"Yer a Wizard, Larry."
Roll values | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
D4 | Critical Failure | Failure | Success | Overshoot |
D6 | Critical Failure | Failure | Partial | Success | Critical Success | Overshoot |
D8 | Critical Failure | Failure | Partial | Success | Critical Success | Critical Success | Critical Success | Overshoot |
D10 | Critical Failure | Failure | Partial | Success | Critical Success | Critical Success | Critical Success | Critical Success | Critical Success | Overshoot |
D12 | Critical Failure | Failure | Partial | Success | Critical Success | Critical Success | Critical Success | Critical Success | Critical Success | Critical Success | Critical Success | Overshoot |
All Stats start at d4
You start with three words.
You have ten points to distribute. One point lets you increase the die size of a stat by one. One point also lets you start with another word. The Die values of stats will not increase after character creation. The words you get are randomly decided by me.
Name:
Description:
Stats:
-Body:
-Agility:
-Intellect:
-Willpower:
HP: Current/Max (Max HP is the maximum value of your agility die)
MP: Current/Max (Max MP is half the maximum value of your Willpower die. Starts at 1)
Inventory: (maximum number of items carried is the maximum value of your body die) (You start with a week's rations, twine, a torch, a knife, a pouch, 10 gp, and a medium one-handed weapon) (Assume that coins don't count as an item if you have a pouch to carry them in.) (You can always elect to start with less than the available options)
Words: (maximum number of words is the maximum value of your intellect die)
Wounds:
You cast spells by naming the spell and telling me what you want it to do. Spell descriptions must be in line with their names, and Spell names may only consist of words from your list of words, plus conjunctions and prepostitions. When selecting words from your list of words, you may use any form/conjugation of the word on your list. For instance, You could make a noun plural or singular. For words on your list that contain multiple words, assume the options for the word are interchangeable with only minor differences.
Each spell has a power, typically from 0 to 6, but it can go higher. A spell's power is in accordance with the strength and scope of the effect it is intended to produce. A spell's power is also the X-in-6 chance the spell fizzles (With X being the spell's power.)
Each Spell costs 1 MP. You may increase the cost of a spell by one when you cast it to decrease the spell's failure chance by one.
MP does not regenerate naturally. Killing a sentient being or dangerous animal, or ritually killing a harmless animal nets you one MP. Ritually killing a sentient being or dangerous animal gets you 2 MP.
Ingesting Magical substances gets you anywhere from 1 to 3 MP, depending on the rarity/power of the substance and how creative/dangerous your method of ingestion is.
Body is generally used for melee attack spells or self-enhancement. Agility is generally used for ranged attack spells or ranged enhancements. Willpower is generally used for ranged debuffs and mind-affecting effects. Intellect is used for area affects and any spells that don't fall into the other categories.
When reduced to 0 HP, you immediately take a wound to a body part, and must roll willpower to not collapse/die. Every hit you take after that nets you another wound and negative HP, and another willpower roll. If you have more negative HP than your HP, you automatically die.
Wound Table:
6 | Head |
5-4 | Torso |
3-2 | random arm |
1 | random leg |
Weapons have two qualities, reach and handedness.
Short, Long, and Ranged weapons deal 1d6 damage
Medium weapons deal 1d8 damage
If a weapon must be wielded two handed, increase the damage die size by two steps. If you choose to wield a weapon two handed, increase its die size by one step.
If you are surrounded/fenced in on two or more sides, including the ceiling, you get -1 to your attack roll. If you are surrounded/fenced in on four or more sides, including the ceiling, the penalty becomes -2. Short weapons are exempt from this penalty.
At the beginning of combat, initiative order goes from weapons of highest reach (Ranged) to weapons of lowest reach (Short). If a weapon with shorter reach successfully hits the wielder of one with longer reach, however, the weapon with shorter reach may start going before the one with longer reach.
Weapons with Long reach roll twice and take the highest when attacking weapons that go after them in the initiative order, but they also roll twice and take the lowest when attacking weapons that go before them in the initiative order.
If two weapons of the same reach clash, at the beginning of combat, both will roll agility, and the one who rolls higher goes first, with initiative proceeding as normal from there.
You may destroy the shield you are wielding to completely ignore the effects of one attack.
Armor has one stat, its Armor Value (AV). If the damage roll of an attack is less than the AV of its target, then the target ignores the attack. Armor takes up a number of inventory slots equal to its AV.
Players and NPC wizards can band together in Houses. Each House has a Name and a Base. The Houses basically function like teams or miniature factions of their own. Names can be anything.
No two Houses can have bases in the same location No house can have their base in a city. Each base initially consists of a common room with a ceiling ten feet tall and an area of 200 square feet for every member of the House it belongs to.
Additionally, in a base, each wizard has their own private quarters, which must total 200 square feet. Bases are usually underground but can be aboveground if their House so chooses. Keep in mind that an aboveground base is much harder to defend.
Don't be a jerk to the other members of your house.
Feel free to be jerks to the members of other houses.
Actions should be spoilered and bolded unless you're a total idiotvery brave. All PMs between members must CC the GM. You MUST include your character sheet, spoilered, with all actions.
Galaria, the nation you're in, has five different sections: North Galaria, South Galaria, East Galaria, West Galaria, Central Galaria.
Locations:
Central Galaria:
-Galaria City: The main city in Galaria. Big, stinky, rich. Basically the NYC of this world.
-Frogwarts: Very prestigious wizard school. You didn't get in. You can't have a base here.
-The Kidney Fields: Flat, temperate plains shaped like a kidney. Sparsely populated.
-The Lush Valley: A valley that is great for growing food. Densely populated.
-Mount Sanctoria: A twenty-seven peaked mountain worshipped by most of Galaria. Little to no population.
-Varal Forest: Home to woodcutters, hunters, and other woodsy types. average population.
North Galaria:
-North City: Main city in Northern Galaria. Deals primarily in fish imports and exports.
-High Point: Northernmost section of Galaria. Snows and rains a lot. Sparsely populated.
-Oyster Bay: on the East coast, covered in fishing villages that provide most of North Galaria's exports. Densely populated.
-The Pits of Aular: A series of lowlands that is covered in small ponds for most of the year and just muddy for the rest. Full of treasure hunters, as there was an Ancient city there once. Sparsely Populated.
-Eastern Hook: A lightly wooded coastline. Known for its fine shipwrights. Average population.
East Galaria:
-Spiral City: Main City in East Galaria. Has a bunch of curvy towers.
-The Iron Plateau: Plateau full of iron and coal deposits. Full of miners. Densely populated.
-Wizard Wastes: Wasteland created by an old magical accident. Unfortunately, it's full of nasty mutated creatures and magical anomalies. On the bright side, it's full of nasty mutated creatures and magical anomalies. Little to no population. (Taken)
-The Hissing Sands: Desert covered with canyons that make a hissing noise when the wind blows through. Sparsely populated.
-The Towers of Flame: A series of red rock formations. There is no actual flame involved. Moderate amounts of iron deposits. Average population. (Taken)
South Galaria:
-The City of Cups: Known for its wine-making facilities. The main city in South Galaria.
-The Blue Jungles: Full of blue plants due to minerals in the soil. Very hot climate. Sparsely Populated.
-The Eastern Forests: Full of rare trees and vines. Densely populated.
-The Poppy Fields: Grows Galaria's supply of herbs and Pharmaceuticals. Also, drugs. Average Population.
-The Grainbirth: A series of very fertile small valleys that provide a lot of grain. Densely Populated.
West Galaria:
-Stiltopia: Almost constantly flooded, so most of the houses are on stilts. The main city in west Galaria.
-The Grey swamps: A bunch of swamps kinda like the FLorida everglades, but drabber. Sparsely populated
-The Fetid Holes: A bunch of tar pits and hot mud swamps. The subject or punchline of a great many dirty jokes. Little to no population.
-The Green Forest: Vast forest full of trees and oversized animals. A few gold mines here or there attract people. Densely Populated
-The West Coast: Galaria's main series of ports. Has a rich person's vacation home here or there. Average population.