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Lost Carnival Mods ([personal profile] ringleaders) wrote in [community profile] livinglot2017-07-21 10:21 am
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⇨ THE TOURIST TRAP: EVENT REWARDS

EVENT REWARDS!

The end of the event is drawing near, and while some investigation is still being resolved, the bulk of the plot's mysteries have been exposed in some form or another. This means it's time to talk about what will be happening as this event comes to a close - and in the case of this particular post, what your characters will be taking away from it!

The event will be ending with the Winter Court attempting to take control of the Severing Spell on the night of Halloween. It will be the player's role to make sure they are able to take control of it in order to bring it down, or at least to get everyone back to the carnival. How exactly that will play out is still up in the air, but once everyone is returned to the carnival (one way or the other) they will retain some memories and skills from their alternate lives.

Everything that occurred during the month long event will be in perfect clarity, but memories of their alternate backstories will be fuzzier, and will conflict less harshly as their true histories reassert dominance. However, that doesn't mean that new identity and new history is gone for good. Complete or not, it will still be a part of your character, and major backstory events will remain in mind, even if it feels more distant and confused than their original lives.

Beyond those memories, the characters will be able to potentially bring some other traits and skills with them, as outlined in this post.

AU KEEPSAKES
A keepsake is a narrative advantage or plot boon, based on what form of creature your character was during the event. You can take one keepsake per character, and only from the options presented from your character's type, only if your character has participated in every plot log in this event, to some degree or another. It doesn't have to be attaining the 10 comment bonus threshold every time, but you are expected to have at least put in an effort to tag into each week's log. Backtagging to the first 3 events after this post has been made will not be acceptable.

If you have done that, you are free to claim a keepsake down in the comments below. You can also choose not to take a keepsake, if none of the options for your character's type appeal to you. If you character is multiple things (ie. a werebeast who is also a mage) you can pick from either category, but you still only get one. Having an "affinity" for a type of magic doesn't mean you can do it without buying a spell as usual, but it is considered an excuse for your character to easily buy and learn spells of that type without having to worry about the usual realism of learning times.

HUMANS

  • Human Guy: You are a normal fuckin dude. Your essence is so normal, if fact, that you have a minor but notable resistance to some supernatural phenomenon.

  • Weirdness Magnet: In a completely opposite path, you seem to attract weird magical shit like nobody’s business. It doesn’t matter how magical you are or are not, it seems like you’re first pick for dumb bullshit to happen to.


MAGES

  • Third Eye: Your experiences as a mage have sharpened your ability to spot and identify types of magic. This won’t work for magic types you are unfamiliar with, but it is considered a bonus towards figuring out what you’re looking at, magic wise.

  • Magical Affinity (Type): Your experiences with magic have given you some innate skill in regards to a particular categorey of magic, such as divination, transformation, etc. It doesn’t, in of itself, give you the ability to cast spells, but it is basically a narrative excuse for quickly learning or understanding a form of magic.


WARLOCKS

  • Natural Conduit: Whatever type of being your warlock master was, you’ve developed into being a natural medium for the sorts of power they offered. This means that random spells or effects of that type may be drawn to you before others.

  • Magical Affinity (Type): Your experiences with magic have given you some innate skill in regards to a particular category of magic, such as divination, transformation, etc. It doesn’t, in of itself, give you the ability to cast spells, but it is basically a narrative excuse for quickly learning or understanding a form of magic.

  • Elemental Affinity: You’ve developed a particular skill or attunement for a certain element, most likely based on your connection to your patron. This is most likely to occur if your master was a fae. Flora, Fire, Water, Ice, Earth, Air, Shadow, etc are all valid options.


CHANGELINGS

  • Elemental Affinity: You’ve developed a particular skill or attunement for a certain element, most likely based on your connection to your patron. Flora, Fire, Water, Ice, Earth, Air, Shadow, etc are all valid options.

  • Faerie Aspect: While everyone in the carnival is at least part fae (and thus, technically a changeling), your essence has some more purity to it than most. Generally, this should only be taken if you were a born changeling rather than a corrupted one. This means you will read as more genuinely fae to other creatures, and will appear to be born into the Winter or Summer Court, and will have some talents associated with the relevant court.


ANGELS

  • Angelic Aspect: While you may no longer be a full angel, your soul has retained a fragment of that angelic essence, which will cause your to read as angelic to other beings. This also means you will have a natural affinity for angelic magic.

  • Natural Healer: You’ve inherited the angelic propensity for healing. This will give you an advantage when it comes to leaning healing spells, or even simply learning to do natural medicine and first aid.


DEMONS

  • Demonic Aspect: While you’re no longer fully a demon, and element of that spiritual corruption has remained within you, causing you to read as demonic to other beings. This gives you a natural talent for dark magic, and may cause you to fit in better with a hellish crowd.

  • Evil Streak: Some part of your soul and personality has been permanently (?) corrupted by your experience as a demon. This means that in times of stress or intense negative emotion, you may access this part of you to gain a boost to magical or physical strength, provided you give into your vices.


WEREBEASTS

  • Bestial Aspect: A part of your soul has remained one with the wild, meaning that to the animals of your type, you will read as one of them. This works for whatever general animal type your were form was. You will be able to nonverbally communicate with them, and they will be inclined to trust and cooperate with you.

  • Spiritual Affinity: Your experiences as a werebeast have opened your soul to the more spiritual side of things. Anything to do with animal and nature spirits will come more naturally to you than most.


UNDEAD

  • Enduring Spirit: Your soul has becoming unnaturally good at surviving while detached from your body, and could be considered more independant and robust than average. This means that anything requiring particular fortitude of spirit will be easier to you, such as astral projection or fighting off possession.

  • Magical Affinity (Necromancy): Having been dead, you have gained a natural affinity for working with the undead. It doesn’t necessarily give you the ability to do spells on its own, but ghosts will be more willing to tolerate and interact with you, and you will excell on tasks that regard an understanding of the dead.


SKILL DISCOUNTS
By the same standard as above, players will have had the chance to earn a discount on retaining a skill from their AU selves. That is, your discount on AU-related magical and skill purchases will be proportionate to how many event posts you've achieved participation in (10+ comments in an event log), during the AC periods they were relevant to. Essentially, how much was invested into the AU version of your character will translate into easier to achieve magical related skills and powers. It translates as such:

2 EVENT PARTICIPATION: 10% OFF ABILITIES
3 EVENT PARTICIPATION: 15% OFF ABILITIES
4 EVENT PARTICIPATION: 25% OFF ABILITIES

Obviously, since the final log is yet to go up, you'll have to wait to participate in that before calculating. This discount is for buying abilities to carry over directly from your AU character to your normal character, and can't be used at a later time. Any purchases should be wrapped up by the time this AC period is over. I'm giving you this information now so you'll have some time to think about what you want to do.

These ability purchases will also be a bit different in that you can buy skills as well as magical powers. They will be charged on the same scale - meaning something like general combat experience would be 40 activity pts (simple skill), something like significant medical knowledge would be 80 pts (complex skill), and something like DEADLY COMBAT MASTERY would be 100 pts (deadly skill). This event is the only time you can make purchases like this.

Not all skills need to be bought with points, however, and basic (for fun) stuff can be carried over without buying them. Examples being:

FREE SKILLS: Alternate languages (1 per character), minor (hobby related) talents, trivia knowledge of relevant Earth things, mundane driving ability.

PERMANENT CHANGES
All players may take an uncommon or common change of any kind. It doesn't have to be related to your AU concept this time, nor to the event. This will just be the event of being translated into a new world and then re-translated back into yourself - that's a lot of magic to go through, and will be inspiring some carnival changes.

However, I have been watching the activity of the event to the best of my ability, and I have selected a few characters that have displayed above average proactivity when it comes to investigations and interacting with the plot. I apologize if you feel like I've missed someone who was also doing well, but I figured it would be nicer to reward the people I saw stand out than to reward no one at all. These people will be allowed to take a rare change of any kind after the event ends, or in the near future. It's, of course, a bonus if that change can somehow be related to the AU setting, but I understand not all characters chose concepts with cool aesthetics, so I want to be more flexible about the subject matter and timing.

The players being rewarded for their contributions:
CHILDERMASS, LAMBERT, PERIDOT, PSIIONIIC, RITA, STRANGE


Special thanks to you guys for helping the event to be great, and thanks to the whole game for making this plot arc a success! See you on the other side.

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