The Magnus Archives Primer-2023!08!28

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CROWDFUNDING NOW—BACK FOR EXCLUSIVE


ITEMS AND FANTASTIC DEALS!
The Magnus Archives Roleplaying Game is a standalone tabletop RPG driven by the Cypher
System. It’s a hefty corebook with everything you need to play, including complete rules;
character creation; extensive lore detailing the Fears, their servants, and their effects on our world;
a bestiary of creatures and entities; equipment; adventures; and more.
Enter the archives, investigating the supernatural horrors found in the podcast or those you
create on your own. Work alongside Jonathan and Martin, Basira, Daisy, and the rest of the
staff. Encounter the NotThem, the Anglerfish, or the Man Upon the Stair. Learn the truth of the
books of Jurgen Leitner, the coffin that is also a pit, and The People’s Church of the Divine Host.
Get the limited-edition deluxe version—plus other limited-edition items—only through the
crowdfunding campaign!

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The Magnus Archives is an award-winning horror fiction anthology podcast
examining what lurks in the archives of the Magnus Institute, an organization
dedicated to researching the esoteric and the weird. It follows the actions of head
archivist Jonathan Sims as he attempts to bring a seemingly neglected collection of
supernatural statements up to date, converting them to audio and supplementing
them with follow-up work from his small but dedicated team.

Individually, these stories—these “statements”—are unsettling. Together they begin


to form a picture that is truly horrifying because as they look into the depths of the
archives, something starts to look back . . .
For additional information, and to back The Magnus Archives Roleplaying Game
crowdfunding campaign for your copy of the game, visit the crowdfunding site.
For additional information on The Magnus Archives podcast,
visit their official home page.
STATEMENT BEGINS
I itch all the time. Deep beneath
T he Magnus Archives is a horror fiction anthology
podcast examining what lurks in the archives
of the Magnus Institute, an organization dedicated
my skin, where the bone sits,
to researching the esoteric and the weird. It follows
enshrined in flesh, I feel it.
THE MAGNUS ARCHIVES ROLEPLA YING GAME

the actions of head archivist Jonathan Sims as he


Something, not moving but that
attempts to bring a seemingly neglected collection of
wants to move. Wants to be free.
supernatural statements up to date, converting them to
It itches, and I don’t think I want
audio and supplementing them with follow-up work
it. I don’t know what to do.
from his small but dedicated team.
You can’t help me. I don’t think Individually, these stories—these “statements”—are
so, at least. But whatever it is unsettling. Together they begin to form a picture that is
that calls to me, that wants me for truly horrifying because as they look into the depths of
its own, it hates you. It hates the archives, something starts to look back . . .
what you are and what you do. And In The Magnus Archives Roleplaying Game, you
if it hates you, then maybe you can and your friends take on the roles of archival assistants
help me. If I wanted to be helped. assigned to investigate the strange occurrences
I don’t know if I do. You must reported to the institute by those that have
understand, it sings so sweetly, encountered the mysterious and supernatural. What
and I need it, but I am afraid. It you hold in your hands is a brief overview of the
isn’t right and I need help. I need game and its workings. The final game will come as an
it to be seen. To be seen in the impressive tome including the complete rules; detailed
cold light of knowledge is anathema character creation; and an extensive overview of the
to the things that crawl and entities, monsters, books, artefacts, and characters
slither and swarm in the corners that make the Magnus Archives so enthralling (and
and the cracks. In the pitted holes terrifying). It’s everything you need to play, either
of the hive. with the investigations presented, or with terrors you
craft yourself.
~The Magnus Archives, Episode 32 “Hive” Like most roleplaying games, in the Magnus
Archives, the game master (GM) sets the scene, the
players state what their characters (referred to as
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player characters, or PCs) attempt to do, and the GM 2. The GM determines if there’s a chance of failure
determines what happens next. One scene logically or if that action is routine (and therefore works
flows to the next—you might start at a coffee shop, without needing a roll).
travel to an abandoned warehouse, and eventually end 3. If there is a chance of failure, the GM determines
up at a haunted construction site—and before you which stat the task uses (Might, Speed, or
know it, you’ve got a story as compelling as any you’ve Intellect) and the task’s difficulty—how hard it will
read or watched. The rules and the dice help make the be on a scale from 1 (really easy) to 10 (basically
game run smoothly, but it’s the people that direct the impossible).
action and determine the story—and the fun. If a rule 4. The player and the GM determine if anything
gets in the way or detracts from the game, the players about the character—such as training, equipment,
and the GM should work together to change it. special abilities, or various actions—can modify
the difficulty up or down by one or more steps.
If these modifications reduce the difficulty to less
HOW THE GAME WORKS than 1, the action is routine (and therefore works
The Magnus Archives Roleplaying Game uses the with no roll needed). A common modification
Cypher System rules, which use a twenty-sided comes from Effort. Using Effort is when character
die (d20) to determine the results of most actions. spends 3 points from the appropriate stat Pool to
Whenever a roll of any kind is called for and no die is decrease the difficulty by 1.
specified, roll a d20. 5. If the action still isn’t routine, the GM uses its
This is how you play: difficulty to determine the target number—how
1. The player tells the GM what they want to do. high the player must roll to succeed at the action.
This is a character action. If time is a consideration, The target number is always three times the
every character gets an action each round. task’s difficulty, so a difficulty 4 task has a target
(Characters can also move across the room or a number of 12. To succeed at the task, you must
similar distance when they take their action.) roll the target number or higher.
6. If the character uses a special ability, there is remember: it’s always three times the difficulty. The
often a prescribed cost of points from one of target number is the minimum number a player needs
their stat Pools. Any time a character faces a stat to roll on a d20 to succeed at the task. Moving down
Pool cost, whether from a special ability or from the table means the task is more difficult; moving up
using Effort, they can subtract their appropriate means it is less difficult.
stat Edge from the cost. Different characters have Modifications affect the difficulty rather than the
different stat Pools and Edge. player’s roll. This has two consequences:
7. The player rolls a d20. If the roll is equal to or 1. Low target numbers such as 3 or 6, which would
higher than the target number, the character be boring in most games that use a d20, are not boring
succeeds. in this game. For example, if you need to roll a 6 or
higher, you still have a 25% chance of failure.
That’s it. That’s how to do anything, whether it’s 2. The upper levels of difficulty (7, 8, 9, and 10) are
identifying a strange marking, calming a frantic all but impossible because the target numbers are 21 or
friend, crossing a treacherous bridge, or battling an higher, which you can’t roll on a d20. However, it’s
insane cultist. common for PCs to have abilities or equipment that
The key features here are: character actions, reduce the difficulty of a task and thus lower the target
determining task difficulty, and determining number to something they can roll on a d20.
modifications. When setting the difficulty of a task, the GM should
While that’s everything, let’s look at some of these rate the task on its own merits, not on the power of the
topics in more detail. characters. Difficulty is not relative. A level 4 locked
THE MAGNUS ARCHIVES ROLEPLA YING GAME

door is the same no matter who tries to open it.


DETERMINING TASK DIFFICULTY
The most frequent thing a GM does during the game— MODIFYING DIFFICULTY
and probably the most important thing—is setting Character skills, favorable circumstances, or excellent
every task’s difficulty. To make the job easier, use the equipment can make a task easier. For example, if a
Task Difficulty Table, which associates difficulty rating character is trained in climbing, it turns a difficulty 6
with a descriptive name, a target number, and general climb into a difficulty 5 climb. This is called “easing the
guidance about the difficulty. task.” If the character is specialized in climbing, it turns
Every difficulty from 1 to 10 has a target number a difficulty 6 climb into a difficulty 4 climb. This is
associated with it. The target number is easy to called “easing the task by two steps.”

TASK DIFFICULTY TABLE


Task Difficulty Description Target No. Guidance
0 Routine 0 Anyone can do this basically every time.
1 Simple 3 Most people can do this most of the time.
2 Standard 6 Typical task requiring focus, but most people can usually do this.
3 Demanding 9 Requires full attention; most people have a 50/50 chance to succeed.
4 Difficult 12 Trained people have a 50/50 chance to succeed.
5 Challenging 15 Even trained people often fail.
6 Intimidating 18 Normal people almost never succeed.
7 Formidable 21 Impossible without skills or great effort.
8 Heroic 24 A task worthy of tales told for years afterward.
9 Immortal 27 A task worthy of legends that last lifetimes.
10 Impossible 30 A task that normal humans couldn’t consider (but one that doesn’t break
the laws of physics).
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SPECIAL ROLLS 7
When you roll a natural 19 (the d20 shows “19”) and
the roll is a success, you also have a minor effect. A
minor effect means that in addition to success, you get
an even better result determined by the character and
the GM. For example, when jumping down from a
ledge, you land smoothly on your feet, or when trying
to persuade someone, you convince them that you’re
smarter than you really are. In other words, you not
only succeed but also go a bit further. In combat, a
minor effect inflicts 3 additional points of damage with
your attack, or, if you’d prefer a special result, you could
decide instead that you knock the foe back, distract
them, or something similar.
When you roll a natural 20 (the d20 shows “20”)
A skill is a category of knowledge, ability, or activity and the roll is a success, you also have a major effect.
relating to a task, such as climbing, geography, or This is similar to a minor effect, but the results are
persuasiveness. A character who has a skill is better at more remarkable. A major effect means that something
completing related tasks than a character who lacks beneficial happens based on the circumstance. For
the skill. A character’s level of skill is either trained example, when climbing up a cliff wall, you make the
(reasonably skilled) or specialized (very skilled). ascent twice as fast. In combat, a major effect inflicts
If you are trained in a skill relating to a task, you ease 4 additional points of damage with your attack, but
that task by one step. If you are specialized, you ease it again, you can choose instead to introduce a dramatic
by two steps. A skill can never ease a task by more than event such as knocking down your foe, stunning them,
two steps. or taking an extra action.
Anything else that eases tasks (help from an ally, In combat (and only in combat), if you roll a natural
a particular piece of equipment, or some other 17 or 18 on your attack roll, you add 1 or 2 points of
advantage) is referred to as an asset. Assets can never damage, respectively. Neither roll has any special effect
ease a task by more than two steps. options—just the extra damage.
You can also ease a given task by applying Effort. Rolling a natural 1 is always bad. It means that the
This costs 3 points from the relevant stat Pool, minus GM introduces a new complication into the encounter.
any Edge. Using Effort eases the task by one step. (At This is called a GM intrusion.
higher tiers, characters can apply additional Effort, each
of which costs 2 points from the relevant stat Pool and
eases the task by an additional step.) HORROR MODE
To sum up, three things can ease a task: skills, assets, In times of escalating tension, the GM can
and Effort. If you can ease a task’s difficulty to 0 using announce that Horror Mode is in effect. In such
one or more of these, you automatically succeed and a case, GM intrusions occur on a natural 1 or 2.
don’t need to make a roll. Each time the horror mode heightens, that result
If something makes a task harder (like fighting on a range increases by 1. So, GM intrusions might
slippery floor), it hinders the task by one or more steps. happen on a roll of 1-3, a roll of 1-4, and so
Hindering is the opposite of easing. on. When horror mode ends (usually meaning
that the characters are no longer in a dangerous
situation), the GM intrusion result returns to
only a natural 1.
GM INTRUSIONS When the GM intrudes in this manner, they give
GM intrusions reflect when something in the story the affected character 2 experience points (XP). That
occurs to complicate the character’s life. The character player, in turn, must immediately give one of the two
hasn’t necessarily fumbled or done anything wrong XP to another player and justify the gift (perhaps their
(although perhaps they did). It could just be that the character had a good idea, told a funny joke, performed
task presents an unexpected difficulty or something an action that saved a life, and so on).
unrelated affects the current situation. As a general rule, the GM should intrude at least
In The Magnus Archives Roleplaying Game, a GM once each session but probably no more than once or
intrusion usually heightens the tension or reveals twice each session per character.
a sudden danger. The lights go out. The characters Anytime the GM intrudes, the player can spend 1
hear something creeping up behind them. The XP to refuse the intrusion, though that also means they
seemingly kind old woman suddenly produces a knife, don’t get the 2 XP. If the player has no XP to spend,
accompanied by an unnerving smile. The characters they can’t refuse the intrusion.
discover that their trusted friend is actually not them. Example Intrusion: Through skill and the aid of
It is, in many ways, the primary tool the GM has to another character, a PC eases a wall-climbing task
introduce the horror intrinsic to the game. from difficulty 2 to difficulty 0. Normally, they would
At any time, the GM can introduce an unexpected succeed at the task automatically, but the GM intrudes
complication for a character or all the characters. A and says, “No, a bit of the crumbling wall gives way, so
GM intrusion can put the spotlight on one character, you still have to make a roll.” As with any difficulty 2
and when the GM finishes explaining what the sudden, task, the target number is 6. The PC attempts the roll
THE MAGNUS ARCHIVES ROLEPLA YING GAME

surprising turn of events is, they ask that player, “Now as normal, and because the GM intruded, the character
what do you do?” The player must deal with this new gains 2 XP. The PC immediately gives one of those XP
complication. to another player.

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If a character rolls a 1 on a die, the GM can intrude Trying to convince a loyal believer to disobey orders
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without giving the character any XP. This kind of is harder than their level might indicate, but convincing
intrusion can happen immediately or very soon them that new orders have come in might be normal
thereafter. difficulty. Skills like persuasion or deception might help,
and of course, Effort can be used (always Intellect).
INTERACTION Although fighting dangerous monsters or other foes
Obviously, players can talk to each other all they want, can be interesting and exciting, much of gameplay
and at least some of that conversation represents what probably involves other situations: overcoming
the characters are saying to each other. Often, a PC obstacles, interacting with NPCs (eyewitnesses, corrupt
will want to talk to a nonplayer character (also called booksellers, cultists, ghostly apparitions, telepathic
an NPC). It might be to convince someone to answer vampires, or weirder things), solving mysteries,
a few questions, get a librarian to let you see a book finding solutions to problems, blazing trails through
from the restricted collection, or get a peek at a police the wilderness, exploring caves, sneaking, climbing,
report from an officer at the station. This conversation running, and all other kinds of exciting activities.
is normally handled by the GM taking on the NPC Sometimes these actions allow PCs to achieve goals,
role and talking things through. When a PC tries to such as “find the book that the old man hid in the
convince an NPC of something, or when they try to house” or “help get an injured friend to the hospital.”
deceive or intimidate the NPC, a roll is involved. This But more often than not, they propel characters
is handled just like anything else—use the level of the toward making discoveries. And discoveries are the
NPC as the difficulty, modified by the circumstances. heart of the game—because to stop the entities (at
least temporarily), we need the knowledge the Magnus
Archives compiles.
You can always attempt any action—
you do not need to be trained or
specialized in a related skill.
In other words, being trained in
climbing doesn’t let you climb—it
just makes you good at it. Anyone
can still try to climb. It’s just a
bit harder.

COMBAT
Making an attack in combat works the same way as any
other roll: the GM assigns a difficulty to the task, and
you roll a d20 against the associated target number.
The difficulty of your attack roll depends on how
powerful your opponent is. Just as tasks have a
difficulty from 1 to 10, creatures have a level from 1 to
10. Most of the time, the difficulty of your attack roll
is the same as the creature’s level. For example, if you
attack a level 3 black bear, it’s a level 3 task, so your
THE MAGNUS ARCHIVES ROLEPLA YING GAME

target number is 9.
Players make all die rolls. If a character attacks a
creature, the player makes an attack roll. If a creature
attacks a character, the player makes a defense roll. threatening, the injury inflicts 1, 2, or 3 stress. We’ll get
The damage dealt by an attack is a flat number based to more serious injuries shortly.
on the weapon or attack used. For example, a pickaxe Utilizing any supernatural artefact, power, ritual, etc.
always inflicts 4 points of damage. NPCs have a health also inflicts stress on the character.
score from which the damage you inflict is subtracted Some characters have (or gain) the ability to withstand
(this score is often three times their level). You’ve more stress before it accumulates into a stress level.
defeated an NPC foe that reaches 0 health. Accumulated stress adversely affects a character by
imposing a penalty on all actions, hindering them. The
STRESS more stress a character has, the greater this penalty.
When player characters experience a terrifying event, Each stress level hinders all actions by one step until the
they may suffer stress. This might be facing an unnatural stress is reduced.
creature, finding a sack of hundreds of human teeth, A desperate character can use their stress as a
or seeing their friend engulfed in a swarm of worms. temporary advantage. If they have at least 1 stress
A character begins with 0 stress, but a terrible shock, a level, they turn that into a one-time bonus on a single
ghastly experience, or a gruesome encounter may inflict 1, action, “burning” the stress and easing the task by one
2, or even 3 points of stress upon them. Players track their step. Doing so represents a sort of manic energy. While
character’s ongoing stress total. Each time a character has 3 this means a reduction in the character’s stress level,
points of stress, this is known as a stress level. the GM immediately uses an intrusion that increases
Characters can also get stress from minor wounds or the overall tension and danger of the situation. Stress
injuries. Knocking your head on the door, slicing your cannot be used by a character who is not already in a
hand with a knife, or burning your arm by grabbing tense situation, nor can it be used on a defensive action.
something out of a fire before it is consumed causes Lastly, in certain situations, characters can “trade”
stress. Essentially, any time a character takes an injury stress for supernatural powers. These powers represent
10 that might affect them temporarily, but is not life how a character is changed by their experiences.
Depending on the power, the player might not have
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complete control over their new ability, at least at first. THE DAMAGE TRACK
In what can only be described as horrific irony, using Hale is the normal state for a character: the PC
such powers almost always inflicts additional stress on has no penalties from harmful conditions.
the character.
Spending time in a relatively safe, relaxing space Hurt is a special step that particularly tough
reduces stress. So do other factors, like food and drink, characters reach before they are impaired in
nearby friends, or even a nice dog to pet. which all of their actions are hindered.

SERIOUS INJURY Impaired is a wounded or injured state. When


To reflect serious injury, PCs have a damage track. The an impaired character applies Effort, it costs
damage track has four states (from best to worst): hale, 1 extra point per level applied. For example,
impaired, debilitated, and dead. When a character applying one level of Effort costs 4 points
suffers a serious injury, like a stab wound, a gunshot instead of 3, and applying two levels of Effort
wound, a fall from a rooftop, or the body-morphing costs 7 points instead of 5.
touch of the Boneturner, the character moves one step An impaired character ignores minor and
down the damage track. Thus, if they are hale, they major effect results on their rolls and doesn’t
become impaired. If they are already impaired, they deal as much extra damage in combat with a
become debilitated. If they are already debilitated, they special roll.
become dead.
Very tough or hardy characters have an additional Debilitated is a critically injured state. A
step on their damage track called “hurt.” Hurt is debilitated character may not take any actions
inserted into the track between hale and impaired. other than to move (probably crawl).
Some attacks, like venom from a serpent’s bite, a
horrific curse, or the presence of the Distortion, have Dead is dead.
effects other than stress or shifting the PC on the
damage track. These attacks can cause unconsciousness,
paralysis, and so on.
EXPERIENCE POINTS
RECOVERING FROM INJURY You don’t earn XP for killing foes or overcoming
After losing or spending points in a Pool, you recover standard challenges in the course of play. You earn XP
those points by resting. Similarly, a nice rest will reduce for discovering the supernatural, solving mysteries, and
your stress. stopping the entities and their servants. A player can
Moving up the damage track requires a significant spend XP they’ve accumulated to reroll any die roll and
rest, probably in a hospital or similar setting. take the better of the two rolls. Rerolling costs 1 XP.
Recovering from debilitated to impaired is harder and They can also use XP to advance their character.
takes longer than moving from impaired to hale (or
hurt).
Basically, during an investigation, characters will
likely have opportunities to rest to regain points in their
Pools and reduce their stress. But a character who’s been
seriously injured likely won’t be able to recover fully
until after the investigation is over.
CORE OF GAMEPLAY
The core of gameplay in The Magnus Archives
Roleplaying Game—the answer to the question
“What do characters do in this game?”—is
“investigate supernatural occurrences and gather
knowledge, ultimately to attempt to hold back
the manifestations of the entities that threaten
all humanity.”
Usually, this involves following up on the
statements given to the Magnus Archives,
presented by people who describe their
supernatural encounters. Starting with
the information in the statement, the PCs
interview witnesses, search locations, look for
supernatural entities, seek artefacts and books
that might be involved, and record and catalog
everything they discover.
As they conduct these investigations, PCs’
skills and abilities improve, and their knowledge
THE MAGNUS ARCHIVES ROLEPLA YING GAME

of the truth behind the supernatural entities


at the very edges of our world increases.
Encounters with the supernatural can lead to
the characters gaining mysterious powers, and
even becoming avatars. But is that a blessing or
a curse? (Hint: short term it might be useful, but
long term it’s probably a curse.)
As this is a horror game, the GM’s main role
won’t be building horrible foes to challenge
the players (although there is some of that)
but rather to portray the ever-escalating terror
of the stories that arise from the ongoing
investigations. Fear is, after all, what the
Magnus Archives is all about, and that fear
arises as a creeping dread and a realization
of the implications of what happens in each
session. In other words, it gets more horrific
over time. It’s not about jump scares—it’s
about the horror of learning the truth.
In this way, the Magnus Archives is a sort of
cosmic horror, which means that just discovering
bits of knowledge can be more valuable than riches,
and even still, some aspects of the supernatural
are unknowable. And yet, with knowledge of
the forbidden, there’s often a price that must be
paid. Knowledge is a dangerous thing.
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PLAYER CHARACTERS it just makes you good at it. Anyone can still try to
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Each character has a simple statement that describes climb. It’s just a bit harder.
them, like: “I am an adjective noun who verbs.” Some characters have inabilities. If a character has an
For example, Martin Blackwood might be a Nervous inability in a task, that task is hindered.
Researcher who Helps Their Friends. Jonathan Sims is a
Scholarly Elocutionist who Studies the Supernatural. SPECIAL ABILITIES
In this sentence, the adjective is called your descriptor. Character types and foci grant PCs special abilities. These
Your descriptor offers a few modifications to your stats can just be cool things you can do, like take an extra
and skills and provides a roleplaying hook to start with action or find really obscure information on the internet,
an important aspect of your character’s personality but they can also be supernatural abilities. Using these
or nature. Descriptors include Fearless, Skeptical, abilities usually costs points from your stat Pools (listed
Scholarly, Hopeful, Strong, Quick-Witted, and more. in parentheses after the ability name). Your Edge in
The noun is your character type. If descriptor is what the appropriate stat can reduce the cost. Supernatural
sort of person you are, type is the core of who you are. abilities also inflict stress when you use them.
It’s the fundamental way that the character interacts
with the world, and how they approach each challenge. CYPHERS
It’s the noun of the sentence “I am an adjective noun Cyphers are single-use abilities. Most of the time,
who verbs.” You can choose from four main character these are purely states of mind or the whims of fate,
types: Protector, Investigator (also called a Researcher), allowing a character to get a quick recovery of a
Elocutionist, and Dabbler. Dabblers are the least stat Pool, or get a boost in a specific type of action.
common of these, as they actually try to utilize the Much more rarely, they’re special items, like a magical
occult—always a dangerous thing in the world of the enruned stone that will cause a foe’s extremities to
Magnus Archives. warp and twist or an amulet that makes a character
The verb is called your focus. Focus is what your far more effective and bloodthirsty in combat. They’re
character does best. Foci include Explores Dark Places, most often minor occult items, are quite rare, and are
Helps Their Friends, Lives Online, Moves Like a Cat, tied to the specific investigation. Each character has
Solves Mysteries, Studies the Supernatural, Would a cypher limit indicating how many cyphers they can
Rather Be Reading, and more. have at the same time.
As the game progresses, a character might also Characters will find cyphers frequently during the
become an avatar of one of the entities. Doing so game, so players shouldn’t hesitate to use their cyphers.
results in the adoption of another, specialized focus.
So Jonathan Sims becomes a Scholarly Elocutionist ARTEFACTS
who Studies the Supernatural as an avatar of the Eye. Artefacts are powerful items that can be used many
times. But using them is risky, because artefacts are
SKILLS (AND INABILITIES) always imbued with the powers and essence of the
Your character has training in a handful of specific entities. Using them inflicts stress on a character. From
skills. For example, you might be trained in sneaking, the podcast, the web table or one of Jurgen Leitner’s
climbing, jumping, or positive social interactions. A books would be considered an artefact.
character’s level of skill is either trained (reasonably
skilled) or specialized (very skilled).
If you are trained in a skill relating to a task, ease that
task by one step. If you are specialized, ease it by two
steps. A skill can never ease a task by more than two
steps, but you can use a skill and Effort together.
You can always attempt any action—you do not need
to be trained or specialized in a related skill. In other
words, being trained in climbing doesn’t let you climb,
CREDITS
Based on The Magnus Archives created by Jonathan Sims and Alexander J. Newall

Powered by the Cypher System designed by


Monte Cook, Bruce R. Cordell, and Sean K. Reynolds

Designer Monte Cook


Creative Director Monte Cook
Managing Editor Teri Litorco
Editor Dominique Dickey
Proofreader Ray Vallese
Art Director Bear Weiter
Cover Artist Russell Marks
THE MAGNUS ARCHIVES ROLEPLA YING GAME

Artists
Sam Wolfe Connelly, Donald Crank, Russell Marks, Roberto Pitturru, Kyle A. Scarborough

TM

© 2023 RUSTY QUILL LTD.


All Cypher System content © 2023 Monte Cook Games, LLC.
MONTE COOK GAMES and its logo, and CYPHER SYSTEM and its logo, are trademarks belonging to Monte Cook Games, LLC in
the U.S.A. and other countries. RUSTY QUILL and its logo, and THE MAGNUS ARCHIVES and its logo, are trademarks belonging to
Rusty Quill Ltd. in the U.S.A. and other countries. All The Magnus Archives characters and character names, and the distinctive likenesses
thereof, are trademarks of Rusty Quill Ltd. All rights reserved.
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