Forms, forms, forms.


Given that so much of tabletop happens online, I had to face up to the gruelling task of making all those fields and buttons form fillable for player/GM convenience. I made mistakes. I got frustrated. I learned on the job. I couldn't find a way to get Clocks working in Acrobat. But the Playbooks, Cabals, and Faction Sheets should all now be functional for online gaming on the platform of your choice. 

Next up: Entanglement tables for your Cult, Mortal, Infernal, and Divine factions, and Scheme Types/Opportunities, and some lore/mechanics explaining Magic and Malediction. 

Sneak preview: Malediction is largely practiced in Inferno; demons impose their will onto the raw tohuw and shape it to their desires at the cost of entropy. In Materia, it's a little different. While Malediction can still be practiced, it's much costlier and incurs Wrath. Magic, as practiced by mortal adepts, isn't what you normally see in roleplaying games. No fireballs or magic missiles. Inspired by the Western Mystery Tradition of High Magic and the diverse schools of Chaos Magic which grew out of Austin Osmand Spare's early work, and then the pioneering mystic-punk, anarcho-mystic work of Phil Hines and Peter Carrol, magic on Materia is either High (transcendent) or Low (results-based). 

High Magic involves long preparation, ritual, rare components, and considerable effort. This is where you get powerful wards, contact with other realms, and rewriting reality. Low Magic is the binding and summoning of servitors, creating sigils to give boons or inflict maluses, and is easier to perform but less powerful. 

Demonologists and adepts are powerful foes not because they can cast spells at you, but because of the nature of their expertise, they come prepared with wards, traps, and allies bound to them with powerful magics.  

Files

Inferno Playtest Sheets - Form Fillable 0.5.pdf 2.9 MB
Nov 04, 2021

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