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WIZARD WARS
Welcome to Nevermind
WIZARD WARS is an all-MYSTIC game set in the
fantasy world of NEVERMIND, a parallel dimension that co-exists with our
own. A world where the street people may well be powerful wizards and
witches, or other folk of abilities beyond those of mortal men. The
players are all MYSTICS of varying ability, usually starting with a very
limited knowledge of the arts, and trying to build their abilities
during the actual game, through craft and theft, duels arcane and luck.
All mystics have sworn to answer duel
challenges and they risk their powers in order to gain those of another
mystic. Also all Mystics know that they can not wear or carry more than
3 pounds of steel or they will not be able to use their abilities... and
the use of guns of any type would be suicidal, for all the known
entities, and a few unknown ones as well, would hunt them down and
destroy them. The Quest for power and glory is all that matters and
favors can be owed and even sometimes claimed.
Costuming is generally modern day clothing with a medieval or
renaissance twist. A lot of gothic wear and that of the Steampunk type
is also common. All players come equipped with a dagger (Rubber of
course) and a roco-soco (One sock inside of another sock) as well as the
starting abilities, dependant on the gamemaster’s choices for the
scenario. Additional weapons may be found in the game and are explained
at the beginning of the scenario. Other than that it is usually a battle
of wits and weapons against your fellow mystics, wizards and witches to
see who will triumph.
The MYSTIC ABILITIES are broken into three areas of study. The first
area is that of psychic abilities, or the ability to channel the life
force energies in a direct stream, thereby utilizing this great power
source in a specific manner. It should be pointed out that the "FORCE"
is neither good nor bad, only the motivation for its usage, and the
results of said use can be measured by such terms. The life force simply
"IS". The MYSTICAL ABILITIES of this first type are as follows:
LAYING ON OF HANDS:
Healing is probably the single most useful ability
that a mystic can possess.
Many others can inflict bodily damage, but
only a mystic can heal.
This ability is enacted when the mystic
forces the life-force energies to enter into the damaged tissues and
repair the tissues instantly. This can be quite a shock to the wounded
entity’s system as well as a bit of a drain on the mystic. This ability
will only work by touch; the mystic must touch the actual wounded area;
i.e., Laying-on of Hands (discretion please).
The process can be accomplished through
most clothing, but steel will block the flow of the life force. The
mystic’s own life force is also utilized in this process and therefore
there are limits on the ability.
The actual process in game is to lay a hand on the area that is wounded
and chant/pray/meditate for 1 minute for each point of damage that is to
be healed.
Minor Wounds = 1 point (cuts to forearms, broken limb, etc.)
Serious Wounds = 2 points (arterial damage, bones piercing skin, etc.)
Mortal Wounds = 3 points (victim will die within minutes if not healed)
A light or one health point wound is any slight
contact wound. If you are cut by a dagger, or star, it is a light wound.
If you are grazed by a sword or other heavy weapon, it is a light wound.
All light wounds are worth one health point.
A serious or two point wound is any damage
sustained to a limb that was created by a heavy weapon. It is also any
damage that was done to a limb by a dagger stabbing you, or a crossbow
bolt or sling ball hitting an unprotected limb. Occasionally a serious
wound will occur when a type two (sword) weapon grazes a person’s body.
But generally a blow to the head or body is a mortal or three point
wound.
All players start with a health of three points.
If you take damage in excess of three points you will become unable to
function. A mortal wound (3pts) will drop you immediately, and in three
minutes you will go unconscious. 9 minutes later your character will
"die", and only a resurrection will bring you back. Up to that time a
healing by a mystic or a binding will save you at least for a while. Two
serious wounds i.e. a sword cut to the arm and another to a leg will
also have the same effect. This would be equal to four points damage and
you would definitely be in shock and most likely unconscious. Three
light wounds on limbs, head or the torso will cause the same effect.
This is a ROLE PLAYING game. The object is to have
fun and enjoy the challenge of the scenarios, as well as the combats. To
this end it should be pointed out that there needs to be some give and
take when it comes to the combat. Basically you should consider the
"REALITY" of what just happened to your character. If you were stabbed
by a dagger what would be the reaction? That is how you should play it!
Of course in most FANTASY books the HEROES always continue to fight on
even after multiple wounds. It is for this reason that the POINT SYSTEM
was developed. This system allows you to continue fighting if the wound
was not too serious, or if you really just "gotta do it". Of course if
any of us were really struck by a sword and had an arm chopped off, I
seriously doubt that we would be able to continue to fight. It is quite
alright for a character to fall screaming to the ground, on the first
such hit. You do not have to play the macho HERO. In fact those that
play the roles more realistically will gain from it.
All wounds must be healed or bandaged, or a
victim will bleed to death
The patient can immediately return to play after
being healed of light or serious wounds those healed of mortal wounds
must rest another 9 minutes before they will be fully recovered. If they
cannot do this, they will be fatigued until they do rest 9 min. Fatigued
characters cannot engage in combat.
Remember this is a role playing game. That you can be healed is a lot in
itself. That you can be back in the game at all is great!
KI-BOLT:
This is the ability to channel the life force
energy in a high intensity blast that will discharge into the first
living thing that it comes in contact with. Be it earth, tree, bush,
animal or character. This bolt of energy will affect any organism that
has a rudimentary nervous system. Basically it will deaden all nerves in
the area that it hits for approx. Three (3) minutes.
In the case of this energy discharging into
the living tissues of a player’s arm or leg, they will lose all use of
said limb for three (3) minutes.
If the victim should be hit in the head or
body it will cause a loss of consciousness also for three minutes.
Upon regaining consciousness the victim
will feel ill for an additional three minutes due to system shock
(headache and nausea are the primary symptoms).
All mystics have a tennis ball with their mark on them. These signify
the ki-bolt energy. They can be retrieved and reused as often as you
wish, but you can only use your own.
SUGGESTION
An over powering command that a mystic can place
on another living entity which forces them to do the mystic’s bidding.
The mystic must touch their victim
and state "I suggest...", followed by the
actual suggestion.
This will open the victim’s mind to the
mystic and allow them to subvert the will of the hapless one. This
ability has two applications: first, as a overriding command that is
very specific, and secondly, with prolonged contact, as a truth-read.
A victim will not commit suicide or murder if it
is not in their character.
However, such a conflicting command would
create schizophrenic behavioral reactions and most likely result in the
loss of sanity and/or consciousness. This will last until the suggestion
is removed or completed, or until the victim dies.
Using it as a truth-read is limiting.
It will only enable you to tell if you are
being lied to or not.
SCRY:
This allows an advanced Mystic to foretell the
future, or an apprentice Mystic to view things hidden from sight, such
as what’s really inside a box, an egg, behind a door.
The Player can actually open box, egg,
door, etc., and look, without suffering the consequences to that action.
To do so, the Player must proclaim, “I am
using the spell of Scrying to see what’s behind/inside/hidden...”, etc.
Everything must be returned to the
condition it was in, prior to the spell.
If the scrying spell is interrupted, the
consequences are suffered as if the Player had opened the object.
SPEAK-WITH-SPIRITS:
This is the ability to communicate with the dead.
The ability is invoked by touch (risky with
zombies).
The Mystic may then ask what they wish, and
dead must answer truthfully for up to 3 minutes.
After that, the spirit dissipates.
The Mystic may use the spell a second time,
but the spirit regains some free will, and may not choose to answer
truthfully, or at all.
If the spell is used on the same spirit a
third time, the spirit will be wrathful, because he/she wants to go to
the
ALCHEMICAL ABILITIES
The second category of MYSTIC ABILITIES is that of
the study of ALCHEMY: the mixing of powders and powers, lotions and
potions.
There are actually more than the three main
ALCHEMY abilities, but these are the ones that will be addressed first.
CONTINUAL LIGHT
This alchemical reaction is created when the
mystic mixes special phosphorescent chemicals with each other. The
duration can be for hours, or, if removed from their special alloy
container and spread on other objects it can last only for a short time.
The continual light is a cyune chemical candle, or safety light. It
comes in various colors and can be applied to most objects with little
side effects.
Application to skin surfaces may cause a
reaction.
FIREBALL
This is possibly the single most powerful weapon
in the world, at least as far as humanity is concerned.
The fire ball is an alchemical reaction
between equal measures of three base powders. Using white phosphorus,
(flour) magnesium sulphate (corn starch) and sulpher/sulfur (corn meal),
the mystic carefully measures 1cp of each and mixes them together
thoroughly.
Takes 9 minutes of concentration to make.
An apprentice Mystic can only make one
Fireball at a time, so use 1/3 cup of each ingredient.
While mixing this powerful concoction, the mystic
infuses the chemicals with life force energies. This leaves the mystic’s
personal "signature" in the chemicals as well as adding a priming agent.
Only the mystic that prepares a fireball
will be able to use it.
Once the chemicals have reached the proper mix,
they are poured into their receptacles (a paper towel, eggshell, etc.)
and sealed (taped closed).
The mixture can be placed in one to three
containers, depending on usage.
Fireballs that break in a pack are wasted
and cannot be reused.
Fireballs that do not explode can be
recovered and reused by the mystic that made them.
A fire ball, in whole or in part, cannot be
used by any other than the maker. The base chemicals can be.
A fireball is already primed at the time of the
mixing with the energies of a specific mystic. When this mystic holds
the fireball again they use a touch of ki energy to set the primer to a
stage of agitation. This will result in an explosion and conflagration
when it hits a target and bursts to mix with the air. The effects are
rather destructive.
Because this is alchemy, it will affect
even those in steel armor. They will be roasted in their shell. If the
fireball is burst while still in the mystic’s hand, or dropped, it will
affect the mystic as it would any other entity. A fireball that the
mystic decides to not throw must be declared deactivated.
Fireballs will return to ready state.
WARDS
Wards
are the 2nd best defense that a mystic has. This is because a ward will
destroy almost anything that tries to pass through it. The searing heat
will kill anyone foolish enough to try and cross through, as well as
destroy most arms and armor. Bullets or bolts will be vaporized. Ropes
and such will turn to ash. Suffice it to say that anything inside a ward
is going to stay there and any thing outside of the ward will remain
outside. The wards duration is as long as the mystic leaves it up, or
for as long as the mystic’s life force can power it. A dead mystic must
go and release all of their wards while a spirit before they can be
resurrected. This is done with goggles off and by scattering the ward.
A ward can be any size or shape. It can be as a
wall across a doorway, or a box or circle in the open. A ward actually
burns a fraction above the surface that it is on and can be as high as
20 feet or as low as 7 feet.
Wards are not able to be placed across (on)
water. They are able to be spread as a sheet on the ground, but it takes
a lot of sulphur (corn meal) to cover much area.
The mystic infuses the ward with ki energy while pouring a continuous
stream of sulphur across the area to be warded. This can be done
silently or with great ceremony, depending upon the tradition of the
mystic’s arts.
An apprentice mystic cannot carry more than 1 cup
of corn meal.
Ironically, this is also a component
chemical for fireballs, and must be protected from theft.*
(Those that role play the warding of an
area will benefit!) *(those that steal from a mystic may suffer serious side effect
POISONS AND ANTIDOTES
Mystics will have the ability to use certain poisons as well as
antidotes that are purchased from the apothecary or other sources. These
poisons can be rather vile and could be of a "signature" nature. Some
antidotes are a cure-all where as some are extremely specific. Some
mystics will learn the ability to create their own alchemical poisons
and antidotes. Poison identification is usually based on smell and
taste. In this rule system they are specific to the actual game scenario
that we are playing and can be acquired only through an NPC source, or
found in game play.
SCROLLS OF POWER
The scrolls of power come in two distinct types. One is for use by a
specific mystic only, the other can be utilized by any character that
knows how to read. The mystic’s scrolls are imbued with a touch of their
own ki energy and become "signature" scrolls at that time, usable only
by the mystic that owns them. These scrolls are usually of the following
three kinds:
SCROLL TO ANIMATE DEAD:
This scroll of power usually takes about three
minutes to read. It will imbue a corpse with an energy that will allow
it to motivate slowly, and follow the mystic responsible. Said mystic
must always be within thirty feet of the corpse, if the mystic flees
leaving the shambling corpse, it will fall dead again. The corpse once
animated will shuffle along with one arm extended before it, carrying
its possessions only. It can not fight nor will it proceed the mystic,
but will always face towards the originator of its existence. This
scroll can be used only three times, and can animate up to three corpses
per time. A mystic can not sustain more than three animates at a time
with-out some sort of magical assistance.
Corpses must wear safety goggles even
though dead for protection
SCROLL OF REGENERATION:
Used to regenerate amputated limbs of those that
are very unfortunate. This scroll will take approximately three minutes
to read.
The limb will re-grow from the stump, and
be fully restored in 30 minutes. In the case where the actual limb is
available it will be reattached immediately fully operational. It should
be pointed out that the first option is rather painful, and although the
limb is re-grown, it is still very weak for thirty minutes unless a
serious healing is preformed. This scroll can be used three times, and
regenerate all missing limbs on one victim at a time.
SCROLL OF RESURRECTION:
The single most powerful ability of the scrolls is that to bring life
once again to the dead. Reading this powerful scroll is a very draining
ordeal for the mystic. It must be preformed over the body indicated by
touch, with out the mystic losing the train of thought or concentration.
This is the ultimate in role playing for the mystic. Unfortunately they
can only perform like this three times in a day. The dead once
resurrected will be disorientated for approximately three minutes, but
because of the power of the magic, they will swiftly recover full
function of both mind and body in a short while. (9 mins.)
The dead will remember the traumatic experience of their death. This
scroll will raise only three entities at a time.
Actual Scrolls will be in the game and furnished to most of you for your
usage. DO NOT LET THEM GET STOLEN! |
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