Goofy Sorcerer pitch: Sorcerer: King of Games
One-sheet pitch
Inspiration: Yu-Gi-Oh! the cartoon
Look & Feel: Early 2000s children's cartoon from Japan. Expect inexplicable hair. Also expect guns; this ain't 4Kids.
Premise: lmao no, this is a sim game now
Humanity: The power of friendship
Humanity gain: Being a good, honest person, who supports your friends
Humanity loss: Cheating, betraying friends, being mean
Humanity 0: Turn into Kaiba circa episode 1, a selfish jerk who'd put an old man in a hospital to get a rare card. Naturally you can keep playing at 0 Humanity.
Lore: Insight into the heart of the cards and the game's ancient origins in Egypt and Atlantis
Demons: Egyptian and Atlantean spirits bound to playing cards. Past that, go wild! Seriously, look up Yu-Gi-Oh! cards, there's a staggering variety. -- Also, much, much more powerful Egyptian and Atlantean spirits, including the spirits of humans, bound to ancient jewelry and clothing.
New descriptors
Ignore all the old Lore descriptors except Coven. Here's some new ones.
- Noob. (1 or 2.) You've just picked up a fun children's card game for the first time. Definitely don't start with a Millennium Artifact.
- Themed deck-builder. (2+.) Some archetype of Duel Monster holds strong appeal for you -- insects, the undead, wind-up toys, samurai, whatever. If you don't have a Millennium Artifact, you can start with two Duel Monsters.
- Historian. (3+.) You know an awful lot about ancient Egypt and Atlantis. Maybe you're even from there?
- I probably need one more, but what?
Demons: Duel Monsters
These are the most common sort of demons in the world, spirits bound in playing cards for a children's game. They're all Immanent demons from &Sword, unless there's a good reason why they shouldn't be. Despite that, they're invisible and can't affect anybody but their owner unless their owner plays them.
Metaphysically, these guys are spirits summoned by the ancient Egyptians and Atlanteans. They can take on a mind-boggling array of forms. Some are nice, some are nasty.
Everybody knows about Duel Monsters. It's not a big deal to see people dueling, and it's legal, as long as you're not disturbing the peace, destroying property, or hurting anyone. Almost nobody knows the true spiritual significance of Duel Monsters.
Demons: Millennium Artifacts
These guys are rare. They're combination Object and Possessor demons, and they can possess you if they smell weakness! You might even want them to do so, if their Will and/or Lore are better than yours, to give you a better shot at winning a duel.
Metaphysically, these are the spirits of specific, named humans from ancient Egypt and Atlantis. These guys were all sorcerers themselves. They may be noble, but they're never nice.
Almost nobody has ever heard of Millennium Artifacts, and even fewer people would ever believe that they're capable of magic.
You can start with a Millennium Artifact in addition to your Duel Monster.
Duels
Duels are fights under normal Sorcerer rules, but you can also harm your opponent through psychological and symbolic attacks. Get zany with it. A duel ends when one player/side yields, or takes 2x Stamina damage. All participants, including demons, are returned to full Stamina and Power afterwards -- death isn't permanent in a duel.
By the consent of all human parties, you can duel for control of the loser's best card. The winner makes a pact with that demon, and a binding roll, immediately after the duel.
Of course you can always get clever and set the duel up so the loser falls off a building. Then they'd still die.

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