MagicDuel

Papa Mojo

  • 4Mind Power 4of 7 levels
  • No Homelandno alliance
  • Honor 321of 5,000

110 days in the realm since 4 October 2008 · started in The Original Story Mode

Record

  • Fights133 won · 173 lost
  • Active2% of days · 110 of 6,569
  • Adept ofLimbertok
  • Player ID99341
Play with Papa Mojo as your mentor

Join the realm from this page and you start as Papa Mojo’s adept. MagicDuel is free to play in the browser.

Character

Combat stats tap a row for its sources

  • 27.66 initial = 27.66

    The plain force your creatures strike with when you send them into a ritual.

    Treasure from won fights, where it is the cheapest of the nine to raise. Worn weapons lend it, and some shop and reward items grant it.

    Damage is your attack less the target's defence, and most abilities start their sum from it. Your total is shared out across the creatures in your ritual, so the same attack goes further in a ritual of two than in a ritual of six.

  • 16.07 initial = 16.07

    How much of a blow your creatures shrug off before it touches their vitality.

    Treasure from won fights, at three and a half times the cost of attack. Worn armour lends it, and some shop and reward items grant it.

    It is subtracted from nearly every incoming blow, so a defence above the enemy's attack leaves them doing the minimum of one damage. Like the rest, your total is shared out across the creatures in your ritual.

  • 13.56 initial = 13.56

    The strength behind everything your creatures do that is not a plain blow.

    Treasure from won fights, the second cheapest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    Healing, protecting, stealing life, draining principles and poisoning all measure themselves against power and ignore attack entirely. Stealing life is capped at 20 percent of a creature, and an aimed hit at 25.

  • 9.54 initial = 9.54

    How early your creatures move when a round opens.

    Treasure from won fights, at five times the cost of attack. Worn gear lends it, and some shop and reward items grant it.

    The whole field acts in order of initiative, highest first, so it decides whether you land a killing blow before the other side answers or after.

  • 12.66 initial = 12.66

    How readily the realm's heat answers to you, in a fight and on the road.

    Treasure from won fights, and one of the dearer of the nine. Worn gear lends it, and some shop and reward items grant it.

    It is added to the heat you get for a fight you start, and a quarter of it is added to the heat of every step on your own land, or on any land while you belong to none.

  • 8.39 initial = 8.39

    The realm's willingness to tilt a moment your way, or against you.

    Treasure from won fights, but only on about one win in eight, so it grows in jumps rather than steadily. Clickables in the lands hand it out, and worn gear lends it.

    On roughly one scene in three, luck finds you Winertia; luck below zero loses it instead. In a fight, luck on either side can double an effect or cancel it outright.

  • 12.03 initial = 12.03

    How readily your vitality comes back to you.

    Treasure from won fights, and by far the dearest of the nine to raise. Worn gear lends it, and some shop and reward items grant it.

    It swells the vitality your house pays you on every refresh, by up to half again, with half of that reached at 2,000. After a fight, every creature you sent is brought back up to at least its regeneration as a percentage of its maximum vitality. Your regeneration is shared out among them like the other stats.

  • 12.24 initial = 12.24

    Your nose for a price, and how hard you are to overcharge.

    Treasure from won fights, at one of the higher costs of the nine. Worn gear lends it.

    It takes up to 25 percent off a dwelling, a weapon and your house rent. The discount climbs fast at first and then flattens, reaching half its maximum at 750 and never quite the whole 25. It is the one of the nine the fight engine never reads.

  • 11.12 initial = 11.12

    How well you hold together while crossing land that is not yours.

    Treasure from won fights, at one of the higher costs of the nine. Worn helms and shields lend it.

    Stepping into another house's territory costs you vitality, and your energetic immunity cancels that percentage of the loss. At 100 the crossing costs nothing at all.

initialweaponsterritoryalliancemagicillusion

Skills that only grow

  • nothing yet = 0.00

    The weight of your own will, built by going where the realm pushes back.

    Every scene you enter that costs action points. Going in above the viscosity minimum pays more than going in below it. The secured day streak pays as well.

    Your share of a forge wish. There are five bands, from a tenth to a half.

  • 80 initial = 80.00

    How far your character can still be reshaped. It starts at 80 for everyone and is only ever spent.

    Nothing raises it yet. Every card you take by converting permanent stats lowers it by one.

    The price of your next card. At 80 a card costs 10 points; each point of plasticity you lose makes the next card dearer (59, then 69, then 81 ...), and each point above 80 makes it cheaper, down to a floor of one.

Leanings

MiningHerbalismWoodcuttingWaterhandlingFinesseExcavationGardeningFilteringExperimentalismTamingDowsingFusioningLogging100

No Leaning yet. Gathering and crafting grow them.

The Leanings are thirteen crafts that pull against each other: what a player practises grows, and what they neglect falls away.

Principles

Time Principle 25.08 · Principle of Cyclicity 39.05 · Principle of Entropy 35.27 · Transposition Principle 49.84

Realm

No Homeland

No alliance

Armoury

No set pieces worn.

Writings

Comments on self

A new mage, the knowledge of time and the natural cycle of the universe fascinate him. He endeavors to learn more, and accepts advice from all who might wish to help him on the path to enlightenment, either through knowledge and pursuits of the mind, or through battle and pain.

Papa: A term of endearment towards a father, or grandfather
Mojo: Luck, or a magic charm

It was a name given from a different place and time. Now, in this time and place, he realizes that having one\'s mojo is a very good thing. Luck is not so far removed from probability. If you can raise your probability to a certain point, is it still luck?

It is also here, in my personal papers that I think we all need to take a moment to consider just how awesome Metal Bunny is. He\'s currently running a multi-part quest, containing riddles, and humor, and content. Are you running a multi-part quest? No. Well, that\'s only one thing that shows how much more awesome Metal Bunny is then many of us. Do you have Bunny in your name? How about Metal? Metal Bunny has both. That\'s twice as awesome as someone who only had Metal, or Bunny in his name. Lastly, have you had anyone write a poem to you? Metal Bunny has men and women from around the world writing poems about how awesome he is. That should just go to show, that Metal Bunny may in fact, just be a demigod who\'s taken a form to share himself with us. We should all love Metal Bunny.







Height: 5\'10\"
Weight: 176 lbs.

Papa appears as a youngish black man. His cloths have an hourglass sigil on them, with the top portion of the hourglass being cracked. He has belt pouches filled with various herbs and other substances.He is bald, and has a necklace with the image of an Ouroboros.

Wish List:
Role: TimeKeeper or Watcher of the Cycles.
Basically interested in and strongly aware of how time and cycles progress, able to intuit changes in such, and may have some small abilities to alter or influence it.
Spells:
Evolve: Add +1 age to a persons creatures, makes all casters creature lose -1 Age
Devolve: Reduces 1-3 age from random creature, requires full VE of caster, which is lost after spell.
Cycle of Death: All creatures in combat strike twice per round.
Altered Perception of Time (Special): Acts as spell of same type except that it increases the casters regen timer to 30 mins for a period of two hours.
Slow: Opponents creatures are reduced to one attack every two rounds, caster must spend 50% of max VE to cast spell.

Personal hate list

I hate very little. Hate is one part of the cycle of emotions. Love, turns to hate, which can turn to sadness, leaving a field for love to return to.

Hate is merely a feeling in a moment of time, as ephemeral as anything else.

However, there are those who have raised my ire. Some of whom include:

Dojo Attackers, a work in progress
Pierre the Poet
cellozz
supercas
jun10121
darrydabby (multiple unannounced Dojo attacks)
fedebasso
Witiko
gato90

Creatures 15

  • Dark Archer IIIDark Archer IIIlevel 5 · 2 held
  • Aramor AssassinAramor Assassinlevel 3 · 2 held
  • Imperial AramorImperial Aramorlevel 1
  • Elemental IIIElemental IIIlevel 4 · 2 held
  • Grasan IIGrasan IIlevel 2 · 2 held
  • BloodPact Heretic Archer IIBloodPact Heretic Archer IIlevel 2
  • FledglingFledglinglevel 3 · 2 held
  • Hollow WarriorHollow Warriorlevel 2
  • JokerJokerlevel 1
  • Elemental IElemental Ilevel 2

The most experienced kinds, of 15 creatures in all.

Adepts 3

3 players joined the realm as Papa Mojo’s adepts.

From the Adventure Log

Page 113 · The Shade Ballance

A group of adventurers gathered together by Khalazdad are grouped in front of the Hawling gates trying to get in contact with the Shades. They even tried to bring them gifts and offerings in the hope they can contact them, without knowing, or without caring maybe of the dangers.

This story involves real player characters and grows every few hours. Read the rest in the game: you could become part of it.

Join the realmPlay