Magi Chronicles RPG (4e Sourcebook)
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Magi Chronicles RPG
A sourcebook describing the World of the Magi Chronicles-- a world where both magic and technology work in sync with one another. This game has mechanics similar to that of 4e D&D, but is a completely different playing style from that of other RPG's. Simply put, this sourcebook functions as a Core Rulebook for the game itself.
All that is included in this sourcebook are Basic Gameplay rules (some modified), Player's Handbook tools (Races, Classes, and the like), Battlemaster's Guide (like the Dungeon Master's Guide), and a small sampling of monsters.
Many of the rules covered in the D&D rulebooks are much of the same-- the Magi Chronicles adjusts some of the rules to acclimate to the style of gameplay.
Player's Handbook
A player's handy guide. This core rulebook explains some of the basic gameplay rules for creating and customizing characters. Most rules covered in the 4e rulebooks apply to this as well, but some are modified to fit in to the theme of the game.
Chapter 1: Basic Gameplay Rules
Chapter 2: Making Characters
- Character Creation
- Ability Scores
- Roleplaying
- Alignment vs. Personality
- Making Checks
- Gaining Levels
- Character Sheet
Chapter 3: Races
- Eagoran
- Elf, Snow
- Elf, Woodland
- Florasian
- Human
- Magi
- Precursor
- Pudgey
- Rygolith
- Salomon
- Shadowcon
- Thorndyke
Racial Paragon Paths
- Disciple of Nature
- Draegolith Explorer
- Elemental Guardian
- Elemental Thuerge
- Elven Scoundrel
- Forest Stalker
- Human Champion
- Rathian Incarnate
- Scion of Lucania
- Shadow Avatar
- Stoneblessed
- Zerakai Initiate
Chapter 4: Classes
- Basic Overview
- Argonaut
- Commando
- Dragoon
- Fighter
- Jedi
- Marine
- Ranger
- Sage
- Sniper
- Spellcaster
- Vanguard
- Warrior
- Epic Destinies
- Multiclassing
Hybrids
- Rules/ Overview
- Hybrids vs. Multiclassing
- Hybrid Argonaut
- Hybrid Commando
- Hybrid Dragoon
- Hybrid Fighter
- Hybrid Jedi
- Hybrid Marine
- Hybrid Ranger
- Hybrid Sage
- Hybrid Sniper
- Hybrid Spellcaster
- Hybrid Vanguard
- Hybrid Warrior
Chapter 5: Skills
- Basics
- Trained vs. Untrained
Skills
- Acrobatics
- Arcana
- Athletics
- Bluff
- Diplomacy
- Dungeoneering
- Endurance
- History
- Insight
- Intimidate
- Nature
- Perception
- Religion
- Stealth
- Streetwise
- Technology
Chapter 6: Specializations
- Basics & Overview
- Specializations vs. Feats
Specializations
Personal
- Heroic
- Paragon
- Epic
Armor
- Heroic
- Paragon
- Epic
Weapon
- Heroic
- Paragon
- Epic
Chapter 7: Equipment
- Basics
- Monetary Values
- Armor
- Weapons
- Adventuring Gear
Magic Items
- Basics & Overview
- Reading a Magic Item
- Armor
- Weapon
- Staff
- Symbol
- Wand
- Arms
- Feet
- Hands
- Head
- Neck
- Rings
- Waist
- Wondrous
- Consumables
Chapter 8: Adventuring
- Quests
- Encounters
- Rewards
- Exploration
- Rest and Recovery
Chapter 9: Combat
- Basics of Combat
- Combat Sequence
- Action Types
- Taking Your Turn
- Attacks & Defenses
- Attack Modifiers
- Actions in Combat
- Healing
- Death & Dying
Battlemaster's Guide
A GM's useful companion.
Chapter 1: How To Be a BM
- The Gaming Group
- The Players
- The Game Master (Battlemaster)
- Table Rules
Chapter 2: Running the Game
- Getting Started
- Modes of the Game
- Narrating
- Pacing
- Props
- Improvising
- Ending
- Troubleshooting
Chapter 3: Building Encounters
- Combat Fundamentals
- Additional Rules
Combat Encounters
- Monster Roles
- Encounter Components
- Encounter Settings
Non-Combat Encounters
- Skill Challenges
- Puzzles
- Traps & Hazards
Chapter 4: Rewards
- Experience Points
- Quests
- Milestones
- Treasure
- Awarding Treasure
- Treasure Parcels
Chapter 5: The Worlds
- The World of the Magi Civilization
- Civilization
- The Planets
- The Planes
- The Gods
- Artifacts
- Languages
Chapter 6: Campaigns
- Fixing Problems
- Building an Adventure
- Quests
- Encounter Mix
- Adventure Setting
- Cast of Characters
Chapter 7: The GM's Toolbox
- Customizing Monsters
- Creating Monsters
- Creating NPC's
- Creating House Rules
Monster Manual
- Reading a Monster Stat
- The Monsters A-Z
- Racial Traits
- Glossary
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