Buried Secrets

Crafting

Crafting can be used to invent, build or enhance gadgets, weapons, apps, and spells.

Just because the crew’s patron, agency, or government has unlimited funding doesn’t mean your crew will get all of it. You can be assumed to have access to anything you could buy in the open market, and can get access to restricted or black market materials by acquiring an asset.

Inventing

Inventing is done through a series of long-term projects - usually just one, but the GM may require more ambitious projects to be broken into multiple phases.

Gadgets

There are two advantages to a custom-built gadget.

Creating the gadget is done as a long-term project. The GM may require you to acquire the assets needed to build the gadget.

For example, Cate decides she wants a zip-cord disguised as a belt buckle to be part of her standard gear list. Before she can start her long-term project, the GM says she’ll have to acquire the services of a fine-quality jeweler.

Spells

Adepts can learn, create, and use spells, enchantments or rituals beyond the ones they gain via their special abilities. Depending on the campaign, the GM might make spell creation available for other playbooks, but it is likely to be even more costly and dangerous.

Creating or learning the spell requires a long-term project. The details are negotiated with the GM. The player describes the effect they want, and the GM indicates the price of performing it. This will usually expressed in terms of stress, but could also involve ticking a progress clock involving dark forces or consequences.

When you complete the long-term project, the GM will ask “What new belief or fear does this knowledge instill in you?”

Whenever you use the spell, you pay a stress cost. Some items or abilities might reduce this cost, and you can often choose to pay additional stress to improve the duration, range, or area of effect. You can also reduce the stress cost by making the spell depend on an action roll, or by casting it over a long period of time. Both of these options give the GM more ways to intefere with your plans!

If a spell is hurried or dangerous, an action roll (usually ATTUNE) can be made to see if unpleasant consequences manifest.

Remember that arcane forces and entities are not reliable. Spells may not always work the same way each time. The GM can and should adjust the cost if things have gotten out of hand.