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LEAD DEVELOPER

CHRIS FOX
ARTISTS
TOM EDWARDS TAKASHI TAN

WRITING
CHRIS FOX KURT FORBES
LASSE OVERGAARD HARRY MORRISON
TREVOR GREGG KIRK CHANNER
RYAN PRATT

EDITING
MICHAEL NIMMRICHTER IMRE KARDOS
SERCAN ARDALI

LAYOUT & DESIGN


SERCAN ARDALI KEVIN G. SUMMERS

KICKSTARTER BACKERS WHO WENT ABOVE AND BEYOND


KATHY HANNAN DANIEL CARABALLO JAMIE DAVIS DIANA ROSE WILSON
MICHAEL A. NEISWONGER SCOTT BARTLETT MICHAEL NIMMRICHTER LON VARNADORE
SIMON KILLEN (INEXORABLE) GARY JOHNSON PAUL SPARKS

Copyright © 2020 Chris Fox

All rights reserved.


ISBN: 978-1-7355404-0-5
CONTENTS

What The Game Is About...............................................01 Scoundrel.....................................................................23


Basic Mechanics & Concepts.......................................03 Step 3 - Determine Attributes.....................................25
Character Creation Overview......................................06 Step 4 - Select Catalyzation.........................................27
Step 1 - Choose a Race..................................................08 Step 5 - Record Spells....................................................30
Step 2 - Archetypes & Paths.........................................10 Step 6 - Assign Skill Points & Mastery.....................32
True Mage.......................................................................11 Step 7 - Select Perks & Flaws......................................36
Warrior............................................................................17 Step 8 - Purchase Defensives......................................41
Dedicate.....................................................................18 Step 9 - Purchase Equipment......................................43
Mercenary...................................................................21 Character Sheet...................................................................59
WHAT THE GAME IS ABOUT
ART BY: TOM EDWARDS

broadcast. Our planet has passed the Roche point.


Every child can tell you what that means now. The first
signs are clear. You can look out your window, and see
“... Seven months ago Kemet was a thriving world chunks of rock torn loose from the pavement, ripped
with four billion citizens. Then the comet came. into the void by titanic gravitational forces. Our entire
world is dissolving into asteroids and debris, which will
Our scientists realized it would trigger an extinction be swallowed by the sun. Our only hope is fleeing our
level event, and each day it grew larger in the sky. world.
A call went out to our allies in the sector. Mages
and scientists and Wyrms came, each pooling their But where can we go? The sector is a cold place, and
abilities. Their magics diverted the comet’s course, no world could possibly take in so many refugees.
though it was a near thing. We rejoiced. For a time. And how would we even get them off world? Transports
have been working at capacity, but less than 4% of our
The comet’s damage wasn’t visible at first, but it population has been saved thus far. The gravitational
soon became evident that our world was doomed. The fluctuations makes it difficult, and the asteroids will
comet had altered our orbit, sending us in a spiral make any space flight perilous. Within a week those
toward the sun. We’ve all seen the simulation they’ve still trapped will be past saving.

01
I have accepted that I will not make it of myself, create healers. Void Catalysts create battle mages.
though I still go to the spaceport each morning in the Dream Catalysts create illusionists. All are potent in
hopes that a vessel will take me. I have nothing to their own way, and galactic empires have risen and
offer. I cannot fight. I am no mage, or mercenary. So I fallen to control them. The brave and the foolhardy
will die, forgotten. Void willing, you escape my fate...” journey to remote nebulas in search of power. Most
-- Unknown find death. The survivors, though, may one day become
gods themselves -- if they pillage enough magic.
The Magitech Chronicles takes place in a
vast galaxy where magic exists alongside technology. The Magitech Chronicles RPG allows you to
Some worlds, like ancient Terra, lacked magic but play a character in this chaotic universe. You can be
made do by harnessing their environment. Others one of the mages to claim power from dead gods. Maybe
were blessed with a Catalyst -- the body of a god who you’re a tech mage who relies on a suit of sophisticated
died during the Godswar. Catalysts are pure magic, spellarmor to protect you from supernatural horrors.
and come in one or more aspects. These aspects Perhaps you’re a war mage who channels spells
determine which powers they grant mages, and those through your blade, or a spellsniper picking off oppo-
powers shape their surrounding cultures. Life Catalysts nents from the shadows. The possibilities are endless.

02
BASIC MECHANICS & CONCEPTS
ART BY: TOM EDWARDS

A powerful character may visit a dozen sites of


power, stealing a bit of magic from each. This magic
also extends your life, and if you steal enough you
The Magitech Chronicles follows in the foot- may just become a god yourself.
steps of many great roleplaying games, and utilizes
mechanics similar to games you may already be famil- Many adventures will center around a specific
iar with. Below you’ll find an overview of important catalyst, and visiting one can be a massive, and very
concepts and systems. Our basic design philosophy lethal undertaking. Even the act of taking magic can
is all about simplicity. We’ve endeavored to create a kill you, if you are not careful.
lightweight rules set that is easy for both players and
GMs to understand, while still being robust enough to Each Catalyst corresponds to one or more aspects
allow players to endlessly customize their characters. of magic, drawn from the legendary Circle of Eight.
You can learn more about that in the magic section,
CATALYSTS - THE BIG HOOK but the takeaway is that during character creation
you will get to choose the type of magic you begin
The Magitech Chronicles is set in the wake play with, and that choice will dramatically influence
of the Godswar, and dead gods litter the galaxy. Your your character’s abilities.
characters can gain power by visiting those Catalysts,
and stealing a piece of the magic contained in that Want your Spellsniper to be a healer? Might be aw-
god’s corpse. This can be anything from the moon- fully handy to heal from a rooftop thirty meters up.
sized Skull of Xal, to the sacred pool of life under the
Great Tree on Shaya.

03
Maybe you’d prefer dream, so you can put targets
into a deep slumber without killing them. Maybe DIFFICULTY THRESHOLDS
you’re a straight assassin, and disintegrating your
DT 1 = A simple task. Simple computer research, or a
target’s face with a void bolt is more your style.
basic knowledge check.

You get to choose. DT 2 = A moderately difficult task requiring concen-


tration. Basic coding, or repairing a device.

DT 3 = A difficult task that most people will fail.


THE BASIC SYSTEM
Disarming a bomb on a timer. Convincing an enemy to
help you.
Whenever a character needs to make an attack, use
a skill, or take almost any other actions they will have DT 4 = Something many people consider impossible.
to roll to determine if they succeed. This is handled as Piloting a shuttle with no engines through re-entry, and
follows: landing.

• GM sets a difficulty threshold (or DT) DT 5 = Why are you even trying to do this?
• Player rolls a number of d6s equal to the
Attribute + Skill
• If Skill is a Mastery, all 4, 5, and 6s count as a EDGE
success.
• If Skill is not a Mastery, all 5, and 6s count as a Characters may gain an edge through a variety of
success. means. If they have an edge they gain +2 successes for
• Compare total successes to DT. If the total that action. Gaining edge through multiple sources
successes are less than the DT, the action fails. does not stack, and some abilities will nullify edge.
• If the action succeeds, all successes past the DT
are added to damage or effect.
FAVOR
For example, let’s say Aran is trying to pilot a
heavily damaged spellfighter before it crashes into a Characters gain favor dice when they describe their
mountainside. The GM sets a difficulty threshold (DT) of actions in a way that adds to the narrative. The GM
3. Aran rolls Agility + Pilot (11) d6s. Piloting is NOT a may choose to award between 1-3 favor dice to any
mastery, so he only counts the 5s and 6s. He gets four roll if they approve of the character’s description.
successes. The action succeeds with one extra. In These bonuses stack with edge. Characters are
combat that extra success adds directly to damage, and encouraged not to try to game this system, and GMs
some spells or abilities will trigger additional effects if are encouraged to hold their ground if players are
you beat the DT by a certain number of successes. fishing for dice.

04
• Gain an edge and remove all negative modifiers
LUCK & FLAWS to one roll.

Luck is a very special system in that the only way to


gain it is through using your character’s Flaw. Each time Characters do not need to purchase a flaw if they
your character voluntarily suffers from their flaw in a do not wish to, but if they do not then they may not
way that negatively impacts them they qualify for a luck earn luck. GMs are the ultimate arbiters of whether or
point. Characters may spend luck in any of the following not the player earns a luck, and can decide how stingy
ways: they want to be based on how much luck they want
in their games. The flaws system exists to incentivize
• Reroll any roll. people into picking disadvantages that are actual
• Cause an opponent to reroll. flaws and not flaws in name only. Flaws are further
• Automatically avoid a single attack. cover in the Perks and Flaws section.

05
CHARACTER CREATION OVERVIEW
ART BY: TOM EDWARDS

STEP 2 - CHOOSE AN ARCHETYPE & PATH

• True Mage (Relic Hunter, Artificer, Illusionist,


Each player (exc. the Game Master) creates a character Flame Reader, Eradicator, Summoner, Shaman,
to represent themselves in the Magitech Chronicles Necromancer, Healer)
universe. Below you will find an overview of the rules.
• Dedicate (Paladin, Soulcatcher)
Comments are enabled on our website, so please feel
• Scoundrel (Larcenist, Spellsniper)
free to leave feedback!
• Warrior (War Mage, Tech Mage)
• Mercenary (Captain, Mage Killer)
STEP 1 - CHOOSE A RACE

• Drifter: (+1 Fort, +1 Agi, Cast Iron Stomach) STEP 3 - ASSIGN ATTRIBUTES
• Human: (+1 Any, +1 Skepticism)
• All attributes start at 2
• Shayan: (+1 Appearance, +1 Reason, +1 Spell
Pool, Delayed Aging) • Character has 5 points to spend
• Hatchling: (+2 Armor, +1 Fort, Breath Attack) • No attribute higher than 5

06
STEP 4 - SELECT CATALYZATION STEP 8 - PURCHASE DEFENSIVES

• All characters except mercenaries are awarded • Distribute 3 points between Brace, Skepticism, &
one Catalyzation Dodge.
• Brace cannot be higher than fortitude. Skepti-
cism cannot be higher than will. Dodge cannot
STEP 5 - SELECT SPELLS be higher than agility.

• Pick spells from the lists unlocked by your Path,


Archetype, or Catalyzation. STEP 9 - CALCULATE HIT POINTS & SPELL POOL

• Hit points = (fort x 5) + archetype bonus


STEP 6 - ASSIGN SKILL POINTS & MASTERY
• Spell pool = (will x 3) + archetype bonus
• Record the base skills awarded by your Class.
• Distribute 5 points between your skills, with no STEP 10 - PURCHASE EQUIPMENT
skill going higher than 3. New skills may be
purchased by spending a single point.
• Determine amount of starting currency from
• All characters gain one mastery. This may be your Archetype.
assigned to any skill, but we highly recommend
you select an active skill (Ranged, Melee, • Purchase armor, a weapon, or any extra equip-
Unarmed, Spellcasting). ment your character would possess.

STEP 7 - SELECT PERKS & FLAWS

• Select any number of perks.


• Select a corresponding number of flaws to bal- That’s it! Complete the steps above and you’re ready
ance your perks. All perks must be balanced by to rock. Let’s jump into races.
a flaw.

07
STEP 1:
CHOOSE A RACE
ART BY: TOM EDWARDS

DRIFTER

• Attributes: +1 Fortitude, +1 Agility


• Racial Abilities: Cast Iron Stomach (immune to
Character creation begins by selecting a race. Only
poisons, and suffer no penalties from alcohol)
four are presented here, but dozens of races populate
the sector. Some, like the mysterious Eleph, keep to the
fringes and avoid interaction. Others, like the draconic Drifters are tough little fookers that speak in rapid,
Krox, are only seen when their invasion fleets darken unintelligible gibberish, that has its roots in Irish
the skies of your homeworld. Cockney all the way back on ancient Terra. Their
biggest passion in life is crafting beer, but not just any
Below you’ll find the races available to players. Each beer. Drifter beer is famous as a medium for potions,
provides a bonus to an attribute and / or skill, and note and can contain anything from healing potions to
that this can raise attributes higher than 5. counterspells. And yes, it still gets you drunk. Drifters
are much shorter than either humans or Shayans, and
are often underestimated as a result.

08
disdain for other civilizations, which is well earned.
HUMAN Until recently they possessed the most powerful navy
in the sector.
• Attributes: +1 to an attribute of choice, +1 Skep-
ticism.
• Racial Abilities: NA HATCHLING

Humans are the most populous race in the sector, • Attributes: +2 Armor, +1 Fortitude
and have founded many colonies. The largest all • Racial Abilities: Breath Weapon
belong to the Ternus Territory, which claims to be a
colony of ancient Terra, though some scholars dispute Hatchlings are the offspring of Wyrms who have yet
the veracity of this claim. Humans are adaptable, and to undergo their first molting, which occurs around
often straddle the technological and magical worlds. their centennial. They are bipedal, highly intelligent,
Human’s skepticism bonus does not count toward and much longer lived than most races in the sector.
their maximum. Most hatchlings hail from Virkon and are air aspected.
A few Krox have left their people to wander the
galaxy, but those often hide their ancestry to avoid
SHAYAN persecution.

• Attributes: +1 Reason, +1 Appearance, +1 Spell


Pool It’s important to note that at one time the entire
galaxy was ruled by the dragonflights, and that many
• Racial Abilities: Does not age normally
remnants of their rule are still out there. All eight
aspects of hatchlings are available for play, and a
Shayans are increasingly rare in the sector, but still
character can choose the one they’re most interested in
control a disproportionate amount of the power.
without needing to worry about fitting in. For example,
the planet Kemet has all eight types of hatchling in
They are super-humanly beautiful, and do not age
abundance, and there are many other worlds where
past maturity in the same way as humans. They will
this is true.
maintain their appearance indefinitely, so long as they
are able to regularly ingest magic. Doing so causes
A hatchling’s breath weapon matches the hatchling’s
their eyes to glow, and many Shayans do not eat in
aspect, and makes a ranged + agility attack that does
public as a result.
5 damage in a 10 meter cone, resisted by an opponent’s
skepticism. This ability can only be used once per scene
Shayans have a larger spell pool than equivalent
/ hour depending on how closely the gamemaster is
races, and are known for their superior intellects. They
tracking time.
are also known for their immense egos, and utter

09
STEP 2:
ARCHETYPES & PATHS
ART BY: DENNIS FROHLICH

ARCHETYPES

Select one of following basic archetypes.


Once you’ve selected your race you will need to
choose an Archetype that determines your base skills, True Mages gather and apply knowledge, but they
abilities, and hit points. Each archetype has strengths are best known for their mastery of the greater paths
and weaknesses, and they’re designed to work well of magic. Only true mages can access their potent
with the other archetypes. spells.

Each archetype contains Paths, which build upon Dedicates all worship a god, catalyst or demigod, for
the selected archetype. Choose one that reflects the which their deity grants them miracles.
type of character you want to play. For example, all
Warriors (an archetype) get melee at 3, but only the Scoundrels facilitate trade and communication,
Path of the War Mage (one of the paths) grants the where trade means theft, and communication means a
spell parry ability. Conversely, only the Path of the void bolt to the back of the head from a hundred
Tech Mage will allow a character to begin play owning meters away. Their methods are often suspect, but no
spellarmor.

10
Warriors are the front-line soldiers and pilots who Mercenaries compensate for their lack of magic
represent every power in the sector. They all share a through superior firepower and technology. They are
common toughness and lethality, though their all tough, adaptable, and well equipped. Mercs begin
methods differ. play with a cyberharness that allows the use of
modular implants.

PATHS

Select one of the paths under your chosen archetype. DEDICATE: WARRIOR:
Most of your character’s abilities will be tied directly
• Paladin • War Mage
to this choice, so choose carefully.
• Soulcatcher • Tech Mage

TRUE MAGE:
SCOUNDREL: MERCENARY:
• Relic Hunter (Archeologist)
• Specialist (Choose from Artificer, Illusionist, • Spellsniper • Captain
Flame Reader, Eradicator, Summoner, Necro- • Larcenist • Mage Killer
mancer, Shaman, Healer)

All Paths in the true mage archetype share a love of the mage selects adjacent aspects they may unlock the
knowledge. Most students have spent many years in a corresponding greater path. All True Mages begin play
classroom, whether that was on a Ternus starship, or at with 3 spells selected from the aspects or greater paths
an Inuran manaforge. that they know. See Magic & the Circle of Eight for details.

• Hit Points: 10 • Catalyzations: 2


True Mages strive to obtain mastery of a greater path
• Initiative: 0 • Spell Pool: 3
of magic, which requires them to possess two adjacent
aspects (see the Magic & the Circle of Eight chapter for
SKILLS:
details). This allows access to powerful spells that no
other archetype may use. All true mages begin play with • Spellcasting: 3 • Arcana: 2
a 2nd catalyzation, which offers a huge advantage. If • History and Lore: 2

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PATH OF THE RELIC HUNTER DECIPHER:
Upon graduation all Relic Hunters are imbued with
Archeologists were once considered stuffy academics
ritual sorcery designed to aid their endeavors. The
right up until humanity discovered magic. It quickly
magic allows them to translate any language, either
became apparent that dozens of galactic civilizations
written or verbal, instantly as if it were their native
spanning millions of years have criss-crossed our
tongue.
sector of the galaxy. Understanding those civilizations
allows Relic Hunters, the modern archeologist, to
TOMB ROBBER:
harness powerful artifacts, and to discover new Cata-
lysts. Their primary objective is finding and recovering Relic Hunters are much more proficient at utilizing
ancient magics and technologies, whether for their magical equipment than their fellow mages. They gain
own profit or to benefit their patron university. an edge whenever casting a spell or making an attack
through a device such as a spellstaff, spellpistol, or
Universities function much like sports teams, and spellrifle.
competition between them is fierce. The term arche-
ologist has fallen out of favor, and been replaced by PATH OF THE ARTIFICER
the much more glamorous Relic Hunter. Freelance
Relic Hunters are universally looked down upon… until Every nation in the sector relies on either magic or
they make a big score. Then universities clamor to technology to maintain their strength. That strength
recruit them, but of course ask a generous ‘donation’ is built and maintained by Artificers, the magical
from their recent haul. engineers that construct everything from spellrifles
to mecha. Artificers are trained to understand all
Unlike many paths, Relic Hunters do not require any magical devices and all technology. Many excel at
specific aspect or path of magic, and can specialize as melding the two together, and can create a variety of
they see fit. They are generalists, and do not begin play bombs, weaponry, and armor.
with a greater path. They may be purchased with xp.
Mages of all types absolutely love Artificers, and
MASTERIES: have been known to go as far as polishing their tools
in an attempt to curry favor. It pays to be friends with
Relic Hunters receive History & Lore, Perception, and
someone who can build you a suit of spellarmor, or
Arcana as masteries making them the finest scholars
enchant your spellblade with a flaming aura.
in the sector.
MASTERIES:
EXTRA SKILLS:
The Artificer receives the artificing skill as a
Relic Hunters gain Perception at 3.
Mastery.

12
EXTRA SKILLS: • Armor: +1 armor
• Weapon: +1 accuracy or +1 damage
Artificers gain Artificing at 3.

IMPROVISED WORKSHOP: PATH OF THE ILLUSIONIST


An artificer may spend eight hours to erect an impro- Illusionists combine air and dream into fantastic
vised workshop, which can be used to construct weap- illusions that fool the senses of their enemies. Because
ons, armor, or other objects. This workshop requires a their powers allow them to alter their appearance,
mystically imbued focus, which all artificers are charm the weak-willed, and commit larceny most
presented with upon graduation. This focus links to an governments and institutions not only distrust illusion-
extra-dimensional void pocket where everything from ists, but have strict laws about how and when they can
machining tools to a 3D printer are stored. use their magic.

The workshop provides no bonus to craft checks, but MASTERIES:


reduces the time needed to construct an object by 20%.
Illusionists receive Stealth as a mastery.
Most artificers spend a few hours each day in their
workshop tinkering, and are always turning out useful
EXTRA SKILLS:
inventions.
Illusionists gain Stealth at 3.
Artificers are encouraged to familiarize themselves
with the magic item creation rules. SUSTAIN ILLUSION:
Illusionists are so gifted they may sustain one illu-
INVEST MAGIC:
sion without pledging the necessary spell pool, and
An artificer may invest a point from their spell pool without concentration.
into an object to improve the quality. This ability
requires eight hours of sustained magical ritual, and PATH OF THE FLAME READER
the use of a workshop. The resulting object gains
bonuses based on the chart below. These bonuses are Flame Readers combine fire and dream to peer into
permanent, until the mage decides to reclaim the the past, the future, and to distant locales. Nothing
magic, which requires another eight-hour ritual. is hidden from a skilled Flame Reader, and they are
often dispatched by various governments to hunt down
If the mage is killed before this happens, then the criminals, or to retrieve lost objects. Flame Readers
enchantment is permanent. An artificer may invest a are amazing investigators, and are often feared by
number of spell pool into an object equal to their the lawless.
magic. The bonuses stack.

13
MASTERIES: EFFICIENT KILLER:
Flame Readers receive Perception and Flame Read- The Eradicator reduces the cost of all destruction,
ing as masteries. fire, and void spells by 1.

EXTRA SKILLS: PATH OF THE SUMMONER


Flame Readers gain Perception and Flame Reading
Summoners are a rare breed, and are often con-
at 3.
fused with necromancers or binders. Summoners are
PIERCE ALL VEILS: much, much different, however. Where a necromancer
will bind a spirit into a corpse a summoner will open a
Flame readers gain edge whenever attempting to fissure to the umbral depths and draw forth any
pierce an illusion, and automatically attempt to see creature with which they have a pact.
through illusions even if unaware it exists. Further, the
flame reader is always aware when they are being MASTERIES:
lied to.
Summoners receive Spellcasting and Negotiation as
masteries.
PATH OF THE ERADICATOR
EXTRA SKILLS:
Eradicators, sometimes called Battle Mages, excel
at killing opponents en masse. They wield fire and Summoners gain Negotiation at 3.
void, two of the most feared aspects, and combine them
PACT OF THE DEFENDER:
into the greater path of destruction.
The Summoner has a pact with a powerful creature
Eradicators are the only mages capable of casting that will serve and defend them when called upon.
disintegrate, one of the deadliest and most feared The Summoner may call their defender as a standard
spells in the sector since it cannot be countered. action, and their defender will follow any order given.
This defender is typically part of a tribe, which has
MASTERIES: been either enslaved or has an alliance with a coven
Eradicators receive Spellcasting and Ranged as of summoners. When the defender is inevitably killed
masteries. a new one will be assigned to fulfill the pact, and the
summoner can always call a defender to protect
EXTRA SKILLS: them. Common defenders include tech demons, ifrit,
and many types of undead. The defender’s magnitude
Eradicators gain Ranged at 3.
may not exceed the Summoner’s magic.

14
MAKE PACT: EXTRA SKILLS:
The Summoner may make a pact with any willing The Necromancers gain Negotiation at 3.
creature. That creature may now be summoned as a
standard action. The details of this pact are between ANIMUS:
the summoner and the creature making the pact, but All Necromancers possess an animus, a shard of
most creatures will only agree if they owe a life debt, their own soul, that they may place into a receptacle.
or greatly fear the summoner. That receptacle can be a body they have constructed,
or a corpse they are animating. The body requires no
PATH OF THE NECROMANCER preparation, and the necromancer can will their
animus to animate a new body, or to return, as a
One would think that Necromancers would be standard action.
mistrusted and feared, and yet they are far more
favorably viewed than any other binder. Most binders The animated body has a magnitude equal to the
steal the will of others. They bind them, and force necromancer’s magic.
them to heinous acts. They force themselves on others,
ruining lives, and taking what they want. When not animating a body the animus lives in the
necromancer’s shadow, and is visible with a perception
Necromancers are known for two things. Firstly, they check. The animus is a reflection of the necromancer’s
serve as conduits to the dead. Need to ask grandma soul, and players are encouraged to be creative.
where she buried that ring? You’re going to need a
necro. PATH OF THE SHAMAN

The second thing is the obvious thing. Necromancers Shamans use the greater path of protection to ward
bind souls into the corpses of the dead, and then themselves and their allies. They share many beliefs
animate them. Note that the soul they are binding and powers with their necromancer cousins, but where
does not need to be the original, and almost never is. binders enslave, shamans enhance and protect. Their
Many cultures find this practice distasteful, and it is bonds with beasts and men are made willingly, though
often outlawed in public. Clever Necromancers keep shamans sometimes find themselves called upon to
their minions out of sight, and claim to be a simple force their wills on others.
Deathspeaker, who can communicate with their loved
ones beyond the veil. A shaman’s appearance may vary wildly from cul-
ture to culture, but all share a reverence for nature, as
MASTERIES: symbolized by their connection to water. They also
Necromancers receive Spellcasting and Negotiation share a connection to their ancestors, symbolized by
as masteries. their use of Spirit. Together those two aspects form the

15
greater path of protection, a powerful and often un- to dispel curses, bindings and other hostile magics.
derestimated branch of study. Healers are rarely pacifists, however, and most healers
are perfectly capable of defending themselves.
MASTERIES:
Shamans receive Spellcasting and Arcana as mas- Healers are a rarity in the sector, and are obviously in
teries. high demand. Most healers choose to become doctors
on busy stations, though some of the more curious
EXTRA SKILLS: occasionally become adventurers, if only to acquire
more magic.
Shamans gain Arcana at 3.
MASTERIES:
SUSTAIN WARD:
Healers receive Spellcasting and Medicine as
A Shaman may sustain a ward without pledging pool, masteries.
and without concentration. All the ward requires is the
initial casting. EXTRA SKILLS:

EMPOWER WARDS: Healers gain Medicine at 3.

A Shaman gains edge on all spellcasting checks EMPOWERED HEALING:


made to create a ward, or to cast another defensive
Healers always have edge when casting a healing or
magic.
restorative spell.

PATH OF THE HEALER COMPASSIONATE HEALER:


The galaxy is full of death and destruction, but a Healers reduce the cost of all healing spells by 1 to
Healer does what they can to mitigate such things. They a minimum of zero.
use their command of life and water to heal allies, and

16
Those who follow the Warrior archetype generally MASTERIES:
value martial and tactical prowess over all else. Their
The War Mage may choose either ranged or melee
job is to make enemies dead, while avoiding the same
to become a Mastery. They also gain athletics as a
fate. How that is accomplished varies from Path to
mastery.
Path, but you can be certain that if you are facing a
warrior they are playing for keeps. DEVASTATING STRIKE:
• Hit Points: 20 • Catalyzations: 1 When casting a spell through any spellweapon the
• Initiative: 3 • Spell Pool: 2 spell is resolved against the target’s brace or skepti-
cism, whichever is lower. Add the mage’s magic rating
SKILLS: when resolving damage.
• Athletics: 2 • Perception: 2
SPELL RIPOSTE:
• Melee or Ranged: 3
Once per round a War Mage may attempt to parry
PATH OF THE WAR MAGE a spell that directly targets them. They make a free
melee + agility test with either a spellshield or spell-
War Mages channel magic directly through their blade to parry a spell. Each success is subtracted from
bodies, and may create limited magical effects to their opponent’s roll. If their enemy’s successes are
supplement their impressive combat abilities. They are reduced to zero, then the spell is parried. However, if
the front-line heroes that stiffen the ranks of tech the war mage rolls enough extra success to beat the
mages, and are what many tech mages aspire to target’s skepticism, then the spell is reflected back at
become. the caster.

War Mages begin play with a spellblade or spell- INNATE SPELLS:


rifle, but no additional equipment, and very limited A War Mage may channel their magic directly
resources. This represents their years studying in a through their bodies instead of hard casting. Note that
kamiza, where they are taught to forgo physical unless a character has spellcasting, or innate spells,
possessions. then they cannot cast without the aid of a spellwea-
pon or similar aid.

17
PATH OF THE TECH MAGE COME GET SOME:
Tech Mages are tough, to a fault. Some of this repu-
Tech Mages combine technology and magic with
tation comes from their spellarmor, which makes them
devastating effectiveness. They are generally tougher
nearly unkillable by most foes. The rest of it comes
than War Mages, and if they are well equipped can pack
from this ability. All Tech Mages gain +1 Brace, Dodge,
every bit as much offense to boot. Their only downside
& Skepticism. This bonus can raise their defense over
is their reliance on technology, which is required for
the normal caps.
them to manifest their spells.

EFFICIENT CASTER:
Tech Mages begin play with their choice of a Mark V
spellrifle, and a set of standard Mark V spellarmor. See Tech Mages may reduce the cost of a spell by 1, down
the equipment chapter for details. to a minimum of zero. This makes a tech mage with
even a single remaining spell point a royal pain in the
MASTERIES: ass as they can take cover and deliver bolt after bolt.

The Tech Mage may choose either Ranged or Melee


as a mastery.

Almost every god, living or dead, has a religion of • Hit Points: 15 • Catalyzations: 1
significant size. These religions require soldiers and • Initiative: 2 • Spell Pool: 2
priests to defend their god, and to acquire more magic
if their god is dead and they wish to resurrect them. SKILLS:
• Ranged or Melee: 3 • Athletics: 2
All dedicates make a covenant with their god, which
• Religion: 2
funnels worship to the deity, but also allows the deity
to reward them with miracles. Nearly every religion
trains their followers in both magic and more martial
pursuits.

18
PATH OF THE PALADIN MIRACLES:
A paladin may select a miracle from the list in the
Paladins are the holy warriors of their respective
Gods & Divinity chapter. A player may purchase addi-
deities. It is their job to spread the faith, to defend their
tional miracles by spending experience.
god’s interests, and to ensure that their worshipers
are both protected and encouraged to continue HEARTY:
worshiping.
Paladins are highly resistant to magic, and gain 5
Paladins are fearless, implacable foes, resistant to points of magic resistance. In addition, an enemy mage
magic and heavily armored against physical attacks. may never possess an edge when casting against them.
Most paladins are trained in a variety of weapons and
EXTRA SKILLS:
magics, and are often assigned to protect a soulcatcher
as they pursue their missions. Paladins gain Piloting at 2 and Navigation at 2.

Paladins begin play with a suit of Inuran Mark III PATH OF THE SOULCATCHER
Spellarmor, and either a spellrifle or spellblade of
GM’s choice. Soulcatchers are revered by their own cultures, but
despised by others.
MASTERIES:
Paladins gain Religion, and either Ranged or Melee They are often high priests of their (usually dead)
as a mastery. god’s religion. Their mission is simple. Go out into the
sector and secure magic, then bring it back and offer it
COVENANT: to their god in an effort to resurrect them. This theft
hardly endears them to other magical powers, though
A Paladin gains a Covenant with the deity or religion
Ternus’s general hatred of the supernatural means that
of their choice. They may select from any available,
they tolerate this practice more than most. They see
or work with the game master to create a custom
it as cleaning up the galaxy.
Covenant.

When a Soulcatcher dies, their body is returned


Prior to selecting a Covenant all Paladins are
home, and all the magic they’ve accumulated is gifted
encouraged to read the available miracles, as the
to their deity. Soulcatchers excel at finding magic,
choice they make will determine which miracles are
and are given miracles by their god that support this
available to them.
ability.

19
Claiming a soul allows the potential for reincarna-
MASTERIES: tion, or even resurrection if a powerful life mage is
Soulcatchers gain Religion and Perception as mas- involved. Claiming magic allows the character to
teries. consume the power of a dying soul, which grants them
a permanent point of spell pool.
COVENANT:
However, breaking the phylactery frees the soul and
A Soulcatcher gains a covenant with the deity or
removes the spell pool. A Soulcatcher may gain no more
religion of their choice. They may select from any avail-
than twice their willpower in spellpool, and the closer
able, or work with the game master to create a custom
they get to their limit the greater the longing to return
Covenant.
home.

Prior to selecting a Covenant all Soulcatchers are UNLEASH SOUL:


encouraged to read the available miracles, as the
choice they make will determine which miracles are A soulcatcher may spend an action to unleash a
available to them. vengeful soul from a phylactery. This is accomplished
by crushing the vial, and lasts a number of rounds equal
MIRACLES: to the number of successes on a magic + religion roll.

A Soulcatcher may select two miracles from the list


When a soul is harvested its power level is deter-
in the Miracles & Covenants chapter. A player may pur-
mined by the creature killed. This is treated as a spirit
chase additional miracles by spending experience.
version of whatever the soul was in life, and gains
CLAIM SOUL: the vulnerable to life flaw.

If the Soulcatcher is within 30 meters of a magically DEEP FAITH:


active creature at the time of its death, then they may
Once per day a Soulcatcher may use any Miracle,
spend their next action to capture that being’s magical
even if they’ve already exhausted the uses for that day.
energy or soul (not both). A soulcatcher must possess a
phylactery to store the soul, but are usually provided an EXTRA SKILLS:
ample supply by their religion as this is their primary
function. Soulcatchers gain Perception at 2.

20
Not everyone is blessed with magic. In fact, most Mage Killers are cybernetically enhanced to
people possess no magic of any kind. Those people increase their speed, strength, and stealth, with the
need to get by on their wits, which isn’t enough. Fortu- goal of eliminating mages before they are even aware
nately, Mercenaries cheat with a combination of state of the Mage Killer’s presence. Mage Killers are tough,
of the art cyberware, and the deadliest weapons they but despite their name are somewhat vulnerable to
can get their hands on. Mercenaries are prepared for magic, which is why it is so important to get the drop
anything, and almost always have the right tool for on their foes.
any job.
MASTERIES:
All Mercenaries possess a cybernetic harness, which The Mage Killer gains both melee and ranged as
is wired directly into their nervous system. This allows masteries.
them to add various modules and cybernetic enhance-
ments, some of which can be customized mission to EXTRA SKILLS:
mission.
The Mage Killer gains Stealth 3.
• Hit Points: 20 • Catalyzations: 0
• Initiative: 3 • Spell Pool: 0 ASSASSINATE:
If the target is unaware of the Mage Killer, then the
SKILLS: Mage Killer gains edge on all attacks for that round.
• Melee: 3 • Athletics: 3
• Ranged: 3 • Perception: 2 ARSENAL:
The Mage Killer begins play with an array of cyber-
PATH OF THE MAGE KILLER ware. They may choose two of the following:

Mages have murdered billions, and humanity isn’t • Stealth Generator: Creates a field around the
taking it lying down. Ternus commissioned a special character that bends light and muffles sound. The
unit designed specifically around hunting and elimi- character gains edge on all stealth tests while the
nating enemy casters on the battlefield, and over the field is active.
past two decades the program has expanded to the
populace at large.

21
• Magic Inhibitor: The character’s skeleton is also wear brown coats for some reason. Their vessels
reinforced with an alloy that inhibits magic. This require constant upkeep, fuel (unless they are lucky
grants the character an unusually high resistance to enough to possess a spelldrive and a mage), and repair
magic, but also applies to magical healing. Increase if they are getting into combat.
the threshold of all spells targeting them by 2.
Fortunately, captains are adept pilots, skilled
• Cyber-senses: The character’s eyes and eardrums negotiators, and shrewd merchants.
have been replaced with cybernetic systems. They
gain edge on all perception checks, and cannot be MASTERIES:
caught unaware by attackers. The Captain gains Piloting and Negotiation as
masteries.
• Augmented Reflexes I: The character gains +1
agility, and +1 dodge. These bonuses may exceed EXTRA SKILLS:
racial maximum.
The Captain gains Piloting and Negotiation at 3.

• Augmented Strength I: The character gains +1


PROOF OF TITLE:
strength, and +1 athletics. These bonuses may exceed
racial maximum. All Captains gain a Mark III fighter, corvette, or
freighter of their choice. This belongs to them free and
• Reinforced Skeleton I: The character gains +1 clear, with no credits owed to any bank. Such vessels
fortitude, and + 1 brace. These bonuses may exceed are extraordinarily rare, and are worth several million
racial maximum. credits. They are genetically bonded to their owners,
and nearly impossible to steal.
EQUIPMENT:
CONTACTS:
Mage killers begin play with a Mark VII Ternus
Assault Rifle, 6 magazines of explosive rounds, 4 frag Any time a captain reaches a new port or world they
grenades, a set of environmental body armor, and a set may make an intuition check. One or more successes
of cybernetic spurs that do 4 base damage and have indicates that they know someone on that world with
1 armor penetration. who they’ve had a good working relationship in the
past.
PATH OF THE CAPTAIN
EQUIPMENT:
Captains are so named because each possesses a Captains begin play with a Harry’s Pump Action
vessel that they are the captain of. Most Captains are Shotgun Mk V, 4 magazines of explosive rounds, and a
dead broke, and always looking for their next job. Most set of NTM Cavalier Light body armor.

22
Scoundrels are a catch-all for the assassins, thieves,
MASTERIES:
and con men that call the sector home. Such characters
may have looser morals, but are often good hearted, The Larcenist gains Negotiation, Stealth, and
and just as necessary as their more law abiding breth- Larceny as masteries.
ren. Or so they’ll tell you anyway.
EXTRA SKILLS:
• Hit Points: 12 • Catalyzations: 1
Larcenists gain Negotiation at 3 and Larceny at 3.
• Initiative: 3 • Spell Pool: 3

SKILLS: DISARM DEVICE:

• Stealth: 3 • Perception: 2 A Larcenist channels their latent magical energies to


open locks, and to disarm traps or other devices. The
• Ranged: 2
larcenist gains an edge (2 success) whenever they
attempt one of these activities and they can magically
PATH OF THE LARCENIST
improvise tools to do it.

Larcenists are the grease in the wheels that keeps


AURA OF DISRUPTION:
the sector turning. If the party needs to meet with a
buyer, the Larcenist is the gal that does the talking. If Larcenists have a latent aura that makes it difficult
they’re buying equipment, he’s the one cutting the to record their likenesses. Cameras mysteriously short
deal. Larcenists are master negotiators, with a variety out. Scry spells target the wrong area, a few meters
of useful skills. They are often the leader of their behind the character. Something will always happen
respective groups, though more than one prefers to ensure their image is not recorded.
avoiding such responsibility.
SILVER TONGUE:
Larcenists begin play with a suit of environmental Larcenists see bullshitting as a survival skill. They
armor, and a Mark V spellpistol. They gain an addi- always have edge when making Negotiation checks,
tional 1,200 credits, which they can choose to spend and gain an extra die when using Negotiation to try
on armor and weapons, or keep liquid. to con or bluff.

23
PATH OF THE SPELLSNIPER SNIPE:
If the target is unaware of the Spellsniper’s location,
Spellsnipers are both rare and unique. They lack the
then the sniper gains an edge (2 extra successes to each
raw combat prowess of a War Mage, and aren’t nearly as
attack). This attack is made with +2 accuracy. The
well armed as Tech Mages. They make up for it in their
attack, whether physical or magical, hits something
niche. Spellsnipers can deliver spells at range to kill,
vital and does 2 additional damage. If it does multiple
charm, or incapacitate. Snipers with life magic make
types, then all are increased.
excellent long-range healers.

MASTERIES: Note that this applies to melee attacks, so long as


the target is unaware.
The Spellsniper gains Ranged and Stealth as mas-
teries. ONE WITH SHADOW:

EXTRA SKILLS: Thanks to their extensive training Spellsnipers are


both silent and nearly invisible. They gain edge when-
Spellsnipers gain Ranged at 3 and Athletics at 3. ever making a stealth check, and may make a stealth
check during combat if they break line of sight with
their attackers.

24
STEP 3:
DETERMINE ATTRIBUTES
ART BY: TOM EDWARDS

ATTRIBUTE RANKS

Once you’ve selected a race, and archetype, and a


path, you need to assign attributes. Attributes repre-
5 - PEAK HUMAN
sent a character’s raw abilities, and are used in just
about every other part of the game. War Mages rely 4 - PRODIGY

on strength, fortitude, and agility. True Mages rely on 3 - GIFTED


will and their choice of charisma, appearance, reason,
2 - AVERAGE
or intuition. Tech Mages tend to favor agility and
fortitude. 1 - TERRIBLE

Attributes scale from 1 to 5 with 5 being normal


racial maximum. Note that if your race gives you a
ATTRIBUTE LIST
bonus, this raises the maximum for that attribute as
well.
• Agility • Reason
• Appearance • Intuition
All attributes begin at 2, and a character has five
points to spend. If you harass your GM this may be • Charisma • Strength
increased to seven, depending on the power level • Fortitude • Will
they’re seeking. Sorry, GMs

25
Characters with a high reason can quickly and easi-
AGILITY:
ly solve problems and perform calculations.
Agility represents both reflexes and manual dex-
terity, and is used for the dodge defense, for ranged INTUITION:
attacks, and to avoid some area-of-effect attacks.
Intuition represents a character’s emotional intelli-
Agility is important to a number of skills, including
gence, instincts, and their ability to read social situa-
stealth and athletics.
tions. Characters with a high intuition quickly grasp
new concepts and adapt to new situations.
APPEARANCE:
Appearance represents a character’s overall attrac- STRENGTH:
tiveness. Certain Paths argue that beauty is divinity,
A character’s strength represents raw muscular
and revere it when found. For this reason some mages
ability. How much can you lift, bro? Strength factors
use appearance to express their magic. Shockingly,
directly into melee damage, and determines what
they tend to be quite vain.
class of armor a character may safely use.

CHARISMA: WILL:
Charisma represents a mixture of your character’s
A character’s will represents their mental discipline.
force of personality and overall charm. Most social
Stoic monks have a high will. Shifty gamblers who
skills are directly tied to charisma, plus you get to be
love to drink have a low will. Will forms your base
popular.
Skepticism defense, which is critical against all direct
magical attacks. Will also determines part of your
FORTITUDE:
base spell pool. All characters gain willpower *3 in
Fortitude represents a character’s physical endur- addition to other sources.
ance, and forms the basis of the Brace defense. Your
fortitude also helps to determine your character’s hit *MAGIC:
points. All characters get Fortitude * 5 hit points in
Magic gets an asterisk because it is a derived att-
addition to what their archetype grants.
ribute. Your magic is equal to the number of catalysts
your character has been to. For most characters that’s
REASON:
going to be 1, though True Mages begin play with 2.
A character’s reason represents their raw intelli- When this number rises higher than 5 your character
gence and learning skills. The higher the reason, the will be considered a demigod. For more details see
faster and easier the character can solve problems. the Miracles & Covenants chapter.

26
STEP 4:
SELECT CATALYZATION
ART BY: TOM EDWARDS

most potent Catalyzation you can get.

NOTE: You select ONE Catalyzation from the list


Every mage possesses powerful eldritch magic, and below. If you pick Life Magic, for example, you may not
this magic ultimately originates from a god. The act of also purchase Touch of Shaya.
gaining power from a god create a Catalyzation in the
mage, assuming they survive the process. Only True Mages select 2, and they will choose 2
types of magic.
Characters in The Magitech Chronicles gain
a number of Catalyzations from their archetype. These LIFE
represent either Catalysts that the character has been
to, or are the result of a powerful bloodline, meaning LIFE MAGIC:
that their parents or grandparents had been to a potent
Catalyst. Your GM may either allow you to pick from Grants access to life spells, 3 spell pool, and 3 life
the following list, or you may choose to simply have resistance. Also adds the Light Bolt spell to the mage’s
inherited the Catalyzations from a parent, and could lexicon.
be ignorant as to the true source.
TOUCH OF SHAYA:
These abilities will determine which spells you have The mage touches a target and heals their wounds.
access to, so choose carefully! Feel free to peruse the They may spend as many points from their spell pool
spells chapter before making your final selections. In as they wish, and the target heals for the amount
most cases, simply taking your aspect’s magic is the spent. Also grants 3 spell pool and 3 life resistance.

27
some way to pierce illusions. Invisible targets gain edge
VANITY OF SHAYA:
on stealth checks involving sight. The invisibility lasts
The mage gains +1 appearance. They also gain 3 until cancelled, or until the mage next sleeps.
spell pool, and 3 life resistance.
THE VOICE OF SHI:
AIR The mage gains a permanent +1 to charisma. They
also gain 3 spell pool and 3 dream resistance.
AIR MAGIC:
Grants access to air spells, 3 spell pool, and 3 air FIRE
resistance. Also adds the Lightning Bolt spell to the
mage’s lexicon. FIRE MAGIC:
Grants access to fire spells, 3 spell pool, and 3 fire
ASCEND TO THE DRAGONFLIGHT:
resistance. Also adds the Fire Bolt spell to the mage’s
The mage gains the ability to fly at will. They gain lexicon.
a fly speed of 45 kph, and many maneuver using
athletics + agility. PIERCE ALL VEILS:
Once per day the mage may sear their vision with the
GRACE OF VIRKONNA:
flames of the unspoken mother. They gain the ability to
The mage gains a permanent +1 agility. They also pierce all illusions, and can see invisible targets. This
gain 3 spell pool, and 3 air resistance. lasts until cancelled, or until the sleep. For the duration
the mage’s eyes glow with endless flame.
DREAM
STRENGTH OF VAN:
DREAM MAGIC: The mage gains a +1 to strength. They also gain
Grants access to dream spells, 3 spell pool, and 3 3 spell pool and 3 fire resistance.
dream resistance. Also adds the Dream Bolt spell to
the mage’s lexicon. VOID

VANISH: VOID MAGIC:


Once per day a mage may spend an action to disap- Grants access to void spells, 3 spell pool, and 3 void
pear from sight. They are considered invisible, and resistance. Also adds the Void Bolt spell to the mage’s
cannot be directly targeted unless the perceiver has lexicon.

28
UMBRAL JAUNT: SIMULACRUM:
Thrice per day a mage may spend an action slip Once per day the mage may spend an action to
through the umbral depths to arrive at a new location create an incorporeal double in their exact location,
within 30 meters. while they are transported to the spirit world. They
may move, drink potions, or take any other action that
XAL’S PIERCING INTELLECT: does not interact with the mortal world.
The mage gains a +1 reason. They also gain 3 spell
pool and 3 void resistance. The mage returns to our realm at the end of the 3rd
round after being cast. The mage may choose to return
at any time before this. A single attack will destroy the
EARTH
simulacrum, but it will not reveal the mage’s presence
in the spirit world.
EARTH MAGIC:
Grants access to earth spells, 3 spell pool, and 3 earth RESOLVE OF KROX:
resistance. Also adds the Acid Bolt spell to the mage’s
The mage gains a +1 will. They also gain 3 spell pool
lexicon.
and 3 spirit resistance.
THE RESOLVE OF TRAKALON:
WATER
The mage gains a +1 fort. They also gain 3 spell pool
and 3 earth resistance. WATER MAGIC:
GIFT OF OSMIUM: Grants access to water spells, 3 spell pool, and
3 water resistance. Also adds the Frost Bolt spell to
The mage’s skin becomes as hard as metal, granting
the mage’s lexicon.
3 armor and 3 earth resistance.
MARID’S PROTECTION:
SPIRIT
The mage gains 5 magic resistance.

SPIRIT MAGIC:
MARID’S INTUITION:
Grants access to spirit spells, 3 spell pool, and
The mage gains +1 intuition. They also gain 3 spell
3 spirit resistance. Also adds the Spirit Bolt spell
pool and 3 water resistance.
to the mage’s lexicon.

29
STEP 5:
RECORD SPELLS
ART BY: TAKASHI TAN

DETERMINING SPELLS:
If your character selected any form of magic during
Different mages access magic differently. Some character creation, then you have access to spells. The
mages are coldly analytical, and rely on their reason to full list of spells is contained in the Magic & The Circle of
harness magic. Others are more intuitive, or use their Eight chapter, but the basic options are outlined here.
empathy for magic itself to control it, which manifests
through charisma. Still others rely on the the link BOLT SPELLS
between divinity and beauty to drive their magic.
All aspects give the character the ability to fire a bolt
Select one of the following as your character’s magi- spell. Each bolt varies slightly based on the aspect
cal expression: used, but all exist to deliver damage.

• Charisma • Intuition
Bolt spells can be modified to do different things,
• Appearance • Reason
but this usually requires more spell pool. See the chart
below. Note that a mage can only pay a cost equal to
From a practical standpoint, do you want to be
or lower than their magic attribute.
charismatic, beautiful, intuitive, or logical? Your spell-
casting will rely on this attribute, and once chosen this
If they have the available pool, they convert the
cannot be changed. Record your expression on your
spell. For example, changing a fire bolt to a fireball
character sheet, and then move on to picking spells.

30
requires 2 additional spell pool, for a total of 3. Casting fire bolt and void bolt to your character sheet. The
this spell requires a mage to have been to 3 Catalysts, specifics of these spells are found in the spells chapter.
and no starting character meets that requirement.
Next, add Manifest X where X is the aspect you have.
True Mages could cast a 15-foot cone, because they All mages have the ability to manifest their aspect. Void
have 2 Catalyzations. mages can deepen shadow. Fire mages can manifest a
flame. Check the spells & spellcasting chapter to find
MODIFIER AND COST: yours.
• 3 square / hex cone (1)
If your archetype or path awards additional spells
• 4 square / hex radius (2)
(like True Mage), then go to the spells chapter and
select the relevant spells from the appropriate spell
RECORD SPELLS
lists. If you have fire and void, then you may select
spells from those lists.
Add the bolt spell for each aspect your character has.
For example, if you have fire and void, then you will add

31
STEP 6:
ASSIGN SKILL POINTS & MASTERY
ART BY: TOM EDWARDS

MASTERIES:
Certain paths or archetypes grant masteries. When
A character’s skills represent their accumulated rolling a mastery, each die with a result of 4 or greater
knowledge and training, and are used whenever a counts as a success.
character must perform a task covered under one of
the skills. Each archetype and path provide certain All characters begin play with one mastery, which
skills, but characters may select any skill, provided they may be spent on any skill.
have the skill points to purchase it.
SKILL RANKS:
A character begins play with 5 skill points, and no
skill begins higher than 3.
5 - MASTER

4 - VETERAN
When performing a skill check a character will roll a
number of d6s equal to their skill rating plus the 3 - SKILLED
PROFESSIONAL
associated attribute. Each die with a result of 5 or
2 - BASIC
greater counts as a success, and if the total number of TRAINING

successes equals the difficulty of the task, then it is 1 - UNTRAINED

a success.

32
• Spellcasting
ACTIVE SKILLS: Attribute: VARIES (See character’s expression)
• Ranged • Unarmed Allows the casting of spells. Does not apply to spells
• Melee • Spellcasting cast through a spellrifle, spellship, etc.

• Unarmed
TECHNICAL SKILLS: Attribute: Strength
• Engineering • Warfare Allows the character to fight barehanded / unarmed.
• Piloting • Artificing
• Gunnery • Negotiation
• Athletics • Larceny
• Perception • Religion
• Arcana • Investigation
• History & Lore • Hacking TECHNICAL SKILLS:
• Flame Reading • Linguistics
• Engineering
• First Aid • Performance
Attribute: Reason
• Navigation • Crafting Allows a character to operate, troubleshoot, and design
• Stealth various types of technology.

• Piloting
SKILL DESCRIPTIONS Attribute: Agility
Allows the user to pilot spellships and spellfighters.
ACTIVE SKILLS: Conventional vessels also require Gunnery and Engi-
neering to operate at peak efficiency.
• Ranged
Attribute: Agility • Gunnery
Covers the use of all conventional pistols, spellpistols, Attribute: Agility
rifles, and spellrifles. Allows the user to control weaponry on vehicles and
ships. If they are a mage this includes spellcannons.
• Melee
Attribute: Strength • Athletics
Covers the use of all conventional melee weapons, Attribute: Fortitude, Strength, or Agility
including swords, axes, maces, staves, daggers, and Athletics governs running, climbing, extended physical
anything else you can think of. activity, acrobatics, sports, or anything else a character
needs to do that is physical in nature and not covered
by another skill.

33
• Perception • Religion
Attribute: Intuition Attribute: Intuition
Represents a character’s awareness of their surround- Religion teaches the prayers, history, and rituals neces-
ings. Perception checks can be requested by the GM, or sary to commune with one's deity, as well as about other
can sometimes be initiated by a player if they’re search- religions. Religion rolls are often required for miracles.
ing a specific room for a hidden safe, for example.
• Investigation
• Arcana Attribute: Reason or Intuition
Attribute: Reason Investigation allows characters to piece together clues
Arcana represents a character's knowledge of magic, into patterns, and is generally rolled when trying to
magical spells, enchantments, eldimagi, and the gods solve a mystery, or interrogate a victim.
themselves from a magical sense. Arcana rolls are of-
• Negotiation
ten called for whenever a character is researching or
Attribute: Charisma
encountering a magical phenomena or being for the
Allows the character to make deals, come to agree-
first time.
ments, and settle disputes. Rolling well will not per-
• History & Lore suade another PC, but does represent the strength of
Attribute: Reason their oration / arguments. When trying to decide on a
History & Lore covers history and esoteric scientific or price each success beyond the DT (the opponent's nego-
historical trivia. tiate check) reduces the price by 5%.

• Flame Reading
Negotiation is a broad social skill, and will also the user
Attribute: Charisma
to con, charm, bluff, or otherwise deceive someone. In
Flame reading is a form of Divination, and requires fire
these instances use the target's will as a DT.
magic to use in a basic form, and both fire and dream for
its advanced form. Using this ability allows the mage a • Larceny
glimpse of the past, present, or a possible future. The Attribute: Agility
more successes, the more accurate and clear the vision. Larceny is a pretty word for theft. This ability can be
used to pick pockets, hack safes, or to forge documents.
• First Aid
Attribute: Reason • Hacking
First aid allows the treatment of basic field wounds, Attribute: Reason
infections, and simple diseases. The character is far more proficient with computers
than the average person. Hacking can be used to infil-
• Navigation
trate, modify, and control computer systems. Find a
Attribute: Will
file might require a hacking DT 2 check, while taking
Navigation is used in both conventional and magical
control of a turret might require DT 3, and infiltrating
vessels, and can be called for whenever a vessel is sail-
a highly secure server might require a 4 or even a 5.
ing the Umbral Depths or normal space.

34
• Linguistics • Warfare
Attribute: Reason Attribute: Reason or Intuition
The character is proficient in two or more languages. Warfare represents tactical and strategic skill in com-
Purchasing the skill prior to character creation grants bat. It is used to plan battles, ambushes, or entire wars.
one language per point. Afterwards the character may If two characters with warfare are in opposition, then
make a linguistics check DT 2 to learn a new language each rolls and compare total successes.
over a period of 2 weeks.
• Crafting
Attribute: Agility or Strength
Deciphering a language the character does not know
Crafting is the physical compliment to the engineering
requires reference material, and can be accomplished
skill, and allows the user to... well craft things. This is
with a DT 4 linguistics check. Each week in study reduces
a multipurpose skill, and can be used from carpentry
the DT by 1.
to gardening to anything else the GM feels a craft
• Performance should represent.
Attribute: Charisma, Reason, Intuition, Strength or
Agility Note that if a character with engineering has a forge,
Performance is perhaps the broadest skill as it gov- then they don't need the craft skill, though many take
erns any type of performance. Oration, dance, solving it anyway.
a mathematical proof before a crowd, stand up comedy,
• Artificing
shooting an apple off a tree from a thousand meters,
Attribute: Reason or Intuition
and picking up a hovertank could all call for you to
The artificing skill allows the user to build magic items,
roll perform.
and to work with magical materials. A character need
not be magically active to take the artificing skill,
The attribute used depends on the performance, and
however they won't get full use of the skill without
the GM has final say. The roll is open ended, and the
already having the greater path of enchanting.
more successes rolled the better the reaction, with 5
being the kind of performance someone only sees
Artificing can be used with enchanting to infuse life
once in a lifetime.
into a magical item by combining 2 or more magical
• Stealth materials into a single new lifeform. See the artificing
Attribute: Agility & magic item creation rules chapter for details.
Stealth is the art of remaining undetected. Any time a
player attempts to avoid detection they are required
to make a stealth check. Their successes become the
DT of any perception checks made to detect them.

35
STEP 7:
SELECT PERKS & FLAWS
ART BY: TOM EDWARDS

a number of successes equal to the target number,


plus 1.

Characters may choose to select one or more flaws. If A character may begin play with no more than 3
they do so, then they may select a corresponding perk flaws, and cannot take the same perk or flaw more
for each flaw. Flaws are important for more than simply than once.”
balancing perks, though.

FLAWS
Each time a flaw comes into play, and the player
successfully roleplays the flaw in a way that impacts COMMON PHYSICAL FLAWS:
their character, then they are awarded a point of luck.
This is the only way to acquire luck, and luck is highly • Clumsy
sought after. Effect: -1 Agility
You’ve tripped over your own feet more than once, and
A point of luck may be spent to reroll any failed roll, it’s only a matter of time before it happens again. Any
or to automatically succeed at any skill roll. This time your characters exhibits clumsiness in a way that
automatic success is considered to have generated impacts them socially or physically the GM may choose
to award them a point of luck.

36
• Clueless
COMMON SOCIAL FLAWS:
Effect: -1 to perception checks
You’re always the last to see it, if you see it at all. Any • Punchable Face
time your character exhibits lack of awareness in a way Effect: -1 Charisma
that impacts them socially or physically (walking into Your face annoys people. They don't like being around
the wrong bathroom, falling into a pit they could have you, and any time this directly impacts you the GM may
easily avoided) the GM may choose to award them a choose to award you a point of luck. You get singled out
point of luck. of crowds by law enforcement. You're denied when you
slip the hostess a 20 for a better table.
• Skipped Leg Day
Effect: -1 Strength • Kind of a Dick
If you’ve seen the inside of a gym it was accidental. You Effect: -1 to all negotiation checks
are a weakling, and struggle with basic physical tasks You have a general aura of douche-ness. Even if you
like opening jars. Any time your character is limited by don't speak, people just sort of... don't like you. Close
their lack of strength the GM may choose to award them friends and family overlook it, but everyone else goes
a point of luck. out of their way to avoid you. Any time this directly
impacts you the GM may decide to award you a point
• Food Allergy of luck.
Effect: -1 Fortitude
Your character is allergic to a common type of food. • Not in Anyone's League
Gluten. Lactose. Sugar. Something makes you puff up Effect: -1 Appearance
like a grapefruit, and any time this happens during a You're ugly in a way that offends potential mates. Drinks
situation where your character is negatively impacted get thrown in your face, and a polite no is usually the
your GM may choose to award you a point of luck. best you can hope for when asking for dates.

• Missing Limb • Fashion Victim


Effect: Effect: Your character dresses badly
Your character is missing an appendage common to Your character always wears inappropriate clothing.
their race. Arms, legs, wings, tail, etc. If you choose an Maybe it's the same trench coat and fedora from the
arm, then you cannot use items that require two hands. academy. Maybe it's a uniform that is way too tight.
If you choose a leg your movement is reduced by 50%. Whatever your character's flair society at large doesn't
Loss of wings removes any gliding or flight. appreciate it.

You don't belong in most restaurants, or even most so-


cial situations, and are often ejected or barred entry.

37
• Untouchable • P is for Phobia
Effect: Socially conscious people avoid you Effect: Pick a Phobia
Whether you are a vagrant, or the child of a mass mur- Your character is deathly afraid of something. Maybe
derer, or are an ex-con, something tied to your identity that's spiders. Maybe it's social situations. Whenever
makes you problematic for most people to deal with, your character is confronted with this fear they react
and when they become aware of this fact they will take badly. You get to pick the phobia, and can choose
steps to distance themselves from you. this flaw more than once. Common examples include
agoraphobia (open spaces), claustrophobia (enclosed
spaces), arachniphobia (spiders).

• Kleptomaniac
Effect: Your character steals. Often.
Your character is always stealing things. You get to set
the terms of your "habit", of course. Maybe you don't
COMMON MENTAL FLAWS: steal from friends. Maybe you do. Maybe you only steal
from corporations, or churches, or Wyrms.
• Math is Hard
Effect: -1 Reason
But you definitely steal, and sometimes that means
You ate the paint chips as a kid. Any time you are
getting caught...
completely oblivious to something most people would
easily grasp, the GM may choose to award you a point
of luck.

• Bit of a Crackhead
Effect: -1 Will
You have an addiction. It might be a drug. It might
be manabeer. It could be video games. But you have
something you love to engage in compulsively, and are
COMMON MAGIC FLAWS:
more vulnerable to temptation. Any time you give in to • Void Bolt Homing Beacon
that temptation, and are directly screwed as a result, Effect: -1 Resistance
the GM may award you a point of luck. Your magical defenses are especially weak, and enemy
mages know it. Good luck. Any time you put yourself in a
• Way Too Literal
situation where you might get hit by a spell your GM may
Effect: -1 Intuition
award you a point of luck.
You have a tendency to take everything literally. Way
too literally.

38
• Really Bad at This Magic Thing • Bravely Run Away
Effect: -1 Spell Pool Effect: +1 Agility
Your command over magic is weaker than most mages,
• Slippery Mofo
and you have one fewer maximum spell pool than you
Effect: +1 Dodge
otherwise would. Any time you run out of spell points in
a dangerous situation your GM may choose to award • Kick me in the junk. Again!
you a point of luck. Effect: +1 Brace

• Oops. My bad. • Built Like Crewes


Effect: Technology just breaks around you Effect: +5 Hit points
Computers mysteriously stop functioning. The naviga-
• Walk It Off
tion array goes out on your shuttle. Holodisplays short
Effect: You heal all hit points after a night’s rest.
out near you. Something about you is simply incom-
patible with most technology, and hilarity ensues.

MENTAL PERKS:
• Gifted
PERKS
Effect: +1 Reason

If your character selected any number of flaws they • Not Buying Your Bullshit
may now select an equal number of perks to balance Effect: +1 Will
them. Perks provide no special benefits for roleplaying
• Great Instincts
them, but you should do it anyway. Or else.
Effect: +1 Intuition
PHYSICAL PERKS: • Eidetic Memory
• Do You Even Lift? Effect: You can remember things with photographic
Effect: +1 Strength clarity.

• Shrug It Off
Effect: +1 Fortitude

39
MAGICAL PERKS: SOCIAL PERKS:
• One More Spell • Traffic-Stopping Ass
Effect: +3 Spell Pool Effect: +1 Appearance

• Savant • Headmaster’s Boy


Effect: You know an extra spell from a list you Effect: You attended a prestigious academy on
already have access to. Shaya, and everyone knows it. This can
open doors in many quarters.
• Magical Security Blanket
Effect: Choose a single eldimagus. As long as you • King of Bullshitters
have this object on your person you gain Effect: +1 Charisma
+1 spellcasting.
• Well Connected
• Is that really how you’re going to cast that? Effect: Your character has a single well-defined
Effect: +1 Skepticism contact placed highly in an organization
such as a temple / government. This can be
purchased more than once.

• My Dad’s Rich
Effect: You grew up wealthy. This doesn’t confer
any special wealth to you, but your parents
or parent are rich, and everyone presumes
they’ll leave their fortune to you.

40
STEP 8:
PURCHASE DEFENSIVES
ART BY: TOM EDWARDS

INNATE DEFENSES:
There are three different types of innate defense.
Combat encounters are frequent in The Magitech Innate defenses are applied before an attack hits.
Chronicles, and all characters begin play with set Active defenses are applied after an attack hits, and
of defenses to represent their various strengths and are discussed below.
weaknesses. A character uses their highest applicable
• Brace
defense in a given situation, unless otherwise stated
Limiting Attribute: Fortitude
by a perk. An attack with fewer successes than your
Brace represents your ability to shrug off attacks. If
applicable defense misses.
you can’t dodge a punch, laughing it off is the next
best thing. Brace is most often used against melee
An attack that meets or exceeds your defense results
weapons, and characters with a low brace are advised
in a hit, and allows the attacker to calculate damage.
to stay far from the front line of combat.
In the weapon and spells section it will list a damage
type, which corresponds to these defenses. • Dodge
Limiting Attribute: Agility
Each defense begins play at 1, and a character gets The best defense is simply not getting hit in the first
3 points to distribute among them. No defense can be place. Dodge represents your ability to get out of the
higher than its limiting attribute. way, and is used primarily against ranged attacks or
some spells.

41
• Skepticism Some magic can be stopped by physical armor if it
Limiting Attribute: Will manifests as either a kinetic or energy attack. Other-
Skepticism represents your ability to resist magical wise, the spell goes against the relevant resistance
influences. No one likes having their mind taken over, score.
and the cynics among us have the best defenses. Any
• Resistance
mage wishing to affect you with a spell must meet or
Resistance functions as armor, but against specific
exceed your skepticism in successes.
aspects of magic. If a character is hit by a fire spell, for
example, then either fire resistance or magic resistance
will provide armor against that spell. If that same
character is hit by a void spell their magic resistance
will apply, but not the fire resistance.

Blanket magic resistance is both more powerful


ACTIVE DEFENSES: and more rare than resistance to specific aspects.

If someone’s attack roll exceeds your relevant • Hit Points


defense, then you are given a chance to apply either A character’s base hit points are used to soak up any
armor or resistance. Both are explained below. Any damage that gets past their defenses. When their hit
remaining damage is subtracted from your hit points. points reach zero they are disabled, and if they suffer
Bad things happen when those go below zero. additional damage greater than their fortitude, then
they die.
• Armor
Certain races (like Wyrms) possess armor. Charac-
Hit points are calculated as follows:
ters may also gain armor from various pieces of equip-
(Fortitude x 5) + Archetype bonus
ment, magic, or Catalyzations. Armor reduces kinetic
and energy attacks, so five points of armor will cancel
five points of damage from any of those sources.

42
STEP 9:
PURCHASE EQUIPMENT
ART BY: TOM EDWARDS

MARK III LASPISTOL:


• Damage: 4 Physical
Weapons and equipment can be purchased through- • Accuracy: 0
out the sector. They range in quality and origin, but • Limit: 0
almost anything can be found for the right price. • Range: 8
Standard characters begin play with 3,000 credits to • Ammunition: Fuel cells, 8 shots each. Charged
their name, in addition to any awarded by their Path fuel cells cost 50 credits.
or Archetype. • Defense: Dodge
• Cost: 300 Credits
Your game master may choose to raise or lower that
amount based on the type of game they're running. INURAN MARK III SPELLPISTOL:
• Damage: Spell
LIGHT WEAPONS
• Accuracy: 0
Light weapons are generally inexpensive, and can be • Limit: 3
carried easily in one hand. Both spellpistols and light • Range: 10
spellblades are available at every weapon retailer, and • Ammunition: Spell
quite a few fueling stations. The galaxy is a dangerous • Defense: Skepticism
place, after all. • Cost: 2,000 Credits

43
MARK V LASPISTOL: INURAN MARK VII SPELLPISTOL:
• Damage: 4 Physical • Damage: Spell or 4 Physical
• Accuracy: 1 • Accuracy: 2
• Limit: 0 • Limit: 5
• Range: 10 • Range: 15
• Ammunition: Fuel cells, 10 shots each. Charged • Ammunition: Spell, Standard or Armor Piercing
fuel cells cost 50 credits.
• Defense: Skepticism if Spell, or dodge if
• Defense: Dodge Physical.
• Cost: 500 Credits • Cost: 4,000 Credits

INURAN MARK V SPELLPISTOL: MARK IX LASPISTOL:


• Damage: Spell • Damage: 5 Physical
• Accuracy: 1 • Accuracy: 2
• Limit: 4 • Limit: 0
• Range: 12 • Range: 12
• Ammunition: Spell • Ammunition: Fuel cells, 12 shots each. Charged
fuel cells cost 50 credits.
• Defense: Skepticism
• Defense: Dodge
• Cost: 3,000 Credits
• Cost: 4,000 Credits

MARK V LASPISTOL:
LIGHT 1H SPELLBLADE:
• Damage: 4 Physical
• Damage: 4 Physical + Spell
• Accuracy: 2
• Accuracy: 1
• Limit: 0
• Limit: 3
• Range: 10
• Range: 1
• Ammunition: Fuel cells, 12 shots each. Charged
fuel cells cost 50 credits. • Defense: Brace
• Defense: Dodge • Cost: 2,500 Credits
• Cost: 1,000 Credits

44
MEDIUM WEAPONS MEDIUM 1H SPELLBLADE:
• Damage: 6 Physical + Spell
Medium weapons are larger and heavier, and require
• Accuracy: 1
a minimum 2 strength to use. Most can be used in
• Limit: 4
either one or two hands, so if a player really wants to
• Range: 1
dual-wield spellrifles there’s no reason why they can’t.
• Defense: Brace
INURAN MARK III SPELLRIFLE: • Cost: 4,500 Credits

• Damage: 1 + Spell
• Accuracy: 1 LIGHT 1H SPELLSTAVE:
• Limit: 3 • Damage: 4 Physical + Spell
• Range: 20 • Accuracy: 1
• Defense: Skepticism • Limit: 4
• Cost: 2,500 Credits • Range: 1
• Defense: Brace
INURAN MARK V SPELLRIFLE: • Cost: 4,500 Credits
• Description: Spellstaves sacrifice damage for
• Damage: 2 + Spell defense, and grant the user +1
brace.
• Accuracy: 1
They are a favorite weapon of
• Limit: 4 True Mages, who seek any means
• Range: 25 possible of shoring up their limited
defenses.
• Ammunition: Spell
• Defense: Skepticism
• Cost: 3,500 Credits
HEAVY WEAPONS

INURAN MARK VII SPELLRIFLE: Heavy weapons require a 3 strength to use, and are
generally much more rare than their smaller counter-
• Damage: 3 + Spell or 6 Physical parts. Getting your hands on a spellcannon requires a
• Accuracy: 2 well stocked weapon retailer, and availability is up to
• Limit: 5 the GM.
• Range: 30
• Ammunition: Spell, Standard or Armor Piercing
• Defense: Skepticism if Spell, or dodge if
Physical.
• Cost: 4,500 Credits

45
INURAN MARK III SPELLCANNON: TWO-HANDED SPELLBLADE:
• Damage: 4 + Spell in a 10 meter cone • Damage: 10 Physical + Spell
• Accuracy: 0 • Accuracy: 0
• Limit: 3 • Limit: 4
• Range: 10 • Range: 2
• Ammunition: Spell • Defense: Brace
• Defense: Skepticism • Cost: 6,000 Credits
• Cost: 3,000 Credits

GREATER SPELLSTAVE:
INURAN MARK V SPELLCANNON:
• Damage: 6 Physical + Spell
• Damage: 6 + Spell in a 10 meter cone • Accuracy: 1
• Accuracy: 0 • Limit: 4
• Limit: 4 • Range: 2
• Range: 12 • Defense: Brace
• Ammunition: Spell • Cost: 4,500 Credits
• Defense: Skepticism • Description: Spellstaves sacrifice damage for
defense, and grant the user +1
• Cost: 4,000 Credits brace.
They are a favorite weapon of
True Mages, who seek any means
INURAN MARK VII SPELLCANNON: possible of shoring up their limited
defenses.
• Damage: 10 + Spell in a 10 meter cone, or 10
Physical in a 10 meter cone
• Accuracy: 0
ARMOR & SHIELDS
• Limit: 5
• Range: 15 The Cavalier Body Armor line is the New Texas
• Ammunition: Spell, Explosive Shells Military's most recent addition to the galactic stage.
• Defense: Skepticism if Spell, or dodge if The NTM line is Lightweight, durable, and most
Physical
importantly both cheap to manufacture and repair.
• Cost: 9,000 Credits
It is quickly growing in popularity among mercs, who
can quickly outfit whole units at an affordable price
point.

46
NTM CAVALIER LIGHT BODY ARMOR: LIGHT SPELLSHIELD:
• Armor: 1 • Armor: 2
• Resistance: 0 • Resistance: 1
• Limit: 0 • Limit: 2
• Effects: Atmospherically contained for up to • Effects: Can be used to parry spells
two hours, immunity to gas attacks.
• Cost: 2,000 Credits
• Cost: 300 Credits
• Description: The user may still wield a weapon in
their hand if a light spellshield is
affixed to their wrist.
NTM CAVALIER BODY ARMOR:
• Armor: 2 MEDIUM SPELLSHIELD:
• Resistance: 0
• Limit: 0 • Armor: 3
• Effects: Atmospherically contained for up to • Resistance: 1
two hours, immunity to gas attacks. • Limit: 3
Requires a 2 strength to wear. • Effects: Can be used to parry spells
• Cost: 500 Credits • Cost: 3,000 Credits
• Description: A medium spellshield must be
wielded in the hand, and requires
NTM CAVALIER HEAVY BODY ARMOR: a minimum of a 2 strength to wield
effectively.
• Armor: 3
• Resistance: 0
HEAVY SPELLSHIELD:
• Limit: 0
• Effects: Atmospherically contained for up to • Armor: 4
two hours, immunity to gas attacks.
• Resistance: 2
Requires a 3 strength to wear.
• Limit: 4
• Cost: 1,200 Credits
• Effects: Can be used to parry spells
• Cost: 4,000 Credits
• Description: A heavy spellshield must be wield-
ed in the hand, and requires a
minimum of a 3 strength to wield
effectively.

47
INURAN MARK III STANDARD SPELLARMOR: INURAN MARK IX STANDARD SPELLARMOR:
• Armor: 4 • Armor: 7
• Resistance: 1 • Resistance: 5
• Limit: 2 • Limit: 5
• Effects: +1 Strength, Atmospherically • Effects: +4 Strength, Atmospherically
contained for up to two hours, contained for up to eight hours,
immunity to gas attacks, provides immunity to gas attacks,
4 armor and 1 magic resistance. 5 potion loaders
• Speed: 45 kph • Speed: 90 kph
• Cost: 12,000 Credits • Cost: 971,000 Credits

INURAN MARK V STANDARD SPELLARMOR: *Both Scout and Heavy spell armor are less fre-
quently used, and retailers rarely stock anything but
• Armor: 5
the premium models.
• Resistance: 3
• Limit: 3
INURAN MARK IX SCOUT SPELLARMOR:
• Effects: +2 Strength, Atmospherically
contained for up to two hours, • Armor: 5
immunity to gas attacks, provides
5 armor and 3 magic resistance. • Resistance: 3
1 potion loader • Limit: 5
• Speed: 60 kph • Effects: +2 Strength, Atmospherically
• Cost: 22,000 Credits contained for up to eight hours,
immunity to gas attacks,
5 potion loaders
• Speed: 120 kph
INURAN MARK VII STANDARD SPELLARMOR:
• Cost: 551,000 Credits
• Armor: 6
• Resistance: 4
• Limit: 4 INURAN MARK IX HEAVY SPELLARMOR:
• Effects: +3 Strength, Atmospherically • Armor: 9
contained for up to eight hours,
immunity to gas attacks, provides • Resistance: 6
3 potion loaders • Limit: 5
• Speed: 90 kph • Effects: +4 Strength, Atmospherically
• Cost: 171,000 Credits contained for up to eight hours,
immunity to gas attacks,
5 potion loaders
• Speed: 60 kph
• Cost: 1,121,000 Credits

48
VEHICLES • Armor: 5
• Resistance: 0
The sector is home to over a dozen major shipyards, • Limit: 0
and contains countless foreign vessels from other sec- • Effects: Gets from point A to point B with a
bit of style.
tors. There are vehicles created during the epoch of
• Speed: 20
the dragonflights that are still in use today.
• Velocity: 3
As a general rule nothing is ever discarded if it has a • Cost: 21,000 Credits
chassis, and if it is that means it was scrapped for parts • Description: The NTM roller is highly sought
after in every market, because they
for something that does have a chassis. Vehicles and just keep working long after most
ships are incredibly expensive, but well worth it to vehicles would be scrap. They're
not too expensive for the quality,
any adventurer that can afford them. though well out of reach of most
green adventurers.
CRAPPY ROLLER:
• Defenses: Brace 2, Dodge 1, Pilot's Skepticism INURAN MK III HOVERTANK:
• Hit Points: 50
• Defenses: Brace 5, Dodge 2, Pilot's Skepticism
• Armor: 5
• Hit Points: 150
• Resistance: Yeah right
• Armor: 10
• Limit: 0
• Resistance: 5
• Effects: Repels people with taste. Gets from
point A to point B. • Damage: 10 + Spell, or based on ammo
• Speed: 12 • Accuracy: 0
• Velocity: 2 • Range: 15
• Cost: 11,000 Credits • Limit: 3
• Description: A battered six-wheeled roller that • Ammunition: Spell, Explosive Shells
isn't much to look at, and doesn't • Effects: Fits up to 3 crew.
pack it where she counts. The
vehicle is slow, has poor armor, and • Speed: 10
no redeeming qualities except that • Velocity: 2
it beats walking.
• Cost: 450,000 Credits
• Description: The Inuran Mk III Hovertank may be
dated, but it is still tremendously
NTM ROLLER: effective on the battlefield. It boasts
impressive armor, good magical
• Defenses: Brace 3, Dodge 1, Pilot's Skepticism defenses, and a standard heavy
• Hit Points: 80 spellcannon.

49
INURAN MK V HOVERTANK: • Description: The NTM Hovertank is the tech
equivalent answer to the Inurans.
• Defenses: Brace 6, Dodge 3, Pilot's Skepticism It's not as popular, yet, but it is
more affordable. However, the lack
• Hit Points: 250 of magical defenses is a clear prob-
• Armor: 12 lem that the New Texas Military is
looking to solve.
• Resistance: 6
• Damage: 12 + Spell, or based on ammo
• Accuracy: 1 SHIPS
• Range: 20
• Limit: 4 A quick note about starship movement. A click is the
• Ammunition: Spell, Explosive Shells standard unit of measurement, which means whatever
• Effects: Fits up to 4 crew. your GM says it means, but is an order of magnitude
• Speed: 12 greater than regular combat speeds. If a ship is in at-
• Velocity: 2 mosphere, and fighting with vehicles, standard move-
• Cost: 750,000 Credits ment rules apply, but the ship's speed is tripled.
• Description: The Inuran Mk V is the Mk III's larger,
nastier brother, and is slightly CORSAIR MK 7 SPELLFIGHTER:
better in almost every way. If
you've got the credits this is the
finest tank in production, unless • Defenses: Brace 1, Dodge 5, Pilot's Skepticism
you ask Ternus. • Hit Points: 50
• Armor: 6
• Resistance: 3
NTM MK III HOVERTANK:
• Damage: 12 + Spell, or based on ammo
• Defenses: Brace 5, Dodge 2, Pilot's Skepticism • Accuracy: 3
• Hit Points: 250 • Range: 30
• Armor: 10 • Limit: 4
• Resistance: 0 • Ammunition: Spell, Missiles
• Damage: 15 / ammo • Effects: Fits up to 2 crew.
• Accuracy: 2 Contains 1 spellmatrix.
• Range: 30 • Speed: 22
• Ammunition: Gauss Cannon, Explosive Shells • Velocity: 3
• Effects: Fits up to 4 crew. • Cost: 1.25 million Credits
• Speed: 12 • Description: The Corsair packs a punch, and is
incredibly maneuverable, but
• Velocity: 2 cannot stand even a single direct hit
• Cost: 250,000 Credits from a large starship. They rely on
speed and stealth to keep them-
selves alive. Captains may select
this vessel as their starting ship.

50
RUSTY FREIGHTER: • Range: 12
• Limit: 5
• Defenses: Brace 3, Dodge 4,
2 + Pilot's Skepticism • Ammunition: Spell
• Hit Points: 100 • Effects: Fits up to 20 crew. 1 Spell matrix
installed.
• Armor: 9
• Speed: 16
• Resistance: 0
• Velocity: 3
• Damage: 15
• Cost: 9 million Credits
• Accuracy: 1
• Description: The Inuran corvette is the vessel of
• Range: 12 choice for well-to-do adventurers,
• Limit: 0 political officials, and anyone else
who wants a small, fast ship that can
• Ammunition: Gauss Cannon, Insults hold its own against any other
• Effects: Fits up to 12 crew. Standard FTL vessel in its weight class.
drive and fusion reactor installed.
• Speed: 14
• Velocity: 3
INURAN CRUISER:
• Cost: 2 million Credits, Inherited • Defenses: Brace 5, Dodge 3,
• Description: Freighters are the backbone of the 2 + Pilot's Skepticism
sector's commerce, even ones that • Hit Points: 220
lack a matrix, or the void magic
necessary to utilize the much faster • Armor: 10
Umbral Depths. They bring vital • Resistance: 12
supplies to remote stations, and are
an excellent source of food for • Damage: 20 + Spell, or based on ammo
demons, undead, or worse when • Accuracy: 3
their owners blunder to Catalysts.
Captains may select this as their • Range: 32
starting ship. • Limit: 6
• Ammunition: Spell, Missiles
• Effects: Fits up to 280 crew. Contains 3
INURAN CORVETTE: spellmatrices.
• Defenses: Brace 4, Dodge 4, • Speed: 20
2 + Pilot's Skepticism • Velocity: 3
• Hit Points: 120 • Cost: 120 million Credits
• Armor: 8 • Description: Inuran Cruisers are lovingly crafted
• Resistance: 4 by the Consortium to meet the needs
of their individual owners. Their
• Damage: 15 + Spell decor, and internal layout, can be
• Accuracy: 1 modified to fit a variety of tastes.
The cruiser can hold its own in
combat, while still be designed for
comfort. They even throw in a forge
and foundry.

51
CONFEDERATE DESTROYER: • Range: 40
• Limit: 7
• Defenses: Brace 7, Dodge 1,
2 + Pilot's Skepticism • Ammunition: Spell, Missiles, Gauss Cannons
• Hit Points: 300 • Effects: Fits up to 1,200 crew. Contains 3
spellmatrices.
• Armor: 18
• Speed: 12
• Resistance: 9
• Velocity: 3
• Damage: 25 + Spell, or based on ammo
• Cost: 550 million Credits
• Accuracy: 2
• Description: The Confederate Battleships are a
• Range: 30 dying breed. Most were lost in the
• Limit: 5 Battle of Starn, or the subsequent
war with the Krox. Those that sur-
• Ammunition: Spell, Missiles, Gauss Cannons vive are widely feared, and for good
• Effects: Fits up to 300 crew. Contains reason. They can take immense
2 spellmatrices. punishment while continuing to
fight, and if armed with nuclear
• Speed: 15 weapons are able to oppose entire
• Velocity: 3 enemy fleets.
• Cost: 150 million Credits
• Description: The Confederate Destroyers are in Most existing battleships are damaged, and have
wider production than the battle- nowhere near full hit points.
ships, but are still an increasingly
rare sight. They are still in produc-
tion at the New Texas shipyards, BASIC EQUIPMENT
though at reduced capacity from
the war. The destroyers have been
asked to fill the role of carriers, POCKET COMM UNIT:
and are being offered to privateer
captains mostly recruited from • Effects: Allows a connection to a quantum
retired Confederate officers. network, or direct communication
to other comms. Comms can form
networks for squads that wish to use
CONFEDERATE BATTLESHIP: them.
• Cost: 50 - 1,200 Credits
• Defenses: Brace 9, Dodge 1, • Description: Pocket comms comes in all shapes
2 + Pilot's Skepticism and sizes, and are usually person-
• Hit Points: 900 alized to fit the user. The more
expensive models can broadcast
• Armor: 24 a holographic screen, and include
• Resistance: 12 an earpiece for those without a
harness.
• Damage: 40 + Spell, or based on ammo
• Accuracy: 2

52
MAGITECH COMM UNIT: COUNTERSPELL POTION:
• Effects: Allows a connection to a quantum • Effects: Allows the imbiber to roll 10 dice to
network, or direct communication counter target spell.
to other comms. Comms can form
networks for squads that wish to use • Cost: 150 Credits
them. Can also receive missives.
• Cost: 250 - 2,200 Credits
GREATER COUNTERSPELL POTION:
• Description: Magitech comms also come in all
shapes and sizes, and are person-
alized to fit the user. The more • Effects: Provides 5 successes to counter tar-
expensive models can broadcast get spell.
a holographic screen, and include • Cost: 500 Credits
an earpiece for those without a
harness. The primary difference is
their ability to receive missives.
GREATER HEALING BEER:
• Effects: Instantly restore 30 hit points. If
POTIONS & CONSUMABLES more than 2 are consumed in an
hour the imbiber gains the drunk
condition.
The vast majority of potions are crafted by Drifters, • Cost: 400 Credits
the shorter, more rambunctious cousins to the Shayans.
Every Drifter clan keeps their own recipes, and take
the brewing seriously. Almost everything they create GREATER MANA BEER:
is alcoholic, because if you're going to go through all • Effects: Instantly restore 15 spellpool. If
the trouble then it sure better get you drunk. more than 2 are consumed in an
hour the imbiber gains the drunk
condition.
MANA BEER:
• Cost: 1000 Credits
• Effects: Instantly restore 3 spellpool. If more
than 3 are consumed in an hour the
imbiber gains the drunk condition.
• Cost: 75 Credits

HEALING BEER:
• Effects: Instantly restore 10 hit points. If
more than 3 are consumed in an
hour the imbiber gains the drunk
condition.
• Cost: 100 Credits

53
ART BY: TOM EDWARDS

LIGHT WEAPONS
LIGHT 1H SPELLBLADE

LASPISTOL MKIII

LASPISTOL MKVII

SPELLPISTOL MKV

MEDIUM WEAPONS

SPELL RIFLE MKV

SPELL RIFLE MKVII

SPELLSTAVE

MEDIUM 1H SPELLBLADE

54
ART BY: TOM EDWARDS

HEAVY WEAPONS

Spell cannon mkv

Spell cannon mkvII

TWO-HANDED SPELLBLADE

GREATER SPELLSTAVE

OTHER WEAPONS

MASS PRODUCED RIFLE

MASS PRODUCED PISTOL

SPELL DAGGER

55
ART BY: TOM EDWARDS

VEHICLES

CRAPPY ROLLER

NTM ROLLER

NTM MKIII HOVERTANK

INURAN MKIII HOVERTANK

INURAN MKV HOVERTANK

56
ART BY: TOM EDWARDS

SHIPS

RUSTY FREIGHTER

CONFEDERATE DESTROYER

CONFEDERATE BATTLESHIP

INURAN CORVETTE

INURAN CRUISER

57
ART BY: TOM EDWARDS

wrym hunter
CONFEDERATE BATTLESHIP

COMMAND BRIDGE

FIGHTER HANGAR
WEAPONS AND MUNITIONS

ENGINE AND MAINTENANCE

CARGO BAY

58
SKILL RANK ATTRIBUTE MASTERY ROLL ATTACKS & COMBAT SPELLS DAMAGE ACCURACY DEFENSE ROLL

ABILITIES & SPELLS EFFECT

CATALYZATION ASPECT BENEFIT


weaponS DMG ACC ROLL CYBERWARE EFFECT

ARMOR A/R EFFECT


POTION 1 POTION 4

POTION 2 POTION 3 POTION 5


CURRENT XP TOTAL XP

ITEM PURCHASE DATE NOTES CHANGE

ADVENTURE DATE ADVENTURE LOG - SUMMARY EXPERIENCE GAINED

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