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==The System== ===Character Stats=== Magic is a fairly complicated game and, as the name implies, has a heavy emphasis on magic. Therefore it needs a stat system to encompass all the many shapes and forms of magic use while also allowing for direct combat as well. This system looks to balance these in as simple a manner as possible while also giving a thorough amount of customization. *'''Color Identity''' ::This is the color or combination of [[#The_Colors|colors]] your character identifies him or herself as (using the standard M:tG colors: White, Blue, Black, Red, Green, and a sixth possible identity for Artifacts). It is determined by your background. At character creation you may choose up to three key events in your life prior to the awakening of your spark (or sometimes after) that are a core part of the character's psyche and history. It can be affected by things such as race, birth place, childhood events, where they have traveled, occupation, major event in their adult life, where and how they learned to perform magic, or even an event that caused them to ascend to the state of planeswalker. Regardless, the character's color identity is not permanent, and is able to change as players gain new sources or release old ones. *'''Power''' ::This is the character's physical offensive power. It can be augmented by race, natural and manufactured weapons, enchantments, or other magics but this is the base value. *'''Toughness''' ::This is the character's physical defensive power. It can be augmented by race, natural and manufactured armors, enchantments, or other magics but this is the base value. *'''Life''' ::This is the character's Life total. When this value reaches zero the character is dead. The standard base value is 5 for players although the base value can be altered by some effects. For creatures, they have life equal to twice their toughness. Many spells drain or restore Life with their effects. A player may exceed their base life through these effects, but their life returns to its base value after a short rest. *'''Mastery''' ::This is how much Mana a character can call upon for a single spell from their Mana Pool. A character can not cast a spell without first drawing forth enough Mana. A character can empty their full Mana Pool in a single turn, but no individual spell or ability can use more than the Mastery of the mage allows. Characters who identify with Black will have improved Mastery. *'''Channelling''' ::This is how much Mana a character has access to. A player may have a number of lands up to their channelling score which they can tap for mana. If a character's channelling would add more Mana than his or her maximum the character may choose for it to be added to the pool as excess Colorless Mana, but will ignite causing a mental backlash known as Mana Burn if not used before the end of the round. Characters who identify with the color Green will have improved Channelling. *'''Speed''' ::This is the character's priority in spell casting as well as in turn order. A player must win or tie an opposed speed roll against the controller to respond to a cast spell or action. This also describes movement. Characters who identify with the color Red will have improved Speed. *'''Focus''' ::This is how many permanent effects a character can maintain at any one time. Summoned creatures, conjured artifacts, and enchantments all count as permanent effects. Tokens do not count as permanent effects. Characters who identify with the color White will have improved Focus. *'''Memory''' ::This is how many spells a character can have prepared for use at any given time. A used spell can be prepared again after a short rest, but a spell can only be changed after an extended rest. If an effect causes a character's Memory to decrease they must forget one of their prepared spells until their next short rest. Memory also helps a character to learn extra spells over time to add to their library. Characters who identify with the color Blue will have improved Memory. *'''Mana Pool''' ::This pool is filled with the Mana described by the character's Color Identity. It limits how powerful of a spell a character can cast as well as how much they can use before they must wait for it to be restored. A character may store one Mana of each color for each time that color appears in the character's color identity. An Artifact Identity provides 1 colorless Mana or 2 colorless Mana for use on artifacts only. *'''Library''' ::This is the list of all spells the character knows. Spells held in Memory must be drawn from here. ===Character Generation=== PCs start with the following in their stats: * Power: 1 * Toughness: 1 * Life: 5 * Mastery: 3 * Channeling: 3 * Speed: 1 * Focus: 1 * Memory: 5 You begin with 5 build points to spend on increasing your stats. :*You may purchase one point of Mastery, Channeling, Speed, Focus, or Memory by paying one build point. :*You may purchase one point each in any two of or two points in any one of Power, Toughness or Life by paying one build point. We recommend GMs award about three points at the end of each session. A character must then determine their race, background and Color Identity. They can choose up to three important backgrounds (usually tied to where they placed their points in stat generation) and how they affect their Color Identity (race, birth place, childhood events, where they have traveled, occupation, major event in their adult life, where and how they learned to perform magic, style of magic used, an event that caused them to ascend to the state of planeswalker, etc) until they have picked what three primary sources they can draw their mana from. Some sample races and magic styles from the universe are presented below but these are only guidelines and can always be altered. A character then receives bonuses to statistics based upon race and color identity (as well as any template or magic variants selected). The racial bonus is described in the chart below. The color identity bonuses are: * +1 Mastery for each Black identity * +1 Channeling for each Green identity * +1 Speed for each Red identity * +1 Focus for each White identity * +1 Memory for each Blue identity * +1 Power, +1 Toughness, or +1 Life for each Artifact identity These bonuses are permanent and cumulative. We recommend GMs allow each player to add a new primary source to their color identity at the end of every two to three sessions by selecting an event or location from the last few sessions that was most important to their character and how it has changed or reinforced their nature. At the end of sessions where a player acts particularly out-of-character with their color identity or a particularly pivotal event takes place they may be given the option to give up an old color identity and replace it with a new one. A character's Mana pool is composed of their color identity. Their maximum Mana of each color is equal to the number of times that color appears in their Color Identity. If a character has an Artifact identity, they can choose to add one colorless mana to their mana pool or to add two colorless mana for casting Artifact spells only. Finally, a player must select their list of Spells Known for their Library. Usually players will have a starting base of 10 but all party members will receive one extra spell for every two points the possess in Memory (rounded down). This means that all players start with at least 12 spells known. It is recommended that a starting character select their spells either from a core set for simplicity or all from the same block to ensure consistent fluff and synergy of spells. Players should be conscious of their Channeling, Mastery, and Focus limitations and only select spells that they are able to cast. It is recommended that each player only be allowed one of every card and only a single rare spell and that they not begin with any planeswalker spells in their list (as these spells for summoning allies are only to be received through major plot devices). Once a character's spell list is complete, they may place a number of spells equal to half their Memory score (rounded up) into their Memorized Spells. The rest may be recorded in the Library in any order but once written the order is set for the day unless an ability changes it. If you choose to allow it in your games, characters may purchase keyword abilities to be added to themselves as a permanent effect. If the player lacks the required physical traits to justify such a thing, then they can replicate the ability through a subconscious and persistent magic effect. Keyword abilities are purchased by the following guidelines: *For 1 build point players may purchase Reach or Changeling. *For 2 build points players may purchase Vigilance, Trample, or Flying. *For 3 build points players may purchase First Strike, Wither, or Poisonous *For 4 build points players may purchase Intimidate or Landwalk *For 5 build points players may purchase Absorb 1, Battle cry, Exalted, or Regenerate *For 6 build points players may purchase Deathtouch, Doublestrike, Lifelink, or Protection from a Color *Players may take Defender for an extra build point. ===Combat Mechanics=== [http://1d4chan.org/wiki/Magic:_the_Gathering_RPG_combat_mod] '''<--Here is a modified version of combat that may be used to represent the battlefield and it's layout, as well as a few other rules. Anything that is not altered directly still works as outlined by the rules on this page.''' This aspect is still being heavily playtested but will likely not be altered much beyond the current outline. Rounds progress in a turn-based order according to Speed with each character being able to cast spells, move, and/or attack taking one action for each speed point they have. When dice are referred to it is meant to indicate a standard six-sided die: :1. A character may enter combat with no more mana in his mana pool than his Channeling attribute. Having more mana than that prepared at all times is dangerous and can result in severe mana burn and fry-out the caster's brain. :2. Combat exists at two levels: between player and an individual or group of creatures, and between player and another mage. (Note that some creatures rely on magic for battle, but they are still not of the same caliber as a true archmage and his arsenal of spells. Creatures with activated abilities may have trouble drawing enough mana to perform them on their own unless they are in a locale that provides that type of mana very freely. For example, a lone Shivan Dragon might use its fire magic to give it great power in the mountains but it would be much more limited in a swamp.) :3. Combat begins with each character in either ranged, close, or locked (a.k.a. engaged) combat with each enemy depending on the situation battle begins in. A player may be in close combat with one creature but in ranged combat with another. Engaged combat is a temporary state and only lasts for the phase before returning to close combat. ::*'''Ranged Combat:''' In Ranged Combat, the two combatants cannot target each other with spells or abilities that may only target creatures. They also cannot engage in direct combat of power and toughness. Instead of casting spells, a character or monster may move in to close combat or attempt to flee. (This combat zone represents a player in his seat, playing a game of Magic.) ::*'''Close Combat:''' In Close Combat, the two combatants can target each other as creatures or as players. The characters can freely, as an action, enter engaged combat, but other creatures or players that are also in close combat range can choose to intercept. While in close combat, a character must be focused and cannot draw mana as freely, giving a -2 penalty to Channeling. As well as casting spells, a character or monster may move to ranged combat or attempt to engage another creature it is in close combat with. (This combat zone represents a player's commander on the field.) ::*'''Locked Combat:''' In Locked or Engaged Combat the two engaged creatures or players are locked in a battle of sword and blade, tooth and nail, fire and fury, and skill and might. The attacking character or monster (the one whose turn it is) makes an attack roll (dice equal to Power) against the defender's Toughness (dice equal to Toughness), dealing excess damage to Life. The defender may then immediately make a counter-attack Power roll dealing damage in excess of the attacker's Toughness to its Life. (Creatures with First Strike function a little differently.) After combat, if the attacker survives, it is repelled and forced back by the defender -- knocked off guard, it needs to re-raise its defenses. (There is an exception if the creature has Vigilance.) Creatures' Toughness remains zero or the value it was reduced to until the end of the turn. Life lost remains the same unless the creature is Regenerated. :4. Combat proceeds with the character with the highest Speed acting first. In the event of a tie, roll opposing dice to determine the order. Once the battle begins, turn order is set. You can at any time choose to delay your turn, but doing so changes your turn to that point in the rotation for the rest of the battle. :5. During your turn's phases you may take the following actions. ::*'''Channeling Phase:''' The character may add the next spell from their Library to their Memory. The character may restore a number of Mana up to his Channeling score to his Mana Pool. (If he is in close combat with any enemies, this number is reduced by 2.) The character may exceed his maximum Mana Pool size in this way by adding colorless mana to his mana pool, but doing so will ignite the Mana stored within and it all must be spent by the End Phase or Mana Burn will cause a damaging backlash that deals damage equal to the remaining quantity of Mana in excess of the character's full Mana Pool. ::*'''Upkeep:''' The character may choose to maintain pervasive effects up to his Focus score. Creatures given Focus are refreshed and reinvigorated to action again. ::*'''Main Phase:''' A character may take a number of actions equal to his Speed score. Actions include: '''Move''' into a different combat zone, '''Command''' summoned creatures, and '''Cast''' a spell. If the character is in close combat, he may also '''Engage''' in battle. If the character is in ranged combat, he may also attempt to '''Flee'''. :::'''''-Moving:''''' A character can move freely from the close combat to the ranged combat zone or from the ranged combat to the close combat zone once per turn. If a character or creature does so, they cannot Flee or Engage that turn. :::'''''-Commanding:''''' Once per turn the character may direct his controlled monsters to Move, Engage, or Cast a "spell" via an ability. A creature which was summoned during the same turn is affected by the brief state known as 'Summoning Sickness' and cannot be directed until your next turn (the exception is creature which have the Haste ability). A character may direct any number of creatures as a single action but all commands must be given before any other actions are taken. Controlled creatures act immediately as the order is given and may be responded to in turn by a character who makes a successful opposed speed roll. :::'''''-Casting:''''' The character may cast a number of non-instant spells up to his Focus score minus his sustained pervasive effects. The character may not cast any spell which requires more Mana than he can muster at once. The Converted Mana Cost of the spell must be equal to or lower than the character's Mastery score. A spell may be responded to by any enemy or ally successfully makes an opposed Speed roll equal to or greater than the character whose turn it is. A resolved spell becomes null for the rest of the day and is considered to be 'in the graveyard'. :::'''''-Engaging:''''' Once per turn, a character or creature may Engage an enemy and enter Locked Combat. If the creature or character targets another character, they may direct a controlled creature in close combat with the offending creature or character to intercept them, forcing them into Locked combat with the defending creature instead. ::::'''''Combat:''''' The attacking character or monster (the one whose turn it is) makes an attack roll (dice equal to Power) against the defender's Toughness (dice equal to Toughness), dealing excess damage to Life. The defender may then immediately make a counter-attack Power roll dealing damage in excess of the attacker's Toughness to its Life. (Creatures with First Strike function a little differently.) After combat, if the attacker survives, it is repelled and forced back by the defender -- knocked off guard, it needs to re-raise its defenses. (There is an exception if the creature has Vigilance.) Creatures' Toughness remains zero or the value it was reduced to until the end of the turn. Life lost remains the same unless the creature is Regenerated. If the attacker has Trample and caused enough damage to kill the defender, it may make an immediate move action to either engage another creature in locked combat or move into close combat with another target, or away to long range with a target. :::'''''-Fleeing:''''' The character skips the rest of his turn. This must be the first action taken in the phase. All pervasive effects end and all creatures are unsummoned. If the character takes less than 5 damage and is not engaged in combat by his next turn, he escape from combat. If the character has at least 2 Speed more than any other combatant, he may make an opposed Speed roll to escape immediately. ::*'''End Phase:''' If the character has more spells held in Memory than half his Memory score (rounded up), he must forget spells until he no longer does. Any reduction to any character or creature's Power or Toughness is removed at this time. Effects that end at 'end of turn' end now. :6. Instant spells may be cast during any phase, even if it is not your own turn, provided there is enough Mana within the Mana Pool. To respond to a spell, a caster must make an opposed Speed roll equal to or greater than the controller of the targeted spell. (The exception is Split Second spells which can respond to any spell and cannot be responded to themselves.) :7. While characters can be affected by all spells that can target creatures, they are immune to "destroy" effects (as though they were indestructible) and "exile" effects as well as effects that grant control of a creature to another character.. They can only Lose or Win a battle. A player that has lost can no longer focus or channel and loses all spells in memory. They are left at the mercy of the victor and whether they live or not is up to them. ===Out of Combat Skills=== Whenever a character attempts to perform an action with some uncertainty of success, a skill check is performed. When dice are referred to it is meant to indicate a standard six-sided die There is a skill for each two color combination. :*Black+Blue - Subtlety and Deception :*Black+Green - Resourcefulness and Survival :*Black+Red - Intimidate and Overpowering :*Black+White - Thievery and Appraisal :*Blue+Green - Innovation and Understanding :*Blue+Red - Creativity and Crafting :*Blue+White - Diplomacy and Bargaining :*Green+Red - Athletics and Animal Handling :*Green+White - First Aid and Healing :*Red+White - Inspiration and Leadership As a benchmark for what the standard of reference to determine success might be, you can use the following: :*Easy: 2-4 :*Average: 6-8 :*Hard: 10-12 :*Challenging:14-16 :*Incredible: 20-22 :*Legendary: 24+ To determine success, the character rolls a number of dice equal to the number of color identities they possess that match the skill and compare it to a standard. For example, if a character had a color identity of [WUBB] and want to try sneaking past a night watchman [Subtlety, Average] he would roll three dice [one for the U and two for the BB in his color identity] and need to roll above a 7 to succeed. Some situations may be appropriate for more than one skill. In this situation, the character should use whichever skill is their strongest. If a character has no colors in any relevant skill, the action may still be attempted, but the character has only a single die to make use of.
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