Main OP
BlackCat-055
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- Location
- Outer Space
ah heck it here goes. I needed to do something with this idea, might as well try this one out.
Hi I'm BlackCat, I make RPs, here's an RP thingy ma bop, the idea of it came when I had a weird binge that involved Disco Elysium and Helluva Boss before eventually having a dream about being in Hell, I also played some Ultrakill and read some other stuff to steal their vibes for the thingy.
Fluff-wise, the RP is set in Hell, all in what Dante Aligheri deemed it to be, the whole 9 rings of it, all the sinners and all the punished within, except for one thing.
Hell had a war, an Insurrection.
And the Sinners won.
While not being able to fully overthrow the Fallen due to a Heaven-backed armstice and white peace, Hell has been fully divided into two zones with a poorly-maintained demilitarized zone in between.
Sinners having proved not only the strength of their wills against the former instruments of the Big Guy himself, but also their willingness to change and proof of goodness within them, thus earning them the right to bear punishment themselves their own way (yeah redemption isn't coming THAT easily), to become their own wardens and enact penance their own way, a more fair way compared to before.
At least in paper of the treaty, and while they did in fact reconstruct an entire city and layer to accomodate that, as well as several City-states of their own enacting their own plan of pentinence.
In practice most Sinners accepted this as their own way of life, with City-states sprouting all across the Layers they claimed as their own.
The Fallen meanwhile, were force to lick their wounds and stabilize their own order. while individually incredibly more powerful than most Sinners, and have Demons as minions to compensate for the manpower issue. They were beaten back and constantly harried for the unconvential tactics as the Sinners used every thing they had to survive, turning the geometry of Hell against its own rulers, and making sure the Fallen bled for every single inch they took.
Now you all are above all that, not only are you all Isekais, you're all Isekais from an entirely different system, the Tarot Holders Ascension Cycle. (THAC for short)
In another time or place, you would've been adventuring in a fantastical world named Mantle, one full of wonder and epic adventures. One that was once fraught with a great cosmic taint that threatened to decay it into entropy but was successfully fought back by an incredible group of unique heroes ranging from a Ducchess most fairest of them all, an Automaton of Dragon's Blood, a Not-Dwarf who yet was a champion of his people, a beastly Child, to starlight Sorcerress.
However sadly you are not fated to that world, for when you were drawn upon by the Arbiters, the Sacred Keepers of the Tarots, they tasked you with a great mission not of saving Mantle once more but rather of a peculiar realm similar to those of the Pentinent Afterlives yet also far more.
Now dropped in, you are tasked with the open duty of exploring this realm and finding out the reason the Cycle calls upon this strange realm, masquerade as Sinners and blend in as you discover the world or display yourself proudly as you wreck changes of your own. The only advice you must follow is your own heart.
Good Luck Tarot Holders, have fun!
Usage of the RP's simplistic dice system will help facilitate impartiality and fairness within encounters as is with the rest of the game.
Each action represents a major event or plan that a player partakes in, whether it's long-discussions with NPCs or players, training, or other notable actions. Generally any plan or action that would take around 4 hours would fit as an action.
After all players actions and fluff are properly accounted for, another phase is made that represents the mid-way results of desired actions and any resulting circumstances or dilemmas that may happen, this allows more freedom for the player to react and attempt to turn a scenario to their advantage.
Instead of the stats described in the CYOA, to help streamline the game and make a more cohesive experience, the stats are replaced by four stats representing the general capabiliteis of a person, their raw physical or innate abilities, their learned physical abilities, their intellectual skills and knowledges, and their more introspective and creative-based skills.
These stats will help determine the successes or failures of actions through a simple dice system ripped wholesale from Disco Elysium, with the stats giving a modifier benefit to a 2d6 check, the higher the stats, the higher the stats, the bigger the modifier is and thus more innately capable ones character is.
If a Character does notable actions or has a singature skillset, enough to become signature to their character and story, one may gain a skill based on that, from Hercules' strength to the Tinkering of Leonardo Da Vinci. When a skill is formed, they give an additional benefit to the character in both the modifier to the dice as well as opening of new opportunities or actions due to the capabilities of their skill.
At start all players has a skill based on their respective Tarot and its signature ability.
During character creation you start out with 8 points you allot to each stat (each stat already has 1 within it) with you only being able to increase a stat up to 6 max. After that modifiers from your Arcanas will be applied (if an Arcana modifier places a stat down to the negatives, automatically rubberband it back to 0, which represents below average). In general the starting stat rankings represent what the mundane Sinner can potentially achieve (although not in the exact rankings), while it is possible to go higher, it would require effort as going above would go towards Fallen or Angel territory.
General Stat rubrics (Follows the original CYOA's stat basis, making it so that it exponentially stronger as it increases)
1-Untrained (Raw Potential, incredible but not yet truly honed)
2-Trained (Such potential has been honed and the gifts of practice have showed itself, while to your fellow Tarot holders your simply average in capabilities, to the mundane Sinner you have already grown by leaps and bound, thus standing already as an Expert in your craft compared to them)
3-Expert (Your capabilities have been refined, whether through natural blessings or earned through strife, your capabilities are to an acceptable level among Tarot Holders. To the average Sinner you have progressed to beyond even the mundane peak that most would be acclimated to in the modern world, in the eyes of the public, you have taken the first step to "Ascendance", the process of self-actualization that transmutes a soul into greater capabilities. To many, it would be a perilous path that would require a miraculous natural gift, ages of strife and struggle, or zealous faith beyond many. But for you? It comes with ease)
4-Grandmaster (Your abilities has come greatly, grately surpassing the limits of mundaneity. You have come far and would be well-respected in some level to your fellow Tarot Holders. To the rest, you have surpassed far beyond the norms of mortal kind, the likes that rarely is ever seen in the Living World, only the Greatest among Sinners who have risen up in the insurrection can truly be your equal now, but your path is not done yet)
5-Heroic (Greatness has come for you, you are now akin to figures of legends now, with feats never before seen to the common Sinners. Many of those who attempted to chase greatness plateu before you, but now only the privilieged few can be your equal, Geniuses and those Exalted can match your prowess now.)
6-Legendary (Self-Actualization achieved, you have Ascended beyond your mortal limits fully, very few Sinners can even match you, Only those who can claim the title of Primes can equalize you. As for the cohorts of Heaven and Hell? You are no longer their pawns, you are their Equal.
But You Aren't Done Yet)
Mwem mwem
The Tarot's Game:
Insurrection of Hell
A woman of youthful appearance walked down the street, streets that bustled with humanoid figures of all shapes and sizes that walked up and down, Their appearances varied, most of them were at least bipedal (with the rest more adopting the forms of creatures or even incarnations of elements), with features of Man adorned upon their face but elsewhere features deform or twist, some bear the marks of death yet still walk with life on their steps, others deformed into creatures of the night. Most of them always had horns that jutted from their skulls like malovelent tumors. Nevertheless despite their appearances, they walk the streets like bustling pedastrians making their way, 'Much more polite than the ones upstairs' the woman noted as she never had to be accosted nor pushed against as she made her way across.
Eventually her eyes seen enough amusement from the plethora of unorthodoxically-shaped bystanders before her senses relented to other sources of stimuli as she made her way slowly to her destination.
Sight, aside from the strange collection of people, she glanced away from natural to the made. The streets were tightly packed between with stone walls stacked with bricks between each other, bricks made of sand that gave a yellow that shone enough to fool most unperceptive into it being gold yet lacked the metallic sheen. The walls of homes and stores were old yet not quite ruined, it was the old that boldly shown its wear and tear for it was the marks of its struggle and persistence. It reminded her of the oldest cities above, yet despite the antiquated architecture, placed on it were lines of steel cables trailing across the walls, the bazaar of stands held not only ornate crafts of pottery and jewellry but also those of tinkered creations and seemingly technologic relics, even the roads she took had catwalks in between the sandstone bricks which showed the guts of the city, copper, sillicon, and steam.
It reminded her of the particular type of warriors whose stories were spun of their exploits in the Battlefield, many who once fought with bronze swords and armor made of leather, now grafted limbs of steel and chrome eyes that glowed a baleful red. The conjoined twin of past and future, all wrapped together into a jagged yet symbolic union.
This was an an ancient city, one of the very firsts made down here she recalled, yet it did not stay as a stagnant piece of ever forgotten history, but one that accepted the progress of the new while retaining its venerable wisdom. Dryly she noted that her first companion would have praised such a city with all his heart. The reminder of his face and the smile of an optimistic innocence marred her mind before she banished it lest she dwelled it on far longer than she should.
Hearing, it wasn't hard to listen, the city always bore that disorganized orchestra manned by its inhabitants. From the near, in between the sounds of chilled turbines that beaten back the ever moaning dust storms from afar, she heared the bellows and calls of merchants and stand traders who pilfered their crafts, she heared the collection of conversations between bystanders close by (many talked in guttural tones of strong and blunt words while others talk with slithering soft and whipsy tones, and some were plain animal sounds franky, yet they all understood each other), and she heared the synthetic groans of beasts with spindly legs that towered above all of them few stories high, such were the calls of the anthropod-like Dust-Striders, one of the more 'economic' ways to travel across the molten deserts.
From afar she heared many sounds, from the cries of pleasure that mixed those with whores and hedonists, to those of work of both machine and natural hands that constantly improved upon the city every passing sun. The most notable ones she focused on were those of distant stomps and whirrs of automatons marching that matched tempo and beat of a band of brass instruments that heralded their arrival, 'the Royal Guard returned from another of their sorties it seems' her thoughts mused as the distant cheer accompanied the military march.
Touch, as she glanced upon the haze of orange skies, she recalled the blistering heat that many would endure outside the city walls. The sun was not as hostile as the ones before, yet nor was it a merciful one. The heated glow gave life as it allowed flora to sprout (whether the hardiest ones that endured the hazeful dunes or the more delicate ones under a curated shade), yet it also took it in equal measure as the many bodies that she buried on her travels could attest, desessictated and stripped of all moistures at best and left as molten half bits of bone at worst.
Most cities and the few rare settlements made out of foolish bravery or brave foolishness were entirely closed out from the outside, most of it locked and sealed as to ensure the heat could not penetrate with only the exception being used to channel its solar energy. However, this City was not like the others, due to the efforts from its most esteemed council of Geniuses (or was it Genii? She didn't had a proper handle of languages in recent times), which through usage of arcane technologies she had no bother of deciphering, were able to cool the entirety of the city to liveable standards, all the while allowing natural light to shine upon the City's residents (a luxury most here take granted for), no spot left unprotected for that would surely lead to revolt. Of course, some places seemed to have their own modifications made to make it more comfortable to them, judging from the sudden change from a hot yet comfortable haze to a snowless chilly blow. Were the air humid, she no doubt would have had her skin flushed with droplets condensing upon it.
Such a system seemed to defy natural law in regards to the gift of the Seraphim, yet no edict came from the Angels to have the faithful assault this place, it was peculiar but she didn't had much to chew upon aside from vague observations.
Next was smell, the City's air was always constantly filtered to make it as clean as possible, absent of contaminants either those left behind from the Insurrection or those emnating from the Deserts itself. However it seemed this area's filters were deformed, allowing her to pick up on the faint trace of sulfur in the air, displeasurable to the sensitive but not harmful yet judging from the lack of panic from the nearby residents.
Yet that was not the scent she was focused on, a more fragrant and potent one was a sweet tone, mixed between a delectable assortment of fruits that had sweet songs of spices like vanilla, cinammon, and cocoa mixed between. While it was no smell from the most luxurious of fruits and sweets, picked from the most austertous and scrupulous of sources, but such posh displays of excaberance sickened her already, a more grounded display for the common people suited her tastes exactly.
And so she entered the milkshake shop, one that (a thousand names filtered across her mind before she grasped upon the one she felt most comfortable associating with him) her former paternal guardian recommended.
As she pushed back against the entrance and a soft jingle of bells alerted herself to the place, her eyes meticulously scanned the room, glazing over the various figures before centering on the odd one out.
The old man, greaying hair that teetred to snow white contrasting the tone of sun-kissed skin that flickered the realms between toned and fair. While his features were unassuming and most mundane, he was constantly glanced upon by everyone else in the room, not willing to idle upon him to the point of alienating yet unable to hold their curiosities.
It made sense, after all this man was a human being in appearance, an old one but one with no malformed features or taint. Such features for a person was entirely rare, while there was many whose appearances were near human, there was always some features to distance themselves from the homo sapien, the only few who could lay claim to such features, truly natural at that and not from illussions (or true transfiguration, not that the Fallen would ever want to 'dirty themselves with the human form'), were those of who were entirely brand new and were privilieged to keep themselves away from the most tainted forms of Fallen treachery (even Newcomers after the Insurrection would eventually transform, a slow yet steady rate due to the natural taint from being in, well Hell. Only a truly sanitized and sanctified place would allow one to avoid it, for however long before it fails)
or
They were of incredible faith or will, The belief whether in ones self or upon Him would shield against any attempts at twisting the form of the soul, passive malfeance included. Such beliefs were potent but rare among Hell, so such forms were also not seen often.
But she knew who this one was, after all he invited her here.
Thus she walked straight towards him, she did not come with agression in mind yet her body filled with tension, after all while she felt remorseful over it especially nowadays, she did not exactly left on good terms with Him the last time they met. Once she finally reached his table, his eyes glanced upon her with a mysterious smile, one that was always hard to discern. Before a moments twice passed she eventually nodded to him in a form of respect before she spoke.
"Greetings, Father, a good day to you"
He only raised an eyebrow while still smiling before gesturing her to sit down alongside him.
"Greetings Lilith, come, take a seat. It's been a long time since we met, why don't we catch up first?"
Eventually her eyes seen enough amusement from the plethora of unorthodoxically-shaped bystanders before her senses relented to other sources of stimuli as she made her way slowly to her destination.
Sight, aside from the strange collection of people, she glanced away from natural to the made. The streets were tightly packed between with stone walls stacked with bricks between each other, bricks made of sand that gave a yellow that shone enough to fool most unperceptive into it being gold yet lacked the metallic sheen. The walls of homes and stores were old yet not quite ruined, it was the old that boldly shown its wear and tear for it was the marks of its struggle and persistence. It reminded her of the oldest cities above, yet despite the antiquated architecture, placed on it were lines of steel cables trailing across the walls, the bazaar of stands held not only ornate crafts of pottery and jewellry but also those of tinkered creations and seemingly technologic relics, even the roads she took had catwalks in between the sandstone bricks which showed the guts of the city, copper, sillicon, and steam.
It reminded her of the particular type of warriors whose stories were spun of their exploits in the Battlefield, many who once fought with bronze swords and armor made of leather, now grafted limbs of steel and chrome eyes that glowed a baleful red. The conjoined twin of past and future, all wrapped together into a jagged yet symbolic union.
This was an an ancient city, one of the very firsts made down here she recalled, yet it did not stay as a stagnant piece of ever forgotten history, but one that accepted the progress of the new while retaining its venerable wisdom. Dryly she noted that her first companion would have praised such a city with all his heart. The reminder of his face and the smile of an optimistic innocence marred her mind before she banished it lest she dwelled it on far longer than she should.
Hearing, it wasn't hard to listen, the city always bore that disorganized orchestra manned by its inhabitants. From the near, in between the sounds of chilled turbines that beaten back the ever moaning dust storms from afar, she heared the bellows and calls of merchants and stand traders who pilfered their crafts, she heared the collection of conversations between bystanders close by (many talked in guttural tones of strong and blunt words while others talk with slithering soft and whipsy tones, and some were plain animal sounds franky, yet they all understood each other), and she heared the synthetic groans of beasts with spindly legs that towered above all of them few stories high, such were the calls of the anthropod-like Dust-Striders, one of the more 'economic' ways to travel across the molten deserts.
From afar she heared many sounds, from the cries of pleasure that mixed those with whores and hedonists, to those of work of both machine and natural hands that constantly improved upon the city every passing sun. The most notable ones she focused on were those of distant stomps and whirrs of automatons marching that matched tempo and beat of a band of brass instruments that heralded their arrival, 'the Royal Guard returned from another of their sorties it seems' her thoughts mused as the distant cheer accompanied the military march.
Touch, as she glanced upon the haze of orange skies, she recalled the blistering heat that many would endure outside the city walls. The sun was not as hostile as the ones before, yet nor was it a merciful one. The heated glow gave life as it allowed flora to sprout (whether the hardiest ones that endured the hazeful dunes or the more delicate ones under a curated shade), yet it also took it in equal measure as the many bodies that she buried on her travels could attest, desessictated and stripped of all moistures at best and left as molten half bits of bone at worst.
Most cities and the few rare settlements made out of foolish bravery or brave foolishness were entirely closed out from the outside, most of it locked and sealed as to ensure the heat could not penetrate with only the exception being used to channel its solar energy. However, this City was not like the others, due to the efforts from its most esteemed council of Geniuses (or was it Genii? She didn't had a proper handle of languages in recent times), which through usage of arcane technologies she had no bother of deciphering, were able to cool the entirety of the city to liveable standards, all the while allowing natural light to shine upon the City's residents (a luxury most here take granted for), no spot left unprotected for that would surely lead to revolt. Of course, some places seemed to have their own modifications made to make it more comfortable to them, judging from the sudden change from a hot yet comfortable haze to a snowless chilly blow. Were the air humid, she no doubt would have had her skin flushed with droplets condensing upon it.
Such a system seemed to defy natural law in regards to the gift of the Seraphim, yet no edict came from the Angels to have the faithful assault this place, it was peculiar but she didn't had much to chew upon aside from vague observations.
Next was smell, the City's air was always constantly filtered to make it as clean as possible, absent of contaminants either those left behind from the Insurrection or those emnating from the Deserts itself. However it seemed this area's filters were deformed, allowing her to pick up on the faint trace of sulfur in the air, displeasurable to the sensitive but not harmful yet judging from the lack of panic from the nearby residents.
Yet that was not the scent she was focused on, a more fragrant and potent one was a sweet tone, mixed between a delectable assortment of fruits that had sweet songs of spices like vanilla, cinammon, and cocoa mixed between. While it was no smell from the most luxurious of fruits and sweets, picked from the most austertous and scrupulous of sources, but such posh displays of excaberance sickened her already, a more grounded display for the common people suited her tastes exactly.
And so she entered the milkshake shop, one that (a thousand names filtered across her mind before she grasped upon the one she felt most comfortable associating with him) her former paternal guardian recommended.
As she pushed back against the entrance and a soft jingle of bells alerted herself to the place, her eyes meticulously scanned the room, glazing over the various figures before centering on the odd one out.
The old man, greaying hair that teetred to snow white contrasting the tone of sun-kissed skin that flickered the realms between toned and fair. While his features were unassuming and most mundane, he was constantly glanced upon by everyone else in the room, not willing to idle upon him to the point of alienating yet unable to hold their curiosities.
It made sense, after all this man was a human being in appearance, an old one but one with no malformed features or taint. Such features for a person was entirely rare, while there was many whose appearances were near human, there was always some features to distance themselves from the homo sapien, the only few who could lay claim to such features, truly natural at that and not from illussions (or true transfiguration, not that the Fallen would ever want to 'dirty themselves with the human form'), were those of who were entirely brand new and were privilieged to keep themselves away from the most tainted forms of Fallen treachery (even Newcomers after the Insurrection would eventually transform, a slow yet steady rate due to the natural taint from being in, well Hell. Only a truly sanitized and sanctified place would allow one to avoid it, for however long before it fails)
or
They were of incredible faith or will, The belief whether in ones self or upon Him would shield against any attempts at twisting the form of the soul, passive malfeance included. Such beliefs were potent but rare among Hell, so such forms were also not seen often.
But she knew who this one was, after all he invited her here.
Thus she walked straight towards him, she did not come with agression in mind yet her body filled with tension, after all while she felt remorseful over it especially nowadays, she did not exactly left on good terms with Him the last time they met. Once she finally reached his table, his eyes glanced upon her with a mysterious smile, one that was always hard to discern. Before a moments twice passed she eventually nodded to him in a form of respect before she spoke.
"Greetings, Father, a good day to you"
He only raised an eyebrow while still smiling before gesturing her to sit down alongside him.
"Greetings Lilith, come, take a seat. It's been a long time since we met, why don't we catch up first?"
Hi I'm BlackCat, I make RPs, here's an RP thingy ma bop, the idea of it came when I had a weird binge that involved Disco Elysium and Helluva Boss before eventually having a dream about being in Hell, I also played some Ultrakill and read some other stuff to steal their vibes for the thingy.
Fluff-wise, the RP is set in Hell, all in what Dante Aligheri deemed it to be, the whole 9 rings of it, all the sinners and all the punished within, except for one thing.
Hell had a war, an Insurrection.
And the Sinners won.
While not being able to fully overthrow the Fallen due to a Heaven-backed armstice and white peace, Hell has been fully divided into two zones with a poorly-maintained demilitarized zone in between.
Sinners having proved not only the strength of their wills against the former instruments of the Big Guy himself, but also their willingness to change and proof of goodness within them, thus earning them the right to bear punishment themselves their own way (yeah redemption isn't coming THAT easily), to become their own wardens and enact penance their own way, a more fair way compared to before.
At least in paper of the treaty, and while they did in fact reconstruct an entire city and layer to accomodate that, as well as several City-states of their own enacting their own plan of pentinence.
In practice most Sinners accepted this as their own way of life, with City-states sprouting all across the Layers they claimed as their own.
The Fallen meanwhile, were force to lick their wounds and stabilize their own order. while individually incredibly more powerful than most Sinners, and have Demons as minions to compensate for the manpower issue. They were beaten back and constantly harried for the unconvential tactics as the Sinners used every thing they had to survive, turning the geometry of Hell against its own rulers, and making sure the Fallen bled for every single inch they took.
Now you all are above all that, not only are you all Isekais, you're all Isekais from an entirely different system, the Tarot Holders Ascension Cycle. (THAC for short)
In another time or place, you would've been adventuring in a fantastical world named Mantle, one full of wonder and epic adventures. One that was once fraught with a great cosmic taint that threatened to decay it into entropy but was successfully fought back by an incredible group of unique heroes ranging from a Ducchess most fairest of them all, an Automaton of Dragon's Blood, a Not-Dwarf who yet was a champion of his people, a beastly Child, to starlight Sorcerress.
However sadly you are not fated to that world, for when you were drawn upon by the Arbiters, the Sacred Keepers of the Tarots, they tasked you with a great mission not of saving Mantle once more but rather of a peculiar realm similar to those of the Pentinent Afterlives yet also far more.
Now dropped in, you are tasked with the open duty of exploring this realm and finding out the reason the Cycle calls upon this strange realm, masquerade as Sinners and blend in as you discover the world or display yourself proudly as you wreck changes of your own. The only advice you must follow is your own heart.
Good Luck Tarot Holders, have fun!
Rule 1
-Follow SV Rules, figure that's obvious
Rules 2
-GM (aka Me :3) Word is final, we can talk about it and I'm willing to listen but the final decision must be acknowledged
Rules 3
-While you aren't automatically allies together and certainly don't know each other's existence, as well as fully capable of being rivals or enemies. If you players wish to fight against another, I expect the involved participants are fully capable of playing out and accepting that they may lose.Usage of the RP's simplistic dice system will help facilitate impartiality and fairness within encounters as is with the rest of the game.
Rules 4
-While adult-rated or sexually-toned materials will be mentioned and exists within the setting (it is Hell after all), anything explicit will automatically fade after dark with only a summary of what happened after, please do not go beyond this when handling sexually explicit content.
Rules 5
The Game after the prologue phase is based on a turn-based system, where each turn acts out a day's full of events, with turns containing 6 actions, half representing the morning of that day and the other half representing the afternoon/evening phase.Each action represents a major event or plan that a player partakes in, whether it's long-discussions with NPCs or players, training, or other notable actions. Generally any plan or action that would take around 4 hours would fit as an action.
After all players actions and fluff are properly accounted for, another phase is made that represents the mid-way results of desired actions and any resulting circumstances or dilemmas that may happen, this allows more freedom for the player to react and attempt to turn a scenario to their advantage.
Rules 6
-If you have any concerns or feel like you are being mistreated in the game, please notify me so I can recitify my mistakes
THE CYOA FOR CHARACTER STUFF
[STATS]
Instead of the stats described in the CYOA, to help streamline the game and make a more cohesive experience, the stats are replaced by four stats representing the general capabiliteis of a person, their raw physical or innate abilities, their learned physical abilities, their intellectual skills and knowledges, and their more introspective and creative-based skills.
These stats will help determine the successes or failures of actions through a simple dice system ripped wholesale from Disco Elysium, with the stats giving a modifier benefit to a 2d6 check, the higher the stats, the higher the stats, the bigger the modifier is and thus more innately capable ones character is.
If a Character does notable actions or has a singature skillset, enough to become signature to their character and story, one may gain a skill based on that, from Hercules' strength to the Tinkering of Leonardo Da Vinci. When a skill is formed, they give an additional benefit to the character in both the modifier to the dice as well as opening of new opportunities or actions due to the capabilities of their skill.
At start all players has a skill based on their respective Tarot and its signature ability.
During character creation you start out with 8 points you allot to each stat (each stat already has 1 within it) with you only being able to increase a stat up to 6 max. After that modifiers from your Arcanas will be applied (if an Arcana modifier places a stat down to the negatives, automatically rubberband it back to 0, which represents below average). In general the starting stat rankings represent what the mundane Sinner can potentially achieve (although not in the exact rankings), while it is possible to go higher, it would require effort as going above would go towards Fallen or Angel territory.
General Stat rubrics (Follows the original CYOA's stat basis, making it so that it exponentially stronger as it increases)
1-Untrained (Raw Potential, incredible but not yet truly honed)
2-Trained (Such potential has been honed and the gifts of practice have showed itself, while to your fellow Tarot holders your simply average in capabilities, to the mundane Sinner you have already grown by leaps and bound, thus standing already as an Expert in your craft compared to them)
3-Expert (Your capabilities have been refined, whether through natural blessings or earned through strife, your capabilities are to an acceptable level among Tarot Holders. To the average Sinner you have progressed to beyond even the mundane peak that most would be acclimated to in the modern world, in the eyes of the public, you have taken the first step to "Ascendance", the process of self-actualization that transmutes a soul into greater capabilities. To many, it would be a perilous path that would require a miraculous natural gift, ages of strife and struggle, or zealous faith beyond many. But for you? It comes with ease)
4-Grandmaster (Your abilities has come greatly, grately surpassing the limits of mundaneity. You have come far and would be well-respected in some level to your fellow Tarot Holders. To the rest, you have surpassed far beyond the norms of mortal kind, the likes that rarely is ever seen in the Living World, only the Greatest among Sinners who have risen up in the insurrection can truly be your equal now, but your path is not done yet)
5-Heroic (Greatness has come for you, you are now akin to figures of legends now, with feats never before seen to the common Sinners. Many of those who attempted to chase greatness plateu before you, but now only the privilieged few can be your equal, Geniuses and those Exalted can match your prowess now.)
6-Legendary (Self-Actualization achieved, you have Ascended beyond your mortal limits fully, very few Sinners can even match you, Only those who can claim the title of Primes can equalize you. As for the cohorts of Heaven and Hell? You are no longer their pawns, you are their Equal.
But You Aren't Done Yet)
-
Fysical: Fysical skills represents the natural physical abilities of a person, ranging from the Raw Brawn to their innate fight&flight system. It's not simply your strength and endurance but generally all abilities that came innately from the physical body. So things like your instincts as a person to your extra senses like perception of time and movement as examples of physical abilities that aren't your standard ones (of course one may ask why would you even note them, but when one's abilities are pushed to the extreme they can do interesting things).
Increasing Signature Skills in Fysical represents you having a better connection to a natural physical self, ensuring you are synchronized with your natural instincts and body. Stronger, harder, a more in-tuned fighting machine or beast. But being better connected also runs a risk of relying too much on it, facing smaller versions of Strength's linear mindedness, or your instincts constantly going in overdrive.
Supernatural abilities that are innate and physical go here as well. Things like Centuar's Strength or Speed of a Wind goes here. But also things like your natural bloodline giving you the gift to talk to cities or animals as well.
1-Untrained (You're only as capable as your average person, at least the healthier ones. Can give and take the same punch as one at least. Your more instinctual paranatural capabilities are dulled though, you're only barely able to understand the depths of what you can truly have.)
2-Trained (You've been training, now your body has been sculpted into a proper temple of man, it's not Parthenon or Basilica but at least you're far better than the average norm. Your paranatural abilities innate to you have finally been properly awakened, by now you've likely been able to understand what's inside you and you're as accustomed to it as your own arm and senses.)
3-Expert (A nihilistic man once described the concept of the idealised person, the Ubermensch, and by God you're a shining example of one (disregarding any immoralities or callousness attributed to one). The journey of Humanity has washed down like a river and sculpted an ideal out of you. The spark of greatness was always inside you all along but now it's starting to shine for once. The sheer-precipice of beyond mortal shines upon you alongside the likes of John Henry and Sasaki Kojiro who through sheer strife and grit, grew slightly beyond their own limits as mortal men.
Your paranatural abilities have been further refined, no longer can people claim your unnatural strength or intuition as mere exaggeration of mortal feats. You were already something more than normal, now? It's bear naked for all the world to see)
4-Grandmaster (You are no mere temple, no you have become a Wonder, one not yet truly completed but still a sight of awe for all to see, You are now the foundations that would be the Tower of Babel. For you can no longer even pretend to have the facade of mundanity, neigh. The conservative could only at most downplay you as a mere legend now, and even they can't help but admit that you are now in the roads of Greatness, a Demigod.
The likes of Lancelot, Joan of Arc, Atalanta, Hector or even Heracles in his sapling days. You can now claim to have the strength of hundreds, the dashing gale of a swallow, and the endurance of a mountain and nary a few can gather the courage to claim you a fraud.
Your supernaturality? Once it was a campfire has now become the bonfire to an Inferno. Strength of Beasts? So vigorous that your arms bear scales, the whispers of Genii Locii? You are now their Oracle, what was Whispers has become daily conversation that only you can hear.
What little shreds of humanity are slowly slipping away. A good thing in that it greatly bolsters you far above those with mere mortal foundations. Yet it is also a bad thing for how long can you keep up the charade? How long until you forget your roots and become something more, for better or worse)
5-Heroic (You are now a Demigod, The Tower of Babel may not be fully constructed, but even its heights can be seen all across the world. You walk the likes of Heracles, Achilles, King Arthur and Cu Chulainn. You shine as a symbol, one of the many peaks that Humanity can achieve when they go further beyond.
Supernatural abilities? To them it may be supernatural, but to you? It's quite natural for you to have the strength of monsters and the senses of further beyond. By now you feel more other than human, but you never really cared for such trappings in the first place.
6-Legendary (You walk the steps to heaven, the eternal 551 steps that repeat ad infinitum, yet with each step that you move closer and closer to the point of origin. Actualization is at hand.
Titans like Atlas and Chronos, the Cohort of Yahweh from Gabriel the Golden Herald to Lucifer the Prideful Sun. You may not yet be their equal, yet.
Already Supreme Demons and Fallen that fall on the ranks of Tyranny have become nothing but smears upon your hands.
Supernatural abilities have become you in nature, the tatters of humanity have been fully deposed. You in the end have become something more, merciful or sadistic to your origins it matters not, you only can look up at beyond.
The Tower is not complete, it may never be, but already the top has reached the clouds of Heaven. In the end it's not enough and you will always keep building, if this is the path you shall take I but only say this to you. When you lay each brick hand by hand, if you see the Elohims on your path,
Kill them.) -
Motorics represent the refined abilities of the physical body. Things like hand-eye coordination, perception fine-tuned into a skill of spotting things, or generally physical skills that require training to achieve like stealth or martial arts if it's not reliant on your strength. Non-obvious ones involve composure (training the body to not react to situations and not give away your emotions) or general reaction speed.
Increasing Signature Skills in Motorics represent you having a better aptitude and proficiency in your literal signature skills that are most important to you, training them and honing yourself until you break newer heights of mastery and complexity. However increasing them too far and out of balance between your other aptitudes result in one being more rigid and static as they train themselves to uphold their skills up to the detriment of themeselves, unable to accept new angles and believing that their skill is more important than other things. The skill warps them until instead of the Holder using the skill as a tool, in a way the skill turns the Holder into a tool.
For supernatural skills, these involve things like special skills learned from paranatural sources such as swordsmanship from the Tengu in the Mountains to craftsmanship from a Dwarf, as well as skills that are trained so well it becomes a bit more extraordinary than its capabilities, like Satsuki's swordsmanship, William Tell's Archery or Orpheus' Music Playing.
1-Untrained (Raw Potential, incredible but not yet truly honed)
2-Trained (Such potential has been honed and the gifts of practice have showed itself, while to your fellow Tarot holders your simply average in capabilities, to the mundane Sinner you have already grown by leaps and bound, thus standing already as an Expert in your craft compared to them)
3-Expert (Your capabilities have been refined, whether through natural blessings or earned through strife, your capabilities are to an acceptable level among Tarot Holders. To the average Sinner you have progressed to beyond even the mundane peak that most would be acclimated to in the modern world, in the eyes of the public, you have taken the first step to "Ascendance", the process of self-actualization that transmutes a soul into greater capabilities. To many, it would be a perilous path that would require a miraculous natural gift, ages of strife and struggle, or zealous faith beyond many. But for you? It comes with ease)
4-Grandmaster (Your abilities has come greatly, grately surpassing the limits of mundaneity. You have come far and would be well-respected in some level to your fellow Tarot Holders. To the rest, you have surpassed far beyond the norms of mortal kind, the likes that rarely is ever seen in the Living World, only the Greatest among Sinners who have risen up in the insurrection can truly be your equal now, but your path is not done yet)
5-Heroic (Greatness has come for you, you are now akin to figures of legends now, with feats never before seen to the common Sinners. Many of those who attempted to chase greatness plateu before you, but now only the privilieged few can be your equal, Geniuses and those Exalted can match your prowess now.)
6-Legendary (Self-Actualization achieved, you have Ascended beyond your mortal limits fully, very few Sinners can even match you, Only those who can claim the title of Primes can equalize you. As for the cohorts of Heaven and Hell? You are no longer their pawns, you are their Equal.
But You Aren't Done Yet) -
The Raw Mind, it is your emotions, charisma, the ego brought to the full. In general it's skills that are mental based that are innate to a person and while can be enhaned with skill, the foundations has always been there. usual examples are Charisma (both in the authoriative sense as well as the suggestive sense), willpower, your imagination and even the natural group-think one has with a group (it's like when you integrate with a group so well that your natural pack brain stuff allows you well insight on knowing how others of the same group would think or know)
Better Signature Skills in Psyche allows for a better natural mind and its abilities, but you also run the risk of being more volatile so to say, this is more dependent on skills but without willpower you are risk of being overrun with your own Ego, not arrogance but you can't help but be yourself even when you shouldn't be.
Supernatural abilities are well stuff like your innate magical potential, connection to voices beyond, or even ability to see ghosts. abilities based on the soul may fit here as well as its the mind not the body it comes from. Psychic abilities obviously go here as well
(About magick, magick is based on Psyche and Intellect. Lots of lore and details about it, but to make the long short of it. Psychic fuels the power of the magick based on both creativity and willpower. While Intellect refines and controls it, turning all that raw pow-wow into a reasonable spell. You don't need both to do magick, but having only one doing it turns it into a different thing, but that's for later.)
1-Untrained (Raw Potential, incredible but not yet truly honed)
2-Trained (Such potential has been honed and the gifts of practice have showed itself, while to your fellow Tarot holders your simply average in capabilities, to the mundane Sinner you have already grown by leaps and bound, thus standing already as an Expert in your craft compared to them)
3-Expert (Your capabilities have been refined, whether through natural blessings or earned through strife, your capabilities are to an acceptable level among Tarot Holders. To the average Sinner you have progressed to beyond even the mundane peak that most would be acclimated to in the modern world, in the eyes of the public, you have taken the first step to "Ascendance", the process of self-actualization that transmutes a soul into greater capabilities. To many, it would be a perilous path that would require a miraculous natural gift, ages of strife and struggle, or zealous faith beyond many. But for you? It comes with ease)
4-Grandmaster (Your abilities has come greatly, grately surpassing the limits of mundaneity. You have come far and would be well-respected in some level to your fellow Tarot Holders. To the rest, you have surpassed far beyond the norms of mortal kind, the likes that rarely is ever seen in the Living World, only the Greatest among Sinners who have risen up in the insurrection can truly be your equal now, but your path is not done yet)
5-Heroic (Greatness has come for you, you are now akin to figures of legends now, with feats never before seen to the common Sinners. Many of those who attempted to chase greatness plateu before you, but now only the privilieged few can be your equal, Geniuses and those Exalted can match your prowess now.)
6-Legendary (Self-Actualization achieved, you have Ascended beyond your mortal limits fully, very few Sinners can even match you, Only those who can claim the title of Primes can equalize you. As for the cohorts of Heaven and Hell? You are no longer their pawns, you are their Equal.
But You Aren't Done Yet) -
The refined intellect. Math, Knowledge, your own Logic, and even expansions or refined twists on the natural mental abilities such as the ability to speak your mind out properly and well to ensure all get what you truly meant, as well as the proper ability to grasp your imagination and use it to conceptualize things.
Increasing your Signature Skills in Intellect allows you to have a more aptitude in your learned mental skills, enhancing your mental capabilities and improving the various areas of aptitudes that it can be applied to. Essentially making you a genius in a sense. However out of balance and your intellectual skills start dominating your decision-making, after all man conquered the natural world through its intellect and logic. So why shouldn't it reign supreme within a person. Is a thought that would commonly pass through your head. Discarding other possible methods as too uncouth or primitive until you become a cognitosphere.
For supernatural skills, I haven't thought much about here, but anything that is learned. So yeah theorem of knowledge about magic to make it work, perhaps even knowing so much that your mind can function as a mini prediction-engine, using all the knowledge taken and making intense visual models of either what has happened or even what's to come. There's also being so knowledgable that you essentially expound on it and sort of have that knowledge tuned into Hyperscience so to say, when you have the ability to visualise technology far beyond the current average and attempt to bring a renaissance. Might need help brainstorming more here though haha.
(As said before that Intellect represents the control and fine-tuning of magic, it turns power into formulas and conduits that ensures that hey it becomes magic.)
1-Untrained (Raw Potential, incredible but not yet truly honed)
2-Trained (Such potential has been honed and the gifts of practice have showed itself, while to your fellow Tarot holders your simply average in capabilities, to the mundane Sinner you have already grown by leaps and bound, thus standing already as an Expert in your craft compared to them)
3-Expert (Your capabilities have been refined, whether through natural blessings or earned through strife, your capabilities are to an acceptable level among Tarot Holders. To the average Sinner you have progressed to beyond even the mundane peak that most would be acclimated to in the modern world, in the eyes of the public, you have taken the first step to "Ascendance", the process of self-actualization that transmutes a soul into greater capabilities. To many, it would be a perilous path that would require a miraculous natural gift, ages of strife and struggle, or zealous faith beyond many. But for you? It comes with ease)
4-Grandmaster (Your abilities has come greatly, grately surpassing the limits of mundaneity. You have come far and would be well-respected in some level to your fellow Tarot Holders. To the rest, you have surpassed far beyond the norms of mortal kind, the likes that rarely is ever seen in the Living World, only the Greatest among Sinners who have risen up in the insurrection can truly be your equal now, but your path is not done yet)
5-Heroic (Greatness has come for you, you are now akin to figures of legends now, with feats never before seen to the common Sinners. Many of those who attempted to chase greatness plateu before you, but now only the privilieged few can be your equal, Geniuses and those Exalted can match your prowess now.)
6-Legendary (Self-Actualization achieved, you have Ascended beyond your mortal limits fully, very few Sinners can even match you, Only those who can claim the title of Primes can equalize you. As for the cohorts of Heaven and Hell? You are no longer their pawns, you are their Equal.
But You Aren't Done Yet)
Major Arcana Modifiers and their Skills
Notice: Average is applied before the static modifiers.
Fool
Magician
High Priestess
The Empress
The Emperor
The Hierophant
The Lovers
The Chariot
Justice
The Hermit
Wheel of Fortune
Hanged Man
Death
Temperance
Devil
Tower
Star
The Moon
The Sun
Judgment
The World
-
Fys -Average between Fys, Int, Psyc
Mot- +1
Psyc- Average between Fys, Int, Psyc
Int- Average between Fys, Int, Psyc
Skill: Fooling Around (Motorics)
-
Fys: -2
Mot: +0
Psyc: +1
Int: +2
Skill: Master of Magic (Intellect)
-
Fys: +2
Mot: +0
Psyc: +0
Int: -1
Skill: Sixth Sense (physical)
-
Fys:
Mot: -2
Psyc: +3
Int:
Skill: Venus Avatar (Psyche)
-
Fys: + 2
Mot: -1
Psyc: +1
Int: -1
Skill: King of Monsters (Psyche)
-
Fys: -1
Mot: -1
Psyc: +2
Int: +1
Skill: Divine Guidance (Psyche)
-
Fys: -2
Mot: +1
Psyc: +2
Int: +0
Skill: Sharing Heart (Psyche)
-
Fys +3
Mot: -1
Psyc: +0
Int: -1
Skill: The Destination (Fysical)
-
Fys
Mot
Psyc: +1
Int
Skill: Jury, Judge, and Executioner(Psyche)
-
Fys: +1
Mot:
Psyc: -1
Int: +1
Skill: The Power of One (Fysical)
-
Fys: +1
Mot: -1
Psyc: +2
Int: -1
Skill: Windfall (Psyche)
-
Fys: -1
Mot: +3
Psyc: -1
Int: -0
Revised Power
Hanging Possibilities:
You have the ability to perceive "simalcrums" of multiple possibilities based on the actions you'd take. You can choose a time to perceive the possibilities to see a minimum of two paths based on your choices, with the first one being the default one you would've taken, you are also able to increase the amount of paths you'd perceive. This ability automatically activates in your imminent death.
Blind Obsession
You aren't able to perceive fellow Tarot holders as well as certain powerful entities. You have an unknown amount of paths for increase per day, although you'll know the average amounts. You are able to bypass this by permanent sacrifices, but how much are you willing to let go?
Skill: Hanging Possibilities (Motorics)
-
Fys: +1
Mot: -1
Psyc: +2
Int: -1
Skill: Threads of Fate (Psyche)
-
Fys: +1
Mot: +0
Psyc: +0
Int: +0
Skill: Stalling Rules (Intellect)
-
Fys: +1
Mot: -1
Psyc: +2
Int: -1
Skill: Devil Tongue (Psyche)
-
+1 to your choosing
Fys
Mot
Psyc
Int
Skill: Ruinous Power (Goes to wherever the +1 is applied to)
-
Fys +1
Mot -1
Psyc +2
Int -1
Skill: Polar Star (Psyche)
-
Fys: -2
Mot: +2
Psyc: +3
Int: -2
Skill: The Dreamer (Psyche)
-
Add +1 to your choosing
Fys: Average between all
Mot: Average between all
Psyc: Average between all
Int: Average between all
[h4][/h4]Skill: Childlike Wonder (Goes to wherever the +1 goes to)
-
Add +1 to your choosing
Skill: The Great Trial (Motorics)
-
Add +1 to your choosing
Skill: Completionist (Intellect)
NOTES AND CLARIFICATIONS FOR THE CYOA
-
-Hanged Man's power is changed from time-rewind from death, to a pure resurrection after twenty four hours mark. Either your corpse will reform to pristine condition or you will be remade at the location where most of your broken down corpse would be
-No Allies, Rivals or Nemesis with Major Arcanas, just choose one Arcana for you to use.
-Your stats including the Arcana modifiers is the base form in regards with the Fool Arcana's powers.
-The High Priestess' curse Cassandra only takes effect if the intuition is described as gut feeling and will be considered with merit if there is other "proof" or info to justify it.
-The Empress power empowerment of allies increases both time and doing great deeds to base the empowerments on. A day is the minimum needed to show effect.
-Empress curse is capable of learning skills but they are not able to go beyond Expert unless due to another magical effect or artefact. This is in regards to normal skills, in regards to signature ones, they are the exception as they become integral to the Empress.
-Monsters in regards towards Lovers and Emperor generally refer to any supernatural being that are not of human origin (Sinners don't count, Jinn do)
-Emperor's power is unable to control Devils or Fallen, they are however able to control feral entities like Natural Demons and Feral Jinns.
-In exchange for a more narrow range, there is no time limit for an Emperor's control. Magical or super mortal efforts can be done to remove the control however.
-Hierophant is capable of choosing a deity (GM's discretion) to invoke on, although the default choice is dependent on the Players origin (Total Drop In bears service to an enigmatic council that merely calls themselves the Arbiters, while those of Semi-Native origin bears voice to a trio of voices that merely call themselves the Elohim, with the loudest voice to them speaks to their beliefs to the most)
-Hierophant's Moral code isn't necessarily moral by our standards, take it as a code that must be followed, less Lawful Good and more Lawful in general.
-Even if Lovers are friends with monsters, does not necessarily mean the monsters are friendly to the Lovers' allies. Works best on non-sapient ones.
-Lovers power does not work on Fallen and Higher Angels.
-Justice's Karmic power inflicts karmic retribution on the target, if they have caused damage, the same amount of damage they done is given to them, theft and so on steals an item of equivalent of value, and intangible crimes will have the roughly equal enough effect that can be done if possible.
-Justice's Karmic power is based on the JUSTICE's moral code, not necessarily the laws of the residing territory.
-The Hermit's meditation only requires that there is no people in the immediate vicinity of the Hermit, and there is no noise to disturb them. So an empty quiet room in a full inn is enough to fulfil the effect.
-Death cannot change the past or what has already been written.
-Temperance's Rules that are added or removed, are locked for a day before they can be removed or added again.
-Devil's Dark Thoughts evil cannot stray into complete destruction or massive damage unless willingly brought to that point. Kill, Steal, and Lie, but the desire to end the world will not be there to tempt you unless you make it so.
-The Devil arcana also gives a minor boost in regards on reputation with Fallen, allowing the ability to build relations at start.
-Tower can choose not to absorb the skills and powers of those they slain. To slay is to do the killing blow.
-Tower's Castle of Cards have each Major Arcana absorbed add a +5 to the DC, the dice only rolls after five Arcanas are absorbed. A hundred sided dice is rolled for every time you absorb a Major Arcana or a Great Enemy's Power. If the dice rolls the DC or below it. They lose all their powers, with Major Arcanas going off to find other hosts and the rest of the power either dissipating or possess a random host.
-Star's Lone Guide can only let them find mentors or people to teach them skills or taught powers if they are a minimum of Grandmaster in that skill (obviously the Star will be below Grandmaster on the Mentor's skill to make it work) to have a chance of convincing them to teach them, with higher skill experience warranting a higher chance of working.
-Moon takes great effort and energy to make copies of powerful artefacts, copies last until there is significant damage done to it, then they dissipate into moon energy.
-Moon can only tell if it's a lie if there is explicit immediate evidence to the contrary (no going Sky is red unless they can't immediately see it), The moon is capable of trusting allies more than enemies to protect themselves. Illusions are considered Explicit evidence.
-Judgement's God is already chosen and entirely controlled by the GM.
-Judgment only comes at the Twilight of the Reckoning
-World's Completionist is not passive or always active and only activates when one wants, mostly cause I'm way too fucking lazy to give detail for every single thing you met unless you ask for it (and I'm gonna be annoyed if you ask details for EVERY SINGLE THING)
-While a World Seeker can't stay in a single location ,eat the same food, etc. They are fully capable of coming back, eating the food again, etc. So long as they experienced something else different beforehand, you cannot make a routine of different experiences as you will feel the same of it as well, you must experience something completely new once in a while. -
-The bottom thing about writing extra plans for an extra minor arcana is null
-Minor Arcanas (except for Wands) can be lost or stolen unlike Major Arcanas, yet Swords can also be completely triumphed over or vanquished.
-You may choose to start with Minor Arcanas or be fated to find them eventually.
-Except for Cups, you're automatically only fated to find them eventually. -
-Magical Diary is mainly used to have something to help reference info for. Even very old info you would've forgotten, make sure to ask the GM for reference on things they need to keep note of if you have this.
-The Frugal Coin Bag produces the exact needed currency every time for the service, you are incapable of saving the coins as they eventually disappear unless used for purchase.
-Cloak of the Meek automatically makes you appear as the weakest or unnoticeable entity for the environment (a lowly imp in the Fallen Layers or a Sinner beggar in Sinner Enclaves)
-Karma Necklace karma is based on the effects done by the wearer to other people
-The jewelled egg hatches in a year. Proper development requires it to be submerged in a pool of energy for at least majority of the growth process (Energy can be Hellish, Holy, or etc.) Knowledge to care for it is instinctual. Knowledge of what it is, is not.
-Master Tools are any skill that isn't combat-related. It is capable to be used for making magical-related items.
-Master Tools in regards to rolling automatically gives +5 to any action related to their usage
-Peddler Pebble is a highly marked runestone so it is easy to find, it is small enough that you can hide it in your palm. It increases your skills by knowing what to say, it cannot magically make someone agree with you
-Demon Scroll summons a Fallen equal to a Marquis in strength. This Fallen unlike most will be sympathetic to you and Sinners in general. While they cannot be in your service for long periods of time, they are able to come at a moment's notice and are willing to give any advice when mentally asked. The payment is lessened as they only require what is needed to do the action in the first place (minor tasks may be done pro bono). In exchange any Fallen and Demons under Lucifer or the Princes' control will automatically be hostile and kill on sight when they see the Contracted Fallen.
-Evolving Weapon changes best on the user and what they use it for
-Legendary Weapons are generally great magical artefacts (think Noble Phantasms from Fate in a way), the higher the power the higher the standards you must adhere towards.
-Both Comfy Home and Land Deed both have a waystone you are able to use to quickly travel to and back that works for only two times a day, one for going there and another for going back. It teleports you back to where you once were.
-Both Comfy Home and Land Deeds are things that are automatically given or found later in your journey, a Comfy Home will automatically be an abandoned safehouse that is unknown to others in location except for you.
-Land Deed will not be given at start and only is fated to come across, Noble Title will only apply to factions that you are at least Affable Neutral towards. -
-Most Cups are usually capable of being allies that would travel with you, but may often have their own obligations that they need to do and cannot travel together for long times.
-For Dragon Cub, refer to Pathfinder's Chromatic. Their evil inclination is instinctual and can be trained differently if wanted.
-Ideal Partner is not an option cause I find it boring, unless a good argument can be made for it
-Fairy Companion is a Fae (a rare European-descent Jinn), a very rare creature due to most of them being too reclusive to be caught by the Fallen Hunts. However this one got lost and was caught.
-Hermit Sage does not have magic but is instead of the few renowened Geniuses among Sinners (Geniueses being Sinners who have the rare combination gift of both intense conceputalization (and memory) as well as the intelligience to be able to visualize things and push them into existence). Player can choose between a Pre-Modern Genius that specializes in Alchemy or similar fields of Para-Science, or they can be a Modern Genius who is a wunderkind in a chosen field of science or technology
[tl;dr, choose between an Alchemist (or Artificer) and a Techomancer]
-Necromancer is allowed but be warned that Necromancy (a field of Theurgy that is considered highly Black Magick) is very looked down upon and in fact illegal in Theological Enclaves. The main reason is that aside from belief that Necromancy is taught by Fallen, it is mainly due to the fact that as a High Magick that concerns itself with the dead and undying, it deals a lot in souls.
Souls that you all currently are.
-Sassy Genie needs to monkeypaw rules because of equivalent exchange in manipulation of fate, being affable with the Genie will allow you to direct the monkey paw into something you can handle, while aggravating her can make it worse for no better effect. The genie is otherwise a powerful Jinn spirit that is currently sealed as punishment.
-Happy Village is able to be placed within Noble Land, they also are protected (whether in being hard to find or having strong enough guards) that they usually do not have any problems defending against any Fallen forces.
-Motherly Countess and Noble Diplomat may either be based on a minor Enclave with significant control over it (or simply put rules over it) or a major Enclave but not in a significant higher position. The difference in effect is whether you want continous but less potent help or more dispersed but potent cooperation. -
-Unseen Servants are incapable of doing direct combat or attacks.
-Unless noted otherwise explicitly, all abilities succeed automatically unless its towards higher-end characters -
-False Start is not an option. You're gonna need all that you have
-Call of the Wind automatically compels you to live in the wastelands after a full week in town stay has passed, it does not come into effect if you are incapable of leaving town or civilised areas. Best get used to camping it out.
-Wrong Reading is not an option
-Demotivation can only be assayed by insistent assistance by allies or a critical need passes.
-Betrayal each year will either fate an existing companion to be turned against you or have a new "companion" join you to betray you, they will betray you before the year is done. You are capable of stopping an existing companion from being corrupted into betraying you. The effort needed is enough to suffice the suffering to sate the Sword.
-The messenger from The Call can be killed, ending the sword. But you will have to answer to the Noble who the messenger was from, and will have to pay a steep fee to replace him.
-Rivalry is not an option due to the players only creating one Tarot holder
-for Public Enemy, you may either choose to have a random Major Enclave of Humanity or a random Prince of Hell to hate you.
[Character Sheet Template]
Name:
Appearance/Face Claim:
Age:
Major Arcana
Motivation: "What compels you to accept the Arcana and fight in this world?"
Deadly Sin: "What tempts you in the deepest pits of your heart?"
Merciful Virtue: "What drives you to stand against the void"
Backstory:
Skills: "Put the skills related to your Major Arcana here as well as any you'd normally have, you also put Minor Arcana Wands here"
Companions: "Put allies and so on here, as well as Cup Arcanas"
Inventory: "Notable items you have, put Pentacles Arcanas here"
Drawbacks: "Put Swords Arcanas here"
Appearance/Face Claim:
Age:
Major Arcana
Motivation: "What compels you to accept the Arcana and fight in this world?"
Deadly Sin: "What tempts you in the deepest pits of your heart?"
Merciful Virtue: "What drives you to stand against the void"
Backstory:
Skills: "Put the skills related to your Major Arcana here as well as any you'd normally have, you also put Minor Arcana Wands here"
Companions: "Put allies and so on here, as well as Cup Arcanas"
Inventory: "Notable items you have, put Pentacles Arcanas here"
Drawbacks: "Put Swords Arcanas here"
[Character Creation Process]
1) Choose your Major Arcana: (This is your general archetype that represents your signature powers and skillset, each Arcana comes with a signature power alongside a drawback to balance them as thematic to the Arcana. Each Arcana also comes with their respective stat modifiers.
Each Major Arcana is entirely unique to each other, so each player should have a separate Arcana chosen different from the other players.
2) Pick your Swords: Swords are the Minor Arcanas that represent Drawbacks that are tied to the Tarot Holders as part of the balancing system Tarots have in general, hence why your Major Arcana powers have drawbacks, which is done due to the Arbiters ensuring all things are balanced to reduce entropy as efficiently as possible. Starting out, you only need to pick one Sword, but you have the optional option to pick more Swords, with each Sword taken being represented as an extra Minor Arcana of your Choice
3) Pick your Pentacles: (Pentacles are minor arcanas that represent themselves as artifacts or magical items that are useful to someone. You are obviously given them at the start of the game due to being gifted directly by the arbiters)
4) Pick your Cups: (Cups are basically various companions that Arbiters pulled strings to ensure you're essentially fated to meet them and (assuming you don't do obvious things like harm or alienate them) will usually recruit them so to say even if not in a constant basis. At the start of the game you do not have access to them but will encounter them during the prologue)
5) Pick your Wands: (Wands are minor Powers that are given to you that isn't related to your Major Arcanas. Akin to the miscelanneous mythologic/folklore heroes would have in addition to their signature abilities like Alcides' aptitude for horses. You start with them during the game's start)
6) Put your stats: (After finishing the CYOA you get to set your stats, Already explained beforehand but to resummarize it. Your stats are Fysical, Motorics, Psychic, and Intellectual. Each one starts with 1 in them. You have 8 points to arrange whatever array on the stats but you are only able to raise a stat up to 6. After using up all your points, you apply the modifiers on them. If a modifer brings your stat above 6, it will be applied. however If it brings you lower than 0, then bring it back to 0 as that's your absolute minimum for a stat which represents being weak in it (to an average person it's a 1).
7) The Most Important Part: Fluff in a Sheet! <3: After doing all the mechanical stuff, it's now for you to put in your sheet stuff! Very important as it transforms your numbers into a proper character! (Of course everyone knows that but I felt like saying it as a charm). While you can put in anything (pending my approval g of course), do note that your fluff will be important in your character in deciding how I tailor the experience to yours. In a way, even with Sinners being free, Hell always knows you still.
Fluff also helps determine the notable yet not signature capabilities everyone has, both users can be of the Death Arcana but one is necromancer and the other is someone with divination magic for a prompt example.
Age: (Normally for Sinners this represents physical age (or age at time of death) and chronological age, but for you guys its just biological age since you know, you guys aren't technically dead
Motivation: "What compels you to accept the Arcana and fight in this world?" (Essentially what is the reason you accepted the Arbiters' offer to become a Tarot Holder? Tarot Holders are always people who were approached by Arbiters and were told an introduction about the Tarot System and the reason they're activating the Tarot System
In practice it generally helps contextualize why you'd accept such an offer, sure power is involved but why get that and go into a realm of presumably pure suffering. Helps give depth to the Tarot System so it's more than a simple isekai power-up system [even though it basically is])
Deadly Sin: "What tempts you in the deepest pits of your heart?"
Deadly Sins are traits or desires from a character that they indulge in, something that is easy for them to do and in doing so brings them comfort. Yet that comfort doesn't being change, only stagnancy, one that lashes out when it comes to depend on it.
It's easy for a person to be wrathful, an inequal scenario begets a fury to equalize it, but when one clings to it as their hammer of choice, where all problems are nails to be fixed by their anger. Then it becomes a deadly sin.
In essence. Deadly Sins make you vulnerable to your worst self
Merciful Virtue: "What drives you to stand against the void"
Inverse are Virtues, it's good traits generally, doing good things and all that jazz, but while being nice and helping out feels nice, people eventually are forced to contend with a situation where they feel they can't do something and are forced to compromise, everyone knows killing is bad but it's hard to repeat that situation when it's a death or life scenario. So they compromise and adapt grayfully. But there's one line that they won't cross, something that when all cards are done, is something they won't compromise on.
It is a virtue that to their heart is one most true to them or sacred, and to betray it is to betray themselves. And when they strive hard to ensure it is fulfilled, it gives them a sense of accomplishment that's holistic or inner to them
In basic terms, Heavenly Virtues make you strive to be your best self
Backstory: (This is self explanatory but this is an opening for me to note that in general you guys are all Isekais by definition since you're going to Hell. But the System was made to pick from both the Arbiters' world as well as elsewhere when the isekai situation pops up, essentially this means you are given full range for your backstory, it may or may not come up depending on if i can fit it in, but still free range.
You are technically allowed to write about being from Mantle or the Arbiters' world, but that requires knowing all the lore bits to it so I figure only the OG players would even be willing to do so. This is just me saying if you do wish to, let me know so I can make use of my lore docs for that World)
Skills: "Put the skills related to your Major Arcana here as well as any you'd normally have, you also put Minor Arcana Wands here" (This is self explanatory so I wish to simply note while not necessary, it's recommended to separate skills between Major Arcana, Signature Skills (This would represent Skills so integral to a character it gives a bonus and most importantly as new opportunities within the system, for now only your Major Arcana is there), Misc. Skills (These are the everything else skills, while not likely to give benefits always, it's still noted since these are skills notable enough that if given a chance to grow, can become a Signature skill. You can put Wands here as well)
Each Major Arcana is entirely unique to each other, so each player should have a separate Arcana chosen different from the other players.
2) Pick your Swords: Swords are the Minor Arcanas that represent Drawbacks that are tied to the Tarot Holders as part of the balancing system Tarots have in general, hence why your Major Arcana powers have drawbacks, which is done due to the Arbiters ensuring all things are balanced to reduce entropy as efficiently as possible. Starting out, you only need to pick one Sword, but you have the optional option to pick more Swords, with each Sword taken being represented as an extra Minor Arcana of your Choice
3) Pick your Pentacles: (Pentacles are minor arcanas that represent themselves as artifacts or magical items that are useful to someone. You are obviously given them at the start of the game due to being gifted directly by the arbiters)
4) Pick your Cups: (Cups are basically various companions that Arbiters pulled strings to ensure you're essentially fated to meet them and (assuming you don't do obvious things like harm or alienate them) will usually recruit them so to say even if not in a constant basis. At the start of the game you do not have access to them but will encounter them during the prologue)
5) Pick your Wands: (Wands are minor Powers that are given to you that isn't related to your Major Arcanas. Akin to the miscelanneous mythologic/folklore heroes would have in addition to their signature abilities like Alcides' aptitude for horses. You start with them during the game's start)
6) Put your stats: (After finishing the CYOA you get to set your stats, Already explained beforehand but to resummarize it. Your stats are Fysical, Motorics, Psychic, and Intellectual. Each one starts with 1 in them. You have 8 points to arrange whatever array on the stats but you are only able to raise a stat up to 6. After using up all your points, you apply the modifiers on them. If a modifer brings your stat above 6, it will be applied. however If it brings you lower than 0, then bring it back to 0 as that's your absolute minimum for a stat which represents being weak in it (to an average person it's a 1).
7) The Most Important Part: Fluff in a Sheet! <3: After doing all the mechanical stuff, it's now for you to put in your sheet stuff! Very important as it transforms your numbers into a proper character! (Of course everyone knows that but I felt like saying it as a charm). While you can put in anything (pending my approval g of course), do note that your fluff will be important in your character in deciding how I tailor the experience to yours. In a way, even with Sinners being free, Hell always knows you still.
Fluff also helps determine the notable yet not signature capabilities everyone has, both users can be of the Death Arcana but one is necromancer and the other is someone with divination magic for a prompt example.
Age: (Normally for Sinners this represents physical age (or age at time of death) and chronological age, but for you guys its just biological age since you know, you guys aren't technically dead
Motivation: "What compels you to accept the Arcana and fight in this world?" (Essentially what is the reason you accepted the Arbiters' offer to become a Tarot Holder? Tarot Holders are always people who were approached by Arbiters and were told an introduction about the Tarot System and the reason they're activating the Tarot System
In practice it generally helps contextualize why you'd accept such an offer, sure power is involved but why get that and go into a realm of presumably pure suffering. Helps give depth to the Tarot System so it's more than a simple isekai power-up system [even though it basically is])
Deadly Sin: "What tempts you in the deepest pits of your heart?"
Deadly Sins are traits or desires from a character that they indulge in, something that is easy for them to do and in doing so brings them comfort. Yet that comfort doesn't being change, only stagnancy, one that lashes out when it comes to depend on it.
It's easy for a person to be wrathful, an inequal scenario begets a fury to equalize it, but when one clings to it as their hammer of choice, where all problems are nails to be fixed by their anger. Then it becomes a deadly sin.
In essence. Deadly Sins make you vulnerable to your worst self
Merciful Virtue: "What drives you to stand against the void"
Inverse are Virtues, it's good traits generally, doing good things and all that jazz, but while being nice and helping out feels nice, people eventually are forced to contend with a situation where they feel they can't do something and are forced to compromise, everyone knows killing is bad but it's hard to repeat that situation when it's a death or life scenario. So they compromise and adapt grayfully. But there's one line that they won't cross, something that when all cards are done, is something they won't compromise on.
It is a virtue that to their heart is one most true to them or sacred, and to betray it is to betray themselves. And when they strive hard to ensure it is fulfilled, it gives them a sense of accomplishment that's holistic or inner to them
In basic terms, Heavenly Virtues make you strive to be your best self
Backstory: (This is self explanatory but this is an opening for me to note that in general you guys are all Isekais by definition since you're going to Hell. But the System was made to pick from both the Arbiters' world as well as elsewhere when the isekai situation pops up, essentially this means you are given full range for your backstory, it may or may not come up depending on if i can fit it in, but still free range.
You are technically allowed to write about being from Mantle or the Arbiters' world, but that requires knowing all the lore bits to it so I figure only the OG players would even be willing to do so. This is just me saying if you do wish to, let me know so I can make use of my lore docs for that World)
Skills: "Put the skills related to your Major Arcana here as well as any you'd normally have, you also put Minor Arcana Wands here" (This is self explanatory so I wish to simply note while not necessary, it's recommended to separate skills between Major Arcana, Signature Skills (This would represent Skills so integral to a character it gives a bonus and most importantly as new opportunities within the system, for now only your Major Arcana is there), Misc. Skills (These are the everything else skills, while not likely to give benefits always, it's still noted since these are skills notable enough that if given a chance to grow, can become a Signature skill. You can put Wands here as well)
[LORE STUFF]
HELL, THE REALM OF THE DAMMNED
- General Introduction
-
Article: "Through me the way is to the city dolent;
Through me the way is to eternal dole;
Through me the way among the people lost.
Injustice incited my sublime Creator;
Created me Rightful Potence,
The highest Wisdom and the primal Truth.
Before me there were no created things,
Only eterne, and I eternal last.
All hope abandon, ye who enter in!"
Hell, the realm currently ruled by the Fallen, exiled angels under Lucifer's lead. While its true location is ever shifting, litrugical texts and documents always posists that its cosmological/para-dimensional location is below the natural dimension with its main achor of Earth. While adhereing towards Apocryphal texts is not under standard proceedures, all known located entry-ways suggests an affirmation towards its subterreannean nature. In further studies....
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The realm of the Fallen, ruled by the Morningstar Comet, one with delusions of grandeur and power, yet not one without its merits. From within the hunts to claim the souls of Humanity originate, captured and subjected to the torments and suffering to slake the thirsts of those who considered themselves unjustly exiled.
It is a realm of mysterious origins and tales, one which its walls whispers of secrets and tells that not even its prisoner-wardens can claim to know despite their blind blusters. It is one of primordial origins for it is older than its first prisoners. It is a bloody realm, one whose walls are seeped deep from countless battles and wrathful violence. It is a realm that you now find yourselves in, an outcast from realms to this. Whether you thrive and rise above your stature or suffer under its sullen depths, I have no claim to where you stand.
But...perhaps I can even the odds, with that declaration I shall grant you a sliver of knowledge for what's to come. Heed it or disregard, it matters not. Only know that this Guide will dutifully await you like a master's hound, for whenever shall its master return its gaze to it, so shall it light the path for you like an iridiscent star.
I await to see how bright shall you shine in its depths.
[THIS GUIDE WILL UPDATE ITSELF ACCORDINGLY WHEN NEW INFORMATION IS DISCOVERED] - Fallen
-
The Fallen, while there are many angels who have fallen from God's grace, these were the first and so with their pride take that title as their own. These Fallen are controlled by Lucifier, the once former Morningstar of God. Their rebellion had failed and with its consequences they were casted down to Hell as its first prisoners. However in that time, they eventually grew beyond their chains and were able to manipulate the realm and in their eyes have mastered it. They even grew the ability to flee from it and escape to the upper realms, of course in a temporary basis. For all visitation hours must end at an orderly time, and it is a priviliege not a right.
With their new found leniency in their imprisonment, they have sought to claim themselves as the true punishers of Humanity, who they believed were inferior in nature and thus must be disciplined like unruly mutts.
Powerful to even the weakest one, one must pass carefully when faced with one. However take solace that no matter how many times you die.
Your deaths are eternal.
Theirs is once. - Demons, Servants of the Fallen
-
Demons, originally there were none but the Fallen when they caged the abandoned souls of Humanity. However, as the numbers of Sinners grew, to the point they were like a tidal wave of many compared to the few of Fallen. A crack came on their marble masque of pride.
"It will only be a matter of time before the Sinners realized they had the numbers to rebel."
Such a thought bounced from each and every Fallen, before they realized that draconian measures must be done to ensure the stability of their reign.
At first such measures involved breaking the hearts and will of Sinners, to torment them to the point they could no longer grab unto unlife and perish an Ego's death.Such measures left stillborn corpses of Sinners, yet their bodies piled and piled, until even the Fallen realize such measures would be effective no longer.
Eventually the concept was made, to use their powers to create their own, to make life in a mockery of the Creator. So was the birth of Demons.
Created under the depths of Gluttony's Illa Venter, they were creatures of all shapes and sizes, whose minds were blacked with sin and madness, their only leash was those of the Fallen. They were malformed but acceptable creatures. While individually only the rarest of the rare can ever match a Fallen, with the majority of the rest being barely stronger than a human Sinner. They were perfect for the Fallen's purpose, especially when their essence can be repurposed when slain.
Employed as minions and obedient slaves, they became the hands and arms of the Fallen, who eventually became more reclusive and slothful, the brunt of the work in maintaining their realm was left to the Demons themselves.
Their creation is a secret, that even Demons and most Fallen should know, for if that secret was told. Even the Heavens would immediately come down and slay every single last one involved. - Sinners, Human and Jinn
-
Sinners, Sinners. The unfortunate Souls of those who were abandoned by the Creator's grace due to their crimes done in juvenile ignorance or malice, such grace which protected all souls of his creations from being manipulated or captured. Such a grace lost allowed these lost souls to be captured in the Fallen's Wild Hunts to be transported to Hell.
Such souls vary so far and wide, big and small. To categorize them all, at least in a compact encyclopedia would be a folly's task, however there is a general category that seperates the Sinners in halves aside from the layers their Deadly Sin belongs to.
The Humans and the Jinn. The nature of their souls.
Humans are, well you all who reads. The Homo Sapiens. Descendants of the First Man and his Wife. Those who now are the dominant species in the mortal realms. They are what you expect them to be, plentiful, weak yet all so knowledgable when they allow it. Nothing much needs to be said no?
However there is the other, Jinns. A term originating from arabia, it is a rather catch-all term that designates all those who are not Human, for these were the other creations made by God. Diverse as they are, ranging from the Faes that hide within the forests to the Giants that once roamed the mountains, majority of them refer to the spirits that once roamed the deserts, hence the nomenclature, as they were the ones Fallen had the most success in hunting down, with the rest hiding away from even Man itself in order to not be dragged down to be tormented or enslaved.
These Jinns or fantastical creatures are much more diverse than the plentiful children of Adam, with each one having their own fantastical powers and innate nature in the same way knowledge in innate to Humans. However they are far fewer in numbers as most worked as proper slaves akin to Demons till they drop catonic and are tosses away to the Styx.
In the end however, Sinners as different as they were, were only able to break free of the Fallen's chains when they banded together. A quaint message but one that will be tested as they rebuild themselves free, perhaps they will bicker into ruin amongs themselves like the people of Babel, or perhaps they can truly make a lasting achievement against their nature.
THE LAYERS OF THE FALLEN
THE LAYERS OF THE FALLEN
- Limbo, The Eternal Lie
-
Article:
Notice: All Sinners must report any escapees and treacherous convicts.
Remember that you are all here for a reason.
Cooperation with authorities will reduce your rehabilitation quota with Esteemed Service granting the fortunate Sinner a place in Limbo.
Limbo, a Paradise for those Worthy.
Palace: Pandæmonium
Limbo, the first Layer of Hell. To many of the Sinners, especially those in the lower rings, it was considered a fabled place that would give even the most torturous a glimmer of hope. It was a layer not for punishment of the sinned but rather a piece of paradise, one that could not hold even an ember to the Heavens, yet to the Lost and Downtrodden, even the mundane world would be paradise compared to their torturous fates.
The possible chance of being "redeemed" or to garner favor to be granted solace in such a place gave false hope to many of the Sinners, who endured torment and even became quislings to their own kind in mere hopes of attaining such lofty statures.
However, when the Second Reckoning came and the Gates of Hell that separated the layers of Hell, all the Sinners could look up and only realize the true nature of Limbo.
It was paradise, a facisimile of Heaven yet it held no spot for the mortals and lowly sinners, it was a mockery of Paradise built by the Fallen, the Anglerfish's light that drawn the weary to the gaping maw. It was in the end nothing more than the Palace of the Fallen.
The Morningstar rules from his Throne, a mask of arrogant joy hides the torn hole underneath. - Lust, The Debauched Temples of Three
-
The Three Witches
The Maiden, The Mother, and the Crone.
The Trinity rules the Velvet City
Displaced between as Above, and so Below.
Eternally awaiting the Lost Consort
Yet unknowing of the Prodigal Daughter
The layer is a velvet one that is constantly beset by treacherous winds that blow far from the ever torrent Ocean of Wrath from a more direct path than the its closer layers have.
Such winds would flay those lacking wit to avoid it, and such rapid gusts also cement the separation of the debauched Temple Cities that right As above and the seedy redlight district of an underbelly that crawls down So below
Towering high above the temples portray a sophisticated mask, one that hides desire under a veneer of civility, yet those who delve deeper against the tricks and magicks of lustful acolytes can only see the depths of obsession and desire. One that it shares with down below that flaunts its nature as proud as a lion. The belly paints an image of the Cities of humanity, one so familiar to Sinners even before the Insurrection yet ever more dangerous for those who fall for its illusions. Nevertheless one truth resonates all across the layer, occult tricks and trappings of magick permeate the velvet cities, for such desires resonate into the ever tempting obsession that haunts those who fall from the needled path.
Eisheth, the Nymph is left the Regent with a Reckless Rule. Naamah, the Mother helps stir the Cauldron in preparation of an Encore of War. And Agrat bat Mahlat, the Crone peers beyond the Grimiores and sees what's to come. - Gluttony, The Cauldron of Demons
-
Palace: Illa Venter
Gluttony is not a layer like others, it is a gargantuan creature, one of wholly Fallen origins, the entire layer is a living entity with the inhabitants of Gluttony residing inside its very system. It is here where Demons are made. Sinners who once came here were forced to become the food of the system, to constantly be digested and dissolved before being remade and forced to go into the process all over again
The Cauldron has no master, once ruled by the Prince of Flies but now its own master, ever consuming, and ever spawning. A mockery of Life. - Greed, The City of Perfidy
-
Palace: El Dorado
Greed, it was a place of riches and gold, where those whose hearts were gold-plated lead were punished for their transgressions and callousness. Greed was of cities of gold where the Fallen acted as the elites, and the Sinners, most often once elites themselves, were forced to become the very downtrodden they once stomped down upon.
After the Insurrection and the sanctions from the Seraphims were enforced. many of the Sinners who were still guilty were sent towards Malegbole, while the rest were considered freed as they had done their initial penance or time.
However the cycle repeated itself, with the Sinners of Greed not welcomed on the other side for their collaborations in the Insurrection much less attempting to traverse the treacherous Ocean of Wrath. They were forced to rely on the string-bare generosity of the Fallen, forced to take upon their chains once more, only ones made of paper and ink. The only solace among themselves is that even the Demons and even the lowliest of Fallen were forced to work alongside them now
Mammon, once a king that enjoyed the riches of mortals, now a clerk in all but name as he toils and toils.
THE ETERNAL BATTLEGROUND
THE ETERNAL BATTLEGROUND
- Wrath, The Ocean of Souls
-
When He went down upon Hell and wrecked havok upon it, he crashed upon all layers of Hell, what once was intersped realms associated yet ever distant apart from each other, were now truly connected with the hole that runs across the
nineeight rings.
Upon his crash, he landed heavily against the rivers of Wrath, like a meteorite that annihilated entire lands, he crashed deep within the bank beds and upon the entire aquifiers that laid deep within, such tremendous tremor collapsed the intricate system within Wrath and converged all of the Rivers into one single ever flooding Ocean.
Now an ever bleak and stormy ocean that threatens to crash and sink any that dares to cross it, it was once the sea bed of many naval skirmishes that took place during the Insurrection but now it only plays a role as the natural barrier that truly separates the lands of Sinners and Fallen.
While it connects to the neigbouring rings such as Gluttony and Violence as ever virulent seas and rapid rivers, it also connects to the other rings as ever winding straits. All of it connecting to the eternal depth of the Oceans. - Violence against Heavens, Tarasque above Steaming Dunes
-
When the truth of Hell had been revealed, the one who came during the Reckoning wrecked havoc and destruction upon all layers of Hell, connecting all layers and granting certainity upon their space, but also upturning the layers itself, that is why Violence now lies above the lower rings and clashes upon the now-torrent of an Ocean that is River Styx of Wrath.
Ever crashing torrents waves collide against molten white sand, creating boiling hurricans that cover these desserts.
High above it all stands the Tarasque, a beast that once wrecked pain in the living world, now guards the Insurrectionist Sinners against the Fallen. A beast that carries cities upon its back, it clashes against the giant horrors laid waste and in turn it is granted health and care from the people it protects.
No longer shall the dragon be a monster, it is a protector now. - Violence against Man, The Final Battlefield
-
The Eternal Battlefield, where the Sinners that were soldiers, mercenaries, warriors, or otherwise people of violence were forced to be soldiers of wargames comitted by the Fallen, were one of the first rings to rise up in arms when the Reckoning came.
What was once a display of senseless war and violence, became the centre-piece of the countless wars and battles the Insurrection had, for often the Sinners were at the defensive against the ever powerful Fallen.
Yet in such times of terror, a lesson was learned. To fight for what is behind you will give ever more will than to fight to go against what is at front.
ENCLAVES OF HUMANITY
ENCLAVES OF HUMANITY
- Violence against Self, The Forest of Mourned
-
Once this forest held the souls of those who had given up on life, the despondent and despaired. Those who have taken a blade against themselves were forced to endure eternal suffering as living writhiring trees, with only but the wheezes and mufffled screams gave signs that they still lived.
After the Insurrection, most of the trees were uprooted and cracked, those who still held a glimmer of life were nursed to live amongst the Sinners and the rest who had achieved death and beyond were buried alongside the graveyard that mourned the countless who gave their lives for the rebellion, those who experienced fates worse than death as well as experience true nothingness.
Very few City-states and settlements lived wtihin this forest, not only due to the fact that it lies beyond the Labyrinth that protected the Sinners from the constant onslaughts of the Fallen, but also because even with most of the trees uprooted, the cries still echo in its darkest hours. - The Labyrinth, Forking Paths of Refuge
-
The Labyrinth, an ever repeating labyrinth made not out of tunnels but out of marble and steel, one crafted as the cover ontop of the lower layers, so those who may escape from below would eventually be stuck in the winding hallways, lost in the maze before being dragged back down for punishment.
When the Insurrection was raised, the Labyrinth was eventually repurposed into a defense of its own once the Sinners had figured out how to reconfigure the Labyrinth themselves, now those winding hallways are now safety to the Sinners who take refuge within, and the Fallen are forced to be harried into death as they get lost within.
The Labyrinth holds very few City-states and very many settlements, for while it is much more spaceous than the tunnels of Malegbole, it is still very closed in space. Any cities that reside within build rather wide than tall as is the standard, for they claim entire sections of the Labyrinth as their own, placing certainity within its paths - Heresy, The City-States of Sinners
-
Once a layer that was crafted to the delight of the Fallen, to house the Sinners who had invoked against God, to decry against him. These Sinners were most especially prized for they were the examples Fallen raised as proof of their innate superiority and the flawed nature of Man.
It was a land of Red-dawn for the skies shone red from a heartless Sun-fascimile while it bled blood that stained all the architecture that was built upon.
Originally the City-States that would now grow to great heights today were originally build deep underground, to resist the entropic decay of the rain as it melted down all that was not made under the allowance of the Fallen.
When the Insurrection was made and the Heavens above descended to enforce peace upon the otherwise Eternal Conflict, they had gifted a new Sun, one that shone with the golden warmth and bear true life to the lands, a reward and a testament for the repentant Insurrectionists, especially the faithful who had casted down the ways of invoking Hate in the name of God.
The City-States now rise high among the red desserts, acting as oasis among the once tarnished lands. Each one ruling in their own way. Whether they wanted salvation, redemption, or simply peace. They all work forward in the hopes of a warmer, more hearthsome future.
THE FINAL OBULIETTES
THE FINAL OBULIETTES
- Dis, The City of the Punished
-
Dis, once the City that housed the lower rings of Hell, was gutted out during the Insurrection, now it has been reactivated and redeveloped as the Sinners' headquarters in overseeing the new Rings of punishment, one that manages the constant influx of newly pentinent and ensure the stability of the new system under the watchful eye of the Seraphim. All the while watching for the dagger from their former interrogators they are forced to work with now.
Thousands upon Thousands of Innmates are housed within the bowels of the Panopticon of a city, yet these numbers are a rarity compared towards the countless more underneath in the layer below. For the limited space needed, only those of venial sins or truly repentant are housed here, for countless trials are thrust upon them so they may show penance under the Heavenly eyes, a cycle of inmates in and out established. - Fraud, The Overgorged Prisons
-
The entrance is but a small hole at the very bottom of Dis, one that could barely fit a man, to enter Fraud one must crawl upon countless miles, on their hands and knees braving a claustrophobic tunnel that constantly threatened to collpase upon the very travellers within.
A light shones from the other end of the tunnel, eventually coming out, there is no bright sun or glamour to welcome you. Only the deep caverns of Malebolge.
In these claustrophobic tunnels, always winding upon endless deviations that curls upon themselves into a natural labyrinth, these hold the tortured souls, Sinners who either bear the burden of not taking part in the Insurrection or had taken part but broken their vows taken and have comitted great crimes among the City states.
Here they suffer much much more, far longer than those on Dis. From within these caverns, Sinners and Fallen alike punish those tormented here, the Sinners, in a belief that their prologned and drawn-out but ultimately finite punishments can help in the eventual rehabilitation, and the Fallen who are forced to do their new duties but ultimately do not mind what they have already done once so before. - █████████ ███ ██████ ██ █████
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