Categories
Genesys Roleplaying Shadowrun

Genesys Part 5 Magic System

Genesys RPG

Shadowrun Part 5 – Magic System

Introduction

This is a conceptual post about my journey building a Shadowrun campaign using the Genesys rule systems and how I am planning on introducing it to my players.

In the fifth part of these articles I am looking at magic and how it will be used in the games ongoing.

Magic 101

Base Rule – When your character casts a spell that requires a check (whether or not the check succeeds), they suffer 2 strain after resolving the check.

There are a few magic related skills in the game: Alchemy (Int), Arcana (Int), Divine (Will), Primal (Cun), Runes (Int), Verse (Pr). Each of them as various applications that they can be put to.

The various magic actions are: Attack, Augment, Barrier, Conjure, Curse, Dispel, Heal, Mask, Predict, Transform and Utility. Not every tradition has access to each of the magic actions by the base version of the rules.

ActionsAlchemyArcanaDivinePrimalRunesVerse
AttackYesYesYesYee
AugmentYesYesYesYes
BarrierYesYesYes
ConjureYesYes
CurseYesYesYesYes
DispelYesYes
HealYesYesYes
MaskYes
PredictYesYes
TransformYes
UtilityYesYesYesYesYes
Official Genesys Rulebooks

Now that I am using it for Shadowrun, I don’t need to stick to the official version and was even considering making all options available to all traditions, but also happy to do that via talents so its something to work towards.

ActionsAlchemyArcanaDivinePrimalRunesVerse
AttackYesYesYesYee
AugmentYesYesYesYesYes
BarrierYesYesYesYes
ConjureYesYesYes
CurseYesYesYesYesYes
DispelYesYesYes
HealYesYesYesYes
MaskYesYes
PredictYesYesYes
TransformYes
UtilityFreeFreeFreeFreeFree
Shadowrun Genesys Magic Base Spells

Traditions

Alchemy Tradition – The tradition is slightly different than others as you make your magic in vials, balms and bombs. Preparation of the spell requires an alchemists kit.

Arcana Tradition – The traditional wizard who casts spells using ritual and formula.

Divine Tradition – The traditional priest who casts spells using powers gained from an entity in another plane of existence.

Primal Tradition – This tradition shaman who casts spells based on their connections with nature.

Rune Tradition – Your casting of magic generally requires a rune to be involved in the casting of the spell.

Verse Tradition – Your casting is through song, so more like a bard or rocker and requires some form of instrument to be involved in the spell.

Magic vs Resonance – Magic affects the living, and the spirit (astral) world, where Resonance affects technology and the digital (matrix) world.

Casting a spell – When casting a spell you use the magic tradition as the skill with matching attribute and add Corruption (White) dice to roll. A white marker can be used as an additional Success or Advantage, or two White can be used to reduce your corruption score. A black marker can be used as both a Success and Advantage, but you can a point of corruption. A player can choose not to spent either but cannot spend both white and black markers for the same casting. A Triumph can be used to increase the magic rating of the spell, and a Despair to reduce it.

What is corruption – This is your percentage chance of drawing the attention of the Horrors, or having your spell misfire in certain circumstances such as casting spell in toxic magic areas.

Maintaining a spell – Costs a manoeuvre on the casters next turn and a strain per spell maintained in this way. If they take damage, then they need to make a Discipline (two purple) with one Setback (Black) dice per spell maintained check or loose all maintained spells.

Spell Effects that Reference Knowledge – I have changed this to the skill used to cast the spell to link your ability with the magic tradition directly to the power of the effects you can create, the other option is to associated it with the Magic Rating attribute which I think is a smarter shift.

Penalties when casting spells:

  • One Setback (Black) dice for not having at least one hand free
  • Two Setback (Black) dice for being unable to speak (due to gaged, silenced or other reasons.
  • One Setback (Black) dice for armour that provides +2 soak or more.
  • One or more upgrades for environmental effects, such as targeting someone other than the person your engaged in combat with.

Magic Threat or Despair Check Results

  • One Threat or a Despair
    • Magic Backlash – The magical energies exhaust the character, and they suffer 2 strain or 1 wound (casters choice)
    • Magic Eddy – The character and all allied spellcasters in the encounter add a Setback (Black) dice to any attempts to cast spells until the end of the characters next turn.
  • Two Threats or a Despair
    • Spell Delay – The spell doesn’t take effect until the start of the next round, or after a minute in narrative gameplay.
    • Implement misfire – If the character is using a magical item, it becomes damaged on step.
    • Magic Attractor – Until the end of the encounter, enemy spellcasters add a Boost (Blue) dice when casting spells targeting this character.
  • Three Threats or a Despair
    • Additional Target – The spell is slightly more powerful than expected. One character of the GM’s choice is targeted or otherwise affected by the spell as well.
    • Beacon – All other spellcasters and creature attuned to magical energies within a day’s travel become aware of the character (and depending on their disposition, maybe very interested in finding them and doing them harm.)
  • Despair
    • Caster Burnout – The character overexerts themselves or loses their magical connection and is unable to cast spells for the rest of the encounter or scene.
    • Wrong Target – The GM picks the target of the character’s spell. If the caster is an NPC, the controlling player picks the target of the spell instead.
  • Two Despair
    • Miscast – The character completely looses control of their magical energies or draws the ire of their deity, suffering one Critical Injury (or at the GM’s discretion, this may instead take the form of some terrible or hilarious misfortune, such as temporarily being turned into a small woodland creature, bring struck by lightning on a clear day, swapping bodies with someone else in the encounter for the remainder of the day, or summoning an avatar of divine or infernal wrath).
    • Total Item Destruction – If the character is using a magical item, it is completely destroyed.

Magic Spells

Magic works similar in this version of the system to the Star Wars force rules as you learn various options that you can then enhance your spells further. If the spell does not have a yes in the table above it then costs double cost for it and the upgrades and cannot access any options not associated with your tradition. As an extra negative, spells not of your tradition cost an extra purple dice to activate.

Attack Spell (5 xP)

This spell is used to attack another target. Make a tradition roll vs Target within Close but not Engaged range, difficulty of Easy (one purple). This spell can only crit on a Triumph. It deals damage equal to the Attribute of the skill. A caster can use any number of upgrades they have learnt.

Upgrade Options: (each cost a further 5 XP)

  • Astral – (no change) Spell only affects spirits or characters astrally aware.
  • Blast – (add one purple dice) Spell gains the Blast quality equal to magic rating.
  • Close Combat – (add one purple dice) Spell can target engaged opponents.
  • Deadly – (add one purple dice) Spell gains a critical rating of 2, with a Vicious rating equal to magic rating.
  • Fire – (add one purple dice) Spell gains the Burn quality at a rating equal to magic rating.
  • Holy (Divine Only – one purple dice) Spirits and Undead take +2 per net hit.
  • Ice – (add one purple dice) Spell gains the Ensnare quality with a rating equal to magic rating.
  • Impact – (add one purple dice) Spell gains the Knockdown and Disorient (with a rating equal to magic rating) qualities.
  • Lightning – (add one purple dice) Spell gains Stun (rating equal to magic rating) and Auto-Fire quality. To activate auto-fire quality is the same as using a weapon, increasing the difficulty.
  • Manipulative – (Arcane Only – add one purple dice) Spell may move target one range band in any direction for an Advantage spent if the attack hits.
  • Non-Lethal – (Primal Only – Add one purple dice) The spell gains the Stun Damage quality.
  • Unholy (Divine Only – one purple dice) Living creatures take +2 per net hit.
  • Range (Ranked – add one purple dice) A attack spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in associated skill.
  • Destructive (add two purple dice) Spell gains the Sunder and Pierce (with a rating equal to magic rating) qualities.
  • Empowered (add two purple dice) The attack spell base damage is twice the associated attribute and if used with the Blast quality, extends it out to short range.
  • Poisonous (add two purple dice) If the attack hits and causes damage, then the target must make a Resilience (three purple) check or take wounds and strain equal to the magic rating. This counts as a poison or toxin.
Augment Spell (5 xP) – Concentration

This spell is used to enhance the target. Casting this spell requires a Average (two purple) check and targets one character they are engaged with. If successful provides an extra ability point to the targets checks until the end of the casters next turn.

Upgrade Options: (each cost a further 5 XP)

  • Divine Health (Divine Only – add one purple dice) Increase targets wound threshold for the duration by your magic rating.
  • Haste (add one purple dice) – target of spell can perform two manoeuvres during their turn without taking strain (still has limit of two per turn).
  • Primal Fury (Primal Only – add one purple dice) The targets unarmed attack add damage equal to magic rating, and gain a critical rating of 3.
  • Range (Ranked – add one purple dice) A augment spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in skill.
  • Swift (one purple dice) Target ignores difficult terrain and cannot be immobilised.
  • Additional Targets (add two purple dice) This augment spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an Advantage to affect another individual within range (may trigger as many times as you have advantages).
  • Flight (add three purple dice) The target may use their movement as flight, treating their movement as a vehicle with their magic rating used as the base speed.
Barrier Spell (5 xP) – Concentration

This spell is used to protect the target. Casting this spell requires an Easy (one purple) check targeting within engaged range. If successful, reduce all damage to the target by 1 plus an additional 1 for every two net successes and remains active until the end of the casters next turn.

Upgrade Options: (each cost a further 5 XP)

  • Astral Only (no extra dice) barrier works only on astral creatures and spells
  • Additional Targets (add one purple dice) This barrier spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an Advantage to affect another individual within range (may trigger as many times as you have advantages).
  • Range (Ranked – add one purple dice) A barrier spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in skill.
  • Add Defence (add two purple dice) Target gains ranged and melee defence equal to your magic rating.
  • Empowered (add two purple dice) The barrier base spell provides damage reduction for each net success instead of each two.
  • Reflection (Arcana Only – add two purple dice) If an opponent makes a magic attack against an affected target and generates three Threat or a Despair on the check, after the result the caster takes damage equal to the damage of the attack.
  • Sanctuary (Divine Only – add two purple dice) Target cannot be affected or targeted by spirits or undead.
Conjure Spell (5 xP) – Concentration

This spell summons an object or creature. Casting this spell is a Easy (one purple) check with the summons appearing within engaged range and remain until the end of their next turn. Items are simple with no moving parts, as tools or melee weapons. Creatures are a minion of silhouette 1 and are based on their casting tradition, not under their control and remains active until the end of the casters next turn.

Upgrade Options: (each cost a further 5 XP)

  • Additional Summons (add one purple dice) The spell summons on additional item, weapon or creature. In addition, after casting the spell, you may spend a Advantage to summon one additional item, weapon or creature (and may trigger this effect multiple times)
  • Medium Summons (add one purple dice) The spell can summon a more complicated tool with moving parts, a rival of no larger than silhouette 1 or ranged weapons.
  • Range (Ranked – add one purple dice) A conjure spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in skill.
  • Summon Ally (add one purple dice) The creatures that the spell summons are friendly to them and obey their commands. The caster can spend a manoeuvre to direct the summon creature (or creatures) allowing them to determine their actions and manoeuvres.
  • Grand Summons (add two purple dice) The spell can summon up to a rival or silhouette 3.
Curse Spell (5 xP) – Concentration

This spell reduces the effectiveness of the target. Casting this spell requires an Average (two purple) check against a target within Short range. If successful the target decreases their ability scores by 1 and remains active until the end of the casters next turn.

Upgrade Options: (each cost a further 5 XP)

  • Enervate (add one purple dice) If the target suffers strain, the suffer an additional point of strain.
  • Misfortune (add one purple dice) After the target makes a check, the caster can change a Setback (black) dice to a result of Failure.
  • Range (Ranked – add one purple dice) A curse spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in associated skill.
  • Additional Targets (add two purple dice) This curse spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an Advantage to affect another individual within range (may trigger as many times as you have advantages).
  • Despair (Divine Only – add two purple dice) The targets strain and wound thresholds are reduced by the casters magic rating. This effect cannot be combined with Additional Targets.
  • Doom (Arcana Only – add two purple dice) After the target makes a check, you may change any one dice in the pool no displaying a Triumph or Despair to a different face.
  • Paralysed (add three purple dice) The target is staggered for spell duration. This effect cannot be combined with Additional Targets.
Dispel Spell (5 xP)

This spell stops active magic. Casting the spell is a Hard (three purple) check. If successful, the effects targeted is ended.

Upgrade Options: (each cost a further 5 XP)

  • Range (Ranked – add one purple dice) A dispel spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in associated skill.
  • Additional Targets (add two purple dice) This dispel spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an Advantage to affect another individual within range (my trigger as many times as you have advantages).
Heal Spell (5 xP)

This spell uses magic to heal the target. Casting this spell is an Easy (one purple) check to target within engaged range and not incapacitated. Upon a success it heals 1 damage per net success, and 1 strain per advantage.

Upgrade Options: (each cost a further 5 XP)

  • Additional Targets (add one purple dice) This heal spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend an Advantage to affect another individual within range (may trigger as many times as you have advantages).
  • Range (Ranked – add one purple dice) A heal spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in associated skill.
  • Restoration (add one purple dice) Remove on ongoing status effect the target is suffering. If the spell is successful, that effect ends immediately.
  • Heal Critical (add two purple dice) Select one critical injury on the target, if the spell is successful, the critical injure is also removed.
  • Revive Incapacitated (add two purple dice) The target may include incapacitated targets.
  • Resurrection (add four purple dice) The spell can target one killed individual that encounter. If successful, the target is restored to life, with wounds equal to their wound threshold. If the check fails, that character cannot be resurrected again.
Mask Spell (5 xP) – Concentration

This spell uses magic to disguise or create illusions. Cast this spell is an Easy (one purple) check cast freestanding within short or over a target within engaged range. The illusion cannot obscure the basic size and shape of the target.

Illusions can generate light and sound, but cannot harm or interact with the environment. Illusions can be animated and can move as long as they stay within the range of the spell. A keen observer can attempt a Average (two purple) Vigilance check (or Perception if the suspect an illusion) to recognise the illusions nature.

Upgrade Options: (each cost a further 5 XP)

  • Additional Illusions (add one purple dice) This mask spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend two Advantages to affect another individual or create another illusion within range (can trigger as many times as you have two advantages).
  • Blur (add one purple) If targeting a character, it blurs and obscures their form. Until the spell ends, add a Threat to result of combat checks targeting the character.
  • Mirror Image (add one purple dice) If the spell targets a character, it creates multiple versions of them to distract opponents. Until the spell ends, the caster may spend three Threat or a Despair from any combat check targeting them to cause it to harmlessly miss and hit an illusion.
  • Range (Ranked – add one purple dice) A heal spell can be extended for one range increment. Can be taken multiple times up to ranks in Range. Ranks in range cannot exceed ranks in associated skill.
  • Realism (add one purple dice) Increase the difficulty of check to see illusion as fake by one. In addition, the caster may spend two advantages to increase the difficulty by one (can trigger as many times as you have two advantages). The illusion also includes smell, taste and touch.
  • Size (Ranked – add one purple dice) A mask spell can be enlarged 1 silhouette. Can be taken multiple times up to ranks in Size. Size in range cannot exceed ranks in associated skill.
  • Terror (add two purple) The illusion is terrifying to those who see it. When they don’t know it is fake, they must make a Hard (three purple) Discipline check. They suffer 2 strain per Threat and if they fail, are unable to approach the illusion.
  • Invisibility (add three purple dice) If the target is a character, they are invisible to sight instead of changing their appearance, and if used with realism they are also inviable to sound, smell and touch sensors.
Predict Spell (5 xP)

This spell grants a question about events in the next 24 hrs. Casting the spell is an Average (two purple) check. If successful, the character receives one answer in relation to the question. This can be attempted once per session.

Upgrade Options: (each cost a further 5 XP)

  • Quicksilver Reflexes (no upgrade) Instead of asking a question, the next encounter they are in they add two successes to their initiative roll.
  • Scry (add one purple dice) Instead of asking a question about events, they may know the location of one silhouette 0 item within long range. They must know the item they are looking for, and the spell does not let them know how to get to the item.
  • Empowered (add one purple dice) The caster may aske a question about events that will happen in the next month.
  • Additional Questions (add one purple dice) This predict spell allows an additional question. In addition, after casting the spell, you may spend two Advantages for another question (can trigger as many times as you have two advantages).
  • Cheat Death (add two purple dice) In addition to asking a question, the caster foresees a possible doom for themselves in the next 24 hrs. once before the end of the session, if the character would be incapacitated or killed, they may spend a story point to suffer wounds and strain until they reach their thresholds instead. This should be described in narrative as seeing death coming.
  • Flash of Precognition (add two purple dice) In addition to asking questions, once till the end of the encounter, may add a success to the results of one of their checks. In addition the caster may also add a failure to a check targeting them. In addition, after casting the spell, the caster may spend three advantages to upgrade the success and failures by an additional success and failure.
Transform Spell (5 xP)

This magic allows the caster to change their shape. Casting this spell is an Average (two purple) check. If successful, until the end of their next turn they transform into a silhouette 0 animal. It must be a natural creature subject to GM approval.

While transformed, the caster adopts the physical appearance of the animal and gains the animal’s characteristics, soak, wound threshold, and defence. The caster also gains any of the animal’s abilities and equipment (including weapons).

The caster retains their own skills, talents, and strain threshold. They drop any gear or clothing they were carrying or wearing when they transformed.

If the caster is incapacitated while transformed, they revert back to their normal form. When they revert back to normal form, they heal all wounds suffered while transformed but do not heal any strain or critical injuries. If they were incapacitated due to exceeding their wound threshold, they are no longer incapacitated.

Upgrade Options: (each cost a further 5 XP)

  • Characteristic Retention (add one purple dice) When transformed, the caster retains their one Intellect and Willpower, rather than those of the creature they transformed into.
  • Dire Form (add one purple dice) When the caster transforms, they adopt a dire form of the chosen animal. Increase the damage of the animals weapons by 3, its soak by 1, wound threshold by 6 and silhouette by one.
  • Silhouette Increase (Ranked – add one purple dice) A transform spell can be enlarged by 1 silhouette. Can be taken multiple times up to ranks in Silhouette Increase. Silhouette Increase cannot exceed ranks in associated skill.
  • Transformation Gear (add one purple dice) When the caster transforms, their gear changes with them, but offers no benefit to the creature, appearing as natural markings.
  • Curse of the Wild (add three purple dice) Instead of transforming themselves, may transform one target within short range into a silhouette 0 animal of the casters choice following the rules for transformation.
Utility Spell (Free with most traditions or 5 XP)

This spell does mundane things not covered in other spells. Levitating a book or small object, making special effects of sound, sight or smell, or anything else you might imagine. Casting this spell is an Easy (one purple) check, with upgrades depending on the complexity of the effects desired.

A second use allows the caster to view the world in the astral space, the can detach from their physical form an travel as a vehicle using their magic rating as their speed. While astral they count their magic rating as twice its value. Astral damage is applied to strain instead of wounds. Some things in the astral world are not visible in the normal world.

Upgrade Options: (each cost a further 5 XP)

  • See Astral (add one purple dice) You can see and affect astral creatures.
  • Detach Spirit (add two purple dice) You can travel through the astral world, must also use see astral.
  • Vision Quest (add one purple dice) Must be used with detach spirit, you can gain answers from the spirits themselves in the metaplanes, though not always to the questions your asking.

Magic Implements

Holy Icon – Damage +0 – Enc 0 – Price 250 cr – Rarity 4
When your character casts a spell while using a holy icon, adding any Divine Only effects increases the spell’s difficulty one less than they would normally. In addition, when your character casts a Heal spell, the number of wounds healed increases by two.

Magic Sceptre – Damage +2 – Enc 1 – Price 350 cr – Rarity 5
When your character casts a spell while using a magic sceptre, add a Boost (Blue) dice to the check and adding the Close Combat effect does not increase the difficulty. In addition, Attack spells cast by your character increase their base damage by two.

Magic Staff – Damage +4 – Enc 2 – Price 400 cr – Rarity 6
When your character casts a spell while using a magic staff, the first Range effect added to the spell does not increase the spell’s difficulty. In addition, Attack spells cast by your character increase their base damage by four.

Magic Tome – Damage +0 – Enc 1 – Price 750 cr – Rarity 7
When your character makes or obtains a tome, your GM determines up to two effects that the tome lets your character add to any appropriate spell without increasing the spell’s difficulty. The effects your GM chooses should normally (without the tome) only increase the difficulty of a spell by a total of three.

Magic Wand – Damage +3 – Enc 1 – Price 400 cr – Rarity 7
When your character makes or obtains a wand, your GM determines one effect that the wand lets your character add to any appropriate spell without increasing the spell’s difficulty. Without a wand, the effect your GM chooses should only increase the difficulty of a spell by one. Attack spells cast by your character increase their base damage by three.

Musical Instrument – Damage +0 – Enc 1 – Price 200 cr – Rarity 4
When your character casts a spell using the Verse skill while using a musical instrument, adding the Additional Target effect does not increase its difficulty.

Implement Materials

Bone – Cost x 1/2 – Rarity +2
When your character successfully casts an Attack or Curse spell, they heal 1 wound.

Oak – Cost no change – Rarity no change
This is the base item type.

Hazel – Cost x 1/2 – Rarity +1
When your character generates Triumph while casting a spell with this implement, you may roll a Boost (Blue) dice and add it to the results, in addition to spending the Triumph normally.

Willow – Cost x 2 – Rarity +2
When your character successfully casts a spell using a willow implement, you may add a Advantage to the results.

Yew – Cost x 1/2 – Rarity +1
When your character successfully casts an Augment, Barrier, or Heal spell using this implement, they heal 1 strain.

Magic Runes

These are rare and dangerous items that can be worth.

  • Arcane Bolt Rune (ter118)
  • Blasting Rune (ter118)
  • Ice Storm Rune (ter118)
  • Immolation Rune (ter118)
  • Lesser Rune (ter119)
  • Lightning Strike Rune (ter119)
  • Rune of Collection (ter119)
  • Rune of Fate (ter119)
  • Rune of Misery (ter120)
  • Soulstone Rune (ter120)
  • Stasis Rune (ter120)
  • Sunburst Rune (ter121)
  • Teleportation Rune (ter121)
  • Terror Rune (ter121)
  • Vision Rune (ter121)
  • Wanderer’s Stone (ter121)
  • Ynfernael Rune (ter121)

Content Updates

  • 2022-06-15 – Added in the cost of magic and extra options for utility spells.
  • 2022-06-02 – Added magic check results.
  • 2022-05-31 – Move magic specialisations to the new specialisations page.
  • 2022-05-30 – Updated the specialisations to include starting info, magic implements and runes.
  • 2022-05-29 – Created page.
Genesys RPG

Building my own Shadowrun in Genesys:

Part 1 – Why choose Genesys
Part 2 – Setting, Races and Careers
Part 3 – Changes to History
Part 4 – Character Creation
Part 5 – Magic System
Part 6 – Hacker System
Part 7 – Player Races
Part 8 – Player Careers
Part 9 – Specialisations
Part 10 – Combat System
Part 11 – Social System
Part 12 – Vehicle System
Part 13 – Equipment System

References: Equipment, Vehicles

ExamplesBolt, Cuscus, Desrin Deadshot, Floggar, George, Rakash, Shadowstar, So-Cal Burns, Womp, Human Mage Arcanist

Shadowrun RPG

Game Management: Choosing a new Campaign, Creating a SR Campaign Skype, Tracking Experience

Locations: Seattle 2069, ShadowSea

Storyline: Seattle Elections 2069

Corporations: Ares, Aztechnology, Evo, Horizon, MCT, NeoNet, Renraku, Saeder-Krupp, Wuxing

References: Corporations, Personalities, Rewards, Timeline, Vehicles

Security: Automated DefencesBarriersCountering Matric ThreatsCountering Physical ThreatsDoorsHTRLandscapingSensors

Campaign 2

Gen 3 – 2050

Campaign 1

Gen 1 Street: The Setup, Year One – Origin Story, Year Two – Emergence

Gen 1 Runner: Year Three – Ghost Cartels, Year Four – Artefacts, Year Five – Horizon

Gen 2 Street: The Setup, Year Five – Horizon, Year Six – Dragons, Year Seven – Jet Set

Gen 2 Runner: Year Eight – Sprawl Wilds, Year Nine – Stolen Souls

Gen 3 Runner: The Setup, Year Nine – Stolen Souls, Year Ten – Lockdown

Gen3 Terrinoth:

Gen3 Prime: Year Ten – Lockdown, Year Elven – The End.

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s