This one-page RPG document outlines a game where players take on the role of characters who are split between the mortal and magic worlds. Players assign 7 points each to MAGIC and MORTAL stats and roll dice to cast spells or use mortal skills. The higher the stat, the more connected a character is to that world. If a stat reaches 6, the character is consumed by that world. The game provides tables for random events like school dances, holidays, or visiting relatives that introduce magical complications. The goal is for characters to have fun balancing their dual natures in a lighthearted comedic style as magical and mundane worlds intersect.
This one-page RPG document outlines a game where players take on the role of characters who are split between the mortal and magic worlds. Players assign 7 points each to MAGIC and MORTAL stats and roll dice to cast spells or use mortal skills. The higher the stat, the more connected a character is to that world. If a stat reaches 6, the character is consumed by that world. The game provides tables for random events like school dances, holidays, or visiting relatives that introduce magical complications. The goal is for characters to have fun balancing their dual natures in a lighthearted comedic style as magical and mundane worlds intersect.
This one-page RPG document outlines a game where players take on the role of characters who are split between the mortal and magic worlds. Players assign 7 points each to MAGIC and MORTAL stats and roll dice to cast spells or use mortal skills. The higher the stat, the more connected a character is to that world. If a stat reaches 6, the character is consumed by that world. The game provides tables for random events like school dances, holidays, or visiting relatives that introduce magical complications. The goal is for characters to have fun balancing their dual natures in a lighthearted comedic style as magical and mundane worlds intersect.
Mortal + Magic Hereʼs some tables to help work out
A One Page RPG by Chloe Montgomery with the plot. Roll a dice, or choose. thanks to Honey Heist & Chilling Adventures of Sabrina Thereʼs an event happening at There are two kinds of people: those school: who are Mortal, and those who are Magic. You, and some of your 1 A dance friends, are split between these two 2 Final exams worlds, and must try to find balance 3 somewhere in the middle in a world A traditional mortal holiday that demands you choose a side. Of 4 Feast of the Unblessed Host course, thereʼs nothing saying you 5 The Big Game canʼt have fun while you balance! 6 A guest speaker is coming Character Creation but... There is something about you that separates you from the social 1 Your weird auntie is here “default” of the Mortal World; work 2 out what that is. Local witches want in on the fun Give your character a name too, and 3 Thereʼs a eerily similar event write down their pronouns. happening in the other world You have two stats: MAGIC and 4 A mortal keeps getting close to MORTAL. Separate 7 points into each discovering magic of these stats to represent your 5 experience and knowledge of each. Youʼve got trapped inside a The higher the stat, the more you are mirror part of that world. 6 Thereʼs a witch hunter in town Rolling Donʼt let players repeat checks; they When asked to roll, use a six-sided have to live with the consequences. If dice. you think someone is trying to mess with that though, let the magic When you cast a spell or incantation, spirits get mad at them, and have the roll below your MAGIC stat to situation take another turn. perform it correctly. You must also Of course, the main goal is to have say a silly rhyme that is actually the fun! Take a tone close to a incantation to cast the spell. lighthearted sitcom. Let things go When you use human cunning or wrong- itʼs more fun when they do. knowledge of their world, roll below your MORTAL stat to succeed. If you fail the roll, the GM decides what goes wrong. Dangers If you fail a roll by rolling over or equal to your stat, you face the problems that failing the task involves, be it making a fool of yourself, the spell going wrong or not how you imagined, or typically a mix of the two. When you succeed on a roll, move a point from that stat you used to your other stat, representing your movement away from one of the worlds. You must make sure not to be overly reliant on one of your aspects. If your MAGIC stat ever reaches 6, you are consumed by a desire to cast off your connections to the mortal world, and leave the party. If your MORTAL stat ever reaches 6, you lose your connection to the magic realm, and can no longer understand the magic happening around you.