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Settings

Fantasy
- Ancient
- Medieval
- Early Modern
- Steam/clock/magitech-punk

Backgrounds
- Fantasy Races

(Name) Career and Skill Options (Changes)


- Name Changes
- The Alchemist Profession (Specialist sub-career)
- Animal Handling Skill
- Occult Skill

Magic Options
- Brains and Wits as defining attributes for Invoking
- Magic Tattoos (4 1st level, 2 2nd level, 1 3rd level spells total) and Alchemy (potions and mutagens)

Tech as ‘Magic’
- See Body Modification (in Sci-Fi section below)
- See Tech Equipment (in Sci-Fi section below)
- See Modern Equipment (in Modern section below)
- useable as magi-tech and steam/clock-punk invention etc. Also potential for uses as tattoo’s and
alchemy

Fantastic Equipment

Magic Items
- generally exquisite quality (if not higher)
- magic items don’t break (but do still take damage (ware))
- repairing magic items
- making magic items

Wonders of Olympus

The Excellent Picks (rare, small item)


These set of thieves tools and lock picks are of fine quality and seem to buzz and vibrate slightly as
the user works with them to locate the right tumblers etc. The picks count as high quality
equipment (+2 equipment bonus). In addition, once per session the owner of the picks may choose
to automatically succeed at a test involving the picks, as if they had rolled a full success, with no
test required.

The Bottomless Bag (very rare, regular item)


Unlike a character’s backpack, this bag counts as 1 normal item for purposes of encumbrance. It
can be worn in addition to a characters backpack.

Magic Backpack (rare, special)


Extra carry capacity. While wearing this backpack, the character can carry 2x Brawn regular items
of encumbrance and 3x Brawn small items of encumbrance. It has no effect on heavy/large item
encumbrance.

Message stones
- sending stones

Picture stones
- holo-stones

Mana-Horse
- construct horse

Mana-Chariot
- bike/trike

Ray Caster
- mana rifle

Arcane Pistol
- mana pistol

Arcane Shield
- force shield

Light Orb
- magic torch

Firethrower
- magical flame thrower

Heartstone
- benefits in social interactions

Modern
- urban fantasy and magical realism (fables, vampires etc.)
- Military
- Modern mystery (crime and espionage???)
- superheroes??? (see magic options above)
- post apocalyptic

Backgrounds
- The seemingly mundane

Name and Skill Changes


- Hacking
- The Drone Controller Profession (also possible beast master)

Modern Equipment

What do I use?
- Modern is a very flexible sort of setting
- Can potentially use anything from Fantasy or Sci-Fi, just consider how they’d fit in to your game
world. (Urban Fantasy and Superheroes)
- Secret cabals of suppressed magic users etc.
- Hi-Tech government (or corporate) agencies etc.

Sci-fi
- cyber
- gritty future
- Far future
- post apocalyptic

Backgrounds

Name and Skill Changes


- Astronavigation Skill

Tech Equipment
Body Modifications

‘Magic’ as Tech
- Magic items as far future technology (X-Tech/Post-tech)

- Better suited to Far Future or soft sci-fi settings

- Can be explained away via technobabble or just not at all.

- Sci-Fantasy / Far Future settings can happily use any/all of both sci-fi and fantasy stuff in
combinations that suits them.

Stories and Styles


debt runner
---- use the crew rules and guidelines set out there.

4X
---- see the Worlds, Settlements and Strongholds section in The GM’s Bit.

quantum leap
---- Well that’s what a generic TTRPG system with settings guidance is made for.
---- Base the game in a Modern setting so that you can ‘leap’ each way (to more fantasy or sci-fi
settings.)

Horror

Historical
---- will probably use Fantasy or Modern settings as the base
---- will probably avoid any magic
---- Historical doesn’t necessarily mean historically accurate
---- may use some elements of steam/clock/tech-punk.

Mystery, Crime and Espionage

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