Rough Magic, 3rd Edition RPG

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Rough Magic
written and designed by

Brandon Blackmoor
playtested by
Leslie Danneberger, Lloyd Montgomery, Maik Rodenbeck, Craig
Smith, Kieron Torres, Donal von Griffyn, Sean Weir

with many thanks to


Steve Stone, Dale Russell, Shawn McCarthy, Phill Ash, Robert J.
Grady, and the Kalos Comics Community on Facebook.

Rough Magic is a Kalos Mechanism game.

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Table of Contents

Introduction ..................................................................... 6 Weapons...................................................................... 13


An Evening at Pierre Noir's........................................... 6 Places of Interest ......................................................... 13
What Is This? ................................................................ 7 Bretagne................................................................... 13
What Is A Roleplaying Game? ..................................... 7 Confederation of American States ......................... 13
The Players ................................................................ 7 Franco-Prussian Empire ......................................... 13
The Game Moderator............................................... 7 Ottoman Republic................................................... 14
Ground Rules ............................................................ 7 Pénitencier du Camaret-sur-Mer ("The Keep") ...... 14
Use Common Sense ................................................. 7 Russian Federation .................................................. 15
Avoid Rule Arguments.............................................. 8 Noteworthy Institutions ............................................... 15
Respect Genre Conventions ..................................... 8 Direction de la Surveillance du Territoire ............. 15
Core Mechanics ............................................................. 8 The Gallican Church .............................................. 15
Attributes ................................................................... 8 Magic and the Church ................................................. 15
Rolling Dice ............................................................... 8 War and the Church ................................................... 15
Table: Opposed Rolls ............................................... 8 The Milieu ............................................................... 16
Table: Unopposed Rolls ........................................... 8 Société Impériale de Thaumaturgie ....................... 16
Plot Points.................................................................. 9 Worlds Above And Below ......................................... 16
Glossary.......................................................................... 9 The Shadowlands .................................................... 16
Setting .............................................................................. 10 The Dreamlands ..................................................... 16
Camaret-sur-Mer ......................................................... 10 Character Creation ....................................................... 18
1st District (La Préfecture) ...................................... 10 Before You Start.......................................................... 18
2nd District (Morgat)............................................... 10 Character Checklist ..................................................... 18
3th District (Roscanvel) ........................................... 10 Summary...................................................................... 18
5rd District (Crozon) ............................................... 10 Archetypes ................................................................... 19
6rd District (Telgruc-sur-Mer) ................................ 11 Background ................................................................. 19
9th District (Lanvéoc).............................................. 11 Personality ............................................................... 20
10th District (Le Quartier Asiatique)...................... 11 Description .............................................................. 20
11th District (Le Fret) ............................................. 12 History ..................................................................... 20
12th District (Landévennec).................................... 12 Motivations .................................................................. 20
13th District (Argol) ................................................ 12 Adventure ................................................................ 21
Language ...................................................................... 12 Asceticism ................................................................ 21
Economy ...................................................................... 12 Audacity ................................................................... 21
Magic ............................................................................ 12 Community.............................................................. 21
Technology .................................................................. 12 Compassion ............................................................. 21
Entertainment .............................................................. 13 Control..................................................................... 21

2
Courage.................................................................... 21 Reason ......................................................................... 27
Curiosity................................................................... 21 Power Level ................................................................. 27
Detachment ............................................................. 22 Skills ................................................................................ 28
Enlightenment ......................................................... 22 Skill Dice ..................................................................... 28
Exploration .............................................................. 22 Typical Skills................................................................ 28
Faith ......................................................................... 22 Athletics ................................................................... 29
Fear .......................................................................... 22 Close Combat .......................................................... 29
Fellowship ................................................................ 22 Culture ..................................................................... 29
Freedom .................................................................. 22 Deception ................................................................ 29
Humility ................................................................... 22 Diplomacy ............................................................... 29
Idealism ................................................................... 22 Investigation............................................................. 29
Individualism ........................................................... 22 Lockpicking ............................................................. 29
Isolation ................................................................... 23 Manipulation ........................................................... 30
Justice ....................................................................... 23 Medicine .................................................................. 30
Materialism .............................................................. 23 Mental Combat........................................................ 30
Mercy ....................................................................... 23 Perception................................................................ 30
Nobility .................................................................... 23 Performance ............................................................ 30
Passion ..................................................................... 23 Piloting ..................................................................... 30
Pragmatism .............................................................. 23 Ranged Combat ....................................................... 30
Pride......................................................................... 23 Science ..................................................................... 30
Rebellion.................................................................. 23 Sleight of Hand........................................................ 30
Responsibility........................................................... 23 Stealth ...................................................................... 30
Ruthlessness............................................................. 23 Survival .................................................................... 31
Secrecy ..................................................................... 24 Thaumaturgy ........................................................... 31
Security .................................................................... 24 Tradesman............................................................... 31
Serenity .................................................................... 24 Gifts ................................................................................. 32
Subtlety .................................................................... 24 Typical Gifts ................................................................ 32
Traditionalism ......................................................... 24 Alteration Resistance ............................................... 32
Vengeance................................................................ 24 Blindfighting ............................................................ 32
Wrath....................................................................... 24 Cantrips.................................................................... 32
Complications .............................................................. 24 Connected ............................................................... 32
Character Points .......................................................... 24 Elusive...................................................................... 32
Improving Your Character .......................................... 24 Famous .................................................................... 32
Attributes ........................................................................ 26 Fascinating ............................................................... 32
Random Character Generation................................... 26 Hard Target ............................................................. 32
Agility ........................................................................... 26 Headquarters ........................................................... 32
Brawn ........................................................................... 26 Lightning Strike ....................................................... 33
Endurance.................................................................... 27 Master Plan.............................................................. 33
Presence ....................................................................... 27 Mental Resistance.................................................... 33

3
Minions .................................................................... 33 Suggestion ................................................................ 40
Pro from Dover ....................................................... 33 Summoning ............................................................. 40
Sharpshooter ........................................................... 33 Telepathy ................................................................. 40
Team Player ............................................................ 33 Transmutation ......................................................... 41
Tenacious ................................................................ 33 Transportation......................................................... 41
Unsettling ................................................................. 33 Wheel of Fortune (Divination) ............................... 41
Wealthy ................................................................... 33 Unintended Consequences ......................................... 41
Custom Gifts ................................................................ 34 Recovering From Magical Consequences .................. 43
Sense Auras ............................................................. 34 Counterspells ............................................................... 43
Magic ............................................................................... 35 Empowering Objects ................................................... 43
Avenues of Magic ........................................................ 35 Supernaturals ................................................................. 44
Jazz Sorcery.................................................................. 35 Passing for Human ...................................................... 44
Identifying Spells ......................................................... 35 Supernatural Traits ...................................................... 44
Mage Sight ................................................................... 36 Aerial ....................................................................... 44
Casting Spells ............................................................... 36 Animal Friendship .................................................. 44
Basics ........................................................................... 36 Brutish ..................................................................... 44
Aids .............................................................................. 37 Camouflage …. ........................................................ 45
Ritual Magic ............................................................. 37 Clinging ……............................................................. 45
Specialization ........................................................... 37 Domination … ........................................................ 45
Sympathetic Magic .................................................. 37 Immortality …. ........................................................ 45
Complexities ................................................................ 37 Inhuman Reflexes …. .............................................. 45
Being Subtle............................................................. 37 Life Drain …… ........................................................ 45
Distance ................................................................... 37 Mind Link ….. ........................................................ 45
Duration................................................................... 37 Mist Form …… ........................................................ 45
Scope ....................................................................... 38 Natural Armor …..................................................... 45
Specifics ....................................................................... 38 Natural Weaponry …. ............................................. 46
Attacks ..................................................................... 38 Night Vision …. ....................................................... 46
Blessings................................................................... 38 Regeneration …. ...................................................... 46
Creation ................................................................... 38 Shapeshifter …. ....................................................... 46
Curses ...................................................................... 38 Tiny ……. ................................................................. 46
Healing..................................................................... 38 Uncanny Speed …. .................................................. 46
Illusions.................................................................... 39 Equipment...................................................................... 47
Mage Hand .............................................................. 39 Special Attack Types ................................................... 47
Mending................................................................... 39 Blinding ................................................................... 47
Mental Attacks ......................................................... 39 Burst Fire ..................................................................... 47
Phantasms ................................................................ 39 Exploding..................................................................... 47
Protection ................................................................ 39 Penetrating ................................................................... 47
Scrying...................................................................... 40 Stunning ....................................................................... 47
Sleep ........................................................................ 40 Terrifying ................................................................. 47

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Armor .......................................................................... 47 Grappling ................................................................. 57
Protective Charms ....................................................... 48 Breaking Free Of a Grapple ................................... 57
Close Combat Weapons ............................................. 48 Hurting a Grappled Target ..................................... 57
Short Range Weapons ................................................ 48 Grapple vs. Grapple ................................................ 57
Medium Range Weapons ........................................... 49 Throwing a Grappled Target .................................. 58
Long Range Weapons ................................................. 49 Running For Cover ................................................. 58
Other Equipment ........................................................ 49 Slamming ................................................................. 58
Actions ............................................................................ 50 Sweep Attack ........................................................... 58
Order of Play ............................................................... 50 Special Attack Types ................................................... 58
Initiating Conflict ..................................................... 50 Blinding ................................................................... 58
Delaying a Turn....................................................... 51 Burst Fire Weapons ................................................ 58
Forcing an Action .................................................... 51 Exploding................................................................. 58
Actions ......................................................................... 52 Penetrating ............................................................... 58
Move Action ............................................................ 52 Stunning ................................................................... 59
Standard Action....................................................... 52 Terrifying ................................................................. 59
Quick Action ........................................................... 52 Plot Points.................................................................... 59
Roleplay Action ....................................................... 52 Gaining Plot Points ................................................. 59
Free Action .............................................................. 52 Spending Plot Points ............................................... 59
Reaction ................................................................... 52 GM Resources ............................................................... 61
Rolling Dice ................................................................. 52 Extraordinary Attributes.............................................. 61
Skill Roll .................................................................. 53 Agility ....................................................................... 61
Difficulty .................................................................. 53 Brawn....................................................................... 62
Types of Attacks ...................................................... 54 Power Level ............................................................. 62
Bonuses and Penalties............................................. 54 Hostile Environments ................................................. 62
Combining Effort .................................................... 55 Darkness ...................................................................... 62
Extended Tasks ....................................................... 55 Dehydration ................................................................. 63
Consequences .............................................................. 55 Exposure ...................................................................... 63
Success ..................................................................... 55 Falling........................................................................... 63
Failure ...................................................................... 56 Fire ............................................................................... 63
Endurance and Recovery ........................................ 56 Poisons..................................................................... 63
Inanimate Objects ................................................... 57 Sleep Deprivation.................................................... 64
Unnamed Characters .............................................. 57 Starvation ................................................................. 64
Death ....................................................................... 57 Suffocation ................................................................... 64
Special Actions ............................................................ 57 Mass ......................................................................... 64
Charging................................................................... 57 Speed ....................................................................... 65
Disarming ................................................................ 57
Distracting ................................................................ 57
Dodging ................................................................... 57

5
Introduction

An Evening at Pierre Noir's At least, that's the story the way Faust had heard it. He
stopped doing matrimonial work not long after.
KEEP TELLING JORGE TO FIX that latch, and

I
now look what blows through my door." Marlene "I was hoping you'd come by soon," she purred. "You
flashed that ol’ incendiary smile that Faust know, word gets around fast. I only heard yesterday
remembered so well, as she slid a lowball glass across morning that you were coming back, and by last night there
the bar toward him. was already someone in here looking for you. Two people,
as a matter of fact. Some things never change, hmm?" Her
"Thanks," he said, emptying the glass in one smooth eyes twinkled through thick black lashes.
motion. "And more of the same."
"Anyone you know? Official inquiry?"
"I was hoping to see you again, John," Marlene says,
her throaty Prussian accent turning his name into a growl. "The first man I don't know, but I would know if I saw
him again. Indian, expensive suit. Pretty voice. He didn't
"Oh, did I forget to cover my tab last time?" say why he was looking for you, but he didn't beat around
Faust ascended his old stool as he glanced around the bush. He came right out and asked if you'd been in. I
Pierre Noir's. It was a pretty good crowd for a week night, told him I hadn't seen you in years, but he could leave a
which explained why Marlene was behind the bar instead message." Marlene smiled wryly. "He left a card." She
of back in her office or out socializing with the clientele. handed the card to Faust, her fingers brushing his.
The booths and stools had been reupholstered in green BAILEY, DYKSTRA, ERLICH, & VEGA. That's all
leather, but the brass trim was the same. Not much had the card said. There was no phone number, no address,
changed, like Marlene herself. and no mention of their business.
Faust gave her a long look up and down. "I love what "Lots of help, isn't it? The other fellow was a regular,
you've done with the place." name of Troy Donacce. He's a bravo, hired muscle.
Faust had met Marlene a long time ago, when he was Sometimes he takes skip-tracing cases, but for the most
new to Camaret-sur-Mer. She suspected her husband of part I don't think he likes doing that much leg-work. He
cheating, and wanted to know for certain. Magic kind of prefers to take cases where he doesn't have to work so hard.
certain. She was right of course; most spouses who suspect Collections, you know what I mean? From what I hear he
have good reasons for it, or they would be able to look the isn't very discriminating in his choice of employers, either.
other way a little longer and maintain their denial. The hex He didn't say why he was looking for you, but he did say
pushing business is not one where you keep your illusions that he needed your help with a case. He looked... nervous.
about human nature for long. In Faust's experience, most You know the look? The look of a man who has been
married couples had at least one of the pair cheating. hired to babysit a kitten, and then discovers that it is a tiger."
Sometimes both. "His problem, I guess," Faust shrugged, pocketing the
The problem was, Marlene was not the sort of woman card... after a quick tap to make sure it wasn't a magical
who would tolerate that. She didn't ask much of Pierre, but trace. Clear - no hex tags.
fidelity was definitely on the list. The story Faust had heard Marlene stopped and looked sideways toward the
was that she had confronted him with the photographs and door, remembering the man who had staggered out
demanded that he stop. You had to give her that: she was through it just the night before. "He looked sick, too. His
actually going to give the guy a second chance. He should eyes were red, puffy. I felt sorry for him, and offered him
have made better use of it. The next time he pulled out his some coffee, but he was in a hurry." She shrugged, and slid
little soldier in front of his belle du jour, she noticed a black a gin & tonic to the man on Faust's left. Her hand passed
spot on it. A week later he was dead, eaten up from nose across the silver coins the man tossed on the bar top, and
to toes with cancer. The local constables wrote it off as they disappeared without so much as a clink.
"natural causes". Marlene mourned for one month to the
day, then never mentioned Pierre again. When she opened "Well," Faust smiled, lifting his glass in mock salute.
Pierre Noir's with the insurance money, if anyone thought "I'll be sure to put him on my dance card."
the name was in poor taste they kept it to themselves.

6
What Is This? then you are playing correctly, because that's what Rough
Magic is all about.
Rough Magic is a role-playing game of magic, mystery, and
guns in 1960s Europe. Think of is as a cross between If you would like to read more about who plays
Casablanca and Angel Heart. roleplaying games (as well as where they play them), check
out the article “The Five Ws of RPGs” at The Escapist
Play is very loose, and players are encouraged to take (http://www.theescapist.com/5ws.htm).
the initiative, instead of just hanging around and waiting for
someone to kick in the door. Players are also encouraged The Players
to flesh out the setting and be creative, rather than passively
accepting what has already been described. In a roleplaying game, each player adopts a persona called
a player character, or "PC". The player characters are
imaginary people who inhabit the fictional world of Rough
What Is A Roleplaying Game? Magic.
Every roleplaying game has a section like this at the In many ways, the player is like an actor who chooses
beginning that attempts to explain exactly what a their own part and writes their own lines as the play
roleplaying game is. Rough Magic is no exception, so let's progresses. The game moderator sets the stage and
get started! As trivial as it sounds, two distinct elements set introduces the characters to their world, but the story is
"roleplaying games" apart from other things which are not driven by the player characters.
roleplaying games: roleplaying and game play.
First, a roleplaying game involves roleplaying. The Game Moderator
Generally speaking, roleplaying involves taking on a The game moderator, or "GM", creates the story and
persona or character and making decisions based on what portrays everyone that the player characters encounter
that character would do in a given situation. Does having a during their adventures. These are called non-player
character in a game, by itself, make that a roleplaying characters, or "NPCs". The players help create the
game? No. The little dog token in a Monopoly game and adventure by responding to the challenges the GM
a Blood Elf in World Of Warcraft are both characters, but presents and by pursuing the PCs' own goals. This dynamic
Monopoly and World Of Warcraft are not roleplaying creative process creates a story which neither the game
games. Can you roleplay as a dog while playing Monopoly? moderator nor the players could have created alone.
Yes, and you can also roleplay as an elf while playing
World Of Warcraft. What keeps these from being Ground Rules
roleplaying games is that the roleplaying is not part of the
A roleplaying game is fundamentally a cooperative activity.
game – ⁠you can't get your Monopoly dog out of jail through The players (one of whom is the Game Moderator) are not
unscripted conversation with the jailer, nor can you use in competition. The goal is not to be the most powerful
roleplaying to convince a cultist in World Of Warcraft to character, or to win every fight. The goal of a role-playing
let you pass by without a fight. If the rules of the game do game is to create interesting stories and to entertain
not allow for the possibility that a conflict could be resolved everyone at the table. We hope that you are the kind of
through unscripted conversation (however unlikely that player that creates interesting characters and enjoys
might be), then it isn't a roleplaying game. creating stories with your friends.
Second, a roleplaying game is a game. Roleplaying
games are sometimes compared to improvisational theatre Use Common Sense
(and there are similarities), but improv theatre isn't a game. The single most important piece of advice we can give you
How can you tell if something is a game? Games have rules is that you should use your common sense. If something in
that govern things like conflicts between players and the rules violates the way you think your game should work,
whether something a player attempts is successful. Improv then override it. If the rules permit something ridiculous,
theatre is fun, but there aren't any rules like this. Drew or would prevent something completely ordinary, then
Carey described his programme Whose Line Is It override them. Do not be one of those players who adheres
Anyway? as "the show where everything's made up and the to the letter of the rules in defiance of common sense.
points don't matter." It's fun, but it's not a game; therefore
Don't use the rules unless you need to.
it is not a roleplaying game.
In fact, if you can play a fun game session without
Rough Magic has more rules than some games, but
referring to the written rules, you should. Saying "it works
less than others, and an essential part of conflict resolution
like this" is often a better solution than flipping through a
involves making decisions that your character would make
rulebook for an answer.
under the circumstances. Maybe those decisions aren't the
most tactically advantageous, but if they are true to what
your character would do, and if you are having fun playing,

7
Avoid Rule Arguments Core Mechanics
It is in the nature of any human activity that differences of
opinion will arise. We've tried to make the rules for Rough Attributes
Magic as simple and clear as possible, but there's only so Each character has six attributes which describe their basic
much we can do. Sooner or later, there will be a difference physical and mental abilities.
of opinion among the players regarding what a rule means,  Agility: coordination, ranged combat fighting
or how a rule should be implemented. There is nothing ability, and general flexibility.
wrong with this: discussion and consensus are healthy.  Brawn: physical might, close combat fighting
However, the time for rule discussions is between games, ability, and general hardiness.
not during games. If a rule discussion takes longer than 60
seconds, the game moderator should make an executive  Endurance: ability to shrug off physical and mental
decision and table additional discussion for later. If players abuse.
balk, the GM should be civil but firm, and move on.  Presence: determination, mental combat fighting
ability, and understanding of the motivations of
Respect Genre Conventions others.
Rough Magic is an urban fantasy game, and being an urban  Reason: ability to analyze data, draw conclusions
fantasy game, it has certain genre conventions. Robert from the facts at hand, and solve problems.
McKee defines genre conventions as the "specific settings,  Power Level: supernatural might, magical potency,
roles, events, and values that define individual genres and psychic potential.
their subgenres." See the Attributes chapter for more information.
For example, there are no rules for running out of
petrol, or for reloading a pistol. It's not that automobiles do Rolling Dice
not run out of fuel, or that pistols never need reloading. Of All dice rolls are skill rolls. When a character attempts a
course they do, and if a character intentionally empties task, and the outcome is either contested or there is some
their revolver, then the gun runs out of bullets just as you'd random element involved, the player must roll dice to see
expect. It's just assumed that they don't normally run out of if the character succeeds. The player rolls their dice, counts
bullets unless there is a dramatic reason for it. The rest of the dots, and adds the result to the character's relevant
the time, the character is refueling their car or reloading attribute. This roll is compared to their opponent's roll plus
their pistol when it's convenient to do so. their relevant attribute. If the player's total equals or
Another genre convention in Rough Magic is that exceeds the target number, the character's attempt
main characters almost never die, and only when it is for a succeeds. There is no need to roll for routine tasks:
dramatic reason, while nameless characters go down after characters automatically succeed at routine tasks.
a single hit (maybe they die, maybe they don't – no one All dice rolls are skill rolls. See the Actions chapter
cares, because they are nameless characters). for more information.

Table: Opposed Rolls


Action Total (Attacker) Target Number (Defender)
Dice plus Skill (Attribute) vs. Dice plus Skill (Attribute)
1d6 Unskilled Close Combat (Brawn) 1d6 Unskilled Close Combat (Brawn)
2d6 Has Skill Ranged Combat (Agility) 2d6 Has Skill Ranged Combat (Agility)
2d6 Has Expertise Mental Combat (Presence) 2d6 Has Expertise Mental Combat (Presence)
(Re-roll 1s and 2s) etc. (Re-roll 1s and 2s) etc.

Table: Unopposed Rolls


Action Total Target Number
Dice plus Skill (Attribute) vs. Dice plus Difficulty Value (DV)
1d6 Unskilled Culture (Reason) 2d6 3 (Moderately difficult)
2d6 Has Skill Finesse (Agility) 6 (Remarkably difficult)
2d6 Has Expertise Performance (Presence) 9 (Extremely difficult)
(Re-roll 1s and 2s) etc. 12 (Inconceivable!)

8
Plot Points Expertise: Extraordinary competence with a skill, allowing
Each player begins each game session with one plot point. the player to re-roll any dice that roll less than 3.
A player gains a plot point when they do something Game Moderator (GM): The player who sets the story in
particularly entertaining or interesting, when one of their motion, plays everyone and everything in the game other
character's complications causes a serious problem for than the PCs, and arbitrates any disputes.
them during the game, or when the GM overrides a roll of
the dice to make things more difficult for the characters. Gift: An exceptional ability that a normal person can have,
Plot points are spent to alter the game world, gain a bonus but that most people do not have.
die, or gain an advantage in combat. See the Actions
chapter for more information. Margin of Success: The amount by which a roll exceeds
the target number.
Glossary Non-Player Character (NPC): A fictional character
Agility: Coordination, ranged combat fighting ability, and belonging to and controlled by the game moderator.
general flexibility. Penalty Die: Roll one less die when attempting a task or in
All-Out Move: Base move x 6. combat.

Attack Bonus: Roll an additional die when attempting an Player: A living, breathing person playing the game.
attack (another name for "bonus die"). Player Character (PC): A fictional character belonging to
Attack Penalty: Roll one less die when attempting an attack and controlled by a player.
(another name for "penalty die"). Plot Point: Spent to alter the game world, gain a bonus die,
Attack Roll: Dice + attribute; the total is compared to a or gain an advantage in combat.
target number to determine success. Power Level: Supernatural might, magical potency, or
Attribute: The six basic character traits: Agility, Brawn, psychic potential.
Endurance, Presence, Reason, and Power Level. Presence: Determination, mental combat fighting ability,
Base Move: Normal ground movement based on the and understanding of the motivations of others.
character's attributes or powers. Reason: Ability to analyze data, draw conclusions from the
Base Value: The numerical value of an attribute when the facts at hand, and solve problems.
character is fully healed and not impaired in any way. Run: Base move x 2 (another name for "double move").
Bonus Die: Roll an additional die when attempting a task Société Impériale de Thaumaturgie: The imperial agency
or in combat. tasked with the regulation of magic and magicians, and the
Brawn: Physical might, close combat fighting ability, and enforcement of those regulations.
general hardiness. Skill Roll: Dice + attribute; the total is compared to a target
Character Point: Spent to buy attributes, skills, and special number to determine success.
abilities for a character. Sprint: Base move x 6 (another name for "all-out move").
Combat Roll: Dice + attribute; the total is compared to a Success: A roll that equals or exceeds the target number.
target number to determine success (another name for
"attack roll"). Target Number: The number the player must match or
exceed on a roll.
Defense Bonus: Roll an additional die when attacked
(another name for "bonus die"). Walk: Normal ground movement based on Agility
(another name for "base move").
Defense Penalty: Roll one less die when attacked (another
name for "penalty die").
Difficulty Value (DV): Moderate (3), Remarkable (6),
Extreme (9), Inconceivable (12); dice + difficulty value =
target number.
Double Move: Base move x 2.
Endurance: Ability to shrug off physical and mental abuse.

9
Setting

Camaret-sur-Mer largest in France; from here the monorail runs north


through Brest, then goes underground beneath La Manche
N BRETAGNE, AT THE northwest tip of France in

I
(the English Channel), to arise again in Plymouth, England.
the Franco-Prussian Empire, lies the appropriately- The 1st District is also home to the city’s primary
named region of Finistère, or "Land's End". At its far municipal government; each District has its own mayor,
western tip, on a rocky base of sandstone known as city council, and police departments, but all are ultimately
the Peninsula of Crozon, rests the city (commune in subject to the governance of the 1st District.
French) of Camaret-sur-Mer.
Camaret-sur-Mer is the setting of Rough Magic, a film 2nd District (Morgat)
noir role-playing game of magic, mystery, and guns. Fog The industrial district of Morgat is picturesquely situated
enshrouded cobblestone streets wind between Camaret- between two rocky outcrops in the Douarnenez Bay.
sur-Mer's gothic and art deco skyscrapers, and mysterious Originally a quiet sardine fishing port, the 2 nd District
figures skulk beneath gargoyles, ornate ledges, and other currently provides honest (if grueling) work to most of
architectural flourishes. Disreputable characters on street Camaret-sur-Mer's Chinese immigrants and semi-literate
corners sell cheap amulets and potions to those who want poor.
love, protection, or success. In the sky above, grand
The district is dominated by sweatshops where men,
passenger zeppelins carry the well-to-do to far off ports like women, and children work long hours for a few francs a
St. Petersburg, Istanbul, and New York. In the city below,
week -- not much, to be sure, but it's better than living in
the monorail connects Camaret-sur-Mer to the rest of the
Shanghai, and much better than starving. Most of those
Empire, from Berlin to Rome, from Paris to London.
who work in Morgat also live here, in cramped tenements
Throughout the Industrial Revolution, Camaret-sur- clustered around the factories.
Mer grew as a commercial shipping port, handling imports
and passengers from the Americas, and exporting Imperial 3th District (Roscanvel)
goods, while the neighbouring town of Roscanvel became North of La Préfecture is Roscanvel, home to the countless
a strategic Imperial Naval shipbuilding and dockyard town. families whose lives are devoted to fishing the Bay of Brest
Camaret-sur-Mer is the second most populous city in (Rade de Brest in French). Roscanvel is an insular working-
France. It was not always so: since the mid-1800s, Camaret- class community with little interest in the wealthy and
sur-Mer has gradually expanded and annexed all of the powerful of Sainte Barbe, and little tolerance for the
other cities of the Crozon peninsula. Today, in 1964, they hoodlums that call Crozon home.
are districts of Camaret-sur-Mer. Officially, the districts of
Camaret-sur-Mer are referred to by number but many Of particular importance in Roscanvel is Île Longue,
people still refer to them by their historical names. a peninsula on the northern coastline of Camaret-sur-Mer,
east of the main Roscanvel peninsula and west of Lanvéoc.
Although Camaret-sur-Mer is urban and densely This stone plateau surrounded by cliffs is the base of the
populated, it is not without its natural beauty. Parks large Imperial submarine fleet, and as such is one of the most
and small are scattered throughout the peninsula, usually secretive and heavily defended places in the Empire. To
within walking distance, no matter where one may be. The the north of the peninsula are two small islands: Ile
parks of Camaret-sur-Mer are widely varied, from sandy Trébéron (a former lazaret for lepers) and Ile des Morts
beaches on the Atlantic Ocean, to swamps and parklands (formerly a cemetery for the lazaret).
set along fast rivers, to hilly inland countryside. In most of
them, one can find strange rock formations and standing 5rd District (Crozon)
stones, reminders of the region's Celtic past.
Camaret-sur-Mer is surrounded by docks, marinas, and
piers, but the bulk of Camaret-sur-Mer's sea trade passes
1st District (La Préfecture)
through the wharfs and warehouses of Crozon, on the
The 1st District (commonly referred to as La Préfecture) is southern coastline of Camaret-sur-Mer. Crozon is a rough
the heart of urban Camaret-sur-Mer. Grand passenger district full of rough taverns frequented by rough people,
zeppelins glide above towers of glass, stone, and steel. Vast and even the residents do not travel the streets alone at
numbers of homes and businesses are located in the 1st night if they can help it.
District, and it has become one of the world's major
financial centers. The monorail station here is the third

10
6rd District (Telgruc-sur-Mer) 9th District (Lanvéoc)
Telgruc-sur-Mer is dominated by the peaks of Menez Luz East of La Préfecture and north of Crozon is the district of
and Menez Caon, which surround a wide green valley that Lanvéoc, which is dominated by the neighbourhood of
stretches to the beach of Trez Bellec. Telgruc-sur-Mer is Sainte Barbe. The white cliffs of Sainte Barbe host some
one of the oldest districts of Camaret-sur-Mer, with private of the city’s wealthiest citizens; many Parisians and
one and two storey homes, many of which date to the 17th favourites of the Imperial Court have summer homes here.
century or earlier. Roughly half of Lanvéoc's area is open space, including
numerous parks and cemeteries, the Lanvéoc Botanical
Among the noteworthy landmarks are a 17th century Gardens, and the Lanvéoc Zoo. These open spaces are
triumphal arch with the twin statues of Saint Magloire and situated primarily on land reserved in the late 19th century
Saint Gwénolé, the fountain of Saint Divy (a fountain of as urban development progressed eastward. The École
devotion constructed in 1577, which flows into a Navale, the French naval academy, is also located here.
Merovingian sarcophagus and which is reputed to have
healing powers), the chapel of Lanjulitte (which dates from 10th District (Le Quartier Asiatique)
the late 15th century), and the church of Saint Magloire. Wedged between Morgat and the warrens of Crozon is the
The church of Saint Magloire was built in 1604, and was Quartier Asiatique (Asian Quarter), home to many of the
mistakenly destroyed in September 1944 by a Turkish city's Chinese immigrants. The district is poor but honest
curse. 108 people perished, and only the steeple remained (for the most part), but anyone of European ancestry is
of the church. The church was rebuilt after the end of the unlikely to feel welcome here. Le Quartier Asiatique
Second Great Turkish War. A stele was erected on the became its own district in 1935, after it split off from
town hall square in recognition of Sidi Yaya Du Gharb, a Morgat due to that district's extraordinary growth. The
city in Morocco that supported Telgruc-sur-Mer after the buildings are a mixture of tenements and terraced houses,
Turkish attack. with many shops and eating establishments at ground level.

11
11th District (Le Fret) For Rough Magic, we will gloss over the language issue
Le Fret was once a neighbourhood of Roscanvel. It is the unless it makes for an interesting scene.
third most important port in Camaret-sur-Mer, but the
most important port for passenger traffic. Le Fret became Economy
its own district in 1948 when it split off from Roscanvel due The official currency of the Empire is the Imperial franc.
to that district's extraordinary growth. Le Fret is well known Coins in circulation are primarily silver, but are debased
for the fog which blankets its cobblestone streets. It's (mixed with common metals) so that their face amount is
usually foggy in the morning with some sun in the greater than the value of the actual metal. The face of
afternoon. The fog then rolls in again as the evening Napoleon I is on both the gold 20 franc coin and the paper
approaches. Le Fret is home to many of Polish descent, 20 franc note. Other denominations feature the portraits of
whose ancestors settled here during the Wars Of Polish famous and respected personages from the history of the
Unification in the early 19th century, when Emperor Empire, such as René Descartes, Marie Curie, and
Napoleon I freed Poland from the Russian Federation and Voltaire.
accepted it into the Empire.
The minimum wage is 23 centimes per hour, and the
12th District (Landévennec) average annual income is about 1200 francs. Gasoline is 2
centimes per liter, monthly rent for a two-bedroom
The Aulne River flows into the Rade de Brest beside the apartment in a downtown neighbourhood is around 50
pretty village of Landévennec, home to the Landévennec francs, and a new (but not luxury) automobile costs around
Abbey (Abbaye Saint-Guénolé de Landévennec in 500 francs.
French), the oldest Christian site in Bretagne. The abbey
was founded in the late fifth century by Saint Gwénolé, and
became a Benedictine house in the eighth century. The Magic
abbey was suppressed during the French Revolution, and The Franco-Prussian Empire was pitted against the
the goods and premises were sold off, but these were later Ottoman Republic in a bitter war that ended nearly 20
restored under Emperor Napoleon I by the Concordat of years ago. Camaret-sur-Mer, being far from the front, was
1801. Landévennec Abbey is most well-known for its spared most of the ravages of that war. Still, the
extensive ornamental and medicinal gardens, which are consequences of the war were felt even here. Magic, which
open to the public. The village of Landévennec is had been largely the domain of reclusive scholars and jazz
politically progressive but remarkably serene, thanks to the musicians, played a large part in the defeat of the Ottoman
influence of the monastery, and it has become a home to Republic. As a result, the Empire wanted to make sure that
painters, writers, sculptors, and well-meaning idealists. it maintained a monopoly on magic after the war ended.
Cimetiere des Navires, a graveyard for military and civilian Practicing magic is illegal in the Empire, unless one
ships, is also located here, on the Aulne River. has a license from the Société Impériale de Thaumaturgie.
Even then a licensed thaumaturge must be careful and
13th District (Argol) submit reports of what magic she casts upon whom and
The easternmost township on the Crozon peninsula is also why. Anyone who does not adhere strictly to the SIT's
the largest. Many people who work in Camaret-sur-Mer guidelines risks having their certification revoked, and
and Crozon commute each day from Argol. The township possibly faces criminal charges. Those who are convicted
has diverse housing, ranging from high-rise apartment are sent to The Keep, an ominous granite fortress built on
buildings along the southern coastline to suburban and into an island just off the coast. Even so, the services
neighbourhoods in the western part of the district. of magicians are available to anyone willing to venture into
unsavory neighbourhoods, or who have the money
Language required for a high-class "hexmaster" to make a housecall.
French is the official language of the Franco-Prussian
Empire, and it is assumed to be the native tongue for Technology
people living in Camaret-sur-Mer. German is a second Technology in the world where Camaret-sur-Mer resides is
language for most people, and Spanish and English are roughly equivalent to that of our world in the 1960s, with
unusual but not unknown (even in England, most educated minor differences. There is no nuclear power or nuclear
people speak French). To the south is the Ottoman weapons, but there is a curse called the Ritual of
Republic, where people speak Turkish: a few people in Devastation that was used by the Empire to destroy two
Camaret-sur-Mer speak Turkish, but it's rare. Far to the cities in the Ottoman Republic at the end of the Ottoman
east is the Russian Federation, which is host to a wide War. The Ritual of Devastation is an Imperial state secret,
variety of different languages, few of which are spoken in but it is common knowledge that spies have smuggled the
Camaret-sur-Mer (outside of small reclusive ethnic formula out of the Empire and that now both the Russian
communities). Federation and the Ottoman Republic have it.

12
There are no jets, but there are large passenger polite, but they do not tolerate interference in police
zeppelins in the skies above Camaret-sur-Mer, docking at business, and they will not hesitate to aim their weapons at
skyports at the top of artistically-sculptured skyscrapers. anyone who refuses to do as they are told.
High-speed trains span the continent, even passing over the
Alps to the Russian Federation and the Ottoman Republic. Places of Interest
There are rockets, but these are used for entertainment
rather than in warfare (in fireworks, and to power rocket- Bretagne
boats in races). Automobiles are expensive but fairly France, Franco-Prussian Empire
common, and may run on either petrol or electricity.
Jutting defiantly into the Atlantic, France's northwest
Public transportation is provided by plentiful buses, which
are owned by private individuals or companies that are corner has long been culturally and geographically distinct
licensed to operate by the municipality (much like taxis are from the main bulk of the country. Known to the Celts as
in large cities in the USA). Buses come in all sizes, from Armorica, the land of the sea, Bretagne's past swirls with
station wagons to huge double-decker monstrosities. the legends of drowned cities and Arthurian forests.
Prehistoric megaliths arise mysteriously from land and sea,
Cameras, radios, and tape recorders are bulky and the medieval is never far from the modern.
devices, rarely smaller than a breadbox. Semiconductor
technology has not been invented, meaning that what few
electronic devices have been invented use vacuum tubes Confederation of American States
rather than transistors or integrated circuits. Computers Capital: Philadelphia
exist, but they are huge, fragile, and horribly expensive The wealthiest nation in the New World is the
machines. It is said that the Czarina of Russia is given an Confederation of American States. Barbaric by European
ornately jeweled computer each year on her birthday by the standards, the CAS is neither an empire nor a single nation-
Faberge family, and that each of these computers is an state, but a loosely knit union of sovereign nations which
expert on a single subject. are pledged to support one another in matters of foreign
policy. Trade barriers among the Confederated States are
Entertainment forbidden by their Articles of Confederation, leading to
There is television (even wide-screen television, if you have increased specialization as the people of each country focus
the francs to pay for it), but it is in black and white. There on those activities which at which they can compete most
is no rock and roll: jazz and big band rule the airwaves effectively. This economic flexibility and competitive
(other than the official Imperial radio stations, which motivation has catapulted the CAS from a backwater
broadcast Bach, Mozart, Liszt, etc.). Most of the new music hellhole to the most affluent of the former Imperial
and nearly all of the commercially successful films (which Colonies.
do come in "living color") come from overseas, from the Despite the apparent success of "The American
Confederation of American States. The Empire has placed
Experiment", the CAS is a brutish, lawless land, where local
limits on what percentage of popular entertainment created
outside of the Empire may be sold or broadcast (generally police have little power to keep the peace and the
60% for broadcast media, and 40% for bookstores and Confederation central government has no troops of its own
magazine stands). There are heavy tariffs on foreign-made at all. Americans are reputed to be as unruly as Spaniards,
films and recordings, and thus a thriving black market for as militant as the Swiss, and as lusty as Italians. In short,
them. The largest portion of the black market, of course, they have all the least-civilized qualities of the Imperial
consists of "hex" -- talismans and potions smuggled in from citizenry, with none of the Empire's culture and
Africa and the Americas, which are totally banned and sophistication -- little better than the savages and pirates
demand an absurdly high price. whose attacks they must constantly repel.
The Empire places strict limits on how much may be
Weapons imported from the American States. The Imperial Foreign
Civilian arms are generally revolvers or small swords, but Office has urged the adoption of even stricter quotas, due
these are worn more for ornament than for defense. Many to the growing popularity of uncouth American films,
younger gentlemen don't even load their pistols (to the music, and hex in the Empire.
disgust of old-timers who remember the "invasion drills" of
years gone by), and some carry pistols so elaborately Franco-Prussian Empire
engraved and decorated that using them to fire bullets Capital: Paris
would reduce their value or even damage them (visitors
The wealthiest and most advanced civilization on earth is
from the Confederation of American States can usually be
the Franco-Prussian Empire. It stretches from the icy
discerned by the ludicrously large pistols they carry). The
police carry submachine guns, most typically the Heckler waters of the North Sea to the furthest reaches of the Dark
& Koch MP5, along with a few talismans to protect them Continent, and possesses more territory in the New World
against ever-increasing hex-related violence. They are than any other empire.

13
Ottoman Republic Turkish War ended in 1945, when the Franco-Prussian
Empire unleashed the terrible Ritual of Devastation on the
Capital: Istanbul Ottoman-controlled city of Tunis. Every living thing and
The Ottoman Republic is the greatest rival to the Franco- man-made object in Tunis was turned to dust. The
Prussian Empire. It stretches from the sands of Morocco Ottomans agreed to an armistice, and withdrew their
and the rocky islands of Greece to the distant lands of troops from the contested regions, which were then
Persia and Hindustan. The Turks divide their empire into claimed by the Franco-Prussian Empire (Algeria later
semi-autonomous feudal military divisions, each under the regained its independence, but Serbia and Bulgaria remain
rule of a vassal prince who owes fealty to the Grand Turk, part of the Franco-Prussian Empire to this day). The
Sultan Selim IV. The Turks are even more barbaric than armistice was supposed to be followed by a formal treaty,
the Americans. They have fierce cannibalistic warriors but neither the Empire nor the Turks could agree on
(called "Janissaries"), depraved sexual practices (multiple terms, leading to a decades-long "cold war" between the two
wives kept in "hareems", decadent "Turkish baths", great powers.
castrated slaves, and other practices too vulgar to mention
here), and are notorious heathens as well (the Ottomans Pénitencier du Camaret-sur-Mer ("The Keep")
tolerate a variety of strange foreign cults, the practice of Camaret-sur-Mer, Finistère, France, Franco-Prussian
"Islam" chief among them). Empire
The Ottoman Republic was dangerously expansionist Pénitencier du Camaret-sur-Mer is a forbidding granite
until the mid-20th century, when the Empire demanded fortress built on and into a rocky granite plateau thrusting
that the Turks remove their troops from Algeria, Serbia, as high as 60 meters above the ocean. Originally built to
and Bulgaria (all of which had been independent states defend against Viking attacks in the ninth century, it has
until that time). The Ottomans refused, leading to the walls over two meters thick. The castle was restored 1894-
Second Great Turkish War – a bloody sixteen-year conflict 1914, and the Empire began using it for criminals too
with casualties in the tens of millions. The Second Great dangerous to imprison elsewhere.

14
The stones of The Keep and the granite bedrock into denounced. The submission of the Church to the Empire
which its dungeons are tunneled are saturated with wards has caused some to question the validity of the Church.
to prevent anyone from using magic to get in, and to keep This is at the heart of the persistent unrest in Ireland, and
those magicians already inside powerless. Rumours are that is one of the many obstacles to friendly Imperial relations
these potent wards require the ritual sacrifice of a few with the Russian Federation.
prisoners each year, but of course the Empire denies such
wild tales. Unsanctioned religions are practiced in the Empire,
of course. These include Russian Orthodox Christianity,
Russian Federation Islam, Judaism, a variety of Protestant Christian sects, and
a larger number of small and secretive non-Christian sects
Capital: Moscow and cults. These religions have no formal standing in the
The Russian Federation is a vast territory stretching from Empire, and as such they do not have the political and
Poland to Mongolia, from the bitter Arctic to blistering financial support that the Gallican Church has, but they are
Afghanistan. It is the largest contiguous empire on earth, not illegal and are not subject to official censure or
and also the most stable. Blessed by a series of competent persecution as long as they refrain from criticizing the
and just Czars, Russia and its vassals have avoided the Empire and the Gallican Church.
military entanglements which have ensnarled their
Ottoman and Franco-Prussian neighbors, and an uneasy
peace has existed between the Russian Federation and the Magic and the Church
other two great powers for several generations.
The official stand of the Gallican Church is that magic is a
As has been the case since the time of Catherine the sin unless it is done by the will of the Emperor (who rules
Great, the subject nations of the Russian Federation have with the sanction of God), or it is the result of an answered
very limited autonomy. While local governments have prayer (in which case it is not "magic", but a "miracle"). It
authority to deal with local matters, in all cases they may be goes without saying that the prayers of priests, who are
overruled by the will of the Russian Parliament and the closer to God and better trained in what He wants to hear,
Czarina. This usually takes the form of standardizing the
are more likely to be heard and answered than the prayers
laws across the Federation, eliminating corruption and
unrest in the subject nation's political organs, and funding of the laity. In the eyes of the Church use of magic without
public works which are deemed to enhance the Russian the sanction of the Church or the Emperor is an
Federation as a whole. Unlike the Empire and the abomination, because it seeks to overrule the will of God
Ottoman Republic, travel between the subject nations of with the will of Man. Such attempts are doomed to fail,
the Russian Federation is actually encouraged. even though they may appear to be successful in the short
run.
Noteworthy Institutions
War and the Church
Direction de la Surveillance du Territoire
Religious militant orders exist at the sufferance of the
The Direction de la Surveillance du Territoire (DST), Empire. The Imperial Army supplies their weapons and
commonly called "the Imperial Eye", is responsible for ostensibly supervises their training, and officially it can
counterespionage, counterterrorism, and more generally assume control of the militant orders any time it sees fit. In
the security of the Empire against foreign threats and reality, some militant orders are little more than fraternal
interference. The main headquarters of the DST is located organizations within the military proper, while others
in Berlin. In Camaret-sur-Mer, the headquarters of the segregate themselves and have their own fortresses and
DST is the Tour Vauban, a 17th century fortress. bases. These segregated types usually have an explicit
mission delineated in the charter granted them by the
The Gallican Church Crown.
The state religion of the Franco-Prussian Empire is the There is a strong sense of unit loyalty among the
Gallican Catholic Church, which places ultimate earthly militant orders, and there is a long history of them defying
authority in the person of the Emperor (whose authority is, orders to perform great deeds against overwhelming odds.
by Divine will, inviolate), and reserves to the Pope in Perhaps this is why the Empire allows their continued
Avignon authority only over spiritual matters. Further, existence.
papal authority is limited by the authority of the general
council and that of the bishops, who alone can give to his Current Imperial orders include the Royal Military
decrees that infallible authority which, of themselves, they and Hospitaller Order of Our Lady of Mount Carmel and
lack. Saint Lazarus of Jerusalem United (the Knights of St.
In practice, the Gallican Church has been a tool and Lazarus), the Order of Aubrac, and the Sovereign Order
servant of the Empire, promoting policies the Emperor of Malta (the Knights of St. John).
wants promoted and denouncing those the Emperor wants

15
The Milieu the Spirit World, because they believe it to be populated
The Milieu is a category of French organized criminals by the spirits of deceased human beings. Some magicians
operating in the Empire. However, the Milieu often works call it the Netherworld. Some of the creatures who live
in cooperation with foreign organized crime. Criminal there call it Faerie.
groups associated with the Milieu work in every major city Most describe the Shadowlands as a ghostly mirror of
in France, but are mostly concentrated in Marseille, the mortal world, because there is a close correspondence
Grenoble, Paris, Lyon, and of course Camaret-sur-Mer. between locations and geography in the two worlds.
The four most significant factions of the Milieu are the However, this description implies that the Shadowlands are
Parrains (also called "the Godfathers" or "the Corsicans"), dark or gloomy, which is not always the case. The
the French Maghrebi, the Pieds-Noirs (also called "the Shadowlands are simply vague. Where the mortal world is
Algerians"), and the Gitans (or "Travellers"). The solid and tangible, the Shadowlands always seem to be on
relationship between these factions is sometimes the edge of changing, as if all one sees there is an illusion.
cooperative, sometimes competitive, and sometimes A magician traveling in the Shadowlands may pass close to
bloody. However, open warfare is rare among the major her destination without noticing it, or a traveler may find a
factions of the Milieu, because bloodshed is bad for forest in the Shadowlands where she would swear none had
business. existed before.
There is evidence to support the claim that some of
Société Impériale de Thaumaturgie the entities inhabiting the Shadowlands were mortal men
The Société Impériale de Thaumaturgie (SIT) is the and women until they shrugged off their mortal coil: ghosts.
organization in charge of regulating the use of magic in the Yet other inhabitants of the Shadowlands are distinctly
Empire and enforcing those regulations. The main alien in thought and deed, and claim to be older than
headquarters of the SIT is located in Paris. humankind.

Worlds Above And Below The Dreamlands


Beyond the Shadowlands are the Dreamlands. All mortals
According to the Gallican Church and the Société
have been to the Dreamlands at one time or another. Most
Impériale de Thaumaturgie, the mortal world was created
visit nearly every night of their lives. Where the mortal
on a foundation laid down by God at the beginning of time.
world is ruled by the laws of physics, and the Spirit World
At the bottom of the stack is the Void, which is nothing, yet
is pure essence, the Dreamlands are a mixture of the two.
has limitless potential. Between the Void the mortal world
The substance of the Dreamlands can be warped by a
are the worlds of "concept", which God used to slowly build
strong enough Presence, even by those who do not have
up to the seventh realm -- the mortal world. On top of this
the talent for magic. Geography in the Dreamlands is an
mortal world, there are other realms, less flexible than
ephemeral thing. What can one moment be as real and
ours, in which the form and structure established by God
solid as a block of granite on a mountainside under a
are increasingly rigid as one rises toward Heaven, which is
sapphire sky, can the next moment be a sour-smelling
the eternal and unchanging mind of God.
hospital room where someone's grandmother slowly waits
Some heretical magicians describe a different model to die. The Dreamlands tend to reflect what lies within the
of the mortal world and other realities. Rather than layers, heart and mind of the traveler, either consciously or
they describe the worlds "above" and "below" ours as unconsciously.
spheres. The Void, which is nothing yet potentially
In the center of the Dreamlands, wherever that center
anything, is at the center, and each sphere outward is more
may be (because the Dreamlands have no beginning and
structured, with more actuality and less potential. What
no end, there can be no certainty just where the center may
makes this model heretical is the fact it postulates multiple
lie), is the Court of the Dream King. The Dream King, the
worlds at each "level", implying that our world has no
ruler of the Dreamlands, goes by many names. One
special status, being just one of any number of worlds with
commonly used by magicians is Nocturne. Although called
similar physical properties.
the Dream King, Nocturne is more than simply the ruler
While neither the Church nor the SIT have published of the Dreamlands: in a real sense he or she is the
an official inventory of the worlds above and below ours, Dreamlands. In ages past, it was thought that the health of
here are a few that have been documented by the SIT. a king was mirrored by the health of his country. As the
king prospered, so did his domain. If the king was angry,
The Shadowlands or upset, or made poor decisions, the kingdom would
The closest world below ours is usually called the suffer equally: droughts, plagues, and poor crops were laid
Shadowlands, but it has other names, depending on the at the feet of the king. The source for these beliefs is the
frame of reference of the travelers who were visiting there Dream King. Within his realm, he is the only force that
at the time. Mediums and some parapsychologists call it matters. He may inspire dreamers with visions of beauty

16
that drive them to create great works of art, or he may
plague them with nightmares that haunt them even into
their waking hours. Roused to anger, he can prevent a
dreamer from ever awakening, or erase them from the
Dream forever. Fortunately, he stirs from his demesne
infrequently, and he rarely interferes in the affairs of
mortals.
Sleeping people who venture here in their dreams
leave their bodies behind, yet they appear to have bodies
in the Dreamlands, as well. The creatures that are native to
the Dreamlands seem every bit as real as creatures of the
mortal realm. A magician who travels to the Dreamlands
in her physical body (rather than as a dreamer) seems no
more or less real than any dreamer or dream creature.
Dreamers have a great advantage over magicians, however:
barring intervention from the Dream King (or certain other
rare and powerful dream creatures), a dreamer will never
die in a dream -- she may wake up in a panic of fright, but
she won't die. A magician who is killed physically while in
the Dreamlands is not so lucky: she is just as dead as she
would be in the mortal world. Or perhaps not, if it was only
a dream.

17
Character Creation

 Archetypes: what is the character's core identity?

M
AKING UP A ROUGH MAGIC character
should only take about 15 minutes, once you are  Background: what is the character's history and
somewhat familiar with the process. The hardest description?
part is thinking up a character background and
 Motivations: why does the character get out of bed
choosing what kind of character to play. In this chapter, we
offer a few suggestions to help you out, along with a in the morning?
checklist of the steps that you should probably follow.  Complications: what keeps the character from
However, just because we list them in this order doesn't achieving their full potential?
mean you must. Jump around if it makes you happy: feel Once you have the important parts of the character
free to fill in what you know, and come back to what you worked out, then you can start buying attributes, skills, gifts,
don't.
and supernatural traits which are appropriate to the
It is up to you to make up a character who can get character concept you have in mind.
along with the other player characters and add to the fun
of the game. Realism in Rough Magic, as in most games,  Attributes: what are the character's basic physical
takes a back seat to playability. Your character can be the and mental traits?
most fascinating, detailed character ever written, but if they  Skills: what does the character know how to do?
undermine the fun of the game you have failed to make up  Gifts: what gives the character an edge over most
a good character. normal people?
Fortunately, making up a character is a fairly simple  Supernaturals: is your character a supernatural
process, and if at first you don't succeed you can try again. creature?
It is possible to make up a fun and interesting character
who gets along with the other PCs, and in the long run it is
much more fun than making up a character that, despite Summary
being a brilliant creation, disrupts the game. Here are some character summaries appropriate to Rough
Magic. Feel free to make up your own.
Before You Start  An expatriate Russian scientist or thaumaturge
The goal of Rough Magic is to help you have fun with your specializing in secret, perhaps forbidden,
friends. If at all possible, try to assemble the players and techniques.
make up their characters together. That way, you can avoid  An aged master fencer who is addicted to youth
having two or three players with the same focus. It's usually potions and is trying to reclaim his lost honor after
more fun if each character has their own specialties, and throwing a duel for money.
their own role to fill.  A teenage artist, hex-addict and part-time
It can sometimes be difficult to find a plausible reason prostitute whose semi-magical paintings reveal
for characters to stick together. Why would a brooding other worlds (or the viewer's inner self).
loner who likes to brood alone ever join a team of  A former police officer who spent the last 20 years
adventurous vagabonds? You might consider establishing in the Keep after being convicted of using illegal
a reason before the game even starts, by having some hexes to catch criminals.
previous connection between characters. The previous  A private investigator who made the mistake of
connection could be something as simple as, "Hey, you crossing a rich and influential family early in his
helped me fight those assassins that one time". If every career, and who has been paying for it ever since.
character has a connection to at least one other character,  The beautiful child of a rich and influential
getting them past that awkward "getting to know you" stage merchant prince who is fleeing a life of luxury to
will be a lot easier. avoid an arranged marriage.
 A pawn of the Imperial Eye, threatened with a life
of misery in the Keep unless he agrees to spy for
Character Checklist the Eye.
We have found that it's easiest if you create a character by  A cynical veteran of the Ottoman War,
following these steps. However, it's just a suggestion. Jump disillusioned with the Empire and the reasons that
around if it makes you happy: feel free to fill in what you it sends its children to die, but who would fight
know, and come back to what you don't. again for a just cause.

18
 A solitary hexmaster trying to perfect his art Table: Random Archetype, Table 2
without attracting the attention of the Imperial
Eye. Roll 1d6 Roll 1d6 Archetype
 An embittered playwright whose works have met 1 Addict
with critical and commercial failure. 2 Artist
3 Aristocrat
 A spy for the Ottoman Empire, looking for clues 1
to a new “ultimate weapon” that the Empire's 4 Assassin
warmages are rumoured to be working on. 5 Brawler
6 Bureaucrat
 An attractive but penniless noble who has gone
deep into debt just to avoid having the family 1 Criminal
mansion seized by the Empire. 2 Detective
 A street-wise young hex-pusher hoping for the Big 3 Diplomat
2
Score that will pay for a new life in the Americas. 4 Entertainer
 A spy from the Russian Federation, hiding in 5 Explorer
Camaret-sur-Mer after discovering information 6 Foreigner
that even the Czarina would be willing to kill to 1 Gambler
protect. 2 Gangster
 A thaumaturge who was ostracized and de- 3
3 Gunslinger
certified by the SIT because he criticized the 4 Knight
Empire. 5 Mechanic
 A devilishly attractive gambler with very few 6 Mercenary
scruples and a heart of gold. 1 Monk
 A spy for the Imperial Eye, trying to track down 2 Noble
the leader of an anarchist cult that seeks to 3 Novelist
4
overthrow the Empire. 4 Priest
5 Prostitute
These are just ideas. Feel free to adapt one or to make
up your own. The thing to remember is that your character 6 Philosopher
is special, even if what makes her special is not immediately 1 Pilot
apparent at the start of the game. You are not a cog in the 2 Savage
machine: you are a lever, a lever that can move the world. 3 Scholar
5
4 Scientist
Archetypes 5 Scoundrel
6 Scout
When writing up a character, it can be useful to have an
archetype in mind for inspiration. Many popular characters 1 Smuggler
actually combine two or more archetypes ("Scoundrel 2 Soldier
Scientist", "Mystic Knight", "Supernatural Warrior Spy" 3 Sorcerer
6
etc.). Coming up with a good archetype can make the rest 4 Spy
of the character creation process much easier, because it 5 Supernatural
gives you a clear goal to work toward. 6 Thaumaturge

Goon You aren't limited to these archetypes, of course.


Most of the allies and opponents the player characters These common archetypes are just here to offer you a
encounter will not be captains of their own destinies. For jumping-off point for your character.
better or for worse, they will live their lives carrying out the
will of others. If a character is simply following orders, their Background
archetype is probably the Goon, particularly if the
character is part of a group of such individuals. In a tabletop roleplaying game, there is a temptation to pay
attention to what the character does rather than who they
Would you like to randomly generate an archetype? are and why they do it. There is a good reason for this: what
You can! the characters can do is what makes Rough Magic an urban
fantasy roleplaying game rather than some other kind of
Table: Random Archetype, Table 1 roleplaying game. However, what makes a game fun to play
Roll 1d6 Complexity over the long term is the growth and exploration of each
1 Roll once on Table 2 character's personality, the difficult choices the characters
2-5 Roll twice on Table 2 must make, and the interplay between characters.
6 Roll three times on Table 2

19
Personality Motivations
How does your character act around other people? Are Leaving home is no easy task. Most people never leave the
they serious but kind, grim and menacing, or wacky and town they were born in, much less the country. Leaving
easy-going? It's up to you to bring your character to life. If home is dangerous!
you have a clear idea of how your character interacts with
others, you will have a strong foundation to build on when So why do they do it? What makes an individual leave
choosing the character's powers and motivations. behind the security of a mundane job and become a suave
person of mystery?
For example, what are the character's interests and
hobbies? Are they intellectual, scrutinizing the world Here are a few motivations to get your creative juices
around them, or are they passionate and impulsive, doing flowing. Mix and match a couple, and think of some new
what feels right without analyzing their motivations? How ones, if you like. Take notice of the fact that a few of these
about the character's family? Do they come from a large, are morally questionable, and some of them are
close-knit clan, or is the character an orphan? What is their incompatible with a law-abiding lifestyle.
education and their moral philosophy? Each clue to your Would you like to randomly generate the motivations
character's personality will help you portray them of your character? You can!
realistically, which will add to your enjoyment and the
enjoyment of the other players. Table: Random Character Motivations, Table 1
Roll 2d6 Complexity
Description 2 Roll once on Table 2
What a character looks like is not as important as their 8-9 Roll twice on Table 2
personality, but it does have an impact on how they interact 10-11 Roll three times on Table 2
with others and how the players see the character. Describe 12 Conflicted*: roll once on table 2
the character carefully, starting with easily-noticed things
* Conflicted: The character is torn between two mutually
like their height and general build. Hair color and general
incompatible motivations. Roll on Table 2, and make a note of
style of dress help emphasize the character's personality. the roll and its opposite. The character's primary motivation is
Does your character wear a special costume or uniform? If the first motivation rolled, but they are also driven by the
your character has a special uniform, do they wear it all the opposing motivation. For example, the opposing motivation of
time? Does the character have a wide variety of outfits, or "adventure" is "security".
would they stick with one they like?
Appearance takes into account such things as
nationality, gender, age, and any mannerisms or odd
quirks. Is your character wealthy, dressing in the most
expensive fashions? Do they carry themselves loosely, or
with a rigid military posture? What do people notice about
the character when they first meet? Is your character
attractive, or hideously scarred? The more detail you can
add to your description, the easier it will be for you and the
other players to imagine them.
You don't need to know all of this at the beginning of
the first game, of course. If you aren't sure about the details,
start with the broad strokes, and fill in the details as the
character develops in play.

History
Unless your character is an amnesiac or was grown in a vat,
they will have had years of life experience before the first
game starts. Where did they come from? How were they
raised? Have they been in the military? Were their
childhood years relatively carefree, adventurous, or marred
by tragedy? When did they first realize they had ambitions
beyond staying in the same town doing the same job for the
rest of their life? Did this realization come suddenly,
perhaps as a result of a trauma, or was it something they
had always known on some level?

20
Table: Random Character Motivations, Table 2 Audacity
Roll 1d6 Roll 1d6 Archetype Your character is an adrenaline junkie driven by a desire
1 Adventure to experience thrills and glory. They crave action, speed,
2 Asceticism and attention, and often leap before looking. On the
positive side, this sort of person often deals well with
3 Audacity
1 chaotic situations that require quick reflexes and spur-of-
4 Community
the-moment decisions.
5 Compassion
6 Courage In opposition to: Subtlety
1 Curiosity
2 Detachment Community
3 Enlightenment Your character believes that the greatest measure of an
2 individual is in their value to the society in which they exist.
4 Exploration
5 Freedom They seek to be dependable and helpful to those around
6 Idealism them, and they encourage these traits in others. A character
1 Justice motivated by community might choose to work in isolation,
2 Mercy but they would do so with the greater good in mind.
3 Nobility In opposition to: Individualism
3
4 Passion
5 Pride Compassion
6 Rebellion Your character wants to protect others and alleviate their
1 Security suffering, particularly the innocent and the helpless. Seeing
2 Materialism people in danger or in pain brings out the hero’s strongest
3 Subtlety instincts to act. By the same token, the character will tend
4
4 Individualism to be quite careful when using violence in public places.
5 Wrath In opposition to: Wrath
6 Fear
1 Faith Control
2 Responsibility
Your character detests the chaos of society, and seeks to
3 Secrecy impose order and discipline. They conduct their own
5
4 Isolation affairs with precision, and they impose that same order on
5 Control others when possible. If they are truly ambitious, the
6 Pragmatism character might seek to control events on a grand scale as
1 Vengeance a kind of benevolent dictator or as a mastermind pulling
2 Ruthlessness strings behind the scenes for the benefit of the masses, who
3 Fellowship aren't competent to lead themselves.
6
4 Serenity
5 Humility In opposition to: Freedom
6 Traditionalism
Courage
Your character chooses and is willing to confront agony,
Adventure
danger, and uncertainty. They seek to face physical pain,
Your character has an adventurous spirit and rarely turns hardship, and death with equanimity, and they embrace the
down the opportunity for a bold quest or a daunting opportunity to act rightly in the face of popular opposition,
challenge, as long as the task is noteworthy, risky, and scandal, and personal loss. They will be remembered
exciting. They tend to carry out any endeavour with a either as a great hero or as a fool.
swashbuckling flair. This can be a good or a bad instinct
depending on the circumstances. In opposition to: Fear
In opposition to: Security Curiosity
Your character lives and breathes to solve the world's
Asceticism
mysteries. Their focus might be on cracking the puzzles of
Your character practices severe self-discipline and avoids the natural world or on unraveling the enigmas of the heart
all forms of indulgence, typically for spiritual reasons. They and mind, but whatever their obsession, ignoring a riddle
may regard those who partake in earthly pleasures with requires great effort. The expression "curiosity killed the
good humour and patience, or they might look down on cat" comes to mind.
such hedonism as a moral weakness.
In opposition to: Faith
In opposition to: Materialism

21
Detachment Fellowship
Your character seeks to avoid any emotional Your character seeks to eliminate artificial barriers between
entanglements on a personal or professional level. They individuals, such as socioeconomic status or political
may feel that such connections would limit their freedom influence. They attempt to treat all people as equal in
of action, and they may fear the obligation such a fundamental worth and social status. This may cause
commitment entails. If offered the choice between friction with those who do not share the character's
maintaining their detachment or assisting with a cause that egalitarian views.
supports their other motivations, the character may have a In opposition to: Nobility
crisis of conscience.
In opposition to: Responsibility Freedom
Your character detests the rigid structure of society, and
Enlightenment seeks to escape any imposed order and discipline. They
Your character's true calling is education and conduct their own affairs with wild abandon, and they
enlightenment, both their own and others'. Nurturing talent disrupt the carefully-laid plans of others when possible. If
and preserving or establishing a legacy are key goals in their they are truly ambitious, the character might seek to disrupt
life. They may seek to provide a moral compass to those events on a grand scale as a kind of "agent of chaos", for the
in their company, or they may be prone to probe and test benefit of the masses who are too complacent to free
themselves.
others' abilities.
In opposition to: Control
In opposition to: Secrecy
Humility
Exploration
Your character strives to maintain a healthy perspective
Your character lives to seek out new places and new ideas,
regarding their own importance in the universe, for in a vast
to go beyond the edges of the map. The same old routine
and uncaring universe, what does a single life matter? They
is not stimulating enough, and though proper planning is are likely to decline honors and rewards, no matter how
important, cautionary tales are often ignored in favor of well-earned, and they are usually polite and respectful even
seeking the new. in the face of abuse and deliberate malice. At the same
In opposition to: Isolation time, since their sense of self-worth is internal, they pay
little heed to rude or disrespectful behaviour. In the cosmic
Faith scale, such things simply do not matter.
The character believes in something which is not In opposition to: Pride
supported by empirical evidence, and this belief gives
meaning to their life. They may feel compelled to adhere Idealism
to a code of conduct inspired by their faith, or they may Your character believes in some cause or ideology so
strive to spread their beliefs to others. Depending on how strongly that they would willingly die to protect it or uphold
militant the character is about their faith, their beliefs may it. For example, your character might believe that their
cause friction with those who require objective evidence for worth as a person is tied to their adherence to a code of
extraordinary claims, or those whose beliefs conflict with honor, including such tenets as keeping one's word,
the beliefs of the character. appropriate use of force, and respect for rank. Any
challenge to these ideals is sure to provoke a strong
In opposition to: Curiosity
response.
Fear In opposition to: Pragmatism
Your character makes every effort to avoid injury, danger,
and uncertainty. Threats of physical pain, hardship, or Individualism
death will compel the character to take preventative or Your character believes that the rights of the individual
palliative action, and they are likely to shift their position hold the highest moral value, above any society or
when faced with popular opposition, scandal, or personal philosophy. The character seeks to be self-reliant and
loss. He who runs away may live to see another day. independent, and encourages these traits in others. A
character motivated by individualism might work with a
In opposition to: Courage team, but their reasons for doing so would be personal,
rather than out of any sense of obligation.
In opposition to: Community

22
Isolation Passion
Your character seeks to avoid exposure to new places and Your character has a visceral, perhaps even savage, nature
new ideas, preferring the comfort and safety of the known. that they may have to struggle to control. At the same time,
It may be that they are frightened of what lies beyond the they may have a strong sense of loyalty or compassion. In
horizon, or it may simply be that they like the world as they general, your character is ruled by emotions and has to
know it and feel no desire to discover anything else. In work to fit into a rational world, but they may also have
extreme cases, the character may wish to avoid being insights that logical people overlook.
contaminated, either physically or culturally, by strangers In opposition to: Serenity
and their uncouth customs.
Pragmatism
In opposition to: Exploration
Your character believes that practical accomplishments are
more important than ideas and philosophies. Honor and
Justice
ideologies are of little value if they do not produce the
Your character seeks to ensure that misdeeds are met with desired real-world result. This approach is likely to become
appropriate punishment. If the structure of society is such controversial when the pragmatic approach violates the
that the judicial system usually works as intended, then the ethical tenets of the culture at large.
character would seek to deliver criminals to the
appropriate authorities (along with evidence of their In opposition to: Idealism
crimes, if possible). However, if the system is corrupt (or if
the character believes it to be so), then the character may
Pride
decide that the cause of justice would be best served by Your character seeks to personify the ideal of something,
taking the law into their own hands. whether a culture, nationality, social class, or profession. They
hold to an exacting standard of behavior and expect to be in
In opposition to: Vengeance the public eye, commanding respect for what they represent.
They are not likely to appreciate scandals or public slights.
Materialism In opposition to: Humility
Your character wants to amass great wealth. Whether they
spend it freely or even pursue philanthropy on a large scale Rebellion
is likely based on other personality traits, but the Your character doesn't fit into the larger society, living as a
accumulation of riches is an end in itself for this character. loner due to prejudice or personal choice. The rebel scoffs
Some might even call them greedy. at popular trends and pays little heed to public mores.
In opposition to: Asceticism They may seek out other iconoclasts who follow their own
drummer or they may just want to be left alone.
Mercy In opposition to: Traditionalism
Your character practices benevolence, forgiveness, and
kindness. They make a point of doing so particularly when Responsibility
the recipient is, by any objective measure, undeserving of Your character feels that they have abilities or burdens that
such consideration. They might do this for any number of limit their freedom of action. They have a duty to someone
reasons, from the purely selfish (e.g., it makes them happy) or something outside of themselves, and they feel that
to the pragmatic (e.g., they believe that by showing mercy, casting this duty aside would be selfish or irresponsible. If
the person unworthy of forgiveness may change their ways) offered the chance to cast aside this burden, the character
to the altruistic (e.g., they believe that each small act of may have a crisis of conscience.
kindness makes the world a better place). In opposition to: Detachment
In opposition to: Ruthlessness Ruthlessness
Your character will allow no personal feelings or
Nobility squeamishness to cloud their judgment. The feelings and
Your character was born to rule and command the respect well-being of others are irrelevant to the achievement of
of their lessers. They may look out for the little people your character's ambitions. If this means that some must
based on a sense of noblesse oblige, but they take action suffer while you claw your way to your objective, so be it: it
because they feel it is necessary and proper to do so, not matters not whether those in your character's way deserve
because someone else demands that they act. At best, a such treatment. Perhaps your character's goals are so lofty
slight condescension is apparent in most interactions with that the ends justify the means; perhaps your character is
others not of exalted lineage. just a heartless bastard.
In opposition to: Fellowship In opposition to: Mercy

23
Secrecy Wrath
Your character strives to hide information from those who Your character exults in causing death and destruction,
are unworthy of it, or from those who are unready to hear particularly when the target is guilty or despicable. Seeing
it. Knowledge is power, and power must be kept in the people abuse their power or behave in an offensive manner
hands of those most fit to wield it. They may attempt to brings out the character's strongest instincts to act. The
conceal or destroy information in order to prevent its
character will tend to be careless when using violence in
dissemination, or they may seek to discredit those who
attempt reveal that which should remain hidden. public places.

In opposition to: Enlightenment In opposition to: Compassion

Security Complications
Your character strives to minimize risk, despite the All of the most interesting characters have complicated
potential reward or excitement. Even the most lives. They may be impulsive, have inconvenient codes of
extraordinary task is carried out with an eye toward honor, or have old enemies that never seem to give up on
avoiding or eliminating anything which might be potentially
their quest for vengeance. Think of one or two
interesting (and thus, dangerous). Ideally, this will lead to a
long life, albeit a dull one. complications for your character: things that make your
character more interesting, and which will make the game
In opposition to: Adventure more exciting for you and the other players. This will add
depth to your character's background, and provide an easy
Serenity way for the GM to come up with stories that are uniquely
Your character seeks to maintain a spiritual, mental, and suited to your character. Additionally, when one of their
emotional balance. This may be for spiritual reasons, or it character's complications causes a serious problem for
may be a mechanism for coping with the character's inner
them during the game, the player may gain a plot point.
demons. It's probable that they try to avoid situations that
might trigger bad memories or unhealthy behaviors, but Plot points are spent to alter the game world, gain a bonus
learning to face these challenges with equanimity is an die, or gain an advantage in combat. See the Actions
important step toward recovery. chapter for more information.
In opposition to: Passion Remember that your complications are not an excuse
to be a jerk or to undermine the fun of the other players.
Subtlety More than anything else, complications are reasons to do
Your character seeks to achieve their goals without something fun even if it's not strictly the wisest idea.
attracting attention. Careful planning is usually high on
their list of priorities, but success alone is not enough. Character Points
From your character's point of view, the greatest
Once you have the important parts of the character
achievement is one that no one else ever knows about. The
most powerful hand is the one that no one sees. sketched out, you can start writing up the character's
abilities. Characters in Rough Magic are created using
In opposition to: Audacity "character points". The player begins with 40 of these
character points, and then spends them to buy attributes,
Traditionalism gifts, skills, and so on. (Characters in Rough Magic are
Your character believes in structure, tradition, and the extraordinary: relatively normal people would be created
chain of command. They appreciate the value of respecting with 25 character points.)
authority, and of following and giving orders. They thrive
on stability, structure, and clear objectives. This can
potentially create a crisis of conscience if those orders Improving Your Character
conflict with their personal morals. Unlike most roleplaying games, Rough Magic assumes that
In opposition to: Rebellion the player characters are relatively complete when they are
created. In the books and films which Rough Magic seeks
Vengeance to emulate, characters don't grow ever more powerful as
Your character seeks revenge for some past wrong done to time goes on, as is common in some roleplaying games.
them or their loved ones. Any personal sacrifice is However, part of the fun of a roleplaying game is
worthwhile. Depending upon the character’s other developing new skills and abilities, so Rough Magic uses
motivations, sacrificing others might be worth the cost as the concept of "experience points", but the increase in
well. power over time is relatively slow compared to most other
In opposition to: Justice games.

24
At the end of each story arc (every half-dozen game
sessions or so), the GM determines how many experience
points to grant each player, and each player adds that
amount to the "Unspent Experience" on the character sheet
of the character they played during that story. If they played
more than one character (due to plot requirements, death
or incapacitation of the first character, or any other reason),
the player can pick which character receives the experience
points. If the player receives more than one experience
point and played more than one character over the course
of the story arc, they can distribute those experience points
among the eligible characters as the player sees fit.
Experience points may be spent at any time to
improve or modify a character's attributes, skills, gifts, or
supernatural traits. Each experience point is used just like
the character points used to create a character: improving
an attribute, buying a skill or expertise in that skill, buying
a new gift, and so on. The GM should keep a close eye on
any new abilities the character gains, as well as on any
increases in the character's attributes that might make the
character unsuitable for the game being run. It's always a
good idea for the players and the GM to discuss how the
players plan to spend their experience points.

Table: Awarding Experience Points


Activity Award
Usually showed up for the game +0 pts.
Played the game enthusiastically +1 pts.
Concluded a lengthy series of games +1 pts.
Has the lowest quantity of experience
+1 pts.
points in the group
Remember that the purpose of the game is to have
fun playing, not to rack up the highest score. If it rubs your
players the wrong way to receive different amounts of
experience points, it may be easier to just give each player
one experience point at the end of each story arc and be
done with it.

25
Attributes

A
CHARACTER’S ATTRIBUTES in Rough Magic used for attacking and defending in ranged combat. See the
are ranked on a scale from 1 to 10. Most people Actions chapter for more information.
have attributes within the 1 to 6 range – from If a character's Agility is reduced to zero, they have
"Typical" to "Great". Few people reach 7 in any great difficulty moving. They must succeed at a moderately
attribute, and 8 is the peak of human potential. difficult (DV 3) Athletics (Presence) roll every round just
Attributes cost one character point each up to 3, two to take a step or two, and they automatically fail any Agility
character points each from 4 to 6, three character points rolls. Agility may not be reduced below zero.
each from 7 to 9, and four character points to increase an
attribute from 9 to 10. We suggest spending about 30 Peak human potential is marked in red.
character points on attributes. Note that Power Level Table: Agility
should be zero unless you have supernatural traits and/or
Walk Run Sprint Sprint
the Thaumaturgy skill. Score
(Move x1) (Move x2) (All-out) (km/h)
Table: Attribute Cost 1 2m 4m 12 m 7 km/h
Description Value Cost 2 2m 4m 12 m 7 km/h
1 1 3 3m 6m 18 m 11 km/h
Typical 2 2 4 4m 8m 24 m 14 km/h
3 3 5 6m 12 m 36 m 22 km/h
4 5 6 7m 14 m 42 m 25 km/h
Great 5 7 7 10 m 20 m 60 m 36 km/h
6 9 8 13 m 26 m 78 m 47 km/h
7 12 9 19 m 38 m 114 m 68 km/h
Fantastic 8 15 10 28 m 56 m 168 m 100 km/h
9 18
Inconceivable 10 22 Table: Agility 2
Swim Fast Swim Swim Swim
Score
Random Character Generation (Move x1) (Move x2) Sprint Sprint
Would you like to roll dice for your attributes? You can! (All-out) (km/h)
Roll three six-sided dice, and consult the following table to 1 1m 2m 6m 4 km/h
see what you get: 2 1m 2m 6m 4 km/h
3 1m 2m 6m 4 km/h
Table: Random Attributes 4 2m 4m 12 m 7 km/h
Roll 3d6 Value Cost 5 2m 4m 12 m 7 km/h
3 1 1 6 3m 6m 18 m 11 km/h
4-6 2 2 7 3m 6m 18 m 11 km/h
7-10 3 3 8 4m 8m 24 m 14 km/h
11-14 4 5 9 5m 10 m 30 m 18 km/h
15-17 5 7 10 7m 14 m 42 m 25 km/h
18 6 9
Roll six times, and add up the total cost. Subtract that Brawn
total from your pool of character points. Brawn represents a character's physical might, close
Now assign what you rolled to your character's combat fighting ability, and general hardiness.
attributes (Agility, Brawn, Endurance, Presence, Reason, Brawn determines how much a character can lift and
Power Level), placing each number wherever you like. how far they can throw things. Brawn is the default attribute
used for close combat (or "hand-to-hand"). See the Actions
Agility chapter for more information.
Agility represents a character's coordination, ranged If a character's Brawn is reduced to zero, they are
combat fighting ability, and general flexibility. unable to stand, and they have great difficulty moving.
Agility determines a character's base movement speed They must succeed at a moderately difficult (DV 3)
(running, swimming, etc.). Agility is the default attribute Athletics (Presence) roll every round just to crawl a meter,

26
and they automatically fail any Brawn rolls. Brawn may not roleplaying actions, but any other action, including combat,
be reduced below zero. incurs a penalty die. A character whose Endurance is
Peak human potential is marked in red. reduced to zero is defeated: they are out of the fight, and
probably unconscious. Endurance may not be reduced
Table: Brawn below zero.
Throw Standing
Score Lift (25 kg) Long Jump Presence
0 25 kg 1m 0m
1 37 kg 1m 1m Presence represents a character's determination, mental
2 54 kg 1m 1m combat fighting ability, and understanding of the
3 79 kg 2m 1m motivations of others.
4 120 kg 2m 1m If a character's Presence is reduced to zero, they have
5 170 kg 4m 2m great difficulty making choices or taking action, and they
6 250 kg 5m 2m automatically fail any Presence rolls. Presence may not be
7 370 kg 8m 4m reduced below zero.
8 550 kg 11 m 5m
9 960 kg 20 m 8m Reason
10 1,700 kg 35 m 11 m
Reason represents a character's ability to analyze data, draw
Lift indicates the greatest weight that the character can conclusions from the facts at hand, and solve problems.
"deadlift" (pick up off the ground to the level of the hips). If a character's Reason is reduced to zero, they have
A character carrying or supporting such a weight can take great difficulty concentrating. They must succeed at a
at most one or two steps per round. A character can move moderately difficult (DV 3) Diplomacy (Presence) roll
normally while carrying a weight corresponding to one less every round just to form a sentence or understand a simple
than their Brawn. For example, a character with Brawn 8 question, and they automatically fail any Reason rolls.
could carry up to 370 kg and suffer no penalties to their Reason may not be reduced below zero.
movement while doing so.
Throw (25 kg) indicates the farthest distance that a Power Level
character could throw a compact object weighing 25 kg. To
see how far a character can throw heavier objects, subtract Power Level represents a character's supernatural might,
the Brawn required to lift the object from the character's magical potency, or psychic potential. If the character is a
total Brawn. Look up the difference in the "Brawn" supernatural creature or they can invoke the power of
column: this indicates how far the character can throw the magic, the character's Power Level determines the potency
object. For example, a character with Brawn 8 could throw of their supernatural abilities. Most people have a Power
an object weighing 60 kg (such as a cooperative slender Level of zero.
human) up to 5 meters. Some abilities allow a character to add their Power
Jumps indicates the character's standing long jump. Level to a skill roll. If the character has more than one such
With a running long jump, the character's ground ability, the character's Power Level is added to their skill
movement is added to their long jump distance. roll only once.
If a character's Power Level is reduced to zero, they
Endurance can no longer invoke magic or use any supernatural traits
Endurance represents a character's ability to shrug off which depend on it. Power Level may not be reduced
physical and mental abuse. Endurance acts as a reservoir below zero.
of points which is expended as the character is injured, and
replenished as the character recovers. The base attribute is Table: Power Level
referred to as the character's "total Endurance" or Score General Effect Mass
"maximum Endurance", while the changing value is 1 1 37 kg
referred to as the character's "current Endurance". It is rare 2 1 54 kg
for an attack to alter a character's maximum Endurance, so 3 2 79 kg
when the rules specify that a character loses Endurance, 4 2 120 kg
you may assume that it is referring to the character's 5 4 170 kg
"current Endurance" unless it specifies "maximum 6 5 250 kg
Endurance". 7 8 370 kg
When a character is successfully attacked, one (or 8 11 540 kg
more, if using the optional margin of success rules) is 9 20 960 kg
subtracted from their Endurance. A character who has 10 35 1,700 kg
been reduced to 1 Endurance can speak and take

27
Skills

S
KILLS ALLOW A CHARACTER to apply their taxonomy. This is why "Culture" is a very broad skill, while
attributes to solve a specific problem or accomplish "Deception" is relatively specific. A character may have a
a specific task. Skills cost one character point each. skill not listed here, subject to GM approval. However, any
Expertise in a skill costs an additional character new skills should be approximately as useful as these skills
point. We suggest spending about 10 character points on in order to maintain a sense of fairness with other
skills. characters. For example, having a new skill called
"Commando" which does everything that "Athletics",
"Stealth", and "Survival" do would not be fair.
Skill Dice
Note that skills are quite broad. For example, Science
If the character has the needed skill, the player rolls 2d6. covers everything from Acarology to Zymology. However,
If the character has expertise with the needed skill, re-roll just because a character could do everything encompassed
any 1s and 2s until all dice have a 3 or higher. by a skill does not mean that they should. For example, a
A character may attempt a task in which they have no character with the Tradesman skill could, in theory, do
skill, if the GM says it is possible. For example, anyone can everything from repairing a television camera to designing
tell a lie (attempted with a Deception roll), but not a bridge. That doesn't mean it makes sense for them to do
everyone can recite an epic poem and keep the audience's so. A character who is a whiz with masonry does not
attention (attempted with a Performance roll). If a necessarily know how to rebuild a truck engine, even
character attempts a task in which they have no skill, the though both tasks use the same skill, Tradesman. It's up to
player rolls one die instead of two. For example, if a you as the player to know what makes sense for your
character is attacked by an enemy with a knife, but the character and what doesn't, and to communicate that
defender does not have the Close Combat skill, the information to the GM.
defender rolls 1d6 and adds their Brawn. The attribute typically associated with a skill is listed
Making skill rolls is covered in the Actions chapter. here, but keep in mind that the relevant attribute might
change depending on the circumstances. Also note that the
Typical Skills same task might be accomplished in more than one way.
Climbing a tree might be an exercise in Athletics (Brawn),
Rough Magic divides skills into broad disciplines. This list but it might also be accomplished with the proper
of skills is not exhaustive, nor is it objective: skills are application of Survival (Brawn).
divided by their usefulness in a game, not by any objective

Table: Typical Skills


Skill Attribute Examples
Athletics Agility/ Brawn Climbing, gymnastics, riding, running, scuba, swimming, throwing objects
Close Combat Brawn Axes, clubs, knives, spears, swords, unarmed strikes, whips
Culture Reason Art, fashion, history, music, philosophy, politics, popular media, theology
Deception Presence Bluffing, disguise, lying, sales
Diplomacy Presence Carousing, conversation, etiquette, negotiation, streetwise
Investigation Reason Analyzing evidence, collecting evidence, identifying clues
Lockpicking Agility Disabling a trap, picking a lock, repairing a tiny clockwork
Manipulation Presence Bribery, interrogation, leadership, persuasion, seduction
Medicine Reason Diagnosis, field medicine, pharmacology, surgery
Mental Combat Presence Defending against mental attacks, phantasms, sleep spells, suggestion spells
Perception Reason Eavesdropping, identifying an odor or taste, noticing a tail
Performance Presence Comedy, dancing, music, singing, theatre
Piloting Agility/Reason Aircraft, automobiles, heavy machinery, motorcycles, watercraft; navigation
Ranged Combat Agility Bows, crossbows, pistols, rifles, shotguns, thrown weapons
Science Reason Archeology, biology, chemistry, mathematics, parapsychology, physics, psychology, etc.
Sleight of Hand Agility Cheating at cards, pickpocketing, shoplifting, stage magic
Stealth Agility Hiding, shadowing, sneaking
Survival Reason Foraging, hunting, orienteering, tactics, tracking
Thaumaturgy Reason Deciphering a magician's notes, analyzing, designing or casting a spell
Tradesman Agility/Reason Appraisal, carpentry, cartography, cooking, forgery, masonry, electrical wiring

28
Athletics Diplomacy
The Athletics skill covers the entire spectrum of non- The Diplomacy skill is used to adapt to one's social
combat sports, as well general feats of athleticism such as environment. It enables a character navigate through red
running, jumping, climbing, swimming, and throwing. tape, know the proper manners for a given environment,
Generally, an athletic competition is simply a matter or survive an excursion to the dark side of civilization. A
of who has the highest relevant attribute. In the case where Diplomacy roll might be required to circumvent a
two competitors in a sport have the same attributes, the bureaucratic obstacle, to socialize with a group without
winner would be decided with a roll, or perhaps a series of offending them, or to get the word to the Milieu that the
rolls. In some sports, the difference between winner and shipment of amulets at midnight is a set-up.
loser may be as little as one one-hundredth of a second.
A failed Diplomacy roll could result in the character
Athletics typically requires an Agility or Brawn roll. being snubbed by polite society, or possibly in being
Examples: Climbing, gymnastics, riding, running, scuba, maimed by a coarser crowd.
swimming, throwing objects. Diplomacy typically requires a Presence roll, and is
sometimes opposed.
Close Combat
The Close Combat skill covers the myriad ways that Examples: Carousing, conversation, etiquette, negotiation,
humans have found to hurt, maim, and kill one another in streetwise
hand-to-hand combat. Any form of hand-to-hand combat
is covered by the Close Combat skill.
Close Combat typically requires a Brawn roll.
Examples: Axes, clubs, knives, spears, swords, unarmed
strikes, whips.

Culture
The Culture skill covers the wide range of largely useless
information that fills magazines, radio shows, and dinner
conversations. It also includes more serious literary,
artistic, or political tidbits of information, such as the name
of the second cousin to the Emperor, or the author and
publication date of The Life of Napoleon Bonaparte. Investigation
Culture typically requires a Reason roll. The Investigation skill covers most of the tasks involved in
solving mysteries and researching obscure topics. This
Examples: Art, fashion, history, music, philosophy, includes searching for clues, collecting and analyzing
politics, popular media, theology. evidence, sifting through microfiche and police reports,
and so on.
Deception
The Deception skill is used to convince someone of the A failed Investigation roll might mean that the
truth of a given statement or situation, usually with the aim character hits a dead end in the investigation, or it might
of getting them to act on it. Deception could be used to mean that they seize on a red herring and draw the wrong
convert someone to a religion, sell someone a car, or conclusion from the evidence.
simply win an argument. It is not necessary for the deceiver Investigation typically requires a Reason roll, or
to actually believe their own statements, but if they do they perhaps a series of rolls.
gain a bonus die -- nothing is as convincing as sincerity. If
the person being deceived is predisposed to believe the Examples: Analyzing evidence, collecting evidence,
deceiver, the GM may allow the task to succeed without identifying clues.
rolling. If the character is trying to persuade someone to
believe a patent absurdity (from the target's point of view), Lockpicking
the GM might impose a roll penalty (-3), or even declare Lockpicking covers the skills which use a delicate touch
the attempt an automatic failure for truly outrageous lies. and fine control of the hands to manipulate small
A failed Deception roll usually means that the subject mechanical devices. A Lockpicking roll might be required
simply does not believe the lie, but it could mean that the to pick the lock on a cell door, to disable the trap on a
attempt has backfired, firmly convincing the subject of the chest, or to repair a tiny clockwork device.
opposite of what the character was trying to convince them of. Lockpicking typically requires an Agility roll.
Deception typically requires a Presence roll.
Examples: Disabling a trap, picking a lock, repairing a tiny
Examples: Bluffing, disguise, lying, sales. clockwork.

29
Manipulation Performance
The Manipulation skill pertains to eliciting cooperation or The Performance skill is used to entertain an audience,
information from others by using flirtation, threats of making them forget their worries for a brief while.
violence, or just verbal trickery. Interrogation usually Performance typically requires a Presence roll.
hinges on convincing the subject that hope is futile and that
resistance will only make things worse, while seduction can Examples: Comedy, dancing, music, singing, theatre
sometimes be successful even if the target is aware that they
are being seduced. Piloting
The Piloting skill covers the navigation and control of a
Failure of a Manipulation roll could result in the mechanical contrivance, be it a sports car, a jet boat, a
subject of interrogation convincingly giving false forklift, or a dirigible.
information, or in the target of a seduction finding the
would-be seducer repugnant. A failed Piloting roll could result in being unable to
attack because the vehicle is in the wrong position, a
Manipulation typically requires a Presence roll, or
temporary loss of control, or even a collision.
perhaps a series of rolls.
Piloting typically requires a Reason roll to chart a
Examples: Bribery, interrogation, intimidation, leadership, course for a craft, and an Agility roll to control it.
persuasion, seduction.
Examples: Aircraft, automobiles, heavy machinery,
Medicine motorcycles, submersibles, watercraft; navigation
A knowledge of Medicine can be very useful in the violent Ranged Combat
world of Rough Magic. Any medical procedure, from The Ranged Combat skill covers the myriad ways that
taking a person's temperature to performing open-heart humans have found to hurt, maim, and kill one another
surgery, is covered by the Medicine skill. Knowledge of from a distance. Any form of ranged combat is covered by
Medicine also gives the character familiarity with common the Ranged Combat skill.
drugs and toxins, and a competent knowledge of their
effects on human physiology. Simple procedures, such as Ranged Combat typically requires an Agility roll.
diagnosing and treating mild infections, are usually within Examples: Bows, crossbows, pistols, rifles, shotguns,
the ability of a character with the Medicine skill. Extensive thrown weapons
and difficult medical procedures, such as performing
surgery, are generally better left to characters with Science
experience in those areas. The Science skill can cover a variety of fields, depending
Medicine typically requires a Reason roll. on the character's interests. A character with the Science
skill may be conversant with any discipline that's reasonable
Examples: Diagnosis, field medicine, pharmacology, for their background.
surgery Science typically requires a Reason roll.
Mental Combat Examples: Archeology, biology, chemistry, geology,
The Mental Combat skill covers mental and psychic
mathematics, parapsychology, physics, psychology
combat. Any form of mental combat is covered by the
Sleight of Hand
Mental Combat skill. The Mental Combat skill is also used
to defend against mental attacks spells. Sleight Of Hand covers the skills which use fine control of
the hands and fingers to mislead observers. A Sleight Of
Mental Combat typically requires a Presence roll. Hand roll might be required to slip a note to an ally, to pick
Examples: Defending against mental attacks, phantasms, someone's pocket, or to slip an ace into a hand of cards.
sleep spells, suggestion spells Sleight Of Hand typically requires an Agility roll.
Examples: Cheating at cards, pickpocketing, shoplifting,
Perception stage magic
The Perception skill pertains to noticing subtle things,
identifying sensory input, and generally being aware of Stealth
one's surroundings. Perception can reflect the keenness of Stealth is the art of sneaking around. A Stealth roll might
one's senses, one's powers of observation, or both. be required to hide from a monster in an old house, to
Perception typically requires a Reason roll. sneak up on a sentry, or to shadow a suspect back to the
criminal's hideout. Terrain, available cover, camouflage,
Examples: Eavesdropping, identifying an odor or taste, and background noise will all affect the difficulty of the
noticing a tail. Stealth roll.

30
Failing the Stealth roll indicates that the furtive Tradesman
prowler is easily spotted by a casual observer. Tradesman is the relevant skill whenever a character
Stealth typically requires an Agility roll, and is usually attempts to design and build structures, machines, devices,
opposed by a Perception (Reason) roll by the person the or materials. A Tradesman roll might be required to cut
character is hiding from. and plane lumber, to hot-wire a car, to repair a damaged
suspension bridge, or to construct a hazardous materials
Examples: Hiding, shadowing, sneaking suit out of oilskin and cheesecloth.
Survival Failing the Tradesman roll might indicate that the
The Survival skill pertains to living off the land, coping with device or structure simply does not work, or that it will fail
catastrophically during use.
adverse environments, and finding one's way based on
landmarks, the stars, and dead reckoning. The difficulty is Tradesman typically requires an Agility or Reason
dependent upon the terrain, temperature, and availability roll.
of food and shelter, and on how well equipped the Examples: Appraisal, carpentry, cartography, cooking,
character is for the particular area. Survival in a temperate forgery, masonry, electrical wiring
environment with available sources of food and water
would require a moderately difficult (DV 3) Survival
(Reason) roll. Harsh, hostile environments, such as the
Gobi Desert or the Antarctic, would have a higher
difficulty, depending on how prepared the character is.
Surviving in very mild environments, such as the woods just
outside of town, would not require a roll at all.
Failing a Survival roll once might mean that the
character has caught a cold, lost the trail of their prey, or
eaten a plant that has made them sick. Failing numerous
Survival rolls could be lethal.
Survival typically requires a Reason roll, or perhaps a
series of rolls.
Examples: Foraging, hunting, orienteering, tactics, tracking

Thaumaturgy
Thaumaturgy allows the character to design new rituals,
understand old ones, and decipher ancient arcane
manuscripts. If the character has a Power Level attribute
greater than zero, Thaumaturgy also allows a character to
invoke magic -- to cast spells. Some magicians choose to
specialize in a particular avenue of magic, which grants a
bonus die when working within that avenue, but which
imposes a penalty die when working with any other avenue
of magic. When dealing with magic of a general nature, the
specialized magician receives neither a bonus nor a
penalty.
Failing a Thaumaturgy roll might indicate that the
spell simply does not work, or that it will fail
catastrophically.
Using Thaumaturgy to examine a ritual or attempt to
understand how best to counter a spell typically requires a
Reason roll. Using Thaumaturgy to cast a spell is covered
in detail in the Magic chapter.
Examples: Analyzing a spell, deciphering a magician's
notes, designing a new spell, casting a spell

31
Gifts

G
IFTS ARE EXCEPTIONAL abilities that the (Presence) roll to see how their contact receives them. The
normal run of people do not have. The details of GM may increase the difficulty or grant a bonus die on the
each gift are highly dependent on a character's player's roll, depending on the situation.
background, so the player should work with the GM
to flesh out these details. Each gift costs one character Elusive
point. We suggest spending no more than 5 character A character with the Elusive gift is fast on their feet and
points total on gifts and supernatural traits. good at rolling with the punches. When making a Close
Combat defense roll, the character may substitute their
Typical Gifts Agility for their Brawn. The player may choose which
This is a list of typical gifts found in a Rough Magic game. attribute to use on a case by case basis.
This list is not exhaustive. A character may well have a gift Famous
not listed here, subject to GM approval. However, any new The character's name and likeness are widely known,
gifts should be approximately as useful as these gifts, in perhaps due to their exploits, or possibly because they are
order to maintain a sense of fairness with other characters. from a notorious family. It is difficult for the character to
pass unnoticed, because paparazzi are often nearby.
Alteration Resistance People who are impressed by celebrity may be more likely
A character with Alteration Resistance is resistant against to cooperate with the character, and the character can
alteration attacks: any attack which would damage or drain sometimes gain favors from strangers. If this is the case, the
any of their attributes or powers, or any attack which would character gains a bonus die on relevant Presence rolls.
physically transform them against their will. A character
with Alteration Resistance adds their Power Level to their Fascinating
combat defense rolls when making a defense roll against
A character with the Fascinating gift is naturally, effortlessly
such attacks.
compelling. It is difficult for the character to pass
Alteration Resistance does not need to be activated: it unnoticed, because they will be the focus of attention in
is always active, as long as the character is alert. nearly any circumstances. People who are swayed by their
instinctive responses may be more likely to cooperate with
Blindfighting the character, and the character can sometimes gain favors
Normally, if an attacker can't see the defender, the attacker from admirers. If this is the case, the character gains a
incurs a penalty die, and if a defender can't see the attacker, bonus die on relevant Presence rolls.
the defender incurs a penalty die. If an attacker has the
Blindfighting gift, they do not incur a penalty die when they Hard Target
are unable to perceive the defender. If a defender has the
Blindfighting gift, they do not incur a penalty die when they When making a Ranged Combat defense roll, the
are unable to perceive their attacker. character may substitute their Brawn for their Agility. The
player may choose which attribute to use on a case by case
Cantrips basis.
The character can occasionally produce small but useful
bits of magic. The character begins each game with one Headquarters
extra plot point. Cantrips are a particularly good The character has one or more bases of operation,
justification for a bonus die, an attribute surge, or even a equipped with supplies and equipment reasonable for the
retcon. character's background and skills. If the character is a
member of a team, the base(s) might be shared with the
Connected other team members, at the player's discretion. A
The character has a wide ranging network of friends, rivals, headquarters is primarily a convenience for the GM and a
and former associates. From time to time, the character can fun asset for the character. It is not generally useful in
contact one of these people, and have a reasonable chance combat, and is mainly used for flavor and a setting for
of getting a favour from them. When the character wants roleplaying. For example, a base might have an air-tight
to get a favour from someone, the player names the NPC security system, complete with electric eyes and knockout
and briefly describes how their character knows this gas, but this won't keep the base from being broken into by
contact. When the character meets their contact, they must pirates or taken over by a vengeful spirit.
attempt a moderately difficult (DV 3) Diplomacy

32
Lightning Strike Pro from Dover
A character with Lightning Strike can deal devastating The character is the best in their field, whatever that field
blows using speed and finesse rather than brute force. is. They may or may not be famous for it -- if not, then they
When making a Close Combat attack roll, the character have either taken some effort to conceal their extraordinary
knowledge, or perhaps there is a conspiracy to deny them
may substitute their Agility for their Brawn. The player may
the acclaim that they deserve. A character with the Pro
choose which attribute to use on a case by case basis. This from Dover gift may choose a specific, narrowly-defined
can reflect the character's advanced martial arts training, professional, scholarly, or technical field in which they are
their superhuman speed, the harnessing of the character's the undisputed expert. When answering a question or
chi, or some other effect. performing research related to their specialty, they gain a
bonus die.
Master Plan A character may only be the Pro from Dover in a
With sufficient time and preparation beforehand, a single narrowly defined noncombat specialty, and each
character with the Master Plan gift is able to gain a tactical player character with the Pro from Dover gift must choose
benefit during an encounter at a time chosen by the player. a different specialty.
The form this takes can vary, and should be negotiated
between the player and the GM, but a relatively typical use Sharpshooter
of a Master Plan would be similar to the use of a plot point. With the Sharpshooter gift, the effective range of weapons
The amount of time needed to formulate a Master Plan and traits is doubled. Short range (10 m) weapons and traits
should be long enough to be believable, but not so long have an effective range of 20 meters, medium range (100
that it renders the gift useless. Generally speaking, a m) weapons and traits have an effective range of 200
character should only be permitted to concoct one Master meters, and long range (1,000 m) weapons and traits have
an effective range of 2,000 meters.
Plan per game session, unless the GM makes an exception.
Team Player
Mental Resistance
A character with the Team Player gift excels at working
A character with Mental Resistance is resistant to mental with others, and is more effective with others than they are
attacks and unnatural coercion. A character with Mental alone. A Team Player gains a bonus die when combining
Resistance adds their Power Level to their Mental Combat their effort with others as part of a task or in combat.
defense rolls.
Mental Resistance does not need to be activated: it is Tenacious
always active, as long as the character is alert. The character refuses to admit defeat when others would
fall by the wayside. When making a close combat or ranged
Minions combat defense roll, the character may substitute their
Presence for their Agility or Brawn. The player may
The character has one or more minor, mostly nameless choose which attribute to use on a case by case basis.
lackeys of marginal usefulness. Such minions might be
mooks, agents, armed guards, administrative staff, or Unsettling
technicians to keep the character's equipment in proper The character is able to put off a disturbing vibe that makes
working order. There is no set limit to the number of people nervous for no discernible reason. Strangers will
minions a character might have, subject to the GM's find themselves disliking the character without knowing
approval, but the more minions there are, the less why, and normal animals will avoid the character unless
competent they are. For example, if a character has just forced to approach by a trainer or some other
three minions -- an administrative assistant, a circumstance. On the other hand, the character may find it
chauffeur/auto mechanic, and a computer expert -- they easier to intimidate others, providing a bonus die on
might be reasonably competent at their respective relevant Presence rolls.
assignments (3 in their most relevant attributes, with
Wealthy
relevant skills). If the character has dozens of minions,
however, the best among them would have 2 in their If a problem can be solved by throwing money at it, then a
character with the Wealth gift can probably solve that
relevant attributes, and none of them would have any skills problem. Food, clothing, and shelter cease to be concerns
requiring advanced education or technical aptitude. for a character with Wealth, but they are still plagued by
Minions are primarily a fun asset for the character. the same interpersonal issues that are behind the serious
They are not generally useful in combat, and are mainly problems most people face. In addition, sometimes wealth
used for flavor and as a foil for roleplaying. Minions should itself can be a source of problems. The character may have
never steal the limelight from a player character. responsibilities tied to their income, or they might need to
fend off attempts to deprive them of their inheritance.

33
Custom Gifts or object (see the "Typical aura colors" table). The
character may attempt a remarkably difficult (DV 6)
You aren't limited to these gifts, of course. Feel free to Perception (Reason) roll to sense whether the person or
make up your own. They should be approximately as object has actively been in league with entities from beyond
useful and powerful as the ones listed here. Abilities that the mortal world, and whether the aura is "warm" (positive,
are more powerful are the domain of actual magic, while life affirming) or "cold" (negative, life negating). A typical
abilities that are less powerful are likely just roleplaying, or person's aura is slightly "warm", but even a person with a
perhaps a creative use of a plot point. Here is an example "cold" aura is not necessarily wicked: they could just be
of a custom gift. having a bad day.
Sense Auras The aura of a character with Mental Resistance is not
able to be read. Their aura isn't missing: from the aura-
The character can see the invisible emanations around
sensing character's point of view, it has the same impression
people and things. The character may use a standard action
as a failed Perception (Reason) roll.
to attempt a moderately difficult (DV 3) Perception
(Reason) roll to determine the color of the aura of a person

Table: Typical Aura Colors


Color Temperament
In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a
Red
negative light, red indicates anger, an unforgiving nature, or anxiety.
In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and
Orange
courageous. In a negative light, it can indicate stress and addictions.
Yellow Indicates optimism, and easy-going nature, inspiration, and intelligence.
Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals,
Green
and nature.
Turquoise Indicates a sensitive, compassionate nature, that of a healer or a counselor.
Blue Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
Indigo Indicates deep feeling: someone of profound intuition and sensitivity.
Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic
Violet
temperament.
Lavender Indicates great vision and imagination.

34
Magic

OMMANDING THE ARCANE forces of the There are two additional avenues which the SIT has

C
universe is not as straightforward as performing a prohibited, and which carry a harsh sentence for those
mundane activity; if it were, everyone would do it. convicted of using them: Diabolism (communing with
All magic is opposed, if not by the struggling of the entities beyond the mortal world) and Necromancy
victim, then by the contrariness of the universe as a whole. (manipulating the forces of death and undeath).
Unless otherwise indicated, using Thaumaturgy to cast a
spell is a remarkably difficult (DV 6) task. Jazz Sorcery
A final avenue, Jazz Sorcery, is not explicitly prohibited,
Avenues of Magic but neither is it recognized by the SIT as legitimate.
The Société Impériale de Thaumaturgie divides magic into However, due to its pagan associations, Jazz Sorcery is
five approved "avenues", or categories: Alteration (changing condemned by the Gallican Catholic Church as a heresy,
one type of matter or energy to another type of matter or and its practitioners may run afoul of the law for that
energy), Conjuration (creating matter or energy from reason. Jazz Sorcery was originally developed by African
nothing), Divination (perceiving through time, space, or musicians around the beginning of the 20th century. As the
both), Enchantment (influencing the minds of others), and first original magical style to emerge from the
Illusion (creating images without substance). If a magician Confederation of American States, Jazz Sorcery has been
has chosen to specialize in one of these avenues, they described as "American thaumaturgy". Its practitioners
receive a bonus die on their Thaumaturgy roll when often rely upon musical rituals, pagan symbolism, and
working within that avenue of magic. However, they incur sympathetic magic.
a penalty die when working with any other avenue of magic. Jazz Sorcery has roots in the magical and musical
When dealing with magic of a general nature, the expression of West Africa and the western Sahel, in the
specialized magician receives neither a bonus nor a magical traditions of the Savages of the American West,
penalty. and in European military sorcery. After originating in
 Alteration is concerned with the magician's ability African American communities in the late 19th century,
to change, often radically, the structure and Jazz Sorcery became internationally known by the 1920s.
composition of any object. Alteration may change Since then, Jazz Sorcery has had a profoundly pervasive
one form of matter or energy to another form of influence on other magical styles worldwide.
matter or energy. The Société Impériale de Thaumaturgie refuses to
 Conjuration is concerned with the magician's recognize Jazz Sorcery as a legitimate avenue of magic
ability to create matter or energy out of nothing. In because its practitioners steadfastly refuse to submit
truth, creating something from nothing is themselves to the authority of the SIT. In fact, some in the
impossible, even for a magician, but the actual Société maintain that such resistance to authority is one of
source is somewhere far enough away that it makes the basic tenets of Jazz Sorcery.
no difference.
 Divination is concerned with obtaining Identifying Spells
information through magical means. Divination If a character with the Thaumaturgy skill witnesses a spell
can find hidden things, reveal the truth behind being cast, or is able to examine a spell currently in use,
deceptive magic, and see into the future or the they may make a moderately difficult (DV 3) Thaumaturgy
past. (Reason) roll to identify the avenue of the spell, and
 Enchantment is concerned with beguiling and whether it is offensive, defensive, or utilitarian in nature. If
controlling the minds of others. Enchantment can they make a remarkably difficult (DV 6) Thaumaturgy
make someone see something that no one else can (Reason) roll, they are able to analyze the spell in great
see, can influence someone's behaviour, or even detail: the range, the scope, the intended effect, and so on.
alter their memories. If the spell was cast with subtlety, they incur a penalty
 Illusion is concerned with appearances. Illusion die on this roll.
spells can be used to camouflage, illuminate, or
obscure something without changing its structure
or fundamental nature.

35
Mage Sight Basics
Any character with a Power Level attribute greater than A basic spell takes one round (six seconds) to cast, has
zero has the gift the Société Impériale de Thaumaturgie short range (10 meters), affects one person or two cubic
calls "mage sight". Mage sight allows a character to use a meters of material, and requires the caster to recite magical
standard action to sense the presence of magic and those phrases or make magical gestures. If the spell inflicts
who can wield it. To perceive a source of magic, the Endurance damage or accomplishes some straightforward
character must succeed at a moderately difficult (DV 3) goal, the effects are essentially permanent. If the spell
Perception (Presence + Power Level) roll. If the target of causes some unusual effect or affects the target in some
the magician's attention is another magic-using being, the unusual way, it lasts for the duration of the current scene
magician knows their opponent's Power Level. If the target or conflict.
of the sorcerer's attention is a magic object, the sorcerer The appropriate defensive equipment depends on
learns the general purpose of the object's magic, and has a the nature of the attack. Ordinary armor is effective attacks
rough idea how to activate it. which inflict Endurance damage, but against other attacks,
Mage sight has other uses, as well. For example, if a only a magical defense (such as a ward or a protective
character with mage sight is being spied upon using charm) is effective.
Divination, they may attempt a remarkably difficult (DV 6) A magician can only have one spell active at a time.
Perception (Presence + Power Level) roll to notice the fact
(a person without mage sight does not have the ability to A magician can only have one spell active at a time. If
notice when they are being magically spied upon). If they a magician casts a spell, any previous spell ends (although
succeed at an extremely difficult (DV 9) Perception the lasting effects of a spell, such as physical damage,
(Presence + Power Level) roll, they also notice whether the remain).
person spying on them is in the past, present, or future.

Casting Spells
Invoking magic has two prerequisites: the character must
have a Power Level attribute greater than zero, and the
character must have the Thaumaturgy skill. A character
who meets these requirements may attempt a
Thaumaturgy skill roll in order to create or invoke a
magical effect. The core game mechanic for casting spells
is the same as for any other action: the player rolls their
dice, counts the dots, and adds the result to the magician's
relevant attribute. This roll is compared to their opponent's
roll plus their relevant attribute. If the player's total equals
or exceeds the target number, the character's attempt to
cast the spell succeeds.

Table: Typical Spell Difficulties


Task Skill Roll Difficulty
Target's Ranged Combat (Agility) plus
Normal attack Thaumaturgy (Agility + Power Level)
armor, etc.
Target's Mental Combat (Presence) plus
Mental attack Thaumaturgy (Power Level)
Mental Resistance
Target's Ranged Combat (Agility) plus
Alteration attack Thaumaturgy (Power Level)
Alteration Resistance
Unusual attack Thaumaturgy (Power Level) Target's Ranged Combat (Agility)
Creating a defensive ward equal to
Thaumaturgy (Agility + Power Level) Remarkable (DV 6)
Power Level
Creating a useful effect Thaumaturgy (Reason + Power Level) Remarkable (DV 6)
Moving a willing target a distance Thaumaturgy (Agility + Power Level) Remarkable (DV 6)

36
Aids Complexities
Ritual Magic Inevitably, a magician will want to affect more people, or
A prepared ritual enables a character to invoke more transmute a larger object, or cast a spell on a more distant
potent magic successfully. Using the tools of their trade, the target. In such cases, the magician incurs penalty dice on
character prepares a ceremony suitable for the spell being their Thaumaturgy roll.
cast and the style of magic that the character employs. At
the conclusion of the ceremony, the character commands Being Subtle
the arcane forces of the universe as they wish. If the A magician can cast a spell with subtlety (without using
magician takes an extraordinary amount of time to prepare audible incantations or obvious gestures), but this imposes
his ceremony, he gains one or more bonus dice, based on a penalty die on their Thaumaturgy roll.
the length of the ritual. The magician may eat, sleep, and
attend to matters of personal hygiene, but may engage in Distance
no other significant activity while performing a ritual. The default spell is cast upon someone the magician is
physically near (10 meters or less), or upon someone with
Table: Spell Casting Time whom they are (or have been) physically or emotionally
Casting Time Modifier intimate. If neither of these is the case, consult the
following table, and apply the difficulty modifier that would
1 round No bonus dice make the spell easiest. If the spell is to be cast on a sibling
1 hour 1 bonus die on the other side of the continent, for example, use the
1 day 2 bonus dice difficulty modifier for "immediate family".
1 month 3 bonus dice Table: Spell Distance
3 years 4 bonus dice Range Familiarity Penalty Dice
1 century 5 bonus dice Short range (10 m.) Intimate 0
Mdm. range (100 m.) Immediate family 1
1 millennium 6 bonus dice
Long range (1,000 m.) Close friend 2
Across the continent Extended family 3
Specialization
Across the world Acquaintance 4
A magician will receive a bonus die on their Thaumaturgy
roll by specializing in a single avenue of magic. The Another world Stranger 5
magician will receive a penalty die, however, when working
magic from any of the other avenues. When dealing with
Duration
magic of a general nature, the specialized magician receives
neither a bonus nor a penalty. If a spell inflicts Endurance damage or accomplishes some
straightforward goal, the spell itself is instantaneous, but the
Sympathetic Magic effects are essentially permanent. If the spell causes some
unusual effect or affects the target in some unusual way, it
A magician can cast a spell more reliably via the principles fades at the end of the current scene or conflict, or shortly
of sympathetic magic, particularly the Law of Contagion thereafter. The magician may extend this time, but this
and the Law of Similarity. The Law of Contagion (or Law increases the difficulty of the spell. Spells that inflict
of Contact) holds that two things which have interacted, or damage may be extended to inflict the same damage on
were once part of a single entity, retain their connection successive rounds, while spells which normally last for a
and can exert influence over each other; the Law of scene may be extended to last days, months, or even years.
Similarity holds that things which are similar or treated the
same establish a connection and can affect each other. Table: Spell Duration
Using a lock of the target's hair or a valued personal Duration Penalty Dice
item which belongs to the target would be an example of 1 round / 1 scene 0
using the Law of Contagion. Using a photo of the intended
target, or drawing a depiction of the intended effect, would 2 rounds / 1 hour 1
be an example of using the Law of Similarity. An effigy that 3 rounds / 1 day 2
has been crafted to resemble the target, and which includes 4 rounds / 1 month 3
a lock of the target's hair, is partaking of both laws of 5 rounds / 3 years 4
sympathetic magic (wise magicians hedge their bets). 6 rounds / 1 century 5
Using sympathetic magic grants the magician a bonus 7 rounds / 1 millennium 6
die on their Thaumaturgy roll.

37
Scope If the magician succeeds on their benediction roll, the
Whether conjuring blasts of fire, transmuting lead to gold, subject's selected attribute increases by one. The effect of a
or conjuring walls of ice from thin air, the default spell is blessing is temporary: the gained attributes fade after the
cast upon a single person or a small area (up to one meter fight is over.
radius). If the spell is to affect more than a single target, or
is to affect a larger area, the difficulty of the spell increases Creation
commensurately. Consult the following table, and apply Magic can be used to create physical objects, apparently
the difficulty modifier that would make the spell most from nothing. For example, a magician can attempt to
difficult. If the magician casting the spell can pick and create an automobile, a gold coin, or a brick wall. In such
choose who gets affected by the spell and who does not (a cases, the Thaumaturgy (Reason) roll is remarkably
plague that bypasses some households but strikes others, difficult (DV 6), and is further complicated by the scope of
for example), add an additional penalty die. the created object.
Table: Spell Scope If the magician succeeds on their Thaumaturgy roll,
Size Mass Value Penalty Dice the object is created, and is indistinguishable from an
One target Expensive ordinary object of its type. However, created objects are
250 kg. 0
(1 m. radius) meal for two temporary: if they have not been destroyed by the end of
One house the current scene, they will fade away shortly thereafter.
2 t. Luxury car 1
(10 m. radius)
A city block Curses
16 t. Opulent villa 2
(100 m. radius) Magic can be used to cause less overt forms of harm. For
A neighborhood example, a magician can curse a target to be weak or
128 t. Grand palace 3 clumsy, or could cause their mind to be confused. In such
(1,000 m. radius)
A city 1,000 t. King's ransom 4
cases, the magician rolls their dice, counts the dots, and
adds the result to the magician's Power Level. This roll is
A country 8,000 t. National treasury 5 compared to the target's roll plus the base value of the
attribute being increased: Brawn for Brawn, Reason for
Reason, and so on. It is not possible to reduce a character's
Specifics Power Level attribute.
Here are some specific applications of the above Curses and similar maledictions ignore all normal
guidelines. forms of protection such as armor.
Attacks If the attacker succeeds on their malediction roll, the
defenders selected attribute decreases by one. It is not
Spells used to physically attack a target inflict Endurance
damage. Such spells could be blasts of fire, shards of ice, possible to reduce an attribute below zero. The effect of a
blades of magical force, or even summoned knives and curse is temporary: the lost attributes return after the fight
axes. The character who casts the spell decides what form is over, when the character has had a chance to rest and
the spell takes. recuperate.
For physical combat spells, an attacker rolls their dice,
Healing
counts the dots, and adds the result to the magician's Agility
and Power Level. This roll is compared to their opponent's Magic can be used to heal as well as harm. For example, a
roll plus their Agility and the rating of any defensive magician can attempt to remove a curse or restore lost
equipment. Endurance. In such cases, the difficulty of the
Thaumaturgy (Reason) roll is equal to the total amount lost
Blessings from the affected attribute. If the target of the healing spell
Magic can be used to increase a character's attributes has lost any maximum Endurance or been disfigured due
beyond their natural level. For example, a magician can to the unintended consequences of a failed Thaumaturgy
attempt to increase an ally's Agility or Brawn. In such cases, roll, the difficulty is doubled.
the magician rolls their dice, counts the dots, and adds the Table: Magical Healing of Unintended Consequences
result to the magician's Power Level. This roll is compared
to the target's roll plus the base value of the attribute being Unintended Consequences Difficulty
increased: Brawn for Brawn, Reason for Reason, and so Minor (1) 2
on. It is not possible to increase a character's Power Level Moderate (2) 4
attribute.
Severe (3) 6
Blessings and similar benedictions ignore all normal
forms of protection such as armor. Critical (4) 8

38
Spells of healing and restoration ignore all normal For mental combat spells, an attacker rolls their dice,
forms of protection such as armor. counts the dots, and adds the result to the magician's Power
If the magician succeeds on their restoration roll, the Level. This roll is compared to their opponent's roll plus
subject's Endurance is fully restored, any curses are lifted, their Presence. Mental attack spells ignore all normal
and any disfigurements are removed. The effect of a forms of protection such as armor.
healing or restoration is essentially permanent. Damage from mental attacks is temporary. Record it
separately; it all comes back after the fight is over, when the
Illusions character has had a chance to rest and recuperate. Mental
Magic can be used to create constructs of light, sound, and attack spells have no effect on inanimate objects, since the
shadow. For example, a magician can attempt to create an "damage" exists only as pain in the target's mind.
illusion of a roaring lion, or attempt to create an illusion of
a solid floor where there is a gaping chasm. In such cases, Phantasms
the Thaumaturgy (Reason) roll is remarkably difficult (DV
A phantasm spell causes the target to see things no one else
6), and is further complicated by the scope of the illusion.
can see, but which the subject believes to be absolutely real.
If the magician succeeds on their Thaumaturgy The hallucination is so convincing that the target believes
(Reason + Power Level) roll, the illusion is created and is that they are injured by its attacks. Protective spells and
completely convincing until a character interacts with it equipment are as efficacious against these phantasms as
(generally by touching it or walking through it). However, they would be against the real thing. The damage inflicted
merely attacking an illusion will not dispel it, as long as the can even "kill" the target (rendering them unconscious), but
illusion reacts to the attack in a reasonably convincing in fact any damage inflicted is "stunning", and therefore
manner: controlling an illusion to respond in this manner temporary.
(or any manner) requires a quick action by the magician For phantasm spells, an attacker rolls their dice,
who created the illusion. Illusions are temporary: if they counts the dots, and adds the result to the magician's
have not been dispelled by the end of the current scene, Presence and Power Level. This roll is compared to their
they will fade away shortly thereafter. opponent's roll plus their Presence. Phantasm spells ignore
Anyone who observes an illusion and who has a good all normal forms of protection such as armor.
reason to suspect its true nature may attempt a Perception The victim of a phantasm spell may use an action to
(Reason) roll against the creator's Thaumaturgy (Reason + try and break free of it. To break free of a phantasm, the
Power Level) roll. If the Perception (Reason) roll succeeds, target must use a standard action to make another defense
the observer sees the illusion for what it is, and may roll against the attacker's roll. If the target has not broken
respond appropriately. free of the phantasm by the end of the scene, then it fades
from the target's mind shortly thereafter.
Mage Hand
The magician can use their magic to move or manipulate Protection
objects. The Brawn they may exert is equal to the Magic can be used to create protective barriers, which are
magician's Power Level. If the magician wants to exert this often called "wards". Wards are as effective as normal forms
strength to cause physical harm, use the guidelines for of protection such as armor. Anything which ignores
attack spells, above. normal forms of protection also ignores a magical barrier.
Mending The Thaumaturgy (Reason) roll is remarkably
difficult (DV 6), and is further complicated by the rating of
Magic can be used to mend physical objects, just as it can
the protective barrier. If the ward is invisible to those
be used to destroy them. For example, a magician can
without mage sight, the difficulty is 3 higher than would
attempt to recreate a burned painting from its ashes or
otherwise be indicated by its rating.
restore a shattered vase. In such cases, the Thaumaturgy
(Reason) roll is remarkably difficult (DV 6), and is further Table: Magical Protection
complicated by the scope of the repaired object.
Rating Difficulty Modifier
If the magician succeeds on their Thaumaturgy roll,
the object is restored to its undamaged condition. The Power Level No penalty dice
effect of a mending spell is essentially permanent. Power Level + 3 1 penalty die
Power Level + 6 2 penalty dice
Mental Attacks Power Level + 9 3 penalty dice
Spells used to mentally attack a target inflict Endurance
damage. Such spells could take the form of monstrous Any attack which succeeds against the protective
hallucinations, painful memories from the target's past, or barrier reduces its rating by one. If the barrier has not been
simply brutal migraine headaches. The character who casts worn away by attacks by the end of the scene, then it fades
the spell decides what form the spell takes. away shortly thereafter.

39
Scrying make the spell most difficult. "Maximum Attribute Value"
With a scrying spell, the character can attempt to perceive usually pertains to just one of the summoned creature's
things at a distance. The Thaumaturgy (Reason) roll is attributes; as a general rule, its other attributes are half this
remarkably difficult (DV 6), and is further complicated by value. "Supernatural powers" may also refer to gifts. If the
the distance of the target. If the target of the scrying spell is target of the summoning spell can cast magic of its own, the
difficulty is 3 higher than would otherwise be indicated by
in the future or the past, the difficulty is 3 higher than would
the creature's abilities.
otherwise be indicated by the target's distance.
Additionally, if the magician is trying to find a specific Table: Summoned Creature Abilities
person, the target's Presence is added to the difficulty if
Maximum Supernatural Difficulty
they have Mind Shield. Scrying spells are never completely
Attribute Value Powers Modifier
reliable: they are primarily a roleplaying spell under the
3 3 No penalty dice
control of the GM.
6 6 1 penalty die
Sleep 9 9 2 penalty dice
A sleep spell places a target into an unconscious state. They 12 12 3 penalty dice
are not able to move or take any actions. For sleep spells,
an attacker rolls their dice, counts the dots, and adds the Summoned creatures may be agreeable, or they may
result to the magician's Presence and Power Level. This complain bitterly about their service. Some may see the
roll is compared to their opponent's roll plus their magician as their temporary liberator; others may consider
Presence. Sleep spells ignore all normal forms of the magician as a kidnapper and abuser. Regardless of the
protection such as armor. summoned creature's temperament, it will follow the
magician's instructions to the best of its ability for the
The subject of a sleep spell will wake up if roughly duration of the spell. If the summoned creature is killed in
jostled or injured, but will otherwise be oblivious to loud our world, it is dispelled and returns to wherever it came
noises and movement. If the character has not awoken by from. If the summoned creature is still alive at the end of
the end of the scene, then they will eventually wake up the scene, it returns to its place of origin shortly thereafter.
naturally.
Telepathy
Suggestion
A telepathy spell is a mental attack which permits a
A suggestion spell is a mental attack which allows a character to communicate directly with the mind of
character to influence a living creature's behaviour, forcing another person.
the target to obey the character's mental commands. To
influence a living creature's behaviour, the character must To communicate directly with the mind of an
unwilling person, the character must succeed at a
succeed at a Thaumaturgy (Power Level) roll against the
Thaumaturgy (Power Level) roll against the Mental
Mental Combat (Presence) roll of the target, or the Mental
Combat (Presence) roll of the target, or the Mental Combat
Combat (Presence + Power Level) roll of the target if the (Presence + Power Level) roll of the target if the target has
target has Mental Resistance. Giving a new mental Mental Resistance. With a successful attack roll, the
command to the target requires a quick action. attacker may mentally communicate with the target and
To break free of the suggestion, the target must use a may read their surface thoughts. If using the optional
standard action to make a successful Mental Combat margin of success rules, the attacker may read the target's
(Presence) roll against a Thaumaturgy (Power Level) roll memories if the attacker achieves a margin of success of 3
of the attacker. If the target has Mental Resistance, they add or more (each memory viewed requires a separate roll).
their Power Level to their roll. If the target succeeds at this To break free of the telepathy, an unwilling target
roll, they break free of the suggestion. If the target has not must use a standard action to make a successful Mental
broken free of the suggestion by the end of the scene, then Combat (Presence) roll against a Thaumaturgy (Power
they break free of it shortly thereafter. Level) roll of the attacker. If the target has Mental
Resistance, they add their Power Level to their roll. If the
Summoning target succeeds at this roll, they break free of the telepathy.
Summoning spells are among the most difficult and If the target has not broken free of the telepathy by the end
rewarding uses of magic. With a summoning spell, the of the scene, then they break free of it shortly thereafter.
character can attempt to retrieve a creature (or swarm of To communicate directly with the mind of a willing
creatures) from another reality and have it do the person, no attack roll is needed. With a willing target, the
magician's bidding. The Thaumaturgy (Reason) roll is telepath may mentally communicate with the target and
remarkably difficult (DV 6), and is further complicated by may read their surface thoughts and (if the target consents)
the abilities of the summoned creature. Consult the their memories. A willing participant may end the
following table, and apply the difficulty modifier that would telepathic contact at any time.

40
Transmutation Wheel of Fortune (Divination)
Magic can be used to change creatures and objects into Magic can spin the wheel of fortune, making unlikely
other creatures and objects. For example, a magician can events likely and likely events unlikely. The Thaumaturgy
attempt to turn a prince into a frog, a lead ingot into gold, (Reason) roll is remarkably difficult (DV 6).
or a bottle of water into wine. If the magician's roll is successful, they may describe
Attacking another person or creature with a a favorable or unfavorable circumstance and how that
transmutation spell requires a successful Thaumaturgy circumstance might have come about. If the GM agrees
(Power Level) roll against the Ranged Combat (Agility) roll that the circumstance is possible (however unlikely it might
of the target, or the Ranged Combat (Agility + Power Level) be), then the GM will decide how this unlikely event
roll of the target if the target has Alteration Resistance. impacts the character. The simplest way to translate this
Transmutation spells ignore all normal forms of protection favorable or unfavorable circumstance into game terms is
such as armor and Damage Resistance. If the to grant a bonus die if the circumstance is favorable or to
impose a penalty die if the circumstance is unfavorable.
transmutation spell is being cast on an object, the difficulty
Magically spinning the wheel of fortune could also
is based on the scope of the transmuted object (either
influence events in a less straightforward manner, and the
before or after, whichever would be more difficult). If the
GM should encourage players to be creative with the spell.
magician succeeds on their Thaumaturgy roll, the creature Each spin of the wheel should be roughly as useful as a
or object is transmuted, and is indistinguishable from an bonus die or a penalty die: significant, but not game-
ordinary creature or object of its new type. breaking.
To recover from the transmutation, the target must
use a standard action to make a successful Survival Unintended Consequences
(Presence) roll against a Thaumaturgy (Power Level) roll
Magic is not natural to mortals. It is alien at best, and at
of the magician. If the target has Alteration Resistance, they worst magic is an insidious and corrupting force. Careful
add their Power Level to their roll. If the target succeeds at and skilled magicians can avoid the negative consequences
this roll, they recover from the transmutation. If the target of magic for a while, but no one escapes them forever.
has not recovered from the transmutation by the end of the
scene, then they recover from it shortly thereafter. When a magician attempts to cast a spell but fails their
Thaumaturgy roll, the uncontrolled magical forces wreak
Transportation havoc with their body, twisting and corrupting it. The worse
they failed their roll, the more severe is this corruption. In
Magic is often used to transport a magician from one place the interests of simplicity, this usually results in the
to another. Typically, this is done either with flight or with reduction of the magician's maximum Endurance.
teleportation. The advantage of flight is that the spell will Alternately, the player may choose to roll on the fun and
last as long as the current scene: each time the magician terrifying "Optional consequences of failed Thaumaturgy"
uses a move action during their turn, they can fly the table below. If the player chooses to roll on the optional
distance granted them by the spell. The advantage of consequences table, the character's maximum Endurance
teleportation is that the magician can bypass obstacles, but is not reduced: they suffer the optional consequences,
unlike flight, the spell's duration is instantaneous: once the instead.
magician reaches their destination, the spell ends.
The Thaumaturgy (Reason) roll is remarkably
difficult (DV 6), and is further complicated by the distance
the magician wishes to go.

Table: Transportation by Spell


Distance Difficulty Modifier
Short range (10 meters) No penalty dice
Medium range (100 meters) 1 penalty die
Long range (1000 meters) 2 penalty dice
Across the Continent 3 penalty dice
Across the World 4 penalty dice
Another world 5 penalty dice

41
Table: Consequences of Failed Thaumaturgy
Thaumaturgy Roll
Max Endurance Lost Typical Consequence Optional Consequence
Failed By
1-3 1 Trickle of blood from the nose Minor
4-6 2 Bleeding from the nose and ears Moderate
7-9 3 Blood flowing from the eyes, ears, and nose Severe
10-12 4 Blood gushing from every orifice Critical

Table: Optional Consequences of Failed Thaumaturgy  Lame: One of the character's knees, or ankles, or
Roll 2d6 hips becomes painful, giving them a pronounced
Consequence limp.
Minor Moderate Severe Critical
1 White Hair  Webbed Digits: The character grows membranes
2 Obsession of skin between their fingers and between their
3 Hair Loss toes.
4 1 Phobia  Hunchback: The character's back twists and
5 2 Pallor bends, giving them a hunched-over appearance.
6 3 Stench
7 4 1 Lame  Blight: Plants within ten meters of the character
8 5 2 Webbed Digits wither and die. Milk-producing animals stop
producing, or give milk that is sour.
9 6 3 Hunchback
10 7 4 1 Blight  Tumours: The character develops numerous
11 8 5 2 Tumours benign skin tumours, ranging in size from as small
12 9 6 3 Bulbous Eyes as an olive to the size of a tangerine. This doesn't
10 7 4 Lesions impair their movement; it's just grotesque.
11 8 5 Glowing Eyes  Bulbous Eyes: The character's eyes triple in size
12 9 6 Scaly Skin and protrude slightly from their head. This doesn't
10 7 Face Rot affect the character's vision; it's just freaky looking.
11 8 Polymorph
12 9 Eye Stalk  Lesions: The character's skin is covered in oozing
10 Gelatinous Skin sores. This isn't painful; it's just gross.
11 Extra Arm  Glowing Eyes: The character's eyes becomes
12 Tentacles translucent, and they glow with a sickly yellow or
green light. This doesn't impair the character's
 White Hair: All of the character's hair turns vision; it's just freaky looking.
luminescent white, all over their body.
 Scaly Skin: The character's skin becomes hard and
 Obsession: The character develops an scaly, like that of a desert lizard or alligator. This
uncontrollable obsession or fascination with an doesn't provide any protection from injury; it's
object, color, or circumstance. Pick a word simply ugly.
randomly from the dictionary: the character will
 Face Rot: The character's nose, ears, and lips rot
seek this thing out, cut out photos of it from
away and fall off. This doesn't impair their senses;
magazines, collect it, and so on.
it's simply grotesque.
 Hair Loss: All of the character's hair falls out, all
 Polymorph: The character is transformed into a
over their body.
ordinary animal no smaller than a cat, and no
 Phobia: The character develops an uncontrollable larger than a medium-size dog. They can think and
fear or revulsion toward an object, color, or speak normally, and their Power Level attribute is
circumstance. Pick a word randomly from the reduced to 1. On the bright side, the polymorph
dictionary: the character will avoid this thing at all removes any other magical consequences from
costs. which the character may be suffering: when they
 Pallor: The character's skin becomes ashen grey in recover from the polymorph, they are their
color, and powdery in texture. normal, human-appearing selves again.
 Stench: The character exudes a putrid smell, like  Eye Stalk: The character grows an additional,
rotting flesh and sewage. completely functional eye on their face or head, on
the end of a 20 centimeter long stalk.

42
 Gelatinous Skin: The character's skin becomes A character may choose to cast a counterspell after the
sticky and translucent, and has a wet, gummy attacker has determined that the attack will successfully hit:
texture. This doesn't make the character more there is no need to counterspell an attack that misses.
vulnerable to injury; they're simply grotesque.
 Extra Arm: The character grows an extra arm from Empowering Objects
their torso. This new appendage is somewhat Any character with Power Level of 1 or greater can
clumsy, and not entirely under the character's temporarily imbue non-living materials with magic. In
control. practice, this allows a character to create pieces of magical
 Tentacles: The character's arms become boneless "equipment" which operate similarly to ordinary equipment
tentacles. They are as useful for grasping and one can buy at a shop. This allows a character to create a
manipulating objects as hands; they're just charm that grants a character expertise with the Deception
grotesque. skill, a potion that grants an additional two character points
of Brawn, a bracelet that grants the protection of rating 3
The player of the magician who has been disfigured armor, and so on.
should make a note of the severity of the failure, because
this may have an impact on the difficulty of reversing the The rating of each piece of such equipment may not
effect. exceed the character's Power Level, and the maximum
number of objects a character can have temporarily
empowered at one time is also equal to their Power Level.
Recovering From Magical If the character creates a new empowered object which
Consequences would place them over this limit, one of their previously
Normally, a character suffering from the consequences of empowered objects ceases to function (the player may
a failed Thaumaturgy roll recovers one maximum choose which one). The time it takes to empower a new
Endurance after they have refrained from any use of magic item depends on the rating of the object. The magician may
for half an hour or so. After that, a character who eat, sleep, and attend to matters of personal hygiene, but
completely abstains from using magic will regain one may engage in no other significant activity while
maximum Endurance per day; a character who has used empowering a new item.
magic in the past 24 hours will not.
Table: Time to Empower an Object
A character who has been altered or disfigured by an
optional consequence does not recover from that Rating Creation Time
consequence until they completely abstain from using any 1 1 day
magic for 24 hours. Additionally, a character who 2 2 days
continues to use magic while suffering from an optional 3 6 days
consequence risks their condition becoming permanent. 4 24 days
Each morning after the first day, the player rolls 2d6. On a
roll of 2, their character's disfigurement has become 5 120 days
permanent. 6 720 days
Using magic to reverse the unintended consequences
Empowered objects last about a week before the
of a failed Thaumaturgy roll is possible, but difficult.
magic fades, unless the character spends a number of
character points equal to the rating of the item. This makes
Counterspells the empowerment permanent, and that item no longer
During their turn, or as a forced action, a character who is counts against the character's maximum number of
able to cast spells may use a standard action to counter a empowered items.
spell cast against them (no Thaumaturgy roll is required).
A counterspell might entail conjuring a magical shield to
block the spell, neutralizing the spell with an inverse effect,
or it might involve using finesse to harmlessly divert the
spell away: the choice is up to the player.
Casting a counterspell grants a bonus die to the
character's defense roll against the spell. A character who
is using their action to cast a counterspell may use quick
actions to cast counterspells against additional magical
attacks until they take their next turn.

43
Supernaturals

Supernatural Traits

T
HE WORLD OF ROUGH MAGIC is home to
a variety of supernatural entities, and you can be
This is a list of typical supernatural traits found in a Rough
one of them if you can make it interesting. Keep
Magic game. Each supernatural trait costs one character
in mind that if you are a supernatural creature, you point. This list is not exhaustive. A character may well have
will probably be the only one of your kind that you know. a trait not listed here, subject to GM approval. However,
In the world of Rough Magic, ghosts, goblins, vampires, any new traits should be approximately as useful as these
and werewolves don't travel in herds. There are exceptions, traits, in order to maintain a sense of fairness with other
of course... but not for you. characters. We suggest spending no more than 5 character
Also keep in mind that the vast majority of the world points total on gifts and supernatural traits.
is populated by normal human beings. If they find out that
you aren't one of them, a crowd of unhappy peasants with Aerial [Move action]
torches will be knocking on your door. Aerial allows a character to fly at their ground speed. They
According to the Société Impériale de Thaumaturgie, might have wings, or they might be naturally lighter than
there are six categories of supernatural creatures: air. Alternately, the character may be aquatic, able to
abominations, corrupt beasts, elementals, fairies, golems, breathe underwater, swim at their ground speed, and
comfortable in the ocean depths.
and the undead. According to the SIT, abominations,
corrupt beasts, golems, and the undead are the creations
Animal Friendship [Standard action]
(intentionally or not) of unlicensed or incompetent
magicians, while elementals and fairies are invaders from Animal Friendship is a short range (10 m) power which
supernatural realms which border our own. According to allows a character to temporarily befriend and mentally
the Gallican Church, supernatural creatures do not have communicate with an ordinary animal. To temporarily
souls, and destroying them is an act of God's mercy. befriend and mentally communicate with an ordinary
animal, the character must succeed at a Diplomacy
Would you like to create a random supernatural (Presence + Power Level) roll against the Survival
creature? You can! (Presence) roll of the animal. As a rule of thumb, the
Presence of a domesticated animal is usually 2, and the
Table: Random Supernaturals
Presence of a wild animal is usually 6.
Roll 1d6 Type Examples Befriended animals operate independently of the
1 Abomination Doppelgänger, enenra, character befriending them. Making a new request of a
parasitic oil befriended animal requires a quick action. A befriended
2 Corrupt Beast Mermaid, werewolf, yeti animal has the normal attributes, movement, and attack
3 Elemental Salamander, sylph, undine types that kind of animal would have. However, befriended
animals are resistant to further mental manipulation,
4 Fairy Dryad, kitsune, troll having Presence equal to the character who befriended
5 Golem Clay, flesh, mechanical them, or their natural Presence, whichever is greater.
6 Undead Ghoul, vampire, wight The effects of Animal Friendship last until the end of
the scene. The maximum number of animals a character
may befriend during a scene is equal to their Power Level.
Passing for Human
Most supernatural creatures are easily identified as being Brutish [Constant]
nonhuman, but any character you make should be able to A character with the Brutish trait is stronger and more
pass for human at least some of the time. Supernatural massive than a typical person: +1 Brawn and a mass up to
characters who are in any way obviously nonhuman should 200 kilograms. Optionally, the character can also be larger
purchase at least one of the following supernatural traits: than a typical person: 2.5 meters to 4 meters tall. If the
character also has the Shapeshifter trait, they may choose
 Camouflage to only apply the Brutish trait while in a particularly brutish
 Shapeshifter form.

44
Camouflage [Standard action] If the character has not broken free of the
Camouflage allows the character to become difficult to Domination by the end of the scene, then they break free
perceive, by both living beings and machines. For example, of it shortly thereafter. The target of Domination will not
the character might become transparent, they might bend remember any actions they took while under the influence
light around them, or they may blend into their of the power. These memories may be able to be retrieved
surroundings by modulating chromatophores in their skin. through the use of hypnosis, Telepathy, and so on.
However the camouflage is achieved, the character is
hidden from normal sight unless someone is actively Immortality [Constant]
looking for them or there is some environmental The Immortality trait renders a character immune to the
circumstance that might reveal the character's location. ravages of time. The character will never grow old or die
If someone is actively looking for the character, from "natural causes".
perhaps by isolating their heat signature or tracking them Optionally, the character is never truly "dead" -- they
by scent, the person trying to locate the camouflaged can be re-assembled and revived if all of their component
character must make a successful Perception (Reason) roll parts can be collected or replaced.
against a Stealth (Agility + Power Level) roll of the
camouflaged character. If an environmental circumstance Inhuman Reflexes [Constant]
might reveal the character's location, the person trying to A character with the Extra Actions power may take one
locate the camouflaged character gains a bonus die on their additional action during their turn, such as a move action
Perception (Reason) roll. For example, fog might reveal the or a standard action.
camouflaged character's outline, or fresh snow might reveal
their footprints. The number of additional actions the character may
use is equal to their Power Level. Once an additional action
Clinging [Constant] has been used, it may not be used again during that scene.
A character with the Clinging trait can move at their normal Life Drain [Standard action]
ground speed along walls, ceilings, and other surfaces as if
they were level. The strength holding the character to the Life Drain is a close range (1 meter) attack which inflicts
surface is equal to their Brawn. If the surface is slippery or Endurance damage. Attacking with Life Drain requires a
unstable, the GM might require the character to attempt a successful Close Combat (Power Level) roll against the
moderately difficult (DV 3) Athletics (Agility) roll to keep Close Combat (Brawn) roll of the target. If the attacker
from sliding or falling. succeeds at this roll, then one Endurance is lost by the
victim (or more, if using the optional margin of success
Domination [Standard action] rules). Life Drain ignores all normal forms of protection
such as armor and force fields. However, Life Drain is
Domination is a short range (10 m) power which allows the completely ineffective against non-living objects, even if
character to influence a living creature's behaviour, forcing they are sentient.
the target to obey the character's mental command. To
influence a living creature's behaviour, the character must Mind Link [Constant]
succeed at a Mental Combat (Power Level) roll against the
Mental Combat (Presence) roll of the target, or a Mental Two or more characters who all have the Mind Link trait
Combat (2x Presence) roll if the target has Mental can communicate telepathically over any distance.
Resistance. Giving a new mental command to the target Optionally, if the character has the Minions gift, they may
requires a quick action. Domination is a short range (10 m) communicate telepathically with their minions.
power, but once the Domination is successful, it will
remain so even if the target leaves this range. Mist Form [Standard action]
Characters under the influence of Domination are not A character with the Mist Form trait can transform
as effective as those whose wills are their own. Any roll themselves into an undifferentiated vapourous mass, able
attempted by a character under the influence of to squeeze under doors and through keyholes. While in
Domination (other than trying to break out of it) incurs a mist form a character may only perform Move actions, and
penalty die, and a character under the influence of will only susceptible to magical attacks - standard attacks
Domination is not able to spend plot points on anything will have no effect.
other than trying to break out of it.
Natural Armor [Constant]
To break free of the Domination, the target must
make a successful Mental Combat (Presence) roll, or a A character with the Natural Armor trait has chitin, scales,
Mental Combat (2x Presence) roll if the target has Mental thick fur, or just exceptionally tough skin which provides
Resistance, against the Mental Combat (Power Level) roll protection against most forms of physical or energy
of the attacker. If the character succeeds at this roll, they damage. A character with Natural Armor adds their Power
break free of the Domination. Level to their combat defense rolls. Natural Armor does
not stack with conventional armor.

45
Natural Weaponry [Constant] Perception (Reason) roll against the shapeshifted
A character with the Natural Weaponry trait is equipped character's Deception (Presence) roll, plus their Power
with claws, fangs, spines, or some other natural close Level. If the Perception (Reason) roll is successful, the
combat weapon. These natural weapons are difficult to observer can tell that the shapeshifted character is not who
take away, and will usually re-grow if removed. A character or what they appear to be.
with Natural Weaponry adds their Power Level to their
combat attack rolls. Natural Weaponry does not stack with Tiny [Constant]
conventional weapons. A character with the Tiny trait is smaller and more difficult
to hit than a typical person: from 50 centimeters to 100
Night Vision [Constant] centimeters tall. Tiny characters are more nimble than
Night Vision allows a character to see in the dark. This larger people (+1 Agility). If the character also has the
capacity could be the result of infrared vision, ultraviolet Shapeshifter trait, they may choose to only apply the Tiny
vision, or simply exceptional low-light vision. Alternately, trait while in an appropriate form. Alternately, they may be
the character has sonar, a sense of touch so acute that they Tiny normally, but may use Shapeshifter to become
can detect and locate vibrations, or some other unusual human-size (or even larger, if they also have the Huge trait).
sense.
Uncanny Speed [Move action]
Regeneration [Constant] A character with the Uncanny Speed trait can run and swim
Regeneration accelerates the healing process and allows impossibly fast. The character's Power Level is added to
the character to recover from injury more quickly. their Agility for the purpose of determining their walking
Normally, an injured character may recover half of their and swimming speed. If the character's Agility + Power
lost Endurance (rounded up) by resting for about half an Level is greater than 10, the character's walk, run, and
hour. After that, a character may only recover additional sprint movement speed can be found in the GM Resources
Endurance by getting a good night's sleep (or its equivalent, chapter.
for characters who don't sleep). Barring some gruesome
disfigurement, a character's Endurance will be completely
replenished after a solid night's rest.
Regeneration drastically reduces this recovery time:
the character recovers half of the Endurance they have lost
(rounded up) after they have had a chance to rest and
recuperate for one full minute. After that, the character will
regain the rest of their lost Endurance by resting for about
half an hour. Most characters with Regeneration can even
regrow lost limbs or damaged organs.
Additionally, the maximum Endurance of a character
with Regeneration can't be reduced to zero by an
environmental hazard such as dehydration, poison, or
pressure. The character's maximum Endurance will always
be at least one, regardless of the hostile environmental
conditions.

Shapeshifter [Standard action]


A character with the Shapeshifter trait can use a standard
action to change their shape and appearance, but they may
not increase their mass or size. The character may re-assign
their physical traits (Brawn and Agility) to suit their new
shape, as long as the total of Brawn + Agility remains the
same or lower.
Assuming the shape of a specific person, creature, or
object is more difficult than changing into a generic
example of a particular shape. If someone is actively
looking at the character, or has any reason to suspect that
the character is not the genuine article, the person
observing the shapeshifted character may attempt a

46
Equipment

C
HARACTERS USE EQUIPMENT to make their Exploding
efforts more successful. Equipment makes it easier Exploding attacks inflict damage to everyone within a
to pick a lock, repair a vehicle, hack a computer, certain distance of the target -- everyone within short range
hurt someone, or resist being hurt. Unless otherwise (10 m), typically. The attacker rolls once for the explosion.
noted, equipment has a power level (PL) rating of 1, adding Normally, each target in the affected area rolls individually
1 to the character's roll when attempting a skill roll.
against the attack, but if the GM prefers, she may roll once
Nothing physically prevents a character in Rough for each group of similar targets.
Magic from carrying weapons and driving vehicles: there is
no character point cost associated with ordinary weaponry Penetrating
and vehicles. However, there may be legal or financial
If an attack is penetrating, any of the defender's dice that show
obstacles to obtaining such equipment, even if it's relatively
a "5" or "6" are re-rolled until the die rolls lower than 5.
commonplace. All equipment requires periodic
maintenance, but this usually happens when it is
convenient for the character. If a tool or weapon ceases to Stunning
function at an inconvenient time, the character will Damage from a stunning attack is temporary. Record it
probably be granted a plot point by the GM. separately; it all comes back after the fight is over, when the
character has had a chance to rest and recuperate.
Special Attack Types
Terrifying
Blinding A successful terrifying attack causes the target to
A successful blinding attack renders the target unable to see involuntarily cower or flee (defender's choice). A cowering
clearly. In close combat, a blinded character incurs a character incurs a penalty die on their defense rolls, while
penalty die on their attack and defense rolls. In ranged a fleeing character is granted a bonus die to their defense
combat, a blinded character incurs a penalty die on their rolls.
defense rolls, but they automatically fail any ranged combat
attack rolls. A blinded character suffers no penalty when To recover from a terrifying attack, the target must use
defending against mental attacks, but they automatically fail a standard action to make a moderately difficult (DV 3)
any mental combat attack rolls. Survival (Presence) roll.
To recover from a blinding attack, the target must use If the character has not recovered from the terrifying
a standard action to make a challenging (DV 3) Perception attack by the end of the scene, then they recover their
(Reason) roll. composure shortly thereafter.
If the character has not recovered from the blinding
attack by the end of the scene, then they recover their Armor
senses shortly thereafter. Armor provides protection against most forms of normal
damage. The defense roll of a character wearing armor is
Burst Fire equal to their relevant defense attribute (Brawn for close
A weapons which fires multiple times per round, such as a combat, Agility for ranged combat) plus the power level
machinegun, grants a bonus die. However, the attack is (PL) rating of the armor. Conventional armor does not
only resolved once. Whether the damage from an attack is stack with protective charms.
inflicted by one discrete injury or twelve, it's all just one
Ranged Combat roll. There's no "roll damage three times"
mechanic like some game systems have.

Table: Armor
Type PL Notes
Leather Jacket 1 thick leather, not concealable
Zeglen Bullet-proof Vest 1 quilted silk, concealable under clothes
Zeglen Bullet-proof Coat 1 quilted silk, concealable under outerwear
Flak Vest 2 nylon and steel, not concealable
Flak Jacket 2 nylon and steel, not concealable

47
Protective Charms Short Range Weapons
Protective charms provide protection against most forms of Short range weapons are typically useful up to a distance of
mundane damage or magical damage, including damage 10 meters. Attacking more distant targets is more difficult
from mental combat. The defense roll of a character with or impossible (at the GM's discretion). If the GM declares
a protective charm is equal to their relevant defense that the attack is possible, the attacker incurs a penalty die.
attribute (Brawn for close combat, Agility for ranged When making a Ranged Combat (Agility) roll, the
combat, Presence for mental combat) plus the power level character may add the power level (PL) rating of the
(PL) rating of the protective charm. Protective charms do weapon to their roll.
not stack with conventional armor.
Weapons which are described as being "two-handed"
Like most enchanted objects, protective charms last are more difficult to use with one hand. Someone making
about a week from when they are enchanted. a Ranged Combat roll while holding a two-handed weapon
Table: Protective Charms with one hand incurs a penalty die on their attack.
Type PL Notes Table: Short Range Weapons
Apprentice Type PL Notes
1 1 day to create
Protection Charm Ex.: Baby Browning, Astra Cub
Adept Protection Charm 2 3 days to create Pocket Pistol 2
.22 Short. Easy to conceal.
Master Protection Charm 3 1 week to create Ex.: Beretta 73, Ruger Mk I. Bonus
Magus Protection Charm 4 1 month to create Target Pistol 2 die if attacker doesn’t move.
Archmagus
5 6 months to create Medium Ex.: Colt Diamondback, S&W
Protection Charm 3
Pistol Model 14. A standard revolver.
Emperor’s
6 1 year to create Ex.: Browning Hi-Power,
Protection Charm Repeating
3 Beretta M1951. Bonus die
Pistol (fires multiple rounds at target).
Close Combat Weapons Ex.: Colt Python, Ruger
Heavy Pistol 4
Close combat weapons are typically useful up to a distance Blackhawk. Difficult to conceal.
of one meter. Attacking more distant targets is more Two-handed, bonus die
difficult or impossible (at the GM's discretion). If the GM Flamethrower 6 (wide spray), terrifying
declares that the attack is possible, the attacker incurs a
penalty die. When making a Close Combat (Brawn) roll, Frag Grenade 12 Exploding, single use
the character may add the power level (PL) rating of the Incendiary
12 Exploding, terrifying, single use
weapon to their roll. Grenade
Weapons which are described as being "two-handed" Flash Blinding, exploding,
14
are more difficult to use with one hand. Someone making Grenade stunning, single use
a Close Combat roll while holding a two-handed weapon
with one hand incurs a penalty die on their attack.
Table: Close Combat Weapons
Type PL Notes
Club 1
Knife 1
Spear 1
Two-handed,
Staff 1
no sweep attack penalty
Whip 1
Hatchet 2
Large Knife 2
Machete 2
Sword 2
Crowbar 2 Two-handed
Axe 3
Two-handed,
Great Sword 3
no sweep attack penalty
Great Axe 4 Two-handed

48
Medium Range Weapons Other Equipment
Medium range weapons are typically useful up to a distance When making a skill roll, the character may add the power
of 100 meters. Attacking more distant targets is more level (PL) rating of the equipment to their roll. Simple or
difficult or impossible (at the GM's discretion). If the GM multipurpose equipment, such as a Swiss army knife,
declares that the attack is possible, the attacker incurs a generally has a PL of 1. Ordinary equipment, such as a
penalty die. When making a Ranged Combat (Agility) roll, reasonably complete box of tools, would have a PL of 2.
the character may add the power level (PL) rating of the Special-purpose or very high quality equipment, such as a
weapon to their roll. complete surgical theatre, would have a PL of 3.
Weapons which are described as being "two-handed" Table: Tools
are more difficult to use with one hand. Someone making Type PL
a Ranged Combat roll while holding a two-handed weapon
with one hand incurs a penalty die on their attack. Binoculars 1
Camera, Full Size 2
Table: Medium Range Weapons
Type PL Notes Camera, Pocket Size 1

Carbine 3 Two-handed Camera, Professional 3


Concealed Microphone 1
Two-handed, bonus die (fires
Lt. Machinegun 3 Doctor's Bag 2
multiple rounds at target)
Two-handed, bonus die if Field Radio 1
Sporting Rifle 4
attacker does not move Flashlight 1
Two-handed, bonus die (fires
Machinegun 4 Gunsmith Kit 2
multiple rounds at target)
Heavy Rifle 5 Two-handed Handcuffs 3

Hvy. Two-handed, bonus die (fires Lockpick Set 2


Machinegun 5 multiple rounds at target) Lockpick Set, Masterwork 3
Shotgun 3 Two-handed, bonus die Machine Shop 3
beyond short range (10 m)
Mechanic's Tools 2
Sawed-off Two-handed, penalty beyond
6 Motorcycle Goggles 1
Shotgun short range (10 m)
Scuba Gear 2
Long Range Weapons Slide Rule 2
Long range weapons are typically useful up to a distance of Snorkel 1
1,000 meters. Attacking more distant targets is more
difficult or impossible (at the GM's discretion). If the GM Surgical Theatre 3
declares that the attack is possible, the attacker incurs a Swiss Army Knife 1
penalty die. When making a Ranged Combat (Agility) roll,
Tape Recorder, Audiophile 3
the character may add the power level (PL) rating of the
weapon to their roll. Tape Recorder, Full Size 2
Weapons which are described as being "two-handed" Tape Recorder, Pocket Size 1
are more difficult to use with one hand. Someone making
a Ranged Combat roll while holding a two-handed weapon
with one hand incurs a penalty die on their attack.
Table: Long Range Weapons
Type PL Notes
Two-handed, bonus die if attacker
Sniper Rifle 5 doesn’t move, penetrating
Two-handed, vehicle mounted,
Lt. Cannon 11
fires every other round
Two-handed, vehicle mounted,
Hvy. Cannon 14
exploding, fires every other round

49
Actions

Combat time is divided into rounds. One combat

N
OW WE COME TO THE MOST complicated
part of Rough Magic - actions! There are a lot of round is six seconds, give or take, giving us ten rounds per
rules here because we tried to address the most minute. In a round, each character gets a turn. During their
common actions a character would attempt. turn, a character can travel a distance up to their base
However, just because we wrote it down doesn't mean you movement (walking, typically) and still have time to do
have to use it, nor should you feel constrained from making something useful (such as making an attack or using a skill)
as well as engage in some banter with their teammates or
a call if a situation arises that we did not anticipate. You anyone else nearby (such as telling one's lackeys to "fly, you
should treat these rules as examples, not as restrictions on fools!"). We call these "move actions", "standard actions",
your own sense of fun and fair play. and "roleplaying actions", respectively. A character can
Don't use the rules unless you need to. perform these actions in any order.
If you can play a fun game of Rough Magic without Example:
referring to these rules, you should. Applying your best
judgment is often a better solution than trying to find a rule Round 1 Soraya's turn
that applies to a specific situation. Remember that player Virek-Kohl's turn
choice, not the roll of the dice, drives the game. Issvisk's turn
Virek-Kohl's lackeys' turn
Order of Play Round 2 Soraya's turn
Time is important. Without some way to keep track of Virek-Kohl's turn
time, everything would happen at once, and that would be Issvisk's turn
terribly confusing. Virek-Kohl's lackeys' turn
Time in the game is usually divided into scenes. A scene
Round 3 Soraya's turn
typically starts when the characters arrive at a place, and ends
when they leave. A scene could also be a period of time while Virek-Kohl's turn
the characters are together and moving toward a destination. Issvisk's turn
In some cases, a scene might end even though the characters Virek-Kohl's lackeys' turn
haven't moved at all, such as when they go to sleep, or when a Everything that happens in a round is assumed to
fight ends and they begin talking about their plans for what to
occur more or less simultaneously, but the players can't all
do next. Any time you feel would be a good time to "go to a
commercial" or "start a new chapter", that's a good time to end speak at once. To keep the game orderly, we need a way
the scene and start a new one. to determine the order in which characters act when
combat starts.

Initiating Conflict
If a character wishes to initiate a conflict, each player makes
a Perception (Reason) roll for their character, and the GM
makes a Perception (Reason) roll for each antagonist. If
one or more characters gets the drop on their opponents
(an ambush, for example), the characters with the
advantage each get a bonus die on their initiative roll.
Actions proceed each round from highest roller to lowest,
with each character getting a turn. When every character
has had the opportunity to take a turn, the highest initiative
goes again, and so on until the conflict has ended.
The environment always goes last in a round. Any
falling objects (including characters) fall, and any
uncontrolled vehicles move, after all of the characters have
had the opportunity to take their turn. If any object or
vehicle is under the direct control of a character, then the
object or vehicle will move when that character moves it.

50
Delaying a Turn to take a defensive action on someone else's behalf, such
If a player does not wish to use their character's turn when as diving in front of an attack to protect an innocent
they have the opportunity, perhaps wanting to wait and see bystander. The character may not force an action which the
what an opponent does, the character may delay their turn, GM could construe as an attack, such as blocking a bullet
with the option of using it later in the round or on a with an opponent's unconscious body or running into
successive round. The character may then interrupt someone. When a character forces their action, they
another character's turn. sacrifice their next available turn, whether that action would
be in the current round or on the next round. A character
Delaying a turn does not alter the order of play. After
may only force an action once per round.
the character has taken their turn, the order of play
resumes its previous sequence. Because a forced action is always defensive, it always
takes place at the appropriate time, either before or during
Example: the attack which triggered it. The attacker does not have
Combat starts when Soraya runs around a corner and sees the opportunity to "take back" their attack.
Virek-Kohl, who is giving commands to his lackeys. The Forcing an action does not alter the order of play.
GM declares that the order of play is Soraya, then Virek- After the character's next available turn has passed (the turn
Kohl, then Virek-Kohl's lackeys. they sacrificed in order to take a defensive action sooner),
Round 1 Soraya's turn the order of play resumes its previous sequence.
Virek-Kohl's turn Example:
Virek-Kohl's lackeys' turn
Continuing from the previous example, on the fifth round,
On the second round, Issvisk runs around the corner, the order of play is Soraya, then Virek-Kohl, then Issvisk,
startling Virek-Kohl's lackeys because, wow, that guy is then Virek-Kohl's lackeys.
huge. The GM declares that the order of play is Soraya,
then Virek-Kohl, then Issvisk, then Virek-Kohl's lackeys. Round 5 Soraya's turn
Virek-Kohl's turn
Round 2 Soraya's turn Issvisk's turn
Virek-Kohl's turn Virek-Kohl's lackeys' turn
Issvisk's turn On the sixth round, Soraya makes short work of two
Virek-Kohl's lackeys' turn of Virek-Kohl's lackeys with a sweep attack. Virek-Kohl
On the third round, Soraya delays her turn, waiting to then pulls out a sinister-looking weapon, aims it at Issvisk,
see what Issvisk does. When it is Issvisk's turn, he attempts and fires. Soraya forces her next action to leap between
to grapple with Virek-Kohl. Soraya uses her delayed turn Virek-Kohl and Issvisk, taking the full brunt of Virek-
to assist Issvisk by combining her attack with his. Kohl's attack.
Round 3 Virek-Kohl's turn Round 6 Soraya's turn
Issvisk's turn Virek-Kohl's turn
Soraya's turn (delayed) Soraya's turn (forced from round 7)
Virek-Kohl's lackeys' turn Issvisk's turn
On the fourth round, order of play returns to its Virek-Kohl's lackeys' turn
previous sequence. On the seventh round, Soraya loses her turn because she
forced it in the previous round.
Round 4 Soraya's turn
Virek-Kohl's turn Round 7 Virek-Kohl's turn
Issvisk's turn Issvisk's turn
Virek-Kohl's lackeys' turn Virek-Kohl's lackeys' turn
On the eighth round, order of play returns to its
Forcing an Action previous sequence.
Sometimes a character might need to take a desperate
action before they have had the opportunity to take their Round 8 Soraya's turn
turn in a round or after they have already taken their turn Virek-Kohl's turn
in a round. This is known as forcing the character's action. Issvisk's turn
Forcing an action allows a character to sacrifice their next Virek-Kohl's lackeys' turn
turn in order to block, dodge, dive clear, or take another
purely defensive action. A forced action can also be used

51
Actions
There are four kinds of actions a character may perform
during their turn in a round: move actions, standard
actions, quick actions, and roleplay actions. Under normal
circumstances, a character can perform one move action
and one standard action during their turn. In addition, a
character can perform as many quick actions and roleplay
actions as the GM deems reasonable.
When it is not a character's turn, they can still react to
events around them. Free actions and reactions can be
attempted at any time, as often as the GM deems
reasonable.

Move Action
With a move action, a character may move the distance
permitted by their Agility and/or Brawn (depending on
whether they are walking, swimming, or jumping), or they
may use magic to move up to the distance that the spell Roleplay Action
allows. With the GM's permission, the character may Like a quick action, a roleplay action takes essentially no
instead perform any equivalent action: opening an access time. During their turn, the character can perform as many
hatch, standing up from a prone or seated position, roleplay actions as the GM deems reasonable (perhaps as
squeezing the throttle on a motorcycle, or what have you. many as a half dozen). Typical roleplay actions include
banter with the character's teammates, making fun of an
A character making a double move (running) gains a enemy's name or uniform, or declaring that the opponent
bonus die on their defense rolls, but they receive a penalty "shall not pass".
die on any skill rolls or attack rolls. Unlike quick actions, a character can usually perform
A character making an all-out move (sprinting) gains a roleplay actions at any time, whether it is their turn or not.
bonus die on their defense rolls, but they automatically fail Rough Magic makes roleplaying an explicit action during
all other rolls. combat to encourage players to roleplay. In the heat of
combat, it can be easy to forget that roleplaying is an
Movement itself does not generally require a roll, essential part of the game.
although the GM may require an Athletics (Agility) roll if
there is some obstacle to the character's free movement Free Action
(distractions, inclement weather, uneven ground, etc.), and A free action takes essentially no time and can be
reduce the character's movement to one-half its normal performed at any time, as often as the GM deems
value if they fail the roll. reasonable.

Standard Action Reaction


With a standard action, a character may attempt to perform Reactions are usually responses to something another
one task. This could be attempting a skill roll, attempting character does, and are usually made at the request of the
GM. A character can perform reactions as often as the GM
to attack an opponent in combat, casting a spell and deems reasonable.
attacking someone with it, or a similar activity. Under
normal circumstances, a character can perform this action
before, during, or after they move.
Rolling Dice
All dice rolls are skill rolls. When a character attempts a
Quick Action skill roll, and the outcome is either contested or there is
some random element involved, the player must roll dice
A quick action takes essentially no time. A character can't to see if the character succeeds. The player rolls their dice,
perform quick actions until it is their turn to act in the counts the dots, and adds the result to the character's
round, but during their turn, they can perform as many relevant attribute. This roll is compared to their opponent's
quick actions as the GM deems reasonable (perhaps as roll plus their relevant attribute. If the player's total equals
many as a half dozen). Typical quick actions include or exceeds the target number, the character's attempt
dropping a weapon, crouching behind cover, and so on. succeeds. There is no need to roll for routine tasks:
characters automatically succeed at routine tasks.
All dice rolls are skill rolls.

52
Table: Opposed Rolls
Action Total Target Number
(Attacker) (Defender)
Dice plus Skill (Attribute) vs Dice plus Skill (Attribute)
1d6 Unskilled Close Combat (Brawn) 1d6 Unskilled Close Combat (Brawn)
2d6 Has Skill Ranged Combat (Agility) 2d6 Has Skill Ranged Combat (Agility)
2d6 Has Expertise Mental Combat (Presence) 2d6 Has Expertise Mental Combat (Presence)
(Re-roll 1s and 2s) (Re-roll 1s and 2s)
etc. etc.

Table: Unopposed Rolls


Action Total Target Number
Dice plus Skill (Attribute) vs Dice plus Difficulty Value (DV)
1d6 Unskilled Culture (Reason) 1d6 Unskilled 3 Moderately difficult
2d6 Has Skill Finesse (Agility) 2d6 Has Skill 6 Remarkably difficult
2d6 Has Expertise Performance (Presence) 2d6 Has Expertise 9 Extremely difficult
(Re-roll 1s and 2s) (Re-roll 1s and 2s)
etc. 12 Inconceivable!

Skill Roll roll only once. The PL from a character's powers does not
If the character has the needed skill, the player rolls 2d6. usually stack with the PL of their equipment: the character
If the character has expertise with the needed skill, re-roll gets the benefit of whichever PL is greater.
any 1s and 2s until all dice have a 3 or higher. This applies
to any bonus dice, as well. Difficulty
A character may attempt a task in which they have no The difficulty of the task depends on whether someone or
skill, if the GM says it is possible. For example, anyone can something is actively working against the character.
tell a lie with a Deception (Presence) roll, but not everyone
can recite an epic poem and keep the audience's attention. Opposed Tasks
If a character attempts a task in which they have no skill, If the character is actively competing against an opponent,
the player rolls one die instead of two. For example, if a the target number is usually equal to the opponent's roll
character is attacked by an enemy with a knife, but the plus their relevant attribute, plus the rating of their
defender does not have the Close Combat skill, the equipment, if any. In combat, the relevant attribute of the
defender rolls 1d6 and adds their Brawn. target is normally Brawn for close combat attacks, Agility
for ranged combat attacks, and Presence for mental
Most skills are associated with a specific attribute
combat attacks. However, the attribute used for the
(Agility, Brawn, etc.). However, the relevant attribute might
opponent's roll might change depending on the
change depending on the circumstances. A character's
circumstances.
relevant attribute is added to their dice roll.
When making a skill roll, the character may add the Unopposed Tasks
power level (PL) rating of the equipment to their roll. If no one is actively working against the character, the GM
Simple or multipurpose equipment, such as a Swiss army simply sets a difficulty value (DV). In most cases, if the GM
knife, generally has a PL of 1. Ordinary equipment, such requires the player to roll dice to accomplish an
as a reasonably complete box of tools, would have a PL of unopposed task, it's because the GM has deemed that task
2. Special-purpose or very high quality equipment, such as "moderately difficult". Moderately difficult tasks have a
a complete surgical theatre, would have a PL of 3. difficulty value of 3 (DV 3). More difficult tasks have a
Some abilities allow a character to add their Power higher difficulty value.
Level to a skill roll. If the character has more than one such
ability, the character's Power Level is added to their skill

53
Table: Difficulty Value Examples die on the attack, while a circumstance that makes it easier
DV Examples to defend against attacks would grant a bonus die to the
defender. Each bonus die adds one to the number of dice
-- Routine: Perform a familiar task under ordinary
the player rolls, while each penalty die subtracts one from
conditions.
the number of dice the player rolls. If the number of dice
3 Moderately difficult: Perform a familiar task a player rolls is reduced below zero, their opponent (or the
under hostile conditions, or an unfamiliar task GM) gains bonus dice, instead.
under ordinary conditions.
6 Remarkably difficult: Perform an unfamiliar task Table: Attack Bonus and Penalties
under hostile conditions.
Circumstance Modifier
9 Extremely difficult: Perform an esoteric task GM deems attempt impossible Attempt fails
under ordinary conditions.
12 Inconceivable!: Perform an esoteric task under Attacker is making an all-out move Attack fails
hostile conditions. (sprinting)
Attacker can't perceive defender in Attack fails
There is no need to roll for routine tasks: characters ranged combat
automatically succeed at routine tasks. Similarly, there is Attacker can't perceive defender in Penalty die
usually no need to roll if there is no penalty for failure close combat
and/or no time limit: it might take months, but the Attacker is attempting to disarm the Penalty die
character will succeed eventually. defender
Attacker is distracted Penalty die
Types of Attacks Attacker is restrained Penalty die
Each attack, whether from a spell or an ordinary weapon,
is one of three types: normal, mental, or alteration. Attacker is running Penalty die
Most attacks are normal attacks. A successful normal Attacker is surprised Penalty die
attack reduces the target's current Endurance. Clubs, Attacker is using a sweep attack Penalty die
swords, and spells such as Arcane Blast are all normal
Attacker is using a two-handed Penalty die
attacks. Armor and spells such as Arcane Shield are
weapon with one hand
effective against normal attacks. Normal attacks are usually
resolved with an Agility roll or a Brawn roll. Normal attacks Target is beyond effective range of the Penalty die
weapon
are usually obvious when used.
Attacker is charging the defender Bonus die
Mental attacks are those which affect the target's mind
directly. Conventional defenses such as armor are not
effective against mental attacks: only Mental Resistance Table: Defense Bonuses and Penalties
such as that provided by protective charms is effective Circumstance Modifier
against mental attacks. Mental attacks are usually resolved Defender is distracted Penalty die
with a Power Level vs. Presence roll. Mental attacks are Defender is prone in close combat Penalty die
obvious to anyone who has Mental Resistance or mental
powers, but are usually invisible to everyone else. Defender is restrained Penalty die
Alteration attacks are those which transform the target Defender is surprised Penalty die
in some way, or which affect one of the target's attributes Defender can't perceive attacker Penalty die
other than Endurance. Conventional defenses such as
Defender has cover Bonus die
armor are not effective against alteration attacks: only
Alteration Resistance such as that provided by protective Defender is prone in ranged combat Bonus die
charms is effective against alteration attacks. Alteration Defender is making a double move Bonus die
attacks are usually resolved with a Power Level roll against (running)
the target's Agility or Brawn roll. Alteration attacks are Defender is making an all-out move Bonus die
usually obvious when used. (sprinting)
Bonuses and Penalties
Cover
A character's roll may have one or more bonus dice and
one or more penalty dice. For example, a circumstance A character hiding behind an obstruction is more difficult
that makes an attack more difficult would impose a penalty to hit. The defender gains a bonus die.

54
Prone Characters Combining Effort
A prone character is easier to hit with a Close Combat Multiple characters can work together to increase their
attack, but is harder to hit with a Ranged Combat attack. A effectiveness. All of the characters make a roll as usual. The
prone defender incurs a penalty die on their defense rolls total number of characters working together is added to the
against Close Combat attacks, but they receive a bonus die lowest roll, up to a maximum of +10. The outcome of all
on their defense rolls against Ranged Combat attacks. other rolls are determined normally.
Standing up from a prone or seated position requires a In combat, all of the characters ganging up on an
move action. opponent must strike simultaneously (meaning every
attacker but one must delay their attack). Noncombat tasks
Restrained Characters might benefit from a multidisciplinary approach. For
A restrained character is not helpless, but they can't use example, disabling an alien doomsday weapon would
movement until they break free of the restraints. Attacking obviously benefit from engineering experience, but a keen
a restrained character is easier, and a restrained character's understanding of alien psychology or linguistics could also
attacks are easier to avoid: a restrained attacker incurs a be helpful. This allows characters with different skills to
penalty die on all attack rolls, defense rolls, and skill rolls combine their efforts to accomplish the task.
while restrained. If the character is completely
immobilized, they are considered helpless rather than Extended Tasks
merely restrained.
Some tasks are more complex or time-consuming than can
reasonably be resolved with a single roll. For example,
Helpless or Unconscious Characters
constructing a ship or racing through a city could both be
A helpless or unconscious character can't defend extended tasks. When attempting an extended task, the
themselves nor make attack rolls, defense rolls, or skill GM sets a difficulty value and the required number of
rolls. They are effectively at the mercy of any attacker. successes. The GM might also set a maximum number of
attempts, to indicate tasks which have a time limit or a
Range penalty for failure, such as disarming a bomb before it
There are five range bands: close, short, medium, long, explodes. In extended opposed tasks, such as a
and extreme. Close range is the distance that a character competition between rival scientists to create a cure for a
can reach with their hands or with a hand-held weapon: disease, the first person or team to achieve the required
anywhere from "in your face" up to about one meter. Short number of successful rolls succeeds at the task.
range is the distance that a character can easily reach with
small hand-held weapons, or with thrown weapons with a Example:
bit of luck: up to 10 meters. Medium range is too far for
Kestrel is trying to escape from an agent of the SIT by zig-
thrown weapons, but is within range of most small arms: up
zagging through the city. The GM declares that this is an
to 100 meters or so. Long range is too far for most
extended Athletics (Agility) contest. Each round, both
handguns, but is within range of most rifles, with careful
Kestrel and the SIT agent will make an Athletics (Agility)
aim and a steady hand: up to 1,000 meters. A few weapons
roll, and count how many times each character wins the
have even greater range, called "extreme": these are
effective at distances of 10 kilometers or more. contest (on a tie, Kestrel wins). The GM declares that if
Kestrel gets three more successes than the SIT agent, then
Weapons and traits that are useful at a distance have she loses him. Until then, the SIT agent and Kestrel can
an effective range given in their description. Attacking attempt to attack each other each round. Because both
more distant targets is more difficult or impossible (at the Kestrel and the agent are running, they both have a penalty
GM's discretion). If the GM declares that the attack is die on their attack rolls and a bonus die on their defense
possible, the attacker incurs a penalty die. rolls.

Table: Range Bands Consequences


Range Typical weapons
Success
Close (1 m) Fist, sword, club If the player's roll equals or exceeds the target number, the
Short (10 m) Pistol, flamethrower, grenade character succeeds in a completely satisfactory manner: the
Medium (100 m) Carbine, crossbow, rifle clue is found, the engine is repaired, or the bullet finds its
target, inflicting one point of Endurance damage. However,
Long (1,000 m) Sniper rifle, shoulder-fired missile rolling higher than the required target number may grant
Extreme (10 km+) Long-range artillery, guided missile additional benefits.

55
Margin of Success (Optional)  Stirring the pot: Dupuis gets the information, but
her activities attract attention. A rival organization,
Margin of success is an optional rule which will make
the Maghrebi, learns of the Gitans' love potion as
combat more brutal.
a result of Dupuis' activities, and they try to beat
The amount by which a player's roll exceeds the target her to the prize. Alternately, the rival organization
number is called the margin of success. If the target might use Dupuis as a stalking horse, allowing
number is 12, and the player's total is 15, they have margin Dupuis and the Gitans to fight each other so that
of success of 3. the Maghrebi will have an easier time taking the
If the player has a margin of success of 3 or more spoils from the winner.
when making a skill roll, the character may have a "eureka!"  Alerting the enemy: Dupuis gets the information,
moment, or perhaps they have found answers to questions but the Gitans learn of Dupuis's interest in their
they didn't even know they should ask. If the player has a activities and they begin to make preparations
margin of success of 3 or more when making a combat roll, against her. It could even be that the technician
the attack inflicts an additional point of damage for each 3 was intended to be captured by Dupuis all along,
that the player rolled over the target number. in order to set her up for an ambush!
For example, if an attacker made a Close Combat roll
against a target number of 11, and the attacker rolled a total Endurance and Recovery
of 19, this would be a margin of success of 8. The attack Endurance (END) represents a character's ability to shrug
inflicts an additional point of damage for each 3 that the off physical and mental abuse. Endurance acts as a
player rolled over the target number, so this attack inflicts reservoir of points which are expended as the character is
two additional points of Endurance damage to the target injured, and replenished as the character recovers. The
(12, 13, 14 = +1, 15, 16, 17 = +2). base attribute is referred to as the character's "total
Endurance" or "maximum Endurance", while the changing
value is referred to as the character's "current Endurance".
Failure It is rare for an attack to alter a character's maximum
Failing a skill roll is not the end of the world. A failed Endurance, so when the rules specify that a character loses
attempt may not give the character the result they wanted, Endurance, you may assume that it is referring to the
but it should not mean the game grinds to a halt. Rather character's "current Endurance" unless it specifies
than having a failed attempt be a dead-end, it should mean "maximum Endurance".
that the desired outcome has a greater cost, or perhaps the When a character is successfully attacked, one (or
desired outcome has undesirable side effects. Remember more, if using the optional margin of success rules) is
that success and failure are both paths to the same goal: to subtracted from their current Endurance. A character who
make the game more fun. Failure is okay. Boredom is not. has been reduced to 1 Endurance can speak and take
roleplaying actions, but any other action, including combat,
Failure should never make the game less interesting. incurs a penalty die. A character whose Endurance is
For example, Inspector Dupuis is trying to intimidate reduced to zero is defeated: they are out of the fight, and
a low-level Gitan hexmaster into revealing details about the probably unconscious. Endurance may not be reduced
organization's plans to distribute a new, highly addictive below zero.
drug disguised as a love potion. Sadly, Inspector Dupuis's Exploding, penetrating, and stunning attacks modify
player rolls poorly, and fails to intimidate the gangster. attacks or how characters defend against them. Blinding
Rather than having this be the end of this line of inquiry, and terrifying attacks have additional effects on the target,
the GM has several options. which the target may usually resist by making a roll against
the attack.
 Quid pro quo: The gangster will give Dupuis the When the conflict has ended, the combatants may
information, but only if Dupuis gives the gangster rest and recover. Normally, an injured character may
something in exchange. This could be something recover half of their lost Endurance (rounded up) by
as prosaic as money, but it could be something resting for about half an hour. After that, a character may
more interesting, such as information about a rival only recover additional Endurance by getting a good night's
gang or a drop of Dupuis's blood. sleep (or its equivalent, for characters who don't sleep).
 Red herring: The gangster tells Dupuis what she Barring some gruesome disfigurement, a character's
Endurance will be completely replenished after a solid
wants to hear, but the information is not true or it
night's rest.
leads Dupuis off on a wild goose chase. If the
gangster is clever, he may send Dupuis after a local If the character has taken some other form of damage,
Maghrebi gang that has been causing problems for such as damage to one of their attributes, this damage is
temporary. It all comes back after the character has had a
the Gitans.
chance to rest and recuperate.

56
Inanimate Objects Dodging
Inanimate objects have Endurance, reflecting the structural During their turn, or as a forced action, a character may
integrity of the object. An object which has lost more than use a standard action to focus exclusively on defense.
half of its Endurance is damaged, and may not work Dodging might involve using finesse to harmlessly divert
properly. An object which has lost of all of its Endurance attacks away, or it might entail using brute force to
is effectively destroyed. withstand attacks: the choice is up to the player. Dodging
grants a bonus die to the character's defense roll when they
Unnamed Characters are attacked. A character who is using their action to dodge
continues to receive this benefit until they take their next
An unnamed character is defeated on any successful attack
turn.
roll. They make up for this by vastly outnumbering the
player characters.
Grappling
Death A grapple is a special Close Combat attack that does not
inflict damage, but instead restrains the target. A grapple
In the source material which Rough Magic seeks to attack requires a successful Close Combat (Brawn) roll
emulate, main characters very rarely die. That being said, against the Close Combat roll of the target, using the target's
if the GM and the player both agree that the game would Agility or Brawn (whichever is greater). Powers such as
be best served by the character taking the final bow, then Strike, Damage Resistance, and Force Field do not apply
so be it. It should never be merely the result of a dice roll, to these rolls.
though. If the attacker's roll is equal to or greater than the
defender's roll, the target is restrained. A restrained
Special Actions character is not helpless, but they can't use move actions
Charging until they break free of the grapple. A restrained character
A charging attack involves using the velocity of the attacker incurs a penalty die on all rolls other than rolls to escape
the grapple.
to increase the damage inflicted. Charging requires the
attacker to use their move action to travel directly toward A grapple is not normally able to inflict damage
the target, followed by a Close Combat roll. The attacker directly (like a punch), but the attacker may attempt to use
gains a bonus die on the roll. Charging may be called by leverage to hurt the grappled character by making another
Close Combat attack on one of their future turns.
various names depending on the technique the attacker
uses, such as a "flying tackle", "ramming", or a "pounce".
Breaking Free Of a Grapple
Disarming To break free of a grapple, the target must use a standard
action to make a successful Close Combat roll using their
A disarm is a special Close Combat attack that does not
Agility or Brawn (whichever is greater) against a Close
inflict damage, but instead deprives the target of a piece of Combat (Brawn) roll of the attacker. If the target succeeds
held equipment. A disarm attack requires a successful at this roll, they break free of the grapple. Alternately, the
Close Combat (Brawn) roll against the Close Combat grappling character may release the restrained character at
(Brawn) roll of the target. The attacker suffers a penalty die any time, without using an action.
on the roll.
If the attacker's roll is equal to or greater than the Hurting a Grappled Target
defender's roll, the attacker may choose one equipment If the attacker wishes to exert strength or leverage in an
item held by the target and either take it away from them attempt to hurt the restrained character, they must use a
or knock it from the target's grasp. standard action to make a Close Combat (Brawn) roll
against the restrained character's Close Combat roll, using
Distracting the restrained character's Agility or Brawn (whichever is
Distraction can be used by a character to mislead an enemy greater).
into dropping their guard. Distracting an opponent
requires using a standard action to make a Deception Grapple vs. Grapple
(Presence) roll against the Deception (Presence) of the If the grappled character succeeds in a grapple attack
opponent. If the character attempting to use distraction against the original attacker, both characters are considered
rolls more than the target, the distraction is successful: the restrained. Neither character can use move actions until
distracted character suffers a penalty die on their next they break free of their opponent's grapple. While
attack roll or their next defense roll, whichever comes first. restrained, both characters incur a penalty die on all rolls
other than rolls to escape the grapple.

57
Throwing a Grappled Target If the defender is stationary and not restrained at the
If the attacker wishes to throw the grappled character, the time of the attack, the defender gains a bonus die on their
distance an attacker may throw the defender is based on defense roll; if the defender is moving at the time of the
the Brawn of the attacker and the mass of the defender. attack, the defender receives a penalty die on their defense
First, look up the mass of the defender in the "Lift" column roll.
(rounding to the nearest mass value), and find the A character who has been slammed is prone and must
corresponding Brawn for that mass. Subtract that from the normally use a move action to get back up.
Brawn of the attacker, and look up that resulting value in
the "Throw" column. This is how far the attacker can throw Sweep Attack
the restrained character. A sweep attack permits a character to make Close Combat
attacks against everyone within reach of the character
Running For Cover simultaneously. The attacker incurs a penalty die on each
Attacks which are particularly large, such as explosions and roll. The targets must each attempt a Close Combat
burning zeppelins, are much more difficult to avoid. The (Brawn) roll to defend against the attack, as usual.
only way to avoid such attacks is to not be under them when
they land. If a character is about to be hit by a large attack, Special Attack Types
they can take a forced action to run for cover. When
running for cover, the character sprints to the nearest open
Blinding
ground which is beyond the area of the attack or behind A successful blinding attack renders the target unable to see
the nearest cover. A character may perform a forced action clearly. In close combat, a blinded character incurs a
to run for cover from an ordinary attack, if they want, but penalty die on their attack and defense rolls. In ranged
it sacrifices their next action. combat, a blinded character incurs a penalty die on their
defense rolls, but they automatically fail any ranged combat
Slamming attack rolls. A blinded character suffers no penalty when
defending against mental attacks, but they automatically fail
A slam or takedown is a special form of Close Combat
any mental combat attack rolls.
attack that uses a target's mass and velocity against them so
that they fall to the ground. A slam can represent an aikido To recover from a blinding attack, the target must use
throw, a leg sweep, a judo hip toss, or even tripping a standard action to make a challenging (DV 3) Perception
someone with an umbrella, depending on the attacker's (Reason) roll.
fighting style. A slam requires a successful Close Combat If the character has not recovered from the blinding
(Brawn) roll against the Close Combat (Brawn) roll of the attack by the end of the scene, then they recover their
target. If the attacker's Close Combat roll is equal to or senses shortly thereafter.
greater than the defender's roll, the defender falls to the
ground and may be injured by the impact. Burst Fire Weapons
Weapons which fire multiple times per round, such as a
machinegun, usually grant a bonus die, and they might or
might not do more damage than their single-shot
equivalents (PL 4 instead of PL 3, for example). However,
the attack is only resolved once. Whether the damage from
an attack is inflicted by one discrete injury or twelve, it's all
just one Ranged Combat roll. There's no "roll damage
three times" mechanic like some game systems have.

Exploding
Exploding attacks inflict damage to everyone within a
certain distance of the target -- everyone within short range
(10 m), typically. The attacker rolls once for the explosion.
Normally, each target in the affected area rolls individually
against the attack, but if the GM prefers, she may roll once
for each group of similar targets.

Penetrating
If an attack is penetrating, any of the attacker's dice that
show a "1" are re-rolled until the die rolls higher than 1.

58
Stunning It's probably reasonable for each player to receive one or
Damage from a stunning attack is temporary. Record it two plot points over the course of a typical three or four
separately; it all comes back after the fight is over, when the hour game session.
character has had a chance to rest and recuperate.
Spending Plot Points
Terrifying The examples listed here are the most common uses for
A successful terrifying attack causes the target to plot points, but they aren't the only ones. If a player wants
involuntarily cower or flee (defender's choice). A cowering to spend a plot point to make something fun happen, and
character incurs a penalty die on their defense rolls, while it has about the same impact on the game as these
a fleeing character is granted a bonus die to their defense examples, the GM should consider permitting it. For
rolls. example, let's say an earthquake has collapsed the roof of
a cavern, dropping tons of rock on the characters. If a
To recover from a terrifying attack, the target must
character with a Telekinesis spell wanted to spend a plot
make a remarkably difficult (DV 6) Survival (Presence)
point to protect herself and her allies from being crushed,
roll. should the GM permit it? Sure! It's fun, and it doesn't
If the character has not recovered from the terrifying unbalance the game.
attack by the end of the scene, then they recover their
composure shortly thereafter. Bonus Die
A bonus die is just that: the player spends a plot point, and
Plot Points their character gains a bonus die on the current roll. The
Each player begins each game session with one plot point. player may spend the plot point before or after the rest of
A player gains a plot point when they do something her dice are rolled.
particularly entertaining or interesting, when one of their
character's complications causes a serious problem for Escape
them during the game, or when the GM overrides a roll of Spending a plot point allows the character to immediately
the dice to make things more difficult for the characters. break free of a grapple or a lasting effect such as a
Plot points are spent to alter the game world, gain a bonus Phantasm or Suggestion.
die, or gain an advantage in combat.
Inspiration
Gaining Plot Points Despite the best intentions of the GM, sometimes players
Players receive plot points for helping make the game get stuck. All of the leads have been followed, all of the
more fun, and they spend them to make their character witnesses have been interviewed, and the players are
more effective. Each player starts each game session with oblivious to the obvious solution the GM has given them
one plot point, and should get one or two more during each to their dilemma. When all else fails, a player can spend a
game session. It's in the players' best interests to spend plot point to make an intuitive leap and receive a hint from
these plot points before the end of the game session, the GM on what to do next.
because any unspent plot points do not carry over to the If the GM finds this happening with any regularity, it
next game (unless the GM makes an exception). might be worthwhile for them to make their plots a bit less
Plot points shouldn't be given to a player just for mysterious.
roleplaying their character -- they should be doing that
anyway. The GM should give out a plot point when the
player does something really exceptional or inventive, or
when the player volunteers for their character to suffer
some dramatic setback. For example, if a character
upholds their ideals rather than choosing the easy or
expedient solution, and this causes serious problems for
the players, this would earn the player a plot point -- and if
the consequences are serious enough, it might earn all of
the players a plot point. The player might even suggest ways
that their character's complications can come into play,
giving the GM an opportunity to ramp up the tension.
It's important for the GM to remember that while plot
points are a reward for making the game fun, they also
make the characters more powerful. A game in which plots
points are handed out by the handful will have a much
different feel than one in which they are given out sparingly.

59
Rally
Under normal circumstances, an injured character
recovers half of the Endurance they have lost (rounded up)
after they have had a chance to rest and recuperate for half
an hour or so. Spending a plot point allows a character to
rally and immediately recover half of the Endurance they
have lost, as though they'd had a half-hour's worth of rest.

Retcon
"Retcon" is short for "retroactive continuity": changing the
past in some way that supports the current needs of the
plot. This can involve the realization that a needed
resource is available, but had previously been overlooked
("If we only had a wheelbarrow..."), or it can take the form
of a character revealing a previously unknown era in their
history, thus giving them new information. A retcon could
also be used to apply a character's skills and abilities in a
way that makes it seem they planned ahead in a particularly
cunning way, such as having already established a false
identity as a caterer in order to sneak into an exclusive
banquet.
A good retcon should not overtly violate what has
been established in the game: it should build on what has
been established in a fun and inventive way.
Retcons are essentially permanent.

Surge
A surge increases one of the character's attributes by one.
A character with Brawn 5 could gain a temporary surge to
Brawn 6, or a character with Presence 7 could gain a
temporary surge to Presence 8.
A surge usually only lasts for one round, but it might
last as long as a scene if that seems to make sense and the
GM agrees.

60
GM Resources

T
HIS CHAPTER PROVIDES additional
information for the game moderator, such as the
movement capabilities of creates with attributes far
beyond human limits, the mass of commonplace
objects, and the speed of various creatures and vehicles.

Extraordinary Attributes
A character's attributes in Rough Magic are normally
ranked on a scale from 1 to 10. The tables below provide
values for attributes above 10.
Table: Extraordinary Attribute Cost
Value Cost per Point
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16-18 6
19-20 7

Agility
Agility determines a character's base movement speed
(running, swimming, etc.). Peak human potential is marked
in red.
Table: Extraordinary Agility 2
Table: Extraordinary Agility Swim Fast Swim Swim Swim
Score
Walk Run Sprint Sprint (Move x1) (Move x2) Sprint Sprint
Score
(Move x1) (Move x2) (All-out) (km/h) (All-out) (km/h)
1 2m 4m 12 m 7 km/h 1 1m 2m 6m 4 km/h
2 2m 4m 12 m 7 km/h 2 1m 2m 6m 4 km/h
3 3m 6m 18 m 11 km/h 3 1m 2m 6m 4 km/h
4 4m 8m 24 m 14 km/h 4 2m 4m 12 m 7 km/h
5 6m 12 m 36 m 22 km/h 5 2m 4m 12 m 7 km/h
6 7m 14 m 42 m 25 km/h 6 3m 6m 18 m 11 km/h
7 10 m 20 m 60 m 36 km/h 7 3m 6m 18 m 11 km/h
8 13 m 26 m 78 m 47 km/h 8 4m 8m 24 m 14 km/h
9 19 m 38 m 114 m 68 km/h 9 5m 10 m 30 m 18 km/h
10 28 m 56 m 168 m 100 km/h 10 7m 14 m 42 m 25 km/h
11 41 m 82 m 246 m 150 km/h 11 10 m 20 m 60 m 36 km/h
12 60 m 120 m 360 m 220 km/h 12 13 m 26 m 78 m 47 km/h
13 89 m 178 m 534 m 320 km/h 13 17 m 34 m 102 m 61 km/h
14 130 m 260 m 780 m 470 km/h 14 22 m 44 m 132 m 79 km/h
15 190 m 330 m 1,140 m 680 km/h 15 30 m 60 m 180 m 110 km/h
16 280 m 560 m 1,680 m 1000 km/h 16 40 m 80 m 240 m 140 km/h
17 410 m 820 m 2,460 m 1500 km/h 17 53 m 106 m 313 m 190 km/h
18 600 m 1,200 m 3,600 m 2200 km/h 18 71 m 142 m 426 m 260 km/h
19 890 m 1,780 m 5,340 m 3200 km/h 19 95 m 190 m 570 m 340 km/h
20 1,300 m 2,600 m 7,800 m 4700 km/h 20 130 m 260 m 780 m 470 km/h

61
Brawn Table: Extraordinary Power Level
Brawn determines how much a character can lift and how Score General Effect Mass
far they can throw things. Peak human potential is marked 1 1 37 kg
in red. 2 1 54 kg
Table: Extraordinary Brawn 3 2 79 kg
Throw Standing 4 2 120 kg
Score Lift (25 kg) Long Jump 5 4 170 kg
0 25 kg 1m 0m 6 5 250 kg
1 37 kg 1m 1m 7 8 370 kg
2 54 kg 1m 1m 8 11 540 kg
3 79 kg 2m 1m 9 20 960 kg
4 120 kg 2m 1m 10 35 1,700 kg
5 170 kg 4m 2m 11 62 3,000 kg
6 250 kg 5m 2m 12 110 5,400 kg
7 370 kg 8m 4m 13 200 10 t
8 550 kg 11 m 5m 14 350 17 t
9 960 kg 20 m 8m 15 620 30 t
10 1,700 kg 35 m 11 m 16 1,100 54 t
11 3,000 kg 62 m 20 m 17 2,000 96 t
12 5,400 kg 110 m 85 m 18 4,000 170 t
13 10 t 200 m 62 m 19 6,000 300 t
14 17 t 350 m 110 m 20 11,000 540 t
15 30 t 620 m 200 m
16 54 t 1,100 m 850 m Hostile Environments
17 96 t 2 km 620 m
18 170 t 4 km 1,100 m Table: Hostile Environments
19 300 t 6 km 2 km Environment Effect
20 540 t 11 km 4 km Darkness Attack and defense penalties
Dehydration Max Endurance reduced by one
Lift indicates the greatest weight that the character can per day; penalty die on all tasks
"deadlift" (pick up off the ground to the level of the hips).
A character carrying or supporting such a weight can take Exposure Max Endurance reduced, from
at most one or two steps per round. A character can move 1/hour to 1/six hours
normally while carrying a weight corresponding to one less Falling Lose 1 Endurance/5 meters fallen
than their Brawn. For example, a character with Brawn 8
could carry up to 370 kg and suffer no penalties to their Fire Damage depends on heat and
movement while doing so. intensity, once per round
Throw (25 kg) indicates the farthest distance that a Poisons Max Endurance reduced, from 1/
character could throw a compact object weighing 25 kg. To round to 1/ hour
see how far a character can throw heavier objects, subtract Sleep Deprivation Attributes reduced by 1/day:
the Brawn required to lift the object from the character's Reason, then Agility, then max
total Brawn. Look up the difference in the "Brawn" Endurance
column: this indicates how far the character can throw the Starvation Max Endurance reduced by
object. For example, a character with Brawn 8 could throw 1/week; penalty die on all tasks
an object weighing 60 kg (such as a cooperative slender Suffocation Max Endurance reduced by
human) up to 5 meters. 1/minute
Jumps indicates the character's standing long jump.
With a running long jump, the character's ground Darkness
movement is added to their long jump distance.
Darkness, fog, rain, blizzards, and other visual
impediments can make combat much more difficult. If an
Power Level
attacker can't see the defender, the attacker incurs a penalty
If the character is a supernatural creature or they can die. Conversely, if a defender can't see the attacker, the
invoke the power of magic, the character's Power Level defender incurs a penalty die.
determines the potency of their supernatural abilities.

62
A character with Night Vision or equipment Falling
permitting them to perceive normally suffers no ill effects
Falling is treated as a normal attack which inflicts
from darkness.
Endurance damage. The power level (PL) of a fall depends
on the distance fallen: +1 PL for each five meters fallen
Dehydration (rounded down), up to a maximum of PL 20. Particularly
A character who goes more than 24 hours without drinking soft or yielding surfaces can reduce the power level of the
begins to suffer the effects of dehydration. Initially, the fall by as much as half.
character experiences headaches, loss of appetite, and dry
skin, followed by rapid heart rates, elevated body Fire
temperatures, and fatigue. After three days without water,
Fire is treated as an attack which inflicts Endurance
the character experiences tiredness, irritability, and
dizziness. Severe dehydration results in death. damage. The damage of a fire depends on its heat and
intensity. Any spell or equipment which provides
If a character is suffering from dehydration, their protection from Endurance damage is effective against fire
maximum Endurance is reduced by one per day until they damage.
are rehydrated or until their maximum Endurance is
reduced to zero. Additionally, the character incurs a Table: Fire
penalty die on all rolls. Once the character is rehydrated, Fire PL
their maximum Endurance is restored at the same rate it Campfire, torch 3
was lost.
Burning building 6
Exposure Molten lava 9
Extremes of heat and cold can be dangerous to those
without adequate protection. If a character is exposed to Very cool and very hot fires are outside of this range.
extreme temperatures, their maximum Endurance will be A lit cigarette can cause painful burns, for example, but it's
gradually reduced until they find shelter or until their less damaging than PL 3. On the other hand, the Earth's
maximum Endurance is reduced to zero. How quickly core is far beyond even PL 9.
their maximum Endurance is reduced depends on the
severity of the conditions. A hot summer day without shade Poisons
or water, or a frosty winter night without a coat, would Poisons and pathogens are substances which disrupt
reduce their maximum Endurance by one every six hours biological processes when a sufficient quantity is absorbed
or so: brutal, but not immediately life-threatening. If the by an organism. Described here is a generic poison: your
same character were in a blazing hot desert or in the middle character may encounter poisons or pathogens which are
of a blizzard, their maximum Endurance would be reduced more complicated than this example.
by one every hour. Once the character is no longer
exposed to the extreme temperatures, their maximum Immediately after exposure, a poisoned character
Endurance is restored at the same rate it was lost. must make a moderately difficult (DV 3) Survival (Brawn)
roll against the poison. If the Survival (Brawn) roll is
successful, the character takes no damage from the poison
and suffers only incidental side-effects such as nausea. If
the Survival (Brawn) roll is not successful, the character has
succumbed to the poison, and their maximum Endurance
is reduced by one. Periodically thereafter, the character
must attempt another Survival (Brawn) roll (once a round
for very potent poisons, once an hour for very weak
poisons, and once a minute for normal poisons, at the
GM's discretion). Each failed Survival (Brawn) roll results
in another reduction of the character's maximum
Endurance. This continues until the character successfully
makes a Survival (Brawn) roll, or they are administered the
appropriate antidote (if one exists), or their maximum
Endurance is reduced to zero. Once the character
successfully makes a Survival (Brawn) roll against the
poison or is administered the appropriate antidote, their
maximum Endurance is restored at the same rate it was
lost.
Some poisons and pathogens have additional effects,
such as blindness or paralysis.

63
Sleep Deprivation Mass
A character who goes more than 24 hours without sleep Table: Item Mass
begins to suffer the effects of sleep deprivation. Initially, the
character experiences weariness, confusion, and irritability. Item Mass Brawn (to lift)
After three days without sleep, the character experiences Medium dog, full suitcase 20 kg 1
hallucinations and decreased cognitive ability. Prolonged, Full pony keg of beer,
45 kg 2
complete sleep deprivation results in weight loss and small sea turtle
ultimately death. Slender adult, large dog 65 kg 3
If a character goes more than 24 hours without sleep, Full keg of beer 75 kg 3
their Reason is reduced by one. Each day that the character Typical adult, small floor
90 kg 4
remains awake, their Reason is reduced by one, until their safe, wooden chest
Reason equals zero. Once the character's Reason is Heavy adult 125 kg 4
reduced to zero, their Agility is reduced by one per day Racing motorcycle,
until their Agility equals zero. Once the character's Agility 150 kg 5
refrigerator, wooden table
is reduced to zero, their maximum Endurance is reduced Small armoire, weapon
by one per day until their maximum Endurance equals 200 kg 6
locker, large sea turtle
zero. Under normal circumstances, the character will fall
Large brown bear,
unconscious at this point and remain so for at least a day. 225 kg 6
dolphin, harpsichord, lion
However, if the character is physically prevented from
losing consciousness, they will eventually die. Once the Motorcycle, medium
character has resumed a normal sleep pattern, their armoire, medium floor 300 kg 7
attributes are restored to their normal values, although they safe, tiger
may experience some lingering fatigue. Large armoire, grizzly
bear, large desk, riding 400 kg 8
Starvation horse, touring motorcycle
A character who goes more than 7 days without eating Polar bear 500 kg 8
begins to suffer the effects of starvation. Initially, the Cow, draft horse, small
600 kg 9
character experiences weakness, confusion, and irritability. sailboat
After three weeks without food, the character experiences Compact car, piano 900 kg 9
hallucinations and convulsions. Starvation eventually Civilian helicopter, med.
results in death. 1,000 kg 10
missile, grand piano
Each 7 days a character goes without eating, their Full size car, hippopotamus 2t 11
maximum Endurance is reduced by one, until their Small military helicopter,
maximum Endurance equals zero. Additionally, the 3t 11
military truck
character incurs a penalty die on all rolls. Once the Armored car 4t 12
character has resumed a normal diet, their maximum Elephant, empty dump
Endurance is restored at the same rate it was lost. 5t 12
truck
Large military helicopter,
Suffocation empty tractor-trailer
9t 13
If a character needs to breath but is unable to do so, such Loaded dump truck 20 t 15
as someone drowning or suffocating, their maximum Empty train car 30 t 15
Endurance is reduced by one per minute until they can
Empty cargo plane, loaded
breathe freely again, or until their maximum Endurance 40 t 16
tractor-trailer
equals zero. Once the character is able to breathe
normally, their maximum Endurance is restored at the Stone monolith, loaded
50 t 16
same rate it was lost. tanker truck, bank vault
Suburban house, Trident
50 t 16
missile, heavy battle tank
Loaded cargo plane 80 t 17
Blue whale 90 t 17
Loaded train car 100 t 18
Locomotive, fishing trawler 200 t 19
Empty 747 passenger plane 300 t 19
Typical train 400 t 20

64
Speed
Table: Item Speeds
Item Speed Agility
Average human running 20 km/h 5
Max human running 40 km/h 8
Fast submarine 80 km/h 10
Fast bird, cheetah, sailfish 120 km/h 11
Arrow 240 km/h 12
Fast car 820 km/h 13
Fast helicopter 400 km/h 14
F5 tornado wind 480 km/h 14
Terminal velocity 530 km/h 15
Bullet train 560 km/h 15
Airplane 800 km/h 16
Pistol bullet 1,100 km/h 17
Speed of sound 1,200 km/h 17
Supersonic airplane 2,000 km/h 18
Rifle bullet 8,000 km/h 19

65

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