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    What's all this about?

    About a year and a half ago Patrick and Icame to feel that the division betweenmany 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 openup 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 ofthe characters, as their minions, and as a library of opposition for them, allowed forthe use of both magi and mundane characters of every level - squires or dabblingmage-apprentices on through legendary heroes and mighty planeswalkers - allowedplayers 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 d20compatible (although we preferred the 3d6 option) in case Wizards wanted to tie inthat 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. Judgingfrom the reactions of some of our local magic players it looked like there would bemore than enough interest, so we went ahead and submitted it. Sadly, Wizards ofthe Coast referred us to a submissions agent company - who charged a modest feeand eventually got back to us to tell us that Wizards of the Coast wasn't interestedin 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 ofour playtesters were already starting to pass around copies of the draft PDF. Sinceit's out there anyway, heres a version with an explanatory note. After all, in itscurrent form (a final version published through Wizards of the Coast would beanother 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 thatwe're aware of. If anyone at Wizards ever sees it hopefully they'll like it or want tocomment (If so, try my gaming blog, at http://ruscumag.wordpress.com/), sendEmail to [email protected] (I check that every so often), orlook for our print products at http://stores.lulu.com/store.php?fAcctID=601512. IfWTC feels that it's an infringement - or more of one than any other fan-productionrevolving around their Magic: The Gathering trademark - they can let us know, andwell take it down. On the other hand, if they express approval (or, hopefully, decidethat they want to pick it up), we'll see about getting it onto a few of the fan sites aswell or - gladly - start in on a print version. It was fun: just because it apparentlywon't be going commercial doesn't mean that no one else should get to play with it.

    -Paul Melroy, for Distant Horizons Games

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    General IndexIntroduction 2

    Characters 2

    Basic Character Creation 2

    Types

    Abilities 2

    Ability Rank Details 3

    Cards 3

    Lands 3

    Creatures 3

    Artifacts 4

    Enchantments 4

    Instants & Sorceries 4

    Special Card Rules 4

    Distinctions 5Armsman 5

    Enhanced Sense 5

    Good-Looking 5

    Immunity 5

    Inspiration 5

    Landbond 5

    Legendary 5

    Legend Master 5

    (___) Lord 5

    Lucky 5

    Magician 5

    Magical Talent

    In MTG:RPG 6

    Martial Artist 6

    Might 6

    Poison 6

    Role 6

    Sharpshooter 6

    Swarm Master 6

    (___) Training 6

    Undead 6

    Warlord 6

    Descriptions 7

    Disadvantages 7

    Sample Listing 7

    Species 8

    Angels 8

    Aven and Griffins 8

    Centaurs 8

    Cephalid 8

    Demons and Devils 9

    Djinn and Efreet 9

    Dragons 9

    Dwarves 9

    Elves 9

    Goblins and Orcs 9

    Leonin 9

    Loxodons 10

    Merfolk 10

    Minotaurs 10

    Nantuko 10

    Nezumi-bito 10

    Orochi-bito 10Soratami 10

    Treefolk 10

    Vedalken 10

    Character Tem plates 11

    The Assassin or Spy 11

    The Barbarian Hero 11

    The Hedge W izard 11

    The Lesser Mage 11

    The M agelord 11

    The Merchant 11

    The Planewalker 12

    The Priest 12The Scholar 12

    The Thief 12

    The W arrior 12

    Designing Character Types 13

    Character Levels 13

    Initial Ability Limits 13

    Character Advancement 13

    Opportunity Rewards 13

    Fiat Rewards 13

    Replacing Characters

    The Duel Arcane 14

    The Planewalker's Duel 15

    Planewalker Distinction 15

    Abilities 16

    d6 versus d20 16

    Using Abilities 16

    The Base Rolls 16

    Success Levels 16

    Attacks 16

    Combat Stances 16

    Combat Damage 16

    Critical Hits & Fum bles 16

    Exclusive Abilities 17

    General Abilities 25

    The Landrule 31

    Forests 31

    Mountains 32

    Islands 32

    Plains 33

    Swamps 33

    Exotic Lands 33

    Game Structure 34

    Turns and Scenes 34

    Tapping 34

    Creature Conversions 34

    Creature Statistics 34

    Creature Combat 34Creature Abilities 34

    Combat Turns 35

    Surprise 35

    Reaction and Initiative 35

    Turns and Actions 35

    Follower Actions 35

    Accounting 35

    Mana Burn 35

    Timekeeping 35

    Refreshing Cards 35

    Movement and Position 36Other sources of damage 36

    The W orkings of Cards 36

    Keywords & Definitions 37

    Running the W orlds 41

    Classifying Creatures 41

    Equipment 41

    Strategic Choices 42

    Mana Levels 42

    Dynamic Magic 43

    Sample Characters 44

    Legal Note 44

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    2

    IntroductionMTG :RPG lets you create and play characters in the

    worlds of MTG:CCG using your MTG:CCG cards -

    without having to settle for short combat-oriented

    sessions, having to struggle against each other, or

    necessarily playing Planewalkers. You can develop

    your characters over time, interact socially, and take on

    a wide variety of roles within the ongoing saga.

    Youll need some six sided dice and a character

    sheet, and youll probably want to have a 20-sided die

    and some MTG:CCG cards available.

    The rules for MTG:CCG are available here, at

    http://wizards.com/default.asp?x=magic/rules

    Since almost everything in a RPG revolves around

    the characters, thats where well start off.

    CharactersCharacter creation is simple in

    Magic: The Gathering Role Playing

    Game. The Game Master decides on

    the star ting level - usually level 4. You

    gain ten times your level in ability

    points. Ability points are then spent on

    skills, but you may exhange two ability

    points for a card slot, or four for aDistinction. You may not have more

    Distinctions than your level. You may

    not start play with a skill level above 5.

    As a recommendation, invest at least

    twice as many points in skills as cards.

    This gives you a wide base of skills and

    abilities you may need to survive.

    Card slots represent major spells,

    fo l lowers, and magical i tems.

    Distinctions are innate special abilities

    and skills. Theyre both covered in

    detail later on.

    Charac ters usually start around level

    4 because that level indicates they have

    strong skills, talents, and show prom ise

    in their chosen field. At the same time ,

    they are not nearly masters. A level 1

    character has virtually no magical

    abilities or talents, whereas a level 7

    character is as powerful as many great

    heroes.

    Only the major 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 important. Mana knows

    those who have great destinies, and

    protects them from certain forces.

    Major characters have five basic attributes - Type,

    Abilities, Cards, Distinctions, and Description. Some

    have Disadvantages and a Species other than human

    or near-human. Taking these in order:

    Type descriptions are supplied by type cards or by

    the game master. In either case, types have several

    basic elements - their level, ability modifiers, and

    special abilities (if any). Just as in MTG:CCG their level

    is indicated by the number of Mana symbols on the top

    of the card and their abilities are listed in the text block.

    As characters grow and gain new abilities they may

    change types and learn new roles.

    Abilities are simply ratings for how good a character

    is at particular tasks. For the basic game abilities are

    scored at ratings of 2 (unsk illed, the normal base score)

    through 10 (grandmaster). Abilities are divided into

    General and Exclusive categories. General abilities can

    be rolled even if a character hasnt allotted any ability

    http://wizards.com/default.asp?x=magic/ruleshttp://wizards.com/default.asp?x=magic/rules.http://wizards.com/default.asp?x=magic/rules.http://wizards.com/default.asp?x=magic/rules
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    points to increase their level in them. Exclusive abilities

    cannot be used for anything except automatic actions

    unless youve invested some points in them. The

    abilities are listed on the basic character sheet.

    Ability Level Descriptions

    Rank 0 Useless.

    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

    disadvantaged.

    Rank 2 Untrained. Basically a competent person.

    Rank 3 Basic training.

    Rank 4 Ordinary professional level.

    Rank 5 Talented professional.

    Rank 6 Expert.

    Rank 7 Master. As skilled as normal people ever

    become.

    Rank 8 Inhuman. Only a demigod can possibly

    match your level of mastery.

    Rank 9 Unbelievable. No one can possibly be that

    good without supernatural aid.

    Rank 10 Grandmaster. You have truly unearthly

    mas tery of every possible application of

    the ability.

    Ranks 11 and 12 are only available to characters

    with special racial aptitudes or unique enhancements.

    If it should becom e important, Rank 11 is Godlike, and

    is exceeded only by Rank 12 - Supremacy. At Rank 12,

    no entity in the multiverse exceeds your mastery.

    Cards represent followers, lands, mighty artifacts,

    great spells, and other precious resources gleaned from

    relics of the past, careful research, lengthy recruiting,

    and lucky finds. Their power can far surpass that of the

    abilities - but cards are far harder to com e by. There are

    several choices to make regarding cards.

    Lands are limited by the Mana Tappingability and by

    the characters innate talent. Magelords and

    Planewalkers ac tually control the full power of the lands

    they claim, gaining the powers of Landrule (page 31)

    and often ruling over their people and inhabitants.

    Sadly, that mystical link leaves them open to the

    dangerous of a full-scale Duel Arcane (page 14).

    Lesser M agi are limited by theirMana Tappingability

    and so can only draw Mana (at one point per day) from

    those lands to which theyre attuned. They cannot draw

    on the special powers of the Landrule without a

    Distinction and their Mana supply is subject to thewhims of any Magelord who claims the same land.

    Magelords can use the special powers of those

    lands they control, permit or block the flow of Mana to

    lesser magi attuned to those lands on a whim (hence;

    Magelord), and may attune additional basic lands

    according to their level of talent. Unfortunately, their

    ability to attune exotic lands is still limited by theirMana

    Tappingability and they can still only tap into Mana on

    a per-day basis. Since most Magelords first act on

    claiming an area is to lock out any lesser magi who

    have been using its power - at least until they pay for

    the privilege som ehow - lesser m agi often owe fealty to

    a Magelord.

    Planewalkers can tap into lands almost without limit

    while operating in a battle-realm, but - while within a

    dimension - operate under the same rules as

    Magelords.

    Game Masters who want to run land-poor games

    may opt to mak e initial lands more expensive, counting

    each as two card se lections, and may or may not allow

    characters to start with any exotic lands in theirselection.

    Since only one Planewalker or Magelord can control

    a land at a time, mos t Magelords are deeply concerned

    with the defense of their lands and with challenges to

    their control. Fortunately for them, they can usually

    leave such defense in the hands of competent lesser

    magi in their service.

    Creatures come in hundreds of specific types but,

    for our purposes, only a few general ones. These

    include Beasts (more-or-less natural creatures),

    Aberrations (the undead, dragons, horrors from beyond

    and so on), Minions (knights, druids, elves, and so on),

    Spirits (nature spirits, elementals, and related beings),

    and Constructs (golems, war machines, and similar

    creations). Each is limited by a particular ability: a

    character cannot have more Beastcards or any Beast

    card with a higher level (converted Mana cost) than he

    or she has ranks in the Beast Masteryability. Monsters

    are limited by the Aberration ability, Minions by

    Leadership , Spirits by Shamanism, and Constructs by

    Artificer. Characters must also have high enough

    ratings in the relevant m agical attribute or attributes to

    be able to summ on or bind the creature in question.

    For example, if the Bringer of Doom is a horrible

    undead dragon which requires 4 Red and 4 Black Manato summon in a normal game, a c haracter would need

    Aberration 8, Red Magic 8, Black Magic 8, and enough

    Mana to call it up. This isnt easy.

    Secondarily, Creatures can be designated as

    Followers or as Conjurations when you acquire the

    card. Followers are with you all the time (leave the card

    face up on the table by your character sheet), at least

    unless you send them on an errand or leave them at

    home today and dont require any Mana to recruit. On

    the upside, theyre tougher than Conjurations. Followers

    dont die until -20 life, just like the player charac ters.

    On the other hand, theyre a lot harder to replace; if

    one dies, youre going to have to find and recruit areplacement. If you have a card-drawing ability this

    generally only requires taking out some time to go and

    recruit someone. If not, it may require a modest

    adventure.

    Of course, there are times when having a bunch of

    Followers trailing you is inappropriate - especially if one

    of them happens to be that Bringer of Doom . If one of

    your followers is killed, turn the card face down until you

    can find a replacement.

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    Conjurations are short-term magical summonings.

    This requires a lot of Mana, means that theyre

    banished or die at 0 life, and that they never last more

    than an hour or so, but it also means tha t theyre easy

    to get back. All a summoner has to do is take a brief

    break to rebuild the pattern of the spell and cast it

    again. Just like with Followers, once a Conjuration is

    Slain, or the duration of the summ oning runs out, turn

    the card face down until your character gets a bit of rest

    (how muc h depends on the type of card, see page 35).

    Then pu t it back in your hand. Conjurations dont get toact until the turn after theyre summ oned.

    Token creatures can be either Followers or

    Conjurations. In either case, they count against the limit

    on the appropriate type of card.

    Artifacts are straightforward. Whether theyre items

    or creatures theyre limited by theArtificerability just as

    creatures a re limited by their relevant abilities. Artifacts

    are usually permanent items. Followers can use most

    artifacts, even if they cant normally be equipped to a

    creature.

    Enchantments are limited by the Enchantment

    ability. Enchantments which require upkeep require it on

    a daily basis, hence theyre most effective when applied

    to Followers.

    The enchantment ability can also be used to lay a

    variety of short-term, low-powered enchantments, such

    as night sight, slight (+1) increases in general abilities,

    or making someone like you; these also occupy

    enchantment slots. Hence only the most seriously

    power-obsessed magi try to max out their supply of

    major (card) enchantments.

    Instants and Sorceries are limited by the

    Elementalism ability. There is one major distinction

    between them however; Instants work like Conjurationswhile Sorceries are simply powerful spells you happen

    to have acquired. Once you use an Instantyou turn it

    face down un til you have a bit of time off. Sorceries can

    be used as o ften as you want - as long as you have the

    Mana to power them. Given that creatures are more

    durable in MTG:RPG, Instants and Sorceries that do

    damage inflict 1d6+1 dam age per point that they would

    norma lly inflict. Card-based effects do not require rolls

    to hit or Resist Magic checks unless they are instant-

    death effects.

    Certain cards are subject to special rules in

    MTG:RPG. While most of these appear in theKeywords section (page 37), some of the most comm on

    rules include:

    ! Card Draw cards which allow the user to draw an

    extra card during the draw step are only useful to

    reduce the time required to replace cards which have

    been destroyed - slain followers, broken artifacts, or

    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. Permanent items provide whatever

    bonus cards theyd normally provide per turn at the start

    of each session.

    ! Card Draw cards which allow the user to draw

    extra cards during a turn can be used to refresh

    exhaus ted cards before their norma l refresh time is up.

    If the Dynamic Magic option is in use, they can also be

    used to draw cards for use with that ability.

    ! Cards which force the discarding of other cards

    exhaust one card per card which would normally be

    sent to the graveyard or otherwise rem oved. If a target

    has no unexhausted cards they have no further effect.! Cards which allow the user to search for a

    specified card can be used to fill a card slot which was

    left vacant at the beginning of the session or can be

    activated and then discarded to create a vacant slot.

    Theyre useful in getting out a specific card to meet a

    specific challenge, but deprive the user of the use o f at

    least one slot in the meantime .

    ! Any card that ends the game in some fash ion can

    only be used by the Game Master - usually as part of a

    plot which the player characters want to stop.

    ! Epic Spells terminate after the end of the

    confrontation in which they were used.

    ! Any Tokens a card or spell creates count as

    cards of the same type, and count against restrictions

    on their maximum number. Otherwise, since a

    MTG:RPG gam e can cover many years of game time,

    anyone using a card which spawns tokens could have

    a limitless number of them.

    ! Legend Cards are subject to restrictions: Since

    they represent unique places, individuals, and things,

    only one of each may be used in a game and the Game

    Master must approve them in advance. Theyre never

    Conjurations; theyre always followers or real items.

    Finally, any character who wants to control a legend

    card must have either the Planewalker or Legend

    MasterDistinction. The Game M aster will generally opt

    to require the completion of a special quest or missionbefore allowing a Legend card to enter play.

    ! Global effects only apply to the cards which the

    user and any opposing Magelord(s) actually control.

    Other cards, and the world in general, are unaffected.

    ! Sacrificing lands simply means renouncing their

    link with you, not actually destroying them. The Game

    Master may rule that this also applies to legendary

    cards in general, since otherwise they would be

    permanently removed from the game.

    ! There are ten official cards (Polar Kraken,

    Hypnox, Iname as One, Blinkm oth Infusion, Mox Lotus,

    Mycosynth Golem, Autochthon W urm, the expensive

    half of the Big Furry Monster duo, Draco and Gleemax)

    with base costs of 11+. These cannot be controlled

    (although they CAN be unleashed) outside of

    Planewalker Duels without an appropriate Distinction,

    although it is possible to collect enough Mana to play

    mos t of them fairly readily. Secondarily, the Mox Lotus,

    Gleemax, and possibly the Big Furry Monster are jokes,

    and should not be permitted in MTG:RPG.

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    DistinctionsDistinctions are special

    talents and privileges, the little

    touches which make characters

    extraordinary in a variety of

    ways . Wh i l e t he re a re

    t h o u s a n d s o f p o s s i b l e

    Distinctions, some of the most

    common include:

    Armsman I-IV. Armsmen

    are masters of weapons,

    armor, and melee combat.

    Each level of Armsman

    provides +1 Defense (see

    Attacks under Using Abilities,

    page 16) and +1 power (1d6

    damage) in HTH combat. A

    character who is deprived of his

    or her primary weapons or

    armor loses one effective level

    of Armsman, one deprived of

    all weapons and armor loses

    two - three if nothing is

    available to improvise with.

    Enhanced Sense. Characters with this Distinction

    have augmented sensory abilities. They may have a

    sense o f smell like a bloodhound , be able to see in the

    infrared and ultraviolet, be able to operate in the dark by

    some sort of radar sense, be able to hear the voices

    of the unquiet dead, or sense the presence of diseases

    and toxins. The sensory enhancement involved must be

    selected when this Distinction is taken and be approved

    by the Game Master - if only because he or she will

    have to describe what the character detects.

    Good-Looking. Good-Looking makes you extremely

    attractive. Movie-star attractive. Youll get invited to

    places simply because youre so decorative, draw

    obsessed fans and groupies, and need never sleep

    alone. People will give you presents. Of course, they

    may also try to kidnap you to put you in a Harem or try

    to force you into marriage, but theres a price for

    everything.

    Immunity. Immunity allows the character to simply

    ignore the effects of some sort of attack. Characters

    may be immune to poison , to particular types of energy(fire, cold, lightning, etc), to particular colors (this allows

    a DC 18 Resist Magic check to overcome), or even to

    some effects, such as falls or being surprised. The

    Gam e Master will probably refuse to allow characters to

    take imm unity to too many things.

    Inspiration. A character with Inspiration can share

    one of his or her abilities with his or her followers and

    Conjurations. If its applied to an ability once, the

    inspiring character can share it at up to rank 4. If its

    applied twice it can be shared a t up to rank 6. Applying

    it three times allows the chosen

    ability to be shared at up to rank

    7, the maximum possible.

    A character can share up to

    seven abilities with his or her

    followers, but no more.

    Landbond. Landbond allows a

    Lesser Mage to attune to an

    additional two lands and to draw

    on the Landrule powers but doesnot open them to the Duel Arcane

    or allow them to keep others from

    tapping into the lands theyre

    attuned to. Unlike extra levels of

    t he Mag i c i an D i s t i nc t i on ,

    Landbond can be learned without

    difficulty after charac ter creation.

    Legendary. To become

    Legendary a character must have

    at least 8 other Distinctions

    already and cannot have any level

    of Magician. Its the difference

    between learning to channel

    Mana and becoming a natural

    expression of it. In any case, a

    Legendary charac ter gains some exotic special ability,

    power, or talent unique to them and a +2 bonus to their

    effective rating in any 3 abilities selected by the Gam e

    Master (This may take their effective score up to a

    maximum of 12). Legendary characters are rare and

    sought-after.

    Legend Master. This Distinction lets a character

    control Legend cards. Unless the Game Master gives

    you special perm ission, youll normally have to have at

    least five other Distinctions first. Planewalkers dontneed this Distinction while theyre in a battle-realm;

    under those circumstances they can control anything

    they can get ahold of.

    (___) Lord. These Distinctions allow their users to

    partially bypass the restrictions on the number and

    power level of a particular type of card which they can

    control, increasing the maximum level of the cards

    which they can control by +1 and the number of cards

    which they can control by +2. This Distinction may be

    applied to a particular card type up to three times.

    Lucky. Some peop le just get all the breaks. A lucky

    character gets three chances to reroll the dice per

    game session, dropping the old result in favor of the

    new one. They may even use multiple rerolls on a

    single roll if theyre determined enough.

    Magician I-IV. Lesser Mage (may tap into Mana from

    a number of lands e qual to your Mana Tapping rank),

    Magelord I(first 3 basic lands of each type do not count

    against Mana Tapping limit), Magelord II(first 5 basic

    lands of each type do not count against Mana Tapping

    limit), Planewalker(see the Planewalker section; only

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    available with GM approval). As a rule, it is very difficult

    or near-impossible to upgrade this Distinction after

    character creation.

    Magical Talent

    In MTG:RPG there are five basic levels of magical

    power - non-magi, who dont use magic at all, Hedge

    Wizards, who practice the lesser magical abilities but

    cant use Mana, Lesser Magi, who can use M ana, but

    cant control its flow in the land, Magelords, who can

    control external Mana flows, and Planewalkers , who

    can control the flow of Mana between the dimensions.

    Hedge wizardry requires nothing but study, but actually

    using the higher levels of magic requires spec ial talents

    - although anyone can learn the required skills.

    Martial Artist I-IV. A Martial Artist gains a bonus of

    +1 to his or her Defense (see Attacks under Using

    Abilities , page 16) per level of Martial Artist and +1

    power (+1d6 damage) with Unarmed Attacks for every

    two levels of M artial Artist.

    Might. Mightallows you to inflict an extra 1d6 points

    of damage with weapons, lift extra-heavy weights, and

    flex impressively. Its a favorite of warriors and may be

    taken up to twice for those who favor the body-builder

    look.

    Poison. Poison allows the character to damage

    abilities. In general, a charac ter can op t to have lethal

    poison (reduces the victims Vigor by one point per

    attack), nonlethal poison (reduces any chosen ability by

    two points per attack), or a selection of non-lethal

    poisons (the user may select one ability from each

    group and choose which is reduced by one each time

    he or she a ttacks; Vigor is not a valid choice). Dam agedabilities recover at one point per Ac t and, if an ability is

    reduced to 0, the victim must roll a simple check for

    norma lly-automatic effects using it.

    Role. Roles are defined social roles which provide

    special privileges. You dont have to have this

    Distinction to claim such a title or include it in your

    character description. You do have to have it if you want

    the NPCs to react appropriately. Anyone can be a

    priest. If you want to be a recognized priest from a

    major faith, get special legal privileges, and call on the

    support of your temp le, youll want to take it as a role.

    Possible roles include being a Priest, Noble,

    Diplomat, Gu ild Leader, Ruler of a City-State, Celebrity,

    Fabulous Courtesan, Law-Enforcement Official, and

    Heir Apparent.

    Sharpshooter I-IV. Each level of Sharpshooter

    increases the power of a charac ters ranged attacks by

    +1, thus adding 1d6 points of damag e to a successful

    attack. Every two levels provides a +1 bonus on the

    users attack rolls.

    Swarm Master. A Swarm Master may control four

    tokens over and above normal limits. This may be taken

    repeatedly.

    (___) Training. You possess the special abilities of

    one card of the same basic type as yourself provided

    that such ab ilities are arguably learned, that the card in

    question is not legendary, that the card in question has

    a converted Mana cost of four or less, and that the

    Game Master approves. For example, a human

    character could learn to spend an action to generateone Black Mana each day (as per a Bog Initiate - a

    Hum an W izard), to give up your turn to counter a spell

    once each day (Mundungu, an unspecified wizard), or

    to temporarily enhance creatures (Nantuko Disciple,

    which may be an Insect, but is still a person and a

    Druid). Most of the general monster abilities - Haste,

    First Strike, Vigilance, and so on, are both valid and

    encouraged. A full list can be found on page 37 under

    Keywords.

    He or she c ouldnt learn to put a squirrel token into

    play each Turn and enhance squirrels like a Nut

    Collector Druid, since a Nut Collector costs a total of 6

    Mana. Only a Dragon is likely to be able to be able to

    learn a breath weapon. Other powers , such as that of

    a Joiner Adept (lands may be tapped for Mana of any

    color) probably wont be perm itted by the GM.

    As usual, any active effect generally works once per

    day. Any continuous effect is still continuous.

    This Distinction may be taken up to three times.

    Each time m ay either add new abilities or increase the

    level of a set of abilities by +3.

    Undead. Your body is either dead or never lived, is

    animated by the same m agic which binds your spirit into

    it, and has no m etabolism. You cant be poisoned, are

    immune to many forms of environmental damage, do

    not age, and gain an extra 20 Life. You also loseaccess to the Regeneration and Green Magic abilities,

    cannot be affected by beneficial drugs and related

    magic, and will have a variety of social problems. This

    can also be used to represent Constructs, Golems, and

    Plant creatures.

    Warlord. A Warlord may designate up to four of his

    or her cards as examples of garrison troops. While

    such cards have a max imum level of (relevant ability/2)

    and cannot include Legend cards, a similar set of

    troops or defenses is presumed to be present to defend

    the mystical nexus of each land a Warlord controls. For

    example, a Warlord who has Beast Mastery 8 and

    controls several level four Beasts could garrison each

    of his or her lands with four similar creatures. He or she

    couldnt pick a creature with a total Mana cost of 5+

    (those are too powerful) or a legendary creature like

    Shizuko Caller of Autumn even though Shizoko only

    costs 3 Mana.

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    DescriptionsThere arent any game mechanics for your

    characters description. A characters age, sex, build,

    description, major personality traits, religion,

    background, family, and any other details you care to

    invent dont modify you r abilities or dice rolls, just how

    you apply them.

    Still, theyre probably one of the most important

    things you can provide for your character. W eve left theentire back of the character sheet blank for them - and

    for many players, that wont be enough.

    We have left a place on the front for some of the

    mos t important bits; no character is complete without a

    name. Most of them should have a title - Enchanter of

    the Third Circle, Ringmaster, or even something

    mundane, like Scout - and many belong to some

    organization, or at least did at one po int.

    Disadvantages (Optional)Up until this point, everything about a character has

    been positive. Characters may, however, have severe

    drawbacks - addictions, compulsions, major enemies,

    and similar problems. If you want to add such a thing to

    your character, there are three steps - come up with a

    description of your handicap, get the Game Master to

    approve it, and then add it and a compensating bonus

    Distinction to your character sheet. Perhaps fortunately,

    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 dont come accompanied by

    any compensating Distinction(s). Some possibilities

    here include:

    Addiction. You dont have to have it, but you suffer

    a penalty of -1 to -3 (the easier your addiction is to fulfill,

    the worse the penalty when you cant since youre less

    used to doing without) on all die rolls if you ca nt get a

    regular fix. Things like must have coffee in themorning don t count unless youre pretty much useless

    without it.

    Bad Luck. For those cursed with Bad Luck nothing

    ever goes well. If you take this disadvantage the Game

    Master is entitled to make you r life miserable in a wide

    variety of minor ways and to request that you reroll a

    successful check up to three times per session. This

    will usually happen just when you got a really good roll,

    so youre unlikely to accomplish any legendary feats.

    Berserker. The character may not withdraw from

    combat and must make a simple Psyche check to

    refrain from attacking friends if out of enemies. On the

    upside, he or she does gain a +1 bonus on his or her

    attacks.

    Crippled. You have an upper limit of rank five in 2-4

    GM-selected skills which should be important to your

    character. (Note that if you cant live with what the

    Game Master comes up with, you can pick another

    disadvantage instead).

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    Cursed. Something nasty happens periodically.

    Perhaps any building you shelter in for more than a few

    days catches fire or collapses, NPCs in the area catch

    horrible diseases, youre an uncontrollable lycanthrope,

    or your blood catches fire and does extra damage to

    you whenever youre hit.

    Honor. The character may not dec line an honorably

    offered challenge. Most honorable characters also tend

    to keep their words, protect innocents, and otherwise be

    chivalrous, but nastier types often just like to fight.

    Hunted. Some large and powerful group, or someindividual enemy with lots of minions, is after you.

    Expect to be attacked at the mos t inconvenient times .

    Oversized. Youre huge. You wont fit into ordinary

    vehicles or buildings, take double damage from falls,

    eat enormously, and are extremely conspicuous.

    Prejudice. Whether its a racial reputation, an aura

    of malevolence, or some twist of fate, youre generally

    despised and prejudged. Merchants won t deal with you

    or let you in their shops, the local authorities always

    assume the worst about you, and small children may

    throw rocks. Will you suffer nobly and try to overcome

    such prejudice or will you return such hatred?

    Sustenance. You have some exotic dietary or

    environmen tal requirement; if you dont get it every day

    youll begin taking damage, fall unconscious, or suf fer

    some other awful consequence. You may need to be

    immersed in fresh water every few hours, devour the

    essence of a sentient being each day, or need to drink

    a brew made from Tana leaves (semi-legendary and

    very difficult to find) each week.

    Further examples can be found under the Species

    listing below; the racial drawbacks are simply examples

    of Disadvantages.

    It is possible to get rid of a disadvantage; you have

    to either embark on some mighty quest to do so or, if

    the problem is purely internal (such as an Addiction orBerserke r) spend a distinction to buy it off and spend

    at least one Story doing so.

    Species (Optional)The vast majority of playable species in MTG:RPG

    are a lot like humans - enough so that the differences

    can be readily represented through simply varying the

    Distinctions and abilities they purchas e.

    More exotic races, or players who want a more

    detailed representation of a human-like race, can takea species package - normally consisting of 3 abilities

    with a +1 initial bonus (this may raise them above the

    usual starting limit) and a rac ial maximum of 12, three

    abilities with -2 penalties and a rac ial maximum of 8, an

    automatic Distinction and an automatic disadvantage.

    More powerful species may require the investment

    of additional Distinctions or simply start off young and

    inexperienced. Characters dont have to start off with

    the stuff listed in the Adults line, but shou ld probably

    have it by the time theyve gone up a few levels.

    Angel (no cost)

    Angels are, at least in terms of the system, simply

    humans with Flight (and often Vigilance) and an affinity

    for White Magic. If you wan t to play one just create such

    a character.

    Aven (no cost)

    Racial Modifiers: +1 to Evasion, White Magic, and

    Reaction. Racial max imum of 12 in these abilities. -2 to

    Artificer, Craftsman, and W hite Magic. Racial maximum

    of 8 in these abilities.Racial D istinction: Flying

    Racial Drawback: Fragile. For all their wingspan,

    Aven are hollow-boned, light, and mostly made of skin

    and feathers. They cannot take Armsman III or IV and

    take an extra 1d6 points of damage from any melee

    attack.

    Adults: Adult Aven normally pick up a few points of

    Movement, Perception, and Ranged W eapons.

    Griffins, creatures of wind and passion, have only a

    few sentient subspecies, but can use much the same

    modifiers. Simply substitute Red Magic for White Magic

    and add Unarmed Combat I, for a net cost of one

    Distinction. A few types use magic to help them fly.

    These subspecies drop the Fragile drawback in favor of

    No Hands.

    Centaur(no cost)

    Racial Mod ifiers: +1 to Movement, Toughness, and

    Vigor. Racial maximum of 12 in these abilities. -2 to

    Stealth, Evasion, and Finance. Racial maxim um of 8 in

    these abilities.

    Racial D istinction: Might I

    Racial Drawback: Centaurs are very large; they have

    a hard time fitting into most buildings or vehicles, eat

    enormously, take double damage from falls, and are

    very conspicuous.

    Adults: Should have a minimum Movement andVigor of 4, but dont require anything exotic beyond that,

    hence most centaur characters start off as adults.

    Cephalid (squid-people) (no cost)

    Racial Mod ifiers: +1 to Blue Magic, Serpent-Tongue,

    and Larceny. Racial maximum of 12 in these abilities.

    -2 to . Racial maxim um of 8 in these abilities.

    Racial Distinction: Cephalids communicate by a

    limited form of telepathy, and so can both communicate

    silently and bypass language barriers with non-a rtifact

    creatures.

    Racial Drawback: Boneless. Cephalids may not

    increase their Vigor, Fortification, Melee Weapons orUnarmed Combat skills above 5 and cannot take

    Armsman III or IV.

    Adults: Adult Cephalids are usua lly either dom inated

    or enslaved by other Cephalids or have an assortment

    of servants of their own. They dont usually get along

    with anyone (including each other) who isnt entirely

    under their control.

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    Demons and Devils

    Oddly enough, Demons and Devils, like Angels,

    require no special rules. They re generally evil entities

    with an affinity for Black Magic and some o f them have

    Flying. If you want to play one, just create such a

    character. A few are very powerful, and require regular

    sacrifices to bind them into the material world - but

    theyre obviously not suitable as charac ters anyway.

    Djinn and Efreet

    While many Djinn and Efreet have flying and theirspecial powers are usually considered to be innate

    rather than learned, they operate under the normal

    rules.

    Dragon (costs 2 Distinctions)

    Racial Modifiers: +1 to Fortification, Toughness, and

    Vigor. Racial maximum of 12 in these abilities. -2 to

    Larceny, Leadership, and Stealth. Racial maximum of

    8 in these abilities.

    Racial Distinction(s): Unarmed Combat II, Flying

    Racial Drawback: Dragons have a hard time fitting

    in anywhere due to their sheer size, hoarding instinct,

    and arrogance. Outside of cities they tend to be m ajortargets.

    Adults: Should have Unarmed Combat 4, Might, one

    or more Enhanced Senses and either Doublestrike

    (representing a breath weapon) or Po ison. High levels

    of the Elementalism, Fortification, Finance, Unarmed

    Combat, and Evasion abilities are in order as well. Most

    dragon characters start off fairly young and mature

    slowly.

    Drakes are smaller relatives of Dragons, and often

    possess interesting magical powers. Unfortunately for

    would-be players, theyre generally animalistic rather

    than sentient.

    Dwarf(no cost)

    Racial Modifiers: +1 to Artificer, Engineering, and

    Red Mag ic. Racial maximum of 12 in these abilities. -2

    to Courtier, Politician and Shamanism. Racial max imum

    of 8 in these abilities.

    Racial D istinction: The dwarven racial Distinction is

    not having any racial drawback.

    Racial Drawback: None. See above.

    Adults: Adult dwarves are usua lly skilled in Sleights

    and have a fondness for devices involving fire, smoke,

    and explosions. Most of them also have a fair level in

    the Armsm an Distinction, but this is not a hard rule.

    Elf (no cost)Racial Mod ifiers: +1 to Beast Master, Green Mag ic,

    and Evasion. Racial maximum of 12 in these abilities.

    -2 to Leadership, Politician, and Serpent-Tongue.

    Racial maxim um of 8 in these abilities.

    Racial D istinction: Enhanced Sense. Elves can see

    into the infrared and ultraviolet spectrums.

    Racial Drawback: Vulnerability; Elves are extremely

    sensitive to toxins. They take double damage from

    poison and suffer 1d6 life points of damage per day

    spent in a destroyed land.

    Adults: Adult elves are usually either attuned to a

    forest or two or have Lifeweaking. In either cast, they

    also usually have a few Beast followers and o ften know

    how to summ on some sort of animal to their assistance.

    Dark Elves are arguably a separate subspecies,

    attuned to the powers of the Void rather than Life.

    Dryads usually have Forestwalk instead of Enhanced

    Sense, but otherwise use the same modifiers.

    Giant (costs 2 Distinctions)

    Racial Modifiers: +1 to Vigor, Toughness, andFortification. Racial maximum of 12 in these abilities. -2

    to Stealth, Scholar, and Reaction. Racial maximum of

    8 in these abilities.

    Racial D istinction: Might, Armsman II

    Racial Drawback: Giants are very large; they have

    a hard time fitting into most buildings or vehicles, eat

    enormously, take double damage from falls, and are

    very conspicuous.

    Adults: Adult giants are even bigger, and normally

    have high scores in Vigor, Fortification, Toughness, and

    in Weapons skills. Most such titans will also have

    Armsman IV and various other combative distinctions.

    Goblins and Orcs (no cost)

    Racial Modifiers: +1 to Engineering, Sleights, and

    Regeneration. Racial maximum of 12 in these abilities.

    -2 to Artificer, Scholar, and Finance. Racial maximum

    of 8 in these abilities.

    Racial D istinction: Fools Luck. Goblins may ignore

    the consequences of any single event - evading a big

    attack, using themselves as a sacrifice, or whatever -

    once per Act.

    Racial Drawback: Utter Incompetence . Goblins have

    to pay double when purchasing any ability above 4.

    Player-Characters may opt to substitute Coward ice, in

    which case they must flee or hide one round after taking

    damage.Adults: Adult goblins tend to dabble in everything,

    and are good at nothing - except at produc ing more and

    more goblins.

    Oddly enough, Goblins are actually good at using

    tools and technological tinkering. Unfortunately for

    them, virtually everything in MTG is based on magic.

    Theyre also notable for having one of the most potent

    racial distinctions, and wors t drawbacks , on the list.

    Leonin (and other cat-people) (no cost)

    Racial Modifiers: +1 to Athletics, Evasion, and

    Reaction. Racial max imum of 12 in these abilities. -2 to

    Artificer, Craftsman, and W hite Magic. Racial maximumof 8 in these abilities.

    Racial D istinction: Vigilance.

    Racial Drawback: Leonin are extrem ely tribal. They

    will never abandon their tribemates or party mem bers.

    Adults: Adult Leonin generally have an extra point o r

    two in their racial skills and decent com bat skills. Most

    Leonin characters start off as adults.

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    Loxodon (elephant-people) (costs 1 D istinction)

    Racial Modifiers: +1 to Fortification, Toughness, and

    Vigor. Racial maximum of 12 in these abilities. -2 to

    Ambush, Stealth, and Larceny. Racial maximum o f 8 in

    these abilities.

    Racial Distinction: Might, any one Immunity of

    choice.

    Racial Drawback: Dedication. Once theyve given

    their word or undertaken a m ission, a Loxodon will carry

    out their task even if it kills them. Secondarily, thanks to

    its corrosive effects on oaths, Loxodon will never takethe Black M agic ability.

    Adults: Adult Loxodon norma lly possess fair ranks in

    their racial skills - they are towering elephant-folk after

    all - and a fair amount of White Magic if they have at

    least Magician I.

    Merfolk (no cost)

    Racial Modifiers: +1 to Enchantment, Blue Magic,

    and Survival. Racial maximum of 12 in these abilities.

    -2 to Artificer, Craftsman, and Engineering. Racial

    max imum o f 8 in these abilities.

    Racial D istinction: Water immunity. Merfolk cannot

    be harmed by water, including agents such as acids

    and corrosives, and can breathe and function without

    hindrance underwater.

    Racial Drawback: Waterbound. Merfolk have no legs

    and cannot breathe above water for long. They usually

    have the good sense to stay in the water, and so are

    rarely adventurers.

    Adults: Other than a tendency towards high

    Perception and Survival skills (and mastery of Blue

    Magic if they have the talent to use it) there isnt that

    much else distinctive about adult merfolk.

    Minotaur(no cost)

    Most Minotaurs are powerful warriors; they usually

    have Might and at least Armsman II. On the other hand,so does almost any human barbarian. Outside of the

    funny looks there rea lly isnt that much difference.

    Nantuko (insect-druids) (no cost)

    Racial Mod ifiers: +1 to Enchantment, Green Magic,

    and Survival. Racial maximum of 12 in these abilities.

    -2 to Artificer, Craftsman, and Engineering. Racial

    max imum o f 8 in these abilities.

    Racial Distinction: Unarmed Combat I. Their claws

    and chitinous armor m ean that no Nantuko is ever truly

    unarmed.

    Racial Drawback: Fragile. Wearing their skeleton as

    a thin layer on the outside of their bodies leaves theNantuko vulnerable to physical attacks, taking an extra

    +1 damage per 1d6 in the attack.

    Adults: Adult Nantuko are usually attuned to one or

    two forests and can ca ll on a beast or two to help them

    out.

    Nezumi-bito (ratfolk) (no cost)

    Racial Modifiers: +1 to Larceny, Saboteur, and

    Stealth. Racial maximum of 12 in these abilities. -2 to

    Politician, Shamanism, and Enchantment. Racial

    max imum of 8 in these abilities.

    Racial Distinction: Clannish. Ratfolk have lots and

    lots of relatives, and can call on them for ass istance.

    Racial Drawback: Prejudice. Everyone thinks that

    ratfolk are disgusting little monsters.

    Adults: Adult ratfolk are usua lly very good at being

    treacherous sneaks, and have decent ranks in theirracial skills.

    Orochi-bito (4-armed snake people) (no cost)

    Racial Modifiers: +1 to Green Magic, Stealth, and

    Psyche. Racial maximum of 12 in these abilities. -2 to

    Aberration, Artificer, and Streetwise. Racial maximum

    of 8 in these abilities.

    Racial D istinction: Poison.

    Racial Drawback: Cold Blooded. Orochi-bito take a

    -2 penalty on all ability checks while chilled, including

    after being blasted with cold magic.

    Adults: Adult Orochi-bito belong to either the Kash i

    (archer), Matsu (warrior), or Sakura (magician) orders

    within their society, and are expected to master the

    appropriate skills.

    Soratami or Moonfolk (no cost)

    These characters are essentially simply humans

    with Flying.

    Treefolk (no cost)

    Racial Mod ifiers: +1 to Mana T apping, Shamanism,

    and Herb Mastery. Racial maximum of 12 in these

    abilities. -2 to Artificer, Courtier, and Movem ent. Racial

    max imum of 8 in these abilities.

    Racial D istinction: Plant. While they do have a very

    slow metabolism, their bodies are still animated bymag ic. This is equivalent to the Undead distinction.

    Racial Drawback: Methodical. Treefolk are slow to

    travel, slow to make decisions, and slow to act. They

    always go last regardless of their Reaction check and

    cannot e ffectively pilot any vehicle.

    Adults: Adult Treefolk tend to be huge, have the

    Might distinction, and tend towards high ranks in Touch

    of Life, Green Magic, Fortification, Vigor, and Resist

    Magic. Theyre often Scholars as well as Shamans and

    Herb Mas ters. Like any other tree, Treefolk take a long

    time to reach their full potential.

    Yes, Treefolk need to invest at least one point in

    Movement to learn to move at all.

    Vedalken (4-armed aquatic people) (no cost)

    Vedalken are essentially just really ugly Merfolk and

    can use the same m odifiers. Some of them have power

    suits which let them get out of the water; these count as

    a level 3 Technology card effect.

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    Character TemplatesMTG:RPG doesnt have character classes - but

    there are som e recognizable templates out there. All

    of them are a little larger than life; MTG is about mighty

    heroes, grand rulers, armies sweeping across

    continents, and legendary artifacts. The RPG does

    allow for less epic characters, bu t it really isnt designed

    for petty thieves, youngs ters just out of militia training,

    and junior apprentices. Even if you dec ide to act like apetty con artist or street thug, your talents are almost

    always quite exceptional. Dragons a re impressive - but

    even a beginning group of player characters can

    probably take one down.

    Some of the most

    common templates, and

    appropriate abilities for them ,

    include:

    The Assassin or Spy.

    Unlike real spies, most of

    whom spend almost all their

    time being quiet and listening,

    fantasy spies are flamboyant

    and sinister. Cloaks and

    daggers are pretty much

    mandatory. Outside of that all

    you need is a completely

    ruthless personality.

    Spies usual ly need

    Perception, Stealth, Psyche,

    S l i g h t s , I n v e s t i g a t i o n ,

    S a b o t e u r , L a r c e n y ,

    Persuasion, and some sort of

    Weapons ability. If theyre

    spying on a mage, theyllprobably need Magesight as

    well.

    The Barbarian Hero. Star

    of a thousand tales and really

    bad movies, the Barbarian

    Hero is big, muscular, and likes to dress in furs, leather

    straps, and a supply of sharp objects regardless o f sex.

    Theyre usually cunning and loyal, but have a

    regrettable tendency to go bersek.

    His or her abilities commonly include Athletics,

    Evasion, Stealth, Survival, Toughness, Endurance,

    Vigor, Melee W eapons, and/or Ranged W eapons, all

    topped off with a point or two in Fortification and

    Regeneration.

    Variants include Amazon Warriors (usually only

    differing stylistically), Rangers (who often know a bit of

    Green Mag ic, Beast Mastery, and Mana Tapping), and

    Beastmasters (Green Magic, Beast Mastery, a few

    Beast cards, and [usually] Lifewreaking).

    The Hedge Wizard. While - like almost everyone

    else - the Hedge Wizard cannot manipulate Mana

    directly, there are an immense variety of feats which

    can be accomplished without it. Classical hedge

    wizards include W ise W omen and C unning Men, Seers

    and Diviners, Druids, Wizards, and simple Herbalists.

    Oddly enough, almost every Hedge Wizard is a bit

    scruffy, late middle-aged or older, and carries around a

    collection of unidentifiable occult parapherna lia.

    A Hedge Wizards abilities usually include

    Perception, Scholar, Psyche, Resist Magic, Healing,

    and several of the lesser magical abilities - Touch of

    Life, Magesight, Elementalism, Phantasm, Artificer,

    Divination, Slights, Shamanism, Enchantment and HerbMastery.

    Variants dont really exist; each Hedge W izard tends

    to be a variant onto him- or he r-self.

    The Lesser Mage. While they

    do not - or at least do not yet -

    possess the inner spark which

    makes a Magelord, much less

    the pr imal power o f a

    Planewalker, lesser magi can

    become quite powerful. While

    theyre common as PCs, theyre

    rare enough in the game world to

    make each one unique.

    A Lesser Mages abilities

    (pretty much by definition)

    include one or more (Color)

    Magic abilities, Mana Tapping

    and/or Lifewreak ing. Theyll need

    at least one or two of the lesser

    magic abilities as well. Finally, if

    they expect to survive for long, a

    bit of Vigor, Resist Magic,

    Perception and Evasion are

    probably in order - along with

    whatever talents are needed to

    round out the character conception. Unfortunately, this

    usually means that their abilities

    are spread pretty thin. Most

    beginning lesser magi are far

    more talented than skilled.

    Lesser Magi usually have a

    title for themselves - Necromancer, Adept, Forestlord,

    Channeler, Invoker, or whatever. This may or may not

    indicate anything about their specialities.

    The Magelord. Second only to a Planewalker in their

    raw power, experienced Magelords are laws onto

    themselves. Beginners, however, no matter how

    talented, have only one real advantage over Lesser

    Magi: whatever powers they derive from Landrule. They

    may not even control any lands; settling for simple

    attunement as the Lesser Magi must. After all, if you

    actually claim a land in your own right instead of acting

    as som eone elses vassal, you have to defend it.

    The Merchant. Merchants are rarely especially

    heroic, but they are very good at coming out ahead.

    Oddly enough, virtually all of them are middle-aged. In

    general, a quick look at a Merchants clothing will

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    suffice to tell you what he or she deals in, their rank in

    whatever organization they belong to, and how

    prosperous they are (this can also be m easured by their

    expanding waistline).

    Appropriate abilities for Merchants include Scho lar,

    Perception, Land Vehicles, Finance, Investigation,

    Leadership, Persuasion, and Serpent-Tongue. Those

    with wide-spread ope rations often dabble in Divination,

    Politics, and Repute as well.

    The Planewalker. Superficially, a young P lanewalkermay not comm and any more active magical power than

    a young Magelord or even a Lesser Mage. However

    they are far tougher - and have a potential lifespan of

    many millennia.

    After a few centuries mortals rarely defeat them.

    After a millennia or two mortals generally dont even

    matter to them any more - presuming that they

    have any sanity left at all. Even the most benign

    and disciplined mind must eventually give way

    beneath the ever-increasing weights of power,

    memory, and time. Some of the greatest

    heroes, and m ost terrible villians of all time have

    been Planewalkers - enough on its own to make

    folk fear and dread them. Inexperienced

    Planewalkers are probably well-advised to avo id

    revealing that status.

    The Priest. Servants of some philosophy or

    god, priests vary enormous ly - but almost all of

    them carry a selection of holy symbols, wear a

    distinctive costum e, and tend to try and govern

    the behavior of everyone around them.

    Regardless of whether theyre a good priest or

    a bad one, their religion plays a major role in

    their lives. If it doesnt theyre just con m en, not

    priests.

    A Priests abilities usually includePerception, Mana Tapping (often attuned to a

    temple or two), Psyche, Scholar, Finance,

    Politician, Persuasion, and Repute. Most have

    some skill in magic, but the type depends

    heavily on what he or she serves.

    Variants include Healers (with Healing or Touch of

    LIfe), Mad Scientists (priests of science with

    Engineering or Artificer), and eastern-style martial-arts

    Monks (with a bit of Unarm ed Combat and possibly

    Lifewreaking).

    The Scholar. Usually either a som ewhat ineffectual

    young man or an elderly one, the scholar tends to be

    bookish and skinny, dresses in robes, and often seem s

    somewhat ineffectual. Of course, in a world where

    magic work s, such an impression may be entirely false.

    For some reason the vast majority of Scholars are

    male.

    The Scholars abilities usually include Perception,

    Investigation, Psyche, Resist Magic, Artificer,

    Divination, Scholar, Enchantment, and Herb Mastery.

    Quite a few dabble in magic, but rarely in any

    predictable fashion.

    The Thief. A sneaky, cunning, fellow who may know

    how to use a knife when he has to, but prefers to get

    things done in more subtle ways. The Thief usually

    prefers to look like an ordinary person, and so sticks

    with light - and so readily concealable - armor,

    weapons , and equipment. They often dabble in magic,

    but rarely understand what theyre doing very well.

    His or her abilities usually include Evasion,

    Perception, Stealth, Resist Magic, Investigation,

    Saboteur, Larceny, Persuasion, and Serpent-Tongue.

    Most also know how to use a weapon or two reasonablywell and many use Sleights.

    Variants include Pirates (with some weapons skills

    and Water Vehicles), Highwaymen (who often rely as

    much on Repute and Persuasion as on their weapons),

    Con Men (relying on Persuasion, Serpent-Tongue, and

    sometimes Phantasm), and even Minstrels (using Arts

    and Persuasion)

    and Bards (who

    mix the Arts with a

    bit of Scholar and

    o t h e r h e d g e

    magic).

    The Warrior.

    Your basic human

    tank, usually found

    w i t h a m o r e

    cunning companion

    t o p r o v i d e

    d i rec t i ons . The

    Warrior likes to

    wear heavy armor,

    carr ies a wide

    variety of weapons,

    and often leads a

    smal l t roop o f

    lesser fighters.His or her

    abilities commonly

    i n c l u d e V i g o r ,

    F o r t i f i c a t i o n ,

    E v a s i o n ,

    Endurance, Magic Resistance, Regeneration, Melee

    W eapons, Ranged Weapons, and Leadership. Those

    with troops will need a bit of White Magic to fulfill the

    card prerequ isites even if they cant use magic directly.

    Variants include Paladins and Holy Warriors (who

    usually know a bit of actual magic), Knights (who may

    buy up their movement or athletics abilities to represent

    a mundane mount or actually have the power to control

    an extraordinary one), Leaders (who concentrate on

    followers, along with the tactical and enhancement

    abilities needed to use them to their best advantage),

    Mercenaries (who usually have Ambush, Engineering,

    a selection of practical skills, and an aversion to actually

    fighting if they can avoid it), and Blademasters (those

    characters who represent their Fortification ability as

    parries and blocks).

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    13

    Designing Character TypesWhen creating character types, or if you want to

    compare an experienced character to a beginner, the

    rule-of-thumb is that each Ability point is worth 1 , each

    Card is worth 2, and each Distinction is worth 4. Add

    these up, divide by 10, and round off the result to obtain

    the characters initial level / total Mana cost. Most

    starting characters have initial levels of 4 to 6. The

    casualty rate among weaker characters tends to befairly high.

    While the Game Master may allow exceptions, few

    starting characters are superhuman experts. As a rule,

    low level characters should start with low abilities,

    although they may build them up through experience.

    Characters o f level 1 are usually limited to rank 3, those

    of levels 2-3 are usually limited to rank 4, those of levels

    4-5 are usually limited to rank 5, and those of higher

    ranks to a level equal to their rank. Non-magi can

    exceed these limitations by one rank ; they simply have

    more time available to develop their other abilities.

    Character AdvancementCharacters advance by gaining new Abilities, Cards,

    and Distinctions. The only real question is how fast

    such things are acquired.

    The Game Master may opt to let characters

    advance at the end of each major episode or story in

    a cam paign. In this case characters gain 3 ab ility points,

    two card slots, and one Distinction at the end of each

    story - probably once every 3-5 sessions. The only

    complication is that raising an ability above 5 costs two

    points per step. Alternatively, the Game Master may simply base

    things on the number of sessions a characters been

    played. In this case we recomm end awarding one ab ility

    point per session (doub le cost to raise abilities above 5

    again), one card slot per two sessions, and one

    Distinction per four sessions.

    Game Masters who want rapid character

    progressions can simply apply both methods.

    Characters may opt to reduce the num ber of card

    slots theyd normally have available in exchange for

    additional ability points or Distinctions; a card slot m ay

    be exchanged for 2 ability points or for 1/2 a D istinction.

    In either case, advancing a character usually

    requires a bit of time. Abilities usually dont require

    much beyond an announcement that Im studying or

    practicing thus-and-such, although the GM may

    choose to make raising them above level 5 require

    assistance. Cards m ust be justified; the character may

    have to visit the mystical heart of a land to attune him-

    or her-self to it, seek ou t the followers he or she w ishes

    to recruit, or delve into ancient tomes for som e obscure

    spell.

    Distinctions must also be justified by some event in

    the game, whether thats being hailed as a hero, ge tting

    married, bathing in a mystic pool, or studying with a

    follower who has the D istinction you want to learn.

    Optionally, Game Masters may opt to play a more

    active roll in card-based character advancem ent. In this

    case, each player who wants new cards should file a

    few - two or three will do - with the Game Master, who

    will then work chances to acquire those cards into the

    story.

    Characters m ay also trade out old cards. To do so,

    they simply inform the Game M aster of their decision at

    the start of a session and remove the card. They may

    then attempt to fill the open slot normally during the

    next game session.

    Opportunity Awards

    Gam e Masters may wan t to restrict what characters

    buy with their experience at times. After all, if some

    poor characters find a horde of treasure it doesnt seem

    unreasonable to ask them to each spend a point or two

    on Finance. On the other hand, a character who knows

    how to handle money probably has some already, while

    those who dont will soon be broke again.

    Such situations are handled by Opportunity Awards

    - event-driven chances for easier self-improvement.

    Mechan ically theyre pretty simple: the charac ters get a

    chance to buy (and som etimes a chance to try out in

    advance) whatever the Gam e Master elects to offer for

    half price. Most com monly, that means two ability points

    per one; those poor characters m ight gain a temporary

    +2 boost to their Finance ab ilities. If they want to make

    that permanent, it would only cost them one ability

    point. Those who dont learn to Manage their finances

    will thus shortly squander their new wealth.

    Fiat Rewards

    Some forms of character advancement dont affect

    the game mechanics very much, although they may

    affect play quite a bit. These story-based awards are

    known as Fiat Rewards and usually only affect a limited

    area. Of course, unless youre a Planewalker, you may

    never leave such an area. Some of the major items in

    this category include:

    ! Authority. Youre in charge of som ething, usually

    due to having obtained some more-or-less official

    position. You may have become the chief constable of

    a city, the trusted advisor of a major king, or the k ingpin

    of a band of thieves.

    ! Contacts. Youve met, and are on relatively good

    terms with, someone important. This may be a powerful

    W izard or even a Planewalker, a major ruler, or simply

    someone its useful to know, like a good fence, expert

    scholar, or m ilitary leader.

    ! Fame. Whether its good or bad, the tales of your

    exploits are widely spread, minstrels sing about you,

    and you get your own footnotes in the scrolls. They may

    or may not be saying nice things, but most people seem

    to regard it as a reward e ither way.

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    ! Favors. Having somebody owe you something is

    always useful. On occasion, having someone important

    or influential owe you something can be abs olutely vital.

    Favors from major supernatural beings are to be

    treasured, even by powerful magi.

    ! Lifestyle. W hether youve acquired an es tate, are

    a favored guest of the wealthy, or have a stipend, you

    can have a good time without having to pay for it in atleast one area. While this doesnt include spare cash,

    at least the food, drink, and service are all excellent.

    ! Marriage. Like it or not, the opportunity to make an

    advantageous m arriage has always been regarded as

    a notable prize. Player characters, however, may well

    regard this sort of reward as something exceedingly

    awkward to deal with. Still, if Urza can do it...

    ! Recognition. This may mean medals, awards, or

    titles, an honorary triumph, or some esoteric ceremony,

    but it always means public acknowledgment, at least a

    brief period of being a celebrity, and a certain amount of

    social credit to draw on.

    Replacing Characters

    Unfortunately, characters sometimes die - and while

    there are cards which can resurrect the dead, they

    arent always available. Players may no rmally bring in a

    replacement character with a level two below the

    average level of the rest of the group.

    So why cant your friend, a Magelord who controls

    eight lands, just let every lesser mage in the group

    attune to them and pick up a free eight-card

    advantage? Why cant he just teach them that bit of

    sorcery, hire a few followers, or spend some money

    buying some new equipment?

    Its because attuning yourself to lands, learning

    spells, and increasing your sorcerous limits requires

    immense amounts of time and effort. Getting new

    equipment involves learning to use it, new abilitiesinvolve training and practice, and loyal followers take

    time and effort to recruit. Your friend the Magelord can

    certainly open his lands to you - but if you want to

    attune one youll still need an open card slot and a high

    enough level in Mana Tapping to accomm odate another

    land.

    For conveniences sake, if youre attuning to a land

    that someone e lse holds, simply use a s lip of paper with

    their name and the type of land on it as a token.

    The Duel ArcaneUnlike Lesser Magi, Magelords can link to the land

    they control so tightly that complex magical energy

    structures can pass over the link. While this grants

    them access to the Landrule and lets them cast spells

    which take effect at the mystical center of one of their

    lands, it also allows them to be arcanely attacked by

    anyone at the mystical center of one of their lands (i.e.

    they can be targeted by Instants, Sorceries, and lesser

    magics despite being a very long ways away). Such a

    battle will continue until the landowner renounces the

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    link (and the control of the land), is slain (and the land,

    presumably, claimed by the new owner), or the

    interloper is either slain or driven off. In either case, any

    creatures which were summoned to either location must

    still be dealt with or escaped. In any case, the land

    cannot be tapped for Mana wh ile its being fought over.

    To avoid hit-and-run or gang attacks, most

    Magelords try to conceal which lands they own, seek

    out lands in remote/dangerous/obscure locations to

    claim, leave guards at each nexus, or arrange for the

    locals to protect them. Such tasks are a ready source ofemployment - and Mana - for Lesser Magi.

    Such arcane battles tend to erupt out of nowhere at

    awkward times, specifically centered on two opposing,

    if widely-separated, spellcasters. Given the unpopularity

    of sudden outbreaks of monsters and destructive

    magic, incautious Magelords make unwelcome guests.

    Planewalkers are subject to the Duel Arcane, but if

    the challenger is also a Planewalker the initial

    challenge-contact automatically invokes a full

    Planewalkers Duel.

    The Planewalkers DuelPlanewalkers Duels are among the most

    devastating of mortal conflicts, capable of matching or

    exceed ing anything short of interplanetary war. On the

    other hand, many worlds have endured hundreds of

    such battles - and survived.

    W hat makes such survival this possible is the nature

    o f t h e P l a n e w a l k e r s t h e m s e l v e s . T h e i r

    transdimensional, polymorphic, natures protect them

    and allow them to tap into vast energies - but also mean

    that when two of them choose to confront each other,

    the true battleground lies between the dimensions.

    Depending on how they choose to perce ive it, they maybe virtually face-to-face, or they may be separated by

    vast distances, moving troops like chess pieces, but

    such appearances change nothing. Entering such a

    compromise-plane will momentarily cut each

    Planewalker off from their usual resources - forcing

    them to reach out and draw to themselves whatever

    resources they find ready for use and are mos t attuned

    to in the great library of the mu ltiverse.

    Victory in such a confrontation depends somewhat

    on luck, but mostly on who makes the best use of the

    resources that come to hand. W hether for well or ill, the

    loser is rarely truly slain; most often they escape

    unharmed, although they occasionally forfeit a sliver of

    their essence to the victor.

    Regardless of who achieves the victory, no matter

    what forces and spells are unleashed, their effects are

    inherently limited to the battle-realm and those

    creatures, items, and areas which have been drawn

    partially into it. Thus even a Global Rain of Fire or a

    spell of Armageddon will only affect a few isolated

    locations, items , 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.

    Let us hope that no such conflict occurs until long,

    long, after we are dead and ou r civilizations have fallen

    into dust.

    The Planewa lker Distinction has four bas ic effects:

    1) A Planewalkers body is purely an expression of

    his or her w ill. Planewalkers need not eat, drink, sleep

    (although those who dont tend to go mad rapidly), or

    breathe, do not age, and take only 1 point of damage

    per die which would normally apply. Sadly, they dontheal easily either; magical cures a re discounted at the

    same rate.

    2) W hen thrown back on their own resources they

    are reduced, at least at first, to a mere 20 life. If they

    draw on the correct forces in a battle-realm, however,

    they may expand this almost without limit.

    3) W hen entangled in a battle-realm their multiplanar

    existence allows them to transcend all normal limits on

    the number of magical resources (cards) they may

    control - but they do have an upper limit; when they

    reach it their multi-planar structure will shatter under the

    strain

    4) Planewalkers who attempt to directly confront

    each other a re automatically drawn into a battle-realm

    as described above for a standard game of M TG:CCG.

    If more than two are involved, simply use the

    multiplayer rules.

    Taking the Planewalker Distinction requires prior

    approval from the Game Master. Planewalker-only

    Distinctions exist. These include the ability to change

    appearance at will (Metamorph), the ability to simplywalk between dimensions instead of having to cast

    spells (Passage), and the ability to extend some of their

    personal defenses to their creatures in a battle-realm

    (Vanguard).

    In other words, the basic MTG:CCG rules call for

    starting by building a deck (deciding what youre

    attuned to), starting with 20 life, drawing your initial

    hand (the first resources you can grab), and then

    continuing to draw whenever you can until you lose and

    escape (p layers rarely quit playing magic entirely over

    a loss), possibly lose an ante card (this is rare, but a

    few games are still played with the ante rule), or quit playing entirely. If you run out of cards you lose. Of

    course, now you know how the basic magic rules

    interact with the world theyre set in - and what kinds of

    effects they can have on the characters who arent

    directly involved. Knowledge may not necessarily be

    power, but it is a chance to duck.

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    Using AbilitiesClassical d20 uses a d20 for most rolls. We

    recommend using the optional 3d6 rule instead; the

    resulting bell curve matches reality a great deal be tter

    than the linear distribution of a single d ie. It also means

    that you dont need any fancy d ice to play: a selection

    of standard six-sided dice suffices.

    Abilities can be used both Passively and Actively. Allof them can be used passively, without rolling.

    Unfortunately, passive effects are quite limited, and

    many abilities dont offer any at all. By default, all

    abilities have a base level of (2 + any points spent on

    the ability) up to a max imum total of 10.

    Active effects require a roll, and succeed if the (Roll

    + Ability Level) equals or exceeds the Difficulty Class

    set by the GM or by an opponents abilities. Sample

    effects are listed for each ability, divided into:

    Automatic. No roll is required to obtain this effect

    unless the character is currently has an e ffective ability

    rank below 2. If a character is so handicapped by

    magic, injury, circumstances, or racial modifier these

    effects have a DC of 10 for both the D6 and D20

    variants.

    Simple. These effects are pretty easy to obtain. They

    have a d6 DC of 12 and a d20 DC of 12

    Difficult. Highly skilled charac ters can usua lly pull off

    a difficult task, although it may take multiple tries.

    These effects have a d6 DC of 16 and a d20 DC of 20.

    Heroic. These effects are reasonably common

    among great masters, but are pretty rare otherwise. In

    fiction they usually turn up at climactic mom ents, when

    some great effort is m ade, or when someone gets very

    lucky indeed. They have a d6 DC of 20 and a d20 DC

    of 24.Legendary. These effects are d ifficult even for great

    mas ters to obtain. They have a d6 DC of 24 and a d20

    DC of 28.

    Opposedchecks are simply resolve with opposed

    rolls; if your Perception check beats your opponents

    Stealth check you spot him or her. If not, you dont. In

    this case no adjus tment for die type is required.

    Attacks are fairly straightforward: Roll using the

    relevant attack ability (Heavy, Melee, or Ranged

    W eapons or Unarmed C ombat) versus the opponents

    (Evasion + Fortification + 2). Characters with MeleeW eapons 5+ or Unarmed Combat 7+ gain an additional

    +1 bonus on this Defense score.

    In any case, the Gam e Master may assign bonuses

    or penalties up to plus o r minus 4, or call for additional

    checks. Two characters fighting on a narrow ledge

    probably need Athletics checks to balance there.

    Someone trying to do needlepoint in a howling gale will

    suffer a -4 pena lty. Someone partially hidden behind a

    tree gains a bonus to his or her Defense - but finds it

    harder to attack with a sword.

    Optionally, characters can declare that theyre using

    an Totally Offensive, Offensive, Normal, Defensive, or

    Totally Defensive stance. A Total Offensive stance

    allows the user to attack twice, but he or she is

    automatically hit by anyone who attacks him or her. An

    Offensive stance provides a +2 bonus to attack at the

    price of a -3 penalty on Defense. A Norma l stance has

    no modifiers. A Defensive stance grants a +2 bonus to

    Defense a t the cost of a -3 penalty to attacks. Finally, a

    Totally Defensive stance provides a +5 bonus to

    Defense, but does not allow the user to attack at all.

    Damage is somewhat more comp licated. Characters

    in general have a base power of 1 - converting to 1d6

    damage - modified by any relevant Distinctions. They

    can also gain a bonus for high ability scores:

    Elementalism 6+ adds +1 power to attacks using

    Melee Weapons, Ranged Weapons, or Unarmed

    Combat. Note that anyone with Elementalism 3+ may

    simply manifest appropriate weapons to use with their

    combat abilities.

    Characters with Ambush who attack unprepared

    targets gain a bonus of (Ambush Rating/2, rounded up)

    to their attack attempt and a damage bonus of (Ambush

    Rating/2, rounded down) to the damage they inflict.

    Sadly, Ambush is usually only usable on the first attack.

    Characters with Melee Weapons 4+, Unarmed

    Combat 5+, or Ranged W eapons 6+ gain a +1 bonus to

    their power when attacking with those abilities.

    Critical Hits and Fumbles

    If you want to complicate things, include Fumbles

    and Critical Hits. These work best with the 3d6 system,

    since they can reso lved with the initial roll.

    3d6 Critical Hits and Fum blesRoll of 3 You some how Manag e to inflict 1d6

    points of damage on yourself,

    bypassing all defenses save for a

    Planewalkers natural durability.

    Roll o f 4 You smack a randomly chosen friend,

    ally, or one of your creatures for

    normal damage.

    Roll of 17 You hit and do an extra 2d6 damage.

    Roll of 18 You hit and do an extra 4d6 damage.

    D20 Critical Hits and Fumbles

    Roll o f 1 Roll the attack aga in . On a miss, youcause 1d6 damage to yourself,

    bypassing all of your defenses save a

    Planewalkers natural du rability. On a

    hit you hit a friend, ally, or one of your

    creatures for norm al damage.

    Roll of 20 Roll the attack again. On a miss you

    hit and cause an extra 2d6 damage.

    On a hit you hit and inflict an extra 4d6

    damage.

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    Exclusive Abilities

    Exclusive Abilities (those with a grey background)

    cannot be rolled unless you buy them, although any

    automatic functions still apply. This group includes :

    Aberration governs the ability to handle inherently

    magical monsters, such as dragons, undead, shadow

    creatures, and similar entities. It controls both the

    maximum level and number of such creatures the usercan control at a time.

    Automatic : Have an Aberration follower or control

    a personally-conjured Aberration with a total Mana cos t

    equal to the ability level or less (no more than one

    creature per rank in this ability), provide basic ca re for

    a fam iliar Aberration.

    Simple: Identify the general characteristics of an

    unfamiliar Aberration, recognize common types of

    Aberrations.

    Difficult: Develop a new Aberration-conjuring spell

    given several months to work in, train unintelligent

    Aberrations, understand what an Aberration is trying to

    communicate without a common language, identify the

    nature of a familiar Aberrations exotic afflictions

    (devising an effective treatment will also require the

    Healing ability).

    Heroic: Control a conjured Aberation with a total

    Mana cost of up to 5 over the ability level for 1d6+1

    rounds, spot the unique special weakness of an

    Aberration, predict the likely behavior patterns of an

    Aberration, get a message across to an Aberration

    without a common language.

    Legendary: Determine the life cycle, and obscure

    facts about, an unfamiliar Aberration with a mere

    glance, develop a new Aberration-conjuring spell in a

    few days, identify the nature of an unfamiliar

    Aberrations exotic afflictions (devising an effectivetreatment requires the Healing ability).

    Ambush governs setting up blinds and hidden

    positions, sneak attacks, arranging a tactical

    advantage, and inflicting extra damage on unaware

    opponents.

    Automatic : Gain bonuses to dam age and attacks

    against unaware opponents (see Combat, page 16),

    Simple: Conceal yourself in the woods in a good

    spot to snipe from, pick the best available defensive

    position available, create simple snares and traps.

    Difficult: Conceal a group in a good position for a

    surprise attack in a reasonable location or concealyourself in such a position under difficult conditions,

    mak e an attack on someone look like an accident, build

    dangerous deadfalls and pits.

    Heroic: Organize an attack to give everyone on your

    side a +1d6 bonus to damage during the first Turn,

    conceal an attack on someone so that even the victim

    must make a Perception check to determine the

    source, build complex mechanical traps.

    Legendary: Conceal a sm all horde in a flat desert,

    plan a surprise attack to give everyone on your side a

    +2d6 damage bonus during the first Turn, create a

    maze full of lethal traps.

    Artificergoverns the creation of magical devices

    and the maximum number and level of Artifacts which

    the character may possess . Note that the Game Master

    can, and should, restrict silly combinations: most

    creatures cant use more than one suit of armor and

    one or two weapons at a time. Note that creating a new

    Artifact allows it to be brought into the game without the

    usual requirement of discovering it somewhere.

    Automatic : Have a perm anent Artifact or an Artifact

    Creature follower with a total Mana cost equal to the

    ability level or less o r control a s imilar conjured artifact

    (no more than one in total per rank in this ability),

    provide basic care for a familiar Artifact.

    Simple: Identify the general characteristics of anunfamiliar Artifact, recognize common Artifacts in use

    by an opponent, create very simple (Level 1-2) Artifacts

    given several months of work,

    create magical charms and toys

    given an hour or two, operate an

    unfamiliar artifact.

    Difficult: Develop a new Artifact

    conjuring spell given several months

    to work in, deduce the workings of

    exotic Artifacts, make repairs on

    low-level (1-3) Artifacts (for technical

    artifacts this may 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-

    damaged or partial Artifact, make

    repairs on damaged mid-level (4-5)