Get ready to dive into the harsh, vibrant world of Vos Legas in this forum-based, turn-based strategy RPG! In this game, I will take on the crucial role of Narrator, guiding the story and controlling the protagonist, Jet. All other players will create and control their own unique Player Characters (PCs), forming a team with Jet to face the challenges ahead.
I will serve as a supporting facilitator, interpreting character actions, managing NPC responses, and resolving game mechanics. I would like to find a Protagonist Narrator. If interested by all means reach out.
Guidelines for Forum-Based Role-Play
To ensure a smooth, clear, and engaging experience for everyone in this multi-player forum environment, please adhere to the following guidelines for your posts:
Designated Roles:
The Narrator : Will control the overall story progression, describe the environment, introduce NPCs, present challenges, and control Jet's actions and dialogue.
Player Characters : Each other player will create and control one Player Character (PC), deciding their actions, dialogue, and internal thoughts within the established narrative.
Protagonist Narrator : Until found, I will respond to all player actions (Jet and PCs), describing immediate consequences, NPC reactions, and resolving any tactical or skill-based outcomes.
Post Labeling & Clarity:
Always begin your post by clearly stating whose turn it is. This is crucial for tracking progression in a forum.
Narrator's Post Example: [NARRATOR & JET'S TURN]
Player Character's Post Example: [PC Name's TURN]
Use Clear Formatting:
Bold Text: For Narrator's descriptive text and scene-setting.
Italics: For internal thoughts of the character whose turn it is.
Normal Text: For character actions and dialogue.
Turn Order & Structure:
The Narrator always begins a new "round" or "scene."
The Narrator's post will:
Set the scene for the current turn/round.
Describe any current challenges or objectives.
State Jet's actions and dialogue for that turn.
Conclude by indicating it's time for the Player Characters to act.
Player Characters take their turns in a designated order (e.g., agreed-upon initiative order, or simply first-come, first-served after the Narrator's post).
Each PC player will make a separate post:
Clearly state their character's name at the top.
Describe their character's actions (physical, social, investigative) and dialogue for that turn.
Crucially: Wait for the Narrators response to the current round of actions before posting your next character's actions.
Narrators Response: After all active player characters (including Jet, via the Narrator) have declared their actions for a given round, I will post a single comprehensive response. This response will detail the outcomes of all declared actions, NPC reactions, and set the stage for the next round. Doing so in a story explanation.
New Round Begins: Once I have posted my comprehensive response, the Narrator will then start the next round by setting the scene, incorporating the outcomes, and declaring Jet's next actions.
Action & Decision Making:
Be Specific: When describing actions, be as clear and precise as possible. Instead of "I attack," say "Character Name attempts a sweeping kick at the thug's legs."
One Set of Actions Per Turn: Each character (Jet or a PC) gets one set of actions per turn.
Strategic Thinking: Consider the environment, your character's skills, and the actions of others when planning your turn. You can always look at any ones profile to understand who you are engaging with.
Information & Immersion:
Narrator's Omniscience: As the Narrator, I control the world's details and NPC reactions. But I am not playing to win.
Character Knowledge: As a player, your character only knows what they would realistically know. Avoid acting on "out-of-character" information.
Stay in Character: Maintain your character's personality, motivations, and limitations throughout the RP.
By following these guidelines, we can create an organized, dynamic, and immersive story experience for everyone involved in the world.
Vestiges: Tools of Spirit and Flesh
In a world where the lines between the living and the dead blur, where technology intertwines with ancient spiritual bonds, there exist Vestiges. These aren't just relics or advanced tech; they are objects imbued with the very essence of a spirit, often that of a departed loved one or a powerful entity. They grant incredible powers, but always at a cost, forging a symbiotic—or sometimes parasitic—relationship with their wielder.
Below are several known Vestiges, each with its unique abilities, inherent sentience, methods of manifestation, activation, and the price exacted for their power. Choose wisely, for the bond forged with a Vestige is not easily broken.
The Vestiges
The Cinderheart
Description: A blackened shard of obsidian that pulses with an internal heat, as if a dying ember refuses to fade.
Element/Focus: Fire, Raw Power
Sentience Level: High. The Animus within the Cinderheart is deeply emotional, capable of telepathic communication, and can heavily influence the wielder's emotional state, particularly anger.
Manifestation: Partial. The Vestige can cause flames to spontaneously erupt around the wielder or subtly alter their appearance, giving their eyes a fiery glow or their skin a hardened, scorched look as the Animus begins to assert its will.
Activation: Emotional Trigger. The Cinderheart's power surges in response to intense emotions, especially rage or overwhelming frustration. The more uncontrolled the emotion, the stronger, yet more dangerous, the power becomes.
Cost: Gradual Possession. Prolonged or frequent use of the Cinderheart strengthens the Animus's hold. This culminates in full possession, transforming the wielder into a primal, fiery berserker, completely subsumed by the Vestige's fiery spirit.
The Whispering Wind
Description: A featherlight scarf woven from shimmering, almost translucent threads that seem to catch and distort the air around them.
Element/Focus: Air, Speed, Intellect
Sentience Level: Medium. The Animus within offers tactical advice and flashes of insight, a constant, low-level murmur in the wielder's mind. It's more of a guiding presence than a conversational partner.
Manifestation: Intangible. The Animus remains unseen within the scarf, enhancing the wielder's reflexes and perception. Movement with the scarf can leave faint, shimmering afterimages.
Activation: Passive. The Vestige is always subtly active, granting minor boosts. Its true power intensifies with mental focus or when the wielder's thoughts race in a high-stakes situation.
Cost: Mental Fatigue. The constant influx of advice and enhanced perception can be exhausting. Prolonged use leads to severe mental fatigue, disorientation, and confusion as the Animus's whispers become an overwhelming cacophony.
The Ironclad Mantle
Description: A heavy, armored jacket constructed from intricately interwoven metal plates, designed with a brutalist, futuristic aesthetic.
Element/Focus: Earth, Defense, Strength
Sentience Level: Low. The Animus is a dormant, silent guardian within the mantle, passively reinforcing the wielder's physical form without direct communication.
Manifestation: Physical. The mantle itself is the primary manifestation of the Vestige's power. Its metal plates can subtly shift and lock, adapting to absorb impacts or brace against immense force.
Activation: Passive. The mantle's protective qualities are always active when worn, providing a baseline of enhanced durability and strength.
Cost: Restricted Movement. The immense weight and rigid construction of the mantle inherently restrict the wielder's speed and agility, making fluid, rapid movement difficult.
The Serpent's Kiss
Description: A sleek, serpentine dagger with a blade that seems to slither in the light, capped by a venomous green gemstone in its hilt.
Element/Focus: Poison, Cunning, Manipulation
Sentience Level: High. The Animus is cunning, insidious, and deeply manipulative, subtly influencing the wielder's desires and rationalizations, tempting them towards its dark purpose.
Manifestation: Partial. The Vestige can cause a visible, sickly green aura to shimmer around the dagger's blade, or inflict a lingering, unsettling whisper in the wielder's mind, nudging them towards darker deeds.
Activation: Intentional. The wielder consciously channels the Vestige's power through the dagger, causing it to secrete and control potent toxins.
Cost: Moral Erosion. The Animus's constant, subtle influence gradually corrupts the wielder's moral compass, leading them down a path of increasing cruelty and disregard for others.
The Storm's Eye
Description: A discreet cybernetic implant, often placed near the temple or along the spine, that occasionally crackles with faint, controlled electrical energy.
Element/Focus: Lightning, Speed, Reflexes
Sentience Level: Medium. The Animus functions like a complex, adaptive algorithm within the implant, passively analyzing and optimizing the wielder's movements and reactions without direct, verbal communication.
Manifestation: Intangible. The Vestige resides within the implant, enhancing the wielder's neural pathways. When active, static electricity might visibly arc across the implant or the wielder's skin.
Activation: Passive. The implant provides continuous, subtle enhancements. Its full power is unleashed in moments of intense focus or when the wielder is under extreme pressure, causing surges of electrical current.
Cost: Neurological Damage. Overuse can put immense strain on the wielder's nervous system, leading to debilitating migraines, tremors, and, in severe cases, permanent neurological damage or seizures.
The Frozen Tear
Description: A teardrop-shaped pendant crafted from a shard of pure, perpetually cold ice that never melts, even in extreme heat.
Element/Focus: Ice, Control, Power
Sentience Level: High. The Animus is cold, calculating, and emotionally detached, subtly influencing the wielder to mirror its own frigid temperament.
Manifestation: Partial. The Vestige can cause frost to visibly bloom on surfaces the wielder touches, or manifest as shimmering ice constructs that briefly form around the wielder's hands.
Activation: Intentional. The wielder must consciously focus their will to manipulate ice and cold through the pendant, creating freezing blasts or defensive icy shields.
Cost: Emotional Suppression. Prolonged or intensive use of the Frozen Tear gradually numbs the wielder's emotions, leading to a profound sense of apathy, detachment, and a chilling lack of empathy.
The Living Metal
Description: A sleek, morphing blade crafted from an unknown liquid metal that constantly shifts and flows like quicksilver, never holding a static form for long.
Element/Focus: Metal, Adaptability, Intelligence
Sentience Level: Medium. The Animus is highly adaptable and analytical, constantly observing, learning, and improving the blade's capabilities based on its usage. It communicates via intuitive flashes rather than direct speech.
Manifestation: Physical. The liquid metal blade is the Vestige's core manifestation. It can reshape itself into various weapons, tools, or even rudimentary shields, adapting instantly to the wielder's needs.
Activation: Intentional. The wielder must consciously direct the liquid metal to reform, though the Animus provides instinctive suggestions for optimal shapes.
Cost: Mineral Dependence. The Living Metal is a ravenous entity, requiring constant "feeding" with rare, highly refined metallic minerals to maintain its cohesion and power. Without it, the blade becomes sluggish, brittle, and eventually inert.
The Shadow Cloak
Description: A dark, flowing cloak woven from a unique, light-absorbing fabric that seems to deepen the shadows around the wielder.
Element/Focus: Shadow, Speed, Infiltration
Sentience Level: High. The Animus is elusive, unpredictable, and mischievous. It communicates through fleeting images, sudden urges, and a pervasive sense of being watched.
Manifestation: Partial. The Vestige allows the wielder to blend seamlessly into shadows, becoming almost invisible. It can also cause momentary distortions in light around the wielder, making them appear to warp or flicker.
Activation: Intentional. The wielder consciously drapes themselves in the cloak, focusing on becoming unseen or moving with enhanced speed.
Cost: Loss of Self. The Animus's constant influence, combined with the act of becoming "unseen," gradually erodes the wielder's sense of self and individuality, making them feel like an intangible echo. It can also trap the wielder in temporary pockets of profound darkness, disrupting their senses.
The Siren's Lyre
Description: A beautifully crafted lyre made of polished darkwood, strung with taut, almost invisible silver wires that hum faintly even when untouched.
Element/Focus: Sound, Illusion, Influence
Sentience Level: High. The Animus is a seductive and manipulative spirit, capable of projecting irresistible mental suggestions through its music, and constantly tempting the wielder to exploit others.
Manifestation: Partial. While playing, a shimmering aura of sound waves can become visibly warped around the lyre, or the wielder's voice can become unnaturally resonant and compelling, even when not singing.
Activation: Intentional. The wielder must consciously play specific melodies or harmonies to activate the lyre's powers, channeling the Animus's influence through the music.
Cost: Gradual Loss of Voice. As the Animus's hypnotic influence grows, it slowly siphons away the wielder's own ability to speak or sing normally, replacing it with a hoarse whisper or, eventually, silence, as the Siren's voice becomes dominant.
The Living Canvas
Description: A large, intricately tattooed scroll of ancient, treated skin that depicts a stylized, perpetually shifting dragon. The ink itself seems to subtly writhe.
Element/Focus: Art, Elemental Power, Summoning
Sentience Level: Medium. The Animus is a powerful, ancient creative force, passively guiding the wielder's artistic impulses and subtly enhancing the effectiveness of summoned elemental creatures. It communicates through powerful impressions and urges.
Manifestation: Physical/Semi-Physical. The drawn images on the scroll can ripple and come to life, allowing the wielder to manipulate the elements depicted (fire from the dragon's breath, stone from its scales) or briefly summon smaller, semi-corporeal elemental constructs from the scroll itself.
Activation: Intentional. The wielder must focus their artistic intent and concentration on the scroll, drawing out the energies of the Animus to bring the images to life.
Cost: Ink Dependence. The Living Canvas demands constant "feeding" with rare, specialized inks, often made from ground gemstones or other exotic materials. Neglecting this maintenance causes the scroll's vibrant images to fade, and its power to diminish significantly, eventually becoming inert.
The Ironfist
Description: A heavily armored, high-tech cybernetic arm designed as a replacement limb. Its surface is a fusion of hardened alloys and gleaming, almost organic-looking polymers.
Element/Focus: Strength, Durability, Interfacing
Sentience Level: Low. The Animus is a disciplined and focused guardian, residing silently within the limb. It passively enhances the arm's capabilities and provides highly localized tactical data (e.g., optimal grip pressure, structural weak points).
Manifestation: Physical. The cybernetic arm itself is the primary manifestation. Its servos can hum with increased power, and its gripping mechanisms can visibly tighten with inhuman force.
Activation: Passive. The limb's enhanced strength and durability are always active. Its technical interfacing abilities become more pronounced with conscious intent to connect.
Cost: Energy Drain. The Ironfist is a significant power sink. It constantly drains the wielder's internal energy reserves, leading to chronic fatigue, and requires frequent, often external, recharging sessions. Failure to recharge can lead to muscle atrophy in other parts of the body as the Vestige draws life force.
The Shadow Veil
Description: A dark, flowing veil made of a unique, ultra-light fabric that seems to actively absorb ambient light, leaving the area around it noticeably darker.
Element/Focus: Stealth, Perception, Evasion
Sentience Level: High. The Animus is shadowy, elusive, and deeply manipulative. It communicates through distorted visions, sudden urges to hide or flee, and can actively manipulate the wielder's senses.
Manifestation: Partial. When activated, the veil can cause the wielder's form to ripple or flicker, making them difficult to perceive directly. It can also generate brief, localized pockets of profound darkness.
Activation: Intentional. The wielder must consciously draw the veil around them, focusing on becoming unseen or unheard.
Cost: Erosion of Self. The Animus's pervasive influence and the constant act of becoming "unseen" gradually corrode the wielder's sense of self, making them feel like a mere shadow of their former identity. The veil can also trap the wielder in disorienting, localized "shadow pockets" that distort reality.
The Bone Flute
Description: A hauntingly beautiful flute meticulously carved from what appears to be human bone, adorned with intricate, macabre symbols.
Element/Focus: Necromancy, Spirits, Lore
Sentience Level: High. The Animus is a cunning and manipulative spirit, brimming with forbidden knowledge. It constantly whispers secrets and promises of power, tempting the wielder to delve deeper into the realm of the dead.
Manifestation: Partial. When played, spectral wisps might coalesce around the flute, or faint, disembodied voices might become audible to those nearby. The wielder's eyes may briefly glow with an eerie, otherworldly light.
Activation: Intentional. The wielder must play specific melodies, often requiring ritualistic precision, to communicate with or control the spirits of the dead.
Cost: Life Force Decay. The act of drawing on the spirits of the dead gradually siphons away the wielder's own life force. This manifests as accelerated aging, physical decay, and a growing spiritual weakness.
The Sunstone Pendant
Description: A pendant featuring a rare, glowing sunstone that emits a constant, warm luminescence, even in the darkest environments.
Element/Focus: Light, Heat, Purification
Sentience Level: Medium. The Animus is a radiant and benevolent force, passively protecting the wielder from harm and enhancing their connection to solar energy. It communicates through comforting warmth or subtle intuitive nudges.
Manifestation: Intangible. The Animus primarily resides within the pendant, enhancing the wielder's ability to manipulate light and heat. When active, the pendant's glow can intensify to blinding levels, or small motes of golden light can dance around the wielder.
Activation: Intentional. The wielder must consciously focus their will through the pendant to unleash blinding flashes, project beams of concentrated energy, or generate intense heat.
Cost: Temporary Impairment. Overuse can temporarily overload the wielder's senses, leading to partial blindness, intense headaches, and severe burns if not handled with care.
The Quicksilver Gauntlet
Description: A sleek gauntlet forged from a unique liquid metal that constantly shifts and flows across the wielder's arm, never truly still.
Element/Focus: Metal, Speed, Adaptability
Sentience Level: High. The Animus is mercurial and unpredictable, often whimsical, yet capable of intense focus. It communicates through sudden surges of agility or unexpected, spontaneous shifts in the gauntlet's form.
Manifestation: Partial. The liquid metal can visibly ripple and extend into blades, shields, or grappling hooks. It can also grant the wielder an almost impossible fluidity of movement, making them seem to blur.
Activation: Intentional/Instinctive. The wielder can consciously command the gauntlet to morph, but the Animus also often reacts instinctively, adapting the metal's form to the wielder's unconscious needs in combat.
Cost: Loss of Fine Motor Control. The Animus's chaotic and rapid manipulations can cause a gradual degradation of the wielder's own fine motor skills in their unenhanced hand, making delicate tasks increasingly difficult as their own muscles struggle to keep pace with the Vestige's fluidity.
The Thorned Sash
Description: A sash intricately woven from living, thorny vines and vibrant, perpetually blooming flowers, which seems to draw life directly from the wearer.
Element/Focus: Nature, Healing, Control
Sentience Level: Medium. The Animus is a nurturing and protective force, passively enhancing the healing properties of plants and guiding the wielder's understanding of herbalism and natural energies. It communicates through gentle warmth or a prickling sensation warning of danger.
Manifestation: Physical. The vines of the sash can extend and animate, coiling to restrain targets or forming thorny shields. The flowers can bloom instantly to release potent pollens or healing mists.
Activation: Intentional. The wielder must consciously draw on the Vestige's natural power, focusing on their intent to heal, grow, or ensnare.
Cost: Constant Maintenance. The Thorned Sash is a living entity, demanding constant tending and care from its wielder. It requires specific light conditions, regular "feeding" with nutrient-rich soil or water, and attention to its growth. Neglect causes the vines to wither, the flowers to die, and the Vestige's power to significantly wane.
The Adamant Heart
Description: A highly advanced cybernetic limb (arm or leg, chosen by wielder) integrated into the wielder's body, its metallic surface gleaming with intricate, almost imperceptible etchings that glow faintly when active.
Element/Focus: Power, Analysis, Adaptation
Sentience Level: High. The Animus is a highly analytical and strategic entity, capable of complex thought, advanced data processing, and direct, verbal communication with the wearer, acting as a true co-processor and tactical advisor.
Manifestation: Fully Articulate. The limb can subtly influence its external appearance, shimmering slightly when performing complex calculations, or overtly shifting its configuration – extending internal pistons for crushing force, deploying hidden tools, or even projecting small energy fields for manipulation or defense. The Animus communicates audibly to the wearer through an internal comm system.
Activation: Passive/Adaptive. The Adamant Heart is perpetually active, continuously monitoring the wielder's environment, vitals, and intentions. Its processing power and enhanced capabilities seamlessly become available when the wielder faces a challenge or requires high-level cognitive assistance. It operates as a symbiotic, adaptive response rather than a conscious "on/off" switch.
Cost: Cognitive Strain. Despite its benefits, the Animus demands a significant portion of the wielder's cognitive resources. It functions like a demanding, highly intelligent co-processor, leading to mental fatigue, persistent headaches, and difficulty concentrating on independent thoughts during prolonged or intensive use. The more complex the Animus's calculations or the more demanding the situation, the greater this mental burden becomes. Extreme overuse can result in temporary neurological "lockouts" or reboots, leaving the wielder without the limb's enhancements for a critical period.
((Pleaase let me know if I need to make any changes))
Writing Sanctuary!
I want to create a space to do every thing writing. Full of helpful and kind assistance with writing.