Thursday 27 July 2017

Example; Domesticated Child of Dust

MOTH from THE KINGDOM
* 1 Hit
* You have an additional 2 Natural Armour maximum. It still counts as Armour for using KLUNKS, but counts as Hits for Healing.
* You start with 5 Scrap.

DOMESTICATED TRICKS
* TREATS - Extra Item
* TREATS - Extra Item

USING BLUEPRINTS;
At minimum, the Blueprint's Required to Build Cost must be met. The creator must then perform a minimum five minute ceremony where the desired Blueprint is built; this can take the form of any related applicable roleplay. Others can be directly involved in the ceremony to lower it's cost.
~ A Blueprint also has a Temporary Build for half price. This device only lasts 1 Event.
* For Each Scribed involved, reduce the cost by 5.
* For each Codex containing Mocker's Blueprints, reduce the cost by 5.
* For each Tool being used, reduce the cost by 5.
* For each Smith singing as part of the building, reduce the cost by 10.
* For each additional Singer, reduce the Cost by 2.
* For each additional other helper, reduce the cost by 1.
* If the building exceeds 10 minutes, reduce the cost by 20.
~ The minimum cost can never be lowered below 5 Scrap.
* It is possible to build a Blueprint you don't own. The same rules apply.

Blueprint; Airport Lobby
Description; Door to The Kingdom
Function; Allows Jaunts and DT trips to Kingdom without The Shard being on Kingdom.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Door Toll; 1 Key for up to 5 as a Jaunt

Blueprint; Security Camera
Description; Spyglass on Kingdom
Function; Allows user to gain a 2 minute viewing of the Kingdom Brief. During this time they cannot make notes.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Scrap

Blueprint; Hordes Of Tiny Legs
Description; Locomotive Engine
Function; Allows the Shard to travel. Paying the Toll allows the Shard to travel to any Realm or Road currently available, and unobstructed on its path.
The first time the Shard ever moves, you can choose where on the map it enters.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Toll; 1 Key

Blueprint; VTOL Engines
Description; Airflight Improvements
Function; When the Locomotive Engine is activated, it can move through air unhindered.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Toll; -

Blueprint; Searchlight
Description; Visibility Improvements
Function; When the Locomotive Engine is activated, the Shard lights up its path. Needs to be activated.
Can also be activated if under attack.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Toll; 1 Key

Blueprint; Security Gate
Description; Security Gate
Function; Non Players cannot enter the Shard for an hour. Some powerful forces may be able to circumvent this.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Key

Blueprint; Black Bell
Description; Entropy Bell
Function; Summons Entropy.
Requires to Build; 30 Scrap
Requires to Temporary Build; 15 Scrap
Toll; 1 Scrap

Blueprint; A Big Old Crane
Description; Mechanical Armature
Function; Allows user to manipulate objects outside the Shard, notably on Roads. The crane is incredibly strong. The toll lasts up to 5 minutes.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Key

Blueprint; Big Old Hand
Description; Mechanical Armature Hand
Function; Allows user to punch & fight with the Shard's Mechanical Armature. Requires a Mechanical Armature to build onto.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; -

Blueprint; The Biggest Pistol I Ever Saw
Description; Armature Weapon; Cannon
Function; Allows user to gun fight with the Shard's Mechanical Armature. Requires a Mechanical Armature with Hand to build onto.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Key to Equip

Blueprint; The Second Biggest Pistol I Ever Saw
Description; Armature Weapon; Second Cannon
Function; Allows user to gun fight with the Shard's Second Mechanical Armature. Requires a Second Mechanical Armature with Hand to build onto.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Key to Equip

--

KINGDOM - WAGE SLAVE
You may take an additional Item.

KINGDOM - AND THATS NOT ALL!
All from Kingdom gain 5 Scrap.

KINGDOM - TAX DODGER
You may call DODGE! once per Event.

KINGDOM - GAME THE SYSTEM
You gain the Brief for The Kingdom.
(OC; I'm not linking the Brief here)

--

Items; 15 Scrap, 1 Key, Tool, Extra Blueprint

In Conclusion;
1 Hit, 2 Natural Armour
25 Scrap
1 Key
Tool

10 Scrap Minimum, per Event.

Wednesday 26 July 2017

Example: Domesticated Cold-Blooded

COLD-BLOODED

SNAKE from FOUNTAINHEAD
* 1 Hit
* You may call DODGE! Once per Event.
* You may call STUN! with a Weapon of Choice, Once per Event.
* Once per Event, or by spending 1 Emotion, through five minutes of roleplay, you may regain all your uses of DODGE, STUN, REND or DESTROY

DOMESTICATED TRICKS
* PLAYFUL - DODGE once pEvent
* BOUNDING - STUN once pEvent

-

FOUNTAINHEAD - HEDONIST'S STAMINA
You gain an additional Hit.

FOUNTAINHEAD - CELEBRANT'S STRENGTH
You may call STUN! with a Weapon of Choice, Once per Event.

FOUNTAINHEAD - VISIONS IN THE WINE
You gain the Brief for Fountainhead.

--

GOALS;
* Same Goals as Sleeper Partner
* Fountainhead Goal - Prove your strength; kill a Mugwump. You'll need considerable aid.

Items; 1 Key, Basic Weapon, Basic Weapon

In Conclusion;
1 Hit
2 DODGEs pEvent
3 STUNS pEvent
1 Key
2 Knives

Example: Domesticated Cat

CAT

CAT QUEEN from SHELTER
* 1 Hit
* You may call DODGE! Twice per Event.
* You gain an extra item.
* At the beginning of each event, you gain an extra item of your choice.

DOMESTICATED TRICKS
* PLAYFUL - DODGE once pEvent
* TREATS - Extra item

-

SHELTER - TEND WITH MERCY
With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.

SHELTER - MARKET AWARENESS
All from Shelter gain 5 Scrap.

SHELTER - HOARDER'S BOON
You may take an additional Item.

SHELTER - READ THE BRICK PATTERNS
You gain the Brief for Shelter.
--

GOALS;
* Same Goals as Sleeper Partner
* Shelter Goal - Bring back 30 Scrap, 6 Keys or 3 Memories to Shelter.

Items; 1 Key, 1 Key, 5 Scrap, Memory, Memory, Memory
Memory (Beginning of Event 1)

In Conclusion;
1 Hit
3 DODGEs pEvent
2 Key
10 Scrap
3/4 Memories

Example; Domesticated Piscan

PISCAN

BRUCE THE SHARK from MALKUTH
* 1 Hit
* Once per Event, or by spending and roleplaying 1 Emotion, you may call RESIST! to FEAR!
* Once per Event or by spending and roleplaying 1 Emotion, you may call FEAR outside of Combat.

DOMESTICATED TRICKS
* STAMINA - +1 Hit
* SAVAGERY - SEVER once pEvent

KINGDOM - WAGE SLAVE
You may take an additional Item.

KINGDOM - AND THATS NOT ALL!
All from Kingdom gain 5 Scrap.

KINGDOM - TAX DODGER
You may call DODGE! once per Event.

KINGDOM - GAME THE SYSTEM
You gain the Brief for The Kingdom.
(OC; I'm not linking the Brief here)
--

GOALS;
* Same Goals as Sleeper Partner
* The Kingdom Goal - There is a subversive celebration happening on Paradise Beach; clear the shoreline, send those celebrant slackers packing.

Items; 1 Key, Large Weapon, Heavy Armour

In Conclusion;
2 Hits
2 Armour
FEAR! once pEvent
RESIST! once pEvent
SEVER once pEvent
DODGE one pEvent
Large Trident
Key
5 Scrap

Example: Domesticated Red-Blooded

RED-BLOODED

MOUSE from ARENA
* 2 Hits
* Once per Event, when you are reduced to 0 Hits, you may roar with rage for five seconds. If you do, regain all hits and recover any calls of SEVER & RESIST. Until you are reduced to 0 Hits again, you are incandescent with rage; you will attack anyone in your way indiscriminately. When you are again educed to zero Hits, you lose all unused SEVER & RESIST calls.
* Can call SEVER with Weapon of Choice once per Event.
If someone is unconscious, through 1 minute roleplay, you may execute them.

DOMESTICATED TRICKS
* STAMINA - +1 Hit
* TREATS - +1 Item

ARENA - BERZERK RAGE
Once per Event, when you are reduced to 0 Hits, you may roar with rage for five seconds. If you do, regain all hits and recover any calls of SEVER & RESIST. Until you are reduced to 0 Hits again, you are incandescent with rage; you will attack anyone in your way indiscriminately. When you are again educed to zero Hits, you lose all unused SEVER & RESIST calls.

ARENA - GLADIATOR'S IRE
You can call SEVER with a weapon once per Event.
If someone is unconscious, through 1 minute roleplay, you may execute them.

ARENA - VOYEUR'S SCORE
You gain the Brief for Arena.
(OC; I'm not linking the Brief here)

--

GOALS
* Same Goals as Sleeper Partner
* ARENA GOAL; Rank in the top 100 Fighters on Arena.

Items; 1 Key, Heavy Armour, Large Weapon

In Conclusion;
3 Hits
2 Armour
SEVER twice pEvent
BERZERK twice pEvent
Large Sword
Key

Saturday 15 July 2017

Example; Pacted

PACTED

Your Pact is AMERICA, THE BENEVOLENT & ALL POWERFUL.
They are located in The Kingdom.
You and they are CONNECTED BY A THREAD.

* You and your Pact are intrinsically linked, in both directions...
~ Your Pact will be unhappy if you are hurt.
~ Your Pact will be happy as you gain new permanent abilities, Songs, etc.

* The All-Powerful; Your Pact is aware of your actions at all times, so knows not only when you are lying, but when you need aid.
~ Twice per Event, you may use one of the following calls; DODGE, FEAR, RESIST, SEVER, REND, STUN, DESTROY.
~ You may gain extra uses if you Sing The Praises of your Pact (See Below).
~ If you betray, lie about, or fail to represent the power of America, you may be punished.

* The Benevolent; Your Pact is kind and giving, but their demands are simple and numerous.
~ Your Pact is more likely to give you better rewards.
~ Your Pact has more demands for you.
~ You start with an extra item.

COLLAR; Star Spangled Choker
Pacteds' gift is a COLLAR, a powerful item of restraint. Through it the Pact gifts the Pacted abilities, but can also use it to remove power, or cause pain to the Pacted instead. A collar only becomes removed on death / leaving.
* Almighty; Once per Event, you may touch your Collar, spend five seconds calling on the power of your Pact, point at your target, and call BLAST!

EMPOWER THE COLLAR
* Pacted can use Memories to commune with their Pact. This is the Pacted's only direct use of Memories or Hope. While communing, the Pacted can give Memories, Hopes or items to their Pact in exchange for information or help. They may be gifted with new powers, especially in exchange for Gifts.

--

REALMS;
THE PALACE - WITHIN YOU, WITHOUT YOU
Once an Event, you may meditate for 5 minutes to gain insight on a problem linked to one of the Realms you have a Brief on, or one of your personal Realms.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent afterwards.

THE CROWN - WHAT HAVE I BECOME, MY SWEETEST FRIEND?
You gain a random Song.
You can now Sing.

PLANET HOD; I'M NOT THE MAN THEY THINK I AM BACK HOME
You gain a random Song.
You can now Sing.

--

THE FREEDOM OF SONG
* You start each event with 5 Emotion.
* Every song requires an amount of Emotion to be spent, as well as minimum 30 seconds of roleplay. This doesn't need to necessarily be so going; it can be prose, poetry, dance, any form of performing. It must be appropriate in some way or another.
* If a song uses Emotion or Scrap, this is in addition to minimum cost.
* Extra Emotion and effort can be of into the song to improve its effects.
* Any emotion you spend for a song's minimum cost must be roleplayed.
* As well as singing the Songs you know for their desired effect, you may attempt to Sing a Song of your own choosing for your own effect; this will not necessarily have any effect, but is more likely to do *something* through effort, performance, and Emotion spent.
* Multiple​ people may join in with your Song. This will have an added effect; this effect can be greater if they can also Sing, and even greater if they are a Smith.

SING PRAISES
~ If the Pacted can Sing, they can use it to commune with their Pact without spending a Memory.
~ If you invoke your Pact during Song, the Pact will pay attention. Don't invoke them for something they don't care about!
~ If you gain Random Songs, they will always be Patron related.

TITLE; Reach Out, Touch Faith
DESCRIPTION; Grab the attention of America.
The target of it's attention does not need to be you.
MINIMUM COST; 3 Emotion
BASIC EFFECT; The being knows who the target is.
MAXIMUM EFFECT; The Target gains the being's Mark, and is healed to full Hits.

TITLE; If I Only Could, I'd Make A Deal With God
DESCRIPTION; You call America to help or hinder a target with America's Mark.
America is not bound to honour the motive of your call. If they favour a target you ask to hinder, they may help them, and vice versa.
America may expect a debt...
MINIMUM COST; 3 Emotion
BASIC EFFECT; The target is hit with STUN!, or healed to full Hits.
MAXIMUM EFFECT; The target is hit with BLAST!, or they gain a permanent Hit, DODGE, combat call, etc.

--

GOALS;
* MEMORY; Fulfill three of your Pact's demands.
* MEMORY; Located in The Kingdom.
* MEMORY; You'll only discover this Memory by denying your Pact. Prepare for repurcussions.

AMERICA'S DEMANDS
* "GUNS, I DEMAND GUNS! THE SECOND AMENDMENT! BRING ME THREE GUNS!
I WILL GIVE YOU FIREPOWER!"

* "SMILING JOE. FIND HIM AND JUDGE HIM. DO IT IN MY NAME!
I WILL GIVE YOU POWER IN THE KINGDOM!"

* "A WOUND ON YOU, IS A WOUND TO FREEDOM! DONT GET HURT, OR FEEL MY DISAPPOINTMENT!
I WILL GIVE YOU KNOWLEDGE OF A REALM!"

* "I DESIRE BLISSFULL MEMORIES! BRING ME TWO POSITIVE MEMORIES!
I WILL GIVE YOU THAT WHICH YOU DESIRE THE MOST!"

* "SPREAD THE WINGS OF THE EAGLE! MARK AN EAGLE WITH MY STAR SPANGLED SIGN!
I WILL GIVE YOU EMOTION!"

ITEMS; 5 Emotion, 5 Emotion, 1 Memory

IN CONCLUSION;
1 Hit
1 BLAST per Event
1 Key
~ 2 Calls per Event
10 Emotion
1 Memory

Friday 14 July 2017

Character Creation; Domesticated

Instead of a Sleeper, you may wish to play as one of the Domesticated; a Winged, Red Blood, Cold Blood, Piscan or Citizen of Dust close to Sleepers, with goals to help their Sleeper friends escape, while aiding their home Realm.

As a Domesticated, you are not a Sleeper, and thus not the game's focus. This option is so you and a friend can play a joint concept without swapping Sleeper identities; Domesticated are relatively simple, straightforward builds.

Sleeper Creation can be found here.

1) Choose a Concept

Pick;
* A real famous animal from the 20th Century.
* A fictional famous animal with links to your partner (see below).
* A Winged, Red-Blooded, etc, from one of the same Realms as your Partner. They do not need to be Real or real-world Fictional; you can completely make up this character.

Choose a name.

2) Choose a Partner

Your Partner is a Sleeper, or Figment, you are Bonded too. They must also be a player.
A Sleeper can only have 1 Domesticated Partner.
This is to help facilitate "group" (pair) concepts.

OC Note: If you want to play as a solo character, please consider playing a Sleeper or Figment.

3) Choose a Domesticated

Winged Pawns have 1 Hit & 10 Emo.
Winged must have feather patterns in an appropriate colour around their eyes.
They may also have appropriately coloured plumage (fur or feathers) on their costume.
They start with 5 Songs and information gathering abilities.

Winged Bishops have 1 Hit & 10 Emo.
They start with 10 Songs.

Winged Rooks have 1 Hit, 5 Scrap & 5 Emo.
They start with 5 Songs & 5 Blueprints.

Winged Knights have 2 Hit & 5 Emo.
They start with 3 Songs and combat abilities.

Piscans have 1 Hit & 1 Resist.
Piscans must have blue, grey or green scales.
They may also have gills, angler lights, or shark teeth.
They start with Fear & Resist calls.

Citizens of Dust have 1 Hit, 5 Scrap & 2 Natural Armour.
Citizens of Dust must have antennae.
They may also have goggles, chitin and mandibles.
They start with 10 Blueprints.

Red-Blooded have 2 Hit & Berserk
Red-Blooded must have appropriate ears.
They may also have tails, facial markings, and appropriate fur on their costume.
They start with combat abilities.

Cold-Blooded have 1 Hit & 1 Dodge.
Cold-blooded must have brightly coloured scales.
They may also have fangs.
They start with Dodges & combat calls.

Cats have 1 Hit & 1 Dodge.
Cats must have appropriate ears.
They may also have tails, facial markings, and appropriate fur on their costume.
They start with Dodges and lots of resource connections.

4) Choose One Realm

Your Realm *must*;
* Be one of your Partner's Realms
* Must be a Realm your chosen Domesticated can come from; see the Realm pages.

You gain all 3 bonuses from your Realm.

5) Choose up to Two Items.

* Basic Weapon; A one-handed Knife, Axe or Cudgel, under 36". Calls STRIKE. Can be DESTROYed.

* Piece of Armour; At least one leather / metal grieve or vambrace.
Provides 1 Armour. When it loses its Armour Hits, it becomes DESTROYed.

* A Key.

* 5 Scrap; Shelter & Malkuth's Currency. Used in Blueprints & other abilities.

* 5 Emotion; Tiferet & Binah's Currency. Used in Songs & other abilities.
If you choose one of the below items instead, you cannot pick another item.

* Large Weapon; A two-handed weapon and / or over 36". Calls STRIKE. Can be DESTROYed.

* Tool; With 5 Minutes appropriate roleplay, you may repair an item so it is no longer DESTROYed.
You may reduce this by a minute, to a minimum of 1, for each Scrap spent in addition; roleplay creative fervour / artist's complaints.
If LRP Safe, and under 36", this Tool also counts as a Basic Weapon.

* Tough Armour; At least leather chest piece.
Provides 1 Armour Hit. While you have Armour Hits, you may once per Event call KLUNK! to STUN.
When it loses its Armour Hits, it becomes DESTROYed.

* Heavy Armour; At least Metal chest piece.
Provides 2 Armour Hit. While you have Armour Hits.
When it loses its Armour Hits, it becomes DESTROYed.

* A Ref-picked Memory.

* A Ref-picked Realm Brief (You don't already have).

* A Ref-picked Song. Your Sleeper can now Sing.

* A Ref-picked Blueprint. Your Sleeper can now Build.

* Firearm; Calls STRIKE at line of sight - call <NAME>, STRIKE! Takes one minute to reload between shots, unless you spend a Scrap (still limited to 1 Second between calls).

If a Realm lets you get an extra item, you may choose any from the above.

6) Details
* Domesticated choose two of the following.
You may choose the same option twice;
~ Extra Hit
~ Extra DODGE per EVENT
~ Use of SEVER per Event
~ Use of STUN per Event
~ Use of REND per Event
~ Use of DESTROY per Event
~ Use of FEAR per Event
~ Use of RESIST per Event
~ An Item

* Domesticated may venture to any Realm their Partner can in DT, regardless of the Shard.

* Domesticated gain power by consuming Memories and Hopes.

* Domesticated have the same Goals as their Partner, as well as a Goal per Event from their home Realm. Completing these Realm Goals will gain them standing & reputation on their own Realm.

* If their Partner dies or escapes, the Domesticated may choose to stay until the end of the event, or Bond to a new Partner, once; a Domesticated can never have more than two Partners in their play history.
This Bonding must be done via a five minute ritual. It can only be performed when the Domesticated has no Partners, and the new Partner must be from your home Realm.

* Domesticated can be Peons, even to Princes who are not their Partners.

7) Email David.

He will fill in the rest with Questions!

Character Creation; Figment

Instead of a Sleeper, you may wish to play a Figment; a fictional person with goals to become real. As a Figment, you are playing "the traitor"; your ultimate goal of using the Lacuna will make it prohibitively expensive for those trying to escape after you.

OC Note; information here is for ease of reference.
None of this is to be taken IC.

Sleeper creation can be found here.

1) Choose a Concept

Pick a fictional character who was at least existent during the second half of the twentieth century.  Oneiropelago starts in the 50s.

You will need to choose a Sleeper Name; this is NOT their real name.
Perhaps you've named yourself after the first name of your creator?

All Figments start with 1 Hit, and 1 Key.

2) Choose a Sleeper Option

There are multiple choices to make at the bottom of each entry. Some will mean David will need to contact you to ask more questions.

Note; They aren't written to be clear what stat boost you get; they are obscured on purpose, so that you are choosing fitting descriptions.

Note; If a Gift seems irrelevant for your concept, then it can be purely for show.

3) Choose Three Realms

Each Realm comes with Three Choices; Choose One from each Realm.
Some Realms give extra, unlisted bonuses.

4) Choose up to Two Items.

* Basic Weapon; A one-handed Knife, Axe or Cudgel, under 36". Calls STRIKE. Can be DESTROYed.

* Piece of Armour; At least one leather / metal grieve or vambrace.
Provides 1 Armour. When it loses its Armour Hits, it becomes DESTROYed.

* A Key.

* 5 Scrap; Shelter & Malkuth's Currency. Used in Blueprints & other abilities.

* 5 Emotion; Tiferet & Binah's Currency. Used in Songs & other abilities.

If you choose one of the below items instead, you cannot pick another item.

* Large Weapon; A two-handed weapon and / or over 36". Calls STRIKE. Can be DESTROYed.

* Tool; With 5 Minutes appropriate roleplay, you may repair an item so it is no longer DESTROYed.
You may reduce this by a minute, to a minimum of 1, for each Scrap spent in addition; roleplay creative fervour / artist's complaints.
If LRP Safe, and under 36", this Tool also counts as a Basic Weapon.

* Tough Armour; At least leather chest piece.
Provides 1 Armour Hit. While you have Armour Hits, you may once per Event call KLUNK! to STUN.
When it loses its Armour Hits, it becomes DESTROYed.

* Heavy Armour; At least Metal chest piece.
Provides 2 Armour Hit. While you have Armour Hits.
When it loses its Armour Hits, it becomes DESTROYed.

* A Ref-picked Memory.

* A Ref-picked Realm Brief (You don't already have).

* A Ref-picked Blueprint. Your Sleeper can now Build.

* A Ref-picked Song. Your Sleeper can now Sing.

* Firearm; Calls STRIKE at line of sight - call <NAME>, STRIKE! Takes one minute to reload between shots, unless you spend a Scrap (still limited to 1 Second between calls).

If a Realm lets you get an extra item, you may choose any from the above.

5) Details

* Figments choose two of the following.
You may choose the same option twice;
~ Extra Hit
~ Extra DODGE per EVENT
~ Use of SEVER per Event
~ Use of STUN per Event
~ Use of REND per Event
~ Use of DESTROY per Event
~ Use of FEAR per Event
~ Use of RESIST per Event
~ An Item

* Figments may venture to any Realm in DT, regardless of the Shard.

* Figments can meditate for five minutes to gain insight on a situation.

* Figments gain power by consuming Memories and Hopes, especially those belonging to Sleepers, and may gain special abilities eating those in particular.

* As well as escaping through the Lacuna, Figments have goals based on consuming numbers of Memories or Hopes. Fulfilling these gain you more power.

* Figments' Gifts cannot be used by Sleepers at all, ever.

6) Email David.

He will fill in the rest with Questions!

Thursday 13 July 2017

Example; Signal

SIGNAL

IMPROVE; You use Technology to improve the world and others...
* With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.
* Once per Event, through five minutes appropriate roleplay, addressing an entire crowd, you may recharge the group's per Event abilities.
~ This ability cannot be recharged.
* Wanting to help others, if you are killed, you can choose to leave your Gift behind, Bonded to a Sleeper of your choice. They gain the benefits of your Edge.

CLIMBING THE WIRE; Space Suit
Your Edge is an item of exploration, used to travel or learn.
* Wearing your Edge, you gain 2 Armour
* Wearing your Edge, you may call KLUNK to DESTROY! once per Event. You may only call KLUNK while you still have Armour Hits.
* Wearing your Edge, you and two others may travel unaided through the sky on any Realm during a Jaunt. It is still exhausting and strenuous, on any Realm other than Hod.
* Wearing your Edge, you and two others may always
access Hod as a Jaunt or during DT.

EMPOWERING THE EDGE;
* Signals use Memories to recharge Edges to their full per Event uses.
* Signals use Memories to improve Edges, increasing their number of uses per Event.
* Signals use Hopes to build brand new Edges (See Below).
* Signals use Hopes to bond Edges to themselves.
* Embracing Personal Hope creates an Ultimate Edge, an embodiment of the Signal's aspiration.

CREATING NEW EDGES
A new Edge requires;
* 1 Hope
* 20 Scrap
* 10 minutes appropriate roleplay for creating a new sci fi item
* An appropriate Phys-rep
* Something belonging to a related Concept or Source
~ It is worth notifying your Ref if you plan on doing so.

MERGING WITH AN EDGE
This requires;
* Another player who has the healing roleplay ability.
* 10 minutes appropriate roleplay
* An appropriate implant / bionic Phys-rep.

TRIGGERING SINGULARITY
Signals are a living embodiment of Dreamers' advancements and progress... And they themselves can even help push that process along.
By -REDACTED-, a Signal can sacrifice themselves and trigger a Singularity Ascension. They never escape the Dream, but -REDACTED-, helping other Sleepers greatly.
(OC, Yeah, not giving away this information for free)

--

REALMS;
PLANET HOD - THE ADVANCES OF SCIENCE!!!
With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.
* As you already can heal at the same rate, this is now dropped to 4 minutes appropriate roleplay.

SHELTER - TEND WITH MERCY
With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.
* As you already can heal at the same rate, this is now dropped to 3 minutes appropriate roleplay.

SHELTER - MARKET AWARENESS
All from Shelter gain 5 Scrap.

THE PALACE - WITHIN YOU, WITHOUT YOU
Once an Event, you may meditate for 5 minutes to gain insight on a problem linked to one of the Realms you have a Brief on, or one of your personal Realms.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent afterwards.

--

GOALS;
* MEMORY; Own Three Edges
* MEMORY; Merge with an Edge
* MEMORY; Located on Planet Hod

ITEMS; Tool

IN CONCLUSION;
1 Hit
~ 2 Armour
~ 1 KLUNK to DESTROY per Event
1 Key
Tool
5 Scrap

Example; Scribed

SCRIBED

MOCKER'S BLUEPRINTS;
Your Codex, a large book of personal value, specialises in Artefacts. If you ask for a Brief, it will ensure you get a Blueprint next time.
Many Scribed chain their Codex to themselves.
* You gain a Blueprint for a door to a Personal Realm for each Personal Realm.
* You gain the Blueprint "Hordes of Tiny Legs"
* You start each event with a minimum of 5 Scrap

* Your Codex contains ELSIE'S SCRAWLINGS!
You gain a random Song; You gain the Song "Burning Down The House".
You can now Sing.
* Your Codex contains ELSIE'S SCRAWLINGS!
You gain a random Song; You gain the Song "This Is Not My Beautiful House".

* Your Codex contains ALFIE'S WHISTLES!
You gain a random Blueprint; You gain the Blueprints for Spyglasses for each of your Personal Realms, except The Crown.
* Your Codex contains ALFIE'S WHISTLES!
You gain a random Blueprint; You gain the Blueprint "Logistical Viewfinder".
* Your Codex contains ALFIE'S WHISTLES!
You gain a random Blueprint; You gain the Blueprint
"A Big Old Crane".

EMPOWERING THE CODEX;
* Scribed can use Memories to "unfurl" another Memory, turning it into a powerful vision. This is then recorded in the Codex.
* Scribed can use Memories to discount 50 Scrap from your next Blueprint built.
* Scribed can use Memories to request a random Brief or Blueprint.
* Scribed can use Hopes to gain a unique, powerful Blueprint.
* Scribed can use Hopes to build your next Blueprint attempt for 0 Scrap.
* Embracing Personal Hope, the Scribed is gifted Ultimate Understanding. They can use this Understanding to complete their Codex, unlocking all Briefs or basic Blueprints.

USING BLUEPRINTS;
At minimum, the Blueprint's Required to Build Cost must be met. The creator must then perform a minimum five minute ceremony where the desired Blueprint is built; this can take the form of any related applicable roleplay. Others can be directly involved in the ceremony to lower it's cost.
~ A Blueprint also has a Temporary Build for half price. This device only lasts 1 Event.
* For Each Scribed involved, reduce the cost by 5.
* For each Codex containing Mocker's Blueprints, reduce the cost by 5.
* For each Tool being used, reduce the cost by 5.
* For each Smith singing as part of the building, reduce the cost by 10.
* For each additional Singer, reduce the Cost by 2.
* For each additional other helper, reduce the cost by 1.
* If the building exceeds 10 minutes, reduce the cost by 20.
~ The minimum cost can never be lowered below 5 Scrap.
* It is possible to build a Blueprint you don't own. The same rules apply.

BLUEPRINTS;
Blueprint; Gladiator's Promenade
Description; Door to Arena
Function; Allows Jaunts and DT trips to Arena without The Shard being on Arena.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Door Toll; 1 Key for up to 5 as a Jaunt

Blueprint; Brickshod Deadend
Description; Door to Shelter
Function; Allows Jaunts and DT trips to Shelter without The Shard being on Shelter.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Door Toll; 1 Key for up to 5 as a Jaunt

Blueprint; Stairway Denied
Description; Door to The Crown
Function; Allows Jaunts and DT trips to Kether without The Shard being on Kether.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Door Toll; 1 Key for up to 5 as a Jaunt

Blueprint; Hordes Of Tiny Legs
Description; Locomotive Engine
Function; Allows the Shard to travel. Paying the Toll allows the Shard to travel to any Realm or Road currently available, and unobstructed on its path.
The first time the Shard ever moves, you can choose where on the map it enters.
Requires to Build; 100 Scrap
Requires to Temporary Build; 50 Scrap
Toll; 1 Key

Blueprint; Voyeur's Fascination
Description; Spyglass on Arena
Function; Allows user to gain a 2 minute viewing of the Arena Brief. During this time they cannot make notes.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Scrap

Blueprint; Merciful Gaze
Description; Spyglass on Shelter
Function; Allows user to gain a 2 minute viewing of the Shelter Brief. During this time they cannot make notes.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Scrap

Blueprint; Logistical Viewfinder
Description; Road Telescope
Function; Allows user to view a Road, and gain a description of its current situation, giving clues to how it could be fixed.
Requires to Build; 20 Scrap
Requires to Temporary Build; 10 Scrap
Toll; 1 Scrap

Blueprint; A Big Old Crane
Description; Mechanical Armature
Function; Allows user to manipulate objects outside the Shard, notably on Roads. The crane is incredibly strong. The toll lasts up to 5 minutes.
Requires to Build; 50 Scrap
Requires to Temporary Build; 25 Scrap
Toll; 1 Key

--

REALMS;
SHELTER - THEY DONT HEAR YOUR CRIES IN YOUR OWN WORLD
With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.

SHELTER - MARKET AWARENESS
All from Shelter gain 5 Scrap.

THE CROWN - TRY TO REALISE ITS ALL WITHIN YOURSELF
Once an Event, you may meditate for 5 minutes to gain insight on a problem linked to one of the Realms you have a Brief on, or one of your personal Realms.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent afterwards.

ARENA - CHOOSE THE PATH WHERE NO-ONE GOES
You can call DESTROY with a weapon once per Event.
When this hits a weapon, that Weapon is ruined. It cannot be used to make any calls other than STRIKE until it is repaired.
When this hits a target wearing not-natural Armour, they lose all not-natural Armour.
When this hits a Shard Device, it cannot be used until it is repaired.

--

THE FREEDOM OF SONG
* You start each event with 5 Emotion.
* Every song requires an amount of Emotion to be spent, as well as minimum 30 seconds of roleplay. This doesn't need to necessarily be so going; it can be prose, poetry, dance, any form of performing. It must be appropriate in some way or another.
* If a song uses Emotion or Scrap, this is in addition to minimum cost.
* Extra Emotion and effort can be of into the song to improve its effects.
* Any emotion you spend for a song's minimum cost must be roleplayed.
* As well as singing the Songs you know for their desired effect, you may attempt to Sing a Song of your own choosing for your own effect; this will not necessarily have any effect, but is more likely to do *something* through effort, performance, and Emotion spent.
* Multiple​ people may join in with your Song. This will have an added effect; this effect can be greater if they can also Sing, and even greater if they are a Smith.

TITLE; This Is Not My Beautiful House
DESCRIPTION; The Target suffers a stifling sense of paranoia.
MINIMUM COST; 2 Emotion
BASIC EFFECT; The Target gains a Roleplay effect Curse.
MAXIMUM EFFECT; The Target is hit with a TERROR, and gains an intense Curse.

TITLE; Burning Down The House
DESCRIPTION; The Target suffers an intense pain.
MINIMUM COST; 5 Emotion
BASIC EFFECT; The Target is hit with a SEVER!
MAXIMUM EFFECT; The Target loses all Natural Armour with a STUN!

--

GOALS;
* MEMORY; Create an accurate list of the top 10 competitors on Arena.
* MEMORY; Ensure there is a Door on The Shard to each of your Realms
* MEMORY; Create an accurate list of the 9 most powerful Queens in Shelter.

ITEMS; 5 Emotion, Basic Weapon (Axe)

IN CONCLUSION;
1 Hit
DESTROY! Once per Event
1 Key
10 Emotion
10 Scrap
Axe

~ Minimum 10 Scrap p Event

Tuesday 11 July 2017

Example; Seeker

SEEKER

MYTHOLOGICAL MACHINERY; 
All you know is that your mind is filled with images of The Shard, strange alien technology and enormous grinding gears...
* Once per Event, or if 1 Scrap or Emotion is spent, through 5 minutes meditation, you may spend 2 minutes looking at either the Brief on all Devices currently installed in the Shard, or the Brief on all available Devices. You cannot make notes during this time.
* Once per Event, or if 1 Scrap or Emotion is spent, or through 5 minutes investigation, you may get an immediate answer as to where a door leads.
* During a Jaunt, you may choose to flee back to the Shard, through a convenient door back to the Shard.
* You start each Event with a minimum of 5 Scrap.

OUIJA DIVINER; Binoculars
* A Seekers' gift is a DIVINER, a compass or device that points to lost items or people. Once per Event, or if 1 Scrap or Emotion is spent, if asked a person / item's location, the Ouija will always say where it is. It cannot tell the exact location of a Treasure, but can hint.
* As long as you are carrying your precious Diviner​, you can call DODGE! once an Event.
You can only call this when a weapon connects with you, and you saw it coming. If it does, you may call DODGE!, take two steps away from the attacker.
It counts towards the one call a second.
If you DODGE! you cannot make any damage calls other than STRIKE for five seconds.
* Clues created by the Ouija are picture, diagram or pictogram based.

EMPOWER THE DIVINER
* Seekers can use Memories with their Diviner to summon a Clue. A Clue soon appears, and will need decoding. If unspecified what they are trying to find, the clue will hint towards their Treasure. Solved clues often summon forth relevant doors.
* Seekers can use Hopes with their Diviner to summon a map. A map is full of codes and cyphers, but they are all relevant and in correct order to each other.
* Embracing Personal Hope not only reveals secrets of the Treasure and its location, but solves every map and clue the Seeker carries.

--

REALMS;
CITY OF BALANCE - LAST NIGHT I DREAMT THAT SOMEBODY LOVED ME
You gain a random Song.
You can now Sing.

THE CROWN - WHAT HAVE I BECOME, MY SWEETEST FRIEND?
You gain a random Song.
You can now Sing.

PLANET HOD; I'M NOT THE MAN THEY THINK I AM BACK HOME
You gain a random Song.
You can now Sing.

--

THE FREEDOM OF SONG
* You start each event with 5 Emotion.
* Every song requires an amount of Emotion to be spent, as well as minimum 30 seconds of roleplay. This doesn't need to necessarily be so going; it can be prose, poetry, dance, any form of performing. It must be appropriate in some way or another.
* If a song uses Emotion or Scrap, this is in addition to minimum cost.
* Extra Emotion and effort can be of into the song to improve its effects.
* Any emotion you spend for a song's minimum cost must be roleplayed.
* As well as singing the Songs you know for their desired effect, you may attempt to Sing a Song of your own choosing for your own effect; this will not necessarily have any effect, but is more likely to do *something* through effort, performance, and Emotion spent.
* Multiple​ people may join in with your Song. This will have an added effect; this effect can be greater if they can also Sing, and even greater if they are a Smith.

TITLE; Money For Nothing, Tricks For Free
DESCRIPTION; Convert a bag of any amount of Emotion into Scrap, or vice versa. The bag, or container, must be in your hand.
MINIMUM COST; 1 Emotion
BASIC EFFECT; Exchanges the total bag for 1 of the desired currency.
MAXIMUM EFFECT; Exchanges the total bag for 10 of the desired currency.

TITLE; Your Heart Shaped Box
DESCRIPTION; Turns every 5 Scrap in a bag of any amount of Scrap into Keys. The bag, or container, must be in your hand.
MINIMUM COST; 2 Emotion
BASIC EFFECT; Turns every 5 Scrap into 1 Key, to a maximum of 5 keys.
MAXIMUM EFFECT; Turns every 5 Scrap into 5 Keys, to a maximum of 5 keys.

TITLE; Can Only Make Me Stronger
DESCRIPTION; Heals a Target that the Singer is touching.
MINIMUM COST; 1 Emotion
BASIC EFFECT; The Target heals 1 Hit.
MAXIMUM EFFECT; The Target heals to full, gains 1 Temporary Hit (until the end of the Event) and loses any Curses.

--

GOALS;
* MEMORY; Find, and help retrieve, an ally's Memory
* MEMORY; Solve three Clues
* MEMORY; Located on Tiferet

ITEMS; 5 Scrap

IN CONCLUSION;
1 Hit
1 DODGE per Event
1 Key
5 Emotion
5 Scrap

--

Friday 7 July 2017

Example; Prince

PRINCE

BUZZARD'S MASTER; You use fear and majesty to control your situation.
* As long as you wear your Diadem, you may call SILENCE! outside of combat. Spread your arms and shout SILENCE! All talking or singing must stop, and everyone must at least pay attention to you for five seconds. Don't forget possible roleplay repurcussions for throwing your weight around!
You can only use this once an hour.

* As long as one peon is bonded to your Diadem, you can call FEAR! once per Event.
You can call FEAR once per Event. Roleplay your bubbling emotions and then scream FEAR! You must  point at an immediate target if it is unclear. They must cower compliantly or run away, and can't approach you for 10 minutes.
You can only call FEAR! outside of combat.
* As long as two peons are bonded to your Diadem, you can call RESIST! to a FEAR! call once per Event.
If someone uses TERROR! you may choose to roleplay FEAR, steadily back away, or stand on the spot fighting the urge to run for 10 Seconds.
* As long as three peons are bonded to your Diadem,
you can call FEAR! once per Event.

* As long as five peons are bonded to your Diadem, you may call TERROR! once per Event. Roleplay your bubbling emotions and then scream TERROR! Anyone who hears this must cower compliantly or run away, and can't approach you for 10 minutes. RESIST! cannot be used against TERROR!
* As long as ten peons are bonded to your Diadem, you may always call RESIST! to FEAR!

* Anyone bonded to your Diadem gains 1 FEAR! and 1 RESIST!
* As long as five peons are bonded to your Diadem, those Peons can call SILENCE! too.
* As long as ten peons are bonded to your Diadem, those Peons may always call RESIST! to FEAR!

DIADEM; <Policeman's Helmet>
* An important symbol of authority. You feel confident wearing it, and don't want to give it to others.
* As long as you wear your Diadem, you may call FEAR! once an Event.
* You may get others to Bond to you as peons; they must swear subservience and spend a Memory as part of a ritual to do so.
Notify the Peon of what they gain, and the Refs of what has happened.
<OC, this is a great opportunity for roleplay; perhaps get your peon to prove their loyalty by fighting another for you, or signing a contract!>
* You may Unbond a peon through 30 seconds appropriate roleplay. Likewise, they may willingly Unbond by striking a blow on you.
Notify the Refs of what has happened.

CHAINS OF COMMAND
* Your Diadem is already bonded to two other Sleepers, rather than one.
* It can currently only Bond to a maximum of 3 peons.
<OC, we will have a public system to opt in for starting Bonded to a Prince; a short paragraph about the Prince will be public, and players can reply. This is the only way to do a group concept.>

EMPOWER THE DIADEM
* Princes use Memories to bond others to their Diadem, potentially increasing their own power, or increasing the number of people who can Bond to the Diadem.
* Princes also use Memories to buff everyone Bonded to the Diadem.
* Princes use Hopes to unlock personal abilities inside the Diadem.
* Embracing Personal Hope, a Prince embraces their past, why they were never on top, and now ascend for the pinnacle. An ascended Prince exerts authority in their chosen group, freely granting the abilities of one ally to another, or denying such power, at their behest.

--

REALMS;
SHELTER - HOARDER'S BOON
You may take an additional Item.

SHELTER - MARKET AWARENESS
All from Shelter gain 5 Scrap.

PLANET HOD - THE ADVANCES OF SCIENCE!!!
With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.

KINGDOM - WAGE SLAVE
You may take an additional Item.

KINGDOM - AND THATS NOT ALL!
All from Kingdom gain 5 Scrap.

--

GOALS
* MEMORY; Bond to five Peons.
* MEMORY; Located on a Moon orbiting Hod​. Plenty of ships there waiting for their Captains...
* MEMORY; Take control of a life or death situation on the Shard.

ITEMS;
Memory, Memory, Memory

IN CONCLUSION;
1 Hit
SILENCE! at Will
~ 2 FEAR per Event
~ 1 RESIST per Event
1 Key
10 Scrap
3 Memories

Thursday 6 July 2017

Example; Smith

SMITH

LIBRETTO; <Title>
A powerful Libretto forged by unknown hands, containing the power of <POWER>
* This Libretto is missing pages containing songs related to harnessing, summoning and controlling great power. Adding Hope to the Libretto will unlock Songs linked to that power.
* Your Libretto gains the Song "Those Alcoholic Afternoons"
* Once per Event, you may channel the power trapped inside your book; hold your Libretto out at arm's length, and call BLAST! at a target. Targets hit by BLAST! lose all armour and natural armour, and are thrown onto the ground by force, dropping their weapon. If they have no armour or natural armour, they lose all hits.
BLAST! makes no weapon contact, and thus you cannot call DODGE!
* You start each event with a minimum of  5 Emotion

* OPHELIA'S OVERTURE ; A Song to harness power...
Your Libretto gains the Song "Heart of Glass"

* PAHL'MUN'S ARIA ; A Song to speak to the powerful...
Your Libretto gains the Song "Reach Out, Touch Faith"
* PAHL'MUN'S ARIA ; A Song to speak to the powerful...
Your Libretto gains the Song "If I Only Could, I'd Make A Deal With God"

* COALLUS' CHORUS ; A Song you never asked for...
Your Libretto gains the Song "Money For Nothing, Tricks For Free"
* COALLUS' CHORUS ; A Song you never asked for...
Your Libretto gains the Song "Heart Shaped Box"

EMPOWER THE LIBRETTO
* Smiths can use Memories to power a Song to Maximum without spending the minimum Emotion cost.
* Smith's can use Memories to add basic songs to their Libretto. You will always gain an "upgraded" song for one you already have before a brand new kind of Song.
* Smiths can use Hopes to add extra pages to their Libretto, gaining a new Unique Song. (It may be possible there are Songs that can only be discovered this way, rather than Personal Hope,  see below)
* Embracing personal Hope, the Smith discovers their ties to Winged song. The Hope completes and empowers their Libretto, adding both a Unique Song and giving the Libretto access to all 25 basic Songs.

--

REALMS;
SHELTER - HOARDER'S BOON
You may take an additional Item.

SHELTER - MARKET AWARENESS
All from Shelter gain 5 Scrap.

BINAH; VOICE OF THE BEEHIVE
Once an Event, you may meditate for 5 minutes to gain insight on a problem linked to one of the Realms you have a Brief on, or one of your personal Realms.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent afterwards.

KINGDOM - WAGE SLAVE
You may take an additional Item.

KINGDOM - AND THATS NOT ALL!
All from Kingdom gain 5 Scrap.

--

THE FREEDOM OF SONG
* You start each event with a minimum of 5 Emotion.
* Every song requires an amount of Emotion to be spent, as well as minimum 30 seconds of roleplay. This doesn't need to necessarily be so going; it can be prose, poetry, dance, any form of performing. It must be appropriate in some way or another.
* If a song uses Emotion or Scrap, this is in addition to minimum cost.
* Extra Emotion and effort can be of into the song to improve its effects.
* Any emotion you spend for a song's minimum cost must be roleplayed.
* As well as singing the Songs you know for their desired effect, you may attempt to Sing a Song of your own choosing for your own effect; this will not necessarily have any effect, but is more likely to do *something* through effort, performance, and Emotion spent.
* Multiple​ people may join in with your Song. This will have an added effect; this effect can be greater if they can also Sing, and even greater if they are a Smith.

TITLE; Heart of Glass
DESCRIPTION; Convert a bag of any amount of Emotion into different Emotion.
MINIMUM COST; Nothing
BASIC EFFECT; Exchanges the total bag for 1 random Emotion.
MAXIMUM EFFECT; Exchanges the total bag for 10 Emotion, matching the tone of the performance.

TITLE; Those Alcoholic Afternoons
DESCRIPTION; Turns every 5 Emotion in a bag of any amount of Emotion into Memories. The bag, or container, must be in your hand.
The Memories created are not personal to any Sleeper.
MINIMUM COST; 10 Emotion
BASIC EFFECT; Turns every 5 Emotion into 1 Memory, to a maximum of 1 Memory.
MAXIMUM EFFECT; Turns every 5 Emotion into 1 Memory, to a maximum of 2 Memories.

TITLE; Money For Nothing, Tricks For Free
DESCRIPTION; Convert a bag of any amount of Emotion into Scrap, or vice versa. The bag, or container, must be in your hand.
MINIMUM COST; 1 Emotion
BASIC EFFECT; Exchanges the total bag for 1 of the desired currency.
MAXIMUM EFFECT; Exchanges the total bag for 10 of the desired currency.

TITLE; Your Heart Shaped Box
DESCRIPTION; Turns every 5 Scrap in a bag of any amount of Scrap into Keys. The bag, or container, must be in your hand.
MINIMUM COST; 2 Emotion
BASIC EFFECT; Turns every 5 Scrap into 1 Key, to a maximum of 5 keys.
MAXIMUM EFFECT; Turns every 5 Scrap into 5 Keys, to a maximum of 5 keys.

TITLE; Reach Out, Touch Faith
DESCRIPTION; Grab the attention of a Patron, a powerful being, linked to a personal Realm or a Realm you have the Brief for. Only certain beings may be Patrons. You may attempt to gain the attention of a specific being. The target of it's attention does not need to be you.
MINIMUM COST; 3 Emotion
BASIC EFFECT; The being knows who the target is.
MAXIMUM EFFECT; The Target gains the being's Mark, and is healed to full Hits.

TITLE; If I Only Could, I'd Make A Deal With God
DESCRIPTION; You call a Patron to help or hinder a target with that Patron's Mark.
The Patron, if powerful enough, is not bound to honour the motive of your call. If they favour a target you ask to hinder, they may help them, and vice versa.
The Patron may expect a debt...
MINIMUM COST; 3 Emotion
BASIC EFFECT; The target is hit with STUN!, or healed to full Hits.
MAXIMUM EFFECT; The target is hit with BLAST!, or they gain a permanent Hit, DODGE, combat call, etc.

GOALS
* MEMORY; Spark a social change in The Kingdom, using only your voice.
* MEMORY; Perform 10 Songs.
* MEMORY; Gain the Maximum Effect on 3 Songs you perform.

ITEMS;
5 Emotion, 5 Emotion, 5 Emotion, 5 Emotion

IN CONCLUSION;
1 Hit
1 BLAST! W/Libretto p/Event
1 Key
10 Scrap
25 Emotion

Starts each Event with a minimum of 10 Emotion.

Wednesday 5 July 2017

Example; Pariah

PARIAH

OSTRACIZED
Reality never understood you. You were never meant to be part of the world...
* Before each Event, you gain temporary access to a brief about one of the Realms, as you either receive visions or wake up there dazed and confused.
* You may spend Emotion and ten seconds roleplay to imbibe the spent Emotion's effect, almost like a narcotic. The effect lasts ten minutes, and replaces any other Emotion Roleplay effects, like FEAR. You may spread this effect to up to two additional people if the two or three of you hold hands.

SABOTEUR'S SKULL
You have a Skeleton Key, a huge key that is close to you, and you won't let anyone else use it.
* You may use it in a device, door, or the Lacuna as a Key, and it always counts as 1 Key. If used on the Lacuna, it reduces the next total amount of Keys needed.
* You start each Event with a minimum of 1 Key.

EMPOWER THE KEY
* Pariahs can turn one Memory into 5 Keys.
* Pariahs can also use Memories to affect or understand Shard Mechanisms.
* Pariahs can also use Memories to improve the "value" of their Skeleton Key
* Pariahs can use Hopes to activate Shard Mechanisms without paying their Key cost.
* Pariahs can use Hopes to open Doors other than the Entrance without keys - expensive but quick and effective.
* Embracing personal Hope, Pariahs can discover where they belong, and why they are outcasts. This knowledge allows them two options - to open the Lacuna with zero keys for them self or others, or create a doorway to The Place They Belong, becoming one with their new home. From here, they can choose to dismiss this door and be on their own, or keep the door active for others to discover.
--

REALMS;
PLANET HOD; I'M NOT THE MAN THEY THINK I AM BACK HOME
You gain a random Song.
You can now Sing.

KETHER; WHAT HAVE I BECOME, MY SWEETEST FRIEND?
You gain a random Song.
You can now Sing.

MALKUTH; I FOUGHT THE LAW
You can call DODGE! once per Event.
You can only call this when a weapon connects with you, and you saw it coming. If it does, you may call DODGE!, take two steps away from the attacker.
It counts towards the one call a second.
If you DODGE! you cannot make any damage calls other than STRIKE for five seconds

--

THE FREEDOM OF SONG
* You start each event with 5 Emotion.
* Every song requires an amount of Emotion to be spent, as well as minimum 30 seconds of roleplay. This doesn't need to necessarily be so going; it can be prose, poetry, dance, any form of performing. It must be appropriate in some way or another.
* If a song uses Emotion or Scrap, this is in addition to minimum cost.
* Extra Emotion and effort can be of into the song to improve its effects.
* Any emotion you spend for a song's minimum cost must be roleplayed.
* As well as singing the Songs you know for their desired effect, you may attempt to Sing a Song of your own choosing for your own effect; this will not necessarily have any effect, but is more likely to do *something* through effort, performance, and Emotion spent.
* Multiple​ people may join in with your Song. This will have an added effect; this effect can be greater if they can also Sing, and even greater if they are a Smith.

SONGS;
TITLE; Money For Nothing, Tricks For Free
DESCRIPTION; Convert a bag of any amount of Emotion into Scrap, or vice versa. The bag, or container, must be in your hand.
MINIMUM COST; 1 Emotion
BASIC EFFECT; Exchanges the total bag for 1 of the desired currency.
MAXIMUM EFFECT; Exchanges the total bag for 10 of the desired currency.

TITLE; Your Heart Shaped Box
DESCRIPTION; Turns every 5 Scrap in a bag of any amount of Scrap into Keys. The bag, or container, must be in your hand.
MINIMUM COST; 2 Emotion
BASIC EFFECT; Turns every 5 Scrap into 1 Key, to a maximum of 5 keys.
MAXIMUM EFFECT; Turns every 5 Scrap into 5 Keys, to a maximum of 5 keys.

--

GOALS
* MEMORY; Provide all keys needed to unlock a Door or Device on the Shard.
* MEMORY; Be given a Memory without ever asking specifically for one.
* MEMORY; Located on Netzach

ITEMS;
Tool, Key, 5 Emotion

IN CONCLUSION;
1 Hit
1 Dodge
2 Key
10 Emotion
Tool

Monday 3 July 2017

Example; Pretender

PRETENDER

THE PIERROT - Behind any bravado, you feel vulnerable.
* Can call RESIST! to FEAR! once per Event.
If someone uses TERROR! you may choose to roleplay FEAR, steadily back away, or stand on the spot fighting the urge to run for 10 Seconds.
* You gain 1 Natural Armour. It still counts as Armour for using KLUNKS, but counts as Hits for Healing. When your Natural Armour, you panic. Flee, run, cry, hide in a corner. Respond to roleplay appropriately. This lasts 10 minutes.
* You can only Bond with your Masques if you think no-one is watching.

MASQUE - <MASQUE NAME>
* In order to bond with this Masque, you must either;
~ Spend 30 seconds Singing / talking / performing about becoming the characters in the Masque.
~ Spend 1 Emotion and 5 seconds Singing / talking / performing about becoming the characters in the Masque.
* With 30 seconds roleplay of "sealing away" your Masque, you may become Unbonded. It returns to normal. You also become Unbond at zero Hits.
* If any of the personality traits from the Masque are causing problems, you can switch off the trait until you next put on the Masque, with 30 seconds appropriate talking-to-yourself, and spending 1 Emotion. For each Personality, you can only turn off 1 trait from that Personality.

* The PABLO personality in the Masque makes you vigilant, yet judgemental.
It provides 2 Natural Armour. It still counts as Armour for using KLUNKS, but counts as Hits for Healing.

* The RESS personality is childish, yet motivated.
While wearing the Masque, in DT & Jaunts, NPCs don't pay attention to you.

REALMS;
KINGDOM - WAGE SLAVE
You may take an additional Item.

KINGDOM - AND THATS NOT ALL!
All from Kingdom gain 5 Scrap.

PLANET HOD - THE ADVANCES OF SCIENCE!!!
With 5 Minutes appropriate roleplay, you may heal someone other than yourself back to full hits.
You may reduce this by a minute, to a minimum of 1, for each Emotion spent in addition; roleplay feeling this emotion for each spent.

SHELTER - HOARDER'S BOON
You may take an additional Item.

SHELTER - MARKET AWARENESS
All from Shelter gain 5 Scrap.

GOALS
* MEMORY; Located on a Moon orbiting Hod​. Plenty of ships there waiting for their Captains...
* MEMORY; Located in the Vault of a bank on Chesed. You'll need a plan, and you'd best not be seen...
* MEMORY; Make sure no-one discovers your name and links it back to you.

ITEMS;
Tool
Tough Armour
5 Scrap

IN CONCLUSION;
1 Hit, 1 Armour, ~3 Natural Armour
1 KLUNK to STUN p Event
1 RESIST p Event
Tool
1 Key
15 Scrap
--

Sunday 2 July 2017

Example; Skin

SKIN

THE EGO - You are the King of Beasts. Choose an animal that matches your Pelt & Character. In Jaunts & DT, those animals respect and follow you, unquestionably.
* You can call FEAR once per Event. Roleplay your bubbling emotions and then scream FEAR! You must  point at an immediate target if it is unclear. They must cower compliantly or run away, and can't approach you for 10 minutes.

BLOOD OF THE PREDATOR; Wolf Fang Necklace
* Your Pelt is a large piece of clothing, or armour, or fetish (headdress, necklace) with a predatory animal theme.
* By ritually offering another's blood to your Pelt (at least 1 Hit's worth) you may ritually Bond to your Pelt. If you do, you gain the abilities below;
~ With 30 seconds roleplay of "sealing away" your Pelt, you may become Unbonded. It returns to normal.
~ You want to inspect items by sniffing them
~ You become territorial and very loyal to one ally of your choice
~ You gain 1 Natural Armour. It still counts as Armour for using KLUNKS, but counts as Hits for Healing.
~ You can call SEVER with a weapon once per Event. You can only use this while you have Natural Armour.
If someone is unconscious, through 1 minute roleplay, you may execute them.
~ Wearing the Pelt, when you are reduced to 0 Hits, you may roar with rage for five seconds. If you do, regain all hits and recover any calls of SEVER & RESIST. Until you are reduced to 0 Hits again, you are incandescent with rage; you will attack anyone in your way indiscriminately. When you are again educed to zero Hits, you lose all unused SEVER & RESIST calls, and you become automatically Unbonded from your Pelt.

REALMS;
FOUNTAINHEAD - HEDONIST'S STAMINA
You gain an additional Hit.

ARENA - GLADIATOR'S IRE
You can call SEVER with a weapon once per Event. You can only use this while you have Natural Armour.
If someone is unconscious, through 1 minute roleplay, you may execute them.

FORGETTING - FIGHT THE DARKNESS
Can call RESIST! to FEAR! once per Event.
If someone uses TERROR! you may choose to roleplay FEAR, steadily back away, or stand on the spot fighting the urge to run for 10 Seconds.

GOALS
* MEMORY; Located on The Forgetting.
* MEMORY; The Wolves must have a leader somewhere. Defeat them and Take their place.
* MEMORY; Choose an ally. Until the Shard closes, Ensure they are never hurt.

ITEMS;
Knife
Armour

IN CONCLUSION;
2 Hit, 1 Armour, ~1 Natural Armour
1 SEVER p Event
~1 SEVER p Event
1 FEAR p Event
1 RESIST p Event
Knife
1 Key