Red Wizard
Expanded from 101 Plots from BITS
For Marc Miller’s Traveller
Expanded for Classic Traveller minigame play
By the Pakkrat
Coupled with the Realvision hardware console, Red Wizard is a virtual reality, fantasy genre game enjoyed by sophonts across Charted Space. The heavily instanced game has skyrocketed user membership, enriching both the Realvision virtual reality platform and the developers of the online game Red Wizard.
The goal in Red Wizard is to progress as one of a selection of wizardly professions up through the circles and modalities to become a “Red Wizard” the pinnacle of magical mastery. The game uses either a direct connection CyberCord to a user’s implanted Wafer Jack for direct, thought controlled interface or a goggles and gauntlets connection via SlothCord. Wafer Jack interface users are loosely called ‘Jacks’ while the less invasive gear users are termed ‘Sloths’ who must turn their heads or make gestures with the gauntlets to give the console platform commands. Users move their avatars, specially generated and secure personalities, through the virtual game world to go on quests, develop established headquarters and team up with other wizards to surmount more difficult challenges.
In Red Wizard, all users called players take on a wizardly profession while the game world portrays all the mundane peasantry, quest-givers, town guards as well as monsters called ‘mobs’ to fearsome ‘boss’ villains. Story flows along as a backdrop to the players’ avatar progression. Avatars are specially encoded through high-tech translative programming by use of a player’s real and most recent body-scan down to DNA code. A typical body-scan (TL-8 and higher) costs around Cr1000. This makes an avatar in Red Wizard unusable to any other player, limits a user to only one avatar in the game world and ensures the player’s likeness appears as the scan records. Records can be updated for the avatar but never duplicated or accessed by another user. Gaming critics have complained of the singleton avatar choices but the community across Charted Space has not followed suit in a boycott.
Though the choices of wizardly professions increase as development playtests new archetypes for release, the current professions are:
Alchemist – the chymist, the brewmaster, mixologist of arcane formulae, centers on magical, one-off buffs for himself and his team or explosive volatiles to defeat foes
Artificer – an inventor, clock-worker, master craftsman using magic and technology to produce thaumaturgical and labyrinthine devices to employ in adventuring and vanquishing foes
Elementalist – Air, Earth, Fire, Water and those between the classic elements are the purview of this wizard never without at least one to bend to his will in various application
Godstriker – the priest, prophet, divine invoker who uses immortal magic to heal allies and strike holy energies upon his foes
Primal – the druid, the shapechanger, a naturalist worker of ancient runes and woadling, this mystic hearkens back to the Old Ways of magic to amplify his combat prowess
Profaner – the necromancer, sorcerer, defiler, warlock who uses diabolic, abyssal and negative energies directly to slay enemies, summon extraplanar entities or animate corpses to command
More professions are added in increments of a few years while others are removed to Legacy Mode when they fall out of favor of the fanbase.
One profession sent to Legacy Mode was the Psionicist wizard. This controversial profession was discontinued in 775 Imperial when scandals and smear campaigns gone viral over psionics and known Psions which led to the Psionic Suppressions and the closure of all Psionic Institutes. In conjunction with the mandates from the Emperor, Red Wizard and Realvision sent the game Psionicist into Legacy Mode by sending all player-users back to initial login and avatar design to choose a new profession.
Magic in Red Wizard is dangerous. One key mechanic is the Backlash or Surge, described as magical power becoming too chaotic for the wizard to maintain control. Each user interface has a Backlash Meter allowing them to monitor how much active energies they have stacked cumulative. Often this meter is unreliable as it only grants an estimation of how much more magic a wizard can bring to bear before a Backlash occurs. The most common effect of such an overload is the death of that wizard, though lesser effects have been recorded by players witnessing a Backlash from afar.
Alchemists – prepare their volatiles, acids, chemicals, explosives and other products of recipes and formulae at the site that they are prepared. This means that they backlash most often at their Tower outside of battling foes.
Artificers – suffer fewer backlash events than other wizards, however their contraptions are more likely to misfire, malfunction, explode, fall to pieces or backfire on the wizard. Often an Alchemist and their Laboratory suffers the brunt of such surges though they can include allies when it happens to them.
Elementalists – backlashes from the fast magic of the Elementalist are immediate and can be devastating as the wizard loses control of or misdirects the mix of elements in their application. Elementalist surges can spawn terrible, lasting weather effects, tidal problems, earthquakes, or wildfires if caution is lost to the wind.
Godstrikers – coming from their divine source or a feedback loop from smiting foes, these priests can suffer immense backlashes from overextending their miraculous magics too widely, too often, or when an effect is too intense to avoid such a surge.
Primals – like the Alchemist, these followers of the Old Ways can employ too many runes, too dense of woadling paints, stacking too many enhancements or runic magic effects in their immediate area or directly to themselves or others for their skill to cause devastating, critical mass meltdowns of released magical chaos.
Profaners – the fastest and most malignant magics of these sorcerers propel them up the Backlash Meter the quickest, offset by their meteoric advancement as a profession. This is not a wizardly profession for the impatient.
Expanded from 101 Plots from BITS
For Marc Miller’s Traveller
Expanded for Classic Traveller minigame play
By the Pakkrat
Coupled with the Realvision hardware console, Red Wizard is a virtual reality, fantasy genre game enjoyed by sophonts across Charted Space. The heavily instanced game has skyrocketed user membership, enriching both the Realvision virtual reality platform and the developers of the online game Red Wizard.
The goal in Red Wizard is to progress as one of a selection of wizardly professions up through the circles and modalities to become a “Red Wizard” the pinnacle of magical mastery. The game uses either a direct connection CyberCord to a user’s implanted Wafer Jack for direct, thought controlled interface or a goggles and gauntlets connection via SlothCord. Wafer Jack interface users are loosely called ‘Jacks’ while the less invasive gear users are termed ‘Sloths’ who must turn their heads or make gestures with the gauntlets to give the console platform commands. Users move their avatars, specially generated and secure personalities, through the virtual game world to go on quests, develop established headquarters and team up with other wizards to surmount more difficult challenges.

In Red Wizard, all users called players take on a wizardly profession while the game world portrays all the mundane peasantry, quest-givers, town guards as well as monsters called ‘mobs’ to fearsome ‘boss’ villains. Story flows along as a backdrop to the players’ avatar progression. Avatars are specially encoded through high-tech translative programming by use of a player’s real and most recent body-scan down to DNA code. A typical body-scan (TL-8 and higher) costs around Cr1000. This makes an avatar in Red Wizard unusable to any other player, limits a user to only one avatar in the game world and ensures the player’s likeness appears as the scan records. Records can be updated for the avatar but never duplicated or accessed by another user. Gaming critics have complained of the singleton avatar choices but the community across Charted Space has not followed suit in a boycott.
Though the choices of wizardly professions increase as development playtests new archetypes for release, the current professions are:

Alchemist – the chymist, the brewmaster, mixologist of arcane formulae, centers on magical, one-off buffs for himself and his team or explosive volatiles to defeat foes
Artificer – an inventor, clock-worker, master craftsman using magic and technology to produce thaumaturgical and labyrinthine devices to employ in adventuring and vanquishing foes
Elementalist – Air, Earth, Fire, Water and those between the classic elements are the purview of this wizard never without at least one to bend to his will in various application

Godstriker – the priest, prophet, divine invoker who uses immortal magic to heal allies and strike holy energies upon his foes
Primal – the druid, the shapechanger, a naturalist worker of ancient runes and woadling, this mystic hearkens back to the Old Ways of magic to amplify his combat prowess

Profaner – the necromancer, sorcerer, defiler, warlock who uses diabolic, abyssal and negative energies directly to slay enemies, summon extraplanar entities or animate corpses to command

More professions are added in increments of a few years while others are removed to Legacy Mode when they fall out of favor of the fanbase.
One profession sent to Legacy Mode was the Psionicist wizard. This controversial profession was discontinued in 775 Imperial when scandals and smear campaigns gone viral over psionics and known Psions which led to the Psionic Suppressions and the closure of all Psionic Institutes. In conjunction with the mandates from the Emperor, Red Wizard and Realvision sent the game Psionicist into Legacy Mode by sending all player-users back to initial login and avatar design to choose a new profession.
Magic in Red Wizard is dangerous. One key mechanic is the Backlash or Surge, described as magical power becoming too chaotic for the wizard to maintain control. Each user interface has a Backlash Meter allowing them to monitor how much active energies they have stacked cumulative. Often this meter is unreliable as it only grants an estimation of how much more magic a wizard can bring to bear before a Backlash occurs. The most common effect of such an overload is the death of that wizard, though lesser effects have been recorded by players witnessing a Backlash from afar.
Alchemists – prepare their volatiles, acids, chemicals, explosives and other products of recipes and formulae at the site that they are prepared. This means that they backlash most often at their Tower outside of battling foes.
Artificers – suffer fewer backlash events than other wizards, however their contraptions are more likely to misfire, malfunction, explode, fall to pieces or backfire on the wizard. Often an Alchemist and their Laboratory suffers the brunt of such surges though they can include allies when it happens to them.
Elementalists – backlashes from the fast magic of the Elementalist are immediate and can be devastating as the wizard loses control of or misdirects the mix of elements in their application. Elementalist surges can spawn terrible, lasting weather effects, tidal problems, earthquakes, or wildfires if caution is lost to the wind.
Godstrikers – coming from their divine source or a feedback loop from smiting foes, these priests can suffer immense backlashes from overextending their miraculous magics too widely, too often, or when an effect is too intense to avoid such a surge.
Primals – like the Alchemist, these followers of the Old Ways can employ too many runes, too dense of woadling paints, stacking too many enhancements or runic magic effects in their immediate area or directly to themselves or others for their skill to cause devastating, critical mass meltdowns of released magical chaos.
Profaners – the fastest and most malignant magics of these sorcerers propel them up the Backlash Meter the quickest, offset by their meteoric advancement as a profession. This is not a wizardly profession for the impatient.
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