[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[x] You were taken. You are a hedge magus that was kidnappedand sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were sent by your family. You are a "spare" child from one of the elder magi families. You will be targeted by the representatives of other ancient families.
[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were sent by your family. You are a "spare" child from one of the elder magi families. You will be targeted by the representatives of other ancient families.
[X] You were sent by your family. You are a "spare" child from one of the elder magi families. You will be targeted by the representatives of other ancient families.
[] You were forced by the Association. You are a third generation magi. You are expected to be subordinate to the representatives of an elder magi house.
[x] You were sent by your family. You are a "spare" child from one of the elder magi families. You will be targeted by the representatives of other ancient families.
[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were taken. You are a hedge magus that was kidnapped and sent into the school. You are the first of your kind and thus you don't have an expansive knowledge of magecraft.
[X] You were sent by your family. You are a "spare" child from one of the elder magi families. You will be targeted by the representatives of other ancient families.
[X] You were sent by your family. You are a "spare" child from one of the elder magi families. You will be targeted by the representatives of other ancient families.
Your name is Caram and you are a proud member of the Sophia-Ri family. You are the third son of your particular branch and thus you have been sent to the Clocktower Institute of Magecraft to advance the family's interests. Your objectives are to build a network of alliances, recruit talented subordinates and eliminate potential competition.
Of course, your first priority is to not die in this hellish meatgrinder they call a school. Thankfully, you were probably a cut above the majority of students that would attend this academy due to your status as a magi scion.
What are your strengths and weaknesses?
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Welcome to the second part of character creation. There's two more parts left, sorry to say.
Most attributes are ranked from E to A; each section represents a range of values. EX rankings are reserved for attributes that are incomparably high or when an attribute cannot be numerically quantified.
Parameters:
You have nine Parameters, split into three categories: physical, mental and mystical. Keep in minds, these are Parameters relative to humans, not Servants. They are measured as follows.
Physical
Strength: How physically strong you are
Endurance: This measures how long you can engage in physical exertion
Agility: This represents both the speed of your reactions and movement.
Mental
Intelligence*: How high your IQ is. This helps with memory and so forth.
Wits: Your mental celerity. This helps with noticing things and logical reasoning
Willpower: How capable your are at pushing through pain and struggle.
Mystical
Circuit Quality*: How many units of prana each circuit can handle
Circuit Quantity*: How many circuits you have
Luck*: How much good luck you have. This can also represent your ability to defy fate.
Attributes with * next to them usually cannot be improved after character generation. However, under certain circumstances or through special techniques, you may be able to increase these.
You start of with an E rank in each attribute. You have 15 rank ups to spend. no attribute can go above A rank at this point. Please vote in plan format.
For example:
[]Plan: Well rounded
Physical
Strength: D
Endurance: D
Agility: D
Mental
Intelligence*: C
Wits: C
Willpower: C
Mystical
Circuit Quality*: C
Circuit Quantity*: C
Luck*: C
Mental
Intelligence*: A (4)
Wits: C (2)
Willpower: D (1)
Mystical
Circuit Quality*: A (4)
Circuit Quantity*: B (3)
Luck*: D (1)
Physical attributes can be trained, some points into wits and willpower to address clocktower politics from the start.
Oh, and one point in luck so we don't have E ranked luck
Physical
Strength: E (0)
Endurance: E (0)
Agility: E (0)
Mental
Intelligence*: B (3)
Wits: E (0)
Willpower: B (3)
Mystical
Circuit Quality*: B (3)
Circuit Quantity*: B (3)
Luck*: B (3)
Basically enough magical oomph to be formidable, enough intelligence to be formidable, formidable willpower, and formidable luck. B rank is still excellent so this isn't at all bad, and I'm reluctant to tank willpower early on.
This still leaves our physical ability in the dumpster but that's probably easiest to raise in-game. Wits are also bad, but paying attention more and just losing naivete should help with that. This is STILL much less specialized than a lot of builds...
I want to make a plan shirou, but I doubt anyone would vote for that build.
Okay, so we cannot improve intelligence, luck, circuit quality, and circuit quantity. General minmaxing wisdom would indicate we should improve those at the expense of everything else.
10th percentile physical abilities though... that's... that's really rough. 10th percentile mental attributes and we're talking the slowest and stupidest of the class. 10th percentile mystical and we're pretty much a muggle.
In a death game it might be better to start with something a little more balanced, imo.