RPG/Character Creation

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Characters in Mahou Galaxy and MSF High can have a wide variety of backgrounds and abilities. Just about any background imaginable is possible in this world, and making a character that's ready for the challenges of the game can be completed in a few steps.

The first thing to do is have an image of your character in mind. You could think about their upbringing, what sort of place they come from, what their personality is like, what their interests are, what they're flaws and strengths are, and what they look like. It's a good idea to create a list of traits, a short story, or an illustration to make clear where your character is starting. For a game in MSF High, you can have your character come from any of the many stellar systems of Mahou Galaxy, although if you'd rather have them come from a setting that requires you to do less studying of the setting, you might prefer to start from an Altearth. If you're starting in a game set in Mahou Galaxy, you'll have to defer to your GM to find out what is expected for the game. Finally, give your character a name.

Once you know who your character is, you can start on their character sheet, a document that describes all the numeric attributes and thematic aspects of your character. The steps for preparing your character sheet are as follows.

Stats

See also Stats and Skills

The first thing to do when preparing the character sheet is assigning your initial stats, six scores that express your character's natural physical and mental abilities. Strength - Measures your character's ability to lift objects and exert force. Agility - Measures your character's ability to move quickly and dodge attacks. Defense - Measures your character's ability to resist pain and block attacks. Intelligence - Measures your character's ability to remember information and apply logic. Accuracy - Measures your character's ability to notice details and aim precisely. Personality - Measures your character's ability to impress others and resist psychic attacks.

The steps for determining your starting stats are as such.

  • Set each stat at 6.
  • Distribute 12 points across each stat, not letting any one stat exceed 10.

At this point, the stats are at their "base values" for the character. The stats are further adjusted by Disposition and Race, described below.

Disposition

The next step is to select your character's disposition and its adjustments. This describes your character's general personality type and outlook on life. It's a good idea to try and adhere to the disposition of your character as best as you can when considering what they do, but don't feel that you need to match it perfectly. Not all forms of self-expression a person is capable of can be described in a single word, after all, but it can help you keep your character's behavior's consistent. If your character behaves in a way that more closely matches a different disposition, or if they are affected by magic, the GM might change your character's disposition.

Your character's disposition also adjusts their stats and affects their likelihood of resisting certain dangerous effects. When choosing disposition, here are some things to keep track of in your sheet.

  • Disposition stat adjustments are written with static numbers with a positive or negative value.
  • Stat adjustments are also written with variable expressions (e.g. "STR/INT"). In that case, you or the GM chooses which adjustment is used when the disposition is set. The option not chosen makes no adjustment.
  • Disposition gives three values for the three effect resistances for DEF, AGI, and PER. The number given for each determines the number of dice used for their respective resist rolls.
  • Whenever your character's disposition changes, the adjustments and resist values also change.

Look here for a full list of dispositions available.

Race

See also Race Every character has a Race. This doesn't refer to a character's genetic variation within their specie, but rather their specie itself. Many, many races exist within Mahou Galaxy, and there are many rules and nuances for how they function. For simply making a character, though, you just have to know a few things.

  • Each Race comes with an adjustment value for each stat.
  • Each Race comes with a package of Traits.
  • A character can only have one Race at a time.
  • You can spend XP (Experience Points) to advance your character's development in their Race. Doing so grants multiple benefits, described later.
  • Each Race is considered a Base Race or a Sub Race. If your Race is a Sub Race, you can gain levels in that or its associated Base Race.

There are many Races available. Browse the list of races and see what looks interesting.

Other stuff

A character's basic abilities can be described with a few key terms.

  • Stats and Skills - These are used to fight, cast spells, and overcome challenges.
  • Disposition - A personality profile that adjusts stats and magic resistance.
  • Race - Your character's current race. This modifies your stats and tells you what race levels you can gain.
  • Race Level - Race levels increase your skills, stats, HP, and MP and grant you special abilities.
  • Facet Level
  • Threat Level
  • HP
  • MP

A player will typically keep track of their character's abilities, status, modifiers, and inventory