(universe 13) Dealal
badges-
?? reward for ??
- this universe consist of a verity of areas but the main places are the central city, it is in the center of whisper forest and is cut through by a river.
Central city- fairly generic slightly old style city, no sky skyscrapers but the buildings are still fairly large and made of stone.
Whisper forest- this forest is quite relaxing.
Other locations- ?
starting condition-players that start in this universe appear in central city, players begin with 10 cards of there choosing and/or design (with gm approval) one of witch must be unique.
players should disscus starting cards with the game master via pm
players should include there current cards in a spoiler in every post. along with there states.
style-this universe uses a mix of free play and encounter and discovery. Players can write up an "encounter" with inconsequential entities. But encounters that are more worthwhile (combat, item gaining) is handled By the gm. (Players can write up there own encounters and pm them to the gm for approval however)
They can also go to certain pre-established places that will behave like discovery or labrininth.
connection condition- card rules must be respected, if the rules say they cant be x it does not matter how strong y is.
The use of cards is sometimes referred to as summoning though this is misleading. Each card contains the being depicted inside it, and the being is simply called forth from the card to form its summoned body. The card itself does not change
Unique cards are marked as such in there top right corner.
Summoned Cards do not die, they simply return to there card body
Summoned Cards can be recalled back to the card body by there owner
When a card returns to its card body the summoned body vanishes
Many cards are simply mindless constructs with only the basic intelligence (or rather instinct) to preform combat but some cards have intelligence. These cards are referred to as "aware" most people have at least one aware
Aware cards are further divided by Intelligence into high, and beastal
High Intelligence refers to any aware that has the average intelligence of a human (or other similar being) or higher. And also can learn (Though this does not mean all cards that seem human are aware)
Beastal refers to any aware that has an Intelligence, on the same level as an animal considered smart. (Dogs, cats, parrots) and can learn or at least be trained.
All Aware are unique NO EXCEPTIONS however not all unique are aware.
After being defeated a summoned card return to its card. When cards are returned by defeat they cannot be used until they recharge. This takes time or a recharging card.
When a recharging card is used its energy is transferred to the card being recharged and the recharge card must recharge on its own.
Recharging cards cannot be used on other recharging cards. NO EXCEPTIONS
Cards are created by the universe itself as its energies collide.
Cards cannot be stolen from there owner and will slip between any cracks they can find to reach there master. NO EXCEPTIONS
If a card is trapped completely and without any escape route they will rapidly cut, burn or melt, out an escape route or even teleport to there owner. NO EXCEPTIONS
A card can be left somewhere by there master and will not attempt to escape, however it will begin attempting to reach him/her if they call for it. (Summoned awares don't count.)
The same applies to cards that are loaned out.
If a cards owner is unconscious the cards can be used by someone else, but only if that person is an ally or friend of the owner (a summoned aware can refuse to obey)
Cards can be sold, given away, and traded.
Cards are indestructible ABSOLUTELY NO EXCEPTIONS WHAT SO EVER!
In addition to the already wide array of proprieties of cards, aware cards can have other very interesting proprieties
Some awares can still speak to there owner even when in there card.
Some awares can summon themselves
Like wise some awares can return at will.
Normally Awares are still loyal to there masters, but depending on personality they can be willing to defy them in some ways. (Example- an aware wants candy, master says no, aware sneaks candy from the jar)
Awares can turn on there masters in some cases, normally if the master is a major slave driver and does not care about them.
If an aware truly turns, the aware card now owns itself.
Aware's do not need food, or water but if they remain summoned they will begin to get hungry and thirsty like a normal person, and will feel the effects of not consuming such. Because cards don't actually die "death" from hunger or thirst is the same as defeat, and returns them to there cards to recharge. This assumes the "species" needs it.
Being in a card serves as an awares rest, Even if they remain conscious. Outside of there cards they will need to sleep normally. Assuming there "species" needs such a thing.
Awares do not need to recharge unless defeated, this is because they can draw energy from the same sources as a normal person or creature.
Because awares have personalities they tend to serve as more then weapons.
High intelligence awares can act as assistants, helpers, friends, and even adopted family members.
Cases of an aware summoned card having children with normal people is uncommon but can Accor. The result of such a union will always be a normal person.
If a pregnant summoned card returns to there card bodies before the child is born, the child will die and vanish without a trace.
Bestial awares often become pets or other such things.
-notes-
-just because it does not say no exceptions does not guarantee there are exceptions to it
-I know there are spelling errors just try to deal with it please. I fixed what spellcheck noticed.
-I reserve the right to pull new mechanics out of hammer space at any time