[@GOATPlumber] [quote] If the CC and magecraft stuff is unwanted, could just use the oracle alone. [/quote] I don't really mind the Magecraft stuff using this system, though honestly, I also don't mind if we remove that completely. I'm neutral, I guess, I'll just go with what the other want on that one. That said, a couple suggestion, if that's all right. [quote]Nasuverse Origin: a core truth about the character's soul. Your Origin grants a permanent +1 token to any pull thematically aligned with it, and a GM-less "temptation" clause: acting against your Origin's nature always draws from a Ledger with one Opposed token added, unremoved.[/quote] This one is really not a big deal and just personal preference, honestly, so I'm fine just leaving it as is, but IMO it's better to just use the more generic term like 'drive' or whatnot. Origin in nasuverse is something very specific that for most people really doesn't do anything. Those whose origin does things and drive them to do stuff relating to their origin have awakened origin and that goes with its own whole issues as seen in Garden of Sinners. [quote]Choose one from the five true elements — Earth, Water, Fire, Wind, Void (Sky) or other Elements that are unusual or rare. Spells matching your primary element get a −1 Prana Cost discount (minimum 1); spells opposing it cost +1. [/quote] IMO it's better to just remove the element prana cost discount system because the way Nasuverse magecraft system works, the elemental alignment is less 'fire you do fire magic' and more 'fire and you do stuff that fire represent in occultism' so really, if you elaborate well enough you can probably cast a fireball with water alignment. Also the system sort of locks the player into 1 element, but some magecraft might need two or more to do specific things. For example, an astromancer invoking Mars, Venus, Jupiter, and Saturn for Fortune/Misfortune stuff might want to be an Average One because those planets are associated with different elements. So not locking the element would give more freedom in the character's magecraft. If you want some sort of Prana bonus, maybe go with thaumaturgical attribute? You know, like Shirou has Projection and Reinforcement and Rin has Conversion and Reinforcement. So like, the character can pick 2 in which they specialize in and that would receive prana bonus, but if say, they don't have reinforcement but want to reinforce their physical capability, they would receive a penalty with increased prana cost.