Gooooood evening fans of magic and murder, and welcome to tonight's episode of Fields of Magical Murder! Tonight's episode is a five-on-five Capture and Hold match! Which team can control the points and slaughter the competition? Find out after a brief word from our sponsors!Welcome to the Fields of Magical Murder, a team deathmatch with modular magic! It's still heavily
ripped inspired by Perplexicon, but also tempered by
The Pit of Magic and all the other wonderful people who have hosted Perplexicon games!
I'll try to not let this one die like Pit did; I hope you'll give me another chance.
Rules:
Team objective-based deathmatch with modular magic. You can cast spells with any number of words up to your pool total. Word order, what you are doing with your hands, which way you are facing or looking, and what you are thinking may matter. Pool is refilled at the end of each turn, or by one point a turn if you are in combat. Health is chunky salsa- no hit points here.
The map has four capture points. To capture one, a player must start in the area of it, and spend their entire action converting it. If interrupted in any way, the process will fail. If it already belongs to the enemy team, converting it will first turn it neutral, and another turn must be spent converting it. Three players working together may convert it all the way in one turn; two is not enough. Capture points are indestructible and immutable, regardless of how much magic you throw at them.
Scoring is simple; hold two more than the opposing team at end of turn and earn one point. Hold three more, two. Hold all four at the end of the turn and earn three points! First team to fifteen points is the winner.
Teams are of five players each and assigned randomly from the first ten entrants. Unlike previous games, death does not kick you out of the game; you spend a turn respawning into the starting zone. The starting zone is accessible via teleport, and heals anyone starting their turn inside, as well as reversing negative magical transformations. As a counterbalance, no magic can be cast inside, except during the opening segment.
During the first five turns, players may prepare inside the starting zone. This opportunity allows for players to test magical words and create hopefully powerful items. Team damage is prevented in there, and any negative magical effect is blocked automatically at no penalty. After this, the game starts in earnest and magic is no longer allowed inside.
The book may change from time to time. Such changes won't be announced, except in very unusual circumstances.
As this is a team game, if you wish to communicate with your teammates in spoilers, that is fine. Labeling one containing an action as such is extremely appreciated, or I am liable to miss it. I trust all of you as good faithful Bay Twelvers to not open spoilers of the opposing team.
There are some other actions you can take with specific outcomes. In general, if it makes sense, you can do it.
Dodge: Spend a turn dodging incoming attacks instead of attacking back or changing location. This grants you +1 to dex and speed rolls for the turn. Does not require initiative roll.
Focus: Spend a turn preparing to do something, such as lifting something heavy, waiting for an opportunity in combat, making a hard jump, etc. That's all you do that turn, but you get a +1 (+2 in case of combat initiative) the next turn if you take that action.
If used to focus on casting a spell [improve Potency], it is only good for the first spell you cast the following turn.
Overdrive: You may spend pool points at a 2:1 ratio to increase one stat for one turn. You may only do this once every three turns.
Five spell per turn is the limit.
You can move one area per turn and still act. If you only move, you can move two. Approximately, the size of the green grassy place is one area.
On death, you lose any kill bonuses you have gained. You may respec on death by moving one (base) plus around. This allows gradual respecs, but not instant ones.
The book may change from time to time. I will make it very clear if anything is removed (this is very unlikely to happen) but additions are possible, and I am not obliged to tell anyone it happened.
Character Sheet:
Stats:
You get two stat plusses to start with, distributed as you please. You may put a minus in a stat to put a plus somewhere else, repeated up to three times. At creation, -- and ++ are the limits, with the exception of Channelling; that is uncapped.
If you kill an enemy, you may distribute an additional +, up to three times. Getting a stat to +++ from ++ requires spending two kill points; Channelling is again the exception here. These are lost on death. When you respawn, you may move one + around if you wish. (This allows some form of respec, but nothing drastic.)
A skill gets +1 for every plus and -1 for every minus.
Strength: Used for physical combat and picking up heavy things.
Dexterity: Used for dodging and aiming.
Speed: Used for combat priority and running away.
Endurance: Used for shrugging off damage, ill effects, and hanging on when injured.
Potency: Used for casting magic.
Will: Used for causing and resisting things mentally.
Channelling: Affects the maximum value of your pool, which is the number of words you can use in spells in one turn. No rolls are made against this stat.
Pool's value is calculated as 3 + Channeling. For example, at -- you have one pool, and at +++ you have six.
The Tome comes as a loosely-bound sheaf of scrappy, ragged papers. Each copy has identical words, even if the bloodstains on each book are somewhat different.
Chapter 1:
Jilli
Autionj
Asbeltuous
Pogibl
Beflen
Diteripl
Hurr
Ricat
Jaze
Seadsoc
Sommis
Silther
Cagulter
Spirt
Zerphe
Caso
Ywin
Tarban
Encen
Lymoda
Jakenterna
Babramo
Aidnes
Bahis
Typomlinc
Maivean
Hazerosol
Segall
Khanici
Dingeo
Acultiol
Splosi
Boya
Reurl
Dious
Olea
Nerse
Chumshem
Zancumpham
Twif
Obrefe
Tigen
Pfeadice
Cecurte
Penco
Foisolo
Chapter 2:
Pirtambr
Fillat
Pygda
Odomme
Pemar
Awneo
Falla
Vivelte
Peworu
Konw
Aftans
Sjande
Gerin
Kavefra
Whilatiali
Dunis
Lyona
Kvatitop
Pugglei
Utorip
Etassep
Muni
Teltr
Inwori
Elfintam
Jarth
Euga
Chend
Poens
Duff
Bebrec
Toye
Poake
Clenes
Ecions
Megran
Loxyt
Flinean
Wificke
Tupley
Kifier
Jingragord
Ogeo
Eatognat
Pemin
Duilli
Edic
Docort
Neoct
Grolo
Tyllist
Shmalci
Nughte
Myde
Piqueali
Niffines
Gabyto
Jerie
Chapter 3:
Systeressi
Eselle
Arsabb
Scall
Erketr
Boret
Incit
Feer
Agive
Oblencha
Tamar
Wawne
Guen
Scyto
Hegalcaina
Yellodera
Gymphi
Lassefi
Xeremu
Eddl
Hothm
Poustr
Fagenou
Lutherver
Bicitrous
Tarbo
Balcate
Nexis
Noverl
Daplen
Cavabl
Somerse
Wolysil
Cupir
Nondage
Zazili
Doist
Asable
Banc
Rasic
Flenewashn
Chapter 4:
Oxyle
Kiegamb
Bailioti
Adradelly
Bevelleur
Gaunc
Sejurs
Lodons
Reculcit
Obju
Cypeousn
Acull
Opara
Reas
Cautog
Aenc
Arosime
Haditai
Kyptou
Buoustr
Krinmuls
Ultiogra
Duete
Robid
Pyol
Gific
Fori
Hodync
Oolog
Vithell
Durcashi
Chapter 5:
Whanitis
Gablen
Whalormit
Biont
Duxidatere
Juvin
Anesse
Oozonter
Unnales
Homycleni
Alder
Orylo
Taenesi
Organt
Omnos
Lobionier
Deat
Moposi
Itclo
Fusellaxie
Waitlist policy: As teams should not be changing, there really isn't need of a wait list. That said, if people really want on it, I could assign each team a couple alternates in case someone has to drop out. It goes without saying that such an alternate should also avoid spoilers of the opposite team.
I've probably missed some obvious points, so if you have questions, fire away! I will point out that I've made some extensive changes since Pit to the way some familiar words and concepts work in the interest of balance.