Summoners - the Trials of Apep
How does it feel, New Summoner? Huh? To what am I referring? Why, the infinite power that comes from your new connection to that place, naturally. Do you enjoy it? Or... was the sheer size of the chaotic too much for your simple human mind to handle? No? Probably not, considering you're still here. Ah! Don't say anything. Haven't you ever heard of a rhetorical question? Who do you think you're talking to?
I. Know. Everything.
No, no, no. What I want you to do is take that little Doodad in front of you. No, not that one... off to the right a bit. Ah, that's it. This is your [Grimoire]. I know, I know. It looks like one of those little digital pagers. These were made for the last batch of Summoners, and that was over a decade ago. You don't expect me to keep up with fads to that extent, do you? Just take it. Better than a book. You should find a [Manifesto] already inside it, just scroll over to your inventory. That should tell you all about the uh... rules, as it were.
Now I know what you're thinking. Why do I have this power? Why did you give me this Grimoire? What am I supposed to do with it?
Meh...
Now I know what you're thinking. Why do I have this power? Why did you give me this Grimoire? What am I supposed to do with it?
Meh...
I don't really care.
Do whatever you want with it. Is it so wrong to grant a few hundred teenagers unimaginable cosmic power? Maybe I'm just sick like that. Okay. Okay. I get it. There HAS to be a REASON for things. Ugh... young people.
Look, I'll tell you what, the last game was a Battle Royal. Lots of people died, families were torn apart, friendships destroyed, cities ruined... yada yada. This time I'm not going to FORCE you to kill each other, okay? It's more of a PvE sort of thing this go around. Got it? I'll build a big maze for you kids to wander around in, and whoever gets to the bottom and retrieves the [Orb of Apotheosis] wins. I might even throw in a nice prize for that special someone.
What? You WANT to kill each other? Fine. Do it. I don't care. Just don't expect me to help you out if you aren't willing to pay the price. Huh? What price? [Souls] What else? Souls make up everything, don't you know? You. Me. The Maze. The Summons. You can use the souls you gather to get all kinds of nice things from the Grimoire. Spirits to summon. Special skills. Magic. Weapons. Money. You can even bring yourself or others back to life... yes, even people who don't have Grimoires. Just make sure you have most of the giblets left or there won't be anything left to bring them back with. The Grimoire should already have a few souls in it, I recommend you use them wisely. That way, you can collect a few more souls by killing things in the maze. You could also steal them from the others, I guess, if that's your sort of thing. Just know that you can transfer items and souls out of Grimoire that's still contracted. You don't necessarily have to kill the original owner first.
Oh, and then there's THAT. What is THAT, you ask? Death. Not the usual kind, either. The eternal, "Your soul is mine," kind of death. Look, this power isn't free, alright? It's not ME that wants you pay the price. The Void itself demands tribute from anyone contracted to a Grimoire. That's just the way it works. Didn't I already say not to blame me? You're the one who took the Grimoire. Look, just give it a hundred souls every new day when the Grimoire reads 24:00. As long as you do that you'll be fine.
Stop whining. Just get out there and do it.
Who am I exactly? You really want to know? It won't make you feel any better.
Look, you can just call me...
Look, I'll tell you what, the last game was a Battle Royal. Lots of people died, families were torn apart, friendships destroyed, cities ruined... yada yada. This time I'm not going to FORCE you to kill each other, okay? It's more of a PvE sort of thing this go around. Got it? I'll build a big maze for you kids to wander around in, and whoever gets to the bottom and retrieves the [Orb of Apotheosis] wins. I might even throw in a nice prize for that special someone.
What? You WANT to kill each other? Fine. Do it. I don't care. Just don't expect me to help you out if you aren't willing to pay the price. Huh? What price? [Souls] What else? Souls make up everything, don't you know? You. Me. The Maze. The Summons. You can use the souls you gather to get all kinds of nice things from the Grimoire. Spirits to summon. Special skills. Magic. Weapons. Money. You can even bring yourself or others back to life... yes, even people who don't have Grimoires. Just make sure you have most of the giblets left or there won't be anything left to bring them back with. The Grimoire should already have a few souls in it, I recommend you use them wisely. That way, you can collect a few more souls by killing things in the maze. You could also steal them from the others, I guess, if that's your sort of thing. Just know that you can transfer items and souls out of Grimoire that's still contracted. You don't necessarily have to kill the original owner first.
Oh, and then there's THAT. What is THAT, you ask? Death. Not the usual kind, either. The eternal, "Your soul is mine," kind of death. Look, this power isn't free, alright? It's not ME that wants you pay the price. The Void itself demands tribute from anyone contracted to a Grimoire. That's just the way it works. Didn't I already say not to blame me? You're the one who took the Grimoire. Look, just give it a hundred souls every new day when the Grimoire reads 24:00. As long as you do that you'll be fine.
Stop whining. Just get out there and do it.
Who am I exactly? You really want to know? It won't make you feel any better.
Look, you can just call me...
WEEEEEEEELCOME! Zurnt here, reporting for doodie.
This is my newest project!
[Summoners - the Trials of Apep] is meant to be a medium-sized RP for about 4 - 6 players. It follows the adventures of a group of teenagers gifted with INFINITE COSMIC POWER, and a Grimoire with which to use it, by the Evil God Apep.
This is the INTEREST CHECK and it's currently UNDER CONSTRUCTION. There's still a lot of work that needs to be done, but rest assured, I've got my hardhat on and it's already well underway. That being said, I'd love to hear from you wonderful denizens of this fine Roleplaying establishment. Let me know if you think this has potential, and perhaps if you're interested in joining when everything is up and running.
Also, if you're a dedicated imagineer like myself, feel free to share your ideas and help the RP learn and grow like a good little fun-slave.
Completed:
[Intro - 100%]
[The Shoppe - 80%]
[Manifesto - 100%]
[Setting - 80%]
[Character Guidelines - 90%]
To be Completed:
[Sample Character]
[OOC]
Currently Working on: [The Shoppe]
[Intro - 100%]
[The Shoppe - 80%]
[Manifesto - 100%]
[Setting - 80%]
[Character Guidelines - 90%]
To be Completed:
[Sample Character]
[OOC]
Currently Working on: [The Shoppe]
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Taking a moment to familiarize yourself with the controls of your new Grimoire, you navigate to a tab labeled "Inventory" and find an object aptly named [Manifesto]. A blinking marker accents the highlighted bar, seeming to egg you on. Press it. Press the button. PRESS IT! No longer able to tell if your finger is moving under your own will, you hit the select button. A draining sensation bleeds your veins, as if your entire body were an empty vacuum. The Grimoire screen glows with a malefic radiance and lengthy, tongue-tying syllables leak from your lips. Foreign words, meaning unknown, burn themselves upon your eyes.
This you know:
This you know:
One shall be the Orb.
Four by seven by seven by four shall be the Book.
If one shall the Man be, one shall be the Book.
If none shall be the Book, none shall the Man be.
If none shall the Man be, one shall be the Book.
One shall the Man be, come Sun, given none.
One shall be the Book, come Night, given ten by ten.
None shall be the Book, come Night, given none.
If one and one again shall the Man be,
one and one again shall be the Book.
If one and none again shall the Man be,
one and one again shall be the Book.
If one shall be the Orb, none shall be the Book,
none shall the Man be, come Sun, given none.
If one shall be the Orb, none shall be the Book,
one shall the Man be, come Night, given none.
If none shall be the Orb, none shall be the Book,
one shall the Man be, come Sun, given none.
If none shall be the Orb, one shall be the Book,
none shall the Man be, come Night, given none.
If one shall be the Orb, one shall be the Book,
one shall the Man be, come Night, come Sun,
given four by seven by seven by four.
None shall be the Orb.
Four by seven by seven by four shall be the Book.
If one shall the Man be, one shall be the Book.
If none shall be the Book, none shall the Man be.
If none shall the Man be, one shall be the Book.
One shall the Man be, come Sun, given none.
One shall be the Book, come Night, given ten by ten.
None shall be the Book, come Night, given none.
If one and one again shall the Man be,
one and one again shall be the Book.
If one and none again shall the Man be,
one and one again shall be the Book.
If one shall be the Orb, none shall be the Book,
none shall the Man be, come Sun, given none.
If one shall be the Orb, none shall be the Book,
one shall the Man be, come Night, given none.
If none shall be the Orb, none shall be the Book,
one shall the Man be, come Sun, given none.
If none shall be the Orb, one shall be the Book,
none shall the Man be, come Night, given none.
If one shall be the Orb, one shall be the Book,
one shall the Man be, come Night, come Sun,
given four by seven by seven by four.
None shall be the Orb.
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The world of [Summoners - the Trials of Apep] is in many ways no different from our own. The year is 2016, and only three months have passed since the advent of the current Trials. Communities, alliances, and enmities have already taken shape among the Summoners' makeshift community, and new Grimoires are activated daily. Of course, as is perfectly natural for a Fantasy world, there can't help but be a few departures from the real.
During the years between 2001-2003, a series of catastrophic events erupted all across the globe. There was little to no rhyme or reason to any of these incidents, and the blame was leveled at everything from terrorism to great industrial accidents. Few people look back on this time with any sort of positive feeling, and the mortality rate of these three years alone approach WW2 in its entirety. Although the human race holds in their hearts an almost universal contempt for these three years, the results contained countless ecological and economic benefits that are just now being understood.
Simply put, Telecommunications are down and Transportation is blossoming. High speed passenger jets, cruises, and cultural exchanges have never been greater. Phone technology is several years behind compared to what you might expect, and even a scant few developed countries are having trouble getting nation-wide networking. This isn't to say these industries are failing, but it's important to note that most of the younger generation has inherited a deep desire to travel abroad due to the ease of application. Impersonal connections are simply viewed as less important.
Although the semi-best and sorta brightest are still trying to fully understand the reasons behind this phenomenon, the truth is stranger yet than the fiction. The Summoner Trials taking place during these years caused many young, idealistic, and brilliant individuals to rise to prominence through a vast acclimation of wealth and power. The current world is merely a result of their whims, standing like gods atop a pile of lesser humans and deeply buried bodies. For current Summoners, this isn't too hard to comprehend. These powerhouses could already communicate over any distance through the Grimoire Social Network, GrimNet, and possessed power and wealth beyond human comprehension. What did they need? A way to travel. One without drawing attention. During the final days of this competition, seven or eight giants were stalking one another from across continental and oceanic borders. Naturally, this expended a great deal of time and resources, and many enterprising individuals took advantage of the sudden need and influx of wealth.
As a side effect, Social Networking is woefully behind the times. People aren't connected in quite the same way. Globalization is flourishing, but personal rights and "political correctness" are still vague in the cultural consciousness. Expect a severe increase prejudice regarding personal matters such as gender, sexuality, and identity. On the other hand, the influx of new and efficient mechanical technologies has led to better religious, racial, and cultural understanding and fusing. Clean energy is on the rise, and public transportation is almost overtaxed in form and function.
Alright, so now that the history lesson is out of the way, what does this current Summoner competition entail? Simply put, a new location has been added. While the last set of Trials took place across the width and breadth of the entire planet, a great deal of the action this time around has been shifted to a location known as the Maze. This extra-dimensional plane has unique rules of its own, and Summoners no longer need to duke it out amidst the poor, ignorant populace.
Keep these changes in mind as you continue onwards, and understand that people are fewer in number and generally more reserved and private.
Simply put, Telecommunications are down and Transportation is blossoming. High speed passenger jets, cruises, and cultural exchanges have never been greater. Phone technology is several years behind compared to what you might expect, and even a scant few developed countries are having trouble getting nation-wide networking. This isn't to say these industries are failing, but it's important to note that most of the younger generation has inherited a deep desire to travel abroad due to the ease of application. Impersonal connections are simply viewed as less important.
Although the semi-best and sorta brightest are still trying to fully understand the reasons behind this phenomenon, the truth is stranger yet than the fiction. The Summoner Trials taking place during these years caused many young, idealistic, and brilliant individuals to rise to prominence through a vast acclimation of wealth and power. The current world is merely a result of their whims, standing like gods atop a pile of lesser humans and deeply buried bodies. For current Summoners, this isn't too hard to comprehend. These powerhouses could already communicate over any distance through the Grimoire Social Network, GrimNet, and possessed power and wealth beyond human comprehension. What did they need? A way to travel. One without drawing attention. During the final days of this competition, seven or eight giants were stalking one another from across continental and oceanic borders. Naturally, this expended a great deal of time and resources, and many enterprising individuals took advantage of the sudden need and influx of wealth.
As a side effect, Social Networking is woefully behind the times. People aren't connected in quite the same way. Globalization is flourishing, but personal rights and "political correctness" are still vague in the cultural consciousness. Expect a severe increase prejudice regarding personal matters such as gender, sexuality, and identity. On the other hand, the influx of new and efficient mechanical technologies has led to better religious, racial, and cultural understanding and fusing. Clean energy is on the rise, and public transportation is almost overtaxed in form and function.
Alright, so now that the history lesson is out of the way, what does this current Summoner competition entail? Simply put, a new location has been added. While the last set of Trials took place across the width and breadth of the entire planet, a great deal of the action this time around has been shifted to a location known as the Maze. This extra-dimensional plane has unique rules of its own, and Summoners no longer need to duke it out amidst the poor, ignorant populace.
Keep these changes in mind as you continue onwards, and understand that people are fewer in number and generally more reserved and private.
Yes, it looks like a little outdated, but this thing is your one-stop source for untold riches and power. What do you have to complain about? The Grimoire has so many functions loaded into one simple device that you couldn't really ask for any more. At least not at the moment, anyways. Just remember, you don't need to be a Summoner in order to read a Grimoire. A connection to the Void is necessary to make use of Summons, but how could this ancient arcane device possibly be so simple?
Profile: This useful page shows your current stats. Your kill to death ratio. Your current net worth. Even your age, abode, and personal physical information. There aren't passwords on these things, and if another person gets hold of your Grimoire they'll have access to all of this data in one convenient source.
Social: This page catalogs people on your Friend List, what kind of allegiances you hold, and keeps track of your personal messages and contacts with other Grimoires. Anything you can make use of on regular Social Networking services such as Facebook and MySpace can be used here. Remember, keep your friends close, and your enemies closer.
Forum: Share or sell information among the Summoner populace. Works like any usual Forum. Your UserName is determined when you contract with the Grimoire, and is usually cheekily reminiscent of your actual person.
Inventory: Your cache, as it were. Keeps track of all of your Summons and any useful information therein. Also keeps track of your wealth in Souls and Coins. Pretty simple.
Store: Sells Summons of ordinary quality and rarity to Summoners at an appropriate wholesale price. These Summons appear to be infinite in number, extending all the way up to Low-Grade Heroic Star Summons. At first, only Low-Grade Mortal Star Summons were available, but as additional floors were "unlocked," new goods appeared in the shop. Prices seem to be directly related to Tier, Grade, and Category of the Summons. Useful for beginners and those seeking Items.
Auction: A large eBay-esque service for Summoners to trade goods for Souls. Prices are dictated by the need for such goods. Expect this page to be rampant in use until the number of Summoners subsides. You can also find useful market information on various goods and Summons.
Map: Shows your various surroundings in a marginally useful 2D HUD. Shows hostile Summons, monsters, pedestrians, registered Friends, and points of interest using different symbols. Maps out a roughly 500m radius and shows your current location anywhere in the world and in the Maze. Customizable to a certain degree.
Social: This page catalogs people on your Friend List, what kind of allegiances you hold, and keeps track of your personal messages and contacts with other Grimoires. Anything you can make use of on regular Social Networking services such as Facebook and MySpace can be used here. Remember, keep your friends close, and your enemies closer.
Forum: Share or sell information among the Summoner populace. Works like any usual Forum. Your UserName is determined when you contract with the Grimoire, and is usually cheekily reminiscent of your actual person.
Inventory: Your cache, as it were. Keeps track of all of your Summons and any useful information therein. Also keeps track of your wealth in Souls and Coins. Pretty simple.
Store: Sells Summons of ordinary quality and rarity to Summoners at an appropriate wholesale price. These Summons appear to be infinite in number, extending all the way up to Low-Grade Heroic Star Summons. At first, only Low-Grade Mortal Star Summons were available, but as additional floors were "unlocked," new goods appeared in the shop. Prices seem to be directly related to Tier, Grade, and Category of the Summons. Useful for beginners and those seeking Items.
Auction: A large eBay-esque service for Summoners to trade goods for Souls. Prices are dictated by the need for such goods. Expect this page to be rampant in use until the number of Summoners subsides. You can also find useful market information on various goods and Summons.
Map: Shows your various surroundings in a marginally useful 2D HUD. Shows hostile Summons, monsters, pedestrians, registered Friends, and points of interest using different symbols. Maps out a roughly 500m radius and shows your current location anywhere in the world and in the Maze. Customizable to a certain degree.
The primary battlegrounds of the current Trials. The Maze is an extra-dimensional plane that exists in the depths of the Void. It can be accessed from your profile on the Grimoire, in which case you will be instantly teleported to a "Home" registered on a "Nexus" floor of the dungeon. If no home is registered, then the Summoner will be transferred to the 1st Floor Nexus. According to the Grimoire, there are a total of 52 floors of the Maze, and the Summoner's current floor can be viewed on the Grimoire's map function. Shows as [Floor XX / 52] from the location readout.
Nexus: While only the 1st and 10th floors have been confirmed as "Nexus" floors, it can be deduced from this trend that every tenth floor is a Nexus. On a Nexus, various empty houses, ever-replenishing sources of food, and other leisure resources are available for public use. There are no signs of aggressive monsters, and any attempt to use Summons has resulted in failure. In other words, on a Nexus, you're no different than a normal human. These are safe zones, and while the typical machinations of human-kind are still present, such as thieves and murderers, these things are relatively fewer in number compared to the "Combat Floors." Floor 1 appears similar to a rustic European fortress city, with thick stone walls separating the living space from various farms and ranches that produce harmless edible critters such as sheep and pigs. Floor 11 is a more fantastical forest city, with buildings built into massive trees. The outer areas house various exotic fruits and lakes with never ending quantities of large, fatty fish.
Homes: Once inside of a building, it can be registered as "Home" on the profile page of your Grimoire. This costs a number of Souls depending on the grandeur of said abode. Only the contracted, registered Summoner can enter the building unless others, selectable on the social page of the Grimoire, are specified. Homes contain many basic living necessities and sell on a first-come, first-serve basis. Those with greater wealth, or those who can break through to lower floors earlier, have access to better homes.
Combat Floors: "Combat Floors" are floors where "Monsters" appear and are capable of being fought and slain. These floors do not contain any amenities, and are normally difficult and dangerous to navigate even with a map. Floors 2 - 10 and floors 12 - 13 have been confirmed as "Combat Floors." Floors 2 - 9 appear to be based on the legend of the Greek Labyrinth and constructed from stone in a maze-like pattern. Floors 12 - 13 mimic wide plains and forests. It is assumed that every set of ten floors will have a cohesive theme, determining what kinds of monsters and treasures will appear within. In order for a Summoner to progress to a lower floor they must first defeat a "Floor Boss." Once this "Floor Boss" has been slain, the Summoner may proceed directly to the next floor, or access it at any time through the related Nexus.
Monsters: Seemingly based on Spirit Summons, monsters are generally considered weaker than the Spirits used by Summoners, but far more numerous and seemingly infinitely replenishing. Monsters are preternaturally aggressive, attacking on sight even at the costs of their own lives and even when faced with impossible odds of success. As Summoners descend floors, the monsters grow smarter and more powerful. Whoever achieves the killing blow on a monster will earn an amount of Souls equivalent to the strength of the entity. Even the weakest monsters on the first floor award 4-6 souls, and monsters on the lower floors have been recorded as giving even 50-80 souls per kill. Monsters appear as small red dots on the Grimoire map.
Drops: All monsters have a small chance of "Dropping" a Summon on death. The Summon will automatically register to the Grimoire of the Summoner who struck the killing blow of the monster. Weaker monsters will usually only drop mundane Items, but some might drop more valuable Summons based on their form, equipment, or abilities.
Floor Boss: At the end of every combat floor lies a "Floor Boss" that is usually on par or stronger than the strongest monster of the next combat floor. Floor Bosses are always the same for their specific floor, and will revive every hour on the hour. After being slain, they will drop a significantly larger number of souls for every Summoner present in the "Boss Room" at the time of their death. The 2nd Floor Boss drops 100 souls for each player on death, and the 12th Floor Boss drops 1000. Floor Bosses will always drop at least three Summons, based on the same criteria as monsters. These drops go to the Summoner who dealt the first blow, the Summoner who did the most damage, and the Summoner who struck the killing blow.
Violence: None of the floors, even the Nexus floors, prohibit acts of violence between Summoners. Although many new Summoners may think twice about actively harming or killing others, there are always exceptions. It's best to expect an attack any time you meet a stranger, and death is always a possibility, even from monsters.
Homes: Once inside of a building, it can be registered as "Home" on the profile page of your Grimoire. This costs a number of Souls depending on the grandeur of said abode. Only the contracted, registered Summoner can enter the building unless others, selectable on the social page of the Grimoire, are specified. Homes contain many basic living necessities and sell on a first-come, first-serve basis. Those with greater wealth, or those who can break through to lower floors earlier, have access to better homes.
Combat Floors: "Combat Floors" are floors where "Monsters" appear and are capable of being fought and slain. These floors do not contain any amenities, and are normally difficult and dangerous to navigate even with a map. Floors 2 - 10 and floors 12 - 13 have been confirmed as "Combat Floors." Floors 2 - 9 appear to be based on the legend of the Greek Labyrinth and constructed from stone in a maze-like pattern. Floors 12 - 13 mimic wide plains and forests. It is assumed that every set of ten floors will have a cohesive theme, determining what kinds of monsters and treasures will appear within. In order for a Summoner to progress to a lower floor they must first defeat a "Floor Boss." Once this "Floor Boss" has been slain, the Summoner may proceed directly to the next floor, or access it at any time through the related Nexus.
Monsters: Seemingly based on Spirit Summons, monsters are generally considered weaker than the Spirits used by Summoners, but far more numerous and seemingly infinitely replenishing. Monsters are preternaturally aggressive, attacking on sight even at the costs of their own lives and even when faced with impossible odds of success. As Summoners descend floors, the monsters grow smarter and more powerful. Whoever achieves the killing blow on a monster will earn an amount of Souls equivalent to the strength of the entity. Even the weakest monsters on the first floor award 4-6 souls, and monsters on the lower floors have been recorded as giving even 50-80 souls per kill. Monsters appear as small red dots on the Grimoire map.
Drops: All monsters have a small chance of "Dropping" a Summon on death. The Summon will automatically register to the Grimoire of the Summoner who struck the killing blow of the monster. Weaker monsters will usually only drop mundane Items, but some might drop more valuable Summons based on their form, equipment, or abilities.
Floor Boss: At the end of every combat floor lies a "Floor Boss" that is usually on par or stronger than the strongest monster of the next combat floor. Floor Bosses are always the same for their specific floor, and will revive every hour on the hour. After being slain, they will drop a significantly larger number of souls for every Summoner present in the "Boss Room" at the time of their death. The 2nd Floor Boss drops 100 souls for each player on death, and the 12th Floor Boss drops 1000. Floor Bosses will always drop at least three Summons, based on the same criteria as monsters. These drops go to the Summoner who dealt the first blow, the Summoner who did the most damage, and the Summoner who struck the killing blow.
Violence: None of the floors, even the Nexus floors, prohibit acts of violence between Summoners. Although many new Summoners may think twice about actively harming or killing others, there are always exceptions. It's best to expect an attack any time you meet a stranger, and death is always a possibility, even from monsters.
A few enterprising and charismatic Summoners have already formed allegiances with their peers and make efforts daily to enforce their wills upon the other, unenlightened, participants of the Trials. Small groups of Friends usually call themselves Parties. Larger groups are known as Clans. Those select few Summoners who are widely considered to stand among the top 10 by those of the forums are known as Rankers.
Parties: Groups of 4 - 6 Summoners who focus on working together and addressing each others' weaknesses either through balance or extremism. This system helps to keep from unnecessary deaths, usually with a preordained agreement in place regarding the distribution of Souls and Drops. Groups of Friends are the most expected to use this system, but groups of random, bored, or desperate have been known to form parties on occasion.
Clans: A collection of multiple parties or individual players, usually with a "Chief Summoner" at the head, with their own system of hierarchy and rules. Merely an extension of the party system, and designed to enforce a general concept of law through numbers. Typically seen sharing large homes known as "Clan Halls" and spreading wealth around influential members.
Rankers: Although not an official position so to speak, Rankers are determined by the Summoner community to fall within the top 10 of all active participants in the Trials. This position is usually earned through combat prowess, net worth, or wealth of information. A thread on the GrimNet Forum constantly keeps track of the Rankers, and anyone with the status is normally treated with fear and respect. Although this may seem like beneficial title, having that many eyes on you can also carry various detriments.
Clans: A collection of multiple parties or individual players, usually with a "Chief Summoner" at the head, with their own system of hierarchy and rules. Merely an extension of the party system, and designed to enforce a general concept of law through numbers. Typically seen sharing large homes known as "Clan Halls" and spreading wealth around influential members.
Rankers: Although not an official position so to speak, Rankers are determined by the Summoner community to fall within the top 10 of all active participants in the Trials. This position is usually earned through combat prowess, net worth, or wealth of information. A thread on the GrimNet Forum constantly keeps track of the Rankers, and anyone with the status is normally treated with fear and respect. Although this may seem like beneficial title, having that many eyes on you can also carry various detriments.
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Using their divine connection to the Void, along with the handy-dandy interface of their Grimoire, Summoners can trade in souls for various magical sundries known as Summons. The prices of said Summons differ greatly, from a few tens of souls to tens of millions of souls. Each subset of Summons uses the same ranking system, but all have different criteria for deciding how they fit into these categories. There are 5 tiers of Summons, with each tier having 3 grades.
Mortal Star - The weakest tier of Summons. Mortal Star Summons usually mimic every day things of varying qualities - depending on the grade. Skills are normally for minor personal use. Spirits can be dangerous, but rarely life threatening towards an actively defending or fleeing Summoner. Artifacts are high-quality but mundane items, with magical abilities available for little more than convenience.
Hero Star - Not quite mundane, but not quite magical. Hero Star Summons, in the hands of a normal person, can let them stand at the peak of human ability. Swords can cut steel girders. Fires can melt stones. Spirits can slaughter a dozen regular humans without working up a sweat. Skills can let you accomplish the limits of the possible.
Saint Star - There is a great qualitative change when stepping into the level of Saint Star Summons. These forces are beyond anything humans are capable of producing. Spirits can raze cities and decimate mountains. Skills can defy the very laws of nature. Artifacts are unique and never have anything less than a decisive effect.
Demigod Star - Demigod Star Summons fall just short of true acts of divinity. Split seas and cure plagues. Shoot an arrow that can travel to the sun. Spirits begin to embody forces of nature and concepts of the universe to a lesser degree.
God Star - God Star Summons are usually just jacked up versions of Demigod Star Summons. Any Summon in this tier can tear apart the fabric of the universe and laugh in the face of destiny.
Hero Star - Not quite mundane, but not quite magical. Hero Star Summons, in the hands of a normal person, can let them stand at the peak of human ability. Swords can cut steel girders. Fires can melt stones. Spirits can slaughter a dozen regular humans without working up a sweat. Skills can let you accomplish the limits of the possible.
Saint Star - There is a great qualitative change when stepping into the level of Saint Star Summons. These forces are beyond anything humans are capable of producing. Spirits can raze cities and decimate mountains. Skills can defy the very laws of nature. Artifacts are unique and never have anything less than a decisive effect.
Demigod Star - Demigod Star Summons fall just short of true acts of divinity. Split seas and cure plagues. Shoot an arrow that can travel to the sun. Spirits begin to embody forces of nature and concepts of the universe to a lesser degree.
God Star - God Star Summons are usually just jacked up versions of Demigod Star Summons. Any Summon in this tier can tear apart the fabric of the universe and laugh in the face of destiny.
- Low-Grade < Mid-Grade < High-Grade.
- A Low-Grade Mortal Star Summon is something you might find in everyday life. War Dog; Steel Knife; Basic Sprinting; etc...
- A High-Grade Mortal Star Summon is roughly on par with a Low-Grade Heroic Star Summon, with the latter usually winning out over the former if compared side-by-side.
- A High-Grade Heroic Star Summon is similarly powered with a Low-Grade Saint Star Summon, but the difference in quality is more noticeable.
- This trend continues in all tiers.
Spirits - Essentially what you would think of when you hear the word Summoner. Spirits are entities that follow the orders of the person who summoned them. They have all kinds of different shapes, powers, and purposes. Spirits are normally determined to be the best purchase for new Summoners, since once you've bought it, you can Summon it at will to do your bidding. If a Spirit dies in combat, it's gone for good and must be purchased again. Spirits who have obtained sentience have have free will, and while they are compelled to follow the Summoner's orders, they may rebel or even break free entirely. Spirits are ranked on Combat Power, Intelligence, and Utility.
Artifacts - Weapons, Armors, and Magic Tools that can have any kind of function under the sun. A Flaming Sword. A Helmet of Insight. A Steel Bulwark that you can carry around in your pocket and deploy at will. These items are infinitely numerous and all have varying levels of power and utility. They have the broadest ranking category, and are usually ranked by how well they accomplish the purpose of the Artifact.
Skills - Ever wanted to know Kung-Fu? How to conjure a Fireball? Want to be really good at Algebra? You can find a massive variety of skills available through your Grimoire, beamed directly into your brain via arcane juju. Simply begin reading whichever Manual you purchase and after a few pages you'll enter a kind of trance. Finish reading the Manual and the skill will be yours to use for as long as you're contracted to the Grimoire. Skills are ranked on their Quality, Practicality, and Usability.
Items - Summons that can only be used a single time are called Items. These include things such as Potions, Spell Scrolls, and Summoning Scrolls. Items are ranked by how well they mimic the effects of the Summon that they're are based on. They are usually far cheaper than their permanent counterparts.
Money - Souls can also be traded in for monetary rewards. 1 soul for 1 gold coin. The coin is made of precisely 1 Troy ounce of .9999 quality gold. The gold coins can be stored in any quantity within the Grimoire, and can also be exchanged for various bills using the Grimoire as well. These prices always follow current market trends, and while nobody knows from where the bills originate, they are assuredly not counterfeit in any capacity. Money is not ranked.
Life - Souls can be used to revive the dead and repair damage done to the world. For instance, if two Summoners do battle in a public park, killing ten, injuring twenty, and tearing up everything within sight, those Summoners' Grimoires will automatically catalog the damages and assign values to them. By paying the specified number of souls, or perhaps fewer if the Summoner prefers to micromanage their accounts, time and space will warp back to a point before the Summoners met. This will revive the (usually) innocent bystanders with no memory of the battle and leave the park as if it was never destroyed. This effect can even be used revive a Summoner from the brink of death, given enough souls. If a Summoner dies, they cannot revive themselves, but if another Summoner retrieves their Grimoire, they can use the souls therein to revive the contracted Summoner. Regular human lives cost a pittance of a few souls a piece, with damages to property costing even less. Wider areas of effect will cost exponentially more. The value of a Summoner's life is determined by their total net worth (in souls) stored in their contracted Grimoire at the time of their death. This value is usually 25-75% depending on the severity of the damage they've sustained.
Artifacts - Weapons, Armors, and Magic Tools that can have any kind of function under the sun. A Flaming Sword. A Helmet of Insight. A Steel Bulwark that you can carry around in your pocket and deploy at will. These items are infinitely numerous and all have varying levels of power and utility. They have the broadest ranking category, and are usually ranked by how well they accomplish the purpose of the Artifact.
Skills - Ever wanted to know Kung-Fu? How to conjure a Fireball? Want to be really good at Algebra? You can find a massive variety of skills available through your Grimoire, beamed directly into your brain via arcane juju. Simply begin reading whichever Manual you purchase and after a few pages you'll enter a kind of trance. Finish reading the Manual and the skill will be yours to use for as long as you're contracted to the Grimoire. Skills are ranked on their Quality, Practicality, and Usability.
Items - Summons that can only be used a single time are called Items. These include things such as Potions, Spell Scrolls, and Summoning Scrolls. Items are ranked by how well they mimic the effects of the Summon that they're are based on. They are usually far cheaper than their permanent counterparts.
Money - Souls can also be traded in for monetary rewards. 1 soul for 1 gold coin. The coin is made of precisely 1 Troy ounce of .9999 quality gold. The gold coins can be stored in any quantity within the Grimoire, and can also be exchanged for various bills using the Grimoire as well. These prices always follow current market trends, and while nobody knows from where the bills originate, they are assuredly not counterfeit in any capacity. Money is not ranked.
Life - Souls can be used to revive the dead and repair damage done to the world. For instance, if two Summoners do battle in a public park, killing ten, injuring twenty, and tearing up everything within sight, those Summoners' Grimoires will automatically catalog the damages and assign values to them. By paying the specified number of souls, or perhaps fewer if the Summoner prefers to micromanage their accounts, time and space will warp back to a point before the Summoners met. This will revive the (usually) innocent bystanders with no memory of the battle and leave the park as if it was never destroyed. This effect can even be used revive a Summoner from the brink of death, given enough souls. If a Summoner dies, they cannot revive themselves, but if another Summoner retrieves their Grimoire, they can use the souls therein to revive the contracted Summoner. Regular human lives cost a pittance of a few souls a piece, with damages to property costing even less. Wider areas of effect will cost exponentially more. The value of a Summoner's life is determined by their total net worth (in souls) stored in their contracted Grimoire at the time of their death. This value is usually 25-75% depending on the severity of the damage they've sustained.
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A note from the GM:
Characters should possess information on all of the following:
I'm sure that most everyone reading this has made characters before, both simple and complex, but I hope you can indulge this selfish GM for a bit while I discuss my thoughts on the subject. I don't just want this character of yours to be another under your belt, but a living, breathing soul that you can take pride in! My goal has always been to put on the best game I can, and it all starts here, with you and your character.
Your character is the extension of your authority in this game. It's where you'll get to show the limits of your creativity, freedom, and power, and it will - hopefully - grow into a person you and the other players can respect and cherish.
You will not be overly limited when making a character, and are provided as much freedom as you deem necessary. That said, I will provide critique and advice for any and all character submissions for the sake of fairness and integration. Filling out a character sheet for a Summoner who has only just begun, although simpler, is not necessary. As long as there is a clear path of progression and thought for your character's growth, I will not take issue with it.
The available character slots will be given according to my judgement, and for the time being each player will only be allowed one character. So that you aren't overly confused by my guidelines, I will do my best to explain each part in full.
When judging, I will take into account creativity, originality, usability, and technical skill. Remember, this sheet is essentially your resume for the game, so make sure not to rush it and show off everything you've got to give. Don't worry about changing things up or going outside your comfort zone, because I'll be here every step of the way to help you find a place to fit in and give you - perhaps not what you might ask for, but definitely what you want - out of this roleplay.
Formatting is left up to the players, this isn't a skeleton, but a guideline. You don't have to turn these requirements into separate sections and answer them one-by-one like a questionnaire. The information just has to be there. Prettiness is not considered during judging, but I will be better able to judge if I can easily find the things I'm looking for, so there's still that.
Your character is the extension of your authority in this game. It's where you'll get to show the limits of your creativity, freedom, and power, and it will - hopefully - grow into a person you and the other players can respect and cherish.
You will not be overly limited when making a character, and are provided as much freedom as you deem necessary. That said, I will provide critique and advice for any and all character submissions for the sake of fairness and integration. Filling out a character sheet for a Summoner who has only just begun, although simpler, is not necessary. As long as there is a clear path of progression and thought for your character's growth, I will not take issue with it.
The available character slots will be given according to my judgement, and for the time being each player will only be allowed one character. So that you aren't overly confused by my guidelines, I will do my best to explain each part in full.
When judging, I will take into account creativity, originality, usability, and technical skill. Remember, this sheet is essentially your resume for the game, so make sure not to rush it and show off everything you've got to give. Don't worry about changing things up or going outside your comfort zone, because I'll be here every step of the way to help you find a place to fit in and give you - perhaps not what you might ask for, but definitely what you want - out of this roleplay.
Formatting is left up to the players, this isn't a skeleton, but a guideline. You don't have to turn these requirements into separate sections and answer them one-by-one like a questionnaire. The information just has to be there. Prettiness is not considered during judging, but I will be better able to judge if I can easily find the things I'm looking for, so there's still that.
- Zurnt
Characters should possess information on all of the following:
Theme - A short sentence that embodies the "Theme" of your character. A theme is, in my opinion, the first piece to a great character. It is not meant to reign in the intent of your design, but to allow for a cohesive starting point. Like a web, everything your character embodies should originate from the center - from this point. Remember, deviating from this theme is perfectly normal, just as long as you can still see the starting point.
Name - There's a lot that a name says about a character. Whether you want your name to be symbolic or not, you can't deny the impact that it will have had on a person over the course of their life. Every time other people think of this character, the name will come to mind, and that will definitely color their perceptions of them. Do you just so happen to skirt around people named Brad because you knew a shitty Brad once? When was the last time you met a dour person named Sunshine? Is your name so boring and plain that you hate it, or are you thankful for the lack of attention? Also consider any nicknames and aliases that your character might have created or garnered. Most people will have had a few over the years, even if they don't use them anymore, and there's almost always a story behind it. How did this story and subsequent naming affect and shape the character?
Age and Birth Date - Age is a pretty typical thing to include in a character sheet, and since only teenagers are given a Grimoire, you will likely be confined to ages between 14 - 17. That said, I'm not going to keep you from changing this as long as it's explained well enough. The Birth Date, like the name, is considered because it also has an impact on people's attitudes. Did your character get presents for Christmas and their Birthday, even though they fall on the same week? Could they never invite friends over for a party because their birthday fell right around Mother's day? How does your character feel about birthdays in general? Does their culture celebrate them? Do they have friends or family to celebrate with? Do they even know their own birthday? Although you don't have to answer all of these question, I hope that just by giving the date (or lack thereof) you'll have touched upon some previously unconsidered aspects of your character.
Nationality/Birthplace - This game is going to span the entirety of the planet. Characters can be from anywhere in the world. Don't worry about not being able to communicate with each other. Language is a negligible barrier when you can just buy the ability to speak one for a few dozen souls and learn it in an afternoon. The important thing is how your nationality has shaped you. Cultural and religious pressures are almost always determined nationally, and many countries sport locales and customs that can be used to your creative advantage. Is your character an immigrant trying to get a leg up in a new country? Literally a spoiled princess? A child laborer in an impoverished country? A mountain native who's never left their village? A regular old high school student?
Gender/Sexuality - A bit of a hot topic in today's rapidly evolving meta-culture. Rather than focusing on YOUR opinion of these aspects, consider instead your character's opinion. Not just regarding their own sexuality and gender identity, but that of their culture, their view of their culture, and their views about others' position. Are they considered typical and resent variation? Atypical and resent normalcy? Atypical and resent themselves? Are they self assured in their assertions? Maybe they really ARE just going through a phase? How have the views of those close to them shaped their actions and opinions?
Appearance - I know I've gone into depth on all of the other sections so far, but this one should be pretty self-explanatory if you've read the others. Don't just consider what your character looks like, but WHY they look that way, and if it matches the rest of the character. Do they choose their own clothes and accessories, or is that all they're allowed? Can they even afford to keep up their appearance? How has becoming a Summoner affected their choices? Do they dress up to hide themselves, or to show off? In addition, how has their physical stature affected them? Are their features odd or foreign, or perfectly normal?
Goals - People wants things. Your character wants things. Does your character care about being a Summoner, or do they want to use their powers to accomplish something they consider greater? Maybe they just want to eat delicious foods from all around the world. Maybe they want to strive for world peace. Maybe the opposite? Your character, even if not actively, is always going to be working towards their goals. Yes, even when their actions take them in the opposite direction. Try to provide at least two of these, a long-term and a short-term, but feel free to go crazy if you think it suits your character.
Personality - It's possible to sum up a character's personality in a single word, but that's not the point. There's also no point in going back over the same information in different words just to make a character seem deeper, either. Get down to the nitty-gritty but don't repeat yourself. You should strive to include a few solid truths about your character. Your character may act against or in favor of what you write, they may hate and deny themselves, but you should be aware of when this is happening and how these actions differ from their normal self. Consider adding a list of "Will-Always" and "Will-Never" actions, as opposed to "Likes" and "Dislikes."
Persona - Stop for a moment. Take into account your character's Goals and Personality. Condense it. Now ask yourself. What kind of person does your character WANT to be? Who are they modeling themselves after? Do they want to be a hero? A villain? A recluse? An intellectual? Teenagers, especially, will have a very obvious and/or rudimentary Persona in mind for themselves and act upon these guidelines, even if it goes against their true personality.
History - Tell your Character's story. The whole story if you want, but at least the important parts. Not necessarily the exciting or interesting parts, but the important ones. Like everything else, I'll leave this up to you. This is also the best time to show off your skills as a writer. Be eloquent, if it fits your character. Be fierce, if it fits your character. Be charming, if it fits your character. When Huck Finn tells his story you can bet he's probably tweaked things a bit to show himself in a better light. We all do it, and so does your character. Unless they don't.
Natural Abilities - Outside of what your character has obtained through being a Summoner, try to highlight their natural gifts too. Everyone has something they're good at, supposedly. Maybe your character has found that thing, maybe they haven't. As always, consider how these abilities affect the other aspects of your character and vice-versa. Is your character a skilled liar because they have something to hide, or because they have nothing interesting to say?
Summoner Shenanigans - Likewise, provide an explanation of any and all assets and liabilities your character has attained directly related to their actions as a Summoner. All Summoners start with a single Grimoire, 300 souls, the ability to access the Maze from anywhere in the world, and no idea what's going on. Are they just starting out with nothing to show for it, or are they a Ranker with several Summons and a decent network of contacts? A little of both? Neither of both? Who are their Friends? Who are their Enemies? Do they have a Home yet? Are they struggling to survive in the Summoner world? What kind of Summons do they favor? Do they have a favorite? Why? Why not? Details, details, details.
Anything Else - As always, be creative folks!
Examples: Stoic badass with a heart of gold; Demure damsel with an unexplored dark side; Wild and raucous bohemian with a god complex.
Name - There's a lot that a name says about a character. Whether you want your name to be symbolic or not, you can't deny the impact that it will have had on a person over the course of their life. Every time other people think of this character, the name will come to mind, and that will definitely color their perceptions of them. Do you just so happen to skirt around people named Brad because you knew a shitty Brad once? When was the last time you met a dour person named Sunshine? Is your name so boring and plain that you hate it, or are you thankful for the lack of attention? Also consider any nicknames and aliases that your character might have created or garnered. Most people will have had a few over the years, even if they don't use them anymore, and there's almost always a story behind it. How did this story and subsequent naming affect and shape the character?
Age and Birth Date - Age is a pretty typical thing to include in a character sheet, and since only teenagers are given a Grimoire, you will likely be confined to ages between 14 - 17. That said, I'm not going to keep you from changing this as long as it's explained well enough. The Birth Date, like the name, is considered because it also has an impact on people's attitudes. Did your character get presents for Christmas and their Birthday, even though they fall on the same week? Could they never invite friends over for a party because their birthday fell right around Mother's day? How does your character feel about birthdays in general? Does their culture celebrate them? Do they have friends or family to celebrate with? Do they even know their own birthday? Although you don't have to answer all of these question, I hope that just by giving the date (or lack thereof) you'll have touched upon some previously unconsidered aspects of your character.
Nationality/Birthplace - This game is going to span the entirety of the planet. Characters can be from anywhere in the world. Don't worry about not being able to communicate with each other. Language is a negligible barrier when you can just buy the ability to speak one for a few dozen souls and learn it in an afternoon. The important thing is how your nationality has shaped you. Cultural and religious pressures are almost always determined nationally, and many countries sport locales and customs that can be used to your creative advantage. Is your character an immigrant trying to get a leg up in a new country? Literally a spoiled princess? A child laborer in an impoverished country? A mountain native who's never left their village? A regular old high school student?
Gender/Sexuality - A bit of a hot topic in today's rapidly evolving meta-culture. Rather than focusing on YOUR opinion of these aspects, consider instead your character's opinion. Not just regarding their own sexuality and gender identity, but that of their culture, their view of their culture, and their views about others' position. Are they considered typical and resent variation? Atypical and resent normalcy? Atypical and resent themselves? Are they self assured in their assertions? Maybe they really ARE just going through a phase? How have the views of those close to them shaped their actions and opinions?
Appearance - I know I've gone into depth on all of the other sections so far, but this one should be pretty self-explanatory if you've read the others. Don't just consider what your character looks like, but WHY they look that way, and if it matches the rest of the character. Do they choose their own clothes and accessories, or is that all they're allowed? Can they even afford to keep up their appearance? How has becoming a Summoner affected their choices? Do they dress up to hide themselves, or to show off? In addition, how has their physical stature affected them? Are their features odd or foreign, or perfectly normal?
Goals - People wants things. Your character wants things. Does your character care about being a Summoner, or do they want to use their powers to accomplish something they consider greater? Maybe they just want to eat delicious foods from all around the world. Maybe they want to strive for world peace. Maybe the opposite? Your character, even if not actively, is always going to be working towards their goals. Yes, even when their actions take them in the opposite direction. Try to provide at least two of these, a long-term and a short-term, but feel free to go crazy if you think it suits your character.
Personality - It's possible to sum up a character's personality in a single word, but that's not the point. There's also no point in going back over the same information in different words just to make a character seem deeper, either. Get down to the nitty-gritty but don't repeat yourself. You should strive to include a few solid truths about your character. Your character may act against or in favor of what you write, they may hate and deny themselves, but you should be aware of when this is happening and how these actions differ from their normal self. Consider adding a list of "Will-Always" and "Will-Never" actions, as opposed to "Likes" and "Dislikes."
Persona - Stop for a moment. Take into account your character's Goals and Personality. Condense it. Now ask yourself. What kind of person does your character WANT to be? Who are they modeling themselves after? Do they want to be a hero? A villain? A recluse? An intellectual? Teenagers, especially, will have a very obvious and/or rudimentary Persona in mind for themselves and act upon these guidelines, even if it goes against their true personality.
History - Tell your Character's story. The whole story if you want, but at least the important parts. Not necessarily the exciting or interesting parts, but the important ones. Like everything else, I'll leave this up to you. This is also the best time to show off your skills as a writer. Be eloquent, if it fits your character. Be fierce, if it fits your character. Be charming, if it fits your character. When Huck Finn tells his story you can bet he's probably tweaked things a bit to show himself in a better light. We all do it, and so does your character. Unless they don't.
Natural Abilities - Outside of what your character has obtained through being a Summoner, try to highlight their natural gifts too. Everyone has something they're good at, supposedly. Maybe your character has found that thing, maybe they haven't. As always, consider how these abilities affect the other aspects of your character and vice-versa. Is your character a skilled liar because they have something to hide, or because they have nothing interesting to say?
Summoner Shenanigans - Likewise, provide an explanation of any and all assets and liabilities your character has attained directly related to their actions as a Summoner. All Summoners start with a single Grimoire, 300 souls, the ability to access the Maze from anywhere in the world, and no idea what's going on. Are they just starting out with nothing to show for it, or are they a Ranker with several Summons and a decent network of contacts? A little of both? Neither of both? Who are their Friends? Who are their Enemies? Do they have a Home yet? Are they struggling to survive in the Summoner world? What kind of Summons do they favor? Do they have a favorite? Why? Why not? Details, details, details.
Anything Else - As always, be creative folks!
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