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CREDITS

Designer Monte Cook


Additional Design Bruce R. Cordell
Creative Director Monte Cook
Developer Sean K. Reynolds
Managing Editor Teri Litorco
Editor/Proofreader Ray Vallese
Design Intern Shane Zellow
Art Director Bear Weiter
Graphic Design/Layout Bear Weiter, Javier P. Beltrán
Cover Artist Roberto Pitturru

Artists
Paola Andreatta, Javier P. Beltrán, Sam Wolfe Connelly, Giuseppe De iure, Doruk Golcu, Joel Chaim Holtzman,
Dharm “Duddum” Khalsa, Macli, Russell Marks, Eric Messinger, Gabriela Novotná, Randy Ortiz, Angelo Peluso,
John Petersen, Tani “Ghray” Pettit, Roberto Pitturru, Maichol Quinto, Jericho Rose, Rowan Ryan,
Kyle A. Scarborough, Jacopo Schiavo, Elisa Serio, Zoa Smalley, Ben Wootten

The Magnus Archives is co-created by Jonathan Sims and Alexander J Newall and distributed by Rusty Quill Ltd.

Powered by the Cypher System designed by Monte Cook, Bruce R. Cordell, and Sean K. Reynolds.

TM

© 2024 Rusty Quill.


Cypher System content © 2024 Monte Cook Games, LLC.

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

MONTE COOK GAMES RUSTY QUILL


Chief Creative Officer and Founder Monte Cook Chief Executive Officer Alexander J. Newall
Senior Designer and Founder Shanna Germain Chief Operations Officer Hannah Brankin
Chief Operating Officer Charles Ryan Chief Marketing Officer Callum Dougherty
General Manager Tammie Webb Ryan Production Executive April Summer
Customer Support Manager Jennifer Walls Chief Technology Officers Martyn Pratt, Sebastian Hutter
Marketing Manager Kate Evans Marketing Manager Hattie Quinlan
Social Media Coordinator Olivia Ryan Head of Inclusion Helen Gould
Art Director Bear Weiter Events Manager Jessica Anson
Graphic Designer Javier P. Beltrán Network Liaison Tom Park
Managing Editor Teri Litorco Mastering Engineer and Lead Sound Designer Catherine Rinella
Associate Editor Dominique Dickey Senior Dialogue Editor Lowri Ann Davies
Senior Designer Bruce R. Cordell Audio Editor and Composer Katherine Seaton
Designer and Developer Sean K. Reynolds Showrunner and Senior Audio Editor Elizabeth Moffatt
Sound Designers Tessa Vroom, Meg McKellar
Senior Dialogue Editor and Composer Nico Vettese
Audio Editor Annie Fitch
TABLE OF CONTENTS
INTRODUCTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
CHAPTER 1: BASIC CONCEPTS. . . . . . . . . . . . . . . . . . . . . . . . . . 7
CHAPTER 2: CHARACTER DESCRIPTOR AND SKILLS. . . . . . . . . . . . . . . 15
CHAPTER 3: CHARACTER TYPE . . . . . . . . . . . . . . . . . . . . . . . . 27
CHAPTER 4: CHARACTER FOCUS . . . . . . . . . . . . . . . . . . . . . . . . 58
CHAPTER 5: EQUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
CHAPTER 6: CYPHERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
CHAPTER 7: RULES OF THE GAME. . . . . . . . . . . . . . . . . . . . . . . 114
CHAPTER 8: CHARACTER ARCS AND ADVANCEMENT . . . . . . . . . . . . . . 140
CHAPTER 9: THE STATEMENT . . . . . . . . . . . . . . . . . . . . . . . . 157
CHAPTER 10: THE ENTITIES. . . . . . . . . . . . . . . . . . . . . . . . . . 166
CHAPTER 11: A WORLD OF FEARS. . . . . . . . . . . . . . . . . . . . . . . 178
CHAPTER 12: MONSTERS AND NPCs . . . . . . . . . . . . . . . . . . . . . . 192
CHAPTER 13: ARTEFACTS AND BOOKS. . . . . . . . . . . . . . . . . . . . .248
CHAPTER 14: RUNNING THE GAME. . . . . . . . . . . . . . . . . . . . . . 285
CHAPTER 15: ADVENTURE ONE: THE RESURRECTION MOUND . . . . . . . . . . 355
CHAPTER 16: ADVENTURE TWO: LIQUIFY . . . . . . . . . . . . . . . . . . . 366
BACK MATTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376
CREATING YOUR CHARACTER IN NINE EASY STEPS. . . . . . . . . . . . . . . . . . . 376
RECOMMENDED RESOURCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377
THE MAGNUS INSTITUTE STATEMENT FORM . . . . . . . . . . . . . . . . . . . . . . 378
CHARACTER SHEET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379
CONSENT CHECKLIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381
INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
THE MAGNUS ARCHIVES ROLEPLAYING GAME

INTRODUCTIONS

I
t’s a bit surreal to hold this book in my hands. to be more than standalone stories. It needed an
It feels like the surprising culmination of overarching plot. It needed a world. So we started to
many different threads that have been woven build one and, drawing upon the lessons from two
throughout my life since childhood, and I couldn’t decades of roleplaying, it was a world with systems
be happier about it. and domains and monsters. It doesn’t surprise me
I started roleplaying when I was about 8 years at all that over the years since The Magnus Archives
old. My father is one of the original RPG nerds started to get popular, I’ve seen dozens and dozens of
and has been playing pretty much since the hobby’s homebrewed rulesets based on the dread powers.
inception in the 70s. As a child I’d sneak down It seemed natural, then, that at some point, we
some evenings to watch through the bannisters as should do a Magnus Archives RPG, but by that
he and his friends played. They even let me play point, the scale of it was much larger than could
(for an hour or so before bedtime), something I’m easily be done by either Rusty Quill or MacGuffin
sure was a bit of a chore for the grown-ups who & Co. (the small indie RPG press I run with my
wanted to play a serious game of Traveller. But I spouse, Sasha). And then we were approached by
loved it. Monte Cook Games, and it seemed a little bit like
So of course I picked up D&D 3rd Edition as soon fate. The Cypher System feels like the perfect fit,
as it came out. I was twelve years old and had already centring the characters and who they are, rather than
been playing for a while, but this was the first game a sheet full of numbers, and I’m delighted by the way
that wasn’t a part of my dad’s collection. It was the the Entities have been brought to life. And the art!
first game that was truly mine. The Dungeon Master’s I can only hope everyone who reads this is as
Guide gave me some advice on GMing that I still thrilled by The Magnus Archives Roleplaying Game
lean on today. Little did I realise at the time that I as I am. A lot of love went into these pages. And a
had just had my first run-in with Monte Cook. lot of fear.
Eventually I moved on from D&D towards
weirder, less prominent games, but the hobby gave
me a deep love of world-building and systems,
something that eventually found a very different
expression. When I first pitched Alex my idea for
an anthology horror podcast in an Edinburgh café
one summer afternoon in 2015, he said it needed Jonathan Sims

4
INTRODUCTIONS

H
i everyone—Alex here, I would also like to commend Jonny Sims.
I’d just like to take a moment to thank Though I am an experienced tabletop gamer and
you for helping to support this project and GM, my knowledge has paled in comparison to
tell you how honoured I am to present to you this his expertise in the field, and seeing him work with
official RPG based on The Magnus Archives podcast, Monte Cook to translate our stories of unknowable
designed by the fantastic folks at Monte Cook Games. horrors into a clear, concise work like this has been a
If you know nothing about The Magnus Archives, privilege to watch.
don’t worry! This book contains everything you will Lastly, I would like to thank you, the reader,
need to play. All you really need to know is that a whether you are a diehard fan with passionate
place called the Magnus Institute takes statements feelings about Mr. Spider, or just someone who
from witnesses to bizarre and horrifying events and has plucked this at random off a shelf on an idle
starts to connect the dots. Everything after that can be afternoon. The original Magnus Archives is the
discovered as you play, often with terrifying results. summation of years of passion, and that passion has
For those of you who are already familiar with been extended here, so knowing that you are reading
what we do, here you will find everything you these words ahead of what we hope will be years of
need to play your favourite characters and their horrifying and fulfilling time with friends is truly
statements, but not only that, we’ve filled it with humbling. So thank you, on behalf of myself and the
original elements as well so you can explore new countless number of people who have come together
ground if you dare! to birth this eldritch abomination (in a good way).
As for all the backers of this game, thank you so That’s all for now, so it’s with great joy in my heart
much. Our weird little group of horror nerds and I get to say one more time . . . Statement Begins.
gaming geeks could never have put all this together
without your support. We truly hope you enjoy the
result and all the associated goodies you unlocked to
accompany it. I honestly think we all enjoyed making
them as much as you will enjoy having them.
I’d also like to acknowledge the deeply dedicated
Monte Cook Games team. They have an incredible
enthusiasm for The Magnus Archives and really Alexander J. Newall
understand what it is that makes Archives unique.
The focus on characters, their personal choices and
the unknowable consequences that follow; the new
mechanics around fear, its flavours and its effects; the
monster profiles and artwork that faithfully capture
the essence of the show; our precious little nightmare
could not have been in safer hands.

5
THE MAGNUS ARCHIVES ROLEPLAYING GAME

I
vividly remember sitting down, putting my clear, reading the rest of this book will absolutely
headphones on, and pressing play on my phone spoil the end, so if that’s important to you, listen to
to listen to the first episode of The Magnus the podcast first—the story of the Magnus Archives
Archives. I was immediately drawn in by the wraps up in such a way that individual GMs’
atmosphere, the creepiness of the tale, the writing, creativity is empowered rather than hindered. The
the voice acting, and—if I’m being an honest end of the story unleashes creativity in precisely the
Anglophile—the British-ness of it all. (I am one of way an RPG setting should.
those Americans who is both charmed and entranced Fans of the Cypher System will see a lot of changes
by all things British. Always have been.) I don’t think to the base game in this rulebook, and crafting
I got up from where I was sitting until I’d absorbed those changes to tailor the game to the setting was
at least three episodes. I saw that we were going to a labor of pure love. I think you’ll find yourself able
get a creepy story each episode and, what’s more, that to play a game that is truly as dangerous, terrifying,
the narrator and the Magnus Archives themselves and perhaps even meaningful as the stories in the
weren’t just a framing story. I could see that these podcast. I couldn’t be happier to have worked on this
people doing the investigation and the archiving game, immersed myself in the setting (I’ve listened to
of the paranormal were the story. And that’s when the podcast multiple times now), and gotten to know
my game-brain kicked in. Because now these stories Jonny and Alex. Rusty Quill has been a pleasure
were game-able. It’s the titular Magnus Archives to work with at every step of the way. The whole
themselves that make the RPG work in a way that experience has been great.
a bunch of unrelated spooky tales, no matter how
good, would not. The first question a game designer
should ask when starting to work on an RPG is
“What do the characters do?” The Magnus Archives
answered that question for me.
Fast forward (metaphorically) nearly 200 episodes.
I’m about to listen to the last couple of episodes after
devouring the harrowing final season. At this point Monte Cook
I’ve already committed to designing the game and
my company is going to publish it. I just have one
lingering concern. I struggle with licensed RPGs
sometimes because the GM’s creativity is often
hampered by all the mountains of canon material.
The GM is forced into the role of being an expert
on the details of a setting they didn’t create. For
some, that’s fun, but for others, it’s taxing. It’s why I
don’t work on licensed games much anymore—but,
I shrugged, this setting was fun and imaginative
enough to make up for that. And then I got to the
finale of the show and that one last concern melted
away as if touched by Agnes Montague herself.
Without spoiling the end—although, to be very

6
CHAPTER 1

BASIC CONCEPTS

T
he Magnus Archives is a horror fiction SPOILERS!
anthology podcast examining what Be forewarned, this book is filled with spoilers
lurks in the archives of the Magnus for the podcast, up to and including the very
Institute, an organization dedicated to end. If you haven’t listened to every episode
researching the esoteric and the weird. It and don’t want the stories and revelations
follows the actions of head archivist Jonathan spoiled, put this book down and get to
Sims as he attempts to bring a seemingly listening!
neglected collection of supernatural statements It’s worth noting that this book does not
up to date, converting them to audio and include anything from outside the bounds
supplementing them with follow-up work of the five seasons of The Magnus Archives
from his small but dedicated team. podcast and its canon, including the episodes
Individually, these stories—these specifically labeled as not being a part of The Magnus Protocol is the
“statements”—are unsettling. Together they the “Magnus canon” and the entirety of The prequel/sequel to The Magnus
Archives podcast.
begin to form a picture that is truly horrifying Magnus Protocol podcast.
because as one looks into the depths of the
archives, something starts to look back…
In The Magnus Archives Roleplaying Game SPEAKING OF SPOILERS
(RPG), you and your friends take on the roles If you’ve listened to the entire five seasons
of archival assistants assigned to investigate of The Magnus Archives podcast, you know
the strange occurrences reported to the that in the end, the Entities escape the world
Institute by those that have encountered the of The Archivist, Martin, and the others.
mysterious and supernatural. What you hold It’s all a grand scheme of The Web, and it
in your hands is an overview of the game and relies on specific actions (or inaction) on the
its workings. This rulebook provides you with part of the main characters. This sets up The
everything you need to play, including the Magnus Archives Roleplaying Game. Since
complete rules; detailed character creation; an the Entities have moved to other worlds in the
extensive overview of the Entities, monsters, multiverse, you’ll create your stories in one
books, artefacts, and characters that make of these worlds. This is great news, because it
The Magnus Archives so enthralling (and gives you the freedom to adhere to as much
terrifying); and some adventures to challenge or as little of the canon of the podcast as you
and terrify your group. It’s everything you wish. Jonathan, Martin, Basira, and Daisy
need to play, whether with the investigations can be your player characters, but they could
presented or with terrors you craft yourself. equally be other archival staff of the Magnus

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

GLOSSARY
Game master (GM): The player who doesn’t run a Campaign: A series of sessions strung together with an
character, but instead guides the flow of the story and overarching story (or linked stories) with the same player
runs all the NPCs. characters. Often, but not always, a campaign involves
multiple adventures. In the podcast, a whole season could
Nonplayer character (NPC): Characters run by the GM. be thought of as a campaign—or, alternatively, the entire
Think of them as the minor characters in the story, or the show could be a single grand campaign!
villains or opponents. This includes any kind of creature
as well as people. Character: Anything that can act in the game. Although
this includes PCs and human NPCs, it also includes
Party: A group of player characters (and perhaps some creatures, ghosts, vampires, and so on. The word
NPC allies). “creature” is usually synonymous.

Player character (PC): A character run by a player rather Entities: The Entities, also called the Fears, the Powers,
than the GM. Think of the PCs as the main characters in the Dread Powers, and the Things That We Fear are
the story. cosmic horrors beyond total understanding, but are
believed to be responsible for the supernatural phenomena
Player: The players who run characters in the game. that feature in the stories. In essence, they use their
powers to evoke fear from victims and thereby sustain
Session: A single play experience. Usually this lasts a few themselves.
hours. Sometimes, one adventure can be accomplished in
a single session. More often, one adventure takes multiple Avatar: A being imbued with the occult power of the
sessions. Think of a session as similar to an episode of the Entities. This being might have started out a mortal and
podcast. gained this power, or they might have been created by the
Entities. They may have their own motives, but all Avatars
Adventure: A single portion of the campaign with a indirectly serve to provide fear to the Entities.
beginning, middle, and end. This is usually defined at the
beginning by a goal put forth by the PCs and at the end Cypher: A bit of luck, inspiration, hope, or resilience
by whether or not they achieve that goal. This is similar to that grants a character an ability that can be used once.
a full story in the podcast, and in fact, in this book we’ll Cyphers are entirely conceptual, and new cyphers can be
often use the word “story” as synonymous for “adventure.” gained through rest and relaxation. In many ways, they
We also frequently use “investigation” to describe Magnus are the opposite of Stress, which can be a hindrance to
Archives adventures. In the podcast, for example, the player characters in this game.
assault on the Institute in season one of the podcast might
be considered an adventure in the game. In season three, Artefact: An object imbued with the occult power of
Jon’s trip to America would be another adventure. Just like the Entities. We spell it that way because the folks who
stories in the podcast, the events of different adventures created the podcast spell it that way.
can bleed into one another, and they almost always affect
later adventures in the campaign. Canon: In the podcast, everything that happens is canon.
The characters, stories, and events are all set in stone. But
in your campaign, you can use as much or as little of the
canon as you want.

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CHAPTER 1
BASIC CONCEPTS

Institute, or you might create a completely specialized focus. So Jonathan Sims becomes
different institute or similar organization, a Scholarly Elocutionist who Solves Mysteries
set wherever you wish your stories to take and Serves as an Avatar of The Eye.
place. Your campaign might include different
side characters and creatures, end up very CHARACTER STATS
differently than the podcast, and reveal new Every player character has three defining
truths about the Entities. It’s up to you. characteristics, which are typically called
“statistics” or “stats.” These stats are Might,
Speed, and Intellect. They are broad categories
PLAYER CHARACTERS that cover many different but related aspects
Each character has a simple statement that of a character.
describes them, like: “I am an [adjective]
[noun] who [verb].” MIGHT
For example, Martin Blackwood might Might defines how strong and durable
be a Nervous Investigator who Helps your character is. The concepts of strength,
Their Friends. Jonathan Sims is a Scholarly endurance, constitution, hardiness, and
Elocutionist who Solves Mysteries. physical prowess are all folded into this one
In this sentence, the adjective is called stat. Might isn’t relative to size; instead, it’s an
your descriptor. Your descriptor offers a few absolute measurement. An elephant has more
modifications to your stats and skills and Might than the mightiest tiger, which has
provides a roleplaying hook to start with more Might than the mightiest rat, which has
an important aspect of your character’s more Might than the mightiest (mundane)
personality or nature. Descriptors include spider.
Fearless, Likeable, Scholarly, Hopeful, Bold, Might governs actions from forcing doors
Quick, and more. open to walking for days without food
The noun is your character type. If to resisting disease. Hitting someone in a
descriptor is what sort of person you are, hand-to-hand fight relies on Might as well.
type is the core of who you are. It’s the Occasionally, a paranormal power a character
fundamental way that the character interacts gains access to draws upon their physical
with the world and how they approach each essence, draining points of Might. Physical
challenge. It’s the noun of the sentence “I characters, tough characters, and characters
am an adjective noun who verbs.” You can interested in fighting should focus on Might.
choose from four main character types:
Investigator, Protector, Elocutionist, and SPEED
Occultist. Occultists are the least common Speed describes how fast and physically
of these, as they actually try to utilize the coordinated your character is. The stat
occult—always a dangerous thing in the world embodies quickness, movement, dexterity,
of The Magnus Archives. and reflexes. Speed governs such divergent
The verb is called your focus. Focus is actions as dodging attacks, sneaking around
what your character does best. Foci include quietly, and throwing a ball accurately. It helps
Explores Dark Places, Helps Their Friends, determine whether you can move farther on
Moves Like a Cat, Practically Lives Online, your turn. Nimble, fast, or sneaky characters
Solves Mysteries, Would Rather Be Reading, will want good Speed stats, as will those
and more. interested in ranged combat.
As the game progresses, a character might
also become an Avatar of one of the Entities.
Doing so results in taking on another,

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Action, page 116 INTELLECT You can always attempt any action—you
This stat determines how smart, do not need to be trained or specialized in a
knowledgeable, and likeable your character related skill. In other words, being trained in
is. It includes intelligence, wisdom, charisma, driving doesn’t let you drive a car; it just makes
education, reasoning, wit, willpower, and you good at it. Anyone can still try to drive.
charm. Intellect governs solving puzzles, It’s just a bit harder.
remembering facts, telling convincing lies, and Some characters have inabilities. If a
using mental powers. Characters interested character has an inability in a task, the task is
Hinder, page 119 in communicating effectively, being learned hindered (more difficult).
scholars, or wielding supernatural powers
should stress their Intellect stat. POOL, EDGE, AND EFFORT
A task is any action a character Each of the three stats has two components:
takes that is difficult enough
that the outcome is uncertain.
SKILLS (AND INABILITIES) Pool and Edge. Your Pool represents your
The success is determined by Your character has training in a handful of raw, innate ability, and your Edge represents
a die roll, and the die result specific skills. For example, you might be knowing how to use what you have. A third
needed is determined by the
difficulty level of the task. Skills trained in stealth, gymnastics, persuasion, or element ties into this concept: Effort. When
and Effort can improve the odds engineering. A character’s level of skill is either your character really needs to accomplish a
of a character’s success, as each trained (reasonably skilled) or specialized (very task, you apply Effort.
step a task is eased by reduces the
difficulty level of the task. skilled).
If you are trained in a skill relating to a POOL
Task, page 116 task, you ease that task by one step. If you are Your Pool is the most basic measurement of
Ease, page 118 specialized, you ease it by two steps. A skill a stat. Comparing the Pools of two creatures
can never ease a task by more than two steps, will give you a general sense of which
but you can use a skill and Effort together. creature is superior in that stat. For example,

10
CHAPTER 1
BASIC CONCEPTS

a character who has a Might Pool of 16 is You don’t have to apply Effort if you don’t Your character’s type (see
stronger (in a basic sense) than a character want to. If you choose to apply Effort to a chapter 3) determines your
starting Pool amounts.
who has a Might Pool of 12. Most characters task, you must do it before you attempt the
start with a Pool of 9 to 12 in most stats— roll—you can’t roll first and then decide to
that’s the average range. apply Effort if you rolled poorly.
You can spend points from one of your stat Applying more Effort can lower a task’s
Pools to decrease a task’s difficulty (see Effort, difficulty further: each additional level of Determining Task Difficulty,
below). You can rest to recover lost points Effort eases the task by another step. Applying page 117

from a stat Pool, and some special abilities or one level of Effort eases the task by one step,
cyphers might allow you to recover lost points applying two levels eases the task by two steps,
quickly. and so on. However, each level of Effort after
the first costs only 2 points from the stat Pool
EDGE instead of 3. So applying two levels of Effort
Although your Pool is the basic measurement costs 5 points (3 for the first level plus 2 for
of a stat, your Edge is also important. When the second level), applying three levels costs 7
something requires you to spend points from points (3 plus 2 plus 2), and so on.
a stat Pool, your Edge for that stat reduces the Every character has an Effort score, which
cost. It also reduces the cost of applying Effort indicates the maximum number of levels
to a roll. of Effort that can be applied to a roll. A
For example, let’s say you have the Eye beginning (first-tier) character has an Effort Eye for Detail, page 30
for Detail ability, and activating it costs 2 of 1, meaning you can apply only one level of
points from your Intellect Pool. Subtract your Effort to a roll. A more experienced character
Intellect Edge from the activation cost, and has a higher Effort score and can apply
the result is how many points you must spend more levels of Effort to a roll. For example,
to use the ability. If using your Edge reduces a character who has an Effort of 3 can apply
the cost to 0, you can use the ability for free. up to three levels of Effort to reduce a task’s
Your Edge can be different for each stat. For difficulty.
example, you could have a Might Edge of 1, When you apply Effort, subtract your
a Speed Edge of 1, and an Intellect Edge of 0. relevant Edge from the total cost of applying
You’ll always have an Edge of at least 1 in one Effort. For example, let’s say you need to
stat. Your Edge for a stat reduces the cost of make a Speed roll. To increase your chance
spending points from that stat Pool, but not for success, you decide to apply one level of
from other Pools. Once a stat’s Edge reaches 3, Effort, which will ease the task. Normally, that
you can apply one level of Effort for free. would cost 3 points from your Speed Pool.
However, you have a Speed Edge of 2, so you
EFFORT subtract that from the cost. Thus, applying
When your character really needs to Effort to the roll costs only 1 point from your
accomplish a task, you can apply Effort. Speed Pool.
For a beginning character, applying Effort What if you applied two levels of Effort to
requires spending 3 points from the stat the Speed roll instead of just one? That would
Pool appropriate to the action. Thus, if your ease the task by two steps. Normally, it would
character tries to dodge an attack (a Speed cost 5 points from your Speed Pool, but after
roll) and wants to increase the chance for subtracting your Speed Edge of 2, it costs only
success, you can apply Effort by spending 3 3 points.
points from your Speed Pool. Effort eases the Skills and other advantages also ease a task,
task by one step. This is called applying one and you can use them in conjunction with
level of Effort. Effort. In addition, your character might have

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

special abilities or equipment that allow you ALLEVIATING STRESS, HEALING INJURIES,
to apply Effort to accomplish a special effect, AND RECOVERING POINTS IN A POOL
For more details on recovery and such as knocking down a foe with an attack Rest allows you to reduce Stress and recover
healing, see page 135. or affecting multiple targets with a power that lost points in your Pools. You reduce your
normally affects only one. Stress by 3 points (1 level) for each hour you
In a fight, instead of applying Effort to ease rest. To get back points in a Pool, you need to
your attack, you can apply Effort to increase make a recovery roll, which is 1d6 + 1 points
the amount of damage you inflict with an per tier. The amount of time you need to rest
attack. For each level of Effort you apply in to make a recovery roll depends on how many
this way, you inflict 3 additional points of recovery rolls you’ve already made that day.
damage. This works for any kind of attack that
inflicts damage, whether a sword, a gun, an Recovery Roll Rest Time Needed
occult ability, or something else. First recovery roll One action
Second recovery roll Ten minutes
STRESS AND INJURY Third recovery roll One hour
There are two ways that characters can suffer
Fourth recovery roll Ten hours
damage. One is Stress, and the other is injury.
Stress reflects things that affect a character If you are seriously injured, you’ll likely
briefly, such as a shock, a bad experience, or have to rest for at least a day if not more, and
a minor wound (the kind that causes a bit of you should consider going to a hospital.
distress, but is usually better with a breather
or a small bandage). Injury is actual, serious SPECIAL ABILITIES
physical wounds that might send you to the Character types and foci grant PCs special
hospital. Or the morgue. abilities. These can just be cool things you can
Stress is tracked as it accumulates on your do, like taking an extra action or finding really
character. A minor injury might give you 1 or obscure information on the internet, but they
2 Stress. Likewise, a terrible shock or horrific can also be supernatural abilities. Using these
experience might give you 2 or 3 Stress. For abilities usually costs points from your stat Pools
every 3 points of Stress you accumulate, you (listed in parentheses after the ability name).
have 1 level of Stress. A level of Stress hinders Your Edge in the appropriate stat can reduce the
all actions. cost. If you don’t have enough points in a Pool to
More serious injuries, like being shot by a use a particular ability, you can’t do so until you
gun, gored by a creature, or hit by a car, move recover some points in that Pool. Supernatural
Damage track, page 132 you down the damage track. The four steps of abilities also inflict Stress when you use them.
the damage track are as follows:
Hale: You’re fine. CYPHERS
Impaired: Every time you apply Effort, it Cyphers are single-use abilities awarded by the
costs you 1 additional point from the stat you GM. Reflecting a character’s state of mind or
Major effects, minor effects, and are using. You also ignore minor and major the whims of fate, these capricious abilities
special rolls, page 119 effect results on your rolls and don’t deal extra allow a character to get a quick recovery of
damage in combat with a special roll. stat Pool points or a boost in a specific type
Some particularly tough Debilitated is a critically injured state. A of action. Each character has a cypher limit
characters have an additional debilitated character may not take any actions indicating how many cyphers they can have at
step in between hale and
impaired called hurt. There are other than to move (probably crawl). the same time.
no penalties associated with Dead is dead. Characters easily regain new cyphers by
being hurt.
resting, so players shouldn’t hesitate to use
their cyphers.

12
CHAPTER 1
BASIC CONCEPTS

ARTEFACTS You might be perfectly comfortable with


Artefacts are powerful items that can be used viscous, many-eyed creatures rising up out of the We use the British spelling of
many times. But using them is risky, because ground during a game but feel uncomfortable “artefacts” because that’s what
the podcast does . . . and we just
artefacts are always imbued with the powers with the idea of your character being buried think it’s cool.
and essence of the Entities. Using them inflicts alive. You might enjoy fighting giant spiders
Stress on a character. From the podcast, the but don’t want to hurt anything that looks or
web table or one of Jurgen Leitner’s books sounds like a dog. Maybe you’re all in on hearing
would be considered an artefact. the gory details of what happens when you
dismember someone but have no interest in
an explicit description of a skin rash.
CONSENT AND SAFETY TOOLS Whatever your thing is, you have the right
The Magnus Archives RPG is, at its heart, a to not have it in your game.
horror game. That means it’s important to use At the back of this book, you’ll find a consent Consent Checklist, page 381
good consent and safety tools in your game. checklist that can be used when planning a game.
These tools ensure that everyone gets scared or It includes many of the scary or uncomfortable
uncomfortable only as much as they want to be, things you’ll find in The Magnus Archives. As
and that everyone has consented to the premise with the general checklist in the Consent in For additional information
and expectations of the game. This is sometimes Gaming PDF, the GM can print or photocopy on consent and safety tools,
download the free Consent in
described as the difference between “good one for each player and themselves. Each player Gaming PDF at
uncomfortable” (something that makes you then fills out their own form and returns it to the myMCG.info/consent.
squirm in your seat in a great horror movie) and GM. By having a conversation about consent
“bad uncomfortable” (something that makes you ahead of time and using the consent and
feel nauseated, in danger, or offended). Being safety tools, you can ensure that you—and the
scared can be fun, but feeling unsafe isn’t. rest of your group—get all the scares you ask
for and none of the ones you don’t.
13
THE MAGNUS ARCHIVES ROLEPLAYING GAME

IMPORTANT NOTES ABOUT CONSENT CORE OF GAMEPLAY


• You decide what’s safe and right for you. The core of gameplay in The Magnus Archives
• No one has to explain their choices. Roleplaying Game—the answer to the question
• There’s a spectrum of consent for “What do characters do in this game?”—is
each topic. “investigate supernatural occurrences and gather
• Anyone can always change their mind knowledge, ultimately to attempt to hold back
about what they are or aren’t consenting to. the machinations of the Entities that threaten all
• Anyone is allowed to leave an humanity.”
uncomfortable situation at any time. Usually, this involves following up on the
statements given to the Magnus Institute, and
these are presented by people who describe
their supernatural encounters. Starting with the
The structure he held in his information in the statement, the PCs interview
Excerpts from the podcast
appear throughout the book, hands made my eyes hurt. Thin, witnesses, search locations, look for supernatural
identified by the episode number
sharp lines angling off from beings, seek artefacts and books that might be
(such as MAG 126) and name.
each other in an incredibly involved, and record and catalog everything they
intricate arrangement, discover.
although they never seemed to
As the PCs conduct these investigations,
their skills and abilities improve, and their
actually connect with each
knowledge of the truth behind the supernatural
other. It shifted like the
Entities at the very edges of our world increases.
other one and I felt something
Encounters with the supernatural can lead to
jabbing at my skull like a
the characters gaining mysterious powers and
migraine. Finally, the lines
even becoming Avatars. But is that a blessing or
seemed to resolve into a clear
a curse? (Hint: In the short term, it might be
shape: a door.
useful, but long term, it’s probably a curse.)
“Perfect!” Gabriel told me. As this is a horror game, the GM’s main
“It looks just like him.” role isn’t to build horrible foes to challenge the
I asked him if it was players (although there is some of that) but
supposed to be a face, and he rather to portray the ever-escalating terror of the
told me yes, it was a good stories that arise from the ongoing investigations.
friend of his. I asked him Fear is what The Magnus Archives is all about,
who, and he said they didn’t and that fear grows from a rising dread and a
have a name. I told him realization of the implications of what happens
everyone has a name, and he in each session. In other words, it gets more
said his friend wasn’t like horrific over time. It’s not about jump scares; it’s
us, that having a name would about the horror of learning the truth.
only confuse them. In this way, The Magnus Archives is a sort of
My head was pounding. I cosmic horror, which means that knowledge can
looked over at Ray, still be more valuable than riches but even so, some
nodding and smiling, and then aspects of the supernatural are unknowable. Just
over at Bill, who was steadily be warned, with knowledge of the forbidden,
shoveling fistfuls of the clay there’s often a price that must be paid.
Mary into his mouth. I don’t Knowledge is a dangerous thing.
remember anything more of that
lesson.
—MAG 126: “Sculptor’s Tool”

14
CHAPTER 2

CHARACTER
DESCRIPTOR AND SKILLS

T
his chapter introduces skills and
The next day he was there descriptors for your character. The
again, this time in the descriptor you choose typically grants
hallway outside my office, you an associated skill, which is probably your
standing in the centre so that character’s first brush with gaining a skill.
I had to hug the wall to avoid
touching his motionless form.
He was identical, except that SKILLS
his T-shirt was now a dull A skill is a category of knowledge, ability, or
orange. I asked my colleague activity relating to a task, such as driving,
Norma what she thought of geography, or persuasion. A character who
him, why he was there and if has a skill is better at completing related tasks
she noticed anything strange than a character who lacks the skill, but even
about him. She looked out into an unskilled character can attempt the task.
the corridor, then looked A character’s level of skill is either trained
back at me and shook her (reasonably skilled) or specialized (very skilled).
head. She told me he “seemed If you are trained in a skill relating to a
normal enough,” but her eyes task, you ease that task by one step. If you are Easing the task, page 118
were like blank pits, and I specialized, you ease it by two steps. A skill
knew she was lying about all can never ease a task by more than two steps.
of it. Had he done this? Had The descriptor you choose typically grants
he taken Norma’s self, her, you one associated skill.
her soul? Or had she always If you are trained in a skill and get training
been a zombie, cramped into again in the same skill, you are specialized in
her little open plan desk, that skill.
patiently listening to client You can also have an inability in a specific
complaints, and I just hadn’t task. An inability is a task your character
noticed? isn’t good at. You can think of inabilities as
negative skills—instead of those tasks being
—MAG 122: “Zombie”
eased, they’re hindered. Hinder, page 119
If you have neither training nor an
inability, you are practiced at that task. This is
something you can do, but you do it neither

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

SKILL LIST
Astronomy Equipment operation Lockpicking Piloting
Biology Forensics Mathematics Plumbing
Carpentry Geography Mechanics Programming
Cooking Geology Medicine Psychology
Deception Gunsmithing Metalworking Publishing
Discerning motive Gymnastics Occultism Religion
Disguise Healing Perception Researching
Driving History Performance Riding
Electrical repair Identifying Persuasion Sewing
Electronics Initiative Philosophy Stealth
Endurance Intimidation Physics Tracking
Engineering Leatherworking Pickpocketing

better nor worse than the average person. many more exist. If you’d prefer your character
Most people, for example, are practiced in have a different trade—like hairdresser,
driving and drive every day to get places, but mortician, or HVAC technician—work with
they would be seriously challenged to come your GM to add that skill to your game.
out of a spin after going much too fast on an The following descriptions are a high-level
icy road. summary for each skill.
To carry on with the example of driving, Astronomy: You are well-versed in the study
a person who’s never been behind the of the stars, planets, and cosmology in general.
wheel might have an inability in driving. A Biology: You have a deep working
professional driver, like a bus or truck driver knowledge of living systems, including
or an auto aficionado, might be trained in animals, plants, and insects.
driving. A race car driver, stunt driver, or Carpentry: Your woodworking expertise
criminal getaway driver might be specialized allows you to craft a wide range of objects and
in driving. structures, from furniture and cabinetry to
home framing and related structural work.
SKILL DESCRIPTIONS Cooking: You excel at preparing delicious
The skills presented here are intentionally meals of various cuisines and using a host of
somewhat broad so you can choose a skill that culinary techniques.
best fits the kind of character you’re creating. Deception: You are a capable liar, able to
For instance, if you want to play a character use speech and the written word to deceive
good at hacking electronic systems, writing and misinform others.
code, or prompt engineering, programming Discerning motive: You’re practiced at
is the skill for you. If you’d prefer a character ascertaining another character’s lies, motives,
who was a manual laborer prior to their and disposition.
Disguising your appearance introduction to the setting, endurance or Disguise: You’re adept at disguising your
to impersonate a specific equipment operation are good options. If your identity with a false appearance using minimal
person requires special
materials, makeup, and at character is a nurse, dentist, or doctor, choose accoutrements, usually with whatever’s at
least an hour of preparation medicine. And so on. hand.
to make a credible attempt.
That said, several specific trade skills like Driving: You can keep a car or truck on the
carpentry, plumbing, leatherworking, and road even under trying driving conditions.
electrical repair appear on the skills list. But

16
CHAPTER 2
CHARACTER DESCRIPTOR AND SKILLS

Electrical repair: You trained under an you to venture a guess regarding the origin of
electrician and have at least a journeyman’s unfamiliar objects, texts, sounds, and so on.
technical knowledge (or more) of electrical Initiative: Your reactions are honed, easing
systems, allowing you to install, repair, and your initiative tasks in combat. Initiative, page 125
maintain most modern technology that uses Intimidation: You’re good at swaying others
electricity. with threatening words and/or fearsome presence.
Electronics: You can design, build, Leatherworking: You are adept at crafting
troubleshoot, and repair electronic circuits a wide range of leather goods, including belts,
and devices. bags, and clothing.
Endurance: Regular training has improved Lockpicking: You are proficient at unlocking
your physical fitness, easing your climbing, a locked mechanism without the key.
jumping, and swimming tasks, plus similar Mathematics: You’re a whiz with numbers,
feats that require sustained strength. calculations, and pattern analysis.
Engineering: You can design, analyze, Mechanics: You can diagnose, repair,
and create innovative solutions for complex maintain, and (with the right tools and parts)
problems, utilizing scientific principles and build engines and various machines.
technological knowledge. Medicine: You’re skilled in general medicine,
Equipment operation: You’re proficient a medical specialty, nursing, dentistry,
in operating various heavy machinery used optometry, audiology, or a similar practice.
in construction projects, such as bulldozers, Metalworking: You can shape, weld, and
cranes, excavators, pavers, rollers, and more. otherwise use various metals to craft objects,
Forensics: You know how to interpret from art and jewelry to mechanical parts and
physical evidence to figure out what happened structural elements.
at a location, such as at a crime scene, or what Occultism: You study supernatural lore, Supernatural lore and
may have led to an object’s current condition, including parapsychology, paranormal events, occultism doesn’t usually
include knowledge of the
such as the cause of death for a body. and the existence of secret organizations. You Entities and their Avatars,
Geography: You are well-versed in earthly have a working knowledge of tarot or a similar which is usually only gained
through playing the game.
landscapes, countries, human populations, divining practice.
and maps in general. Perception: You have a better chance The Entities, page 166
Geology: You’re knowledgeable about to notice what others miss in a physical
Earth’s structure, composition, and processes environment when searching an area, listening
(including expertise regarding earthquakes, closely, or using some other sense to discover
volcanoes, and the formation of natural what’s hidden or not obvious.
resources). Performance: You are skilled in some kind
Gunsmithing: You’re proficient in crafting, of performance or art, whether that’s singing,
repairing, and customizing firearms and comedy, playing an instrument, acting on a
ammunition. stage, composing, painting, or something else.
Gymnastics: Regular training has improved Persuasion: You’re adept at winning people
your balance, easing your tasks to avoid losing to your side of an argument with a combination
your footing, as well as attempts to roll, dive, of truthful reasoning (at least, true as far as
flip, or perform similar acrobatic movements. you know), understanding, and kindness.
Healing: You can attempt to diagnose Philosophy: You’re conversant with
physical illness and are skilled with healing critically analyzing questions regarding Healing, page 135
tasks. existence, knowledge, ethics, and similar
History: You’re well-versed in the study of fundamental issues.
past events, societies, and cultures. Physics: You’re knowledgeable about
Identifying: Your analytical mind allows scientifically derived laws of the physical

17
THE MAGNUS ARCHIVES ROLEPLAYING GAME

universe and can use that knowledge to devise Sewing: You’re skilled in creating or
experiments to probe natural phenomena. repairing clothing or anything else out of
Pickpocketing: You’re skilled in separating cloth.
a target from their wallet, phone, or other Stealth: You’re adept at sneaking and
easily concealed valuables. You’re also skilled hiding, staying out of sight, and keeping all
with sleight-of-hand tricks. noise of your presence to a minimum.
Piloting: You’re skilled in piloting planes, Tracking: You know how to track a
boats, or submersibles. target through natural landscapes and urban
Plumbing: You can install, maintain, and environments.
repair pipes, fixtures, and appliances that use
water. OPTION: CHOOSE A SECOND
Programming: You can code computers DESCRIPTOR SKILL
and computer architectures, which you Your descriptor typically grants one specific
can use to write applications, develop new skill related to the descriptor.
systems, and try to infiltrate protected digital If you wish, you can pick a second skill
systems. when you choose your descriptor, or pick
Character Type, page 27 Psychology: You’re conversant with the it later after you choose your type or focus,
Character Focus, page 58 study of human behavior and therapies when you know more about the shape your
developed to address mental health. character is taking.
Publishing: You’re skilled with some If you choose to take an additional skill,
aspect of publishing, such as writing, keep the following two things in mind.
editing, copywriting, proofing, marketing, or • You can pick almost any skill as an
something else. additional skill except for an attack skill.
Religion: You’re a pastor or religious leader • Taking an extra skill also requires that
Inabilities, page 15 in a particular faith and/or are knowledgeable you choose an inability relevant to the
about the study of religious beliefs, practices, descriptor. An inability is a task your
Some players might be hesitant and traditions. character isn’t good at.
to create a character that has a Researching: You’re skilled at gathering
“negative” skill, but in truth,
what inabilities really do is information from databases and physical To be “relevant,” your inability must be
make more interesting and archives, and/or hitting the pavement and reasonably expected to come up a few times
complex characters who are
often great fun to play, and asking around; all these forms of research in the game, such as defense tasks (Speed,
to play with. Remember that require a minimum of a few hours. Intellect, and Might), interaction tasks (like
characters are defined as much Riding: You’re skilled at riding a horse, persuasion or discerning motive), and combat
by what they’re not good at as by
what they are good at. camel, or similar mount. Alternatively, you’re tasks (like initiative). An irrelevant inability
skilled at riding a motorcycle or bicycle. might be plumbing, physics, or some other
skill the GM knows will rarely or never apply.
Work with your GM to pick an appropriate
inability for your chosen skill. Each descriptor
has a suggestion that would be appropriate.
If you become skilled at a task that you
have an inability with, they cancel each other
out, making you practiced with that skill (not
eased or hindered).

18
CHAPTER 2
CHARACTER DESCRIPTOR AND SKILLS

DESCRIPTORS
CHARACTER DESCRIPTORS
Bold Fastidious Muscular Scholarly
Brave Fearless Nervous Smart
Caring Ferocious No-Nonsense Sturdy
Cautious Hopeful Obsessive Superstitious
Cheerful Inquisitive Pretentious Suspicious
Cynical Intimidating Quick Tech-Savvy
Enigmatic Likeable Ruthless

Choose one of the descriptors in this chapter BOLD


for your character. You can pick any descriptor You’re self-assertive, confident in your abilities,
you wish regardless of your type. and energetic. Some call you brash. Whatever;
Your descriptor helps define your you don’t give a stuff what anyone thinks,
character—it influences everything you do. unless they’re your friends. Even then, you
The differences between a Cautious Protector argue that waiting around to learn more about
and a Fearless Protector are considerable. A the situation before acting is certain to cede
descriptor may sway the way those characters the initiative to someone else.
face each new challenge. Your descriptor helps You gain the following characteristics:
provide motivation. It is the adjective of the Energetic: +2 to your Speed Pool.
sentence “I am an adjective noun who verbs.” Skill: You’re trained in initiative.
Descriptors offer a one-time package of Suggested Second Skill: Intellect defense or
characteristics, which usually includes one skill endurance.
and a boost to one of your stat Pools. Suggested Inability: You were never good Stat Pools, page 10
Your descriptor matters most when you’re at studying or retaining facts. You have an
a beginning character. The benefits that inability in researching.
come from your descriptor will eventually be
overshadowed by the growing importance of BRAVE
your type and focus. However, the influence of For you, bravery is a conscious choice, a
your descriptor will remain at least somewhat mindset that allows you to confront your fears
important throughout your character’s life. head-on, regardless of the situation. You’re not
naturally fearless; you just choose to confront
your dread rather than run from it. Because
you’ve had to develop bravery in yourself over
time, you’re sometimes able to instill the same
in others with the right words and actions.
You gain the following characteristics:
Resolve: +2 to your Intellect Pool.
Skill: You’re trained in persuasion.
Suggested Second Skill: Stealth or Might
defense.
Suggested Inability: You’re brave, but
you have to talk yourself into it. You have an
inability in initiative.

19
THE MAGNUS ARCHIVES ROLEPLAYING GAME

CARING CHEERFUL
Helping others is your calling. It’s why you’re You’re jovial and outgoing. You put others
here. Others delight in your outgoing and at ease with a smile and a wink, and maybe
charitable nature, and you delight in their a joke at your own expense. Lightly ribbing
happiness. You’re at your best when you’re your companions who can take it also spreads
aiding others, whether by treating their cheer (if not overdone). Others accuse you of
injuries, helping them with a task, or putting never taking anything seriously. Untrue; you
the best face on a bad situation for the sake of just prefer to meet each new challenge with a
morale. grin.
You gain the following characteristics: You gain the following characteristics:
Helpful: +2 to your Intellect Pool. Witty: +2 to your Intellect Pool.
Healing, page 135 Skill: You’re trained in healing. Skill: You’re trained in persuasion.
Suggested Second Skill: Persuasion or Suggested Second Skill: Performance or
psychology. healing.
Suggested Inability: You’re a little too Suggested Inability: You’re lighthearted
much of a people person to dissemble well. but not fast. You have an inability in Speed
You have an inability in deception. defense.

CAUTIOUS CYNICAL
You don’t charge into new situations without You can’t help but question claims taken for
due consideration. You’re afraid of what granted by others. You’re not necessarily a
will happen if you don’t carefully study “doubting Thomas” (a skeptic who refuses
the particulars of a new job, opportunity, to believe anything without direct personal
or investigation. Those burdened with less experience), but you’ve often benefited from
vigilance than you might call you timid, but questioning the statements, opinions, and
you suspect bravery is just another word for received knowledge presented to you by
foolhardiness. others.
You gain the following characteristics: You gain the following characteristics:
Cognizant: +2 to your Intellect Pool. Skeptical: +2 to your Intellect Pool.
Skill: You’re trained in perception. Skill: You’re trained in discerning motive.
Suggested Second Skill: Researching or Suggested Second Skill: Any scientific area
initiative. of knowledge such as physics or astronomy.
Suggested Inability: Sometimes your Suggested Inability: Sometimes you’re so
caution leads to doubt. You have an inability absorbed in figuring out what’s really going
in discerning motive. on, you’re slow to react. You have an inability
in Speed defense.

20
CHAPTER 2
CHARACTER DESCRIPTOR AND SKILLS

ENIGMATIC FASTIDIOUS
The dark figure lurking silently in the corner? You’re a stickler for accuracy and detail. You
That’s you. No one really knows where you can’t stand a mess, whether it’s your home
came from or what your motives are—you or office, or a conceptual mess stemming
play things close to the vest. Your manner from a failure to plan. Your stuff is neatly
perplexes and confounds others, but that catalogued and perfectly ordered, so you never
doesn’t make you a poor friend or ally. You’re have to dig around looking for something.
just good at keeping things to yourself. Meticulousness, you believe, is never wrong.
You gain the following characteristics: You gain the following characteristics:
Skill: You’re trained in stealth. Careful: +2 to your Intellect Pool.
Skill: You’re trained in Intellect defense. Skill: You’re trained in forensics.
Suggested Second Skill: Deception or Suggested Second Skill: Researching or
occultism. identifying.
Suggested Inability: You have almost as Suggested Inability: You can’t stand
much trouble reading others as they do you. disruptions, especially to your concentration.
You have an inability in discerning motive. You have an inability in Intellect defense.

21
THE MAGNUS ARCHIVES ROLEPLAYING GAME

FEARLESS HOPEFUL
You’ve heard of the “fight, flight, or freeze” You treat setbacks as stepping stones to
response to danger, but you’ve never something better. Your optimism means
experienced anything other than the urge you’re generally happier than others, both in
to fight when facing peril. You’re a true the moment and over the long term because
thrill-seeker. Sure, your heart begins to hope helps you bounce back from adversity.
thunder when a crisis arises. But you revel You’re not blindly hopeful; your faith in a
in that feeling; for you, the sensation is pure better tomorrow is partially born from your
excitement. empathy, which grants you a glimpse of
You gain the following characteristics: others’ inner battles.
Dauntless: +2 to your Might Pool. You gain the following characteristics:
Skill: You’re trained in Intellect defense. Resilient: +2 to your Might Pool.
Suggested Second Skill: Endurance or Skill: You’re trained in discerning motive.
initiative. Suggested Second Skill: Persuasion or
Suggested Inability: Your fearlessness performance.
makes you impatient. You have an inability in Suggested Inability: You always hope for
stealth. the best, even when you should be preparing.
You have an inability in researching.
FEROCIOUS
You try to hide what’s inside, fold it into INQUISITIVE
yourself when everything in you screams to You seek to learn the mysteries, wonders, and
let go, make them pay, make them hurt, and occult secrets of the world. Your inquiries
make them bleed. Sometimes you succeed are often made by examining what lurks in
at hiding this for the sake of your friends— the archives of organizations dedicated to
smiling and laughing when they do, and researching the astonishing, the esoteric, and
sometimes honestly so. But your ferocity is the weird. Learning something new is its own
always underneath, and when it’s bad, you can reward, even when it’s sometimes unsettling.
hardly keep it on a leash. You gain the following characteristics:
You gain the following characteristics: Curious: +2 to your Intellect Pool.
Brutish: +2 to your Might Pool. Skill: You’re trained in researching.
Skill: You’re trained in tracking. Suggested Second Skill: Any knowledge
Suggested Second Skill: Instead of an extra skill like astronomy, geography, or history.
skill, Ferocious characters can choose the Suggested Inability: When you see
following characteristic: something interesting, you hesitate as you
Bloodthirsty: Once you begin fighting, you take in all the details. You have an inability in
see only red. The first attack you make in any initiative tasks.
given combat is eased.
Suggested Inability: You’re easily provoked.
You have an inability in Intellect defense.

22
CHAPTER 2
CHARACTER DESCRIPTOR AND SKILLS

INTIMIDATING MUSCULAR
You are imposing in manner, stature, or both. You’re strong. You complete physical
People’s eyes often grow wide as you enter a challenges with ease. You enjoy the feeling
room. There’s a touch of danger around you, of power and endurance that comes with
and most people can sense it. It’s off-putting your strength. That, in turn, lends you
and unnerving, but you can use it to your self-assuredness; you know you have the might
advantage. to handle nearly everything the world throws
You gain the following characteristics: at you and, if need be, break it.
Threatening: +2 to your Might Pool, or +2 You gain the following characteristics:
to your Intellect Pool, or +1 to both Pools. Strong: +2 to your Might Pool.
Skill: You’re trained in intimidation. Skill: You’re trained in endurance.
Suggested Second Skill: Gunsmithing or Suggested Second Skill: Instead of an
deception. extra skill, Muscular characters can choose the
Suggested Inability: You’re threatening but following characteristic:
not a quick study. Tasks related to lore and Breaking: Your tasks to smash physical
knowledge are hindered. objects—doors, containers, and other
inanimate objects—are eased.
LIKEABLE Suggested Inability: You’re strong but not
You’re charming and charismatic. You’ve got quick. You have an inability in initiative.
that “special something” that draws others to
you. You often know just the right thing to NERVOUS
say to make someone laugh, put them at ease, The world is full of unsettling things; you’re
or spur them to action. People like you, want not just imagining it. Though the constant
to help you, and want to be your friend. unease you feel at this realization is sometimes
You gain the following characteristics: challenging, you’ve come to appreciate how
Charismatic: +2 to your Intellect Pool. this nervous energy grants you a certain spring
Skill: You’re trained in persuasion. in your step, especially if something you’re
Suggested Second Skill: Instead of an nervous about makes a sudden appearance.
extra skill, Likeable characters can choose the You expected it all along.
following characteristic: You gain the following characteristics:
Contact: You have an important contact Jumpy: +2 to your Speed Pool.
who is in an influential position, such as a Skill: You’re trained in initiative.
minor celebrity, a police captain, or the editor Suggested Second Skill: Instead of an
of a news organization. You and the GM extra skill, Nervous characters can choose the
should work out the details together. following characteristic:
Suggested Inability: Your willpower is High-Strung: You gain an asset to your Asset, page 119
not one of your strong points. You have an initiative tasks if you use your first action in
inability in Intellect defense. an encounter to move a short distance away
from whatever danger threatens you.
Suggested Inability: You’ll never
convincingly make ultimatums. You have an
inability in intimidation.

23
THE MAGNUS ARCHIVES ROLEPLAYING GAME

NO-NONSENSE PRETENTIOUS
You hate frills, chitchat, gossip, and anything You’re confident you know the best way to
else that obscures what’s important. You handle whatever situation arises. You try
prize straight talk and focusing on the facts. not to be rude or dismissive, but sometimes
You recognize that sometimes your severe you marvel at others’ shortcomings, whether
manner can hurt other people’s feelings. So in their skill or in a belief they hold that
you moderate it for your friends. But not so you deem ridiculous. Few can talk you into
much that you compromise your goals with anything or change your mind when you don’t
unnecessary distractions. want it changed.
You gain the following characteristics: You gain the following characteristics:
Austere: +2 to your Might Pool. Willful: +2 to your Intellect Pool.
Skill: You’re trained in researching. Skill: You’re trained in Intellect defense
Suggested Second Skill: Instead of an extra rolls.
skill, No-Nonsense characters can choose the Suggested Second Skill: Any technical
following characteristic: expertise skill like programming, publishing,
Resilient: You ignore the first 3 points of or researching.
Stress you would otherwise take in a day from Suggested Inability: Pomposity doesn’t
shock, such as Stress gained by experiencing lend itself to likeability. You have an inability
something supernatural. Once this threshold in persuasion.
is surpassed, you suffer Stress normally until
Recovery rolls, page 136 after your next ten-hour recovery roll, which QUICK
resets the threshold. You’re in the right place at the right time, or
Suggested Inability: People react negatively even more often, you avoid the wrong place
to your humorless ways. You have an inability at the wrong time. You’re no stranger to
in persuasion. unfortunate events, but you’re swift enough
that you haven’t sustained lasting harm. Some
OBSESSIVE say you’re lucky, but you know it’s all down
Some formative experience in your life drives to your ability to get out of the way of bad
you. Maybe you lost a loved one and need things.
Unlike other descriptors, Quick, to find out why or what happened to them. You gain the following characteristics:
Smart, and Sturdy offer no Maybe you were judged wanting in the past Swift: +4 to your Speed Pool.
initial skill, but rather a larger
stat Pool bonus. and need to prove yourself. Whatever drives Suggested Skill: Endurance or gymnastics.
you, you don’t let misfortune and setbacks Suggested Inability: You’re quick but not
prevent you from continuing to pursue your quick-witted when it comes to falsehoods. You
goal. have an inability in deception.
You gain the following characteristics:
Dogged: +2 to your Might Pool.
Skill: You’re trained in identifying.
Suggested Second Skill: Any craft-related
skill such as carpentry, cooking,
leatherworking, metalworking, or sewing.
Suggested Inability: Sometimes you come
across as so single-minded that you put people
off. You have an inability in persuasion.

24
CHAPTER 2
CHARACTER DESCRIPTOR AND SKILLS

RUTHLESS SMART
You’re effective at what you do, partly because You’re quite smart. Your memory is sharp,
you harden your heart to the misfortunes and you easily grasp concepts that others
and suffering of others that might otherwise might struggle with. This aptitude doesn’t
distract you from your goal. You understand necessarily mean that you’ve had years of
the ends justify the means if the issue at hand formal education; you pick things up quickly
is large enough. What others call cruelty, you and retain a lot of it over your lifetime.
call unflinching pragmatism. You gain the following characteristics:
You gain the following characteristics: Brainy: +4 to your Intellect Pool.
Hard: +2 to your Might Pool. Suggested Skill: Instead of an extra skill,
Skill: You’re trained in deception. Smart characters can choose the following
Suggested Second Skill: Intimidation or characteristic:
stealth. Eidetic: You remember and can memorize
Suggested Inability: You have a hard time things you experience directly. For example,
connecting with others, understanding their instead of being good at recalling details of
motives, or sharing their feelings. You have an geography that you read about in a book, you
inability in discerning motive. can remember a path through a set of tunnels
that you’ve explored before. If a roll is required
SCHOLARLY to test your memory against something
You studied, either on your own or with an particularly challenging, your roll is eased.
instructor. You know many things and are an Suggested Inability: You’re good at
expert on a couple of them, such as history, absorbing information, but not at hiding what
geography, occultism, nature, or any other you know. You have an inability in deception.
area of study. Scholarly characters typically
carry a few books around with them and STURDY
spend their spare time reading. You’re tough and can take a lot of physical
You gain the following characteristics: punishment. It’s not that you don’t feel pain—
Skill: You’re trained in one knowledge skill you just don’t let it affect you. Being resilient
like philosophy, geography, or history. and unyielding in the face of adversity means Unlike other descriptors,
Skill: You’re trained in another knowledge you can endure hardships that compel people Scholarly offers no initial
stat Pool bonus, but
skill like astronomy, biology, or geology, as less sturdy than you to give up. instead another skill.
long as it’s different than the other knowledge You gain the following characteristics:
skill you gain from this descriptor. Rugged: +4 to your Might Pool.
Suggested Second Skill: Identifying or Suggested Skill: Instead of an extra skill,
researching. Sturdy characters can choose the following
Suggested Inability: You spend too much characteristic:
time in your scholarly pursuits to trust your Resilient: You ignore the first 3 points of
empathy. You have an inability in discerning Stress you would otherwise take in a day
motive. from physical sources, such as Stress gained
through minor wounds. Once this threshold
is surpassed, you suffer Stress normally until
after your next ten-hour recovery roll, which
resets the threshold.
Inability: You’re brawny but not mentally
flexible. You have an inability in Intellect
defense.

25
THE MAGNUS ARCHIVES ROLEPLAYING GAME

SUPERSTITIOUS you’re on the lookout for. Being vigilant offers


You’re attuned to the subtle energies and you a sense of security and informs your
connections that run through the world. You decision-making for the better.
see patterns others overlook. Even if those You gain the following characteristics:
patterns ultimately lead nowhere, your sense Guarded: +2 to your Might Pool.
of wonder allows you to experience magic Skill: You’re trained in discerning motive.
in everyday life. If you apply yourself, you’re Suggested Second Skill: Initiative or
certain that the deepest truths that have so far perception.
eluded you will finally come into focus. Suggested Inability: Sometimes you’re too
You gain the following characteristics: suspicious and put people off. You have an
Folkwise: +2 to your Intellect Pool. inability in persuasion.
Skill: You’re trained in occultism.
Suggested Second Skill: Instead of an extra TECH-SAVVY
skill, Superstitious characters can choose the You’ve always loved playing around
following characteristic: with devices, especially computers and
Throw Salt: When something that is smartphones. The long hours you’ve spent
unquestionably supernatural potentially affects tinkering, coding, or designing circuits means
you in an adverse way, you can reroll your you can pick up a new device and use it like
defense roll against it. You can do this once in a pro in no time or, if need be, crack it open
any given encounter. and find out what secrets it hides.
Suggested Inability: You’re willing to believe You gain the following characteristics:
a lot. You have an inability in discerning motive. Technical: +2 to your Intellect Pool.
Skill: You’re trained in programming or
SUSPICIOUS electronics.
You understand that the world isn’t always a Suggested Second Skill: Any other technical
safe place, nor made up entirely of people who skill, like electrical repair or engineering.
have your best interests at heart. Sure, lots of Suggested Inability: You’re better with tech
people are completely harmless, and some are than with people. You have an inability in
actually benevolent. It’s the few bad apples discerning motive.

26
CHAPTER 3

CHARACTER TYPE

C
haracter type is the core of your
I took my hand, and I reached character. Your type helps determine
down into the darkness. Down your character’s place in the world and
and down, until my whole relationship with other people in the setting.
arm was inside, up to the It’s the noun of the sentence “I am an adjective
shoulder. It was damp and noun who verbs.”
cold, with the rough stone You can choose from four character types:
sides scraping my skin, but my Investigator, Protector, Elocutionist, and
hand was stretched as far as Occultist. The type you choose can help define
I could, and it still gripped and describe your role in the group, and thus
nothing but empty air. Then your role in the story.
the hole began to close, and Your type determines your starting stat Pool
all at once the spell was totals, grants you new abilities at each tier, and
broken. I tried to pull my arm determines how many cyphers you have access to.
out, to get free, but it held
me tight. Not quite crushing
me, but holding me in place. I SUPERNATURAL TYPE ABILITIES
screamed and cried for help, Those individuals who have come into direct
looking around for anyone who contact with the supernatural sometimes have
might be able to hear me, but strange abilities to show for the experience.
the only people walking by Essentially, players should keep note of
seemed utterly oblivious to how many of their Stress levels come from Using Stress, page 129
what was happening. Then I supernatural sources (through either witnessing
felt it, something brushing them or suffering damage from them). If a
against my hand from below it character reaches a total of 10 such levels, they
in the hole. Teeth. Wet, blunt have been “touched” by the Entities enough
teeth, which quickly gave way that they can take on a supernatural aspect to
to a rough, slender tongue themselves. Whether one considers this a curse
that wrapped itself around my or a blessing is up to the individual.
hand and snaked up my arm, as Characters who qualify can select abilities
though tasting me. marked with . In most cases, these are
available at third tier and above, although some
—MAG 97: “We All
Occultists can gain access earlier.
Ignore the Pit”

27
THE MAGNUS ARCHIVES ROLEPLAYING GAME

INVESTIGATOR
researchers in a university setting, or even
Amherst is rapidly becoming librarians. Mostly, though, in the context of
one of an uncomfortably long The Magnus Archives, they are archivists or
list of names that I dread assistant archivists, checking on details found
seeing in a statement. Could in the statements about the paranormal that
this be an ancestor of John people provide.
Amherst? Or, given the many Advanced Investigators: As Investigators
apparent deaths of the soldier advance, their skills get better and better,
in the book, might it be and they grow more adept at finding and—
the same being, well over a perhaps even more important—assembling
hundred years old? If so, I clues to make sense of what would otherwise
wonder how many times it has remain a mystery.
died of sickness and disease. Supernatural Investigators: Investigators
who gain paranormal abilities can use their
—MAG 68: “The Tale of powers to acquire information impossible to
a Field Hospital” gain otherwise by reaching out in dreams,
clairvoyance, or seeing into the past or the
The darkness can be overwhelming. You bring future. Such abilities are marked with .
In many games, the Investigator the light into the shadows and expose the
might be a side or minor
character. But in The Magnus
truth. There may be secrets humans weren’t INVESTIGATOR STAT POOLS
Archives, they are prominent. meant to know, but you’ve never found one. Stat Pool Starting Value
If the group is going to have To you, it’s always better to know.
multiple players with the same
Might 10
type, it makes sense that they Sometimes the work can be tedious. You Speed 9
would be Investigators. haunt libraries and records offices more than
Intellect 9
spooky houses or cemeteries. When you need
to, though, you’re good at slipping in where The player has 6 additional points to assign
you’re not supposed to be to learn a secret or to the stat Pools as they wish.
discover a clue.
Individual Role: Investigators are smart, FIRST-TIER INVESTIGATOR
perceptive people. They’re more likely to First-tier Investigators have the following
overcome a challenge using their wits than by abilities:
other means, and occasionally their curiosity Effort: Your Effort is 1.
or persistence can get them into trouble. Fit: You have a Speed Edge of 1, a Might
Group Role: Investigators serve as the core of Edge of 0, and an Intellect Edge of 1.
the team, as “investigating” is so much of what Investigative Skills: You are trained in
PCs do in The Magnus Archives. As previously two investigation-related skills in which
mentioned, though, they can get into trouble you are not already trained. Choose two of
and sometimes need someone to protect the following: discerning motive, forensics,
them or help them talk their way out of a bad intimidation, perception, persuasion,
situation. When it comes to solving mysteries researching, or tracking. Enabler.
or delving into a topic, they lead the way. Cypher Use: You can have two cyphers at a
Societal Role: Investigators can also be time.
Weapons and The Magnus called researchers. They can serve as private Weapons: You’re practiced with light and
Archives, page 101 investigators, insurance investigators, medium weapons and suffer no penalty when

28
CHAPTER 3
CHARACTER TYPE

using them. You have an inability when using make an attack as your entire action for a
heavy weapons. Enabler. turn, but the attack is hindered. Enabler.
Investigative Abilities: Compared to most
others, you’re clear-headed, quick-witted, Follow the Trail: When you apply Effort
and perceptive, and your abilities reflect that. to a perception or tracking task because you
Choose two of the abilities listed below. You are attempting to find a specific person or
can’t choose the same ability more than once place, you can apply a free level of Effort.
unless its description says otherwise. Enabler.

Careful Observation (1 Intellect Knowledge Skills: You are trained in two


point): You take a minute to examine your skills in which you are not already trained.
surroundings. If you succeed at a difficulty 4 Choose two areas of knowledge such as
perception task, you take note of an inanimate history, geography, forensics, and so on. You
object within an immediate distance that is can select this ability multiple times. Each
related to your current investigation. You see a time you select it, you must choose two
particular color of mud on some boots, a loose different skills. Enabler.
thread in a coat on a hook, the disturbance
of dust on a bookshelf that reveals the most Missing Detail (2 Intellect points):
recently examined book, or some other detail You listen to the words of an NPC, read a
that another person would have likely passed transcript of something that was said, or Missing Detail isn’t meant to
over. If there is no such detail in the area, read an account written by someone—such force GMs to come up with
new information, but rather
you learn that too (and know that you can as a statement—and you immediately to allow them to reveal a
move on, as there’s nothing of note there). If note something that wasn’t said. This can hint that will be helpful in
the investigation. GMs can
there are two or more such details, you still be something implied by what was said or give the hint, and then—if
just make one roll; you learn one detail if you written, or something obviously left out. The desired—the player and GM
succeed at a difficulty 4 task, a second detail GM provides this brief fact to you. The words can work together to come up
with the actual missing detail.
if you succeed at a difficulty 5 task, the third written or spoken must be substantial, like
detail if you succeed at a difficulty 6 task, and someone giving an eyewitness account, telling
so forth. Action. a story, or—as previously mentioned—giving
a statement. Enabler.
Decipher (1 Intellect point): If you
spend one minute examining a piece of
writing or code in a language you don’t EXAMPLE MISSING DETAILS
understand, you can make an Intellect roll • The dates of the three appearances by
to get the gist of the message. The difficulty a strange creature suggest that it only
is usually 3 but may be higher based on the comes out at night, when the moon is
complexity of the language or code. Action to waxing.
initiate; one minute to complete. • The person telling the story never
mentioned locking the door, so the
Fleet of Foot (1+ Speed points): Instead intruder could have come in that way.
of being able to move an immediate distance • The statement giver claims that they
as part of another action, you can move a had never met the strange man before,
short distance as part of another action. yet later they know his name without
Instead of moving a short distance as your being told.
entire action for a turn, you can move a long • There’s a voice in the background of the
distance. If you apply a level of Effort to this recording, but supposedly the house
ability, you can move a long distance and was empty.

29
Operate in the Dark (1 Intellect point): Escape (2 Speed points): You slip your
For the next hour, you use your other senses restraints, squeeze through the bars, break
to compensate for a lack of vision. If you’re the grip of the creature holding you, pull free
blinded or just in the dark, you operate from sucking quicksand, or otherwise get
without any hindrance. Action to initiate. loose from whatever is holding you in place.
Action.
Ready for Danger: You are trained in
initiative. Enabler. Eye for Detail (2 Intellect points): When
you spend at least five minutes thoroughly
Surging Confidence (1 Might point): exploring an area no larger than a short
You can use your one-action recovery roll as distance in diameter, you can ask the GM one
part of another action. Enabler. question about the area and get an answer.
You cannot use this more than one time per
SECOND-TIER INVESTIGATOR area per 24 hours. Action to initiate; five
Choose two of the investigative abilities listed minutes to complete.
here (or from a lower tier). You can’t choose
the same ability more than once unless its Hand to Eye (2 Speed points): This
description says otherwise. In addition, you ability provides an asset to any tasks involving
can replace one of your lower-tier abilities manual dexterity, such as pickpocketing,
with a different one from a lower tier. lockpicking, games involving agility, and so
on, for one minute. Action to initiate.

30
CHAPTER 3
CHARACTER TYPE

Just a Hunch (2 Intellect points): A flash Travel Skills: You are trained in two skills
of insight provides you with a small clue or in which you are not already trained. Choose
suggests a course of action with regard to an two of the following: driving, endurance,
urgent question, problem, or obstacle you’re geography, piloting, or riding. You can select Just a Hunch is there for the
facing when you have no idea how to proceed. this ability multiple times. Each time you GM to give a hint to the player
when they’re stuck and don’t
Once you use this ability, you can’t use it again select it, you must choose two different skills. know what to do.
until after your next ten-hour recovery roll, Enabler.
and then only if you’ve followed up on the
clue or course of action suggested by your last THIRD-TIER INVESTIGATOR
hunch. Action. Third-tier Investigators have the following
abilities:
Research (2 Intellect points): If you Expert Cypher Use: You can have three
spend at least two hours with an appropriate cyphers at a time.
source of information (such as the internet, Investigative Abilities: Choose two of the
a library, the archives, or a single informative abilities listed below (or from a lower tier).
book), you learn one relevant fact about a You can’t choose the same ability more than
topic you choose. Essentially, you ask the once unless its description says otherwise. You
GM a question and they give you an answer can also replace one of your lower-tier abilities
appropriate for the topic based on the source. with a different one from a lower tier.
The internet or a small-town library might
not have accurate esoteric occult information, Interaction Skills: You are trained
while a book on ancient architecture might in two skills in which you are not already
have everything you need on that topic. trained. Choose two of the following:
Enabler. deception, discerning motive, intimidation, or
persuasion. You can select this ability multiple
Skill With Defense: Choose one type times. Each time you select it, you must
of defense task in which you are not already choose two different skills. Enabler.
trained: Might, Speed, or Intellect. You are
trained in defense tasks of that type. Enabler. Quick Recovery: Your ten-minute
recovery roll is only a single action. Enabler.
Skim (2 Intellect points): Taking just
a minute, you can skim through a book, a Scarred and Hardened: You reduce the
computer database, a diary, an accounting Stress you suffer from physical injury by 1.
ledger, or a similar information source and get You still suffer Stress from mental shock or
the gist of the contents. If you succeed at a despair normally. Enabler.
difficulty 4 Intellect-based task, you also learn
a prominent or surprising bit of information Seen Some . . . Stuff: You reduce the
you didn’t already know. Action to initiate; Stress you suffer from mental shock or despair
one minute to complete. by 1. You still suffer Stress from physical
injury normally. Enabler.
Surveillance: All tasks involving
monitoring, watching, or tailing a person
or place are eased. This includes setting up
cameras, microphones, or other equipment.
Enabler.

31
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Skill With Attacks: Choose one type of Credible Hypothesis (4 Intellect points):
attack in which you are not already trained: You examine an immediate area (basically
light bashing, light bladed, light ranged, an average room) and learn precise, useful
medium bashing, medium bladed, medium details about the past (if any exist). You can
ranged, heavy bashing, heavy bladed, or heavy ask the GM up to four questions about the
ranged. You are trained in attacks using that immediate area; each requires its own roll (the
type of weapon. You can select this ability GM determines the difficulty, but the default
multiple times. Each time you select it, is level 4). Action.
you must choose a different type of attack.
Enabler. Heightened Skills: You are trained in two
tasks of your choosing (other than attacks or
Think Your Way Out: You can use points defense). If you choose a task you’re already
from your Intellect Pool rather than your trained in, you instead become specialized in
Might Pool or Speed Pool on any noncombat that task. You can’t choose a task you’re already
action. Enabler. specialized in. Enabler.

Trapfinder (3+ Intellect points): You Look for the Tell (4 Intellect points):
find any traps (like a floor that would give way After spending at least a minute with a person
beneath you) or mechanical triggers to a trap in conversation, for the next minute you know
or defense system that might pose a threat. when they are lying. Action to initiate.
You can do this without setting them off and
in lieu of making a roll to find them. This Perfect Tracker: If you find a set of tracks,
ability automatically finds traps of level 4 or you can follow them without error unless the
below. You can use Effort to increase the level conditions absolutely prohibit it (heavy rain,
of traps that can be found by 2, so using two complete darkness, etc.). Enabler.
levels of Effort can find all traps of level 8 and
below. Action. Subtle Steps: When you move no more
than a short distance, you can move without
Unnatural Dream (3 Intellect making a sound, regardless of the surface you
points and 3 Stress): When you fall asleep, move across. Enabler.
you have a dream that provides insight into
a situation you currently face (although you Take Their Measure (3 Intellect points):
do not consciously choose the topic). The You learn the level of all creatures you can see.
GM provides you with the information you If they have any special weaknesses (such as a
learn, probably details you couldn’t learn vulnerability to fire), you learn what those are.
conventionally. Action. Action.

FOURTH-TIER INVESTIGATOR Versatile Mind: When you make a Speed


Choose two of the investigative abilities defense roll, you can use points from your
listed below (or from a lower tier). You can’t Intellect Pool instead of your Speed Pool.
choose the same ability more than once unless Enabler.
its description says otherwise. You can also
replace one of your lower-tier abilities with a
different one from a lower tier.

32
CHAPTER 3
CHARACTER TYPE

Supernatural Senses (4 Intellect Hard to Kill: You can reroll any defense
points and 3 Stress): You have an uncanny task you make but never more than once per
intuition when it comes to finding things. round. Enabler.
While exploring, you can extend your senses
up to 1 mile (1.6 km) in any direction and Mastery With Defense: Choose one
ask the GM a very simple, general question— type of defense task in which you are trained:
usually a yes-or-no question—about that area, Might, Speed, or Intellect. You become
such as “Is there a library nearby?” or “Are specialized in defense tasks of that type. You
there any bodies buried in that yard?” If the can select this ability up to three times. Each
answer you seek is not in the area, you receive time you select it, you must choose a different
no information. Action. type of defense task. Enabler.

FIFTH-TIER INVESTIGATOR Seize the Moment (4+ Speed points): If


Fifth-tier Investigators have the following you succeed on a Speed defense roll to resist
abilities: an attack, you gain an action. You can use the
Adroit Cypher Use: You can bear four action immediately even if you have already
cyphers at a time. taken a turn in the round. You don’t take
Investigative Abilities: Choose two of the an action during the next round, unless you
abilities listed below (or from a lower tier). apply a level of Effort when you use Seize the
You can’t choose the same ability more than Moment. Enabler.
once unless its description says otherwise. You
can also replace one of your lower-tier abilities
with a different one from a lower tier.

33
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Shrug It Off: You ignore the negative SIXTH-TIER INVESTIGATOR


effects of your first Stress level. Enabler. Choose two of the investigative abilities
listed below (or from a lower tier). You can’t
Vigilant (5 Might points): When affected choose the same ability more than once unless
by an attack or effect that would daze or stun its description says otherwise. You can also
you, or anything that would specifically make replace one of your lower-tier abilities with a
you lose your next action, you are not affected. different one from a lower tier.
Enabler.
Advanced Research (6 Intellect points):
See the Past (5 Intellect points and Through luck, a hunch, or just general
3 Stress): You touch an object, read the subtle preparedness, you already researched the
echoes of its existence through time, ask the topic that now faces you, providing you
GM a question about the object’s past, and with information and answers as if you took
get a general answer. The answers are often in a full week with an appropriate source of
the form of brief images or sensations rather information to learn what you could. Action.
than specific answers in a language you know.
The GM assigns a level to the question, so the General Knowledge: All tasks involving
“Obscure” is a relative term. more obscure the answer, the more difficult knowledge, research, observation, or
A historian might not know the task. Generally, knowledge that you assessment are eased. Enabler.
how a collector acquired a
specific artefact, but someone could find by looking somewhere other than
using See the Past on that your current location is level 1, and obscure Impossible Clue (6 Intellect points): You
artefact would have an easy
time sensing that event. knowledge of the past is level 7. After you use focus for one action on an immediate area or
this ability, you have an asset on identifying a single individual, after which you learn (no
the object. Action. roll needed) a fact about that area or person
that you seemingly couldn’t possibly know.
Like Sherlock Holmes, you notice a detail no
one else would and come to a conclusion that
is always correct. The GM provides the fact
(the conclusion) and then you and the GM
can work together to come up with the clue.
Alternatively, you can skip coming up with
the specifics of the clue and just focus on the
information gained. Action.
A few examples of facts that might be
learned (and the clue that might reveal them):
• There was someone in the room at 6:30
a.m. (There are a few raindrops on the
window sill even though the window is
closed, indicating that someone closed
it after it started raining, but before it
started truly pouring.)
• The owner of the house hates children.
(Other houses and yards in the
neighborhood show signs that kids play
there, but not this one.)

34
CHAPTER 3
CHARACTER TYPE

• The man has been divorced twice. INVESTIGATOR EXAMPLE


(His ring finger bears the marks of two Isla decides to create an Investigator character,
different rings, but he wears no ring now.) someone who began her career as an aspiring
• The woman is allergic to flowers. (A child journalist who prides herself on getting the
in the lobby of the building is giving out real story. She puts 2 additional points into
daisies to all the ladies passing through, her Speed Pool and 4 into her Intellect Pool;
but she doesn’t have one.) her stat Pools are now Might 10, Speed 11,
and Intellect 13. As a first-tier character, her
Mastery With Attacks: Choose one Effort is 1, her Might Edge is 0, and her Speed
type of attack in which you are trained: light Edge and Intellect Edge are 1. Isla’s character
bashing, light bladed, light ranged, medium is fairly well-rounded so far.
bashing, medium bladed, medium ranged, Isla then chooses two investigative skills and
heavy bashing, heavy bladed, or heavy ranged. settles on forensics and researching, which Forensics, page 17
You are specialized in attacks using that type seem like great options for figuring out how Researching, page 18
of weapon. Enabler. (If you aren’t trained in weird a particular area of interest might be.
an attack, select Skill With Attacks to become She can also pick up a couple of type Skill With Attacks, page 32
trained in that attack.) abilities for her character. She selects Careful Careful Observation, page 29
Observation and Decipher, figuring that Decipher, page 29
See the Future (6 Intellect points the first is vital for getting a clear sense of
and 3 Stress): Based on all the variables what’s going on during her investigations,
you perceive, you can predict the next few and the second is ideal in case things become
minutes. This has the following effects: dangerous and she needs to act decisively.
• For the next ten minutes, your defense Isla’s Investigator can bear two cyphers.
rolls gain an asset. The GM decides that one is strange music Strange music, page 112
• You have a sort of danger sense. For the that allows her to rid herself of a few points
next ten minutes, you gain an asset in of Stress, and the other is a curiosity that Curiosity, page 108
seeing through deceptions and attempts increases her Intellect Edge for an hour.
to betray you, as well as avoiding traps Next, her character needs a descriptor. After Descriptors, page 19
and ambushes. looking over the options, she selects Scholarly, Scholarly, page 25
• You know what people are probably thinking that explains her training and still speaks
thinking and what they will say before to who her character has become. Scholarly
they say it. For the next ten minutes, you grants her training in two knowledge skills; she
gain an asset to tasks involving interaction chooses history and psychology. She also opts for History, page 17
and deception. a second—or, in her case, third—descriptor skill, Psychology, page 18
Enabler. and selects identifying. Opting for an additional Identifying, page 17
skill means also choosing an inability, so she goes
with the suggested one: discerning motive. Discerning motive, page 16
For her focus, Isla chooses Explores Explores Dark Places, page 63
Dark Places (which for her are likely to
be abandoned homes, basements, old
farmhouses, and weird tunnels underground). Perception, page 17
This gives her three additional skills: Endurance, page 17
perception, endurance, and gymnastics. Gymnastics, page 17
For her character arc, Isla chooses Assist Character Arcs, page 141
an Organization. She figures her research fits Assist an Organization,
hand in glove with the group she’s part of, page 145

which seeks to document supernatural events.

35
THE MAGNUS ARCHIVES ROLEPLAYING GAME

PROTECTOR
impressive levels. At higher tiers, they can often
I screamed. Why not? I’d take on groups of foes by themselves or stand
already established no one toe to toe with anyone.
was around to hear me. He Supernatural Protectors: Protectors who
immediately released my hand gain paranormal abilities can use their powers
and apologized, said he’d only to enhance their combat skills or affect
been trying to protect me. supernatural foes in ways that a normal person
I asked him from what and he could not. Such abilities are marked with .
gestured to the burned man,
still lying motionless in his
PROTECTOR STAT POOLS
bed, chanting his nonsense
phrases. Sparing a glance at Stat Pool Starting Value
his own wrapped form, he said Might 10
that touching the man would Speed 10
have been a “bad idea.” He Intellect 8
seemed to be in tremendous
pain as he spoke, but did his The player has 6 additional points to assign
best to hide it. to the stat Pools as they wish.
—MAG 12: “First Aid”
FIRST-TIER PROTECTOR
The world is full of danger. More than most First-tier Protectors have the following
people even know. Someone’s got to shine abilities:
a light on the darkness, but someone else Effort: Your Effort is 1.
needs to have that person’s back. You’re the Fit: You have a Might Edge of 1, a Speed
Protector. Edge of 1, and an Intellect Edge of 0.
Individual Role: Protectors are physical, Protector Knowledge: You are trained
action-oriented people. They’re more likely in one noncombat Protector-related area
to overcome a challenge using force than by of knowledge in which you are not already
other means, and they often take the most trained. Choose one of the following:
straightforward path toward their goals. discerning motive, forensics, intimidation,
Group Role: Protectors usually take and perception, stealth, or tracking. Enabler.
deal the most punishment in a dangerous Cypher Use: You can have two cyphers at
situation. Often it falls on them to protect a time.
the other group members from threats. This Weapons: You’re practiced with light,
sometimes means that Protectors take on medium, and heavy weapons and suffer no
leadership roles as well, at least in combat and penalty when using any kind of weapon.
other times of danger. Enabler.
Societal Role: Protectors in the world Protective Abilities: You’re a physical
may be (or have been) soldiers, mercenaries, person, and no stranger to a fight. Your main
guards, watchmen, police officers, sailors, or aim is to use these abilities to protect your
people in other roles or professions who know friends and allies. Some of your abilities are
how to defend themselves with skill. constant, providing ongoing effects, and
Advanced Protectors: As Protectors advance, others are specific actions that usually cost
their skill in battle—whether defending points from one of your stat Pools.
themselves or dishing out damage—increases to

36
CHAPTER 3
CHARACTER TYPE

Choose two of the abilities described below. Overwatch (1 Intellect point): You use a
You can’t choose the same ability more than ranged weapon to target a limited area (such
once unless its description says otherwise. as a doorway, a hallway, or the eastern side
of a clearing) and make an attack against the
Combat Prowess: You add 1 additional next viable target to enter that area, acting just
point of damage to one type of attack of your before they act. You also negate any benefit
choice: melee attacks or ranged attacks. You the target would have from cover, position,
can choose this up to two times, once for range, or visibility. Further, you inflict 1
melee and once for ranged. Enabler. additional point of damage with the attack.
You can remain on overwatch as long as you
No Need for Weapons: When you make wish, within reason. Action.
an unarmed attack (such as a punch or kick),
you deal 2 additional points of damage. Physical Skills: You are trained in
Enabler. endurance or gymnastics. If you are already
trained in one or both, this does not improve
One Against Many (1+ Speed points): them. Enabler.
Sometimes you’ve got to deal with a group
of enemies, or even a swarm of enemies Protector: You designate a single character
(rats, spiders, or worse). When this happens, to be your charge. You can change this freely
perhaps the best you can do by yourself is every round, but you can have only one
control where everyone in the fight can or charge at a time. As long as that charge is
cannot go. You attempt an attack against within immediate range, they gain an asset
the highest-level enemy, and if successful, in for Speed defense tasks because you have their
lieu of inflicting damage, you affect all the back. Enabler.
foes within an immediate distance in one
of two ways: either they must move within Slow Them Down (1 Might or 1 Speed
an immediate area as you direct, or they point): This is a pummeling melee attack or a
are prevented from moving into a space in covering-fire ranged attack. Your attack inflicts
immediate range that you choose. You can 1 less point of damage than normal, but it
use the latter option to keep them away from dazes your target for one round, during which
allies (as long as the allies don’t move), but you time their tasks are hindered and they move
can’t keep them away from you in this way. only half as fast as normal. Action.
The foes affected must be level 1, although
you can spend additional points from your Take the Hit (2 Might points): If someone
Speed Pool to affect higher levels, with each you are close enough to touch is struck and will
point increasing the affected creature level by suffer damage, you can take the hit instead. The
1. You must always affect the highest-level foe, other person suffers no damage, and you gain
so if you face a level 3 cultist and his thirty 3 points of Stress regardless of the damage that
level 1 rats, you must spend 3 Speed points. would have been originally dealt.
Action.
SECOND-TIER PROTECTOR
Other Knowledge: You aren’t just a Choose two of the protective abilities
brute—you have other areas of interest as well. described below (or from a lower tier). You
You are trained in one non-physical skill of can’t choose the same ability more than once
your choosing in which you don’t already have unless its description says otherwise. You can
training. Enabler. also replace one of your lower-tier abilities
with a different one from a lower tier.

37
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Bodyguard: If you’re standing next to an Skill With Attacks: Choose one type of
ally, that ally’s initiative tasks are eased. Enabler. attack in which you are not already trained:
light bashing, light bladed, light ranged,
Coping With the Impossible (2 Intellect medium bashing, medium bladed, medium
points): When faced with something ranged, heavy bashing, heavy bladed, or heavy
supernatural and difficult (or impossible) to ranged. You are trained in attacks using that
harm by any normal means, you improvise a type of weapon. You can select this ability
way to use the environment or the situation multiple times. Each time you select it,
to cause the target to lose its next turn if you must choose a different type of attack.
you succeed at an Intellect-based task. Once Enabler.
you affect a target with this ability, further
attempts to use this ability on the same target Skill With Defense: Choose one type
are hindered. Action. of defense task in which you are not already
trained: Might, Speed, or Intellect. You are
Intimidating Demeanor: You gain an trained in defense tasks of that type. Enabler.
asset when attempting to intimidate someone
that can see you while you display a threat of Stand Watch (2 Might points): While
violence. Enabler. standing watch (mostly remaining in place for
an extended period of time), you unfailingly
Quick Recovery: Your ten-minute remain awake and alert for up to eight
recovery roll is only a single action. Enabler. hours. During this time, you are trained
in perception tasks as well as stealth tasks
Scarred and Hardened: You reduce the to conceal yourself from those who might
Stress you suffer from physical injury by 1. approach. Action to initiate.
You still suffer Stress from mental shock or
despair normally. Enabler.

38
CHAPTER 3
CHARACTER TYPE

Support the Team (2 Might points): Seen Some . . . Stuff: You reduce the
While you stand watch and take no other Stress you suffer from mental shock or despair
actions, allies within a short distance gain an by 1. You still suffer Stress from physical
asset to their perception tasks, as they know injury normally. Enabler.
you’ve got their backs. Enabler.
Spray (2 Speed points): If a weapon has
THIRD-TIER PROTECTOR the ability to fire rapid shots without reloading
Third-tier Protectors have the following (usually called a rapid-fire weapon, such as a
abilities: submachine gun), you can spray multiple shots
Expert Cypher Use: You can have three around your target to increase the chance of
cyphers at a time. hitting. This ability uses 1d6 + 1 rounds of
Protective Abilities: Choose two of the ammo (or all the ammo in the weapon, if it
abilities described below (or from a lower tier). has less than the number rolled). If the attack
You can’t choose the same ability more than is successful, it deals 1 less point of damage
once unless its description says otherwise. You than normal. You can also use this ability on
can also replace one of your lower-tier abilities multiple thrown weapons (stones, shuriken,
with a different one from a lower tier. daggers, and so on) if you’re carrying them on
your person or they are all within reach. Action.
Combat Medic: You are trained in
healing. Further, if a person has moved to Tactical Plan (3 Intellect points): You
the dead step of the damage track and you put in the time to develop a strategy for an
can reach them within one round, you can upcoming trip to a location you can study
use your action to keep them from dying. records and/or anecdotes about. If you visit
They remain debilitated and are most likely afterward, you and up to five allies who
unconscious. They will need more formal accompany you—to whom you explain your
medical attention (such as in a lengthy plan—gain three of the following benefits
hospital stay) to recover. Action. (your choice) for that particular visit:
• Ease their first initiative roll during the visit
Deadly Aim (3 Speed points): For the • Ignore the first point of Stress that would
next minute, all ranged attacks you make otherwise be gained during the visit
inflict 2 additional points of damage. Action • Ease their first perception roll made
to initiate. during the visit
• Ease their first interaction roll made
Lunge (2 Might points): You extend during the visit
yourself for a powerful stab or smash. The • Ease their first defense roll made during
awkward lunge hinders the attack roll. If your the visit
attack is successful, it inflicts 4 additional • Ease any task to flee and/or escape the
points of damage. Action. location
Action to initiate; one hour to devise plan.
Reaction: If a creature you attacked on
your last turn with a melee attack uses its Tough: You can take punishment beyond
action to move out of immediate range, you what others can. You gain an additional step in
gain an action to attack the creature as a your damage track between hale and impaired Damage track, page 132
parting blow, even if you have already taken a called hurt. Other than being one step closer
turn in the round. Enabler. to impaired, hurt imposes no changes to your
character. Basically, you’re sore and bruised, but
it’s nothing serious. Walk it off. Enabler.

39
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Vigilance (2 Intellect points): You take a Free From Danger (4 Might points): If
cautious approach to combat, focusing more you do nothing else as your action, you can
on protecting yourself than on hurting your grab up to two allies (conscious or otherwise,
opponents. While this ability is active, you and even if they are held fast by something)
gain an asset on Speed defense rolls, and your and move them a short distance. For the
attacks are hindered. This effect lasts for as remainder of that round, you and they have
long as you wish, but it ends if no combat an asset on defense rolls. Action.
is taking place within range of your senses.
Action to initiate. Momentum: If you use an action to move,
your next attack made using a melee weapon
Impossible Strength (3 Might points before the end of the next round inflicts 2
and 3 Stress): For the next minute, you additional points of damage. Enabler.
possess inhuman strength. You gain an asset
on any noncombat action requiring physical Size Them Up (3 Intellect points): You
strength, and +2 to your Might Edge. You use an action to study a creature you can see.
could lift a small car. You could toss a full file For the next 24 hours, all your attacks against
cabinet across the room. In melee combat, you them, and your defense rolls against their
inflict 4 additional points of damage. Action attacks, are eased. Action to study.
to initiate.
Snipe (2 Speed points): If you spend
FOURTH-TIER PROTECTOR one action aiming, in the next round you can
Choose two of the protective abilities make a precise ranged attack. You have an
described below (or from a lower tier). You asset on this attack. If your attack is successful,
can’t choose the same ability more than once it inflicts 4 additional points of damage.
unless the description says otherwise. You can Action.
also replace one of your lower-tier abilities
with a different one from a lower tier. Touch the Untouchable (4 Might
points and 3 Stress): For one minute, you
Amazing Effort: Choose either Might can physically interact with something
Effort or Speed Effort. When you apply at that normally could not be interacted with
least one level of that kind of Effort to a normally or safely, like an intangible ghost or
noncombat task, you get a free level of Effort liquid magma. Action to initiate.
on that task. Enabler.
FIFTH-TIER PROTECTOR
Bury the Bodies: You gain an asset to any Fifth-tier Protectors have the following
action involved in covering up a crime scene, abilities:
a scene of violence, a break-in, or something Adroit Cypher Use: You can bear four
similar. This includes speaking with the cyphers at a time.
authorities. Enabler. Protective Abilities: Choose two of the
abilities described below (or from a lower tier).
Capable Fighter: Your attacks deal 1 You can’t choose the same ability more than
additional point of damage. Enabler. once unless the description says otherwise.
You can also replace one of your lower-tier
Expert Bodyguard: Once per turn, abilities with a different one from a lower tier.
choose one ally that’s next to you; their
defense tasks are eased. Enabler.

40
CHAPTER 3
CHARACTER TYPE

Arc Spray (3 Speed points): If a weapon Shrug It Off: You ignore the negative
has the ability to fire rapid shots without effects of your first Stress level. Enabler.
reloading (usually called a rapid-fire weapon,
such as a submachine gun), you can fire your Savagery (5 Might points and 3
weapon at up to three adjacent targets at once. Stress): You call upon some of the most
Make a separate hindered attack roll against visceral, primal fears and draw power to
each target. Action. change into a savage, inhuman beast for an
hour. In this new form, you gain +8 to your
Got Your Back (4 Speed points): You’re Might Pool, +2 to your Might Edge, +4
constantly giving your friends a quick helping to your Speed Pool, and +2 to your Speed
hand. If an ally within immediate distance of Edge. While in beast form, you can’t spend
you fails at a physical task, including an attack Intellect points for any reason other than to
or defense roll, you can immediately allow try to change to your normal form before the
that player to reroll. If the second roll also one-hour duration is over (a difficulty 2 task).
fails, you gain 1 point of Stress. Enabler. In addition, you attack any and every living
creature within short range. After you revert to
Improved Success: When you roll a 17 your normal form, you take a –1 penalty to all
or higher on an attack roll that deals damage, rolls for one hour. If you did not kill and eat
you deal 1 additional point of damage. For at least one substantial creature while in beast
instance, if you roll a natural 18, which form, the penalty increases to –2 and affects
normally deals 2 extra points of damage, all your rolls for the next 24 hours. Eating
you instead deal 3 extra points. If you roll a an intelligent creature gives you 3 points of
natural 20 and choose to deal damage rather Stress. Action to change or change back.
than achieve a special major effect, you deal 5 Major effect, page 119
extra points of damage rather than 4. Enabler. SIXTH-TIER PROTECTOR
Choose two of the protective abilities
Mastery With Attacks: Choose one described below (or from a lower tier). You
type of attack in which you are trained: light can’t choose the same ability more than once
bashing, light bladed, light ranged, medium unless the description says otherwise. You can
bashing, medium bladed, medium ranged, also replace one of your lower-tier abilities
heavy bashing, heavy bladed, or heavy ranged. with a different one from a lower tier.
You are specialized in attacks using that type
of weapon. Enabler. (If you aren’t trained in Again and Again (8 Speed points): You
an attack, select Skill With Attacks to become can take an additional action in a round in Skill With Attacks, page 38
trained in that attack.) which you have already acted. Enabler.

Mastery With Defense: Choose one Beacon of Hope: If you make a successful
type of defense task in which you are trained: attack roll, you can choose one ally within
Might, Speed, or Intellect. You are specialized a short distance that can see you. They are
in defense tasks of that type. You can select inspired by your success and their next task is
this ability up to three times. Each time you eased. Enabler.
select it, you must choose a different type of
defense task. Enabler. Fight On: You do not suffer the normal
penalties for being impaired on the damage Damage track, page 132
Parry (5 Speed points): You can deflect track. If debilitated, instead of suffering the
incoming attacks quickly. When you activate normal penalty of being unable to take most
this ability, for the next ten rounds you ease all actions, you can continue to act; however, all
Speed defense rolls. Enabler. tasks are hindered. Enabler.
41
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Finishing Blow (5 Might points): If your For weapons, he equips his character with
foe is prone, stunned, or somehow helpless a machete (a medium weapon) that inflicts 4
or incapacitated when you strike, you inflict points of damage and a medium pistol that
7 additional points of damage on a successful inflicts 4 points of damage within long range.
hit. Enabler. Oliver has Protector Knowledge, which
Tracking, page 18 grants a noncombat skill; he goes for tracking
Spin Attack (5+ Speed points): You stand so he can follow those who run away instead
still and make attacks against up to five foes, of telling him what he wants to know.
all as part of the same action in one round. For his next type ability, Oliver chooses
Combat Prowess, page 37 All of the attacks have to be the same sort Combat Prowess, so he deals 1 additional
of attack (melee or ranged). Make a separate point of damage with his machete (and other
One Against Many, page 37 attack roll for each foe. You remain limited by melee attacks). He also selects One Against
the amount of Effort you can apply on one Many to leverage his protection against several
action. Anything that modifies your attack foes at once.
or damage applies to all of these attacks. In A first-tier Protector can have two cyphers.
addition to the normal options for using The GM decides that Oliver’s first cypher is
Hard shoulder, page 109 Effort, you can use Effort to increase the a hard shoulder that allows him to avoid an
Flee The Hunt!, page 108 number of foes you can attack with this ability attack, and his second is a flee The Hunt! that
(one additional foe per level of Effort used in allows him to get out of a dangerous situation
this way). Action. quickly.
Descriptor, page 19 Oliver considers his descriptor next,
Quick, page 24 Self-Sacrifice (6 Might points and choosing Quick, which increases his Speed
5 Stress): You take no action other than to Pool to 17. A big Speed Pool provides more
stand and defend for one round. During this opportunity for him to use Effort to aim at
round, all foes within long range will choose foes when throwing a knife or evade attacks
to attack you rather than your allies, drawn to made by others. He also opts for a second—
you irresistibly (no roll needed). During this or, in his case, first—descriptor skill and
Perception, page 17 round, you ignore minor injuries (Stress, other takes perception (rather than the suggested
than the cost of this ability) and you ignore skill of endurance or gymnastics). Opting
the first serious injury (damage track move) for an additional skill also means choosing
you suffer. Action. an inability, and this time he goes with the
Deception, page 16 suggested one: deception.
Focus, page 58 PROTECTOR EXAMPLE For his focus, Oliver chooses Works the
Works the Back Alleys, page 86 Oliver decides to create a Protector character Back Alleys. This gives him a choice of two
Lockpicking, page 17 so that his friends have a better chance of skills. He chooses lockpicking and stealth,
Stealth, page 18 surviving what lies ahead. He decides he’s which seem like great options for getting into
freshly retired from the military after a few and out of a place, even one that’s secured,
campaigns abroad. He puts 3 of his additional and without drawing too much attention.
points into his Might Pool and 3 into his Oliver’s character is a serious combatant, but
Speed Pool; his stat Pools are now Might he is also good at avoiding a fight by staying
13, Speed 13, and Intellect 8. As a first-tier out of sight, and at helping his allies get into
character, his Effort is 1, his Might Edge and places they’re interested in searching.
Character Arcs, page 141 Speed Edge are 1, and his Intellect Edge is For his character arc, Oliver chooses Defeat
Defeat a Foe, page 147 0. His character is not particularly smart or a Foe. That foe, he decides, is someone from
charismatic, but he is faster and stronger than his old military company who was once a
average. friend but went rogue after encountering
something “unusual.”

42
CHAPTER 3
CHARACTER TYPE

ELOCUTIONIST
When investigating people’s experiences with
It was definitely human once, the supernatural and the weird, sometimes
at least based on how it was
the most difficult aspect is just getting them
screaming, but it was thin,
to talk about it. You have a way with people,
with bits of it twisted and
and you can get them to open up to you. Your
discoloured, covered in small,
scurrying shapes.
keen perceptions even tell you what they won’t
Its face was the most human say aloud. You also know how to use words to
part of it remaining, except get what you want. You are the spokesperson
for the two black and hollow of the investigation—from generating cover
spaces where its eyes once stories to fast-talking your way past someone
were. From which now poured being an obstacle, you are the secret weapon.
an endless stream of scuttling And to top it all off, you’re good for boosting
legs and fangs. The mouth your allies’ morale and encouraging their
was full of them too, but I actions. You’re good to have around.
could see, as they grasped Individual Role: Elocutionists are smart
desperately at Greg, it was
and charismatic. They like people and, more
trying to say, “I’m sorry. I’m
important, they understand them. This helps
sorry. Tell her I’m sorry.”
elocutionists get others to do what needs to be
But words were not what
tumbled from those lips.
done.
—MAG 123: “Web Development”

43
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Group Role: The Elocutionist is often the ELOCUTIONIST STAT POOLS


spokesperson of the group, serving as the one Stat Pool Starting Value
who speaks for all and negotiates with others. Might 8
Combat and action are not an Elocutionist’s Speed 9
strong suits, so other characters sometimes
Intellect 11
have to defend them in times of danger.
Societal Role: An Elocutionist can be The player has 6 additional points to assign
anyone who’s good with people. They’re often to the stat Pools as they wish.
team leaders in a business, or even political
or religious leaders. It’s worth mentioning, FIRST-TIER ELOCUTIONIST
however, that many come from a background First-tier Elocutionists have the following
of con artistry and crime. abilities:
Advanced Elocutionists: Higher-tier Effort: Your Effort is 1.
Elocutionists use their abilities to manipulate Fit: You have a Might Edge of 0, a Speed
groups of people as well as aid and nurture Edge of 0, and an Intellect Edge of 1.
their friends. They can talk their way out of People Skills: You are trained in two
danger and even use their words as weapons. people-related skills in which you are not
Supernatural Elocutionists: Elocutionists already trained. Choose two of the following:
with special abilities can use them to compel deception, discerning motive, intimidation,
people to reveal information or flee, or even to persuasion, or performance. Enabler.
control them. Such abilities are marked with . Cypher Use: You can have two cyphers at
a time.

44
CHAPTER 3
CHARACTER TYPE

Weapons: You’re practiced with light and Knowledge Skills: You are trained in two
medium weapons and suffer no penalty when skills in which you are not already trained.
using them. You have an inability to use heavy Choose two areas of knowledge such as history,
weapons. Enabler. geography, psychology, and so on. You can select
Locution Abilities: You’re good with this ability multiple times. Each time you select
words. Good with people. You’re charming, it, you must choose two different skills. Enabler.
persuasive, and clever. Choose two of the
abilities listed below. You can’t choose the Secret Agendas (1 Intellect point): When
same ability more than once unless its speaking with at least two different NPCs for
description says otherwise. at least a minute, you pick up on subtle cues
to determine one of two things (you choose):
Connected: You know people who get • The relationship between the NPCs
things done—not just respected people in (including their actual feelings about each
positions of authority, but also a variety of other, at least generally).
online hackers and regular street criminals. • If there are at least three NPCs, you pick
These people are not necessarily your friends the odd one out. You determine which of
and might not be trustworthy, but they owe the group is least like the others.
you a favor. You and the GM should work out
the details of your contacts. Enabler. For example, if talking to a married couple
secretly on the verge of divorce, you can pick up
De-Stress (1 Intellect point): While resting on subtle indications of resentment or concealed
or relaxing with allies for an hour, you and they hostility. If you’re interacting with a group
lose 1 more point of Stress than normal. Enabler. of people but one of them secretly works for
The Web, you can pick up on something odd The Web, page 176
Encouragement (1 Intellect point): about them (but not specific details). Enabler.
While you maintain this ability through
ongoing inspiring oration, your allies within Understanding (1 Intellect point): You
short range ease one of the following task observe or study a creature or object. Your
types (your choice): defense tasks, attack tasks, next interaction with that creature or object
or tasks related to any skill that you are trained gains one asset. Action.
or specialized in. Action.
Verbal Disguise (1 Intellect point): You
Enthrall (1 Intellect point): While can mimic the voice and speech patterns of a
talking, you grab and keep another creature’s person you have heard speak before, allowing
attention, even if the creature can’t understand you to make one significant statement. If the
you. For as long as you do nothing but speak person you are speaking to sees you, they will not
(you can’t even move), the other creature fall for the deception, so this ability is likely best
takes no actions other than to defend itself, used over the telephone, in the dark, or with a
even over multiple rounds. If the creature is heavy physical disguise. You can continue to use
attacked, the effect ends. Action. this ability, but the cost is 1 Intellect point for
each important statement you make. This ability
Inner Defense: Life’s trials have doesn’t make you any more persuasive—it merely
toughened you and made you hard to read. disguises who is speaking. If the GM rules that
You are trained in any task to resist another you’ve said something the listener simply cannot
creature’s attempt to discern your true feelings, believe the mimicked speaker would say, you
beliefs, or plans. You are likewise trained in immediately fail; if you’ve said more than one
resisting torture, telepathic intrusion, and thing, the listener knows that none of it has come
mind control. Enabler. from the mimicked speaker. Enabler.
45
THE MAGNUS ARCHIVES ROLEPLAYING GAME

SECOND-TIER ELOCUTIONIST obtain general facts. You also get a good idea of
Choose two of the locution abilities listed the general layout of the location involved, note
below (or from a lower tier). You can’t choose the presence of all major sites, and perhaps even
the same ability more than once unless its notice obscure details. For example, not only
description says otherwise. You can also do you find out if anyone in the neighborhood
replace one of your lower-tier abilities with a has seen the missing boy, but you also get
different one from a lower tier. a working knowledge of the layout of the
neighborhood, note all the good hiding places,
Agitate (2 Intellect points): You shout and realize that everyone seems to be leery of
at a target you can see and who can easily one old house. Action to initiate; about an
hear you, and on a successful Intellect-based hour to complete.
roll, they move an immediate distance in any
direction you wish (because they’re startled, Inspire Aggression (2 Intellect points):
they heed a fake warning, or they’re otherwise Your words twist the mind of a character
unconsciously induced to do so). Action. within short range who is able to understand
you, unlocking their more primitive instincts.
Cold Reading (2 Intellect points): When As a result, they gain an asset on their
you spend at least five minutes talking to a Might-based attack rolls for one minute.
person, you can ask the GM one question Action.
about that person and get an answer.
Alternatively, you can forgo the question and Inspiring Ease: Through stories, songs,
simply ease all tasks involving interaction with art, or other forms of entertainment, you
the person for 24 hours. You cannot use this inspire your friends. After spending 24 hours
more than one time per person per 24 hours. with you, once per day each of your friends
Action to initiate; five minutes to complete. can ease one task of their choice. This benefit
is ongoing while you remain in the friend’s
Defuse (1 Intellect point): During the company. It ends if you leave, but it resumes
course of an investigation, your questions if you return to the friend’s company within
sometimes elicit an angry or even violent 24 hours. If you leave the friend’s company for
response. Through dissembling, verbal more than 24 hours, you must spend another
distraction, calming words, or similar evasion, 24 hours together to reactivate the benefit.
you prevent a person from attacking anyone Enabler.
or anything for one round, and your next
interaction with them is eased. Action. Quick Wits: When performing a task that
would normally require spending points from
Disincentivize (1 Intellect point): With your Intellect Pool, you can spend points from
some demoralizing words, you hinder all actions your Speed Pool instead. Enabler.
attempted by any number of targets within short
range who can understand you. You choose Skill With Defense: Choose one type
which targets are affected. Affected targets’ of defense task in which you are not already
actions are hindered for one round. Action. trained: Might, Speed, or Intellect. You are
trained in defense tasks of that type. Enabler.
Gather Intelligence (2 Intellect points):
While within or near a large group of people,
you can ask around about any topic you choose
and come away with useful information. You
can ask a specific question, or you can simply

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CHARACTER TYPE

THIRD-TIER ELOCUTIONIST Oratory (4 Intellect points): When


Third-tier Elocutionists have the following speaking with a group of intelligent creatures
abilities: that can understand you and aren’t hostile,
Expert Cypher Use: You can have three you convince them to take one reasonable
cyphers at a time. action in the next round. A reasonable action
Locution Abilities: Choose two of the should not put the creatures or their allies in
abilities listed below (or from a lower tier). obvious danger or be wildly out of character.
You can’t choose the same ability more than Action.
once unless its description says otherwise. You
can also replace one of your lower-tier abilities Seen Some . . . Stuff: You reduce the
with a different one from a lower tier. Stress you suffer from mental shock or despair
by 1. You still suffer Stress from physical
Blend In (4 Intellect points): For the injury normally. Enabler.
next minute, you blend in—creatures still
see you, but they attach no importance to Slip of the Tongue (3 Intellect points):
your presence. While blending in, you are In a conversation with an NPC, you use
specialized in stealth and Speed defense tasks. verbal trickery to get them to reveal an
This effect ends if you do something to reveal important piece of information that they
your presence or position—attacking, using were attempting to conceal. You can try to
an ability, moving a large object, and so on. determine the topic of the information, but
If this occurs, you can regain the remaining ultimately the GM determines what the NPC
period of effect by taking an action to focus actually says. Action.
on seeming innocuous and as if you belong.
Action to initiate or reinitiate. Surveillance: All tasks involving monitoring,
watching, or tailing a person or place are
Communication (2 Intellect points): eased. This includes setting up cameras,
You can convey a basic concept to a creature microphones, or other equipment. Enabler.
that normally can’t speak or understand
speech. The creature can also give you a very Irresistible Question (3 Intellect
basic answer to a simple question. Action. points and 3 Stress): You ask a question
of one creature within a short distance. If
Grand Deception (3 Intellect points): you make a successful Intellect roll, they are
You convince an intelligent creature that can compelled to answer the question as truthfully
understand you and isn’t hostile of something and completely as they can. Enabler.
that is wildly and obviously untrue. Action.
FOURTH-TIER ELOCUTIONIST
Mind Games (3 Intellect points): You Choose two of the locution abilities listed
use lies and trickery, mockery, and perhaps below (or from a lower tier). You can’t choose
even hateful, obscene language against a foe the same ability more than once unless its
that can understand you. If successful, the description says otherwise. You can also
foe is stunned for one round and cannot act, replace one of your lower-tier abilities with a
and it is dazed in the following round, during different one from a lower tier.
which time its tasks are hindered. Action.
Anticipate Attack (4 Intellect points): You
can sense when and how creatures attacking
you will make their attacks. Your Speed
defense rolls are eased for one minute. Action.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Cover Story (4 Intellect points): After Stress (5 Intellect points): Your terrifying,
studying (either up close or from afar) a insidious words impose 3 points of Stress (4
group, organization, or individual for at points of damage on NPCs) on up to five people
least five minutes, you come up with a cover you choose that can hear and understand you
story—an elaborate lie—that the group or within short range. Make separate attack rolls
individual in question is very likely to believe. against each creature. Action.
If you or anyone else uses the cover story, any
deception, persuasion, disguise, or similar task Understanding Why (4 Intellect points):
related to the cover story is eased. This benefit If you succeed at a discerning motive task,
lasts until the cover story is irrefutably proven you fully understand a person’s motives and
false (which might never happen). Action to the root causes for why they do what they do.
initiate. You may not get details, but you get a fair bit
of general insight. You might, for example,
Heightened Skills: You are trained in two ascertain that a murderer has a deep-seated
tasks of your choosing (other than attacks or insecurity, or that the person helping them
defense). If you choose a task you’re already owed them a huge debt. Action.
trained in, you instead become specialized in
that task. You can’t choose a task you’re already Terrorize (4 Might points and 3
specialized in. Enabler. Stress): A creature that can understand you
within a short distance suffers 3 points of Stress
Look for the Tell (4 Intellect points): (4 points of damage to an NPC) and spends
After spending at least one minute with a their next action fleeing from you as quickly
person in conversation, you know when as they can. They will not approach you for an
they are lying for the next minute. Action to hour afterward unless threatened. Action.
initiate.
FIFTH-TIER ELOCUTIONIST
Scarred and Hardened: You reduce the Fifth-tier Elocutionists have the following
Stress you suffer from physical injury by 1. abilities:
You still suffer Stress from mental shock or Adroit Cypher Use: You can have four
despair normally. Enabler. cyphers at a time.
Locution Abilities: Choose two of the
Skill With Attacks: Choose one type of abilities listed below (or from a lower tier).
attack in which you are not already trained: You can’t choose the same ability more than
light bashing, light bladed, light ranged, once unless its description says otherwise. You
medium bashing, medium bladed, medium can also replace one of your lower-tier abilities
ranged, heavy bashing, heavy bladed, or heavy with a different one from a lower tier.
ranged. You are trained in attacks using that
type of weapon. You can select this ability Performance (4 Intellect points): You
multiple times. Each time you select it, let your voice become your instrument. For
you must choose a different type of attack. one hour, you speak with absolute clarity
Enabler. and smoothness, using any manner of tones,
vocal ranges, and accents. You can even
Spur Effort (5 Intellect points): Choose perfectly imitate the voices of whomever you
an ally within immediate range. If that choose. Anyone hearing you is impressed and
character applies Effort to a task on their next positively predisposed to you. For 24 hours,
turn, they get a free level of Effort on that you gain an asset on any interaction task
task. Enabler. involving them. Action to initiate.

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CHARACTER TYPE

Shrug It Off: You ignore the negative Control (5 Intellect points and 3
effects of your first Stress level. Enabler. Stress): You control the actions of a creature
within a short distance who can understand
Soft Speech (5 Intellect points): You you. This lasts for ten minutes or until they
convince someone to confide in you in a very are out of range. If you compel them to do
short amount of time. They see you not only something they would never normally do,
as a friend but as a trusted confidant. After you must roll again to maintain your effect.
just one minute of conversation, you need Action.
make no further rolls to get the person to tell
you literally anything. Enabler. SIXTH-TIER ELOCUTIONIST
Choose two of the locution abilities listed
Stimulate (6 Intellect points): Your below (or from a lower tier). You can’t choose
words encourage a creature you touch who the same ability more than once unless its
can understand you. The next action they take description says otherwise. You can also
is eased by three steps. Action. replace one of your lower-tier abilities with a
different one from a lower tier.
Think Your Way Out: You can use points
from your Intellect Pool rather than your
Might Pool or Speed Pool on any noncombat
action. Enabler.

49
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Inspiring Success (6 Intellect points): ELOCUTIONIST EXAMPLE


When you learn this ability, choose one of the Freya wants to create an Elocutionist for the
following with your group: Might tasks, Speed campaign. She puts 3 of her additional stat points
tasks, or Intellect tasks. When you apply a into her Intellect Pool and 3 into her Speed Pool;
level of Effort on a task related to that stat her stat Pools are now Might 8, Speed 12, and
and you succeed on your roll, choose another Intellect 14. As a first-tier character, her Effort
character within short range. On their next is 1, her Might Edge and Speed Edge are 0,
turn, that character has an asset on the next and her Intellect Edge is 1. She’s smart and
task they attempt using that stat. Enabler. charismatic but not particularly tough.
Freya can pick two People Skills; she decides
Discerning motive, page 16 Mastery With Defense: Choose one on discerning motive and persuasion, thinking
Persuasion, page 17 type of defense task in which you are trained: they are the most likely to get the whole truth
Might, Speed, or Intellect. You are specialized from NPCs she talks with.
in defense tasks of that type. You can select She can also select two more type abilities
De-Stress, page 45 this ability up to three times. Each time you and starts with De-Stress because she knows
select it, you must choose a different type of situations are likely to be taxing for her
Connected, page 45 defense task. Enabler. and her fellows. Next, she picks Connected
because she likes the idea of already having
Soothing Words (6 Intellect points): A links in the world.
creature that you speak with for at least ten A first-tier Elocutionist can have two
Like an Avatar, page 110 minutes loses all of their accumulated Stress. cyphers at once, and the GM starts her with
Action to initiate. like an Avatar, which allows her to treat one
Observer effect, page 110 action roll as a natural 20, and observer effect,
True Communication (6 Intellect allowing her to find something she might have
points): You establish a bond with one person otherwise missed while investigating.
or creature so uncanny that you can make Freya’s character carries a small knife
yourself understood even if you don’t share hidden in her bag in case of trouble. As a light
a language. Further, you can communicate weapon, it inflicts 2 points of damage, but
on just one sensory level if that’s all you have attacks with it are eased.
Smart, page 25 (if they can just see you but not hear you, or She chooses Smart for her descriptor
Descriptors, page 19 hear you but not see you) without any loss of because who wouldn’t want to be smart? The
understanding. Once this bond is established, descriptor increases her Intellect Pool to 18. It
Eidetic, page 25 it never goes away. You can bond with only also suggests Eidetic as an extra ability she can
one person or creature at a time. Action. opt for (instead of an extra skill), which eases
tasks requiring careful memory. She takes it, as
Deception, page 16 Condemn (6 Intellect points and well as the suggested inability in deception.
Focus, page 58 3 Stress): Drawing upon dark forces, you For her focus, Freya chooses Moves Like
Moves Like a Cat, page 75 relegate one person to a future of endless a Cat, granting her a final Speed Pool of 18
Gymnastics, page 17 despair by telling them something truly and training in gymnastics. In the end, she’s
horrifying about themselves (true or not) graceful and quick, charismatic, and hardier
that they henceforth believe deep in their than she initially thought. She’s ready to
core. They lose their next action, and all their investigate scary things.
Character Arcs, page 141 actions afterward are hindered by two steps. For her character arc, Freya chooses Fall
Fall From Grace, page 149 Most people thus affected flee if possible. From Grace. She decides she is becoming
Leitners, page 267 Action. obsessed with a Leitner that’s been in her
family for generations, and her character is
fascinated by its secrets.

50
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CHARACTER TYPE

OCCULTIST
Societal Role: Occultists likely have spent
He walked over to me, and their lives in a library or at home on the
gently stroked my face. His
internet, perhaps gathering with others with
hands smelled strange. Back
similar interests occasionally. More extroverted
then I didn’t know the scent
Occultists might work as stage (or street)
of blood, and mixed with
that faint, saline smell of
magicians, or as scam artists and thieves. A
brackish water. He whispered poor few might even have ended up as fiction
to me then, when he thought writers or game designers.
I was asleep, promised to Advanced Occultists: Higher-tier
protect me, to make sure that Occultists use their knowledge of the
“it wouldn’t get me too.” supernatural to greater and greater benefit,
There was a strangled sound to and become quite resilient against occult
his words; I think he might attacks.
have been crying. Supernatural Occultists: Occultists might
—MAG 9: “A Father’s Love” be the characters most likely to develop Occultists in The Magnus
paranormal abilities. Such abilities are marked Archives might not have any
“real” powers at all, but might
You’ve always been fascinated by exactly the with . They can even start the game with just be steeped in the lore and
things you knew you should leave alone. The one or more such powers, unlike other background of the supernatural.
mysterious and inexplicable call to you with a characters. They also have the widest variety of
dark, low whisper. Your troubled dreams show supernatural abilities to choose from.
you things that most people simply could not
handle. You’re on a dangerous path that will OCCULTIST STAT POOLS
require you to walk among things no human Stat Pool Starting Value
should even be aware of, let alone understand. Might 7
The occult in the world you know is not Speed 9
silly fun with a Ouija board, nor something
Intellect 12
you’d expect from Harry Potter or Gandalf.
It’s dark and dangerous. It tears at your mind The player has 6 additional points to assign
when you delve too deep. to the stat Pools as they wish.
Individual Role: Occultists are intelligent,
well-educated people. They can be mysterious FIRST-TIER OCCULTIST
and brooding, their minds on dark topics or First-tier Occultists have the following
shadowed with too much sinister knowledge. abilities:
In the world of The Magnus Archives, the Effort: Your Effort is 1.
occult is always a subject of darkness, fear, and Fit: You have a Speed Edge of 0, a Might
the forbidden—it’s never pleasant or hopeful. Edge of 0, and an Intellect Edge of 1.
Group Role: The Occultist is along because Knowledge Skills: You are trained in
they likely know more than the others about occultism and one other knowledge skill
what the group is getting involved in. They’re in which you are not already trained, such
probably not a fighter or a people person, as astronomy, biology, geography, history,
but more like an investigator. However, the mathematics, philosophy, physics, psychology,
clues and evidence they find is often of a very or researching. Enabler.
different nature. Cypher Use: You can have three cyphers at
a time.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Weapons: You’re practiced with light and you are not already trained: biology, history,
Weapons and The Magnus medium weapons and suffer no penalty when identifying, philosophy, physics, publishing,
Archives, page 101 using them. You have an inability when using religion, or researching. You become trained in
heavy weapons. Enabler. these two skills. Enabler.
Occult Abilities: Your knowledge of the
occult is matched only by your knowledge Intuition (2 Intellect points): You get
of people (and in particular, fooling them). a weird feeling when something is not quite
Choose two of the abilities listed below. You right. You don’t choose when this ability
can’t choose the same ability more than once works—the GM does, telling you to spend
unless its description says otherwise. the Intellect points and giving you a clue as to
what feels wrong. The GM might tell you that
Already Tainted: You begin the game with something feels bad about opening the door at
access to abilities considered supernatural. the end of the hallway, that the man in the hat
Such abilities are marked with . Check reminds you of a terrible dream you had, or
with the GM to make certain that this is that the child you’re looking for is no longer
appropriate for the campaign. Enabler. nearby.
The GM does not have to trigger this
Artefact Affinity: Any tasks in which you ability, and in fact it should be a surprising
identify or use an artefact are eased. Enabler. but occasional insight rather than an
always-available ability you can rely on.
Esoteric Skills: Your background has If you don’t have the points to spend to
led you down many strange rabbit holes. activate this ability, it doesn’t work. Enabler.
Choose two of the following skills in which

52
CHAPTER 3
CHARACTER TYPE

Sensitive (1 Intellect point): For the next SECOND-TIER OCCULTIST


ten minutes, your tasks to perceive abnormal Choose two of the occult abilities listed
presences or influences are eased (including below (or from a lower tier). You can’t choose
those that are usually imperceptible to regular the same ability more than once unless its
people or animals). Action to initiate. description says otherwise. You can also
replace one of your lower-tier abilities with a
Slightly Sinister Skills: You are trained in different one from a lower tier.
two skills in which you are not already trained.
Choose two of the following: deception, Cold Reading (2 Intellect points): When
disguise, intimidation, pickpocketing, or you spend at least five minutes talking to a
stealth. You can select this ability multiple person, you can ask the GM one question
times. Each time you select it, you must about that person and get an answer.
choose two different skills. Enabler. Alternatively, you can forgo the question and
simply ease all tasks involving interaction with
Supernatural Comprehension (2 the person for 24 hours. You cannot use this
Intellect points): You identify the parameters more than one time per person per 24 hours.
of an unnatural effect within an immediate Action to initiate; five minutes to complete.
distance, like a curse, the presence of
something inhuman, or a spell. This typically Hoax (2 Intellect points): With at least
requires at least a minute of study and ten minutes of preparation, you can use
reflection. Action to initiate. common materials to perpetrate a brief but
surprisingly believable fake event. The event
Understanding (1 Intellect point): You lasts only about one round and should be
observe or study a creature or object. Your very simple and mostly visual. A frightening
next interaction with that creature or object shadow lurks in the doorway, a figure runs off
gains one asset. Action. into the night, you chop off your finger with a
knife, and so on. Typically, if the person you’re
Ventriloquism (1 Intellect point): For trying to fool is far away (but can still see your
one round, you make it seem as though your hoax), the task is eased. Action to initiate.
voice is coming from somewhere of your
choosing within an immediate distance. Practiced With Medium Weapons: You
Action. can use light and medium weapons without
penalty. If you wield a heavy weapon, attacks
Mesmerism (1 Intellect point and with it are hindered. Enabler.
1 Stress): You transfix a person within an
immediate distance. The target loses their Seen Some . . . Stuff: You reduce the
next action and is unaware of anything that Stress you suffer from mental shock or despair
happens during the round unless they are by 1. You still suffer Stress from physical
attacked or otherwise shaken out of it. In the injury normally. Enabler.
following round, they are disoriented and all
their actions are hindered. Action. Skill With Defense: Choose one type
of defense task in which you are not already
trained: Might, Speed, or Intellect. You are
trained in defense tasks of that type. Enabler.

53
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Spout Nonsense (2+ Intellect points): number of targets, or easing the task for it to
You can fast-talk your way through any take effect. In addition to the Intellect point
conversation involving the occult or the cost for activating this ability, if the ability
paranormal, using confusing terms and you’re helping with causes the user Stress, you
strange synchronistic logic loops that suffer the same Stress as them. Action.
confound even others with knowledge of the
subject. The person that you are speaking Embracing the Unknown: Interaction
to stands bewildered and befuddled, unable tasks with supernatural beings are eased.
to take an action for one round. For each Enabler.
additional Intellect point you spend, you can
attempt to affect another person with the Intense Practitioner: If you apply at least
same gibberish, but they must all be within an one level of Effort to a task involving the
immediate distance of you. Action. supernatural, you get a free level of Effort on
that task. Enabler.
Premonition (2 Intellect points):
You learn one random fact about a creature, Peering Beyond the Veil (3 Intellect
object, or location that is pertinent to a topic points and 3 Stress): You become aware
you designate. Alternatively, you can choose to of supernatural activity that you couldn’t
learn a creature’s level; however, if you do so, otherwise perceive. You can see invisible
you cannot learn anything else about it later creatures or objects and hear inaudible sounds
with this ability. Action. within a short distance for one hour, and you
can get a sense of any supernatural activities
Send Thoughts (2+ Intellect points that have occurred within that area in the last
and 2 Stress): You mentally transmit a 24 hours. Action.
message to someone you know well. The
message can be up to ten words or it can Resistance to the Uncanny: The ill effects
be an image of your devising. The recipient of using artefacts are mitigated somewhat. You
must be within 1 mile (1.6 km), but for every gain 1 less point of Stress than normal when
additional point of Intellect you spend, this using an artefact. Enabler.
distance is increased by another mile. Action.
Shatter (2+ Intellect points and
THIRD-TIER OCCULTIST 3 Stress): You mystically cause the detonation
Third-tier Occultists have the following abilities: of an object you choose within long range.
Adroit Cypher Use: You can have four The object must be a small, mundane item
cyphers at a time. composed of homogeneous matter (such as
Occult Abilities: Choose two of the a coffee cup, a doorknob, a rock, and so on).
abilities listed below (or from a lower tier). The object explodes in an immediate radius,
You can’t choose the same ability more than dealing 1 point of damage to all creatures
once unless its description says otherwise. You and objects in the area. If you apply Effort to
can also replace one of your lower-tier abilities increase the damage, you deal 2 additional
with a different one from a lower tier. points of damage per level of Effort (instead
of 3 points); targets in the area take 1 point of
Cooperative Sorcery (4 Intellect points): damage even if you fail the attack roll. Action.
You know a little about magic. If someone
stands next to you and uses a supernatural Supernatural Resistance: Your defense
power, you can boost that power by increasing tasks against supernatural effects are eased.
the range by one category, doubling the Enabler.

54
CHAPTER 3
CHARACTER TYPE

FOURTH-TIER OCCULTIST FIFTH-TIER OCCULTIST


Choose two of the occult abilities listed Fifth-tier Occultists have the following
below (or from a lower tier). You can’t choose abilities:
the same ability more than once unless its Master Cypher Use: You can have five
description says otherwise. You can also cyphers at a time.
replace one of your lower-tier abilities with a Occult Abilities: Choose two of the
different one from a lower tier. abilities listed below (or from a lower tier).
You can’t choose the same ability more than
Combating the Uncanny: All your once unless its description says otherwise. You
attacks against supernatural beings are eased. can also replace one of your lower-tier abilities
Enabler. with a different one from a lower tier.

Heightened Skills: You are trained in two See the Truth: You see through magical
tasks of your choosing (other than attacks or disguises, veils, illusions, and similar
defense). If you choose a task you’re already obfuscations, with no roll needed. Beware,
trained in, you instead become specialized in though: sometimes the truth might be
that task. You can’t choose a task you’re already dangerous, with revelations leading to Stress.
specialized in. Enabler. Enabler.

Shrug It Off: You ignore the negative Skill With Attacks: Choose one type of
effects of your first Stress level. Enabler. attack in which you are not already trained:
light bashing, light bladed, light ranged,
Think Your Way Out: You can use points medium bashing, medium bladed, medium
from your Intellect Pool rather than your ranged, heavy bashing, heavy bladed, or heavy
Might Pool or Speed Pool on any noncombat ranged. You are trained in attacks using that
action. Enabler. type of weapon. You can select this ability
multiple times. Each time you select it,
Cypher Manifestation (4 Might you must choose a different type of attack.
points and 3 Stress): You transform one Enabler.
cypher that you currently have into a small
physical object a person could hold in their Stern Stuff: You no longer suffer Stress
hand. You can then give that object to another from seeing something supernatural. All other
person for them to use. It counts against their stressful events still affect you, including using
cypher limit. Action. the supernatural. Enabler.

Edit Memories (4 Intellect points Stressed Mind (4 Intellect points


and 3 Stress): You reach into the mind of and 3 Stress): With a touch and a whisper,
a person within immediate range and edit you give a creature such mind-spinning dread
the last five minutes of their memory. For that they suffer 6 points of Stress (6 points of
example, you could make someone on guard damage for an NPC). Action.
forget they ever saw you pass by, misremember
a code they just learned, or believe a different
person pushed them down than who actually
did. Action.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Vanish From Sight (5 Intellect points Defending Others: Allies within an


and 4 Stress): You literally disappear, turning immediate distance ease their defenses against
invisible for up to one minute. During this supernatural effects. Enabler.
time, you can only move or gently manipulate
objects (like open doors). If you do anything Mastery With Defense: Choose one
else, such as talk or attack, you reveal yourself type of defense task in which you are trained:
as you do so. If this occurs, you can regain Might, Speed, or Intellect. You are specialized
the remaining invisibility effect by taking in defense tasks of that type. You can select
an action to hide your position. Action to this ability up to three times. Each time you
initiate. select it, you must choose a different type of
defense task. Enabler.
SIXTH-TIER OCCULTIST
Choose two of the occult abilities listed Meditative Restoration (8 Intellect
below (or from a lower tier). You can’t choose points): You rid yourself of 3 points of Stress
the same ability more than once unless its each minute you do nothing else. Action to
description says otherwise. You can also initiate.
replace one of your lower-tier abilities with a
different one from a lower tier. Ghost (6 Intellect points and 5
Stress): For the next ten minutes, you gain an
Craft Artefact: This ability allows for asset to sneaking tasks. During this time, you
the creation of a single artefact. You can take can move through solid barriers at a rate of 1
this ability more than once to make multiple foot (30 cm) per round, and you can perceive
artefacts. The process is long, difficult, and while phased within a barrier or object, which
confounding. You and the GM should work allows you to peek through walls. Action to
together to determine the particulars because initiate.
every artefact is different. However, the
creation process should involve: Psychokinetic Attack (6 Might
• Plans, recipes, or instructions from a points and 5 Stress): You can use this attack
prior Avatar or occultist (or, alternatively, in one of two ways. The first is to pick up a
a dream or vision from one or more heavy object and hurl it at someone within
Entities) that are extremely difficult to short range. This attack is an Intellect action,
obtain. and if successful, it deals 6 points of damage
• Cost in time in terms of months or to the target and to the hurled object (which
even years, sometimes working steadily, could be another foe, although that would
sometimes with breaks for other activities. require two rolls—one roll to grab the first foe
• Cost in money similar to an exorbitant and another roll to hit the second foe with the
item. first). The second way to use this attack is to
• Cost in mental and/or physical well-being. unleash a shattering burst of power that works
Very likely 3 points of Stress gained only against an inanimate object no larger
during each day of the process, and a than half your size. Make an Intellect roll to
permanent loss of 3 points from your instantly destroy the object; the task is eased
Attacking objects, page 127 stat Pools. by three steps compared to breaking it with
brute strength. Action.
The finished artefact should create or
produce a single effect equal to a sixth-tier
ability from any type or focus, and the Stress
cost of using it should be 3.

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CHAPTER 3
CHARACTER TYPE

OCCULTIST EXAMPLE which grants extra Effort; and stare into Stare into The Vast, page 112
Teri wants to create an Occultist, hoping The Vast, which returns spent points to her
her extra knowledge about the supernatural Intellect Pool.
will make a difference. She decides for a For her descriptor, Teri chooses Pretentious, Descriptors, page 19
well-rounded character, so she puts 2 of her which adds 2 points to her Intellect Pool, Pretentious, page 24
6 additional points into each stat Pool, giving bringing it to 16. She also gains training in
her a Might Pool of 9, a Speed Pool of 11, and Intellect defense rolls. She begins developing a
an Intellect Pool of 14. Her Occultist is smart backstory about how her character used to go
and quick. She has an Intellect Edge of 1, a around debunking paranormal claims made
Might Edge of 0, and a Speed Edge of 0. As a by scammers and psychics—until one day, she
first-tier character, her Effort is 1. couldn’t.
She is automatically trained in occultism as For her focus, she chooses Leads. This gives Occultism, page 17
one of her Knowledge Skills. Given a choice her Natural Charisma, which grants training Astronomy, page 16
for the second, she selects astronomy. in all social interactions. At first tier, Teri also Focus, page 58
Teri also picks two type abilities. The gains Good Advice, which means when she Leads, page 70
first is Intuition, which could cue her when helps another character, the other character Natural Charisma, page 70
something strange is happening. The second has an additional asset to their task. Good Advice, page 70
is Supernatural Comprehension, allowing her For her character arc, Teri chooses Aid a Intuition, page 52
character to identify aspects of an unnatural Friend. She decides that when her character Supernatural Comprehension,
effect like a curse, the presence of something was young, she had a mentor who introduced page 53

inhuman, or a spell. her to the paranormal. That mentor has since Character Arcs, page 141
Her character can have three cyphers. The gone missing. She’d like to find and help them Aid a Friend, page 145
GM gives her deathly silent and still, useful if she can, or at least gain closure if the worst Deathly silent and still, page 108
when she needs to hide; desperate effort, has happened. Desperate effort, page 108

57
CHAPTER 4

CHARACTER FOCUS

Y
our focus helps make your character
Their chests moved up and unique. Ideally, no two PCs in a group
down slowly, so Alex was
should have the same focus. A focus
sure they’d been alive,
gives a character benefits when they are
but . . . their eyes stared
created and each time they ascend to the next
vacantly into the space in
Many foci allow you to take tier. It’s the verb of the sentence “I am an
the same ability multiple times front of them, and everything
adjective noun who verbs.”
across tier progression. For else about them seemed
example, Would Rather Be This chapter contains a wide variety of foci
lifeless and empty. Some
Reading grants the Knowledge Is to choose from, such as Explores Dark Places,
Power ability several times. of them were lying with
their heads or legs at odd, Infiltrates, and Runs Away.
uncomfortable-looking angles, When you choose a character focus, you get
but they either didn’t notice a special connection to one or more of your
or didn’t care. They all fellow PCs, and one or two first-tier abilities.
seemed to have fallen away Most foci don’t grant additional equipment,
from a single, central point but a few do. For instance, someone who
in the room. Kneeling there Carries a Gun needs a gun.
was the only figure who Each focus also offers suggestions for GM
hadn’t collapsed. intrusions specific to that focus.
She was an older woman, As you progress to new tiers, your focus
Alex said, and was almost grants you more abilities. Each tier’s benefits
completely naked. Her skin are independent of and cumulative with
was pale and her head was benefits from other tiers (unless indicated
shaved. Like the others, she otherwise). So if a first-tier ability grants +1 to
was still, with only the damage and a fourth-tier ability also grants +1
movement of her chest showing to damage, when the character reaches fourth
she was still alive, but tier, a total of +2 to damage is granted.
unlike those on the floor, At the end of this chapter, you’ll also find
her eyes moved. They gently information about the abilities that PCs can
swept from one side of the acquire if they become Avatars.
room to the other, like she
was searching for something.
—MAG 94:
“Dead Woman Walking”

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CHARACTER FOCUS

LIST OF FOCI
Carries a Gun Leads Practically Lives Online
Does a Bit of This and That Learns Quickly Runs Away
Explores Dark Places Looks for Trouble Solves Mysteries
Fights Dirty Moves Like a Cat Wears a Badge
Helps Their Friends Needs No Weapon Works the Back Alleys
Infiltrates Never Says Die Would Rather Be Reading

THE STORY BEHIND YOUR FOCUS


The story of how your character came to have STARTING CHARACTERS AND
the focus that they do is yours to define, as THE PARANORMAL
long as it fits within the setting. For example, You’ll notice that essentially none of the
if your character Carries a Gun, maybe they foci here presume that the character has
learned shooting growing up in a rural area had paranormal experience, and none of
where hunting was a way of life, or perhaps them offer supernatural abilities. In The
they were in the military. Maybe they picked Magnus Archives Roleplaying Game, your
up a gun one day after a terrible personal starting character might be interested
experience and have been trying to become in the paranormal, and they might even
proficient at the gun range ever since. believe in the paranormal, but they haven’t
Giving a little thought to the origin of been confronted with definitive evidence
your character’s focus can really help flesh of it (questionable experiences in one’s
out their background, tie them to places background are fine). Players that want
and people, and connect to other parts of to play a character with a background
their character, such as your descriptor. For involving actual experiences with monsters,
instance, maybe the reason you’re Suspicious artefacts, or the like, as presented in the Suspicious, page 26
is because the time you weren’t, you lived podcast, should work with the GM to
to regret it. Maybe your character arc is all ensure it fits with the setting.
about learning truths behind something
that happened to you earlier.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

FOCI
CARRIES A GUN Minor Effect Suggestion: After being hit
You’re a proficient adversary when armed. on the side of the head, the target is deafened
Hundreds of hours of training mean that you for a few minutes.
don’t crack when under fire; you take care of Major Effect Suggestion: An artery hit
business before the bad guys even know you’re causes the foe to bleed for 1 point of damage
there. Those who are Carry a Gun might be each round until they succeed at a difficulty 3
GM intrusion: Misfire or jam! cops, crooks, hunters, or citizens interested in Intellect or Speed task to bind the wound.
The attack fails and the action protecting themselves.
is lost, plus an additional action
is needed to fix the problem. You dress in clothing that allows you either TIER 1
to conceal your weapon or to quickly access Gunner: You inflict 1 additional point of
it, and preferably both, which might be why damage with guns. Enabler.
you’re probably known for your trench coat.
Connection: Choose one of the following Practiced With Guns: You are practiced
with your group. with guns and suffer no penalty when using
1. Pick one other PC. In the recent past, one. Enabler.
while doing a little target practice, you
accidentally winged them, leaving them badly TIER 2
wounded. It’s up to that PC to decide whether Careful Shot: You can spend points from
they resent, fear, or forgive you. either your Speed Pool or your Intellect Pool
2. Pick one other PC. You once overheard to apply levels of Effort to increase your gun
them say that guns are dangerous weapons and damage. Each level of Effort adds 3 points
no one should have one. It’s up to you whether of damage to a successful attack, and if you
you want to prove them right or wrong. spend a turn lining up your shot, each level
3. Pick one other PC. That character’s of Effort instead adds 5 points of damage to a
mother gave you the gun you now wield. successful attack. Enabler.
4. Pick one other PC. This character seems
to think you’re famous for something, but you TIER 3
know they’re mistaken. It’s up to you whether Ability Choice. Choose either Trained Gunner
you set them straight. or Damage Dealer as your tier 3 ability.
Additional Equipment: A firearm and
three magazines of ammo.

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CHARACTER FOCUS

Trained Gunner: You can choose from DOES A BIT OF THIS AND THAT
one of two benefits. Either you are trained You’ve had a number of jobs in your life, but
in using guns, or you have the Spray ability nothing’s really stuck. No one thing consumes Spray, page 39
(which has a cost of 2 Speed points). Enabler. you, compels you, or drives you. You float
from event to event. That doesn’t mean
Damage Dealer: You inflict an additional you’re unhappy, necessarily. It’s not a bad life.
3 points of damage with your gun. Enabler. You like to take it easy. Appreciate the little
things. Learn new things, and then switch to
TIER 4 something else when that gets boring. Possibly
Snap Shot: You can make two gun attacks partake in a few relaxing substances now and
as a single action, but the second attack is again. Enjoy the rug that ties the whole room
hindered by two steps. Enabler. together. All of which is to say, you know a
little about a lot of different things.
TIER 5 You dress casually. You might be in decent
Arc Spray (3 Speed points): If a weapon physical shape—if, you know, that’s your
has the ability to fire rapid shots without thing—or maybe you’re more cerebral (a
reloading (usually called a rapid-fire weapon), pseudo-intellectual). It’s all good.
you can fire your weapon at up to three targets Connection: Choose one of the following
(all next to one another) at once. Make a with your group.
separate attack roll against each target. Each 1. Pick one other PC. They have always
attack is hindered. Action. been there for you. Gotten you out of jams
from time to time. They’re cool.
TIER 6 2. Pick one other PC. This character is too
Ability Choice. Choose either Special Shot or uptight for your tastes. They’ve got to learn
Lethal Damage as your tier 6 ability. to chill, and you hope you’re the one to give
them that perspective.
Special Shot: When you hit a target 3. Pick one other PC. You’re a little jealous
with a gun attack, you can choose to reduce of this character because they’re better than
the damage by 1 point but hit the target in you at your favorite hobby (bowling, karaoke,
a precise spot. Some of the possible effects knitting, coding, or whatever it is).
include (but are not limited to) the following: 4. Pick one other PC. You owe them money,
• You can shoot an object out of someone’s and you’re sincere in your promise to pay it
hand. back. You just need things to go your way,
• You can shoot the leg, wing, or other limb financially speaking.
it uses to move, reducing its maximum Minor Effect Suggestion: You draw on GM intrusions: New
movement speed to immediate for a few your experiences to ease your next action. situations are confounding
and stressful. Past actions (or
days or until it receives expert medical Major Effect Suggestion: You get a free, inactions) come back to haunt
care. no-action recovery roll. the character.
• You can shoot a strap holding a backpack,
a protective device, or a similarly TIER 1
strapped-on item so that it falls off. Life Lessons: Choose any two noncombat
Enabler. skills. You are trained in those skills. Enabler.

Lethal Damage: When you hit with TIER 2


your gun on a standard attack, you inflict an Totally Chill: Your ten-minute recovery
additional 5 points of damage. Enabler. roll takes you only one round. Enabler.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

TIER 3 Improvise (2 Intellect points): When you


Ability Choice. Choose either Skill With perform a task in which you are not trained,
Attacks or Improvise as your tier 3 ability. you can improvise to gain an asset on the task.
The asset might be a tool you cobble together,
Skill With Attacks: Choose one type of a sudden insight into overcoming a problem,
attack in which you are not already trained: or a rush of dumb luck. Enabler.
light bashing, light bladed, light ranged,
medium bashing, medium bladed, medium TIER 4
ranged, heavy bashing, heavy bladed, or heavy Life Lessons: Choose any two noncombat
When using Drawing on ranged. You are trained in attacks using that skills. You are trained in those skills. Enabler.
Life’s Experiences, the player type of weapon. You can select this ability
is encouraged to make up
an anecdote, even if only in multiple times. Each time you select it, Greater Skill With Defense: Choose one
overview, that serves as a basis you must choose a different type of attack. type of defense task, even one in which you
for gaining the ability’s benefit.
Enabler. are already trained: Might, Speed, or Intellect.
You are trained in defense tasks of that type,
or specialized if you are already trained. You
can select this ability up to three times. Each
time you select it, you must choose a different
type of defense task. Enabler.

TIER 5
Greater Enhanced Potential: You gain
6 points to divide among your stat Pools
however you wish. Enabler.

TIER 6
Ability Choice. Choose either Drawing on
Life’s Experiences or Quick Wits as your tier
6 ability.

Drawing on Life’s Experiences (6


Intellect points): You’ve seen a lot and done
a lot, and that experience comes in handy.
Ask the GM one question, and you’ll receive a
general answer. The GM assigns a level to the
question, so the more obscure the answer, the
more difficult the task. Generally, knowledge
that you could find by looking somewhere
other than your current location is level 1,
and obscure knowledge of the past is level 7.
Action.

Quick Wits: When performing a task that


would normally require spending points from
your Intellect Pool, you can spend points from
your Speed Pool instead. Enabler.

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CHARACTER FOCUS

EXPLORES DARK PLACES 3. Pick one other PC. This person always
You feel most at home creeping through cellars, seems to hear you, no matter how stealthy you
empty homes, and warehouses by night, tunnels try to be.
and warrens beneath the street, and when 4. Pick one other PC. They are so loud in
possible, honest-to-goodness caves. Sunlight and everything they do that you feel obligated to
empty skies? No, that’s not your shtick. If you’re try to help them learn to move more quietly
being honest, open spaces might even make you through the world. Whether or not they are GM intrusions: Possessions
a bit uncomfortable. Which is why you prefer interested is up to them. fall out of pockets or bags in the
dark; maps get lost. Information
the gloom and press of dark places. That’s Minor Effect Suggestion: The target is also gained fails to include an
where you can find lost things—hopefully dazed for one round, during which time all of important detail.
valuable—under the cover of shadow. its tasks are hindered.
Most likely, you wear dark clothing to help Major Effect Suggestion: The target is also
you blend into the blackness. On the other stunned and loses its next turn.
hand, you might wear sensible garments and
gear because you have serious and dangerous TIER 1
business to attend to in the dark. Superb Explorer: You are trained in
Connection: Choose one of the following perception, endurance, and gymnastics tasks.
with your group. Enabler.
1. Pick one other PC. This character
has been your companion during previous TIER 2
expeditions, and the two of you work so well Superb Infiltrator: You are trained in
together that you both gain an asset to any lockpicking and mechanics. Enabler.
die rolls when you collaborate on the same
noncombat task. Eyes Adjusted: You are not hindered in
2. Pick two other PCs. You think you once darkness and can see faintly even in utter
saw them through a keyhole doing something darkness. Enabler.
illegal. You can choose whether or not to share
that information. The characters can choose TIER 3
whether it was really them (it could have been Ability Choice. Choose either Nightstrike or
neither, one, or both), and they may or may Slippery Customer as your tier 3 ability.
not share that information in return.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Nightstrike: When you attack a foe in FIGHTS DIRTY


dim light or darkness, you get a free level of You know one thing for certain: the
Effort on the attack. Enabler. only important element of a fight is who
wins. How? Why? These questions are
Slippery Customer: When you apply inconsequential. Thus, you’ll do anything
Effort to tasks involving escaping from bonds, to win a fight. Some might say you have
fitting in tight spaces, and other contortionist no honor, no class, or some other foolish
tasks, you get a free level of Effort on the statement, but they’re missing the point. You
task. Thanks to your experience, you are also come out on top when things get violent—
trained in Speed defense tasks. Enabler. and that’s all that matters.
You bite, scratch, kick, and trip. You tangle
TIER 4 foes in draperies, push them down stairs, and
Hard-Won Resilience: In your throw dirt in their eyes. You trick them into
explorations of dark places, you’ve been looking the wrong way, call them names, and
exposed to all sorts of terrible things and are say terrible things about their mothers.
developing a general resistance. You reduce Maybe you learned your methods while
any Stress you gain, from any source, by 1 living on the streets, or maybe you barely
point. Enabler. survived a particularly horrific battle in a
military campaign. Perhaps you simply have
TIER 5 never bought into the idea of rules or honor
Dark Explorer: You ignore penalties for when your life is on the line.
any action (including fighting) in extremely You’re likely to carry a few hidden tricks,
dim light or in cramped spaces. Because you sometimes literally up your sleeve. You might
have the Eyes Adjusted ability, you can act have a knife in your boot, a poisoned needle
without penalty even in total darkness. You in your purse or wallet, a razor in the hem of
Stealth, page 18 are trained in stealth tasks while in dim or no your scarf, or a handful of stinging and itching
light. Enabler. powder in a hidden pocket. Your clothing
probably has a lot of pockets, actually—more
TIER 6 than a few of them well hidden.
Ability Choice. Choose either Blinding Connection: Choose one of the following
Attack or Dark Flow as your tier 6 ability. with your group.
1. Pick one other PC. They’re good in a
Blinding Attack (3 Speed points): If you fight, but if you could teach them a few of
have a source of light, you can use it to make your tricks, they’d really excel.
a melee attack against a target. If successful, 2. Pick one other PC. In the past, they
the attack deals no damage, but the target is taught you a few tricks to use in a fight.
blinded for one minute. Action. 3. Pick one other PC. This character doesn’t
seem to approve of your methods.
Dark Flow (6 Intellect points): For the 4. Pick one other PC. Long ago, the two
next hour, you fully immerse yourself in the of you were on opposite sides of a fight. You
practice and craft of operating in the dark. won, using your particular tactics. Now they’re
When you apply a level of Effort to stealth, interested in a (friendly) rematch at some
lockpicking, endurance, and perception tasks, point and claim to be ready for you.
you get two free levels of Effort on the task, as Additional Equipment: You have a weapon
long as it is done in dim light or in the dark. that is easily hidden and a dose of level 3
Action to initiate. poison that inflicts 6 points of damage.

64
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CHARACTER FOCUS

Minor Effect Suggestion: You manage to Capable Fighter: Your attacks deal 1
make your foe trip and fall prone. additional point of damage. Enabler. GM intrusions: People look
Major Effect Suggestion: You tangle poorly upon those who cheat or
fight without honor. Sometimes
something around your foe’s legs, and they not TIER 5 a dirty trick backfires.
only fall down but also lose their next turn. Using the Environment (4 Intellect
points): You find some way to use the
TIER 1 environment to your advantage in a fight. For
Taking Advantage: When your foe is the next ten minutes, attack rolls and Speed
prone, weakened, dazed, stunned, moved defense rolls are eased. Action to initiate.
down the damage track, or disadvantaged in
some other way, your attacks against that foe TIER 6
are eased beyond any other modifications due Ability Choice. Choose either Twisting the
to the disadvantage. Enabler. Knife or Murderer as your tier 6 ability.

TIER 2 Twisting the Knife (4 Might points): In


Eye Gouge (2 Might points): You make a round after successfully striking a foe with a
an attack against a creature with an eye. The melee weapon, you can opt to automatically
attack is hindered, but if you hit, the creature deal standard damage to the foe with that
has trouble seeing for the next hour. During same weapon without any modifiers (2 points
this time, the creature’s tasks that rely on sight for a light weapon, 4 points for a medium
(most tasks) are hindered. Action. weapon, or 6 points for a heavy weapon).
Action.
TIER 3
Ability Choice. Choose either Spot Weakness Murderer (8+ Might points): With a
or Surprise Attack as your tier 3 ability. swift and sudden attack, you strike a foe in a
vital spot. If the target is level 4 or lower, it
Spot Weakness: If a creature that you is killed outright. For each additional level of
can see has a special weakness, such as a Effort you apply, you can increase the level of
vulnerability to fire, a negative modification the target by 1. Action.
to perception, and so on, you know what it is.
(Ask and the GM will tell you.) Enabler.

Six years ago, Calvin


Surprise Attack: If attacking from a
Benchley became the first
hidden vantage, with surprise, or before
human being I murdered. I
your opponent has acted, you get an asset on
beat him round the head as
the attack. On a successful hit, you inflict 2 he was coming out of a bar,
additional points of damage. Enabler. drove him to my usual spot
and shot him five times in
TIER 4 the chest with a handgun
Mind Games (3 Intellect points): You taken from the evidence
use lies and trickery, mockery, and perhaps lock-up. He didn’t beg for
even hateful, obscene language against a foe his life. He didn’t say a
that can understand you. If successful, the word. I don’t think he even
foe is stunned for one round and cannot act, recognised me. He was harder
and it is dazed in the following round, during to get rid of than the
vampires, but I managed it.
which time its tasks are hindered. Action.
—MAG 82: “The Eyewitnesses”

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

HELPS THEIR FRIENDS 3. Pick one other PC. They’ve always been
It’s in your nature to help your friends in the there for you and helped you when you
little things and the big. They’re your friends. couldn’t help yourself.
Maybe you’ve always had them. Or perhaps 4. Pick one other PC. You both tried to help
you never had friends before and are grateful a mutual friend but failed. Now that mutual
to be part of something bigger than yourself. friend is gone (dead, lost, moved away, or
Or maybe you had friends but lost them, and made new friends) and you feel like it’s your
this is your chance to redeem yourself. It’s fault. You’re not sure if your friend blames you
not an obligation that makes you so selfless. or not.
Maybe it’s not even a choice. When you see Additional Equipment: Picture of you and
that they need a helping hand, you offer it your friends.
without thinking; that’s what friends do. Also, if you wish, you can swap an ability
Connection: Choose one of the following gained from your type for the following.
with your group. Advice From a Friend (1 Intellect point):
1. Pick one other PC. The first time you saw You know your friends’ strengths and
a friend in trouble, you failed to offer aid. You weaknesses, and how to motivate them to
don’t know if your friend knows. You suspect succeed. When you give an ally a suggestion
not, but you’re thinking about telling them. involving their next action, the character is
2. Pick one other PC. You helped your trained in that action for one round. Action.
friend in some minor illicit activity. Now you Minor Effect Suggestion: You coach a
feel guilty about it, and a bit angry at your friend, easing their next action.
friend even though it was your choice to help.

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CHARACTER FOCUS

Major Effect Suggestion: You provide aid TIER 4 GM intrusions: Others


to a friend, granting them a free, no-action In Harm’s Way (3 Might points): When sometimes have ulterior motives.
The law takes an undue interest.
recovery roll. you put your friends before yourself as your Even when everything goes
action, you ease all defense tasks for all right, repercussions follow.
TIER 1 characters you choose that are adjacent to you.
Friendly Help: If your friend tries a task This lasts until the end of your next turn. If
and fails, they can try again without spending one of your friends gains Stress during that
Effort if you help. You provide this advantage period, you can choose to take up to half of
to your friend even if you are not trained in it (round up) yourself instead. If one of your
the task that they are retrying. Enabler. friends would take a serious injury, you can
take it instead, but only if you’re not already
Courageous: You are trained in Intellect impaired or debilitated. Enabler.
defense tasks and initiative tasks. Enabler.
Enhanced Physique: You gain 3 points
TIER 2 to divide among your Might and Speed Pools
Weather the Vicissitudes: Helping however you wish. Enabler.
your friends means being able to stand up
to everything the world throws at you. You TIER 5
ignore the first point of Stress you gain in a Inspire Action (4 Intellect points): If
given day (resets after you take your ten-hour one ally can see and easily understand you, you
rest). Enabler. can instruct them to take an action. If the ally
chooses to take that exact action, they can do
TIER 3 so as an additional action immediately. Doing
Ability Choice. Choose either Buddy System so doesn’t interfere with the ally taking a
or Skill With Attacks as your tier 3 ability. normal action on their turn. Action.

Buddy System (3 Intellect points): TIER 6


Choose one character standing next to you. Ability Choice. Choose either Deep
That character becomes your buddy for ten Consideration or Skill With Defense as your
minutes. You are trained in all tasks involving tier 6 ability.
finding, healing, interacting with, and
protecting your buddy. Also, while you stand Deep Consideration (6 Intellect points):
next to your buddy, both of you have an asset When you develop a plan that involves
on Speed defense tasks. You can have only one you and your friends working together to
buddy at a time. Action to initiate. accomplish a goal, you can ask the GM one
very general question about what is likely to
Skill With Attacks: Choose one type of happen if you carry out the plan, and you will
attack in which you are not already trained: get a simple, brief answer. In addition, each
light bashing, light bladed, light ranged, of you gains an asset to one roll related to
medium bashing, medium bladed, medium enacting the plan you developed together, as
ranged, heavy bashing, heavy bladed, or heavy long as you put the plan into action within a
ranged. You are trained in attacks using that few days of the plan’s creation. Action.
type of weapon. You can select this ability
multiple times. Each time you select it, Skill With Defense: Choose one type
you must choose a different type of attack. of defense task in which you are not already
Enabler. trained: Might, Speed, or Intellect. You are
trained in defense tasks of that type. Enabler.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

INFILTRATES TIER 2
You focus on subtlety, guile, and stealth. Impersonate (2 Intellect points): For
You have studied, practiced, and trained for one hour, you alter your voice, posture, and
years as you attempt to become the perfect mannerisms, whip together a disguise, and
infiltrator. You use a wide variety of disguises gain an asset on an attempt to impersonate
and tools to perform your duties, but your someone else, whether it is a specific
greatest tools are your own skills and training. individual (Bob the cop) or a general role (a
Infiltrators are often spies, agents, or police police officer). Action to initiate.
officers who go undercover. A few are thieves
or even assassins. They often wear slick Flight Not Fight: If you use your action
bodysuits and face-concealing masks when not only to move, all Speed defense tasks are
wearing a disguise. eased. Enabler.
Connection: Choose one of the following
with your group. TIER 3
1. Pick one other PC. You’ve watched them Ability Choice. Choose either Awareness or
from afar for some time before you actually Skill With Attacks as your tier 3 ability.
met and became allies. It’s up to you whether
you want to tell them now. Awareness: When you spend a level of
2. Pick one other PC. No matter how hard Effort on a perception task, you gain a free
you try, you cannot seem to hide from them. level Effort to that task. Action.
3. Pick two other PCs. The three of you
worked as a team on a mission long ago, but Skill With Attacks: Choose one type of
you had a falling out. attack in which you are not already trained:
4. Pick one other PC. That character is your light bashing, light bladed, light ranged,
sibling (if the player agrees), and thus you medium bashing, medium bladed, medium
look very much alike. ranged, heavy bashing, heavy bladed, or heavy
Minor Effect Suggestion: Your opponent is ranged. You are trained in attacks using that
so startled by your moves that they are dazed, type of weapon. You can select this ability
during which time their tasks are hindered. multiple times. Each time you select it,
GM intrusions: Spies are Major Effect Suggestion: All opponents you must choose a different type of attack.
treated harshly when caught. within short range are so startled by your Enabler.
Allies disavow infiltrators who
get caught. Some secrets are moves that they are dazed, during which time
better left unknown. their tasks are hindered. TIER 4
Nearly Invisible (3 Speed points): For
TIER 1 the next ten minutes, you fully immerse
Stealthy: You are trained in your choice of yourself in the practice and craft of not being
two of the following skills: deception, disguise, seen. While hiding, you are specialized in
lockpicking, pickpocketing, or stealth. You stealth and Speed defense tasks. This effect
can choose this ability multiple times, but you ends if you do something to reveal your
must select different skills each time. Enabler. presence or position—attacking, using an
ability, moving a large object, and so on. If
Sense Attitudes: You are trained in this occurs, you can regain your status by
discerning motive. Enabler. taking an action to hide your position. Action
to initiate or reinitiate.

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TIER 5
Evasion: You’re hard to affect when you It became like a game to me, watching out for
don’t want to be affected. You are trained in all those soulless husks. Whether on the bus, the
defense tasks. Enabler. street or even meeting a client for work, I would
look into their eyes for just a second and see
the emptiness inside. I tried to make it a game,
TIER 6
at least. Truth was they scared me very deeply.
Ability Choice. Choose either Brainwashing
What were they? How did it happen? Were they born
or Spring Away as your tier 6 ability. hollow, or did something scoop them out and leave
them like that? And the question that kept me up,
Brainwashing (5+ Intellect points): You staring into the darkness late at night: why did
use trickery and/or well-spoken lies to make it seem like I was the only one able to see them?
someone else temporarily do as you ask. For —MAG 122: “Zombie”
one minute, if you succeed on an Intellect
attack, you direct the actions of a target you Brainwashing may be a sensitive
speak to. The target must be level 3 or lower. topic for some players and
should be approached with all
You can allow them to act freely or override due empathy. In any case, it’s
their actions on a case-by-case basis as long not something that should be
used on other PCs.
as you can see and direct them. If someone
challenges the target’s actions (or something
else happens that makes the target question
your directions), you must succeed on another
Intellect attack roll as you verbally attempt to
reassure them, or the target stops doing as you
say.
In addition to the normal options for using
Effort, you can use Effort to increase the
maximum level of the target or increase the
duration by one minute. Thus, to direct the
actions of a level 6 target (three levels above
the normal limit) or direct a target for four
minutes (three minutes above the normal
duration), you must apply three levels of
Effort.
Action to initiate.

Spring Away (5 Speed points): Whenever


you succeed on a Speed defense roll, you can
immediately move up to a short distance. You
cannot use this ability more than once in a
given round. Enabler.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

LEADS TIER 2
Using charisma, natural leadership, and perhaps Enhanced Potential: You gain 3 points
some training, you command the actions of to divide among your stat Pools however you
others, who follow you willingly. You are a wish. Enabler.
politician, a captain, a leader, a manager, or
someone else who people tend to listen to. Your TIER 2
When you use Basic Follower, confidence makes others naturally listen when you Basic Follower: You gain a level 2 follower.
the GM may require talk, but you also have the wisdom to know what One of their modifications must be persuasion.
that you actually look for
a suitable follower. actions would be best for your followers and allies. You can take this ability multiple times, each
For more abilities relating to Since you need the respect of others, you time gaining another level 2 follower. Enabler.
followers, see the follower rules probably dress and carry yourself in such a
(page 71).
way that inspires, endears, or intimidates. You TIER 3
have a voice—or developed one—suited to Ability Choice. Choose either Advanced
barking orders that can be heard even on a Command or Expert Follower as your tier 3
noisy battlefield. ability.
Connection: Choose one of the following
with your group. Advanced Command (7 Intellect
1. Pick one other PC. That character was points): If you succeed on an Intellect attack
once a follower of yours, but you have since roll, a target within short range obeys any
grown to think of them as a peer. command you give as long as they can hear
2. Pick one other PC. That character and understand you. Further, as long as you
recently mocked you in some fashion that continue to do nothing but issue commands
really hurt your feelings. How you deal with (taking no other action), you can give that
this (if at all) is up to you. same target a new command. This effect ends
3. Pick one other PC. They introduce you when you stop issuing commands or they are
to the follower you gain at tier 2. out of short range. Action to initiate.
4. Pick one other PC. They look so much like
you that you suspect they might be a half-sibling. Expert Follower: You gain a level 3
Minor Effect Suggestion: The next time follower. They are not restricted on their
you attempt to persuade, deceive, intimidate, modifications. You can take this ability
or otherwise influence the same foe, the task multiple times, each time gaining another
is eased. level 3 follower. Alternatively, you could
GM intrusions: Followers fail, Major Effect Suggestion: The foe is choose to advance a level 2 follower you
betray, lie, become corrupted, get persuaded, deceived, intimidated, or otherwise already have to level 3 and then gain a new
kidnapped, or die.
influenced for twice as long as normal. level 2 follower. Enabler.

TIER 1 TIER 4
Natural Charisma: You are trained in Captivate or Inspire: You can use this
all social interactions, including persuasion, ability in one of two ways. Either your words
deception, intimidation, and discerning keep the attention of all NPCs of up to level
motive. Enabler. 2 that hear them for as long as you speak, or
your words inspire all NPCs that hear them
Good Advice: Anyone can help an ally, easing to function as if they were one level higher
whatever task they’re attempting by one step, or for the next hour. In either case, you choose
two steps if the helper is trained or specialized in which NPCs are affected. If anyone in the
that skill. However, you have the benefit of clarity crowd is attacked while you’re trying to speak
and wisdom. When you help another character, to them, you lose the crowd’s attention.
they gain an additional asset. Enabler. Action to initiate.
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CHARACTER FOCUS

TIER 5 Band of Followers: You gain four level


Greater Enhanced Potential: You gain 3 followers. They are not restricted on their
6 points to divide among your stat Pools modifications. Enabler.
however you wish. Enabler.
Mind of a Leader (6 Intellect points):
TIER 6 When you develop a course of action to deal
Ability Choice. Choose either Band of with a future situation, you can ask the GM
Followers or Mind of a Leader as your tier 6 one very general question about what is likely
ability. to happen if you carry out the plan, and you
will get a simple, brief answer. Action.

FOLLOWERS
Player characters with the Leads focus gain followers. Followers do not need to be paid, fed, or housed, though a
character who gains followers can certainly make such arrangements if they wish. A follower is someone whom a
character has inspired (or asked) to come work with the character for a time, aiding them in a variety of endeavors. A
follower puts the PC’s interests ahead of, or at least on par with, their own.
The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s
modifications provide an asset to a specific action taken by the PC they follow.
Modifications: A follower can help a PC in one or more tasks, granting the PC an asset to that task. The level of the
follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with are
predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines
is a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with
tasks that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all
nonmodified tasks.
When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications.
Thus, the modification increases their effective level for the associated task by one step. For example, the level 2 spy
follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and all
other tasks as level 2.
Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the
follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a modification
for that kind of task.
Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that
follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.
Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional
in some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found,
possibly as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact
with one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has
the same qualities as a regular follower but is one level higher.
Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character with the
Leads focus wants a follower to be a pet, however, they can do so using the same rules as long as it makes sense. A pet
probably can’t grant an asset to an engineering task, for example.

71
THE MAGNUS ARCHIVES ROLEPLAYING GAME

LEARNS QUICKLY TIER 1


You might not have your dream job, but Enhanced Intellect: You gain 3 points to
you do all right. Perhaps events beyond your your Intellect Pool. Enabler.
control set you down a path that led to where
you are today, making the best of a mediocre Picked Up a Few Things: You are trained
or even a bad situation. Or maybe you’re in any noncombat task in which you do not
young, and your break just hasn’t come along already have training. Enabler.
yet. Either way, you work hard to get ahead,
deal with bad situations as they arise, and TIER 2
learn quickly whether you’re working retail, Quick Study: You learn from repetitive
in a warehouse, or out on the street after a actions. You gain an asset to rolls for similar
horrific event left you homeless. tasks after the first time (such as operating
You don’t stand out in a crowd because the same device or making attacks against the
you’ve learned that doing so can draw same foe). Once you move on to a new task,
unwanted attention. That’s why you usually the familiarity with the old task fades—unless
wear nondescript clothing, cover up any ink you start doing it again. Enabler.
you have, and wear glasses whether you need
eye correction or not. TIER 3
Connection: Choose one of the following Ability Choice. Choose either Enhanced
with your group. Intellect Edge or Flex Skill as your tier 3
1. Pick one other PC. That character helped ability. Whichever one you choose, you also
you get your current job. gain Hard to Distract.
2. Pick one other PC. Through no fault
of their own, that character got you fired Enhanced Intellect Edge: You gain +1 to
from your last job by pointing out a problem your Intellect Edge. Enabler.
with something you were connected to only
indirectly. Flex Skill: At the beginning of each day,
3. Pick one other PC. That character is your choose one task (other than attacks or defense)
cousin. on which you will concentrate. For the rest of
4. Pick one other PC. You’re pretty sure that that day, you’re trained in that task. You can’t
character hates you, though you don’t know use this ability with a skill in which you’re
why. already trained to become specialized. Enabler.
Additional Equipment: Two tickets to see a
show at a local movie theater. Hard to Distract: You are trained in
Minor Effect Suggestion: Your next task, Intellect defense tasks. Enabler.
attack, or defense roll (if made within one
GM intrusions: Accidents and minute) is eased.
mistakes are great teachers. Major Effect Suggestion: Treat the result
of your next task, attack, or defense roll (if
made within one minute) as if you rolled a
natural 18.

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CHARACTER FOCUS

TIER 4 TIER 6
Pay It Forward (3 Intellect points): You Ability Choice. Choose either Two Things
can pass on what you’ve learned. When you at Once or Skill With Defense as your tier 6
give another character a suggestion involving ability.
their next action that is not an attack, their
action is eased for one minute. Action. Two Things at Once (6 Intellect points):
You divide your attention and take two
TIER 5 separate actions this round. Enabler.
Enhanced Intellect: You gain 3 points to
your Intellect Pool. Enabler. Skill With Defense: Choose one type
of defense task in which you are not already
Learned a Few Things: You are trained trained: Might, Speed, or Intellect. You are
in two areas of knowledge of your choice, or trained in defense tasks of that type. Enabler.
specialized in one area of knowledge of your
choice. Enabler.

73
THE MAGNUS ARCHIVES ROLEPLAYING GAME

LOOKS FOR TROUBLE TIER 1


You’re a fighter. A scrapper. You relish taking Fists of Fury: You inflict 2 additional
off the kid gloves and confronting your points of damage with unarmed attacks.
opposition in the most direct way possible. Enabler.
You don’t hide, and you don’t shirk. You take
things head-on in a physical way. Your friends Wound Tender: You are trained in
all likely feel better about going into danger healing. Enabler.
with you at their side or their back.
You probably wear bright colors—yellow, TIER 2
pink, or red—to help you stand out. You Protector: You designate a single character
might even wear a T-shirt with a printed to be your charge. You can change this freely
obscenity for added style. every round, but you can have only one
Connection: Choose one of the following charge at a time. As long as that charge is
with your group. within immediate range, they gain an asset
1. Pick one other PC. Due to past for Speed defense tasks because you have their
experiences, you watch over them. That PC back. Enabler.
is your default charge regarding your tier 2
ability, if you have not named someone else. Breaking: Your tasks to smash physical
2. Pick one or two other PCs. They seem objects—doors, containers, and other
pretty tough, and you secretly hope that at inanimate objects—are eased. Enabler.
some point you’ll see who’s tougher—you or
them. TIER 3
3. Pick one other PC. If this character is Ability Choice. Choose either Skill With
within immediate range when you’re in a Attacks or Greater Enhanced Potential as your
fight, sometimes they ease your attacks, and tier 3 ability.
sometimes they accidentally hinder them
(50% chance either way, determined per Skill With Attacks: Choose one type of
fight). attack in which you are not already trained:
4. Pick one other PC. You used to be in light bashing, light bladed, light ranged,
a relationship with them, but it’s long since medium bashing, medium bladed, medium
over. ranged, heavy bashing, heavy bladed, or heavy
Additional Equipment: A melee weapon of ranged. You are trained in attacks using that
your choice. type of weapon. You can select this ability
Minor Effect Suggestion: The target is also multiple times. Each time you select it,
dazed for one round, during which time all you must choose a different type of attack.
GM intrusions: Weapons tasks they perform are hindered. Enabler.
break or fly from even the Major Effect Suggestion: A piece of
strongest grip. Brawlers trip and
fall. Even the battlefield can equipment worn or held by your opponent is Greater Enhanced Potential: You gain
work against you with things destroyed. 6 points to divide among your stat Pools
falling or collapsing.
however you wish. Enabler.

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CHARACTER FOCUS

TIER 4 MOVES LIKE A CAT


Knock Out (5+ Might points): You You are especially dexterous. Your keen sense
make a melee attack that inflicts no damage. of balance and coordination put almost
Instead, if the attack hits, make a second everyone else to shame. Lithe, flexible, and
Might-based roll. If successful, a foe of level graceful, your natural elegance and poise
3 or lower is knocked unconscious for one allow you to navigate your environment with
minute. For each level of Effort used, you nimble awareness. Smooth and deliberate, you
can affect one higher level of foe, or you can rarely knock things over accidentally, you’re
extend the duration for an additional minute. more likely to land safely when you fall, and
Action. sometimes, you stay safe just by avoiding
danger in the first place.
TIER 5 You likely wear tight clothing that
Mastery With Attacks: Choose one doesn’t hinder you as you move. Likewise,
type of attack in which you are trained: light you probably don’t allow yourself to be
bashing, light bladed, light ranged, medium overburdened by a lot of equipment.
bashing, medium bladed, medium ranged, Connection: Choose one of the following
heavy bashing, heavy bladed, or heavy ranged. with your group.
You are specialized in attacks using that type 1. Pick one other PC. Their occasional
of weapon. Enabler. (If you aren’t already clumsiness and loud behavior irritates you.
trained in a type of attack, select Skill With 2. Pick one other PC. This character comes
Attacks, one of the tier 3 choices, to become from the same place you do, and you knew
trained instead of specialized.) each other as children.
3. Pick one other PC. You aid them with
TIER 6 advice and a helping hand when they need it.
Ability Choice. Choose either Greater Anytime the two of you are next to each other,
Enhanced Might or Lethal Damage as your their gymnastics tasks are eased. Gymnastics, page 17
tier 6 ability. 4. Pick one other PC. They owe you a
significant amount of money.
Greater Enhanced Might: You gain 6 Minor Effect Suggestion: You restore 2
points to your Might Pool. Enabler. points to your Speed Pool. GM intrusions: Even a cat can
Major Effect Suggestion: You can take a be clumsy. A jump isn’t quite as
easy as it looks. An escape move
Lethal Damage: Choose one of your second action this round. is so overzealous that it sends the
existing attacks that inflicts points of damage character right into harm’s way.
(depending on your character, this might be TIER 1
a specific weapon, your unarmed attacks, or a Greater Enhanced Speed: You gain 6
supernatural ability). When you hit with that points to your Speed Pool. Enabler.
attack, you inflict an additional 5 points of
damage. Enabler. Balance: You are trained in gymnastics.
Enabler.

75
THE MAGNUS ARCHIVES ROLEPLAYING GAME

TIER 2 NEEDS NO WEAPON


Endurance, page 17 Grit: You are trained in endurance tasks. You don’t use weapons—you are a weapon.
Enabler. With powerful punches, kicks, and full-body
moves, you inflict incredible damage on your
Safe Fall: You gain no Stress from a fall. foes. By focusing your energy, the combined
However, you can still sustain a serious injury power of your body and mind means you
on falls over 10 feet (3.5 m). Enabler. can punish your foes without depleting your
energy reserves. You might have gained your
TIER 3 skills through intense training, from a stint
Ability Choice. Choose either Enhanced in the military, or because you grew up in
Speed Edge or Greater Enhanced Speed as a dangerous area and had no choice but to
your tier 3 ability. Whichever one you choose, learn. Whatever the origin of your feats, you
you also gain Hard to Hit. likely take good care of your body, ensuring
that it remains the sharpest, most dependable
Enhanced Speed Edge: You gain +1 to weapon at your disposal.
your Speed Edge. Enabler. Weaponless martial artists are both feared
and revered. They wear loose, comfortable
Greater Enhanced Speed: You gain 6 clothing that allows them a full range of
points to your Speed Pool. Enabler. movement, and they rarely use weapons other
than their body’s own implements (although
Hard to Hit: You are trained in Speed some carry items designed to enhance their
defense tasks. Enabler. body movements for greater effect, such as
knuckle weapons, knee spikes, or boot blades).
TIER 4 Connection: Choose one of the following
Quick Strike (4 Speed points): You make with your group.
a melee attack with such speed that it is hard 1. Pick one other PC. They seem to believe
for your foe to defend against, and it knocks that the only true weapons are those that you
them off balance. Your attack is eased by two can hold in your hand, and they might look at
steps, and the foe, if struck, takes normal you with disdain.
damage but is dazed so that their tasks are 2. Pick one other PC. This character seems
hindered for the next round. Action. incredibly unaware of their body and always
happens to get in your way. If you miss your
TIER 5 foe and accidentally hit someone else in close
Slippery: You are eased in any task range, it’s likely to be them.
involving escaping any kind of bond or grasp. 3. Pick one other PC. You once trained
Enabler. with a close friend of theirs, and you owe that
mutual friend much.
TIER 6 4. Pick two other PCs. Once these two
Ability Choice. Choose either Perfect Speed heard about your skills, they expressed interest
Burst or Greater Enhanced Speed as your tier in being your students. However, only one
6 ability. seems to have any aptitude.
Minor Effect Suggestion: You trip your
Perfect Speed Burst (6 Speed points): target and knock them prone.
GM intrusions: Striking You can take two separate actions this round. Major Effect Suggestion: You strike your
certain foes hurts you as much as Enabler. target in a limb, making that limb useless for
it hurts them. Opponents with
weapons have greater reach. the next minute.
Complicated martial arts moves Greater Enhanced Speed: You gain 6
can knock you off balance.
points to your Speed Pool. Enabler.
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CHAPTER 4
CHARACTER FOCUS

TIER 1 TIER 5
Fists of Fury: You inflict 2 additional Stun Attack (6 Speed points): You
points of damage with unarmed attacks. attempt a difficulty 5 Speed task to stun
Enabler. a creature as part of your melee or ranged
attack. If you succeed, your attack inflicts its
Scarred and Hardened: You reduce the normal damage and stuns the creature for one
Stress you suffer from physical injury by 1. round, causing it to lose its next turn. If you
You still suffer Stress from mental shock or fail, you still make your normal attack roll,
despair normally. If you already have this but you don’t stun the opponent if you hit.
ability thanks to your type, you reduce the Action.
Stress you suffer from physical injury by 2.
Enabler. TIER 6
Ability Choice. Choose either Master of
TIER 2 Unarmed Fighting Style or Lethal Damage as
Advantage to Disadvantage (3 Speed your tier 6 ability.
points): With a number of quick moves, you
make an attack against an armed foe, inflicting Master of Unarmed Fighting Style: You
damage and disarming them so that their are specialized in unarmed attacks. If you are
weapon is now in your hands or 10 feet (3.5 already specialized in unarmed attacks, you
m) away on the ground—your choice. This instead deal 2 additional points of damage
disarming attack is hindered. Action. with unarmed attacks. Enabler.

Unarmed Fighting Style: You are trained Lethal Damage: When you hit with an
in unarmed attacks. Enabler. unarmed attack, you inflict an additional 5
points of damage. Enabler.
TIER 3
Ability Choice. Choose either Moving Like
Water or Greater Enhanced Potential as your
tier 3 ability.

Moving Like Water (3 Speed points):


You spin and move so that your defense and
attacks are aided by your fluid motion. For
one minute, all your attacks and Speed defense
tasks gain an asset. Enabler.

Greater Enhanced Potential: You gain


6 points to divide among your stat Pools
however you wish. Enabler.

TIER 4
Stand Like Iron (5 Might points): The
next attack (in the current encounter) that
would normally inflict a serious injury on you
gives 2 points of Stress instead. Enabler.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

NEVER SAYS DIE TIER 1


When others are ready to quit, you’re just getting Improved Recovery: Your ten-minute
started thanks to your resilience, tenacity, recovery roll takes only one action instead,
and relentless determination to face adversity so that your first two recovery rolls are one
head-on. Difficulties? They don’t faze you action, the third is one hour, and the fourth is
because you’re not afraid to face hard things. ten hours. Enabler.
You probably don’t spend a lot of time on
your appearance—it is far less important than Push on Through (2 Might points): You
actions. For that matter, so are words. You’re ignore the effects of terrain while moving for
likely not much of a talker. You’re a doer. one hour. Enabler.
Connection: Choose one of the following
with your group. TIER 2
1. Pick one other PC. You feel the Tough: You can take punishment beyond
overwhelming need to impress this character, what others can. You gain an additional
Damage track, page 132 although you’re not sure why. step in your damage track between hale and
2. Pick one other PC. This character seems impaired called hurt. Other than being one
quite capable, but in your mind, their spirit step closer to impaired, hurt imposes no
needs motivating. You’re constantly trying to changes to your character. Basically, you’re sore
convince them to keep trying, go the distance, and bruised, but it’s nothing serious. Walk it
and fight the good fight. off. Enabler.
3. Pick one other PC. You feel very
protective of this character and don’t want to TIER 3
see them harmed. Ability Choice. Choose either Stand Like
4. Pick one other PC. They say they’ve Iron or Hidden Reserves as your tier 3 ability.
known you for years, but you barely seem to
remember them. Stand Like Iron (4 Might points): The
Minor Effect Suggestion: You restore 2 next attack (in the current encounter) that
GM intrusion: Sometimes, points to your Might Pool. would normally inflict a serious injury on you
it’s equipment or weapons that Major Effect Suggestion: Your next action gives 2 points of Stress instead. Enabler.
give out.
is eased by two steps.

78
CHAPTER 4
CHARACTER FOCUS

Hidden Reserves: When you make a PRACTICALLY LIVES ONLINE


recovery roll, you also gain +1 to both your You remember the first time you opened up
Might Edge and your Speed Edge for ten an internet browser the way other people
minutes thereafter. Enabler. remember learning to ride a bike. In your
family, your group of friends, and at work,
TIER 4 you were the internet person and always
Outlast the Foe: If you have been in have been. Whether it involves websites
combat for five full rounds, you have an asset and their coding, social media, searching
for all tasks in the remainder of the combat, for information, file sharing, wifi, online
and you deal 1 additional point of damage per games, email, streaming, video chats, message
attack. Enabler. boards, or mobile apps, you know the latest
developments, the most current jokes and
TIER 5 memes, and all the most important sites.
Not Dead Yet: When you are debilitated, You probably dress very casually to the
you can still act as though you are impaired. point where you wear clothing inappropriate
You are still only one step away from death, to the situation, such as loose, colorful pajama
however. Enabler. bottoms to a business meeting. Let’s face it,
you might go for days without remembering
TIER 6 to even look in a mirror.
Ability Choice. Choose either Final Defiance Connection: Choose one of the following
or Ignore Affliction as your tier 6 ability. with your group.
1. Pick one other PC. You met them online
Final Defiance: When you would long before you ever met them in real life.
normally be dead, you instead remain 2. Pick one other PC. They claim that
conscious and active for one more round you spend too much time online and often
plus one additional round each time you encourage you to “touch grass.” You’ll have to
succeed on a difficulty 5 Might task. During decide if this is charmingly annoying or just
these rounds, you are debilitated. If someone annoying.
(not you) succeeds at a healing task with a 3. Pick one other PC. They seem to believe
difficulty of 5 to tend to your wounds, you that you have used your skills to get their
remain debilitated. However, while you are in personal information. Are they right? You
this state, if you move down the damage track decide.
to dead again, you cannot be saved. Enabler. 4. Pick one other PC. They are fairly
unskilled technically and constantly try to
Ignore Affliction (5 Might points): If get you to fix their computer or explain how
you are affected by an unwanted condition something works.
or affliction (such as disease, paralysis, mind Additional Equipment: You have a
control, broken limb, and so on, but not top-of-the-line laptop and smartphone.
Stress or moving down the damage track), you (Most modern characters have a smartphone
can ignore it and act as if it does not affect you and maybe a computer; this additional
for one hour. If the condition would normally equipment represents especially state-of-the-
last less than an hour, it is entirely negated. art items that are out of the price range of the
Action. average character.)
Minor Effect Suggestion: Your next
attempt to do anything involving computers
is eased.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

GM intrusions: Hackers can Major Effect Suggestion: Invigorated at Crowdsourcing (3 Intellect points): You
get hacked. Paying attention how you’ll be able to brag about the current put out a question or request for information
to the internet can lead to poor
real-life actions or interactions, situation to your online friends or followers, online and let others help answer it. If you
where you do or say the absolute you restore 1d6 + 1 points to your Intellect wait for the information, which can take up
wrong thing.
Pool immediately. to 24 hours, you ease any information-related
task (including research, obviously) by two
TIER 1 steps. Action to initiate.
Online Research (1 Intellect point): All
research tasks are eased if you have access to TIER 4
the internet. Enabler. Deep Dive (6 Intellect points): By
accessing the internet, you can ask the GM
Tech Skill: You are trained in your choice one question and get a general answer. The
of one of the following skills: electronics, GM assigns a level to the question, so the
engineering, programming, or researching. more obscure the answer, the more difficult
Enabler. the task. Generally, knowledge that you
could find by looking somewhere other than
TIER 2 your current location is level 1, and obscure
Hacking (3 Intellect points): You can knowledge of the past is level 7. Gaining
impersonate someone else online. This knowledge of the future is impossible. Action.
might allow you access to their information,
their funds, and their credit cards, or TIER 5
even allow you to alert the authorities to Better Hacking (5 Intellect points): If
criminal activities that they (probably didn’t) you have electronic access to a system, you
participate in. In a less nefarious hack, you can attempt to take control of it. This can
could discover information about them, include surveillance cameras, security systems,
including their address, daily activities, and electronic locks, tracking, email (not just of
current location. This can take anywhere from one person, but of entire servers), website
one minute to many hours, and the task for backends, databases, and so on. The difficulty
succeeding is based on both the level of the of this task is based on the protections the
person and any internet security precautions system has in place, but it probably runs from
they might have in place. For example, it difficulty 3 to difficulty 9. Depending on the
might be harder to read someone’s emails than situation, this can take one action or hours of
to learn their family history, and harder still to work. Action.
get into their bank account. Enabler.
TIER 6
TIER 3 Ability Choice. Choose either Read It
Ability Choice. Choose either Online Contacts Somewhere or Brain Food as your tier 6
or Crowdsourcing as your tier 3 ability. ability.

Online Contacts: You have three contacts Read It Somewhere (6 Intellect points):
that you know virtually (but not in real life). With a round’s concentration, you call up
Choose an area of expertise for each contact. obscure facts you read somewhere on the
When you have online access, you can ask internet, easing the task you attempt on the
them questions about their area of expertise following round by three steps. Action.
and get an in-depth answer within an hour,
and answers for any follow-up questions in Brain Food: You gain 6 points to your
another hour. Enabler. Intellect Pool. Enabler.

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CHARACTER FOCUS

RUNS AWAY TIER 1


You don’t always run away, but it’s your first Go Defensive (1 Intellect point): When
instinct. It’s saved you more than a few times. you wish, while in combat, you can enter a
Being cautious is the best policy, and you’ve state of heightened awareness of threat. While
developed it into something of an art form. in this state, you can’t use points from your
If someone is going to put up their defenses, Intellect Pool, but you gain +1 to your Speed
that person is you. Once a new danger is Edge and gain two assets to Speed defense
adequately assessed (from a safe perspective), tasks. This effect lasts as long as you wish or
you’ll probably deal with it. You’re no coward; until you attack a foe or no combat is taking
you just want to be the one to decide when to place within range of your senses. Once the
engage an enemy. effect of this ability ends, you can’t enter it
You probably prefer comfortable clothes again until after you’ve made a recovery roll.
with neutral tones that allow you to run easily Enabler.
and, if necessary, hide.
Connection: Choose one of the following TIER 2
with your group. Enhanced Speed: You gain 3 points to
1. Pick one other PC. In the recent past, your Speed Pool. Enabler.
while running away from an active threat,
you accidentally left that character to fend for Quick to Flee: You are trained in stealth Stealth, page 18
themself. They survived, but just barely. It is up and gymnastics. Enabler. Gymnastics, page 17
to the player of that character to decide whether
they resent you or have decided to forgive you. TIER 3
2. Pick one other PC. Recently, they Ability Choice. Choose either Incredible
accidentally (or perhaps intentionally) put you Running Speed or Greater Enhanced Speed as
in a position of danger. You’re fine now, but your tier 3 ability.
you’re wary around that character.
3. Pick one other PC. From your perspective, Incredible Running Speed: You move
they seem even more nervous around a specific much farther than normal in a round. This
idea, person, or situation than you do. Through means as a part of another action, you can
your measured approach to caution, you would move up to a long distance. As an action, you
like to teach them how to be more comfortable can move up to 200 feet (60 m), or up to
with their fears. 500 feet (150 m) with a successful difficulty 4
4. Pick one other PC. They are skeptical Speed-based roll. Enabler.
that you’re thoughtful in your caution and
chuckle when you explain how being judicious Greater Enhanced Speed: You gain 6
saves lives. They might have even called you a points to your Speed Pool. Enabler.
coward once.
Additional Equipment: You have a pair of TIER 4
running shoes that fit perfectly. Increasing Determination: If you fail at
Minor Effect Suggestion: You can attempt a noncombat physical task (pushing open a
a stealth task at any point before the end of door or climbing a cliff, for example) and then
the next round. retry the task, you don’t have to apply a level Retrying a task after failure,
Major Effect Suggestion: You can take an of Effort for retrying as is usually the case, but page 120

extra action. You can use this action only to you still ease the task. If you fail again, you GM intrusions: Quick
move a short distance or to attempt a stealth gain no special benefits. Enabler. movements sometimes lead
to dropped items, slipping on
action, or move an immediate distance and uneven ground, or going the
attempt a stealth action. wrong way by accident.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Quick Wits: When performing a task that SOLVES MYSTERIES


would normally require spending points from You are a master of deduction. With a keen
your Intellect Pool, you can spend points from eye for detail and a quick wit, you can use
your Speed Pool instead. Enabler. a selection of clues to figure out what really
happened when others are left scratching their
TIER 5 heads. While a character that solves mysteries
Go to Ground (4 Speed points): You might be conventionally thought of as a
move up to a long distance and attempt detective, a professor or even a scientist might
to hide. When you do, you gain an asset also be a mystery solver.
on the stealth task to blend in, disappear, You wear sensible clothing and comfortable
or otherwise escape the senses of everyone shoes, walking that fine line between practical
previously aware of your presence. Action. and stylish. You might carry a briefcase for all
the tools you require to solve mysteries.
TIER 6 Connection: Choose one of the following
Ability Choice. Choose either Burst of Escape with your group.
or Skill With Defense as your tier 6 ability. 1. Pick one other PC. They are the true
friend who got you started reading mysteries
Burst of Escape (5 Speed points): You and detective fiction, which led to your
can take two separate actions this round, as current obsession.
long as one of them is to hide or to move in a 2. Pick one other PC. That character does
direction that is not toward a foe. Enabler. not seem to trust or like you, but you feel
compelled to win them over.
GM intrusions: Evidence Skill With Defense: Choose one type 3. Pick one other PC. That character is
disappears, red herrings confuse, of defense task in which you are not already a good sounding board. After you talk to
and witnesses lie. Initial
research can be faulty. trained: Might, Speed, or Intellect. You are them for an hour, you gain an asset on any
trained in defense tasks of that type. Enabler. knowledge-based task you are trained in.
4. Pick one other PC. You were rivals with
them in some endeavor in the past.
Minor Effect Suggestion: You discover
an additional clue about the mystery you are
attempting to solve.
Major Effect Suggestion: When you solve
a mystery in the presence of the target of your
revelation, they are stunned by your dazzling
wit, unable to move or act for a round.

TIER 1
Investigate: To solve mysteries, you
must engage your mind and body in your
deductions. You can spend points from your
Might Pool, Speed Pool, or Intellect Pool to
apply levels of Effort to any Intellect-based
task. Enabler.

Sleuth: Finding the clues is the first


step in solving a mystery. You are trained in
perception. Enabler.

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CHARACTER FOCUS

TIER 2 TIER 6
Out of Harm’s Way: No matter how Ability Choice. Choose Seize the Initiative
careful, an investigator sometimes ends up or Greater Skill With Defense as your tier 6
in a scrap. Knowing how to survive is more ability.
than half the battle. You are trained in Speed
defense tasks. Enabler. Seize the Initiative (5 Intellect points):
Within one minute of successfully using your
TIER 3 Draw Conclusion ability, you can take one
Ability Choice. Choose either You Studied additional, immediate action, which you can
or Skill With Attacks as your tier 3 ability. take out of turn. After using this ability, you
can’t use it again until after you rest for ten
You Studied: To be able to put two and hours. Enabler.
two together to reach a deduction, you have
to know a few things. You are trained in two Greater Skill With Defense: Choose one
areas of knowledge of your choosing (as long type of defense task, even one in which you
as they are not physical actions or combat are already trained: Might, Speed, or Intellect.
related) or specialized in one area. Enabler. You are trained in defense tasks of that type,
or specialized if you are already trained. You
Skill With Attacks: Choose one type of can select this ability up to three times. Each
attack in which you are not already trained: time you select it, you must choose a different
light bashing, light bladed, light ranged, type of defense task. Enabler.
medium bashing, medium bladed, medium
ranged, heavy bashing, heavy bladed, or heavy
ranged. You are trained in attacks using that I wanted to forget it, to ignore the
type of weapon. You can select this ability dusty crater that waited in the middle of
multiple times. Each time you select it, you this tiny town, but I couldn’t. Something
must choose a different type of attack. Enabler. about it rubbed at me, like a speck of
dirt in my eye, but the more I tried to
TIER 4 reach it, the deeper it went. I checked
Draw Conclusion (3 Intellect points): maps of the area, looking to see if any
of them featured the odd landmark, but I
After careful observation and investigation
found ones that went right up to 2008,
(questioning one or more NPCs on a topic,
and none of them had anything marked at
searching an area or a file, and so on) lasting a
that spot, even though the split in the
few minutes, you can learn a pertinent fact if road had clearly been there far longer
you succeed on a difficulty 3 Intellect task. Each than a year.
additional time you use this ability, the task is I tried to talk about it, see if anyone
hindered by an additional step. The difficulty else had any idea about what the pit was
returns to 3 after you rest for ten hours. Action. or why it was there, but when I asked
around Joe’s—the only diner in town—
TIER 5 everyone reacted just like Tommy.
Defuse Situation: During the course of an Mishearing, misunderstanding or just
investigation, your questions sometimes elicit straight-up ignoring me. It wasn’t even
an angry or even violent response. Through like they seemed deliberately evasive;
all their reactions seemed genuine, but
dissembling, verbal distraction, or similar
no one was able to talk about the pit.
evasion (and a successful Intellect attack roll),
—MAG 97: “We All Ignore
you prevent a living foe from attacking anyone
the Pit”
or anything for one round. Action.

83
THE MAGNUS ARCHIVES ROLEPLAYING GAME

WEARS A BADGE
You’re an officer of the law. It’s a hard job, and BADGE OR WARRANT CARD
one that’s often thankless, especially when Having a real badge or warrant card
bad apples among your number abuse their requires ongoing employment by a police
authority. Sometimes the whole system feels department. That said, you could be on a
rotten but you still take it seriously. It’s your sabbatical, taking a leave from active duty,
job to enforce the law, protect people and or simply on vacation for several weeks each
property, and keep the peace. Investigating year without fear of losing your standing.
crimes means questioning witnesses and If your police badge is confiscated for any
reason and you use a facsimile to gain the
suspects. Often, hard questions are all that’s
benefit of having a badge, there’s a chance
required to get someone to confess. With your
that someone will recognize it as a fraud
badge or warrant card and your commanding
(though most NPCs will be fooled).
presence, you’re perfect for the job.
While on duty, you’re in uniform, display
your badge prominently, and carry self-defense
gear on your belt. When off duty, you wear TIER 1
civvies but still usually carry your gear and Authority: Your air of authority is an
badge, just in case. asset for all social interactions. However, some
Connection: Choose one of the following people have the opposite reaction, depending
with your group. on their experience with the police, including
1. Pick one other PC. That character criminals and those wrongfully persecuted
was once a cadet who trained under you by the police, hindering your interactions
(only if they agree they were once in law instead. Enabler.
enforcement), but they’ve now gone their
Driving, page 16 own way. Driver: You are trained in driving. Enabler.
2. Pick one other PC. You know they spent
several months behind bars, but you’re not Armed Response: You are practiced with
sure for what. guns and suffer no penalty when using one.
3. Pick one other PC. They’re an old friend Enabler.
who hates the fact that you’re a cop and
sometimes tries to get you to quit. TIER 2
4. Pick one other PC. You know there’s Command (3 Intellect points): Calling
GM intrusions: Onlookers a warrant for them on record, probably for on your authority as a vested officer of the
react badly to revelation of unpaid parking fines (though you’re not sure). law, you issue a simple command to one
authority. A higher-priority
situation requires the character’s You’ve chosen not to question them about it, target, who attempts to carry out your
immediate attention. but you could change your mind. command as its next action if you succeed
Additional Equipment: Police uniform and on an Intellect attack. The creature must be
duty belt (containing handcuffs, radio, holster, within short range and able to understand
and flashlight), a badge, a gun (medium you. The command can’t inflict direct harm
ranged weapon, which you are licensed to on the creature or its allies, so “Stab yourself ”
carry), and a baton (light melee weapon). won’t work, but “Flee” might. In addition,
Minor Effect Suggestion: The next time the command can require the creature to take
you attempt to command the same foe, the only one action, so “Unlock the door” might
task is eased. work, but “Unlock the door and run through
Major Effect Suggestion: The foe either it” won’t. A commanded creature can still
surrenders or is influenced by your ability for defend itself normally and return an attack if
twice as long as normal. one is made on it. Action.

84
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CHARACTER FOCUS

TIER 3 Close to the Chief: You’re well-respected


Ability Choice. Choose either Cool Under and liked by the chief of police (or the
Fire or Insider as your tier 3 ability. equivalent). They are not just a contact for
information; they’ll also give you a lot of A character who takes
Cool Under Fire: You are trained in Speed leeway should you need to bend or even advantage of being Close to the
Chief is part of the problem,
defense tasks. Enabler. break the rules. Through the chief, you can so to speak, because getting
get access to virtually any case file in your special treatment is probably a
symptom of corruption.
Insider: You have access to information department or any other, including other
known only to law enforcement. You can agencies (like the FBI, Interpol, and similar).
obtain information about previous cases You can also call in backup or assistance and
and crimes, learn people’s identity based on keep their involvement confidential if need be.
their car license plate, find details of missing Enabler.
persons, and so on. Enabler.

TIER 4 I’ve been looking into


Rapid Attack (3 Speed points): Once Gertrude’s arrest. I couldn’t
per round, you can make an additional attack get through to Melanie, but
with your gun. Enabler. Martin managed to find a few
details online. Gertrude was
TIER 5 arrested for trespassing but
Encouraging Presence (2 Intellect released shortly afterwards
points): For one minute, allies within short without being charged. I
range gain an asset on defense rolls. Action. managed to track down the
arresting officer, one J.
Skill With Defense: Choose one type Rebbicks, who said she’d been
of defense task in which you are not already found over the body of Gerard
trained: Might, Speed, or Intellect. You are Keay, reading from a large,
trained in defense tasks of that type. Enabler. strangely shaped book. They’d
been unable to determine if
TIER 6 the mutilations on Gerard’s
Ability Choice. Choose Greater Enhanced body had been done by her, and
Might or Speed or Close to the Chief as your in the end she somehow talked
tier 6 ability. them out of pressing charges.
Officer Rebbicks didn’t
Greater Enhanced Might or Speed: You remember what she’d said, but
gain 6 points to your Might Pool, or 6 points he did recall that she never
to your Speed Pool, or you can split 6 points returned for the book. It was
between them. Enabler. sitting in evidence for almost
a year before, as far as
Rebbicks was aware, it simply
vanished.
—MAG 107: “Third Degree”

85
WORKS THE BACK ALLEYS 2. Pick one other PC. A while back, you
The thief, the burglar, the pickpocket: these attempted to steal from them, but they caught
are the individuals who haunt the back alleys you in the process.
of every community. Whether dangerous or 3. Pick one other PC. You never seem to be
desperate, you’ve worked as a thief in a city or able to hide so that they can’t see you.
town, getting by at the expense of the wealthy 4. Pick one other PC. They know your
and unwary. Your talents, however, prepare real identity (if it’s a secret) or that you work
you for all kinds of pursuits, even when you’re undercover (if it’s a secret) and has kept the
not crouching in an alley or climbing into a knowledge to themself so far.
window. Additional Equipment: You start with a
Usually, you dress to blend in with the bag of light tools that include lockpicks.
crowd. When you’re on a mission, black, Minor Effect Suggestion: You can
GM intrusions: Thieves form-fitting clothing allows you to swim in immediately attempt to hide after this action.
are thrown in jail. Powerful the shadows. Major Effect Suggestion: You can
enemies are made.
Connection: Choose one of the following immediately take a second action during this
with your group. turn.
1. Pick one other PC. The character knew
you beforehand and helped you to leave
your life of crime for other pursuits—at least
temporarily.

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CHARACTER FOCUS

TIER 1 Finding the right person, setting up a Underworld contacts are


Stealthy: You are trained in your choice meeting with them, and negotiating the terms long-term additions to the
campaign, but they are limited
of two of the following skills: deception, of the agreement usually takes three to seven to the knowledge and skill sets
discerning motive, disguise, lockpicking, days. And of course, they will want to be paid of the individuals as determined
when the ability is gained. The
pickpocketing, or stealth. You can choose this for their services or expect a favor in kind. resources made available by I
ability multiple times, but you must select Enabler. Know a Guy are deliberately
different skills each time. Enabler. more open-ended but also
transient.
TIER 4
TIER 2 Master Thief: You are trained in
Underworld Contacts: You know many gymnastics and lockpicking. Enabler. Gymnastics, page 17
people in a variety of communities who Lockpicking, page 17
engage in illegal activities. These people are TIER 5
not necessarily your friends and might not be Dirty Fighter (2 Speed points): You
trustworthy, but they recognize you as a peer distract, blind, annoy, hamper, or otherwise
and may even owe you a favor. You and the interfere with a foe, hindering their attacks
GM should work out the details of three or and defenses for one minute. Action.
four underworld contacts. Enabler.
TIER 6
TIER 3 Ability Choice. Choose Alley Rat or All-Out
Ability Choice. Choose either Pull a Fast One Con as your tier 6 ability.
or I Know a Guy as your tier 3 ability.
Alley Rat (6 Intellect points): While in a
Pull a Fast One (3 Intellect points): city, you find or create a significant shortcut,
When you’re running a con, picking a secret entrance, or emergency escape route
pocket, fooling or tricking a dupe, sneaking where it looked like none existed. Doing
something by a guard, and so on, you gain an so requires that you succeed on an Intellect
asset on the task. Enabler. action whose difficulty is set by the GM based
on the situation. You and the GM should
I Know a Guy (4 Intellect points): work out the details. Action.
When presented with a difficult challenge
that isn’t particularly time-sensitive, you can All-Out Con (7 Intellect points): You put
call upon a person you know or have at least everything into it. You add three free levels of Effort, page 11
heard about that might have a solution. These Effort to the next task you attempt. You can’t
people are almost always hiding at the edges use this ability again until after you’ve taken a
of society, often as criminals, ex-convicts, or ten-hour recovery action. Action.
similar folks. Although they could help with
any situation, theoretically, the aspects of their
help often involve the following:
• Buying or selling illegal or stolen goods
• Getting forgeries made, including fake
IDs
• Help breaking into a computer,
smartphone, etc.
• Gaining confidential or not publicly
available information
• Hiring criminals, including burglars,
high-tech thieves, and hitmen
THE MAGNUS ARCHIVES ROLEPLAYING GAME

WOULD RATHER BE READING Major Effect Suggestion: The foe is


Your whole life, people have been asking you stunned and can’t act on their next turn
GM intrusions: Books why you read so much. Would you rather because of an interaction with a book; they
burn, get wet, or get lost. read about life than live it, they ask? Yes, you slip on it, see it and are too surprised to act, or
Devices break or lose
power. Glasses break. answer, probably inwardly. Books are your something else.
friends. You love fiction that gives you escape
and nonfiction that enriches your mind. TIER 1
You’re always learning new things. What’s Knowledge Is Power: Choose two
more important than knowledge? Nothing. noncombat skills in which you are not trained.
You probably carry a bag of books (or a You are trained in those skills. Enabler.
tablet with ebooks, or a phone with audible
books on it, or all of these) with you at all TIER 2
times. Greater Enhanced Intellect: You gain 6
Connection: Choose one of the following points to your Intellect Pool. Enabler.
with your group.
1. Pick one other PC. They seem to TIER 3
understand you and know that you need your Ability Choice. Choose either Applying Your
space and time alone to read now and again. Knowledge or Flex Skill as your tier 3 ability.
2. Pick one other PC. This character gave
you a book that became one of your favorites. Applying Your Knowledge: When you
3. Pick one other PC. They remind you help another character undertake any action
a lot of the main character of one of your that you’re untrained in, you are treated as if
favorite books. You can’t help but like them. you are trained in it (thus granting two assets
4. Pick one other PC. This character to their task instead of one). Action.
borrowed a book and never returned it, and
doesn’t seem to have a great story as to what Flex Skill: At the beginning of each day,
happened. choose one task (other than attacks or defense)
Additional Equipment: You start with a on which you will concentrate. For the rest of
couple of books on the topics of your choice. that day, you’re trained in that task. You can’t
Minor Effect Suggestion: You draw on use this ability with a skill in which you’re
your experiences and ease your next action. already trained to become specialized. Enabler.

88
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CHARACTER FOCUS

TIER 4 TIER 6
Knowledge Is Power: Choose two Ability Choice. Choose either Tower of
noncombat skills in which you are not trained. Intellect or Credible Hypothesis as your tier
You are trained in those skills. Enabler. 6 ability. Whichever one you choose, you also
gain Knowledge Is Power (again).
Knowing the Unknown (6 Intellect
points): By accessing the resources Tower of Intellect: You are trained in
appropriate to your character, you can ask the Intellect defense tasks. If you are already
GM one question and get a general answer. trained, you are specialized in those tasks
The GM assigns a level to the question, so the instead. Enabler.
more obscure the answer, the more difficult
the task. Generally, knowledge that you Credible Hypothesis (4 Intellect points):
could find by looking somewhere other than You examine an area and learn precise, useful
your current location is level 1, and obscure details about the past (if any exist) if you
knowledge of the past is level 7. Gaining succeed on a difficulty 3 Intellect-based roll.
knowledge of the future is impossible. Action. You can ask the GM up to four questions
about the immediate area; each requires its
TIER 5 own roll. Action.
Greater Enhanced Intellect: You gain 6
points to your Intellect Pool. Enabler. Knowledge Is Power: Choose two
noncombat skills in which you are not trained.
You are trained in those skills. Enabler.

AVATARS
The Entities sometimes grant people a The Entities, page 166
“Avatar isn’t a thing, Martin! modicum of their power and in so doing,
It’s not—It’s just a word. increase fear in the world. The chosen
A word used by . . . fools recipient of this power is called an Avatar.
like Smirke to try and sort Each Entity creates (directly or indirectly,
everything into neat little depending on the Entity) their own Avatar, As the concept of an Avatar in
boxes, to reduce the messy and it’s entirely possible for an Entity to have The Magnus Archives has no
formal definition—at least that
spray of human fear into a more than one Avatar at a time (or no Avatars humans can comprehend—
checklist: human, Avatar, for a time). The Avatar might not be aware some Avatars might be seen
to break the rules. Some
monster, victim.” of the implications of the decision, but each beings that were never mortal
—Jonathan Sims, MAG 183: makes a conscious choice to accept this “gift.” humans can be considered
“Monument” Many Avatars willingly serve the Entity as one Avatars, for example, and
can be assumed to have been
might serve a god or highly revered being. created as such by the Entities.
Unwilling Avatars find themselves in difficult
ethical situations where they have amazing
powers at their command, but they know
that using those powers furthers the end of a
malevolent Entity of fear.
To become an Avatar, one must have had a
significant paranormal experience (or many
such experiences) that affects their mind

89
THE MAGNUS ARCHIVES ROLEPLAYING GAME

and perhaps their body as well. While such POWERS OF AN AVATAR


encounters can lead to a character wielding “Serves as an Avatar” is a sort of additional focus
actual mystical abilities as described in chapter that all Avatars have. Abilities offered are added
3, Avatars are a step beyond. They are not to the abilities from the character’s normal focus.
merely touched by the supernatural—they All Avatars have these abilities:
are endowed with it, shaped by it. A character
must already have at least one supernatural Sense Avatar: You can identify another
type ability to become an Avatar. Avatar as such if you can perceive them
The strangest part of becoming an Avatar normally and are nearby. This normally requires
is that the person must die and be reborn. no roll or action on your part. An Avatar can
For many, this is a metaphorical death attempt to hide their status as an Avatar, but
meaning something dramatic has to happen you can still use an action to try to identify
to drastically alter their character, either them with an Intellect-based task. Enabler.
physically or emotionally. Or both.
This means, however, that a character who Sense Supernatural Activity (2
seemingly dies in the course of the game and Intellect points and 2 Stress): If a supernatural
who fulfills all the other requirements may creature, artefact, book, or effect is within
return . . . different, their mystical resurrection immediate range, you can sense its presence.
powered by one of the Entities. This very Action.
likely happens only once. Avatars also have a power that is specifically
To become an Avatar, a character must meet related to their Entity, as follows. However,
these requirements: these are mere suggestions; you may have a
• Tier 4 or higher different idea of where you want your abilities
• Has gained, over time, 10 levels of Stress to go. Work with your GM to customize
from paranormal experiences your Entity-specific power in a way that most
• Possesses at least one supernatural ability speaks to your conception of an Avatar. For
from their type their part, GMs should feel free to develop
• Died, physically or metaphorically ideas encountered here or in the podcast as
a jumping-off point to provide additional
Avatars must “feed” the Entity that created customization for PCs who have a different
them or be fed upon by them. This means that idea about their additional Avatar abilities.
if an Avatar does not use their main Avatar
power as described below at least once a week,
they gain 3 points of Stress, and they continue
to gain 3 points of Stress each subsequent day
they do not use their power.

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CHARACTER FOCUS

THE BURIED points of damage) each round as long as you


Choose one ability or customize an ability by continue to make successful rolls against them
working with your GM. each round. You must use your action each
round to concentrate on the effect. Action to
Claustrophobia (4 Intellect points initiate.
and 3 Stress): A creature you touch is
gripped with the sensation that whatever is THE CORRUPTION
near them (the walls of the room, the people Choose one ability or customize an ability by
around them, trees in a forest) is closing in. working with your GM.
They feel suffocation is a serious threat. They
suffer 3 points of Stress (3 points of damage Crawling Corruption (4 Intellect
if an NPC) and 3 more points of Stress (or 3 points and 3 Stress): Teeming cockroaches,
points of damage) each round as long as you maggots, or other insects popularly associated
continue to make successful rolls against them with rot burst from a creature’s body at the
each round. You must use your action each place where you touch them. They suffer a
round to concentrate on the effect. Action. serious injury (or 6 points of damage if an
NPC). Action.
Crushing Debt (4 Intellect points
and 3 Stress): A creature you touch is Touch of Decay (4 Intellect points
immediately targeted by an apparently real and 3 Stress): An inanimate object no larger
debt-collection agency, either by text, email, than you that you touch rots and falls apart
or direct contact by an agent. The debt seems as if it aged five hundred years in an instant.
credible to the affected creature, and they feel For example, if the object is wood or cloth,
ruinous bankruptcy is imminent, with every it crumbles to nothing; if it is metal, it likely
other problem they have crowding into their rusts and corrodes, probably useless; and if it
mind. They suffer 3 points of Stress (3 points is stone, it might weather a bit, but it changes
of damage if an NPC) and 3 more points of very little. If you touch a living creature, they
Stress (or 3 points of damage) each round as suffer a serious injury (or 6 points of damage
long as you continue to make successful rolls if an NPC). Action.
against them each round. You must use your
action each round to concentrate on the effect. Vile Fondness (4 Intellect points
When the effect ends, the debt collection and 3 Stress): A creature you touch gains
agency realizes they targeted the character by a sudden attraction to something most
mistake or stops their attempts to collect the consider vile, such as the infectious disease
debt for some other reason. Action to initiate. wing of a hospital or a former lover they
previously left for being “toxic.” An affected
Drown (4 Intellect points and 3 target doesn’t immediately drop everything
Stress): A creature you touch who is holding to go find the new object of their affection,
some sort of liquid (such as a cup of tea) or though they will as soon as is reasonable given
who is within immediate range of even a their circumstances. Targets remain newly
small amount of liquid suffers an unfortunate enamored for about a day, or until they suffer
accident: their tea goes down wrong, they a serious repercussion from their new fondness
trip and land face-first into a sink or tub, they (such as catching an infectious disease, being
fall in a river, or they are otherwise assaulted gaslit in some obvious and humiliating way,
by water that gets into their lungs. They and so on). Action.
suffer 3 points of Stress (3 points of damage
if an NPC) and 3 more points of Stress (or 3

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE DARK Conflagration (4 Intellect points and


Choose one ability or customize an ability by 3 Stress): You summon a burst of heat and
working with your GM. flame at a spot near you. Everything within an
immediate area of that point suffers 5 points
Blinding Touch (4 Intellect points of damage (or a serious injury if it is a PC).
and 3 Stress): A creature you touch is blinded Flammable objects may catch on fire. Action.
for one minute, during which time they
suffer 1 point of Stress every few rounds, to Fiery Shimmer (4 Intellect points
a maximum of 3 (3 points of damage if an and 3 Stress): Your skin glows as if it’s a thin
NPC) from anxiety and/or by accidentally screen between the world and a raging bonfire
hurting themselves while trying to move for one hour. During that period, you gain
without being able to see. Action. an extra step on the damage track (similar to
Tough, page 39 the Tough ability) and are immune to damage
Brackish Gloom (4 Intellect points from fire or heat. Action.
and 3 Stress): Chill, brackish water pours
from you in dark rivulets, creating a small THE END
pool of cold, black, salty water on the ground Choose one ability or customize an ability by
around you. The water doesn’t impede you working with your GM.
in the slightest, but your foes’ attacks against
you are hindered by two steps while the Deathless Avatar (4 Intellect points
water persists (up to ten minutes, or until and 3 Stress): If you descend every step on
you end the effect purposefully or by moving the damage track and die, you come back to
more than an immediate distance). Action to life next round on the second-to-last step of
initiate. the damage track (debilitated) if you have at
least 4 Intellect points left in your Intellect
The Unseen (4 Intellect points and Pool, and you spend 4 of them to trigger this
3 Stress): Invisible hands reach out of the ability. Each time you use this ability, reduce
shadows or from beneath or around nearby your Intellect Pool by 2. Enabler.
objects, attacking up to five different targets.
Targets struck are immobilized with cold and The Inevitable (4+ Intellect points
terror for the next two rounds. Action. and 3 Stress): A creature of level 3 or less that
you touch sustains 5 points of damage and 5
THE DESOLATION more points of damage each round as long as
Choose one ability or customize an ability by you continue to make successful rolls against
working with your GM. them each round. You must use your action
each round to concentrate on the effect. For
Candle Flesh (4 Intellect points and each additional level of Effort you apply,
3 Stress): Your waxy flesh becomes as warm you can increase the level of the target by 1.
as a burning candle and just as malleable. You Action.
spend this round molding your wounds back
into shape and ascend one step on the damage Skull Visage (4 Intellect points
track. Action. and 3 Stress): Your visage changes, flashing
briefly from normal to that of a terrifying
animated skull. Up to five targets you choose
who can see you are immobilized with fear
of imminent death for the next two rounds if
they’re affected by your attack. Action.

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THE EYE Unholy Hunger (4+ Intellect points


Choose one ability or customize an ability by and 3 Stress): A creature of level 4 or less
working with your GM. that you touch takes a hungry bite from their
own flesh, taking 3 points of damage and 3
Hypercognizance (4 Intellect points more points of damage each round as long as
and 3 Stress): You gain exceptional awareness you continue to make successful rolls against
of everything around you for ten minutes. them. You must use your action each round to
During that period you can see things that concentrate on the effect. For each additional
are normally invisible, and attacks or other level of Effort you apply, you can increase the
tasks that rely on sight are eased by two steps. level of the target by 1. Action to initiate.
Action to initiate.
THE HUNT
Modify Memory (4 Intellect points Choose one ability or customize an ability by
and 3 Stress): A target within short range you working with your GM.
successfully make an Intellect attack against gains
a short memory that’s not their own, or a piece Hairy on the Inside (4 Intellect
of information (or disinformation). Alternatively, points and 3 Stress): For ten minutes, your
you can use this ability to insert visual form becomes more bestial and you gain +8
information up to one round in length into to your Might Pool, +1 to your Might Edge,
recorded surveillance camera footage. Action. +2 to your Speed Pool, and +1 to your Speed
Edge. While this ability is active, you can’t
Truth (4 Intellect points and 3 spend Intellect points for any reason other
Stress): You learn a pertinent fact you didn’t than to try to change to your normal form
already know about a nearby creature, no roll before the ten-minute duration is over (a
needed. Action. difficulty 2 task). Action to change; action to
change back.
THE FLESH
Choose one ability or customize an ability by Hunting Scream (4 Intellect points
working with your GM. and 3 Stress): Up to three targets in long
range who hear your hunting scream, whistle,
Crawling Form (4 Intellect points song, or other loud utterance who you
and 3 Stress): You disfigure a creature you successfully attack are terrified, freezing in
touch, causing its limbs to fuse together for at place or running away as fast as they can (your
least ten minutes, during which time it can’t choice) for two rounds. Action.
move except by squirming and rolling. Action.
Stalk and Kill (4 Intellect points
Twisted Form (4 Intellect points and and 3 Stress): You designate a nearby creature
3 Stress): You disfigure a creature you touch as your prey. For the next hour, any task
in a way of your choosing. The change is involving finding, following, or attacking your
primarily cosmetic, although it is very painful. prey is eased. Action.
The creature suffers 4 points of damage (or
a serious injury if a PC). It is possible to use
this ability to improve (or at least not worsen)
the creature’s appearance, but doing so is
difficult and requires a full minute of work
and an Intellect-based roll on your part with a
difficulty of 6. Action (or action to initiate).

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE LONELY THE SLAUGHTER


Choose one ability or customize an ability by Choose one ability or customize an ability by
working with your GM. working with your GM.

Call the Crowd (4 Intellect points Fatigue of Battle (4 Intellect points


Lonesome crowd, page 225 and 3 Stress): You summon a lonesome and 3 Stress): A target you touch suddenly
crowd to a barely populated area within a long recalls a traumatic event they survived in the
distance of yourself. The lonesome crowd acts past (or someone else’s event, if they have
according to its nature but never targets you as none). This flare-up lasts about a minute,
a victim. Usually, the crowd disperses within during which time the range of physical and
about ten minutes. Action. emotional effects hinders their tasks. They also
suffer 1 point of Stress every round or two,
The Fog (4 Intellect points and 3 to a maximum of 4 (4 points of damage if an
Stress): You summon a patch of rolling, heavy NPC). Action.
fog that fills a very long area for one hour.
Visibility in the fog is reduced to immediate March to the Pipes (4+ Intellect
range. Action. points and 3 Stress): You produce music (by
whistling, singing, or playing an instrument
Isolation (4 Intellect points and 3 such as bagpipes), causing up to five targets
Stress): A creature you touch becomes utterly of level 3 or less within long range to move in
unaware of anyone around them for one hour. a regimented fashion in a direction you wish,
If you attempt to use March They cannot sense other people or creatures in taking no other actions on their turn. The
to the Pipes to march targets any way, unless another creature spends a few affected targets continue marching each round
directly to their doom, such as
off a cliff, you must make one rounds slapping them and calling their name, as long as you continue to make successful
additional successful roll to or until they take damage. Action. rolls against them. You must use your action
compel them onward.
each round to concentrate on the effect. For
each additional level of Effort you apply,
you can increase the level of the targets by 1.
Action to initiate.

The Spirit of War (4 Intellect points


and 3 Stress): A creature within short range
loses themself to rage and, as their next
action, attacks the creature nearest to them
(not themselves, and if there are no nearer
creatures, they attack you). They use whatever
means available to inflict the most harm. For
every creature near to them that is already
engaged in violent action when this takes
effect, another round is added to the duration,
up to a total of three rounds. Action.

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CHARACTER FOCUS

THE SPIRAL THE STRANGER


Choose one ability or customize an ability by Choose one ability or customize an ability by
working with your GM. working with your GM.

Door to Elsewhere (4 Intellect points Embracing the Unknown (4+


and 3 Stress): You access a location you know Intellect points and 3 Stress): All creatures
about by causing one door to appear within within short range become unable to
immediate range and another door to appear recognize anyone they see, whether friend or
at the location you seek. The doors last for one enemy. Nothing will allow them to recognize,
minute or until you use them to move to the distinguish, or remember anyone for one
new location as another action. If you can’t round. For each additional level of Effort you
create a door, it could be because the location apply, you can increase the duration of this
is protected, you don’t know enough about it, effect by one round. Action.
or it no longer exists. Action.
Monstrous Stranger (4 Intellect
Inverted World (4 Intellect points points and 3 Stress): Your body elongates
and 3 Stress): You take control of all the for one minute, stretching into a long, thin
senses of a creature you touch for one minute monster with sticklike limbs that have too
(six rounds). You make them see, hear, and many joints. In this form, you are practiced
feel whatever you desire. If the alterations in unarmed combat, your unarmed combat
you create are hindering or distracting, their attacks deal +2 points of damage, and your
actions are hindered. Otherwise, you can unarmed melee attack actions are eased.
also cause them to suffer 1 point of Stress per Action.
round (1 point of damage if they are an NPC)
by having them experience something horrific. Stranger to Pain (4 Intellect points
Action. and 3 Stress): For one day, you can’t be
dazed or stunned by physical attacks and are
Send to the Maze (4+ Intellect points immune to most poisons and diseases. Action.
and 3 Stress): A creature of level 3 or less that
you touch is banished to the realm of The
Spiral for one round, during which time they
take 3 points of damage and 3 more points of
damage each round as long as you continue to
make successful rolls against them. You must
use your action each round to concentrate on
the effect. For each additional level of Effort
you apply, you can increase the level of the
target by 1. When the effect ends, the target
appears either at the spot from which you
banished them, or at a location where you’ve
previously encountered them. Action.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE VAST THE WEB


Choose one ability or customize an ability by Choose one ability or customize an ability by
working with your GM. working with your GM.

Hurl Into the Void (4 Intellect Friend to the Bewebbed (4 Intellect


points and 3 Stress): A close creature you points and 3 Stress): You summon a
Bewebbed puppet, page 200 designate (one that you can see and can see bewebbed puppet, which appears within a few
you) believes they are flung backward and rounds (as if it had been lingering somewhere
beginning to fall into an infinite abyss. They nearby) and does your bidding for the next
lose their next action as they struggle and flail hour, until you dismiss it, or until it is
about. The experience causes them to suffer 3 destroyed. Action.
points of damage from the shock (3 points of
Stress if a PC). Action. Many-eyed Spies (4 Intellect points
and 3 Stress): If you want to know what’s
Image of a Colossus (4 Intellect happening at a location you’re familiar with,
points and 3 Stress): A creature you touch extra spiders turn up there within the hour.
is subject to a vision of an unfathomably, Unless all are found and eliminated, you know
terrifyingly large creature in the distance. The what’s happening there for the next day. If
terrified target freezes in place or flees as fast your eight-legged spies fail to find the location
as they can (your choice) this round. They you want to spy on, it could be because the
remain frozen or keep fleeing as long as you location is protected, you don’t know enough
continue to make a successful roll against about it, or it no longer exists. Action.
them each round. You must use your action
each round to concentrate on the effect. Puppet on a String (4 Intellect
Action to initiate. points and 3 Stress): You silently (psychically)
implant a command in the mind of a
Wings of The Vast (4 Intellect points creature you touch. You designate an event
and 3 Stress): You are taken up into the sky that will trigger the command that can be
as suddenly as if plucked into the air by an summarized in a single, short sentence. When
invisible titan. For the next ten minutes, you the triggering event occurs, the target must
can fly a long distance each round. Action. carry out the command to the best of their
ability. The command can be fairly intricate
and require up to 24 hours to complete, but it
cannot involve direct harm to the creature or
anyone important to them. It also cannot be
something obviously impossible for the target
to do. Action.

THE EXTINCTION
The Extinction has no Avatars . . . yet.

“feed” the
Avatars must
reated them
Entity that c
on by them.
or be fed up

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CHAPTER 5

EQUIPMENT

W
hat equipment do characters begin
I saw bellows, a wooden box, with, and what else can they get
and a soft and hideous throat during the game? This chapter
that seemed to twist and addresses those questions.
pucker on its own. Then the That said, the equipment listed in this
Mechanical Turk did something chapter is by no means comprehensive or
that I do not believe will exhaustive. GMs should feel free to use the
ever fully leave my thoughts various tables, price lists, and examples as
no matter how fervently I a jumping-off point to provide additional
might wish it. options for players. Comparing those prices
It stood up. to what can be found with a quick search
It had no legs and made no of online shops should provide useful
secret of it, yet still it comparisons. Anything a regular person can
stood, stepping away from get in the real world should probably also
the table that was its very be available to PCs in The Magnus Archives
being, and it began to dance. Roleplaying Game.
As it did so, the bellows
left upon the bleeding table
started to pump, and I heard CURRENCY AND PRICES
again that mournful wail of Dollars, yuan, pounds, pesos, euros,
Wolfgang’s “speech machine” cryptocurrencies of various sorts—lots of
as the end of it flailed different currencies might be used in your
and bulged until at last game, depending where in the world it’s set
it shrieked its words to and where the PCs go. Specifying a single
the audience. I do not know currency isn’t important, because we can
what it said, and I thank establish reasonable ranges for equipment
almighty God that I speak no prices rather than nailing prices down to
Hungarian. the last dollar and cent. Not unlike saying
—MAG 116: “The Show “immediate” or “short” distance rather
Must Go On” than giving precise numbers, we talk about
goods and services in terms of inexpensive,
moderately priced, expensive, very expensive,
exorbitant, or priceless items.

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If a GM really wants to, they can assign PRICE CATEGORIES


specific value ranges for each price category. There are six price categories for goods and
For example, an inexpensive item might be services.
£8/$10, a moderately priced item around An inexpensive item is something that
£80/$100, and so on, as the examples in this common people buy. A simple meal or a drink
chapter demonstrate. The exact amount varies in the bar. A pen and some paper. A book or
depending on country, inflation, and local magazine.
circumstances. A moderately priced item is something
To keep things simple, the GM can use the that common people buy, but not too often
price categories described here to determine and not in great quantities. A small piece
PC resources. Only indicate a particular of furniture. A major entertainment. An
currency (pounds, pesos, dollars, or whatever expensive meal. A new outfit.
the GM is most familiar with) as flavor now An expensive item is something that would
and then. For example, if PCs working for a strain a common person’s finances. Rent on a
paranormal institute are given a discretionary simple apartment. A major piece of furniture.
fund to purchase equipment for an especially A very nice outfit. The cost to travel a long
important mission, their supervisor might distance (if appropriate to the setting).
caution them to “keep it under a few A very expensive item is probably out of
thousand to keep the bean counters happy.” the reach of most people except in very special
That, depending on how you translate it to circumstances. Jewelry. Luxury furnishings.
the price categories, might allow the PCs to Non-luxury vehicles.
choose three additional expensive items for An exorbitant item is something only the
their mission. very rich can afford. A very nice house. A ship.
Extremely expensive jewelry or art.
A priceless item is one that even the very
rich can’t afford, requiring the resources of a
multinational corporation or nation-state to
acquire or build.
Think of the escalating categories as powers
of 10. That is to say, a moderately priced item
is ten times more costly than an inexpensive
item. An expensive item is ten times more
costly than a moderately priced item, and thus
100 times the cost of something inexpensive.
A very expensive item is ten times the cost
of an expensive one, 100 times the cost of a
moderate one, and 1,000 times the cost of an
inexpensive one. An exorbitant item is priced
ten times beyond that.

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EQUIPMENT

USING THE PRICE CATEGORIES


Regardless of how precise you want to be with STARTING PC SAMPLE EQUIPMENT
prices and currency, price categories are useful A character might have the following starting
in a variety of ways. equipment.
It’s easy for a GM to tell the players to use Basic Equipment: Everyday clothing, purse
the guidance presented under PC Starting or wallet, smartphone, and multitool. Easy
Equipment to get things rolling, which access (in car, apartment, home, office, etc.) to
includes guidance for “two moderately priced the following: flashlight, gloves, journal and
items.” The player can look on the list and pen, handful of energy bars, duct tape, case of
light tools.
pick two moderately priced items without
Provided by Organization: Vehicle (for
worrying about their cost. Plus, this approach
entire group), laptop, briefcase.
makes it clear that they get two items, not
twenty inexpensive items or one expensive
item that perhaps would not be appropriate
for a starting character. The categories make it PC MONEY AND INCOME
easy to lump similar items together. The price categories suggest that this game
The GM can also say “You can have isn’t about money. Characters working for the
whatever inexpensive items you want, and Magnus Institute or a similar organization
don’t worry about the cost.” At higher tiers, likely don’t get paid too much. Assume
when the PCs have more wealth, authority in that, after paying for monthly expenses and
their organization, and so on, the GM can do whatnot, an average PC earns enough to
this with moderate or even expensive items. purchase four moderately priced items in a
This allows the group to skip over playing month.
through a shopping trip to get supplies, and Similarly, the average PC has enough in
players don’t have to track prices down to the savings to purchase a single expensive item,
last coin. and enough credit to purchase three such
Finally, the categories can be shorthand items. However, a character with zero savings
when evaluating valuable objects (of a and maxed out credit cards will very likely
non-paranormal sort) that PCs find during the regret it later.
course of their investigations, and in resolving
other story-based expenses that crop up in the EQUIPMENT LEVEL
game without dealing in the minutiae of exact Mundane equipment is about level 4—less
prices. if of inferior quality or materials, more if of
superior quality or materials.
PC STARTING EQUIPMENT
A character’s starting equipment is nearly as
important as their starting skills and abilities. If a PC works for an
Every character starts with appropriate organization, that body might
provide additional items to the
clothing, three expensive items, two character on a case-by-case basis,
moderately priced items, and up to four or a stipend they can use to buy
additional items.
inexpensive items. They very likely have access
(at home, for example) to up to ten useful
inexpensive items.

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WEAPONS Keep in mind that in many locations,


The Magnus Archives RPG is not a game about it’s not acceptable to run around carrying
weapons and combat, even if it is, as Jonny dangerous weapons, at least not without
would put it, “surprisingly easy to pick up an proper licenses and authorization, and
axe in central London.” PCs who regularly sometimes not even then. This is especially
engage in combat probably don’t last very true if your game is set in the UK!
long. Even more important, shooting one’s
way out of a situation isn’t very appropriate to EXPLOSIVE WEAPONS
the types of stories being told in this game. Generally speaking, PCs in this game are
Not all characters are familiar with all unlikely to gain access to grenades and similar
weapons. Protectors know their way around explosives, at least normally.
most varieties, but Investigators, Elocutionists, But in the corner case where they do, sticks
and Occultists prefer light or medium weapons, of dynamite, grenades, and other explosives
assuming they pick up a weapon at all. operate differently than other weapons. They
Unfamiliarity: If a character uses a weapon affect all targets within an area (usually an
they have no experience with, an attack with immediate area) and inflict damage to all of
that weapon is hindered. Having experience them. A separate attack roll is required for
with a weapon is called being practiced with each target (or a Speed defense roll if the PCs
the weapon. are the targets of such an attack), although to
simplify, the player can make one attack roll
WEAPON CATEGORIES and compare it to the difficulty to attack each
Many of the weapon examples noted below target. The downside of simplifying is that
can also be found on the equipment list. one bad roll means none of the targets are
Improvised weapons—like Light weapons inflict only 2 points of fully affected. Usually, even if the attack roll
kitchen pans, umbrellas, keys, damage, but attacks with them are eased fails, the targets still suffer a smaller amount of
big flashlights, and so on—are
light weapons, but most people because they are fast and easy to use. Light damage, often 1 point. (PCs subject to such a
are not practiced with them, so weapons include unarmed strikes (punches, weapon take a serious injury, and even if they
an attack with an improvised
weapon is not eased. kicks, elbows, etc.), knives, batons, slingshots, succeed on a Speed defense roll, they take 1
very small pistols, and so on. Weapons that are point of Stress.)
Most thrown weapons, such as particularly small are light weapons. Explosives like grenades can be thrown a
throwing knives or explosives, Medium weapons inflict 4 points of short distance. Otherwise, another launcher
can be thrown a short distance.
damage. Medium weapons include bows, weapon is needed to project them a long
typical handguns, light rifles, sawed-off distance (or farther).
shotguns, hand axes, and so on. Most weapons
are medium. Anything that could be used in
one hand is a medium weapon. ARMOR
PCs in this game are not kitted out with
Heavy weapons inflict 6 points of damage,
military vests or police Kevlar. If they do
and you must use two hands to attack with
get hold of such gear, treat those wearing
them. Heavy weapons are rifles, regular
it as though they had an extra step in their
Tough, page 39 and 78 shotguns, large-caliber handguns, katanas,
damage track, similar to the Tough ability
and so on. Anything that must be used in two
(available to Protectors and with the Never
Any weapon’s listed damage hands is a heavy weapon.
is only used to determine the
Says Die focus). All of their Speed-based
damage inflicted on creatures tasks, however, are hindered, and the armor
and NPCs by PCs. PCs don’t
Weapon Damage
does not apply in some situations that might
take damage—they suffer Stress Light 2 points (attack eased) otherwise cause serious injury, such as falling
and serious injuries determined
by their attacker’s level or Medium 4 points or fire.
damage rating. Heavy 6 points (two hands needed)

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EQUIPMENT

MISCELLANEOUS SERVICES
WEAPONS AND THE MAGNUS ARCHIVES Although the types of items for sale vary
Just because your character could use a greatly depending on whether the PCs are
particular weapon doesn’t mean they in a small town or a large city, a few services
necessarily have one when the game begins. can usually always be found, like food and
For instance, your Investigator could lodging. However, these services can span the
theoretically wield a light weapon—such as a price categories.
baton or improvised chair leg, or maybe even Food: You can get an inexpensive meal, a
a light pistol—when the chips are down. But moderately priced meal, an expensive meal, The price categories are, by
prior to the game’s start, they probably didn’t and so on, depending on the restaurant. An definition, very broad. Items
in the same category can
have any, unless their background specifically inexpensive meal is light and probably not technically be priced quite
indicates otherwise. very nutritious. An expensive meal is available differently in actual currency,
Lack of weapons is all the more likely if but don’t worry about such
only in nice restaurants in certain locations. things in this game. It’s also
the game is set in a place like the United An exorbitant meal is probably a feast for possible that the PCs find a
Kingdom, which has starkly contrasting a crowd, with the finest foods and drink discounted item that is a price
category lower than normal or
approaches to weapons and firearms than, say, available. an extremely fancy one in the
the United States. Lodging: Nightly lodging is similar, range of a category higher. But
In the UK, guns are heavily regulated these can be part of the ongoing
although the bottom end starts out worse. An story and are not part of the
through stringent licensing, background inexpensive night’s lodging is probably a youth base assumptions in this chapter.
checks, and storage protocols. Other weapons hostel filled with other guests. Typical lodging
are similarly restricted. For instance, batons (a private room with a decent bed) is probably
are usually only allowed for police officers, in the moderately priced range. Very expensive
and knives are only legal if they have lodging might be a suite of rooms with
nonlocking blades of less than 3 inches (8 delicious meals and personal services (such as
cm). Which means that characters who want massages and grooming) included.
to acquire a firearm need to go through the Repairs: The cost to repair a damaged item
requisite process to gain one legally, or find a is one category lower than the item’s value.
way to get one illegally. Either way, a character
with a weapon would want to keep it under
wraps, lest they draw attention from both the I remember, it was as I began
general public and officers of the law. to talk about the Justice, the
fifth age of man, that I saw
All that said, if a character whose game
it. It was a mask, a theatre
is set in the UK is a Protector or might mask, not one of the happy/
otherwise be expected to have access to a sad ones you might associate
weapon, work with the GM to come up with with the stage, but like an
a solution. The GM will guide you on where old Greek chorus mask: neutral,
they’d like to see their game go. with a faint aspect of mourning
about the mouth and eyes. It
Civilian gun ownership is allowed much
sat on the top of a thick black
more broadly in the United States. Though cloak, draped to completely
regulated, firearms are far more common, as cover whoever might be wearing
are other weapons such as knives and batons. the mask. But I knew it was
Of course, that doesn’t mean a starting empty. It was a hollow shape
Magnus Archives character in the USA begins of a man that had no life, no
presence to it. And I saw it in
with a weapon either. But they might, and if
the middle of the third row, as
they don’t, they’ll find acquiring and carrying clearly as if it were lit by a
one much easier. second spotlight.
—MAG 108: “Monologue”

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

EQUIPMENT BY PRICE CATEGORY


The following items (and anything else appropriate to the real world) are usually available.

INEXPENSIVE ITEMS
Weapons Notes
Ammo (box of 50 rounds)
Knife Light weapon (prone to breaking)
Pepper spray Immediate range, hinders target’s tasks for one round

Other Items Notes


Car or rideshare fare
Duct tape roll Useful and ubiquitous
Energy bars, handful Feeds a person for one day
Flashlight
Gloves
Journal and pen
Lockpick set Asset for lockpicking tasks
Multitool
Padlock with keys
Purse
Secure briefcase Level 5 lock
Sunglasses
Thrift clothing
Wallet

MODERATELY PRICED ITEMS


Weapons Notes
Baton/nightstick Light weapon
Hand axe Medium weapon
Hunting knife Light weapon
Machete Medium weapon
Slingshot Light weapon, medium range

Other Items Notes


Backpack
Bee suit Prevents wasp and bee stings
Binoculars Asset for perception tasks at range
Bolt cutters
Budget cell phone
Case of heavy tools Suitable for plumbing, electrical work, construction,
and similar
Case of light tools Suitable for electronic repair, watch repair, lockpicking,
and similar

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CHAPTER 5
EQUIPMENT

MODERATELY PRICED ITEMS (CONTINUED)


Other Items Notes
Chainsaw
Climbing gear Asset for climbing tasks
Crowbar
Digital audio recorder
Disguise kit Asset for disguise tasks
Electric lantern
EMF detector
Everyday clothing
First aid kit Asset for healing tasks
Handcuffs Level 5
Professional clothing
Rope Nylon, 50 feet (16 m)
Sleeping bag
Survival kit Includes emergency blanket, 2 flares, flashlight, 50-ft. (16 m)
rope, rubber gloves, sewing kit, cheap knife
Tent
Train ticket

EXPENSIVE ITEMS
Weapons Notes
Bow Medium weapon, long range
Extendable baton Light weapon, collapses to size ideal for a pocket/purse
Handgun Medium weapon, long range
Pocket handgun Light weapon, short range
Rifle Medium weapon, long range
Shotgun Heavy weapon, immediate range
Sawed-off shotgun Medium weapon, immediate range (can be used one-handed) Those carrying a sawed-off
shotgun should be warned that
in almost any jurisdiction, the
Other Items Notes weapon is illegal, and having
Airline ticket one could be punished by a few
years in prison.
Camera designed to be concealed Transmits over wifi
Cold weather camping gear
Hazmat suit (with respirator)
Laptop
Microphone designed to be Transmits over wifi
concealed
Nightvision goggles See in darkness, but perception tasks are hindered
Scuba gear
Smartphone
Straightjacket
Stylish clothing

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

VERY EXPENSIVE ITEMS


Weapons Notes
Assault rifle Heavy weapon, rapid-fire weapon, long range
Heavy rifle Heavy weapon, 300-foot (90 m) range
Katana
Large-caliber handgun Heavy weapon, long range
Submachine gun Medium weapon, rapid-fire weapon, short range

Other Items Notes


Designer/bespoke clothing
Modest vehicle Level 3
Small boat Level 3

EXORBITANT ITEMS
Other Items Notes
Luxury vehicle Level 5 or 6
Private plane Level 5
Yacht Level 5

PRICELESS ITEMS
Other Items Notes
Orbital space station Useful for running experiments in weightless, isolated
environments

104
CHAPTER 6

CYPHERS

I
Benoît was leaning over the n addition to the resources available to
bar, listening to a young man a character based on their type or their
who, I believe, was ordering focus—abilities that are always available
for quite a large group. As and expected—PCs have access to a small
this customer listed off his number of abilities that are ephemeral and
drinks, Benoît’s hand rested
transitory. Called cyphers, these abilities
lightly upon the countertop,
and I found, for no reason I
represent luck, momentary inspiration,
could readily provide, my gaze desperation, machinations of The Web, or,
was resting upon the fingers more broadly, the ineffable influence of all the
of his hand. dread powers at work. They can grant a PC a
Without any warning, or useful power that can restore them, inspire a
reaction from Benoît himself, new plan or direction, ease tasks, and more.
there seemed to be movement Because cyphers are driven by happenstance
from the ring finger of his
and the heat of the moment, characters don’t
right hand. A slight shudder,
choose them. The GM—representing fate, in
a shifting of the skin beneath
his fingernail. A small patch this process—assigns them to the PCs. But as Cyphers lead to fun game
this happens between moments of action or moments where a player can say
of darkness seemed to grow “Well, I’ve got an X that might
just below it, expanding until drama, when the PCs are resting, the players help in this situation,” and X is
it resolved itself into the also have a hand in directing the narrative always different. Cyphers keep
shape of an insect. It pushed the game fresh and interesting.
that cyphers affect. This is because the player
itself smoothly and quickly chooses when to use a cypher, and which one
out from below his fingernail
they use. Characters have a cypher limit that
and dropped down onto the
increases as they advance, representing the
bar, scuttling away and out
of sight so quickly I lost maximum number of cyphers at their disposal.
it almost immediately. It Regardless of what they do, cyphers are
had all happened in a matter single-use effects and are always lost when
of moments, and there was used. Unless a cypher’s description says
no blood, no reaction from otherwise, it works only for the character who
Benoît, no evidence that it activates it. Cyphers represent a character’s
had truly happened at all, personal luck or inspiration.
apart from my shaking legs
Cyphers are a game mechanic designed for
and the feeling I was going to
collapse.
frequent use and replenishment. PCs can have
—MAG 102: “Nesting Instinct” only a small number of cyphers at any given

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

time, and since it’s easy to get more, they’re Instead, the GM could choose significant
encouraged to use them at a steady pace. points in the story when new cyphers might
In theory, the cyphers gained by the PCs are simply come unbidden to the PCs. Everyone
determined randomly. However, the GM can could get a new cypher in the wake of a major
also choose them deliberately. discovery or success, or to help compensate
them after a harrowing ordeal.
Cyphers don’t have to be used to make
GAINING AND REPLENISHING room for new ones. A character can use an
CYPHERS action to flush a cypher, freeing up space to
Characters start with a full complement of acquire one later. Once a cypher is discarded,
cyphers, up to their limit. Once a cypher it is gone and can’t be immediately regained.
“slot” is freed up because a cypher is used, the
character can gain a new one by resting. The
rest must be at least ten minutes, but it can be USING CYPHERS
the same rest used to recover points in a Pool Most cyphers take one action to activate, just
or to reduce Stress. Normally this can only be like any other ability. However, some cyphers
done once a day (once between their ten-hour are marked “instant” and can be used as part
rests), so players might choose to wait until of another action or even when the PC is
they have more than one slot free for new reacting to another character’s action, such as
cyphers for maximum benefit. when the PC is attacked.
Cyphers can be used automatically; they
don’t require a roll for the PC to gain their
benefit because most cyphers only affect the
PC. However, if a cypher does affect a target,
the action to use it is Intellect based unless
described otherwise. For example, using the
breathing room cypher could be Speed based
if the PC describes their action as quickly
knocking whatever the target is holding from
their hands.
Once a cypher is activated, if it has an
ongoing effect, that effect applies only to the
character who activated the cypher.

CYPHERS LEVELS AND EFFECTS


All cyphers have a level and an effect. The
level sometimes determines an aspect of
the cypher’s power (how long it lasts, for
example), but otherwise it only determines
the general efficacy, the way level works with
anything else. The Level entry for a cypher is
usually a die roll, sometimes with a modifier,
such as 1d6 or 1d6 + 4. The GM can roll to
determine the cypher’s level or can allow the
player to roll when they receive the cypher.

106
CHAPTER 6
CYPHERS

CYPHER TABLE
d00 Cypher 34–35 Help from a stranger 72–73 Smell of blood (instant)
01–02 Another twist (instant) 36–37 Implore The Flesh 74 Spiral’s luck (instant)
03–04 Big picture 38–39 Jigsaw solver 75–76 Squirm (instant)
05–06 Binary (instant) 40–41 Last words 77–78 Stare into The Vast
07 Body builder 42–43 Learn from The Web 79–80 Strange music
08–09 Breathing room (instant) 44–45 Lesson of The Boneturner 81–82 Taking stock
10–11 Burning desire (instant) 46–47 Librarian’s pupil 83–84 Thought for the day
12–13 Cheating death (instant) 48–49 Like an Avatar (instant) 85–86 Thrill of the chase
14–15 Curiosity 50–51 Meat 87–88 Tightrope
16–17 Dance through the maze 52–53 Nemesis 89–90 Uncanny valley (instant)
18–19 Deathly silent and still 54–55 Nightfall 91–92 Watcher’s know-how
(instant) 56–57 Observer effect 93 Weaver’s encouragement
20–21 Desperate effort (instant) 58–59 Of The Beholding 94–95 Well-being
22–23 Eye contact (instant) 60–61 Of The Flesh 96–97 What we all ignore
24–25 Flee The Hunt! (Instant) 62–63 Panopticon (instant) 98–99 What we lose (instant)
26–27 Gift of The Piper (Instant) 64–65 Personal space 00 Words of the puppeteer
28–29 Guess you had to be there 66–67 Risen wind (instant)
30–31 Gut feeling 68–69 Sculptor’s tool (instant)
32–33 Hard shoulder (instant) 70–71 Show must go on

CYPHER LIST
ANOTHER TWIST (INSTANT) BODY BUILDER
Level: 1d6 Level: 1d6 + 2
Important problems require elevated focus. Drawing on your inner reserves, you add 1 to
One die roll of your choosing gets rerolled. your Might Edge for one hour (or 2 if the
cypher is level 5 or higher).
BIG PICTURE
Level: 1d6 + 2 BREATHING ROOM (INSTANT)
Everything seems more vivid. For one hour Level: 1d6 + 1
per cypher level, you know when any As part of a physical action on your part (an
movement occurs within short range and attack, an “accidental” bump, a startling
when large creatures or objects move within shout, pushing by on the way to somewhere
long range. You also know the number and else, etc.), you force an NPC within
size of the creatures or objects in motion. immediate range whose level is lower than
this cypher’s level to drop whatever they are
BINARY (INSTANT) holding.
Level: 1d6 + 2
You correctly guess the PIN code allowing BURNING DESIRE (INSTANT)
access to a phone, door lock, debit card, Level: 1d6
and so on, or you guess the alphanumeric This particular predicament allows you to use Using Stress, page 129
passcode for a laptop, website, or similar 1 level of Stress as an asset on your action
situation, as long as the level of the object or without incurring a GM intrusion, as
program is equal to or less than this cypher’s normally happens.
level.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

CHEATING DEATH (INSTANT) EYE CONTACT (INSTANT)


Level: 10 Level: 1d6 + 4
The circumstances were horrific but not fatal. You convey simple information to a known
Damage track, page 132 If you reach the last step on the damage ally who can see you using only expression,
track, you go into a near-death coma for a gestures, or references (such as a line from a
week rather than dying. You have a serious movie). Only you and your ally understand
scar even after you recover. what is being communicated—or really,
that anything is being communicated at
CURIOSITY all. The limit of the “message” is about one
Level: 1d6 + 2 word per level of the cypher.
You reflect on excellence, adding 1 to your
Intellect Edge for one hour (or 2 if this FLEE THE HUNT! (INSTANT)
cypher’s level is 5 or higher). Level: 1d6
If you’re being chased, you get away. The
DANCE THROUGH THE MAZE pursuer eventually gives up (based on the
Level: 1d6 circumstances). However, if the pursuer
If you can imagine it, you can become it. All is given the opportunity—such as you
your tasks involving manual dexterity— returning—they may give chase again, and
such as pickpocketing, lockpicking, this time it is resolved normally.
juggling, operating on a patient, defusing a
bomb, and so on—are eased by one step for GIFT OF THE PIPER (INSTANT)
one hour, or two steps for one hour if this Level: 1d6
cypher’s level is 5 or higher. Seeing your chance, you take an immediate
additional action on your turn.
DEATHLY SILENT AND STILL (INSTANT)
Level: 1d6 GUESS YOU HAD TO BE THERE
You hide so well (assuming there is some way Level: 1d6
to conceal yourself ) that absolutely no one You recall any one experience you’ve ever had.
is aware of you for one round. The experience can be no longer than one
minute per cypher level, but the recall is
DESPERATE EFFORT (INSTANT) perfect, so (for example) if you saw someone
Level: 1d6 dial a phone, you remember the number.
You’re in the flow, gaining one free level of
Effort to one task without spending points GUT FEELING
from a Pool. The level of Effort provided Level: 1d6 + 4
by this cypher does not count toward When faced with a choice between two known
the maximum amount of Effort you can options, you pick the most correct one based
normally apply to one task. on the circumstances. If you’re following
someone who gives you the slip, you get a
gut feeling (provided by the GM) if they
turned left or right. If you have to cut the red
wire or the green wire to defuse a bomb, you
choose the right one. If you’re trying to solve
a murder and you’ve narrowed the suspect
list down to two, you identify the killer. The
gut feeling doesn’t work if neither of the two
choices is the correct one.

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CYPHERS

HARD SHOULDER (INSTANT) LEARN FROM THE WEB


Level: 1d6 + 4 Level: 1d6
Skill or blind luck allows you to avoid a single Sometimes all it takes is focus. For the
attack from your attacker if their level is next day, you are effectively trained in a
lower than the cypher’s level. You suffer no predetermined skill (or two skills if this
damage or effect. cypher’s level is 5 or higher). The skill could
be anything (including something specific
HELP FROM A STRANGER to the operation of a particular device), or
Level: 1d6 roll a d00 to choose a common skill.
You suddenly remember that you brought—or d00 Result
were given—a necessary item not recorded 01–10 Melee attacks
on your character sheet. Alternatively, you 11–20 Ranged attacks
know how to cobble together a makeshift
21–40 One type of academic or esoteric
replacement for the needed item in a
lore (biology, history, occultism,
minute’s time, using materials at hand.
and so on)
(Choose whichever fits the situation better.)
41–50 Researching
IMPLORE THE FLESH 51–60 Forensics
Level: 1d6 + 2 61–70 Persuasion
Rolling your shoulders and centering your 71–75 Mechanics
breath, you regain a number of points equal 76–80 Speed defense
to this cypher’s level to your Speed Pool. 81–85 Intellect defense
86–90 Swimming
JIGSAW SOLVER 91–95 Psychology
Level: 1d6
96–00 Stealth
Hardly anything gets past you. All your tasks
involving intelligent deduction—such
as playing chess, inferring a connection LESSON OF THE BONETURNER
between clues, solving a mathematical Level: 10
problem, finding a bug in computer code, If you reach the second-to-last step on the
and so on—are eased by two steps for one damage track (debilitated) and survive
hour. the experience, you find renewed purpose
during your recovery. When you’re hale
LAST WORDS again, you gain a character advancement Character advancement,
Level: 1d6 step—skill training, +4 points to add to page 140

If you spend a minute or so speaking to your Pools, +1 to Effort, or +1 to Edge—


nearby allies, talking about the importance without having to spend 4 XP.
of what you’re about to attempt, how
strength comes from unity, how everyone
working together creates something greater
than its parts, and similar themes, you and
your allies lose Stress in an amount equal to
the cypher level.

109
THE MAGNUS ARCHIVES ROLEPLAYING GAME

LIBRARIAN’S PUPIL NEMESIS


Level: 1d6 Level: 1d6 + 1
You are dramatically but temporarily inspired, Your actions and/or words are especially
allowing you to ease one specific kind of startling. One NPC within immediate range
physical action by three steps. Once activated, whose level is lower than the cypher level
this boost can be used a number of times decides to leave, using their next five rounds
equal to the cypher level, but only within a to move away quickly.
twenty-four-hour period. The boost takes
effect each time the action is performed. For NIGHTFALL
example, a level 3 cypher boosts the first Level: 1d6
three times that action is attempted. Roll a Determined to keep going, you use senses
d00 to determine the action. other than sight to get by for one hour per
d00 Result cypher level. You aren’t hindered on tasks to
01–15 Melee attack perceive or attack in dark conditions.
16–30 Ranged attack
31–40 Speed defense
OBSERVER EFFECT
Level: 1d6
41–50 Might defense
When you look around an immediate area, if
51–60 Intellect defense there are any hidden clues significant to the
61–68 Gymnastics current investigation, you notice them.
69–76 Endurance
77–84 Driving OF THE BEHOLDING
85–92 Equipment operation Level: 1d6
93–94 Stealth Feeling especially alert, you have an asset to
perception tasks for one hour per cypher
95–96 Initiative
level.
97–98 Perception
99 Performance
OF THE FLESH
00 Tracking Level: 1d6
Your body embraces fight instead of flight.
LIKE AN AVATAR (INSTANT) All your noncombat tasks involving raw
Level: 1d6 + 2 strength—such as breaking down a door,
Sometimes everything falls perfectly into lifting a heavy boulder, forcing open
place. Treat your action as if you had rolled elevator doors, competing in a weightlifting
a natural 20. competition, and so on—are eased by two
steps for one hour.
MEAT
Level: 1d6 PANOPTICON (INSTANT)
You psych yourself up, reducing the Stress Level: 1d6
you suffer from physical injury by 1 for one Fear is a great motivator. You memorize
hour per cypher level. You still suffer Stress everything you see for thirty seconds
from mental shock or despair normally. per cypher level and store what you see
permanently in your long-term memory.
This cypher is useful for watching someone
pick a specific lock, enter a complex code,
or do something else that happens quickly.

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CYPHERS

PERSONAL SPACE SHOW MUST GO ON


Level: 1d6 + 4 Level: 1d6
Flinching isn’t always bad. For the next day, You spot an untended ladder, hard hat,
you have an asset to Speed defense rolls. clipboard and pen, cleaning cart and
apron, or whatever is appropriate to the
RISEN WIND circumstances that, once obtained, allow
Level: 1d6 + 2 you and up to two allies to slip into a
You catch your second wind, regaining a building without drawing attention. If your
number of points equal to this cypher’s level entrance is challenged by guards or others
to your Might Pool. monitoring the area, you and your allies’
disguise and/or associated deception tasks
SCULPTOR’S TOOL (INSTANT) are eased by two steps. The benefits of this
Level: 1d6 cypher usually last for several hours.
The tool feels so comfortable in your hand
that you have an additional asset for any one SMELL OF BLOOD (INSTANT)
task using it, even if that means exceeding Level: 1d6
the normal limit of two assets. Outraged, inspired, or fueled by desperate
need, your attack deals extra damage equal
to this cypher’s level.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

SPIRAL’S LUCK (INSTANT) TIGHTROPE


Level: 1d6 Level: 1d6 + 2
Luck sometimes swings your way, and an attack Galvanized by your plight, you add 1 to your
that would normally inflict a serious injury Speed Edge for one hour (or 2 if the cypher
on you gives 2 points of Stress instead. is level 5 or higher).

SQUIRM (INSTANT) UNCANNY VALLEY (INSTANT)


Level: 1d6 Level: 1d6 + 3
An adrenaline jolt eases the action you are After talking with someone for at least
taking by three steps. a couple of rounds, you have a better
understanding of what they would need to
STARE INTO THE VAST hear to find your deception or persuasion
Level: 1d6 + 2 more believable and/or credible, easing a
Stilling your racing thoughts, you regain a deception or persuasion task by three steps.
number of points equal to this cypher’s level
to your Intellect Pool. WATCHER’S KNOW-HOW
Level: 1d6
STRANGE MUSIC You know where to look or who to ask to find
Level: 1d6 a significant piece of information. The GM
You take a moment to center yourself, and might provide multiple options. This can
you lose an amount of Stress equal to this be used when you start research or while
cypher’s level. you’re searching for clues. For example, if
you want to know if anyone’s been in an
TAKING STOCK apartment in the past 24 hours, the GM
Level: 1d6 + 2 might say that you can look at the carpet
Putting together subtle clues and things you’ve to see if it’s trodden upon, or that you can
Gaining knowledge of the future seen and learned, you can ask the GM one speak to the building manager to view the
is level 10, and such knowledge question and get a general answer. The GM footage from the security cameras in the
is always open to interpretation.
A taking stock cypher cannot assigns a level to the question, so the more hallway.
provide an answer to a question obscure the answer, the more difficult the
above its level.
task. Generally, knowledge that you could WEAVER’S ENCOURAGEMENT
find by looking somewhere other than your Level: 1d6
current location is level 1, and obscure Your encouraging words and presence
knowledge of the past is level 7. motivate someone next to you, granting
them an asset on their next task. You
THOUGHT FOR THE DAY encourage up to three characters at once if
Level: 1d6 this cypher’s level is 5 or higher.
You remember a pertinent detail regarding
the current situation. The detail must be WELL-BEING
something that can be learned by normal Level: 1d6
research. You’re jacked up on a cocktail of fear and
adrenaline. For one round per cypher level,
THRILL OF THE CHASE you can act as if one step higher on the
Damage track, page 132 Level: 1d6 damage track than you actually are, as long
The situation demands haste. For one minute, as you are not dead.
you can move a long distance instead of a
short distance as an action.

112
CHAPTER 6
CYPHERS

WHAT WE ALL IGNORE


Level: 1d6 It was dark inside, lit only by what
Determined not to let things get to you, for spilled in through the open doorway. I
one hour per cypher level, you reduce the could hear a sound like the turning of
Stress you suffer from mental shock or an old film reel, but I couldn’t say
despair by 1 each time it occurs. You still where from. I stood there, unable to step
inside, not because of fear, but because
suffer Stress from physical injury normally.
the space inside was threaded all over
with film strips. Up and down, one side
WHAT WE LOSE (INSTANT) to the other, wrapping around and through
Level: 1d6 + 3 each other. I gingerly reached out and
You brush past someone, coming away with touched one and, as I did, Dexter seemed
something from their pocket, bag, or to emerge from the darkness. At first,
other container, assuming they’re carrying I thought he was taller than usual, but
anything. This cypher eases a pickpocketing then I realized that he was suspended,
task by two steps, or four steps if the cypher ever so slightly, by the strips of film,
is level 7 or higher. his feet a good couple of inches off
the floor. He was very calm as he asked
WORDS OF THE PUPPETEER (INSTANT) what I wanted, and when I stutteringly
Level: 1d6 explained the situation, he just nodded
and said we should feel free to rearrange
Determined not to fail, you gain an additional
however we liked. Then he closed the door
asset for any one task involving verbal
and I left, trying very hard to convince
interaction, even if that means exceeding
myself that he had only had two arms.
the normal limit of two assets. —MAG 110: “Creature Feature”

113
CHAPTER 7

RULES OF THE GAME

L
ike most roleplaying games, in The
I itch all the time. Deep Magnus Archives, the GM sets the scene,
beneath my skin, where the the players state what their characters
bone sits, enshrined in flesh,
attempt to do, and the GM determines what
I feel it. Something, not
happens next. One scene logically flows to the
moving but that wants to move.
next—you might start at a coffee shop, travel
Wants to be free. It itches,
and I don’t think I want it. I
to an abandoned warehouse, and eventually
don’t know what to do. end up at a haunted construction site—and
You can’t help me. I don’t before you know it, you’ve got a story as
think so, at least. But compelling as any you’ve read or watched. The
whatever it is that calls to rules and the dice help make the game run
me, that wants me for its own, smoothly, but it’s the people, not the rules or
it hates you. It hates what the dice, that direct the action and determine
you are and what you do. And the story—and the fun. If a rule gets in the
if it hates you, then maybe way or detracts from the game, the players and
you can help me. If I wanted the GM should work together to change it.
to be helped. I don’t know if
The game uses a twenty-sided die (d20)
I do. You must understand, it
to determine the results of most actions.
sings so sweetly, and I need
Whenever a roll of any kind is called for and
it, but I am afraid. It isn’t
right and I need help. I need
no die is specified, roll a d20.
it to be seen. To be seen in This is how you play:
the cold light of knowledge 1. The player tells the GM what they want
is anathema to the things that to do. This is a character action. If time is a
crawl and slither and swarm in consideration, every character gets an action
the corners and the cracks. In every five to ten seconds, a segment of time
the pitted holes of the hive. called a round. (Characters can also move
—MAG 32: “Hive” across the room or a similar distance when
they take their action.)
2. The GM determines if there’s a chance
of failure or if that action is routine (and
therefore works without needing a roll).
3. If there is a chance of failure, the GM
determines which stat the task uses (Might,

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CHAPTER 7
RULES OF THE GAME

Speed, or Intellect) and the task’s difficulty— TAKING ACTION


how hard it will be on a scale from 1 (really On a player’s turn, their character can do one
easy) to 10 (basically impossible). thing—an action. (In addition, they can also
4. The player and the GM determine move a bit, like across the room.) All actions
if anything about the character—such as fall into one of three categories: Might, Speed,
training, equipment, special abilities, or or Intellect (just like the three stats). Many
various actions—can modify the difficulty up actions require die rolls—rolling a d20.
(hinder) or down (ease) by one or more steps. Every action performs a task, and every task Hinder, page 119
If these modifications reduce the difficulty to has a difficulty that determines what number a Ease, page 118
less than 1, the action is routine (and therefore character must reach or surpass with a die roll
works with no roll needed). A common to succeed.
modification comes from Effort. Using Effort Most tasks have a difficulty of 0, which
is when a character spends 3 points from the means the character succeeds automatically.
appropriate stat Pool to decrease the difficulty For example, walking across a room, opening
by 1. a door, and throwing a stone into a nearby
5. If the action still isn’t routine, the GM bucket are all actions, but none of them
uses its difficulty to determine the target requires a roll. Actions that are usually difficult
number—how high the player must roll to or that become difficult due to the situation
succeed at the action. The target number is (such as shooting at a target in a blizzard)
always three times the task’s difficulty, so a have a higher difficulty. These actions usually
difficulty 4 task has a target number of 12. To require a roll.
succeed at the task, you must roll the target If time is of the essence, such as in the
number or higher. middle of a fight, a chase, or some other
6. If the character uses a special ability, there action scene, the GM will measure time in
is often a prescribed cost of points from one rounds. Each character gets to take one turn
of their stat Pools. Any time a character faces each round. So typically everyone (including
a stat Pool cost, whether from a special ability any NPCs) gets to do something before
or from using Effort, they can subtract their anyone gets to take their next action.
appropriate stat Edge from the cost. Different Sometimes, when time is not of the essence,
characters have different stat Pools and Edge. the turn order becomes more fluid. If one
7. The player rolls a d20. If the roll is equal character is trying to repair the car’s engine
to or higher than the target number, the while everyone else waits, the repairing
character succeeds. character might take several actions while
That’s it. That’s how to do anything, no one else does anything. If the group is
whether it’s identifying a strange marking, searching a house for clues, one character
calming a frantic friend, crossing a treacherous might take a single action while the others
bridge, or battling an insane cultist. each take several. It depends on what makes
The key features here are: character actions, sense in the given situation.
determining task difficulty, and determining
modifications.

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KEY CONCEPTS
ACTION: Anything a character does that is significant—punch a PRACTICED: The normal, unmodified ability to use a skill—not
foe, leap a chasm, activate a device, use a special power, and so on. trained, specialized, or an inability. Your type determines what
Each character can take one action in a round. weapon skills you’re practiced in; if you aren’t practiced with a type of
weapon, you have an inability in it.
CHARACTER: Any creature in the game capable of acting, whether
it is a player character (PC) run by a player or a nonplayer character ROLL: A d20 roll made by a PC to determine whether an action is
(NPC) run by the game master (GM). In The Magnus Archives successful. Although the game occasionally uses other dice, when the
RPG, even inhuman beasts or creatures of living darkness, for text simply refers to “a roll,” it always means a d20 roll.
example, can be “characters.”
ROUND: A length of time about five to ten seconds long. There
DIFFICULTY: A measure of how easy it is to accomplish a task. are about ten rounds in a minute. When it’s really important to
Difficulty is rated on a scale from 1 (lowest) to 10 (highest). Altering track precise time, use rounds. Basically, it’s the length of time to
the difficulty to make a task harder is called “hindering.” Altering it take an action in the game, but since everyone more or less acts
to make a task easier is called “easing.” All changes in difficulty are simultaneously, all characters get to take an action each round.
measured in steps. Difficulty often equates directly with level, so
opening a level 3 locked door probably has a difficulty of 3. SPECIALIZED: Having an exceptional amount of skill in a task.
Being specialized eases the task by two steps. If you are specialized in
EASE: A decrease in a task’s difficulty, usually by one step. If climbing, all your climbing tasks are eased by two steps.
something doesn’t say how many steps it eases a task, it reduces the
difficulty by one step. STAT: One of the three defining characteristics for PCs: Might,
Speed, or Intellect. Each stat has two values: Pool and Edge. Your
EFFORT: Spending points from a stat Pool to reduce the difficulty Pool represents your raw, innate ability, and your Edge represents
of a task. A PC decides whether or not to apply Effort on their turn knowing how to use what you have. Points in a Pool are used to
before the roll is made. NPCs never apply Effort. expend Effort and to utilize certain abilities. If a Pool doesn’t have
enough points for the character to use Effort, they can’t do so until
ENABLER: An ability designated an enabler does not require an they recover some of those points. Likewise, a character without the
action to use, but instead modifies another action the character required points to use an ability can’t use that ability. Each stat Pool
attempts. can increase or decrease over the course of play—for example, you
can spend points from your Intellect Pool to activate a special ability,
HINDER: An increase in a task’s difficulty, usually by one step. If or you can rest to recover points in your Speed Pool after a long day
something doesn’t say how many steps it hinders a task, it increases of walking. Anything that damages a stat, restores a stat, or boosts or
the difficulty by one step. penalizes a stat affects the stat’s Pool.

INABILITY: The opposite of trained—you’re hindered whenever TASK: Any action that a PC attempts. The GM determines the
you attempt a task that you have an inability in. If you also become difficulty of the task. In general, a task is something that you do and
trained in the task, the training and the inability cancel each other an action is you performing that task, but in most cases they mean
out and you become practiced. the same thing.

LEVEL: A way to measure the strength, difficulty, power, or TRAINED: Having a reasonable amount of skill in a task. Being
challenge of something in the game. Everything in the game has trained eases the task. For example, if you are trained in climbing, all
a level. NPCs and objects have levels that determine the difficulty climbing tasks for you are eased. If you become very skilled at that
of any task related to them. For example, an opponent’s level task, you become specialized instead of trained. You do not need to
determines how hard they are to hit or avoid in combat. A door’s be trained to attempt a task.
level indicates how hard it is to break down. A lock’s level determines
how hard it is to pick. Levels are rated on a scale from 1 (lowest) to TURN: The part of the round when a character or creature takes
10 (highest). PC tiers are a little like levels, but they go only from its actions. For example, if a Protector and an Occultist are fighting
1 to 6 and mechanically work very differently than levels—for a cultist of the Lightless Flame, each round the Protector takes an
example, a PC’s tier does not determine a task’s difficulty. action on their turn, the Occultist takes an action on their turn, and
the cultist takes an action on its turn. Some abilities or effects last
only one turn, or end when the next turn is started.
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DETERMINING TASK STAT DETERMINING TASK DIFFICULTY


Every task relates to one of a character’s three The most frequent thing a GM does during
stats: Might, Speed, or Intellect. Physical the game—and probably the most important
activities that require strength, power, or thing—is setting every task’s difficulty. To
endurance relate to Might. Physical activities make the job easier, use the Task Difficulty
that require agility, flexibility, or fast reflexes table, which associates difficulty rating with a
relate to Speed. Mental activities that require descriptive name, a target number, and general
force of will, memory, or mental power relate guidance about the difficulty.
to Intellect. This means you can generalize Every difficulty from 1 to 10 has a target
tasks into three categories: Might tasks, number associated with it. The target number
Speed tasks, and Intellect tasks. You can also is easy to remember: it’s always three times the
generalize rolls into three categories: Might difficulty. The target number is the minimum
rolls, Speed rolls, and Intellect rolls. number a player needs to roll on a d20 to
The category of the task or roll determines succeed at the task. Moving down the table
what kind of Effort you can apply to the means the task is more difficult, and moving
roll and may determine how a character’s up means it is less difficult.
other abilities affect the roll. For example, Modifiers affect the difficulty rather than
one character may have an ability that makes the player’s roll. This has two consequences:
them better at Intellect rolls, while another 1. Low target numbers such as 3 or 6, which
may have an ability that makes them better at would be boring in most games that use a
Speed rolls. d20, are not boring in this game. For example,
If a character doesn’t have enough points in if you need to roll a 6 or higher, you still
the proper Pool to use Effort for the task, they have a 25% chance to fail. If you roll a low
cannot do so until they restore some of the number—like, say, a 5—don’t immediately
points in that Pool. assume you fail.

TASK DIFFICULTY TABLE


Task Difficulty Description Target No. Guidance
0 Routine 0 Anyone can do this basically every time.
1 Simple 3 Most people can do this most of the time.
2 Standard 6 Typical task requiring focus, but most people can usually do this.
3 Demanding 9 Requires full attention; most people have a 50/50 chance to succeed.
4 Difficult 12 Trained people have a 50/50 chance to succeed.
5 Challenging 15 Even trained people often fail.
6 Intimidating 18 Normal people almost never succeed.
7 Formidable 21 Impossible without skills or great effort.
8 Heroic 24 A task worthy of tales told for years afterward.
9 Immortal 27 A task worthy of legends that last lifetimes.
10 Impossible 30 A task that normal humans couldn’t consider (but one that
doesn’t break the laws of physics).

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2. The upper levels of difficulty (7, 8, 9, and MODIFYING DIFFICULTY


10) are all but impossible because the target Character skills, favorable circumstances, or
numbers are 21 or higher, which you can’t roll excellent equipment can make a task easier.
on a d20. However, it’s common for player For example, if a character is trained in
characters to have abilities or equipment that climbing, it turns a difficulty 6 climb into
reduce the difficulty of a task and thus lower a difficulty 5 climb. This is called “easing
the target number to something they can roll the task.” If the character is specialized in
on a d20. climbing, it turns a difficulty 6 climb into a
difficulty 4 climb. This is called “easing the
When setting the difficulty of a task, the task by two steps.”
GM should rate the task on its own merits, A skill is a category of knowledge, ability,
not on the power of the characters. Difficulty or activity relating to a task, such as climbing,
is not relative. A level 4 locked door is the geography, or persuasiveness. A character
same no matter who tries to open it. who has a skill is better at completing related
tasks than a character who lacks the skill.
A character’s level of skill is either trained
(reasonably skilled) or specialized (very skilled).
If you are trained in a skill relating to a
task, you ease that task by one step. If you are
specialized, you ease it by two steps. A skill
can never ease a task by more than two steps.
CHAPTER 7
RULES OF THE GAME

Anything else that eases tasks (help from an ROLLING THE DICE
ally, a particular piece of equipment, or some The players always drive the action. That
other advantage) is referred to as an asset. means they make all the die rolls. If a PC leaps
Assets can never ease a task by more than two out of a moving vehicle, the player rolls to see
steps. if they succeed. If a PC searches for a hidden
You can also ease a given task by applying panel, the player rolls to determine whether
Effort. This costs 3 points from the relevant they find it. If a rockslide falls on a PC, the
stat Pool, minus any Edge. Using Effort player rolls to try to get out of the way. If a PC
eases the task by one step. (At higher tiers, and an NPC arm wrestle, the player rolls, and
characters can apply additional Effort, each the NPC’s level determines the target number.
of which costs 2 points from the relevant stat If a PC attacks a foe, the player rolls to see if
Pool and eases the task by an additional step.) they hit. If a foe attacks the PC, the player
To sum up, three things can ease a task: rolls to see if they dodge the blow.
skills, assets, and Effort. If you can ease a task’s As shown by the last two examples, the player
difficulty to 0 using one or more of these, you rolls whether their PC is attacking or defending.
automatically succeed and don’t need to make Thus, something that improves defenses might
a roll. ease or hinder their rolls. For example, if a
If something makes a task harder (like PC uses a low wall to gain cover from attacks,
fighting on a slippery floor), it hinders the the wall eases the player’s defense rolls. If a
task by one or more steps. Hindering is the foe uses the wall to gain cover from the PC’s
opposite of easing. attacks, it hinders the player’s attack rolls.

er
Only the play
The thunder woke me: another
long, deep roar that seemed to
come as much from the ground rolls dice.
as it did the clouds. The rain
still hammered down outside
and I checked my watch,
staring at it in confusion. It
didn’t make any sense. It said
SPECIAL ROLLS
it was three AM, the middle When you roll a natural 19 (the d20 shows
of the night, but looking out “19”) and the roll is a success, you also have
through the window, the world a minor effect. A minor effect means that in
was still light. The sky was addition to success, you get an even better
cloudy and grey, as it had result determined by the character and the
been the previous day, and the GM. For example, when jumping down
rain made it impossible to see from a ledge, you land smoothly on your
further than the end of the feet, or when trying to persuade someone,
street. But all the same, it you convince them that you’re smarter than
definitely wasn’t night. There you really are. In other words, you not only
were no streetlights turned
succeed but also go a bit further. In a fight,
on and, now that I looked for
when you get a minor effect, you could decide
it, I couldn’t see any windows
that you knock the foe back, distract them, or
lit in any of the other houses
on the street. It seemed like something similar.
it was just me. Me and the When you roll a natural 20 (the d20 shows
steady, driving rain. “20”) and the roll is a success, you also have
—MAG 129: “Submerged” a major effect. This is similar to a minor

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

effect, but the results are more remarkable. A


major effect means that something beneficial A CLOSER LOOK AT SITUATIONS
happens based on the circumstance. For THAT DON’T INVOLVE PCs
example, when climbing up a cliff wall, you Ultimately, the GM is the arbiter of
make the ascent twice as fast. In combat, a conflicts that do not involve the PCs.
major effect could introduce a dramatic event They should be adjudicated in the most
such as knocking down your foe, stunning interesting, logical, and story-based way
them, or taking an extra action. possible. When in doubt, match the level of
In combat (and only in combat), if you roll the NPCs (characters or creatures) or their
a natural 17 or 18 on your attack roll, you add respective effects to determine the results.
1 or 2 points of damage, respectively. Neither Thus, if a level 4 NPC fights a level 3 NPC,
roll has any special effect options—just the the level 4 NPC will win, but if they face a
extra damage. level 7 NPC, they’ll lose. Likewise, a level 4
Rolling a natural 1 is always bad. It means creature resists poisons or devices of level 3
that the GM introduces a new complication or lower but not those of level 5 and above.
into the encounter. This is called a GM The essence is this: in The Magnus
intrusion. Archives RPG, it doesn’t matter if
something is a creature, a poison, or a
RETRYING A TASK AFTER FAILURE horrific curse. If it’s a higher level, it wins;
If a character fails a task (whether it’s climbing if it’s a lower level, it loses. If two things of
a wall, picking a lock, trying to figure out a equal level oppose each other, there might
mysterious device, or something else), they be a long, drawn-out battle that could go
can attempt it again, but they must apply at either way.
least one level of Effort when retrying that
task. A retry is a new action, not part of the
same action that failed, and it takes the same
amount of time as the first attempt did.
Sometimes the GM might rule that retries GM INTRUSIONS
are impossible. Perhaps a character has one A GM intrusion reflects when something in
chance to convince the leader of a group of the story occurs to complicate the character’s
thugs not to attack, and after that, no amount life. The character hasn’t necessarily fumbled
of talking will stop them. or done anything wrong (although perhaps
This rule doesn’t apply to something like they did). It could just be that the task
attacking a foe in combat because combat presents an unexpected difficulty or something
is always changing and fluid. Each round’s unrelated affects the current situation.
situation is new, not a repeat of a previous In The Magnus Archives Roleplaying Game,
situation, so a missed attack can’t be retried. a GM intrusion usually heightens the tension
or reveals a sudden danger. The lights go out.
SPENDING XP TO REROLL The characters hear something creeping up
Experience points, page 141 At any time, a player can spend 1 experience behind them. The seemingly kind old woman
point (XP) to reroll any die roll, no matter suddenly produces a knife, accompanied by an
who made the initial roll. The player can unnerving smile. The characters discover that
take the most beneficial result. This is not their trusted friend is actually not them. GM
an action, and the only limit for such reroll intrusion is, in many ways, the primary tool
attempts is the amount of XP a player has to the GM has to introduce the horror intrinsic
spend. to the game.

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RULES OF THE GAME

At any time, the GM can introduce an PLAYER INTRUSION


unexpected complication for a character or A player intrusion is the player choosing
all the characters. A GM intrusion can put to alter something in the campaign,
the spotlight on one character, and when the making things easier for a player character.
GM finishes explaining what the sudden, Conceptually, it is the reverse of a GM
surprising turn of events is, they ask that intrusion: instead of the GM giving the
player “Now what do you do?” The player player XP and introducing an unexpected
must deal with this new complication. complication for a character, the player spends
When the GM intrudes in this manner, 1 XP and presents a solution to a problem
they give the affected character 2 XP. That or complication. What a player intrusion
player, in turn, must immediately give one of can do usually introduces a change to the
those XP to another player and justify the gift world or current circumstances rather than
(perhaps their character had a good idea, told directly changing the character. For instance,
a funny joke, performed an action that saved a an intrusion indicating that the cypher just
life, and so on). used still has an additional use would be
As a general rule, the GM should intrude at appropriate, but an intrusion that heals the
least once each session but probably no more character would not. If a player has no XP to
than once or twice each session per character. spend, they can’t use a player intrusion.
Anytime the GM intrudes, the player can A few player intrusion examples are
spend 1 XP to refuse the intrusion, though provided below. That said, not every player
that also means they don’t get the 2 XP. If the intrusion listed here is appropriate for all
player has no XP to spend, they can’t refuse situations. The GM may allow players to come
the intrusion. up with other player intrusion suggestions,
Example Intrusion: Through skill and the but the GM is the final arbiter of whether
aid of another character, a PC eases a the suggested intrusion is appropriate and
wall-climbing task from difficulty 2 to suitable for the situation. If the GM refuses
difficulty 0. Normally, they would succeed at the intrusion, the player doesn’t spend the 1
the task automatically, but the GM intrudes XP, and the intrusion doesn’t occur.
and says, “No, a bit of the crumbling wall Using an intrusion does not require a
gives way, so you still have to make a roll.” As character to use an action to trigger it. A
with any difficulty 2 task, the target number player intrusion just happens.
is 6. The PC attempts the roll as normal, and Old Friend: A friend from your past shows
because the GM intruded, the character gains up unexpectedly and provides aid in whatever
2 XP. The PC immediately gives one of those you’re doing. They’ve got business of their
XP to another player. own and can’t stay much longer than it takes
If a character rolls a 1 on a die, the GM to help out, chat for a while after, and perhaps
can intrude without giving the character share a quick meal.
any XP. This kind of intrusion can happen Advantageous Malfunction: A device
immediately or very soon thereafter. being used by an NPC malfunctions, to your
benefit. The cell phone someone tries to use to
call for help is out of battery, an assailant’s gun
jams, the computer monitor flashes brightly
for a few rounds and distracts the user, the
handcuffs you’re in didn’t quite latch, or the
metal detector doesn’t pick up the mystical
amulet you have in your pocket.

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Inexplicably Unbroken: An inactive, HORROR MODE


ruined, or presumed-destroyed device In times of escalating tension, the GM can
temporarily activates and performs a useful activate Horror Mode. In an investigation,
function relevant to the situation. Your Horror Mode can be activated when the
out-of-gas car gets you a few more miles into PCs encounter a specific creature or person,
town. The smashed radio sputters with life for but it is usually activated when they enter a
one more use. The seemingly empty lighter particular location.
contains just enough to start one last fire. During normal play, PCs interact with each
Weak Strain: The poison or disease turns other and the NPCs, investigate, research,
out not to be as debilitating or deadly as it travel, and so on. But when they enter a house
first seemed and inflicts only half the damage affected by The Spiral, the Avatar of The Hunt
that it would have otherwise. gets close, the minions of The Buried beneath
Friendly NPC: An NPC you don’t the earth awaken, or whatever horrific situation
know, someone you don’t know that well, planned by the GM begins, things change. This
Using GM Intrusions in Horror or someone you know but who hasn’t been is when the GM should announce that the
Mode, page 297 particularly friendly in the past chooses to game has gone into Horror Mode.
help you, though they don’t necessarily explain This is a cue for the players (not the
why. Maybe they’ll ask you for a favor in characters) to recognize that things are getting
return afterward, depending on how much bad. It’s the RPG equivalent of spooky music
trouble they go to. beginning to play in a horror film or a change
Perfect Suggestion: An already-friendly in Jonny’s voice when reading a statement.
NPC suggests a course of action with regard The idea is to create a feeling of escalating
to an urgent question, problem, or obstacle dread and menace by changing one die
you’re facing. roll mechanic. When Horror Mode is first
Unexpected Gift: An NPC hands you a activated, GM intrusions occur on a natural
physical gift you were not expecting, one roll of 1 or 2, instead of just a 1.
that helps put the situation at ease if things Horror Mode heightens every time a player’s
seem strained, or provides you with a new roll indicates an intrusion, and whenever
insight for understanding the context of the the GM feels that the danger in the story
situation if there’s something you’re failing to escalates. A good rule of thumb is for the GM
understand or grasp. to heighten Horror Mode anytime something
would normally activate Horror Mode while it
is already in effect.
Each time Horror Mode heightens, the GM
intrusion die roll range increases by 1 so GM
intrusions might happen on a roll of 1–3,
1–4, and so on. A die roll in Horror Mode can
potentially both indicate success in a task and
still trigger a GM intrusion. As the intrusion
range changes with each escalation, the GM
should announce this to the players. The
feeling of rising tension should be dramatic
and overt.
When Horror Mode ends (usually meaning
that the characters are no longer in a
dangerous situation), the GM intrusion result
returns to only a natural 1.

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RULES OF THE GAME

INTERACTION have come in might be normal. Skills like


Obviously, players can talk to each other persuasion or deception might help, and of
all they want, and at least some of that course, Effort can be used (always Intellect).
conversation represents what the characters
are saying to each other. Often, a PC will
want to talk to an NPC. It might be to
convince someone to answer a few questions, You can always
get a librarian to let you see a book from attempt any action—
the restricted collection, or get a peek at a you do not need to be
police report from an officer at the station. trained or specialized in
This conversation is normally handled
a related skill. In other
by the GM taking on the NPC role and
talking things through. When a PC tries to
words, being trained in
convince an NPC of something, or when driving doesn’t let you
they try to deceive or intimidate the NPC, drive a car, it just makes
a roll is involved. This is handled just like you good at it. Anyone
anything else—use the level of the NPC as the can still try to drive.
difficulty, modified by the circumstances. It’s just a bit harder.
Trying to convince a loyal believer to
disobey orders is harder than their level might
indicate, but convincing them that new orders

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COMBAT Making an attack in combat works the


same way as any other roll: the GM assigns
a difficulty to the task, and you roll a d20
They tried to run, but we
against the associated target number.
were everywhere, and they
The difficulty of your attack roll depends on
couldn’t stop us undoing them
how powerful your opponent is. Just as tasks
for parts. You weren’t there,
which was sad, but it made it
have a difficulty from 1 to 10, creatures have
easier. a level from 1 to 10. Most of the time, the
At least until the knife. I difficulty of your attack or your defense roll is
don’t know what the skinny one the same as the creature’s level. For example,
did, what she was, but that if you attack a level 3 black bear, it’s a level 3
knife hurt. task, so your target number is 9. Likewise, it’s
She screamed, and stabbed, a level 3 task to defend against its attack.
and cut through all the Remember: players make all die rolls. If a
others, ruining their perfect character attacks a creature, the player makes
bodies. Then, she turned on an attack roll. If a creature attacks a character,
me. Reached out with some of
the player makes a defense roll.
my hands, to get inside her,
and pull her apart, and she
cut them off.
CHARACTERS INFLICTING DAMAGE
—MAG 131: “Flesh”
NPCs don’t have a damage track, nor do they
An attack is anything you do to suffer Stress. Instead, they have a characteristic
someone that they don’t want called health. When an NPC takes damage of
you to do. Slashing a foe with
a curved dagger is an attack, any kind, the amount is subtracted from its
blasting a foe with a lightning health. Unless described otherwise, an NPC’s
artefact is an attack, wrapping
a foe in magnetically controlled health is always equal to its target number.
metal cables is an attack, and Some NPCs might have special reactions to
controlling someone’s mind is an or defenses against attacks that are unique to
attack. An attack almost always
requires a roll to see if you hit or them.
otherwise affect your target. Damage is always a specific amount
determined by the attack. For example, a
Stress and Injury, page 128 slash with a machete or a shot from a pistol
deals 4 points of damage. Often, there are
ways for the attacker to increase the damage.
For example, a PC can apply Effort to deal
3 additional points of damage, and rolling a
natural 17 on the attack roll deals 1 additional
point of damage.
For damage inflicted upon characters, see
Stress and Injury.

ENCOUNTERS, ROUNDS, AND INITIATIVE


Sometimes in the course of the game, the
GM or players will refer to an “encounter.”
Encounters are not so much measurements of
time as they are events or instances in which
something happens, like a scene of a movie
or a chapter in a book. An encounter might

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RULES OF THE GAME

To determine who goes first, second, and


HINDER AND EASE so on in a round, each player makes a Speed
Rather than worrying about a long list of roll called an initiative roll. Most of the time,
special situations that modify different it’s only important to know which characters
actions in different ways, hinder and ease act before the NPCs and which act after the
are the only modifiers you’ll ever need. If NPCs. On an initiative roll, a character who
something makes a task easier, the task is rolls higher than an NPC’s target number
eased, lowering the difficulty by one step. takes their action before the NPC does. As
If something makes it harder, the task is with all target numbers, an NPC’s target
hindered, raising the difficulty by one step. number for an initiative roll is three times
If a character takes cover, their the NPC’s level. Many times, the GM will
Speed defense tasks are eased. If they’re have all NPCs take their actions at the same
underwater, their physical actions are time, using the highest target number from
hindered. If it’s dark, any task related to among all the NPCs. Using this method, any
vision is hindered. If they’re attacking with characters who rolled higher than the target
surprise, their attacks are eased. And so on. number act first, then all the NPCs act, and
It’s possible for a single situation to ease finally any characters who rolled lower than
or hinder an action by more than one step, the target number act.
but these are very rare and should be kept The order in which the characters act
to a minimum. Multiple factors in effect at usually isn’t important. If the players want to
once might do this fairly often, however— go in a precise order, they can act in initiative
someone who’s skilled at climbing, using order (highest to lowest), or by going around
good climbing gear, and getting advice and the table.
help from a climbing expert might have For example, Charles, Tammie, and
their climbing tasks eased by three steps, for Shanna’s characters are in combat with
example. two level 2 security guards. The GM has
If a task is both eased and hindered by the players make Speed rolls to determine
different things, these modifications cancel initiative. Charles rolls an 8, Shanna rolls a 15,
each other out. and Tammie rolls a 4. The target number for
a level 2 creature is 6, so each round Charles
and Shanna act before the guards, then the
guards act, and finally Tammie acts. It doesn’t
be a fight with a foe, a dramatic crossing of a matter whether Charles acts before or after
raging river, or a stressful negotiation with an Shanna, as long as they think it’s fair.
important official. It’s useful to use the word After everyone—all PCs and NPCs—in
when referring to a specific scene, as in “My the combat has had a turn, the round ends
Might Pool is low after that encounter with and a new round begins. In all rounds after
the sorcerer yesterday.” the first, everyone acts in the same order as
As noted under Key Concepts, a round is they did in the first round. The characters Key Concepts, page 116
about five to ten seconds. The length of time cycle through this order until the logical end
is variable because sometimes one round of the encounter (the end of the fight or the
might be a bit longer than another. You don’t completion of the event) or until the GM
need to measure time more precisely than asks them to make new initiative rolls. The
that. You can estimate that on average there GM can call for new initiative rolls at the
are about ten rounds in a minute. In a round, beginning of any new round when conditions
everyone—each character and NPC—gets to drastically change. For example, if the NPCs
take one action. gain reinforcements, the environment changes

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Sometimes, the GM will call (perhaps the lights go out), the terrain changes in, the task is eased by two steps. Help is
for an initiative roll from the (maybe part of the balcony collapses under the considered an asset, and someone receiving
players and track things round
by round even though there’s no PCs), or something similar occurs, the GM help usually can’t gain more than two assets on
combat going on. This is useful can call for new initiative rolls. a single task if that help is provided by another
when a bit more precision is
needed to know who does what, Since the action moves as a cycle, anything character.
when. If the PCs are sneaking that lasts for a round ends where it started For example, if Scott is trying to drive a
into a house, and some are in the cycle. If Javier uses an ability on an large bus and Sarah (who is trained in driving)
slipping under a closing garage
door while one is going through opponent that hinders its defenses for one spends her turn helping him, Scott’s task is
the kitchen window, it’s useful to round, the effect lasts until Javier acts on his eased by two steps.
know who gets under the garage
door in time and who doesn’t, next turn. Sometimes you can help by performing a
and if the character going task that complements what another person
through the window does so is attempting. If your complementary action
before the watchdog comes into
the kitchen. COOPERATIVE ACTIONS succeeds, you ease the other person’s task.
There are many ways multiple characters For example, if Scott tries to persuade a ship
can work together. None of these options, captain to let him on board, Sarah could try
however, can be used at the same time by the to supplement Scott’s words with a flattering
same characters. lie about the captain (a deception action), a
display of knowledge about the region where
Helping: If you use your action to help the ship is headed (a geography action), or a
someone with a task, you ease the task. If you direct threat to the captain (an intimidation
have an inability in a task, your help has no action). If Sarah’s roll is a success, Scott’s
effect. If you use your action to help someone persuasion task is eased.
with a task that you are trained or specialized

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SPECIAL SITUATIONS
Most of the time, the rules are simple and straightforward, For example, consider a character who uses a bundle of
getting out of the way of the narrative. Sometimes, dynamite to attack six cultists (level 2; target number 6)
however, a few special situations can crop up that require a and their leader (level 4; target number 12). The PC rolls
little extra explanation. an 11 for the attack roll. This hits the six cultists, but not
the leader, so the explosion deals 3 points of damage to
COMBAT BETWEEN NPCs each of the cultists. The GM figures, however, that with
When an NPC ally of the PCs attacks another NPC, the such an explosion, targets take 1 point of damage if the PC
GM can designate a player to roll and handle it like a PC fails the attack roll, so the leader takes 1 point of damage.
attacking, with the NPC inflicting damage equal to their In terms of what happens in the story, the cultists are
level. Often, the choice is obvious. For example, a character caught flat-footed by the sudden detonation, but the leader
who has a trained attack dog should roll when their pet ducks and is shielded from most of the blast.
attacks enemies. If an NPC ally accompanying the party
leaps into the fray, that ally’s favorite PC rolls for them. ATTACKING OBJECTS
NPCs cannot apply Effort. Of course, it’s perfectly fitting Attacking an object is rarely a matter of hitting it. Sure,
(and easier) to have the NPC ally use the cooperative you can hit the broad side of a barn, but can you damage
action rules to aid a PC instead of making direct attacks, or it? Attacking inanimate objects with a melee weapon is a
to compare the levels of the two NPCs (higher wins). Might action. Objects have levels and thus target numbers.
Objects have a damage track that works like the damage
COMBAT BETWEEN PCs track for PCs.
When one PC attacks another PC, the attacking character Intact is the default state for an object.
makes an attack roll, and the other character makes a Minor damage is a slightly damaged state. An object
defense roll, adding any appropriate modifiers. If the with minor damage reduces its level by 1.
attacking PC has a skill, ability, asset, or other effect that Major damage is a critically damaged state. An object
would ease the attack if it were made against an NPC, the with major damage is broken and no longer functions.
character adds 3 to the roll for each step reduction (+3 Destroyed is destroyed. The object is ruined, no longer
for one step, +6 for two steps, and so on). If the attacker’s functions, and cannot be repaired.
final result is higher, the attack hits. If the defender’s result
is higher, the attack misses. Damage is resolved so that 1 If the Might action to damage an object is a success, the
to 3 points of damage become 1 to 3 points of Stress, and object moves one step down the object damage track. If
4+ points of damage become a serious injury. The GM the Might roll exceeded the difficulty by 2 levels, the object
mediates all special effects. instead moves two steps down the object damage track. If
the Might roll exceeded the difficulty by 4 levels, the object
AREA ATTACKS instead moves three steps down the object damage track.
Sometimes, an attack or effect affects an area rather than Objects with minor or major damage can be repaired,
a single target. For example, a grenade or a landslide can moving them one or more steps up the object damage track.
potentially harm or affect everyone in the area. Brittle or fragile objects, like those made of paper or glass,
In an area attack, all PCs in the area make appropriate decrease the effective level of the object for the purposes of
defense rolls against the attack to determine its effect on determining if it is damaged. Hard objects, like those made
them. If the attack is launched by a PC against some NPCs of wood or stone, add 1 to the effective level. Very hard
in the area, the attacker makes a single attack roll against objects, like those made of metal, add 2. Some objects, like
all of them (one roll, not one roll per NPC) and compares artefacts, can’t be damaged, at least by normal means.
it to the target number of each NPC. If the roll is equal to The tool or weapon used to attack the object must be at
or greater than the target number of a particular NPC, the least as hard as the object itself. Further, if the amount of
attack hits that NPC. damage the attack could inflict—not modified by a special
Some area attacks always deal at least a minimum die roll—does not equal or exceed the effective level of
amount of damage, even if the attacks miss or if a PC the object, the attack cannot damage the object no matter
makes a successful defense roll. what the roll.

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Distraction: When a character uses their turn STRESS AND INJURY


to distract a foe, that foe’s attacks are hindered There are two ways that characters can suffer
for one round. Multiple characters distracting damage. One is Stress, and the other is injury.
a foe have no greater effect than a single Stress reflects things that affect a character
character doing so—a foe is either distracted briefly, such as a shock, a bad experience, or
or not. A distraction might be yelling a a minor wound (the kind that causes a bit of
challenge, firing a warning shot, or a similar distress, but is usually better with a breather
activity that doesn’t harm the foe. or a small bandage). Injury is actual, serious
physical wounds that might send you to the
Draw the Attack: When an NPC attacks hospital. Or the morgue.
a character, another PC can prominently
present themselves, shout taunts, and move STRESS
to try to get the foe to attack them instead. When player characters experience a terrifying
In most cases, this action succeeds without a event, they may suffer Stress. This might
roll—the opponent attacks the prominent PC be facing an actual ghost, finding a sack of
instead of their companions. In other cases, hundreds of human teeth, or seeing your friend
such as with intelligent or determined foes, engulfed in a swarm of worms. A character
the prominent character must succeed at an begins with 0 Stress, but a terrible shock, a
Intellect action to draw the attack. If that ghastly experience, or a gruesome encounter
Intellect action is successful, the foe attacks may inflict 1, 2, or even 3 points of Stress on
the prominent character, whose defenses them. Players track their character’s ongoing
are hindered by two steps. Two characters Stress total. Every 3 points of accumulated
attempting to draw an attack at the same time Stress constitutes a Stress level. Players should
cancel each other out. keep track of their ongoing Stress points total,
but also their current Stress level count.
Take the Attack: A character can use their Characters can also get Stress from minor
action to throw themselves in front of a foe’s wounds and physical damage. Knocking your
successful attack to save a nearby comrade. head on the door, slicing your hand with
The attack automatically succeeds against the a knife, or burning your arm by grabbing
sacrificial character, and it deals 1 additional something out of a fire before it is consumed
point of Stress, in addition to whatever Stress causes Stress. Essentially, any time a character
or injury it would have caused. A character takes an injury that might affect them
cannot willingly take more than one attack temporarily but is never life-threatening, the
each round in this way. character gains 1, 2, or 3 points of Stress.
We’ll get to more serious injuries shortly.
Utilizing any supernatural artefact, power,
ritual, or the like also inflicts Stress on the
character.
Some characters have (or gain) the ability to
withstand more Stress before it accumulates
into a Stress level.
Accumulated Stress adversely affects a
character by imposing a penalty on all actions,
hindering them. The more Stress a character
has, the greater this penalty. Each Stress level
hinders all actions by one step until the Stress
is reduced.

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If a character has 4 levels of Stress, each full


level of Stress thereafter is also a serious injury. He split open like a flower
bud blooming, and inside there
Eventually, Stress can kill.
was only the most terrifying
heat. She had no time to run,
NPCs AND STRESS and by the time she thought to
Most often, if something gives Stress to an scream it was too late as the
NPC, including an inhuman creature, that thing enveloped her, closing
Stress is subtracted from their health score. tight, until she was simply NPC health, page 124
This depends on the circumstance, of course. more ash, trapped forever
Nonhuman creatures (or humans completely inside that charred and hollow
twisted by the Entities) very likely do not shell.
suffer Stress from shock or dismay. —MAG 167: “Curiosity”
Many NPCs that have a strong connection
to the supernatural also are immune to USING STRESS
gaining Stress by experiencing something If someone says that they perform better
supernatural. So The Anglerfish doesn’t gain under stress, they’re talking about eustress. The Anglerfish, page 197
Stress by seeing a lightless beast, and a dabbler Distress is stress that is bad, but eustress Lightless beast, page 224
doesn’t gain Stress from witnessing the result is stress that is good. It energizes us and Dabbler, page 209
of a horrific spell. improves our outlook. For the most part,
The Magnus Archives RPG only deals in
distress when it talks about Stress. However,
sometimes a character can draw upon their
accumulated Stress as eustress.

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A desperate character in a tense situation AVOIDING OR RESISTING STRESS


can use their Stress as a temporary advantage. Sometimes, players can make a roll to avoid
You are unlikely to see the If they have at least 1 Stress level, they can gaining Stress. This is an Intellect defense roll.
distinction between distress turn that into a one-time bonus on a single If the source of the Stress is a creature or an
and eustress again in these
rules. Eustress is an interesting action, “burning” the Stress and easing effect with a level, that level is the difficulty of
real-world term that doesn’t see the task by one step rather than letting it the roll to avoid it. Otherwise, the GM assigns
a lot of use. Except for the brief
exception of using Stress, all hinder them as normal. Doing so represents an appropriate difficulty. When in doubt, the
Stress in the game is distress— a sort of manic energy. While this means difficulty is 5.
the bad kind. Most of the time, a reduction in the character’s Stress level, A roll is involved when:
the concept of eustress can be a
narrative explanation for using the GM immediately uses an intrusion that • The Stress comes from a minor injury
Effort or making a good die roll. increases the overall tension and danger of that can be avoided. The GM might call
the situation. Stress cannot be used in this for Speed-based rolls as everyone walks
way by a character who is not already in a along a path slick with mud. Those who
tense situation, and it can never be used on a fail slip and fall and take 1 point of Stress.
defensive action. Those who succeed take none. Likewise,
Lastly, in certain situations, characters if an assailant slashes at a character with
can use Stress to gain supernatural powers. a knife, they likely suffer Stress from
Characters in a long-term campaign should the laceration if they fail at their Speed
keep track of full Stress levels that are defense roll, and none if they succeed.
gained through supernatural means. This • The Stress comes from an experience,
means shock from experiencing something such as seeing a ghost or watching your
supernatural, but also damage from best friend fall out of a window. These
supernatural sources. Even after this Stress experiences require an Intellect defense
is removed through rest or other means, this roll to resist the resulting Stress. Success
total should remain recorded. If a character usually means no Stress, but the GM can
reaches a total of 10 such levels, they have rule otherwise.
been “touched” by the Entities enough
that they can take on a supernatural aspect Other times, a player doesn’t roll to avoid
to themselves. Seeing your friend struck Stress. The GM just states that a character has
by a car causes Stress, but it’s not from a gained Stress and how much. There is no roll
supernatural source. Witnessing the sudden involved when:
appearance of the minions of The Buried rise • The Stress comes from something that a
up from beneath the ground is Stress from a character did intentionally, like activating
supernatural source. an artefact or calling upon a supernatural
Characters who gain a supernatural aspect ability.
Supernatural type abilities, can take type abilities marked as supernatural • The GM determines that the severity
page 27 as they advance. Further, they can also choose of the Stress is so great that no roll is
Avatar foci, page 89 to become an Avatar and gain access to special possible or that even a successful roll
focus abilities as well. results in 1 point of Stress. For example, if
These powers represent how a character is a PC’s one true love who died years before
changed by their experiences. Depending on suddenly appears and attacks them, that’s
Good GMs will be very the power, the PC might not have complete probably unavoidable Stress. Or, even
fair about giving characters control over their new ability, at least at first. if you duck behind cover successfully as
Stress when there is no roll to
resist it, or when a character In what can only be described as horrific someone unloads a shotgun at you, the
succeeds on a roll but still irony, using such powers almost always inflicts GM might determine that you still suffer
gets 1 point of Stress, doing
so very sparingly and always additional Stress on the character. 1 point of Stress (particularly if you’ve
with a good explanation. never been shot at before).

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So that players don’t have to make lots and not in the room, or hearing your name
lots of rolls to avoid Stress when there are whispered in the darkness)
multiple things potentially inflicting it, the • Seeing a supernatural event or creature up
GM might combine all the sources of Stress close
into a single roll. In such a case, the Stress • Coming upon a gruesomely mutilated
inflicted should be 3 points, and the roll to corpse
resist it should be equal to the level of the • Watching someone you care about get
highest source. A character should never gain seriously injured
more than 3 points of Stress in a single round. • Falling down the stairs
• Getting a cut along your cheek
DETERMINING STRESS GAINED • Getting a hard punch in your stomach or
Not all events and experiences that incur face
Stress do so with the same intensity.
Creature attacks or supernatural actions that 3 points of Stress
give Stress usually specify the amount. For • Experiencing something that challenges
example, if you encounter the creature called your entire outlook on reality (a portal
The Anglerfish, you gain 3 points of Stress just opens to another universe, an entire house The Anglerfish, page 197
from the realization of what it is. Likewise, if disappears before your eyes, or a corpse
a character uses the Catalogue of the Trapped gets up and walks) Catalogue of the Trapped
Dead, they gain 3 points of Stress. • Having something supernatural and Dead, page 270

To determine how much Stress you might terrifying trying to directly harm you
suffer from a given experience, use the • Experiencing something too alien to
following examples as guidelines. comprehend
• Watching someone you care about die
1 point of Stress • Getting sliced by a knife across your leg
• Watching someone you care about in real • Being grazed by a bullet
danger
• Encountering a sudden, surprising threat As you can see, something bad doesn’t have
(like a falling rock or an attacker leaping to befall a character for them to gain Stress.
from the darkness) Dodging out of the way of a speeding car still
• Experiencing a very serious threat inflicts 1 point of Stress (if you don’t dodge, In an action- or horror-filled
(someone is pointing a gun at your head, you’ll probably be seriously injured). Even just encounter, PCs likely gain
a lot of Stress as they suffer
or you’re hanging from the roof of a tall seeing a friend in danger or facing a serious damage but also as they see
building) threat yourself—like a mugger pulling a knife their friends suffer damage,
barely escape harrowing fates,
• Witnessing a supernatural event or on you—gives you 1 point of Stress. or just experience something
creature from a distance This means that in a fight or an action supernatural.
• Coming upon a human corpse sequence, the GM should pay attention
• Killing a person in self-defense not only to the character being attacked or
• Bumping your head on a doorway affected, but also to their nearby friends. If
• Getting a small cut on your hand even one ally is in danger, it may cause Stress
• Getting a hard punch in your arm for everyone.
This kind of “bystander” Stress happens Characters who suffer a lot of
2 points of Stress only once in a given encounter. If you see your Stress may find all their tasks
hindered by three, four, or more
• Experiencing something that you friend getting shot at, you might gain 1 point steps. At that point, they should
would have believed impossible (seeing of Stress. If, on the next round, they’re still really just flee.
a reflection in a mirror of something getting shot at, you don’t gain additional Stress.

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STRESS OVER TIME


Occasionally, an effect (such as a curse or a THE DAMAGE TRACK
When a character who is disease) or some other circumstance (such Hale is the normal state for a character:
impaired moves up the damage as possession of a dangerous artefact) gives the PC has no penalties from harmful
track, they always go to hale
(not hurt, even if they have that a character Stress over time. For example, a conditions.
special step). character might be cursed to form painful
boils on their flesh that worsen every day, and Hurt is a special step available that
this might be represented by them gaining 3 particularly tough characters reach before
points of Stress each day. The GM can assign they are impaired. It imposes no penalties.
this Stress to the character 1 point at a time Most characters skip this step and go right
throughout the day, usually at inopportune to impaired.
times, or it can accumulate all at once, usually
A GM intrusion for a character about halfway through the character’s day. Impaired is a wounded or injured state.
suffering a serious injury could When an impaired character applies Effort,
be a broken bone, a twisted
ankle, a dislocated arm, and SERIOUS INJURY it costs 1 extra point per level applied. For
so forth. In such a case, the When a physical wound or injury is greater example, applying one level of Effort costs 4
character might suffer a penalty points instead of 3, and applying two levels
to certain actions even after the than those that inflict 3 points of Stress, it
damage is treated, because now is referred to as a serious injury. To reflect of Effort costs 7 points instead of 5.
their arm is in a sling or cast, a serious injury, PCs have a damage track. An impaired character ignores minor and
they’re walking with a crutch or
cane, or the like. The typical character’s damage track has four major effect results on their rolls and doesn’t
states (from best to worst): hale, impaired, deal extra damage in combat with a special
debilitated, and dead. When a character roll.
suffers a serious injury, like a stab wound, a
gunshot wound, a fall from a rooftop, or the Debilitated is a critically injured state.
The Boneturner, page 201 body-morphing touch of The Boneturner, the A debilitated character may not take any
character moves one step down the damage actions other than to move (probably
track. Thus, if they are hale, they become crawl).
impaired. If they are already impaired,
they become debilitated. If they are already Dead is dead.
debilitated, they are dead.
Very tough or hardy characters have an
additional step on their damage track called
“hurt.” Hurt is inserted into the track between DAMAGE FROM HAZARDS
hale and impaired. Attacks aren’t the only way to inflict damage
A serious injury probably requires a on a character. Experiences such as falling
character to get medical help as soon as from a great height, being burned in a fire,
Recovery and Healing, page 135 possible to deal with it. See Recovery and and spending time in severe weather also deal
Healing. damage. Although no list of potential hazards
could be comprehensive, the Damage From
Hazards table includes common examples.

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RULES OF THE GAME

DAMAGE FROM HAZARDS


Source Damage Notes
Falling 2 Stress for falling up to 10 feet (3 m), —
fallen, serious injury otherwise
Minor fire 3 Stress per round Torch
Major fire Serious injury each round Engulfed in flames; lava
Acid splash 2 Stress per round —
Acid bath Serious injury each round Immersed in acid
Cold 1 Stress per minute Below freezing temperatures
Severe cold Serious injury each round Liquid nitrogen
Shock 1 Stress per round Often involves losing next action
Electrocution Serious injury each round Often involves losing next action
Crush 3 Stress Heavy object or creature falls on character
Huge crush Serious injury Roof collapse; cave-in
Collision Serious injury Large, fast object strikes character

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

OTHER TYPES OF DAMAGE Intellect defense roll, and if you fail, there’s
Some attacks, like venom from a serpent’s probably a set duration for which you will be
The Distortion, page 216 bite, a horrific curse, or the presence of The affected.
Distortion, have effects other than Stress or There are so many terrible fates that can
shifting the PC on the damage track. These befall a character going up against the forces
The Fears, page 166 attacks can cause unconsciousness, paralysis, of the Fears that we can’t enumerate them all
and so on. here, but for the most part, they’re all handled
Most of the time, these are conditions that in the same way—you make a defense roll and
There are three kinds exist outside of Stress or the damage track. hope for the best (and use Effort!).
of defense rolls: You’re either unconscious or not. If you’re Rarely, an effect might damage a character’s
Speed defense: Used to dodge unconscious, you can’t act—that’s just logic. stat Pool, directly reducing the points in the
attacks or things coming at you.
Resisting such an attack probably involves Pool. For example, a snake’s venom that harms
Might defense: Used to a Might defense roll, and if you fail, there’s a character’s reflexes might inflict 3 points
resist poison, disease, or
effects that directly affect
probably a set duration for which you will be of damage to their Speed Pool. As another
your body or health. afflicted. example, a mentally draining song playing
Intellect defense: Used to resist Other times, a psychic attack might cause over a supernatural loudspeaker might inflict
Stress and most supernatural you to seize up, sap your will to act, make you 2 points of damage to someone’s Intellect Pool
or mental attacks.
forget things, or even control your actions. each round. These reductions from stat Pools
Resisting such an attack probably involves an can be recovered as normal.

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RECOVERY AND HEALING ALLEVIATING STRESS


Characters have three aspects of their stats Time in a relatively safe, relaxing space reduces Characters may get cyphers
they will want to restore. They’re going to Stress by 3 points per hour. Other factors, like that allow them to alleviate
Stress or recover points in a Pool
want to reduce their Stress, recover points food and drink, nearby friends, or even a nice immediately, on a one-time
used from their Pools, and—if they’ve been dog to pet can help further. basis. See chapter 6.
seriously injured—move back up the damage
track. For all three, almost always, this takes Activity Additional Stress Reduction
time. Eating or drinking 3 points immediately (requires at least one
During an investigation, characters will action; can only be used once a day)
likely have opportunities to rest to regain Interacting with a pet +1 point each hour resting
points in their Pools and reduce their Stress.
Meditation +1 point each hour resting
But a character who’s been seriously injured
Interacting with +1 point each hour resting
probably won’t be able to recover from that
trusted friends
until the investigation is over. However, other
factors can play into this as well.
RECOVERING POINTS IN A POOL
HEALING ACTIONS After losing or spending points in a Pool,
Any character can attempt to help another you recover those points by resting. You can’t
using first aid techniques, soothing words, or increase a Pool past its maximum by resting—
other methods to reduce Stress and tend to just back to its normal level. Any extra points
injury. gained go away with no effect. The amount of
Stress: A character that wishes to reduce the points you recover from a rest, and how long
Stress of another (or themselves) can attempt each rest takes, depends on how many times
a healing task with a difficulty equal to the you have rested so far that day.
amount of Stress they want to reduce. So When you rest, make a recovery roll. To do
reducing someone’s Stress by 3 points has a this, roll a d6 and add your tier. You recover
difficulty of 3. that many points, and you can divide them
Subsequent healing tasks to deal with more among your stat Pools however you wish. For
Stress may only be attempted after the stressed example, if your recovery roll is 4 and you’ve
character rests for at least an hour for every lost 4 points of Might and 2 points of Speed,
healing task attempted. you can recover 4 points of Might, or 2 points
Serious Injury: To move a seriously injured of Might and 2 points of Speed, or any other
character up the damage track from impaired combination adding up to 4 points.
(or hurt) to hale is a task that requires an hour The first time you rest each day, it takes only
and has a difficulty of 6. A character more a few seconds to catch your breath. If you
injured than that probably requires a hospital rest this way in the middle of an encounter, it Restoring the Damage Track,
setting and lots of rest. Attempts to heal takes one action on your turn. page 136

oneself in this fashion are hindered. The second time you rest each day, you
must rest for ten minutes to make a recovery
roll. The third time you rest each day, you
must rest for one hour to make a recovery
roll. The fourth time you rest each day, you
must rest for ten hours to make a recovery roll
(usually, this occurs when you stop for the day
to eat and sleep).
After that much rest, it’s assumed to be a
new day, so the next time you rest, it takes

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

only a few seconds. The next rest takes ten THE RAMIFICATIONS OF DEATH
minutes, then one hour, and so on, in a cycle. This is a deadly game about deadly threats.
If you haven’t rested yet that day and you But what happens when a character dies?
take a lot of damage in a fight, you could rest There are a few possibilities.
a few seconds (regaining 1d6 points + 1 point
per tier) and then immediately rest for ten Replacement: The most obvious turn of
minutes (regaining another 1d6 points + 1 events when a character dies is that the player
point per tier). Thus, in one full day of doing creates a new character to replace the one they
nothing but resting, you could recover 4d6 lost. They use the same character creation rules
points + 4 points per tier. as they did before, creating a new person who
Each character chooses when to make joins the investigation. If the PCs work for the
recovery rolls. If a party of five PCs rests for Magnus Institute (or something similar), the
ten minutes because two of them want to new character is most likely a new hire who
make recovery rolls, the others don’t have to can (and probably should) be brought up to
make rolls at that time. Later in the day, those speed quickly on what the PCs are doing.
three can decide to rest for ten minutes and Alternatively, the replacement character
make recovery rolls. could be a side NPC who’s already been
involved in the story at least a little bit. This
Recovery Roll Rest Time Needed has the advantage of incorporating a character
First recovery roll One action who’s already established as a part of things.
Second recovery roll Ten minutes It would be entirely fitting to pause the
ongoing story so the deceased character’s
Third recovery roll One hour
friends (presumably, the other PCs) can
Fourth recovery roll Ten hours
mourn. It’s also worth mentioning that unless
the death is somehow covered up, there will
RESTORING THE DAMAGE TRACK be some kind of investigation by the local
If a character’s Pools are all full, a authorities. Unless this investigation is
ten-hour recovery roll can be used an important part of the larger story, it
A GM intrusion, when it to move a character from impaired should be resolved one way or another
seems appropriate (and doesn’t to hale (or from hurt to hale). fairly quickly. One imagines that in
ruin the ongoing story), could
require a longer convalescent A debilitated character matters the PCs are likely involved in,
period (and perhaps a typically needs two full days the authorities are accustomed to unsolved
hospital stay) of, say, a week
or more. This isn’t just a nod of inactivity to move to cases.
toward realism—it’s a way impaired. Treatment The time of mourning and investigation
to narratively underscore the by someone skilled by the authorities are points to remember
severity of an injury. Because the
character gains an XP from the in medicine (like a should NPC allies or others be killed.
intrusion, it’s not a punishment, doctor) can reduce
but rather a reward.
this to just one day. Avatar Transformation: Death can be
Then at least one an illusion, literally. If a player wishes,
more full night’s and certain conditions are met, the
rest is required to dead character could transform into
get to hale. an Avatar of one of the Entities. In
Becoming an Avatar, page 89 fact, to become an Avatar, death is
actually a requirement (although for
some, the death is metaphorical).

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Scarring: A character that the game system DISTANCE


says is dead might just be badly injured. Most of the time, when talking about
While they can recover given enough time distances and sizes of things, you’ll want to
(probably weeks, if not months), they will be use whatever language or units you and your
forever scarred by the experience, mentally players are comfortable with—meters, feet,
and physically. Being hindered on all visual bigger than a football field, and so on.
tasks because they lost an eye, on all physical When you need to know how far away
tasks due to a bum leg, or on all mental tasks something is for the mechanical aspects of the
after some brain damage, for example, are game, precise distances are rarely important.
appropriate results of this kind of traumatic What’s important is “Can I reach it?” As in:
injury, but they aren’t so heinous that the • “Can I get to the other side of the room
character is no longer playable. and slam the door shut on my turn?”
This option is best for situations where a • “Is the shadowy thing close enough for
character is beloved and the player has played me to throw a rock at it?”
them for some time. This is, after all, a game. • “Can I shoot the murderous maniac from
While actions have consequences, the point where I am in the third-floor window?”
is to have fun, and for some people, losing a • “How far away do I need to be to not
long-term character is the opposite of that. be burned by the burst of fire from the
In addition, consider checking with all exploding car?”
the players at the table before introducing
lingering effects like brain damage and similar In cases such as these, distance is simplified
maladies they might not want to contend with into four basic categories: immediate, short,
in a roleplaying game. long, and very long.
Immediate distance from a character
is within reach or within a few steps; if a
And here there is something character stands in a small room, everything
to be said on death. Everyone in the room is within immediate distance. At
fears death. Of course they most, immediate distance is 10 feet (3.5 m).
do. Even the most devout must Immediate distance is sometimes referred to as
have some apprehension, for close, or even point-blank, particularly when
however confident they are referring to ranges.
in a life everlasting with Short distance is anything greater than
their deity of choice, the
immediate distance but less than 50 feet
concept of eternity is one
(16 m) or so.
that the mortal mind recoils
Long distance is anything greater than
from. Be it bliss, torment, or
the senseless void, none can
short distance but less than 100 feet (30 m)
actually imagine what it is to or so.
die, so it’s only right that Very long distance is anything greater than
all should have a healthy fear long distance but less than 500 feet (150 m)
of it. There are some, though, or so.
for whom it is an enduring Beyond that range, distances are always
terror. specified—1,000 feet (300 m), 1 mile (1.6
—MAG 29: “Cheating Death” km), and so on.
All weapons and special abilities use these
terms for ranges. For example, all melee
weapons have immediate range—they are
close-combat weapons, and you can use them

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

to attack anyone within immediate distance. A away—it’s simply considered short distance.
thrown knife (and most other thrown weapons) It does matter if the cultist is more than 50
has short range. A small pocket handgun also feet (16 m) away because that distance would
Because The Magnus Archives has short range. A rifle has long range. require a long move.
RPG is played in your (and A character can move an immediate distance
your friends’) imagination,
determining exact distances can as a part of another action. In other words,
be tedious if not impossible, so they can take a few steps to the light switch TIMEKEEPING
the general categories are used
instead. Don’t overthink them— and flip it on. They can lunge across a small Generally, keep time the same way that
use them conversationally. If room to attack a foe. They can open a door you normally would, using minutes, hours,
something’s in the same room, and step through. days, and weeks. Thus, if the characters walk
it’s probably an immediate
distance away. A short distance A character can move a short distance as overland for 15 miles (24 km), about eight
is how far you can cross in a few their entire action for a turn. They can also try hours pass, even though the journey can
seconds if you’re in a hurry—it’s
close, but far enough away that to move a long distance as their entire action, be described in only a few seconds at the
you have to think about it. Long but the player might have to roll to see if the game table. Precision timekeeping is rarely
and very long are exactly what character slips, trips, or stumbles for moving important. Most of the time, saying things
they sound like.
so far so quickly. like “That takes about an hour” works fine.
GMs and players don’t need to determine This is true even when a special ability has a
exact distances. For example, if the PCs are specific duration. In an encounter, a duration
The Dark, page 171 fighting a group of followers of The Dark, of “one minute” is mostly the same as saying
any character can likely attack any foe in the “the rest of the encounter.” You don’t have
general melee—they’re all within immediate to track each round that ticks by if you don’t
range. However, if one cultist stays back want to. Likewise, an ability that lasts for ten
to fire a gun, a character might have to use minutes can safely be considered the length
their entire action to move the short distance of an in-depth conversation, the time it takes
required to attack that foe. It doesn’t matter if to quickly explore a small area, or the time it
the cultist is 20 feet (6 m) or 40 feet (12 m) takes to rest after a strenuous activity.

SPECIAL SITUATION: A CHASE


Running from monsters is usually the right choice. When an NPC is chasing a PC or vice versa, the player should
attempt a Speed action, with the difficulty based on the NPC’s level. If the PC succeeds at the roll, they catch the NPC
(if chasing), or they get away (if chased).
If one of the creatures involved in the chase has a movement speed different from that of the PCs, such as a monster
that moves faster or slower, you can modify the task based on the difference. Most PCs have an effective movement of
short, so if they are chasing (or being chased by) a monster with immediate movement, their Speed tasks are eased; if the
monster’s movement is long or greater, the PCs’ Speed tasks are hindered.
In terms of the story, this one-roll mechanic can be the result of a long chase over many rounds.
Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of
the NPC) to finish the pursuit successfully. For every failure, the PC must make another success, and if they ever have
more failures than successes, the PC fails to catch the NPC (if chasing) or is caught (if chased). As with combat, the
GM is encouraged to describe the results of these rolls with flavor. A success might mean the PC has rounded a corner
and gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down.
Vehicle chases are handled similarly.

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RULES OF THE GAME

TIME REQUIRED FOR ACTIONS


Action Time Usually Required
Walking a mile over easy terrain About fifteen minutes
Walking a mile over rough terrain (forest, snow, hills) About half an hour
Walking a mile over difficult terrain (mountains, thick About forty-five minutes
jungle)
Moving from one significant location in a city to another About fifteen to thirty minutes
Sneaking into a guarded location About fifteen minutes
Observing a new location to get salient details About fifteen minutes
Having an in-depth discussion About ten minutes
Resting after a fight or other strenuous activity About ten minutes
Resting and having a quick meal About half an hour
Making or breaking camp About half an hour
Shopping for supplies in a store About an hour
Meeting with an important contact About half an hour
Referencing a book or website About half an hour
Searching a room for hidden things At least half an hour, perhaps one hour
Identifying and understanding an artefact At least fifteen minutes, perhaps three hours
Repairing a device (assuming parts and tools available) At least an hour, perhaps a day
Building a device (assuming parts and tools available) At least a day, perhaps a week

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CHARACTER ARCS
AND ADVANCEMENT

C
haracters advance by increasing their tier, benefits, they advance to the next tier. Each
affecting both their type and their focus, benefit costs 4 XP, and you can purchase them
adding new abilities to each. A character in any order, but you must purchase one of
gains a new tier by using experience points each kind of benefit (and then advance to the
(XP) earned to purchase character benefits. next tier) before you can purchase the same
benefit again. The four character benefits are
as follows.
ADVANCING IN TIER
Every character starts the game at the first tier. Increasing Capabilities: You gain 4 points
Tier is a measurement of power, toughness, to add to your stat Pools. You can allocate the
and ability. Characters can advance up to points among the Pools however you wish.
the sixth tier. As your character advances to
higher tiers, you gain more abilities, increase Moving Toward Perfection: You add 1 to
your Effort, and can improve a stat’s Edge or your Might Edge, your Speed Edge, or your
increase a stat. Generally speaking, even Intellect Edge (your choice).
first-tier characters are already quite capable.
It’s safe to assume that they’ve already got Extra Effort: Your Effort score increases by 1.
some experience under their belt. This is not
a “zero to hero” progression, but rather an Skills: You become trained in one skill of
instance of competent people refining and your choice, other than attacks or defense.
honing their capabilities and knowledge. But As described in chapter 2, a character trained
The Magnus Archives Roleplaying Game in a skill treats the difficulty of a related task
isn’t really about becoming more powerful. as one step lower than normal (also known
Advancing to higher tiers is a representation of as easing the task). The skill you choose for
how characters progress in a story. this benefit can be anything you wish, but it
To progress to the next tier, characters often fits the story best if it’s something you’ve
earn experience points by pursuing character been practicing in the previous sessions, or
arcs, going on investigations, and discovering something you believe you’ll need to improve
more about the paranormal—the system is for the future. If you choose a skill that you
about discovery, as well as achieving personal are already trained in, you become specialized
goals. Experience points have many uses, in that skill, easing related tasks by two steps
and one use is to purchase character benefits. instead of one.
After your character purchases four character

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CHARACTER ARCS AND ADVANCEMENT

Other Options: Players can also spend 4 XP part in the larger investigation that the whole
to purchase other special options. Selecting group participates in while also progressing in
one of these options counts as purchasing one their own personal arc.
of the four stages necessary to advance to the Character arcs have different steps that
next tier. The other three need to be from the mark the character’s progress through the arc.
other categories. The special options are as Each arc eventually reaches a climax, and then
follows: finishes with a step that is a final resolution.
• Add 2 to your recovery rolls. Each step reached earns the character 2 XP.
• Select another focus ability available Character arcs are the most straightforward
to you at tier 3. (You must be tier 3 or way that a character earns XP.
higher to do this. Characters advancing At character creation, a player can choose
beyond tier 6 can use this option to select one character arc for their PC at no cost.
their other tier 6 focus ability.) Players have the option to not choose one,
• Select another character ability from your but it’s probably a good idea to do so. First
type, such as a tier 2 Protector selecting and foremost, it is a character-defining As a great example of a
Bodyguard or Quick Recovery. factor. If they begin the campaign with a character arc, think about Tim
from the podcast, who wants to
desire to find the mysterious woman who find out what happened to his
killed their brother, that says a lot about the brother and get revenge on those
EXPERIENCE POINTS character: they had a brother, he was likely
responsible.

As previously mentioned, experience points close to them, he had been in at least one
are the currency by which players gain benefits dangerous situation, and the character is
for their characters. The most common ways probably motivated by anger and hate, at least
to earn XP are through GM intrusions and by somewhat. Even after the character finishes GM Intrusions, page 120
accomplishing things the PCs set out to do. this first arc, they’ll undoubtedly have (at least
In a typical session, a player might earn 2 to 4 one) more because they can gain new arcs as
XP. The exact amounts depend on the events the campaign progresses.
of the session. Once play begins, players can take on a new
Aside from GM intrusions, there are other arc whenever they wish, as fits the character’s
ways for characters to earn XP: character arcs ongoing story. Taking a new arc has a cost of
and GM awards. 1 XP. This initial cost reflects the character’s
devotion to the goal. They will earn this
CHARACTER ARCS investment back (probably many times over) if
Character arcs are the means by which players the arc is completed.
can invest themselves more in great stories and While there’s no hard limit on how
character depth and development. many arcs a character can have at one time,
Just like in The Magnus Archives podcast, realistically most PCs couldn’t reasonably have
characters progress through their own personal more than three or four.
stories and change over time. A PC with a Character arcs are always player-driven.
character arc decides for themselves what they A GM cannot force one on a character.
do and why. Character arcs are like stated That said, the events in the narrative often
goals for a character, and by progressing present story arc opportunities and inspire
toward that goal, the character advances. The character arcs for the PCs. It’s certainly in
key word there is progressing. A PC doesn’t the GM’s purview to suggest possible arcs
have to succeed at achieving the goal to earn related to the events going on. For example,
advancement—it’s not an all-or-nothing if the GM presents an encounter in which an
prospect. Each arc is keyed to a single character, NPC wishes to learn from the PC, it might
but just like in the podcast, characters can take make sense to suggest taking the Instruction

141
THE MAGNUS ARCHIVES ROLEPLAYING GAME

arc. Whether or not the PC takes on the SPENDING EXPERIENCE POINTS


student, the player doesn’t have to adopt the Experience points are meant to be used.
Instruction arc unless they want to. Hoarding them is not a good idea; if a player
At the end of a session, the players review accumulates more than 10 XP, the GM can
the actions they took and describe how these require them to spend some.
actions might equate to the completion of a Generally, experience points can be spent
step (or possibly more than one step) in their in four ways: immediate benefits, short- and
character arc. If the GM agrees, the character medium-term benefits, long-term benefits,
gets their reward. and character advancement.
This chapter presents many sample character
arcs, starting on page 144. IMMEDIATE BENEFITS
Another way for a player to use XP is to reroll
GM AWARDS any roll in the game—even one that they
Sometimes, a group will have an investigation didn’t make. This costs 1 XP per reroll, and
that doesn’t deal primarily with a PC’s the player chooses the best result. They can
character arc. In this case, it’s a good idea continue to spend XP on rerolls, but this can
for the GM to award XP to characters for quickly become an expensive proposition. It’s
accomplishing other tasks. First and foremost, a fine way to try to prevent disaster, but it’s
awards should be based on uncovering not a good idea to use a lot of XP to reroll a
the truth about the supernatural (and the single action over and over.
Entities). A player can also spend 1 XP to refuse a
Player Intrusion, page 121 This can mean establishing the truth of a GM intrusion or to instigate their own player
statement, finding an artefact or book, rooting intrusion.
out a secretive cult or dangerous person
involved with the occult, or learning of the SHORT- AND MEDIUM-TERM BENEFITS
existence of a paranormal creature or being. By spending 2 XP, a character can gain
Artefacts: When the group obtains an a skill—or, more rarely, an ability—that
artefact, award XP equal to the artefact’s level provides a short-term benefit. Let’s say a
and divide it among the PCs (minimum 1 XP character notices that the computer terminals
for each character). Round down if necessary. in the facility they’re infiltrating are similar
For example, if four PCs discover a level to those used by the company they once
5 artefact, they each get 1 XP. Money and worked for. They spend 2 XP and say that
standard equipment are not worth XP. they have a great deal of experience in using
Miscellaneous Discoveries: Various other these. As a result, they are trained in operating
discoveries might grant 1 XP to each PC (and breaking into) these computers. This is
involved. just like being trained in programming, but
Other Awards: If a character is focused on it applies only to computers found in that
activities that don’t relate to a character arc or particular location. The skill is extremely
a discovery, as a general rule, a mission should useful in the facility, but nowhere else.
be worth at least 1 XP per game session Medium-term benefits are usually story
involved in accomplishing it. For example, based. For example, a character can spend 2
saving a family on an isolated farm beset by XP while climbing through mountains and
shadowy beings might be worth 1 XP for each say that they have experience with climbing
character. Of course, saving the family doesn’t in regions like these, or perhaps they spend
always mean killing the threatening creatures; the XP after they’ve been in the mountains
it might mean driving them off or simply for a while and say that they’ve picked up
getting the family to safety. the feel for climbing there. Either way, from

142
now on, they’re trained in climbing in those
mountains. This helps them now and any time
they return to the area, but they’re not trained
in climbing everywhere.
This method allows a character to get
immediate training in a skill for half the
normal cost. (Normally, it costs 4 XP to
become trained in a skill.) It’s also a way to
gain a new skill even if the PC has already
gained a new skill as a step toward attaining
the next tier.
In rare cases, a GM might allow a character
to spend 2 XP to gain an entirely new
ability—such as a device or a special power—
for a short time, usually no longer than the
course of one scenario. The player and the
GM should agree on a story-based explanation
for the benefit. Perhaps the ability has a
specific rare requirement, such as a tool, a
battery, a drug, or some kind of treatment. For
example, a character wants to resist the heat
generated by a cultist of the Lightless Flame,
and they spend 2 XP to cobble together
some protective garb that protects them from
excessive heat—basically reducing the serious
injury they would suffer from the cultist’s
touch to a mere 1 point of Stress. This protects
them for a considerable length of time, but
not permanently—the garb might work for
only eight hours. Again, the story and the
logic of the situation dictate the parameters.

LONG-TERM BENEFITS some agency over what they’ve gained, and


In many ways, the long-term benefits a PC it shouldn’t be easily taken away. The player
can gain by spending XP are a means of should help come up with the details of the
integrating the mechanics of the game with contact or the design of their home.
the story. Players can codify things that It’s also possible to gain these benefits
happen to their characters by talking to the through events in the story, without spending
GM and spending 3 XP. XP. The new contact comes to the PC and
Things that a PC can acquire as a long-term starts the relationship. The new home is
benefit can be thought of as being story inherited from a dead relative. However,
based, and they allow the player to have because these came from the GM and not the
some narrative control over the story. In the player (and no XP were spent), the player has
course of play, a player might decide that their no narrative control over them and the GM
character gains a friend (a contact) or builds makes up the details.
a log cabin off the grid (a home). Because a Long-term benefits can include the
player spent XP, however, they should have following.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Contact: The character gains a long-term


NPC contact of importance—someone who EQUAL ADVANCEMENT
will help them with information, equipment, It’s worthwhile if all characters advance
or physical tasks. The player and GM should through the six tiers at about the same
work out the details of the relationship. rate—an important issue for some players. A
Home: The PC acquires a full-time good GM can achieve this result by carefully
residence. This can be an apartment in a city, handing out XP rewards, some during play
a cabin in the wilderness, a secret hidey hole (which will tend to get used immediately)
in a basement, or whatever fits the situation. and some after play concludes, especially after
It should be a secure place where the PC can completing a major story arc or quest so the
leave their belongings and sleep soundly. GM can hand out 4 XP in one go (which
Several characters could combine their XP and will tend to get used for advancement). Many
buy a home together. groups will discover while playing that equal
Title or job: The PC is granted a position advancement isn’t an important issue in The
of importance or authority. This promotion Magnus Archives RPG, but people should get
is very likely within the Magnus Institute or to play the game the way they want to play it.
a similar organization that the PCs work for.
The details should be worked out between the
player and the GM. This position might come
with responsibilities, prestige, and rewards, or SAMPLE CHARACTER ARCS
it might be an honorary title. It could even The rest of this chapter presents sample
mean the player becomes the new archivist. character arcs for PCs. The writeup of each
Alternatively, the position could be in another arc describes the parts involved in progressing
organization, such as the local police force, a through the arc:
big company, or the top spot on the Opening: This sets the stage for the rest of
ghost-hunting podcast they work on. the arc. It involves some action, although that
Wealth: The PC comes into a considerable might just be the PC agreeing to do the task or
amount of wealth, whether it’s a windfall, undertake the mission. It usually has no reward.
an inheritance, or a gift. It might be enough Step(s): This is the action required to move
to buy a home or a title, but that’s not really toward the climax. In story terms, this is the
the point. The main benefit is that the PC no movement through the bulk of the arc. It’s
longer needs to worry about the cost of simple the journey. The rising tension. Although
equipment, lodging, food, and so on. This there might be just one step, there might also
wealth could mean a set amount—perhaps be many, depending on the story told. Each
100,000 dollars—or it could bestow the results in a reward of 2 XP.
ability to ignore minor costs, as decided by the Climax: This is the finale—the point at
player and GM. which the PC likely succeeds or fails at what
they’ve set out to do. Not every arc ends with
CHARACTER ADVANCEMENT victory. If the character is successful, they earn
The most straightforward way to use XP is to a reward of 4 XP. If they fail, they still earn a
gain benefits that contribute to advancing a reward of 2 XP. If a character fails the climax,
character’s tier. they very likely ignore the resolution.
Resolution: This is the wrap-up or
denouement. It’s a time for the character to
reflect on what happened, tie up any loose
ends, and figure out what happens next.
When things are more or less resolved, the
character earns a 1 XP reward.
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Within the arc, most of the time a part ASSIST AN ORGANIZATION


is probably optional, depending on the You set out to accomplish something that
situation—although it’s hard to envision will further an organization. You’re probably
most arcs without some kind of opening, allied with them, you work for them, or they
climax, or resolution. Steps other than the are rewarding you for your help in some
opening, the climax, and the resolution can fashion. If this arc is selected in respect to the
be done in any order. organization that the PCs work for (perhaps
Character arcs should always take at least the Magnus Institute), the arc should cover
weeks in game time, and no more than two a specific task, so that it can have an obvious
parts in an arc should be accomplished in a beginning, middle, and end.
game session (and most of the time, it should Opening: Responding to the call. You work
be one part, if any). If neither of these two out all the details of what’s expected of you,
things is true, then it’s not really a character and what rewards (if any) you might get. You
arc. You can’t, for example, use the Creation also get the specifics of what’s required to join
arc to guide you through something you can and advance.
make in an hour or two. Step: Sizing up the task. This requires
The following are common character arcs some action. A reconnaissance mission. An
that you can choose for your character. If investigation.
you and the GM want to make a new one, Step(s): Undertaking the task. Because
it should be fairly easy after looking through this arc can vary so widely based on the task
these models. involved, there might be multiple steps like
this one.
AID A FRIEND Climax: Completing the task.
Someone needs your help. Resolution: Collecting your reward (if
When a PC friend takes a character arc, you any) and conferring with the people in the
can select this arc to help them with whatever organization that you spoke to. Perhaps
their arc is (if appropriate). The steps and getting access to higher-ranking people in the
climax depend entirely on their chosen arc. If organization. You can choose to have your
the friend is an NPC, the steps and climax are connection to the organization increase rather
lifted from another arc appropriate to whatever than take the standard reward.
they seek to do.
It’s difficult, but possible, to aid a friend
with an arc even if that friend is unwilling to
accept (or is ignorant of ) your help.
The cost and rewards for a character with
this arc are the same as those described in the
original character arc.
Opening: Answering the call. Offering to
help (or responding to a request for help).
Step(s) and Climax: Depends on the
friend’s arc. Rewards are the same for you as
for the friend.
Resolution: You speak with your friend and
learn if they are satisfied. Together, you share
what you’ve learned (if anything) and where
you will go from here.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

AVENGE Step: Complication. A complication arises


Someone close to you or important to you that threatens the pregnancy, the birth parent,
in some way has been wronged. The most or both.
overt version of this arc would be to avenge Step: Preparation. You prepare a place for
someone’s death. Avenging is different than the delivery as well as a safe place for the
revenge, as revenge is personal—you are the infant to live once born.
wronged party. But in the Avenge character Climax: Delivery. The baby is born. Success
arc, you are avenging a wrong done to means the child survives.
Monster Pig, page 229 someone else. For instance, if Monster Pig Resolution: You get the baby to the place
eats a character’s old friend, the character may you have prepared and settle in, deciding what
decide to avenge that death. to do next.
Opening: Declaration. You publicly declare
that you are going to avenge the victim(s). BUILD
This is optional. You are going to build a physical structure—a
Step(s): Tracking the guilty. You track down house, a workshop, a lab, and so on. This arc
the guilty party. This might not be physically would also cover renovating an existing structure
finding them if you already know where they or substantially adding to one. You might be
are. Instead, it might be discovering a way hiring builders or contractors to help or do the
to get at them if they are distant, difficult to work for you, but working with them is still
reach, or well protected. This step might be a part of your arc. For instance, a character
repeated multiple times, if applicable. might decide that the institute employing
Step: Finding the guilty. You finally find the them needs a dedicated MRI machine to
guilty party, or find a path or make a plan to reach check for signs of a new kind of corruption.
them. Now all that’s left is to confront them. In some situations, the PCs might be forced
Climax: Confrontation. You confront the to set up their own base of operations if they
guilty party. This might be a public accusation discover that the organization they conduct
and demonstration of guilt, a trial, or an investigations for has been compromised.
attack to kill, wound, or apprehend them— Opening: Make a plan. This almost
whatever you choose to be appropriate. certainly involves literally drawing up
Resolution: You resolve the outcome and blueprints or plans.
the ramifications of the confrontation and Step(s): Find a site. This might be extremely
decide what to do next. straightforward—a simple examination of
the site—or it might be an entire exploratory
BIRTH adventure. (If the latter, it might involve
You are becoming a parent. multiple such steps.)
The Birth character arc assumes you already Step(s): Gather materials. Depending on
have a partner or a surrogate. If you want your what you are building and what it’s made out
character to find a romantic partner or spouse, of, this could involve multiple steps. There
A player may be concerned you can use the Romance arc. And of course, probably are substantial costs involved as well.
about taking the Birth arc for nonhuman characters might reproduce in Step(s): Construction. Depending on what
their character given the larger
context of the game. As the GM, other ways. you are building, this could involve multiple
let them know whether the This arc is usually followed by the Raise a steps. It might also take a considerable
informal rule of the podcast—
that children and animals Child arc. amount of time and work.
always end up all right—applies Opening: Impregnation. Climax: Completion. The structure is
for your game. Step: Finding a caretaker. This might be a finished.
physician, midwife, doula, or similar person. Resolution: You put the structure to its
This is optional. desired use and see if it holds up.

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CLEANSE DEFEAT A FOE


Someone or something has been contaminated Someone stands in your way or is threatening
by supernatural forces, and you want to rid you. You must overcome the challenge they
them of such influences. This could also represent. Defeat doesn’t always mean kill or even
be a curse, a possession, an infestation, or fight. Defeating a foe could mean beating them
something else, such as a plague of silver in a chess match or in a race to find a specific Silver worm, page 237
worms in the attic. long-lost book. Or something as monumental
Opening: Analyze the threat. You as trying to prevent a new Avatar of The Buried
determine the nature of the contamination. from attempting the Sunken Sky ritual. Ritual, page 168
Step: Find the solution. Almost every Opening: Sizing up the competition.
contamination has its own particular This requires some action. A reconnaissance
solution, and this likely involves research and mission. An investigation.
consultation. Step: Investigation. This requires some action.
Step: Getting ready. The solution probably A reconnaissance mission. An investigation.
involves materials, spells, or other things that Step(s): Diving in. You travel toward your
you must gather and prepare. opponent, overcome their lackeys, or take steps to
Climax: The cleansing. You confront the reach them so you can confront them. This step
contamination. can take many forms, and there might be more Sometimes, a Cleanse arc is
Resolution: You reflect on the events that than one such step. This step is always active. impossible from the outset.
Helping someone who has
have transpired and what effects they might Climax: Confrontation. The contest, been replaced by a NotThem
have on the future. How can you keep this challenge, fight, or confrontation occurs. (page 230) is an arc doomed to
failure. That doesn’t mean it’s a
from happening again? Resolution: You reflect on what you’ve bad arc.
learned and what the consequences of your
CREATION actions might be.
You want to make something. This might
be a painting, a novel, a machine, or even DEFENSE
an artefact. The creation might be for the A person, place, or thing is threatened, and you
character’s personal development, or it could want to protect it. For example, a character linked
be more central to the situation, such as an with the fractal pot knows that if it’s destroyed (or Fractal pot, page 258
Occultist wanting to build an arcane machine if someone attempts to destroy it), an aspect of
that detects watchful spiders sent by The Web. The Stranger will come for them. Unfortunately,
Opening: Make a plan. You figure out what an enemy Avatar knows the same thing and is
you need, what you’re going to do, and how making plans for the pot’s destruction.
you’re going to do it. Opening: Analyze the situation. What are
Step(s): Gather materials. Depending on you defending, and what threats are involved?
what you are creating and what it’s made out Step: Account for your resources. How are
of, this could involve multiple steps. There you going to defend?
probably are substantial costs involved as well. Step(s): Fend off danger. The forces Defending the archives against
Step(s): Progress. Depending on what you threatening what you are protecting probably The Corruption in season 1 of
the podcast is a good example of
are creating, this could involve multiple steps. make an initial threat that you’ll have to a Defense arc.
It might also take a considerable amount of defeat. It’s not the main threat, though. There
time and work. might be multiple such initial threats.
Climax: Completion. It’s finished! Is it what Climax: Protect. The true threat reveals
you wanted? Does it work? itself and you confront it.
Resolution: You think about what you have Resolution: A time for reflection on
learned from the process and use or enjoy the everything that occurred, and an assessment of
fruits of your labor. the person, place, or thing’s safety going forward.

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DEVELOP A BOND a workshop, a base of operations, and so on.


You want to get closer to another character. You find a location and look into what it will
This might be to make a friend, find a mentor, take to buy or rent it.
or establish a contact in a position of power. It Step(s): Building the enterprise. You
might be to turn a friend into a much closer procure the needed equipment or personnel.
friend. The character might be an NPC or You make the connections and deals to get
a PC. If an NPC, a character may want to things started. You obtain important permits
The Jigsaw Lady, page 223 develop a bond with The Jigsaw Lady. Perhaps or other legal documents. You test new
that’s an unwise choice, but not all arcs products. You actually start the business. Each
succeed. of these developments (and likely others) can
Opening: Getting to know you. You learn be counted as a separate step, so there will be
what you can about the other character. many steps.
Step: Initial attempt. You attempt to Climax: Profit and loss. You determine
make contact. This might involve sending whether your enterprise will take off and
messages or gifts through a courier, using an carry on into the future, or fall apart before
intermediary, or just going up and saying it gets a chance to blossom. This occurs in a
hello, depending on the situation. single dramatic moment—your first major
Step(s): Building a relationship. There client, your organization’s first big meeting or
might be many such steps as you develop the mission, or whatever else is appropriate.
relationship. Resolution: A time for reflection on
Climax: Bond. You succeed or fail at everything that occurred, and how you’re
forging the bond. going to move forward.
Resolution: You enjoy the fruits of your
new relationship. ESTABLISHMENT
You want to prove yourself as someone of
ENTERPRISE importance. This can take many forms—
You want to create and run a business or start socially, within your occupation, financially,
an organization. Maybe you want to start your or even romantically. For example, a character
own podcast detailing your investigations into may wish to establish themselves as a
the supernatural. Maybe you like baking and paramount researcher within their institute’s
you want to start a catering service. Or maybe investigation arm.
you want to start a secret society to oppose the Opening: Assessment. You assess yourself as
Entities. You’ll almost certainly have to make well as who you need to prove yourself to.
new connections, find (and somehow pay Step(s): Appearances matter. You improve
for) a location, and deal with all manner of your look. Enhance your wardrobe. Spruce up
administrative duties. your house. Whatever it takes to get attention
Opening: Drawing up a plan. What’s your from the right people. There might be many
goal, and how are you going to achieve it? such steps.
Step: Account for your resources. How Step(s): Self-aggrandizement. You need to
much financing does the enterprise need get the word out to get people talking about
compared to what you’ve got? If you need you. There might be many such steps.
more, how will you get it? How many people Climax: Grabbing attention. You do
other than yourself are needed to begin, and something big, like host a party for influential
how many will you need to sustain things people or produce a play that you wrote. You
once they’re up and running? make a big splash or a big crash.
Step: Finding a location. You probably Resolution: You reflect on what you did
need a place to run your enterprise—a store, and where you go from here.

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EXPLORE FALL FROM GRACE


Something out there is unknown and you This is an odd character arc in that it’s
want to explore its secrets. This is most likely (presumably) not something that a character
an area of wilderness, a hidden location (like would want. It is something that a player
a lost city or an island that shouldn’t exist), or selects on a meta level for the character
even an otherworldly dimension created by because it makes for an interesting story. It
one of the Entities, such as some part of The also sets up the potential for future arcs, such
Distortion’s maze. as Redemption. It’s important that this involve
Opening: Make a plan. Not only do actions you take. For example, you fall into
you draw up a plan for your exploration, substance abuse. You treat people badly. You
but if appropriate, you also make a formal make mistakes that endanger others. You
declaration to relevant parties of what you’re ally yourself with the People’s Church of the
going to do. Divine Host. In other words, the fall isn’t
Step(s): Gather resources. You get the orchestrated by someone else—it’s all your
supplies, vehicles, and help you need. own doing.
Depending on where you’re going and what Opening: The descent. Things go bad.
is required, this could involve multiple steps. Step(s): Further descent. Things get worse.
There probably are substantial costs involved Depending on the situation, this might
as well. involve many steps.
Step(s): Travel. You go where you wish to Step: Lashing out. You treat others poorly as
explore. There might be many such steps, you descend.
depending on how long it takes to get there. Climax: Rock bottom. There is no chance
Step(s): Exploration. This is the meat of the for success here. Only failure.
arc, but it’s probably a series of small moves Resolution: You wallow in your own
and minor victories. There might be many misery.
such steps.
Climax: Conquest. You make the big FINISH A GREAT WORK
discovery or truly master the area. You might Something that was begun in the past must
not have explored every inch of the place, but now be completed. This might involve
if you’re successful, you can claim to be done. destroying an artefact such as the pestilent Pestilent scalpel, page 261
Resolution: You return home and possibly scalpel, finishing the construction of a
share your findings. monument, organizing an archive with an
uncatalogued collection of files, or uncovering Jonathan Sims’s attempts at
a lost temple forgotten to the ages. organizing Gertrude’s archives
and his efforts to stop the
Opening: Assessing the past. You look at various rituals as she did are
what has come before and where it still needs both good examples of the Finish
a Great Work arc.
to go. This almost certainly involves some real
research.
Step: Conceive a plan. You make a plan on
how to move forward.
Step(s): Progress. You make significant
progress or overcome a barrier to completion.
This may involve multiple such steps.
Climax: Completion. This involves the big
finish to the past work.
Resolution: You reflect on what you did
and where you go from here.

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GROWTH they rebel against your teaching techniques.


Willingly or unwillingly, you are going to Climax: Graduation. This is when you
change. This is another meta arc. It’s less about recognize that the pupil has learned what they
a goal and more about character development. need. It usually comes at a dramatic moment.
While it’s possible that the growth involved is Resolution: You and the pupil say your
intentional, in most people’s lives and stories, goodbyes, and you look toward the future.
it is emergent. A character might become less
selfish, braver, or a better leader, or experience JOIN AN ORGANIZATION
some other form of growth. You want to join an organization. This might
Opening: The beginning. Change usually be anything from getting a job at a major
begins slowly, in a small, almost imperceptible corporation to infiltrating a cult (such as the
way. Cult of the Lightless Flame) to joining a secret
Step(s): Change. Growth involves many police force that takes on supernatural cases.
small steps. Opening: Getting the details. You learn all
Step: Overcoming an obstacle. The temptation you can about the organization and how one
to resort to your old ways is always present. becomes a member.
Climax: Self-evident change. This is a Step(s): Making a contact. Friends on the
dramatic about-face. This is the moment inside are always important.
where you do something the “old you” would Step(s): Performing a deed. The
never have done, and it has a profound effect organization might want to test your worth,
on you and those around you. With either or this might be a ceremony you must take
success or failure, growth is possible. part in. It might include paying some sort of
Resolution: You recognize the change in dues or fee. Or all of these things.
yourself and move forward. Climax: Proving your worth. This is the
point at which you attempt to show the
INSTRUCTION organization that they would be better off
You teach a pupil. You have knowledge on a with you as a member.
topic and are willing to share. This can be a skill, Resolution: You consider your efforts and
an area of lore, a combat style, or the use of a assess what your membership gets you.
special ability. This is usually a fairly long-term
arc. Sometimes teaching a pupil is a side matter,
and sometimes the pupil takes on more of an
apprentice role and spends a great deal of time
with you, traveling with you and perhaps even
living in your house (or you living in theirs).
For example, you may decide (or be asked) to
mentor a new member of your institute.
Opening: Taking on the student.
Step: Getting to know them. You assess
o
Vi

your pupil’s strengths and weaknesses and try


di

to get an idea of what they need to learn and


lo
gi

A
u

how you can teach it to them.


-O -
Step(s): The lessons. Teaching is often a
slow, gradual process.
pperior
Step: Breakdown. Many times, a student
needs to have a moment of crisis to really learn
something. Maybe they get dejected, or maybe

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JUSTICE Resolution: You resolve the outcome and


You try to right a wrong or bring a wrongdoer ramifications of the confrontation and decide
to justice. Hunting down and destroying what to do next.
a vampire can be gaining justice, but so
can turning over evidence of a smuggling LEARN
operation to the police. It can even be taking You want to learn something. This isn’t the
in a family whose home was destroyed in a fire same as the Uncover a Secret arc, in which
started by The Chosen of Flame. you’re looking for a bit of information. This is
Opening: Declaration. You publicly declare a skill or whole area of knowledge you want to
that you are going to bring justice in this gain proficiency with. This is learning a new
situation. This is optional. language, how to play an instrument, or how
Step(s): Tracking the guilty. You track down to be a good cook. Thus, it’s not about gaining
the guilty party, assuming there is one. This a skill rank in endurance, but about learning
might not be physically finding them if you to be an experienced skydiver (which might
already know where they are. Instead, it might come in handy if encounters with servants of
be discovering a way to get at them if they are The Vast are in the offing).
distant, difficult to reach, or well protected. Opening: Focusing on the problem.
This step might be repeated multiple times, if Step: Finding a teacher or a way to teach
applicable. yourself. Now you can truly begin.
Step: Helping the victim. Righting a Step(s): Learn. Depending on what you’re
wrong does not always involve confronting a learning, this could involve one step or quite
wrongdoer. Part of it might be about helping a few.
those who were wronged. Climax: The test. You put your new
Climax: Confrontation. You confront the knowledge to the test in a real situation.
guilty party. This might be a public accusation Resolution: You relax a bit and decide what
and demonstration of guilt, a trial, or an to do next.
attack to kill, wound, or apprehend them—
whatever you choose to be appropriate.

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MASTER A SKILL Corruption? An occult invocation with a


You’re skilled, but you want to become the result you’ve never heard of before? A method
best. This arc might logically follow the Learn for getting into (and safely out of ) the coffin
arc. As with the Learn arc, this can involve any of The Buried? Any of these and more could
kind of training at all, not just a skill. be your discovery. While similar to the
Opening: Finding the path. You’ve learned the Creation arc and the Learn arc, the New
basics. Now it’s time for the advanced material. Discovery arc involves blazing a new trail. No
Step: Discovering a master. You find a one can teach you what you want to know.
master to help you become a master. You’ve got to do it on your own.
Step(s): Learn. Depending on what you’re Opening: The idea. You draw up plans for
mastering, this could involve one step or quite the thing you want to invent or discover.
a few. Step: Research. You learn what people have
Step: The last step. Eventually, you realize done before and recognize where they fell
that even a master cannot teach you the last short.
step. You must learn it on your own. Step(s): Trial and error. You test your
Climax: The test. You put your mastery to the hypothesis. This often ends in many failures
test in a real situation—and considering your before you get a success.
goal, it’s probably a very important situation. Climax: Eureka! It’s time to put the
Resolution: You relax a bit and decide what discovery to the true test.
to do next. Resolution: You reflect on your discovery
and probably compile your notes and write it
MYSTERIOUS BACKGROUND all down, for posterity’s sake if nothing else.
You don’t know who your parents were, but you
want to find out. You saw something terrifying RAISE A CHILD
as a child and now that you’re an adult, you want You raise a child to adulthood. It can be your
to learn what it was. Maybe you were born with biological child or one you adopt. It can even
a mysterious mark on the back of your neck be a child taken under your wing, more a
that resembles a bewebbed occult symbol, and young protégé than a son or daughter. This is
you want to learn why. In any case, you want obviously a very long-term arc.
to know where you come from—there’s some Opening: Sharing your home. The child
kind of mystery in your past. now lives with you.
Opening: Beginning the search. Step: Care and feeding. You learn to meet
Step: Research. You look into your own the child’s basic needs.
family background, if possible. Step(s): Basic instruction. You teach them
Step(s): Investigation. You talk to people to walk, talk, and read. You teach them to care
who might know. You follow clues. for themselves.
Climax: Discovery. You discover the secret Step(s): The rewards are many. The
of your own background. You decide if what child loves you. Relies on you. Trusts you.
you learn is good or bad, but either way, Eventually, helps you.
discovery means success. Step(s): Ethical instruction. You instill your
Resolution: You contemplate how this new basic ethics in the child, hoping that they will
knowledge sits with you. mature into an adult you can be proud of.
Climax: Adulthood. At some point the child
NEW DISCOVERY leaves the proverbial nest. You determine, at
You want to invent a new device, process, this point, your own success or failure.
spell, or something similar. A cure for a Resolution: You reflect on the memories
heretofore unknown disease spawned by The you have made.

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RECOVER FROM A WOUND (OR TRAUMA) REPAY A DEBT


You need to heal. This isn’t just for healing You owe someone something, and it’s time
simple damage. This involves recovering from to make good. For instance, maybe The The Vampire Hunter, page 244
a major debilitating injury, illness, or shock, Vampire Hunter helped you survive a plague
maybe after an encounter with The Chosen of vampires and has since made it clear they
of Flame. Severe damage, the loss of a body could use some help in return.
part, and emotional trauma all fall into this Opening: Debts come due. You determine
category. to do what is needed to make good on the
Opening: Rest. The first thing you need to debt. It might involve repaying money, but
do is rest. more appropriately, it’s performing a deed or a
Step: Self-care. You take care of your own series of deeds.
needs. Step: Talking it over. You discuss the matter
Step: Getting aid. Someone helps. with the person you owe, if possible. You
Step: Medicine. Some kind of drug, cure, ensure that what you’re doing is what they
poultice, potion, or remedy aids your recovery. want.
Step: Therapy. With the help of someone Climax: Repayment. Either you do
else, you exercise your injury or cope with your something to earn the money or goods you
trauma. owe, or you undertake a major task that will
Climax: Acceptance or recovery. You try to compensate the other person.
move on and use what has been damaged (or Resolution: You relax knowing that your
learn how to function without it). debt is repaid, and you look to the future.
Resolution: You get on with your life.
RESCUE
REDEMPTION Someone or something of great importance
You’ve done something very wrong, but you has been taken, and you want to get them
want to atone and make it right again. This is or it back. For instance, maybe a couple of
like the Justice arc or the Undo a Wrong arc, deliverymen threw your best mate into a van Flawed protagonists are
except you are the wrongdoer. This could be and drove off. Now it’s on you to get them a cornerstone of Magnus
Archives–style horror, and thus
a follow-up to the Fall From Grace arc, when back. the Redemption arc might be
you want to make up for allying yourself with Opening: Heeding the call. You determine called upon frequently in the
game. That said, redemption is
the People’s Church of the Divine Host. what has happened, and who or what is like a marriage, not a proposal.
Opening: Regret. You are determined to missing. The best kinds of redemption
rebuild, recover, and restore. Step: Tracking. You discover who has taken involve people who continue
committing to the redemption
Step: Forgiveness. You apologize and ask for them, and where. rather than making a single act
forgiveness. Step: Travel. You go to where they are being of atonement.
Step: Identifying the needs. You determine held and get information on the location and
what needs to be done to atone for your who is involved. Maybe make a plan.
transgression. Climax: Rescue operation. You go in and
Climax: Making good. You perform an act get them.
that you hope will redeem your past misdeed. Resolution: You return them home.
Resolution: You reflect on what has
happened but now look to the future.

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RESTORATION ROMANCE
You’re down but not out. You want to restore You want to strike up a relationship with
your good name. Recover what you’ve lost. a romantic partner. Perhaps you have a
Rebuild what has been destroyed. You’ve fallen specific person in mind, or maybe you’re just
down or have been knocked down, but either interested in a relationship in general.
way, you want to pick yourself up. This is a Opening(s): Caught someone’s eye. You
If the object of your romantic possible follow-up to the Fall From Grace meet someone you are interested in. (Since
interest is another PC, make arc, or perhaps you can take this arc if your this can be short-lived, it’s possible to have this
sure you get consent from the
other player before taking the institute is infiltrated or completely destroyed. opening occur more than once.)
Romance arc. Opening: Vow to yourself. You are Step(s): Courtship. You begin seeing the
determined to rebuild, recover, and restore. person regularly. Although not every “date” is
Step(s): Work. You rebuild, recover, and a step in the arc, significant moments are, and
restore. If all your money was stolen, you there may be a few of them.
make more. If your house was destroyed, you Climax: Commitment. You may or may not
rebuild it. If your reputation was tarnished, be interested in a monogamous relationship.
you perform deeds that restore your good Regardless, you and your love have made some
name. kind of commitment to each other.
Climax: The final act. You undertake one Resolution: You think about the future.
last major task that will bring things back to Marriage? Children? These are only some of
where they were (or close to it). A lot is riding the possibilities.
on this moment.
Resolution: You enjoy a return to things SOLVE A MYSTERY
the way they were before. Different from the Learn arc and the Uncover
a Secret arc, this arc is about solving a crime or
REVENGE a similar action committed in the fairly recent
Someone did something that harmed you. past. It’s not about practice or study, but about
Unlike the Avenge arc, this arc probably isn’t questions and answers. In theory, the mystery
about tracking down a murderer, but it might doesn’t have to be a crime. It might be “Why
Solve a Mystery is very likely involve pursuing someone who stole from is this strange caustic substance leaking into
the most common arc chosen you, hurt you, or otherwise brought you grief. my basement?” or “Why does it seem like
by characters in The Magnus
Archives RPG, and that’s okay. The key is that it’s personal. Otherwise, use more and more people I meet have no inner
the Justice arc. For instance, maybe an artefact life at all, no actual subjective experience?”
dealer named Mikaele Salesa sold you what Opening: Pledging to solve the mystery.
turned out to be a horribly cursed object that Step: Research. You get some background.
led to the deaths of people you know. Step(s): Investigation. You ask questions.
Opening: Vow. You swear revenge. You look for clues. You cast divinations. This
Step(s): Finding a clue. You find a clue to likely encompasses many such steps.
tracking down the culprit. Climax: Discovery. You come upon what
Climax: Confrontation. You confront the you believe to be the solution to the mystery.
culprit. Resolution: In this step, which is far more
Resolution: You deal with the aftermath active than most resolutions, you confront
of the confrontation and move on. You think the people involved in the mystery with what
about whether you are satisfied by gaining you’ve discovered, or you use the information
your revenge. in some way (such as taking it to the proper
authorities).

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THEFT TRAIN A CREATURE


Someone else has something you want, or You want to domesticate and train an animal.
something they absolutely should not have. While the beast doesn’t need to be wild, it
For instance, you acquired one of Death’s must not already be domesticated and trained. Death’s game piece, page 256
game pieces at great personal cost, but now For instance, maybe you want to obtain
someone has stolen it from you, and you’d an animal friend for your friend’s cat, The
like it back. Admiral, from a nearby animal shelter.
Opening: Setting your sights. You make a Opening: Getting acquainted. You get to
plan. know the animal a bit, and it gets to know
Step: Casing the joint. You scout out the you.
location of the thing (or learn its location). Step: Research. You get information on the
Step(s): Getting to the object. Sometimes, type of animal or advice from others who have
many steps are involved before you reach the trained one.
object you wish to take. For example, if, in Step: Domestication. After some work, the
order to steal something from a vault, you creature is no longer a threat to you or anyone
need to approach one of the guards while else, and it can live peacefully in your home or
they’re off duty and bribe them to look the wherever you wish.
other way when you break in, that’s covered in Step(s): Training. Each time you use this
this step. step, you teach the animal a new, significant
Climax: The attempt. You make your heist. command that it will obey regularly and
Resolution: You decide what to do with immediately.
the thing you’ve stolen and contemplate the Climax: Completion. Believing the animal’s
repercussions you might face for stealing it. training to be complete, you put it in a
situation where that is put to the test.
Resolution: You reflect on the experience.

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cult, the secret background of an important


Jurgen Leitner: see The Book person (such as Jurgen Leitner), or how the
Collector, page 202 ancients constructed that strange monolith.
Opening: Naming the secret. You give your
goal a name. “I am seeking the legendary
Draganov formula for creating an elixir that
will ward off werewolves.”
Step(s): Research. You scour libraries and
old tomes for clues and information.
Step(s): Investigation. You talk to people to
gain clues and information.
Step(s): Tracking. You track down the source
of the secret information and travel to it.
Climax: Revelation. You find and attempt
to use the secret, whatever that entails.
Resolution: You contemplate how this
secret affects you and the world.

UNDO A WRONG
Someone did something horrible, and its
TRANSFORMATION ramifications are still felt, even if it happened
You want to be different in a specific way. long ago. You seek to undo the damage, or at
Because the Growth arc covers internal least stop it from continuing.
change, this one focuses primarily on external This is different from the Justice arc because
change. This could take many forms, from this isn’t about justice (or even revenge). It’s
wanting to be more physically fit to becoming about literally undoing something bad that
an Avatar. For the change to be an arc, it happened in the past, such as rebuilding a
should be difficult and perhaps risky. family’s home that burned down (as opposed
Opening: Deciding on the transformation. to merely taking them in), cleaning out a
Step: Research. You look into how the basement filled with cockroaches spread by an
change can be made and what it entails. Avatar of The Corruption, or restoring a
Step(s): Investigation. This is an active long-missing artefact stolen from a museum.
step toward making the change. It might Opening: Vowing to put right what once
involve getting more information, materials or went wrong.
ingredients, or something else. Step: Make a plan. You learn all you can
Climax: Change. You make the change, about the situation and then make a plan to
with some risk of failure or disaster. put things right.
Resolution: You contemplate how this Step(s): Progress. This is an active step
change affects you going forward. toward undoing the wrong. It might involve
finding something, defeating someone,
UNCOVER A SECRET destroying something, building something,
There is knowledge out there that you want. or almost anything else, depending on the
It could be an attempt to find and learn a circumstances.
specific special ability. This could also be a Climax: Change. You face the challenge of the
search for a lost key to an important safe former wrong, and either overcome it or fail.
deposit box that holds clues regarding The Resolution: You reflect on what you’ve
Hunt’s next ritual, the true leader of a secret accomplished and think about the future.

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THE STATEMENT

I
f you’ve played a tabletop roleplaying game
How far back should it go? before, you can of course play The Magnus
To the beginning of me?
Archives RPG in the way that you’re
Centuries? Millennia? How do
accustomed. That is to say, the GM gives the
you define the start of your
players a hook into the adventure so they can
being when in some ways you
have always been? Time is become a part of the action (and, in the case
difficult to form. Michael of The Magnus Archives, the horror).
Shelley, though, he is easier However, The Magnus Archives podcast
to keep track of. He was suggests a new opportunity as well. Just as
born. He was pointless. And he nearly every episode begins with the recording
should have died. But before of a written statement in which someone
that could happen, he went to relates the details of a potentially paranormal
work for the Magnus Institute— experience they had, your own stories in the
that ivory tower, keeping its game can begin with a statement as well.
prisoners ignorant in pursuit Again, this could be handled in the way
of . . . knowledge. (Laughs)
of a conventional tabletop RPG, where the
A dungeon full of idiot
GM summarizes or reads aloud the text of a
watchers. And Michael Shelley
statement that begins the investigation for the
was no exception.
—MAG 101: “Another Twist” PCs. The GM could even use the statement
of an episode of the podcast or write up a
TITUTE
statement and hand it out to the players, or
io

MAGNUS INS
Vi

ud

il -
g

o-
A

Opperior
ement
Witness Stat
perhaps go so far as to record the statement on
te
Magnus Institu

Statement Date:

Witness Name
:

Incident Locat
ion:
Incident Date:
their phone or other device.
Other Witnesses: Statement
But, as integral as the statements are to the
podcast, perhaps some people would find it
appropriate to have the group work together
to create the statement. This is, after all, an
exercise in group storytelling.

ed if needed.)
pages provid
(Use additional
Y
TE USE ONL Notes
FOR INSTITU Investigator

Name:
ber: Investigator
Statement Num Date:
Investigation
Date Recorded:
Corroborations:
Related Files:
acted:
Witnesses Cont
tes:
Incident Upda TM and © 2024
Rusty Quill Ltd.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE STATEMENT PROCESS Philips, tax preparer at Mudder & Company.”


This is the beginning of a group process in Give them a bit of a personality that will
which everyone works together to create a come out in the first sentence or two of the
statement that will lead to an investigation statement. “I’m not very good at my job. But
for the PCs. The statement doesn’t involve really, it’s my boss’s fault.” It’s okay if you
the PCs—it’s something that happened to don’t know where the statement (the story)
someone else, and the PCs use it as their is going. The next person will take it from
primary bit of evidence to investigate the there. These first few sentences should focus
phenomenon it describes. on establishing the character. They also can,
but don’t have to, spark the story itself. The
STATEMENT BEGINS example given only establishes a bit about the
One player needs to be the statement author. character. You could also start with something
(We use the term “author” because the like “I love my wife. Even after she tried to
statements most often begin in written form, kill me, I still loved her.” That’s intriguing, but
even if they are later recorded as audio.) Very we’ll use the first one for our ongoing example
likely, in a campaign, there will be many here.
statements, so everyone will get a turn as the
statement author. Perhaps multiple turns.
The player creates a name and a background
for this character. Don’t worry about game
stats or a character sentence. Just “Neal

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THE STATEMENT

THE SETUP Dr. Maria Tomlinson. The GM might give a few


Next, a different player takes the proverbial details about her appearance or manner. They’re
reins and builds on whatever the statement the one who’ll be portraying her, after all.
author said by adding a few sentences about the Unlike the other players, the GM can make
background of the story. This should incorporate minor changes to what’s come before. This
the character as established, and it shouldn’t is because the GM has to turn the statement
countermand or change what’s been said before. into the springboard for an investigation for
Rather than tell the whole story, it should the PCs and might need different things to
provide a foundation for others to build on. work with. This should never change the
It can begin the basic idea, such as “Neal was essence of the statement or erase something
told by his boss to meet with a weird lady who that one of the players really likes. For
runs a chiropractic clinic where they’re doing example, the GM might say, “In addition to
weird stuff, and Neal has to do her taxes.” the weird art, Maria’s office has taxidermized
The player could also try to do this in animals as decor, but they don’t look quite
character. For example, “The old man always right. The limbs are bent, or the heads are too
gives me all the terrible clients. The weirdos. large.” Thinking ahead, the GM is already
And so one day, about a year ago, I’m planning a possible encounter where these
assigned to meet with a new client. She runs taxidermized beasts—and some from the back
a chiropractic clinic, which is fine enough. I room that are even more twisted—animate
think they’re probably quacks, but that’s just and try to attack the PCs.
me. She wants to meet at her office, so I travel Most likely, the GM doesn’t add to the
across town and end up at her clinic. But there statement itself. They just insert or massage
was something really weird…” details for the players to use and build on.

FLESHING THINGS OUT THE STATEMENT AUTHOR REACTS


This is when a third player jumps in. They Next, we return to the statement author. They Obviously, this process creates
take what’s been said before and build on it, are sort of the only “player character” involved a statement given by a normal
person who probably started
fleshing it out with new details. Again, this can in this process, so we need to know what they out not believing or knowing
be the summary of an idea, like “Her office do or how they react. much about the paranormal.
In the podcast, there are
is full of weird art—like diagrams of human In this case, it might just be something like many statements provided
anatomy but it’s all twisted and wrong.” Or it “I did my best to ignore the diagrams and the by people involved in the
can be a continuation of the actual statement: animals and got to business. After engaging deeper story, who might even
be an Avatar of one of the
“…about the art in her office. It was made up Dr. Tomlinson in a bit of small talk, I started Entities. We’ll think of those as
of diagrams of skeletons, bone structure, and asking her the standard tax preparer questions.” exceptions for our purposes.
that kind of thing. Which isn’t inappropriate In other statements, however, the statement
for a clinic, except even I know enough about author might try to flee a scary scene or, due
basic human anatomy to know that this stuff to their curiosity, slip in where they’re not
was all wrong. I mean, maybe it was all from supposed to go when no one is looking.
the olden days, when they knew less, but I It’s not a bad idea to establish what the
don’t think doctors of any kind ever thought character is thinking about whatever they
some people have three arms.” are experiencing, and this is an opportunity
to further expand on their personality if it’s
THE GM INTERJECTS interesting and relevant. “I just wanted to get
At this point, let’s give the GM the chance to the bare minimum of what I needed and get
pop in with a few thoughts. First of all, this tax out of that place. I thought maybe I could
client is clearly going to be a major NPC, so she stop at a bar on the way back to my own office
needs a name, and the GM suggests one: for a drink. Or two.”

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THE TWIST that! I heard cracking and crunching noises


Once the background has been set up and that sounded like bones snapping. And, if I
fleshed out, and we know what the statement really need to say it, it hurt like hell! The pain
author is doing and thinking, it’s time to was sharp and forceful, like her hands were
get to the heart of the story. And because some kind of power tools. She was doing
this is a horror story, the “heart” is usually things to me that shouldn’t be possible.”
expressed as a twist in expectations. The point Of course, as before, there’s no reason it
isn’t necessarily to surprise anyone (everyone has to be so verbose. The player can simply
involved knows this is a horror tale) but rather interject the awful idea plainly if they’re
to show where things deviate from reality. This not up for adding to the monologue. “Neal
is what makes turning to the Magnus Institute suddenly finds himself on the chiropractic
Remember that some statements the only recourse the character has, because table and she’s working on him, but it’s
are accounts from far in surely neither the police nor anyone else will making impossible changes to his body.”
the past, either given a long
time ago, or simply in the believe their story.
form of old letters or journal In fact, this is the part of the statement THE STATEMENT AUTHOR GETS OUT
entries. If you do this with
your statement, you need to where our narrator usually says something like At this point, we go back to the original
decide this before you begin. “I know you’re probably not going to believe player and let them decide how the character
this, but…” got from the awful idea to a position where
This is when a player—either one of the they could give the statement. As before,
two from The Setup or Fleshing Things Out, this builds on what’s already been said. It
or yet another player—interjects with what doesn’t countermand anything. But the player
we’ll call the awful idea. Something horrific (and the character) has complete agency to
and paranormal occurs. The statement determine what happens, and what succeeds
author experiences something that should be or fails. There’s no dice rolling in this process.
impossible, and it’s terrifying to them. This The statement is a story from the past, and
moment should be rich in descriptive detail. dice in the game are used to help determine
For example, the player might state, “I know the present and the future.
your institute deals in all manner of strange However, the issue or problem that has
things—ghosts and weird whatever—but this arisen is in no way resolved. This is the place
isn’t some silly spook story. It was real. See, I where your statements in the game may not
was in her office getting the details I needed match the way statements are sometimes
from her, filling out all the right forms and presented in the podcast. The statement
checking the right boxes on those forms, author gets away (because how else could they
when . . . I don’t even know how to make give the statement?) but they don’t defeat the
sense of it. I mean, one minute I was asking monster or villain, and they don’t solve any
for her expensed receipts and the next I’m on mysteries.
a table. I’m lying face down on a table. In a Not every statement will involve the
completely different room. Did she drug me? author running away. Sometimes they’ll
I might normally think that would explain a make a decision that allows them to avoid
blackout, but it doesn’t explain what happened the impending danger, or they’ll just have an
next. Dr. Tomlinson was standing over me awful realization. In rare cases, the author may
with her hands on my back, as if she’s doing not survive, and their statement is released by
chiropractic whatever on me. Before I could their estate, trust, or something else. Keep to
say anything, though, her hands were moving the context of the story being told.
across my back. Or rather, parts of my back So our statement author comes up with
were moving as she pushed on them. Parts of something like “Somehow, I managed to push
your back that aren’t supposed to move like myself off the table, rolling onto the floor with

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a thud. I tried to get up, still with snapping To finish our example, the group might end
and crunching sounds coming from inside with this: “I went straight for my apartment,
me. I was unable to fully straighten my back. locked the door, and passed out on the floor.
The pain was bad, but my terror was worse. I I woke up hours later. I felt better, and I
scrambled to my feet and tore out of there.” could even straighten my back. But I just
If you want, you can throw in another “I wasn’t feeling . . . right. Not pain, exactly. I
swear to you this truly happened. You have to just wasn’t comfortable in my own body. And
believe me.” my back was making weird crunching noises
whenever I moved. I went to an urgent care
FINAL GM NOTES place nearby—not that Mudder & Company
The GM now has one last chance to insert has much health care coverage, but it’s all I
things that can come back to be part of the had. Anyway, they sent me to the ER to get
investigation that the PCs will undertake. This X-rays, and the doctors there said one of my
is a great time to presage little tidbits or set up scapula was wildly out of place, and much
details that will become important later. It’s smaller than it should be. They said that
also a good time to insert information that will some of my vertebrae were missing, and were
make the investigation work. For example, if surprised that I could stand or move at all. Throughout this process, the
the statement has the main location burning But mostly, they said that I must have been players can take notes of the
details. If desired, once the
to the ground at the end, the GM can say, born with these abnormalities. When I assured statement is complete, you could
“But when they look back, the building still them I hadn’t, they asked if I’d been in a have the statement author record
it, just like it was from the
stands, as if there had never been a fire.” serious car accident when I was a child. I told podcast. (It might not be as long
For our ongoing sample statement, the GM them no, but I don’t know if they believed any or as eloquent, but that’s fine.)
might add: “As Neal runs out of the clinic, Dr. of this. They certainly didn’t seem to believe
Tomlinson cries, ‘Come back, Mr. Philips, I’m that a chiropractor could have done this to me.
not finished!’ She sounds horribly disappointed, “I went to the police, but they didn’t believe
like an artist unable to finish her art.” me either. They said a bad chiropractor
Or perhaps: “As Neal flees, he catches a appointment wasn’t a crime. I went to a
brief glimpse of a hulking figure he hadn’t seen lawyer, but she said that based on what the ER
before coming out of a room behind the office.” doctors said, I didn’t have a case.”
The denouement needs to end with the
DENOUEMENT statement author coming to the Institute to give
The denouement is how everything wraps their statement or a witness giving it on their
up and how the statement author gets to the behalf. It should explain why they didn’t go to
point where they’re making the statement. At more traditional authorities or, if they did, why
this stage of the process, everyone at the table that didn’t amount to much, if anything.
can contribute if they wish to. This is the last Don’t worry if you don’t have the real-world
chance to alter the statement and set up the knowledge to determine how the police would
investigation to come, so if there are needed react or how things might realistically turn out at
facts or ideas too amazing to leave out, the the end of the scary story. As long as everyone in
players should propose them. The group as a the group is on board, it’s fine. And if someone
whole must agree to incorporate them, but has difficulty suspending their disbelief, it’s their
it behooves everyone to be open to all ideas responsibility to suggest changes or tweaks to the
and discard only those that truly don’t fit or final story so that it all works in their mind. That
that contradict what’s already established. This is, in fact, one of the great things about having
isn’t the time to say, “Oh, maybe instead of a everyone contribute—not only is everyone
tax preparer, Neal is an astronaut on a space invested, but everyone should find the story both
station…” believable and compelling.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

POST-STATEMENT FINAL THOUGHTS


The only thing that’s left is the bit that comes The statement process as delineated here is
after the statement, as heard in the podcast. based loosely on a storytelling game where
In most episodes, this is the archivist talking everyone adds one sentence at a time. It’s
about the context of the statement or other also got roots in the Surrealistic game called
relevant facts. exquisite corpse. And of course, it’s tied closely
This part of the process is entirely the GM’s to the fundamentals of improv acting, with a
purview. It’s the bridge that leads to the PCs heavy emphasis on “Yes, and…” The purpose
investigating the situation described in the is to allow everyone in the group who wishes
statement. Mostly, it might cover what else is in it to be a part of the process, while still having
the case file associated with the statement. For some order. As previously mentioned, the end
example, it might have Neal’s X-rays and the result is hopefully one that everyone involved
medical report from the urgent care facility. finds compelling, entertaining, believable,
Sometimes, it might have information and—best of all—a bit scary.
about what happened after the end of You can vary the process to avoid the
the statement—such as “Mr. Philips was statements becoming too formulaic. Perhaps
reported missing three weeks after giving this there’s a different flow of events, with multiple
statement”—but for the most part, that’s the encounters with the awful idea, or maybe there’s
kind of detail the PCs should learn when they an awful idea and a more awful idea. Perhaps
investigate, not now. the statement is actually a note hastily penned
Another way of looking at it is this: If there before the character died or disappeared. Maybe
was a podcast that related the investigations of the statement is a follow-up on an investigation
the PCs in your campaign, when the statement that the PCs conducted earlier in the campaign,
ends and the archivist talks about how they and one they thought had been resolved. If these
the people who work with them followed up variations are used, the GM should probably be
on the details therein, what they’re describing the impetus for doing so.
is what happened to the PCs. In other You’ll notice that in the examples, at no point
words, the meat of the “adventure” is what does anyone say anything like “Let’s make this one
happened between when the statement was about The Flesh,” because the statement author
given and when the statement is recorded and presumably doesn’t know anything about the
(presumably) filed away. Entities. Plus, starting with one of the Entities
often leads to disagreements about what is and
isn’t endemic to it and puts perhaps unwanted
limitations on the story. The point here is to create
a harrowing, creepy, or disturbing story. Let the
GM worry about how it fits into the larger setting.
Similarly, in the examples no one tosses out
information or ideas about things that the
statement author couldn’t know, such as, “And
the chiropractor secretly belongs to a cult, and
they worship at an altar made of twisted corpses.”
That might turn out to be the case, but the
statement author doesn’t see or experience that
(at least, not in the time frame before making the
statement). Try to keep the statement, and even
discussions about the statement, limited only to
the experiences of the statement author.

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THE STATEMENT

SUMMARY
You can use this short summary of each step as
you make your way through the process.
Statement Begins: We get the name and The pu
rpose o
a basic suggestion of the statement author’s
the sta f
personality, occupation, or both. This comes tement
from the first player, also called the statement set the is to
stage f
author.
the inv or
estigati
The Setup: The statement author is brought
the PC on
into the circumstances of the statement. This
underta s will
ke. It
comes from the second player.
Fleshing Things Out: We learn more questio raises
ns—it d
details about the situation from the third
answer oesn’t
them.
player.
The GM Interjects: The GM makes
necessary adjustments or additions that the
group will use as the statement continues.
The Statement Author Reacts: The first
player provides some actions that the author
takes and what they are thinking and feeling
about the situation. FROM STATEMENT TO ADVENTURE
The Twist: The awful idea emerges, making Although this is discussed further in chapter
it clear to the statement author that the 14, let’s look at what the GM will do after this
situation involves the paranormal and things specific example statement is created.
are Bad with a capital B. This comes from a
fourth player (or perhaps from the second or NPCs
third player). As the PCs follow up on this statement,
The Statement Author Gets Out: The they will almost certainly first meet with
first player describes how the author of the the statement author, Neal Philips. They’ll
statement gets away or otherwise survives the want to find out how he’s doing, check the
horror—at least long enough to make the veracity of the details of the statement, and
statement. learn what (if anything) has happened since.
Final GM Notes: The GM adds in any last They’ll also want to talk to Maria Tomlinson,
details to set up the investigation. inquire about her practice, and ascertain
Denouement: The whole group works for themselves if she’s really some sort of
together to describe what happens between supernatural experimental “doctor” who preys
the horror of the twist and how the character on unwilling subjects.
got to the Magnus Institute to give their This means the GM needs to have these
statement, including what they did before NPCs at the ready:
going to the Institute, if anything.
Post-Statement: The GM provides any Neal Philips: This is easy, as he’s just a normal
information the Institute has about the tax preparer, and all the pertinent details are
situation other than the statement. This already laid out by the statement. The GM
probably shouldn’t be much, because most could add a twist and give Neal a surprise
of the information will come as the PCs connection to something supernatural or
investigate. shady. Overall, though, it’s not a good idea
to make the whole statement a lie. Or there

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could be some strange aftereffects from animals in the waiting room that come to life
the modifications in his body—perhaps he and attack at Maria’s command that are of the
continues to change, or maybe he’s not even most interest. And perhaps kept in the back
in full control anymore. But most likely, he’s is a twisted monstrosity she created that’s too
just a guy who was in the wrong place at the horrific to display.
wrong time and now is lucky to be alive. The PCs might visit during office hours to
speak with Maria, or they might try to sneak
Maria Tomlinson: Most likely the main in after hours to see what they can learn. Or
antagonist in this situation, Maria has some they might do both.
kind of paranormal abilities over flesh. Maybe Again, the taxidermized creatures can easily
she’s got cursed gloves or a dangerous book, just be given a level, probably level 2 or 3.
or maybe she’s an Avatar of The Flesh and her Their threat comes from their numbers—the
powers are innate. She’s also sneaky, devious, GM notes that there are six of them—and the
and more than likely violent. shock of first seeing them animate (probably
2 points of Stress). The GM decides there
Fortunately, creating NPCs is quick and is a humanoid monstrosity in the back and
easy. The GM decides to go with these stats: determines it’s level 5 and inflicts serious
• Neal is a level 2 NPC, with the changes injuries. A pretty big threat to beginning
in his body hindering all his physical players.
actions.
• Maria is level 4, but level 5 for stealth. SURPRISES
She can rearrange and modify people’s Aside from the fact that the taxidermized
bones with her touch, which can mean animals come to life, the GM wants more
a serious injury or an attack that gives 2 surprises. Surprises, in this sense, are
points of Stress and hinders all physical things that weren’t in the statement but are
actions until the victim gets professional uncovered by the PCs in their investigation.
medical help. The GM decides that Maria’s office has clues
in the form of a few letters that suggest she is
LOCATIONS a part of a larger cult-like group of medical
The GM should be ready to describe at least professionals that revere something called
two locations: The Flesh and are preparing for a ritual called
the Last Feast. Details include the name of
Neal’s Apartment: Probably just a normal a dentist in the same city that watches over
place. No real preparation needed. The GM something called The Shrine of Teeth. The
can briefly describe an apartment they’ve seen GM can come up with the details of that
in real life or a movie. horror later, if the PCs decide to look into that
in a later session.
The Tomlinson Chiropractic Clinic: Lastly, the GM thinks about possible
The GM can describe a typical office with outcomes of the PCs’ actions. For example,
a waiting room, a couple of rooms for at some point they might call the police. If
adjustments, Maria’s office, and a back room. they do, Maria or the cult do a frustratingly
A thirty-second internet search turns up a few thorough job of covering up the whole thing,
chiropractic office floor plans that would work sneaking away with or destroying any evidence
just fine. Either way, it’s the taxidermized that could be found.

164
CHAPTER 10

THE ENTITIES

T
he Entities, also called the Fears, the
“Imagine you are an ant, and Powers, the Dread Powers, and the
you have never before seen a Things That We Fear, exist in our
human. Then one day, into your universe, spreading terror and thriving on
colony, a huge fingernail is
emotional distress.
thrust, scraping and digging.
These abstract beings of cosmic horror are
You flee to another entrance,
believed to be responsible for supernatural
only to be confronted by a
staring eye gazing at you. You
phenomena and use these to evoke fear from
climb to the top, trying to victims and thereby sustain themselves. These
find escape, and above, you Entities do not simply feed off fear but are
can see the vast, dark shadow human and animal fears made manifest. The
of a boot falling upon you. more fearful something is, the greater the
Would that ant be able to associated Entity’s power.
construct these things into It is worth briefly delving deeper into their
the form of a single human nature to encourage understanding. Although
being? Or would it believe some deluded individuals worship the Entities
itself to be under attack as gods, they are not gods. With the exception
by three different, equally
of The Web and The End, they are, in fact,
terrible, but very distinct
relatively mindless. More like forces of nature
assailants?”
than deities. They are not powerful beings
—Jurgen Leitner,
MAG 80: “The Librarian”
who delight in fear—they are fear.
The Entities do not have physical forms,
nor do they exist in time as we understand
it. Rather than thinking of them in some
far-removed realm of their own, it’s probably
more accurate to say that they’re right here,
with you and me. If one were to ask “Where?”
the proper response would be to ask “Where
is fear?” Or for that matter “Where is anger?
Or love?” Concepts don’t have bodies or
locations. You can’t speak with them, and they
don’t speak to you.

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Of course, as the Entities are beyond human RITUALS


understanding, some or all of this might On some level, each Entity “wants” to fully
be incorrect or—perhaps more likely—not manifest in our reality. Each has a unique,
entirely applicable or consistent. It’s possible symbolic ritual act that, if performed, should
that when dealing with them, it’s better to try allow them to fully manifest in the world
to think in terms of dream logic rather than and thus take control of it. Obviously, as
relying on rational wisdom. non-physical beings, the Entities cannot
The very nature of the Entities means that perform the rites themselves—they have
their power to directly affect reality as a whole followers, servants, creations, worshippers,
is limited. However, the omnipresent threat and Avatars to do it for them.
Spoilers! In season 5 of The of these beings is that they will find a way to The rituals are, thankfully, complex and
Magnus Archives podcast, the more fully manifest in the world. If an Entity difficult, with very specific conditions,
Fears all manifest in the world,
and it is truly horrific on a should manifest, its power over matter, energy, requirements, and materials needed to
global scale. and existence itself would be catastrophic—a perform them. Most involve a particularly
never-ending nightmare. Hell on earth. powerful and confident Avatar, one or more
The architect Robert Smirke once artefacts, and rare materials. They also usually
categorized the Entities into fourteen require the participation of many different
One of the factors that keeps identities to help explain their nature, with people, most of whom focus on spreading
any particular Entity’s ritual each category of fear being a distinct Entity. an appropriate kind of fear (burning people
from being completed is,
ironically, interference by the In truth, this distinction is largely abstract, as for The Desolation’s ritual, forcing people
forces of one or more of the other they are more of a spectrum. That is to say, into utter isolation for The Lonely, and so
Entities. Each group wants to
be the one with a manifested it’s not truly meaningful to create borders on). Each Entity’s ritual is described in the
Entity, and the assumption between the different Entities, such as trying following sections, but GMs should keep in
is that if one achieves this to draw a line between The Slaughter and The mind that the details are sketchy and vague,
goal, the rest cannot.
Flesh. It is much more useful to realize that and what’s more, there might be multiple
the point where one ends and the other begins versions of each.
The Web and The End is nearly impossible to distinguish, at least for Performing a ritual should be arduous and
specifically are at least sentient humans. Thinking of the Entities as colors in difficult. Tailoring them to the stories being
enough to make long-term plans
to escape this universe and to the spectrum, where one bleeds into another, told in your campaign, with requirements as
destroy reality, respectively. is useful, and it also helps explain why some you see fit, is entirely fitting.
Entities oppose one another, because their
colors don’t bleed together at any point—one
might even say that their colors clash.

“Like colours, but if colours


hated me.”
—Jonathan Sims,
head archivist of the Magnus
Institute, London, MAG 111:
“Family Business”

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THE ENTITIES

ALL ARE ONE


The Entities were once a single Entity, well-defined as Smirke’s fourteen. (This
existing as an animal fear—the fear of being Entity, The Extinction, grows out of the
killed and eaten, more or less. Not until fear that humans now have the capability,
humanity emerged, with its more developed intentionally or accidentally, to end all life,
consciousness and intelligence, did the so it hasn’t been around for very long. It
single fear become far more nuanced. As may develop more eventually.)
humans evolved and developed language It turns out, in the world of The Magnus
and complex thoughts, those words and Archives podcast, none of the rituals will
thoughts began to rend the single Entity work. Only if all the Entities manifest in
into smaller and more specific fears. This the world together and at once can their
means that as human development and manifestation ever come to pass (as it does
culture creates new fears, it splits off in season 5). GMs can modify this in their
additional Entities (or, if you would rather, game, justifying that as the Entities moved
aspects of the single Entity). from their original universe, the “rules”
In the podcast, a man named Adelard governing them changed, as demonstrated
Dekker hypothesized that a new Entity in the companion podcast The Magnus
was emerging as humanity continued Protocol.
to develop, but it was not as strong or

AVATARS THE ENTITIES IN YOUR CAMPAIGN


Each Entity has sentient servants known as
Because you will set your stories in a
Avatars. The exact relationship between the Becoming an Avatar, page 89
universe that’s different from the one
Entity and its Avatar(s) lies perhaps outside
described in the podcast, you can take
human understanding. Not even the Avatars
whatever liberties you want with the
themselves understand it fully. Clearly, though,
Entities. You can merge one or more, add
there is some form of connection—a conduit,
one of your own design, or ignore the
perhaps, through which the Entity grants
ones you don’t like. Perhaps even more
supernatural power. Some Avatars are (or
important, if one of the Fears is particularly
rather, were) humans, but others are purely
troubling for you or a player—such as with
supernatural beings emerging from the Entity’s
The Buried and someone who is seriously
power. In the podcast, human Avatars include
claustrophobic—you can just eject it from
Annabelle Cane, Jane Prentiss, and of course
your game.
Jonathan Sims, while nonhuman Avatars are
things like The Anglerfish, The Man Who
Wasn’t There, and even . . . Monster Pig.
Avatars work to spread the fear they
represent in order to make their Entity
stronger. If they do not, the Entity draws
energy from the Avatar itself through the same
conduit used to channel their paranormal
abilities.

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THE INDIVIDUAL ENTITIES


Each Entity description is The following are the fourteen (actually fifteen) Entities of fear.
just one example of what
that Entity could be like. As
indicated under The Entities in THE BURIED THE CORRUPTION
Your Campaign, The Buried The fear The Buried brings involves being The Corruption is everything that disgusts,
described here might be different
in another game (or, if you like, crushed under the weight of something else contaminates, or infects. Those drawn to it
another timeline). such as dirt, water, rock, or even money. It find love or comfort from mold, bugs, or
is the opposite of—and antithetical to—The disease, as strange as that may be. While The
Vast, while it seems somewhat related to The Corruption has some intersection with The
Lonely. Buried (as things underground are often
Aliases: The Centre, Choke, Too Close disgusting, like bugs or worms), it is at odds
I Cannot Breathe, Forever Deep Below with The Eye and The Spiral, and it may be
Creation. easily manipulated by The Web.
Fears: Claustrophobia, suffocating, Aliases: Filth, The Crawling Rot, Flesh
drowning, being buried alive, everything Hive.
crashing down, being trapped. Fears: Corruption, disease, filth, disgust,
Manifestations: Caves, dirt, financial issues, revulsion.
heavy rain, underground transport, tight Manifestations: Mold, bugs, rot, decay,
spaces. infection, crawling skin, toxic love.
Artefacts: Coffin of The Buried, entombing Artefacts: A Journal of the Plague Year,
crate, DIG, The Seven Lamps of Architecture. The Tale of a Field Hospital, pestilent scalpel,
Avatars (from podcast): “The Governor,” syringe of Dr. Snow.
Enrique MacMillan, Hezekiah Wakely. Avatars (from podcast): Jane Prentiss, John
Monsters and NPCs: Buried thing. Amherst, Timothy Hodge, Jordan Kennedy.
Ritual: The Sunken Sky involves the Monsters and NPCs: The Flesh Hive, The
creation of a wide pit in a prominent location, Plaguebearer, silver worm.
then throwing people (often people throwing Ritual: The Doorway Into Corruption
themselves) into it. With each new life may not be a formal ritual, but rather the
consumed, the pit grows wider and more process of metaphysically worming in between
powerful. Should the ritual be stopped before the barriers that keep The Corruption from
completion, the surrounding area is destroyed manifesting already. Or it might involve the
in an earthquake. creation of a literal doorway made by worms
or other creatures related to the Entity. The
side effect of this process may result in the
widespread corruption of the surrounding
area.

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THE DARK THE DESOLATION


The primal fear of the dark is a powerful, The Desolation is more than simply
often irrational one. As such, it may be one destruction; it is unthinking or cruel
of the oldest Entities. Many people worship destruction. It is the death of potential and
The Dark, such as the People’s Church of the the ender of value. The Cult of the Lightless The People’s Church of the
Divine Host. This secretive cult has infiltrated Flame worships The Desolation, and its Divine Host is a secretive
cult with ancient origins. Its
corporations and even governments. Like the members revel in destroying the lives of people members worship The Dark.
Entity it serves, the cult may be surprisingly who have things to live for. It goes back at For as long as most people
have feared The Dark, a few
ancient. least to the 1950s but keeps a low profile. have revered it. Cultists have
The Dark is no ally of The Eye, but it has The Desolation has an antagonistic infiltrated corporations and even
shared qualities and goals with The Lonely relationship with The Web but may work in governments, but most people
are unaware of the church’s
and The Vast. conjunction with The Stranger. true nature, believing it to be a
Aliases: Mr. Pitch, The Forever Blind, The Aliases: The Lightless Flame, The Torturing small, alternative religion.
Sightless Hidden. Flame, The Devastation, The Blackened Earth,
Fears: Darkness, what lies beyond, hiding The Ravening Burn, Asag. The Cult of the Lightless
creatures. Fears: Pain, loss, burning, senseless Flame are deluded or insane
people who actually worship
Manifestations: Creatures hidden in the destruction. The Desolation. Most people
dark, shadow figures and monsters, blindness, Manifestations: Fire, wax, heat, burns, don’t know it exists, and even
those that do dismiss it as “just
coldness, dark water. destruction of potential. another strange cult.”
Artefacts: Dark star, dark wardrobe. Artefacts: “Small book bound in red”
Avatars (from podcast): The People’s (Roaring Desolation).
Church of the Divine Host (Manuela Avatars (from podcast): The Cult of the
Dominguez, Maxwell Rayner, Robert Lightless Flame (Agnes Montague, Arthur
Montauk, Vardaan Darvish, Natalie Ennis), Nolan, Diego Molina, Eileen Montague,
Callum Brodie. Eugene Vanderstock, Jude Perry).
Monsters and NPCs: Lightless beast, The Monsters and NPCs: The Chosen of
Sandman, The Taker of Light, cultist of the Flame, cultist of the Lightless Flame.
Divine Host. Ritual: The Scoured Earth involves a
Ritual: The Extinguished Sun must be central Avatar, The Chosen of Flame. As the The Chosen of Flame, page 205
performed during a solar eclipse in a spot name suggests, if this Avatar gathers enough
important to the Entity. Important areas personal power, they literally burn the world.
are often where at certain times of year the Putting an end to the Avatar puts an end to
darkness is complete around the clock, such the ritual, and The Chosen of Flame must be
as far to the north or the south. It involves nurtured as such from birth, so the process
the creature of the dark star, a ball of pure will take decades to start anew.
darkness, as well as numerous blood sacrifices.
Eventually, if the ritual is completed, the dark
star replaces the sun and the world is cast into
eternal darkness.

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THE END THE EYE


One of the oldest of the Entities, The End The Eye represents the fear of being watched,
represents the inevitable ending of all things. of secrets exposed. It is behind the existence
It is likely to be the last Entity to remain and operation of the Magnus Institute, and
when all others are gone, but presumably its Avatars operate through that organization
even Death will die. Although there may to monitor the influence of the other Entities.
be some connection between The End and Other than perhaps The Lonely, The Eye and
The Slaughter, in truth, The End needs its forces can be considered the enemies of
no connection, no worshippers, and no all the other Entities. From time to time, the
rituals. It can passively wait, as it knows it Avatars of The Eye take overt and drastic steps
will be triumphant (and as such, may be to foil the plots of the others.
more conscious than the other Entities, not Aliases: Beholding, The Ceaseless Watcher,
including The Web). It Knows You, The Great Eye that watches
Aliases: Death, Terminus/The Termination all who linger in terror and gorges itself on
of All Life, The Coming End That Waits for the sufferings of those under its unrelenting
All and Cannot Be Ignored. stuporous gaze.
Fears: Death, inevitability, entropy. Fears: Being watched, being exposed, being
Manifestations: Bones, the dead (skeletons, followed, secrets revealed, curiosity.
mummies, zombies, etc.), dreams. Manifestations: Eyes, security cameras,
Artefacts: Book of the Dead, Catalogue of the watching figures, libraries, books.
Trapped Dead, Death’s game pieces. Artefacts: Mirror of beholding, security
Avatars (from podcast): Justin Gough, camera instruction manual, rock eye, The
Nathaniel Thorp, Oliver Banks, Tova Anatomy of Melancholy, Dictionnaire Infernal,
McHugh. Seen.
Monsters and NPCs: Death. Avatars (from podcast): Jonathan Sims,
Ritual: None. It just has to wait. Jonah Magnus (Richard Mendelson, James
Wright, Elias Bouchard).
Monsters and NPCs: The Abiding Watcher,
The Archivist, mirror haunt, watcher’s husk.
Ritual: The Watcher’s Crown requires a
host of captive people, their actions constantly
monitored over a long period of time.

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THE FLESH THE HUNT


The Flesh is perhaps one of the newer Entities, Another of the oldest Entities, The Hunt
with some suggesting it is related to the rise of presides over not just human fears but also—
corporate agriculture, the inhumane treatment and perhaps more so—those of animals
of animals, and the mass processing of their (particularly prey animals). The Hunt has
meat. It is body horror and gore, but also the little relationship to the other Entities, despite
dread that our physical bodies are all we are. minor thematic crossovers with The Slaughter
And of course, it has strong ties to cannibalism. and The Flesh.
The Flesh may work in conjunction with Aliases: Butgeruch, Run.
The Spiral, The Web, and The Stranger. It is Fears: Being chased/hunted, being prey, The Flesh sometimes draws on
violently antagonistic toward The Eye. losing control, obsession. Christian imagery to frighten,
with a twist on the rite of
Aliases: Viscera, Meat-is-Meat. Manifestations: Predators, predatory communion or the imagery of
Fears: Industrialized agriculture, butchery, monsters, animal instincts, physical animal suffering on the cross.
body horror, existential dread. traits and abilities, obsessive behavior.
Manifestations: Meat, corpses, blood, Artefacts: The Stalwart Hunters’ Almanac.
bones, butchers, meat industry, strange bodies. Avatars (from podcast): Alice “Daisy”
Artefacts: The Boneturner’s Tale, flesh Tonner, Julia Montauk, Robert Montauk,
grinder, The Stalwart Hunters’ Almanac. Trevor Herbert.
Avatars (from podcast): Angela, Eustace Monsters and NPCs: Grinning wheel, The
Wick, John Haan, Toby Carlisle, Tom Haan, Hunter, vampire, The Vampire Hunter.
Jared Hopworth. Ritual: The Everchase is a strange ritual
Monsters and NPCs: The Boneturner, The because it has no end. It involves an endless
Jigsaw Lady, Monster Pig, possessed cannibal. hunt, the participants hunting every living
Ritual: The Last Feast, like the Sunken Sky, thing on Earth. It cannot be completed, as
requires the creation of a deep pit. In this case, The Hunt is more interested in the pursuit
the pit is filled with meat. The more meat than in fruition.
that is dumped into the pit, the larger the pit
becomes. Eventually, the participants must
hurl themselves into the pit at a key moment,
becoming the meat that pushes the ritual to
completion. But it takes a lot of meat.
Destroying the pit (such as with the
use of dynamite) ruins the
ritual.

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THE LONELY THE SLAUGHTER


Isolation and disconnection can occur even Pure violence, often on a massive scale, The
in—perhaps particularly in—a world crowded Slaughter is the fear of pain and death that
with people. We are often most fearful when could come at any moment during war. The
The Slaughter has a strange we are alone, so The Lonely is related to most Slaughter has been known to oppose the
connection with music, of the other Entities who often draw upon machinations of The Stranger.
particularly battlefield music.
Its Avatars and their powers are victims while alone. Aliases: Carnage, Rolling Murder, The-
often music-related. Aliases: Forsaken, The One Alone, Listen- World-is-Naught-but-Rage.
There-Is-Nothing. Fears: Pain, unpredictability, unmotivated
Fears: Isolation, rejection, disconnection, violence, killing, war.
being lost, ego death, memory loss, sadness. Manifestations: People driven “mad with
Manifestations: Fog, large rooms, silence, Slaughter,” soldiers, music, war, murder,
suburbs, empty rooms, crowds of faceless people. military.
Artefacts: A Disappearance, boatswain’s call, Artefacts: Blood money pouch, slaughter
lonely painting. gun, slaughter knife, Killer’s Song.
Avatars (from podcast): The Lukas Family Avatars (from podcast): Alfred Grifter,
(Peter Lukas, Mordechai Lukas, Conrad Amritsar ghosts, Melanie King, The Deserter,
Lukas), Martin Blackwood. The Piper.
Monsters and NPCs: The Friendless, Monsters and NPCs: The Piper.
lonesome crowd. Ritual: The Risen War is a manufactured
Ritual: The Silence is a ritual created conflict carried out by hundreds of people
The Friendless, page 219 relatively recently by an Avatar (The trapped and coerced into fighting. The
Friendless). Essentially, hundreds of people completion of the ritual involves destroying
must be isolated, sealed away, and left to die, the site with weapons of war (or even weapons
alone. If the ritual is stopped, it can only be of mass destruction).
attempted every few decades, as The Lonely
moves quite slowly.

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THE STRANGER
Utilizing changing identities, false identities,
and the familiar made unfamiliar, The Stranger
THE SPIRAL combines these with the uncanny valley and
If you can’t trust your own senses, or if you inhuman things meant to appear human to The Spiral is connected
feel as though your mind is playing tricks on instill fear. The Stranger’s strengths involve the to anything that fools
you, you’re in the clutches of The Spiral. The terror that comes from deception and betrayal the senses, such as optical
Spiral maintains an antagonistic relationship as well as misunderstanding. It’s that nagging illusions, mind-bending
trickery, and stage magic.
with The Corruption and The Stranger, and feeling that something’s just not right.
it has a complicated, uneasy (love/hate?) The Desolation (and in particular the Cult
relationship with The Eye. of the Lightless Flame) is allied with The
Aliases: Es Mentiras (It Is Lies), The Stranger. Despite a close thematic connection The Stranger’s activities
sometimes involve circuses,
Twisting Deceit, It Is Not What It Is. with The Spiral—or perhaps because of it— funhouse mirrors, and
Fears: Madness, the world is wrong, The Stranger opposes it as well as The Eye. mysterious and confusing music.
delusion, deception, insanity. Aliases: I Do Not Know You, Faceless One.
Manifestations: Spirals, patterns, fractals, Fears: Strangers, the unknown, the uncanny,
hallucinations, illusions. the unfamiliar, uncanny valley, suspicion.
Artefacts: Camera of occultation, fractal Manifestations: “Uncanny” creatures,
pot, patterned rug, The Travels, Whispers in mannequins, wax figures, masks, taxidermy,
White Matter. theaters, performance.
Avatars (from podcast): Gabriel, The Artefacts: Calliope, gorilla skin.
Distortion (Michael and Helen), The Man Avatars (from podcast): The Anglerfish,
Who Wasn’t There. Breekon & Hope, Daniel Rawlings, Gregor
Monsters and NPCs: Deceitful arc, The Orsinov, Nikola Orsinov, NotThem, Sarah
Distortion, The Man Who Wasn’t There, Baldwin, Wolfgang von Kempelen, anatomy
possessed cannibal. students.
Ritual: The Great Twisting centers on Monsters and NPCs: The Anglerfish, clown
The Distortion, and it must be performed doll, The Deliverymen, The Ringmaster, skin The Distortion, page 216
in a location that does not actually exist. An shell, uncanny mannequin.
uncharted island or an island on a map that Ritual: The Unknowing is a ritual involving
isn’t truly there might qualify, as would the a chaotic dance of false people, such as NotThem, page 230
so-called “trap streets” that exist on maps only NotThem, perfect strangers, and skin shells. Perfect stranger, page 231
to catch plagiarists. The ritual needs a huge The whole thing is to be performed in an old Skin shell, page 238
altar and a thousand human sacrifices so The theater, and someone must be wearing the
Distortion can create “the door that would gorilla skin. The dance and the music involved
open to all the places that were never there.” completely twist the senses of anyone nearby.
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THE VAST THE WEB


Almost the opposite of The Buried, The Like its namesake, The Web traps people
Vast is the fear of being lost in too much without them even knowing it, manipulating
space. It is the dread that comes from feeling them like puppets on strings. It might be the
insignificant, but it’s also tied with something only completely self-aware Entity, utilizing
The Vast’s horror can also come as mundane as the fear of heights. the fears it fosters (mainly the fear of being
from megalophobia, the fear of The Vast is antithetical to The Buried, but manipulated or controlled) to create a
huge things.
it can be related to The Flesh, as they both metaphysical neutral network of sorts. With
encompass existential dread. this vast intelligence, The Web plans and
Aliases: The Falling Titan, Vertigo. schemes and may even directly communicate
Fears: Heights, falling, open spaces, sky, with its Avatars.
space, deep water, voids, insignificance, The Web manipulates the followers of all
meaninglessness, being lost. the other Entities to get what it wants, but
Manifestations: Voids, spaces, vertigo, perhaps its main antagonism is reserved for
falling, finite converting to infinite. The Desolation, who destroys the meaningful
Artefacts: Ex Altiora, Infinity Above: A Book connections The Web wishes to exploit. The
of Astronomy. Web’s association with spiders endears it to
Avatars (from podcast): Michael “Mike” those who follow The Corruption.
Crew, the Fairchilds (Simon Fairchild, Harriet Aliases: The Spider, The Great Spider,
Fairchild). Mother of Puppets, The Mother, The Spinner
Monsters and NPCs: Disciple of the of Schemes, The Hidden Machination.
Endless, greyling. Fears: Addiction, being manipulated, mind
Ritual: The Awful Deep must be performed control, determinism, coercion, spiders, webs.
in the ocean depths (such as in a submarine) Manifestations: Spiders, webs, web
or in space. It involves a number of people patterns, puppets.
taken against their will who have a serious Artefacts: Web lighter, web table, web tape
fear of deep water (thalassophobia) or of space recorder, A Guest for Mr. Spider, 蜘蛛が食
(astrophobia), as appropriate. べている (Kumo ga tabete iru—Spiders Are
Eating), thrumming cocoon.
Avatars (from podcast): Annabelle Cane,
Emma Harvey, Neil Lagorio, Raymond
Fielding.
Monsters and NPCs: Bewebbed puppet,
The Weaver.
Ritual: The Web’s original ritual was
suitably complex. It involved a mass rite that
brought all the Entities into the world at once,
engineered by manipulating the forces of
those Entities. But the changes brought upon
the world by the manifestation were also soon
undone by further manipulation of people
and events, opening a portal to allow The Web
(and the other Entities) out of the universe of
their origin and into the greater multiverse,
spread by a podcast called The Magnus Archives
that in effect infected all who listened to it and
the world they called home.

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With The Web’s original scheme brought to


fruition, it’s unknown if there is a new ritual Once upon a time there was
to be performed in the universe(s) it now fear. Old fear. Primal fear.
inhabits. One can be certain that if there is, it A fear of blood and pounding
would involve manipulating disparate forces feet, a fear of that sudden
to carry it out rather than direct action on the burst of pain and then
part of The Web’s Avatars or servants. nothing. And that fear was
nothing. Went nowhere. Knew
THE EXTINCTION not what it was.
The Extinction is an Entity only now in the Then it became. Or perhaps
it always was and simply
process of becoming distinct from the others.
entered. But fear was here and
It is the fear of the end of the world—not just
true and was itself, and it
our own death, but the death of our species,
hungered. It wished to know
our planet, and all life. more. It wished to feel more.
Aliases: The Terrible Change, The Future It wished to be more. And
Without Us, The World Is Always Ending. to those things that hurried
Fears: Catastrophic change, environmental through the grass, that
disaster, loss of humanity, hypocrisy, shivered through the night
pollution, guilt. in their burrows and their
Manifestations: Human technology, future caves, because they knew the
visions, pollution, inanimate brought animate. dark held flashing talons and
Artefacts: None yet, although a humanoid shining eyes, they fed the
robot being developed by any number of fear. It was blunt and it was
simple, but still it was solid
billionaire-backed firms would make a good
enough to satisfy. And the
candidate.
thing that was fear was sated
Avatars: None yet, although pollution
and content.
monsters, rogue AI, and posthumans fit Then came minds that knew
thematically. it differently. They grew
Ritual: None yet but most likely some slowly, over the millennia;
kind of ecological collapse with themes of inch by inch they found new
pollution, rampant capitalism, runaway things to dread. The fear of
technology and similar. their own end, of the things
that lived in the darkness,
became a fear of the darkness
itself. And as they grew to
know what it is that they saw,
to give it names, and struggle
at learning, so too did they
learn to fear that their eyes
might deceive them, or show
them too much.
—MAG 200: “Last Words”

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A WORLD OF FEARS

A
t the very end of the final episode of The
“We kill him, and release the Magnus Archives podcast, the Entities
Fears into . . . how many other escape the universe of the show and
realities?” slip into other universes (maybe all of them?),
“She said thousands, but thanks to the manipulations of The Web.
I don’t think she actually If you plan to start your own campaign
knows.” based on The Magnus Archives and you want to
“John?” use the Fears (and why wouldn’t you? They’re
“Not something I can see, awful!), then by definition you’re not playing a
I’m afraid.” game set in precisely the same universe as the
“But is it all other show. Because the Fears have already spread
realities or just some of from that world. The universe you set your
them?” game in can be basically identical to it if you
“Does it matter?” wish, but the Entities’ escape also enables you
—MAG 199: to make the setting your own. You can use the
“Seeing It Through” familiar themes, horrors, and characters, but
change any of them that you want. Just think
about the various science fiction stories that
feature a parallel Earth, and you’ll begin to see
the possibilities.
Your own bespoke setting can be exactly what
you want it to be. Set primarily in London, like
the podcast? Great. Set in Chicago, Toronto,
Singapore, or Helsinki? Also great. Jonathan
Sims is the archivist? Easily done. Someone
else—even a PC? Also easy.
This chapter presents some thoughts, advice,
and guidelines for creating your own Magnus
Archives campaign.

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A WORLD OF FEARS

THE WORLD THE INSTITUTE


Unless you want to really stray from the As you’re crafting your own setting for the
source material, the world is essentially our Magnus Archives RPG and the stories you
actual world, with the addition of the Entities and your group want to tell, there are some
that bring supernatural terror to an otherwise things to consider. Even if you plan to stray
mundane Earth. The main advantage of this from the world of the podcast, there are a few
is that the setting is, by definition, familiar concepts you will likely want to have. First
to everyone around the table. There’s no among them is the Magnus Institute itself.
background lore everyone has to remember The core assumption of the game is that
about fictional lands and cities as you might in the player characters work for an organization
a game focused on another genre. that takes the statements of those who
That said, you can change small details have encountered the supernatural, then
if you want to make it a more enjoyable investigates the claims. The organization
experience. In the timeline of the podcast, doesn’t have to be precisely the one from the
for example, the COVID-19 pandemic never podcast, but taking the Magnus Institute and
occurred. You can make similar changes. using it as a model is a pretty good idea, and
Want to set the stories in the current day keeps the flavor of the show. You can even call
but not concern yourself with politics of it the Magnus Institute. Your own variant can
the time? Ignore them or erase them. Want still stray significantly from what’s presented
to create horror investigations involving a in the podcast. Simply stating, “Well, in
super-popular television program that doesn’t this Magnus Institute…” makes it clear that
actually exist? Not a problem. Do as you wish. some things will be familiar to listeners of the
While The Magnus Archives RPG doesn’t podcast, but not identical to the stories, and
require anyone to do any worldbuilding, that’s okay!
you’re free to do any “world modifying” that If you’re not going to have the Magnus In the world of the podcast, the
you want to create the best stories you can. Institute exist as it does in the podcast, you Magnus Institute has a sort of
sister organization in America
should seriously consider creating an analog (Washington, DC, to be exact)
of your own. The Institute (or something like called the Usher Foundation
and another in China known
it) provides a common touchstone. The core
CONSIDER PLAYER INPUT as the Pu Songling Research
conceit of this game is that the PCs investigate Centre. You can center your
While the information in this chapter could stories around one of these
statements, so at the very least, having
have been sequestered in chapter 14, thus institutes if you wish for
an organization where people can make something canonical but less
making it for GMs only, it’s not. Because
statements will foster that. explored in the podcast.
the players should probably not only
All that said, if you want to run a campaign
understand the setting and the elements of
where the PCs are independent investigators,
the setting, but have a voice in shaping it.
work for the government, operate as
While the GM could just set everything in
journalists, or are just normal people in the
Chicago, for example, letting the players
wrong place at the wrong time, you can do
have a chance to suggest that it be set in
that. But it will take a little work. Particularly
Toronto or Berlin instead ensures that
if the PCs are not investigators at all, you’ll
everyone around the table is playing the
probably need to change at least the names
game they want to play.
of the character types. An Investigator could
be a journalist, a researcher, or a student. An
Elocutionist could be a salesperson or a media
personality. And so on.
See below for alternative ideas.

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THE PHYSICAL LAYOUT THE INSTITUTE’S PLACE IN YOUR STORIES


Give some thought to where the Magnus The Magnus Institute isn’t just a place to
Institute or your version of it is located. Is it launch the PCs’ activities. It’s a place to set
an old building, a small campus of buildings, adventures and stories, and it’s a gathering
or a few floors of a skyscraper? Maybe it’s place for NPCs who can and should become
just the basement of a building on a college more important as the campaign goes on. A
campus, or the archivist’s apartment. great way to throw the PCs for a loop is when
Your vision for the Institute dictates a the trail of an investigation leads them right
lot about the structure where it’s located. back to the Institute.
Obviously, the default concept—as depicted A few ideas:
in the podcast—is a stately (if older) building • The PCs look into strange occurrences
with offices, a lobby where the public can at a haunted library and discover that
come in (and give statements), storage rooms the supernatural forces at work were
for general evidence, a locked storage room summoned by a self-proclaimed sorcerer
for artefacts and similar items, and a large area who secretly works at the Institute, using
where the files are kept (the archives). their knowledge of the occult as a cover.
Your version could be more modern, with • The PCs discover that an artefact sought
the statements and files stored electronically. by a ruthless occultist is actually stored
It could be more casual, closer to a clubhouse in the Institute, and sooner or later the
than an institute. Or it could be even more occultist will figure that out.
byzantine and bureaucratic, like a civil service • An Avatar of The Stranger takes an
office. interest in the Institute and replaces one
The important thing is that when the PCs or more of the staff with NotThem.
do their investigation work that isn’t out in • As in the podcast, the Institute is actually
the field, you and the players need to have an more or less a front for one of the Entities
idea of where that happens. And if and when interested in gathering information.
the Institute becomes the location of intrigue, While The Eye is the perfect choice, GMs
danger, or other aspects of your stories, you’ll wishing to change things up could choose
want to have established what the place is like. The Web instead, or even The Spiral or
The Dark. This is a secret from all but the
highest-level employees, of course.
• Beneath or near the Institute are secret
tunnels, chambers, or even caves where
The core assumption supernatural activities occur.
of the game is that the • Resentful or angry at the Institute’s
player characters work meddling, supernatural forces retaliate.

for an organization
This could be an attack on the staff, an

that takes the


attempt to burn down the building, a

statements of those
seeping mystical curse, or something even
more horrific or insidious.
who have encountered
the supernatural, then
investigates the claims.

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CREATING YOUR INSTITUTE AS A GROUP THE ARCHIVIST


Since the players will be part of whatever If there’s an institute with archives, there’s
institute and archives you have in your game, almost certainly an archivist.
they might like to have a hand in creating Obviously, in the podcast, Jonathan Sims
the details. Things the players could flesh out serves the role of the archivist, and he’s our
include: main character. When people think of The
• The other staff members, including their Magnus Archives, they think of him.
names and personalities. When these But in your game, the archivist can be
people are created, make sure that while whomever you choose. They can be a cranky
some are helpful and friendly, others are old man, an energetic young woman, or a
annoying or antagonistic (just like in any dark, mysterious figure. You could even have
workplace). one of the PCs be the archivist, although it
Technically, Jonathan is the • The layout of the place. The PCs should would be recommended that—like Jonathan
head archivist, and everyone have a working knowledge of where to in the podcast—they start out pretty
else on his staff—Martin,
Tim, Sasha, etc.—are assistant find everyone’s office, the various files inexperienced and ignorant.
archivists. If you wish, the PCs and evidence, the bathrooms, the copy The archivist maintains the archives. They
in your game could be called
assistant archivists. Since they machines, the office supplies, and so on. give investigators their assignments and collect
probably won’t be doing a lot There can still be private or secret areas and collate all the information. They almost
of “on-screen” archival work, they don’t know about. certainly know the contents of the archives
though, it may be better to call
them investigators or agents. • The procedures used. How are statements better than anyone else.
taken? What happens to them next? At But, as you know from the podcast, the
what point are they entered into the archivist isn’t necessarily the head of the
archives? The default process is as follows: organization. There is a director or head of the
1. Those who have strange experiences archives. In your game, there could be even
give their statement, usually in person more levels of management.
(because they have to sign their The opportunity to make the archivist be
statement). the antagonist rather than the protagonist is a
2. The statement is reviewed by staff. tempting one. It goes in the opposite direction
3. Investigators (the PCs) follow up on of the podcast, but the archivist is positioned to
the claims in the statement and gather be a great secret villain, manipulating and using
any additional information they can. the PCs until the characters uncover their secret.
4. The investigators write up their Maybe the archivist has been assigning the PCs
own report to be appended to the specific statements to investigate to lead them
statement. down a particular path—perhaps to set them
5. The statement (including the against one of the Entities they wish to target,
investigators’ report) is officially or to get them to learn a truth the archivist
entered into the archives, where it is already knows but wants them to discover.
given a reference number so that if Even if the archivist is not a villain, they don’t
further information comes along later have to be likeable. They might be distant and
(in future statements or reports), it aloof, or sarcastic and cruel. They might force
can be cross-referenced in the system. everyone on the staff to work long hours, or be a
staunch skeptic of all things supernatural and thus
seen as difficult to work with by the investigators
who encounter the supernatural all the time.
Or maybe the archivist in your game is open
and welcoming, and cares deeply for those who
work for them. Just don’t expect trust to come
easily from PCs who are naturally suspicious.
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THE ENTITIES AND THEIR In your setting, the Institute might be more
FOLLOWERS or less aware of all the Entities than they are
Stories in The Magnus Archives RPG hinge in the podcast. Perhaps your PCs don’t have
on the Entities. They fuel the paranormal access to Smirke’s list and aren’t aware that The Entities, page 166
happenings and give motivation to the they number fourteen, or that they’re based on
monsters and villains. From that point of different fears.
view, it’s a strength rather than a weakness that While The Desolation and The Dark have
there are fourteen of them. When creating extensive cults in the podcast (and such
your own setting, you can alter them in a NPCs are presented in chapter 12), in your
myriad of ways. campaign, perhaps it is the Cult of the Lidless
You don’t need to use all the Fears. Or if Tomb and they revere The Buried. Perhaps
you want to add one of your own, you can do The Corruption has a cult called the Order
that too. These modifications are particularly of Filth with secret hidden enclaves in sewers,
appropriate if you want to tailor the stories to landfills, and other disgusting places. Or The
the players. A serious arachnophobe might not Corruption’s cult is the Path of the Plague,
want The Web to be in the mix. Maybe in the and they secretly run the CDC and try to
GM’s head, it’s difficult to differentiate The Flesh spread disease while pretending to prevent it.
and The Slaughter, so they combine the two into The overall idea is that any of the Fears can
a single Entity. Someone interested in a fear of be more or less prominent in your setting
crowds and public perception and ridicule might than they are in the podcast. You can imagine
be thrilled to have a new Entity focused solely on a religion or society devoted to any of them,
that. Maybe call them The Other. with their own outlook and tenets.

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OTHER IMPORTANT PEOPLE, LOCATIONS AND ARCHITECTURE


PLACES, AND THINGS In the podcast, there are locations of
After the Institute and the Entities, the importance beyond the Magnus Institute.
other aspects of a Magnus Archives game are Consider Hill Top Road or Millbank Prison,
important but not vital. which feature in multiple stories. And even
those like Ny-Ålesund that are mainly in one
RECURRING CHARACTERS story are important to the entire setting.
Beyond the protagonists, The Magnus While you can use locations from the
Archives relies heavily on recurring side podcast, you’ll want to develop your own
characters like Mikaele Salesa, Julia Montauk, locations for your campaign as well. You don’t
The Deliverymen, page 212 and Breekon & Hope. Some are foes, some are necessarily have to plan them ahead of time.
potential allies, and some dwell in the murky Say, for example, that the PCs investigate
grey area in between. The recurring characters a small public library where strange things
can begin to tie your stories together. If a have happened. There, they find an occult
statement early in the campaign references two book such as those seen in chapter 13. Then,
strange men in a delivery truck and then later later, someone giving a statement mentions
the PCs encounter Breekon & Hope hauling (in passing) finding an occult book with a
a chained-up coffin, suddenly the previous library’s stamp inside. It’s the same library as
investigation comes to mind. This kind of before, but it’s a different book. Now there’s
thing deepens the overall story and lends something going on. Maybe it’s the librarian,
verisimilitude to the fictional world. or maybe that library has a mystic aspect that
Using recurring villains is likely the most draws books there. You didn’t intend that
straightforward way to do this, and the very innocuous library to become a focal point of
concept of Avatars makes it even easier. If the the campaign, but suddenly, it is one.
PCs run across an Avatar of one of the Fears Sometimes, a location should be deliberately
and then do so again later, the mere presence designed for its importance. In horror, a
of that character tells them something about location can be more important than the
the new investigation. For example, if the characters in it. Think about the places where
The Spiral, page 175 PCs run afoul of an Avatar of The Spiral the servants of the Entities must perform
while investigating what seems like a haunted their rituals. Such locations are almost always
house, and then later, while on a different significant and thematically appropriate. The
assignment, they come upon the mention of People’s Church of the Divine Host conducts
that character’s name, they know The Spiral their ritual in a remote location during an
is involved somehow. They know what (and eclipse. The ritual of The Buried involves the
who) to look for. creation of an enormous pit. The Stranger’s
The Book Collector, page 202 Aside from Avatars, having a Book Collector ritual requires a theater. These aren’t random
The Artefact Dealer, page 199 like Jurgen Leitner and an Artefact Dealer choices. Maybe you want to create a cult based
like Mikaele Salesa will facilitate your stories. around The Slaughter and their sacred spot is
These people are not just resources the PCs an old battlefield or a sunken ship in a harbor.
can call upon—they’re story reasons that Maybe the Avatar of The Lonely dwells at
explain how objects can move around and Point Nemo, the farthest spot on Earth from
not be entirely lost. Need to figure out where civilization (mentioned in the podcast, but used
Dark wardrobe, page 256 the dark wardrobe is? The Artefact Dealer in a different way). As they say in real estate, it’s
probably knows. all about location, location, location!
Architecture plays an important role in
Magnus Archives horror. Robert Smirke,
who originally categorized the Entities, was

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an architect responsible for many locations are incomplete, altered, and useless. Similarly,
that had supernatural events in and around most of the occult books the PCs can find in a
them. Don’t hesitate to use this in your own regular bookstore or library are just nonsense.
campaign. Whether it’s Smirke or some other But you can do as you wish, though the
architect, someone designing buildings for question will come up in the game.
occult purposes (perhaps hidden from normal
people’s awareness) is an intriguing trail to ARTEFACTS
investigate. Encouraging the PCs to find Like books, artefacts are interesting, tangible
original blueprints of old buildings involved in aspects of the Entities’ power. You’ll find many in For more insight on the vital
their investigations is a great way to plant clues, chapter 13, ready for use or inspiration. It’s easy aspects of the setting and the
stories, see Magnus Archives
particularly clues from the past. Designing to create your own. Just think of them less like Horror in chapter 14, page 345.
and erecting a building with a paranormal magic items in other games and more like cursed
goal in mind is an example of playing the long objects. They might have some use, but they’re
game, but the realization that the servants of dangerous. The threat is all part of the fun.
the Entities are that deliberate and organized The point of artefacts in your campaign is
can be a chilling moment in your story. to provide a way to transfer the supernatural
horror from place to place. You can fight a
BOOKS monster. But how do you fight an object? An You probably shouldn’t make
Occult books are important to horror settings artefact can, in effect, turn a normal person so many changes to the setting
and its elements—particularly
in the Magnus Archives style. You can use the into a monster. Dealing with an artefact the Entities—that it is
same books from the podcast stories (they’re and how it is used (or not), stored, hidden, unrecognizable as a Magnus
Archives game. Particularly for
all in chapter 13), or you can use those as or maybe even destroyed is an interesting players who have listened to the
inspiration to create your own. challenge the PCs may have to contend with podcast, having a few familiar
The point is that they can be sources of real more than once. elements helps connect it all
together and gives them the
power—and danger—as well as information satisfaction of being part of a
about the Entities. Remember that it’s likely setting they enjoy.
that all supernatural phenomena in your game Long things that wore you like
come from the Entities. Likewise, you won’t a suit, smiling things that
find useful information about the Entities just stripped you from your bones,
unseen things that watched and
anywhere. Lore is its own kind of treasure in
watched and watched and never
this game.
left you. And with each new
One thing to consider: There are
creation, each new servant,
hundreds—probably thousands—of occult the Fears reached further and
books in the real world, including The Book of fed the things that made them.
Lies by Aleister Crowley, the Book of Shadows, And with this newfound power
The Key of Solomon, and many more. You’ll came greed. The hunger for
have to decide if any or all of these are as more, the unformed, unfocused,
powerful and important as books such as but impossibly huge desire to
The Boneturner’s Tale or the Catalogue of the exist. To join the minds that
Trapped Dead. Or if the real-world books gave them shape and purpose,
contain any truth or power at all. You can and finally drink their fill
buy The Key of Solomon on Amazon.com, ’til they were one and the
same. They had no concept of
but if you do, will you get a magical book
how, or when, or even why, but
delivered to you by mail? The best answer is
they needed it. They needed
probably no, because while there is a magical
it.
book by that name, there’s only one copy (or —MAG 200: “Last Words”
a few) and the popularized editions of today

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THE WORLD OF THE MAGNUS came along, but they were all chosen and
ARCHIVES PODCAST manipulated by Jonah. The current head
Here is an extremely brief overview of the archivist, Jonathan Sims (as well as his
world of The Magnus Archives. Since the world predecessor, Gertrude Robinson—while she
is utterly changed in season 5, we’ll look at was alive), discovers the truth behind the
that separately. existence of the fourteen Entities as defined by
a man named Robert Smirke. As such, they
SEASONS 1 TO 4 use their ever-growing wealth of information
The Entities and those who serve them to combat the plans and schemes of those
operate in the shadows. Creatures and Avatars who serve the Fears when they can, such as
spawned by the Entities lie at the heart of physically intervening to stop various rituals.
most beliefs and stories of the paranormal. But for the most part, they can only catalog the
Some police forces, faced with supernatural activities of the Entities, often after the fact.
cases now and again, create special The head archivist also begins to suspect
classifications like Section 31 or even set up that their own archive serves The Eye and
dedicated units to deal with them. For the exists to one day see the Watcher’s Crown
most part, however, the world is exactly as it successfully bring The Beholding to the world
appears from most people’s point of view. (with Jonah Magnus himself as The Ceaseless
At the center of the strangeness is the Watcher and master of it all). Eventually,
Magnus Institute, founded long ago by Jonah Jonah realizes that to succeed, a ritual must
Magnus, who was (secretly) an Avatar of The draw in all the Entities. Jonathan, marked by
Eye. Jonah uses various schemes, identities, all the Entities due to his actions, becomes the
and subterfuge to control the archives even linchpin of the ritual, which succeeds.
after his supposed death. New head archivists

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SEASON 5
The Eye (manipulated by The Web) has WHAT IF YOU HAVEN’T LISTENED
“won.” The world has become a nightmare TO THE PODCAST?
landscape, referred to as the Change or the First and foremost, you should, because it’s
Age of The Beholding. Time and space no excellent.
longer retain their conventional meanings, However, if no one in the game has
and the whole of the sky is transformed into listened to the podcast, you can still play
a huge eye, a manifestation of The Eye itself The Magnus Archives RPG. This book
and its Pupil (Jonah Magnus) watching over offers a basic overview of the kind of stories,
everything. creatures, people, and situations you’ll find
Below the eye, each of the Fears manifests in the podcast. And honestly, that’s all you
their own domain or domains, overseen by need. You don’t have to be an expert on all
the Avatars they had gathered before. Within the lore and events from the podcast to be
the domains, the laws of reality twist to best the GM or a player. The podcast is more
cultivate the terrible nature of the individual an inspiration for you to create your own
Entities (although there are, occasionally, setting and stories than it is a sacred text Setting a game in the world of
combinations and mixtures of two Entities that cannot be deviated from. season 5 would be, essentially,
playing an entirely different
within a single domain). The entirety of But really, just listen to the first couple of game. Rather than investigators,
humanity—with only a few exceptions—is episodes, and have the friends you want to the PCs would be survivors,
play with listen as well. You’ll get a great feel struggling against the forces of
little more than chattel to be constantly terror. This would be
tormented for their fears. Never aging or for it, and you’ll very likely want to listen to survival/action horror very
dying, each person exists eternally to provide more. different from the creepy, slowly
building horror in the rest of the
terror. It is, almost literally, hell on earth. podcast. That could be a fun—
Jonathan and his companion, Martin, albeit disturbing—game, but it
might also be a rather depressing
are able to find a few associates (and one or and hopeless one unless the PCs
two enemies) immune to the effects of the truly have a chance to save the
Change. They also find a few places, including world. And, of course, “saving
the world” is likewise normally
a pocket dimension called Upton House out of the scope of a typical
and the tunnels beneath the old Magnus Magnus Archives campaign.
Institute, where the effects of the Change (and
the vision of The Eye) are hedged out. With
their allies, they work together to restore the
world, but the secret truth is that The Web
was behind it all. To restore the world, they
loose the Entities into the greater multiverse
(via the recordings made by Jonathan—the
podcast itself ), but that was The Web’s desire
all along, so that the Entities would have
limitless populations to exploit and cultivate
for their fear.
So, in the end, within the world of The
Magnus Archives podcast, the Entities are
presumably gone. But they exist elsewhere.
They exist in your campaign world.

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OTHER POSSIBLE SETUPS and destroy paranormal entities and those


The world of The Magnus Archives presents who serve them. But ultimately (known
many interacting pieces to play with. The to only a few) the goal is to make The
Entities and their followers with their different Hunt transcendent.
agendas and resources alone are enough to fill • There is no Institute, but there should
multiple campaigns, but when you factor in be. Someone needs to begin to assemble
the artefacts, the books, the creatures, and of evidence of the paranormal and perhaps
course the archives itself, the possibilities grow do something about it. The PCs must
exponentially greater. establish the institution, determine its
goals, and set up how it will work. Of
ALTERNATE ARCHIVES course, the forces of the supernatural are
As noted earlier in this chapter, you can have arrayed against them at every turn.
your archives/institute based wherever you
wish. There’s no reason that the Magnus DIFFERENT WAYS THE ENTITIES
Institute can’t be centered in Chicago, Los ACT AND INTERACT
Angeles, or Singapore. Or that it even has the In the podcast, while all the Fears make
Magnus name at all. But what if the forces their horrific appearance in the stories and
behind the archives (whatever it is called) the statements, some—such as The Spiral,
are completely different? The possibilities are The Dark, and of course The Eye—are more
intriguing. prominent than others. But in your game,
• The archives are in an underground you can focus on any Entities you wish. A few
bunker where information collected by different setups could include:
its members is locked away in vaults, • The most prominent Entities are The Flesh
the secrets hidden from everyone, but in and The Slaughter, and worst of all, they
particular from those who would exploit work in conjunction. Their followers form
them. The archivist secretly serves The a single (though contentious) cult of blood
Buried, but they insist they are hiding and murder. This organization of serial
the information away for the good of killers prowls the shadows of the world,
humanity. leaving grisly shrines to their gods, as their
• The Institute is a secret agency with leaders attempt to fuse the rituals tied to
ties to the government (or many both Fears to manifest them together.
governments). When any authorities • The Extinction is ascendant, and the
encounter the supernatural, the case human race is endangered. While The
is turned over to the secret agency. End, The Slaughter, and The Corruption
Beyond simply cataloging data on the benefit from increasing wars and disease,
supernatural or fighting those who would the real danger—The Extinction—
use it for ill, the archivist is the heart is behind the rapidly advancing
and mind at the center of a vast network climate crisis that will make the planet
serving The Web, manipulating the world uninhabitable for humans. The followers
and its people. Almost no one has ever of The Extinction have infiltrated mega
heard of this very secret organization, and corporations and are steering their actions
even those who have think of its members and inactions to further the ultimate
as little more than “ghostbusters.” Secrets victory of their master. Those interested
within secrets. in saving humanity may even find that
• The Hunt is the driving force behind the the only way to win is to work alongside
Institute, which exists mainly to gather those who serve the other Entities, as
intelligence so hunters can track, find, most of them don’t want to see all of

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humanity come to an end, just the • The Chosen of Flame is an old man who
unprofitable bits. was always reluctant to carry out his
• The Lonely has manipulated the world “destiny,” but now in his twilight years,
via a global pandemic. People are he’s going to give it a try.
isolated, and this isolation keeps most • The Deliverymen use a stolen truck with
of the Fears from making gains. Instead, the logo of an extremely successful online
new manifestations of madness and retailer, posing as employees of that
transformation shape the humans in company.
isolation, turning them into hunters that • The Artefact Dealer is actually two
crave The Flesh, The Slaughter, and more, people, a man and woman who might be
although each remains tainted with The siblings, but no one knows for sure. Their
Lonely. Cases involve these new hunters operation also smuggles drugs and other
preying on the isolated victims of The contraband, but only as a cover and to
Lonely, but information is difficult to pay the bills in between artefact deals.
obtain due to everyone’s seclusion and
fear of contact. Meanwhile, the Avatars of USING OTHER MATERIAL
The Lonely grow very close to performing While The Magnus Archives podcast has its
the Silence, their ritual, successfully. own “brand” of horror, it incorporates some
• No one knows The Web exists—not even of the familiar aspects of horror in general, by
the forces behind the other Fears. Long giving them a fresh take and tying them into
ago, the followers of The Web successfully its overall cosmology. For example, there are
completed their ritual, and their Entity vampires, but they don’t follow the traditional
has completely entwined its strands rules we see in other vampire stories. This
throughout reality. The other Entities works so well, in fact, that it can be done with
attempt to manifest through their own other horror tropes as well. Anything that
rituals but always fail because The Web has brings fear—virtually any type of horror story,
already won. The archivists discover this— creature, or idea—can be made to fit into a
as only those aided by The Eye could—and Magnus Archives RPG campaign.
seek a way to unravel The Web, which is This is a great thing for GMs. In addition
the source of all the distrust and paranoia to using elements from the podcast and new
so pervasive in the world. things you create, you can take almost anything
you want from other horror tales or myths and
ALTERNATE CHARACTERS incorporate them into your campaign. Doing
Chapter 12 presents the various Avatars and so may seem to break away from “canon,” but
people as generalized roles. It doesn’t give it still retains the mood, feel, and fear-based
stats for Jurgen Leitner; it gives stats for The themes of The Magnus Archives.
Book Collector. This is so you can make those Consider, as examples, Bloody Mary, the
characters your own whenever you wish. In Hat Man, and the Mothman.
fact, it’s to encourage you to do so. Here are a
handful of ideas. BLOODY MARY
• The Book Collector is a young woman Bloody Mary exists as a legend turned
who inherited the collection from her urban myth and has found her way into
mother (whom she murdered). She’s far many cultures as a ghostly figure that can be
more interested in the books’ monetary conjured while looking into a mirror in the
value than their occult power or dark. While there are many different versions
knowledge, but she knows to treat them of the myth, the differences come in the
carefully nonetheless. form of how she can be summoned and what

189
THE MAGNUS ARCHIVES ROLEPLAYING GAME

she does once she appears. Some say that a desire for their flesh—for she has none of
one must walk up the stairs backward while her own—Mary can emerge from the mirror
looking into the mirror to summon her, and and attack her summoner or someone else
she will show you a glimpse of the future if reflected in the mirror. She attempts to enter
you do. Others say that the room can only the person’s body and, if successful, creates of
be lit by candles and that she’s looking for them a sort of flesh puppet that she controls,
vengeance upon those who killed her. albeit somewhat awkwardly.
The truth is much more straightforward. Under her control, the victim acts
Mary—her last name now lost—was an early erratically, always with a maniacal grin. She
Avatar of The Flesh. So obsessed was she with speaks, she dances, she gets her hands on
her body that she performed all manner of the largest available knife and goes to work
acts of invasive mutilation, carving away her on whomever is near. And if no one is near,
own flesh to the point that nothing remained the puppet carves away at her own flesh
other than her spirit. But she hungered for until it dies, and Mary returns to her odd
more. She struggled to remain in the physical half-existence in the reflections of others. If
world, and through sheer force of will, she someone manages to keep her victim from
managed to find a way. Of a sort. killing themself before the sun rises, Mary is
Now Mary can only exist within the forced to flee the body she’s taken and wait for
reflection of a living person. She must be the next summoning.
knowingly summoned by someone looking The Last Feast, the ritual of The Flesh,
into a mirror in the dark, after midnight, and becomes far more potent if Mary participates
calling her name thirteen times. Drawn by in it, in the body of a hapless puppet.

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THE HAT MAN The Hat Man never commits acts of


Another urban legend, reports of the Hat Man violence directly. He simply allows his
come from across the world. This shadowy, presence to do his work for him.
mysterious figure appears in the background,
always in a trench coat and the eponymous hat, MOTHMAN
either a wide-brimmed fedora or a top hat. Neither moth nor man, the Mothman is a
The Hat Man’s domain appears to be dreams, being that glides through the night on massive
or perhaps more specifically that hypnagogic wings with red glowing eyes that pierce the
realm between sleep and wakefulness. As such, he darkness like lances. Like the Hat Man, the
is a creature of The Spiral. He can be considered Mothman doesn’t threaten humans physically.
an Avatar, although it’s unclear if he was ever Of course, those who witness a manifestation
human. He might be more closely related to the of the Mothman don’t realize that it (not he,
shadow people, themselves creatures walking the despite the name) poses no physical danger,
fine line between The Dark and The Stranger. and its frightful appearance certainly suggests
Some people abuse certain medications to otherwise. To make matters worse, the
commune with this being, believing that he Mothman’s psychic presence drains those who
might have secrets to impart. Which he does, encounter it.
although his gifts are simply disorientation, Strangely, the Mothman may be a creature
hallucinations, and confusion. In fact, the of The Extinction, as many see its presence
Hat Man exists primarily as a hallucination as a precursor to catastrophic disaster or
himself—a conscious (?) hallucination that change. To be clear, however, it doesn’t cause
gathers more fear around himself the more calamity—it only preys on it, coldly awash in
people that interact with him or even see him. the terror and misery of those experiencing it.

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T
he monstrous beings that feed on
humanity’s dread are manifestations of HOW MONSTER STATS WORK
fear itself: aspects, agents, and Avatars Level: Each monster has a level. The level
The Entities, page 166 of the Entities. Some are partly human, determines three things about the monster,
retaining human wants and needs, even as unless an exception is noted later in the
they host a horrific hunger that grows more monster’s stats. (Many monsters have such
gruesome and terrifying over time, sometimes exceptions.)
Everything true of even to themselves. Other monsters are more The level determines the target number a
monsters regarding stats “elemental” in aspect, like memes given a PC must reach to attack or defend against
is also true of NPCs.
ghastly life all their own. the monster; the base target number is three
times the level. (For ease of reference, the
target number for each monster is listed in
The other things that stalk parentheses after its level in each entry.)
Some lore has it that only us, from what I know of them, Unless otherwise noted, the level determines
Avatars of The Hunt they have varying wills of the monster’s health, which is the same as the
can kill other Avatars. their own. All in service of
However, evidence seems target number: three times the level.
to suggest otherwise. the thing they’re a part of,
The level also determines how much damage
but not directly controlled
a monster inflicts in combat.
by the mind beneath them.
At least, inasmuch as these
Entities have something we Stress: This graphic
could recognise as a mind. indicates the amount of
—MAG 80: “The Librarian” Stress a PC takes when
they first realize the
3
monster is horrific, usually
on a failed Intellect defense
roll. The Stress could be dealt immediately
upon seeing the monster, or only after it
reveals its uncanny nature.
Not all monsters have a visage or obvious
behavior that inflicts Stress or related
secondary effects.

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Description: Following the name of the monster their Speed tasks are eased; if the monster’s
is a general description of its appearance, nature, movement is long or greater, the PCs’ Speed
intelligence, or background. tasks are hindered.

Related Entity: The Entity (or in some Modifications: Sometimes monsters do


cases, multiple Entities) each monster is certain things better or worse than their base
linked to adds an additional dimension to level would suggest. This entry gives any such
the encounter. Which means that you’ve got modifications. For example, this entry for a
leeway to move beyond the numbers and level 4 monster might say “Speed defense as
explicit abilities to tweak an encounter in a level 5 due to size,” which means PCs attacking
way you suspect will freak out one or more of it must roll a target number of 15 (for difficulty
your players using a particular Entity’s theme. 5) instead of 12 (for difficulty 4) because the
That’s the ultimate goal of these monsters, monster is smaller and harder to hit.
after all: to survive and grow stronger by
feeding on human terror. Combat: This entry gives advice on using
the monster in combat, usually indicating
Health: This number is the amount of the most common way it attacks, plus one or
damage a monster can sustain before it is dead more additional abilities and traits it has that
or incapacitated. For easy reference, the entries are related to combat, or effects that might
always list a creature’s health, even when it’s linger with PCs as a consequence of having
the normal amount for a creature of its level. fought it.
Special immunities and/or vulnerabilities the
Damage Inflicted: Generally, when monsters monster has are also described in this section.
hit in combat, those of level 1 to 3 inflict 1 However, when GMing a monster, be
point of Stress per level, and those of level logical about its reaction to a particular action
4 or higher inflict a serious injury. Some or attack by a PC. For example, a monster
inflict more or less or have a special modifier made of rock and dirt (such as a buried Buried thing, page 204
to damage. Intelligent NPCs often use thing) is immune to normal diseases or being
weapons, but this is more a flavor issue than a poisoned (at least, with conventional poison).
mechanical one. This is because regardless of
the form of attack, a monster or NPC inflicts Interaction: This entry gives advice on using
the damage indicated rather than what might the monster in interactions with the PCs, such
be listed elsewhere for a weapon. In other as “These creatures are dangerous but willing
words, it doesn’t matter if a level 3 foe uses a to negotiate to overcome a common foe.”
sword or claws—it deals the same damage if
it hits. The entries always specify the amount Use: This entry provides straight-to-the-GM
of damage inflicted, even if it’s the normal commentary about the intention behind the
amount for a monster of its level. monster and its role in an adventure. That
includes guidance on whether the monster
Movement: Movement determines how is something the PCs could deal with—or
far the monster can move in a single turn. something to be hopefully avoided or survived.
Monsters have movements of immediate,
short, long, or very long, which equate to the GM Intrusion: This entry suggests at least one
ranges of the same names. way to use a GM intrusion in an encounter GM Intrusions, page 120
Most PCs have an effective movement of with the monster. These are just ideas, and the
short, so if they are chasing (or being chased GM is encouraged to come up with their own Special Situation: A Chase,
by) a monster with immediate movement, uses of the game mechanic. page 138

193
THE MAGNUS ARCHIVES ROLEPLAYING GAME

MONSTERS BY LEVEL
Level Monster Level Monster Level Monster
1 Silver worm 4 Watcher’s husk 6 The Flesh Hive
3 Bewebbed puppet 5 Dabbler 6 The Friendless
3 Buried thing 5 Deceitful arc 6 The Hunter
3 Clown doll 5 Lonesome crowd 6 The Jigsaw Lady
3 Cultist, Divine Host 5 The Artefact Dealer 6 The Man Who Wasn’t There
3 Cultist, Lightless Flame 5 The Book Collector 6 The Ringmaster
3 Greyling 5 The Deliverymen 6 The Sandman
3 Mirror haunt 5 The Plaguebearer 6 The Taker of Light
3 Perfect stranger 5 The Tome Hoarder 7 Death
3 Skin shell 5 The Vampire Hunter 7 The Anglerfish
4 Grinning wheel 6 Disciple of the Endless 7 The Archivist
4 Lightless beast 6 Monster Pig 7 The Weaver
4 Meat with eyes 6 NotThem 8 The Chosen of Flame
4 Possessed cannibal 6 The Abiding Watcher 8 The Piper
4 Uncanny mannequin 6 The Boneturner
4 Vampire 6 The Distortion

CREATING YOUR OWN MONSTERS PODCAST CHARACTERS BY NAME


You can use the general rules for how Looking for your favorite podcast characters?
monsters work to make your own. Use the Their entries can be found on these pages:
examples in this chapter as the basis for new Angela, page 223
creatures or NPCs as you need. Any occult- John Amherst, page 233
focused villain you want can be based on a Sarah Baldwin, page 238
dabbler, for example. Any horrific beast can Elias Bouchard/Jonah Magnus, page 196
be a modified version of Monster Pig. Breekon & Hope, page 212
Any creature described here can be given Annabelle Cane, page 246
new or different abilities without much Michael Crew, page 214
work. If, in your campaign, a lightless beast Simon Fairchild, page 214
can divide into multiple shadowy beings, Trevor Herbert, page 244
you can simply note that it can become up Jared Hopworth, page 201
to three level 2 versions of itself, each able Mary Keay, page 240
to act independently, but also operating as Jurgen Leitner, page 202
lower-level monsters with lower health and Peter Lukas, page 219
damage inflicted. Those kinds of changes Agnes Montague, page 205
are so easy, a GM can make them on the fly. Jane Prentiss, page 218
Creating New Creatures, For more information, see Creating Maxwell Rayner, page 239
page 320 Helen Richardson, page 216
New Creatures in chapter 14, and for
examples of new creatures pulled in from Mikaele Salesa, page 199
Using Other Material, page 189 other sources, see Using Other Material in Jonathan Sims, page 198
chapter 11.

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MONSTERS AND NPCs

ADMIRAL (CAT): [meows]


ARCHIVIST: Hello Admiral, how’ve you been? I’ve missed you too. I
just—I’m trying to . . .
(Sighs) Fine, you want a belly rub, alri– aaargh. Wrong hand, cat,
wrong hand. Ah-hah . . . just . . . Sorry Admiral, it—it’s been a hard
few days.
ADMIRAL: [purrs]
ARCHIVIST: Hope I haven’t upset Georgie too much. How can she be
mad? She’s got you. Er, yep, that’s your arse. Thanks for that.
Look, I know, I love you too, but can I have my lap back? I kind
of . . . I kinda need to—Aaah . . . Okay. Okay. Belly rubs. You don’t
have to worry about all this stuff, do you? A bit over your head, I
guess. Bet the world ends, and you do just fine.
ADMIRAL: [stops purring]
—MAG 93: “Contaminant”

OTHER ENCOUNTERS
Besides monsters and NPCs touched by the Entities, PCs are certain to run into regular people and
a few animals during their adventures. Unlike most monsters in this chapter, normal NPCs and
animals are simple and understandable enough to be encapsulated by just a name and a few stats.

ANIMALS
Creature Level Modifications
Cat 1 Speed defense as level 3
Cougar 3 Attacks and Speed defense as level 5
Coyote 3 Attacks and stealth as level 4
Dog 2 Perception as level 3
Dog, guard 3 Attacks and perception as level 4
Horse 3 Moves a long distance each round
Rat 1 —
Shark, great white 5 Swims a long distance each round; health 20

PEOPLE
Type Level Modifications
Armed henchman 2 Short-range firearm attack deals serious injury
Mugger 2 Knife deals 3 points of Stress
Police officer 3 Baton or short-range firearm attack deals serious injury
Private investigator 3 Perception, initiative, and detecting lies as level 5
Professional, blue collar 3 Knowledge/skills related to profession as level 4
Professional, white collar 2 Knowledge/skills related to profession as level 4
Security guard 2 Perception as level 3
Store clerk 2 —

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE ABIDING WATCHER 6 (18)


The Abiding Watcher plays the long game, moving from body to body down the
centuries, beholding.
In his latest form, The Abiding Watcher is a diffident man sporting an
old‑fashioned haircut who seems far too young for his role. On the other hand, his eyes
are cold and grey, and somehow much older.
The Eye, page 172

Related Entity: The Eye Eye of Knowing: If The Abiding Watcher wants
Health: 21 to know something, he concentrates on the
Damage Inflicted: Serious injury topic. If he attempts to know something about
Movement: Short a character, the character must succeed on an
Modifications: Perception as level 9 Intellect defense roll to keep their secret.
Combat: The Abiding Watcher might pummel a target Open the Eye: The Abiding Watcher can use
with a handy improvised weapon like a hammer or his action to see out of any eyelike object
metal pipe. Otherwise he relies on his supernatural or image, camera, or actual eye anywhere
abilities. in the world not protected against such
Alter Memory: A target The Abiding Watcher supernatural scrutiny. If he attempts to see
can see who fails an Intellect defense roll gains from a character’s eye, a successful Intellect
a short memory or piece of information (or defense roll prevents him.
disinformation). He can use the same ability to Interaction: The Abiding Watcher only reveals
insert recorded visual information or CCTV his true nature to those who’ve already guessed
security camera footage. it. He doesn’t reveal the real reason he observes
Body Hop: After “operating” on a helpless target and sometimes even attacks other Avatars: He
for one hour, The Abiding Watcher’s consciousness plans to enact the Watcher’s Crown, a ritual to
passes into the target if the target fails three Intellect make The Eye ascendent.
defense rolls (made once each round) before Use: The PCs might meet The Abiding Watcher in
succeeding on three. If The Watcher hops into the some other guise, possibly as the leader of their
body, the target’s eyes are replaced with his previous paranormal investigation group.
body’s eyes.

The Watcher’s Crown, page 172

ELIAS: I can see almost anything I care to,


read knowledge from someone’s mind or place it
there, but I just cannot change the nature of
a person. And I am struggling to think of what
could rid you of this misguided rage.
GM intrusion: The character MELANIE: So let me go. Or kill me.
feels a distant call, which they
feel compelled to investigate on a ELIAS: [Sighing] You know, that is the second
failed Intellect defense roll. It leads such ultimatum I have heard in as many weeks.
them to The Abiding Watcher. But no, there are always other options. And I am
not above threats.
MELANIE: Threaten, then. I’ve got nothing.
ELIAS: That’s almost true. Your life is
The Abiding Watcher’s name in
The Magnus Archives podcast is indeed shockingly absent of any meaningful
Elias Bouchard (the most recent connections. That’s actually one of the
in a string of stolen identities reasons I chose you for this job.
reaching back to Jonah Magnus).
—MAG 106: “A Matter of Perspective”

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THE ANGLERFISH 7 (21) 3


The Anglerfish lures victims into the darkness to steal them (and their skin). Someone’s creeping sense
that something’s wrong may save them, but not from the horrific memory.

The Stranger, page 175


Related Entity: The Stranger
Health: 23
Damage Inflicted: Serious injury They didn’t come closer, didn’t
Movement: Short make any movement at all
Modifications: Stealth as level 8; persuasion as level 2 except for that damn swaying.
Combat: The Anglerfish bites, but only on a target who moves to help its humanoid lure For some reason the thought
or follow the lure into the darkness. of an anglerfish popped into
my head, the single point
The Anglerfish also has the following traits.
of light dangled into the
Skinner: The skin of a target bitten by The Anglerfish begins to lift and peel. A target
darkness, hiding the thing
killed by such bites is usually never seen again as they were. But see Allied Skin Shell. that lures you in. “Can I have
Allied Skin Shell: A victim of the Skinner ability may reappear later as a a cigarette?” It spoke again
taxidermized skin shell. The Anglerfish may manifest near one or more skin shells in the same flat voice and
fashioned from the skin of past victims. If so, the allied skin shell may cajole or trick a I realised exactly what was
target toward The Anglerfish’s lure. wrong. Its mouth was closed,
Withdraw: If directly targeted or if it otherwise risks being revealed, The Anglerfish had been the whole time.
withdraws its lure, which folds at the waist and jerks back into the darkness. The Whatever was repeating that
Anglerfish quietly and stealthily escapes all onlookers who fail a perception task question, it wasn’t the figure
against its stealth modifier (level 8). in the alleyway. I looked at
their feet and saw that they
Interaction: The Anglerfish speaks only via its humanoid-shaped lure (though the lure’s
weren’t quite touching the
mouth doesn’t move), repeating the single phrase it’s hit on to entice potential prey
ground. The stranger’s form
into the darkness, such as “We’ve got one down here. Come on, I’ll show you,” in an was being lifted, ever so
almost mechanical-sounding voice. slightly, and moved gently
Use: The Anglerfish is something the PCs could probably encounter and survive, from side to side.
assuming they don’t take the bait. Those that do are in serious peril, even if aided by
—MAG 1: “Anglerfish”
an entire group.

Skin shell, page 238

GM intrusion: The character


witnessing The Anglerfish
withdrawing its lure must
succeed on an Intellect defense
roll or gain 3 Stress.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE ARCHIVIST 7 (21)


The Archivist’s name in The A slight fellow, The Archivist has prematurely greying hair and often looks like he hasn’t slept in a
Magnus Archives podcast is week. He’s scarred from past paranormal encounters, including pocks from burrowing worms, discoloration on
Jonathan Sims. his hand from a burn, and various other marks.
The Archivist is invested in cataloguing paranormal events, people, objects, and monsters. To this end, he
gathers statements of those involved, often recording them on a handy recorder. Subjects usually provide their
statements willingly (or have previously written them out, which The Archivist records). But The Archivist can
The Eye, page 172 compel a reluctant subject, shattering their peace of mind even as the statement somehow nourishes The Archivist.

Related Entity: The Eye


Health: 21
Damage Inflicted: 3 points of Stress I just, I just sorta turn, you know, just,
Movement: Short just to check if he’s still there and he
Modifications: Attacks and Might as level 3; all knowledge-based skills, is standing right behind— Like, like a few
languages, and secrets as level 8 inches from my face. Look, it’s messed up!
Combat: The Archivist rarely attacks physically, preferring to flee or, if And I start to ask him, you know, what
need be, try one of his special abilities to neutralize a foe: the hell, man, you know? Like— But he just
Compel Statement: If The Archivist asks a subject within immediate starts talking. Slowly. But real intense.
range to answer a question or provide a statement on a given topic, He says, he works here, at the, the Magnus
they must do so on a failed Intellect defense roll. Questions must Institute, and I say, what even is that
be answered truthfully. Compelled statements last for ten to twenty and he says, he wants my story. He says
minutes, during which time the subject can do nothing else but speak he needs to hear what happened to me. And
completely truthfully, unless they take damage, which breaks the effect. I—I want to tell him to j-j-just go away.
I want to, to, to kick him and run. But
Afterward, nightmares plague the subject, hindering their Intellect-based
I— (long sigh) I sit down. And I start to
tasks for several months or longer.
tell him everything. About the job, about
Beholding Vitality: The Archivist regains 1 point of health each round the collapse, a-about the hand. More than
(even at 0 health) or 10 health on the round in which he finishes I told you, even, and, and as I do—it’s
taking a statement. like I’m there again. Like I can feel it
Interaction: Sometimes rude and scornful, The Archivist can show grab my ankle, th-th-that cold, dead hand
genuine compassion to those affected by the Entities and their Avatars, and I just . . . I just can’t stop talking. I
including those affected by his own abilities. In truth he’s also afraid of cannot shut up.
many of the things he learns about in his statements. —MAG 142: “Scrutiny”
Use: Though not physically intimidating, The Archivist can use his ability
to compel the truth—or a statement—from a character to interrupt
any violence in the offing. And even if The Archivist is defeated
by concentrated drubbing, his Entity-granted vitality ensures he’ll
eventually return.

GM intrusion: The Archivist


compels the character to take a
specific action that’s something
other than answering a question
or giving a statement.

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MONSTERS AND NPCs

THE ARTEFACT DEALER 5 (15)


His level, even stare appraises people and objects alike, always assessing what value they might possess.
He finds most lacking. But he’s got an eye for paranormal objects, as well as enough luck and skill to act as a The Artefact Dealer’s name in
fence for wealthy clients as well as certain agents of the Entities. The Magnus Archives podcast
is Mikaele Salesa.
The Artefact Dealer’s shrewd business sense is only enhanced by his immense stature, his Samoan ancestry,
and his close-cropped hair.

Related Entity: All Interaction: Potential artefact customers are in luck


Health: 21 if they find The Artefact Dealer. Those looking for
Damage Inflicted: Serious injury information about his past or future sales find him
Movement: Short less forthcoming, though everything has a price.
Modifications: Occultism as level 7 Use: When the PCs first encounter a situation
Combat: In a pinch, The Artefact Dealer attacks with involving an artefact, they might trace it back to
a retractable baton. The Artefact Dealer. Later, the PCs may be looking
He might also have the following prepared. for something in particular, and he’s a good option,
Associates: The Artefact Dealer is working with assuming the PCs don’t try to rob him; he’s ruthless
two or three bodyguards. if his business is threatened. Bodyguard: level 3
Useful Artefact: The Artefact Dealer uses an One or two artefacts can usually be found somewhere
artefact to his benefit. For example, he might in the vicinity of The Dealer. Artefacts, page 248
use the blood money pouch to cause a group of Blood money pouch, page 251
enemies to fall upon themselves, the boatswain’s Boatswain’s call, page 252
call to summon or disperse thick fog, or some other
useful object he’s retained for a time before resale.

GM intrusion: The Artefact


I shined my light in and to my surprise, Dealer applies surprising
the crate appeared to be completely strength to break a restraint or
empty. I didn’t remember it listed on a foe’s grip, or into an enclosure
the manifest, but if it didn’t contain holding an artefact or other
valuable item.
anything there wasn’t necessarily a
reason for it to be. I turned back to
face Salesa with a shrug.
He no longer looked angry. Instead, his
face now had a look of concern. I assumed
he was worried I’d found something
suspicious, but I shook my head and told
him that if he got his documents in order
by tomorrow, he could be on his way no
problem. Otherwise it was going to get
more complicated. The look on his face
didn’t change. I began to walk out—I
had plenty more work to do that day—when
he grabbed my arm. His grip was just as
strong as I would have guessed and for
a second, I was suddenly afraid he was
going to kill me. Instead he looked me
in the eyes for a long moment before he
said, very softly, “Don’t go to sleep.”
—MAG 66: “Held in Customs”

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

BEWEBBED PUPPET 3 (9) 2


The Desolation, page 171 Unlike The Desolation and The Dark (among others), The Web
The Dark, page 171 doesn’t often use cultists. Instead, its minions—once regular
The Web, page 176 people—are spider-filled puppets that enact minor elements of
The Weaver, page 246 The Weaver’s plan without question.

It wasn’t a deep cut, or a long one, but


apparently it was enough. Her whole body began
to shudder, as tiny shapes began to stream out
of the wound. Spiders. Thousands and thousands
of spiders. She opened her mouth at last, as if
to scream, and more poured out. Tens of
thousands of skittering legs and evil
little eyes. I screamed and started to
back up as the dark shapes pooled around
her feet and spread out in a twitching
circle. For a second I was worried they
were coming for me, but then they just scurried
off into the shadows and crevices of nearby
buildings, until the street was empty of
everything, except this woman. She was still
standing upright, but from the open mouth, I
could see that her body was completely hollow,
save for a few cobwebs that I could just make out
under the streetlights. I ran the hell away.
—MAG 56: “Children of the Night”

Related Entity: The Web


Health: 12
Damage Inflicted: 3 points of Stress
GM intrusion: The character Movement: Short; short while climbing
accidentally swallows one or Modifications: Endurance as level 7
more spiders. Combat: A bewebbed puppet batters or bites a foe. Web Trap: If the bewebbed puppet has an
It also has the following traits. hour or more to prepare, the spiders inside
Paralyzing Venom: A successful bite attack deals them emerge to spin a web filling a short area.
damage, and on a failed Might defense roll, the Perception rolls are required to spot and avoid
target is paralyzed for up to one minute or until them. Caught prey is helpless against attacks
they succeed on a Might defense roll on their made against them, and the only physical
turn to end the effect. actions they can take is to attempt to escape with
Shocking Wound: If the bewebbed puppet Might‑based rolls.
takes 5 or more points of damage, thousands of Interaction: From afar, bewebbed puppets seem
spiders pour out of the wound and the puppet’s normal, if absorbed in their tasks. If approached
mouth, revealing that the body is hollow save for and questioned, they either pretend to be normal
webs, more spiders, and spider eggs. Characters or flee (possibly to someplace they’ve laid a trap).
witnessing this for the first time are stunned If attacked, they defend themselves.
and lose their next turn if they fail an Intellect Use: Characters could dispatch a bewebbed puppet
defense roll. The bewebbed puppet acts normally without too much trouble, but the memory of
despite the wound, unless brought to 0 health. doing so would likely haunt their nightmares for
The released spiders skitter away. months afterward.

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THE BONETURNER 6 (18) 1


Sometimes he’s tall and long; other times he stands at a strange angle. When he’s moving especially
strangely, it might be because he’s added some extra limbs. Usually he hides whatever’s going on with
his body beneath loose clothing and a hoodie.
Like a sculptor in flesh, The Boneturner twists and changes his own body, sometimes taking
on a horrific semblance of limbs, meat, and bones, and other times appearing as a very large man
with a handsome face. The only thing he enjoys more than remolding himself is molding the flesh
and bones of other people.

Related Entity: The Flesh


Health: 24
Damage Inflicted: Serious injury
Movement: Short
Modifications: Biology as level 8
Combat: The Boneturner attacks with his “boneturning” touch, which twists and pulls the
target’s flesh.
He also has the following traits.
Bone Souvenir: A target damaged by The Boneturner’s touch must succeed on a Might
defense roll or The Boneturner removes a rib, cartilage, or a bit of an organ, stunning the
target with pain so they lose their next turn.
Sculpt Flesh: The Boneturner can sculpt a helpless (or willing) target into a new
form without killing them. Doing so requires a handful of hour-long sessions. At the
procedure’s conclusion, the target is transformed, usually in a way that horrifies onlookers.
Possibilities include something as minor as adding muscle and bone mass to something
as extreme as twisting the target into an immobile “flesh orchid” or a headless, legless,
multiarmed “perfect” mass.
Survival of the Flesh: The Boneturner regains 2 points of health each round (even at 0
health), or 7 points on any round he takes a Bone Souvenir, which he adds to his own
body.
Interaction: The Boneturner is willing to negotiate, but he requires at least one
willingly donated bone or other portion of flesh in return for a request.
Use: The Boneturner’s threat seems subtle, if gut-wrenching—or more accurately,
bone‑wrenching. PCs may find him involved in a project that doesn’t include them,
unless they gain his attention, which could prove lethal even for an experienced
group.
The Boneturner either has or knows where to find The Boneturner’s Tale.

The Flesh, page 173


The Boneturner’s Tale, page 268

Then he reached into Hector. No cutting, no saws, he just GM intrusion: The character
reached in, and I realised why the room was soundproofed. who struck The Boneturner feels
Because it turned out Hector wasn’t dead. And it was going the flesh retract and draw in the
to be a while before The Boneturner got around to his lungs weapon (or the character’s fist),
or throat. The Boneturner pulled out what appeared to be a like strangely sharpened ribs
handful of ribs. He considered them for a few moments before shifting to grab from within,
he began to twist them like warm putty, making them into holding the weapon or fist until
some sort of braid. He considered his handiwork silently, as the character succeeds on a
Might-based roll as their action
Hector lay screaming on the table, before he shook his head
to get it free.
and walked towards my locker.
—MAG 49: “The Butcher’s Window” The Boneturner’s name in
The Magnus Archives podcast
is Jared Hopworth.
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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE BOOK COLLECTOR 5 (15)


The Book Collector is The Book Collector’s stamp appears in many dangerous paranormal grimoires, making his a name to
also sometimes known as conjure with. He tried collecting every last supernatural book to protect the world from their effects.
The Librarian. But his defenses were inward facing, to prevent the books from escaping. He was unprepared when aspects
and Avatars who served those same dark powers appeared, first with questions about the collection, then as a
The Book Collector’s name in coordinated army of horror that utterly overwhelmed the library.
The Magnus Archives podcast In the aftermath, the collection dispersed back into the world, free to breed malign fear, except for a few The
is Jurgen Leitner. Book Collector retained for himself. With those, he disappeared from the notice of the Entities and everyone else.

I . . . thought that I could control them; that I


alone had the knowledge to contain them. Back then,
I believed they were simply books. Horrifying,
powerful, yes, but with rules, limits that could be
charted. I was a fool. I had no idea what forces lay
behind them, or that they had other servants that
might come searching.
I was ruthless, I will admit that. I don’t know how
many assistants I sacrificed to learn the secrets of
the volumes I collected. Dozens, at least. Only a
few escaped with their life and mind intact, and even
then they were deeply marked. But I was relentless.
I saw myself as a guardian, a reverse Pandora,
gathering the evils of the world and locking them
away. And so I branded them with my seal.
—MAG 80: “The Librarian”

202
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MONSTERS AND NPCs

Related Entity: Any, usually three or more at the Utter Disappearance: After he spends one
same time round reading from A Disappearance, The Book A Disappearance, page 273
Health: 15 Collector disappears, becoming invisible and
Damage Inflicted: 3 points of Stress intangible, moving beyond even the reach of
Movement: Short spells and abilities normally able to see, find,
Modifications: Abilities derived from paranormal and/or interact with hidden things of level 8 or
books in his possession as level 8; Speed defense less, until he chooses to reveal himself.
as level 3 Other Abilities: If another book (or fragments
Combat: The Book Collector is not much for thereof ) falls into his hands, The Book Collector
physical confrontation, but the abilities he can could create additional powerful effects related
call on when he has a “Leitner” close at hand are to that book, but only after reading from it for at Leitners, page 267
impressive, assuming he’s not interrupted while least one round.
reading from them. Interaction: If The Book Collector is encountered,
Reshape Architecture: After he spends one it’s because he engineers the meeting. In person,
round reading from The Seven Lamps of he appears as an old man with short grey hair The Seven Lamps of
Architecture, a target The Book Collector can see in a well-tailored business suit. He speaks with Architecture, page 281
inside the same structure is trapped as the walls a very faint Norwegian accent, but his English
shift and close them off. To escape, the target is perfect. He retains a bit of hubris for his
must overcome a level 8 doorless room (or in achievement of creating his library, even though
GM intrusion: Before The
some cases a maze) or wait until someone with he knows it was a mistake. Whatever the reason
Book Collector can help the
the same book or ability lets them out. for his desire to interact, he’s always cognizant of character, an Avatar of an
If he reads from the book for several minutes, The the time; the longer he’s visible, the longer agents enemy Entity appears and strikes
Book Collector could completely redesign a of the Entities have to find him. The Book Collector unconscious.
structure or underground location. Use: The Book Collector is simultaneously powerful
Unseen Control: After he spends one round and fragile if he’s not prepared. He could make
reading from pages salvaged from The Key of an appearance just when the PCs need extra help The Key of Solomon, page 278
Solomon, a target in short range is possessed by bringing loose plot threads together. He might
a level 8 spirit if they fail an Intellect defense keep an eye on the characters, showing up just
roll. The spirit does as The Book Collector in time to save them from an overwhelming
desires for eight days (such as spying on the paranormal threat. Alternatively, perhaps he feels
target, making the target forget certain things, the PCs are stirring up too much trouble, and he
making the target act a certain way under specific begins intervening against them.
circumstances, etc.). Each day, the target can
make another Intellect defense roll to expel the
spirit. Afterward, the spirit is free to leave or to
torment the target however it wishes. A possessed
character takes 1 point of Stress for each day they
were possessed when released from the spirit.

And then the house was complete, and


I had my library. A vast, lopsided
structure, by turns cavernous
or maze-like, depending on the
needs of the inmates. By the end,
I had nine hundred and seventy-
eight volumes in my library. Some
innocuous, some unsettling and some
utterly murderous.
—MAG 80: “The Librarian”

203
THE MAGNUS ARCHIVES ROLEPLAYING GAME

BURIED THING 3 (9) 1


Buried things are like sculptures chiseled by artists who’ve only heard of people but never seen them:
too many fingers, limbs, and other parts not always where they should be.
GM intrusion: The partly
buried character realizes they’ve
been digging down, not up, as
they attempt to burrow their I felt something. No, I felt someone, grab my ankle. At first it
way to freedom. was great, I had this, this huge wave of relief, right? Someone
had found me, they were getting me out.
But no, it didn’t feel right. It wasn’t— It was cold, right?
Like . . . like old stone, or wet sand. It felt, like, rough,
and, and like the fingers weren’t . . . I don’t know, it felt
like they, they weren’t in the right places. And then I started
thinking and I realized something. The way it w—it was grabbing
me, holding my leg, there was—it had to have been coming
upwards. From below me. And there was no one else down there
when that tunnel collapsed. Absolutely no one. I’m sure.
So then I start screaming again. And kicking, thrashing about.
It hurts but, I mean, I’m scared out of my mind, but the, the
hand, it just grips tighter and I can feel its fingernails
The Buried, page 170 just . . . It-It-It started pulling. It was pulling down, dragging
me down. Into the earth.
—MAG 142: “Scrutiny”

Related Entity: The Buried


Health: 9
Damage Inflicted: 3 points of Stress
Movement: Short; immediate when burrowing
Combat: A buried thing batters with malformed, stony fingers, usually reaching up
from the ground below a target and ambushing them, easing the thing’s first attack
by two steps.
Buried things also have the following traits and abilities.
Squeeze: A target damaged by the buried thing must also succeed on a Might
defense roll or be grabbed. A grabbed target’s physical actions are hindered until
they can escape with a successful Might roll as their action.
Pulled Deeper: A grabbed target that succeeds on three Might rolls to escape
breaks the grab. A grabbed target that fails three escape attempts before succeeding
on three is pulled deeper and probably never seen again. A target that doesn’t resist is
automatically pulled deeper after three rounds.
Collapse: The buried thing causes a portion of an underground tunnel, cave, or
corridor to collapse (up to once per day), filling an immediate area with soil and
rocks, potentially cutting off one or more targets from easily retreating back to the
surface.
Horrific Bruise: A target grabbed by a buried thing retains a horrid, muddy bruise
from the fingers. Any time the target ventures underground, they must succeed
on an Intellect defense roll or feel the bruise pulse, summoning a buried thing to
investigate.
Interaction: Buried things never speak, only try to cover targets in earth and stone.
Use: A group of PCs won’t have much trouble with a lone buried thing. Even so, a
buried thing may target a PC on the surface, if only to mark one with a bruise,
then burrow away. That makes it easier to locate the bruised PC the next time they
venture into a basement, cellar, or subway.

204
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MONSTERS AND NPCs

THE CHOSEN OF FLAME 8 (24)


She is tall, with long, straight auburn hair. Her eyes are as piercing as headlights, and just as likely to
trap an unwary observer in their penetrating glare. When she manifests her power, she is like the sun, filled with
enough heat and rage to burn the world and leave it nothing but desert.
Prone to fits of anger and even violent rage, not even her associates are safe from her. Perhaps that’s because Cult of the Lightless Flame,
she was chosen as a child, rather than chose for herself, to be the “messiah” of the Cult of the Lightless Flame page 171
and help bring about a fiery apocalypse. The Desolation, page 171

Related Entity: The Desolation Superheat: The Chosen can heat an object within short range as part
Health: 24 of another action. The amount of heat injected into the object varies
Damage Inflicted: Serious injury from scalding to melting. Sometimes The Chosen uses this ability
Movement: Short without conscious volition.
Combat: The Chosen of Flame attacks with a touch that sears. She can also superheat a target in short range who takes damage on a
She is immune to heat and flame and also has the following abilities: failed Might defense roll.
Nova: The Chosen flares like the sun (no more than once each day), Interaction: The Chosen of Flame has only a passing affinity for her
damaging all creatures within short range. Targets who succeed on a own cult despite her status, and may be open to alliances with
Speed defense roll still gain 2 points of Stress. servitors of other Entities to delay other world-ending rituals. But her
Regenerative Candle Flesh: The Chosen’s waxy flesh is as hot as a temper and volatile nature make alliances potentially lethal.
burning candle and just as malleable. Any round she spends molding Use: She might seem intense, but that impression is only a shadow
her wounds back into shape, she regains 10 health. of The Chosen of Flame’s true unbelievable power. PCs who try to
physically face her head on will probably be burned alive.

GM intrusion: The character


glances at The Chosen of Flame
just as her eyes flare with sunlike
brilliance, blinding the character
for one round.

The Chosen of Flame’s name in


The Magnus Archives podcast
is Agnes Montague.

Without warning, she put her hands either There are no words to describe the pain.
side of my head. I realised it was the My face erupted in boiling agony as I felt
first time our skin had ever touched and I my skin start to crack and peel and the
could feel the intense, hellish heat that heat washed over me, erasing all thoughts
radiated from inside her, but it was too in blistering white. I felt the fat in my
late. She leaned in and kissed me. cheeks liquify and bubble as I tried to
scream, but my lips wouldn’t work.
—MAG 67: “Burning Desire”

205
THE MAGNUS ARCHIVES ROLEPLAYING GAME

CLOWN DOLL 3 (9) 1


The Stranger, page 175 Inhabited by an aspect of The Stranger, clown dolls (as well as certain puppets, dolls that aren’t
obviously clowns, and similar playthings) seem unsettling even when encountered in a normal setting, such
as on a store shelf, on a child’s bed, or packed in a trunk left by a dead relative. Later, the reason why becomes
hauntingly clear when the clown doll animates.

Related Entity: The Stranger


Health: 9
Damage Inflicted: 3 points of Stress
Movement: Short
Modifications: Speed defense as level 5 due to size; stealth and disguise
(when not moving) as level 6
Combat: Preferring to attack with surprise, the doll trips—as if by accidental
placement—a target down a flight of stairs, or sets up some other apparent
accident for the target that might be mistaken as a terrible misadventure.
A clown doll may also use one of the following abilities as its action.
Cursed Effigy: A clown doll targets one person at a time. On the target’s
failed Intellect defense roll, the doll (if left uninterrupted and unobserved
for several hours) “buds” another doll from itself that is an obvious effigy
of the target. Whether the target ever learns of the effigy or not, they must
succeed on three Intellect defense rolls (one per day) to escape the effect.
Each failed defense roll inflicts 1 level of Stress on the target. If the target
fails three defense rolls before succeeding on three, they are found dead,
their throat crushed and jaw torn clean off. If the effigy is later found, it’s
also missing its jaw.
If the clown doll and effigy doll are found and separated before the target
dies, the curse is lifted.
Play Dead: The doll falls limp, appearing as nothing more than a regular
doll. In this state, treat it as an object equal to its level until it moves again.
Strangle: The doll wraps the target’s throat in its fabric arms and
squeezes. If the doll is successful, the target takes damage each round they
fail a Might defense roll, until they rip the doll away with a successful
Might-based roll.
Interaction: A clown doll smiles its unsettling red smile.
Use: As a group, PCs will find individual clown dolls manageable. It’s when a
character is alone or surprised that a clown doll can prove a mortal danger.
A clown doll is sometimes found in proximity to a paranormal artefact, such
as the calliope.

Calliope, page 252

There were 23 dolls I counted in total, and only one of them still
GM intrusion: The character had its jaw intact. It was the oldest looking by far, and was a
finds a second doll that looks small clown doll. Its threadbare body was white and purple polka-
somewhat like them. dot, with three pompoms down the front and a ruff just below the
head. It had no woolen hair left, but instead had a tall, pointed
white cap on top. Its face was painted a pure white, and its eyes
were shut, with black lines drawn across them. The only colour was
a splash of red across the hinged jaw. A smile.
—MAG 24: “Strange Music”

206
CHAPTER 12
MONSTERS AND NPCs

CULTIST, DIVINE HOST 3 (9)


Some people search for another world of peace, of still and quiet darkness, where death cannot find
them. Where it’s possible to feel a full-body celestial terror at the vast, utterly encompassing eternal night. Such
people are perfect candidates for becoming cultists of the People’s Church of the Divine Host. People’s Church of the Divine
Unless participating in a cult activity, most cultists seem like ordinary people, though many develop strangely Host, page 171
dark eyes.
The Dark, page 171

Related Entity: The Dark


Health: 12
Damage Inflicted: Serious injury
Movement: Short
Modifications: Discerning motive as level 2
Combat: The cultist attacks with a handy knife, hammer, or firearm.
A given Divine Host cultist might also have one or both of the following abilities:
Dream of the Dark: The cultist attacks a target by meeting the target’s gaze (up to once
per day). On a failed Intellect defense roll, the target hallucinates that they’re wandering
beneath an empty, lightless sky of void forever and gains 1 point of Stress. Targets can
attempt an Intellect defense roll each round to break free; otherwise they are effectively
helpless for one minute, after which the hallucination ends.
Empowered Eclipsing Touch: While within short range of an artefact of the Divine
Host (such as the dark star) or an Avatar of The Dark (such as The Taker of Light), the
cultist’s attack with a weapon leaves behind a physical blot of darkness in the wound.
The blot inflicts 1 point of Stress each round until the target succeeds on a Might‑based
roll as their action to rid themselves of it.
Interaction: Cultists of the People’s Church of the Divine Host are confident in their
beliefs, making them susceptible to falsehoods that play into that dogma.
Use: Divine Host cultists have limited paranormal abilities (if any). Though they’re as
dangerous as any zealot, competent PCs are likely to prevail against even a group of
Divine Host cultists not bolstered by physical proximity to their cult leaders.

Dark star, page 255

The Taker of Light, page 239


We were to slice a hole in the
world, and this paradise would
flow through the wound like ink,
smothering the sun and all its
children. Maxwell had always
had the visions, the drive. GM intrusion: The cultist
Whatever was inside him pulled tells a lie so convincing that the
character can’t help but believe
him to this end, to this great
it for at least one round on a
CULTIST NAMES undertaking, like a magnet, and failed Intellect defense roll.
Cultists of the Divine Host come from all I was so very honoured to be
walks of life. Sample names include: his right hand. Natalie and the
Stan Collins, Angela Kin, TJ Chakraborty, others followed, but they did
Shannon Dramis, Roshani Whitten, William not truly understand, with their
talk of peace and unity and “Mr.
Chao, Ken Carlisle, Saddie Johnson, Mary
Pitch”—a friendly name to try
Levitt, Malcom Agrawal.
and hide from a concept they
couldn’t grasp.
—MAG 143: “Heart of Darkness”

207
THE MAGNUS ARCHIVES ROLEPLAYING GAME

CULTIST, LIGHTLESS FLAME 3 (9)


Searching for meaning, purpose, and a community to which they can belong, some people fall into
Cult of the Lightless Flame, cults before they quite realize what the organization is all about. That’s just as true for the Cult of the Lightless
page 171 Flame as for any other, but soon enough, neophytes realize what’s what, and they have to choose. Do they
want to embrace the lightless inferno of desolation, of pain and destruction, as their god, or do they want to be
burned to ash for daring to leave the cult?
Unless participating in a cult activity, most cultists look like regular people, though many end up getting a
The Desolation, page 171 tattoo of a human figure wreathed in the fires of Hell.

Related Entity: The Desolation


Health: 12
Damage Inflicted: Serious injury
Movement: Short
Modifications: Discerning motive as level 1
Combat: The cultist attacks with a searing touch.
The cultist also has the following abilities:
Death Blaze: When killed, their corpse bursts into flame. The resulting odor of
matches, incense, and cooking pork grants those who smell it an asset to any action they
choose within the next day. The target knows the asset is a gift from The Desolation, and
if they choose to use it, The Desolation will later ask something from them.
Regenerative Candle Flesh: The cultist’s waxy flesh is as hot as a burning candle and just
as malleable. Any round the cultist spends molding their wounds back into shape, they
regain 4 health.
Superheated Breath: If the cultist blows on an object, it heats up a variable amount,
from scalding to melting. Sometimes the cultist uses this ability without conscious
volition.
The cultist can also blow on a target in immediate range who takes damage on a failed
Might defense roll.
Interaction: Cultists are usually certain in their belief, which means someone pretending
to the same devotion is likely to be regarded as a friend.
Use: A step above everyday cultists, Lightless Flame cultists are still susceptible to ordinary
violence, though their candle flesh gives them the opportunity to recover if they’re not
brought into custody or utterly defeated.

CULTIST NAMES
Cultists of the Lightless Flame could be anybody, such as:
Alfie Akoye, Kathrine Joe, Robert Peckham, Sandy
Netto, Scott Parody, Cory Laurier, Brenda McMillan,
GM intrusion: The fist or Sean Heldt, Lori Nier, Deidre Case, Nicholas Tregenza.
weapon of the character striking
the cultist gets stuck in the
cultist’s waxy flesh, inflicting 1
point of Stress to the character
each round if it’s their fist, until
they can pull it out with a One of them, a round-faced black woman I’d later know as Sandy,
successful Might task. squatted down next to me, and stared into my face. She made
a noise of dismissal, and leaned in close to stare at me. She
said, “I don’t think so,” and her breath hit me like a furnace.
I instinctively thrust out a hand to push her away. But as I
touched her face, she remained still, and instead my hand sank
into it like softened candle wax.
—MAG 89: “Twice As Bright”

208
CHAPTER 12
MONSTERS AND NPCs

DABBLER 5 (15)
Discovering a paranormal book or artefact or encountering an aspect of the Entities twists a normal Artefact, page 248
person’s life. Most are eventually consumed by their resulting fear. A handful, however, learn to defend themselves The Entities, page 166
from what begins following them. What’s more, they learn paranormal tricks and rituals that grant them a measure
of power, often without being tied to any single Entity. Instead, they become general dabblers in the dark arts.

Related Entity: Any, usually three or more at the same time


DABBLER NAMES
Health: 15
Dabblers usually go by their given names,
Damage Inflicted: Serious injury
such as:
Movement: Short
William Berg, Amara Singh, Liam Chen,
Modifications: Occultism as level 6
Ava Martinez, Mateo Ali, Mia Nguyen,
Combat: A dabbler attacks with a ritual knife if all else fails.
Oliver Jensen, Aria Khan, Sebastian
Otherwise, a dabbler relies on one of the following sorcerous spells.
Anderson, Maya Abadi, Edward Nakamura,
Blinding the Eye: The dabbler turns invisible until they attack. Alternately, the eyes of a
Peter Crowley.
target within immediate range become invisible for one minute, blinding them.
Buried Bunker: Damp soil begins filling the stomach of a target in immediate
range who fails a Might defense roll, dealing a serious wound as their belly
begins to swell.
Phantom Flesh: The dabbler manipulates an object within long range
telekinetically. Offensively, they can choke a target for 3 points of Stress
each round the target fails a Might defense roll.
Other Spells: A dabbler may know one or more other
spells gained from other dabblers, aspects, or even Avatars.
For instance, one dabbler might know The Jigsaw Lady’s
jigsaw curse. The same or a different dabbler might Jigsaw curse, page 223
know a less powerful version of The Book Collector’s
utter disappearance. Another might know The Tome Utter disappearance, page 203
Hoarder’s spiraling confusion spell. And so on. Spiraling confusion, page 240
Interaction: Different dabblers have different goals, but
almost all wish to extend their own power, even if that
means participating in unsavory deeds.
Use: A dabbler, by definition, isn’t usually beholden to a specific
Entity, which means PCs may find it useful to interact with one.
But a dabbler’s goals might be almost as appalling as other threats,
and a dabbler might prove a formidable recurring foe.

Her eyes locked on mine and I began to feel


something. It was like a hundred tiny, scurrying
legs inside my skull, moving and scampering GM intrusion: The dabbler
through my mind. I felt my hands, which had gains an immediate attack,
dropped to the side of my body, begin to raise. even if they’ve already attacked
They gripped my legs and then, apparently of this round.
their own accord, they began to crawl up me,
climbing slowly over my stomach, my chest, my
shoulders, until, finally, they came to rest upon
my throat. I’ve never been a strong man but that
didn’t seem to matter as my own fingers began to
close around my neck like a vice.
—MAG 69: “Thought for the Day”

209
THE MAGNUS ARCHIVES ROLEPLAYING GAME

DEATH 7 (21) 4
GM intrusion: Death produces The scent of damp heralds Death’s arrival. Not the damp of wet earth
exactly what’s needed to play after a hot day, but the cold damp of vaults and catacombs, slick
the game or enable the contest with mold.
the character suggests, each item
scrimshawed out of old bone. Those who regard the inevitable termination of life with the
deepest panic would give almost anything to avoid it. But
someone who beats one of the many embodiments of Death
in a game discovers that their continued existence is as
The End, page 172 another embodiment of Death.

Related Entity: The End roll, the mantle is not transferred and Death
Health: 33 allows them to live as they were. For now.
Damage Inflicted: Serious injury Deathless Existence: Death regains 10
Movement: Short health each round, even when at 0 health.
Modifications: Games and contests of skill as level 8 Deliver Death: Death can spend their
Combat: Death’s touch inflicts a serious injury and action moving, flashing anywhere in the
kills a target who fails a Might defense roll. world a living target resides. Death kills
Death has the following abilities: people who are dying, those who deserve it,
Contract With Death: Death’s target may challenge and those who bring nothing but love to the
Death to a game or contest before Death takes world.
them. If Death accepts, the target and Death play Interaction: If Death agrees to a game, they tell
a game, such as chess or farro. One method to their opponent, “Very well. And if you win, you
determine how well the target plays is via a series shall not die.”
of Intellect defense rolls (though other methods Use: As an Avatar of The End, the
could be used to determine the winner, including existence of Death—and, in fact,
actually playing the game). If the target succeeds on many Deaths—is something that
three defense rolls before failing three, they do not should give PCs serious pause.
die. However, they must then succeed on a Might If they suspect they may soon
defense roll, or Death’s mantle passes to them—they encounter Death, they should
are transformed into a new embodiment of Death try to avoid it or come up
when the game concludes. They must now spend with a plan to fake Death out.
their undead existence introducing the living to The Because normally, even those
End until someone else beats them in a game. If who beat Death still lose.
the target wins and succeeds on their Might defense

A Death who passes their To describe it as a skeleton would


mantle to a target regains their be to do Death a disservice. For
own flesh and, what’s more, though the robe that sat in that
a vitality that heals them of chair contained only bones, it
all wounds, rendering them was not the skeleton that moved.
undying. However, food and It was Death. The bones were old,
drink sicken them, they cannot
so ancient and brittle that the
sleep, and they’re haunted by
a craving for something they slightest pressure or movement would
cannot name. But a living hell have rendered them down to dust.
is, after all, still living. They did move; Death was no more
a skeleton than you are a woolen
suit. Above all it was old. Older
than you could possibly dream.
—MAG 29: “Cheating Death”

210
CHAPTER 12
MONSTERS AND NPCs

DECEITFUL ARC 5 (15) 3


Arcing branches of the Twisting Deceit sometimes take individual shapes as disturbing, forking
Twisting Deceit is a less common
figures that crackle and fizz. Each is lit by strobing white light, as if a bolt of lightning had stepped down from name for The Spiral (page 175).
the sky and assumed physical form. Their sharp smell is like just before a storm breaks.
Deceitful arcs are drawn to those afraid of storms, thunder, and especially lightning. Their flashing,
malevolent presence brings the trauma of past experiences to life again in a victim’s mind.

Related Entity: The Spiral Live Electricity: If the deceitful arc is


Health: 21 touched, or if it resorts to violence and rakes a
Damage Inflicted: Serious injury target with claws of pure lightning, the target
Movement: Long suffers a serious injury from electricity and, on
Combat: Ironically, given its form, a deceitful arc a failed Might defense roll, is stunned, losing
rarely initiates physical violence. Instead, it haunts their next turn.
those marked by the Entity over weeks, months, or Interaction: A deceitful arc doesn’t speak, but,
even years. if injured, it groans with a sound like tearing GM intrusion: A character
A deceitful arc has the following abilities and traits. sandpaper. hit by the arc’s electrical
attack develops a series of scars
Blinding Flash: The arc flashes lightning-bright; Use: Deceitful arcs prefer to haunt a particular
resembling a Lichtenberg figure.
creatures in short range must succeed on a Might target over long periods, usually without Lichtenberg figures are intricate,
defense roll or be blinded for about a minute, or until becoming physically dangerous. Thus even a branching, fractal patterns.
they succeed on a Might defense roll on their turn. single PC could survive multiple encounters
Dread the Storm: A target within short range with one, assuming the arc is not provoked by
must succeed on an Intellect defense roll or be someone attempting violence against it.
overcome with a vision of shifting, branching
avenues of light that lasts one minute. The affected
target gains 2 points of Stress and is effectively
helpless as they imagine traveling the branches so
fast that their flesh peels away, leaving nothing but
coursing, buzzing pain as they ache for an end to
the corridors they know aren’t there. An affected
target that succeeds on an Intellect defense roll on
their turn ends the vision early.

It delighted in toying with my


perceptions, making me believe a
storm was approaching, forcing me
to run for shelter or desperately
hunt for cover without warning. In
the dark it would stand beneath my
bedroom window, the light flaring,
flashing the awful brightness of
sheet lightning across my room.
I could never look directly at
it. The bright, arcing glow of its
insides almost blinded me when I
tried. It was almost a man, but I
could never be sure. Its strobing,
flashing Lichtenberg organs
changed and flickered too fast.
—MAG 91: “The Coming Storm”
211
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE DELIVERYMEN 5 (15)


A grimy white van pulls up. Two tall, hard-faced men exit, open up the back, and make their delivery.
The object delivered usually turns out to be something the client would’ve lived longer, and in less fear, without.

They were innocuous at first; the right things


delivered to the right people on time. Then it
became the right things delivered to the wrong
people. Then the wrong things being delivered.
The Deliverymen’s names in
The Magnus Archives podcast Then the very wrong things. Strange folk began
are Breekon & Hope. coming around asking for Breekon & Hope, and
when I told them who I was, they just shook their
heads, and I knew who they were after.
They often brought crates or boxes with them
and, once, a sack full of hair.
—MAG 96: “Return to Sender”

212
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MONSTERS AND NPCs

Related Entity: The Deliverymen have served many Entities Combat: The Deliverymen attack with a handy tire iron, a fire
over several centuries, most recently The Stranger. axe, or a two-handed punch as solid as a baseball bat.
Health: 18 The Deliverymen also have the following traits.
Damage Inflicted: Serious injury Feeling No Pain: They can’t be dazed or stunned by physical
Movement: Short attacks and are immune to all poisons and diseases.
Modifications: Tasks involving strength as level 7 Hard to Drop: If an attack would reduce either of The
Deliverymen’s health to 0, it does so only if the number rolled
in the attack was an even number; otherwise, they are reduced
to 1 point of health instead.
Working Together: One of the two takes the lead in a given
encounter. The other aids, providing one asset each round
for their partner, whether that’s for intimidation, defense,
or distracting a foe so their partner is more likely to strike a
target.
Interaction: The Deliverymen speak either English or Russian,
using an exaggerated Cockney or cartoonish rural accent,
respectively. They haven’t always been deliverymen or even
always gone by their current assumed names, but they’ve
always relished the fear that their presence, actions, and
deliveries inspire.
Use: The Deliverymen are terrifying but not invincible. That
said, the GM might prefer to have them be an ongoing, veiled
threat throughout the campaign rather than a direct one.
The Deliverymen are rarely far from their van. Someone looking
about in the various crates and boxes in the back of their van
might discover the remains of a kidnap victim from months
earlier, or perhaps a dangerous artefact on its way to someone
new, such as the coffin of The Buried, the web table, one of
Leitner’s books, or something else.

The Stranger, page 175

Coffin of The Buried, page 254

Web table, page 264

Leitners, page 267

GM intrusion: The character


is picked up and held helpless
until they can escape with a
Might roll as their action, or
the character is dropped into the
back of the van or other nearby
open object.

213
THE MAGNUS ARCHIVES ROLEPLAYING GAME

DISCIPLE OF THE ENDLESS 6 (18)


The two Disciples of the Endless His eyes seem to open onto an incomprehensible, infinite space. Dizziness washes over those who
featured in The Magnus look at them, their stomachs drop like they’re falling, and their breath comes short and shallow.
Archives podcast are Michael Disciples of the Endless wander the world, feasting on the fear others have of falling, of bottomless oceans, of
Crew and Simon Fairchild.
open spaces, and of being insignificant in a universe vast beyond understanding.
Simon Fairchild is a tiny pink
skeleton of a man who walks
with a cane he doesn’t need.
He prefers inducing the fear of
unknown watery depths.

Then I saw it. It was only a


shadow in the dark, but it
was there and it was huge. It
stretched from one side of my
vision to the other and, as I
fought against the pressure to
turn my aching head, I still
couldn’t see the end of it,
only its blurred outline was
slightly better contrasted
against the lighter shade
of the twilight water that
surrounded it. I could not
see the ends of it. It was
so big it made me lightheaded
to think about it, to try
and place myself in some
believable scale against it.
I think it was a hand, but
I could not see enough to be
sure. Then it moved, slowly
but clearly, and I realized
how far away it still was, as
it got bigger and bigger and
bigger and I could see nothing
else and I screamed.
—MAG 51: “High Pressure”

214
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MONSTERS AND NPCs

Related Entity: The Vast


The Vast, page 176
Health: 24
Damage Inflicted: Serious injury Michael Crew is a thin, pale
Movement: Short; flies and swims a long distance each round man. A jagged array of pale
Combat: The Disciple of the Endless rarely resorts to physical white scar tissue climbs from
his back up the side of his neck
violence, instead using his paranormal abilities.
like a lightning flash. He prefers
Agoraphaura: Anyone within short range of the Disciple inducing the fear of falling.
who looks at him feels a sensation of falling or drowning
(his choice), hindering all tasks directly associated with
the Disciple. Looking away eliminates the sensation and
hindrance, but not looking at him likely has other costs.
Feel the Fall: The Disciple attacks a target in long range
merely by concentrating on them as his action. On a failed Intellect
defense roll, the target hallucinates that they’re falling through an
endless and bright blue expanse (or are deep beneath the ocean with
no surface or floor) for one hour, or until the Disciple releases them.
A target can attempt an Intellect defense roll each round to break the
hallucination; otherwise they gain 1 point of Stress every ten minutes
and are effectively helpless.
Into The Vast: Instead of a target hallucinating a fall as just
described, an affected target physically falls into a bright, empty
blue sky that goes on forever, or an endless expanse of empty water.
The target can attempt an Intellect defense roll each round, and if
they succeed on three, they return to the world. If the target fails
three defense rolls before succeeding on three, they fall forever (or are
crushed by water pressure).
Interaction: Like many Avatars in recognizable human form, the
Disciple of the Endless may form short-term alliances with others for
his own benefit. But he’s also part of The Vast and must feed on those
who have a special fear of falling or open spaces. He may even tell
them “Enjoy sky blue” before sending them into The Vast’s empty sky.
Use: A minor encounter with a Disciple of the Endless could introduce
a character to The Vast, as long as the character doesn’t do something
to provoke the Disciple into physically dropping them into the belly
of his Entity.
The Disciple may possess or know where to obtain the rare book titled
Ex Altiora.

Ex Altiora, page 273

He knew something was wrong almost immediately. He was jumping,


he said, from about ten thousand feet, so should have been falling
GM intrusion: The sky
for almost thirty seconds before opening his parachute, but he was itself—the whole sky, as far as
having trouble keeping count. The clear blue sky was so bright it the horizon—twists around and
seemed to blind him, and the numbers were all jumbled in his head. moves like shifting sand and takes
His balance seemed to be all turned around and he said he had had a bite from the character who fails
to shut his eyes tight against the brightness, concentrating to a Speed defense roll, inflicting a
keep his count. Finally, he reached what he thought was thirty serious injury on a hit.
seconds, and went to pull his ripcord, but as he did, he said, he
opened his eyes again and froze. The ground was gone.
—MAG 21: “Freefall”

215
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE DISTORTION 6 (18)


The small, unremarkable door—painted dark yellow with a matte black handle—wasn’t there before.
Its mere appearance invites exploration. Or perhaps the door opens and the door attendant asks if you’d like to
come in.
Inside is a windowless corridor lit by wall lamps. A swirling green pattern papers the walls. A thick black rug
runs down the center of the faded yellow carpet. Mirrors and paintings dot the walls. The paintings depict the
same corridor from odd angles.
The Distortion is the door, the door attendant, and most importantly, the mess of impossible intersecting
corridors within that slowly bend left, with occasional sharp branches to the right. Those lured in soon discover
the colors and decorations are inconstant and that it’s next to impossible to escape the ever-changing maze,
unless The Distortion allows it. But why would it?

Here’s the thing: I don’t remember going through that door. I


remember standing there, looking down it with this feeling of dread
The Distortion’s name in and then I remember feeling a surge of terror as I heard the door
The Magnus Archives podcast close behind me with a click. I spun round, but there was no handle
is Helen Richardson.
on this side, just a huge, smooth mirror. I saw myself stood in
that strange corridor and it looked like I’d been crying for hours.
I hammered, shouted, I threw myself against that uncaring face of
that mirror, but nothing happened. It didn’t even crack.
—MAG 47: “The New Door”

216
CHAPTER 12
MONSTERS AND NPCs

Related Entity: The Spiral Interaction: The Distortion may offer aid or ask The Spiral, page 175
Health: 24 for help, though typically only to gaslight a
Damage Inflicted: Serious injury target into mistrusting their judgments about
Movement: Short others, the world, or their own mind. Usually it
Modifications: Persuasion and deception as level 8 just takes new victims into itself and slowly feeds GM intrusion: A door opens
Combat: The Distortion doesn’t usually attack on their fear as they grow more and more lost in beneath the character’s feet, and
physically, and then only when it manifests in its mazed corridors. they must succeed on a Speed
human guise, its fist as heavy as a wet leather bag Use: The Distortion could provide actual, defense roll to avoid falling into
full of sharp stones. legitimate aid to PCs who are fighting Avatars the Spiraling Maze.
The Distortion also has the following abilities. or aspects of Entities other than The Spiral.
Doors: The Distortion can access most locations However, PCs should come to realize that every
it knows about, or a place where someone it seeks is interaction with it poses a grave risk.
located, by causing one of its doors to appear there
as its action. The Distortion can manifest up to
fifteen doors at one time but could choose to have
less or none. All the doors lead to its Spiraling Maze.
Manifestation: The Distortion can manifest
its human form from any door or branching
corridor as its action. Once manifest, it can escape
unwelcome scrutiny by ducking into one of its
doors or into a mirror inside its maze.
Spiraling Maze: Charting a way through The
Distortion’s maze is nearly impossible, unless it
decides to help a traveler through. Without its
assistance, those seeking to escape can attempt
a difficulty 8 Intellect roll each minute. If they
succeed, they find a door or break a mirror that
leads out. Otherwise, they gain 1 point of Stress.
A handful of past victims are also imprisoned in its
maze. Some are agents of other Entities.

It looked too tall, the limbs and


body were very thin and almost
wavy, like they didn’t have any
structure or bones in them. I
couldn’t make out a face, but
it was the hands that were the
most bizarre. They seemed to be
stretched and inflated by the
distorted light, until they were
almost the size of the rest of
the torso. The fingers were long
and stiff, and seemed to end in
sharp points. It stood completely
motionless, and I could feel it
staring at me.
—MAG 26: “A Distortion”

217
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE FLESH HIVE 6 (18) 3


The Flesh Hive corrupts people, making worm colonies of them while feeding on their fear.

The Corruption, page 170 Related Entity: The Corruption Worm Cascade: The Flesh Hive releases all
Health: 23 her worms (no more than once each hour),
Silver worm, page 237
Damage Inflicted: Serious injury which swarm in a short range for one round.
The Eye, page 172 Movement: Short Anything in the area is attacked, gaining 3 points
Combat: The Flesh Hive coughs up a silver of Stress on a hit. Hit targets are also subject to
Most worms released by The
worm—which emerges with the sound of ripping Burrowing Worms.
Flesh Hive shrivel, but a few
scurry into the shadows and meat—at a target within immediate range, Interaction: The Flesh Hive is opposed to The Eye
wait, becoming future silver dealing a serious injury if it hits. (and other Entities that seem ascendant), and
worm threats. The Flesh Hive also has the following traits. when she encounters their servants, she seeks to
Burrowing Worms: A target bitten by one corrupt and destroy them, potentially making
GM intrusion: The character or more worms must spend the next round short-term alliances to this end.
feels an itch, looks down, and
succeeding on a difficulty 3 Speed-based task to Use: One of the many true horrors afflicting the
sees the tail end of a silver worm
slipping into their body. remove the worm(s). If they (and/or an ally) fail, world, The Flesh Hive’s proximity is potentially
the worm slips inside and the target is infested as first revealed by the appearance of silver worms
Colony: level 2; releases a a level 5 disease requiring three successful Might and/or colonies. If The Flesh Hive itself is found
level 3 worm swarm attacking defense rolls (one per day) to clear. Each failed (or if she finds the characters), the PCs’ best hope
everything in short range for one Might defense roll causes the target to descend is to flee and regroup.
round, destroying the colony;
one step on the damage track. If the target fails
hit targets are also subject to
Burrowing Worms three defense rolls before succeeding on three,
they become a colony (a minor Flesh Hive)
The Flesh Hive’s name in under The Corruption’s control.
The Magnus Archives
podcast is Jane Prentiss.

Her pupils seemed ragged and collapsed,


and when she smiled her teeth were chipped
and blackened. I started to stagger
backwards, expecting at any moment for her
to lunge at me, but instead she slowly
reached up and . . . let the overcoat fall
to the floor. Her skin was pale, almost
grey, and full of . . . sorry, it still makes
me sick to think about it. It was full of
holes. Deep, black holes just honeycombing
every bit of flesh like a . . . wasps’ nest.
I could see those . . . thin, silver worms
crawling in and out, and their black
tips twitching as they squirmed through
that . . . pitted . . . meat. I mean, it wasn’t
human. It can’t have been.
Sh-She . . . It took a step towards me and
as it did so the worms began to writhe out
of every hole and cavity, falling to the
floor in a cascading . . . wave and starting
to crawl towards me with . . . with alarming
speed.
—MAG 22: “Colony”

218
CHAPTER 12
MONSTERS AND NPCs

THE FRIENDLESS 6 (18)


Pale to the point of resembling white porcelain, The Friendless is dedicated to cultivating loneliness in
other people and the world at large. He seeks to shatter bonds of community, of connectedness and friendship, The Friendless’s name in
The Magnus Archives podcast
and all the things that usually make life rich. His victims are mostly those who are already inward-looking, or is Peter Lukas.
whose circumstances have forced them to be apart from others.

Related Entity: The Lonely Interaction: The Friendless finds it intoxicating to The Lonely, page 174
Health: 25 send others into The Lonely. But he is willing to
Damage Inflicted: Serious injury cooperate with others to keep the influence of
Modifications: Stealth as level 9; persuasion as level 7 Entities other than his own at bay. Sometimes
GM intrusion: The character
Combat: The Friendless usually uses his paranormal his fondness for wagering can be used to realizes they’ve somehow lost some
abilities and traits in combat, as follows. convince him to work with others, though he time, wandered off from their
Go Away: The Friendless focuses his attention on rarely misses an opportunity to extol the beauty friends, and are alone in a place
a target within short range. The target is banished of loneliness. they don’t recognize. (It’s not the
into an isolated dimensional layer of The Lonely Use: PCs working alone have the most to fear dimension of The Lonely.) Their
friends apparently didn’t notice
on a failed Intellect defense roll (accompanied from The Friendless because he uses their either, at least not until now.
by a sharp, shrill, and staticky popping sound). circumstances against them, either directly
Though the layer mirrors the real world in some disappearing them or trying to persuade them to
respects, it is cold, empty, and given to obscuring isolate themselves from their allies.
fog, flooding, or endless tracts of suburban
development. It’s usually empty of other people,
even others who were banished into it. Trapped
targets take 1 point of Stress each hour they fail an
Intellect defense roll. Trapped targets can attempt
an Intellect-based task each minute they spend
searching for a way out. On a success, they appear
within a few yards to a few miles of where they
were disappeared by The Friendless.
Travel The Lonely: The Friendless can access The
Lonely as his action, and it holds no dangers for
him. He can leave at any time, appearing back in
the real world at a location he knows about or finds
while exploring the mirror realm for several hours.

I would walk around the darkened


streets, drinking in the sodium orange,
looking at the lit windows of the tower
blocks that surrounded me, each one a
small cosy den of warmth and humanity,
and reveling in my distance from them.
Sometimes I would pass another late
night traveler on the street and I
would hate them. They shattered the
distance, my cocoon of quiet stillness,
and I wished with all my heart that
they would simply disappear. And one
day, one of them did.
—MAG 159: “The Last Transcript”

219
THE MAGNUS ARCHIVES ROLEPLAYING GAME

GREYLING 3 (9) 2
The Vast, page 176
GM intrusion: The greyling Aspects of The Vast, greylings are utterly horrific and have inhumanly long arms and legs, though
grabbing the character flies their full bulk is often hidden by thick fog. No two look exactly alike, but all delight in pushing, pulling, or
straight up into the air, bringing otherwise plunging victims to their death.
the character with them. Greylings haunt high places where humans venture.Sometimes they are specifically called by other agents of
Disciple of the Endless, page 214 The Vast, such as a Disciple of the Endless.

Related Entity: The Vast Interaction: Greylings are vicious aspects of The Vast that have no
Health: 12 purpose other than terrorizing those afraid of falling.
Damage Inflicted: Serious injury Use: Greylings are not especially dangerous on their own, but if
Movement: Short; long when flying they appear in numbers and/or in locations where one wrong
Combat: A greyling batters with its long, grey, and completely step (or shove) could lead to a deadly fall, the danger they pose
inhuman arms. to an otherwise competent team of characters is increased.
Greylings also have the following traits and abilities.
Fog: The greyling summons misty fog filling a very long
area (up to once a day). The fog persists for up to ten minutes,
making ranged attacks in the area nearly impossible and
hindering melee attacks, easing the greyling’s stealth tasks by
three steps.
Over the Edge: A target damaged by the greyling must also
succeed on a Might defense roll, or the greyling grabs them.
A grabbed target’s physical actions are hindered and they
automatically take damage each round until they can escape
with a successful Might roll as their action, or until the
greyling—as its next action—pushes or pulls the target over a
nearby lip leading to a long drop. Resisting being forced over
the edge also requires a successful Might defense roll.

Sure enough, as he approached the opening,


his hand just starting to reach out into
the mist, I heard something on the cable
that stretched out behind us. I didn’t
turn around, but I could hear the rhythmic,
scraping sounds of something crawling
rapidly towards us. I saw Mum’s eyes
focus on something behind my head and she
screamed. It was a sound I’d never heard
her make in my whole life, and one that I
will never forget. There was a thump from
above, the sound of something heavy landing
on the roof of the car, and the driver
froze, arm still outstretched. His eyes
widened in sudden realisation, but before
he could pull back from the edge, an arm,
long, grey and completely inhuman, reached
down from above with terrible speed. It
grabbed his wrist, just for a moment, and
then he was gone, his own scream vanishing
into the abyss beyond the door.
—MAG 124: “Left Hanging”

220
CHAPTER 12
MONSTERS AND NPCs

GRINNING WHEEL 4 (12) 2


Lurking in plain sight, a grinning wheel seems like an ordinary person offering aid with a friendly
smile. They might appear as a helpful person on the street, an eager salesperson, or a repair person showing up to
fix a leaky faucet or other issue. Those who accept a grinning wheel’s aid soon realize something’s not right with
their helper’s face; it keeps changing, as if revolving through a series of features fixed to some half-visible series of
wheels within wheels.
Should a victim be unlucky enough to see through the guise of normality, they realize the “wheels” are The Stranger, page 175
wormlike creatures studded with gnashing mouths and stolen faces. The Hunt, page 173

Related Entity: The Stranger and The Hunt


Health: 15
Damage Inflicted: Serious injury
Movement: Short
Modifications: Tasks to recall original victim’s life as level 2; disguise
(as past victim) as level 5
Combat: A grinning wheel relies on its paranormal abilities and traits
in combat.
Another Face: The grinning wheel changes faces, one seeming to
slide away as another slithers over and settles into the same spot.
Targets witnessing this for the first time gain 2 points of Stress on
a failed Intellect defense roll.
Reveal the Wheel: The creature’s true, horrific, wheel-like form
becomes plain to all as it tries to rip a target’s face off with its
slavering mouths. Anyone witnessing this for the first time gains
2 points of Stress on a failed Intellect defense roll. In addition,
the target must succeed on a Speed defense roll or suffer a serious
injury. A target killed by this attack has their face added to the
grinning wheel’s repertoire.
Stranger in Charge: If the grinning wheel locks gazes with a target
as their action, the target must succeed on an Intellect defense
roll or act as the grinning wheel desires for the next minute, or
until the affected target succeeds on an Intellect defense roll on
a subsequent turn. That action might be to follow the grinning
wheel, attack an ally, or begin removing their own face (inflicting
3 points of Stress and releasing the target from the control).
Interaction: Grinning wheels are aspects of both The Stranger and
The Hunt and have little in the way of personality, but they may
try to emulate an ordinary person from memories remaining from
past victims to improve their chances.
Use: A group of PCs can overcome a grinning wheel without too much
immediate risk; however, an individual PC may be targeted by one
that has a face of someone the character used to know, and wronged.

When she first joined the Archives, she took the place of
a man named Angus Stacey, whose face was torn from his GM intrusion: The new face
skull by a creature of masks and smiles. Gertrude had on the grinning wheel is of
thought of it as “The Grinning Wheel,” and it was one of someone the character knows;
the first things to fall at the hands of the Institute’s the character suffers 2 Stress
new avenger. Appropriately enough, Gertrude used fire. from this realization.

—MAG 167: “Curiosity”

221
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE HUNTER 6 (18) 2


The Hunter stalks potential prey like a ravenous wolf. The only difference is a wolf ’s skin is hairy on
the outside; The Hunter is that way on the inside. But The Hunter wants their prey to know that, soon enough,
they will be quarry, chased down like a rabbit in the fields. Not quickly, though; the meat tastes best after
The Hunt, page 173 marinating in stark fear for hours.

Related Entity: The Hunt If the potential prey remains anywhere in the area, The Hunter stalks
Health: 21 them for one day, adding to the target’s apprehension by voicing a
Damage Inflicted: Serious injury slow, soft laugh sometime before finally catching up.
Movement: Long Use: The Hunter could be briefly halted by a group of especially
Modifications: Perception, tracking, and stealth as level 7 physically gifted PCs. However, The Hunter’s unstoppable nature
Combat: The Hunter claws. means that the PCs’ best chance for surviving is evading or fleeing the
The Hunter also has the following traits. area entirely.
Avatar Bane: Avatars damaged by The Hunter can’t supernaturally
heal themselves of that damage and, if destroyed by The Hunter, can’t
return to life.
Terrifying Song: Once per day, The Hunter sings their favorite tune:
“A-Hunting We Shall Go” floats on the air. Everyone in long range
who hears the song and fails an Intellect defense roll is terrified,
freezing in place or running away as fast as they can (The Hunter’s
choice) for one minute. A terrified target can attempt an Intellect
defense roll to end the effect each round. Each failed attempt (or
failure to try) inflicts 1 point of Stress.
Unstoppable Hunter: The Hunter regains 2 points of health per
round, even when at 0 health.
Interaction: The Hunter at first appears as a regular hiker in sturdy,
rugged clothes, sans coat or pack. They ask what the target’s
immediate plans are, their smile seeming to have too many teeth. If
The Hunter decides to pursue, they sniff their new prey, say something
like, “Tomorrow will be a good day for a run,” and head off.

The wretched thing had just sent


me in a circle. For fun. For
the chase. I was tired, scared,
covered in scratches and bruises
over my entire body, and for
GM intrusion: The Hunter nothing. I was still going to
runs across an unlikely distance die.
with an incredible burst of speed
and attacks the character as part I turned to face my fate, and
of the same action. for the first time that night
got a good look at my hunter. The
moonlight shone on him in full
and what I saw was not human.
It’s hard to describe exactly,
but everything about him was
sharper. His fingers, his teeth,
his face, his eyes. His skin.
—MAG 31: “First Hunt”

222
CHAPTER 12
MONSTERS AND NPCs

THE JIGSAW LADY 6 (18)


The Jigsaw Lady—despite her advanced age, round face, and lilac dressing gown—is a contract The Jigsaw Lady’s name in
killer. Her well-kept suburban home is decorated with framed jigsaw puzzles, with more around the house The Magnus Archives podcast is
half‑finished. When she matter-of-factly asks who you want dead, it’s over a cup of coffee. All she needs to Angela.
complete the contract is an object taken from the selected victim. When you hand it over, she rewards you with GM intrusion: The character
a warm smile. receives a box wrapped in
The victim soon begins losing body parts: a finger here, a couple of toes there, some teeth, an eye . . . Each brown paper with their name
time, the loss is preceded by the delivery of a parcel wrapped in brown paper and string. Inside, a smaller black printed on it, along with the
words FOR IMMEDIATE
cardboard box holds a severed body part—the very one the victim soon loses, as if by accident. The wound
CONSIDERATION.
immediately closes, healed up as if the severing happened years ago.
The process ends when nothing of the victim remains; some hungers are too strong to be denied. The Flesh, page 173

Related Entity: The Flesh Jigsaw Curse: If provided with someone’s name and an object stolen
Health: 18 from them, The Jigsaw Lady performs a ritual (which includes starting a
Damage Inflicted: 1 point of Stress new jigsaw puzzle). Afterward, the target receives a delivery of a severed
Movement: Short body part (beginning with an extremity) every day or two. On a failed
Modifications: Speed defense and attacks as level 2 Intellect defense roll, the target can’t help but open the package. Within
Combat: The Jigsaw Lady isn’t much for direct physical attacks, but her hours, they lose that same body part through apparent misadventure,
sorcerous defenses are potent. gaining 1 point of Stress that can’t be restored until the curse is lifted.
She has the following options: The victim must successfully resist opening five packages to end the
Amputating Defense: Anyone attacking The Jigsaw Lady must first curse. If a target is murdered before the curse kills them, the curse is
succeed on an Intellect defense roll. On a failed roll, they instead spend passed to the killer.
the next minute chewing off their own hand, gaining 2 points of Stress Interaction: The Jigsaw Lady offers coffee or tea to visitors, but once
each round. The effect ends early if the target succeeds on an Intellect business begins, she stares at potential clients with a flinty, dangerous
defense roll on their turn, or when they’ve gained 6 points of Stress look that belies her age and surroundings.
from the chewing and their hand falls off, giving them a serious injury. Use: The characters wouldn’t be the first to underestimate The Jigsaw Lady.
The true ghastliness of her attention is revealed if a PC gains her curse.

At this point I was starting to feel


uneasy. Not scared, alright, I wasn’t
scared of this old woman, but being around
her was . . . bad. I don’t know how else
to say it, she was bad. You’ve got to
understand, I know dangerous, I understand
dangerous, hell, I am dangerous. This was
something else.
—MAG 14: “Piecemeal”

223
THE MAGNUS ARCHIVES ROLEPLAYING GAME

LIGHTLESS BEAST 4 (12) 2


GM intrusion: The Lightless beasts are fear of the dark made flesh. They reveal themselves in their prey’s home at
beast grabs the character’s
bedtime, creeping closer. Their advance ceases if the target hides under the blankets or switches on the light.
flashlight and destroys it.
But days or weeks later, they attack and attempt to pull their prey into The Dark. If they succeed, all that’s left
The Dark, page 171 behind is a patch of dark, foul-smelling fluid.

Related Entity: The Dark


Health: 15
Damage Inflicted: Serious injury
Movement: Short; immediate when phasing through floors,
walls, etc.
Modifications: Speed defense as level 4 due to being hard to
see in dim or dark light; perception as level 8
Combat: A lightless beast attacks with whipping tendrils.
A beast also has the following abilities:
Dark Comfort: Beasts regain 2 points of health per round
unless subject to bright light, which they flee from.
Drown in the Dark: A target who suffers damage from the
beast must succeed on a Might defense task or gain 2 points
of Stress. The affected target must continue making Might
defense tasks each round until they succeed, which ends
the progression, or take another level of Stress. If the target
fails three defense rolls before succeeding on one, they are
paralyzed and can’t move for about a minute. If a beast isn’t
distracted, it can grab a paralyzed target and drag them into
the ground, a nearby body of water, or a wall, into The Dark.
Most suffering this fate are never seen again.
Interaction: Lightless beasts are sapient and may whisper
threats, clear and crisp, such as, “The blanket does nothing”
or something similar.
Use: A lone character might be able to overcome a lightless
beast that emerges from a darkened closet or from under the
bed if they don’t give in to fear, but even a group of prepared
PCs would find an encounter with The Still and Lightless
Beast almost impossible without special preparations.

Lightless beasts are lesser


versions—“shadows”—of their
progenitor, the singular being
known as The Still and Lightless
Beast, which most often manifests
when called by The Taker of Light It was impossible to make out any details of the form that stood in
(page 239). the doorway, it was simply a patch of shadow even darker than the
The Still and Lightless Beast:
night that surrounded it. A silhouette in the pitch black. At first
level 7, Speed defense as level I thought it was a trick of my eyes adjusting to the dark, but then
4 due to being hard to see, it began to move. Its body was fat and bulbous, with no limbs or
perception as level 8; health 25; head, so when it came towards me it did so with a slow, undulating
movement short, or immediate pulse along the floor. I could see its outside was covered in
when phasing through floors, what might have been feelers or fleshy tubes, and as it gradually
walls, etc.; attacks with made its way towards me I could see them flicking out and spasming
whipping tendrils; can darken a wildly, in what looked horribly like excitement.
whole city block once per month
before coming for a target —MAG 86: “Tucked In”
224
CHAPTER 12
MONSTERS AND NPCs

LONESOME CROWD 5 (15) 1


Encountered in underpopulated, oddly quiet neighborhoods, the crowd’s dull murmuring is at first
the familiar rolling babble of incomprehensible noise that comes from dozens of voices talking at once. But once
someone tries to move through or is otherwise caught up in the crowd, the realization dawns that the crowd isn’t The Lonely, page 174
composed of people; it’s just a crowd. A crowd without any people in which the newcomer is completely alone.
Those who never win free of a lonesome crowd become faceless parts of it.

Related Entity: The Lonely Lost to the Crowd: If a target fails three defense rolls before
Health: 33 succeeding on three, they are lost forever, becoming one more blurred,
Damage Inflicted: 2 points of Stress screaming face.
Movement: Immediate Protective Crush: For someone who is caught in the crowd, attempts
Modifications: Speed defense as level 2 to physically damage it are hindered by three steps.
Combat: A lonesome crowd isn’t fast, but it automatically lures in and Interaction: The flow of people moves this way and that, but without
envelops all targets in immediate range who fail an Intellect defense roll. purpose other than to isolate anyone who becomes part of it.
Once part of the lonesome crowd, the following consequences apply. Use: A lonesome crowd is very dangerous to a lone PC, but less so to
Escaping the Crowd: Enveloped targets can attempt another Intellect groups who stick together.
defense roll each round as long as they concentrate on someone A lonesome crowd might find a PC who is exploring alone or who has
they are closely connected to, such as a family member, friend, pet, traits that tend to isolate them, or simply because they’ve been marked
or lover. Three successful defense rolls allow the target to win free. by association with the paranormal.
Multiple targets who hold hands while lost in the
crowd together ease the defense roll by one step per
person beyond the first.
Isolating Jostling: A target enveloped by the crowd The more I listened, the more I realised it, it
gains 2 points of Stress each minute they remain wasn’t a language. There were no words, it was just
part of it, not only from the jostling and bumping, noise. Just a noise being made by the people around
but also because of their recognition of the crowd’s me. Then I started to focus on those people and
true nature. that’s when I began to scream.
Their faces were a blur, each and every one
of them. It was like someone had recorded them
screaming or having a seizure and then played it
back at a hundred times the speed on their face.
None of them had hair, or any distinguishing marks,
and though their clothes were different, they were
all different versions of the same clothes.
—MAG 48: “Lost in the Crowd”

GM intrusion: The character


is jostled exceptionally hard and
gains 3 Stress.

225
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE MAN WHO WASN’T THERE 6 (18) 2


A haunting presence that gradually leads you further and further from reality and sanity, The Man
Who Wasn’t There is most drawn to people that call to him. With that connection to non-existence established,
The Spiral, page 175 everyone and everything around you begins forgetting that you ever existed.

Related Entity: The Spiral


Health: 18
Damage Inflicted: 2 points of Stress
Movement: Short; can move through solid objects at will
Modifications: Stealth as level 10
Combat: The Man Who Wasn’t There’s touch deals 2 points of Stress.
The Man Who Wasn’t There also has the following traits:
Blot Out Memory: Targets in immediate range that fail an Intellect
defense roll are stunned for one minute, taking no action (unless attacked,
which snaps them out of the condition). When the effect wears off
naturally, the target has no recollection of encountering The Man, unless
The Man wants them to.
On the Stair: The Man Who Wasn’t There can appear on almost any
stairwell.
Spiraling Stair: A target who addresses or calls for The Man and fails an
Intellect defense roll slowly becomes less and less real, with other people
forgetting their name or even that they’re present. The target must succeed
on three Intellect defense rolls (one per day) to escape the effect. Each
failed roll inflicts 1 level of Stress on the target. If the target fails three
defense rolls before succeeding on three, they become the new Man Who
Wasn’t There. Only one target at a time is affected.
Unreal: The Man is immaterial and takes no damage from mundane
physical sources. He takes half damage from paranormal sources and full
damage from weapons designed to affect Entity servitors. The Man can also
go into a state of apparent non-existence for hours, days, or much longer.
Interaction: The Man never speaks, but his smirk becomes a smile as his
victim becomes more unreal, and The Man (at least to the victim) becomes
more solid. If he succeeds in passing the mantle, he laughs joyfully,
until realizing he died long ago. His scream is cut short by his throat
decomposing, rotten flesh sloughing, and brittle bone collapsing.
Use: The Man Who Wasn’t There is not so much a threat to one’s life, but
rather to one’s existence. It’s likely that PCs can only hope to flee from him.

GM intrusion: Even though For obvious reasons I can’t describe him. I can barely describe
the character is obviously in his absence. I could try to say that his . . . hypothesis was tall
need of assistance or tries to and wide. Conceptually, he could have had arms that stretched
contact an ally, the ally doesn’t away from a soft-looking torso, with stubby fingers that did not
see or hear the character for a
grip the banisters tight enough to splinter. If he had had a
couple of rounds or longer.
face, it would have been unremarkable, with a small, plump mouth
that failed to quite turn into a smile.
He didn’t speak, so I couldn’t hear his offer to join him on the
staircase. But I accepted.
—MAG 85: “Upon the Stair”
226
CHAPTER 12
MONSTERS AND NPCs

MEAT WITH EYES 4 (12) 2


Meat with eyes rarely arises spontaneously. Instead, it must be slowly pieced into existence, one
meticulously gathered slab of flesh at a time, piled in an enclosed space, and left to rot. The pestilent mass of
moldering meat opens all its eyes and shudders into a golem-like animation if someone suffering from
“carrion-o-philia” willingly adds their own, already putrescent corpse to the pile.

There, in the centre of the floor, was a pile of discarded meat and
bone, stacked almost as high as a person. It seemed less decayed than
the rest of it, though that foul yellow fluid oozed from it and—this GM intrusion: As the character
prepares to eat their sandwich,
is the reason I’m talking to your institute, you see. Everything else
eyes in layers of meat open.
could be put down to the problems of a very, very sick man, nothing
supernatural about it, but . . . when I looked at that heaped pile
of meat, it moved. I don’t know how . . . I don’t know quite how to
explain it, other than to tell you that it opened its eyes. It opened
all its eyes.
—MAG 18: “The Man Upstairs” The Corruption, page 170

Related Entity: The Corruption


Health: 13
Damage Inflicted: Serious injury
Movement: Short
Modifications: Perception as level 7; stealth as level 2 due to
stench
Combat: Meat with eyes attacks with a rotting touch.
Meat with eyes also has the following abilities:
Engulf: The meat heaves its entire mass, covering a target
within immediate range who fails a Speed defense roll. A
covered target takes damage each round and can’t take other
physical actions until they succeed on a Might roll as their
action to squirm free. A target who dies from this damage is
consumed by the meat with eyes, and their body becomes
part of the creature.
Overpowering Stench: The meat “burps,” releasing a toxic
plume of gas that fills an immediate area. Targets in the area
that fail a Might defense roll lose their next turn retching.
Regenerate: If the meat with eyes has absorbed living flesh
within the last hour, it regenerates 3 points of health per
round.
Rotting Spittle: The meat spits gibbous pus at a target in
short range. On a hit, the target takes damage from the
unexpectedly acidic whitish goo, and on a failed Might
defense roll, loses their next turn retching.
Interaction: Meat with eyes seeks to revolt, horrify, and
ultimately consume those it encounters.
Use: A disgusting sight, an instance of meat with eyes is certain
to nauseate characters, possibly making them question
reality. But such a mass of meat could be defeated with
determination, assuming it doesn’t slip away to find carrion
to consume.

227
THE MAGNUS ARCHIVES ROLEPLAYING GAME

MIRROR HAUNT 3 (9) 2


Sometimes the feeling that someone is watching you is nothing. But if the sensation grows over time
until you feel that there’s nowhere you can go, no place you can hide from its constant scrutiny, perhaps you’ve
gained the attention of a mirror haunt.
The Eye, page 172 Intangible aspects of The Eye, mirror haunts feed by watching a victim over time, driving them to distraction
with the pressure of their incessant gaze. Usually, the victim can’t even see the mirror haunt. Rather, they feel
Mirror of beholding, page 260
the attention burrowing into the back of their neck until they can’t eat, can’t sleep, until the haunt finally drives
The Distortion, page 216 them into an early grave one way or another.

I could see a face staring in.


Related Entity: The Eye Avatar of The Eye to call it off, blinding
It was dark outside, and it
Health: 6 themself (possibly only temporarily— was almost entirely in shadow,
Damage Inflicted: 3 points of Stress but for at least a week), or somehow so I couldn’t tell you much
Movement: Short materializing the haunt and killing it. about the features, but it
Modifications: Perception and stealth as Subject of Observation: The affected was huge, seeming to take up
level 10 target feels the pressure of the haunt’s most of the window behind me.
Combat: A mirror haunt is an intangible, gaze at all times. Each day, they gain The only thing about it that
invisible presence that usually can’t 3 points of Stress from this attention, I could see with any real
be physically fought but instead only and after three full days, their intrusion clarity were the eyes. Bright,
endured. range increases by 1 (1–2 on a d20) and shining, bulging eyes, with
pupils so dark it made me
Instigating Event: A target looking could increase again every few weeks.
feel sick, drinking everything
into a reflective surface influenced by Interaction: The haunt’s attention, once
in, watching with a greedy
the Entities in some fashion—such as gained, never wavers. intensity. I could feel its
a mirror of beholding—could catch a Use: A haunt’s attention isn’t immediately gaze burning into the back of
glimpse of a passing mirror haunt. If the lethal, but it’s hardly welcome. It my neck, feel its unblinking
target meets the haunt’s gaze, they must could motivate PCs to seek help from eyes.
succeed on an Intellect defense roll or dangerous sources, perhaps a dabbler
—MAG 60: “Observer Effect”
become its subject of observation. or someone else who collects or hoards
Shedding Attention: A target can shed a Entity-related books.
haunt’s attention through extreme
methods, including traveling
through The Distortion so the
haunt loses them, convincing an

Dabbler, page 209

GM intrusion: The watched


character catches another
unexpected glimpse of the mirror
haunt in a reflected surface, which
startles them at an inopportune
moment, causing them to trip,
drop something important, yell out
at the wrong time, etc. on a failed
Intellect defense roll.

228
CHAPTER 12
MONSTERS AND NPCs

MONSTER PIG 6 (18) 1


Monster Pig is huge, weighing in at around 880 pounds (400 kg). That’s big for a pig. Bigger than
big; it’s monstrous. And it’s hungry. A thin trickle of pink saliva glistens around its mouth. Its hide is covered in
small scars. Shot scars, most of them, with others left by spikes or
axes. One scar looks like finger marks.

Related Entity: The Flesh The Flesh, page 173


Health: 30
Damage Inflicted: Serious injury
Movement: Short
Modifications: Speed defense as level 4
due to tremendous size
Combat: Monster Pig attacks by butting
with its massive bulk.
It also has the following options:
Crush: If the target fails a Speed defense
roll, the pig backs them into a wall or knocks
them to the ground, crushing them with its bulk,
automatically damaging them each round until
they can escape with a successful Might-based task
as their action.
Delivery of the Flesh: A target within long range
who Monster Pig wants to eat and who fails an
Intellect defense roll falls into a sleepwalking trance
for ten minutes. Monster Pig mentally commands
them to come to where it is, lie down, and let it eat
them. An affected target can attempt an Intellect
defense roll each round to break free. Being shaken
also breaks the effect (but not being eaten by
Monster Pig). While affected, the target repeats,
over and over, “Long pig. Short pig. Wide pig.
Narrow pig.”
Eternal Flesh: Monster Pig regains 2 points of Use: Monster Pig isn’t usually an immediate,
GM intrusion: The character,
health per round, even when at 0 health. life-ending threat when encountered. It’s only investigating the disappearance of
Interaction: Monster Pig doesn’t rampage. Instead, it when the truth of its sheer inexorable ability to an acquaintance, glances down
insinuates itself into someone’s pig herd and begins consume is realized that it becomes something and sees that person’s face, gnawed
eating all the food, the other pigs, and occasionally, PCs need to evade or perhaps deal with by luring from their skull and lying in the
pigsty; the character gains 3 Stress.
nearby people, though rarely the pig keeper. it into a pit filled with wet cement.

I hadn’t checked on the pigs in a while, but the next time I headed
into the sty . . . there it was, sat in the corner, just encompassing
the corner, its bulk filling the place out as the other, smaller pigs
tried to find somewhere to be that wasn’t next to it. It just sat
there, and stared at me. I didn’t like staring back at it. It made
me feel strange, like it was sorting me into cuts of meat. There was
more in those eyes than I’d ever seen in another pig; hidden among
the rolls of pink flesh, they had malice in them. The pig wanted to
hurt me. I’m sure of that.
—MAG 103: “Cruelty Free”

229
THE MAGNUS ARCHIVES ROLEPLAYING GAME

NOTTHEM 6 (18) 2
Someone is impersonating your mother, your cousin, or maybe your child. Only you realize it. Even
old photos show the imposter at weddings, on outings, and posing for selfies, not the person you used to know.
The Stranger, page 175

Related Entity: The Stranger


Health: 21
Damage Inflicted: Serious injury
Movement: Short; short when climbing
Modifications: Disguise as level 8
Combat: In their monstrous form, NotThem’s long, spindly limbs brutally squeeze a
foe within immediate range.
NotThem also has the following traits.
Monstrous Shape: If NotThem wishes to make a squeeze attack with their hands
and arms, they elongate, stretching into a long, thin monster with sticklike limbs
that have too many joints. If NotThem kills a target, they have the option of
“wearing” the corpse. That guise might become the “stranger” that NotThem uses
to torment their next victim.
Stranger in Our Midst: Each time a target is confronted with evidence that
a complete stranger—NotThem—has replaced someone in their life and
they’re the only one who realizes it, they must succeed on an Intellect defense
roll or gain 2 points of Stress. Examples include seeing NotThem in their
assumed role, seeing altered photos showing NotThem in place of the original
person, and witnessing others interact with NotThem as if everything is fine.
Once a target has gained Stress from this effect, they are immune to the effect for
the next few days.
Interaction: NotThem acts similarly to the person whose identity they’ve assumed.
But once their target realizes something is wrong, they begin to play up that
wrongness—subtly at first, but more aggressively over time, until weeks or months
later, when their target’s fear has reached its maximum, they either move on or
kill their target.
Use: It’s difficult for those not targeted by NotThem to recognize the truth.
But if PCs successfully see past the mask, fleeing is the best option even
competent characters have for surviving NotThem if they don’t have a
plan to deal with this powerful being.

GM intrusion: The
character’s ally intervenes on
I sat in an armchair and he took the sofa opposite, sitting stiffly
behalf of NotThem against the in a way that seemed far too still. Neither of us said a word. He
character, completely taken in just stared at me, smile still wide and something twinkling in his
by the impersonation. eyes that might have been amusement. Or triumph. He showed no desire
to make any sort of conversation, and I was too terrified to say
anything at all.
[ . . . ] At one point, it almost seemed like his neck was too long,
but when I looked again it was normal. The only two things I knew for
sure was that I had never been as scared as I was just then, and that
I did not know this man.
—MAG 78: “Distant Cousin”

230
CHAPTER 12
MONSTERS AND NPCs

PERFECT STRANGER 3 (9) 1


A perfect stranger looks normal. Unremarkable in their jeans and white shirt. So normal, in fact,
that once you look away, it’s difficult to remember distinguishing features. Other than the way they stare,
unblinking, and their creepy silence, as if they’re not breathing at all. Until they start breathing midway through
an interaction, as if suddenly recalling that’s what humans do. The Stranger, page 175

Related Entity: The Stranger Shape Flesh: A stranger’s flesh is alive-ish and amenable to their will.
Health: 12 One that spends several hours concentrating can form new organs
Damage Inflicted: Serious injury or complex tissue (lungs, livers, teeth, etc.) within themselves, either
Movement: Short where expected or where they just shouldn’t be. A stranger can induce
Modifications: Intellect defense as level 7 the same effect in plants—for example, creating human teeth, as if
Combat: A perfect stranger batters with their fists with no regard for any smiling, inside an apple.
damage they might inflict on themselves. Interaction: Perfect strangers are aspects of The Stranger that exist
A perfect stranger also has the following options. primarily to disquiet and alienate regular people. However, they
Disquieting Presence: After interacting with one or more perfect also take on more active roles to help other aspects and Avatars of
strangers for a couple of rounds, characters must succeed on an The Stranger, such as helping to arrange for the Unknowing, a ritual
Intellect defense roll or suffer 1 point of Stress due to the alienating, meant to warp reality.
unnatural way the perfect stranger conducts themself. Continued Use: Perfect strangers make ideal atmospheric encounters. They could be
interaction doesn’t render someone immune to the effect; each minute NPCs that don’t initially seem that important that somehow give PCs
of interaction or new interaction requires another defense roll. the willies, whose presence over the course of a few encounters grows
Pliant Flesh: The stranger regains 4 points of health if they spend more existential. They’re tough, but certainly something a character
their action concentrating. could defeat one on one if it came to it.

The Unknowing, page 175


NAMES
Perfect strangers usually have placeholder
names common in various countries, like John
and Jane Doe are used in the United States.
Examples: GM intrusion: The character
Mario Rossi, Erika Mustermann, Jan Novak, finds, trips over, or is sent a bag
Piotr Petrov, Pavel Petrov, Jane Citizen, Fulan of human teeth.
al-Fulani, Juan Pérez, Monsieur Dupont,
Hanako Yamada, Ram Sharma.

And then came our first of two sessions in the


dissection room. We were looking at the skeleton. I
had been dreading this. Given exactly how creepy and
unsettling the students were just sat in a classroom,
the idea of what they could do when given access
to human remains made me feel quite nauseous. But I
couldn’t bring myself to leave them there alone, so
I went.
It was even worse than I’d feared, seeing them stood
there over the bits of cadaver. Their faces, normally
so neutral, were alive with . . . what was it I saw?
Excitement? Curiosity? Hunger? Whatever it was, it
didn’t reach their eyes, still staring and blank.
—MAG 34: “Anatomy Class”

231
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE PIPER 8 (24) 2


To some, The Piper grants clemency. But the reprieve is brief, and lasts only long enough for the
The Slaughter, page 174 recipient to understand that, in fact, they can never escape the war.

Related Entity: The Slaughter Weapons: The Piper attacks twice with a sword, spear, or long-
Health: 27 range gun, usually against separate targets.
Damage Inflicted: Serious injury Fleeting Reprieve: A target within short range of The Piper who
Movement: Short was killed by violence in the last hour—or who is about to be
Combat: The Piper usually plays their pipes, but might use other killed—is returned to life. The target understands they’ve been
options, as follows: spared by a power beyond their understanding, and that soon,
Pay The Piper: The Piper plays their scrimshawed bone for a they’ll be back in the grave, whenever The Piper calls in their debt.
target within very long range (no more than once each hour). On Interaction: The Piper urges those who hear their faint, piping
a failed Intellect defense roll, the target seeks out the most violent melody to give themselves up to senseless slaughter. In their own
and gory portion of the nearest conflict (which might mean they way, The Piper will negotiate; see Fleeting Reprieve.
need to travel if no fighting is near), forgoing caution as they Use: PCs should try to keep their interaction with this aspect of The
try to track down the source of the sad, whistling tune. Affected Slaughter to a minimum, if any at all. The Piper, also known as
targets remain so for up to ten hours, until the fighting stops, or “The War,” is essentially the trauma of war personified.
until they succeed on an Intellect defense roll on their turn.
Lambs to the Slaughter: The Piper spends its action playing the
pipes (no more than once each day). All creatures in long range
that fail an Intellect defense roll become frenzied and, taking up
whatever weapons are available, attempt to slaughter whatever
enemy The Piper names (or if none, attack each other) for one
minute or until a target succeeds on an Intellect defense roll on
their turn.

He told me it had three faces. One to


play its pipes of scrimshawed bone,
one to scream its dying battle cry and
one that would not open its mouth,
for when it did blood and sodden soil
flowed out like a waterfall. Those
arms that did not play the pipes were
gripping blades and guns and spears,
while others raised their hands in
futile supplication of mercy, and one
in a crisp salute. It wore a tattered
coat of wool, olive green where it was
not stained black, and beneath, nothing
could be seen but a body beaten,
slashed and shot until nothing remained
but the wounds themselves.
—MAG 7:“The Piper”

GM intrusion: The character


begins to hear The Piper’s tune,
but no one else can hear it. Does it
portend the character’s imminent
death, or that The Piper has saved
them from death for a time?

232
CHAPTER 12
MONSTERS AND NPCs

THE PLAGUEBEARER 5 (15) 2


The Plaguebearer is a lanky man with watery blue eyes and unruly dark hair. He’s possessed of a
fevered energy, and buzzing flies are drawn to him. Over time, the sicknesses within him incubate and grow
more virulent. At their most malignant, he sits upon a dreadful throne formed from disease-wracked bodies
mixed together like putty. Eyes stare out like horror-stricken stars, their exposed hearts beating for all to see, their
The Corruption, page 170
voices trying to scream through things that aren’t their throats.
Surveying his kingdom of the corrupted dying, The Plaguebearer smiles. The Extinction, page 177

Related Entity: The Corruption and The Extinction


Health: 21
Damage Inflicted: Serious injury
Movement: Short
Modifications: Resists disease and poison as level 10
Combat: The Plaguebearer mostly relies on his paranormal abilities and traits
in combat.
Infect: A target The Plaguebearer chooses within immediate range must
succeed on a Might defense roll or contract a novel pathogen (level 5
disease) and immediately gain 2 points of Stress. Each day the affected target
fails a Might defense roll, they take a serious injury. If the target succeeds on
three Might defense rolls, they gradually improve and throw off the sickness.
Waxing Virulence: The malignance of the sicknesses he spreads increases
over time. Initially, when diseased targets roll a 1 or a 2 (instead of just a 1),
they trigger a GM intrusion. Every few days, the intrusion range increases,
so that it happens on a roll of 1 to 3, then a roll of 1 to 4, and so on. These
GM intrusions reveal some new grotesque symptom, such as melting skin,
escaped entrails, an exposed heart, and so on.
Ascend the Throne: The Plaguebearer uses his Infect ability on all targets in
a 2-mile (3 km) radius (no more than once every few years). Infected targets
are drawn to him but can ignore that call with a successful Intellect defense
roll each day.
Resurgent: If killed (rather than neutralized by being sealed away), The
Plaguebearer reforms somewhere else within a few months.
Interaction: Dealing with The Plaguebearer is best done in a hazmat suit. He’s
usually uninterested in topics unrelated to epidemiology.
Use: If the PCs encounter The Plaguebearer within the first year of his
resurgence, they can potentially deal with him, even if a few characters are
sickened for a time. He’s far more dangerous if his virulence is waxing and
he sits on his throne of disease.

Thin trails of blood and skin crisscrossed to the streets, and the
walls and windows of nearby buildings were coated in a fine sheen
of discarded gore. It didn’t take me long to find my first victim,
wrapped around a lamppost. He had clearly tried to lean on it for
support in his distress, but his flesh had begun to spread and fuse GM intrusion: The
over it in thick, ropey tendrils. His bones were almost bare to the character’s hazmat suit (or
elements. other protection) rips.
But it was then that I saw the thing that, to my mind, is perhaps
the worst of it. His heart was exposed. It was beating fast, so fast,
The Plaguebearer’s name in The
despite the awful green decay that seemed to be eating at it.
Magnus Archives podcast is John
—MAG 157: “Rotten Core” Amherst.

233
THE MAGNUS ARCHIVES ROLEPLAYING GAME

POSSESSED CANNIBAL 4 (12)


Possessed cannibals don’t realize they’re
killing and eating people. Instead, they
live normal lives, though they experience
episodic ghastly visions, nightmares, or
The Flesh, page 173 hallucinations. In truth, these figments
hide any cannibalistic atrocity they
The Spiral, page 175 commit from their conscious minds.

Related Entity: The Flesh and The Spiral


Health: 12
Damage Inflicted: Serious injury
Movement: Short
Modifications: Persuasion and initiative as level 6
Combat: Possessed cannibals use improvised weapons like fire pokers,
cast-iron pots, and kitchen knives when their possession takes over.
They also have the following traits.
Completely Normal: Because they don’t consciously know what
they are, possessed cannibals can legitimately profess helpfulness or
friendship, then ambush prey, easing their first attack by two steps.
Not Alone: In some cases, groups of possessed cannibals can converge
on a party, bar scene, religious service, or other location where people
gather. Working together makes them a much greater threat.
Realization: If a possessed cannibal is somehow induced to see their
true actions (via paranormal means or expert persuasion), most collapse
into shock and horror, no longer posing an immediate threat.
Contagious Cannibalism: A possessed cannibal induced to
comprehend their own culpability and then killed or subject to a
religious exorcism rite passes their condition to the responsible target
if the target fails an Intellect defense roll. A character suffering this
condition must make an Intellect defense roll every few days or have
a “hallucination” during which they give in to demonic cannibalistic
commands.
Interaction: When not actively attempting to eat someone, the
possessed cannibal seems entirely normal, if somewhat troubled by
“concentration issues” they’ve been having of late. If someone tries It was strange, the rich cloth curtain that
covered that ornate metal box seemed stuck,
to tell them they’re a cannibal, they usually hear only bells or other
so I pulled and pulled and eventually it
deafening sounds.
came free. I opened the door and retrieved
Use: A lone possessed cannibal won’t pose too much trouble to a the Host, returning it to the altar. Then
character, except for the existential threat of the character becoming I . . . I lifted it to my mouth, and I ate.
possessed themself. If so afflicted, a character who realizes it might find It did not taste as I expected.
aid from agents of another Entity or a dabbler.
I’m sure you’ve guessed the reality of
what it was I was eating. I don’t even know
where I was, some dingy basement from what
Dabbler, page 209 POSSESSED CANNIBAL NAMES it seemed when the light fell from my eyes
Possessed cannibals have entirely and I returned to reality. At least, I
ordinary names. Examples: assume this is reality. I dream, sometimes,
GM intrusion: The character that perhaps this is the illusion—my arrest
Edwin Burroughs, Bethany
finds a stashed corpse with its
O’Connor, David Fabray, Erica and imprisonment merely a hallucination.
face eaten off and gains 2 Stress
on a failed Intellect defense roll. Babcock, Luke MacBride, Jill Tamayo, That I’m not a murdering cannibal.
Mark Wagner. —MAG 20: “Desecrated Host”

234
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MONSTERS AND NPCs

THE RINGMASTER 6 (18) 1


Sometimes she appears as a plastic female mannequin dressed as a circus ringmaster. Other times she
disguises herself as a human using skin harvested by her, her agents, or The Anglerfish. Whatever her guise, The The Anglerfish, page 197
Ringmaster is one of the most capable agents of The Stranger, spreading existential angst, confusion, and identity The Stranger, page 175
collapse. She hopes to ultimately change reality itself into a place where survivors are unable to tell others or
themselves apart from simple objects and other people. Debilitated, page 132

Related Entity: The Stranger


Health: 27
Damage Inflicted: Serious injury
Movement: Short
Modifications: Disguise as level 7 when impersonating a living thing
Combat: The Ringmaster attacks with a set of razor-sharp knives.
She also has the following traits and abilities.
Harvest Skin: If she wishes to take a target’s skin, successful attacks she makes
with her knives are surgically precise, designed so that when she has dealt
enough damage to render a target debilitated, she can use her next turn to strip
their skin in a single quick motion if they fail a Might defense roll. A harvested
skin also inflicts a serious injury.
Wear a Skin: The Ringmaster can assume the identity of someone whose
skin she, The Anglerfish, or one of her uncanny mannequins harvests. The skin
retains enough life that it gives The Ringmaster knowledge of the existence it
once had, even as it silently screams.
In the Company of Mannequins: It’s rare that The Ringmaster is encountered
without at least a couple of uncanny mannequins nearby.
Interaction: The Ringmaster relishes the attention she gains by putting on a good
show, though “good” means horrifying anyone watching. She’s not shy about
describing her plan to enact the great ritual known as the Unknowing, which
will warp reality enough that The Stranger becomes the world’s new “god.”
Use: PCs may unknowingly interact with disguised uncanny mannequins and
skin shells for some time before they run into The Ringmaster behind it all.
Perhaps by that time, the PCs will have gained enough resources that they can
face her and/or disrupt things the next time she attempts the Unknowing.

Uncanny mannequin, page 241


ARCHIVIST: Who are you?
The Unknowing, page 175
THE RINGMASTER: Well, my father called me Nikola, and then I killed
Skin shell, page 238
him, so I thought I rather deserved to have his second name too.
Which makes me Nikola Orsinov. Pleased to meet you at last.
ARCHIVIST: You, um . . . You killed Gregor Orsinov?
THE RINGMASTER: Yep! He got really boring, and I’m a monster. I mean,
what do you want me to do—not pull him apart? I did use all the bits. GM intrusion: The character
comes to believe that The
ARCHIVIST: I . . . Y . . . Y-You don’t . . . sound Russian. Ringmaster or one of her agents
is an ally for a few rounds.
THE RINGMASTER: How could I sound anything, silly? I’m plastic. [The
sound of tapping on plastic.] I don’t even have a voicebox. I had to
borrow this one.
ARCHIVIST: Uh . . .
THE RINGMASTER: Don’t turn on the light.
—MAG 97: “We All Ignore the Pit”
235
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE SANDMAN 6 (18) 1


Tall and thin, The Sandman’s silhouette bleeds into the darkness
he’s part of. Coarse black sand trickles from his open mouth.
His gait is slow and torturous, accompanied by the hiss of
leaking sand. Light curdles like rancid milk in his presence.
Where he touches, the world dissolves into choking darkness,
The Dark, page 171 except for his awful, shifting face.

Related Entity: The Dark sack on a failed Speed defense roll. A target
Health: 21 in the sack gains 3 points of Stress each
Damage Inflicted: Serious injury round and can’t take physical actions
Movement: Short until they succeed on an Intellect-
Combat: The Sandman attacks with his rasping based roll as their action to escape.
touch. Alternately, a target is freed if they
He also has the following traits. willingly blind themself with sand from
Abrading Sand: The Sandman flings a The Sandman’s pouch (which they can
handful of razor-sharp sand at a target within reach even inside the sack). A target
immediate range. On a failed Might defense who dies in the sack becomes lost
roll, the target takes damage and is blinded for forever in The Dark.
one round. Interaction: The Sandman
Slumbering Gloom: The Sandman exhales a never speaks or negotiates. His
cloud of ebony sand (no more than once each presence means that a target has
minute) targeting all creatures in immediate been designated, perhaps by an
range. Creatures that fail an Intellect defense Avatar of The Dark or simply
roll fall asleep for one minute, or until they are because The Sandman smells
damaged or shaken awake. their fear.
In addition, complete darkness fills the area for Use: The Sandman usually goes
one minute, though the outline and/or the face after lone sleepers but would
of The Sandman may still be glimpsed inside prove an almost impossible threat
periodically, as The Sandman wishes. to deal with permanently, even
Topple Into Sack: The Sandman targets a if a group somehow managed to
creature in immediate range (no more than once lure him to a location where they’d
each minute), pulling them into his pitch-black prepared a trap.

He was almost shaking


with rage at this
point, and I was
momentarily concerned
that the situation
might descend into
GM intrusion: The character violence when,
catches a glimpse of The instead, he leaned
Sandman’s awful, shifting face,
forward and whispered
gaining 2 Stress. The target also
stands frozen in terror if they
with an intensity I
fail an Intellect defense roll, had never before heard
losing their next turn. in a human voice:
“Pray The Sandman only
brings you sleep.”
—MAG 98: “Lights Out”

236
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MONSTERS AND NPCs

SILVER WORM 1 (3)


Just over an inch long, a silver worm’s body is segmented, with a blackened head
and mouthparts built for burrowing into flesh. In bright light, they’re easy to
see and smash. It’s when they drop unexpectedly on a subject or appear as a
swarm that their true threat is revealed. If even one tunnels its way into
a living creature, the parasite gradually corrupts from the inside until
the victim literally bursts open to birth a new colony of silver worms.

Related Entity: The Corruption


Health: 3
Damage Inflicted: 1 point of Stress
Movement: Immediate
Modifications: Speed defense and stealth as level 3 due to size
Combat: Silver worms bite.
They also have the following options:
Ambush: A silver worm lurks in darkness, clings under a handrail,
or waits in a cupboard, relying on a surprise ambush to give it an
edge. When a silver worm attacks prey in this manner, it attacks as a
level 3 creature dealing 2 points of Stress, and its first attack is eased
by two steps.
Burrowing Worms: A target bitten by one or more worms must
spend the next round succeeding on a difficulty 3 Speed-based task
to remove the worms. If they (and/or an ally) fail, the worm slips
inside and the target is infested as a level 5 disease requiring
three successful Might defense rolls (one per day) to clear.
Each failed Might defense roll causes the target to descend one
step on the damage track. If the target fails three defense rolls
before succeeding on three, they become a colony under The
Corruption’s control.
Writhing Worms: If fifty or more worms are encountered
together, they can attack once as a level 4 creature, inflicting
3 points of Stress to one target. A target bitten by the swarm is
subject to Burrowing Worms, but their Speed-based task to remove
the worms before one slips inside is hindered by two steps.
Interaction: Parasites, silver worms regard living creatures as potential
sacs of flesh to corrupt.
Use: Silver worms can be dispatched fairly easily, although they often appear in
huge numbers. Their real horror comes more from implication.
The Corruption, page 170

The room was unrecognisable when I returned. There was a shape on Colony: level 2; releases a
the bed, where Harriet had laid, but it wasn’t her anymore. I could level 3 worm swarm attacking
barely make out anything even remotely human in the pile of pitted everything in short range for one
and warped flesh that now remained. The bed itself was slick and round, destroying the colony;
shiny with a dark fluid that dripped off the hanging sheets and onto hit targets are also subject to
the floor. But what truly repulsed me, what made me flee as I did, Burrowing Worms
was what moved and squirmed on all of it. They covered every surface:
the floor, the bed, what used to be Harriet, even the ceiling. A
thick, moving carpet of pale, writhing worms. GM intrusion: A silver
worm waits in ambush in the
—MAG 6: “Squirm” character’s shoe.

237
THE MAGNUS ARCHIVES ROLEPLAYING GAME

SKIN SHELL 3 (9)


GM intrusion: When the
character strikes the skin shell They look normal enough from a distance. Just like regular people, with names, jobs, and everything.
with a melee attack, the shock But spend any time with one, and it’s easy to see that something’s off. They speak fluidly, but their eyes are glassy
of hitting something as solid as
a sack of sawdust causes them to and empty, resembling those of an animal that’s been stuffed and mounted by a taxidermist.
drop their weapon. And that’s exactly what skin shells are: victims of The Stranger (usually, The Anglerfish), their skin and hair
harvested, stuffed with sawdust and cloves in human shape, and given a new faux life. In rare cases, newly
The Stranger, page 175 taxidermized skin shells closely resemble the original victim. But usually, to those who knew the victim, a skin
The Anglerfish, page 197 shell seems like a complete stranger.

Related Entity: The Stranger


Health: 12
Damage Inflicted: 3 points of Stress
Movement: Short
Modifications: Tasks to recall the original victim’s life as level
1; perception tasks as level 7
Combat: A skin shell attacks with its bare fists.
It also has the following traits.
Feeling No Pain: A skin shell can’t be dazed or stunned
by physical attacks and is immune to most poisons and
diseases.
Hard to Drop: If an attack would reduce a skin shell’s
health to 0, it does so only if the number rolled in the
attack was an even number; otherwise, the skin shell is
reduced to 1 point of health instead.
Interaction: A skin shell usually blends in, but if someone
notices something off about one, it doesn’t keep
pretending. Instead, it leans into that uncanny valley,
attempting to intensify through its speech and deeds the
creeping sense that something about it isn’t right, not quite
human.
Use: Though not especially powerful, skin shells are hard to
permanently dispatch without concentrated effort. Still,
even a single determined PC is probably more than a
match for a single skin shell. But a group would be another
matter entirely.

SKIN SHELL NAMES


Skin shells usually have completely normal names, such
as the following:
Sarah Baldwin, Daniel Rawlings, Isla Brown, David
Thomson, Mia Wilson, Clive Smith, Anne Davies.

One of the first appearances of ARCHIVIST: Are you the same Sarah Baldwin that disappeared in
a skin shell (with the identity of Edinburgh in August 2006?
Sarah Baldwin) in The Magnus
Archives podcast is in episode 28. SARAH BALDWIN: Some of her. Skin. A few memories. Not on the inside.
—MAG 96: “Return to Sender”

238
CHAPTER 12
MONSTERS AND NPCs

THE TAKER OF LIGHT 6 (18)


White hair and milky white eyes sharply contrast with The Taker of Light’s inky black robe that
GM intrusion: The Taker of
moves and shifts by itself. Light steps into shadow and
The Taker of Light has passed from body to body down through the centuries, leaving the previous one a gets away.
dried husk while acquiring a younger self already touched by The Dark in some fashion. The Dark, page 171

Related Entity: The Dark inflicting a serious wound each round. If the target fails three
Health: 25 defense rolls on their turn before succeeding on three, either they
Damage Inflicted: Serious injury are absorbed into The Dark or The Taker’s consciousness passes into
Movement: Short the body (as The Taker chooses).
Modifications: Perception as level 9 Entreat the Beast: The Taker summons a lightless beast to do his
Combat: The Taker of Light throws inky, freezing dust at up to bidding (up to once a day). In addition, he can summon The Still
three targets in immediate range, inflicting 3 points of Stress to and Lightless Beast (up to once a month).
those struck. Pray the Sandman: The Taker of Light sets The Sandman on a
The Taker also has the following options as his action. target in immediate range (up to once a month). The Sandman
Consuming Darkness: A wave of screaming darkness resembling attacks the target sometime during the next few nights.
heavy fog rolls from The Taker’s mouth, attacking a target within Shadowfall: Inky, freezing dust falls on all targets within short
immediate range (up to once a day). If the target fails a Might range (up to once each hour), inflicting 3 points of Stress to
defense roll, the darkness begins to consume them like acid, those struck. In addition, the area is filled with darkness for many
minutes, blowing out lights already in the area and slowly dimming
flashlights and other sources of light brought in from outside.
Interaction: A schemer born centuries ago, The Taker is an
accomplished conversationalist when he wishes. But his ultimate
goal is to complete the ritual known as the Extinguished Sun and
plunge all of existence into eternal void.
Use: As a principal Avatar of The Dark, The Taker should instill fear
and careful consideration in the PCs, because he’s not a being that
can be easily bested in combat. Still, he’s slightly more fragile than
other Avatars.

Lightless beast, page 224


Something
was . . . something was The Still and Lightless Beast,
flowing out of his mouth. page 224
It looked like ink, but
it flowed more like a The Sandman, page 236
heavy fog than any sort
The Extinguished Sun, page 171
of liquid. It drips down
his forearms and onto the
The Taker may be accompanied
floor, where it . . . it by one or more cultists of the
rolled towards Callum, Divine Host.
climbing up the chair and
oozing across the boy’s Cultist of the Divine Host,
body towards his face. page 207
It was moving slowly,
and had just reached his The Taker of Light’s name in
chest. The roaring sound The Magnus Archives podcast is
seemed to come as it Maxwell Rayner.
convulsed out of the old
man’s mouth.
—MAG 73: “Police Lights”

239
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE TOME HOARDER 5 (15)


Her elderly and painfully thin head is clean shaven. Every visible
GM intrusion: The Tome square inch of her skin is tattooed with cramped Sanskrit text. If she
Hoarder whispers, “A treat for is encountered in her home or place of business, death metal music
The Flesh,” and the targeted blares from powerful speakers.
character must succeed on a
A paranormal practitioner, The Tome Hoarder has abilities that
Might defense roll or take a
serious injury as the meat of stem from a lifetime of collecting and reading eldritch books. In fact,
their body convulses and shifts. her continued undead existence is a result of partially binding herself
to a powerful tome of the trapped dead.

Related Entity: All, channeled through her lore Spiraling Confusion: Targets within short
and paranormal book collection range who fail an Intellect defense roll
Health: 15 become confused and turn on their allies or
Damage Inflicted: 2 points of Stress take some other action desired by The Tome
Movement: Short Hoarder. The confusion lasts for one minute,
Modifications: Performs sorcery as level 6 or until a target succeeds on an Intellect
Combat: The Tome Hoarder channels the defense roll on their turn.
power of various Entities against a foe. Interaction: The Tome Hoarder seeks power
Options include: without becoming a servitor of the
After the End: If brought to 0 health, The Entities. She’s eager to acquire
Tome Hoarder turns to so much blowing more paranormal books and will
parchment dust. However, she can manifest negotiate to that end. She’s also
physically again in a couple of days. The only proud of her collection and could
way to destroy her is to find her page in the offer to show a book or two to an
Catalogue of the Trapped Dead, remove that interested collector who doesn’t
page, and burn it. know any better.
Page Turner: If she defeats a target, she can Use: PCs that require specialized
perform an eight-hour ritual that kills and knowledge might stumble into The Tome
binds that person’s spirit to a newly created Hoarder’s shop or library. If the characters
page in the Catalogue of the Trapped Dead. opt for conflict (or she does), she’s
Plunge Into The Vast: A target within short defeatable—but that’s soon revealed as a false
range who fails an Intellect defense roll achievement when she comes back.
momentarily feels as if they’re falling through The Tome Hoarder is usually found near an
empty sky and gains 3 points of Stress. assortment of paranormal books, including
a couple of Leitners and, of course, the
Catalogue of the Trapped Dead.

Catalogue of the Trapped


Dead, page 270
She very deliberately held the
Leitners, page 267 book in those shadows for a few
seconds and then handed it back to
The Tome Hoarder’s name in me. [ . . . ] I lifted it to have a
The Magnus Archives podcast closer look, and as I did I heard
is Mary Keay. something clatter lightly onto the
floor. I looked down to see bones.
The Tome Hoarder and The Book Small animal bones, from what I can
Collector are two sides of the same tell, but each one was slightly
coin, and if they ever met, they’d bent and warped into shapes that
have much to talk about. bones should not form.
—MAG 4: “Page Turner”

240
CHAPTER 12
MONSTERS AND NPCs

UNCANNY MANNEQUIN 4 (12) 1


Brought to lifelike animation through long rituals, uncanny mannequins are composed of base
materials often reclaimed from refuse. Many only vaguely resemble people, though some can be disguised in a
harvested skin and sent out to accomplish specific tasks on behalf of someone like The Ringmaster or other agent The Ringmaster, page 235
of The Stranger. The Stranger, page 175

Related Entity: The Stranger


Health: 15
Damage Inflicted: 3 points of Stress
Movement: Short
Modifications: Disguise as level 7 when freezing in place or impersonating a
living thing
Combat: An uncanny mannequin is cruelly capable when armed with a
razor-sharp knife, ideal for skinning or decapitation.
Mannequins also have the following traits and abilities.
Freeze in Place: An uncanny mannequin freezes in place, appearing
as nothing more than a large sculpture or waxwork. In this state, the
mannequin can’t move or act for at least an hour after going inert, unless
attacked. While it’s frozen, treat it as a level 5 object.
Splinter: A splinter left behind in the damaged target’s flesh reduces
their recovery rolls (and any other healing effects) by 1 point. The target
can remove the splinter as their action with a successful Speed roll.
Wear a Skin: The uncanny mannequin, if supplied with a harvested
skin by another agent of The Stranger, can assume a role in society to
accomplish a specific task, such as impersonating an individual to unsettle
and slowly horrify those who used to know the victim (whose skin was
harvested to enable the swap).
Interaction: An uncanny mannequin doesn’t have much self-awareness or
self-preservation, but instead enacts the orders of its creator. However,
when wearing a skin as a disguise, they gain some awareness, possibly
enough to feel fear and horror at their own circumstance.
Use: An encounter with one or two uncanny mannequins, while stressful to
the mind, is something PCs can reasonably expect to survive. If many are
gathered, especially in the company of an Avatar of The Stranger, the PCs
should bargain, flee, or do anything else than engage in a straight-up fight.

Rows and rows of old and broken


stools stood before crude frames of
wire and wood. Sat on each stool
were figures of all shapes and
sizes. None of them were human. GM intrusion: The uncanny
Some were wood themselves, old, and mannequin folds, deforms and
stained with rot. Some were a shiny, breaks its artificial body to escape,
dark plastic or porcelain white. A slipping through an opening too
few were cloth and hessian, stuffed small for the character to follow.
to bursting and leaking sawdust
from a dozen places. All of them
were featureless, and moved with a
jerky motion like nothing I had seen
outside of my dreams.
—MAG 87: “The Uncanny Valley”

241
THE MAGNUS ARCHIVES ROLEPLAYING GAME

VAMPIRE 4 (12) 1
Vampires never speak or even utter a single sound. Instead, they psychically impart their thoughts so
smoothly and innocuously that people don’t realize they’ve been selected as prey.

The Hunt, page 173 Related Entity: The Hunt


Health: 18
Damage Inflicted: Serious injury
Movement: Short
Modifications: Deception and persuasion as level 6
Combat: Vampires bite.
Vampires flinch from flame, taking double damage from fiery attacks unless they have fed in the last few
hours.
Vampires also have the following traits.
Psychic Communication: Vampires can make themselves understood with absolute clarity without
speaking. Targets must succeed on a difficulty 6 perception task to realize they’re the target of unusual
GM intrusion: The vampire
breaks through a barrier, communication and that the vampire isn’t speaking verbally.
a restraint, or some other Hypnotic Gaze: A target that meets the vampire’s short-range gaze and fails an Intellect defense roll is
containment the character stunned, losing their next turn. For the next ten minutes, the affected target does not forcibly resist the
thought was keeping it at bay. vampire (other than attempting another Intellect defense roll each round to break free of the effect), and
the vampire can suggest actions to the target (including allowing the vampire to feed upon them).
Feed: A helpless target—or one affected by the vampire’s “hypnosis”—suffers a serious injury every
minute the vampire feeds on them. The vampire’s gut grows large and bloated as it feeds, and it loses its
vulnerability to flame for the next few hours.
Interaction: A vampire pretends to be normal, all in aid of separating potential prey from others to feed on
them in the privacy of their lair (which is usually a regular, if a bit unkempt, apartment or house).
Use: Though shocking, gruesome, and potentially lethal for a lone character who doesn’t realize what a
vampire is, one of these monsters could be defeated by a group, or even a single dedicated and prepared
hunter of such beings.

It opened its mouth for what I then realised was the first time
since we met it, and I could see nothing inside save for a dozen
A common misconception
long, thick, pointed teeth like a shark. In one fluid movement it
regarding vampires is the belief
that they cannot go out during
plunged those teeth into my brother’s neck and tore out a great
the day. They can. chunk of flesh. Blood started to spurt from Nigel’s spasming body,
as Sylvia McDonald’s throat began to twitch. Its jaw detached and a
long tubular tongue about the thickness of my forearm snaked out of
its throat and clamped onto the gushing wound. There was an awful
slurping sound, the first noise I’d ever really heard the creature
make, as the tongue sucked the blood from my brother’s throat. I
just lay there watching as its stomach began to distend and swell,
the now bulbous belly straining against the black dress it wore.
—MAG 10: “Vampire Killer”

VAMPIRE NAMES
Vampires assume names that don’t stand out, such as:
Sylvia McDonald, Robert Arden, Elisabetta Bianchi, Randall
Marsh, Juliet Schuman, Eugene Briggs, Vera Goodman, Philip Kain.

242
CHAPTER 12
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243
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE VAMPIRE HUNTER 5 (15)


His lean, athletic frame is at odds with the advanced age suggested by his white hair and beard. It’s
The Vampire Hunter’s name in
The Magnus Archives podcast is
clear he can handle himself in a fight. The various firearms, edged weapons, and other gear secured about his
Trevor Herbert. person only reinforce that view.
Despite his title, The Vampire Hunter goes after any sort of monster, the love of the chase burning in his
The Hunt, page 173
eyes. That intensity sometimes blinds him to the fact that his quarry is innocent, not a monster. Not given to
The Entities, page 166 introspection, he doesn’t let his misjudgments keep him from the next hunt.

Related Entity: The Hunt Vitality of the Hunt: As long as he continues to


Health: 18 hunt, The Vampire Hunter is immune to disease
Damage Inflicted: Serious injury (including cancer) and regains 1 health per
Movement: Short round while he is above 0 health.
Modifications: Tracking those touched by the Interaction: The Vampire Hunter will work with
Entities, initiative, and Intellect defense tasks as others who want to hunt monsters, but he’s not
level 8 above betraying them if he thinks that will
Combat: The Vampire Hunter typically knifes his save his life in a bad situation.
target twice as his action, preferring to surprise his Use: The Vampire Hunter is a possible
prey (and thus ease his first attack by two steps). ally for the PCs, if they can
He also has the following attacks and traits. get over his checkered record.
Garrote: The Vampire Hunter makes a melee attack However, as characters progress
that deals no damage but, if successful, collars the down their own paths, they
target with a constricting wire loop. The affected might eventually come to
target can’t breathe or speak, suffering a serious resemble the monsters The
injury at the end of each of their turns that they fail a Vampire Hunter chases.
Might roll as their action to break or snip the wire. If that happens, he’s tough
Hidden Weapon: The Vampire Hunter pulls out a and resilient, but could be
previously hidden weapon—such as a short-range dispatched by a group of
throwing knife—and makes an immediate attack as competent characters if it
part of another action. comes to it.

GM intrusion: A vampire
(page 242) that The Vampire
Hunter failed to kill targets the
character for having associated
with the person who tried to
kill them.

I’ve often wondered if I was mad, you know.


I mean, no one else seems to have seen these
things and I’ve found plenty across my life.
Perhaps I just got the smell of them. Like,
no one else ever really got away, and my
early escape from Sylvia McDonald gave me
a sense that could pick them out. There’s a
sharpness to them. They’re hunters. But over
the years, I’ve become a hunter as well, and
maybe predators recognise each other. All I
know is these days I can almost smell the
blood coming off them. That’s not to say I
can’t be wrong though. I can be very wrong
indeed.
—MAG 56: “Children of the Night”

244
CHAPTER 12
MONSTERS AND NPCs

WATCHER’S HUSK 4 (12) 1


Watcher’s husks are undead librarians, shuffling through lightless, forgotten depositories of lore from
previous centuries and millennia. They were once Avatars of The Eye. But The Archivist’s mantle passed on to The Eye, page 172
another. Now, watcher’s husks look after the ruins housing the occult knowledge they once tended, deathlessly The Archivist, page 198
guarding it from intruders.

GM intrusion: The character


Related Entity: The Eye Interaction: A watcher’s husk doesn’t speak. It
meets the husk’s gaze. On a
Health: 12 discharges its duty of guardianship without failed Intellect defense roll,
Damage Inflicted: Serious injury hesitation or true consciousness, having been they are cursed with bad luck
Movement: Short reduced to a mere vessel of eternal vigilance. (increasing their GM intrusion
Modifications: Perception as level 8 Use: Watcher’s husks are frightening foes but can be range to 1–2 on a d20) for one
day, or until the curse can be
Combat: A watcher’s husk batters with an defeated by a group of determined characters. The
lifted by an Avatar or dabbler
undead limb. troubling thing about finding one is more about (page 209).
A husk may use one or more of the following the realization characters may gain of how long the
abilities as their action: Entities have been active.
Heavy Gaze: The target of the husk’s Husks may be encountered guarding a location from
concentrated gaze must succeed on an Intellect which one or more paranormal books or scrolls can
defense roll or the weight of the attention be obtained, possibly including a Leitner. Leitners, page 267
hinders their physical actions for one minute.
Remember the Past: The husk’s successful
touch pours centuries of visions gathered by The
Eye into the target’s head in an overwhelming
torrent, giving them 3 points of
Stress.
Watchful Vitality: If defeated, the
husk may return to undeath in a few
days unless its eye is removed from
its skull.

The sense of being watched was getting stronger, an


almost physical weight that seemed to drag me down.
I reached the mouth of the tunnel just as a figure
came into view. It wore what looked like the remains
of an ancient robe and, in the darkness, I could see
long, spindly fingers stretching, probing towards
me. From within its huge, flowing hood, I could see
nothing except a single, lidless eye.
I, I, I don’t know at what point I started
screaming, but I know I didn’t stop until I was
restrained by military police, fleeing through the
streets of Alexandria in the early hours of the
morning.
—MAG 53: “Crusader”

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THE WEAVER 7 (21)


This rail-thin Black woman has bleached-blonde hair, which doesn’t quite cover a mass of white,
weblike thread crisscrossing one temple. She walks strangely, like her vintage trousers don’t fit right, bending her
knees at odd angles and holding herself stiffly. Her fingers sometimes writhe like spider legs. In some light, she
seems to have more than two eyes; other times, she appears as a gargantuan spider.
The ultimate schemer, The Weaver executes intricate plans that unfold gradually, potentially leading to
world-altering consequences.

With a sudden, jerky motion they drew their heads back, then slammed
them into the mirrored window, shattering it all at once. I wanted to
The Weaver’s name in run, but I couldn’t will my body to move.
The Magnus Archives podcast
is Annabelle Cane.
I just stood there, watching the blood run down from the cuts in
their foreheads, as Annabelle began to climb through the broken
window, her limbs moving and reaching, slowly and deliberately. The
others didn’t move a muscle as she crawled over them, then over the
floor towards me. When she was about a foot away from me, she drew
herself up to her full height.
—MAG 69: “Thought for the Day”

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Of course, that’s not the real crux of the free will question
that’s bothering you at the moment, is it? I think that one
probably comes down to whether or not you’re choosing to continue
reading this statement out loud. You didn’t mean to, did you? GM intrusion: The character’s
hands involuntarily climb up
No, I’m sure you told Basira and Melanie that you were going to
their body and begin choking
glance it over and report back. Perhaps they asked you if you were them, dealing damage each
going to record it and you shook your head. “Maybe later.” That round until the character can
sounds like the sort of thing you’d say. But think about it, John, escape the trance.
when’s the last time you were able to read a statement quietly
to yourself without instinctively hitting RECORD and speaking it
aloud? Is it just instinct, habit? Or is it a compulsion, a string
pulled by the Ceaseless Watcher or the Mother-of-Puppets?
—MAG 147: “Weaver” The Web, page 176

Related Entity: The Web


Health: 21
Damage Inflicted: Serious injury
Movement: Short; short when climbing
Modifications: Deception and persuasion as level 9
Combat: The Weaver channels paranormal energy against
a foe. Options include:
Puppeteer’s Trance: All targets in immediate range
who fail an Intellect defense roll fall into a trance
for ten minutes. Entranced targets stand unmoving
until they succeed on an Intellect defense roll to end
the effect early, or until The Weaver suffers damage.
Afterward, they don’t remember the event, but they
may take on a new idea or unconscious habit implanted
by The Weaver.
Alternatively, The Weaver can use her action to directly
control the physical actions of entranced targets
however she wishes, such as impelling them to:
• Dance
• Operate machinery or technology
• Repeatedly slam their heads against a window
Each time a controlled target damages themselves, they
may immediately make an Intellect defense roll to
escape.
Scuttling Spies: If The Weaver wants to know what’s
happening somewhere, spiders turn up there within
the hour. Unless they’re all found and eliminated, The
Weaver knows what’s happening in that location.
Webbed Regeneration: The Weaver regains 2 points of
health per round, even when at 0 health.
Interaction: The Weaver can seem entirely amicable and
may work with someone who opposes Entities other
than The Web.
Use: The characters are likely to encounter The Weaver
several times without the situation devolving into
violence, especially if she wants something from them.
But if they prove to her that she doesn’t need them, The
Weaver could prove their end.

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BOOKS

C
ursed objects, each aligned with one or
The Entities, page 166 I began to think hard about more of the Entities, are scattered across
the world, about my place the world like traps hungry for the fear
within it, and about fear. of their next victim. It’s lucky they’re relatively
About the figure of the
rare because they’re almost always malevolent.
merchant, the trader who deals
A few are merely unsettling, most are
in strange and dangerous
terrifying, and many ultimately prove deadly.
goods, how it can be found
in so many myths and fables, Still, someone with patience and luck
dealing in second-hand can gain a bit of power from many of these
nightmares. And how rarely objects, obtaining a paranormal ability, a ward
the merchant themself is ever against enemies, or some other benefit—
punished in those stories. though each use is a risk.
I would love to pretend The two main forms these cursed objects
Books, page 267 that it was out of self- take are artefacts and books.
preservation that I committed
to my new trade, but that
would be mostly a lie. To ARTEFACTS
tell you the truth, I got a
Some artefacts are entirely baleful. Others
real kick out of playing my
provide just enough benefit to outweigh
role. To think of myself as
the risks of keeping them around. Several
a purveyor of curses, walking
softly through the most are cherished heirlooms for followers of a
dangerous edges of reality particular Entity, slated to one day be used to
Rituals, page 168 so that the rich and arrogant enact an Entity’s ritual, such as the gorilla skin
Gorilla skin, page 259 could buy their own doom. (linked to The Stranger).
The Stranger, page 175 —MAG 181: “Ignorance”
FINDING, IDENTIFYING, AND
USING ARTEFACTS
Characters could find an artefact while on an
investigation. For instance, a mysterious old box
might be in the attic where someone disappeared.
Another could have been stolen from a museum
of antiquities. PCs might recover one in the
possession of a defeated foe. Or perhaps the

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characters are “gifted” one by an acquaintance HOW ARTEFACT STATS WORK


who wishes them ill. Sometimes artefacts can Level: Every artefact has a level. Usually,
even be purchased from a specialized source, the level sets the difficulty for any roll an
such as from The Artefact Dealer. owner must make in regard to the artefact, The Artefact Dealer, page 199
After the characters find an artefact, beginning with the Intellect roll to identity it,
identifying it is a separate Intellect task. The but also any defense rolls to avoid becoming
GM sets the difficulty of the task, but it is a victim of the object. Some artefacts indicate
usually equal to the artefact’s level. Identifying exceptions.
it takes at least ten minutes, but could take
hours or even days. If the PCs can’t identify Related Entity: The Entity (or in some cases,
an artefact, they can bring it to an expert to be multiple Entities) each artefact is linked to
identified and/or possibly traded or sold. adds an additional dimension to the item.
Characters can attempt to use an artefact GMs can use this link to add flavor, abilities,
that has not been identified, which is usually or quirks to an item. For example, an item
an Intellect task equal to the artefact’s level + 2. linked to The Corruption might cause nearby
Failure might mean that the PCs trigger the food to rot, or an item related to The Flesh
artefact’s fear, if it seems fitting. might bleed now and again.
Once characters identify an artefact, they
can use it as described in the item’s entry, Stress: This entry indicates the amount of Stress
assuming it has a positive use. Many, however, a PC takes when encountering, understanding,
only have a sinister effect, not so much used by and/or using the artefact. Unlike when PCs
a character as endured or dealt with one way encounter monsters for the first time, the
or another. At best, a PC might use such an Stress indicated for a given situation (such as
artefact by setting it as a trap for someone else. “1 with each use” or “3 on understanding how
Even if PCs identify an artefact, they almost to use”) is automatic and not subject to being
never learn what its fear is unless the fear is negated with a defense roll.
triggered.
Attempting to identify an artefact could Description: The main body of each entry
expose a character to its primary effect, as some describes what the artefact looks like and
artefacts (such as the slaughter knife) potentially how it reacts when studied, handled, or, Slaughter knife, page 262
affect those who merely look at or handle them. sometimes, just looked at. This is information
that someone who successfully identifies an
DESTROYING ARTEFACTS artefact can usually discover (unlike the fear).
While many artefacts might appear to be Unless indicated otherwise, if an artefact is
destroyed when exposed to sufficient force given away, sold, or abandoned, the possessor
or conditions (burning a book, for example), usually suffers no further harm, at least directly.
for the vast majority of them, this isn’t the Scars and mental trauma could well persist.
case. The power of the Entities ensures that
they, in fact, survive, only to be discovered by Fear: If a character rolls a triggered GM
someone else at a later date. Truly destroying intrusion (usually 1 on a d20 roll, or potentially
an artefact usually involves supernatural a larger range if Horror Mode or other Horror Mode, page 122
means, such as a special ritual or the power conditions are active), the indicated effect
of another artefact. Discovering the means afflicts the character or something related as
to destroy an artefact permanently takes a dictated by the situation. Alternatively, the GM
great deal of research and probably some could use the suggested triggered intrusion—or
experimentation, and the process to destroy a variation—as a standard GM intrusion at any GM Intrusions, page 120
the artefact is itself dangerous. time a character has the artefact.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

ARTEFACTS
Blood money pouch Entombing crate Slaughter gun
Boatswain’s call Flesh grinder Slaughter knife
Calliope Fractal pot Syringe of Dr. Snow
Camera of occultation Gorilla skin Thrumming cocoon
Chelicerae Lonely painting Web lighter
Coffin of The Buried Mirror of beholding Web table
Dark star Patterned rug Web tape recorder
Dark wardrobe Pestilent scalpel Yushanka chatbot
Death’s game piece Rock eye

MAKING YOUR OWN ARTEFACTS AND BOOKS This also means you can change the items in this
Although the items in this chapter are many, for your own chapter any way you wish. If you want to use the rock
investigations, you’ll likely want to create your own. Not eye in your campaign, but you want it to cause those that
all of your investigations will involve books or artefacts, meet its gaze to go into a maniacal fit, just make note
but each story that does might call for its own items as of it. No need to change anything else about the rock
needed for the situation. eye—your alteration won’t change the level, the Stress, or
For example, the adventure in chapter 15, “The anything else.
Resurrection Mound,” offers its own new book (The Queen It’s worth noting that as chapter 11 suggests, you can
and the Egg Sac) and artefact (the corrupt egg sac). They’re use as much or as little of the story from the podcast
very specific to that scenario, but they were easy to create. as you want. For example, the adventure in chapter
They just needed a level (choose any from 1 to 10, but 16, “Liquify,” uses The Boneturner’s Tale, but the book’s
most are probably around 4 or 5), a related Entity (usually background and current whereabouts are entirely
obvious), a note for how much Stress they give users or different. And if you’d prefer to use that book closer
readers (usually 2 or 3), an explanation of what it means to how the podcast uses it, just change the book in the
to read or use them, and a fear effect. There are no right or adventure to something new—A Twist of Flesh, maybe—
wrong answers here—books and artefacts can be as powerful, and perhaps give it a lower level and Stress effect if you
as dangerous, or as useless as you wish. Let the players beware! want, and you’re done.

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A SELECTION OF ARTEFACTS
BLOOD MONEY POUCH
d6 Grisly Activity
1 Sleepwalker attempts to remove the face of the nearest living
When I first stumbled across
creature with a handy implement.
one of the cursed objects,
I recognised what it was 2 Sleepwalker attempts to stealthily waylay the nearest stranger,
immediately. It took the form returning home with the victim’s tongue if successful, which
of a leather pouch, filled they hide under their bed.
with 1888 Morgan silver 3 Sleepwalker attempts to exsanguinate and drink the blood of
dollars. It was aligned to The the nearest living creature.
Slaughter and . . . well, let us
4 Sleepwalker attempts to murder the nearest living creature and
call it “blood money” and talk
hang them up like a game animal to be slaughtered, possibly
no more of the grisly details.
cooking some choice cuts before returning to bed.
Selling them, well, it went
very badly for the buyer . . . 5 Sleepwalker commandeers a vehicle and attempts a series of
—MAG 181: “Ignorance” hit-and-runs of random pedestrians.
6 Sleepwalker breaks every mirror they can find nearby, gathers
Level: 6 the shards in a pitcher or similar container, and “drinks” them,
Related Entity: The Slaughter taking a serious injury.
Stress: 3 upon understanding how to use the
pouch (or recognizing the effect of a coin Fear: The pouch owner is affected as if they
given to another or how the pouch has been were given a coin until they relinquish the
affecting them); 2 with each use pouch.
Description: If a coin from this leather pouch
filled with 1888 Morgan silver dollars is
given to someone else—perhaps as a gift, in
payment for a service, or successfully hidden
among their belongings—the recipient must
succeed on an Intellect defense roll each
night they have the coin. On a failed roll,
they sleepwalk sometime during the night,
attempting something grisly.
The sleepwalker can make another Intellect
defense roll each time someone calls their
name or asks them to stop. If successful,
they wake up but don’t remember anything.
Otherwise they finish the grisly activity, if
they can, and return to bed, even if seriously
wounded. They wake with no memory of
what they’ve done, though any damage they
suffered tells a different tale.
If the coin recipient gives away the coin,
they’re spared further direct ill effects, but
the new recipient gains them. If a coin
recipient perishes, the coin reappears back
in the blood money pouch after a few days
if not claimed by someone else first.
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BOATSWAIN’S CALL CALLIOPE

The mate reached down and took I walked slowly towards the
the old brass whistle from his old steam organ. It was bright
neck. He pressed it to his red and in excellent condition
lips, and blew. I have never except for a thick layer of
heard a whistle sound like dust. There was a small brass
that. It was shrill, so high plaque simply reading “The
and piercing that I felt my Calliaphone.” The brass pipes
hair stand on end, but it also that stuck out from the top
seemed distant. Like I was still shone faintly under
hearing it from far, far away. the dust, and I noticed that
I don’t know how long he blew there was writing, carved onto
that boatswain’s call for, the cover of the keyboard. It
but by the end, I realized we read: “Be still, for there is
were surrounded by thick sea strange music.”
smoke. We should have been —MAG 24: “Strange Music”
far too far south for it, but
it rolled and billowed around
the lifeboat, obscuring the
Level: 5
tundra. No one said a word, Related Entity: The Stranger
but I could have sworn a few Stress: 3 upon acquiring and understanding
of my shipmates were crying. how to use the steam organ (or realizing the
—MAG 33: “Boatswain’s Call” effects it has been having); 1 with each use
Description: When a performer plays this
Level: 6 antique calliope steam organ and succeeds
Related Entity: The Lonely on a difficulty 1 performance task to play
Stress: 3 upon acquiring and understanding a particular song or melody (or evoke a
how to use the whistle; 1 with each use particular mood), they can choose one
Description: Blowing on this antique nautical of the following effects. If the performer
whistle, made of tarnished brass with a doesn’t realize the organ is anything out
bulbous chamber at one end, summons an of the ordinary (or fails their performance
area of rolling, heavy fog about 3 miles (5 task), the Circus Clown option is chosen
km) in radius for one hour. Visibility in the on their behalf, targeting an ally of the
fog is reduced to immediate range. performer.
Anyone alone in the fog (separated by at • Circus Clown: A nearby toy is animated and
Clown doll, page 206 least a long distance from everyone else) afflicts someone chosen by the performer.
The Lonely, page 174 is banished into The Lonely on a failed The animate toy is a clown doll or has the
Intellect defense roll. Those banished find stats and murderous nature of one.
themselves wandering completely alone • Crowd of Strangers: The blare of the organ
in a misted, muted, mirror reflection of alienates listeners within long range (up
reality. They take 1 point of Stress each hour to once per day). On a failed Intellect
they fail an Intellect defense roll. They can defense roll, listeners (other than the
attempt an Intellect-based task each minute performer and their chosen allies) act
they spend searching for a way out. On a like strangers to themselves for one hour,
success, they appear within a few yards to a usually in unpleasant ways: laughing
few miles of where they were lost. and cheering when witnessing brutality,
Fear: The user loses track of their allies and committing theft, and generally acting
risks becoming alone in the fog. like utter arses verging on sociopathy.
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Affected listeners can attempt an Intellect CAMERA OF OCCULTATION


defense roll each minute (or each round,
if their behavior is called out by others) to So I began to plan for
shake off the effect early. my . . . retirement. I spent
• Strange Control: Someone chosen by the most of my fortune preparing.
performer within long range who hears Some on supplies, but mostly
the tune and fails an Intellect defense hunting down an artefact
roll must act as the performer wishes for that I hoped might give me
the next hour. The controlled listener some . . . protection. One I had
can attempt an Intellect defense roll each sold right at the start of my
minute (and each time they take damage) career: an old broken camera.
One that through some quirk
to shake off the control.
had the ability to hide you
• Thrilling Shriek: The shriek of the organ
from the Powers.
thrills listeners, granting those within
—MAG 181: “Ignorance”
long range an asset they can use for any
one task they choose within one hour of Level: 8
hearing the tune (up to once per day). Related Entity: The Spiral
However, Horror Mode is triggered, or if Stress: 3 upon recognizing the camera’s ability; Horror Mode, page 122
it’s already active, the range increases by 1 1 each week of using it
until Horror Mode ends. Description: This old camera projects its
Fear: The player or owner of the calliope twisted reflection of reality through the
becomes the target of the Circus Clown effect. cracked glass of its broken lens, hiding
everything within very long range from The Entities, page 166
being sensed by the Entities (including The
Spiral) or any of their Avatars and aspects.
Moreover, the camera blocks active use of
paranormal abilities in the same area.
Fear: The camera acts as a sort of battery,
charging itself on all the quiet worries that
come from living in hiding, and discharges
when taken or stolen from someone,
causing all that fear to flow out at once to
feed The Spiral. This paranormal implosion
kills the owner (if not already dead) on
a failed Intellect defense roll and deals a
serious injury to everyone in short range on
a failed Speed defense roll.

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CHELICERAE NPCs of level 5 or less who are marked for


death “perish” within the week, becoming
Bewebbed puppet, page 200 bewebbed puppets.
The Chelicerae popped up on
PCs marked for death enter their own
the occasional paranormal site
personal Horror Mode, whose range
or edgy message board, each
increases by 1 each day. When the intrusion
time accompanied by a now-
defunct link. According to range reaches 1–5, the next triggered
those who follow such things, intrusion the PC suffers begins their own
all you had to do was start transformation process. If they fail three
a new thread as a guest— Might defense rolls (made once every few
something that Greg had been hours) before succeeding on three, they
instructed to make sure was become a bewebbed puppet.
possible—and the title of that If someone finds the website, hacks it, and
thread should be the name of deletes a thread before the person marked
someone you want dead. for death succumbs, The Web loses interest.
As the stories went, you Fear: The story posted does not impress
would receive a reply almost
The Web, and the poster instead becomes
immediately and it would simply
marked for death.
ask you for a story. You would
have to write out and post, in
full, a horrible event that had COFFIN OF THE BURIED
happened to you or someone that Level: 7
you loved. All the instructions Related Entity: The Buried
were very clear that the target Stress: 3 upon acquiring the artefact; 1 if
would only die if the account attempting to use it against someone; 1 for
satisfied the “story-spinner.” each hour trapped in The Buried by way of
None of them made any mention the coffin
of what happened if it did not. Description: “Do Not Open” is scratched
—MAG 123: “Web Development” into the unvarnished face of this wooden
coffin wrapped in a padlocked chain. If the
Level: 5 coffin is unlocked and opened, a staircase of
The key to any padlock or other Related Entity: The Web roughly hewn stone steps is revealed, leading
locking mechanism for the coffin Stress: 3 when viewer realizes the website’s deep into the ground. Anyone descending
is always easy to locate.
purpose; 3 when used the stairs becomes trapped in the domain of
The Buried, page 170 Description: The hard-to-find website The Buried. Each time the coffin is opened,
called Chelicerae is a primitive message someone within immediate range—usually,
board filled with threads, each titled with whoever is nearest to it—must succeed
someone’s name. If a user starts a new on an Intellect defense roll or attempt to
discussion titled with the name of someone descend the stairs.
they want dead, and posts a story detailing Those descending the stairs (and/or those who
a horrible experience they (or someone change their minds and try to ascend again)
they love) personally suffered, the person eventually discover the steps end in narrow,
The Web, page 176 named in the title comes to the attention close passages that seem to press in, closer
The Weaver, page 246 of The Web. If The Web (or its Avatar, such and closer, so that eventually the explorers
as The Weaver) is impressed by the story, become entombed in slowly crushing earth
the person in the title is marked for death. or stone. Sometimes they faintly hear other
Impressing The Web requires a successful victims begging to be saved, saying they
difficulty 5 Intellect-based storytelling roll. can’t breathe. Other times they become

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Inside was a coffin. I don’t Until at last, we felt it: the eclipse.
know what I expected but it We had been worshipping in the deepest
wasn’t that. My knife fell to dark, and yet when it crossed the sun, I
the floor and I just stared felt it roll over us like a cooling balm
at it in mute surprise. It on a summer’s day, plunging us into a
was made of unvarnished, pale deep, black void far more complete than I
yellow wood and had a thick can ever convey with mere words. It was
metal chain wrapped around it, more than beautiful; it was divine. And
which was closed at the top as we unveiled our new and absent sun,
with a heavy iron padlock. the sacrifices who remained screamed and
The lock was closed but had fell in holy agonies, and the world of
the key sitting inside it. I endless night we had been promised began
started to reach for it, when to pour in, shining out and all around
I noticed two other things us. It touched and caressed our souls with
on the coffin lid. The first the soothing fears of night, and I heard
was a piece of paper, folded Maxwell weeping with joy at what we had
in half and tucked under the done.
chain, which I took. The other —MAG 143: “Heart of Darkness”
was the presence of three
words, scratched deep into the
wood of the casket in letters DARK STAR
three inches high. They read Level: 7
“Do Not Open.”
Related Entity: The Dark
—MAG 2: “Do Not Open”
Stress: 3 upon acquiring and understanding
how to use the dark star; 3 with each use
the plaything of a buried thing for a few Description: Those who look on this sphere Buried thing, page 204
rounds. Most are trapped forever, or at least of inky darkness (normally contained in a
until they finally succumb to the fear and structure or storage container) must succeed
horror of their endless entombment. on an Intellect defense roll or be consumed
Fear: Someone sleeping near the coffin is by negative radiance. Having previously
compelled to sleepwalk their way to and pledged oneself to The Dark eases this The Dark, page 171
into it on a failed Intellect defense roll. defense task by four steps.
Someone who has looked on the dark star and
survived can use it to create an apparent
solar eclipse in the surrounding region,
darkening an area 25 miles (40 km) in
diameter for one minute. Doing so requires
a successful difficulty 7 Intellect task as
part of a one-minute ritual; this task can be
eased by one or more steps with the help of
others who’ve also looked upon the artefact
and survived its negative radiance.
Fear: Someone misjudges the edge of the dark
star and, on a failed Speed defense roll, falls
in and takes a serious injury each round
until they can escape its grasp.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

DARK WARDROBE Description: Players of a game using one of


Level: 4 these pieces—even a single domino, die,
Related Entity: The Dark chess piece, or something else carved of
Stress: 3 upon acquiring it and realizing no old bone—are enveloped in a bubble of
The dark wardrobe is mentioned light can exist within the wardrobe timelessness while they play. Outside it,
briefly in the podcast episode Description: This functions as a standard no time passes. The bubble collapses if any
MAG 51: “High Pressure.”
oaken wardrobe, but the owner quickly player attempts to affect a person or object
Death, page 210 discovers that anything they store inside outside the bubble, if anyone leaves the
must be found by feeling around in the bubble, or if a player wins the game.
darkness within. No light penetrates. Fear: Death’s attention is drawn to one of the
After a couple of days—probably while the players using the piece.
owner is not present—the dark wardrobe
Lightless beast, page 224 spawns a lightless beast, which slithers off to ENTOMBING CRATE
threaten the owner or someone the owner Level: 1d6
knows. Later, it may spawn still another, but Related Entity: The Buried
this time it waits so that someone can see Stress: 3 upon realizing the threat the crate
the new beast emerge. represents (and/or if entombed)
The Sandman, page 236 Fear: The Sandman emerges instead of a Description: If this old wooden crate is
The Buried, page 170 lightless beast. opened while empty, the opener comes to
the attention of The Buried for the next
four days, regardless of how much distance
they put between themselves and the crate.
If they remain awake for the entire four
Now, as long as there have
days, no harm comes to them. But if they
been people and games, there
doze off during that 96-hour period, they
have been tales of those who
gambled with Death. Some as
wake entombed in the crate, pressed against
metaphor, some as myth, but a hard surface above, below, and to either
the soldier had heard enough side. It’s utterly dark, and attempts to move
of these tales to make his own reveal the needling sharpness of splinters.
last, desperate gamble, and he Outside the crate, time creeps past at a rate of
challenged Death to a game. one day for each four days that pass within.
There was silence for several Inside, someone who is trapped can attempt
long minutes before it nodded to escape with a Might-based roll, hindered
its head. by two steps because it’s difficult to gain
Reaching into its robe, Death leverage pressed so closely inside. On a
pulled out three things: a
failed roll, the entombed victim suffers 1
chess knight, a domino and a
point of Stress from splinters.
pair of dice, each scrimshawed
The entombed victim also suffers 1 point of
out of old bone.
—MAG 29: “Cheating Death”
Stress for each hour they are confined, as
the interior slowly shrinks. Someone who
can’t escape must rely on someone outside
DEATH’S GAME PIECE finding and opening the crate to secure their
Level: 1d6 + 2 release. A victim who dies within the crate
Related Entity: The End isn’t inside if the crate is later opened.
Stress: 3 upon acquiring and understanding Fear: Distraction or an unforeseen accident
how to use one of Death’s game pieces; 1 means the character who has come to The
with each game played using a piece Buried’s attention falls asleep.

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I sighed, got to my feet, and Cook did have his right arm up
as I did so, I grabbed the to the elbow in the mincer,
edge of an old wooden crate his left hand working the
for support. I felt the lid crank, around and around. I
shift slightly under my weight. could hear the sound of bone
I looked at it a bit closer and flesh grinding, but there
and couldn’t help but notice was nothing coming out the
it didn’t seem to have any other end of the machine.
bolts or locks on it and the Then I saw what was lying
lid clearly hadn’t been nailed on the counter. It was his
shut. I reached over to try and arm, neatly sliced off and
slide it back into place, but butchered into cuts of meat,
my gloved hand slipped, and as the bone shining white through
I tried to grip it, I swear I the blood and dark skin. And
barely touched the thing, but I remembered he’d promised us
the wooden top slid further pork chop tonight.
off, releasing a dusty cloud Looking back at Cook, I saw
of air that sent me into a the ecstasy on his face, with
coughing fit. The air was dry just a hint of manic terror,
and hot in a way that seemed as he turned the crank, and a
rather alarming in the frigid new arm came out, bit by bit,
shipping container. The inside raw and glistening. It didn’t
was dark, the light from the look like his old one, but
entrance not reaching this far there was a part of me sure it
back. I shined my light in would taste just the same.
and to my surprise, the crate —MAG 115: “Taking Stock”
appeared to be completely
empty.
—MAG 66: “Held in Customs” “claiming” it. They (and anyone who
identifies it, as normal) can use the grinder
to regenerate a lost finger, hand, foot, arm,
FLESH GRINDER or leg by placing the stump of the lost tissue
Level: 5 in the funnel and using the crank, until a
Related Entity: The Flesh regenerated limb emerges from the mince.
Stress: 3 upon recognizing the artefact’s The user can reattach the regrown tissue
abilities; 2 with each use to the stump and regain full use of the lost
Description: This antique meat grinder digit or limb. Or they can find some other
features a heavy vise to clamp it on the use for the newly spawned meat.
table and a crank for twisting the screw Someone fascinated with the grinder must
that pushes the meat from the funnel along succeed on an Intellect defense roll each day
and into the mincer. A rusty old thing, all to resist using it even without need.
heavy iron and brand names worn away to Fear: Someone using the artefact can’t help
nothing, the grinder responds well to care putting their other hand, foot, or limb into
and polish. the grinder and destroying the original
If the grinder is not currently claimed, tissue.
each time someone new sees it, they
must succeed on an Intellect defense roll
or become fascinated with the device,

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

FRACTAL POT
From the Jiajing period, Level: 6
so Salesa said, and the Related Entity: The Spiral
construction seemed to back Stress: 3 upon acquiring and understanding
him up. The glaze and the how to use the pot (or realizing how the
workmanship fitted with mid- pot has been affecting them); 1 with each
to-late Ming dynasty, but annulled object
there was something . . . off Description: This ceramic pot—decorated
about the actual design.
with geometric blue lines that fractally
Instead of the pictures or
converge—seems like it might be valuable
scenes common to the ceramics
and/or have historical significance. When
of the period, the blue glaze
was painted on in crisp, thin someone first claims it as their own, they
geometric lines. They repeated must succeed on an Intellect defense roll.
perfectly and seemed to get If they fail, the pot begins afflicting them,
smaller and more intricate randomly eliminating their possessions
the closer I looked, but the at a rate of about one a day. Lost objects
shapes they formed never are excised from reality, so that other than
lost any of the precision, in the owner’s recollection, the object
seeming to continue on however never existed in the first place. Each lost
closely I looked. The effect possession is something the owner values,
was disorientating, and made such as their dress shoes or autographed
the vase seem smaller than it
copy of Catch-22, as chosen by the GM.
actually was. It made my head
If the owner attempts to destroy the pot,
hurt a bit when I looked at it
observe it closely for several hours, or give
for too long. It was amazing.
—MAG 38: “Lost and Found” it away after it has already started taking
their things, it disgorges everything it took.
One round later, pale shapes of long, thin
fingertips with dirty fingernails creep above
Aspect of The Stranger: the lip of the pot, and an aspect of The
level 6 Stranger emerges. It’s impossible to fully
describe the aspect because the moment
someone looks away, its appearance slips
from their mind. The aspect attempts to
pull the owner into the pot, but can be
beaten back with sufficient force; otherwise
the owner vanishes. If the owner flees,
they’re safe, and the pot can be claimed by
or sold to someone else.
Fear: A person the owner cares for is erased
from existence.

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LONELY PAINTING
Finally, he pointed to the Level: 1d6
oldest of the pelts. He told Related Entity: The Lonely
me it was gorilla skin from Stress: 3 upon acquiring and understanding
Carthage, brought by Hanno the painting’s effect
in the 5th century BC, and Description: After possessing this drab
that it might just be the landscape painting (which lacks people,
oldest piece of taxidermy animals, or action) for a few days, the The Lonely, page 174
in the world. To be honest,
owner is pulled into The Lonely on a failed
I didn’t believe him. Even
Intellect defense roll. They find themselves
if a gorilla’s hide could
wandering completely alone in a misted,
be preserved for more than
two millennia, it seemed an muted, mirror reflection of what was shown
unlikely thing to be found in in the painting. Isolated individuals take
the back of a shop in Barnet. 1 point of Stress each hour they fail an
—MAG 54: “Still Life” Intellect defense roll. They can attempt an
Intellect-based task each minute they spend
GORILLA SKIN searching for a way out. On a success, they
Level: 5 appear within a few yards to a few miles of The gorilla skin can be used to
Related Entity: The Stranger where they were lost. fulfill the Unknowing ritual’s
component of “a costume of
Stress: 1 upon acquiring and recognizing its Fear: The stored, covered, or otherwise hidden special power or distinction.”
significance; 1 with each use painting is, unaccountably, back on full
Description: When this ancient taxidermized display. The Unknowing, page 175
gorilla hide is worn like a cape, the wearer
appears as a stranger even to those who
know them. The wearer can’t disguise
themselves as anyone in particular, but
instead, appears as someone no one knows.
If relevant, stealth and disguise tasks of the
wearer are eased by three steps.
Fear: The wearer no longer recognizes
themself in the mirror, and sometimes
their body no longer acts as if their own,
randomly hindering some tasks and easing
others.

And then it happened again—


this time it was a painting:
a drab English pastoral that
pulled you into The Lonely.
Again, I made a lot of money
and remained untouched. It’s
the sort of thing to set a man
thinking about his life, you
understand?
—MAG 181: “Ignorance”

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

The more I think about it, He was being attacked, that


the more I think that opening much was clear, but there
that box felt no different wasn’t anyone there. The thing
to any of the others. No odd that was grabbing him, trying
feelings, no smells, nothing. to reach down his throat and
It was just a box, empty of pull him apart . . . it was a
everything except a single pattern. Diamonds and swirls
typewritten note and an old and colours that seemed to
hand mirror. It lay inside, imprint itself upon his skin
utterly innocuous. If it was even as it pushed itself
a trap, there was no way to messily into his nose and
tell. I picked up the note mouth. What it was made of,
first. The typing was neat, I couldn’t say; the way it
managed to be completely moved and shifted made my head
centered, even though the throb with pain. I screamed,
paper seemed to be a scrap staggered back and fell,
that had been torn from a hitting my head on the table.
larger piece. It read, in all I can’t have been out for more
capitals, “BEHIND YOU.” than a few seconds, but when I
—MAG 60: “Observer Effect” opened my eyes he was there,
dragging the thrashing body of
Gantulga through the door and
MIRROR OF BEHOLDING
up onto the deck. I followed
Level: 1d6
slowly, unsteadily, but got
Related Entity: The Eye
there just in time to see
Stress: 2 upon recognizing the mirror’s Salesa throw both him and what
horrific reflective quality; 1 if using the looked like a blank rug over
mirror on another the side and into the ocean.
Description: Someone seeing their own —MAG 141: “Doomed Voyage”
reflection in this antique hand mirror also
Aspect of The Spiral: level 5, sees a huge, staring face somewhere behind at, an aspect of The Spiral mirroring the
stealth as level 7; them, watching. Regardless of what the user design is spawned and gazes back hungrily.
immediate-range gaze attack
deals 3 Stress does next (including smashing the mirror), (If multiple people look, the aspect chooses
they become a mirror haunt’s subject of the nearest as its target; everyone else just sees
Mirror haunt, page 228 observation on a failed Intellect defense roll. a normal-seeming pattern.) Sometime within
Fear: Despite precautions, an accident or the next three hours (possibly immediately),
other circumstance results in the bearer (or the aspect departs the rug and seeks out
someone nearby) seeing their own reflection whoever it chose. If the aspect kills its target,
in the mirror. the pattern fully enters the corpse, which
continues to convulse and thrash for about
PATTERNED RUG a minute, then grows still. Within about an
Deceitful arc, page 211 Level: 5 hour, a deceitful arc blazing with the same
Related Entity: The Spiral pattern originally seen on the rug is born
Stress: 3 when recognizing the pattern as a from the body (burning it to ash), and if not
personal threat; 3 when seeing the pattern bound by the rug, escapes into the sky.
(an aspect of The Spiral) attack someone else Fear: The container, strap, or other method
Description: If this old rug is unrolled and its meant to secure the rug fails, and it flops
pattern of squares and diamonds is glanced out and unrolls.

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PESTILENT SCALPEL
Level: 5 So it’s another statement is
Related Entity: The Corruption it? Like I owe you something?
Stress: 3 upon acquiring the scalpel and Even though I warned you the
realizing it’s impossible to sterilize or handle might have splinters,
disinfect it; 1 each time it is physically that you should always be
wielded to attack another person wearing gloves if you’re going
Description: This corroded and pitted to try firing it. And you knew
where it was from, the signs
scalpel is usually stored in a hermetically The pestilent scalpel is
of rage and violence to be mentioned briefly in the
sealed plastic box. Whenever the scalpel is
watching for. So far, I don’t podcast episode MAG
exposed to air—or, if continuously exposed, 51: “High Pressure.”
see how it’s my fault, and I
about once a day—it sheds a new airborne don’t consider myself liable.
infectious disease. Everyone in immediate —MAG 115: “Taking Stock”
range must succeed on a Might defense
roll or contract a novel pathogen (level 5 SLAUGHTER GUN
disease) and immediately gain 2 points of Level: 5
Stress. Each day diseased individuals must Related Entity: The Slaughter
succeed on a Might defense roll or take Stress: 3 upon acquiring the pistol and
a serious injury. If a diseased individual realizing its provenance
succeeds on three Might defense rolls, Description: Anyone handling this Luger
they gradually improve and throw off the pistol (a long-range medium weapon) Medium weapon, page 100
sickness. without gloves must succeed on a Speed
The scalpel can be used as a light weapon. defense roll or suffer 1 point of Stress from Light weapon, page 100
Each time a target is hit by the scalpel in surprise splinters from the grip. Despite
combat, they develop a distinct new disease that, the pistol seems eager to be used, and
on a failed Might defense roll. if the user wishes, they can spray multiple
Fear: The hermetically sealed container in shots at a target, easing their attack roll.
which the scalpel is stored cracks, begins Weirdly, this only uses a single round of
leaking, or shatters. ammunition.
However, once someone fires the weapon, they
ROCK EYE must succeed on an Intellect defense roll or
Level: 5 attack any and every living creature within
Related Entity: The Eye short range with it. Shots fired during this The rock eye is mentioned briefly
Stress: 3 when owner understands the rock period don’t use any ammunition. Affected in the podcast episode MAG 51:
“High Pressure.”
eye’s effect; 1 with each use shooters can attempt an Intellect defense
Description: Someone who takes this carved roll each round to drop the gun, ending
rock eye from the black velvet bag it’s their compulsion (but dealing 3 points of
normally stored in eases their perception Stress from the experience).
tasks by two steps. However, their Intellect- Fear: Someone who handles the gun and
based tasks (other than perception) are seems fine (or who succumbs but recovers
hindered for an hour after they remove the with a successful defense roll) begins to
eye from the bag. secretly yearn for the weapon. If they don’t
Fear: The Abiding Watcher notices the rock act to reacquire it within the week, the The Abiding Watcher, page 196
eye’s owner. gun still somehow ends up among their
possessions.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

My favourite was the old


knife, rusted from the
trenches and lied about by
a barking auctioneer. We
delivered it to a leering
banker, who knew the second
they saw us what they’d done.
Sweat dripped from under their
bowler hat as they took the
knife from its dented metal
case and screamed. They lunged
at me, stabbing me over and
through, then moved on to him.
But he just laughed as the
blade went in and out, and no
blood flowed from the holes
they cut. And when the banker
SLAUGHTER KNIFE had screamed all the curses
Level: 5 they had learned from German
Related Entity: The Slaughter gas attacks, the knife turned
Stress: 3 upon acquiring the knife and back again and cut them piece
by piece by piece.
realizing its power
—MAG 128: “Heavy Goods”
Light weapon, page 100 Description: Anyone who directly handles
this rusted old military trench knife (treat
as a light weapon) must succeed on an case. It supposedly once belonged to the
Intellect defense roll or use it to attack any nineteenth-century physician John Snow,
and every living creature within short range. who was pivotal in laying the groundwork
Affected wielders can attempt an Intellect for the germ theory of disease transmission
defense roll each round to drop the knife, and is widely credited with helping end the
ending their compulsion. cholera outbreak of 1854.
Fear: The wielder turns the knife on themself, Anyone in possession of the syringe eases
inflicting a serious injury. Thereafter, they their defense tasks against disease by three
can attempt an Intellect defense roll each steps. More generally, manifestations of The
round to drop the knife (or an ally can try Corruption (especially disease, paranormal
to wrestle it free); otherwise the wielder rot, and insect infestation) in the vicinity
continues inflicting a serious injury to are suppressed or hindered by three steps,
themself each round. whichever is applicable.
Fear: The syringe is lost, sold, or otherwise
The Corruption, page 170 SYRINGE OF DR. SNOW goes missing, whereupon the owner gains
The Plaguebearer, page 233 Level: 6 the vengeful attention of The Corruption or
Related Entity: The Corruption one of its Avatars, such as The Plaguebearer.
Stress: 1 upon recognizing the item is a
supernatural object; 3 upon realizing they
have lost the “warding” effect when they
lose possession of the syringe
Description: This old Victorian syringe is in
good shape and comes with its own small

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The tests came back, and were THRUMMING COCOON


as alarming as they were Level: 5
impossible. It was blood. Related Entity: The Web
Real blood. O negative and Stress: 3 upon seeing the thrumming cocoon
infected with malaria. Not and recognizing it as a threat; 1 when
just malaria though, but consciously revealed to someone else
yellow fever, hepatitis B and Description: This thrumming, silk-wrapped
signs of cholera. There were
object is usually stored in a steamer trunk
other substances in the sample
or a similarly sized container. When first
as well, that they were unable
viewed, the “cocoon” begins visibly vibrating
to identify. We were all told
that we were to be quarantined
and audibly thrumming. The viewer (or, if
immediately, and that our noticed by multiple people at once, whoever
project was shut down until is nearest) is immobilized on a failed Intellect
further notice. I remember defense roll. The affected viewer is frozen with
standing there in the lab as fatalistic horror as the silk falls away to reveal Metal spider: level 5;
they said this. I heard a a nightmarish, animate metal spider with health 20
strangled cry from behind me, writhing pedipalps and siphon-like chelicerae.
and turned around to see Neil, The spider proceeds to hollow out and drink
shaking his head over and the helpless viewer (inflicting a serious injury
over, his face a mask of rage every few rounds), assuming it’s not distracted
and hatred. He wasn’t looking
and/or dispatched by others. Someone who is
at the people who had come to
immobilized can try another Intellect defense
quarantine us though. No, he
roll each round to escape their helplessness.
was looking at the room full
of mosquitoes, as though they
Fear: The metal spider animates on its own
had planned this, as though and stealthily seeks out someone who
it was purely through their previously viewed it and survived, someone
malicious intent that he was marked by The Web in some other fashion, The Web, page 176
watching his career burn to or just someone at random.
nothing.
—MAG 45: “Blood Bag”
We had some luggage once, a thrumming,
silk-wrapped thing of the Spider, hiding
away in an old steamer trunk. We stepped
heavy through the dining car and found an
old woman near the caboose. “Something
strange in the luggage car,” he said,
and I finished as was our way, “You
should come and see it.” She stood and
walked with us readily enough, though
tears flowed silent down her cheeks and
patterned onto the faded carpet. The
Spider’s always an easy job, no fuss, no
complications, everything planned and
prepared. It knows too much to truly be a
Stranger but hides its knowing well enough
to endure. We knew she wouldn’t scream as
she was hollowed out and drunk, but still
he thought best to cover the sounds with a
laugh. He was always our humor.
—MAG 128: “Heavy Goods”
263
THE MAGNUS ARCHIVES ROLEPLAYING GAME

The owner never consciously considers or


TIM: Er, what is it? notices their own possession of the lighter;
JONATHAN SIMS: A lighter. An if others point it out, the owner instinctively
old Zippo.
changes the subject on a failed Intellect
TIM: You smoke?
defense roll. However, the owner does find
JONATHAN SIMS: No. And I
it to hand when fire is likely only to make
don’t allow ignition sources
in my archive! the situation worse.
TIM: Okay. Is there anything Though it’s not immediately obvious, someone
unusual about it? with one of these in their possession can be
The Web, page 176 JONATHAN SIMS: Not really. tracked by Avatars of The Web, including
The Weaver, page 246 Just a sort of spider web The Weaver, allowing them to manifest
design on the front. Doesn’t aspects of their power around the owner as
mean anything to me. You? they see fit.
TIM: Ah no. No. Fear: Even if purposefully left behind, the web
—MAG 36: “Taken Ill” lighter finds its way back to the owner. If
destroyed, a new one is delivered.
WEB LIGHTER
Level: 1d6 + 3
Related Entity: The Web It was an ornate wooden
Stress: 3 upon realizing its true nature thing, with a snaking pattern
Description: This metallic gold flip lighter of lines weaving their way
features an embossed spiderweb design but around towards the centre.
doesn’t otherwise seem special. However, with The pattern was hypnotic and
extended use, it never seems to run out of shifted as I watched it, like
lighter fluid. If lost or stolen, the web lighter an optical illusion. I found
somehow manages to return to its owner my eyes following the lines
towards the middle of the
(usually in a way that doesn’t seem out of
table, where there was nothing
place, reappearing among their possessions;
but a small square hole.
maybe it was never lost in the first place?).
—MAG 3: “Across the Street”

WEB TABLE
Level: 7
Related Entity: The Web
Stress: 1 upon studying the table; 1 when
using it
Description: This large, dark wood table is
engraved with a hypnotic pattern that leads
one’s gaze to a recess at the table’s center.
Someone with knowledge of the Entities,
such as a dabbler (or someone who identifies
the artefact, as normal), can use the table to
Dabbler, page 209 bind an Avatar or aspect of an Entity to the
table if they succeed on an Intellect-based
attack against a qualified target within short
range. A bound target vanishes, swallowed
by the table. While swallowed, the target can

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ARTEFACTS AND BOOKS

see and hear what goes on near the table, but seem normal, but eventually they appear as
otherwise can’t act. if from nowhere to record what’s happening.
An Avatar or other powerful being can Everything recorded is heard by the Avatar
remanifest in their regular form, despite who sent them.
being bound. They can’t stray more than a Fear: Someone realizing the tape recorder’s
very long range from the table, and all their true fealty loses their memory of the
tasks are hindered by three steps. They also incident that revealed its association with
cannot personally harm the table that binds The Web.
them.
Fear: By accident, design, or
misunderstanding, the table is destroyed, It was making my eyes hurt to
releasing at least one bound Avatar or aspect watch and I started to feel
of an Entity, such as an angry NotThem. dizzy, but I couldn’t bring NotThem, page 230
myself to look away. Even then,
I thought I was just looking
MARTIN: Wait. Wait . . . The at a very well-done horror
tapes . . . set piece, especially when I
ANNABELLE: A fine material started to notice a handful of
to spin a web with, don’t you English words popping into the
think? wall of shifting text for a
MARTIN: What? All this time, second or two at a time. One
through all of this, it, it of them read “helphelphelp,”
was just you spying on us? all run together, and another,
ANNABELLE: Oh Martin. You “it peels my mind like
have no idea who’s listening, knives.” My mouth was dry and
do you? my hand was shaking, but even
—MAG 196: “This Old House” then all I could think was how
good this was. I was genuinely
impressed by how unsettled it
WEB TAPE RECORDER was making me.
Level: 1d6 + 2 —MAG 65: “Binary”
Related Entity: The Web
Stress: 1 each time someone notices one that
shouldn’t be there and/or it begins recording YUSHANKA CHATBOT
by itself Level: 4
Description: These resemble the sort of tape Related Entity: The Spiral and The Flesh
recorders popular in the 1980s and can play Stress: 1 the first time the chat window is
and record cassette tapes normally. opened and interacted with; 1 for every few
Most people who encounter them never hours (seventeen total) the chatbot video
realize there’s anything uncanny about is watched; 1 each time the video begins
them, other than their ability to record the playing on another screen near the victim
statements of supernatural events (or the Description: This chatbot is available in
events themselves) with less distortion than a number of possible digital formats,
purely digital recordings. including an installable file called
However, if someone catches the attention of YushankasDespair.exe that’s just over 1
The Weaver or another powerful Avatar of megabyte in size. If accessed, the chatbot
The Web, these recorders begin infiltrating window that pops up is quite basic.
that person’s life. At first their appearances

265
THE MAGNUS ARCHIVES ROLEPLAYING GAME

If a prompt is entered, the answer comes The haunting only ends if the viewer sits
in the form of a mess of symbols and down and watches all seventeen hours,
letters, some not even ASCII. The response despite how sick and dizzy it makes them.
scrolls, and amid the wall of shifting text, The video ends with the man smiling, lying
recognizable words begin appearing, then down, and saying, “The maze is sharp on
full phrases. Eventually video begins to play, my mind. The angles cut me when I try to
showing a balding, crying man in his late think.” Then he stops moving and the back
thirties, eating keyboard keys. of his head seems to be missing.
Anytime the viewer stops their computer, Fear: The viewer comes under a compulsion
the video tries to play on another nearby to eat their own keyboard. If they go
screen, such as their phone, a television, or a through with it (because they can’t stop
laptop that’s turned off or even unplugged, themselves or others can’t), they take a
though no one but the original viewer is serious injury.
able to see it. The video follows the viewer
wherever they go, eventually adding sounds
of crunching and the man muttering (in
a Russian accent) things like “It feels like
thinking through cheese wire” and “There’s
no feeling, but the no feeling hurts” and
“It’s cold without blood.”
CHAPTER 13
ARTEFACTS AND BOOKS

LEITNERS
Did I ever tell you about my Depending on the particulars of your game,
first Leitner? Of course, this
many paranormal books in circulation may
was before he was collecting
have once been part of The Book Collector’s The Book Collector, page 202
them, so back then it was just
library. All such books include a bookplate
a strange book. Odd to think
there was a time before he’d
reading “From the library of Jurgen Leitner”
stamped them with his mark. I (or whatever the name of The Book Collector
feel we must have called them is in your setting). Because volumes with this
something. Did we even know bookplate were later found to be haunted
how many there were? Or did we and/or cursed in some fashion, any book For details on making your own
just think of each as a thing that possesses supernatural abilities might be books in the game, see page 250.

all its own? referred to as a Leitner by those familiar with


—MAG 62: “First Edition” them, whether or not a given tome was ever
part of his collection.

BOOKS DESTROYING A BOOK


Books are a subcategory of artefacts, Many books resist destruction; they can’t be Artefacts, page 248
considered by many to be a purer incarnation burned, shredded, or torn. Indeed, attempts The Entities, page 166
of other cursed items linked to the Entities. to do so could trigger their fear in retaliation
But like regular artefacts, most are malevolent, (GM’s discretion).
seeking to feed on the fear of those who read Other times, a book may allow itself to be
or handle them. Some are entirely innocuous, destroyed by violence or flame, but only so
but a dangerous number are truly murderous. it can release its fear across everyone in the
vicinity, whether that’s explicitly indicated
INTERACTING WITH BOOKS (such as for Killer’s Song) or because it is Killer’s Song, page 278
The line between books and regular artefacts narratively appropriate.
can be blurry. Generally speaking, books Even if a book is destroyed, the Entity to
function like artefacts in the game: Unless which it’s linked remains. It usually works to
indicated otherwise in a particular book’s reintroduce that book into the world again
description, they can be found, identified, and one way or another, which could be as simple Finding, Identifying, and Using
used like other cursed objects. as having an Avatar reproduce and republish it. Artefacts, page 248

Books are presented with stats like artefacts, How Artefact Stats Work,
and thus have a level, a related Entity (or page 249
ARCHIVIST: So the books, the
Entities), a Stress cost for interacting with
monsters, they’re part of
them, and a potential fear.
these beings? Just extensions
But many books have additional features,
of them? Fingers being pushed
including whether they were once part of a into our world?
larger collection of “Leitners” and whether a LEITNER: The books are, I
given book is subject to destruction. think, their essences in a
purer form.
—MAG 80: “The Librarian”

267
THE MAGNUS ARCHIVES ROLEPLAYING GAME

BOOKS
The Anatomy of Melancholy A Guest for Mr. Spider Security camera instruction manual
The Boneturner’s Tale Infinity Above: A Book of Astronomy The Seven Lamps of Architecture
Book of the Dead An Introduction to Higher Anatomy Spiders Are Eating
Catalogue of the Trapped Dead A Journal of the Plague Year The Stalwart Hunters’ Almanac
Dead Animals The Joy of Eating The Tale of a Field Hospital
Dictionnaire Infernal The Key of Solomon The Travels
DIG Killer’s Song Whispers in White Matter
A Disappearance Roaring Desolation
Ex Altiora Seen

A SELECTION OF BOOKS
reinforced, the target lapses back into
I spent some time with a small inactivity. Someone so affected can attempt
grey volume, I think it was an Intellect defense roll each minute to end
in Cyrillic, that decided the effect early.
it was at home amongst my Fear: On a reader’s failed Might defense roll,
bookshelves. I couldn’t read
the book reads more than emotion from
it, of course, but . . . when
them and physically erases some part of
it tried to read me back, I
their body, such as an ear, an eye, or a hand.
buried it on a lonely stretch
of moorland.
Or, in some cases, all of them.
—MAG 91: “The Coming Storm”
THE BONETURNER’S TALE
Level: 6
THE ANATOMY OF MELANCHOLY Related Entity: The Flesh
Level: 5 Stress: 3 upon realizing the book’s power; 1
Related Entity: The Eye with each use
If The Boneturner’s Tale is Stress: 3 if a reader resists the book’s attempt Description: This thick black paperback is
stored with regular books after to read them; none if they succumb and are written in English. No author is attributed.
being used by a reader, nearby
books begin to bleed. drained of emotion It follows the pilgrims in The Canterbury
Description: This unique volume of Robert Tales and their interactions with a newly
Burton’s medical text—translated into introduced pilgrim: the Bonesmith. Those
Russian—uses melancholy as a principal interactions usually turn grisly.
metaphor to explore all human emotions. Each time the book is studied for at least
However, each time someone glances at one hour, the user can attempt to make
any page from the book (even if they can’t one gross physical change to their own
read it), they must succeed on an Intellect physiology, such as making themselves up
defense roll or feel themselves being “read to a foot (30 cm) taller, sharpening their
back,” draining them of emotion for about fingers, making themselves more attractive,
an hour. Someone drained of emotion adding a layer of muscle, or possibly adding
is essentially unable to act of their own an extra organ, eye, mouth, and so on. Each
volition. They may take up tasks others such change is permanent, unless changed
command them, acting without emotion, again later.
but if that command is not continually

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I flicked ahead a few pages,


There wasn’t any obvious
and found the Bonesmith had
name on the cover, and I
apparently crept up to the
wondered if it might have
Miller while he slept. It
had a dust wrapper that had
described him silently reaching
been lost, but it seemed far
inside him, and . . . it’s a bit
too large for anything like
hazy. All I remember clearly
that to fit. Opening it up
is the line “and from his rib
at the beginning, it seemed
a flute to play that merry tune
to lack a proper title page
of marrow took.” And as for the
as well, or any other form
rest, I don’t recall in detail,
of identification. Instead,
but I know that I almost threw
printed there was a quote,
up, and that the Miller did not
though there wasn’t any
survive.
attribution for it.
—MAG 17:
It read: “Life is a current
“The Boneturner’s Tale”
which cannot be fought. It is
a march with one destination.
A purely decorative change requires a successful You cannot cease your step
difficulty 2 Intellect-based roll. Changes nor move your course to one
that grant the character a basic mechanical that skirts the journey’s
benefit—such as easing Might-based termination.”
tasks because of additional muscle, easing And below it, in a faded blue
interaction rolls because of uncanny physical ink was a handwritten message:
symmetry, or dealing an additional point “You have already read too
of damage from attacks with sharpened much.”
fingers—require succeeding on a difficulty 4 —MAG 70:
Intellect-based roll. Each additional change “The Book of the Dead”
made while already enjoying the benefits of
an earlier change hinders the next attempt
by an additional step. BOOK OF THE DEAD
On a failed task to achieve a change, the Level: 6
mishap inflicts 3 points of Stress as the Related Entity: The End
reader’s body slumps like wet clay, hindering Stress: 1 upon realizing the book details the
all physical tasks (and undoing any previous reader’s future; 3 each time the book is
benefits) for about ten hours, during which opened and the reader sees the manner of
time no more changes can be attempted. their predicted death has changed
A reader can attempt to change another Description: This heavy book covered in
willing person in the same way. Against an black cloth—faded and worn away at the
unwilling person, the reader first must make corners—is written in Latin at first, changes
an attack roll, then make an Intellect-based into more recognizable Middle English, and
roll for the change itself. eventually, turns into current-day English.
Fear: The reader gains the attention of an Each entry describes someone’s death in
Entity. They must either stop using the vivid, graphic detail—often violent and The Entities, page 166
book completely or keep using it with the always unpleasant.
knowledge that they are entering into a The penultimate entry details how the last
contract with The Flesh, possibly requiring person who owned the book died. (If The Flesh, page 173
them to become an Avatar. researched, all the deaths detailed occurred

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

exactly as indicated.) The final entry


She leaned over the still
predicts the unpleasant, terrifying death for
form on the table and began
the current reader about eleven years in the
to write, not in the book,
If the Book of the Dead future. but on the flesh of the woman
is passed around and read The manner of a reader’s predicted death
by multiple people at once, she had killed. I could see
the pages could contain changes each time they close and reopen even from my hiding place that
multiple horrific predicted the book, and the date is always about her handwriting was cramped
deaths in its final few
entries; it doesn’t change the 20 percent closer than the previous date and messy, leaving some of
fate of whoever passed the indicated. The updated death described is the blue ink flowing off her
book off to someone else. just as horrible, if not more so, than the subject like blood.
previous one. After almost twenty minutes
If enough time passes and the reader decides of hurried writing, she
to forgo any more updates, events play stepped back, apparently
waiting for the ink to dry.
out as most recently described. Someone
She then retrieved a clean
with ties to other Entities could potentially
scalpel from her cabinet and,
The End, page 172 save themself, though Avatars of The End
with a care she had not given
become their bitter foes. the writing, she began to
Fear: Instead of the date of the reader’s death cut through the dead woman’s
drawing closer by 20 percent the next back, peeling away the skin
time the book is checked, their demise is upon which she had written and
predicted as happening in the next three leaving behind a small patch
days. of flayed flesh.
—MAG 62: “First Edition”

CATALOGUE OF THE TRAPPED DEAD


Level: 7
Related Entity: The End
Stress: 3 upon acquiring the book and
realizing its power; 3 when undertaking the
ritual to create a new page; 1 each time a
spirit is questioned
Description: This large and misshapen
book is composed of crudely prepared
parchment pages handwritten in Sanskrit
and other languages. Someone who tries
reading a page succeeds even if they don’t
understand the language. Each page
is an account of how a specific
individual died.
Reading from a page causes the
air to grow thick and heavy,
with a scent like wet dirt. Then the
individual whose death is described on that
page appears in immaterial spirit form.
The reader may question the spirit about
anything it knew in life. The spirit isn’t

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forced to answer, but instead may beg or


I opened the book, and for
bargain in return for its answers.
a few seconds was confused
Many spirits bound to the book understand
to see that nothing seemed
their situation, are in continual pain because to have changed. The writing
of it, and desire release. If their page is was still unintelligible to
removed and burned, the spirit is released me and it felt no different.
(though if a removed page is retained, the I lifted it to have a closer
spirit can be summoned from it at a later look, and as I did I heard
date). something clatter lightly onto
A reader can learn from one of the spirits (or the floor. I looked down to
from another source) the ritual required for see bones. Small animal bones,
binding a fresh spirit of another person: kill from what I can tell, but each
them, ink their skin with a description of one was slightly bent and
warped into shapes that bones
the death, cut that flap of skin away, hang it
should not form. As I stared
to dry, then stitch it into the book as a new
at them, Mary Keay took the
page.
book back from me and passed
Fear: The Tome Hoarder appears and tries to it through the shadows once
The Tome Hoarder, page 240
recover the book, which she views as her again. More bones fell. She
property. did this several times, until
there was a small pile formed
at my feet.
UNPLEASANT DEATHS —MAG 4: “Page Turner”
The following table offers inspiration for
deaths predicted by the Book of the Dead
or described on a particular page in the DEAD ANIMALS
Catalogue of the Trapped Dead. Level: 3
d10 Predicted Death Related Entity: The Flesh
1 Dragged under a car by driver Stress: 3 upon realizing the book materializes
who doesn’t (or maybe does) bones
realize they’ve hit anyone Description: This unremarkable-looking book
2 Fall while alone into a bin or is filled with Sanskrit poetry about dead
ravine where no one can find animals. If passed through a shadow before
them being opened, a handful of slightly warped
3 Beaten to death by someone who bones of birds, mice, gophers, voles, frogs,
the reader currently thinks of as and other small animals patters to the floor.
an ally This process can be repeated; after a few
4 Choke to death while eating a repetitions during the encounter, Horror Horror Mode, page 122

meal Mode is triggered, or, if it’s already active,


the range increases by 1 until the encounter
5 Eaten by spiders
ends.
6 Slowly crushed after a bookshelf
Fear: A nearby animal a character noticed
of lore falls (or is pushed) onto
is now gone, except for a small pile of fur,
them
feathers, or scales.
7 Tortured to death by cultists
8 Boiled alive
9 Mostly eaten by a pile of meat
10 Cancer

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

[ . . . ]this young man began It was very strange. It was


scanning the shelves with just the one word, solid
an expression that seemed capital letters in a small,
more like impatience. He was neat typeface at the very
clearly looking for something centre of the page. It said
specific, so after a few ‘DIG’ . . . I took that to be the
minutes I asked him if I could title, and turned to the next
help. Without looking up, page. ‘DIG.’ Exactly the same.
he said he was after a copy The third page. ‘DIG.’ The
of de Plancy’s Dictionnaire fourth page. ‘DIG.’ Dig, dig,
Infernal, the older the dig, dig.
better. I only had a 1908 Holding it hurt my hands.
translation in stock, but I You know the way that if you
said I would make enquiries say or read a word over and
if he wished for an older over again, it starts to lose
edition. all its meaning? To just sound
—MAG 46: “Literary Heights” like a jumble of noises or
unrelated letters? Well this
was the opposite. Every time
DICTIONNAIRE INFERNAL I read it, it was like the
Level: 4 meaning of the word became more
Related Entity: The Eye solid in my mind. I knew what
Stress: 3 upon realizing the book’s power; 1 it was to find your meaning
with each use buried in the earth, to claw
Description: Jacques Collin de Plancy’s your sense from under the sand
“Infernal Dictionary” was published in and mud and soil, to dig.
1818, but this special, unique edition claims —MAG 88: “Dig”
a publication date of 1908. Reading just a
few words from the book eases the reader’s DIG
tasks to perceive abnormal presences or Level: 4
influences for one hour, including those Related Entity: The Buried
that are usually imperceptible to regular Stress: 1 after reading a few pages; 1 each time
people or animals. However, tasks to hide a defense roll is failed against the book’s
from and/or defend against (as in, making compulsion to dig
defense rolls to resist) those same presences Description: A fascination with digging
and influences are hindered for the same gradually takes root in anyone who reads
period. even a few pages. A sense of reaching a safe,
Lightless beast, page 224 Fear: An aspect of an Entity—such as a happy place below, wrapped on all sides by
Greyling, page 220 lightless beast, greyling, buried thing, or uncounted miles of crushing, loving earth
Buried thing, page 204 something else—is summoned by the book and stone. Of imagining the things that
and attacks the reader. wait down there, a thousand terrible things,
trapped and alone, out of air and out of light,
all conjured by those three hideous letters:
D I G. Despite the fear (or is it awe?), the
reader continually grows more obsessed
unless they succeed on three Intellect
defense rolls (one each day) before failing
three. If they fail three, they find a place to

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bury themself under the earth, or whatever’s minute they spend searching for a way out.
nearest, using their fingernails if no other On a success, they appear within a few yards If someone compelled by DIG
tool is available. Those who accomplish this to a few miles of where they were lost. tries to bury themselves but is
saved by a third party, they gain
without anyone watching usually end up Fear: Even if they don’t mean to, the reader three more Intellect defense rolls
smothering beneath the earth. begins to read the pamphlet cover to cover to try to purge themselves of the
fascination.
Fear: The book’s containment (whether a on a failed Intellect defense roll.
simple wrap or a metal box welded shut) is
somehow disturbed, and the cover of the EX ALTIORA
book becomes visible, its blurred letters Level: 6
inviting further inquiry by those who don’t Related Entity: The Vast
already understand the peril. Stress: 3 each time the woodcut illustration of
the clear night sky in the book is examined
carefully
Hardly a book. Barely twelve
Description: Bound in calf leather, this
pages. It is entitled A
volume is titled Ex Altiora in faded gold
Disappearance. If read cover
to cover, it removes one
letters along the spine. Written entirely in
from the world. I cannot say Latin, the book is a long poem in the style
precisely what that means, of Virgil recounting a monstrous creature
only that the assistant I approaching an unnamed village on a cliff
assigned to it, Jacob Feng, edge. The creature is so vast that its head
was never seen again. and upper body are lost among the clouds.
—MAG 80: “The Librarian” In the end, unable to deny the creature’s
impossible vastness, the villagers hurl
themselves from the cliff onto the rocks far
A DISAPPEARANCE below. The Lonely, page 174
Level: 6
Related Entity: The Lonely
Stress: 3 upon realizing the book’s power; 1
with each use
Description: This short 1910 publication is
titled simply A Disappearance. If just one
or two words are read from the pamphlet,
the reader becomes invisible and intangible,
putting themselves beyond the reach even of
spells and abilities normally able to see, find,
and/or interact with hidden things. This
state lasts until the reader chooses to reveal
themself to another.
If read cover to cover (which only takes
about a minute), the book removes the
reader from the world (no defense roll).
Those removed find themselves wandering
completely alone in a misted, muted, mirror
reflection of reality in the dimension of The
Lonely. They take 1 point of Stress each
hour they fail an Intellect defense roll. They
can attempt an Intellect-based task each

273
THE MAGNUS ARCHIVES ROLEPLAYING GAME

The tome includes several black and white


I had a flick through but it woodcuts of mountains, cliffs, the empty
seemed to be entirely written
night sky, and similar themes. If the night
in Latin, so I didn’t have
sky woodcut is simply glanced at, the viewer
much luck discerning what it
briefly feels like they’re about to fall into
was about. The only English
seemed to be a bookplate at
it (or just generally fall). If this illustration
the front that read “From the is examined carefully, the viewer must
library of Jurgen Leitner” succeed on an Intellect defense roll. On a
although no author was listed. success, for seven days the reader can safely
There were also several black land from a fall of any height, taking only
and white illustrations— 3 points of Stress from the experience.
woodcuts I think—each showing Otherwise, they’re afflicted with extreme
a mountain or a cliff or in vertigo for one hour, hindering all their
one picture what appeared physical tasks by three steps.
to be an empty night sky. I Fear: Someone making use of the beneficial
felt an odd sensation when
effect granted by the tome finds themselves
I looked at that image as
falling endlessly for an hour in an
though, simple as it was, I
The Vast, page 176 infinite-seeming layer of The Vast. They can
was about to fall into it, and
my stomach gave an odd jolt,
attempt an Intellect defense roll each round
almost causing me to drop the to end the effect; otherwise they gain 1
book in the middle of Oxfam. point of Stress every ten minutes.
—MAG 4: “Page Turner”
A GUEST FOR MR. SPIDER
Level: 6
Related Entity: The Web
Stress: 2 after reading the first scene (featuring
Mr. Bluebottle) in the book; 1 for each scene
the reader is forced to peruse thereafter
Description: Published in the style of a
children’s book, it begins with an illustration
of Mr. Spider gesticulating in a mostly bare
room with two doors. The story depicts
a series of visitors through the left-hand
door—the first being a fly named Mr.
Bluebottle—who bring gifts that Mr. Spider
doesn’t like or is not fully satisfied with.
Though not depicted, the implication is that
Mr. Spider eats each visitor.
Someone who reads the first scene with Mr.
Bluebottle must succeed on an Intellect
defense roll or be compelled to read the next
scene (assuming no outside influence stops
them or takes the book). After finishing
each scene, the reader gains another Intellect
defense roll to stop reading. The scenes
feature (1) Mr. Bluebottle, (2) Mrs. Fruit,
(3) Mr. Horse and his son, and finally (4)

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Instead of the garish colours She took Sarah to the woods


that I expected, the cover was with a strange book of
monochrome, matt white with astronomy and suggested she go
scratchy black webs covering and chart the stars. The brave
its corners, and in the middle stargazer stayed beneath the
of the cover, half-written, canopy, and never quite lost
half-carved in a childlike herself to the cosmos, though
hand was the title: A Guest sometimes when Emma looked
for Mr. Spider. into her eyes she could still
On the back cover there see a reflection of uncanny
was no blurb, just a constellations.
crudely sketched image of —MAG 167: “Curiosity”
what I assumed to be the
eponymous Mr. Spider. He
stood upright on his spindly
INFINITY ABOVE: A BOOK OF ASTRONOMY
back legs, attached to a Level: 4
disproportionately swollen Related Entity: The Vast
abdomen. The rest of his legs Stress: 3 upon realizing the book is mostly
were splayed at odd angles, composed of strange constellations; 1 each
as though in the middle of
time a reader gains the ability to see in the dark
some sort of dance, and his
head had no mouth, but was
Description: This modern-looking coffee table
covered asymmetrically with book is filled with constellation images,
eight eyes of all shapes and apparently taken by cutting-edge space
sizes. On the top of it there telescopes and color-corrected. However,
sat a small bowler hat, which anyone with knowledge of astronomy who
had been drawn in a splash of
peruses the book is likely to grow puzzled as
red ink, unlike the black and
white which made up the rest
the constellations shown after the first few
of the image. don’t correspond with any known on Earth,
—MAG 81: “A Guest for with names like Corpse King, The Bellowing,
Mr. Spider” Whispering Skulls, and Fang in the Night.
A reader who realizes that most of the book
on the second-to-last page, a close-up of details uncanny constellations (or a less
the right-hand door with a cutaway panel savvy reader who flips through a handful
that can be opened onto the final page, of pages) gains the ability to see in the dark
accompanied by the text, “MR. SPIDER for a day, and whether it’s day or night, they
WANTS ANOTHER GUEST FOR can see the stars overhead wherever they are
DINNER. IT IS POLITE TO KNOCK.” (even if inside or underground). During
If the reader fails the Intellect defense roll upon this period, a reflection of those uncanny
viewing the second-to-last page, they are constellations is visible in their eyes.
compelled to travel to a nearby dwelling (or Fear: Someone who has read from and still owns
temporary digs) where a monstrously sized the book is whisked up into what at first seems
spider-shaped aspect of The Web secretly like outer space, though it’s actually a layer Aspect of The Web: level 6;
waits for someone to knock. Someone of The Vast filled with air and unbounded attacks with webbing that wraps
around target on a hit; grabbed
who does is attacked and drawn into the by anything but distant, strange, wheeling target takes a serious injury each
dwelling. If they can’t escape, they’re eaten. constellations. The reader can attempt an round until they escape; slain
foes are reanimated as bewebbed
Fear: Wherever someone who’s read even a Intellect defense roll each round, and if they puppets (page 200)
single page of the book goes, they notice a succeed on three before failing on three, they
spider somewhere watching them. It always return to the world. If they fail three defense
looks like the same spider. rolls before succeeding on three, they spin
through strange space forever (until rescued).
275
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Fear: Human brains relieve the affliction for


MARTIN: So-So-S-Sorry, that
about a month, then it returns. More brains
guy was Jurgen Leitner?
must be consumed, a cycle that repeats
ELIAS: It was.
BASIRA: Daisy, where do I
itself. Over time, the period of relief grows
know that name from? shorter and shorter.
DAISY: Oh, the Yousuf case.
An Introduction to Higher
Anatomy. I found The Journal of a
BASIRA: Ah . . . Oh, god! And Plague Year when I was
you killed him? You sure we seventeen. I was lucky,
shouldn’t be giving him a I suppose, that it wasn’t
medal? anything worse. It infected
ARCHIVIST: Very sure. the house, of course, brought
—MAG 92: “Nothing it crashing down upon my
Beside Remains” parents in a collapse of
diseased brick and septic
foundations, but I escaped.
AN INTRODUCTION TO HIGHER ANATOMY And more than that, my eyes
Level: 6 were opened to the powers that
Related Entity: The Flesh might save me.
Stress: 3 upon realizing the book’s power; 3 —MAG 91: “The Coming Storm”
the first time a reader samples human brain
Description: This text from the early 1900s A JOURNAL OF THE PLAGUE YEAR
is a study of the nervous system and brain, Level: 6
emphasizing their functions and complexity Related Entity: The Corruption
compared to other organs, though it’s Stress: 3 upon realizing the book’s power; 1
primitive by modern standards. If a reader with each use
opens the book and skims a page or two, Description: This volume is a unique copy
they must succeed on an Intellect defense of Daniel Defoe’s A Journal of the Plague
roll, or fascination leads them to read the Year, an eighteenth-century novel about
whole thing from beginning to end, unless the bubonic plague in London. If even
they are stopped by an outside force. This a couple of pages are perused, the reader
requires a couple of hours. becomes immune to disease and poison for
Upon completing the book, the reader begins seven days; however, if they fail a Might
experiencing numbness, tingling, and defense roll, they become the carrier of a
weakness in the hands and feet, hindering new airborne pathogen for the same period.
their physical tasks. They come to suspect As a carrier, they suffer no symptoms.
they can cure this affliction if they consume Someone familiar with the tome (or who
uncontaminated nerve tissue—ideally, has identified it) understands this and can
brains. This suspicion is borne out; however, try to keep to themselves for the period.
it turns out that animal brains provide relief Otherwise, anyone the carrier comes within
for only a few hours. Human brains, they immediate range of must succeed on a Might
are somehow sure, will cure the affliction. defense roll or contract the disease and
And they’re right. immediately gain 2 points of Stress. Each
If a reader can refrain from reading the whole day the affected target fails a Might defense
book and stop after just a page or two, they roll, they suffer a serious injury. If the target
ease their Intellect defense rolls by two steps succeeds on three such rolls, they gradually
for one day. improve and throw off the sickness.

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Alternatively, someone with the tome can take


My first job was working with
the disease from another infected person.
Jurgen Leitner, but I got
In this case, the subject is cured, but the
out of that years before the
owner of the tome becomes a carrier for a man met his fate. Started
virulent version of that disease (treat as just looking for the exit about
described). the time that I saw Warren
If the tome is left continuously open and get literally eaten by a book.
unattended for more than a day in the same And before you start cross-
location, the building housing it becomes referencing, looking for some
infected. This “structural disease” resembles newly-birthed monster called
the progression of diseases that normally Warren, I don’t mean eaten
affect living things, leading to lesions, like that. It left behind
weakness, and (within seven days of the the leg. Don’t know any
transformations that leave
initial infection) a complete collapse of the
behind your leg.
building into so much rotted wood and
—MAG 115: “Taking Stock”
powdered stone.
Fear: The reader risks catching the disease
they were previously the carrier for (and THE JOY OF EATING
supposedly recovered from) unless they read Level: 5
a few more pages to generate another new Related Entity: The Flesh
pathogen. Stress: 1 each time someone understands a
recipe; 3 if the book tries to eat the chef
Description: The image on the colorful
wrapper of this large hardcover resembles
many popular modern cookbooks.
However, a closer look reveals that the
“happy” chef shown in the image isn’t
actually smiling or laughing, but grimacing
in mortal terror.
The reader must succeed on an Intellect
defense roll to fully understand any given
recipe each time they attempt to make it. If
successful, and they make that recipe that
day, the resulting dish grants anyone who
eats it a free one-action recovery roll (they Recovery roll, page 135
can only gain this benefit once per day). (All
the recipes in the book use meat.)
Fear: The book begins eating the reader,
starting with their hands, drawing them
in a few inches at a time, chewing away
with horribly gnashing letters that are also
somehow teeth. Each round the character
fails a Might defense roll, they take a serious
injury. If the reader succeeds on three Might
defense rolls before dying, they manage to
pull free.

277
THE MAGNUS ARCHIVES ROLEPLAYING GAME

KILLER’S SONG
ARCHIVIST: Like The Key of
Level: 4
Solomon?
Related Entity: The Slaughter
LEITNER: That one was a
Stress: 3 upon understanding and claiming
mistake. I thought that, in
the tunnels, there might be
the book; 1 with each use (successful or not)
the stability to examine it Description: This paperback, old and
properly, learn something of the unloved, shows obvious signs of neglect.
forces arrayed against us. But The story follows an unnamed character
it went wrong. We had to destroy through a series of violent encounters that
it. I should have known, really. escalate in their intensity and brutality. The
It was one of the few volumes protagonist is at first reluctant but, as the
that contained elements of story proceeds, grows eager for each new
several different powers. conflict. The purpose for the character’s
—MAG 80: “The Librarian” journey is never really explained, and the
story ends with their gruesome death.
THE KEY OF SOLOMON After identifying the book, the reader realizes
Level: 6 they can read a few pages to improve their
Related Entity: Potentially all the Entities chances in a fight, easing their attack rolls
Stress: 3 upon realizing the book’s true nature; for about an hour if they succeed on a
1 for each attempt to summon a monster difficulty 4 Intellect-based task.
Description: This tome appears to be On a failed task, the reader is driven to
something of an almanac on demonology. attack any and every living creature within
Apparently, it’s a special English-translated short range with whatever weapon is close
edition of a grimoire attributed to King at hand, including improvised weapons
Solomon. However, further perusal reveals like broken glass and shovels. Affected
The Entities, page 166 it’s a treatise on the Entities. Someone who individuals can attempt an Intellect defense
searches through the book for a minute per roll each round to regain their senses.
specific question eases a related knowledge Fear: An affected individual tears Killer’s Song
task made to understand the Entities (and clean in two down the spine, releasing an
The Slaughter, page 174 their related Avatars and aspects). invisible manifestation of The Slaughter
Someone could also attempt to use this book to that enters everyone in very long range who
Chapter 12: Monsters and summon and command a monster (of up to fails an Intellect defense roll. This causes
NPCs, page 192 level 5) related to an Entity. Doing so requires them to attack everyone and everything
reading from the book for one minute and within short range until nothing is left but
succeeding on an Intellect-based roll (eased by themselves, which they then treat just as
having read this tome and other skills related cruelly. An affected individual can attempt
to performing sorcery). If the character is another Intellect defense roll each round to
successful, the monster appears in a fashion end the effect before they kill someone else
matching its idiom (slipping from the shadows or themself.
if of The Dark, animating from a corpse
if of The End, and so on) and does as the
summoner asks until the task is concluded
or one day passes, whichever is sooner.
Fear: The monster doesn’t listen to the
summoner and instead attacks the nearest
ally with the lowest Might, or, after
finishing its commanded task, it returns and
attempts to destroy the summoner.
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ARTEFACTS AND BOOKS

Spencer didn’t exactly help “It saw me,” Allan keeps


matters by getting himself saying, over and over again,
suspended. The only thing “It saw me through the pages.
Diego Molina had on him when And it’s coming.” He sees it,
we brought him in was a small he says, in every mirror,
book bound in red leather.
every distant doorway, a
They caught Spencer in
silhouette on every skyline.
Storage, trying to destroy it
with a Zippo lighter. I never Coming closer each and every
saw him again. time, finding its way towards
They told me he killed him, step by step. “It has no
himself when he got home. eyes,” Allan sobs, “so it has
Apparently he’d somehow filled to feel its way towards me.
the bath full of boiling But it knows. It knows!” Elias
water and just . . . just got has no way to comfort him. He
in. Official story was he’d can’t even understand what
somehow done it using a he’s talking about.
kettle, which . . . that, that’s —MAG 193: “A Stern Look”
just about the weakest cover-
up I’ve ever heard.
—MAG 43: “Section 31” SEEN
Level: 4
ROARING DESOLATION Related Entity: The Eye
Level: 5 Stress: 3 upon becoming fascinated with the
Related Entity: The Desolation book; 1 each time someone tries to tell the
Stress: 3 upon realizing the book’s power; 3 each fascinated reader that the pages are blank
day the book’s owner doesn’t burn anything Description: This old, crumbling book is
Description: This small book bound in red lightly titled on the spine in flaking grey
leather contains a series of verses in a biblical letters. The pages inside are all blank,
style celebrating a higher power called “The but someone who looks through it must
Lightless Flame” and describing how its succeed on an Intellect defense roll or
stark, everlasting, terrifying glory can be become fascinated with it. An affected
experienced through cleansing, eternal fire. reader believes it to contain a revolutionary
After reading a few pages from the book, the treatise, philosophy, religion, science, or
reader grows supernaturally fascinated with other important thing that they have an
fire. Each day they don’t burn something interest in, and they have a hard time
new, they gain 3 points of Stress that can’t thinking and talking about anything else,
be recovered until something is burned. hindering all Intellect-based tasks. The
Burning the same thing over and over (such fascinated reader can attempt another
as a cigarette) doesn’t help after the first Intellect roll each day that someone else
one. If the book’s owner successfully passes tries to convince them the pages are blank,
it to someone else, or rids themselves of the and if they succeed on three rolls, their
book in some other permanent fashion (by fascination ends. Watcher’s husk, page 245
throwing it into the middle of the ocean, Fear: A watcher’s husk rises in a distant tomb
sealing it in concrete, etc.), the fascination and begins, slowly but surely, stalking the
with fire leaves them. reader. The reader can see it coming every
Fear: The book’s owner thinks it’s a good idea time they close their eyes.
to begin burning parts (or all) of themself
and, on a failed Intellect defense roll, does
exactly that.
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SECURITY CAMERA
Ok, so this is the part that
INSTRUCTION MANUAL
you’re definitely going to
Level: 6
think I’m having a joke with
you, but I’m honestly not.
Related Entity: The Eye
I’m dead serious. Cos I saw Stress: 2 upon seeing one’s own face; 3 upon
some of the pages over his realizing the manual’s abilities; 1 with each
shoulder, and on one of them, use of the manual
there was . . . There was a Description: This ten-page pamphlet
picture of me, like a black purporting to be an instruction manual for
and white photo of my face. a Tecton multicamera recorder is yellowed,
I didn’t get a good look, water damaged, and well used. (Someone
but it certainly wasn’t one even put their name in the front, though
that I remember having had the handwriting is too poor and blurred
taken, not that that would
with age to definitively make out.) A person
make it any less weird for it
who glances through the manual has even
to be printed in an old CCTV
odds of seeing a black and white photo of
manual from back when I was
still in nappies. But I’m not
their face printed inside. Someone who
making it up, I swear. Then identifies or studies it realizes they can use
Samson turned and looked at the following abilities while in possession
me and, I don’t know, I got of the manual, whether or not they have
real spooked. His eyes were authorized access to nearby security
all messed up, like weird and cameras, or even access to a terminal,
glassy. It was really, really laptop, or phone. However, each time an
Horror Mode, page 122 freaky, and I just turned and ability is used, Horror Mode is triggered,
I got out of there. or, if already active, the range increases by
—MAG 148: “Extended 1 until the end of the day (or encounter,
Surveillance”
whichever is longer).
• The manual owner can use their action to see
out of any camera within very long range.
• The manual owner can delete or insert visual
and audio information in digital security
camera footage collected by any camera
within very long range. The change can be
up to a couple of rounds in length per use.
Fear: The manual owner becomes fascinated
with it and with watching everyone else
using electronic surveillance, so much so
that getting them to engage in their regular
activities is difficult. The fascinated manual
owner can attempt an Intellect roll each
day that someone else tries to convince
them that their behavior is weird, and if
they succeed on three rolls, their fascination
ends. If they fail three before that (or fail
to attempt any rolls for three days), they
are bodily consumed by the nearest CCTV
security system, where their spirit remains
and watches forevermore.
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THE SEVEN LAMPS OF ARCHITECTURE


LEITNER: You’re quite like
Level: 6
her, you know. I suppose
Related Entity: The Buried
that’s no surprise. Anyway,
your questions?
Stress: 3 upon realizing the book’s abilities; 1
ARCHIVIST: Right. Let’s start each time the reader feels like the walls are
with what you did down there. pressing in; 1 each time an ability from the
How you . . . trapped it. book is used
LEITNER: An unexpurgated copy Description: This anachronistic edition of
of Ruskin’s The Seven Lamps The Seven Lamps of Architecture by John
of Architecture, published Ruskin includes handwritten marginalia
in 1845. Of course, Ruskin (penned by at least two people, one named
didn’t even begin writing the Robert Smirke, the other Jurgen Leitner).
book until 1846, and the text Someone touching or reading the book
of this one varies markedly
while inside a structure must succeed on a
from the version that was
Might defense roll or begin suffering from
distributed. It gives an acute
troubled breathing and feeling as if the walls
sense of the walls pressing
in around you, and if consumed
are pressing in around them, hindering their
recklessly, will physically physical tasks until they leave the structure
entomb the reader. for about a minute.
—MAG 80: “The Librarian” A reader who identifies the book realizes they
can use the following abilities while in
possession of it.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

• The book owner can find their way


through a structure or artificial tunnel
they are in, as long as they know of the
room or area—or person or object—
they want to reach. To do this, they
must concentrate for a few rounds and
succeed on an Intellect-based task equal
to the level of the structure they wish
to navigate, or the level of the object or
person they wish to find.
• The book owner can reshape the
architecture of a building or artificial
tunnel they’re in after reading from the
book for one round. To do this, they Out of all the many and varied
make an attack roll, and on a success, quirks of Dexter Banks,
someone they can see inside the same his minor obsession with a
Japanese spider movie that
structure is trapped as the walls shift and
may or may not have ever
close them off. To escape, the trapped
existed was one of the least
person must overcome a level 6 doorless
unpleasant. At least until I
room (or, in some cases, a maze) or wait got the call about his final
until someone with the same book or project. He told me over the
ability lets them out. phone that he was producing
Fear: The book is read too recklessly—perhaps a new film, that it was going
by being flipped through, or maybe its to be his masterpiece. Then he
abilities are called on too frequently—and started to describe it, and I
the reader is entombed in the walls within don’t know how much of what
a lightless cavity too narrow for them to I felt was déjà vu and how
move (or to read from The Seven Lamps of much was just dread. I asked
Architecture). if he had found a copy of the
film, or a script, but he just
laughed. “Better,” he said. “I
SPIDERS ARE EATING
found the book it was based
Level: 4
on.”
Spiders Are Eating supposedly Related Entity: The Web —MAG 110: “Creature Feature”
inspired a 1960s-era Japanese Stress: 1 the first time the novella is read; 1
film of the same name: Kumo
Ga Tabete Iru. after realizing spiders are drawn to the book
Description: This thin hardcover tells the tale spider—nearly twice the size of a person—
of spiders (from normal-sized specimens into the nearest basement, cellar, or other
to those the size of houses) attacking and hidden location. The monstrous spider
Monstrous spider: level 4, eating, over time, everyone in a small town. stalks people in the vicinity, webbing them
stealth as level 7; climbs a Otherwise the tome seems normal enough, up and eating them at its leisure. It stalks
short distance each round;
immediate-range web attack until the owner realizes that whenever the the owner after everyone else nearby has
catches a target on a failed book is left alone for more than a few hours, been eaten, unless it is defeated (at which
Speed defense roll, preventing
them from taking physical a handful of spiders are found crawling on point the monstrous spider crumbles to
actions until they can escape; it—even if there was no way for them to get blowing dust and cobwebs).
unless distracted, the spider into an enclosure holding the book. Fear: An NPC the owner knows is discovered
spins another web layer over
the caught target each round, After about a week in a new owner’s home or completely cocooned in spiderwebs, dry and
hindering escape tasks by an collection, the book manifests a monstrous drained of blood.
additional step each time

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THE STALWART HUNTERS’ ALMANAC Fear: The reader gets a papercut from the book’s
Level: 4 pages, which quickly leads to putrefaction.
Related Entity: The Flesh and The Hunt The affected reader must succeed on a Might
Stress: 2 each time a topic in the almanac defense roll each day against the rapidly
is perused; 1 each time knowledge gained progressing disease or suffer a serious injury.
from reading the almanac is put to use If they succeed three times before dying, they
Description: This leatherbound book is filled survive the disease, though possibly only
with hunting anecdotes, all grisly. Some because they lost a finger, hand, or arm to
focus on hunting animals, while a few seem amputation in order to stop the putrefaction
to be about hunting people. Most such from reaching their heart.
hunts include a wrap-up scene describing
how the prey was slaughtered in preparation
for a meal. He dragged his rifle along
If an anecdote is read (requiring about ten with him, his belt was gone,
minutes) and the reader succeeds on a his helmet was poised at the
difficulty 4 Intellect-based task to understand back of his head, his tunic was
it, their tracking tasks are eased for one day. thrown over his shoulders; he
Fear: A manifestation of The Flesh and The was literally black with flies.
Hunt identifies the reader as its prey, and if He told me he had come from
and when it catches them, it does terrible the concentration camps, that
there were many among the
things to them, as described in the almanac.
Boers that shared his state,
and that he longed to touch me
THE TALE OF A FIELD HOSPITAL with all that we had visited
Level: 5 upon them. He talked of
Related Entity: The Corruption disease, putrefaction, and
Stress: 1 from each papercut; 3 upon realizing the writhing creatures of
the papercut is horribly infected filth. He breathlessly talked
Description: This book by Sir Frederick of his revelation. Then he
Treves describes his experiences during died, as did the man who came
the Second Boer War. However, the age to bury him.
of the tome and the fact that many of its —MAG 68: “The Tale of a Field
pages have different ink weights or layouts Hospital”
(perhaps indicating they were printed
at different times) suggest it’s a
proofing or draft copy. Moreover,
the anecdotes in this volume vary in
tone and content more than in the
published version, often with death
coming suddenly due to some kind
of sepsis, fever, or other unknown
but usually gruesome disease. A
recurring character in the book is Private
Amherst, who succumbs to smallpox,
only to reappear later with some other
ailment that ultimately claims him, and
then once more. However, in his passing, he
intimates that it’s not permanent, because
“[...] you see, doctor, I am such a restless man.”
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THE MAGNUS ARCHIVES ROLEPLAYING GAME

A traveler who dies in the passages is spit out of


GERARD: So, what’s the
the door they entered just a few minutes after
verdict?
they went through it, even if the victim spent
GERTRUDE: Hm?
subjective days or weeks inside the maze.
GERARD: On The Travels.
GERTRUDE: Oh— Burn it, I
think. You said Mr. Hampton WHISPERS IN WHITE MATTER
was dead? Level: 5
GERARD: Yep—and not Related Entity: The Spiral
peacefully. Stress: 3 upon realizing the book’s power; 1
—MAG 162: “A Cosy Cabin” each time the book is purposefully used to
add or delete a memory
THE TRAVELS Description: The title to this scuffed and
Level: 5 bulky journal is written on the cover in
Related Entity: The Spiral black marker. The interior pages contain
Stress: 3 upon realizing the book’s power; 1 a series of handwritten journal entries.
with each use However, perusal quickly reveals that
Description: An account of Ibn Battuta of multiple people appear to have written in
his long and varied travels prior to 1354. this journal. At this realization, the reader
Unlike the original manuscript (which must succeed on an Intellect defense
is in Arabic), this English translation is a roll. On a failed roll, the last entry read
pale blue leatherbound book with gold leaf disappears from the book and appears in the
embossing. Once it’s identified, a reader can reader’s mind as if it was their own memory.
use this tome to begin a trip to a location Once someone understands how to use the
they have previously personally visited book, they can selectively delete memories
or that they know to exist. This requires from their own minds by writing them
reading from the tome for at least one down, or pick up other memories that
minute, then going through the nearest have been written in the book (though it’s
closed door. If they succeed on a difficulty difficult to know what a new memory will
5 Intellect roll, the windowless corridors be until an entry is read).
beyond lead to their intended destination In addition, the book owner can spend a
after another minute or so of walking. If couple of rounds of uninterrupted writing,
the reader fails their roll, the door opens to then attempt an Intellect attack roll against
wherever it normally goes. someone else within short range. On a
Fear: The reader opens a door and passes into success, the writer can delete a simple
a windowless corridor papered with a memory from that person or give them a
swirling green pattern and lit by wall lamps. simple made-up memory.
A thick black rug runs down the center Fear: A particularly horrifying journal entry is
of the faded yellow carpet. Mirrors and read, detailing how the entry writer became
paintings dot the walls. The paintings depict more and more lost in an endless maze of
The Spiral, page 175 the same corridor from odd angles. The corridors (of The Spiral), which becomes the
reader soon realizes they’re lost in a maze. reader’s new memory. On a failed Intellect
They can attempt to escape each minute defense roll, until a third party removes that
with an Intellect-based roll. If they succeed, memory from the reader, they are catatonic,
they find a door or break a mirror that wandering The Spiral in their memories.
leads out, but each failure inflicts 1 point of
Stress.

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My father was a murderer. THE GM’S ROLE


There’s no way I can The players provide the main characters of the
reasonably deny it at this story. You provide everything else. If they have
point; the evidence provided to climb a wall to escape a pursing pile of meat
by the police was overwhelming and bone with eyes, you tell them how high
and I saw his shed myself. I’m the wall is and how difficult it is to climb. If
not here to try and clear his they have to explore an abandoned subway
name. There wouldn’t be much
station looking for a beast made of darkness,
point anyway as I’m sure you
you determine what’s inside, and if it turns
know he died in prison last
out there are occupants, maybe including
year. Seven years isn’t much
to have served out of a life lightless beasts, you control their actions.
sentence but I doubt it was In addition, the GM is the source of
the early parole he’d have knowledge about the parts of the PCs’ lives that
hoped for. don’t take place in a game session. If a character
—MAG 9: “A Father’s Love” used to be in the military and needs to know If you’re a Rusty Quill fan but
the name of their old unit commander, you have never played a tabletop
RPG before, check out the
need to give it to the player (or, better yet, let

I
Rusty Quill Gaming podcast
f you’re going to be the game master (GM) the player come up with the name). so you can listen to a game
and learn the basics of what
in your Magnus Archives RPG, you’ve got You’re the narrator, the bad guys, all the minor to expect. Just remember this
some things to keep in mind. It’s not always characters, and a sort of referee all in one. is a different system, so the
easy, but it’s not as bad as you might think. An RPG is a game of conversation, back rules are a little different!

And it’s certainly rewarding. and forth. In broad strokes, it goes something
In this chapter, we’re going to talk about the like this:
rules and how the GM can use them. We’ll 1. You tell the players what their characters
also discuss interacting with players, running see and hear.
games, and crafting great stories. 2. One at a time, the players tell you what
As in The Magnus Archives podcast, the key they want to do in response to what you told
to fun in the RPG is the creation of a good them.
story. Eliciting chills, excitement, and wonder 3. You determine their chance of success
should be the goal of every GM in every game or failure, one at a time. If there’s a chance of
session. failure, you determine the difficulty of their
action and ask them to roll a die.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

4. The players roll dice, and together you They’ll talk to people, explore places, move
determine what happens as a result. things, start fights, run from danger, sneak,
5. Based on what just happened, you tell surrender, find clues, and a million other
the players what their characters see and hear things. You can’t plan for everything, but you
(including, perhaps, what actions the NPCs take). should be ready—in a very general sense—
6. The players tell you what they want to do. for the kinds of things they might do. If the
adventure takes place in another city, for
And so on. example, you need to have a few options for
You need to have the answers to a few travel, with obstacles that might get in their
questions ready: way, and an idea of what things will be like
when they arrive. For example, maybe the
1. Where will things start? Be ready to set small town they want to investigate is hosting
the scene at the beginning of the session. You a circus with uncanny exhibits.
are entirely in control over where this is and
what’s going on. The players will look to you 3. Who will the characters meet? PCs in
for information and guidance. this game start off almost every investigation
Chapter 9: The Statement, Ideally, you’ll use a statement to get things by talking to people they learn about in the
page 157 rolling. statement. There will likely be more than one
person to question. You need to have an idea of
2. What will the characters do? From that what they look like and what they might know
initial scene, the players will take action. when the PCs ask them questions. If the PCs
They’ll likely go somewhere else. You need investigate an old house with a monster within,
to be ready to describe these new locations. you have to be ready with an idea of what (or

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RUNNING THE GAME

who) is in the house and how they will react IMPARTIALITY


to intruders. And of course, NPCs need stats. It’s important that you try to remain as
For instance, aside from anyone else in the impartial as you can when running the game.
house the PCs want to question, maybe you’ve Favoring one player over another, intentional
decided that The Man Who Wasn’t There is or not, is always pretty obvious, even if you The Man Who Wasn’t There,
also . . . not there. think you’re hiding it. Giving one player more page 226

attention, giving them more generous rules


4. What will the characters discover? interpretations, giving them more treasure or
In every adventure or session, the PCs character abilities—the group will notice you
should discover something new. Discovery doing this, even if you don’t notice it yourself.
keeps things moving forward. Maybe it’s If you’re in a situation where you might be
an old book, like Killer’s Song. Maybe it’s tempted to do this (your significant other Killer’s Song, page 278
information. Maybe it’s insight into the is one of the players, for example), be extra
Entities. Whatever it is, you’ll be the one to vigilant that you don’t.
provide the details. Similarly, don’t be adversarial to the players.
You want to be impartial when it comes to the
NPCs and the story. If you treat the game as
THE GM’S RELATIONSHIP a contest of the GM versus the players, that
WITH THE PLAYERS detracts from the goal of joint storytelling,
You are the players’ guide into the fictional and frankly it’s outright absurd, because at
world. You provide the setting, the plots, any moment you could declare that The End
and all the characters not created by them. succeeded and say, “Everyone’s dead.” That’s
You manage and adjudicate the rules and not fun for anyone, obviously, but it shows
help resolve every action. That’s a lot of how silly an adversarial relationship is.
responsibility, but it’s fun too. What you can do is have a playful attitude
Your job as arbiter and referee—as well as of “I’m making this really challenging for
the fact that you know a lot of information you.” This isn’t adversarial, just a way to—on
that the players don’t—sometimes gives a metagame level—inject a bit of tension into
a skewed perspective of your overall role. the game. When the PCs are victorious, the
You might manage the rules and build the players will feel even greater satisfaction from
world, but you aren’t in charge of the whole believing that you pushed them to their limits.
experience. You aren’t the “god” of the game
with special powers over the players. It’s a YOU’RE NOT THE GROUP’S COUNSELOR
group activity. The players aren’t there to be If there’s a disagreement between players or
entertained solely by you, nor are they there a player is causing a problem, it’s not your
for your amusement. responsibility alone to handle it. You should,
Sure, you might have created an amazing when appropriate, be part of the solution, but it’s
plot, but it’s all for naught if you don’t have the whole group’s duty to make sure that things
quality players. It’s good to feel strongly go smoothly and everyone has a good time.
connected to your creations, but give the
players credit for their creations too.
The game needs to be fun for everyone at
the table, but remember that includes you.
You have to enjoy yourself and your time with
the players or there’s a problem that needs to
be fixed.

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THE MAGNUS ARCHIVES GM


The Magnus Archives RPG has been designed to make the challenging tasks of game
mastering as simple as possible and allow you as the GM to focus on what’s important.
Rather than dealing with a lot of die rolls, modifiers, and rules minutiae, you can focus
mainly on the flow of the story. This is not to say that you are the sole storyteller. The
group is the storyteller. But it’s the GM’s job to pull together the actions, reactions,
and desires of all the people sitting around the table, mesh them with the setting and
background created before the session began, and turn it all into a cohesive story—on
the fly. Sometimes this means using a heavy hand. Sometimes it means stepping back.
Sometimes it means being open-minded. It always means giving the other players as much
of the spotlight as you have as the GM, and attempting to give it to each of them in turn
so that no one person dominates the narrative or the gameplay—not even you.
The rules are your tools to tell a story, to portray a character, and to simulate your world.
The rules are not the final word—you are. You are not subservient to the rules. But you do
have a master. That master is fun gameplay mixed with exciting story.
The GMs who recognize that they are not subservient to the rules might feel forced to work
against the rules, to work in spite of the rules, or to use the rules as smoke and mirrors to
cover up what they’re really doing (which is providing everyone with an exciting, compelling,
and interesting narrative in which to participate). Hopefully, as a GM, you won’t find that
to be the case. On the contrary, most of the rules were designed to make it easier to run the
game—or rather, to allow the GM to focus on helping to shepherd a great story.

THE RULES VERSUS THE STORY On first glance, it might seem that for a
story-based game, there isn’t a lot of “story” in
the rules. A wall, a silver worm, a pit to leap,
It took me a moment to and a gun can be more or less summed up as a
recognize Callum McKenzie, single number—their level. The thing is, this
holding out his pitchfork as is a story-based game because the rules at their
he looked over his croft. But
core are devoid of story. A wall, a silver worm,
no, the angle was wrong. He
a pit to leap, and a gun can be summed up as
wasn’t holding his pitchfork,
levels because they’re all just parts of the story.
he was just gripping the
handle, and I realized with They’re all just obstacles or tools.
a jolt that the sharp tines There aren’t a lot of specifics in the rules—
were buried in his stomach. no guidelines for particular judo moves or
From this angle, I could just the differences between repairing a movie
about make out the ends of projector and fixing a lorry or semi-truck.
them protruding from his back, That’s not because those kinds of things are to
and suddenly everything seemed be ignored, but because they are flavor—they
very still. are story, description, and elaboration for
—MAG 125: “Civilian the GM and the players to provide. A player
Casualties” running a character in a fistfight can and
should describe one attack as an uppercut
and another as a roundhouse punch, even
though there’s no mechanical difference. In

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fact, because there’s no mechanical difference. For example, we make the distinction
That’s what a narrative game is all about. It’s between something that most normal people
interesting and entertaining, and that’s why can do and something that trained people can
you’re all sitting at the table in the first place. do. In this case, “normal” means someone
If different aspects of the game—walls, silver with absolutely no training, talent, or
worms, pits, and so on—have distinctions, experience—imagine the most average person
they come through as story elements, which in the world trying a task they’ve never tried
are special exceptions to the rules. Having before. “Trained” means the person has some
so few general rules makes adding special level of instruction or experience but is not
conditions and situations easier, because there necessarily a professional.
is less rules tinkering to deal with. Fewer special With that in mind, think about the act of
circumstances to worry about. Less chance of balance. With enough focus, most people
contradictions and rules incompatibilities. For can walk across a narrow bridge (like a fallen
example, you can easily have a mystic barrier tree trunk). That suggests it is difficulty 2.
that can be destroyed only by mental force. However, walking across a narrow plank
A greyling has its special grab attack. A pit that’s only 3 inches (8 cm) wide? That’s Greyling, page 220
could have very slippery walls. The Chosen of probably more like difficulty 3. Now The Chosen of Flame, page 205
Flame burns things with her touch. These are consider walking across a tightrope. That’s
story elements that mechanically build on the probably difficulty 5—a normal person can
very simple base mechanics, and they all make manage that only with a great deal of luck.
things more interesting. Someone with some training can give it a go,
but it’s still hard. Of course, a professional
SETTING DIFFICULTY RATINGS acrobat can do it easily. Consider, however,
The GM’s most important overall tasks are that the professional acrobat is specialized
setting the stage and guiding the story created in the task, making it difficulty 3 for them.
by the group (not the one created by the GM They probably are using Effort as well during
ahead of time). But setting difficulty is the their performance. And they probably have a
most important mechanical task the GM has Speed Edge of 2 or higher.
in the game. Although there are suggestions Let’s try another task. This time, consider
throughout this chapter for various difficulty how hard it might be to remember the name
ratings for certain actions, there is no master of a previous mayor of the town where the
list of the difficulty for every action a PC can character lives. The difficulty might be 0 or
take. Instead, the system is designed with the 1, depending on how long ago they were the
“teach a person to fish” style of good game leader and how well known they were. Let’s
mastering in mind. (If you don’t know what say it was ten years ago and they were only
that means, it comes from the old adage “Give mildly memorable, so it’s difficulty 1. Most
a person a fish and they’ll eat for a day. Teach people remember them, and with a little bit of
a person to fish and they’ll eat for a lifetime.” effort, anyone can come up with their name.
The idea is not to give GMs a ton of rules to Now let’s consider the name of the mayor’s
memorize or reference, but to teach them how daughter. That’s much harder. Assuming the
to make their own logical judgment calls.) daughter wasn’t famous in her own right, it’s
For the most part, it really is as simple as probably difficulty 4. Even people who know a
rating something on a scale of 1 to 10, 1 little about local history (that is to say, people
being incredibly easy and 10 being basically who are trained in the subject) might not
impossible. The guidelines in the Task be able to remember it. But what about the
Difficulty table, presented again on page 290 name of the pet dog owned by the daughter’s
for reference, should help put you in the right spouse? That’s probably impossible. Who’s
frame of mind for assigning difficulty to a task. going to remember the name of an obscure
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person’s pet from years ago? Basically no one. Don’t hesitate, then, to pull out higher-level
However, it’s not forbidden knowledge or a difficulties. The PCs can rise to the challenge,
well-guarded secret, so it sounds like difficulty especially if they are experienced.
7. Difficulty 7 is the rating that means “No
one can do this, yet some people still do.” THE IMPOSSIBLE DIFFICULTIES
It’s not the stuff of legend, but it’s something Difficulties 7, 8, 9, and 10 are all technically
you would assume people can’t do. When you impossible. Their target numbers are 21, 24,
think there’s no way you can get tickets for a 27, and 30, and you can’t roll those numbers
sold-out concert, but somehow your friend on a d20 no matter how many times you
manages to score a couple anyway, that’s try. Consider, however, all the ways that a
difficulty 7. (See the next section for more on character can reduce difficulty. If someone
difficulties 7, 8, 9, and 10.) spends a little Effort or has some skill or help,
If you’re talking about a task, ideally the it brings difficulty 7 (target number 21) into
difficulty shouldn’t be based on the character the range of possibility—difficulty 6 (target
performing the task. Things don’t get number 18). Now consider that they have
inherently easier or harder depending on who specialization, use a lot of Effort, and have
is doing them. The GM should consider only help. That might bring the difficulty down
an average human because the Task Difficulty to 1 or even 0 (reducing it by two steps from
table is based on the ideal of a “normal” training and specialization, three or four steps
person, a “trained” person, and so on. It’s from Effort, and one step from the asset of
humancentric. assistance). That practically impossible task
Most characters probably are willing to use just became routine. A fourth-tier character
one or two levels of Effort on a task, and they can and will do this—not every time, due to
might have an appropriate skill or asset to ease the cost, but perhaps once per game session.
the difficulty by a step. That means a difficulty You have to be ready for that. A well-prepared,
4 task will often be treated as difficulty 2 motivated sixth-tier character can do that even
or even 1, and those are easy rolls to make. with a difficulty 10 task. Again, they won’t

TASK DIFFICULTY TABLE


Task Difficulty Description Target No. Guidance
0 Routine 0 Anyone can do this basically every time.
1 Simple 3 Most people can do this most of the time.
2 Standard 6 Typical task requiring focus, but most people can usually do this.
3 Demanding 9 Requires full attention; most people have a 50/50 chance to succeed.
4 Difficult 12 Trained people have a 50/50 chance to succeed.
5 Challenging 15 Even trained people often fail.
6 Intimidating 18 Normal people almost never succeed.
7 Formidable 21 Impossible without skills or great effort.
8 Heroic 24 A task worthy of tales told for years afterward.
9 Immortal 27 A task worthy of legends that last lifetimes.
10 Impossible 30 A task that normal humans couldn’t consider (but one that
doesn’t break the laws of physics).

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do it often (they’d have to apply six levels on. (Technically, this is not true. If a character
of Effort, and even with an Edge of 6 that adds 1 to a d20 roll for some reason, it
would cost 7 points from their Pool, and that’s changes a target number of 15 to 14. But this
assuming they’re specialized and have two is not worth much discussion.)
levels of assets), but it can happen if they’re Imprecision is good in this case. For example,
really prepared for the task (being specialized it would be false precision to say that one
and maxed out in asset opportunities reduces lock on a safe securing an artefact has a target
the difficulty by four more steps). That’s why number of 14 and another has a target number
sixth-tier characters are at the top of their of 15. What false precision means in this
field, so to speak. context is that it would be a delusion to think
we can be that exact. Can you really say that
FALSE PRECISION one lock is 5% easier to pick than another?
One way to look at difficulty is that each And more important, even if you could, is the
step of difficulty is worth 3 on the die. That difference worth noting? It’s better to interact
is to say, hinder the task by one step, and the with the world in larger, more meaningful
target number rises by 3. Ease the task by one chunks than to try to parse things so carefully.
step, and the target number is lowered by 3. If we tried to rate everything on a scale of 1 to
Those kinds of changes are big, meaty chunks. 30 (using target numbers and not difficulty),
Difficulty, as a game mechanic, is not terribly we’d start to get lost in the proverbial weeds
precise. It’s measured in large portions. You coming up with a meaningful distinction
never have a target number of 13 or 14, for between something rated as an 8 and
example—it’s always 3, 6, 9, 12, 15, and so something rated as a 9 on that scale.

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CONSISTENCY MISTAKES
Far more important than that level of Sometimes the PCs will break down a door,
precision is consistency. If the PCs need to and you’ll realize that you rated it too low.
Blood money pouch, page 251 remove the influence of the blood money Or the PCs will try to paddle a raft down a
pouch over an ally, and the GM rules that fast-moving river, and you (and probably they)
it is a difficulty 6 task to prepare an ad hoc will quickly discover that the difficulty you
ritual using rare ingredients and appropriate gave the task was ridiculously high.
chanting, then it needs to be a difficulty 6 task Don’t fret.
if someone else is also affected and they have That door was already weakened by an
to try the ritual again (or there needs to be an earthquake, a structural flaw, or the fact that
understandable reason why it’s not). The same a while back some other people pounded on
is true for simpler tasks like walking across a it all day. That river was actually moving far
narrow ledge or jumping up onto a platform. faster than the PCs thought at first, or their
Consistency is key. The reason is that players raft was faulty.
need to be able to make informed decisions. The point is, mistakes are easy to cover up.
If they remember how hard it was to do that And sometimes, you can even tell your players
ritual yesterday, but it’s inexplicably harder it was just a mistake. They might even help
to do it today, they’ll get frustrated because provide an explanation if you do. It’s not the
they tried to apply their experience to their end of the world.
decision-making process, and it failed them. If More important, most of the time, no one
Encourage the players to give there’s no way to make an informed decision, will even know. For example, did you rate
feedback. Players should always then all decisions are arbitrary. a task to hide from a pursuing cultist of the
feel free to tell the GM what
they loved and what they didn’t Think about it in terms of real life. You need Lightless Flame as difficulty 4 but it really
love. This is the best way for to cross the street, but a car is approaching. should have been 3? Oh well. Unless the
a GM to grow and get even
better, and it ensures that You’ve crossed the street thousands of times player rolls a 9, 10, or 11—which would have
everyone is playing the game before, so you can look at the car and pretty succeeded for difficulty 3 but not difficulty
they want to be playing. easily judge whether you can cross safely or 4—it won’t matter. And even if they do roll
whether you have to wait for it to pass first. one of those numbers, who cares? Maybe the
If the real world had no consistency, you character was feeling the burns from an earlier
couldn’t make that decision. Every time you encounter with the cultist, and it hindered
stepped into the street, you might get hit by a their task.
car. You’d never cross the street. The thing to take away is this: don’t let the
Players need that kind of consistency, too. fear of making a mistake keep you from freely
So when you assign a difficulty to a task, note and quickly assessing the difficulty of a task
that number and try to keep it consistent the and moving on with the game. Don’t agonize
next time the PCs try the same task. “Same” over it. Give it a difficulty, call for a roll,
is the key word. Deciphering one weird riddle and keep the game moving. Hesitating over
in a book isn’t necessarily like deciphering a rating will be far more detrimental to the
another. Climbing one wall isn’t the same as game than giving something the wrong rating.
climbing another.
You’ll make mistakes while doing this, so
just accept that fact now. Excuse any mistakes
with quick explanations about “a quirk of fate”
or something along the lines of a surprisingly
strong wind that wasn’t blowing the last time.

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ROUTINE ACTIONS On the flip side, don’t be afraid to use GM


Don’t hesitate to make actions routine. intrusion on routine actions if it makes things GM Intrusions, page 120
Don’t call for die rolls when they’re not really more interesting. Walking up to The Abiding The Abiding Watcher, page 196
needed. Sometimes GMs fall into the trap Watcher in hopes of negotiating some sort of
illustrated by this dialogue: uneasy alliance, only to trip on a rug? That
could have unforeseen consequences for the
GM: What do you do? character and the story.
Player: I ______________.
GM: Okay, give me a roll. OTHER WAYS TO JUDGE DIFFICULTY
Rating things on a scale of 1 to 10 is something
That’s not a good instinct—at least, not that most people are very familiar with. You can
for this game. Players should roll when it’s also look at it as rating an object or creature on
interesting or exciting. Otherwise, they a similar scale, if that’s easier. In other words, if
should just do what they do. If the PCs tie a you don’t know how hard it would be to climb
rope around something and use it to climb a particular cliff face, think of it as a creature
down into a pit to check out a one-eyed skull the PCs have to fight. What level would the
embedded in the ground, you could ask for creature be? You could look in chapter 12
tying rolls, climbing rolls, and so on, but and say “I think this wall should be about
why? Just to see if they roll terribly? So the as difficult to deal with as The Deliverymen.
rope can come undone at the wrong time, They’re level 5, so the task of climbing the wall
or a character’s hand can slip? Most of the will be difficulty 5.” That’s a weird way to do
time, that makes players feel inadequate and it, perhaps, but it’s fairly straightforward. And
isn’t a lot of fun. A rope coming undone in if you’re the kind of GM who thinks in terms
the middle of an exciting chase scene or a of “How tough will this fight be?” then maybe
battle can be a great complication (and that’s rating tasks as creatures or NPCs to fight isn’t
what GM intrusions are for). A rope coming so strange after all. It’s just another way to
undone in the middle of a simple “getting relate to them. The important thing is that
from point A to point B” scene only slows they’re on the same scale. Similarly, if the PCs
down gameplay. The real fun—the real story have to tackle a knowledge task—say, trying to
about what’s going on with the skull, for determine if they know where a delivery van
instance—is down in the pit. So get the PCs is headed based on its tracks—you could rate
down there. the task in terms of an object. If you’re used to
There are a million exceptions to this rating doors or other objects that the PCs have
guideline, of course. If silver worms are broken through recently, the knowledge task is
dropping on the PCs while they climb, that just a different kind of barrier to bust through.
might make things more interesting and Everything in The Magnus Archives RPG—
require a roll. If the pit is filled with chill, characters, creatures, objects, tasks, and so
brackish water suffused with the influence of on—has a level. It might be called a tier or a
The Dark and the PCs must climb halfway difficulty instead of a level, but ultimately it’s
down, pull a lever, and come back up, that’s a numerical rating system used to compare
a situation where you should set a difficulty things. Although you have to be careful about
and perhaps have a roll. If a PC is near death, drawing too many correlations—a first-tier
carrying a fragile item of great importance, or character isn’t easily compared to a difficulty 1
something similar, climbing down the rope is wall or a level 1 animal—the principle is the
tense, and a roll might add to the excitement. same. Everything can be rated and roughly
The important difference is that these kinds of compared to everything else in the world. (It
complications have real consequences. works best to take PCs out of this equation.

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For example, you shouldn’t try to compare a GM INTRUSION


PC’s tier to a wall’s level. Character tiers are GM intrusion is the main mechanic that
mentioned here only for completeness.) the GM uses to inject drama and additional
Last, if your mind leans toward statistics, you excitement into the game. It’s also a handy
can look at difficulty as a percentage chance. tool for resolving issues that affect the PCs but
Every number on the d20 is a 5% increment. do not involve them. GM intrusion is a way
For example, you have a 5% chance of rolling to facilitate what goes on in the world outside
The Hunt, page 173 a 1. You have a 10% chance of rolling a 1 or a the characters. Can the Avatar of The Hunt
2. Thus, if you need to roll a 12 or higher, you track the PCs’ movements through the hidden
have a 45% chance of success. (A d20 has nine labyrinths beneath the archives? Will the
numbers that are 12 or higher: 12, 13, 14, 15, fraying rope hold?
16, 17, 18, 19, and 20. And 9 × 5 equals 45.) Since the players roll all the dice, GM
For some people, it’s easier to think in terms intrusion is used to determine if and when
of a percentage chance. A GM might think something happens. For example, if the PCs are
“She has about a 30% chance to know that fighting cultists of the Divine Host, and you (the
fact about geography.” Each number on a d20 GM) know that there are more cultists nearby,
is a 5% increment, and it takes six increments you don’t need to roll dice to determine if the
to equal 30%, so there are six numbers that others hear the scuffle and intervene (unless
mean the PC succeeds: 15, 16, 17, 18, 19, you want to). You just decide when it would
and 20. Thus, since the player has to roll 15 be best for the story—which is probably when
or higher, that means the target number is it would be worst for the characters. In a way,
15. (And that means the task is level 5, but if GM intrusion replaces the GM’s die rolling.
you’ve already determined the target number, The mechanic is also one of the main ways
you likely don’t care about the level.) that GMs award experience points to the PCs.

ADVANTAGES OF THIS SYSTEM


1. The GM makes measured adjustments in large, uniform steps. That makes things
faster than if players had to do arithmetic using a range of all numbers from 1 to 20.
2. You calculate a target number only once no matter how many times the PCs attempt
the action. If you establish that the target number is 12, it’s 12 every time a PC tries that
action. (On the other hand, if you had to add numbers to your die roll, you’d have to do
it for every attempt.) Consider this fact in light of combat. Once a player knows that they
need to roll a 12 or higher to hit a foe, combat moves very quickly.
3. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that
an Olympic gymnast doesn’t roll to walk across a balance beam, but the average person
does. The task is initially rated the same for both, but the difficulty is reduced for the
gymnast. There’s no chance of failure.
4. This is how everything in the game works, whether it’s climbing a wall, sweet-talking a
guard, or fighting a supernatural horror like The Flesh Hive.
5. Perhaps most important, the system gives GMs the freedom to focus entirely on the
flow of the game. The GM doesn’t use dice to determine what happens (unless you want
to)—the players do. There aren’t a lot of different rules for different actions, so there is little
to remember and very little to reference. The difficulty can be used as a narrative tool, with
the challenges always meeting the expected logic of the game. All the GM’s mental space
can be devoted to guiding the story.

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This means that you use experience points as a never base their decisions on GM intrusions.
narrative tool. Whenever it seems appropriate, They don’t know when intrusions will happen
you can introduce complications into the or what form they will take. GM intrusions
game that affect a specific player, but when are the unpredictable and strange twists of fate
you do so, you give that player 2 XP (and that affect a person’s life every day.
they immediately give one of them to another When player modifications (such as skill,
player). The player can refuse the intrusion, Effort, and so on) determine that success is
but doing so costs them 1 XP. So by refusing automatic, the GM can use GM intrusion to
an intrusion, the player does not get the XP negate the automatic success. The player must
that the GM is offering, and they lose one roll for the action at its original difficulty level
that they already have. (This kind of refusal is or target number 20, whichever is lower.
likely to happen very rarely in your game, if
ever. And, obviously, a player can’t refuse an PLAYER-AWARDED EXPERIENCE POINTS
intrusion if they have no XP to spend.) Players who gain 2 XP as the result of GM
Here’s how a GM intrusion might work intrusion keep 1 XP and give 1 XP to another
in play. Say the PCs find a hidden console player for whatever reason they wish—maybe
with some buttons in The Artefact Dealer’s the other player had a good idea, told a
office. They learn the right order in which to funny joke, lent a helping hand, or whatever
press the buttons, and a section of the floor seems appropriate. The ability for a player
quickly opens to an otherwise inaccessible to award XP to their friends is empowering
basement. As the GM, you don’t ask the and interactive. It helps the players regulate
players specifically where their characters are the flow of XP so that no one is left out. It
standing. Instead, you give a player 2 XP and rewards good play that pleases the group as
say, “Unfortunately, you’re standing directly a whole, ensuring that everyone contributes
over this new hole in the floor.” If the player to everyone else’s enjoyment. It shouldn’t just
wanted, they could refuse the XP, spend one be the GM who decides which players have
of their own, and say “I leap aside to safety.” done well. Some groups will want to decide
Most likely, though, they’ll make the defense the criteria for player-awarded points ahead of
roll that you call for and let it play out. time. Some will just want to play it by ear.
There are two ways for the GM to handle Variant: Alternatively, the group could
this kind of intrusion. You could say, “You’re combine the player-awarded points and vote
standing in the wrong place, so make a at the end of a session to decide who gets how
roll.” (It’s a Speed defense roll, of course.) many XP. This might be the most egalitarian
Alternatively, you could say, “You’re standing way to do it, but it’s probably not as fun or
in the wrong place. The floor beneath your empowering to the individual players.
feet drops, and you descend down into the
darkness.” In the first example, the PC has USING GM INTRUSION AS A NARRATIVE TOOL
a chance to save themselves. In the second A GM can use this narrative tool to steer things.
example, they don’t. Both are viable options. That doesn’t mean railroad the players or direct
The distinction is based on any number of the action of the game with a heavy hand. GM
factors, including the situation, the characters intrusion doesn’t enable you to say “You’re all
involved, and the needs of the story. This might captured, so here’s your 1 XP.” Instead, the GM
seem arbitrary or even capricious, but you’re can direct things more subtly—gently, almost
the master of what the intrusion can and can’t imperceptibly influencing events rather than
do. RPG mechanics need consistency so players forcing them. GM intrusion represents things
can make intelligent decisions based on how going wrong. The bad guys planning well.
they understand the world to work. But they’ll Fortune not favoring the characters.

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Consider this scenario: the GM plants an This is wonderfully empowering for the
interesting clue in a hospital, but the PCs GM—not in a “Ha, now I’ll trounce the PCs”
don’t stay there long enough to find it. Not way, but in an “I can control the narrative a
long after leaving, they run afoul of a vicious little bit, steering it more toward the story
gang of toughs that attack them. The GM I want to create rather than relying on the
uses intrusion to say that the knife wound dice” sort of way. Consider that old classic
a PC suffered will get infected and make plot development in which the PCs get
the character debilitated unless they get a captured and must escape from the bad guys.
large dose of penicillin, which the group In heroic fiction, this is such a staple that it
doesn’t have. Of course, they aren’t required would almost seem strange if it didn’t happen.
to go back to the hospital where the GM’s But in many roleplaying games, it’s a nearly
interesting clue lies, but they probably will. impossible turn of events—the PCs usually
Some players might find intrusion have too many ways to get out of the bad guy’s
heavy-handed, but the XP softens the blow. clutches before they’re captured. The dice have
And remember, they can refuse these narrative to be wildly against them. It virtually never
nudges. Intrusion is not meant to be a happens. With GM intrusion, it could happen
railroading tool—just a bit of a rudder. Not an (again, in the context of the larger encounter,
inescapable track, but a nudge here and there. not as a single intrusion that results in the
What’s more, the GM doesn’t need to have entire group of PCs being captured with little
a deliberate goal in mind. The complication explanation or chance to react).
you introduce could simply make things more For example, let’s say the PCs are surrounded
interesting. You might not know where it will take by people in a fishing village mesmerized by
the story, just that it will make the story better. the effects of an artefact used by the Avatar

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of The Corruption. One character is badly climbing a burning rope, and everyone knows
injured—debilitated—and the rest are hurt. that it will break at some point, the game has
Some of the people produce a large weighted a mechanism to ensure that it breaks at just
net from a fishing boat. Rather than asking the right time.
for a lot of rolls and figuring the mechanics
for escape, you use intrusion and say that the USING GM INTRUSIONS IN HORROR MODE
net goes over the PCs who are still on their With the GM intrusions coming fast and
feet. The rest of the mesmerized people point furious toward the end of Horror Mode, it’s Horror Mode, page 122
knives menacingly. This is a pretty strong cue easy to run out of ideas. In combat, intrusions
to the players that surrender is a good (and might just mean that the monster or villain
possibly the only) option. Some players won’t gets a surprise extra attack or inflicts more
take the hint, however, so another use of damage. Perhaps a PC is thrown to the ground
intrusion might allow the assailants to hit one or nearer to the edge of a cliff. If the characters
of the trapped PCs on the head and render are running away, one might trip and fall. If
them unconscious while their friends struggle the PCs are exploring, a bookcase topples,
in the net. If the players still don’t surrender, potentially hitting someone. Think of all the
it’s probably best to play out the rest of the similar moments you’ve seen in horror films.
encounter without more GM intrusions— Sometimes, if the GM prefers, the
using more would be heavy-handed by GM intrusion can simply be something
anyone’s measure—although it’s perfectly frightening, like a moan or a whisper. These
reasonable to rule that a character rendered aren’t dangerous to the PCs, but they escalate
debilitated is knocked unconscious, since the the tension and indicate that something bad is
fisherfolk are trying to take the PCs alive. getting closer.
In fact, while in Horror Mode, GMs should
USING GM INTRUSION AS mostly refrain from doing anything bad,
A RESOLUTION MECHANIC ominous, or dangerous unless it’s an intrusion
This mechanic offers a way for the GM to (either from a die roll or through the awarding
determine how things happen in the game of XP). In a horror game, GM intrusions are an
without leaving it all to random chance. Bad indication that things are bad and getting worse,
guys trying to smash down the door to the and whenever possible, the GM should allow the Frankly, a lot of great GMs
room where the PCs are holed up? You could Horror Mode escalation to drive the action. over the years—even in the very
early days of the hobby—have
roll a bunch of dice, compare the NPCs’ stats Consider this example. The PCs have used their role to manipulate
to the door’s stats, and so on, or you could tracked something that probably committed their games on the fly to make
a better story. Sometimes they
wait until the most interesting time, have the a series of horrific murders to an old factory. rolled dice or pretended to roll
bad guys break in, and award an experience They enter the building to explore. The GM dice, but they were actually
point to the PC who tried their best to bar the knows where the creature is hiding in the using GM intrusions, even if
they didn’t use that term.
door. The latter way is The Magnus Archives factory, but decides that it doesn’t become
way. Intrusion is a task resolution tool for the aware of the characters until an intrusion
GM. In other words, you don’t base things is indicated. The only clue the PCs have is
on stats but on narrative choice. This method a mysterious noise off in the darkness. The
frees the GM from worrying about mechanics creature doesn’t move toward them until
and looking up stats and allows them to focus another GM intrusion occurs. Now they
on the story. hear something dragging across the factory
This isn’t cheating—it’s the rules of the floor, coming closer. But it’s not until a third
game. This rule simply replaces traditional intrusion occurs that the creature lunges out
dice rolling with good game mastering, logic, from behind an old machine at the PC who
and intelligent storytelling. When a PC is triggered the intrusion.

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In some ways, the status quo doesn’t change example, the PCs are trying to bribe an
until an intrusion happens. This could be seen official for information, and the official
as limiting the GM and the need for pacing, reveals that what they really want isn’t
but remember that the GM can still have money but for someone to rescue their
an intrusion occur anytime they desire, in kidnapped son.
addition to waiting for the low die rolls.
(GMs may want to limit the number of GM INTRUSION THAT AFFECTS THE GROUP
intrusions to no more than one per round, no The core of the idea behind GM intrusion
matter what the dice indicate, but that should is that the player being adversely affected
be based on the situation.) gains an experience point. But what if the
intrusion affects the whole group equally?
USING (AND NOT ABUSING) GM INTRUSION What if the GM uses it to have an unstable
Too much of a good thing will make the game device overload and explode, harming all the
seem utterly unpredictable—even capricious. characters? In this case, if no PC is involved
The ideal is to use about four GM intrusions more than the others (for example, no single
per game session, depending on the length of PC was frantically attempting to repair
the session, or about one intrusion per hour of the device), you should give 1 XP to each
game play. This is in addition to any intrusions character but not give any of them an extra
that are triggered by players rolling a 1. XP to hand out to someone else.
However, this kind of group intrusion
INTRUSION THROUGH PLAYER ROLLS should be an exception, not the rule. GM
When a player rolls a 1, handle the GM intrusions are much more effective if they are
intrusion the same way that you’d handle an more personal.
intrusion you initiated. The intrusion could
mean the PC fumbles or botches whatever EXAMPLE GM INTRUSIONS
they were trying to do, but it could mean It’s not a good idea to use the same events
something else. Consider these alternatives: as GM intrusions over and over (“Gwen’s
• In combat, the PC’s foe is not as hurt as smartphone lost its connection again?”). Here
they thought. Give the foe 5 extra points are several different intrusions you can use.
of health.
• In combat, the PC drops their guard, and BAD LUCK
the foe gets a free attack. Through no fault of the characters, something
• In combat, reinforcements for the PC’s happens that is bad or at least complicating.
foes show up. For example:
• In combat (or any stressful situation), an • The floorboard beneath the PC gives way.
ally decides to flee. • The boat lists to starboard at just the
• In combat (or any stressful situation), an wrong moment.
ally doesn’t like the PCs as much as they • A gust of wind blows the papers out of
thought. The ally steals from them or the character’s hand.
betrays them. • The buckle of the PC’s pack snaps at an
• Out of combat, the PC’s pack falls open, inopportune time.
or the sole of their shoe tears open. • The NPC that the characters need to
• Out of combat, it begins to rain heavily. speak with is home sick today.
• Out of combat, a surprise foe appears, • A device malfunctions or gives the user
and the scene turns into a combat. a jolt.
• In an interaction, the GM introduces
a surprising motive for the NPC. For

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AN UNKNOWN COMPLICATION EMERGES • The PC’s opponent uses an artefact that


The situation was more complex (and produces just the right effect for the
therefore more interesting) than the PCs situation.
knew—perhaps even more than the GM • A bit of the wall collapses in the middle of
knew, at least at the start. For example: the fight, preventing the characters from
• A poisonous snake darts out from the tall chasing the fleeing NPC.
grass and attacks.
• The box that holds the artefact is trapped FUMBLES
with a poison needle. Although you might not want every player
• The NPC that the PCs need to befriend roll of 1 to be a fumble, sometimes it could be
doesn’t speak their language. just that. Alternatively, the GM could simply
• The NPC that the PCs try to bribe is declare that a fumble has occurred. In either
allergic to the bottle of alcohol they offer. case, consider the following examples:
• The PCs find the book they need, but the • In combat, the PC drops their weapon.
pages are so brittle that if they open it, it • In combat, the PC misses and strikes the
might crumble. wall, breaking or damaging their weapon.
• In combat, the NPC hits the PC harder
AN IMPENDING COMPLICATION EMERGES than usual, inflicting 2 additional points
GMs can use this type of intrusion as a of damage.
resolution mechanic to determine NPC • In combat, the PC hits an ally by accident
success or failure. Rather than rolling dice and inflicts regular damage.
to see how long it takes an NPC to rewire a • Out of combat, the PC drops or
security camera, it happens at a time of the mishandles an important object or piece
GM’s choosing—ideally when it would be of equipment.
most interesting. For example: • In an interaction, the PC inadvertently or
• The reinforcements finally get through unknowingly says something offensive.
the locked door.
• The ropes of the old rope bridge finally snap. PARTIAL SUCCESS
• The police show up. GM intrusion doesn’t have to mean that a PC
• The unstable ceiling collapses. has failed. For example:
• The NPC who holds a knife to a • The PC disables the explosive device
character’s throat and says “Don’t move” before it goes off, but if someone doesn’t
cuts the PC when they do, in fact, move, remain and hold the detonator, it will still
putting them immediately at debilitated explode.
on the damage track. • The PC creates the antidote, but it gives
the imbiber horrible dreams for the next
OPPONENT LUCK OR SKILL few weeks.
The PCs aren’t the only ones with surprising • The PC jumps across the pit but
tricks up their sleeves. For example: accidentally knocks loose some stones
• The PC’s opponent uses a lightning-fast from the edge, making the jump harder
maneuver to dodge all attacks. for their friend right behind them.
• The PC’s opponent sees an opening and
makes an additional, immediate attack.
• The NPC leader rallies their toughs, who
all deal 2 additional points of damage for
one round.

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PLAYER INTRUSIONS they are. The GM could say “You can hurl
Player Intrusion, page 121 Player intrusions give the players a small bit that stone pretty far,” but the rules provide
of narrative control over the world. However, a definition of “pretty far” that helps keep
the world still remains in the GM’s purview. things consistent, moderately realistic, and
You can always overrule a player intrusion, or understandable so the GM doesn’t have to
suggest a way to massage it so that it fits better repeat things over and over.
into the setting. Still, because it is indeed The rules do more than that, of course.
narrative control, a player intrusion should They determine success or failure for PCs
always involve a small aspect of the world and NPCs. They help define what resources
beyond the character. “I punch my foe really characters have to interact with the world
hard” is an expression of Effort or perhaps (although the best resource is the players’
character ability. “My foe slips and falls ingenuity, and that isn’t defined by the rules).
backward off the ledge” is a player intrusion.
Player intrusions should never be as big ADJUDICATING
as GM intrusions. They should not end an A lot of what we’re talking about here is
encounter, only (perhaps) provide the PC with what people sometimes call “adjudicating.”
the means to more easily end an encounter. Adjudicating is basically the difference
They should not have a wide-reaching or between a computer game and a game run by
even necessarily a long-term effect on the an actual, living human being. All a computer
setting. A way to consider this might be that can do (as of yet) is follow the rules. But
player intrusions can affect a single object (a a human can use their sense of logic (we’ll
floorboard snaps), feature (there’s a hidden discuss that in detail later) to determine
shallow spot in the stream to ford), or NPC whether the rules make sense for a given
(the vendor is an old friend). But not more situation, and they can do it on a case-by-case
than that. A player intrusion can’t affect a basis. Because there’s a human GM using
whole town or even a whole pub in that town. logic, the rules for how to play this game take
A rock can come loose, but a player intrusion up only a small part of this hefty book. If the
can’t create a landslide. rules had to cover every imaginable situation,
this would be a very different book.
For example, imagine that the PCs
THE REST OF THE RULES encounter a creature of pure darkness with
The rules exist to be used as tools to shape the a life-absorbing touch. It can’t exist within
game, the story, and the experience. When the light. One of the PCs has a flashlight and
you tell a player that the howling, bestial tries to shine the light on themself as a sort of
nonhuman things at the top of the cliff throw shield to rebuff the creature. Obviously, there’s
down heavy stones and their character gets no rules for using a flashlight like that. Should
hurt, the rules help explain just how hurt. it work? And how well? You could say that the
One way to look at it is this: the GM is flashlight is too weak to matter. You could also
the sensory input for the players. They can’t say it’s a foolproof way to counter the creature.
know anything about what’s going on in the Using light in that way makes some sense,
fictional reality of the game unless the GM since the creature’s essence is darkness, but the
Advanced Description, page 340 tells them (we’ll get to describing things later light probably doesn’t protect every area on
in this chapter). The rules, then, are one the PC’s body at every moment, as their hand
way to convey information to the players is likely to occasionally shake or get jostled.
in a manner that is meaningful to everyone It’s complex. Could you devise a rule to cover
sitting at the table. The GM could say “You’re exactly how well the PC protects themself?
quite hurt,” but the rules clarify how hurt Probably, but why bother? You can make a

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decision based on the situation, and—just as you adjudicate that they don’t just take the
important—the story at that moment. (You injury, they also lose their next turn, giving
can also use GM intrusion and say that the the creature chasing them a chance to catch
creature slips in at the right moment to attack up. That’s harsh, and the player will really
in an area that wasn’t protected. GM intrusion feel it. But they should, and it will keep them
really does solve a lot of these issues.) from exploiting what might seem like a hole
Likewise, sometimes a character who falls in the rules in a way that no real person would
off a high ledge should be stunned and lose (and no one in a story would).
their next turn. That isn’t a rule, but it makes Remember, it’s your job to use the rules
sense—sometimes. And the key word is to simulate the world, even if the world is a
sometimes. Because sometimes the situation fictional place with all kinds of strangeness.
or the context means you don’t want that to You’re not a slave to the rules—it’s the other
happen, so you adjudicate. way around. If you come across a hole in the
A character falling from a 50-foot (16 m) rules or something that doesn’t make sense,
ledge probably takes a serious injury and don’t shrug your shoulders and say “Well,
moves one step down the damage track. that’s what the rules say (or don’t say).” Fix it.
That’s a lot, but a fresh character can take When talking about rules, sometimes
that and keep going. Sometimes that’s okay, people will toss around words like “game
but sometimes it stretches our suspension of balance” or refer to rules as “broken.” These
disbelief. If a player reads the rules on how concepts belong in games where players build
much damage is dealt by falling, they might characters using extensive rules and make a
even have their character jump off a rooftop lot of choices and then pit those characters
deliberately, knowing that they can take it. So against specific challenges to see how they

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fare. In such a game, a challenge rated or to give them some protection against The
designed poorly, or a character option that Desolation one time but not the next, that’s
grants too much or too little power, can a problem—not only because it breaks the
throw everything completely out of whack. suspension of disbelief but also because it gives
Advancing and improving characters is the the players nothing to base their decisions on.
point of that kind of game, and the way that Without predictable consistency, they can’t
characters “win” is by overcoming challenges make intelligent decisions.
(often, by fighting). These rules are written with the assumption
Because this is not a game about matching that you don’t need to fall back on rules for
PC builds against specific challenges, nor a everything, either for your own sake or as a
game about advancing characters (at least defense against the players. “I’m going to run a
not solely, and in any event, characters do long distance and jump on my big friend’s back.
not advance due to fights or overcoming On their action, they will run a long distance. So
challenges), these concepts really don’t apply. I can move twice as far in one round. There’s
If something seems broken, change it. If a PC no rule against that, right?” It’s true that there
ability is too powerful, make it less so. Do it isn’t a rule against that, but it makes no sense.
either as part of the story, or—perhaps even The GM’s logic rules the day here.
better—just be upfront with the players. “Hey, You shouldn’t need pedantic rules to defend
guys, this new psychic power of Ray’s is just against the players. You and the players should
too good. It’s making every fight a pushover work together to create a logical, consistent,
and that’s not fun. So I’m going to tone down and believable world and story. Players who
its effect. Sound okay?” An honest discussion try to use the lack of pedantry in the rules
with the players is often the best way to to gain unrealistic and illogical advantages
handle just about any problem that crops up for their characters should revisit the basic
in a game. And if a player can’t handle that concept of The Magnus Archives RPG.
kind of interaction, maybe the issue isn’t with Further, the rules don’t say things like “The
the game. GM decides if the NPC knows the answer to
the question, or if they will answer, or how
LOGIC they will answer.” Of course that’s the kind of
Running a game requires a lot of logic rather thing you decide—that’s your role. The rules
than a careful reading of the rules. For example, don’t state that you decide if something is
some things give characters a resistance to fire. logical and appropriate to the story or setting
But there is no special rule for “fire damage” any more than they state that the player
as opposed to “slicing damage” or “lightning decides what actions their character will take.
damage.” Instead, you use logic to determine That’s just the way the game works.
whether the damage inflicted counts as fire. In Does this put more pressure on the GM?
these situations, there are only two times when Yes and no. It means that you need to
your answer is wrong. make more judgment calls—more of the
The first is when the answer breaks the adjudication described above—which can be
players’ suspension of disbelief. For example, challenging if you’re new at it. But being an
something that makes a PC fire resistant arbiter of what seems appropriate and makes
should probably provide some protection sense is something that we all do, all day long.
against a heat-based attack from a servant of Look at it this way: when you’re watching a
The Desolation. If it doesn’t, your answer will television show or a movie, at some point you
spoil the moment for the group. might say “That seems wrong” or “That seems
The second wrong answer is when you’re unrealistic.” There’s no difference between
inconsistent. If you allow a PC’s fire protection doing that and using logic as a GM.

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In the long run, relying on logic frees the normally require die rolls. However, it’s easy
GM. No longer saddled with hundreds (or to think of exceptions where rolls might be
thousands) of individual rules, compatibility needed. How do you decide? There are two
issues, loopholes, and the like, you are free to rules of thumb.
move ahead with the story being told by the First, don’t ask for a roll unless it seems
group. You can focus more on the narrative like there should be a chance of failure and
elements of the game than on the mechanical a chance of success. If a PC wants to shoot a
ones. To look at it a different way, in other pistol and hit the moon, there’s no need to
games GMs sometimes spend a lot of time roll, because there’s no chance for success.
preparing, which is almost always rules-related Likewise, if they want to shoot that same gun
stuff: creating NPC stat blocks, memorizing at a large building from 10 feet (3.5 m) away,
rules subsystems that will come into play, there’s no chance for failure. You and logic run
carefully balancing encounters, and so on. the game, not the dice.
A GM of this game does very little of that. Second, if a creature (PC or NPC) or object
Prepping for the game means figuring out is affected in a harmful way—or, in the case of
cool storylines, weird new devices or foes, and a creature, in a way that it doesn’t want to be
the best way to convey the atmosphere. The affected, harmful or not—you need to involve
mechanical elements can be handled during a die roll. Whether the action is slashing with
the game, using logic at the table. a blade, using deception to trick someone,
intrusively reading an NPC’s mind, breaking
DICE ROLLING down a door, or applying poison, something
Using the rules involves rolling dice. If the is being harmed or affected in a way that it
dice don’t mean anything, then everything is doesn’t want to be, so a die roll is needed.
predetermined, and it’s no longer a game by Thus, someone using a power to become
any definition—just a story being told. So invisible likely doesn’t require a roll. It just
the dice need to matter. But that means that works. There’s really no chance of failure (unless
sometimes a PC will fail when they would the power comes from a faulty spell or some
succeed if it were a story, and vice versa. other extraneous force is at work), and it doesn’t
That’s not a flaw; it’s a feature. It’s what makes directly affect anyone or anything other than
roleplaying games so exciting. When we’re the character becoming invisible. However,
watching an action movie, we know that in using psychic powers to shape the emotions of
the third act the hero will defeat the villain at another creature would require a die roll.
just the right moment. But in an RPG, maybe Of course, sometimes a character can use
not. It’s not so predictable. That’s one of the Effort to reduce the difficulty so there’s no
things that makes them so special. need to make a roll. But you, as the GM,
On the other hand, things like GM can also waive the need for a roll. Consider a
intrusions sometimes trump the die rolls to character who uses a grenade to deal with a
help the story move along in a direction that room full of corrupted level 1 rodents. Each
is (hopefully) best for the game. How do you has 3 health, and the PC needs to roll only
manage it all? 3 or higher to affect each one, but there are
As you describe the action or as the PCs twenty-four rodents. You can simply say,
move about the world, the vast majority “With a powerful explosion, you incinerate
of things that happen shouldn’t involve the swarm of rodents, leaving little behind
dice. Walking around, buying things in a but scorch marks and the smell of burnt hair.”
supermarket, chatting with NPCs, crossing This keeps things moving and prevents the
the wilderness, looking for a specific grave game from coming to a dead stop while the
in the cemetery—these are not actions that player makes two dozen rolls. Frankly, most

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first-tier characters will find level 1 creatures SUFFERING STRESS


Stress, page 128 merely a nuisance, so no drama is ruined Stress is a broadly generalized rule to cover
when the PC takes them all out. Move on to things that wear away at us both mentally and
another, greater challenge. physically. While it’s fairly well described in
When you waive the need for a die roll, chapter 7, there are a few additional notes to
what you’re effectively doing is making the keep in mind:
action routine, so no roll is needed. In the • Most of the time, if someone suffers Stress
case of the PC who uses the grenade, you’re from a horrible experience, it should
reducing the difficulty by one step due to probably be just 1 or maybe 2 points. It
circumstances: the rodents just aren’t that should never be more than 3.
tough. That’s not breaking the rules—that’s • If a typical person wouldn’t go to the
using the rules. hospital due to the injury, it’s probably
As an aside, this doesn’t mean that the not a serious injury, but instead just a
swarm of rodents is a bad encounter. It few points of Stress. A fight in an alley
would be bad in a game where it takes an probably results in Stress, not a major
hour and a half to resolve a fight that was no injury. Most accidental injuries will just
real challenge. But in The Magnus Archives be Stress.
RPG? Even if the character doesn’t blast every • Stress is pretty easy to recover from, so
rodent, an encounter like that can be resolved use it fairly liberally. (Serious injuries
in five minutes. Not every encounter needs to are, well, very serious, and shouldn’t ever
be life-or-death to be interesting. But we’ll talk feel routine. They might even prevent a
about designing encounters (and the related player from keeping their character in
issue of pacing) later in this chapter. the game, and that robs them of fun and
participation, so be careful.)
TYING ACTIONS TO STATS • If you forget to assign Stress (or a
Although the decision is open to your discretion, chance of Stress) from a bad experience,
when a PC takes an action, it should be fairly don’t worry about it. Just keep moving
Stats, page 9 obvious which stat is tied to that action. Physical forward—don’t retroactively assign the
actions that involve brute force or endurance use Stress.
Might. Physical actions that involve quickness, • In a stressful situation, sometimes
coordination, or agility use Speed. Actions a person grows numb to its effects
that involve intelligence, education, insight, eventually. Characters don’t need to keep
willpower, or charm use Intellect. suffering Stress over and over for the
In rare instances, you could allow a PC to same thing in a given encounter. If they
use a different stat for a task. For example, see a mutilated corpse, that’s shocking,
a character might try to break down a door but seeing another one right afterward
by examining it closely for flaws and thus probably isn’t worthy of a Stress cost.
use Intellect rather than Might. This kind of Likewise, seeing a maniac with a knife
change is a good thing because it encourages attack one’s best friend is stressful, but
player creativity. Just don’t let it be abused after that first shock, there’s probably
by an exuberant or too-clever player. It’s well no additional Stress (unless the friend
within your purview to decide that the door is stabbed and horrifically wounded or
has no flaws, or to rule that the character’s killed).
attempt will take half an hour rather than one
round. In other words, using a stat that is not
the obvious choice should be the exception,
not the rule.

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GRADUATED SUCCESS
OPTIONAL RULE: Sometimes, a GM will break away from the
ACTING WHILE UNDER ATTACK traditional model that governs task resolution
When a character is engaged in melee and allow for a graduated success. With this
combat, doing anything other than fighting method, you set a difficulty as usual, but if the
makes them more vulnerable. This is true player succeeds at a difficulty at least one step
for PCs and NPCs. If a character engaged higher, their success is better than normal.
in melee takes an action other than fighting, Likewise, if their roll indicates that they would
each of their opponents can make an have succeeded at one step (or more) lower,
immediate extra attack. The only exception they might have a partial success.
to this rule is moving. If the character’s For example, a PC tracking the people (or
only action is to move, they are assumed to things?) who broke into the farmhouse looks
be moving slowly and carefully out of the for tracks in the woods behind the house.
fight, safely withdrawing from combat. Given the terrain and the weather, the GM
For example, Tom has his back against a decides that the difficulty is 4, so the target
high-tech security door while fighting two number is 12. The player rolls a 10. This isn’t
guards. If he tries to open the door using enough to accomplish the task the PC set out
its control terminal, he is taking an action to do, but since they would have succeeded
other than fighting, and both guards get to if the difficulty had been 3, the GM decides
make an attack against him. that the character still learns that something
had moved through the woods recently—they
just aren’t certain what. The reason is that if
the PC had simply been looking for tracks of
any kind, the GM would have set a difficulty

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of 3. Similarly, if the player had rolled a 15—a that a door has been rigged with an alarm.
success at least one step higher—the GM They search it but fail the roll. The GM
would have said that not only did they find a might still reveal something about the door.
trail leading away from the house, but there “You don’t find anything special, but you do
were five of them, and the tracks suggest that note that the door appears quite sturdy and
they weren’t . . . human. In other words, the is locked.” It’s the kind of information the
player would have received more information GM might give automatically (think of it as
than they asked for. difficulty 0), but it softens the blow of failure.
In a situation where there are more results Some information is better than none, and
than simply success or failure, you can convey it makes sense that the PC will learn at least
these results based on multiple difficulties. A something if they study an object for a few
player can state an action, and you can come minutes.
up with not one difficulty but two, three, or
more. For example, if the PCs try to persuade CYPHERS
a barista at a coffee shop to give them You should think of cyphers as character abilities.
information, the GM can predetermine that This means that it is incumbent upon you to
he gives them one minor bit of information make sure that players always have plenty of
if they succeed at a task with a difficulty of 2, cyphers to use. There should always be ample
a fair bit of information if they succeed at a opportunity to get new ones. And since the PCs
task with a difficulty of 3, and everything he are limited in the number of cyphers they can
knows on the topic if they succeed at a task possess, they will use them liberally.
with a difficulty of 4. The players don’t make As a rule of thumb, in any given adventure,
three different rolls. They make one roll with a a character should use at least as many cyphers
scaled, graduated success. as they can carry. This means they should have
As a rule of thumb, reverse-engineer the the opportunity to gain that many in that
situation. If the player rolls considerably higher same amount of time (give or take). They’ll
or lower than the target number (more than 3 need at least one and probably more often two
away), consider what a success at the difficulty such opportunities.
they did overcome would have gained them. If your players are typical, they will use
If creating a makeshift electronic keycard to combat-related cyphers liberally but hold onto
open a sealed door has a target number of 18, their utility cyphers. A smell of blood will be
what does the PC create if the player rolls 16? used, but a gut feeling or a panopticon will
Perhaps the answer is nothing, but perhaps it is linger longer on their character sheets.
a makeshift keycard that works intermittently. As with everything else in the game, it’s
This system is rarely (if ever) used in intentionally very easy for the GM to create
combat or situations where something either new cyphers. Just think of the effect and how
works or doesn’t. But when crafting an to express it as a game advantage. Two kinds
object, interacting with an NPC, or gaining of cyphers exist when it comes to effect: those
information, it can be very useful. Of course, that allow the user to do something better,
you are never required to use this model of and those that allow the user to do something
task resolution—sometimes success or failure they couldn’t do otherwise.
is all you need to know. Usually, graduated The first group includes everything that
success involves going only one step higher or reduces the difficulty of a task (including
lower than the original difficulty, but you can defense tasks). The second group includes
be as flexible about that as you wish. things that grant new abilities, such as flight, a
Finally, sometimes you can offer a new means of attack, the ability to see into the
“consolation prize” for trying. Say a PC fears past, or any number of other powers.

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A few more important notes about devising Like cyphers, artefacts are simple for the
new cyphers: GM to create. Unlike cyphers, artefacts are
• Cyphers should be single-use. The PCs part of the world and the story. They should
use them up and get new ones. be tied to one or more Entities and should be
• Cyphers should be potent. A minor dangerous to use. But ultimately, they still give
ability isn’t worth the trouble. If a cypher a character an ability they wouldn’t normally
isn’t as good as something the character have.
can already do, why bother with it?
• Cyphers shouldn’t have drawbacks.
• Cyphers should be temporary. Typically, a HANDLING PLAYERS
power is used once. Abilities or advantages Part of being a GM is handling players. This
that have a duration last from ten minutes means a lot of things. For example, it’s partially
to twenty-four hours (at most). your job to make sure that everyone has a good
time. You need to ensure that all the players
ARTEFACTS get to do the kinds of things they like to do in
Mechanically, artefacts serve a very different games, and that no one is left out. If one player
purpose from cyphers. It’s assumed that really likes combat and another enjoys NPC
characters are exploring with some cyphers interaction, provide some of both. Before you
at their disposal. Artefacts, however, are can do that, you need to find out what the
added abilities that make characters broader, players want in the first place, so talk to them
deeper, and often more powerful. They aren’t and learn their expectations.
assumed—they’re extra. And there are often Another big part of handling players is
drawbacks and dangers involved. coping with disruptive players. Disruptive
The powers granted by artefacts are more players can be the death of a game. They can
like the abilities gained from a character’s hog all the attention, tell other players what
type or focus in that they change the way the to do, or challenge your rulings at every turn.
PC is played overall. The difference between A lot of GMs are tempted to deal with such
an artefact and a type or focus ability is that players during the game by punishing them or
almost all artefacts are temporary. giving them negative feedback. For example,
Like cyphers, then, artefacts are a way for they have the character get attacked more
the GM to play a role in the development often, lose experience points, or suffer similar
of the characters. Although artefacts that consequences. Resist this temptation. Instead,
harm foes (or protect PCs from harm) are speak with the player person to person
fine, special capabilities—such as movement (not GM to player) outside of the game
(instantaneous travel, walking through walls) and explain that their behavior is causing
or information (seeing the future, sensing problems. Be clear, direct, and firm, but also
lies)—can change the way the PCs interact be friendly.
with the world and how they deal with The bottom line, however, is don’t play games
challenges. Some of these abilities enable with jerks. One disruptive, rude, or offensive
the actions you want the PCs to take. For player can ruin the whole group’s fun.
example, if you’re hoping for a showdown A different problem player is one who just
with the billionaire head of a huge corporation doesn’t get the narrative focus of The Magnus
backing the efforts of The Slaughter, an Archives RPG. These kinds of players tend to
artefact that the PCs them to mystically see all games as competitive enterprises, and
bypass the veritable army of guards and they might try to “win” by exploiting what they
security systems gets them to that hopefully see as holes in the rules to create and play an
fun and dramatic encounter. unbeatable character. Although part of many

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people’s RPG experience is the fun of playing a On the other hand, some players absolutely
powerful character, it shouldn’t be the ultimate will get it. They’ll understand that it’s the spirit
goal in this game because such a player will of the rules, not the letter, that’s important.
get frustrated and bored. This game is about They’ll get that the story being told is key.
investigating horror and coping with its dark Rather than poring over the description of
implications, not about figuring out how to a power and trying to twist the words to
inflict more damage than the other players. an unintended meaning, they’ll use their
This player will look for holes in the rules intelligence and creativity to figure out the best
to exploit. And considering the game is way to use the power to portray a character
designed for a more narrative style, they’ll find who fits the setting and is fun to play.
them. And when they find one, they’ll use People who try to exploit the rules don’t
it to their advantage, making their character understand The Magnus Archives RPG, but
super powerful or circumventing a challenge people who exploit the situations do. If a
because of the way a rule is worded. And player is smart and creative enough to turn the
when you try to object, they’ll hold up the tables on their foes in an unexpected way by
rules and say “Show me where I’m wrong!” using what’s around them, allow it (if it makes
When a player does that, point them here: sense). If the PCs find a pool of caustic fluid
“You’re wrong.” and lure their foes into it rather than fighting
They’re wrong because this isn’t a board them in a straightforward manner, that’s not
game where the rules are like a puzzle to be cheating—that’s awesome.
solved or beaten. The rules exist to facilitate Be certain you don’t accidentally penalize
the story and portray the world. If there’s players for not doing the obvious or
a “hole” in the rules or a rule that would straightforward thing. Be generous with
produce an illogical or unenjoyable result if people who take nonstandard actions or who
followed to the letter, change it, redefine it, or do something realistic (such as using their
just overrule it. It’s that easy. action to take stock of the situation rather than
attack—ease their next action). Don’t make
“attack” always the right choice. It’s a creative
game, so allow the players to be creative.

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ENCOURAGING PLAYER CREATIVITY alarms, and roughly how long it will take for
The Magnus Archives RPG is a game that the police to come if called. But you don’t
places more importance on creativity than know if the PCs will fight the guard, bribe
on understanding the rules. The players them, or sneak past them. You don’t know
should succeed not because they’ve chosen how they’re going to deal with the cameras
all the “right” options when creating their and the alarms. That’s not the kind of thing
characters but because they come up with the you need to think about ahead of time, but
best ideas when facing challenges. This means you have to be ready when it comes up at the
that for every challenge, there should be a table. You should prepare for the most obvious
straightforward solution (destroy the security situations—for example, predetermine the
cams to sneak into the warehouse) and a level of the guard and the locks on the doors.
not-so-straightforward one (distract the guard But when a player states that their action is
watching the monitors while your allies walk to look around for spots where the camera
past the cameras). It’s not your responsibility cannot see because a wall blocks it or the angle
as the GM to come up with both. The players prevents it, that’s when you take a second to
will come up with the not-so-straightforward consider and (particularly if they roll well on
solutions. You just have to be willing to go an Intellect action) maybe say “Yes, as a matter
with their ideas. of fact, there is a spot,” even if no such thing
This doesn’t mean you have to let them had occurred to you before that moment.
succeed if they try something weird. On the
contrary, the not-so-straightforward solution SKILLS AND OTHER ABILITIES
might end up being as hard or harder than the Sometimes, the rules speak directly to
straightforward one. But you have to be ready character creativity. For example, you might
to adjudicate the idea no matter what. It’s allow players to make up their own skills Skills, page 15
tempting to say that there’s no way to get to the rather than picking from the list. The point
guard watching the monitors, so the PCs have is to let players create precisely the characters
to destroy the cameras the old-fashioned way. they want.
In some situations, that might be appropriate— This concept is supported not only with
perhaps the cameras are monitored from the open-ended skill system but also with the
somewhere far away. But a GM has to be ability to get an experience point advance to Character Advancement,
willing to say that sometimes it is possible and tailor a character further. Likewise, the GM page 144

to adjudicate the details on the fly. If you don’t, should be open to allowing a player to make
and you shut down the players’ outside-the-box small modifications to refine their character.
ideas, they will learn that the only thing to do is In many cases, particularly ones that don’t
charge into the fray and bash things every time. involve stat Pools, Stress, damage inflicted,
That the obvious solution is the only possible or the costs of Effort or special abilities, the
solution. Eventually, this will make for boring answer from the GM should probably be
play because things will seem repetitive and “Sure, why not?” If a PC ends up being really
too tightly structured. good at a particular skill—better than they
The best solution is not to develop “should” be—what’s the harm? If Dave can
preconceived notions of how the PCs might swim incredibly well, how does that hurt the
deal with the encounters in an adventure. If game in terms of the play experience or the
they’re going to break into a warehouse, you story that develops? It doesn’t. If Helen can
can note that the area has a security guard pick practically any mundane lock she finds,
making patrols and keeping an eye on the why is that a bad thing? In fact, it’s probably
camera monitors, where the cameras are good for the game—there’s likely something
located, which doors are locked and set with interesting on the other sides of those doors.

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In a way, this is no different than a movie’s worth of story (or at least the story
adjudicating a not-so-straightforward solution of one character in the novel or movie). There
to a challenge. Sometimes you have to say should be a real feeling of accomplishment
“No, that’s not possible.” But sometimes, if it and closure at the end of an arc, but at the
makes sense, open yourself to the possibility. same time—assuming the narrative is going to
continue—a sense that there’s more to come.
CHARACTER ARCS One arc often leads right into the next.
Character Arcs, page 141 Character arcs encourage players to be Character arcs aren’t meant to be entirely
proactive and create their own goals, with solo affairs. PCs working as a group should
their own definitions of success and failure. help each other with their respective arcs from
Aid a Friend, page 145 Chapter 8 has more details about using time to time. The Aid a Friend arc helps to
character arcs and offers plenty of sample arcs encourage this. If one or two PCs use this arc
for the PCs. to help another character, suddenly it’s a group
It’s the spirit of character arcs that’s arc, and cohesion and cooperation will come
important, not the specific rules. Because naturally.
the arcs consist of broad sets of guidelines It’s worth noting, however, that some
for handling a potentially limitless number players will want one of their character arcs to
of stories, you’ll want to play fast and loose. be a solitary venture. They won’t want help.
Sometimes steps will be skipped. Sometimes They might not even want the other PCs to
they’ll be repeated. Sometimes you’ll go know about it. That’s okay too, but it might
straight to the climax after the opening (this require that you spend some time with them
should be rare, however). playing outside of regular sessions, even if it’s
Other times, no character arc in chapter 8 just through text or email.
will fit what a player wants to do. In that case,
it behooves you to work with the player to ENSURING PLAYER AGENCY
make an arc that fits. The player’s intention Players control their characters. This means
is what’s important. Players should think that they have real choices to make, and
of a goal for their character first and then no one else, including you, can make those
look through the sample arcs, rather than choices for them. This is referred to as player
browse the list and feel that those are the agency, and it’s vitally important. It’s why
only options. When in doubt, find the arc in forcing players to do something to make the
chapter 8 that most closely fits what the player story work (this is called railroading) is bad in
wants and then massage it in a few places games, and why it’s terrible to have a player
where needed. constantly trying to impose their ideas on
One thing to keep in mind: if the arc another.
doesn’t involve at least a few steps and at least The best way to ensure player agency is to
some time, it’s not really a character arc. If give them enough information that they can
a PC gets picked on in a bar one evening by make meaningful choices. If a player knows
a jerk NPC and says “My character arc is the possible consequences of two different
to punch that guy in the face,” that’s not a actions, when they choose to take one of
character arc. That’s just an action. Character those actions and not the other, they’ve made
arcs require depth, thought, and, most likely, a meaningful choice. For example, if they
change on the PC’s part. come to a fork in the path in the woods, and
Think of them in terms of the arcs of they can hear the sounds of snarling from
characters in your favorite novels or movies. one branch but not the other, they’ve got the
When a PC takes on and eventually completes opportunity to make a meaningful choice.
a character arc, that should feel like a novel or Choosing to investigate the scary noise or

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not, choosing to undertake a mission or not, ASKING QUESTIONS


choosing to keep their word or not—these are You set the scene, ask what the players want
important matters and the players should have to do, and then help resolve that. We’ll cover
the control here. setting the scene and resolving tasks shortly,
One way that a player can lose agency is but for now let’s focus on asking what the
when an effect limits their character’s actions players want to do. Seems simple, right? It is,
or eliminates their free will. A character who but there are still a few things to consider.
has fallen down a pit and can’t get out loses a GMs should be very aware of when they ask
great deal of their agency. A character whose leading questions. The point isn’t to encourage
mind is controlled by a vampire loses all of you to avoid them—just to be aware of them.
their agency. Neither of these situations must Sometimes, leading questions are valuable
be avoided entirely in the game, but you need tools. But most players will read into a leading
to pay particular attention when they happen. question, so don’t use them unless you want
Some players will really hate it. Some will be a player to read into them. Think about
fine with it, but even then probably only in questions like this:
small doses. • So do you go into the room?
Similarly, if you put a PC in a situation • Who’s in back?
where their abilities don’t work, you’re taking • Does anyone keep an eye on the prisoner?
away their agency. Making the Occultist • Which of you looks the most injured?
use something other than their magic is an
interesting challenge once. Negating the These questions will make most players
character’s powers over and over is just not leery. On the other hand, questions like
fun. Players often define their characters by the following will make them curious and
the cool things they can do. Their abilities and encourage them to act:
skills are what make them special. Negating • Do you look in all the drawers?
them is another way of saying “Stop having • Does anyone pay attention to what the
fun.” other bar patrons are talking about?
Rather than negate their abilities or skills, • Does anyone activate the device?
require them. If a character is great at picking
locks, don’t create the serial killer’s lair so that But this leading question is probably the
all the doors are impossible to pick. Instead, most powerful in the arsenal:
make it so that picking some locks is literally • Are you sure you want to do that?
the only way the PCs can get in. By requiring
that ability, you’ve rewarded the player for This is useful when a player—perhaps
selecting it. unthinkingly—states an action that is a really
bad idea. “Are you sure you want to do that?”
CONVEYING INFORMATION is the GM offering the player a do-over.
A roleplaying game is a game about talking, It’s the “undo” function at the table. If you
and to tell your joint story, you and the players say those words, the players will hear “You
need to be communicating all the time. Think shouldn’t do that.” Of course, you can use that
about how you interact with the players. You to your advantage every once in a while and
are their only source of information about the use this phrase when the players are absolutely
game and the setting, and they are your only certain they’re about to do the right thing. It
source of information about their characters adds a tiny bit of extra last-minute tension Creating Tension, page 337
and what actions they take. The entire game drawing directly from a player’s own doubt.
is a continuing back-and-forth conversation But don’t do it just to be mean. Do it for that
between you and them. moment of tension.

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Overall, though, leading questions aren’t the If, however, you don’t know the answer,
best way to interact with players. Instead, keep you’ve got two choices: look it up, or make it
your questions open-ended, such as a simple up. Sometimes, looking it up isn’t an option.
“What do you want to do now?” This is when you know there’s no answer
You also shouldn’t ask multiple-choice anywhere in a book. So you make it up.
questions. “Which way do you want to go?” If both are viable options, there are two
is okay, but “Do you go east or west?” is not. issues:
RPGs are open-ended, and maybe the players 1. How important is the answer, and how
want to do something different. Maybe they important might it be later?
want to stop and rest. Or dig down. Or climb 2. How long will it take you to find the
up. Or leave and go home. They may have all answer if you look it up?
sorts of interesting options, and it’s not your
job to catalog all of the possible choices, but If the answer to issue 1 is “not very,” just
if you give them only some of their options, make something up and move along. These
they will feel—even subconsciously—like kinds of questions are along the lines of
you’re shutting down the options you don’t “What color is the truck?” or “Are the lawyer’s
present. That’s why “What do you do?” is office and the bakery on the same street?” It
always the best question. It reinforces the almost certainly doesn’t matter. But the player
“You can do anything” vibe of an RPG, and it doesn’t know that, so they ask. Give them an
puts all the power over and responsibility for answer and move on.
the characters’ options in the players’ hands, If the answer to issue 1 is “might be
where it should be. important” and the answer to issue 2 is “a very
You’re going to ask a lot of questions during short time,” look it up in your notes or the
the game, so cut out any that are extraneous. rules. That’s no crime.
Don’t waste time confirming actions. If If the answer to issue 1 is “might be
someone says, “We go back to town,” and important” and the answer to issue 2 is
none of the other players immediately object, “probably a while,” you’ve got a hard decision
you don’t need to confirm with each player to make. You don’t want the game to come to
individually if going back is what they want a screeching halt for five minutes while you
to do. look up a rule or a bit of setting information.
If you know the answer to a question, don’t But you don’t want to make up an answer
ask it. Just narrate the answer as if you’d asked now that might cause problems in the future.
the question and gotten the answer you were If a player asks “Does it look like it would be
expecting. If you know the PCs want to keep difficult to climb to the roof of this building
exploring the old junkyard, keep describing it from the outside?” and you know that the
instead of asking the same question over and PCs will likely be climbing up to the roof
over. The players will stop you when they have a lot, you don’t want to make up an answer
a question or want to take a different action. on the spot and later find it contradicted by
the climbing rules or the notes you prepared,
ANSWERING QUESTIONS because that creates a confusing inconsistency.
Players will ask a lot of questions. Questions So maybe you should look it up.
about the rules, about the setting, about the There is a third option, though. Make it
situation around them. Each time, give them up, but write down what you make up. Then,
as clear and concise an answer as you can. when the same issue comes up later, you’ll
Most of the time, you’ll have the answer. remember what you came up with on the
Players rarely ask questions so far out of left spot and can ensure that it remains true going
field that you won’t know the answer. forward no matter what anything else says.

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If the answer to issue 1 is “definitely “We turn on our flashlights and go inside
important,” look it up. the warehouse.” If that happens, just go with
When describing actions or events, you want it. If the other players don’t object, it makes
to be on top of the conversation. It shouldn’t be things a little easier and moves them along a
triggered by a player question. In other words, little faster. You don’t have to get confirmation
you want a player to say, “We walk down the from all the other players. It’s their duty to
hallway” with you replying, “When you get pay attention and interject with “Wait, I
halfway down its length, an alarm sounds! don’t want to go into the warehouse” or “I’ll
Suddenly a snarling dog with glowing red eyes stay outside while everyone else goes in” if
emerges from the now-open door.” that’s how they feel. In this way, you’re like
What you don’t want is for a player to say, a computer. You can only accept the input
“We walk 10 feet down the corridor. Does you’re given.
anything happen?” And then repeat that over
and over. Stay ahead of the players. Tell them
what they experience before they feel like they
have to ask.
You also don’t want character actions to
become the players asking for permission.
You don’t want them to ask, “Can I look in
the box?” They don’t need your permission.
You want them to say, “I look in the box.”
It’s not your job to say what they can do; it’s
your job to tell them what happens when
they take action.
Finally, sometimes a player will ask a
question that they shouldn’t know the answer
to. Questions like “Are the police in this
town corrupt?” or “Where do criminals fence
their stolen goods around here?” Rather than
saying, “You don’t know,” try instead asking
the player “How will you find the answer
to that question?” Doing that turns their
question into a forward-moving action. It
becomes something for them to do, and doing
things is more interesting than asking the GM
questions.

INTERACTING WITH ONE PLAYER


VERSUS THE GROUP
When you’re running the game, you’re
running it for everyone. You’ve got only so
much attention to go around, and you can’t
spend much more of it on one player over the
rest. If you do, you’ll satisfy one person, but
the rest will be frustrated.
However, sometimes one player will attempt
to speak for the group, saying something like

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CHECK IN WITH THE PLAYERS


At various times throughout the campaign, ask the players This accomplishes two things. First, it reminds you of
how they’re doing and how they’re liking the game. You specific details you might not remember. When you know
can do this at the beginning or end of a session, or you the whole story, sometimes it’s easy to forget what the
can ask the players individually. You could do it via email players know and don’t know. Second, it encourages the
or text. players to reacquaint themselves with information they’ll
likely need to draw on in an upcoming session, but to do
LEARN HOW THINGS ARE GOING it ahead of time.
You want to be sure they’re having fun and there are
no concerns that you’re not aware of. What you’re not CHARACTER SUMMARIES
interested in, though, is fishing for compliments. The One way to get feedback of a slightly different kind is to
way to get real feedback is to ask “Is there something have what you could call a “character summaries” portion
that would make the game more enjoyable for you?” after each session. The idea is simple. At the end of a
Some players will reply, “I’d like more magical powers” session, go around the table and have everyone describe
or something like that. You can probably ignore them how the events of the game affected their character. One
(although “I’d like to get more involved in the occult” is person might say, “Well, my character is really interested
useful feedback, if that’s what they mean). But if someone in The Stranger, so the fact that we finally got to
says, “I wish there were more mysteries to solve” or “I encounter one of the NotThem was great.” And another
wish the investigations we undertake weren’t always so might say, “I was really afraid of the creature that attacked
long,” that kind of response is valuable feedback. Use it. us as we got on board the train. I thought we were
A player might also say that one of the other players goners.” But a third might say, “I really like combat, so I
makes them feel annoyed, impatient, or generally was a little sad when we decided to run away.” Character
uncomfortable. Take these comments seriously, but it’s summaries are particularly useful if you’re using the
not your duty alone to deal with issues like that. You character arcs in chapter 8. In the summary portion, you
should try to involve at least one other player in this and the player can quickly determine if any steps in an arc
situation, if not the whole group. have been accomplished.
Character summaries offer valuable feedback, both
REFRESH YOUR MEMORY AND THEIRS positive and negative. The process involves more than
Sometimes, particularly when you plan to tie an aspect of just player-to-GM feedback, of course. It encourages
an upcoming adventure to something that happened in players to think about the events of a session and how
the past, you can inquire with the players to learn what their characters were affected beyond how much damage
they know and don’t know about what happened earlier. they took or how many spells they cast. If you make this a
For example, if one character has been looking for their regular routine, you’ll probably find that player responses
lost brother and spent a lot of time early in the campaign get longer and deeper. Instead of just “I liked this or that”
gathering clues about his disappearance, and now, months summaries, players will start going in depth and talking
later, you plan to introduce a new reference to the missing about their characters’ inner emotional lives.
brother, you might check in with that player (or all the
players) and simply say, “Tell me what you’ve learned
about your brother’s disappearance.”

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SECRET INFORMATION goals and desires; they want to be happy


If you need to convey information to one and safe and successful. They have a unique
player but not the others, take that player personality and perspective. They’re not there
aside. Step with them out into the hallway to be helpful or to be obstacles—they’re there
or the next room. Not only will you be able to get what they want out of life, just like real
to interact with them in privacy, you’ll create people. NPCs shouldn’t be cannon fodder
a little metagame tension among the other because no one thinks of themselves that way.
players as they wonder what the two of you Real people value their lives. They shouldn’t be
are saying. Don’t stay away from the table for idiots, easily fooled into doing things or acting
too long, though. You’ll lose the rest of the in ways that no person ever would, simply
players as they get bored waiting and start up because a die roll suggests it (unless they’re not
a conversation about something unrelated to very bright or something more powerful—like
the game. mind control—is at work).
Sometimes a player will need to ask you Think about real people that you know or
a question in secret. Rather than taking it characters from books, television, and movies.
outside the game room, they can pass you a Base your NPCs’ personalities on them. Make
note or send you a text. If you can reply with them as widely varying, as interesting, and as
a quick yes or no, great. Don’t take the time to deep as those people.
write a long response, though, because you’ll Remember, too, that there are minor
bring the game to a halt as everyone—not just characters and major ones, just like in a book.
the player who asked the question—waits for The cultists who waylay the PCs are in the
you to finish. spotlight for only a few minutes at most and
don’t need a lot of development, but a major
adversary or ally might get a lot of attention
HANDLING NPCs from the players and therefore deserves a lot
Nonplayer characters are people and creatures from you. As with so many things related
that live in the world alongside the PCs. They to being a good GM, consistency and
are just as much a part of the world as the PCs believability are the keys to developing a good
and should be portrayed just as realistically. NPC.
NPCs are the main way to breathe life into There are four kinds of NPCs:
the world, tell the stories the world has to tell, Ongoing. This is an NPC the PCs interact
and portray the kind of game you want to with very regularly. They might accompany
run. Memorable NPCs can make or break a the characters on investigations, or maybe
campaign. they stay back and do helpful internet
NPCs are your way of inserting yourself research, always just a phone call or text away.
into the game world. You might spend a lot of They have a name, a unique personality, and
time adjudicating actions or describing scenes, detailed stats.
but when you have an NPC come onstage, Recurring. This is an NPC the PCs interact
you get to say things, take actions, and feel with regularly. A mentor, a relative, or a
like you’re playing the game. similar figure would be a recurring NPC,
It might seem like a funny point to make, but so would a foe or villain that the PCs
but NPCs don’t realize they’re NPCs. They cross multiple times. Like an ongoing NPC,
don’t recognize that the PCs are different they have a name, a unique personality, and
from them. They don’t treat the PCs any probably detailed stats.
different than anyone else. They don’t consider One-Time. This is an NPC the PCs
themselves to be minor characters, and probably meet only once, but the interaction
certainly not expendable ones. They have is significant. The NPC has important

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information to share, has something the PCs smart decisions, and a not-so-smart NPC
need, or wants something from them. shouldn’t. But every NPC wants to succeed
One-time NPCs also could be adversaries and survive. If the PCs have slain seven of the
they face, including nonhuman beings or even eight corrupted wolves they encounter, is that
beasts that see the PCs as food. They might last wolf really going to stand and fight, or will
have a name (but often don’t), they might it run off? It’s up to you to decide, but try to
have basic details of their personality defined make the decision on the wolf ’s behalf, not on
(but often don’t), and they probably have stats. the players’ behalf. Doing so will bring a lot of
Extras. These NPCs are background believability to the story.
characters. People walking by in the street. NPCs that the PCs spend more time with
The insurance salesman who just wants to should be even more fleshed out. Having an
get home. The mechanic in the garage. They NPC on an adventure with the PCs allows
probably don’t have a name, a personality, or the players to interact with them—and with
even stats. The PCs likely don’t talk to them each other—in character. If the group is
directly, but the GM and players might talk traveling from one location to another, you
about them. can have the NPC strike up a conversation
with the PCs about their past deeds, their
ROLEPLAYING NPCs current goals, their families, or anything else.
The trick with NPCs is that even if they’re It’s a great way to have calm or poignant
onstage for only ten minutes, for those ten moments that aren’t about adventure or
minutes you should try to roleplay them as action, but character.
if you were a player and that NPC was your A powerful tool in your GM’s toolbox is
character. A smart character should make making an NPC ally really likeable. In a way,

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players grow accustomed to NPCs being foes However, you might want to give some
and sources of danger or betrayal. Letting NPCs more thought. You don’t have to give
them get to know a truly kind, sincere, and every member of the People’s Church of
friendly NPC becomes great story material, the Divine Host their own personality and
because the players will want to help that motivation, but you might at least think about
character if they’re in need. The things that them as people and not robots. They may have
character does and says will have more a strong desire to follow orders given to them
meaning. And if something bad befalls them, by the higher-ups, but they probably aren’t
it will be a moment of real drama. suicidal. Play them that way. In fact, showcase
Of course, if we’re just talking about an that kind of dichotomy sometimes. Are people
NPC extra, you don’t want to give them this who worship horrific inhuman forces so loyal
much thought. Or any thought at all, really. that they will give their lives for those forces?
If the PCs need to buy a backpack to carry Maybe for some fanatics, the answer is yes,
extra stuff on their investigation, and you but for others, likely not.
say, “Okay, you find a store where you can The point is, they don’t see themselves as
buy one,” there are certainly NPCs involved, cannon fodder.
even if they’re not explicitly mentioned. You Villains—bad guys that you’ve given a name
might even say, “The salesperson in the store and a personality—should be roleplayed like
is surprised when you come in covered in fully fleshed-out PCs. They should use every
blood and grime.” But most of the time, no resource and opportunity they have to get
one interacts with the NPC as part of the what they want, and if they’re smart, they
story, so don’t give that NPC a moment’s should do so wisely. They should have clever
thought. Sometimes, the PCs might try to contingency plans and a means of escape in
start up a conversation with them (or with a case things go wrong. If someone has spent
random person on the street or someone else their life collecting cursed magical artefacts,
unexpected), so you have to be prepared to for example, they likely have survived a few
suddenly take on the role of the NPC. They bad situations already and won’t easily be
don’t need a lot of detail, but it can be fun if caught off guard.
the random person the PCs ask for directions And it’s worth noting that the vast majority
has an interesting personality. of villains don’t see themselves as such. They
Last, while NPCs are the way you get to are the heroes of their own stories. They
have a voice in the story, don’t let an NPC have a reason for doing what they’re doing
become your mouthpiece. Don’t use an NPC (even if it’s selfish or sadistic) that they see
to say something you want to say or give clues as worthwhile. Perhaps the people who have
or insight they could never have just because to die at the hands of The Desolation are
you have them. expendable because those who survive (and
the human race in general) will be stronger.
THE MIND OF THE VILLAIN Or, alternatively, maybe humanity doesn’t
Magnus Archives stories involve lots of bad deserve to survive.
guys. It’s tempting to make most of them The goal they have in mind is worth
faceless goons who are there to be obstacles for whatever terrible thing they’re doing. They
the PCs. And sometimes that’s okay. A crowd might regret the horrible acts they commit but
of enraged townspeople chasing the PCs who do them anyway to get what they want. Or
are mistakenly blamed for some wrongdoing maybe they’re sadistic and love it. Or nihilistic
don’t need a lot of individualism—in fact, and just want to see the world burn.
giving them individualism might be the A truly horrible villain is the kind of
opposite of what the story needs. antagonist that players love to hate, and

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adding that element to your story ramps up CREATING NPCs


the potential emotion. In the same way that NPCs should have goals, personalities, quirks,
a truly likeable NPC can be a potent tool in flaws, and backstories. They’ve probably got a
your toolbox, so can a recurring despicable place they call home and people in the world
villain. The villain who crosses swords (maybe that they care about. You want the NPCs to
literally) with the PCs but always manages be meaningful additions to the story that the
to get away, even when the PCs stop their group creates. The important ones should
scheme, encourages the players to emotionally be memorable so the players remember the
driven actions. When they say through gritted shopkeeper with the funny accent or the
teeth, “We’re going to get that guy,” you know mechanic who always seems to be eating.
you’ve done something right. One way you can do that is to give each
NPC one or two traits that will make them
memorable. These shorthand descriptions are
[ . . . ]Wolfgang had other
meant for one-time NPCs or extras, so keep
projects to which he wished to them simple. They’re just a hook to hang your
devote his attentions, most hat on, so to speak, when that NPCs is on
notably a grotesque “speaking stage. As tools to help create an ongoing or
machine” that he insisted recurring character, you’d probably want to
would someday be capable develop them further.
of mastering human speech.
I saw many of his designs: Sample NPC traits:
the bellows that aped the • Thinks they’re funny
work of lungs, the wooden • Legitimately funny
box of valves and pipes, and
• Always smoking
that most grotesque “mouth”
• Always eating
he had constructed of some
• A little too fascinated by fire
awful undulating substance he
claimed was derived from an
• More interested in animals than in people
Indian tree. To dissuade him • Always scratching
from his conviction that it • Always reading
would someday be capable of • Dissatisfied with current situation
rendering intelligible speech • Indefatigable
was impossible, but hearing • Always looking for an easier way
the mournful wail that came • Conducting illegal activities on the side
from the spasmodic thing he • Conspicuously hiding a secret
called a mouth, I fervently • Overly generous
prayed I would never have to • Likes to give people nicknames
be there when it did so. A
• Surprisingly fixated on their hat
prayer that went unanswered.
• Prejudiced against a group
—MAG 116: “The Show
• Brandishes an overdeveloped vocabulary
Must Go On”
• Always forgetting the words for things
• Frequently using malapropisms
• Often hums without realizing it

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NPC GAME STATS instantaneously, turn back time, hurt a foe


While chapter 12 offers a lot of NPCs from with a sonic blast, or do anything else. You
the podcast, you’ll find that you still have to can lay out these abilities when preparing for
create new NPCs all the time. Most are the the game, or you can just go with the idea
“normal” people the PCs interact with in the that certain NPCs can produce amazing and
course of the story. Usually, they can simply surprising effects and make them up as you go
be pegged at a level from 1 to 10 and you’re along—with some caveats.
done. Working on how to describe or portray If all NPCs can do whatever they want,
them will take longer than working up their whenever they want, that won’t instill much
game stats. belief in the players or give you much
Sometimes, though, you’ll want to credibility as a GM. So keep the following
elaborate on the NPC’s capabilities and tailor things in mind.
them to the concept. A level 4 NPC who is Keep to the Level: NPCs should generally
a computer genius might be level 5 or 6 in keep to their level parameters. Sure, you can
computer-related tasks. But don’t simply make give a tough NPC more health than their
the NPC level 5 or 6 overall because then level might indicate, and the aforementioned
they’d also be better at combat, interactions, great martial artist might attack and defend at
climbing, jumping, and everything else, and higher than their normal level, but these are
that doesn’t fit your concept. minor exceptions.
Use the NPCs in chapter 12 as good Explain Things However You Want: If
starting points or as examples for what you you keep to the level parameters, you can
can do. But you’re not limited by them. In express them in all sorts of interesting ways.
fact, you’re not limited in any way. The most For example, a level 5 NPC usually inflicts
important thing to remember about NPCs is 5 points of damage. But that damage might
that they do not follow the same rules as PCs. come from a handgun they had concealed or a
They don’t have descriptors, types, or foci. well-aimed kick to the midsection.
They don’t have tiers or any of the same stats. Use Wild Cards: You might give some
They don’t even roll dice. NPCs—sorcerers, Avatars, creatures spawned
NPCs work precisely as you (and the setting from the Fears—a wild card ability that allows
and story) need them to. If an NPC is a great them to do interesting things like levitate,
martial artist, you can give them obvious use telekinesis, disappear into the shadows,
advantages with attacks and defense, but you and so forth. You don’t have to nail down
can go outside the box as well, allowing them these powers ahead of time. These rare NPCs
to attack more than once per turn, attempt to can just do weird things. As long as you keep
disarm foes with a flick of the wrist, and so on. them reasonable most of the time, no one
There are no hard-and-fast rules for creating will bat an eye. (If every important foe has
an NPC who can be matched perfectly against the equivalent of a force field, that will seem
the PCs in combat—it’s not that kind of repetitious, dull, and unfair to the PCs.)
game, and that’s not the purpose of NPCs. Use GM Intrusions: Since a PC can
Instead, use the game’s simple mechanics to produce all kinds of interesting, useful, and
portray the NPCs in the world and in your surprising effects thanks to cyphers, you can
narrative so that they make sense and can do occasionally replicate this for an NPC by
what you want them to do (and cannot do using GM intrusions to give them precisely GM Intrusions, page 120
what you don’t want them to do). the ability needed in the current situation.
Some NPCs possess mystical powers If the NPC has been poisoned, they pull out
derived from the Entities. In theory, NPCs a dose of antivenom. If a villain is cornered
can heal themselves, create force fields, travel by the PCs, they call upon their dark gifts to

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phase down through the floor. If the foe is at not need help because that wouldn’t make
the extreme edge of low health, they inject much sense.
themselves with adrenaline that restores 15 If the entire group is caught in a landslide
points of health immediately. later in that same adventure, the GM can
do one of two things in regard to the NPCs.
NPCs AND DEATH Either decide what happens to them as seems
As explained in chapter 7, NPCs have a health most logical or fitting (perhaps using GM
NPC health, page 124 score rather than dealing with Stress or injury intrusion, since what befalls the NPCs also
like PCs. When an NPC reaches 0 health, affects the PCs), or have the players roll on
they are down. Whether that means dead, behalf of the NPCs and treat them just like
unconscious, or incapacitated depends on the player characters in every way possible.
the circumstances as dictated by you and the
players. Much of this can be based on logic. CREATURES, MONSTERS,
If the NPC is cut in half in a car accident, AND INHUMAN NPCs
they’re probably dead. If they’re mentally Not every NPC in a Magnus Archives campaign
Vampire, page 242 assaulted with a telepathic attack, they might is human. Vampires, perfect strangers, and creepy
Perfect stranger, page 231 be catatonic instead. If they’re hit over the clown dolls don’t have entirely understandable
Clown doll, page 206 head with a club, well, that’s your call. human motivations. We can sketch out vague
It depends on the intentions of those who desires or prescribed actions (for example,
are fighting the NPC, too. PCs who want vampires want to feed), but we probably can’t
Cosmic Horror, page 343 to knock out a foe rather than kill them understand them. That’s part of cosmic horror,
can simply state that as their intention and which we’ll discuss later in the chapter.
describe their actions differently—using the But usually that kind of basic drive is
flat of the blade, so to speak. sufficient to run the NPC well enough. You
The Anglerfish, page 197 don’t need to know The Anglerfish’s internal
NPC ALLIES monologue to place it in the scene. Frankly,
Because the players usually roll all the dice, it doesn’t even call itself “The Anglerfish,” so
NPCs who are not opponents raise unique we don’t know anything about it other than
issues. If a character gains an NPC ally who what it does. That lack of humanity, however,
accompanies the group, how are the ally’s makes it more terrifying. Humanizing such a
actions resolved? thing makes it less horrific and less alien.
Most of the time, the GM should decide Whenever possible, creatures should be
what makes the most sense in the context of handled like other NPCs. They don’t follow
the situation and the NPC. If the characters the same rules as the player characters. If
climb up a steep slope and must make rolls to anything, they should have greater latitude in
ascend, the NPC doesn’t make a roll. Instead, doing things that don’t fit the normal mold.
the GM quickly considers whether they could A many-armed beast should be able to attack
climb it and goes from there. A fit, able ally multiple foes. A charging rhino ought to be
should simply climb the slope. A feeble or able to move a considerable distance and
clumsy NPC will need assistance. In other attack as part of a single action.
words, the NPC doesn’t face the challenge
(that’s what the PCs do)—they remain a part CREATING NEW CREATURES
of the unfolding story. The old man the PCs It’s fun to pull creatures right out of the podcast
must escort through dangerous mountains to use in your game. It’s wonderful to give life
needs help climbing because that’s part of to The Anglerfish, NotThem, or The Man Who
the story of the adventure. His able-bodied Wasn’t There. However, your game will benefit if
daughter who also travels with the group does you also create original monsters of your own.

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The Magnus Archives RPG has no system


for building creatures. There is no rule that
says a creature with a certain ability should
be a given level, and there is no rule dictating
how many abilities a creature of a given
level should have. But keep the spirit of the
system in mind. Lower-level creatures are
less dangerous. A level 1 creature could be
poisonous, but its venom should inflict a few
points of Stress at most. The venom of a level
6 creature, however, might knock a PC down
a step on the damage track or put them into
a coma if they fail a Might defense roll. A
low-level creature might be able to fly, phase
through objects, or instantaneously travel
because these abilities make it more interesting
but not necessarily more dangerous. The value
of such abilities depends on the creature that
uses them. In other words, a phasing rodent is
not overly dangerous, but a phasing Monster
Pig is terrifying. Basic elements such as health,
damage, and offensive or defensive powers
(such as poison, paralysis, disintegration,
immunity to attacks, and so on) need to be
tied directly to level—higher-level creatures
get better abilities and more of them.
Consider creature size very carefully. For
those that are quick and hard to hit, hinder
attacks against them. Large, strong creatures
should be easier to hit, so ease attacks against
them. However, you should freely give the
stagger ability to anything twice as large as a
human. This means that if the creature strikes
a foe, the target must make an immediate
Might defense roll or lose its next turn.
A creature’s level is a general indicator of
its toughness, combining aspects of power,
defense, intelligence, speed, and more into
one rating. In theory, a small creature with
amazing powers or extremely deadly venom
could be high level, and a huge beast that isn’t
very bright and isn’t much of a fighter could
be low level. But these examples go against
type. Generally, smaller creatures have less
health and are less terrifying in combat than
larger ones. (But they often come in swarms.)

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INTERACTIONS And sometimes, you can use both


Let’s say the PCs want to learn more about a approaches. You can let the conversation with
missing man, so they talk to his best friend. the NPC play out around the table, and then
You and the players roleplay the conversation. call for rolls—not to determine whether the
The players are friendly and helpful and ask PCs succeed or fail at the interaction, but
their questions with respect. Do you call to get an idea of the degree of success. For
for an Intellect roll (using the friend’s level example, if the characters have a good cover
to determine the difficulty) to see if he will story for why the security guards checking
talk to them, or do you simply decide that visitors as they come into the building should
he reacts to them well and gives them the let them pass, the roll might determine not
information? whether the guards say yes (you can use logic
As another example, an old woman has for that) but whether the guards accompany
watched over a mysterious old house for years. the PCs into the facility. In a way, the die roll
She considers it a duty given to her by God shapes an NPC’s reaction. It’s not an on/off
and has never told anyone the secrets she switch but a general degree of the overall trust
knows. The PCs come along with training in that the PCs earn.
interactions, roll dice, and expect the woman to
spill her guts. Does she tell them everything?
The answer to both questions is: it depends. LANGUAGES
In either situation, you’re justified in ignoring Careful readers will have noticed that there
the dice and mechanics and simply handling are no intricate rules for languages in the
things through table conversation. That’s what game. That’s because for most people,
makes interaction encounters so interesting and language is more of a background or
so distinctive from, say, combat. You can’t put roleplaying feature than a mechanical one.
aside the dice and act out the fight between the You don’t want to have to make a roll to
Lightless beast, page 224 PCs and a lightless beast, but you can roleplay a speak, for example. Characters should begin
conversation. In such cases, you can portray the the game knowing the language(s) that
NPCs precisely as you want, in ways that seem make the most sense for them.
fitting to their personalities, without worrying Languages are a special case, however,
about die rolls. The best friend probably wants because some people won’t want to deal
to help the PCs find his missing comrade. The with it. And that’s fine. Some players and
old woman would never give her secrets to a GMs will find it an interesting challenge to
band of smooth talkers that shows up on her communicate with people or creatures who
doorstep one day. You can also ensure that the don’t share a common language. Others will
players get the information you want them to think it’s an impediment to interaction with
get—and don’t get the information you don’t no real upside. You can handle the issue
want them to get. however you want.
On the other hand, sometimes using game
mechanics is a better option. For example, a
person who isn’t particularly eloquent might
want to play a character who’s a smooth talker.
You wouldn’t require a player who’s never fired
a gun in real life to prove that they’re a crack
shot to hit a target in the game, so you should
not force the player of a charming character to
be, well, charming. The game mechanics can
simulate those qualities.

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RUNNING COMBAT AND There are other exciting ways to end a


ACTION SCENES story rather than a big fight. It could involve
In The Magnus Archives RPG, combat and surviving a massive landslide, escaping in a
other types of action should not be used harrowing chase, finding a way to shut down
for their own sake. They should be about a dangerous machine, or convincing an Avatar GMs should consider making
something, with something interesting at to let their hostages go. it clear when a threat probably
will result in Stress from
stake. “Trying not to die” is an interesting Sometimes, combat is the obstacle that the physical harm and when it may
stake, but it’s not the only one. PCs must overcome to reach their goal, which result in a serious injury. It helps
players weigh their options. The
In some ways, once a story devolves into again reinforces the idea that there is no right right answer might be to tell the
combat, it’s safe to say that something has or wrong way to succeed. Sneak past foes or PCs that anything that looks
gone terribly wrong. In the podcast, as well as convince them to let the PCs through—both dangerous and scary may cause
a serious injury, because it’s very
in most horror stories, the characters are far are entirely valid. often the truth.
more likely to run from a terrifying threat as Mechanically, combat in The Magnus
they are to try to fight back. That’s appropriate Archives RPG doesn’t play out as it does in
to the genre and, considering the damage many games where damage whittles down
mechanics of this game, it’s smart. a character’s hit points or health score. That
Combat in the game is very deadly. A kind of slow attrition won’t happen because It is entirely appropriate to
couple of serious wounds puts a character at every serious wound is a real danger. PCs will remind the players—more than
once, perhaps—that this is a
risk of death, which can mean just two failed thus focus a lot on easing their defense rolls deadly game and that it can
defense rolls. Hiding from monsters, running or use experience points for rerolls to avoid be very unforgiving if the PCs
aren’t careful.
from threats, sneaking past foes rather than getting struck. So combats might involve a
attacking, and even surrendering are viable lot of narrow misses and harrowing moments
strategies to avoid having to make those rolls. rather than a slow depletion of health.
Combat in an RPG can be fun and exciting,
but here it’s not the focus. Fighting through a DESCRIBING THE ACTION Plenty of creatures and NPCs
long combat isn’t the point, and finding a way Great roleplaying game sessions often involve the PCs will encounter do have
violence and inflicting physical
to win (or survive) a combat quickly through immersion. Immersion comes from a sense of harm as their goal.
creative thought isn’t cheating. Avoiding fights being truly caught up in the action and the
is more advisable than “winning.” In fact, it fictional world. Just as when you read a great
should be encouraged. Defeating the “big book or watch a well-made movie, playing
boss monster” easily should not be a letdown; an RPG can get you caught up in your own
it should be the result of smart, creative play. imagination. And best of all, you’re sharing
And horror stories shouldn’t always have a your imaginative escape with everyone else at
climax involving a “big boss monster,” anyway. the table. For immersion to work, you have to
Jonathan doesn’t defeat Not-Sasha in combat give great descriptions.
in episode 79, even though he’s found himself The rules for combat and action in this
a weapon of sorts. Instead, Jurgen Leitner uses game, for example, are simple and open-ended
The Seven Lamps of Architecture to trap it in rather than precise, giving you lots of room The Seven Lamps of
the tunnels beneath the archives. to describe how characters move, how Architecture, page 281

Likewise, many of the foes the PCs face they attack, and how they avoid attacks. A
should not have physical confrontation as successful Speed defense roll might mean
their goal. Think about characters like Oliver dodging, blocking with a weapon, or ducking
Banks or Michael Shelley. These interesting behind a pillar. A character who is struck
people are tied directly to the Entities (The in combat for 3 points of Stress might have The End, page 172
End and The Spiral, respectively), but neither dodged the weapon attack but fallen backward The Spiral, page 175
are about fighting. Stories with them or NPCs over the couch, landing hard on their head on
like them can be creepy or disturbing without the floor.
involving any kind of combat.
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The players should describe their actions, PACING


too. Encourage them to be creative in what The key to running a great game as opposed to an
they do and how they perform a task, whether adequate one is often the simple matter of pacing.
it involves the way they attack, what they do Well, pacing is simple to describe, but it’s not so
to give themselves the best chance to make a simple to understand or implement. It comes
difficult leap over a pit, or how they slip into with practice and a sort of developed intuition.
the millionaire’s study to steal the documents Pacing can mean many things. Let’s briefly
they need. break them down.
Don’t take any of this as a requirement.
Long descriptions can be tedious as easily PACING WITHIN AN ENCOUNTER
as they can be interesting. Sometimes the Keep things moving. Don’t let the action get
best way to serve the pacing of a combat bogged down by indecisive players, arguments
encounter is to state whether an attack hit and about the rules, or irrelevant minutiae. Don’t
how much damage is dealt and keep things let the middle of an encounter get sidetracked
moving. Vivid description is great, but it’s by something that reminds a player (or worse,
not a valid excuse for you or a player to drag you) of a gaming story, a movie, or a funny
things out and destroy the pacing. thing on the internet. There’s time for all of that
later, probably after the game session is over.

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Don’t let the end of the encounter drag time, even in large chunks. If the PCs finish
out. When it’s clear how things are going a big scenario and some downtime makes
to turn out, and people might start to get sense, there’s nothing wrong with announcing,
bored, wrap it up. If the PCs were attacked “So three weeks later, you hear that . . .” and
in a basement by two dozen vicious rats but starting the next storyline (as long as the
defended themselves admirably and only three players are content with it). Books and movies
rats are left, there’s nothing wrong with saying do this kind of thing all the time. Skip the
that those last three run away or that the PCs boring bits.
handily dispatch them. Wrap things up and In addition, feel free to intrude on player
move along. discussions for the purpose of moving things
along. Sometimes players spin their wheels
PACING WITHIN A GAME SESSION or plan and plan their next move, never
Have many different encounters in a session— accomplishing anything. You can intrude
some long, some short, some complex, some by throwing an encounter or a surprise their
straightforward. One of the trickiest aspects way (“You get a phone call from the head
of game session pacing is deciding what to archivist”), or you can simply say “Let’s move
play out and what to skip. For example, the things along.”
PCs want to buy new gear before going on Keep a clock handy so you can see how
their next investigation. You could describe much time is left in the session. Never lose
the various stores nearby and roleplay each track of time. You want to end a session at
interaction with the clerks. You could even a good point—a place where everyone can
call for occasional rolls to see if the characters catch their breath, at a good cliffhanger, or as
get good deals or not. Alternatively, you everything in a story wraps up so you can start
could say “Okay, you can buy whatever you anew next time. These are all fine stopping
want” and move on. There are good cases to points, but you want to control which one
be made for both approaches, depending on you use. Next session, you’ll have to start
the context. Maybe one of the PCs became things up again, recap past events, and get
cursed on the last investigation and doesn’t everyone back into the swing of things.
realize it until they are interacting with people Try to ensure that at the end of any session,
in the market. Maybe a pickpocket in the the players can look back on what they did
mall attempts to steal from the PCs, or they and feel like they accomplished something.
notice a thief stealing from a store. Maybe the
players like interacting with NPCs and enjoy PACING WITHIN A STORY
your portrayal of minor characters. All of This aspect of pacing is similar to how fiction
these are good reasons to play out a shopping writers handle story creation, and it’s a huge Crafting Stories, page 327
encounter. But if there’s no compelling reason, subject, but consider the standard three-act
just advance through it. structure as a good starting point. In act
Sometimes, you should do this even if one one, the problem is introduced. In act two,
player wants to play out every moment of things get worse (or a new complication is
their character’s life and describe everything introduced). In act three, things are resolved.
in excruciating detail. Although you want There are many other ways to do it, but
everyone to be happy, you’re in charge of remember that the action needs to ebb
pacing. If you must err, make the players and flow. You need downtime between the
struggle to keep up, rather than letting them moments of action, horror, or high drama.
be bored and wonder when you’re going to
get on with it. Thus, if there’s no compelling
reason against it, don’t hesitate to advance

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PACING WITHIN A CAMPAIGN TEACHING THE RULES


Mix short scenarios in with longer ones. Weave It’s not your job to teach the players the rules,
plotlines together so that as one story ends, yet it often falls upon the GM to do just
the PCs still have things to do. But don’t be that. Before beginning a game, encourage the
afraid of downtime. Let the characters have a players to read chapter 1 to get an overview of
Perhaps the best way to get week, a month, or longer here or there to live the game. It won’t take them long.
new listeners to understand their normal lives before throwing them once You’ll also want to give them an overview
the premise and tone of
The Magnus Archives is again into the heart of danger. If a campaign of The Magnus Archives setting and establish
to have them listen to the takes a year of play time in the real world, you their expectations for tone and mood. The
first episode, “Anglerfish.”
don’t want it to take place in only three weeks easiest way to do that is probably to have them
of game time. That never feels right. listen to an episode or two of the podcast.
Focus primarily on the kinds of characters
a player can create and what they might do
RESTING in the game. Once players understand who
Don’t forget to give the PCs opportunities they are and what they’ll do, the rest of the
to rest. Obviously, you can’t force them to setting is just details they can discover as they
rest, but there should be obvious moments go along.
where they can take the time to rest for a The key to teaching someone the game is
few minutes, a few hours, or even a full to start with the idea of die rolls and how
day or more. These should come at least they use the same mechanic no matter what
twice in an investigation, and between a character tries to do. Then explain using
investigations—unless something special Effort, which involves an introduction to
In a horror game, you’ve got to is going on that requires immediate the three stats. After that, a player is ready to
have downtime when things attention—the PCs should have days or start making a character. Taking a new player
aren’t terrifying or even creepy
so the players have a chance
even weeks to live their lives, do paperwork, through the character-creation process gets
to breathe. Operating at a attend to family matters, go to class, go to them ready to play. Don’t overload them with
heightened level over a long work, and so on.
period of time makes even the a lot of details beyond that. All of those can be
most horrific or exciting scenes Resting allows PCs to shake off some picked up as needed in the course of play.
feel lackluster. If everything is Stress, restore their Pools, and maybe get
scary, nothing is scary.
new cyphers. All of these things are vital to THE CONSENT CHECKLIST
character success and player fun. It’s also a Make sure you’re familiar with the section in
nod to verisimilitude. Real people need to chapter 1 about the consent and safety tools
Consent Checklist, page 381 rest, and they need to do things other than at your disposal—in particular, the consent
investigate the paranormal. checklist.
Things that keep PCs from resting: Your response to the checklist might be “I
• The person/thing they are after is don’t need to do this, I know my friends.” And
always on the move. in many cases that might be true. But horror
• New events constantly demand their can bring out aspects of us that we don’t
immediate attention. always express. A GM might have been friends
• Challenges are time-sensitive. with someone for a long time, and even played
many roleplaying games with them, but never
knew that they are horrifyingly, debilitatingly
terrified of deep water. If, when confronting
The Vast, page 176 the Avatar of The Vast, their character is thrust
deep, deep under the surface of the ocean,
they might just say, “Nope, I’m out,” and leave
the table. Or, worse, they might sit and suffer

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in silence, have a terrible time, and not want roll. You can almost count on it. This means
to play a game with you ever again. you can expect beginning characters to do
Now, if you’re thinking, “I want the players very well in whatever they set out to do, but
to be terrified, so I shouldn’t avoid the things they’ll have to rest more often because they’ll
that bother them. In fact, I should lean into deplete their stat Pools more quickly.
them!” remember that there’s a fun sense of
fear and creepiness, and then there’s trauma.
The first is desirable; the second, obviously, is CRAFTING STORIES
not. Better safe than sorry, really. The Magnus Archives RPG is all about
And don’t forget the most important aspect story—narrative. Your biggest job as the GM
of the consent checklist: using it as a tool is to provide the impetus for stories in the
when playing with new people. You may game. The Statement starts things off, and
know your friends, but you don’t want to that might come from you or from the group
accidentally traumatize a new player right out as a whole, but the stories themselves arise out
of the gate. of gameplay, as guided by you. You present the
events as they unfold because of what the PCs
THE FIRST FEW SESSIONS and NPCs do.
With any game, GMs should consider Crafting a good story is a topic that could
running it a little differently the first few fill a book of this size. Interested GMs should
times, and The Magnus Archives RPG is read books or articles aimed at fiction writers
no different. There are a few things you can (many of which are available on the internet)
expect with a table full of new players. First that provide advice on plot. For that matter,
of all, they won’t get the terminology and the similar sources about characterization can help
jargon right—they’ll use the terminology and in the creation of NPCs as well.
jargon of the last game they played. And that’s For now, remember these foundational
fine. But you should try to get it right because concepts:
the players will follow your lead, and after a • Learn what motivates the players at
session or two, they’ll start getting it right. If your table. Exploration? Action?
you always call things by the wrong name, the Mystery-solving? Interacting with NPCs?
players will, too. However, don’t just spout Cater to these desires.
jargon. Each time you use a new term for • Learn what motivates the PCs that the
the first time, such as “damage track,” “GM players run beyond just investigating the
intrusion,” or even “difficulty,” explain what paranormal. What are the characters’ life
it means. Make sure everyone’s on the same goals? Hobbies? Ambitions? Who are
page, even with the basic stuff. their loved ones? Incorporate these things
The players won’t know what’s easy and into the stories.
what’s hard. Part of good play is knowing • Create stories that involve the PCs
when to use Effort and when to conserve, as directly as possible. If some sort of
but beginning players will have no frame of malignancy is plaguing people, have it
reference. In this case, the best way to give affect the PCs or their loved ones, too. If
them solid ground to stand on is to be fairly monsters are haunting people’s dreams,
transparent. Tell them the target number for haunt the PCs’ dreams too. Don’t let the
each task before they attempt an action. Guide players feel like they are separated from
them through the process. Remind them the story. Make them a part of the story.
that they can use Effort if need be, although • Remember that the players are your
they probably won’t forget. On the contrary, co-storytellers, and that the PCs are the
beginning players tend to use Effort on every main characters of the story, so their

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decisions should have direct impact on • The Entities should be at the heart of
what happens. every story, but not every antagonist
• Weave multiple stories together. Have needs to be a cultist, a serial killer, or an
Leitner: see The Book Collector, the PCs learn about the beginning of Avatar. Think about Leitner or Salesa, for
page 202 one story while they’re still embroiled example. Neither is a servant of an Entity,
Salesa: see The Artefact Dealer, in another. Draw on the experiences but a story that involves them involves
page 199 (and characters and places) of past the Entities as well.
investigations for the current one. • Occasionally, create stories that are
• Vary your stories. Follow a grisly sequels to your previous stories. The
encounter involving The Slaughter with decisions that the players made in the past
a creepy but not physically threatening affect things in the present. Villains return
mission involving The Lonely. Create an for another try at reaching their goal, or
investigation that takes multiple sessions perhaps just for revenge.
to play through, then follow it up with • As this is a horror game, the monsters
another that wraps up in a single game and NPCs are supposed to be extremely
session. dangerous. Many found in chapter 12
• Vary the encounters within a story. Even can be taken down in a fight with PCs,
in the middle of a series of horrific scenes but many more likely cannot. That’s
of mayhem, there’s always room for okay. “Defeating the monsters” is not
investigation or interaction (and it breaks the goal. Fights should be about survival,
things up). not victory, so don’t worry about making
• Not every story needs to be about saving the encounters “balanced.” It’s hard to
the world. Sometimes the smaller stories be truly scared unless the opposition is
about helping one person can be the most superior to you.
interesting.
• Twists and unexpected events are Plotting in an RPG isn’t like plotting a
wonderful and should be used often, but novel—in fact, to do them in the same way
sometimes the biggest twist is to have is to court disaster. This is because a novelist
things go exactly the way the players plots everything out from start to finish, but
think they will. in an RPG, what the characters do will change
• Don’t get bogged down justifying, the plot of the story you’re telling, and you
rationalizing, or explaining every detail. can’t know that ahead of time.
The players aren’t supposed to understand No, plotting in an RPG is more like coming
everything. up with story ideas that—once the PCs
• Stories that involve a lot of events the PCs engage with them—become plots. So it’s really
are unaware of will end up making little more like creating potential plots.
Fiction writers call figuring out sense to the players, and should probably But there’s even more to it than that because
what happens next “pantsing,” be avoided. between game sessions, you have to figure
as in “plotting by the seat of
your pants.” Fiction writing has • Base your stories on real human emotion. out what happens next. You’re plotting, but
almost as much jargon as RPGs. Antagonists can be driven by greed or plotting as you go.
power, but also by love, longing, curiosity, Let’s say you set things up so the governor
or misguided altruism. Don’t make your is secretly helping the cult, and the PCs
players just interact with the events— investigate. In the last session, they exposed
make them react to the emotions behind the governor’s dirty deeds. Now, before the
the events. Opponents should inspire next session, you have to determine what
actual hate and anger. The loss of a valued comes next. Does the cult retaliate? Do they
ally should inspire actual sadness and loss. go into hiding? Something else?

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A lot comes down to story pacing. Perhaps window and got a good look at it. There are Pacing, page 324
you give the PCs a break for a while to catch tracks hidden in Mrs. Harris’s garden. The
their breath before the cult strikes back. Or front door of the abducted young man’s house
maybe you have them strike immediately to was smashed, various rooms contain tufts of
let the characters (and the players) know how hair (the police tested some of them and ruled
significant their actions against the governor that they came from an unidentified breed of
really were. dog), and hidden in his closet is a book about
mystic transformations.
MYSTERIES AND CLUES 2. Make notes about what actually
Since most adventures in The Magnus happened and extrapolate information and
Archives RPG involve investigations, often clues from that. You know that the timing of If the players think to look for
you’ll be dealing with mysteries and clues. the statement is backward. The young man a certain thing (signs of forced
entry) or search a particular
After reading a statement about a mysterious disappeared and then there were sightings of a area (around the office), and
beast that lurked in a neighborhood and beast, because he transformed into a creature there’s something interesting
to find, don’t make them roll
peered through windows before a young man of The Hunt using his book (now hidden in to find it. They’ve already
disappeared from his home, the PCs are likely the closet), smashed through the door, and ran “succeeded” by choosing the right
going to talk to people in the neighborhood around the neighborhood before vanishing thing or the right place.

and look for clues in places where the creature into the night. Armed with that, in the game,
was spotted. you can let the players decide where to look
You can handle this in multiple ways as the and who to talk to and logically fill in what
GM, but there are two common approaches: they learn without deciding ahead of time.
1. Make notes ahead of time of each clue.
Mr. Johnson saw the beast through his kitchen

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If you choose method 1, note that it’s not But event-based adventures are only one
If the players think of a trail of clues. A trail where one clue leads type of story. You could also create one that
something reasonable that to the next, which leads to the next, is always is location based. In this case, you’d sketch
you hadn’t planned on—like
a doorbell camera that might risky because what if the PCs don’t find one? out a map of an area (maybe a creepy old
have captured evidence— Is the investigation over? Always have a web apartment building or a mysterious section
don’t say no just because you
didn’t think of it. Reward of clues, and if there is a trail of any sort, of woodlands) with locations marked on it.
them for smart thinking. have at least three opportunities for the PCs If the PCs go to a particular location, they’ll
at each step. find what’s there. If they don’t, they won’t.
Method 2 has the advantage of not This is great for when the PCs are exploring
requiring the PCs to go where you anticipated an important place, with foes, obstacles, and
they would go. In fact, they can go where you secrets located in specific areas.
never thought to plant a clue. They might Last, there are time-based stories. For these,
think of something you never would have, like you create a sort of timeline of things that
checking the doorbell camera on the house will happen. This method is uncommon in a
across the street. Magnus Archives campaign, but if you want
to use it, you’d do something like this:
TYPES OF ADVENTURES Say the PCs are after Niles, an Avatar of
Most investigations you’ll run will be event The Buried who wants to murder Emily in an
based. This means that you’ll prepare and run occult ritual. You might create this timeline:
the adventure with the idea that if the PCs 10 a.m. Thursday: The train leaves for Frankfurt.
do action X, event Y happens, and if they do 11:32 a.m. Thursday: Niles murders Emily on
action A, event B happens. For example, if the the train.
PCs talk to Edgar, he tells them that he has 11:45 a.m. Thursday: Niles begins the ritual
no knowledge of the occult. If they search his in the empty passenger car.
Having the PCs feel a lot of time garage, they find all sorts of mystical books as 12:10 p.m. Thursday: The ritual is complete.
pressure can be an interesting well as arcane symbols scrawled on the floor. 12:16 p.m. Thursday: Niles hides the body in
way to increase the tension,
but if overused, this technique The PCs can do either, both, or something the baggage car.
will become irritating. else entirely. 2:45 p.m. Thursday: The train arrives in Frankfurt.
3:50 p.m. Thursday: Emily’s body is
discovered and reported to the authorities.
4:15 p.m. Thursday: Niles checks into an
expensive hotel in Frankfurt.
9:30 a.m. Friday: Niles boards a train for Rome.

The idea is that as part of their investigation,


the PCs may learn about Niles’s plans and get
on the train Thursday morning to stop him.
The GM knows that they have until 11:32
to save Emily, and if they fail, they have until
12:10 to stop the ritual in the empty car.
If they still fall short, they can catch up to
him in the baggage car around 12:16. And
if they do nothing, by Friday, Niles is on his
way to Rome and Emily’s murder is being
investigated by the local police.
The schedule proceeds until the PCs
intervene, and the timetable you create
assumes no PC involvement.
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SIDE PLOTS Not all side plots will involve the


In The Magnus Archives podcast, there are supernatural. The PCs might make a powerful
many side plots or subplots, and many of organized crime syndicate angry with them,
those eventually tie into or become a main or a PC’s brother might be lost in the
plot. For example, Jonathan starts the mountains. Sometimes subplots can involve
first season trying to figure out what his the supernatural, but only tangentially. For
predecessor Gertrude was up to. Later, he tries example, a PC’s mother might be very ill, and
to look into the circumstances of her death. they know of an occult book that holds the
Eventually, learning what Gertrude knew and cure—but at what price?
what she was trying to do becomes vital to the
success of Jonathan and his allies.
You can and should introduce side plots
into your campaign. Not only do they make
your game and your stories feel more dynamic
(there’s more than one thing going on at a
time), but the great thing about side plots
is that they are typically player driven. They
rely on the PCs being interested in something
beyond the current investigation.
Examples of side plots include:
• An NPC important to a PC (a friend,
relative, etc.) has something interesting
going on.
• A PC wants to follow up on something
that happened during a previous
investigation.
• A PC wants to learn more from an NPC
previously encountered.
• A PC wants to learn more about a topic
that offers interesting opportunities for
stories.
• An NPC asks a PC for help in what
seems like a small matter, but grows into
something larger.
• An NPC important to a PC has been
keeping a secret from them.
• A PC is romantically interested in an
NPC (or vice versa).
• An NPC important to a PC mysteriously
disappears, starts acting strangely, or is in
danger.
• The authorities are looking into the PCs
based on something that happened in an
investigation.
• One or more PCs has a rival that
is attempting to undermine their
investigation.

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CREATING A STATEMENT One good example of such an exception is


Most episodes of the podcast include some when characters discover that something is
kind of statement. As a rule of thumb, there already catalogued in the archives and decide
should usually be a statement in every story to follow up on it. Maybe it’s a statement that
at your table. Even if the story isn’t about got lost or misfiled and was never investigated
following up on a statement but instead deals originally. (That is, in fact, how the podcast
with a threat confronting the PCs directly, starts out, before the larger story develops.)
there might be a valuable clue in an old
statement that the PCs reference in the midst THE GM-CRAFTED STATEMENT
Chapter 9: The Statement, of the story. While chapter 9 presents a method for
page 157 Statements are very brief stories of a creating the statement as a group (which is
supernatural encounter or event that serve as fun and helps include everyone), sometimes—
a springboard for an investigation by the PCs. maybe even most of the time—you’ll want
Narratively, they serve the purpose of setting the to create a statement yourself. This might be
mood, and on a metagame level they prepare the important to get the game rolling initially.
players for what to expect (at least a little). Remember that even experienced roleplayers
A statement for the game might be a little expect an adventure hook that pulls them
different from those in the podcast. The into the story to start things off, so it might
reason for this is that the PCs need things to be hard for some players to wrap their mind
do. There should always be plenty of loose around the idea of being involved in crafting
ends or unexplained events. So worry less that instigating hook. At least at first.
about whether the story the statement tells If this is the case, think of the horror tale
has a beginning, a middle, and an end. In you want to tell. It doesn’t have to be long or
truth, it’s really just the beginning. The PCs’ involved. Think of a spooky campfire tale, a
investigation is the middle and the end. They short story, or an episode of a horror TV show
resolve the tale (if anyone does), not the (or, obviously, an episode of a podcast). Don’t
statement. think in terms of a movie or something larger.
Remember that almost every statement is Keep it simple. For example: Someone heard
given by a living person, and they do so in disturbing noises coming from the apartment
person. The exceptions include: next door night after night, and when they
• A letter or historical record that is entered tried to investigate, no one answered the door.
Listening to a few episodes of into the archives as a statement (usually Finally, they complained to the manager, who
The Magnus Archives podcast still a written account—a first-person told them the apartment had been vacant for
will give you an idea of the
scope of the story you want retelling of events that happened to the two months because the former tenants died
and the type of information to writer) in a terrible murder-suicide. Accompanied
include. The cool people at Rusty
Quill have made the transcripts • A statement given by a nonhuman being by the manager (with the key), the statement
of every episode available on • A statement “pulled” out of a person by giver went into the neighboring apartment
their website. an Avatar of The Eye and confirmed that no one was there, and
found no evidence of anything that could
Archivists and investigators don’t normally make the terrible sounds they heard. And that
go looking for paranormal events. They don’t might be it—the whole statement, at its core.
see a news report on television that suggests The main advantage of crafting a statement
occult activity and go investigate it. Obviously, yourself is that you can prepare for the
PCs have autonomy and can do whatever they investigation as you write it. You know the
want, but proactive investigations or missions places, the NPCs, and the terrors involved and
are the exception, not the rule. can get everything ready.

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The disadvantage is that it’s more work for Include what the statement maker
you. And it’s best if the statement is written experienced, or perhaps what they were told
out so the players can refer to it during their secondhand, but nothing more. It’s unlikely
investigation. a person off the street has ever heard of The
Now, no one expects you to be Jonny Sims Buried, so they won’t name that Entity in
when you write this out. It doesn’t have to be the statement even if it is directly involved.
wonderfully written or contain fantastic prose Likewise, the statement won’t have the
or enthralling characterizations. motives of people other than the statement
It does have to contain all the pertinent maker or provide insight into actions taken
facts. These include: when the statement giver is not present.
• The location. Where did the events It’s a creepy story, told in first person. As
happen? The PCs will certainly be going long as that’s what you deliver, you’ve done it
there, so it’s helpful to include further correctly.
details about the location. You don’t have to write the statement
• Time. When did it happen? verbatim if you don’t feel you can do it justice
• The statement maker. Who is relating the or don’t have the time. Instead, you can put Recording the statements
events? The PCs will probably speak with together the highlights as bullet points with all you craft (on your phone or
whatever is handy) and then
them as part of the investigation, if possible. the pertinent details. playing them back for the
If the statement gives an idea of what And when in doubt (or desperate need), players saves you from having to
write it all out and adds a bit of
that person is like, it should be carried borrow a statement directly from the podcast. the podcast’s flavor to your game,
through to when the PCs meet them. Even if the players have listened to that but you might want to have
• Other people involved. If there are other episode, you can change things up in their a written copy for the players
to refer back to. Conversely, it
witnesses, victims, perpetrators, and investigation, or simply have the PCs follow might be easier to get a good
suspicious individuals, the PCs will want up on new information that goes beyond what reading/recording if you do
write it out, if only for yourself.
to interview them too, if possible. happened in the podcast.
• Specific details about the paranormal
events. The PCs need to know what THE GROUP-CRAFTED STATEMENT
they’re investigating, and that requires at Chapter 9 has a method for the group to
least a couple of specific details. It’s not create a statement together. This makes
enough that someone saw a ghostly figure. everyone feel involved and ties them to one of
The PCs need to know what it was doing the familiar touchstones of the podcast.
or other pertinent facts they can follow up In this method, the group is sort of “playing
on. Did it make a sound? What or who out” the instigating events. It can and should
did it look like? Were there other events be creepy or unsettling to be part of this
that seemed to precipitate the appearance? process. Even though it’s not happening to
characters the players are invested in, it’s still
To maximize the effectiveness, try to convey spooky to see the events arise out of a joint
the emotions involved as well as the important conversation. No one person is crafting this
details. If someone is describing something horror, so in a way it might seem like it has a
terrifying, they’ll do it in a terrified way. If life or existence of its own.
they’re mourning someone who has died as While the group is engaged in this activity,
a result of the events, that should be clear. If try to keep them in a serious mood. The
they’re skeptical, that will come through as statement sets the tone for the whole adventure.
well. (You don’t have to be subtle if you don’t For you, the difficult part about crafting the
want to.) statement this way is that you have to turn it
into an adventure. The investigation may probe
some or all of the details the players put into

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the statement, but the adventure will likely know about or didn’t understand. Make the
include other things not in the statement at mysterious being mentioned in the statement
all. The PCs will go beyond what they already a monster or an Avatar of something else of
know and unravel more information, more your choosing. The statement doesn’t limit
NPCs, and more terrifying situations. you—it’s a springboard.
So how do you take what the group crafted And don’t forget that you play a role in
and turn it into the basis of a story that will thrill crafting the group statement too. If you want
The Distortion, page 216 and perhaps surprise them? How do you honor to involve The Distortion, insert a figure
what they created but give them even more? appropriate for that being (even though the
The statement provides the starting point. statement giver certainly wouldn’t know it
The first person the PCs will want to find is by that name) into the statement, even if it’s
Catalogue of the Trapped the statement maker. The first place they will subtle. If you want a copy of the Catalogue of
Dead, page 270 want to visit is the locale where the statement’s the Trapped Dead to be part of the mysterious
events took place. So in a way, the group has events, suggest that there’s a copy in the hands
done a lot of work for you. of someone mentioned in the statement. Plant
Key into who the people involved are, and the seeds you need, then allow them to bloom
prepare for them to be NPCs that the PCs when the PCs get involved.
interact with, if possible. Think about the
places mentioned and what they look like FROM STATEMENT TO PLAY AT THE GAME TABLE
when the PCs go there. What unanswered The biggest obstacle you have in dealing with
questions does the statement raise, and what a group-crafted statement is probably time.
are the most interesting answers to those The group gets together, creates the statement,
questions? and then turns to you, expecting the
Perhaps most important, think about what’s investigation to start. That’s a difficult position
not in the statement. If there’s a house that’s to be in. Some GMs have great affinity for
seemingly haunted, what lies in the rooms that improv and can come up with a story using
don’t get mentioned? What do the neighbors the statement as a springboard very quickly.
not noted in the statement say when the PCs Others might need a half hour of thinking
talk to them? and prep. Still others want a week. You should
And probe deeper. Just because the take whatever time you need. There is no right
statement maker believes that the house is or wrong method. Each, however, has its own
haunted, there might be something else going considerations.
The Vast, page 176 on. Perhaps the forces of The Vast have opened
some kind of doorway in the house, and the No prep. You’re ready at a moment’s notice
ghostly moaning that’s been heard is the wind and you make it up as you go along. You
howling through this door into a realm of improvise descriptions and portray characters
limitless space where one might fall forever. as needed, and for the events that happen in
And perhaps the statement giver’s sister, who the course of the investigation, either they
is only casually mentioned in the statement, come directly from the statement or you pull
is the practitioner who opened it. You haven’t them out of thin air. You might even (secretly)
contradicted anything in the statement, but rely on player ideas that come up during the
you’ve delivered a surprising twist to the investigation and incorporate them into your
players’ (and the characters’) expectations. plans (because you have no plans—you’re
Use the tools the setting provides you, winging it!). If you can do this, pat yourself on
even if they weren’t present in the statement. the back and get to it.
Introduce a book or artefact involved in The game session can begin with the group
the events that the statement giver didn’t statement creation and move directly into

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gameplay. You might be able to make this stats for the monster that threatens the PCs to
a standard so that every game session starts be thoroughly thought out.
with a new statement and the investigation is This means that the group-crafted statement
completed by the end of the session. is the end of the session, not the beginning,
and the adventure it inspires happens next
A little prep. The group crafts the statement, time. You could schedule this so that’s just
then you take your notes and go sit by yourself how the campaign goes. Session 1 is crafting
for a bit. The rest of the group takes a break, the statement, session 2 is playing through
makes food or drinks, or maybe plays a quick the investigation, session 3 is crafting a
card game. You’ve built this break into the new statement, session 4 is conducting that
evening’s plans, so you don’t have to stress investigation, and so on.
about it. A half hour, an hour—use whatever Alternatively, you could craft the first
it takes to figure out how to transform the statement yourself, play out that investigation,
details in the statement into the people, and leave time at the end of the session for the
places, and things the PCs will experience. group to collaborate on a new statement. Then
Jot down a few levels of important NPCs or go from there, crafting next session’s horror at
obstacles that will come into play. Craft a the end of the current session each time.
few surprises that weren’t in the statement to
keep the players on their toes. Don’t worry
about preparing for every contingency, and HORROR
don’t feel like you have to prepare a complete It’s probably worth taking a moment to ask
story. Remember that the players are your ourselves the most basic question: why run
co-storytellers. As you get more experience a horror game? Why not stick with regular
creating an adventure, the time you need fantasy or maybe sci fi?
might get shorter, or it won’t get shorter but The answer is simple.
your adventures will be better. Horror is the best genre for evoking
If you choose this method, you probably emotion. You can evoke emotion with any
won’t complete the entire investigation in one well-crafted story, but horror triggers primal
session. Plan on the next session to be the feelings, both fear and anxiety, but also glee
one where the story is completed. Or make and relief (when you realize that it’s not real).
room for multisession investigations in your A good GM can make the players experience
campaign, because you’ve had a bit of time to actual unease or creepiness in the same way
craft a more in-depth story. that a horror movie makes the viewers feel that
Either way, you only have to prep for the way. You might not be able to evoke jump
first portion of the investigation. You can leave scares the way a movie might, but Magnus
the end reveals, the exciting climax, and so on Archives horror isn’t about jump scares. It’s
for the next session, which means you have a about slow, building creepiness.
lot more time to prepare for those events, and That said, it’s still a game. And games are
to incorporate the PCs’ actions from the first meant to be fun. But the fun of a horror game
session into the second. comes from (safe) fear, from uncovering a
mystery, and sometimes from experiencing
Lots of prep. You want to take your time. some sort of personal success. This is different
As with most RPGs, you want to have time from the “defeat the bad guy, save the town”
between sessions to prepare for what happens type of gaming. In another genre, the PCs
next. You want to breathe life into the NPCs might go up against a foe that is difficult to
and the terrors involved, you want to maybe defeat in combat, and thus it’s a real challenge.
make props or visual aids, and you want the In horror, that foe might be impossible to

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defeat in combat. While there might be other


The broken, juddering mummy ways to overcome the challenge, sometimes
You can subtly glance behind a began to drag itself towards the best solution is to run away screaming.
player who has their back to a me. It was still partially Mood and tone are crucial to horror. Be
door or window to give them the
feeling that something’s behind
bound in the tight burial frank with the players and let them know
them, but don’t overdo it. You’re cloth, but that didn’t stop that a steady stream of funny comments and
trying to subconsciously set them it making its painstaking whatnot don’t fit the tone you’re trying to set.
on edge, not actually make them
way over the dusty ground.
feel afraid of something in the Consider dimming the lights. Some creepy
real world. There was plenty of room to
music played softly in the background can
run around it, it wasn’t even
contribute to the mood. Burn a candle.
that fast, but my legs just
wouldn’t work as it got closer Sit in the room so that the players’ backs
and closer. Its mouth opened are to a door and a window, because the more
and closed stiffly, dark brown open space lies at your back, there’s always
dust falling from it in a that feeling that something is behind you.
steady stream. I have no idea You can bring in (minor, subtle) real-world
how it knew I was there. It discomfort to help convey the mood you want
had no eyes, no nose. There’s for the fiction of the game.
no way it should have been
able to detect me, but it
knew, and crawled directly
towards me.
—MAG 64: “Burial Rites”

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MATURE THEMES One of the phrases you’ll hear related to


Sometimes, it’s appropriate to involve mature tension in fiction is “raising the stakes.” This
themes in horror games. Sex, extreme violence, means that things become even more important
and other topics can certainly fit into the world to the characters (and the players). This can
of The Magnus Archives. But each group occur when their opponents pose bigger threats
must decide for themselves if such themes fit (the missing boy appears to be part of a string
into their game. You should also prepare your of disappearances) or more personal threats (the
stories with your specific players in mind. If disappearance is related to the mystery of what
one or more are very young or have issues happened to a PC’s sister).
with certain topics, avoid things that would be The most obvious way to raise the stakes is
inappropriate. Also be aware that some topics, to put the PCs in jeopardy. They track down
like overt sexuality, rape, and graphic violence the horrible creature that has stolen the child,
might disturb players even when you aren’t but it strikes out at them. Now they’re directly
expecting it. It’s always best to know for certain in danger.
before allowing these topics into your game. Another way to raise the stakes is with a
Think of it like the movie rating system. If twist. The PCs track down the missing child
you can tell the story that you want to tell in and learn that members of a weird religious
a G or PG (or even PG-13) way, you’re likely sect have spirited him away not for some
fine. If events unfold that will give your game nefarious purpose, but because they believe
an R rating or higher, it’s best to talk with only he can save them from a creature of
your players ahead of time. It’s not a matter of pure darkness that hunts them. These kinds
good or bad, but a matter of appropriateness of twists knock the PCs (and the players)
for the audience and giving people a heads-up off-kilter a bit and force them to reassess the
ahead of time—just like movie ratings. situation and their actions. This increases the
tension.
CREATING TENSION
We use the word “tension” in daily life to THE UNKNOWN
mean bad things. Tension means we’re worried Nothing is better at creating tension than that
about something. Tension gives us headaches which we don’t know or understand. A closed
and backaches. Tension in a roleplaying game, door is inherently more stressful than an open
however, can be used in the same way that it’s one, even if we see a terrible monster on the
used in fiction. And it’s crucial for horror. other side of the open doorway. Because the
threat we imagine behind the closed door is
RAISING THE STAKES always worse.
In fiction, a story begins with an inciting Questions are more interesting than
incident. That’s true for most RPG stories answers. Questions intrigue. They encourage
as well, and in The Magnus Archives RPG, speculation and theories. They are mysteries
the inciting incident is almost always a begging to be solved, potential threats
statement. It creates tension. A young boy has waiting to strike, and possible victories
disappeared under mysterious circumstances. waiting to be achieved. They are the very
Ghostly bells were ringing in the abandoned definition of story tension.
church tower. Answers (unless they raise more questions)
So there’s tension right away in the story— do the opposite. They confirm and define. They
something’s gone wrong, someone’s in trouble, refute speculation and theories. That’s not to
or something needs an explanation. But you’ve say that you should never answer a question,
got to keep up the pressure or that tension can but keep in mind that you’ll get more response
fade over time. from a player by posing a question than by

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giving them background exposition. “Folks either from having had a bad GM in the past,
have always been wary of Route 13 in the or from you inadvertently teaching them that
month of October” creates more intrigue than you don’t always do things for a reason.
“A man who murdered his wife six years ago That’s why the illusion of an answer is as
in October lived out by Route 13.” The latter good as an answer. Players don’t need to know
is just a fact. It’s a closed issue, and it might everything, but they need to believe that
be a logical explanation for why the locals feel you do, or that you can come up with what’s
weird about that stretch of road. needed when it’s needed.
A question is a quest (see how the words This ties into the twists we already
are related?). If something weird is going on discussed. Because sometimes something is
by Route 13, maybe the PCs investigate and unknown but we think it’s known. We don’t
learn that something is enticing people to think there’s anything dangerous on the
commit murder out there. But if everyone other side of the door, but when we open
has a logical explanation for people’s unease, it, a terrible monster is glaring. Subverting
there’s nothing to do. And doing things is the expectations is a fantastic tension-builder. As
very core of stories, RPG or otherwise. An soon as the players are absolutely convinced
answer is the end of a quest. When we have that they understand something, it might be
the answer, the quest—the thing that needs time to alter that thing.
doing—is over. And sometimes, you want to make
So fill your stories and sessions with things everything known to players (at least if they’re
that are unknown. Human nature makes the paying attention) and give them no twists.
players assume that the blank spots are filled Why? Three reasons. First, if the players
with things they might find interesting. discover the truth about a situation or a place
If you put questions in the setting or plot, (through reconnaissance, research, magic, or
you need to have answers. Or at the very least, whatever), they should be rewarded. Second,
the illusion of answers. You should know why if the players use that information to make a
people don’t like Route 13, or you should plan and it goes well, that in itself is a fun and
at least imply that there’s a reason, even if novel experience. It makes players feel smart.
you haven’t figured it out yet. From a GM’s Last, if there’s always a twist, they expect it.
point of view, you’ve decided that something They learn not to plan, because plans never
supernatural is going on out there, and if the work. Sometimes the best twist is that there’s
PCs investigate, they’ll find interesting things. no twist at all!
The metagaming danger is that if the
players think you don’t have answers for their LOOSE ENDS AND UNANSWERED QUESTIONS
questions, they won’t ask them. They won’t The Magnus Archives podcast leaves us with
even assume that the questions are questions a fair share of unresolved matters. While we
at all. You might, for example, place an old come away from the overall story feeling very
mirror in a spooky house that won’t show satisfied, not every loose end is tied up neatly.
the reflection of one of the PCs, hoping that This is a good thing.
the question it raises (why don’t they have a Matters left unresolved leave open doors for
reflection?) will intrigue the players and lead further investigations. They leave questions to
them to discover something strange about the answer and shroud your stories in a layer of
mirror and the house. But the players might mystery as well as the unknowable aspects of
Cosmic horror, page 343 never ask that question because they might cosmic horror.
think you just put something spooky or weird
into the adventure for flavor. That’s a lousy
assumption on their part, and it usually comes

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EVOKING EMOTION players are moved—it’s both a sad and a noble


There’s probably no greater moment for a GM moment. By creating an environment where
than when you create situations that affect the real emotions from fictional situations are not
players emotionally in the way that a sad story only safe, but encouraged (rather than being
makes someone sad or a horror story makes embarrassing), you give the players room
someone scared. We all know it’s not real, it’s to feel and to take actions that will evoke
just a story, but good stories bring out real emotions in the others.
emotions.
The GM who has the devious NPC DESCRIBING THE HORROR
suddenly betray the PCs gets the players (not Once you’ve started your campaign and the
just the characters, but the players) to react first session has begun, you need to get used to
with real anger or indignation. The GM who describing what the characters see, hear, smell,
describes the ghostly hand that suddenly feel, and even taste. You’re their senses. In fact,
brushes against a PC’s cheek gives the player you’re the only conduit through which they
momentary but literal chills. The GM who has get information about the fictional world. If
a kindly NPC give the starving PCs their last you don’t say it, the players don’t know about
bit of food causes the players to be legitimately it, and the characters don’t experience it.
touched. Description is very important. You want to
What’s more, if you do this consistently, be clear, evocative, and as concise as possible
you’ll encourage the players to do the same for while still accomplishing the first two.
other players. When a character sacrifices their Similarly, you’ve got to bring NPCs to
life so that their friends can survive, the other the table and have the PCs meet them. You

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need to describe them, of course, but because


they’re people (or creatures or whatever), they I shook my head and turned
can present themselves just as surely as a player to leave, but as I did so, I
saw a small flash of colour
presents their character. They speak, they act,
in the bath. I pulled back
and they react. How they do so will be fun
the white curtain and looked
and memorable or it won’t. Sometimes, your
down. Surrounding the edges
experience being a player in RPGs will help you of the plug’s pristine chrome
create interesting and compelling NPCs. was a small halo of purple.
With descriptions, being Description is vital in horror—both in I leaned over to get a closer
concise is important. Go on what you say and in what you don’t. Although
too long with descriptions, look. It appeared to be some
and the players’ minds will precision is a good thing, pedantic, exhaustive sort of fungus, scrubbed away
drift. Sometimes, what works detail is not. Even if that’s what is needed to fully so only the faintest traces
best are short, declarative,
describe the monster or phenomenon, don’t do remained. There was a spongy,
evocative descriptions with
pauses in between for player it. Leave the players with an impression rather fibrous look to it, and I had
comments or questions. than an exact description. “A creature that the sudden image of long, soft
looks like three black beetles, each the size of tendrils stretching away down
through the pipes. It was the
a mastiff, with too many legs and eyes” isn’t a
colour of a fresh bruise and
full description, but it’s an impression. It gives
smelled sour, like old milk.
the players something to picture, even if it’s
—MAG 93: “Contaminant”
not precisely what you’re picturing. It’s weird
and evocative, and that’s important.
it out. They’re not there to be read to—they
ADVANCED DESCRIPTION want to be part of a game.
GM description is the game master telling the Another tactic is to describe things only
players what they see, hear, smell, and so on. generally and allow the players to ask
(Don’t forget about smell, by the way—it’s questions. By asking, “Are there a lot of books
always particularly evocative.) But description in the bookcase?” what they’re actually telling
can be so much more as well. you is “I go over and look at the bookcase.”
First of all, don’t overlook the cues you give In other words, you’re creating a situation
to players by what you talk about, as opposed where, by asking for more information, the
to just what you say. If you spend table time player is telling you what their action is.
describing something in detail, it should be And because your general description doesn’t
important. Don’t spend a great deal of time focus on any one object or person in the
describing a rat scurrying down a drainage scene, you’re not giving metagame clues by
pipe unless somehow that rat is the key to accidentally providing too much detail about
the whole scene. Whatever you dwell on, the the important things.
players will dwell on. However, sometimes you might want to
For particularly important scenes or give metagame clues. You want to subtly draw
people, you can write down the description the players’ attention to the grandfather clock
ahead of time and read it at the table. This next to the bookcase, because that’s where
accomplishes two things—it makes that the important diary has been stashed, so you
description precisely what you want it to be, give it a bit of emphasis in your description.
with the proper elegance (or terror), and it is Maybe an extra sentence or a stressed word,
an obvious cue to the players that what you’re or maybe you look into one player’s eyes
describing is important. Be aware, however, just as you mention the clock. What you’re
that if you do this a lot, the exact opposite doing is acknowledging that the PCs are
will happen, and the players will start to tune smart, perceptive, attentive, and lucky, so the

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important parts of a scene are more likely, sensory input. In this way, your description
perhaps, to draw their attention in the same does double duty. It conveys both information
way that Sherlock Holmes might go right to and tone. The difference between “You see a
the clock based on insight, observation, and withered old tree with branches swaying in
intuition. the wind” and “The dead tree, silhouetted by
In poker, players can detect when another the dying light of day, looks like an old crone,
player is bluffing by unconscious mannerisms beckoning you into a trap with her withered
they display called “tells.” Become aware of limbs” is huge without having to be so overt as
your own tells as a GM. If dark-haired men saying “You are creeped out by the tree.”
are always sinister, outgoing young women
are always trustworthy, or evil occultists DON’T PROVIDE SPECIFICITY UNLESS ASKED
always live in trailer parks, these are tells and You don’t need to tell the players how many
your players will pick up on them. Make crates are in the storeroom. In fact, you
sure that the information you convey with shouldn’t—not only because it’s almost
your descriptions is the information you certainly not important, but also because
want to convey. You can accidentally reveal the implication is that someone took the
the murderer in a mystery by dwelling on time and counted. An exact count of items
them too long, but sometimes you can do the or even people (if there are more than, say,
same thing by not focusing on them enough. five) should almost never be in your initial
Listening is an important GM skill, and description.
sometimes, that means listening to yourself. Even afterward, don’t provide an accurate
count unless a player asks for it. A player
DESCRIBE WITH EMOTION asking that question is actually stating an
This is a tricky subject because you don’t action. They’re basically saying, “I count the
want to tell the players how their characters number of people in the bar” or, perhaps more
feel, yet as humans we perceive the world appropriately, “I try to get a clear picture of
through a lens of emotion. Certain sounds are the situation.”
terrifying. Some sights delight us or give us To instill a little unease in your game,
hope (depending on the situation). Injecting consider how unsettling it can be to never give
emotions into your descriptions—again, done certain precise details. If you tell the players
carefully—can add a great deal of impact. that the monster has “too many legs,” that
Consider the following examples: conveys both information and mood in a way
“Then, over the hill, through the mist, you that telling them it has ten legs never would.
see a glimmer of light. Dawn arrives like a If a hulking, shambling thing looms over the
savior, bringing with it hope and relief as the players but you never give it a precise height,
creatures of darkness throughout the field slip each player will, in turn, conjure up their own
into the shadows.” mental image of what that means.
“The insidious psychic intrusion slips into You can do the same with things like
your mind like a serpent, slithering its way into direction and distance. It’s hard to know
the nooks and crannies of your consciousness, a precisely which direction a strange knocking
thing of pure revulsion and fear.” sound is coming from when you’re exploring
“The cozy warmth and light within the old a creepy old house. Did it come from upstairs
woman’s home, the smell of freshly baked cookies, or from the next room over? Realistically,
and the soft, well-worn chairs in her living it’s hard to tell. Narratively, it’s effective not
room bring a moment of calm to your heart.” to tell. The unknown quality of it is creepy.
These descriptions aren’t outright intrusive, Similarly, deep in a dark underground tunnel
but they convey emotions in addition to system, can the PCs really tell that the

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menacing figure stands 35 feet (11 m) away? perceive, not necessarily what is there. “You
Distance is something that most people are see a shadow moving in the trees.” That’s
actually bad at estimating. Even if you give all you give them because that’s all they can
the PCs credit for being capable, the exact perceive, at least at that moment. In the
distance between two things might take them players’ minds, they each might see a different
some time to estimate. shape of shadow. One might imagine a lurking
Of course, you can vary your descriptions assailant while another might think it’s a deer.
based on the character. A scientist or a park That’s okay, because that’s actually the way it
ranger might be able to calculate that the top works. Ask three different people to give an
of the hill is 450 feet (137 m) away, but to a accounting of an event after the fact and you’ll
computer programmer it’s just “pretty far.” get three different descriptions.
Likewise, you might say to the person playing Play with the fact that we are all our
an automotive enthusiast that they see a 2023 own unreliable narrator. Characters might
Ford Mustang Mach-E, whereas everyone else mistake a house settling for something more
just sees a “recent-model two-door blue car.” dangerous. One PC might be sure that there
The additional information appropriate to are four foes, while another is aware of only
a character can come immediately, or it can three. Sometimes the snapping twig in the
come later. distance is never explained. Sometimes the
In other words, eschew the idea that you’re heroes don’t realize that the monster was a
describing an objective reality. Putting aside man in a mask until he’s lying unconscious at
the philosophical debate regarding whether their feet after they’ve beaten him up.
there even is such a thing, remember that the
description you provide is what the players

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e fact
Play with th
or even understanding in the scope of the

all our
mindbogglingly infinite and the forces at play Although racism is sadly quite
that we are within—that’s the essence of cosmic horror. prevalent in early cosmic horror
le
own unreliab
stories—particularly those from
The Entities represent these cosmic forces. Lovecraft—it has no place in
narrator. While they prey upon humanity (and, in fact, the setting or stories of The
Magnus Archives.
all living things), they are as different and
removed from us as we are from the
USE THE SHARED EXPERIENCES single-celled organisms in the surface of a tidal
OF YOUR FRIENDS pool. And if you’re going to say, “Hey, wait a
Use any sort of common experience you minute, Jonathan Sims stopped them in his
have with one or more of your players. “This universe at the end of the podcast and he was
church looks a little bit like the big Methodist just a human,” remember that he was able to
church on Maple Street, except with a huge do so only because he had the powers of The
statue of an angel in front.” This is a sort Eye at his disposal, and thus was likely closer
of secret language that you and your close to the Entities at that point than he was to If you’re not familiar with
friends share, and you should use it. Your being human. And in the even larger picture, Lovecraft or Cthulhu, they’re
not that important to our
GM voice—the words you use to describe his success was really just him playing the purposes here, but if you want
and narrate—doesn’t need to be detached or part of a pawn in a plan by The Web. So yes, to learn more, everything
you’d ever want to know (and
authorial. Sometimes a description that’s more humanity in this setting remains insignificant much, much more) is just
casual or familiar conveys more details. in the cosmic sense. Nevertheless, if The an internet search away.
Magnus Archives podcast teaches us anything,
COSMIC HORROR it’s that we insignificant humans still have
As much as genre (and subgenre) labels are truly compelling stories to tell. And that’s
useful at all, The Magnus Archives can be where you and your group come in.
labeled not just as horror, but more specifically One of the keys to cosmic horror lies in
as cosmic horror. our inability to completely understand and
Obviously, the roots of cosmic horror come define the forces at play. You’re reading this
from writers like Lord Dunsany, Algernon in a rulebook, but honestly, there are no
Blackwood, and—most prominently—H.P.
Lovecraft and those who followed in his
wake. The Magnus Archives is not strictly
Lovecraftian, and it certainly is not a part
of the Cthulhu Mythos, but we can benefit Don’t
design
from looking at the icons of cosmic horror to
scenar a
understand the general milieu a bit better. io tha
come t c
to a d an
The horror of cosmic horror comes from
scary monsters, knife-wielding maniacs,
stop i ead
f the
PCs
spooky things in the dark, and so on—just
botch
one ro
like it does in plenty of other types of horror.
Cosmic horror, however, places all these
There ll.
things within a larger canvas focused on one
always s h o uld
specific fear: the fear of the unknown. And
be mu
paths lt
to suc iple
not just the fear of not knowing what’s down
the dark alleyway, but the fear of not knowing
the true nature of reality. The fact that we
cess.
are mere specks in a vast universe, not just
insignificant, but incapable of significance

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THE FLOW OF INFORMATION


As mentioned, you are the eyes and ears of the players. a river in the distance. That kind of thing isn’t worth a
They can’t know anything about the world unless you tell roll, but for some reason, you might not want to give out
them. Make sure that the information you provide is both the information automatically. This method also rewards
precise and concise. Be evocative, but not to the point that a perceptive character, who will hear the noise before
the players lose details in the language you use. Be open to anyone else. Don’t forget to increase the difficulty for
answering their questions about the world around them. distance in such a situation.
Sometimes it’s easy: a PC looks over the top of the
hill, and you tell them what they see. Other times things GM Intrudes: Rarely, you can keep things to yourself
are hidden, or there’s a chance that they miss something and spring the knowledge of what happened as a GM
important—secret panels, ghostly figures, creatures with intrusion. If the PC discovers that their pocket is now
natural camouflage, details of significance in a crowded empty of coins, that’s certainly a complication. Sometimes
marketplace, and so on. In these cases, perhaps a roll is the “discovery” itself is a complication—for example, the
involved. But it’s odd to ask players to roll when they character notices a mugging going on in the alley as they
haven’t taken any actions. It’s within the bounds of the walk by.
rules, but it can be jarring. There are different ways to
handle the situation: you can call for a roll, compare FAILURE TO NOTICE
levels, or use an intrusion. If PCs miss a sensory detail, you should consider very
carefully what to do about it. If there’s an important
GM Calls for Rolls: This is the most straightforward clue under the table in the office, maybe a perceptive PC
approach. It’s always the best choice if a PC’s action is to should just find it (no roll required), particularly if they
search, listen, or otherwise keep an eye out. If a PC is on said they were looking. To do otherwise might mean
watch while their comrades rest, call for an Intellect roll submitting to the tyranny of the dice. Just because the PC
immediately and use the result if anything happens during rolled a 2, should the adventure come to a dead stop?
the entire time they are guarding. Well, in the first place, don’t design a scenario that
But what if the PC isn’t actively looking? Let’s say a can come to a dead stop if the PCs botch one roll. There
pickpocket moves up behind them to lift their wallet, should always be multiple paths to success.
so you ask the player to make an Intellect roll with a In the second place, consider your other options.
difficulty equal to the pickpocket’s level. (Arguably, they Maybe the PCs will learn of the existence of the clue later
could make a Speed-based roll to see if they are quick and they’ll have to backtrack to find it. If the characters
enough to catch a glimpse—it’s up to you.) Some PCs are don’t find the clue under the table, an NPC might—
skilled in perception, and that would come into play here. and then lord it over them with a show of superiority.
Success means that you tell the character what they see, If all else fails, as noted above, sometimes discovery is
and failure means that they notice nothing. However, the a complication, and you can simply foist it upon a PC
player knows that they had to make a roll, so they know through GM intrusion. In such a case, however, you
that something was up. One way to keep players on their might want to include a challenge. For example, the
toes is to call for rolls when there is nothing to notice. PC finds a secret door accidentally by leaning against a
hidden control pad, which makes a great deal of noise,
GM Compares Levels: You can take the player out of the alerting the Avatar of The Dark in the next room.
equation (so as not to alert their suspicions) by comparing On the other hand, perhaps in such a situation, the
the PC’s tier to the difficulty of the perception task. Ties PCs didn’t “earn” the discovery—if there was no roll, then
go to the PC. You can still figure in skills and assets as no Effort was used and no risks were taken. That’s not
bonuses to the PC’s tier. So a third-tier character trained good. Maybe the PCs just miss out this time. Maybe they
in perception will spot the level 4 predator cat stalking should learn to be more observant.
up behind them. This method is particularly good for In other words, the answer depends on the situation.
determining simple results, such as whether the PC hears Don’t hesitate to vary things. It keeps the players guessing.
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rules governing the supernatural forces of the


Entities. We don’t even truly know if there are
fourteen Entities, one Entity, or some other
The
Nevertheless, if
number. In fact, maybe the idea of numbering

Magnus Archives
and categorizing them is not even appropriate.

us
For another matter, what is an Avatar? How
does a person become one? The exact process podcast teaches
at
seems unclear—and that’s the point. It’s
anything, it’s th
we insignificant
beyond full human comprehension.

humans still have


While cosmic horror can be nihilistic, it
doesn’t have to be gloomy all the time. You
can still have moments of hope, and the PCs truly compelling
can still experience small victories. They’re not
going toe to toe with the Entities, but they’re
stories to tell.
doing small things that hold those forces at
bay, at least for a little while.

MAGNUS ARCHIVES HORROR


What are the ingredients that make a Magnus they are the fear. More fear makes them
Archives story? What sets it apart from stronger because they are that fear. It’s like
other types of horror? The distinctions are a cancer growing stronger by spreading
nuanced but important, and while some relate through the body, but in this case “the body”
to the format—statements and follow-up is composed of all the conscious living beings
investigations—others deal with theme and on Earth.
similar aspects. That means that everything they or their
• Fear servants do comes back to fear. The Dark
• The supernatural breeds darkness because of the fear inherent
• Sacrifice within it. The Slaughter isn’t interested in
• Family (including found family) carnage itself, but rather the terror, dread,
• Flawed—even corrupt—“heroes” and/or shock it gives us. While an Avatar of
• Villains motivated by delusions of The Desolation might be a pyromaniac that
grandeur and nihilism delights in seeing things burn, their awful
master only cares about the fear engendered
FEAR by the pain and loss of burning things.
This is a horror game, after all, so it almost When creating a story for this game, think
goes without saying that The Magnus Archives about which of the Entities is involved. The
is about fear. But as you may know from circumstances might suggest that more than
listening to the podcast, it’s more than that. one could be, for remember that they are
The very heart of the setting and the impetus all intertwined in a way that we don’t fully
to every story are humanity’s fears literally understand, and likely once were all a single
given life (of a sort). The cosmic Entities Entity. The Entities, page 166
involved are these manifestations, and they are
as mysterious and unknowable as any “Great
Old Ones” that you might be familiar with in
other stories.
It’s worth remembering that these aren’t
malevolent gods that feed on fear, but rather

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THE SUPERNATURAL SACRIFICE


Ghosts, psychic powers, inhuman monsters The forces arrayed against humanity are vast
capable of impossible actions, people and powerful. How can the characters possibly
returning from the dead—all of these weird hope to succeed? Unfortunately, it’s almost
and wondrous elements exist in the setting, always through some sort of personal sacrifice.
Character death, page 136 as well as many more. There really is nothing Sacrifice doesn’t have to mean character
too outré that couldn’t be a part of a Magnus death, although it certainly can. Sacrifice
Archives story. can entail the loss of a character’s goal, their
All supernatural elements are based in fear. money, their self-esteem, their beliefs, or their
If something unnatural is going on, its essence principles.
ultimately comes from the Entities. There As a GM, you can engineer situations that
is no “good magic.” There are no random encourage or even require such sacrifices.
supernatural events. If something spooky If the PCs are trapped, their only means of
happens, it happens to further the power, the escape might be one character staying behind
aims, and the growth of the Entities of fear. so the others can go free. A PC might be
People might believe that there is magic forced to make a choice between saving one of
in the world they can harness for their own the other PCs or an innocent person (NPC) in
ends, or that the supernatural can be used to the wrong place at the wrong time. Or a PC
fight evil, but ultimately, such things always might make the ultimate sacrifice and throw
magnify the manifestation of fear. It’s a vicious themselves in front of a deadly attack to save
circle (and part of the nature of the cosmic their friends.
horror involved) that sometimes the only Sacrifice should never happen accidentally
way to fight the supernatural is to use the or inadvertently. Make sure the characters
supernatural, but in so doing, you only make know what’s at stake and what the (potential)
the forces you oppose stronger in the long consequences of their actions might be.
run. Consider this situation: Three PCs are trapped
Occultist, page 51 An Occultist might use some power to stop in a train car with an erratic and cruel Avatar
the forces serving The Buried from completing of The Lonely, who has a gun and hates being
the ritual of the Sunken Sky, which can in enclosed places with other people. She
be seen as a temporary victory against that quickly descends into a manic, agoraphobic
particular Entity, but in the larger picture, the fit—she is probably going to kill them. The
Entities collectively are strengthened. If you’re doors are locked and they cannot run. They
in quicksand, you can struggle to get out, but could try to get the gun, but they know
your struggles eventually drag you deeper into that one of the characters would likely get
the muck. seriously hurt or worse. However, one of the
That isn’t to say that such powers shouldn’t PCs, Charlie, knows through research that
be utilized. Sometimes it’s the only way to this particular Avatar has the ability to absorb
survive—the only way to hold the Fears off. the memories of others. Charlie offers her
The Entities of fear have no counterparts. the chance to take one of his memories in
There are no gods of hope or goodness. No exchange for all three of them going free. The
supernatural agency steps in to protect us or Avatar tells Charlie (and thus the GM tells
give aid. The only opposition the Entities face the player) exactly what she wants. “I’ll take
comes from humanity, which is appropriate your most loving, warmest memory of your
because humanity otherwise serves as their mother,” she says, almost hungrily. “I’ll take it
victims and their fodder. It’s them versus us. and throw it away so it’s gone forever.”
Charlie stoically agrees, making a huge
sacrifice to save his friends.

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FAMILY spreads along family lines not unlike a virus.


Those that serve the Entities are nothing if And not all such “families” are blood
not intricately connected to one another. relatives. These misguided fools and
Sometimes, they are literally blood relatives. psychopathic villains cling together in
Julia Montauk, who serves The Hunt, is the tight-knit groups. Sometimes they refer to
daughter of Robert Montauk, who serves (at themselves as a religion, like the Cult of the Cult of the Lightless Flame,
least indirectly) The Dark. Peter Lukas doesn’t Lightless Flame. Other times the connecting page 171

just ally himself with The Lonely; he comes tissue is more esoteric, as with the Fairchilds,
from an entire family who serves that Entity. people who serve The Vast and adopt the same The Vast, page 176
This means that when the PCs encounter surname but aren’t actually related.
someone who is involved with the On the flip side, the concept of family arises
supernatural, it’s possible—perhaps even in a different way. The PCs will, over time,
likely—that they will discover someone related take on an aspect of found family that creates
to them who is involved as well. Perhaps the bonds difficult to sever. Even as one character
related character serves the same ends but in begins to change and become something
a different capacity. Perhaps they represent a slightly terrifying, the other characters should
succession of power. Or perhaps they serve feel both willing and obligated to stand by
a different Entity in a different manner them.
altogether. The point is, the supernatural Speaking of characters growing terrifying…

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

BEING A DYNAMIC GM
With some practice, you can take your GMing to the next level.

MOVING AROUND
There’s a temptation to sit at the game table, perhaps half hidden by a GM screen, and
run the whole game from that sedentary position. But consider how much more dynamic
you can be if you stand up and move around. Your gestures become larger, you ensure
that everyone can see your face, and you’ll energize yourself in ways that will help bring
excitement to the game. If something happens to one player’s character in particular, get
up and walk over to them. Use your whole body to gesture, not just your hands. If the PCs
speak to a penitent monk, bow your head and don’t look anyone in the eye. If the military
commander is chewing them out, stand over them imperiously with your chest thrust
forward and your face grim. When they go into the old factory at night, lurk behind the
players as they sit at the table so that sometimes they’re not sure what you’re doing or where
you are. This is the very definition of dynamic GMing.
Of course, you don’t have to stand or walk around the whole time. In fact, you should do
it as a way to punctuate and convey the mood. When things happen with sudden action,
leap to your feet!

VOICES
Not everyone can do an array of voices and accents. But practically everyone can make
their voice lower, higher, louder, softer, and so on. Attach a vocal quality to every major
and some not-so-major NPCs. Even if you have a range of only five different voices, use
them all. As long as you space them out and don’t have two low-speakers right after each
other, you’ll still be using your voice effectively to convey character.
Obviously, overblown, racist accents are never a good idea.

Avatars, page 89 FLAWED HEROES become an Avatar of one of the Entities in


Sometimes characters aren’t wholly good. order to fight against the Entities, using the
Altruistic, perhaps, but not wholesome. mystic abilities they’re granted to further that
Not without some moral failings and fight, even though they know that, in the end,
questionable actions. such tactics will likely doom them.
Some characters do what they do for ulterior
motives—to learn what happened to their VILLAINS MOTIVATED BY DELUSIONS OF
missing brother, to make a name for themselves GRANDEUR AND NIHILISM
in occult circles, to get more likes on social While the Entities are too vast, too powerful,
media, and so on. They’re not true heroes. and too alien to fight against directly, the
Other characters are more than willing to villains that characters can oppose—and
use unsavory means to get what they want. perhaps sometimes defeat—are the humans
They don’t hesitate to break into places to that choose to serve the dark forces. But why
get information, rough up people they’re do such a thing? Why work with Entities of
questioning, and maybe worse. fear to turn all existence into an eternal
Once in a while, in a dark setting such as terror-filled hellscape? One word: power.
this, a character must use downright horrific These misguided souls believe that when
means to achieve a desired end. They might some kind of apocalypse comes thanks to their

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1. A list of appropriate names


the
Being true to
No matter how much you prepare, you’ll end
podcast,
mood of the
up creating some NPCs on the fly, so have a
in
or to horror
list of names to use when this happens. Leave
rsedes room to write a quick note next to each name
general, supe
is book.
you use in case that NPC shows up in the
any rule in th game again.

actions, they won’t fall victim to the horrors 2. A brief outline


unleashed. They’ll be not only spared but The outline is an idea of where you think the
rewarded for their faithfulness and hard work. story could go. Of course, the key word is
The belief that you’ve got secret knowledge think. You can’t know for certain—the actions
that few others possess and that it will put of the PCs will take things in unexpected
you in a position of power is an enticing and directions. In truth, “outline” is probably
compelling one. It makes you feel special, and not the right word. Think in terms of places
it gives you hope where you might otherwise the PCs might go, people or creatures they
never have any. might interact with, and events that might
And then there are people who seem to take occur. For example, let’s say the PCs are
physical and emotional pleasure in serving investigating a mysterious disappearance in a
the Entities. They delight in spreading fear small rural town. Your notes might look like
and relish the specific aspect of the Entity the following.
they favor. The Avatars and servants of The
Desolation, for example, love to burn things. Julia Corden disappeared from the parking lot
They love to destroy and inflict pain with their of the big box hardware store where she worked.
cherished fire. As they use the abilities their North of town.
master grants them, their master grows in Julia lived in a small, run-down rental house.
power, and thus so do they. It will lead to the Partner: Angela—distraught and prone to drink.
inevitable, eventual downfall of those servants, Store: Home Center. About thirty employees.
but in the meantime, it’s quite a rush. Manager: Bill Barnett (level 2). Surly. Trying
to cover up the disappearance because he doesn’t
want the publicity. Denies everything.
PREPARING FOR THE GAME Witness: Marie Hart saw Julia disappear
SESSION right in front of her. Doesn’t want to talk about
This game doesn’t require you to spend hours it because she’s afraid she’ll lose her job (level 4
carefully designing stats for NPCs (unless to get her to talk). Knows Julia recently found a
you want to). There aren’t a lot of rules to strange item—looked like a large silver coin with
memorize. It’s not worth writing out elaborate a spiral symbol on it.
descriptions of each encounter because if you Security footage: Shows Julia’s disappearance,
let things proceed organically, many planned then the video goes blank. Need to convince
encounters might not be used. The simplicity manager to see it (level 4) or sneak into the store’s
of the rules allows you to come up with a lot back offices.
of the details as you go along, since you don’t Intrusion idea: Local corrupt deputy Woodrow
have to reference loads of books and stats (level 3) harasses PCs while they’re in town (he’s
during the game session. looking for a bribe to leave them alone). Friend
To prepare for a session, you need to create of Bill Barnett.
only three things: a list of names, a brief Local priest: Father Rorvick. Has seen small
outline, and a list of ideas. coins like the one Marie describes and says they

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

are symbols of a “devil cult.” Thinks the cult cool visuals, or important side plots. For
might be holed up in an old farmhouse east of example, your list might include:
town. • A music box from the 1800s with ornate
but slightly macabre decoration, currently
And so on. broken
Obviously, that’s just the beginning, but • A man with one side of his face horribly
you’ve covered a lot of the contingencies. burned long ago
Some of that material might not get used. The • Graffiti painted on the side of a building:
PCs might not go to her partner—only to the “I saw it. And worse, it saw me.”
store and then to the priest. Maybe they won’t • Dogs constantly barking in the distance,
go to the priest at all, and you’ll need to have then silence
someone else direct them to the farmhouse. • A trail of blood that leads to a door that
Or maybe the PCs will come up with a wholly won’t open
unexpected path of investigation.
These are all ideas that you can sprinkle
3. A list of ideas into the game when appropriate. You haven’t
Just like with the list of names, jot down a tied them to a specific encounter, so you can
bunch of random ideas. These are things you insert them whenever you want. You might
can throw into the game at a moment’s notice not use them all in the same adventure—
if needed or appropriate. They might be flavor, they’re just ideas.
CHAPTER 14
RUNNING THE GAME

AN EXAMPLE OF PLAY
Sometimes the best way to understand a game is to see it THEO (playing Ivan, a second-tier Fearless Occultist who
played. This section provides the next best thing: a script Would Rather Be Reading): I walk up to the shack.
depicting a group playing through an encounter in an
investigation in The Magnus Archives RPG. SUSAN: I cover him with my pistol.

GAME MASTER: Just as the original statement THEO: I’m going to check around the door—search for
suggested, there’s a wooden shack near the river. It looks anything strange or dangerous.
old, and the years have been unkind. The door is on the
side facing the river. GM: Okay, Theo. That’s going to be an Intellect task.

SUSAN (playing Audrey, a second-tier Cautious Protector THEO: I’m going to use a level of Effort. I have an
Who Carries a Gun): Does it look like it’s still used? Does Intellect Edge of 1, so it will cost me 2 points from my
anyone live there? Pool.

GM: It’s tough to know that without investigating further, The GM knows there’s nothing to find at the
but there’s no sign of anyone moving inside. doorway, but she muses for half a second as if
pretending to figure out a target number.
DOM (playing Chris, a second-tier Smart Investigator
who Helps Their Friends): So there are windows we can GM: Roll.
see into.
THEO: Rolled a 7.
GM: Yes, you see two.
The group is playing a modified version of “Liquify,” the adventure in chapter 16.
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THE MAGNUS ARCHIVES ROLEPLAYING GAME

GM: You don’t find anything out of the ordinary. GM: You can make an Intellect-based roll. And I know
However, tracks on the ground indicate that someone goes you’re trained in perception.
through this doorway on a regular basis.
DOM: I ask Ivan to give me a hand.
Dom’s character Chris is the best in the group at
searching, but any character can try any action, and THEO: I was going to check out these bone things
by using Effort, they’ll even be pretty good at it. hanging everywhere. They might be part of some kind of
occult protection.
THEO: I’m going in. I really think that there’s some
occult knowledge or something in here. The statement DOM: Good call. You do that first before anyone pokes
mentioned a creepy old book. around too much.

Theo’s playing Ivan’s descriptor to the hilt. SUSAN: Don’t touch them if you don’t have to.

DOM: Hang on, you don’t know what’s in there. I go THEO: I am trained in occultism, of course, and I’m
with him. going to use Effort to see if these things ring any bells
from my previous studies.
SUSAN: I’ll go too, but I’m keeping my eye out for danger
from the outside as well. GM: Okay, as you know, that’s an Intellect-based task.

GM: The door opens with a creak, and it’s quiet and dimly THEO: 17! And it’s eased by two steps.
lit inside. The ceiling is already low, and small, delicate
pieces of art assembled from animal bones hang from it, so The GM anticipated this and had written in her notes
it’s tough to move in here without jostling one. that this task has a difficulty of 4. Theo reduces that to
2, so he only needed to roll a 6. He easily succeeds.
SUSAN: I don’t like this at all.
GM: Yeah, the objects are delicately assembled and held
DOM: I keep my eyes peeled. together with wire and twine. Most of the shapes resemble
mystic symbols you’re familiar with. Symbols that suggest
THEO: I’m looking for books or papers or something. an eye is watching you.
There must be some shelves or an old trunk or something.
THEO: This is like an alarm. An early warning system.
GM: Not that you perceive.
SUSAN: Is it an eye watching, or The Eye?
DOM: A table? Chairs? A bed?
The GM shrugs slightly with her eyebrows
GM: Not that you perceive. raised and a mysterious glint in her eye.

DOM: This can’t be right. The statement made it seem THEO: Could be both.
like someone lived here. It mentioned an old man.
DOM: The point is, someone probably knows we’re here.
THEO: And a book. Do we get out, or search?

The GM says nothing. THEO: Search!

DOM: Okay, let’s search around. Maybe the floor. Are SUSAN: [sighs] Fine. But I’m ready to shoot the first
there loose boards? dangerous thing I see.

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Dom goes back to their original idea of searching, and Theo SUSAN: Oh fu— [sigh] This is not my day. I roll a 2.
assists. With Chris’s skill and Ivan’s help, they ease the task by
two steps. The difficulty is reduced to 3, and Dom rolls a 9. That’s a GM intrusion on top of a GM intrusion. Ouch. The
GM thought that Audrey would have time to look around
GM: You do indeed find some loose floorboards. Lifting before the danger made itself known, but she decides the roll
them off, there’s a hole going down into the cold, dark of 2 escalates things. Also, since 2 is in GM intrusione range,
earth, just big enough for a person to pass through. It Horror Mode heightens, and the intrusion range is now 1–3.
smells like wet dirt down there.
GM: You fall, but not all that far. The impact is jarring
DOM: I turn on my flashlight and look down. but likely nothing more than a bruise. You gain 2 points
of Stress. However, while you’re still on the ground, cold
GM: Old wooden planks have been hammered into one bony hands grab you by the shoulder and pull you into the
side of the shaft going down, making a crude ladder. chamber, out of the light from Chris’s flashlight.
There’s a dirt-covered floor at the bottom. Horror Mode
has come into play. Intrusions happen on a 1 or a 2 now. DOM: Something’s down there!

SUSAN: Oh, great. I come take a look, still being careful GM: Dom and Theo, your characters see this from above,
not to touch any of the bone things. Do the planks look so each of you should make Intellect defense rolls.
sturdy? How far down does it go?
They both fail and gain 1 point of Stress
Susan’s also taking her descriptor to heart. each from the shock of these events.

GM: The nails are rusty. The planks are splintered and SUSAN: I reduce the Stress I gain by 1, thanks to the
warped. The depth is maybe three times your own height. ability Scarred and Hardened.

SUSAN: I’ll go down first. I guess I’ll have to holster my THEO: My ability Seen Some . . . Stuff reduces my Stress
gun. You keep the flashlight pointed down here. from shock by 1 as well. But I’m still really worried about
Audrey! I’m going to get down there as fast as I can, even
GM: Okay. There’s no need to roll for climbing, especially if I get hurt.
since I assume you’re being careful and going slow.
However, about halfway down you hear a pained creaking GM: That’s going to be a Speed-based task. While Theo
sound, and the plank you’re hanging onto pulls from the rolls, Susan, you’re on your back in the dark, but whatever
wall! grabbed you isn’t still holding on. You can see the shaft
that you came down, but nothing else down here. What
The GM stands up when she says this. It’s a are you going to do?
GM intrusion, so Susan will get 2 XP.
SUSAN: I draw my gun and wave it around purposefully.
SUSAN: You said it was a tight fit down this shaft. I’ll Whoever it was doesn’t know I can’t see them, right?
brace myself on the other side.
GM: A voice says, “I knew you were coming.” It’s gravelly
GM: Sorry, but this happens about halfway down, where and strained, like it’s being pried out of a throat that hasn’t
the shaft descends into one side of a chamber of some spoken aloud in a very long time.
kind.
SUSAN: I try to make out where it’s coming from and
SUSAN: Crap. Well, I try to grab another plank. point the pistol in that direction. “Who are you?”

GM: That’s a Speed-based task.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

GM: “You put too much faith in that ridiculous weapon.” DOM: Do I reach the bottom?
Now it seems like the voice is coming from somewhere
else. But before you say anything else, Theo, how’s Ivan GM: Yes. You arrive just after he says that.
doing on the climbing rungs?
DOM: I tell him, “We’re here looking into the possible
THEO: I rolled a 10 and I used two levels of Effort. murder of a man named Timothy Dunn. We’re not
the police. Honestly, we’re mostly interested in the
GM: Susan, you hear a clatter and probably a grunt or two circumstances of his death.”
as Ivan climbs down to the chamber. It’s really more of a
desperate, controlled fall, but he lands on his feet. GM: He listens and seems to size you up, but convincing
him to help you is an Intellect-based task. Make a roll.
DOM: I’m right behind him. Actually, I yell to Ivan that
I’m going to drop the flashlight down to him, and then I’ll DOM: I wish Phillip was here. We need our Elocutionist
climb. Maybe a bit less dramatically than he did. for stuff like this. Anyway, I’ll use two levels of Effort. And
I roll . . . a 20!
GM: Susan, what do you do?
GM: That not only succeeds, but you get the points you
SUSAN: I say, “There’s someone down here. We need that spent back too. Plus, you get a major effect.
light.”
DOM: Hmm. Maybe there’s something he wouldn’t
THEO: Probably the old man from the statement. normally tell us that he’d be willing to share?

SUSAN: If so, he’s a strong old geezer. He manhandled me GM: The old man works his jaw as he considers the
pretty easily. situation. Finally, he says in a low voice, just above a
whisper, “Yeah, I knew Timothy Dunn. And I know how
GM: Theo, it’s going to be a pretty simple Speed-based he died too. I’ll answer every single question you have, but
task to catch the flashlight. I’ll just tell you it’s difficulty 2. first, you have to bring me my book.”

THEO: I roll a 7. I got it and shine it into the darkness. THEO: Finally! I knew there was a book!
I’m trying to find Audrey, but also maybe this guy that
grabbed her. SUSAN: What book?

GM: Theo and Susan, you see a cramped little cave-like GM: His voice gets even quieter. “It’s called The
room with a rough dirt floor. It’s damp and cold. Near the Boneturner’s Tale.”
entrance to a tunnel going off into darkness, you see an
old man wearing what looks to be a long grey nightshirt
streaked with dirt stains. He’s bony—almost skeletal—but
somehow gives you the impression that he’s more solid
and stronger than his frame would suggest. Maybe it’s the
confidence he exudes. He’s clearly not afraid of you in any
way, even though Susan’s got a gun.

SUSAN: “Who are you, old man? What are you doing
down here?”

GM: “Waiting for you.”

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CHAPTER 15

ADVENTURE ONE: THE


RESURRECTION MOUND

“T
he Resurrection Mound” is an Corruption. Destroying it would be a very
investigative scenario for beginning good thing.
characters. It assumes the PCs work Investigators might also run afoul of two
for the Magnus Institute (or something very mysterious, supernatural beings posing as
much like it). exterminators, Beacon and Howe, who
are interested in nurturing the insects and
harvesting the corrupt egg sac.
CONTENT WARNINGS
• Human remains
• Parasitic infection BACKGROUND
• Hornets/wasps A synthesis of two very different fears, the
• Animal remains Resurrection Mound and its attendant insects This adventure could be set
• Child welfare contain aspects of both The Corruption and The anywhere, but as written, it’s
presumed to be in a large town
End. They exist to return the dead to a state that or city in the UK.
can only be thought of as a mockery of life.
The mound is under the care of two servants Gardens in the United States
SYNOPSIS of The Corruption, who call themselves are typically called yards or
backyards.
The Jeong family discovers strange insects Beacon and Howe and pose as exterminators.
building a nest in their garden. The nest grows The Jeongs are an extremely average family
very large and displays the ability to somehow in the wrong place at the wrong time.
resurrect the dead. When Tom Jeong dies, his
wife Karen sprinkles his cremated ashes on the
nest, restoring him to a semblance of life. THE STATEMENT OF
When the PCs arrive, Karen and her young KAREN JEONG
son Nicholas try to cover up Tom’s existence. The following is the statement of Karen Jeong,
Tom proves to be a fairly mindless horror, but made at the Magnus Institute following the
he generally wants to protect his home and standard procedures.
family. The paranormal insects want to protect Statement begins…
Tom, as well as the other creatures they have
resurrected: two squirrels and a cat. My name is Karen Jeong, and my family and You can find a completed
If the PCs reach the nest, they may find the I live out on Stonecrest Lane, on the southern statement form with the
following statement at the
queen is in the process of creating an egg-like outskirts of town. I’m here to tell you about the following link:
sac that would be central to the ritual of The thing in my garden. mymcg.info/tma-files

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

About six months ago, we began to notice flying nest was, and no bugs to be seen. We thought we
bugs we couldn’t identify behind our house. They were done with it, although Tom worried that
were red and green and looked like hornets a little they hadn’t mentioned the charge nor given us an
bit. They would give you a painful sting if you invoice.
disturbed them, but otherwise they left us alone. About a week later, we started noticing the
About a week after we first noticed them, we red and green bugs were back. I checked the
found a nest in the grass toward the back corner of spot and the nest was back too. They’d already
our garden. It was hard and reddish-brown rebuilt it to the size it had been before. Maybe
in color, with little holes for the bugs to go in even a bit larger.
and out. I don’t mean to sound dramatic, but I called Beacon and Howe to tell them the job
it reminded me of the carcinoma my mother wasn’t finished. The man on the phone said they’d
developed before she died. It even had the sort of be out again in a week. I told them we wouldn’t
odor that I remember from her deathbed. pay unless they were really taken care of. “You
My husband Tom decided right then to call an need to guarantee your work if you’re going to
Beacon and Howe are exterminator. He phoned Beacon and Howe Pest stay in business,” I told him. He just replied “Uh
intentionally meant to evoke Control, but they couldn’t come out for almost huh” and hung up.
Breekon & Hope (see The
Deliverymen, page 212).. They a week. We told our son Nicholas to keep away While we waited, we kept an eye on the nest,
are not the same characters from the nest and waited. and every day it grew a little more, looking like a
but have a similar feel, and
the names hopefully creep out The two men they sent out were strange. Huge, mound or a little tower filled with tiny holes.
knowledgeable players. slow-moving men in grey uniforms, they went Even though I’d tried to keep him away from
straight into the garden like they knew where it, one evening Nicholas noticed small animal
they were going. Looking at the nest, which had bones protruding from it. The nest was almost
grown to be almost six inches high with many fifteen or sixteen inches high at this point. The
more of the hornet things buzzing around, one next morning, my husband wanted to take
of them asked, “Are you sure you don’t want to photos to show the exterminators when they
keep it?” returned. When we went out there, though,
What a strange question! We the bones were gone, and the mound looked
said we wanted it and the disturbed, like something had kicked it. Maybe
bugs dealt with and they an animal, we thought, but that was a sure way
agreed. The one that to get a lot of stings.
spoke (only one of them The exterminators didn’t show up the following
ever spoke) advised us to week, and my calls just went to a voicemail. The
go inside. We did, and mound stood about two feet high at this point,
they went and got some kind and Tom took some photos of the very strange
of hinged wooden box from moment when we saw that the insects were all
their van. Using shovels, swarming in a bundle. It turned out they were
they pried the nest up swarming over a dead squirrel. Dozens and
from the ground as a dozens of them. And they weren’t eating it like
single piece and put it we thought at first. They were dragging it toward
in the box. They didn’t wear the mound. I almost threw up.
any protective clothing, but No amount of searching the internet gave us
the insects didn’t seem to bother any answers about what kind of bugs these were.
them. They were very odd. I did find a photo of a nest very much like what
Without a word, they put the we had, from out near the Badlands in South
box in the van and drove off. Dakota.
We went out and there was That Saturday, Tom said he was going to drive to
just a shallow hole where the Beacon and Howe’s office to talk to someone directly.

356
CHAPTER 15
ADVENTURE ONE: THE RESURRECTION MOUND

I tried to get an appointment with a different THE INVESTIGATION BEGINS


exterminator, but wasn’t having any luck. While If an investigator uses the Missing Detail Missing Detail, page 29
I tried, Nicholas came into the kitchen. ability with regard to the statement, they
“Mom, something’s weird.” He took me outside notice that the actions of the exterminators,
and we saw a very sick-looking squirrel. Its fur Beacon and Howe, seem wildly
was ragged and it looked emaciated. “I think unprofessional, if not downright bizarre.
those bugs have been attacking it,” I said. “Do
not go out there. Those things are dangerous.” INITIAL INQUIRIES
But then as we watched, the squirrel’s mouth The PCs might do some research about the The material here assumes the
opened and one of the red and green insects situation before going personally. PCs investigate within a week of
receiving the statement.
crawled out of it. We both gasped. The bugs The Jeongs: No one answers the phone
were inside it? Was it the same squirrel we’d at the Jeong house. Looking into the family
seen before? But that poor thing had been dead, (online or using other sources) turns up
without a doubt. This one was alive, but not nothing beyond the fact that they are a normal
doing well. “It must be a different one,” I said middle-class family. Second-generation
under my breath. Korean immigrants, Tom works as a data
Nicholas said quietly, “It’s the same one. I was technician and Karen works part time in a
just looking at Dad’s pictures.” party supply store.
The phone rang, and I hoped it was one of the The Resurrection Mound: An internet
exterminators returning my calls. search forsomething fitting the description of
It wasn’t. It was the police. the mound shows nothing more than what
Tom had been killed in a hit-and-run accident the statement contained. The archives have
on the way back from Beacon and Howe. nothing on it.
The next week was a blur. Not a week. Nine The Exterminators: Beacon and Howe do
days. I won’t go into all of that. I can’t even appear in the archives, but only in passing.
if I wanted to. I’m sure you can fill in those Two years ago a man named Leroy Kolb gave a
details yourself. Obviously, Nicholas and I were statement about an inordinate amount of flies
devastated. Are devastated. I can’t even think in his garage, which he felt to be supernatural.
straight to write this all down. He mentioned that he ultimately employed
The only thing I really remember from that Beacon and Howe to deal with the issue. The
week, amid the funeral, the family, and all the statement says that the problem was dealt with
arrangements, was a single moment staring out in “an unconventional manner” and provides
into our garden. The squirrel we’d seen that had no other information. Following up with
looked so bedraggled was running up the tree next Leroy is difficult (he’s moved), but persistent
to the house and it looked . . . fine. There were investigators can eventually get in touch with
some scars in places where its skin was still bare him. He’s disinclined to talk about it, but if
but it scampered about as if nothing was wrong. convinced he relates that “Two big guys in
I stepped out the back door and looked to uniforms showed up, went in the garage, and
the mound. It was at least three feet high now, came out a few minutes later covered head to
a crusty tower riddled with dark, finger-sized toe in flies. They got in their van like that and
holes. At the base of it, the bugs were swarming left. Never heard from them again, but the fly
over something again, inching it toward the nest. problem was taken care of.” He never got a
I think it might have been a dead cat. bill and he’s worried that he might.
I’m going to sprinkle Tom’s ashes on the mound
tonight.

End of statement.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE JEONG HOUSE NICHOLAS


Nicholas: level 1 On the outskirts of a small town near a much Nicholas is about ten years old. His straight
larger city (whichever city is appropriate) sits black hair is disheveled and his clothes look
the home of Tom and Karen Jeong, as well as like he’s slept in them.
their son Nicholas. It’s on a road that is quiet • He has no idea who or what the Magnus
and far from traffic. Trees are prevalent, and Institute is.
the nearest neighbor is probably a quarter • If asked, he says that his mom can’t come
mile away. to the door. He can be convinced to call
The house is fairly large and quintessentially for her, but doing so is a difficulty 3 task.
middle American. There’s a minivan parked • He refuses to let anyone in (although
in the driveway and a kid’s bike lying on the should anyone want to force their way
lawn. A detached garage is on the other side of past, it wouldn’t be hard).
the driveway.
Curtains are drawn in every window of the KAREN
Karen: level 2; resisting lies, house. Like Nicholas, Karen looks like she hasn’t slept
trickery, or intimidation as If the PCs go to the front door, Nicholas much, and when she did it was in the clothes
level 3
answers. she’s wearing.
• She tries to get the PCs to leave—kindly
at first, sternly if she must. She says that
she doesn’t have time to talk, it’s not a
good time, she’s sorry she bothered the
Institute with her story, and everything
is fine. Convincing her to let them in is a
difficulty 5 task.
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ADVENTURE ONE: THE RESURRECTION MOUND

• She tries to dismiss her statement, saying Extra room: While he was alive, Tom
that she was just distraught with grief used this as a home office. There’s also a large
and wasn’t thinking straight. Everything collection of LEGO brick building sets that
is fine. he and Nicholas enjoyed working on together,
• If nothing else works, she tries to slam the and a small craft table for Karen’s jewelry- GM intrusion: Karen attempts
door in the PCs’ faces. making hobby. to slam the door, and one of the
characters might get hit by it
• If the PCs manage to get inside, Karen Attic: Empty. if they fail a difficulty 3 Speed
continues to try to cover up what’s been Basement: Used for storage. It’s also where defense roll. If the PC is struck,
Karen feels bad about hurting
happening, but strange noises (Tom they keep the furnace, washer, and dryer. them, and the PC might be able
moving around and making weird moans) to use that to ease a persuasion
eventually cause her to break down, at TOM attempt—or hinder one if they
react poorly.
which point Tom shuffles in. Shuddering with tremors, a vaguely
human-shaped mass of ash, bone, and If Horror Mode is already
INSIDE THE HOUSE swarming insects moves slowly, leaving a active and the PCs encounter a
situation that would activate it
Entering the house activates Horror Mode. If fine bit of ash behind him. Just seeing Tom again, Horror Mode heightens.
an investigator uses the Careful Observation shamble in gives any PC 2 points of Stress
ability in the house, it is clear right away that immediately. If they realize that this is Tom, Horror Mode, page 122
Karen and Nicholas are doing their best to the husband who was dead, they must succeed Careful Observation, page 29
deal with a chaotic situation and have been for at an Intellect defense roll (difficulty 4) or gain
a while. The situation is around the clock, but 2 additional points of Stress. Tom: level 3, Speed defense and
other than sleep deprivation, neither of them Tom has only vague memories from his anything requiring intelligence
as level 1; inflicts 3 Stress per
is in any immediate physical danger. life—mostly just emotional connections. He attack; physical attacks against
The house is in disarray and there’s an loves and wants to protect his family. Other him inflict only 1 damage,
and attacking him results in a
odd, sour smell in the air. Tom’s presence is people are a threat and very likely warrant swarm of insects retaliating
disruptive, and his object handling skills are violence.
poor, so furnishings and decor have been Tom’s new body is mostly an empty shell
dropped, broken, or toppled, and there hasn’t with many thin layers, with the consistency Insect: level 1, Speed defense
been much time to clean or put things right. of a paper wasp nest. Damage to it is almost as level 3; inflicts 2 Stress per
attack; swarm can attack as a
Kitchen: Dirty dishes pile on the table and entirely superficial, but it always results in single level 3 creature
in the sink. Broken dishes cover the floor. a new swarm of insects emerging to attack.
Open to the dining room. Fire is very effective in destroying him, but it GM intrusion: If a fight
Dining room: A few chairs are knocked burns so fast and hot that it’s likely to ignite with Tom ensues, a character
is knocked backward into a
over. Some of the red and green insects crawl anything flammable nearby. display cabinet. It falls over
or fly about. Sliding glass doors here lead onto and threatens to land on
Nicholas. If a PC wants to try to
the back deck. INTERACTING WITH THE JEONGS save him, they must succeed at
Living room: In shambles. A few of the Once Tom makes an appearance, Karen can a Speed-based task (difficulty 3)
insects crawl or fly about. The front door is here. be convinced (difficulty 4) to calm him and or the boy is hurt and trapped
under the fallen cabinet.
Tom and Karen’s bedroom: This is where get him (and the insects) to stop attacking.
Karen tries to keep Tom. She closes the door if Otherwise he attacks.
strangers come over. Many of the insects crawl • If the PCs damage Tom, Karen screams
or fly about. for everyone to stop.
Nicholas’s bedroom (upstairs): Compared • If the PCs damage Tom, Nicholas tries to
to the rest of the house, this room is in good help his father against the “bad people.”
shape. Karen tries (and fails) to keep her son While he’s not really a threat, this may
here and away from Tom. put him in danger.
Guest room (upstairs): This is where Karen • At no point do Tom or the insects
tries (and fails) to sleep. intentionally harm Karen or Nicholas.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

• If Tom is destroyed, Karen is incensed at


first, then collapses into catatonia from
the stress.
• If Tom and his family can be separated
(such as by trapping Tom somehow),
Karen pleads with the PCs to go away and
leave them alone. Convincing her that the
thing isn’t really her husband, or that Tom
must be destroyed, is a very difficult task
(level 6). Convincing her that Nicholas
should be removed from the situation for
his safety is easier (level 4).
• If the PCs flee, under no circumstances
will Karen or Nicholas allow them
back in.

GARAGE
The detached two-car garage holds an
older, small car and various outdoor toys
for Nicholas. Tools and other things one
would expect are found here, but of possible
interest to the PCs, the garage has two pairs
of tough gardening gloves, some long lawn
tools, a small butane torch, and a small
chainsaw. A cabinet holds a can of
wasp spray and poison for killing
ants and other crawling pests.

THE GARDEN THE MOUND


Going into the garden activates Horror Mode, In the rear of the lot, next to a row of hedges,
or heightens it if it is already in effect. stands the Resurrection Mound. Almost 6 feet
The area teems with insects bombinating (2 m) tall, the reddish-brown, cylindrical nest
loudly. The one-acre lot holds a few trees, an is 14 inches (36 cm) across at the base, and
ill-tended raised vegetable garden, and a steel its entire structure is riddled with tiny holes
and plastic swing set. A wooden deck extends about a half inch (1 cm) wide.
from the back of the house with a sliding set Insects crawl across its surface, fly around
Careful Observation, page 29 of glass doors. it at all heights, and squeeze in and out of the
If an investigator uses the Careful holes. The nest almost vibrates with the actions
Breaking into the mound is Observation ability in the garden, they notice of all the bugs, and the droning buzz from
a Might-based task with a a number of used cans of common insecticide within is loud enough that a person next to it
difficulty of 3. Destroying the
nest requires an action to break tossed under the deck, perhaps suggesting that would have to shout to be heard. It smells like
into it, then two further Might- using such things didn’t help the Jeongs. rotting meat with a sickly sweet undertone.
based actions with a difficulty
of 4 over the course of at least a The outside is hard, an inch (3 cm) thick,
half hour of work. and quite fibrous.

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Insect: level 1, Speed defense


THE INSECTS THE RESURRECTED ANIMALS as level 3; inflicts 2 Stress per
The insects have hornet-like wings and Three creatures brought back by the mound attack; swarm can attack as a
single level 3 creature
heads, but their 2-inch (5 cm) long bodies (two squirrels and a cat) now maintain a
are brilliant red with bits of green and have presence in the garden and the surrounding Resurrected animal: level 2,
Speed defense as level 4; injury
far more than six quivering legs of different area. PCs spending a lot of time there will be causes one or two insects to
lengths. One might be forgiven for thinking attacked by one of them, and a direct threat to emerge, which also attack; the
realization that it is dead causes
they look like brightly colored house the nest brings them all in. 1 Stress
centipedes with wings. An attack by one of these resurrected
GM intrusion: If a fight
Supernatural in origin, the insects are not animals may seem like a natural, albeit with the insects ensues, bugs fly
necessarily smarter or tougher than they surprising event, perhaps brought on by rabies into and under a character’s
clothing. Until they are removed
appear, but they do act in concert, and as such or something similar. As soon as a creature (a Speed-based task with a
they have a common goal. suffers damage, however, one or more of the difficulty of 4), the character
gains 1 Stress each round on top
The insects defend their nest. If it is animating insects comes out of the wound of Stress from the regular attacks
threatened, a swarm (level 3) of insects attacks or the mouth (or both), making it clear of the swarm.
each person near it. This continues until that something paranormal is occurring. GM intrusion: The character
all the insects are dead or the PCs leave the Characters seeing this gain 2 points of Stress sees one of the resurrected
animals in a tree, watching
garden. unless they succeed at a difficulty 3 Intellect them. As they stare at it, a red
defense roll. and green insect squirms out of
its mouth. The shock of seeing
this gives the character 2 Stress.
Interacting with the animal
causes it to attack.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

USEFUL TOOLS AND STRATEGIES NOT-SO-USEFUL TOOLS AND STRATEGIES


PCs who plan ahead (or retreat and gear up) These are good ideas that just don’t apply to
may find the following tools and strategies the situation. It’s likely PCs won’t discover
useful. their ineffectiveness unless they try these
methods.
Professional Insecticide: A powerful,
professional-grade insecticide (not something Darkness: While it’s smart to deal with a
that can be purchased at, say, a hardware shop), wasp or hornet nest after dark when they are
such as one with pyrethrins and pyrethroids, less active, these insects are active around the
is very effective at paralyzing and killing the clock.
insects quickly and in great numbers. One
action taken with these chemicals using a Fire: The nest will burn, but it will burn with
sprayer will take care of an entire swarm. such an intensity that it will almost certainly
You need a professional license to obtain the spread to the nearby hedges, trees, and grass.
chemicals legally, and they are exceedingly Plus, the fire will not kill the insects, only
toxic. Directly spraying a character inflicts a drive them out of the nest, enraged.
serious injury, and even a small amount of
skin contact gives 2 points of Stress. Plastic Bags: Some people like to cover a hive
or nest with a plastic bag to trap the insects
Home-Use Insecticide: Bought at a hardware inside. Even if the PCs had a bag big enough
shop, these sprays are easier to obtain and use, to cover the mound, these insects will likely
but less effective. Two character actions with tear right through it.
an effective sprayer will kill a swarm. Directly
spraying a character gives them 3 points of Homemade Remedies: Concoctions
Stress, and skin contact gives 1 point of Stress. that work against wasps, yellowjackets, or
hornets—like spraying petrol/gasoline,
Beekeeping Suit: A character wearing a apple cider vinegar, citrus, dish soap, and so
high-quality (multilayer) bee suit cannot be on—have no effect on these bugs. And some
stung by these insects. of these (like petrol/gasoline) may be very
dangerous and prime opportunities for GM
Smoke: Smoke will not kill these insects, but intrusions.
it does deter them temporarily. It can create a
barrier that works for one or two rounds, after
which they just fly around it.

THE QUEEN AND THE EGG SAC then use the power of the mound to bring
At the heart of the mound’s interior lies the them back to a semblance of life. Doing so
The queen: level 4, Speed queen. She is wingless, bloated, and almost adds power to the mound and hastens the
defense as level 1; attacks 12 inches (30 cm) long. If found, she’s coiled creation of the corrupt egg sac.
psychically by infusing a nearby
target with terror and dark around a bulbous, pale yellow mass that looks The corrupt egg sac is an artefact of the
thoughts of insects and crawling a bit like a moist, glutinous tumor the size of a dread power of The Corruption. All that
things, giving 3 Stress
large apple. This is the corrupt egg sac. follow that Entity seek and covet it.
The Corruption, page 170 In the process of building the Resurrection
Mound, the insects kill nearby creatures and

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ADVENTURE ONE: THE RESURRECTION MOUND

Perhaps strangest of all, examining the room


ARTEFACT: THE CORRUPT EGG SAC (difficulty 2) reveals signs of bugs—a few ants This isn’t what an exterminator’s
along the baseboards and a cobweb or two in office should look like. Rather,
Level: 4 it’s what someone utterly
Related Entity: The Corruption the corners. clueless might think it should
Stress: 2 when closely examined; 3 when look like. A real pest control
business would have informative
used THE DOOR literature, someone to take
Description: This moist, pale yellow mass The door to the back office is locked (difficulty appointments and explain
4). However, if anyone in the front office calls services offered, chairs for clients,
is the size of a large man’s clenched fist and so on.
and smells sour. When it is held aloft, out, knocks, or tries to open the door, Beacon
nearby insects obey the user’s spoken comes out, standing in—and blocking—the
commands to the best of their ability. It doorway.
is also the key component to a ritual that Beacon is more than 6.5 feet (2 m) tall,
creates a doorway into The Corruption, sports broad shoulders, and has a bit of a
which brings the Entity into the world stooped, shoulders-forward posture, as if he just
and is very likely cause for a great deal of barely supports his own frame. He is balding
sickness and despair if completed. and has a flat face. He wears grey coveralls with
Fear: The corruptive power of the egg sac the name “Beacon” on the breast.
inflicts a serious injury on the possessor If asked a question, his response is little
every 24 hours if they fail a Might more than “Uh huh” or “Nah,” or perhaps
defense roll until they no longer possess a shrug. He’s not interested in helping
it (the damage cycle begins again if they customers. He just wants people to leave. If
reclaim it). he engages with visitors for more than a few
minutes, Howe steps barely into view behind
him. He’s not Beacon’s twin, but they look
very, very similar. Eventually, if pestered, they
BEACON AND HOWE say, “Closing time” (regardless of the time of
Enterprising investigators may go to the office day) and try to force visitors to leave.
of Beacon and Howe Pest Control.
BACK OFFICE
OFFICE FRONT There is a door into here from the front office
The building location immediately raises and another from the back alley behind the
suspicions. The office is in a retail park (or strip mall. Both Beacon and Howe carry
strip mall) in a dodgy part of town. The keys to these doors and to their van, which
parking lot and area out front are filthy and is always parked by the back door when they
filled with trash. The electric sign is out, but are here.
during the day there’s a sign on the door that The back office is where Beacon and Howe Beacon and Howe: level 5, all
says “OPEN.” are found when not out and about. It is actions when they are close to
each other as level 6; health 30;
Inside, it smells of acrid chemicals and anything but an office, however. Entering (or inflicts 3 Stress per attack if
dust. There’s a single shelf on one side of the attempting to enter) is likely to provoke a unarmed or a serious injury if
armed; ignores any damage from
small room that holds a variety of pest control violent response from them, but if seriously insects, poison, acid, or anything
products, almost as if they are for sale (they challenged or the authorities are involved, they slimy, disgusting, or similar
are not). An empty counter stands before a flee in the van. If they get into a fight, they use
closed and locked door that leads to the back their fists at first (3 points of Stress), but once
office. There’s literally nothing else there—no they are injured, they arm themselves with
bell to ring, no signage, nothing. lead pipes or hand tools and inflict serious
injuries.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Should the PCs manage to get into the back The room has a dirty sink, a wooden
room, they find it full of strange junk. Grime cupboard (empty), and a built-in countertop
and filth cover most everything, and roaches on one wall that holds some of the junk as
and flies are common. The junk includes: well as a book bearing the name The Queen
• Unmarked canisters of poisonous and the Egg Sac.
chemicals.
• Nets of various sizes and types. THE TRUTH BEHIND BEACON AND HOWE
• A variety of tools, including many that Beacon and Howe are in fact inhuman beings
would seem to have nothing to do with that serve The Corruption. They use the
pest control. These are haphazardly spread cover of exterminators to find and capture
around the room. various unnatural types of insects, worms,
• About two dozen bottles of cheap beer, and similar creatures, hoping to nurture
a dozen or so cans of meat, and various them in service of their master. Both beings
biscuits/snack cakes and crisps in plastic are mostly free of emotion and can’t be
packaging. intimidated, shamed, or embarrassed. They
• Miscellaneous refuse, including paint have fondness for insects and other creatures
cans, lumber, lengths of lead pipe, broken in their purview, and these emotions do
kitchen appliances, and empty food bubble to the surface now and again.
containers. If attacked, they defend themselves, and
if they have to use force to reach a particular

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ADVENTURE ONE: THE RESURRECTION MOUND

remove the mound, which they then load into


BOOK: THE QUEEN AND THE EGG SAC their van. However, they resort to defending
Level: 3 the nest with force if they must.
Related Entity: The Corruption
Stress: 1 upon perusal; 2 with each use
Description: This magical book is thin, OTHER PC RESOURCES
softcover, and saddle-stitched. Most of its The PCs might call the police or children’s
contents are complex chemical formulas services (child welfare department) and file GM intrusion (group):
a report. If the PCs haven’t been inside the Either via an accident in a
and diagrams (which make little sense fight with Beacon and Howe
to anyone with chemistry knowledge, house, neither option gets immediate results, in the back office, or through
but a bit more to anyone with occult as the characters haven’t really seen anything. intentional action by the pair
to cover their escape, one or
knowledge). It includes the process for If they have been inside and seen the state more canisters of chemicals in
farming and harvesting a corrupt egg sac of things (and perhaps even Tom), they can the room are damaged, spraying
make a far more significant report that brings noxious fumes and toxic liquids
within the Resurrection Mound without everywhere. Everyone who does
harm (and without harming the egg sac). the authorities in fairly quickly. However, not flee must succeed at a Might
Fear: The reader must succeed at an a few unprepared officers will be no match defense roll each round for the
next three rounds or gain 3
Intellect defense roll once each day (at for Tom, the insects, and the other horrors Stress, and even those succeeding
a very inopportune time) for the next involved, and the situation won’t be resolved gain 1 Stress. Beacon and Howe
until more people are injured or killed, suffer no ill effects.
week. A failure means they are convinced
that they are covered in crawling, biting backup is called in, and the whole incident
insects and gain 3 points of Stress. makes the news (reported as a botched police
This might be true, or it might be their raid of a clandestine drug factory/meth lab or
imagination. The Stress is the same. something similar).

goal, they will, but they prefer to avoid CONCLUDING THE INVESTIGATION
combat, probably by simply walking away. It’s There isn’t much potential for a happy ending
quite likely that they cannot be permanently here, but that’s likely something PCs (and
killed by any conventional means, and that players) will have to get accustomed to when
“death” is merely an inconvenience they can working for the Magnus Institute. Remember
overcome in a few weeks. that the players decide when the investigation
is over. Their mission is to find out as much
BEACON AND HOWE AT LARGE as possible about the situation and confirm
In addition to finding Beacon and Howe the facts in the statement. In other words,
at the office, the PCs might witness them they could talk to Karen through the door
observing the Jeong house—or rather, the and never go in, poke around the garden,
Resurrection Mound—from a distance. They and call it done. That’s not a very satisfying
have their company van with them, although job performance as far as the Institute is
they might park where it can’t be seen from concerned (because they didn’t confirm what
the house. The van, if investigated, is rather happened to Tom, ascertain the status of the
mundane (albeit filthy and smelly) and mostly rest of the family, or learn much about the
empty, with the exception of a few shovels and mound beyond confirming its existence).
a wheelbarrow. Characters who do learn that information
Beacon and Howe intervene should anyone gain 2 XP each. Destroying the corrupt egg
attempt to significantly harm the mound or sac is worth an additional 2 XP each.
harvest the corrupt egg sac. This intervention And of course character arcs may come into
might come in the form of an offer to help play as well.

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CHAPTER 16

ADVENTURE TWO:
LIQUIFY

“L
iquify” is an investigative scenario The old man, a would-be sorcerer calling
suitable for beginning characters, himself “Osteros,” lives in a nearby shack a
but it might be better if they had few miles from a river—or rather, in some
some experience. It assumes the PCs work chambers beneath the shack. The PCs may
for the Magnus Institute (or something very follow the trail to the shack, but Osteros is not
much like it). The adventure makes use of the Dunn’s killer. The killer is an Avatar of The
The Boneturner’s Tale, book from the podcast called The Boneturner’s Flesh known as The Sculptor. If the PCs are
page 268 Tale but gives it a different background and smart and lucky, they won’t share the young
context. man’s fate.

CONTENT WARNINGS BACKGROUND


• Human remains Everyone believed Harold Dunn to be a
• Extreme gore simple farmer. He was married and had a
• Body horror family, raising dairy cows and chickens out
in the middle of nowhere. Unknown to
everyone other than his wife, he was also a
student of the occult and came into possession
SYNOPSIS of a magical book called The Boneturner’s
“Liquify” takes the characters out into the Tale. He never used the foul book, but rather
remote countryside to look into the apparent kept it safe from two of its former owners, a
murder of a young man named Timothy being now known as The Sculptor and a man
Dunn. named Zachary Easton. The book was stolen
In the course of their investigation, they from Easton by Harold’s cousin, who simply
discover that a strange old man was trying thought it seemed valuable. The Sculptor
to get into his house, looking for an old caught up with the thief, but not before he
book owned by Dunn’s father. Timothy is put it in the safekeeping of his young cousin
dead inside the house, clearly murdered by Harold. Harold learned of its nature and
supernatural forces. Clues in the house might realized that it must be hidden away forever or
reveal the location of the book in question, destroyed, and he spent his life studying how
The Boneturner’s Tale. It lies in Timothy’s to do that (and sadly failed). He did manage
father’s grave on a nearby hill. to place a powerful protective ward around

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ADVENTURE TWO: LIQUIFY

his house, which kept the book safe for years. will. So why am I recording this? Justice? No, I
Fearing the ward would fail after his death, don’t think so.
Harold had the book secretly buried with him I just don’t want to be some notation on some
on a hill overlooking his farm. record in a file cabinet somewhere. A John Doe no
The Sculptor serves as an Avatar of The Flesh. one remembers. Someone should understand what
Presumably once a woman, this horrific being happened to me. That’s why I’m sending this to
appears to be more of an inhuman creature, with you people and not the police. Because they’ll just
the ability to reshape the flesh of any living thing assume I’m crazy and throw it all away. But you
she touches. She wants The Boneturner’s Tale people know about this kind of thing.
found so its dark power and knowledge can be I’m using the voice dictation thing on my phone
spread once again across the Earth. to record this while I lie here. Before I’m gone.
Enter the self-proclaimed “sorcerer,” But there’s no way you’ll read this before I . . . die.
Zachary Easton, who refers to himself as That’s why I’m saying this all like I’m already
“Osteros” and claims to be immortal. The dead. Because as far as you’re concerned, I am.
Boneturner’s Tale was once in his possession, All right then. I’ve been living out in
but it was stolen from him and he’s searched Hammond County, on a farm that my family’s
for it ever since. He long ago tracked it to held onto since my grandfather. You won’t find
Dunn’s farmhouse. The fact that there’s a ward my body, though. I don’t think there will be
keeping him out only makes him more certain anything left. I think that’s how it works.
it lies inside. He has no idea it’s been moved. I’m not a farmer. I didn’t really spend much
His years of attempts to get inside the time here before a few weeks ago. The place had
Dunn house to get the book have drawn the been boarded up and empty for I don’t know how
attention of The Sculptor, but the two are many years. But I was homeless—out of cash and
not allies. Osteros’s main goal in getting the out of options—so I hitched out here. I had to
book comes from the fact that it will keep break a window to get in, but I do honestly own
him safe from her (allowing him to undo the place, so that’s no crime. There’s no one else in
anything she might do to him). The Sculptor my family left to claim it.
can sense the book, but her methods are slow There’s no electricity, but there’s water. About
and methodical. Eventually she will find it in half the rooms were bare of furniture, but there
Harold’s grave. was a little. I made the best of things I could.
At least it was a roof over my head. I wasn’t
here more than a week, though, before I started
THE STATEMENT OF hearing noises outside. The house is way out here,
TIMOTHY DUNN so I figured it was just raccoons or something.
The following is the statement of Timothy Then one night I caught a glimpse of a person
Dunn, taken from a text file apparently outside the house. There’s a shed here, and they
created using dictation software on his were rummaging through it.
smartphone. The Magnus Institute received it The first thing that came to my mind when
as an attachment to an email. I saw this was that it was dark out there. No
electricity, remember? But this person didn’t have
Statement begins… any light with them, and they seemed to have no You can find a completed
problem rooting through all the junk with only statement form with the
following statement at the
My name is Timothy Dunn, and I’m dead. the stars providing any light. following link:
Not like “Oh man, my wife is going to kill me,” Obviously, I didn’t get a good look at them. mymcg.info/tma-files
but like really dead. Couldn’t tell you if they were big, small, male,
Here’s the thing. I don’t know who killed me, female—anything. Just a person shape. Anyway,
or how. Knowing that won’t save me. Nothing I was scared. I stayed quiet and hid in the house.

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THE MAGNUS ARCHIVES ROLEPLAYING GAME

Eventually, they were gone. A few hours wouldn’t come back. But if he did, maybe one of
passed, then finally I got to sleep. The next day, these books would satisfy him.
I cleaned the mess they’d made and tried to close He did, and they didn’t. He kicked those
up the old shed, but the door wouldn’t latch books into the weeds by the door and repeated
anymore. I didn’t much care. While I worked at his whispered demand. I holed up in the pantry
that, I felt like someone was watching me, but I off the kitchen because it had no exterior walls,
couldn’t see anyone. blocked the door with a chair, and got some sleep.
That night, though, I kept a nervous eye out. The next day, I went outside. I didn’t have
Sure enough, I saw someone in the yard again. a baseball bat, but I did have an old length
I’m not embarrassed to say that I’d already of pipe I found in the shed. I figured I needed
pushed an old bureau against the front door to confront him or I’d never get any real rest.
and a heavy table against the back door in case Maybe he just needed to be scared. I searched all
they came back. When I heard the banging over the property. He had to be nearby, I figured.
noise, I knew it was someone trying to force the And if I was going to get physical with him, I
front door. wanted it to be in the light of day.
I wanted to get a look at them, so I crept into I searched all that day, and by evening I
the front room and peered out the window. It reached the river about two miles from the farm.
was an old man. Didn’t look very frightening. Once again, from time to time I felt like someone
Instead, he looked withered. Frail. So I yell out, was watching me, but I caught no sight of him
“Get out of here, old man. This is my house. I’ve and I doubted anyone else was way out here.
got a baseball bat, and I’m calling the cops.” There was an old wooden shack on the
He came to the window and peered in. “The river bank, though, amid some trees. It looked
book,” he croaked out. “Give me the book.” abandoned, but I wanted to check it out. I
“Go to hell, I don’t have your book.” thought I saw movement inside and made to call
He left. out a warning. Probably something like, “Hey
I had no idea what he was talking about—I old man, I’m coming for you.” You’d think after
just had to hope he wouldn’t come back. having all day to think of it, I’d have come up
But he did. The next night. He just banged with something better.
on the door and said, very quietly, “Give me Anyway, it doesn’t matter, because I never got
the book.” And he did that for at least an hour, a chance to say anything. Just as I saw—I’m
ignoring me when I yelled at him to get lost. pretty sure I saw, anyway—the old man’s face in
For a minute, I thought there were two the window of the shack, I felt a slicing pain in
figures out there in the night, but my mind my back. So much pain. I don’t know if you’ve
was playing tricks. experienced that kind of thing, but it hurt so
Finally, the old codger left again. I didn’t sleep bad, and took so much out of me that I didn’t
that night. But after lying in the only bed still even have the energy to cry out. It felt—well, it
in the house, I got up and in the light of my felt like someone behind me was reaching into
flashlight I gathered up every single book I could my body and grabbing things. Moving them.
find. A couple of old kids’ books, a bible, a book Rearranging them. I blacked out.
in German holding up a broken leg of the couch. When I came to, I was back in the farmhouse,
I even found some old Life magazines from who in the bed I’d been using. The pain returned every
knows how long ago. I would have looked in the time I so much as moved, but I could only barely
cellar, but I knew it was way too damp down manage moving my arm. Otherwise, I was just
there to keep any books. And if I’m being honest, sort of stuck. I didn’t know how I got there, but
I didn’t really want to go down there in the it sure wasn’t under my own power. The bed was
middle of the night anyway. By morning’s light, soaked with blood. I called out, but there was no
I piled them all up on the front stoop. Maybe he one. I screamed my fool head off, but no one came.

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ADVENTURE TWO: LIQUIFY

I think I passed out again, and when I The nearest neighbor is almost 2 miles (3
woke up next the bed was so soaked that it sort km) away down an old country road, but if
of . . . sloshed. It wasn’t just blood. The pain was questioned, they’ll confirm that the Dunn
a lot less, and I mostly just felt numb, like the farm has been vacant for years. Of Harold
nerves in my back had stopped working. I pulled Dunn, they only know that he was a kind,
my arm around and felt under me—I don’t quiet man who died on the farm of natural
know why—and came away with not just blood causes. Of Nathan or Timothy Dunn, they
but something I wish I’d never seen. It was a know nothing.
pink and red sort of goop. I was liquifying. Timothy Dunn: A high-school dropout,
So now you get it. You see? I’m dead. Even Timothy has a criminal record for crimes like
now, I can’t move anything but my mouth. And petty theft, trespassing, narcotics possession,
even as I say that, my throat is clogged with, and vagrancy, but all such convictions are six
well, my throat. My teeth are coming loose. The years old or more. His current whereabouts
back of my arms and legs stick to the bed. I’m not are unknown.
going to tell you about the smell.
Please, if you can, figure out [cough] what this
is and know that I’m not just some nameless— THE FARMHOUSE
damn. There [cough] goes [cough] a tooth. I The driveway is long and unpaved. Large
didn’t just disappear [cough]—well, maybe I trees scatter across the landscape subdivided
did [cough]. Or will [cough]. Whatever [cough]. by seemingly random fences, most no longer
Somebody’s got to know my story [cough] [cough]. maintained. A rusted, wheel-less old truck
rots in the yard as characters approach the old
End of statement. two-story farmhouse, white paint peeling and
roof slightly sagging. A concrete stoop leads to
a simple front door. An old shed, boards grey
THE INVESTIGATION BEGINS with age, stands sturdy against the oppression
If an investigator uses the Missing Detail of time and neglect. Missing Detail, page 29
ability with regard to the statement, they
notice that the details in the statement suggest THE SHED
that perhaps the old man trying to get into the The lock on the door is broken. The inside
house wasn’t actually a threat to Dunn, but contains all manner of rusty junk and tools,
that there is another person involved who was. but little else.
Finding and talking to the mysterious old man
might be a crucial step in learning the truth of INSIDE THE HOUSE
what’s really going on. The front room has an old bureau pushed in The material here assumes the
front of the door, blocking it. The door has PCs are investigating within a
week of receiving the statement.
INITIAL INQUIRIES a window pane smashed, making it easy to
The PCs might do some research about the reach in and unlock the door, but the PCs
situation before going personally. still have to push the bureau with the door, a
The Dunn Property: It’s not too hard to difficulty 3 Might-based task. The back door is
find in courthouse records or even online that unlocked and unblocked.
there is a 25-acre property out in a particularly Other than Timothy’s short stay recently,
rural area of Hammond County registered to no one has lived here in years. Those entering
a Harold Dunn. Harold Dunn passed away find the expected odor of mildew and dust
fifteen years ago. His son, Nathan, inherited overwhelmed by the terrible stench of death.
the property but did not occupy it. Nathan The rooms are small, and most stand bare
passed away eight years ago. other than an old box, a single chair, or some

369
THE MAGNUS ARCHIVES ROLEPLAYING GAME

refuse in the corner. The stink comes from the history still includes a recent search for “The
only one of the small bedrooms with a bed. Sculptor” and a selected result to a website of
That bed holds a horrific scene. Anyone that urban legends, which talks about a woman
can stomach the stench finds a bare mattress that haunts lone country roads and can
on a steel spring frame. On top of the mattress reshape flesh like a sculptor. It mentions that
lies a threadbare blanket and a chair cushion she can cause a person’s body to slowly liquify.
Careful Observation, page 29 positioned like a pillow. The entire setup is An investigator using Careful Observation
coated in a dried morass of gore. Anyone in in the house notes that there is an entrance
the room gains 2 points of Stress from seeing to the cellar via a trap door in the kitchen (as
the liquified remains of Timothy Dunn. Bits well as through a cellar door on the outside of
Although he didn’t remember of teeth, bone, and hair sit in what otherwise the house), but neither door has been opened
doing so when making his would appear to be a large amount of dried in years.
statement, Timothy stumbled
back to the house and came in pink and red goo. Somewhere in there are
through the back door, leaving it Timothy’s clothes as well, but no good can THE CELLAR
unlocked and unblocked.
come from searching the mess. The house doesn’t really have a basement, but
On the floor next to the bed are Timothy’s it does have a low-ceilinged cellar. Searching
The Sculptor whispered in wallet and smartphone. The wallet contains it (assuming the searcher brings light) has a
Timothy’s ear “They call me The a few dollar bills and his driver’s license. The difficulty of 3. Success indicates the characters
Sculptor now,” but he didn’t
include it in his statement. phone’s battery is dead, and it’s locked with a find an old metal lockbox amid some rotting
password. Should someone break the password (mostly empty) wooden crates, scuttling house
(difficulty 7) once the phone is recharged, centipedes, and dead rats. Opening the box
they find the sent email to the Institute and has a difficulty of 4. It holds very old legal
a few personal messages. The web browser documents of Harold Dunn—the deed to the

370
CHAPTER 16
ADVENTURE TWO: LIQUIFY

property, insurance information, and so on.


A copy of his will is also in the box, and it
describes the exact spot where he wanted to be
buried when he died (no mention of the book,
however).

THE MAGICAL WARD


Anyone examining the outside of the house
notices very old and very intricate mystic
symbols and glyphs scratched into the wood
siding here and there. An Intellect-based task
with a difficulty of 3 is needed to determine
these are part of a powerful ward to keep
people—or perhaps one person—out.
The ward around the house is specifically
focused on Osteros. It will not keep out the
PCs, just like it did not affect Timothy. That
means, however, it offers no sanctuary against
The Sculptor. She already knows the book’s
not in the house, but if the PCs retreat from
her or try to use the ward to protect the book
from her, they will fail. THE HIDDEN GRAVE GM intrusion: A character in
Harold Dunn, Timothy’s grandfather, asked to the cellar is startled by a rat.
They must succeed on a level 4
THE CAST-OFF BOOKS be buried in a grave on the farm. At the top of Intellect defense roll or they yell
Next to the front stoop, an array of books and a hill about a quarter mile (400 m) from the out and stumble backward into
an old metal shelf. The whole
magazines have been kicked into the weeds. house, hidden now by tall grass, a small stone thing results in them gaining
Timothy put them out for Osteros, but the marker on the ground beneath a sprawling 2 Stress, and they’re trapped
old man—foolishly—disregarded them when apple tree simply reads “Dunn.” under the fallen shelf until they
manage to get out from under it
he didn’t see The Boneturner’s Tale. The books There are four different ways the PCs can (perhaps with help).
were old even before they ended up outside, find the grave.
but it’s rained in the meantime and now 1. The note in the Bible near the farmhouse
they’re in very bad shape. Two of them are of door. GM intrusion: At some point
some interest: 2. The will in the cellar. while outside on the property,
the character is attacked by
Abhalten is a book in German. Barely 3. The Sculptor eventually finds it, and the what seems to be an incensed—
readable due to water damage and age, it is a PCs can observe. perhaps rabid—badger. If this
weren’t bad enough, it’s been
book about using magical symbols to create 4. The PCs methodically search the property resculpted by The Sculptor so
wards. Other than determining its general and succeed at a difficulty 4 perception task. It that its limbs are stretched and
topic, nothing can be gleaned from the would likely take multiple searchers at least a misshapen, and barbs from its
bones cover it in horrible spikes.
horribly damaged tome. day to find the grave. The tortured creature attacks out
The old black Bible found in the weeds has of anger and pain, fighting to
the death.
fared a little better, but it’s just a standard Should the coffin be dug up, it’s a simple
King James Bible. However, written in faded one, almost entirely rotted through. Harold’s Resculpted badger: level 2,
letters on the title page in flowing handwriting remains are surprisingly well preserved, and attacks and Speed defense as
level 3; inflicts a serious injury
are the words “Bury me on the top of the old he is clutching an even more well-preserved
hill overlooking the farm with the one thing I paperback book of surprising thickness titled
must retain.” The Boneturner’s Tale. The Boneturner’s Tale,
page 268

371
THE MAGNUS ARCHIVES ROLEPLAYING GAME

THE SHACK BY THE RIVER symbols held together by wire and twine.
About 2 miles (3 km) from the farm, a gentle Should any of them be disturbed, Osteros, in
river—more of a stream, really—moves lazily the chambers below the shack, is alerted.
Careful Observation, page 29 along. Near its banks lies a wooden shack If an investigator uses Careful Observation
with small (intact) glass windows. The door amid the bone eyes, they can determine that
faces the river. The shack is old and a bit the only person to pass through this area is not
ramshackle, but there’s a sense that it is still careful about disturbing them, but is careful
in use, despite the fact that no one is around not to break them. (Osteros put them here
when the PCs arrive. and doesn’t care about setting off the “alarm,”
Horror Mode is activated (or heightened but he doesn’t want to break the sculptures
if already in effect) when the PCs enter the either.)
shack.
THE TUNNEL DOWN
THE BONE EYES A fairly easy examination of the room
The interior of the shack is a bizarre occult (difficulty 2) reveals that near the wall
GM intrusion: About warning system. The ceiling is low, and small, opposite the door some of the floorboards
halfway down the vertical delicate pieces of art assembled from animal can be easily pulled up. Beneath them, a hole
tunnel, the character hears a
pained creaking sound, and bones hang from it. The hanging objects are drops down into the cold, dark earth, just big
the plank they’re hanging all unique, and so numerous that it’s tough to enough for a person to pass through. Wooden
onto pulls from the wall. A
Speed-based task is required to move through the shack without jostling one. planks have been hammered into one side of
keep from falling the rest of the To do so is a Speed-based task with a difficulty the shaft going down, making a crude ladder.
way and suffering 2 Stress. of 5. The bones are arranged into mystical

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ADVENTURE TWO: LIQUIFY

THE UNDERGROUND CHAMBERS This attack involves him chanting briefly and
At the bottom of the shaft is a small, cramped, gesturing with both hands. From his mouth,
cave-like room with a rough dirt floor. It’s damp he spits up a mass of black bile that he flings
and cold, and there’s little of note here. A tunnel with his hands in an arc, potentially striking
leads off into darkness, going to the chamber all within an immediate area who fail a Speed
where Osteros spends much of his time. defense roll. The bile burns and scars, giving
Osteros has rigged a trip wire in the tunnel those it touches 3 points of Stress and blinding
between the chambers. If triggered, loose rocks them for three rounds. Even those who succeed
in the ceiling fall and inflict a serious injury on at the defense roll gain 1 point of Stress. Zachary Easton/Osteros:
anyone below. A Speed defense roll (difficulty If the PCs are not immediately hostile, level 4, occultism as level 6,
stealth as level 5; health 16;
3) allows a character to duck back and out of he instead angrily demands why they are inflicts 3 Stress attacking with
the way of the deadfall. If a character says that invading his home. Almost regardless of what fists and teeth, or a serious
injury with an improvised
they’re carefully looking for such things, or they say, if he figures that they’re seeking weapon; can see in the dark
even checking the floor, they find the trip wire information, he tells them that there’s a book
without needing to make a roll.
The second chamber is drier but still has a
heavy earthen smell. It contains a cot, a variety
of personal items, some packages of snacks
and sweets, many liquor bottles (most empty),
and a battery-powered lantern. Books—all
occult in nature—lie scattered on the floor, on
the cot, and in piles here and there. Most are
not noteworthy, but someone with training
in the occult would recognize a few as being
somewhat rare, although in poor condition.

“OSTEROS”
Horror Mode is heightened (or activated
if not yet already active) when the PCs
encounter Osteros.
Zachary Easton/Osteros is an old man
wearing what looks to be a long grey
nightshirt streaked with dirt stains. He’s
almost skeletal, but he’s more solid and
stronger than his thin frame would suggest.
He seems confident and lucid, but in truth he
lives in constant anxiety and fear.
Considering his diet of nothing but alcohol
and junk food, Osteros is extremely strong
and tough for a skinny old man. His study of
the occult has allowed him to greatly lengthen
his lifespan and gives him artificial vigor.
If the PCs triggered the bone eyes above
or the trip wire in the tunnel, Osteros is in
his chamber, waiting for the intruders. He’s
angry at the trespass and has prepared his one
sorcerous attack to use if they are at all hostile.

373
THE MAGNUS ARCHIVES ROLEPLAYING GAME

inside the farmhouse called The Boneturner’s Dunn did. (This should probably only be the
Tale. If the PCs bring it to him, he’ll tell them result of a GM intrusion.)
anything they want to know. If they refuse, The exception to this is if the PCs do
he kicks them out of his home, with force if something to draw a lot of attention to
necessary. themselves. If the farmhouse burns down, or
This is a summary of the useful information if Osteros dies through some action on their
Osteros can share with the PCs: part, or if they specifically go looking for her,
• Osteros has been hiding for years from they absolutely encounter The Sculptor. She
The Sculptor, a “servitor” of an Entity happily torments them with her powers, but if
called The Flesh. He used to own a book they have The Boneturner’s Tale or she suspects
called The Boneturner’s Tale, and he wants they are somehow preventing her from getting
it back because it can keep him safe from it, her actions become direct and lethal.
If the PCs have The The Sculptor. However, since Osteros is following the
Boneturner’s Tale, The Sculptor • The book will keep him safe because it PCs, if they encounter The Sculptor, he is
would spare their lives in
exchange for the book. This will allow him to undo anything The very likely nearby. If he sees any chance to use
is not done out of mercy, but Sculptor might do to him. the situation to get the book, get inside the
rather because the characters are
now of no importance to her. • The book is in Dunn’s house. He knows farmhouse, or destroy The Sculptor, he takes
this to be true because Dunn’s father, it. The old man is potent enough that he can
Harold, put a magical ward around the hold his own for at least three rounds against
house to keep Osteros out. (This, in fact, her, during which time the PCs could attempt
is not true, but he thinks it is.) to make good an escape.
• Dunn should never have followed
Osteros. Dunn should have given him the
book. Now Dunn is dead. CONCLUDING THE INVESTIGATION
• Dunn was killed by The Sculptor’s If the PCs get away, they probably do so
flesh‑shaping magic. Probably because he having solved the murder of Timothy Dunn.
was in the wrong place at the wrong time. They may have escaped with The Boneturner’s
• The Sculptor is nearby, also searching for Tale, but if they did, they can be certain that
the book. If the PCs encounter her, they The Sculptor will pay them a visit soon. (And
will die like Dunn, so they should be Osteros will as well, if he is still alive.)
very wary. If the PCs work for an organization like the
Magnus Institute, they can put the dangerous
OSTEROS FOLLOWS book into the Institute’s care. This likely draws
Whether the PCs agree to get him the book an attack from The Sculptor, rather than her
or not, Osteros follows them. He’s stealthy going after the PCs directly.
and very familiar with the area, so he’s hard Should the local authorities be alerted to the
to notice. His only motives are suspicion and location of Timothy’s remains, they investigate
curiosity. He wants to see if they go into the briefly and clean the place up. The house
house and if there’s some way for him to use likely will be condemned and demolished and
their actions to enter it himself (there isn’t). the land sold at auction. The authorities will
not find Osteros alive or dead, and the shack
THE SCULPTOR by the river is found empty.
The Sculptor would make an When the PCs arrive in the area, The Sculptor In addition to any awards earned through
excellent recurring villain for a is scouring every bit of the countryside story arcs, each PC who escapes with the truth
campaign, so she is written up
here in a more complete form. looking for the book. She’s in no hurry, and of what happened to Timothy Dunn gets 1
See chapter 12 for details on she fears no threat. The PCs are likely to run XP, and an additional 2 XP if they have The
how to read her stats.
across her only inadvertently, as Timothy Boneturner’s Tale.

374
CHAPTER 16
ADVENTURE TWO: LIQUIFY

THE SCULPTOR 5 (15) 3


No one knows the precise origin of The Sculptor, but it’s believed that she was a woman in Eastern
Europe who pledged herself to The Flesh sometime during World War II after her village was overrun The Flesh, page 173
first by the Nazis and then again by the Soviets, its people faring quite poorly both times. Today, she
appears as a vaguely humanoid-shaped mass of twisting, undulating flesh, sprouting organs (eyes, a GM intrusion: The character
mouth, and the like) as needed, and wherever needed. touched by The Sculptor passes
out from the shock of the
As her name suggests, The Sculptor can shape flesh with her touch. She doesn’t hesitate to use
changes wrought.
the ability, which she originally gained from The Boneturner’s Tale. While her long-term goal is to
perform the ritual of the Last Feast, she knows that time is all but meaningless to the Entity she The Boneturner, page 201
reveres. And because she can use her skills to counter the effects of aging with a thought and gesture,
it’s meaningless to her as well.

Related Entity: The Flesh


Health: 30
Damage Inflicted: Serious injury
Movement: Short
Modifications: Might defense as level 8
Combat: A single touch from The Sculptor can result in a person’s
physical form changing, often to their detriment.
The Sculptor also has the following traits.
People as Playthings: If she’s not in a hurry, with even a brief touch
The Sculptor can make a single superficial change to a person. This
change might be a facial disfigurement, a shriveled or twisted limb,
the removal of a non-vital organ, or something similar. The victim
must deal with the consequences and gains either 3 points of Stress
or a serious injury (likely both). For example, stretching the left half
of someone’s face in a grotesque way probably brings Stress, but the
removal of a kidney is a serious injury. Even if the injury is healed and
the Stress removed, the change remains unless the victim has extensive
surgery or someone successfully uses The Boneturner’s Tale to undo the
damage.
Liquify: If she can grab a person and hold them for a full round
(the victim suffers no damage but must succeed at a difficulty 5 Might
task), she can cause their flesh to slowly turn to liquid over the course
of about six hours, killing them.
Quick Death: If she can grab hold of a person (the victim suffers
no damage but must succeed at a difficulty 5 Might task), she begins
violently reshaping them, inflicting a serious injury each round they
are held.
Reshape: If need be, The Sculptor can shape her own flesh so she
resembles a normal person. She doesn’t like doing so, and it rarely lasts
longer than necessary.
Interaction: Self-assured to the point of overconfidence, The Sculptor
cannot be reasoned with. In fact, she no longer thinks at all like a
human. She sadistically enjoys tormenting living creatures and sees
them only as playthings.
Use: The Sculptor is a sadistic villain that can make an interesting
recurring character. One day, she might come into conflict with The
Boneturner, who not only wants the book, but also wants to be the
predominant servant of The Flesh.

375
THE MAGNUS ARCHIVES ROLEPLAYING GAME

CREATING YOUR CHARACTER IN NINE EASY STEPS


Chapter 5: Equipment, page 97 Creating a character is easy—just follow 6. Choose your equipment from chapter
these steps. 5, starting with a set of appropriate clothing,
1. Grab a pencil and blank piece of paper three expensive items, two moderately priced
(or a character sheet) to record your choices. items, and up to four inexpensive items.
Chapter 2: Character Descriptor 2. Choose a descriptor in chapter 2, such as 7. If you haven’t finished assigning points
and Skills, page 15 Brave, Inquisitive, or Scholarly. Most descriptors to your stat Pools or choosing your tier 1 type
modify one of your stat Pools (more on that in abilities (from step 4), do so now.
step 4) and give you training in one skill. 8. Tell the GM how many cyphers you
Chapter 3: Character Type, 3. Choose from one of four types in chapter 3: can have (this is listed under your type), and
page 27 Investigator, Protector, Elocutionist, or Occultist. they’ll tell you which cyphers you start with.
4. Your type determines your starting stat Pool 9. Choose a starting character arc in
Chapter 8: Character Arcs and totals, grants you a set of starting abilities, tells chapter 8.
Advancement, page 140 you how many cyphers you can have at a time,
and gives you a list of other abilities to choose If you need more help with character
from. You can assign points to your stat Pools and creation, each of the types in chapter 3 includes
pick your type abilities now, but if a later step in a walk-through example of creating a character
Investigator Example, page 35 the character creation process changes your mind, (Investigator Example, Protector Example,
Protector Example, page 42 you can come back to this step and update them. Elocutionist Example, and Occultist Example).
Elocutionist Example, page 50 5. Choose a focus in chapter 4, such as Once every player has finished creating
Occultist Example, page 57 Fights Dirty, Needs No Weapon, or Solves a character, work with the other players to
Chapter 4: Character Focus, Mysteries. Your focus gives you one or two tier create a statement about the first situation
page 58 1 abilities, a suggested connection to one or your group will investigate.
Chapter 9: The Statement, more other players in the group, and perhaps
page 157 some additional equipment.

CYPHERS
8
BACKGROUND 9 CHARACTER ARCS NAME
PORTRAIT
IS A
2 DESCRIPTOR TYPE
3 WHO

5
4 5 7
FOCUS

SPECIAL ABILITIES

TIER EFFORT XP

MIGHT SPEED INTELLECT

4 7

NOTES 

4
     

RECOVERY DAMAGE TRACK STRESS


ROLLS
HALE HURT SKILLS T = trained, S = specialized, I = inability Pool   
1d 6 + (only available for
some characters)

IMPAIRED
• +1 Effort per level
• Ignore minor and major effect STRESS
  results on rolls LEVEL
• Combat roll of 17-20 deals only
  +1 damage
DEBILITATED
EQUIPMENT    
• Can move only an immediate  
distance  :
  • Cannot move if Speed Pool is 0
DEAD

ADVANCEMENT

6 INCREASE
CAPABILITIES
+4 points into
MOVE TOWARD
PERFECTION
+1 to the Edge
EXTRA
EFFORT
+1 to Effort
SKILL TRAINING
Train in a skill or
specialize in a
OTHER
OPTIONS
See page 141
stat Pools of your choice trained skill of The Magnus
Archives book

EASED/
ATTACKS HINDERED DAMAGE

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Permission granted to duplicate for personal use.

376
BACK MATTER

RECOMMENDED RESOURCES
Looking for more inspiration for your next game beyond The Magnus Archives podcast (and its companion podcast The
Magnus Protocol)? Check out this list of media by The Magnus Archives creator Jonny Sims.

BOOKS RPGs
Collected Ghost Stories of M.R. James Lovecraftesque
The Complete Tales of H.P. Lovecraft Deadlands
House of Leaves by Mark Z. Danielewski World of Darkness
The Grin of the Dark by Ramsey Campbell Duskhollow P.D. (from the Odd Jobs collection)
Books of Blood by Clive Barker Delta Green
The Shining by Stephen King Dread
Uzumaki by Junji Ito Monster of the Week
The Twisted Ones by T. Kingfisher
Tender is the Flesh by Agustina Bazterrica VIDEOGAMES
The Only Good Indians by Stephen Graham Jones Anatomy
Iron Lung
MOVIES Soma
The Thing Alan Wake
The Lighthouse Resident Evil
Ravenous Amnesia: A Machine for Pigs
The BBC’s A Ghost Story for Christmas Silent Hill 2
Carnival of Souls (1962) Eternal Darkness: Sanity’s Requiem
The Endless Signalis
The Void Until Dawn
The Midnight Meat Train
Mandy MUSIC
Event Horizon Lost Themes – John Carpenter
Session 9 Gore Motel – Bohren und Der Club of Gore
In the Mouth of Madness Concrete Desert – The Bug vs Earth
Annihilation Prelude in C-Sharp Op. 3 No.2 – Sergei Rachmaninoff
Orphans: Brawlers, Bawlers & Bastards
TV SHOWS (Disc 3) – Tom Waits
Channel Zero F# A# ∞ – Godspeed You! Black Emperor
The Twilight Zone
Gravity Falls AUDIO DRAMAS
Lovecraft Country I Am in Eskew
Neon Genesis Evangelion The Silt Verses
Goosebumps Malevolent
Sweet Home Lights Out (1934-47)
Serial Experiments Lain Archive 81
Unwell

INTERNET
SCP Archives
Don’t Hug Me I’m Scared
Marble Hornets
Midwest Angelica
Creepypasta Wiki

377
MAGNUS INSTITUTE
Witness Statement

o
Vi

di
lo

gi
-A

u
-O
pperior

Magnus Institute
Witness Name: Statement Date:

Incident Location: Incident Date:

Other Witnesses:

Statement

(Use additional pages provided if needed.)

FOR INSTITUTE USE ONLY


Statement Number:
Investigator Notes
Date Recorded: Investigator Name:
Related Files: Investigation Date:
Corroborations:

Witnesses Contacted:

Incident Updates:

TM and © 2024 Rusty Quill Ltd.


CYPHERS
NAME

IS A WHO
DESCRIPTOR TYPE

FOCUS

SPECIAL ABILITIES

TIER EFFORT XP

MIGHT SPEED INTELLECT



     

RECOVERY DAMAGE TRACK STRESS


ROLLS
HALE HURT SKILLS T = trained, S = specialized, I = inability Pool   
1d 6 + (only available for
some characters)

IMPAIRED
• +1 Effort per level
• Ignore minor and major effect STRESS
  results on rolls LEVEL
• Combat roll of 17-20 deals only
  +1 damage
DEBILITATED
   
• Can move only an immediate  
distance  :
  • Cannot move if Speed Pool is 0
DEAD

ADVANCEMENT

INCREASE MOVE TOWARD EXTRA SKILL TRAINING OTHER


CAPABILITIES PERFECTION EFFORT Train in a skill or OPTIONS
+4 points into +1 to the Edge +1 to Effort specialize in a See page 141
stat Pools of your choice trained skill of The Magnus
Archives book

EASED/
ATTACKS HINDERED DAMAGE
BACKGROUND CHARACTER ARCS PORTRAIT
NOTES
EQUIPMENT
The Magnus Archives logo TM and © 2024 Rusty Quill LTD. | All Cypher System content © 2024 Monte Cook Games, LLC.
Permission granted to duplicate for personal use.
CONSENT CHECKLIST
The Magnus Archives is a horror setting and thus contains harrowing and scary elements that are inherent to gameplay.
If going through this form makes you realize horror settings aren’t for you, it’s okay to step away and play a different type of game.

GM Name:
Player Name (or leave blank):
Planned Game Theme:
If this game were a movie, its movie rating would be: G PG PG-13 R NC-17 Other:

Mark the color that best illustrates your comfort level with the following plot or story elements.
Green = Enthusiastic consent; bring it on!
Yellow = Okay if veiled or offstage; might be okay onstage but requires discussion ahead of time; uncertain.
Red = Hard line; do not include.
G Y R G Y R
HORROR .................................................. SOCIAL AND CULTURAL ISSUES ........
Animal endangerment .................................... Bullying.............................................................
Blood ................................................................. Cults ..................................................................
Body horror ...................................................... Gun violence ....................................................
Bugs ................................................................... Homophobia ....................................................
Child endangerment ....................................... Kidnapping .......................................................
Demonic possession ....................................... Racism...............................................................
Dismemberment .............................................. Real-world religion .........................................
Eyeballs ............................................................. Religious trauma .............................................
Gore ................................................................... Sexism ...............................................................
Mind control .................................................... Slavery ...............................................................
Mines/underground scenarios ....................... Transphobia .....................................................
Mutilation.........................................................
Rats ....................................................................
Situations involving literal darkness ............
Snakes ............................................................... MENTAL AND PHYSICAL HEALTH ....
Spiders .............................................................. Abuse ................................................................
Witchcraft......................................................... Cancer ...............................................................
Claustrophobia ................................................
Freezing to death.............................................
RELATIONSHIPS AND FAMILY ........... Gaslighting .......................................................
Romance ................................................ Genocide ...........................................................
Fade to black .............................................. Hanging/strangulation ...................................
Explicit ........................................................ Heatstroke ........................................................
Between PCs and NPCs .......................... Miscarriage ......................................................
Between PCs .............................................. Natural disasters..............................................
Sex ..................................................................... Paralysis/physical restraint ............................
Fade to black .............................................. Police, police aggression ................................
Explicit ........................................................ Pregnancy, miscarriage, or abortion.............
Between PCs and NPCs ........................... Self-harm ..........................................................
Between PCs ............................................. Severe weather .................................................
Between my PC and another PC/NPC ... Sexual assault ...................................................
Family ............................................................... Starvation .........................................................
Abandonment ............................................ Suicide...............................................................
Death of a caretaker/parent...................... Terrorism ..........................................................
Death of a child.......................................... Thirst.................................................................
Death of a spouse ...................................... Torture (physical).............................................
Torture (psychological) ...................................

ADDITIONAL TOPICS
Do you want the GM to follow up with you to clarify
any of these responses? If so, which ones?

The Magnus Archives logo TM and © 2024 Rusty Quill LTD. | All Cypher System content © 2024 Monte Cook Games, LLC. Permission granted to duplicate for personal use.
THE MAGNUS ARCHIVES ROLEPLAYING GAME

INDEX

Abiding Watcher, The. . . . . . . . . . . . . . . . . . . . . . . . 196 biology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Jonathan Sims. . . . . . . . . . . . . . . . . . . . . . . . . . . 198


action. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 blood money pouch. . . . . . . . . . . . . . . . . . . . . . . . . 251 Jurgen Leitner. . . . . . . . . . . . . . . . . . . . . . . . . . . 202
advancement, character . . . . . . . . . . . . . . . . . . . . . . 140 Bloody Mary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189 Mary Keay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Agnes Montague . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 boatswain’s call. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Michael Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
Anatomy of Melancholy, The. . . . . . . . . . . . . . . . . . . . 268 Bold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Mikaele Salesa. . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Annabelle Cane . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 Boneturner, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Peter Lukas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
Angela . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 The Boneturner’s Tale. . . . . . . . . . . . . . . . . . . . . . . . . 268 Sarah Baldwin. . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Anglerfish, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 Book Collector, The. . . . . . . . . . . . . . . . . . . . . . . . . 202 Simon Fairchild. . . . . . . . . . . . . . . . . . . . . . . . . . 214
Archivist, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198 Book of the Dead. . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 Trevor Herbert. . . . . . . . . . . . . . . . . . . . . . . . . . 244
area attacks.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 books. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267 chase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Brave. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Cheerful. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
artefact. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248 Breekon & Hope. . . . . . . . . . . . . . . . . . . . . . . . . . . 212 Chelicerae .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
The Anatomy of Melancholy. . . . . . . . . . . . . . . . . . 268 Buried, The .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 Chosen of Flame, The . . . . . . . . . . . . . . . . . . . . . . . 205
blood money pouch. . . . . . . . . . . . . . . . . . . . . . . 251 buried thing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 clown doll .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
boatswain’s call . . . . . . . . . . . . . . . . . . . . . . . . . . 252 calliope. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 coffin of The Buried. . . . . . . . . . . . . . . . . . . . . . . . . 254
The Boneturner’s Tale . . . . . . . . . . . . . . . . . . . . . . 268 camera of occultation. . . . . . . . . . . . . . . . . . . . . . . . 253 combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Book of the Dead . . . . . . . . . . . . . . . . . . . . . . . . . 269 Caring. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 combat between NPCs. . . . . . . . . . . . . . . . . . . . . . . 127
calliope .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 carpentry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 combat between PCs . . . . . . . . . . . . . . . . . . . . . . . . 127
camera of occultation . . . . . . . . . . . . . . . . . . . . . 253 Carries a Gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Consent Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . 381
Catalogue of the Trapped Dead . . . . . . . . . . . . . . . 270 Catalogue of the Trapped Dead. . . . . . . . . . . . . . . . . . 270 cooking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Chelicerae. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254 Cautious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 cooperative actions. . . . . . . . . . . . . . . . . . . . . . . . . . 126
coffin of The Buried. . . . . . . . . . . . . . . . . . . . . . . 254 character. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Corruption, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
dark star .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255 character arcs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 cosmic horror. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343
dark wardrobe. . . . . . . . . . . . . . . . . . . . . . . . . . . 256 Aid a Friend . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 crafting stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
Dead Animals. . . . . . . . . . . . . . . . . . . . . . . . . . . . 271 Assist an Organization. . . . . . . . . . . . . . . . . . . . . 145 creating new creatures . . . . . . . . . . . . . . . . . . . . . . . 320
Death’s game piece. . . . . . . . . . . . . . . . . . . . . . . . 256 Avenge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 creature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
Dictionnaire Infernal . . . . . . . . . . . . . . . . . . . . . . 272 Birth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Cult of the Lightless Flame, the. . . . . . . . . . . . . . . . 171
DIG. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272 Build. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 cultist, Divine Host . . . . . . . . . . . . . . . . . . . . . . . . . 207
A Disappearance. . . . . . . . . . . . . . . . . . . . . . . . . . 273 Cleanse.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 cultist, Lightless Flame . . . . . . . . . . . . . . . . . . . . . . 208
entombing crate . . . . . . . . . . . . . . . . . . . . . . . . . 256 Creation .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 currency. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Ex Altiora. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 Defeat a Foe . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Cynical. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
flesh grinder. . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Defense.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 cypher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
fractal pot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 Develop a Bond. . . . . . . . . . . . . . . . . . . . . . . . . . 148 another twist (instant). . . . . . . . . . . . . . . . . . . . . 107
gorilla skin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Enterprise. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 big picture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
A Guest for Mr. Spider . . . . . . . . . . . . . . . . . . . . . 274 Establishment. . . . . . . . . . . . . . . . . . . . . . . . . . . 148 binary (instant). . . . . . . . . . . . . . . . . . . . . . . . . . 107
Infinity Above: A Book of Astronomy . . . . . . . . . . . 275 Explore.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 body builder . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
A Journal of the Plague Year . . . . . . . . . . . . . . . . . 276 Fall From Grace. . . . . . . . . . . . . . . . . . . . . . . . . . 149 breathing room (instant). . . . . . . . . . . . . . . . . . . 107
An Introduction to Higher Anatomy. . . . . . . . . . . . 276 Finish a Great Work . . . . . . . . . . . . . . . . . . . . . . 149 burning desire (instant). . . . . . . . . . . . . . . . . . . . 107
Joy of Eating, The. . . . . . . . . . . . . . . . . . . . . . . . . 277 Growth.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 cheating death (instant). . . . . . . . . . . . . . . . . . . . 108
Key of Solomon, The. . . . . . . . . . . . . . . . . . . . . . . 278 Instruction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 curiosity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Killer’s Song. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278 Join an Organization. . . . . . . . . . . . . . . . . . . . . . 150 dance through the maze. . . . . . . . . . . . . . . . . . . . 108
lonely painting . . . . . . . . . . . . . . . . . . . . . . . . . . 259 Justice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 deathly silent and still (instant). . . . . . . . . . . . . . 108
mirror of beholding. . . . . . . . . . . . . . . . . . . . . . . 260 Learn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151 desperate effort (instant) . . . . . . . . . . . . . . . . . . . 108
patterned rug. . . . . . . . . . . . . . . . . . . . . . . . . . . . 260 Master a Skill. . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 eye contact (instant) . . . . . . . . . . . . . . . . . . . . . . 108
pestilent scalpel. . . . . . . . . . . . . . . . . . . . . . . . . . 261 Mysterious Background. . . . . . . . . . . . . . . . . . . . 152 flee The Hunt! (instant). . . . . . . . . . . . . . . . . . . . 108
Roaring Desolation. . . . . . . . . . . . . . . . . . . . . . . . 279 New Discovery . . . . . . . . . . . . . . . . . . . . . . . . . . 152 gift of The Piper (instant) . . . . . . . . . . . . . . . . . . 108
rock eye.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261 Raise a Child. . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 guess you had to be there. . . . . . . . . . . . . . . . . . . 108
security camera instruction manual. . . . . . . . . . . 280 Recover From a Wound (or Trauma). . . . . . . . . . 153 gut feeling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Seen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279 Redemption. . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 hard shoulder (instant) . . . . . . . . . . . . . . . . . . . . 109
Seven Lamps of Architecture, The. . . . . . . . . . . . . . 281 Repay a Debt. . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 help from a stranger. . . . . . . . . . . . . . . . . . . . . . . 109
slaughter gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . 261 Rescue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 implore The Flesh. . . . . . . . . . . . . . . . . . . . . . . . 109
slaughter knife. . . . . . . . . . . . . . . . . . . . . . . . . . . 262 Restoration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 jigsaw solver. . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
syringe of Dr. Snow. . . . . . . . . . . . . . . . . . . . . . . 262 Revenge.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 last words . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Spiders Are Eating. . . . . . . . . . . . . . . . . . . . . . . . 282 Romance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 learn from The Web. . . . . . . . . . . . . . . . . . . . . . . 109
The Stalwart Hunters’ Almanac. . . . . . . . . . . . . . . 283 Solve a Mystery. . . . . . . . . . . . . . . . . . . . . . . . . . 154 lesson of The Boneturner. . . . . . . . . . . . . . . . . . . 109
The Tale of a Field Hospital. . . . . . . . . . . . . . . . . . 283 Theft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 librarian’s pupil . . . . . . . . . . . . . . . . . . . . . . . . . . 110
thrumming cocoon. . . . . . . . . . . . . . . . . . . . . . . 263 Train a Creature. . . . . . . . . . . . . . . . . . . . . . . . . 155 like an Avatar (instant). . . . . . . . . . . . . . . . . . . . 110
The Travels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284 Transformation. . . . . . . . . . . . . . . . . . . . . . . . . . 156 meat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
web lighter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264 Uncover a Secret. . . . . . . . . . . . . . . . . . . . . . . . . 156 nemesis.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
web table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264 Undo a Wrong. . . . . . . . . . . . . . . . . . . . . . . . . . . 156 nightfall.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
web tape recorder . . . . . . . . . . . . . . . . . . . . . . . . 265 character focus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 observer effect. . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Whispers in White Matter. . . . . . . . . . . . . . . . . . . 284 character type. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 of The Beholding. . . . . . . . . . . . . . . . . . . . . . . . . 110
Yushanka chatbot . . . . . . . . . . . . . . . . . . . . . . . . 265 characters from the podcast of The Flesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Artefact Dealer, The. . . . . . . . . . . . . . . . . . . . . . . . . 199 Agnes Montague. . . . . . . . . . . . . . . . . . . . . . . . . 205 panopticon (instant) . . . . . . . . . . . . . . . . . . . . . . 110
artefact stats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249 Angela. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 personal space. . . . . . . . . . . . . . . . . . . . . . . . . . . 111
asset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Annabelle Cane. . . . . . . . . . . . . . . . . . . . . . . . . . 246 risen wind. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
astronomy .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Breekon & Hope. . . . . . . . . . . . . . . . . . . . . . . . . 212 sculptor’s tool (instant) . . . . . . . . . . . . . . . . . . . . 111
attacking objects. . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Elias Bouchard. . . . . . . . . . . . . . . . . . . . . . . . . . 196 show must go on. . . . . . . . . . . . . . . . . . . . . . . . . 111
Avatar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Helen Richardson. . . . . . . . . . . . . . . . . . . . . . . . 216 smell of blood (instant). . . . . . . . . . . . . . . . . . . . 111
Awful Deep, The . . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Jane Prentiss . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218 spiral’s luck (instant). . . . . . . . . . . . . . . . . . . . . . 112
badge or warrant card. . . . . . . . . . . . . . . . . . . . . . . . . 84 Jared Hopworth. . . . . . . . . . . . . . . . . . . . . . . . . . 201 squirm (instant). . . . . . . . . . . . . . . . . . . . . . . . . . 112
becoming an Avatar. . . . . . . . . . . . . . . . . . . . . . . . . . 89 John Amherst . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 stare into The Vast. . . . . . . . . . . . . . . . . . . . . . . . 112
bewebbed puppet. . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Jonah Magnus. . . . . . . . . . . . . . . . . . . . . . . . . . . 196 strange music. . . . . . . . . . . . . . . . . . . . . . . . . . . . 112

382
INDEX

taking stock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 endurance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 healing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135


thought for the day. . . . . . . . . . . . . . . . . . . . . . . 112 engineering. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 healing (skill). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
thrill of the chase. . . . . . . . . . . . . . . . . . . . . . . . . 112 Enigmatic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 heavy weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
tightrope. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Entities, the. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Helen Richardson. . . . . . . . . . . . . . . . . . . . . . . . . . . 216
uncanny valley (instant). . . . . . . . . . . . . . . . . . . . 112 Buried, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 helping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
watcher’s know-how . . . . . . . . . . . . . . . . . . . . . . 112 Corruption, The . . . . . . . . . . . . . . . . . . . . . . . . . 170 Helps Their Friends. . . . . . . . . . . . . . . . . . . . . . . . . . 66
weaver’s encouragement. . . . . . . . . . . . . . . . . . . . 112 Dark, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 hinder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
well-being. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 Desolation, The. . . . . . . . . . . . . . . . . . . . . . . . . . 171 history. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
what we all ignore. . . . . . . . . . . . . . . . . . . . . . . . 113 End, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Hopeful. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
what we lose (instant) . . . . . . . . . . . . . . . . . . . . . 113 Eye, The .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Horror Mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
words of the puppeteer (instant) . . . . . . . . . . . . . 113 Extinction, The. . . . . . . . . . . . . . . . . . . . . . . . . . 177 Hunt, The .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
dabbler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 Flesh, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Hunter, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
damage from hazards. . . . . . . . . . . . . . . . . . . . . . . . 132 Hunt, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 hurt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
damage track . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Lonely, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 identifying.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
dark star. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255 Slaughter, The . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 immediate distance. . . . . . . . . . . . . . . . . . . . . . . . . . 137
dark wardrobe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256 Spiral, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 impaired. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Dark, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Stranger, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 inabilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Dead Animals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271 Vast, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Infiltrates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Death. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210 Web, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176 Infinity Above: A Book of Astronomy. . . . . . . . . . . . . . 275
death and player characters. . . . . . . . . . . . . . . . . . . . 136 entombing crate. . . . . . . . . . . . . . . . . . . . . . . . . . . . 256 initiative. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Death’s game piece. . . . . . . . . . . . . . . . . . . . . . . . . . 256 equipment.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 initiative (skill). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
debilitated .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 equipment operation . . . . . . . . . . . . . . . . . . . . . . . . . 17 Inquisitive .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
deception. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Everchase, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Intellect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
deceitful arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Ex Altiora. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 Intimidating. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Deliverymen, The. . . . . . . . . . . . . . . . . . . . . . . . . . . 212 example of play . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351 intimidation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
describing things . . . . . . . . . . . . . . . . . . . . . . . . . . . 340 experience point advance. . . . . . . . . . . . . . . . . . . . . 142 An Introduction to Higher Anatomy. . . . . . . . . . . . . . 276
descriptors.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 experience points. . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Investigator .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Bold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Explores Dark Places . . . . . . . . . . . . . . . . . . . . . . . . . 63 Jane Prentiss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218
Brave. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Extinction, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Jared Hopworth. . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
Caring. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Extinguished Sun, the . . . . . . . . . . . . . . . . . . . . . . . 171 Jigsaw Lady, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
Cautious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Eye, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 John Amherst. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Cheerful .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Fastidious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Jonah Magnus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Cynical .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 fear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345 Jonathan Sims . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Enigmatic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Fearless. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 A Journal of the Plague Year. . . . . . . . . . . . . . . . . . . . 276
Fastidious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Fears, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Joy of Eating, The . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
Fearless .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Ferocious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Jurgen Leitner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Ferocious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Fights Dirty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 key concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Hopeful.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 finding, identifying, and using artefacts. . . . . . . . . . 248 The Key of Solomon. . . . . . . . . . . . . . . . . . . . . . . . . . 278
Inquisitive. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 flesh grinder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257 Killer’s Song.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278
Intimidating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Flesh Hive, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218 Last Feast, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Likeable.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Flesh, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Leads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Muscular. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 focus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Learns Quickly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Nervous.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Carries a Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 leatherworking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
No-Nonsense. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Does a Bit of This and That. . . . . . . . . . . . . . . . . . 61 Leitner: see The Book Collector. . . . . . . . . . . . . . . . 202
Obsessive. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Explores Dark Places. . . . . . . . . . . . . . . . . . . . . . . 63 Leitners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Pretentious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Fights Dirty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 level. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Quick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Helps Their Friends. . . . . . . . . . . . . . . . . . . . . . . . 66 light weapon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Ruthless.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Infiltrates. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 lightless beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
Scholarly. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Leads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Likeable. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Smart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Learns Quickly . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 lockpicking.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Sturdy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Looks for Trouble . . . . . . . . . . . . . . . . . . . . . . . . . 74 lonely painting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Superstitious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Moves Like a Cat. . . . . . . . . . . . . . . . . . . . . . . . . . 75 Lonely, The .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Suspicious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Needs No Weapon. . . . . . . . . . . . . . . . . . . . . . . . 76 lonesome crowd . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Tech-Savvy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Never Says Die . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 long distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Desolation, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Practically Lives Online. . . . . . . . . . . . . . . . . . . . . 79 Looks for Trouble. . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
determining task difficulty. . . . . . . . . . . . . . . . . . . . 117 Runs Away . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Magnus Archives horror. . . . . . . . . . . . . . . . . . . . . . 345
difficulty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 Solves Mysteries. . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Magnus Institute, the. . . . . . . . . . . . . . . . . . . . . . . . 179
discerning motive. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Wears a Badge. . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 major effect .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
disciple of the Endless . . . . . . . . . . . . . . . . . . . . . . . 214 Works the Back Alleys. . . . . . . . . . . . . . . . . . . . . . 86 Man Who Wasn’t There, The. . . . . . . . . . . . . . . . . . 226
A Disappearance. . . . . . . . . . . . . . . . . . . . . . . . . . . . 273 Would Rather Be Reading. . . . . . . . . . . . . . . . . . . 88 Mary Keay.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
disguise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 follower modifications . . . . . . . . . . . . . . . . . . . . . . . . 71 mathematics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 followers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Maxwell Rayner. . . . . . . . . . . . . . . . . . . . . . . . . . . . 239
Distortion, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216 forensics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 meat with eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
distraction .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 fractal pot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 mechanics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Does a Bit of This and That. . . . . . . . . . . . . . . . . . . . 61 Friendless, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 medicine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Doorway Into Corruption, The . . . . . . . . . . . . . . . . 170 geography. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 medium weapon. . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
draw the attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 geology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 metalworking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
driving. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 GM intrusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 Michael Crew. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
ease . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 GM intrusion, group. . . . . . . . . . . . . . . . . . . . . . . . 298 Might. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
easing the task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 GM intrusions in Horror Mode. . . . . . . . . . . . . . . . 297 Mikaele Salesa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Edge. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 gorilla skin.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259 minor effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Effort. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Great Twisting, The . . . . . . . . . . . . . . . . . . . . . . . . . 175 mirror haunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
electrical repair. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 greyling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 mirror of beholding. . . . . . . . . . . . . . . . . . . . . . . . . 260
electronics .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 grinning wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221 monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Elias Bouchard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196 A Guest for Mr. Spider. . . . . . . . . . . . . . . . . . . . . . . . 274 Abiding Watcher, The. . . . . . . . . . . . . . . . . . . . . 196
Elocutionist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 gunsmithing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Anglerfish, The . . . . . . . . . . . . . . . . . . . . . . . . . . 197
enabler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 gymnastics.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Archivist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
encounters.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 hale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Artefact Dealer, The. . . . . . . . . . . . . . . . . . . . . . . 199
End, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172 Hat Man, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 bewebbed puppet . . . . . . . . . . . . . . . . . . . . . . . . 200

383
THE MAGNUS ARCHIVES ROLEPLAYING GAME

Boneturner, The . . . . . . . . . . . . . . . . . . . . . . . . . 201 programming. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 tracking.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18


Book Collector, The. . . . . . . . . . . . . . . . . . . . . . 202 Protector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 skin shell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
buried thing. . . . . . . . . . . . . . . . . . . . . . . . . . . . 204 psychology.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 slaughter gun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Chosen of Flame, The. . . . . . . . . . . . . . . . . . . . . 205 publishing .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 slaughter knife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
clown doll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206 Quick. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Slaughter, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
cultist, Divine Host . . . . . . . . . . . . . . . . . . . . . . 207 recovery rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Smart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
cultist, Lightless Flame . . . . . . . . . . . . . . . . . . . . 208 religion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Solves Mysteries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
dabbler .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 researching.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 special abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210 retrying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 special roll .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
deceitful arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 riding. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 specialized .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Deliverymen, The. . . . . . . . . . . . . . . . . . . . . . . . 212 Ringmaster, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Speed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
disciple of the Endless. . . . . . . . . . . . . . . . . . . . . 214 Risen War, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 Spiders Are Eating. . . . . . . . . . . . . . . . . . . . . . . . . . . 282
Distortion, The. . . . . . . . . . . . . . . . . . . . . . . . . . 216 ritual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Spiral, The.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Flesh Hive, The. . . . . . . . . . . . . . . . . . . . . . . . . . 218 Roaring Desolation . . . . . . . . . . . . . . . . . . . . . . . . . . 279 The Stalwart Hunters’ Almanac . . . . . . . . . . . . . . . . . 283
Friendless, The. . . . . . . . . . . . . . . . . . . . . . . . . . . 219 rock eye. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261 stat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Greyling .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220 roll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 stat Pools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
grinning wheel . . . . . . . . . . . . . . . . . . . . . . . . . . 221 round. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 statement, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Hunter, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222 Runs Away.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 stealth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Jigsaw Lady, The . . . . . . . . . . . . . . . . . . . . . . . . . 223 Ruthless. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Still and Lightless Beast, The . . . . . . . . . . . . . . . . . . 224
lightless beast . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Sandman, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 Stranger, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
lonesome crowd . . . . . . . . . . . . . . . . . . . . . . . . . 225 Sarah Baldwin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Stress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Man Who Wasn’t There, The. . . . . . . . . . . . . . . . 226 Scholarly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Sturdy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
meat with eyes . . . . . . . . . . . . . . . . . . . . . . . . . . 227 Scoured Earth, The. . . . . . . . . . . . . . . . . . . . . . . . . . 171 Sunken Sky, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
mirror haunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228 security camera instruction manual . . . . . . . . . . . . . 280 supernatural type abilities. . . . . . . . . . . . . . . . . . . . . . 27
Monster Pig . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 Seen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279 Superstitious. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
NotThem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 serious injury. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Suspicious .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
perfect stranger . . . . . . . . . . . . . . . . . . . . . . . . . . 231 The Seven Lamps of Architecture. . . . . . . . . . . . . . . . . 281 syringe of Dr. Snow. . . . . . . . . . . . . . . . . . . . . . . . . 262
Piper, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 sewing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 take the attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Plaguebearer, The. . . . . . . . . . . . . . . . . . . . . . . . . 233 short distance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Taker of Light, The. . . . . . . . . . . . . . . . . . . . . . . . . . 239
possessed cannibal . . . . . . . . . . . . . . . . . . . . . . . 234 Silence, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 The Tale of a Field Hospital. . . . . . . . . . . . . . . . . . . . 283
Ringmaster, The . . . . . . . . . . . . . . . . . . . . . . . . . 235 silver worm.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 target number. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Sandman, The. . . . . . . . . . . . . . . . . . . . . . . . . . . 236 Simon Fairchild. . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
silver worm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Task Difficulty table. . . . . . . . . . . . . . . . . . . . . . . . . 117
skin shell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 astronomy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Tech-Savvy.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Still and Lightless Beast, The. . . . . . . . . . . . . . . . 224 biology .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 tension. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
Taker of Light, The. . . . . . . . . . . . . . . . . . . . . . . 239 carpentry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 thrumming cocoon. . . . . . . . . . . . . . . . . . . . . . . . . 263
Tome Hoarder, The. . . . . . . . . . . . . . . . . . . . . . . 240 cooking.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 tiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
uncanny mannequin . . . . . . . . . . . . . . . . . . . . . . 241 deception. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 timekeeping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
vampire.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 discerning motive . . . . . . . . . . . . . . . . . . . . . . . . . 16 Tome Hoarder, The . . . . . . . . . . . . . . . . . . . . . . . . . 240
Vampire Hunter, The. . . . . . . . . . . . . . . . . . . . . . 244 disguise.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 tracking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
watcher’s husk. . . . . . . . . . . . . . . . . . . . . . . . . . . 245 driving. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 trained. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Weaver, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246 electrical repair . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 The Travels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284
Monster Pig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 electronics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Trevor Herbert. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Mothman, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 endurance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 trying again .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Moves Like a Cat. . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 engineering. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Muscular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 equipment operation. . . . . . . . . . . . . . . . . . . . . . . 17 type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Needs No Weapon. . . . . . . . . . . . . . . . . . . . . . . . . . . 76 forensics .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 uncanny mannequin . . . . . . . . . . . . . . . . . . . . . . . . 241
Nervous. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 geography. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Unknowing, the. . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Never Says Die. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 geology .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Unpleasant Deaths table. . . . . . . . . . . . . . . . . . . . . . 271
No-Nonsense. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 gunsmithing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 vampire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
NotThem .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 gymnastics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Vampire Hunter, The. . . . . . . . . . . . . . . . . . . . . . . . 244
NPC health. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 healing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Vast, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Obsessive. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 history. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 very long distance. . . . . . . . . . . . . . . . . . . . . . . . . . . 137
occultism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 identifying. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Watcher’s Crown, the. . . . . . . . . . . . . . . . . . . . . . . . 172
Occultist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 initiative .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 watcher’s husk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
pacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324 intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
patterned rug. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260 leatherworking. . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Weapons and The Magnus Archives. . . . . . . . . . . . . 101
PC Avatars.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 lockpicking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Wears a Badge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
People’s Church of the Divine Host, the. . . . . . . . . . 171 mathematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 badge or warrant card . . . . . . . . . . . . . . . . . . . . . . 84
perception .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 mechanics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Weaver, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
perfect stranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231 medicine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 web lighter.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
performance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 metalworking . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 web table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
persuasion .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 occultism. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 web tape recorder. . . . . . . . . . . . . . . . . . . . . . . . . . . 265
pestilent scalpel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261 perception. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Web, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
Peter Lukas.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Whispers in White Matter . . . . . . . . . . . . . . . . . . . . . 284
philosophy.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 persuasion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Works the Back Alleys . . . . . . . . . . . . . . . . . . . . . . . . 86
physics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 philosophy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Would Rather Be Reading. . . . . . . . . . . . . . . . . . . . . 88
pickpocketing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 physics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 XP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
piloting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 pickpocketing. . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Yushanka chatbot. . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Piper, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 piloting.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Plaguebearer, The. . . . . . . . . . . . . . . . . . . . . . . . . . . 233 plumbing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
player intrusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 programming. . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
plumbing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 psychology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Pool. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 publishing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
possessed cannibal . . . . . . . . . . . . . . . . . . . . . . . . . . 234 religion .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Practically Lives Online . . . . . . . . . . . . . . . . . . . . . . . 79 researching. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
practiced. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 riding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Pretentious.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 sewing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
price categories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 stealth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

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