MKA - Quick Reference Guide
MKA - Quick Reference Guide
Actions......................... ����������������������������������������������������� 1
Conditions......................................................................... 2
Dynamic Objects............................................................... 6
Inspiration Points............................................................. 7
Magi-Knight Abilities ����������������������������������������������������� 7
Modifying a Spell.............................................................. 8
Phases:
School Schedule............................................................... 9
Student Class Results Table ������������������������������������������� 9
Lunchtime Activities ������������������������������������������������������ 9
Free Time Activities ������������������������������������������������������ 10
Clubs................................................................................ 12
Shards of Power.............................................................. 12
Actions Bonus Action
Ì A fast Action that is used to make a Coupled
Move Action Attack, Interact with Objects (Simple), Reposition,
Ì Used to literally “move” your character or to Take Cover, or Use a Shard. A fast Action that is
activate any ability that requires a Move Action, used to Attack with your Secondary Weapon, Cast
climbing, swimming, or making a vertical or a Rushed Spell, release the energy inside of some
horizontal jump. It is also used to take Flight. Shards of Power, duck behind cover, make a Skill
Ì Your movement generated by the Move Action Check that could be done very quickly (subject
can be spent at any point during your turn or even to Magic Keeper approval), Reposition, or other
partially spent; Ex: Move 10 feet, make a Spell suitably quick activities.
Attack, Move 20 feet. Climbing or Swimming Ì Coupled Attack: This Action is used when you
requires 3 times the normal number of Move declare a Weapon Attack with your Secondary
on land, so would require 15 feet of your Move Weapon against a target.
Action to move 5 feet. Ì Interact with Objects (Simple): Interacting
with something that would only take a fraction
of a second would require the use of this Action.
Standard Action Such as throwing open an unlocked door or
making an Athletics Skill Check to kick it down
Ì This Action is used to make a Standard Attack, (provided you succeed)!
Cast a Spell, Interact with Objects (Complex), or Ì Reposition: You try to move away from an
Restrain an Enemy. enemy without Provoking. Make an Opposed
Ì Standard Attack: This Action is used when you Skill Check using your Athletics against one
declare a Weapon Attack with your Primary Soul target’s Attack Roll. On a success, your Move does
Weapon against a target. not Provoke from that target during this turn. On
Ì Cast a Spell: You cast a spell from your Spell a failure, you must complete your intended Move
Path, which typically uses the Standard Action; Action and receive damage from the target when
however, many spells have alternate or reduced doing so.
Action costs, and if so, these are specifically listed Ì Take Cover: Using this Action is explained in
within the spell’s description. further detail under the Using and Taking Cover
Ì Restrain an Enemy: You make an Opposed section of this chapter.
Athletics (STR) Skill Check against an adjacent Ì Use a Shard: You gain the effect from a Shard of
enemy. Success inflicts the Restrained Power, which typically uses the Bonus Action;
Condition on them until you either move however, some Shards also have reduced Action
away from the enemy or they break free of the costs, and if so, these are specifically listed within
Condition. If the enemy is Large, you make the their description.
check against them with Disadvantage.
Ì Interact with Objects (Complex): Interacting
with something that would take longer than a split Free Action
second requires the use of this Action. Such as
accessing a computer or searching through files in Ì Performed only during your turn, this includes
time limited situations. Drawing or Sheathing a Soul Weapon, saying a
Ì A Standard Action can optionally be converted short sentence, making a gesture, using specific
into a Move or Bonus Action. Shards of Power, using a Dynamic Object to give
you a bonus to another Action, or other brief
Actions.
Ì You may take any reasonable amount of Free
Actions, but can only use one Dynamic Object
per round.
1
Reaction to Call for Assistance from another Magi-Knight
that is Overseeing the Battle. When they do so,
Ì An instant response to a trigger for a Special the Magi-Knight who is Overseeing the Battle
Ability and can be activated during or outside of may interrupt the current turn and immediately
your turn. You usually only have 1 Reaction, and execute a Move and Standard Action. After doing
it is refreshed at the beginning of your turn. so, they are no longer Overseeing the Battle, and
Ì Provoke an Attack: When an enemy attempts play returns to normal.
to move away from you while within range of Ì Sacrificial Grapple: As a Full-Round Action,
your Melee Weapon distance (typically 5-15 feet), you make a contested Athletics (STR) check
they Provoke an Attack. This allows you to make against an adjacent creature that is Medium or
an immediate Weapon Attack against them at the Large. Upon success, they gain the Restrained
cost of your Reaction for that turn. Condition, and you call out to one Magi-Knight
within 60 feet who is not Exposed, Unconscious,
or Restrained. They immediately make a Weapon
Immediate Action or Magic Attack against the target. After rolling
Ì An Immediate Action can be used at any time, for damage, deal double damage to the target
even when it isn’t your turn. You can take any creature and full damage to yourself (this damage
number of Immediate Actions, but these Actions cannot be reduced in any way and hits you even if
almost exclusively require a trigger to activate. it is Magical). If this damage would cause you to
Such events could be casting a defensive spell become Exposed or Unconscious, you receive two
from the Barrier Spell Path, using your Heroic additional Crystalline Fractures.
Conviction after taking significant damage, or Ì Withdraw From Combat: This allows you to
through Battle Techniques such as Perfect Parry move away from any hostile creatures without
when you would receive damage. Provoking and grants a 60-foot Move Action.
2
Ì You automatically fail any Leadership abilities or Depleted
tests that you make or that involve you.
Ì At the end of your turn, you may attempt a Roll to Ì Your Move is reduced to 0 until the end of your
Resist against the initial DC or (Purity; DC 15) if turn.
there wasn’t one to end this effect. Ì If you are Flying, you begin falling 60 feet per
turn.
Ì Your Attacks are made with Disadvantage.
Bleeding (N) Ì You cannot Cast Spells.
Ì Except for Free Actions, every Action taken by Ì Your Armor is reduced to 10.
the afflicted creature deals (Bleeding Number - Ì If you have Total Focus, you immediately lose it.
CON Mod; minimum 1) damage to them until Ì As a Full-Round Action, you may attempt to
this Condition is removed. Taking a Full-Round remove this Condition. Make a Mysticism
Action deals double the Bleeding Number minus Skill Check against the initial Roll to Resist
your CON Modifier. You can use a Full-Round or (CON; DC 16) if there wasn’t one. On a
Action or another Magi-Knight can use a success, you remove this Condition and replace
Standard Action to make a Medicine Skill Check it with the Drained Condition. On a failure,
against the initial Roll to Resist and remove the nothing happens. Alternatively, you may gain
condition on a success. If the Skill Check fails by 3 Exhaustion Points to convert your roll into a
5 or more, you immediately take the Bleeding success. This Condition is removed at the end of
Penalty as if you had just taken an Action. an Encounter, but if removed in this way, you
Ì Alternatively, any amount of healing from a gain 1 Exhaustion Point.
magical source will remove this Condition.
Disoriented
Burning (N) Ì Your Attacks and Rolls to Resist (Physical) are
Ì The Burning Condition can be Physical rolled with Disadvantage.
Flames or Aether Flames, depending on its Ì Your Skill Checks are rolled with Disadvantage.
source. Regardless, except for Free Actions, every Ì Disoriented Magi-Knights automatically fail
Action taken by the afflicted creature deals the Leadership Checks and cannot gain the benefits
Burning Number as damage to them until this of a Squadron Formation or participate in
Condition is removed. Taking a Full-Round Combination Maneuvers.
Action deals double the Burning Number. Ì Disoriented Cultists are immune to Convincing
Ì Physical Flames: At the start of the player’s turn, Arguments and the Restore Control ability.
the afflicted creature takes the Burning Number Ì Outsiders are immune to this Condition.
(N) as Physical Damage. You or another Magi- Ì You can take a Full-Round Action or an ally can
Knight can use a Standard Action to make an use a Standard Action to make a Mysticism Skill
Athletics (DEX) Skill Check against the initial Roll Check against the initial Roll to Resist. On a
to Resist, removing the condition on a success. success, you remove this Condition.
Ì Aether Flames: At the start of the player’s turn,
the afflicted creature takes the Burning Number Distressed
(N) as magical damage. You or another Magi-
Knight can use a Standard Action to make a Ì You have Disadvantage on Skill Checks and
Mysticism Skill Check against the initial Roll to Attack Actions.
Resist, removing the Condition on a success. Ì You automatically fail any Leadership Skill Checks
you make.
Ì As a Standard Action, Roll to Resist (Horror). On
a success, this Condition is removed. On a failure,
this Condition persists.
3
Ì As a Free Action, a Magi-Knight can forcefully Ì You cannot take any Action that would deal
remove this condition by taking 1 Trauma Point. damage or affect an enemy.
Afterward, they gain the Berserk Condition. Ì Attack Rolls against you automatically succeed.
Ì As a Bonus Action, another Magi-Knight can Ì You automatically fail any Leadership Skill Checks
make a Leadership Check (DC 15). On a success, you make.
they remove the Distressed Condition from one Ì You are dropped to the bottom of the Initiative
Magi-Knight. Track. If this occurs with multiple Magi-Knights,
Ì If you would be afflicted with this Condition but adjust their Turn Order based on their previous
already have it, you instead become Horrified. Initiative Roll.
Ì At the end of your turn, Roll to Resist (Horror)
again. On a success, you remove this Condition.
Drained On a failure, this Condition is changed to the
Ì Your Move is reduced to 0 until the end of your Distressed Condition.
turn. Ì As a Bonus Action, another Magi-Knight can
Ì If you are Flying, you begin falling 60 feet per turn. make a Leadership Skill Check (DC 16). On a
Ì Your Attacks are made with Disadvantage. success, they replace the Horrified Condition
Ì You can cast Spells, but they count as 1 Spell Tier affecting one Magi-Knight with the Distressed
Higher when calculating Mana Point Cost. Condition.
Ì If you have Total Focus, you immediately lose it Ì If you have Total Focus, you immediately lose it.
Ì As a Standard Action, you may attempt to remove Ì Rolls to Resist (Horror) are not affected by
this Condition. Make a Mysticism (CON) Skill Disadvantage, Advantage, or the Well Fed Effect.
Check against the initial Roll to Resist or DC 14 Ì A Magi-Knight can only gain the Horrified
if there wasn’t one. On a success, remove this Condition once per encounter.
Condition. On a failure, nothing happens but you Ì Cannot be removed through normal Condition-
may take an Exhaustion Point to convert your roll removing effects such as Cleanse.
into a success. This Condition is removed at the Ì If you would be afflicted with this Condition but
end of an Encounter, but if removed in this way, already have it, you instead gain 1 Trauma Point.
you gain 1 Exhaustion Point.
Paralyzed
Exposed Ì You cannot take any Actions.
Ì The only Action you can take during your turn is Ì Any Attack made against you is automatically
a single Free Action. Your faltered speech is only successful.
audible within a 5-foot radius. Ì If you are Flying, you immediately begin falling 60
Ì You gain the Prone Condition, which cannot feet per turn.
be removed while you still have the Exposed Ì Another Magi-Knight can use a Standard Action
Condition. to attempt a Mysticism Skill Check against the
Ì Cannot be removed through normal Condition- initial Roll to Resist. On a success you remove this
removing effects such as Cleanse. Condition.
Ì At the end of your turn, make a Roll to Resist
(Magic) against the initial DC. On a success, you
Horrified remove this Condition. Alternatively, a Magi-
Knight may take 2 Exhaustion Points to convert
Ì You gain 1 Stress Point.
their roll into a success. Cultists and Outsiders
Ì You have Disadvantage on Skill Checks and Rolls
automatically remove this Condition at the end of
to Resist.
their turn, and instead gain the Prone Condition.
Ì Your Move is reduced to 0.
4
Poisoned you are physically restrained, you use the Athletics
Skill while if you are magically restrained, use the
Ì At the start of your turn, you take damage equal to Mysticism Skill.
your Stress Points. Ì If you are Flying, you begin falling 60 feet per turn.
Ì Except for Free Actions, you take damage equal Ì If the source that is inflicting this Condition on
to your Stress Points for each Action you take and you becomes Exposed, Unconscious, is defeated,
gain 1 Stress Point after completing the Action. or moves beyond its Reach of you, remove this
You take twice as much damage for each Full- Condition.
Round Action you take and gain 2 Stress Points
after completing the Action. This cannot cause
you to exceed your maximum Stress Points.
Silenced
Ì You have Disadvantage on all Attacks. Ì You automatically fail Leadership Checks that
Ì As a Standard Action, you or another Magi- include you as part of the check.
Knight may attempt a Mysticism Skill Check Ì You lose the ability to Use Magic when casting a
against the initial Roll to Resist to remove this new spell. Already active spells stay in effect.
Condition. This Action does not inflict you with Ì You automatically fail Skill Checks that require
Poison Damage but does increase your Stress. speech.
This Condition is automatically removed at the Ì As a Bonus Action, you are able to communicate
end of battle, but you take 1 Exhaustion Point. only through gestures and any semi-complicated
suggestion or information must be discerned
Prone with an Insight Skill Check (DC 15). On a success
the target understands the majority of a simple
Ì Attacks made against you within 15 feet are made message you are trying to relay. On a failure, the
with Advantage. target instead entirely misinterprets it.
Ì Attacks made against you outside of 15 feet are Ì When you Issue Commands to Summons, it
made with Disadvantage. requires a Standard Action (instead of a Bonus
Ì You or an ally can use 15 feet from a Move Action Action; if applicable). Companions lose the
to either remove or gain this Condition. Perfectly Synchronized ability with you and instead
Ì If you are Flying while you gain the Prone only gain 1 Standard Action during their turn.
Condition, you descend 15 feet towards the Ì As a Standard Action during your turn, you
ground and are no longer Flying if you touch may attempt a Mysticism Skill Check against the
the ground, but take no Falling Damage. If you initial Roll to Resist. On a success, you remove
remain Flying, Attackers within 15 feet of you this Condition. If you fail to remove it, you gain
gain Advantage, while Attacks made outside of 15 Advantage on your next attempt.
feet are NOT afflicted with Disadvantage.
Ì If you use a teleporting effect to move, you instead
use only 5 feet of your Move Action to end this
Soul-Siphoned (Stages: I-IV)
Condition. Ì When increasing a Stage, you maintain the
penalties of the previous one.
Restrained ª Stage (I): 1st failed Roll to Resist (Magic);
Your Move is reduced by ½. You lose all
Ì Your Move Actions generate 0 movement.
Reactions. If you have Total Focus, you
Ì You cannot cast Spells or use Reactions.
immediately lose it.
Ì The range of your Weapon Attacks is reduced to
ª Stage (II): 2nd failed Roll to Resist (Magic);
5 feet.
You can only take 1 Standard Action during
Ì You have Disadvantage on Rolls to Resist (DEX).
your turn, and your Magical Damage is
Ì As a Standard Action, you or an ally can attempt
reduced by ½.
an Opposed Skill Check and on a success, you
ª Stage (III): 3rd failed Roll to Resist (Magic);
break free of the source that is Restraining you. If
You are considered Paralyzed, except you
5
cannot make a Roll to Resist at the end of Unconscious
your turn.
ª Stage (IV): 4th failed Roll to Resist (Magic); Ì You are knocked out and defenseless. You gain the
You gain 1 Trauma Point. This Condition Prone Condition, which cannot be removed while
becomes permanent and cannot be removed you still have the Unconscious Condition.
until the end of the Encounter and is only Ì If you are Flying, you immediately begin falling 60
removed if the Magi-Knights are victorious. feet per turn.
Ì A Magi-Knight within 60 feet can use a Full- Ì You lose your Magi-Knight Persona and
Round Action and expend MP equal to their Max immediately revert to your Student Persona.
Spell Tier to make an Opposed Mysticism Skill Ì If you have Total Focus, you immediately lose it.
Check against the source of this Condition. Upon Ì When you gain this Condition, you are moved to
a success, you reduce your Soul-Siphoned Stage the bottom of the Initiative Tracker. If you have
by one. A New Rice makes this Skill Check with already taken your turn for the round, then you
Disadvantage. skip your next turn.
Ì If this Condition would be affected by a Cleanse Ì Typically, this Condition is received because
effect, instead of being removed, your Soul-Siphon you are at 0 HP and have excessive Crystalline
Stage is decreased by 1. If this Condition would be Fractures. If this is the case, you can remove this
Purged, entirely remove this Condition from them. Condition when you are healed any number of
Ì If the Magi-Knights are victorious, this Condition HP. Otherwise, if you have more than 0 HP but
is removed at the end of the Encounter. When still have this Condition, you immediately remove
this Condition is removed in this manner, the this Condition when you take any damage or an
Magi-Knight receives an Exhaustion Point for ally uses a Standard Action to wake you.
each Soul-Siphoned Stage they possess. Ì Cannot be removed through normal Condition
removing effects such as Cleanse, unless you are
Unconscious but have more than 0 HP.
Soul-Tainted
Ì Your Attacks against members of the Invading Evil Dynamic Objects
are rolled with Disadvantage and the damage you
would deal to them is reduced by ½ (rounded down) Using Dynamic Objects takes a Free Action, and
Ì Your effects that inflict a Roll to Resist are rolled each player can only use one object per round. The
with Advantage if your target is a member of the player narrates how the object helps them gain any
Invading Evil. one of the Dynamic Object Bonuses listed below, or
Ì When making Rolls to Resist or Opposed Skill an alternative effect approved by their Magic Keeper.
Checks using Mysticism against a member of the After completing the Action and receiving the object
Invading Evil, you roll them with Disadvantage. bonus, the object can no longer be used.
Ì You cannot use Shards of Power. Some examples of Dynamic Object Bonuses are:
Ì If you have Total Focus, you immediately lose it.
Ì As a Full-Round Action, you may expend MP equal Ì Add 2 to a Weapon Attack Roll.
to one less than your Max Spell Tier (min. Tier I) Ì Double the height of your High-Jump.
to make an Opposed Skill Check using your Purity Ì Reduce your Stress Points by 1.
against the source’s Mysticism. On a success, you Ì Inflict Disadvantage on a Vassal’s next Attack.
remove this Condition. Alternatively, this Condition Ì Grant Advantage against a Horde’s next O-Attack.
is removed at the end of the Encounter. If the Ì Inflict the Prone Condition on a Vassal with a
Condition is removed in this way, the Magi-Knight Ranged Object Attack.
receives 1 Trauma Point. Ì Restrain a Vassal or one unit in a Horde with a
Ranged Object Attack.
Ì Add an additional 10 feet to a Movement Action.
Ì Any other effect approved by your Magic Keeper.
6
ª As a Standard Action, you can invoke the power
Inspiration Points of your Soul Crystal to make an Opposed Purity
Check vs. the Outsider’s Stealth Skill to pinpoint
How to Gain Inspiration their location within a 120-foot area.
ª Note that some powerful Spectral Outsiders have
Ì Attend Assembly Day at School. abilities to obscure their auras from detection!
Ì Become the Student of the Hour. Ì Awaken as a Magi-Knight: You can transform
Ì Listen to Gossip during the Lunch Period when freely when near a Spectral Outsider, but a Cultist
no rumors can be found. must be actively using Outsider magic for this
Ì Converse with the Herald during the Free Time reaction to occur. Transforming into a Magi-
Phase. Knight is a Free Action, and you may transform
Ì Consult the Cards with the Divination Spell Path back into your Student Persona as a Free Action.
during the Free Time Phase.
Ì Use a Shard of Fate. ª Summon Soul Armaments: If you would
Ì Use a Shard of Solidarity. be separated from your weapon or shield,
Ì Use a Shard of Nepenthe. you may magically retrieve one of them with
Ì Use a Shard of the Magi-Knight. a Bonus Action. Your armaments dissipate
Ì Receive a Unity Point when your Unity Points are when you fall Unconscious or choose to
already at max. revert back to your Student Persona.
Ì Use Shoulder the Burden (Social Tactic). ª Forcing a Transformation: You can force
Ì Witness a Soul Oblation. your Soul Crystal to let you transform even if
Ì Magic Keeper-Approved circumstances. you are not near a Source of Evil. However,
doing so severely drains your Soul Crystal.
You immediately take 3 Crystalline Fractures.
How to Use Inspiration You cannot use this ability if doing so would
make your total exceed 7 Fractures.
Ì Reroll any single die you just rolled (not part of a
d100 roll). © Keep in mind, the Herald may prevent this
Ì Use your Student Ability. transformation if doing so would put you
Ì Initiate a Formation Bonus. and your squadron’s secret identities at
Ì Perform Combination Maneuvers (if no Caring risk—or at their discretion.
Bond). Ì Beacons of Light: A Magi-Knight’s weapon or
Ì Gain Literal Inspiration. magical implement automatically sheds Light
Ì Gain +15 to any d100 Check. in a 10-foot radius. Using Total Focus, you can
Ì Inspirational Bond Boost: Complete a small increase the Light of this effect to a 25-foot
project (poem, song, buying an item, etc.) to gain radius. Also, as a Bonus Action, a Magi-Knight
2 SP with any NPC. may remove this effect to avoid penalties to their
Ì Use the Burden of Leadership ability. Stealth and reactivate it as a Free Action.
Ì High-Jump: While in your Magi-Knight
Persona, you can perform a High-Jump as a Free
Magi-Knight Abilities Action. This uses 15ft of your Movement to
Ì Reveal Outsiders: While in either of your initiate. For example, with 30ft of Move, you can
Personas, your Soul Crystal will illuminate if it High-Jump up to a location within 15ft of your
passively detects a Spectral Outsider within 2 character. You cannot use diagonal movement
miles. However, this only detects their general while in the air, unless you are Flying. Any of the
direction and is incapable of pinpointing it! Actions that you would take during your turn can
be taken at any point along your traversal.
ª This trait is always active and pierces through
nearly all earthly materials. ª As a Free Action, you can perform an
Empowered High-Jump. This doubles your
7
jump distance until the end of your turn.
Make an Athletics Skill Check (DC 12). On
Modifying a Spell
a failure, you may take an Exhaustion Point Mana Strain
to automatically succeed. In the previous
Usable by Any Spell Path
example, a successful Empowered High-Jump
allows you to leap to a location within 30ft of Magi-Knights can take 1 Exhaustion Point to reduce
your character instead of only 15ft. the MP Cost of a spell by one tier, or to no cost for
Ì Hover: Using your Magi-Knight powers, you are Tier I Spells. Repeatable. This reduction of cost is
able to suspend yourself vertically in mid-air. You Repeatable and may be done a number of times up to
cannot elevate yourself with this ability, nor can the Exhaustion Point maximum of the Magi-Knight.
you perform an additional High-Jump afterward,
but as a Free Action while using your Total Focus, Rushed Spells
you may hold your position until you decide Usable by Beam, Explosion, Curing, and
otherwise, or when you lose your Total Focus. Restoration Spell Paths
Ì Shrouded Visage: In most circumstances NPCs
will be unable to determine your true identity, Some Spell Paths can be cast as Rushed Spells. When
even if your character doesn’t wear a mask. This is doing so, you spend a Bonus Action to cast them,
due to the mysterious Otherworldly Energies that instead of a Standard Action.
twist and confuse the minds of humans. Casting a Rushed Spell reduces its total damage or
Ì Indestructible Armaments: A Soul Crystal healing by ½ (rounded down; minimum 1) and requires
shimmers with hidden power until the death of the same amount of Mana Points to cast.
its owner, whereupon it slowly disintegrates,
along with the Magi-Knight’s body and soul. But Overcharging a Spell
until that fateful moment, a Magi-Knight’s Soul
Armaments are indestructible and can never be Usable by Beam, Explosion, Curing, and
worn down or broken. Restoration Spell Paths
Ì Heroic Conviction: While transformed into Receive 2 Exhaustion Points up to your maximum
a Magi-Knight and upon reaching 0 HP, as an to receive one of the following Effects, based on
Immediate Action, a Magi-Knight may choose your Spell Path:
not to become Exposed and instead return to 1
HP, receiving one additional Crystalline Fracture. Ì Beam: Add a number of d8s equal to your
If you are under the effects of Heroic Conviction, Reputation Level (minimum 1) to your spell’s
as a Free Action, you may choose to become damage dice pool.
Unconscious. This ability is no longer in effect if Ì Explosion: Add a number of d10s equal to ½ your
you are healed above 1 HP. Reputation Level (rounded down; minimum 1) to
Ì Magical Immunity: Magi-Knights become your spell’s damage dice pool.
immune to poisons, diseases, and illnesses of all
ª Overcharged Dice are not affected by
kinds that affect normal mortals and originate
Explosion’s Intensity Ability.
from Earth. This immunity does not prevent
afflictions that have an origin from Elsewhere. Ì Curing: Add a number of d6s equal to your
Ì Limits of a Mortal: Reputation Level (minimum 1) to your spell’s
ª A Magi-Knight cannot gain a Statistic healing dice pool.
Modifier above +5, regardless of the actual Ì Restoration: Add a number of d4s equal to
Statistic number. Reputation Level (minimum 1) to your spell’s
ª A Magi-Knight cannot learn Tier VI Spells or healing dice pool.
use Scaling Values to have spells equal to it.
ª This restriction can be removed, but only by
When Modifying a Spell, you may not exceed your
Magi-Knights who have discovered how to Exhaustion Point capacity by converting them into
Exceed a Mortal’s Limits. Stress Points.
8
Phases
School Schedule
A - Day Relevant Skill B - Day Relevant Skill
Language Arts
1st Period Academic Arts History Academic Arts OR Leadership
(English)
2nd Period Elective Student Choice Science Medicine OR STEM
3rd Period Mathematics STEM Foreign Language Academic Arts OR Insight
Lunch – – – –
4th Period Fine Art Creativity OR Performance Language Arts (English) Academic Arts
5th Period Science Medicine OR STEM Mathematics STEM
6th Period Physical Education Athletics OR Coordination Computers Investigation OR STEM
9
Bond or higher required)! Pick a location to go to and
Free Time Phase then make an Influence / Persuasion Skill Check (DC
15). On a success, you gain 3 Social Points with that
Social Point Freebie NPC. On a failure, the night was enjoyable, albeit a
No matter which Activity you choose, every Free Time little awkward, and nothing particularly memorable
Phase you gain 1 Social Point (SP) to spend as you wish occurred; gain 0 Social Points. A Magic Keeper should
on one Magi-Knight or NPC that is with you. limit how many NPCs a Magi-Knight can court as a
potential Love Interest so as to not misuse this activity.
Special Outing Bonuses
Hang Out with a Close Friend
Sometimes you can get an Outing Bonus by going
Select an NPC, pick a location to go to, and then make
out with a certain group or number of people. These
an Influence / Persuasion Skill Check (DC 12). If you
Outing Bonuses provide Social Points that are received
succeed, you gain 2 Social Points with that NPC! If you
in addition to the freebie and the ones from the Free
failed, you had a good time but couldn’t get much closer
Time Activities.
with the chosen person; gain 1 Social Point instead.
Ì A Squadron Outing: If the entire Magi-Knight
team chooses to do the same Activity and only Hit Up the Arcade
with each other (no NPCs), everyone gains 1 Heal 1 Stress Point. The arcade is also a great place to
Social Point with each Magi-Knight! try your hand at some crane and claw machines!
Ì Some 1-on-1 Time: If you spend your Free Time
Phase with only one other Magi-Knight or one Roll 1d100. On a 70+, you’ve gotten a limited edition
other NPC, you gain 1 Social Point with them! item! Choose a Reward…
Table 11-6 Arcade Rewards
10
Part-Time Job Adjust Soul Armaments
Roll 1d4 to see how the day went: After character creation, if you want to change the type
d4 Result
of Soul Weapon you have, add a Knight’s Force Shield
to your equipment, add an Astral Weave onto your
Tough Day: Ugh, this is why you hate having a job! You had
1 to deal with irate customers or coworkers all shift! Increase Soul Armor, imbue a Rune into your Armaments, or
Stress by 1 and Gain 1 Budget Tally. Install a Visor, this is the Free Time Activity you must
Boring Day: It was so slow you would have been happier complete before the desired changes take effect.
2 watching a snail and turtle race. But you got to relax, at least,
right? Reduce Stress by 1 and Gain 1 Budget Tally.
Soul Weapon Runes are transferred to the new
Good Day: Hey, it wasn’t too bad! Maybe it wasn’t easy,
weapon while Soul Guns must choose a number of
3 but you worked harder than usual and got a lot done. Gain 2 new Weapon Attachments that are applicable for
Budget Tallies. the new weapon.
Awesome Day: A customer or a manager noticed your
stellar work; it’s about time! Why’d they take so long to notice
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you’re awesome?! Gain 1 Social Point with someone you Grinding the New Rice (Limited)
would have seen that day and gain 2 Budget Tallies. To do this Activity, you must have the same-named
Special Ability. If you do and participate in this activity,
Rest and Relaxation you gain 1 Training Tally. If at least one other Magi-
Remove 2 Stress Points and 1 Exhaustion Point. You Knight that is not a New Rice participates in this Activity
additionally recover ½ your total HP (rounded down). with you, you gain one additional tally and gain 1 Social
If you do this Activity alone, you may also erase 1 Point with each Magi-Knight that trains you. Make
Crystalline Fracture. an Athletics Skill Check (CON; DC 14). On a failure,
you gain 1 Exhaustion Point. Also, you must make a
See a Movie Mysticism Skill Check (CON; DC 14). On a failure, you
Heal 1 Stress Point and gain 2 Social Points that must gain 2 Stress Points.
be split between multiple characters that attended.
Mandatory Detention
Study and Complete Homework The DC is based on the DC of the school day. Choose
You gain the Studied Effect [School]! This effect allows one Activity to do:
you to add a +1d8 to any Student Class Check after the 1. Pressured Study: Make an Academic Arts Skill
dice have been rolled. Mark an “O” on your Studied Check. If you pass, you gain the Studied Effect. If
cap! At the end of your next School Phase, or after you fail, you are too distracted and just waste time.
using it, erase the mark. 2. Just Killing Time: You stare outside the window
To the Mall and Beyond of your prison cell and dream of everything beyond
these walls, or maybe you just doodle or pen
Gain 1 Social Point and you may spend any number of something unrelated to your scholastic studies.
Budget Tallies to gain a new item. Either way, reduce your Stress Points by 2.
3. Covert Conversation: Oh hey, look! You’ve got a
Visit a Restaurant
cellmate. What luck! With the secrecy of a stealth
You reduce either your Exhaustion or Stress Points by 1
bomber, you begin very quietly whispering or
and gain the Well Fed Effect! This allows you to reroll
passing notes with them. Gain 1 Social Point with
any dice rolled during your next Physical Skill Check
any NPC and reduce your Stress Points by 1. Make
(STR / CON / DEX). Once used, erase it from your
a Stealth Skill Check (DC of the school day + 3). On
sheet. You lose the Well Fed Effect at the end of the
a failure, you get an icy cold stare or another good
next Sleep Phase.
talking to! Gain 2 Stress Points. If you fail the check
by 10 or more, not only are your antics discovered
but you get “torn a new one!” A new what? A new
Detention Ticket, of course!
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Clubs Shards of Power
At the start of each club day, you decide how actively Unless otherwise listed, all Shards of Power require
you will participate: a Bonus Action to use. A Magi-Knight can bestow
Sports the power of a Shard (but NOT the Shard itself) onto
Ì Full Throttle: Gain 1 Exhaustion Point, Gain 1 another Magi-Knight by upgrading its Action cost by
Club Tally. one (to a Standard Action if it was a Bonus Action or
Ì Moderate Participation: Add +10 to Growth a Bonus Action if it is a Free or Immediate Action).
Check. The Shards of Power are tied to a Magi-Knight’s
Ì Boisterous Support: Gain 1 SP with a Club NPC. Soul Crystal and can never be given away. Due to the
Ì Take It Easy: Reduce Stress and Exhaustion powerful energies that tie a Shard of Power to a Soul
Points by 1. Crystal, no more than one of each type of Shard
of Power may be in the possession of a single Magi-
Academic Knight. This means you can only hold one type of
Ì Full Concentration: Gain 1 Stress Point, Gain 1 Mending, Clarity, or Purification Shard, regardless
Club Tally. of their strength.
Ì Moderate Participation: Add +10 to Growth
Remember that all Shards of Power are one-time
Check.
consumables, meaning that the crystal dissolves
Ì Socialize With Club Members: Gain 1 SP with
after its use.
a Club NPC.
Ì Take It Easy: Reduce Stress and Exhaustion
Points by 1. Shards of Power
Hobby
Ì Full Participation: Gain 1 Stress, but gain 1 Shard of Mending [Lesser]
Club Tally. Rarity: 1
Cost: 4 Gems
Ì Moderate Participation: Add +10 to Growth
Check. As a Free Action, this Shard heals 1d12 + your Magi-
Ì Socialize With Club Members: Gain 1 SP with Knight Level HP.
a Club NPC.
Ì Take It Easy: Reduce Stress and Exhaustion Shard of Clarity [Lesser]
Points by 1. Rarity: 2
Cost: 8 Gems
At the end of a Club Activity, the following occurs:
The use of this Shard restores MP equal to 1d10 + your
Ì Make a Club Check (1d100). On a 50 or higher, Magi-Knight Level.
your Club gains 1 Club Tally. After making this
roll, you additionally resolve the following:
Shard of Confidence
ª Sports: DC 12 Athletics (CON); on failure, Rarity: 2
Gain 1 Exhaustion. Cost: 8 Gems
ª Academic: DC 12 Academic Arts / STEM; As a Free Action, this Shard adds +1d12 to your next
on failure, Gain 1 Stress. Skill Check.
ª Hobby: Reduce Stress by 1 Point.
Shard of Mending [Potent]
Rarity: 3
Cost: 12 Gems
As a Free Action, this Shard heals 3d12 + your Magi-
Knight Level HP.
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Shard of Mercurial Alacrity Shard of Purification [Potent]
Rarity: 3 Rarity: 5
Cost: 12 Gems Cost: 25 Gems
As a Free Action, the Magi-Knight gains one Remove a Drained, Distressed, Silenced, Soul Siphoned
additional Bonus Action during their turn, to a (I-II) Condition from the Magi-Knight, or grant
maximum of three Bonus Actions per turn (if granted Advantage to their next roll to remove a Condition.
by other sources). This effect lasts until the end of your
next turn— afterward, you suffer 1 Exhaustion Point. Shard of Tenacity
Rarity: 5
Shard of Purification [Lesser] Cost: 25 Gems
Rarity: 3 As an Immediate Action when you would take
Cost: 12 Gems Physical Damage, you gain Physical Resistance until
Remove a Berserk, Bleeding, Burning, or Disoriented the end of your next turn. This is applied prior to
Condition from yourself, or grant +5 to your next roll taking the damage.
to remove any Condition.
Shard of Clarity [Potent]
Shard of Rejuvenation Rarity: 6
Rarity: 3 Cost: 30 Gems
Cost: 12 Gems The use of this Shard restores MP equal to 3d10 + your
You ignore the Additional Effects of Stress and Magi-Knight Level.
Exhaustion until the end of your next turn and reduce
your Stress and Exhaustion Points by 1. Shard of Magical Force
Rarity: 6
Shard of Unstoppable Might Cost: 30 Gems
Rarity: 4 Gain Advantage on your next Weapon or Spell Attack
Cost: 16 Gems and add your Reputation Level (minimum 1) to your
Add an additional 2 + your Reputation Level next Attack and Damage.
(minimum 1) to all physical damage you deal. This
effect lasts until the end of your next turn— afterward, Shard of Purification [Greater]
you suffer 1 Exhaustion Point. Rarity: 7
Cost: 35 Gems
Shard of Mending [Greater] Remove a Depleted, Horrified, Paralyzed, Soul
Rarity: 5 Siphoned (III), or Soul Tainted Condition from
Cost: 25 Gems yourself. Additionally, activate the power of a Shard of
As a Free Action, this Shard heals 5d12 + your Magi- Purification [Lesser].
Knight Level HP.
Shard of Solidarity
Rarity: 7
Cost: 35 Gems
Gain either 1 Unity Point (up to your maximum) or 1
Inspiration Point.
13
Shard of Fate
Rarity: 8
Credits
Cost: 40 Gems
Written and Designed by
Roll 2d20 and retain the highest die roll. At any time, Derek Salgy
when you or a friendly target you can see makes an
Attack Roll, Skill Check, or Roll to Resist, use the roll Layout Design and
you put aside instead of rolling. This must be done Project Management by
before any dice are rolled. Alternatively, you can expend
Kira Salgy
the die as an Inspiration Point. You lose an unexpended
die at the end of the Sleep Phase, but receive an
Release Date: December 2023
Inspiration Point.
14