Avatar of Themerlinhawk
  • Last Seen: 4 yrs ago
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    1. Themerlinhawk 12 yrs ago

Status

Recent Statuses

7 yrs ago
Current Sound reasoning: Finish the painting for the miniatures you have before acquiring more. Me: Naaaaah,
1 like
7 yrs ago
And we are officially back.
8 yrs ago
To write again...that is the question...
9 yrs ago
Of course life continues forward like this. We may be closing in on the bitter end of my time here.
1 like
9 yrs ago
Just Exalted this weekend, that and determining the future of Salem at this rate.

Bio

Martial Arts, Writing, Reading, Coroner (No I'm not dead, I work there), Video games, and my friends. There: My life in a nutshell.

I do the Sci-fi, fantasy, urban fantasy, Dark fantasy and steampunk thing when it comes to roleplays. I'm pretty straight forward

I Gm this:
Due North

I Play a character in this/these:

Most Recent Posts

--
And Grin is back!
Awesome. Glad to have ya
I should have the ooc done in a couple hours. I got distracted last night and then midnight snuck up on me.
I'd say that's a sufficiently monumental achievement
@Celaira! *tackles the white mage to the floor* absolutely I'd love to have you.






Miners, Homesteaders, ranchers, cattle hands, wanderers, outcasts, landowners it doesn’t matter. Job is home to any and all who will abide by this town's laws. Job had everything before the lord laid him low. Now it's Job’s turn to take a trial from us. The day I walked into this town I knew that I had been given a task, a mission; I couldn’t tell you if it came from on high or from the very land itself. Regardless, we are here now. In the shadow of mountains raised from the earth by the hand of beings greater than us. Those of you who have come looking for your fortunes, looking to make a name for yourself or hunting for a home away from the sins of your past, you will find no peace here. The Paiute and Shoshone avoid this land and for good reason. Here you will find no peace, no answers, no end. Job is a place of trials, of questions, a place to find yourself and lose yourself.

Whatever burdens you carry with you, lay them at the edge of town. Step forward and be baptized by the test that awaits you: personal or public, mental or physical, it makes no matter to this town. Some of you will leave here in the years to come with stories you cannot tell because none will believe you. Others will live your whole lives here with your eyes shut and your ears plugged; whispering that there are no such thing as monsters even as they knock at your door. Still others I shall lay six feet down in the ground, or string up with a noose. This town will give to all but be ready for the price it always takes.






The Supernatural














The Tarot and The Mysteries


The Tarot is a deck of 78 cards with 23 Major Arcana that lack of a suit (0-XXII). The rest of the deck contains 56 cards with four court cards per suit and an ace through ten of each suit. The Suits are as follows: Swords, Wands, Pentacles, and Cups. Each suit represents a particular theme with each card representing specific ideas within a theme.

In Job the Tarot cards will be attached to the beginning of particular mysteries related to individuals, places and occasionally things within Job. As the story progresses characters will be dealt cards from the deck or turn over cards in the town. Each card will be added to a player's hand as they are dealt. If a player's hand is empty due to a particular mystery being solved or ended for some reason a new card will be dealt to the player and character. A character can have up to three cards in their hand at any one time. The additional two cards can be acquired through role play; this is known as ‘turning over a card’ as the cards represent the beginning of a mystery and finding a card is different from being ‘dealt’ a card or literally stumbling over the clue. If a character is in a part of Job or in a scene where it might be possible for them to discover a card I will PM the player with the option to ‘turn over’ the card. It is possible for a character to have a duplicate of a card in another player's hand. If a duplicate is dealt or turned over, the hook for the mystery in question will be slightly different to account for how a different character picked up the initial clue in a mystery. If at any time every player has the same duplicate card the mystery hook in question will be moved to the main mystery section of the character tab as all of the characters now have the potential to be involved in the mystery.

If during character creation a player wishes to create their own card they will need to select a card from the deck that they feel speaks to their particular mystery well. Alternatively, you may PM me the mystery hook and I can work with you to determine an appropriate card if you are not familiar with the meaning of the cards. If the card you select already has a Gm created mystery attached to it we can work together to determine if another card would work for either mystery so as to keep both in the deck. Players cannot be dealt their own cards as player created cards should be related to a mystery about their character.

Disclaimer: Creating a card for your character is not a requirement. It is simply an option for ambitious players.

An important note about the Tarot and mystery hooks is that character created cards should have a generally thought out progression for the mystery so as to facilitate roleplaying for anyone who is dealt the card, additionally if a player feels that it would be appropriate for a character interacting with their character to ‘turn over’ the card related to them simply PM me and the other player.

Gm created cards may or may not have a full mystery attached to them. The intention of the cards is to offer roleplay hooks for players who feel their characters do shouldn't currently be involved in the main mystery. Players are encouraged to run with mystery hooks and develop the cards story on their own. Mystery hooks should be vague enough for one or two players to use them as a means of creating scenes or stories. By no means should players feel obligated to use their cards or hooks. If at anytime you wish to discard a card because you feel it is inappropriate for your character simply PM me and we can either discuss how it might be relevant or you may be dealt a new card.

In addition to the ability to discard uninteresting cards if you feel your mystery would involve another player’s character well please PM and if I agree then you may ask them if they would like a duplicate of the card. This will represent another character naturally catching onto a mystery or your character sharing the first clue with another character. The duplicate card will be added to the other player's hand.

The idea of the Tarot is to help those who are not sure what their character should be doing when they are not directly involved in either the main mystery or some other slice of life roleplay. If you feel as though you are uninterested in a card or hook You are not obligated to use it or act on it.

The main mystery that I will be running will change as each mystery is solved. Deputy Carter will do his best to investigate mysteries that involve crimes and danger to the populace of Job. As a result the Deputy will not be involved in every mystery and nor should he be. Due to the nature of some of the cards the mystery may only require a scene or two to play out with the end result the simple discovery of some new strange feature of Job or the uncovering of a person’s supernatural nature. Some cards may go longer; it will largely be up to the player. Main mysteries will be more drawn out with an over arching plot line. Player created cards that become main mysteries either through a conversation with me or by all of the characters holding the card in their hand will typically be longer in nature. In the case of a player created card becoming a main mystery the player in question will be offered the opportunity to dictate the course of the mystery. Due to the nature of main mysteries an effort should be made to allow for the inclusion of all player characters as the mystery should be expansive enough in scope that everyone is given an opportunity to participate.

Populace of Job


Due to the limit of one character per player; players are encouraged to introduce non player characters for the purpose of interaction, forwarding a scene, forwarding a character's development or the cultivation of a more engaging mystery. NPCs can be townsfolk, local figures, family members or other such characters. NPCs that are capable of dramatically changing the dynamics of Job as a whole will need to be discussed via PM before their introduction (Ex: A contender for the position of Vampire Prince/Queen, a new pack Alpha, etc.).

NPCs and their attached locations will be added to the character tab. As with NPCs, players are encouraged to introduce additional locations in Job. Similar rules on dynamic altering locations will be enforced.

Character Skeleton





@FantasyChicAwesome. I'm trying to get the OOC all put together I'm hoping to have it done before I go to bed tonight.
Job, Nevada. 1871.


In the shade of the Sierra Nevadas, resting right in the foothills, lies the mining town of Job. From the outside Job looks like nothing more than your typical mining town with a few more amenities and gentry than you would typically find in such a place. The original owners of the Jackson-Leeland mine tried their best to bring their southern charms to the larger houses on the hills above the town. The slow of the mining business and a shift to grazing cattle in the lowlands has caused an evolution away from the miners looking to make their fortune towards a blend of ranch hands and a dying breath of miners looking to Job as a prospect.

Beneath all its normal looking veneer Job has its secrets like every town; only these secrets are much darker. To those willing to peer into the shadows and peel back the veil; Job plays home to the eccentric, the strange and the downright supernatural. No one is really sure what calls to the beings who are far more or far less than human who have made their home in Job. Between the miners, the ranchers, the chinamen and the others who have moved to Job over the years; a steady trickle of the supernatural and the mysterious have also made their way to this small town.

Between the butcher who always absent before the full moon, the strange woman who will tell your fortune for just a year of your memories, the reverend who always seems to know about your bad dreams and the Sheriff’s Deputy who seems to know just a little too much about the dead Job is home to all manner of supernatural and strange beings. As if the inhabitants of the town aren’t enough the surroundings of the town are home to all manner of strange sightings, and phenomena. Most of the town’s populace life a life blissfully unaware or purposefully ignorant of the weird things that walk the streets beside them or scuttle down dark alleys in the middle of the night. For those who do know, more often than not they are only aware of one or two of the town's mysteries.





This roleplay will focus largely on the lives of the characters you opt to play and how they deal with the town's mysteries, murders and strange happenings. To begin with I will be introducing a single initial mystery to be solved. As players you will have the opportunity to engage with the current mystery, investigate and construct your own mystery or simply go about your daily lives. To keep things interesting while I will not require characters to be innately supernatural I will require the character to have some sort of history with the supernatural. Job is a town that calls out to the supernatural and to those who have been touched by it.

Characters


Character sheets will be relatively brief but should include enough detail to give the character room to grow. As I mentioned before the characters do not have to be supernatural in origin but they may be should you so choose. I will be taking a limited number of characters for this roleplay and as such I would ask that for now you focus your efforts on a single character, I will provide a list of possible entrepreneurial positions for the town and you may opt to fill one of them. Any positions not filled will be gradually filled in by NPCs, do not feel obligated to pick up a position they are purely for the purpose of offering easy character integration or inspiration.

Due to the fact that I will be taking a limited number of characters it is in your best interest to make your intentions for characters known in the out of character so as to avoid having to compete with other people for positions. If you have no interest in one of the available positions within the town then you are free to come up with your own character concept.

Supernatural characters can be chosen from a list of entities I will be providing in the Out of Character. In addition to the list you will have the opportunity to pitch any entities that I haven’t included on the list.

Mysteries and The Tarot


Beyond the simple slice of life roleplay of the characters in Job, much of Job’s story will revolve around the current mystery the town is experiencing. This mystery will be updated in the character tab of the main roleplay as various clues or pertinent facts come to light. In addition to this mystery the town and its residents will have their own mysteries and secrets which may come to light over the course of the roleplay. Finally, players will be encouraged to create or begin their own mysteries. These can coincide with the current mystery, can be a branch from the current mystery or be unrelated.

During character creation characters will be given the opportunity to ‘turn over a card’. Cards will be attached to each of the mysteries the town has to offer. When a character ‘turns over a card’ it will be added to their ‘hand’ in the character tab. Essentially the card will be a card from a standard set of Tarot cards and will have a piece of information attached to it. This piece of information is not public knowledge but will act as either a future starting point for a main mystery or should the player chose they may use the initially clue as the start of their own mystery and develop it through role play. Cards in the hand should be kept secret as to what the information is until other characters are drawn in via appropriate roleplay. The other players will be able to see the cards in other players hands but other than the name of the card other players won't have access to the starting clue.

These cards represent information a character discovered either: before the characters creation, upon creation or will be discovered by the character in the future. It is up to the player to determine the best time to act upon the information given the current state of the roleplay. It is possible for characters to be dealt additional cards as part of the roleplay however this will be situational and rare. Should a character's card be resolved they will be given the opportunity to turn over another card.

Another option available to players will be to create a card of their own which relates to their character specifically. This card will not be for the player creating the card but will be listed among the face down cards in the character tab for another player to turn over. If you opt to take on this option you will be responsible for generating your own mystery to go along with the card should it be turned over and investigated by another player. Additionally all cards can be offered as the main mystery after the resolution of the current mystery or any face down cards belonging to a character can be offered.

Additional notes

This Roleplay is high casual and I will be holding all characters to a moderately standard. As I am limiting the available number of characters and players this will not be first come first serve. I will evaluate all characters after a predetermined amount of time should their be more slots than I am willing to take on. As of this time I am looking to take at maximum eleven characters for an even twelve. It is possible that I may make exceptions to this rule however the character quality would need to be incredibly high. The OOC will be posted within 48 hours. Please refrain from posting potential characters in the interest check; I will accept them via PM or they may be posted in the OOC.



Job, Nevada. 1871.


In the shade of the Sierra Nevadas, resting right in the foothills, lies the mining town of Job. From the outside Job looks like nothing more than your typical mining town with a few more amenities and gentry than you would typically find in such a place. The original owners of the Jackson-Leeland mine tried their best to bring their southern charms to the larger houses on the hills above the town. The slow of the mining business and a shift to grazing cattle in the lowlands has caused an evolution away from the miners looking to make their fortune towards a blend of ranch hands and a dying breath of miners looking to Job as a prospect.

Beneath all its normal looking veneer Job has its secrets like every town; only these secrets are much darker. To those willing to peer into the shadows and peel back the veil; Job plays home to the eccentric, the strange and the downright supernatural. No one is really sure what calls to the beings who are far more or far less than human who have made their home in Job. Between the miners, the ranchers, the chinamen and the others who have moved to Job over the years; a steady trickle of the supernatural and the mysterious have also made their way to this small town.

Between the butcher who always absent before the full moon, the strange woman who will tell your fortune for just a year of your memories, the reverend who always seems to know about your bad dreams and the Sheriff’s Deputy who seems to know just a little too much about the dead Job is home to all manner of supernatural and strange beings. As if the inhabitants of the town aren’t enough the surroundings of the town are home to all manner of strange sightings, and phenomena. Most of the town’s populace life a life blissfully unaware or purposefully ignorant of the weird things that walk the streets beside them or scuttle down dark alleys in the middle of the night. For those who do know, more often than not they are only aware of one or two of the town's mysteries.





This roleplay will focus largely on the lives of the characters you opt to play and how they deal with the town's mysteries, murders and strange happenings. To begin with I will be introducing a single initial mystery to be solved. As players you will have the opportunity to engage with the current mystery, investigate and construct your own mystery or simply go about your daily lives. To keep things interesting while I will not require characters to be innately supernatural I will require the character to have some sort of history with the supernatural. Job is a town that calls out to the supernatural and to those who have been touched by it.

Characters


Character sheets will be relatively brief but should include enough detail to give the character room to grow. As I mentioned before the characters do not have to be supernatural in origin but they may be should you so choose. I will be taking a limited number of characters for this roleplay and as such I would ask that for now you focus your efforts on a single character, I will provide a list of possible entrepreneurial positions for the town and you may opt to fill one of them. Any positions not filled will be gradually filled in by NPCs, do not feel obligated to pick up a position they are purely for the purpose of offering easy character integration or inspiration.

Due to the fact that I will be taking a limited number of characters it is in your best interest to make your intentions for characters known in the out of character so as to avoid having to compete with other people for positions. If you have no interest in one of the available positions within the town then you are free to come up with your own character concept.

Supernatural characters can be chosen from a list of entities I will be providing in the Out of Character. In addition to the list you will have the opportunity to pitch any entities that I haven’t included on the list.

Mysteries and The Tarot


Beyond the simple slice of life roleplay of the characters in Job, much of Job’s story will revolve around the current mystery the town is experiencing. This mystery will be updated in the character tab of the main roleplay as various clues or pertinent facts come to light. In addition to this mystery the town and its residents will have their own mysteries and secrets which may come to light over the course of the roleplay. Finally, players will be encouraged to create or begin their own mysteries. These can coincide with the current mystery, can be a branch from the current mystery or be unrelated.

During character creation characters will be given the opportunity to ‘turn over a card’. Cards will be attached to each of the mysteries the town has to offer. When a character ‘turns over a card’ it will be added to their ‘hand’ in the character tab. Essentially the card will be a card from a standard set of Tarot cards and will have a piece of information attached to it. This piece of information is not public knowledge but will act as either a future starting point for a main mystery or should the player chose they may use the initially clue as the start of their own mystery and develop it through role play. Cards in the hand should be kept secret as to what the information is until other characters are drawn in via appropriate roleplay. The other players will be able to see the cards in other players hands but other than the name of the card other players won't have access to the starting clue.

These cards represent information a character discovered either: before the characters creation, upon creation or will be discovered by the character in the future. It is up to the player to determine the best time to act upon the information given the current state of the roleplay. It is possible for characters to be dealt additional cards as part of the roleplay however this will be situational and rare. Should a character's card be resolved they will be given the opportunity to turn over another card.

Another option available to players will be to create a card of their own which relates to their character specifically. This card will not be for the player creating the card but will be listed among the face down cards in the character tab for another player to turn over. If you opt to take on this option you will be responsible for generating your own mystery to go along with the card should it be turned over and investigated by another player. Additionally all cards can be offered as the main mystery after the resolution of the current mystery or any face down cards belonging to a character can be offered.

Additional notes

This Roleplay is high casual and I will be holding all characters to a moderately standard. As I am limiting the available number of characters and players this will not be first come first serve. I will evaluate all characters after a predetermined amount of time should their be more slots than I am willing to take on. As of this time I am looking to take at maximum eleven characters for an even twelve. It is possible that I may make exceptions to this rule however the character quality would need to be incredibly high. The OOC will be posted within 48 hours. Please refrain from posting potential characters in the interest check; I will accept them via PM or they may be posted in the OOC.



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