Bonds: An AGE Mechanic Evolved
If you’re familiar with Blue Rose or Modern AGE, you’ve come across Relationships: a system that provides mechanical benefits based on your character’s powerful feelings for another person, whether it’s love, friendship, professional admiration—or deadly enmity. Relationships form the seeds of Bonds, a generalized mechanic used in Cthulhu Awakens that among other things, is used for the Alienation systems we’ve discussed elsewhere. I’ve been experimenting with expanding the basic concept of Relationships ever since developing Modern AGE and notably, used it as the basic for a divine influence system in the Fantasy AGE Trojan War supplement for sibling game Fantasy AGE.
In Cthulhu Awakens, Bonds are covered in the character creation chapter, as they are essential to the game. A Bond can represent things other than a relationship with a person, and can represent the following:
Enlightenment: This is a Bond of strange, mind-warping insights gained from contact with the Mythos.
Ideology: A belief system to which you’re strongly committed. This could be a religion, a political theory, or some code of honor.
Material: Your Bond connects you to an object, structure, or location. This is the kind of Bond possessed by a character who treats their car like a pet or child, or who would rather die than give up their home.
Melancholy: This Bond attaches itself to characters who abruptly leave the Dreamlands and are deprived of its wonders by our gray, heavy world.
Organization: This Bond either represents an organization’s hold on you or your feelings for it.
Relationship: This is the most common Bond. It represents your feelings about another person or the hold they have over you. A Personal Relationship Bond need not represent affection; you can have a Bond with an enemy.
Terror: This is a Bond given to thoughts cracked by the unnatural, and like Enlightenment, is produced through Alienation.
Each Bond has a rating and descriptor, such as the ideology Bond I will stand up for workers against the bosses because an injury to one is an injury to all (3). This tells you its strength and purview.
Unlike previous AGE system Relationships, Bonds are also split into Personal and External types. Personal Bonds are a source of strength when it comes to addressing the subject of the bond, and you choose when to draw on them. In practical terms, you can spend it on bonus stunt points to make an action more effective, even if you didn’t roll doubles on the dice, the usual way to gain SP. External Bonds represent an involuntary attachment, either because it represents how someone or something else treats you, or it’s a mental and emotional association you can’t consciously control. These are used aversively, such as to add stunt points to tests used against you. Once a loyal member of a group, you’re vulnerable when your former comrades act against you, for instance.
Bonds permeate the Alienation mechanic and several other places in the game, and I look forward to seeing the full rules out in the wild.