Lords of Ether (20th Anniversary Edition) Nations

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Introduction

As a Nation you are in charge of an entire state, including its economy, industry, military, politics, even down to its individual citizens. These states may be anything from a single city in a small corner of one planet, to a vast Nation sprawling over an entire world, and the space beyond. They can be sole masters of their domain, or they can share it with rival nations or allied countries, or even Heroic temples or Transtellar guilds.

Nations are the most powerful Power a player can start with in Lords of Ether, but commensurate with that power they require a great deal of work to run properly. It can be quite challenging to manage a nation state and players who take a Nation should be prepared to make a significant investment in running their Power. The upside is that a Nation gives you the ability to be a real mover and shaker in galactic affairs, and Nations form the core around which most of the events in the game occur.

Defeat

The Lords of Ether galaxy is not an especially friendly place, and while Nations are the prime movers and shakers, your Nation could well end up being the one getting shaken, rather than the one doing the shaking. The potential for defeat and reversal exists, and sometimes you will have to accept very bad things happening to your Nation if a risky gamble fails, or a particularly nasty event swings your way.

In these dark times it helps to remember that no matter how bad things are, simply giving up is not going to make things better. Throwing up your hands in frustration and writing nothing is an excellent way to ensure the worst possible outcome. Rolling with the punches and writing a fantastic story about them is often the best way out, for things are sometimes not as dark as they seem and for those who fight on, help can often come from unexpected quarters. Even if the situation is so dire that no story no matter how good can save your Nation, an epic, well written Gottdamerung will let you go out in style, and give you very favourable consideration for bonus points towards a new replacement Nation.

Nations and Named Characters

Nations are large, impersonal things. Throughout the course of the game you may feel compelled to personalize stories by creating named characters through whose eyes you can show the events your Power is involved in. This makes for more interesting stories, and gives other players a better feel for your Power. These named characters can be politicians, local citizens, or military soldiers or officers. Of course any named soldiers have to be units that you actually possess – you can’t use an ace fighter pilot as a named character unless you have an actual Fighter military unit from which this character could come.

You can create as many named characters as you like, however while they may often be the heroes of the stories you tell about your Nation, they will not actually be Heroes in the Lords of Ether sense of the term. While in the stories they may be depicted as better than the average soldier, their abilities do not actually exceed those of any other unit with the same stats, and naming a character proffers no physical benefits.

Still, while they do not possess Character Shields as such, it can be annoying and unnecessary to write up new named characters every time a battle goes badly, so you can choose to have key characters suffer the effects of casualties last. For example, if a squadron of fighters with your named character are shot down with only one survivor, you can choose to have the named character be in the single plane that escaped, or if all were shot down, he might have successfully bailed out. Alternately, since stories are usually written after combat results are determined, you can simply choose not to have your named character have been part of a battle that turned into a massacre, if it would have been logical for him not to take part, and only have him present in battles that were glorious victories!

The lives of named characters are not always guaranteed, and sometimes due to overwhelming defeat, or perhaps a dramatic story (such as a climactic duel between rival aces), they may still be killed. This can be particularly the case for high profile named characters who are also unique units, like the admiral and crew of a powerful Super-Battleship, or the Oracle of a prominent temple, but even a named character who is just a private in an army of millions can sometimes have his number come up. The above rule exists only to prevent gratuitous assassination of a Power’s named characters.

National Character

Your Nation is entirely what you make it. Lords of Ether does not assign any intrinsic benefits to tyrannical governments over liberal democracies, or to centrally planned economies over free markets. Any such distinctions are made in your description of your Nation, and how you practically play it.

Thus, if you wish for a police state, you should start with a large number of Secret Police and Informers, or if you want a free trade economy, you should let others invest in your nation, have a large merchant fleet and make plenty of Trade Goods. There are some Advantages and Disadvantages that can be used to further define a Nation, but the specific angle those take is still up to you. For example a Fanatical Population could be the result of a bunch of indoctrinated, ignorant peasants ordered to die for the Motherland, but it could also be the result of a free society who see themselves as the greatest civilization in the galaxy and will defend their freedom to the death.

In the end, it’s all up to you, and how you physically construct your Nation. Now, on to the construction. . .

1. Creating a Nation

A Nation begins with 550 Starting Points (SP) to spend during Power creation. Disadvantages may raise this total as high as a player wishes, though taking too many disadvantages can turn a new Nation into an instant disaster.

New nations get a bonus 25 SP for every year after the start of the game. Thus if the game began in 1000NE, a Nation starting in 1003NE would get a bonus 75 SP, for a total of 625 SP.​

Advancement of Nations

You now need to decide what level of magic or technology your Nation has. Advancement is a major part of what defines a Nation, so think carefully what kind of Nation you want before choosing your Advancement levels. Quite apart from the SP cost, maxing out every tech level may not best realize your concept. It also isn’t necessarily a winning option; ultra-high Advancement is certainly very capable, but its increased cost doesn’t always give it superiority over the larger numbers less Advanced Powers can sometimes fling at it.

Advancement is broken down into ten Advancement Categories; five Technological and five Magical. These Categories each go from 0 to 599 Advancement Points. For faster reference Advancement Point numbers are often abbreviated as levels, such as Level 0, or Level 5.99. The decimals can be important as there are sub-divisions of advancement and capability within most levels, however they are not always used – if this is the case the rules will note that the fractions or decimals should be dropped either before or after a calculation.

People often talk about the overall technological or magical advancement of a Power in terms of its mean Advancement Level, describing a nation that has most of its Technological Advancement categories in the 300’s as “Tech Level 3”, or a nation that has a number of Magic Categories at 500 as “Magic Level 5”.

A Magical and a Technological Advancement Category can also be “fused” with each other to create Technomagic. To determine the cost of a fusion, take the Advancement Points in the two Categories to be fused (rounding each down to the closest hundred) and add them together. This is the price in Advancement Points that must be paid to create the desired Technomagical fusion. Technomagic is always described in Levels, which are the sum of the two fused Categories (In this case decimals are never used).

Categories that are more than a Level apart may not be fused, however a nation does not have to use its full Advancement Level of a Category when creating a fusion. Thus a Nation with Level 5 in Physics/Mathematics and Level 3 in Destruction could still fuse the two together at Level 4 Physics/Mathematics and Level 3 Destruction, to create a Level 7 Technomagical fusion for 700 Advancement Points. Powers may possess multiple technomagical fusions, particularly at low levels. The SP cost of a second fusion is half of the default cost, assuming that it is of equal or lesser level than the first.

The Advancement Categories are:

Technological Magical
Biology Creation
Chemistry Destruction
Engineering Transmorgification
Physics/Mathematics Mental
Psychology Movement

Nations pay 1 SP for every 10 Advancement Points they purchase (fractions are allowed).

All advancement categories, both technological and magical, for all nations default to level 100 and are increased from there. Certain Disadvantages can reduce this value. Advancement Categories and the process of creating Technomagic are described in greater detail in Section 2.a. Advancement, and Section 2.b. Research.

Population

The Population of your Nation are those who reside within its boundaries; citizens, serfs, even slaves, if that’s your penchant. Large and small Populations each have their own advantages and disadvantages. A large Population provides a large draft pool for military recruits, produces more resources, can better absorb the strain of industrial mobilization, and makes a nation more resilient to invasion by being more difficult to conquer and subdue (so long as the people remain loyal!). On the downside large Populations can often require large amounts of upkeep in the form of yearly Civil Order payments, and can be difficult to fully secure or completely monitor. Small populations take less SP to buy, are easier to upkeep and manage, and can be protected more easily (it is possible to turn a small city state into a nigh impregnable fortress) but they are also less able to sustain the pressures of war and mobilization.

Most Nations use Population Units of 1 million, though in some special cases this may be smaller. Regardless of size, a Population Unit costs 1 SP to buy, and is automatically considered “Housed.”

Housing is the infrastructure for your Population, which allows them to live and work and produce revenues and other goodies for your government. Some Nations (primarily those with the Large/Larger/Huge Population Advantage) do not have sufficient Housing for all their Population. If you have some un-Housed Population it doesn’t necessarily mean your people are living on the streets in cardboard boxes, but it does mean that you lack the means to make them fully productive members of society. Nations with large segments of their Population without Housing have vast impoverished urban slums, or far-flung under-developed rural communities, or however else you can find a way to describe the plight of the unemployed or unproductive.

For every two Housed Population Units a Nation has, they gain an Industry Production Bonus of 1 Production Point per month. Whether they have Housing or not, Nations with fewer than five Technology Levels total or more than two Technology Categories at 0, do not receive this bonus as the Population is limited to primitive subsistence practices and produces no excess production for the Nation to use.

Population Growth

Population, unlike the Production Categories, can grow naturally, though only for Nations. Growth is based on the Nation's level of industry. If Industry Production is 1/2 or lower than the Population Production Bonus, then the Nation is largely rural and its population grows at 3% a year. If Industry is equal or less than the Bonus then the Nation is industrialized and the population grows at 2% a year. If industry is greater than the bonus then the Nation is heavily industrialized and grows at 1% a year.

Actually this growth is automatic whether the Nation wants it or not. Why might you not want it? Well, because a growing population requires a continual expansion of housing and infrastructure that ultimately can be rather expensive. If the Nation doesn't pay for these things for the growing population eventually becomes a slum and poverty problem. States can live with this indefinitely if they choose, but the new Population also doesn't generate any additional Production Bonus until the required infrastructure is built.

A Nation can also artificially increase its population with increased Immigration (must be done in game) or by advanced/enforced fertility methods. Usually done with Biology (though occasionally Psychology) this costs more at the higher levels but is also more effective. Giving out fertility drugs or using psychological indoctrination can effectively increase the Population for determining all facets of growth percentages by the amount of Wealth spent. This amount can be no greater than the total actual Population (so an Nation with 20 million people could spend no more than 20 Wealth on this method). Test-tube babies are available at Biology 4, which can increase the Population for a cost of 25 Wealth per 1 million, irregardless of current Population size. Not that this cost does not include building the infrastructure for these test-tube babies once they've been gestated

With Psychology 4 and Biology 5 a Power can conduct full human cloning. This option is open not just to Nations, but to Trans-stellars and even Heroes, in need of a massive influx of new bodies. Clones cost 1 Wealth, 1 Industry and 1 Ether per 1,000, and can be churned out in as many numbers as can be afforded. They take about a year to mature fully with suitable accelerants and can embody all sorts of qualities the Power desires in their spec-made men. These are bought in much the same way Added Capabilities are, each new quality (genius intelligence, extra strength, etc.) adding a point of Wealth, Industry and Ether to the final cost. Additionally, to be trained as useful members of society or soldiers they still need the necessary costs on top of their "gestation bill."

Civil Order

It is often necessary to keep the People in line. The best way is to bribe them and pre-emptively prevent disturbances. This is done with either Industry (building various community facilities) or Wealth (bonuses, tax relief, etc). Usually it's 1 Point (Wealth or Industry) per population, per year. This is enough to keep most people fairly content. You don't have to pay this, but it can raise rumblings of discontent in hard times, such as distant unpopular wars or hostile takeover bids. You can increase this, pouring more into the populace, or even select areas of the populace if you are concerned about the loyalty of certain areas. There is no cap on this, but it is subject to the laws of diminishing returns.

There are also some times when the people just hate you and will not be placated, no matter how many baubles you throw their way. That's when you keep the proles in line by declaring martial law and putting troops on the streets. 10,000 men keep one unit of population in line. Security forces do it better, being twice as effective at minimum, three times as effective with propaganda. They can also be deployed without having to declare martial law.

National Draft Pool

Your Nation has a Draft Pool, equal to 10% of its Population. Unless they’re entirely automated, all military units require some Population to crew or form them. Infantry Types reduce the Draft Pool by their listed size; a unit of Unskilled Infantry would reduce it by 100,000, while a unit of Elite Infantry by 1,000. Special Forces are the exception, and reduce the Draft Pool by 1,000 for each Batch (this is because such special soldiers are very rare). All other units reduce the Draft Pool by their Base Batch Cost in thousands, so a unit of 25 fighters would take 1,000 from the Draft Pool (there may only be 25 pilots, but there are also many ground crew and support personnel) while a Super Battleship would reduce it by 5,000. Unless you have a very low Population, it is difficult to reduce your Draft Pool to zero at the start of the game but it can be done, so keep track of the numbers. Once you exhaust your Draft Pool you’ll either have to build robots or other self-aware devices, recruit mercenaries, or disband existing units.

Slave/Subject Populations

Some nations can start off with Populations under their control that are not loyal, and serve only under duress. These can be slaves, or newly conquered subjects, or perhaps a long persecuted underclass. These subjects can still be made to work, and work hard, while paid nothing or a pittance, but they pose a security risk the rest of your loyal citizens do not.

Slave/Subject Population numbers are recorded separately from your “main” population. They may be few in number, or may vastly outnumber your citizens if you so choose. If you have a Large Population Advantage, the multiple must be applied to both citizens and slaves. Thus a Nation with 5 Population Units, and 2 Subject/Slave Population Units that took Huge Population would have 50 Population Units and 20 Subject/Slave Population Units.

Slave/Subject Population Units come in sizes of one million, and every 2 Housed Slave/Subject Population Units generate 1 Production Point a month, just like normal Population. However, they cost only .5 SP per Unit, and require no Civil Order Upkeep. Housing is also cheaper to build for them, costing half as much. On the downside they must be kept in line with added security or military forces, are more likely to rise and rebel under Unrest Disadvantages, and do not add to your draft pool.

National Infrastructure

Infrastructure is an area that will likely eat up a great deal of your remaining Points. It includes the categories your Nation will use to produce things; Industry, Wealth, Research and Ether. Population Housing also falls under Infrastructure, though that has already been discussed. Industry describes the raw productive power of your Nation, and can be thought of as the sum of your mines, mills, factories, workshops and plants. Wealth is less tangible and describes your economy. Your Nation actually is assumed to produce more Wealth than this, but this value describes what you as the government can actually use. Research describes the power of your schools, universities, laboratories and institutes and is your ability to develop new technologies, or if you are magical, to train new mages as well. Ether is your ability to gain that most critical resource of all from the world around you and can be described by anything from vast fields of pumps and refineries drawing subterranean gasses to the surface, to huge magical vortexes that draw the power out of the spirit realms. Infrastructure is discussed in greater depth in section 6. Infrastructure, but a quick summary of the categories is presented below.

Industry

Industry is most critical for technological Nations as a large value allows a high production of items from war machines to munitions supplies to trade goods. Magical Nations have other means of creating what they need, but also cannot afford to totally neglect Industry as many of their magics require industrial supplies, and mages alone can’t always do everything. Industry is notable in that it cannot be “saved”. If Industrial Production is not used to produce something and instead sits idle, that potential production is simply lost. In contrast, Wealth, Ether and Research can be stockpiled if not used. Each SP you spend in this Category gives you one point of Industrial Production per Month. This is measured in Production Points or PP.

Wealth

Wealth is used to increase and maintain all the other Categories, and to pay the wages of your employees from the lowliest infanteer to the highest archmage. Each SP you spend in this Category gives you one point of Wealth Production per Month. This is measured in Wealth Units or WU. Unlike PP produced by Industry, WU can be stored and stockpiled for later use, and even traded to other Powers. A Nation starts the game with five times their Wealth Production in WU stored in the Treasury.

Research

Research allows you to increase your Advancement Categories, create new technologies and new devices, and even train more mages. In fact Magic Users are unique in that they require Research rather than Industry to produce. As a result a magical Nation should pay more attention to this Infrastructure Category. Research is also unique in that rather than producing monthly it produces yearly. Each SP you spend in this Category gives you one point of Research Production per Year. This is measured in Research Points or RP. RP can be stockpiled like WU, though it cannot be traded and can be used only by the Nation that produced it. Research used directly to increase an Advancement Category does so at a cost of 1 research per 2 points increase in that category.

Ether

Ether is the fuel for pretty much everything in the game, and this rating describes how much of it you can refine and produce. All Nations require Ether, though due to the immense power requirements of magic, magical nations can go through their stocks much faster. Of note, out of every 100 points of Ether your Nation generates, one will be found in Geode form. Geodes are extremely valuable, and are used in the most powerful weapons and magics. Ether is also notable in that it cannot be increased normally in the same manner as all the other Categories. To build more Ether refineries you must first find (or conquer!) more sources of Ether. Unless the Untapped Ether advantage is taken, it is assumed that your nation has already fully exploited all its existing Ether Resources. This means you must be sure to take adequate supplies of Ether at the start of the game as it may be difficult to secure more. Each SP you spend in this Category gives you one point of Ether Production per Month. This is measured in Ether Units, or EU. EU can also be stored and transferred to other Powers, like WU. A Nation starts the game with two times their Ether Production in EU stored in the Strategic Reserve.

Initial Production

As a final note, it is assumed that your Nation did not simply spring into existence the day you created its OOB, and that its factories were quite busy prior to its entry into the game. Thus you start the game with a number of items already in initial production and 50% complete. This number is rated in Production Points (which are used to buy military units) and is equal to the total of all your Infrastructure Categories; Industry, Wealth, Research, Ether and the Production Bonus given by your Housed Population Units.

Military Units

Of course every Nation needs a military. All the Population, Technology and Infrastructure in the world is pointless if you have no way to defend it, and the universe of Lords of Ether is not so altruistic as to make legal documents and strong language sufficient defense. Military Units are bought with Production Points, or PP. 1 SP buys 10 PP.

The rules for designing and maintaining your armed forces are detailed at length in Section 4.- 6. Military Units, and rules for mages have their own section, 8. Mages and Magic. While mages are technically purchased with Research Points or RP, for the purposes of game start, mages can also be purchased with PP (so buy what you need, because they’ll be MUCH more expensive later).

There is an additional rule to keep in mind for your starting military. You are limited in the number of so-called “super weapons” you can start with. Each Nation may only have one super weapon (of any type – not one of each type!) either in service, or in initial production. Mega Capital Ships, Planetoids, Grand Cannons, Crust Busters, Hemisphere Shields, and Oracles are all considered super weapons.

National Advantages and Disadvantages

Nations can take Advantages and Disadvantages to give themselves special capabilities, reinforce a distinct characteristic, or just to burn or scrounge a few extra points. Advantages cost you points, while Disadvantages give you more points to spend. The Advantages and Disadvantages listed below are just examples. Players can take these, or think up their own, based on the costs of existing Advantages and Disadvantages. However, if you want a new or modified Advantage or Disadvantage it must be cleared with the GM first.

Advantages

Ancient Relics (10 SP): There was an older civilization on your world before you. Long before you. Now long gone, in scattered and isolated places some of their relics remain. Most of the artefacts found are merely of curiosity value, but who knows, there may be a few big finds left. To make full use of the Advantage it is recommended a Power use Archaeologists to scour the relics.

Ancient World (25 SP): There was once a vast and advanced civilization on your world that is now long gone, but the relics of its civilization are everywhere. New cities built on the ruins of the old, strange monuments in isolated locations, and weird and often unknowable items sometimes found in the strangest places. As with Ancient Relics, Archaeologists are a good idea to get full benefit from this Advantage

Elite Security Network (25 SP): An Nation with Elite Security Network places greater emphasis on security and spies. Informers, Spy Agents, and Secret Police are all more effective, both at defending your own security and secrets, and at undermining and stealing everyone else’s. All your Security Forces start with Elite and you can choose to produce 10 new Batches of Elite security units each year.

Elite Armed Forces (75 SP): Your armed forces are the crème de la crème, the biggest badasses in your region of the galaxy. Morale is high, professionalism the rule, and leadership excellent if not inspired. All your Armed Forces (not including mages, security forces and WMD) start with Elite, and you can choose to produce or refit 20 Batches of new Elite units each year.

Space Cadets (5 SP): Your Nation has a foothold in space, with permanent bases, residences and a level of industry. This advantage can make the travel and exploitation of space easier for a Nation.

Space Dwellers (10 SP): Your civilization is not bound by the confines of a planet. You have no need to deal with pesky gravity wells or upsetting natural climates. The space of the Deep Sky is your natural habitat and favourite element.

Large Population (5 SP): A Nation may have a larger population than normal. With this Advantage the Population of your Nation is multiplied by 2. This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep. This advantage tends to create a Nation with a strong divide between the haves and the have-nots.

Larger Population (10 SP): A Nation may have a larger population than normal. With this Advantage the Population of your Nation is multiplied by 5. This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep. This advantage tends to create a somewhat squalid Nation with vast slums, but with a lot of draftable bodies, and the potential for expansion.

Huge Population (20 SP): This works much like the previous two, except the Population of your Nation is multiplied by 10. This does not change the number of Houses you have, and so has no effect on the production bonus, though it does affect the draft pool, and population upkeep. This advantage creates a nation with a small cabal of wealthy (often VERY wealthy) elites and a massive underclass of disenfranchised and dispirited common citizens.

To the Stars! (10 SP): Nations with this Advantage feel the need to get out and spread empire across the galaxy, focussing more effort and energy into developing bases and colonies outsystem. Such Nations can use their Base Infrastructure Construction Rate twice rather than just once.

Weak Neighbours (25 SP): As a Nation you are not alone on your world, but you might as well be. The other local powers are not a patch upon your nation and provide a ripe arena for home-grown conquest. The other nations start with 250 Starting Points between them (before Disadvantages). While you can create the other nations yourself, they will be edited if they are a bit too easy of a conquest – thus this advantage can end up being a mixed blessing and should be taken with great consideration.

Mystical Society (10 SP): Your population bonus produces Etheric energy rather than Industry. This change is 1 for 1 and is permanent and total – you cannot switch between Ether and Industry, or have part of the Population produce Ether and part Industry. If taken by a Magical Nation that would otherwise not receive a Population Production Bonus, this Advantage will still allow the nation to collect the Population Bonus in Ether.

Martial Society (30 SP): Your Power has an old and strong military tradition. Much of the populace is trained in the ways of war, weapons are plentiful and stored in local armouries and great armies can be quickly mobilized in times of trouble. In practice this allows a Power to form Infantry at a much-increased rate, halving your normal build-time (to a minimum of half a unit’s PP cost in months).

Fanatical Population (25 SP / 50 SP): Your People are incredibly devoted and can be urged on to great lengths for the state. Civil Order payments are twice as effective, the people will resist occupation harder and longer, and the Population Bonus also can be mobilized like Industrial Production in times of crisis. This Advantage costs 25 SP for most Nations, but 50 SP for a Nation with any of the Large or Huge Population Advantages, as Fanatical Population can make nations with large population bases very difficult to invade and conquer.

Green Fields (10 SP / 15 SP): Your Nation is unusually fertile, with a near continual baby boom. As a result, Population growth is doubled. This advantage costs a little extra for Nations with Large to Huge Populations, though runaway growth can be a bit of a mixed blessing for such nations.

Ether Rich (25 SP): Your Nation is unusually rich in Etheric energy and you can expand your Ether production.. Additionally, 5 out of every 100 rather than 1 out of every 100 Ether mined will be in Geode form.

Magical Wildlife (25 SP): Your Nation resides in a world where magical creatures still roam. Humans are still dominant, but in the isolated regions of the world, groups, even small civilizations of magical beings thrive. The Base Batch Cost of units you produce is reduced to 0 up to a value of 15PP per month, representing trawling the swamps, seas or verdant forest for various creatures to perform your bidding. These units have melee-only capability by default and like other melee-only units have a default industrial upkeep of 0. Added capabilities must be paid for as normal and adding ranged weaponry will restore industrial upkeep to the default. Units with no added capabilities can be treated as if they cost 3PP per point of base cost. Your territory also gains a defensive advantage, whether in the form of allied mystical primitives or dangerous magical wildlife you are better accommodated to than an invader would be.

Mystic Haven (50 SP): Your world is rife with magical wildlife. Dragons are rare sights, but not unheard of, Giants stride the far mountains and strange creatures swim beneath the waves. Your world is dangerous and its perils are familiar to you. Invaders and other hostile powers will have to suffer in this hostile environment, or resist the wrath of what societies may call the wilds of your world home. The Base Batch Cost of units you produce is reduced to 0 up to a value of 25PP per month, representing trawling the luminous fungal groves, cavernous underdark or unknowable deeps for various creatures to perform your bidding. These units have melee-only capability by default and like other melee-only units have a default industrial upkeep of 0. Added capabilities must be paid for as normal and adding ranged weaponry will restore industrial upkeep to the default. Units with no added capabilities can be treated as if they cost 3PP per point of base cost. Your territory also gains a notable defensive advantage, whether in the form of small allied mystical populations or dangerous magical wildlife you are better accommodated to than an invader would be.

Terra Incognita Magicka (100 SP): Your Nation is but a small enclave of humanity on a world otherwise dominated by the Mystical and Magical. You are not alone on your world and will find its denizens friendly or at least aloof and indifferent to your activities, while hostile to any interlopers. If taken in conjunction with “Hostile World” these Magical forces may indeed form entire civilizations greater than your own. In such a case the point value of the Hostile World disadvantage is (+50 SP), not (+25 SP). The Base Batch Cost of units you produce is reduced to 0 up to a value of 50PP per month, representing enticing or enslaving the denizens of the levitating wood, hollow earth or unknowable fae realms for various creatures to perform your bidding. These units have melee-only capability by default and like other melee-only units have a default industrial upkeep of 0. Added capabilities must be paid for as normal and adding ranged weaponry will restore industrial upkeep to the default. Units with no added capabilities can be treated as if they cost 3PP per point of base cost. Your territory also gains a major defensive advantage, whether in the form of allied mystical nations or incredibly dangerous magical wildlife you are better accommodated to than an invader would be.

Enhanced Population (40 SP): Your population is strongly divergent from the norm, possessing some inherent capability that others can only match with the products of science or magic. Your Infantry type units receive one free +1 Added Capability that is slot-free and build-free. If it is in Weapons or other offensive capacity, it can only refer to Melee/Close Combat.

Poppy Fields (15 SP): Your Nation produces certain goods that are both highly attractive to foreign peoples, as well as highly illegal in the eyes of their governments. Most commonly this takes the form of drugs or other illicit substances, but it can be anything else that would logically be an illegal product. This Advantage grants a +1 Return on black market goods

Bat Phone (50 SP): Your Nation has a patron hero only a phone call away! Once a year, you may summon a Hero to your aid. This Hero will aid you in a specific task or mission for around a month or so, before reverting to his secret identity, returning to his pocket dimension, or turning back into a statue, or whatever else he does when not acting as your saviour. To generate this Hero, take the 50 SP spent here, and head over to the Hero section and make up a Hero from scratch, including traits, companions, advantages and disadvantages – the works. This Hero can have the same Advancement levels and thematic style as your Nation, but he or she can also be totally different. Just remember that unlike a normal Hero, this Hero is not on call 24/7. You get to use him for one major task a year, and that for only a month. So use your Bat-minutes wisely.

Magical Gunsmiths (10 SP): While higher grades of technology notoriously play very poorly with magic (and vice-versa), for quite literally thousands of years it is common for the smallfolk to use muskets, iron and the like in both their daily lives and at war. This trait is only open to nations or trans-stellars that have at least 1500 aggregate points of magic in at least 3 fields; it sets their tech levels to a uniform 200 each (TL2). If an org wishes to raise these at creation (e.g. to buy up tech in order to purchase a fusion field) they must start from 100 - there is no free lunch. In-game this restriction is no longer in force; the 200 in each field is 200 in each field.

Durable Enchanters (25 SP): The humble enchantment has been a tool of the magic for millennia and over the years various groups have cultivated exceptional skill at it. Durable Enchanters automatically extend the duration of enchantments to a full year from one month and also helps stretch enchantments across multiple battles. Finally, any unit built by Durable Enchanters may take the first level of casting chamber as a slot-free upgrade.

Disadvantages List

Factious World (+5 Starting Points): As a Nation, while you are the greatest power on your world you are not the only one. Other nations exist which have no loyalty to you. They do not pose an immediate threat, but you cannot easily conquer or control them. The other nations start with 500 Starting Points between them (before Disadvantages and the 25 SP adjustment per starting year).

Hostile World (+25/50 Starting Points): As a Nation, your world is not your own. There are other powers on it, and some are greater than you are, and less than friendly. Forget conquering your neighbors; just think about surviving them. You are surrounded by nations with a combined point value of at least 1,000 SP, and possibly higher. You may choose to make these hostile nations into magical creature civilizations, doubling the disad’s value to +50 SP with a commensurate worsening of the danger it represents (meat’s back on the menu boys).

Weak Government (+25 Starting Points): Your government is not fully in control of your nation. Making decisions is difficult and carrying them out more so. While this doesn’t affect day-to-day life as the routine bureaucracy ticks along nicely, it does affect the ability of your nation to respond to emergencies; in particular, mobilize the nation out of its daily grind and to wage war. Any Civil Order penalties incurred by war are doubled, and Industry cannot be mobilized save in times of grave crisis, and then is twice as damaging to population morale.

Dissatisfied Population (+10 Starting Points): While your society does function, there are rumblings of discontent at certain levels. The production bonus from the Population is halved, and the people while not openly disloyal, are willing to lend an ear to foreign voices.

Angry Population (+25 Starting Points): In addition to automatically gaining the effects of this disadvantage upon conquering unwilling people, a player can take this disadvantage at the start, beginning with a less than rosy reputation in the eyes of his people. The population produces no bonus, and the people are receptive to foreign influence.

Rebellious Population (+50 Starting Points): The people aren’t just dissatisfied; they’re on the verge of open revolt. A newly conquered nation will usually have this disadvantage for some time before settling down into mere dissatisfaction. As well as no bonus, production in all categories is only 50% and the people will jump at the chance to ally with foreign powers against you. This lasts until this disadvantage is negated, by one means or another (not an easy task but possible with draconian measures).

Pariah (+10 Starting points): You did something somewhat repugnant in the past, or are associated with the more unsavoury side of life, and now are a bit of a loner in the community. Others will only deal with you under the table, and always with guarded looks and an eye for suspected betrayals. In practice this means a minus to diplomatic reaction rolls.

Magical or Technological Ineptitude (+10 Starting Points): One Category simply defies the abilities of your Nation or Trans-Stellar's people to master, reducing your starting advancement in that category to 0 and costing twice as much to research as normal. This can be bought for multiple categories, except for Heroes who can only take it once. Be aware that this ineptitude also makes it difficult to deal with magic or technology using the selected Category and can create weaknesses, for even if a Power has no plans to use a Category, it is often necessary to defend against it.

True Blood (+10 SP): Your Nation frowns on modifying the god-given forms of life. They will treat any Biotech Civilisation as a Pariah and suffer morale problems against biotech or Creation artificed units (including undead).

Fourth Law (+10 SP): Your Nation fears the rise of intelligent machines. This includes both the intelligent computers produced by Technological Powers and the self-aware golems produced by Magical Powers. Your Nation may never use automation, or full AI, and will treat any Robot Civilisations as Pariah. This disadvantage does not prevent a Biotech Power from building intelligent biotech creations or using sentient creatures as their vehicles.

Nuke Free Zone (+30 SP): Your Nation will not countenance the usage of Weapons of Mass Destruction, or Doomsday Magic. They will not research or possess them, and while they understand that other nations do not share their ideals, they will react strongly to nations that go beyond possession and begin using such terrible weapons. If a nation makes routine use of WMD or Doomsday Magic, particularly on planets, and especially if they kill a large number of civilians with them, your Nation may end up treating them as Undiplomatic. In such a case you may also use the presence of WMD or Doomsday magic as cassus belli, allowing you to start a war without any Civil Order penalties.

Magical Intolerance (+40 SP): Your Nation has a blanket prejudice against Magic. They will not use any levels of Magic, nor can they fuse Magic and Technology. They will also react poorly to any Power that uses Mages and will treat such a Power as if they are Undiplomatic. Powers affected by this will tend to react negatively to your actions.

Technological Intolerance (+50 SP): Your Nation has a blanket prejudice against Technology. They may have no Technological Advancement Levels higher than Level 2.5and cannot fuse Magic and Technology. They will also react poorly to any Power that uses Advanced Tech, and will treat such a Power as if they are Undiplomatic. Powers that are affected by this will tend to react negatively to your actions.

Disaster Zone (+10 Starting Points): Your Nation is subject to natural disasters, which occur regularly and can inflict considerable damage. The nature of these natural disasters should be specified, such as earthquakes or typhoons, or more esoteric disasters like plasma storms or outbreaks of mass insanity.

Barren World (+20 Starting Points): Building more Population Housing costs twice as much, and Civil Order Upkeep costs are doubled (this can start to add up). A Nation with this Disadvantage may not start with more than 50 Population Units, though they may go above this as the game progresses. Barren World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.

Resource Poor World (+20 Starting Points): A Nation with this Disadvantage may not start with more than 50 Industry Production. , though tThey may go above this as the game progresses however increasing Production costs twice as much. Resource Poor World is Nation and planet specific, and does not affect land you acquire on other worlds, or other Nations that may share your world but do not have this disadvantage.

Poor Finances (+25 Starting Points): Perhaps your currency suffers from runaway inflation, you are in the midst of a great depression, or El Presidente uses the treasury as his personal piggy bank. Whatever the case, your Nation has a poor financial record. Wealth production costs twice as much to build (on your world or any other), you receive a –1 return on all Trade Goods. A Nation with this Disadvantage may not start with more than 50 Wealth Production, though they may go above this as the game progresses. Basically, your people just stink at managing money.

Incompetent Security Network (+30 Starting Points): Your Nation just doesn’t seem much need to protect its secrets, or maybe they just hire Orcs as security guards. All your security forces start with Incompetent, and any new units produced are also Incompetent.

Incompetent Armed Forces (+50 Starting Points): Your armed forces just don’t have their shit together. They’re poorly trained, poorly motivated and poorly led. All military units start with Incompetent, and all new units produced are Incompetent. This is a very difficult disadvantage to remove as incompetence is institutionalized at all levels, but getting your military hardened in battle (if it survives long enough!) is an effective, if risky, solution.

Cult of Victory (+20 Starting Points): Your Nation does not like losing. Unless quickly followed by a victory, the effects on the Population’s morale from defeat in battle are magnified, and losing a war almost invariably leads to a revolution or rebellion.

Fear and Loathing in Lords of Ether (+25 Starting Points): You are despised. Other Powers will attack your ships and emissaries on sight and whole Nations will ally against you at the earliest practical opportunity. Your leadership tops the most wanted lists on most every civilized world, and mothers frighten their children with their names. Fear and Loathing supersedes Pariah. This is a suicidal disadvantage for a Nation or Transtellar; it’s intended for rogue super-villains. But if you’re taking this Disadvantage you might as well also take. . .

Undiplomatic (+40 Starting Points): Your Nation lacks diplomatic graces and hase a great deal of trouble closing deals with other states. In practice, all wealth transactions with other powers are twice the normal cost (so buying that battleship from the Formor Staryards will cost you 20 Wealth rather than 10). The same goes for others trying to deal with you and. the extra money simply absorbed by a difficult, combative or otherwise restrictive diplomatic bureaucracy.

Slow Population Growth (+5 Starting Points): The Population of your Nation grows half as fast as normal. In addition to this the pressures of an aging populace mean that it costs twice as much to build up Housing infrastructure for what little new population you do gain.

No Population Growth (+10 Starting Points): Your Nation has stagnant Population growth. The only way to increase it is by immigration or costly artificial means. Again, the pressures of an ageing populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive. Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.

Negative Population Growth (+25 Starting Points): The population of your Nation is in a slow but seemingly irrevocable decline. Every year it decreases by 3%. This can be staved of by immigration or costly artificial means, but the pressures of an aging populace mean that integrating these newcomers into the Housing infrastructure is twice as expensive, and Civil Order Upkeep is twice as expensive (this is cumulative). Additionally, if immigrants arrive in large numbers social tension can arise and cause unrest.

Patent Office (+5 Starting Points): Your Nation jealously guards what’s theirs, treating their accumulated knowledge as their own private trove. They will not give others Research Treaties (though they will still accept them), nor will they trade any of their technological or magical designs or units to another Power. Ever. If a Power is caught conducting Espionage against your Nation, you will treat them as if you were Undiplomatic from then on.

Not Invented Here (+25 Starting Points): Your Nation is not receptive to external ideas. They cannot receive Research Treaties (though they can still give them), and they cannot receive any units or parts of units from another Power. Additionally, spies on Espionage missions are half as effective. Note: Artifact finds are exempt from this rule, as any useful devices recovered can be assumed to come from the Nation’s past, and even those with a serious NIH complex can see the value of these awesome Gods War machines.

Lord of All (+5 Starting Points): There is one person who rules your Nation; one man or woman who is ultimately in charge like a tyrant of old. This person should be designated as a specific individual, and represented by a single (killable!) unit. This unit can be anything, from a simple infantryman to a Land Dreadnought, to an Oracle. Whoever they are, if they should fall your Nation will lose direction and gain the Weak Government disadvantage. If you already have Weak Government, your Nation goes right into Rebellion.

Home is Where the Heart is (+25 Starting Points): Your nation eschews colonialism and foreign holdings, preferring to remain in their home system. The Base Infrastructure Construction Rate may not be used in another system, and all Infrastructure of any kind built in another system costs twice as much.

2. Advancement

Advancement in Lords of Ether is divided between Technology and Magic, with ten Advancement Categories divided between the two. Technology and Magic are not simply different names for the same abilities, and there are significant differences between both how they work, and what they do. Technomagic and Magitech are a special form of Advancement gained by combining or “fusing” a Technological Category with a Magical Category. They offer greater power and more abilities than either Tech or Magic, but they also come with a very high cost both in Advancement Points, and in unit prices.

The Basics

Below is a brief summary of the basics of Advancement:

-Each Advancement Category is divided into 5 Levels with 100 Advancement Points (AP) to a Level. Advancement can be as low as 0, or as high as 599 AP.

-Nations and Transtellars pay 1 SP for every 10 Advancement Points.

-Advancement for Nations and Transtellars defaults to level 100 in all categories, technological and magical, representing the fact that some knowledge is ubiquitous amongst groups that develop into large organized states. This can be reduced by taking certain Disadvantages.

-Technology of Level 3.5 and higher may not be Enchanted, and will interfere with some magical effects, such as teleportation.

-The Level of a Technomagic or Magitech fusion is determined by taking the desired Levels of the two fused Categories (dropping all fractions) and then adding them together. The cost in AP is determined by multiplying this Level by 100. Fused Categories can be no more than one Level apart.

Choosing your Advancement

The decision between Magic and Technology is the biggest defining point for a Power. A high-tech Power is the most straightforward choice, as it is predictable, easy to manage and allows some of the most impressive weapons and vehicles. High-tech Powers range from modern states with Technology at the high end of Level 3, to future and far future states with Technology at Level 4 or Level 5. Futuristic Powers have many options, from cyber-slums, to killer robots, to vast organic civilizations built on the widespread application of biotechnology.

Up to Tech Level 3.49 Powers often augment their machines with magic, along the lines of the “Steampunk” genre, which occupies the middle ground between tech and magic. Steampunk Powers rely on lower tech devices boosted in power by Enchantments and/or magically Artificed components to reach, and sometimes exceed, the capabilities of more advanced pure-tech devices. It is important to note that Technology of Level 3.5 and higher cannot be enchanted as the complex components react poorly to magical energies. It is of course possible to forgo the use of magic at this Tech level, however the lack of high technology can leave a capability gap that even numbers alone cannot match.

Powers with Tech Levels of 3 or below are called low tech and usually also possess some magic levels. Tech level 1 or 3 on its own with no magic is a very difficult Power to play, and may leave you prey to more advanced and unscrupulous Powers. For that reason these tech levels are best treated as an adjunct to the magic levels of a Power. In such a case they are still very useful as they offer extremely low cost but easily enchantable technological alternatives to the powerful but expensive devices mages can create, and allow a society to function without continual expenditure of magical power.

Magic Levels 1 to 3 are known as common magic, or hedge magic. They involve easy to use castings that can be quite effective but nevertheless lack the awesome OOOMPH of high magic. They are best used in conjunction with some levels of Technology, as common magic does not have the ability to maintain a society on its own.

Magic Levels 4 and 5 are high magic. At this level mages can do almost anything, and it is possible to build a Power that runs on high magic alone. However, in such a society all power and ability rests with the mages, and the common people will have to rely on them for everything, having no useful skills themselves. Like common magic, high magic can easily be combined with low tech or Steampunk – but the deciding factor in the number of Tech levels taken often cost, as that many Advancement levels can drain most of a Power’s SP. There are many possible directions a high magic Power can go in, from creating a civilization based on the Enchantment of low tech or Steampunk, to a Power based on Summoning, or maybe one built around the power of Artificers.

However, the biggest Advancement choice is whether to use Technomagic or not. Technomagic is the fusion of Technology and Magic together into a seamless whole to create devices of awesome sophistication and power. While Technomagic can be used at any Advancement Level, it is most powerful when used to combine high technology with high magic. While it still does not allow high tech devices to be enchanted, it does allow them to be constructed with intrinsic magical special abilities, and reach much higher levels of power. Unfortunately Technomagic is also very costly – so much so that its costs often outweigh its immediate practical benefits. Unless the fused magic and Tech levels are relatively low, you should be prepared to sacrifice a lot in other areas such as Infrastructure and Military to pay for it. If you want to take Technomagic think carefully about your core concept. Does the Power you envisage require Technomagic to be properly realized, or do you just want it because it’s shiny? If you can construct your Power without Technomagic that may be the better choice.

Magitech is a sub-class of Technomagic. Technomagic is generally assumed to be the province of Technological Powers, and while the devices produced may have magical abilities, they remain at heart technological. Technomagic Powers usually take a swathe of Technological Categories, and then one Magical Category to fuse with the Technological Category of their choice. Magitech flips this around, taking Magical Categories, and then one Technological Category to fuse with the Magic. This does not change the power of the mage’s castings, but it does allow their magic to be augmented with semi-technological devices or training. This is an interesting option that, like Technomagic, should be integrated as part of the core concept if you choose to take it. Such Powers can best be thought of as a form of High Magic.

It is possible for powers to have multiple fusions of different categories of technology and magic, particularly at low levels. The cost of a second fusion and each one thereafter is half of the default cost, assuming that it is of the same level or less as the first.

Technology

Technology is defined by the mechanical use of Etheric power in ways clearly defined by established or enforced universal laws. Technology offers power to everyone who can read an instruction manual, which is its primary strength. It is also reliable, efficient, and easy to mass-produce. On the downside it lacks the raw power of magic, and in its predictability lacks many of the wildly excessive effects of the most inventive spells. Technology can be roughly broken down into eras of history, based on Level. This can serve as a guide for those who want to know how to describe a certain level when posting about it, or how to match a desired historical or science fiction style to their own:

TL0 roughly equates to the Stone to Bronze ages. Examples would be ancient Sumer and Babylon, and elements of the Aztec and Inca civilizations.

TL1 is roughly in line with the Iron Age. This is the common ancient era, and would include examples like Ancient Greece and Rome. At TL1.5 it starts to shift into the Medieval era.

TL2 is comparable to the Renaissance era up to around TL2.5 where it begins to shift into early industrial, such as the Napoleonic era. Up to this point, all technology is considered “Simple” but at TL2.5 more “Complex” machines begin to show up with greater abilities, but also greater Upkeep demands.

TL3 runs the span of the 20th Century, with TL3.0 being roughly 1900s, TL3.5 being late WWII, and TL3.75 being modern technology.

TL4 is postmodern, being roughly comparable to the technology seen in Aliens, Cyberpunk, and the younger races of Babylon 5.

TL5 is far future, being somewhat similar to the gee-whiz technology seen in Star Trek, and by the B5 First Ones.

This should not be treated as an absolute guide, as many historical civilizations were ahead of their time in certain Categories. The Inca for example would have been TL0 in most weapons applications, but TL1 or 2 in Physics/Mathematics because of their knowledge of astronomy. Many Medieval societies would have been high TL1 or even low TL2 in weapons technology, but low TL1 or TL0 in Biology as their knowledge of sanitation and medicine actually regressed below that of previous eras. The purpose of the above is just to provide a rough idea of what the various numbers mean.

Technology has five Advancement Categories; Biology, Chemistry, Engineering, Physics/Mathematics, and Psychology. Each of these Categories is very broad, and encompasses a wide range of abilities and effects. Some of these categories are more important than others at lower levels and low tech Powers can sometimes get away with ignoring a couple entirely, but a truly high tech civilization will need high levels in all of them to be fully effective.

Biology

Biology has few direct effects at the lower levels, but rather functions as a supporting category, allowing your Power to run smoothly. It affects how many people your land can support, and how many of your troops will recover from wounds received in battle. At the higher levels it also allows genetic engineering and cloning.

Biology Level 0: At this level the Power is limited to basic farming and very simple medicine, mostly gained through trial and error. A Power with this level in Biology gains no bonus to Living Space, and no save against combat casualties or biological weapons or outbreaks.

Biology Level 1: At this level the Power has learned more advanced agricultural practices, and has developed a limited body of medical knowledge. They have also learned the rudiments of selective breeding, which is the earliest form of genetic engineering.

A Power with this level in Biology gains a low save against combat casualties and biological weapons or outbreaks. They may also add one simple Genetic Engineering Crew Added Capability to their units, to represent breeding for things like strength or speed.

Biology Level 2: At this level the Power begins to codify its knowledge of human physiology and, and develops effective and systematic means of treating various ailments.

A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks. The earliest bioweapons may also be systematically employed at this Bio Level 2.5, making this the first type of WMD a Power can develop. They may also add two simple Genetic Engineering Crew Added Capability to their units, to represent more advanced breeding practices.

Biology Level 3: At this level a Power attains the level of modern medicine, with antibiotics, and complex surgery. Agriculture becomes a matter of mass production and specially engineered crops become common.

A Power with this level in Biology gains a save against combat casualties and biological weapons or outbreaks. They may also add three simple Genetic Engineering Crew Added Capability to their units, to represent the beginning of early planned biology. This level of Biology is also a prerequisite for those who wish to add Cybernetics as Crew Added Capabilities.

Biology Level 4: At this level a Power advances into futuristic medical practices, with wonder drugs, full genetic engineering and early regeneration techniques. Nutrition can be targeted for the maximum health of the population, and natural diseases are all but eradicated.

A Power with this level of Biology gains a save against combat casualties and biological weapons or outbreaks. They may also add four Genetic Engineering Crew Added Capability to their units and may now use complex genetic engineering rather than just simple. Clones can also be created in conjunction with Psychology Level 4, though at this level they will not be perfect beings, and will have an automatic Reduced Capability.

Biology Level 5: At this level a Power advances into the realm of the fully transhuman. Geneticists are now able to recode DNA on such a scale that a man need no longer be anything close to human. In fact, entire new lifeforms can be created, and machines can be fashioned entirely out of living matter.

This level of Biology can allow for Technological units to be created without the use of Engineering at all. Having more restrictions on the choice of materials and methods of production makes purely Biotech units more vulnerable than their counterparts. Pure biotech production also has a build time modifier of 1.5, assuming similar to engineering a power has at least two other categories at level 5.

A Power with this level of Biology gains a high save against combat casualties and biological weapons or outbreaks. They may also add five complex Genetic Engineering Crew Added Capability to their units. Clones can be created indistinguishable from natural humans, without the flaws of Bio Level 4. Most significantly, a Power with this level of Biology can choose to follow a radically different path from the bulk of humanity and become a Biotech Civilization.

Chemistry

Chemistry is a powerful and direct category, enhancing weapons and armour at all levels. Early on it is mainly focussed on materials science, such as forging iron and steel for blades and armour, but at the higher levels it becomes important in guns and explosives as well as for powering vehicles and creating new energy sources and fuels. Its direct effects make it important for any military, but it also supports the development of Industry.

Chemistry level 0: At this level the Power is limited to using materials easily found in nature such as stone and surface metals like Copper that are easily worked.

A Power with this level in Chemistry can only make simple weapons, and suffers large penalties to weapons and armour.

Chemistry level 1: At this level the Power can begin to work the first simple alloys of Bronze and Iron.

A Power with this level in Chemistry can still only make simple weapons, though it suffers smaller penalties to weapons and armour.

Chemistry level 2: At this level the Power progresses through more advanced alloys up to working steel on a large scale. The Power also discovers gunpowder and can begin to make the first complex weapons – early firearms. The more adventurous can also use their knowledge of Chemistry to lift lighter-than-air craft.

A Power with this level in Chemistry can begin to make complex weapons at Level 2.5, and suffers no penalties to weapons and armour. At Level 2.5 a Power can also begin to make Airships, becoming the first flying machines, and in conjunction with Engineering Level 2.5 the first engines can be made for powering vehicles with Etherite Coal.

Chemistry level 3: At this level the Power enters into modern materials science, and begins to create more complex alloys and composites. The science of rocketry also takes off, and ships can be propelled into space. On a more deadly note, poison gas becomes available for widespread battlefield use.

A Power with this level in Chemistry can begin to make Gas at Level 3.0, and gains a small bonus to weapons and armour. At this level Rocket Engines can be created for use on starships, and Etheric fuel can be refined and compressed into Ethernol. At Chem Level 3.5 (in conjunction with Eng Level 3.0) such engines can be refined enough to be used in aircraft, allowing complex jet and rocket aircraft to be constructed.

Chemistry level 4: At this level the Power begins to create more interesting materials, whose complexity goes down to the molecular scale. Armour becomes much stronger, and projectile weapons can be built with highly advanced warheads and special propellants.

A Power with this level in Chemistry has a modest bonus to weapons and armour, and can make Fusion Drives for its starships, and Etheric fusion catalysts to power its vehicles.

Chemistry level 5: At this level the Power can make the most advanced alloys, fiddling with matter on an atomic layer to create the materials it needs. Advanced chemistry also allows the synthesis of stable Etheric Anti-Matter, gram for gram the most powerful energy source in the galaxy. A Power with this level in Chemistry has a large bonus to weapons and armour, and can make Etheric Anti-Matter Drives for its starships, though EAM containment fields are too large for this to be practical for smaller vehicles. At this level, if they have not already gained the ability with Physics/Mathematics, a Power may also make Nukes (in the form of EAM bombs).

Engineering

Engineering is integral to constructing any Technological device, and is the primary Category for building Infrastructure and running a Power’s industries. At the lower levels Engineering is important for the construction of weapons like swords, spears and bows, and at the higher levels it becomes a key component in military vehicles, enhancing their ability to survive damage.

Engineering Level 0: At this level the Power is limited to construction of simple buildings and weapons. Large projects are accomplished by brute strength, as devices for mechanical advantage have not yet become widespread.

A Power with this level in Engineering may only build simple weapons. It suffers a large penalty to weapons, and all units are constructed with a 4x Build Time Modifier.

Engineering Level 1: At this level the Power begins to use simple machines and build simple but sturdy buildings, and better weapons. Very large structures can be constructed, though they still rely mostly on masses of cheap labour. Ships can be built, though they will be propelled only by oar and sail.

A Power with this level in Engineering may still only build simple weapons. Simple Sails can be built to move ships through the Ether of the Deep Sky (though they must find some other way to get up there first), and vessels gain a rudimentary damage control save. A Power with Eng Level 1 suffers a smaller penalty to weapons. Engineering Level 1 has a 4.0x build speed modifier.

Engineering Level 2: At this level the Power begins to create complex reinforced structures, and build machines both on a larger and more intricate scale. Tall multi-masted sailing ships replace galleys, and (with the aid of Chemistry) are in turn eventually replaced by ironclad warships. Clockworks also come into their own, with timepieces and other precision-made devices.

A Power at Eng Level 2.5 may start building complex devices. In conjunction with Chem Level 2.5 Steam powered ships and mechanical ground vehicles can be made. At this level a Power suffers a smaller penalty to weapons. Engineering Level 2 has a 3.0x build speed modifier.

Engineering Level 3: At this Level construction moves into modern structures of massive scale, like skyscrapers, suspension bridges and massive hydro-dams. It also includes even more complex machines, like internal combustion engines, and the first robotics, and other precision equipment. Engineering Level 3 has a 2.0x build speed modifier if the power has at least two other technological categories at least of Level 3.

A Power with this level in Engineering gains a small damage control save to reduce the damage done by enemy fire. Automation Added Capabilities can be created, and in conjunction with Chem Level 3.0 internal combustion vehicles make simple heavier-than-air craft a reality. At this level Engineering no longer applies to weapons and Physics/Mathematics takes over.

Engineering Level 4: At this level having conquered the large, Engineering now tackles the small, with extremely complex micro-scale machinery which leads to feats of engineering like humaniform robots and vehicles. Robotics also speeds up industrial construction and factories become faster and more efficient as a result.

A Power with this level in Engineering gains a modest damage control save. If it has at least two other Technological Advancement Categories at level 4 or higher, it may build units with a 1.5x Build Time Modifier. It may also (in conjunction with Bio 3, and other relevant Categories) give its units up to four Crew Added Capabilities in simple cybernetic enhancements. Also, for those Powers that eschew Physics/Mathematics, at Eng Level 4 mechanical computers equal to their electrical counterparts can be made. Finally, it may add humanoid Added Capabilities to its vehicles, and use Complex Humanoid Vehicle Types. The era of the giant robot begins!

Engineering Level 5: The biggest discovery at this level is Nanotech which makes much of what was previously impossible possible. Construction can be speeded by these little workers and machines can shift form and function by internal redesign. At this level transformable weapons can be made and the largest vessels constructed.

A Power with this level in Engineering gains a large damage control save. If it has at least two other Technological Advancement Categories at level 5, it may build units with a 1x Build Time Modifier. It may also build Nanoplagues which are the most advanced and lethal form of self-replicating “bioweapon” (even though they need no Bio to make), and may also use this nanotechnology to give its units up to five Crew Added Capabilities in complex cybernetic enhancements.

Physics/Mathematics

Psychology

Magic

Magic differs from Technology because it relies on the skill and willpower of the user rather than the routine use of a constant principle or reliable machine. Magic is defined as the use of the ability of the individual to impose their will upon the world. It requires a lifetime of learning to master, and so can be used by fewer people than technology, but the personal power offered is greater.

In general Magic can match the power of Technology at lower levels of Magical Advancement, for instance it takes Physics/Mathematics Level 4 to use forcefields, but Magic can duplicate the same effects with telekinetic barriers at Movement Level 3. Magic also works much faster than Technology, with armies capable of being summoned out of nothing, and spells whipped up in a matter of days or weeks, as opposed to what is often years with Technology.

On the downside, Magic is resource intensive and inefficient, draining huge amounts of power compared to Technology, and requiring the constant attention of skilled practitioners. Unlike Technology, Magic is also much less reliable, and the desired results often fail to manifest, or do so in unexpected ways.

Magic (obviously) has no historical counterpart, however it can still be broken down into rough fantasy genres based on Level:

ML0 means no magical power. A Power with anything below Level 1.0 in a Magical Category cannot use Magic, and fractional values in this level are only important inasmuch as they shorten the journey to ML1 at which point the first actual magic can be cast.

ML1 can be thought of as “cantrips” and other little tricks. Rather than fantasy stories, this level of magic is actually more often seen in contemporary horror or ghost movies, with things like fleeting visions and vague extrasensory perceptions, as well as things like minor telekinesis. This is magic that has very limited power and effect. Its biggest use is in providing the ability to see and counter the magic of other Powers.

ML2 and ML3 are comparable to the low-key magic seen in fantasies like Lord of the Rings, the Devvery series. This kind of magic is not flashy, and lacks most of the super-human effects, but it can still effect major changes, and do serious damage. It often exists in concert with a low tech, often medieval setting.

ML4 and ML5 are seriously powerful magics, like those used in Slayers, or in the Wheel of Time series. The effects are usually flashy and very noticeable, and their effects often cause great changes in the world around them, allowing mages to often do what would otherwise be considered impossible, even with the most advanced Technology. Entire civilisations can be built around this High Magic, like the Age of Legends in the Wheel of Time.

These comparisons are not exact, but exist only as a rough guide. Lords of Ether has its own distinct magical rules, and some things low level Mages in a particular fantasy universe may be capable of may actually be high end magic in Lords of Ether, or may indeed not be possible at all. Conversely in some universes a spell that is incredibly difficult to cast may be routine in the game’s magical system.

Like Technology, Magic has five Advancement Categories. These Categories are in many ways comparable to Technological Advancement Categories, but the comparisons are not always direct, and it would be a mistake to assume that Magical Categories are just Technological Categories renamed. The five Categories are; Creation, Destruction, Material, Mental, and Movement. These Categories tend to be more focussed than their Technological cousins, and while a Magical Power does not need all of them, each has a useful function, even at the lowest levels.

Creation

Destruction

Transmorgification

Mental

Movement

Fusion

At its heart, a fusion allows for concepts that don't fit the standard paradigm of either straight technology or magic to be realized with mechanics that are often unique in the setting. The first thing to consider after arriving here is what your concept is. What sort of things is it meant to do that can't be achieved using more conventional means? That will guide you towards what might be most appropriate, because fusions have limitations and paradigms based on what their component fields are and tend to be highly specialized. This is not the place to search for generic supertech, because the advancement and unit costs can be ruinous for a power that does not have a clear style or doctrine that plays to their strengths.

First, a fusion cannot serve every conceivable effect of its two constituent fields and has a limited selection of benefits. Two different powers with the same technomagic fusion combination may not have the same fusion effects. Second, the sorts of abilities fusions can have will be restricted depending on the fields chosen. For example, fusing Physics with Destruction tends to result in straightforward weapons and offensive abilities, since that is what Destruction epitomizes. Destruction can also be used to enhance certain Physics-based effects, such as ECM that actively damages electronics it encounters rather than simply jamming them. It however, could not be used to justify something like faster construction time or durability, since neither Physics nor Destruction apply to those fields in normal application.

Thirdly, units require Added Capabilities in order to benefit from fusion traits. They are not free or conferred by default. A fusion unit does enjoy a bonus for its higher technology level, similar to those between different TL or ML units, however that alone does not offset the cost. By default a Fusion unit behaves as one defined by its highest TL or ML. For example, a ML9 ship that is made using Phys 5 and Destruction 4 by a power that is primarily technological will have its speed, cargo capacity and other details set by its TLs. This means that this ML9 ship with no Added Capabilities related to its fusion will largely be a very expensive TL5 ship. Capabilities that the fusion does not affect still remain based on the normal advancement levels. However, the act of fusing does provide some benefits to baseline stats; while starting cargo and deck capacity is set by the base TL, fusion units get a 50% bonus to cargo and deck capacity as a fundamental side-effect of building a large, expensive fusion unit.

The powers conferred by a fusion (traits) are purchased and as such several powers with the same fusion might have dramatically different abilities. Fusions have trait points equal to their TM level. Traits themselves are weighted by strength and are broken into three categories: Core, Peripheral and Active.

Core abilities are, as the name implies, highly important and are the main things that define what a given technomagic fusion does. Core abilities have a major impact on a unit's performance (or potentially other fields of gameplay relevance); if a fusion has two core abilities the cost of each is increased by +1. Core abilities themselves are broken down into three subtypes; Hybrid, Major and Minor. In no case can core abilities be 'doubled up' to further increase the effectiveness of a given added capability.

  • Hybrid core abilities are those which combine the effects of two different added capabilities into a single one, such as energized armour that doubles as an energy shield. These tend to cost 4 points, but this can be weighted differently depending on the strength and broad usefulness of the application in question.
  • Major core abilities tend to dramatically amplify the power of one broadly useful category such as Firepower, Melee, Protection, Durability, Travel Speed, Command and Build Time. These cost 3 points.
  • Minor core abilities confer similar bonuses as major ones, but tend to relate to less directly useful or more specialized categories. Some of these are Sensors, Range, ECM, Stealth, and Mobility. These cost 2 points. Some minor core abilities might also cover weakened versions of major abilities, such as reducing build time by 25% as opposed to 50%.

Peripheral abilities are small side benefits which provide both flavor and interesting, unique abilities. They range from simply buffing the effectiveness of a specific added capability (but not to the level of a core effect) to all manner of bespoke effects. Peripheral effects will almost always cost 1 point each, though particularly potent ones may cost 2 at the discretion of the GM. Several examples of peripheral abilities can be found below, derived from several different fusion combinations.

  • Increase Shields by 1
  • Penetrate armor more effectively.
  • +1 Limbs provides the benefit of both +1 Arms and +1 Legs
  • Gain a passive strategic-level regeneration ability, or improving the regeneration added capability.
  • Reduce the cargo size of spare parts and trade goods.
  • Ignore the first upkeep increase for added caps like armor or mobility.
  • ECM can inflict feedback when successfully jamming a spell.
  • Fast Tracking succeeds on a tie, not just a command roll victory.
  • Increase melee range by one range bracket. (2 pt)

Active Abilities are building innate spell-like powers into units, activated on command without needing mages or ether expenditure, for example the ability to teleport or a pistol that turns humans into catgirls. The cost of active abilities depend on the power of the ability in question and the minimum magic level required to cast it. Generally they cost (ML-2) trait points and units that use them require the same level of Added Capability. As such an ML4 active ability would cost 2 trait points and a +2 added cap. They may only be added to units with a size of 1:100 or larger and each one adds +1 ether upkeep.

There are a total of 25 fusion combinations and not all are equal in power or utility, as such final point values and specific effects must be set by a GM.

Technology Treaty

Nations and Trans-Stellars can engage in bilateral tech treaties. This is an option only open to powers that have an existing statutory relationship with each other in the form of a Trade treaty. A tech treaty allows one power, over the course of a year, to give 5% of its advancement points in one category to another. The receiving party to the treaty must pay 6 WU per advancement point transferred to account for the logistics of upgrading infrastructure or institutions and quieting the social upheaval inherent in having a foreign power’s influence directly enact broad change. No power may give or receive points in a given category to/from more than one other power in the same year. A power may give points in a technomagic category it possesses to a power that already possesses the requisite levels in the requisite categories.

3. Armies

4. Air Force

5. Navies

6. Agents

7. Weapons of Mass Destruction

8. Fortifications

9. Mages

Magic is the shaping of the powers of Ether by will alone. At its heart magic is about Power - personal power. Only the very talented and skilled can manage it, and each level of power comes with a price paid in sweat, toil tears, and often blood.

Any magical act is called a “Casting.” There are four separate types of Castings: Spells, which are magics intended only for short term effect; Enchantments, which are long term magics, even permanent on occasion; Summonings, which are spells that call extraplanar beings into reality for a brief period; and Artificing, which is the practice of manipulating physical matter (either animate or inanimate) to build magical devices and creatures.

With the exception of Artificing, all Castings are just variations on the basic Spell with a few additional rules, costs and effects. Artificing functions similarly to normal Industrial construction, though with a number of specific rules.

Note: In Lords of Ether, the terms “Spells”, “Enchantments”, “Summonings” and “Artificing” apply to very specific magical uses and should not be used interchangeably.

Casting Level and Combining Magical Categories

All Castings have a level. This level determines how complex the magic is; how long it will take to prepare, how much power it will require, and how skilled a mage will be needed to actually use it. Casting Level is the sum of all the levels of the various Magical Categories used.

Most Castings only use a single Magical Category, but the more complex magics combine multiple Magic Categories to enhance their effects. You may otherwise combine as many Magical Categories as you like, but a spell can only be cast by a mage with all of the categories used in it.

Thus a Casting prepared with Destruction Level 4 would be a Level 4 Casting, while one prepared with Destruction Level 4 and Transmogficiation Level 3 would be a Level 7 Casting.

Note: It is not always necessary to combine Magical Categories. Often two separate Castings cast sequentially can have the same cumulative effect as a single combined one. This is always the cheaper way of doing things, however multiple separate spells can interfere with each other, and placing more than two Castings at once on a single unit or batch usually means the failure of the additional Castings.

Area of Effect

Castings naturally affect one target, or one localized target area of small size. Area of Effect can be used to expand this, allowing a Casting to affect many more targets, or a vast area. Area of Effect increases the Ether cost of a Casting, but it does not increase the time the Casting takes to prepare. As the skill and power of a Mage increases, so too does the maximum class of Area of Effect she can use.

The Area of Effect Table is as follows:

Caption text
Class Ether Mage Type Area of Effect
0 +0 Postulant 1 person/small vehicle (truck, battlesuit)
I +1 Disciple up to 10 people/large vehicle (tank, plane)
II +2 Adept/Specialist up to 100 people/small warship
III +3 Master/Trained S. up to 1,000 people/cruiser
IV +4 Archmage/Expert S. up to 10,000 people/capital ships
V +5 Oracle up to 100,000 people/mega capital ship

Destruction Castings often have secondary effects that naturally add to their Area of Effect, such as the blast radius of a fireball, or shrapnel from an ice blast, as a result all Destruction Castings gain one free class of Area of Effect. This free area of effect does not have to be used, but if taken it incurs no extra ether cost. If the Mage chooses to raise the Area of Effect over and above the free amount, they can subtract the free levels from the overall total, so a Class V Destruction spell would only cost +4 Ether rather than +5.

The Area of Effect of a Casting can be paid for either when the Casting is being prepared, or at any time prior to the beginning of a battle or other game event. Obviously if a Mage wishes to “power up” a Casting just prior to using it they must have sufficient Ether on hand. It should also be stressed that this must still be done prior to the mage actually diving into the action, as such preparations still take time and concentration. Any Casting charged with Area of Effect can still be used at a lower level of power, though Ether spent on Area of Effect can never be regained.

Preparation Time

The preparation time for a Casting is determined by its Casting Level. This is not quite as straightforward as the Area Effect Table. Any Casting of level 1-3 is a fairly simple undertaking and requires minimal preparation time, allowing such magic to be instantly cast by the Power as required. In actual fact Mages do still spend time preparing these spells, the process is routine enough that the rules do not bother to model this. A Casting of level 4 requires a week to prepare, and a Casting of level 5 requires a month. Every level above Casting Level 5 adds another month. Thus a Level 6 Casting would take two months to prepare, while a Level 12 Casting would take 8 months.

There is normally no way to speed up the preparation time, as Mages must be very careful when developing such magics, however special facilities such as the Arcane Laborium can speed up the process for Mages working within their walls.

Of particular note, there is a special Preparation rule that applies to Summonings. Summonings are more intrinsically dangerous than Spells or Enchantments, because the Mage is often dealing with intelligent forces that have a will of their own, do not necessarily wish to be summoned, and will actively attempt to thwart the Mage. Because of their tricky nature, mages must prepare meticulously for even the simplest Summonings, and the preparation time for any Summoning is the Casting Level in months. Thus a Level 5 Summoning would take 5 months to prepare, not 1.

This extended Preparation Time for Summoning can sometimes be circumvented if the Mage actively travels to the summoned being’s dimension and bargains directly with it. This is a dangerous and risky option that can often result in the loss of the Mage in question, and is usually – succeed or fail – accompanied by a daring story. If successful however it can result in Summoning Preparation times of no more than a week, though the Casting Cost is unchanged. A Mage must have Movement or Mental at Level 5 to use this option, and it will require story posts and GM attention

Casting Cost

Magic is raw power, and as such is much less energy efficient than technology, burning energy at a fantastic rate. Casting Cost is determined by its Casting Level and Area Effect, and is always paid in Ether. Enchantments and Summonings have separate cost mechanics.

Cost of Spells

Spells of levels 1, 2 and 3 have no Casting Cost. Or rather, while the Spell does require Ether to work, the amount is so small it fades into the normal Ether Upkeep for the mage. Castings of level 4 and 5 incur “High Magic Costs” which is additional Ether that must be paid for each such Casting that is prepared. Spells of Level 4 incur a cost of 1 Ether, level 5 a cost of 2 Ether and so on, each new level adding another point of Ether to the cost. Thus, a Spell of level 9 would cost 6 Ether.

The Casting Cost can be further modified by Area of Effect rules, as discussed above. This is added directly to any other costs. Thus the above Level 9 Spell, if cast with Class V Area of Effect, would have an additional cost of 5 Ether, for a total Casting Cost of 14 Ether!

In short: Cost = Spell Level -3 + AoE

Enchantments

An enchantment is a temporary boost applied to a unit through the use of magic, manifesting in the form of a temporary Added Capability that represents a mage doing something such as blessing ordinary steel to take a white-hot edge of fiery purification. Generally, enchantments are freely available to any artificed unit, any technological unit less than advancement 3.5 and any technomagical unit where any technology over 3.5 is fused with a magical category. Enchantments need not be applied and used immediately. They can remain inactive for a time, to a maximum of the end of the budget year. The basic Enchantment duration is three months when activated. The Casting Cost of a three month Enchantment is the Base Batch Cost of the unit being enchanted multiplied by the Magical Advancement Level plus 1 ether for every level of difference in advancement between the unit being enchanted and the enchantment magical level. As such enchanting some TL2 musketeers to have +1 exploding shot at ML4 would cost 1 x 4 + 2 = 6 ether. Enchantments cast on units must have an ML at least equal to their advancement level.

In short: Cost = Base Batch Cost x ML + ML/TL Difference per Added Capability

The duration of Enchantments can be extended to last until the end of the year. This means the Enchantment will expire with the New Year, no matter when in the current year it was cast (call it the changing of the Astral Tides). This doubles the Casting Cost of the Enchantment. It should be noted that a one-year Enchantment may not actually last a year. Enchantments that are frequently activated or are attacked by countermagic often fail early.

One thing of note is that you must have mages in the area in question to perform enchantments and that certain large units will require a mage of commensurate power. For example a Level 4 enchantment will require a Master to be present, and doing 10 batches at once on a battlefield will require 10 Master mages to be present. Regardless of enchantment level, for a Base Batch Cost greater than 1 an Archmage is required. For a Base Batch Cost greater than 5 an Oracle is required.

Summonings

Summonings pay Casting Cost in two parts; for the Summoning Spell itself, and then for the Summoned Being. The Summoning Spell costs 1 Ether for every Casting Level as well as any High Magic costs. Added to this is the PP cost of the Summoned Being, or Batch (or partial Batch) of beings, which is calculated in the same manner as any military unit, using Base Cost, Modifiers, and Advancement Level. The Advancement Level of the Summoned Being cannot be higher than the Casting Level of the Summoning Spell itself.

One Summoning Spell can only call a maximum of a single Batch of Summoned Beings. It is not necessary to summon an entire Batch, but doing so only reduces the cost of the Summoned Beings, not the Summoning Spell itself.

Some limitations apply to Summoning Spells in the same way it applies to Enchantments, thus a Mage would have to be an Oracle to summon a Lord of Hell.

Summoned Beings generally last for a month before dissipating, or returning to their home plane. As with Enchantments their stay can be extended until the end of the year by paying twice the total Casting Cost – Summoning Spell and Summoned Being. However year-long Summoned Beings may depart earlier if engaged in heavy combat or sufficiently wounded. Worse, in the case of the more powerful Summoned Beings, a year-long stay on our plane of existence may allow them to collect enough information and power to free themselves – and then pay their erstwhile masters back for their term of bondage!

Artificing

Artificing is the artisan craft that produces magical items and materials, exclusively at the hand of a learned spellcaster with honed skills. How they do it, either literally with hammer in hand or using an arcane device of their own construction, is rather immaterial to the fact that the craft requires the entirety of the artisan's time and focus. Fundamentally unlike technology, no part of the process can be offloaded to automation or a broader base of workers. This is largely the way in which Powers that are mostly or exclusively magical can craft Units without the need for technology, technomagic or its associated infrastructure. In order to practice Artificing a Power must have advanced past the threshold of hedge magic and possess Transmogrification (or Creation in the case of biological wonders or horrors) of at least level 3. When using Added Capabilities, the associated magical school must also be at least Level 3. Technological Advancement Levels and Added Capabilities cannot be used on Artificed units.

To reflect the devotion of spellcasters to this task and not to others, a Power must sacrifice (spend) some amount of Research annually to produce Artificed units. At the beginning of each year an amount of Research is spent on Artificing and every month through the year they will be able to spend the same amount of PP on artificed units. For example, if 20 Research were spent on Artificing, then 20 PP of Artificed units would be produced every month until the end of the year.

The cost of artificed units are similar to those produced by other means, with (Base Cost + number of Added Capabilities) multiplied by the magical Advancement Level used in their production. Their build times are independent of the sophistication of the associated infrastructure and are instead uniform at (base cost + number of Added Capabilities) x 5 months. The use of 1 geode per point of base batch cost can reduce this to x3 months. There is no other way to increase build speed of Artificed Units. At game start, artificed units are bought like tech units, (base cost + caps) x highest ML level = pp cost.

Artificed units are fundamentally different from those produced by technology or technomagic, suited more towards the naked application of force than those of an exact equivalent technological power but having gaps in capability and associated weaknesses. Unlike Technology this means that a basic Artificed unit by default does not include the other schools of magic that a power might have. Given that transmogrification or creation alone can only imbue a material with structure and form, they begin unsophisticated and inherently lack the advantages afforded by complex mass-produced machinery or electronics. For example, basic Artificed infantry with no Added Capabilities have only what basic equipment Transmogrification can give them. This means melee weaponry, their base mobility and armour. This is largely true of other types of units as well. This is not to say that artificed units are melee-only, forever without certain abilities or are necessarily weaker. Artificed units can gain the full benefits of other schools of magic through Added Capabilities or Enchantments. Artificed added capabilities also tend to be more powerful than their Technological equivalents. The easiest way to conceptualize this is that after the basic frame is crafted from raw materials, it does not inherently possess any ability to generate energetic effects like flaming blades or ominously hovering over terrain until another mage with a different skill set comes along to carve the levitation runes. To equip the example infantry with sun-guns with the white-hot light of fiery purification, at least a +1 added capability to that effect is required, along with Destruction. Ranged weapons do not specifically require Destruction or any other school, however even with only Transmogrification an Added Capability is still needed to reflect the extra investment in time and effort of creating something with more complicated moving parts like a crossbow. Similarly a magical star ship at ML4 does not have a shield-like energy barrier like a Technological unit with Physics 4 unless it is specifically equipped with one.

This leads to Artificed units often being specialized for specific roles as it is often impractical or impossible to include added capabilites or enchantments in all areas, particularly at low advancement levels. Battlefield mages often perform duties that are taken for granted in Technological powers, such as long-distance communication, scrying for enemy activity or for applying situation-specific enchantments when certain abilities are needed. This means that operating a purely magical military often requires a greater degree of management than a technological or technomagical one, with some weaknesses in roundedness in exchange for raw power.

Artificed infantry by default has 1 WU, 0 IUU, and 0 EU upkeep. Artificed vehicles default to 1/0/1. The first addition of ranged weapons adds either 1 IUU or EU, and the unit then gains additional upkeep from caps as per usual (described cap-by-cap in the unit lists).

Artificed units take draft as normal.

Storing and Using Castings

Once a Casting is prepared and the Ether costs paid, it does not have to be immediately used. The Casting can be stored in a reagent or vessel. A reagent is some sort of perishable item that when used in a certain way by a Mage with the necessary skill will release the magical energy stored within - a plant leaf, animal part, or powder for instance. A vessel is a non-perishable item that can store the magic, to be released by a specific gesture or arcane word, again, by a suitably skilled Mage. Common vessels are things like rings, amulets of magic staffs (or perhaps the Mage herself!). As vessels and reagents can be given to other mages a Casting need not be used by the mage who prepared it, but it must be used by a mage who understands all the magical levels involved, and is capable of handling any Area of Effect that has been added to the Casting.

Prepared and stored Castings do not have an expiry date and can be stored indefinitely. A prepared Casting can be voluntarily dispelled by any mage commanding the vessel or reagent. Destroying the reagent or vessel will also dispel the Casting. In the case of a Mage who uses herself as a vessel, apart from death, there are various magical and technological procedures that can be used should she be taken captive which can also dispel or hold in check any spells she may have stored within. Most of these revolve around channeling a negating flow of Ether through her, a procedure not dissimilar to electrocution and thus rather painful.

A Mage can only use one major Casting at a time. A major Casting is any magic that requires the expenditure of additional Ether, beyond the Mage’s usual Upkeep. This means any Enchantment, Summoning, Level 4 or 5 Casting, or Casting charged with Area of Effect Classes counts as major. Because of the energy involved, these Castings require a serious focus of will, and Mages cannot effectively multi-task to manage more than one. The number of Mages available thus influences the number of major Castings a Power can use in any one phase of a battle.

Range of Magic

Some magic involves ranged effects, most commonly offensive or detection spells. This is determined not by the Casting itself, but by the ability of the Mage. The more powerful a Mage the greater range at which the Casting can operate. As with all things, using Castings at longer ranges decreases their effectiveness. Weaker spells thrown over long ranges, regardless of the skill of the mage tend to lose a great deal of their power. It is also quite possible to miss with a spell and mages who are unfamiliar with battle techniques are more susceptible to this than most.

The range table is described below:

Caption text
Mage Type Max Offensive Range Max Detection Range
Postulant Melee Melee
Disciple Very Close Close
Specialist/Adept Close Medium
Trained Specialist/Master Medium Far
Experienced Specialist/Master Far Very Far
Oracle Very Far Intersystem

Note that these ranges are not universally applicable. Castings such as invasive mind control require close range contact no matter the power of the mage involved, and some spells such as teleport spells with an anchor ignore them entirely. There are also methods, involving Movement and Mental, to circumvent these ranges by sending spells through gates or by projecting the consciousness of the mage away from her body. Some of these methods and exceptions will be described in the Example Spell Book section, but given the endless possibilities of magic this is by no means exhaustive and others are up to rulings by the Game Moderators.

Counter Magic

There are a number of ways to counter the effects of magic; Standard Countermagic, Opposed Effects, or General Jamming.

Standard Countermagic

Standard Countermagic is the default method. It must be performed by a Mage who has at least one level in all the Magical Categories involved in the Casting at hand. The Counterer does not have to be able to cast the spell herself, only have minimal knowledge of the spell's basic form. Standard Countermagic involves the pitting of the will of one mage against another and requires no extra Ether expenditure or prior preparation on the part of the Counterer. However it does require a great deal of focus and very fast reactions. As such, to best use this method a mage must be largely free of distractions and focussing on the potential attack. Attempting Standard Countermagic "on the fly" makes success less likely. All things being equal success is judged mainly based on the skills of the mages in question - a Postulant is manifestly unlikely to be able to counter the spell of an Oracle in this manner, while even a distracted Oracle will be able to laugh at any spell a Postulant may try to throw at her.

Opposed Effects

Opposed Effects are the most reliable form of Countermagic. In this situation two castings act directly upon each other, such as a Destruction fireball against a Movement shield, a plague curse against a curative enchantment, or a teleport spell against a dimensional barrier. More reliable than Standard Countermagic, the downside is that, like any Casting, the Opposing Effect must also be prepared beforehand and may cost its own Ether. Such Effects can in fact be set up on an automatic trigger requiring only an imminent threat and minimal action from the Mage's subconscious so as to activate in time, though the Mage still cannot be busy casting other magic. They can also be Spells cast for a one-time-only counter, or Enchantments for long term standing protection. Of note: Technological systems generally act as Opposed Effects, with devices like neural scanners defeating mental suggestion, or energy shields defeating lightning bolts.

General Jamming

General Jamming is a method most used by Technology, however it also has its Magical uses. In this case a general Etheric field disrupts all magical effects (though the more sophisticated fields can be selective about what they impede). All technological ECM systems can have this effect, and the most powerful can be a real problem. When used as magic these effects are usually cast as a long term Enchantment, which works to hinder certain forms (or even all forms) of magic in an area. However it does not directly block or counteract the Casting as with an Opposed Effect but merely disrupts and weakens it. Rather than a dimensional barrier to physically block a teleport spell, Magical Jamming might just dilute or muffle the signal of the spell's anchor. As such it is usually overall less effective than a direct Opposed Effect, but usually lasts longer.

10. Types of Magic

11. Production

12. Trade

Trade is an integral part of international relations. High profile, high cost items like war machines, high technology and rare resources are dealt with on an individual deal-by-deal basis; these rules describe the day-to-day movement of luxuries and non-essentials that can truly enrich the commercially inclined.

Similarly, many wealthy powers supplement their industry with components and low-end consumer goods brought from elsewhere.

Each unit of Trade Goods takes 1 Industry or Ether to produce, and takes up 5,000 cargo points. These Trade Goods convert to Wealth when delivered to a Customer. The ratio of Trade Goods to Wealth is determined by the trade Return.

Return is determined by four factors – the relative Wealth, Industry or Ether of the Trader and Customer, relative Advancement, exotic resources, and distance covered. These are added together as a series of percentages, whose cumulative total determines the profit or Return. Different types of trade will be differently affected by different factors.

Basic Return

The basic Return (+0 Return) of Trade Goods to Wealth is 1:1. For every +1 Return, the Trader adds +1/4th of a wealth unit per trade good If a trade shipment method is particularly economical to operate (IE a ship using sails or star sails, or geode power) gain +1 return regardless of what type of trade it is.

High-Value Trade

This trade represents the movement of high-end finished goods, luxury items and the like. It is primarily determined by relative wealth, advancement and distance covered. A power may absorb up to 1 unit of luxury goods for every point of population, and gains one free point of public order payment for doing so.

Wealth

If the Trader has a greater Wealth per-month (including any Population bonuses) than the Customer then they gain +1 return. If the Trader has a Wealth-per-month more than twice that of the Customer they gain a +2 Return. If the Trader has a Wealth-per-month more than three times that of the Customer they gain a +3 Return.

If the Trader also has both industry and ether production higher than the custom they gain +1 additional return.

Advancement

If the Trader has at least one Advancement Category at least one level higher than the same Category of the Customer they gain +1 return. If the trader has double or more higher than the same Category of the Customer they gain +2 Return, providing it is higher than one. If the Trader has a technomagic/magitech fusion and the Customer does not, the Trader automatically gains +3 Return.

If a customer has a 0 in a category in which a trader has at least 1, due to ineptitude then that is a further +1 return.

Distance

If the one-way distance from Trader to Customer is greater than 5 Great Leagues the Trader gains a +1 return. If the distance is greater than 10 Great Leagues the Trader gains a +2 Return. If the Distance is greater than 20 Great Leagues the Trader gains a +3 Return.

Other factors

Particularly prestigious events, such as the construction of major monuments or certain stories may make goods from a planet in particular demand.

The total of all these plusses gives the total Return in Wealth on each unit of Trade Goods delivered. Thus a Trader with a Return of +4 with a Customer would get 2 WU for every unit of Trade Goods, while one with a Return of +12! Would gain a whopping 4 WU for every unit of trade Goods.

Bulk Goods Trade

Bulk trade goods represent cheap consumer goods, components and resources like textiles and so on which a less wealthy and technologically advanced power may trade with a stronger. They are less profitable than luxury goods, but can still produce a good return. Bulk goods may be used to pay public order, but may instead be used to supplement local industry at a rate of 2 trade goods to 1 industry. This is less efficient than shipping raw resources but generates returns for the constructing power.

It is primarily determined by relative industry, wealth and advancement. Distance does not matter significantly for bulk good deliveries.

Industry

If the Trader has a greater industry-per-month (including any Population bonuses) than the Customer then they gain +1 return. If the Trader has an industry-per-month more than twice that of the Customer they gain a +2 Return.

If the Trader has less wealth per month than the Customer gains an additional +1 return.

Population

If the Trader has a greater population than the Customer then they gain +1 return. If the Trader has a population more than twice that of the Customer they gain a +2 Return.

If the Trader has more than a third of their population unhoused, they gain an additional +1 return.

Advancement

If the Trader has at least one Advancement Category at least one level higher than the same Category of the Customer they gain +1 return. If the Trader has at least one Advancement Category within 50 RP of the Customer, gain +1 return. These bonuses stack.

Raw Resources

Industry may be converted to produce raw resources at a rate of 1 industry for 1 raw resource. When fed to another point of industry, each point of raw resources doubles its efficiency, allowing it to produce 2 points of industry instead of one. Converting industry to produce raw resources only takes 1 year.

Raw resources do not naturally generate returns for the supplying power, but payment may be arranged, or their production may be coerced.

Black Market Goods

A great deal of profit can be made by the shipment of commonly recognized illegal goods, such as harmful drugs, banned weapons, restricted entertainment and suchlike. What determines whether goods are Black Market or not depends on the society into which they are being smuggled, but all societies have something they consider prohibited.

There are a number of advantages to Black Marketeering: Such shipments are usually of greater value, needing smaller sizes and thus taking up only 1,000 Cargo Points per Trade Unit (though still costing 1 Industry to produce). On top of the normal calculations for High-Value Return, the Return on the Black Market is always at least +2, rising to +4 for goods delivered to Dissatisfied populations, and +6 for goods delivered to Angry or Rebellious populations. Such deliveries also do not require any consent or agreement from the Customer. The Trader can deliver as much as they can move as often as they can move it.

On top of all other considerations, this means a fantastic Return, but it does have a down side. Unlike normal Trade, Black Marketeering has no benefit to the Customer. In fact it cancels out points of Civil Order Upkeep on a one-for one basis, actually harming the society. This means that a Power will always try to stamp out the Black Market, or at least limit its operation if it is at all able. This isn't necessarily easy. Black Market goods can be hidden amongst normal legitimate shipments, or smuggled in by bribing corrupt officials or simply by sneaking around customs entirely.

There is however a point of saturation; when a society is so awash in illicit goods that further deliveries bring no more profit. This comes when the number of Black Market goods delivered in a year equals the population rating (per million people) of a Power. This fight for limited consumers can lead to quite vicious crime wars between rival Black Marketers as they attempt to destroy each others shipments, bases of operations and networks of distribution.

The maximum limit of Trade Goods is not affected by Black Market Goods, and vice versa, even a society flush with its maximum in Trade Goods can still accept its population rating in Black Market Goods as well.

13. Strategic Travel and Fuel

All space ships need drives

Eng 2 or Bio 5 allow ether sails that move you 0.5 GL/week with no fuel costs

Eng 5 allows ether sails that move you 1 GL/week with no fuel costs

Chem 3 allows chemical rockets that move you at 1 GL/week

Chem 4 allows fusion torches that move you 2 GL/week and allow a sprint option in combat

Chem 5 allows EAM drives that move you 3 GL/week and allow a spring option in combat

Phys 4 allows AG drives that move you 2 GL/week and give a maneuverability bonus in combat

Phys 5 allows AG drives that move you 3 GL/week and give a maneuverability bonus in combat

Move 3 allows ships to be artificed with permanent enchants or magic materials that move a ship 1 GL/week and give a maneuverability bonus in combat

Move 4 allows ships to be artificed with permanent enchants or magic materials that move a ship 2 GL/week and give a maneuverability bonus in combat

Move 5 allows ships to be artificed with permanent enchants or magic materials that move a ship 3 GL/week and give a maneuverability bonus in combat

All additional engine caps increase the base travel speed of the first by 50%. So a +2 fusion torch ship goes 4 GL/week, a +3 5 GL, etc.

1 upkeep payment of EU allows your ship to travel for two months

Fuel costs are doubled for warships above base 1 cost