The three of them are the youngest at ARC and are truly only there because of their families, Jaz's aunt was beloved, Maggie's family provides all of ARC's medical supplies, and Paz's family founded the company over a century ago (most of his family were also nepos).
Jaz, Paz, and DJ all grew up together with the first two spending a lot of their childhoods being at ARC as their daycares and DJ being Born and Raised in the facility.
Maggie's brand new to the group with their first day being the same as Jaz's. The two of them instantly clicked and they started hanging out with the boys because of her.
“It’s just an in and out thing. Nothing.. Nothing to worry about, right?” He pulled on his black button up shirt, blending in with the bustling crowd in the town circle. All he had to do was find Keons’ tower of silence and get the fuck out of there before someone realized he wasn’t a new citizen, rather the new Bandito leader in disguise. Quinton slipped through the crowd silently, eyes twinkling as he looked at the homes of citizens. It wasn’t fair that the citizens lived like this while his people were forced into camps with tents. Why couldn’t they just kill the Bishops and steal DEMA?
The tiny blonde man started walking aimlessly, his head lowered and ears keen on listening to the gossip that filed from groups of friends and family going through their daily tasks. Some school, some just outings. One specific rumour always caught his attention. ‘Did you hear about the Hall’s? Someone said they saw their daughter hanging out with the Bandito’s leader.’ ‘Rose Hall is pregnant to cover up her daughter running away, can you believe it?’ Quin focused on those, trying to pinpoint where he had heard that name before. “Wait.. Penny’s last name is Hall-”
Quinton’s mind ran with those words until he found what he thought he was looking for. The base of the largest tower that DEMA was built around--where they kept the prisoners they caught of the Banditos. He scanned through the barely accessible window, looking for the true leader, Joshua. When he came back empty, he let out a quiet huff. Had he truly disappeared since he wasn’t in DEMA? Where could he have gone?
He paused briefly in his frozen state as a guard passed, ignoring his soft, fast breathing. He quickly slipped back to where he was going, looking around again. Tyler was going to be devastated that Josh was actually gone.
As he actually slipped through the center, he caught sight of the woman whose stomach was bumped out. Was that the woman he had heard about? Did Dema truly not have many kids? Quin shook his head, slipping back into the alley where he had came from.
Leaving empty handed once again, he just sighed. “Where are you, dad?”
berrystumpytail answered your question:I’m curious If I was a demi-god or like a demon,...
Storms probably. Worship would involve music, sacrifices would be doing risky stunts in your honor, cliff diving, dangerous parkour, that kind of stuff,
Nice.
Rad dancin to trashy ska music, feats of tempered and skillful daring
So here's my latest draft of this, before I semi-lock it in and send it for feedback to the public. I meant to polish this more, but I've had a rough day and honestly, I feel sort of sick. I don't yet have costs or names, bear in mind.
[Immortal Silver] is a miraculous Emptiness Arc. It is for those who are as blessed as the are cursed, for characters that may work miracles and heal the sick, but still find hurt in the world, for characters that are wrapped in something wondrous and powerful, but the wonder may not provide their answers.
Imperial Miracle That Entangles One With Another Destiny (Arc 3)
Protective Power That Gives Affliction, “This person is warded by [Blessing].” (Arc 4)
Imperial Miracle/Wish That Makes A Pathway to Destiny (Arc 5)
Choose your Blessing: You have a Blessing, something wondrous and miraculous about you that you give unto the world and the people around you. For example, do you…
...have little words of wisdom that give people knowledge on what to do?
...clean and purify the taint of the world around you?
...bloom nice smelling flowers that endow people with life?
...have functional omnipotence?
...give people the joys of childhood?
...show people amazing spectacles?
...give people sight and clarity?
Choose your Curse: ...But you also have something inside you, something that is a curse on you. Is your Curse…
...that your wisdom is a burden and a responsibility?
...that being pure means you are ignorant to darkness?
...that your flowers stimulate too much?
...that you are increasingly bored with the world?
...that childhood is an immature and heartless state of being?
...that danger is attracted to you and your friends?
...that people don’t like what they see?
Your Curse is usually thematically linked to your Blessing, but it doesn't have to be. It just usually is!
Something to Deal With Mechanics
You have the ability to push yourself, to enact miracles higher than normally allowed. The drawback is, however, that when you push your Blessing like that, you also see more of its dark side, more of your Curse, and you have to expend greater energy to ignore it. This is one of the main mechanics of the Arc. Basically, you can use this to temporarily boost your Arc Trait for a little while by taking a Something to Deal With Issue point. This will be a longer lasting effect than Push Yourself to make it worthwhile, and some scaled powers. Unsure if this does anything special at Arc 5. Anyways, this needs to be balanced so that it fits with the frequency you take Issue points.
Illusory Power
You weave little illusions and images into the world. This is scaled, probably like this:
Arc 0: You can make small flickers of images. They aren’t very convincing, and generally appear out of place in the world, but they’re there. They also don’t affect more than one sense. They do not have the power to really seriously affect the world, and can’t evoke very strong emotion.
Arc 1: You make figures of illusion in the world that are more or less convincing, but there’s always a dream-like quality to them, and they don’t really have the dharma to have a great sway on the outcome of things. They can’t affect more than one sense.
Arc 2: You can create larger and generally convincing illusions. These almost seem real, but they aren’t very hard to unravel. They can be revealed just by touching their intangible body. They can affect more than one sense at this point.
Arc 3: At this point, they can physically affect the world around them, so you could now make it look like an illusion is picking something up, or moving furniture. That said, anything physically done by them is only done as well as something unreal can be, and their actions tend to be unraveled and undone easily.
Arc 4: Your illusions can now affect a greater space, and can summon large beings and things that may affect small crowds. They’re still rooted in unreality, so they can be dispelled just by interacting with them too much, but they otherwise may act.
Arc 5: Your illusions now have a weight and dharma upon themselves. You may project them over a large field, and they may seem very realistic. They may still be dispelled, but they can now affect the world more directly, and are harder to dispell.
I may make it so that you can control these better through Skills. Honestly, I was going to fix ti up today, because I feel like this list is sort of… badly written, but I’m not feeling well at the moment.
Aesthetic Power
Your Blessing leaks out of you and touches the world around you. What this means is: in a way that is thematically appropriate to your Blessing, some little aesthetic effect will color the environment you occupy. For example, if your Blessing is to make flowers of invigorating life, flowers could bloom where you tread.
Blessing Power (Arc 1)
You use your Blessing on another person or tree or whatever, and give them its gift. These manifest as a Wound given to the recipient (unsure of this), that they can take off if they want to after a little while. The benefits of your Blessing manifest much in a similar way as Wounds do (so it creates stuff like Tool Bonuses, temporary Skills, Bonds, Afflictions), and the exact effect it has depends on how you used your Blessing. So if you use your Blessing of knowledge to inform someone on how to cure what’s ailing people, they’d gain something like Superior Medical Knowledge, but if you used that same power to alert them that if they don’t carry that egg to the top of the hill, they won’t achieve enlightenment, they’ll get something like, “Bond: I must carry that egg!” You may apply this to yourself as well.
Unsure of how exactly to scale this, but this is the most important thing to scale.
Curse Mechanics (Arc 1)
You have something hurtful cursing your life that is tied to your incredible power. You are trying to ignore it, to move on with your life and your wonders, but it is dogging at you. This manifests as an Affliction, scaled to your score in Something to Deal With.
Graceful (Arc 1)
You have something that enables you to be graceful, or to at least have finesse. This might be a scaled Superior Grace/Finesse Perk, or an Affliction of some sort.
Wound Healing Power (Arc 1)
You are something soothing. You have the ability to share a small, gentle moment with someone. You don’t have to do much in particular. You can just relax with them, share a calming and personal time. And over time, because you let them recover, you can heal them of their Wounds. This requires some balancing, so I should limit this by chapter This is scaled, maybe like this:
Arc 1: You may take one Surface Wound away.
Arc 2: You may take one Surface Wound away, or lower the severity of a Serious Wound to a Surface one.
Arc 3: You may clear the target of all Surface Wounds, or lower the severity of all Serious Wounds.
Arc 4: You may lower (or in the case of Surface Wounds, clear) the severity of all non-Deadly Wounds in the target.
Arc 5: You may lower one Deadly Wound.
Again, unsure.
Will Healing Power (Arc 1)
You may invigorate someone around you, refilling some of their Will in exchange for your MP. Not sure if this has some “giving up some of your Will for them” or not. Unsure on balancing this. Perhaps:
Arc 1: 1 MP for 1 Will, 2 MP for 2 Will, 4 MP for 4 Will.
Arc 3: 1 MP for 2 Will, 4 MP for 4 Will.
Arc 4: 1 MP for 2 Will, 2 MP for 4 Will.
but I’m not sure how frequently you’ll be able to do this.
Power like Supreme Invocation (Arc 2)
You may supercharge your Blessing once or twice a book, and create an Imperial effect of it. Not sure if this is still a Wound, because if you refuse it, you’d have two Wounds. But then, it’s not like you can't refuse the normal Blessing.
At Something to Deal With 4+, you cannot use this. Instead, your Curse overtakes it, and this power will instead spit out something related to your Curse. Might be Region Property?
Perception Twisting Power (Arc 3)
You filter someone’s view of the world through some lens of your design. This is either related to your Blessing or your Curse, probably? This might be mechanically represented as an Affliction or Region Property; unsure. This power has developed sort of murkily in my head.
Power to Exorcise Curse (Arc 3)
I’m probably cutting this one, because warding power could possibly cover this, and since I need to cut something, I feel eh about this one.
Power to Entangle One in Other Destinies (Arc 3)
Using the power of an Imperial miracle, you declare that you are going to be involved in the destiny of whatever you choose. If you choose a person, then you become relevant to that person’s destiny, and show up periodically in their life. If you choose an event, things will conspire to get you involved in it somehow, maybe even making you responsible for parts.
Warding Power (Arc 4)
You protect someone with your holy power. This gives the target the temporary Affliction of, “This person is warded by [Blessing].”
Wish Power of Destiny (Arc 5)
You state that a destiny is to be for someone or something or yourself, and then a pathway will open to that destiny. This functions as a Wish stated as something like, “I wish a path would open for [X]!”
Anyways. Feedback? If you have any suggestions for costs or names, let me know.
EDIT: Oh, and I'm wondering about this Ritual power I scrapped about pondering things because I found a character that fit perfectly into how I first envisioned this Arc.
I've got stuff written up to send to twisted-parabola, which I'll do in the morning. Then I can slap on some names and tentative costs, and then I can upload it to RPG.net for some feedback.