Tabletop Roleplaying Game

Masters ofMetal&Magic

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

D12Combat System
14Species & 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 magic 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 species, six cultures, and three 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 their Life Force while smiths and artificers raise steam-powered war machines. Magic 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.

Nightmarish creatures born of the swamp and necromantic magic wage war against the living.

Map of the Ruined Sea, centered on Eumoyn

The Age of Metal & Steam

Steam vs. Magic. The science of steam power and clockwork automatons wars with the magic of old. Every new invention is met by secretive magic 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 Ruined Sea. Beyond the protected bastions of civilization wait carnivorous plants, ferocious beasts, and strange magical things lurking in a massive swamp. Adventurers chase fortune across this living landscape and mercenaries are handsomely paid to guard the trade routes.

The Six Human Cultures

Swipe to explore →

Andoly

Andoly

Tribal

Their honor and love of nature define their culture.

Red war-stripes painted across the face

Compari

Compari

Diplomats

Peaceful diplomats and healers that seek harmony for those who have suffered.

A white or black streak through the hair

Cyndral

Cyndral

Industrial

Laborers and engineers 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

Individualistic

Unbound by any rigid cultural requirements and the most populous of all cultures.

Bound by none of the others' customs

Shandral

Shandral

Scholars

Seekers of arcane knowledge and led by hereditary nobility.

Faces kept hidden behind ever-present masks

Ready to Play

Step into the Ruined Sea.

Playable Characters

Three Species, 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 attributes. Every character is unique.

Ursidae
Elderkin

Ursidae

A towering Ursidae, the bear-like lineage of the Elderkin, known for their ferocious combat prowess and access to powerful psychometabolic magic. These bears are fierce protectors of the land, who become powerful allies when befriended.

01 / 14

The Clash of Steel

Every Blow Finds Its Mark

Combat is fast and lethal, armor as your primary protection. When your strike connects, you roll a single twelve-sided die to see exactly where it lands, and once your armor has been breached wounds soon follow.

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 the location. 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 or Veil

Magical concealment turns a strike aside before it ever begins.

2

Hand Shield

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

3

Armor / Hide

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

4

Endure & 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

Three Paths of Power

Magic in the Ruined Sea is drawn from Life Force. Three paths offer radically different roads to power, from disciplined study to untamed chaos.

Disciplined Casters

Trained and Focused Casters

Those that train in the magical arts are broken into six distinct disciplines. Each discipline specializes in various forms of casting and are all part of an organized Syndicate of Mages. With over 150 unique spells and various perks for each discipline, mages are a force to be reckoned with.

150+Spells
6Disciplines
3Spell Types

How It Works

Spells come in three types: Battle (single attack action), Enchantment (full round, 3 actions), and Ritual (six turns, 108 actions). Direct Elemental Attacks require no attack roll. All spells require Life Force to cast. Each discipline has elemental advantages against specific targets.

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

34 Steam upgrades

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

Elemental Forces

Six Elements at War

Six forces locked in eternal opposition. Elemental effects are not magic, so wards cannot stop them, and they deal extra damage to creatures of opposite elements. Only strong armor, swift evasion, or an Elemental Shroud stop these powerful attacks.

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 three 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 fifteen Talents 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

15 Talents in All

I

Advocate

7+7

Talents · unlocks at 10 CP

II

Messenger

12+5

Talents · unlocks at 175 CP

III

Herald

15+3

ultimate · unlocks at 300 CP

The Age of Steam

Steam Tech

Magic is mysterious, takes dedication to learn, and requires loyalty to a Mage Syndicate. Smiths and Artificers attach steam-powered frameworks to weapons and armor, and the average person can wield them with deadly purpose.

34 Upgrades

Steam-powered exoskeleton frameworks attach to weapons, shields, and armor. The number of attachments depends on the size of the weapon and the canister or cartridge.

Steam Canisters & Cartridges

Every device utilizes a steam canister or cartridge. It takes one action to activate the device and they recharge on their own at sunrise or 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

The Library

Claim Your Tomes

Two core rulebooks open the gates to the Ruined Sea. Begin as a player, or take up the Game Master’s mantle and run the world yourself.

Available now on Amazon
Players Guide cover
Core Rulebook

Players Guide

2nd Edition · 227 pages

Everything you need to sit down and play. Create characters across three lineages and six human cultures, learn the magic system, master the mechanical devices of a steam-and-sorcery world, and build your hero with point-based creation rules.

Kindle edition

Read instantly on any device · opens on Amazon

Game Masters Guide cover
Core Rulebook

Game Masters Guide

2nd Edition

The complete toolkit for running M3 campaigns. Monster creation, encounter design, campaign frameworks, world-building tools, and rules adjudication. Everything a Game Master needs to bring the Ruined Sea to life.

Choose Format

Read instantly on any device · opens on Amazon

Questions? Email ruinedsea@gmail.com