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What's all this about?

About a year and a half ago Patrick and I came to feel that the division between
many role-playing gamers and Magic: The Gathering players was a bit of a pity.
More importantly, it seemed like Wizards of the Coast might find it profitable to open
up a secondary market for magic cards - and if we wrote a book that made that
possible and offered it to them a bit of that profit and publicity might come our way.
Besides, it would be fun to write and playtest.

So we designed a roleplaying system that used Magic cards as basic elements of


the characters, as their minions, and as a library of opposition for them, allowed for
the use of both magi and mundane characters of every level - squires or dabbling
mage-apprentices on through legendary heroes and mighty planeswalkers - allowed
players to make characters of every major race and type in the system at the time,
and allowed for full-scale planewalker duels. We even made it nominally d20
compatible (although we preferred the 3d6 option) in case Wizards wanted to tie in
that product line as well.

Then we recruited a few playtesters, let them build master summoners, fireball-
spewing sorcerers, noble knights, and insane tinkerers, and had some fun. Judging
from the reactions of some of our local magic players it looked like there would be
more than enough interest, so we went ahead and submitted it. Sadly, Wizards of
the Coast referred us to a submissions agent company - who charged a modest fee
and eventually got back to us to tell us that Wizards of the Coast wasn't interested
in submissions based on Magic: The Gathering.

Presumably they've had years of being flooded with them.

Still, that left us with a complete game system with no place to go - and some of
our playtesters were already starting to pass around copies of the draft PDF. Since
it's out there anyway, here’s a version with an explanatory note. After all, in its
current form (a final version published through Wizards of the Coast would be
another matter) it's essentially a free fan production designed to boost WTC sales,
and certainly does not attempt to compete with or replace any product of theirs that
we're aware of. If anyone at Wizards ever sees it hopefully they'll like it or want to
comment (If so, try my gaming blog, at http://ruscumag.wordpress.com/), send
Email to Feedback@DistantHorizonsGames.Com (I check that every so often), or
look for our print products at http://stores.lulu.com/store.php?fAcctID=601512. If
WTC feels that it's an infringement - or more of one than any other fan-production
revolving around their Magic: The Gathering trademark - they can let us know, and
we’ll take it down. On the other hand, if they express approval (or, hopefully, decide
that they want to pick it up), we'll see about getting it onto a few of the fan sites as
well or - gladly - start in on a print version. It was fun: just because it apparently
won't be going commercial doesn't mean that no one else should get to play with it.

-Paul Melroy, for Distant Horizons Games


General Index Elves
Goblins and Orcs
9
9
Exotic Lands 33

Leonin 9 Gam e Structure 34


Introduction 2 Loxodons 10 Turns and Scenes 34
Merfolk 10 Tapping 34
Characters 2 Minotaurs 10
Nantuko 10 Creature Conversions 34
Basic Character Creation 2 Nezum i-bito 10 Creature Statistics 34
Types Orochi-bito 10 Creature Com bat 34
Soratam i 10 Creature Abilities 34
Abilities 2 Treefolk 10
Ability Rank Details 3 Vedalken 10 Com bat Turns 35
Surprise 35
Cards 3 Character Tem plates 11 Reaction and Initiative 35
Lands 3 The Assassin or Spy 11 Turns and Actions 35
Creatures 3 The Barbarian Hero 11 Follower Actions 35
Artifacts 4 The Hedge W izard 11 Accounting 35
Enchantm ents 4 The Lesser Mage 11 Mana Burn 35
Instants & Sorceries 4 The Magelord 11 Tim ekeeping 35
Special Card Rules 4 The Merchant 11 Refreshing Cards 35
The Planewalker 12
Distinctions 5 The Priest 12 Movem ent and Position 36
Arm sm an 5 The Scholar 12 Other sources of dam age 36
Enhanced Sense 5 The Thief 12 The W orkings of Cards 36
Good-Looking 5 The W arrior 12 Keywords & Definitions 37
Im m unity 5
Inspiration 5 Designing Character Types 13 Running the W orlds 41
Landbond 5 Character Levels 13
Legendary 5 Initial Ability Lim its 13 Classifying Creatures 41
Legend Master 5 Equipm ent 41
(___) Lord 5 Character Advancem ent 13 Strategic Choices 42
Lucky 5 Opportunity Rewards 13 Mana Levels 42
Magician 5 Fiat Rewards 13 Dynam ic Magic 43
Magical Talent Replacing Characters Sam ple Characters 44
In MTG:RPG 6 Legal Note 44
Martial Artist 6 The Duel Arcane 14
Might 6 The Planewalker's Duel 15
Poison 6 Planewalker Distinction 15
Role 6
Sharpshooter 6 Abilities 16
Swarm Master 6 d6 versus d20 16
(___) Training 6 Using Abilities 16
Undead 6 The Base Rolls 16
W arlord 6 Success Levels 16
Attacks 16
Descriptions 7 Com bat Stances 16
Com bat Dam age 16
Disadvantages 7 Critical Hits & Fum bles 16
Sam ple Listing 7
Exclusive Abilities 17
Species 8
Angels 8 General Abilities 25
Aven and Griffins 8
Centaurs 8 The Landrule 31
Cephalid 8 Forests 31
Dem ons and Devils 9 Mountains 32
Djinn and Efreet 9 Islands 32
Dragons 9 Plains 33
Dwarves 9 Swam ps 33
Characters
Character creation is sim ple in
Magic: The Gathering Role Playing
Gam e. The Gam e Master decides on
the starting level - usually level 4. You
gain ten tim es your level in ability
points. Ability points are then spent on
skills, but you m ay exhange two ability
points for a card slot, or four for a
Distinction. You m ay not have m ore
Distinctions than your level. You m ay
not start play with a skill level above 5.
As a recom m endation, invest at least
twice as m any points in skills as cards.
This gives you a wide base of skills and
abilities you m ay need to survive.
Card slots represent m ajor spells,
fo llo w e r s , a n d m a g ic a l ite m s .
Distinctions are innate special abilities
and skills. They’re both covered in
detail later on.
Characters usually start around level
4 because that level indicates they have
strong skills, talents, and show prom ise
in their chosen field. At the sam e tim e,
they are not nearly m asters. A level 1
character has virtually no m agical
abilities or talents, whereas a level 7
character is as powerful as m any great
heroes.
Only the m ajor characters get full
write-ups. Minor followers, people on
the street, and creatures use an
abbreviated system . Major characters
get certain special abilities - the skills
and abilities included in a full writeup -
just for being im portant. Mana knows
those who have great destinies, and
protects them from certain forces.

Introduction Major characters have five basic attributes - Type,


Abilities, Cards, Distinctions, and Description. Som e
MTG:RPG lets you create and play characters in the have Disadvantages and a Species other than hum an
worlds of MTG:CCG using your MTG:CCG cards - or near-hum an. Taking these in order:
without having to settle for short com bat-oriented
sessions, having to struggle against each other, or Type descriptions are supplied by type cards or by
necessarily playing Planewalkers. You can develop the gam e m aster. In either case, types have several
your characters over tim e, interact socially, and take on basic elem ents - their level, ability m odifiers, and
a wide variety of roles within the ongoing saga. special abilities (if any). Just as in MTG:CCG their level
is indicated by the num ber of Mana sym bols on the top
You’ll need som e six sided dice and a character of the card and their abilities are listed in the text block.
sheet, and you’ll probably want to have a 20-sided die As characters grow and gain new abilities they m ay
and som e MTG:CCG cards available. change types and learn new roles.

The rules for MTG:CCG are available here, at Abilities are sim ply ratings for how good a character
http://wizards.com/default.asp?x=magic/rules is at particular tasks. For the basic gam e abilities are
scored at ratings of 2 (unskilled, the norm al base score)
Since alm ost everything in a RPG revolves around through 10 (grandm aster). Abilities are divided into
the characters, that’s where we’ll start off. General and Exclusive categories. General abilities can
be rolled even if a character hasn’t allotted any ability

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points to increase their level in them . Exclusive abilities have been using its power - at least until they pay for
cannot be used for anything except autom atic actions the privilege som ehow - lesser m agi often owe fealty to
unless you’ve invested som e points in them . The a Magelord.
abilities are listed on the basic character sheet. Planewalkers can tap into lands alm ost without lim it
while operating in a battle-realm , but - while within a
Ability Level Descriptions dim ension - operate under the sam e rules as
Rank 0 Useless. Magelords.
Gam e Masters who want to run land-poor gam es
Rank 1 N o t a b l y i m p a i r e d o r r a c i a l l y
m ay opt to m ake initial lands m ore expensive, counting
disadvantaged.
each as two card selections, and m ay or m ay not allow
Rank 2 Untrained. Basically a com petent person. characters to start with any exotic lands in their
Rank 3 Basic training. selection.
Rank 4 Ordinary professional level. Since only one Planewalker or Magelord can control
Rank 5 Talented professional. a land at a tim e, m ost Magelords are deeply concerned
Rank 6 Expert. with the defense of their lands and with challenges to
their control. Fortunately for them , they can usually
Rank 7 Master. As skilled as norm al people ever
leave such defense in the hands of com petent lesser
becom e.
m agi in their service.
Rank 8 Inhum an. O nly a dem igod can possibly
m atch your level of m astery. Creatures com e in hundreds of specific types but,
Rank 9 Unbelievable. No one can possibly be that for our purposes, only a few general ones. These
good without supernatural aid. include Beasts (m ore-or-less “natural” creatures),
Rank 10 Grandm aster. You have truly unearthly Aberrations (the undead, dragons, horrors from beyond
m astery of every possible application of and so on), Minions (knights, druids, elves, and so on),
the ability. Spirits (nature spirits, elem entals, and related beings),
and Constructs (golem s, war m achines, and sim ilar
Ranks 11 and 12 are only available to characters creations). Each is lim ited by a particular ability: a
with special racial aptitudes or unique enhancem ents. character cannot have m ore Beast cards or any Beast
If it should becom e im portant, Rank 11 is Godlike, and card with a higher level (converted Mana cost) than he
is exceeded only by Rank 12 - Suprem acy. At Rank 12, or she has ranks in the Beast Mastery ability. Monsters
no entity in the m ultiverse exceeds your m astery. are lim ited by the Aberration ability, Minions by
Leadership, Spirits by Shamanism, and Constructs by
Artificer. C haracters m ust also have high enough
Cards represent followers, lands, m ighty artifacts,
ratings in the relevant m agical attribute or attributes to
great spells, and other precious resources gleaned from
be able to sum m on or bind the creature in question.
relics of the past, careful research, lengthy recruiting,
and lucky finds. Their power can far surpass that of the
For exam ple, if the Bringer of Doom is a horrible
abilities - but cards are far harder to com e by. There are
undead dragon which requires 4 Red and 4 Black Mana
several choices to m ake regarding cards.
to sum m on in a norm al gam e, a character would need
Aberration 8, Red Magic 8, Black Magic 8, and enough
Lands are lim ited by the Mana Tapping ability and by
Mana to call it up. This isn’t easy.
the character’s innate talent. Magelords and
Secondarily, Creatures can be designated as
Planewalkers actually control the full power of the lands
Followers or as Conjurations when you acquire the
they claim , gaining the powers of Landrule (page 31)
card. Followers are with you all the tim e (leave the card
and often ruling over their people and inhabitants.
face up on the table by your character sheet), at least
Sadly, that m ystical link leaves them open to the
unless you send them on an errand or leave them at
dangerous of a full-scale Duel Arcane (page 14).
hom e today and don’t require any Mana to recruit. On
Lesser Magi are lim ited by their Mana Tapping ability
the upside, they’re tougher than Conjurations. Followers
and so can only draw Mana (at one point per day) from
don’t die until -20 life, just like the player characters.
those lands to which they’re attuned. They cannot draw
On the other hand, they’re a lot harder to replace; if
on the special powers of the Landrule without a
one dies, you’re going to have to find and recruit a
Distinction and their Mana supply is subject to the
replacem ent. If you have a card-drawing ability this
whim s of any Magelord who claim s the sam e land.
generally only requires taking out som e tim e to go and
Magelords can use the special powers of those
recruit som eone. If not, it m ay require a m odest
lands they control, perm it or block the flow of Mana to
adventure.
lesser m agi attuned to those lands on a whim (hence;
Of course, there are tim es when having a bunch of
“Magelord”), and m ay attune additional basic lands
Followers trailing you is inappropriate - especially if one
according to their level of talent. Unfortunately, their
of them happens to be that Bringer of Doom. If one of
ability to attune exotic lands is still lim ited by their Mana
your followers is killed, turn the card face down until you
Tapping ability and they can still only tap into Mana on
can find a replacem ent.
a per-day basis. Since m ost Magelords’ first act on
claim ing an area is to lock out any lesser m agi who

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Conjurations are short-term m agical sum m onings. bonus cards they’d norm ally provide per turn at the start
This requires a lot of Mana, m eans that they’re of each session.
banished or “die” at 0 life, and that they never last m ore ! Card Draw cards which allow the user to draw
than an hour or so, but it also m eans that they’re easy extra cards during a turn can be used to refresh
to get back. All a sum m oner has to do is take a brief exhausted cards before their norm al refresh tim e is up.
break to rebuild the pattern of the spell and cast it If the Dynam ic Magic option is in use, they can also be
again. Just like with Followers, once a Conjuration is used to draw cards for use with that ability.
“Slain,” or the duration of the sum m oning runs out, turn ! C ards which force the discarding of other cards
the card face down until your character gets a bit of rest exhaust one card per card which would norm ally be
(how m uch depends on the type of card, see page 35). sent to the graveyard or otherwise rem oved. If a target
Then put it back in your hand. Conjurations don’t get to has no unexhausted cards they have no further effect.
act until the turn after they’re sum m oned. ! Cards which allow the user to search for a
Token creatures can be either Followers or specified card can be used to fill a card slot which was
Conjurations. In either case, they count against the lim it left vacant at the beginning of the session or can be
on the appropriate type of card. activated and then discarded to create a vacant slot.
They’re useful in getting out a specific card to m eet a
Artifacts are straightforward. W hether they’re item s specific challenge, but deprive the user of the use of at
or creatures they’re lim ited by the Artificer ability just as least one slot in the m eantim e.
creatures are lim ited by their relevant abilities. Artifacts ! Any card that ends the gam e in som e fashion can
are usually perm anent item s. Followers can use m ost only be used by the Gam e Master - usually as part of a
artifacts, even if they can’t norm ally be equipped to a plot which the player characters want to stop.
creature. ! Epic Spells term inate after the end of the
confrontation in which they were used.
Enchantments are lim ited by the Enchantment ! Any “Tokens” a card or spell creates count as
ability. Enchantments which require upkeep require it on cards of the sam e type, and count against restrictions
a daily basis, hence they’re m ost effective when applied on their m axim um num ber. Otherwise, since a
to Followers. MTG:RPG gam e can cover m any years of gam e tim e,
The enchantm ent ability can also be used to lay a anyone using a card which spawns tokens could have
variety of short-term , low-powered enchantm ents, such a lim itless num ber of them .
as night sight, slight (+1) increases in general abilities, ! Legend Cards are subject to restrictions: Since
or m aking som eone like you; these also occupy they represent unique places, individuals, and things,
enchantm ent slots. Hence only the m ost seriously only one of each m ay be used in a gam e and the Gam e
power-obsessed m agi try to m ax out their supply of Master m ust approve them in advance. They’re never
m ajor (card) enchantm ents. Conjurations; they’re always followers or real item s.
Finally, any character who wants to control a legend
Instants and Sorceries are lim ited by the card m ust have either the Planew alker or Legend
Elem entalism ability. There is one m ajor distinction Master Distinction. The Gam e Master will generally opt
between them however; Instants work like Conjurations to require the com pletion of a special quest or m ission
while Sorceries are sim ply powerful spells you happen before allowing a Legend card to enter play.
to have acquired. Once you use an Instant you turn it ! Global effects only apply to the cards which the
face down until you have a bit of tim e off. Sorceries can user and any opposing Magelord(s) actually control.
be used as often as you want - as long as you have the Other cards, and the world in general, are unaffected.
Mana to power them . Given that creatures are m ore ! Sacrificing lands sim ply m eans renouncing their
durable in MTG:RPG, Instants and Sorceries that do link with you, not actually destroying them . The Gam e
dam age inflict 1d6+1 dam age per point that they would Master m ay rule that this also applies to legendary
norm ally inflict. Card-based effects do not require rolls cards in general, since otherwise they would be
to hit or Resist Magic checks unless they are instant- perm anently rem oved from the gam e.
death effects. ! T here are ten official cards (Polar Kraken,
Hypnox, Inam e as One, Blinkm oth Infusion, Mox Lotus,
Certain cards are subject to special rules in M ycosynth Golem , Autochthon W urm , the expensive
MTG:RPG. W hile m ost of these appear in the half of the Big Furry Monster duo, Draco and Gleem ax)
Keywords section (page 37), som e of the m ost com m on with base costs of 11+. These cannot be controlled
rules include: (although they CAN be unleashed) outside of
Planewalker Duels without an appropriate Distinction,
! Card Draw cards which allow the user to draw an although it is possible to collect enough Mana to play
extra card during the draw step are only useful to m ost of them fairly readily. Secondarily, the Mox Lotus,
reduce the tim e required to replace cards which have Gleem ax, and possibly the Big Furry Monster are jokes,
been destroyed - slain followers, broken artifacts, or and should not be perm itted in MTG:RPG.
devastated lands. Each card which would be drawn
allows the user to replace one destroyed card at the
beginning of each session without having to actually
play out doing so. Perm anent item s provide whatever

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Distinctions it three tim es allows the chosen
ability to be shared at up to rank
7, the m axim um possible.
Distinctions are special A character can share up to
talents and privileges, the little seven abilities with his or her
touches which m ake characters followers, but no m ore.
extraordinary in a variety of
w a ys . W h ile t h e r e a r e Landbond. Landbond allows a
th ousands of p o ssible Lesser Mage to attune to an
Distinctions, som e of the m ost additional two lands and to draw
com m on include: on the Landrule powers but does
not open them to the Duel Arcane
Armsman I-IV. Arm sm en or allow them to keep others from
are m asters of weapons, tapping into the lands they’re
arm or, and m elee com bat. attuned to. Unlike extra levels of
Eac h lev el o f Arm s m a n th e M a g ic ia n D is tin c tio n ,
provides +1 Defense (see Landbond can be learned without
Attacks under Using Abilities, difficulty after character creation.
page 16) and +1 power (1d6
dam age) in HTH com bat. A Legendary. To becom e
character who is deprived of his Legendary a character m ust have
or her prim ary weapons or at least 8 other Distinctions
arm or loses one effective level already and cannot have any level
of Arm sm an, one deprived of of Magician. It’s the difference
all weapons and arm or loses between learning to channel
two - three if nothing is Mana and becom ing a natural
available to im provise with. expression of it. In any case, a
Legendary character gains som e exotic special ability,
Enhanced Sense. Characters with this Distinction power, or talent unique to them and a +2 bonus to their
have augm ented sensory abilities. They m ay have a effective rating in any 3 abilities selected by the Gam e
sense of sm ell like a bloodhound, be able to see in the Master (This m ay take their effective score up to a
infrared and ultraviolet, be able to operate in the dark by m axim um of 12). Legendary characters are rare and
som e sort of “radar sense,” be able to hear the voices sought-after.
of the unquiet dead, or sense the presence of diseases
and toxins. The sensory enhancem ent involved m ust be Legend Master. This Distinction lets a character
selected when this Distinction is taken and be approved control Legend cards. Unless the Gam e Master gives
by the Gam e Master - if only because he or she will you special perm ission, you’ll norm ally have to have at
have to describe what the character detects. least five other Distinctions first. Planewalkers don’t
need this Distinction while they’re in a battle-realm ;
Good-Looking. Good-Looking m akes you extrem ely under those circum stances they can control anything
attractive. Movie-star attractive. You’ll get invited to they can get ahold of.
places sim ply because you’re so decorative, draw
obsessed fans and groupies, and need never sleep (___) Lord. These Distinctions allow their users to
alone. People will give you presents. Of course, they partially bypass the restrictions on the num ber and
m ay also try to kidnap you to put you in a Harem or try power level of a particular type of card which they can
to force you into m arriage, but there’s a price for control, increasing the m axim um level of the cards
everything. which they can control by +1 and the num ber of cards
which they can control by +2. This Distinction m ay be
Immunity. Im m unity allows the character to sim ply applied to a particular card type up to three tim es.
ignore the effects of som e sort of attack. Characters
m ay be im m une to poison, to particular types of energy Lucky. Som e people just get all the breaks. A lucky
(fire, cold, lightning, etc), to particular colors (this allows character gets three chances to reroll the dice per
a DC 18 Resist Magic check to overcom e), or even to gam e session, dropping the old result in favor of the
som e effects, such as falls or being surprised. The new one. They m ay even use m ultiple rerolls on a
Gam e Master will probably refuse to allow characters to single roll if they’re determ ined enough.
take im m unity to too m any things.
Magician I-IV. Lesser Mage (m ay tap into Mana from
Inspiration. A character with Inspiration can share a num ber of lands equal to your Mana Tapping rank),
one of his or her abilities with his or her followers and Magelord I (first 3 basic lands of each type do not count
Conjurations. If it’s applied to an ability once, the against Mana Tapping lim it), Magelord II (first 5 basic
inspiring character can share it at up to rank 4. If it’s lands of each type do not count against Mana Tapping
applied twice it can be shared at up to rank 6. Applying lim it), Planewalker (see the Planewalker section; only

5
available with GM approval). As a rule, it is very difficult Swarm Master. A Swarm Master m ay control four
or near-im possible to upgrade this Distinction after tokens over and above norm al lim its. This m ay be taken
character creation. repeatedly.

M agical Talent (___) Training. You possess the special abilities of


one card of the sam e basic type as yourself provided
that such abilities are arguably learned, that the card in
In MTG:RPG there are five basic levels of m agical question is not legendary, that the card in question has
power - non-m agi, who don’t use m agic at all, Hedge a converted Mana cost of four or less, and that the
W izards, who practice the lesser m agical abilities but Gam e Master approves. For exam ple, a hum an
can’t use Mana, Lesser Magi, who can use Mana, but character could learn to spend an action to generate
can’t control it’s flow in the land, Magelords, who can one Black Mana each day (as per a Bog Initiate - a
control external Mana flows, and Planewalkers, who Hum an W izard), to give up your turn to counter a spell
can control the flow of Mana between the dim ensions. once each day (M undungu, an unspecified wizard), or
Hedge wizardry requires nothing but study, but actually to tem porarily enhance creatures (Nantuko Disciple,
using the higher levels of m agic requires special talents which m ay be an Insect, but is still a person and a
- although anyone can learn the required skills. Druid). Most of the general m onster abilities - Haste,
First Strike, Vigilance, and so on, are both valid and
Martial Artist I-IV. A Martial Artist gains a bonus of encouraged. A full list can be found on page 37 under
+1 to his or her Defense (see Attacks under Using Keywords.
Abilities, page 16) per level of Martial Artist and +1 He or she couldn’t learn to put a squirrel token into
power (+1d6 dam age) with Unarm ed Attacks for every play each Turn and enhance squirrels like a Nut
two levels of Martial Artist. Collector Druid, since a Nut Collector costs a total of 6
Mana. Only a Dragon is likely to be able to be able to
Might. Might allows you to inflict an extra 1d6 points “learn” a breath weapon. Other powers, such as that of
of dam age with weapons, lift extra-heavy weights, and a Joiner Adept (lands m ay be tapped for M ana of any
flex im pressively. It’s a favorite of warriors and m ay be color) probably won’t be perm itted by the GM.
taken up to twice for those who favor the body-builder As usual, any active effect generally works once per
look. day. Any continuous effect is still continuous.
This Distinction m ay be taken up to three tim es.
Poison. Poison allows the character to dam age Each tim e m ay either add new abilities or increase the
abilities. In general, a character can opt to have lethal level of a set of abilities by +3.
poison (reduces the victim ’s Vigor by one point per
attack), nonlethal poison (reduces any chosen ability by Undead. Your body is either dead or never lived, is
two points per attack), or a selection of non-lethal anim ated by the sam e m agic which binds your spirit into
poisons (the user m ay select one ability from each it, and has no m etabolism . You can’t be poisoned, are
group and choose which is reduced by one each tim e im m une to m any form s of environm ental dam age, do
he or she attacks; Vigor is not a valid choice). Dam aged not age, and gain an extra 20 Life. You also lose
abilities recover at one point per Act and, if an ability is access to the Regeneration and Green Magic abilities,
reduced to 0, the victim m ust roll a sim ple check for cannot be affected by beneficial drugs and related
norm ally-autom atic effects using it. m agic, and will have a variety of social problem s. This
can also be used to represent Constructs, Golem s, and
Role. Roles are defined social roles which provide Plant creatures.
special privileges. You don’t have to have this
Distinction to claim such a title or include it in your W arlord. A W arlord m ay designate up to four of his
character description. You do have to have it if you want or her cards as exam ples of garrison troops. W hile
the NPC’s to react appropriately. Anyone can be a such cards have a m axim um level of (relevant ability/2)
priest. If you want to be a recognized priest from a and cannot include Legend cards, a sim ilar set of
m ajor faith, get special legal privileges, and call on the troops or defenses is presum ed to be present to defend
support of your tem ple, you’ll want to take it as a role. the m ystical nexus of each land a W arlord controls. For
Possible roles include being a Priest, Noble, exam ple, a W arlord who has Beast M astery 8 and
Diplom at, Guild Leader, Ruler of a City-State, Celebrity, controls several level four Beasts could garrison each
Fabulous Courtesan, Law-Enforcem ent Official, and of his or her lands with four sim ilar creatures. He or she
Heir Apparent. couldn’t pick a creature with a total Mana cost of 5+
(those are too powerful) or a legendary creature like
Sharpshooter I-IV. Each level of Sharpshooter Shizuko Caller of Autumn even though Shizoko only
increases the power of a character’s ranged attacks by costs 3 Mana.
+1, thus adding 1d6 points of dam age to a successful
attack. Every two levels provides a +1 bonus on the
user’s attack rolls.

6
Descriptions characters m ay only start with one disadvantage unless
they pick up a second one due to their species - and
any they pick up in play don’t com e accom panied by
There aren’t any gam e m echanics for your any com pensating Distinction(s). Som e possibilities
character’s description. A character’s age, sex, build, here include:
description, m ajor personality traits, religion,
background, fam ily, and any other details you care to Addiction. You don’t have to have it, but you suffer
invent don’t m odify your abilities or dice rolls, just how a penalty of -1 to -3 (the easier your addiction is to fulfill,
you apply them . the worse the penalty when you can’t since you’re less
Still, they’re probably one of the m ost im portant used to doing without) on all die rolls if you can’t get a
things you can provide for your character. W e’ve left the regular fix. Things like “m ust have coffee in the
entire back of the character sheet blank for them - and m orning” don’t count unless you’re pretty m uch useless
for m any players, that won’t be enough. without it.
W e have left a place on the front for som e of the Bad Luck. For those cursed with Bad Luck nothing
m ost im portant bits; no character is com plete without a ever goes well. If you take this disadvantage the Gam e
nam e. Most of them should have a title - “Enchanter of Master is entitled to m ake your life m iserable in a wide
the Third Circle,” “Ringm aster,” or even som ething variety of m inor ways and to request that you reroll a
m undane, like “Scout” - and m any belong to som e successful check up to three tim es per session. This
organization, or at least did at one point. will usually happen just when you got a really good roll,
so you’re unlikely to accom plish any legendary feats.
Berserker. The character m ay not withdraw from

Disadvantages (Optional) com bat and m ust m ake a sim ple Psyche check to
refrain from attacking friends if out of enem ies. On the
upside, he or she does gain a +1 bonus on his or her
Up until this point, everything about a character has attacks.
been positive. Characters m ay, however, have severe Crippled. You have an upper lim it of rank five in 2-4
drawbacks - addictions, com pulsions, m ajor enem ies, GM-selected skills which should be im portant to your
and sim ilar problem s. If you want to add such a thing to character. (Note that if you can’t live with what the
your character, there are three steps - com e up with a Gam e Master com es up with, you can pick another
description of your handicap, get the Gam e Master to disadvantage instead).
approve it, and then add it and a com pensating bonus
Distinction to your character sheet. Perhaps fortunately,

7
Cursed. Som ething nasty happens periodically. Angel (no cost)
Perhaps any building you shelter in for m ore than a few Angels are, at least in terms of the system, sim ply
days catches fire or collapses, NPC’s in the area catch humans with Flight (and often Vigilance) and an affinity
horrible diseases, you’re an uncontrollable lycanthrope, for W hite Magic. If you want to play one just create such
or your blood catches fire and does extra dam age to a character.
you whenever you’re hit.
Honor. The character m ay not decline an honorably Aven (no cost)
offered challenge. Most honorable characters also tend Racial Modifiers: +1 to Evasion, W hite Magic, and
to keep their words, protect innocents, and otherwise be Reaction. Racial m axim um of 12 in these abilities. -2 to
chivalrous, but nastier types often just like to fight. Artificer, Craftsm an, and W hite Magic. Racial m axim um
Hunted. Som e large and powerful group, or som e of 8 in these abilities.
individual enem y with lots of m inions, is after you. Racial Distinction: Flying
Expect to be attacked at the m ost inconvenient tim es. Racial Drawback: Fragile. For all their wingspan,
Oversized. You’re huge. You won’t fit into ordinary Aven are hollow-boned, light, and m ostly m ade of skin
vehicles or buildings, take double dam age from falls, and feathers. They cannot take Arm sm an III or IV and
eat enorm ously, and are extrem ely conspicuous. take an extra 1d6 points of dam age from any m elee
Prejudice. W hether it’s a racial reputation, an aura attack.
of m alevolence, or som e twist of fate, you’re generally Adults: Adult Aven norm ally pick up a few points of
despised and prejudged. Merchants won’t deal with you Movem ent, Perception, and Ranged W eapons.
or let you in their shops, the local authorities always Griffins, creatures of wind and passion, have only a
assum e the worst about you, and sm all children m ay few sentient subspecies, but can use much the same
throw rocks. W ill you suffer nobly and try to overcom e modifiers. Simply substitute Red Magic for W hite Magic
such prejudice or will you return such hatred? and add Unarmed Combat I, for a net cost of one
Sustenance. You have som e exotic dietary or Distinction. A few types use magic to help them fly.
environm ental requirem ent; if you don’t get it every day These subspecies drop the Fragile drawback in favor of
you’ll begin taking dam age, fall unconscious, or suffer No Hands.
som e other awful consequence. You m ay need to be
im m ersed in fresh water every few hours, devour the Centaur (no cost)
essence of a sentient being each day, or need to drink Racial Modifiers: +1 to Movem ent, Toughness, and
a brew m ade from T ana leaves (sem i-legendary and Vigor. Racial m axim um of 12 in these abilities. -2 to
very difficult to find) each week. Stealth, Evasion, and Finance. Racial m axim um of 8 in
these abilities.
Further exam ples can be found under the Species Racial Distinction: Might I
listing below; the racial drawbacks are sim ply exam ples Racial Drawback: Centaurs are very large; they have
of Disadvantages. a hard tim e fitting into m ost buildings or vehicles, eat
It is possible to get rid of a disadvantage; you have enorm ously, take double dam age from falls, and are
to either em bark on som e m ighty quest to do so or, if very conspicuous.
the problem is purely internal (such as an Addiction or Adults: Should have a m inim um Movem ent and
Berserker) spend a distinction to “buy it off” and spend Vigor of 4, but don’t require anything exotic beyond that,
at least one Story doing so. hence m ost centaur characters start off as adults.

Cephalid (squid-people) (no cost)


Species (Optional) Racial Modifiers: +1 to Blue Magic, Serpent-Tongue,
and Larceny. Racial m axim um of 12 in these abilities.
-2 to . Racial m axim um of 8 in these abilities.
The vast m ajority of playable species in MTG:RPG Racial Distinction: Cephalids com m unicate by a
are a lot like hum ans - enough so that the differences lim ited form of telepathy, and so can both com m unicate
can be readily represented through sim ply varying the silently and bypass language barriers with non-artifact
Distinctions and abilities they purchase. creatures.
More exotic races, or players who want a m ore Racial Drawback: Boneless. Cephalids m ay not
detailed representation of a hum an-like race, can take increase their Vigor, Fortification, Melee W eapons or
a species package - norm ally consisting of 3 abilities Unarm ed Com bat skills above 5 and cannot take
with a +1 initial bonus (this m ay raise them above the Arm sm an III or IV.
usual starting lim it) and a racial m axim um of 12, three Adults: Adult Cephalids are usually either dom inated
abilities with -2 penalties and a racial m axim um of 8, an or enslaved by other Cephalids or have an assortm ent
autom atic Distinction and an autom atic disadvantage. of servants of their own. They don’t usually get along
More powerful species m ay require the investm ent with anyone (including each other) who isn’t entirely
of additional Distinctions or sim ply start off young and under their control.
inexperienced. Characters don’t have to start off with
the stuff listed in the “Adults” line, but should probably
have it by the tim e they’ve gone up a few levels.

8
Demons and Devils Adults: Adult elves are usually either attuned to a
Oddly enough, Demons and Devils, like Angels, forest or two or have Lifeweaking. In either cast, they
require no special rules. They’re generally evil entities also usually have a few Beast followers and often know
with an affinity for Black Magic and some of them have how to sum m on som e sort of anim al to their assistance.
Flying. If you want to play one, just create such a Dark Elves are arguably a separate subspecies,
character. A few are very powerful, and require regular attuned to the powers of the Void rather than Life.
sacrifices to bind them into the material world - but Dryads usually have Forestwalk instead of Enhanced
they’re obviously not suitable as characters anyway. Sense, but otherwise use the same modifiers.

Djinn and Efreet Giant (costs 2 Distinctions)


W hile many Djinn and Efreet have flying and their Racial Modifiers: +1 to Vigor, Toughness, and
special powers are usually considered to be “innate” Fortification. Racial m axim um of 12 in these abilities. -2
rather than “learned,” they operate under the normal to Stealth, Scholar, and Reaction. Racial m axim um of
rules. 8 in these abilities.
Racial Distinction: Might, Arm sm an II
Dragon (costs 2 Distinctions) Racial Drawback: Giants are very large; they have
Racial Modifiers: +1 to Fortification, Toughness, and a hard tim e fitting into m ost buildings or vehicles, eat
Vigor. Racial m axim um of 12 in these abilities. -2 to enorm ously, take double dam age from falls, and are
Larceny, Leadership, and Stealth. Racial m axim um of very conspicuous.
8 in these abilities. Adults: Adult giants are even bigger, and norm ally
Racial Distinction(s): Unarm ed Com bat II, Flying have high scores in Vigor, Fortification, Toughness, and
Racial Drawback: Dragons have a hard tim e fitting in W eapons skills. M ost such titans will also have
in anywhere due to their sheer size, hoarding instinct, Arm sm an IV and various other com bative distinctions.
and arrogance. Outside of cities they tend to be m ajor
targets. Goblins and Orcs (no cost)
Adults: Should have Unarm ed Com bat 4, Might, one Racial Modifiers: +1 to Engineering, Sleights, and
or m ore Enhanced Senses and either Doublestrike Regeneration. Racial m axim um of 12 in these abilities.
(representing a breath weapon) or Poison. High levels -2 to Artificer, Scholar, and Finance. Racial m axim um
of the Elem entalism , Fortification, Finance, “Unarm ed” of 8 in these abilities.
Com bat, and Evasion abilities are in order as well. Most Racial Distinction: Fool’s Luck. Goblins m ay ignore
dragon characters start off fairly young and m ature the consequences of any single event - evading a big
slowly. attack, using them selves as a sacrifice, or whatever -
Drakes are smaller relatives of Dragons, and often once per Act.
possess interesting magical powers. Unfortunately for Racial Drawback: Utter Incom petence. Goblins have
would-be players, they’re generally animalistic rather to pay double when purchasing any ability above 4.
than sentient. Player-Characters m ay opt to substitute Cowardice, in
which case they m ust flee or hide one round after taking
Dw arf (no cost) dam age.
Racial Modifiers: +1 to Artificer, Engineering, and Adults: Adult goblins tend to dabble in everything,
Red Magic. Racial m axim um of 12 in these abilities. -2 and are good at nothing - except at producing m ore and
to Courtier, Politician and Sham anism . Racial m axim um m ore goblins.
of 8 in these abilities. Oddly enough, Goblins are actually good at using
Racial Distinction: The dwarven racial Distinction is tools and technological tinkering. Unfortunately for
not having any racial drawback. them, virtually everything in MTG is based on magic.
Racial Drawback: None. See above. They’re also notable for having one of the most potent
Adults: Adult dwarves are usually skilled in Sleights racial distinctions, and worst drawbacks, on the list.
and have a fondness for devices involving fire, sm oke,
and explosions. M ost of them also have a fair level in Leonin (and other cat-people) (no cost)
the Arm sm an Distinction, but this is not a hard rule. Racial Modifiers: +1 to Athletics, Evasion, and
Reaction. Racial m axim um of 12 in these abilities. -2 to
Elf (no cost) Artificer, Craftsm an, and W hite Magic. Racial m axim um
Racial Modifiers: +1 to Beast Master, Green Magic, of 8 in these abilities.
and Evasion. Racial m axim um of 12 in these abilities. Racial Distinction: Vigilance.
-2 to Leadership, Politician, and Serpent-Tongue. Racial Drawback: Leonin are extrem ely tribal. They
Racial m axim um of 8 in these abilities. will never abandon their tribem ates or party m em bers.
Racial Distinction: Enhanced Sense. Elves can see Adults: Adult Leonin generally have an extra point or
into the infrared and ultraviolet spectrum s. two in their racial skills and decent com bat skills. Most
Racial Drawback: Vulnerability; Elves are extrem ely Leonin characters start off as adults.
sensitive to toxins. They take double dam age from
poison and suffer 1d6 life points of dam age per day
spent in a “destroyed” land.

9
Loxodon (elephant-people) (costs 1 Distinction) Nezumi-bito (ratfolk) (no cost)
Racial Modifiers: +1 to Fortification, Toughness, and Racial Modifiers: +1 to Larceny, Saboteur, and
Vigor. Racial m axim um of 12 in these abilities. -2 to Stealth. Racial m axim um of 12 in these abilities. -2 to
Am bush, Stealth, and Larceny. Racial m axim um of 8 in Politician, Sham anism , and Enchantm ent. Racial
these abilities. m axim um of 8 in these abilities.
Racial Distinction: Might, any one Im m unity of Racial Distinction: Clannish. Ratfolk have lots and
choice. lots of relatives, and can call on them for assistance.
Racial Drawback: Dedication. Once they’ve given Racial Drawback: Prejudice. Everyone thinks that
their word or undertaken a m ission, a Loxodon will carry ratfolk are disgusting little m onsters.
out their task even if it kills them . Secondarily, thanks to Adults: Adult ratfolk are usually very good at being
its corrosive effects on oaths, Loxodon will never take treacherous sneaks, and have decent ranks in their
the Black Magic ability. racial skills.
Adults: Adult Loxodon norm ally possess fair ranks in
their racial skills - they are towering elephant-folk after Orochi-bito (4-arm ed snake people) (no cost)
all - and a fair am ount of W hite M agic if they have at Racial Modifiers: +1 to Green Magic, Stealth, and
least Magician I. Psyche. Racial m axim um of 12 in these abilities. -2 to
Aberration, Artificer, and Streetwise. R acial m axim um
M erfolk (no cost) of 8 in these abilities.
Racial Modifiers: +1 to Enchantm ent, Blue Magic, Racial Distinction: Poison.
and Survival. Racial m axim um of 12 in these abilities. Racial Drawback: Cold Blooded. Orochi-bito take a
-2 to Artificer, Craftsm an, and Engineering. Racial -2 penalty on all ability checks while chilled, including
m axim um of 8 in these abilities. after being blasted with cold m agic.
Racial Distinction: W ater im m unity. Merfolk cannot Adults: Adult Orochi-bito belong to either the Kashi
be harm ed by water, including agents such as acids (archer), Matsu (warrior), or Sakura (m agician) orders
and corrosives, and can breathe and function without within their society, and are expected to m aster the
hindrance underwater. appropriate skills.
Racial Drawback: W aterbound. Merfolk have no legs
and cannot breathe above water for long. They usually Soratami or M oonfolk (no cost)
have the good sense to stay in the water, and so are These characters are essentially simply humans
rarely adventurers. with Flying.
Adults: Other than a tendency towards high
Perception and Survival skills (and m astery of Blue Treefolk (no cost)
Magic if they have the talent to use it) there isn’t that Racial Modifiers: +1 to Mana Tapping, Sham anism ,
m uch else distinctive about adult m erfolk. and Herb Mastery. Racial m axim um of 12 in these
abilities. -2 to Artificer, Courtier, and Movem ent. Racial
M inotaur (no cost) m axim um of 8 in these abilities.
Most Minotaurs are powerful warriors; they usually Racial Distinction: Plant. W hile they do have a very
have Might and at least Armsman II. On the other hand, slow m etabolism , their bodies are still anim ated by
so does almost any human barbarian. Outside of the m agic. This is equivalent to the Undead distinction.
funny looks there really isn’t that much difference. Racial Drawback: Methodical. Treefolk are slow to
travel, slow to m ake decisions, and slow to act. They
Nantuko (insect-druids) (no cost) always go last regardless of their Reaction check and
Racial Modifiers: +1 to Enchantm ent, Green Magic, cannot effectively pilot any vehicle.
and Survival. Racial m axim um of 12 in these abilities. Adults: Adult Treefolk tend to be huge, have the
-2 to Artificer, Craftsm an, and Engineering. Racial Might distinction, and tend towards high ranks in Touch
m axim um of 8 in these abilities. of Life, Green Magic, Fortification, Vigor, and Resist
Racial Distinction: Unarm ed Com bat I. Their claws Magic. They’re often Scholars as well as Sham ans and
and chitinous arm or m ean that no Nantuko is ever truly Herb Masters. Like any other tree, Treefolk take a long
unarm ed. tim e to reach their full potential.
Racial Drawback: Fragile. W earing their skeleton as Yes, Treefolk need to invest at least one point in
a thin layer on the outside of their bodies leaves the Movement to learn to move at all.
Nantuko vulnerable to physical attacks, taking an extra
+1 dam age per 1d6 in the attack. Vedalken (4-arm ed aquatic people) (no cost)
Adults: Adult Nantuko are usually attuned to one or Vedalken are essentially just really ugly Merfolk and
two forests and can call on a beast or two to help them can use the same modifiers. Some of them have power
out. suits which let them get out of the water; these count as
a level 3 Technology card effect.

10
Character Templates can be accom plished without it. Classical hedge
wizards include W ise W om en and Cunning Men, Seers
and Diviners, Druids, W izards, and sim ple Herbalists.
MTG:RPG doesn’t have character classes - but Oddly enough, alm ost every Hedge W izard is a bit
there are som e recognizable “tem plates” out there. All scruffy, late m iddle-aged or older, and carries around a
of them are a little larger than life; MTG is about m ighty collection of unidentifiable occult paraphernalia.
heroes, grand rulers, arm ies sweeping across A Hedge W izard’s abilities usually include
continents, and legendary artifacts. The RPG does Perception, Scholar, Psyche, Resist Magic, Healing,
allow for less epic characters, but it really isn’t designed and several of the lesser m agical abilities - T ouch of
for petty thieves, youngsters just out of m ilitia training, Life, Magesight, Elem entalism , Phantasm , Artificer,
and junior apprentices. Even if you decide to act like a Divination, Slights, Sham anism , Enchantm ent and Herb
petty con artist or street thug, your talents are alm ost Mastery.
always quite exceptional. Dragons are im pressive - but Variants don’t really exist; each Hedge W izard tends
even a beginning group of player characters can to be a variant onto him - or her-self.
probably take one down.
The Lesser Mage. W hile they
Som e of the m ost do not - or at least do not yet -
com m on tem plates, and possess the inner spark which
appropriate abilities for them , m akes a Magelord, m uch less
include: t h e p r im a l p o w e r o f a
Planewalker, lesser m agi can
The Assassin or Spy. becom e quite powerful. W hile
Unlike real spies, m ost of they’re com m on as PC’s, they’re
whom spend alm ost all their rare enough in the gam e world to
tim e being quiet and listening, m ake each one unique.
fantasy spies are flam boyant A Lesser Mage’s abilities
and sinister. Cloaks and (pretty m uch by definition)
daggers are pretty m uch include one or m ore (Color)
m andatory. Outside of that all Magic abilities, Mana Tapping
you need is a com pletely and/or Lifewreaking. They’ll need
ruthless personality. at least one or two of the lesser
S p ie s u s u a lly need m agic abilities as well. Finally, if
Perception, Stealth, Psyche, they expect to survive for long, a
Slights , Investigation, bit of Vigor, Resist Magic,
Saboteur, Larceny, Perception and Evasion are
Persuasion, and som e sort of probably in order - along with
W eapons ability. If they’re whatever talents are needed to
spying on a m age, they’ll r o u n d o u t th e c h a ra c te r
probably need Magesight as conception. Unfortunately, this
well. usually m eans that their abilities
are spread pretty thin. Most
The Barbarian Hero. Star beginning lesser m agi are far
of a thousand tales and really m ore talented than skilled.
bad m ovies, the Barbarian Lesser Magi usually have a
Hero is big, m uscular, and likes to dress in furs, leather title for them selves - Necrom ancer, Adept, Forestlord,
straps, and a supply of sharp objects regardless of sex. Channeler, Invoker, or whatever. This m ay or m ay not
They’re usually cunning and loyal, but have a indicate anything about their specialities.
regrettable tendency to go bersek.
His or her abilities com m only include Athletics, The Magelord. Second only to a Planewalker in their
Evasion, Stealth, Survival, Toughness, Endurance, raw power, experienced Magelords are laws onto
Vigor, Melee W eapons, and/or Ranged W eapons, all them selves. Beginners, however, no m atter how
topped off with a point or two in Fortification and talented, have only one real advantage over Lesser
Regeneration. Magi: whatever powers they derive from Landrule. They
Variants include Amazon W arriors (usually only m ay not even control any lands; settling for sim ple
differing stylistically), Rangers (who often know a bit of attunem ent as the Lesser Magi m ust. After all, if you
Green Magic, Beast Mastery, and Mana Tapping), and actually claim a land in your own right instead of acting
Beastmasters (Green Magic, Beast Mastery, a few as som eone else’s vassal, you have to defend it.
Beast cards, and [usually] Lifewreaking).
The Merchant. Merchants are rarely especially
The Hedge W izard. W hile - like alm ost everyone heroic, but they are very good at com ing out ahead.
else - the Hedge W izard cannot m anipulate Mana Oddly enough, virtually all of them are m iddle-aged. In
directly, there are an im m ense variety of feats which general, a quick look at a Merchant’s clothing will

11
suffice to tell you what he or she deals in, their rank in The Thief. A sneaky, cunning, fellow who m ay know
whatever organization they belong to, and how how to use a knife when he has to, but prefers to get
prosperous they are (this can also be m easured by their things done in m ore subtle ways. The Thief usually
expanding waistline). prefers to look like an ordinary person, and so sticks
Appropriate abilities for Merchants include Scholar, with light - and so readily concealable - arm or,
Perception, Land Vehicles, Finance, Investigation, weapons, and equipm ent. They often dabble in m agic,
Leadership, Persuasion, and Serpent-Tongue. Those but rarely understand what they’re doing very well.
with wide-spread operations often dabble in Divination, His or her abilities usually include Evasion,
Politics, and Repute as well. Perception, Stealth, Resist Magic, Investigation,
Saboteur, Larceny, Persuasion, and Serpent-Tongue.
The Planewalker. Superficially, a young Planewalker Most also know how to use a weapon or two reasonably
m ay not com m and any m ore active m agical power than well and m any use Sleights.
a young Magelord or even a Lesser Mage. However Variants include Pirates (with som e weapons skills
they are far tougher - and have a potential lifespan of and W ater Vehicles), Highwaymen (who often rely as
m any m illennia. m uch on Repute and Persuasion as on their weapons),
After a few centuries m ortals rarely defeat them . Con Men (relying on Persuasion, Serpent-Tongue, and
After a m illennia or two m ortals generally don’t even som etim es Phantasm ), and even Minstrels (using Arts
m atter to them any m ore - presum ing that they and P ersuasion)
have any sanity left at all. Even the m ost benign and Bards (who
and disciplined m ind m ust eventually give way m ix the Arts with a
beneath the ever-increasing weights of power, bit of Scholar and
m em ory, and tim e. Som e of the greatest other hedge
heroes, and m ost terrible villians of all tim e have m agic).
been Planewalkers - enough on its own to m ake
folk fear and dread them . Inexperienced The W arrior.
Planewalkers are probably well-advised to avoid Your basic hum an
revealing that status. tank, usually found
with a more
The Priest. Servants of som e philosophy or cunning com panion
god, priests vary enorm ously - but alm ost all of t o p r o v i d e
them carry a selection of holy sym bols, wear a d ir e c t io n s . T h e
distinctive costum e, and tend to try and govern W arrior likes to
the behavior of everyone around them . wear heavy arm or,
Regardless of whether they’re a good priest or c a rrie s a w id e
a bad one, their religion plays a m ajor role in variety of weapons,
their lives. If it doesn’t they’re just con m en, not and often leads a
priests. s m a ll tr o o p o f
A Priest’s abilities usually include lesser fighters.
Perception, Mana Tapping (often attuned to a H is or her
tem ple or two), Psyche, Scholar, Finance, abilities com m only
Politician, Persuasion, and Repute. Most have inc lud e Vigo r,
som e skill in m agic, but the type depends Fortification,
heavily on what he or she serves. E v a s i o n ,
Variants include Healers (with Healing or Touch of Endurance, Magic Resistance, Regeneration, Melee
LIfe), Mad Scientists (“priests” of science with W eapons, Ranged W eapons, and Leadership. Those
Engineering or Artificer), and eastern-style m artial-arts with troops will need a bit of W hite Magic to fulfill the
Monks (with a bit of Unarm ed Com bat and possibly card prerequisites even if they can’t use m agic directly.
Lifewreaking). Variants include Paladins and Holy W arriors (who
usually know a bit of actual m agic), Knights (who m ay
The Scholar. Usually either a som ewhat ineffectual buy up their m ovem ent or athletics abilities to represent
young m an or an elderly one, the scholar tends to be a m undane m ount or actually have the power to control
bookish and skinny, dresses in robes, and often seem s an extraordinary one), Leaders (who concentrate on
som ewhat ineffectual. Of course, in a world where followers, along with the tactical and enhancem ent
m agic works, such an im pression m ay be entirely false. abilities needed to use them to their best advantage),
For som e reason the vast m ajority of Scholars are Mercenaries (who usually have Am bush, Engineering,
m ale. a selection of practical skills, and an aversion to actually
The Scholar’s abilities usually include Perception, fighting if they can avoid it), and Blademasters (those
Investigation, P syche, Resist Magic, Artificer, characters who represent their Fortification ability as
Divination, Scholar, Enchantm ent, and Herb Mastery. parries and blocks).
Quite a few dabble in m agic, but rarely in any
predictable fashion.

12
Designing Character Types Distinctions m ust also be justified by som e event in
the gam e, whether that’s being hailed as a hero, getting
m arried, bathing in a m ystic pool, or studying with a
W hen creating character types, or if you want to follower who has the Distinction you want to learn.
com pare an experienced character to a beginner, the
rule-of-thum b is that each Ability point is worth 1, each Optionally, Gam e Masters m ay opt to play a m ore
Card is worth 2, and each Distinction is worth 4. Add active roll in card-based character advancem ent. In this
these up, divide by 10, and round off the result to obtain case, each player who wants new cards should file a
the character’s initial level / total Mana cost. Most few - two or three will do - with the Gam e Master, who
starting characters have initial levels of 4 to 6. The will then work chances to acquire those cards into the
casualty rate am ong weaker characters tends to be story.
fairly high.
Characters m ay also trade out old cards. To do so,
W hile the Gam e Master m ay allow exceptions, few they sim ply inform the Gam e Master of their decision at
starting characters are superhum an experts. As a rule, the start of a session and rem ove the card. They m ay
low level characters should start with low abilities, then attem pt to fill the open slot norm ally during the
although they m ay build them up through experience. next gam e session.
Characters of level 1 are usually lim ited to rank 3, those
of levels 2-3 are usually lim ited to rank 4, those of levels Opportunity Aw ards
4-5 are usually lim ited to rank 5, and those of higher Gam e Masters m ay want to restrict what characters
ranks to a level equal to their rank. Non-m agi can buy with their experience at tim es. After all, if som e
exceed these lim itations by one rank; they sim ply have poor characters find a horde of treasure it doesn’t seem
m ore tim e available to develop their other abilities. unreasonable to ask them to each spend a point or two
on Finance. On the other hand, a character who knows
how to handle m oney probably has som e already, while

Character Advancement those who don’t will soon be broke again.


Such situations are handled by Opportunity Awards
- event-driven chances for easier self-im provem ent.
Characters advance by gaining new Abilities, Cards, Mechanically they’re pretty sim ple: the characters get a
and Distinctions. The only real question is how fast chance to “buy” (and som etim es a chance to try out in
such things are acquired. advance) whatever the Gam e Master elects to offer for
The Gam e Master m ay opt to let characters half price. Most com m only, that m eans two ability points
advance at the end of each m ajor episode or “story” in per one; those poor characters m ight gain a tem porary
a cam paign. In this case characters gain 3 ability points, +2 boost to their Finance abilities. If they want to m ake
two card slots, and one Distinction at the end of each that perm anent, it would only cost them one ability
story - probably once every 3-5 sessions. The only point. Those who don’t learn to Manage their finances
com plication is that raising an ability above 5 costs two will thus shortly squander their new wealth.
points per step.
Alternatively, the Gam e Master m ay sim ply base Fiat Rew ards
things on the num ber of sessions a character’s been Som e form s of character advancem ent don’t affect
played. In this case we recom m end awarding one ability the gam e m echanics very m uch, although they m ay
point per session (double cost to raise abilities above 5 affect play quite a bit. These story-based awards are
again), one card slot per two sessions, and one known as Fiat Rewards and usually only affect a lim ited
Distinction per four sessions. area. Of course, unless you’re a Planewalker, you m ay
Gam e Masters who want rapid character never leave such an area. Som e of the m ajor item s in
progressions can sim ply apply both m ethods. this category include:
Characters m ay opt to reduce the num ber of card ! Authority. You’re in charge of som ething, usually
slots they’d norm ally have available in exchange for due to having obtained som e m ore-or-less official
additional ability points or Distinctions; a card slot m ay position. You m ay have becom e the chief constable of
be exchanged for 2 ability points or for 1/2 a Distinction. a city, the trusted advisor of a m ajor king, or the kingpin
of a band of thieves.
In either case, advancing a character usually ! Contacts. You’ve m et, and are on relatively good
requires a bit of tim e. Abilities usually don’t require term s with, som eone im portant. This m ay be a powerful
m uch beyond an announcem ent that “I’m studying or W izard or even a Planewalker, a m ajor ruler, or sim ply
practicing thus-and-such,” although the GM m ay som eone it’s useful to know, like a good fence, expert
choose to m ake raising them above level 5 require scholar, or m ilitary leader.
assistance. Cards m ust be justified; the character m ay ! Fam e. W hether it’s good or bad, the tales of your
have to visit the m ystical heart of a land to attune him - exploits are widely spread, m instrels sing about you,
or her-self to it, seek out the followers he or she wishes and you get your own footnotes in the scrolls. They m ay
to recruit, or delve into ancient tom es for som e obscure or m ay not be saying nice things, but m ost people seem
spell. to regard it as a reward either way.

13
! Favors. Having som ebody owe you som ething is attune to them and pick up a free eight-card
always useful. On occasion, having som eone im portant advantage? W hy can’t he just teach them that bit of
or influential owe you som ething can be absolutely vital. sorcery, hire a few followers, or spend som e m oney
Favors from m ajor supernatural beings are to be buying som e new equipm ent?
treasured, even by powerful m agi. It’s because attuning yourself to lands, learning
! Lifestyle. W hether you’ve acquired an estate, are spells, and increasing your sorcerous lim its requires
a favored guest of the wealthy, or have a stipend, you im m ense am ounts of tim e and effort. Getting new
can have a good tim e without having to pay for it in at equipm ent involves learning to use it, new abilities
least one area. W hile this doesn’t include spare cash, involve training and practice, and loyal followers take
at least the food, drink, and service are all excellent. tim e and effort to recruit. Your friend the Magelord can
! Marriage. Like it or not, the opportunity to m ake an certainly open his lands to you - but if you want to
advantageous m arriage has always been regarded as attune one you’ll still need an open card slot and a high
a notable prize. Player characters, however, m ay well enough level in Mana Tapping to accom m odate another
regard this sort of “reward” as som ething exceedingly land.
awkward to deal with. Still, if Urza can do it... For convenience’s sake, if you’re attuning to a land
! Recognition. This m ay m ean m edals, awards, or that someone else holds, simply use a slip of paper with
titles, an honorary trium ph, or som e esoteric cerem ony, their name and the type of land on it as a token.
but it always m eans public acknowledgm ent, at least a
brief period of being a celebrity, and a certain am ount of
social credit to draw on.
The Duel Arcane
Replacing Characters
Unlike Lesser Magi, Magelords can link to the land
they control so tightly that com plex m agical energy
Unfortunately, characters som etim es die - and while
structures can pass over the link. W hile this grants
there are cards which can resurrect the dead, they
them access to the Landrule and lets them cast spells
aren’t always available. Players m ay norm ally bring in a
which take effect at the m ystical center of one of their
replacem ent character with a level two below the
lands, it also allows them to be arcanely attacked by
average level of the rest of the group.
anyone at the m ystical center of one of their lands (i.e.
they can be targeted by Instants, Sorceries, and lesser
So why can’t your friend, a Magelord who controls m agics despite being a very long ways away). Such a
eight lands, just let every lesser m age in the group battle will continue until the landowner renounces the

14
link (and the control of the land), is slain (and the land, Let us hope that no such conflict occurs until long,
presum ably, claim ed by the new owner), or the long, after we are dead and our civilizations have fallen
interloper is either slain or driven off. In either case, any into dust.
creatures which were sum m oned to either location m ust
still be dealt with or escaped. In any case, the land The Planewalker Distinction has four basic effects:
cannot be tapped for Mana while it’s being fought over.
To avoid hit-and-run or gang attacks, m ost
1) A Planewalker’s body is purely an expression of
Magelords try to conceal which lands they own, seek
his or her will. Planewalkers need not eat, drink, sleep
out lands in rem ote/dangerous/obscure locations to
(although those who don’t tend to go m ad rapidly), or
claim , leave guards at each nexus, or arrange for the
breathe, do not age, and take only 1 point of dam age
locals to protect them . Such tasks are a ready source of
per die which would norm ally apply. Sadly, they don’t
em ploym ent - and Mana - for Lesser Magi.
heal easily either; m agical cures are discounted at the
Such arcane battles tend to erupt out of nowhere at
sam e rate.
awkward tim es, specifically centered on two opposing,
if widely-separated, spellcasters. Given the unpopularity
of sudden outbreaks of m onsters and destructive 2) W hen thrown back on their own resources they
m agic, incautious Magelords m ake unwelcom e guests. are reduced, at least at first, to a m ere 20 life. If they
Planewalkers are subject to the Duel Arcane, but if draw on the correct forces in a battle-realm , however,
the challenger is also a Planewalker the initial they m ay expand this alm ost without lim it.
challenge-contact autom atically invokes a full
Planewalker’s Duel. 3) W hen entangled in a battle-realm their m ultiplanar
existence allows them to transcend all norm al lim its on
the num ber of m agical resources (cards) they m ay

The Planewalker’s Duel control - but they do have an upper lim it; when they
reach it their m ulti-planar structure will shatter under the
strain
Planewalker’s Duels are am ong the m ost
devastating of m ortal conflicts, capable of m atching or
4) Planewalkers who attem pt to directly confront
exceeding anything short of interplanetary war. On the
each other are autom atically drawn into a battle-realm
other hand, m any worlds have endured hundreds of
as described above for a standard gam e of MTG:CCG.
such battles - and survived.
If m ore than two are involved, sim ply use the
W hat m akes such survival this possible is the nature
m ultiplayer rules.
of the P la n e w a lk e rs the m s e lve s . T h e ir
transdim ensional, polym orphic, natures protect them
and allow them to tap into vast energies - but also m ean Taking the Planewalker Distinction requires prior
that when two of them choose to confront each other, approval from the Gam e Master. Planewalker-only
the true battleground lies between the dim ensions. Distinctions exist. These include the ability to change
Depending on how they choose to perceive it, they m ay appearance at will (Metam orph), the ability to sim ply
be virtually face-to-face, or they m ay be separated by “walk” between dim ensions instead of having to cast
vast distances, m oving troops like chess pieces, but spells (Passage), and the ability to extend som e of their
such appearances change nothing. Entering such a personal defenses to their creatures in a battle-realm
com prom ise-plane will m om entarily cut each (Vanguard).
Planewalker off from their usual resources - forcing
them to reach out and draw to them selves whatever In other words, the basic MTG:CCG rules call for
resources they find ready for use and are m ost attuned starting by building a deck (deciding what you’re
to in the great library of the m ultiverse. attuned to), starting with 20 life, drawing your initial
Victory in such a confrontation depends som ewhat hand (the first resources you can grab), and then
on luck, but m ostly on who m akes the best use of the continuing to draw whenever you can until you lose and
resources that com e to hand. W hether for well or ill, the escape (players rarely quit playing magic entirely over
loser is rarely truly slain; m ost often they escape a loss), possibly lose an ante card (this is rare, but a
unharm ed, although they occasionally forfeit a sliver of few games are still played with the ante rule), or quit
their essence to the victor. playing entirely. If you run out of cards you lose. Of
Regardless of who achieves the victory, no m atter course, now you know how the basic magic rules
what forces and spells are unleashed, their effects are interact with the world they’re set in - and what kinds of
inherently limited to the battle-realm and those effects they can have on the characters who aren’t
creatures, items, and areas which have been drawn directly involved. Knowledge may not necessarily be
partially into it. Thus even a “Global Rain of Fire” or a power, but it is a chance to duck.
spell of “Arm ageddon” will only affect a few isolated
locations, item s, and creatures. Only ancient and vastly
powerful Planewalkers of nearly equal power can keep
a battle going long enough to draw in any significant
portion of a world.

15
Using Abilities Optionally, characters can declare that they’re using
an Totally Offensive, Offensive, Norm al, Defensive, or
Totally Defensive stance. A Total Offensive stance
Classical d20 uses a d20 for most rolls. W e allows the user to attack twice, but he or she is
recommend using the optional 3d6 rule instead; the autom atically hit by anyone who attacks him or her. An
resulting bell curve matches reality a great deal better Offensive stance provides a +2 bonus to attack at the
than the linear distribution of a single die. It also means price of a -3 penalty on Defense. A Norm al stance has
that you don’t need any fancy dice to play: a selection no m odifiers. A Defensive stance grants a +2 bonus to
of standard six-sided dice suffices. Defense at the cost of a -3 penalty to attacks. Finally, a
Totally Defensive stance provides a +5 bonus to
Abilities can be used both Passively and Actively. All Defense, but does not allow the user to attack at all.
of them can be used passively, without rolling.
Unfortunately, passive effects are quite lim ited, and Dam age is som ewhat m ore com plicated. Characters
m any abilities don’t offer any at all. By default, all in general have a base power of 1 - converting to 1d6
abilities have a base level of (2 + any points spent on dam age - m odified by any relevant Distinctions. They
the ability) up to a m axim um total of 10. can also gain a bonus for high ability scores:
Active effects require a roll, and succeed if the (Roll Elem entalism 6+ adds +1 power to attacks using
+ Ability Level) equals or exceeds the Difficulty Class Melee W eapons, Ranged W eapons, or Unarm ed
set by the GM or by an opponents abilities. Sam ple Com bat. Note that anyone with Elem entalism 3+ m ay
effects are listed for each ability, divided into: sim ply m anifest appropriate weapons to use with their
com bat abilities.
Automatic. No roll is required to obtain this effect Characters with Am bush who attack unprepared
unless the character is currently has an effective ability targets gain a bonus of (Am bush Rating/2, rounded up)
rank below 2. If a character is so handicapped by to their attack attem pt and a dam age bonus of (Am bush
m agic, injury, circum stances, or racial m odifier these Rating/2, rounded down) to the dam age they inflict.
effects have a DC of 10 for both the D6 and D20 Sadly, Am bush is usually only usable on the first attack.
variants. Characters with M elee W eapons 4+, Unarm ed
Simple. These effects are pretty easy to obtain. They Com bat 5+, or Ranged W eapons 6+ gain a +1 bonus to
have a d6 DC of 12 and a d20 DC of 12 their power when attacking with those abilities.
Difficult. Highly skilled characters can usually pull off
a difficult task, although it m ay take m ultiple tries. Critical Hits and Fum bles
These effects have a d6 DC of 16 and a d20 DC of 20.
Heroic. These effects are reasonably com m on
If you want to com plicate things, include Fum bles
am ong great m asters, but are pretty rare otherwise. In and Critical Hits. These work best with the 3d6 system ,
fiction they usually turn up at clim actic m om ents, when since they can resolved with the initial roll.
som e great effort is m ade, or when som eone gets very
lucky indeed. They have a d6 DC of 20 and a d20 DC
of 24. 3d6 Critical Hits and Fum bles
Legendary. These effects are difficult even for great Roll of 3 You som ehow M anage to inflict 1d6
m asters to obtain. They have a d6 DC of 24 and a d20 points of dam age on yourself,
DC of 28. bypassing all defenses save for a
Planewalker’s natural durability.
Opposed checks are sim ply resolve with opposed Roll of 4 You sm ack a random ly chosen friend,
rolls; if your Perception check beats your opponent’s ally, or one of your creatures for
Stealth check you spot him or her. If not, you don’t. In norm al dam age.
this case no adjustm ent for die type is required. Roll of 17 You hit and do an extra 2d6 dam age.
Roll of 18 You hit and do an extra 4d6 dam age.
Attacks are fairly straightforward: Roll using the
relevant attack ability (Heavy, Melee, or Ranged
W eapons or Unarm ed Com bat) versus the opponent’s D20 Critical Hits and Fum bles
(Evasion + Fortification + 2). Characters with Melee Roll of 1 Roll the attack again. O n a m iss, you
W eapons 5+ or Unarm ed Com bat 7+ gain an additional cause 1d6 dam age to yourself,
+1 bonus on this Defense score. bypassing all of your defenses save a
In any case, the Gam e Master m ay assign bonuses Planewalker’s natural durability. On a
or penalties up to plus or m inus 4, or call for additional hit you hit a friend, ally, or one of your
checks. Two characters fighting on a narrow ledge creatures for norm al dam age.
probably need Athletics checks to balance there. Roll of 20 Roll the attack again. On a m iss you
Som eone trying to do needlepoint in a howling gale will hit and cause an extra 2d6 dam age.
suffer a -4 penalty. Som eone partially hidden behind a On a hit you hit and inflict an extra 4d6
tree gains a bonus to his or her Defense - but finds it dam age.
harder to attack with a sword.

16
Exclusive Abilities Am bush governs setting up blinds and hidden
positions, sneak attacks, arranging a tactical
advantage, and inflicting extra dam age on unaware
Exclusive Abilities (those with a grey background) opponents.
cannot be rolled unless you buy them , although any Automatic: Gain bonuses to dam age and attacks
autom atic functions still apply. This group includes: against unaware opponents (see Com bat, page 16),
Simple: Conceal yourself in the woods in a good
Aberration governs the ability to handle inherently spot to snipe from , pick the best available defensive
m agical “m onsters,” such as dragons, undead, shadow position available, create sim ple snares and traps.
creatures, and sim ilar entities. It controls both the Difficult: Conceal a group in a good position for a
m axim um level and num ber of such creatures the user surprise attack in a reasonable location or conceal
can control at a tim e. yourself in such a position under difficult conditions,
Automatic: Have an Aberration follower or control m ake an attack on som eone look like an accident, build
a personally-conjured Aberration with a total Mana cost dangerous deadfalls and pits.
equal to the ability level or less (no m ore than one Heroic: Organize an attack to give everyone on your
creature per rank in this ability), provide basic care for side a +1d6 bonus to dam age during the first Turn,
a fam iliar Aberration. conceal an attack on som eone so that even the victim
Simple: Identify the general characteristics of an m ust m ake a Perception check to determ ine the
unfam iliar Aberration, recognize com m on types of source, build com plex m echanical traps.
Aberrations. Legendary: Conceal a sm all horde in a flat desert,
Difficult: Develop a new Aberration-conjuring spell plan a surprise attack to give everyone on your side a
given several m onths to work in, train unintelligent +2d6 dam age bonus during the first Turn, create a
Aberrations, understand what an Aberration is trying to m aze full of lethal traps.
com m unicate without a com m on language, identify the
nature of a fam iliar Aberration’s exotic afflictions Artificer governs the creation of m agical devices
(devising an effective treatm ent will also require the and the m axim um num ber and level of Artifacts which
Healing ability). the character m ay possess. Note that the Gam e Master
Heroic: Control a conjured Aberation with a total can, and should, restrict silly com binations: m ost
Mana cost of up to 5 over the ability level for 1d6+1 creatures can’t use m ore than one suit of arm or and
rounds, spot the unique special weakness of an one or two weapons at a tim e. Note that creating a new
Aberration, predict the likely behavior patterns of an Artifact allows it to be brought into the gam e without the
Aberration, get a m essage across to an Aberration usual requirem ent of discovering it som ewhere.
without a com m on language. Automatic: Have a perm anent Artifact or an Artifact
Legendary: Determ ine the life cycle, and obscure Creature follower with a total M ana cost equal to the
facts about, an unfam iliar Aberration with a m ere ability level or less or control a sim ilar conjured artifact
glance, develop a new Aberration-conjuring spell in a (no m ore than one in total per rank in this ability),
few days, identify the nature of an unfam iliar provide basic care for a fam iliar Artifact.
Aberration’s exotic afflictions (devising an effective Simple: Identify the general characteristics of an
treatm ent requires the Healing ability). unfam iliar Artifact, recognize com m on Artifacts in use
by an opponent, create very sim ple (Level 1-2) Artifacts
given several m onths of work,
create m agical charm s and toys
given an hour or two, operate an
unfam iliar artifact.
Difficult: Develop a new Artifact
conjuring spell given several m onths
to work in, deduce the workings of
exotic Artifacts, m ake repairs on
low-level (1-3) Artifacts (for technical
artifacts this m ay also require an
Engineering check).
Heroic: Spot the unique special
weakness of an Artifact or identify
any hidden functions, predict the
likely properties of a severely-
dam aged or partial Artifact, m ake
repairs on dam aged m id-level (4-5)
Artifacts or create Artifacts of up to
Level 4 given som e m onths of work.
Legendary: Develop a new
Artifact conjuring spell in a few days,

17
create m inor Artifacts given a few days, m ajor ones Black Magic spell (costs 4 Black Mana), Analyze an
given a m onth or so and extraordinary ones given a few incom ing spell which uses Black Mana, hold back a
m onths, repair virtually any Artifact. notable (level 4-5) Black creature by sheer m astery,
design an original Black spell, resist aging for a day.
Beast Mastery governs the ability to handle Legendary: Hold back a m ajor (level 6-8) Black
anim alistic creatures and the m axim um level and creature, or m ake a m ore powerful one hesitate, by
num ber of creatures which a character can control at sheer m astery, create an original m ulticolored spell that
any one tim e. If com bined with a point of Green Mana involves Black Mana (this requires sim ilar checks for all
it allows easy com m unication with anim als as well. other colors involved).
Automatic: Have an Beast follower or control a
personally-conjured Beast with a total Mana cost equal Blue Magic governs how m any points of Blue Mana
to the ability level or less (no m ore than one creature the user m ay hold in reserve at any one tim e and the
per rank in this ability), provide basic care for a fam iliar m axim um level of Blue m agic card that he or she m ay
Beast. bring into play.
Simple: Identify the general characteristics of an Automatic: Draw Blue Mana from an appropriate
unfam iliar Beast, recognize com m on types of Beasts, attuned land, store Blue M ana, block all Lesser Magi
control a frightened horse. from drawing on the Mana of a land you control (Only
Difficult: Develop a new Beast-conjuring spell given available to Magelords and Planewalkers), acquire Blue
several m onths to work in, train unintelligent Beasts. followers (also requires relevant lim iting ability).
Understand what an Beast is trying to com m unicate Simple: Attune to a land which produces Blue Mana,
without a com m on language, identify the nature of a determ ine the nature of a Blue Magic effect by
fam iliar Beast’s exotic afflictions (devising an effective inspecting it, pick up and shape water (it will rem ain
treatm ent will also require the Healing ability). “solid” for several hours), operate a sim ple device.
Heroic: Control a conjured Aberration with a total Difficult: Selectively block Lesser Magi’s access to
Mana cost of up to 5 over the ability level for 1d6+1 the Mana of a land you control (only available to
rounds, spot the unique special weakness of an Beast, Magelords and Planewalkers), divine the direction to the
predict the likely behavior patterns of an Beast, get a m ystical center of a Blue Mana producing land you’re
m essage across to an Beast without a com m on currently in, create a stationary Circle of Protection
language. against Blue Magic with an hour or so’s work, hold back
Legendary: Determ ine the life cycle, and obscure a m inor (level 3 or less) Blue creature by sheer m astery
facts about, an unfam iliar Beast with a m ere glance, (this lasts as long as you take no other actions, but
develop a new Beast-conjuring spell in a few days, protects no one else), purify water, produce the correct
identify the nature of an unfam iliar Beast’s exotic change, determ ine the quality of goods.
afflictions (devising an effective treatm ent will also Heroic: Devise an on-the-fly counterspell against a
require the Healing ability). Blue Magic spell (costs 4 Blue Mana), Analyze an
incom ing spell which uses Blue Mana, hold back a
Black Magic governs how m any points of Black notable (level 4-5) Blue creature by sheer m astery,
Mana the user m ay hold in reserve at any one tim e and design an original Blue spell, determ ine who m ade
the m axim um level of Black m agic card that he or she som ething, produce a few coins, solve m ost puzzles.
m ay bring into play. Legendary: Hold back a m ajor (level 6-8) Blue
Automatic: Draw Black Mana from an appropriate creature, or m ake a m ore powerful one hesitate, by
attuned land, store Black Mana, block all Lesser Magi sheer m astery, create an original m ulticolored spell that
from drawing on the Mana of a land you control (only involves Blue Mana (this requires sim ilar checks for all
available to Magelords and Planewalkers), acquire other colors involved), m ake som ething go suddenly
Black followers (also requires relevant lim iting ability). wrong with a m ajor device, triple the productivity of
Simple: Attune to a land which produces Black workers you supervise.
Mana, determ ine the nature of a Black Magic effect by
inspecting it, determ ine som ething’s age and general Divination governs basic detection and
state of health by touch, curse som eone with baldness, com m unication m agic. Sim ple, im m ediate, questions
barrenness, or sim ilar infirm ities. (“is this trapped?”) can be answered with a 10–15
Difficult: Selectively block Lesser Magi’s access to m inute ritual or a point of Mana. Com plex, im m ediate
the Mana of a land you control (only available to questions, sim ple ones at som e range, and m essage-
Magelords and Planewalkers), divine the direction to the sending effects require an hour or two or two points of
m ystical center of a Black Mana producing land you’re Mana. Com plex, distant, questions of com plex
currently in, create a stationary Circle of Protection com m unications (such as a seance) can be m anaged
against Black Magic with an hour or so’s work, hold with 3 points of M ana or a ritual of several hours
back a m inor (level 3 or less) Black creature by sheer duration.
m astery (this lasts as long as you take no other actions, Automatic: Determ ine true north or if som ething is
but protects no one else), exterm inate verm in in an actually m agical, locate your personal property within a
area, curse a field or farm hold so that it will not yield. hundred-foot radius, gain a substantial advantage at
Heroic: Devise an on-the-fly counterspell against a gam es of chance, know the tim e, locate where you are.

18
Simple: Send a brief m essage to som eone within som eone lucky or unlucky (no real gam e effect, but nice
line-of-sight, check on the general status of som eone or bothersom e), change som ething’s color, weave vocal
you have a link to (lock of hair, blood brotherhood, etc), suggestions, influence em otions.
read a letter without opening it. Difficult: Boost a general ability by +1, enchant
Difficult: Detect poisons, contact the spirit of som e som eone to see in the dark, m ake som eone like you
recently-deceased creature, analyze the structure of a better, grant the ability to see in the dark, insert ideas
lock or trap, gain a clue to som e com plex quest, cast an into people’s heads, get som eone lost, charm a letter
augury, discover how som eone feels about you. so that it keeps getting handed along until it reaches its
Heroic: Contact the spirit of som eone long-dead, destination, reduce an opponent’s general ability by 1.
open a com m unications link with som eone on another Heroic: Cosm etic transform ations, anim ate objects,
continent, divine the presence of a poison in a distant m ake som ething seem extrem ely attractive or utterly
location. repulsive, enhance secondary senses (such as sm ell),
Legendary: Contact a m ighty entity or open a reduce an opponent’s general ability by 2 or an
scrying window across the planes, gain glim pses of the exclusive ability by 1..
distant future or of m ajor elem ents thereof. Legendary: Love spells, physical transform ations
(with a point of Mana), seal an area so that no one m ay
Elementalism governs the use of m inor physical leave or so that their steps invariably lead back inside,
spells as well as lim iting the num ber and level of instant let som eone walk on water or m ist, proof som ething
and sorcery cards which the user m ay possess. Like against the ravages of tim e, reduce an opponents
m ost of the lesser m agical abilities, elem entalists m ay general ability by 3 or exclusive ability by 2.
counter other elem entalists with an opposed check.
Automatic: Use Sorcery and Instant Cards of levels Engineering governs your ability to design and use
up to the level of your Sorcery ability (in conjunction with high technology and (with Craftsman) your ability to
the appropriate Magic ability), create m inor lightshows, create it. If you want to program com puters, design
light pipes and cam pfires, cause extra dam age with com plex structures, or m aintain engines, this is the
attacks or create elem ental weapons with sufficient ability to get. If high-technology cards are in use in your
ability. gam e the level of this ability governs both the num ber
Simple: W ard off rain, dry clothing, purify water, and m axim um num ber of such cards you m ay possess.
levitate a pencil or key, illum inate a sm all room , heat or (no, there aren’t really any “technology” cards in
chill food, create a cool breeze. MTG:CCG at this tim e, but if som eone m akes som e of
Difficult: Create a blinding flash or m assive gust of their own or their GM lets them bring in cards from
wind, m end clothing, m inor telekinesis, freeze-dry food, som e other gam e, then this is the ability to use).
waterproof cloth, sum m on patches of rain or fog, resist Autom atic: Use Technology Cards of levels up to
1d6 worth of elem ental environm ental dam age. the level of your Engineering ability (in conjunction with
Heroic: Fireproof leather and cloth, m end m etal the appropriate Magic ability), operate sim ple devices,
objects, extinguish a burning building, telekinetically understand basic physical principles, basic m ath.
m anipulate a few hundred pounds, resist 2d6 worth of Simple: Operate com puters, replace com ponents in
elem ental environm ental dam age. a system , m ake repairs on sim ple engines, design
Legendary: Fireproof paper, forge com plex m etal basic structures, build a waterm ill.
item s without tools, m aintain a bubble of breathable air Difficult: Perform com plex calculations given som e
underwater or in the m idst of a forest fire resist 4d6 tim e, design industrial m achinery, design com plex
worth of elem ental environm ental dam age. structures, program a com puter operating system ,
analyze a cities water system , crack ordinary com puter
Enchantment governs the ability to create, analyze, security, repair com plex devices.
and sustain enchantm ents as well as the m axim um Heroic: Build an industrial base using nothing but
num ber and level of enchantm ents which the user m ay raw m aterials and (lots of) your tim e, design cities and
possess at any one tim e. Very m inor enchantm ents, arcologies, design com puter chips, m aintain a stardrive,
such as night sight, a slight (+1) bonus to a general disarm a well-designed bom b.
ability, influencing em otions, weaving suggestions or Legendary: Solve com plex m athem atical problem s
sim ilar effects, can be accom plished with a sim ple in your head in m ere m om ents, program an AI, hack a
ability roll. Sadly, these also occupy enchantm ent slots m ilitary secure system with a pocket com puter, solve
while they’re active, hence m ost m agi tend to leave a the unified field equations.
slot or so open for utility effects. Like m ost of the lesser
m agical abilities, enchanters m ay counter other Fortification governs the m astery of defense, on
enchanters with an opposed check. both the personal, structural, and strategic levels. It
Automatic: Use Enchantm ent Cards of levels up to adds to Evasion to determ ine how difficult you are to hit
the level of your Enchantm ent ability (in conjunction with with physical weapons and can be rolled to design (or
the relevant M ag ic ability), m aintain lesser penetrate) castles and keeps or to defend against
enchantm ents, determ ine if som ething, som eone, or attacks on any lands which the user controls.
som e area is currently enchanted. Automatic: Add your ability rank to your personal
Simple: Control (in-gam e) gam es of chance, m ake Defense level, add your ability rank to the Defense of

19
those protecting your lands (given a few weeks to set anim al, shape wood with your bare hands.
up appropriate fortifications), spot obvious weaknesses Heroic: Devise an on-the-fly counterspell against a
in defensive designs. Green Magic spell (costs 4 Green Mana), Analyze an
Simple: Design a basic castle granting those within incom ing spell which uses Green Mana, hold back a
a 1d6 bonus on dam age and +2 Defense, reinforce a notable (level 4-5) Green creature by sheer m astery,
door, wall, or other structure to withstand a battering design an original Green spell, cause fields and beasts
(roll your Fortification ability to negate such dam age). to flourish (m ay require one or m ore points of Green
Difficult: Design a com plex fortification granting Mana, depending on the desired scale), link with a
those within a 2d6 bonus on dam age and +4 Defense, “fam iliar.”
negate 1d6 dam age or +2 from the Defense bonuses Legendary: Hold back a m ajor (level 6-8) Green
provided by a fortification. creature, or m ake a m ore powerful one hesitate, by
Heroic: Design a m ighty fortification, granting those sheer m astery, create an original m ulticolored spell that
within a 3d6 bonus on their effective dam age ratings involves Green Mana (this requires sim ilar checks for
and a +6 Defense bonus, negate 2d6 dam age or +4 all other colors involved), cause plants and anim als to
from the Defense bonuses provided by a fortification. grow and m ature in m om ents, cause dead wood to
Legendary: Negate either the dam age bonus or the sprout or roots to split stone.
defensive bonus offered by a fortification or 2d6
dam age and +2 Defense. Herb Mastery governs the use of herbs,
com pounds, drugs, potions,
and toxins. It doesn’t really
involve m uch m agic as
such, but m ost NPC’s
regard it as a m ystical art at
its higher levels.
Automatic: Make tasty
and refreshing use of herbs,
spices, and other
ingredients, m ake com m on
folk m edicines for basic
com plaints.
Simple: Brew 1d3 doses
of poison, cure a cold or
other m inor illness, extract
hallucinogens and other
drugs, create perfum es and
scents, brew alcoholic and
exotic beverages, produce
sim ple drugs.
Difficult: Identify a
poison, brew an antidote for
Green Magic governs how m any points of Green a known poison, cure a serious illness or prevent
Mana the user m ay hold in reserve at any one tim e and infection, extract the essences of m agical plants, brew
the m axim um level of Green m agic card that he or she elixirs which allow sight into other worlds, create healing
m ay bring into play. poultices (can restore 1d6 life per day), extract com plex
Automatic: Draw Green Mana from an appropriate drugs.
attuned land, store Green Mana, block all Lesser Magi Heroic: Identify the likely properties of an unknown
from drawing on the Mana of a land you control (Only m agical plant, cure severe illnesses, induce hibernation,
available to Magelords and Planewalkers), acquire brew m ixtures with com plex biochem ical and m ental
Green followers (also requires relevant lim iting ability). effects.
Simple: Attune to a land which produces Green Legendary: Cure advanced leprosy, com as, and
Mana, determ ine the nature of a Green Magic effect by those near death from various diseases, enable astral
inspecting it, identify the basic properties of an unknown projection, brew double-strength poisons.
plant, get plants to flourish, analyze soil.
Difficult: Selectively block Lesser Magi’s access to Leadership governs the ability to lead NPC’s,
the Mana of a land you control (only available to troops, and other intelligent (and m ore-or-less norm al)
Magelords and Planewalkers), divine the direction to the Minions, and controls the m axim um level and num ber
m ystical center of a Green Mana producing land you’re of such creatures which the user m ay com m and.
currently in, create a stationary Circle of Protection Automatic: Have a Minion follower or control a
against Green Magic with an hour or so’s work, hold personally-conjured Minion with a total Mana cost equal
back a m inor (level 3 or less) Green creature by sheer to the ability level or less (no m ore than one creature
m astery (this lasts as long as you take no other actions, per rank in this ability).
but protects no one else), train or dom esticate an

20
Sim ple: Identify the general characteristics of an Magesight governs the ability to directly perceive
unfam iliar race. Dom inate slaves and sim ilar servants. and analyze m agical energies, as well as the ability to
Difficult: Develop a new Minion-conjuring spell determ ine what spell is being cast before it activates.
given several m onths to work in. Understand what Automatic: Read untrapped m ystical runes, detect
som ebody is trying to com m unicate without a com m on ley lines and other powerful Mana sources in the
language. Get independent NPC’s to listen to sensible im m ediate vicinity, sense powerful m ystic disturbances.
orders in an em ergency. Maintain general control of a Simple: Detect the m agical energies of a lurking
sizable arm y. Determ ine what an unfam iliar NPC m ost Spirit, determ ine the color of a spell that’s being cast.
wants (and so could likely be m anipulated with). Difficult: Pick up a m age’s m agical “signature” from
Heroic: Control a conjured Minion with a total Mana observing an active spell, detect the underlying m agic
cost of up to 5 over the ability level for 1d6+1 rounds. of an illusion, get a rough idea of how m uch Mana a
Spot som eone’s special weakness or predict their likely target currently holds, determ ine the general nature of
behavior. Get a m essage across to som eone without a a spell that’s being cast.
com m on language. Get sm all children to behave Heroic: Identify the nature of a spell from the
them selves. Inspire troops, granting m ystical traces it leaves
them a +1d6 bonus to the dam age behind, spot an invisible
they inflict. creature, such as one
Legendary: Determ ine the origin, using Landwalk, by it’s
profession, and general character of m agical aura, determ ine
an unfam iliar Minion with a m ere the exact nature of a spell
glance. Develop a new Minion- that’s being cast.
conjuring spell in a few days. Get Legendary: Detect the
m en to follow you into certain death. Planewalker spark in an
infant, determ ine what
Lifewreaking governs the ability spells and powers a m age
to transm ute life points into colorless has available from the
Mana or into any color of Mana the traces in his or her aura,
user has the appropriate Magic ability determ ine the structure of
for. Sadly, Life expended on a spell that’s being cast
Lifewreaking cannot be regained (half the cost of using a
through supernatural m eans. counterspell effect).
Automatic: Convert 20 Life into 1
Mana. Mana Tapping
Sim ple: Convert 15 Life into 1 governs the ability to draw
Mana, ritually sacrifice a com m on, Mana from odd sources,
m inor, anim al for a point of Green such as plan etary
Mana. conjunctions, crowds of
Difficult: Convert 10 Life into 1 fanatic w o r s h ip e rs ,
Mana. Ritually sacrifice a sentient sacrifices, m ystic wells,
being for a point of Black, Green, or and other exotica. It also
Colorless Mana. lim its the num ber of
Heroic: Convert 15 Life into 2 exotic lands which a
Mana. Sacrifice a Conjuration for the Mana used to Magelord or Planewalker can control at any one tim e
sum m on it less two points. and the total num ber of lands which a lesser m age can
Legendary: Convert 20 Life into 3 Mana. Drain the attune them selves to.
life-energies of a land while at it’s m ystical center. Autom atic: Draw Mana from a stable, attuned,
power source. Maintain a link with an exotic land.
Draining a land provides 1d6+4 Mana, but kills or Accept Mana transferred from som eone else.
weakens everything in the area and disrupts the lands Simple: Draw Mana from a Mana Font, Node, W ell,
ability to provide Mana for weeks. If the land is held by Artifact-Battery, or other sem i-stable source.
a Magelord or Planewalker they may subtract their Difficult: Draw Mana from a Ley Line, Upwelling, or
Fortification ability from the would-be wreakers ability. Crowd of W orshipers (one per crowd or ritual, color is
Hence this rarely succeeds against a defended land - determ ined by the Gam e Master according to the
and even the attempt is usually grounds for being nature of the crowd and ritual involved).
hunted down by everyone who lives there. Heroic: Draw Mana from the sun, stars, dawn, and
Lifewreaking is the presumed source of energy for other astronom ical events (1-2 points per day unless
creatures which can be tapped for Mana. This normally som ething special is happening). The character will
operates automatically at the Difficult success level, probably have to enact special cerem onies at particular
yielding one Mana point. Unfortunately, the price of an tim es to tap into this source of Mana and m ay require a
automatic success is being limited to producing Mana Distinction to do so. Characters m ay only attem pt to
of the color specified in the creature description. draw on such events once per day.

21
Legendary: Draw Mana from popular beliefs and/or a very large room (a.k.a “the halls of faerie”).
philosophies and/or “gods” (whatever they are). This
usually requires observing a variety of cerem onies, odd Politician governs the ability to m anipulate
taboos, and subscribing to particular beliefs, but can governm ents and organized societies. Note that being
provide 1d6 points of Mana of colors specified by the a stranger in town m ay m ake this m ore difficult, but it’s
Gam e Master when it works. Sadly, this technique can still quite possible.
only be attem pted once per day. Automatic: Function in society, get a general idea
of the local laws after a bit of poking around.
Movement governs raw speed, the ability to run and Simple: Find out who’s running an area, organize a
leap. This isn’t com plicated but, in a world of m agic, can m arch or protest, find out about local laws, convince a
be quite im pressive. The base of 2 is norm al hum an lobbyist to spend som e tim e on you.
speed, cheetahs sprint at 6, and (on earth anyway) only Difficult: Get a license for restricted activities, obtain
vehicles get m uch faster than that. It com plim ents a m odest grant for som e project, hinder or advance a
Athletics. For those who want actual num bers, the base bureaucratic process, get som eone’s perm its pulled.
lim its are: Running Long Jump: 10 feet x Movem ent, Heroic: Get in to see an im portant local figure,
High Jump 2 feet x Movem ent, Sprint at 15 feet x arrange to have an ordinary person arrested or dealt
Movem ent/second, Long Distance Running is at 4 x with, get a relatively sane law passed, get m ajor
Movem ent MPH, and W alking is at 2 x Movem ent MPH. charges dropped, get som eone offered a good job, or
Olym pic athletes usually have a Movem ent rating of 3. send the police after som eone you dislike.
Unless they’re using m agic m ost creatures Movem ent Legendary: Arrange to have a fairly im portant
scores are never m ore than one above the species person arrested, arrange a war, arrange an insane law,
average. or cover up alm ost anything.
Automatic: Crawl, walk, run, and leap with ordinary
speed and success. W alk, run, and jum p distances a bit Red Magic governs how m any points of Red Mana
below the base lim its. the user m ay hold in reserve at any one tim e and the
Simple: M ove at full speed across uneven terrain, m axim um level of Red m agic card that he or she m ay
reach the lim its given above. bring into play.
Difficult: Move at full speed across rough terrain, Automatic: Draw Red Mana from an appropriate
slightly exceed the lim its given above. attuned land, store Red Mana, block all Lesser Magi
Heroic: Move at full speed across broken terrain, from drawing on the Mana of a land you control (Only
add +1 to your effective Movem ent for a bit. available to Magelords and Planewalkers), acquire Red
Legendary: Move briefly over water, m ist, or som e followers (also requires relevant lim iting ability).
other im possible terrain, add +2 to your effective Simple: Attune to a land which produces Red Mana,
Movem ent for a bit. determ ine the nature of a Red Magic effect by
inspecting it, ignite flam m able objects, m ake everyone
In chase situations both speed and agility are of nearby aware of your em otions.
great importance: in this case simply make two checks: Difficult: Selectively block Lesser Magi’s access to
one for closing the distance, one to keep up with the Mana of a land you control (only available to
evasive maneuvers (if any). Magelords and Planewalkers), divine the direction to the
m ystical center of a Red Mana producing land you’re
Phantasm governs the ability to weave m inor currently in, create a stationary Circle of Protection
illusions. Unlike the other m inor m agical abilities, against Red Magic with an hour or so’s work, hold back
Phantasm does not form the basis for effects beyond a m inor (level 3 or less) Red creature by sheer m astery
those of hedge wizardry; illusions are lim ited by their (this lasts as long as you take no other actions, but
caster’s skill, im agination, and m ental focus rather than protects no one else), cold forge m etal, radiate an
by raw power. em otion (this influences crowds and reactions but has
Automatic: Create m odest light-show effects, no com bat effects).
change the color of a sheet of paper, or cover up Heroic: Devise an on-the-fly counterspell against a
palm ing som ething, suggest alm ost any kind of dream Red Magic spell (costs 4 Red Mana), Analyze an
to som eone. incom ing spell which uses Red Mana, hold back a
Simple: Disguise som eone’s features, blend into the notable (level 4-5) Red creature by sheer m astery,
shadows, disguise the opening of a cave, m ake a good design an original Red spell, soften rock and m etal so
illusion of an opening or door, create an illusory stench. that it can be shaped like clay, cause wild bursts of
Difficult: Make som eone or som ething invisible, poltergeist activity.
generate illusory pain or other sensations, create a Legendary: Hold back a m ajor (level 6-8) Red
house-sized static illusion or an interactive illusory creature, or m ake a m ore powerful one hesitate, by
creature. sheer m astery, create an original m ulticolored spell that
Heroic: Create a good illusion of a docum ent over involves Red Mana (this requires sim ilar checks for all
paper, create passable illusory currency, m ake an other colors involved), drive a crowd of creatures into a
individual target see, hear, and feel alm ost anything. hysterical frenzy, cause a m inor elem ental storm (rocks
Legendary: Create an interactive illusion covering start flying about, weather goes m ad, etc) in the area.

22
Regeneration governs self-healing. Unlike m ost of to the ability level or less (no m ore than one creature
the other exclusive abilities, all characters use this at per rank in this ability), sense and com m unicate with
the passive, unconscious, level, autom atically regaining spirits while in a trance.
one life per day per effective rank in this ability. Simple: Identify the general characteristics of an
Automatic: Natural healing, recovery with som e unfam iliar Spirit, enter a trance, recognize com m on
scarring. types of Spirits.
Sim ple: Recover from serious wounds without Difficult: Develop a new Spirit-conjuring spell given
notable scarring. several m onths to work in, com m unicate with any local
Difficult: Recover from m assive wounds without spirits, enter a trance so deep that you appear dead.
notable scarring. Heroic: Control a conjured Spirit with a total Mana
Heroic: Regenerate lim bs and other organs, heal cost of up to 5 over the ability level for 1d6+1 rounds,
from any survivable wound without im pairm ent. spot the unique special weakness of an Spirit, predict
Legendary: Cling to life (with a point of Mana) the likely behavior patterns of an Spirit, com m unicate
despite obviously-fatal wounds. with the newly dead or with any spirit linked to your
current location, project yourself into the spirit world.
Repute governs a character’s reputation. The user Legendary: Determ ine obscure facts about an
is free to specify what his or her reputation is for, and unfam iliar Spirit with a m ere glance, develop a new
m ay influence a wide variety of social situations with a Spirit-conjuring spell in a few days, contact the m ighty
successful check. powers of the spirit world or travel there with a group.
Automatic: Get recognized by friends, allies, and
relatives. Sleights governs m inor technical and m ystical
Simple: Im press som e yokel with your boasting. trickery, ranging from sm oke pellets through instant
Villagers treat you to beer. Get considered for jobs in disguise spells and grapnel guns. The user m ay select
your area of expertise. one such trick per ability level. Optionally, Slights m ay
Difficult: Im press the gentry with your rem arkable also be used to represent com bat or other special tricks
deeds. Tip the balance in a social situation. Mayors and techniques.
invite you for dinner. Automatic: Escape from Chinese Handcuffs,
Heroic: Im press lords and kings with your incredible perform a sim ple card trick you’ve practiced.
talents. Get called on for quests and extraordinary Simple: Make sm oke bom bs and spring-loaded
tasks. People want your autograph. Necrom ancers grapnels, escape from handcuffs.
want your hands. Difficult: Conceal a sm all weapon through a search,
Legendary: Im press Dem igods with your awesom e escape from ropes, perform com plex card tricks,
works. No other expert in an area is worth talking to. Heroic: Escape from chains and cells.
Urza invites you over for tea and cookies. Legendary: Escape from pocket prison dim ensions.

Scholar governs book-learning of all kinds, ranging Space Vehicles governs the ability to operate space
from geography and history on through chem istry, vehicles of all kinds, ranging from shuttles to ethercraft
alchem y, and even m ore esoteric knowledges. or the m ost bizarre science-fictional craft.
Automatic: Know the basic, recent, history of your Automatic: Recognize the various types of space
hom eland, recognize com m on working anim als and vehicles, know the basics of space flight and navigation.
know their general habits. Simple: Take off or execute sim ple m aneuvers, get
Simple: Know the general layout of the continent or a license.
world, work algebra, know enough chem istry to be Difficult: Land sm oothly and gently, execute a
dangerous, recognize unusual anim als. com plex (but sensible) m aneuver, perform general
Difficult: Mix explosives, acids, and bases, recite an m aintenance.
outline of world history, identify the relics of a particular Heroic: Land during a storm , plot an orbit in your
culture. head, execute a clearly im practical m aneuver or a
Heroic: Know obscure uses for rare m agical com plex m aneuver under bad conditions, take off in a
m aterials, sketch a decent m ap of a distant land, fraction of the norm ally-required tim e, jury-rig or bypass
recognize and describe exotic anim als, describe m inute m ajor system s in an em ergency.
historical details. Legendary: Perform com plex m aneuvers under
Legendary: Know details about distant dim ensions horrendous conditions, evade an attack which should
and worlds, engage in alchem ical transm utation (with a certainly have destroyed the vehicle, execute a flatly
point of Mana. ridiculous m aneuver (right-angle turn, finding a “crack
in the event horizon” to escape through, etc).
Shamanism governs the ability to call, com m unicate
with, and control spirits as well as the m axim um level Touch of Life governs lesser healing m agic, curing
and num ber of spirit creatures which a character can diseases, blindness, and sim ilar afflictions, as well as
control at any one tim e. the ability to transfer your own life into others (to
Automatic: Have an Spirit follower or control a instantly heal their wounds) or into inanim ate objects to
personally-conjured Spirit with a total Mana cost equal tem porarily anim ate them .

23
W hite Magic
governs how m any
points of W hite
Mana the user m ay
hold in reserve at
any one tim e and
the m axim um level
of W hite m agic
card that he or she
m ay bring into play.
Automatic:
Draw W hite Mana
from an appropriate
attuned land, store
W hite Mana, block
all Lesser Magi
from drawing on the
Mana of a land you
control (O nly
available to
M a g e lo rds a n d
Planewalkers),
acquire W hite
fo llo w e rs ( a ls o
requires relevant
Automatic: Transfer up to 10 life points to som eone lim iting ability).
else, determ ine the extent of som eone’s injuries. Simple: Attune to a land which produces W hite
Simple: Anim ate a length of rope you’re touching for Mana, determ ine the nature of a W hite Magic effect by
a few m om ents for 1 life. inspecting it, heal m inor annoyances (bruises, sm all
Difficult: Cure ordinary diseases. Anim ate a door to cuts, rashes and sore throats), organize an am iable
m ake it open or close on com m and for several m inutes m eeting.
for 2 life. Difficult: Selectively block Lesser Magi’s access to
Heroic: Cure deafness and serious illnesses, m ake the Mana of a land you control (only available to
a statue take a few sim ple actions, anim ate a living Magelords and Planewalkers), divine the direction to the
plant for several m inutes for 3 life. m ystical center of a W hite Mana producing land you’re
Legendary: Cure virulent m ystical plagues, total currently in, create a stationary Circle of Protection
blindness, or congenital deform ities, anim ate a group of against W hite Magic with an hour or so’s work, hold
trees or plants for an hour or so for 5 life. back a m inor (level 3 or less) W hite creature by sheer
m astery (this lasts as long as you take no other actions,
Toughness governs the ability to resist dam age but protects no one else), soothe or m oderate an
from any source. argum ent, radiate a sphere of peace and serenity that
Automatic: Reduce incom ing dam age by one point wards off disturbances and calm s those within, cleanse
per rank in the Toughness ability (to a m inim um of 1). an area (whether physically or of m align influences is up
Planewalkers, who take only 1 point per die, get only to the user).
one third of this benefit - 1 point less dam age at rank 3, Heroic: Devise an on-the-fly counterspell against a
2 points less at rank 6, and so on. W hite Magic spell (costs 4 W hite Mana), Analyze an
Simple: Snap fishline or a fine wire without cutting incom ing spell which uses W hite Mana, hold back a
yourself on it, sm ash a beer can on your head, avoid notable (level 4-5) W hite creature by sheer m astery,
being sunburned. design an original W hite spell, exorcize a possessing
Difficult: Clim b a barbed-wire fence without injury, spirit, calm everyone in the vicinity, stem a retreat.
crash through a plate-glass window without being cut, Legendary: Hold back a m ajor (level 6-8) W hite
hold a hot coal without discom fort, pierce yourself with creature, or m ake a m ore powerful one hesitate, by
various item s without suffering real injury. sheer m astery, create an original m ulticolored spell that
Heroic: Absorb the im pact of a lengthy fall without involves W hite Mana (this requires sim ilar checks for all
serious injury. other colors involved), inspire a truce during a m assed
Legendary: Dive from a speeding car and roll to a battle, get a panicky crowd organized towards som e
halt without injury. com m on goal.

24
General Abilities a chasm , stay afloat going down rapids, lift 500 pounds,
dive out of the way of a falling truck, tum ble across a
room , swing from vine to vine through a forest.
General abilities can be rolled even if you haven’t Heroic: W alk a tightrope, lift a ton or two, pull a
purchased any ranks in the ability. Still, training will truck, run down a horse on foot, swim through a raging
m ake you a lot better. This group includes: storm , dive for pearls, dive out of the way of a blast of
flam e, perform com plex feats of acrobatics without a
Air Vehicles governs the ability to operate air choreographer.
vehicles of all kinds, ranging from balloons to fighter Legendary: Fight on a tightrope, clim b a greased
jets. glass wall, lift several tons, swim through a tidal wave to
Autom atic: Recognize the various types of air com e out on the other side.
vehicles, know the basics of flight and navigation.
Simple: Take off or execute sim ple m aneuvers, get Courtier governs etiquette, socializing, recognizing
a license. social traps, m aking friends, locating respectable
Difficult: Land sm oothly and gently, execute a contacts, and gaining access to high society.
com plex (but sensible) m aneuver, perform general Automatic: Know basic etiquette for your culture,
m aintenance. m ake requests and speak to people without being
Heroic: Land during a storm , execute a clearly offensive.
im practical m aneuver or a com plex m aneuver under Simple: Deduce surface m otivations, get an official
bad conditions, take off in a fraction of the norm ally- to give you a job, speak in a form al style, use the right
required tim e, jury-rig or bypass m ajor system s in an fork for salad, get people to brag and talk about
em ergency. them selves, m ake subtle insults, spread rum ors without
Legendary: Perform com plex m aneuvers under appearing to do so, get a date.
horrendous conditions, evade an attack which should Difficult: Make som eone appear foolish, seduce a
certainly have destroyed the vehicle, execute a flatly reluctant target, deduce deeper m otivations, recognize
ridiculous m aneuver (right-angle turn, flying sideways when som eone is setting you up, befriend a high-
between two buildings, etc). ranking aristocrat, get into a private party, get som eone
into trouble while appearing to “help,” deflect a noxious
Arts governs m usical perform ances, dance, com m ent.
painting, sculpting, and a wide variety of sim ilar Heroic: Befriend a m ajor ruler, join any desired
activities. clique, acquire a high-status m istress, extract all kinds
Automatic: Distinguish between art and trash, m ake of inform ation from som eone in conversation, insult
crude-but-recognizable sketches of things, sing without som eone without them even realizing it, com pletely
actually inflicting dam age on anyone, and appreciate warp som eone’s reputation, m ake infam y som ehow
the work of better artists. chic and attractive.
Simple: Sketch passably, play a recognizable tune Legendary: Cause hundreds to obsess over you,
on a sim ple instrum ent, avoid looking like a com plete befriend an ancient, solitary, entity, inspire a festival in
idiot on a dance floor, and decorate your gear in fairly the pits of torm ent, counter a horrendous (and well-
reasonable taste. docum ented) story about yourself, start a rom ance with
Difficult: Perform professionally, paint accurate (or an enem y in the m iddle of battle.
salable) portraits, organize and direct an orchestra or
chorus, pick up a reasonable days salary perform ing in Craftsman governs the ability to m ake nonm agical
any town or find a welcom e in the countryside. item s. Most characters specialize a bit, but that’s not
Heroic: Com pose a scathing, and extrem ely catchy, really required. A workshop of som e sort usually is.
satire, m ove an audience to tears, entertain spirits of Automatic: Use sim ple tools effectively, select the
nature and the dead, seduce an em peror with dance. appropriate raw m aterials for a project, set up a work
Legendary: Sway a god, com pose an epic that will area, assist m ore skilled craftsm en.
inspire m illions, com pel the lords of faerie, paint a Simple: Make basic item s of adequate quality:
m asterpiece to awe all who gaze upon it (and possibly, weave cloth, forge arrowheads, chip usable stone tools,
with som e points of Mana, to serve as a portal). prepare decent leather, or set up an efficient workplace.
Difficult: Make com plex item s and/or item s of high
Athletics governs diving for cover, sprinting, lifting quality, weave a tapestry or fine silk, build good
weights, clim bing, balancing, swim m ing, and other furniture, or tailor clothing. Organize a group of crafters
sim ple, physical, acts. to work efficiently.
Automatic: Perform norm al, hum an-level, tasks. Heroic: Make fine m usical instrum ents, superb tools
Simple: Clim b a tree or easy rock face, walk along and weapons, and m arvelous m eals. Create com plex
a building ledge, carry som eone hurriedly out of danger, m achinery.
stay afloat in m ildly rough water, tip over a sizable Legendary: Craft m arvelous item s (these m ay count
boulder, dive out of the way of a rock slide, right a as m inor Artifacts), work without tools (this trick costs
canoe, fall without injuring yourself, turn a som ersault. Mana), craft parts to m icroscopic tolerances.
Difficult: Dash across a tree which has fallen across

25
Endurance governs the ability to resist fatigue, pain, basic tasks, collect eggs, provide basic anim al care,
and loss of concentration as well as the ability to and gather fruit.
m aintain efforts and survive inclem ent conditions. Sim ple: Fish for your own dinner, locate edible
Automatic: Ignore m inor wounds and dam age plants in an autum n forest, dry m eat and fruits, select
during an em ergency, resist decay, rem ain com fortable trees for particular purposes.
despite m inor tem perature variations. Difficult: Top trees, perform deep-shaft m ining,
Simple: Stay awake for a lengthy guard shift, resist follow veins of ore, feed a fam ily for a few days by
a m inor disease, avoid heat exhaustion, com plete a fishing, hunting, or gathering, identify rare plants, refine
lengthy ritual. m etals.
Difficult: Resist a notable disease, cast a spell while Heroic: Feed a village for a few days by hunting or
severely wounded, reach into a pit of flam es to pull out fishing, recognize the signs of the presence of exotic
som ething im portant, labor for a day without resting. resources, m ake a farm work under awful conditions.
Heroic: W ithstand extrem e torture, resist a horrific Legendary: Extract needed supplies for a sm all
disease, go for a week without eating or drinking, run group from a barren asteroid belt or m oonscape, find
for across a desert all day without drinking or slowing. food for a crowd in the desert or other wilderness,
Legendary: Resist a virulent m ystical plague, refine exotic m ystical m etals, locate “extinct” plants or
rem ain awake and alert for weeks at a tim e, walk anim als.
across a glacier naked without getting cold, com plete a
short task despite lethal wounds. Healing governs first aid, m edicine, surgery, and
any available advanced techniques, such as im plant
Evasion governs the art of not being hit. In general, surgery. In general, non-em ergency treatm ents can only
it helps set the difficulty for an opponent to hit you, but be applied effectively once per week.
is used alone against traps and other nonsentient Automatic: Recognize where it hurts you, realize
m enaces. that som eone’s dead after checking on them .
Automatic: Add your Evasion ability to your basic Simple: Apply pressure-pads and tourniquets,
Defense. bandage m inor injuries, recognize broken bones and
Simple: Dodge a rolling boulder, falling tree, shock, know which organs are m ost vital, act as a
scything blade, or other single-target m echanical trap. physical therapist.
Difficult: Advance on a fixed position while staying Difficult: Function as a physician, stitch up wounds,
out of the line of fire, avoid a dangerous anim al in close deliver babies when com plications occur, evaluate
quarters, dodge a cloud of arrows from a trap. drugs and treatm ents, heal 1d6 life points worth of
Heroic: Dodge your way through an avalanche or dam age, perform cosm etic surgery.
whirling wall of blades. Heroic: Reattach lim bs, transplant organs, perform
Legendary: Dodge the shrapnel from a m ajor brain surgery, awaken som eone from a com a, treat
explosion. poisoning (restore 1d6 ability points), heal 2d6 life
points worth of dam age, rebuild dam aged organs,
Finance governs your personal wealth, ability to restructure bones to change apparent race.
bargain, and other financial m atters. Legendary: Hook m echanism s to nerve trunks so
Automatic: Scrape up a few coins for a cheap m eal, that the user can control them m entally, em ulate Dr.
avoid being driven past the asking price, keep track of Frankenstein, transplant brains, keep brains alive and
how m uch m oney you’re carrying. conscious in bottles, rebuild som eone into a m em ber of
Simple: Balance your checkbook or budget, pay for another species, heal 4d6 life points worth of dam age.
new clothes or general supplies, take a few days off to
go on a trip without risking financial collapse. Heavy Weapons governs the use of fixed- and
Difficult: Buy a house or car, m anage a bank, fund vehicle- m ount weapons system s, m achine guns,
an exploratory expedition, figure out an em bezzlem ent m issile launchers, m ortars, and sim ilar system s.
schem e, evade your taxes with a good chance of Automatic: Add your weapons ability to your attack
success. roll, inflict extra dam age with sufficient ability.
Heroic: Pay for building a fortress or arcology, track Simple: Use unfam iliar heavy weaponry, perform
and control the finances of a m ultinational corporation, basic repairs and m aintenance on a known type of
evade your taxes legally. heavy weapon.
Legendary: Pay for building a m ajor m etropolis, Difficult: Perform basic repairs and m aintenance on
track the finances of a m ultinational corporation in your an unfam iliar weapon, evaluate what task a particular
head, get a refund without paying taxes first legally. weapon is best suited for, teach others to use heavy
weapons.
Harvesting governs Farm ing, Logging, Herding, Heroic: Speed-load a heavy weapon, m odify a
Fishing, Mining, and other m ethods of extracting natural weapon to suit a particular purpose, pick an especially-
resources. Most characters don’t actually bother with vital target point on a vehicle or structure.
using this ability, but quite a few have a point in it as a Legendary: Precisely control the area affected by
background. an area-effect weapon, operate a crew-serviced
Automatic: Assist m ore experienced harvesters in weapon at norm al speed by yourself.

26
Investigation governs the Simple: Pick a sim ple
ability to locate and analyze lock, locate a fence, forge a
inform ation, search libraries, and signature, disarm practical-
otherwise locate and operate in joke booby traps.
areas hidden from others. Difficult: Find rare drugs,
Automatic: Check the index in sell ordinary loot for near full
a book, hunt for som ething in a value, pick a com plex lock,
reasonably organized fashion, bypass a cam era-based
realize that the gaping knife wound security system , forge a
in the body m ight possibly be sim ple docum ent.
related to the bloody knife lying Heroic: Forge a lengthy
nearby. proclam ation, pick a superb
Simple: Search for cross- lock, disarm the defenses of
references and alternative titles in a m age’s tom b.
a library, reconstruct recent events Legendary: Sell the
from a fair am ount of evidence, crown jewels for near-full
locate som eone’s phone num ber value just after stealing them ,
on the internet, know what the run a con on the guards
neighbors are up to, put together a around your cell, bypass a
brief biography of a celebrity. full-scale m ilitary security
Difficult: Know what your system for a top-secret
children are up to, put together a conference.
brief biography on alm ost anyone,
locate a particular figure in the L in g u i s t ic s governs
underworld, put together details on s p e a k in g , re a d in g , a n d
obscure events and places, tran s lating languages,
recognize the signs of a m onster lair. creating and breaking codes and ciphers, and the study
Heroic: Find a brief citation in a m assive library in a of language in general.
single night or research, perform archeological Automatic: Speak any language you happen to
research, reconstruct m onths-old events from m odest know, know one language per Linguistics rank if the
am ounts of evidence, put together details on a near- Gam e Master happens to have specified languages for
m ythical place or event, find blackm ail m aterial on a his or her world.
squeaky-clean individual. Simple: Speak “Pig Latin” variants on your native
Legendary: Determ ine the cause of death of a language, translate sim ple ciphers with tim e and effort,
m um m y, reconstruct decades-old events from m inim al present a coherent argum ent.
evidence, deduce m any details about a person or place Difficult: Read sim ple ciphers with ease, identify the
from a brief glim pse. relationships between languages, decipher com plex
codes with tim e and effort, translate an inscription in a
Land Vehicles governs the ability to operate land dead language.
vehicles of all kinds, ranging from skateboards to m ain Heroic: Identify som eone from their writing style,
battle tanks. decipher com plex codes in a few m inutes, translate an
Automatic: Recognize the various types of land inscription in a lost language.
vehicles, know the basics operating them , get a license. Legendary: Casually read or translate a language
Simple: Execute sim ple m aneuvers, get a license, that you’ve never seen before, crack “unbreakable”
perform sim ple m aintenance. encryption.
Difficult: Execute a com plex (but sensible)
m aneuver, m odify system s, perform a jum p, push for a Melee Weapons governs attacking with hand-held
bit of extra speed, perform a “bootlegger reverse.” close-com bat weapons, whether such item s are
Heroic: Execute a clearly im practical m aneuver or designed for the task or im provised.
a com plex m aneuver under bad conditions, jury-rig or Automatic: Add your weapons ability to your attack
bypass m ajor system s in an em ergency. roll, inflict extra dam age with sufficient ability, attem pt to
Legendary: Perform com plex m aneuvers under disarm an opponent (a resisted check with a +4
horrendous conditions, evade an attack which should advantage to the opponent).
certainly have destroyed the vehicle, execute a flatly Simple: Use an unfam iliar m elee weapon, perform
ridiculous m aneuver. basic m aintenance on low-technology m elee weapons,
train novices in the basics of weapon use, attack an
Larceny governs lockpicking, forgery, bypassing opponents weapon instead of the opponent.
security system s, and sim ilar illegal activities. Difficult: Inflict stunning dam age with a norm ally-
Automatic: Serve as a thug or runner, locate readily lethal weapon, throw a m elee weapon effectively,
available illegal goods and services, scrawl som ething recognize the style of another weapon wielder, evaluate
illegible in place of a signature. what tasks a particular weapon is best suited for.

27
Heroic: Perform basic repairs and m aintenance on Difficult: W ithstand m inor em otional influences, let
a high-technology m elee weapon, m odify a low-tech a spirit speak through you, conceal inform ation from a
weapon to suit a particular purpose, attack two or three telepathic probe of your m ind, sense the presence of
targets sim ultaneously. powerful spirits, break addictions.
Legendary: Make a sweeping attack targeting Heroic: Sense the presence of lesser spirits, subtly
everyone within reach, hurl a m elee weapon and catch present only the inform ation you desire to a telepathic
it again on the rebound. probe, dispose of beloved offspring who are unsuited to
Characters who try for multiple attacks and similar your plans, physically and effectively attack an
tricks lose their basic attack if they don’t pull it off. otherwise im m aterial entity.
Legendary: Present false inform ation to a telepathic
Perception governs alertness, sensory acuity, and probe, channel the full powers of a m ajor spirit and
the user’s ability to accurately interpret sensory push it out of your body afterwards, resist direct neural
inform ation. pleasure/pain conditioning.
Automatic: W ake up when an alarm goes off, see
and hear obvious things, and enjoy the benefits of Ranged Weapons governs the use of thrown,
norm al sensory perception. projectile, and energy based ranged weaponry,
Simple: Recognize com m on spices, detect the including lesser m agical attacks.
sounds of com m on activities behind a door, wake up Automatic: Add your weapons ability to your attack
when there’s a slight disturbance. roll, inflict extra dam age with sufficient ability, attem pt to
Difficult: Note the signs of a possible am bush, m ake a precise shot against a stationary target (the DC
detect the aftertaste of a drug in wine, spot an am bush, depends on how precise you want it to be).
evaluate wines, spot lurking anim als. Simple: Use an unfam iliar ranged weapon, m ake
Heroic: Spot a well-concealed trap or security new projectiles for low-technology ranged weapons.
system , detect a subtle poison in a spicy dish, Difficult: Train novices in the basics of using ranged
determ ine an ingredient list from a few tastes, m ake out weapons, evaluate what tasks a ranged weapon is best
what som eone is whispering to som eone else across a suited for.
crowded, noisy, room . Heroic: Place two shots precisely in the sam e place,
Legendary: Spot a Landwalker hidden in their knock an item out of som eone’s hand without hurting
favored terrain type, track som eone by scent when it’s them , m ake two shots alm ost sim ultaneously.
not your prim ary sense, detect slight traces of an Legendary: Make a stunning attack with a lethal
odorless, colorless, gas. ranged weapon, skip over friends while spraying an
area with autofire, shoot down an incom ing m issile
Persuasion governs the m anipulation of other weapon.
intelligent beings, usually through verbal m eans. Characters who try for multiple attacks and similar
Automatic: Get what you want across to som eone tricks lose their basic attack if they don’t pull it off.
in a com m on language.
Simple: Get people to do things which are obviously Reaction governs reflex speed, initiative, and stunts
to their advantage or at least have no downside, seduce such as snatching arrows out of the air or quick-drawing
an adm iring or im pressionable target. a weapon.
Difficult: Talk people into doing som ething that’s a Automatic: Make reaction checks in com bat.
bit to their disadvantage or is fairly risky with little hope Simple: Catch a thrown object, grab the railing while
of reward, convince an enem y to talk, m ake an absurd tripping down the stairs, jum p in front of som eone else.
proposition sound at least vaguely reasonable. Difficult: Catch an arrow, grab a handhold while
Heroic: Sway a hostile crowd, talk people into doing falling over a cliff, successfully interrupt another’s
som ething obviously absurd and/or dangerous, get an action.
enem y to ally with you, persuade a bunch of defeated Heroic: Deflect bullets, throw a grappling hook to
troops to go back into the battle. safety while falling.
Legendary: Talk people into doing things that Legendary: Parry a laser beam , catch a spray of
they’re specifically instructed or determ ined not to do, autom atic gunfire.
get your executioner to let you go, talk a king you’ve just
betrayed into letting you serve as regent. Resist Magic governs the ability to resist hostile
spells and enchantm ents.
Psyche governs the ability to resist m ental Automatic: Resist being warped or transform ed by
influences and attacks, as well as to detect, interact environm ental background m agic.
with, and channel any wandering spirits in the area. Simple: Resist “instant death” effects.
Automatic: Make a decision, avoid giving into silly Difficult: Resist the effects of an enchanted well or
advertisem ents, sit through a horror m ovie without sim ilar feature, Hedge W izard m agic, or a creature’s
panicking. odd m agical abilities.
Sim ple: Resist whining children, choose long-term Heroic: Resist the effects of a m agical land or of
plans over transient rewards, sense the presence of Magelord m agic, disrupt a m inor enchantm ent with a
powerful psychic auras. touch, protect a sm all area from Hedge Magic.

28
Legendary: Resist Planewalker m agic, break a spell Legendary: Incite an arm y to fling itself against
with a m ere touch, seal a dim ensional rift by stepping superb defenses in order to reach you, lie so well that
into it, protect a sm all area from Magelord m agic. even reading into your subconscious will not reveal the
truth, discredit a living saint with vicious rum ors.
Saboteur governs the ability to m ake things go very,
very, wrong. Stealth governs being sneaky, picking pockets,
Automatic: Jam inactive and exposed m achinery, stabbing people without perm itting an outcry.
wedge a door, cause random havoc with an exposed Automatic: W alk without tripping over things and
control panel. knocking stuff over, hide behind walls and trees without
Simple: Jam heavy m achinery without injuring sticking out.
yourself in the process, subtly spoil a dinner, stall a Simple: lift som ething sm all and unim portant from
bureaucracy for several days. a target on a crowded street, disguise your identity with
Difficult: Fix m achinery so that it’ll break down a bit of m akeup, m ake effective use of cam ouflage.
hours or days later, shut down an entire factory, disrupt Difficult: Cam ouflage and conceal a m odest area,
a relationship. keep som eone from m aking any noise if you kill them
Heroic: Stall an arm y on the m arch for a few days, with a surprise attack, pick a pocket under norm al
rig an artifact to backfire, injure, or destroy its user. conditions, blend into a crowd of roughly-sim ilar people,
Legendary: Throw a kingdom into confusion for a disguise yourself as a typical (whatever).
week. Heroic: Pick a pocket when your victim is on to you
and no one else is around, sneak through a brightly-lit
Serpent-tongue governs insinuation, taunts, lying, and well-traveled area, disguise yourself as a particular
and sim ilar verbal m anipulations. It’s com m only individual.
opposed to Psyche or Perception. Legendary: Pick a pocket without ever seem ing to
Automatic: Lie clum sily, use com m on insults. approach your m ark, sneak down a well-lit, guarded,
Simple: Misdirect city guards, start a rum or without white corridor, im personate som eone so well that
seem ing to do so, get the authorities interested in people can’t tell the difference even when you’re
alm ost anyone. standing next to the person you’re im personating.
Difficult: Sow doubts and confusion through a city,
give som eone a bad reputation, start a fad, let som eone Streetwise governs fam iliarity with the underside of
think of som ething “on their own.” civilization, locating crim inal contacts, recognizing
Heroic: Generate a riot given a few m inutes in which com m on scam s, reading gang sym bols, and working
to talk, turn a city against its rulers or any desired target, the streets.
get a trial to com e out any way you want. Automatic: Swipe office supplies, recognize gangs
when you encounter them , run a bait-and-switch scam ,

29
m ake com m on illegal purchases, let it be known that Automatic: Have life points, age at the norm al rate
you’re looking for illegal services. (rather than very quickly).
Simple: Locate the bad areas of town, read sim ple Simple: Avoid a wound becom ing infected under
gang signs, recognize the sim plest scam s, get enough norm al circum stances, resist m inor irritants.
food to survive on by begging, locate com m on thugs Difficult: Self-stabilize if below 0 HP (roll each
and gangers. Turn), resist the effects of lethal poisons, resist an
Difficult: Live sim ply but com fortably thru begging, ordinary stunning attack.
locate professional crim inals, scam a banker, find Heroic: Resist the effects of exotic poisons, take a
exotic and highly-illegal m aterials for sale, contact a hit m assive blow without flinching, resist a powerful
m an without leaving any connection to yourself. stunning attack.
Heroic: Locate the local bosses or specialist crooks, Legendary: R esist aging for a m onth, take a final
run com plex sm all-scale scam s. action when you ought to be dead, shrug off a m assive
Legendary: Run a shell gam e on a huge scale, stunning attack.
acquire m ost of the loose cash in a city, influence the
underworld on a nation-wide basis. Water Vehicles governs the ability to operate
water vehicles of all kinds, ranging from rafts to ocean
Survival governs hunting, tracking, building liners.
shelters, and sim ilar basic functions. Automatic: Recognize the various types of water
Automatic: Take advantage of natural cover, build vehicles, know the basics of water behavior and
a fire under norm al conditions, set up a tent so that it navigation.
will stay up for a day or so barring accidents, recognize Simple: Tack, subm erge (in a subm ersible vehicle
when it would be best to seek shelter, follow a trail of we hope), or execute other sim ple m aneuvers, get a
m uddy footprints. license.
Simple: Set snares or sm all traps, set up a lean-to, Difficult: Dock sm oothly and gently, execute a
follow a trail through the woods, determ ine which way is com plex (but sensible) m aneuver, perform general
north, m ake your own trail difficult to follow. m aintenance.
Difficult: Set up an igloo, hunt ordinary anim als Heroic: Dock during a storm , plot a course in your
under poor conditions, navigate by the stars or ocean head, execute a clearly im practical m aneuver or a
currents, follow a difficult trail or one which som eone’s com plex m aneuver under bad conditions, set sail in a
m aking efforts to hide. fraction of the norm ally-required tim e, jury-rig or bypass
Heroic: Follow a weeks-old trail over rocky, barren, m ajor system s in an em ergency.
terrain, hunt the largest, m ost powerful, or m ost elusive Legendary: Perform com plex m aneuvers under
norm al anim als successfully. horrendous conditions, evade an attack which should
Legendary: Follow a spirit-beast through a trackless certainly have destroyed the vehicle, execute a flatly
enchanted wilderness, im provise a shelter to withstand ridiculous m aneuver.
an epic storm , set up a hunt for a legendary beast.

Unarmed Combat governs the ability to inflict


dam age with your bare hands (or other appendages).
Automatic: Add your unarm ed com bat ability to
your attack roll, inflict extra dam age with sufficient
ability, stretch out properly.
Sim ple: Exhibit your skills with kata, bend and flex
in a variety of painful-looking ways, m ake stunning
attacks.
Difficult: Break boards, recognize an opponents
style, teach novices, add your m artial arts skill to your
Toughness by bracing for an attack, strike creatures
which are dangerous to touch without suffering injuries.
Heroic: Escape from bonds, break iron bars or
sm ash m assive doors, m ake yourself unm ovable and
/or resist a m assive im pact, attack two targets at the
sam e tim e.
Legendary: Break an opponents weapon in battle,
engage im m aterial opponents with your bare hands,
attack everyone in a sm all area sim ultaneously.

Vigor governs your life points. Sim ply m ultiply your


total score (2 + Level) by 10 to get them . Characters
who are reduced to 0 life points fall unconscious, those
who fall to -20 die.

30
The Landrule

Attunem ent to the powers of the land offers som e easily sense whether water is pure or food toxic. W hile
lesser abilities to an adept. They are gained in order, at the character’s senses are usually lim ited to (num ber of
one ability per land controlled. The basic MTG :RPG forests controlled) m iles in all directions, the scale of
does not include abilities derived from controlling m ore the disturbance m atters. Very sm all problem s m ay not
than five lands of any given type since such powers are trouble the character at all – while enorm ous changes
usually unique; Gam e Masters who want to include m ay be felt around the world.
higher order powers m ay m ake them up or wait for the Forester grants the user an intuitive understanding
MTG:RPG Planewalkers expansion. of the processes of nature and how to care for the land,
as well as a (num ber of forests controlled) bonus on all
Survival checks in natural surroundings and an equal
Forests bonus on developing and directing land m anagem ent
Green Mana is the surging power of life, the practices (usually Scholar or Harvesting).
unthinking prim ordial urge to be. It finds its natural Tongue of Gaia allows the user to spend a point of
expression in the green cathedrals of the forests, where Green Mana to com m unicate with natural plants and
growth, health, and vigor entwine with fury, toxins, and anim als for the next (num ber of forests controlled)
the hunt in the ceaseless com petition of nature. W hat hours. W hile basically friendly, such creatures m ay be
has been is gone, what m ight be is not im portant; there erratic, forgetful, or confused about the actions of other
is only what is. creatures and see things from their own perspectives.
W hile Green m agic is the foundation of life and On the other hand, their natural senses, abilities, and
growth, it brings forth beauty and horror in equal talents m ay com e in very handy.
m easure. To live is to know pain, sickness, and death Commune with Nature allows the user to spend a
as well as birth, joy, and health. Still, without the power point of Green Mana to speak with the local spirits of
of Green Mana, there would be no living things to give nature, gaining a rough m ap/description of the local
m eaning to the m ultiverse. terrain showing up to (# of forests) item s. Such item s
m ay include notable natural resources, sources for food
Landsense allows the user to sense disturbances in and water, dangerous areas, the locations of powerful
the natural order, including polluted areas, dam aged and unnatural creatures, routes, anim al populations,
ecosystem s, whether or not water is pure or food toxic, polluted or corrupted areas, (extrem ely rough)
and whether natural creatures are healthy or not. As a descriptions of cities, ruins, and other unnatural
side benefit, he or she never becom es lost and can structures in the area, or sim ilar inform ation.

31
Pathfinding allows the user to spend three points of Islands (Ocean M agic)
Green Mana to seek out a trail which leads to a desired Blue Mana is the m agic of the m ind, of will,
realm , and take along up to a dozen com panions. The creativity, and cold logic. The m ost intricate m agical
destination m ay be in any dim ension, and possibly in effects are drawn from its depths. The control of tim e
any tim e, of which the user has knowledge - but the and space, of illusion and dream , of m inds and m agic,
route is not guaranteed to be safe. After all, this finds are all the province of Blue Mana.
paths; it doesn’t create them . At its best, the power of Blue Mana can raise
civilizations, bringing art, artifice, science, and creativity
to the task of creating wonders. At its worst, those
M ountains sam e tools can be turned to the task of destruction,
Red Mana is the power of the prim al elem ents, of creating unim aginable horrors. It is not for nothing that
fire, earth, and stone, of instinct and passion. It the surface of the seas glints with light while its depths
em bodies the fury of raging forest fire and the conceal an abyssal darkness.
endurance of m ountains - and even that is barely
enough to allow its wielders to survive the stress of W eathersense allows the user to predict the weather
channeling it. up to (num ber of islands controlled +2) days in
W hile m any m ages m ake the m istake of considering advance. This ability also provides a +(num ber of
Red Mana a purely destructive force, it provides the islands controlled) bonus when piloting sail-powered
foundation of worlds, and fuels the suns which warm water vehicles or unpowered air vehicles.
them . W ithout it, the thousand planes would be nothing Scrying allows the user to engage in sim ple
except a void. Still, the frail veneer of life cannot long clairvoyance/ clairaudience at ranges of up to one m ile
endure the direct touch of the prim al fury of Red Mana. per island the user controls. The effect lasts for up to
one hour per point of Blue Mana expended to power it.
Earthsense allows the user to sim ply “feel” the Countermagic allows the user to spend two points of
forces and structure of the earth. The user can sense Blue m agic as an instinctive action to add a +(num ber
the presence of deposits of fuel, m etal, stone, and of islands) bonus to a single Resist Magic roll or three
water, evaluate the fertility of the earth, sense points to extend that resistance to an entire Scene.
dangerous terrain, locate caverns, and locate the safe W izard’s Link allows the user to spend a point of
paths (if any) through dangerous terrain in a radius of Blue Mana to open a com m unications link with another
1000 feet per m ountain controlled. willing lesser m age or m agelord, regardless of distance
Arcane Bolt allows the user to spend one point of or dim ensional barriers. The link will rem ain open for up
Red Mana to m ake a sim ple elem ental attack (the to (num ber of islands controlled) hours or until
special effects are up to the user), inflicting (num ber of dism issed by either party.
Mountains controlled - num ber of targets + 1)d6 W eathermonger allows the user to m anipulate the
dam age up to a m axim um of 5d6 per target. This does local weather. Minor, Notable, and Major changes cost
not require an attack check, but does allow resistance. 1, 2, and 3 points of Blue Mana. Unfortunately, the user
W arding allows the user to endure natural does not have any fine control; a storm m ay be
environm ental extrem es. Norm ally-survivable, if destructive, but the sm allest possible “target” is a
uncom fortable, conditions such as tropical rain, desert sizable city. If the weather is not otherwise described, it
heat, and frigid cold, m ay be ignored freely. Conditions will tend to suit the user.
which would actually cause dam age, such as lack of Minor changes include creating or dispelling
oxygen, wading through lava, toxic atm ospheres, high breezes, light rain, m ist, or annoying am ounts of dust
pressure, and subzero cold, cost 2 points of Mana per under fine weather conditions, m oderating a storm , or
(num ber of m ountains controlled) days. slightly altering the tem perature.
Binding allows the user to spend a point of Red Notable changes include creating powerful gusts of
Mana to try and m ystically entrap any single creature wind, heavy rain, snow, or sleet, dispelling a storm or
with a level of 2x (num ber of m ountains controlled, 6 turning a storm into a full hurricane, or creating wildly
m axim um ) or less. Only one such creature can be unseasonable tem peratures.
bound at a tim e and a m agic resistance check at DC 15 Major changes pretty m uch cover changing any kind
by the creature or its controller (if any) will negate this of weather which occurs on the planet into any other
effect. Entrapped creatures are swallowed up by the kind. You still can’t produce m ethane storm s at -200
earth and forced into stasis, but are unharm ed on their degrees on earthlike worlds however.
release.
Realmward allows the user to expend 10 life points
to protect up to (num ber of m ountains) lands against
any effect which would otherwise dam age them .

32
Plains (Steppe M agic) W hat lives, fears death - or it does not live for long.
W hite Mana is the power of law and unity, binding Black Mana appeals to the power-hungry, who wish to
beings, places, and people together to create share in its inevitable trium ph, to those who fear or wish
som ething greater than the parts that m ake it up. to exploit fear in others, and to those who wish to
Societies and civilizations generate, and are bound com m une with death, but it is not inherently evil; it’s
together by, W hite Mana. sim ply easily abused. W ithout entropy, the universe
Don’t assum e that W hite Mana is inherently would tear itself apart with its own effulgence.
beneficial; the unity of a m urderous band and the order
of a fearsom e tyranny are just as m uch a product of Gathering allows the user to draw sustenance
W hite Mana as the oath of brotherhood of a noble band directly from the long, slow, entropic dem ise of the
of paladins. universe, rather than feeding on it indirectly like all other
life. The user m ay support one creature per swam p that
Locate Contact allows the user to find som eone who he or she draws upon without effort or hindrance. For a
fits a general description (such as “a skilled thief” or “a point of Black Mana per day the user can support ten
m erchant dealing in rare herbs”) in a town or city in an creatures per swam p.
hour or two without cost presum ing that such an Venomous Touch allows the user to spend a point of
individual exists. For a point of W hite Mana the user Black Mana to create up to (the num ber of swam ps
m ay locate a specified individual within the area or controlled) doses of deadly poison, either to add to
discover that they’re not there in the sam e tim e. m elee attacks or to a food, trap, or sim ilar item outside
Gift of Tongues allows the user to spend a point of of com bat. The user m ay also im bue a creature with
W hite Mana to instantly learn a language or decipher an poison if it has a way to carry it (such as poison sacs) or
inscription or code. Such instant understanding rem ains it happens to be undead, a construct, or som ething like
for the next 6x (the num ber of plains controlled) hours. an earth elem ental, and therefore im m une.
Guestright gets the user hospitality in any civilized
locale (and often in uncivilized ones). The user is Poisons dam age abilities. Most “com bat” poisons
autom atically invited to the best parties, to stay as a reduce the victim ’s Vigor unless he or she m akes a
guest, and to enjoy the privileges of high status in any successful Endurance check to resist. More exotic
place where such things are available. The user m ay poisons m ay induce weakness, reduce magical abilities,
even tow along up to (num ber of plains controlled) induce sensory trouble (reducing Perception), or cause
friends or allies. Sadly, it does cost a point of W hite m any other problem s. Lost ability points recover at one
Mana to activate this in areas dom inated by other races point per day or m ore rapidly with m agical healing. See
or where people have never heard of you. W orse, page XX.
enem ies rem ain enem ies - and if you don’t behave like
a guest not even this power will m ake people treat you W eave of Life allows the user to spend a point of
like one. Black Mana to analyze lifeform s, including any
Voice of Command allows the user to give orders constructs which think and act independently. The user
which will likely be obeyed by any m inor characters who gains an accurate, if basic, description of the creature
hear them unless they have a specific reason to and m ay m ake a Scholar check with a bonus equal to
disobey. The user will never be hindered by petty the num ber of swam ps he or she controls to obtain
bureaucrats, get slow service, or have to argue idiots m ore detailed inform ation.
into doing what’s obviously necessary. Portal Mastery allows the user to spend three points
For a point of W hite Mana the user m ay also project of Black Mana to open or close an existing gate, rift, or
his or her voice clearly to a m ighty throng or across a portal or to draw a card to replace a lost card or fill a
battlefield, with a m axim um range equal to (num ber of vacant slot, reducing the tim e required just like any
plains controlled) m iles. other card-drawing ability.
Radiant Presence grants the m aster of W hite Mana Gates of Death allows the user to return from the
the aura of an overlord, inviolate to the power of lesser dead after being “killed.” Unfortunately, this com es at a
beings. Creatures of level three or less cannot attack price; the user m ust give up one levels worth of abilities,
the character. Those of levels 4 to (the num ber of plains card slots, and/or Distinctions - as well as trading one
the user controls) attack at -2 power. Characters and in for the Undead Distinction. He or she does, however,
creatures with access to Psyche m ay negate these gain a Toughness bonus equal to the num ber of
penalties with a successful check at DC (10 + the swam ps he or she currently controls from this point on.
num ber of plains the user controls).
Exotic Lands (Unique M agics)
Sw amps (Void M agic) Exotic lands contribute their special abilities and
Black Mana is the m agic of entropy – power derived functions as usual, but do not contribute to the Landrule
from the inevitable destruction and disintegration of all ability progressions.
things. At the sam e tim e, death - in all its kindly and
terrible aspects - is the foundation of new life. This is
m ost easily seen in the swam ps, where flourishing life
springs from fetid m ire.

33
Game Structure
Events run in Turns and Scenes.
A T urn is one full com bat round,
where every PC and m ajor NPC acts
once (see page 35). Scenes are
m erely m ajor events. A 20-second
back-alley knife fight is a Scene, as
is the ten-m inute chase which
follows it. One Scene m ay be
com posed of m any Turns, if it
involves com bat.
Cards which have effects based
on Turns act norm ally while in
com bat. Their effects norm ally end
with the Scene. At the GM’s
discretion, som e cards m ay instead
act as if Scenes were Turns for
them .

“Tapping” m eans “to draw upon


the resources of.” Tapping a
resource or creature in com bat takes
a single com bat Turn, not the whole
Scene. This activates the indicated
effect. Cards which self-tap under
certain circum stances, are tapped by
other effects, or com e into play
tapped do not require you to use a
Turn. Som e tap effects m ay be
played as Instant effects, at the
discretion of the GM.
Tapping during larger Scenes
when not using com bat Turns uses a
few m om ents of tim e – about 6
seconds. Thus, a character can
usually tap resources easily outside of com bat. Creature Combat Statistics
Attack Ability = (Total Mana Cost +2)
Unlike m ost RPG’s, the MTG:RPG encourages Dam age = (Power)d6
m ultiple Gam e Masters, allowing each to take a break Life = (Toughness) x 10
and get in som e play tim e. Each can cooperate in Toughness = (Toughness)
developing the cam paign, handle events in their own
specialities, and handle one side when the characters For creature-on-creature com bat don’t bother rolling
becom e involved in a Duel Arcane or Planewalkers’ to hit or adjusting m odifiers; just let the players roll
Duel. dam age for their m onsters, subtract Toughness, and
apply it to their creatures’ targets while you do the
It also m akes it easy to handle the perennial sam e. Creatures do possess any special abilities listed
headache of the party splitting up and going in different on their cards, although any that require Tapping the
directions. card to use are only usable once per day.
Creatures don’t usually have Resist Magic, Psyche,
or sim ilar abilities. Unless they have som e special

Creatures power, m agic alm ost always works on them . W here the
Gam e Master agrees that they should have additional
abilties - say Movem ent for a Cheetah or Stealth for a
Creatures are generally m ost im portant in com bat, Ninja - these can be assigned as desired or sim ply
and so get abbreviated statistics and a quick-and-dirty default to the creature’s (Total Mana Cost). Ability lists
system for handling creature-versus-creature com bat. for each individual card will be presented in the Card
Major enem ies, recurring NPC’s, and sim ilar figures expansion books.
should probably get full writeups like the player- Characters with appropriate Distinctions can share
characters (or at least som e notes on their m ajor som e of their abilities with their creatures. This can
abilities). m ake them a great deal m ore effective.

34
Combat Turns ! Followers can generally be assum ed to have
standing orders to protect the boss, while Conjurations
protect their m asters autom atically. This doesn’t m ean
Since MTG:RPG isn’t a wargam e as such, and has that they’ll always succeed - or that the player can’t
a Gam e Master to resolve any disputes, it doesn’t rely have them do som ething else - but they’ll try if their
so heavily on a detailed Turn structure. Outside of controller wants them to. Most m ages like to keep a few
com bat it really doesn’t need one; discussing a bit of protectors with delayed actions around (to get in the
intrigue over a form al dinner needs no Turn structure. way of attackers), just in case. Followers probably won’t
com m it suicide to protect you; how big a risk they’ll take
Com bat Turns are quite sim ple: varies with their loyalty and philosophy.

! If one or m ore potential com batants are unaware ! Once everyone’s done som ething, or has decided
of potential opponents, they m ay m ake an Awareness not to act this Turn, finish up the accounting.
check; anyone who fails is Surprised during the first Characters who are unconscious, but not dead (0 to
round, and doesn’t get to act. -19 Life) take an extra point of dam age after each Turn
until they die or som eone does som ething to stop the
! Each player m akes a Reaction check. The one process, such as healing them for one or m ore life or
with the highest total goes first, then the next highest, binding their wounds.
and so on. Ties m ay be resolved with a second check. Characters who have som ehow m anaged to wind up
The reaction check m ay either be m ade at the with m ore Mana than they can safely store - that’s m ore
beginning of the com bat, and the results retained of any one color than their relevant Magic ability or
throughout, or m ay be m ade each Turn. The choice is m ore colorless Mana than they have spare points in
up to the Gam e Master. In any case, Followers and their m agic abilities to hold - take 1d6 points of dam age
Conjurations act with their controller. per excess point as the excess Mana flares up out of
Instant card effects and reactive creature effects are control and dissipates.
not tied to your Turn; they may be used at any time - Instants and Spells which have been cast, as well as
although a DC 15 Reaction roll is required to do so if the slain Followers, depleted or broken Artifacts, com pleted
character is surprised. A character can only use one Enchantm ents, and slain Conjurations, are turned over
Instant effect per Turn however. on the table. Slain or destroyed Followers and other
“real” item s are returned to the player’s Library (see
! W hen it’s their Turn, characters m ay do one thing page XX) at the end of the Scene, other cards are
- cast a spell, attack som eone, flee from com bat, considered exhausted until they refresh.
attem pt to coordinate everyone else (especially their
own creatues) by yelling a series of com m ands, use ! Tim ekeeping in MTG:RPG consists of tracking
one of their other abilities, or whatever. Such actions Turns, Scenes, Acts, and Stories.
can include a subaction or two, but m ust be relatively Turns are usually only im portant in com bat and
sim ple. Som e valid exam ples include: stress situations; a Turn is long enough for everyone to
take a sim ple action - anywhere from a few seconds to
1) I close with (whoever) and attack him /her/it! a m inute or so. Exhausted Sorcery cards norm ally
2) I lean around the tree and cast a Lightning Bolt! refresh at the end of each Turn.
3) I order all of m y creatures to attack him /her/it! Scenes are best sum m arized as story segm ents -
4) I’m healing him /her/it (who presum ably needs it) “The barroom fight scene,” “The royal audience scene,”
5) I hang back and shoot an arrow at him /her/it! and so on. Once the focus of the action shifts, the
6) I hold m y action, preparing to (whatever)! Scene - and the effects of spells and Conjuration
7) I try to leap over his head and stab him in the effects - ends. Exhausted Enchantm ent, Creature, or
back as I com e down (“OK, but -2 to attack and to your Artifact cards norm ally refresh at the end of a Scene.
own Defense, but +2d6 dam age if you pull this one off” Acts are the intervals between m ajor breaks in the
says the Gam e Master). action - norm ally a full day between rest breaks. Acts
can take longer if the characters are on a m ulti-day
Characters m ay opt to delay their actions until later watch or journey. Instant cards, special abilities, and
in the round. Delayed actions m ay be used defensively Mana source abilities norm ally refresh at the end of an
or to interrupt another characters action. W hatever a act. Also, any available “Draw a Card” effects can be
character does, roll as required. used to replace lost cards at the end of an Act.
Stories are linked series of Acts, usually with som e
If everyone opts to wait you have the good old sort of clim ax or resolution at the end. They usually take
Mexican Stand-Off. Make an Endurance check; the one 3-5 gam e sessions, or about a m onth of real tim e.
with the lowest roll has to do SOMETHING - or faint. They’re also the tim e required to replace a lost card
without using a “Draw a Card” effect.
Tapping a Mana source is considered a part of a
spellcasting action.

35
Movement and Position 2d6 per
Event: Being thrown from a horse without m aking
a Difficult Athletics check, falling a couple
W hile com bat can be entirely description-based, of floors, having a pile of stones or
m ost gam ers are m ore com fortable with som e sort of concrete blocks fall on you, being hurled
m ap. Regardless of whether you’re using a hex grid, into a pile of sharp objects.
square grid, of freeform m ap, the rules for m ovem ent Turn: Contact with a Bonfire, breathing Mustard
are pretty sim ple. Gas, being pinned beneath a porticullis,
being on fire, exposure to vacuum .
! Each character can m ove a num ber of squares, Scene: Breathing grossly polluted atm ospheres,
hexes, or inches equal to his or her Movem ent rank and running over broken glass or blades with
still do som ething else. bare feet.
! If they m ove but stay on guard, they can m ore Act The Black Plague, being a m agical being
twice their Movem ent rank in squares, hexes, or inches in an area without m agic.
each turn.
! If they do nothing else, they can m ove three tim es 4d6 per
their Movem ent rank in squares, hexes, or inches. If Event: Contact with a high voltage power line,
they choose to m ove this fast hostile characters they being hit by an avalanche, falling from a
pass m ay m ake a Difficult Reaction check to try and get tall tree, being swarm ed by bees (also
in a free attack on them . inflicts one level of deadly poison), being
! If the character is trying to change elevation in caught in a tidal wave, having a building
com bat while fighting he or she will have to m ake a fall on you.
Movem ent check. Jum ping or clim bing a few feet is Turn: Being covered in hot tar, crushed beneath
Sim ple, Clim bing a flight of steps or scram bling up a tons of rubble, exposed to a driven hail of
brief slope is Difficult, sliding down a slope on your feet broken glass.
is Heroic, trying to fight while swinging from a vine is Scene: Being tortured or slowly im paled, having
Legendary. the bends, running through an area that’s
! Figurines of som e sort m ake the best m arkers. being sprayed with m achine-gun bullets,
! Range on the m ap is m ore or less irrelevant. Act Horrific supernatural afflictions.
Anything which gets off the m ap is at long range, and
gains a +2 to it’s Defense. Anything a long ways off the 8d6 per
m ap is at extrem e range, and gets a +5 bonus to it’s Event: Crashing a jet plane at speed, re-entering
defense. Anything further away than that is gone. the atm osphere without protection, being
! Hedge Magic works out to long range. Card-based struck by natural lightning while grounded,
m agic is norm ally line-of-sight. falling a couple of hundred feet, exposure
! Unless one side is waiting in am bush, encounters to m ilitary nerve gases. Anything no
norm ally start when those involved m ove onto the sam e norm al person could possibly survive.
m ap and Perception checks are m ade. Turn: W ading through m agm a or soaking in a
blast furnace, swim m ing in liquid air, or
breathing chlorine gas.

Other sources of Damage Scene: Moving through the heart of a raging


forest fire, being naked and exposed to an
arctic blizzard at -80 degrees windchill,
There are m any ways for character’s to get hurt over Act Breathing som ewhat corrosive or other
and above being attacked. In m ost cases the only real slowly-lethal atm ospheres.
questions are how m uch and how fast. For this, use:

1d6 per Many cards work a little differently in MTG:RPG.


Event: Being hit with a gallon or two of boiling That’s because things are a lot more com plicated. So
water, explosive decom pression from one flying creatures can’t be blocked? W hat if I’m in a cave
atm osphere to vacuum , falling at least ten and I plug up the entrance with a wall or large creature?
feet (reduce falling dam age one level if W hat if there’s a raging storm blowing and nothing can
falling into water, two levels if falling into a fly? W hat if it’s diving for me and I simply roll under the
suitable cushioning area). Mammoth? W hat if the flying thing W ANTS to close with
Turn: Choking sm oke, Drowning, being attacked the ground-bound monster? W hat if, what if, what if...
by arm y ants. Freedom of action is one of the things that defines a
Scene: Blizzard conditions, sandstorm s, searing role-playing game, and it’s why you need a game
desert heat. master. Still, we’re not throwing you off the deep end
Act Cholera and sim ilar debilitating diseases, here; we’ve provided some guidelines for handling the
dehydration and/or starvation, severe dust more common special card abilities under...
storm s.

36
Keywords and Definitions Rem em ber that that lands with a lot of accum ulated
Mana becom e very tem pting targets for takeovers by
other Magelords.
Act: Generally about a day, the tim e between two Cumulative Upkeep: See Upkeep.
rest periods. The tim e required to refresh an Instant Cycling: You m ay pay the Cycling cost and exhaust
card or to replace a destroyed card using a “Draw a this card to refresh any other card. The cycled card
Card” effect. rem ains exhausted until the card it was used to refresh
Affinity: Since players get to build their own hands in would norm ally do so.
MTG:RPG, this has only half effect. Damage: Dam age is persistent in MTG:RPG. Once
Amplify: Since MTG:RPG characters can select a creature or other item is dam aged it rem ains so until
what’s in their hand the effect of Am plify is halved: it it is repaired or recovers naturally. In general, each
takes two additional cards of the sam e type to trigger it. point of Power equates to 1d6 dam age in MTG:RPG.
Banding: Creatures in a band m ay distribute Mana-based card attacks are slightly m ore effective,
dam age am ong them selves as their controller desires, translating to 1d6+1 per point.
rather than as an attacker m ight desire. Defender: Anything with Defender either won’t attack
Basic Land: Forest (Green M ana), Mountain (Red or can’t m ove (ask the Gam e M aster if there’s any
Mana), Plain (a.k.a. Steppes, W hite Mana), Island (Blue question). Anything which can’t m ove is norm ally only
Mana, a.k.a. Ocean Magic), and Swam p (Black Mana, taken as a Conjuration, although a character with the
also known as Void Magic). Basic Land Cards are W arlord Distinction m ay opt to give each garrison a
generally presum ed to represent substantial chunks of perm anent wall. However, he or she is not hauling such
territory. Attuning yourself to a land requires reaching a fortification around!
it’s m ystical center and m editating there for a tim e. A Destroyed: Destroyed cards include slain perm anent
character who is actually at the center can draw twice followers, perm anently broken artifacts, and anything
the norm al Mana - usually 2 points - from a land each sim ilar. Such cards should be returned to the player’s
day. Library after the gam e session; the character will have
Bushido: This acts as levels of the Arm sm an to find replacem ent cards to fill those slots.
Distinction. Discard Effects: These norm ally sim ply exhaust the
Buyback: Paying the buyback cost bypasses the appropriate num ber of cards, usually of the target’s
usual refresh tim e. This is rarely worthwhile without the choice.
rapid Mana recovery that occurs in a Planewalker’s Doublestrike: The creature m ay m ake attack twice
Duel. during a Turn. If it’s attacked during a Turn and has not
CCG: Collectible Card Gam e. Popular exam ples yet attacked, it can use one of its attacks against the
include Magic: The Gathering, Yu-Gi-Oh, and the VS attacker before the attacker strikes.
system . Dredge: You m ay exhaust the indicated num ber of
Conjuration: The m agically-created m anifestation of cards to either im m ediately ready this card for use
a Card from a player’s hand. Most Conjurations persist again (spells and conjurations) or to heal any dam age
for a m axim um of one Scene or until dispelled inflicted on a Follower provided that it’s still alive.
som ehow but Enchantm ents m ay last for considerably Echo: These creatures can only be Conjurations and
longer periods. m ust be paid for twice, as usual. W hile the creature
Convoke: Each additional m age who takes an action rem ains under the control of its “owner,” other
to assist in the casting of this spell or the conjuring of characters m ay take an action to contribute Mana
this m onster reduces the Mana cost by one Mana of towards its casting cost.
any color he or she has available. The assisting m ages Entwine: This operates norm ally.
do not actually have to spend any Mana, but all of them Epic: Epic spells com e to an end at the end of the
share equally in any defensive or healing benefits of the current Scene, but otherwise operate norm ally. As a
spell. rule, few MTG:RPG characters can handle spells of that
Copying Objects: This works norm ally, although any level; m ost epic spells are very expensive.
copied objects are subject to the sam e restrictions as Equip: Perm anent artifacts can be used by their
the originals are. owner or delegated to his or her creatures without
Counters: If derived from spells, Conjurations, or paying the Equip cost. Conjured item s, or perm anent
Enchantm ents, counters fade with the m agic that Item s assigned to other people’s creatures or other
created them . If derived from perm anent creatures, they player characters require the norm al cost to Equip, but
are perm anent - but each two perm anent beneficial either of the players involved can pay it.
counters on a card raise its effective level by 1, which Exhausted: Cards which are used for m agical
m ay push it beyond the control lim its im posed by the effects and would norm ally be discarded, along with
characters abilities. Uncontrolled creatures are returned m agically sum m oned perm anents, becom e Exhausted
to the Library, and any counters on them are lost. after use. They m ay be used again after an appropriate
Counters which accum ulate from Turn to Turn are interval.
generally subject to a m axim um of five. Fading: This creature can only be a Conjuration.
Accum ulative Lands - lands which build up a reserve There is a chance of it disappearing each Turn: Roll
of Mana tokens - gain one counter per week, not one 1d6: Fading 2 disappears on a 1-3, Fading 3 or 4 on a
per Turn, and are subject to the sam e m axim um of five. 1-2, and Fading 5+ on a 1. If this is too m uch trouble,

37
use the standard counter system . is im printed.
Fear. This creature radiates terror (and has no Indestructible: Things with this property don’t take
social life). Only Artifact and Black creatures will dam age. They can’t be sacrificed or destroyed except
engage it in m elee voluntarily. All other creatures are at as determ ined by the Gam e Master (“you m ust take the
-2 power if forced to do so, but m ay use ranged attacks Ring to Mount Copyright, where it was Tradem arked
or other m eans norm ally. Player Characters m ay m ake long ago, and there...”), but can be left behind, lost, sent
a Resist Magic check to negate the effect or engage at away, or otherwise incapacitated.
-2 power. Interrupt: An old term for an “Instant” card, but quite
First Strike: The creature gets a free attack as an appropriate.
opponent closes, provided only that he, she, or it is Kicker: Operates norm ally.
awake and aware of the upcom ing attack. This does not Land Destruction: “Destroying” a land definitely
count as its action. involves blasting its m ystical center, thus breaking its
Flanking: Creatures with Flanking grant any other link with m ages of any kind. How far the destruction and
creatures who are fighting the sam e opponent a +2d6 side effects extend beyond that is up to the Gam e
bonus on the dam age they inflict. If m ultiple creatures Master. In general, a Magelord’s link isn’t strong
with Flanking are involved this reaches a lim it of +4d6. enough to create too m any side effects. Planewalkers
Flashback: This Conjuration or spell m ay be played are another m atter. Lesser Magi don’t have a strong
again before its refresh period is up for the indicated enough link to do anything but break it without affecting
cost. After its played in this fashion return it the owners the land.
library; the character m ust replace it like any other lost Landwalk: This creature can conceal itself near-
card. perfectly in the indicated environm ent even while
Flip: This operates norm ally. As usual, if a Flip card m oving if it can get out of line of sight for a few
leaves play, it returns unflipped. If one side of a Flip m om ents. Creatures with Landwalk can be spotted with
card is legendary the usual Legend rules apply. a DC 18 Perception check or with Magesight if they’re
Flying: This creature can fly. This m akes it hard to Conjurations. Creatures which are not spotted m ay
catch and lets it swoop down on unsheltered targets - appear and strike with autom atic surprise.
although anyone nearby m ay attack it as it attacks. Level: Total or Converted Mana Cost. Alternatively,
Flying is useful in m any noncom bat situations as well. the value of an Ability.
Followers: Creatures associated with a character Ley Line, Mana Fountain, Mystic Node/W ell: These
who actually exist, and therefore don’t cost Mana unless natural Mana flows m ay be tapped (via Mana Tapping)
they have an upkeep cost or activated ability. to power m agic. W hile they’re too unstable to be tapped
Game Master: The person running the gam e. or linked to at range, a m age who’s actually at them can
Graveyard: MTG:RPG doesn’t have a “Graveyard” draw on them for two points of Mana per day. Sadly,
as such; cards are sem iperm anent character attributes, such sources only contain a total of 4d6 Mana and
and aren’t usually discarded. Sorceries, Instants, and restore them selves at 1d6 points per day. They’re m ost
conjured Creatures can be reused after enough tim e often claim ed by Lesser Magi who want to set up a
has passed to refresh them . Followers and perm anent business without being beholden to a Magelord for
artifacts can be Destroyed, in which case they’re Mana. Note that these are distinct from the Leyline
returned to the Library until the character gains a new cards.
card to replace them , repairs them , or raises them from Leyline (Card): These cards are in effect unless
the dead. For the purposes of cards which restore countered, but any global effects only apply to the user.
cards from the Graveyard, can be used from there, or Library: In MTG:RPG your “library” consists of every
depend on the num ber of cards there, destroyed item s, m agic card you own that isn’t currently in use. It’s
slain followers, and all cards waiting to be refreshed are norm ally only used when you’re creating or upgrading
considered to be “in the Graveyard.” a character, when you’re replacing lost cards, or when
Hand: For the purposes of MTG:RPG your “hand” you’ve used a card which allows you to either search or
consists of all the cards associated with your character draw to fill a vacant slot.
which aren’t currently in play, exhausted, or destroyed. Life Points: A m easure of how m uch dam age a
Haste: Conjured creatures m ay attack on the sam e creature or character can take. In general, each point of
Turn in which they were sum m oned. Followers with life point gain or loss listed on a card is read as 1d6 or
Haste gain an extra attack during the first Turn. 1d6+1 for spells. W hile it is possible to gain life points
Haunt: W hen this card is “destroyed” tuck it under above your usual m axim um , such extra points fade
another creature card. W hen that creature is destroyed, away at the end of the Scene.
play the Haunt effect and exhaust this card norm ally. Madness: This card m ay be invoked or activated at
Horsemanship: Creatures with horsem anship gain its M adness cost if the user also expends 1d6 Life
a +2 bonus on their Movem ent abilities as long as using doing so.
a m ount is practical. Mana Burn: Since MTG:RPG characters can store
Hunted. W orks norm ally as a Conjuration. If taken a certain am ount of Mana on a long-term basis, Mana
on a Follower new hunter creatures will show up Burn only occurs if they exceed their storage lim its at
periodically even if you killed the last batch. the end of any given Turn.
Imprint: Cards that Im print other cards operate Mana Production: Mana production effects are
norm ally but take up two card slots once the other card norm ally once-per-day affairs. Lands, and other Mana

38
sources, can be tapped as needed, including while reduce the Vigor ability by 1 per dose adm inistered
you’re in the m iddle of casting a spell. Conjurations of unless the character can m ake a DC 15 Endurance
any kind CANNOT supply M ana, although they can check. Poisoned Creatures lose 10 life. Characters and
store it. Lands norm ally supply one point of Mana per creatures recover from poison at 1 ability point or 10 life
day, but som eone who’s actually at the m ystic center of points per day.
a land when they tap it gets two points instead. Power: A character or creature’s basic ability to
Accum ulative Lands - lands which build up a reserve inflict dam age. Power can be boosted by various
of Mana tokens - gain one counter per week, not one abilities, Distinctions, item s, and m agical effects, all of
per Turn, and are subject to the sam e m axim um of five. which are equally applicable to creatures, NPC’s, and
Rem em ber that lands with a lot of accum ulated Mana characters. Each point of Power equates to 1d6 points
becom e very tem pting targets for takeovers by other of Dam age.
Magelords. Protection: Protection operates norm ally in m ost
Creatures and spells which can convert Mana from cases, but can be overcom e with a DC 18 Resist Magic
one color to another can only do so once per day. check if a character is extending that ability to his or her
Modular: Modular creatures can only be creatures.
Conjurations; the +1/+1 counters they produce will - like Provoke: This ability allows the creature to force a
all other counters or item s that com e with Conjurations - chosen target to m ove into m elee com bat with it. Both
disappear at the end of the Scene. this creature and the target get a free attack on each
Unlike MTG:CCG, the MTG:RPG is open-ended. If other as they close. Player Characters m ay resist with
counters and tokens could accumulate indefinitely, a DC 15 Psyche check.
entire continents should be buried under squirrels and Ram page: Creatures with Ram page can strike at
there should be artifact creatures running around at each creature engaged in m elee with them with a single
+10,000/+10,000. The setting material doesn’t seem to attack, albeit at -1 power.
support this, hence the limitation. Regenerate: Creatures with this quality recover all
Morph: This ability is a boon for follower-creatures, dam age between Acts (except for Life burnt off to
since it allows them to take a m ore-or-less innocuous power m agic) autom atically. Their controller m ay pay
form . Since you’re generally not hiding anything in their regeneration cost to fully heal them at any tim e,
MTG:RPG you don’t have to bother turning the card but cannot return them from death after the end of the
upside down; just set a note or innocuous m iniature on current Scene.
it. Remove from the Game: Cards belonging to a
Multicolored Cards: Characters who want to control character becom e Exhausted and refresh one level
m ulticolored cards m ust have sufficient skill in each m ore slowly unless som e other return condition is
color involved to control a card of the appropriate level. specified. Cards acquired through Dynam ic Magic (see
Thus weak m ulticolored cards are easy to acquire, but page 43) are returned to their owner’s Library.
higher-cost ones require high ratings in all of the Return to Hand: This has no effect on followers or
relevant abilities. real item s. Conjurations, Enchantm ents, and other
Ninjutsu: You m ay exchange this creature with tem porary effects are dispelled, although the card will
another creature of the sam e nature (Conjuration or once again be ready for use (although few m agi in
Follower) at any tim e by paying the Ninjutsu cost. Yes, MTG:RPG have enough Mana for m uch of that). Lands
you can swap them back later. are basically unaffected, but the character’s link with
NPC: A non-player character with a personality and them will be disrupted for the rest of the day.
nam e of his or her own run by the Gam e Master. RPG: Role-Playing Gam e. Another one that anyone
Probably a redundant entry for anyone buying a RPG. buying this gam e probably already knows.
Ocean Magic: Another nam e for Island m agic. Sacrifice: Real creatures object to being sacrificed
Presum ably Islands are sim ply the places where Ocean and are considered destroyed if they are. Conjurations
Mana foci can be tapped m ost easily. can be sacrificed and resum m oned after the usual
Offering: Operates norm ally, however Followers refresh period.
generally object to being used as an Offering. Scene: One battle, the tim e spent exploring a crypt,
Phasing: Creatures with Phasing m ay expend 5 Life or another connected series of action sequences. The
to avoid the effects of any single ranged attack or m ulti- tim e required to refresh an Enchantm ent, Creature, or
target m agical effect or to pass through walls or up to Artifact card.
ten feet of solid m atter. Optionally, the Gam e Master Scry: W henever a Scry effect com es into play the
m ay rule that a Phased creature can interact with a Gam e Master should provide the player with som e
Shadow creature. useful bit of inform ation about the environm ent or an
The original rules for Phasing called for eliminating opponent.
all damage dealt to a phasing creature when it phased Shadow: Shadow creatures exist m ostly in other
out, which it did every other Turn. Since combat may planes of existence. They are im m aterial and can only
continue for several Turns in MTG:RPG this would harm things which exist in m ultiple dim ensions, such as
make tough phasing creatures nearly unkillable; hence Planewalkers and other creatures with Shadow. They
modifications are necessary. can only be harm ed by spells and light-based attacks.
Poison: W hile poison can cause various ability Unless you’re fighting a Planewalker they’re only really
penalties in MTG:RPG, standard creature poisons useful as scouts and spies.

39
Soulshift: If a creature with Soulshift is a Conjuration allow rapid travel between locations, Cyberdecks that
you m ay refresh any creature Conjuration card or m ake it easier to hack com puters, or Bugs used to
com bination of creature Conjuration cards of the listen in on NPC conversations.
appropriate cost or less. If the creature with Soulshift is Threshold: This operates norm ally.
a Follower you m ay revive any other slain Follower of Tokens: Tokens count as cards of the appropriate
the appropriate level or less. type and do apply against the card lim its im posed by
Steppe: Another word for “Plains”. the character’s abilities.
Storm: Spells with Storm take effect once for each Toughness: Essentially a creature’s Vigor ability
Lesser Mage, Magelord, or Planewalker character who rating. Toughness can be m odified in a variety of ways
participates in the casting by using their action in the through cards and other abilities.
Turn of casting to assist the user. Trample: If this creature does enough dam age to kill
Sunburst: Discount the first two colors of Mana used its first opponent it m ay attack a second tim e in one
to bring a card with Sunburst into play. Turn.
Since any mageling in MTG:RPG will probably have Transmute: Paying the Transm ute cost allows the
several types of Mana available, Sunburst has to be user to take a card from his or her library and put it into
toned down a bit to maintain game balance. his or her hand. W hether it’s used or not, the card m ust
Splice: Splice operates norm ally, hence cards in be discarded at the end of the Scene and the original,
your hand with Splice can be used over and over again transm uted, card will take a full Act to refresh.
unless used on their own. Turn: A full round of com bat, during which everyone
Story: A connected series of acts, usually spanning involved gets to act once (usually a m inute or so at the
3-5 sessions of play or about a m onth of real tim e. The very m ost, m ore often about six seconds). Also the tim e
tim e required to replace a Destroyed card unless the required to refresh a Sorcery card.
character uses a “Draw a Card” effect. In MTG:CCG a Turn can usually be assum ed to
Summoning Sickness: (Unofficial). The whatever-it- represent hours or days: this is quite unworkable in a
is that keeps a Conjured creature from acting during the role-playing gam e.
Turn in which it was sum m oned. Unblockable: This creature cannot be physically
Tap to (X): Cards which can be “tapped” to produce attacked by any creature other than the one it’s
a special effect can norm ally do so once per day. If currently attacking. The Gam e Master m ay allow this
they’re in com bat, they m ust norm ally expend their creature to be blocked depending on its m ethods, QV;
action to do so. Landwalk.
Technology Card: Technology cards are generally Upkeep: Cards that require periodic paym ents of
either drawn from other gam es with the perm ission of som e type require them at varying frequencies.
the Gam e Master or are unique to M TG :RPG. They Enchantm ents, Lands, and norm al Artifacts require
norm ally deal with the setting, rather than with other them each Act, Creatures, Artifact Creatures, and any
players and opponents, and so have no purpose in Instants or Sorceries require them each Scene, and so
basic MTG:CCG gam es. Exam ples include Ships that can be held over between scenes if desired.
Vigilance: This creature is never surprised, and is
always considered alert and
ready for com bat. They can
also attack and then act
defensively or use a special
ability later in the sam e Turn.
Void: OK, “Swam p” m agic
just didn’t sound good.
W all: W alls are walls. In
general, you can hide as
m any other creatures behind
them as you like, but once
som ething brings down a
section of a wall, finds a way
around it, or scales it, it’s no
longer any help. “Killing” a
wall tears a big enough hole
in it for one creature at a
tim e.
W o r l d : W o r l d
Enchantm ents affect the
party and an y cu rrent
opponents. The rest of the
world is unaffected.

40
Running the Worlds Artificer (Constructs): Assem bly-W orker, Carriage,
Drone, Expansion-Sym bol, Golem , Pentavite, Prism ,
Rock-Sled, Ship, Tetravite, Thopter, W all, W irefly,
And finally, some advice on running the game...
Sham anism (Spirits): Angel, Avatar, Ball-Lightning,
Banshee, Being, Bringer, Dem on, Devil, Djinn, Efreet,

Classifying Creatures Effigy, Elem ental, Faerie, Gaea’s-Liege, Gatekeeper,


Guardian, Illusion, Incarnation, Infernal-Denizen, Kirin,
Lhurgoyf, Licid, Marid, Mist, Mistfolk, Phantasm ,
Over the years MTG has accum ulated a bewildering P h o e n ix , R e fle c tio n , S h a d e , S p irit, S p r ite ,
variety of creature types. W hile com plete breakdowns - Thunderm are, W ight, W raith, W retched, and Zubera.
along with special abilities and other notes - will have to
await the expansion books, here are som e general Aberration (Monsters): Abom ination, Aboroth,
guidelines for which lim iting skill the various types fall Avizoa, Basilisk, Blinkm oth, Cam arid, Carrier, Chim era,
under. Cockatrice, Devouring-Deep, Doppelganger, Dragon,
Drake, Dreadnought, Eater, Entity, Essence, Fallen,
Beast Mastery (Beasts): Albatross, Alligator, Ant, F ien d, Frostbeast, Fungus, Fungusaur,
Antelope, Ape, Asp, Atog, Aurochs, Badger, Barishi, Gaea’s-Avenger, Gargoyle, G host, Ghoul, Giant,
Bat, Bear, Beast, Bee, Beeble, Bird, Boar, Brushwagg, Gorgon, Graveborn, Grem lin, Griffin, Hag, Horror,
Bull, Butterfly, Cam el, Caribou, Carnivore, Cat, Hydra, Im p, Island-Fish, Kavu, Kraken, Lam m asu,
Cheetah, Chicken, Cobra, Cow, Crab, Crocodile, Lem ure, Leviathan, Lichenthrope, Lurker, Lycanthrope,
Dandan, Dinosaur, Dog, Donkey, Dragonfly, Eel, Egg, M anticore, M edusa, Mindsucker, Mold-Dem on,
Elephant, Erne, Ferret, Fish, Fox, Frog, Goat, Monster, Mum m y, Mum m y, Murk-Dwellers, Mutant,
Hipparion, Hippo, Hornet, Horse, Hound, Hyena, Insect, Necrosavant, Nightm are, Nightstalker, Ooze, Orb,
Jackal, Jellyfish, Kelp, Leech, Lion, Lizard, Mam m oth, Orgg, Pest, Phelddagrif, Plant, Poltergeist, Roc,
Mongoose, Narwhal, Octopus, Ox, Oyster, Pegasus, Salam ander, Sand, Saproling, Shapeshifter, Shyft,
Penguin, Pig, Poison-Snake, Pony, Rabbit, Rat, Rhino, Singing-Tree, Sliver, Skeleton, Spawn, Specter, Sphinx,
Scorpion, Serpent, Shark, Sheep, Slug, Snake, Spider, Spike, Spuzzem , Teddy, The-Biggest-Baddest-
Sponge, Squirrel, Starfish, Strider, Swarm , Tarpan, Nastiest-Scariest-Creature-You’ll-Ever-See, Thrull,
Tiger, Toad, Tortoise, Turtle, Unicorn, Viper, Vulture, Titan, Troll, Undead, Vam pire, Volver, W alking-Dead,
W arthog, W asp, W hale, W hippoorwill, W ildebeest, W iitigo, W urm , Yeti, and Zom bie.
W olf, W olverine, W olverine-Pack, W olves-of-the-Hunt,
W om bat, and W orm . The "minion" creature type in Magic: The Gathering
CCG varies wildly; the GM should adjudicate these
Leadership (Minions): Advisor, Aladdin, Alchem ist, cards on a case-by-case basis or refer to a creature
Ali-Baba, Ali-from -Cairo, Am bush-Party, Archaeologist, manual. Most "minions" are either Aberrations or
Archer, Archon, Artificer, Assassin, Avenger, Bandit, Minions.
Barbarian, Berserker, Bodyguard, Brother, Brownie,
Bureaucrat, Caravan, Cavalry, Centaur, Cephalid,
Cave-People, Child, Citizen, Clam folk, Cleric,
Constable, Crusader, Dervish, Deserter, Designer, Equipment
Drill-Sergeant, Druid, Dryad, Dwarf, Elder, Elf, El-Hajjaj,
Enchantress, Exorcist, Farm er, Flagbearer, Flying-Men, Equipm ent norm ally isn’t a big topic in MTG:RPG.
Gam er, General, Goblin, Gnom e, Gus, Gypsy, Mundane weapons and arm or are handled by the
Harlequin, Heretic, Hero, Hom arid, Horsem an, Hum an, various com bat Distinctions; if you have the Arm sm an
Hunter, Inquisitor, Keeper, King, Kithkin, Knight, Kobold, Distinction you’re assum ed to have the arm or and
Lady-of-Proper-Etiquette, Legionnaire, Leper, Lord, weapons you’ve practiced with. You m ay have to do
Mage, Maiden, Martyr, Master, Mercenary, Merchant, without them briefly if you’re thrown into jail or are
Merfolk, Mim e, Minotaur, Miracle-W orker, Mob, presented at the king’s court, but you’ll certainly have
Monger, Monk, Moonfolk, Mystic, Nam eless-Race, them back for the next storyline.
Niall-Silvain, Ninja, Noble, Nom ad, Ogre, Orc, Ouphe, Magical artifacts are handled by cards. W hile cards
Paladin, Paratrooper, Peacekeeper, People-of- can be exhausted or “destroyed,” they’re basically
the-W oods, Pikem en, Pirate, Pixie-Queen, Preacher, character attributes - and characters can replace them
Priest, Pyknite, Raider, Ranger, Rebel, Robber, Rogue, without too m uch trouble.
Sage, Sam urai, Satyr, Scavenger, Scout, Serf, “Token” or “Quest Item s” are the province of the
Sham an, Sindbad, Sister, Slith, Sm ith, Soldier, Gam e Master and norm ally only function as plot
Sorceress, Speaker, Spellshaper, Spy, Squire, devices. You m ay need the crystal key of Darvinox to
Stangg-Twin, Survivor, Tactician, Taskm aster, Thief, open the door of his ancient crypt, but it doesn’t really
Townsfolk, Tracker, Treefolk, Twin, Uncle-Istvan, do anything as far as gam e m echanics is concerned.
Vedalken, Viashino, Villain, W aiter, W ar-Rider, W arrior, They’re good for keeping the party running around, but
W itch, and W izard. they only represent interm ediate steps towards som e
m ore m eaningful goal.

41
Minor item s - food, com m on m ounts, rope, writing powered sum m oning for larger battles where you don’t
paper, tents, and so on - are norm ally assum ed to be care about conservation, m akes a reasonable package.
available. The only tim e they’re not is when the Gam e
Master is setting up a scene - for exam ple: The strategic options of MTG:RPG are, in m any
ways, the com plete opposite of those in MTG:CCG. In
“After your escape from the desert nom ads, they MTG:CCG you start off with a lim ited selection of cards,
pursue you to the edge of a m ighty chasm . Safety lies no Mana and nothing ready (although both build up over
on the far side; the desert riders’ cam els will never be tim e), the ability to do as m any things as you can
able to cross. Since you were stripped of your gear, you m anage on your Turn - and no concern for the next
have no ropes or clim bing equipm ent. W hat will you battle or the environm ent. After all, the next battle is a
do?” clean start and there are no NPC’s or external
environm ent to worry about; you’re only dealing with
W ill they clim b on pure skill and risk falling and the other players. You’re unprepared, but you have
possibility of having to deal with m issile fire while im m ense resources to draw upon - 60, 80, or hundreds
dangling from a cliff? W ill the group Elem entalist shape of cards.
the stone into a (narrow and perilous) bridge and then In MTG:RPG you start off with all the Mana you’re
hold it against the enem y? W ill the Beastm aster call up going to have for the battle and your full selection of
a m ighty wyrm and bind it long enough for it to help the Cards - but you can only do one thing in a Turn, your
group cross? resources are lim ited and are depleting instead of
Like m ost good RPG problem s, there are m any building up, you have to worry about saving resources
possible solutions, any of which m ight work - and any of for future conflicts or em ergencies, dam age carries
which will present their own problem s. over, the environm ent and NPC’s m atter, and you’re
generally not fighting other players. You’re dealing with
In a world of m agic there are hundreds of ways to m onsters and NPC’s in hopes of future advancem ent.
com pensate for the lack of any specific bit of m undane Sim ilarly, MTG:CCG leans towards single and dual-
gear. Unless it’s going to be dram atic and entertaining, color decks; they’re m uch faster, and - in MTG:CCG-
don’t bother to present a problem . Trivia is nothing but speed counts for a lot.
boring filler, and no gam e needs that. If you m ust In MTG :RPG m agi usually start out with several
m ention a trivial problem , pretty m uch any reasonable- different colors available, if only because investing a
sounding solution will probably work. few ability points in the (Color) Magic abilities is a cheap
way to store Mana.
This is intentional, both because there’s not m uch

Strategic Choices point in playing a m inor variation of rules you’re already


throughly fam iliar with and because RPG’s need lim ited
resources - otherwise there’s nothing to strive for - and
The choice between Followers and Conjurations can continuity. Episodic battles m ake good card and
be difficult; Followers are som ewhat tougher, don’t cost strategic gam es, but poor RPGs.
Mana, and are im m ediately available. On the other
hand, being followed around by a collection of creatures
m akes you unwelcom e in cities, pretty m uch elim inates
any notion of stealth or concealing your identity, and Mana Levels
often won’t even be allowed. No authority or other m age
will put up with a horde of m onsters in their presence. Mana abundance is a m ajor background question in
Not only do you have to worry about food, lodging, and MTG:RPG. Quite a few individual creatures, such as
support for followers, but you’ll often have to leave them Viridian Acolyte, can be tapped for Mana. A group of
behind - m aking them unavailable when needed. Fyndhorn elves of unspecified - but probably sm all -
W orse, if one of them ’s killed, you’ve actually got to find size can be tapped for Mana, as can m any other elves.
and recruit a replacem ent. They m ay even argue with Townships, abbeys, dens, trading posts, springs, and
you. orchards can all be tapped for Mana. Just how big is a
Conjurations only exist when sum m oned, and if “Forest” or an “Island” anyway? A thousand m iles
they’re “killed” you can sim ply sum m on them again for across? A hundred? Ten? One? A sm all grove or am
the next battle. You don’t have to worry about food and outcropping of rock in a river? How m uch Mana can a
supplies for them , upsetting the locals, or having them village of 500 elves yield per “Turn”? A point? 50
get into random argum ents. On the other hand, you do points? 500 points? How long is a “Turn” anyway?
need a few m om ents to sum m on them , they don’t W eeks? Days? Hours? Minutes? Seconds? You could
usually show m uch independent intelligence, and they m ake a case for any of them .
cost Mana - and that’s a strictly lim ited resource. If any elven ham let can yield seven m illion points of
A com prom ise is usually best: a few m ore-or-less Mana a day - 500 points every six second Turn - every
norm al Followers, such as druids, usually aren’t too other NPC will be a Mana-user of som e sort and the
m uch trouble, a couple of low-cost Conjurations entire world probably runs on it. W hy bother to com pete
(hopefully with som e handy special abilities) for m inor for som ething as com m on as the air?
battles when you need to conserve Mana, and a high- Alternatively, one can assum e that it takes lengthy

42
and intensive training for creatures to learn to draw on
their own Mana consciously, that the Mana of Creatures Dynamic Magic (Optional)
requires com plex techniques or the raw power of a
Planewalker to tap, that natural Mana sources are
separated by forty or fifty m iles, and that any given Dynamic Magic. This exotic Distinction opens up the
source can only yield one point per day in total. W hile Dynam ic Magic ability to its possessor. It m ay then be
this still gives a planetary capacity of better than 30,000 built up like any other ability which the user possesses.
Mana points per day (presum ing an earth-sized world. W ith Dynam ic Magic a character can use “draw a
A lot would be underwater if the planet does resem ble card” effects to draw a card from their own, personal,
earth), it m eans that Mana-wielders will be vanishingly deck up to a total num ber of cards in-hand equal to the
rare - and m ost of them won’t be able to obtain m ore rank of their Dynam ic Magic ability. As usual, the
than one point a day. There won’t be any m age- m axim um level of those cards is also equal to the
academ ies, the vast m ajority of potential m agi will never character’s Dynam ic Magic ability rank. Such cards m ay
receive any training, and any that do will probably be played norm ally within a Scene, but at its end they
reserve Mana for the m ost desperate situations. m ust be returned to the deck. It’s generally believed
The basic assum ptions of the MTG:RPG are a that this is version of a Planewalker’s ability to draw
com prom ise; Creatures are presum ed to draw personal external forces partially into their own battle-realm ,
m agic from burning Life points via Lifewreaking, m aking lim ited by operating on a pre-existing plane, but the
personal m agic a very lim ited source of power. Lands process isn’t fully understood.
are presum ed to represent natural m ystical nexi Unlike a Planewalker’s abilities, Dynam ic Magic is
separated by 15-30 m iles and only yield one point of still subject to the effects of the various lim iting abilities
Mana per day to any individual m age - but num erous and cannot provide Mana save by draining it from som e
lesser m agi m ay attune them selves to them , allowing other source.
m agic to be a notable part of everyday life, m aking
control of nexi well worth struggling over, and providing Dynam ic Magic should be considered carefully
a reason why the Magelords and Planewalkers don’t before it’s allowed into a gam e.
m onopolize the Mana. However, since only one
W hat is a dynam ic m age actually doing? The quasi-
Magelord or Planewalker can control a land at a tim e,
reality of a Planewalkers Duel is fairly well understood -
they have a personal m otive for such struggles. Since
but if Dynam ic Magi are doing the sam e thing within a
they can lock out the lesser m agi at will, Magelords can
norm al plane, it’s a recipe for catastrophe; they’re
influence the prosperity and power of kingdom s - but
blowing holes in the universe. If they’re not, then where
aren’t powerful enough to do so with im punity.
is all that knowledge com ing from ? W ho’s loaning it to
Ergo m ost kingdom s are reasonably stable, strongly
them , and why? W hat price are they paying? W hy is it
supported by lesser m agi, and both wary and respectful
quasi-random ?
of the Magelords and Planewalkers.
Each Gam e Master is free to m odify these base Secondarily, on the gam e-m echanics side, it’s a
assum ptions - but should rem em ber that each choice relatively cheap way to becom e a fairly powerful and
will affect the world background. versatile m age. Sim ply pick up a point or two in each
m agic ability, a
f e w p o in t s in
Dynam ic Magic,
and enough Mana
Tapping to build
up your reserves.
It’ll take about 10
ability points and a
Distinction, but it
will give you a
pocketful of m ajor
spells to draw on
when the situation
calls for it.

43
Sample Characters Goblin Suicide Commando
“The plan is perfect: I light the fuse and jump on them!”
Unless otherwise noted, all creature spells are Summons.
Species Package: Goblin (Fool’s Luck, Utter Incompetence)
All spells listed are available for reference on
Distinctions: Haste Training, Magician I (Magician), Martial
http://gatherer.wizards.com/
Artist I
Abilities: Artificer 0, Beast Mastery 4, Elementalism 3,
Clockwork Master Engineering 5, Finance 0, Green Magic 3, Harvesting 4,
“Tick-tocks, tick-tocks, look at all my magic clocks.” Leadership 3, Lifewreaking 3, Red Magic 4, Ranged
Species Package: Human W eapons 4, Regeneration 5, Saboteur 5, Scholar 0, Sleights
Distinctions: Magician II (Magelord) 3, Toughness 3, Vigor 4
Abilities: Air Vehicles 4, Artificer 5, Blue Magic 4, Card Slots (3): Goblin Brigand (Follower), Goblin Grenade,
Craftsman 5, Engineering 4, Lifewreaking 4, Mana Tapping Tarpan (Follower)
3, Perception 4, Psyche 4, Resist Magic 5, Vigor 3
Card Slots (5): Clockwork Beetle, Ornithopter (Follower), Goblins have very short lifespans. Said lifespans would
Yotian Soldier (Follower), W elding Jar (Follower), W elding probably be longer if they didn’t keep killing themselves off.
Jar (Follower) This goblin has turned it into an artform, using the natural
species ability to avoid getting blown up by the Goblin
The Clockwork Master specializes in fully-real artifact Grenade. The Brigand merely follows along and hits anything
creations. The Clockwork Beetle can appear on a moment’s which might seem dangerous or tasty. The Tarpan also
notice, while the Yotian Soldier uses its excellent defenses to follows along. Of course, convincing any horse to let a goblin
guard the character. The Ornithopter can fly, hence the Air ride it may take some doing! One final note: this character is
Vehicles ability. W hile the W elding Jars can instantly repair dumb as a rock and flat broke.
and restore any broken artifact, the Clockwork Master must
replace them with hard work, since they are used up Guardian Angel
permanently.
“Just because you have a protector is no reason to tempt
fate, child”
Cunning Rogue Species Package: Angel (Human)
Distinctions: Armsman II, Flying Training, Role (Heavenly
“I’m sorry, was this yours?” Spirit), Vigilance Training
Species Package: Human Disadvantage: Honor
Distinctions: Enhanced Sense (Hearing), Enhanced Sense Abilities: Courtier 5, Endurance 4, Healing 5, Fortification
(Sight), Good-Looking, Sharpshooter I 4, Melee W eapons 5, Movement 4, Psyche 5, Repute 3,
Abilities: Athletics 3, Ambush 4, Evasion 5, Finance 4, Toughness 5, Vigor 4
Investigation 4, Larceny 5, Perception 3, Reaction 5,
Saboteur 4, Stealth 5, Streetwise 3, Vigor 4 Refined socially yet brutal in battle, Guardian Angels are
more than prepared to boss their charges with both words and
A simple but useful character, the Cunning Rogue is swords as the situation warrants. Guardian Angels can put
excellent for finding out information, sabotaging the enemy’s some serious hurt on the enemy, but have enough skills and
plan, or creating an ambush to hit the enemy. As a Scout or talents to meet any challenge.
Spy, the Cunning Rogue has no equal.

Destined Child
Magic The Gathering: Role-Playing Game Copyright
“Destiny is on my side today!”
2006, Paul M. Melroy and Patrick Bryant.
Species Package: Human
Distinctions: Magician IV (Planeswalker)
Disadvantage: Hunted (Enemy of Destiny) Distant Horizons Gam es
Abilities: Aberrations 3, Black Magic 5, Elementalism 5,
Leadership 3, Lifewreaking 3, Mana Tapping 4, Red Magic Magic: The Gathering and the Mana Sym bols are
5, Vigor 3, White Magic 5 tradem arked by W izards of the Coast. Since this draft
Card Slots (5): Incinerate, Lightning Bolt, Fireball, docum ent is intended for subm ission to W izards of the
Razortooth Rats, Zealous Inquisitor Coast in hopes of enhancing the sales of both their
RPG and MTG:CCG lines, their use herein represents
A young but promising Planeswalker, the Destined Child no challenge to W izards of the Coast.
uses a variety of card spells. Though specializing in blasting
the enemy with Red Mana effects, the character can also All other artwork throughout this docum ent is from
summon rats to annoy spellcasters. The Zealous Inquisitor classical artists, and is in the public dom ain.
can do more than attack; its special ability can reflect damage
back at foes!

44

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