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Magic the Gathering RPG Base Mechanic only for actions not covered by MTG mechanics uses d6 Dice

ice Pool: Source Attribute + Spark Attribute i.e. setting a broken leg would be Memory (as the learning attribute) + White (for a healing action) every die that meets or beats 4 is a success. Difficulty: the number of successes needed to succeed. Contested Rolls: simply compare successes. Who has more succeeds. The number of successes over their opponents determines degree of success. Character Creation has four steps: Q&A, the Source, the Spark, and the Library Q&A is about who the character is. Where they come from, how they discovered their Spark, and so forth. No mechanics. Just imagination. The Source is the person that you are without your magic. Power and Toughness and Life and so forth. The Spark is the strength of your magic and it's style. The Library is your starting selection of spells, summons, artifacts, and strange lands. Source, Spark, and Library are part of a tier system. Assign each a priority (Primary, Secondary, Tertiary) and this determines your starting abilities and limits in each one. The Source Primary 20 points/Secondary 15/Tertiary 10 Each level costs points equal to it's level and must be bought in order. You can't just buy level 3 without buying the first two levels. Life is the exception. Each point adds 2 Life. Keyword abilities are bought during this step. Reach, Trample, etc. The Spark Primary 20 points and three Traits Secondary 15 points and two Traits Tertiary 10 points and 1 trait Cost is done as per Source Attributes The Library Deck Size/Uncommons/# of Copies/Rares/# of Copies Primary 25/12/2/2/1 Secondary 20/10/1/1/1 Tertiary 15/8/1/0/0 You can have as many commons as you'd like in your Library but no more than two copies at the start and must still be within your deck size. Note: These are only starting values. Questions & Answers Who are you? What plane do you hail from? What drives you? Etc

The Source Power, Toughness, Life, Focus, and Memory Power is direct offensive ability of whatever type (skill with weapons, great physical strength, blinding speed, etc) Toughness is direct defensive ability (armor, inhuman vitality, dodging, etc) Life is exactly what it seems Focus is your will and ability to concentrate. This covers your ability to seize the initiative as well as determining how many effects you can have active at one time. Memory is ...well your memory. Also determines how many spells you have to call on in any round. How many you can hold in your mind. Your Hand if you will. Starting levels before points is 1 for everything except Life which starts at 5 Keyword abilities can be bought during this step. 1 for Reach, Flanking, or Changeling 2 for Vigilance, Trample, or Flying 3 for First Strike, Wither, or Poisonous 4 for Intimdate or Landwalk 5 for Battlecry or Exalted 6 for Deathtouch, Doublestrike, Lifelink, or Protection From Color, Persist Regenerate works a little differently as it can be bought for 1 to 6 points. The level it's bought at determines how much it costs to use. It costs 1g/b plus (7-Regenerate level) colorless mana per use. For planeswalkers it restores an amount of Life equal to their Toughness. Race is also chosen during this step. Your race will provide bonuses and sometimes penalties. The full race listing will be provided at the end of this document. The Spark There are 5 core Spark attributes: Black, Blue, Green, Red, and White 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 spells are best at destroying creatures, forcing players to discard spells from their memory, 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, spells in memory, spells in the Library, and other difficultto-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. 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 spells are best at letting a player draw additional spells to memory; permanently taking control of an opponent's persistent effects; returning persistent effects to their owner's memory; 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.

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 temporary extra 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 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 mana source links or local terrain 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 spells 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 spells that involve random chance. 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 persistent effects 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. Your level in the color represents your mastery over it. In particular it represents how much of that mana you can channel at one time. i.e. if you have Black 3 you cannot cast any spell that requires more than three black mana. Your total in the 5 colors represents your total mana pool. You cannot have access to more than this at one without the use of artifacts, spells, or creatures. Your total Lands as it were. You also have a number of Traits. Traits are short descriptions of your magical style and when applicable effectively raise your Spark trait by one. i.e. the trait of Pyromancer would raise your Red score by 1 when it comes to fire spells and elementals. The Library Is pretty self explanatory actually. For the GM's sanity I would recommend restricting what sets are available to be drawn from for

the game. Personal preference would be a Base set and one 3 set expansion. Or even just a Base set if you have newer players. Dueling Step I: Seizing the Initiative At the start of the duel everybody involved rolls their Focus and that sets the order of action declaration. For ties compare Focus scores. If that tries their actions are simultaneous. Step II: Draw At this point you choose 1 spell from your Library and ready it. Artifacts and spells may affect this rate. Step III: Channeling Pick the color of mana you wish to channel and roll your rating in that color. Every success adds one mana of that color to your mana pool till the end of the encounter. Your total mana pool still limits how much you can hold. Mastery: If you have a rating of three or more you may trade 3 dice for one guaranteed mana. Step IV: Upkeep The character may choose to maintain effects up to his Focus score. Creatures given Focus are refreshed and reinvigorated to action again. Step V: The Main Phase Here all participants take turns declaring actions until everyone runs out of mana or says they're done. If you have mana ready and instants in hand you can react to anothers actions out of initiative order. Actions: Cast a spell Once a spell is cast it is gone for the duration of the duel. It is in the graveyard. Engage/Disengage from Close Combat. This is the action of the Planeswalker himself physically attacking a foe. While Engaged he may only cast instants. Physical combat is a contested Power vs Toughness roll. Every success inflicts 1 Life damage. Note: First Strike allows you pre-emptively attack someone who Engages you but this uses up an action. Double Strike allows you to do the same for free. Note: Vigilance allows you to cast one sorcery per round even while Engaged. Step VI: Toughness At the end of each round you may roll your Toughness and negate a single point of damage per success inflicted on you that round. If you have access to more spells than you have Memory you must decide which ones to keep and discard down to your Memory. Final Step: Rinse and Repeat as necessary. Character Growth Experience Points are handed out by the GM on the completion of goals. They may be spent during downtime. To raise the level of a Source attribute spend points equal to the next level (from 2 to 3 is 3 pts) To purchase a new Keyword you must spend twice the level of the keyword in points To raise Spark attributes you must spend points equal to twice the next level.

To add spells to your Library it costs their mana cost modified by it's rarity (x1 for Common, x2 for Uncommon, x3 for Rare) Legends and mythic spells must be quested for, recruited, or subdued in game as well as paid for. Races Explanations. Subraces are pretty self explanatory. Their gifts are straight in line with them. Color affinity are the colors of mana most associated with that race. This affinity must be the highest of your Spark attributes. U stands for Blue ...for some strange reason that I don't fully understand but will continue to use here like a literary lemming. Bonuses are permanent bonuses to your attributes A + to Speed is a bonus to all Seize the Initiative and movement related rolls. A + to Channeling is a bonus to all Channeling rolls. A + to Mastery is a permanent bonus to the maximum size of your mana pool. Any race that grants Regeneration does so at level 1 as per the rules under the Source. Descriptions Flying OR Intimidate Fallen B Flying OR +2 Angel Serra W Life Platinum A Flying OR +2 Life Once holy beings, touched by corruption of black Mana they are tyrants and torturers. Holy beings of white mana. They fly through the sky on ivory wings. Great beings of platinum skin, they soar through the skies of the silver plane of Mirrodin. Frog-like beasts of some little intelligence. They are often cruel and judgmental. The savage apes of the wild, many are quick to anger and slow to forgive. The Aven are an eagle culture of the skies that are equal parts military and mysticism. The Leonin are a proud Savannah race of Lion-like warriors. The Nactl are a jaguar-like race of Leonin native to the jungles of Naya. The Nishoba are are and dying race of sabertoothed cats still surviving from the Dominarian Ice Age. The Panthers of the jungle stalk their pray as packs of hunters. The powerful tigers fight for might leaving the lush jungle only to prove their strength. Bestial men with the lower quarters of a horse, they charge into the fray with reckless abandon.

Anurid Ape Birdfolk

Aven

U/G +1/+1 R/G +1/+1 W/ U Flying

Catfolk

Leonin Nactl Nishoba Panther Tiger

W W/R /G W/ G G R

+1 Speed +0/+2 +1 Speed +1 Speed +2/+0

Centaur

R/G Trample

Cephalid

-1/-1, +2 Memory

Octopoid species of the Otarian seas, they watch the land and carefully manipulate events to their liking.

Construct

Gnome Golem Myr

A A A

Though once creatures of flesh and blood, now they only exist as clockwork imitations +1 Speed of a forgotten race. +2 Life Rarely sentient, the occasional man-shaped -1/-1, +1 Speed, creation is gifted with the flicker of a soul. +1 Focus A bird like race of tiny observers of a world where the line between organism and construct is blurred. Flying OR Intimidate +1 Channeling Fearsome and greedy creatures, they lust for power and gather worshippers who seek their own. A dark race of spirits from the world of Kamigawa, they possess the bodies of others for their own purposes.

Demon

Demon Oni

B B

Djinn

Djinn Efreet

A race of fickle trickster, the Djinn are as mysterious and elusive as the wind. U/B Flying The powerful Efreet live within metal towers R +1/-1, +1 Speed above fiery planes, venturing forth to other planes to seek new fortunes. R G Flying OR +1 Channeling +1 Channeling As ancient as the multiverse itself, Dragons are mighty and powerful creatures. Daughters of the goddess Gaea, they carry the spirit of the earth mother to far corners of the world. A race of craftsman and barbaric warriors, they hail from mountain fortresses. Similar to their brethren above, the Duregar build cities in the stone tunnels far below hidden from the other races. Primal spirits conceived of fire, the vibrant Flamekin partake in all the joys of life while those that fade into Cinders spread the terrors of death to mortals. Disciples of the Mother Goddess Gaea, they are beings composed not of flesh and blood but of wood and sap. The Keldons of the frozen wastes are a people of storied warriors and mighty pyres. The Llanowar elves are the children of the forest and chosen people of the planeswalker

Dragon Dryad

Dwarf

Dwarf Duregar

R/A +1/+1 W/R +0/+2

Elemental

Flamekin Maro

B/R +1 Channeling G +1 Channeling

Elf

Keldon Llanowar Lorwyn/Shado wmoor

R/G G W/B /G

+1/+1 +1 Channeling +1 Mastery +1 Memory

Skyshroud

Freyalise. Protectors of beauty, they purge unclean or malformed creatures with practiced ease. Once part of Rath, the Skyshroud elves now live high in the trees of Dominaria and fight an endless battle against the merfolk. Rarely more then a foot in height, these winged tricksters are found in countless planes. The most distinguishing thing about the tiny Ouphes is how annoying they are. They make a habit of stealing and breaking things. Large in stature, the mighty giants are seen as bringers of ruin by many. A one-eyed race, they are even more ruthless than their two eyed cousins. Impish creatures with spiky shells, they live high in the cold mountains of Kamigawa. Infinitely curious, the insatiable Boggarts examine, break, steal and collect anything they can find. The most typical and also the most diverse of goblin breeds, they are tenacious but dimwitted and inhabit nearly every crack and crevice of the plane. The Krark clan, named after their legendary hero, are tinkerers and builders by trade. Taller, slimmer, and not as repulsive as most goblins, the Kyren are the rulers of the city of Mercadia. Savage goblins bred for battle, the Mogg are ruthless in combat.

Faerie

Faerie Ouphe

Flying, -1/-1, +1 U/B Channeling G -1/-1, +1 Speed, +1 Memory +2/+2, -1 W/R Channeling R +2/+2, -1 Memory

Giant

Giant Cyclops

Goblin

Akki Boggart Dominarian Krark Kyren Mogg

+1 Channeling R -1 Focus, +2 B/R/ Speed G +1 Speed R +2 Colorless R/A Mana for R Artifacts Only R +1 Memory +1 Speed

Gorgon

Gorgon Lamia Medusa Human Metathran Auriok Nerok Moriok

B/G +1 Mastery W/ +1 Speed G +1 Memory U/G U W/ U/B /R/ G W/ +1 Channeling +1 Colorless Mana +2 Colorless Mana for Artifacts Only A lobster-like aquatic race native to the cold Northern waters of Dominaria, they are eternally at odds with elves and merfolk.

Homarid Human

Vulshok Sylvok

U W/ A U/A B/A R/A G/A

+2 Colorless Mana for Artifacts Only +2 Colorless Mana for Artifacts Only +2 Colorless Mana for Artifacts Only +2 Colorless Mana for Artifacts Only +2 Colorless Mana for Artifacts Only +1 Speed

Illusion

Eumidian Nantuko

Insectfolk

Humanoid wasps with golden exoskeletons Flying, +1 and four wings originally of a hive mind but G Speed, -1 Focus some have broken free. G/B +1 Speed A mostly benevolent race of mantis-folk with a great respect for nature. B Flying, -1/-1, +1 Speed Race of short, stout humanoids of Lorwyn. Famous for their 'thoughtweft', a racial ability which allows the unconscious sharing of thoughts and skills. A race of vulpine humanoids from Kamigawa. They have many skilled swordsmen and healers.

Imp

Kithkin

W/ +1 Focus U/R

Kitsune Kobold Lammasu

W R W W/ G B R

+1 Speed -2/+0, +2 Channeling Flying, +1 Focus, -1 Mastery Trample OR +2 Memory, -1 Mastery +1/+1, +1 Speed, -1 Mastery Flying, +1

Bizarre race with the bodies of cows, a birds wings and a human face with horns. They forever flee an ancient unnamed enemy. An ancient and wise race of elephant people, they know many secrets of life magics. Created by the terrible Baron Sengir, these evil and seemingly human creatures once terrorized Ulgrotha. Lion-like creatures with wings jutting from

Loxodon

Lycanthrope Werewolf Manticore -

Speed, -1 Memory Merrow Otarian Rootwater Saprazzan Vodallian Zendikaran W/ U/B U U U U U +1 Memory +1 Channeling +1 Memory +1 Channeling +1 Channeling +1 Speed

the shoulders, a scorpion's tail, and a human face. Their sting is even worse then their razor sharp teeth.

Merfolk

Minotaur Nezumi Noggle

R/W Trample B +1 Speed

A race of bestial bull-headed men. They can be ruthless and are always skilled combatants, but are reasoning creatures with very adept shamans.

U/R +1 Speed +1/+1, +1 R/B Mastery, -1 Focus G R Poisonous, +1 Speed

A small race of donkey-headed and hooffooted people, these Lorwyn natives are scavengers and troublemakers. Brutish creatures of great size, some are incredibly wise but all are incredibly cruel. A race of serpentine people from the plane of Kamigawa.

Ogre Orochi Orc Rhox Satyr

The Ironclaw Clan of ruined Sarpadia was +2/+0, -1 Focus once a great tribe of warriors, now few of this proud race remain. A race of anthropomorphic Rhinos, they charge into battle with their powerful stature.

W/ Trample OR +1 U/G Focus G/R +1 Focus W/ U/B /R/ G U/B U/ W Changeling, +1 Speed Changeling, +1 Memory Flying, -2 Focus, +2 Memory

Changeling Shapeshifter Lupil

Strange creatures of Lorwyn, they enjoy imitating others for fun. Native to Ravnica, their true forms are composed entirely of worms.

Sphinx

Spirit

Kami

W/ U/B +1 Channeling /R/ G

The denizens of the spirit world of Kamigawa, they are ancient and mysterious.

Soratami Thallid Treefolk Troll

U W/ G G G

+1 Mastery Regenerate OR +1 Channeling -2/+2, +1 Channeling +1/+1 OR Regenerate +1 Memory, -1 Focus A race of beings that thrive by consuming the blood of others and transferring their contagious curse, they have spread across countless planes from their dark unknown corner of the multiverse. Mirrodin- a race of four-armed technosavants who serve Memnarch and use humans as slaves. Ravnica- posessing only two arms and getting out in the sun a bit, they are still adept scientists and mages One of the last survivors of Sarpadia, these sentient fungal creatures are extremely hard to kill.

Vampire

Vedalken

+1 Memory, +1 Focus, -1 Channeling

Viashino

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

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