Posting this idea, since I have way to much to do and certainly can't Gm this one to.
Roll to be Med-EvilPlayers are all serving the same evil overlord in quest for power and to eternally establish a reign of darkness. While in the beginnings there'll be nobody there but them , their power and influence might soon become much more. There are various options for who the evil overlord is.
A.The GM
B.A Player
C.The Community
D.A player, anonymously
E.Puppet of all the players.
Player classes-Wizard: While most people can use magic, wizards specialize in it and as of that are actually good in it. (Also knows 3 spells.)
-Assasin/Thief/Rogue: A class mostly based on stealth and cunning in order to achieve their overlords goals. Also the closest thing to a diplomat.(Also starts with some gold, a weapon and a cloak)
-Soldier: Just your average soldier. ( Starts with a weapon shield and armor)
-Engineer/Mechanic(Starts with a toolkit,some scrap and a heavy/blunt instrument)
-Others: Player suggested
Skill levels and such.(System stolen from IronyOwl,I think) -Levels
Level: XP Needed for next level XP needed total
Dabbling(-2) 2 0
Aquinted(-1) 4 2
Normal(0) 8 6
Good(+1) 16 14
Expert(+2) 32 30
Master(+3) 64 62
Legendary(+4) 128 126
-XP gain
Roll XP
1 1 (Learn from your faults)
2 0
3 0
4 1
5 2
6 2
Sign-up sheet-Name:
-Race:
-Class
-Major skill:(Normal) Related to character. Nothing too broad please. (Ie, Fire Magic is fine, Elemental magic isn't. Broadsword usage is fine, swordmanship isn't)
-Minor skill:(Aquinted)
-Inventory:See class + 1 playerchoosen related item
-HP:?? MP: 10/10
-Bio
-Physical appearnce
-Mental
Magic systemMagical energy is always drawn out of the ground. The precise strenght of the ambient magic field depends on the regio. Some regios have large storages, others haven't. Some regions magic fields replenish rapidly, other regios might have ancient reservoirs which are no longer being replenshid. Mages can master this magic and gather it and store it in themselves, since few magical areas have a field strong enough to immediatly cast from. These places are generally known as sources, and are much sought after.
Magical energy can be stored in devices, often crystals and other systems. These might not always be very stable and are not encouraged for long term useage. The oldest wizard academies have ancient artificats however, that extract and store magic from the ground, meaning that the power of good is always strong on their own terrain. Also of note is that magic is subject to thaumatic adaption, ie the fields energy shifts to the spectrum of which the most spells are made from. Most fields have their own polarization. A high level of polarization affects the regio around it.
Magic is subject to a sort of osmotic effect. Ie magic devices and mage operating in a regio with a very low magic field will feel the magic being drawn out of them, while spells cast in places with a high magic field are always much stronger. Machines and constructs operating in those circumstances must be resistent to overcharging or face the consequences. While this ambient magic might seem benificial, it makes controlling spells much harder and cause much problems. Extensive use of magic or a failure of a magical device might result in temporary chances of the ambient magical field.
Random magic/Rest magic/ Magical background radiation
Whenever a spell fails it doesn't dissapear. It instead flies away into the magical field. Inneficient machiens might also cause rest magic. This magic, while not nesseceraly bad or evil, is all but healthy to have around. Every so often it reaches a critical mass, causing random spells and effects to fly around the place. The Forsaken desert, a place where the largest mage war in history took place, still has a high radiation field. Coming near it is seen as suicidal, as the entire magical field of the regio is activated and will be set off at the tiniest disturbance.
Magical system-
MP:
Spells are usually cast from this or from the local magical field. It refills over time when in a sufficiently dense magical field. -
Local magical field:
The magical field in the local area around the caster (+-50 meter). It's strength is equal to the local magical field divided by 100.Casting a spell directly from the local magical field doesn't cost any MP, but is harder and slightly more dangerous. Besides that, it also causes polarization. The local fields can be depleted rapidly but will recharge in about an hour. They are part for the regional field( Ie, that's where the energy comes from) but can be easily manipulated. A failed Mp cast spell or a failing magic container might easily overcharge the field. This will quickly dissipate.-
Regional magical field:
The area a wizard can draw his power from. +- 5km around him. Varies in strength in various regios -
Storage:
None,
trace,
little,
weak ,
medium,
decent,
good,
reservoir,
grand reservoir -
Regeneration None,
Trace,
little,
weak,
medium,
decent,...
You can also change it to numbers instead of procents. Note that things don't need to correspond. You can have a grand reservoir with no regen or a small one with a rapid regen.
-
Magical source:
A local area with a very large regen rate. Ofthen the core of highpower magical fields. Unfortunately these are almost always buried deep inside the ground. -
Magical field polarization: A percentage. Whenever a person succesfully casts a spell, the magical field shifts to that school of magic by MP used/ Total magical field* 100 %.
-
Spells:
These use magic. In order to succesfully cast a spell a player must make a control check(Influenced by polarization), then a power check(Influenced by field strength). -
Random magic: This random magic follows the same rules as normal polarization, but also applies to local magical fields. Whenever the random magic level gets to high 10%+ . It flares of by autocasting random spells, with unpredictable results.-
Magical osmosis: Whenever a player moves into a Local magical field that has more than twice the amount of MP he has, his MP will rise to that level. If a player has more than twice the amount of MP then the magic field, the reverse occurs. Players can try to prevent this from happening, as sudden and large magical surges are not a healthy thing and have been confirmed to cause physical harm both ways. This also happens for spells, where players must make an extra control roll if their spells energy is less than the locall field divided by ten. If failed overcharging will occur.
That should be about it. Constructs have either a build in magical battery or draw magic from the ambient field. Failure of magical containers also releases plenty of random magic