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So as a result of some derpery, I've decided to run a completely non-serious game about wizards of world-shattering power. You want to turn a mountain upside down? Can do. Fight extra-dimensional horrors that came about as a result of a miscalculation? Happens every Tuesday(as defined by the calendar of Th'Oth who didn't even have a concept of week. May or may not coincide with actual Tuesdays). Blow things up? Better be careful, you might spill someone's tea(and we don't want to repeat the last time THAT happened).
The setting is very loosely based on the Mage's Guild threads that occasionally happen on /tg/(check the archive, suptg has at least a few, I believe fools archives all /tg/ threads) and using rules cobbled together from Don't Rest Your Head and my twisted imagination.
The game will be run via IRC and most likely every other saturday, depending on schedules of the people involved.
Rules and stuff
Since the game is based on Don't Rest Your Head, you don't have to worry about rules or anything when creating the character(although you should probably read them anyway because I'm bad at explaining things)
Character sheet and explanations below
Discipline dice: You get three of these and you roll them every time.
Augmentation dice: These represent various active magical effects hovering about you. They might have a wide range of side-effects ranging from mild taste of silver to all plantlife within you withering and dying. The problem is that they're hard to turn off. Basically exhaustion dice.
Magic dice: These represent the amount of magical effort you're bringing to bear. That isn't to say you can't use any magic without relying on magic dice(for example, anything you could do by mundane means and other fairly trivial things - casting a fireball, for example) but if you want to use serious magic(blowing up buildings, creating golems, turning an entire village into zombies, making anyone entering the fighter's guild through the main entrance turn into a busty elf), you'd better be willing to throw several of these in. Basically work the same as madness dice, meaning every time you do something, you get to choose how many you throw in - anything between 0 and 6. If you throw enough magic dice into your roll, it doesn't matter if you win or lose, the spell still goes off, only the precise effects vary.
Crashing: You got 6 augmentation dice and augmentation just dominated? Something goes terribly wrong and the temporary effects fire about randomly. You might grow two new arms, your current arms might turn into tentacles(very inconvenient if you need fingers right away), you might grow dozens of eyestalks or your leg might explode. You might even die. Whatever it is, it's seriously inconvenient and very hard to reverse.
Responses and permanent "madness": Responses work more or less the same as they do in DRYH. Permanent magic dice means you do everything with magic, all the time. Losing last discipline die means something horrible happened to you and you cease existing as a PC. You might rip a hole into reality and fall out, disappearing and leaving everyone else to deal with the hole. You might get eaten by a cosmic horror, which decides that it really likes the taste of wizards. You might become a cosmic horror. Either way, it's something seriously inconvenient to the other players and your next character.
EDIT: If you're not interested in finding and reading the entire system,
The setting is very loosely based on the Mage's Guild threads that occasionally happen on /tg/(check the archive, suptg has at least a few, I believe fools archives all /tg/ threads) and using rules cobbled together from Don't Rest Your Head and my twisted imagination.
The game will be run via IRC and most likely every other saturday, depending on schedules of the people involved.
Rules and stuff
Since the game is based on Don't Rest Your Head, you don't have to worry about rules or anything when creating the character(although you should probably read them anyway because I'm bad at explaining things)
Character sheet and explanations below
Name and title: Self explanatory. The title should be something suitable for a wizard of your calibre, and is probably related to your specialty.
Current discipline: You start with three
Current augmentation: Ranging from 0 to 6, you start with 0.
Responses: Fight or flight, choose three times.
Speciality: This is functionally equivalent to madness talent. Within the realm of your speciality, you can do almost anything. These shouldn't be TOO broad. Conjuration is too broad; summoning demons/hookers/space owls is fine. Being a mighty wizard, you can also cast a wide range of other spells, it's when things start getting too esoteric that you'll need to rely on specialization.
Aptitude: This is the equivalent of an exhaustion talent. It's something mundane or not so mundane you're good at. Not necessarily related to your specialization.
What's on the surface: What's the first impression people get when they meet you. Includes your appearance.
What's beneath: What kind of person you really are and any particularly important secrets.
Why did you become a wizard: Self explanatory.
Who are you feuding with: A description of someone you really hate and who returns the feeling. Include also how the feud is taking place: This can be anything from clashing armies to cutting remarks during the faculty meetings.
Who are your allies: Obviously you're aligned with the other PCs, but who else is willing to lend you his support - and who you'll support in turn(unless you're a backstabbing bastard)
Other notes:
OOC notes:
Current discipline: You start with three
Current augmentation: Ranging from 0 to 6, you start with 0.
Responses: Fight or flight, choose three times.
Speciality: This is functionally equivalent to madness talent. Within the realm of your speciality, you can do almost anything. These shouldn't be TOO broad. Conjuration is too broad; summoning demons/hookers/space owls is fine. Being a mighty wizard, you can also cast a wide range of other spells, it's when things start getting too esoteric that you'll need to rely on specialization.
Aptitude: This is the equivalent of an exhaustion talent. It's something mundane or not so mundane you're good at. Not necessarily related to your specialization.
What's on the surface: What's the first impression people get when they meet you. Includes your appearance.
What's beneath: What kind of person you really are and any particularly important secrets.
Why did you become a wizard: Self explanatory.
Who are you feuding with: A description of someone you really hate and who returns the feeling. Include also how the feud is taking place: This can be anything from clashing armies to cutting remarks during the faculty meetings.
Who are your allies: Obviously you're aligned with the other PCs, but who else is willing to lend you his support - and who you'll support in turn(unless you're a backstabbing bastard)
Other notes:
OOC notes:
Discipline dice: You get three of these and you roll them every time.
Augmentation dice: These represent various active magical effects hovering about you. They might have a wide range of side-effects ranging from mild taste of silver to all plantlife within you withering and dying. The problem is that they're hard to turn off. Basically exhaustion dice.
Magic dice: These represent the amount of magical effort you're bringing to bear. That isn't to say you can't use any magic without relying on magic dice(for example, anything you could do by mundane means and other fairly trivial things - casting a fireball, for example) but if you want to use serious magic(blowing up buildings, creating golems, turning an entire village into zombies, making anyone entering the fighter's guild through the main entrance turn into a busty elf), you'd better be willing to throw several of these in. Basically work the same as madness dice, meaning every time you do something, you get to choose how many you throw in - anything between 0 and 6. If you throw enough magic dice into your roll, it doesn't matter if you win or lose, the spell still goes off, only the precise effects vary.
Crashing: You got 6 augmentation dice and augmentation just dominated? Something goes terribly wrong and the temporary effects fire about randomly. You might grow two new arms, your current arms might turn into tentacles(very inconvenient if you need fingers right away), you might grow dozens of eyestalks or your leg might explode. You might even die. Whatever it is, it's seriously inconvenient and very hard to reverse.
Responses and permanent "madness": Responses work more or less the same as they do in DRYH. Permanent magic dice means you do everything with magic, all the time. Losing last discipline die means something horrible happened to you and you cease existing as a PC. You might rip a hole into reality and fall out, disappearing and leaving everyone else to deal with the hole. You might get eaten by a cosmic horror, which decides that it really likes the taste of wizards. You might become a cosmic horror. Either way, it's something seriously inconvenient to the other players and your next character.
EDIT: If you're not interested in finding and reading the entire system,
You must be registered to see the links
is a fairly good summary of the mechanics.
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