Chapter 01

Welcome to Aetherfall

Magic & Machines in the 1920s

It's the 1920s and things are roaring, alright. With the turn of the century, changes swept over the globe. Magic came roaring in from the aether and transformed the world. What was once merely fantasy and folk-lore is now reality.

You are an Adventurer — one of the Gifted (or Cursed, perhaps?) — living in a world that has been turned inside out within living memory. Pockets of wild magic swirl in the lost and unknown parts of the world, giving rise to legends. Governments, the wealthy, and those hungry for power scramble to control mystical artifacts and grapple with newfound abilities — some less healthy than others.

Magic butts up against rapidly advancing technology, and where the two meet, the world becomes chaotic and unpredictable. Machines fail and falter in areas of high magic. Spells wane and fizzle near cold, engineered industry. And in between? That's where you live. That's where the work is.

Smart adventurers carry a sword and a gun, because a steel blade has never betrayed anyone. You've joined up with an Adventuring Society — a cabal hunting for relics, excitement, or answers — and now it's time to see what you're made of.

What You Need

A full set of RPG dice (d4, d6, d8, d10, d12, and a pair of d10s for percentile rolls), a character sheet, a pencil, and your imagination. The percentile dice are the main ones — nearly every check in the game is a d100 roll — but you'll reach for the others when rolling damage, healing, and backlash. No miniatures, no battle maps, no grids. This game plays entirely in the theater of the mind. Everything you need to know fits on a one-page cheat sheet, with spell and equipment lookups when needed.

How This Game Works

One player is the Game Master (GM), who describes the world and plays everyone who isn't a player character. Everyone else plays an Adventurer. When your character attempts something where the outcome is uncertain — picking a lock, sweet-talking a guard, shooting a cultist — you roll percentile dice and try to roll under your target number. That's it. One system for everything.

The GM has authority to interpret and adjudicate. These rules give you concrete numbers and clear mechanical anchors, but the table makes the final call. If the GM says the crumbling bridge requires a Physical Coordination check at -10%, that's what it is. Good rulings come from good anchors, and that's what this book provides.