Doomfullord

Fate/DOOM Character Creation

Mar 3rd, 2019
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  1. Character Name:
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  3. Family Line: Name and (# of Generations)
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  5. Magic Element: What affinity you have to magecraft and its manipulation. The five major elements are Fire, Water, Earth, Wind, and Aether. Eastern Mages can have Water, Fire, Earth, Wood and Metal.Some individuals have two or more elements. Some have all five, known as an Average One. Some have unique elements such as 'Sword' or 'Imaginary Numbers'.
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  7. Origin: An origin is your original concept at birth, and what drives your life. Something like loneliness would give someone a life where they'd gravitate towards being alone. Someone can have two origins as well, such as severing and binding. This can also be used as a supplement to magecraft. A magecraft on severing and binding destroys something, then repairs it, but leaves it still eternally destroyed. - Name and describe your Origin and how it affects you.
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  9. Magic Crest: The crest is the treasure of a family, built over generations with the spells and magecraft of the family. They are made of bundled magical circuits and have spells and magic woven in. Each generation adds to the crest to improve its magecraft. The ultimate goal is to create the ultimate magecraft and reach true magic. A crest can only be passed down one line, so most houses only ever have one heir and get rid of any siblings so to stop infighting for the Crest. - Give a rough outline of the ideas of your magical crest. Is it one based in fire magic or in healing for example.
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  11. Magic Circuits: The number of circuits and quality of circuits of a mage determines their output. At any given moment there is a determined maximum output a mage can use. - Describe what quality of circuits you are likely to have and their quantity. Are you a powerhouse with a lot of potential, or someone weak but skilled?
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  13. Mana: Maximum Mana Value. (Will be set by DM)
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  15. School of Magecraft: (Jewel magecraft, Curses, Theology, Runes, reinforcement, necromancy, etc.) - What school of magic do you follow?
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  17. Spells: - Give a rough outline of a few of your more powerful spells. They aren't all you know, but are a backbone for you to rely on. Statistics will be made by DM.
  18. Spell Name - Type - Rank
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  20. Mystic Code - Rank - Effect
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  22. Familiars: (Familiar can range from simple animals used for scouting to more complex beings. They are creatures bound to the magus, and are able to channel energy from them to cast spells or have their master feel through them.) - What kind of familiar do you have? Is it essential to your magic, or just a hand to help you out?
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  24. Ranking System:
  25. Ranks have a set value of E through A. As well a value can be multiplied with a + value. A temporary boost in power can raise a spell with these values. A C rank spell overpowered can become a C+ or C++. An A rank spell would require a years worth of magical energy from even the most proficient mages, more than any of them can handle at any moment without storing it elsewhere in a mystic code. A - rank is something that has a situational disadvantage.
  26. Rank Value /+/++/+++
  27. A 50/100/150/200
  28. B 40/80/120/160
  29. C 30/60/90/120
  30. D 20/40/60/80
  31. E 10/20/30/40
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  33. Base Physical Attributes: (1-30) - Rank your statistics. Are you a more physically abled mage or one with a weak body but a strong mind?
  34. Strength :
  35. Endurance:
  36. Agility :
  37. Luck :
  38. ------------------------------------------------------------------------------
  39. Advanced CONTENT:
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  41. Mysteries: A mystery is a history and idea implanted into an object. The idea of a dragon that has lived for hundreds of years has both a mystery in its concept, but as well a built up mystery of its long age. Mystery gathers with its history and age, but not necessarily giving it power. A sword with a large mystery can be more easily enchanted, enhanced, or reinforced with magic. However if an ojbect is broken and repaired it loses its mystery, as it has gained 'new' material.
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  43. Sorcery Traits: Sorcery traits are unique facets to a mage, that allows them to do extraordinary things. These can range from being able to have two heirs, to an ancient weapon passed on by blood.
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  45. Mystic Eyes: Mystic eyes are one form of Sorcery trait. A type of magic found within the eyes. These can be a magic constantly cast from the eyes, or a deeper field of vision to allow the user to see mysterious things.
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