Aether-Punk

Aether-Punk

Published by Myth-forged Games in December 2024
Price Paid
Format PDF
Pages 18
Languages English
✋ Handcrafted Abilities Gear Kin Monsters Professions Rules

Synopsis

Expand your Dragonbane play with some new kin, professions, heroic abilities, and equipment, all suitable for an aetherpunk or magepunk style setting! May benefit from some of the options available in my Alternate Rules for Dragonbane, but they are not necessary.

This file includes:

  • New Kins: Beast-touched, who can draw on an animalistic ancestry for power Cog-folk, golem-like folk who were built for war but only seek a place to fit in Faceless, victims of arcane science or monsters among us? Dream-touched, who partially exist on the plane of dreams
  • Beast-touched, who can draw on an animalistic ancestry for power
  • Cog-folk, golem-like folk who were built for war but only seek a place to fit in
  • Faceless, victims of arcane science or monsters among us?
  • Dream-touched, who partially exist on the plane of dreams
  • New Profession: The Guild-member, one of the 12 arcane guilds that blend high magic with business, and whose wealth and power rival those of any kingdom. Artificers, who have developed magic to allow them to master the art of enchantment Callers, who can speak with the very elements themselves Grafters, who can enchant animals as if they were items Healers, who have mastered the arts of magical healing Innkeepers, who can ensure both safety and restfulness when away from home Inspectors, who can pursue criminals where ever they may go Marshals, who have master the art of physical combat to the point it borders on magic Performers, who can weave magic into their very arts Scribes, who have mastered the secrets of the written word Seekers, who can find anything, anywhere, for a price Travelers, who can step across leagues as easy as others move across a room Wardens, who have mastered the magics of protection
  • Artificers, who have developed magic to allow them to master the art of enchantment
  • Callers, who can speak with the very elements themselves
  • Grafters, who can enchant animals as if they were items
  • Healers, who have mastered the arts of magical healing
  • Innkeepers, who can ensure both safety and restfulness when away from home
  • Inspectors, who can pursue criminals where ever they may go
  • Marshals, who have master the art of physical combat to the point it borders on magic
  • Performers, who can weave magic into their very arts
  • Scribes, who have mastered the secrets of the written word
  • Seekers, who can find anything, anywhere, for a price
  • Travelers, who can step across leagues as easy as others move across a room
  • Wardens, who have mastered the magics of protection
  • 36 new Heroic Abilities: Three for each guild. Unlike most Heroic Abilities, these are exclusive to the guilds, as those who find the guilds' secrets are hunted down and silenced!
  • A small collection of new equipment, including firearms. Arcane firearms are simply what other games might call wands or staves, and have a set number of charges that only the Artificers Guild can recharge (for a fee). Alchemical firearms are more like real-world firearms, balanced against crossbows as a more "tech" option for those who want it.
  • Arcane firearms are simply what other games might call wands or staves, and have a set number of charges that only the Artificers Guild can recharge (for a fee).
  • Alchemical firearms are more like real-world firearms, balanced against crossbows as a more "tech" option for those who want it.

Much like the core rules, each of these is very short and leaves the GM room to adjudicate the details as best fits their table, and can easily be deconstructed and used piecemeal for anyone who like some ideas and not others.