[the Magnus Archives RPG][en] - Player's Guide (OEF, 2024)_FwpVOZ
[the Magnus Archives RPG][en] - Player's Guide (OEF, 2024)_FwpVOZ
[the Magnus Archives RPG][en] - Player's Guide (OEF, 2024)_FwpVOZ
CREDITS
Designer Monte Cook
Additional Design Bruce R. Cordell
Creative Director Monte Cook
Developer Bruce R. Cordell
Managing Editor Teri Litorco
Editor Ray Vallese
Proofreader Dominique Dickey
Art Director Bear Weiter
Graphic Design/Layout Bear Weiter
Cover Artist Roberto Pitturru
Artists
Paola Andreatta, Javier P. Beltrán, Sam Wolfe Connelly, Macli, Gabriela Novotná,
Roberto Pitturru, Maichol Quinto, Kyle A. Scarborough, Zoa Smalley
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
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
T
he Magnus Archives is a horror fiction everything you need to play, including the
anthology podcast examining what complete rules and detailed character creation.
lurks in the archives of the Magnus It also contains information for the GM to
Institute, an organization dedicated to run the game, including an extensive overview
researching the esoteric and the weird. It of the Entities, monsters, books, artefacts, and
follows the actions of head archivist Jonathan characters that make The Magnus Archives
Sims as he attempts to bring a seemingly so enthralling and terrifying, as well as some
neglected collection of supernatural statements adventures to challenge and terrify their
up to date, converting them to audio and players.)
supplementing them with follow-up work
from his small but dedicated team.
Individually, these stories—these
“statements”—are unsettling. Together, they This Player’s Guide references The Magnus
begin to form a picture that is truly horrifying Archives Roleplaying Game corebook.
because as one looks into the depths of the Such references, indicated by this symbol,
archives, something starts to look back . . . provide additional information about that
In The Magnus Archives Roleplaying rule, ability, creature, or concept.
Game (RPG), you and your friends take on
the roles of archival assistants assigned to
investigate the strange occurrences reported to
the institute by those that have encountered
the mysterious and supernatural. What you
hold in your hands is an overview of the
game and its workings. This guide provides
important information to get you playing: a
summary of the rules and mechanics of the
game; information on how build, equip, and
use player characters (as well as examples);
and other useful information for gameplay,
such as basic setting information, a Consent
Checklist, and tips for playing a horror game.
(More detailed information can be found in
the main rulebook, which provides you with
3
THE MAGNUS ARCHIVES ROLEPLAYING GAME
GLOSSARY
Game master (GM): The player who doesn’t Character: Anything that can act in the
run a character, but instead guides the flow of game. Although this includes PCs and human
the story and runs all the NPCs. NPCs, it also includes creatures, ghosts,
vampires, and so on. The word “creature” is
Nonplayer character (NPC): Characters usually synonymous.
run by the GM. Think of them as the minor
Chapter 10: The Entities, characters in the story, or the villains or Entities: The Entities, also called the Fears,
page 166 opponents. This includes any kind of creature the Powers, the Dread Powers, and The Things
as well as people. That We Fear, are cosmic horrors beyond
total understanding, but are believed to be
Party: A group of player characters (and responsible for the supernatural phenomena
perhaps some NPC allies). that feature in the stories. In essence, they use
their powers to evoke fear from victims and
Player character (PC): A character run by a thereby sustain themselves.
player rather than the GM. Think of the PCs
as the main characters in the story. Avatar: A being imbued with the occult power
Avatars, page 89 of the Entities. An Avatar might have started
Player: The players who run characters in the out a mortal and gained this power, or they
game. might have been created by the Entities. They
may have their own motives, but all Avatars
Session: A single play experience. Usually this indirectly serve to provide fear to the Entities.
lasts a few hours. Sometimes, one adventure
can be accomplished in a single session. More Cypher: A bit of luck, inspiration, hope, or
often, one adventure takes multiple sessions. resilience that grants a character an ability
Think of a session as similar to an episode of that can be used once. Cyphers are entirely
the podcast. conceptual, and new cyphers can be gained
through rest and relaxation. In many ways,
Stress, page 11 Adventure: This is similar to a full story in they are the opposite of Stress, which can be a
the podcast, and in fact, in this book we’ll hindrance to player characters in this game.
often use the word “story” as synonymous
for “adventure.” We also frequently use Artefact: An object imbued with the occult
“investigation” to describe Magnus Archives power of the Entities. We spell it that way
adventures. because the folks who created the podcast spell
it that way.
Campaign: A series of sessions strung together
with an overarching story (or linked stories) Canon: In the podcast, everything that
with the same player characters. Often, but happens is canon. The characters, stories,
not always, a campaign involves multiple and events are all set in stone. But in your
adventures. In the podcast, a whole season campaign, you can use as much or as little of
could be thought of as a campaign—or, the canon as you want.
alternatively, the entire show could be a single
grand campaign!
4
BASIC CONCEPTS
INTELLECT
This stat determines how smart,
knowledgeable, and likeable your character
is. It includes intelligence, wisdom, charisma,
education, reasoning, wit, willpower, and
charm. Intellect governs solving puzzles,
5
THE MAGNUS ARCHIVES ROLEPLAYING GAME
A task is any action a character remembering facts, telling convincing lies, and POOL, EDGE, AND EFFORT
takes that is difficult enough using mental powers. Characters interested Each of the three stats has two components:
that the outcome is uncertain.
The success is determined by in communicating effectively, being learned Pool and Edge. Your Pool represents your
a die roll, and the die result scholars, or wielding supernatural powers raw, innate ability, and your Edge represents
needed is determined by the
difficulty level of the task. Skills should stress their Intellect stat. knowing how to use what you have. A third
and Effort can improve the odds element ties into this concept: Effort. When
of a character’s success, as each
step a task is eased by reduces the
SKILLS (AND INABILITIES) your character really needs to accomplish a
difficulty level of the task. Your character has training in a handful of task, you apply Effort.
specific skills. For example, you might be
trained in stealth, gymnastics, persuasion, or POOL
Task, page 115 engineering. A character’s level of skill is either Your Pool is the most basic measurement of
Action, page 115
trained (reasonably skilled) or specialized (very a stat. Comparing the Pools of two creatures
skilled). will give you a general sense of which
Determining Task Difficulty, If you are trained in a skill relating to a task, creature is superior in that stat. For example,
page 117
you ease that task by one step, reducing the a character who has a Might Pool of 16 is
difficulty level of the task—say, from difficulty stronger (in a basic sense) than a character
4 to difficulty 3. If you are specialized, you who has a Might Pool of 12. Most characters
Your character’s type determines ease it by two steps—for example, from start with a Pool of 9 to 12 in most stats—
your starting Pool amounts. difficulty 4 to difficulty 2. A skill can never that’s the average range.
ease a task by more than two steps, but you You can spend points from one of your stat
can use a skill and Effort together. Pools to decrease a task’s difficulty (see Effort,
Type, chapter 3, page 27 You can always attempt any action—you below). You can rest to recover lost points from
do not need to be trained or specialized in a stat Pool, and some special abilities or cyphers
a related skill. In other words, being trained might allow you to recover lost points quickly.
in driving doesn’t let you drive a car; it just
makes you good at it. Anyone can still try to EDGE
drive. It’s just a bit harder. Although your Pool is the basic measurement
Some characters have inabilities. If a of a stat, your Edge is also important. When
Eye for Detail, page 30 character has an inability in a task, the task is something requires you to spend points from
hindered (more difficult). a stat Pool, your Edge for that stat reduces the
cost. It also reduces the cost of applying Effort
to a roll.
t
ays attemp
For example, let’s say you have the Eye
Yo u c a n a lw for Detail ability, and activating it costs 2
y a c t io n — you do not points from your Intellect Pool. Subtract your
an
trained or
need to be
Intellect Edge from the activation cost, and
in a related the result is how many points you must spend
specialized
her words,
to use the ability. If using your Edge reduces
skill. In ot
d in driving
the cost to 0, you can use the ability for free.
b e in g t r a in e Your Edge can be different for each stat. For
you drive a
doesn’t let
example, you could have a Might Edge of 1,
makes you
car, it just
a Speed Edge of 1, and an Intellect Edge of 0.
Anyone can You’ll always have an Edge of at least 1 in one
good at it.
drive. It’s
stat. Your Edge for a stat reduces the cost of
s t il l t r y t o spending points from that stat Pool, but not
harder.
just a bit from other Pools. Once a stat’s Edge reaches 3,
you can apply one level of Effort for free.
6
BASIC CONCEPTS
7
THE MAGNUS ARCHIVES ROLEPLAYING GAME
Players make
all die rolls.
If a charac
ter attempts
affect an NP to
C (or intera
with the wo ct
rld in any w
ay
when there
is a risk of
failure), the
player makes
a roll. If an
NPC (or the
environment)
tries to affec
a character, t
the player
makes a defen
se roll.
8
BASIC CONCEPTS
9
THE MAGNUS ARCHIVES ROLEPLAYING GAME
10
BASIC CONCEPTS
11
THE MAGNUS ARCHIVES ROLEPLAYING GAME
12
BASIC CONCEPTS
action; can only be minutes, then one hour, and so on, in a cycle.
used once a day) If you haven’t rested yet that day and you
Interacting with a +1 point each hour take a lot of damage in a fight, you could rest
pet resting a few seconds (regaining 1d6 points + 1 point
per tier) and then immediately rest for ten
Meditation +1 point each hour
minutes (regaining another 1d6 points + 1
resting
point per tier). Thus, in one full day of doing
Interacting with +1 point each hour
nothing but resting, you could recover 4d6
trusted friends resting
points + 4 points per tier.
Each character chooses when to make
recovery rolls. If a party of five PCs rests for
ten minutes because two of them want to
make recovery rolls, the others don’t have to
make rolls at that time. Later in the day, those
13
THE MAGNUS ARCHIVES ROLEPLAYING GAME
three can decide to rest for ten minutes and EXPERIENCE POINTS
make recovery rolls. Experience points are the currency by which
players gain benefits for their characters. The
Recovery Roll Rest Time Needed most common ways to earn XP are through
First recovery roll One action GM intrusions and by accomplishing things
Second recovery roll Ten minutes the PCs set out to do. These are usually just
called GM awards and come at the end of the
Third recovery roll One hour
session. In a typical session, a player might
Fourth recovery roll Ten hours
earn 2 to 4 XP. The exact amounts depend
on the events of the session. Characters
RESTORING THE DAMAGE TRACK progressing through their character arc(s) also
If a character’s Pools are all full, a ten-hour earn XP. Both GM intrusions and character
recovery roll can be used to move a character arcs are explained below.
from impaired to hale (or from hurt to hale). The most straightforward way for a player to
A debilitated character typically needs two use XP is to reroll any roll in the game—even
full days of inactivity to move to impaired. one that they didn’t make. This costs 1 XP per
Treatment by someone skilled in medicine reroll, and the player chooses the best result.
(like a doctor) can reduce this to just one They can continue to spend XP on rerolls,
day. Then at least one more full night’s rest is but this can quickly become an expensive
required to get to hale. proposition. It’s a fine way to try to prevent
disaster, but it’s not a good idea to use a lot of
XP to reroll a single action over and over.
14
BASIC CONCEPTS
but it’s probably a good idea to do so. First Once play begins, players can take on a new
and foremost, it is a character-defining arc whenever they wish, as fits the character’s
factor. If they begin the campaign with a ongoing story. Taking a new arc has a cost of
desire to find the mysterious woman who 1 XP. This initial cost reflects the character’s
killed their brother, that says a lot about the devotion to the goal. They will earn this
character: they had a brother, he was likely investment back (probably many times over) if
close to them, he had been in at least one the arc is completed.
dangerous situation, and the character is While there’s no hard limit on how
probably motivated by anger and hate, at least many arcs a character can have at one time,
somewhat. Even after the character finishes realistically most PCs couldn’t reasonably have
this first arc, they’ll undoubtedly have (at least more than three or four.
one) more because they can gain new arcs as Character arcs are always player-driven.
the campaign progresses. A GM cannot force one on a character.
That said, the events in the narrative often
present story arc opportunities and inspire
character arcs for the PCs. It’s certainly in
the GM’s purview to suggest possible arcs
related to the events going on. For example,
if the GM presents an encounter in which an
NPC wishes to learn from the PC, it might
make sense to suggest taking the Instruction
arc. Whether or not the PC takes on the
student, the player doesn’t have to adopt the
Instruction arc unless they want to.
At the end of a session, the players review
the actions they took and describe how these
actions might equate to the completion of a
step (or possibly more than one step) in their
character arc. If the GM agrees, the character
gets their reward.
16
PLAYING THE GAME
T
he core of gameplay in The Magnus from a rising dread and a realization of the
Archives Roleplaying Game—the answer implications of what happens in each session.
to the question “What do characters do In other words, it gets more horrific over
in this game?”—is “investigate supernatural time. It’s not about jump scares; it’s about the
occurrences and gather knowledge, ultimately horror of learning the truth.
to attempt to hold back the machinations of In this way, The Magnus Archives is a
the Entities that threaten all humanity.” sort of cosmic horror, which means that
Usually, this involves following up on the knowledge can be more valuable than riches,
statements given to the Magnus Institute, but even so, some aspects of the supernatural Chapter 9: The Statement,
presented by people who describe their are unknowable. Just be warned that with page 157
17
THE MAGNUS ARCHIVES ROLEPLAYING GAME
18
PLAYING THE GAME
KEEP THE DANGER IN MIND their own spin on existing characters, or even
This game’s mechanics are unforgiving when on the Magnus Institute itself. That’s not
it comes to serious injuries. If you face down only okay, it’s encouraged. Their hard work
an axe-wielding maniac, you may very well get and imagination will give you stories that are
killed. You’re not a heroic fantasy warrior who brand new but still in the style of the podcast
can easily shrug off wounds and is guaranteed you love. If the GM presents information,
to win the day. You’re a normal person facing it’s not “wrong” even if it doesn’t match the
dangerous threats. It’s okay to run. Or hide. In podcast exactly. Let them do their thing—it’s
fact, it’s often the smart strategy. to your advantage to let the GM use their
creativity.
BE AFRAID, BUT BE BOLD
Your character will face horrible things, and
you’re right to play them as being terrified from WHAT TO EXPECT
time to time. But the game only works if the When you sit down to play this game, here are
characters actually do things. If the characters some things you can expect.
continually say, “Nope, I’m out” every time
something scary happens, each investigation STATEMENTS
will be short and perhaps even a little dull. Just like in the podcast, the stories hinge
Not to mention the fact that you might be on statements given by people who witness
fired from the organization that sends you to paranormal events. Your GM might create
investigate these things thoroughly. statements for you to hear or read, or they
There’s an important distinction between might have you help create the statements
“I’m terrified” and “I’m going to go home, as a group. There are procedures and advice
call the police, and let them deal with it.” in the rulebook for doing either. Your GM
The first is appropriate. The second can be might even vary things from investigation to
appropriate, but it’s also possibly a dereliction investigation.
of your character’s duties and not why you
and the other players are gathered together in INTERVIEWS
the first place. Your job, on the most basic level, is to find
That isn’t to say you shouldn’t run when the people who gave the original statements
things get dangerous. Sometimes—often— and, if possible, conduct follow-up interviews
running is the right choice. But run from with them to get more information. Then you
an encounter; don’t run from the entire should probably interview any other people
investigation. If you try to get into a location mentioned in the statement or whom you learn
that’s important to your investigation, and are involved in the situation. Not everyone is
you confront an inhuman monster, consider easy to find, and not everyone tells the truth,
getting out of there fast. And if you get away, so you’ll need skills to get what you need.
maybe there’s another way in . . .
RESEARCH
DON’T BE A STICKLER FOR CANON Fact-check what witnesses say, both in the
Maybe you’ve listened to the entire podcast. statement and in subsequent interviews.
Maybe you’ve listened to it multiple times, Look for police reports and news stories that
chatted about it on Reddit, contributed to might contain additional information. Search
the wiki, and created your own fan art. That’s the internet. Consult the archives of prior
fantastic, but remember that your GM is statements and investigations. The more you
creating new stories and new characters for know, the better off you’ll be (and the better
your campaign. Or maybe they’re putting your report will be).
19
EXPLORATION CONSENT AND SAFETY TOOLS
You’ll want to see the sites and the things The Magnus Archives RPG is, at its heart, a
mentioned in the statement firsthand. Yes, horror game. That means it’s important to use
A truly complete report of your that means going into the old house you’ve good consent and safety tools in your game.
findings won’t just have names been told devours whomever enters. It These tools ensure that everyone gets scared
and places, but speculation
about the forces behind the means trying to find the old book that curses or uncomfortable only as much as they want
events. As you investigate, try to whomever reads it. If you want the whole to be, and that everyone has consented to the
draw connections between what
you learn today and what you story, and you want to file the most complete premise and expectations of the game. This is
learned before. and accurate report possible at the end of the sometimes described as the difference between
investigation, you’ll need to look beyond the “good uncomfortable” (something that makes
statement and learn additional information. you squirm in your seat in a great horror
movie) and “bad uncomfortable” (something
DANGER that makes you feel nauseated, in danger, or
In most investigations, there will be tight offended). Being scared can be fun, but feeling
spots, frightening encounters, and life- unsafe isn’t.
threatening opponents. Yes, there will be You might be perfectly comfortable with
actual monsters. Foul cultists are going to try viscous, many-eyed creatures rising up
to kill you. Be ready for anything. out of the ground during a game but feel
uncomfortable with the idea of your character
being buried alive. You might enjoy fighting
giant spiders but don’t want to hurt anything
that looks or sounds like a dog. Maybe you’re
all in on hearing the gory details of what
20
PLAYING THE GAME
happens when you dismember someone but By having a conversation about consent ahead
have no interest in an explicit description of a of time and using the consent and safety tools,
skin rash. you can ensure that you—and the rest of your
Whatever your thing is, you have the right group—get all the scares you ask for and none
to not have it in your game. of the ones you don’t.
At the back of this book, you’ll find a
consent checklist that can be used when IMPORTANT NOTES ABOUT CONSENT Consent Checklist, page 33
planning a game. It includes many of the • You decide what’s safe and right for you.
scary or uncomfortable things you’ll find in • No one has to explain their choices.
The Magnus Archives. As with the general • There’s a spectrum of consent for each topic.
checklist in the Consent in Gaming PDF, • Anyone can always change their mind For additional information
the GM can print or photocopy one for each about what they are or aren’t consenting to. on consent and safety tools,
download the free Consent in
player and themselves. Each player then fills • Anyone is allowed to leave an Gaming PDF at:
out their own form and returns it to the GM. uncomfortable situation at any time. myMCG.info/consent
HORROR MODE
In times of escalating tension, the GM may Horror Mode heightens every time a player’s
activate Horror Mode. In an investigation, roll indicates an intrusion, and whenever
Horror Mode can be activated when the PCs the GM feels that the danger in the story
encounter a specific creature or person, but it’s escalates. A good rule of thumb is for the GM
usually activated when they enter a particular to heighten Horror Mode anytime something
location. would normally activate Horror Mode while it
During normal play, PCs interact with each is already in effect.
other and the NPCs, investigate, research, Each time Horror Mode heightens, the
travel, and so on. But when they enter a house GM intrusion die roll range increases by 1,
affected by The Spiral, the Avatar of The Hunt so intrusions might happen on a roll of 1–3,
gets close, the minions of The Buried beneath 1–4, and so on. A die roll in Horror Mode can
the earth awaken, or whatever horrific situation potentially indicate success in a task and still
planned by the GM begins, things change. trigger a GM intrusion. As the intrusion range
This is when the GM should announce that the changes with each escalation, the GM should
game has gone into Horror Mode. announce this to the players. The feeling of
This is a cue for the players (not the rising tension should be dramatic and overt.
characters) to recognize that things are getting When Horror Mode ends (usually meaning
bad. It’s the RPG equivalent of spooky music that the characters are no longer in a dangerous
beginning to play in a horror film or a change situation), the GM intrusion result returns to
in Jonny’s voice when reading a statement. only a natural 1.
The idea is to create a feeling of escalating
dread and menace by changing one die
roll mechanic. When Horror Mode is first
activated, GM intrusions occur on a natural GM Intrusions, page 15
roll of 1 or 2, instead of just a 1.
21
YOUR CHARACTER
A
s a player, you can create any character SO YOU WANT TO PLAY
you wish, or you can use one of the A CHARACTER LIKE . . .
pregenerated characters at the back of The characters from the podcast are great
this book. examples of the types of characters you can
play in this game. Here are some character
sentences, including the descriptor, the type,
CREATING YOUR CHARACTER and the focus, for your favorite (and maybe
IN 5 EASY STEPS not-so-favorite) folks from the podcast.
1. First, grab a pen and a blank piece of
paper (or a character sheet) to record your JONATHAN SIMS
choices. The Head Archivist at the Magnus Institute, as
2. Choose from one of four types in the story progresses, gains interesting abilities
chapter 3. Follow the instructions provided for based on compelling people to tell their story.
gaining your stats, abilities, equipment, and This makes him an obvious candidate for an
cyphers. A walkthrough example of a player Elocutionist. Probably something like:
creating a character accompanies each type.
Each example shows a player following all the A Pretentious Elocutionist
steps presented here. who Would Rather Be Reading
3. Choose a descriptor from chapter 2. This
also gives you your starting skills. Alternatively, as an excellent researcher,
4. Choose a focus from chapter 4. Jonathan might be someone more along the
Character Arcs, page 140 5. Choose a character arc from chapter 8. lines of:
22
YOUR CHARACTER
A Likeable Elocutionist
who Helps Their Friends MELANIE KING
Like Georgie, Melanie is clearly an
Investigator, but the way she soldiers through
BASIRA HUSSAIN her unique injury suggests that she might be:
Basira is the consummate Protector. The type
was written with her in mind. But she’s also A Hopeful Investigator
very knowledgeable and well-read. There who Never Says Die
are many ways to portray this dichotomy.
Characters like Basira could be:
TIMOTHY STOKER
A Scholarly Protector Tim has two natures, in a way. From the point
who Looks for Trouble of view of the Institute, he’s a valuable archival
assistant who has a lot of useful skills. A
Or: character modeled on this aspect of him could
be seen as:
A Sturdy Protector
who Would Rather Be Reading A Tech-Savvy Investigator
who Does a Bit of This and That
“DAISY” TONNER
Daisy is a driven and loyal cop. A character However, later in the story, we learn that
like her could be portrayed as: he’s driven to discover what happened to
his missing brother and that he’ll go to any
A Ruthless Protector lengths to achieve this end. Characters like
who Wears A Badge this might be described as:
An Obsessive Protector
GEORGIE BARKER who Fights Dirty
Georgie is no stranger to investigating the
paranormal. Characters like her might be:
A Fearless Investigator
who Solves Mysteries
23
THE MAGNUS ARCHIVES ROLEPLAYING GAME
24
YOUR CHARACTER
OPTIONS REFERENCE
When creating your character sentence, here’s an easy reference to use for
descriptors, type, and foci, as well as skills you can choose.
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
CHARACTER TYPES
Elocutionist Investigator Occultist Protector
CHARACTER 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
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
25
EQUIPMENT
T
he equipment listed in this chapter is by
I saw bellows, a wooden box, no means comprehensive or exhaustive.
and a soft and hideous throat GMs should feel free to use the various
that seemed to twist and
tables, price lists, and examples as a jumping-
pucker on its own. Then the
off point to provide additional options for
Mechanical Turk did something
players. Comparing those prices to what can
that I do not believe will
ever fully leave my thoughts be found with a quick search of online shops
no matter how fervently I should provide useful comparisons. Anything
might wish it. a regular person can get in the real world
It stood up. should probably also be available to PCs in
It had no legs and made no The Magnus Archives Roleplaying Game.
secret of it, yet still it
stood, stepping away from the
table that was its very being, CURRENCY AND PRICES
and it began to dance. As it Dollars, yuan, pounds, pesos, euros,
did so, the bellows left upon cryptocurrencies of various sorts—lots of
the bleeding table started to
different currencies might be used in your
pump, and I heard again that
game, depending where in the world it’s set
mournful wail of Wolfgang’s
and where the PCs go. Specifying a single
“speech machine” as the end of
it flailed and bulged until currency isn’t important, because we can
at last it shrieked its words establish reasonable ranges for equipment
to the audience. I do not prices rather than nailing prices down to
know what it said, and I thank the last dollar and cent. Not unlike saying
almighty God that I speak no “immediate” or “short” distance rather
Hungarian. than giving precise numbers, we talk about
—MAG 116: goods and services in terms of inexpensive,
“The Show Must Go On” moderately priced, expensive, very expensive,
or exorbitant items.
To keep things simple, the GM may use the
price categories described here to determine PC
resources. For example, if the characters work for
a paranormal institute and have a discretionary
fund to purchase equipment for an especially
26
EQUIPMENT
27
THE MAGNUS ARCHIVES ROLEPLAYING GAME
WEAPON CATEGORIES
Many of the weapon examples noted below
WEAPONS can also be found on the equipment list.
The Magnus Archives RPG is not a game Light weapons inflict only 2 points of
Weapons and The Magnus about weapons and combat, even if it is damage, but attacks with them are eased
Archives, page 32 “surprisingly easy to pick up an axe in central because they are fast and easy to use. Light
London.” PCs who regularly engage in weapons include unarmed strikes (punches,
combat probably don’t last very long. Even kicks, elbows, etc.), knives, batons, slingshots,
more important, shooting one’s way of out a very small pistols, and so on. Weapons that are
situation isn’t very appropriate to the types of particularly small are light weapons.
Improvised weapons—like stories being told in this game. Medium weapons inflict 4 points of
kitchen pans, umbrellas, keys, damage. Medium weapons include bows,
big flashlights, and so on—are
light weapons, but most people typical handguns, light rifles, sawed-off
are not practiced with them, so shotguns, hand axes, and so on. Most weapons
an attack with an improvised I remember, it was as I began
weapon is not eased. to talk about the Justice, the are medium. Anything that could be used in
fifth age of man, that I saw one hand is a medium weapon.
it. It was a mask, a theatre Heavy weapons inflict 6 points of damage,
mask, not one of the happy/ and you must use two hands to attack with
sad ones you might associate them. Heavy weapons are rifles, regular
with the stage, but like shotguns, large-caliber handguns, katanas,
an old Greek chorus mask: and so on. Anything that must be used in two
neutral, with a faint aspect hands is a heavy weapon.
of mourning about the mouth
and eyes. It sat on the top of
Weapon Damage
a thick black cloak, draped
to completely cover whoever Light 2 points (attack eased)
might be wearing the mask. But Medium 4 points
I knew it was empty. It was Heavy 6 points (two hands needed)
a hollow shape of a man that
had no life, no presence to
it. And I saw it in the middle Keep in mind that in many locations,
of the third row, as clearly it’s not acceptable to run around carrying
as if it were lit by a second dangerous weapons, at least not without
spotlight. proper licenses and authorization, and
—MAG 108: “Monologue” sometimes not even then.
28
EQUIPMENT
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
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
Those carrying a sawed-off Sawed-off shotgun Medium weapon, immediate range (can be used one-handed)
shotgun should be warned that
in almost any jurisdiction, the
weapon is illegal, and having Other Items Notes
one could be punished by a few
years in prison.
Airline ticket
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
30
EQUIPMENT
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
31
THE MAGNUS ARCHIVES ROLEPLAYING GAME
WEAPONS AND THE MAGNUS ARCHIVES 3 inches (8 cm). Which means that characters
Just because your character could use a particular who want to acquire a firearm need to go
weapon doesn’t mean they necessarily have through the requisite process to gain one legally,
one when the game begins. For instance, your or find a way to get one illegally. Either way, a
Investigator could theoretically wield a light character with a weapon would want to keep it
weapon—such as a baton or improvised chair under wraps, lest they draw attention from both
leg, or maybe even a light pistol—when the the general public and officers of the law.
chips are down. But prior to the game’s start, All that said, if a character whose game is set
they probably didn’t have any, unless their in the UK is a Protector or might otherwise be
background specifically indicates otherwise. expected to have access to a weapon, work with
Lack of weapons is all the more likely if the the GM to come up with a solution. The GM
game is set in a place like the United Kingdom, will guide you on where they’d like to see their
which has starkly contrasting approaches to game go.
weapons and firearms than, say, the United Civilian gun ownership is allowed much more
States. broadly in the United States. Though regulated,
In the UK, guns are heavily regulated through firearms are far more common, as are other
stringent licensing, background checks, and weapons such as knives and batons. Of course,
storage protocols. Other weapons are similarly that doesn’t mean a starting Magnus Archives
restricted. For instance, batons are usually only character in the USA begins with a weapon
allowed for police officers, and knives are only either. But they might, and if they don’t, they’ll
legal if they have nonlocking blades of less than find acquiring and carrying one much easier.
32
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.
CREATING YOUR CHARACTER IN NINE EASY STEPS
Creating a character is easy—just follow 6. Choose your equipment from chapter 5,
these steps. starting with a set of appropriate clothing,
Chapter 5: Equipment, 1. Grab a pencil and blank piece of paper three expensive items, two moderately priced
page 97 (or a character sheet) to record your choices. items, and up to four inexpensive items.
2. Choose a descriptor in chapter 2, such as 7. If you haven’t finished assigning points
Chapter 2: Character
Descriptor and Skills, Brave, Inquisitive, or Scholarly. Most descriptors to your stat Pools or choosing your tier 1 type
page 15 modify one of your stat Pools (more on that in abilities (from step 4), do so now.
Chapter 3: Character Type, step 4) and give you training in one skill. 8. Tell the GM how many cyphers you
page 27 3. Choose from one of four types in chapter 3: can have (this is listed under your type), and
Investigator, Protector, Elocutionist, or Occultist. they’ll tell you which cyphers you start with.
Chapter 8: Character Arcs
and Advancement, page 140 4. Your type determines your starting stat Pool 9. Choose a starting character arc in
totals, grants you a set of starting abilities, tells chapter 8.
Investigator Example,
page 35 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
Protector Example, page 42 from. You can assign points to your stat Pools and creation, each of the types in chapter 3 includes
Elocutionist Example, pick your type abilities now, but if a later step in a walk-through example of creating a character
page 50 the character creation process changes your mind, (Investigator Example, Protector Example,
Occultist Example, page 57 you can come back to this step and update them. Elocutionist Example, and Occultist Example).
5. Choose a focus in chapter 4, such as Once every player has finished creating
Chapter 4: Character Focus, Fights Dirty, Needs No Weapon, or Solves a character, work with the other players to
page 58
Mysteries. Your focus gives you one or two create a statement about the first situation
Chapter 9: The Statement, tier 1 abilities, a suggested connection to one your group will investigate.
page 157
other player in the group, and perhaps some
additional equipment.
8
9
2 3
5
4 5 7
4 7
6
CYPHERS
NAME
IS A WHO
DESCRIPTOR TYPE
FOCUS
SPECIAL ABILITIES
TIER EFFORT XP
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
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.
MAGNUS INSTITUTE
Witness Statement
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Vi
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pperior
Magnus Institute
Witness Name: Statement Date:
Other Witnesses:
Statement
Witnesses Contacted:
Incident Updates:
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pperior
Statement (cont.)
Magnus Institute
ADVANCEMENT
EASED/
ATTACKS HINDERED DAMAGE
ADVANCEMENT
EASED/
ATTACKS HINDERED DAMAGE
EASED/
ATTACKS HINDERED DAMAGE
EASED/
ATTACKS HINDERED DAMAGE
INCREASE MOVE TOWARD EXTRA SKILL TRAINING OTHER Sleuth: Finding the clues is the first step in solving a
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 mystery. You are trained in perception. Enabler. (Already
stat Pools of your choice trained skill of The Magnus
Archives book noted under Skills)
EASED/
ATTACKS HINDERED DAMAGE