Quick Index

Overview

Powers include: spell schools (rites via Paths), Psychic focus, and Technomancy interfaces. Most cost Mana or a discipline resource, and many carry risk on failure.

  • Roll: d20 + Focus Stat (Int/Wis/Chr) + Path/Skill vs DC/Resist to invoke/control. Beat by 5+ = Heighten (+25% magnitude/duration/area).
  • Costs: spend from Total Mana/Psychic Pool; track committed for sustained effects.
  • Limits: Psychic obeys Tethered Law (self/reach/perception/mind; no detached effects—see “Psychic”).
  • Resistance: Natural MR 15+ is always on (starts at 1); lower can toggle; selfcast bypasses.

Action Types

Player Optional Rule — AP Roll (Tempo Modifiers)

Variant A — Standard Table
1 +3 AP
2–4 +1 AP
5–16 As listed
17–19 −1 AP
20 −3 AP
Variant B — Reverse Gambit
1 −4 AP
2–6 −2 AP
7–15 As listed
16–19 +2 AP
20 +4 AP
  • Declare the AP Roll before your first action; roll at most once per round.
  • The GM may call a Tempo Shift that makes everyone roll AP for one round.
  • Not affected: movement by meter, and per-AP investments (e.g., Defense stance).
  • Reactions use your current round’s AP Roll (if any).
  • Singular: one-and-done effects (blasts, bursts, snaps). Pay cost; resolve; end. AP: 5 + cast time (Snap 0–Ritual 4–5).
  • Sustained: ongoing effects that require committed resources while active (wards, control fields, cloaks). Drop on botch/Stun unless noted.
  • Mundane: low-intensity, at-will utilities without a roll (sparks, faint glow, minor tool use) at Guide’s discretion—free, tiny, non-harmful.

Each power lists typical AP/time, DC/Resist, and whether it can be sustained.

Mana & Pools

  • Total Mana (single pool) = floor((Int + Wis + Chr)/2) + highest attribute + Σ(Mastery Ranks in Magic Paths). Fuels any Path; crosscasting from non-matching Domain = +1 Mana.
  • Domain Pools (e.g., Technomage = Int + Per) add to Total; initiate Paths with key attr sum ≥6.
  • Spend & Track: pay listed costs when invoking; reduce current total.
  • Regeneration: see “Learning & Regen”.

Committed Resources (Sustain)

  • Ongoing effects require committed Mana/Psychic Pool while active—this is unavailable elsewhere.
  • If you drop concentration, are incapacitated, or choose to release the effect, committed resources return (unless the power states otherwise).
  • Some effects have stacking caps or escalate risk (e.g., Overchannel: 2 HP = 1 Mana, then Backlash check vs 15).

Magic Resistance (MR)

  • Natural MR starts at 1 (Guardians); raised by skills/perks. Roll: d20 ≤ MR score = resist effect (no roll if MR <0).
  • Below 15, MR can be toggled on/off (some items/vows/scenes require this).
  • At MR 15+, resistance is always on; selfcast bypasses even at 20+.
  • MR may blunt or negate effects; some powers bypass or contest MR explicitly.

Botch & Risks

  • Power Roll: d20 adjusts invested resources (1: −50%; 1–4: −25%; 5–15: as invested; 16–19: +25%; 20: +50%). Skill shifts bands (lower fail 4→2; upper success 16→11 max).
  • Botch if adjusted < minimum: twist outcomes (feedback, unintended targets) via Backlash Table (d12, e.g., Wild Surge: random target; Mana Leak: lose 1d4 extra).
  • Overchanneling, sustaining multiples, or field interference increases risk (fail by 5+ = Backlash).

Psychic (Limits & Differences)

  • Psychic Pool = (Int + Wis) + Σ(Focus attrs; Int/Wis double if Focused). Focus prog: 1st free ≥4; 2nd ≥6; 3rd ≥8; 4th ≥10 (w/ability buys; max 4).
  • Tethered Law: self-alterations, weapon shaping, perception control, mind-to-mind contests/links (no detached explosions, summons, wide-area battlefield).
  • Strain: 1–5 from risks/overreach (3: −1 AP; 4: Staggered; 5: collapse, drop Links). Short rest −1; long clears.
  • Psychic Battle: Linked duel—Momen tum 0; success vs PR +1 (+2 on beat 5+), fail −1 (cap −3/+3). At +3: Drain 2d6 Life + 2d6 Pool (Mind save half); collapse on 0 Life/fail Body 12.

Technomancy Links

  • Technomage (Magic Path): Interface devices and InsectoBots via Mana effects (Int + Per Domain; Botsmith discipline for constructs).
  • Techno (nonmagical Path): AP/charges for commands, sensor relays, remote operation (no pool).
  • Techno Score = Computer Use + Science (Robotics) + Science (Computer) + Int; limits tiers/slots/enhancements.
  • Common packets: On/Off, Speed/Jump, Armor/Resist, Field Handshakes, Device Unlock (see Paths → Technomage).

Learning & Regeneration

  • Learning: Initiate Paths (key attrs ≥6 sum); known effects = 2× lower key attr (basics/Enh don't count). Advance via XP (MR: 1/2/3/5/5); training/vows/mentors/artifacts/research; Alignment/Order gates (e.g., Good ≥+5).
  • Regeneration: Mana: 5/hr normal, 10/hr rest, full 6h sleep. Psychic: short rest −1 Strain; long clears. Uneven per Path possible; rites/devices boost.
  • Guides may gate advanced powers behind fiction-first milestones/Disciplines (subbranches like Stormcaller).

Power Template & Samples

Template: Name — Path — Tier — Prereq — Min Mana — Range — AP — Save — Effect — Enhancements

  • Ember DartElementalist (Fire) — Tier I — — Min:1 — 20m — 5 (Snap) — Reflex 10 half — 1d6 + Int fire; may ignite. Invest: +1 Mana → +1d6 or 1m splash (half).
    Enh: Ignite (req MR1): +1d6 on burning targets.
  • Aether ShieldDefense — Tier II — — Min:2 — Self/ally 5m — 6 (Quick) — — 1 round: +3 Defense, Resist 3 elemental. Heighten: +5 or 2 allies.
    Enh: Ward Extension (req MR2): +1 round (commit 1 extra).
  • Mind SpikePsychic — Singular — — Reserve: — vs PR — 6 — — 1d8 + Wis neurotic; Mind 12 half. Heighten: +1d8. (Strain 1; Linked: −2 AP).