Card Games

A taste of the updated TGWNN (here now!!!), Magic rules:
 "With the Magic paranormal ability your Character can do whatever it wants to.  Assuming a successful Magic check; but, before any Magic check, a Character must first succeed in a Focus check (with whatever Modifiers will affect the Magic check) or the Character cannot make the Magic Check."

wizard.jpg
Praise "The Master"

Ambitions: To rule the Universe.
 
Pets: "Bobo," the dragon, and "Coco" the Hellhound.
 
Turn-Ons: Power, unquestioning obedience, Power, and volcanos erupting on the South Lawn, and Power.
 
  Turn-Offs: Incompetence and daisies.
 
   Ideal First Date: Travelling back in time to stop myself from going on the date in the first place, and stranding my date there with herself.

"Magus Novus"
Collection of various spells, rites and incantations; in Latin.
Magic: 4

"Géographique de le Cosmos"
French translation of the Classical Greek "κόσμος."
Teleport: 3

"κόσμος"
Classical Greek translation of unknown original work.
Teleport: 5

Although Magic does exist in the cosmos of The Game With No Name, along with all of its implications: frog princes, fire-breathing dragons, and enchanted underware, to name a few; nine-out-of-ten T.G.W.N.N. Game Masters agree that most citizens of said cosmos have the Skeptic endowment.

"Coco" the Hellhound:
Power: 5, Nimbleness: 4, Contempt: 5
Teeth: +1 Damage Modifier
Fiery Breath: +4 Damage Modifier

Initiates of
The Great Unnamed One-
Inept: 1, Blow Things Up: 3