From the player's point-of-view, the Master should be regarded as your main character. Generally speaking, they are mages who utilize traditional practices and magecraft; however, this is not always the case. Regular humans have also been known to have the potential to be Masters and, as such, are valid candidates for your character. Furthermore, ESP users and members of the church are also acceptable for this RP. I might even accept a well-crafted qi user.
Once you've decided on what kind of person you want to be, you'll then want to start planning out your strengths and abilities. Aside from your Servant, these will be the tools you utilize to obtain your goals and seek out victory. Set them up wisely.
Master Parameters:
Easy enough to explain, these are the stats for your character. Read each description carefully and ask questions if there's anything you want to figure out. Each player has 20 points to distribute among these stats. Each stat starts at F, free of charge, and rises by one rank for each point invested up to A.
Power (POW): Not a measure of physical strength, but a general representation of your damage output. Affects both physical and magical damage, but does not necessarily affect both equally.
Agility (AGI): A measure of your raw speed and movement. Naturally, this plays a key role in terms of combat; however, even high ranks in this stat do not entitle you to more refined movements.
Endurance (END): Determines both vitality and stamina. Very important when considering prolonged struggles and continuous activity. At higher ranks, it can even reduce the cost of certain spells and actions.
Prana (PRA): A representation of your magical stores- the lifeblood of a magus. As implied, this value determines the number of spells you can utilize before running out of energy. At higher ranks, it also grants the player a level of resistance to spells.
Technique (TEC): This stat determines how competent you are in regards to your particular skills. Mostly used for combat, this parameter also plays a role in determining modifiers for magecraft, techniques, and abilities.
Luck (LCK): Last, but not least, the luck is a stat that determines the strength of your critical attacks and the frequency at which opportunities present themselves to you. While not powerful in it's own right, it will play well to those willing to weigh risk and reward.
Perks & Abilities:
Each player is allowed to create and have up to three perks for their character. The player is free to craft these perks as they please; however, each perk must be given a rank upon creation. These ranks will not only determine its effectiveness but also its downsides and costs (supernatural perks). While this is nothing major, bear in mind that certain perks will bear more weight when it comes to balancing.
In addition to these perks, the player also has to option of creating Offset Perks- "perks" that create an exploitable weakness for your character in exchange for something else. Depending on the offset, the player can receive additional stat points, additional spells, or a boost to a perk or ability. Up to two of these can be made alongside your regular perks.
Spells & Techniques:
Not much to explain here. This is the part of your sheet where you build up your active arsenal. Each player can have up to five spells and/or techniques to start off with. And, just like perks, they are ranked based on their power and costs.
Calculations & Info:
HP & MP Values:
Calculating your overall HP is straightforward. When it comes to this, the only thing that matters is your END stat. By plugging the numerical value of that parameter into the following equation, you can determine your health.
HP = 150 + (END x 100)
Therefore, at F rank END, you only have 150 HP. At E rank you have 250. At D rank you have 350. And so on...
Likewise, MP is determined by the following calculation: 200 + (PRA x 80)
Basic Damage Calculation:
Damage calculation is fairly simple. For example- in regards to your normal attacks- your basic attacks will be (POW + TEC) x 10, without any modifiers. So, for example, someone with both an A rank in POW and TEC will deal 100 damage with a plain attack. That's enough to just about kill someone with an F in END and cripple just about anyone else. And while this example may not account for defenses and the like, it's still something to keep in mind when building your character.
Defensive Maneuvers:
Unlike HP and damage, damage mitigation does not go by hard numbers. While there is a general range that they work within (based off of your stats), this won't be strictly enforced and will favor the action and flow of battle. That being said, there are two primary methods through which you can mitigate damage: Blocking and Evading. In essence, they work the same; however, they utilize different stats. Blocking utilizes TEC and evading, naturally, uses AGI. When considering your tactics in battle, keep this in mind.