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Fandom Fairy Tail: Guilds of Pergrande: Stats, Mechanics and Progression

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AtlannianSpy

Alarmed and Strangerous
Guilds of Pergrande features a number of statistics and mechanics we've devised to help make the RP more satisfying and engaging. These are primarily intended to make character creation and progression meaningful and exciting; providing you the chance to clearly define your character's strengths, weaknesses and unique playstyle. While you'll doubtlessly come to be very familiar with this system in time it can be a little confusing at first so this page exists to walk you through the whole system in detail. Still, if something is unclear, don't hesitate to reach out to the GM's for an explanation as well.
 
Attributes
Attributes are the basic building blocks of a character in Guilds of Pergrande. These six statistics describe a characters raw capabilities which then feed into various actions or techniques, mainly in terms of combat although they have more creative applications as well. There are three physical attributes and three magical attributes, reflecting Fairy Tail's mixture of magic and melee combat. For most mages their attribute scores will range between 1 and 100, with E rank mages at the very bottom having scores that range from 1-10 while A rank mages can have scores reaching up to 100. S rank mages have been known to exceed this limit and push their scores even higher.

The three physical attributes are:

Strength: Strength is a measure of one’s ability to use their muscles. High strength characters can deal more damage with melee attacks and lift, move and throw heavy objects or projectiles more capably.

Speed: Speed is a measure of how quickly and precisely one can move and react, so in addition to simply describing movement speed it also encompasses a character's reflexes and dexterity.

Endurance: Endurance is a measure of both stamina: How much one is able move around and exert oneself physically and natural resistance to damage. There are many kinds of damage one might encounter as a mage, so for simplicity's sake endurance confers a kind of all round resilience to most threats.

The three magical attributes:

Magic Power: A measure of how much power can be channeled into a spell, which broadly determines how effective and dangerous they are.

Finesse: Finesse refers to a mage's fine control of their magic, it governs how quickly they can cast more complex and powerful spells and also determines how accurately they can be aimed or controlled.

Ethernano Reserves: Ethernano is the energy source mages in Fairy Tail use to cast magic, so a character's internal reserves of Ethernano will determine how many spells a character can cast before exhausting themselves.


Attribute points are the main and most direct way your character will become more powerful. When you complete a mission or other event you will be awarded a varying amount of attribute points which you can allocate as you please to increase your character's abilities. When you reach certain thresholds of attribute points your character will advance in rank, which has both in-character and mechanical benefits.

For most of the populace, physical attributes range somewhere from 1 to 20, although some people invest the time and effort to raise their abilities higher than that regardless of their actual occupation. Magical stats for the untrained typically rest at 0, although ethernano reserves have some slight fluctations above that naturally.
 
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Ranks
Mage Guilds as an institution were imported to Pergrande from more western countries such as Fiore, but there are a few key differences in how they are run. For starters, while guilds in Fiore typically only formally distinguish between S rank and non S rank mages, Pergrande ranks mages from E rank (hobbyists or absolute beginners, Mage guilds typically do not even hire E rank mages unless they are newly founded or have comprehensive training programs) All the way up to A rank and then S rank, which is similar to the level of Fiore’s S rank. In mechanical terms, characters advance from rank to rank by reaching certain thresholds of attribute points.

E rank mages are fresh faced beginners, whose attribute scores range up to 20, when E rank mages have a combined attribute score of 60, they are generally promoted to D rank

D rank mages are rising up and comers, whose attribute scores range up to a maximum of 34
When D rank mages have a combined attribute score of 102 they are generally promoted to C Rank

C rank mages are somewhat experienced professionals, whose attribute scores range up to a maximum of 52
When C rank mages have a combined attribute score of 156 they are generally promoted to B rank

B rank mages are seasoned and proficient mages, whose attribute scores range up to 74
When B rank mages have a combined attribute score of 222 they are generally promoted to A rank

A rank mages are seasoned veterans whose skills are well regarded, their attribute scores range up to 100
When A rank mages have a combined attribute score of 300 they are generally promoted to S rank

S rank mages are elite mages, the cream of the crop who command respect from friend and foe alike and no one is even really sure what the limits of their potential abilities are. There aren’t any formal ranks above S, but S rank mages vie among themselves for prestigious positions such as the title of Wizard Saint.


In IC terms, having a higher rank allows the character to take on more dangerous and rewarding missions and enjoy a greater level of respect in general. Mechanically the main benefit to moving up in rank is being able to raise one's magical proficiency, which we will explore in the next post.
 
Magic Proficiency
Mages aren’t graded solely on their natural attributes. Their expertise with particular types of magic is also evaluated. Every mage will have at least one kind magic they are proficient in and most will be proficient in two or three. A mage’s level of mastery of these magic types is graded from 1 to 6, the same scale as their overall rank. The higher a mages proficiency level, the more powerful or complex spells they can cast with it and the faster and more efficiently they can cast lower level spells. An E rank mage will have level one proficiency in one kind of magic, reflecting their status as just beginning their journey, but as they advance in rank they will increase their proficiency.

Mechanically what happens is each time your character advances in rank you get two proficiency points, which you can spend to either learn a new kind of magic, or improve your character's mastery of one of the magic types they already know. Importantly: Although S rank mages can no longer advance in rank, they do still advance their proficiency levels, albeit less frequently than mages with more room to grow, and only under special circumstances.

A typical mage's magic proficiency might look something like this as they advance through their career.

E rank mage: Fire Magic at level 1
D rank mage: Fire Magic at level 2, Water Magic at level 1
C rank mage: Fire Magic at level 3, Water magic at level 2
B rank mage: Fire Magic at level 4, Water Magic at level 2, Air Magic at level 1
A rank mage: Fire Magic at level 5, Water Magic at level 2, Air Magic at level 2
S rank mage: Fire Magic at level 6, Water Magic at level 3, Air Magic at level 2

However, this is just one example. Mages have a great deal of flexibility to choose what kind of magic to focus on and whether to specialize in a limited number of magic types or diversify and study a wider range. There are two principles that somewhat limit this freedom however.

One: A mage’s physical and magical limitations can’t sustain magic more than one level above their overall rank. A D rank mage can raise their skill level for a magic type up to C rank, but a C rank mage cannot learn A rank magic, even though they would have enough skill ranks to invest if they only studied one type of magic. This is due to the immense strain high level magic places upon a body that isn’t properly trained.

Two: Mages find that learning too many different kinds of magic at once is impractical, as the differing kinds of magical energy interfere with and disrupt each other. The maximum number of different kinds of magic a mage is determined by their ranks

E rank mages can learn one kind of magic
D and C rank mages can learn two kinds of magic
B rank mages can learn three kinds of magic
A rank mages can learn up to four kinds of magic
S rank mages can safely learn limitless different types of magic, but tend to stop at five or six.
 
Magical Items

Magic items are fairly common in Pergrande and are of particular interest to mages. For Holder type magics, which rely on magical items, their proficiency level incorporates an estimate of their equipment. Mages with a high level of proficiency in sword magic or gun magic for example would naturally be assumed to have access to powerful and varied swords or guns respectively. As you progress on your journey you may come across or be rewarded with magical items unrelated to holder magic. B ranks, if explained in their backstory, may start with one piece of magical equipment that isn't directly linked to their magic(suchs as celestial keys or holder types would be). Otherwise neither B's nor E's start with any.

In the case of holder/key/item based magics themselves the system is pretty much the same as proficiency. When your related magic begins at E(proficiency 1) you only have one of the required items. For each proficiency you go up in this specific magic, you can gain two more.
For example a celestial key mage would have:

Proficiency 1(E): 1 key
Proficiency 2(D): 3 keys
Proficiency 3 (C): 5 keys
Proficiency 4 (B): 7 keys
Proficiency 5 (A): 9 keys
Proficiency 6 (S): 11 keys
S rank mages can continue to gain more beyond this point, but only as rare story rewards.
 

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