Wizard Hat

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ADVENTURE!

You are ADVENTURERS, the brave souls who venture through the shadiest of lands in search of more experience(s) and treasure. Overarmed, overburdened and overpowered, you will let not a single broom or a ring of cheese escape your watchful eyes. Orc children are taught your names! (to run away from really fast)

Today, your travels have brought you before the great Inverted Tower of the CRIMSON OVERLORD, a mad wizard whose quest for world dominance ended approximately at the same time his Tower became Inverted. A relic of past ages, full of priceless artefacts and deadly perils! Recent tales among local peasants have talked about strange movements within, ancient horrors waking from their timeless slumber! Please just go and leave our cheese alone!

Your party now stands before the entrance to the great and somewhat accidental dungeon, of whom many songs were sung, some of which did not even include the word "decapitate", and which is said to hold the greatest libraries of Forbidden Lore in all of the lands! Where will adventure take you, and what mysteries of the most powerful and infamous wizard in history will you discover?

Apply now, put on your wizard hat and find out!

RULES!

The stats are the very simplicity itself!

  • Swordings: might be spearings, if you prefer. I'm not judging.
  • Wizardings: comes with the hat included.
  • Enigmas: it's a mystery! But you know it already, of course.
  • Craftiness: I have already disarmed you, trap!
  • Charisma: a stat with surprisingly many uses.

You have 33 points to distribute between your stats. You can cast magic with every single one of them. What's your brand of magic? Sword magic? Shady magic? Charming doors into opening on their own with your personality? It's all there! Wizardings is the standard, broadest kind of magic, but a powerful adventurer is going to be pretty magical no matter what path they take. Also the other kinds don't give you the hat. Sad but true. (but the others might give you different kinds of hats)

All species, classes, combinations and so on and so forth are encouraged. You're an adventurer, and an adventurer can do what they want because they're free! Perhaps even more so than a pirate.

All stats will find their use. Unconventional problem-solving encouraged by GM!

Equipment is free, but you are allowed two Magic Items of Considerable Power for you to define, and one specialty that you specialise in especially. If you want your species to give you special bonuses, one of these might also be used for that, potentially! In any case, adds 1 to a stat and -1 to difficulty whenever the specialty is relevant. Note: don't have it too broad, though!

Alright, that should be it. Hats on, everyone! To adventure!