The comprehensive Guide to
the Multiverse Adventurers
Guild
GM Edition
Author: Scott Bieniek
Edited by ChatGPT
Contact at multiverseadventurersguild@gmail.com
Welcome to the Gateway to Adventure!
“Play your own hero!”
Multiverse Adventurers Guild’s Mission Statement:
To map and preserve timelines in flux.
The Guild has two jobs. Chart world histories and protect timelines.
The Guild is at odds with the Multiverse Preservation Society. For example, The Society believed T-Kat Uma of the Nima Prefectorat was causing a divergent timeline, so they assassinated Him. The Guild felt T-Kat was central to the actual timeline, so they prevented the assassination.
Introduction
Welcome to the Multiverse! You can play a Hero from any time, setting, or era. Imagine a party comprising a superhero, a cowgirl, a cyborg, a medieval knight, and a Witch. Now imagine them being any race you want. In 15 minutes, you could build that character and start playing. There are few limits. You will be part of the guild that explores the multiverse.
Welcome to the Multiverse Adventurers Guild!
Gunny has your basic supplies and weapons. Then, see Dr. Orak'na. He'll get you that extra special gear!
How to Navigate the Rules.
There are 3 levels to play.
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Basic quick start and play. Perfect for one shots or introductions to the game. You start at Level “0”. Read the text to build a character. Level “0” is about learning game concepts, most importantly the basic roll. The GM interprets and explains rules as you go. It's important to listen to the Heroes concept and translate it into game terms. Explain the tutorial nature of the level. The Hero doesn't need to know any rules to start with or even read anything.
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Campaign. Using Free Talents demonstrate how to use them and their effect in game play. Talents are a core concept. At this point encourage, your Heroes to at least read the combat Talents. Ask your Heroes the cool things they want to do and introduce them to the particular Talent.
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Advanced play. At this point encourage your Heroes to read all the player material. Much of the material, in particular the section in Archetypes, will help advanced Heroes discover new character concepts. May consider starting at level 1 or higher.
This set of rules will provide a framework for diverse settings. You can play it three ways: In the prime method, players choose characters from different genres and roleplay throughout the multiverse.The second way adventures in one setting. The third way to play is with time travel.
The idea behind the game is to spend more time playing and less time going through the rules.The central dynamic of target number (TN) allows the GM to quickly factor in difficulty. TN modifiers are circumstantial. This also limits metagaming because it's not written down, it's in the GM's head. The key is that modifiers are determined by the GM, not by specific rules. This streamlines play.
The following dynamic is the Basic Roll.
Add score from stat plus skill plus enhancement plus a modifier(This could be from a talent.)
You roll the BR against TN. You can modify the BR by activating talents.
TN is situational. This game is a d20 system. The score can be a (-2) to (+4) modifier in each category. These numbers interact to create a + or - to the d20 roll to a base target number (TN) that you have to tie or beat with those modifiers. The GM assigns the TN, but it starts at 11.
Default TN ladder: 9 Easy • 11 Standard • 13 Tricky • 15 Hard • 17 Heroic • 19 Legendary.
The game mechanics are flexible. This favors letting the story dictate the game. Rules are a guideline. If Heroes want to try something, let them. You can easily assign a TN and let the creativity flow.
As a GM, look for opportunities to say yes. The rules shouldn't get in the way of good roleplaying. RPGs exist to allow us to stretch the boundaries of imagination. Encourage it!
Game Concepts
So what happens with an astounding success or failure known as crits? One is always a critical failure. The GM adjudicates the outcome. Some of the most exciting sessions I have been involved in were the result of a critical failure. This may result in a minor incident or issue. For instance in play a Hero made an observation check and rolled a “1”. This resulted in failing to see a particularly dangerous adversary.
Critical success happens on a natural 20. If it is in combat, the player does max damage and is awarded a free attack. NPCs can't have critical success in combat. A natural 20 is always a critical and a success. A natural one is still a critical miss. Out of combat a critical miss would be catastrophic failure. For instance instead of sneaking quietly you make a ton of noise. A crit on a skill check should result in a better than expected outcome
TN is either simple (s) or complex ( c ). A simple roll is binary. Roll the TN or higher yields success. Below TN is a failure. This is expressed as 14S. A TN 14 complex roll is listed as 14C. A complex roll adds successes for every 2 beyond the TN. Use a simple roll if you only want to note success or failure. A complex test answers the question of how well the Hero succeeded.
A complex test can be used in opposed checks. Let's say I want to persuade someone. I can make this opposed. The most success wins. Determine a complex TN that both roll against. The most successes wins. If I have 3 successes on my hide but you have 2 successes on your observation, I hide successfully.
This game is designed to promote role playing over power gaming. Play what you want. If it makes sense, you can choose what makes better roleplaying. Let's say you want to use a slingshot. You won't be penalized for the choice because all range weapons do the same damage. All players are on an even footing. What makes the game interesting is how you play it.
Descriptors
These are purely narrative labels. They answer the question of why you get the effect.They may change BR if the GM gives situational TN adjustments. Descriptors are often equipment.
For example, in the Cyberpunk setting a Hero has a lot of visible Cyberwear. Some people think it is cool and this may reduce the TN on an influence check, but others may dislike it making the TN higher.
In the game you don't pay for gear. These are descriptors instead. My weapon can be a Katana. My strength from a magic item. I could have reach as an archetype. Your descriptors help define your character.
Also, bend and change rules to suit your campaign.
A final note. This game does not strive to be an accurate representation of reality. To most games I cite reality as the benchmark. This game aims to use cinematic examples. For instance, my car caught on fire and burned to the ground with a full tank of gas. No explosion. Hollywood would have it explode. We want the Hollywood version. It's way more fun. Blending reality and fiction is the goal. When in doubt go big. We should be asking ourselves what makes a better story, not what conforms to the rules.
Many of the rules are in place as game design choices. For instance a firearm does d6 damage. Add a silencer and the damage drops to d4. In reality there is no difference. The idea is to create a reason not to have every weapon silenced.
Weapon Type Damage
Melee 1d8
Ranged 1d6
Unarmed 1d4
Improvised d4 (ranged) / d4 +1(melee)
Your chosen enhancement applies to all weapons in that category.
⚔️ Attack Rolls
Attack = BR vs target’s Armor Value (AV)
If you meet or beat AV, the attack hits.
Then roll your weapon’s damage dice + relevant Stat (once).
🛡️ Defenses
Defense
Formula
Armor Value (AV)
11 + Defense Bonus + Armor×2
Weapon & physical attacks
Athletics
Defense bonus +Str + Dex + End
Grapples, knockback, physical hazards
Ego
Defense bonus Int + Edu + Cha
Fear, charm, illusion, mental effects
The game runs on a device known as the Basic Framework. The BF applies to allocating experience points, activating talents. It represents the cost. The BF runs from (-4) to (-4).
The following is an example of the BF.
🔮 Force, Energy, and Talents
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Force (F): Maximum power tier you can use (unlocked by level).
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Energy (EN): Resource you spend to activate talents.
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Slots: Number of sustained combat talents you can keep active.
Force Energy Cost
F1 1/1
F2 4/2
F3 9/4
F4 16/8
One-shots never occupy a slot. Sustained effects do.
For experience you pay for each increase. To achieve a star score of (+3) from (+0) I would pay 1 for a (+1), 4 more for a(+2) and 9 for a (+3). You pay for each step.
Examples
Name/description: Mage
Stats:
Str: -1
Dex: +3 (magic broach)
End: 0
Int: 1
Edu: +2 (mage college)
Cha: 0
Defenses:
AV: 13 (ring of protection)
HP: 6
Offense:
To Hit: +1 (melee fire burst), +5 (fireball)
Damage: d8 -1 (melee), d6 +3 (range)
Skills:
Attack: 2
Influence: -1
Knowledge: 2 (tome of magic)
Observation: 1
Outdoors: -1
Sneak: 1
Technology: 1
Vehicle: 0
Special Abilities:
Tactics: Player has no spells at this level, but the presence of magical attacks and magical descriptors fill this gap initially.
Name/description: The Hulk, Barbarian
Stats:
Str: +3 (mutation)
Dex: +1
End: +2 (mutation)
Int: 0
Edu: 0
Cha: -1
Defenses:
AV: 13 (thick skin)
HP: 8
Offense:
To Hit: +6 (fist), +3 (improvised range weapons)
Damage: d4 + 3. D4 + 1
Skills:
Attack: +2
Influence: +1
Knowledge: 0
Observation: +1
Outdoors: +2
Sneak; -1
Technology; 0
Vehicle; 0
Special Abilities: +1 (unarmed strike)
Tactics: When you build a (0) level character, you are not as tough as we see them in the movies. It's a starting build. I would add Ferocious Attack and Ablative armor as I level up.
Name/description: Ninja
Stats:
Str: (+2)
Dex: (+3) (Archetype)
End: (+1)
Int: (+2)
Edu: (0)
Cha: (0)
Defenses:
AV: 13(dodgy)
HP: 7
Offense:
To Hit: (+5)
Damage: 1d8 +2
Skills:
Attack: (+2)(specialized Training)
Influence: (0)
Knowledge: (0)
Observation: (+1)
Outdoors: (+1)
Sneak; (+2)
Technology; (0)
Vehicle; (-1)
Special Abilities: (+1) melee weapon (nunchuks)
Tactics: I would add Ambush, Alertness, Counterstrike.
Character Creation
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Choose an Archetype. (optional) sometimes known as classes or professions, these are typical examples of different Heroes you may play. Examples are Mage, Ninja, Hacker, sniper. These can be chosen at the start of play or later as you hone your Hero’s concept.
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Choose race. In Guild play you can play any Race you want.
3. Choose stats. The 6 attributes of a Hero are listed below. Think about what your Hero’s concept is and how these might represent it.
4. Choose stats
Strength - this represents melee attacks.
Dexterity - this represents making ranged attacks and controlling vehicles.
Endurance - this represents a character's ability to handle physically grueling tasks and affects hit points. It also reflects stamina.Ex. Hit points, staying alive below 0 hit points.
Intuition - this represents knowing things outside your education. This is that gut feeling you get or the ability to take disparate pieces of information and draw a conclusion. Ex. Initiative, solving problems.
Education - this is what you have learned in life. It could be a college education or things learned by experience.
Charisma - this is your ability to use your personality to get people to do your bidding. Ex Fast talk, intimidate, contacts.
For your character, you get to assign the scores (+3, +2,+1,0,0,-1). The assigned number is the score. This is paired with a descriptor (which explains the score ie. (+2) St - vat muscle).
5. Choose skills
Skills work in conjunction with stats and enhancements. Skills can be as short as an action in combat. They can also be much longer, depending on what you do. The GM will decide how long. PCs have every skill. NPCs might not. Skills are designed to be broad and simple to function effectively in various settings. The skill is paired with the stat it modifies.
The Player background can affect skill rolls. Ex. Players are setting up an ambush by examining terrain. I may give this a 14S. But, the ex soldier may get a bonus to their roll to reflect more knowledge of this.
Skills are listed as a broad category, the stat they are associated with, a description of the category, and examples of the skills in that category.
Skills start at 0. However, you must assign the following (+2, +2,+1,+1, 0, 0, -1). Bonuses show where your Hero excels. Negatives provide great opportunity for role play and roleplaying depth.
Attack skill (dex or str)- use this with all attacks. You purchase this skill once and apply it to all attack actions such as a melee attack or debuff talent.
Influence(charisma) - These are the face skills which use the force of personality to manipulate someone to do what you want. If I am intimidating someone to get my way, it's covered by this skill. Includes intimidate, interrogate, persuade, lie, etiquette, and diplomacy.
Knowledge (education) - this is what the Hero knows on any given topic. Use this skill to research the net. Give a bonus to the Basic Roll if it's a topic the character would know about due to their background. An ex-cop would likely know police procedures and thus a bonus to BR.
Observation (intuition) - use one or more of the five senses.
Outdoor (intuition) - tracking, survival etc. Any skill for living and surviving in the outdoors.
Sneak (dexterity) - this is blending in in any setting. Maybe you make this roll at a dinner party to be quietly ignored or in a jungle from mercs gunning for you. This would include pickpocketing. You use this skill when trying to beat metal detectors and chemical sniffers. Ex. Stealth, pick pockets, slight of hand
Technology (education) - These are skills that manipulate technology to do your bidding. For example, safe cracking, computer usage, lock picking, hacking, traps, and medicine.
Vehicle (dex) - drive or fly or manipulate any vehicle. This includes animals, motor vehicles, drones, and spaceships.
Defenses:
6. Take 0 level adjustments : damage 1d, 6+end HP, access F1 talents, 1 slot.
7. Add descriptors.
8. Pick contacts. 3 +/- charisma.
9. Pick reputation.
Enhancements:
Enhancements function in conjunction with stats and skills. Enhancements are upgrades that improve skills. Weapons are an enhancement and provide a bonus to any attack used in that category. Players start with a (+1) in range, unarmed, improvised weapons, or melee weapon and (+1) armor. These are items that enhance the attack skill and AV. I could enhance my Influence skill by buying an expensive ward robe (descriptor) for a (+2) enhancement of the skill. I would get that bonus on any Influence check even if the ward robe wasn’t a consideration. For instance, if I was talking on the phone I would still get the bonus. I would pay for the enhancement like anything else. 1xp for (+1) and 4xp for (+2).
Players can use XP to buy new enhancements, just like stats and skills.
Talents
Talents are the engine that runs the game. You can use them to define how your Hero interacts with the world. They could be cyberwear that provides descriptors to your character. They can represent spells you cast. Some could represent better living through superior chemistry: drugs.
Talents are paid with energy (see above chart)
Any player can buy a talent for 5xp per talent. Melee attacks use strength and range uses dexterity. Players gain Talents as level increases.
The following Types of Talents exist;
Technical: These talents are derived from technological/mechanical means. I could use the Fly talent as technology by calling it a Jet Pack.
Magical : These are inherent Talents. Many act like spells such as a fireball. I could take Fly as a magical ring.
Racial: These are Talents derived from one’s race.
Archetype: These are Talents specific to Archetype. For instance, the Barbarian Ferocious Attack.
When a Talent is used it is “activated”.
You can only use a Force according to your level.
Some attacks will use Athletics/Ego to resist. It is an 11 + Athletic/Ego + level for defense.You can use several Talents at the same time.
Talents are powered by energy. This reflects the idea that energy is a limited resource. This could represent ammunition, battery power, or how much energy your body can expend.
Technical - this represents a limit imposed by literal energy; batteries, electricity or a finite number of charges. I could take Heal using a med kit and energy would represent a number of uses.
Magical - this is the innate amount of magic you can power up. Heal would be limited by that innate power.
Some settings may eliminate certain talents. For instance, in a medieval setting Hacking doesn't exist. Any time a setting negatively affects the functioning of a talent, the player may substitute another talent.
Contacts
It's not what you know, but who you know. These are your contacts. You get 3 contacts +/- influence stat. Your contacts can provide work, information, equipment etc. You can choose them during game play.
Flesh them out. How do you know them? Do you owe/are owed favors? What is the nature of the relationship?
Some examples are; a journalist, cop, criminal, Bartender.
You can use credits to get information, favors, etc.
Your contacts exist throughout the Multiverse. So if you have a bartender contact you will be able to use them regardless of setting. They would act similarly in each Multiverse.
Action economy
Attack action - this is an act designed to do damage. This can come from a weapon or utilizing a non combat talent against a person. If the action is resisted by AV, Ego, or Athletics it is an attack. Some talents use an attack action. May use attack action for an additional 30’ of movement.
Skill action - Use a skill other than an attack. You can try to influence somebody, observe, pick locks, etc. If the GM feels you can do it during combat then go for it. The GM should be liberal on this and keep the action moving. A skill action may be used to activate a talent. A GM might say the skill has to be used for a set period of time to take effect. The Hero could still attack but would use the skill action until the intended effect is completed. For instance the Hero may be picking a lock and fighting.
Move Action - Players can move 30 feet in a turn. Sometimes a move action may power another action such as activating a healing talent. This eliminates your ability to move. It takes up 15 feet of movement to stand. Heroes can use alternative forms of movement; teleport, jump, skate etc.as long as it doesn't result in an advantage over a standard move. The effect would still act as a standard move but would be more cinematic. This mean I can't end the move off the floor. If I want to jump on a roof I then must buy the talent to do so.
Free Action - you can talk but it becomes a part of skill action if you want the target to act on your words. Draw Weapon. Move 5’ without triggering an attack of opportunity.
Combat Talent Activation - You can activate a Combat Talent. It costs an activation if it is a one shot or sustained. You get two combat talent activation actions.
Reaction - some talents can be a reaction to something done by the opponent. You have one reaction per turn.
While in combat, each turn is 10 seconds.
Movement
There are 3 movement intervals:
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Strategic - this is counted in hours. This is when broad moves are being planned such as travelling over distances
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Tactical - this is counted in minutes. Strategic movement ends when you reach the point where you need to slow down as confrontation gets closer.
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Combat - this is combat and measured in turns.
In a fantasy setting Strategic intervals would move you around the map for days, hours or weeks. When you enter the dungeon you go tactical. When you confront your enemy it's combat.
A Hero may move 30' as a move action. The player is considered to be running full out. The Hero may move an additional 30' as a sprint for an attack action. A Hero may make a 5’ Adjustment step each turn. Sprinting is an action. Standing from prone costs 15 feet of movement and is part of a move action.
Combat turn - 30’ full tilt
15’ walking
Tactical turn (1 minute) - 180’ full tilt
90’ walking
Strategic - 3 miles per hour
Full tilt penalizes sneak and observation checks.
Reputation:
This is how people see you. It's a few adjectives or a sentence. The statements don't even need to be true. They are merely how others perceive you.
For example: 1. Violent temper. 2. Kind to children. 3. Chatty.
Hit points
Players have 6 hit points modified by the end stat. Players gain 6 additional HP at every level. Each increase includes the adjustment for endurance. An Endurance increase is retroactive.
Level
Level increases with every 10 xp. See the following table: Heroes spend XP when they want, including in the middle of a mission. For every 10XP you gain a level and certain advantages. You don't pay for those advantages.
Force Access Rule (Hard Limit)
You cannot activate or purchase Talents of a Force higher than your level allows.
Heroes are rewarded with the following benefits at each level:
🎚️ Multiverse Adventurers Guild — Level Progression Table
🟢 TIER I — Basic Training (Lv 0–3)
Tagline: “You’ve joined the Guild. You’re raw, reckless, and ready to prove yourself.”
Lvl
0. +1 Damage Die (d4/d6/d8 based on weapon) • Access F1 Talents • 1 Talent Slot, 6HP
1. +1 Talent • Choose 1: 🗡 +1 Attack / 🛡 +1 Defense / 🔮 +1 Talent, 3 energy, 2 Credits, 12HP
2. . Access F2 Talents, 6 energy, 4 Credits, 18HP
3. +1 Talent , 9 energy, 6 Credits, 24HP
🟡 TIER II — Skilled Operative (Lv 4–6)
Tagline: “You’ve survived the first missions. Now you’re trusted to act on your own initiative.”
Lvl
4. 1 Talent Slot • Choose 1: 🗡 +1 Attack / 🛡 +1 Defense / 🔮 +1 Talent, 12 Energy, 8 Credits, 30 HP
5. Access F3 Talents • +1 Talent, 15 energy, 10 Credits, 30 HP
6. Choose 1: 🗡 +1 Attack / 🛡 +1 Defense / 🔮 +1 Talent, 18 Energy, 12 Credits, 36HP
🔴 TIER III — Elite Agent (Lv 7–10)
Tagline: “You are a legend in motion — the Guild’s finest. Timelines bend around your choices.”
Lvl
7. Talent Slot, 21 Energy, 14, Credits, 42HP
8. Choose 1: 🗡 +1 Attack / 🛡 +1 Defense / 🔮 +1 Talent, 24 Energy, 16 Credits, 48HP
9. Access F4 Talents, 27 Energy, 18 Credits, 54HP
10. 1 Talent, 30 Energy, 20 Credits, 60HP • Final Guild Rank
If you improve your Endurance score the bonus applies retroactively to all levels. For example, at level 3 with a score of (0) my HP are 18. I buy a (+1) endurance. The bonus applies to all levels giving me 21 HP.
You can switch your talents when you reach a new level.
MAG is a blended system. You gain specific advantages as you reach each level, but you can also spend xp whenever you want.
A player earns 5 XP per playing session. These can be used to improve attributes, skills, enhancements, talents, energy. The GM can adjust this up or down depending on how fast or slow they want the campaign to progress. “(0)” level is essentially a Tutorial for beginning players.
Character XP progression chart
Skill/Rank/XP cost
0 / Untrained/ 0
1 / trained/ 1
2 / Expert / 4
3 / Master / 9
4 / Legend / 16
You must pay for each level of the score. For instance if I went from (0) to (3) I would pay one point for a score of (+1) another four points to increase it to (+2) and a final nine points for a (+3) for a total of fourteen points.
Healing
To heal in combat takes a move action. I could shoot a gun and heal in the same turn. Success is automatic and stabilizing below “0” HP as a move action. Out of combat you heal the max but takes one minute. Through natural healing, a Hero fully heals after sleep and regains all energy points.
Player Death
After a Hero drops below zero hit points no matter how far below “0”, they have a -1 HP total. They start bleeding out. Each turn, they lose 1HP. At -5, they die. On each turn, the Hero rolls to stabilize using their endurance stat as a modifier. The TN is 11s. A Hero can spend a Credit to automatically stabilize.
Assisting
Two Heroes can help complete a skill. Use the better skill paired to the better stat. One Hero rolls the attempt.
If you fail a non-combat skill, you can try again. This adds +2 to the TN.
Combat
Attack works like this.
The formula is:
Str/Dex + attack skill + Range or Melee weapon enhancement + modifier vs target number of 11 modified by defensive bonus + (armor *2)equals armor value (AV).
Range weapons can be used point blank with a (-2) modifier on the attack.
Grappling - this does normal damage and has no special effect.
Here are a few combat modifiers which cost nothing to use:
Charge - +2 to hit, make an aggressive attack moving on a straight line for the final 20’
Flank - +2 to hit, when you are adjacent and attack an opponent when another Hero is also adjacent to that opponent. Both Heroes can benefit.
Cover - +2 AV, when making a ranged attack while behind a solid object.
Armor
AV = 11 + defense bonus + (Armor*2).
Armor is an enhancement. The level is 1 to 4. For armor, you add the level x 2 to AV. Let's say I wore level one armor, leather. That would make the AV 13. The level of armor is a game mechanic. What you call it is the descriptor role. Armor is an overarching category. Things like a shield would be a part of that number if you chose. Examples of armor are: leather, plate. Hides, amulet, off hand weapon, kevlar. Leather could be a (+3) and plate a (+1). Your choice of armor type doesn't lessen or increase the number. Your AV could also be an effect caused by your innate ability to dodge attacks.
Initiative
Players roll d20 +/- (intuition modifier). Ties go to the players, ties among players, they decide.
Weapons
Just like anything else, the points you pay equal the quality and thus the bonus. The enhancement applies to ranged, unarmed, improvised, or Melee. This is bought for each. The player starts with a (+1) in one weapon type.
A weapon can be magical in nature. My weapon could be a fire bolt, psychic blade, lightning, poison, cold, etc. Magic attacks are considered as melee attacks and do melee damage. A Hero can pay 1 energy to extend it to short, 2 for medium, and 3 for long range. This then uses dexterity for the attack. Once this is paid it lasts the length of the combat. A Hero could increase the range during play by paying the difference. So a short would cost 1 point. If I made it medium I would pay only 1 point. This creates a ranged attack which uses dex and does d6 damage. The increase in range lasts for Combat + 5 minutes.
Weapons get the bonus to hit and damage.
A weapon is a special type of enhancement. It modifies the attack skill and therefore can be used on a range, unarmed, improvised, or melee weapon. If you take the enhancement score it applies to all weapons in that category.
A weapon is an enhancement and is purchased like any other skill or stat. Weapons are a big part of the game. Personalize them. I don't have a Pistol. Instead it's a Fortune Arms 540A 9mm with the Kandid Grip and semi automatic capabilities. My melee weapon is a Keolon Era longsword. It's fun and good RP.
Unarmed is melee and does d4 damage.
The following ranges apply:
Unarmed - d4 (a martial arts, boxing, MMA, brawler, magical melee attack)
Melee - d8 (sword, dagger, axe,)
Less than 18” - conceals automatically
Less than 5’ - S14
Greater than 5’ - can't be concealed
Range - d6 (firearms, bows, ranged magical attack, throwing weapon)
Short -up to 60 feet, this is the range for handguns, machine pistols,conceals automatically
Medium - 210 feet, conceal 14S, shotguns, assault rifles, bows
Long - 400 feet, no concealment. Sniper rifles
Ranged weapon with silencer - D4
Improvised (d4 ranged/d4+1 melee)- If you are using the weapon as a melee attack use strength and do d4+1. If used as a range weapon it does d4 and has a range of short. (Rock, club, playing card, frying pan, using a ranged weapon for a melee attack.)
Magic - d8 - these are magic based attacks. They are energy (fire, electricity, ice, concussive, water, psychic). Or telekinetic (throw objects, an object is always available) cause wounds. This lasts the duration of combat. Use melee weapon bonus or range weapon bonus for range attack. Once a magic attack is made as a ranged attack it does range damage (d6). These are weapons that don't have a platform. Fireball would be magic, flamethrower not.
A player could choose to have a pistol but have it medium range. This would then conceal like a medium weapon.
Silencer - this increases the range category by one in terms of concealment even if it is removed from the weapon but stashed on the player without actually increasing range. The weapon does (d4) points of damage.
On a critical hit the weapon does max damage and the Hero is awarded a bonus attack.
There are no stats for ammo.
For damage, roll on the above table. Damage is modified by strength or dex depending on weapon type. For example, I hit with my pistol and have (+1) dex. That is a damage roll of 1d6 (+1) for the dex modifier.
Equipment
Heros are assumed to have whatever equipment they need to use their skills. It's better to assume Heroes have what they need most of the time.
We could spend days defining hero money and how to spend it. Instead, use the logic of the campaign. What do they need to accomplish their goals? Maybe you get most things free but have to role play obtaining a specific piece of equipment or spend Credits. Once again, the idea is to spend more time playing and less time shopping. We want to encourage creativity. If the players come up with a cool plan, assume they have the materials to execute it or charge Credits to make it happen. Assume each player has an “equipment bag” that contains the equipment they need to play the game. It contains anything they think the player may need but that you don’t want to spend a lot of time filling it. If the character wants a piece of equipment the question should be asked, “Is this something I would have put on my sheet for this Hero?” In a RP sense is this something the player could reasonably be assumed to have. Alternatively players could spend Credits for specialty equipment.
Descriptors are essentially equipment and cost nothing to have. I don't pay money for the armor itself. I pay for the score and the descriptor would be whatever armor I wanted to call it.
Proxy - enhancement that stands in for the player. A weapon proxy is a weapon like any other. You use the proxy instead of a sword or other objects. This proxy uses your stats and you take the damage dealt to the proxy. It conforms to weapon rules. For example, you could have an animal, drone, or spirit as a proxy. Any damage to the simple proxy damages the wielder. If the proxy attacks a target next to you it is a melee attack. The proxy can attack out to short range as a range attack using ranged attack damages and dex.
An enhancement bonus works on one roll only but you could have multiple bonuses in an item . For example the unit drone on its own conveys no bonuses. By its nature it allows Heroes sight lines and night vision. I could modify it. I can give it a (+1) on observation roles. The drone has a small pistol. It would use your enhancement bonus and action. Only the Hero who paid for these bonuses gets it.
Credits
This represents a number of resources for the party. This is a party resource to be used among all members and for use during adventures to buy special items, pay off NPCs, ect. Heroes also have their own Credits based on level. Credits are how Heros are paid for their efforts. An NPC will negotiate a price for the mission with the party. That price becomes a number of Credits the party will earn at the end of each play session. Credits may be negotiated with an amount up front and ready for immediate use. Keep in mind this is a per session amount. If I negotiate 10 Credits, I get that amount for every session played. Heroes also have personal Credits allotted at the beginning of the game session based on level. Unused Credits do not roll over into the next session. A Hero can use their individual Credits for themselves or pay two Credits to grant one credit for another Hero. Group Credits can be used for individual Heroes or group efforts.
Credits cannot be used to grant more than 1 bonus attack per round.
Credits cannot be used after a natural 1.
Credits cannot be used to bypass boss mechanics unless GM allows it.
Credits refresh at the start of each gaming session. Missions grant 10 group Credits on average. Easy missions might cost less difficult ones more. This is subject to negotiation. This amount is granted after each playing session.
Heroes can spend 3 Credits to reroll a d20 roll and choose which to keep.
A Hero can spend 1 Credit to increase a move action by 10 feet. Once only.
Deflector - cause one attack to reroll. This can be activated as a reaction. This costs 5 Credits.
Stabilize - 1 Credit to stabilize below “0” and return the Hero to 1 HP.
Pay off a contact - 1 credit will get basic information, more could yield more detailed information. 3+ Credits will get a favor from a Contact such as referring them to someone else that can help, finding a tricky piece of gear, or to make an action for them.
A Hero can spend 10 credits to have an extra Attack. Counts as a move action.
A Hero can spend 10 Credits to buy a grenade. It has to be used in the session it was purchased in.
Ghost Step — 2: Treat one minute of movement this turn as silent; ignore the noisiest surface once. Doesn’t stack with invisibility.
Shadow Swap — 3: Swap places with a consenting ally within short range. Uses both Heroes Reactions.
Exploit Opening — 5: After an ally crits, you may as a reaction Step/Shift 5’ and make one attack at (–2) the target that was crit (doesn’t stack with Extra Attack).
Team Sync — 5 (party pool): Everyone may move up to 10 ft right now; no opportunity attacks for this burst. Once per scene.
Kip up - spend a credit as a free action and stand up from prone without penalty.
Sneak a small weapon by security. 5 Credits. Once per Hero per mission.
Cover Identity - 5 Credits plus one per party member utilizing this. Preestablished paper/identification for the adventure. Once per session.
Rumor Mill - 3 Credits social interaction reveals a solid, reliable lead. Twice per session.
Lucky Break - succeed automatically at a simple TN 15 or less roll. 5 Credits. Doesn’t count on attack. Once per encounter. Can be used after adjudicating the roll.
Shake it off. 5 credits to end a debuff. Counts as a reaction.
Dramatic Rescue. 3 credits. Ally in short range gains a (+2) to AV. Costs a reaction.
Heroes can use Credits to bribe someone. A charismatic check S11 will inform the Heroes on what is a reasonable bribe.
Rumor Mill. 3 Credits. A contact grants a relevant piece of Intel.
Treasure
Some people would argue that loot is the whole point of adventuring. This is a challenge in this system because money doesn't exist. This is handled in 2 ways. The first is through Credits. This gives Heroes ways to be more effective during a mission. The second is through treasure. These are items that are found during the adventure. It takes at least 1 minute to search for treasure. If you spend more time you increase your chances of finding it by decreasing the Observation TN by (-2). Once found your Chronoline will tell you what it is and how it works. Treasure is a party resource. This means any player can use a treasure. It's not considered to be held by any one Hero.
🧭 Design Note for MAG v20
Credits serve as:
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Luck
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Cinematic boosts
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Tactical edge
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Narrative permission
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Guild-provided resources
They keep the game fast, heroic, and flexible across all genres—fantasy, cyberpunk, superhero, time-travel, or multiverse chaos.
Vehicle combat
A vehicle can be defined in 2 ways; vehicle or drone. A vehicle has a driver. A drone is piloted remotely using the Control Drone talent. A vehicle can function both ways.
A drone costs 3 XP. You choose the size at purchase.
The following stats define a vehicle.
Size: (see chart)
Mode: (ground or flying vehicle)
Str: speed
Dex - maneuverability
Hit Points - the vehicle has hit points based on size.
AV - normal costs for armor but the size of a vehicle factors into how hard it is to hit. Take the reverse stat for size. Ie (-4) size adds (+4) to AV. So a microdrone would have an AV of 11 + 4 (size).
All vehicles start with stats of (0). Players can spend experience to buy up the 2 stats and AV. You can take negatives in stats to boost other stats. A player gains 3 points/XP to modify the vehicle/Drone. These can be reallocated before starting the vehicle/Drone.
GM will determine acceptable sizes for the campaign.
Speed in combat is relative. Out of combat various modes of travel have their own speeds. Use logic or internet guidelines.
Size/HP/Armaments
(-4) Micro - the size of a bee/2/none
(-3) Up to the size of 2 loaves of bread/4/pistol
(-2) The size of a person/8/medium
(-1) Motorcycle/medium
(0) - Car/20/long
(+1) Minivan)SUV/30
(+2) Full size truck/ 6 seater airplane/helicopter/40
(+3) Semi/mid sized plane/ Attack Helicopter/80
(+4) Full sized jet/120
Speed in combat is relative.
When operating a vehicle, use your skill and the vehicle stats. For mental stats it's all the Hero.
Players can use Ablative Armor Talent. It is bought for use by the drone only and costs as a One Shot in terms of energy and lasts through the combat. One player captains the vehicle. Each player man's a gun. Combat takes turns. A vehicle can also be a person.
Start with a range of 1 to 5,
0 being adjacent to 5 far away.
Short range is 0 to 1. Medium to 3. Long to 5.
Later: “AV = 11 + level adjustment + (Armor*2).” is (armor *2) +1 for medium, (+2) long +/- size.
The players roll initiative based on the pilot. The pilot goes first and must pick from the following maneuvers;
For every 25% of damage to the Vehicle/Drone, all roles suffer a(+2) to TN and a (-2) to AV. The driver/pilot also loses 25% of their current HP if they are utilizing the vehicle as a drone.
Attack
Vehicles operate on the driver's initiative. The Driver makes a modified c11 vehicle roll. Each success increases the given effect. Vehicle gunners can use standard per turn actions, but can't use a move action to move. The vehicle/drone has as many firearms as there are players in the combat. The vehicle/drone can have one permanent armament used by the pilot and subjected to size restrictions.
Offense - (-2) to vehicle AV and (+1)/success to the pool for attack or damage. For instance, with 3 successes I might opt for (+2) attack and (+1) damage. All attacks by the occupants gain these bonuses. Max (+3 in total bonuses.)
Defense - (-2) to attack. (+1) added to vehicle AV per success. Max (+3).
Stand pat - the captain opts to make an attack this round. He must make a successful Vehicle skill check to continue the pursuit safely.
Flee/pursue - Range is relative. If you can see it, you can technically hit it. Fleeing establishes range penalties until you are no longer a viable target. The base TN is 11. Every roll 2 above that creates a(-1) range penalty against your enemy. Pursue eliminates those penalties. Compare the strength of each Vehicle. Take the difference between the 2 vehicles. The superior strength adds the difference to flee/pursue A vehicle is considered out of range after 2 failed attacks or 6 + range. It has either moved too far or is obstructed.
Use Drone/vehicle Dex and player’s Vehicle skill for rolls. This creates an opposed test with a TN of 11. For each 90 degree turn the player's TN increases by 2.
Vehicle combat is cinematic. The GM can add obstructions or modify the course as needed.
Destroyed drones are repaired for 5 Credits.
The Rating
We determine various traits using (- 4) to (+4). As a GM I don't want to have to calculate the size of a village or the security level of a city. The game doesn't want to bog down on some details. Instead you can define everything from (-4) to (+4). This is the rating. Remember 0 is average. So let's say you want to know the population of a given city. Small might be a (-4), a huge city (+4). You define most things this way; wealth levels, tech levels ect. The number could be used to alter TN value x 2. For instance, if I defined the police force as a (+2) I could add 4 to that number to TNs when encountering security forces.
The value can be used for modifying TN.
Adventuring in the Multiverse Adventurers Guild
Many Talents last 5 minutes after combat and renew the timeline when combat occurs again. This leaves the Heroes with some choices to make in terms of activities. Do they make a search for treasure that could cost them the time they need to renew the clock? The following speaks to that timeline.
Search - this would allow the heroes to search for treasure, traps, and secret doors with one roll though the TN may vary for each. This takes one minute. For each additional minute the TNs reduce by 2. Each player rolls separately if they are involved in this task. This allows the search of one room or hallway, regardless of size. A Hero can only find one item per search. So if there were multiple items (2 treasures and a secret door) it would take multiple searches or Heroes to find it all. Lower TN items are found first.
Heal - this allows the Hero to take the max heal. This takes one minute. If the effect is granted by another Hero, that hero must spend one minute of time as well.
Travel - a party can move 100’ per minute at walking speed twice that if they run.
Door - it takes no time if the door is not locked or blocked.
Breech - if the door is locked or somehow blocked this is the action. It takes 1 minute to breach a door. This could be done by picking a lock, using brute force, or explosives. The GM determines a TN for each of the actions. Each extra minute you spend breaching reduces the relevant TN by 2.
Analyze Treasure - this is how you learn what that piece of treasure does. This takes one minute and utilizes Chronoline Node.