Rebel Scum rules...
The tier of the spell is determined by the GM. The player states what they are trying to
accomplish, especially the intended result. The intended result is used by the GM to
judge the tier according to this chart:
Spells
Tier 0 (Cantrip)
No roll.
Results that anyone could easily accomplish. A nifty, stylistic, mildly useful or otherwise minor effect.
❖ Snap your fingers and light a candle.
❖ Whisper Zashak's name and the cathedral shutters blow open violently.
❖ Call the wind to make your cape blow behind you.
❖ Send a shiver down someone’s spine, forcing them to turn around and notice you standing behind them.
Tier 1
No Stress
No Penalty
Results that a trained person with the right equipment could quickly accomplish. These spells allow you to roll Invoke in place of another action.
❖ Ensorcel the horse’s mind, inflaming it with anger to buck off the rider.
(mimics Trick or Command)
❖ Beseech Zashak and send a bolt of lightning arcing towards the rider in plate
mail. (mimics Finesse or Smash)
❖ Focus intently and hear the pounding heartbeat and blood rushing through the veins of the hidden rogue. (mimics Scan)
❖ Summon two tiny elementals to trip the farmer chasing you down. (mimics Finesse or Tinker)
Tier 2
Take Stress
-1d
Results that a team of people could accomplish in a short time or a single person over a longer period. This can also be results otherwise impossible without magic, with a power level about equal to a normal action.
❖ Control the plants around you to vine their way across a gap, creating a small bridge.
❖ Listen intently as Melawa tells you when the adventurers will arrive.
❖ Conjure an illusion of a wyvern flying overhead, scaring off the pursuing cavalry.
❖ Summon a wolf to hunt down the fleeing captive.
Tier 3
Take Stress
-2d
Results that even a team of trained professionals would take quite some
time to accomplish. This can be unbelievable magical results, more
powerful than a normal action.
❖ Hit the town wall with a huge amount of force, blowing a hole in it.
❖ Leave your body behind as you enter the spirit realm and head off to possess a
caravan guard.
❖ Request that Zaheen infest the minds of the guards in the village, causing them to see images of their own demise so that they flee.
❖ Enchant the guards’ minds, causing them to forget that they even saw you kill their friend.
Expanding the scope, area, or duration of a spell adjusts its tier upwards. By default,
spells are instantaneous or short-lived effects and affect a single target or a limited
area. You might adjust the tier upwards if:
❖ You expand the scope from a single target to a few targets, or a few targets
to many targets.
❖ You expand the area from a small area to a medium area, or a medium area
to a large area.
❖ You expand the duration from a short time to a medium time, or a medium
time to a long time.
Invoke can be used to make resistance rolls as well, though you must describe the spell you are casting to resist it. The GM sets the tier and you take stress and a penalty to the roll as normal based on the tier. Generally speaking, though, resisting can almost always be done with a tier 1 spell.
Example: Causing a Scene
Arno, an shaman with bloodspeaking magic, has stowed away in a cart heading into town. His target is a charm necklace that a merchant is hawking in the town square - a charm he knows he needs to finish his ritual. As the cart pulls close to the merchant’s stand, Arno says, “Okay, I need to get that charm and get out of here, so I want to cause some distractions. Maybe I can make the merchant stiffen up and fall over suddenly, drawing attention.”
The GM says, “Yeah, that sounds like a tier 1 spell to me, kind of like a Trick. You could push it and make it also affect the 3 or 4 people standing around the stand. That’d be tier 2.”
Arno thinks, “I think I want to go big here - let’s make everyone in this square suddenly get paralyzed and fall over. Then I’ll snatch the charm and make my escape.”
The GM, “Awesome, that’s a tier 3 spell, so you take -2d on your action roll here. This is going to be dangerous / normal. If you fail, your spell’s probably going to backfire on you in this busy town square.” Arno grabs some dice.
All of these factors for spells are very subjective - how long is a medium amount of
time? How big of an area is a large area? A “large area” for a fireball will be different
than a “large area” for a storm. This is all up to the GM. You decide how powerful
magic is in your game. Over the next few pages, there are several examples that can
help form a basis for magic in your setting, but it’s really up to you to set the
limitations of magic. Think about and set some limits - what can magic not do? Using
these guidelines, you create a framework for how magic functions.
Miscellaneous Spellcasting Rules
Spellcasting is very open-ended and most rules can be judged by the GM on the fly, but this list sets some baselines for GMs to go off of to provide balance to some of the trickier aspects of magic.
❖ Dispel: Persistent magical effects can be dispelled with Invoke as well. The tier of the spell required is set by the strength of the magic in play, which is determined by the GM.
❖ Summoning: Any summoned minions are short-lived, usually lasting only a scene. Minions can be permanently summoned with rituals. A tier 1 spell might make a minion with very limited usage or no control by the caster, while a tier 3 spell could be something that
you can control like a normal helper.
Setting the Scope of Magic
The scope of magic exists within the GM’s mind - everyone is going to have a
different idea of it, but much like position and effect, the GM is in the best
place to consistently judge magical effects over time. GMs, try to be
transparent and open to questions about why you’ve judged the effects in
certain ways. This will help inform your players’ decisions as they get used to
the power level of magic. Players, be forgiving if the GM judges two identical
spells as different tiers - judging something so incredibly flexible can be
tough. We’re all human, right?
Potions
Potions are bottled magical concoctions with potent effects, usually in liquid form,
but it’s not unheard of to find these essences distilled into a dust or another form.
They are single-use items and have the effects of equivalent-tier spells. Cantrip level
potions are also possible, though incredibly minor effects and not detailed below.
Potions
Tier 1 Potions that mimic tier 1 spells:
❖ Firefly: Upon consuming this potion, you shine like a firefly.
❖ Blowfish: You float very well, making it unlikely to drown but a bit difficult to
move against the current.
❖ Sticky: Magically fuse two things together.
❖ Booming voice: Your voice is way louder than normal.
❖ Featherfall: Slow your descent on a fall.
❖ Protection: You gain a defense against something specific.
Tier 2 Potions that mimic tier 2 spells:
❖ Fishgills: You can breathe underwater.
❖ Spiderlegs: You can walk on walls.
❖ Firebreath: You can shoot an enormous blast of fire from your mouth.
❖ Terror: You become incredibly scary looking, the manifestation of the viewer’s
worst fears.
❖ Vanishing: You disappear momentarily, reappearing if you touch something with your hands or something touches you.
❖ Blink: You teleport to the location you throw the potion.
Tier 3 Potions that mimic tier 3 spells:
❖ Shapechange: You turn into a creature, determined when the potion is made.
❖ Giantsize: You double in size.
❖ Ratsize: You halve in size.
❖ Tongues: You can speak and understand any language.
❖ Invisibility: You turn completely invisible for a short time.
❖ Flying: You can fly for a short time.
Rituals
Rituals push magic to its limits, allowing you to bring forth truly impressive magical
effects. Rituals allow you to apply magic in ways that have greater impact on the
overall story. To cast a ritual, you must have an appropriate calling ability giving you
access to rituals. This requirement can be bypassed if you have learned the details of
how to prepare a specific ritual from some source.
Rituals are rated from tier 1 to tier 3 and judged by the GM based on their narrative
weight - how much impact they have on the story:
Rituals
Tier 1: Results that change the story in ways useful for the PCs, but with minor impact on NPCs. NPCs may struggle with the fallout, but it’s generally a minor obstacle or setback.
❖ Raise a group of skeletons to permanently serve you as a helper.
❖ Build a teleportation circle focused on two specific locations.
❖ Learn the location of the mayor’s daughter.
Tier 2: Results that give the PCs a strong advantage or force NPCs into disadvantageous situations. NPCs will likely confront the fallout, being a major obstacle or setback though not usually an existential threat.
❖ Plant the seeds of fear in the baron’s mind, causing him to betray the duke.
❖ Conjure a large wall of ice, blocking the mountain path.
❖ Bathe the forest in a lingering fog, keeping townsfolk from entering.
Tier 3: Results that alter the entire dynamic of the story. NPCs are left with no option other than to immediately deal with the fallout.
❖ Call forth a mighty avalanche to cover the road through the mountains and the regiment of soldiers marching through it at the time.
❖ Make a shaman practically a minor power in and of himself/herself.
Rituals are prepared as downtime activities during the lurking phase. You have to fulfill a number of special requirements equal to the tier of the ritual. The special requirements are determined by the GM and should be something quite challenging to accomplish, usually requiring a raid.
When you complete a ritual, immediately make a blowback roll depending on the tier of the ritual. A tier 1 ritual rolls 3d, a tier 2 ritual rolls 2d, and a tier 3 ritual rolls 1d. On a mixed or failure, outside forces attempt to intervene and the ritual cannot be completed until the blowback from it is dealt with.
Special Requirements for Rituals:
❖ Intimate materials: You need an item that the target of the ritual greatly values
or cares about deeply. Why is it important to them?
❖ Secret Knowledge: You require secret, arcane information from a specific source. What will you have to give up to acquire this knowledge?
❖ Ritual cleansing: Your body must be thoroughly cleansed with ointment, a rare potion, or other special materials. Where does this bathing occur?
❖ Blood magic: You must feed the ritual with your own blood, leaving you with a
wound. What does the scar look like?
❖ Rare ingredients: You must collect these rare ingredients before you can cast the
spell - often from high, inaccessible mountain peaks or at the bottom of deep, dark lakes. What stands between you and the ingredient?
❖ Timing: You can only perform the ritual at a specific time, such as a certain lunar
phase or when the stars align. What is significant about the timing?
❖ Fasting: You are not allowed to eat while preparing this ritual. You take shock to
one of your attributes after each downtime that you rolled to prepare this ritual. Why must you go through such suffering?
❖ Place of power: You must perform the ritual at a specific place of power such as a
long forgotten battlefield or deep within a volcano. How does the place magnify your arcane might?
❖ Trial: You must undergo some trial or perform a specific action to prove yourself
worthy before the ritual can be completed, such as swimming across a dangerous river, or finding and killing a wyvern in a particular way. What makes the task even more dangerous than is immediately apparent?
Magic Items
Rebels are bound to find magic items hanging off the bodies of dead mercenaries or hidden away in a wizard’s chest. Magic items are rated from tier 1 to tier 3 and judged similarly to rituals based on their narrative weight. Basically, magic items are judged by how useful they are and how much impact they have on the story. Magic items are created by performing a ritual with a tier equal to the magic item’s tier.
Magic Items
Tier 1: Items that are fun, interesting, crazy, but with limited power and
usefulness.
❖ Filcher’s Monocle: When worn, any gold or silver within eyesight surrounds
itself with a faint aura that you can see even if the valuables are hidden.
❖ Skeleton Key: This lock can open any non-magical lock without needing to roll.
If it is used to open a magical lock, it can roll its tier against it.
Tier 2: Items that provide strong bonuses for the wielder or force NPCs into undesirable situations.
❖ Cheater’s Coin: When flipped, it will give whatever result the user wants.
(Demands one gold before it can be used again, placed on the coin which
devours it)
❖ Orb of Darkness: Cloaks an area around the orb in darkness, even in broad
daylight. When covered with a cloth, the darkness effect is smothered. (Substantially heavier than it looks)
Tier 3: Items that alter the entire dynamic of the story. These provide an overwhelmingly powerful bonus to the wielder or NPCs are left with no option other than to immediately deal with the item.
❖ Crystal Ball: You can see anything within miles of your location. (Take shock if
the scrying eye is noticed)
❖ Wand of Fireballs: Can create an immense fireball at the target location. (Costs
stress to use)
Generally speaking, magic items give the abilities that you didn’t previously have.
They can be considered as a circumstance towards effect when they apply, but items
tend to allow you to do something new rather than more effectively. As an example,
Filcher’s Boots don’t allow you to sneak around more quietly - they make gold and
silver give off a faint glowing aura that you can more easily see, making it easier to
steal.
Magic items are often volatile, coming with some drawback that balances out their
power. They might require you to spend stress to use it, only be possible to use under
certain circumstances, whisper paranoid thoughts to you when you’re under
pressure, or anything else that seems fitting.
Within your base, there may be many “magic” things that are covered by different mechanics - magical constructs that serve you as helpers, magical locks to keep mercenaries at bay, and so on. Magic items generally cover items that can be equipped or carried by characters.
When you make an action roll with a magic item, you roll the item’s tier or the wielder’s relevant ability, whichever is higher.
Figuring Out Tiers is Mostly Gut Feeling:
This method of judging items, much like spells, can be a bit tricky. When in doubt, go with your gut. For example, if an item with two tier 1 effects doesn’t really feel strong enough to be considered tier 2, then maybe just leave it at tier 1. If that still doesn’t feel right, maybe make it volatile and see if that feels a bit more balanced.