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===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.
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