Welcome to Pumpkin Townanother funny little game from gargoyle13

Pumpkin Town 101

Character Creation

PERPS Rules

Pumpkin Magic

Places to Go...

...People to Eat

Credits

Where your eyes dont go
a filthy scarecrow waves its broomstick arms
and does a parody of each unconscious thing you do.
When you turn to look its gone
but behind your back its wearing
your confused expression
where your eyes dont go.
--- They Might Be Giants

Ok, you've decided your character needs to have magic. Fine, ok. Ask the GM - if it makes sense with your character concept- a Witch, an Enchantress, a malicious demon.. you should have it. Ok. Now You have Magic. Put it down as a skill when you choose skills. There ya go.

Hmm? Oh, magic system? well, there isnt much of one. There is only this big stack of guidelines for running magic: If narrating or freeforming confuse or annoy you.. then dont take Magic or come up with something else.

Guidelines for any Magic used in the Game

Magic requires a successful Skill Test (See PERPS Basic Rules to be successful). But even if the test is successful you still have to consider the other factors listed below.

Magic only works when it complements the plot.

Villian Magic almost always works.

Night Spells (Spells cast during the Night Shift) get a bonus to success if they are especially dark, twisted, violent, destructive or rude. This same type of spell is either impossible to work during Twilight or it works at a reduced effect level.

The effects of magic are narrated out by both player and GM in a way that both are satisifed with the result. If either party is dissatisfied, then the effect is a fizzle. GM's are selectively exempt from this rule. In general, if the players abuse the ability to make villian magic not work as it should, (contravening rules #2 and #3) the GM can override and determine results singlehandedly. Some players will never be able to handle this kind of responsibility, ayup.. but a policy of trust is always a good idea.

Magic can never be used to outright control anyone else. No Mind Control Spells. You can make a person fall in love with another person.. but what they do about that is up to them.

Oh one more thing: during the Night Shift ( see Cosmology ) Its got to Rhyme*. During the Twilight Shift youv'e got to have Candy**. ***

* - Yes, I said Rhyme. and this is all the players work. GM's only get to help narrate out effects.. a player phrases a spell in a rhyme. Can't phrase that fireball into a rhyme? tough luck. Sometimes I can only manage a conjured rotten egg. The rhyme must be at least a full couplet. Bonuses for whole poems. Non-rhyming Haiku is acceptable for spells that only affect the spellcaster.

** - Candy. Real candy in this case. the player (and the character) has to have real candy on his/her person and he/she must distribute at least 1 piece of the candy to any other players present who will be affected by the spell, or to the GM if the spell affects an NPC or Pumpkin Town itself. If the player is casting a Twilight Spell on herself she must eat the candy. (yes, in real life) The GM will make the call if it works or not. Don't like Candy? Hah. Wait till night and cast a Night Spell then.

*** - GM's are not exempt from this rule except when a spell is cast off scene or out of the action. I mean, that should be obvious. If the spell is cast within sight/sound of the players the GM must follow suit and follow the Candy and Rhyme rule. That is only fair.