Creating major arcana

A major arcanum is a half-page playbook insert. Write up a discovery as a major arcanum only if…

  • … you're willing to do a fair amount of work to create it;
  • … you're okay with it being a significant part of your ongoing game;
  • … you can see how it'd be immediately useful (or at least interesting);
  • … you picture it growing in power with effort or as the PC uses it; and…
  • … you can imagine an escalating series of consequences from using it.

Start with the arcanum's concept—its core themes, what it is, and what it does. Like, "a Fae-made mirror that creates resentful copies of yourself," or, "a shard of divine essence that burns away your flesh and replaces it with holy flame." If you haven't already, use the creating artifacts process Creating artifacts to help conceptualize it, but don't feel constrained by that process.

Each major arcanum works differently, but almost all have these common elements. Flesh them out in whatever order works for you:

  • Its title, tags, and a brief description
  • Its starting moves
  • How it's unlocked
  • Its mysteries
  • Its consequences

Refer to the existing major arcana for a sense of structure and what's possible. See Noruba's Ice Sphere for one example, and Appendix D (Book II) for the rest