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Author Topic: Wizard for Hire: Come and vote everybody!  (Read 2527 times)

Araph

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Wizard for Hire: Come and vote everybody!
« on: January 13, 2011, 11:08:31 pm »

THE PREMISE:

You are Vosk Daybreak, the only professional wizard of <name of city>. Well. Maybe. Your democrabrain still has to decide that. You could be an exalted mage of the White Council (the governing body of all wizards) or you could be a fearsome and wicked sorcerer. But be warned: the Laws of Magic have no tolerance for evil. Break one of the seven laws, and, well... the executioners sword will be there.

But enough doom and gloom. The world is your oyster! You have things to learn, places to go, beings to meet! You could be a powerful evocater, a brilliant neuromancer, a clever summoner. Sway over mortals, magical might, money and power... all are within your grasp. You must only choose your path in life.

THE MAGIC (and stat) SYSTEM:

(Rules are tentative, as are formulas to be compared to DC's.)

The magic system in this game is fairly complex. There are generalized schools of magic (evocation, necromancy, divination, etc.) and sub-schools within those schools. Your spell-casting abilities are determined by your skill in these (1/2 school + sub-school lvl maybe) and your stat factors (these include how much you think things through, how you think, etc.), as well as a random chance. The result will be compared to a DC set by me depending on the task at hand.

Regarding machines, magic has weird effects. By weird, I mean it screws electronics up. Older machines (which are less complex than their newer counterparts) malfunction less than newer things. Computers simply won't work, and you'd be better of using the Nevernever for long distance travel, given the problems with automobiles. You may be able to find an old car that doesn't screw up too often, but planes are deadly for a wizard.

The Schools and Sub-Schools:
Spoiler (click to show/hide)

Finally, there is a thing in the game called an empowered circle, which is where you draw a circle on the ground and it (magically) blocks all magic. No magic can get in or out, but physical objects break the circle.

Stats:
Stats control your natural abilities. You have mental and physical stats, which you will choose bonuses and penalties for at the start of the game.
They are as follows.

Physical:
   Strength: Physical muscle strength.
   Dexterity: Ability to manipulate small objects.
   Speed: Movement speed.
   Agility: Reflex speed and ability to contort your body (stretching, jumping, acrobatics, etc.)
   Endurance: Your ability at recuperation; determines your HP.

Mental:
   Thought Patterns: Lower means you think in black and white, cause and effect. Higher means you can track what will affect what how. Determines your ability to cast more clever and efficient spells.
   Kinesthetic Sense: How coordinated you are.
   Inventiveness: How tricky you can make your spells and enchantments.

Spirits and Powers
Mortal's aren't alone in the world; spirits (elementals, ghosts, etc.) also abide on earth. You could even get them to do your bidding, either by offering them something or by strong-arming them into a pact. On earth, you'd find ghosts and elementals; in the Nevernever you'd find powerful spirit beings, tricky fairy's, and even demons and gods. Be careful when dealing with them.

EQUIPMENT

Any self respecting wizard has a set of magical equipment he bring around with him. You will start out with a set of low-quality equipment, but you'll need to make your own equipment to get better stuff. Equipment could be staffs, wands, rings, bracelets, blasting rods, or even clothes.

To make good equipment, you need a certain level of skill in enchanting (it depends on what you're trying to make).

THE WHITE COUNCIL:

This is the governing body of wizards. You are answerable to them, and if you don't toe the line they'll kill you. The Wardens are like the police force of the White Council. Hundreds of wizards make up the council, and you're one of them. The Merlin (it's a title) is the head of the White Council.

Other Organizations:
 Many other groups populate the world, which you will find out about throughout the game. Some are human, others are monstrous. Depending on which path you take, they will have greater or lesser effects on the game. If you have questions about them, ask me in-game.

THE GAME AREAS

Earth
You will choose which city you want the wizard to start in, and I'll make up different places within there. You can travel to outside areas (any place you can get to, really.), but traveling often has complications.

The Nevernever
The Nevernever is a land that corresponds to various places in the real world, only not very accurately. You could find a trail leading from Paris to Sydney that can be walked in an hour, despite the huge distance in the real world. However, the Nevernever is dangerous and unpredictable. It is ruled by various beings, most of which are either malevolent or neutral. Be careful there.

THE BEGINNING:

You stand in the halls of Edinburgh, the White Councils fortress, for the last time as an apprentice. You graduate to a fully fledged wizard today. You're so glad you finished your apprenticeship with flying colors; you wonder if they give out a diploma or something. If so, what would it say?

_________________________________
|                                                   |
|       <first name> <last name>          |
|                                                   |
|        Specialization: <school>           |
|       Secondary:   <2nd school>        |
|                                                   |
_________________________________

Vote on your major magic school bonus, your secondary magic school bonus, and your name. Maybe think up a character description while you're at it.

Stats will be voted for soon after this vote is complete.
This is my first time starting a forum game, so please be patient if I get off to a bumpy start.
(Also, guess what this whole thing is a reference to! A bonus go's to whoever gets it first.)
« Last Edit: January 28, 2011, 10:11:33 pm by Araph »
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Weirdsound

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Re: Wizard for Hire: Come and vote everybody!
« Reply #1 on: January 13, 2011, 11:13:44 pm »

Vosk Daybreak

Specialization: Evocation
Secondary: Divination
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Araph

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Re: Wizard for Hire: Come and vote everybody!
« Reply #2 on: January 13, 2011, 11:28:12 pm »

Oh yeah, I forgot to mention three things: First, the voting system. When you vote, please put it in a code box.

Code: [Select]
Name:
Vosk Daybreak - 1

Specialization:
Evocation - 1

Secondary:
Divination - 1

Like so. The number to the right is how many votes have gone for that option. So, if I thought he should be named Urist McWizardborg, I agreed with the vote for evocation, and I thought the secondary should be enchantment, I would repost the previous code box (don't put it in quotes) and add in my votes.

Code: [Select]
Name:
Urist McWizardborg - 1
Vosk Daybreak - 1

Specialization:
Evocation - 2

Secondary:
Enchantment - 1
Divination - 1

It just seems like it'll make voting easier.

Second, this is set in the current time, but the magical world is largely unnoticed by vanilla mortals.

Third, I REALLY recommend you have enchantment as at least your secondary. You can make any item with any powers you can think of if your enchanting level is high enough.
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Taricus

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Re: Wizard for Hire: Come and vote everybody!
« Reply #3 on: January 13, 2011, 11:45:52 pm »

Vosk Daybreak
Specialization: Enchantment
Secondary: Evocation

Code: [Select]
Name:Vosk Daybreak - 2
Specialization:Evocation - 1
               Enchantment - 1
Secondary:Divination - 1
               Evocation - 1
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maxicaxi

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Re: Wizard for Hire: Come and vote everybody!
« Reply #4 on: January 14, 2011, 12:39:14 am »


Code: [Select]
Name:Vosk Daybreak - 3
Specialization:Evocation - 1
               Enchantment - 2
Secondary:Divination - 2
               Evocation - 1
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

Ahra

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Re: Wizard for Hire: Come and vote everybody!
« Reply #5 on: January 14, 2011, 11:58:24 am »



Code: [Select]
Name:Vosk Daybreak - 4Specialization:Evocation - 2               Enchantment - 2Secondary:Divination - 3               Evocation - 1
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Strife26

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Re: Wizard for Hire: Come and vote everybody!
« Reply #6 on: January 14, 2011, 12:28:18 pm »

Dresden Files.

Not votes from me at the moment.
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Araph

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Re: Wizard for Hire: Come and vote everybody!
« Reply #7 on: January 14, 2011, 12:31:11 pm »

Wooo! Somebody got the reference!
I haven't actually thought of a bonus yet, though. I'll figure one out soon.
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TolyK

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Re: Wizard for Hire: Come and vote everybody!
« Reply #8 on: January 14, 2011, 12:59:55 pm »

I'm intrigued. I'll post a character when I finish reading the whole system  :P
EDIT: I'm stupid.
Here:
Code: [Select]
Name:Vosk Daybreak - 5
Specialization:Evocation - 3
               Enchantment - 2
Secondary:Divination - 3
               Evocation - 1
               Enchantment - 1
« Last Edit: January 14, 2011, 01:11:21 pm by TolyK »
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Araph

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Re: Wizard for Hire: Come and vote everybody!
« Reply #9 on: January 14, 2011, 09:07:34 pm »

I added a bit to the first post. Now theirs a block of text regarding different areas you can go around in, as well as a bit about magic and machines. Also, divination has 2 new sub-schools (I didn't know it would get that many votes).

I'm gonna wait another day for anybody else to vote for skills and names, but I'm also starting voting for stats. You can distribute 25 points between the physical stats. For mental stats, you have 15 points to distribute between the three options. I'll take averages of all the votes for both stats to get the final result.

Don't bother repeating other people's votes, 'cause that'll get annoying after a couple votes.
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Repulsion

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Re: Wizard for Hire: Come and vote everybody!
« Reply #10 on: January 14, 2011, 09:28:11 pm »

Code: [Select]
Name:Vosk Daybreak - 6
Specialization:Evocation - 3
               Enchantment - 3
Secondary:Divination - 3
               Evocation - 2
               Enchantment -1

This looks pretty interesting.
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Weirdsound

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Re: Wizard for Hire: Come and vote everybody!
« Reply #11 on: January 14, 2011, 09:56:27 pm »

Code: [Select]
Name:Vosk Daybreak - 6
Phyiscal Stats:
   Strength: (3)
   Dexterity: (3)
   Speed: (8)
   Agility: (3)
   Endurance: (8)
Mental Stats
   Thought Patterns: (6)
   Kinesthetic Sense: (3)
   Inventiveness: (6)

I propose a character with high speed and endurance, who can run from any sticky situation even if he has to take a hit or two in the process. I put my stat votes in ()'s. I propose coping the code box and putting your stat votes in parenthese next to mine, so that taking an average will be easy for Araph.

For example:
Code: [Select]
Strength: (3) [My vote] (10) [next vote]


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Araph

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Re: Wizard for Hire: Come and vote everybody!
« Reply #12 on: January 15, 2011, 01:49:17 pm »

Weirdsound, that system would be great. Makes it much easier to see all the votes.

Also, I added in three more things to the first post: another school of magic, a bit about empowered circles, and another block of text about equipment.
You'll have some skill at all the schools of magic, but boosts to your choices.

And now the update! (I know we had a tie between evocation and enchantment, so I'm boosting both of them)

_________________________________
|                                                   |
|               Vosk Daybreak                 |
|                                                   |
|        Specialization: Evocation          |
|         Secondary:  Divination            |
|                                                   |
_________________________________

You frown at your mental picture. Should it be evocation, or enchantment? You were so good at both. Eh, it doesn't matter. What does matter is your plans for the future. Where should you live? Hmm. That's a tough one. A Warden typically escorts new graduates through the Nevernever to where ever they're going, so you aren't that likely to die on the way.

(After your graduation...)

Huzzah! You're a full blown wizard now! Your apprenticeship is over! You glance down at your equipment. It isn't the best, but it's at least something. You probably should make a better set sometime, but you're pretty busy nowadays.

--------------------------------------------------------
Name: Vosk Daybreak

Location: Edinburgh

Equipment: ?

Inventory: ?

Health:
     No injuries
     Full-up
     Not thirsty


Skills:
Evocation: 8.6
Spoiler (click to show/hide)

Divination: 7.2
Spoiler (click to show/hide)

Necromancy: 0.9
Spoiler (click to show/hide)

Enchanting: 8.2
Spoiler (click to show/hide)

Summoning: 5.2

Thaumaturgy: 6.0

Organizations (red = enemies, green = friends, yellow = neutral):
The White Council, The Red Court, The White Court,The Black Court

--------------------------------------------------------

New votes to votes for! Vote for what equipment you want (staffs, wands, and blasting rods can't have enchantments; everything else can. You definitely need one of those though.) and what enchantments you want to have on them. If an enchantment is to powerful for your level of enchanting, I'll have to veto it, though. Also, voting for stats will end tommorow or the next day, depending on how many people vote. Finally, vote for where you want to set up shop! Choose a city or something.
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TolyK

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Re: Wizard for Hire: Come and vote everybody!
« Reply #13 on: January 15, 2011, 03:20:56 pm »

New votes to votes for! Vote for what equipment you want (staffs, wands, and blasting rods can't have enchantments; everything else can. You definitely need one of those though.) and what enchantments you want to have on them. If an enchantment is to powerful for your level of enchanting, I'll have to veto it, though. Also, voting for stats will end tomorrow or the next day, depending on how many people vote. Finally, vote for where you want to set up shop! Choose a city or something.
okay got it.

Code: [Select]
EQUIPMENT:
Staff (1)

Buckler (1) enchanted with thermal stuff of some sort (1)
Gravity-wielding (1) singlehanded broadsword (1)

Code: [Select]
Start location:
Pallisades (1)

Oh, and why are there 3 courts against us? Not good...
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My Mafia Stats
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Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Tyberix

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Re: Wizard for Hire: Come and vote everybody!
« Reply #14 on: January 15, 2011, 03:53:50 pm »

Code: [Select]
EQUIPMENT:
Staff (2)

Buckler (1) enchanted with thermal stuff of some sort (1)
Gravity-wielding (1) singlehanded broadsword (1)
Amulet enchanted to protect from physical damage (1)
Code: [Select]
Start location:
Pallisades (1)

Why settle? Get some wagon,enchant it and become traveling sales-wizard :p
As for equipment staff is mandatory,and some shielding amulet is always handy.
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