Reign Realities Enchanted Education
Reign Realities Enchanted Education
ATOMIC
OVERMIND
PRESS
A REIGN REALITY BY LISA PADOL & JOSHUA KRONENGOLD
I’ve enjoyed Lisa Padol’s setting-building skills since before Facebook, Twitter or G+ were invented,
back when we had to send photocopied game zines through the mail like filthy animals. Here, she and Joshua
Kronengold have lovingly constructed not a setting, but a meta-setting—that is, a set of tools for building the
Hogwarts, Luna Nova Academy, or Hilltowne University best suited for you and your players. This one isn’t pre-built
for you, but if you’re the type of gamer who likes to get your hands dirty with construction, this has all the dirt you
could possibly need. Also, a new combat system, because why not?
2 Enchanted Education
character built on One Roll (85 points) and a Teacher charac-
FRAMING YOUR CAMPAIGN ter built on One Roll + 35 additional points (for a total of 120
points). Again, though, our default assumption is that you’re
Start by deciding what you want to play.
starting with the 85 points of One Roll Character Creation.
What’s the game world like? Start with a (probably contem-
Or you may want to mix and match charts. For example,
porary) setting, find things that already feel a bit magical, and
we know people who were teacher assistants while they were
drop the “bit”. Then zoom in.
students. And some people return to school as adults. In these
Are you setting it in a big or small school? Is the core
cases, you can choose sets from any of the relevant charts, but you
Company a club, sports team, scout troop, circle of friends, a
shouldn’t break a set so you can choose the same sets from differ-
support group of an NPC who rarely shows up (the Bleeker
ent charts. You can make it work, of course—but you may have
Street Irregulars?), or even the school’s problem students who
to move around some points to make the numbers work out, and
don’t particularly like one another?
there’s a lot of conceptual duplication on the same
How secret is the existence of
numbers on different charts.
magic? Is it secret?
That said, our default is that
If so, are the PCs in the know?
everyone is using the same column,
What about their parents or the bulk of probably the Student column.
the school? We have 5 Waste Die charts. You do
not have to use all of them.
CAMPAIGN TYPES
HOW MUCH MAGIC DO YOU
• Our default: build PCs, then
WANT IN YOUR GAME?
build and name the Company.
The game begins in media res. Some concepts benefit from tweaking
• The PCs are new students, possi- things. We talk about two types of magic,
bly new to magic. Play out meeting Simple Gift Magic, which uses regular 10s
and joining an existing Company. on the main chart. If you are rolling up a
The players design it, but their characters don’t spell-based character, replace those with the spell-based
start off officially in charge. Alternatively, only some magic 10s chart. For a no-magic game, drop Chart D and
of the PCs are new. replace the 10s with the explorer/investigation 10s chart. This
also works if the world has magic, but the PCs don’t.
• The PCs are older students (possibly built on more If some students have magic, but no one is anything weird or
points) with a larger Company. strange, drop chart D.
• Any of the above, but the PCs are split between two or For the reverse, keep chart D, but replace the 10s.
more different Companies (which may merge into one, If everyone is magic, set one die to 10 before rolling. That
fight each other, ally with each other, or some combina- way, everyone is guaranteed the ability to take a Talent.
tion of the three).
WHAT IF I HAVE MAGICAL TALENTS THAT
• The PCs are a mix of characters across two or more SEEM TO CONTRADICT EACH OTHER?
schools but with a single company; play includes “regular
school stuff”, but the action generally takes place in one There are a few ways to handle this. For example, let’s look at
school or another or is out in the world. Time passes the possible combination of Magical Amplifier and Magical
faster in this type of campaign, because the best part of Dead Zone from Waste Table D. How can you be both? Here
the game is when the PCs are together. are some ideas:
• The PCs are a mix of characters across two or more • Exclusivity: The two effects occur in different zones—
schools with multiple competing Companies. This works times, spaces, or circumstances. Maybe they cancel out
best with student competitions and episodic games, with magic during the day and enhance it at night—or cancel
large gaps of in game time between them. out magic when unhappy/calm/empty/dry and boost it
when happy/excited/full/wet?
BUILDING CHARACTERS • Synthesis: This could be a single Broad uncontrolled
Magical Talent with two different results. For instance,
We have three character chart categories. Our default assump-
perhaps it’s uncontrolled rhyming metamagic, which will
tion is that you have a game where everyone is playing a student.
oppose magic that doesn’t contain a rhyming element
If that’s the case, use the Students column of the charts.
and enhance magic that does?
But you might want a game where everyone is playing a teacher
or school administrator. In that case, use the Teacher column. • Potential: Perhaps some of your magic is masked out,
Or perhaps you have a game where folks are playing other adults concealing your PC’s true power and giving them hid-
connected to the school—parents, members of the Alumni Asso- den reserves. At the beginning of the game, the PC is a
ciation, and so on. In that case, use the Adult column. walking magical dead zone. However, at a certain point,
Want more powerful characters? Add more points on top of whether it’s a situation or being trained, the other aspect
the dice. Maybe you want a game where everyone has a Student of their ability awakens.
Enchanted Education 3
×1 OUTSIDER
Sets Students Teachers Adult
Outsider: +1 Sense, +2 Sight, +2 Hearing, Busybody: +1 Sense, +2 Sight, +2 Hearing,
2×1 Janitor: +1 Sense, +2 Sight, +2 Hearing, +1 Eerie
+1 Eerie +1 Scrutinize
Accidentally Invisible: +2 + ED Stealth, Substitute Teacher: +2 Languages, +3 Student Investigative Reporter: +1 Languages,
3×1
+1 Empathy of (Your Choice) +1 Empathy, +1 + ED Stealth
Sneak: +1 Student: The School, +1 Navigation,
4×1 +2 Climb, +1 your choice (Sight, Hearing, Eerie, Visiting Instructor: +3 +ED Stealth Master Thief: Turn your Stealth ED into an MD
Navigation)
Deliberately Invisible: Turn your Stealth ED The Phantom of the School*: Turn your
5×1 Secret Agent: +1 Coordination
into an MD Stealth ED into an MD
*They never see you come in—you’re just there, in your class room or office. How do you do that?
×2 EXTROVERT
Sets Students Teachers Adult
Popular Kid: +1 Charm, +2 Fascinate, Outgoing: +1 Charm, +2 Fascinate,
2×2 Cool: +1 Charm, +2 Fascinate, +1 Graces, +2 Jest
+1 Graces, +2 Jest +1 Graces, +2 Jest
Social Butterfly: +2 Empathy, +2 Graces, Party Host: +2 Empathy, +2 Graces,
3×2 Popular: +1 +ED Empathy, +2 Graces
Change one Fascinate die into an ED Change one Empathy die into an ED
Social Leader: +1 Fascinate, +1 Status, Inspirational: +1 +ED Fascinate, +1 Followers, Heart and Soul of the Community: +1
4×2
+2 Followers, +1 Lie, +1 Inspire, -1 Jest +1 Inspire Inspire, +2 Status, +2 Followers
Queen/King Bee: +1 Charm, -1 Jest,
CEO or Other Leader: +1 Status,
5×2 +1 Followers (At this point, you decide which Beloved: +1 Charm
+2 Follower, +2 Wealth
jokes are funny.)
×3 HARD KNOCKS
Sets Students Teachers Adult
Child of the Streets: +1 Body, +2 Fight, From the Streets: +1 Body, +2 Fight, +2 Vigor,
2×3 Bruiser: +1 Body, +2 Fight, +2 Vigor, +1 Dodge
+1 Plead, +1 Vigor, +1 Dodge +1 Dodge
Survivor: +1 +ED Fight, +2 Intimidate, Bruiser: +1 +ED Fight, +2 Intimidate, Bouncer / Enforcer: +1 +ED Fight,
3×3
+1 Athletics +1 Athletics +2 Intimidate, +1 Athletics
4×3 Bully / Anti-Bully: +1 Coordination Dangerous: +1 Coordination Soldier: +2 +ED Weapons, +1 Tactics
King of the Hill: Change the ED in Tougher than Nails: Change the ED in Veteran or Officer: +1 Tactics, +2 Strategy ,
5×3
Fight to an MD Fight to an MD +1 Run, +1 General Knowledge
×4 FAMILY TIES
Sets Students: Stuff Teachers: Stuff Adult: Stuff
Poor Family: +1 Charm, +2 Lie, Poor Family: +1 Charm, +2 Lie, Poor Family: +1 Charm, +2 Lie,
2×4
+1 Empathy, +2 Plead +1 Empathy, +2 Plead +1 Empathy, +2 Plead
Middle-class Family: +1 Status, +1 Intimidate,
Middle-class Family: +1 Intimidate, +2 Drive, Middle-class Family: +1 Status,
3×4 +2 in any combination of Student of or Expert,
+1 Inspire, +1 Empathy +1 Possession, +2 Drive, +1 Inspire
+1 Inspire
Comfortable Family: +1 Status, +1 Wealth, Comfortable Family: +1 Status, +1 Wealth, Comfortable Family: +1 Status, +1 Wealth,
4×4
+1 Graces, +2 Drive +1 Graces, +2 Possessions +1 Graces, +1 Possessions, +1 Patron
Rich Family: +1 Wealth Possession(1), Rich Family: +1 Wealth Possession(1),
Rich Family: +1 Wealth Possession(1),
5×4 +1 Intimidate Turn one die from any two skills +1 Intimidate Turn one die from any two skills
+1 Intimidate, +1 Patron, +1 Status
into EDs into EDs
×5 CREATIVE
Sets Students Teachers Adults
Shop or Arts Instructor: +1 Sense,
Creative: +1 Sense, +2 Scrutinize, +1 Sight, Maker: +1 Sense, +2 Scrutinize, +1 Sight ,
2×5 +2 Scrutinize, +1 Sight, +1 Student of (your
+1 Student of (your choice), +1 Technology +1 Student of (your choice), +1 Technology
choice), +1 Technology
Expert Arts/Shop Teacher or Cook:
Artist: +2 Student of (your choice), Skilled Crafter: +2 Student of (your choice),
+2 Student of (your choice), +1 Technology,
3×5 +1 Technology, Turn one Scrutinize die into +1 Technology, Turn one Scrutinize die into an ED
Turn one Scrutinize die into an ED Turn one
an ED Turn one Student die into an ED Turn one Student die into an ED
Student die into an ED
4×5 Expert: +1 Knowledge Inventor: +1 Knowledge Scientist or Artist: +1 Knowledge
Renowned Scientist or Artist: Turn one ED
5×5 Master of your Craft: Turn one ED into an MD Professional Artist: Turn one ED into an MD
into an MD
4 Enchanted Education
×6 PERFORMANCE
Sets Students Teachers Adults
Center of Attention: +1 Command, +2 Inspire Gifted Lecturer: +1 Command, +2 Inspire, +1 Jest, Amateur Performer: +1 Command, +2 Inspire,
2×6
+3 Perform: (your choice) or +3 Jest +1 Perform: (your choice), +1 Status +2 Perform: (your choice), +1 Jest
Young Diva: Change one Perform die and one Professional Performer: Change one Perform
Brilliant Lecturer: +1 Charm or, +1
3×6 Inspire die to an ED, +1 Graces, +1 Fascinate, die and one Inspire die to an ED, +1 Graces,
Coordination
+1 Status +1 Fascinate, +1 Status
Professional Performer: Change one of your Amateur Performer: +1 Graces, +1 Fascinate, Star Performer: Change one of your EDs (your
4×6
EDs (your choice) into an MD +1+ED to Inspire, Perform, or Jest choice) into an MD
Retired Star: Change one of your EDs (your
5×6 Rising Star: +1 Charm or +1 Coordination Virtuoso: +1 Charm or +1 Coordination
choice) into an MD
×7 SPORTS
Sets Students Teachers Adults
Promising Rookie: +1 Coordination, Amateur Athlete: +1 Coordination, Amateur Sports: +1 Coordination,
2×7
+2 Expert: Throw, +1 Endurance, +2 Athletics +2 Expert: Throw, +1 Endurance, +2 Athletics +2 Expert: Throw, +1 Endurance, +2 Athletics
Tournament Champion: +2 Run, +2 Vigor, Minor / Local League Player: +2 Run,
3×7 Fitness Expert: +2 Run, +2 Vigor, +1 Fight
+1 Fight +2 Vigor, +1 Fight
Star Player: +1 +ED Athletics, +1 Vigor, Talented Athlete: +1 +ED Athletics, +1 Vigor, Professional Sports Player: +ED Athletics,
4×7
+1 Endurance +1 Endurance +1 Vigor, +1 Endurance, +1 Status
5×7 Olympic Hopeful: +1 Body Retired Star Player: +1 Body Star Player: Turn the ED in Athletics into an MD
×8 STUDIOUS
Sets Students Teachers Adults
Master or Nurse: +1 Knowledge, +2 Student of Office worker (office can be at home):
Smart: +1 Knowledge, +2 Technology,
2×8 (your choice), +1 to two of Technology, General +1 Knowledge, +2 Technology,
+3 General Knowledge
Knowledge, Medicine, or Science +3 General Knowledge
Ph. D. or Doctor: +2 to two of (Technology, College Graduate or IT: +2 Science,
Brilliant: +2 Science, +2 Student of (your choice),
3×8 General Knowledge, Medicine, or Science), change +2 Student of (your choice), change a die to an ED
change a die to an ED in any Knowledge skill
a die to an ED in any Knowledge skill in any Knowledge skill
Librarian / Archivist or Expert Scientist:
4×8 Top of the Class: +1 Knowledge Recognized Expert: +1 Knowledge
+1 Knowledge
Genius: Change an ED to a MD in any Librarian: Change an ED to a MD in any
5×8 Polymath: Polymath (3), +2 Science
Knowledge skill Knowledge skill
×9 GOVERNANCE
Sets Students Teachers Adults
Department Secretary or Guidance Civil Servant: +1 Command, +1 Intimidate,
Class Rep: +1 Command, +1 Status, +2 Inspire,
2×9 Counselor: +1 Command, +1 Status, +2 Student of Bureaucracy, +1 Lie, +1 General
+2 Student of School Rules
+2 Intimidate, +2 Student of School Rules Knowledge
Teaching Assistant: +2 Intimidate, Department Chair:, +2 General Knowledge, Lawyer: +1 Intimidate, +2 Student of Law,
3×9
+1 General Knowledge, +1 Empathy, Status(1) +2 Empathy, Status(1) +1 Empathy, Status(1)
4×9 Hall Monitor/Prefect: +1 Command Vice Principal or Dean: +1 Command Judge or Minor Public Official: +1 Command
Officer in Student Government: +1 Status, Principal or Board Member: +1 Status, Major Public Official: +2 Haggle, Status(2),
5×9
+2 Followers, +2 Haggle +2 Followers, +2 Haggle Followers(1)
Enchanted Education 5
×10 SPELL-BASED MAGIC (ALTERNATIVE TABLE FOR SPELL-BASED CHARACTERS)
Sets Students Teachers Adults
Novice Sorcerer: Adjunct Sorcerous Teacher: Experienced Sorcerer:
Advantage: Narrow Magical Talent (3 point Advantage: Narrow Magical Talent (3 point Advantage: Narrow Magical Talent (3 point
2×10 Advantage that grants you a magical talent of Advantage that grants you a magical talent of Advantage that grants you a magical talent of
your choice of Narrow scope), +2 Sorcery, your choice of Narrow scope) +1 Sorcery, your choice of Narrow scope), +ED Sorcery,
+1 Student of Magic, Spells(4) +2 Student of Magic, Spells(4) +2 Student of Magic , Spells(3)
Sorcerous Teacher: +ED Sorcery, Spells(+2),
3×10 Specialized Sorcerer: Spells(5) Expert Sorcerer: Spells(5)
+1 Student of Magic
Legacy Sorcerer: +ED Sorcery, +1 Student of Advanced Sorcerous Teacher: Status(1) Respected Sorcerer: +2 Sorcery, +2 Student
4×10
Magic, Status, Wealth(1) Spells(4) of Magic, Status(1)
Socerous Prodigy: Replace your ED in Powerful Sorcerous Teacher: Replace Powerful Sorcerer: Replace your ED in
5×10
Sorcery with an MD your ED in Sorcery with an MD Sorcery with an MD
×10 PULP/INVESTIGATOR (ALTERNATIVE 10S TABLE FOR DEFINITELY NON-MAGIC-USING CHARACTERS)
Sets Students Teachers Adults
Field Trip Supervisor: Former Scout Troop Member:
Adventurous: +1 Body, +1 Climb,
2×10 +1 Body, +2 Scrutinize +1 Sight, +1 Vigor, +1 Body, +1 Climb, +2 Weapon (Choice),
+2 Weapon (Choice), +1 Sight, +1 Eerie
+1 Student of (your choice) +1 Sight, +1 Parry
Cop or Scout Troop Leader:
Young Hero: +2 Empathy, +1 Scrutinize, Martial Artist: +2 Weapon (choice),
3×10 +1 Empathy, +ED Scrutinize, +1 Eerie,
+1 Parry, +1 Vigor +2 Parry, +1 Eerie
turn a Weapon die into an ED
4×10 Amateur Detective: +1 Sense Security Guard: +1 Sense Amateur Detective: +1 Sense
Neighborhood Hero: +1 Weapon (Choice), Dean or Martial Arts Master: +1 Sight, Professional Investigator: Replace your
5×10
+1 Parry, +1 Scrutinize +ED Parry +1 Climb, +ED Weapon, +1 Parry ED in Scrutinize with a MD
WASTE DIE A
Roll Description
Rescued an Injured Animal: At some point you saved a critter and nursed it back to health. Probably when it was young. It now adores you.
1
Effect: +2 Student: Animal Training, +3 Animal Companion.
Out of Your Depth: You ended up in a situation so far out of your depth that you weren’t sure where the surface was. What was it? How did you end
2 up in a situation where people were expecting you to be, or do, something you couldn’t (or didn’t think you could)? How did you get out of it? Did you
get out of it? Effect: +2 Lie ,+1 Plead, +1 Empathy, +1 Eerie
3 Beheld Death Unafraid: What nearly killed you? How did you escape? Why were you so courageous? +1 +ED Willpower +2 Intimidate
Family Quarrel: You were, at one point, involved in a strong family, where everyone loved one another. But then, something happened. Someone
was stubborn, or angry, or just left—regardless, something broke and has never been the same again. Maybe others in your family have moved on,
4
but for you, this is when your family broke, and you carry that damage with you. Effect: Problem(Anger). Lose one Charm, and add +1 to two other
stats or +2 to one other stat. (If this would reduce your Charm to 0, then use one of these bonuses to bring it back to 1.)
Made an Enemy into a Friend: You had an enemy who you could have fought with, despised, or left behind, but instead you befriended them.
5 Why? Was it something in you? Something you saw in them? And how were you able to get them to put aside their enmity? Effect: An Advantage to
represent the friend as an ally). OR +1 Command
Meet Cute: You met someone! If only you could get to know them better—but you haven’t seen them since. What was weird and quirky about the way
6
you met? (Note: It could be more than one person.) Effect: +1 Charm
Family Separation: You have been separated from some or all of your family, and cannot but feel that lack. Maybe one or more family members died;
7 maybe they were just forced to go away or send you away; maybe there was a divorce, but regardless, their absence leaves a hole that’s hard to fill, but
you tried by devoting yourself to your studies of something. What? Effect: Turn any ED into an MD or gain +3 +ED in any skill.
Expelled: You were thrown out of an institution, and the marks are still with you. How did it happen? Was it fair, unfair, or something in between? If
8 you did something to get kicked out, was it for a good reason? If someone did something to you, is this going to come up again? Effect: Problem: Bad
Reputation or Hated Enemy. +1 Willpower, +1 Science, +2 General Knowledge,+1 Student of [Choose]
Hanger On: You are or were a lackey or follower of someone important (or at least important to you), swept up in their wake, and generally helping
them out. Are you still doing this? Do / did they respect you or were they just using you? Is this a healthy or unhealthy relationship? Was anyone jealous
9
of your position? Did anyone hate you for doing the boss’s dirty work? Were they using you or were you using them? Effect: +1 Inspire, +1 Graces, +2
Plead, +1 Lie
Gnostic/Mystic/Religious Experience: You’ve experienced something that fundamentally changed the way you look at the world, nature,
10 spirituality and the underlying order of existence. Or maybe you were just possessed by evil spirits for a year. In any event, you’ve been up close and
personal with the alien and the bizarre. Effect: +1 Eerie, +2 Student of Magic, +2 Willpower
6 Enchanted Education
WASTE DIE B
Roll Description
Center of a Movement: There was a cause and either you led it or someone close to you did. What was your cause? Who followed? Who resisted? Who
1
are the allies and enemies? Are they secret or is their support overt? Effect: Followers(2) or Patron(2), +2 Inspire, +1 Graces
Foreign Exchange Student: You aren’t from around here. This tends to make you more likely to misinterpret what you see and hear, but so might
anyone here if they went to your country. Your unusual mannerisms might make you fascinatingly beautiful—or perhaps you’re skilled in something
2
not that common around here? Effect: Move your master die to your native language and gain +2 Local Language. Beauty (3) OR +3 to a skill you
learned at home.
Mistaken Identity Shenanigans: You were, at some point, embroiled in zany misadventures when someone mistook you for someone else. You may
3
still not know what was going on, but you came out of it okay. Effect: +1 Lie, +2 Weapons (Choose), +2 Dodge
Prominent Romantic Connection: You are, or were mistaken for, the lover, partner, inamorata, etc of someone important. Who are they? Are you
4
really dating them? Do you want to be? Do they want to be? Effect: +2 Lie, +1 Plead, Patron(2)
Racer: You have become obsessed with a racing sport, to the detriment of your skills. Is it cars? Motorcycles? Boats? Planes? Is it legal? And if not, do you
5
care? Effect: (Problem: Won’t Back Down) +MD Drive, lose two points in other skills (these may be in the same skill or two different ones).
Love Triangle: At some point you were in love with her and she was in love with him. Or maybe he was in love with you and and she was in love with
6 him. Whatever happened, there were lots of hurt feelings and regrets and probably at least one really embarrassing public scene. Effect: Beauty (3), +1
Lie, +1 Plead, Mission: Find True Love
Bullied: You were being bullied. By whom? Why? How did the bullying get stopped? Did it get stopped? Regardless, while the abuse has damaged you
7 psychologically, all other threats seem a little less real in comparison. Effect: Leather Hard (in the 3-box Combat System, Leather Hard grants 2 boxes in
every location)
Someone Saved Me: You were saved—from what? By whom? Do you even know who saved you? Do you owe them a favor? How did you resolve to be
8
more like them or to become worthy of their help? Duty: Be worthy of the one who saved me. Effect: +1 Knowledge
Diplomatic Incident: You were involved, and feel responsible for a break between two great powers, lesser powers, families, etc. However much you
9 wish you could repair what happened, what’s done is done. Were you responsible, or just a victim? What would you do to fix what was broken? Problem:
Hated Enemy ,+1 Inspire, +2 Empathy, +2 Scrutinize
Survived Hideous Occult Ritual: Blasphemous religious ceremony? Arcane experiment? Whatever it was, it went really, really wrong. The question is,
10
were you performing it or just there to be sacrificed? Effect: +3 Eerie, +2 Willpower, Problem: Unwholesome
WASTE DIE C
Roll Description
Lost in Another Plaaaaace!: You spent a bunch of time very far away from wherever it is that you call home. Was it on earth? Another dimension
1 or place like the fae realm or the astral plane? Underground? Somewhere else? What stopped you from going home for so long? And how did you finally
return? Effect: +2 Navigation, +1 Hearing ,+2 Endurance
Military Background: You have spent a lot of time around soldiers of some kind in or near theaters of war. How did this happen? And what stories have
2
you brought back? Effect: +1 Language, +2 Fascinate, +1 Weapon, +1 Dodge
Crime and Punishment: You committed or were falsely accused of a crime, have gone through the appropriate judicial system, and are now free to
move past it—if you can. What kind of crime was it? Were your judges the local legal system? The school system? Your family? Your friends? Or something
3
stranger? And have you really left it behind? Or did someone involved, possibly even the victim, follow you here? Effect: +1 Fight, +1 Plead, +1 Vigor, +1
Intimidate, +1 Run
Secret / Outside Mentor: Who’s teaching you? What are they teaching? How did this happen? Why are they teaching you? Or do you even know that?
4 Or are you teaching someone else? What and why? And why is this a secret—or does everyone know? Are they jealous? Effect: Patron(3), +1 ED to a skill
of your choice
Discovered a Secret: You discovered a secret that others would bribe, steal, or perhaps even kill to possess or hide. What is it? How did you learn it?
5
What do you plan to do with it? Who knows you have it? Effect: Secret(3), +2 General Knowledge OR Medical OR Science
Religious Upbringing: Your early education connected you to a religion on a deep level. Whether you believe or not, your upbringing has affected how
6 you think about things and probably always will. Are you a shrine maiden? A rabbi’s son? Were you raised by nuns? Effect: +2 Student of [Religion], +2
Inspire, +1 Empath
7 Disastrous Road Trip!: Where were you traveling from? To? With whom? What went wrong? How did it resolve? Effect: +2 Drive, +3 Navigation
Master Work: You have made something incredibly cool. But, it isn’t done yet. What do you need to finish it? And what is it? Effect: +3 Possession,
8
+2 Technology
Child Star / Model / Idol: You were a child performer of some type. What type? What name did people know you by when you were a star? How did
9
end? How do you deal with your fans or those who dislike you because of your fame? Effect: +1 Command
Strange Birthmark: You never thought too much about that birthmark on your neck (or ankle or shoulder blade or wrist). You know—the one that looks
like a fish (or an anchor or a crown or a tree). But a few people who’ve seen it have had very strange reactions, ranging from eagerness and awe, to anger
10
and even fear. What does it mean? You have no idea. Effect: Knack for Learning, Problem: Hated Enemy You can pick the knack to which your skill applies,
or, if you prefer, leave it up to the GM.
Enchanted Education 7
WASTE DIE D
Roll Description
Magic Amplifier: Whether you know it or not, you were born with the power to enhance the use of magic around you. Unfortunately, you’ve never learned to control
this power, so all magic uses around you are enhanced, and as a consequence, also more dangerous. But it does make you a useful power source. Effect: Problem:
1
Uncontrolled Magic (Magical Amplifier) +2 Eerie and Narrow Magical Talent: Magical Amplifier (3 points, grants +2D on all uses of magic near you except your own, up
to the usual maximum. Also increases all magical backlash near you by 2d. When magic that you help produces backlash, you take the damage to Body.)
Fae: You are, or have become one of the Fae; magical beings who have occasionally been mistaken for gods. Your nature gives you command of the glamours your
kind are known for, but what level of command you have remains to be seen. When did you first become aware of your nature? Do you have any enemies among the
2
Fae? Are there oaths or geases which bind you? Do you flee from, or embrace your heritage? Effect: +2 Fascinate, Narrow Magical Talent (3 points): Small Illusions
Duty: Always hold everyone strictly to their word—including yourself.
Therianthrope: You share traits, and sometimes form, with some kind of animal. Do you hide it, or show it openly? What causes you to change when you don’t want
to? Are you a human who turns into an animal, or an animal who can take on human form for a time? Effect: +2 Hearing (which can be turned into Smell or Taste etc at
3 player / GM discretion) +3 for Advantage: Shapechanger (work out what you change into, as this is one shape, at least at this stage. Form is unrecognizable as you unless
someone sees you turn into it or perhaps makes a successful Eerie roll or the like. Select 10 points of your abilities and / or stats which are replaced by a different 10
points of abilities and / or stats in your different form) Problem: Uncontrollable Shapechanging (work out how big a problem this is, what triggers it, etc.)
Returned From the Dead: You died and came back. But something is different. Did you come back with a new purpose? Are you a ghost or revenant spirit? Do
you resent what prevented you from moving on, or are you grateful? And how long will this second life or unlife last? Effect: Lose any Magical Talent Advantages
4 you have, and spend the points, +5 points on any Advantages you like (including Magical Talent, if you desire, although probably not the same one) You may have
two magical talents (one a remnant of before you died, one from afterwards). If you choose to be reborn without a magical talent and have the Sorcery skill, you may
replace Sorcery with any other skill or skills you like.
Object Holder: You acquired a powerful magical object. What is it? How did you get it? Who wants it? And why haven’t they taken it from you yet?
5
Effect: Possession (5): Magical Item and Problem: Macguffin (You have it; others want it.)
Vampire: You are a vampire, a creature of the night. Or at least you need to drink blood. People may find this creepy, but your abilities do make it easier for you to
6 hold onto the attention of others, and the night vision comes in handy. How did you become a vampire? Were you born that way, transformed by another, or did you
transform yourself via mischance or even a ritual? Effect: +2 Fascinate, +2 Athletics, Advantage: Night / Dark Vision(1) Problem: Hunger: Blood
Magical Pet / Companion Animal: You have acquired, inherited, or been otherwise joined by a magical companion. Your companion has human-level
7
intelligence, but an animal form, and may have minor magical abilities as well that it can bring to your aid. Effect: Animal Companion(5)
Fish Out of Water: You came from somewhere very different, you don’t belong here (however good you may be at hiding it), and you don’t entirely understand
8 everything you see around you. Why do you want to stay (and if you really want to go home, what is keeping you here?) What is your home like, and why do you have
mixed feelings about it? Effect: Problem: Fish out of Water. Adaption(5)
Walking Magical Dead Zone: You were either born with, or were cursed with Countermagic, a magical talent that counters other magic near it. However, you
have yet to (if ever) gain control of this talent, so instead it operates on its own, trying to counter all magic in your vicinity, including your own, if any. This is likely
very inconvenient. If you have other intrinsic abilities modeled as magical talents, you may, with GM permission, decide that your Dead Zone doesn’t affect them; it
9
only affects magic someone does, not magic they are. Effect: Problem: Uncontrolled Magic (Countermagic), Magical Talent: Countermagic (the magic to stop other
magic; uncontrolled, this attempts to resist all other magical abilities near you; this can be a resist if the magic wouldn’t normally be resisted, or a just a -2d penalty on
the caster’s skill check).
Pacted: You have signed or agreed on a pact with a powerful magical entity. The powers they grant may serve your interest, but they serve their own first. What do they
10
do? And how do you intend to get out of the pact before it’s too late? Effect: Patron (1), +1 Sorcery Magical Talent, Narrow (3)
WASTE DIE X
Roll Description
Midas Curse: You were cursed and lost all your magic but became ludicrously wealthy. Lose all Magical Talents you possess, but replace them with Advantages of
1
your choice.Effect: Wealth(5).
Robbed by Goblins: You had all your possessions stolen by goblins, but chasing them, found and formed a bond with a great power in the magical world from
2 which they came. Effect: Lose all Wealth and Possession Advantages you have, but gain Patron(5) and Advantages of your choice to replace the Wealth and
Possession Advantages (ideally Followers).
Betrayed Your Master: You betrayed a great power, either mortal or... not. Is the great one personally hunting you, or is it a minion? Who’d you backstab? How
3 badly did it hurt them? Why were you with them initially? Effect: Problem: Hated Enemy. Lose any Patron or Follower Advantages you have (if any), and increase
skills equal to their value + 5 to represent what you learned during your betrayal.
Amnesia: You lost your memory, and are only slowly regaining part of what you lost. Problem: Amnesia. Lose 15 points in skills, replacing them with Advantages of
4
your choice. Effect: Secret(5)
Famous: You became famous overnight, and the world pored over every detail they could find out about you, however small. Lose any Secrets you have and replace
5
them with appropriate Effect: Advantages. Status(5)
Disgraced and Forgotten: You have done something in public so heinous or embarrassing that people have deliberately or accidentally forgotten who you are if
6
they ever knew it. Effect: Lose any Status you have, replacing it with Intimidate. Gain +3 +ED Stealth (or convert an ED to a MD in Stealth if you have one).
Champion of the Underdog: You have taken up a cause, and those who once feared you look to you for answers. Lose any Intimidate you have, replacing it with
7
any combat skills you like. Gain +3 +ED Weapon (Choose) OR if you already have an ED in a Weapon, you may upgrade it to an MD instead.
Possessed: You have been possessed by a powerful entity, and while this has given you magical powers, your form has weakened as a result of the stress.
8 Effect: Lose any Weapon or Dodge skills you have. Gain a Regular Magical Talent (5), upgrading it to Incredible magical talent if you lost at least 5 points of
Weapon and Dodge. Replace the remainder with any skills you choose.
Magical Animal: You are a magical animal. Were you born that way or permanently changed? If changed, did you do it to yourself or was it done to you?
Accidentally, or deliberately? If you were born this way, why did you learn to speak to humans, and why aren’t you with your people? Effect: Problem: No opposable
9 thumbs. You are a magical animal. Move your language MD to your animal language, which suffices for any animal from the same Family. +2 Language (some
Human tongue), Advantage: Narrow Magical Talent. The GM may want to make your animal language broader if either your Family grouping is fairly small/rare, or
for other reasons (like, for instance, if they want all mammalian carnivores to understand one another).
10 Died: You died. Roll up a new character, but keep any dice you liked from your old roll to represent inheritance from or some connection to your previous character.
8 Enchanted Education
NEW SKILLS
Most skills are the same. Changes are noted below. NAVIGATE SENSE
This skill includes Direction, but also includes other tasks one
DRIVE COORDINATION
would associate with navigation, like planning a route from a
[Formerly Ride. Ride is Expert: Ride and still uses Coordi- map or GPS.
nation, usually.] Drive technically covers driving nearly any
powered land vehicle, but if you aren’t familiar with a partic- SCIENCE KNOWLEDGE
ular vehicle (like, say, an 18-wheeler or motorcycle) the GM
Unlike a lot of Reign settings, science is a force here as well
likely assesses a hefty penalty until you are. Planes and boats
as magic. Science is its own Knowledge skill, which handles
require appropriate Expert skills, and vehicles that require spe-
general knowledge about math/science at a high school level.
cialized skills (like trains) are also not covered by Drive. Riding
Professional knowledge in a scientific is covered with Student
a bicycle, scooter, or skateboard uses Athletics instead, as do
of… If the question is something you get from having just taken
roller skating and ice skating.
the high school class, it’s Science; otherwise it’s the Student
Skill (or Polymath; see below). However, add half your Science
GENERAL KNOWLEDGE KNOWLEDGE
dice, rounded up, to all specialized Science checks you make,
This is the default skill for knowledge that involves navigat- as long as you have the appropriate specialty. So if you have
ing our modern world. It’s anything you’d expect a high school Knowledge (2), Science (3) and Student of Biology (1), you
graduate to maybe know, which isn’t covered by another specific make Biology checks at 5d.
skill. Use this to search Google on your phone, not build an app.
It replaces the Lore skill. SORCERY OTHER
This skill mainly covers the ways and means of wielding magic.
MEDICINE KNOWLEDGE
Generally, only people with Magical Talent learn Sorcery
This replaces Heal. A doctor needs both Medical and Student because Sorcery is primarily used with Simple Gift magic to
of EITHER General Medicine or a Specialty in Medicine, i.e., offset penalties. You can also (with or without magical talent)
orthodonture, psychiatry, et cetera, but this covers first aid and use Sorcery to examine the visible effects of a spell and try to
basic medical knowledge. figure out how it works and/or learn how to mitigate the effects
For a Surgeon, you want this and Expert: Surgeon, a physical (usually slowly over time; this is certainly easier with an appro-
(Coordination) skill. priate Magical Talent).
Enchanted Education 9
Reign already has Language Genius and Linguist, as well
STUDENT OF MAGIC KNOWLEDGE
as Literate . The first two are fine as they are. We recommend
In a school, Student is a particularly useful skill. But Student of changing Literate to refer to languages one can read, but not
Magic has particular importance. Why isn’t it Sorcery? Because speak, as that fits the modern setting better. Subtle Beauty
Sorcery is a practical skill—manipulating and analyzing magic. might be rechromed as Cleans Up Well.
This is more “Student of the Magical World”; history, identify-
ing famous people and mythological creatures, etc. There’s some ADAPTION 1/3/5 POINTS
overlap, but not much.
Pick an environment (Water, Air, Space, Fire, others by GM
option) humans normally can’t survive and/or travel in.
TECHNOLOGY KNOWLEDGE
• 1 point: You can survive in it indefinitely and comfortably.
Operating and repairing technology (Drive covers cars, Expert:
Pilot is for planes, but repairing either is Technology.), includ- • 3 points: You travel in it at your normal speed.
ing computers. General Knowledge covers things you’d expect • 5 points: You can travel in this environment at at least
anyone to know (including basic computer use), but Technology twice your normal speed and can carry up to three peo-
covers things that a “tech expert” who wasn’t a trained program- ple with you.
mer would know, including putting hardware together, some
scripting, or writing a web page, vs. Student of Computers, where KNACK FOR LEARNING 5 POINTS
you can write programs or hack security, but can’t fix a car.
This Advantage is modified for this setting. Pick a skill. Each
WEAPON [MAGICAL IMPLEMENT/EFFECT] COORDINATION level of that skill costs only 1 XP, but you cannot benefit from
this discount more than once per session (or story, depending
Generally, when you’re using magic to make attacks, you can on the campaign).
find some other skill to apply. If you’re using magic to make
punches at a distance, you’re using Fighting magically, etc. But ENHANCED KNACK FOR LEARNING 2 POINTS
some magical effects don’t really have an equivalent weapon and
clearly aren’t fighting. So when rolling for these kinds of effects, You need to have the Knack for Learning Advantage to take
use a Weapon skill appropriate to the kind of attack or what this one. In addition to the benefits from Knack for Learning,
you’re using to direct it. Are you firing rays out of a wand? Use you spend 1 fewer XP when buying Master Dice or Path/Dis-
Weapon [Ray] or Weapon [Wand]. cipline levels (minimum 1 XP). As with Knack for Learning,
you cannot use this benefit more than once per session and you
WILLPOWER COMMAND cannot use both Advantages in the same session.
Your ability to resist pressure tactics, including Fascinate and LEATHER HARD 5 POINTS
Intimidate. It can also help resist your impulses and work
through pain. And if magic tries to make you do something, This Advantage is modified for this setting. Gain 2 extra boxes
that also can be resisted with Willpower. in your Body and Guts track.
10 Enchanted Education
sees you transform; an Eerie roll of Width 3 or more may NO OPPOSABLE THUMBS
also let them notice your forms feel similar.
You don’t have opposable thumbs, and thus find fine manip-
• 3 points: The form is mechanically different from your
ulation difficult and/or challenging. Gain XP at the end of a
usual form; designate up to 10 points of abilities that
session when you’re in a situation where having opposable
change when you transform (the allocation of moved
thumbs would remove an inconvenience or obstacle you have to
points is fixed when the form is defined).
suffer or work through.
• 5 points: You can have up to 3 alternative forms (not all
need be defined at character creation, but get the GM’s UNCONTROLLED MAGIC
approval before using them).
Pick at least one of your Magical Talents. You never had, or
The point shifting from this ability should allow you to move have lost control of that magical ability, and instead of it oper-
your strengths, but not become more powerful than you were. ating when you choose to use it, it instead activates when a
This means that you can’t use it to bundle up a bunch of 1d skills specific trigger is met, whether you want to or not. Gain 1 XP
and turn them into a 10d skill (something you can’t have at whenever uncontrolled use of your magic gets you into trouble
character creation anyway). In essence, think of this as a “swap or whenever failing to activate your magic results in a bad sit-
one or more skills, stats, Advantages, etc; the result can’t be uation. If you do not have (or learn) Sorcery, or are unaware
more than 10 points worth of shift”, but we’re trying to avoid that your problem is uncontrolled magic, you cannot control
locking you down enough that you can’t gain Advantages like your magic at all. If you do have Sorcery, and are aware of the
Adaption that suit your new form. problem, you may attempt to either prevent your magic from
You can also assign a Problem to each new form, but can only activating or force it to activate in a deliberate way; doing so
get XP from one of these Problems each session. is generally difficult. Over time and via repeated success and
probably rituals and/or quests, you may get rid of this problem
PROBLEMS and gain full control of the magic it affects, but the GM deter-
mines the difficulty of this process.
AMNESIA Note: It may be that, like Magical Amplifier/Magical Dead Zone,
you and the GM can work out a static, “always on” effect of your
You have forgotten some important part of your life. Every
uncontrolled magic rather than having it happen randomly and
session something or someone from your forgotten past life
unreliably. If so, get XP at the end of the session if the static effect
follows you and complicated things, gain 1 XP. The GM is
caused trouble for you or your allies.
responsible for making sure you are aware that this person or
thing is something you should know (but don’t); you are respon- UNCONTROLLABLE SHAPECHANGING
sible for helping this cause trouble for your character.
You can only take this Problem if you have at least one point of
ANGER the Shapeshifting Advantage. Your shapeshifting is not fully
under your control, and may be either fully uncontrolled, or
You have anger management problems, which sometimes cause
alternatively you may have control over it some of the time,
you to lash out, etc. Every session where this causes trouble for
but have specific situations (anger, moonlight, etc) where it
you, get 1 XP.
happens (or doesn’t happen) uncontrollably and can’t be forced.
FISH OUT OF WATER
WON’T BACK DOWN
You are very much not from around here, and don’t always
You are extremely resistant to backing down from an apparent
understand this world. Every session where this causes trouble
confrontation due to some experience in your past, and gain +2d
for you, get 1 XP.
Willpower to resist attempts to get you to back down (and must
HUNGER make a Willpower check at -2d if you really want to back down
even though it’s not in your nature). Gain XP at the end of the
You have an overwhelming need to consume something (that session if this gets you into danger or difficulty.
isn’t an ordinary amount of normal food). The GM can decide
that your hunger becomes a factor whenever you exert yourself,
or you may want to suggest that your hunger is becoming a
NEW PATHS AND
problem when dramatically appropriate. Either way, while
consumed by your hunger, you are at -1d to anything that
ESOTERIC DISCIPLINES
doesn’t contribute to ending your hunger, and may have to roll A lot of pre-existing paths and disciplines can simply be
Command+Willpower to resist a chance to satisfy your hunger renamed and used as they are for Enchanted Education.
that you don’t want to take. As always, be careful with paths and disciplines. They’re
very powerful tools, so particularly in a game where nearly
MCGUFFIN any skill can technically be used in combat, you want to be
cautious with squishing and other methods of getting a very
You have it. Others want it. When you get into danger because high Width (or just say that some parts of a path don’t work
of this (or put yourself in danger to get the McGuffin back), in combat).
gain 1 XP at the end of the session.
Enchanted Education 11
DRIVE: ROAD OF THE HARE KING OF THE ROAD 5 POINTS
Your maneuvering has become unparalleled, to the point where
There are some drivers who are just good at driving fast. You’re
you simply can’t be shoved around. As long as another vehicle on
one of them. Speed is what wins races and gets you from here to
the road is in the same size category as yours (motorcycle, mini-car,
there; speed is what a vehicle is for. The occasional close scare
sedan, SUV/small truck, large truck, 18 wheeler, etc) or smaller,
is nothing compared to the feeling of being able to manage a 10
you can ignore the effects of impact with it, as you make whatever
minute drive in under 5 without getting pulled over.
adjustments needed to account and correct for the impact.
GUNNING THE ENGINE 1 POINT
You have grown comfortable with high speed. Any car you’re in
EMPATHY: THE HEART’S HANDS
handles as if its speed were -10 mph below its actually speed Some people are mean, but that’s just not you. Sure, you’re not
perfect; you may make excuses, or mistakes, or even develop
SAFE AT ANY SPEED 2 POINTS grudges or rivalries. But in the end, the reason you’re good at
You ignore -2d of penalties for maneuvers, as long as you are reading people is because you like them.
going at least 40mph at the time.
OUTSTRETCHED HAND 1 POINT
RADAR REPELLER 3 POINTS You connect to people easily and often. When you make an
You have mastered the art of avoiding the speed trap. You never Empathy roll to read a new person, you get +2d towards Fasci-
attract the attention of the police simply for going too fast. nating them for the next day, and may choose to decide that you
(Accidents are another matter). instantly like them. If this inconveniences you or pulls you into
danger, gain 1xp.
NITRO TIME 4 POINTS
You can push any car you’re driving up to 50% above its normal WARM SOUL 2 POINTS
maximum speed for up to half an hour, but it it takes 1 point of When you reveal something about yourself, you gain a +2d
Lethal damage as a result (roll randomly for where the damage bonus on a following Empathy roll.
is). You can keep going past the half hour, for one point of
damage each time.
OPEN HEART 3 POINTS
Your open heart makes it easier to see the hearts of others. You
HIGH GEAR 5 POINTS can make an Sense + Empathy roll on a person at a glance as if
The best part about speed is being able to pull off ludicrous you have had a full conversation with them at least once.
stunts—and you’re amazing at ludicrous stunts. As long as you
are going 80mph or higher, you can perform stunts requiring
CLEAR EYES 4 POINTS
at least -6d of penalties while ignoring 5d of those penalties. You may make a Knowledge + Empathy roll on someone you
have read before (whether or not they are present) in order to
DRIVE: ROAD OF THE TURTLE predict what they do next. If the roll is a success, you can use
another set in the same roll to interfere with their action, if
There are some drivers who are are great at driving fast. And then
that’s plausible.
there are other drivers who are just good at not crashing. You’re
the latter; sure, you can drive fast when you have to, but it’s better THE BOLD TONGUE 5 POINTS
to hug the road than get that extra mph out of your car.
You can connect to someone so deeply and so well that you
GRIP IS KING 1 POINT can convince them of something they want to believe, but have
enormous resistance to accepting. When you have had signifi-
You excel at picking vehicles that grip the road well, and at
cant interaction with an enemy or rival (judgement call, but at
using that grip to make sure your vehicle is exactly where you
least three successful Empathy checks usually does it), you can
want it to be. -1d to penalties caused by road conditions.
attempt an Inspire roll to challenge one of their deeply held
EYES ON THE ROAD 2 POINTS beliefs, and on this roll you gain a Master die and ignore Diffi-
You’ve learned to pay attention to your driving while keeping culties up to your Empathy The challenge must plausibly come
an eye out. While you are driving, you can make Sight rolls out of the narrative, and even if you succeed, it may only be the
without -1d of multiple action penalty, and can make them first step in a longer process, but with this ability you can at least
with Sense + Drive rather than Sense + Sight if that’s higher. begin to convince someone to change their mind where other-
wise that would be impossible.
AN OUNCE OF PREPARATION 3 POINTS
Your driving is so smooth and careful that everything in your
EERIE: THE HUNTER’S STEP
vehicle (including the vehicle itself) gain +1AR as long as your It’s said in the magical world that you can only stop magic with
vehicle is in motion. magic. But those who try and survive for long enough learn dif-
ferently. Everything in the world is magic, even if only some
PUSHING LOW GEAR 4 POINTS of that magic is awakened and able to operate in the ways we
Your attention to power and control have paid off, resulting in perceive as strange. These people can use that natural magic
ignoring up to -3d of penalties when you make a maneuver. against attacks—when they’re fast enough.
12 Enchanted Education
One who has studied the paths of the past well enough can MULTITASKING 2 POINTS
not only notice when magic is going on, but avoid or prevent it.
Ignore one die of multiple-action penalty if any of your actions
STOP, DROP, AND ROLL 1 POINT are Technology.
Someone who has mastered Stop, Drop, and Roll has learned FLEXIBLE WORK 3 POINTS
that avoiding incoming magic works even if other methods are
Squish a Technology set by up to two points. This can be used
more obvious. The character can use Sense with their defense
in combat, but only once per combat.
against magic instead of another stat (the skill used remains the
same). SUFFICIENTLY ADVANCED TECHNOLOGY 4 POINTS
DODGING INVISIBLE SWORDS 2 POINTS You leave enough projects around in a state of partial comple-
tion that when you really need to pull out the stops it almost
Those who have mastered this level of the Hunter’s Step have
looks like magic. All your technology actions are at minus one
gone beyond avoiding spells they see, to avoiding spells before
time increment, and you can reduce them by up to an additional
they feel them. The character can, after a successful Sense +
two increments for -1W each.
Eerie test to detect incoming magic, apply a second set (if
one was rolled) to stopping or deflecting the magic away from SYNERGISTIC SIDE EFFECTS 5 POINTS
themselves. This tends to look like dodging something invis-
If you include Technology in an action and roll extra successes,
ible, but might occasionally involve improvised barriers or
you may use them to perform extra Technology-related tasks. You
symbols.
do not need to declare the extra tasks in advance, but you do need
TAKE TWO TABLETS 3 POINTS to succeed on a declared Technology task to include side effects.
You may take the Hasty Hacker path for Science, or for any
The character has learned to feel the borders of a spell, and
science or technology-related “Student of ” skill, but it’s always
figure out how to unravel or unweave it. The character can use
limited to the skill it’s attached to.
Sense + Eerie, rather than Knowledge + Sorcery, to unweave
or modify lasting spells. As with Knowledge + Sorcery checks,
actually doing the unweaving may involve odd components or
WILLPOWER: THE OCEAN’S WAVE
actions, but Take Two Tablets tends to be even odder, as they Normally, Willpower is the rock. External stimulation goes in;
find cures by instinct, not knowledge. At this level, they can nothing comes out. But you? You are the ocean; you drink down
only cure magic on themselves. attempts to bend your will, and return them in a form of your
choosing; others may try to move you, but it is them who get
BLOCKING INVISIBLE BARRAGES 4 POINTS moved.
The character’s defensive abilities can attempt to defend
THE SAND BAR 1 POINT
others, not just themselves. The character can apply extra
successes from Sense+Eerie to deflect incoming magic away Your will is hard to overcome, but even when it is, it returns.
from anyone within 15 feet of themselves. Again, they need When a social or magical action overcomes your Willpower, set
to either put themselves (and whatever improvised counter- one of the dice you rolled aside (we call the space it is set aside
measures they come up with) in the way, or get the intended to your “River”1). You may add that die and roll it with the next
target out of it. action you take; otherwise it is lost.
Enchanted Education 13
THE MYSTERIES SIMPLE GIFT MAGIC
OF MAGIC If you’re at magic school, and it’s not some kind of accounting
error, you’re probably magical. You could use any of the many
magic systems already written up for Reign, or you can use the
What kind of magic do you want? Our default system works new Simple Gift Magic system, which is presumes you have an
just fine and represents a world where magical people gen- enchanted gift that isn’t terribly complicated to use. Here’s how
erally have exactly one magical talent (which can be shaped, it works.
somewhat, through the use of spells, which channel magic into First off, pick or roll your talent. How are you born special
a specific, reliable shape). and magical? Does fire talk to you and, more importantly, listen
You want something Potter-esque and are willing to accept to you? Can you transform yourself into a cluster of tiny, jew-
some complexity on the player side? Use the Nain material from el-toned lizards with patagiums to let them glide gracefully
Reign: Realms. through the air? Are you a focus for the divine Dionysian spark,
Or you can do what we did and adapt multiple magic bleeding revelry when cut and always surrounded by merry-
systems to work well together, but you need to keep them makers? Figure it out. Figure out your thing and how it plays
close enough in power and probably to modify at least one so into your character.
that the systems can counter and be countered/detected by one Next, you and your GM negotiate its cost.
another, and so that the best approach isn’t to simply learn all
the magic. For instance: • If it’s narrow, it’s three points. It’s still useful, but only in
particular or constrained circumstances: Your werewolf-
• We modified standard Reign spellcasting such that ism only operates three nights every lunar month; you
it required a Magical Talent (adding a tax on top of can only create illusions by painting with rare and finicky
learning sorcery, to balance out the tax we require for oil paints, it’s very time consuming; your virility and
“regular” sorcery and explain why every PC doesn’t even- inhuman coolness are only accessible when heavy metal
tually learn magic). music is blaring so loud that no one can converse.
• Since we didn’t want counterspells to be too easy, we • If it’s typical, that’s five points. It’s useful fairly often and
replaced the Counterspell skill with the ability to use broadly, but without a lot of edge cases: Your mermaid
Sorcery to unweave spells over time (to give people an out mom lets you breathe underwater, you’re a little stronger
if a magical effect is inconvenient) and added Willpower and tougher than usual; You can turn into smoke and
as a non-magical skill that lets ordinary people defend still control where you move, so skiving off classes is far
against spells that are particularly problematic. simpler; your pact with the spirits of the city provide a
• We kept Eerie as the basic “detect that something magi- host of Advantages… until you go to another town or,
cal is going on” skill that ordinary people often get, while worse, on a ski trip.
adding some spells (and potential uses of talents) that can • For ten points, you get a really broad power, something
see/detect magic in other ways and with a clearer answer you can find a use for almost all the time, even if using
than “something strange/magical is happening now in it is sometimes less practical than doing things mun-
that direction”. danely: Your lightning magic not only lets you crispy-fry
You can keep those changes and have everything based enemies, you can turn into an electrical pulse and travel
around Sorcery, Willpower, and Eerie, or you can do something instantaneously, as well as control devices; your thanatol-
else (and let us know how it goes!) ogy can kill off irritating black flies and hobgoblins, but
If magic includes spells, make sure all the spells are appropri- also concepts and trends; you can muck about with time.
ate to your urban fantasy setting. With that done and characters in play, the question is: How
Spells that move people around, make illusions, and duplicate do you use it?
things you can do with modern technology are generally fine. To use it in play, you describe what you’re attempting.
But if you don’t avoid spells that have an obvious magical effect Then your GM decides what stat + skill pool is closest to doing
that would guarantee that everyone knew there was magic, you that. Traveling underwater? Body + Athletics, pretty obvious.
want to either explain why that hasn’t happened, or run in a Being bulletproof because the bullets ain’t silver and you’re a
world where everyone knows there is magic. werewolf? Call it Body + Parry, it’s blocking a weapon. Altering
You also want to avoid magic systems that focus the players the timeflow so you can study for an hour in a minute would be
too much on the game mechanics; instead, if the characters are MIND + Knowledge, and altering it so you get off the path of a
exploring magic, it should be in doing so through a lens that runaway subway car would be Body + Dodge.
keeps the characters unique and feeling like they’re learning in Next, the GM assesses penalties, based on how much less
a school. For instance, in the Harry Potter stories, it’s always the possible this is than just doing it like a normal person. If it’s
lessons at the beginning of the semester that produce magical something a nonmagical person could do in the same circum-
insight later in the story, and, of course, in Susan Cooper’s stances, there may be no penalty. Something slightly magical,
The Dark is Rising series, no magic lesson is ever in school, but like climbing a wall by turning into a vine and then turning
everything the protagonists learn about the world and who they back at the top? Probably a -1d penalty, since climbing is some-
personally are in their story adds to what they can do. thing most people can do and have done.
14 Enchanted Education
If something is full out impossible for every mortal under
all circumstances, then magic can’t do it either. So you can’t
travel back in time, or use mind control, or predict the future SHAPESHIFTING: A MILD EXCEPTION
flawlessly with a magical gift. But you can find out about the
past, or persuade people, or make guesses about how things Shapeshifting (the Advantage) is different. There, you’ve paid for the
are likely to go. ability to take on a different form with its own abilities, potentially
You can just roll your penalized pool if you’re an uneducated including special movement, different skills than you have, and natural
magical dunce. But if you have the Sorcery skill, you can buy off weaponry (this doesn’t really cost anything; if it makes sense that an
penalties on a one-for-one basis. If you have Sorcery 3, you can alternative form has weaponry, it has it, just like it looking differently
take any magical action where the penalty is -1d to -3d with from you is free).
your full pool. Even if your penalties exceed your Sorcery, you
still take fewer penalties by offsetting, so Sorcery is a good deal.
(Sorcery also lets you cast spells in the more traditional Reign (and therefore effectively be flight). For each way in which you
fashion, but you have to learn the spells for that and you don’t break the normal rules for an action, the GM assigns a penalty
necessarily start out knowing any. But spells are what you use to your roll. (If you don’t break any rules, there’s no penalty, but
for those tempting impossible-by-mortal-means feats.) at that point the only way in which the action is magic is how
If you fail your roll, you get backlash, which is unpleasant, it’s narrated, so that’s fine.)
but don’t worry about it for now. Your GM has all the rules for MAGIC CAN COUNTER OR MODIFY OTHER
that on page 34. MAGIC, BUT GENERALLY NOT DIRECTLY
STRUCTURES AND LIMITATIONS The Sorcery skill, in addition to its ability to reduce the penal-
ties for manipulating your own magic, can be used to examine
Here are some guidelines for what magic can and cannot do;
an effect and react appropriately. Normally, this is going to be
MAGIC CAN BREAK THE RULES OF THE WORLD a matter of studying an ongoing effect (using Sorcery + Knowl-
edge or Sorcery + Sense) and then determining what can be done
While an action done with magic defaults to whatever you’d to alter, mitigate, or remove that effect. But in a pinch, it can be
normally use for that action, because the action is magical, you used in action scenes to notice (with Sense) and/or analyze (with
may attempt to ignore constraints that would normally govern Knowledge) a spell as it happens, and the GM might even allow
a non-magical action. Firestarting normally requires fuel and it to be used in that kind of situation with Coordination (to get
tools, but magical fire might burn on its own. Running is done out of the way of an effect in time) or even with Command (to
on the ground, but magical running might go through the air realize a spell is affecting your mind and resist it on that basis,
Enchanted Education 15
RANDOM MAGIC THE RANDOM MAGIC TABLE
d10 Result This table is a non-exhaustive set of magical specialties,
Elemental: Specify an elemental system, e.g. Fire, suitable for rolling up a Simple Gift if you have no better
1
Water, Air, Earth vs Fire, Water, Metal, Wood, Earth. notion. With the exception of meta-magic, each of these is
Life Magic: Specify Healing, Plants, Specific Animal, by concept an over-Broad magical category, requiring that
2
Shapeshifting, Breath Magic... you further specify them (as per the examples) to qualify for a
Luck/Destiny Magic: Specify, e.g. Cursing, Blessing, Broad magical category.
3
Divination... To bring them down to a Regular magical gift, you need to
Illusion Magic: Specify Visual Illusions, Fey Glamor, be even more specific; for instance, a Meta-Mage might just
4
Mirror Magic, Memory Magic. have Counterspelling, an Elemental mage might only manipu-
5 Craft: Specify, e.g., painter, potions, wood carving… late fire, and a Mirror Mage might only be able to change what
Communication: Specify a mode or modes, e.g., with mirrors show and let things pass through them.
6 To further specify for a Narrow gift, drop down from that
spirits, mind to mind, through writing, encryption…
Regular magical gift to a single expression thereof; possibly
Transportation: Specify, e.g., magical roads and
7 shortcuts, road magic, telekinetic movement, portals, even a single spell. Since a Narrow gift is, in fact, a Gift, not
barriers… a Spell, it can still be stretched and manipulated with Sorcery,
8 Transmutation: Specify, e.g., shapeshifting, alchemy… but a very specific description allows it to continue to feel con-
strained even as those rules are applied. So a Vivimancer or
Anima Magic: Specify, magic that treats all things as
9 Transmuter might be able to turn into a cat, or a meta-mage
alive, e.g., doll magic, thread magic...
might be able to produce an anti-magic (or magic-enhancing,
Meta Magic: Magic that manipulates other magic, e.g.,
10 counterspells, seeing or analyzing magic, enhancing or magic-confusing) field, et cetera.
magic or moving it from one place to another… If you find that your first rolled type is either too vague
or doesn’t fit, just reroll and either discard the first result, or
although Willpower is a much more usual pairing than Sorcery combine them. For instance, you might roll Craft and say “ok,
for this). Similarly, while you can justify using Sense + Sorcery to that covers how I do my magic, but what does the magic do?”
actively find magical effects and spellcasting in progress, it’s more And then roll Transportation, indicating that you make objects
usual to use Sense + Eerie for this, as Eerie, like Willpower, is that move themselves or people around them.
something non-sorcerers often have. Thus it’s the expected skill
to use in this situation. SORCERY
MAGIC IS NEVER TAME Generally, only people with Magical Talent bother to learn
Sorcery because it is primarily used with spells to operate the
Sometimes, the roll you make is to do a thing after being mag-
spell properly and with Simple Gift magic to offset penalties. You
ically enhanced (like the movement example above). Most rolls
can also (with or without magical talent) use Sorcery to examine
made for magic are to control and release the effect as desired;
the visible effects of a spell and try to figure out how it works and/
when any magic roll fails, there is still a magical effect that
or learn how to mitigate the effects (usually slowly over time; this
matches your theme, but is not what you want.
is certainly easier with an appropriate Magical Talent).
MAGIC ISN’T GENERALLY PERMANENT In our home setting, we use both Simple Gift magic and
sorcery, the former primarily used by Jane Jacobs High School
The world is secretly a magical place, and there may be per- while the latter is used by Robert Moses High School.
manent magic items found in the world or permanent magical
curses that people acquire, but if magic stuck around, non-mag- SPELLS
ical people would pick up on it. So the default is, magic that isn’t
For the purpose of contrast, we’ve also chosen to import a
actively maintained in some way fades, sooner rather than later,
modified version of the core Reign spell system into into our
even if the resulting non-magical effects don’t.
core world. In our home setting, these are taught at the Robert
MAGIC ISN’T EASY Moses High School. They work mostly like core Reign spells
except for a few changes to integrate them with the Simple Gift
Because most spells are penalized, untrained magic is very worldbuilding concepts.
random. Even if you have special dice, they probably get penal- Learning spells works exactly as it does in Reign, except that
ized out of your roll. If your magical abilities are fairly broad, (1) you must have at least one Magical Talent in order to learn
you are unlikely to be good at all of them, as every action you or start with spells, and (2) we’ve modified the Spells Advan-
attempt with magic uses a different skill+stat combination and tage as follows
you can’t be good at everything. (Expert or Master dice in
sorcery don’t get applied to active attempts to use your magical SPELLS X POINTS
talent and get eliminated first when penalties are applied, so
You may set X to any number you wish: Learn any number of
unless you concentrate on a narrow section of your abilities,
spells whose total intensity does not exceed X times 2. You must
botches and blowback are always going to be a factor).
have a Magical Talent Advantage.
16 Enchanted Education
Additionally, you can only cast spells that are not antithetical
to your magical talent (if it were at its broadest possible, most
flexible level; GMs should default to generosity here). However,
spells make up for this by comparative reliability, as penal-
ties are very rare compared with Simple Gift magic, and you
are always rolling Sorcery rather than rolling a different skill
depending on your goal.
Also, because spell opposition is generally whatever would
oppose the action in question, each spell should either describe
what skill it mimics/enhances, or flat-out say what skill roll can
be used to oppose it. This isn’t to be taken as a complete list; if a
spell can be dodged with Coordination + Dodge, you may also
be able to parry it or whatnot.
Unlike core Reign magic, however, it’s better not to use
Attunement—instead, treat Magical Talents as effective
Attunements when necessary (while this may not normally
drop difficulty in all cases, when a Gift is close enough to a spell
the same caster learns, it’s reasonable to rule that the difficulty
is as if you were attuned).
BASIC SPELLS
These are the first spells a student learns, the basic manipula-
tion of magical energy. Obviously, unauthorized use of the more
destructive spells can have disciplinary ramifications.
BLAST SPELLS
Blasts are physical attacks, and so can be dodged with Coordina-
tion + Dodge. Their effects are based on your gift; an Elemental
penetrating it. This acts as Gobble dice. Lesser warding only
mage might be able to manifest Water or Wind blasts, a Trans-
stops weaker effects; it cannot affect anything more powerful
portation mage could blast with force or thrown objects, while
than Intensity 4 or Power 6 (for Gift magic).
a Life mage could blast with insects or sleep.
HEAL WOUND
This is an indiscriminate attack. It deals 6 Shock to everything
within a 10 foot diameter sphere, the center point of which must Intensity: 5 Roll:: Knowledge + Sorcery.
be within 100 feet of the caster.
Turn a major wound into a small malady. Heal wound targets
a physical wound. If the wound is entirely Shock damage, it
DEFENSIVE SPELLS vanishes. Killing damage is reduced by the Width of the success. If
LESSER WARDING it is an indefinite injury (generally caused by filling up the Position
area with Killing damage) the GM may choose to have the injury
Intensity: 2 Roll:: Body+Sorcery resist the spell (rolling 5 Gobble dice, or more if the wound is the
result of multiple Position injuries stacked); if the spell succeeds,
This spell shields against lesser magics. Once cast, it lasts around
the malady clears up in a reasonable period of time, but if not, then
half an hour, and creates a shield to stop magical effects from
without a change in approach, no magical healing avails.
Enchanted Education 17
loci. If cast while at a focus site for a genus loci, it weakens the
SCRYING SPELLS desired stat for one month. This magically infuses an object that
MAGICAL SIGHT can help power a later spell, dropping the difficulty (or penalty,
for a Gift) by 2; this drains the object’s power. The spell can
Intensity: 1 Roll: Sense+Sorcery
only be cast on a given genus loci once per month. If the same
Reveal the invisible. For about 10 minutes, you see active stat is temporarily drained twice in consecutive months, sub-
magical effects within line of sight, which manifest as images sequent castings are resisted by gobble dice equal to the genus
symbolic of their type and nature. Generally available to loci’s current stat ×3 (otherwise, a success with Height equal to
all spellcasters regardless of gift (because magic can always the genus loci’s stat is sufficient), but a successful casting makes
interact with other magic), this spell’s symbol set and sense the reduction permanent. Particularly after the first time, the
varies; a Gift more focused on smell or hearing might use caster probably faces physical resistance as well as the automatic
those instead. magical resistance.
If the spell is not cast in the focus site of a genus loci, it may
MAGICAL COMPASS drain magical energy more or less harmlessly (resulting in an
Intensity: 3 Roll: Knowledge+Sorcery infused object) from the area, or it may simply fail, depending
on whether there’s energy to drain (areas of power, or cross-
This spell attracts one part of a thing to the rest of it. It requires over points of ley lines, are often, but not always, the homes of
minutes to cast, and the presence of either an object broken in genus loci).
pieces, or a single part of a larger object. For the next 4 hours,
the object(s) have a loose attraction to the objects they were FEED LAND
once part of, which can be used to attempt to locate the pieces. Intensity: 4 Roll: Body + Sorcery
If all objects affected are present at the spellcasting, the spell
lasts a fortnight, rather than half a day, and the connection Feed the spirits of the land. This spell must be cast in an area of
allows the object holders to signal one another by warming or power and involve sacrificing one or more sources of magical
shaking their piece. power. (While this can be your own magic, sorcerers gener-
ally prefer not to do that.) This temporarily increases ambient
MIRROR SYMPATHY magic. If the area is the home of a genus loci, raise one of its
Intensity: 7 Roll: Knowledge + Sorcery stats (chosen by the caster) by 1 for a month. While a genus
loci is unlikely to fight against such an adjustment being made
Magic energy connects two mirrors. Both mirrors must be permanent, the caster must still overcome its power, which
present at the spell’s casting, which takes several hours. After means a success with a Height than the current Stat+4. This
that, the mirrors are linked; when activated (usually with a spell can only feed a genus loci once per month. Addition-
specified key word), each shows the image on the side of the ally, the size and quantity of the sacrifice grows geometrically
other mirror rather than its own reflection, and one can enter based on the current stat.
one mirror, traveling instantly to the location of the other at a If you are attempting to propitiate a Sovereignty 1 genus loci
cost of one Killing damage to each area. and keep it farther from death, a symbolic sacrifice and a tem-
porary reduction of your Sorcery by a point or two for a week
DEPARTMENTAL SPELLS might suffice. However, if you are trying to raise a genus loci
Sorcerous Groups (represented in our own setting by Robert from Sovereignty 5 to Sovereignty 6, then sacrificing a dozen
Moses’s departments and the City Planner’s Office) all tend to chickens and the life of an enemy spellcaster might not be suffi-
specialize in a number of spells and teach them to their own or cient to provide the same benefit.
those who impress them enough. PSYCHOMETRY
Intensity: 2 Roll: Command + Sorcery
GEOLOGY DEPARTMENT SPELLS
Dream of the land. The caster sinks into a magically extended
DOWSING
sleep. During that time, they may interact in spirit form with
Intensity: 1 Roll: Body + Sorcery local genus loci, with clearer and more direct communication
than can be easily had otherwise. They may also see images of
Map an area’s inherent magic. Requires traveling the bounds
things that have happened in the recent area, but they have little
and byways of an area, but in the end, one can locate the
control of such visions.
powerful magical spots within that space, and if enough time is
spent, map out ley lines and likely focus sites of genii loci. EASY TRAVEL
DRAIN LAND Intensity: 2 Roll: Coordination + Sorcery
Intensity: 6 Roll: Knowledge + Sorcery Fast roads and well timed trains. For the next hour after casting
this spell, the caster finds travel goes easier for them. They tend
Bind the spirits of the land. This spell takes about an hour
to hit breaks in traffic, make green lights, and arrive at stations
and much effort to cast. It temporarily or even (if cast often
just as the train they are looking for is about to arrive.
enough) permanently weakens one stat of the targeted genus
18 Enchanted Education
gain control over a suddenly broad gift, and until that happens,
THEATER DEPARTMENT SPELLS the gift counts as partially Uncontrolled; the caster can perform
THE CURTAIN feats of magic deliberately, but takes a -1d penalty, and may also
do magic without trying to or see gift-related hallucinations and/
Intensity: 5 Roll: Charm+Sorcery
or visions. If this spell is used on the same target regularly (at least
Obscure an area. This spell darkens or obscures an area, like a one day between castings, but no more than a month), then by the
room. Within the area, visibility may be normal or also dark. third repetition, their gift permanently stops being uncontrolled
when released, and on or after the fifth, at the GM’s discretion, the
THE SPOTLIGHT widening may become permanent on a willing target.
Intensity: 4 Roll: Charm+Sorcery
BIND GIFT
Reveal the hidden (Light + detect invisibility). This spell illu- Intensity: 7 Roll: Charm + Sorcery
minates up to a five foot radius circle. Within the light of the
spotlight, +2d to Sight, and magic that hides things is made visible Bind a large gift and harvest the excess magic. When cast on
to the naked eye. a voluntary or helpless target with a Broad or Normal magical
talent, for the next day the target’s magical talent drops by one
STAGE DOOR step. An object can be charged with this spell, rendering it
Intensity: 4 Roll: Knowledge+Sorcery magical, and it may be drained later in order to reduce the dif-
ficulty of a spell by one step on casting. If this is cast more than
Make small spaces into large or vice versa. This spell affects an once a month on a willing target for six months, their magic is
area, or part of one, stretching or shrinking its interior such that weakened permanently. If cast on a target with a Narrow magical
it becomes much larger or smaller than one might expect. This talent, they may be unable to use that talent while the spell lasts
takes minutes to cast, but if cast over hours, the result lasts for (and if they have no active magical talents, spells as well).
days. This cannot affect (or expand an area to) anything larger
than a 300-foot diameter area or smaller than 18 inches, nor can CONTROL GIFT
it increase or decrease the interior dimensions by a factor greater Intensity: 6 Roll: Knowledge + Sorcery
than 10 (and the extremes of this may incur extra difficulty).
Enter dialogue with one’s inner daemons. The (voluntary or
STAGE ILLUSION helpless) target enters into a dream-like dialogue with their gift
Intensity: 5 Roll: Command+Sorcery itself, which may act as a force, or even display a personality. If
they can successfully treat with their gift (which may involve
Make a fake seem real or vice versa. This spell casts a subtle negotiation, or a contest or duel) then their gift can be controlled
illusion over a person or object, which can make something real (if currently uncontrolled), and at GM’s option other changes to
seem fake (so a person might look like a placard of a person, or the gift might be unlockable. If unsuccessful, however, the gift
a door seem like a painting that only looks a bit like a door), or remains uncontrolled (if that is the current state), and it is possible
make a fake seem real. If it is cast over the course of minutes, that unfortunate side effects might result (including death).
the result also lasts for minutes, at most an hour. The effects are
usually resisted with Sense + Will. OPEN GATE
Intensity: 9 Roll: Knowledge+Sorcery.
SILVER TONGUE:
Intensity: 6 Roll: Charm+Sorcery Open a portal to elsewhere. The caster rips open a magical door
to another place, either in this world or another. This is extremely
Charm the masses. This spell makes your speech finer and your dangerous, because, while the caster can attempt to open the gate
voice more convincing, providing +MD on Fascinate and Inspire to a specific place, that destination isn’t guaranteed. At best, careful
checks using your voice for the next 30 minutes. However, while research can be done to make it more likely that the gate opens at
the spell lasts, your tongue is both forked and silver. Command + the desired location and all factors are accounted for—or for the
Will is the usual resistance, but use Sense + Eerie or Sense + Sight best likelihood of success, casters can coordinate to try to open the
to notice something odd is happening. same gate from both directions by casting at both source and des-
tination (a gate, once created, is two-way). The gate lasts for a day,
ADVANCED & METAMAGIC SPELLS although repeated, far easier castings can be used to extend this
Some spells are aimed at manipulating the forces of magic itself. or eventually even make it permanent. A gate that opens to the
wrong place may let something undesirable through, and while a
RELEASE GIFT gate normally collapses in a day, it’s possible for whatever is on the
Intensity: 6 Roll: Charm + Sorcery other side to attempt to keep it open.
Dangerously loosen and release a Gift. When cast on a voluntary or ENCHANT ITEM
helpless target with a narrow or normal magical talent, for the next Intensity: 8 Roll: Coordination + Sorcery
day, the target’s magical talent is widened by one step; a narrow
gift becomes normal and a normal gift becomes broad. While this Put power or a spell into an object. At its most basic level, this
spell is extremely powerful, it also has its costs, as it takes time to spell moves power from one container to another. Usually, the
Enchanted Education 19
power is removed from the source (if the caster, the caster’s one instead. You must be able to explain what the swap came
Sorcery, or a stat drops for a few days while it recovers) and from, for instance: “By studying lists of magical signatures and
placed into the object to be tapped later; it can be used to building a compass and other devices, I can make Sense checks
reduce the difficulty of a Sorcery spell by one point (and is then using magic with Knowledge, instead”, or “By binding spirits
consumed). Alternatively, the caster may place a single casting to myself, I am able to have them direct my magic rather than
of a spell into an object; this must be done while the intended having to do so myself, however, this taxes my strength (magic
spell is cast into the item. It may then be cast once from the using Coordination uses Body instead).”
item. Greater uses are also possible but may be more costly and
expensive. THE MASTER’S GIFT 5 POINTS
If you have an Expert or Master die in Sorcery, that die gets
WEAKEN ENCHANTMENT applied to any Gift use you make, regardless of the skill used
Intensity: 7 Roll: Knowledge + Sorcery (but can be eliminated by penalties as usual).
Drain, and eventually destroy, magic. This spell targets a lin- SORCERY: THE NARROW PARKWAY
gering spell or Gift result, attempting to Gobble parts of the
result. If some of the dice are removed, but the spell still has a Veteran sorcerers from Robert Moses High School believe that
set, then the spell becomes weaker, but its full effect remains. to truly get the most out of spellcasting, not only is it unneces-
However, if after a casting of this spell the lingering effect no sary to have a broader Gift, but such a Gift gets in the way. “In
longer has a match, then the spell dissolves harmlessly. the narrowest streams run the fastest currents,” say those who
study the Narrow Parkway, believing that by focusing on a narrow
SORCERY DISCIPLINES talent, they can force their magic to produce greater and increas-
ing powers.
The following esoteric disciplines may be available to player In order to start this Discipline, you must have at least one
characters. Narrow magical talent and no Broad or Normal magical talents.
If you ever have Broad or Normal magical talents, you lose
SORCERY: THE OPENED GIFT access to this Discipline until you can suppress them down to
a Narrow level.
The greatest Simple Gift mages claim that it’s harmful to your
natural magic to learn spells—that by forcing power to go in THE EGG-BREAKING RITE 1 POINT
channels rather than gaining such abilities gradually, you cut off You may overcharge your spells, taking up to two shock damage
your ability to expand your own gift and truly master its capa- (roll 1d10 for location) for +1d each.
bilities. Certainly, those who follow their example and avoid
spells wield impressive powers. THE SHIFTING RITE 2 POINT
If you take even the first level of this path, you cannot learn When you cast a spell, you may add a difficulty of 1d in order to
any spells afterwards without losing the use of this Discipline change one parameter of the spell. This may increase or decrease
for a month. Also, casting a spell prevents you from benefiting the Intensity of the spell by one step.
from this Discipline for a week. This is a magic technique, and
requires Sorcery and a Magical Talent to study. THE RITE OF STUDY 3 POINTS
When you learn spells (taking the Spells Advantage), gain
THE RESILIENT AURA 1 POINT
twice as many spells as usual.
Gain one point of AR vs Backlash.
TOOLS OF THE TRADE 4 POINTS
THE FOCUSED GIFT 2 POINTS
You may have up to three focus objects at a time, but can only
Designate an object a Focus by spending several hours invest- use one when casting a spell. Each object must have a noticeably
ing your power into it. When you incorporate a focus into your different form. Choose one for each object:
magic, the penalties are reduced by 1d. Each focus you desig- • Spells cast through this last twice as long.
nate must touch on a specific, unique effect of your magic, and
you cannot have more active focuses at a time than your Sorcery. • Spells cast through this have +2 Height (no more than 10).
• Spells cast through this have +1 Width.
THE STABLE GIFT 3 POINTS
• Spells cast through this ignore up to 1 point of multiple
Pick one Gift effect you are comfortable with (i.e. can manifest action modifier (does not stack).
without unfamiliarity penalties). It becomes an ongoing effect,
• Spells cast through this affect twice as much (space or
and you can only suppress it (whether temporarily or indefi-
targets, as appropriate).
nitely) with effort. (It takes a week of work to change which
effect you are manifesting after you develop this level, and the THE CHANGING RITE 5 POINTS
GM must approve the combination.)
When you cast a spell, you may adjust the parameters of the
THE FLEXIBLE GIFT 4 POINTS spell as much as you like as long as it continues to be a spell you
Pick two Stats. Whenever you would normally make a magic could learn. Each adjustment gives -1d penalty per Intensity of
check with the first Stat, you may make it with the second effect modified or changed.
20 Enchanted Education
SIMPLIFIED COMBAT BY JOSHUA KRONENGOLD Body, so that someone who is getting hurt over and over again
doesn’t feel unscathed, but don’t overdo it. It is not unreason-
THE THREE BOX able for someone who is getting positionally hurt over and over to
decide their character is forced out of the conflict, but this is the
In Enchanted Education, you can use the basic Reign combat 2. BODY
system, with all its maneuvers, hit locations, stun/disability, etc.
Damage in the 7-9 location is physical; it affects your body and
It won’t hurt anything, and you might find it a little easier to
your ability to continue the fight; also, lethal damage to body
adapt other material. But we recommend that you use the sim-
can kill you. When your body fills up with Shock damage, you
plified system presented here instead.
are unable to continue to fight; someone may wish to narrate
For the most part, it doesn’t really matter in urban fantasy
how you are unable to continue: perhaps your friends pull you
exactly where you hit someone. Sure, you might get someone
away from a fight you clearly can’t win. Perhaps the pain in a
saying “Why’d you hit me in the arm? I need that arm!” but since
broken or bruised limb forced you to withdraw, or you simply
the characters aren’t often trying to kill one another (and when
fell unconscious. When your body fills up with Killing damage,
they are, the fights are about what they’re fighting over or how
you are unable to fight any more, and also start dying. When
they are using magic, not about whether you got hit in the head
you’re dying, you need medical attention, and soon. This may be
or the foot), a detailed combat system doesn’t seem appropriate.
modeled by periodically (every 10 minutes, every hour, or every
Additionally, if you run the numbers, rolling randomly, the
day, depending on the nature of the injury) doing a lethal point
core Reign system is remarkably deadly.
to your Guts until you get healed.
We’d rather see you thinking about what spell to use next or
your character’s (or enemy’s) personality than which tactic to
use to get the effect you’re going for without accidentally killing
3. GUTS
someone. Guts (location 10), represents your head and vitals. If you’re tar-
So in Enchanted Education, there are only three hit locations: geting someone’s Guts, you’re focused enough on hurting them
that you’re willing to kill. Filling up the Guts with Shock knocks
1. POSITION them unconscious. Filling it up with killing damage (which, let’s
face it, isn’t that hard; the Guts track is a lot shorter than the body
Damage in the 1-6 location isn’t physical, but hurts you posi-
track) is fatal. Maybe your game has a way to bring someone back
tionally, inconveniencing you temporarily or permanently.
from the dead, but generally, short of a miracle, when your life
When the Position location area fills up with Shock damage,
track fills up with Killing, it’s time to roll up a new character.
your character has in some way been balked in the short
Normal humanoid characters start with 4 Position, 8 Body,
term. Maybe you were disarmed. Maybe you were knocked
and 6 Guts. If you work with a variant template, you have to
into another room. Maybe you’re favoring one arm or one leg.
do your own conversion, but try to focus on the story aspects
Maybe there’s paint in your eyes. Maybe a spider landed on your
involved, converting aspects like “this elephant is really hard
head. Regardless, clear the damage in this area, as the damage
to take down” or “this creature is nigh-invulnerable, but has a
is now part of your situation, rather than a pending doom. You,
weak point that can only be hit from behind” into something
or the person who caused the damage (particularly if they were
with a similar narrative impact. The key for conversion is that
targeting a location in this area) should propose exactly how
the Torso pool should become the Body pool, and the Head
you’re inconvenienced, but, of course, the GM has the final say.
pool should become the Guts pool, while the Position pool
The penalties for this can vary a lot, but the default penalty for
should generally stay at 4 to make combat more dynamic and
being inconvenienced is -1d to all checks. Shock-based incon-
keep it easy to inconvenience someone.
venience goes away when it no longer makes sense in the fiction.
Note that just like normal Reign hit locations, the fact that
If you’re disarmed, it ends when you can pick up your sword; if
multiple numbers hit the same location does not change the way
your opponent has the high ground, it ends when you change
matches work. To injure someone’s Position, you need a set of 1s,
that position; if you get covered in paint, it lasts until you can
2s, 3s, etc, not a bunch of numbers that are all within the correct
wash the paint out of your eyes. Unless there’s a good reason
range but don’t match, and the same is true for Body and Guts
why not, you can always decide that Shock-based inconvenience
as well.
on your character goes away at the end of a a scene.
If you are using the Three Box Combat System, the Leather
If the Position track fills up with Lethal damage, you still
Hard Advantage grants two extra boxes in Body and Guts. It
clear it, but you are now inconvenienced long term. This, again,
doesn’t affect Position at all; it affects how hard you are to hurt,
shouldn’t represent permanent physical damage, but should rep-
not how hard you are to inconvenience.
resent an inconvenience that lasts past the scene. Perhaps an
Just as in the regular Reign combat systems, if enough Shock
injury that takes a few weeks to heal, or something that hurts you
is done to an area at once, it results in killing damage as well/
socially or academically. (As an optional rule, if only part of the
instead. However, we want random death and dismemberment to
damage in a Position track is Lethal when it fills up, the players
be rare, so just inflict one Killing damage per wound that takes a
involved might agree to make the damage last a bit longer than
target above their Shock total in that area, rather than converting
normal but still go away after a few scenes.) At the GM’s option,
every excess Shock into a point of Killing damage.
taking a physical inconvenience may cause a Shock damage to
Enchanted Education 21
to close a door on someone, that might just be a point of Shock
DAMAGE regardless of Width, but if you’re using a construction crane to
It’s somewhat meaningless to talk about how many hits some- drop an I-bar on their head, that’s a deadly attack.
thing can take without also talking about how much damage
things do. And, because Enchanted Education is not primarily
focused on combat, we aren’t going to provide a lot of damage
UNWORTHY OPPONENTS
stats. Instead, here are some guidelines. While Unworthy Opponents are generally handled the same
way in Enchanted Education as they are in regular Reign, we
• Weak actions do a single Shock to the targeted area if they recommend the following modifications to keep things moving:
hit. This isn’t a lot of damage, and this shouldn’t come up a
lot unless someone’s pulling a blow or specifying that they • Multiple unworthy opponents can be taken out with a single
don’t really know what they’re doing. (Of course, enough of attack of sufficient Height. If the Height equals or exceeds
these actions add up, but it should still be pretty rare.) double the Threat rating, the attack takes out two oppo-
nents. If it equals or exceeds triple the Threat rating, the
• Effective, non-deadly actions (like punching someone attack takes out three opponents, and so on. Yes, this means
or hitting them with a fire hose) do Width in shock. that a set of 10s, uncountered, can take out 10 unworthy
• Effective, dangerous actions, (like hitting someone opponents of threat rating 1; that’s because PCs are great
with a stick or knocking their ass down) do one point of and unworthy opponents of threat rating 1 are weak.
Killing + Width in Shock. • While unworthy opponents should be limited to Threat
• Deadly actions (like stabbing someone, or Medusa’s gaze) ratings of 1-4, you don’t have to stick strictly to the
do Width in Killing + one point of Shock in addition. definitions for each level in Reign. Instead, look at how
Particularly powerful weapons might add a point or two to dangerous, well trained, or effective the opponents are.
Width for damage (as might martial paths), but try to be careful Completely non-magical shock troops armed with mod-
with this, as it can easily take things from the default “2-3 blows in ern heavy weapons are probably threat 4. But so are the
the same place take someone out” to single-shot knockouts or kills. elite forces of a Genus Loci even if they’re spirits with
Note that pretty much any skill can be usable in combat as no weapons at all. Basically, just let the relevant factors
long as the narrative supports it, so damage is going to depend double or triple up, but never take the Threat rating
a lot on intent and what you’re using. If you’re using Technology beyond 4, or why are they unworthy? If training takes
them to Threat rating 2, then a lot of training takes them
to Threat 3, and the same thing applies to magic and pro-
gressively deadlier weapons.
22 Enchanted Education
scale that they do. This means that it’s small enough that it can
SOCIAL COMBAT be fought, or even invaded, coopted, or destroyed. But it also
You can use this combat system to handle fights that aren’t means that whatever the PCs do to their enemies, there’s still a
physical at all. In this case, Shock damage is still basically Shock much larger organization there that lies largely untouched, and
and has similar effects, but Killing damage is not physical at all they may yet face another face of that organization after they
(and won’t last for long periods except in the narrative) and filling bash in the nose of this one. For example, in Holly Black’s Curse
up a box with “Killing” damage never results in actual death, but Workers series, even when the government gets involved, it’s a
rather in a lasting social condition such as becoming an outcast, single office, a single investigation, not something too large to
getting tossed out of a Company, etc. Without a good reason, compass.
people’s boxes for social combat should be the same as the default In a surrealistic mode, the world is seen through a lens of the
human boxes, unaffected by Leather Hard (it’s not in the book, school—and as such, pretty much everything in the world is
but Teflon Reputation would be a similar Advantage for social running on the same scale as the school even if you might think
combats) rather than something more even if they’re not human. that wouldn’t make much sense; so PC actions can Save the City,
Note that while “Death” in social combat should be a serious and an evil school club might be able to co-opt surrounding
consequence with a lasting and big effect on the game, since it’s polities or even countries if things got weird enough. You might
not actually death, it’s not nearly as big as physical death in a think this would be too silly a mode to play in, but it’s really sur-
physical combat. But it should still take a character out of play prisingly common (especially in cartoons): In Miraculous, two
for a while or at least off the main field of play, so it feels serious students save Paris time and time again, and all the important
enough to avoid at (most) costs. So, for instance, if your student people in town have a connection to the school; In Kill la Kill,
is socially “killed”, they might be suspended, which is going to the local school controls the surrounding town and eventually
drastically influence what they can do in the fiction, but they engages in warfare against neighboring schools (and their accom-
can still affect the action in town. panying neighborhoods/cities); in My Hero Academia, heroes, and
Sometimes, the right result of a social “death” is that a char- the hero school, simply operate on the same level the govern-
acter is indefinitely or permanently out of play, but it has to be ment does, and, of course, then there’s Ghostbusters, where a city
rooted in the fiction for that to make sense. (“That’s it, young of millions is repeatedly reduced to a crowd of thousands and a
man! We’re transferring you to… military school!”) There’s no few faces, and a small business can get in trouble and immedi-
mechanical penalty for being socially “dead”, per se. The worst ately go from a small courthouse to talking to (or insulting) the
has already happened, and you’re now in a different place than mayor, the world compressing in an instant as befits the needs of
you were; the penalty is that you can’t do the things you could the story.
have in your old social space, but maybe you can do new things, In a Hidden World mode, sure, there’s a bigger world with
if you’re lucky. Veronica Mars is a good example of this, as both huge organizations. But the PCs aren’t dealing with them
the title character and her father suffered the effects of social directly; instead, the PCs operate within a hidden world unno-
death prior to the story starting—her father was ousted as town ticed by great powers, where their foes and allies all form
sheriff, while Veronica lost most of her friends. companies that are small enough that they can be compared
with those of the PCs—like in Harry Potter, Skulduggery
Pleasant, and Sailor Moon.
COMPANIES However, there’s another matter to be addressed in both
cases: the ever-present threat of violence between companies. In
In the core campaign, the PCs start out as students with a small a hidden world or even a surreal mode, that violence might very
company around them—their club, homeroom, team, or friend- well be on the table at times, but even there, schools have rules,
ship group. But since the game takes place in the modern world, neighboring police (usually), and budgets. So while Might
it contains companies far larger than a medieval Reign setting; moves may still technically be available, if caught, the conse-
nations of billions; orders and orders of magnitude larger than quences can easily be dire.
a tiny school club. Therefore, we include herein a series of company moves
Don’t worry about it. that use Influence (along with other stats) to manipulate the
As a group, as GM, you can choose to make the game more rules a school (or legal) Company exists within to their benefit:
realistic, surrealistic, or exist in its own microcosm world. To a attacking other Companies’ space allocations rather than their
large degree, you can change between these modes as befits the Territories, their budgets rather than their Treasure, etc. Of
needs of the fiction and the game. course, such attacks have no physical force behind them, and
In a realistic mode, the PCs company is small (by full-world can thus be met with protests, refusals to comply, or, indeed,
standards), and even if it rises to be huge by campaign standards physical force. But as long as the watchful eye of a larger power
(i.e., 6s in multiple categories due to the good work and successes is open, such responses may not always have the outcome a
of the PCs), it’s still not going to be that big by the standards of Company desires.
New York City, much less larger organizations. In this mode,
the problems the PCs face should be scaled to their size and the
size of their company. They never face a city or nation or multi-
BUILDING THE PC COMPANY
national corporation; instead they face the head of a local office Students are likely to be clubs, teams, scouts, hobby groups and
of a government organization, or a specific division of a cor- the like. And, of course, anyone might belong to a Company
poration; something small enough that it fits on the same 1-6 that’s a hidden conspiracy.
Enchanted Education 23
×1 GOSSIPS, RUMORMONGERS, AND NOSY PEOPLE
Sets Description
Gossipy People: In a small Company (like a typical Club) this just means that your company has access to the more socially connected people in the school—
2×1 who due to their position, are very disinclined to bother betraying you. In a larger company, your Company is the home of the beautiful people, and woe to
those who get in your way. Effect: +1 Influence and the Sovereignty Asset: Culture of Superiority
The Rumor Mill: At this point, your Company begins to be one of the places that rumors travel through, putting you in a unique position to reap the
3×1
benefits. Effect: +1 Influence
4×1 The Social Authority: Every school has the ins and the outs; those who say what’s cool, and those who follow. Your group is the former. Effect: +1 Influence
Patron: Your group is funded by someone or some organization outside the school, willing to use their considerable assets on your behalf. For a price.
5×1
Effect: Treasure Asset: Patron
×2 THEATER AND THE ARTS
Sets Description
Artists and Performers: Your Company has, for some reason, a great relationship with creative and influential people. Perhaps it’s your beautiful HQ,
2×2 which might be viewed as a source of inspiration. If your company is big, perhaps your HQ has become a marketplace of creativity and a true destination for
the creative. Effect: +1 Influence and the Respected HQ Territory Asset
Regular Performances or Exhibits: You have become a true center of creativity, whether through plays, poetry slams, gallery exhibits, grafitti (guerilla or
3×2
sponsored), subway performance art, babysitting and interior decorating services. +1 Influence
Major Exhibitions or Productions: Folks outside your local area make a point of coming to these. Maybe a local bigwig comes—a corporate executive? A
4×2
local politician? Maybe prizes are awarded to individuals or to groups? But you’re getting big. Effect: +1 Influence
Relationship To External Arts organization: Your Company has a relationship to outside arts organizations, which promote your most creative works
5×2
and allow you to have an incredible reach, when you choose to use it. Effect: Blood of the Muses Influence Asset.
×3 EXTERNAL SOURCES
Sets Description
Dependable Source of Funding: Your Company is well funded, with a solid budget line, and if all else fails, you can fall back on your written-in-stone
2×3
budget. Effect: +1 Treasure and the Fixed Budget Treasure Asset
3×3 Reliable Sources of Funding: You can generally call upon funding to do quite a lot. Effect: +1 Treasure
4×3 Considerable Sources of Funding: You can call upon your funding to buy nearly anything you need. Effect: +1 Treasure
5×3 Friends With Deep Pockets: You have external sources of funding who you can call upon at need. Effect: Treasure Asset: Donors and Donations
×4 INTERNAL RESOURCES
Sets Description
Inherited Resources: Your Company has a considerable collection of free and clear resources passed down to you. Could be a library, could be spiffy team
2×4
uniforms, could be lab equipment, but you don’t have to worry about buying the basics. Effect: +1 Treasure and the Excellent Equipment Treasure Asset
3×4 Reasonable Income: Your company has not simply stuff, but that stuff backs a series of reliable money-making events. Effect: +1 Treasure
Considerable Income: Your company has a very significant source of income. If you’re a sports team, you generate millions and you sell out stadiums; if you’re a
4×4
science club, your members invent things that can be patented and the patent licenses continue to fund the club’s activities for years to come. Effect: +1 Treasure
Sprawling Institution: Your long and storied history has given your organization a chance to build roots outside your parent company. Effect: Treasure
5×4
Asset: External Resources (Treasure)
×5 FIGHTING ACUMEN
Sets Description
Martial Training: Your organization has access to real, and very skilled fighters, with training unusual in the modern world. If you’re small, maybe this is just one or
2×5 two masters who only share their skills when asked; if you’re larger, you may be, or contain a martial arts school, but it’s a resource you can draw on. Effect: +1 Might
plus the Martial Secrets Might Asset
3×5 Stronger Together: Your common training has lets your organization fielding warriors who know they can rely on one another. Effect: +1 Might
4×5 Strength Through Competition: Your warriors often compete to hone their skills. The winners gain confidence and the losers train harder. Effect: +1 Might
Weapons of the Master: The Company has found a cache of powerful weapons in its search for excellence. It won’t last forever, but when you use it, it
5×5
should provide a considerable Advantage. Effect: Weapons Cache Might Asset
×6 DON’T MESS WITH THE GAMERS
Sets Description
Broad Appreciation For Board Games: The people in your Company, for no good official or intended reason, have an unusually refined grasp of tactics.
2×6
Effect: +1 Might and the Impeccable Strategy Might Asset
Experienced Competitive Gamers: The gamers in your Company have amped up their play and brought it closer to the real world—larping, playing,
3×6
honing their stealth in games of Assassin, or simply logging hundreds of hours in third person shooters or disaster simulations. Effect: +1 Might
Wide Reading of A Classical Strategic Treatise: Perhaps they brushed up on Machiavelli or Sun Tzu or Morimoto in order to get an edge in all those
4×6 boardgames, but some martial text has gone viral in your Company, making a sense of tactics and readiness to engage pervasive, even among those who don’t
consider themselves warriors. Effect: +1 Might
Dungeons For Dragons: Your company has grown sufficiently keen that your fighting games are increasingly realistic, and while still technically games, the
5×6
applications are remarkably practical. Effect: Defensive Space Territory Asset
24 Enchanted Education
×7 SPACE ALLOCATION AND TRADITIONAL STOMPING GROUNDS
Sets Description
Traditional Office, Classroom, or Storage Room: Your Company has been around for a while, and while you might be small, your space is long-
2×7
established and comfortably set up. Effect: +1 Territory and the Ears in the Walls Influence Asset
Extensive Space Allocation: You have not only been around long enough to rate an office, but to establish numerous spaces as being yours; quite possibly
3×7
including a building or wing. Effect: +1 Territory
Traditional Privileges: Maybe you don’t own the grass in between buildings or the football field or the ice cream shop across the street. But everyone
4×7
knows it’s your turf. Effect: +1 Territory
5×7 Off-Site Facility: The Company owns a facility that can’t easily be traced to it, but it can use the facility as it will. Effect: Deniable Base Territory Asset
×8 INTELLECTUAL PROPERTY
Sets Description
Patents, Copyrights, and / or Trademarks: Your organization is a powerhouse of intellectualism, and as such, your space is not entirely in the physical
2×8 realm, but includes exploitable intellectual property, social media, or socially important territory like blockchain that, while people may not think of it as
territory, can be used like it in almost every way. +Effect: 1 Territory and the Virtual Territory Asset
Silence In the Library: Your territory holdings are sufficiently large that you need a physical library (or similar space) just to manage it. Outsiders seeing the
3×8
space often underrate its true value. Effect: +1 Territory
The Invisible City: Whatever your virtual territory is, it’s now sufficiently pervasive that it is entangled with people who have never even heard of your
4×8 company. Perhaps your patents are embedded in devices they use every day, or your social media site has become a relied-upon utility throughout the campus,
but people stroll through your territory every day, and only a few of them know that it’s yours. Effect: +1 Territory
The Ever-Present Kingdom: You have begun to exploit your virtual territory to your own benefit, manipulating people to sabotage what you will. Your
5×8
enemies may stop any given operation, but your kingdom remains around them, ready to strike. Effect: Doors in the Walls Territory Asset
×9 A CAUSE OR IDEAL
Sets Description
A Commonality of Belief: Your company isn’t simply an organization of friends, co-workers, or co-conspirators. Instead, you are brought together
because there’s something you all believe in, something that unites you and makes it easier to ignore your differences. Maybe it’s a religion. Maybe a
2×9 political belief. Maybe a philosophy or a sports team. Regardless, because there’s a single idea that unites you, it makes it easier to get along—and also
easier to agree that someone who holds a diametrically opposing belief is Simply Wrong. Effect: +1 Sovereignty and pick a rival belief as the focus for the
Hated Enemy Might Asset
Culture of Advocacy: Your belief system isn’t simply a common idea that brings your Company together; spreading and defending that idea has become a
3×9 part of your group’s identity. Sure, sometimes people might be turned off by yet another introduction to Pastasquid, the Edible Squid God, but defending your
ideas against outsiders makes your company, and your connection to one another, stronger. Effect: +1 Sovereignty
Thought Leader: Somehow, your Company has become a center of thought regarding your idea, and others who share your idea look to your company for
4×9 guidance. Is this because your company is really the center of thought regarding the idea? Is it because a few leaders of the idea came from your company, and
the world now looks to you to create more of them? Or is it all a mistake? Regardless, it certainly hasn’t hurt.Effect: +1 Sovereignty
Zombie Hunt (or Some Other Big Festival or Event): Your Company presides over a festival or event that has grown well beyond bounds of its original
5×9 conception, taking over the local area for a period of time every year / season / et cetera. There may be a lot of work involved in making the event happen,
but it has its Advantages. Effect: Predictable Bounty Treasure Asset
×10 A COMMON IDENTITY
Sets Description
Study Group: Your Company has been studying something together and hard work is finally paying off. What was it? Whatever it was, it’s certainly making
2×10 you a lot more popular these days. Effect: Pick a skill that all of the PCs in the Company gain +1 in, gain Fifteen Minutes of Fame Asset, which means: Gain
+2 Influence for this month followed by +2 Territory for next month.
Great Minds Thinking Alike: Your common bond of knowledge has brought people together and made everyone more likely to trust one another.
3×10
Effect: +1 Sovereignty
There Is A Me Hidden In Team—and That’s Okay!: Your group has a bond of common rituals and in-jokes, which reinforce your shared identity while
4×10
actively promoting variation and diversity throughout your Company. Effect: +1 Sovereignty
Everything Is Awesome!: Your group has brought together disparate elements in a way that makes everyone feel great about themselves and what they’re
5×10
doing, and as a result, everyone is doing a great job and your enthusiasm is contagious even outside of your Company. Effect: Synergy Influence Asset
Enchanted Education 25
Looking at the Harry Potter books as an Enchanted Edu-
cation campaign, in the seventh book, Harry and his friends
ATTACK MOVES
use their Company to Do Stuff at school while they adventure These are the trickiest moves in the modern world. Sure, there are
outside. plenty of situations where out and out violence happens, but in a
school, there are often consequences for such things. This may
BUILDING NPC COMPANIES mean you want to avoid those, or just that you want to be subtle.
Our variant company charts on the previous pages can be ATTACKING WITH INFLUENCE
used in place of the default Reign charts; companies generated If you and another company are both part of a larger organization
using this chart have a similar shape to that in Reign, while that has authority over both of you (such as a school or govern-
having assets better suited to our setting (particularly if they are ment), you may make bureaucratic attacks against them (which
magical or school-based companies). like physical attacks, can be used for raiding, annexation, sym-
bolism, and preemptive defense). A bureaucratic attack’s result
COMPANY MOVES may be ignored by rebelling against the larger organization, but
then, of course, you are rebelling against the larger organization.
There are a number of Company moves that don’t make obvious
sense when the Companies are clubs or sports teams operating BUREAUCRATIC ATTACK
in a school.
You don’t want the basketball team invading the Frisbee club Roll: Influence+Treasure
and defeating them, incorporating the surviving (?) members Against: Influence+Sovereignty
of the defeated team into their own to increase their Might, do Blocked by openly breaking with the larger organization (often
you? Well, probably not. via the “Traitor, I’ll stab you in the face” maneuver, likely
Most Company moves work fine when interpreted with Attacking or Defending against them).
some creativity, even if you’re not doing an over-the-top game Your Company does whatever it needs to (talk to officials,
where clubs engage in ritual battles for dominance. However, fill out forms, file, or lose paperwork) to turn the larger orga-
it’s important to have moves that allow a Company to operate nization against your enemy. If it works, they may lose people
within a surrounding structure of laws, regulations, and bureau- (Might or Influence), budget (Treasure), space allocation (Ter-
cracy, so we’ve added moves that allows your Company to do ritory), or even heart (Sovereignty). Of course, they can simply
this (or other Companies a way to use them against you). defy the larger organization, but often that has its own conse-
quences, making it a response of last resort.
If you have a solid pretext in the story for making a Bureau-
cratic Attack (if the other organization has harmed you, or
otherwise been the subject of a scandal such that you can rea-
sonably claim that the attack is your right), then it’s always
valid.
If not, it depends on whether both organizations are really
divisions of a larger group, so any property they have is really
at the pleasure of the larger group, or instead, they’re separate
groups with their own property, but a common law enforcing
body allows one to make claims against the other convincingly.
If the groups are independent, then a Bureaucratic Attack
automatically fails if it doesn’t have a pretext, or has lost its
pretext.
If they’re divisions of the same larger group, a Bureaucratic
Attack is still valid even without a pretext, but the attacking
group takes a 1d penalty.
• Raiding: You get some of their budget redirected to your
organization.
• Annexation: You get a larger organization to give you
the space another group has been using.
• Symbolism: You get the larger organization to say that
you are right and the losing group is wrong.
• Preemptive Defense: Your sole goal is to weaken
a rival’s political position. If you succeed, the rival’s
Influence drops by one, but you gain nothing.
As per regular attacks, you may combine goals with a Bureau-
cratic Attack, suffering a 1d penalty for each combined goal.
26 Enchanted Education
out), a sworn friendship, or whatnot, but as long as the two
CONTESTS OF MIGHT people are still on speaking terms and in positions of power in
Roll: Might+Treasure Against: Might+Treasure your organization, it’s to your Advantage.
Restriction: Must be voluntary or scheduled Pick one other Company. You have +2 Influence when dealing
Even without direct confrontation, opposing and rival Com- with them, and they have +2 Influence when dealing with
panies often engage in contested shows of Might in order to you. (This can’t push Influence above 6.) Additionally, pick one
(literally) score points off of one another; these generally take Company stat they have that’s higher than yours; your company
the form of sports competitions. Normally, the winner of a gets a +1 on that stat as long as the alliance lasts.
Contest of Might gains +1 Sovereignty over the next month, but SYNERGY
the loser takes no penalty. However, if both parties agree, they
Your company has combined two (or more) things in a new an
may raise the stakes, wagering a point in one or more Quality
innovative way, granting you inexplicable cachet.
in which they are equal, in addition to the Sovereignty boost. In
this case, the winner gains a point and the loser loses it after the Gain a +2d bonus every time you roll Sovereignty + Treasure
contest is resolved, either for the next month, or if the rivalry is to temporarily increase your Influence.
very bitter, then permanently.
While Contests of Might are almost always focused on
Might, there are occasional other kinds of Contest (such as song
MIGHT
contests, which are instead resolved via Influence + Treasure vs DIVIDED LOYALTIES
Influence + Treasure). Your organization has a large number of very powerful indi-
viduals, but they rarely work together for anything except the
COMPANY ASSETS common defense (if that).
+2d to Might rolls, but only if unmodified Might is currently
Many entries from the Reign Companies table can be used, as
less than Sovereignty. The exception is defense. You always get
can many assets, with some rechroming.
the +2d bonus to defense.
INFLUENCE HATED ENEMY
BLOOD OF THE MUSES There is some group that has historically been your Company’s
Your Company has a way to influence the public that is uniquely bane. Realizing they’re behind an attack lights a fire of righ-
effective and almost viral in its spread. teous rage in every defender’s heart.
Gain a +2d bonus every time you roll Influence + Sovereignty Pick one other Company, religion, or belief system that your
to Change Hearts and Minds. followers consider blasphemous, evil, a rival, or unequivocally
wrong. If you’re attacked by members of that group, you have
CO-DEPENDANT ALLIANCE a +3d bonus to the first Might + Territory (or for Bureaucratic
Your company is deeply linked with another company, though attacks, Influence + Sovereignty) roll you make in defense.
they remain separate.
IMPECCABLE STRATEGY
You each have +1 Influence dealing with the other, and Your Company contains a number of effective strategists,
can make defense rolls for one another. However, if either making your battle plans far more effective than one might
Company is successfully attacked, both suffer the consequences. expect given your fighting strength.
FIFTEEN MINUTES OF FAME +2d on Might + Territory rolls to attack.
Some recent event has given the Company a temporary boost
MARTIAL SECRET
to influence.
Your organization has access to an unparalleled source of
Gain +2 Influence for this month followed by +2 Territory for battle training, which can, if properly applied, make it easier to
next month. Can only be used once, unless you acquire it again. develop fearsome warriors.
EARS IN THE WALLS +1d to Treasure + Sovereignty rolls to raise Might, and your
Your Company has a cadre of trained and dedicated intelligence members spend one fewer experience (minimum: 1) when
people. Whether they are bored middle managers or curious raising Parry, a Weapon skill your school teaches, or a Path
cheerleaders, they can find out almost anything. associated with your Martial Secrets (and Weapon or Parry).
Enchanted Education 27
When your agents attempt an act of Unconventional Warfare, If that space is part of a conflict, you gain +2d to Might rolls within
they get a +2d to getting in undetected, +1d to doing the job, that space. You may only have one such space prepared at a time,
and +2d to getting out safely—but they lose all these bonuses it takes a month to do this preparation, and if your company has
if the enemy knows the nature of your unconventional forces a Territory of at least 1, the space must be within your territory.
before the attack begins.
DENIABLE BASE
WEAPONS CACHE Your Company owns a base that has no direct ties back to you.
Your Company has access to a cache of powerful weapons, but For one action per month, you can route an action using Territory
such surprises can only have a limited effect before the surprise through this base. Your Territory does not drop as a result of using
is gone. this move, and if the action is traced back, the trace leads to the
When you choose to open the cache, you gain +3d on Might for base, not to you. However, once the base is exposed, other Com-
the next month. You may also be able to find other uses for the panies can monitor it and eventually discover who owns the base.
cache while it remains sealed, but too many alternative uses The only way to prevent this is to “burn” the base, losing this asset.
can easily deplete the Asset and make it useless.
DOORS IN THE WALLS
SOVEREIGNTY Your Company’s territory connects pervasively to many other
places through a secret subway, network of hidden tunnels,
CULTURE OF SUPERIORITY cadre of dream-steeds, or something similar.
Your Company’s innate or carefully cultivated sense of superi- You may add half your permanent Territory, rounded up, to
ority allows you to act as one when outsiders make a nuisance Unconventional Warfare rolls that can exploit your system (but
of themselves. doing so counts as a use of your Territory).
+2d to Might + Sovereignty rolls to Police the Populace. FIFTEEN MINUTES OF FAME
See the same Asset under Influence.
TERRITORY
RESPECTED HQ
DEFENSIVE SPACE
Your Company has a stretch of territory that is socially untouch-
Your Company has the ability to prepare a space (that fits within able, and as long as your permanent Territory is at least 1, it can
Territory 1) under your control for combat. never be reduced lower than1. More, because of the cultural
power of your protected Territory, you can gain a measure of clout
by giving others access to it.
Once every two months, you may lower your Territory by 1 for
that month and temporarily raise your Influence by 1. If your
permanent Territory rating hits 0, your Territory is considered
1 for defensive rolls and this ability, but not otherwise, as you
have possession of your HQ, but not true ownership of it.
VIRTUAL TERRITORY
Your Company’s territory is not in the physical world, but on the
internet and / or the world of the mind, where you have acquired
or built real property, albeit intellectual, which can be exploited
or otherwise used as you see fit. (This could be normal intellec-
tual property, a piece of spiritual real estate, or a “place” in a game
world that’s sufficiently solid that parts of it have real value)
+2d to Territory to defend against attacks.
TREASURE
DONORS AND DONATIONS
You have a source of donors you can call upon to come through
at need.
Once per month, you may make an Influence + Territory roll
to increase your Treasure. If it is temporary, it does so without
opposition and works on any success. If you choose to do so per-
manently, the roll is vs your current Treasure (but this may not
bring your Treasure above 5). You must choose temporary or
permanent before the roll.
28 Enchanted Education
EXCELLENT EQUIPMENT GMING URBAN SCHOOL FANTASY
Your company has a nearly endless set of equipment of one par-
ticular category, which can be used as you see fit. MAKING A CAMPAIGN,
When your company issues equipment that would normally
be in this collection as Wealth, it does not damage your compa- OR HOW DO I ARC?
ny’s Treasure. Additionally, add +1d to rolls to Improve your
Culture (Territory + Treasure). One way to run a game is to just follow the players around and
don’t preplan. This is great, when it works, but it’s hard—you
FIXED BUDGET have to trust yourself to create drama out of the PCs issues, and
Your Company has a fixed but dependable source of income. trust the players to do things that create plot and keep it going.
Companies put it on another level, so let’s assume you want to
Whenever your Treasure drops below 2, it resets to 2 at the end
plan at least a bit more than that.
of the month. (This also reflects the truism that to get more allo-
The school year and calendar are your friends. Use them!
cated to your budget and NOT to lose the budget you have, you
Play for a while, and build towards a monthly event (or a
must spend everything!)
weekly or bimonthly one, depending on the needs of your game)
FLUCTUATING ECONOMY ASSET coinciding with a company move (not necessarily the PC com-
pany’s moves). Halloween Dance. Midterms. Holiday Break.
Your Company can make, or ship some valuable resource, but
The Big Football Game. Finals. Such events mark time passing
you can’t do it all the time and you don’t have a lot of control
and suggest plots and subplots.
over when you do and don’t have it.
Local (or not so local) news items can suggest plots as well,
Each month, roll a d10; on a 1-5, you are at -1 Treasure (if this both ordinary and magical. These news items don’t have to be
brings you to -1, you probably go into debt and this may cause current—take events from a couple of months or years ago and
trouble), but on a 6-10, you are at +2 Treasure for that month. modify them as needed.
Unless you’re already plotting tightly (in which case, you may
PATRON not need any of this advice), the first few sessions are feeling
There is someone outside the school willing to fund your everything out, and that’s all right. GMs and players alike are
Company; however, they want something in return. learning who the characters are as played, not just planned, and
At any time, you may draw on your patron’s assets, granting the plans in everyone’s heads, whether vague or detailed, may
+2d to Treasure for one roll. However, while that roll does not need to be revised.
stress your Treasure, it causes you to owe your patron a favor During these sessions, pay attention to what’s going on.
(the GM decides what the patron wants from you) and you What do players and their characters focus on? What do they
cannot use this asset again until that favor is paid off. seem to want to do? Who do they pay attention to? What con-
nections get built?
There’s an idea floating around (particularly well expressed in
OTHER ASSETS Apocalypse World) that a game really gets amazing after the 6th
EXTERNAL RESOURCES session. This is not untrue, but it’s also not magical, although it
You can only take this asset if your Company is part of (or can seem that way. It has to do with momentum. Six sessions
subject to the laws of) another, larger Company. is about what it takes for a reasonably successful game to build
Pick any Company stat (for which this Asset makes sense): Only up enough relationships, events, and consequences for the next
around half of that stat is subject to the larger Company; the rest session to flow out of what has come before, and the next from
is held externally and untouchable by appropriate Bureaucratic that one, and so on; where you’re not pulling plot elements out
attacks. Note that since stats approximately double every time of the established, but never played out backstory, but out of
they increase, this means that you can never lose more than one previous play. You can accelerate the pace of this, at least to
point from a given type of Bureaucratic attack in the affected stat; some degree, especially if everyone is on the same wavelength,
sure, if you have 3 Territory and External Resources(Territory), and if you expect to be running a campaign that is shorter than
a school Bureaucratic attack can reduce that 3 to a 2, drasti- six sessions, you’re going to want to do this.
cally reducing the territory you have to draw upon in the school. One of the keys to building an arc is to keep track of all of
However, while further attacks continue to reduce your territory the moving parts. You may want to map out the relationships
in the school, your stat remains at 2 because your external Ter- between the characters. The relationship map is your friend—it
ritory is also 2 and unaffected. You may take this Asset multiple suggests all manner of plots and drama.
times, each time choosing a different Stat to shield; Territory Lisa says, “Between Tolkien and Lovecraft, with extra
means you have externally held space; Treasure means you have encouragement from Ron Edwards and White Wolf ’s original
independent funding; Might means you have external sources of Chicago by Night, I have learned to plot by making my relation-
force (but since Bureaucratic attacks generally can’t touch Might, ship maps as tangled and convoluted as possible.”
this isn’t usually useful); Sovereignty means you have external Joshua says, “I don’t generally bother with relationship maps
membership who remain untouched and unbothered by Bureau- at all. Too difficult to keep track of an entire web as a huge
cratic attacks, like alumni; and Influence means you have avenues thing. But I try to note important details for each NPC, and
of influence that bypass those within your organization. that includes details of relationships that come up later.”
Enchanted Education 29
For example, if there’s a love triangle among characters in
a relationship map, that’s a potential plot. Even if no PC is BUILDING NPCS
directly part of the triangle, at least one of the NPCs involved
You should never care about an NPC as much as a committed
is probably a friend, or an enemy. If there’s a teacher who’s par-
player cares about their PC, but putting the kind of attachment
ticularly tough, maybe an NPC student wants help getting
a player puts into a PC into a NPC makes them feel alive and
revenge for some slight, real or imagined, or wants the answers
real in ways very different than playing them big and wide for
to an upcoming test, or has the answers and is willing to sell or
maximum drama, and having some NPCs that are trying to
share them. Or maybe the PCs decide on their own to steal the
eke every Advantage they can get out of the world has its own
answers or do something about the annoying teacher.
Advantages.
While adding new NPCs over time is a good idea, recycle the
While the world should be bigger than the PCs, for any given
ones you do have. See if they work for your current plot, or if they
adventure, the PCs are the most important people in the story
spark ideas for a new one. And when your current plot plays out,
of the game—that story is focused on them.
look at the results. What do these results suggest? Are there any
Even if they’re technically not that important.
loose ends? If so, do you use them immediately after, or is it more
Even if they’re doomed to fail.
effective to wait a session or two before calling on these?
GOALS
Students might want to:
Do well in class and on exams. Get in with the in crowd Become the in crowd.
Cheat on exams. Help a friend. Become the leader of the in crowd.
Plot against teachers. Punish an enemy. Overthrow the in crowd.
Do well in sports or arts. Hurt someone just for kicks. Gain control of their own power.
Become the captain of a team. Get the person or people they’re Gain power.
Get the lead role in a play. crushing on to take notice and Get something money can buy,
Win a contest. reciprocate. whether a status symbol or some-
Do better than another student in Get money by fair means or foul. thing more personal.
any field. Prove how cool or adult they are.
Teachers might want to:
Keep the students safe. Find and help the worst in the class. Get the person or people they’re
Impart knowledge. Get students to enter a contest, try crushing on to take notice and
Get respect. out for a play or team, or submit reciprocate.
Have a fair exam where no one cheats. an article or work of fiction to a Find and help the best in the class.
Exemplify tough love and teaching. magazine (print or online). Help their friends and loved ones
See that their favorites in class excel Become department head. (inside or outside the school).
whether or not those favorites Gain tenure. Hurt their enemies (inside or outside
are worthy. Win a department or school feud the school).
Make a student worthy. among teachers. Defend the students and the school.
Parents might want to:
Keep their children safe—whether they Demonstrate that they are better than Overcome or wallow in some private
want that or not. the rest of their family. (but possibly well known) grief.
Make sure their children get Get a promotion or a raise or a good Succeed in some private (but possibly
good grades. review at work. well known) goal.
Show off their children. Become qualified for a job (e.g., getting Help their friends and loved ones
Push their children to excel. a pilot’s license, a security clearance, (inside or outside the school).
Demand a lot from their children. a top grade on the relevant exam for Hurt their enemies (inside or outside
Criticize their children harshly. the job, et cetera). the school).
Make enough money to have the life- Win a neighborhood contest (best Defend their children, their neighbor-
style they want. lawn, best apple pie, long distance hood, and their country (could be
Help their spouse(s) or the rest of running for a local charity, et cetera). a soldier, a mage, or a member of a
their family. Get the person or people they’re crush- neighborhood watch group).
Get a job. ing on to take notice and reciprocate.
O thers might want to:
Any of the above. Advancing secret goals ranging from a vampire’s need to find
World domination—or at least neighborhood domination. a steady source of blood to a dryad’s need to protect the
stand of trees that houses her sisters and herself.
30 Enchanted Education
ALLIES WHY DO WE EVEN HAVE AN ‘EVIL’ CLUB?
Allies should have strengths that the PCs lack. If they don’t, Quite a lot of fantastic school fiction has a group that is,
they’re dependent NPCs. I recommend blurring the line you know, evil. They do bad things. They hate the PCs. They
between those so that allies need help as well as being able to have no respect for everything right and good. And there-
give help to the PCs. It’s all right to have the occasional NPC fore, they’re OK to defeat, humiliate, and get kicked out of
who really can’t seem to do anything for themselves, but you the school (or worse), particularly if you can catch them in
don’t want the players thinking that the entire school would the act. But why does the group even exist? Wouldn’t any
collapse if their PCs were to transfer. reasonable school revoke their charter, expel the students in-
Allies should not be able to solve the PCs’ problems on their volved, and make a “no more evil clubs” rule for the student
own. If they can do that, after all, they should be the PCs. This government? Well, maybe. But here are some possibilities.
doesn’t mean the allies aren’t powerful enough to solve the PCs
problems; maybe they are, but position matters. The school • Nobody knows they’re evil. Sure, maybe the PCs have
headmaster might be a powerful enough mage to defeat school figured out that the quilting club are only interested in
bullies and hidden monsters alike, but the social fabric of the fabric that’s made out of human souls, but if the student
school prevents them from dealing with bullies, and they likely government and faculty can’t prove it, the club’s budget
just aren’t anywhere near enough when a hidden monster rears and room allocation stays on the books.
its beautiful and terrifying head. • It’s an acceptable evil. If a given form of evil is accept-
After all, the game is about the PCs. The PCs aren’t omnipo- able in wider (magical) society, it’s going to be acceptable
tent, but they are the center of the game. The game world should at school—as long as they’re not caught doing anything
be larger than the PCs, yes, but any given campaign or adven- really bad. Sure, maybe House Slithersnake talks about
ture in that world is centered on the PCs in it. how sorcerers are superior to witches and goblins, but
That said, allies should not seem to exist solely to help the until they’re caught doing something bad, it’s not going
PCs. They want things from them as well, and if the PCs don’t to cause censure—and even then it might be blamed on
provide them, then they find they no longer have allies. the individuals alone, not the whole club.
• Academic freedom. This is pretty similar to “an accept-
ANTAGONISTS able evil”, except that it’s not about something being
You have to tread a careful line for antagonists, because most acceptable in wider occult society so much as the school
of the time, you don’t want them to win in the end. This means having strong rules against punishing groups just for
that while you can build antagonists on the same levels you build seeming (rather than doing) evil. In this case, it’s likely
PCs on (we did), and can even put them directly up against the that the group getting caught doing bad stuff would
PCs, you generally should make sure the PCs have ways to win. rebound on their leadership.
This can just mean playing them a bit broader than the PCs, • Nobody knows they exist. If an evil club has no funding,
so the PCs can reposition themselves to play to their own no official room allocation, no announced officers, and they
strengths, or recruit allies. Or it may mean strengthening them mask up for meetings, they may not be easy to censure.
with Unworthy Opponents, so they can properly challenge Alternatively, they might be a group that the administration
groups of PCs, but can be weakened by separating them from believes does not exist due to repeated hoaxes—making
their cronies or taking their allies out in smaller groups at need people unlikely to believe claims to the contrary.
(or just persuading them to sit the fight out).
• The school is actually evil. One possibility is that the
But sometimes you can position enemies so they look a lot
school, from the faculty to the school government on
stronger than they are. After all, bullies aren’t generally stronger
down, is evil (and likely has agenda of their own). In
than their victims in all ways, but position themselves to play to
such an actively hostile environment, some non-evil
their strengths and their victims’ weakness. Think Crabbe and
clubs might be allowed in order to foster a spirit of
Goyle in the Harry Potter books. Look at Kavinsky in The Dream
competition, but they’re certainly not going to a censure
Thieves (of the Raven Boys quartet). In Reign terms, he is weaker
a club just because they’re evil; that’s normal.
at the talent he shares with and challenges Ronan (who is obvi-
ously a PC) on, but he thinks bigger and meaner, and because • It isn’t part of the school. The “evil” club can also be a
he’s being played by the GM, he can kidnap an NPC offscreen. Company that exists outside the school. If it’s not under
Of course, any single boss-level antagonist may be stronger school auspices (or is under the authority of a completely
than any individual PC, especially if they’re not going to have different school), the school gets no official say over it.
backup. But try to calibrate things so the PCs have a fighting • There is no evil club. The final possibility is trivial, but
chance. Or at least a running-away chance. Or maybe a also worth considering. Maybe the conflict at your school
getting-rescued-from-or-escaping-from-durance-vile-after- isn’t caused by a group doing bad things for bad reasons,
hearing-the-villain-monologue chance. but by ordinary conflicts between different groups that
are all trying to do mutually irreconcilable things, perhaps
EXCEPTIONS backed by personal animosity. If there is no ‘evil’ club, you
It is fine to have a single Voldemort with a powerful coterie, i.e., don’t have to wonder why they still exist
to have an antagonist who is more powerful than all the PCs
Enchanted Education 31
together. The point here is that the PCs should not be attack- Perhaps they visit a rival school. Perhaps they visit gradu-
ing such a threat head on without a lot of development and ates of their school. Perhaps they go to the beach or a museum.
build up. That conflict can be the season finale / series finale. Perhaps they’re on a quest to retrieve something or someone—
Usually, if they see this archenemy, they should be running— or perhaps they themselves need to be retrieved, or more likely,
or figuring out a non-confrontational goal, such as rescuing a to retrieve themselves. Did an enemy of the school try to grab
friend, stealing something crucial to the villain’s plans, sabo- some students for nefarious purposes?
taging those plans, or learning them in the first place. Are they on a diplomatic mission, to try to get rival magical
It is fine to have a single person or a person plus their group or factions to make a compromise? Or is their mission to get the
group that is, in fact, stronger in a bullying / social way. parents of one of their number to stay together—or to play
It is fine to have a teacher or to have teachers in general be matchmaker for their parents or other family members, or for
stronger than students. We’re talking a difference in scope. their teachers outside of school, or even for each other? Can a
BUT it is also fine to have students be able to overcome most romance between someone who attends a magical school and
teachers and even many adults via clever thinking and planning. someone who does not ever work out?
Which brings us to questions of scope. Perhaps there’s a tri-school competition, and another school
is hosting. Perhaps they’re on a date! Perhaps they’re helping
SCOPE their family out.
Perhaps they’re not in school at the moment—after all,
Want teachers and other adults more powerful than students? there’s a big summer vacation for schools in most examples of
You could start teachers with more build points. But in general, the genre. What do students do during their summer break? Or
you probably shouldn’t, except for adults that are Big Heroes or a Junior Year Abroad or a Gap Year?
Big Villains in their own right. Building the average adult on The important thing about field trips is that to a large extent,
more points than the students distorts the scale of the game, the school can follow you. For instance, in the first My Hero
putting “adult” NPCs at a ludicrous heroic level and making Academia movie, the story starts out with our protagonist and
anyone who threatens them truly frightening. However, you his mentor going on vacation on an island, but as we quickly
still probably want to have a mechanic discouraging children find out, most of his class have managed to also get there as
from going directly up against the adults that are teaching them well. Even when they don’t, keeping some of the structure and
and often acting as obstacles. You might be able to do this by cadence of school on field trips can make it easier to keep the
simply having them specialize more than PCs, but that can get game feeling enough the same to establish continuity, rather
mechanically heavy. Thus the concept of scope. than suddenly shifting genres.
A core principle of School Fantasy is that students can do Big Contrarywise, changing the structure for the field trips can
Things and are the Heroes of their own story. But it’s also import- establish that We are Not in Kansas Anymore. For instance,
ant to emphasize that they’re still students, and have something the training sequences in the Hunger Games feel very much
to learn, rather than starting the game better at their speciality like a school story. But once things shift to the actual Games,
than the instructor teaching the class. To emphasize this, when a the pace of the story changes, giving it a different, more brutal
student is going up directly against an older student or an adult at feel. If your school story briefly shifts to war story or pastoral or
something that the target is good at (ED, MD, or three ranks of caper, that might be just the change you want.
skill), they find it more difficult than usual, taking a penalty of 1 Much of this also applies to teachers and college students.
die per grade of difference. Teachers and other adults are treated Both groups can also go to academic conferences with peers and
as if they are one grade above the maximum grade in the school. rivals from other schools or take a sabbatical. Both groups may
Of course, if an adult or older student is specifically placed have family obligations, and college students may have jobs.
in the student’s way as an obstacle intended to be overcome, Graduates of a magical school might go to school reunions
though, feel free to ignore this rule; it’s there so the Sports Hero or meetings of their alumni association. They might do fund
has something to learn from the Professional Sports Star, not so raisers for their school, or charity shows.
the evil Herbology Professor, who might have an ED in combat They also have jobs and families, of course. Perhaps they and
specifically so they can serve as an appropriate obstacle for com- their families are part of the lives of their former fellow students
bat-heavy PCs, automatically gets upgraded to a major threat. and their families. Perhaps their jobs involve using magic to protect
Similarly, if the GM decides that an older NPC who doesn’t their neighborhood. Perhaps an old enemy seeks vengeance on the
have ranks in a skill still shouldn’t be a pushover due to age and now grown up students who dared to thwart their schemes.
maturity, that’s what happens. (This is even more important if (In our home setting, the existence of the genii loci provides
you decide to make your game about a grade school campaign, sufficient reason for any group to have to go to a different neigh-
where there’s a huge gulf in maturity and ability between the borhood on a diplomatic or stealth or more militaristic mission.)
students and the adults...when the narrative requires it).
GMING SIMPLE MAGIC
FIELD TRIPS There is one core principle for GMing Simple Magic, and that’s
Sometimes, a good school story isn’t set at the school at all. that magic is, despite everything, just a way to do the things you
While one shouldn’t break the genre expectations too often, normally can do. It just ignores some rules that usually apply.
a good Field Trip can enhance things. What happens when Because of this, when judging an attempt at magic, the GM
students leave the school and find urban fantasy elsewhere? should follow the following steps:
32 Enchanted Education
FIRST
DOES THE MAGIC FIT WELL WITHIN THE without having to grow mechanically—something very import-
THEME OF THE USER’S MAGIC? ant in a game where school should feel like school.
Is it an edge case? Remember that Narrow magical talents should THIRD
generally be given little benefit of doubt, Normal magical talents
get a fair amount of leeway, and Broad magical talents receive a IF THE USER WAS TRYING TO DO THIS WITHOUT
lot, as well as a very broad zone for maybe-yes-maybe-no where MAGIC, WHAT SKILL AND WHAT STAT WOULD THEY USE?
heavy penalties can be applied rather than failing outright. If they’re trying to fool someone, use Lie + Charm (or if it’s a
If the magic is well within the theme described, there should complex illusion, maybe Lie + Knowledge or Lie + Command).
be no extra penalty. If it’s iffy, generally a penalty of -1d should If they’re using magic to make a physical attack, use an appro-
be applied, unless you’re allowing a very extended edge case, priate weapon skill (this may involve a weapon skill specific
in which case the penalty could rise as high as -3d. If it’s far to the sorcery talent involved, like Weapon: Fire Breath or
enough off-theme that you’re thinking of assigning a penalty Weapon: Wand or Weapon: Puns). If they’re trying to do
higher than -3d, just say “no.” something where the core ability is knowing the science or
technology involved, use Knowledge + Science or Knowledge
SECOND + Technology.
EVALUATE HOW COMFORTABLE THEY ARE WITH THIS
EFFECT... FOURTH
...and again assign a penalty of 0-3d (with penalties of higher IF WHAT THEY’RE TRYING TO DO WOULD BE POSSIBLE
than 3d indicating that the effect isn’t yet possible for the caster). WITHOUT MAGIC UNDER THE SAME CONDITIONS...
Is the magical effect something the user is used to doing (0d)? ...and the only thing they’re adding as “it’s magical”, then
Is it something like what they’ve done before but still a stretch just have them roll without any additional penalties. Other-
(1d)? Is it something that seems plausible but only if they think wise, they’re clearly trying to use magic to violate the laws of
of their magic differently than they ever have in the past (2-3d)? physics—which is fine, it’s what magic is there for, but there’s
Or is it beyond the pale (impossible, for now)? going to be a cost. For each way they’re breaking the “normal”
The comfort/familiarity measure is very much a sliding scale, use of a skill, add a penalty of at least 1d (or more than 1d if
but it provides a measure upon which characters can grow they’re breaking it by a lot; for instance, picking a lock without
Enchanted Education 33
lockpicks is just -1d, but blowing open a safe without dynamite Backlash can hit with every set it rolls that isn’t spoiled,
might be -2d). Note that if you have a weapon skill with your with each hit inflicting Width damage in that location. If the
Magical Talent and you’re using it as a basically normal weapon attempted effect is extremely ephemeral (like illusions or such),
(this is an exception to the “without equipment” penalty, the damage is Shock, but serious magic generally does Killing
because here your sorcery is the equipment), there’s no addi- backlash, so magic can be very dangerous. Or very embar-
tional penalty, but if you’re trying to hit multiple targets, etc., rassing, if a big set results in some kind of permanent magical
then there might be. Penalties here are unbounded—if you’re inconvenience, like being blue or having your hand turned
trying to shoot someone, without a gun, out of line of sight, at into silver or whatnot. The GM should determine any optional
farther distance than a gun normally fires, that might be -2d effects of backlash (subject to your safety rules, of course). If the
(no gun) -3d (guns target by sight, not name) -3d (very long backlash results in no damage, there’s no mechanical effect, but
range), for a penalty of -8d or more, assuming it’s otherwise in the GM should (subject to suggestions from the players) decide
the sorcerer’s theme. on a non-mechanical effect anyway.
The total value of the penalties assessed for being off-theme, Alternatively, if as GM you have good reason to decide
for unfamiliarity, and for breaking the laws of physics are on a specific backlash result, particularly if it’s scaled to the
known as the total Power of an effect. amount of backlash involved, just do it and don’t worry about
damage. This is especially appropriate when it’s in a tense sit-
FIFTH, AND FINALLY... uation and you want to take Advantage of backlash to either
YOU GET A CHANCE TO OFFSET PENALTIES take out an NPC enemy who has outlived their usefulness, or
use non-deadly backlash to get them off of the field in a fashion
If you have the Sorcery skill, you can subtract it from the accrued where they can return later (like being transformed into some-
penalties; if this reduces the penalty to 0, there is no penalty and thing small, harmless, and inconspicuous, or simply shunted
you can roll the base skill normally including Expert or Master to another dimension). It can also be workable when backlash
dice. Also, if you add ingredients to the spell that require effort feeds into an incoming A plot (“I want to go to the school dance,
to procure—taking extra time, acquiring an object connected to but now my head looks like a parrot!”).
your spell, having people with appropriate abilities helping, etc., Backlash may also not just hit the caster. It could hit onlook-
your GM may also let that offset the penalty somewhat (but ers or the environment on a botch. This is where you get the
probably not by more than your Sorcery). stakes that the antagonist’s ambitious enchantment might not
Lisa: Can I add my Sorcery to the roll if there is no penalty? just blow up them, but the whole school, or the entire island of
Manhattan.
Joshua: No! It just offsets penalties. If you want to add your
Sorcery to rolls, you should learn spells—but don’t do that DEFENDING AGAINST BACKLASH
because it’s all unnatural and stuff.
Since backlash is an effect that does damage (even if the result
If your use of magic succeeds, it succeeds! Resolve it normally is fiated for maximal drama), it can be defended against in the
for the base skill, with any rules breakage you paid for factored usual manner, spoiling some or all of the sets. There are a few
in to the final result. things to keep in mind here:
If it fails normally (successes, but they were offset or gobbled
by the opposition), no problem. You succeeded at the spell, but • Normal magical backlash doesn’t have a visible effect;
it didn’t do what you want. For example, if Jodi wants to turn someone does something magical; they mess up, and bad
into a wolf and claw Carlos’s face off, and Jodi’s player rolls suc- stuff happens.
cesses, but Carlos tries to dodge and his player’s gobble dice eat • More extreme backlash can certainly have a visible effect
enough successes that Jodi’s player is left with no dice, then Jodi and might result in a slight in-game delay prior to some
has successfully turned into a wolf, but Carlos has successfully kind of magical explosion.
dodged, and his face is intact.
• Since backlash is one of the big risks of getting too
But if your attempt at magic fails utterly (no successes) then
clever/exciting with magic, it shouldn’t be triv-
you take backlash.
ial to prevent.
BACKLASH So that means you can’t simply use a spell or magical gift
to respond to your own backlash; that wouldn’t be fair or fun.
There are two ways to handle backlash:
Backlash is rare enough as it is.
First, if the GM just wants to let this chips fall where they
But on the other hand, if someone has the time and wants
may, or particularly when you’re in combat and you want to
to use a spell or effect to ward against backlash prior to casting
scale backlash to the combat damage already accrued, handle it
a spell, that’s cool. Just keep in mind that you’re probably not
as damage. Take whatever the penalties were, including those
going to have time for that in a stressful situation. It’s probably a
offset by Sorcery and extra materials, and roll those dice as
technique that more experienced teachers and magical research-
damage against you. (The limit of 10d still applies.) The suc-
ers use all the time.
cesses rolled there determine the damage you take using the
However, extreme backlash is another matter. You still
normal hit location table (the damage from 3 Box Combat if
don’t want to let the caster(s) just avoid the backlash via
you’re using 3 Box Combat, or the regular damage system if
defense (trying to avoid it is fine; it just won’t work). On the
you’re not).
other hand, if someone wants to protect onlookers, or even a
34 Enchanted Education
caster, particularly by the extreme method of intercepting your
own body (in which case you’re going to be taking some of the
backlash you prevent), who am I to say no? This happens not
infrequently in our source material, after all. TRANSFORMATIONS WITH MAGIC
So regular backlash is generally only stoppable by warding Magical transformations present some interesting difficulties.
against it (something only very careful casters bother with). The most obvious way to model a general transformation is
Wards are time consuming, boring to construct and deeply by rolling Science, Medicine, etc—science can model the basics
uncool. They’re situationally unique—if you ward up, cast of transformation, but you have to break a lot of physical rules
a spell, and it goes fine, all the hours of finicky engraving or to go from there to actually doing it, which is going to involve a
mumbling or other tetchy spellcasting was just a waste. lot of Penalties to overcome. On the other hand, the result can
To make a ward, spend an hour for every point of protection be permanent; this is the most obvious way to use magic to per-
you want it to offer. You have to be uninterrupted, so you can’t manently gain abilities like Shapeshifting or Adaption (or to
do two hours, take a break for lunch, and then two more hours justify other similar Advantage buys).
on your four point ward. You have to just bear down and cram Alternatively, particularly for magic that provides a tem-
for the whole thing. When you’ve put the hours in, roll your porary transformation, you can just focus on the effect you’re
Sorcery skill. If it fails, nothing bad happens, except you wasted going for. Want to fly away by turning into a bat? That sounds a
all that time. On any success, you have a ward for one spell, lot like Body + Athletics, with some magical penalties because
determined in advance. If that one particular spell fails, a point you’re flying, not just jumping (and since you probably also want
of damage from the backlash is offset by each point of potency to be able to see in the dark, throw in some penalties for that as
the ward possesses. Shock hits it first, then Killing damage, but well; or just make that roll as a separate related magical effect
at least it protects the more vulnerable hit locations first. later, and if that one backlashes, well...accidentally detrans-
Rumors persist about powerful artifact wards that protect forming in the air, or losing yourself in a tiny helpless form is
against a point or two of backlash damage from any spell. If a great backlash for that situation). Want to strike someone
they’re anything other than a rumor spread to credulous first- with a suddenly clawed arm? That’s a Fight or Weapons roll (as
years, they’re extremely rare and, probably, selfishly guarded by appropriate), but with penalties to let you attack with claws for
professors or other powerful enchanters. Killing damage rather than fists for Shock (or even minimal)
Enchanted Education 35
damage. Want to punch them again with the same arm? It’s the But also, with great power comes great potential for every-
same effect; every time you make an action infused with magic, thing blowing up in your faces. A ritual that fails has a lot of
you take magical penalties and risk backlash. penalties accumulated and can be disastrous.
Then there’s magic that transforms others. For those, you really That all assumes the ritual finishes. An interrupted ritual still
want to look at the result. Are you creating a temporary inconve- has the same number of penalties accumulated, but its chance of
nience? It’s probably targeting someone’s Position track, or trying rolling successes, without all the expected contributions added,
to put enough Shock on their Guts track to remove them from a may drastically drop.
conflict via harmful transformation. Are you trying to give them If people are spoiling sets by directly interfering with a ritual,
an inconvenient but not play-destroying effect? That might be that’s not “your spell went off, but the effect missed”; it’s “you
trying to apply Killing damage to their Position track. Are you only cast half the spell”, and the spoiled sets do not prevent
trying to take them out of play forever (or at least until someone backlash from happening.
figured out how to reverse the transformation)? Well; at that And that’s when things can go disastrously, dangerously wrong.
point you’re probably going for a “death” result.
36 Enchanted Education
If you roll up multiple “someone”s, you might want to roll CHART B: WHAT IS THE B (MAGICAL OR MYSTERY) PLOT?
on Chart Alpha again unless you have a great way to have the
multiple someones be the same person or your roll on Alpha has I.e., the hook, the weird thing going on
already generated multiple focal characters. d10 Result
NOTE: It’s a good idea to get players should to write down 1 There is no Magical Plot. If we need a B plot, roll again on chart A
their most and least favorites of classes, locations, perhaps and mash them up.
teachers, clubs, activities, and so on. That’ll give you plenty to 2 Something (or someone) seems to be haunted.
work with when rolling up an episode.
3 Someone disappears (probably temporarily).
GENERATING CAMPAIGN ARCS 4 Mission for the school (Diplomacy being the type of plot in the later
list)
The simplest way to generate a campaign arc is to roll up a normal 5 There is a maguffin. People may try to find it, keep it, get it from
episode and then extend it to roughly shape an entire arc of play. If someone else, stop someone from getting (or using, or keeping) it,
what you roll up doesn’t fit your characters, or where they start— figure out how to use it, research it, try to destroy it, etc.
e.g., “Field Trip” works usually better if this isn’t the first semester 6 Someone is dying or dead. (Possibly something rather than someone,
/ quarter / year of game time—then reroll all or some of your dice. depending).
Like most preparation rolls, if there are some things that you know 7 War
you definitely want to be the case, just set some or all of the dice to 8 Someone is trapped
match your needs. For example, if your PCs are the Drama Club, 9 Someone is not what they claim to be
you may decide that preparing to perform a play is their first arc.
10 A weird space—the astral plane, the fae realms, another dimension,
Set Chart A to 9 and Chart C to 8. If your PCs are preparing for a the dream world, a secret palace, et cetera.
competition that takes place next school year, Set Chart A to 7 for
the first arc and to 3 for the second arc CHART (A) C: WHERE IS IT HAPPENING?
(If you can’t make this match the Chart A event, it happens in
CHART ALPHA: WHO IS THE FOCAL CHARACTER? an obvious place based on the event.)
1 PC #1 1 In gym
2 PC #2 2 In the halls
6 PC #3 6 In the library
7 PC #4 if you have one, #3 otherwise 7 In the schoolyard or right outside the school
9 PC #1 if you have 3 or 5 PCs. Otherwise, roll twice, ignoring 9s and 9 Outside the school (in town); roll on Chart D for where.
10s. 10 Outside the school (farther away); roll on chart D for where.
10 PC #2 if you have 5 PCs. Otherwise, roll twice, ignoring 10s (and 9s
if you have 4 PCs).. CHART (A) D: WHERE OUTSIDE THE SCHOOL?
d10 Result
CHART A: WHAT IS THE A (DAILY LIFE) PLOT?
1 Somewhere to buy things, like a shop or mall
(Roll on Chart C to find out where except for #10)
2 A quiet place, like a museum, planetarium, library, monument, or zoo;
d10 Result somewhere things are displayed
1 An exam or other test 3 A loud place, like a theater, music-hall, stadium, boxing ring, or
outdoor concert area; somewhere people are active
2 A party, dance, date, or gathering
4 A comfortable place, like a home, resort, or hotel
3 A competition
5 Somewhere to eat or drink, like a restaurant, kitchen, bar, patisserie
4 A disagreement
or ice cream shop
5 Learning a new thing
6 Somewhere natural, like a park, cemetery, forest, orchard, field
6 Someone (or something) comes to town.
7 Someone’s favorite place
7 Preparation for an event (roll again on chart A for the event; that can
8 Someone’s least favorite place
be the A result for a future session)
9 A place where people work, like an office, another school, or a
8 An official school event (like school elections, board meetings, or
government building
parent-teacher conferences).
10 A sad, scary, or contemplative place, like a church, synagogue,
9 A performance
hospital, doctor’s office, hospice, or nursing home.
10 Field Trip! (location is outside the school (Chart D))
Enchanted Education 37
CHART (A) E: WHAT SEEMS TO BE THE PROBLEM? CHART (B) H: WHO IS INVOLVED?
d10 Result d10 Result
1 An external threat 1 A friend (or friends, old or new)
2 Miscommunication or mismatched expectations (labor dispute, 2 An enemy (or enemies, old or new)
argument, romantic fight, et cetera) 3 A mentor (or mentors, old or new)
3 Something broke 4 A group of lovers (this can be as small as 2, or if you’re up for a
4 Not enough resources (money, magic, wood for wands, whatever) stretch, 1 who doesn’t realize that the person they’re in love with
5 Surprise! is themselves)
6 Not enough people 5 A group of enemies or rivals (see #4)
7 Someone/something is missing/late 6 One or more children
8 Something unexplainable happened 7 One or more clubs, study groups, or teams
9 Someone doesn’t want to be here 8 One or more animals
10 Rivalry/internal conflict 9 One or more families (connected to someone or self contained)
10 One or more authority figures or groups
CHART (ANY) F: WHAT’S THE TWIST?
CHART (B) I: WHAT IS THE SCALE?
d10 Result
1 There is no twist. d10 Result
2 Something is the reverse of what it seemed. 1 Personal
3 Someone or something goes missing. 2 Personal
4 Someone or something appears. 3 Personal
5 An unexpected emotional reaction.
4 One or more small Companies (0-5 points)
6 The stakes go up (there may or may not be a wager involved).
5 One or more small Companies (0-5 points)
7 Someone or something (magic, if it exists, is a great one) is out of
control (they broke the chalice from the palace). 6 One or more small Companies (0-5 points)
8 It’s just become personal for someone. 7 One or more medium Companies (6-10 points)
9 There’s an innocent involved. 8 One or more medium Companies (6-10 points)
10 There’s a new problem. Roll on Chart E, the problem table, but feel 9 One or more large Companies (10-15 points)
free to make it bigger than usual or to make it happen to the NPCs
10 One or more enormous Companies (16+ points)
/ Antagonists or to apply it in some other unexpected way.
CHART (ANY) G: WHAT ELSE IS IN PLAY? CHART (B) J: WHAT KIND OF PLOT IS THIS?
d10 Result d10 Result
1 Holiday 1 Heist
2 Something valuable 2 Mystery / Investigation
3 An invention, new spell, or other discovery 3 Combat
4 Fifth business, i.e., someone with a completely orthogonal agenda 4 Competition or Challenge / Duel
(anything from someone trying to date the prom queen to an enemy
not up to anything nefarious and actually willing to help for a change) 5 Solve a puzzle
5 New rules or requirements 6 Learning experience
6 Illness, contagious or otherwise 7 Diplomacy
7 A celebrity (or group of celebrities) 8 Win approval or acknowledgement
8 A crime or a criminal plot 9 Quest (If this is rolled, roll once on Table G—What Else Is In Play,
9 A game for each PC.)
10 Something strange 10 Help someone or help the right person—whatever “right” means
38 Enchanted Education
CREDITS
Writing and Design: Lisa Padol and Joshua Kronengold Editing: Greg Stolze Primary Proofreading: Skylar Mannen
Graphic Design: Hal Mangold A rt Direction: Hal Mangold & Greg Stolze Interior A rt: Jeff Carlisle
Very special thanks to the backers of the Reign Kickstarter. This would not exist without your patience and support.
Reign: Realities - Enchanted Education is ©2023 Greg Stolze. All Rights Reserved. Published By Atomic Overmind Press LLC, with permission.
Atomic O vermind Press, LLC 143 Wesmond Dr. A lexandria , Va 22305 www. atomicovermind.com
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