MPNP Backgrounds

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In Mage Wars PnP, Resources is a value associated with your character's background. Resources can be gained through play(awarded by the GM). You may also begin with a number of points depending on your character level or the GM's discretion. Resources take many forms.

Note: Resources have now been renamed Backgrounds.

Resource Points

Every character begins with a set number of resource points determined by the Game Master. Points can be spent however the player chooses. Additionally, the GM can determine that a character has specific, set levels of resources at their disposal. In general, new players and play groups starting out should ignore this feature entirely until they've had a chance to get comfortable with the rest of the game. After that, it is suggested the GM set a number or role a dice. If a new player is starting with an experienced group that is using this system, they should still use it.

A suggested base would be 10 + 1d20, and to provide a few additional points every level.

Resources

Literacy

You have studied the written word, to one degree or another. Literacy adds to your Comprehension Skill.

  • (1) Point: You can read. Probably only Common, but you can read and sort of write in one language.
  • (2) Points: You can read and write, well enough not to be stumped by long words or unfamiliar styles.
  • (3) Points: You could, with a little practice, write reports to be sent home, of the adventure.
  • (4) Points: You might be able to find part-time work as a scribe.
  • (5) Points: You can read any standard written language and probably speak it, too.
  • (10) Points: Your understanding of the written word allows you to comprehend any language, including books of magic. Add some stuff here and let people occasionally cast spells even if they aren't wizards.

Appearance

Consider letting your players exclude this one, if they don't want to lose points to it. On the other hand, if your players are particularly vain, feel free to enforce it. Life is about decisions.

For Appearance, each level above 3 also adds its level as a bonus to Charisma checks. So a character with 7 points in Appearance would get an extra +7 on Charisma rolls. On pursuasion checks (trying to convince an NPC to do something), they also get an extra +3.

  • (0) Point: You are so ugly that you break mirrors. Children run in fear, women avert the eyes. Seasoned adventurers and hardened warriors have difficulty meeting your gaze. With 0 points in Appearance you also have 0 points in Charisma, except where Threat is concerned, where you get +60 PAV.
  • (1) Point: While not pleasing to look at, your ugliness is not so egregious as to frighten barn animals. You will never experience real love or even a brief hug, but you can walk through the city without being stoned. Take -10 to Charisma.
  • (3) Points: You have average appearance, nothing spectacular, but not terrible. You are normal.
  • (7) Points: You have above average looks. Maybe you spend a lot of time on your hair. You've got a keen face and a great body.
  • (10) Points: You are amazingly attractive, Women swoon over you. Men want to be you. You could be a virgin priestess (if female, and religious) or maybe a super model.
  • (20) Points: Your beauty is dazzling and awe-inspiring. Poets follow you from town to town. Great men write sonnets praising you, even if you're a guy too, and both of you are straight; and whole populations will do what you ask, just for a smile. Unfortunately, your beauty is so deep and profound that it inspires jealousy and mistrust. Whenever you fail a charisma check (as if you'd ever fail a charisma check, ha!) your target will become deeply troubled and possibly explode into a violent rage.

Holdings

You have signficant land holdings. You may already own a house, a villa, or even a Mage Tower of your very own.

  • (1) Point: You are but a humble peasant, with a nice cottage in the woods somewhere. It's cozy, and all your stuff is there.
  • (2) Points: You have a small but well-appointed house, with crafting workstations and perhaps even your own portal.
  • (5) Points: You have a large house, distinctly upper-middle-class. Your home is complete with all the basic amenities.
  • (7) Points: You own a spacious villa, complete with servants, and a large tract of land surrounding it.
  • (9) Points: Your villa even includes a small village with your own crafters (who work for you) and merchants, etc. You have access to Master-level crafters, able to make anything you desire, at 30% base-cost of the item (you do not have to gather materials, merely pay for them). Your land also provides you with an annual income.
  • (11) Points: You own a castle. You may or may not be nobility by birth, but you're rich. You have a castle and a village and massive land holdings in the surrounding area, but you still spend your time adventuring and enjoying life. You've probably already constructed a tomb so you can enjoy your next three lives just as much. Just as with the villa, your town includes master craftsmen and you have a bountiful income.
  • (15) Points: Same as the castle, but your craftsmen are Grandmasters.
  • (21) Points: You now have Secret Grandmaster craftsmen at your castle.
  • (35) Points: You own a small city, complete with a Mage Tower, castle, and Secret Grandmaster craftsmen.

Crafter

The crafter resource allows you to craft in any school, the amount of points spent determines your skill level. The Crafter background also adds to the Tinker skill.

  • (1) Point: You are but a humble, a novice crafter, striking out into the world to learn your trade.
  • (2) Points: Your devotion to the ways of making things has unlocked new knolwedge and trained skills, you are now an Apprentice Craftsmen!
  • (3) Points: You are a Journeymen in one specific crafting school.
  • (5) Points: You are a Master crafter.
  • (15) Points: Through careful study and extensive practice, you have become a Grandmaster.
  • (25) Points: Secret Grandmaster.

Merchant

  • (5) Points: Your background as a tradesman has left you with a small but significant fortune. You also have numerous business contacts and seem to "know somebody that knows somebody" in just about every town or village the party passes through. Other traders always bring out the finest for you, and there is always enough of what you or the party needs.

Warrior Tribe

Not neccesarrily a "Tribe", but this assumes your background where combat training was part of your upbringing. Drack and Strawmen are forbidden from taking this background.

(3) Points: Mounted Archery, you ignore the 50% AV Penalty for using a ranged weapon while mounted.

Past Lives

You have already reincarnated, perhaps multiple times.

  • (3) Points: You have a Tier I Past Life.
  • (5) Points: You have a Tier II Past Life.
  • (8) Points: You have a Tier III Past Life, without the ethereal weapon.

Heredity

MRPG Heredity

Gaining Additional Resources

In order to gain additional resources, they must be awarded specifically by the GM, or bought with points awarded by the GM. The GM is recommended to award points after completion of a lengthy adventure campaign. Additionally, some resources can simply be bought with money.

See Also: