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    1. Bee Gee 10 yrs ago

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Loremaster said
I had planned to wait until it was finished before I commented, but after thinking about it I changed my mind. While there are plenty of things I could comment about the mechanics (specially the blanks), I will just raise a few points:Instead of a whole banned spell list I'd recommend just setting a guideline (the likes of unhinged, unglued and mythic rares/planewalkers) and keeping card acceptance a per-card thing. As there are plenty of cards that due to the way they behave within the system become even more powerful. For instance , which is a tournament legal rare card and equals to a one mana cost, 8/8, 16 life creature if the player keeps 5 life points.About combat: supposing you kept the dice combat of the original system (which if you abolish will make combat weird if monsters get life= 2X toughness) and direct damage spells follow locked combat, I conclude Garth is a pretty lucky fellow to kill the Hulk. As both roll five dices (5 from the spell and 5 of toughness) and the Hulk has 10 life points, Garth would need to roll at least >15 (as the Hulk will at least roll 5 on its defense and damage equals the difference between values). Especially so, considering how the Hulk has to roll around <20 for Garth to have a chance of success (a 20 roll would require a 30 for Garth). While possible, it’s a considerable risk and makes a rather strange combat example (yes I know this isn’t the real point of the example, but my point stands unless I miscalculated something).Lastly, about player stats and breaking the game : Supposing that when the players obtain their first color they acquire 5 build points, or even later, that’s enough to make an almost immortal character. Just use all those points in toughness to raise it to 11(11d6 = minimal value 11; maximum 66) and unless the character gets really unlucky against a strong attack, they are essentially untouchable. Even more with defender trait to get Reach. While I doubt anyone would make this, I would recommend limiting somehow the amount of power/toughness points someone may be able to acquire. There are other points, but for now I will leave it at this.


Alright, I spent a good deal of time looking over the system, and I found there are alot of things I didn't like. I have some changes I want to make, and they are rather drastic. It's going to make it less like a Table Top and more like the card game, so I'm sorry if you don't like the changes. I am happy you decided to speak up about things, as if a problem is left unchecked, it will only get worse.

First off: Life is Life, Toughness is Toughness, and summoned creatures like Hulk or Death's Shadow, have no Life. when their toughness hits zero, they die.

Players and NPC Mages will have life and when it hits 0, they become unable to channel or focus, and are left at the mercy of whoever defeated them.

Card effects like Lightning Bolt or Explosive Impact do exactly what it says on the card.

Also, a Caster's Power and Toughness only matters if they are brought into close combat. Garth could throw lightning bolts and hit at a target's life directly if they aren't in close combat, but if they move in, he has to surpass their toughness to do so. Dice rolls will only apply to doing skill checks like a First Aid Check.

If you have any more concerns or you do not like these changes, feel free to let me know in a private message or here, and we can talk things out.
Okay, I have the system, at least for now.

Players will start with:
Power: 1
Toughness: 1
Life: 5
Mastery: 1
Channeling: 1
Speed: 1
Focus: 1
Memory: 5
Players begin with no color identities, so they can only manifest colorless mana, until they pass the entrance exam, in which they unlock their first color identity(Of player choice). Multi-color characters must pick their colors one at a time. Each Color Identity gives a bonus to one of the skills above per identity
+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

Build Points or BP will be awarded at the end of ingame semesters and given to player characters who follow possible sidequests or join in extracurricular activities(Visiting House/Club/Academy Events, playing in sports, going on field trips, assisting professors and staff with something).
Players begin play with spells known equal to their memory. They can learn spells up to four times X, X being their memory. They can only cast spells with a Converted Mana Cost(CMC) equal to their Mastery. If they cast a spell with a CMC higher than their channeling, they lose the difference in life, so I wouldn't recommend doing it.

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.

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.

You can save BP up to purchase things later.

henever 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.

Unique Magic Styles, as listed on the page, are only obtained by finding someone of that magic style, and becoming their apprentice. After sometime till the character with the style is convince the apprentice is ready, they will go through a 'Trial' of sorts, and become this magic style. The Default style is Mage.

In the case of a player being involved in a situation where use of a spell is required, the player would first have to have spells prepared to use(Cards equal to your memory). Lets say for example:
Pyromancer Garth is fighting a Rotted Hulk. Garth has his prepared spells: Fireball, Explosive Impact, Shock, Searing Spear, and Fire Elemental.
He chooses to cast Explosive Impact, and kill the Rotted Hulk. Explosive Impact is now USED. USED spells will go to a pile where they cannot be used again for the remainder of the fight. Afterwards, the caster recovers their spells. When a spell is cast, the caster may select another spell known and prepare it, until they are at their max prepared spells.

Also, Players are immune to Destroy, Exile, and Control effects.

I will be posting the allowed list of races and the banned spells list later.
Thank you both for showing interest. I'll post the system once I feel everything is proper and sound.
Loremaster said
Slightly interested, but I believe this could potentially gather more attention with a expanded explanation, even one not focused on the system specifics. For instance, the availability of races, card sets and the relation the colors have on the Academy (based on the Hogwarts reference I imagine a system of one color per house/division. Wouldn't that be an issue for dual-colored [or more] characters that attempted to balance the colors, without one in prominence?)


Well, the plan with the availability of races would be that any race on the list provided in the game system, bar a select few that I am still debating with myself if I should keep it this way. With card sets, I was going to allow all card sets, past present and future, though I will have a banned list for certain cards, i.e. Black Lotus, Legendary Cards. Players will not be able to have Mythic Rare spells without a /very/ good reason. With the idea of colors to the academy, There were going to be Ten Houses that are optional to join, based on the Ravnica Guilds, as well as other groups of like-minded students, i.e. clubs, secret societies, cliques, of varying colors. Joining a House would allow you access to spells off of a list I'm going to make of "House Exclusive Spells" based on the guild. i.e. Dreadbore/Rakdos, Lyev Decree/Azorious, Gleam Of Battle/Boros.

Students are allowed to come from any plane or time, though if they came from the future, they would have to be unable to spill historical spoilers.

If you have any more questions, let me know!
I have been out for a while, and I apologize for my inactivity. Is there anything I should be aware of happening in Gabriel?
Ever since I discovered the M:TG RPG system, linked later in the post, I had thought about doing an Academy RP with M:TG Themes, as sort of an homage to the popular Academy RP setting, as well as a bit of an homage to Hogwarts. I was going to modify the system for M:TG RPG so that students gain access to more spells and mana by completing classes and performing dice rolls after experience such as Exams, Duels with other students, Quests, and General Shenanigans. If people are iinterested, I'll make a later post of how the system would work in its edited form.

The System
Nytem4re said
Not much happened. I was hoping for a post from savi to move things along but it didn't happen. If you want, you could always have your character come up to mine to talk about assignment.


Seeing as Nathaniel hasn't recognized him as more than a pile of metal plates and a name, I don't think he really noticed Joesph is actually a knight and thus his commander.
Dracogenius said
I wanna post and just write, but I don't really have anything to respond to with my current characters and I have yet to have Luxus approved so I can write a starting post for her.I might as well make a minion for Lucifer (unless it upsets some balances in universal laws, gravity, and psychics).edit :: "But wait a second Draco -- don't you mean physics instead of psychics?" "No; I reject your reality of physics and replace it with my own: psychics!" And while I'm at it, I should contemplate if I really should be a writer...


Be a writer. You have exceptional posts and damn good characters. Self doubt is the primary suspect in the death of a writing career.
I was gone for a solid twenty four hours. Did I miss any posts that Nathaniel could've reacted to, i.e. Anything in Gabriel pertaining to the Barracks where Joesph was going.
Name: Sir Reynard Dietriche
Age: 26
Class: Paladin
Sex: M
Lvl : 1
Race: Human
Weight: 225
Height: 6'6"
HP: 12
(4D6-lowest for each ability)
Strength: 16 (+3)
Constitution: 14 (+2)
Dexterity: 10 (+0)
Intelligence: 13 (+1)
Wisdom: 15 (+2)
Charisma: 18 (+4)
BAB: 1
Grapple: 1
AC: 18(+4 Scale mail, +2 Dexterity, +2 Heavy Wooden Shield)
Fort: 2
Ref: 7
Will: 2
Weapon and Damage: Longsword(1d10 Slashing).
Class Bonuses: Smiting, Detect Evil, Aura of Good
Race Bonuses: Bonus Feat, Bonus Skill Points.
Feat: Exotic Weapon Proficiency: Bastard Sword
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