R
rougebare
Guest
(While I'd label this as number 4 in the series, 4 as a number seems to have some debate. Some references argue this will be the fifth, but in any case, it is hoped this will stand up with the previous installments in epicness.)
Welcome to Wizard Battle. You play as a wizard who can do anything. Literally. Let yourself soar through the skies, bring someone back down to terra-firma, painfully. Give a wizard a present. Turn the said present into a bomb. I'm sure you get the idea.
For those interested in the previous actions in this universe, refer to the section in the legacy archive: here.
Rules
But just because you CAN do anything, doesn't mean that you SHOULD. Each turn a die is rolled for your wizard, which can alter the effects of what they do.
- Epic Failure. The opposite of your action happens. (This will always be unfavorable for the receiving wizard, regardless of the original action.)
- Failure. Your action fails completely. Bad things often happen in coincidence with this roll.
- Success? The action goes off... but perhaps not the way you intended.
- Success! The action goes off as you intended.
- Masterful. The action goes off, and it's somewhat improved.
- Epic Win! Your action is preformed in such fashion that something amazing also happens.
Whether you conjure a light snack or create an entire planet, the chances of success are the same, however the bigger and more potent the original action, the bigger and more potent the backfire could be.
There are often also Laws of Nature in force. They are rules that the wizards themselves impose upon the world. There is a soft cap of 6 laws, any laws above this count can be ejected by the universe.
You can edit your posts to respond to other wizard's actions, but their actions are their own. Do not attempt to control others actions. Please avoid unbreakable items and insta-kill spells as they aren't fun for anyone.
Keep game posts to this thread, there is a separate thread for discussion here(or anything else related, but this thread should only be actions and updates.) Finally, while there is not going to be a hard cap on action amounts, but try and keep them reasonably sized. In a long post, it may be ideal to emphasize actions, especially if you feel they could be easily missed.
Updates are on Sundays GMT, I'll try and gather in all actions, but be warned posts or edits made on the Sunday before update time are liable to be overlooked.
The Goal
The goal is to kill the other wizards of course. You get 100 hitpoints to start with but don't worry too much if you do get killed, as you can respawn. Your first roll after a (re)spawn is always a 4.
The scoring is kept in a Kills to Death ratio.
Joining
Signups are now closed, due to the impending end of the universe, you can still give wizards magical items though.
To join, simply post your first action(s), it's that simple. But I'd recommend at least giving your wizard a name, and a description. You can certainly draw a picture of your wizard if you are the artistic type.
If you wish to contribute, but not join fully, you can also give wizards in the game Magical Items simply by posting as well.
I will be capping the max number of wizards active at once, but feel free to chime your interest even if the game's full, I'll put you on a waiting list and notify you when space opens up.
Inactive wizards, who attempt no actions at all for 2 consecutive turns are liable to be kicked out, especially if there are people waiting to play.
That's all the prep out of the way, what are you waiting for?
...
Oh a starting scenario?Along with some starting lore for this universe. Very well.
This universe, is a scattered one. There are no traditional planets, merely fragments of land, or floating islands, floating around. Many of these islands may be familiar to those who have traveled across other universes. This is an unfortunate result of the previous universe's end. Each wizard gets a free aura that lets them survive in space, should it prove necessary. Two such islands are known to me well enough for me to send you there, but if you have something else in mind, I will not object. As it is currently however, the islands have been largely merged into a single large landmass.
Old starting location descriptions:
Location 1:
A green tinted crystal room. The vast emptiness of space is visible out of a huge archway in one of the walls, and a glinting podium is just about noticeable. The room itself seems to be full of lockers, also tinted green. In the corner there is a windowless door. It's closed, but stands out due to it's red frame, which contrasts quite heavily against the rest of the room.
Location 2:
A river's edge, or rather now, a waterfall, plummeting into the endless void below. The lust green pastures here are peaceful enough for now. A stone cliff face running alongside the river, has a wooden door in it's face. The door seems somewhat.. stained. Although it has a window, all you can see through it is more stone. A small way along the bank, right on the edge of a cliff, is a sign that seems to have snapped roughly in half. You can only make out:
"Bo
Her "
A green tinted crystal room. The vast emptiness of space is visible out of a huge archway in one of the walls, and a glinting podium is just about noticeable. The room itself seems to be full of lockers, also tinted green. In the corner there is a windowless door. It's closed, but stands out due to it's red frame, which contrasts quite heavily against the rest of the room.
Location 2:
A river's edge, or rather now, a waterfall, plummeting into the endless void below. The lust green pastures here are peaceful enough for now. A stone cliff face running alongside the river, has a wooden door in it's face. The door seems somewhat.. stained. Although it has a window, all you can see through it is more stone. A small way along the bank, right on the edge of a cliff, is a sign that seems to have snapped roughly in half. You can only make out:
"Bo
Her "
A green tinted crystal room. The only thing that is visible out of a huge archway in one of the walls is a large stone wall, making a glinting podium noticable against it's stone. The room itself seems to be full of lockers, also tinted green. In the corner there is a windowless door. It's closed, but stands out due to it's red frame, which contrasts quite heavily against the rest of the room.
Location 2:
A river's edge, or rather now, a waterfall, plummeting into the endless void below. The lust green pastures here are rather congested, with a tree complete with house in the center, and a pile of bridges near the edge. A stone cliff face running alongside the river, has a wooden door, and a brick wall with a poster on it, in it's face. The door seems somewhat.. stained. Although it has a window, all you can see through it is more stone. Beyond the waterfall, is a vast area of pink sands scattered with dead camels and cacti.
Current Wizards:
- Fred (Lukasmah)*
- Lon (Snail Man)
- Sean Stewart (Mercerenies)
- Inspector John T. Bucketface (roytheshort)
- Aedifex Preacanteo (TDSrock)
- Rheas (MikeDark_x)
- Noone
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