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===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.
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