Some years ago I had already be thinking about how the supernatural abilities of Apocalypse World could be translated into a fantasy magic system. It had informed how I had been thinking about magic in Kaendor, but when the Inixon campaign ended up running in D&D 5th edition I didn’t want to bother the players with significantly altered spell lists. Offering none of the regular D&D character races had already been a significant change and I didn’t want to cause too much chaos for players who thought they were going to play D&D. But it turns out that my interpretations of AW powers maps very well to the Forged in the Dark rules.
The concept of Wyrd describes the infinite and eternal web of connections between all beings and all living things. It surrounds us and penetrates us. It binds the world together. (Yes, not original, but if you steal, steal from the best.) Everything is connected to everything, and affects everything else. The Wyrd is a weave of fate, but it is not immutable nor inevitable. The Wyrd merely shows how being have been affected by other beings in the past, and will affect other beings in the future. The Wyrd shows where everyone’s steps are leading if they stay on their current paths. It can show what decisions people will make and what actions they will take in encounters that lie ahead of them if they don’t change their way of thinking. The Wyrd does not dictate what mortals and spirits will do. It only shows the paths they are on, both in body and in thought.
All beings sense the Wyrd, even if they are not aware of it. To most people, it is simply intuition, but wise ones know to trust the feelings in their guts. Spirits perceive the Wyrd just as they see, hear, and smell the world around them, which gives them the ability to sense both the future and the past. But it is an infinite number of futures that could lie ahead, and pasts that could have led to this present. Though most spirits pretend otherwise, the pasts and futures they see within the weave are not infallible.
(Wyrd is a Germanic term, while I am going for a more Indo-Iranian style with the setting, so the exact term might still change.)
Changing Fate and Fated to Change
Characters can use their connection to the weird to get a subconscious impression of the causes that led to a situation and the likely effects of an action about to be taken. This ability is open to all characters, regardless of whether they have any education or experience in magic. This covers the options to push yourself, assist another character, or lead a group action. It can also be used to resist and suffer only less severe consequences than would normally have followed from a failure or partial success.
When using any of these options, characters are listening to their intuition to give themselves an advantage in a tense situation, or advise others about things that feel like they would be important to overcome an obstacle. When using such actions to add additional dice to an action roll, characters are opening themselves up to the effects of the supernatural world that is usually kept out of their minds.
On Planet Kaendor, this replaces stress from FitD in the form of strangeness. Strangeness is mechanically identical to stress, but translated into terms that are more in line with the fiction of the setting. Any time characters reach 10 points of strangeness, they are affected by a permanent change, which works the same way as trauma caused by stress. A change adds a new aspect to the personality of a characters. Players are free to choose how much and how often they want the changes to impact their characters’ behavior and actions, but any time they do, their character gains XP towards learning new special abilities.
Characters can have up to three changes. When characters get their fourth change, they either join the folk of the forests or turn into a ghoul, depending on how much they have been exposed to sorcerous corruption. (Player’s call.)
Characters can always try to reduce their current strangeness as a downtime activity. Many practitioners of magic use meditation rituals or prayer to calm their minds and ground themselves in their mortal nature. Though characters can choose to do whatever helps them keeping their minds from gradually unraveling. Characters who don’t take such actions after an adventure and have already gained a first change continue to accumulate strangeness even back in the comforts of their homes. (This works just like vice, except that there is no risk to overindulge.)
I am currently very much considering that changes will give characters additional options for special abilities to learn during character advancement. Changes don’t have to be negative things, and thinking more like spirits could be regarded as a beneficial transformation by many sorcerers. Having changes can also be used as a factor for determining the effect level for actions like Consort and Sway, reducing the effect when talking to ordinary mortals, but providing increased effect when talking with normally inscrutable spirits.
When characters use the Attune action, they are attuning their minds to the Wyrd. Through the Wyrd they can sense the connections between all living things, and connect their thoughts to those of the spirits to see what they have seen, hear what they have heard, and rely on their ancient wisdom to make sense of the sensations. Divinations like these are the most common form of rituals.
Rituals can also connect to the minds of other people, altering their memories or giving them ideas that are not their own.
Alternatively, characters can attempt to make a bargain with a spirit or compel it to perform a service. Almost all magic that doesn’t fall into divinations or charms is of this kind. What services spirits can perform depends on their powers, but most commonly it relates to controlling the natural forces of the environment. Sending a demon to attack or abduct an enemy is also a possibility, though.
Performing rituals exposes characters to strangeness, the amount of which depends on the scope and strength of the desired effects.
While alchemical substances are inherently magical, working with them is a regular trade using the Tinker action and not relying on the Attune action. As alchemical creations are important components in many rituals, most sorcerers and shamans have at least some basic knowledge in the alchemical arts, and the nature 9f their work leads many alchemist to have a rating of one or two dice in the Attune action.
One of the most important alchemical substances is iron. When using implements made of iron, they have the standard potency against spirits. Items made from bronze, like most weapons and tools, only have limited potency when used against spirits.
Performing alchemy does not expose a character to strangeness.