The Powers That Be (
powersthatbe) wrote2019-01-12 06:24 pm
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Market of the Vanities: Plot Role Info.
If you are not a plot infiltrator or someone with IC reasons to share knowledge available to plot infiltrators, please do not read the comments of this post.
If you ARE a plot infiltrator, please comment under your toplevel to let us know you've read it; please also pop over here to announce your plotroleishness to the game at large. We prefer that you do any confidential plotting with other plot-important folks in the comments here, rather than on plurk, and please comment no later than January 23rd, January 31st, February 8th, February 16th, & February 24th with a brief (as brief as 1 sentence; as long as you like) summary of your activity during the week & plans for next week. These comments will help the mods shape mingles and plot events to keep the story dynamic and player actions important to the outcome. Likewise, comment at any time with any questions you may have, and a mod will get back to you within 36 hours at the outside.
-Links to folklore are included not to pigeonhole you into using those names or background details, but only to share our inspirations for the roles and allow you to draw from them as much or little as you like.
-All your characters may be safely assumed to have access to monetary resources and minor magic items to sell or trade; doing so will constitute skill proof for the character receiving the item. Such magic items should convey a minor advantage, a cantrip or trick - an endless torch, a self-mending piece of clothing, a sword that draws itself in times of danger - but not an item that conveys a major advantage or wholly new ability, such as a sword that fights on its own, a torch that can light endless fires, or clothing that can alter itself into other outfits. If you're not sure of an item or want to sell or trade something more powerful, contact the mods under your toplevel and ask - the Market is meant to be a place of wonders and you're the biggest suppliers in it.
-Obviously the skills listed below are exceptional even by Traveler standards. If you have concerns about a skill, yours or someone else's, potentially unbalancing the game, please let us know ASAP so we can address that concern & work out a fix if necessary. Your characters are under no obligation to sell, trade, or give away these skills, but are able to do so, and we've worked to give many or most of you some possible motivation to justify the skill trades. If you cannot imagine a circumstance where your character would make any trades, let us know so we can clarify and explain.
If you ARE a plot infiltrator, please comment under your toplevel to let us know you've read it; please also pop over here to announce your plotroleishness to the game at large. We prefer that you do any confidential plotting with other plot-important folks in the comments here, rather than on plurk, and please comment no later than January 23rd, January 31st, February 8th, February 16th, & February 24th with a brief (as brief as 1 sentence; as long as you like) summary of your activity during the week & plans for next week. These comments will help the mods shape mingles and plot events to keep the story dynamic and player actions important to the outcome. Likewise, comment at any time with any questions you may have, and a mod will get back to you within 36 hours at the outside.
-Links to folklore are included not to pigeonhole you into using those names or background details, but only to share our inspirations for the roles and allow you to draw from them as much or little as you like.
-All your characters may be safely assumed to have access to monetary resources and minor magic items to sell or trade; doing so will constitute skill proof for the character receiving the item. Such magic items should convey a minor advantage, a cantrip or trick - an endless torch, a self-mending piece of clothing, a sword that draws itself in times of danger - but not an item that conveys a major advantage or wholly new ability, such as a sword that fights on its own, a torch that can light endless fires, or clothing that can alter itself into other outfits. If you're not sure of an item or want to sell or trade something more powerful, contact the mods under your toplevel and ask - the Market is meant to be a place of wonders and you're the biggest suppliers in it.
-Obviously the skills listed below are exceptional even by Traveler standards. If you have concerns about a skill, yours or someone else's, potentially unbalancing the game, please let us know ASAP so we can address that concern & work out a fix if necessary. Your characters are under no obligation to sell, trade, or give away these skills, but are able to do so, and we've worked to give many or most of you some possible motivation to justify the skill trades. If you cannot imagine a circumstance where your character would make any trades, let us know so we can clarify and explain.
Hajime: Marshal of the Hailstorm
Thread Expectation: two threads / ten comments per mingle
Check-In Expectation: any progress towards or against trusting the Marquis
Privileged Information: You are here because of the Marquis - but not to defend against treachery. Actually, you have come here to bargain with the Marquis, unauthorized, for a binding ceasefire. If it remains unauthorized, this will cause you to Fall. If you believe the Marquis operates in good faith, it’s worth it. But can a demon’s word be trusted? Until you are sure, you will seize any advantage available for Heaven.
Outlook: Yes, that was you in Sodom and Gomorrah. One out of every million beings ever to have died has died at your hands. One hundred thousand mortals; ten thousand Demons, Angels, and Sithen. None has died without provoking the wrath of Heaven. They are the worst one percent of the worst one percent of the worst one percent of all beings who have ever lived. There is not a one who you would go back and spare.
But that is not to say you do not regret ending them. Nor that their deaths weigh upon you lightly. You are the last resort, the weapon employed when no other Power in Heaven will suffice, the single most destructive being which is neither the Name of the Divine nor the Bubonic Plague.
What does a nuclear weapon feel about war?
Tired. You are oh, so very tired.
Goals: Stop the slaughter, if you can. If you cannot, destroy as much of the power of Hell as you are able.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/Samael https://en.wikipedia.org/wiki/Azrael https://en.wikipedia.org/wiki/Nuriel
Skills: Answer the Stroke. Cause any and all attacks made in the moment to target you instead of their intended target. If those attacks are magical, and are evil in origin or intent, they fail. Nonmagical attacks or attacks made by the righteous in a righteous cause strike normally, unless prevented by something else - for example, a Hailstorm is very good at deflecting a rain of incoming arrows. After Jaunt, usable once a Jaunt. During Jaunt, usable once a mingle.
Rain Down. This Grace is actually several Graces in one, and can be loaned or given out individually. At will, you may cause, in a radius of one hundred yards per Grace you possess, fire and pyroclastic ash, superheated sulfuric salts and acid, rain, or hail to come down for the sky for as long as you remain unmoving with your arms spread. These rains never affect you, but other Angels must rely on their own Graces to defend them. After the Jaunt, this ability is restricted to one use per month.
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Re: Hajime: Marshal of the Hailstorm
Pls to ignore account
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Of course, he still has to retrieve the power of the Princedom from the Angel who appropriated it?
Refusal to take the role would mean falling, but if he'd refuse, you're welcome to do so!
Opener of Locks: Sabetha Belacoros
Thread Expectation: 3 threads / 12 comments per week.
Check-In Expectation: At least 4 thefts or attempted thefts - this can be one per week after week one, or all four in the last week; whatever works best for you & your targets.
Privileged Information: Heaven absolutely does not care about winning the seat at the Market, although they want to sabotage the demons’ chance to get it if possible. Instead, your purpose here is to steal as many artifacts and items useful to the War as possible. People don’t expect that of an angel.
Outlook: You are the Guardian Angel of Thieves. While you do not necessarily approve of all thefts, you approve of clemency to thieves, and the use of deception and theft in righteous aims. You are inclined to protect criminals from punishment, stage jailbreaks, open locks, pry into secrets. You are the enemy of all forms of imprisonment and all types of barrier. As such, you have an extreme distaste for all Angels of Punishment.
Goals: Steal a minimum of four magic items, preferably those that are weapons or can be weaponized, even more preferably those belonging to the forces of Hell.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/Elegast
Skills: As Graces, these abilities may be loaned or bestowed freely to any others whose righteousness you trust. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not give away a skill, or three if you do give away a Grace.
Fear the Future. This Grace permits you to detect the presence of secrets severe enough that they make their holder fear for their lives or the ultimate disposition of their souls. You know who in your presence holds such a secret, but have no insight as to the nature of these secrets. After the Jaunt has ended, this may be used once a month; during the Jaunt it may be used once a week.
Lament the Lock. Through this Grace, you know the precise location of any item which is locked, sealed, encrypted, or privatized, the moment it is brought within ten feet of you. This knowledge is as constant and as infallible as that of a Recording Angel. During the Jaunt, it is constant. After the Jaunt, it may be invoked once a week.
Breath of Freedom. Any nonmagical lock, seal, encryption, barrier, or privatization you breathe upon opens immediately. Any magical lock, seal, encryption, barrier, or privatization may be picked by whistling at it. The whistle must be audible from the location of the lock or barrier; for larger barriers it must be audible from any portion of the barrier. The length of whistle needed is dependent upon on the complexity or power of the lock, but is no less than three seconds and no more than three minutes. In three minutes, you could pick the lock of the Pearly Gates. You’ve checked. This Grace functions at will for the duration of the Jaunt, and once a month after the Jaunt has concluded.
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Re: Opener of Locks: Sabetha Belacoros
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Angel of Scorpions: Barry Bluejeans
Thread Expectation: two threads/ten comments per mingle.
Check-In Expectation: tell the mods whenever you bestow a Wholesale Sin; see below!
Privileged Information: Heaven has never cared about the Princedom of the Market, and Heaven did not tell you to expect the Marshal of the Hailstorms. The Divine moves in disgustingly mysterious ways, and as usual, you are left in the dark as to why.
Outlook: Being stationed among those who hover between Heaven and Hell is not comfortable for an Angel. Eschaton after Eschaton of this has left you thoroughly despising not only the selfishness of the demons and the vacillation of the Sithen, but the self-righteousness of your fellow Angels, the failure of potential of Peregrines, the hubris of the Immortali. You also despise your own jaded bitterness. How weary, stale, flat, and unprofitable seem to me all the uses of this world!
Goals: Damn the deserving. You care nothing for the negotiations.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/Zabaniyya
Skills: As Graces, these abilities may be loaned or bestowed freely to any others whose righteousness you trust. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not give away a skill, or three if you do give away a Grace. Get It For You Wholesale is not a Grace exactly, and the seven Wholesale Sins should be sold or traded, not given away.
Get It For You Wholesale. You possess, in storage, enough of each and every Sin to immediately move a character who’s a hair away from getting into Heaven into thorough damnation and ruin. A character who is granted this weight of Sin is immediately consumed with the compulsive need to behave according to that Sin. This does not wear off. A character who is granted that weight of Sin is assumed to be able to use it for its related magical powers at need, permanently. This store does not refresh, and you cannot use ir personally - it is, in effect, seven teaching proofs to give seven Peregrines or Immortali a permanent source of magic and permanent alteration in their behavior. You should only sell it to souls who you believe deserve damnation by their character, but have yet to earn it with their actions. When you have sold all seven sins, you no longer possess this skill.
Scorpion Sting. Any being struck by your barbed scourge, which resembles the tail of a scorpion and is wielded like a whip, will bear the pain and irritation of the wound - eternally. The same Grace allows you to alleviate their suffering, if you choose to do so. It has been a very long time since you felt merciful enough to do so.
Sceptre of the Prince of the Market. This Demesnes grants you a big space near the middle of the Market to erect a tent; permission to draw water from the Styx at need, a seat and a vote on the Market Council, and the ability to conjure one magical weapon or tool which embodies this authority. Losing physical possession of the tool, when conjured, forfeits the authority of the Princedom to the one who has the tool. The Princedom does not give you de jure authority over all beings of your type or kindred within the Market, but many behave as though it gives you de facto authority.
The power of the Sceptre is to make one being who opposes you fall to its knees for as long as the Sceptre is brandished in their direction and no harm befalls their body or soul. It may be invoked once per week, or after the jaunt, once per Jaunt
Re: Angel of Scorpions: Barry Bluejeans
I am delighted
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Questions
Does Barry have to actually disclose the amount of Sin he is trading to someone? Would it be immediately obvious just by the amount he hands over, or is it like a concentrate that's only obvious when they receive it?
Would the Sin affect the Traveller themself if given to an Infiltration?
...wAIT would this mean Barry could retain all of the unspent Sins as powers for himself post-Jaunt
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not rika but
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Jim Kirk: Prince of Chess
Thread Expectation: three threads / twelve comments per mingle.
Check-In Expectation: every Peregrine who accepts your offer!
Privileged Information: Fuck the Princedom; you’re here for the Peregrines. You’ve been authorized to sell Infernal real estate - every Peregrine who chooses can be a Knight in Hell, owning an acre of land and pledging loyalty to the Parliament of Princes, which includes an obligation to spend a third of every Eschaton fighting angels on the front lines. Peregrines lack the power of Angels, but they do have one advantage: they cannot die, being dead already. (They can be dismembered and prevented from reassembly, as anyone who punishes damned souls knows, but on the battlefield, that’s tricky). You do have an army just across the Styx from the Market, and it is ready to cross if the Marquis makes a bridge. However, that’s not why you’re here. It’s just true.
Outlook: You honor your bargains. Period. Hell needs a diplomat who may be trusted, and your inability to speak untruth serves the Parliament very well. However, not speaking untruth is not the same as honesty, and you take great pleasure in deceiving people by the selective and tactical application of true but misleading statements. You have no compunction about tricking the greedy or deceptive into bad bargains and their own illusions. However, if someone approaches you in good faith to make a bargain for which they have no profit motive, you will unfailingly treat them with goodwill and integrity. It’s very rare that such honest souls attempt to make deals with devils, and you find it refreshing. The tawdry games of illusion the Prince of the Gaps plays are less refreshing.
Everyone distrusts you because you are a demon, despite knowing you cannot lie: you do very little to reassure them you are trustworthy. Let the buyer beware.
Goals: Very quietly sell real estate to militant Peregrines.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/Orobas
Skills: As Dignities, these abilities may be traded or sold. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not sell a skill, or three if you do sell a Dignity.
An Acre of Hell. Each of these Dignities, of which you possess twelve, may be sold to a Peregrine. Besides the land, it grants them either the ability to conjure fire by the handful; to summon a trident of unbreakable metal which can pierce any armor or barrier; or Nobel-laureate level knowledge of any one scientific field. Any which are not sold during the Jaunt become unteachable; however, you may keep one for yourself.
Caveat Emptor: This Dignity permits you to enforce one true thing for the duration of one scene. For example, if you say None in this room have weapons drawn, those words will be writ in the air in letters of fire, and unless some power extinguishes those letters, no one will be able to draw weapons. However, if one person had a knife in hand already, hidden behind their back, they may break the letters by revealing the statement false. During the Jaunt, this may be used at will, but only once per thread. After the Jaunt, it may be used once a month.
For purely aesthetic reasons, the mod team recommends using html tags to make your Caveats red.
Re: Jim Kirk: Prince of Chess
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Selling the dignities gives the power to conjur fire regardless, and then one of the other two?
Will he also have sins to sell/bargain with re: tricking people into shitty deals? Because that would be very fun.
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Raidou: Prince of the Gaps
Thread Expectation: two threads / ten comments a week
Check-In Expectation: Report any usage of your Dignities!
Privileged Information: The Princedom of the Market does not give you de jure authority over Demons of the Market, but your seat in Hell’s Parliament of Princes does. You and the Prince of Chess are equal in station, and superior in status to any other Demons in the Market.
Outlook: Nobody and nothing is what they seem, and you use this to shameless advantage. There is nothing you won’t stoop to in making deals, tricks, or profits. It’s really just that simple. The wheel of commerce always turns, and you will always be on top - if you’re not, it’s time to redefine what people see as the top! You and the Prince of Chess could be amazing together. Chess seems less enchanted by you than vice versa, however.
Goals: Secure the Sixth Princedom for Hell.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/Gaap
Skills: As Demesnes or Dignities, these abilities may be traded or sold. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not trade a skill, or three if you do trade a skill.
Crown of the Prince of the Market. This Demesnes grants you a big space near the middle of the Market to erect a tent; permission to draw water from the Styx at need, a seat and a vote on the Market Council, and the ability to conjure one magical weapon or tool which embodies this authority. Losing physical possession of the tool, when conjured, forfeits the authority of the Princedom to the one who has the tool. The Princedom does not give you de jure authority over all beings of your type or kindred within the Market, but many behave as though it gives you de facto authority.
The Power of the Crown is to appear composed and luxuriously appointed no matter what would be making you look disheveled or agog. You can be caught by surprise or at social disadvantage, but will never appear to be so caught. It may be invoked once a week, or after the Jaunt, once a Jaunt.
The Gap Between Places: you may teleport across any officially delineated boundary or barrier. Curing the Jaunt, this is usable at will. After the Jaunt, this skill will be powercapped; it may be used to gain any Teleportation or Liminal Bridge skill the character possesses prerequisites for.
The Gap Between Descriptions: transform any soul which does not match its body into a body it does match (this is very subjective, but if someone could justly be called a wretched little toad, you can turn them into one). After the Jaunt, usable once a Jaunt; during the Jaunt, once a week. This transformation is permanent until the descriptor is no longer accurate (a greedy pig who mends his ways will stop being a pig).
The Gap Between Images: Technically, since everything is always moving and images travel at the speed of light, nothing is in exactly the place it appears to be. While you focus, one person or item may exploit this to leave its image behind and travel invisibly through the world. This does nothing for other senses. After the Jaunt, usable once a week.
The Gap Between People: nobody really knows each other. Once a week (after the Jaunt, once a Jaunt), you may transfer one end of any magical bond or relationship which connects two or more beings, selecting a new person or spirit for it to connect to. If the newly connected targets are willing, this is permanent. If unwilling, it lasts until you release it or use the power again. Obviously this only works with player permission, please be sensitive when plotting with this skill.
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1. This is more of a plot-based question than a how-it-works question, but is The Gap Between Descriptions something someone could ask him to use on a third party? I could see people asking that, although I'm not sure I feel comfortable having him do it (although I suppose he could send familiars/use scrying or other supernatural means, if he has any available, to investigate the asker and the person they're asking him to change).
2. And this is a post-Jaunt thing, but can The Gap Between People be used on oneself at all, and would it work on Marked Harmony? I feel like that's something Raidou would try. Also, could both ends of the bond be pointed at the same person/spirit, since it doesn't seem to actually break them?
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Also, has the bonfire ever been extinguished like this before?
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Stone: Marquis of the 66th
Thread Expectation: two threads / ten comments per mingle.
Check-In Expectation: Report any empowerment granted to other Demons!
Privileged Information: You are there, secretly and unauthorized, to negotiate a binding ceasefire with the Marshal, but may be ordered into battle by either the Prince of the Gaps or the Prince of Chess. The ceasefire was your idea, and no doubt the Marshal believes it is a trick - either a trap, or a ploy by which you seek to gain redemption in the eyes of the Divine. It is neither. You believe in the rightness of Hell’s cause, and will not betray your homeland in any way or for any cause. But with Purgatory unsettled, war might further destabilize the economy, and could drive angels to desperate measures, or empty the Vaults of Hell.
Outlook: The Princes don’t fight the War. They leave that to Demons like you. You have begun to wonder: what would become of the war if you dictated strategy rather than merely commanding the soldiers? If you are the superb general you know yourself to be, would you not achieve goals faster, with less loss of life? You value every demon under your command, and will suffer none of them to be injured or imprisoned by any Angelic or Sithen powers, no matter what, if you have the power to prevent it. That compassion for your men drives your loyalty… and your wish for ceasefire… and your inflexibility about surrendering advantages to Heavenly forces.
Goals: You have come to negotiate in good faith, but will obey the orders of your Princes, who believe you are here to serve as their ace in the hole, and if you see a greater advantage for Hell in war than in peace, you will seize it. Because of all that, you’re very reluctant to bind yourself with Styx water to any promise unless you are exactly certain it will turn out to Hell’s advantage.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/List_of_demons_in_the_Ars_Goetia#Marquises (#14) https://en.wikipedia.org/wiki/Kimaris
Skills:
As Dignities, these abilities may be traded or sold. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not sell a skill, or three if you do sell a Dignity.
Fight As One: Grants all warriors obeying your commands your physical strength, weapon skill, and durability; grants any diplomats obeying your commands your ability with grammar, logic, and rhetoric. After the Jaunt, usable once per Jaunt. If you do not issue commands, the power ceases operation; if any disobeys your commands or leaves your presence or that of any familiar or companion spirit you send with them, the power ceases to affect them.
Bridge of Ice: cause a bridge of ice to freeze a safe path across any body of water. The bridge remains as long as you concentrate on it, and will not break beneath any weight that passes over it. However, it is still subject to damage from attacks.
Trivium: this Dignity permits you to possess encyclopedic knowledge of grammar, logic, and rhetoric.
Any or all of these Dignities may need to be sold to persuade the Marshal that you are not merely here to empower Demonic forces or bring an army across the Styx. However, anyone learning of the sale could endanger the secrecy of your mission… be cautious.
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Delaunay: Prince of Gold
Thread Expectation: Two threads / ten comments per mingle.
Check-In Expectation: Inform us of anything you want to smuggle into the Market!
Privileged Information: You’re well aware that the Opener of Locks is Guardian Angel of Thieves; the Hunter owes you an unpaid and unspecified favor, the Prince of Chess lives right across the Styx, and the Marquis can bridge the Rivers of Hell.
Outlook: Generous and indulgent, you like rewarding the worthy and punishing the guilty. These things satisfy the Angelic and Demonic urges in you - because you became a Sithen not out of refusal to fight, but inability to pick a side. Your ambivalence is legendary, but you are a much more stable figure than the capricious Prince of Witches, who you regard as something of a rival and counterpart (though you know the Witch considers themself above such equal distinctions) - you do not waver from side to side, bit sit firmly on the fence and partake of both in equal measure.
Goals: Indulge and enjoy yourself. Make certain the Princedom goes to someone you like, who deserves it. Frustrate the tendencies of others to privilege once side of the war by supplying those who lack something an answer out of the goodness of your heart - just not for free.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/The_Great_Snake
Skills: Dignities or Demesnes may be traded or sold. Graces may only be given away freely. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not trade a skill, or three if you do trade a skill.
Signet of the Prince of the Market. This Demesnes grants you a big space near the middle of the Market to erect a tent; permission to draw water from the Styx at need, a seat and a vote on the Market Council, and the ability to conjure one magical weapon or tool which embodies this authority. Losing physical possession of the tool, when conjured, forfeits the authority of the Princedom to the one who has the tool. The Princedom does not give you de jure authority over all beings of your type or kindred within the Market, but many behave as though it gives you de facto authority.
The Power of the Signet is to verify that any deal it is pressed to is made with knowing consent of all its conditions and caveats. A deal which is sealed with one or both parties ignorant of the true meaning of its conditions will produce no visible seal. This may be used once a month, or outside of the Jaunt, once per Jaunt.
Locus Genius. This Grace permits you to know where any object obtainable in the world where you are present may be found. This information may be vague or incomplete, and does not guarantee you the ability to steal or pay for such an object. Usable once per week in-Jaunt, and once per Jaunt afterwards.
Exclusivity. Whenever you make a deal for a material object, this Dignity permits you to reclaim that object if ownership of it is ever shared - so long as you warned the other party of the deal of this condition. Usable once per Jaunt after this Jaunt.
Anabasis. This Demesnes allows you to transform into a ten-meter long golden snake, grants you land rights to a cave between Purgatory and Italy, and gives you the power, while in snake form, to swim through soil and rock as if they were water. Usable at will in Jaunt, and once per month outside the Jaunt.
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Uta: Prince of Witches
Thread Expectation: three threads / 12 comments per mingle.
Check-In Expectation: Report any old feuds or alliances you plot! Inform us of any unbreakable oaths you push people to swear.
Privileged Information: You’ve been a Prince of the Market since King Solomon passed into Heaven. You haven’t held onto that role by being scrupulous. You pay for information above all, because that is the real power, and use Styx water for binding oaths indiscriminately, compared to any other in the market. Your other trade is simple: a favor for a favor, usually unnamed. You acquire an item or commodity for a buyer; they promise you a favor by the Styx. You try to ‘trade up’ favors, so when you call one in, it’s because you’re making a bargain with a higher-status person.
You know the powers of every relic of Market Princedom - including, after centuries of research, that of Dhuosnos himself. That Dhuosnos does not learn that you know is of paramount importance; you may be immortal, but what the Old Man of the Market might manage to do to you does not bear contemplation.
Outlook: Power. You have it, and the more you have, the more you wish. You are subject to nothing more than your own whims - jaded in the face of wealth and pleasure, it is sheer caprice that motivates your wheeling and dealing now.
Goals: Whoever acquires the sixth Princedom, they need to owe its acquisition to you. You will call in any debt, make any deal, divulge any secret to have a Prince of the Market in your thrall.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/Aradia
Skills:
Dignities or Demesnes may be traded or sold. Graces may only be given away freely. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not trade a skill, or three if you do trade a skill.
Sword of the Prince of the Market. This Demesnes grants you a big space near the middle of the Market to erect a tent; permission to draw water from the Styx at need, a seat and a vote on the Market Council, and the ability to conjure one magical weapon or tool which embodies this authority. Losing physical possession of the tool, when conjured, forfeits the authority of the Princedom to the one who has the tool. The Princedom does not give you de jure authority over all beings of your type or kindred within the Market, but many behave as though it gives you de facto authority.
The Power of the Sword is to cut portions or boundaries according to deals made, in such a way that the deal is enforced precisely as intended. This power may be used once a week or, after the Jaunt, once a Jaunt, but does not work for deals in which cutting portions or boundaries are not relevant. When Solomon had possessed this sword, however, he could have given two potential mothers two perfectly functional one-half-babies.
Dance of Unveiling. This Demonic Dignity allows you to know the profoundest desire of any being who agrees to dance with you. Additionally, you can see through any lies told while a person is naked, although you do not know the truth and cannot compel them to speak it through this power. During the Jaunt, it may be used at will; after the Jaunt, once a Jaunt.
Horseman’s Fiddle. For as long as this Angel-Graced fiddle is played, one listener cannot help but dance unless physically prevented from doing so, such as by an attack. If the fiddler dances as well, two listeners may be compelled. If you play the Fiddle in order to invoke your Dance of Unveiling, the dance reveals one of your desires to any who watch it. If someone else plays the fiddle, however… you cannot force them to give it back. Be cautious. After the Jaunt, usable once a month.
Under the Banner. This banner, which appears alternately and randomly green and red to observers, may be used to force any ‘green’ observer and any ‘red’ observer to switch bodies. The effect ends when neither of the two is standing beneath the banner. Various means, such as magical dances, may be used to compel someone to remain under the banner. The Banner also grants Demesnes to a small summer house overlooking the River Cocytus (this house will not be accessible after the Jaunt). Usable once per week during the Jaunt, and once per Jaunt afterward.
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When you say that I know of the powers of every relic including that of Dhuosnos does that mean he's aware of the Stone of the Prince of the Market?
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Matt Holt: The Hunter
Thread Expectation: three threads / twelve comments per mingle.
Check-In Expectation: any advantages accrued to the Peregrines; at least three loans of the Orb across five mingles (preferably more).
Privileged Information: No one has given you any privileged information. No one has given you anything. You do not remember your mortal life, and do not consider yourself guilty of sins you do not remember. You are known as The Hunter because, having secured the sword Broken Faith before the Name was used in Melasurei, you used it to hunt down immortal beings who did not honor their bargains with Peregrines, or who exploited and abused them.
Outlook: A firebrand and idealist - Enjolras, Malcolm X, Ned Ludd.
Goals: POWER TO THE PEOPLE. Break the systems of oppression which keep the Peregrines down. Make no compromises which weaken the militant and organized power of the mercenaries you command.
Mythic/Folklore Inspiration: The poetry of William Blake, & most of Les Miserables.
Skills: Demesnes or Dignities may be traded or sold. Graces may only be given away freely. They may only be reported as skills for one character at the end of the Jaunt, but if you give the power away in a thread, that thread counts as a skill proof for you. You are still limited to two skills a month if you do not trade a skill, or three if you do trade a skill.
Orb of the Prince of Peregrines This Demesnes grants you a big space near the middle of the Market to erect a tent; permission to draw water from the Styx at need, a seat and a vote on the Market Council, and the ability to conjure one magical weapon or tool which embodies this authority. Losing physical possession of the tool, when conjured, forfeits the authority of the Princedom to the one who has the tool. The Princedom does not give you de jure authority over all beings of your type or kindred within the Market, but many behave as though it gives you de facto authority. However, since no Peregrines own land nearby and few have any Graces or Dignities, the mere fact of the Princedom makes it far more valuable to Peregrines than the other Princedoms are to their holders or kindreds.
The power of the orb is to view any being whose name is breathed on it for as long as it takes for the breath to evaporate from the glass, and may be invoked once a week, or after the Jaunt, once per Jaunt.
Broken Faith: a broken Angelic sword of lightning. When not grounded in its sheath, lightning pours forth constantly. Demons and Sithen are harmed by the holy lightning; Angels by the act of losing faith which caused the sword to break. No Angel, Demon, or Sithen can safely wield it. The Hunter, in order to wield it, required a deal with the Prince of Gold to fetch rubber gloves and galoshes from the mortal realms, and owes the Prince of Gold an uncalled-in debt as a result.
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I'm all about this.
Out of curiosity, how does Broken Faith work? Is it like Narsil, the Sword That Was Broken? Or is it just.... malfunctioning with its lightning? (Or is it up to me?)
Also... the thought of this very serious face freedom fighter in rubber gloves and wellies is cracking me up.
Pls to ignore account
Hi Sooj.
Re: Hi Sooj.
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Dhuosnos / Tobi
Thread Expectation: One toplevel per Mingle; tagging out only required to keep the peace. Dhuosnos rarely spares time from his alchemy for extended conversations; most threads with him can end after a tag or two unless someone has a serious valid proposal for a deal for the new Princedom he’s bestowing.
Check-In Expectation: Pass along any questions about the Market so Dhuosnos can answer them if he likes! He probably doesn’t want to answer many questions, though.
Privileged Information: The Stone (see below).
Outlook: Cantankerous, independent, and fair-minded. Dhuosnos believes the dead deserve a fair deal, and is disenchanted with any other being’s willingness to give it to them. Generally, people interest him less than alchemy.
Goals: Keep the Peace of the Market. Boot those who break the peace out for the remainder of the mingle.
Mythic/Folklore Inspiration: https://en.wikipedia.org/wiki/Donn
Skills: Stone of the Prince of the Market. This Demesnes grants you sovereignty over the Market and the nearby banks of the Styx, and the right to apportion and distribute smaller Demesnes within the Market. You don’t display it.
This fuck-off huge rock with a hole through its center is buried under the market hill. Any soul who passes through it becomes a legal citizen of Purgatory, a status generally reserved for Sithen. Its existence is not generally known; its location is an absolute secret, its properties defended by dosing the over-informed with Lethe water, and its custody the reason the Queen of the Sithen generally lets Dhuosnos do as he pleases.
Re: Dhuosnos / Tobi
Does anyone other than the Queen know about this that I know of?
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