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Whispers of the Arcana: Tangled in Webs Unseen ((OOC/Sign-ups))


Raindrop Valkyrie

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The Arcana, are dying. Long have they ruled this world in secret, past the view of mortals as they weaved the web of fate itself. However, they find themselves with less and less power as the days pass. They are no longer what they used to be, no longer gods. The tapestry of fate calls for their demise, that they of course wish to avoid. One of their number, The World, has already fallen into an eternal slumber form from which they cannot awake. Each fears that the next day shall be their last. The webs of fate speak not of the world if all the Arcana fall to this slumber. Perhaps it shall remain all the same, but more than likely it shall fall to ruin.

The unthinkable is the only solution. To ally with humanity, beings just brazen and clever enough to save them. Those that have shown time and time again they’ve the ability to defy fate against all odds.

 

This RP will focus on those humans that so answered the call of The Arcana. Those that would make a contract with them and choose to fight alongside them. Players will have their own character as well as an NPC controlled by me, the GM, within them. This character is their Arcana, one of the gods of this World. Your contract binds you to them and in return they grant your power.

 

The Arcana:

(0. The Fool - God of Journeys, Naivete, Discovery, and improvisation *

(1. The Magician - God of Potential, Talent, Capability, and Means *

(2. The Stewardess - Goddess of Servitude, Humility, Order, and Discipline. **

(3. The Empress - Goddess of Nature, Fertility, Earth, and Art 

(4. The Emperor - God of Power, Secrets, Persistence, and Sovereignty **

(5. The Hierophant- God of Faith, Community, Tradition, and Teaching 

(6. The Lovers - God and Goddess of Relationships, Connections, Choices, and Blood 

(7. The Chariot - God of Drive, Determination, Steadfastness, and Victory

(8. Strength - Goddess of Emotions, Conquest, Enlightenment, and Control *

(9. The Hermit - The God of inner strength, Guidance, Mysteries, and The Wild 

(10. Wheel of Fortune - God of Change, Fortune, Wind, and Chaos **

(11. Justice - God of Justice, Law, Punishment, and Thunder *

(12. The Hanged Man - God of Sacrifice, Dignity, Selflessness, and Time *

(13. Death - Goddess of Self, Awareness, Thought, and Endings **

(14. Temperance - Goddess of Water, Patience, Balance, and Moderation

(15. The Devil - God of Darkness, Fear, Voraciousness, and Desire *

(16. The Tower - God of Destruction, Liberation, inevitability, and Crisis *

(17. The Star - God of Light, Hope, inspiration, and Purpose 

(18. The Moon - Goddess of Sisterhood, ice, illusion, and Etherealness. *

(19. The Sun - God of Brotherhood, Fire, Harmony, and Joy. *

(20. Judgment - Goddess of Judgment, Finality, Awakening, and Lightning **

(21. The World - God of Everything. Currently slumbering for all eternity.


**: Taken by a Player
* : Taken by an NPC
 

World lnfo: Generic World lnformation and a primer on Masquerade, the most important city in all of Meridian.

Spoiler

 

Meridian is the world that the Arcana oversee, one that once started from humble beginnings but has grown to be dotted with many a metropolis. Great cities dot the landscape the biggest of which, Masquerade, the jewel of humanity itself. While magic is still known to exist, it’s influence is small and not the main driving force of technology anymore. Magic sits on the outskirts of society, mostly a rumor or boogeyman told to keep children from leaving the cities at night as it’s practical use is limited. In fact, most known uses of magic are easily outdone by technology. It’s overly contrived nature leads to it being impractical for usage in daily life, and have left many modern people wondering how their ancestors ever survived relying on it. It’s seen as little more than a novelty, a fun party trick you can do to impress your friends perhaps, but not much else.

Masquerade: The largest city known to humanity. Often referred to as the City of Masks or the City of Endless Lights as it’s never truly dark in Masquerade. Colours burst from everywhere. Citizens often wear colourful masks in addition to regular clothing, though it is by no means a requirement. The city resides on a great flatland, it’s lights being able to be seen from miles away. Forests are found to the south of the city, though they are often avoided by most people with an ounce of common sense. They are home to the Jokers, a group of madmen devoted to The Hermit.

 

There are a few distinct districts of Masquerade, each big enough to be a city all their own if you’d ask the citizens. They are as follows.

The Cups District, the Upper Class district of the city. Only the rich can afford to live here even if only in rented apartments due to the sky high costs. Being located in the heart of the city the space is prime real estate as in Meridian’s culture being as close to a city’s center is desirable, and often only a luxury the rich can afford. Massive technicoloured mansions span the skyline of the other districts, towering monuments that bathe the rest of the city in a multitude of lights. Often this district is referred to by the common folk as the District of Lights.

 

The Coins District, the general marketplace and commerce hub of the city. Most practical services are located here. Banks, post offices, and other government sanctioned services are located here. This also the home of a large open air market that allows local artists, farmers and what have you sell their wares to the populace. This King of Coins Market, as it is known, is a rather popular draw to the area and often finds the automated trams packed to the brim every weekend when it opens.

The Wands District, the Pleasure Center of the City. The Wands District entirely provides services of leisure and pleasure for the citizen of the city or those passing through. Everything imaginable can be found here from museums, casinos, high class bars and other such establishments. The Wands District is also well known for it’s Magical Street Performers ((or as they are collectively referred to, Magicians.)), a place that magic does find a use, for show. The life of a magician is thought to be quite a glamorous one, The Wands District would sure like you to believe it is in media, television, novels, otherwise. However, for all it’s fancy window dressings and splendor it only looks that way for those that let the magic blind them to their surroundings.

The Swords District, both the low income housing and industrial hub of the city. The District of Swords makes up the outermost ring of the city to keep the fumes and smoke they produce outside of the city center. Due to the cultural stigma to living on the outside of a city, the housing here is dirt cheap and also often reflects its quality. Oftentimes cities around Masquerade have criticized the treatment of those that live in the Swords District, how unlivable the conditions are for human beings, and other such things. However, being the crown jewel of humanity Masquerade will probably not find a need to change its ways any time soon on the matter. After all, no one is forced to live there, the conditions aren’t the city’s responsibility or so claims the current sitting Magistrate of Masquerade. (( and many that came before him ))

 



Major Groups: These are groups that would be known to the PCs within reason. They will often come up against them or possibly come to their aid depending on the circumstance. They are the major players in the world and will make appearances throughout.

Spoiler

 


The Court of Arcanaeum: The official ruling body of Meridian, though one wonders how much power they truly have these days. They are made up of 22 royal families, one representing each God of the Major Arcana in addition a few minor families that represent the Minor Arcana. They are a rather araciac and unwieldy form of governance unable to rally to get much of anything done. After all, getting 22 different lines of nobility to work together might as well be a pipe dream. Masquerade, tired of having to deal with the glacial pace of the Court appointed a Magistrate, something outlawed by the Court. However… by the time the Court could react nearly every major city in Meridian had followed suit. The Court dropped this matter and local governance has since tended to be the more reliable of the two. Despite all this, the Court does have means and resources, if only they can agree, and have the potential to be quite a force to reckon with.

The Jokers, Aces Wild… etc.: A cult of many names, most jokes at their expense that they co-opted. At first they were thought of not much more than a laughing stock, but quickly the tides turned. The Jokers are a misguided group of Hermit worshippers that seek to preserve and seek out the Mysteries of their lord. As as result, their leader is known simply as “Hermit Purple”. Given he’s seemingly been alive for 200 years… it’s believed this is a rotating title however it’s uncertain if this is truly the case and he’s not found some means to extend his lifespan.

The Jokers are quite mad but also capable at times, enough that they are considered dangerous and are not allowed in regular society. Their ability is often quite exaggerated by the media, and the general populace as they simply don’t understand that while they do know the secrets behind more powerful magic, that’s it’s barely more effective then what most know. One knows they’ve spotted a member of the Jokers if they see an individual clad in a giant purple sheet with two eye holes cut out of it. Similar to a crude ghost costume.
 

The Iron Cross: A group based out of the Swords District in Masquerade. A Worker’s Union, they fight for the fair treatment of the factory workers in the district they call home. They’ve also in general become a humanitarian group that positions for better living conditions in the outer rings of the city. They pull to try and get workers basic human rights as well as the poor working class that lives in the outer ring of the city. However, there’s more to the story then that of course. Often brutal terrorist attacks are pinned on the Cross, attacks on the Cups district or government provided service in the Coins Districts. The Cross of course denies any involvement with these attacks and says that any one who claims otherwise is a splinter group that mistakenly uses the name. The truth? Well… in the end whatever it is it doesn’t matter. The sitting Magistrate of Masquerade has declared them enemies of the state and whether or not they do carry out these attacks or not, the simple action of standing up is considered enough to flag them as such.

 

Magicians: a type of street performer famous in Masquerade. They work their crafts of splendor and wonderment from the District of Wands, the only place that they have the permission to work their craft. They are an often romanticized figure, carrying mystery, charisma and other characteristics that make them an appealing icon to the masses at large. However, their lives are some of the toughest of those in The City of Lights. Even if they don’t have to deal with the thick smog of the outer rings, their living conditions aren’t often much better than squalor. Only the most famous and best Magicians live outside of crippling poverty. Further, the hours are long and unforgiving and many managers work their employees to the bone. Due to their status as an icon of glamorous lifestyle… groups such as the Cross are not willing to fight for them. They face their fight all alone with no one to turn to.

 

Association of Service: Typically civil servants that work for the affluent. Maids and Butlers are culturally a highly respected profession as they give their autonomy for the service of others. They are typically devote of the Stewardess, the goddess who watches over them. [or so they believe] Often times they are those that do what their Master cannot or watchers of their domain. Maids and Butlers also due to their status somewhat of an exception to the typical justice system. They can only be tried by others of their status, other Maids and Butlers. An oversight of the Court of Arcanaeum that has not changed over hundreds of years. Often the Association of Service uses this as a means to employ assassins and pull the strings of society from the shadows. Note: Maids and Butlers DO NOT wear masks in the city of Masquerade under any circumstance. lt is a taboo for them to cover their face with a Mask. They do not hide their faces from The World. They have nothing to fear. This doesn't count proper attire for life in the Swords District however, as a mask of some sort is required to breath. ln this case the taboo is waved.

 

 

Terminology: Frequently used words either in setting, or in relation to the player characters.

Spoiler

 

Masked,The Masked etc.: Used to refer to the citizens of Masquerade in varying capacities. Masks are quite common a sight in The City of Lights, the rich tending to wear ones that are a symbol of their status. However, they are also required in the Swords District. The Ash and fumes from the factories there require air filtration masks to be able to breathe with no adverse effects. Most that live there cannot afford anything more than simple paper masks. Factory Owners on the other hand have access to much better filtration due to having the funds. At times this term is derogatory, usually when referring to the workers of the Swords District… and others times high praise, usually when referring to members of the District of Cups.

 

Magic Shows: Large gatherings of Magicians putting on a type of performance. This can be many many things, to plays, circus etc. This refers to more or less any performance art show that utilizes magic of some kind. Due to the nature of Masquerade, this is nearly every performance of note within the city due to the Ringmaster’s control over everything regarding artistry within the city.

The Ringmaster: The man in charge of the legions of Magicians in the City of Lights as well as the owner of the Golden Swan theatre. A Man of Means and one who stomps out any rivalry in the arts swiftly. While he doesn't own the District of Wands, he might as well. All Magician’s technically report to him, however lower level Magicians are not typically worth his time, he contracts them out to “Lion Tamers” or smaller contractors that work for him.

Lion Tamers: More or less small time toadies for the Ringmaster. Often times they aren't even magicians themselves. Some magicians are “promoted” to Lion Tamers time to time, but this is rare and only really done as a means when a trope that needs a leader that knows the trade of being a Magician is required. The reason being Lion Tamers that know the business are much easier on their contracts. The Ringmaster doesn't like this. He is to be feared, not loved.

 

Pentacles: The name of the currency of Meridian. They are small coins that are marked on one side with a pentagram. The front side of the coin depends on the denomination. Bronze have a Sword, Silver a Mask, and Gold a Dragon. Each has a name matching the front engraving, Blades, Masks, and Drakes. 10 of a lower denomination is worth 1 of a higher.
 

Crosser, Crossers: Members of the lron Cross.

 

Arcana, Greater Arcana, etc.: These terms are typically how the gods are referred to. It is rather uncommon to hear the Arcana talked about in these times as faith in them dwindles every day. Arcana/Greater Arcana may refer to the whole of them or to an individual amongst their number.


Contract: The term for the bond between an Arcana and a living human. An agreement that the Arcana will provide the human with some of their power ability in exchange for sustaining the Arcana’s ability to survive. This is not a known concept throughout the world of Meridian, and is only known to the Arcana. It was discovered due to a rather… strange incidence where The Fool was bored.
 

Charge: One that has a Contract with one of the Greater Arcana. Basically… YOU.

 


Character Design:

Spoiler

 

The most defining part of a character is their powerset, this is determined by a simple factor. The Player character will make a contract with one of the Arcana, one that allows them to receive the powers of that deity. The powers take on different forms based on the host though they must somehow relate to the four domains that the God or Goddess presides over in some manner. Furthermore, only one character that has a contract with a particular Arcana may exist at any given time. This is due to one simple fact, the Arcana’s contract gives power by bonding of the soul. The Arcana must reside within the human that are contracted to them to give them power in this way. A transformation form for the activation of one’s powers or on the completion of their contract isn’t necessary but is 100% encouraged.

Contract Powers are generally measured in their effectiveness in four major areas, they also have an aspect that is a gift from The Arcana that is supplying the Power to the charge of the contract.


Swords, the Suit of Conflict: This suit represents the power’s propensity towards outward action in the physical realm. It often is the indicator of how effective the power is at inflicting harm or coming out on top in a contest of opposed might.


Cups, the Suit of Charisma: This Suit represents the power’s propensity towards outward action in the interaction which other parties. It is that which represents the strength of bonds, ability to make connections and the strengths those connections will typically have.


Wands, the Suit of Trickery: This Suit represents the power’s propensity towards inward action that can meet a myriad of criteria. It is in a sense, creativity the limitless bounds of utility that lies between the valley that is the domain of Swords and Cups. Ingenuity, and the ability to introspect and improvise.


Coins, the Suit of Ambition: This Suit represents the power’s propensity towards the inward actions that involve the Arcana. As a symbiote, the power that is had comes through the Arcana that grants it. However, through one’s own ambition they may more rawly control how that power make itself manifest and be less reliant on the Arcana to use the power for them.

Fortunes, boons granted by the Gods: Fortunes are key aspects of one’s power that are bestowed by the Arcana themselves. How they are useful may not immediately be known, but in time it shall duly manifest. This part of your character will be created after character creation by The Arcana you make a contract with to suit you. After all, they are a gift from the Arcana themselves, you cannot create a gift for yourself,it must be given to you.

 

The Arcana each have an aspect that they prefer to use for solutions. It’s notable as well, that each Arcana has their own stats in these areas but they are measured on a scale separate from humans so the values would be incomprehensible.

The Fool enjoys to solve problems with an unexpected element! Using the Suit least suited for the situation at present other than Coins.

The Magician knows that great potential lies in places unseen. The Suit you’ve used the least.

The Stewardess prefers one adhere to the order of The World. Hates the use of Coins.

The Empress likes those that show growth and intuition, as well as those that solve problems without resulting to forceful measures. Cups and Coins.

The Emperor enjoys displays of power and the ability to apply little known knowledge. Swords and Wands.

The Hierophant prefers the method that causes both sides to learn about one another or for the Hierophant to learn about their Charge. Cups and Coins.

The Lovers know that the best way to someone’s heart is to appeal to them with honeyed words. Cups. However, they are extremely adverse to the use of Swords unless there is no other option available.

The Chariot prefers to show their charge the means to victory and have them lead the charge. Coins.

Strength prefers the ability to triumph by any means necessary. Any Suit that pleases their charge so long as it isn’t Coins.

The Hermit trades in the secrets of the world and chooses often to teach humanity in riddle. Wands.

Wheel of Fortune prefers to roll the dice, and leave worldly matters to their Charge. Coins.

Justice knows sometimes you must use force, others times it is words that make purchase. Swords and Cups.

The Hanged Man knows that one must sometimes take the toughest road to find enlightenment. The suit that your character is weakest in except Coins.

Death, She seeks to reveal, and to show paths to new means. The Suit you haven’t used in the longest time.

Temperance has no preference,as all things should be applied when the time calls for them. Using the Suit that most applies to the current situation

The Devil prefers to waggle its silver coloured tongue. Cups and Wands.

The Tower knows that all is inevitable, force is the most effective means. Swords.

The Star prefers to inspire their charge to greatness and fill them with the light of hope. Coins.

The Moon prefers indirect methods to solve the issues she faces. Wands and Coins.

The Sun prefers directness and tackling the problem proactively. Swords and Cups.

Judgement prefers swift action and decisiveness. Swords and Coins.

The World prefers no aspect. However, it is noteworthy that Coins stands to be useless in the presence of the World.

 

 

Rules:

  • Remain Calm. Things will not always go your way. This is okay.
  • No Meta’ing, Powergaming, or any other types of RPG taboos. We shall not go over them in detail here but this doesn’t mean that they are not problematic behavior.
  • This goes without saying, however, a reminder. Be respectful of your fellow players.
  • At times you will face conflict with Your Arcana. Just because they are part of your character doesn’t mean they will always agree with your character actions or just allow you to take actions they don’t approve of right in front of them. They are characters each their own. (A reminder here as well, your Arcana is played by me, the GM.)
  • Keep Suism in check. Mary Sues aren’t truly a binary, off/on kind of deal. They are more fluid a concept. So please use your better discretion. I will let you know if you’re going too far in that direction.
  • Most importantly, let’s have fun ye?


Character Sheet:

Spoiler

 


Forum Name: [Yes, this is necessary]
Character Name: [Should be the character’s true name. Nicknames or aliases are allowed, but should be noted after the character’s true name.]
Age: [Ages 16-30 are preferred. Others will have to be accepted by me.]
Gender: [Should explain itself. Not necessarily the same as biological sex.]
Arcana: [Which of Arcana you wish to make a contract with should be listed here. Make sure to have sme back up choices as only one can contract each Arcana. Hopefully be sorted in the Discord though to avoid overlap.]

Appearance: [What your character looks like. Note: lf they own and wear a Mask, do not include it in this description.]

Mask Appearance: [lf your character would own a Mask for any reason please describe it here in detail, what it looks like and what it stands for. Masks are important in the world of Meridian, they often mean something of greater value to their wearers. This even applies to those from the District of Swords that must utilize respirators, even if that meaning is simply, “so l survive”]
Personality: [Doesn't need to be a novel, but do use complete sentences please]
Background: [a small bit about your character’s background, how and where they live being the most important detail. I’d prefer these be kept to a paragraph or two. More is allowed, just not necessary.]


Suits: [You have twenty five points to distribute across the Suits, we've been over them so I won't explain them again here. Typically the higher the number, the better its effects when applied to those aspects. Also, please use this space to go over the finer points of your power, what does it do, what does it look like when used. etc. Explain in detail why your power has ratings in certain Suits. You my have a rating of 0 in a Suit, this not reccomended however. Espcially for Coins. Unless you are the Charge of The World where Coins has no effect.]

Swords:
Cups:
Wands:
Coins:
Fortune: [Leave this blank, lt is your Arcana’s duty to provide you with a Fortune.]

 

Other: [For other information that may be of note about your character.]

 


Lexi, our current RP Liasion has generously allowed me to host my game on her Discord so, l'll invite all of you over. Please be on your best behavior ye?: Click Here!!! When you get there, ping me or Lexi and ask for the Masked Role in the Role Request channel.

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Accepted Characters:
Mika Harlow ((Kuro von Einzbern (KosherKitten) )) [Arcana: Judgement]
Elias Smith ((King Murdoc)) [Arcana: The Emperor]

Garret Fawlty ((Felix~)) [Arcana: Wheel of Fortune]
Priscilla Valentine Lemaire ((Twinwolf)) [Arcana: The Stewardess]
Gabriel Tennore ((rokubiraijuu)) [Arcana: The Lovers]
Siera Wynn ((Swampellow)) [Arcana: Death]



Current State of Sign-ups: Closed until further notice. May be reopen a bit down the line after the RP gets through it's opener. 

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BLOOD AND THUNDER

Spoiler

Forum Name: Kuro von Einzbern (KosherKitten)
Character Name: Mika Harlow
Age: 17
Gender: Female
Arcana: Judgement

Appearance: A pale-skinned girl of average height with a skinny but decently muscular build. Mika has deep green eyes which are always searching about nervously. Her hair is medium-length, with a soft blonde color and a gentle wavy texture. She typically wears a partial ponytail on the right side of her head, held up with a white scrunchie. While working she wears a white button-up shirt with black dress pants and shoes. Her casual outfits consist of simple lightweight dresses with wide skirts, leggings, and white sneakers. She wears a dark grey overcoat when the weather demands it.

 

She also still has her old clothes from when she left the forest, which she sometimes wears in private (they get her odd looks in public). Those consist of a short, loose top, leggings, and moccasins all made from animal skin, as well as a treated leather belt. The top has green beads sewn into it along the neckline, while the belt has several pouches and a sheath for a small knife attached to it.

 

Mask Appearance: Mika doesn't see her mask in the same way as other citizens of Masquerade. Having grown up in a society that doesn't have them, they were initially a baffling concept to her. Yet while their value as status still confounds her and their value as survival is not one she personally needs, she has found value in them as pieces of art, and spent a little extra money to have one made using her own design.

 

Her mask is a maroon one that simply covers both eyes with a slight flair on the right side in the shape of a feather. Around her right eye is an oak leaf pattern, outlined in a deep, rich green. The same green lines the very edge of both opening for her eye.


Personality: Mika is a sweet, gentle girl with a timid nature. She can be as jumpy as a rabbit, and is generally about the least threatening person imaginable. She has a deep-seated sense of right and wrong brought about by mistreatment she suffered growing up. She absolutely will not suffer the mistreatment of others, and years of anger and resentment burst forth at the sight of it. Mika is so frightful, however, that her own rage terrifies her, and she does everything in her power to avoid having to confront the injustices of the world directly.
Background: Mika was born in the forests outside Masquerade as one of the Jokers. When she was a young child, her parents were killed in accident, such that she doesn't remember them. But her parents death meant that she was reliant on the kindness of others to survive, and not many Jokers are kind. She developed a very timid nature and was often mistreated, causing a strong sense of resentment to build during her teenage years. Eventually, around the time she was to turn 16 and finally become an adult, her resentment built to such strength that she snapped completely and ran away from the Jokers.

 

With nowhere else to go, Mika made her way to the nearby city of Masquerade, and did the one thing the Jokers had taught her to do: Survive. After many struggles, she found a job working as a bartender in the Wands district and began to make a new life for herself. It was not a glorious life, but a better life than the one she had abandoned.


Suits: Mika is too timid to directly use her power in most circumstances, and requires a catalyst of sorts to channel them through in her usual state. Her powers focus on the cycle of rebirth caused by finality and awakening, as well as raw electricity. Much of what she does is centered around circles and electrical energy. When her anger is unleashed, she gains a much stronger control over her powers and can access them directly.


Swords: 16 - Mika can channel electricity and lightning as a mighty weapon to shock, burn, and blow away her foes. She can also enhance her bludgeoning strikes to become more "final," striking with immense force to crush anything in her path. She also possesses the powerful ability to "sentence" those who have done her direct harm, subjecting them to an ultimatum: fulfill the conditions of the sentence within 24 hours or suffer whatever injuries they dealt to Mika. The conditions of the sentence may not be life threatening and must be something that could reasonably be fulfilled within a day.
Cups: 2 - Mika can use her power to forcefully alter her emotional state when the needs arises, shifting into aggressive mode or out of it, though it is a power she prefers to avoid using as neither mental state is a fan of the other. She has the capability to see "the rebirth of cycles," which can reveal patterns in the behavior or actions of others. And she can execute the perfect judgmental gaze, a mix of suspicion and knowing that tells anyone who falls under it's purview that she can see all of their deepest, darkest secrets.
Wands: 7 - Mika can awaken items to use as catalysts for her powers, making it much easier for her to access them. She has moderate control over electromagnetism, allowing her to manipulate the effects of established electromagnetic fields. Using her power over cycles of rebirth, she can manipulate the concept of spinning such that she can accelerate or decelerate anything that is associated with spinning or cycles, one key use of this is the ability to make the world spin, inducing dizziness. And should the need arise, she can easily combine awakening and electricity to restart a stopped heart, even automatically triggering should her own heart cease to beat.
Coins: 0 - Mika is too timid to wrest control from her Arcana and can easily be overruled by its influence.
Fortune: “The Hero that l know you are.” Judgement’s fortune conferred to Mika is not one that she is herself aware of. Due to Mika’s dual states, there exists a third. One where she can control the anger and not lose herself, a center point between the two extremes. However, this state CANNOT be induced by Judgement herself NOR Mika’s ability to change her current state. It must be earned, found. How this is accomplished? It is not known to either. It’s trigger not necessarily the same each time it is brought to the surface. It is but a fleeting temporary thing, and cannot be maintained forever, nor will Mika remember that it had ever occurred once it ends.

 

Other: Beep beep lettuce

 

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Character Sheet (WIP):

Spoiler

 


Forum Name: King Murdoc
Character Name: Elias Smith
Age: 25
Gender: Male
Arcana: Emperor
Appearance: A slim man with sharp green eyes and somewhat uncommon strawberry blonde hair. (It is natural, thank you.) Elias is just a touch over average height and is rarely seen out of his butler's suit, though he does have a slightly unfortunate habit of accruing stains on it - occasionally due to Priscilla's behavior, or trying to head off the consequences of such. Outside of this, he doesn't tend to wear any accessories at all (unless one counts handkerchiefs as accessories.) His voice, slightly higher than average and still carrying tones from his upbringing (despite his best efforts), has a slight rasp to it. His hair is long, but almost always worn in a simple ponytail set low on his head. In the rare circumstance he is spotted outside his suit, he prefers simple clothing suitable for a workman, albeit likely cleaner than any workman one is likely to see. 

Mask Appearance: As a butler, Elias may not wear a mask. If he ever does, it is a breathing apparatus for the purposes of moving about in the District of Swords, taboo be damned. 
Personality: Elias has many personality elements one would expect from a butler in Masquarade; he tends to be quiet, but quick with his tongue, and is quite dedicated to his masters, the Lemaires. Out of necessity he has also grown almost fastidious. . . and somewhat secretive. However, he tends to behave far more frankly when in private, and at all times there seems to be an undercurrent of defiance to his actions, despite them largely consisting of doing the bidding of others. Has a healthy mix of great ambitions and a pragmatic attitude.
Background: Elias was born and raised, not as part of a lineage of butlers, but by a simple family of factory workers living in the Swords District. It wasn't a life anyone would envy, despite the efforts of his parents, and he sought to escape from it - and hopefully find a way to bring his family with him. The best route he found was entering the class of servants in Masquarade; it was a quick way to garner respect in a city so focused on appearances, even if it meant giving up much of his autonomy, and perhaps most importantly, those who could afford butlers were not the ones who lived in such poor areas. He was hired on by the Lemaire family during a trip to Masquarade (after stopping a young Priscilla from going on an "adventure" to the Swords District) and trained in the various arts of butlery by the other family servants, those being both domestic and. . . less so. From then until the modern day, he's acted as the young heiress's bodyguard, manservant, and ersatz older brother figure (despite her other, actual brothers.) She's never asked him to "take care" of anyone else, and for this he is grateful. 


Suits: 

Swords: 7. The Emperor's blessing has given Elias a large amount of raw physical strength to throw about in bursts, should he choose to do so; it's worth noting that this is short bursts, much more suited to delivering a blow by hand than, say, lifting and holding a heavy object. He can also apply a sort of curse that makes it impossible for one to reverse his progress at performing a particular action, though doing so is quite straining. He is also quite sturdy, being able to get up and keep moving despite severe injury.
Cups: 4. A natural weight seems to go along with Elias's words and actions, causing people to unconsciously do as he says. It's not a particularly powerful compulsive effect, acting more as a sort of enforced bias toward listening to what he says. It is quite subtle, however. He also has a similar ability to draw attention to himself, if he chooses to do so.
Wands: 8. Elias has been endowed with an impressive ability to recover from punishment, rapidly healing from wounds as long as they aren't immediately lethal. He also has a sort of paracognition, always being able to discern how to make progress towards his current goal - though this isn't quite a guaranteed path to victory.

Coins: 6. Elias is quite determined and willing to seize what he wants, though a life of taking orders from others hasn't left him with quite the amount of control that he would desire over his powers.
Fortune: “What is a man but a miserable pile of secrets?” The Emperor increases Elias’s ability to find and procure the finest of secrets. To The Emperor every tidbit of knowledge is important, a card that has the ability to be played in the game of life. As such the abilities to stumble into to them, or pry them from people is amplified. However, this ability cannot be switched off by Elias, only The Emperor himself.

 

Other: [For other information that may be of note about your character.]

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Spoiler

Forum Name: Felix~
Character Name: Garret Fawlty
Age: 24
Gender: Male
Arcana: Wheel of Fortune

Appearance: Garret starts at the skin and goes from there, so his appearance must be impeccable. Dressed in a fine maroon suit and a black silk tie, Garret strides through the world on long legs, looking down on the world with sharp eyes of verdant green. His thin nimble fingers occasionally comb through his slick red hair to arrange a stray lock or dash away a speck of dust.

 

Mask Appearance: Garret wears a mask that may as well not be a mask. One form fitting black circle clings to his right eye. It serves as a constant reminder to himself that his real mask is his control of his expressions and emotions. It also serves as a small way to distance himself from his father, a co-owner of the Lowell-Fawlty line of Mask fashion, contrasting the elaborate designs sold by the line with his simple choice in style.


Personality: Garret is a man who enjoys a challenge and he found no greater challenge than what he found in gambling. He indulged in the fight to impose order over chaos and luck, to understand and predict where others only saw pure fortune. The fight to shift the course of a hand of poker in his favour and then face his opponent is to Garret as a glass of water is to a parched man. This indulgence comes at no small cost though and Garret struggles to reconcile his responsibilities with his wanton habits even as he goes through life day to day adapting his lifestyle to fit his wins and losses. He cares for his family and friends and this conflict of desires can drive him into quite the morose mood at times. Garret, like gambling, is a man of highs and lows.


Background: Garret Fawlty was born into a wealthy family as the first son to a loving mother and a stern father, Lorelei and Basil Fawlty. He grew up and gained two twin siblings, a brother and a sister called Fitz and Fira. Garret was educated and in no uncertain terms told he would have to take his fathers place as the business leader of his company, Lowell-Fawlty Mask manufacturers. Garret never inherently opposed this as he grew up even as he got closer and closer to working age. The security was kind of nice but ultimately the lack of a choice put pressure on him. A pressure that drove him to the more hedonistic places in life.

 

Garret as a teen frequented the few places in the Wands district he could get to, barred from many of the establishments due to his age. When he came of age though he spent his birthday with his friends, enjoying the luxuries of the Wands. From there he developed a taste for gambling and the freedom to make any choice he liked, for better or for worse.

 

His habits however drove a wedge between Garret and his father. Basil naturally disapproved of what he saw as a waste of money and Garrets lacklustre contributions in the company resulted in a fierce argument between them. Garret left the company, taking his savings with him. He now scrapes out a living as a high roller in the Casinos of the Wands district. He's kept his distance from his family for the most part. 


Suits: Garret's skill set lies in engineering circumstances on the fly to make it as likely as possible that he'll get what he wants. This means he has a focus on manipulating the people and things around him long enough for his goals to be achieved. This stems from his career as a gambler, where the path to victory lay in minimising the circumstantial risk involved.

Swords: 4

 

Physically Garret's only notable trait is his height and he's rarely had any fights in his life beyond childhood scuffles. A low score represents his inexperience and lack of a physical inclination towards combat in his life without an Arcana. He is able to create gusts of wind with a good amount of force behind them, enough to knock a person without good footing over and also create weak blades of wind to attack his foes, strong enough to draw blood but without much penetrating potential. He can also create small bursts of light and sound in the area that last for a second each that can daze foes.


Cups: 4

 

Garret has the ability to read someones fortune, this fortune manifesting as three of the major arcana, one for the past, present and future, though he lacks knowledge of any of the meanings involved. He also has the ability to direct a persons focus to any given object or person within line of sight for a moment.


Wands: 9

 

Garret has a small bag of tricks at his disposal. First, his attunement to the wind allows for substantially increased movement speed, dexterity and visual clarity and detail such that he could easily perform complex tricks of sleight of hand or pickpocket someone. Garret also has the ability to teleport to any point in his line of sight, though repeated use is draining, and can also swap the position of two objects of similar size, people not included. Finally, he has the ability to change the outcome of what is seen as an uncertain or random event such as the roll of die, a coin toss or a lottery and so on provided there is no sabotage. 


Coins: 8

 

Garret has considerable personal control as a result of spending time with people who pick up on an individuals tells for long stretches of time during a high stakes environment. This translates directly to his control over the Arcana's power.


Fortune: “Ultimate Gambling Skill: Change the Winds of Fortune” Wheel of Fortune grants the charge the ability to swap their fate with another’s. Garret if he knows the fate of another may use this to take a horrible fate away from someone he cares about or a good fate from an enemy. However, he must swap this fate with whatever was meant to befall himself. He cannot know his own fate, and once swapped, the results CANNOT be changed from there on even if they have not occurred yet.

 

Other: [For other information that may be of note about your character.]

Char sheet my boiiiiiiiiiiiiiiii

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Spoiler

Forum Name: Twinwolf
Character Name: Priscilla Valentine Lemaire
Age: 19
Gender: Female
Arcana: Stewardess

Appearance: Priscilla is a fairly short and pale young woman, 5’1”. She has long - straight and down to the middle of her back - bright pink hair and eyes of a similar tone. Her build is fairly average, the sort one gets with good exercise and hearty meals. Her clothing is rather wildly varied. She prefers practical clothing, running shoes and pants and the like, but has an array of fancier dresses and such that she is occasionally made to wear, like it or not. Regardless, her clothing is almost entirely in black and white, and some dark blues.

 

Mask Appearance: Priscilla doesn’t have a mask, not being a native nor particularly interested in fashion.
 

Personality: Priscilla does not like to be told what to do. She can listen to people, but if she does something she wants it to be because she decided to not because someone told her she had to do it. She's also never really been into this whole prissy noble business. She wants adventure, rather than being up in the ivory tower her whole life. She has a problem with being very, very stubborn, and sometimes she doesn't think through how her actions or words might be seen, but her heart's in the right place, and at the bottom of things she is a noble and knows how to talk to people if she wants to turn on the charm.

 

Background: Priscilla Valentine Lemaire is, to skip to the point, a princess. In a time long past, this might have been important to many people. In the modern day, with the power de facto in the magistrates and the power of the families in name only, it isn’t nearly so much. She is not by any means about to inherit the power of her family, either, with two older brothers and an older sister, a horde of younger siblings, and the Arcana only know how many uncles, aunts, cousins, nieces, nephews… to put it lightly, the royal bloodline of the Stewardess is not in any danger of dying off, and she has a fair amount of freedom.

 

But not as much as she would like. Priscilla chafes under the strict, if unwritten, rules governing the lives of high nobility. She doesn’t like being told what to do, who to like and who to dislike, what is a worthwhile pursuit and what is “for the help”. She is under no illusions that her life is not a privileged one, make no mistake, but it is not one she enjoys, leading to frequent “adventures” from the time when she was young up to the present. To the endless frustration of her butler, Elias, hired on after he saved her from an “adventure” she went on in the Swords District on a trip to Masquerade as a child.


Suits: [You have twenty five points to distribute across the Suits, we've been over them so I won't explain them again here. Typically the higher the number, the better its effects when applied to those aspects. Also, please use this space to go over the finer points of your power, what does it do, what does it look like when used. etc. Explain in detail why your power has ratings in certain Suits.]

Swords: 3 -

While quite active and athletic, Priscilla isn’t really one to aim for a fight or a contest of might herself - the battles of nobility are more often fought with words, not with blades.

 

The Stewardess grants Priscilla the ability to defend herself. This takes the form of skill with knives (a subtle weapon, that doesn’t make itself obvious, and is thus favored by the Stewardess), and enhanced strength and reflexes. After all, a servant must be able to take care of herself and avoid drawing the concern of her allies, and although Priscilla doesn’t quite agree with that reasoning she won't complain if it means she can potentially avoid being shanked.


Cups: 8

Priscilla is not ladylike, by any means, but she is still a noble. And as a noble, she has to know how to talk to people, to use words over physical means to achieve her goals. Priscilla can turn on the charm when she really wants to, and is distinctly aware of how others perceive her in her daily life.

 

As the host of the Stewardess, she has gained new abilities that compliment this. The principal one is the ability to command others and be obeyed. The Stewardess stands for order, and using her power Priscilla can impose order on others - when she wants someone to follow her commands, it can be very difficult indeed to resist. In turn, she has a significantly boosted resistance to being manipulated, by magical means or otherwise. And finally, when she does not wish to be noticed, she becomes rather difficult to notice. This is not so much concealing her presence as the eye not being drawn to her the same way it might be to others, good for avoiding being identified.

 


Wands: 5

The Wands, while not Priscilla’s personal strong suit (pun not intended), is certainly one of importance and one of the Stewardess’ more valued suits due to its more subtle nature. One ability is the ability to perform a variety of tasks of mild difficulty that aren’t strenuous, magically speaking. Cleaning or soiling foot worth of area, creating harmless sensory effects, opening or shutting something, warming or cooling - a variety of effects that while mild in nature, can be quite effective if used creatively. As well, she is granted the ability to complete tasks requiring precision or organization to perfection - no flaws can be allowed in a true servant’s work, goes the logic. And finally, a moderate ability to predict how events will lead to other events - sort of predicting where a domino effect might go. Not quite futuresight, but still useful under the right circumstances.


Coins: 9

Priscilla does not like being told what to do. She is very independent in nature, and has the willpower and stubbornness to back that up. She will not be controlled if she can at all help it.

 

Fortune: 

“The Stewardess’ Ledger: The Value of Servitude and Humility”: The Stewardess enforces a cost to use her abilities and powers to her Charge. She forces payment in service for the use of such powers that must be met. Using one’s power selflessly will pay for the cost for that usage. Performing selfless deeds can improve the power of the charge’s abilities for a time. As the The Stewardess can access the thoughts of the Charge, she knows the intent and can keep such from unjustifiably increasing the effectiveness of the power.

 

 

Other: Has a butler, Elias Smith. Has a veritable horde of siblings, cousins, uncles, aunts, and other relatives. 

 

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This is my mochi son.

Spoiler

 

Forum Name: rokubiraijuu
Character Name: Gabriel Tennore
Age: 25
Gender: Male
Arcana: Lovers

 

Appearance: Tall, slender, and fair, it is not uncommon for Gabriel to be mistaken for a woman as he walks the streets of Masquerade. Though upon a closer vantage point, the broader slope of his shoulders and back and the gentle angles of his face would reveal him masculine. Even to the discerning eye, however, he appears androgynous, and, indeed, at times seems to slide a little bit more one way or the other along the continuum the longer one looks at him.

 

Hair of aquamarine so pale it appears ivory in the right light falls to the middle of his back in waves that curl slightly when not held under its own weight, though it is customarily tied in a loose, low ponytail. Its light color creates a stark contrast with his olive skin tone. 

 

His tallness – he stands at a little over 5’11” – comes from his mother, and lends him a certain grace. He has never been trained formally in the art of dance, but from the way he moves, it’s clear he would have natural talent if he tried. His eyes, which are a trademark of his father’s that he inherited, are a dark mauve, a color reminiscent of rich grape wine. They drew attention on his father and, albeit gentler now, do the same in him. 

 

Gabriel dresses simply, since as a magician, he can’t afford much. Thankfully, the mundane clothing makes him conspicuous, and allows him to go about without drawing much attention. It helps as well that most of the time he’s in a show, he’s glamoured to look different. That, coupled with the customs of theatre troupes in that the magicians themselves are rarely identified, drawing attention to the characters they’re playing instead, helps to maintain his anonymity.

 

Mask Appearance: Gabriel does not wear a physical mask normally. If anything, he masks himself daily through the glamours and costumes he puts on for shows and performances. When working as a bard, however, he does wear a mask along with only a small amount of glamour that does not actually alter his appearance – this one is black, outlining his eyes in a swooping cat’s eye shape, decorated with tiny teardrop shaped gems and winged elegantly in pale teal at the edges. This mask means quite a bit to him, as it was originally his mother’s mask when she performed, and gifted to her by his father.

 

Personality: When he was little, Gabriel embodied neither the elegant, aloof grace of his mother nor ( as his mother told him about when she was wont to ) the acerbic dignity of his father. He seemed to come from a different stock entirely – timid and soft-spoken, likely to jump at the sight of his own shadow. He was sweet-tempered and doled out compassion and friendliness to everyone in equal measures, something neither of his parents, both being more reserved ( or seemingly altogether absent ) in their affections, had a penchant for. A more angelic child one could hardly hope to find in all of Masquerade, wretched though his condition was.

 

As he grew older, Gabriel began to be embarrassed by these recallations of his younger self. He developed a good deal of sense and matured, and no longer cries for fear of darkness or thunderstorms. Though he is still gentle by nature, and more inclined to trust than not, his line of work has taught him to tread carefully, even if it goes against his kinder spirit. He is more wary now, more scrupulous in how he handles himself, and more introverted than he once was.

 

Gabriel is neither much of a fighter nor a deceiver, believing that manipulation and lying to others is a great crime. He does not realize how closely his gifts align to the former, however. Deeply passionate and easily enraptured by ideals like philosophy, romance, and mythology, he has nurtured a love for intangible knowledge that he feels lifts him above his station in life and gives him something greater than the exhaustion of his days and squalor of his nights. It is his love for these things – theatre, song, literature, and art in all its forms – that keeps him going. Though many before have told him that his head is in the clouds and he’s wasting his time when he’s just a magician, a starving work dog parading as an artist, he refuses to let go of the hope that all he does amounts to more than just that, even as every passing day threatens his idealism.

 

Despite his empathetic and nonconfrontational personality, however, Gabriel does hold shades of his unknown father when push comes to shove. In dire situations, he is capable of demonstrating an uncharacteristic fortitude and blind stubbornness, pushing past fear and putting forth a steely front to do what needs to be done. Under duress in these situations, his parents’ personalities bleed through: he becomes much more reclusive, even cold, sometimes even biting. He will usually apologize for it afterwards, but his ancestors have never done well under stress, and he hasn’t fallen far from the tree.

 

Background: Gabriel never knew his father. It’s not uncommon among the magicians, many of whom have made this living out of necessity, and his situation isn’t much different. His mother, one Nicoletta – often referred to as ‘Nico’ affectionately by her former patrons – was a star magician in her time. She was a highly-glamorized solo singer and dancer who captivated the frequenters of Wands. At her peak, her calm, aloof demeanor and her penchant for keeping men at bay earned her the moniker ‘Queen of Wands’, and men would travel from around Masquerade to see her on stage.

 

During that time, she drew the attention of one young man – a restless, caustic young heir of the Lovers royal family, whose complex family dynamic and previous love affair turned sour had left him an angry, misanthrophic individual. Somehow, these two, each holding the world at arm’s length and who both struggled to form connections with others, found something in each other. Perhaps they were drawn unconsciously to a kindred isolated spirit.

 

Their story is a long and winding one, but despite their many mutual faults and mistakes, it could not be denied that the feelings they shared for one another ran deeper than their individual shortcomings. They were drawn together as though by a tether that neither could resist, despite how they tried. Around her, Gabriel’s father, who he never learned the name of, became a different sort of person. The world saw him as mean and ill-tempered, a manipulative bastard who delighted in another’s misery. And though he was certainly not a knight in shining armor in love either, that portrait broadened to include much more once he allowed himself to show himself as more.

 

Some weeks after their child was conceived, his father made a promise to her. All this time, they had been fighting his family’s mounting displeasure at his choice to stay with her. Though he had simply put up with it until now due to his family’s generally hands-off attitude and lack of interest in each other’s business, it had now grown to a point where he could slide by no longer. And so, he would renounce his name to live with her – an ultimate, romantic dream come true.

 

After that day, he did not return. She waited, and days turned to weeks, to months, to years. After so long, even the deepest love begins to lose faith. Her time in the spotlight was also waning; like all people, she began to grow older and less desirable. In the District of Wands, where all is fleeting, she would soon be replaced with another rising star.

 

Gabriel grew up with the fact that his father, once so devoted, had abandoned him. He grew up with the fact that his mother hated his father for it, hardly even spoke of him. But he also grew up with the belief that even she did not wholeheartedly believe either of those facts herself. With little other course in life, and because he nurtured the same love for art and music that she had in her younger and not as jaded years, he took her path, difficult and thankless as it was. Now, he spends his days in Wands as she did, catering to the dreams and touching the hearts of the faceless crowds, and his nights on its outskirts in little more than a barren, rented room with two mattresses, caring for his aging mother.

 

Suits:

 

Swords: 2

Gabriel is a lover, not a fighter. Were he raised by his father, he might at least have some experience in fencing as a duelist for sport, but he lacks even that. He is much more liable to try and get out of a dispute using other suits than resorting to force. If nothing works, he is most likely to just try and get out of the situation. His powers manifest in hemokinesis. Though he dislikes using it at all ( partially out of an aversion to violence and blood ), he is able to shape and move small amounts of blood as weapons and protection, though he can’t manipulate enough to make anything bigger than a dagger or a shield strong enough to deflect anything more than a localized blow to a small area such as a punch, kick, or stab. The blood he can manipulate can be his own or someone else’s, but it must be freshly spilled for him to use.

 

Cups: 13

Gabriel is amicable and easy to get along with, even though he doesn’t try to be charismatic. It is not so much natural charisma as it is just a kindness about him and a soothing quality in his voice that makes others let down their guard. He is able to see the connections between people, both literal ( familial relations, love, friendship ) and intangible ( whether they like each other, concealed feelings, hidden animosities ). He is also, through talking with someone, able to alter their existing memories slightly. Though unable to erase or implant ones that don’t exist, he can convince someone that certain details happened differently.

 

He is also able to influence the emotions of others. Amplifying anger, joy, sadness, etc., or drawing out one emotion to subdue another. This ability is stronger when he is focusing on only one target at a time, but it can still take effect if he target a crowd, for example. At times, when he himself feels strong emotions, those emotions can bleed over into others. This is often beneficial for him in his line of work, as it makes his theatre performances and songs that much more moving, but in other situations it could be a drawback.

 

Through touch, Gabriel is able to practice human psychometry, where he can receive glimpses of another’s memories and past. Finally, Lovers’ powers of blood grant him the ability to heal both himself and others. Though it takes a bit of time for his powers to do their work, he can mend any external injuries as well as broken bones.

 

Wands: 7

As a magician, a wealth of Gabriel’s power lies in innovation. He is able to create full-body glamours for himself and others that last for up to 3 days. These powers are an offshoot of shapeshifting, where the target temporarily becomes, in appearance, what they have glamoured themselves as. He primarily uses this for theatre, as one might expect, though it also passively affects his personal appearance. As stated before, his physical appearance is difficult to ascribe to one gender because minutiae seem to constantly shift as one looks at him. This is not a truly visual effect that a person would be able to point out, but rather an inexplicable mercurial-ness about his looks that one can’t put a finger on. 

 

He can also make minor glamours that do not alter appearance completely, but enhance or dim certain aspects – making himself seem to glow or look more attractive to the beholder, for example, or more conspicuous, if he chooses. These too are not visually noticeable changes, but temporary alterations in how he looks to the eye of the world. 

 

Finally, through Lovers’ powers of connection and relationship, Just as with people, Gabriel is also able to practice object psychometry, wherein he can touch an object and receive vivid visions of its history as well as the object’s memories.

 

Coins: 3
In general, Gabriel does not exert much strong will of his own. He is nonconfrontational and liable to be swayed by the whims of others because he dislikes discord. However, if he feels very strongly about something or the situation is serious, he may occasionally demonstrate rare bouts of pigheadedness.

 

Fortune: “A Bond made Manifest of Blood and Flesh.” The Lovers Fortune is the gift of a permanent bond. The Contract between them and Gabriel is made manifest by giving the Lovers a physical body to inhabit. The Lovers Body is capable of doing everything that Gabriel can in addition to the powers that the Lovers possess. Gabriel and The Lovers body is linked via telepathy despite the fact that The Lovers do not directly inhabit his body. They also share an empathic link, able to feel each other’s emotions perfectly.

 

Other: N/A
 

 

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Spoiler

 

Forum Name: Swampellow
Character Name: Siena Wynn, goes by Miss Siera when performing
Age: 26
Gender: Female
Arcana: Death

Appearance: A taller woman with deeply tanned skin and similarly deep brown eyes. She has long black straight hair kept in a bun that has a few streaks of white in it. She generally dresses in large billowy shirts with similarly billowy pants. She wears hoop earrings whilst she is performing, but replaces them with smaller ones when she is not. She likes to think that all of it adds an air of mystery to her for her customers. When not in her usual outfit she is dressed in tighter shirts and pants ranging from black, purple, and grey, all with gold highlights.  

 

Mask Appearance: Siena’s mask is a simple mask, at least at its base. It is dark grey with lips painted black. There are two rings of gold around the eyes and another one around the mouth. The most extravagant part of her mask are the dark feathers the swoop upward to a point on the left side of it. This section is detachable however, and she only wears it when performing, which means at other times her mask is missing the upper left portion, leaving her left eye and half of her nose exposed.

 

Personality: Siena is (at her core) someone who is in it for herself. She does care about people and doesn’t normally go out of her way to do another harm, but if she does she isn’t held up about it. She does actually believe that it is possible to see the future, but she also knows that what she sees (or at least thinks she sees sometimes) probably isn’t true. This doesn’t stop her from continuing though, as she enjoys doing it, even if it is (mostly) false.

 

Background: Siena grew up in a city outside Masquerade, which one exactly isn’t really of any importance; this is at least what she tells others. She had always had a desire to find her way in the biggest of cities, which is why she trained to become a magician. She makes her way by “seeing” into her crystal ball to tell people their futures, as well as doing tarot card reading. She has lived in the city for a number of years, and eventually joined a Magicians troupe after doing her own thing for a while. Her troupe is one of the few groups of people that she does actually care for (even though it isn’t likely she would directly tell any of them that).

 

Suits: Some of Siena’s powers manifested in the way they did because of her beliefs and personality, such as her mental capabilities, which are useful for making people come back as repeat customers. The others however are more a mix of herself and her Arcana.

 

Swords: 5 - Siena is capable of altering her own attributes as well as ending different effects on herself. She is capable of altering her awareness so that she can sense anyone around her, even if she is not capable of seeing them. She is also then able to enhance her physicality, letting her be faster and stronger than she normally would be. If she gets injured, she can make it so that she stops bleeding. This also extends to other harmful effects such as poisons, making them no longer have an affect on her body. She will still be affected by injuries (such as a broken arm) but she can make it so she does not feel any of the pain associated with it.    

 

Cups: 9 - Siena is able to forcefully impose herself into the minds of others. When she does so she is able to block their thoughts, making them incapable of thinking further about something that they were going to do, essentially just stopping their train of thought. She is also capable of completely erasing memories from another’s mind, making them forget information. She is able to hide things from people, even if the object is directly in front of them, by making them not aware of its presence (by combining the other effects of her powers). She has telepathy, allowing her to interact with other’s minds in a more passive way by allowing them to experience her own mind. She can make herself feel multiple emotions at once, which allows her to transmit one (or more) emotion(s) via telepathy while appearing a different way with her outward appearance (such as fear and confidence) and make her targets begin to feel them as well (although they can ignore them).

 

Wands: 5 - Siena is, simply put, capable of erasing objects from existence. While touching an object, she is capable of simply making it no longer exist. She can make any size object that could reasonably be held by someone disappear, although if the object is larger than that and made of individual pieces, such as a brick wall, she can make the separate pieces disappear. 

 

Coins: 6 - Siena has a fair amount of free will, but always has held the belief that there is some sort of higher power (or powers, whichever she is feeling at the time) that everyone must follow. This doesn’t stop her from trying to do her own thing when she wants to though.

 

Fortune: “Weaknesses of Mortal Flesh Laid Bare” Siena is afforded by Death the ability to understand and be aware of all that is her body. She gains more minute and precise control over her body, and the ability to perfectly monitor its condition, down to even her own time of death. However she cannot break the limits of the flesh she possesses, only able to act within the realms of human possibility.

 

Other: She has a black cat named Onyx, who is one of the only things she openly expresses her affection for. She often accompanies Siena wherever she goes (that she is allowed) and is very well trained.

 

 

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Ding. You got mail. 

Spoiler

Forum Name: DigitalAmber
Character Name: Cory Cassane
Age: 19
Gender: Male
Arcana: Tower

Appearance: Cory is a rail thin kid who stands just a bit shorter then the average man at 5'7. His dirty black hair is jaggedly cut short in the back and somewhat frames his face. His brown eyes fit in well with his dirty complexion gotten from working in Swords, which can seem to be almost clean at most. He has stubble on jaw. His lHis clothing looks worn and faded from use and lackluster conditions and have their fair share of cuts and tears in them. Cory isn't picky about his clothes but he prefers his red hoodie and jeans if at all possible. 

Mask Appearance: Cory's mask tends to stand out in Swords, where few people have nice masks. It's a smokey grey colored mask that covers his nose and the rest of the right side of his face, avoiding his mouth. The left side of the mask rims the top half of Cory's left eye before moving to envelope his nose. The end result is that his left cheek and mouth are uncovered. The sections framing his eyes are a dark red. On the right cheek of the mask is a brighter red cross. The mask is his own symbol of his loyalty and respect to the Iron Cross.
Personality: Cory has always been an impulsive kid who has been prone to emotions. He has a tendency to hold grudges against people and holds a deep respect for the Iron Cross and people who try to emulate that group. He simply can't stand to see unfairness when it violates human rights. Despite his impulsiveness, he knows how to keep his mouth shut when needed and doesn't like abandoning those he sees as friends.
Background: Cory has been struggling to survive in Masquerade for his whole life. He spent his childhood disenchanted by the Wands district, working alongside his single mother to help aid her magic shows. The two lived on the brink of poverty for years, just barely feeding themselves. Then the unfortunate happened: Cory's mother fell ill for a period of two short weeks that felt like so much longer to Cory. He was left having to work for both him and his mother, struggling to manage twice the amount of already insane hours. The end result was that Cory wasn't able to cover both shifts completely, resulting in the two falling past the brink of poverty. His mother recovered and the two began to slowly climb the long ladder out of poverty for the next few weeks until things began to change. 

  

Days before his 16th birthday, Cory's mother dropped a bombshell. She was kicking him out, her illness had put too much strain into their funds and to preserve money he was being kicked out while he was still a minor. He found himself practically choking in Swords if not for his mask and full of rage at his mother for abandoning him and somewhat irrationally at the fact that his mother was a magician and it was a low paying job that had caused this. To him it was as much to blame for this happening as his mother. He wandered Swords for a few days before getting swept up by a guy on the street offering jobs. What Cory didn't know was it was a obscenely long hour low paying job doing menial draining physical labor for a factory. Broke with nowhere to go, Cory stayed with the unfair job and learned to thank the fact that houses in Swords were of such a low quality it wouldn't be hard to temporarily take up residence in one as a squatter. So Cory lived on in Swords in a state of scarcely livable squalor, just making ends meet for a period of months until a new hire joined the labor squad. Things quickly changed from there. The labor group became more organized and productive and their attitudes slowly changed to be slightly more cheerful. Things quickly began to escalate and Cory was approached by Jon, new hire, who requested his help in a project that would result in an ultimatum to the factory manager for better working conditions. Jon claims his other plans failed. The ultimatum is not accepted and, as a result, bombs Cory helped set go off. Now out of a job, Cory looked to Jon for help, who invited him to join the Iron Cross. The conditions of living as a part of a 'terrorist organization' were far preferably to the streets. 


Suits:  Cory's power feeds off his emotions and grow in intensity the stronger they are. Destructive and self destructive emotions like rage boost his powers particularly well. Breaking confinements does so as well. Most of his powers are centered around liberation and destruction.

Swords: 11(let's kick it up to 11!): Cory can harness the primal rampant power of destruction to consume what is in his path. He can make a black-maroon flame in his line of sight that becomes an all consuming entity. It will mindlessly burn everything around it with ease, either completely devouring it, reducing it to dust, or corroding and ruining it. When physically attacking with a gun or knife, he can cover the bullet or blade with destructive energy that slowly corrodes away whatever it covers but when it makes contact with skin, will stick to it and start to dissolve it. Lastly, Cory can make his attacks unavoidable to an extent. A bullet won't suddenly fly backwards to hit its target but it is somewhat drawn towards the target.
Cups: 6 Cory can bring out the power in him to clear any emotion recently brought on from a person's mind temporarily. He can also remove people doubt's and worries if they hold a person back, freeing them from oppressive, heavy thoughts. Alternatively he can fill someone with the feeling that something, good or bad, is coming and that it cannot be changed or stopped. 

Wands: 5- Cory can cause a small bubble of disintegration to surround any line of sight object for a brief period of time. As the bubble ends, it disintegrated the object it was centered upon. Objects that are in confinement, like boxes or bottles, remain untouched. He also can sense imminent danger when it would cause enough danger to be life threatening.
Coins: 3- Cory is prone to his own impulsiveness and although free spirited, wouldn't mind simply relaxing and following orders instead of fighting from time to time. 
Fortune: [Leave this blank, lt is your Arcana’s duty to provide you with a Fortune.]

 

Other: Is known to stress smoke if he has cigarettes on him. He has an excessive swearing habit. 

 

 

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Just in case it's missed and for those browisng that aren't in the server for the timebeing Sign-Ups will be closed until the opening period of the RP has concluded. They then may reopen to fill Arcana that are still outstanding. Hopefully those that do want to get in on this little game still will huck sheets at me and not mind coming into the story a bit later~ 
 

Thank you~

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