Post by THE POWERS THAT BE on Dec 8, 2012 1:09:19 GMT -5
ASSETS
the making of a badass
Assets are sold by levels. You must have already bought the first level to qualify for the second, and so on. For example, you can only purchase Influence III if you previously bought Influence II.
Assets can be lost through rping. If you bring your followers to a massive showdown, and you lose, then your assets will drop down one level, e.g. Followers II down to Followers I, to reflect the loss of life. Similarly, if a character with Wealth V buys a country, they will drop down to Wealth IV.
Purchases cannot be traded, sold, or given away through OOC means. However, if dramatically appropriate, purchases--such as a spellbook--can be destroyed, stolen, or gifted through IC threads.
At Rank C and higher, a character may buy an asset multiple times. For example, they may already have an Artifact and want another. The second Artifact asset costs twice the listed price. A third Artifact asset costs three times the listed price, and so on.
Post by THE POWERS THAT BE on Dec 8, 2012 1:13:21 GMT -5
APOTHECARY
double double toil and trouble
Apothecary represents your character's collection of spell components. The higher your level in apothecary, the more likely your character will have bizarre items in their possession. Spells are improved by better components, and powerful spellcasters will always have a mighty apothecary.
Apothecary I - $50 Your character has access to common spell components and other magical ingredients. A bit of rose quartz, a sprig of morning glory, dried newts, you've got enough to cover the basics.
Apothecary II - $100 Your character has gone out of their way to gather uncommon spell components. Himalayan water, a tiny but clear sapphire, the roots of a thousand year old tree, you're quite the collector.
Apothecary III - $200 Your character's apothecary supplies include downright magical items. A vial of demon blood, a flask of holy water, sand from the gloaming, you're clearly a professional.
Apothecary IV - $300 Your character has collected all sorts of esoteric spell components. From the secret names of a few gods to the bottled sound of a man's last breath, your apothecary is, for all intents and purposes, complete.
Apothecary V - $500 You always have a little something something saved for spells that need real punch. Should your spells require it, through sheer quality of ingredients, you can them snap, crackle, and pop.
Post by THE POWERS THAT BE on Dec 8, 2012 19:51:53 GMT -5
ARSENAL
a room full of sharp things
A character's arsenal is the assortment of weapons they keep on hand. The trunk of SPN's Impala is an arsenal, for example. The higher your character's Arsenal, the greater a variety and quality of weapons they have. In the highest levels, they'll have something lethal for every and any situation.
Arsenal I - $50 Your character possesses a collection of common weapons. For example, they may have a basic handgun, a crossbow, a machete, and various knives all ready for fighting evil.
Arsenal II - $100 Your character collection expands to include uncommon weapons. For example, they may have a military grade handgun, a hunting rifle, a stake, a few silver bullets, and perhaps one enchanted dagger.
Arsenal III - $200 Your character's collection expands to include basic magical weapons. For example, they may carry any variety of talismans and scrolls that unleash simple attack spells.
Arsenal IV - $300 Your character's collection is huge; it includes any weapon they'd need, all of high quality. Your entire arsenal is well-made and many items are enchanted for one purpose or another.
Arsenal V - $500 Your character's collection of weapons is a treasure trove. They have amassed ancient heirlooms and lovingly crafted weapons of all types.
Post by THE POWERS THAT BE on Dec 8, 2012 19:52:10 GMT -5
ARTIFACT
items of power
An artifact is something special. It's an item, typically magical, that is special. It may be a weapon, a spellbook, a snazzy coat, whatever might possibly be awesome and helpful. Thor's hammer is an artifact. Charmed's Book of Shadows is an artifact. Sailor Moon's compact is an artifact.
Artifact I - $50 Your character has a magical item of power. It may only have minor powers, or its full powers are unknown and/or sealed to you, but it is useful, such as an inherited spellbook or an heirloom sword.
Artifact II - $100 Your artifact has either increased in potency, or your character is beginning to master its powers. The spellbook holds many impressive spells, or the sword is blessed for a specific purpose.
Artifact III - $200 Your artifact is renowned or associated with legend. Subject to mod approval, the artifact grants its wielder one extra power, albeit a weak one. For example, a crown may grant its bearer empathy.
Artifact IV - $300 Your character is the undisputed master of the artifact. Subject to mod approval, the artifact's power increases. For example, the same crown as above may grant its bearer telepathy.
Artifact V - $500 Your character and their artifact is obviously the stuff of legend. Subject to mod approval, the artifact's power reaches its peak. For example, the crown may grant its bearer the power of suggestion.
Post by THE POWERS THAT BE on Dec 8, 2012 20:59:24 GMT -5
CONNECTIONS
you know a guy
Connections are the people that keep your character well-informed and even lend a hand every now and then. They never help in combat. If you don't have a library, you might know a guy. If you don't have a herd, you might know a guy. If you don't have a sanctum, you might know a guy.
Connections I - $50 Your character's met all sorts of people that might know a thing or two, and some of them even owe them one. They hear all sorts of gossip, and you can usually pull in a minor favor or two.
Connections II - $100 Your character has a strong web of acquaintances. Their information network keeps them aware of the city's events. If they need something specific that's non-magical, they know who to ask.
Connections III - $200 Your character is deeply involved in NYC's magical subculture. They catch wind of everything going on the covens, courts, packs, etc. If they ever need a bit of magical assistance, they know a guy.
Connections IV - $300 Your character is a spymaster or otherwise entrenched in NYC's great game, and even beyond. They hear reports and rumors of goings-on all over the country, and they can call in all sorts of favors.
Connections V - $500 Your character is an information broker of the highest calibre, or perhaps they're just a politician. No matter where they go, they can find a friendly face to make their lives a bit easier.
Post by THE POWERS THAT BE on Dec 8, 2012 21:28:39 GMT -5
FAMILIAR
good dog best friend
Familiars are pets that are exceptionally loyal and help your character however they can. They don't necessarily have to be animals. A talking skull or a weak ghost may serve as familiars too. They are magical in nature, and their potency and helpfulness increases as you buy higher levels of Familiar.
Familiar I - $50 Your character's familiar is precocious and clever, like a small child. They may communicate telepathically to their master. They are extremely loyal and obey commands to the best of their ability.
Familiar II - $100 Your character's familiar is no mere pet. They are as intelligent as any adult human being. Should they wish, they can speak (telepathically or otherwise) to anybody.
Familiar III - $200 Your character's familiar is highly magical. Subject to mod approval, your familiar may have one power of their own; however they are not even Rank E, so their powers have limitations.
Familiar IV - $300 Your character's familiar is a minor power in its own right. Subject to mod approval, your familiar may have a second power. They are roughly Rank E.
Familiar V - $500 Your character's familiar is more of a power than some other characters. In addition to their two powers, they also have the ability to assume human shape at will. They are now roughly Rank D.
Post by THE POWERS THAT BE on Dec 8, 2012 21:41:24 GMT -5
FOLLOWERS
the loyal and the proud
Followers are those loyal to your character. They may be a pack, an old high school clique, a mercenary band, or even a cult dedicated to your character. They will fight and die for them, without question. They are the NPCs you bring to a showdown that go down in a post or two, but they represent the minions that a character has at their disposal.
Followers I - $50 Your character's followers are less a following and more of a band. They are loyal and show no fear, but they are not particularly good in a fight. Your character has a maximum of five dedicated followers.
Followers II - $100 Your character's followers are a small gang, pack, cult, or whatever. Most of them are useful in combat. Your character has a maximum of ten dedicated followers.
Followers III - $200 Your character's followers are a sizable pack, a cult of some repute, or whatever. This is not their first rodeo. Your character has a maximum of twenty-five dedicated followers.
Followers IV - $300 Your character and their followers are well-known locally. Your followers are competent and numerous. Your character has a maximum of fifty dedicated followers.
Followers V - $500 Your character is the leader of a large, fanatically loyal group. Your character has a maximum of one hundred dedicated followers.
Post by THE POWERS THAT BE on Dec 8, 2012 21:48:57 GMT -5
HERD
feed the hunger
A herd is a gaggle of humans that offer themselves to your character. For whatever reason, they are willing to give up their blood, dreams, etc to your character. They'd give up their lives if you asked, but that'd reduce the level of your herd. Vampires, fae, and some particularly bloody-minded wakers make use of herds to satiate their hunger or to power their spells.
Herd I - $50 Your character's herd isn't much of a herd, but they keep your character from starving. They probably hunt to supplement their diet. Your character has 2-5 regular victims spread across the city.
Herd II - $100 Your character has a small herd that makes hunting a leisure activity rather than necessary for survival. Your character has 5-10 regular victims spread across the city.
Herd III - $200 Your character never needs to hunt except for sport and entertainment. Your character has 10-20 regular victims spread across the city.
Herd IV - $300 Your character's herd is vast and extends outside of the city. Your character has 25+ regular victims in the city, and a few scattered throughout the country.
Herd V - $500 Your character's herd spans the globe. Your character has 25+ regular victims in the city, willing volunteers all around the country, and even a few scattered around the world.
Post by THE POWERS THAT BE on Dec 8, 2012 22:04:08 GMT -5
INFLUENCE
throw your weight around
Influence reflects how much weight your character can throw around. It is both your character's fame and political/social power. Some people achieve influence simply by reputation and their deeds, others play the great game and climb up the ladder to the very top.
Influence I - $50 Your character is somebody in their local part of town or their own social circle. Within their pack, their coven, court, and etc, their voice is always heard, but not always heeded.
Influence II - $100 Your character is a respected member of their community. Their advice is valued, and their concerns are taken into consideration. Their reasonable requests are accommodated as best of people are able.
Influence III - $200 Your character's power and/or wisdom is well-known. Their demands are typically met. Their superiors value their opinion, and outsiders have heard of and respect your character's name.
Influence IV - $300 Your character is a valued leader of their community. They can give orders as they please and expect to be obeyed. Outsiders give your character respect and, within reason, obedience.
Influence V - $500 Your character is one serious badass motherfucker. They run this town. They expect their wants and needs catered to, and they have the mayor on speed dial.
Post by THE POWERS THAT BE on Dec 8, 2012 22:30:28 GMT -5
LIBRARY
vaults of knowledge
Library represents your character's access to esoteric knowledge. Whether they consult a book, a crystal ball, or a talking penguin is irrelevant; library is the full scope of knowledge available to them. Met a deity today? Check your library to read up all about them.
Library I - $50 Your character has a small collection of books or other resources. All basic knowledge is available to them. It is like having magical wikipedia.
Library II - $100 Your character's collection is that of an aspiring academic's. Should they need to do research on a topic, they can find a book dedicated to the topic, although no secret knowledge.
Library III - $200 Your character's library has the answers to most questions they would need answered. Secrets are still a no-go, but you have information including historical events, modern spottings, and magical phenomena.
Library IV - $300 Your character's library includes all manner of knowledge, from the strangely common to the absolutely esoteric. Rare books, ancient legends, and even startlingly up-to-date records are within your grasp.
Library V - $500 Your character's library is legendary, or if it's secret, it should be legendary. What information that can't be found in your tomes have been lost to time itself.
Post by THE POWERS THAT BE on Dec 8, 2012 22:49:27 GMT -5
LIEGE
you and their army
Liege represents the backing of something or somebody much greater than your character. They will provide your character all sorts of resources and security if they like them, but they expect loyalty and service in return. Note that your character's liege expects your character to handle their own shit. They will not swoop in to save them from certain death.
The extra assets given by Liege are only retained if the character is loyal and actively working for their Liege.
Liege I - $50 Your character's liege thinks you may have potential as a servant. They are willing to give you a little boost and provide for your well-being. Your character has one extra level of assets to distribute as you like.
Liege II - $100 Your character's liege values your character's loyalty. They provide them all basic amenities as well as some magical support. Your character has three extra levels of assets to distribute as you like.
Liege III - $200 Your character's liege holds them in great esteem. You are well-known as their lackey lieutenant, and your loyalty is duly repaid. Your character has five extra levels of assets to distribute as you like.
Liege IV - $300 Your character's liege considers them a valuable lieutenant. They are considered their liege's right hand. Your character has seven extra levels of assets to distribute as you like.
Liege V - $500 Your character's liege considers them their very own eyes and ears. They speak with their liege's voice. Your character has ten extra levels of assets to distribute as you like.
Post by THE POWERS THAT BE on Dec 8, 2012 23:05:53 GMT -5
POWERS
tricks of the trade
Every character begins with three powers. For some, this is plenty. For others, this just ain't enough. The powers a character begins with are innate, but the powers bought with this asset start out weak and require investment to improve.
Powers I - $50 Your character may have one extra power at Rank E.
Powers II - $100 Your character may have one extra power at Rank D.
Powers III - $200 Your character may have one extra power at Rank C.
Powers IV - $300 Your character may have one extra power at Rank B.
Powers V - $500 Your character may have one extra power at Rank A.
Post by THE POWERS THAT BE on Dec 8, 2012 23:23:44 GMT -5
SANCTUM
safe havens and secret bases
Sanctums represent a place that is safe and usually secret, where your character can practice magic or simply sleep without being raided by the cops or--worse yet--a witchhunt. A sanctum may be separate from or adjacent (or within!) their actual home, or it itself may be your character's place of residence.
Sanctum I - $50 Your character's sanctum is tiny, but no one knows about it. It's a single, small room; the perimeter is weakly warded, and your character may act in private there assuming no great scryer is after them.
Sanctum II - $100 Your character's sanctum is a comfortable office of sorts. It's one or two rooms with average wards that protect against scrying as well as breaking and entering.
Sanctum III - $200 Your character's sanctum is the size of a small apartment, and it could be used as a home in and of itself. Its protected from most divinations, and no one but the character can enter uninvited.
Sanctum IV - $300 Your character's sanctum can be sprawling and massive, likely stored in a pocket reality. It is bigger on the inside. It is secure, highly secret, possibly portable, and only the strongest scryers can find them there.
Sanctum V - $500 Your character's sanctum is an impenetrable fortress. Forget a beware of dog sign, your character may as well paint abandon all hope, ye who enter here on their front door.
Post by THE POWERS THAT BE on Dec 8, 2012 23:28:29 GMT -5
WEALTH
money talks
Wealth represents how much money your character can throw away. It is assumed that your character has just enough money to pay for rent and food and other bills (such as college, electricity, etc). Everything beyond that is represented by Wealth.
Wealth I - $50 Your character lives comfortably in the middle class. They can afford good meals at home and the occasional meal out. They probably make their own coffee and avoid taxis, but they are doing alright. Assume an annual income of $50,000/year or so.
Wealth II - $100 Your character has more money than they need. Their meals are hearty, their gifts generous, and a night out is easily afforded. They can't splurge at every opportunity, but if they want a designer bag, it's theirs. Assume an annual income of $100,000/year or so.
Wealth III - $200 Your character gives grandly and luxuriously. They often eat out, take taxis, tip obscenely, and their wallet can easily suffer regular weekend shopping sprees. Assume an income of $500,000/year or so.
Wealth IV - $300 Your character is living it large. They always eat out, have a private chauffeur, and likely have maids and other help. They are clearly not a part of the 47%. Assume an income of $1,000,000/year or so.
Wealth V - $500 Your character makes millions, if not billions. If they want an island, they can buy an island. They probably already have. Assume an annual income of $1,000,000,000+.
HIDDEN in plain sight is a modern-day supernatural noir game set in New York City and sprawling the rest of America. Magic is real, and so are angels, ghosts, gods, vampires, and witches. It doesn't matter if you believe in them, because they're coming for you either way.
( TOSKA ) - Head admin, your go-to for anything HIDDEN related
( MURK ) - Ad mod, resident cutie pie. Keep it in your pants or Toska will cut you.
( VERTIGO ) - takes no math classes.
( TSUNDERE ) - Not actually staff, but has residual staff powers from v4. Feel free to pester with questions.
SPOTLIGHT
HIDDEN's spotlights give kudos to anything awesome. It can be a character, a member, a thread, or even a cool plot!
( SPOTLIGHT ) - Lorem ipsum character stuff goes here.
( SPOTLIGHT ) - Lorem ipsum character stuff goes here.
( SPOTLIGHT ) - Lorem ipsum character stuff goes here.
CREDITS
( ORIGINAL SITE BY KATYA ) - Original site, templates, skin, ideas, and system all by Katya. Other ideas belong to their original owners