Difference between revisions of "RPG/Cartographer"

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Cartographer
Specialty Art
Subjects Magic, Math
Faction Galactic ANarchists
Level HP MP Special Abilities
1 5 15 Spells 10 MP (Geomancy), Quick Map, Terrain Sense 20ft
2 10 30 Spells 20 MP (Geomancy)
3 15 45 Spells 30 MP (Geomancy)
4 20 60 Spells 40 MP (Geomancy), Terrain Sense 40ft
5 25 75 Spells 50 MP (Geomancy), Trap Spell +1
6 30 90 Spells 60 MP (Geomancy)
7 35 105 Spells 70 MP (Geomancy), Terrain Sense 60ft
8 40 120 Spells 80 MP (Geomancy)
9 45 135 Spells 90 MP (Geomancy)
10 50 150 Spells 100 MP (Geomancy), Terrain Sense 80ft, Trap Spell +2

Special Abilities

Quick Map: A cartographer may use their abilities to sense the terrain around them and hastily pump out a map showing the features of the nearby terrain. Doing so costs the cartographer 10 MP and 4 hand actions. A map created in this way does not give specific details, but will give anyone who reads it a +3 bonus to avoid hazardous terrain and can be used by the cartographer to cast spells and a +5 to notice any traps that have been set there. Such a map depicts an area with a radius equal to half the cartographer's accuracy stat in miles, though it does not show hidden or obscured terrain. This is obscured by the cartographer's line of sight. Normally, when mapping an area, a character does so at a rate of 1 10'x10' block per pair of hand actions spent. A cartographer may still use this method to map out areas without using MP.

Terrain Sense Xft: A cartographer who uses their Quick Map ability can sense the shape of the terrain up to X feet. In space, this distance is changed to X space speed units.

Trap Spell +X: A cartographer with this ability may cast a spell that does not go off until someone steps on it. To do so, they cast the spell as normal, but designate a single spot that the spell will target. The difficulty to notice the trap spell before stepping on it is equal to the spell's oppose difficulty+X, but it is an Accuracy roll. A trap spell dissipates after 24 hours unless the cartographer spends half the spell's MP again to recharge the spell. They can do this remotely on the map they created for the area.

Spells XMP (Geomancy): Cartographers can cast spells costing up to X MP.

Restrictions: Cartographers can learn and cast any spell, but cannot summon.

Casting Cost: None. Cartographers cast spells for free.

Spell Alterations: All spells cast by a cartographer that have a range larger than 0 have a range equal to their Terrain Sense ability's range. The area of effect of any cartographer spell is changed to a 5' radius centered on the ground the first time a specific spell is cast in a specific location during an enounter. Each time the same spell is cast in the same location, the spell's difficulty rises by 2 but the area of effect's radius raises by +5'. All spells cast by a cartographer gain the earth element.

Casting Actions/Stat/Skill: Two hand actions. Cartographers may use their Art skill with either their Accuracy or Intelligence stat to overcome the casting difficulty of the spell. In order to cast a spell, a Cartogrographer must have before them(held or not) a map of the area that they have drawn themselves.

Learning spells: Cartographers devise spells as they draw maps based on the terrain they are drawing and the weather in the area. The GM's discretion should be exercized when deciding what terrain types would be appropriate for a specific spell, but all earth spells can be learned when the terrain is natural. For example, lightning spells could be learned in a stormy area or from a manmade structure attached to a power grid. Each time the cartographer uses their Quick Map ability, if this is their first time doing so or it has been at least an hour since the last time they made a map, they may make an Art/Accuracy roll. The result of this roll is subtracted from the cost of the spell they are trying to learn. Once a spell has been paid off in this way, the cartographer knows the spell.

MSF High RPG
Characters Character Creation Races Facets(SpecialGalacticOther) • Skills and Stats Advantages Disadvantages Dispositions
Items Weapons Magical Clothing Shields Spellbooks Concoctions Item Enhancements Crafting Mundane Items Legion-Exclusive
Rules Combat Trauma Rolling Animals Vehicles Other Rules
Magic Spells (FireWaterEarthWindLightSoundPurityEntropyMindBody) | SummoningBoosting Magic