05-19-2019, 03:24 AM
"Good morning, students and welcome to the Duchy of Grand Helmswirth's Royal Magi Academy of the Esoteric and Unseen Arts, the foremost leader in practical, thaumaturgical education for the inquiring mind. My name is Felonius Fellcrest. I am the Archministrator here at RMAEUA and I would like to take this moment to welcome you all to your new home. You will be spending the next 7 years of your academic life here, learning fantastic, strange, and yes, even at times dangerous things. However, rest assured, for here we have the very best facilities and instructors who will ensure both your safety and success, as you embark on this incredible and worthwhile adventure into the world of Witchcraft and Wizardry.
"This next chapter of your life will not be an easy one. Your instructors will demand much of you and your studies will devour most of your time. You will learn many important skills including but not limited to the foundational framework you will need in order to embark on a lifelong journey of uncovering the mysteries of magic. If you are diligent, you may one day become a true magician. However, I must warn you now. There are many dangers on along this road. Dangers you will have to face even before you graduate, and most regrettably, there may be dangers you will have to face alone. All of you will be tested but not all of you will succeed. Those who find the willingness within themselves to commit taboos of magic will be sent home, forever stained by such acts. And there is the possibility that one or two of you may even find the powers of darkness more alluring still. Remember this well, for it will serve you when temptation tests your hearts. It is the case for these students, these… dark magicians and warlocks… there is only one fate.
"One more thing. The Tribunal of the High Office of the Greater Magi would like to remind you that other dimensions do not exist, and you are expressly forbidden from interacting with them should you find one.
"And now, before anything else, it is time for your housing assignments. You will then meet with your new Hall Supervisor as well as the other students whom you will live among for the foreseeable future. And once more, from all of us faculty and staff, we welcome you to The Royal Magi Academy of the Esoteric and Unseen Arts!"
INTRO AND SETUP
Game System: A mashup between Adventurers! Solo system, Brightmore Academy of Magic Solo System, Harry Potter: The Role Playing Game, and the Apocalypse World engine (Powered-by-the-Apocalypse games have some more detailed mechanics having to do with 2d6 rolls). It sounds like a huge mess, but it'll work, I promise.
Tools: rpgsolo.com solo engine; fantasynamegenerator.com; playeveryrole.com solo engine; other random generators as needed
Premise
This will be an adventure of a burgeoning magus and their adventure through a wondrous academy of secrets and power. It will mostly be about describing the world around them, as they undergo rigorous magical education, using the randomization tools to keep everything fun and unpredictable. It will draw HEAVILY from the Harry Potter series, insofar as the magic itself (Same spells and whatnot. Whatever. Copyright only applies if I'm making it for profit anyway.)! My main inspiration for this was the Harry Potter and the Methods of Rationality novel-length Fanfiction that goes deep into the inner workings and limits of magic itself, which is what I hope to accomplish in my own sort of way by RPing through a young mages' time at magic school. This is my second attempt at a solo play, (My first being Subito Prudens;Slime Genesis) and I'm going to try and utilize the randomizers much more now that I have a better grasp on this site.
Character Creation
If you are not interested in the Frankenstein of a system I'm cobbling together, go ahead and skip down to the "Character Summary" section where I'll display the end results~ Or go ahead to the next post for the story proper.
Characters in Adventurers! normally have 7 total stats. The first three assigned stats will be (Vigor [VIG], Agility [AGI] and Mind [MND]) and the three derived will be (Accuracy [ACC], Evasion [EVA], Endurance [END], and Volition [VOL])*. You are given 6 points to distribute any way you want between VIG, AGI and MND.
*This is to reflect that spells simply need to hit for their full effect to occur, as opposed to Attack/Defense structures that imply blocking and shaking off blows done by weapons. I also don't feel the need for Adventurers! Heroism mechanic, though I may change my mind in the future, who knows.
More in the spirit of a Powered by the Apocalypse system, usually characters have stats that all add up to 1 to begin with. So to assign stats, I'll start with the most important. I'll roll a d3: 1=VIG 2=AGI 3=MND
3 = 2[d3]
Agility. What remains is: 1 = VIG 2 = MND
The next most important one is:
2 = 2[d2]
Okay... That's 2 to Agility. A -1 will have to go in either VIG or MND. 1 = VIG 2 = MND
2 = 1[d2]
Final Stats: VIG -1, AGI 2, MND 0
Not bad so far! Derived stats are as follows:
Accuracy (ACC) depends on just skills since there's no weapons, and there will probably be wand-play as a skill later or something.
Evasion (EVA) depends on AGI and is modified by armor (which there might not be any?). So for now it's 3. A squirrely one for sure!
Endurance (END) your standard Hit Points. This will be calculated by VIG + AGI + 3, leaving us with 4 END.
Volition (VOL) a limited point pool that can add a modifier to or reroll any check when spent. It starts at the lowest stat +1. Since the lowest stat is -1, it defaults to a minimum of 1 Volition to start with. It also can be spent by skills to create specific effects or goodies!
Speaking of skills, Adventurers! says to choose between two Basic Skills or one Advanced Skill. Focus (F) means that the skill can be taken multiple times, choosing a different sphere of knowledge each time. Ex. Learning (Monstrology) and Learning (Herbology). The skills for this game will be as follows (Subject to change): 1.Athletics, 2.Charisma, 3.Connections, Divination, Enchantment, Evocation, 4.First Aid, Learning (F), 5.Legerdemain, Legilimancy, 6.Luck, 7.Minion/Relic (F), 8.Mobility (F), Occlumency, Potionmaking, Ritual, 9.Stealth, 10.Survival, Transfiguration
I did not number all of the skills, because the magical ones are the ones that will be learned at school! So given this character is a kid, I'm going to go with two basic skills decided by a d10.
2 = 2[d10]
5 = 5[d10]
Charisma and Legerdemain. Oh boy. This one is going to get in some trouble...
All that's left is a name and concept. Brightmore: Academy of Magic has an easy concept generator.
Absent-minded Weirdo with a Dark Secret.
As for the name, take us away Emily on FantasyNameGenerators.com.
Kiran Ibex
Character Summary
Kiran Ibex (Absent-minded Weirdo with a Dark Secret)
Stats: VIG: -1 AGI: 2 MND: 0 ACC: 2 (Wand) EVA: 2 END: 4 VOL: 1
Skills: Basic Charisma, Basic Legerdemain, Minion/Relic (Hummingbird) <= Free
Gear: Wand, Robes, Flower Hairpin, School Supplies
One final note, when I use a random generator to fill in details such as the names of places or people, I will denote it with an [RG] for 'randomly generated'.
And thanks to Teviko604: https://www.rpgsolo.com/forum/User-Teviko604 for the guideline and structure of this setup, and for showing us all the usefullness of the Adventurers! system. I love reading your stuff.
That seems to be all I need for now, let's get to it then.
"This next chapter of your life will not be an easy one. Your instructors will demand much of you and your studies will devour most of your time. You will learn many important skills including but not limited to the foundational framework you will need in order to embark on a lifelong journey of uncovering the mysteries of magic. If you are diligent, you may one day become a true magician. However, I must warn you now. There are many dangers on along this road. Dangers you will have to face even before you graduate, and most regrettably, there may be dangers you will have to face alone. All of you will be tested but not all of you will succeed. Those who find the willingness within themselves to commit taboos of magic will be sent home, forever stained by such acts. And there is the possibility that one or two of you may even find the powers of darkness more alluring still. Remember this well, for it will serve you when temptation tests your hearts. It is the case for these students, these… dark magicians and warlocks… there is only one fate.
"One more thing. The Tribunal of the High Office of the Greater Magi would like to remind you that other dimensions do not exist, and you are expressly forbidden from interacting with them should you find one.
"And now, before anything else, it is time for your housing assignments. You will then meet with your new Hall Supervisor as well as the other students whom you will live among for the foreseeable future. And once more, from all of us faculty and staff, we welcome you to The Royal Magi Academy of the Esoteric and Unseen Arts!"
INTRO AND SETUP
Game System: A mashup between Adventurers! Solo system, Brightmore Academy of Magic Solo System, Harry Potter: The Role Playing Game, and the Apocalypse World engine (Powered-by-the-Apocalypse games have some more detailed mechanics having to do with 2d6 rolls). It sounds like a huge mess, but it'll work, I promise.
Tools: rpgsolo.com solo engine; fantasynamegenerator.com; playeveryrole.com solo engine; other random generators as needed
Premise
This will be an adventure of a burgeoning magus and their adventure through a wondrous academy of secrets and power. It will mostly be about describing the world around them, as they undergo rigorous magical education, using the randomization tools to keep everything fun and unpredictable. It will draw HEAVILY from the Harry Potter series, insofar as the magic itself (Same spells and whatnot. Whatever. Copyright only applies if I'm making it for profit anyway.)! My main inspiration for this was the Harry Potter and the Methods of Rationality novel-length Fanfiction that goes deep into the inner workings and limits of magic itself, which is what I hope to accomplish in my own sort of way by RPing through a young mages' time at magic school. This is my second attempt at a solo play, (My first being Subito Prudens;Slime Genesis) and I'm going to try and utilize the randomizers much more now that I have a better grasp on this site.
Character Creation
If you are not interested in the Frankenstein of a system I'm cobbling together, go ahead and skip down to the "Character Summary" section where I'll display the end results~ Or go ahead to the next post for the story proper.
Characters in Adventurers! normally have 7 total stats. The first three assigned stats will be (Vigor [VIG], Agility [AGI] and Mind [MND]) and the three derived will be (Accuracy [ACC], Evasion [EVA], Endurance [END], and Volition [VOL])*. You are given 6 points to distribute any way you want between VIG, AGI and MND.
*This is to reflect that spells simply need to hit for their full effect to occur, as opposed to Attack/Defense structures that imply blocking and shaking off blows done by weapons. I also don't feel the need for Adventurers! Heroism mechanic, though I may change my mind in the future, who knows.
More in the spirit of a Powered by the Apocalypse system, usually characters have stats that all add up to 1 to begin with. So to assign stats, I'll start with the most important. I'll roll a d3: 1=VIG 2=AGI 3=MND
3 = 2[d3]
Agility. What remains is: 1 = VIG 2 = MND
The next most important one is:
2 = 2[d2]
Okay... That's 2 to Agility. A -1 will have to go in either VIG or MND. 1 = VIG 2 = MND
2 = 1[d2]
Final Stats: VIG -1, AGI 2, MND 0
Not bad so far! Derived stats are as follows:
Accuracy (ACC) depends on just skills since there's no weapons, and there will probably be wand-play as a skill later or something.
Evasion (EVA) depends on AGI and is modified by armor (which there might not be any?). So for now it's 3. A squirrely one for sure!
Endurance (END) your standard Hit Points. This will be calculated by VIG + AGI + 3, leaving us with 4 END.
Volition (VOL) a limited point pool that can add a modifier to or reroll any check when spent. It starts at the lowest stat +1. Since the lowest stat is -1, it defaults to a minimum of 1 Volition to start with. It also can be spent by skills to create specific effects or goodies!
Speaking of skills, Adventurers! says to choose between two Basic Skills or one Advanced Skill. Focus (F) means that the skill can be taken multiple times, choosing a different sphere of knowledge each time. Ex. Learning (Monstrology) and Learning (Herbology). The skills for this game will be as follows (Subject to change): 1.Athletics, 2.Charisma, 3.Connections, Divination, Enchantment, Evocation, 4.First Aid, Learning (F), 5.Legerdemain, Legilimancy, 6.Luck, 7.Minion/Relic (F), 8.Mobility (F), Occlumency, Potionmaking, Ritual, 9.Stealth, 10.Survival, Transfiguration
I did not number all of the skills, because the magical ones are the ones that will be learned at school! So given this character is a kid, I'm going to go with two basic skills decided by a d10.
2 = 2[d10]
5 = 5[d10]
Charisma and Legerdemain. Oh boy. This one is going to get in some trouble...
All that's left is a name and concept. Brightmore: Academy of Magic has an easy concept generator.
Absent-minded Weirdo with a Dark Secret.
As for the name, take us away Emily on FantasyNameGenerators.com.
Kiran Ibex
Character Summary
Kiran Ibex (Absent-minded Weirdo with a Dark Secret)
Stats: VIG: -1 AGI: 2 MND: 0 ACC: 2 (Wand) EVA: 2 END: 4 VOL: 1
Skills: Basic Charisma, Basic Legerdemain, Minion/Relic (Hummingbird) <= Free
Gear: Wand, Robes, Flower Hairpin, School Supplies
One final note, when I use a random generator to fill in details such as the names of places or people, I will denote it with an [RG] for 'randomly generated'.
And thanks to Teviko604: https://www.rpgsolo.com/forum/User-Teviko604 for the guideline and structure of this setup, and for showing us all the usefullness of the Adventurers! system. I love reading your stuff.
That seems to be all I need for now, let's get to it then.