Every character has attributes and skills. Whenever the outcome of an action is uncertain, roll 4 Fudge dice, and add the result to the most relevant attribute and most relevant skill. If the sum total is equal or greater than the difficulty class of the action, then the action succeeds. Higher rolls above the difficulty class are more impressive successes, and lower rolls below are more damaging failures.
Each character starts with 24 points to distribute between each attribute. The attributes range between 1 and 10 (plus race restrictions) and the value of an average human is 4 for each attribute. Attributes can be further increased at the cost of 4 Experience Points for 1 point in 1 attribute.
Each character starts with 1 in each skill, plus a choice of 5 skills to start with 2 instead. Upon gaining an Experience Point, a character must increase 1 point in 1 skill. Skills range from 1 to 10, with a value of 4 for a trained but average professional.
Characters can take 0 to 2 traits. Traits are qualities of a person with good and bad aspects.
There are many races in Maga, and your choice of race changes what kinds of gifts you have access to.
Gifts are qualities of a person that are generally good.
One-handed swords, maces, axes, shortbows, and knuckles, all do standard damage without any effect.
Unarmed attacks take an automatic -2 penalty unless wearing knuckles.
Heavy weapons like greatswords give a bonus +1 to attacks, but cost 2 action points to use instead of 1.
Shortbows have a range of 12 meters and longbows have a range of 24 meters. Longbows get a -1 penalty to all attacks.
Ranged weapons get a -1 penalty for each time the target exceeds the range. For example, a longbow gets a -1 penalty between 25 and 48 meters, a -2 penalty between 49 and 72 meters, etc.
Unarmored is the default and has no impact on defense.
In combat, characters have a number of Action Points equal to their Balance. The character with the highest Balance moves first, and the least Balance moves last. Every turn, a player describes the actions that their character takes over the next 4 seconds, where 1 action generally takes 1 second. Therefore a character with a Balance of 4 can take 4 actions per turn, a character with a Balance of 1 can take 1 action per turn, and a character with a Balance of 10 can take 10 actions per turn. However, for each of these characters the turn lasts for 4 seconds.
Melee combat attacks use Health+Melee vs. Health+Defense. Hand-to-hand attacks use Health+Unarmed vs. Health+Defense, with a -2 penalty to the attacker unless weilding knuckles. Ranged attacks use Awareness+Ranged vs. Balance+Defense.
Creatures generally have two values relating to willingess to fight. These scores both range from 1 to 10:
The default morale and aggression is 4, with 1 being very averse to combat and 10 being very willing to fight. A creature tests its own morale against a static target of 4, with adjustments made for the stress of the environment. If the result is 4 or greater, the creature will begin or continue fighting. If the result is 3 or less, the creature will run away or surrender.
An undead creature can be forced to make a morale check once during combat by a Cleric of Gora or a Cleric of Pestium. Instead of comparing morale to 4, the morale is rolled against the Cleric's static Energy score. If the roll fails against the Cleric of Gora, the undead creature runs away. If the roll fails against the Cleric of Pestium, the undead creature is now under the control of the Cleric.
Characters can learn magic spells as their journey progresses. Some spells are malevolent and some are benevolent, which will change which skill the spell utilizes.
Malevolent spells are ones that either:
Benevolent spells, in contrast, are ones that either:
As a rule of thumb, malevolent spells are ones intended for destroying others, whereas benevolent spells are limited to nullifying the threatening potential of enemies at worst.
Minimum Benevolence skill: 2
Mana cost: 1
Roll Reason+Benevolence vs. Energy+Defense against a target demon. If the result is 2 or greater, the demon is sent to its region of Demonia.
Minimum Malevolence skill: 2
Mana cost: 1
One weapon may be bound to the caster's soul at a time, costing 1 spirit point to perform the binding. The caster should have spent some time using the bound weapon to form a bond with it. At any time, the caster can summon the bound weapon and immediately equip it coasting 1 spirit point. The weapon binding may be dismissed at any time without cost.
Minimum Malevolence skill: 2
Mana cost: 1
The caster creates a Duration: 1 round/level
The caster equips a blade of magic from their hand. This weapon may be of various sizes, taking on the properties of the equivalent physical blade.
The weapon itself has no weight. If the caster lets go of the weapon, it disappears. The weapon can also be destroyed by Dispel Magic. At the end of the duration, the weapon vanishes. The weapon is magical, and can do damage to ghosts.
Minimum Malevolence skill: 3
Mana cost: 2
This spell will not work on an intelligent, sentient being. When the target dies, roll Reason+Malevolence vs. the target's static Energy score. If the result is at least 4, the target's soul may be captured in a gem large enough to contain it.
Minimum Malevolence skill: 2
Mana cost: 1
This describes a family of spells, each of which may be cast independently. Choose one of each group:
For example, Ice Missile is its own spell. Spray spells deal close range damage in a spread-out area, and missile spells attack distant enemies.
Deal Reason+Malevolence vs. Health+Defense damage to a target enemy, with a +1 bonus to the attacker roll. Apply elemental bonuses or penalties to both sides if relevant.
Minimum Malevolence skill: 2
Mana cost: 0
Deal Reason+Malevolence vs. Health+Defense damage to a target enemy.