Useful or just soulless numbers? Mystery system for boons and hooks.

I was writing an article for Mythic Europe Magazine and I’m not sure it’s worth publishing as part of a paid magazine. It just feels a bit…technical? I’ve never been a master of the crunchy numbers, but is the following a good idea, an undercooked idea, ort not a thing?

The Mysteries added an experience mechanic to Ars Magica that allows players to swap completed stories for Virtues or the removal of Flaws. This can be adapted to the Boon and Hook mechanics used to design covenants. This allows the troupe to flag, then play out, the consequences of Hooks. This article assumes some familiarity with The Mysteries initiation rules.

The Mystagogue is replaced in this system by a Master Crafter. The Master Crafter usually has high Communication and Profession scores. At minimum they require a suitable Professional Ability of 1. The Master Crafter creates a Project total of Communication + Profession + project bonus which is compared to a target number. Troupes may agree that Virtues that would aid a roll may be added to this total. A character with a Knack for Profession: Architect, for example, should still get a bonus for overseeing construction. The target number is 15 for Minor Boons and 21 for Major Boons. There are a few double Major Boons, and these have a target number of 27. There is no die roll: the project reaches the level required or not.

This number can be reduced by Annoyances which replace Ordeals and, mechanically, are the covenant gaining Hooks or losing Boons. An Annoyance lowers the target number for the next three projects that suit the Ability of the Master Crafter. Gaining a Major Hook or losing a Major Boon is a Major Annoyance. Increasing a Minor Hook to a Major Hook is a Medium Annoyance. Gaining a Minor Hook or losing a Minor Boon is a Minor Annoyance.

First project after an Annoyance: –3 for a Minor Annoyance, –6 for a Medium Annoyance, –9 for a Major Annoyance

Second Initiation after an Annoyance: –2 for a Minor Annoyance, –4 for a Medium Annoyance, –6 for a Major Annoyance

Third Initiation after an Annoyance: –1 for a Minor Annoyance, –2 for a Medium Annoyance, –3 for a Major Annoyance

Only the largest past Annoyance modifier counts. There is a minimum Target Level of 9 regardless. of Annoyances.

Script bonuses allow players to use character actions to raise the Project total. The term “during” in the following entries refers to the entire process of gathering staff and materials for the project, and does not cease once the project is complete. Covenfolk who go to carve rocks out of a local hillside for their new feasting hall and anger the king of the gnomes have triggered an Annoyance even though the building has not technically begun, and the gnome king won’t go away when the final slate is put on the roof. Note that NPCs cannot be the characters performing the stories assumed in these rules, but players may use characters not usually played. Grogs and companions with appropriate skills might, as examples, suit these stories.

+9: The covenant suffers a Major Annoyance, inflicting a specific Major Hook, during the project.

+6: The covenant suffers a Medium Annoyance, increasing a specific Minor Hook, to a related Major Hook.

+3 Travelling far, to reach a special place at a special time. (once per project)

+3 Completing a specified story. If the story provides unique resources such that no similar group could repeat it, then the bonus is +6.

+3 to +6: the covenant loses something of great and symbolic value not otherwise captured by the Boon and Hook system. The death of beloved player characters or sentimental locations, for example.

+3: The covenant suffers a Minor Annoyance, inflicting a specific Minor Hook, during the project.

+3: The covenant has a Minor Hook that is being replaced by a Major Hook. This counts as a Minor Annoyance for subsequent project target numbers.

+3: The crafter sacrifices time beyond that which is required to perform their role in the project.

+1: The covenant sacrifices material goods or wealth (one bonus only).

+1: The covenfolk sacrifice time (typically equal to a season’s work for all inhabitants) to gain resources needed for the project (one bonus only).

+0 to +3 (but can range from –5 to +5): Appropriateness of surrounding resources.

A bonus is granted only if the component genuinely costs the covenant something, with the exception of surrounding resources which acts as a freebie.

Extensions (Overruns)

If the Crafter cannot match their resources to their desires, the project can be extended. This requires a roll of Stress Die + Intelligence + Profession vs. Ease Factor.

The Ease Factor is 9 to extend the project by adding a new component, such as an additional story. The Ease Factor is 12 to make a change to a component, such as varying the place, the time, or the subject of a story. It is not possible to change which Boon the project provides. The Ease Factor is 15 to remove a component from the project. The Master Crafter may only attempt one of the above changes in a given project. If the attempt fails, the Crafter knows their new plan will not work but can continue with the previous one. If the roll is successful the new project total can be used once the play elements (quests, for example) are complete.

Experiments (Bodging)

Some Master Crafters experiment on all of their projects. Some experiment when the project cannot be completed, even with an extension. Most experimentation involves swapping cheap, local resources for imported materials, and using rapid techniques to replace refined ones.

An experimental Crafter picks a risk score between 0 and +3. and rolls on the bodging chart, adding that modifier to the roll. If the roll is a zero, roll (1 + risk score) botch dice.

Roll Result

Botch Disaster

0–4 No extraordinary effects

5–6 Side effect

7 No benefit

8 Complete failure

9 Special or story event

10 Discovery

11 Modified effect

12+ Roll twice more on this chart.

Disaster:

Miserable failure. Roll a simple die + risk modifier – Perception, and compare to the following chart.

Roll Result
0 or less The crafter spots the disaster before it occurs. Project time is lost but materials are salvageable.

1–2 The project is destroyed.

3–4 The project is destroyed, and so is some other item vasluable to the covenant.
5–6 The project is destroyed. Roll a die for every item of significance in the area of the project. On a zero that object is destroyed.

7–8 The entire convenant is threatened by the crafter's incompetence.

9–10 The crafter is injured. They take a Wound level per zero in the botch roll. Roll an added die. If it is a zero, they gain a Minor Flaw.

11+ Roll twice more on this chart.

No Extraordinary Effects: The shortcuts go as expected.

Side Effect:

Roll Result

  • 1 The particular style of the crafter is a major theme for the finished project. The project is still functional.

    2–3 The project has a minor problem that is difficult to fix without magic, but you can live with it by having the grogs perform extra labour. Decide with the troupe what this is.

    4–5 The project has an unexpected feature that's neither good, nor bad, just odd. A building has a room in the wrong place, for example.

    6 There's a minor feature that's unexpected and beneficial. A building has excellent chimneys, for example.

    7 The project has a major flaw. It's still useful, but it's annoying every time it is used.

    8 The project has a major side effect. Add a Minor Hook to the project..

    9 The spell has a major side benefit. Add a Minor Boon to the project.

    10 The project has a fatal flaw. There is an outcome, but its not suitable for what was required. It may be a Major Hook.

No Benefit: The crafter's shortcuts produce no results. You lose the benefit of the extra die and risk modifier.

Complete Failure: The time consumed by the project has been wasted. Materials are salvagable, but for every item gained via a unique quest, or magic item used in the project, roll a die. On a zero that object is destroyed.

Special or Story Event: Either some effect not covered elsewhere occurs, or, at the storyguide’s option, an event unfolds as a result of your work which involves the entire covenant.

Discovery: Roll a simple die and add your risk modifier.

Roll Result

1–4 The crafter gains 15 experience points in their Profession.

5–6 The crafter gains 15 experience points in some Ability related to the project.

7–8 A new technique is named for the crafter. The crafter gains a 3 points of Reputation in their profession, in addition to whatever else they gain for the project.

9 The crafter gains a Minor Virtue

10+ Roll twice, and reroll this result if it is generated again.

Modified Effect: Roll a simple die and add your risk modifier.

Roll Result

1–3 The project has a smaller effect than expected, in terms or area, duration, or degree of change.
4–6 The project has a larger effect than expected, in terms or area, duration, or degree of change.
7–8 The project works most of the time, but requires constant maintenance by a skilled person to prevent degredation.
9–10 The project is complete, and the outcome is useful, but the crafter has not understood what was required and has produced something else using the same skill set and materials.

11+ The project is complete, and the outcome is probably useful to someone, but its bears no strong relationship to what was desired. Criamon magi understand it.

To see if the Crafter has pulled it off roll a Simple Die + Risk Modifier + Intelligence + Profession vs. Ease Factor of (15 + Proposed Bonus). If the roll fails all of the Annoyances and other materials the process have cost are still due. If the roll succeeds the Crafter now has a workable plan to finish the project, they just need to communicate it to their workers. Compare Communication + Profession + Project score + Proposed Bonus + Risk Modifier against the original target number. If successful all is well subject to the effects of experimentation, if not then the player characters must suffer all of the costs and gain none of the advantages.

Examples:

A coaching inn on the Old Salt Road.

The Covenant of Jagger's Rest has taken possession of a small site that once held a Roman military waystation. Its members want to build a large structure of the site, to completely surround the small Aura there. It should look like a large coaching house on the ancient trade road that the covenant lies upon. The troupe decides this is an Edifice, which is a Minor Boon.

The player characters lure away a master mason who is building a castle for the Earl of Chester and appoint him as the master crafter. To be successful the project must reach a total of 15. The master cratfer has a Communication of 1 and a Profession of 6, so the covenant needs to find another 8 points. Sadly for the magi there are no quarries nearby, and they do not wish to build from wood, so they cannot claim the passive bonus of nearby reasources. The crafter knows that Beeton Castle, which he was building, was not the original desired site of the castle. The Earl started construction elsewhere, but was forced to move by territorial, supernatural beings. Sorting that out and stealing the resources left at the original site is an unrepeatable, specified story (+6). The characters can seek the extra two points in various ways. If they are feeling lucky they can ask the mason to experiment to gain the +2 points. The covenant could sacrifice wealth and time (for two +1 bonuses). They could accept an Annoyance to lower the required total. They could train the mason so their project total rises.

Beeston Castle

The player characters consider pinching more of the building materials of Beeston Castle, possibly developing a minor Hook, to get their three points. While scouting about the discover a small aura on the site, and make Area Lore rolls to recall that this clifftop has been used for balefires for generations. They have a quick discussion and decide that, perhaps it might be better to make peace with the Earl of Chester, give up the material previous stolen, and ask to live in his new castle.

Beeston Castle is a tower and curtain wall castle. This is double major boon, with a target number of 27. The master mason's Communication + Profession remains 6, so the characters need to bridge a 21 point gap. The already have the resources gathered in the story involving wild spirits and building materials (+6). The clifftop on which the castle is being built is already quarried for useful stone (+3) which reduces the gap to 12. The characters gain the Castle Hook, which is a Major Annoyance (+9) and agree that they owe the Earl of Chester Favours (Minor Hook) (which is a minor Annoyance for 3 points). The project is completed and the covenant has useful total reductions on their next three architectural projects for taking on a Major Annoyance (Castle).

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I think the adaption of Flaws to Hooks for “Initiating” a Boon has useful functions, and that this is a good way to get characters involved in things who might not otherwise.

The trouble is (and I can’t believe I’m saying this as the one who was designing a new lab building in AutoCAD last week) what you’ve laid out is very focused on hooks related to physical buildings - it doesn’t necessarily apply elegantly to acquiring, say, Useful Curse with these rules, or Tame Nobleman. BUT I would be very excited to see how that could be accomplished. It might even just be adding more varieties of script bonus.

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The applicability of using initiation mechanics for boons and hooks for covenant development really depends on the traits involved, and to me anything that comes down to crafting are the least applicable. There are some which would be very interesting to develop (for example aura increases), while others are realistically about economics not initiations.

For what's worth, I've always liked the simple proto-system that Covenants spelled out on p.5 for gaining and login Boons and Hooks as a result of in-play events:

  • To gain a new Boon, do appropriate stuff in play, then take a balancing Hook, representing how the world reacts to the change in the Covenant's fortunes.
  • If a Boon is lost as a result of in-play events, give the PCs the opportunity to regain it through stories: this effectively becomes a Hook.
  • If a Hook can be plausibly lost (not all can), then some stories can be used to resolve it.

I am not sure anything more crunchy than this is really needed. Ultimately, there's no system that really balances the 'power' of a Covenant - without Boons or Hooks an Autumn covenant is going to be vastly more powerful than a Spring one - so a complex system seems somewhat moot to me.

That said, while the rules given in the opening post seem indeed worded with some construction project in mind as Jackson and silveroak noted, there's really nothing that restricts them to such a project and to Specialists using Profession or Craft Abilities (in fact, I tend to think that after the corebook ArM5 has suffered from Profession/Craft creep). The same rules can easily apply to any character using any Characteristic + Ability combination. For example, Pre + Intrigue could gain you a Tame Nobleman, and Int + Area Lore could be used to awaken a Useful Curse. Materials can likewise be stuff like contacts, books, and so on.

Without commenting on the specific mechanics here, I think this helps fill what feels to me like a meaningful gap in the rules, which is concrete support for long-term projects that aren’t strictly magic related. These serve two purposes - one is encouraging a broader range of downtime activities than just reading books, and the second is letting these things happen (somewhat) off screen while giving them some mechanical heft.

(Using this to support Tame Nobleman would have been perfect for a previous campaign I was in, where the Jerbiton magi was keen to spend their spare seasons making friends with the surrounding minor lords but the group wasn’t overly interested in playing out that process on screen)

The thing is that Tame Nobleman can be recruited using the Agent rules under Tytalus mages, and large scale construction ca be handled with city and guild style projections of values (obtaining land would depend on the region and situation). It seems to me like reinventing the wheel because you feel like reinventing the wheel.

I view boons and hooks as abstractions of the covenant's starting slate, and not as fundamentals like a character's virtue and flaws. For sonething like building an edifice, yeah, you'll want a master mason unless you're doing a ritual, but you're also spending money. There may or may not be stories. How much screen time something needs will vary on complexity and how closely it impacts the covenant. I wouldn't say the system is useless. But I'm not sure it fills a need. Boons and hooks don't need to balance after game start. Sometimes an edifice is a season of labwork and a creo ritual. Sometimes it's a lifetime of work...

Okay wait, I think this hits on what I’d like from this, which is some support for “An ongoing project that is happening in the background” as opposed to “A seasonal activity abstracted to some numbers.” As others have said, you could just conjure a building, or hire someone to make it happen.

What I’ll pitch is this - keep this system, but let it be rolled for only when a boon couldn’t simply be automatically acquired. Eg, a covenant doesn’t have the resources to hire a good architect, there’s a war on so you can’t really get laborers for a project, or they’re operating in stealth mode and have to work behind the scenes, etc.

(I’m doing these numbers as jazz so they’ll likely need adjustment.)

Let this be where the “Experiment roll” lives. Every season you have a passive “Offscreen, someone is working on acquiring this boon” thing happening, roll on the Progress Table.

Roll Result
Botch Disaster!
0 -1 to Cumulative Project Total
1 - 5 +1 to Cumulative Project Total
6 - 7 Side/Modified Effect
8 No Benefit this season
9 Special/Story Event
10+ Roll Twice

As with the Breakthrough Rules, your total score in Useful Abilities/5 = the amount you can adjust this roll, however, that total score represents everyone adding to the project. So, if you’re acquiring a Tame Nobleman, and you have three Covenfolk/PCs working on it with Profession: Forger (4), Guile (6), and Etiquette (3) for a total of 13, you can adjust the roll up/down by 3. (I would say that no Ability can be repeated, so, a Profession: Forger (4) and Profession: Forger (5) is just 5, but your Profession: Forger (4) guy might have Carousing (3) and still be able to contribute.

The cumulative Project Total adds up over the seasons, as the various covenfolk maneuver closer to the project’s completion.

By this method, you could just accept that acquiring a minor boon without even needing to roll will probably take “about 4-5 years” (assuming you can guarantee at least +4 from appropriate resources, time taken, annoyances) if the players do absolutely nothing to help out. If they decide they need the boon sooner, they can turn it into a story, or if they feel good about their cumulative bonus, risk the Stress + Int + Prof vs. Ease Factor.

Note: I combined Side/Modified Effect because I feel like the various options are less compellingly different for Boons than they are for Lab Activities/could roll into just being an annoyance.

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