Tabletop Roleplaying Game

Masters ofMetal&Magic

A high fantasy steampunk tabletop RPG. Three lineages, seven paths of magic, six human cultures, and an arms race between sorcery and steam-powered industry.

D12Combat System
14Races & Cultures
7Paths of Magic
6Elements

What Is M3

Your Adventure Begins

Masters of Metal & Magic is a tabletop role-playing game set in the Ruined Sea, a vast swamp where steam and sorcery collide. You and your friends play heroes who survive its horrors, unravel its mysteries, and fight its monsters. Three ideas hold the whole game together.

I

Build Without Limits

No classes, no random rolls. Spend Character Points to buy the hero you imagine, from three lineages, six cultures, and seven schools of magic.

II

Fight Where It Counts

Every blow finds a body part. A single twelve-sided die decides where steel lands, from head to limb, and a called shot lets you aim for the kill. Combat is tactical and lethal.

III

Magic Meets Machine

Mages bend the six elements while smiths and artificers raise steam-powered war machines. Sorcery and engineering share the same battlefield.

The Setting

The Ruined Sea

A vast swamp stretches beyond reckoning. Across its drowned waters, six human cultures have raised city-states, kingdoms, and rival governments, each grasping for the next horizon.

A new age is dawning, the Age of Metal and Steam. Trains, dirigibles, and warships contest the canals while the science of invention presses against the magic of old.

In the deep places, true Elemental Creatures stir, and their Scions walk among the living.

6
Human Cultures
2
Rival Forces
1
Drowned Sea
Map of the Ruined Sea

Cyndral · Shandral · Jenar · and the cultures between

The Age of Metal & Steam

Steam against sorcery. The science of steam power, compressed air, and clockwork wars with the magic of old. Every new invention is met by an older tradition that refuses to yield.

A war of whispers. The city-states no longer meet in open battle. Power changes hands through intrigue and assassination, a quiet war fought in shadow and coin.

The swamp between. Beyond the protected towns wait carnivorous plants, ferocious beasts, and stranger magical things. Adventurers chase fortune across it, and mercenaries are paid to guard the roads.

The Six Human Cultures

Swipe to explore →

Andoly

Andoly

Warriors

Raised to the blade and the battlefield, the martial backbone of the city-states.

Red war-stripes painted across the face

Shandral

Shandral

Scholars

Keepers of knowledge, magic, and the lost history of the drowned world.

Faces kept hidden behind ever-present masks

Cyndral

Cyndral

Manufacturers

Engineers and inventors who drive the age of steam forward.

Non-magical sigils inked across the whole body

Jenar

Jenar

Merchants

Traders who move goods and coin across the canals and open swamp.

Flamboyant dress and sea-faring ways

Nord

Nord

Outsiders

Wanderers shaped by a life lived beyond the walls of the city-states.

Bound by none of the others' customs

Compari

Compari

Healers

Caretakers who mend body and spirit where the swamp takes its toll.

A white or black streak through the hair

Playable Characters

Three Lineages, Infinite Builds

Play the monstrous Elderkin, the near-human Feykin, or a Human of the six cultures. Point-based creation, no random rolls. Choose your race, rank your aspects, and buy your abilities. Every character is unique.

Ursidae Pyromancer
Sun Battle MageUrsidae · Elderkin

Ursidae Pyromancer

A towering Ursidae, the bear-like lineage of the Elderkin, wielding the Sun discipline of Battle Magic. Fire-based Direct Elemental Attacks deal extra damage to Water, undead, and shadow creatures. Steam Tech upgrades on the plate armor recharge every Sunrise.

StrengthHigh
MagicBattle (Sun)
TradeSmith
01 / 14

The Clash of Steel

Every Blow Finds Its Mark

Combat is fast and lethal. When your strike connects, you roll a single twelve-sided die to see exactly where it lands, and armor only guards the part it covers.

Tap to roll a D12

12Head5–6Left Arm1–2Left Leg9–11Torso7–8Right Arm3–4Right Leg

Where the Wound Lands

Forget abstract hit points. Each successful attack falls on a real body location, tracked against the armor and shields covering it. A Called Shot lets you aim true: spend two actions, then strike the zone you choose.

The Flow of Battle

How a Turn Unfolds

6Rounds

One Turn

A single turn covers six rounds, about a minute of frantic, close-quarters fighting.

3Actions

Each Round

Every round you spend three actions: move, equip a weapon, or attack. Choose wisely.

+1Called Shot

Take Aim

Spend two actions to aim, then strike any location you choose at a bonus to hit.

Catch a foe unready and you strike with the upper hand. The surprised get a single action while you press the attack at advantage.

When a Blow Lands

The Order of Protection

A strike does not simply hit. It descends through each layer of your defense in turn, and any one of them may stop it before the wound is ever felt.

Incoming Blow
1

Shroud

Magical concealment turns a strike aside before it ever begins.

2

Ward

A raised barrier meets the attack head-on.

3

Hand Shield

Small, medium, or large, it guards the part it covers.

4

Armor / Hide

Worn plate or natural hide soaks the blow where it lands.

5

Aura

A lingering field of protection wrapped close to the body.

6

Cloak

A last veil of defense before the wound is felt.

7

Endurance

What you simply withstand when every layer has failed.

Whatever Remains Wounds You

Resists may be called on at any point once a Ward is raised, so long as you stay conscious.

The Arcane Arts

Seven Paths of Power

Magic in the Ruined Sea is drawn from Life Force. Seven paths offer radically different roads to power, from innate gifts to forbidden pacts.

Adepts

Born with Power

Magical abilities gained at birth. Adepts are born with innate power and must choose their path at character creation. Each path offers a unique bonus ability and up to 8 purchasable powers.

8Paths
8Max Abilities
BirthOrigin

How It Works

Each Adept type grants a unique bonus ability. Additional abilities can be purchased at any time during play. Some abilities can be augmented with Life Force for greater effect.

Paths

Animal

Command and communicate with creatures

Charm

Manipulation of the mind

Crystal

Magic amplification and resonance

Life

Healing and restoration

Ocean

Poison, water, and tides

Plant

Nature and growth

Shadow

Subterfuge and stealth

Wind

Movement and missiles

Manufacturing

Three Trades of Industry

Where magic fails, industry prevails. Three trades produce gear that rivals enchanted artifacts.

Alchemy

Reagent-based

Brew elixirs, poisons, and compounds. Combine organic and chemical reagents to make healing potions, explosive mixtures, and transmutative substances.

Artificing

Steam-powered

Build steam-powered devices and gadgets fueled by pressurized canisters. From clockwork traps to thrown grenades and intricate locks, innovation meets engineering.

Smithing

39 Steam upgrades

Forge and upgrade weapons and armor with Steam Tech modifications. The best smiths create gear that rivals magical artifacts in raw power.

Ready to Play

Step into the Ruined Sea.

Elemental Forces

Six Elements at War

Six forces locked in eternal opposition. Elemental effects are not magic, so wards cannot stop them. Only a hand shield, swift evasion, or an Elemental Ward turns them aside.

Fire

opposes

Water

An attack tied to one element deals extra harm to creatures bound to its opposite.

The Scions

A birthright pact · separate from the seven paths of magic

Not a school you study but a bond you are born with. A Scion is pledged to the elements themselves, joined to as many as three of them, never opposing ones, and rises through three stages of mastery for twelve abilities in all. True Elemental Creatures, pure forces not native to the Ruined Sea, call upon their Scions to wage war on the opposing element.

Three Stages of Mastery

12 Abilities in All

I

Advocate

6+6

abilities · unlocks at 10 CP

II

Messenger

10+4

abilities · unlocks at 175 CP

III

Herald

12+2

ultimate · unlocks at 300 CP

The Age of Steam

Steam Tech

Magic is rare and dangerous. Steam is reliable and everywhere. Smiths and Artificers bolt steam-powered modifications onto weapons and armor, building war machines that rival enchanted artifacts, and you need no magic to wield them.

39 Upgrades

Steam-powered enhancements bolt onto weapons and armor. How many an item can carry depends on its size.

Steam Canisters

Every device draws on a canister. One action activates it, and they recharge on their own at sunrise and sunset.

Technicians

Only Smiths and Artificers can build or repair steam gear. They are the engineers of the Ruined Sea.

The Trade-off

Steam is loud, heavy, and prone to malfunction. Raw power bought at the price of stealth and certainty.

Vehicles & Machines

Steam Tech reaches far beyond personal gear. The civilizations of the Ruined Sea run steam-powered transports and war machines that carry whole crews across the swamp, from cargo runs to open warfare.

Boiler Pressure

P S I
Steam Canister

One action to fire. Canisters refill on their own at sunrise and sunset.

Anyone Can Wield It

You do not need to be a Technician to use steam gear, only the skill to handle the weapon or armor it lives on. Building and repairing it, though, belongs to the Smith and the Artificer alone.

The Steam Fleet

SkyDirigibles · Balloons
LandTrains · Wagons
WaterBoats · Warships

Forge a Hero

Build Your Legend

No classes, no dice at creation. Choose a people, rank your three aspects, and spend Character Points on the powers you want. Take a flaw or two and earn some back. Watch your sheet fill in real time.

Character Points150 / 150

A sample budget. The real costs live in the Players Guide.

I

Choose Your People

The monstrous, animal-touched peoples.

II

Rank Your Aspects

Tap in order, strongest first. 3 to go.

III

Spend Your Points

Magic

Manufacturing

Power

Disadvantages — earn back, max 35

Your Sheet

People

Not chosen

Aspects

Not ranked

Abilities

None bought

Disadvantages

None taken
CP Left150
Build for Real Printable Sheet (PDF)

Your Legend Awaits

You've shaped your character. Now bring the Ruined Sea to your table.

Get the Books

The Library

Claim Your Tomes

Five books to explore the Ruined Sea: two core rulebooks and three expansions. Every title comes as a digital PDF or printed paperback. The two core guides also come in cloth-bound hardcover.

M3 Complete Collection

The Complete Collection

Five rulebooks · Character templates · Quick reference sheets

From $9.99

Players Guide

Core

2nd Edition · 227 pages

The core rulebook. Everything you need to create characters, learn the magic system, understand mechanical devices, and start playing. Includes the three lineages, six human cultures, and point-based character creation rules.

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Game Masters Guide

Core

2nd Edition

The complete guide for running M3 campaigns. Monster creation, encounter design, campaign frameworks, world-building tools, and rules adjudication. Essential for every Game Master.

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Civilization Guide

Deep dive into all six civilizations of the Ruined Sea. Their cultures, organizations, guilds, political structures, and unique locations. Expand your world knowledge.

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Syndicates Handbook

Magic expanded. Mage archetypes, Scholar skills, Runic item creation, and the powerful organizations that regulate magic across the Ruined Sea.

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Manufacturing Compendium

60 pages

Economy and crafting expansion. Essential for Alchemists, Artificers, and Smiths. Detailed crafting rules, materials, recipes, and the steam-powered economy.

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Questions? Email ruinedsea@gmail.com