Magus creation rules

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�Magic!
Magic
Rank O: Muggle
Rank 1: Limited skill and awareness of its existence (1 field of magic)
Rank 2: Novice (2 fields)
Rank 3: Master (4 fields
Rank 4: Arch-Mage ( 6 field)
Rank 5: Sorcerer (eight fields plus access to true magic)


Fields of magic
Energy storage/creation
Healing
Necromancy
Offensive
Defensive
Spiritual
Projection
Adept (making yourself better physically)
Puppetry

Magic is basically well researched and crafted spells that operate under their own internal and consistent laws. True magic or sorcery is something that is wondrous and truly powerful and super rare. Also while its technically banned, there is type of magic that people who are experts in a field can do if they are strong willed enough, to generate for a brief amount of time, their own world over their surrodnigns that operates on laws of that short term world. This type of magic is rare, and is called a reality marble. Examples are Unlimted Blade Works, and that one spell that one servant used to bring out his army followers for a brief period of time. Talk to me about that if you want it


Magic Circuit
Rank 0: Average Human
Rank 1: Low, alchemists, (Shirou)
Rank 2: Novice
Rank 3: Magus (average mage)
Rank 4: Arch Magus (Rin)
Rank 5: Super powerful (Satsuki)

Magic Circuit, is the nerves within the magus’s body that allows them to channel mana to complete spells and such. Having a low circuit is a problem, but one that skill and specialized training get around with. In our game, this determines how much juice you can give your high end spells, as well as determine how many high powered attacks your spirit can do. More to come later.

Character Creation:

First pick a backing.

Backing:
Independent: The black sheep, one of the few magus who are not part of any group, and thus are looked down and suspected by everybody. In return, if they play their cards right, they get to keep their secrets better. However, both the Mage Association and the Church really frown upon shenanigans that go public. In game terms this means, that your magus is unknown and hidden from the general magus society at the start.

Mage Association: The umbrella group of which a large majority of the magus in the world belong too. They have formalized controllers for each region, and a main school in London. They’re basically there to be a support group, they don’t police their own in terms of morality but in terms of how much of an problematic it would be if the experiments came public.

Holy Church: The secret Church, that deals with the supernatural. The Church hates the guts of the Mage association, and has powerful holy magic devices and users in itself. Its famed Burial Agency hunts creatures of darkness such as vampires down ruthlessly, and they have also been known to go after mages. Sometime on the advice and consent of the Association.

Prototype character sheet:
You got 25 points to spend on dots 2 for mundane stuff is average, 0 is crap, 5 is you’re the best in the world. Magic Circuit and Magic Skill cost 2 points for each dot. Weapons cover things like swords, physical is like basic dodge, fists, firearms are explanatory. Don’t worry about taking low physical and high some other combat art, because that combat art is what is used to determine defense. All players start with one character shield that can be used to keep them alive otherwise when they should be dead or at a proper moment do a gurren lagann style awesome kick reason to the curb moment

Magic Circuit
Mage Skill
Physical
Charisma
Manipulation
Firearms
Weapons

Flaws
Hunted 3: You’re wanted by muggle authorities for something. This can be very annoying as you’re in their world’s center.
Hunted 5: The Association or the Church is after you. You’re going to be dealing with most likely burial agency guys or equivalents from the association.
Hunted 7: You fucked up big time. There is some Nasuverse big bad after you.
Incompetent 2: Pick a magic field, from the list that you suck at. This can be taken more then once.
Instincts of Shirou 2: You can’t abide your servant going out and fighting. You must do your best to protect them at all times.
Inhuman: Costs Variable Your not human, this is both a boon and bane, depending on your situation. Though, its mostly a bane as the Church who is the mediator of the conflict looks down upon most inhuman beings. Especially ones that are going to go after the Holy Grail.
Unlucky 10: points, you don’t have a character shield.
Poor two point flaw, your poor in the land of opertunity.
Blind 5 point
Sick girl, 3 points
Yandere 3 points
Abusive family 2 points
Stand out: 1 point
Slow poke: 2 points
Cultural blunderer: 2 points
Magic sunspot: 4 points


Non-Flaws
Favors 1: You friends with one of the government agencies, big corporation, Japanese mob or something. They are willing to help you out once and while.
Favors 3: You’re favorite of the Church or the Mages, non-involved mages of clergy, might help you or come to your aid.
Lucky 10: You have another character shield.
Magic Prodigy 4:, pick a field of magic, and you’re an expert in it
Noble Phantasm 10: You have one of the legendary artifacts that has magic power to it. Requires magic circuit of 2, and skill 3 to use.
Fast draw 3 points
Fast casting 3 points
Hard to kill 4 points, John McLain style toughness
Likable 2 points
Savior faire 2 points
Bullet timer: 4 points, you can dodge bullets like Boris the Blade
Magic stealth: 3 points you are exceptional in disguising the fact you're a mage from general scrying and other such magic stealth features

advantages not approved
now approved