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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 Inn and get raised, for Pete’s sake! 

 

 

 

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!

 

 

 

 

 

 
           Latest revision  01-08-10