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GM

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.

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