SPELLRUNNERS
AUTHOR
Richard Woolcock
SYSTEM
Tricube Tales <
BACKGROUND
It’s the late 21st century, a few decades after magic returned to the world. A small percentage of the Figu Design
population transformed overnight, with many becoming elves, ogres, beastfolk, or other so-called
STORY SYMBOLS
“new humans”—but some gained arcane gifts, the most powerful of whom were the “archmages.” Delapouite, Lorc,
Civilization almost collapsed, but the archmages stepped forward to help, and with their support, the DarkZaitzev, Skoll
world’s governments managed to restore order. The people soon adapted to a new way of life, while the Game-icons.net <
archmages faded from the public eye to establish secret organizations and pursue their own agendas. ILLUSTRATIONS
You are “spellrunners,” freelance arcane operatives who take on clandestine jobs for the archmages. Dean Spencer
CHARACTER CREATION RESOLVING CHALLENGES CLANDESTINE MISSIONS
Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty mission (see the next page for examples).
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The spellrunners are hired to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Spy or obtain intel D Rescue someone
smarts, charm, alertness, and mental/social combat). benefit). Rolling “1” on all dice is a critical failure B Steal something E Commit sabotage
2. Pick a concept: Street samurai, hitman, hacker, (introduce a complication to the scene). C Assassinate someone F Provide assistance
thief, street racer, techie, or fixer. The GM picks a trait and assigns a difficulty of Somewhere in, on, or near a...
3. Select a physical perk: Enhanced senses, close 4-6 for each challenge (most should be difficulty A Museum or gallery D High-tech facility
combat expert, superior strength, smooth talker, 5). Combat challenges use effort tokens—remove B Government facility E Residential building
exceptional gymnast, lightning reflexes, or special 1 effort token for each die that succeeds. C Hotel or office block F Construction site
gadget (arcane or cybernetic—describe it). Players usually roll 2 dice, but roll 3 dice if the While dealing with...
4. Gain a magical perk: Telepathy, chronomancy, challenge matches their trait. If a challenge falls A A secret meeting D A viral infection
divination, technomancy, illusionism, telekinesis, completely outside the scope of their concept (e.g., B Rival spellrunners E Law enforcement
or elementalism (specify the element). a street racer cracking a safe), they lose 1 die. C A well-connected foe F A hit squad
5. Pick a quirk: Arrogant, heroic, trigger-happy,
KARMA AND RESOLVE RUNNING THE GAME
loud, stubborn, brutal, or addicted (describe it).
6. Grab 3 karma tokens and 3 resolve tokens.
7. Make up a name and moniker, and introduce Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
yourself to the crew (e.g., “I’m Joe “Chrome” Lis, an karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
agile hitman with enhanced senses due to my elven you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
form. I use divination, and I’m trigger-happy”). 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
rolling, narrating how your quirk hinders you. For combat encounters, assign the challenge 2-
CYBERWARE, FORM, OR SKILL If you use a quirk and succeed at the challenge, 3 effort tokens per player. The enemy is defeated
Physical perks could come from cybernetics (e.g., you may recover 1 resolve instead of 1 karma. when all their effort tokens have been removed.
enhanced senses thanks to an artifical eye), being For dangerous actions (such as combat), failure The players should make all the rolls, narrate
a “new human” (e.g., superior strength as you’re a costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
huge ogre), or natural skill and talent (e.g., being a runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
close combat expert after many years of intensive scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
training)—but that’s up to the player to decide. and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
OBJECTIVES LOCATIONS COMPLICATIONS
Described here are examples of objectives for the Described here are examples of locations for the Described here are examples of complications for
mission generator (first table): mission generator (second table): the mission generator (third table):
1. ARCANE ORIGIN 1. ARCANE EXHIBIT 1. HEAD IN THE CLOUDS
A top-secret government agency is investigating This history museum has a temporary exhibit of A vital contact is unable or unwilling to meet the
the so-called “Arcane Wave”—the return of magic arcane items on loan from a private collection. characters in meatspace; they’ll need to find a VR
to the world. The crew must steal the research. rig and meet their contact online—in Haven!
2. THE CAGE
2. SACRIFICIAL BLADE The government facility, nicknamed “the cage,” is 2. SPELLRUNNER SHOWDOWN
Someone has smuggled a magical dagger into the a detainment and research station for victims of A rival gang of spellrunners is working at cross-
country. They plan to sell it to a private collector, magical infections, such as vampires, werewolves, purposes to the crew, and a violent confrontation
but the spellrunners are hired to steal it first. and zombies—the “Arcane Wave” affected plants, between the two groups seems inevitable.
animals, and even viruses, not just humans!
3. BLACKMAIL FAIL 3. HIGH-STAKES JOB
Some fool is trying to blackmail an archmage! The 3. CELESTIAL HOTEL A prominent NPC is secretly related to one of the
crew must identify and terminate the threat. This high-rise hotel is renowned for its expensive archmages, and the stakes for this mission are far
suites and state-of-the-art conference rooms. It is higher than the spellrunners realize.
4. KIDNAPPED popular for private meetings and shady deals.
A magically-gifted youngster has been kidnapped 4. UNWANTED ATTENTION
by a criminal gang, and the spellrunners are hired 4. CHROME CAFE A viral outbreak has resulted in a small horde of
to find the protégé and return them to safety. This high-tech establishment sells light meals and zombies overrunning the area. The incident will
drinks, but it also offers private rooms fitted with be dealt with by the authorities, but it might draw
5. NO SAFE HAVEN top-end VR rigs for connecting to Haven. unwanted attention to the spellrunners.
The characters are hired to locate and sabotage a
technomancer’s personal VR rig—the smartchair 5. PRIVATE FORTRESS 5. COLLATERAL DAMAGE
and headset she uses to connect to “Haven.” This More of a castle than a villa, this luxurious home A Special Weapons and Magic (SWAM) team has
online VR world and de facto state is outside the has a high-tech security system, intricate magical been deployed to eliminate a supernatural threat,
jurisdiction of world governments. Haven is also wards, and guards patrolling the grounds. and collateral damage could be significant.
considered neutral ground by the archmages.
6. GRAVE TIDINGS 6. CONTRACT KILLERS
6. SAFE TRAVELS Construction on a large building site stalled after A team of assassins is hunting the spellrunners or
The spellrunners are hired to pick up a VIP from workers discovered a mass grave while digging— someone they know, and the killers will probably
the airport and escort them to their destination. an investigation is currently underway. show up at the worst possible moment!
ADDING A TWIST TO THE STORY
For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
A A might indicate an observation or clue, a camera, a high-tech facility, or a cybernetic implant, while rolling B F could refer to research or an investigation,
a library, secret information, or a database, and F F might represent a VR rig, a hacker, an online contact, a technomancer, or an agent of Haven.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF
SPELLRUNNERS: HAVEN HEIST
The spellrunners are hired to break into a “Haven Hosting” facility and steal a magical figurine from the premises. There are dozens of these locations
scattered around the world, each built upon areas of natural magic to strengthen their enchantments and wards. Ostensibly, the facilities are designed
to host and protect Haven’s computer servers—but top tier customers are also offered a safe deposit box service called the “Vault.”
This adventure is split into a series of scenes, each of which defines one or more challenges for the players to overcome. Read and resolve each scene before
proceeding to the next, with the players making choices and narrating their characters’ actions as usual. The reader is encouraged to expand and embellish the
adventure, add details and flavor as the story unfolds, and provide the players with opportunities to interact with each other and roleplay their characters.
Due to the various challenges in this adventure, players should make careful use of their perks and quirks. Should a character run out of resolve, consider
giving them an “affliction” appropriate to whatever defeated them. An affliction works just like a quirk, except the GM decides if and when to apply it.
APPROACHING HAVEN FIGHTING THE GUARDS
The crew can approach the facility in a variety of If anyone failed a challenge in the previous scene,
ways. Described below are a few possible options, the group must fight the guards! Combat has two
but players can also propose their own. If they’d effort tokens per PC, it uses standard challenges,
rather fight, skip ahead to Fighting the Guards. and each player selects a trait—agile for firearms,
brawny for melee, or crafty for magical combat.
STEALTH
ENTERING THE FACILITY
The spellrunners exit their vehicle and approach
the checkpoint on foot, sneaking past the guards.
Everyone must make a standard agile challenge. To get inside the facility, the crew needs to find a
way to open or bypass the door. Described below
BRUTE FORCE are a few possible solutions.
The driver hits the accelerator, smashing through
the checkpoint. Everyone has to make a standard PRECISION
brawny challenge as they’re tossed around in the The characters could pry open the security panel,
vehicle, ducking gunfire from the guards. and one of them could carefully disable the lock.
One player must make a hard agile challenge: on
DECEPTION a failure, the lock jams; they’ll have to use force.
The characters attempt to bluff their way past the
guards, using disguises or fake ID badges. One of FORCE
the players must make a hard crafty challenge to A character can always try to force the door open.
do the talking, while the other players only need Treat this as a hard brawny challenge: on a failure
to make easy crafty challenges to look the part. it takes a while, and there’s an ambush waiting on
the other side (treat like Fighting the Guards).
MAGIC
Players can always describe using their magic to HACKING
help overcome challenges, but this doesn’t change One of the crew could jack into the maintenance
the trait—it’s just a narrative device. However, it port on the security panel, and try to override the
does let them justify spending karma on the perk system. This involves a hard crafty challenge: on
to lower the difficulty, if they need to! a failure, the system locks up; time to use force!
SEARCHING THE FACILITY ENTERING THE VAULT ESCAPE INTO THE NIGHT
Once the spellrunners are inside the facility, they Eventually, the crew reaches the Vault and heads After the spellrunners steal the magical figurine,
will need to search for the Vault, dealing with any inside. The players can simply roleplay how they they must leave the facility before reinforcements
security systems or magical traps along the way. cut open the armored door, using either magic or arrive! Described below are a few different routes
Roll to see what the crew encounters, then roll high-tech tools—but there’s also a guardian! the crew might take, but players can also propose
again! Keep doing this until you roll an encounter Roll a die to see which guardian the crew needs an alternative solution. Failing the challenge costs
the crew has already faced—instead of running it to face. Failing any trait roll during these combat the character one resolve.
a second time, proceed to Entering the Vault. challenges costs the character one resolve.
If an encounter lists two traits, each player can SERVICE DOOR
pick separately. Failing a roll costs one resolve. A/B DRONE SWARM The spellrunners sneak out of a service door and
As the crew enters the Vault, a swarm of deadly flee into the night. Each player will need to make
A LASER TRAP drones rises up into the air with a low humming a standard agile challenge to avoid snipers.
As the crew makes its way down a corridor, laser sound, their targeting systems activating as their
beams shoot from the walls at different heights. micro-lasers take aim at the spellrunners! FRONT ENTRANCE
Each player must roll a standard crafty challenge The swarm has two effort tokens per PC, and it Dropping all pretence of subtlety, the crew kicks
to spot the trap in time to evade it, or a standard moves fast—fighting the drones in melee or with open the front door and charges outside, brutally
agile challenge to dive between the laser beams. magic requires a hard brawny or crafty challenge. steamrolling any guards foolish enough to stand
However, if someone takes cover, they can shoot in their way! Everyone must make a hard brawny
B MAGICAL WARDS at the drones as a standard agile challenge. challenge, as they fight their way to freedom.
Glowing runes flare up on the walls, pulsing with
green energy. Everyone needs to make a standard C/D CYBORG SENTRY SECRET TUNNEL
crafty challenge to resist the agonizing magic. An ogre cyborg stands guard in front of the Vault, The crew decides to utilize a secret escape tunnel
her massive body encased in steel, and her neon they discovered earlier, but this route has dangers
C AUTOMATED GUN TURRET eyes analyzing the crew. Twin gauss cannons are of its own. Each player needs to make a standard
A turret slides down from the ceiling and opens mounted on her shoulders, but she prefers to get crafty challenge to crawl down the narrow tunnel
fire on the crew! Each player must roll a standard up close and personal with her metal fists! and bypass its automated defenses.
agile challenge to take cover and shoot back. The ogre has two effort tokens per PC. Ranged
CONCLUDING THE JOB
or melee combat counts as a hard agile or brawny
D KILLER ROBOTS challenge, but the cyborg’s brain is still organic—
A squad of heavily armed robots patrols this area. magical combat is a standard crafty challenge. Once they’ve escaped the facility, the crew should
The characters can sneak past as a standard agile arrange to meet up with their contact, hand over
challenge, or sprint past with a standard brawny E/F TECHNOMANCER the figurine, and collect payment. But sometimes
challenge. If they fight, it’ll be a hard challenge. A plainly-dressed guy glances up from a terminal a job doesn’t quite go according to plan!
outside the Vault. He looks like an IT technician, If you’d like to extend the scenario, roll once or
E POISONOUS GAS but when motes of magical energy start gathering twice on the following table for inspiration—and
The corridor starts filling up with poisonous gas! in the air around him, the spellrunners suddenly roll on the twist table too, to add some flavor.
Everyone makes a standard brawny challenge as realize they’re facing a technomancer! The spellrunners discover that...
they hold their breath and stagger to safety. This deadly mage has two effort tokens per PC. A The stolen figurine belonged to an archmage!
He is a powerful spellcaster and his wards deflect B A kill team is hunting them or their contact.
F AMBUSHED BY GUARDS gunfire, so ranged or magical combat is resolved C The job was a test—now for the real mission.
Ambush! There’s no room for guns in this vicious as a hard agile or crafty challenge. Melee combat D Their contact has been murdered or abducted!
fight with the guards. Everyone makes a standard is a far more effective way to fight him, and this E The job was a setup, and there is no payment.
brawny or crafty challenge (for melee or magic). can be resolved as a standard brawny challenge. F The crew were tricked—the figurine is a fake!