Alright. I'm back to doing RP's on Bay12. Yay. Unfortunately I lost my notes file on AssimilateU, so I am officially declaring that game dead. So I'm launching another sugestion based game where the players control vile monsters in it's place! As before this game is second priority so expect delays, unannounced hiatus, and sudden game death.
What is a hag?: A hag is a magical and appalling ugly female humanoid with the ability to harvest souls and trap them in gems. An individual hag is considered nothing more than an annoyance to civilized society, so they often form a group of three, called a coven, to spread terror and exert fear.
The setting: A typical medieval/fantasy universe. Unless it is stated otherwise I guess you can assume Dwarf Fortress universe rules apply
How do I play?: This a suggestion driven game with a twist. There are 3 PC hags and each will obey the first reasonable suggestion it receives. A fourmite may only issue a sugestion to one hag a round, so in effect the first three folks to post get their action performed. If there is time in the round after following the first suggestion a Hag will attempt to follow other sugestions in the order received. Some rounds (Most notably the first round) will require a mass vote instead of individual suggestions.
Magic, Spells, and Potions: Each hag starts with two memorized spells that they can cast at will, with no cost other than alot of calories burned. Beyond that if a player wants to cast a spell or brew a potion with a certain effect they will look it up in an appropriate book. The players can suggest almost any spell or potion imaginable so long as one of the Hags owns a book it could reasonably appear in. From there I will decide what preparations, costs, and materials will be required to cast the spell/brew the potion.
Do you need any help?: Why yes, thanks for asking. I stink at the visual arts and would like a map of the game world. The map should include the following: A human settlement, an elven settlement, a dwarven settlement, an orcish settlement, an entrance to the cavern systems, the homes of all three hags, the meeting place of the hags, and several natural biomes to explore. The person who provides the best map will gain the right to give priority to his sugestion so that the chosen hag will carry it out first. The map-maker can use this power once at any time.
Without further ado I present
The Hags!
Agurtha:Coven Status: Is not a member of a Coven
Familiar: Must join a coven to gain a familiar
History: A truly ancient hag who has been a part of many covens over the years. Her most recent coven was given to opportunity to descend into true demon hood; Agurtha was the only member to decline. Agurtha has learned to view all mortal sentience with hatred and disdane, and all younger hags as naive children.
Appearance: A pale and skinny old crone who appears to be in her 80's. Her hair and tongue are formed of vile black smoke. Her fingers are freakishly long and flexible and often end up knotted. She is covered in scars and tatoo's that constantly seem to move across her entire body
Home: An abandoned covered wagon
Soul Harvesting Technique: Agurtha can capture the soul of a mortal who has been in a state of fear for at least the past 3 minutes by touching said mortal with an empty gem.
Magical Specialties:
-Hexes
-Necromancy
Mundane Specialties:
-Woodwork
-Booksmarts
-Gemcutting
-Harp playing
-Sewing
Memorized Spells:
-Life Drain: By grabbing a mortal creature Agurtha can drain it's life force, weakening or killing it to heal her wounds. This spell costs 2000 calories to initiate, but can often more than make up for that cost by absorbing caloric energy from the victim.
-Evil Eye: By locking eyes with sentient creature Agurtha can cloud it's mind, forcing it to think terrible, unhappy, and vile thoughts for the next several hours. If used on an already miserable or suffering target it can easily drive the victim to madness or suicide. This spell costs 200 calories to cast and 1000 calories per hour to maintain.
Inventory
-Book of Unity (Contains spells to create and organize a coven of hags)
-Book of death (Contains spells and potion recipes involving necromancy and undeath)
-Tome of Curses (Contains various nasty hexes to torment one's foes)
-Brass cauldron (Useful for brewing potions and casting some spells)
-Barrel of preserved livestock hearts (The heart is a common component in necromantic spells and potions)
-3 cut diamonds (Used for capturing mortal souls)
-Large Butchers Knife
-Sewing Kit
Koral:Coven Status: Is not a member of a Coven
Familiar: Must join a coven to gain a familiar
History: An experienced hag who has spent most of her time wandering the earth, picking off the weak and acquiring knowledge. Despite her respectable age Koral has only ever been involved in one Coven, in which she killed her sisters in a fit of madness. Koral is mentally unstable, prone to violence, and rarely speaks.
Appearance: A fat yet muscular middle-aged women with a double chin and a glass eye. The flesh on Koral's right arm is missing, revealing her mussels, veins, and bones for all to see. Her left ear looks like it was hacked off a pig and sewn onto her head. She only has several teeth remaining and her gums are festering with worms and bugs.
Home: A cave at the foot of the mountains
Soul Harvesting Technique: Koral can capture the soul of a mortal who is in the act of committing a sin against his government or god by touching said mortal with an empty gem.
Magical Specialties:
-Fire Element
-Air Element
Mundane Specialties:
-Metalwork
-Masonry
-Unarmed Combat
-Mining
Memorized Spells:
-Fireball: By gesturing at a target Koral can smite it with a ball of searing flames! It costs at least 400 calories to conjure a fireball, but Koral often spends upwards of a thousand to make a nice big one.
-Flight: By reciting a magical phrase Koral can take to the air at speeds of up to 90 miles per hour. It costs 1000 calories an hour to maintain flight and 200 calories just to take off.
Inventory
-Book of Flames (Contains spells to harness the power of fire and heat)
-Tome of Clouds (Contains spells to harness the power of wind and lightning)
-Natural Potion Guide (Contains recipes related to the four elements)
-Steel cauldron (Useful for brewing potions and casting some spells)
-Bag of Down Feathers (Feathers are a common component in air elemental spells and potions)
-5 cut fire opals (Used for capturing mortal souls, and for fire elemental spells and potions)
-Pickaxe
CelesteCoven Status: Is not a member of a Coven
Familiar: Must join a coven to gain a familiar
History: Celeste is by hag standards a child at only 76 years old. Celeste has spent her life living among and imitating the local human and elf populations. She has only just become aware of the fact that she is a hag, although she has long suspected there was something different about her. Celeste is too young to have mastered a second school of magic, but her time amoung mortals has granted her proficiency in many more worldly pursuits.
Appearance: A young, lean, and otherwise attractive dark skinned girl who appears to be in her late teens or early twenties. Her body is covered with open sores that constantly expel a fould smelling puss. A sharp and coarse layer of crimson fur is just starting to grow on her back.
Home: A shack in the slums of a human city
Soul Harvesting Technique: Celeste can capture the soul of a mortal who's soul has been offered to her by someone with authority over the victim. A parent can offer the soul of a child, a spouse the soul of a spouse, an officer the soul of a soldier, ect. The soul becomes trapped in a chosen gem when the person offering the soul next touches the victim.
Magical Specialties:
-Shape Shifting
Mundane Specialties:
-Stealth
-Short Blades
-Negotiation
-Elven Social Graces
-Human Social Graces
-Riding
Memorized Spells:
-Impersonate Mortal: By focusing hard Celeste can assume the form of another humanoid. This spell costs 600 calories an hour to maintain. She also loses an amount of calories when initiating the spell relative to how drastically she is changing her appearance.
-Knit Wound: By gesturing at a living thing (including herself) Celeste can cause every external wound on the target to painfully knit itself closed. It costs the target 500 calories per wound healed, and Celeste 500 calories to initiate the spell.
Inventory
-Young Druid's guide to form changes (Contains spells and potions to bring one closer to an animalistic state)
-Cooking Set (Can be used to brew potions in a pinch)
-Steel Saber
-Roach (A flee-bitten old horse)
-Saddle
-2 rough quartz stones (Used for capturing mortal souls)
-Dagger