[@Vongola_Hasayo] I am happy to summarise for you, but I do need players who have read the first two OOC posts, as there is admittedly alot going on! [center][h3][b]Meltaine[/b][/h3][/center] The mythical land of Meltaine is a place lost to legend. It is said this land was once a peaceful and harmonious paradise, with the [b]Kings[/b] and [b]Queens[/b] the embodiment of all good in the world. They were also known as the [b]Guardians of the Royal Lines.[/b] A mysterious sickness swept through the kingdom. The [b]Royal Lines[/b] grew tired and withered, and the land itself became corrupted with their illness. When they died, the virtues each one held inside them shot up into the sky as a symbol of light, shattering and scattering across the world. The land of Meltaine too was fractured, and the dark corruption infected the hearts of man and earth alike. The [b]Jacks[/b] stepped up to the plate to defend their kingdom from peril, but they were weaker then their royal counterparts and driven mad by the evil. They became known as the [b]Broken Jacks of the Mad Land of Meltaine[/b] and ruled over the now evil lands with a madness to suit. The grusome genocide of Meltaine is never discussed. Some say those who became corrupted still live in that legendary place. Early in the Jack's reign, a band of refugees set off to travel to faraway lands in search of freedom and safety - our ancestors and founders of our kingdom. But their hearts had been left bereft of guidance, and within them the seed of corruption took root. Now, all had the capacity for goodness and for evil in their hearts, and the madness would always be with them. But it's just a story, right? [center][h3][b]Suits and magic[/b][/h3][/center] It is imperitive that you read the suits section in full on the OOC. HEARTS - The Royal Suit, most revered suit of all. [indent]+Emotional Magic, unstable and unreliable. Emotional States effect it. Most powerful magic + Dominion over Plants + Dominion over Animals + The Healing Suit + Manipulating Light + Emotion-based magic: charming spells or changing emotions of the target Corruption: rampant, excessive, forcing others into emotional slavery. Brings misery and death.[/indent] Spades, The Noble Suit. respected by all. [indent]+Mental Magic, Dependable, varied but less powerful. They are also the Suit of dexterity: thieves, bowmen, ect. + Logical, Problem Solving, Memory Recall, Noticing Details + Graceful and plenty of finesse + Mostly emotionless suit with a focus on mental prowess. + Can use pretty much any form of magic and gain 5 spell slots Corruption: thirst for knowledge, function purely from logic, care only for mental supremacy. Do not respect other suits. Will straight up kill people because it's effective.[/indent] Clubs, The Bruiser Suit. low class, considered the brawn of the system. [indent] + Physical element: Healthiest and Hardiest, the defenders. + buffing and shielding, protecting themselves and others from harm + working with the four elements (fire, water, earth, air) + taming and bonding animals the old fashoined way. + Golemancy and Mechanical magic. Corruption: Violence, war, destruction. Taking things by brute force, a desire to prove oneself the most powerful.[/indent] Diamonds, The Beggars. The lowest class, unntouchable, in tune with the spirit world. [indent]+ Spiritual Element: Wisdom, intuition, + Ability to manipulate time + can see and communicate with spirits + can summons spirits, calm and rile them + precognition: can see the future + retrocognition: read the past of an object or person + Dominion over dreams and the sleeping realms + Bring others back from the dead Corruption: Difficult to corrupt: lack of care for fellow man, corrupting the flow of time, necromancy, abusing the spirit world, disconnect from both emotions, mental and physical world. Ability to ignore and bend the very laws of physics[/indent] [center][h3][b]The Spire[/b][/h3][/center] Academic city in which students are rewarded living privaleges for doing well in school. Students are taught about combat and sent out on missions with a team, called a "[b]Deck[/b]". Students can buy property, run buisnesses, attain rare and unusual magical items. Students unlock locations based on rank and credit score. [b]Ranks:[/b] In Training > Initiate> Novice > Intermediate > Advanced > Elite > Proven [center][h3][b]Treasure/Rewards[/b][/h3][/center] Gold: used to purchase items Credits: Used to improve one's rank Reagents: Parts to create magical items Curiousity: Mysterious items that have one purpose that is often strange, weird and of dubilous use. Trinkets: Useful items with limited uses or durability Artefacts: The most powerful magical items out there. [center][h3][b]Combat[/b][/h3][/center] [b]Stats:[/b] Health: Physical HP Sanity: Mental HP Strength: Physical Power Dexterity: Speed and finnese Magic: Ability to cast spells and use magical items Armor: Physical Defense, gained from items Willpower: Mental defense, inate Vigilance: Ability to detect stealthed characters Stealth: Ability to ambush enemies and travel undetected Luck: Affects loot, treasure value and influences events in your favor. [center][h3][b]Madness, Wounds, Death[/b][/h3][/center] This happens. Characters go mad, get wounded and can die. Malady: small temporary madness, little effect Madnesses: sometimes permanent, often grant a character a goal they must complete. Corruptions: physically or mentally change a person. May gain abilities or powers.. at a price. [center][h3][b]Fates and Destinies[/b][/h3][/center] Goals that, when completed, grant rewards. They push the story forward