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Aegis RPG
Aegis RPG
Aegis RPG
S
The City of Magic
Copyrights and Credits
Credits
Copyright ©1998 John McMullen with exceptions listed below.
The bulk of the material was created by me, but that may be only 50%+1. The following people have had a hand
in the creation of Aegis, and I acknowledge them fully:
Aegis started with a discussion with James Nicoll about a blood-based economy. Many of the early ideas came
from James and its not possible for me to say any more what was mine and what was his. But blame me for
things, anyway.
Any role-playing creation is a group effort, a gestalt creation. Input for this one came from the players:
Jim Gardner (Sujhin Mazerunner), whose elven maid had a lot to do with why elves are the way they are.
James Nicoll (Andren Tower), who showed us how long you could carry a dead girlfriend in a sack, if you were
careful with your Preserve spells.
Brian Dorion (Harii Zev Akeen) was responsible for me creating the rather odd religion out of Zlar.
Peter Fraser (Jon), whose character was a Saegin priest, and who therefore drove much of the creation of the
Saegins.
Other inspirations included the City Books by Flying Buffalo, Inc. amd Fritz Liebers Lankhmar.
The Rockline family was inspired by an adventure called The Rockhall Curse which appeared in Hero Games
Adventurers Club. Im sure its copyrighted by the original author or by Hero Games. No infringement of rights is
intended.
Contents
Welcome to the City 5 Everyman Spells 18
The Districts of Aegis 6 Magic Colleges 18
Elemental colleges 18
The Society 8 Givamoe magic 18
Humans 8 Saegin 18
Human Demographics 8 Dheenunan (Blood magic) 19
Hellspawn 9 Moonblade 19
Vampires 9 Guild of Necromancers 19
Weres 9 Alchemy 19
Eldritch 10 The World of Aegis 19
Life In Aegis 10 Continent of The Sceptre 19
Language 10 Gurril 20
Time 10 Omaki 20
Food 11 Robalda 20
Government 11 Shier Kra 20
Nobility 11 Palliss 20
Some Houses of Aegis 11 The Elfhome 21
Trade, Economics, and Jobs 11 The Rest of the World 21
Some Guilds 12 History 22
Employer-Employee Obligations 12 Campaigns in Aegis 23
The Law 12 The Aegis Citizen Package Deal 23
Slavery 13 The Standard Campaign 23
Thieves 13 Setup 24
Beggars 13
Player Character Guidelines 24
Currency 13 NPCs 24
Technology and Weapons 14 Adventure: A Proper Burial 24
Clans 14 Adventure: Slaves of the Rat God 25
Religion 15 Adventure: On the Breeding of Kobolds
Saegin 15 25
Forbinites 15 Adventure: Win, Place, or Die 25
The Burning Woman 15 The Hellspawn Campaign 25
Sickles 16 Setup 25
Player Character Guidelines 26
Rainbows 16
RecurringNPCs 26
Oerimaekin 16 Adventure: The Circus At Midnight 26
Mythos 16 Adventure: The Unicorns Fang 26
Luck 16 Adventure: Wholly Unholy 26
The Tarot Deck of Aegis 16 Adventure: A Pocketful of Skin 26
The Minor Arcana 16 Further Adventures 26
The Major Arcana 17 Other Campaigns 26
Death 17 The Wanderer Campaign 26
Merchant Campaign 26
Monsters 17
Buccaneers 26
Magic 18 Some Aegis Proper Names 26
How Magic Works 18
Pronunciation 26
Magic In Everyday Life 18
4 Aegis: The City of Magic
Men 26
Women 27
The Aegis Gazetteer 27
Business Establishments 27
The Aegis Michelin Guide 27
Aegis on Ten Coppers a Day 28
The Anti-Michelin Guide 28
Groups and Organizations 28
Bad Habits 28
Beggar Tribes 28
Goblet-Hollow 29
The Kinbras 29
House Koreamon 29
Kraken 29
House Noreamon 29
House Roakim] 29
Mages 29
Rocklines 29
Ruling Class of The Faeries 30
Vampires 30
Appendix A:
The Saegins 31
The Saegin Religion 31
Organization and Hierarchy 32
Combat 32
Magic 32
Appendix B:
Game Mechanics 33
Hero 33
Time 33
Armor and Weapons 33
Alchemy 33
Saegins 33
CORPS 33
Time 33
Armor and Weapons 33
Alchemy 33
Saegins 33
Appendix C: Magic Spells (CORPS)
34
Level II 34
Level III 34
Level IV 34
Level V 35
Level VI 35
Level II 35
Level III 35
Level IV 35
Level V 35
Level VI 35
Level II 36
Level III 36
Aegis: The City of Magic 5
Death
Death
In Aegis, Deaths appearance
changes as a gauge of how desir-
able one finds the idea of dying.
Death shifts from a skeleton to a
beautiful person of the appropriate
sex. It is not general knowledge, but
18 Aegis: The City of Magic
Organiza
Org tion and Hier
anization ar
Hierar chy
archy Saegins. (At least, not that anyone investiture of objects with ones
can trace...) magic you cant put magical
The Aegis priests of Saegin are
energy into your quarterstaff so
organized into six Houses, the
Magic you can sleep around and still fight
Houses of Thought, Hearing,
in the morning.
Touch, Taste, Smell, and Move- Like many other magic colleges in
ment. All of the Houses are equal, Aegis, the prospective mage must
but the House of Thought is more undergo a ceremony which (effec-
equal than others. At least, it is at tively) sensitizes him or her to the
this House that the Saeginimet qualities of the colleges magic.
(most accurately, the One Who Because the Saegin emphasize
Judges, in Old High Ruesadan) self-discipline and memorization
stays. abilities, they learn magic relatively
Each House has an Elder, who is quickly once they start, but they
supposedly only a resource for start later in life. There are a
others, but who practically wields number of restrictions on the
the power. lifestyles of Saegin mages; if these
The Elders of a city meet regularly. are not followed, the magic will not
The Saeginimet is frequently seen work.
toiling in the garden, or instructing The mage must abstain from sex,
novices. and from contraception spells.
(Granted, the second isnt a great
Comba
Combatt disadvantage once youve accepted
the first.) For a month after indulg-
It is accepted that the Saegin are
ing in any form of sexual activity,
masters of combat. There are
the mage will be unable to perform
Saegin archers; they are more
any sort of magic.
advanced in their studies, and have
already mastered the quarterstaff. The diet is highly specialized. No
red meat, no poultry. Certain kinds
The Saegin reputation for combat
of fish are kosher, some arent. It
began with the last War of the
costs money to maintain this diet,
Gate. The Saegin monastery of the
if you dont have your own garden;
time was its own division. Being
about 20 silver pieces extra each
blind, they were unaffected by
month.
visual illusions and did not require
light in the labyrinth. There are There are a series of physical
those who say that the Saegin exercises which must be performed
mages did not successfully banish at least every other day, preferably
the monsters. But there are those every day. These take about an
who say that the Saegin mages hour, and replace the katas of the
bound one of them, and that regular Saegins. They focus the
monster waits beneath one of the magical energies in the correct parts
monasteries, to be used by the of the body.
Saegin against the Others when the Touching a piece of iron has the
next Gate War happens. same effect as sexual activity; it
As you can expect, the Saegin are grounds the magical energies.
pretty much left alone. Sometimes a Saegin magic is built around the
gang will learn how to recognize the concept of balance and entropy.
novices and beat them up; the gang (Even balance needs an opposite
is usually dealt with, but not by the concept as counterweight.) Saegin
mages tend not to use magical
items. They also do not allow the
Aegis: The City of Magic 33
Appendix B: time difference, and then convert Thrown (STR/4)/+1/1
the ages. rock comb.
Game Mechanics
Though if you want to: 16 Earth Thrown (STR/4)+2/-1/1
This section describes various items years is 13.7 Aegis years, so begin spear lethal (p)
in terms of game mechanics. The the Age disadvantage at 14. Aging
original system for the campaign *As melee wpn, but use STR
rolls begin at age 26. aptitude instead of STR.
was Hero Games Fantasy Hero (1st
edition). Because months are about the Alchem
Alchemy y
same, you can use months to
The Alchemical Theory and
calculate the AP and SP from the
Hero Age disadvantage. Remember thata
Alchemical Research skills are
T ime bothe secondary skills under
character gets 1 SP/3 months and 1
Alchemy. Note that Alchemical
n Hero, the different year makes the AP/6 months.
Research is a difficult skill which
Age limitations34+ and 51+, rather Ar
Armor mor and W Wea ea pons
eapons costs +1.
than 40+ and 60+. Regarding the Guards mail: Saegins
Ar
Armormor and W Wea eapons
ea pons The mail shirt is AV 2/4 and covers In CORPS game terms, the average
Regarding the Guards mail: hit locations 3, 4, and 6. Other Saegin is AGL 6, and has a Paranor-
The mail shirt is DEF 3 and covers armour in the city is leather (AV 2/ mal Detect (ranged, others, con-
hit locations 9-12. Other armour in 2), padded cloth (AV 1/2), or just tinuous, unconscious, inherent, and
the city is DEF 2 or 1. heavy clothing (AV 0/1). targeting: 27 points, requires AWR
Bronze weapons are treated as a Bronze weapons are treated as roll, -3: 24 points) and a total skill
weapon of 2 DEF and 2 BODY follows: the mass is greater (1.8 kg) of 6 with Quarterstaff (probably
less than the iron equivalent. and the initiative penalty is greater Melee Weapons 4, Staff +2).
(-3). They break more easily, too.
Alchem
Alchemy y
House rules
To become an alchemist requires
the Knowledge Skills Alchemist (2 The DV done by a thrown melee
pts: basic lab procedures), and weapon is calculated off the
Alchemical Theory (also 2 pts.). throwers Strength aptitude, not the
(More is better, of course.) To throwers Strength.
create new elixirs, you must have Weapons
the 5 pt. skill, Alchemical Research. The following weapons are not
To mix an elixir, you must make a specifically mentioned in the
skill roll and someone must tend CORPS rules:
the elixir 24 hours a day. A failed Name DV/Init/RMod
skill roll usually just means an
Bola (I) (STR/4)/-1/1
ineffective batch; an 18 on the skill
roll means it blew up. Bola (II) (STR/4)+1/-2/1
Saegins Sling 2/+0/1
comb.
In Hero game terms, expect the
average Saegin to be DEX 13, with Thrown */-2/1
Combat Sense and two levels with axe lethal (c)
Quarterstaff. Throwing (STR/4)+1/-1/1
axe lethal (c)
CORPS Thrown */+0/1
knife lethal (p)
T ime
Throwing (STR/4)/+0/1
In CORPS, the entire age disadvan-
knife lethal (p)
tage is changed. Its easiest to create
the character as if there were no
34 Aegis: The City of Magic
Appendix C: Magic may be cast at a lower power, leave contact with the ground (-1)
however.) The level is also a guide (Telekinesis: Range, others, visible,
Spells (CORPS)
to the order in which a sorceror drains POW, Conscious, Focus: 21)
Becoming a sorceror is very learns the spells. Usually this Limit: Backfire is POW used in
expensive in terms of SP: You need progression is: Blast.
Sorcery skill, the appropriate
Level Types Level III
Level
secondary skill, and you must buy
each spell. I (skill) Split Rock (Cost 5)
Ive identified seven colleges of II Divine,Shape POW used is damage applied to
magic here. III Banish,Call rock; armor-piercing vs. rock and
IV Attack,Defend earth.
The seven colleges are four of the
(Blast: Range, others, visible, drains
five Elemental Colleges, The V Transform, Move,
POW, Conscious, Focus: 21)
College of Forms, the College of Self-change
Bonus: Special effect (armor
Will (the Saegin school), and the VI Summon and bind piercing [+1])
Necromancers. elemental Limit: only on earth and rock
The Elemental Colleges VII Independent research (processed metals dont count) (-2)
GMs Note Seal Stone (Cost 5)
Note that although each level of
knowledge has similar spells, the If you require a character to Reshape stone or earth which has
effects of the spells are not identi- learn all previous spells and been split. You could fill a hole with
cal. There are very distinct reasons skills, the characters will be it. Fixing metals is +2 difficulty.
for choosing one college over heavily penalized for being POW used is difficulty (earth: 1;
another. Earth sorcerors, for sorcerors who want combat stone: 3; processed metals: 5), plus
example, learn the Els Blood spell, spells (level IV). (Cost: is 16 AP the STR required for the mass of
which heals wounds, while Air for POW, plus 36 SP for spells, stone which must be affected.
sorcerors learn to fly. plus at least 11 SP for skills 5 (Create: Range, others, visible,
SP for Sorcery at level 3 drains POW, Conscious, Focus: 21)
Elemental spells have the following (Aptitude 2), plus 6 points for Limit: Only works on split or
common limitations: the secondary skills.) damaged earth or rock (-2)
Not near iron (-3) Level IV
Level
May only modify existing energy Earth Spells: Stone Bolt (Cost 5)
sources (-1)
Level II Casts a rock against the target;
Power multiples may be limited targeting is done using Projectile
to natural effect of source (-1) Find Earth (Cost 6)
Weapons skill.
Requires a skill roll of difficulty POW used counts as AWR, mini-
(Blast: Range, others, visible, drains
mum of 1. Difficulty to find object
(POW used) (-3) POW, Conscious, Focus: 21)
is difficulty for range (as in com-
Incantations or gestures, Limit: Requires combat targeting
bat), plus modifiers for quantity and
depending upon the spell (-1) skill, and has a Range Mod of 0 (-3)
purity of sample (focus) and target.
Spell is part of a college (-2) Cost: 6 (Detect: Range, others,
visible, drains POW, Conscious, Stone wall (Cost 5)
Concentration: cast at initiative
0 (-1) Focus: 21) Prerequisite: Sculpt Earth
Limit: Backfire is POW used as a Raise wall of earth or rock that
Backfires (-3) Mental Blast. stops up to POW used; POW used
GMs may choose to have all spells Sculpt Earth (Cost 5) depends upon the material avail-
be Immutable, but this essentially able. Mud: 1; earth: 2; granite: 5
POW required to mold something
prevents the players from coming brick: 8. If surrounding a hex,
is the total of its AV; extra STR
up with new spells. requires twice as much POW.
goes to lifting or moving the mass.
Limit: Only raises available material
The level of a spell is the minimum Limit: only for shaping earth or
(-1).
POW required to learn it. (The spell rock (-1); sculpted material may not
Aegis: The City of Magic 35
(Armor: Range, others, visible, connection to the earth plane. Wind Cloak (Armor)
drains POW, Conscious, Focus: 21) Limits: Requires prepared location (Armor: No range, self-only,
Level V
Level (-1), extra time 5 hours (-8) invisible, drains POW, conscious,
(Create[5] & 7 POW Multiples[35]: focus)
Els Blood (Cost 10) No range, others, visible, drains
POW used is HLT points added. Level V
Level
POW, Conscious, Focus: 21)
Cost 5. Time multiple has original Extra POW multiple: only on Disperse (Cost)
levels limitation, but not the other. certain days of the year [5] (Shapeshift to fog: No range, self
Cost 5. Total time to cast is 10 only, visible, drains POW, con-
Bind earth elemental (Cost 40)
minutes preparation and 15 sec- scious, focus)
onds of time multiples. Binds an earth elemental to the
casters will. Glide (TK)
Bonus: Cumulative (+1)
Limit: Cant be raised past original Limits: Only works on earth (TK: Ranged, only for flight, self
levels (-2); requires 10 minutes of elementals (-2); concentration time only, invisible, drains POW, con-
concentration time for each use (-8). 10 minutes (-4); elemental must be scious, focus)
Doesnt work if interrupted before in magic circle (-1)
Hammer (Area effect blast)
15 seconds of time multiples have (Dominate & 7 POW Multiples:
Range, others, visible, drains POW, (Blast: Ranged, others, invisible,
elapsed (i.e., washed off or concen- drains POW, conscious, focus)
tration broken) (-1) conscious, focus: 21)
(Add HLT with a Time Multiple: Level VI
Level
Air Spells
Range, others, visible, drains POW, Summon air elemental (Cost
Conscious, Focus: 21) Level II
Level 40)
Earth swim (Cost 15) Predict weather (Cost 5) Summons an elemental who has as
(Shapeshift: Range, self only, many points as there is POW in the
Limit: Only for weather (-1), 2
visible, drains POW, Conscious, spell.
seconds concentrations (-2)
Focus: 18) (e.g., 2 POWx128 in multiples; the
(Precognition: No range, others,
elemental has 256 (AP+SP). Or a
Medusa touch (Cost 9) invisible, drains POW, conscious,
mage with POW 10 puts 5 into the
Turn others to living stone inherent: 21)
spell and the elemental has 1096
Bonus: Cumulative (+1) Guide breeze (Cost 5) (AP+SP). Point distribution
Limit: Requires combat targeting Limit: Only existing breezes (-1), 2 determined by GM. Actual POW
roll (-3); requires POW vs. POW (- seconds concentration used in elemental depends upon
1); minimum POW is 5 (major (TK: Ranged, others, invisible, connection to the air plane.
transformation) (-1) drains POW, conscious, focus:) Limits: Requires prepared location
(Shapeshift & 2 Time Multiples: No (-1), extra time 5 hours (-8)
Level III
Level
range, others, visible, drains POW, (Create[5] & 7 POW Multiples[35]:
Conscious, Focus: 21) Suffocate No range, others, visible, drains
Level VI
Level Create CO2 around target POW, Conscious, Focus: 21)
Summon earth elemental (Cost (Create: Ranged, others, invisible, Bind air elemental (Cost 40)
40) drains POW, conscious, focus) Binds an air elemental to the
Summons an elemental who has as Purify Air casters will.
many points as there is POW in the Create good air from bad air. Limits: Only works on air
spell. elementals (-2); concentration time
(Create: Ranged, others, invisible,
(e.g., 2 POWx128 in multiples; the 10 minutes (-4); elemental must be
drains POW, conscious, focus)
elemental has 256 (AP+SP). Or a in magic circle (-1)
Level IV
Level (Dominate & 7 POW Multiples:
mage with POW 10 puts 5 into the
spell and the elemental has 1096 Lightning Strike Range, others, visible, drains POW,
(AP+SP). Point distribution (Blast:: Ranged, others, visible, conscious, focus: 21)
determined by GM. Actual POW drains POW, conscious, focus:)
used in elemental depends upon
36 Aegis: The City of Magic