Overview
Harmonic Traditions
AX.GIL.08.01
Overview
In the Iron Lattice setting, magic did not disappear; it stabilized. What the ancient world called "spellcasting" is now understood as applied physics: the deliberate manipulation of harmonic frequencies that underlie all matter, information, and probability. Practitioners call these frequencies The Axioms and the act of working with them Harmonics.
Harmonics are the refined result of the broad-spectrum magical traditions of ages past being formalized. In the Iron Lattice, there is no generic "Arcane" or "Divine" power. Each lineage evolved a distinct and coherent relationship with the Axioms over millennia, shaped by biology, culture and necessity. The result is five Harmonic Traditions, four full Traditions and one Modifier, each mechanically distinct, each governing a different domain of reality.
This section defines those Traditions as AxiomRPG Odd Talents, using the existing dice pool framework with one Setting Rule addition: the Friction Rule, which governs the cost of sustained Harmonic activity.
While each Lineage generally favors a particular Harmonic, it does not prohibit access to a different one. However, practitioners may only learn a single Harmonic due to resonance conflicts.
System Integration
Harmonic Traditions as Odd Talents
Each Harmonic Tradition functions as an Odd Talent per AX.C.04.05. The rules governing Odd Talents apply as follows:
- A Harmonic Tradition is not bound to a specific Attribute. Each Tradition has a Default Attribute reflecting its most common expression, but a player may choose any Attribute at character creation to govern their Tradition, representing an unusual method of power expression.
- The roll is: Governing Attribute + Harmonic Tradition (+ Focus if applicable) vs Threshold.
- Tradition dice are purchased at character generation from the player's Talent budget (see AX.C.06) or acquired through Advancement (AX.C.13) at the cost of parent Attribute × 2 XP for a new Tradition, or current value × 2 XP for improvement.
- Maximum Tradition rating: 5D. Maximum Focus rating: 3D.
- A character may hold only one Harmonic Tradition.
Power Access
A character gains access to a Harmonic Tradition through one of two paths:
Profession Access: When a Profession lists access to a Harmonic Tradition, the character can invest generation dice into that Talent. Subsequent improvement costs apply normally.
Independent Study: A character without Profession Access at generation may purchase a Harmonic Tradition as a new Talent during Advancement. This requires a mentor with at least 3D in the relevant Tradition and one week of training (see AX.C.12.03 - Deliberate Advancement).
Lineage and Tradition: Lineage does not restrict Tradition access, but it does define social context. A Human who studies Tectonic Harmonics under a Dwarven Song-Smith is mechanically functional but culturally anomalous; they will face different social responses than a Dwarf practitioner. The Kinetic Modifier (see below) applies to all Traditions a Human uses, regardless of which they learned.
The Axiom Pool
All Harmonic Tradition rolls use the standard AxiomRPG dice pool:
Governing Attribute + Tradition (+ Focus if applicable)
Successes are counted normally: each die showing 5 or 6 counts as one success.
Thresholds follow the standard scale with Harmonic-specific interpretations:
| Threshold | Scale of Effect |
|---|---|
| Easy (1) | Minor effect; instantaneous or brief duration; self or Touch range; fully reversible |
| Standard (2) | Moderate effect; scene duration; single target within Near range; recoverable |
| Difficult (3) | Significant effect; extended duration; small area or multiple targets; requires Short Rest to reverse |
| Hard (4) | Major effect; lasts until Long Rest; large area or persistent alteration; requires counter-Harmonic to reverse |
| Epic (5+) | Dramatic or permanent effect; wide area; fundamentally alters a subject or environment |
Excess successes beyond the Threshold may be allocated by the character to one of the following:
- Extend duration by one step
- Increase range by one Band
- Increase affected targets by one
- Enhance a secondary effect as described under the specific Tradition
CROSS-REFERENCES AND DESIGN NOTES
Dependencies
- AX.C.02: Wild Die Explosion/Implosion rules apply to all Tradition rolls; Backlash is triggered on an Implosion or a Critical Failure (optional)
- AX.C.06: Tradition dice purchased from Talent budget at generation; Attribute governs Tradition per AX.C.03
- AX.C.08: Power Access is provided by Profession
- AX.C.04: Traditions are Odd Talents; Focus rules (max 3D, stacks with Tradition) apply in full; Attribute flexibility per Odd Talent design
- AX.C.11: Range Bands (Touch/Close/Near/Far/Distant/Remote) used throughout; Reactions and Action types per combat rules
- AX.C.11: Backlash damage is Health damage subject to normal damage and healing rules; Conditions applied by Backlash follow AX.C.12 Condition severity rules
- AX.C.12: Tradition advancement (current value × 2 XP); new Tradition acquisition (governing Attribute value × 2 XP + mentor requirement + Deliberate Training)