Alright, so... I am working on a game reliant on the d20 system. I came up with the idea shortly BEFORE seeing Fate Stay/Night was a thing. The idea is very similar.
It has been changed drastically. Anyone interested in helping make this a thing?
It has been changed drastically. Anyone interested in helping make this a thing?
For many millennia, a war has been waged between 10 Magier families, originating from one original family. The family fought for control of the Chalice of Kings, a magical item that upon use, allows the family a wish with few limitations. However, the cup can only be used once every 10 years, and so, the families worked out an agreement. Every 10 years three people of varying age would be chosen to represent the village by the Chalice, and fight until 1 comes out on top. To ready those chosen, the families would teach their children how to become a Magier.
As the years passed, the families spread apart to parts throughout the world, some forgetting the ways of the Magier. Some families almost disappearing entirely, like the Schlosser and the Licht families.
Now, 2015 and the time has come again for Der Magier Spiel, but something may be a little different this year, and the competition may be in jeopardy, as well as the Chalice.
Magier and the Families:
A magier is a magician with the ability to utilize the natural energy around themselves, called Mana, and shape it into the elements, which the families are originally named after. The families are Fueuer (fire), Regen (Water), Eis (Ice), Blitz (Lightning), Boden (Earth), Luft (wind), Schlosser (metal), Licht (light), nacht (dark). Each chosen Magier is given a guardian which acts as a more effective weapon during the tournament, and can effectively be used to dictate a loss for the Magier if the guardian should die. The guardian is a spirit from the past (and on rare occasions literature), that has forgotten their name, only given a class by the Chalice. Upon realizing their name through the Chalice's power as the tournament goes on, their true potential is realized.
Magic:
Magic comes in many shapes and forms with basics kept on cards for Magier to learn and use as a catalyst. This magic can range from healing, to attack, to enhancing magic. All of which are given through the family, or by special magic shops disguised as simple knick knack stores. While there are spells for each element, their are also non elemental spells usable by all members of the 10 families, or anyone able to cast magic.
CS:
Name: (last name does not have to be the same as your family)
Family: (Which family you descend from. Also determines the magic that you use.)
Age:
Gender:
Appearance:
History:
Vormund: (your guardian)
Gender: (doesn't have to be the original gender)
Appearance: (leave blank for now)
As the years passed, the families spread apart to parts throughout the world, some forgetting the ways of the Magier. Some families almost disappearing entirely, like the Schlosser and the Licht families.
Now, 2015 and the time has come again for Der Magier Spiel, but something may be a little different this year, and the competition may be in jeopardy, as well as the Chalice.
Magier and the Families:
A magier is a magician with the ability to utilize the natural energy around themselves, called Mana, and shape it into the elements, which the families are originally named after. The families are Fueuer (fire), Regen (Water), Eis (Ice), Blitz (Lightning), Boden (Earth), Luft (wind), Schlosser (metal), Licht (light), nacht (dark). Each chosen Magier is given a guardian which acts as a more effective weapon during the tournament, and can effectively be used to dictate a loss for the Magier if the guardian should die. The guardian is a spirit from the past (and on rare occasions literature), that has forgotten their name, only given a class by the Chalice. Upon realizing their name through the Chalice's power as the tournament goes on, their true potential is realized.
Magic:
Magic comes in many shapes and forms with basics kept on cards for Magier to learn and use as a catalyst. This magic can range from healing, to attack, to enhancing magic. All of which are given through the family, or by special magic shops disguised as simple knick knack stores. While there are spells for each element, their are also non elemental spells usable by all members of the 10 families, or anyone able to cast magic.
CS:
Name: (last name does not have to be the same as your family)
Family: (Which family you descend from. Also determines the magic that you use.)
Age:
Gender:
Appearance:
History:
Vormund: (your guardian)
Gender: (doesn't have to be the original gender)
Appearance: (leave blank for now)