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Agility Skills: Fairy Code (Major)
Agility Skills: Fairy Code (Major)
Smarts Skills 0
Academics d8
Battle 0
Com. Know. d6
Gambling 0
Healing 0
Language - Runic d8
Language - Ancient d6
Language Pergrande d6
Language (Any) 0
Notice d6
Occult d8
Repair 0
Research d8
Science 0
Survival d4
Taunt 0
Rune Magic (AB) d10
Spirit Skills 0
Animal Handling 0
Crafting (Profession) 0
Intimidation 0
Performance 0
Persuasion d6
Last Skill
Powers - Rune Magic Can take new power edge multiple times Has a magical parasytic co
Mana: 10 + 5 +5 Starting Power : 3
Mana : 1 (1)
Bite: d4
Hinderances: Table Should Is Languages:
Fairy Code (Major) Stats: 5 5 Japanese (Fiore)
Curious (Major) Skills: 29 29 Runic
Nosebleed (Major) Edges: 13 13 Ancient (DAU)
Chinese (Pergrande)
Edges:
Arcane Background (Rune Magic)
Channeling : If you roll a power with a raise, reduce the Mana cost of it by 1
Ritual Casting: You can cast rituals as long as you studied and undestand them.
Arcane Ressistance : Powers receive -2 penalty to hit you, also their damage is reduced by 2. if you are aware. (spirit r
Extra Mana : Get additional 5 Mana
New Powers : Env. Prot. + Dispell
Potent Casting: Instead of using 1 action, you can use full round action to cast a spell. You get +2 to skill check, +
Academic Fame: You can add +1 to persuasion against related NPCs, also you can try to use Fiore Magic Academie
Extra Mana : Get additional 5 Mana
Mind Lock : You ressist any attemp that targets your mind with you Rune Magic. (If its from a magical source
Spellwork: Chose 2 skill of your choice, you can use your spellcating skill instead of the skill check
Eye Magic: When activated the caster can spent 1 Mana to roll SOAK with Spellcasting Skill (Normally require
Wyrm Evolve Shield Form awakened
Advancements
Racial: Human Edge Channeling
Starting Stats 5 Stat Point
Starting Skills 15 Skill Point
Default Skills 5 Skill Point
Edges
Pace: 4 (d4) - Can fly Drawn to mana : If there is a high source of mana, it can roll notice to sense it
Immortal: Once it bonds to a mage, even if it dies it will form itself in time.
Toughness: 6 Mana Storage: It has 1 mana on its own and can store 1 mana. That mana can
Partial Phasing : Toughness is increased by +2
Mana : 1 (1)
Languages:
Japanese (Fiore) d8
d8
Ancient (DAU) d6
Chinese (Pergrande) d6
(If its from a magical source you also benefit from Arcane Ressistance)
d of the skill check
casting Skill (Normally requires the player to spent a bennie). When de-activates depending on the time passed the caster rolls Vigor or
a, it can roll notice to sense it
s it will form itself in time.
store 1 mana. That mana can be sucked by its master.
assed the caster rolls Vigor or gets 1 fatigue.
Background
Bunlar dışında, Zeref ismini duydun, Ishgar döneminde yaşamış bir büyü araştırmacısı.
Daha ileriki kayıtlarda ise Dark Mage/Evil/Demon olarak geçiyor.
Birinci Trade Wars'un zamanı net olarak bilinmiyor ama ikinci trade war şu anki Mage Council'ın temeli atılıyor
O savaşta yer alan bir sürü çok önemli insan var.
Ve Eski Saint'lerin bir kısmı bu isimlerden biri Warror, Hyberion, Mavis ve daha nicesi.
Mavis savaş döneminde ortaya çıkan ve savaşın seyrini değiştirmeyi bırakan biri
Ama çok küçük bir yaşta ölen bir genius tactician. (FT bağını bilmiyorsun)
Bu trade Wars'dan sonra büyücüler bir barış anlaşması imzalıyor v
Sonrasında Mage Council kuruluyor (bi 30-40 sene alıyor neredeyse bu)
Council'I Hyberion Kuruyor aslında. Daha doğrusu başı o çekiyor.
Seven (Rusya) Tek tük guild var Bir büyü tipi yok
Notable Guilds: Crazy Yeti = Merkez
Iceberg (Iskandinav) Hiç guild yok Bir büyü tipi yok
Pergrande (Çin) Hiç guild yok Natura Hand-Seal tarzı büyü yapabilenler var
Fiore (Japan/America) Yeterince guild var Bir büyü tipi yok
Notable Guilds: Lamia Scale = Kuzey Batı
Fairy Tail = Güney Doğu
Phantome Lord = Güney
Blue Pegasus = Kuzey Doğu
Mermaid Heel = Central
Caellum (İngiltere) Tek tük guild var Beast oriented (take over olur, beast'lerini destekleyecek büyüler olur)
Notable Guilds: Big Ben = Merkez
Stella (Fransa) Hiç guild yok Bir büyü tipi yok
Minstrel (Afrika) Hiç guild yok Soul/Spirit bazlı büyücüler var
Desierto (Arabistan) Tek tük guild var Bir büyü tipi yok
Notable Guilds: Sabretooth
Joya (Osmanlı) Hiç guild yok Bir büyü tipi yok
Bellum ( Hindistan) Hiç guild yok Soul/Spirit bazlı büyücüler var
Bosco (Balkan) Tek tük guild var Bir büyü tipi yok
Notable Guilds: Cait Shelter = Minstrel'e ve Fiore sınırına eşit uzaklıkta kıyıya yakın.
Mage Council ile ilgili de genel olarakNato, BM kırması bir big brother.
Krallıklar ile birlikte çalışıyor ama özerk.
Büyücüleri incheck tutmak ve büyücü saldırılarını engellemek için varlar.
Krallıklar tarafından kuruldu ve desteklendi ama şu anda çok güçlü ve kendi başına her krallıktan daha tehlikeli.
Her sene krallıklardan asker geliyor. Bütün kıtayı savunmak için bir sürü araştırma ve deney yapıyorlar.
Çoğu ülkede Mage guild bile yok. Krallıkların kendi büyücü takımları veya Mage Council ekipleri var.
Alvarez'e yakın yerlerde ufak tefek işlerle de Council uğraşmasın diye Mage Guild'lara izin veriliyor.
Julius Clive (m) 89 Fiore (Japan) Weather 1st - Gildarts'ın babası olduğunu biliyorsun.
Wolfheim (m) 81 Iceberg (Nordic) Beast T.O. 2nd
Bassu Neekis (m) 56 Bellum (India) Earth Make 3rd - Jura'nın babasu
Tsuzi Mikazuchi (f) 37 Fiore Air 4th - Ustanın ilk öğrencisi
Makarov Dreyar (m) 87 Seven/Fiore Titan 7th - Master of GT eski 10.
1.2.3. ve 4. Saint, eski ilk 4 saint'in (Gods of Ishgar) öğrencileri olarak geçiyorlar.
Eski 4 saint'in tamamı emekliye ayrılmadan hiçbiri ilk pozisyonunu kabul etmiyor.
Senin master'ın emekli olunca bu arkadaşlar 5.6.7 ve 8. sıradan ilk 4'e geçiyor.
Makarov'da 10. saintten 7. liğe çıkıyor. Ve bir sürü yeni Saint katılıyor gruba.
Jellal Fernandes (m) 17 Fiore (Japan) Heavenly Body Magic Okul'dan Rival'ın
Myra Rakeesh (f) 41 Bellum (India) Archive Magic Master'ın sekreteri. Tatlı sert
Roubaul (m) 93 Minstrel (Afrika) Illusion 6th - Master of Cait Shelter eski 9.
Jura Neekis (m) Male 28 Bellum (India) Earth Çok güçlü ve disiplinli diye duydun
Julius Clive (m) Buluta binen, vıcı vıcı dede, kızıl perçemleri hala belli oluyor
Wolfheim (m) Animedeki gibi
Bassu Neekis (m) Yaşlı Jura
Tsuzi Mikazuchi (f) Biraz daha yaşlı Kushina, katanalı
Myra Rakeesh (f) Shizune (Naruto'daki)
OBJECT READING
For mundane items the skill works as fine. The reading will be determined by its trapping.
For items imbued with magic or stayed near a potent magical source. The reading may differ.
For some items the reading might be stuck. It will not show any different event that occurred but a single one.
For some items the creation of it may be counted as when it is first imbued, first used or last used.
If any other reading version comes to mind, please contact your GM.
If the item is created within
last decade works fine, unless it’s a potent artifact (celestial keys etc.)
last century some anomalies definitly hinder the reading, but depending on the potenct.
last millenia There will be anomalies and depending on the potency the caster may not get a clear reading.
more than a millenia All the readings will be hindered or obscured by anomalies.
MODIFIERS:
Getting a reading from an items creation is hard and exhausting process.
The required Mana will differ depending on magical weight the item carry.
If the item is exposed to potent magic for a long period of time,
it may be categoriesed as Magic item, depending on the potency of exposed magic or time.
Strong Non-Magical Item (+2) Get a reading from the item's creation.(Creation time doesn’t matter)
Strong Magical Item ( +2 / ? ) To look into a potent magical item's creation and so forth
the caster must give more mana depending on potency and age)
Item's potency will be added as a multiplier
This modifers are mostly added if the caster tries to get a reading from its creation and on.
Pet: Red Mana Wyrm (WoW'dakinin aynısı sadece mavi değil kırmızı)
Size: -1 (Köpek boyunda)
AttributAgility :d4 Skills:
Smarts : d6 (A) Notice :d8
Spirit : d8 Stealth :d8
Strength :d4 Mana Drain : d8
Vigor :d6 Fighting : d6
Entangle (N) If targeted by same Entangle, effect of the most powerful Default : 2 Mana
If targeted by different entangle, roll for each entangle seperatly but with only a single action.
Ressist with All hardness act as toughness but will require to be hit by an approeriate weapon
Vine Althetics / STR -2 Hardness: 5 Vines will grow and entangle the target.
Ice Althetics / STR -2 Hardness: 7 Avatar style Water bending binding.
Arcane SPI / STR - 4 Hardness: 3 (Can not be targeted physically) Two runic circles will bind the target.
Shadow Athletics / SPI -2 Hardness: 5 (Can not be targeted physically) Shadows will engulf the target and hinder.
Earth STR / AGI -2 Hardness: 10 Avatar style earth bending binding.
Chain Athletics / STR -2 Hardness: 12 Iron chains entangle the target.
Muk* (3) Athletics / AGI -2 Hardness: 8 A gooey substance will cover the target.
Light AGI / SPI -2 Hardness: 7 Prison bars made of light will entrap the target.
Elemental Manipulation (N) You can use the options in Tomes And Prayers book Default : 1 Mana
Fire Earth Air Ice Water Electricity Light Darkness
Environmental Protection (N) This power protects the caster from hazards in spesified situationsDefault : 2 Mana
Envir. - Extreme Hot Envir. - Extreme Cold Repell Insect Hunger Breathing Strong Magical Presence
Dispell (S) Depending on the dispelled power or the target, the GM may apply penatlies Default : 1 Mana
Disable a magic item 2 Prevent an item from activating.
Dispell a power 1 Target a spell's
Dispell effect
all magic and within
effects nullify it.
Sm x2 radius. The spell will lose its power with each dispelled effect, but the caster may give
Dispell Pulse 4 extra mana.
Total Dispell 4 Dispell all magic effects on the target. (Roll each effect's die seperatly)
Counterspell 1 Same as dispell powers Counterspell move
Rituals
Re-live an event Casting Time: 1 hour Ritualist Req.: Main Caster ( +1 per mage helper, max 4)
Mana Cost: 3 (Can be sahred) Requirement: Objects Related to the event
Depending on the objects relevance and number of object the vision become clearer
-2 penalty for strong magical items or magicaly dense areas. -4 only if extremely rare cases.
If the desired reading is not within the past 10 years, the vision becames less clear
The Main Ritualer and all the magical helpers share the vision.
The Attendats wave the fabric of time back together using the relevant objects
Visions Casting Time: 10 min Ritualist Req.: Main Caster ( +1 per mage helper, max 2)
Mana Cost: 3 Requirement: Touching and object and syncing with it with dedicated concantration
-2 penalty for strong magical items or magicaly dense areas. -4 only if extremely rare cases.
If the desired reading is not within the past 10 years, the vision becames less clear
The ritualist get a glimpse about the touched object. It can be about the use, previous weilder, how the item created or etc.
Only the ritualist sees the vision
The Attendat harmonise with the object and hear the essence of the object
Disenchant Casting Time: 1 hour Ritualist Req.: Main Caster ( +2 per mage helper, max 4 helper)
Mana Cost: Items Enchantment Cost Requirement: Magical Item + (Each Magical Crystl(empty) reduces the TN by 1, max 4)
The ritualist channels the will of his own magic and dispers an established magic.
It is like changing a fact of nature with ones will, so it is extremely hard process.
The TN of the dispell is determined by the Powers the Item holds, the Mana it possess, and the quality of the object. It can range from TN: 4 to 30)
Some items are beyond disenchantent. Such items are established as the core truths of the world. And it will be fighting against the worlds will. So it's impossible
Casting the ritual again will un fold items, takes the fire out, or returns the materials used to their un-processed versions.
Any damage the camp suffers will be reflected to the materals as well.
While the shelter stays still, the caster won't recover the spent mana. It will remain to sustain the shelter.
25m radius of the camp is also warded. Any one who etners the borders triggers an alert (this is checked by intelligence or magic potancy)
So strong magical creatures or any sentient being will trigger the alarm. But squiriells will not trigger it.
The wards alert any one who is linked to the wards (max 4 people other than the main caster)