Post by Just what it says on the tin. on Oct 7, 2012 0:58:38 GMT -5
Do you remember the moment you died? Perhaps you expected many things, but you never could have forseen the rejection, the feeling of abandonment. God delivered you to me when you were yet an innocent. When you came skulking before the gates of heaven, he cast you down and left your spirit in a place where neither angels nor demons can approach. There, any beast could have ravaged your helpless soul. But I was there for you. I led your spirit back to your lifeless body, your first experience with the glorious reunion of ether and clay. You owe me your life, a debt which, I assure you, you will eventually pay back. In the mean time, there's just a few small matters that need attending to. . .
Welcome to the Workshop
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On the verge of a child's death, a "latching spirit" may take a hold on him, preventing him from a full transition into the afterlife, forcing both the latching spirit and the child's soul back into the body. The symbiosis guarantees two things:
1. The child is granted access into the Workshop. Within this realm are all the elements for life, animal, human, angelic, demonic. The child alone, not the latching spirit, may use these materials to create life.
2. The child's soul is contracted to the spirit, a commitment usually lasting only a few years. As the end of the contract nears, the host begins to "waste". Not an aging process, but rather, a graying, thinning decay until they are eventually bedridden from muscular atrophy. It is usually possible to tell how far along a contract has progressed by measuring the sickliness of the host and the health of the latching spirit's physical manifestation. Because of this, hosts are nicknamed Silvers.
A third element is at play. Latchers are constantly in need of energy that can not be sustained by a single source. Thus, an auxillary means of power was developed. Because of their creative powers, Silvers are often used by their Latchers to create Wellsprings. A Wellspring is a collage of stolen scraps of life from the physical world, made into human form in the Workshop and distributed to Latchers as an energy source.
The game itself is set in the mid-to-late 1800's, England.
Playable Character Types:
Latchers: Although Latchers were originally spirits, they take human form once they have a host (Silver). They may be any age and appearance of your choosing. Once a Silver's contract is complete, a Latcher's physical manifestation becomes permanent and virtually immortal. If a Silver is killed before a contract is over, the Latcher returns to spirit form and must find another host. Latchers are in complete control of the contracts, and may terminate them (thus freeing the Silver) at any time, and the Latcher would default back to spirit form. Since Latchers typically aim to attain a permanently physical state, contracts are almost never terminated. If a Latcher is separated from its Silver, it will survive only as long as its Wellsprings do. Once the Wellsprings are absorbed, the Latcher has no means of sustaining itself and perishes.
Although unable to create its own Wellsprings, Latchers are immensely powerful. They may summon and command energy, create monsters, heal, among other things. (I'll leave that up to you. ;D )
You may play a Latcher who has already attained physical permanence and just likes eating souls because they're so darn sadistic. These Latchers can still be killed, but they will not die of natural causes.
Summary: Latchers are the most powerful being at play. They control Silvers, but are dependent on them for their survival, because Silvers are the only ones that can create Wellsprings.
Silvers: Silvers' lives are usually short. Typically, they enter into contracts between infancy to twelve years of age. To receive a permanent physical state from the contract, a Latcher must keep a Silver for ten years. Usually, this is the length of the contract. Therefore, Silvers usually don't live past twenty-two. However, if a Silver's Latcher dies before the contract is over, the Silver is effectively free for the rest of his life.
Silvers often share powers with their Latchers, at a lesser degree. Creative Silvers have also experimented with creating beings other than Wellsprings in the Workshop; however, in order to create life there, they must remove its equivalent from the real world.
Summary: Silvers are the second most powerful beings at play, and are the only ones who can create Wellsprings.
I would prefer not to have too many PC Wellspring and Human characters (no more than one or two each). Please PM me if you want one. NPCs are fine.
Wellsprings: Wellsprings are made of elements of life from the physical world. They are created in the Workshop and are brought into the physical world. Often, a Latcher will have handful of half-drained Wellsprings, rather than having one or two fully-live ones, simply because the former are easier to manage. Wellsprings may be as miserable or happily subservient as you want. A Latcher may keep them locked up or roaming free. A single Wellspring may last a Latcher as long or short as you please. They do not have any otherworldly powers. When a Wellspring is fully drained, they die and decompose.
Summary: Wellsprings are delicious.
Humans: Humans often serve as the elements of life from which Wellsprings are made. When a Wellspring comes into the world, it inhabits the body of its "primary source", that is, the human from which most of its elements were borrowed. However, normal, Honest-to-God humans may be played in this game. Because you know. Everyone likes humans.
Summary: Humans should watch their backs, or risk being turned into a Wellspring.
Character Skeleton:
Name:
Type: (Latcher/Silver/Wellspring/Human)
Age: (If Latcher/Wellspring, put the age he/she appears. If Silver, include how many years/months left on contract.)
Appearance:
Bio: (If Latcher, use your imagination; Include any failed attempts at becoming human, any past lives, etc. If Wellspring, who or what were they before? They may or may not remember. Please also include your character's station in society)
Questions? Please let me know if there's anything I can clarify, or if you have an idea for something.
And yes. This is a shameless revamp of TSO.
Tentative Character Tally
Latchers: 3
Silvers: 2
Human: 1 confirmed, 1 tentative
Wellspring: 1 (maybe)
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Welcome to the Workshop
On the verge of a child's death, a "latching spirit" may take a hold on him, preventing him from a full transition into the afterlife, forcing both the latching spirit and the child's soul back into the body. The symbiosis guarantees two things:
1. The child is granted access into the Workshop. Within this realm are all the elements for life, animal, human, angelic, demonic. The child alone, not the latching spirit, may use these materials to create life.
2. The child's soul is contracted to the spirit, a commitment usually lasting only a few years. As the end of the contract nears, the host begins to "waste". Not an aging process, but rather, a graying, thinning decay until they are eventually bedridden from muscular atrophy. It is usually possible to tell how far along a contract has progressed by measuring the sickliness of the host and the health of the latching spirit's physical manifestation. Because of this, hosts are nicknamed Silvers.
A third element is at play. Latchers are constantly in need of energy that can not be sustained by a single source. Thus, an auxillary means of power was developed. Because of their creative powers, Silvers are often used by their Latchers to create Wellsprings. A Wellspring is a collage of stolen scraps of life from the physical world, made into human form in the Workshop and distributed to Latchers as an energy source.
The game itself is set in the mid-to-late 1800's, England.
Playable Character Types:
Latchers: Although Latchers were originally spirits, they take human form once they have a host (Silver). They may be any age and appearance of your choosing. Once a Silver's contract is complete, a Latcher's physical manifestation becomes permanent and virtually immortal. If a Silver is killed before a contract is over, the Latcher returns to spirit form and must find another host. Latchers are in complete control of the contracts, and may terminate them (thus freeing the Silver) at any time, and the Latcher would default back to spirit form. Since Latchers typically aim to attain a permanently physical state, contracts are almost never terminated. If a Latcher is separated from its Silver, it will survive only as long as its Wellsprings do. Once the Wellsprings are absorbed, the Latcher has no means of sustaining itself and perishes.
Although unable to create its own Wellsprings, Latchers are immensely powerful. They may summon and command energy, create monsters, heal, among other things. (I'll leave that up to you. ;D )
You may play a Latcher who has already attained physical permanence and just likes eating souls because they're so darn sadistic. These Latchers can still be killed, but they will not die of natural causes.
Summary: Latchers are the most powerful being at play. They control Silvers, but are dependent on them for their survival, because Silvers are the only ones that can create Wellsprings.
Silvers: Silvers' lives are usually short. Typically, they enter into contracts between infancy to twelve years of age. To receive a permanent physical state from the contract, a Latcher must keep a Silver for ten years. Usually, this is the length of the contract. Therefore, Silvers usually don't live past twenty-two. However, if a Silver's Latcher dies before the contract is over, the Silver is effectively free for the rest of his life.
Silvers often share powers with their Latchers, at a lesser degree. Creative Silvers have also experimented with creating beings other than Wellsprings in the Workshop; however, in order to create life there, they must remove its equivalent from the real world.
Summary: Silvers are the second most powerful beings at play, and are the only ones who can create Wellsprings.
I would prefer not to have too many PC Wellspring and Human characters (no more than one or two each). Please PM me if you want one. NPCs are fine.
Wellsprings: Wellsprings are made of elements of life from the physical world. They are created in the Workshop and are brought into the physical world. Often, a Latcher will have handful of half-drained Wellsprings, rather than having one or two fully-live ones, simply because the former are easier to manage. Wellsprings may be as miserable or happily subservient as you want. A Latcher may keep them locked up or roaming free. A single Wellspring may last a Latcher as long or short as you please. They do not have any otherworldly powers. When a Wellspring is fully drained, they die and decompose.
Summary: Wellsprings are delicious.
Humans: Humans often serve as the elements of life from which Wellsprings are made. When a Wellspring comes into the world, it inhabits the body of its "primary source", that is, the human from which most of its elements were borrowed. However, normal, Honest-to-God humans may be played in this game. Because you know. Everyone likes humans.
Summary: Humans should watch their backs, or risk being turned into a Wellspring.
Character Skeleton:
Name:
Type: (Latcher/Silver/Wellspring/Human)
Age: (If Latcher/Wellspring, put the age he/she appears. If Silver, include how many years/months left on contract.)
Appearance:
Bio: (If Latcher, use your imagination; Include any failed attempts at becoming human, any past lives, etc. If Wellspring, who or what were they before? They may or may not remember. Please also include your character's station in society)
Questions? Please let me know if there's anything I can clarify, or if you have an idea for something.
And yes. This is a shameless revamp of TSO.
Tentative Character Tally
Latchers: 3
Silvers: 2
Human: 1 confirmed, 1 tentative
Wellspring: 1 (maybe)
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