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.
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.
Re: Delaunay: Prince of Gold
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He would live in the tent in the first ring of the market that he gets from the Signet!
Re: Delaunay: Prince of Gold
Re: Delaunay: Prince of Gold
For sure!
Re: Delaunay: Prince of Gold
Re: Delaunay: Prince of Gold
Re: Delaunay: Prince of Gold