Magic: the Gathering RPG: Difference between revisions

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Angel-W, Flying
Angel-W, Flying
Anuird-G/B, +1/+1
Anuird-G/B, +1/+1
Ape (?)-R/G, +1/+1
Ape (?)-R/G, +1/+1
Aven-W/U, Flying
Aven-W/U, Flying
Catfolk
Catfolk
-Panther-G, +1 Speed
-Panther-G, +1 Speed
-Tiger-R, +2/+0
-Tiger-R, +2/+0
-Leonin-W, +1 Speed
-Leonin-W, +1 Speed
Centaur-R/G, Trample  
Centaur-R/G, Trample  
Cephalid-U, -1/-1, +1 Memory
Cephalid-U, -1/-1, +1 Memory
Construct
Construct
-Golem-A, +5 Life
-Golem-A, +5 Life
Demon-B, Flying or Intimidate
Demon-B, Flying or Intimidate
Djinn-U/B, Flying
Djinn-U/B, Flying
-Efreet-R, +1/+0 and +1 Speed
-Efreet-R, +1/+0 and +1 Speed
Dragon-W/U/B/R/G, Flying
Dragon-W/U/B/R/G, Flying
Dryad-G, +1 Channeling
Dryad-G, +1 Channeling
Dwarf-R/A, +1/+1
Dwarf-R/A, +1/+1
Eldrazi (?)-C, +1 Focus
Eldrazi (?)-C, +1 Focus
Elemental (?)
Elemental (?)
-Maro-G, +1 Channeling
-Maro-G, +1 Channeling
-Flamekin-R, +1 Channeling
-Flamekin-R, +1 Channeling
Elf
Elf
-Lorwyn/Shadowmoor-G/W/B, +1 Mastery
-Lorwyn/Shadowmoor-G/W/B, +1 Mastery
-Skyshroud-G, +1 Memory
-Skyshroud-G, +1 Memory
Fairy-U/B, Flying, -1/-1, +Channeling  
Fairy-U/B, Flying, -1/-1, +Channeling  
Giant-W/R, +2/+2, -1 Channeling
Giant-W/R, +2/+2, -1 Channeling
-Cyclops-R, +2/+2, -1 Memory
-Cyclops-R, +2/+2, -1 Memory
Gnome-G, +Speed
Gnome-G, +Speed
Goblin  
Goblin  
-Akki-R, +1 Channeling
-Akki-R, +1 Channeling
-Boggart-R/B/G, -1 Focus, +2 Speed  
-Boggart-R/B/G, -1 Focus, +2 Speed  
-Kyren-R, +1 Speed
-Kyren-R, +1 Speed
-Mogg-R, +1 Speed
-Mogg-R, +1 Speed
Gorgon-G/B-+1 Mastery
Gorgon-G/B-+1 Mastery
Homarid (?)-U, +1 Channeling  
Homarid (?)-U, +1 Channeling  
Human-W/U/B/R/G, +1 Colorless Mana
Human-W/U/B/R/G, +1 Colorless Mana
-Metathran-W/U, +2 Colorless Mana for Artifacts Only
-Metathran-W/U, +2 Colorless Mana for Artifacts Only
Illusion-U, +1 Speed
Illusion-U, +1 Speed
Imp-B, Flying, -1/-1, +1 Speed
Imp-B, Flying, -1/-1, +1 Speed
Kithkin-W/R/U, +1 Focus
Kithkin-W/R/U, +1 Focus
Kobold-R, -2/-0, +2 Channeling
Kobold-R, -2/-0, +2 Channeling
Loxodon-W/G, Trample
Loxodon-W/G, Trample
Merfolk
Merfolk
-Merrow-U/W/B, +1 Memory
-Merrow-U/W/B, +1 Memory
-Otarian-U, +1 Channeling
-Otarian-U, +1 Channeling
-Rootwater-U, +1 Memory
-Rootwater-U, +1 Memory
-Saprazzan-U, +1 Channeling
-Saprazzan-U, +1 Channeling
-Vodallian-U, +1 Channeling
-Vodallian-U, +1 Channeling
-Zendikaran-U, +1 Speed
-Zendikaran-U, +1 Speed
Minotaur-R/W, Trample
Minotaur-R/W, Trample
Mirran (Template)-Color also /A, +2 colorless mana for artifacts only, -1 Mastery
Mirran (Template)-Color also /A, +2 colorless mana for artifacts only, -1 Mastery
Myr-A, -1/-1, +1 Speed, +1 Focus
Myr-A, -1/-1, +1 Speed, +1 Focus
Nantuko-G/B
Nantuko-G/B
Nezumi-B, +1 Speed
Nezumi-B, +1 Speed
Nim (Template)-Color change to B, +1 Mastery, -1 Memory
Nim (Template)-Color change to B, +1 Mastery, -1 Memory
Orochi-G, +1 Speed
Orochi-G, +1 Speed
Phyrexian (Template)-Color change to B/A, +2/-2, +1 Mastery, -1 Channeling
Phyrexian (Template)-Color change to B/A, +2/-2, +1 Mastery, -1 Channeling
Satyr-G/R, +1 Focus
Satyr-G/R, +1 Focus
Shapeshifter-U, Changeling, +1 Speed
Shapeshifter-U, Changeling, +1 Speed
-Lupul-U, Changeling, +1 Memory
-Lupul-U, Changeling, +1 Memory
Sliver (?)-W/U/B/R/G, +1 Focus
Sliver (?)-W/U/B/R/G, +1 Focus
Sphinx-U/W, Flying, -2 Focus, +2 Memory
Sphinx-U/W, Flying, -2 Focus, +2 Memory
Soratami-U, +1 Mastery
Soratami-U, +1 Mastery
Treefolk-G, -2/+2, +1 Channeling
Treefolk-G, -2/+2, +1 Channeling
Troll-G, Regenerate
Troll-G, Regenerate
Vampire (Template)-Color change to B, +1 Memory, -1 Focus
Vampire (Template)-Color change to B, +1 Memory, -1 Focus
Vedalken-U, +1 Memory, +1 Focus, -1 Channeling
Vedalken-U, +1 Memory, +1 Focus, -1 Channeling
Viashino-R, +1 Memory
 
Viashino-R, +2/+0, +1 Speed, -1 Memory
 
Zombie (Template)-Color change to B, +1 Channeling, -1 Speed
Zombie (Template)-Color change to B, +1 Channeling, -1 Speed


==External Links==
==External Links==
*First Thread: http://suptg.thisisnotatrueending.com/archive/15289984/
*First Thread: http://suptg.thisisnotatrueending.com/archive/15289984/

Revision as of 06:11, 17 June 2011

A homebrew produced by the collective efforts of the /tg/ community, aiming to put the characteristic elements of the Magic: the Gathering card game and universe into a pen-and-paper RPG format. We hope to provide a system that allows the players to experience the universe as a planeswalker of their own creation or to explore a new world as a powerful mage of their own devising.

As a work-in-progress, expect the contents of this page to change fairly frequently until the game nears a more finalized form.


The System

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 colors your character identifies him or herself as. 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 20 although the base value can be altered by some effects. Many spells drain or restore Life with their effects.

Mastery This is how much Mana a character can call upon in a single round from their Mana Pool. A character can not cast a spell without first drawing forth enough Mana.

Channeling This is how much Mana a character can restore to their Mana Pool in a single round. A character cannot draw the same Mana again from their Mana pool until it has been restored

Speed This is the character's priority in spell casting as well as in turn order. A speed value equal to the opponent is needed to respond to a cast spell or action. This also describes movement.

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.

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.

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.

Spells Known This is the list of all spells the character knows. Spells held in Memory must be drawn from here.

The Colors

The Colors of Magic are a core part of its unique design. Each color has it's own associations and functions. Here is a review of the role each plays in the Magic: the Gathering card game.

  • White is the color of order, equality, righteousness, healing, law, community, peace, absolutism/totalitarianism, and light, although not necessarily "good". White's strengths are a roster of small creatures that are strong collectively; protecting those creatures with enchantments; gaining life; preventing damage to creatures or players; imposing restrictions on players; reducing the capabilities of opposing creatures, and powerful spells that "equalize" the playing field by destroying all cards of a given type. White creatures are known for their "Protection" from various other colors or even types of card, rendering them nearly impervious to harm from those things. Numerous white creatures also have "First Strike", "Lifelink", and "Vigilance". White's weaknesses include a focus on creatures, its unwillingness to simply kill creatures outright (instead hobbling them with restrictions that can be undone), and the fact that many of its most powerful spells affect all players equally—including the casting player.
  • Blue is the color of intellect, reason, illusion, logic, knowledge, manipulation, and trickery, as well as the classical elements of air and water. Blue's cards are best at letting a player draw additional cards; permanently taking control of an opponent's cards; returning cards to their owner's hand; and countering spells, causing them to be discarded and the mana used to pay them wasted. Blue's creatures tend to be weaker than creatures of other colors, but commonly have abilities and traits which make them difficult to damage or block, particularly "Flying" and to a lesser extent "Shroud". Blue's weaknesses include having trouble permanently dealing with spells that have already been played, the reactive nature of most of its spells, and a small (and expensive) roster of creatures.
  • Black is the color of power, ambition, greed, death, corruption, selfishness, and amorality; it is not necessarily evil, though many of its cards refer directly and indirectly to this concept. Black cards are best at destroying creatures, forcing players to discard cards from their hand, making players lose life, and returning creatures from the dead. Furthermore, because Black seeks to win at all costs, it has limited access to many abilities or effects that are normally available only to one of the other colors; but these abilities often require large sacrifices of life totals, creatures, cards in hand, cards in library, and other difficult-to-replace resources. Black is known for having creatures with the ability "Intimidate", making them difficult to block. Lesser black abilities include "Deathtouch" and "Regeneration". Black's main weaknesses are an almost complete inability to deal with enchantments and artifacts, its tendency to hurt itself almost as badly as it hurts the opponent, and difficulties in removing other Black creatures.
  • Red is the color of freedom, chaos, passion, creativity, impulse, fury, warfare, lightning, the classical element of fire, and the non-living geological aspects of the classical element earth. Red's strengths include destroying opposing lands and artifacts, sacrificing permanent resources for temporary but great power, and playing spells that deal "direct damage" to creatures or players, usually via applications of fire. Red has a wide array of creatures, but with the exception of extremely powerful dragons, most are fast and weak, or with low toughness, rendering them easier to destroy. Some of Red's cards can turn against or hurt their owner in return for being more powerful for their cost. Red also shares the trickery theme with Blue and can temporarily steal opponents' creatures or divert spells, although generally not permanently. Many of Red's most famous creatures have the "Haste" trait, which lets them attack and use many abilities earlier. The ability to raise a creature's power temporarily is also common among Red's creatures. Red's weaknesses include its inability to destroy enchantments, the self-destructive nature of many of its spells, and the way in which it trades early-game speed at the cost of late-game staying power. Red also has the vast majority of cards that involve random chance.
  • Green is the color of life, instinct, nature, reality, evolution, ecology and interdependence. Green has a large number of creatures, which tend to be the largest in the game for their cost. Many of its spells make them stronger temporarily. It can also destroy "unnatural" artifacts and enchantments, increase a player's life total, get extra lands or other mana sources into play, and produce the other four colors of mana. Green creatures often have "Trample", an ability which lets them deal attack damage to an opponent if blocked by a weaker creature. Green's weaknesses include its difficulty destroying creatures directly; a distinct shortage of flying creatures (though some of its creatures have "Reach", making them able to block flying creatures); and a lack of strategic options other than its signature large creatures.

In addition to being used to describe the personality and the abilities of the character, Color Identity also grants bonuses to particular stats:

  • White gives a bonus to Focus. White is the color of protection, valor, and restoration and sustains many effects at once.
  • Blue gives a bonus to Memory. Blue is the color of intelligence, logic, and knowledge and knows many great secrets.
  • Black gives a bonus to Mastery. Black is the color of greed, ambition, and power and draws forth strength at any price.
  • Red gives a bonus to Speed. Red is the color of impulse, reaction, and aggression and gets in and out of trouble quickly.
  • Green gives a bonus to Channeling. Green is the color of growth, nature, and sustenance and provides an endless flow of life.

Races

There are many races in the Magic multiverse and they come from a multitude of different planes. Some races are more likely to be associated with certain colors than others and are indicated with the shorthand letter for that color after their name. Be sure to check with your group before choosing some of the more exotic species. (Bonuses and penalties are tentative. May be removed later. Will put in a table format when I get around to it.)

Angel-W, Flying

Anuird-G/B, +1/+1

Ape (?)-R/G, +1/+1

Aven-W/U, Flying

Catfolk

-Panther-G, +1 Speed

-Tiger-R, +2/+0

-Leonin-W, +1 Speed

Centaur-R/G, Trample

Cephalid-U, -1/-1, +1 Memory

Construct

-Golem-A, +5 Life

Demon-B, Flying or Intimidate

Djinn-U/B, Flying

-Efreet-R, +1/+0 and +1 Speed

Dragon-W/U/B/R/G, Flying

Dryad-G, +1 Channeling

Dwarf-R/A, +1/+1

Eldrazi (?)-C, +1 Focus

Elemental (?)

-Maro-G, +1 Channeling

-Flamekin-R, +1 Channeling

Elf

-Lorwyn/Shadowmoor-G/W/B, +1 Mastery

-Skyshroud-G, +1 Memory

Fairy-U/B, Flying, -1/-1, +Channeling

Giant-W/R, +2/+2, -1 Channeling

-Cyclops-R, +2/+2, -1 Memory

Gnome-G, +Speed

Goblin

-Akki-R, +1 Channeling

-Boggart-R/B/G, -1 Focus, +2 Speed

-Kyren-R, +1 Speed

-Mogg-R, +1 Speed

Gorgon-G/B-+1 Mastery

Homarid (?)-U, +1 Channeling

Human-W/U/B/R/G, +1 Colorless Mana

-Metathran-W/U, +2 Colorless Mana for Artifacts Only

Illusion-U, +1 Speed

Imp-B, Flying, -1/-1, +1 Speed

Kithkin-W/R/U, +1 Focus

Kobold-R, -2/-0, +2 Channeling

Loxodon-W/G, Trample

Merfolk

-Merrow-U/W/B, +1 Memory

-Otarian-U, +1 Channeling

-Rootwater-U, +1 Memory

-Saprazzan-U, +1 Channeling

-Vodallian-U, +1 Channeling

-Zendikaran-U, +1 Speed

Minotaur-R/W, Trample

Mirran (Template)-Color also /A, +2 colorless mana for artifacts only, -1 Mastery

Myr-A, -1/-1, +1 Speed, +1 Focus

Nantuko-G/B

Nezumi-B, +1 Speed

Nim (Template)-Color change to B, +1 Mastery, -1 Memory

Orochi-G, +1 Speed

Phyrexian (Template)-Color change to B/A, +2/-2, +1 Mastery, -1 Channeling

Satyr-G/R, +1 Focus

Shapeshifter-U, Changeling, +1 Speed

-Lupul-U, Changeling, +1 Memory

Sliver (?)-W/U/B/R/G, +1 Focus

Sphinx-U/W, Flying, -2 Focus, +2 Memory

Soratami-U, +1 Mastery

Treefolk-G, -2/+2, +1 Channeling

Troll-G, Regenerate

Vampire (Template)-Color change to B, +1 Memory, -1 Focus

Vedalken-U, +1 Memory, +1 Focus, -1 Channeling

Viashino-R, +2/+0, +1 Speed, -1 Memory

Zombie (Template)-Color change to B, +1 Channeling, -1 Speed

External Links