Mannus & Marlow Investigations — Internal Document
Investigator's Field Guide
World Terminology, Classification, & Operative Designations — v2.1
Hari and Elena wrote a very professional version of this. I improved it. You're welcome. — S
Contents
01 Magic & The Current
This is the stuff that'll get you killed if you don't know it. Read it.
NumenLoreCanon

The ambient magical energy that saturates post-Cataclysm New York. Numen permeates the air, the infrastructure, the ground itself. It is the byproduct of two worlds merging — Vardune's native magical field bleeding into Earth's physical reality. Numenists channel it. Nu-Jackers absorb it. Everyone else just lives inside it. The Utopia Grid runs on it. Your phone works because of it. The subway sometimes doesn't work because of it. It's complicated.

The CurrentLoreCanon

A pre-existing neurological phenomenon at the craniocervical junction — the base of the skull where the brain meets the spine. The Current was always there. Before the Cataclysm, it did nothing observable. After the Cataclysm flooded Earth with Numen, the Current became the biological gateway through which humans access magic. It is the reason an accountant in the Bronx can suddenly set things on fire. It is the reason the DML exists. It is the reason you have a job.

Magic faucet. Back of your neck. Either you have one or you don't. Medical questions go to Hari.
NumenistOfficialDML Term

The general term for any licensed practitioner who actively channels Numen through a developed Current. Numenists hold DML licenses, pay licensing fees, and are legally permitted to use magic within defined parameters. A Numenist working outside their license class or exceeding their permitted usage level is, by definition, a UMU. The word does not imply power level — a first-year apprentice and a seventh-circle practitioner are both Numenists. The difference is paperwork.

Numen BatteryLore

A portable device for storing Numen charges. Standard consumer product, available in convenience stores. Used legally by licensed practitioners to supplement their natural capacity, and illegally by everyone else for reasons the DML prefers not to think about too hard. Batteries are measured in charge units. Street prices vary by charge capacity and whether the seal is intact.

Numb RotCondition

Street name for the progressive physical degradation experienced by Nu-Jackers as Numen passes through their bodies at volume. Begins with darkening veins and pallor — easy to miss at first. Progresses to visible luminescence at the wrists and neck, loss of body fat, thinning skin, and eventually cartilage and nerve damage. The body is converting biological mass into Numen capacity, and it is not asking permission. Numb Rot is irreversible. There is no treatment. There is no cure. Nu-Jackers know this. Most of them decided it was worth it anyway.

If you're working a case alongside a Nu-Jacker, don't stare at the veins. They notice. It's rude.

02 People & Classification
Rift-Awakened Individual (RAI)OfficialDML Term

The DML's official designation for humans who developed spontaneous magical abilities after the Cataclysm, without prior training, lineage, or a pre-existing license. The Current in an RAI activated through environmental Numen saturation, trauma, proximity to a Scabbed Rift, or causes as yet unknown. RAIs are classified as Unlicensed Magical Users until processed. Processing takes a minimum of six months. Most RAIs don't wait that long.

UMUDML TermEnforcement

Unlicensed Magical User. The DML's catch-all enforcement classification for anyone using magic without a valid license. Includes newly Awakened individuals who haven't registered, lapsed license holders, practitioners operating outside their class designation, and Nu-Jackers, who are technically not casting Numen at all but get hit with the label anyway because the DML doesn't have a better box to put them in. Being a UMU is a misdemeanor on first offense. Repeat violations escalate fast.

Half our clients start as UMUs. Morally complicated. Paperwork-wise even worse.
S-RIAMMedical

Spontaneous Rift-Induced Arcane Manifestation. The medical and scientific classification for an Awakening event. Used in hospital reports, insurance paperwork, and coroner documentation when things go wrong during a first manifestation. Nobody outside a clinical setting uses this term. It exists because bureaucracies need something to write on the form.

SparkieSlangDerogatory

Derogatory street slang for Rift-Awakened individuals. Origin: the telltale electrical discharge or light phenomena that commonly occurs during an Awakening Event. Used by older civilians who've been scared since the Cataclysm and haven't gotten over it. Occasionally reclaimed ironically by Awakened youth. Context determines whether it's an insult or a greeting. Get it wrong and you'll know immediately.

Don't say it in the field unless you know exactly who you're talking to.
GlitcherSlang

Subcultural slang for the Awakened, skewing young. Tech metaphor — the Awakened as system errors in reality's code. Used by street artists, youth communities, and anyone who wants to sound like they're on the inside. Carries connotations of cool and rebellion. Many Awakened individuals use it as a self-identifier. Carries none of the weight of Sparkie.

RifterMediaAlarmist

Tabloid and news media shorthand for any Rift-origin magic user involved in an incident. Used in headlines. Designed to invoke fear. Technically applies to Awakened humans and Vardune-origin arrivals equally, which is part of why both communities dislike it. The DML uses it in official press releases occasionally.

Fluxer / FlukerSlang

Mocking adolescent term for an Awakened individual whose powers are unstable, inconsistent, or have manifested in embarrassingly mundane ways. "Flux" from magical flux state. "Fluke" from the implication that their Awakening was an accident that nature is trying to correct. Used by classmates after the school's fire suppression system activates for the third time this week.

Driftie / DriftyCommunity

Self-referential term used within Awakened underground communities, particularly among itinerant individuals living outside DML registration zones. "Drifting through the Veil." Carries an elegiac quality — chosen by people who have decided that living outside the system is preferable to registering with it, and have made a kind of poetry out of that decision. Drifties stick together. The communities are small, functional, and extremely good at not being found.

VeilieEsoteric

Adopted term in mystic movements, cults, and conspiracy communities. The Awakened as people who can perceive hidden truths — who "see through the Veil." Tone: reverent, apocalyptic, occasionally dangerous. Used sincerely in certain street-level religious offshoots and online forums. Worth flagging when encountered in case files.

WeaveTouchedLore

An older, more poetic term for Rift-Awakened humans, used primarily by Vardune-origin communities and older practitioners who remember the early years after the Cataclysm. Implies that the person has been touched by the Weave — the underlying magical fabric of reality. Carries more dignity than most common slang. Currently trending up in certain Vardune-diaspora neighborhoods.


03 The World
Some of you came in without any context at all. You know who you are. This section is for you.
The CataclysmLoreCanon

The defining event of the modern world. In 1992, a device called the Lightforge — developed by a team of scientists working under government contract, led by Dr. Amara Hartmann — was activated. The Lightforge tore open the Veil between Earth and the world of Vardune, creating rifts across multiple continents. The two worlds partially merged. Parts of Vardune transferred to Earth. The ambient Numen of Vardune flooded Earth's atmosphere. The Lightforge also exposed the Interstitial — the ancient space between spaces — for the first time. Dr. Hartmann has been listed as missing in the aftermath. Her current status is unknown.

The official story has gaps. It has always had gaps. That is all I am going to say about that.
VarduneLoreCanon

The world on the other side of the Cataclysm rifts. A world with deep history, old civilizations, and native magical races — elves, dwarves, halflings, and others — who had developed complex cultures over centuries. The merger destroyed enough of Vardune that its civilizations could not be rebuilt. The Vardune-origin populations now living in New York are not immigrants in any ordinary sense. They are survivors of a world that no longer fully exists. They carry that weight. Every interaction with them carries it too.

Lived in. Rich history. Now it's but dust. Keep that in mind when you're doing a wellness check in one of the Vardune districts. They remember everything.
The InterstitialLoreHazard

The ancient space between spaces, exposed by the Lightforge when it tore through dimensional boundaries. The Interstitial predates both Earth and Vardune. It is not a dimension — it is the connective tissue between dimensions, and it has never been empty. What lives in the Interstitial is not fully understood. It does not appear to be hostile in any conventional sense. It appears to be patient. Investigators who have spent significant time in proximity to the Interstitial report a persistent sense of being watched by something that has decided to wait.

Scabbed RiftLoreHazard

Areas where Cataclysm rifts have closed but not healed. The Veil remains thin at these locations — fragile, warped, and subtly bleeding. Manifest as cold spots, atmospheric anomalies, spatial distortion, and emotional bleed — depression, rage, or euphoria without cause. Entity residuals are common: shadows without sources, voices in static. They are not inert. Standard protocol: document, flag, do not approach without backup.

The Utopia GridLoreInfrastructure

The city-wide infrastructure network that uses Numen as its primary energy source. Manages power distribution, communications, and transportation systems across New York. It is the reason post-Cataclysm New York functions as a city rather than a disaster zone. The Grid is deeply embedded in daily life — most residents interact with it dozens of times a day without noticing. When it malfunctions near active rift sites, the effects range from inconvenient to dangerous.

The Accord of Coexistence / Pax ArcanaLegalDML Term

The post-Cataclysm legal framework governing magic use, interspecies relations, and dimensional activity. Originally drafted as a good-faith peace agreement in the years immediately following the Cataclysm. Has since been amended sixteen times and accumulated approximately nine hundred pages of regulatory addenda. The DML exists to enforce it. MMI exists, in part, because the DML cannot enforce all of it everywhere all the time. The Accord's "reality interference" clause has been used to prosecute everything from unlicensed spellcasting to a man who accidentally created a pocket dimension in a Brooklyn storage unit.

Veil ExposureConditionClass-Specific

The cumulative effect on a Veilwalker's psyche and body from repeated transit through the Interstitial. Not a disease. A consequence. Exposure builds with every jump and does not fully reset. At low levels: subtle perceptual anomalies. At mid levels: mechanical impairment and persistent sensory intrusions. At high levels: the Interstitial begins returning the attention. The highest threshold — Claimed — means something in the between-space has decided to maintain an ongoing relationship.


04 Organizations
The DMLGovernmentOur Contractor

The Department of Magical Licensing. The federal agency responsible for licensing Numenists, enforcing the Accord of Coexistence, and monitoring dimensional activity. The DML has no field agents of its own — it has jurisdiction, politics, and a contract with MMI. In practice this means the DML tells us what they want investigated, MMI does the actual investigating. Our primary contact is Silas Anisi, a senior DML administrator. Our contract gives us significant operational latitude. The DML doesn't always love that.

Silas is fine. Professional. Keeps his cards close. Do not make his job harder than it already is and you'll get along fine.
MMIUs

Mannus & Marlow Investigations. Founded by Hari Mannus and Elena Marlow following their tenure at the Boston Arcane Crimes Unit. Independent agency. DML contract holders. We take cases from the DML and — with disclosure where required — from outside clients. The independence is not incidental. It is the point. Hari and Elena built the agency to stay that way. That tension is ongoing. So is the work.

I am the secretary. I manage the case board, intake forms, client correspondence, petty cash, and the coffee situation. Good morning.

05 Operative Class: Nu-Jacker
Nu-Jacker
Full Class · v2.0 · Striker / Controller / Anti-Magic
"They can't use Numen. So they became the thing Numen can't touch."
A Nu-Jacker cannot wield Numen. The Current runs through them wrong — or maybe too right. Instead of channeling the Numen that saturates post-Cataclysm New York, their body absorbs it, converts it, and releases it as raw kinetic and physical force. They are living lightning rods. The more Numen passes through a Nu-Jacker's body, the more the body pays for it. They are fast, wiry, precise, and full of stolen magic. Late-stage Nu-Jackers are walking Numen reactors in disintegrating bodies. The street recognizes them on sight. People feel bad for them. People are terrified of them. Both things are true at the same time.
Hit Die1d8 → 1d6 → 1d4 → Flat (Numb Rot)
AttackDexterity (fast, not strong)
Key SavesConstitution, Charisma
SpellcastingNone. They absorb. Not cast.
ArmorLight, non-magical only
Numen DCConstitution (body is weapon)
Numb Rot Passive — Level 1+
Progressive, permanent physical degradation that begins at the first significant Absorption. Hit Die degrades over levels (1d8 → 1d6 → 1d4 → Flat HP at level 17+). Cumulative Charisma penalty: -2 at level 6, -4 at level 11, -5 at level 16, -6 at level 19. No cure. No reversal. The body is converting biological mass into Numen capacity and it is not asking permission. Maximum Numb Rot charge storage cap increases as Charisma degrades. The deterioration and the power are the same process.
Numen Sense Level 1
Always know when Numen is actively present within 60 feet. Direction, rough intensity, whether it's contained (battery) or ambient (person, rift, spell). Cannot be suppressed. Does not require concentration.
Absorption Level 1
When targeted by a spell, use your reaction. Make a Constitution save against the spell's DC. Success: spell absorbed, stored as charges equal to spell level (cantrips = 1 charge). Failure: spell hits normally. Max charges before Overcharge risk: CON modifier + proficiency bonus per short rest.
Numen Conversion Level 2
Bonus action. Spend stored charges to fuel Numen Strike (bonus force damage on next hit, DEX-based) or Numen Heal (HP to self or touched creature). All conversions use Numen Die per charge spent.
Numen Pulse Level 5
Once per short rest. Release ALL stored charges simultaneously. 30-foot radius. Constitution save (DC 8 + CON + proficiency) or force damage equal to all charges as Numen Dice, plus prone. Save: half, not prone. This is not tactical. This is the "I am surrounded" button.
Null Zone Level 17 — Capstone
Bonus action. Concentration, up to 1 minute. 30-foot radius centered on you. All active magical effects immediately fizzle. Any spell cast into or originating within the zone automatically fails. No save. No check. Cost: 1d6 + Charisma modifier HP per round. At level 17, the Charisma modifier is deeply negative. The cost is often near zero. The Numb Rot made it free.
Subclasses
The Sponge — Maximum absorption and charge storage. Shares charges with allies. The party funded their attacks. The boss doesn't know it yet.

The Reactor — Overclock spending for massive output at accelerating personal cost. The math on you isn't good. The math on the target is worse.

The Null — Suppression over damage. Dead Zones. Magic simply stops working near you.

06 Operative Class: Veilwalker
Veilwalker
Rogue Subclass · v1.0 · Infiltrator / Scout / Planar Striker
"The vault is not the problem. The space the vault occupies is the problem. Luckily... I can become the space."
A Veilwalker does not pick locks. They step around the lock. They do not avoid alarm systems. They briefly stop existing in the same dimension as the alarm system. They have learned — through Awakening, through proximity to a Scabbed Rift, or through something that happened in the Interstitial that they do not talk about — that the space between spaces is navigable. The Interstitial is not empty. It has never been empty. Every time a Veilwalker steps through, it notices. Every time they step back, it holds on a little longer.
Parent ClassRogue (chosen at 3rd level)
Key AbilityDexterity / Wisdom
Core ResourceVeil Exposure (cumulative tracker)
SpellcastingNone. This is geography, not magic.
Legal StatusUnclassified. DML has no form for this.
LR Reset-4 Exposure. Not to zero.
Veil Exposure Tracker
PointsThresholdMechanical EffectNarrative Signs
0–2ClearNo effect.Nothing. You're fine. Probably.
3–4NoticedDisadvantage on CHA checks vs. Truesight.A shadow does something yours didn't. A sound that isn't there.
5–6WatchedDC 12 WIS save on return or 1d6 psychic.Wrong reflections. Trumpet blast, right ear. Animals won't approach you.
7–8FollowedDC 15 WIS save. Fail: 1d8 psychic + exhaustion.NPCs look just past you. Children ask who your friend is. There is no friend.
9+ClaimedDC 18 WIS. Fail: 2d8 psychic + exhaustion + Veil Entity introduced.Reflection lags half a second. You wake in the wrong room.
Long Rest Reset

A long rest reduces Veil Exposure by 4 — not to zero. You carry some of it. The Interstitial does not forget. Full reset requires ritual cleansing at a stable, unscabbed site by a Cleric or Druid of 5th level or higher. 8 hours. Rare components. Not convenient by design.

LevelFeaturesExposure/Jump
3rdVeil Step, Between-Space Awareness+1
5thThin the Veil, Clinging Return (upgraded)+1
9thDimensional Sneak, Exposure Burn+1 (Burn available)
13thWalk Between, Veil Anchor+1 (Anchor available)
17thBecome the Between (Capstone)0 — it lets you pass freely now
Veil Step Level 3
Bonus action. Slip into the Interstitial and re-emerge up to 30 feet away in an unoccupied visible space. No opportunity attacks. No line of sight through obstacles required — only to the destination. On return: DC 10 DEX save or 1d4 psychic damage (Clinging Return, scales with Exposure). Uses per long rest: proficiency bonus. Gain 1 Exposure.
Clinging Return Level 3 — Passive, Scales
Every exit from the Interstitial costs something. What it costs scales with current Veil Exposure. At Clear: DC 10 DEX, 1d4 psychic. At Noticed: DC 12, 1d6 psychic. At Watched and above: WIS saves and compound effects per the Exposure table. The return is where the danger lives. The jump is easy. Coming back is not.
Between-Space Awareness Level 3
Passive. Sense extradimensional spaces within 30 feet. Advantage on Perception for hidden doors, secret passages, and structural weak points. Always know north and approximate depth underground. Never surprised by teleporting creatures — you feel the Veil move before they arrive.
Thin the Veil Level 5
Bonus action. Concentration, up to 1 minute. Resistance to nonmagical physical damage. Move through occupied spaces freely. Lightly obscured to creatures without Truesight. Each turn: WIS save (DC 10 + current Exposure) or feature ends and gain 1 additional Exposure. Once per short rest. Gain 1 Exposure on activation.
Dimensional Sneak Level 9
After exiting the Interstitial via Veil Step, Sneak Attack applies even without an adjacent ally — you arrive from a direction that doesn't exist. On the same turn as Veil Step, the target cannot use reactions against your attack. They don't know where you came from. By the time they process the angle, it's over.
Exposure Burn Level 9 · Once per long rest
Free action. Voluntarily gain 1, 2, or 3 Veil Exposure immediately. For each point gained: Veil Step range +15 feet this turn (max 60 feet), one additional Veil Step this turn, Clinging Return DC -2 this turn (min DC 8). You are not spending Exposure. You are taking on debt. Exposure 5 + burn 3 = Exposure 8. You just crossed into Followed. Something is walking behind you in the Veil. The feature is not what limits you. The consequences are.
Walk Between Level 13 · Once per long rest
1-minute meditation to enter the Interstitial fully for up to 10 minutes. Invisible and incorporeal. Observe the material plane as silhouettes through smoked glass. Emerge anywhere within 300 feet of entry point — no line of sight required, only knowledge that the space exists. On exit: WIS save vs. current Exposure DC or Clinging Return damage plus one additional DM effect. Gain 2 Exposure when done.
Veil Anchor Level 13 · Once per short rest
Designate an Anchor Point within 30 feet. Lasts 1 hour. Bonus action to return from anywhere within 60 feet, including from inside the Interstitial — no Clinging Return triggered. If reduced to 0 HP while Anchor is active: DC 15 WIS save as a reaction. Success: reduced to 1 HP instead, instantly return to Anchor, Anchor destroyed. Fail: standard death rules apply. The Anchor is the only moment the Interstitial feels like it respects a boundary.
Become the Between Level 17 — Capstone
Something changed. The Interstitial stopped fighting your exits. This is not a victory. This is recognition.

Veil Step: unlimited uses, generates no Exposure. Exposure: fixed permanently at current level — no further accumulation, no further reset. Immunity to psychic damage from planar sources. Once per long rest: drag one willing or incapacitated creature into the Interstitial with you. Both invisible and incorporeal for up to 10 minutes. Emerge anywhere within 1 mile of entry. No save. No Exposure. The way is open.

The Interstitial considers you a neighbor. It has not knocked on your door yet. It will.
If you are a Veilwalker and you have questions about the Interstitial, talk to Elena. If you won't talk to Elena, I have a drawer. You don't want to be in the drawer. — S
MANNUS & MARLOW INVESTIGATIONS — INTERNAL DOCUMENT — NOT FOR DISTRIBUTION
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