*Co-Creator and Original Idea, Credited to Dual*
Here is the story so far...
[Background and Story]
Your character will awake on a train going from olden day New York to Washington DC. They will have no memory, no name or no clue what the hell is going on. Aside from the you, there will be a total of 22 people on that train. The train is driven automatically and you cannot see everyone on the train, as it has coaches, therefore there is one other person with you in it. You open your eyes and you see a cell phone in your hand. At that very moment a loud ringing sound occurs in your phone and it seems everyone else on the entire train. You answer it immediately and a cheerful yet daunting voice answers and explains the rules of the game.
"Want to play a game? Of course you do, you have no choice!" the voices gives out a giggle "As you can already see, you completely forgot who you are, where you are going and what on earth you are doing here. It's very simple I injected you with a formula that blocks the memories of your past. Are you scared yet? Don't be, it's fun!" That voice giggles again. "You must know there is a bracelet on your wrist that will not move and/or come off, it will resemble your name for this game. As well as a hard steel necklace that will self destruct in 22 days if you don't kill 2 people, that doesn't come off either. Why must you need a animal to represent you? Well, you simply don't have your name, do you? There is a total of 21 other people like you right now, but with only few differences. I'm going to need you to check your back-left pocket right now, but do not show the front of it away from you quite yet. As you can see on the way other end of the coach, there is someone else there. You wouldn't want one of your enemies to know your card already. This card will have a special ability that will give you an enhancement in the game. Either it be defensive, or offensive. To use it, simply point the card towards the enemy and say it's name. Oh, you think that is it? Just simply kill the person in front of you? Not quite!" The speaker mocks you. "You will have exactly 22 days to kill at least 2 enemies and collect their cards. You can use their cards once you destroy them, the same way you do yours. At the 22 day mark, that steel necklace around your neck will destroy you or release you depending on your progress. You cannot remove it, don't try. Red flags mark out of bound areas, if you go more than ten feet past them your necklace will exploded. But, remember, you may need to kill 2 people but so does everyone else. Keep your friends close and your enemies closer.
The phone flicks off and the trains stop. At once the train coaches suddenly starts to shake and spin in spirals. It seems they don't want everyone so close to each other. As your coach stops you fall out the coach door at your end as well as your counterpart, the coach sealing up.
[Rules, Regulations and Extra Information]
oo1. The cards will be given out randomly, I will PM them.
oo2. The table will be your guidance.
oo3. The card is alive and will tell you its ability as you use it.
oo4. The table will keep track of cards that are revealed.
oo5. The trinket is your choice, however no weapon can be used.
oo6. Simply fill the CS, post it and let me okay it. Then I'll send you your card.
oo7. Absolutely no god-modding, not everyone can stay alive. Hence it being a game.
oo8. When using character simply put their trinket at the top when actually posting in the IC.
oo9 After every two deaths, another ability will be added to each card, thus not making the game to be totally the same. I will step in and have the person call, telling them how to use it.
o10 Remember, the characters don't know the abilities until they use them..
o11 When you collect more than one card, and successfully kill someone. You regain a bit of your past, and have that cards ability as well.
o12 As far as killing someone, not all abilities will be offensive. Therefore, bows and arrows, swords and other olden day items can be found. A call will be motioned when items will be dropped from crates.
o13 As far as the setting, it will be in a large plain, forest, collapsed city and waterfall. There is no civilization around nor can you reach it.
o14 If an ability has a time on it, you can only use it once per hour in the IC. If it's permanent(as it will state), then you will not ever need to actually call out the name again.
This is for any type of questions I will be asked over time and I will answer them, then type them on here for future references.
Q:"What do you say when you are trying to use your ability?"
A:When you first start out you will have one ability, you will say the card name to use it. After kills more abilities will come available and the GM aka crazy lady will call you and tell you how to use each one. You will also receive a PM from me what your new ability is, but remember your characters do not know what they are until they use them.
This will slowly keep track of the game as well as the day to day summary below it.
01|The Fool|Beginning, innocence, spontaneity, carefree|---|---
02|The Magician|Power, skill, concentration, action|---|---
03|The High Priestess|Intuition, Higher power, mystery|---|---
04|The Empress|Feminity, nurture, Mother Earth, nature, birth, fertility|---|--
05|Emperor|Authority, father-figure, structure, solid foundation|---|---
06|The Hierophant|Group identification, conformity, tradition, religion|---|---
07|The Lovers|Love, union, bonds, alignment, relationships|---|---
08|The Chariot|Control, will power, victory, assertion|---|---
09|Strength|Strength, courage, patience, soft control|---|---
10|The Hermit|Soul-searching, introspection, being alone, guidance|---|---
11|Wheel of Fortune|Luck, karma, destiny, turning point|---|---
12|Justice|Justice, fairness, karma, cause and effect|---|---
13|The Hanged Man|Suspension, letting go, sacrifice, martyrdom|---|---
14|Death|Endings, beginnings, life cycle, transition|---|---
15|Temperance|Balance, moderation, patience|---|---
16|The Devil|Bondage, addiction, sexuality, materialism|---|---
17|The Tower|Disaster, shaken foundations, sudden change|---|---
18|The Star|Hope, spirituality, renewal, inspiration|---|---
19|The Moon|Illusion, fear, insecurity, mystery|---|---
20|The Sun|Fun, warmth, love, positivity, enlightenment, vitality|---|---
21|Judgement|Judgement, rebirth, inner calling|---|---
22|The World|Completion, integration, accomplishment|---|---
Types of Abilities
The [ ] with each number correspond with the coach numbers, where each pair starts out at. To move to one side of the map to the other would take about 3 days time for a reference.
You glace about taking in the view. To your north you see woods, thick an uninviting. To your west woods as well with growls of an animal nearby. To your south you see a massive body of water, waves gently lapping. To your east the shoreline, littered with driftwood.
Looking about you see nothing but thick woods, each way appears to look the same. Vines wrap around trees in complex patterns.
Looking to your south you can make out a path and a outskirt of woods. To your west you can make out a caved in house of some sort along a dirt path. The east looks much like the south, however you begin to see cobble stone along the path. To the north is a massive hill that maybe able to give you a good view, it is slightly rocky with root systems showing.
Looking to your north you see dead grass leading to the outskirts of a lush forest, but onlu if you squint. To your west you see a single mountainous spire , tearing at the sky. To the east you see rows of mountains rocky and inhospitable. To the south it appears the same as to your east, however an outline of a cave can be seen.
Looking about to your east you see a small brook with small shellfish. All around you see tall grass that leads to small paths into a forest.
Looking to your north you see a thick grouping a trees that looks like too much work to push through. To your east seems much like the north. To your west looks to forest with larger trees, seeming to be more manageable. To your south is a large mound, holding four large pillars of stone.
To your north you see a vast plain of grass lands, nearly waist high. To your east looks seem to be a never-ending plain cut only by a row of red flags bearing skull marks. To the south a massive mound seems to rise above the pains made of grass and dirt. However to your west a rising plateau overshadows everything as the dominate sight. Its red stone contrast greatly with the golden grass of the plains.
All around you is a dense jungle of vines, tree trunks, and thick canopies. Small critters rush away as you gaze about, none larger than a the monkey that howls at you while he proceeds to throw feces at you.
Looking about you see yourself among a clearing of burned trees. Nothing grows where your stand, however to your north and south lines of trees clearly battle to reclaim the soiled land. To your west a patch of more manageable trees grows, while to your east shows a small mound with golden grass growing.
Your car has been slammed into an existing three story structure of wood and stone. Broken bits of wood lay all about you as dust still lingers in the air from impact It looks stable enough, however it reeks of death. To your south clearly show a line of red flags bearing skull symbols. To your north you can make out a faint tree line. To your east a path made of cobble stone and an additional line of trees leading into a woods.
You look about seeing a moderate amount of woods about you. Paths lead to your true north, south, east and west.
Cat played by Greycat
Snake played by Sir Beowulf
Owl played by Jumjummju
Wolf Played by InsanitiesJack
Knight played by Voltin
Book/Novel played by Imperfectionist
Oak played by WittyReference
Griffin played by emptychronicles
Dragon played by Oblivion Fangx
Cockroach played by Simian
Cricket played by Supernerd
Fox played by Sikako
[Cat] & [Dragon]
[Snake] & [Cockroach]
[Knight] & [Griffin]
[Owl] & [Wolf]
[Oak] & [Book]
[Fox] & [Criket]