There once was a land of beauty and wonder known as Meltaine. This ancient land had knowledge and magic, and all it harboured lived abundant, joy-filled lives. They were clever and graceful, wise and benevolent, strong and honorable... but most of all, they followed their hearts and brought light, love and life to the world they lived in. There was no turmoil, no pain, and no suffering.
This sacred kingdom was preserved by the Guardians of the Royal Lines. Kings and Queens who held within their souls the purest form of each virtue that brought their home such prosperity. They had reigned for thousands of years, and perhaps would have reigned for a thousand more; they had no heirs for they were thought to be immortal beings of purity and goodness.
The Fetid Wind that swept through the land left no mark at first. A gentle sickness overcame the Royal Lines, one that could not be cured by any magic yet known. First they grew tired; then they grew withered. With them the earth writhed and cried out in their names. But as the life left their bodies, so too did the virtues they represented. They rose into the skies as symbols of light, splintering and scattering, lost to the world. The land of Meltaine fractured, and the dark corruption buried it's tendrils deep into the hearts of man and earth alike.
The people cried out in one voice and the noble Jacks took to the thrones in hope of salvaging their lost home. But their hearts, far weaker than the Guardians, could not bear the load of the evil that writhed within their beings. As the evil killed crops and poisoned lakes so too did it twist the Jack's hearts into beings of evil, and the Broken Jacks became rulers of the Mad Land of Meltaine, for all who lived within were poisoned by the evil.
The gruesome genocide of the people of Meltaine is one not written in storybooks. While it is said some still live in that legendary land only those who took the evil into their hearts could abide by it's harsh landscape. Early in the Jack's reign, those who were wise enough to read the signs saw the tragedy that was befalling their home. It was with great grief a band of refugees took to the ocean and travelled to faraway lands in search of freedom and safety. 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.
♥ ♠ ♣ ♦
It is a thousand years hence and the Mad Land of Meltaine is all but a fairytale. You live in the lands of Wormwold, a place far from the paradise of old. It is a life of toil and hard work, taming lands unknown and claiming them in Wormwold's name.
It is hard to imagine a world where all people were born equal with all valors and magic within them. These days each person is born into one Suit and inherits that Suit's powers alone... and if that wasn't enough to contend with, born into one of the classes, their place in society, accordingly. Hearts are near Royalty, Spades are Nobility, Clubs are Brutes and Diamonds are Beggars. Each Class subjugates themselves to the wills of those above them, and most will marry within their own class suit. It is the way of things, and life has never been different.
You are a student of the Spire, a youth preparing yourself to take your place in Wormwold. You live and grow in a city of mostly students, of all Suits and powers, and aim to gain Prestige and make your way in the world. These days, however, you can't shake the strange dreams you've been having. Dreams of a beautiful city that glints in the sunlight, of terrible creatures rising from a dark wood, and a wind that buffets you and withers your soul. Always the last thing you see is that sickeningly grotesque smile, that glints and gleams with a madman's fervor. It all seems so familiar...
♥ ♠ ♣ ♦ Suits ♥ ♠ ♣ ♦
The four suits affect all aspects of a character, bust most importantly their power/style of magic. All suits have their own magic which can be interpreted in a number of ways.
♥ Hearts ♥
♥ The Primary Suit of Royalty ♥ ♥ ♠ ♣ ♦ Hearts - Emotional Element, Life, Emotion, Healing, Connection, Light, Love, Joy, Fertility, Social Shadow of Heart: Instability, Overgrowth, Despair, Forced emotion over others, Blinding, barren.
Hearts is a healing element. It can be about knitting wounds together or bringing plantlife back to a dead land. It can also be an emotional element, it can help someone speak with animals or help smooth the bridge between human beings. Magic of the heart is vibrant, and includes manipulating light and revealing what is in the hearts of men. It is a magic fueled by love and joy. They are beloved by the other suits.
The magic of heart cannot be learnt from books, though it can be guided and honed gently. It is an explosive force that comes from within, and can be a very powerful magic, but as it originates from the heart it cannot always be relied upon. Emotional states can affect and change the way the magic forms and even it's outcome. The magic of heart awakens when someone has had a powerful change of heart or emotional event. Like all elements, it can also be passed down through the family lines - if one of their parents were strong of heart enough.
Corruption from the heart is a sad thing indeed. It can become rampant, obsessive, a force that tears over the land and consumes everything in it's path. It is the thorny briar that consumes the tower in a jungle of vines, it is within the prince who will stop at nothing to become king. Worse still it subjugates others and forces them into emotional slavery, it is within the witch who captures the hearts of others against their will for her own gain. A heart too corrupted will become the opposite of it's primary purpose: to bring misery and cause the land to go barren.
♠ Spades ♠
♠ The Secondary Suit of Nobility ♠ ♥ ♠ ♣ ♦ Spades - Mind Element, Intellect, Logic, Puzzles, Finesse, Delicacy, Grace, Devotion, Studiousness, Dedication, Arcana, Memory, Literacy, Willpower, Skillful, Wit, Cunning, etiquette Shadow of Spades - Supremacy, Dominance, thirst for forbidden knowledge, cruelty, logic-driven only
Spades is the intellectual element. It is about working through problems, finding solutions. It is about logic and understanding, high IQs, it is represented in all fields of sciences. Spades are also about finesse and delicacy, they are graceful and move lightly through the world. They are cunning and witty, able to outsmart those around them. They have great memories and are skilled at interpreting their surroundings and seeing things others may miss. Their grace permeates their beings, they could be dancers, entertainers, professors, scientists, investigators, craftsman or mages of the Arcane. Other suits are in awe of them.
The magic within Spades is learnt. They must learn and memorise their spells, and while in some ways weaker than the other suits, they can learn a wide variety of magic - and it is far more dependable than magic from the heart or magic gifted by mercurial spirits and elementals. This magic must be prepared and learnt at the start of each day; but they have a vast array of many types spells from their chosen disciplines.
A spade could be the advisor to the king who helps him make economic decisions, or it could be the dashing thief who nimbly runs along clothing lines and across rooftops, outsmarting the guards as he makes his escape. Or it could even be the silver-tongued performer, who wows the punters as she spins compliments and insults into witty rhetoric.
Shadow Side of Spades: The shadow side of spades is driven by a thirst for knowledge - even that which is too dangerous to be known. They will crush others underfoot for what they want, and function purely from cold-hard logic. They will look down on all those who fail to meet their intellectual level, and while the suits of Hearts or Diamonds may be creative about how they combat situations, Spades will always take the most efficient and straightforward way to silence their enemies... usually death. Shadowed Spades make great assassins, particularly those dedicated to the finesse or grace elements of the suit. Like Clubs, Spades are an active element, they take action quickly, calmly and immediately.
♣ Clubs ♣
♣ The Tetriary Suit of Brutes ♣ ♥ ♠ ♣ ♦ Clubs - Physical Element, Strength, Power, Courage, Loyalty, Earth, Air, Fire, Water, Steadfast, Dependable, Reliable, Crafters, Machines, In Touch With The Earth, Protection, Valor Shadow Side of Clubs: Pain, Suffering, Anger, Destruction, Violence, Torture, Darkness, Machinations
Clubs are the physical element. They are warriors, crafters, hunters, rangers and shamans. They are in touch with the physical world around them above all else. They are associated with valor, courage, loyalty, and using one's strength for the good of others. They are stout defenders. They have the most vitality out of all the suits and are usually the healthiest and hardiest, least likely to be affected by disease or ailments. They have a higher pain threshold than other suits and for this they are most associated with battle, but that is not the only facet of this suit.
They are hard workers and skilled crafters - while they don't have the finesse of Spades who opt for delicate crafts, they are strong builders, woodworkers and creators, working diligently and methodically towards their goals. Other Clubs may work towards creating basic machinations to accomplish tasks.
The magic of Clubs is typically associated with bolstering oneself for a task, or shielding others from harm. They also hold dominion over elemental magic and the physical plane and may call on the physical elements to aid them in their tasks. While they cannot commune with animals they may be able to tame and bond with them in more traditional means. Furthermore it is not uncommon for Clubs to practice Golemancy, creating hulking creatures out of the elements to serve them.
The shadow side of Clubs is one of bloodshed and violence. It is war, it is destruction, it is tearing the world apart from sheer brute force or the force of the elementals. It is summoning a storm on a ship at sea or raising an army as you covet your neighbour’s land. It is wrathful, and filled with hate and loathing and a desire to prove yourself the most powerful. It is physical torture and mindless cruelty, it is the beast within man running rampant. It is the bandit that torches the village for no reason, the warrior who gives no mercy. It is unstoppable, and terrifying, and brings devastation to the world around it.
♦ Diamonds ♦
♦ The Quarternary Suit of Beggars ♦ ♥ ♠ ♣ ♦ Diamonds: Spiritual Element, Wisdom, Neutrality, Balance, Equalising, Flow, Ease, Peace, Harmony, Spirits, Magic, Natural order, Dreaming, Signs, Premonition, Precognition, Benevolence Shadow of Diamonds: Lack of caring, immovable, inactive, imbalance, ignorance to others, disharmony, upheaval, necromancy, undead, refusal to follow natural order
Diamonds is the element of spirituality and wisdom. It see's the flow of time and the cycle of the ages. It is knowledge in the form of intuition, it knows that spring will follow winter and that life and death are intertwined. But more unusual then that, Diamonds know of the events of next spring, it can see the life of the children who will be born and their deaths when they are old and withered. Diamonds have a sight no others possess - they can see and commune with the spirit world and interact with the creatures there, they can call on the forces of magic from beyond the veil. Their magic can be anything from manipulating the flow of time and the ages, to calling to spirits of other planes of existence. They can see things others cannot, and are a very perceptive people. A Diamond is a diamond from birth only, though there has been two cases in all of history of someone becoming a diamond after they had been brought back from the brink of death. They are respected by the other suits.
It can take a long time for a diamond to be corrupted. Wearing down the balanced immutable nature of a gem so strong is no easy task. But when this happens, it is near impossible to bring a diamond back to it's original shining form. Their wisdom becomes something they wield over others, they can manipulate time itself to bring them closer to their goals, corrupting it's flow as they do so. The art of necromancy is one such magic born of a rogue Diamond. They may also use their premonition skills to manipulate and distort others, typically they wish to create a natural order of their choosing. A corrupted Diamond will abuse their connections to the spirit world and their wisdom to achieve their goals - and they are extremely patient people, happy to spend years to see their plans come to fruition. It is the evil Czar who brings the spirits of the dead to haunt his kingdom, it is the High Priestess who sacrifices others to gain eternal life. It is the tyrant who travels back in time to alter the course of history and put himself on the throne.
The other side of corruption in Diamonds is an immutability to the extreme. A lack of care for their fellow man, a complete disconnect from their emotions and ties to the physical plane. They might start suddenly being able to ignore the laws of physics or stop needing to eat or drink. This may seem like an overt form of corruption, but this is deadly in itself - keeping people ignorant to their fates, allowing others to walk to their doom. Often a Diamond who has given up on the succor of life will bring a sleep to the lands that surround him. Those in their realm will feel zapped of power and will, a resignation to their fate that causes them to waste away.
🂿 J ø к ε Я ṧ 🂿
May only be 2.
Little is known about the Jokers. They say they are no class and all classes, that they are the highest and lowest combined. That they function beyond the rules of the Suits and belong to the corruption in the Mad Land of Meltaine.
ﬡ ℬ R O K E N J A C K S ﬡ
May only be 4.
The Broken Jacks are legendary creatures who rule the fractured lands of Meltaine. They have been poisoned by the corruption that enraptures the land. It is unclear what their aims are, but they have gone mad with power, and wish to bring others into their thrall. Each Jack follows a unique aspect of their suit.
♥ ♠ ♣ ♦
⚜ T H E S P I R E ⚜
The Spire is a coastal city of canals and towers of white stone that cascade with beautiful waterfalls. It is a city of commerce, gaining a lot of wealth through trade in the port district. However, that is not it's call to fame. While beautiful, the Spire is at the heart of Wormwold's tradition of preparing the youth for the great tasks that lay before them.
Further inland, on the high ground that overlooks the port, the Prime District sits overlooking the rest of the city. Here, the youth are brought from all over to be trained. For this reason the Prime District operates differently than other cities - as well as gold, students can earn credit through their training that can be spent on privileges within the city. In this way students are encouraged to perform well, while also learning to be autonomous in their own right. They may perhaps one day earn the right to own their own properties, places of business, gain access to exclusive areas of the city, research, weaponry and magic, as well as being held in high standing within the city itself... sometimes, the only way to gain respect regardless of one’s born rank.
The Prime District exists for two reasons: first, to encourage the young to take their proper place among the Suits, as is correct of them. Second, to prepare them for the dangerous world they find themselves in, and readying them to perhaps one day take their place among a Deck.
However, that is not the only path for a youth of the Spire. Many senior students will take their place working within stores, within guilds, or crafting goods for the city. Others may instead decide to return to their families, often is the way among nobles. Doing well in the Spire brings great honor, wealth and respect to one's home, but the Spire itself rewards those willing to do the work. However, only the best will be richly rewarded.
R A N K I N G SThe Spire works on a prestige ranking system. Please note: upon purchasing your rank, your credits are then spent and reset to 0. Credit upgrades are automatic. Also note that there may be Suit-based penalization that apply to In Training/Novice ranks, and certain Powers are inherent and ignore some rank restrictions (e.g. if your character's concept and Power is creating machinations, they can build and use machinations)
Training (0 Credits):Students who have just arrived and begun their training within the city.
• One Restricted Area Token • Must pay Training Level upkeep (Food and lodging) • Cannot own property or buisness (must stay in Provided Accomodation: Dorms) • Must pay for lodging • Must pay for access to the library and training grounds when outside of training hours or if there is no supervision • Access to any forges, places of magic or alchemy is limited - may only attend when part of a field trip. • May own one trinket and one low-powered artefact. Powerful artefacts need a Writ to own or they will be conviscated until further notice. • They cannot have corruptions, maladies or maddesses removed by healers.Initiates (1000 Credits):Have started to prove their worth within the city and are granted some citizenship. • Gain Two Restricted Area Tokens • They now pay reduced costs (50%) on provided lodging • reduced costs on access to the main library and the training grounds. They may use both the library and training grounds till 8pm at the latest. • they can buy initiate or lower level equipment and items. • They may own small pets (rabbits, hamsters, squirrels ect), so long as they have not been magically enchanted in any way. • They may own initiate level trinkets(max 3), potions, and two initiate or lower level artefacts. • They gain bonus access to the Restricted Area: Clubs. • They may visit healers, under supervision, to remove one malady per fortnight - at a cost of 200%.Novices (2500 Credits): Are considered newcomers within the city and are granted partial citizenship. • No cost for basic food or drink, and 30% for extravagant food, alcoholic beverages, and on basic lodging. • They now have the right to own basic property within the grounds of the city, but must pay full rent. • They gain access to the forge and one restricted area of their choice (as well as the Clubs). • They may attend places of alchemy or magic if supervised by a higher ranking student or an official. • They are allowed to own Novice or lower rank trinkets and potions and up to two Novice-level Artefacts. • They may visit healers and get two maladies removed per fortnight at full cost, or some basic Madnesses removed at 200% price. • They may own pets or small pets and may petition for a Writ to enchant a pet if they have good cause (low chance of success). • They are not allowed to own buisness property, but may buy a single basic business permit to run out of their own home or from their person; so long as they are the sole operator of the entire business (no manufacturing chains). • To enter a business partnership with another player they must get a Writ of permission from a high ranking official. They will be penalised if caught selling from other property without appropriate writs or at public locations. Basic businesses are not subject to tax.Intermediate (4000 credits): Are considered citizens of the city and are granted full citizenship. • It is considered inappropriate for a citizen to be living in provided lodging and must now pay 300% rent if staying in provided accommodation. • They no longer pay for the costs of food or drink within the Prime District and must only pay for very rare foods or certain alcohols. • They have the right to own basic or comfortable property within the grounds of the city, and pay 25% less tax on basic property. • They gain access to the forge, places of magic and the alchemist without supervision and three restricted areas (as well as the Clubs) of their choice. • They may visit the healers to get three maladies removed per fortnight at full cost, or some simple Madnesses removed at 150% cost. • Some corruptions may be removed at the Healer, but take three sessions at 200% cost to fully remove. • They are allowed to own Intermediate or lower rank trinkets and potions, and three Intermediate level Artefacts or less. • They may own small pets, pets or exotic pets (chameleons, parrots, eagles ) so long as they can show they are not dangerous. • They may employ In-Training students for basic errand-running. • They may now own and run a business under supervision and may rent business property. • They may enter into a business partnership with another player, and only need a writ if that player is of Novice rank (cannot partner with In-Training characters or Initiates). • They may own basic machinations for use around their home or business.Advanced (6000 Credits):Are considered full citizens and respected. • They are forbidden from living in provided lodging. • They no longer pay for the costs of food or drink. • They have the right to own lavish property and receive 25% off comfortable and basic property. • They gain access to the forge, places of magic and the alchemist and up to five restricted areas (as well as the Clubs) of their choice. • They may visit the healers to get three maladies removed per fortnight at full cost, or some basic Madnesses removed at full cost. • Some corruptions may be removed at the Healer but take three sessions at 150% price to full price to remove. • They are allowed to own Advanced or lower rank trinkets and potions and four Advanced level Artefacts or less. • They may own small pets, pets, exotic pets or wild pets so long as they are confined to a property or with the Advanced student. • They may employ in-Training students for basic errand running and Initiate students as a maid/butler. • They may own and run a business and may own basic or comfortable business property. • They may enter into a business partnership with another player and only need a writ if that player is of Novice rank (cannot partner with In-Training characters or Initiates). • They may own simple machinations for use around their home, business and at their side in the city. • Guards may occasionally overlook small transgressions. • They may own a small plot of land to do with as they see fit.Elite (8000 Credits and a test):Are considered full citizens and revered. • They are forbidden from living in provided lodging. • They no longer pay for the costs of food or drink. • They have the right to own extravagant property and receive 25% off lavish property and 50% off comfortable or basic property. They may own multiple residences. • They gain access to the forge, places of magic and the alchemist and all restricted areas. • They may visit the healers to get maladies removed at 75% - full cost depending on the Malady, or some Madnesses removed at 75% - full cost depending on the Madness. Some corruptions may be removed at the Healer but take three sessions at 100% price to fully remove. • They are allowed to own Elite or lower rank trinkets and potions and five Elite level Artefacts or less. • They may own small pets, pets, exotic pets, wild pets or monsters. Pets can roam freely through towns with the exception of wild pets, unless the Elite Student can prove it will not harm people. • They may own Monsters on their properties or in their businesses. • They may employ any student as they see fit. They may own and run businesses and may own comfortable, basic or comfortable business property. • They may found Guilds and upgrade their businesses into Corporations or Chains. • They can found Cults, though dangerous cults must be kept secret. They may purchase land and get permission to build or change the land. • They may enter into a business partnership with other players and only need a writ if that player is of Novice rank (cannot partner with In-Training characters or Initiates). • They can initiate other characters into their guild if that character so chooses, and may try to force other characters into their Cults (rolls depending). They may own machinations. Guards may overlook transgressions, including when other students are involved.Proven (10000 Credits, three trials and an induction ceremony):A place among the Cities Official or Ruling class. • May write Writs, make changes to schedules, order decrees and change legislation at the discretion of the GM. • May own extravagant properties, both business and personal and 50% all properties that are not extravagant. • May employ other students as they see fit if they agree. • May own any form of pet including enchanted and magical creatures. Pets can move freely through town (so long as they are not dangerous) • They may own monsters on their property or businesses. • They may found guilds, upgrade their businesses into corporations or chains, they may found Cults, though dangerous cults must be kept secret. • They may purchase land and give themselves permission to build or change the land. • They may enter into business partnerships with other players and may initiate others into their guild. • They may hire investigators, assassins, mercenaries, and create missions for other students. They may prepare dangerous expeditions to other lands. Please note: Corrupt officials can be demoted if discovered.
⟁ T H E M A D N E S S ⟁
Corruption, Madness and Maladies have been brought to the hearts of men. Corruption, Madness and Maladies can befall your character during the course of the roleplay. Maladies are small temporary madnesses that affect your character - sometimes for a period of time, such as the length of one mission or one week, or other times you must find a simple cure (a certain tincture of plants, for example). Madnesses are more permanent and powerful maladies that are far more devastating and harder to shake. Sometimes a Madness will create a new Fate for the character that, if completed, will remove the Madness.
Corruptions are the most dreaded of all - for better or worse, corruptions can change a person's physical makeup, mutating them and changing who they are. It can also give new powers and abilities, but sometimes, this has it's own cost. It is possible to remove corruptions but this is not always successful.
❧ F A T E S & D E S T I N I E S ☙
On your character sheet you will provide three destinies for your character. They can be things you want your character to experience (but maybe your character would have no idea about it, or maybe even wouldn't want it to happen) things that will involve other characters in the roleplay or group-set goals, or sometimes over-arching or significant storylines.
Destinies can be big or small. They can be anything from "I want my character to get beat up this chapter" which provides other player's or the GMs the opportunity to fight you, or "I want my character to gain the ability to fly" which your character may not have any idea about, or even "I want my character to meet someone new" which your character might want to happen. They could be something like "Our group completes the mission without getting harmed" to "Everyone discovers the significance of Meltaine."
The GM will provided opportunities, usually at the end of a chapter, to change your destinies if you're finding them unenjoyable. Rewards will be granted upon completing a Destiny, with greater rewards being given for more difficult Destinies. While that's the case, it is best to have a mix of a short-term destiny, intermediate destiny, and long term destiny.
Fates are not chosen but given. They are temporary goals suggested by the GM that your character can chose to ignore or follow. Those who complete a Fate will be rewarded, but your character does not have to follow them.
♛ T R E A S U R E ♛
There are many types of treasure in Wormwold and the Mad Lands.
Reagents: Reagents are items that have properties that can be used to create magical or imbued items. They can be applied to armor, weaponary and brought to the Alchemist for potion creation. There is no limit to how many reagents you can have and each reagent has multiple properties of various rarity.
Curiosities: Magical and Mechanical items of a mysterious nature; most Curiosities hold little to no use. Some make life easier, such as a cup that never runs dry or a wind chime that sings when danger is near. Others hold little to no use. The truth is, most of these items will keep their signifance well hidden, as these items cannot be identified. There is no restrictions to the amount of Curiosities one can own - unless you count space, that is.
Trinkets: More predictable and arguably far more useful then their Curiosity counterparts, these items come in all sorts of shapes and forms. From damage boosters to two way screens that let you see far away places, these common items litter the known world. Trinkets can be identified relatively easily, and some can be extremely helpful in a pinch... but alas, these items usually have a depletion rate, and low level Trinkets only have one charge in them. Trinkets are under regulation in the Spire.
Artefacts: The most powerful magical items in all the land, artefacts are rare creations that can have a myriad of different properties and uses. They don't get destroyed as easily as trinkets; some are even indestructable. As it is, the Spire has strict regulations on the use of Artefacts, as they can be very dangerous.
⚔ C O M B A T ⚔
The combat system in this RP is a combination of different systems, but highly inspired by various tabletop systems. Below is an explanation of the different parts of combat and how they work.
Each character starts with 10 points in each stat, and 15 additional points at level 1 they may use to increase their stat pools.
Health: Standard HP. At 0 HP a character is dead. HP can be recovered through potions, spells and resting. Special locations out in the world may also heal those who stumble upon them. When a character reaches 0 HP they are usually forever dead; however, players may make an OOC appeal if they wish to continue playing this character. This will result in the revival of a character, but they receive a permanent injury. Or, a character may become influenced by the Broken Jacks.
Sanity: Mental HP. Many things in the cruel world are too horrific for the gentle minds of the youth. Sanity can be recovered through alcohol, spells and resting. Special locations in the world may also heal those who stumble upon them. When a character reaches 0 Sanity their minds have left their bodies and they have become an empty shell: dead. Players make make an OOC appeal if they wish to continue playing this character. This will result in the revival of a character, but they receive a permanent madness that cannot be removed. Alternatively, a character may become influenced by the Broken Jacks
Players who wish to create new characters after theirs have died will be given bonuses to their starting level/credits/equipment based on the level/credits/equipment of the character who has just passed.
Willpower: How difficult it is for horror and mental attacks to affect you. Items of Importance give bonuses to Willpower. Stamina: Ability to resist poisons, diseases and use heavy armours without penalties. Strength: Power and Damage on physical attacks for strength based weapons. Dexterity: Affects your initiative in a round (if you can attack before your enemy) as well as damage on dexterity based weapons. Stealth: Ability to hide, sneak, or disguise oneself. Magic: Affects your ability to cast spells on others. Vigilance: Ability to detect hidden creatures, sneak attacks, unusual aspects in your environment, or detect lies. Luck: Affects loot and treasure value and influences events in your favor.
Combats are broken up into rounds. Rounds each represent roughly five seconds of time passing and are considered to happen near simultaneously. Characters take turns based on their initiative. There are three rounds in a combat turn, though occasionally a special surprise round will happen before combat official starts.
A R M O R Armor is there for your protection and provided through equipment. Before each attack characters must roll to hit on a ten sided dice. If they roll higher then the Armor Value of the other player, they find a weakspot and ignore armor. If they roll the same as or under the Armor Value of the other player, they do a glancing blow and subtract the Armor Value from the damage they would deal.
Note: Armor reduction resolve after defensive actions.
R O U N D S 0 - Surprise Round: Surprise Round. Characters who have advantage may make a free attack. 1 - Ready Round: May flee, use an item, or buff themselves or allies. 2 - Engagement Round: Pick One: • Aggresive: May attack, cast debuffs or use spells. • Defensive: May counter with an attack or spell to reduce damange, dodge an attack to prevent damage. Does not deal damage with exceptions for some magical items. 3 - End of round. Any round-length spells or affects end.
An Example of Combat: Character B is wearing Cloth, Armor Value of 2. 1: Character A coats their blade in Demon's Blood! (+5 to Attack, one round) 2: Character A uses Bludgeon Aggressively! (AV: Rolled 1) 3: Demon's Blood wears off. End of round. 1: Character B casts Regeneration! (3 Health per 3 Rounds) 2: Character B uses Pummel Defensively! 3: Regeneration is still in effect. End of round. Character A hits Character B! Character B counters with Pummel and reduces the damage by 60%! Character B takes reduced Damage (-2) from their cloth armor! Character B takes 4 damage! Character B regenerates 3 Health (2 Rounds remaining)
D U R A B I L I T Y Each piece of armor or weaponary has a durability value. This is how many battles you can fight in before you need to take the item in to repair. At 1 durability items do half damage and at 0 durability items cannot be used until properly repaired. If an item is used at 0 durability that item will be destroyed.
D E C K SMost of the continent is still unknown and untamed. Decks are comprised of typically four people and sent out to villages on the boundary of the known world who have sent a call for aid. It is then a Deck's job to build that village into a prosperous place, granting them safety from monsters, and helping them expand the reach of the Kingdom. But this is not their only task - between these core missions, Decks may be sent out on mercenary work, sent to acquire rare artefacts, protect trading ships, or sometimes even investigate strange phenomenons or murders.
╠ L O C A T I O N S ╣
Below is the list of locations available to unlock through the credit system. When a Player unlocks a location, the full information pertaining to that place becomes available. You may buy additional unlocks for 1000 Credits each once you are Initiate rank or higher.
F O R G E A place to purchase weapons and weapon upgrades. Once a reagent has been fully discovered, characters can take large quantities of the reagent here to forge weapons of specific assets. The price is more expensive then the alchemist, but removes the random element. Price is based off the rarity and power.
G E N E R A L S T O R E For purchasing basic adventuring equipments.
A L C H E M I S T Alchemists can combine regeants to form new items with magical properties. Properties are rolled randomly.
D I S E N C H A N T E R Disenchanter will remove augments from an Artefact. Occasionally regeants would be salvaged from this action. The Disenchanter can remove less vicious curses for a price.
D O C T O R Removes Corruptions, Maladies and Insanity.
WI S H I N G W E L L It is said sometimes, the wishing well grants wishes (new destinies, events that happen IC)
M U S E U M The museum can be visited to identify artefacts and potions, and rarely the Museum will know of artefacts and their location in relation to mission goals. Museums will occasionallly have unique missions of archeological value.
L I B R A R Y can be used to research locations and gain information on lore, monsters, ect.
G A M B L E R' S D E N Gamble for money, gain connections with seedy folk, apply for favors. Those who have Perfomance skills may come here to earn extra gold once an evening.
M E N A G E R I E Place to purchase pets and mounts, as well as unlock armour for pets/mounts and equipment.
F O R T U N E T E L L E R Ability to ask to see the future, grant you information about your quest, occasionally sells rare regents.
T A V E R N Stocks more dangerous quests, occasionally mercenaries may appear here.
C H U R C H & C E M E T A R Y may attend to purchase Auras and begin to follow the paths of the righteous - gain Abilities based on a Diety.
T H E M A R I A Serves the best food in all of town with the best bonuses. It is not part of the Prime District, but it will recognise the discounts of Elite and Proven students only.
T R A I N I N G G R O U N D S Check the day's bounty (Beasts, Demons, Undead, ect) and receive gold for each creature of that type killed. Training can improve skills and moves over time, though it is a slow process.
M A R K E T P L A C E Sells a random selection of items each day, and used as a communal market place. Item selection is based off of which locations in the world have been discovered in the world and secured.
There are a few secret locations that cannot be unlocked using restricted area access, and can only be discovered.
W R I T SPermission slips, written privilege permissions, commendations and sometimes letters of correspondence. Writs can only be sent from high ranking officials. Some attempt to forge.
❉ C O N D I T I O N S ❉
Conditions apply buffs or debuffs to stats and sometimes change how combat functions. Some status effects, such as hungry or parched function outside of combat as well as during combat.
Condition System is WIP, below are example : Blinded Burning Calmed Charmed Covet Exhaustion Frenzy Frightened Frozen Hungry Incapacitated Indulged Invisible Joyous Lucky Paralysed Parched Petrified Poisoned Restrained Slowed Stunned Unconscious
C H A R A C T E R S H E E T
Please read the below rules. Click "View Raw" to copy.
[center][color=][h1][b]The Character[/b][/h1][/color] [img][/img] [color=][b]NAME • HOUSE NUMBER of SUIT • HOUSE NAME[/b][/color][/center]
[color=][b]Personality:[/b][/color] 2 - 5 paragraphs. e.g. Personality, demeanor, outlook on life, ect.
[color=][b]Biography:[/b][/color] 3 - 5 paragraphs. e.g. Background, important life events and family information. Please describe a little about your past family if you can, [center][color=][h1][b]The System[/b][/h1][/color][/center][color=][b]Stats:[/b][/color] 15 extra to spend. [b]Health:[/b] 10 [b]Sanity:[/b] 10 [b]Willpower:[/b] 10 [b]Stamina:[/b] 10 [b]Strength:[/b] 10 [b]Dexterity:[/b] 10 [b]Stealth:[/b] 10 [b]Magic:[/b] 10 [b]Vigilence:[/b] 10 [b]Luck:[/b] 0 [center][color=][b]Loadout:[/b][/color][/center] Abilities and magic for battle. Up to 3 slots or 5 for Spades. [color=][b]Slot:[/b][/color] [color=][b]Slot:[/b][/color] [color=][b]Slot:[/b][/color]
[center][color=][b]Skills:[/b][/color][/center] Up to 2. For out of combat use, things your character is good at. [color=][b]Slot:[/b][/color] [color=][b]Slot:[/b][/color][color=][center][h1][b]The Effects[/b][/h1][/center][/color] [color=][b]Fates & Destinies:[/b][/color][list][*][*][*][/list] [color=][b]Madnesses:[/b][/color][list][*][*][*][/list] [color=][b]Corruptions:[/b][/color][list][*][*][*][/list] [color=][b]Area Unlocks:[/b][/color][list][*][*][*][/list] [color=][b]Gold:[/b][/color] 150g [color=][b]Equipment & Items:[/b][/color][list][*][*][*][/list] [center][color=][h1][b]Relations[/b][/h1][/color][/center] to be added later as necessary.
R U L E S
I trust all storytellers who take part in this RP to know general etiquette. Forum rules apply on top of these. If you feel uncomfortable or aren't sure what's ok and not ok in a rp, feel free to PM me, I wont bite :D With that aside:
+ One character per player. Characters sheets must be posted in OOC or int. check thread pending approval.
+ By joining this roleplay, you accept your character might die, change, become corrupted, or generally have surprising things happen to them they don't expect - including the realms of the heart, mind, body and soul. You and other characters can use hard earned gold to buy things that can effect other characters quite strongly (such as potions that cause envy, anger, love, ect.) You are not allowed to ignore these effects, that is not in the spirit of the roleplay. Your character will be expected to act in a way befitting of said potion, Madness or Injury, until such a time the effect wears off, if at all.
+ Players who embrace sudden character changes, such as being influenced by a potion or roleplaying a madness well, will be rewarded with bonus Credit Points.
+ By joining this roleplay, you understand there may be some tweaking and balancing of items, systems and rules in order to make things better. You are free to make suggestions, but please do not heckle the GM about these choices too much. This rp takes alot of work, and I appreciate a supportive environment to GM in :)
+ As well as character posts, the GM will make GM posts that affect the roleplay world. These include player choices as well as events and flavour text. If you are rping with the GM's character and waiting on a response, please don't be offended if you see a GM post appear seperate from the character posts. GM posts do take priority.
+ I am fine with language and grusome scenes. Fade to black for romance above PG-13.
+ A note on posting: If there is no IC post or contact within 10 days, other players can and will NPC your character to finish any scenes you were in so they can continue. If another 10 days passes without any form of contact, your character may be killed or otherwise used as appropriate.
+ Please wait at least 2 posts between posting again. If you are really into it and feel the need to speed post, please contact your current roleplay partner(s) using PM, write the finished scene together and post is as a collab. We also have a chatzy room being set up for quick-fire rounds if people wish to finish small scenes together.
+ Please remember to add a status snippet at the top of your post to show current gold total, health, sanity, ect. to IC posts. The GM shall provide an example status snippet which you are free to customise (so long as it has all needed information) Please remember to keep this updated with character changes.
+ This is a pretty standard rule, but I shall re-iterate: Do NOT take IC conflicts OOC and vice versa. There are people playing villains in this roleplay. They help move the story forward and make things interesting. They essentially are in the employ of the GM for the betterment of the roleplay. This does not give them extra privaleges but they do deserve your respect as much as any other player does.
+ Pending discussion, we shall be using rolz.org for dice rolls so the GM can doublecheck no hoodwinking is happening, you sneaky sausages ;D
+ Now that's out of the way, OOC is party time at all times!
Alchemists sell potions, and can augment items using reagents.
P O T I O N SEnchant Potion: You may Enchant a potion to look like another potion within your inventory for 38% extra.
Private Buying:
You may PM me to buy a potion privately. This incurs 10% extra cost
You may ask to buy an enchanted potion: this will be 25% extra cost and have the appearance of a random other potion in your inventory.
If you pay 50% extra cost, it will be given the appearance of a potion of your choice in your inventory.
10g Minor Health Pot 10g Low grade Alchohol 70g Red Potion 40g Pink Potion 50g Orange Potion 30g Yellow Potion 20g Gentle Green Potion 20g Bright Green Potion 30g Dark Green Potion 120gBlack Potion 40g Motion Potion 60g Rocky Potion 60g Watery Potion 60g Windswept Potion 60g Smoldering Potion 30g Vibrant Potion 50g Mysterious Potion 30g Heart Shaped Potion 100g Golden Brew 75g Glowing Green Brew 40g Shimmering Blue Potion 25g Viscous Blue Potion 500g Dark Grey Potion 40g Flask of oil 30g Flask of grit 200g Ironskin Potion 150g Furred Bottle 150g Silvered Potion 250g Silver Tincture 75g Large Potion 75g Small Potion 220g Pale White Potion 250g Whispering potion 80g Grey Potion 90g Viscous Green Potion 300g Well Mixed Potion 280g Red Gilded Potion 280g Green Gilded Potion 280g Grey Gilded potion 280g Blue Gilded Potion 280g Purple Gilded Potion 280g Gold Gilded Potion 100g Inky black potion
A L C H E M Y & E N C H A N T I N GUp to three regents may be used to create an item from scratch. What type of item is created is dependent on what is in the Primary slot.
Artefacts may be further augmented, but any augments on the weapon take up the primary or primary and secondary slots first and foremost.
Alchemist Sheet Primary: Secondary: Tetriary:
Other Purchases: Tincture for weapon: +1 dmg vs enemy type (synthesised from blood, higher amounts = higher damage) Quest for vial: Collect enough of a certain sample/ gain a bounty.
⚔ B L A C K S M I T H ⚔
A place to purchase weapons and weapon upgrades. Once a reagent has been fully discovered, characters can take large quantities of the reagent here to forge weapons of specific assets. The price is more expensive then the alchemist, but removes the random element. Price is based off the rarity and power.
Armor Value 1 Items (Students in Training)
Cannot typically be enhanced. Durability before repair: 5. Are not damaged at lvl 1 Durability.
Wood: 14 GP // AV 2 // HP +3 // Stamina Needed: 12 Wooden swords and armor have been used for centuries to teach younglings and newbies how to fight. This tool of training is used by many at the start of their journey, to help them pave their way to the history books.
Furs 10 GP // AV 1 // HP +1 // Stealth +1 // Dexterity +1 // Stamina Needed: 11: Furs; the crude armor used by wildmen since the beginning of time. Sure, it will protect you from the elements a little and mask you in the wild, but it isn't the best at protecting your vital organs from pointy objects.
Rags 12 GP // AV 1 // Willpower +2 // Sanity +1 // Stamina Needed: 10: The rags of the common peasantry, enough to clothe oneself decently enough. Rags provide enough free movement of the hands to allow magical energies to flow freely. One must have strong will to wear them and not care what others think.
Armor Value 2 Items (Students in Training)
Cannot typically be enhanced. Durability before repair: 7
Bronze 50 GP // AV2 // Health +6 // Stamina Needed: 15:
If wielding a weapon that has reach, you gain a free attack before Round 1 against creatures not using a reach weapon or ranged spell. In order to use a reach weapon, you must wield the reach weapon 2 handed.
To dual wield a weapon, one must meet the dexterity requirement. If you fail to meet the Dexterity requirement of a weapon, you are too clumsy to fight proficiently, and gain Disadvantage as well as damage output being more erratic (requires rolls). The dex value for duel wielding is represented by the DV symbol.
2 Handed weapons that don't have reach generally do a lot more damage, but affect a user's speed attribute.
Dexterity or Attuned: 600g Quarterstaff - 5 Damage can hold up to four enchantments. Dex/Mgc: 12 DW: 14 500g Sword-Staff - 6 Damage - can hold one extra enchant Dex/Mgc: 14 DV 20 DW: 16 600g Chakram - 7 Damage - returns on impact Dex/Mgc: 16 DW: 24
Reagent Upgrades:+ No Reagent has been fully discovered yet.
۞ D I S E N C H A N T E R ۞
Disenchanter will remove augments from an Artefact. Occasionally regeants would be salvaged from this action. Prices vary base on the Artefacts and Reagents in question. The Disenchanter can also remove less vicious curses for a price.
+ D O C T O R +
The Doctor removes Corruptions, Maladies and Insanity. Visiting the Doctor will give a price check on the unique infliction that affects your character. Once successfully treated, that infliction will be added to the Doctor's list of specialities for future reference regarding price.
Price depends on the infliction.
Treat Corruption Points: You may remove a number of CP for the cost of 100g each. Then roll a D6. on a roll of 1-3, you take D6 health damage.
Maladies can always be removed. Some weaker Corruptions and Madnesses only require paying the Doctor to be cured. Most require going into Surgery - but success is not always guarenteed. Roll a D6 to see the outcome of surgery.
Current Prices:
Injections & Services:
100g Anti-Venom: For the next mission, you are immune to all Poison effects.
500g Heightened Senses: For the next mission, You are +1 Speed. At the end of a round, if your enemy has done damage to you, you may retaliate for 1/3 of your usual damage. The Next mission you take without this injection, you are -1 Speed.
300g Heartblood Injection: For the next Mission, you start the adventure with two rerolls. You also immediately take one CP.
100g Safety in the Field 101: For the next mission, you may prevent one corruption attack that you would usually have suffered.
100g Counselling Session: For the next mission, you may prevent all damage from one Sanity attack that you usually would have suffered.
100g Disease Resistant: For the next mission, you are immune to all disease effects.
1000g A Special Concoction: It's well known that dirty tools create dirty wounds. It just so happens there are some substances even worse then dirt of rust. Once in a mission, you may use the Special Concoction to reduce an enemy's armor to 0.
920g Doctor's Tools: You are no stranger to the wounded of battles. Regain 1 Sanity every time you kill an enemy.
150g Specimen Jar: The Doctor is always looking for unique flora and specimens for study in the name of medicine. The GM will give you oppurtunities to make Luck tests while out on missions near areas of scientific interest. You may return a filled Specimen Jar to the Doctor for a gold reward.
๑ F O R T U N E T E L L E R ๑
The Fortune Teller can tell you secrets of the future. She can grant you extra information about quests you undertake and occasionally sells rare reagents.
100g Fortune Telling 50g Quest information
The Fortune Teller will grant Tokens to people for mysterious reasons. These can be spent on changing the course of fate, making things difficult for Jacks and Jokers, learning about Meltaine and buying special Artefacts, items or regeants from her, and can influence other Player Characters. Tokens can even be used to change the course of time itself.
For Sale:
⚀ G A M B L E R 'S D E N ⚀
Gamble for money, gain connections with seedy folk, apply for favors. Those who have Perfomance skills may come here to earn extra gold once an evening.
G A M B L I N G
Devil's Dice:
Costs 50g or 100g to play
Roll a D6 for each Luck Point. Gain 50g or 100g for each 5+ rolled.
Performance:
Performers only. Costs 50g.
If you currently have no rerolls and a performance based ability, roll a d6. On a 4+ gain one reroll.
Poker:
Costs 50g to join a game of Poker.
Roll 5d6 to represent your hand of cards. You must now make your bet of 50g - 500g or fold and instantly lose. You may now reroll any number of dice (does not spend character rerolls).
You may then spend 1 Character reroll to Raise your bet up to 500g more (this is optional). You must then make a luck test based on your dice (WIP)
Royal Flush (5 of the same number):
Four of a Kind (4 of the same number):
Full House (2 of a number and 3 of another number):
Straight (4 sequential numbers):
Three of a Kind (3 of the same number):
Anything else:
If you win, gain D6 X 25g + Double your bets.
T E M P T F A T E G A M E
Roll 12d12. This shall then be placed on the grid.
Any dice that lands on a symbol counts for half it's points, with some special spots counting for full points. Dice that don't land on a symbol are worth nothing.
Any number of dice may then be rerolled for a second time. If another square filled by a dice is hit, that square is then rerolled also.
Any number of dice may then be rerolled for the third and final time. If another square filled by a dice is hit, that square is then rerolled also.
Once all rerolls have taken place, points are totalled.
For each dice adjacent to or on the Raven, the player may press their luck. On a roll of 4+ they win and may take the dominant artefact as well as their prize money, on a roll of 3 or under they lose and gain that many corruption points.
In addition, any time an artefact is claimed, everyone else in the Gambler's Den at that time gains D6 x 25g in celebration.
Prize Money Scores 0-20 points: No reward 20-30: x 50g 31- 49: x 100g 50-65: x 250g 66-89: x 500g 90 - 100: x 1,000g 100 - 129: x 2500g 130 - 143: 5000g 144: x 10,000g
G A I N C O N N E C T I O N S // L O O K F O R T R O U B L EWhile at the Gambler's Den, you may look around for NPCs to "befriend".
F A V O R S
☋ G E N E R A L S T O R E ☋
For purchasing general adventuring equipment.
1g per foot: Rope 1g: Needle and Thread 2g: Soap 3g Crayons 3g: Dice & Card game 3g: Hand Buzzer 3g: Waterskin 3g: Standard Rations (1 week) will go off after 2 weeks. 4g: Brass bell 5g: Ball bearings 5g: Caltrops 7g: Drinking horn 7g: Empty book 8g: Compass 9g: Fishing Line, Hook and Tackle 10g: Hour Glass 10g: Iron Rations (1 week) regain 1 point of health/sanity. 10g: 5x Torches or 10x Candles 12g: Box of Matches (10) 12g: Mess Kit: small cup, simple cutlery. small cooking pan, plate/shallow bowl. 10g: Bag of Light Tools: small tongs, pliers, small hammer, 10 ft string, 3ft razorwire, various nails/screws. 10g: Net 10g: Scythe 12g: Cloak 12g: Measuring Scale 12g: Writing Tools 15g: Handcuffs & Manacles 15g: Grappling Hook 15g: Decorated Box 15g: Spyglass 15g: 5x Glass Vials 18g: Harpoon 18g: Ladder 20g: Mirror 20g: 5x Lockpicks 20g: Snow Shoes 25g: Spyglass 25g: Mining Pick 25g: Shovel 25g: Bag of Heavy Tools: Hammer, 6 spikes, large tongs, chisel, 10ft rope. 40g: Bear Trap 40g: Battering Ram 50g: Climbing Gear 50g Hidden Pouch: One small item in your inventory is hidden, such as a potion, small trinkets/artefacts (e.g. ring) 150g: Disguise kit 150g: Camoflauge Clothing 150g Warm Clothes: Immunity to freezing temperatures while travelling. This can be anything from a selection of fur pelts or even just a knee-length jacket. 150g Flowing Clothes: immunity to hot temperatures while travelling. These are typically clothes of lighter colours with more air flow. 150g: Cache. Can be buried somewhere to store items off or on one's property. 175g: Fashoinable Clothing 200g Instruments of Performance: +1 on Performance skills while in town. This could be an insturment such as a flute, a beautiful dress for a dancer, or a pad of scribbled poetry. 250g Tent: Less chance of being attacked while travelling. Those without tents in your Deck are still vulnerable. 400g Camping Equipment: You will never go starving or become parched if you have camped with this equipment. Must be renewed every 7 Missions. 750g Scroll of Identify: To identify items on the go. One use per scroll. Chance of failure and small chance of misinformation.
[\\] L I B R A R Y [\\]
The library can be used to research locations and gain information on lore, monsters, ect.
50g for Students-In-Training and 40g for Initiates. Free use for other ranks.
Lost Knowledge While this is the largest collection of knowledge in Wormwold, there are many things still unknown in the world. Returning lost books to the library and providing information on monsters or locations not listed in the Library's records will provide a hefty gold reward.
۩ M A R K E T P L A C E ۩
Sells a random selection of items each day, and used as a communal market place. Item selection are often based off of which locations in the world have been discovered in the world and secured.
The current market items change daily, and are only listed here once the market has been visited this day.
The museum can be visited to identify artefacts and potions, and rarely the Museum will know of artefacts and their location in relation to mission goals. Museums will occasionallly have unique missions of archeological value.
Upon entering the museum you are greeted by one of the Curators. You may either ask the Curator if he knows anything about the item you are carrying (roll 1d20). If he cannot identify the item, he will give you a price and timescale for more in depth study.
Generally speaking, Potions are the easiest to identify, Trinkets are slightly harder, and artefacts the most difficult to deicpher.
T R A I N I N G G R O U N D S
Check the day's bounty (Beasts, Demons, Undead, ect) to receive gold for each creature of that type killed. Training can improve skills and moves over time, though it is a slow process.
Today's Bounty:
Training Costs:
♨ W I S H I N G B A S I N ♨
It is many a winding road to get to the Wishing Basin. In the old part of town breathes an overgrown park, it's name long forgotten and itself long abandoned. The flowers are bright and the shade is cool, wherein which the Wishing Basin may be found.
A simple circle of soft white stone cradles a still pool who's depths, they say, go on forever. It is said those who throw a few coin in may have their wishes granted.
As you watch your offering dissapear beyond sight, you hear a horn resound in the distance. Your offering has been counted... You may visit the Wishing Basin to gain new destinies or ask for certain events to happen IC. You may also ask for loot drop types in the next adventure (such as asking for a cloth armor drop or a specific reagent type effect.) Wishes must be made in bold.
For example:
"I wish to receive a weapon blessed by fire."
"I wish that Mary Sue would fall into my arms."
"I wish the gods would protect Gary Stu on our next adventure.
"I wish the Market would stock an adorable Parakeet like the ones back home."
"I wish I knew the truth about my heritage.
Wishes will then have a Wish Cost assosciated with them. Making the same wish continually in the Wishing basin will eventually bring that wish to life. Sometimes, the gods require something more... such as a good or noble deed, or proof of your devotion to them, before granting more powerful wishes.
Generally though, if you have shown the gods reverence, the only thing you need to do is just keep wishing.
"There's nothing quite as satisfying as a job well done"
♣ ♣ ♣
Appearance: Jarvan is most certainly a big guy. Taller and wider than pretty much anyone his age, and quite a few people older than him, usually his age is overshot by a few years when people try to guess it. It's obvious that whatever he does, it's very physical, because he's got muscles that match the rest of him. He has plain brown eyes, with the same shade of hair, somewhat rough and scruffy looking most of the time, it barely reaches his forehead. His clothing is practical, work clothes, a plain white shirt with tough pants and boots. Though you might be deceived into thinking he only has one set of clothing, it's really just that all his clothes are pretty much the same. Generally people will make way for him, but he while he looks overly intimidating, he also seems like a rather relaxed person if you spend a few seconds looking at him.
Personality: Jarvan is relaxed, that's just the way it is and he shows it just about everyone. He's fairly friendly, able to crack a joke every now and then as well as appreciating humor that isn't too witty. He's defiantly tough, not because he attacks his objectives or stomps out the competition, rather he goes through things methodically. He might take a while to get something done, but he's sure to get it done, one way or another. Despite Jarvan's laid-back style, too many people in a group unsettles him and he'll usually quietly excuse himself. He's not worried about his position in life and thinks others shouldn't either, just do the best with what you have. Jarvan is also inevitably... Kind of gullible and easy to trick. That's what happens when you're overly trusting and like to try everything out.
Biography: Jarvan Gearshield grew up in a fairly normal household. Single child, one mom, one dad. Both his parents worked in the forge. His mother was a 7 of clubs, the same as his father. Their hard-work since their marriage has managed to raise their place by one. Naturally Jarvan was raised in the forge learning how to operate it from a young age, both the aspects of crafting that was his mother's speciality, as well as the art of enchanting the items with magic, an area that belonged to his father. Jarvan seemed to have no preference for either, in fact seeming to make to prefer working with both at the same time. He seemed to have an easy time making friends when he wasn't practicing in the forge. He would've been pampered if he'd ever been particularly needy, but Jarvan, even from a young age, was remarkably self-sufficient and rarely complained. He looks forward to beginning his official training the spire.
Root in: Jarvan literally sets himself in the ground, drawing energy from the earth, healing himself 3 hp/2 sanity while rooted and increasing his armor by 1. Can only be used in certain environments. Can't move while rooted. Once uprooted 4 turns must pass before he can root again.
Irrational: Jarvan can use his magic to make himself absurdly obvious and annoying, to the point where most everything else is ignored. For 2 turns attacks focused on anything other them himself suffer penalties in accuracy(on a roll that ignores armor, 20% to fail and only do half damage) and damage(-2) due to a lack of ability to focus.
Empower Ally: Jarvan can invigorate an ally with little more than a shout, giving them a brief burst of energy. +1 to all stats until the end of targets next turn
Skills
Blacksmithing: Jarvan can create and in some cases enhance, equipment with the right materials. He can only use his family's forge when its not in use by his father, meaning sometimes he's limited to crafting at night, or having no access at all.
Enchanting: With the right regents, Jarvan can enchant things himself, though he can't provide the raw power that a more experienced Enchanter could, he does know how to get specific effects rather well.
@Mae And it's here. Lovely. Gonna post a revised version of my CS soon, just gotta finish a couple of things for college. One question though, is every person in the world of Wormwold a part of a suit? I mean, there is a limited number of houses, so there can be more than one house for aces of diamonds?
@RedDusk I was thinking about this and it's kind of a loophole xD I was thinking it was possible they're family names, like Smith or Mason or Castle, but with more value. So... All royalty are going to be in Ace-Two of Hearts, though there may be different subsets, and there would be alot less people in the Ace of Heart family then, say, the Ten of Diamonds.
More Likely: Another alternative is it's like a cultural band of families with the most known family of the rank taking up the mantle of that number. For example, there might be The House of the Spinning Cogs and The House of Hungry Earth that are both vying for 3rd of Clubs... but because Spinning Cogs has more prestige, or is more well known, they were gifted the title of 3rd of Clubs. This ties in quite well with the origion of civilisation after Meltaine collapsed, so this is the most likely one I'm going to go with, because it will have historical significance later ;)
In truth it's not something I've thought about enough, thankyou for gifting me the oppurtunity to flesh it out more :D
Appearance: Most people tend to look up to Jagred. Quite literally. Standing at roughly 6’2’’, he appears tall and gangly, resembling an awkward adolescence boy in the midst of his growth spur. However, his movement is anything but awkward, instead filled with confidence and grace of someone who knows his own worth. His rough childhood had shaped his muscles into defined coils, though they are quite far from being impressive.
For someone from a house known as ‘Fire eyes’, Jagred’s eyes are of a dull, boring brown colour. They do look a little bit crimson if you squint and look under certain lights, but the house name is more of a figure of speech. Not that people tend to notice his eyes first. His same color hair is often left in a mess that cascades down his brow. If he were a little less vain, he would have cut it. When it comes to looks, Jagred is slightly above average. His face is not that hard to look at; he just had some faint scars here and there, a slightly crooked nose that had probably been broken at least once and eyes that sometimes linger a bit longer than socially acceptable.
As for apparel, Jagred prefers plain, nondescript clothing. He is often seen wearing simple shirts of various colors, tough pants, as well as steel toed leather boots. He seems to have a penchant for luxury leather goods though, as his boots, belts, scabbards and the pair of brawler’s gloves he always carries around are of high quality. Aside from the dagger strapped horizontally on his back, Jagred also possessed several more knives, though most of them are part of his collection and would unlikely to see live combat.
Personality: Jagred lives with turmoil in his heart. The third son of a self-made man, he understands the value of determination, hard-word, wit, as well as luck. His father’s example had moulded him into an idealist, who firmly believes that suits are for cards, not people. And yet, growing up in the lower quarters of the city, he learnt to see the world as a realist. Wormwold would not bend to his will, no matter how much he wishes it would. So he compromises. The rebellious nature of his suit was swept beneath an unassuming, patient smile. He dons the façade of submission, but every time he bows to a Spade or Heart, he could not help the smouldering rage that bubbles up in his chest.
These days, Jagred is far calmer compared to his teenager years. He is friendly enough, a smile always adorned his lips as he greets others. He also genuinely enjoys the company of others, and he does like to make new friends. Socializing was a welcome distraction, one he often indulges in. However, the wall is always there. While he smiles and mingles, Jagred also prefers to keep himself distant. Just enough to keep himself comfortable and others from noticing.
Biography: When Jagred was born, they told him that his eyes were a fierce crimson, not unlike the stylised symbols that adorned their house crest. They faded though, with time.
Five years later, Jagred learnt for the first time that his brown eyes could see more than they should. Shadows would move, unbidden, and they seemed to watch him as much as he watched them. But as a quiet child, he never spoke of it. After all, there was not much to speak of. His mind was occupied with other things at that time. His family was moving up in the world. His father, a simple courier years ago, had finally established a company specialized in transportation. Money was flowing in. As one of the heirs, he had heaps to learn, so he could later help with the family business. There would be no hand-outs, his father had said.
When he was ten, his mother died screaming in her bed due to an unknown illness. He remembered standing at the doorway, watching as the shadows gathered and gathered, until he could see nothing at all. But he blinked, and everything was normal again. It was then he learnt to control his vision.
Two years later, his father remarried. His new mother was a performer from the seedier part of town, young and pretty as a flower. He thought he would dislike the woman at first, but when he found a pair of knives hidden in her chamber, she promised to teach him how to use them, in exchange for his silence. So he practiced, as a hobby. But as his techniques improved, he felt the need for live targets. Eager to test his skills and let loose his rage, he picked fights whenever he could. Sometimes he won, sometimes he did not. Sometimes it was more painful than others. Sometimes his father had to pay off the Clubs whose children fought him. Jagred was a bit of a rebel back then.
When he was finally of age, his father decided to send him off to the Spire, despite the fact that both his brothers did not go there. His father claimed it was to keep him out of trouble, despite the fact that he had been on his best behaviours during the recent years. Regardless, Jagred would not say no to a chance to further his combat skills. Not that he had any say in the matter.
Shadow Calls Jagred opens his vision and asks the ‘shadows’ to channel their power to help him. Have a 30% +5, if not +3 to Strength and Dexterity for the duration of the encounter.
In The Land Of The Blind Jagred calls on the shadows to materialize, creating a thick smoke screen that inflicts Blinded on nearby enemies, but leaving him and his allies untouched.
Eye Of The Tiger Jagred taps into his second sight, allowing perfect vision even in the darkest of dungeons. Grants immunity to getting Surprised and +30% to finding Trinkets. However, the shadow world takes a heavy toll on one’s mind. Have a 30% chance to take 3 damage to Mental HP every 5 minutes.
Skills:
Ebbing Flow Taught by a master knife dancer, Jagred learnt to move with the grace and agility of a lynx. It is often hard to detect his arrival, unless he wants you to.
Deft Fingers Given his colourful childhood, Jagred had picked up some tricks from the street. He can do some card tricks, pick some pockets, but his greatest talent lies in the art of lock picking.
The Effects
Fates & Destinies:
Gain his first kill.
Confine in someone about his contempt for the Suits system.
Weaken the Suits system somehow.
Madnesses:
Corruptions:
Area Unlocks:
Gold: 150g Equipment & Items:
A pair of brawler's gloves: Tough leather gloves with protective metal platings and studs.
YAY, it's finally up. I'm so excited. This RP feels like a written version of D&D, and I love it :D One thing @Mae, I decided to change Zephyr's house from Swordplay to The Elemental Blades just so it was more in line with some of the other houses, plus it sounds super cool
@duskshine749 me too! Also that sounds so cool <3 I've got some time to go through character sheets and help balance them today so we'll be getting them up on the character tab soon hopefully!
@Mae I was thinking, with Zephyr's research specialty being in Forbidden Magic, if he's on a mission or something and he comes across something made by Forbidden Magic would you include in your GM post or PM me or something that I would know it was Forbidden Magic?
Awesome :D now that we have the actual RP up now I want a nice IC post so we can start the story XD Also, I'm a bit confused as to which locations exactly are restricted for us to use our token on and which ones are not
I am very interested in participating in a true roleplay. However. Due to the serious detail given by the glorious mae and the small fact that it is coming up to one thirty in the morning. Might I ask if I could reserve the position of 10th of Spades?