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Contents
INTRODUCTION - 4 ENEMIES - 56
The Premise - 6 Overview - 58
The Definitive Edition - 7 How Enemies Work - 60
The Story - 8 Creatures - 62
The Players - 10 Machines - 68
The Game Master - 11 Undead - 74
Queer Liberation - 12
Basic Gameplay - 13 THE SETTING - 80
Your World - 82
CHARACTERS - 14 The Government - 84
By Adrian Lumm Character Creation - 16 Why MAGI? - 86
Roles and Classes - 18 The Shadow Lands - 88
Base Classes - 20 Penalties - 90
Party Composition - 21 The Community - 92
Layout and Design: Weapons and Items - 22 Public Opinion - 94
Adrian Lumm Weapon List - 24
Weapon Guidelines - 25 THE GM GUIDE - 96
Curatives - 26 GM Moves - 98
Artwork and Photography: Status Effects - 28 GM Move List - 99
via Canva Interactions - 31 Examples - 100
Missions - 102
COMBAT - 32 Player Safety - 103
Naming and Terminology: Combat Basics - 34 Mission Structure - 104
Jon East A Word on Death - 36
Player Phase - 38
Inciting Incident - 105
Preparation - 106
GM Phase - 39 Action - 107
System Design: Drops Phase - 40 Conclusion - 108
Spencer Campbell End-of-Round - 41
At 0 Health… - 42
What’s Next? - 109

Actions - 43

ACTIONS AND
This game is Illuminated, and is made ADVANCEMENT - 44
using the LUMEN system created by Basic Actions - 46
Casting Spells - 50
Spencer Campbell of Gila RPGs. This Crystalline Tech - 51
game is not affiliated with Gila RPGs. Advancement - 52
Taking a 3rd Role - 53
Advanced Classes - 54

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“You don’t get it, do you? Chapter I
You’re done. Your old life is
over. Whatever you were
before, you can’t go back to
that. You’re a MAGI.”
————— INTRODUCTION
“This is all I’ve ever known.
But is it all it could ever be?”
—————
“My parents kicked me out as
soon as they found out. Their
own flesh and blood, and it’s
all because of something I
didn’t ask for.”
The Premise The Definitive Edition
This is a futuristic fantasy TTRPG set in a What you hold in your hands is the definitive
highly advanced civilization (referred to as edition of the original MAGI. This is the full
“the City-State”) that has developed compilation of everything I’ve put into this
wondrous technology thanks to the power game, including content from the
of mysterious crystals found throughout the Unleashed expansion and the various
earth. updates the original game has received
since its release. It is meant to be a sort of
This society’s reliance on hovercars, “Final Cut” of everything I’ve put together
supercomputers, and crystal-powered combined into a single book, referred to
weaponry, however, has led to a affectionately as MAGI: Unlimited.
government and populace that fears
magic and the supernatural. Those with If you’re familiar with this title, then you will
the gift of sorcery are marginalized and already have the gist of what the game is
even hunted down and imprisoned or about and how to play, but still! Check and
killed for their fantastic powers. see what’s changed.

The scientific term for these people is MAGI: If this is your first time reading, then
welcome! This is a game I have put a lot of
Magically my heart and soul into as an angry queer
Attuned person with a reverence for sci-fi fantasy
Genoatypical settings. If you’ve grown tired of soft queer
Individuals media and are looking for something more
angry and wrathful, where you play as
In recent times, MAGI (or simply Magi) marginalized people fighting a tyrannical
have become increasingly prevalent. While government with swords, spells, and guns,
most hide themselves underground in then this game is undoubtedly for you.
various subcultures and hideouts, their
presence is becoming impossible to ignore, This game, more so than others I’ve made,
and fears of the Government taking action is a labor of love. I hope with all my heart
are abound. that you cherish it as much as I do.

6 7
The Story Magic is illegal within the City-State, and
Magi are quickly hunted down when
In this game, you play the role of various discovered. The Department of Magical
Magi who fight the Government and its Phenomena (or the DMP) is tasked with
oppressive regime, which seeks to taking Magi into custody or killing them if
eradicate magic in all its forms and to assert they resist. Most Magi live underground in
its hold over the City-State. poorly patrolled areas of the city, choosing
to live in hiding places and meet at secluded
MAGI (or Magi) are neither born nor bars and lounges that are owned by Magi or
created: It is completely unknown why those sympathetic to their plight. These
some develop the ability to cast magic businesses, however, are often raided by
using the crystals. The ability can appear at the authorities.
birth, or later in life. Some scientists believe
an inborn mutation of some kind is With more MAGI surfacing within the city,
responsible: Others avoid trying to use the Government has been conducting these
science to describe an inherently magical raids and investigations more frequently,
phenomenon. and public opinion is starting to sway in
favor of the Magi.
One thing is known: Magi possess a fifth
nucleobase in their DNA: Magicine, which To consolidate power and reassert
appears throughout their genome when the control, the Government has met
power of magic reveals itself. This is why the resistance to anti-magic policies with
G in MAGI stands for “Genoatypical.” open warfare.

Whether it’s a mutation or caused by In addition, the inhospitable Shadow


an external force, Magi come from all Lands beyond the bounds of the city are
walks of life and social classes, but growing more and more dangerous, with
are stigmatized all the same. Whether rich dark creatures taking the form of Undead
or poor, a politician or a pauper, the fate of all who frequently attack the city. The DMP
MAGI is the same: A harsh life of secrecy blames MAGI for their presence, using
and marginalization. propaganda to paint them as dangerous
malefactors who summon the dead.

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The Players The Game Master
Players take the role of members of the One person in the group should take the role
rising population of Magi looking to change of the Game Master (GM). The GM is
the world for the better. While the responsible for creating and guiding the
Government believes that Crystalline players along the missions that take place
Technology (CT) should only be created throughout each session.
and distributed by those in power, Magi can
harness the power of the crystals that The GM adjudicates the rules, keeps the flow
power their technology directly by casting of combat going, and narrates non-player
spells. They seek freedom from an characters (NPCs), or, anyone the players
oppressive regime that demonizes and don’t directly control. This also means they
disenfranchises them at every turn. control the enemies during combat
encounters.
Players will use their Daring, Alacrity, and
Grace to respond to state violence and use Overall, the GM lays the groundwork for
their magic to provide aid, protect the the story and what could happen over the
innocent, and do battle against the course of a session or campaign. The
Government directly. players are responsible for determining
what actually happens, with guiding
A great many forces stand in their way, pushes and consensual challenges
including CT Troops, Government imposed by the GM.
officials, the DMP, and magic-fearing
vigilantes. Within this book are several tools that can
help the GM make decisions and rulings, as
No matter who they were before, all Magi well as help the group collaboratively create
are united by their ostracization and their own setting for MAGI to take place.
experiences as second-class citizens.
Players cannot be cops, politicians, wealthy A group should have 1 Game Master and at
elites, or anyone who benefits from the least 2 players, but probably no more than
current system in place, though they may 5 to keep the group and story manageable.
establish that they once were in their pasts.

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Queer Liberation? Basic Gameplay
If you haven’t already noticed, this game’s A basic premise of the LUMEN system and
premise is meant to be an allegory for how it works in this game is as follows:
queerness and the movement for queer
liberation. The idea of powerful 1. Players have 3 stats that represent their
governments who believe society should be approaches to a given situation. How you
built a certain way flexing power over those describe yourself doing a thing matters
who are extraordinary is meant to be a clear more than the specifics of the actual activity.
parallel for how Lesbian, Gay, Bisexual,
Transgender, and Queer people are 2. Each player character has 2 resources:
treated in many places around the world. Health, which determines your ability to
stay in the fight, and Crystals, which are
As such, this game is incompatible with destroyed to cast spells.
those who would oppose the liberation of 3. When you perform an action such as
marginalized groups. Sexism, racism, fighting or breaking down a door, describe
transphobia, homophobia, ableism, and your approach and roll a pool of d6’s equal
other forms of bigotry are not welcome to the appropriate stat’s numerical rating.
in the spirit of this game. You do not have Take the highest number and ignore the
to be queer or marginalized to enjoy this rest. If the approach’s stat is 0, roll 2 dice
game, but if you oppose liberation through and take the lower result.
direct action, community defense, and the
old adage of “BE GAY, DO CRIMES,” then 4. If the result is a 6, the action is
this game probably isn’t for you. completely successful. On a 4-5, the action
succeeds, but it comes at a cost or there is
This game is about celebrating what makes an unforeseen complication. On a 1-3, the
people different in direct defiance of bigotry action fails, and consequences happen.
and oppression. It is about fighting against 5. Some circumstances and spells will say
oppressive power structures with violence, a roll gains an Advantage or Disadvantage.
rebellion, and direct action. Please ensure An Advantage is a die you add to your pool,
you and your group are safe when exploring while a Disadvantage subtracts a die.
these themes. These can stack and cancel each other out.

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“We look after each other here. Chapter II
This is the only family lots of
us have. And we watch each
other’s backs.”
—————
“You good? Let me know if you CHARACTERS
need help with spells. They’re
kinda tricky if you don’t know
what you’re doing.”
—————
“So what’s your story? Got a
name, pronouns? We’re gonna
be working together, so we’d
best get to know each other.”
Character Creation At character creation, you start with 5
points to distribute between the three
To begin, players should each have a approaches as you see fit, to a minimum of
character sheet and enough role sheets to 0 and a maximum of 5. Feel free to create
hand out to everyone who may need them. any array you choose.
Everyone should also have a handful of d6s:
At least 5-7 will do, possibly more. You will receive more points to add to
different approaches when you choose your
Write your character’s name at the top and character’s Roles and determine their
their pronouns, if you wish. Skip over the starting Class.
Roles and Class entries for now, and take a
look at your Vitals: This section has your 3 On the other side are your resources:
approaches as well as your Health and
Crystals. Health: Your physical and mental well-
being. When this falls to 0, your character is
Daring: Force and boldness. You use Daring taken out of the fight and must be revived
when doing rough, in-your-face action such with magic, medical treatment, or by
as kicking a door down, fighting with sacrificing Crystals.
ferocity, speaking bluntly, and taking loud,
proud initiatives. Crystals: Chunks of magical stone that
come in various shapes and sizes. They are
Alacrity: Speed and flexibility. You use ubiquitous throughout the City-State and
Alacrity when doing fast, erratic actions power all of its technology, but in your
such as parkour, fighting with subterfuge, hands, they are destroyed in order to invoke
improvising conversation, and thinking on magic. Casting any spell costs 1 Crystal.
the fly.
All players start with 5 Health and a
Grace: Composure and level-headedness. maximum of 5 Crystals they can carry. As
You use Grace when doing methodical, with the approaches, you will gain more
careful actions such as picking a lock, depending on your chosen Roles.
fighting with poise and technique, using
diplomacy, and slow, focused maneuvers.

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Roles and Classes The six Roles are as follows:

Once you have distributed your points Fighter (FGT): An offensive specialist who
between your approaches and noted your deals damage with weapons and casts
starting Health and Crystals, you must spells to enhance their own damage-
choose which Party Roles you wish to dealing ability and control the battlefield.
embody. There are 6 total, each with its own
approach to combat and favored stats. At Defender (DEF): A defensive specialist who
the start of the game, you will choose 2 to casts charms and shields to keep enemies
begin with, and can later take a 3rd with focused on them, soak up large amount of
advancements. damage, and keep their allies safe.

Each Role has 6 spells listed on its sheet, Blaster (BLA): An offensive caster who
and confers bonuses to your approaches blasts enemies with fire, ice, lightning,
as well as to your Health and/or Crystals. water, wind, and earth to directly deal loads
Take a look at what each Role is about and of damage to their foes.
the kinds of spells it gives you access to,
and pick any 2 of them. Once you’ve done Enhancer (ENH): A defensive strategist
so, take its associated Role Sheet and add who conjures wards and bestows beneficial
their listed bonuses to your Vitals. status effects to support their fellow Magi in
battle, unleashing their full potential.
Then, from each sheet, pick 2 spells to start
the game with. Check the boxes in the top Wrecker (WRE): An offensive strategist
right to show that you’ve learned them. You who casts various hexes and curses to
should start the game knowing 4 spells, 2 hinder and demoralize enemies, sabotaging
from each Role you possess. them and making them easier for their allies
to deal with.
Finally, look at the next few pages and
combine your two roles together and Healer (HLR): A defensive caster who heals
determine your Class. These are purely the wounded and keeps the party standing
descriptive: You can play into as much or as with powerful creation magic. They can
little of your Class’s name as you wish. even create healing items and new crystals.

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Base Classes Party Composition
FGT/DEF: Knight Ideally, you should try to get all six of these
Roles into your party composition in some
FGT/BLA: Spellblade form or another. A group of 3 players can
form a well-rounded party by each taking 2
FGT/ENH: Arcanist unique roles so that there is no overlap
between them. With larger groups, Roles
FGT/WRE: Cursebinder overlapping will cause your party to be
stronger in some areas but weaker in
FGT/HLR: Warden others.

DEF/BLA: Herald If you’re playing with less than 3 players,


each member of the group starts the game
DEF/ENH: Theurge with 3 Roles instead of 2, and begins the
game with 6 spells, 2 from each Role. Solo
and Duo characters start the game more
DEF/WRE: Thaumaturge powerful to make up for their lack of
numbers.
DEF/HLR: Paladin
Check the Advanced Classes section later
BLA/ENH: Conjurer in the book to determine what your Class
will be.
BLA/WRE: Warlock
In normal groups of 3 or more, however,
BLA/HLR: Sage you will be able to take a 3rd Role by
advancing your character between
ENH/WRE: Mystic sessions. More on this will be detailed later.

ENH/HLR: Enchanter

WRE/HLR: Witch

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Weapons and Items Instead, Magi typically wield melee
weapons and conventional ballistic
In general, you won’t have to worry about firearms, which are far less regulated
worn gear or armor: Your Health is partially throughout the city.
representative of your level of protection.
Instead, weapons and curative items are Each player can carry 2 weapons at a time.
going to be what you track most when When not actively on a mission, you can
playing MAGI. swap out your weapon choices at any
time.
The City-State is home to the most
advanced weapons technology in the Weapons have a name, an effective range
known world, though most of it is barred they can be wielded in, a set amount of
from everyday citizens. When most people damage they deal, and, optionally, certain
think of weapons, they imagine Crystalline special qualities.
Technology (CT) plasma weapons, which
fire beams of light at varying levels of All weapons wielded by Magi deal Physical
lethality with practically endless damage by default.
ammunition.
In MAGI, range is abstracted between 3
CT weapons consist mostly of plasma rifles range bands: Close, Mid, and Far. If a
and plasma swords, as well as cannons and weapon has 2 ranges listed with a slash
other guns. These weapons use crystals as (e.g. “Mid/Far”), the weapon can be wielded
focusing lenses to fire beams of light that in either range effectively.
can be set to lethal or non-lethal impact.
Close range is when someone is right next
CT weapons are almost exclusively used by to you or about 5 feet away at most.
CT Troops, police, military, and the DMP,
and are typically biometrically locked to Mid range is when someone is a short
prevent unauthorized use. For this reason, sprint away.
these weapons are usually out of reach for
most player characters. Far range is anything farther away than a
short sprint but still able to interact with.

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Weapon List Weapon Guidelines
Name DMG Range Qualities Weapons do not have a definitive shape or
Spark Gloves 1 Close Shock, Critical appearance, and their titles are only meant
Knife 1 Close Sharp, Critical to invoke the “feeling” of the weapon. Your
Sword 2 Close Sharp, Messy character’s weapons can look however you
Stun Baton 2 Close Shock like.
Axe 2 Close Critical, Messy
An “Axe” might be a finely crafted futuristic,
Whip 2 Mid Critical “tactical”-looking weapon, or it could be a
Bludgeon 3 Close N/A simple firefighter’s axe. Even further, it could
Polearm 2 Close/Mid Messy be a broken street sign that’s been
Pistol 2 Mid/Far Aim, Loud sharpened into something that resembles
Shotgun 3 Close/Mid Loud, Messy and is wielded like an axe.
Auto Rifle 2 Mid/Far Aim, Loud, Critical
Sniper Rifle 3 Far Aim, Critical Money is not tracked in game, as it’s
Bow 2 Mid/Far Aim, Sharp, Critical assumed you only carry small amounts of
Sparkgun 2 Close/Mid Shock, Loud cash on you at any given time to keep
government eyes off your bank records.
- Aim: The weapon requires focused accuracy. Your weapons can be improvised,
Gain 1 Disadvantage when enemies are in Close purchased, manufactured, stolen, etc.
range of you

- Loud: The weapon alerts enemies within Far Describing your weapon as it appears to
range or closer of its use others can add flavor to your character’s
personality. Is your “Knife” actually a pair of
- Messy: The weapon leaves blood, oil, and twin daggers? Is your “Shotgun” a
other obvious signs of violence homemade project made of pipes and
duct tape?
- Critical: Deals +1 damage when a 6 is rolled
on the attack. Ammunition for ranged weapons is not
tracked: It’s assumed you have as much as
- Sharp: +1 damage to creatures you need for a given situation.
- Shock: +1 damage to machines

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Curatives Curative Effect
Liquid Luck Removes Curse
Curatives are consumable items that can
be used to provide a beneficial effect. Most Antihistamine Removes Weaken
curatives take the form of Purisol Removes Corrupt
pharmaceuticals found in drug stores and Antidote Removes Poison
other places that sell medicines.
Stimulant Recovers 5 Health
In this world, cure-all ointments and fast- Wound Gel Applies Regen with a strength of 3
acting oral painkillers exist, though they Steroid Applies Empower with a strength of 3
are heavily regulated to keep citizens reliant
on the companies that make them. For this Immune Applies Safeguard with a strength of
reason, they are popular items on the black Supplement 3
market. Painkiller Removes Pain
Rebalancer Removes Jinx
As such, curatives can be looted as optional
drops from fallen enemies, by using a Curatives come in all sorts of forms: Topical
special Acquire action, or handed out in ointments, aerosol canisters, tablets, liquid
the fiction as appropriate. medicine, and injection cartridges. There’s
no real limit to the amount of curatives
Using a curative in battle requires you to use you can carry, though, in general, they
your Action for the round to administer it. shouldn’t be so abundant or common that
You can use it on yourself or an ally who is in you have to consider hoarding them.
Close range. Unlike other actions,
administering a curative does not require Curatives can fill in for missing player roles
a dice roll, and instead instantly takes in case the party must split for whatever
effect. reason: For example, a group that lacks a
Healer might want to keep a steady supply
Curatives can often work like many spells, of stimulants, while groups without an
but they take an entire action to use and Enhancer may want to consider steroids
should only be relied on in dire need. and immune supplements.

26 27
Status Effects Beneficial Status Effects

Status Effects are temporary Safeguard: A magical ward is protecting you.


enchantments bestowed upon Magi and As long as it is active, you cannot receive
harmful status effects. This does not cancel
enemies alike. They significantly increase currently active harmful effects.
(or decrease) performance and are crucial
to most battles. One should not Resilience: You are invigorated, and your Max
underestimate the ability of Enhancers and Health is temporarily increased by +3.
Wreckers to turn the tide of a fight.
Empower: Your attacks are deadlier. Weapon
When status effects are bestowed, they attacks and spells that inflict damage deal an
each come with a “Strength” value of a additional +1 damage that matches its type.
number between 1 and 5. The higher the
number, the greater the probability of the Infusion: Your weapons are imbued with
effect lasting through the battle. When your elemental power. Check the Enhancer role
character receives a status effect, write the sheet for specifics. You can only have one
infusion at a time.
strength of the effect in the blank on your
character sheet. Shield: A magical barrier protects you from
physical harm: You take -1 Physical damage
Each round of combat, at the very end of the from all sources, to a minimum of 1 damage.
round, you will roll 1d6 for each status
effect currently active. If the result is equal Cloak: A magical veil protects you from crystal
to or less than the effect’s strength, that energy: You take -1 Magic damage from all
effect persists another round. If higher, sources, to a minimum of 1 damage.
the effect immediately ends.
Immortal: You become indomitable, and
All status effects terminate at the end of cannot have less than 1 Health at any time.
combat, unless another battle would Regen: Your wounds slowly knit closed, and
immediately follow. you recover +2 Health at the end of every round
of combat.

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Harmful Status Effects Interactions
Weaken: Your physical body is debilitated and
is more susceptible to harm. All incoming Status effects interact with each other in a
Physical damage you receive is increased by +1 number of ways. Several are diametrically
opposed to each other. Others build on each
Corrupt: Your soul is darkened and becomes other and add to their strength.
more susceptible to harm. All incoming Magic
damage you receive is increased by +1 For the following effects, if one is applied
while the other is active, it dispels the
Pain: Your body is wracked with intractable pain effect that was there first, and no new effect
and you cannot move. You cannot freely move is applied. These pairs of effects cancel
or perform actions in combat (you can still cast each other out:
spells).

Jinx: Your soul’s ability to interact with crystal


• Shield/Weaken
energy is jammed, and you cannot cast spells • Cloak/Corrupt
or operate devices powered by CT, including • Regen/Poison
weapons, vehicles, etc.

Curse: You’re afflicted with a hex that impairs For all other effects: If the same effect is
your ability to focus and tampers with your luck. applied to an existing effect, the effect with
All action rolls you perform gain 1 Disadvantage. the higher strength takes precedence. If the
When applied to an enemy, all action rolls strength of the effect is equal to or lower
against that enemy gain 1 Advantage. than the existing effect, the strength instead
increases by 1, to a maximum of 5
Poison: Your blood is filled with deadly poison strength.
that eats away at you from the inside. You take 2
damage at the end of every round. This damage For example, if you have Shield 3, and
cannot be negated or reduced. another character bestows Shield 5, you
now have Shield 5.

If you have Shield 3, and receive another


Shield 3, you now have Shield 4.

30 31
“When the bots try and kick
down the doors, we kick back. Chapter III
Hard. This is our city, and
these are our people.”
—————
“Are you just gonna sit around
and wait for shit to change, or
COMBAT
are you gonna get up and
be the change?”
—————
“I remember thinking, wow, I
guess I’m lucky it’s not me
they’re hunting. And then
suddenly it was. I’m not gonna
let them catch me.”
Combat Basics When combat begins, the GM and players
will establish the positions of the player
A CT Troop raid on a Magi-friendly business, characters and enemy combatants using
a peaceful protest turned violent, an the 3 range bands (Close, Mid, Far) and
ambush by the DMP, or a supernatural combat will begin.
threat manifesting as an undead attack. All
of these can mark the start of combat in a There are 4 phases of combat, each
game of MAGI. making up a “round:”

Combat is an important part of the game, - Player Phase: The players control their
and is assumed to occur at least once every characters and narrate what they do, using
session. In this city, violence against MAGI any of 3 possible actions. Here, players
is becoming more prevalent in response to make action rolls, cast spells, and adjust
their rising numbers and increasingly their positioning. Enemies may react during
hostile propaganda pieces. Undead this phase depending on how the dice fall.
wraiths and shades also frequently
manifest within the city for unknown - GM Phase: The GM executes a limited
reasons and need dealt with. number of special moves that represent the
enemy adjusting their tactics and shaking
Most of the enemies you encounter will be up the battle. Major changes to the battle
machines and automatons built take place, new threats emerge, etc.
specifically to enforce the will of the
Government, but you may also fight human - Drops Phase: The GM rolls 1d6 for each
agents of the DMP who have dedicated fallen enemy and calculates drops for
their careers to eradicating magic. The players to replenish their Health and Crystal
threat of undead attacks is also constant supplies.
throughout the city at night.
- End-of-Round: The players and GM apply
These rules are meant to simulate high- any ongoing effects, and each roll 1d6 for
octane battles where swords, spells, and each active status effect against its strength
guns go toe-to-toe with futuristic weapons to see which status effects persist into the
and technology. next round and which terminate.

34 35
A Word on Death As for my own personal feelings on the
matter, I am generally against killing, even
Before we get into the meat of the combat in matters such as these, whenever it is
system, I feel it necessary to take some possible. I cannot, however, say with
time to address the violent nature of this certainty that it would never be okay in
game and to make a few clarifications on every situation that may occur.
how I feel about death, both as a concept for
player characters and for enemies you face. It is my belief and hope that people playing
this game would use it to roleplay
Most combat encounters, as you might characters who use violence only as a
surmise, are finished by reducing the means of protecting themselves and
enemy’s Health to 0 and taking them out. others and to neutralize immediate threats
Whether this means incapacitating them or rather than resort to wantonly killing anyone
killing them outright is up in the air. who might stand in their way. And, in rare
situations where human lives may be
Death is a very serious topic that needs ended, those deaths are handled with the
addressed when playing this game. Most of maturity and respect the topic deserves.
the “grunt” type enemies are robotic
machines and mindless undead husks Still, if your experiences and perspectives
that can be destroyed with little remorse. In differ from mine, I will not dictate what you
other cases, though, you may be dealing can and cannot do at your table.
with the possibility of ending human lives.
As a general rule, though, player
Mountains of literature have been written characters cannot die by default, and
about the morality and ethics of violence enemies are effectively taken out of the
and killing in the name of revolution and fight when their Health reaches 0. If you’re
liberation, and there is no easy answer to open to PC’s dying, or to enemies dying in
the question of whether it’s acceptable to do fights, that’s up for your group to discuss at
so here. This game assumes you are at least your own table.
okay with the idea of violence, but killing is
something you will need to consider as a With that addressed, let’s look at the
group before proceeding. specifics for each phase of combat.

36 37
Player Phase GM Phase
At the start of a round, players rush into the Each enemy has a list of possible “actions”
battlefield and start wrecking shop. Each it can perform during the GM Phase, in
player has 3 possible actions they can addition to a list of basic GM moves. GM’s
perform, and they can do any or all of them can perform these enemy moves and shake
in a single round: up the battle, whether it be by changing the
battlefield, introducing a new threat, or
• Action: The player can perform 1 Action causing important dialogue from NPCs to
per round, usually involving a dice roll. This occur.
typically comes in the form of a weapon
attack, but can involve other activities like GM’s can perform a number of GM or
interacting with the environment. enemy actions equal to the number of
Consequences from rolling 4s and 5s also players at the table. For example, if there
happen immediately. is 1 enemy and 4 players at the table, the GM
might choose for the enemy to act twice
• Movement: The Magi can move one and to use 2 basic GM moves, or they could
range band toward or away from a target, be have the enemy act 4 times. Some GM’s
it friend or foe. You must be able to might not think that many actions is
physically move and cannot be inflicted with necessary for a given round: This is fine.
the Pain status effect. The player count only indicates the
maximum amount of actions, not the
• Cast Spells: You can cast one or more number of actions that must occur.
spells from your list of learned spells. Each
spell costs 1 Crystal to cast, and there is no The GM Phase lets the GM readjust the fight
limit to the amount of spells you can cast in and set up further challenges for the players
a given round. Just be mindful of your to be wary of. It’s meant to make the battles
crystals. more interesting than just a few characters
Also, there is no set order that players must trading blows with each other. Use the GM
act in: They can even break up and weave Phase to set up interesting situations and
their moves in-between each other’s, if alternate win conditions for the fights to
strategy demands. have more meaning.

38 39
Drops Phase End-of-Round
Once the players and GM have acted, it’s At the very end of the round, when everyone
time to roll for drops. has acted and drops have been generated
and picked up, End-of-Round begins. This
For each enemy felled in battle (as in, is a phase where fallen players can be
dropped to 0 Health), the GM rolls 1d6: revived, and when status effects are rolled
to determine if they persist into the next
round.
• 1-3: The enemy drops a Life Gem
• 4-6: The enemy drops a Crystal At each End-of-Round, players and the GM
each roll 1d6 for each status effect
Life Gems are green crystals that spawn currently affecting their characters. Roll
from a being’s life force, and instantly them all at once and use their orientations
restore 1 Health when touched. on the table in relation to their position on
the character sheet for each status effect to
Crystals form when a being’s soul lingers make this process faster.
behind and coalesces into a crystalline
form. Players can pick these up and recover If the die results in a number equal to or
1 Crystal to replenish their supply. less than the status effect’s strength, the
effect persists another round. If it is higher,
During the drops phase, players can choose then the effect immediately terminates and
who gets which drops as soon as they are is erased.
rolled, and they are applied immediately.
Players cannot pick up drops if their If a player character has fallen to 0 Health,
respective resource is at maximum, and if then End-of-Round is when they can pick
no players can pick up drops, they themselves up. More details on how to do
disintegrate at the start of the next round. this are presented on the next page.
Once End-of-Round has taken place, a new
round of combat begins, starting with the
Player Phase, until the battle ends.

40 41
At 0 Health… Actions
If your character’s Health falls to 0, they drop Actions are designed to be freeform and
and are “fallen.” You cannot perform any more flexible to meet the demands of the fiction.
moves as you suffer a serious injury or are What constitutes an “Action” is a risky
otherwise taken out of the fight. All status move that requires either Daring, Alacrity,
effects stay applied to you and are rolled each or Grace to succeed. If it feels important
End-of-Round as normal, but you receive no enough for a dice roll to determine
healing or damage from Regen or Poison.
success, it’s probably an Action.
Fallen characters are still conscious and can
communicate with other combatants (e.g. The most common Action you’ll take in
calling for help) unless it is more appropriate for combat is a Weapon Attack. This is when
the fiction that they are knocked out. you use your Action to strike or shoot an
enemy within your weapon’s range. Like all
You cannot pick up Drops during the Drops Actions, Weapon Attacks succeed fully on a
Phase if your character is fallen. 6, partially succeed on a 4-5, and fail on a
1-3, and a consequences happens.
At the next End-of-Round, you may convert at
least 1 Crystal in your possession into 1 Health Consequences are usually given the form
to get back up for the next round. You can of an action specific to that enemy, or they
convert as many Crystals as you wish into
Health at a direct 1:1 ratio this way. can simply deal their base damage to you in
response to your attack. Making a Weapon
Other players within Close range of you may Attack typically takes the form of a trading of
offer their own Crystals to help you do this, but blows where both parties attempt to injure
they must do so willingly. the other.
Healing effects from spells and stimulants do The next chapter will detail a non-
not affect your character. Only a Healer with exhaustive list of Basic Actions your
the Resurrection upgrade casting the Heal character might perform in a typical game
spell can revive you during the Player Phase. If of MAGI.
you are revived this way, you may continue
making moves as normal.

42 43
“Not everyone wants to hide it. Chapter IV
Not everyone can. If you
commit to this, you won’t ever
have to hide yourself again.”
————— ACTIONS AND
“Are you free next week? I’m
gonna practice in the alley. I
ADVANCEMENT
could use a training partner
and a second set of eyes.”
—————
“You’re getting better. Good!
Let’s grab a drink at Kim’s and
celebrate that new technique
you mastered.”
Basic Actions Miscellaneous Magic: You are not limited
to the spells on your sheet: You can break a
While Actions are intended to be come up Crystal to cause any non-combat magical
with on-the-fly, there are a few actions that effect you desire. Spend 1 Crystal, choose
are considered so commonplace that they your approach, and roll:
can be explicitly detailed here. You can use • On a 6, your spell succeeds and
these freely or ignore them altogether. everything goes exactly as intended.
These actions can be done in or outside of • On a 4-5, you succeed, but there’s a
combat. complication or consequence.
• On a 1-3, your spell fails or spirals out of
Weapon Attack: You attempt to fight a control, or it doesn’t do what you
target within range using one of your two intended. Work with your GM to create a
equipped weapons. Describe your approach consequence to your unstable magic.
and roll.
• On a 6, you deal your damage. Ritual: With time and focus, you can
• On a 4-5, you deal your damage, but you attempt to harness a crystal’s energy
suffer a consequence. gradually without breaking it. Spend 1
• On a 1-3, your attack misses, and you minute meditating over a crystal you
suffer a consequence. possess and attempt to harness its power.
If in combat, this process takes 3 rounds.
Scavenge: Crystals can be found Describe your approach, and roll:
everywhere in the city, so long as you’re not • On a 6, your ritual succeeds, and the
afraid to do a little property damage. crystal is not destroyed. Cast any spell
Describe your approach to breaking a piece you know, but twist its effect to have a
of electrical technology and roll: more narrative purpose, or do a
• On a 6, you find 2 Crystals. Miscellaneous Magic as if you rolled a 6.
• On a 4-5, you choose: Either find 2 • On a 4-5, the same as above, but your
Crystals and suffer a consequence, or find crystal is destroyed.
1 Crystal. • On a 1-3, the ritual fails, and the crystal is
• On a 1-3, you find no crystals, and suffer destroyed. Suffer a consequence.
a consequence.

46 47
Evade Danger: This is an all-purpose tool Do The Impossible: This is a special action
for saving yourself from harm. You can use that can only be used by one character,
this to dodge out of the way of a deadly once per session. Whoever uses it
effect, fight defensively with intent to block unleashes all their power into doing
and parry rather than fight back, or deal with something truly amazing. Using whatever
environmental threats. Choose your methods are at your disposal, you seize
approach, and roll: complete narrative control of a situation to
• On a 6, you negate any damage you neutralize a threat, turn a hopeless situation
might have taken. around, or unleash your magic in a way
others would think impossible. The exact
• On a 4-5, you choose: Either take the mechanical benefits vary wildly and are
damage, or negate it and suffer a subject to GM approval, but should be
consequence. undeniably badass and powerful. You must
• On a 1-3, you fail and take the damage. have at least 1 Crystal to use this move.
You might also suffer additional Choose your approach, and roll:
consequences as the fiction demands. • On a 6, You pull off the stunt perfectly and
come out unscathed. Consume all of your
Acquire: When you are in need of an item, Crystals.
curative, favor, or something important to • On a 4-5, you succeed, but the power
the story, you can use this move to search was too much for you: Lose all Health and
for, purchase, steal, or otherwise gain all Crystals.
access to that thing. Choose your approach, • On a 1-3, you succeed, but your actions
and roll: come at great personal cost. Lose all
• On a 6, you obtain the item with no Health and Crystals. You suffer a dire
issues. consequence that may lead to your
• On a 4-5, you choose: Either don’t character’s retirement. Work with your
acquire the item, or acquire it and suffer a GM to come up with an appropriate cost
consequence. for this magic.
• On a 1-3, you are unable to get the goods,
and there’s a consequence.

48 49
Casting Spells Crystalline Tech
Magi use the power of the crystals to work Crystalline Technology reacts to a Magi’s
their magic. While the crystals’ energy can presence in a variety of ways. Most
only typically be harnessed by special surveillance technology has sensors that
technological means developed by ordinary can detect MAGI just from how the crystal
humans throughout history, the presence of energy fluctuates in their presence, and
Magicine in your DNA allows you to shatter thus, how CT reacts to player characters is
crystals to directly shape their energy into crucial to their discovery as a MAGI.
fantastic effects according to your will.
Most technology such as televisions,
When you cast a spell, your character hovercars, cell phones, etc., will function as
breaks a Crystal from their current supply. normal, though some occasional power
This can happen any way you wish in the surges are typical. CT weapons such as
fiction, from crushing it in your hands, plasma rifles, however, are specially
stomping on it, throwing it at an enemy, or designed to not work when in the hands of a
shooting it with a gun. MAGI, taking these energy signatures and
immediately shutting themselves down
You can also flavor your spellcasting as to prevent misuse.
smashing technology in your
environment; CT is everywhere in the city, Enemy DMP agents can harness MageTec,
used to power street lamps, traffic signs, an experimental technology where special
hovercars, screens, computers, and more. If gauntlets containing crystals are used to
you like, you can roleplay your character mimic the effects of spells. This “artificial
taking a sledgehammer to a parked magic” speaks to the Government’s
hovercar in order to cast a spell or hypocrisy of hating magic yet being more
something similar. than happy to harness its power in a form it
can control.
As long as you spend 1 Crystal from your
character’s supply, you can flavor magic
however you wish. No other verbal or
somatic components are necessary.

50 51
Advancement Taking a 3rd Role
At the end of every session of play, your When you spend 3 Advancements to gain a
character is entitled to 2 Advancements. New Role, several things happen:

These are special points that are spent • You add that role’s Role Sheet to your
towards upgrading your character’s arsenal character record
of spells and combat capabilities. You can • You immediately gain that role’s
choose to spend your Advancements associated stat bonuses to your approach,
immediately, or you can save them for later. Max Health, and Max Crystals.
Most short-term campaigns (e.g. lasting • You do not learn any spells from your
4-6 sessions) work well with 2 new role, but future Advancements may
Advancements per session, while some be spent on learning those spells.
longer campaigns (7 or more) would benefit • Your class upgrades to an Advanced
from 1 Advancement per session. Class to reflect your progression and
combination of 3 roles.
Advancements may be spent as follows:

• 1 Advancement - Spell Upgrade: The next page details the list of Advanced
Choose 1 upgrade for any spell you know, Classes and their titles based on each 3-role
and check its box. Each spell can only be combination.
upgraded up to two times; On the 2nd
upgrade, mark the remaining box with an X.
• 2 Advancements - New Spell: Choose
1 new spell from any of your role sheets, and
mark it as learned.
• 3 Advancements - New Role: Choose 1
new Role to acquire, and follow the
instructions on the next page. You can take
this option only once.

52 53
Advanced Classes DEF/BLA/WRE: Wild Mage

FGT/DEF/BLA: Battlemage DEF/BLA/HLR: Invoker

FGT/DEF/ENH: Vanguard DEF/ENH/WRE: Channeler

FGT/DEF/WRE: Dark Knight DEF/ENH/HLR: White Wizard

FGT/DEF/HLR: Hospitaller DEF/WRE/HLR: Augur

FGT/BLA/ENH: Rune Knight BLA/ENH/WRE: Archmage

FGT/BLA/WRE: Dark Wizard BLA/ENH/HLR: Chanter

FGT/BLA/HLR: Avenger BLA/WRE/HLR: Grand Magus

FGT/ENH/WRE: Mystic Knight ENH/WRE/HLR: Oracle

FGT/ENH/HLR: Alchemist

FGT/WRE/HLR: Champion

DEF/BLA/ENH: Sorcerer

54 55
“Okay, listen: Those aren’t
ordinary dogs. They were
made in a test tube specifically Chapter V
to hunt Magi.”
—————

ENEMIES
“They brought out a Caelum!
We need to get indoors, now!”
—————
“Look, rich boy, I know
everything’s so happy and
bright in the High Quarter, but
down here? We’ve got ghosts.
Vampires. Dark shit that
spawns from all the collective
misery down here in the
underground. Are you
prepared to deal with that?”
Overview Each enemy type has its strengths and
weaknesses, as well as the types and
While life in the City-State is largely safe for amounts of damage they deal in combat.
its millions of common citizens, the same
cannot be said for the Magi who are • Creatures tend to deal Physical
marginalized and forced into hiding. The damage with melee weapons, claws, and
tools and agents used to apprehend you are teeth, though some humans wielding CT
detailed here. weaponry will deal Magic damage.
Extreme cold dealt from ice magic is most
Enemies can be sorted into 3 distinct effective at breaking down organic tissue, as
classifications: are sharp weapons.
• Machines are typically equipped with CT
• Creatures: Organic beings, such as weaponry of their own and deal Magic
humans and other biological weapons such damage, though some mechs may have
as lobos and goblins. The Government mechanical melee weapons or ballistic
typically only employs human DMP agents weaponry that deals Physical damage.
to personally deal with Magi if other While weather resistant, most are not
methods fail. waterproof and will short out with water
• Machines: Mechanized automatons magic, and shock weapons can disrupt
created with CT that are used as the city’s their electrical processes.
primary form of law enforcement and • Undead can deal either Physical or
control, such as CT Troops, mechs, and Magic damage with equal probability
drones. Machines are a common sight depending on their nature and form. They
throughout the city are spiritual beings that manifest physically,
• Undead: Supernatural beings formed but still hold much magical power. Undead
from the Shadow Lands outside the city, fear the day, and their only true weakness
such as wraiths, vampires, and shades. is the daylight created from light magic,
Scientists believe they are manifested which sears their skin and disintegrates
negative emotions such as fear and despair their essences.
that take hold in the city’s worse districts.
Undead usually only appear at night.

58 59
How Enemies Work During the Player Phase, enemies will
behave in accordance with how the dice fall.
Throughout this list of enemies to When 1-3s and 4-5s occur, enemies will
encounter, the information regarding them typically act and respond to the players’
will be presented in the following format: actions as a consequence, especially if the
dice roll in question was a weapon attack
• Name: The enemy’s name. Players aimed at them.
should know what these enemies are called,
even if their characters do not. Most enemy The most common way enemies will react
types, however, are common knowledge to to a 1-3 or a 4-5 is to deal one of their
most Magi. damage values to the player who made the
• Health: The amount of Health an enemy roll. Each enemy also has up to 3 moves
possesses. When these reach 0, the enemy that may allow that enemy to use other
is immediately taken out. tactics like bestowing status effects,
adjusting their positioning, calling for
• Damage: The amount of damage and reinforcements, or put the players in a bind.
type of damage the enemy deals. If multiple
damages are listed, the GM chooses which During the GM Phase, the GM gets a
is the most appropriate to inflict as a number of actions equal to the amount of
consequence depending on the fiction. players at the table, and they can use GM
• Moves: Up to 3 moves the enemy may moves, inflict damage on the PC’s, or use
use as a consequence or during the GM an individual enemy’s moves to show how
Phase. the opposition adjusts their tactics.

During the End-of-Round, any enemies


Some moves may call for status effects to who have active status effects will be rolled
be bestowed or inflicted on that enemy’s by the GM to see if they persist, just like the
allies or on a player character. Any status players. The same rules that apply to
effects inflicted by an enemy move players with how status effects and damage
have a strength of 3, though more types interact with each other also apply to
powerful variants can have strengths of 4 or enemies, for ease of understanding.
even 5 at the GM’s discretion.

60 61
Creatures DMP Enchanter
Health: 6
DMP Agent MageTec Fire - 3 Magic
Health: 7 Moves:
Baton - 2 Physical - Harness MageTec to heal an ally
CT Pistol - 3 Magic (self or ally recovers 5 Health)
Moves: - Harness MageTec to protect their team
- Call for reinforcements (bestows Cloak or Shield to up to 3 allies)
- Attempt to capture a MAGI - Manipulate the environment with
- Attempt to reason with a MAGI telekinesis via MageTec

An agent of the Department of Magical A DMP agent who specializes in the use of
Phenomena. They are more likely to attempt MageTec, and can weave a great variety of
an arrest rather than outright attack or kill effects that resemble powerful spells.
whom they still view as their countrymen.
DMP Flyer
DMP Elite Health: 5
Health: 8 Dual CT Pistols - 3 Magic
Baton - 2 Physical Dual Swords - 3 Physical
CT Rifle - 4 Magic Moves:
Moves: - Take flight out of enemy range
- Call for reinforcements - Land and draw swords for close-range
- Harness MageTec to hinder a MAGI combat
(Inflict Poison, Weaken, or Corrupt) - Pursue an enemy at great speeds
- Perform a risky maneuver on hoverbike
A DMP agent equipped with a hoverpack on
A high-ranking DMP agent. Their left hand is their back for limited flight maneuvers
adorned with a MageTec gauntlet, and they
are equipped with a hoverbike for pursuing
MAGI.

62 63
Manticore Lobo
Health: 7 Health: 4
Claws - 3 Physical Bite - 2 Physical
Moves: Moves:
- Attack with a poisonous sting - Surround and attack as a group
(Inflicts Poison) - Converge as a pack and protect each other
- Take flight or land (Bestows Shield on self or ally Lobo)
- Pounce on a target - Howl aloud and summon more Lobos

A deadly fusion of lion, dragon, and Domesticated peacekeepers that resemble


scorpion, the manticore is feared for its large, silvery wolves. Often released in
debilitating venom and hair-trigger temper. packs to realize their full potential on the
battlefield
Troll
Health: 15 Behemoth
Hammer - 4 Physical Health: 25
Stomp - 3 Physical Claws - 4 Physical
Moves: CT Blasters - 3 Magic
- Harness MageTec to cast Weaken Moves:
(Inflicts Weaken) - Unleash a deafening roar
- Harness MageTec to cast Regen (Inflicts Corrupt on up to 3 targets)
(Bestows Regen on self) - Harness MageTec to protect itself
- Cause massive collateral damage (Bestows Shield on self)
- Deactivate its restraints
A towering monster who easily reaches (Bestows Empower on self)
over 12 feet tall. Only employed in the most
dire of circumstances. It wields a large A massive monster that is intelligent
hammer inlaid with crystals that allow it to enough to harness MageTec and CT
harness MageTec. cannons mounted on a restraint collar
around its neck.

64 65
Harpy Chimera
Health: 6 Health: 16
Talons - 2 Physical Lion’s Bite - 3 Physical
Howling Gale - 3 Magic Flame Breath - 3 Magic
Moves: Moves:
- Grab and carry an enemy or item into the - Breathe fire all over the place, hitting up to
air 3 targets
- Blow enemies away with the beat of its - Coil an unsuspecting foe in its serpent tail
wings (Inflicts Pain)
- Take flight or land - Wreathes itself in flames
(Bestows Empower to self)
This terrifying monster resembles a cross
between human and bird. They carry prey A huge beast that bears the head of a lion,
and other tools of the enemy to great the body of a goat, and the tail of a snake. It
heights and drop them to the ground. breathes fire with reckless abandon and is
feared for its ferocity.
Goblin
Health: 5
Claws - 2 Physical
Moves:
- Steal a Crystal from a MAGI
- Leap and climb all over
- Swarm together as one hive unit

One of the first biological weapons


developed by the Government. Short, ugly
creatures that are enamored by the light of
the crystals and are primarily used to seize
contraband crystals from MAGI.

66 67
Machines CT Mech Unit
Health: 30
CT Troop CT Cannon - 4 Magic
Health: 5 Arm Punch - 3 Physical
CT Arm Cannon: 3 Magic Moves:
Baton - 2 Physical - Blast the environment to prevent escape
Moves: - Set up a cloaking field
- Attempt an arrest (Bestows Cloak on self)
- Mobilize with the others - Force itself in between the MAGI and their
goal
The basic model of Crystalline Technology
Troop, a robotic police officer whose primary A huge, bipedal mech piloted by a human
function is to apprehend and subjugate. soldier that stands roughly 15 feet tall. It has
Equipped with a baton and a built-in CT powerful arms for punching, thrusters, and
cannon. a huge CT cannon in the torso.

CT Commander Security System


Health: 7 Health: 10
CT Arm Cannon: 3 Magic CT Cannon - 2 Magic
Saber Arm - 3 Physical Moves:
Moves: - Raise the alarm for rogue MAGI
- Release reparative nanomachines - Deploy a drone to provide support
(Bestows Regen on up to 3 allies) - Scan the area for MAGI
- Blast someone with an anti-magic beam
(Removes all status effects) A sophisticated security system that can be
- Command other Troops installed in almost any area of the city
where MAGI are not welcome. Consists of
A more advanced model of CT Troop that cameras, drones, and possibly a security
provides support and strips away protective core with mounted CT cannons.
enchantments.

68 69
CT Caelum Unit CT Grex Unit
Health: 40 Health: 10
CT Cannon - 5 Magic Nanomachines - 3 Physical
Railgun - 4 Physical Moves:
Mounted Turrets - 2 Physical - Disintegrate physical matter it touches
Moves: - Reinforce and power up an ally
- Soar overhead to change positioning (Bestows Shield and Empower on an ally
- Charge up a cannon blast that lasts until CT Swarm Unit is destroyed)
- Overwhelm an area with suppressive fire - Travel on or through walls and ceilings

A moderate-size aircraft equipped with a CT While at first glance this looks like a mound
cannon and several mounted firearms. Only of autonomous, black ferrofluid, this mass is
employed on particularly evasive targets actually a hivemind of millions of CT
where bird’s eye vision is ideal for pursuit. nanomachines that, while deadly on their
own, are mainly used to fortify other units.
CT Terra Unit
Health: 35 CT Sicarius Unit
CT Cannon - 3 Magic Health: 12
Grenade Launchers - 3 Physical Arm Blades - 4 Physical
Moves: Moves:
- Fire Flash Grenades to disorient foes - Unleash a deadly poison spray
(Inflicts Curse on up to 3 targets) (Inflicts Poison and Weaken)
- Remove or crush obstacles with its sheer - Become invisible with thermoptic camo
size (“Camouflaged” status effect)
- Eject the pilot when destroyed - Quietly dash at incredible speeds
(DMP Elite)
A specialized assassin android that packs a
A proper tank, only deployed in the most punch and behaves almost animalistically
dire of circumstances when entire streets to track down and quietly deal with political
need controlled. Has a human pilot. targets.

70 71
CT Drone CT Vespa Unit
Health: 3 Health: 7
CT Mini-Cannon - 2 Magic Prehensile Stinger - 3 Physical
Moves: Moves:
- Hover to take a blow for an ally creature - Fire a poisonous dart from its stinger
- Blast with an crystal-jamming cannon (Inflicts Poison)
(Inflicts Jinx) - Electrify an opponent with its stinger
(Inflicts Pain)
A small drone equipped with a tiny CT laser - Hover out of harm’s way
cannon that commonly accompanies
intelligent creatures to provide extra Resembling a giant, metallic hornet, this
firepower and support. flying machine wields a long, snake-like
appendage equipped with both shock
CT Canis Unit weaponry and poison.
Health: 6
Mounted Rubber Bullet Gun - 3 Physical
Headbutt - 2 Physical
Moves:
- Tackle a nearby opponent
- Wait for instructions from its controller
- Fire a canister of debilitating gas
(Inflicts Curse on up to 3 targets)

Once beloved by the public for resembling a


large, robot dog, this quadruped automaton
is now commonly employed in riot control.
It is armed with chemical weapons and
regular firearms.

72 73
Undead Possessor
Health: 8
Ghost Slam Attack - 5 Physical
Health: 5 Moves:
Claws - 2 Physical - Possess a human or another creature
Moves: (Target is under Possessor’s control)
- Give a shuddering gaze - Taunt a MAGI to kill their captive body to
(Inflicts Weaken) release them
- Cling to a player’s clothes and body - Breathe poison breath everywhere
- Fling objects around in its vicinity (Inflicts Poison on up to 3 targets)

The most basic manifestation of Undead, a A sadistic undead that possesses living
ghastly humanoid shadow with claws and a creatures to torture their loved ones. Can be
mouth. released by exposing the captive body to
bright light, whether electrical or magical.
Wraith
Health: 7 Vampire
Black Magic: 3 Magic Health: 15
Moves: Life Leech - 5 Magic
- Casts a powerful hex over an area Claws - 3 Physical
(Inflicts Curse on up to 3 targets) Moves:
- Assumes a shadowy, non-corporeal form - Entice a human with supernatural charm
(Bestows Shield on self) (Inflicts Corrupt)
- Instantly dissolves into shadow and - Bite a human and infect it with disease
reappears elsewhere (Inflicts Poison)
- Turn into a bat to fly away
A wretched spirit that casts all manner of
curses while protecting itself from physical A seductive, intelligent undead that takes
harm by traveling through shadows. the form of an unnaturally beautiful human
who preys on human life essence.

74 75
Banshee Shade
Health: 12 Health: 5
Claws - 3 Physical Scepter - 2 Physical
Moves: Shadow Magic - 2 Magic
- Call other undead with a horrid wail Moves:
- Instill fear with a loud scream - Turn invisible until the start of the next
(Inflicts Weaken on up to 3 targets) round
- Fly around the area screaming - Wrack a foe with terror and guilt
(Inflicts Jinx)
Known also as “weeping women,” these - Sap a foe’s strength and constitution
feminine-presenting undead howl grief- (Inflicts Corrupt)
stricken cries into the night that chill any
who hear them to the bone. A shadowy figure that preys on terror and
fear to heighten its powers. Able to
Daemon disappear at will, it incites panic from the
Health: 25 shadows.
Chains - 4 Physical
Shadowfire - 3 Magic Wight
Moves: Health: 12
- Summon lesser undead with its chains Greatsword - 4 Physical
- Ensnare a Magi Moves:
(Inflicts Pain) - Charge towards an unsuspecting foe
- Breathe black fire everywhere - Drink deep of its hatred
(Shadowfire up to 3 targets) (Bestows Immortal on self)
- Breathe a foul breath that saps power
A powerful undead being with a large, (Removes one beneficial status effect)
shadowy form and flaming red eyes. It is
covered in heavy chains that it uses to pull A rapidly decaying memory of a warrior
forth undead and to trap its victims. from ages past held together by sheer
hatred and bloodlust.

76 77
Wisp Strength in Numbers
Health: 3
Icefire - 2 Magic You’ll notice that, for the most part, the rules
Moves: of damage and Health are fairly balanced
- Show someone the way towards death around the idea of damage symmetry: A
blow that is harmful for the enemies is
- Split itself in 2, creating a new Wisp equally harmful for the players.
- Burn someone with ice-cold flames
(Inflicts Jinx)
This is to instill a sense of desperation
A wisp of blue flame that is cold to the touch. when going against powerful undead,
They often appear at the site of someone’s government operatives, and mechanical
death, and are believed to guide souls to the peacekeepers: The idea that you could get
afterworld. lucky in a straight-up fight, but what makes
you powerful and able to take down airships
Lich and behemoths is teamwork mixed with a
Health: 50 healthy dose of magical powers.
Necromantic Spells - 4 Magic
Staff - 3 Magic Your greatest strength is in numbers:
Moves: Namely, that you are a unified group of allies
- Summon undead with a wave of its hand with diverse areas of magical study using
- Cast a dark curse upon the entire area their powers to work together and
(Inflicts Curse on up to 3 targets) overcome any obstacle.
- Break magical defenses with an
unstoppable hex on one foe
(Removes Safeguard, Inflicts Corrupt) Most combat encounters are not going to
be “balanced” in the traditional sense: Part
of the fun of MAGI is the power fantasy of
One of the most powerful known undead. It being able to blast hordes of enemies away
retains human-like intelligence and with ease. However, for an easier time, there
commands armies of ghosts and wraiths. It should generally be as many enemies as
is said to have been a sorcerer of eld. there are players, if not less.

78 79
“Where would we even go? Chapter VI
There’s nothing beyond the
wall. It’s a wasteland.”
—————
“Hope you like dealing in cash,
cause this job’s under the
THE SETTING
table. It’s rough, but it beats
going hungry.”
—————
“If they catch you, it’s game
over. You can’t ever cast when
you’re not here, and definitely
not when you’re alone.”
Your World • MAGI are second-class citizens. No
matter who you were in your previous life,
The City-State was designed to be vague to whether rich or poor, the moment your
suit any group’s preferences. This chapter magical powers surface, you lose all of that
serves as a guide establishing baseline lore and must live the life of a MAGI.
and for making it your own. • The system needs to change. The
current Government may already be
There are a few base assumptions, considered tyrannical by some, but to all the
however, that the system requires: Magi living in squalor by their design, it is
undeniable. One thing is certain: This cannot
• All technology, no matter how continue the way it has been. The player
mundane or futuristic, runs on crystals. characters are people who understand this
A general rule of thumb is: If it would run on problem and actively want to be part of the
electricity, batteries, or similar in our world, solution.
it has a crystal inside it that powers it.
• Leaving the city is not an option. The While you can freely play around with these
players can’t simply run away from their ideas to suit your own vision of the game’s
problems: They have to either be part of the setting, the above five statements are more
effort to change the world as PCs, or live or less the foundation upon which this
within it to the best of their abilities as NPCs. game’s premise can function. I strongly
• Magic is illegal and MAGI are widely recommend keeping all of them in mind
feared. Society at large considers magic to when developing your world.
be dangerous or evil, and Magi are always
the underdogs trying to be free. While The following sections are worldbuilding
there’s no easy answer as to whether Magi prompts for you and your players to think
are “born this way” or made so by unknown about when designing your City-State. Each
environmental factors, it is plainly clear that has 3 examples that you can pick from or
the gift of magic is not a choice one can use to inspire your own answers. Also note
make: It is a part of who you are that cannot the differing themes and questions each
be separate from you. section provides and how they may fit into
the stories you are trying to tell.

82 83
The Government Some ideas for characters the players
may need to watch out for…
While the DMP is the main arm of the law
that deals with MAGI and those who harbor • The Ruler of the City-State
them, they are only a branch of the • The Chancellor or other Second-in-
Government that rules the City-State. How Command figurehead
is that Government structured?
• The head of the DMP
• The city is ruled by an authoritarian • The Informants and Spies who report
dictator, supreme leader, monarch, or other to the DMP
central absolutist figure. The actual • Vigilante citizens who side with the
governing body is fairly small but holds Government against MAGI
massive power over its citizens.
• The government is a bureaucracy split Some characters the players might
into an executive branch led by a prime come to rely on…
minister, a legislative senate, and a judicial
tribunal. All are aligned against the interests
of MAGI and are the architects of their plight. • The head of a rival faction in favor of
Magi rights looking to seize power
• The city is a corporate oligarchy ruled
by a board of capitalist executives (known • An elected official who holds secret
collectively as “The Board”) who own the meetings with Magi to campaign for them
businesses and land that keep the economy • A disgruntled corpo who secretly
going. Everything they do is in the interests harbors family who are Magi
of profits and exploitation. • Community leaders who organize relief
efforts for struggling Magi
These examples are some ways you can • Fellow Magi who cannot or do not wish
structure the Government depending on to fight and instead help the community in
how you feel about monarchy, bureaucracy, other ways
capitalism, or all three. Feel free to invent
your own explanation if you wish.

84 85
Why MAGI? Some ideas for obstacles the Magi may
face in their struggle…
Magic is strictly illegal in the City-State, and
those who are capable of using it are denied • Religious leaders who call for violence
civil rights. But why does the Government, • The actual power that Magi do indeed
and society at large, hold such antipathy? hold, if only implicitly, over mundanes
• Acceptability politics, or, the idea of
• Corporate interests demand that magic making concessions to assimilate rather
be harshly criminalized. Big Business sees than exist freely
magic as a threat to the goods and services
they profit from, and open sorcery would • Magi who believe these ancient
make them obsolete. magocracies had the right of it
• The official stance of the Government is • The court of public opinion and the
that ancient societies were once ruled by media waiting to sensationalize a Magi
powerful wizards who subjugated those messing up
who did not share their gifts. The City-State
reasons that it is protecting its citizens from Some ways characters can go about
magocracy. How true this story is depends helping people see the truth…
on whom you ask.
• The dominant religion the City-State • Show that magic can be used for good
follows proclaims magic to be an evil art as much as it can be used for ill
and that MAGI are touched by demons.
They believe that undead are a byproduct of • Research and expose the “magocracy”
evil magical practitioners left unchecked. conspiracy theories
• Use the media against those in power
Rationalizing bigotry is difficult, but knowing • Take initiatives to investigate the undead
why people hate magic is a good starting and work with mundanes to fight against it
point for changing people’s minds. • Expose companies that use magic as
Sometimes, though, “because they’re part of their production processes
different” is good enough reason.

86 87
The Shadow Lands Some ideas for threats the Shadow
Lands may pose for players…
The City-State is a lone beacon of light in a
land surrounded by the inhospitable • Undead are constantly pouring into the
Shadow Lands. What is the nature of the city from outside
world at large, and are any other human • The Government has erected a massive
civilizations left? wall barring exit around the edge of the city
• Immigrants from the Shadow Lands
• As far as anyone knows, the City-State is foretell of a great calamity that will befall
humanity’s last bastion of hope: The the City-State
Shadow Lands continue into eternity where
few dare to tread. As a result, the City-State • If not already darkened, the sun itself
is trapped in perpetual night. seems to be fading
• There are other civilizations out there, but • Rumors of a neighboring nation
none come close to the level of gathering forces to conquer the City-State
technological progress as the City-State.
The “Shadow Lands” figuratively refers to Some ideas for how players can use the
the rest of the world that lacks electrical Shadow Lands in their missions…
power and crystalline tech.
• There are other city-states that function • Collaboratively research a scientific or
just like ours, but they are few and far magical solution to the impending darkness
between, like points of light in a sea of
barren wasteland. Ruins of older • Try to capture and communicate with an
civilizations dot the landscape from before a undead to learn more about them
powerful curse left the land to rot. • Learn about the curse that has befallen
the rest of the world and how to reverse it
Players cannot feasibly leave the City-State, • Discover the truth about the Shadow
at least at first. Use these examples to come Lands that the Government is hiding
up with your own version of the Shadow • Look into ways to make contact with
Lands and why few, if any, ever return. anyone who lives on the outside.

88 89
Penalties Some ideas for how punishment for
magic might affect players…
MAGI are seen as undesirables throughout
the City-State and the use of magic is a • The need to use magic contrasted with
serious crime. The DMP actively hunts the threat of getting caught
offending magic-users, but what happens • The uncertainty of how much you can
when one is caught? trust any given person with the knowledge
that you are a Magi
• MAGI suspected of casting spells are • How the threat of punishment can cause
incarcerated in special prisons called MAGI many to lose hope or think little of death
Retention Centers, or MRCs. These low-
tech facilities are specially designed to keep • A trusted ally being captured by the DMP
crystals out of reach of MAGI. • The struggle of choosing self-
• MAGI are given a choice: They can join preservation over the community
the Mage Corps, a branch of the DMP that
helps capture other MAGI and develop new Some ideas for how players may fight
technologies in service to the City-State, or against this system…
they are exiled to the Shadow Lands.
• The DMP itself does very little beyond • Convince Mage Corps operatives to
confiscating crystals, though they turn coat
register the MAGI’s name and particulars
into a public database that allows them to • Mount rescue efforts to save prisoners
be quickly identified and targeted for or exiles from their fates
discrimination and vigilantism. • Destroy or hinder the MAGI database
• Campaign with the community to
How harsh these penalties are may protest against the criminalization of magic
influence how easy it is to live life as a MAGI • Mount defense initiatives to protect the
who stays out of trouble. Bear in mind, most vulnerable
however you choose, player characters are
definitely not going to stay out of trouble.

90 91
The Community Some ways the community might be
threatened…
MAGI typically band together to form a
community of people hoping to make • Anti-MAGI groups might seek to
things better, if not survivable. Others may sabotage or intimidate the community
resist the Government’s rule and seek to • The Government might conduct regular
liberate MAGI from their oppression. What raids on Magi-friendly businesses
is this community like?
• Harsher laws might be considered by
legislative officials in response to growing
• Mostly splinter groups and independent numbers of Magi
networks of folks willing to open their
homes and provide supplies to Magi who • Supplies and funding may be running
need them. There’s no official organization low due to logistical complications
yet, but that might be changing soon. • The Government might employ more CT
• There’s an underground resistance security systems and Troop patrols
known as Black Rose that is made up of
MAGI and mundanes who support MAGI Some ideas for how the players may
rights. They operate checkpoints and safe seek solace in the community…
havens while performing clandestine
operations to fight for MAGI liberation.
• Sympathetic mundanes might offer
• Several pro-Magi organizations exist that shelter and supplies to weary Magi
advocate for and campaign for Magi
representation in government, even if they • Magi may have an established home
aren’t officially affiliated with the movement base they can always rest and return to
itself. This committee focuses primarily on • Leadership may provide missions and
raising awareness and influencing politics. give the Magi a sense of direction
• Politicians may provide invitations to
The community is the central framework social events to improve Magi standing
through which the player characters • Magi may be provided codenames and
operate. One or all of these may be true. cover identities to help live normal lives

92 93
Public Opinion Some ways the public might cause
problems for the players…
Magic is illegal and most are afraid of those
who can use it. But to what extent does • Citizens may scream and shout when
this fear take hold among common they see magic being performed openly.
citizens? • Someone who seems nice at first may
report you later to save their own skin
• Anyone identified as a MAGI instantly • Businesses may refuse to serve or hire
becomes a target for violence and mob you, at least openly
justice. Those who don’t run away in terror
will take up arms against a perceived threat. • Friends and family members may be
woefully misinformed and turn on you
• Most MAGI are met not with antipathy,
rather indifference. Rumors might spread • Mundane citizens might ignore you or
and anonymous tips maybe filed, but few refuse to help you with your problems
people would directly confront Magi and
would rather just pretend they don’t exist. Some ideas for how the public might be
• Most people, while afraid or hateful of helpful to players…
magic itself, don’t mind MAGI as long as
they are kept far away from them. Most • Heroic deeds might be met with people
actually disagree with the Government’s looking the other way or even thanking you
extreme stance and believe Magi should
be given equal rights so long as they don’t • Citizens who witness police brutality may
cause trouble, but rarely have the ability to be compelled to your defense
say so openly. Many look the other way • Some anti-MAGI people may change
when they see Magi casting openly. their minds after interacting with you
• Some citizens may choose to help you
The role of common citizens is very at great personal risk to themselves
important to how your characters act in • Some citizens might have family or
their everyday existence. friends who are MAGI and sympathize with
your plight

94 95
Chapter VII
“I got a job from Command.
Looks like we’re breaking Safia
out of prison.”
—————
“How can we even be sure it’s THE GM GUIDE
safe? It could be a DMP trap to
get us all in one place.”
—————
“If everything goes right, it’ll
be a nice, calm demonstration.
If it goes wrong, well… Keep
your sword handy.”
GM Moves GM Move List
For the most part, consequences and - NPC Reveal: It comes to light that an NPC
complications are free for the group to is not who they say they are or there is more
come up with together, with the GM having to them than meets the eye.
the final say. Any kind of story-driven
wrench you can throw into the mix works, - Unfortunate Timing: A time-sensitive
but when you need inspiration or are in a situation is thrown off, whether too early or
combat situation and need a go-to, you can too late.
use the GM Moves to shake up the fight.
- Foul Luck: A troublesome event happens
GM Moves are mostly intended to use coincidentally. It need not be a direct result
during the GM Phase of combat when of the action rolled.
enemy actions and damage aren’t
appropriate, but you may use GM Moves at - Change of Scenery: The scene carries on
any time to make 1-3 and 4-5 rolls more to a new location, or the battlefield shakes
interesting on the fly. up and changes.

When you use a GM Move, you may choose - Raised Alarm: A security system is
to announce that you are using it, or you alerted to the players’ presence, or the
can simply weave it into the narrative enemies raise an alarm.
without calling explicit attention to it. Some
groups enjoy more “gamey” feel to their - Change the Game: The goal or objective
mechanics, and others might find it to be changes, or a new obstacle to victory
more immersive not to invoke game terms presents itself
as often. The choice is yours.
- Plot Twist: New information that throws
GM Moves can be used during or outside of the whole situation into question is
combat as appropriate. revealed.
- New Threat: Reinforcements, a new
enemy, or a hidden danger is revealed.

98 99
Examples During an uprising, the DMP has authorized
the use of a Behemoth to quell MAGI
To get an idea of how GM Moves can be rebellion. Chase, Miriam, and Yuxuan do
used, see these sample narrations of GM battle with the Behemoth while the others
Moves in action: retreat. Once they’ve all acted during the
Player Phase, Anya, the GM, can perform
Jamie and her team are trying to rescue a up to 3 actions during the GM Phase. She
group of captured Magi from a DMP decides for the Behemoth to fire its CT
transport unit. They’ve managed to force the blasters on Miriam, who takes 3 Magic
hovervan to land, and have begun fighting damage. Then, Anya has the Behemoth
the agents driving it. During the Player unleash its deafening roar, inflicting Corrupt
Phase, Jamie wants to use her action to on the three heroes. For a third action, Anya
break open the doors to set the detained uses the Change of Scenery GM Move: The
Magi free. She forcibly tries to tear open the Behemoth, in its roaring rage, the massive
doors, and rolls Daring. Her result is a 4: beast flings parked cars everywhere,
Success, but with a complication. Fen, the making the streets much more hazardous
GM, decides to use the Raised Alarm GM to navigate for the next round.
Move as a consequence: Jamie busts the
doors open, but a loud alarm rings out from André and Zahir are not in battle, but are
the hovervan, alerting any other DMP forces trying to hack a computer to reveal the
in the area that a government vehicle is whereabouts of an important government
being vandalized. The group can expect figure. Zahir is trying to crack through the
reinforcements soon if they don’t hurry. firewall as fast as he can, so he rolls Alacrity.
He rolls a 2: Failure, with a consequence.
Carolina, the GM, uses the Unfortunate
Timing GM Move to narrate Zahir being
unable to get into the system in time:
Security guards are patrolling the area, and
Zahir is forced to escape with André before
they are discovered. They’ll have to try
again later or come up with another plan.

100 101
Missions Player Safety
In a typical game of MAGI, the player As discussed earlier, player safety is an
characters will be going on missions important aspect of playing MAGI, where
throughout the City-State to fight for real-world themes of oppression, police
freedom and justice. The exact nature of brutality, class warfare, and bigotry may
these stories will vary depending on what come into play. Fictional, fantastic
kind of stories you want to tell in this setting. bigotry can feel a lot like real bigotry,
especially in immersive role-playing
While some groups may wish to fight experiences, and so it is everyone’s
through waves of CT Troops to destabilize responsibility to make sure that the group is
the Government’s hold on the city, others exploring these themes safely and
might want to investigate the rising MAGI respectfully.
population and the increasing prevalence of
undead appearing within the city. Session 0 is a good method to ensure
everyone is on the same page about what
Some might wish to embody “superhero” they can expect to explore during the game
type roles by showing the general public and discuss which topics are off-limits.
that Magi are not to be feared. Others may Have an entire session before actually
want to forget the public entirely and take playing dedicated to having these
the fight to the DMP itself, which produces discussions. You can also make characters
the anti-magic propaganda in the first place. during this Session 0.

Some groups may even want to tell stories Lines and Veils are also useful when
of espionage and subterfuge, of MAGI defining what topics should never be
who go on secretive, clandestine operations explored or even alluded to (Lines), and
to further the goals of the MAGI underclass which topics should be approached
while remaining stealthy. cautiously and with as few details as
possible (Veils). Make sure everyone
Make sure your group is all on the same (including you, the GM) make clear and keep
page as to what kinds of themes you want to a record of what Lines and Veils your group
explore in this world. should be aware of.

102 103
Mission Structure Inciting Incident
A “mission” is a single job or operation the The Inciting Incident is what kicks off the
player characters perform. Think of it as a plot of the session, and is ultimately what
quest or a single objective that needs calls the group to action. During this
fulfilled. You can have your entire session introduction of the mission, set the scene
revolve around one long mission, or you can for what kind of environments we might me
split your game up into multiple smaller exploring in the session: Neon-lit back
missions that tell a grander story. alleys? A wealthy financial district? A sleazy
hotel?
Each mission should have the following
story elements planned out in advance for Give your players the opportunity to narrate
an easy flow of the game: where they are and what they’re doing: Ask
them what a typical day in their life looks
like. Let players collaborate and say who
• Inciting Incident: What kicks off the they’re hanging out with, and run with it. Use
story and causes the group to act? this information to help set up the incident.
• Preparation: How does the group
prepare for the upcoming conflict? Some examples of Inciting Incidents:
• Action: What does the group do to • A mutual friend has been arrested for
complete their objective? harboring MAGI
• Conclusion: Does the group succeed? • An anti-magic crackdown is occurring
How do they deal with the ramifications of as CT Troops have begun scouring the
their actions? undercity
• A vampire is rumored to be preying on
the local population in a nightclub
• A news segment reports a new
experimental technology is being
developed to detect and apprehend MAGI

104 105
Preparation Action
When the players are confronted with their When everyone is ready, the mission proper
mission and meet to discuss what to do begins, and the Magi work to complete their
next, Preparation begins. During this part objective. Here is where most of the combat
of the mission, players can change out their and juicy story details take place. The player
weapon loadouts, Acquire resources, characters will try to complete their
talk to NPCs about their situation, etc. mission, while the GM, acting as the
Either have a place in mind or be prepared Government and other enemies, will
to ask the players to come up with a safe challenge them with obstacles and
haven or home base they can plan their consequences. Here is where most of the
approach in. dice rolling and battles happen.

Preparation can take days, hours, minutes, Have some twists and turns planned to
or even seconds depending on the urgency introduce in the story using the GM Moves
of the situation. as prompts to reveal the information.

Some examples of Preparation: Some examples of Twists and Turns:

• Discussing a plan of attack at a Magi- • What the players thought was the
friendly bar or lounge objective actually turned out to be a
• Making a spur-of-the-moment distraction
decision in an alleyway as violence • Someone the players thought to be a
suddenly erupts trusted ally sells them out to the DMP
• Shopping at a local pharmaceutical • An intelligent undead reveals a
market for curatives while murmuring motivation that throws the mission into
their plans to each other. question
• Meeting with other Magi and Magi- • A Government official is revealed to be a
sympathizers to gather information and Magi themselves.
glean more knowledge about their target

106 107
Conclusion What’s Next?
It all comes down to this: The mission has Once the final scene of the mission has
either succeeded, failed, or something in played out, typically, you’ll want some time
between. The tension falls after a climactic to skip before the next mission.
finish, and the group is left with the
consequences of their actions. Loose ends If this is the end of your session, take time
are tied up, and the group celebrates a as a group to have an out-of-game
mission or mourns its failure. This may discussion of where players think the story
happen in a more secluded venue, or at will go and what they want to see in future
home as the characters reflect on their sessions. Talk about your favorite parts of
accomplishments and/or failures, either the game and what you hope to happen
individually or together. next in the campaign (aka “Stars and
Wishes”).
If any questions are not yet answered, they
may instead pave the way for a new If the session isn’t over, you’ll want to take
mission next time! the information learned from the previous
mission and determine how it will play into
Some examples of Conclusions: the next one. Have several in-game days
or weeks pass before any major
developments happen, and allow players to
• Riding the getaway vehicle through the fill in the blanks with their own narrations
skies as you disappear into traffic, of how their characters spend their time
discussing your next course of action when they’re not actively fighting for their
• Reflecting on your failures as you are lives.
thrown in jail and plan your escape
From there, you can start the next
• Celebrating victory over a round of adventure!
drinks at a local dive
• Planning your next move on a rooftop
after your target escapes into the busy
streets

108 109
110

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