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

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