TEXT: 1   
   
  Free Rules  
  Written & Designed by:  Joseph “Wraith” Fanning 
   
  Editing:  Wraith, Keiri   
   
  Layout:  Wraith 
   
  Cover Art:  Braden Gregor     
   
  Logos:  Braden Gregor, Joseph Fanning & Eirien 
   
  Interior Art:  Allison Decker, Braden Gregor, Isaac Arroyo,  
  Sentaiga, Ronald N. MacKinnon, Curt Jormban, Tselebar,  
  Amanda Ingliss, Joseph Fanning 
   
   
  
  2 
   
   
   
   
  CHARACTER 
  CREATION
  
  3   
  Character Creation 
   
   
  Alright, so you’ve finally decided to 
  make a character.  As a pure coincidence, so has 
  an experienced player that we will follow along 
  in the examples to help show you the proper 
  process for creating characters.  If you’re 
  confused by the rules, read the examples to help 
  figure out how you should interpret them. 
  Whenever you make a character, it’s 
  always a good idea to write down your progress 
  on a sheet of paper rather than filling out directly 
  to a character sheet.  This allows you to fix any 
  mistakes without damaging your sheet, and gives 
  you extra space for any necessary math. 
   
  Part 1:Concept 
   
   
  Before you start making your character, 
  it’s a really good idea to first decide your 
  character concept.  The rules allow for any type 
  of characters, and non-stereotypical mixes of 
  race and purpose of character are rewarded with 
  well-balanced stats that reduce weaknesses.  
  During this time, it’s a good idea to decide what 
  kind of character you’d like to work toward, and 
  begin from there.  Really interesting and 
  powerful characters don’t just happen, they come 
  into being only after lots of time and effort put 
  into the character. 
   
  You may already have an established 
  roleplaying character, and if this is the case, you 
  may attempt to bring them into MSF High.  Still, 
  you must remember that all player characters 
  must start at first level, so don’t expect your 
  character to have all their powers without a bit of 
  work. 
   
  If you’re playing as part of a group, it’s 
  fairly often that players fill certain niche roles 
  within the party.  Examples of these roles are 
  usually as follows: 
   
  Tank: A tough character that can wade 
  into battle and take the brunt of the damage for 
  the party.  To play this type of character, you 
  should focus on strength, defense, and getting 
  tons of hit points. 
   
  Healer: A mage specialized in healing 
  magics, usually to keep the tank alive.  Since 
  priests use their intelligence stat to cast magic, 
  you should focus on that stat, as well as buying 
  plenty of facet levels. 
   
  Tracker: 
  A 
  wilderness-attuned 
  character who can keep the party surviving in the 
  wild.  A range of spells from all the elements 
  would be useful, as well as certain racial 
  abilities.  Accuracy and Agility will likely be 
  your primary stats. 
   
  Artillery: A mage specialized in attack 
  spells, to pound an enemy from long range.  Lots 
  of MP are useful, but it’s even more important to 
  have one high facet level, so that you can cast the 
  most powerful spells available. 
   
  Support:  A character who specializes 
  in helping the other characters by making their 
  attacks stronger or weakening the enemies.  A 
  varied set of spells is needed for every 
  possibility, including healing spells, defensive 
  spells, spells that alter a character’s stats, and 
  maybe a few offensive spells as well. 
   
  Face: A socially adept character who 
  helps the party get jobs, makes them look good, 
  and convince others to help them.  A high 
  personality and some levels in a moneymaking 
  facet(or a full-time job, for that matter) will serve 
  a face-type character well. 
   
  So, what if you don’t want to fit into 
  one of these niches?  What if you’d rather be a 
  mage that uses his magic to augment his close-
  range attacks, or a fighter with supplemental 
  healing abilities?  That’s great!  Characters with 
  extra abilities can cover more holes in a party, 
  but spreading yourself too thin will leave you 
  less powerful across the board. 
  What if, on the other hand, your friend’s 
  already made a mage skilled in the offensive 
  magics, and that’s what you wanted to play?  
  This shouldn’t stop you from making the 
  character you want to play.  Rivalries are great 
  for in-character conflict and make a story more 
  interesting, and nuances in your characters will 
  make them each better in their own right.  When 
  your characters compete with each other but pull 
  together in times of crisis, that’s the meaning of 
  a true anime rival.  In short, don’t worry too 
  much about what the other players are playing. 
  Also, it’s important to remember that 
  the categories above only account for your 
  character’s role in battle.  You should think in 
  
  4 
  broader terms when creating them, asking 
  yourself not only what your character can do, but 
  what they want, what they think about others and 
  themselves, and how they interact with the 
  environment around them.  Think up a backstory 
  for your character.  Decide what their home 
  planet was like, and whether or not they prefer 
  the transition to MSF High.   
  With your character concept still fresh 
  in your mind, print off a character sheet, found 
  on page XXX in this book, find a piece of scrap 
  paper, and keep your ideas in mind as we move 
  onto the next step of character creation, 
  determining stats. 
   
  Example:  A player starts to make a 
  character, and jots a few ideas down on a piece 
  of scrap paper.  After mulling around different 
  ideas for a few minutes, the player decides that 
  they would like to make a “support” type 
  character.  The player then decides that it will be 
  a soft-spoken female with a penchant for singing, 
  that was too shy in her previous life to become 
  famous. 
   
  Part 2: Determining 
  Base Stats 
   
  Now, we begin to actually make the 
  character.  The first part of character creation 
  should be determining your base stats.  There are 
  six stats, each with their own importance. 
   
  Str(Strength): 
  This 
  stat 
  represents 
  your 
  character’s physical strength.  This is important 
  if they’re trying to swim, climb, carry  heavy 
  things, or, of course, beat the crap out of people. 
   
  Def(Defense): 
  This 
  stat 
  represents 
  your 
  character’s overall health level, how well they 
  can take a hit, stave off infection, or survive 
  being smacked into oblivion with a giant 
  hammer. 
   
  Agi 
  (Agility): 
  This 
  stat 
  represents 
  your 
  character’s flexibility and energy.  Determines 
  how far you can bounce, how effective your 
  glomps are, and how well you can dodge. 
   
  Acc(Accuracy): This stat represents your 
  precision, steady hands, and good aim.  It’s very  
  often used to determine how well you hit 
  something, especially if the target’s dodging. 
   
  Int (Intelligence): This stat represents your 
  character’s knowledge and intuition.  Useful for 
  recalling facts, solving puzzles, or, uh, doing…. 
  smart…things. 
   
  Per(Personality): Not a description of your 
  character’s personality, but rather a rating of its 
  power.  Personality is used to produce creative 
  works and resist mental effects. 
   
   
  Stats are used in pretty much every roll, 
  and will be described in the Rules section(Page 
  XXX).  In addition, these stats are not set in 
  stone, and will raise and lower as you advance 
  and whenever your character is transformed.  
  However, your base stats will only raise as you 
  gain stat points from racial levels, as described 
  on page XXX.  That’s why the base stats are 
  separate from the modifiers listed on the 
  character sheet. 
   
  The minimum for base stats is six.  This 
  is because, due to personality and race modifiers, 
  a character with a base stat less than six could 
  theoretically have a stat lowered below 2, the 
  minimum for any stat.  Therefore, starting out, 
  the base for all a character’s stats should be 6.  
  With all stats at six, you may add twelve more 
  points to your stats, divided as you wish, but you 
  may not add more than four points to any single 
  stat.  You may balance the stats any way you 
  wish, but it is a good idea to check the 
  personality and race section to see how your stats 
  will be further modified before adding the 12 
  bonus points. 
   
   Once you’ve finalized your base stats, 
  which, if averaged, should come out to 8 each, 
  copy the base stats to their corresponding box in 
  the “base stats” line of the “Stats” section of your 
  character sheet. 
   
  Example:  Using the same concept described in 
  the previous example, the player begins to assign 
  their character’s stats.  The player writes down 
  each stat on the scrap paper, then puts a “6” 
  next to each stat name.  Our player first decides 
  that 
  the 
  character 
  should 
  have 
  a 
  high 
  personality, and writes “+4” next to the “6” in 
  the “personality” part of the scrap paper.  Next, 
  the player determines that the support character 
  should be able to get out of the way(or run to the 
  aid of her friends) quickly, and writes a “+3” in 
  
  5   
  the “agility” section.  Taking the 4 and 3 away 
  from the total 12 points leaves the player with 5 
  points to spend on stats.  They decide to 
  distribute these remaining points more evenly 
  and put a “+2” next to “intelligence” and a 
  “+1” 
  in 
  “Defense”, 
  “Strength”, 
  and 
  “Accuracy”.  Totalling all the plusses assures 
  the player that all 12 points have been spent, and 
  they copy the totals for each stat onto the “base 
  stats” section of their character sheet.  Their 
  base stats look like this: 
  Strength:  7 
  Defense: 7 
  Agility: 9 
  Accuracy: 7 
  Intelligence : 8 
  Personality: 10 
   
  Part 3:Choosing 
  Disposition 
   
  Your character’s disposition factors in 
  determining your character’s current stats.  They 
  change certain stats up or down, but always leave 
  them balanced.  A disposition’s modifiers are 
  shown below that disposition’s description, and 
  are written in this format: 
   
  Str+2, Def/Agi+1, Int-2, Acc/Per–1. 
   
  If you chose this set of stat mods, then you 
  would raise your strength by two, and choose 
  either your defense or agility to raise by one(but 
  not both!).  You would then subtract two from 
  your intelligence, then subtract one from your 
  accuracy or personality.  Write these mods as 
  positive or negative numbers on the “Per Mod” 
  row in the stat section of your sheet.  If your 
  character’s disposition ever changes, replace the 
  current “Per mod” numbers with the ones for 
  your new disposition, choosing each time from 
  the two stats to raise or lower, even if you’ve 
  been that disposition before. 
  Here’s the different dispositions: 
   
  Adventurer-We’ve 
  all 
  seen 
  these 
  people 
  somewhere or another, those blessed with huge 
  imaginations, even after childhood.  You’ve 
  always suspected that, given the chance, they’d 
  pick up a sword and a shield and set off into the 
  world to gain their fortune by slaying dragons 
  and saving the world over and over again.  While 
  this may seem silly to most people in the normal 
  world, at MSF High this is a perfectly valid 
  career choice. 
  Modifiers: 
  Def/Agi+2, Str+1, Per/Acc-2, Int-1 
   
  Athletic-The character excels in tests of strength, 
  such as sports or combat.  Most of the athletic 
  types at MSF High receive special attention in 
  Phys Ed, where their abilities are honed to train 
  them for possible warriorship.  However, 
  because their interests tend to lie in their chosen 
  sport, their academic lives suffer, and this can 
  have dire consequences for a student in MSF 
  High. 
  Modifiers: 
  Str+2, Def/Agi+1, Int-2, Acc/Per-1 
   
  Caring-A caring person may not necessarily be a 
  psychologist, but what’s important is that they 
  think enough about someone else to devoting 
  their support—emotional or physical—to their 
  friends, especially when they’re in need of it.  A 
  caring person is the kind that people always 
  count on, but caring and gullible can be closely 
  related, and there are many people willing to take 
  advantage.  A caring person won’t help out 
  someone that they know has ill intent, usually. 
  Modifiers: 
  Per/Str+2, Def+1, Int/Agi-2, Acc-1 
   
  Hyper-Not usually a favorite of teachers(unless 
  they themselves are also this way), hyper 
  students are the kind that everyone knows, 
  bouncing off the walls and generally causing 
  trouble wherever they go.  Most teachers don't 
  have much respect for the well-being of hyper 
  students, and they find themselves constantly 
  dodging magical attacks from their instructors or 
  annoyed magically-inclined students. 
  Modifiers: 
  Agi+2, Int/Per+1, Def-2, Acc/Str-1 
   
  Intellectual-Bookworm, nerd, geek, whatever 
  you want to call them, these are the students that 
  know more than most and are usually mocked 
  for that.  Of course, that's only in the normal 
  world.  At MSF High, their knowledge can be 
  used to build incredible devices or cast spells, 
  and then it's really not a good idea to make fun 
  of them.  All jocks know, however, that in a one-
  on-one fight with them the egghead would be at 
  a severe disadvantage. 
  Modifiers: 
  
  6 
  Int+2, Per/Acc+1, Str-2, Def/Agi-1 
   
  Mentor-When a student has a problem, they 
  might ask a teacher.  But when the student’s 
  problem is too personal or they believe the 
  teacher couldn’t understand them, they turn to 
  their mentor friend.  They usually seem to have 
  the answer to their dilemmas, or are willing to 
  help them study for their next big test.  Mentors 
  take pleasure in giving good advice to their 
  friends and seeing them succeed. 
  Modifiers: 
  Per/Acc+2, Int+1, Str/Agi-2, Def-1 
   
  Shy-We’ve seen these students in every single 
  school.  In fact, maybe you were(or still are) like 
  this—not sociable enough to talk with the other 
  students, so they sit back in the corner of the 
  classroom, 
  keeping 
  to 
  themselves 
  and 
  concentrating on their work.  If anyone does 
  come up to them, they hide in their shell and all 
  but refuse to come out.  There’s a beautiful 
  person waiting there, but as of now they’re afraid 
  to come out.  Someday, this may change. 
  Modifiers: 
  Int/Def+2, Acc+1, Agi/Str-2, Per-1 
   
  Sociable-At the heart of every clique, the center 
  of every lunchroom table, there’s a talkative, 
  strong-willed 
  individual 
  who’s 
  usually 
  responsible for bringing a group together.  These 
  sociable students are the most strengthening 
  element among the groups, clans, gangs, squads, 
  teams, and other cohesive units of students that 
  populate MSF High. 
  Modifiers: 
  Per/Def+2, Agi+1, Int/Acc-2, Str-1 
   
  Spirited-These 
  students 
  have 
  strong 
  personalities, more resistant to change by 
  magical means.  However, that's usually the way 
  the teachers like 'em, testing the endurance of the 
  students' spirits.  Since all the teachers do this 
  anyways, they're pretty well taught in all their 
  classes.  A high force  of personality can start to 
  influence their spellcasting preferences, tending 
  to make their magic more dangerously erratic 
  than others'. 
  Modifiers: 
  Per+2, Int/Agi+1, Acc-2, Def/Str-1 
   
  Stickler-There aren't many students like this in 
  the school, but those that are are respected by 
  most if not all their teachers.  Meticulous and 
  organized, most of these students came somehow 
  from the outside world and have trouble adapting 
  to life at MSF High.  Their work may take longer 
  to complete than that of other students, but when 
  it’s finished you can be assured that it will be of 
  the highest quality possible. 
  Modifiers: 
  Acc+2, Int/Agi+1, Per-2, Str/Def-1 
   
  Tinkerer-After science class is over, the tinkerer 
  remains behind, fiddling with the internal bits of 
  his latest and greatest creation to date.  No one 
  said these devices were actually useful, but they 
  work well and he puts so much of his spirit into 
  the machines he builds, that at least gains him 
  the respect of his fellow students. 
  Modifiers: 
  Int/Acc+2, Per+1, Def/Str-2, Agi-1 
   
  Tough-Students in the "tough" category can take 
  a lot of abuse, and most have just learned to grin 
  and bear it.  Being physically sturdy also keeps 
  many transformative magics from going into 
  effect, which usually only serves to frustrate 
  their teachers and cast until they either finally get 
  the student or run out of magic.  When faced 
  with overwhelming 
  force, however, these 
  students are usually unable to get out of the way 
  of a blast. 
  Modifiers: 
  Def+2, Per/Str+1, Agi-2, Int/Acc-1 
   
   
   
   
  Example:  Looking over dispositions, the player 
  decides that the character was shy in the past, 
  but has gotten over it.  They think the best 
  disposition for their character would be 
  “caring”, 
  so 
  they 
  copy 
  that 
  onto 
  the 
  “disposition” box of their character sheet.  They 
  then must decide whether to raise their 
  Personality or Strength by 2, and to drop their 
  intelligence or Agility by 2.  Since the player 
  wants as high a Personality as possible, they 
  choose to raise it, and to lower their Intelligence 
  by 2 to keep their Agility high.  They also look on 
  the Disposition’s description and see that it 
  always raises their Defense by 1 and drops their 
  Accuracy by 1.  They put these numbers in the 
  corresponding boxes and note that their totals 
  come to: 
  Strength:  7 
  Defense: 8 
  
  7   
  Agility: 9 
  Accuracy: 6 
  Intelligence : 6 
  Personality: 12 
   
   
  Part 4: Choosing Race 
   
  Now it’s time to pick out your 
  character’s race.  There’s really two ways to go 
  about this.  The first is to pick the race that fits 
  your character concept and gives a look that you 
  like.  The second, and likely more common 
  method among veteran players is to choose the 
  race that augments your stats in a way you 
  prefer.  Whichever way you prefer, look on over 
  at the race section in chapter 4, beginning on 
  page XXX and pick one that gives you stats and 
  abilities that you like.  Ask the GM to approve 
  your own sub-race(If you want) to further define 
  your character’s race, then write it down in the 
  sub-race box. 
  Each race has its own stat modifiers.  
  Copy the stat mods for your chosen race into the 
  corresponding boxes on the “race mods” row of 
  your stats section.  If your character’s race ever 
  changes, you must replace the modifiers in that 
  row with your new race’s modifiers. 
  Your base race also grants your 
  character different important statistics, different 
  from your “stats”.  They are cumulative with the 
  ones you get from other races, but not with the 
  previous levels of that race.  These stats are: 
   
  HP: Health points, represents how much your 
  body can take before you’re exhausted.  You 
  can’t die in MSF High as far as I know, so while 
  these are important in keeping you conscious, 
  don’t concentrate on getting them as a lifesaver.  
  Racial HP is also cumulative with any HP you 
  gain from facets, as described on page XXX. 
   
  MP: If you guessed magic points, you’re wrong!  
  Actually, it’s mental points.  The difference is 
  that mental points aren’t always used by magic.  
  A difficult question, a test of wills, or any other 
  stressful situations can flood your brain until you 
  lose the ability to concentrate.  That’s a fate 
  about as bad as losing health points.  Both are 
  restored after a good night’s sleep, though.  
  Racial MP is also cumulative with any MP you 
  gain from facets, as described on page XXX. 
   
  Skill Points: Skill points are used to buy skill 
  dice, used in conjunction with your stats to make 
  most rolls.  Make sure to keep a running total of 
  the skill points you’ve earned from racial levels, 
  as you will need to save them to buy higher 
  levels of skills.  The skill list and their cost is 
  described on page XXX.  Using skills is 
  explained on page XXX.  The number on your 
  race’s level is the total skill points your character 
  has gained from that race at that level.  When 
  you buy more levels of that race, subtract the 
  amount of skill points on your level in that race 
  from the level you are currently at to determine 
  how many skill points you’ve gained. 
   
  Facet Levels: Your character’s “Facet Levels” 
  stat describes how well your character can 
  harness their potential on their own.  Facet 
  levels, how to buy and use them, and how your 
  racial facet level factors into this are described 
  on page XXX. 
   
  Stat 
  Points: 
  Stat 
  points 
  represent 
  your 
  character’s advancement in a general area, and 
  are added directly to your base stats as soon as 
  you gain them.  Choose wisely which stats are 
  raised by your racial stat points, as you cannot 
  reassign them.  The rating in the race’s 
  description is a total of the stat points you’ve 
  gained at that level, not how many you’ve gained 
  that level.  Therefore, every time you get a racial 
  level that has a stat point rating higher than its 
  previous level, or if it has one stat point at first 
  level, you gain a stat point. 
   
  Special Abilities: Each race has a set of special 
  abilities that grow as you take levels in that race.  
  How you  want to develop them exactly is up to 
  you.  Each race’s special abilities are described 
  in that race’s section of the book.  Once again, 
  these are running totals, not cumulative with the 
  previous level. 
   
  Copy the first level row from the race of your 
  choice onto that race’s row on your character 
  sheet. 
   
   
   
  Example:  Our ever-diligent player 
  reads through the race section and decides that 
  the most appropriate race for the character that 
  they wish to play is “Mythic”.  The player also 
  decides that the character should be the most 
  
  8 
  common Mythic sub-race, Elf.  She fills in the 
  necessary boxes and her stats now read as 
  follows: 
  Strength:  5 
  Defense: 6 
  Agility: 10 
  Accuracy: 6 
  Intelligence : 7 
  Personality: 14 
  HP:5 
  MP:13 
  Skill Points:3 
  Facet Levels:1 
  Stat Points:1 
  Special Abilities:  Natural Grace x1 
  The character puts the Stat point into Agility, 
  and thus raises the base to 10.  Re-figuring the 
  total, they change it to 11. 
   
  Part 5: Skill Point 
  Distribution 
   
  Skill points represent how many dice 
  you roll when you perform an action.  There are 
  ten skills, each with its own specialist facet and 
  each with its own myriad of practical and 
  combative abilities.   
   
  The skills are as follows: 
   
  Magic(Mag):Your knowledge of magic rituals, 
  who wrote a spell, how other people use magic, 
  how powerful a spell is, and anything otherwise 
  related to magic. The specialty of mages. 
   
  Music(Mus):Your ability to sing, act, or do 
  pretty much  anything related to the theater.  It 
  also helps you to bluff your way out of bad 
  situations or make peace through the spoken 
  word.  Idols specialize in this skill, for obvious 
  reasons. 
   
  Gymnastics(Gym):Your knowledge of western 
  weapons and physical fitness.  Covers a wide 
  variety of physical skills, from running and 
  swimming to fencing and archery.  Climbing and 
  hiding are usually included in here as well.  
  Specialty of warriors. 
   
  History(His):Knowledge of anything from the 
  past.  Lets you recall events that happened before 
  you were even born, and also teaches you to use 
  ancient weapons.  The favored skill of priests. 
   
  Martial Arts(Mar):Represents your ability with 
  eastern weapons, training styles, martial arts, and 
  more cinematic forms of fitness than gym.  Also 
  dictates your ability to sneak past enemies, 
  perform acrobatic maneuvers, and escape from 
  tricky situations.  Martial artists specialize in 
  Martial Arts. 
   
  Science(Sci):Your 
  proficiency 
  with 
  using 
  technological devices, as well as repairing them 
  and conceiving new technologies.  Also used for 
  most piloting and driving rolls.  Not surprisingly, 
  Scientists specialize in science. 
   
  Math(Mat): Your skill in computing things 
  quickly, answering math equations, calculating 
  trajectory, and other similarly nerdy things that 
  relate to numbers and the manipulation thereof.  
  Therefore, it should come as no shock that nerds 
  are proficient in this skill. 
   
  Art(Art): Your ability to creatively express 
  yourself through a non-physical means.  Includes 
  not only painting and sculpting, but also any type 
  of creative writing or other form of art that relies 
  on your mental abilities.  Artists are specialized 
  in art. 
   
  Home Economics(Hom): Your ability to cook, 
  clean, and otherwise keep up a home.  Can also 
  be used outside the home to forage for food in 
  the wilderness or use improvised weapons with 
  relative ease.  Home EC is a skill favored by 
  maids. 
   
  Language(Lan): Your ability to speak, write, 
  and understand other languages.  This is used to 
  understand the meaning of any word you don’t 
  understand, figure out sentence structure, and 
  understand cultural references.  If speed-reading 
  ever comes into play, this’ll be the skill you use.  
  Mystics are specialists in this field. 
   
   
  Buying skills costs more skill points as 
  they go higher.  All skills begin at level 0, and 
  using skills is covered on page XXX. 
   
  Skill level    Total Point Cost 
  1                   1 
  2                   3 
  3                   6 
  
  9   
  4                   10 
  5                   15 
  6                   21 
  7                   28 
  8                   36 
  9                   45 
  10                 55 
   
   
  This means that to buy the first point in 
  the skill, you spend 1 skill point, but if you are at 
  skill level 1 and wish to go to skill level 2, you 
  would spend two more points, for a total of three 
  points. 
   
  You do not have to spend all of your 
  skill points.  You may save any amount in the 
  Skill Reservoir section of your character sheet, 
  and spend them when you have enough. 
   
  Read the “Skills” part of the Rules 
  chapter(Page XXX) to learn how to best use the 
  skill dice you’ve bought. 
   
  Example:  Our player looks where they wrote the 
  “skill points” and notes that the character has 
  three so far.  Looking at the skills, and the skill 
  point costs, they decide to spend all their points 
  in one skill and get two skill points of Home Ec.  
  This drains all three points from their skill 
  reservoir, so they erase the “3” and put a “0” 
  there. 
   
  Part 6: Advantages and 
  Disadvantages 
   
   
  Your character begins play with 500 XP 
  to spend as they wish.  Your character may gain 
  additional 
  XP 
  to 
  start 
  with 
  by 
  taking 
  Disadvantages, which are explained on page 
  XXX.  The GM will usually limit the XP worth 
  of disadvantages that you can take, so ask them 
  the limit if you plan on taking many 
  disadvantages.  You may spend any of the XP 
  you begin with or gain by buying Racial levels, 
  explained on page XXX or Facet levels, 
  explained on page XXX.  You may also buy 
  Advantages, explained on page XXX.  It’s a 
  good idea to buy advantages during character 
  creation, as they will usually cost more 
  afterwards. 
   
  Example:  Looking at the facets, our player 
  really wants to buy the first level in Maid.  
  Reading the Facet Level cost chart on page XXX, 
  they see that the first level of a facet costs 
  500XP, which is how much XP they have total to 
  spend.  Some of those advantages look really 
  good, though, and so our player will take some 
  disadvantages to gain the XP needed to pick up 
  the advantages they want.  The player asks the 
  GM for the XP limit on disadvantages, and is 
  told that the limit is 1000 XP worth of 
  disadvantages.  After going through the list of 
  disadvantages starting on page XXX, they decide 
  that their character will be a Pacifist(Page XXX) 
  to gain 200 XP, and have a Weak Offhand(Page 
  XXX) to get 250 more.  They write these 
  disadvantages down in the “disadvantages” 
  section of the character sheet.  With this 450 XP, 
  the player buys the advantage Bishy(Page XXX) 
  for 300 XP.  They have 150 XP left, and write it 
  down in the “XP” section of their character 
  sheet. 
   
  Part 7: Starting money 
   
   
  Your character starts with a magical 
  School Uniform of the appropriate gender, and 
  500 dollars cash to begin their classes.  Buy any 
  items you wish to start with.  The list of 
  available items begins on page XXX. 
   
  Example:  The player goes over to the Items list 
  on page XXX and quickly realizes that being a 
  maid is an expensive profession  They would 
  have to spend all their money on the Maid’s 
  outfit, so they will just have to do without for 
  now, and stick with the School Uniform.  They 
  write its stats into the armor portion of the 
  character sheet and the slots it occupies, as well 
  as the “closet” section of their item list.  With 
  500 dollars left, the player checks out the 
  weapon list on page XXX and decides that the 
  giant spatula is the best weapon that they can 
  afford.  They write its stats into the appropriate 
  boxes on the sheet and put it in the “backpack” 
  section of their item list.  They have no money 
  left, and so put a 0 in their “money” box.  
   
  Part 8: Final Touches 
   
  Now, fill out the sections at the top of 
  the page.  Here’s a quick hint for each of them: 
   
  
  10 
  Character Name: This is whatever you want 
  everyone else to call your character.  It can be 
  anything from a full name to a first or last name 
  or even just a nickname.  A rose by any other 
  name, and so on. 
   
  Player: That’s you.  If you’re going for 
  anonymity, leave it blank, but don’t blame me 
  when you end up an NPC. 
   
  Current Race: Whatever race you picked goes 
  in here 
   
  Original Race:  Were you something else before 
  you came to MSF High?  If so, put it here.  If 
  not, it’s the same as your Current Race. 
   
  Sub Race:  If you want to get specific, put the 
  name of the race you are(Like Elf instead of 
  Mythic).  Elementals must put their chosen 
  element as their subrace. 
   
  Previous Race:  This box is here in case you 
  forget what you’ll return to when you get to 
  sleep.  Fill it out when you get transformed. 
   
  Level: This is the total of all your racial levels. 
   
  Sign: You see those signs with each of the 
  races?  Well, those are completely unimportant.  
  Completely.  You can pick your own, and not 
  worry at all about what the one your race has 
  means. 
   
  Disposition Type: You already picked this out.  
  It gave you those Stat Mods, remember? 
   
  Hair: Any color you can think of.  If you’re 
  playing someone with fur or scales, this could 
  represent that’s color too.  This isn’t just limited 
  to a single color, either. 
   
  Eyes: Like with hair, anything goes.  Any color 
  or combinations of color you want, but get ready 
  to explain it to anyone you see. 
   
  Gender: Really only two choices here.  Unless 
  you’re going to be genderless. But even I’m still 
  not sure on quite how that works. 
   
  Height: You can be tall and have a low strength.  
  You can be short and have a high defense.  Heck, 
  If you’re playing a pixie you could be three 
  inches tall.  It’s all up to you, but if you plan to 
  be shorter than 4’ or taller than 8’, special rules 
  will apply and you’ll need to buy the “Special 
  Size” 
  advantage 
  on 
  page 
  XXX. 
   
  Weight: Hey, I’m not going to force it out of 
  you.  Something reasonable. 
   
  Age: Remember, you’re a high school student.  
  But, different races have different lifespans.  A 
  starting human character might be age 14, but an 
  Elf might be 200.  Pick an age that makes sense 
  for your race. 
   
  Background:  Each character at MSF High was 
  taken there because of bad events in their past.  
  Write these bad events here, as well as any other 
  notes that may be important.  If your character 
  has no memory of these events, then leave this 
  blank, and the GM might make something up for 
  you.  That’s a warning, by the way. 
   
  Threat Level:  This is a way of determining 
  about how powerful you are and what the GM 
  should throw against you.  Your base threat level 
  is the total of all your racial levels plus the total 
  of any racially-granted facet levels you are using.  
  Facet levels granted by magical clothing count 
  towards your threat level.  Certain advantages 
  and disadvantages can raise or lower your threat 
  level.  These are described on page XXX. 
   
  Allowance:  Every week, money magically 
  appears in each student’s desk, which they can 
  use to buy weapons, armor, trading cards, better 
  lunches, parts for building machines, tickets to 
  shows, or anything else they can think of.  The 
  amount they get is equal to the total number of 
  racial levels they have gained times five.  The 
  character may take a job(gained through 
  gameplay) to increase the amount of money they 
  make, but even then they still get the weekly 
  allowance. 
   
  Example:  Hmm, this is a whole lot of stuff for 
  our player to fill out, isn’t it?  Rather than lead 
  you through the process of picking out the 
  character’s height and weight, we’ll just show 
  you the finished product.  The next two pages are 
  an example of what a character sheet would look 
  like filled out properly. 
  
  11   
   
  
  12 
   
  Races 
  Race 
  Lvl 
  HP 
  MP 
  Fac 
  Spc 
  Current Race 
  Mythic 
  Sub Race 
  Elf 
  Previously 
   
  Originally 
  Human 
   
  Skill 
  Dice 
  Bonus 
    Mythic 
  1 
  5 
  12 
  1 
  Nat. Gracex1 
  Magic 
   
   
   
   
   
   
   
   
  Music 
   
   
   
   
   
   
   
   
  Gymnastics 
   
   
   
   
   
   
   
   
  History 
   
   
   
   
   
   
   
   
  Mart. Arts 
   
   
   
   
   
   
   
   
  Science 
   
   
   
   
   
   
   
   
  Math 
   
   
   
   
   
   
   
   
  Art 
   
   
   
   
   
   
   
   
  Home Ec 
  2 
   
  Totals 
   
   
   
   
   
  Language 
   
   
  Advantages 
  Bishy 
  Disadvantages 
  Pacifist, Weak Offhand 
  Experience Points 
  150 
  Skill Points 
  0 
  Weapons and Armor 
     Attack Stance 
  Left Hand:  Giant Spatula 
  Atk: Home Ec 
  Stances:S 
  Dam:d2Acc+1d10 
  Spc: 
  Right Hand:  “” 
  Atk:  
  Stances: 
  Dam: 
  Spc: 
  Other: 
   
  Fast (Agi) 
  Double opponents’ 
  speed for free 1h attack 
  Atk: 
  Stances: 
  Dam: 
  Spc: 
   
  Other: 
   
  Strong (Str) 
  Double Opponent’s 
  defense for x2 dam 
  Atk: 
  Stances: 
  Dam: 
  Spc: 
   
  Armor:  School Uniform 
   
  Precise (Acc) 
  Double opponent’s 
  defense for disarm 
  Def:  d6 
  Spc: 
   
  Other 
  Def: 
  Spc: 
  Gear Worn 
  Location 
  Gear 
  Facets 
  Special 
   
     Defense Stance 
  Head 
   
   
   
   
  Dodge(Agi) 
  +1 die vs. strong attacks 
  Eyes 
   
   
   
   
  Neck 
  Uniform 
  Student UL 
   
   
  Block(Def) 
  +1 die vs. precise attacls 
  Shoulders 
  “” 
  “” 
   
   
  Torso 
  “” 
  “” 
   
   
  Parry(Acc) 
  +1 die vs. fast attacks 
  Arms 
   
   
   
   
  Legs 
  Uniform 
  Student UL 
   
  Feet 
  “” 
  “” 
   
  Michiko 
  Player 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
            
                            
     Character Portrait 
  Character Name 
  Player Name 
  Turquoise 
  Dark Blue 
  Medium 
  Light 
  Hair 
  Eyes 
  Size 
  Skin 
  HP 
  12 
  MP 
  25 
  106 
  Taurus 
  Age 
  Sign 
  Stats 
   
   
  Current 
  Stats 
  Str 
  Def 
  Agi 
  Acc 
  Int 
  Per 
   
  --------- 
  Base 
  7 
  7 
  10 
  7 
  8 
  10 
   
  Caring 
  Disp 
  +0 
  +1 
  +0 
  -1 
  -2 
  +2 
   
  Mythic 
  Race 
  -2 
  -2 
  +1 
  +0 
  +1 
  +2 
   
  --------- 
  Misc 
   
   
   
   
   
   
   
  --------- 
  Total 
  5 
  6 
  11 
  6 
  7 
  14 
   
  Combat Modifiers 
   
  Allowance:$5 
  Total Cash:200 
   
  
  13   
  Other Gear 
  Locker 
  Backpack 
  Closet 
  Etc 
   
  Giant Spatula 
  School Uniform 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Facet Levels 
  Maid 
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
  1 
  13 
  7 
  Loyalty +2, Cook (1 Serving) 
  Current 
  1 
  13 
  7 
  Loyalty +2, Cook (1 Serving) 
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
   
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
   Spells Learned: 
  Spell Name 
  Facet 
  MP 
  Page# 
  Spell Name 
  Facet 
  MP 
  Page# 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Notes: 
  
  14 
   
   
  RULES
  
   
   
  15 
   
  Rolls 
  When your character performs an action 
  that may or may not work depending on the skill 
  of a character and the tiny factors of the 
  environment, 
  we 
  must 
  have 
  a 
  way 
  of 
  determining whether or not your character is 
  successful.  For this game, we use sets of 
  different-sided dice.  Any other random number 
  generator should work, but dice are the easiest to 
  find and most traditionally used, so we will 
  assume that your players are using dice.  Gaming 
  dice are available in any gaming shop, likely 
  where you bought this book.  Dice are referred to 
  in this book as dX, where X is the number of 
  sides on the die.  There are 7 types of dice that 
  you will need to play:  d4s, d6s, d8s, d10s, d12s, 
  d20s, and dt10s.  The dt10 is a unique die that 
  has ten sides, labeled 00-90.  These dice are 
  rolled in conjunction with a regular 10-sided die, 
  and their results added to get a random number 
  from 1 to 100.  If the total comes up as 0, it is 
  read as 100.  The d10 is also labeled 0-9, when 
  rolled separately the 0 is considered a 10.  Most 
  dice come in packs of 7, which include 
  everything you need.  It is recommended that 
  you buy multiple dice, as most rolls in this game 
  will require you to roll more than one die of the 
  same type.   
  There's two elements to any dice roll:  
  The number of dice, and the number of sides on 
  each die.  These are usually represented in XdY 
  format, where X is the number of dice, and Y is 
  the number of sides.  2d8, for example, means 
  two eight-sided dice.  When dice are rolled in 
  MSF High, the result is the highest of those 
  dice.   
   
  Example:  If the 2d8 from earlier are rolled and 
  they come up as 3 and 7, the result of that die 
  roll is 7. 
     
  When we roll dice to determine whether 
  your character accomplishes something, it is 
  called a “skill roll”.  The GM may allow you to 
  choose which stats or skills to roll, or they might 
  tell you to roll a specific stat and skill.   
  When you make a skill roll, you roll X 
  amount of dice, where X is the number of the 
  skill rolled after any modifiers.  Anything that 
  penalizes your character’s skill itself subtracts 
  from the number of dice in each roll, not from 
  the result of skill checks.  If your character has 0 
  or less, due to lack of skill or modifiers on that 
  skill, they roll two dice and take the lowest.  This 
  is called an unskilled roll.  Otherwise, you will 
  roll the dice and take the highest, as described 
  above. 
   
  Example:  Your character has 0 skill points in 
  his roll and has a stat that gives a d10 to the roll.  
  To roll that skill with that stat, you would roll 
  2d10 and take the lowest.  If the dice came up 3 
  and 9, the result would be 9. 
   
   
  Y, or the type of die rolled on any stat 
  portion of a check depends on stat your character 
  is rolling for the skill check..  The stat/die 
  correlation is as follows: 
   
  Stat       Die Type 
  2            d4-2 
  3-4         d4 
  5-6         d6 
  7-8         d8 
  9-10       d10 
  11-12     d12 
  12-14     d12+1 
  15-17     d12+2 
  18-20     d20 
  21-23     d20+1 
  24-26     d20+2 
  27-30     d20+3 
  31-35     d20+4 
  +5          +1 
   
  Example:  A character whose skill for the check 
  was 4 and had a 12 in the stat, which grants a 
  d12, would roll 4d12 and take the highest. 
   
  When your character’s die type is + or – 
  a number, you add or subtract that number from 
  the die’s result. If you are adding a number of 
  these dice together, you add the bonus or subtract 
  the penalty to each die and take the highest. 
  Sometimes, a roll requires you to add 
  the dice rolled, rather than take the highest.  In 
  this case, the format for rolling dice is X+dY.   
   
  Example:  A roll of 2+d6 would have the player 
  roll two six-sided dice and add the results.  If the 
  dice came up 3 and 5, the total would be 8. 
   
  When you roll any number of dice and 
  any of them come up as the highest number that 
  they can, you re-roll the dice that rolled that 
  number and add the result.   
  
   
  16 
   
  Example:  If a character rolls 4d4 and gets a 2, 
  1, 4, and 4, they re-roll the two dice that came up 
  "4" by rolling 2d4.  If the result of that roll was 2 
  and 4, they would re-roll the 4 again and 
  continue to add.  If, the third time the die rolled, 
  it came up 1, then their total roll would be 9. 
   
  Occasionally, the GM will ask you to make a 
  nonskilled stat roll.  In this case, roll a single die 
  corresponding to that stat.  This die can be re-
  rolled on its highest result, like any other die 
  rolled. 
   
  Now that you know how to roll dice and 
  make skill checks, it’s time to make a character 
  to play through the game.  If you haven’t 
  already, follow the character creation rules on 
  page XXX to make your character.  When you 
  are done, return to this page. 
   
  Alright, now that we have our starting 
  character, we can play.  The rules are pretty 
  simple, just act as your character and make rolls 
  when the GM asks you to.  Some more 
  complicated rules, such as combat, are on page 
  XXX, but you do not need to know them quite 
  yet.  But before we begin, you need to learn the 
  facet system and how to level in both it and your 
  races.  First, let’s worry about facets.  You see, a 
  starting character on their own is good and all, 
  but normally, no matter how far they advance 
  they can only use a few racial skills.  However, 
  by learning and using facets, you can use 
  powerful magic-based abilities that would 
  otherwise be unavailable.  Facets represent a 
  portion of your character’s true potential, and 
  different facets can be used depending on your 
  character’s racial level and the magical clothes 
  they are wearing.  A character can take levels in 
  the same facet to boost a particular kind of 
  magic, or they may spend their experience on 
  multiple facets to broaden their area of expertise.  
  In addition, you can take levels in a race for new 
  natural powers, as well as permanent HP and 
  MP, additional skill and stat points, and bonus 
  facet levels to help use their facets. 
  Facet Levels 
   
  Upon gaining XP, your character can 
  use it to buy levels in facets.  There are eleven 
  facets, noted on the second page of your 
  character sheet.  Here are the costs for each level 
  of any facet: 
   
  Facet Levels 
  Level 1:500 
  Level 2:1500 
  Level 3:3000 
  Level 4:5000 
  Level 5:7500 
  Level 6:10500 
  Level 7:14000 
  Level 8:18000 
  Level 9:22500 
  Level 10:27000 
   
  This is the price per facet.  Each facets 
  levels are bought separately, and the XP cost 
  remains constant for the Nth  level of each class.   
   
  Example:  A level 4 mage would pay 500 XP for 
  the first level in idol.   
   
  Once again, these are total costs,  not 
  costs for the next level.  To find the cost of your 
  desired level, take its cost and subtract your 
  current level’s cost.  
   
  Example:  That same level 4 mage would pay 
  2500(7500-5000) for his fifth level in mage. 
   
  Now,  just because a character has 
  levels in a facet doesn’t necessarily mean they 
  can use them.  Beings of this universe, by nature, 
  have a very small capacity to use facets that 
  differs by race.  This is represented by the bonus 
  facet rating on the racial section of your 
  character sheet.  These bonus facets may be 
  applied in any combination to the facet or facets 
  of your choice, and may be reassigned each time 
  your character changes clothing. 
   
  Example:  The character with 4 levels in mage 
  and 1 level in idol has a racial bonus facet rating 
  of 2.  He may choose to use two levels in mage 
  or one level in mage and one level in idol.  If he 
  uses both levels in mage, he may change the 
  setup to one each when he changes his clothes. 
   
  When your character is using a facet, it 
  grants them access to magic, special abilities, 
  increased skill usage, weapon stances, and extra 
  HP and MP as listed in the appropriate level.  
  Note that the HP and MP bonuses on each 
  level’s line are the total, and are not cumulative 
  
   
   
  17 
  with previous levels in that facet, though they do 
  stack with the bonuses from other facets and the 
  HP and MP they normally receive from their 
  racial levels.  Likewise, only the highest of any 
  special abilities are used, and the bonuses they 
  had in earlier levels are not added to the current 
  ones. 
   
  Example:  A level 5 Maid would get 65 HP, 35 
  MP, Loyalty +6, Cook(3 servings) and Magic 
  30MP (Cooking).  If they were also a level 3 
  human, they would get 30 additional HP and 30 
  additional MP for a total of 95 HP and 65 MP. 
   
  The special abilities your character gets 
  for their facet levels are described on that 
  particular facet’s second page. 
  Each facet also has a “specialty” and 
  “subjects” rating.  For every level you have in a 
  facet, you get a +1 to all non-attack rolls made 
  with that facet’s specialty skill.  
   
  Example:  A level 5 warrior rolling their Gym 
  skill of 4 with their Strength die of d10 would 
  roll 4d10+5.  If the dice came up as 2, 3, 6, and 
  9, they would take the highest die of 9 and add 5, 
  for a total of 14. 
   
   In addition, to use a weapon or shield 
  properly, your character must have at least one 
  level active in a facet that has one of that item’s 
  skills as a specialty or subject.  If they do not, 
  and use the weapon anyways, they may not use 
  any weapon stances, as described on page XXX. 
   
  Racial Levels 
   
  To gain levels in a race, you must spend 
  experience points while you are that race.  
  Experience points represent time spent learning 
  through experiences.  Experience points are 
  earned by attending classes, completing quests, 
  winning 
  sanctioned 
  duels, 
  and 
  defeating 
  monsters.  The cost for race levels is as follows: 
   
   
   
   
   
   
  Racial Levels 
  Level 1:-- 
  Level 2:1000 
  Level 3:2000 
  Level 4:3000 
  Level 5:4000 
  Level 6:5000 
  Level 7:6000 
  Level 8:7000 
  Level 9:8000 
  Level 10:9000 
  Level 11:11000 
  Level 12:13000 
  Level 13:15000 
  Level 14:17000 
  Level 15:19000 
  Level 16:21000 
  Level 17:23000 
  Level 18:25000 
  Level 19:27000 
  Level 20:29000 
   
  Note this is the total level of all your 
  races.  Note also that these are total costs, not 
  costs for the next level.  Subtract the current 
  level’s cost from the cost of the next level to 
  determine the next level’s cost. 
   
  Example:  A 10th-level human would pay 
  2000(11000-9000 )XP for a level in spirit, as it is 
  their eleventh total level.   
   
  You can level in any race while you’re 
  that race.  You do not have to stay that race, you 
  only need to spend the XP while it is your 
  current race.  This reflects experiences gleaned 
  while in that body.  When figuring your racial 
  totals, add everything from all your races 
  together. 
  When leveling in a race, replace that 
  race’s line in your character sheet with the level 
  you’ve bought. Remember that the bonus skill 
  and stat points are a total that you’ve gained as 
  that race, not how many you get that level.  If 
  your race changes, you keep your skill and stat 
  points, as well as any racial abilities. 
   
  Gaining/Losing 
  Advantages and 
  Disadvantages 
   
    
  If you no longer wish to have a 
  particular disadvantage, you may buy it off, at a 
  cost of five times the XP it gave you during 
  
   
  18 
  character creation.  This cost may be lessened if 
  you roleplay it well, and you should discuss 
  removing 
  a 
  disadvantage 
  with 
  the 
  GM.  
  Conversely, if you wish to take on a new 
  disadvantage, you may whenever you like, but 
  you do not gain any XP from it. 
   
  If you wish to gain a new advantage, 
  you must spend the advantage’s normal XP cost 
  to take it, and you should have a good reason to 
  get the advantage in question.  You should have 
  your GM’s approval before taking on new 
  advantages, and remember that some advantages 
  raise your threat level(described later). 
   
  Skills 
   
   
  There are ten skills, each of which was 
  described in the character creation part of the 
  book.  Nearly every activity in which you 
  interact with something should have a skill 
  applicable to it.  As described earlier, the number 
  of points you have in a skill determines the 
  number of dice rolled when using that skill.  
  Oftentimes, especially in combat, where skills 
  determine attacking and sometimes blocking, a 
  specific skill is given to use, but other times, it is 
  up to the GM’s judgement as to what skills may 
  be applicable in a particular situation.  If you 
  have no points in that skill, you must make an 
  unskilled roll—that is, two dice with the stat in 
  question are rolled, and the lowest result is taken. 
   
  Magical Clothing 
   
  Bonus facet levels are good enough for 
  most people in the universe, but MSF High trains 
  elite students who are able to quickly master 
  magic, technology, and all other facets of their 
  education.  In fact, these students are instructed 
  so well that their bodies are unable to properly 
  reflect their true level of experience.  For this 
  reason, magical outfits were created to channel 
  facets of the student’s power.  These outfits are 
  the primary method of using power for a student. 
  Magical outfits are sold in many shops 
  near MSF High, and prices range based on the 
  power of the item as well as the article of 
  clothing itself.  Students may choose to purchase 
  outfits that concentrate on a particular facet, or 
  instead piece together outfits from different 
  magical articles of clothing that reflect their style 
  and abilities.  In addition, each student is given a 
  free personalized school outfit that allows them 
  to use as many levels of their student facet as 
  they have. 
  The facets that outfits provide are added 
  to each other.   
   
  Example:  A character wearing a magical pair of 
  gloves that allows the use of 3 levels of Warrior 
  and a headband that allows the use of 2 levels of 
  Warrior may use 5 levels of Warrior.  If the same 
  character puts on a jacket that allows them to 
  use 4 levels of mage, they then have access to 5 
  levels of warrior and 4 levels of mage, in 
  addition to any bonus facet levels granted to 
  them by their race. 
   
  The one restriction to magical outfits is 
  that no two magical pieces of clothing may cover 
  the same part of the body.  There are eight 
  sections which clothing may cover:  Head, Eyes, 
  Neck, Shoulders, Torso, Arms, Legs, and Feet.  
  Next to the listings of the outfits are one or more 
  letters that represent the parts of the body that the 
  outfit covers.  An outfit that uses every slot on 
  the body, like a warrior’s magic armor, is 
  represented by HENSTALF.   The list of magical 
  clothing can be found on page XXX. 
   
  Using Facets 
   
  When a character wishes to switch 
  which facets they use, they must usually change 
  magical outfits in the process.  If they instead 
  wish to shuffle facets around, they must still take 
  the same amount of time.  When a facet that was 
  being used is no longer used, the HP and MP 
  bonuses that the facets added are subtracted from 
  the character’s total HP and MP and their current 
  HP and MP.  This can, on occasion, knock a 
  character out.  After the loss in HP and MP is 
  resolved, add the HP and MP bonuses from the 
  newly-added facets to the current and total HP 
  and MP of the player.  The end result should 
  have them short the same amount of HP and MP 
  that they were before they switched facets. 
   
  Exhaustion and HP/MP 
  Regain 
   
  
   
   
  19 
  HP and MP are both needed to keep a 
  student’s body and mind functioning properly.  
  Both of them slowly replenish themselves, but 
  casting magic and fighting tend to take a quick 
  toll on a student.  A student who has reached 0 
  HP is physically exhausted.  They’re too worn 
  out to take more than one move action per round, 
  cannot attack or defend, and are lucky if they can 
  even stand.  If their hit points go below 0, into 
  the negative numbers, they’re knocked out, and 
  cannot move, see or hear(though they might 
  dream).  In a similar fashion, characters must 
  also keep tabs on their MP.  A character with 0 
  MP 
  is 
  mentally 
  exhausted 
  and 
  cannot 
  concentrate.  They cannot cast spells or 
  otherwise spend MP, and all their rolls suffer a -
  2 penalty.  If their MP drops below 0, they’re 
  pretty much brain-dead and can’t do anything 
  except babble incoherently.  HP and MP both 
  regain at a rate of 1 per hour, so if your numbers 
  are too far down in the negatives, it’s likely that 
  your magical self-repair abilities will take effect 
  before you regain everything. 
   
  Magical Self-repair 
   
  Every 
  night, 
  a 
  student’s 
  body 
  rejuvenates itself and purges any unwanted 
  changes.  This process is instant and happens 
  halfway through their sleep cycle.  Most students 
  sleep 8 hours a night, so their repair occurs at the 
  end of the fourth hour.  This means that not only 
  does your character regain their full HP and MP 
  and the use of any daily special abilities, but any 
  physical or mental transformations that they do 
  not subconsciously desire are also reversed.  A 
  character who stays awake for more than a day 
  remains drained, but gets the same benefits as 
  normal when he finally does go to sleep.  A 
  character who sleeps more than once a day does 
  not restore more than once.  
  How do you know whether a character 
  “really” wants their transformations?  It’s up to 
  you, the player, to act as the subconscious mind 
  of the student. 
   
  Threat Levels 
   
  The GM needs to know about how 
  powerful you are if he wants to throw anything 
  at you.  To give him a good estimation, you 
  should keep track of your “threat level”.  To 
  determine your threat level, add up your total 
  number of racial levels and the number of facet 
  levels you are currently using, as well as any 
  enhancements 
  to 
  your 
  threat 
  level 
  from 
  advantages or disadvantages.  Do not count any 
  facet levels that you have purchased, but are not 
  accessing at the time. 
   
  Combat 
   
   
  The time will come when your 
  character will fight someone or something else.  
  This is when things become a little more 
  complex, and we’ll need to use a few more boxes 
  on your character sheet.  Combat is broken into 
  rounds, each round being about ten seconds.  
  Here’s an overview on combat: 
   
  1:Roll for initiative. 
  Each character makes a nonskilled 
  Accuracy roll.  The number they get represents 
  their speed in noticing and taking part in the 
  combat.  While the characters are all technically 
  acting simultaneously, characters are affected by 
  the elements of combat in order of initiative, and 
  a character that is knocked out before their turn 
  comes up in a round may not act. 
   
  2:Choose stances. 
  In order from lowest number to highest 
  number on the initiative roll, each character 
  participating in the battle must declare their 
  attack and defense stance(if any) for the turn.  
  Any character wielding a weapon who chooses a 
  stance different from their stance last turn(After 
  the first turn of battle) is penalized -2 to attack or 
  defense rolls, whichever type of stance they 
  changed.  A character can choose to have no 
  attack or defense stance, and any character 
  taking up a stance after they had no stance of the 
  same type(Attack or Defense)the last turn or 
  changes to having no stance is not penalized.  
  There are three attack stances and three defense 
  stances your character can take.  If your 
  character has taken no attack stance, they cannot 
  attack, and they cannot defend if they have taken 
  no defense stance. 
   
   The attack stances are: 
   
  
   
  20 
  Strong:  Uses your Strength stat to attack.  If 
  your character’s attack roll is double or more the 
  target’s defense roll in this stance, double the 
  damage dealt (after armor and defense are 
  applied to the damage). 
   
  Fast:  Uses your Agility stat to attack.  If your 
  character’s attack roll is double or more the 
  target’s defense roll while you are in this stance, 
  you may take an extra action with the weapon 
  used (Only once per round per hand). 
   
  Precise:  Uses your Accuracy stat to attack.  If 
  your character’s attack roll is double or more the 
  target’s defense roll while you are in this stance, 
  you may cause them to lose their next primary 
  hand, offhand, speak, or move action (your 
  choice).  If you cause them to lose a hand action 
  in a hand that is carrying something, it is 
  knocked out of their hand. 
   
  And the three defensive stances your character 
  can take are: 
   
  Dodge:  Uses 5 feet of your move(a single move 
  action) and your agility stat to defend.  If your 
  opponent is making a strong attack, the skill they 
  are using to attack is considered one point lower 
  for the purposes of that attack. 
   
  Parry:  Uses a hand action and your accuracy 
  stat to defend.  The hand you are using must be 
  holding a melee weapon in order to parry.  If 
  your opponent is making a fast attack, the skill 
  they are using to attack is considered one point 
  lower for the purposes of that attack. 
   
  Block: Uses a hand action and your defense stat 
  to defend.  If your opponent is making a precise 
  attack, the skill they are using to attack is 
  considered one point lower for the purposes of 
  that attack. 
   
  3: Take actions. 
  Once stances have been declared, 
  characters take actions in order from highest 
  initiative rolled to lowest.  Most players have 4 
  types of actions they can use-Primary hand, 
  Offhand, Speak, and Move.  Some players 
  cannot speak, some have extra arm actions, and 
  other differences, and these work as described in 
  the advantage or racial ability that gives them 
  that difference.  Large bold titles represent the 
  different types of actions your character has, and 
  small bold titles denote things that the character 
  may use those actions for. 
   
  Primary Hand: Many spells or operating 
  most machines require one or more hand actions.  
  If it requires more primary hand actions than the 
  player has primary hands, the action may take 
  more than one round.  You may also use your 
  primary hand to attack, as described below. 
   
  Attack:  Your character may attack using their 
  primary hand if the enemy is within range of 
  their weapon.  Most weapons have a range of 5 
  feet, as do your bare fists if you’re unarmed, but 
  certain 
  weapons 
  have 
  longer 
  ranges, 
  as 
  determined by their listing in the items section 
  beginning on page XXX.  For Ranged weapons, 
  there is no such thing as a target being out of 
  range, but the target must be within your line of 
  sight (meaning you can see him).  If the target 
  would normally be in your line of sight but your 
  vision is blocked for another reason, like you’re 
  being blinded by a spell or someone’s covering 
  your eyes, your attack roll suffers a -6 penalty.  
  When using a ranged weapon, if the target is 
  beyond the range listed for the weapon, the 
  attack roll is penalized -1 for every increment of 
  the range the target is out of. 
   
  Example:  A character is firing a gun with a 
  range of 30 at a character 100 feet away.  The 
  firer suffers a penalty of -3 to the roll, because 
  the target is over three times farther(but less 
  than four) than the range of the gun. 
   
  The stat and skill used depend on the 
  character’s weapon and stance.  An attack roll is 
  made as XdY, where X is the skill used and Y is 
  the Stat used.  Fists use the Gym or Martial Arts 
  skill.  A character in the Strong stance uses their 
  Strength stat, a character in the Fast stance uses 
  their Agility, and a character in the Precise 
  stance uses their Accuracy stat.  The skill they 
  use is usually their choice of two or more skills 
  listed in the weapon’s stats.  A weapon with a 
  skill reading –X subtracts X from their skill for 
  the purposes of attacking with that weapon.  If 
  the target of your attack is taking a defensive 
  action, then the attacking player must hit the 
  number rolled.  If the attacking character is 
  attacking a target with that is not conscious, 
  cannot defend, or has taken no defensive stance, 
  they must roll a 5.  The number you roll is also 
  
   
   
  21 
  modified by the size difference between you and 
  your target.  See page XXX for details. 
   
  If you hit your target, you deal damage.  
  Roll the damage listed on your weapon, and the 
  target rolls a soak roll.  Soak rolls can be 
  modified by armor, but by default are a 
  nonskilled defense roll.  If the character is 
  wearing armor, roll the armor’s dice as well and 
  pick the highest result.  Subtract the defense roll 
  from the damage roll, and the hit target loses an 
  amount of HP equal to the difference.  If this is a 
  negative number, it counts as 0. 
   
  Block:  Your character may use their primary 
  hand to block.  This must be declared in the 
  stance phase of a turn.  Unless a special ability 
  they are using states otherwise, the blocking 
  character makes a nonskilled defense roll. A 
  character attempting to hit someone who is 
  blocking must hit this number.  If that character 
  is attacking with a precise stance, they lose a die 
  from their attack.  A character can also use a 
  shield to block.  In this case, the shield has a skill 
  or a choice of skills which they roll with the 
  defense stat as their defense roll. 
   
  Parry:  Your character may use their primary 
  hand to parry.  This must be declared in the 
  stance phase of a turn.  Unless a special ability 
  they are using states otherwise, the parrying 
  character makes a nonskilled accuracy roll. A 
  character attempting to hit someone who is 
  parrying must hit this number.  If that character 
  is attacking with a fast stance, they lose a die 
  from their attack.  A character can also use 
  certain shields to parry.  In this case, the shield 
  has a skill or a choice of skills which they roll 
  with the accuracy stat as their defense roll. 
   
  Offhand:  You may take any actions with 
  your offhand that you would normally be able to 
  take with your primary hand, but all skills are 
  considered one point lower for the purposes of 
  any rolls made for offhand actions. 
   
  Both Hands:  Some actions require both 
  hands to perform.  If your character has extra 
  hands, one of the hands used must be primary, or 
  the action suffers a penalty of -1 to the skill.  
  There is no bonus granted for using extra 
  primary hands. 
   
  Grapple:  This counts as an attack from your 
  stance, which means the opponent’s stance may 
  cause a penalty.  The grappler and their target 
  must be within 5 feet of each other.  The grappler 
  makes the attack with their Gym or Martial Arts 
  skill.  If they beat the opponent’s defensive roll, 
  they have grappled the opponent.  If the grappler 
  is of equal size or larger than their opponent, the 
  grappled character may not use any move actions 
  and may only use all their hand actions to 
  attempt to break free.  If the opponent attempts 
  to break free of a grapple on their turn, both 
  characters make nonskilled strength rolls.  If the 
  grappled character makes the higher roll, the 
  hold is broken and the character may participate 
  in combat as normal.  The grappling character 
  must use at least one hand action on each of their 
  turns to keep the grapple up.  While grappling an 
  opponent, a character gets +4 on all their attack 
  rolls on that opponent.  If the grappling character 
  is smaller than the opponent, the opponent may 
  still use all their actions normally, but if they 
  attack the grappling opponent and miss, they hit 
  themselves with the attack.  Hits landed this way 
  cannot have the special effect of the stance(no 
  double damage, no attacking again, no precice 
  hit), even though they technically hit themselves 
  when they weren’t trying to guard against 
  themselves. 
   
  Talk:  Your character may speak for up to ten 
  seconds during their turn.  Some special abilities 
  require the use of some of this time.  Any 
  character may attempt a distraction attempt, 
  which uses their talk action for the turn and may 
  lower the enemy’s rolls. 
   
  Infatuate:  Get someone's attention and distract 
  them with your sexy body by using a talk action 
  to make an infatuate attempt.  First, tell the GM 
  who you're trying to attract, generally by 
  describing 
  what 
  you 
  say 
  to 
  get 
  their 
  attention(The GM may deem that you get the 
  attention of multiple characters if you say 
  something like "Hey, cutie" or "Oh, Ladies").  
  You then make a nonskilled personality roll, 
  adding in any bonuses you may have to infatuate 
  attempts.  Subtract 4 from this roll.  This number 
  is the Distraction rating.  Anyone who is 
  attracted to your character's gender makes a 
  nonskilled intelligence roll.  If their roll is less 
  than the distraction rating, they suffer a penalty 
  to all actions that turn equal to the difference.  If 
  the character is distracted successfully and the 
  
   
  22 
  difference is 10 or more, the character is smitten 
  with yours, and will act accordingly, oftentimes 
  switching sides to help your character out for at 
  least two rounds(Though, sometimes the GM 
  may decide that the infatuated character has 
  decided to become your loyal slave for life).  
  Any attempts to infatuate after the first time, 
  whether it's the same character you're doing it to 
  or not, in the same fight suffer a cumulative -2 
  penalty to the Distraction rating.  Be careful with 
  this if you've got friends who find you attractive. 
   
  Infuriate:  You can also use your talk action to 
  say all the wrong things.  This distracts an enemy 
  pretty well, too, but comes at more of a risk to 
  you.  Once again, you must use a talk action 
  getting their attention with a rude comment 
  about their mother or their martial arts style.  
  Then you make a nonskilled personality roll, 
  adding in any modifiers, and subtracting 4 to 
  determine the Distraction rating.  As before, 
  anyone who is potentially distracted(though this 
  time it's not biased by sexual preference) must 
  make a nonskilled Intelligence roll.  If their roll 
  is less than the Distraction roll, they suffer a 
  penalty to their actions for that turn equal to the 
  difference.  If the infuriated character failed and 
  the difference is 6 or more, the affected character 
  turns their full attention towards the character 
  who is infuriating them and attempts to attack 
  them for at least two rounds(or more if the GM 
  deems).  Infuriation attempts made after the first 
  time, even if they're directed at someone else, in 
  the same battle suffer a cumulative -2 penalty to 
  the Distraction rating. 
   
  Intimidate:  The final distracting talk action, 
  scaring your opponents witless, requires a bit 
  more finesse to do properly, but gives a more 
  preferable result.  By now you know the drill:  
  Spend a talk action to talk some smack at one or 
  more opponents(Determined by the GM) and 
  make a nonskilled personality roll.  Add your 
  modifiers and subtract 4 to get the Distraction 
  rating.  Everyone affected makes a nonskilled 
  intelligence check, and if they don't meet the 
  distraction rating they suffer a penalty equal to 
  the difference to all rolls that round.  This time, 
  if the character is intimidated and the difference 
  between the intelligence roll and the Distraction 
  rating is 10 or more, the intimidated character 
  refuses to fight the character who intimidated 
  him.  If there is anyone else they can attack, they 
  choose them instead, and if there's no one else, 
  they do their best to run away for at least two 
  rounds(Though, if you did particularly well, the 
  GM could decide that they're afraid of you for 
  days or weeks to come).  Intimidation attempts 
  made in the same encounter after the first one, 
  even if they're at different characters, have a 
  cumulative -2 penalty to the Distraction rating. 
   
  Move:  Moving counts as an action, and 
  depending on their method of movement can 
  move in different directions.  Unless you 
  character has a special way of moving, assume 
  that they can simply walk or run across ground. 
   
  Standard Moving:  Your character can move up 
  to five times their agility in feet per turn  Every 5 
  feet of movement is considered a single move 
  action.  If you’re using miniatures, 5 feet=1 inch, 
  so everything should work out pretty well.  Some 
  special moves require the use of movement, 
  some magic moves you, and so on, but any 
  movement that you do not use yourself is not 
  counted against your movement.  Some types of 
  ground may lower your movement rate, while 
  some students can move by means other than 
  walking.  Flying, digging, slithering, and any 
  other ways you propel yourself are still 
  considered 
  your 
  move 
  action. 
   
  Dodging:  Your character may spend 5 feet of 
  their move(a single move action) each turn to use 
  a dodge stance.  This must be declared in the 
  stance phase of a turn.  A dodging character 
  makes a nonskilled agility roll, unless a special 
  ability they are using says otherwise.  A 
  character attempting to hit someone who is 
  dodging must hit this number.  If that character is 
  attacking with a Strong stance, they lose a die 
  from their attack. 
   
  Hold:  Your character may choose to hold any 
  of these actions for later.  If they do this, they 
  may choose at any time before their next turn to 
  use their held actions.  This is useful if your 
  character is being attacked by someone who 
  moves in and out too fast for them to approach. 
   
  Magic:  Casting spells is an important part of 
  battle, and uses one or more actions just like 
  attacking with a weapon or moving.  Using 
  magic is different depending on what facet you 
  
   
   
  23 
  use to cast that magic, and its use is explained in 
  that facet’s description. 
   
  4:Resolve non-character 
  actions 
   
  After all characters have taken their 
  actions in turn, the GM resolves any other events 
  or effects that were not caused by the characters.  
  Lightning in a rainstorm, rain putting out a fire, 
  and so on.  After this, the process restarts at #1.  
  Combat ends when everyone’s done fighting. 
   
   
  Cover 
   
   
  If, during combat, you manage to dive 
  behind something when you’re getting shot at, 
  the GM may add a cover bonus based on how 
  well you’re protected.  If you’re behind a stop 
  sign, you may get a +1.  If you’re hiding behind 
  a wall, the GM may say that you’re out of sight 
  range and they cannot directly attack you until 
  they move around to get to you. 
   
  Hazards 
   
   
  Someone hitting you with something 
  else isn’t the only thing you have to worry about.  
  Hazards are created by the environment, crafty 
  enemies, and the GM’s sadistic streak to make 
  sure you’re on your toes.  These can be applied 
  in the middle of a fight, but hazards can happen 
  anywhere, at any time. 
   
  Falling:  This one's pretty bad, since once you 
  realize it's happening there's not much you can 
  do about it, and the more time you have to think 
  about it the worse it's going to hurt.  You need to 
  worry about this if you fall 20 feet or more.  For 
  every 20 feet you fall, you take 1d8 damage.  
  Therefore, falling 100 feet will deal 5+d8 
  damage.  This damage can be cut in half if you're 
  landing on something soft(or using someone to 
  break your fall) or doubled if you land on 
  something less pleasant than ground normally is.  
  Now, having things fall on you is another story 
  altogether.  The damage it deals then depends on 
  the size.  Small and smaller objects deal x+d4 
  damage, where X is the number of feet fallen 
  divided by 20.  Medium and Large objects deal 
  x+d6 damage, L2 objects deal x+d8, L3 ones 
  deal x+d10, and L4 objects and larger 
  ones(unless they’re ridiculously large) deal 
  x+d12 damage.  Luckily, the farther things are 
  falling, the more of a chance your character 
  might have to get out of its way.  By the way, 
  hitting the ground from a height of 20 feet or 
  more is going to count as your action for the next 
  round, unless you happen to pass anything you 
  can hit on the way down.  Similarly, someone 
  who notices a falling object in that round it has 
  to fall can spend a dodge action and make a 
  nonskilled Agility roll.  A roll of 7 or more 
  dodges the falling object.  As a side note, due to 
  friction and the like, heights above 500 feet 
  count as 500 feet for falling damage, objects 
  smaller than an inch around deal no falling 
  damage, and the GM may deem that an object is 
  too light and creates too much friction to deal 
  any damage as it falls.  A bag of feathers from 
  orbit will NOT kill an enemy. 
   
  Fire:  If a character walks into a fire, they take 
  2+d10 damage every round they spend there.  If 
  the GM’s feeling playful, he can decide that your 
  clothes will catch on fire on a roll of 4 on a d4.  
  If you yourself are on fire, you must make an 
  Agility roll of 7 and spend all your move actions 
  and your hand actions rolling to put yourself out.  
  It’s also fairly likely that you’ll spend your speak 
  action screaming in pain. 
   
  Ice:  If the ground’s slippery, you must make an 
  agility roll every turn you move in order to stay 
  up.  This roll’s difficulty is usually 5, but the GM 
  can adjust it up or down as circumstances apply.  
  If you fail, you’re down on the ground and must 
  spend a hand action and all your move action 
  getting up.  This can happen over and over, and 
  it doesn’t get any less annoying the umpteenth 
  time. 
   
  Sight/Hearing obstructions:  Not being able to 
  see makes doing most stuff really hard.  Normal 
  combat rules assume that the characters can use 
  their senses to tell where the each other are.  If 
  this isn’t the case, things get harder.  To this 
  extent, you can apply a penalty to all rolls made 
  by characters that cannot see(or hear or smell, 
  depending on what sense they use to navigate).  
  This penalty can range from -1(light fog, static, 
  nasty smell) to -10(total darkness, vacuum), and 
  when it applies to light, it’s cancelled in part or 
  
   
  24 
  whole out by certain abilities, like the Redeemed 
  ability “dark-everything”. 
   
  Moving Things 
   
   
  Aside from the gear you have on you, 
  you may need to move other things.  For the 
  purposes of moving things, a character’s size 
  affects this amount.  If a character is small or 
  smaller, their small number is subtracted from 
  their strength.  For large or larger characters, 
  their large number is added to the strength score.  
  Here is how you can affect these objects: 
   
  Throwing:  You can throw things that weigh up 
  to twice your strength in pounds.  The distance 
  you can throw them is equal to the weight in 
  pounds divided by your strength score squared.  
  Objects under half a pound count as half a 
  pound; anything higher is rounded up to the next 
  nearest pound. 
   
  Example:  A medium character with a strength of 
  8 can throw a 1-pound object 64 feet.  They can 
  throw a half-pound object 128 feet, and they can 
  throw a 2-pound object 32 feet. 
   
  Carrying:  A character can carry their strength 
  squared in pounds.  This is the weight that they 
  can carry while still moving their normal 
  amount.  If you cut the character’s agility in 
  half(round up) for purposes of movement, they 
  can carry twice that. 
   
  Example:  A size Small3 fairy with a strength of 
  6 can carry 9 pounds without affecting their 
  move speed.  They can carry up to 18 pounds if 
  their movement is cut in half. 
   
   
  Characters can help each other when 
  carrying objects.  In this case, their total carrying 
  ability is added together, and speed is only cut if 
  the weight of the object being carried is greater 
  than the combined carrying capacity of all 
  characters.  The GM may deem that only a 
  limited number of characters may carry an 
  object, depending on how massive it is and how 
  many places there are to grab. 
   
  Pushing/Dragging:  A character can push or 
  drag an object that weighs up to four times their 
  strength squared.  Pushing an object moves it at 
  one-quarter your character’s normal movement.  
  Multiple characters may assist with a push, but 
  the speed pushed is always one-quarter the 
  lowest speed in the group. 
   
  Swimming:  It counts as moving yourself, so we 
  need to take care of it.  When moving through 
  water, your swim speed is equal to one quarter 
  your agility score(round up) times five.  This is 
  before any modifiers for carrying, which affect 
  your speed the same way.  You can move any 
  direction in the water, but if you go under, you 
  start to suffer the effects of drowning. 
   
  Drowning:  If your character stays under water 
  for an extended amount of time, you must start 
  making drown checks.  After three minutes, you 
  must make a nonskilled defense roll of 5.  Every 
  round after that, you must make the roll again.  If 
  you fail, you take 20 HP of damage.  If you’re 
  reduced to 0 HP this way, you’ve drowned.  
  Note that some characters are immune to 
  drowning. 
   
  Currents:  At times, the water you’re in isn’t 
  still.  The GM may deem that water is flowing.  
  If this is the case, your character will move 
  automatically while in the water.  This 
  movement does not count against your swim, 
  though you will have to expend extra move if 
  you’re swimming against the current.  You move 
  five feet per round if in steadily moving water, 
  and ten feet if in rapidly flowing currents.  
  Flying characters may have the same problems 
  with strong air currents. 
   
  Climbing:  It’s like walking, only up.  While 
  climbing gear can make it much easier, climbing 
  up a 60 degree or steeper incline takes awhile 
  longer.  Like with swimming, you will move one 
  quarter your agility, rounded up, times five.  
  Flying characters need not worry themselves 
  with climbing rules, most of the time.  Totally 
  unfair. 
   
  Hiding:  You don’t always want to be seen, and 
  hiding can keep something far more powerful 
  than you from beating the crap out of you.  In 
  order to hide, you must first declare to the GM 
  how you plan to hide.  Usually this means taking 
  cover behind something or staying out of an 
  enemy’s range of sight, but in either case, you 
  should make a nonskilled agility roll to find a 
  good place to hide, whereas your opponent 
  should make a nonskilled accuracy roll to try and 
  
   
   
  25 
  spot you.  The GM should give bonuses to you if 
  you’ve chosen a particularly good hiding spot or 
  the opponent isn’t actively looking for you, and 
  give bonuses to the seeker if they saw you duck 
  behind cover or you’ve chosen a particularly bad 
  spot to hide in.  
   
  Sneaking:  This works pretty much the same as 
  hiding, only you start to move after you hide.  
  Every time you move while hiding, you must 
  make a non-skilled agility roll, with a penalty 
  equal to the number of move actions you’ve 
  taken.  The result is the difficulty for someone 
  else to spot you. 
   
  Riding Things:  It’s usually easier on you to let 
  something else do the moving for you, so 
  choosing to ride on another creature is a good 
  idea.  To ride a creature, it has to be at least one 
  size larger than you.  You then do not use any of 
  your own move actions.  If the thing you’re 
  riding is intelligent, like an ogre or somesuch, 
  then they decide where to go, but if you’re riding 
  an animal, you need to make a nonskilled 
  personality roll.  A roll of 6 or better means that 
  you control the animal, whereas a roll of less 
  than that means that it decides where it wants to 
  go.  The roll should be given penalties or 
  bonuses, 
  based 
  on 
  the 
  GM’s 
  discretion, 
  depending on whether the creature wants to be 
  ridden, is trained to handle a rider, or whether or 
  not it likes you. 
  Sizes: 
   
  Not everyone’s the same size.  That’s 
  true not only on most planets throughout the 
  galaxy, but even more so here in MSF High.  
  But, most people of the same race are around the 
  same height range, so we can easily determine 
  what size category your character is.  For most 
  races, unless you are exceptionally short or tall, 
  your size is “medium”, or between four and eight 
  feet tall.  Because it’s the height range most 
  races fit into, we will base the size system on 
  medium creatures.  Creatures with their largest 
  dimension(measured head to toe, or tail, or 
  whatever) smaller than 4’ are one of the Small 
  sizes, and creatures with their largest dimension 
  greater than 8’ are one of the Large sizes.  What 
  size they are exactly depends on that largest 
  dimension. 
   
  Look 
  at 
  your 
  character’s 
  height(unless you’re really long, like a snake, 
  then take that measurement) and compare it to 
  the first row of the height chart on the previous 
  page.   
  If the creature or object in question is 
  smaller or larger than the chart goes, there’s an 
  easy pattern to follow when determining 
  something’s size.  Multiply the maximum height 
  of the previous size by 1.5 to get the next larger 
  size, if it is over medium.  If the size is less than 
  medium, take half of the previous size’s 
  minimum size. 
   
  Example:  Small4’s minimum size is three 
  inches.  Therefore, Small5’s minimum size would 
  be one and a half inches.  A two-inch insect 
  would be a Small5 creature. 
   
  Your character’s size matters when 
  trying to get through doorways, obviously, but it 
  has one crucial difference in combat.  It’s harder 
  to hit something smaller to you, but damage will 
  be proportionally greater.  Likewise, larger 
  creatures will be easier to hit, but the damage 
  you do will be lessened.  When two creatures 
  with different sizes attack each other, the attack 
  roll and damage dealt are modified according to 
  the size chart on the previous page.  To use this 
  chart, find the attacker’s size on the left side of 
  the chart, and find the defender’s size on the top 
  side of the chart.  The point where their row and 
  column meet shows the difference in attack and 
  damage.  This modifier cannot lower damage 
  under 1, but other modifiers can. 
   
  Example:  A size small3 Fairy is attacking a 
  medium Human.  He looks on the chart where 
  size3 and medium meet and sees that it says 
  “A+3 D-3”.  When he attacks, he adds three to 
  his attack roll, but subtracts three from his 
  damage. 
   
   
  If the attacker or defender are larger or 
  smaller than the chart shows, there is an easy 
  way to determine the bonuses or penalties to 
  attack and damage.  Find the difference in size 
  between the two characters.  If one of the 
  characters is medium, the difference is simply 
  the size number of the creature.  If one is a large 
  size and the other is small, simply add the two 
  size numbers.  If both are large or both are small,  
  subtract the smaller size number from the larger 
  one.  This will leave you with a positive number.  
  The larger creature subtracts this number from 
  their attack and adds it to their damage, and, 
  conversely, the smaller creature adds that 
  
   
  26 
  number to their attack and subtracts it from their 
  damage. 
  In addition, as noted in the combat 
  section of the rules, being a different size than 
  your opponent can affect grappling.  There are 
  other advantages and disadvantages to being 
  oddly sized, but they tend to balance out one way 
  or another.  If you want a character with a size 
  other than medium, you must purchase the 
  Advantage “Odd-sized,” though there are spells 
  that give the same effect. 
   
   
   
   
   
   
   
   
   
   
   
                                                    Small:Chibi 
                                                          3’7” 
   
   
                          Small2:Gremlin 
                                  1’4” 
   
   
  Small3:Fairy 
  9” 
                     
   
   
   
   
   
   
   
   
   
   
   
   
   
                                    Large1:Orc 
                                      13’9” 
   
   
   
   
   
   
   
  Medium:Human 
      6’0” 
   
  Size 
  Small4 
  3”-6” 
  Small3 
  6”-1’ 
  Small2 
  1’-2’ 
  Small 
  2’-4’ 
  Medium 
  4’-8’ 
  Large 
  8’-12’ 
  Large2 
  12’-18’ 
  Large3 
  18’27’ 
  Large4 
  27’-40’ 
  Small4 
  None 
  A+1 D-1 
  A+2 D-2 
  A+3 D-3 
  A+4 D-4 
  A+5 D-5 
  A+6 D-6 
  A+7 D-7 
  A+8 D-8 
  Small3 
  A-1 D+1 
  None 
  A+1 D-1 
  A+2 D-2 
  A+3 D-3 
  A+4 D-4 
  A+5 D-5 
  A+6 D-6 
  A+7 D-7 
  Small2 
  A-2 D+2 
  A-1 D+1 
  None 
  A+1 D-1 
  A+2 D-2 
  A+3 D-3 
  A+4 D-4 
  A+5 D-5 
  A+6 D-6 
  Small 
  A-3 D+3 
  A-2 D+2 
  A-1 D+1 
  None 
  A+1 D-1 
  A+2 D-2 
  A+3 D-3 
  A+4 D-4 
  A+5 D-5 
  Medium 
  A-4 D+4 
  A-3 D+3 
  A-2 D+2 
  A-1 D+1 
  None 
  A+1 D-1 
  A+2 D-2 
  A+3 D-3 
  A+4 D-4 
  Large 
  A-5 D+5 
  A-4 D+4 
  A-3 D+3 
  A-2 D+2 
  A-1 D+1 
  None 
  A+1 D-1 
  A+2 D-2 
  A+3 D-3 
  Large2 
  A-6 D+6 
  A-5 D+5 
  A-4 D+4 
  A-3 D+3 
  A-2 D+2 
  A-1 D+1 
  None 
  A+1 D-1 
  A+2 D-2 
  Large3 
  A-7 D+7 
  A-6 D+6 
  A-5 D+5 
  A-4 D+4 
  A-3 D+3 
  A-2 D+2 
  A-1 D+1 
  None 
  A+1 D-1 
  Large4 
  A-8 D+8 
  A-7 D+7 
  A-6 D+6 
  A-5 D+5 
  A-4 D+4 
  A-3 D+3 
  A-2 D+2 
  A-1 D+1 
  None 
  
   
   
  27 
  ADVANTAGES AND 
  DISADVANTAGES 
  
   
  28 
  Disadvantages: 
   
   
  During character creation, you may take 
  one or more disadvantages in order to get some 
  extra 
  XP 
  to 
  spend 
  on 
  good 
  things.  
  Disadvantages take something away from your 
  character, but they also make them more 
  interesting.  You should be awarded with extra 
  XP for playing your character well.  On the other 
  hand, if you take too many disadvantages, your 
  character will simply be a pile of defects that 
  isn’t any fun to play.  The GM will probably cap 
  the amount of XP worth of disadvantages you 
  can take, usually to 2000.  You may take 
  disadvantages after character creation, but you 
  do not gain any XP for it.  You may also use XP 
  to buy off disadvantages, though at a much 
  higher cost and the GM’s discretion.  Buying off 
  a disadvantage costs five times the amount of XP 
  you paid for it, unless it’s roleplayed out well, in 
  which cast the GM may give you a discount or 
  even remove it for free. 
   
  The bonus XP gained from taking the 
  disadvantage is listed before the name of the 
  disadvantage.  If, next to the XP bonus, there is a 
  set of parenthesis with “TL –X” inside, taking 
  that disadvantage lowers your threat level by that 
  number. 
   
  Remember 
  that 
  though 
  these 
  disadvantages have obvious game statistic 
  effects, they also imply parts of your character’s 
  personality that should be roleplayed whenever 
  possible.  If you choose a Disadvantage and do 
  not roleplay as though you had it, the GM may 
  assign you new ones(And let you keep the game 
  effects of the old) that better suit your character’s 
  personality. 
   
  +250 XP:  Bad Timing:  You’ve never quite 
  gotten the hand of using two weapons at once.  
  Your character can hold two or more weapons, 
  but cannot use more than one weapon to attack 
  per round.  That hand’s probably better off 
  holding a shield or a spellbook. 
   
  +250 XP:  Poor Grip:  That extra-large handle 
  on the sword must mean that it’s for characters 
  bigger than you, because you’re no good at using 
  both hands to handle a weapon.  You can use a 
  two-handed weapon and even wield capable 
  weapons two-handed, but you don’t get the 
  bonus damage die for it. 
   
  +250 XP:  Weak Offhand:  You’ve trained very 
  well with your dominant hand, but in doing so 
  have neglected the other(or others, if you’ve got 
  more than two arms.)  To take this flaw, you 
  must have at least one offhand.  Attacks made by 
  your character with any of their offhands are 
  made with one less skill die than normal.  If this 
  brings their skill dice down to 0 or lower, 
  consider it unskilled. 
   
  +500XP:  Xenophobe: Your character  
  doesn’t care for the way any other races look, or 
  is just plain scared of everyone that doesn’t look 
  like them.  You’re pretty sure that all the other 
  students here are representative of evil aliens that 
  want to take over the galaxy.  You’re at –2 to all 
  your rolls to interact with(in a non-combat sense) 
  anyone whose race isn’t your own. 
   
  +300XP  No Depth Perception:  Your character  
  Is particularly bad at judging distance, either by 
  means of poor judgment or simply not having 
  two eyes.  Whenever your character makes a 
  ranged attack with a weapon, subtract one skill 
  die from that attack.  If this leaves you with zero 
  or less skill dice, roll the skill unskilled. 
   
  +300XP:  Bad Luck:  Your character seems to 
  be followed by bad luck.  When your character 
  fails their roll and at least one die is a one, they 
  have a spectacular failure, as if all their dice 
  came up 1s.  Additional effects may occur as 
  determined by the GM. 
   
  +300XP:  Itchy Trigger Finger:  Once you’ve 
  lined up the shot, you have a tendency to take it.  
  Aiming is a waste of time for your character, and 
  while it doesn’t affect his damage too much, it 
  shows if you need to take care of someone’s 
  weapon.  The added effects for an accuracy 
  critical during a precise attack do not apply to 
  your character. 
   
  
   
   
  29 
  +300XP:  No Follow-Through:  You’ve figured 
  out the part where you hit your enemy, but for 
  some reason you always pull back before you’ve 
  dealt your full damage.  Maybe you’re afraid of 
  hurting your fellow students too much, maybe 
  you figure all the damage has been dealt, but 
  when your sword should have gone all the way 
  through, you pull back halfway.  Because of this, 
  your character does not deal double damage 
  when getting a strength critical with a strong 
  attack. 
   
  +300XP:  Obsession:  Your character has an 
  unhealthy obsession with a particular item, 
  person, or so on.  You will do whatever it takes 
  to get that item, and when it’s within your sight 
  range, you’re at –1 to ALL rolls due to 
  distraction. 
   
  +300XP:  Slow-Witted:  They may call you a 
  lot of things, but an opportunist is not one of 
  them.  No matter how hard you try, you can 
  never seem to grab that window of opportunity 
  for the extra attack.  Therefore, your character 
  does not get their extra attack when making an 
  agility critical on a fast attack. 
   
  +500 XP:  Damage Magnet:  For some reason, 
  enemies always seem to go after you.  It’s not 
  anything personal, it’s just that they seem to pick 
  you first.  This isn’t such a bad thing when 
  you’re trying to protect everyone else in your 
  party, though.  When the GM rolls to see who an 
  enemy attacks, you count as two targets. 
   
  +500 XP:  Natural Swimmer:  You’re used to 
  swimming as your main form of transportation.  
  Your running speed(after any modifiers) and 
  swimming 
  speed(after 
  any 
  modifiers) 
  are 
  switched. 
   
  +500XP:  Allergies:  Your character has very 
  bad allergies.  Up to three times per game 
  session, the GM may declare that you sneeze 
  during a roll, subtracting a die from that roll.  If 
  the roll is reduced to zero dice or less, roll as 
  though you were unskilled. 
   
  +500XP:  Slow-paced:  Running is nor your 
  forte, and while you’re in just a little trouble if 
  you miss the bus in the morning, you’re really 
  screwed when you’re being chased by something 
  huge.  Remember, your friends don’t have to 
  outrun it, they just have to outrun you.  Your 
  character’s run speed is half what it should be. 
   
   
  +500XP:  Unwanted Companion:  There is 
  someone or something following you around that 
  you don’t want there.  They’re usually of little 
  use to you and have a tendency to get captured or 
  get you in trouble.  Yet, you never have the heart 
  to leave them to their own mess, you’ll always 
  help them out.  Discuss this disadvantage with 
  your GM before taking it. 
   
  +100XP:  Weak Rival:  Someone is always 
  challenging you.  However, this person is weaker 
  than you and usually only serves as a nuisance, 
  albeit a constant one. 
   
  +500 XP:  Poor Hearing:  What?  Your ears 
  don’t work too well, either because you’re not 
  used to hearing things at all, or you’ve listened to 
  too many loud noises.  Either way, you suffer a -
  4 penalty to any hearing-based roll. 
   
  +500XP:  Elemental Weakness:  Your 
  character is weak against a particular element, 
  one that you’ve chosen when you take this 
  advantage.  You cannot cast spells of this 
  element, any damage dealt to you by spells of 
  this element is doubled, and any beneficial spells 
  of that element harm you instead(and do so with 
  double damage, of course!).  You may take this 
  disadvantage multiple times, each time for a new 
  element, but you may not take it for an element 
  opposed to another element that you are already 
  weak against. 
   
  +250 XP:  Unattractive:  Characters like this 
  aren't simply a race that has an unattractive 
  appearance to most;  they wouldn't be winning 
  any pageants on their home planet either.  The 
  competition's even fiercer at MSF High, so the 
  best idea's just to let your winning personality 
  make you some friends.  Unattractive characters 
  cannot attempt infatuate actions.  A character 
  cannot be both Bishy and Unattractive. 
   
  +250 XP:  Big Softy:  With this disadvantage, a 
  character just doesn't have it in them to act mean 
  or scary.  While some people admire this trait in 
  a person, it's not a good idea for these types of 
  characters to try and scare off enemies.  Big 
  softies get a cannot attempt intimidate actions.  
  
   
  30 
  The same character cannot simultaneously be a 
  big softy and imposing. 
   
  +250 XP:  No-nonsense:  Some people can't 
  take a joke, and some can't make one.  No-
  nonsense characters are the latter.  To them, 
  fooling around, especially in battle, is a great 
  way to end up unconscious, so acting like a fool 
  is simply out of the question.  No-nonsense 
  characters cannot attempt infuriate actions.  A 
  character cannot be both a No-nonsense 
  character and a button-pusher. 
   
  +300 XP:  Coward:  Courage is important for a 
  hero to have, however some just have it in too 
  short supply to be taken as serious adventurers.  
  Cowardly characters can often be scared away 
  with a mean face or some harsh words, and some 
  are so bad that they have to be tied to the other 
  members of their party to make sure they haven't 
  bolted at the first sign of danger.  Characters who 
  have this disadvantage get a -4 penalty on 
  their rolls to resist intimidation attempts.  
  A character cannot be both a coward and 
  have nerves of steel. 
   
  +300 XP:  Testy:  The joke is always on 
  some people, or at least they think so.  
  The reason, of course, is that testy 
  characters are so easy to rile up, and it's a 
  trait that is often taken advantage of.  
  These characters are a few unkind words 
  away from becoming raging berserkers, 
  and their friends know to tread lightly 
  when making conversation around them.  
  Testy characters get a -4 penalty on 
  intelligence rolls made to resist infuriation 
  rolls.  If you guessed that a character can't 
  be unflappable and testy, you're right. 
   
  +300 XP:  Cutie Lover:  Beauty is an 
  admirable 
  trait, 
  but 
  sometimes 
  the 
  admiring gets out of hand.  You could call 
  a character with this disadvantage a 
  "connoisseur of all things pretty", but you 
  could also call them a dirty pervert.  
  These characters tend to get themselves 
  into stupid situations trying to work their 
  way towards the object of their affections, 
  and can easily be twirled around the 
  finger of someone they're attracted to.  Cutie 
  lovers get a -4 penalty on their intelligence rolls 
  made to resist infatuation attempts.  For obvious 
  reasons, a character cannot be a cutie lover and 
  have no libido. 
   
   
  Advantages: 
   
   
  Advantages may be bought at any time, 
  though most are usually bought at character 
  creation.  To the left of the name of the 
  advantage is the XP cost of that advantage.  
  Some advantages raise your threat level, as 
  indicated by “TL +X” in parenthesis.  If you take 
  any of these advantages, raise your threat level 
  by X.  Your character may drop an advantage, 
  but does not gain any XP in doing so.  However, 
  losing an advantage may be a part of the game’s 
  story, and you will either gain it back or get 
  bonus XP for roleplaying the loss properly. 
   
  500XP:  Super-Strong:  As long as your 
  Strength is 10 or higher, you may re-roll and add 
  dice in your Strength checks that come up as 
  their second-highest number. 
   
  500XP:  Thick-Skinned:  As long as your 
  
   
   
  31 
  Defense is 10 or higher, you may re-roll and add 
  dice in your Defense checks that come up as 
  their second-highest number. 
   
  500XP:  Double-Jointed:  As long as your 
  Agility is 10 or higher, you may re-roll and add 
  dice in your Agility checks that come up as their 
  second-highest number. 
   
  500XP:  Quick-Witted:  As long as your 
  Intelligence is 10 or higher, you may re-roll and 
  add dice in your Intelligence checks that come 
  up as their second-highest number. 
   
  500XP:  Eagle-Eyed:  As long as your Accuracy 
  is 10 or higher, you may re-roll and add dice in 
  your Accuracy checks that come up as their 
  second-highest number. 
   
  500XP:  Honey-Voiced:  As long as your 
  Personality is 10 or higher, you may re-roll and 
  add dice in your Personality checks that come up 
  as their second-highest number. 
   
  Varies:  Odd-Sized:  Your character is a 
  different size than usual.   
   
  Size 
  XP Cost 
  Small/Large 
  100 
  Small2/Large2 
  250 
  Small3/Large3 
  500 
  Small4/Large4 
  1000 
   
  Varies:  Extra run speed:  Your character runs 
  faster than their Agility normally allows.  Most 
  characters move 5 feet for every point of agility 
  they have, but yours moves a bit faster, 
  depending on how much you paid for this 
  advantage. 
  Run Speed 
  XP Cost 
  Normal x 1.5 
  500 
  Normal x 2.0 
  1000 
  Normal x 3.0 
  2000 
   
  2000XP(TL +1):  Hover:  Rather than walking 
  along the ground, you hover.  This doesn’t affect 
  your speed, or your jump height for that matter, 
  but you’re unaffected by spells that hurt people 
  standing on the ground, and slippery or hard-to-
  pass-through ground are no problem to you. 
   
  5000XP(TL +3):  Flight:  While there are spells 
  that allow you to take flight, it’s much better to 
  be able to fly all day.  Your character, for some 
  reason, be it wings, helium sacs, or propeller-
  head, can fly indefinitely.  This character may 
  make their move in any direction they choose.  
  Remember, if you’re knocked out while in the 
  sky, you’re going to have a real fun trip down. 
   
  500XP:  Water Breather:  Instead of, or 
  probably in addition to, lungs you’ve got gills or 
  something else that keeps you alive underwater.  
  Because of this, your character is immune to 
  
   
  32 
  drowning. 
   
  2000XP(TL +1):  Elemental Specialization:  
  Your character can use spells of one element to a 
  far greater extent.  You choose this element 
  when you pick this ability.  All spells of that 
  element have their MP cost lowered by 5, to a 
  minimum of 1.  Note that this character can only 
  use spells that are naturally that particular 
  element, not spells that have that element added 
  on due to a special ability.  You can take this 
  multiple times, each time for a different element, 
  but cannot specialize in an element that is 
  opposed to an element you have already 
  specialized in. 
   
  Varies:  Companion:  If you want a cat, a dog, 
  an army of penguins, or a loyal servant to look 
  after you, this is the advantage to take.  When 
  you get a human companion, you must spend 
  1500 XP on them, and then make them through 
  normal character creation.  If you want them to 
  advance, or have any extra advantages, you must 
  spend the XP on them as you would yourself.  
  To get a non-human companion, ask the GM to 
  look for your animal in the back of the book, and 
  they will tell you the XP cost and stats of the 
  animal in question. 
   
  300 XP:  Imposing:  Your character, usually 
  either due to sheer size or shoulder width, tends 
  to make small children cry and animals run away 
  in terror just by looking at them.  The effect isn't 
  as pronounced with the students at MSF High, 
  but it helps them scare the crap out of people.  A 
  character with this advantage gets a +2 to all 
  personality rolls made to intimidate. 
   
  300 XP:  Bishy:  A sparkling smile, long hair, 
  beautiful eyes, and perfect curves are usually 
  considered sexy, and your character--male or 
  female--has them all.  Even if you're changed to 
  another race, it still looks good on you.  People 
  pay more attention to a Bishy character(though 
  it's hard to tell if this is a good or a bad thing at 
  times) and you can get weak-willed people to do 
  your bidding in the hopes of getting a single date 
  with you.  Characters who are Bishy get +2 to all 
  personality rolls made to infatuate. 
   
  300 XP:  Button-pusher:  Most people try and 
  stay on others' good sides, not to make people 
  angry, especially when any student could be 
  carrying a giant mallet or a spell to blow you 
  fifty feet away if you're too annoying.  Your 
  character, however, is a master of saying the 
  wrong thing, stepping on toes, and otherwise 
  pissing people off.  While using this amazing 
  ability most of the time is just a good way to get 
  you beaten up, in battle it can draw enemies 
  away from your injured friends.  Characters with 
  this advantage get a +2 bonus to personality rolls 
  made to infuriate. 
   
  500 XP:  Androgynous:  Some attractive traits 
  are universal to males and females, and a 
  character with this advantage has all of them, 
  without any easy way to determine, exactly, 
  which gender they are.  This leads to a lot of 
  confusion on everyone's behalf, and can be of 
  great use in battle.  Androgynous characters can 
  attempt to infatuate people attracted to either 
  gender, until they've figured out what you are. 
   
  500 XP:  No Libido:  For races in general, not 
  having any kind of sex drive tends to be an 
  evolutionary dead-end, as it's kind of one of 
  those things that's necessary for reproduction.  
  However, when you're surrounded by cute girls 
  at MSF High, all of whom want to beat you up 
  and take your lunch money, being able to 
  concentrate on your escape, rather than the sexy 
  outfits they're wearing might give you the 
  advantage you need to get away.  Characters 
  with no libido get a +6 on their intelligence rolls 
  to resist infatuation attempts. 
   
  500 XP:  Unflappable:  Taking things in stride 
  can make your life easier, and a character with 
  this advantage doesn't let anything get to them.  
  It's great because it keeps you from being goaded 
  into traps and keeps you feeling better all the 
  time.  Characters who are unflappable get a +6 
  on their intelligence rolls to resist infuriation 
  attempts. 
   
  500 XP:  Nerves of Steel:  Characters with this 
  advantage seem to have outgrown the "flight" 
  part of their "fight-or-flight" reflexes, and can 
  stand their ground when all their buddies have 
  run.  Of course, being the last one left is never 
  really a good thing, but it's at least admirable 
  when someone can stare down a dragon without 
  flinching.  A character who has nerves of steel 
  gets a +6 on intelligence rolls made to resist 
  intimidation attempts. 
   
   
  
   
   
  33 
   
   
  RACES
  
   
  34 
   
  Human 
   
  Stat Mods 
   
  STR 
  +0 
  DEF 
  +0 
  AGI 
  +0 
  ACC 
  +0 
  INT 
  +0 
  PER 
  +0 
  � 
  Sign: Leo 
  Level-Based Scores 
   
  Level 
  Base  
  HP 
  Base 
  MP 
  Skill 
  Points 
  Facet 
  Levels 
  Stat 
  Points 
   
  Special Abilities 
  1 
  10 
  10 
  4 
  0 
  0 
  Blend In +1 
  2 
  20 
  20 
  8 
  1 
  0 
  Blend In +1, Techno-Aptitude +1 
  3 
  30 
  30 
  12 
  1 
  1 
  Blend In +2, Techno-Aptitude +1 
  4 
  40 
  40 
  16 
  2 
  1 
  Blend In +2, Techno-Aptitude +2 
  5 
  50 
  50 
  20 
  2 
  1 
  Blend In +3, Techno-Aptitude +2 
  6 
  60 
  60 
  24 
  3 
  2 
  Blend In +3, Techno-Aptitude +3 
  7 
  70 
  70 
  28 
  3 
  2 
  Blend In +4, Techno-Aptitude +3 
  8 
  80 
  80 
  32 
  4 
  2 
  Blend In +4, Techno-Aptitude +4 
  9 
  90 
  90 
  36 
  4 
  3 
  Blend In +5, Techno-Aptitude +4 
  10 
  100 
  100 
  40 
  5 
  3 
  Blend In +5, Techno-Aptitude +5 
  11 
  110 
  110 
  44 
  5 
  3 
  Blend In +6, Techno-Aptitude +5 
  12 
  120 
  120 
  48 
  6 
  4 
  Blend In +6, Techno-Aptitude +6 
  13 
  130 
  130 
  52 
  6 
  4 
  Blend In +7, Techno-Aptitude +6 
  14 
  140 
  140 
  56 
  7 
  4 
  Blend In +7, Techno-Aptitude +7 
  15 
  150 
  150 
  60 
  7 
  5 
  Blend In +8, Techno-Aptitude +7 
  16 
  160 
  160 
  64 
  8 
  5 
  Blend In +8, Techno-Aptitude +8 
  17 
  170 
  170 
  68 
  8 
  5 
  Blend In +9, Techno-Aptitude +8 
  18 
  180 
  180 
  72 
  9 
  6 
  Blend In +9, Techno-Aptitude +9 
  19 
  190 
  190 
  76 
  9 
  6 
  Blend In +10, Techno-Aptitude +9 
  20 
  200 
  200 
  80 
  10 
  6 
  Blend In +10, Techno-Aptitude +10 
  
   
   
  35 
  Special Abilities 
  Blend In: Since there are so many humans around, and to most other races they look pretty similar, humans get a 
  bonus to rolls not to be noticed in a crowd.  This is useful, for example, when a teacher’s looking for a guinea pig. 
  Techno-Aptitude:  Humans are amazingly able to use any technology, even stuff they’ve never seen before.  
  Therefore, penalties to using any machine they’re not skilled in are reduced up to the bonus of this special ability. 
   
  Aah, Humans.  What can one possibly 
  say about them that hasn’t already been said?  
  For sure, they’re the most populous race in the 
  universe.  Humans are usually described as 
  adaptable and expansionist, able to take nearly 
  any environment as their next conquest and live 
  there comfortably.  History classes tell stories of 
  ruthless human dictators ruling groups of star 
  systems with an iron fist, then being overturned 
  by other groups of humans.  However, in MSF 
  High, this history of galactic rule amounts to 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  less than a hill of beans—here, Humans are on 
  equal footing with every other race. 
  It is also worthy of note that Humans 
  seem to play the comedic role of universal 
  straight man.  Mankind’s been the brunt of many 
  a joke, the target of more transformation spells 
  than any can remember, and is almost always the 
  one designated to take the fall in a crisis 
  situation.  Such is a Human’s lot in life, and may 
  contribute to their usual desire for change. 
   
  In terms of balance, Humans are quite 
  simply the most average race.  With no stat 
  bonuses or penalties, the range of their stats is 
  defined almost entirely by their disposition.  
  While this limits starting stats from going above 
  12 or below 4, it doesn’t impose as strict a 
  minimum or maximum as other race’s stats.  In 
  addition, humans gain stat points, skill points, 
  and bonus facet levels at a decent rate compared 
  to any other race. 
   
  Some of the teachers at MSF High find 
  human students too plain for their tastes.  They 
  delight in finding any excuse for changing a 
  human’s race, which is why the humans’ other 
  ability, blend in, comes in handy.  If a Human 
  wishes to sink into the crowd they gain a bonus 
  to their hiding rolls thanks to this special ability.  
  This ability may also have more creative uses 
  based on the GM’s allowance.  If the GM allows, 
  this bonus may be added to rolls to disguise your 
  Human as a member of another race. 
   
  Humans also played an important role 
  in history, taking care of the technological side 
  of the Golden Alliance.  The one area that 
  they’re known as being better than everyone else 
  is when dealing with machines.  It’s claimed that 
  humans are born with the ability to figure out 
  anything, and this natural advantage is what 
  helped them evolve on their planets of origin.  
  It’s also well-known that many heroic human 
  pilots first hopped into their ships without having 
  any idea what they were doing and triumphed by 
  pure luck. 
  
   
  36 
   
  Demi-Human 
   
   
  Stat Mods 
   
   
  STR 
  -2 
  DEF 
  -2 
  AGI 
  +2 
  ACC 
  -2 
  INT 
  +2 
  PER 
  +2 
  � 
  Sign: Aries  
  Level-Based Scores 
   
  Level 
  Base  
  HP 
  Base 
  MP 
  Skill 
  Points 
  Facet 
  Levels 
  Stat 
  Points 
   
  Special Abilities 
  1 
  7 
  8 
  3 
  1 
  1 
  Pounce +1 
  2 
  14 
  16 
  6 
  2 
  1 
  Pounce +1, Stalk +1 
  3 
  21 
  24 
  9 
  3 
  2 
  Pounce +2, Stalk +1 
  4 
  28 
  32 
  12 
  3 
  2 
  Pounce +2, Stalk +2 
  5 
  35 
  40 
  15 
  4 
  2 
  Pounce +3, Stalk +2 
  6 
  42 
  48 
  18 
  5 
  3 
  Pounce +3, Stalk +3 
  7 
  49 
  56 
  21 
  6 
  3 
  Pounce +4, Stalk +3 
  8 
  56 
  64 
  24 
  6 
  4 
  Pounce +4, Stalk +4 
  9 
  63 
  72 
  27 
  7 
  4 
  Pounce +5, Stalk +4 
  10 
  70 
  80 
  30 
  8 
  4 
  Pounce +5, Stalk +5 
  11 
  77 
  88 
  33 
  9 
  5 
  Pounce +6, Stalk +5 
  12 
  84 
  96 
  36 
  9 
  5 
  Pounce +6, Stalk +6 
  13 
  91 
  104 
  39 
  10 
  6 
  Pounce +7, Stalk +6 
  14 
  98 
  112 
  42 
  11 
  6 
  Pounce +7, Stalk +7 
  15 
  105 
  120 
  45 
  12 
  6 
  Pounce +8, Stalk +7 
  16 
  112 
  128 
  48 
  12 
  7 
  Pounce +8, Stalk +8 
  17 
  119 
  136 
  51 
  13 
  7 
  Pounce +9, Stalk +8 
  18 
  126 
  144 
  54 
  14 
  8 
  Pounce +9, Stalk +9 
  19 
  133 
  152 
  57 
  15 
  8 
  Pounce +10, Stalk +9 
  20 
  140 
  160 
  60 
  15 
  8 
  Pounce +10, Stalk +10 
  
   
   
  37 
   
  There is one other advantage to humans.  
  It seems as through part of their adaptability is 
  related to the fact that their DNA is very easily 
  modified.  Because of this, making genetic 
  splices of Humans with animals was a relatively 
  simple task.  Thanks to a project thousands of 
  years ago, many of these splices were created.  
  The results of these genetic mixings are called 
  “Demi-humans”. 
   
  Not all Demi-humans were created by  
  humans, but at this point most of the similar 
  races have interbred to such a point that it’s 
  impossible to tell one way or another.  Demi-
  humans, therefore, include all of the near-
  humans with animal traits that don’t seem to 
  have any other outstanding magic powers.  
  Notable differences are between Vixens, who are 
  fox-tailed and eared Humans, and Kitsunes, who 
  can actually take the form of a fox. 
  Of all the Demi-human races, Neko is 
  the most populous.  They’re also the stereotype 
  of the race—active, curious, and cute.  If there 
  was a Pandora’s box in the universe, it was likely 
  a Neko—not a Human—that opened it.  Nekos 
  rarely seem to age a day over their teenage years, 
  though whether this is because they do not age 
  further or rarely make it past this age is not 
  widely known.  In the world of MSF High, 
  Nekos are an integral element to the general 
  feeling of cuteness.   
  There are two types of any kind of 
  Demi-human, Martial and Domestic.  Martial 
  Demi-humans were originally bred for military 
  operations and more closely resemble the animal 
  they were created from, and are often covered in 
  fur, scales, or feathers.  Domestic Demi-humans 
  were created to be sold commercially, and look 
  nearly human, with slight differences such as 
  fangs, tails, and animal ears. 
  Demi-humans can  use their pounce 
  ability to get the drop on unsuspecting targets, 
  though many use it to hop on their friends after 
  even a short time apart.  Such a use is usually a 
  waste, but the carefree Nekos are unlikely to 
  care.  Other Demi-human races get this ability 
  too, but it’s usually used in a more conservative 
  matter. 
  The other ability of Demi-humans is 
  stalk.  With many animal traits, Demi-humans 
  are good at tracking by smells, far enough behind 
  their target to keep from being seen.  Stalking is 
  also able to be used more often than pounce, and 
  the day’s pounce is often used in conjunction 
  with a nice, long stalk.   
  Special Abilities 
  Pounce: Once per day, a Demi-Human may make an attack roll with the added pounce bonus, as they unexpectedly 
  hop at their target.  This only applies if their target could not see them before the pounce attack was made. 
  Stalk: Demi-humans get a bonus to rolls made when tracking a person in secret, both to the rolls to follow that 
  person and to stay hidden. 
  
   
  38 
    
   
  Mythic 
   
  Stat Mods 
         
            
  STR 
  -2 
  DEF 
  -2 
  AGI 
  +1 
  ACC 
  +0 
  INT 
  +1 
  PER 
  +2 
  � 
  Sign: Aquarius 
  Level-Based Scores 
   
  Level 
  Base  
  HP 
  Base 
  MP 
  Skill 
  Points 
  Facet 
  Levels 
  Stat 
  Points 
   
  Special Abilities 
  1 
  5 
  12 
  3 
  1 
  1 
  Natural Grace x1 
  2 
  10 
  24 
  6 
  1 
  1 
  Natural Grace x1, Enhanced Senses +1 
  3 
  15 
  36 
  9 
  2 
  2 
  Natural Grace x2, Enhanced Senses +1 
  4 
  20 
  48 
  12 
  2 
  2 
  Natural Grace x2, Enhanced Senses +2 
  5 
  25 
  60 
  15 
  3 
  3 
  Natural Grace x3, Enhanced Senses +2 
  6 
  30 
  72 
  18 
  4 
  3 
  Natural Grace x3, Enhanced Senses +3 
  7 
  35 
  84 
  21 
  4 
  4 
  Natural Grace x4, Enhanced Senses +3 
  8 
  40 
  96 
  24 
  5 
  4 
  Natural Grace x4, Enhanced Senses +4 
  9 
  45 
  108 
  27 
  5 
  5 
  Natural Grace x5, Enhanced Senses +4 
  10 
  50 
  120 
  30 
  6 
  5 
  Natural Grace x5, Enhanced Senses +5 
  11 
  55 
  132 
  33 
  7 
  6 
  Natural Grace x6, Enhanced Senses +5 
  12 
  60 
  144 
  36 
  7 
  6 
  Natural Grace x6, Enhanced Senses +6 
  13 
  65 
  156 
  39 
  8 
  7 
  Natural Grace x7, Enhanced Senses +6 
  14 
  70 
  168 
  42 
  8 
  7 
  Natural Grace x7, Enhanced Senses +7 
  15 
  75 
  180 
  45 
  9 
  8 
  Natural Grace x8, Enhanced Senses +7 
  16 
  80 
  192 
  48 
  10 
  8 
  Natural Grace x8, Enhanced Senses +8 
  17 
  85 
  204 
  51 
  10 
  9 
  Natural Grace x9, Enhanced Senses +8 
  18 
  90 
  216 
  54 
  11 
  9 
  Natural Grace x9, Enhanced Senses +9 
  19 
  95 
  228 
  57 
  11 
  10 
  Natural Grace x10, Enhanced Senses +9 
  20 
  100 
  240 
  60 
  12 
  10 
  Natural Grace x10, Enhanced Senses +10 
  
   
   
  39 
   
   
   
  Mythics have cemented themselves in  
  the imaginations of nearly everyone in the 
  universe.  As naturally-attuned beings of 
  goodness and light, Elves, pixies, sprites, nixies, 
  and any number of the other “nature races” are 
  very good at perpetuating the legends.   While 
  some dismiss their existence as “fairy tales” or 
  other such nonsense, the truth of the matter is 
  that Mythics really do exist on many worlds, 
  living in the forests where none will see them.   
  The Faye, as they are also often called, 
  have a natural grace, which they use to keep 
  from looking foolish.  While this ability seems  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  natural to other Mythics, humans and other races 
  can be surprised when pranks set up against them 
  backfire with startling regularity.  In addition, 
  their being attuned with nature give them more 
  acute senses than average.  They’re suited for 
  living in the woods, and most of these aloof 
  creatures do such, but occasionally Mythics set 
  up mystical courts and play the roles of an 
  Arthurian age over and over again.  They’re 
  adept enough with technology, but usually prefer 
  not to involve themselves with such vulgar 
  violations of their implied contract with the 
  forces of nature. 
  In game terms, Mythics are generally 
  physically fragile and mentally adept creatures.  
  They gain facet levels quickly, but this is used 
  more often for using their primary facet without 
  using magical clothing than it is for assigning 
  secondary facets.  
  This brings up another point;  Mythics 
  aren’t the most financially well-off race.  This 
  isn’t exactly because they’re lazy, but rather due 
  to their closeness to nature.  They hate desk jobs 
  along with anything else as banal. 
  Some Faye, especially the sprites and 
  pixies, associate very well with Nekos and other 
  Demi-humans, as well as Shapeshifters and 
  elementals. This is likely because of their 
  closeness to nature.  The other, more graceful 
  Mythics, however, tend to think that the Nekos 
  are a bit too energetic. 
   
  Stat-wise, Mythics are terribly frail.  
  Their lower-than average strength and defense 
  require that an elf train athletically to be  
  on the same level as most races, and even then 
  their health points will be lower.  This is made 
  up for, though, by their innate gearing towards 
  magic.  While Mythics are stereotypically mages 
  and long-range fighters, they can be well-suites 
  to any job. 
   
  The exotic yet not impossible look of 
  the long ears and pale skin that the Elves possess 
  is considered exotic by most humans, and are 
  almost held dearly as girlfriends or boyfriends by 
  members of the opposite sex of many other 
  species.
  Special Abilities 
  Natural Grace: A Mythic may avoid embarrassment with this ability a certain number of times per day.  It does 
  not stop them from losing a roll, it just makes them lose with style. 
  Enhanced Senses: Mythics are more attuned to the environment than other races, and therefore gain a bonus to 
  their rolls to notice any dim or small sounds, sights, tastes, or smells. 
  
   
  40 
   
  FACETS 
  
   
   
  41 
  Understanding the facet descriptions can be a 
  little difficult, so here’s a list of what will show 
  up on each facet’s description pages and what 
  these things mean. 
   
  Specialty:  The most important skill to the facet.  
  In addition to being able to use all stances with 
  weapons that use this skill, you also get a bonus 
  to skill rolls for that skill equal to the number of 
  levels active in that facet. 
   
  Subjects:  Other skills that the facet is 
  predisposed to using.  As long as you have a 
  level of the facet active, you may use stances 
  with any weapons that have a skill that is listed 
  here. 
   
  HP:  The total HP bonus gained from activating 
  that level of the facet. 
   
  MP:  The total MP bonus gained from activating 
  that level of the facet. 
   
  Special Abilities:  Powers your character gains 
  from having the facet active.  These can be 
  related to spells, but are usually a bonus applied 
  in certain situations. 
   
  Spells(X) X MP:  Shows the max MP cost of 
  spells that your character can cast using this 
  facet’s method.  How the facet casts magic is 
  described on the following page, and uses the 
  listings below. 
   
  Restrictions:  Shows what spells or summons 
  your character cannot perform using that facet.  
  It may also explain when the restrictions may be 
  subjective, or when a character must choose 
  restrictions. 
   
  Casting Cost:  This section shows what your 
  character needs to pay in order to cast spells.  
  This can be a one-time deal or they might have 
  to pay every time.  In addition, it also tells you 
  whether you can cast spontaneously, or whether 
  you have to have materials paid for and prepared 
  before the casting. 
   
  Casting Actions/Skill/Stat:  Describes what 
  your character has to go through in order to cast 
  the spell.  Usually this entails using a certain 
  number of actions, but it may be split into two 
  parts or have different rules for different types of 
  spells.  In addition, it also tells you which skill 
  and stat combinations you may use to make the 
  casting roll of the spell. 
   
  Learning Spells:  Some facets can memorize 
  spells, some cannot, and others don’t need to.  
  How your facet remembers or invents spells and 
  what it takes to learn them is listed here. 
  
   
  42 
  Student 
  Specialty:  None 
  Subjects: All 
  Level 
  HP 
  MP 
  Special Abilities 
  1 
  10 
  10 
  Study +2 (1 Class) 
  2 
  20 
  20 
  Study +4 
  3 
  30 
  30 
  Study +6 , Concentrate (+1/10 MP) 
  4 
  40 
  40 
  Study +8 
  5 
  50 
  50 
  Study +10 (2 Classes) 
  6 
  60 
  60 
  Study +12, Concentrate(+2/20 MP) 
  7 
  70 
  70 
  Study +14 
  8 
  80 
  80 
  Study +16 
  9 
  90 
  90 
  Study +18, Concentrate (+3/30 MP) 
  10 
  100 
  100 
  Study +20 (3 Classes) 
   
   
  Given all the choices available for a new student at MSF 
  High, it’s understandable that a few might not be able to decide 
  yet and try for a little bit of everything.  While that’s the general 
  view of those known only as “students”, one should also consider  
  the second type of student—one who has devoted their training  
  towards their academic skills.  In every galaxy across the universe, 
  in every planetbound and space-based institution, there’s 
  people like this, who seem so suited to the school environment  
  that it’s difficult to picture them doing much else.  These are  
  the masters of the final exam, the prodigies who excel in any  
  class but seem to have little appreciable abilities outside 
  of school.  This is the true essence of a student. 
   
  Of course, this isn’t to say that a student is  
  weak. On the contrary, students have much power in  
  their diversity.  With the ability to use all their skills  
  at their full potential and their free outfit, students can  
  effectively use any weapon or shield they choose.  If  
  they’ve studied well, their array of skills also comes  
  in handy when they’re on the bad end of an attack, as 
  they will be able to guard with their full ability against  
  any assault. 
   
  The path to academia is especially enticing to  
  the less wealthy among students, as all students are given  
  their own outfit when they begin the school year.  While  
  this lets them use as many levels of student as they  
  wish, the outfit covers too much of their body to let  
  them use much of another facet.  To overcome the  
  student’s lack of non-school technicals, many students  
  wear along with their uniforms any number of accessories  
  including necklaces, bracelets, hats, or anything else  
  they might even think will fit. 
   
  The student’s ability to concentrate is likely  
  their most useful technical outside of class, though even  
  then its use is limited to times when they have plenty of  
  time to think.  Therefore, it’s pretty worthless in all but the  
  most honorable of duels. 
  
   
   
  43 
  Special Abilities: 
  Study +X(Y Classes):  The primary ability of 
  the student is their amazing study habits.  A 
  student may use their study ability to prepare for 
  a test the next day, giving them an advantage on 
  other students.  The two important factors with 
  this ability are the bonus given to the test roll and 
  the number of classes a student may study any 
  given night.  The bonus granted by studying only 
  applies for test rolls made in that class the next 
  day, therefore a student may not  
  stack study attempts 
   over more  
  than a day.  
   In addition, 
   
   the student may not study more than once per 
  night for a single class.  A student may study for 
  a number of classes equal to the “Y Classes” 
  indicated by their student level. 
  The student’s study bonus is a total modifier that 
  the student may divide as they wish among all 
  rolls related to the test.  If the test is a single 
  intelligence roll, for example, a student with a +6 
  bonus would apply the entire bonus of +6 to that 
  roll.  If a test was a triathlon in Gym, however,  
                         the student might choose add +6 to  
                        one of the three rolls or distribute  
                        the +6 bonus to the three events as  
                           they see fit.  These bonus points  
                               must be spent before the roll is  
                                  made. 
                                   Concentrate (+X/Y MP):   
                                    After studying properly in  
                                   class, a student learns to  
                                  apply common sense and  
                               work logically through 
                              problems, both in school and in  
                                other situations.  To reflect  
                      this ability, high-level students may, 
                            given ample time to concentrate,  
              expend Mental Points to gain bonuses to  
              their skill checks.  This ability costs 10  
                MP per bonus point gained, and has a  
                 maximum amount spent/bonus gained  
               listed in the facet’s special abilities  
                     section.  In general, whether this  
                      ability can be used is up to your  
                          GM, though he should allow use  
                                   of the ability whenever your  
                                        character is allowed to  
                                         take their time,  
                                        regardless of how  
                                 stressful the situation is.  As a  
                                    general rule, if your  
                                  character has at least a  
                                minute to prepare and “psych  
                                     up” for a task, they may  
                                        use their concentrate  
                                       ability.  When a student   
                                    expends MP on a check,  
                         they may use any multiple of ten          
                      up to their maximum, and they will   
                      get that multiple as a bonus to their 
  total roll.  Only one bonus may be applied to  
     a single roll, even if the character has more  
                         than a minute to prepare.  In  
                      addition, the player may not spend  
                           additional MP on the concentrate  
                             attempt after the roll has been  
                             made.
  
   
  44 
  Mage 
  Specialty: Magic 
  Subjects: Language, Math, Science 
  Level 
  HP 
  MP 
  Special Abilities 
  1 
  5 
  15 
  Spells 10MP (Any) 
  2 
  10 
  30 
  Spells 20MP (Any) 
  3 
  15 
  45 
  Spells 30MP (Any) 
  4 
  20 
  60 
  Spells 40MP (Any) 
  5 
  25 
  75 
  Spells 50MP (Any) 
  6 
  30 
  90 
  Spells 60MP (Any) 
  7 
  35 
  105 
  Spells 70MP (Any) 
  8 
  40 
  120 
  Spells 80MP (Any) 
  9 
  45 
  135 
  Spells 90MP (Any) 
  10 
  50 
  150 
  Spells 100MP (Any) 
   
   
  Magic comes in lots of different forms. 
  From the dumb luck of a bumbling hero to the 
  spiritual healing of a prayer, the ways to use 
  magic, wittingly or not, are countless.  The drain 
  that casting “true” magic is considerable, though, 
  and the magic practiced by idols, scientists, priests, 
  and everyone else is both limited and inefficient. 
  To that extent, there are a number of students 
  that have devoted their studies to casting  
  magic in its purest form.  Among them are 
  witches, cardmasters, summoners, and a 
  number of other wizards.  Collectively, they’re 
  known as mages. 
   
  While all 
  mages are devoted to 
  learning “pure” magic, 
  there are many disputes 
  over exactly what pure magic 
  is.  Generally, there are two  
  widely-held beliefs among 
  mages as to the nature of pure 
  magic. The first camp belives 
  that purity of magic rests in 
  casting the most powerful 
  spells with the least  
  amount of mental strain. 
  These mages lower the MP 
  costs of their spells either by  
  randomizing their casting abilities, 
  giving them a number of spells that  
  they can’t always choose between but can be  
  powerful if used in the right way, or by having  
  a spellbook full of spells pre-researched by famous 
  mages of years past.  The second camp of mages  
  holds the belief that pure magic is simply knowing 
  when to cast, what to cast, and exactly how much. 
  
   
   
  45 
  Special Abilities: 
  Restrictions:  None.  Mages can learn and cast any spell, and can summon normally. 
   
  Casting Cost:  None.  Mages cast spells for free. 
   
  Spell Alterations:  Again, none.  Mages cast spells in the most pure form. 
   
  Casting Actions/Stat/Skill:  One hand action and one talk action.  Mages may use their magic skill with 
  either their personality or intelligence stat to overcome the casting difficulty of the spell. 
   
                                                                      Learning spells:  Mages know all of the spells in their  
                                                                           spellbook, and the time it takes the mage to write the spell in  
                                                                                their book is equal to the MP cost of the spell in minutes.   
                                                                                   They must take the time to write the spell down in their  
                                                                                                       spellbook before they have truly learned it,  
                                                                                                       though they may cast spells that are written  
                                                                                                          down somewhere else as long as they can  
                                                                                                               see them.  If this is a textbook or the  
                                                                                                                                 teacher's blackboard, there  
                                                                                                                                    is no penalty for casting,  
                                                                                                                                      but if it is another  
                                                                                                                                         spellbook, there is a -5  
                                                                                                                                          penalty to cast these  
                                                                                                                                        spells as the mage must  
                                                                                                                                       wade through the other  
                                                                                                                                       writer's handwriting.   
                                                                                                                                    Mages need not keep their  
                                                                                                                                spellbooks on them, but if   
                                                                                                                            they can see the spell in their  
                                                                                                                        book, they get a +3 bonus to  
                                                                                                               casting it.  Remember that holding a  
                                                                                                             spellbook up takes a hand action, and  
                                                                                                            even if the spellbook's held up some  
                                                                                                            other way, it takes a hand action to turn  
                                                                                          the page if the mage chooses to cast another spell.
  
   
  46 
   
  Priest 
  Specialty: History 
  Subjects: Magic, Language, Music, Science 
  Level 
  HP 
  MP 
  Special Abilities 
  1 
  10 
  10 
  Spells 15MP (Divine) 
  2 
  20 
  20 
  Spells 30MP (Divine) 
  3 
  30 
  30 
  Spells 45MP (Divine) 
  4 
  40 
  40 
  Spells 60MP (Divine) 
  5 
  50 
  50 
  Spells 75MP (Divine) 
  6 
  60 
  60 
  Spells 90MP (Divine) 
  7 
  70 
  70 
  Spells 105MP (Divine) 
  8 
  80 
  80 
  Spells 120MP (Divine) 
  9 
  90 
  90 
  Spells 135MP (Divine) 
  10 
  100 
  100 
  Spells 150MP (Divine) 
   
   
  While many of the students take quickly to a 
  role based on fighting, there’s still others who would rather hang 
  back and make sure their friends get properly patched up after  
  they’ve had the snot knocked out of them to a sufficient degree. 
  This is the usual justification for someone taking up the job of  
  healer, though there is the occasional exception.  These are the 
  weird ones.  You’ll know them when you see them, as they 
  tend to have a fanatical gleam in their eye and can use the 
  few attack spells they can use with the moral justification of 
  being on the side of “truth and justice”.  This, however, is not 
  your typical priest.  More often then not, someone becomes a 
  priest out of genuine care for the well-being of others, and  
  would much rather heal than harm.  This is usually a good thing 
  for a priest in the middle of a massive fight, as even a party’s 
  priest is sometimes considered “neutral”, and attacking them 
  such bad karma that most enemies with even a shred of moral 
  fiber will leave a priest to healing.  A warning, though:  The 
  more ruthless opponents realize that a healer will keep all 
  the other party members from falling over first and will 
  likely attempt to knock out that character first.  In this 
  situation, a priest should feel no reservations in joining 
  the fight to save themselves.  Priests are moral, not 
  stupid. 
   
  Priests tend to cast relatively powerful 
  spells, but are limited in their range and 
  can’t do much other than heal and 
  attempt to scare away their  
  foes.  Usually, though, they  
  have a big holy trick up their 
  sleeve, and should not be 
  taken lightly under any 
  circumstances.  In other 
  words, attack with caution. 
  If at all.
  
   
   
  47 
  Restrictions:  When a character takes their first level as a priest, they must pick an element other than 
  light, purity, or entropy.  This element should represent whatever deity or deity they call power from.  This 
  chosen element, along with light and purity, are the only elements from which a priest may choose to cast 
  priest spells.  If a priest wishes to summon, the creature they are attempting to summon must also be 
  attuned with at least one of these elements, and may not be attuned with any element other than the light, 
  purity, and the priest's chosen element.  The priest may also choose to be a doctor, in which cast they 
  cannot choose an element and may only cast purity, mind and body spells, and may not summon.  If a 
  character wishes to be both a priest and a doctor, they must take two different versions of the Priest facet, 
  treating both as though they were seperate facets. 
   
                                                                                         Casting Cost:  Casting a spell normally require the donation  
                                                                                                          of small items equal in value to at least half the cost of  
                                                                                                             the spell(round up to the nearest dollar).  These  
                                                                                                               donated items must be set on the ground or held in  
                                                                                                                  the hand of the priest and must belong to the priest,  
                                                                                                               and when the casting roll is made, the items  
                                                                                                          disappear.  There is, however, a way for priests to cast  
                                                                                                          spells without incurring these costs.  Whenever a priest  
                                                                                                            performs a good deed or one that would otherwise  
                                                                                                           please their deity or deities, the GM assigns them a  
                                                                                                           number of karma points from one to ten.  The more the  
                                                                                                            priest sacrifices(as in, gives or puts self in danger, etc.)  
                                                                                                            to perform the deed, the more karma points they are  
                                                                                                             awarded.  These karma points can take the place of  
                                                                                                               donations to their deity or deities, and each karma  
                                                                                                               point counts as ten dollars toward casting a spell.   
                                                                                                                Karma points generally don't go away until they are  
                                                                                                                used by the priest, although particularly evil acts can  
                                                                                                                penalize a priest's karma points.  Priests who are  
                                                                                                                holding a symbol of their deity in their hand or are  
                                                                                                               wearing it on their person gain a +2 to their casting  
                                                                                                               rolls.  Doctors do not follow any of these rules.   
                                                                                                          Instead, they must purchase their spells as injections(in  
                                                                                                   sharp needles) and the like before they can use them, at a  
                                                                                                 cost of 1/10 of the spell's cost. 
   
                                                                                                                Spell Alterations:  Both priests and doctors' spells  
                                                                                                                function normally, though doctor spells can only  
                                                                                                              affect the target hit with the needle.   Needles count  
                                                                                                            as weapons, and are listed in the weapons section,                                                      
                                                                                                         along with how to use them offensively. 
   
                                                                                                  Casting Actions/Stat/Skill:: Priests must make a single  
                                                                                                 speak action and a single hand action to cast their spells.   
                                                                                                Doctors need to make a single attack action, and  
                                                                                                 successfully hit the target. 
   
                                                                              Learning spells:  Neither priests nor doctors need to learn spells.   
                                                                             Doctors can only cast a spell, however, if they have already paid for at  
                                                                              least one dose of the spell and have it on them.
  
   
  48 
   
  Martial Artist 
  Specialty: Martial Arts 
  Subjects: Gym, History 
  Level 
  HP 
  MP 
  Special Abilities 
  1 
  15 
  5 
  Bare-Handed +2 
  2 
  30 
  10 
  Chi Attack (30 MP) 
  3 
  45 
  15 
  Resist Magic +2 
  4 
  60 
  20 
  Bare-Handed +4 
   
  5 
  75 
  25 
  Chi Attack (60 MP) 
   
  6 
  90 
  30 
  Resist Magic +4 
   
  7 
  105 
  35 
  Bare-Handed +6 
   
  8 
  120 
  40 
  Chi Attack (100 MP) 
   
  9 
  135 
  45 
  Resist Magic +6 
   
  10 
  150 
  50 
  Bare-Handed +8 
   
   
  Within the hallowed halls of MSF High there is a group that rivals the warriors when 
  it comes to pure fighting power and determination.  Making up for their lack of magic weapons  
  by honing their bodies into precision fighting instruments, they’re the only students that 
  the magically-enhanced warriors will call equals in the field of battle.  Trained in Eastern 
  fighting styles and weapons, from the common Martial Arts and akkido to tae kwan do, judo,  
                              and even sumo, their wide base of training affords them flexibility and 
                                         agility, and can fight well with or without weapons. 
   
   
   
   
  These students are known as 
   
   
   
   
   
  martial artists. 
   
   
   
   
   
   
   
   
   
  Even armed with little more  
  than a sense of self-righteousness and  
  their bare fists, a high-level martial artist 
  is still a force to be reckoned with and is 
  impossible to catch unarmed. Having 
  trained diligently, they can pummel 
  even the most well-armed opponents 
  into submission or unleash their 
  school’s own specialized chi attacks 
  when punches and kicks won’t cut 
  it. Though these special attacks are 
  powerful, especially when used to  
  enhance their normal attacks, they have 
  their weakness-a rapidly depleting source 
  of power that is separate from the energy 
  other facets draw upon for their own magic. 
  
   
   
  49 
  Restrictions:  The only restrictions to martial arts "spells" a martial artist may use are those imposed by whatever 
  school of martial arts they study under.  Even then, that's more a case of their master not knowing the spells in question.  
  Martial artists may not, however, summon. 
   
  Casting Cost:  Martial artist "spells" do not cost anything. 
   
  Spell Alterations:  Martial artist "spells" are not altered through their casting;  Though their power comes from a more 
  specific source than most spells(the martial artist's personal chi), they still act the same as a normal spell. 
   
  Casting Actions/Stat/Skill:  Martial artist spells take two hand actions, a speak action, and a single move action to 
  perform.  After using all these actions, they may use their Martial Arts skill with either their Intelligence or Personality 
  as their stat. 
   
  Learning spells:  The martial artist learns spells, or chi attacks, from a master, who usually charges the cost of the spell 
  to teach it to them, taking a minute for each MP the spell costs.  They may also learn attacks from scrolls, which 
  usually cost ten times the spell’s cost.  A martial artist may learn any spell as a chi attack, regardless of MP cost, even 
  if they do not have a chi pool large enough to cast the spell.  A martial artist usually follows a specific martial art, 
  which the GM may define as only being able to use specific spells, specific elements, or any other restrictions 
  appropriate for the art.  For a martial artist to learn a chi attack that is not covered by his discipline may cost extra cash  
                                                                 and takes five times as long to learn.  In this case, the martial artist may have to find  
                                                                 another master to learn the spell from, as his usual master may not even know the  
                                                                              spell.  A martial artist may teach their chi attacks to another martial artist, in  
                                                                         effect acting as a teacher.  To do this, however, the martial artist must use the  
                                                                     chi attack as though it costs triple the MP to cast, as they must use the move in a  
                                                                                  way that demonstrates it to the student.  A martial artist teaching the move  
                                                                              to a group of students must pay the move’s cost times two plus the number of  
                                                                             students. For example, a martial artist attempting to teach a 10 MP move to 4  
                                                                                 students must use 60 MP from their chi pool, 20 for the move and 10 each  
                                                                                          for 4 students.  The time to teach the move to a group of students using  
                                                                                                 the same school of martial arts as your character is equal to the  
                                                                                             spell’s MP cost in minutes, while if any of the students are from  
                                                                                             another discipline, the time required to teach to the group is  
                                                                                            multiplied by three.  Martial artists have no natural way of  
                                                                                          temporarily learning chi attacks, though from time to time the GM  
                                                                                              may declare in times of duress and extreme physical exertion that  
                                                                                               the character may improvise a martial art.  In this case, the GM  
                                                                                              assigns a spell to be that chi attack, adjusts it as necessary, and gives  
                                                                                             the character access to that move.  Moves that are created as  
                                                                                            improvised chi attacks are instantly memorized and count as an attack  
                                                                    of that discipline.  Also, in these cases, the spell is usually cast for free the first  
                                                                          time, so a martial artist may improvise a chi attack that they will not be able to  
                                                                                   put into regular use until they’ve gained a few more levels. 
   
                                                                                           Special Abilities: 
                                                                                              Bare-Handed +X:  Though the use of the Martial Arts skill affords  
                                                                                                the martial artist the use of a large selection of weapons, a true  
                                                                                                martial artist’s calling lies within the use of their own fists—as a  
                                                                                              martial artist gains levels, they gain an increasing bonus to their to- 
                                                                                           hit or damage rolls when using their bare hands. This bonus is also  
                                                                   applied if the martial artist is using punching weapons—I.E. boxing gloves or brass  
                                                                      knuckles.  The player may choose whether every point of the bare-handed bonus  
                                                                           goes to the attack roll or the damage roll, but once this is chosen, it cannot be  
                                                                                changed. 
   
                                                                                             Resist Magic +X: Since martial artists don’t have magical armor or  
                                                                                                much in the way of counter-spells, they must compensate for this  
                                                                                           deficiency by strengthening their bodies against magical attacks.   The  
                                                                                   martial artist may add this bonus to any defense roll versus magic.
    
   
  
   
  50 
   
  Maid 
  Specialty: Home EC 
  Subjects: Art, Music, Gym, Language 
  Level 
  HP 
  MP 
  Special Abilities 
  1 
  13 
  7 
  Loyalty +2, Cook (1 Serving) 
   
  2 
  26 
  14 
  Spells 15MP (Cooking) 
   
  3 
  39 
  21 
  Loyalty +4, Cook (2 Servings) 
   
  4 
  52 
  28 
  Spells 30MP (Cooking) 
   
  5 
  65 
  35 
  Loyalty +6, Cook (3 Servings) 
   
  6 
  78 
  42 
  Spells 45MP (Cooking) 
   
  7 
  91 
  49 
  Loyalty +9, Cook (4 Servings) 
   
  8 
  104 
  56 
  Spells 60MP (Cooking) 
   
  9 
  117 
  63 
  Loyalty +10, Cook (5 Servings) 
   
  10 
  130 
  70 
  Spells 75MP (Cooking) 
   
   
   
  Ever since the concept of luxury’s existed, there’s been people 
  willing and ready to serve under someone else.  Hmm, let me rephrase that. 
  Ever since there were rich people, there’s always been people in such need 
  of money that they’d hire themselves out to whoever was willing to provide  
  for them.  Throughout generations of guys named “Jeeves,” “Winthrop,” and 
  ”Throckmorton,” the art of taking care of someone’s every whim has been refined 
  to such a science that learning to do it right takes years of rigorous training and 
  an expensive black suit.  Thus is the concept behind the Maids of MSF High, 
  which have a different name depending on who you ask.  Ask a female 
  student in the employ of one of the “mods”, and you’ll be talking to a maid 
  or a housekeeper, but speak with one of the males with the same job, and  
  you’ll hear them refer to themselves as butlers, chauffeurs, or “personal 
  bishounen.”  All these groups have one thing in common, however, the 
  ability to know what’s best for their boss and take care of any of their 
  problems. 
   
  In addition, the category of “maid” also seems to cover those 
  who’ve taken a job in the food service industry.  With a vast array of 
  ingredients at their disposal, a skilled maid can prepare a dish 
  that’ll make you feel like a new person.  Of course I  
  doubt it’s necessary to expound on the literalness of  
  that statement.  Suffice it to say, maids are with spices 
  and cooking oil what the alchemists of old were with  
  lead and a chunk of philosopher’s stone. 
   
  Of course, let’s not forget the maid’s area of 
  employment.  Usually, after working with someone long 
  enough, a maid’ll get fiercely loyal to their boss.  It’s usually 
  a bad idea to get between a powerful maid and his or her 
  favorite person.  They can get a little… 
  overprotective.  And by that I mean 
  they can rip your limbs out 
  of their sockets if you’re 
  stupid enough to mess  
  with their boss.  
   
   
  
   
   
  51 
  Restrictions:  Maids can cast any spell, but the effects of the spell may change due to the spell alterations, 
  and it may be difficult to convince enemies to eat the maid's magic food.  They may also summon, though 
  the rules for this change as well(see Spell Alterations). 
   
  Casting Cost:  Every time a maid casts a spell, it costs one tenth the spell's listed cost in ingredients.  Some 
  spells written specifically as maid recipies have an ingredient cost of their own.  In this case, use that cost 
  instead.  Also, the school's home ec class will usually supply you with one spell's worth of ingredients 
  every day the student attends that class. 
   
  Spell Alterations:  Maid spells are not cast when the maid finishes her actions, although that is when the 
  maid makes their casting roll.  Instead, the spell is cast when someone eats the food in question.  Whoever 
  eats the food becomes the target of the spell, and must make the oppose roll then.  Even if the spell 
  normally does not target a person, the spell is still cast, but in a way that only affects the target...spells that 
  light up an area shine a light on the target alone, weather-changing spells would cause a localized 
  phenomenon just a few inches above their hear, and geography-altering spells do so only underneath the 
  target's feet.  When a maid uses one of these spells as a summon spell and someone eats the magical food, 
  They transform into the summoned creature, though they still act as they did before, and in no way are 
  obligated to change their attitude toward that maid.  If a PC is transformed in this way, they control the 
  summoned character, and if the summoned character was a humanoid, the transformed character may 
  choose to retain the new gender, race, disposition, or size of their temporary form. 
   
  Casting Actions/Stat/Skill:  Maid spellcasting technically takes place in two parts--cooking and eating.  
  The maid first must cook the spell, which takes twenty hand actions, and must be performed around proper 
  cooking equipment.  Better cooking equipment may lessen the time it takes to cook, and certain types may 
  even be portable, but they may also limit the type of spells the maid can cook.  At the end of the twenty 
  hand actions, the maid makes their casting roll.  For this roll, they use their Home Ec skill with their choice 
  of Accuracy or Personality as the stat.  Depending on the level of the maid, cooking will produce a certain 
  number of servings, each of which from this point counts as a seperate spell(the maid has already made the 
  casting roll, and it applies to the whole batch).  For up to a day from their creation, these food items retain  
                 their magical power, but after that it has faded and the food is simply...food.  However, if anyone  
                   eats the food, it enters into the final part of the spellcasting, where the eater must make their  
                     oppose roll(See Spell Alterations). 
   
                                                                                Learning spells:  Maids need a recipie visible to them the                                     
                                                                                first couple of times they cast a particular spell, but  
                                                                                eventually they've memorized it and no longer need the  
                                                                                recipe.  The number of times this takes is equal to twelve  
                                                                      minus their Accuracy stat, down to a minimum of two times.   
                                                                The maid may also attempt to create a new recipe, casting a spell of  
                                                            their choice without the recipie in front of them, but doing this incurs a  
                                                         -4 penalty to their casting roll.  Also, it should be noted that food made  
                                                           with a  failed casting roll generally doesn't taste very good. 
   
                                                         Special Abilities: 
                                                      Loyalty:  True maids are fiercely loyal to whoever has hired them to be  
                                                     their master(or in the case of some Mecha, whoever owns them), and will  
                                                   fight with all their might to protect them.  When you first buy this facet,  
                                               choose one person to apply the loyalty bonus to.  Whenever this character’s  
                                              master is threatened, the maid gains their loyalty bonus to all attack and damage  
                              rolls against anyone causing the threat.  At times, it is a little ambiguous when this bonus  
                                should apply, so it’s up to the GM to decide.  You obviously cannot choose yourself as  
                                your master, but you can choose anyone you know at MSF High, including other party  
                                 members. 
                                                     
  
   
  52 
   
  ITEMS 
   
   
   
   
  
   
   
  53 
  Magical Clothing 
   
  Magical clothing is a great way to 
  enhance your power by allowing you a level of 
  use of your facets that does not come naturally.  
  Using magical clothing is detailed on page XXX, 
  and here is a list of the magical outfits.  The 
  terms on this sheet are as follows: 
   
  Outfit Name:  Simple enough.  It’s what the 
  outfit is called.  Look below the list for this 
  name, and the shopkeeper’s description will 
  follow. 
   
  Covers:  What parts of the body the outfit 
  covers. 
   
  Remember: 
  Head, 
  Eyes, 
  Neck, 
  Shoulders, Torso, Arms, Legs, Feet.  These are 
  all abbreviated by their first letter.  Outfits that 
  cover the torso also provide armor to the 
  character.  Using armor is described on page 
  XXX. 
   
  Facets:  What facets the outfit allows you to use 
  without using your racial bonus facets.  The 
  levels of facet the outfit unlocks is directly after 
  the name of the facet.  If the level reads “UL” 
  then you may use all your levels in that facet 
  with that outfit. 
   
  Armor:  If an outfit covers the torso, it provides 
  armor.  When your character is hit, roll the armor 
  dice with the defense roll and take the highest.  If 
  you’re wearing two outfits that provide armor, 
  you may choose which to roll with your defense 
  roll. 
   
  Price:  This is the cost of the outfit in dollars.  
  Pretty self-explanatory. 
   
  Outfit Name 
  Covers 
  Facets 
  Armor 
  Price 
  Uniform 
  NSTLF 
  Student UL 
  d6 
  N/A 
  Lab Coat 
  ST 
  Scientist UL 
  d6 
  $300 
  Maid’s Dress 
  HNSTALF 
  Maid UL 
  2d6 
  $500 
  Butler’s Tux 
  NSTALF 
  Maid UL 
  2d6 
  $600 
  Vestments 
  STLF 
  Priest UL 
  d6 
  $350 
  Scholar Robes 
  STAL 
  Mystic UL 
  d6 
  $400 
  Battle Robes 
  STL 
  Mage UL 
  d8 
  $300 
  Art Smock 
  TL 
  Artist UL 
  d4 
  $250 
  Dress Shirt and Slacks 
  TLF 
  Nerd UL 
  d4 
  $150 
  Gi 
  STL 
  Martial Artist UL 
  d6 
  $250 
  Full Plate 
  HNSTALF 
  Warrior UL 
  d12 
  $700 
  Stage Getup 
  HENSTALF 
  Idol UL 
  2d6 
  $950 
  Uniform:  In most private schools, a uniform is 
  sort of a required thing, and by definition all of 
  them should look the same.  MSF High’s 
  definitely a private school, but the first thing 
  most students notice that tips them off about 
  MSF High’s weirdness is that while there are 
  uniforms given to every student, they don’t all 
  look the same and it’s not required that they be 
  worn.  But that’s not to say there’s no advantages 
  to the free uniform given to each student—for 
  one, it’s free.  Then there’s the fact that it powers 
  all of a students’ levels in the student facet, 
  which is a big help in any class.  Finally, it 
  doesn’t cover everything, so a student can use 
  the open head, eyes, and arms slots to 
  accessorize and use levels of another facet. 
   
  Lab Coat:  Sure, lab coats have their place in the 
  scientific community—that’s why they unlock 
  levels in the scientist facet, after all—but there’s 
  a reason that all the cool physicians opt for the 
  long white coat instead of a vest.  It just looks 
  awesome to stand there, laughing maniacally, 
  while your coat is flapping in the breeze and a 
  lightning storm is raging behind you.  Then 
  again, maybe that’s just one of those things that 
  non-scientists can’t comprehend.  Also, this coat 
  doesn’t cover much of the body at all and is 
  
   
  54 
  relatively cheap, making scientist the facet of 
  choice for students on a tight budget. 
   
  Maid Dress:  The clothing used to power the 
  maid facet is unique in its difference as far as the 
  genders are concerned.  Even though most of the 
  facet-specific outfits have variations that are 
  made specifically for males or females, usually 
  there’s a single type of outfit that works for both 
  guys and girls.  Not the case with the Maid facet.  
  Perhaps this is linked to the fact that they’re 
  referred to differently depending on gender, too.  
  With that in mind, the Maid’s outfit is generally 
  used by girls(Though there are exceptions), and 
  with that in mind was designed to maximize 
  cuteness. 
   
  Butler's Tux:  On the other side of the gender 
  line are the male maids, of “Butlers”, as they’re 
  most commonly called.  Butlers and Maids have 
  the same special facet abilities and stats, but it’s 
  worthy of note that their “boss” will likely set 
  different job qualifications for males than they 
  would for females.  That’s probably why the 
  tuxedo-like outfit worn by most butlers is less 
  “cute” and more “sharp”.   
   
  Vestments:  Though your character’s particular 
  religion may have a specific name for the outfit 
  their clerics wear, they’ll all cost the same and 
  have the same stats as the vestments.  Other 
  outfits may appear to cover more or less, but 
  they’re designed with the magic running through 
  the same areas and will count as covering the 
  same body parts as the vestments listed above.  
  Wearing these will pretty clearly show off your 
  religion to anyone near, and while they can 
  function when covered by other clothing, your 
  status in the church of your choice should be 
  something you’re proud of. 
   
  Scholar Robes:   It’s a set of big robes that 
  cover most of you, and give you the appearance 
  of a wizened and intelligent student or a crazed 
  and unstable hermit, depending on how you wear 
  them and whether or not you keep well-
  maintained facial hair.  It comes with a hood, but 
  it doesn’t count as covering you for the magical 
  purposes of the clothing.  As another plus, it 
  keeps rain off your head!  That would make it 
  worth the money even if it didn’t unlock all your 
  Mystic levels. 
   
  Battle Robes:   Let’s face it: for many of the 
  facets, magic is something that can’t just be done 
  on a whim.  Mystics have to spend big bucks on 
  their spells, Scientists spend tons of time 
  researching and designing their devices, and 
  Nerds have to cast reactively.  Mages, on the 
  other hand, are custom-tailored for casting in 
  battle, and it shows in their outfits.  The battle 
  robes aren’t as loose and flowing as the mystics’ 
  robes, and allow for unobstructed spellcasting 
  while armoring the mage as best as is reasonable.  
  Did we mention that they usually come with 
  shoulder pads and a cape?  Very dramatic. 
   
  Art Smock:  It doesn’t matter how good an artist 
  you are or how carefully you paint, you’re going 
  to get some on your clothes.  That’s why a 
  smock is practically a necessity for an artist, 
  even more so if they plan on casting spells 
  during battle.  Some artists consider the stains on 
  your smock to be badges of honor, or a mark of 
  how long you’ve been at your work.  Although 
  white smocks are nice, clean, and pretty, they’re 
  also the mark of newbie artists. 
   
  Dress Shirt and Slacks:  Though it's hard to 
  really consider anything a "uniform" for Nerds, 
  this is as close as anything has ever come.  It's 
  comfortable, relatively stylish, and features a 
  pocket up front to store needed materials like 
  pencils, pens, sextants, compasses(be careful, 
  ouch!), tiny computers, or whatever else you 
  need. 
   
  Gi:  Though some styles of martial arts call it 
  something else, most refer to their uniform as a 
  Gi.  It's loose-fitting enough to allow for 
  maximum flexibility but isn't going to fall off 
  anytime soon, either.  Unless it's one of the 
  female models that has been cut to maximize 
  sexiness, then the student runs the constant risk 
  of self-exposure, but that's the price one pays for 
  utility and beauty. 
   
  Full Plate:  Part of becoming a true warrior is 
  knowing how to maneuver in the heavy armor 
  that you have to wear.  It offers maximum 
  protection against everything physical and 
  magical, covers every part of the body, and costs 
  a whole lot of money.  Remember, though, that 
  your main suit of armor will power up along 
  with your character, so it's definitely worth the 
  investment. 
   
  
   
   
  55 
  Stage Getup:  Ridiculously elaborate costumes 
  are the order of the day for Idols.  Unnecessary 
  ribbons, bows, straps, buckles, buttons, and frills 
  make up the majority of the costume, and while 
  it does provide decent protection in battle(As lots 
  of things tend to deflect off the excess metal), it's 
  really made for little more than good looks.  This 
  is a relative concept, of course, as some may 
  prefer a more simplistic Idol outfit, or one that 
  resembles another costume. 
   
  Armor Enhancements 
   
  Once you've picked up a few levels, 
  you'll start wanting protection against bigger 
  things with sharper claws and more acidic spit.  
  Armor enhancements are supposed to keep you 
  from keeling over some way or another.  Armor 
  enhancements are given an Enhancement Rating, 
  read as the +x next to the enhancement's name.  
  To get the cost of enhancement, take the total 
  enhancement rating, square it, and multiply by 
  100 dollars.  If your armor's already enhanced, 
  you pay the difference in enhancement ratings to 
  add more. 
   
  Hardened:  +1 to +10:  The armor has been 
  made to withstand impact better and absorb more 
  damage.  For every point taken in this 
  enhancement, the armor reduces damage dealt to 
  the character wearing it by -1.  If the armor is 
  elementally attuned, the damage reduction is 
  counted as being that element.  Elemental 
  oppositions are explained on page XXX. 
   
  Elementally Attuned:  +1:  Choose an element.  
  Enhancing armor with elemental attunement 
  makes the wearer of the armor gain elemental 
  defense against all attacks, physical and magical.  
  Elements, their oppositions, and how to use them 
  are described on page XXX.  You may enhance 
  an armor with this enhancement multiple times, 
  but each time you must choose another element, 
  and you may not choose an element which 
  opposes an element that that armor is already 
  attuned with. 
   
  Sexy:  +1 to +5:  The armor has been custom 
  tailored to be more strategically revealing, which 
  can be of great advantage when you're trying to 
  distract an enemy with your body.  For every 
  point spent on this enhancement, the character 
  wearing the armor gains +2 to all Personality 
  rolls made to infatuate other characters. 
   
  Scary:  +1 to +5:  The armor's been festooned 
  with enough spikes, brushed metal, and black 
  dye to make it more frightening to look at than it 
  would be normally.  For every point spent on this 
  enhancement, the character wearing the armor 
  gains +2 to all Personality rolls made to 
  intimidate other characters. 
   
  Silly:  +1 to +5:  The armor has been colored 
  garishly 
  and 
  has 
  so 
  many 
  nonsensical 
  attachments that just looking at it can annoy 
  some people.  For every point spent on this 
  enhancement, the character wearing the armor 
  gains +2 to all Personality rolls made to infuriate 
  other characters. 
   
  Stat-Enhancing:  +1 to +10:  Pick a stat.  For 
  every point in this enhancement the armor has, 
  the character wearing it gets a bonus of +1 to that 
  stat.  You may assign points to different stats, 
  but the points assigned may not total more than 
  10. 
   
  Melee Weapons 
   
  If you want to prepare for battle, getting 
  a good weapon to bring along should probably 
  be one of the first steps.  Here’s a list of the 
  melee weapons commonly available in stores 
  around the city.  The list works as follows: 
   
  Weapon Name:  The most commonly used 
  name for the weapon.  If it’s in bold, it means 
  it’s a weapon group.  After the list, the 
  shopkeeper is going to tell you about each and 
  every one of these. 
   
  Skills:  The skills used when handling this 
  weapon.  Remember that you may choose either 
  of the skills listed, and if the skill on this chart is 
  marked with a -1, that skill is considered 1 lower 
  when attacking with this weapon.  It’s definitely 
  preferred to choose a skill that is the specialty or 
  one of the subjects of one of your facets, as if 
  you choose a skill that is not, you cannot use 
  attack stances(see below) 
   
  F/P/S:  Whether the weapon can be used to make 
  Fast, Precise, or Strong attacks.  These are 
  necessary to use particular stances.  Weapons 
  
   
  56 
  with an F in this category can be used with a fast 
  stance.  If they have a P here, they can be used in 
  a precise stance, and if they have an S, they can 
  be used in a strong stance.  Weapons can have 
  more than one letter in this category, or all.  In 
  order to use attack stances with the weapon, you 
  must have at least one level in an active facet 
  that has one of the weapon’s skills as its 
  specialty or subjects. 
   
  Damage:  The damage the weapon deals if it 
  hits.  Usually this has a stat in it, that’s the stat of 
  the person using the weapon.  Remember, use 
  the highest die unless there is a + before the d in 
  your die types.  Note that this means that 
  different die types are separated by + symbols 
  and are therefore added.  2d6+2d10 means to roll 
  two 6-sided dice and two 10-sided dice, take the 
  highest of each set, and add them together. 
   
  Cost:  How much the weapon costs.  They’re not 
  cheap, but the 500 dollars you start out with 
  should be enough to get you something useful.  
  That is, of course, you didn’t already spend all 
  that you got on armor. 
   
  Hands:  How many hands you need to use when 
  holding the weapon.  Some weapons are two-
  handed.  If this is the case with your weapon, the 
  rules for offhand don’t apply if at least one of the 
  hands holding the weapon is your primary hand.  
  Understandably, 2-handed weapons require two 
  hand actions to wield, whereas one-handed 
  weapons only need one.  I wouldn’t have to say 
  things like that except that it’s not obvious to 
  everyone. 
   
   
   
   
  Weapon Name 
  Skills 
  F/P/S 
  Damage 
  Cost 
  Hands 
  Slashy Weapons 
   
   
   
   
   
  Shortsword 
  Gym/His 
  F,P 
  1dStr+1d4 
  $75 
  1 
  Rapier 
  Gym/His 
  F,P 
  1dStr+1d6 
  $80 
  1 
  Longsword 
  Gym/His 
  F,P,S 
  2dStr+1d6 
  $100 
  1 
  Scimitar 
  Gym/His 
  F,S 
  2dstr+2d4 
  $100 
  1 
  Broadsword 
  Gym/His 
  S,P 
  1dStr+2d8 
  $150 
  2 
  Greatsword 
  Gym/His-1 
  S 
  2dStr+1d8 
  $200 
  2 
  Bastard Sword 
  Gym/His-1 
  S 
  2+dStr+1d6 
  $350 
  2 
  Dagger 
  Gym/Mar 
  F,P 
  1dStr+1d3* 
  $50 
  1 
   
   
   
   
   
   
  Pokey Weapons 
   
   
   
   
   
  Lance 
  Gym/His-1 
  S 
  2dStr+2d6 
  $400 
  2 
  Trident 
  Art/Mag-1 
  S,P 
  1dStr+1d10 
  $150 
  2 
  Giant Fork 
  Hom 
  S 
  1dStr+2d8 
  $300 
  2 
   
   
   
   
   
   
  Smashy Weapons 
   
   
   
   
   
  Hammer 
  Sci/Hom 
  F,S 
  1dStr+2d6 
  $250 
  1 
  Giant Mallet 
  Hom/Mus-1 S 
  2+dStr+2d4 
  $600 
  2 
  Warhammer 
  Sci/Hom-1 
  S 
  3+dStr 
  $750 
  2 
  Giant Spatula 
  Hom/Mag-1 S 
  2dAcc+1d10 
  $300 
  2 
   
   
   
   
   
   
  
   
   
  57 
   
   
   
   
   
   
  Punchy Weapons 
   
   
   
   
   
  Fist** 
  Gym/Mar 
  F,S,P 
  1dStr 
  N/A 
  1 
  Boxing Gloves 
  Mar/Gym 
  F,S,P 
  1dStr+2d3* 
  $100 
  1 
  Brass Knuckles 
  Gym/Hom 
  F,S,P 
  1dStr+2d4 
  $125 
  1 
   
   
   
   
   
   
  Tangly Weapons 
   
   
   
   
   
  Whip 
  Mus/Mat 
  P 
  1dAcc+2d4 
  $75 
  1 
  Net 
  Mat/Hom 
  P 
  1dAcc+2d3* 
  $75 
  1 
  Acrobatic Ribbon 
  Art/Mus-1 
  F,P 
  1dAgi+1d6 
  $125 
  1 
  Chain 
  Hom/Lan-1 
  S,P 
  1dStr+1d8 
  $100 
  1 
  Sai 
  Mar/Mat 
  F,P 
  1dAcc+1d4 
  $100 
  1 
  *A d2 is half a d4 roll, rounded up.  A d3 is half a d6 roll, rounded up. 
  **These are the stats for fighting bare-handed. 
  ***This weapon is a carving tool for artists.
  Slashy Weapons 
   
   
  Slashy weapons do their damage by 
  hitting the enemy with a bladed side of the 
  weapon.  Usually this is accomplished by 
  slashing the weapon at the target. 
   
  Shortsword:  It's easy to use, and smaller races 
  can use it like it's a broadsword!  This has been 
  the standard equipment for many races' foot 
  soldiers throughout history due to its ease of use 
  and simple mass production.  These ones, of 
  course, are individually hand-crafted, giving 
  them a superior quality over ones found in 
  museums or private collections. 
   
  Rapier:  While the short sword tends to give the 
  user the authentic look of a grunt, a rapier seems 
  more suited for the sophisticates, high-society 
  swordsmen who likely practice duels as a hobby.  
  While the quality of the one using the sword 
  diminishes when they're not fighting for their 
  lives, the craftsmanship on the sword improves 
  significantly when the buyer is loaded. 
   
  Longsword: 
   
  Longswords 
  are 
  generally 
  considered the standard for not only swords, but 
  weapons everywhere.  Historically, they're used 
  by knights and other high-ranking warriors, and 
  many of the galaxy's most famous artifacts are 
  longswords.  Although it's called a longsword, 
  you'll see quickly that there are many that are, in 
  fact, longer. 
   
  Scimitar:  Long before space was the frontier to 
  be explored for each planet, there was the sea.  
  Exploration on the seas led to commerce, and 
  commerce led to piracy.  The Scimitar is the 
  classic weapon of the pirate, useful for cutting 
  ropes and vegetation as well as enemies.  It's got 
  an odd shape, and fits well into a scabbard. 
   
  Broadsword:  Take a longsword and make it 
  thicker, and you basically have a broadsword.  
  There are versions available where a single edge 
  is sharpened and where both are, but both do the 
  same damage when you attack with them.  You 
  can also smack someone with the broad side of 
  the sword, which is more likely to knock them 
  out than deal any real damage. 
   
  Greatsword:  If the broadsword isn't big enough 
  for you, extend it in all directions and you have a 
  greatsword.  What's so great about it?  Well, the 
  damage it deals, for one.  The not-so-great part is 
  that a sheath to hold it at your side would likely 
  drag along the ground, so you have to strap it 
  behind you when you're not using it. 
   
  Bastard Sword:  People thought using a sword 
  like this was going overboard, until they got their 
  first look at the buster sword.  Wielding a sword 
  like this one-handed is a great way to break your 
  arm and requires tremendous physical strength, 
  generally possessed by creatures of a larger size 
  category.  However, the bastard swords made for 
  those creatures are also too big for them.  
  
   
  58 
  Holding this weapon in your hands(or anything 
  that counts as hands for you) gives you a -1 
  penalty to Agility. 
   
  Dagger:  The preferred weapon of rogues 
  everywhere is also the holdout weapon of many 
  warriors.  Somoene may knock the sword out of 
  your hand, but that matters little when you've got 
  a dozen daggers just in case.  I've also seen some 
  students that can throw daggers and do some 
  very impressive tricks with them. 
   
  Pokey Weapons 
   
   
  Pokey weapons are longer than most 
  and have a sharp point at the end.  They deal the 
  most damage by being jabbed into their target. 
   
  Lance:  Normally, this would have the same sort 
  of problems as the buster sword, but this weapon 
  isn't designed to be used by someone who's just 
  walking around.  Someone using this weapon 
  should be on a horse or some other mount, or at 
  least have someone running at them at top speed.  
  Holding this weapon in your hands(or anything 
  that counts as hands for you) gives you a -1 
  penalty to Agility.  With this weapon, you may 
  attack enemies up to two spaces away from you. 
   
  Trident:  Wield this weapon and you become 
  god of the sea!  Well, not really, but you can at 
  least spear yourself some fish to eat!  It's got 
  three points, as it name implies, and works best 
  from a distance.  With this weapon, you may 
  attack enemies up to two spaces away from you.  
  However, You deal only 1dStr damage to anyone 
  you attack within one space of you. 
   
  Smashy Weapons 
   
  Smashy weapons have a point at which 
  all the energy from an attack is concentrated, and 
  damage is dealt with it by swinging the handle of 
  the weapon with as much force as possible to 
  make the focus of the weapon hit the enemy in 
  an extremely painful manner. 
   
  Hammer:  It's a bit small for a primary weapon, 
  really, but it's got an extra use.  Hammering nails 
  may be something you need to do someday, and 
  it has a prybar on the opposite side to remove 
  said nails.  It deals all its damage at the flat 
  surface, which is good for the nails, but bad for 
  anyone you hit with the hammer. 
   
  Giant Mallet:  This weapon is predominantly 
  used by females against less-than gentlemanly 
  males.  The amazing this about this weapon is its 
  ability to disappear when the girl's not holding it, 
  and suddenly re-appear whenever she reaches 
  back for it.  Holding this weapon in your 
  hands(or anything that counts as hands for you) 
  gives you a -1 penalty to Agility. 
   
  Warhammer:   It's a hammer, all right, but it 
  shouldn't be used on nails.  This thing is 
  absolutely huge, and swinging it like a golf club 
  will practically knock anyone you hit into the 
  sky.  Being such a large weapon, it's hard to use 
  any way other than just clobbering bad guys.  
  Holding this weapon in your hands(or anything 
  that counts as hands for you) gives you a -2 
  penalty to Agility. 
  . 
   
  Giant Spatula:  Whether you're cooking pizza 
  or okonomiyaki, this spatula will serve you well, 
  and when you're not cooking with it, it can be 
  used as a huge paddle to beat the crap out of 
  people.  As an added bonus, try hitting someone 
  with it right after it's been in the oven for an 
  extra-hot attack.  Just make sure you wash it 
  afterwards.  Holding this weapon in your 
  hands(or anything that counts as hands for you) 
  gives you a -1 penalty to Agility. 
   
  Punchy Weapons 
   
   
  Punchy weapons are the most naturally 
  easy to use.  They fit over your fists and are 
  designed to make your punches hit harder than 
  they normally would. 
   
  Fist:  This isn’t exactly something you can buy, 
  but most people already have a couple(or 
  something that functions in much the same 
  fashion).  These work pretty much like any other 
  weapon except for one thing.  Remember how 
  switching attack stances when wielding a 
  weapon incurs a -2 penalty to attacks for the 
  turn?  Well, if you’re bare-handed, that penalty 
  doesn’t apply. I suppose the versatility almost 
  makes up for the lack of power, but then if fists 
  were so great then we wouldn’t have weapons in 
  the first place.  Also, fists can’t be enchanted. 
  
   
   
  59 
   
  Boxing Gloves:  Usually, these are padded and 
  keep your fists from dealing deadly damage to 
  your opponent.  However, these are combat 
  gloves, and are made with knuckle plates to deal 
  extra damage right where your fist strikes first.  
  Note that using these during an actual boxing 
  match is a really good way to get disqualified. 
   
  Brass Knuckles:  Of course, you could always 
  go the no-nonsense approach and buy these, a set 
  of rings that connect together and go around your 
  fingers to add a lot more damage to your 
  knuckles.  But please don't wear them all the 
  time.  That's a little unsettling. 
   
  Tangly Weapons 
   
   
  If you’d rather incapacitate an enemy 
  than just beat the crap out of them, tangly 
  weapons may be the solution you’re looking for.  
  They’re rarely designed to deal damage, but have 
  secondary functions that can entrap an enemy or 
  their weapon. 
   
  Whip:  This weapon has a lot of different uses, 
  and some of them have led to different images 
  being associated with it.  For one, it can entangle 
  limbs and weapons very well.  Secondly, it can 
  deal a lot of damage when the handle is snapped.  
  Lastly, it can grip tightly around perches, 
  chandeliers, and random branches and can then 
  be used to swing from place to place.  However, 
  a lot of people think this weapon's sexy, for 
  reasons I shouldn't go into.  With this weapon, 
  you may attack enemies up to two spaces away 
  from you. 
   
  Net:  Don't expect to do much damage with this 
  as a weapon, as its real purpose lies in tangling 
  people up.  Throw a net over most bad guys, and 
  they're trapped until you can take care of their 
  boss.  But even if someone can use a sword well 
  enough to cut through a net, it will still take 
  awhile to cut a hole large enough to escape.  If 
  this weapon hits, rather than dealing damage, 
  you may choose for it to entangle the person hit.  
  They must then deal 30 HP of damage to the net 
  before they can move.  This ruins the net, and it 
  can’t be used again. 
   
  Acrobatic Ribbon:  I'm not entirely sure how 
  some gymnasts use this thing as a weapon, but 
  I've seen it myself and can confirm that, in the 
  hands of a trained professional, a ribbon can 
  actually do some damage.  It also has many of 
  the same uses as a whip, but doesn't deal as 
  much damage as it's designed to flow beautifully 
  though the air when swung around.  With this 
  weapon, you may attack enemies up to two 
  spaces away from you. 
   
  Chain:  This weapon's heavier than a whip, and 
  can't snap as quickly, but it requires much less 
  skill to use as an actual weapon.  Just swing it as 
  hard as you can at someone.  It's guaranteed to 
  hurt.  Using over ten feet of chain makes it 
  ineffective as a weapon, though.  With this 
  weapon, you may attack enemies up to two 
  spaces away from you. 
   
  Sai:  While it may look like it's used for 
  stabbing, it has a secondary purpose that really 
  makes this weapon worth using.  A sai can parry 
  really easily, and is used to stop someone from 
  using a weapon, twisting it to a bad angle or 
  sometimes snapping it completely.  If this 
  weapon is used to parry successfully, the 
  character wielding the sai may make a nonskilled 
  strength roll against the attacker.  If the sai-
  wielding character is successful, the attacker 
  loses that hand action the next turn.  The 
  character wielding the sai may continue to hold 
  the other character's action this way, as long as 
  they spend the proper hand action and make 
  another successful strength check against the 
  trapped character. 
   
  Ranged Weapons 
   
  Sometimes, you don’t really want to get 
  up close and personal with your enemy.  You’re 
  not a chicken or anything, but you are smart 
  enough to realize that the one who can hit the 
  enemy from far away has the definite advantage 
  in a fight.  That’s why ranged weapons are so 
  useful.  If you have a minute to hit your 
  opponent before they can hit you, you’ve got the 
  upper hand.  Unfortunately, as tough as students 
  are around here, getting shot at with arrows or 
  bullets isn’t as effective as getting hit with a 
  sword or giant hammer, but sacrifices must be 
  made in the name of safety.  Following is a list 
  of weapons available, along with descriptions of 
  each.  The list works like this: 
   
  
   
  60 
  Weapon Name, Skill, F/P/S, Damage, Cost, 
  Hands:  Really, do I have to go over this again?  
  Look a few pages back, at the melee weapons.  
  These parts work the exact same way, so let’s 
  concentrate on the new parts. 
   
  Range:  The most effective range of the weapon.  
  If you’re farther away than this, you suffer 
  penalties to your attack roll.  The penalty 
  suffered is equal to the number of ranges you 
  would have to add to the first to put the target 
  within range.  Always round up to the nearest 
  range increment.  Attacking past the first range 
  of a ranged weapon is not possible with certain 
  weapons.   
   
  Example:  To hit a target 110 feet away with a 
  weapon that has a range of 30, you would suffer 
  a penalty of -3 to that attack roll(30+30x3=120, 
  the range that would be necessary to hit the 
  target). 
   
  Ammo:  How many times the weapon can be 
  used before you have to reload it.  Reloading a 
  weapon takes 1 hand action.  Also, if you want to 
  buy ammo, most shops are going to make it easy 
  for you.  Ammo for any weapon is 10 for a 
  dollar.  Ten arrows, ten bullets, whatever.  
  Unless it’s on sale.  Arrows and sandbags can 
  often be re-used, assuming you can find it and 
  it’s not broken(half the time it’s lost or broken), 
  but bullets can not. 
   
  Weapon Name 
  Skill 
  F/P/S 
  Damage 
  Cost 
  Range 
  Hands 
  Ammo 
  Bows 
   
   
   
   
   
   
   
  Shortbow 
  Mat/His 
  F,P 
  1dAcc+1d6 
  $100 30 
  2 
  1 
  Longbow 
  Mat/His 
  P 
  1dAcc+1d8 
  $200 60 
  2 
  1 
  Guns 
   
   
   
   
   
   
   
  Pistol 
  Sci/Mat 
  F,P 
  1dAcc+3d6 
  $100 30 
  1 
  10 
  Rifle 
  Sci/Mat 
  F,P 
  2dAcc+3d8 
  $200 50 
  2 
  20 
  Shotgun 
  Sci/Mat-1 
  P 
  1dAcc+5d4 
  $200 20 
  1 
  1 
  SMG 
  Sci/Mat 
  F 
  1dAcc+4d6 
  $400 30 
  1 
  30 
  When firing a gun, keep its ammo into consideration.  After you have made a number of 
  attacks equal to the ammo of the weapon, you must spend a hand action to reload the 
  weapon.  This is, of course, assuming you have more ammo to load into it. 
   
  Shortbow:  A simple bow designed for novices 
  to fire off arrows quickly and with some degree 
  of accuracy.  It doesn’t require too much in the 
  way of strength to operate and, at the very least, 
  has a longer range than any melee weapon. 
   
  Longbow:  Longbows have a much longer range 
  and can handle more strength being used to pull 
  back the arrow, but this makes them take a bit 
  longer to fire than a shortbow.  Normally, using 
  one of these takes a lifetime of practice, but 
  learning times here always do seem a bit 
  accelerated. 
   
  Pistol:  The most basic and easy-to use of guns, 
  a pistol is affordable and its ammo supply is such 
  that most who use it won’t be running out in the 
  middle of a fight.  There’s dozens of brands, but 
  the cost and damage dealt is about the same with 
  each.  The same goes for Laser-shot varieties, 
  which drain batteries as quickly as a bullet-
  shooting pistol expels its ammunition. 
   
  Rifle:  A definite step up from the pistol, a rifle 
  boasts superior range, damage, and ammo 
  storage.  The downside to all this?  It’s a two-
  handed weapon.  Rifles require a bit more effort 
  to use than a pistol, and doesn’t look as 
  cinematically cool, but it makes the perfect 
  weapon to use in an ambush or when battling an 
  army of giant insects. 
   
  Shotgun:  Nothing says “stopping power” like a 
  face full of shot.  Used by police officers and 
  hillbillies alike, the shotgun is a close range 
  weapon with enough force to blow a hole in just 
  about anything.  The only problem is its range—
  the stuff it shoots spreads far and is pretty likely 
  to hit its target, but the farther away that target, 
  the less damage it’ll do.  Slugs can be loaded 
  into a shotgun, this doubles the range of the 
  
   
   
  61 
  weapon but lowers the skill you are attacking 
  with by 1.  Since the weapon’s one handed and 
  only has a single shot before it needs reloading, 
  it may be a good idea to keep that other hand 
  free. 
   
  SMG:  That acronym there stands for 
  “submachine gun,” for any of you who haven’t 
  seen one before.  Slightly larger than a pistol, yet 
  still fits nicely into a single hand, a SMG is 
  designed with the purpose of spraying a lot of 
  lead into the air as quickly as possible.  
  However, gunsmiths here found out that you 
  would generally empty one of these in about 1.8 
  seconds, which is less than one combat round.  
  That’s why these fire significantly slower than 
  most models—expending all your ammo in one 
  shot is really bad if all the shots miss.  These 
  deal more damage than a pistol and last a bit 
  longer, ammo-wise, so if you can afford the step 
  up, I’d recommend one of these. 
   
   
  Weapon Enhancements 
   
  Higher-leveled fighting-types may often 
  find that their weapons simply aren't cutting it 
  against the massively destructive spells that their 
  mage buddies can fling around with reckless 
  abandon.  Well, that's alright, because for the 
  right sum, you can have your weapon enhanced 
  to deal extra damage, hit better, be elementally 
  aligned, or even to cast spells themselves!  
  Here's how it works:  Enhancements are given an 
  Enhancement Rating, read as the +x next to the 
  enhancement's 
  name. 
   
  Take 
  the 
  total 
  enhancement rating, square it, and multiply by 
  100 dollars to get the cost of enhancement.  If 
  your weapon's already enhanced, you pay the 
  difference in enhancement ratings to add more. 
   
  Damage Increase:  +1 to +10:  For every 
  enhancement rating point spent on damage 
  increase, the weapon's damage rolls are raised by 
  1.  If the weapon is fully elementally attuned(see 
  below), this damage also has that element. 
   
  Lighten:  +1 to +10:  The weapon becomes 
  easier to use and is more likely to hit enemies.  
  For every enhancement rating point spent on 
  lighten, rolls made to hit with this weapon are 
  increased by 1.  This increase may apply to 
  getting crirical hits, but do not alter the results of 
  your dice rolls and therefore do not alter the 
  probability of the dice getting their highest 
  number. 
   
  Full Elemental Attunement:  +1:  Choose an 
  element.  Enhancing a weapon with full 
  elemental attunement makes the damage that the 
  weapon deals gain the properties of that element.  
  This makes them weak against similar elements, 
  but stronger against the opposite element.  
  Elemental opposition, and the effects of 
  elemental attunement, are described on page 
  XXX.  Note that damage dealt by your 
  character's stats(the STR damage on a weapon, 
  for example) are not attuned in this way unless 
  your character has that particular attunement as 
  well.  This may be put on the same weapon 
  multiple times, but you may not choose an 
  element that is opposed to an element that the 
  weapon is already attuned to, an element that 
  belongs to a spell that the weapon casts, or an 
  element that is dealt as extra elemental damage. 
   
  Extra Elemental Damage:  +2 to +4:  Taking 
  this enhancement causes your weapon to deal 
  extra damage of an element of your choice.  At 
  +2, the additional damage is equal to a d4.  At 
  +3, the damage is a d6, and at +4, the damage is 
  a d8.  This damage is not affected by Full 
  Elemental Attunement, and may be taken 
  multiple times.  Each time you may choose any 
  element you please, so long as you do not have 
  this enhancement or full elemental attunement on 
  the weapon for an element that is opposed to that 
  element. 
   
  Intelligence:  +4:  The weapon can speak to the 
  character, either verbally or through telepathy.  
  The personality of the weapon is up to the GM, 
  though.  An intelligent weapon has ten points to 
  distribute 
  in 
  accuracy, 
  intelligence, 
  and 
  personality, as the player sees fit, and a single 
  point in one skill of the player's choice.  The GM 
  may deem that the sword gains skill or stat 
  points throughout play or roleplaying.  An 
  intelligent sword can also cast any spells it has 
  without using the character's hand action, though 
  it takes a talk action for the character to tell the 
  sword to cast the spell.  Intelligent weapons can 
  be hard to play with, so ask your GM's 
  permission before purchasing one. 
  
   
  62 
  CHAPTER 8 
  SPELLS 
  
   
   
  63 
  Using Magic 
   
   
  Just about everyone here learns to use 
  magic sometime or another.  The fact that the 
  word magic is part of the school’s name should 
  serve as testament to that.  Using magic is 
  different for each facet, and is described on page 
  XXX.   
   
  Elements 
   
  There are ten different elements in 
  which spells can be described.  Each spell has 
  one or more element, and may be modified to 
  have more.  Here is a description of each 
  element: 
   
  Fire:  Magic that tends to cause fires which may 
  deal extra damage rounds after it has been cast.  
  Spells with the element of fire are opposite of 
  water-based spells.  Fire magics can also produce 
  smoke or steam, which can obscure the 
  battlefield.  Mages who specialize in fire magic 
  are assumed to be rash and hotheaded, with a 
  penchant for destruction. 
   
  Water:  Magic that changes the battlefield, 
  makes weapons harder to see, and obscures 
  vision.  Water spells are opposed by fire-based 
  magics.  Water spells also often use coldness to 
  create ice, which is great for freezing enemies in 
  their tracks.  Water mages are seen as introverted 
  and stalwart. 
   
  Earth:  Magic that alters the land itself, able to 
  hinder movement or change terrain as necessary.  
  Earth magic is opposite wind.  In addition to 
  messing with the ground, Earth magic helps 
  plants grow and thrive, and can even call upon 
  them for assistance.  Earth mages are assumed to 
  be one with nature, or, to put it in less friendly 
  terms, hippies. 
   
  Wind:  Magic that tends to hit multiple targets 
  with invisible gusts of air or allows movement 
  through the sky as easily as one walks along the 
  ground.  The opposite element of Earth.  The 
  entire sky is the realm of the Wind mage, and 
  they can illicit powerful lightning storms.  Wind 
  mages are described by most as flighty and 
  whimsical. 
   
  Light:  Magic that illuminates an area, reveals 
  hidden objects or enemies, or blinds enemies.  
  Light spells are opposite sound-based spells.  
  Some of the light spells help a mage with their 
  speed, or are simply cosmetic spells that change 
  the look of other spells.  Light mages are 
  stereotyped as being obsessed with appearance 
  and neatness. 
   
  Sound:  Magic that carries through the air to 
  multiple targets, shakes apart objects with 
  vibrations, and overpowers mages’ ability to 
  concentrate.  Opposite of light magics.  Sound 
  spells are impressive, like stage productions, and 
  their mages tend to put on a show for anyone 
  who might be watching, even if it’s only their 
  target. 
   
  Purity:  Magic that heals targets, purifies areas, 
  and calls down holy power to enhance one’s 
  abilities or punish the wicked.  Opposite of 
  entropy magic.  Often seen as the ultimate good 
  element, 
  purity 
  mages 
  are 
  blessed 
  with 
  reputations that precede them for goodness and 
  happiness. 
   
  Entropy:  Magic that takes advantage of natural 
  chaos, causing targets to break down, people to 
  become confused and act erratically, and luck to 
  enhance.  Opposite of purity magic.  Entropy 
  spells are unpredictable, and oftentimes so are 
  the mages that cast them. 
   
  Mind:  Magic that affects a target’s mind, either 
  enhancing it, degrading it, or changing it 
  
   
  64 
  entirely.  The element opposite of body magic.  
  Many of the mind spells are taboo, and those 
  who specialize in them are not received in the 
  most warm of fashions, as there are many who 
  are scared of losing their identity to them.  It’s 
  worthy of note that a lot of these spells have 
  “permanent” effects, with a N/A duration.  These 
  spells can be cured with another casting of the 
  same spell by a mage wishing to fix the 
  problem(Even ones like memory block), or they 
  can be removed by the student’s self-repair 
  system when they sleep that night.  In either of 
  these cases, whether to change back is the choice 
  of the target.  
   
  Body:  Magic that affects the target’s body, 
  empowering or weakening it, or in some cases 
  giving it a new shape altogether.  Opposite of 
  mind magic.  Body mages can have a playful 
  yet(hopefully) harmless sadistic streak that 
  shows 
  in 
  their 
  penchant 
  for 
  random 
  transformations.  These transformations can be 
  reversed, at the choice of the student, by a 
  reverse-casting or a night’s sleep, like with the 
  similar mind spells. 
   
  Spells 
   
  The details of each spell are as follows: 
   
  MP:  The MP cost to cast the spell.  When the 
  spell is successfully cast, reduce your character’s 
  MP by this amount.  You may cast a spell that 
  costs more MP than your character has available.  
  If your character falls below 0 MP, they’ll suffer 
  from mental exhaustion(see page XXX).  This 
  cost is also used to determine what spells your 
  character can cast based on their level. 
   
  Cost:  This is what the spell costs to buy in a 
  store.  Some facets must pay this cost once, some 
  must pay it every time, some must pay fractions 
  each time they cast, and others may not have to 
  pay at all.  It all depends on the facet itself, but 
  this is the base cost of the spell, before 
  modifications. 
   
  Difficulty:  This is how hard it is for a mage to 
  cast the spell.  When the mage makes a casting 
  roll, as described in each facet’s special abilities 
  section, this is the number they must beat with 
  that roll in order to cast the spell.  If they fail, 
  they do not waste any components in the spell or 
  any of the spell’s cost, but they do waste any 
  actions it took to cast the spell. 
   
  Oppose:  If you’d rather not suffer the effects of 
  the spell but are being targeted, whether or not 
  you’re casting the spell yourself, you must beat 
  the oppose number with a nonskilled roll of the 
  stat that appears before the number.  If you fail, 
  you’re hit by the spell.  Some spells you may 
  want to get hit by.  In this case, you may choose 
  to fail automatically.  Opposing a spell does not 
  take an action. 
   
  Range:  How far out you can cast the target of 
  the spell.  This is represented in feet, and is 
  usually in multiples of 5, which is great, 
  considering mini scale puts 5 feet to one inch.  
  The range also may be “touch”, in which case 
  the caster must be touching the target(within 5 
  feet), or the caster themselves, in which case the 
  spell isn’t being cast on anyone else anytime 
  soon. 
   
  Targets:  How many people can be hit by the 
  spell.  It’s most likely either 1, or everyone in an 
  area.  The area is centered around the square 
  chosen by the mage that’s within the range of the 
  spell(see above). 
   
  Damage:  How much damage the spell does to 
  its targets.  Some spells heal, and those have a 
  negative number. 
   
  Duration:  How long the spell lasts.  Usually, 
  it’s in rounds.  A round represents ten seconds of 
  time. 
  
   
   
  65 
   
   
  Fire Spells 
   
  Fireball level 1 
  MP: 8 
  Cost: $50  
  Difficulty: 6 
  Oppose: Agi 9 
  Range: 60 
  Targets: 1 
  Damage: 2d10 
  Duration: N/A 
   
  The fireball is the staple of any fire mage, and is 
  one of the standard elemental attacks for mages 
  that diversify their spells, too.  Fire magic is able 
  to inherently cause more damage than most 
  elements, so it is understandable that this basic 
  spell is written in the spellbooks of most attack 
  mages, even ones that specialize in other 
  elements.  When cast, the fireball itself forms 
  about two feet in front of the caster and moves in 
  a forward direction, making it impossible for a 
  mage to use a fireball on anyone grappling him.  
  In its least powerful incarnation, the fireball is 
  about the size of a baseball and, unless the mage 
  has learned a themed version of the spell, a 
  blazing orange color.  Unlike a baseball, 
  however, the fireball is not thrown; rather, the 
  spell instantly heads in the direction the caster 
  aims it, and does not sway from its path for 
  anything or anyone.  Because of this, the spell is 
  all but useless when the target has taken non-
  flammable cover, and care must be exercised 
  when cast near anyone friendly to the mage.  In 
  addition, the fireball behaves at least somewhat 
  like real fire--if it 
  passes 
  completely 
  through a body of 
  water, 
  it 
  is 
  extinguished 
  instantly, making the 
  spell 
  worthless 
  underwater.  In rain or 
  other cases where less 
  than the entire fireball 
  is 
  surrounded 
  by 
  water, 
  though, 
  the 
  spell still works fine and the fireball heads 
  towards it designated target.  If the spell misses 
  near materials that the GM deems flammable, 
  there is usually a 1 in 4 chance that it will catch 
  fire. 
   
  Fireball level 2 
  MP: 25 
  Cost: $150 
  Difficulty: 9 
  Oppose: Agi 11 
  Range: 80 
  Targets: 1 
  Damage: 2+d12 
  Duration: N/A 
   
  This beefed-up version of fireball, usually used 
  when the smaller one doesn't pack enough 
  punch, behaves just like a level one fireball.  The 
  only difference is that the level two fireball is 
  slightly larger than the level one version--a level 
  two fireball is the size of a basketball.  This 
  makes it harder to squeeze a fireball into a small 
  opening, as it explodes on impact with cover just 
  as easily as it does with a target. 
   
  Flaming weapon 
  MP: 20 
  Cost: $250 
  Difficulty: 8 
  Oppose: Agi 5 
  Range: 20 
  Targets: 1 
  Damage:+1d6 
  Duration:1d10 minutes 
   
  Until a party's warrior can get an artifact weapon 
  
   
  66 
  powerful enough to keep up elemental effects 
  full-time, it's usually the mage's job to turn on 
  the heat when circumstances deem it necessary 
  to not only plunge a blade into the blackened 
  heart of your enemy, but to plunge a flaming 
  blade into the blackened heart of your enemy.  
  Many warriors prefer to use flame as their 
  weapon's elemental property not only because of 
  the extra damage it deals(especially to cold-
  based creatures or bad-lucked ice sculptures), but 
  also because of the lighting it provides in 
  darkened areas, the use in cooking food on the 
  go, and the sweet-looking effect of the striking 
  area of the weapon being bathed in magical 
  flames.  The only downside to this is that, unless 
  the effect is permanent(which I’m going to say it 
  isn’t for all you players), the flames "turn off" if 
  the sword is sheathed.  This only counts, though 
  if the weapon is actually put into a sheath.  Being 
  stuck in other things, like doors, water, and, of 
  course, enemies, does not end the flaming effect, 
  though this can cause problems on its own if the 
  wielder does not have a sheath ready to hold the 
  flaming weapon.  Using this spell on a weapon 
  gives it additional fire damage, but only this 
  additional damage is counted as fire damage, and 
  not the base damage of the weapon itself or the 
  damage added by the wielder's strength.  Certain 
  individuals trained in martial arts consider their 
  fists to be weapons;  This spell works on one's 
  hands if they have an actual magical bonus, such 
  as that granted by levels in Martial Artist, but not 
  otherwise.  By this same token, impromptu 
  weapons such as uprooted trees and once-parked 
  cars cannot be affected by this spell unless they 
  otherwise grant a bonus as a weapon. 
   
  Fire Beam 
  MP: 15 
  Cost: $40 
  Difficulty: 5 
  Oppose: N/A 
  Range: 30 
  Targets: N/A 
  Damage:3+d4 
  Duration:1d12 rounds 
   
  Sometimes, a mage needs to let others know that 
  he's the one bringing the flames.  Other times, 
  they might want to carve their name into their 
  targets(or the landscape) for future reference.  
  And sometimes, they just want to play space 
  cowboy with their spells and have an old 
  fashioned laser shoot-out with real beams.  In 
  any of these cases, the spell for the job is Fire 
  Beam.  Fire beam appears as a narrow ray that 
  continuously streams from the caster's index 
  finger.  The ray continues to spout out of their 
  finger until the spell ends, allowing the caster to 
  attack multiple targets as if using a ranged 
  weapon in their primary hand(Mag, F/S, Damage 
  as in the description, reach is unlimited).  This 
  ray is not affected by gravity, and will go as far 
  as its range in whatever direction it's pointed.  It's 
  a good idea for the mage casting this spell to 
  keep their concentration on where their finger is 
  pointed, as an errant fist-clenching(Or, heaven 
  forbid, nose-picking) will bring the caster quite a 
  bit of hurt.  Since the spell is constantly 
  controlled by the caster, they may end it any time 
  during their turn with no trouble, or at any other 
  time with an intelligence roll of 11.  Since this 
  kind of fire is designed with the likelihood of it 
  not being on-target all the time, the possibility of 
  most background objects catching on fire is 
  rather low, save any open gas tanks or helium-
  filled life forms their finger might lead the beam 
  across. 
   
  Firestorm 
  MP: 95 
  Cost: $5000 
  Difficulty: 20 
  Oppose: Agi 16 
  Range: 60' 
  Targets: 50'x50' area, excluding the 
  caster 
  Damage: 20+d6 
  Duration: 2d6 Rounds 
   
  Aah, here we go.  This is quite possibly the 
  ultimate fire spell, and many mages-in-training 
  skim through their textbooks searching for this 
  spell only to be dismayed that they will not have 
  the power to cast this for a long, long time.  This 
  is really a good thing, though, as most people 
  would agree that first-year students should not be 
  flinging around spells this powerful.  Firestorm 
  is used when there are a lot of things around that 
  just need to be hit with huge balls of fire.  It's 
  also an interesting note that a large chunk of the 
  power used to cast firestorm lies in the fact that 
  the ensuing shower of pain and destruction goes 
  
   
   
  67 
  out of its way to avoid the caster--even if the 
  caster is in the center of the storm or moving 
  through it.  Aside from the caster, though, the 
  storm is indiscriminate;  it hits plants, animals, 
  henchmen, anything that isn't the caster himself.  
  The "storm" is not really so much a phenomenon 
  of the weather as it is a magical meteor storm, 
  though.  The fire falls from space, and anyone in 
  the area, regardless of height, is subject to its 
  torrential flames.  To this effect, anyone inside 
  the area of firestorm who is not the caster must 
  make an oppose roll each and every turn.  Every 
  turn they fail the roll, they take 20+d6 fire-based 
  damage.  When the duration of the spell runs out, 
  fireballs stop falling from the uppermost parts of 
  the atmosphere and the caster is left with a heck 
  of a lot of property damage and, likely, a lot of 
  explaining to do.  While the cost to learn this 
  spell is high, it's usually nowhere near as high as 
  it is to pay for damages incurred by the 
  firestorm.  That being said, use this spell not 
  only with caution, but with moderation, if at all.  
  Our city's fire department has its hands full with 
  all the accidental fires, so we'd rather not have to 
  assign a squad to follow you around all day. 
   
  Water Spells 
   
  Ice Shard level 1 
  MP: 7 
  Cost: $50 
  Difficulty: 6 
  Oppose: Agi 8 
  Range: 80 
  Targets: 1 
  Damage: 2d8 
  Duration: N/A 
   
  Just like fire mages have their fireball, ice mages 
  have Ice Shard.  Like the fireball, it is a simple 
  spell that is designed to cause damage at a range.  
  And also, like the fireball, it is usually the first 
  spell of its element taught with the intent of it 
  causing damage.  However, while the fireball is 
  powerful to the point of danger to the 
  surrounding environment and, in the eyes of 
  some mages, highly erratic, the ice equivalent of 
  that spell is more likely to hit its target and less 
  likely to cause damage to the area the target 
  occupies in case of a miss.  Upon casting, a 
  small, smooth shard of translusent blue ice, 
  about a foot long and two inches thick, forms 
  from the air two feet in front of the caster.  This 
  is just like casting a fireball;  it cannot hit 
  someone less than two feet in front of the caster, 
  and therefore is ineffective against anyone 
  grappling, hugging, or otherwise pinning the 
  caster.  As quickly as it is formed, the Ice shard 
  leaps toward the caster's intended target.  The 
  target must make an oppose roll;  if they fail, 
  they take the spell's damage.  Upon impact, the 
  spell punches through the target as much as 
  possible, then melts, leaving little trace other 
  than wet and usually dented armor.  If the spell 
  misses its intended target, it shatters against the 
  ground or wall behind harmlessly;  the splinters 
  of ice melt almost instantly, and the only effect 
  this might have is to put out a small fire.  Like 
  fireball, this simple spell is often bought in 
  designer colors;  variations are available in any 
  colors, for a small extra fee.  However, it is the 
  general consensus that blue is the standard color 
  
   
  68 
  for Ice and it's easier for the mage to accessorize 
  to their spells than vice-versa. 
   
  Ice Shard level 2 
  MP: 23 
  Cost: $150 
  Difficulty: 9 
  Oppose: Agi 10 
  Range: 100 
  Targets: 1 
  Damage: 2+d10 
  Duration: N/A 
   
  The Ice Shard spell is also similar to the fireball 
  spell in that it has four incarnations taught in the 
  magic textbooks.  Many starting students 
  mistakenly belive that the spells are restricted to 
  particular years of class. In truth, the number at 
  the end of these spells simply relates to power 
  level and the skill required to master the use of 
  the spell.  Compared to the Level one version of 
  the spell, level two is only slightly larger, about a 
  foot and a half long and about three inches wide.  
  Therefore, without good eyes, it's very hard for 
  an onlooker, or even a target, to tell which spell 
  the caster is getting ready to use.  The sting that 
  the level two version brings, however, is a far 
  better indication of which spell is being cast.  
  The larger version also moves a little faster, 
  making it even harder to dodge than the level one 
  version. 
   
  Stasis Field 
  MP: 60 
  Cost: $2000 
  Difficulty: 14 
  Oppose: Agi 15 
  Range: 20 
  Targets: 1 
  Damage: N/A 
  Duration: 1d6 Hours 
   
  When Ice is kept someplace cold, it has 
  remarkable preservative abilities.  It can keep 
  your food fresh, it can make your drinks tasty, 
  and it can save your friends from a far worse fate 
  as well as stopping your enemy in their tracks.  
  By doing a quick freeze on a target, you're able 
  to stop all their motion at once and keep 'em safe 
  in a big block of ice.  This block of ice has 150 
  HP, and it takes any damage that would 
  otherwise hurt the targets inside.  Fire damage 
  dealt this way counts double, including the 
  remainder dealt to the poor shmuck inside the ice 
  block if an attack reduces the ice block to 0 hp.  
  The target can also fight back, but it's a bit more 
  difficult for them.  Any attacks or spells they use 
  can only hit the block of ice, and unless they deal 
  enough damage to destroy the block, they deal 
  no damage at all.  Therefore, only a big single 
  attack will destroy the block of ice from within.  
  If the character inside the block of ice was taking 
  damage over time, as if poisoned, they take no 
  damage while encased in ice.  This ice block is 
  5'x5' and as tall as the character, and if two or 
  more characters happened to be in the space 
  when the spell went off, they must all roll to 
  avoid the spell, and any who fail are stuck in the 
  ice block.  This spell is known well for its dual 
  utility as a lifesaver and an enemy-stopper. 
   
  Douse 
  MP: 10 
  Cost: $40 
  Difficulty: 5 
  Oppose: Agi 7 
  Range: 35 
  Targets: 5’x5’ Area 
  Damage: N/A 
  Duration: N/A 
   
  Ever been on fire?  I have.  It hurts.  Constant 
  burning pain isn't good for anyone who isn't 
  immune to fire altogether, and most people on 
  fire want it to end as quickly as possible.  That's 
  why this spell, which does its best to stop things 
  from burning, was created.  When cast, water 
  pours all over the targeted space, flowing quickly 
  as if from an overturned bucket.  This puts out 
  all nonmagical flames within the area, and deals 
  2d12 damage to magical flames.  By the way, 
  fire elementals, people who have fire as a racial 
  element, and anyone else made of fire count as 
  "magical flames" as far as this spell goes, and 
  take that damage.  This also counts if there's two 
  of them in the same space, too.  Theoretically, 
  there's lots of other effects possible with this 
  spell.  It also leaves the target soaked, which 
  leaves them more vulnerable to lightning damage 
  and usually necessitates a trip to the Laundromat. 
  
   
   
  69 
   
  Water Bubble 
  MP: 25 
  Cost: $300 
  Difficulty: 7 
  Oppose: Agi 10 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: 1d10 Minutes 
   
  On most of the planets in the galaxy, a majority 
  of the populations breathe a stangely similar 
  atmosphere composed primarily of nitrogen and 
  oxygen.  This is still not easily explained by 
  nonmagical 
  means, 
  but 
  it 
  does 
  make 
  interplanetary relations easier.  However, there 
  are still a number of races that cannot breathe a 
  standard oxygen, and most of them instead 
  breathe water.  In their own environment this 
  isn't a problem, nor is it mostly a problem for 
  mermaids at MSF High, as they can breathe both 
  water and air.  However, a few races here, as 
  well as some animals, need to breathe water.  
  That's precisely why this spell was created, but 
  its general application is quite different.  For the 
  duration of the spell, the target is surrounded by 
  a sphere of water that takes up the 5'x5' space 
  they occupy.  While this is great for water-
  breathers, it's a bit more problematic for anyone 
  else.  They must make a defense roll each turn, 
  the difficulty starting at 5 and raising by 1 each 
  next turn.  If they make the roll, they have 
  successfully held their breath, but each turn they 
  fail the roll they take 1d8 water damage.  The 
  character may choose to spend their move action 
  to bust through the bubble.  If they make an 
  agility roll of 13, they succeed, and the spell 
  ends. 
   
  Wind Spells 
   
  Wind Blast 1 
  MP: 6 
  Cost: $50 
  Difficulty: 6 
  Oppose: Agi 11 
  Range: 60 
  Targets: 1 
  Damage: 3d6 
  Duration: N/A 
   
  To most people, wind is little more than a bother 
  when it's usually noticed, but to a skilled mage, a 
  gust of wind can become a deadly weapon.  
  Though it's the least powerful of the four "main" 
  elements' attack spells, the wind spell has an 
  added bonus.  If the target fails their oppose roll 
  by five or more, they are knocked back 5 feet by 
  the force of the wind.  This can be a serious 
  setback for anyone who has to stay in close 
  range, or anyone standing near a cliff. 
   
  Wind Blast 2 
  MP: 12 
  Cost: $150 
  Difficulty: 9 
  Oppose: Agi 13 
  Range: 80 
  Targets: 1 
  Damage: 4d10 
  Duration: N/A 
   
  As you go through the higher level wind spells, 
  they do not gain damage as fast as the other 
  attack spells, but the extra effects that make the 
  spell so effective grow exponentially.  Once 
  again, there is a knockback effect for the 
  
   
  70 
  opponent failing their oppose roll by five or 
  more.  This time, however, the effect is doubled, 
  pushing the target back ten feet.  This puts 
  opponents with lances, yo-yos, or really long 
  arms out of the way until they can move back 
  into range. 
   
  Lightning Bolt 
  MP: 25 
  Cost: $400 
  Difficulty: 9 
  Oppose: Agi 16 
  Range: 50 
  Targets: 1 
  Damage: 3+d10 
  Duration: N/A 
   
  Being a wind mage isn't easy.  You've got fire 
  and ice mages laughing about your weak attack 
  spells and other mages telling you about your 
  lack of utility spells.  All that changes when you 
  hurl a bolt of lightning at them.  The damage it 
  does is erratic, but there is a really cool special 
  ability--you can choose to deal a lower amount 
  of damage than you roll, determined after the 
  damage is rolled.  While it may not seem like 
  that useful a power, there are times when 
  moderation is required.  In low doses, this spell 
  can be used to power electricity-based devices, 
  and in high doses, it can fry baddies! 
   
  Flight 
  MP: 40 
  Cost: $700 
  Difficulty: 11 
  Oppose: Agi 7 
  Range: 20 
  Targets: 1 
  Damage: N/A 
  Duration: 1d6 Minutes 
   
  This spell is often the only reason many mages 
  learn wind spells at all.  The feeling of freedom 
  granted by flight is not something that should be 
  taken for granted, but being airborne can also be 
  a major help in combat.  Melee weapons become 
  useless unless your opponents can fly too, and if 
  your opponent CAN fly, that's probably why you 
  need this spell.  If you're learning defenses 
  against spells, the best defense against the flight 
  spell is to use a ranged weapon.  For the duration 
  of this spell, the target has the "flight" movement 
  type. 
   
  Lightning Storm 
  MP: 75 
  Cost: $2500 
  Difficulty: 17 
  Oppose: Agi 16 
  Range: 0 
  Targets: 55’x55’ Area  
  Damage: 3+d10 
  Duration: 1d20 Rounds 
   
  Not an easy spell to cast, but it can have some 
  very interesting results if you have the conditions 
  right.  This spell can only be cast when the 
  weather is rainy.  But, assuming you can cast it, 
  you have just turned a rainstorm into a hail of 
  lightning bolts that only target your enemies.  
  Every turn, a random enemy is targeted by a 
  lightning bolt spell and must make their oppose 
  roll to avoid being hit by a bolt of lightning.  No 
  roll is needed for this lightning bolt, as the 
  difficulty was made during the casting of the 
  storm spell itself.  Unconscious enemies are not 
  targeted, but there's nothing keeping chance from 
  selecting the same enemy three or four times in a 
  row. 
   
  Earth Spells 
   
  Stone Spike 1 
  MP: 10 
  Cost: $50 
  Difficulty: 6 
  Oppose: Agi 7 
  Range: 40 
  Targets: 1 
  Damage: 2+d8 
  Duration: N/A 
   
  Out of all the attack spells, this one is known for 
  seeming to be the most personal.  This may be 
  because of the visual effects of the spell--the 
  target being impaled by a sharp, pointy rock.  In 
  
   
   
  71 
  any case, though, it's one of the most damaging 
  first-level attack spells, assuming you hit your 
  target with it.  It also has a secondary effect--If 
  the character fails the opposed Agility roll by 5 
  or more, the spike pins them in place, making 
  them unable to move for the next 1d4 rounds.  
  This also imposes a -4 penalty to dodge or 
  agility-based oppose rolls.  If this effect does not 
  work, or after it is over if it does, the spike 
  crumbles into dirt a few seconds later. 
   
  Stone Spike 2 
  MP: 20 
  Cost: $150 
  Difficulty: 6 
  Oppose: Agi 9 
  Range: 60 
  Targets: 1 
  Damage: 3+d10 
  Duration: N/A 
   
  You know, most mages would be delighted to 
  have a spell that pins down their enemies.  
  Moving out of the target area with an agility 
  oppose roll is an annoying way for your 
  opponents to keep from being hit, and any spell 
  that keeps them stuck in one place is a godsend.  
  Add to that the actual damage that the spell is 
  more likely to do, and you've got a winner of a 
  spell here.  Like with Stone Spike 1, the spell 
  deals the damage if the opponent doesn't make 
  their oppose roll, but is pinned with the spike if 
  they fail the roll by 5 or more.  The spike lasts 
  1d4 rounds, and gives your opponent a -4 
  pentalty to dodges or agility oppose rolls.  The 
  most vicious thing about this spell is that if 
  they're penalized, they're even more succeptable 
  to the spell the next time, assuming you cast it 
  fast enough. 
   
  Earth Wall 
  MP: 35 
  Cost: $250 
  Difficulty: 10 
  Oppose: Agi 7 
  Range: 30 
  Targets: 5’x35’ Area 
  
   
  72 
  Damage: N/A 
  Duration: 1d6 Minutes 
   
  When there's bullets or arrows coming your way, 
  one of the smarter things you can do is get 
  behind something bigger than you that can take 
  the damage.  When this isn't an option, an Earth 
  mage can make it one with this spell.  Upon 
  casting this spell, the ground raises on the target 
  area, a straight line of five 5'x5' squares.  This 
  forms a wall of earth ten feet high, enough to 
  keep out stray dogs and anyone dumb enough 
  not to look around it.  As an added bonus, if you 
  cast this spell in the same area while the spell's 
  still in effect there, it raises up another 10 feet.  
  A set of Earth mages could quickly erect a 
  makeshift fortress, surrounding themselves in a 
  wall of rock.  Though, it may not be the best idea 
  if they can't see out to attack anyone.  Anyone 
  standing on the area being raised must make the 
  opposed agility roll.  If it fails, they fall 10 feet 
  off one side of the wall, chosen at random.  In 
  the case of the rock walls stacking, they can fall 
  farther.  If they make the oppose roll, they can 
  choose to jump to one side(for 5 feet of 
  movement) or stay on top of the wall.  Someone 
  can beat or blast through the wall, and it and any 
  walls stacking with it will crumble after taking 
  100 points of damage. 
   
  Earthquake 
  MP: 70 
  Cost: $3000 
  Difficulty: 17 
  Oppose: Agi 14 
  Range: 60 
  Targets: 55’x55’ Area 
  Damage: 4+d20 
  Duration: N/A 
   
  Let's face it, when people think of Earth mages, 
  they think of someone manipulating the world 
  around them to deal tons of damage to everyone 
  around them.  That's exactly what this spell does.  
  Anyone on the ground, including the caster, who 
  fails their oppose roll takes a ton of damage, but 
  what's worse, anyone that fails it by 8 or more 
  falls into one of the fissures, never to be seen 
  again(well, not to be seen again until they wake 
  up in their bed the next morning, fully refreshed 
  but extremely freaked out).  Since its target area 
  is larger than the range that you can cast this 
  spell, it's pretty likely you'll end up hitting 
  yourself with it, unless you can fly.  Opposite 
  element spells have some useful combinations, 
  so I hope you didn't take a flaw that keeps you 
  from using it. 
   
  Nurture 
  MP: 30 
  Cost: $250 
  Difficulty: 10 
  Oppose: Def 15 
  Range: 0 
  Targets: 25’x25’ Area 
  Damage: N/A 
  Duration: N/A 
   
  The cafeteria at MSF High, while a great place to 
  chow down during the school year, isn't always 
  open, nor is it convenient while you're going out 
  on an adventure.  That's why this spell was 
  created.  Quite simply, it fully nourishes the 
  target character for one day, regardless of what it 
  takes to sustain them.  For most people, that's 
  just food and water, which is simple enough, but 
  even if the character runs on sunlight, power 
  cells, or blood, they're still filled to capacity, 
  feeling full but not stuffed and not getting 
  hungry for the rest of the day.  This spell can 
  make 
  Earth 
  mages 
  very 
  popular 
  come 
  dinnertime. 
   
  Purity Spells 
   
  Heal Damage 1 
  MP: 10 
  Cost: $50 
  Difficulty: 6 
  Oppose: Agi 11 
  Range: 20 
  Targets: 1 
  Damage: 2+d8 
  Duration: N/A 
   
  While most of the "suite" spells that elements 
  have are attack spells, purity is an exception in 
  that its steadily climbing set of four spells do not 
  deal damage, but rather heal it.  The biggest 
  
   
   
  73 
  disadvantage that it has, though, is that while 
  most "suite" spells have a decent range, the 
  healing spells are rather lacking in this 
  department.  So remember that when you cast a 
  spell like this, get near your target first.  Also 
  make sure that your target isn't undead if you 
  plan to heal them, as this particular spell deals 
  4+d8 of damage rather than healing them.  This 
  particular level of the spell heals 2+d8 damage, 
  as noted in the description. 
   
  Heal Damage 2 
  MP: 20 
  Cost: $150 
  Difficulty: 9 
  Oppose: Agi 13 
  Range: 30 
  Targets: 1 
  Damage: 2+d10 
  Duration: N/A 
   
  A slightly more powerful version of the heal 
  spell, this one is relatively easy to learn earlier 
  on than some of the attack spells.  When cast, the 
  target heals 2+d10 damage.  If the target is 
  undead or otherwise takes damage from purity 
  spells, they instead take 4+d10 damage.  This 
  serves as a great attack against any undead 
  monsters that you may come across.  Remember 
  also that your target cannot gain more HP than 
  their maximum with this spell. 
   
  Revive 
  MP: 120 
  Cost: $3000 
  Difficulty: 22 
  Oppose: None 
  Range: Touch 
  Targets: 1 
  Damage: N/A 
  Duration: N/A 
   
  Now, I know I've been over this.  As long as 
  you're here, you can't die.  But it is necessary to 
  have a spell to bring you back to your feet for 
  two reasons.  One, if you're ever going back into 
  the galaxy, this spell is a literal lifesaver.  Two, 
  who really wants to be unconscious for the rest 
  of the day?  Anyways, this spell, though 
  expensive, is pretty straightforward.  And the 
  best part?  Your target's not moving, so they 
  really can't resist.  Remember, though, that in 
  some cases it could be better to just leave them 
  unconscious, and it won't work unless you've 
  reassembled what's left of them.  At least 75% of 
  what remains of the target must be within range 
  of the spell.  If the target was vaporized 
  completely, just use the spell in the general area 
  they were disintegrated in.  When someone’s 
  brought back with this spell, they start back up 
  with 1d10 HP, so you may want to keep them 
  out of the way of any fighting for awhile. 
   
  Regenerate 
  MP: 45 
  Cost: $750 
  Difficulty: 12 
  Oppose: Def 11 
  Range: 50 
  Targets: 35’x35’ Area 
  Damage: 3+d4 
  Duration: 2d10 Rounds 
   
  In my personal experience with healing magic, I 
  can tell you that the most frustrating thing for a 
  healer is for your freshly-healed friend to wade 
  right back into battle and get slashed up again.  
  So rather than healing him over and over again, 
  why not simplify the process with this spell, 
  which freshens him up constantly?  Like most 
  other purity spells, Regenerate heals damage 
  rather than causes it(Hence the negative).  The 
  only difference is that it keeps going.  In fact, for 
  the next 2d10 rounds, the target keeps getting 
  healed.  By the way, the damage healed is rolled 
  each round, so it's not sure exactly how much 
  will be fixed every time, but that's to be expected 
  with any spell.  The good thing about this spell is 
  that it's also preventative in that you can cast it 
  before your friends rush off to fight, and can 
  hopefully leave them alone for awhile.  If the 
  enemy's dealing out more damage than the 
  regenerate spell can heal, though, you should 
  remember that you can still cast normal healing 
  spells on them. 
   
  Shield 
  MP: 40 
  Cost: $500 
  
   
  74 
  Difficulty: 10 
  Oppose: Agi 10 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: 1d12 Rounds 
   
  In my opinion, the best way for a healer to do his 
  duty and keep his fellow students from keeling 
  over is to keep them from taking damage in the 
  first place.  That is precisely what this spell does.  
  Upon casting, a shimmering barrier of thin light 
  forms around the target.  Shield is actually a 
  relatively 
  "intelligent" 
  spell 
  compared 
  to 
  shielding spells from other elements, in that is 
  able to let good spells and help, like healing 
  spells or a friend tossing an item, in and keep 
  anything that's meant to harm them out.  The 
  shield has 100 hit points, which takes any 
  damage meant for the target inside the shield.  
  The only problem is that it makes them 
  effectively bigger and easier to hit.  While the 
  target is shielded, anyone attempting to hit them 
  with a melee or ranged attack gets a +5 to hit.  
  Therefore, it's best to use this spell on someone 
  who's about to be on the receiving end of a 
  magic assault. 
   
  Entropy Spells 
   
  Entropic Blast 1 
  MP: 6 
  Cost: $50 
  Difficulty: 6 
  Oppose: Agi 8 
  Range: 25 
  Targets: 1 
  Damage: 4+d6-8 
  Duration: N/A 
   
  It's kind of hard to explain exactly what these 
  spells are.  Entropy is the force of nature that 
  causes things to wear down and break over time.  
  This is a good enough explanation when you're 
  looking at erosion over thousands of years, but it 
  doesn't hold up quite so well when you're being 
  hit with a concentrated blast of darkness that 
  gnaws on your essence and spits it out the wrong 
  way.  Because of its application in spells and its 
  being opposite purity, many consider endtopy to 
  be an "evil" element.  While the effects can be 
  annoying and cruel, it's certainly not evil, simply 
  a less-than-pretty force of nature.  Anyways, as 
  far as this spell goes, you'll notice that the 
  damage it deals is subject to a negative modifier, 
  which subtracts from said damage.  This means 
  that the spell could, in theory, deal no damage at 
  all, but if the damage would be reduced to a 
  negative number, it does not heal. 
   
  Entropic Blast 2 
  MP: 12 
  Cost: $150 
  Difficulty: 9 
  Oppose: Agi 10 
  Range: 50 
  Targets: 1 
  Damage: 4+d10-10 
  Duration: N/A 
   
  A slightly more powerful version of the entropic 
  blast, it's still able to deal zero damage, but not 
  heal.  This gives the Entropic Blast spell the 
  unique distinction of having both the highest and 
  lowest damage potentials of all the spell suites.  
  One other thing about this set of spells is that 
  while most spells have dramatically differing 
  appearances based on their power, this isn't true 
  of the Entropy spells.  The first level, last level, 
  and both levels in between all appear the same to 
  anyone looking, which can be useful if the caster 
  wishes to mask his actual power level.  The 
  reason for this sameness is due to entropy itself.  
  As it's not usually a physical power that 
  manifests itself in a way that's easily measurable, 
  when it's used as a magic spell the increasing 
  effects of the spell are not visual. 
   
  Ground Stew 
  MP: 30 
  Cost: $400 
  Difficulty: 12 
  Oppose: Agi 13 
  Range: 30 
  Targets: 15’x15’ Area 
  Damage: N/A 
  
   
   
  75 
  Duration: 1d8 Rounds 
   
  After millions or even billions of years, 
  molecules start to break down and reform.  
  However, a billion years is a long time(even by 
  my standards), so it's not likely you can wait for 
  it to happen naturally.  That's why we have this 
  spell, to speed up the process on the ground 
  below your opponent.  Once this spell is cast, the 
  target area becomes the equivalent of quicksand, 
  which is one of the hazards described on page 
  XXX.  Anyone standing in it must make their 
  roll as usual, or start to sink.  Possibly the most 
  annoying thing about it is that if you're still stuck 
  in the muck when the spell ceases, the ground re-
  hardens around you and you'll have to dig 
  yourself out.  That takes about six hand actions, 
  which usually means that you'll be out three 
  rounds later. 
   
  Jinx 
  MP: 60 
  Cost: $750 
  Difficulty: 15 
  Oppose: Per 17 
  Range: 50 
  Targets: 55’x55’ Area 
  Damage: N/A 
  Duration: 1d12 Minutes 
   
  Normally, in terms of this game system, failing a 
  roll isn't all too bad.  You didn't quite throw your 
  paper ball into the trash can, you missed with 
  your sword slash, you misspoke a few words.  
  No big deal, it's pretty likely you can try again 
  and do it right this time.  It's very rare that you 
  do something so poorly that you embarass or 
  injure yourself.  Jinx changes all that.  While the 
  spell is in effect, anytime anyone in the area of 
  effect fails a skill or attack roll by 5 or more, 
  something bad happens.  They accidentally stick 
  themselves with their sword, they say something 
  that infuriates the listeners, the paper airplane 
  they threw hits a spellcaster in the eye while 
  they're casting, and so on.  The worst part is that 
  these failures can cause a chain reaction of 
  cascading bad luck, piling more painful and 
  embarassing things on top of the targets until the 
  spell wears off.  The worst part is that there's 
  actually people out there that are like that all the 
  time, spell or not.  There's very few spells that 
  can help them. 
   
  Breakdown 
  MP: 40 
  Cost: $500 
  Difficulty: 12 
  Oppose: Agi 15 
  Range: 20 
  Targets: 1 
  Damage: N/A 
  Duration: N/A 
   
  Other than the fact that their magic is powered 
  by decay and oftentimes bad luck, there's a 
  reason entropy mages are considered evil.  This 
  spell epitomizes that reason.  "Evil" is certainly a 
  way many people would choose to describe 
  someone that can make their weapons fall apart.  
  When this spell is cast, the user of the weapon 
  makes a damage roll with that weapon, as though 
  they'd hit someone normally.  The mage casting 
  this spell rolls a d20.  If the result of that d20 is 
  higher than the damage roll, the weapon falls to 
  pieces, rusts, rots, or does whatever it does when 
  that kind of weapon stops working.  Repair won't 
  help the poor weapon, it will have to be replaced.  
  Weapons made magically, or weapons that are 
  magical aren't affected by this spell, though, so 
  make sure your enemy isn't using an artifact on 
  you before you use this spell.  One hint:  Glowy 
  weapons are often magical.  Separate magical 
  spells affecting those weapons, such as the 
  Flaming Weapon spell, do not count as the 
  weapon being magical, but someone's fists DO 
  count as magical, just for clarification. 
   
  Light Spells 
   
  Light Beam 1 
  MP: 8 
  Cost: $50 
  Difficulty: 6 
  Oppose: Agi 11 
  Range: 60 
  Targets: 1 
  Damage: 2d10 
  
   
  76 
  Duration: N/A 
   
  Light is a very simple and necessary form of 
  energy.  Without it, most races wouldn't see a 
  thing, photosynthetic beings couldn't live and the 
  temperature on planets would not be nearly as 
  comfortable.  So most people see light as a very 
  beneficial thing, a "good" element, for lack of 
  better term.  But in concentrated doses, light can 
  do some very nasty things.  Aside from all the 
  negatives associated with ultraviolet radiation, 
  amplified light can blind or burn you.  Seeing as 
  how this spell has a "1" affixed to the end, you 
  can be pretty sure what use this has.  The Light 
  Beam spell fires a concentrated ray of white light 
  at the opponent, causing damage the feels hot 
  like fire damage but does not count as fire, a real 
  surprise to any fire-resistant creatures.  As an 
  added bonus, if the opponent fails their oppose 
  roll by 5 or more, the light also blinds them for 
  1d4 rounds, as they apparently looked into it for 
  a bit too long. 
   
  Light Beam 2 
  MP: 15 
  Cost: $150 
  Difficulty: 9 
  Oppose: Agi 13 
  Range: 80 
  Targets: 1 
  Damage: 2+d10 
  Duration: N/A 
   
  Something else that should be noted about light 
  is the speed at which it travels.  Even before 
  BioWarp engines were invented, races have 
  gotten their ships to travel faster than the speed 
  of light, but the fact that light was the benchmark 
  against which all intersystem ship speeds were 
  measured should be a pretty clear indication that 
  light moves pretty fast.  Therefore, the visual 
  effects of the light beam aren't as intimidating as 
  a fireball or big chunk of ice coming toward 
  them, but this is made up for with the fact that it 
  moves at insanely fast speeds and is a whole lot 
  tougher to dodge.  This is the best explanation 
  why, as in the first Light Beam spell, the 
  opponent is blinded for 1d4 rounds if they fail 
  their oppose roll by 5 or more. 
   
  Hologram 
  MP: 20 
  Cost: $250 
  Difficulty: 7 
  Oppose: N/A 
  Range: 30 
  Targets: N/A 
  Damage: N/A 
  Duration: 1d6 Hours 
   
  Light can play some funny tricks on the eyes, but 
  the best of those are probably performed by the 
  hologram players that many people in the galaxy 
  use for recreation.  In its own small area, it's able 
  to play back a 3-d image, parts turning solid or 
  transparent as necessary.  This spell can do the 
  same sort of thing, but exactly what you plan to 
  display in your spell's area of effect changes the 
  difficulty.  The difficulty is for a 2-d image, 
  nonmoving.  If you want the image to appear 3d, 
  that's an additional 5 to the difficulty, and if you 
  want it to move, that's another 5 to the difficulty.  
  If it's moving, you can control what it does as 
  long as it stays in its area and you can see it.  It 
  can appear as an illusion to some people, and it's 
  a difficulty of 7 on an intelligence roll to see that 
  its fake.  If they actually touch the thing, 
  however, I'd say the difficulty drops to 0 as they 
  pass right through it. 
   
  Blinding Flash 
  MP: 35 
  Cost: $300 
  Difficulty: 11 
  Oppose: Acc 13 
  Range: 40 
  Targets: 35’x35’ Area 
  Damage: N/A 
  Duration: N/A 
   
  If you want to replicate the blinding effect of the 
  Light Beam spells without actually hurting 
  someone, this spell is the way to go.  Especially 
  if you like making sure that everyone in the area 
  of effect can't see for quite some time.  Anyone 
  within the area of effect that can see, no matter 
  which way they're looking, must make the 
  oppose roll.  Everyone who fails that roll is 
  blinded for 1d8 rounds.  Remember, the rules for 
  
   
   
  77 
  being blinded are on page XXX.  This also 
  means that you're subject to the roll, but anyone 
  who knows in advance that the spell's being cast 
  gets a +4 to their oppose roll, since they know to 
  at least avert their eyes.  Therefore, it's not a 
  good idea to announce that you're casting this 
  spell if your enemies can hear you. 
   
   
  Teleport 
  MP: 50 
  Cost: $800 
  Difficulty: 15 
  Oppose: N/A 
  Range: N/A 
  Targets: Caster 
  Damage: N/A 
  Duration: 1d10 Rounds 
   
  Like I mentioned earlier, light is pretty fast.  And 
  while it's nowhere near fast enough to travel 
  around the galaxy with any efficiency, it's plenty 
  fast enough to move around the battlefield.  This 
  spell changes you into a speed machine, capable 
  of moving anywhere in the battlefield in your 
  turn.  For the duration of this spell, every time 
  you spend five feet of movement, you may move 
  to any space that you would be able to move to 
  normally.  This means that for every five feet of 
  movement you have, you can move to another 
  place on the battlefield.  This is great if you have 
  lots of attacks or use short-range weapons and 
  don't want to risk being hit.  Keep note that the 
  duration on this spell isn't very long, and if your 
  opponent has the same spell you're likely to go 
  back and forth in what some students have taken 
  to calling "zip-fighting". 
   
  Sound Spells 
   
  Sonic Blast 1 
  MP: 12 
  Cost: $50 
  Difficulty: 6 
  Oppose: Agi 8 
  Range: 40 
  Targets: 1 
  Damage: 2+d4 
  Duration: N/A 
   
  In some of the more technologically advanced 
  cultures, nonlethal weapons that fire rubber 
  bullets or low-voltage electricity have been 
  phased out in favor of ones that blast the 
  opponent with concentrated sound waves.  
  They're far more effective and less dangerous 
  than their counterparts, and when powered up 
  sufficiently, they can be used to deadly effect.  
  While the term "deadly" doesn't exactly apply 
  here at MSF High, it's still quite effective as a 
  spell.  While it's as straightforward and easy-to-
  use as the other "attack" spells the other elements 
  have, the Sonic Blast spell has the additional 
  advantage of being practically invisible.  At this 
  level, the spell makes no visible trail and cannot 
  be traced with normal vision or infra-red vision.  
  Folks who use echolocation, sonar, or other 
  sound-based vision, however, can see the spell 
  quite easily. 
   
  Sonic Blast 2 
  MP: 25 
  Cost: $150 
  Difficulty: 9 
  Oppose: Agi 10 
  Range: 60 
  Targets: 2 
  Damage: 4+d4 
  Duration: N/A 
   
  An even more concentrated and powerful version 
  of Sonic Blast 1, Sonic Blast 2 is exactly like 
  Sonic Blast 1 in most respects, with massive 
  improvements.  It's still invisible to any non-
  sound based visions, but now affects a cone area 
  rather than a single target.  This wider range of 
  targets make it a great spell for mages that wish 
  to engage in combat with multiple opponents, 
  but comes at the price of a vastly elevated 
  casting cost over the level two spells of other 
  elements.  Also, at this point, the sound is 
  enough to make the ears of anyone hit ring, 
  giving them a -2 to all hearing-based rolls for the 
  next round.  This special ability is useful for 
  keeping an idol from helping their friends. 
   
   
  
   
  78 
  Sonic Boom 
  MP: 65 
  Cost: $1000 
  Difficulty: 15 
  Oppose: Def 15 
  Range: 0 
  Targets: 35’x35’ Area 
  Damage: N/A 
  Duration: N/A 
   
  While hardly an "ultimate" spell when compared 
  to the higher-cost spells of the other elements, 
  Sonic Boom has great combat applications when 
  used properly.  A sonic boom is, in normal 
  science terms, an effect created when something 
  travels faster than the speed of sound, but 
  movement isn't really necessary for the caster of 
  this spell.  On the contrary, it's generally 
  everyone but the caster that's moved.  Anyone 
  who fails their oppose check is knocked one 
  space away from the caster(once again, angles 
  are up to the GM to abdicate) and "sonic 
  stunned" for the next 1d6 rounds.  The caster of 
  this spell should take care when considering its 
  use, as you really can't pick and choose who 
  you're hitting with this spell.  But it makes a 
  great last resort when you're the only one 
  standing and you're being surrounded. 
   
  Record 
  MP: 10 
  Cost: $200 
  Difficulty: 8 
  Oppose: N/A 
  Range: 0 
  Targets: 55’x55’ Area 
  Damage: N/A 
  Duration: N/A 
   
  History is based entirely upon a society's ability 
  to store their knowledge and experiences in a 
  way that makes them easier to share with future 
  generations.  Most races do this primarily by 
  writing, especially in their formative stages, but 
  when the technology avails itself, it's an easier 
  option to store the spoken word.  This spell is a 
  non-technological means of storing words and 
  other sounds within the mage for later playback.  
  The spell costs the startup cost plus 5 MP for 
  each minute past the first minute of audio 
  recorded, and stores the sound perfectly for the 
  rest of the day.  If the mage sleeps, normally they 
  will lose the recorded sound, but if they spend 
  the MP once again upon awakening, they may 
  keep it stored for another day.  This spell will not 
  play the sound back, there is another spell that 
  has that purpose. 
   
  Playback 
  MP: 10 
  Cost: $200 
  Difficulty: 15 
  Oppose: N/A 
  Range: 0 
  Targets: 55’x55’ Area 
  Damage: N/A 
  Duration: N/A 
   
  If a mage has a sound memorized with the 
  "record" spell, they may use this spell to repeat 
  the recorded sound.  Using this spell does not 
  erase the "recording", and magical properties of 
  these sounds are not retained.  The sound is 
  played at a level of volume comparable to the 
  level that the caster heard it at.  These sounds can 
  help the caster imitate a recorded person, though 
  background noises may make it seem less 
  realistic.  The caster may choose the starting 
  point and ending point of the recording, and can 
  cut it off at will if necessary.  In addition, the 
  caster may make an additional casting roll at a 
  higher difficulty(chosen by the GM) to splice 
  together the recorded sound in that playback, 
  trying to make the sounds of a new conversation.  
  I don't exactly know why you'd want to do this, 
  but I'm sure you have your reasons. 
   
  Mind Spells 
   
  Accuracy Boost 
  MP: 15 
  Cost: $300 
  Difficulty: 10 
  Oppose: Per 13 
  Range: 30 
  Targets: 1 
  
   
   
  79 
  Damage: N/A 
  Duration: 1d8 Rounds 
   
  A lot of the more thinky-type characters prefer 
  using weapons at range to attack their opponents.  
  These weapons are useful in their ability to hurt 
  from a distance, but often the only stat that a 
  character can use to fire them is Accuracy.  
  Pulling the trigger harder isn't going to make 
  bullets hurt more, and it doesn't matter how fast 
  you do it if your six-shooter just went through 
  bullet number five or you're using something 
  automatic.  Therefore, if you're using a ranged 
  weapon, it's probably in your best interests to do 
  anything you can to raise your accuracy stat.  
  That is, of course, where this spell comes in.  
  While it's necessary to touch your target just 
  once to use this spell, the effects last a little 
  while.  The target of this spell, assuming they 
  don't make an oppose roll(they can choose not 
  to, of course) gets a temporary bonus of 1d4 to 
  their Accuracy stat.  This die roll is open-ended, 
  and can therefore go above 4.  If this spell is cast 
  multiple times on the same target, only the 
  highest temporary bonus is applied. 
   
  Intelligence Boost 
  MP: 15 
  Cost: $300 
  Difficulty: 10 
  Oppose: Per 13 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: 1d8 Rounds 
   
  Many mages take the suite of enhancement spells 
  from both Body and Mind elements in order to 
  be able to help their party in the most effective 
  way possible.  And, in order to be the most 
  effective in actually casting these spells, it's not 
  uncommon for some mages to cast this spell on 
  themselves first.  Given that Intelligence is one 
  of the most common spellcasting stats, it makes 
  sense that a mage who can raise his own should 
  do so at the first opportunity.  Of course, it has 
  other uses, including boosting the effectiveness 
  of other mages, assisting a scientist with his 
  latest project, or helping a student on a test.  
  Once again, the mage casting this spell must be 
  in contact with their target for the spell to work, 
  unless their particular brand of magic changes 
  the range and target area of their spells(Maids, 
  Scientists, and Idols especially!).  The spell 
  causes the target's Intelligence stat to raise by a 
  d4, which can theoretically re-roll into infinity.  
  Like always, the highest bonus is the one 
  applied, and it should be made sure that the 
  player casting the spell isn't using a loaded d4. 
   
  Personality Boost 
  MP: 15 
  Cost: $300 
  Difficulty: 10 
  Oppose: Per 13 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: 1d8 Rounds 
   
  There is a certain type of player called a 
  "munchkin", and they are the scourge of a 
  gaming group.  Their specialty is an ability 
  called "min/maxing", in which they take hits in 
  stats they deem useless in order to raise other, 
  more combat-oriented stats.  The most common 
  casualty of this practice is the personality stat, 
  regarded as only useable by Idols and Maids, and 
  therefore of no consequence to their ultra-
  strength warrior characters.  This is only true, of 
  course, until a vengeful character decides to use 
  a Mind spell on the poor munchkin, which 
  changes his mind in a very literal way.  While 
  the boost provided by this spell may be too little 
  too late for the munchkin who's still got a 4 in 
  his Personality stat at 20th level, it can keep a 
  balanced character's mind safe and sound, or 
  help out the mage who was planning on altering 
  the munchkin in the first place.  Though it 
  shouldn't bear repeating, this spell grants the 
  target, who must be touched by the caster, a 
  temporary 1d4 bonus to their personality stat.  
  This bonus does not stack with other temporary 
  personality bonuses, and only the highest bonus 
  applies.  Remember also that the d4 is open-
  ended, so re-roll and add if necessary. 
   
  Disposition Change 
  MP: 75 
  Cost: $1500 
  Difficulty: 15 
  
   
  80 
  Oppose: Per 15 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: N/A 
   
  This particular spell can tend to be a bit of a 
  taboo, as it will affect another person's 
  disposition.  In game effects, if the target fails 
  their oppose roll, the disposition line on their 
  character sheet changes to the one of the caster's 
  choice.  The player should be awarded extra XP 
  for roleplaying this new disposition.  While the 
  effects are temporary as far as the spell goes, if 
  the target prefers their new disposition to the old 
  one, the effects do not wear off after the duration 
  of the spell.  This is a problem because many 
  aren't sure if the decision is made under the 
  influence of the new disposition.  The best way 
  to find out, of course, is with another disposition 
  change spell, but after a point things become 
  confusing, especially for the poor target.  The list 
  of different disposition types is located on page 
  XXX. 
   
  Mind Swap 
  MP: 95 
  Cost: $3000 
  Difficulty: 20 
  Oppose: Per 17 
  Range: 30 
  Targets: 2 
  Damage: N/A 
  Duration: N/A 
   
  There are many people who believe that this is 
  actually a body spell, or a combination of mind 
  and body.  While it's possible that an effect 
  similar to this spell can be pulled off by a 
  specialized body elemental spell, it's far more 
  effective for a caster to swap the minds of two 
  targets, which is why the mind version of this 
  spell is far harder to use than the body version.  
  The difficulty to cast this spell is high, but it has 
  another part that can make it even harder.  
  Calculate the threat level of the characters being 
  swapped(threat levels are described on page 
  XXX) and take the difference between them.  
  That difference is added to the difficulty.  That 
  way it'll be really difficult to swap a freshman 
  with, say, a senior or a staff member(also, they'd 
  probably find a way to do it right back).  For the 
  duration of this spell, the players swap character 
  sheets, playing their normal character through 
  the new set of stats and abilities.  Neither player 
  can spend XP without the other's permission, 
  though, so don't plan on making your ogre 
  warrior rival take levels as a pixie maid unless he 
  doesn't mind the idea. 
   
  Body Spells 
   
  Strength Boost 
  MP: 15 
  Cost: $300 
  Difficulty: 10 
  Oppose: Def 13 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: 1d8 Rounds 
   
  Strength has a lot of applications.  You use it to 
  hit and deal damage with a large number of 
  weapons, its critical ability doubles your 
  damage, and who doesn't occasionally need to 
  climb, push, or pull something?  If you've 
  already got a high strength, having even more 
  will make you into even more of a powerhouse, 
  and if you don't have that much, then you 
  probably need more anyways.  Strength boost is 
  a great way for a mage to help out his fighter 
  friend, either by casting it on him to increase his 
  damage potential or casting it on himself so that 
  he can join the fight.  The only problem with this 
  spell is that while the duration of this spell can 
  be counted on, the amount by which your 
  strength rises is not.  When the spell is cast, your 
  strength is treated as 1d4 higher until the spell 
  ends.  While this stacks with any stat bonuses 
  gained racially or through magic clothing, it does 
  not stack with other spells that raise strength.  
  Instead, the highest bonus granted is the one 
  used.  Therefore, if you roll poorly and end up 
  with a meager +1 to your strength, you can 
  always cast the spell again and hope for a better 
  overlapping result next time. 
   
  
   
   
  81 
  Agility Boost 
  MP: 15 
  Cost: $300 
  Difficulty: 10 
  Oppose: Def 13 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: 1d8 Rounds 
   
  Agility is also a very versatile stat.  Like 
  strength, it can be used to attack, and its crit is 
  also useful, but it can also be used to defend, and 
  to move.  That's why this spell can turn a normal 
  student into an olymipan athlete, or make a 
  clumsy one at least able to carry his backpack 
  without tripping.  Like the Strength boost spell, 
  the caster must be able to touch his target to cast 
  the spell on them.  And, also like the strength 
  boost spell, the duration is fixed but the effects 
  vary from spell to spell.  Upon casting, the 
  person affected by the spell has their Agility 
  boosted by 1d4.  Remember that the dice are 
  open-ended, so 4 isn't the limit on this spell's 
  effectiveness.  In fact, 4 isn't even possible, as 
  the die will be rolled again, resulting in at least a 
  5.  As usual, stacking rules like those for the 
  Strength Boost spell apply.  The highest spell 
  bonus to your agility is the one that applies, so 
  keep casting until you get one you like. 
   
  Defense Boost 
  MP: 15 
  Cost: $300 
  Difficulty: 10 
  Oppose: Def 13 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: 1d8 Rounds 
   
  Let's face it.  Most of the stats are discretionary 
  in their use.  If you have an abysmally low 
  strength, use a weapon that suits a better stat or 
  simply cast magic.  If your intelligence or 
  personality is low, find another way to cast 
  magic or use a weapon.  But if your defense is 
  lacking, you really have no other option than not 
  getting hit.  The necessity of defense makes this 
  spell, which as you've probably guessed raises 
  your defense, one of the most useful of the stat-
  raising spells.  By now, you probably know the 
  drill.  Touch to cast, 1d4 bonus defense, doesn't 
  stack with other magic defense bonuses.  It's also 
  worthy of note that some of the "odder" 
  elements, namely mind and body, do not have a 
  suite of four common spells that increase in 
  power as you gain each one.  Instead, each one 
  has three "enhancement" spells that are just as 
  useful and far easier to learn all at once. 
   
  Gender Change 
  MP: 25 
  Cost: $300 
  Difficulty: 10 
  Oppose: Def 15 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: N/A 
   
  Aah, this is one of the more interesting spells, 
  especially in other parts of the galaxy.  You see, 
  while your planet may be a utopian example of 
  social balance, this isn't true on most planets.  
  Because of percieved differences between the 
  sexes, most planets have one gender in charge 
  and another that serves.  Sometimes the 
  perceptions on which is which are opposite how 
  it truly is, but in all these cases one gender is 
  seen as being in an advantageous position over 
  the other.  Therefore, the idea of someone 
  switching their gender and "joining the other 
  side", for lack of better words, is practically the 
  same as being another species entirely.  It's for 
  that very reason that some students here fear for 
  their masculinity or femininity, but in doing so, 
  you forget some of the most important lessons 
  that MSF High aims to teach you.  By trying out, 
  at least once, different perspectives, even if those 
  perspectives require a physical or mental change, 
  you can learn more about those you wish to 
  protect or fight.  Besides that, this spell incurs 
  only a physical change.  When the spell is cast, 
  the character's gender is reversed.  If the 
  character has no gender for some reason or 
  another, the spell does nothing, and it's likely a 
  race change is in order first.  No stat changes 
  happen here, but physical appearance changes to 
  
   
  82 
  the opposite-gender equivalent.  A short male 
  becomes a short female, and so on. 
   
  Race Change 
  MP: 65 
  Cost: $2000 
  Difficulty: 15 
  Oppose: Def 16 
  Range: 30 
  Targets: 1 
  Damage: N/A 
  Duration: N/A 
   
  It's rumored that in the early years of Sakura's 
  training, there was an entire year of your studies 
  where each day you were required to spend as a 
  different race.  While that is definitely not the 
  case anymore, there are lessons to be learned 
  from each race, and actually becoming them may 
  be the best way to go about it.  Upon being hit 
  with this spell, the target's race immediately 
  changes to that of the caster's choosing.  If your 
  original race had no gender and the new race 
  does, the caster may choose the target's new 
  gender.  Race changes are explained on page 
  XXX, so read up on that section before you cast 
  this spell, lest you give your enemies a 
  tremendous advantage.  If the target's new race is 
  a different size than they currently are, you must 
  also cast the "size change" spell on them, lest 
  they look rather funny to other members of their 
  race. 
  Summoning 
   
  Most characters that can cast spells can summon 
  in some way.  Usually, you may only summon 
  Creatures and Characters that the character 
  summoning has befriended or read extensively 
  about, and then only if they wish to help you.  
  This is not the case for Artists, Scientists, and 
  Maids, whose summoning abilities are actually 
  making someone from scratch or changing 
  someone.  The casting difficulty of a summon 
  spell is equal to 5+the threat level of the 
  character or creature being summoned.  The MP 
  cost to summon something is equal to 10 times 
  its threat level per minute.  The summoning spell 
  is cast using the same actions they would 
  normally take to cast a spell.  The summoner 
  does not need to expend any type of action to to 
  prolong the summoning by an extra minute, so 
  long as they still have the MP to spend.  When 
  the summoning's duration wears off, the 
  summoned creature or character is returned to 
  roughly where it was before it was summoned.  
  The players’ characters may also be summoned. 
  
   
   
  83 
  ANIMALS 
   
   
  
   
  84 
  Using Animals 
   
  Intelligent races aren't the only thing 
  you'll find at MSF High.  At the zoo, in personal 
  dwellings, following characters around, and 
  especially in the wilderness surrounding the 
  school, there are a multitude of creatures to 
  admire, befriend, and slay.  Aside from the 
  encounters the GM will throw at you when 
  you've wandered too far from the school, you 
  can befriend the animals that your character 
  comes across.  If you've roleplayed your time 
  with the animal well(or made a personality check 
  dictated by the GM), you may befriend the 
  animal, either to become your companion or to 
  summon later.  Summoning is described at the 
  end of the chapter on magic, on page XXX.  
   
  Taking Pets 
   
  If your character has befriended an 
  animal and wishes to make it his pet, he must 
  pay XP.  The amount of XP paid is dependent on 
  the animal’s threat level.  The chart nearby will 
  tell you how much XP it costs to get a pet of a 
  particular threat level.  This is the cost to get the 
  basic pets described in the following pages.  To 
  get pets with special abilities other than the ones 
  given to them in their corresponding page, you 
  must also spend the XP cost of the advantage in 
  question from the Advantages/Disadvantages 
  section(page XXX).  You must ask the GM for 
  permission before attempting to purchase any 
  advantages in this way.  Pets cannot take racial 
  or facet levels.  You may also spend the 
  difference in XP between threat levels to raise 
  your pet to the threat level in question. 
   
  Threat Level 
  XP Cost 
  1 
  1000 
  2 
  2500 
  3 
  4500 
  4 
  7000 
  5 
  10000 
  6 
  13500 
  7 
  17500 
  8 
  22000 
  9 
  27000 
  10 
  32500 
   
   
  Each animal has a set of important stats, 
  and their stats at each level are described on that 
  line of the pet’s table.  The pet’s HP, Strength, 
  Defense, Agility, Accuracy, Intelligence, and 
  Personality work just like yours do, but there are 
  a few fields that may need clarification: 
   
  Attack Stances:  Pets may attack, but since they 
  do not have skills, they must rely on their stance 
  alone to determine how they attack.  This rating 
  shows the attack stances that the animal in 
  question may use.  For the purposes of attacking, 
  all animals have a 2 in whatever skill it would be 
  that they use.  They must still make initiative 
  rolls and choose their stances the same way a 
  character would, and it affects them the same 
  way. 
   
  Defense Stances:  Animals may also defend 
  themselves the same way a character would.  
  This listing shows what defensive stances the 
  animal can use. 
   
  Special Ability:  Each pet has a special ability 
  that will give it an advantage in combat or when 
  helping its master.  The specifics of each pet’s 
  special ability are described in the paragraph 
  following the name of the special ability. 
   
  Threat Level:  Easy enough, it’s the level of the 
  pet.  You reference this to determine how strong 
  the pet is, which helps determine how much it 
  costs to summon or take as a companion. 
   
  Damage:  Describes the number of attacks that 
  pet has, as well as the damage that these attacks 
  do.  The pet may make one attack, using the stat 
  dictated by their stance and a two for their 
  “skill”, for each separate damage code listed, 
  dealing that damage with a successful hit.
  
   
   
  85 
  Felines 
   
  Felines include all kinds of cats and 
  catlike creatures from all over the galaxy.  
  They've got retractable claws, sharp fangs, and 
  one of many different types of fur patterns.  
  While most felines tend to be aloof and keep to 
  themselves, they can also have strong pack 
  insincts, and can bond with a character if that 
  character can provide for the "pack".  Once that's 
  happened, they'll fight alongside you with all 
  their might, using their well-balanced stats to 
  attack enemies in a variety of ways. 
   
  Attack Stances:  Fast, Precice 
  Defense Stances:  Dodge, Block 
  Special Ability:  Night-Vision 
   
  Night-Vision:  Felines have the ability to 
  quickly adjust to nearly level of light and see 
  clearly with even minimal amounts.  This ability 
  not only eliminates up to thier threat level in 
  points of penalties due to lack of light, it also 
  lessens the ability of any blinding attacks, giving 
  the feline a bonus of their threat level to resist 
  any such attacks or spells.  Usually, if a feline is 
  with its master and is able to see something that 
  its master cannot, it will do its best to attempt to 
  warn that character about the danger. 
  Threat Level 
  HP 
  Str 
  Def 
  Agi 
  Acc 
  Int 
  Per 
  Damage 
  1 
  10 
  5 
  5 
  5 
  5 
  5 
  5 
  1d6 
  2 
  20 
  5 
  5 
  6 
  5 
  5 
  5 
  2+d4 
  3 
  30 
  5 
  5 
  6 
  5 
  6 
  5 
  2+d6 
  4 
  40 
  5 
  5 
  6 
  5 
  6 
  6 
  2+d8 
  5 
  50 
  5 
  5 
  6 
  6 
  6 
  6 
  3+d6 
  6 
  60 
  6 
  5 
  6 
  6 
  6 
  6 
  3+d8 
  7 
  70 
  6 
  6 
  6 
  6 
  6 
  6 
  3+d10 
  8 
  80 
  6 
  6 
  7 
  6 
  6 
  6 
  4+d8 
  9 
  90 
  6 
  6 
  7 
  6 
  7 
  6 
  4+d10 
  10 
  100 
  6 
  6 
  7 
  6 
  7 
  7 
  4+d12 
  
   
  86 
  Canines:  
   
  Known all around the galaxy for their 
  unshakable 
  loyalty, 
  Canines 
  have 
  been 
  domesticated on many planets.  The more 
  popular canines include Wolves, Coyotes, 
  Domesticated Dogs, and Foxes.  There are 
  dozens of breeds, and all of them can be well-
  trained to fight alongside their owner, or help 
  them in other ways.  They make great companion 
  animals, as well, and can handle children very 
  well.  They're also very cuddly. 
   
  Attack Stances:  Strong, Precise 
  Defense Stances:  Dodge, Block 
  Special Ability:  Command Link 
   
  Command Link:  Canines' incredible loyalty and 
  easiness to train gives them the command link 
  ability, which helps them execute commands 
  given by their masters.  For every threat level the 
  canine has, their master may assign one point to 
  a single command ability, such as "Fetch", 
  "Attack", "Get Help", or so on.  You may assign 
  multiple points to a single command.  When the 
  canine's master spends a talk action to issue that 
  command, the canine gets a bonus equal to the 
  number of points in that command ability to rolls 
  that the GM deems related to the command(But 
  not damage rolls). 
   
  Threat Level 
  HP 
  Str 
  Def 
  Agi 
  Acc 
  Int 
  Per 
  Damage 
  1 
  10 
  6 
  6 
  6 
  4 
  4 
  4 
  2d8 
  2 
  20 
  7 
  6 
  6 
  4 
  4 
  4 
  3d8 
  3 
  30 
  7 
  6 
  6 
  4 
  5 
  4 
  3d10 
  4 
  40 
  7 
  6 
  7 
  4 
  5 
  4 
  3d12 
  5 
  50 
  7 
  6 
  7 
  4 
  5 
  5 
  2+d12 
  6 
  60 
  7 
  7 
  7 
  4 
  5 
  5 
  3+d10 
  7 
  70 
  7 
  7 
  7 
  5 
  5 
  5 
  4+d10 
  8 
  80 
  8 
  7 
  7 
  5 
  5 
  5 
  4+d12 
  9 
  90 
  8 
  7 
  7 
  5 
  6 
  5 
  5+d10 
  10 
  100 
  8 
  7 
  8 
  5 
  6 
  5 
  5+d12 
   
   
   
  
   
   
  87 
   
    
   
  CHARACTER 
  SHEET 
  
   
  88 
   
   
  Race 
  Lvl 
  HP 
  MP 
  Fac 
  Spc 
  Current Race 
   
  Sub Race 
   
  Previously 
   
  Originally 
   
   
  Skill 
  Dice 
  Bonus 
     
   
   
   
   
   
  Magic 
   
   
   
   
   
   
   
   
  Music 
   
   
   
   
   
   
   
   
  Gym 
   
   
   
   
   
   
   
   
  History 
   
   
   
   
   
   
   
   
  Mart. Arts 
   
   
   
   
   
   
   
   
  Science 
   
   
   
   
   
   
   
   
  Math 
   
   
   
   
   
   
   
   
  Art 
   
   
   
   
   
   
   
   
  Home Ec 
   
   
  Totals 
   
   
   
   
   
  Language 
   
   
  Advantages 
  Disadvantages 
  Experience Points 
   
  Skill Points 
  Weapons and Armor 
     Attack Stance 
  Left Hand: 
  Atk: 
  Def: 
  Dam: 
  Spc: 
  Right Hand: 
  Atk: 
  Def: 
  Dam: 
  Spc: 
  Other: 
   
  Fast (Agi) 
  Double opponents’ 
  speed for free 1h attack 
  Atk: 
  Def: 
  Dam: 
  Spc: 
   
  Other: 
   
  Strong (Str) 
  Double Opponent’s 
  defense for x2 dam 
  Atk: 
  Def: 
  Dam: 
  Spc: 
   
  Armor: 
   
  Precise (Acc) 
  Double opponent’s 
  defense for disarm 
  Def: 
  Spc: 
   
  Other 
  Def: 
  Spc: 
  Gear Worn 
  Location 
  Gear 
  Facets 
  Special 
   
     Defense Stance 
  Head 
   
   
   
   
  Dodge(Agi) 
  +1 die vs. strong attacks 
  Eyes 
   
   
   
   
  Neck 
   
   
   
   
  Block(Def) 
  +1 die vs. precise attacls 
  Shoulders 
   
   
   
   
  Torso 
   
   
   
   
  Parry(Acc) 
  +1 die vs. fast attacks 
  Arms 
   
   
   
   
  Legs 
   
   
   
  Feet 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
            
                            
     Character Portrait 
  Character Name 
  Player Name 
   
   
   
   
  Hair 
  Eyes 
  Size 
  Skin 
  HP 
  MP 
   
   
  Age 
  Sign 
  Stats 
   
   
  Current 
  Stats 
  Str 
  Def 
  Agi 
  Acc 
  Int 
  Per 
   
  --------- 
  Base 
   
   
   
   
   
   
   
   
  Disp 
   
   
   
   
   
   
   
   
  Race 
   
   
   
   
   
   
   
  --------- 
  Misc 
   
   
   
   
   
   
   
  --------- 
  Total 
   
   
   
   
   
   
   
  Combat Modifiers 
   
  Allowance: 
  Total Cash: 
   
  
   
   
  89 
  Other Gear 
  Locker 
  Backpack 
  Closet 
  Etc 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Facet Levels 
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
    
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
   
   
  Lvl 
  HP 
  MP 
  Abilities 
  Total 
   
   
   
   
  Current 
   
   
   
   
   Spells Learned: 
  Spell 
  MP 
  Cost 
  Diff. 
  Opp. 
  Range 
  Tgts. 
  Damage 
  Duration 
  Other 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Notes: 
   
   
  
   
  90 
   
  
SOURCE: textdata/thevault/Modern, Fantasy, Sci-Fi, Romantic Comedy Anime RPG (MSF High)/MSF High Corebook.pdf