Silicon and Silver

Visions of the Future

2015, the European Sustainable Energy Program investigates an unusual source of radiation during experimentation on a novel mineral recovered from the Baltic Sea. The first sustained portal between the human and fae world is inadvertently opened, allowing sight into the opposing side. An emergency session of the European Council unanimously votes to contain the portal and keep it a secret.

2016, the fae enter our world. Ambassadors of the many fae nations begin making contact with human nations, immediately bargaining and colluding with anyone who will listen. Panic begins to spread across the globe as fae become an increasingly common sight.

2021, the first fae anchors are established by unknown actors, forever binding the human and fae worlds together. Full scale fae-human migration begins, as human and fae nations alike struggle to contain the diasporas. Poor and destitute fae and humans seek out better opportunities in another world, while adventure seekers and unscrupulous business folk seek new riches to exploit.

2022, the Pan Human-Fae Accords are signed, establishing passport protocols and peace treaties with the nations of fae and man. Recognition of the diasporas is tentatively given, guaranteeing certain minimum rights. Citizenship remains an unknown matter for many.

2023, magic returns to the human world. The first human magicians in millenia surface, either self taught or guided by more experienced fae sorcerors. Shortly thereafter, the Houston Incident occurs, a convocation of inexperienced human warlocks fails to repel a hurricane and instead empowers it further, causing immeasurable loss of life and destruction. The Pan Human-Fae Accords are amended to begin the regulation of human magicians in accordance with previous agreements between the fae nations.

2028, the Brotherhood of Magically Attuned Persons and Creatures narrowly votes to admit humans to its ranks. Humans are formally permitted to learn and practice magic in the fae world.

2031, on the tenth anniversary of the first anchors, additional anchors materialize. In both the human and fae worlds, inhabitants experience what will be known as the Contamination Event. Humans randomly begin exhibiting fae like features, and vice versa. This will continue for another ten years.

2042, the United Nations accepts new mandate with the creation of the Joint Travel Security and Standards Council, with over a hundred countries signing onto the Council. Travel, licensing, and right to work becomes standardized worldwide. 

2052, the first fully submerged city is established as New Atlantis, with the intent to set a standard for future cities capable of being built in regions experiencing increasing sea levels.

2061, the first manned mission to Venus establishes the foundation of a future colony.

Welcome to the Future

The year is 2061, and the world is very different from what we know today. Human and fae walk the streets of the Joined Worlds, but even these terms have begun to devolve with time as the Contamination Event and cross-species children blur the line between what is human and was it fae. Technology has continued to advance, in some ways at an even greater pace with the advent of magitek, and cybernetic augmentation and gene splicing is increasingly commonplace. Magicians of all stripes find employment in every industry, working wonders for a steady wage. Powerful corporations and syndicates wage silent wars with each other while the nations of old scheme to find their footing once again in a world that has tried to leave them behind. 

This is where you, the player, come into things. Odd jobs are plentiful in this world, with credsticks and coin flowing freely to those willing to help those in need… for better and for worse. You might be a streetwise mechanic working to fix what you can for who you can, or a queer magician doing night shifts at the local bar after day labor. There’s always another opportunity for a gig, always time for a partnership, and always time to take back a little bit of your money from the corporations.

The Joining and its Ramifications

It’s hard to understate just how much of a profound impact the Joining had for the human and fae worlds. Prior to that fateful day, March 28th, 2021, even following the emergence of the fae, the human world looked and performed much how it always had. Magic was widely considered something impossible in the natural order of things, technology continued its unrelenting progress, and concern was increasing about the consequences of global climate change. 

In the realm of the fae, wide divisions had begun to form. Centuries prior, a fae emperor had laid conquest to much of the known world, uniting for the first time a majority of the fae population under the banner of a single empire. This empire, in time, turned into a world-wide federation, bringing the disparate nations and peoples of the fae to an annual congress, where immense reforms and strict new regulations could be enforced. It was under the banner of the Everlasting Pact that fae magic was given its universal standards of practice, that the caste system was done away with, and the basic rights of every fae guaranteed.

Far from a utopia, however, many in the Pact began to seek ways to remove themselves from it. Rogue demon bands, a perpetually neglected and shunned underclass, vowed to never swear their allegiance to the Pact, and rejected those who capitulated to Pact armies. Rural elves found themselves increasingly pushed to cities, to work as sorcerers and laborers in the nascent magical industries. Finally, the Fourth Rejection of the Pact occurred, an allied army of dissident nymphs, elves, and demons, primarily hailing from the southern regions of the fae world, took up arms and marched on the Pact capital of World Tree.

It was at this moment, the night before the army laid siege to the World Tree, that the first portals to the human world appeared. Hundreds of portals appeared throughout fae cities and wilderness alike, offering eerie doorways into a world that was only whispered of in ancient faerie legends. Most strangely of all, at least two dozen portals appeared around the World Tree, encircling the fae city and diverting the attention of the dissident army. It wasn’t long before bolder emissaries stepped through the portals, finding themselves in a world of concrete, steel, and electricity.

The panic that enveloped human and fae alike threatened to rip apart the two worlds, and it is suspected that only the intervention of manipulation spells on high ranking human officials kept the peace between the two worlds. It would be an incredibly turbulent series of years, with the fae dissidents deciding to hide amongst humans rather than face the wrath of the Pact peacekeepers. Rebellious fae nations, once united under the Pact, began to break away, declaring the time of the Pact to be over and the Rejoining to be at hand. Tensions increased ever higher as humans began to study under the fae, while fae returned to their world with new allies and new technologies.

The anchors were what finally brought an end to this period of chaos, immense magitek monstories that towered hundreds of feet in height and held chains of pure energy several feet thick, stretching through equally gigantic portals to their counterparts on the other side. To observers, it seemed as though the anchors had simply materialized out of thin air, placed by unknown forces to bind the two worlds together. The Joining, as it would become known, was complete: the portals that had materialized previously multiplied and grew more stable, as fae energies and magicks flowed freely into the human world. 

It was under the threat of full out war with the nations of man that the Pact restored what little remained of its legitimacy, and called for all fae to unite and bargain with the human world. A year-long negotiation process began with the frightened nations, until finally the Pan Human-Fae Accords were ratified, recognizing each other’s place in these new Joined Worlds. Humans and fae could, with caveats, travel between the worlds freely, utilizing the new network of thousands of portals to revolutionize travel. 

It wouldn’t be long after this that humans began to exhibit their own magical tendencies, learning from the fae or teaching themselves in the wilderness how to manipulate the arcane. This first year of amateurish exploration would end in tragedy, however, when a conclave of newly minted human sorcerers attempted to hold back a hurricane barreling towards the American gulf coast. Rather than halt the storm’s advance, their collective grip on the spell waned, and the storm was instead empowered beyond anything the modern world had yet seen. The devastation was incalculable, and was only lessened by the migration away from the shore line that had begun years prior as the effects of climate change were increasingly felt.

It was in this period of mourning following the Houston Incident that licensure became a paramount concern for human and fae alike in the human world. The Pact was all too happy to push human leaders to adopt its system of regulation of magic, and in short order the Accords were amended to set forth universal guidelines for the use and teaching of magic. The cultural shift began, were the arcane arts became as bureaucratized as piloting a plane, with countless certifications, licenses, and tests to undertake to ensure a Houstin Incident would never happen again.

Syndication and Old World Blues

As the human and fae worlds became ever more closely intertwined,the melding was having unexpected effects on the human side of the veil. Existing labor movements, encouraged and bolstered by migratory elves and demons who were more than eager to organize in human workplaces, began to build stronger support networks around themselves. 

//Character Details//

A Quick Overview

The first step to being able to play Silicon and Silver is making a character. Beyond basic biographical information, characters have a few core mechanical components that help make the game work smoothly and avoid everything being purely narrative. More extensive information on each of these categories can be found further down in their own sections.



There are five main phenotypes in the Joined Worlds: human, elf, nymph, faerie, and demon. Due to the Contamination Event, it is not uncommon to find folks who might exhibit the appearance or characteristics of two or more of these overarching phenotypes. Below these top level classifications, there are also further variations that manifest themselves. More about the particulars of these subtypes can be found on page X under “Fae Expressions”. Species type primarily affects what attributes a player can pick up, though it also has some effects on stats.


While everyone might not be working their dream job in the Joined Worlds, most folks taking on gig work have found their niche somewhere. The major archetypes that exist are Magicians, Enforcers, Hackers, Diplomats, Preachers, and Operators. Specialization has the heaviest effect on raw stats, and affects some of the attributes you can pick up.


Everyone has a story, and yours is more than something to share at parties. Backgrounds influence starting cash and equipment, as well as some attribute options. The most common backgrounds in the Joined Worlds are wage magicians, office workers, couriers, mechanics, developers, street rats, and hustlers.



Everyone has some kind of gear that they take around with them, and like everything else in the world, it doesn’t come cheap. Gear is primarily bought via money, though gear allowances can be obtained via some classifications and attributes.


Contacts are folks you know, folks you trust, and folks who can get things done for you. You can start with some contacts based on your specialization and background, but you can also find contacts while on jobs by spending charisma.


Consumables, as the name would imply, are things that are used and discarded. First aid kits, rare ammunition, stims, are all examples of things that you might buy and use.

Core Stats

Your core stats are what determine how many dice you roll for decisions, helping you stretch the odds on if you’ll meet the minimum check on a prompt. Your main stats are as follows:

  • Vitality: Generally speaking, vitality is an indicator of just how much you can keep going at something. It’s your tenacity and your endurance, and your ability to go one more round.
  • Affinity: The way by which you interact with the magical world and cast spells, or attempt to tame magic beasts to your side.
  • Digitization: Everyone has to use a computer, but not everyone can get past the start screen.
  • Control: Your ability to hold your tongue in a conversation, or hold your breath during a firefight.
  • Strength: What determines whether or not your friends call you to help you move their sofa.
  • Charm: How well you can talk your way past a bouncer, or smooth over a disagreement.
  • Luck: What increases your odds in any situation. All prompts can use luck, though the costs of failing are greater.

Inhabitants of the Joined Worlds

The Contamination Event and You

The Joined Worlds have five major sapient species and countless subexpressions thereof, with billions of inhabitants spread out across the Worlds. It’s important to remember, when creating a character, that archetypes are exactly that; archetypes. While you’re never going get a ten foot tall faerie, there’s a wide range of expression and customization available in nearly every race. Have fun, and talk to your GM about what you’d like to do with your character.


The more numerous of the sapient species now present in the Joined Worlds, humans have the distinction of being the most digitized of all species. While proliferation of computers and related technologies have made it to the fae world, it is generally discouraged in favor of magitek. As a result, humans are the only species immersed in digital industry from birth, children often learning to manipulate informational tablets before they can talk. 

In appearance, humans vary wildly, increasingly so following the Contamination Event. While the human phenotype continues mostly preserved, a majority of humans now express some kind of fae or animalistic characteristics. “Base type” humans are still plentiful, but are increasingly not the norm.


The majority phenotype of the fae, elves are found across the Joined Worlds and rival humans in numbers. Elves can be considered the most “generic” of the species present: on the whole, they don’t do anything especially good or bad. Commonly, elves have found themselves niches in “white collar” labor, acting as scholars, magicians, accountants, and other such jobs for the fae. Following the Joining, elves were the single largest demographic to migrate into the human world, and can now be found working and living throughout every human city and nation.

Elves are generally similar in height to slightly taller than humans, with similar frames and builds, and have been similarly affected as humans by the Contamination Event. It is not uncommon to be unable to tell an elf and human apart in the modern day; on average, however, elves have tapered ears, much more angular faces, and iridescent eyes.


A less common strain of fae, nymphs are a deeply magical and spiritual people, staying far from cities and urban areas and preferring instead the wilderness, where their instincts are the strongest. This has been brought into disruption by the Contamination Event, however, with an increasing number of nymphs migrating out beyond their traditional homelands and into the cities. Of any of the fae, they are perhaps the most conflicted, with deep internal divisions over their place in an increasingly industrialized world.

The tallest nymphs tend to grow no more than five feet tall, and are rivaled only by demons in being the most “alien” looking of the fae. Nymphs are often found with environmental modifications on their bodies, ranging from translucent skin in ocean nymphs to bark-like exteriors in forest nymphs. Nymphs that have been born in the cities have even been found exhibiting more urban-esque traits, such as a more asphalt-like skin and lungs adapted to combat pollution.


Faeries are the most diminutive and oldest race of the fae; faeries are considered elder fae, the first fae race known to exist. This provides them a certain amount of reverence amongst religious fae, as well as having some of the oldest and strictest traditions of the fae. Faeries are generally unseen out of their mountain colonies in the fae world, though some minor settlements have been established in the human world. It is nearly unheard of to see a faerie older than their twenties roaming the world; it was only following the Contamination Event that a new generation of faerie began to strike out into the wider Joined Worlds.

Even following the Contamination Event, no faerie stands taller than two feet, though proportionally they appear the same as any other humanoid fae. This has caused some human scientists great concern over the implications of the square cube law, though findings have found that the faeries’ magically-attuned metabolism seemingly handles any such implications. Most faeries possess wings, though the style thereof varies greatly; some having two pairs of insect-esque wings, while others have leathery wings similar to that of a bat.


The most diverse race of the fae, no one is especially sure where demons appeared from, having only been encountered in the fae world some two thousand years ago. No geological record exists of them prior to this, and demon elders recite stories of a “Great Journey” that their ancestors undertook. Fae scholars have dismissed these stories, as such an event as described would imply the existence of a third world that demon kind migrated from, and that demons are not, in fact, fae. Given their affinity for the fae world, this seems unlikely, but it remains an unanswered question in the fae academic community. Nonetheless, demons are frequently the most shunned of the fae, finding it difficult to acquire work outside of physical labor. This has resulted in a “Second Great Journey,” with many demons migrating to the human world for new work and new possibilities.

Demons are, as classified by human academics, the most animalistic of the fae, and incredibly varied in appearance. Some demons stand no more than three feet tall, while others tower at eight feet. Many have substantial overlap with human world predators and beasts of burden, though all are more or less humanoid in figure. This has caused many human scholars to sort them by phenological expression, such as wolf demons, ox demons, snake demons, etc.

Gig Workers in the Magitek Future

Working for the Corporations

Your specialty is, contrary to what might be thought at first, not necessarily what your character does as their day job. Rather, it’s the niche they’ve found for themselves doing gigs on behest of the corporations and syndicates, and where their licenses and permits are focused at. Your job determines a significant amount of your character, from stats to attributes to gear, so consider your pick carefully.


Whether it’s bouncing at a club or waging a turf war, enforcers are the folks corporations and syndicates alike call upon to do their dirty work. Enforcers are individuals who’ve chosen the rougher side of life to make ends meet, and carry mercenary licenses that allow them unfettered access to weaponry not generally allowed to the masses. Conversely, however, mercenary-on-mercenary kills are considered fair game; the police aren’t going to care if two enforcers kill each other. The nations of the Worlds absolutely do care about collateral damage, however, so every enforcer knows how to stay discreet when necessary.

The enforcer specialty stat is Intimidation; they can replace charm rolls with this stat or put an end to a fight. Failure leaves you exposed, however. 


Once relegated to hallowed heroes and fabled legends, magic is now painfully common, any sufficiently attuned human or fae capable of manipulating magic to their end. Magicians, however, are a step above the masses, capable of harnessing the arcane to work miracles. It is of little surprise that this has been immediately exploited by conglomerates; magitek is a thriving industry in the Joined Worlds, and magicians are found in every corporation and syndicate to perform any task that may be asked of them. Licensure of magicians is taken extremely seriously, with propaganda about the Houston Incident found in every school room. Being caught practicing magic to any noticeable degree without a license is a good way to end up in lock up or worse… not that it stops street magicians with forged papers.

The magician specialty stat is Fae-speak; this is how proficient you are in Old Fae, which provides an additional dice pool to any affinity roles or charm roles related to fae.


The world of Silicon and Silver runs on computers, and hackers are the folks with the most intimate knowledge of them. Hackers are referred to in the traditional sense of the word; folks with intimate knowledge of hardware, operating systems, kernels, and code. While many find their calling in illicit hacking, a hacker is just as likely to be someone who could toss together a helpful contraption for you after two weeks and a debug period. Potentially quicker if it was life or death. Increasing numbers of hackers are becoming proficient in magitek as well, escaping the binary and working with programs that operate on arcane chemistry.

The hacker specialty stat is Transhumanism; it provides an additional dice pool to anything involving working with computers or digital magitek.


Every gig needs a face, and diplomats serve that function to an exemplary standard. Diplomats are smooth talking, well versed in corporate etiquette, and know how to defuse any situation with a quick word and gesture. They often have passes, through their personal connections or through their employer, that allow them and their guests into elite clubs and events, and make up for their lack of other attributes by having extensive equipment permits. They are often tied up in corporate and syndicate drama, however, and this means any gig might be jeopardized by the wrong scorned widow showing up. 

The diplomat specialty stat is Etiquette; this adds an additional dice pool to any charm rolls, and can replace control rolls.


Religion in the Joined Worlds is a fraught subject: fae religions have been stamped out or otherwise severely restricted under the rule of the Pact, and under recent amendments to the Pan Human-Fae Accords, even human religions have become increasingly regulated in a world that is torn between agnosticism and renewed faith in light of the Joining. Preachers exist in this turmoil, having awoken one day to hear the voice(s) of the god(s) they once or still believed in, and an unnerving compulsion to act in their name. This renewed and strengthened faith has done more than just find them their place in the Worlds, however: preachers are known for being incredibly lucky, escaping scenarios they by all rights shouldn’t have been able to, or pulling off trick shots that would have put the finest gunslingers to shame. Academia generally writes these exhibitions off as fanciful stories or when confronted with video evidence, justifying it as a manifestation of an individual’s innate attunement in a novel way.

The preacher specialty stat is Reading the Stars; for every rating in this stat, the player can double their luck stat once per session.


If something has a method to control it and a motor to drive it, an operator can handle it. These vehicular omnidisciplinarians are known for their uncanny knack for being able to handle just about any craft they’re thrown into, ranging from the quadcopters that dot the city skies to the motorbikes that frequent the streets below. They also tend to be quite handy with the wrench, rounding out their expertise with the knowledge to fix most problems that might plague the machines they pilot. Some operators have even begun to dabble in the field of magitek-powered vehicles, learning the ins and outs of the aetherial engines that drive these fae contraptions.

The operator specialty stat is Grease Monkey; this adds an additional dice pool to anything involving operated or piloted machinery, and is rolled against for malfunctions.

Backgrounds, Day Jobs, and Capitalism

Everyone Has to Pay Rent

Some folks in the Joined Worlds have opted to make gig work their life, going all into their job to keep the lights on. Most still do day jobs, whether they’re actually during the day or shift work around the clock. One way or another, your character comes from a particular background that has set them up with the skills and funds to go out on gigs.

Wage Magicians

Given the frequency of attunement in humans and fae alike, most folks can rustle up enough magical skill to get a job doing something magically related. This doesn’t mean that you can rival a proper magician if you aren’t one, but it does open doors to you that are closed to others.

  • C grade magician license 
  • Starts with 20,000 credits
  • C grade attunement armor & channel weapon
  • Access to magical attributes

Office Workers

The bold future of 2061 still has endless skyscrapers filled with endless office workers, filing away documents, churning through the bureaucracies of countless corporations, syndicates, nations and more. They either keep the world running or making it a worse place, depending on who you ask and how close to five o’clock it is.

  • Starts with 25,000 credits 
  • Access to corporate attributes


Now more than ever, you can’t always trust important information and resources to a tapped fiber optic cable or a potentially paid off postal worker. Couriers, as such, are some of the most trusted folks that you can find; the integrity of a courier to get sensitive material from point a to point b is uncompromisable. Unless, of course, a courier decides to sneak a peak, but were they ever caught doing this, they’d have a corporate bounty on their head before the end of the work day.

  • B grade transit license
  • Starts with 15,000 credits
  • C grade agility armor & one-hand weapon


While chain shops are plentiful, automobiles and motorcycles are an increasingly rare sight in the metropolitan future with such modern conveniences as light rail and personal teleportation pods. Small family shops and coops have sprung up to take care of aging antiques, as well as more “specialty” items such as personal mechs and fireblades.

  • C grade transit license
  • Starts with 15,000 credits
  • One personal motor vehicle


Software is a constant need in the Joined Worlds, and you happen to be able to toss together code well enough to keep a job doing it. Similar to a wage magician, you probably aren’t as skilled as a full blown hacker (unless you are one), but you know your way around a terminal and that brings certain perks with it.

  • Starts with 30,000 credits
  • Access to technology attributes
  • One personal drone

Street Rats

Sometimes the best job is not having one at all; street rats live off the street, moving from shelters and camps as they find odd tasks here and there, scavenge, and maybe pick up a gig or two. 

  • Starts with 5,000 credits
  • Access to street attributes
  • Access to either technology attributes or magical attributes


While it’s arguable whether or not working for a corp is “honest work,” hustlers certainly aren’t interested in anything of the sort. There’s always a new contraption to market, a new service to sell, and a new cryptocurrency to IPO. 

  • Starts with 20,000 credits
  • Access to corporate attributes
  • One forged B grade license of choice

Mage Votech

MV 101 Mystics Arts

With some thirty odd years for magical abilities to manifest, nearly every inhabitant of the Joined Worlds has some ability to perform magic, though most can only muster the most simple of spells. Most children have learned how to snap their fingers to make a guiding light by the time they’re adults, and the increasing prevalence of magitek means that even inept magic users can manipulate linked constructs. 

For the purposes of gameplay, unless a player selects a specific debuff to the contrary during character creation, it’s assumed everyone can do basic magical tasks such as making guide lights, passing through an affinity screener, starting a (functioning) magic ignition, etc. Anything more serious requires either spells or alchemies, as listed below.

MV 102 Conduits

Before you can delve into the world of magic, though, it’s a good idea to have yourself a quality conduit. Conduits provide a means for a magician to direct their magic affinity through, allowing them to output much more power than if they were simply channeling through their body. Conduits come with their own use ratings, however, and channeling a spell through a low-level conduit can prove detrimental to its quality. When a player runs a spell that is at the same grade or higher grade than their conduit, they row a number of d20s equal to the difference plus one. If any of those d20s land on 1, their conduit breaks and must be repaired out of combat.

Body Conduits

In the entirely unadvisable event that a mage decides to use themself as a conduit for a spell of any significant potency, they must roll a d10 for every grade of spell they use, i.e. an A spell would use 4 dice. They take one point of damage for each die that lands on 1, at a minimum of 1 damage. This means that, for some player characters, it is very possible to one hit kill yourself doing this. Perform at your own risk.

MV 201 Spells

Spells are a tricky affair, being molded and bonded to their specific user. While magicians can pass spells on, each time a spell trades hands, the receiving magician must make an effort to mold it to their own will. Mechanically, this means a player may receive no more than one spell per gig, and some spells require a cool-off period before they activate for the first time. 

Spells are generally written down on some form of canvas, and read back out to cast. This can be kept in a notebook, on the body, or on the back of a napkin. What matters is the intent, and it is that intent and essence that transfers when ownership is passed on. Because of this, reciting an enemy’s spell back will simply result in an embarrassing silence before probable obliteration.

Spells the player can use range from D grade to SS grade, with attributes generally increasing in rank. Spells have an element type, potency, and cast time expressed in turns.


  • Fire: The most energetic of the various magics, fire is associated with both destructive and healing magic.  
  • Water: A corrosive magic, water is often used for spells that dilute, dissipate, muddle or dull.
  • Woods: Concretated and raw nature magic, woods magic is used to manipulate foliage, animals, and other living things.
    •  Woods magic is weakened in the presence of heavy urbanification; take a -2 penalty to your dice pool when using woods magic in an urban area.
  • Air: A light form of magic, air is most frequently utilized in providing enhancements to comrades and tools, as well as being able to summon projections and illusions.
  • Refined: The magic of urbanification and technology, refined magic repairs machinery, grants potent strength to weapons, and shields against harm.
    • Refined magic is weakened in the presence of dense nature; take a -2 penalty to your dice pool when using refined magic in a non-urban area.



Potions and other brews are a way to preload a spell before a gig with smaller risks of failure. Conduits never break during the brewing process, and a magician receives +1 to their affinity during the brewing process. When used, their effects are guaranteed, never missing their target. However, during brewing, the spell used to infuse the potion is heavily strained, and as such cannot be cast again until it’s renewed the next day. Potions also have a notoriously short shelf life, and are rendered inoperable within 24 hours of brewing. They’re a very low risk option, but have much more limited utility.

Augments, Gene Modding, Affinity, and the Solarpunk Future

At the time of the Joining, cybernetics and mechanical prosthetics in general were becoming increasingly common and advanced in the human world, but were relatively unheard of in the fae world. Prosthetics amongst the fae were often conjured constructs, which gave considerable dexterity but lacked the force-feedback that physical prosthetics provided. 

Following the Joining, human biotech firms collaborated with fae sorcerors to make the first commercial implementation of magitek: enchanted cybernetics. No longer held back by clunky power cells and ineffective communication relays, a magitek prosthetic could draw on the user’s natural affinity to power itself, or use condensed affinity to exceed natural functions. It also meant that an individual’s prosthetic could be highly customized to themselves, not limited to the usual engineering constraints that might come with powering sophisticated machinery.

In the game year of 2061, these prosthetics have become widespread, and augmentation is common amongst the population. The consequence of heavy augmentation, however, is the continuous draw on a user’s natural affinity, as they are the power source for their augments. Clever mages have made up for this via specialized magitek channeling tools, or in unique situations, turning their own augments into their conduits. 

Attributes and You

How Attributes Work

Attributes, in general, work to either modify stats in specific situations or unlock options that would ordinarily be unavailable. 

General Attributes


  • Magitek Affinity: Gain a +1 modifier to any spells that use a magitek channeling device, and a -1 modifier to any spells that don’t.
  • Fire Affinity: Gain a +1 modifier to all fire spells.
  • Woods Affinity: Gain a +1 modifier to all woods spells.
  • Water Affinity: Gain a +1 modifier to all ice spells.
  • Air Affinity: Gain a +1 modifier to all air spells.
  • Refined Affinity: Gain a +1 modifier to all refined spells.
  • Fae Awareness: You are immediately aware of how many sapients are in a room upon entering it.





Speciality Attributes







Dice and How to Load Them

The foundation of actually playing Silicon and Silver is dice rolls. Dice rolls come in three major flavors: world interactions, combat, and magic. While these three can venn diagram occasionally, it’s GM discretion what is most applicable in the moment. 

World Interactions

World interactions use exploding d10s and graded checks. The GM will call out for a dice check on a move, and give you the rank of that dice check, ranging from a D rank to an SS rank. They will also give you what stat to roll against. You then roll a number of d10s equal to your stat, and select the highest number rolled. D checks require a 5 or greater, C checks a 6 or greater, and so forth until SS ranks, which requires a 10 or higher.

However! Sometimes, your stats are in the negative. In this case, you will always use a singular d10, however you’ll have a penalty applied to your needed roll equal to that of your negative stat. For instance, if your stat is -1 and you’re rolling for a D check, you’ll need to roll a 6 or higher.

Juniper is attempting to hack a computer console to let her team into the backdoor of a club. She has a digitization stat of 5 and is hacking a B grade console. She rolls 5 dice, landing 1 1 4 5 7. She selects her 7 and passes the check.


Combat uses a fairly simple system to determine flow and hits. To determine stack priority, first look at everyone’s control: folks with the highest control go first, folks with the lowest last. Break any ties by throwing d100s and having the higher roll take priority.

Raw damage is determined by rolling for hits. First look at how many hits your weapon can do, then roll that many d10s. Each d10 is individually modified by your control stat if negative, your strength stat, and your weapon’s accuracy. A sum of 4 or below is a miss, 5 to 7 is a damage reduction of 25%, 8 to 10 is a standard hit, 11 and above is a damage increase of 25%. This works the same in reverse, but with the GM rolling for an NPC attacker.

Please consult “Taking Fire” for more in depth instructions about combat, such as HP and armor.

Helix leans over a barrier and shoots a three round burst out of their P90, which has an accuracy modifier of -2 when in burst mode. They have a control stat of 1 and a strength stat of 3, for a net modifier of +1. They roll three dice, 3 6 9. Each value has +1 added to it. They miss one shot, land one shot for reduced damage, and one hit for full damage. 

Critical Damage

If a player hits a 15 or higher, they land critical damage for an extra 50%, and get to roll again, this time with one less die. If they crit again, they may roll again, until they stop critting or exhaust their dice pool.


A successful spell is based off of your affinity and your spell rating. Spells come in D to SS ranks, and follow the usual numbering scheme. In order to cast a spell, you need to roll equal to or higher than the spell’s rank. However, when you roll to use a spell, you first compare your affinity to the spell’s rank, and take the difference. If your affinity is higher than the spell’s rank, you deduct the difference from your goal roll value; if it’s lower, you add the difference.

Please consult “Mage” for more in depth instructions on spell set up and how to mitigate harder dice rolls.

Kilo attempts to cast a rank A spell with an affinity of 6. This is a difference of two, so Kilo needs to roll at least a 10. Unfortunately, he rolls 3 5 5 6 6 9, and fails the check, the spell fizzling out in his hands.

Building a Character

Actually putting together a character ends up being 

Appendix 1: Stat Charts