Return of Magic



Vampires. Dragons. Mages. Sometimes, you want the Fantasy that comes with Sci-Fi/Fantasy. That's where Return of Magic comes in.

The "Return of Magic" rules are completely optional. You should ask your GM before using them. Some GMs may allows the use of certain spells as Augmentations, but, again, this is at their discretion.

Below, you will find the various rules associated with the Return of Magic, as well as links to pages with more information.

RACES
Some, but not all, Return of Magic games will allow for multiple "races." Below are a few examples.

For most purposes, when coming up with a new race, give it several "free" Augmentations or Spells, combine their cost, and round it up to the nearest multiple of five.

These "bonus" Augmentations/Spells do not use any slots, and do not count towards things like the Cyberallergy trait.

INFECTED
These are rules for playing Undead variants of the various races. Playing an Infected can get costly, as you have to buy both the original race (Human, Elf, Ork, etc), and the Infected variant.

All Infected must have the Albinism Negative Trait. You need to ask your GM before you play an Infected, since they have the Supernatural Resistance perk (meaning their Soak is doubled against everything but Silver).

TRAITS
These traits are meant to represent magical characters.

EQUIPMENT
Various types of equipment can be used in magical endeavours, everything from magic wands to silver bullets.

SAFEHOUSE UPGRADES
These magical upgrades can be used to further fortify your Safehouse.

SORCERY
The ability to use magic is a rare gift; it requires you to have the Sorceror Trait (which can be viewed under the Trait section of this page).

For a list of spells, and information on conjuring Spirits, click here.