation, you change yourself in some way that throws the opposition off your scent. It prevents an effect in the scene and lowers your Threshold by -2, but you have to immediately let go of some part of yourself connected to the Magickal act that caused the Attention to manifest - a desire, a character trait, a connection, an ability, a body part…

Unmaking

  • Using vulgar Magick is always destructive for the ordered Tapestry of Reality. It frays the edges, confuses the patterns, unmakes the very stuff of Cosmos. Overreach with your powers, and you make the Tapestry unravel. 
  • The effects of Paradox affect not only you, but others in your vicinity, too. They manifest as reality-defying, chaotic incursions that damage everyone present, impossible beings haunting or hunting you and other people they encounter, and at the 3rd level Reality either tearing apart or twisting in bizarre ways, requiring quite a bit of work to be repaired. 

Incursions

  • Something lurks beyond the Reality. Whether it is the Abyss inhabited by Acamoth and Gulmoth, a realm of pure power and potential that defies human understanding and survival, unspeakable Lovecraftian horrors, the unconscious mind of Humanity, a crawling chaos of Nephandic Qlippoth or something else, it is something that cannot coexist with Reality and imposes itself upon it whenever given the chance. And the best chance it gets is when a careless Mage weakens Reality with their Magick to the point that it can slip in through the cracks. Perhaps the Magick itself is somehow connected with that other reality, perhaps not. 

Beliefs - expanded alternative to Paradigm

Four questions that will flesh out your character's beliefs, personality, Magickal style and Path. 1 sentence answers are enough, although 2-3 sentences are also okay. 

How does the world work?

What makes it possible to do the things you and other Mages do? What is the hidden truth about Reality that is being Lied about?

How should the world change?

What is it that you're fighting the War for? What is the Reality you wish to see?

What are you?

What makes you able - and worthy - of changing Reality and deciding what it should be? Why are you determined to wage the War?

What can you become?

What is the goal at the end of your personal Path? What is the ideal you yourself strive towards? What is Ascension, for you?

Avatar and Ascension

When creating your character, describe your Avatar - a being inside you (or a facet of your soul or psyche) that guides and pushes you forwards on your Path. Does it appear wearing your face, as a saint or legendary being, as a ghost from your past, a voice in your head or on the wind, or something else entirely? What does it want you to become, and how do you get on with each other?

Once per session, when you roll an Epiphany, you can declare that its insight stirs something within you - makes you question things, makes you want to explore something within yourself, makes you determined to progress on your spiritual journey. Then, either in a slower moment during the session or between sessions, you and your GM will play out a Seeking - a symbolic journey and test that your Avatar subjects you to, connected to the Epiphany. If you fail, you may change your Beliefs to reflect how that failure influenced you. If you succeed, you *must* change something in your Beliefs to reflect what you've learned and how you've grown. Once a session, you can claim an Advantage on a roll where you would normally have none, if you can show how your previous Seekings have prepared you for this kind of situation or course of action.

(+1)
I loved it. Is there any reference to magic that can be done?

Sorry for the huge delay in responding. I don't have any references for spells yet. Since this is a game heavily inspired by Mage: The Ascension, you can take inspiration from the type of magic that is done there, just simplifying all the systems involved.

Basically, the character can do anything that their Paradigm (belief) allows. This is quite open, I know. In fact, characters can try very powerful effects, but doing so openly can accumulate Paradox and draw unwanted attention.

In the end, it is up to the players to decide how epic or subtle the game will be, and the GM is encouraged to respond accordingly.

(+1)

 I think I can understand the idea better now... but for example, the Hellbender Paradigm, what would be possible to do with it? Can you give some examples?

Let's see. The Hellbender paradigm says:

"Even the devil can be tamed if you know his weaknesses".

This paradigm indicates that the magician is someone who deals with secrets and manipulates weaknesses. Maybe in a John Constantine kind of vibe. This can be interpreted in several ways, for example:

  • Performing a ritual to discover an enemy's weakness, such as a fear or a desire.
  • Manifesting someone's fear, after discovering it.
  • Concentrating for a moment to discover the weak point of a structure, such as a wall, where even a punch could knock it down.
  • If you know someone's weakness, you can give them an order that they cannot refuse.
  • Forcing someone you have done a favor to do something for you in return.
  • Perhaps summoning lesser demons to perform small services, as long as you compensate them adequately.
  • Forcing someone to assume their true form if you know their true name.

And so on. The idea is to extrapolate the interpretations of the paradigm to create evocative effects.

(+1)

this explain was very helpfull, thanks

(+2)(-1)

Hi!
We had a game yesterday evening and it was great, thanks!

As the GM I only encountered two difficulties with the rule:

- the rule to increase paradox is not clear? do you need to take some rest just after a backlash? or could you have a bunch of backlashes on different actions and then take some rest?

- we quickly encountered some corner cases for the distinction between coincidental and vulgar magick, for instance is divination coincidental if nobody else sees anything? is talking with elemental spirits coincidental with your mage is the only one hearing them?

(+3)

Hey! I'm so glad you played and enjoyed it!

Paradox is cumulative. The character is not required to rest to reduce it, it is just something that can be done. Each backlash and each entire day without performing magic recovers 1 point towards the Paradox threshold. If you want to take a risk, the character can have several consecutive backlashes before deciding to take a day off to recover.

Any magic that a sleeping observer would not notice or view as a mundane event is coincidental. Magical perceptions are good examples of coincidental magic.

If the character talks to inconspicuous spirits, a sleeper might only see it as a lunatic talking to himself. However, if the character causes a spirit to act physically, such as commanding a wind spirit to lift him or a storm spirit to suddenly change the weather, then we could consider it vulgar magic even if the spirit itself is not seen.

It is worth remembering that several "coincidences" happening successively in a short period of time begin to seem too unlikely. Ultimately, the GM is the arbiter over each event.

Thanks for the question and good gaming to you!

(+3)

This looks incredible. This also reminds me of The Invisibles by Grant Morrison. 
One small typo: In the explanation for Audacity under the Rolling the Dice section you spelled it "Vulgar magik" without a "c" but elsewhere it looks like you spelled "magick" with a "c."

(+1)

I'm glad you liked it. Thanks for letting me know. I'll try to fix it in the not too distant future.

(+3)

Looks fantastic but i have a question : A mage looks for imrpving himself, his skills, his status, his wealth,... How do manage that in your games ? 

(1 edit) (+4)

Good question, ShamZam!

Normally L&F hacks are not designed for long campaigns, they work much better for short adventures or one shots. If I were going to handle a campaign, I imagine I would be dealing with evolution within fiction rather than adding subsystems to the game.

"Power" for Fluid Realities mages is related to their influence over Reality. If you manage to change the consensus of what is or is not real for people, the paradox starts to affect you less or not at all. This can take interesting paths...

Another, more direct and faster narrative way of dealing with improvement is the advantage rule. If the mage is in an advantageous situation, roll an additional 1d20 on the check. Therefore, seeking ways to always "have an advantage" is a common goal. How each mage seeks this varies with their paradigm.

For example, an urban shaman can make pacts with powerful spirits. A hellbender can call in favors from archdemons. A hermetic sorcerer can discover lost grimoires from Atlantis. And so on. Each quest for power can yield entire adventures.

Regarding the status of mages, this is resolved through their actions in game. As the cabal takes down enemies and spreads its influence, its reputation grows exponentially (and new, more powerful enemies emerge).

Thanks for your question. Hope this helps. ^^

(+2)

It does enlight me. Thx !

(+5)

This game looks phenomenal. It does everything I find so intriguing about Mage, while being so much more accessible and honestly, more fun to read. And how did you manage to pack so much into just a couple pages and still fill the thing with personality and splash art?

(+3)

Thank you, Sabrina! I'm glad you liked it.

It was really a challenge to synthesize Mage into such basic concepts. It's tempting to try to address metaphysical ideas and subsystems, spheres and organizations... In the end, L&F's design was the guide. Reading John Harper's microgames taught me a lot about how to synthesize ideas and I ended up using some elements that I had already used in another hack, Symphony of the Devil. Cutting text and rewriting sometimes gives my heart ache.

As for the look, I opted to make the font a little smaller to free up space for the illustrations. I left out some things like an adventure generator to make room for the layout. I love the look of the 90s World of Darkness books and I wanted to convey a little bit of the feeling I had when leafing through them for the first time. Difficult to do this in such a small space, but I hope I came close.

Anyway, thanks for your comment, Sabrina. I believe my answer shows how being synthetic is a challenge for me. ^^

(+1)

Looks dope! It reminds me of Wights (polish Strzygi) which are made also on L&F and evokes owod atmosphere. If you are interested, you can find it here: https://skavenloft.itch.io/strzygi (most of supplements are in polish, but corebook is available in english)

Sounds interesting. I'll search! ^^

(+3)

I wanna play Unknown Armies with this. ;)

Oh, good idea!

(+1)

Awesome!

Thanks, Ricardo!