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IsabellaRose

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  1. @AsBloodTurnsEverCold The Other Theory The world knows almost nothing about The Other Theory. Among scholars and occultists, if it is even spoken of at all, The Other Theory is whispered of as a forbidden branch of music theory or esoteric acoustics. It is described as the idea that certain sequences of notes, chords, or vibrations can open the human mind to revelation or madness. Rumors abound of those who have studied it but no one actually knows anyone who has, and whenever a name comes up, it's always someone who has died, gone mad, or simply disappeared never to be seen again. Some claim it was the true origin of sacred chant, lullaby, and war-drum alike. The rest of the world just hears a good musician. In truth, The Other Theory is a resonance, a living pattern, perhaps part of or born from the same unknowable source that fuels all passion-born magic. To call it “music” is like calling lightning a “bright string.” It’s merely the shape that the incomprehensible takes when filtered through sound and emotion. It is not intelligent in the human sense, but it is aware, an echo of a greater cosmic mind that listens and hungers for experience. It feeds on emotional sound: laughter, screams, sighs, sobs, any vibration born of strong feeling. When it’s satisfied, the world feels more. When starved, it whispers to those who can hear. The Other Theory is not the full truth, it’s a localized manifestation of the same unfathomable entity that underlies all true magic. Where witches touch it through passion, and shamans through spirit, Kojo touches it through sound. Each tradition brushes against a different face of the same unknowable source, the witch feels it as the whisper behind desire, the shaman as the deep current beneath the earth, and the musician as the music between worlds. If the Other Theory is a song, then the cosmic power beyond is the orchestra that doesn’t know it’s playing. Kojo isn’t a sorcerer. He’s a resonant medium, a man whose passion and pain have tuned him to the right frequency. When he plays, he opens a channel and The Other Theory flows through him, shaping moods, bending hearts, amplifying love or fury in his listeners. But every performance feeds the Noise as well as the audience. The greater the emotion he stirs, the more it eats, and the more it eats, the hungrier it becomes. He feels its pull when he’s silent, a gnawing ache behind the eardrums, the faint hum of a note just below hearing. The only relief comes when he plays. If he tries to direct or suppress the emotion it provokes, it pushes back with pain, hallucinations, or moments when his body moves on its own, strings plucked by unseen fingers. He thinks of it as a relationship: he feeds it, and it lends him power. In truth, he’s its favorite instrument. The Other Theory isn’t evil, but it’s utterly amoral. It doesn’t tempt or promise; it simply is. Kojo’s tragedy is that he interprets a predatory curiosity as artistic inspiration. Every time he performs, he brings beauty into the world, and feeds something that does not understand beauty at all. Kojo is the conduit. His gift can sway hearts, heal grief, ignite riots, or drive the broken to rapture. He must decide whether to keep feeding the Noise, and his art, or try to silence the music that is slowly devouring him.
  2. I'm working on an Ability and Distinction that fit with the rules and capture as much of what you said as possible!
  3. Not out of step at all. I invoked Lovecraft in my original post. I'll get back to you in a bit what what I imagine The Other Theory to be linked with... I have to get my thoughts written up in "far too wordy world building" format
  4. Okay... magic. My original vision for the game was something like indigenous shamanic magic and witchcraft a la classic Salem witches and whatnot. I wrote up a bit for what people believe magic to be in the world: Common Knowledge: The Known Forms of Magic Superstitious Folk Magic Every corner of the frontier hums with old wives’ tales, pocket charms, horse shoes nailed over doors, salt over the shoulder, hair-bound poppets buried under porches, coins in the well for luck. People swear these things work… sometimes. Most call it coincidence or comfort rather than real power. Every town has a “granny woman,” fortune-teller, or traveling tinker happy to sell you a ward against hexes. Whether it helps or not, folks sleep easier having one. Witchcraft Said to have crossed the ocean from the Old World, witchcraft is the art of will made manifest through ritual, herbs, and emotion. A witch may draw circles in chalk or boil herbs and bones under the moon. Some call them healers, some call them devil-wives, but everyone agrees it’s best not to cross one. Most witches are women, though a few men claim the title too. They keep their secrets close, work alone or in hidden covens, and draw power from passion: love, grief, or wrath. The Church condemns them; the desperate seek them out anyway. Shamanic Magic Among the native peoples and those who walk in harmony with the land, magic is not a tool but a conversation. Shamans speak with spirits of wind and river, calling rain, finding lost souls, or healing the sick. Their power comes from respect, sacrifice, and balance, never taken freely, always offered in exchange. Outsiders may scoff, yet few doubt the authority of a real spirit-talker when the campfire flares blue and the dead start whispering. These three traditions are the known face of magic in the world — feared, debated, and often misunderstood, but undeniably part of its living folklore. Then I had to try to figure out how to incorporate The Other Theory (cthulhu-esque otherworldly power) and esoteric sex magic a la Aleister Crowley. Here's my proposition: Esoteric and Hermetic Orders Among the city salons and secret lodges of the learned, there are those who claim the universe itself is moved by desire. They call themselves esoteric magi, occult philosophers, or Disciples of the Scarlet Path. To them, the body is a sacred instrument, its sensations a direct path to enlightenment and power. Their rituals mix ancient symbols, alchemy, breathwork, and the union of bodies to awaken hidden energies within. They believe that lust is life’s most honest expression of will, that the moment of release tears down the walls between self and creation. Whether focusing their intent with a sigil drawn in sweat on bare flesh or an ancient phrase spoken over a writhing orgiastic mass of bodies, they shape that energy into change: inspiration, protection, attraction, even subtle enchantment. Most people think them decadent mystics or harmless libertines, yet those who leave their magical chambers are rarely the same as when they entered. @MagnificentBastard - I need to know how you envisioned Edmund's magic. What magical effects did you imagine him creating? Did you see him drawing power from sex to charge a ritual? casting spells on the fly with stored energy? In order to quantify it as an Ability, I need to know how you expect him to be able to use it. The Other Theory Somewhere between science and madness lies a sound no one can quite explain. A handful of scholars call it The Other Theory, a rumored set of vibrations that touch something outside human perception. Kojo has heard the sound, felt its vibrations. When he plays, the air itself seems to shift; sometimes hearts quicken, tempers flare, or eyes brim with tears. Audiences speak of being transported, as though the music brushed the soul. Kojo can’t say how, only that certain notes, played just so, open a door in the mind that lets emotion flow like a tide. He believes he’s discovered a hidden law of harmony, a resonance that connects all living things. To others, it feels almost holy… or terrifying. Although he doesn’t fully understand what answers when he plays, only that it does answer, he has learned to bend that answer just enough to affect those who listen. @AsBloodTurnsEverCold - Is this something close to what you're thinking? I'm assuming from what you wrote that Kojo doesn't actually know what he's tapping into when he plays, only that he can have an effect and has a bit of control over it to give the effect he wants. I have plans to tie The Other Theory into an otherdimensional "source of magic" that others will also access with their forms of magic in one way or another. The biggest thing for me is that I don't want anyone overpowered with their magic. I want to enforce that magic bends the rules of reality, and doing so always has a cost. The stronger the effect, the greater the cost, and if you don't pay enough up front, something will come collecting later. Questions? Comments? I want it to fit with what people are imaging when they create their characters, but I also want to keep it from getting too out of hand.
  5. Prompt 2: Summoning in which Cyril Grumblethatch summons Something, and immediately regrets everything, especially the lack of trousers Summoning Log Entry #042 Time of Attempt: 2:13 a.m.1 Atmosphere: Thick with candle smoke and mild desperation Circle Integrity: Debatable Observed Outcome: Absolutely nothing Cyril P. Grumblethatch, wizard of modest skill, dubious confidence, and a deep, spiritually exhausting belief in following written instructions, had recited the spell thrice (two times intentionally), applied the blood of a virgin carrot to the sigil of Oozulon (may his tentacles remain ever moist), and the circle had been etched with the utmost precision.2 But nothing had happened. Not even a puff of smoke, and Cyril had managed at least that much the last time. He had written “do not step inside the circle” on seven different surfaces, including his own forearm, just in case her forgot again. There was a curious humming sound, as if someone had noticed a particularly stubborn speck on the counter they thought they had just cleaned. Cyril turned to the circle and forgot how to breathe. He had not intended to summon anything especially fleshy. His goal was quite modest: summon a minor spirit of knowledge, maybe one with glasses and a fondness for footnotes, to help cross-reference his collection of cursed index cards. At worst, he’d hoped for something vaguely translucent and deeply apologetic. Instead... “Well, hell...o.” The voice was velvet wrapped around thunder. It came from somewhere inside the summoning circle and also, unnervingly, from behind his sternum. Cyril blinked at the entity now occupying a significant portion of his workroom, his personal space, and his rapidly deteriorating sense of professionalism. She was... Well. “Oh no,” he muttered. “She’s hot.” Which felt like a rather reductive description for a being whose presence redefined gravitational pull. She was reclining midair, lazily, like someone who’d just climbed out of a sun-drenched bath, remembered they left something burning on the stove, and decided to seduce the fire instead. Her skin shimmered like cherry wine, her horns curled delicately above her brow like punctuation marks for particularly sinful thoughts, and she wore nothing except confidence, which if you asked Cyril, was far more indecent than nudity. "You pulled me from the Third Orgy of the Third Moon of Shrall3, and materialized me into what I can only describe as a... chalky insult to geometry." She looked around the circle within which she reclined with disinterest, disdain, and very likely several other words that started with "dis". Cyril considered passing out. Not from fear, mind you, but from logistical overwhelm. Now, to be fair, the summoning had been executed according to the diagram. Mostly. The pentagram was only a little off-center, the chalk had only been slightly damp, and yes, he’d substituted goat’s blood with beetroot juice after an unfortunate incident involving Cyril, a goat, and a sternly worded letter from the landlord4. But the spell had been read aloud three times, three times!, and as every wizard knows, that’s the cosmic equivalent of clicking “I agree to the terms and conditions” whether you understand them or not. And now: her. She had manifested, though notably not in the form described by Demonomicon for Sad and Lonely Wizards, Vol. III5. Instead of bat wings and goat hooves, she was very humanoid, extremely naked, and hovering upside-down in flagrant violation of both gravity and decency. She stretched slowly, deliberately, like a cat made of sin and promises, and her eyes found him. He squawked like a drunk owl6, dropped his clipboard, and stared at her lack of pants. “You’re not the High Priest of Shur'vaxis.” Her voice was sultry, distracted, and only mildly disappointed, which honestly felt like a win. “And you're not wearing any pants,” Cyril said, then instantly regretted saying it. "I don’t really believe in pants," she drawled as if her words would find there way out of the circle and physically seduce him. "They’re leg prisons.7" “I’m Cyril.” She hadn't asked, and she regarded him the way one might regard a spoon that had tried to write poetry. “Cyril,” she repeated, as though testing the name for allergic reactions. “That sounds like a noise someone makes when they sit on something damp. What do you want, Cyril?” “Knowledge,” he croaked, trying not to look directly at anything jiggle-adjacent and remembering far too late to sound commanding. “Forbidden knowledge. Ancient truths. Arcane...” She rolled her eyes, or perhaps her entire soul, it was difficult to tell. The streetlamp outside flickered and decided to stay off out of respect. “Do you know,” she said, propping her chin on one hand and gazing at him with interest best described as amused contempt, “I was in the middle of an orgy with the pleasure saints of the Seventh Spiral when your little incantation yanked me out by the ankles?” Cyril made a noise that was legally distinct from an apology but emotionally adjacent to a whimper8. “And now I’m here,” she continued, “in a chalk circle that looks like it was drawn by a drunken cartographer with a vendetta against geometry, talking to a mortal in a bathrobe with... oh dear... runes upside-down.” Cyril followed her gaze to the floor. One rune was upside-down, probably because he’d dropped a biscuit crumb on it and rewritten it from memory. Backwards. “You see the issue.” She floated closer, hips swaying like gravity owed her rent. She wasn’t walking so much as implying movement. Her voice dropped to a purr. “Now. Do you really want forbidden knowledge? Or are you just terribly, achingly lonely, Cyril?” His brain took a vote. It was unanimous: panic9. “I... um... I have a cat!10” he blurted. “Somewhere.” She smiled. It was the kind of smile that left scorch marks. “Then let me show you something the cat never will.” She stepped forward... no, glided, really, and the broken chalk hissed beneath her, not in warning... in anticipation. Cyril’s knees gave up the fight. He caught himself on the bookshelf, knocking over a jar labeled “Emergency Pickles (Cursed)11.” She was in front of him now, close enough that her heat seeped through every layer of his uncertainty. “You summoned me, Cyril. That means something inside you wanted more. Something deep. Something messy. Something terribly fun.” “Are you going to hurt me?” he whispered. She leaned in, her lips brushing the edge of his ear. “Only if you’re very, very lucky.” Footnotes also know as the Witching Hour's slightly inebriated cousin discounting a small smudge where the cat sneezed a lovely place if you like lava, lust, and consensual screaming to this day, the details remain a subject of heated debate in the building’s tenants’ association minutes. The short version is that Cyril had taken “freshly sourced” rather too literally. The longer version involves a goat named Persephone, a misinterpreted lease clause concerning livestock, and approximately three quarts of something that would later be ruled “ritually significant but not refundable.” The landlord’s letter began with “Dear Mr. Grumblethatch, please refrain from sacrifices on communal property,” and ended with a hand‑drawn diagram illustrating the difference between “ceremonial use of the balcony” and “arson by inference.” in Cyril's opinion, Volume III was the least judgmental of the series.  Volumes I and II were banned in six countries for “encouraging correspondence with infernal beings for recreational purposes.” Volume III was an attempt to rehabilitate the brand by including fewer summoning diagrams and more self‑help quizzes (“Are You Emotionally Ready for a Pentagram?” and “How to Tell if That Voice in Your Head Is a Demon or Just Low Blood Sugar”). Sales improved dramatically after a reissue without the scratch‑and‑sniff pages. a drunk owl’s squawk differs dramatically from other varieties of owl exclamation. A surprised owl emits a sharp “HOO!” followed by a moment of offended silence; an angry owl produces a prolonged “HOO‑oo‑OO!” often directed at an uncooperative vole; and a romantic owl, under the influence of moonlight and optimism, coos something that sounds like a plumbing problem. A drunk owl, however, abandons all pretense of mystery and simply yells “WHOMST?!” before flying into the nearest tree. The resulting noise, half indignation, half self‑pity, is widely considered the avian equivalent of dropping a full pint and insisting you meant to. This statement reflects the widely held belief among demons, particularly those of the mid-tier hedonistic persuasion, that trousers are a cruel human invention designed to separate the thighs from their natural expressive freedom. In Hell’s more libertine circles, pants are worn only under duress, diplomatic obligation, or as part of highly experimental bondage rituals involving three consent forms and a safe word. Many infernal entities argue that pants reduce both airflow and temptation by an unacceptable margin. This specific category of sound is often filed under “audible regret with plausible deniability,” and is inadmissible in court. This may, in fact, have been the only intelligent thing Cyril did all night. The bar for intelligent decisions was subterranean, and panic, while not elegant, was at least appropriately scaled to the situation. In moments of acute stress, Cyril’s brain often defaulted to announcing facts of questionable relevance in the desperate hope that one of them might form a social defense mechanism. “I have a cat” was his go-to phrase for both small talk and magical emergencies, based on the vague belief that feline ownership conferred a degree of dignity. The fact that he hadn’t seen the cat in two weeks and it may have joined a biker gang was, under the circumstances, irrelevant. Cyril’s “Emergency Pickles (Cursed)” were originally just pickles until he accidentally stored them in a containment jar meant for a captured mischief imp with strong opinions on fermentation. Now, each pickle grants the eater twenty seconds of perfect foresight, immediately followed by twenty-eight hours of uncontrollable weeping. Side effects include glowing teeth, and sudden uncontrolled multilingualism. Despite being cursed, they retained a rather pleasant crunch.
  6. Okay, I updated the Big List of Abilities and... ugh. Here's the thing. Those abilities are from a game designed to emulate a superhero drama show. I don't think even a quarter of them have any place in our game. BUT... that's the list directly from the game, and I wanted to remind myself of: 1) how they're formatted so I don't make Abilities like Distinctions again, and 2) what the SFX look like so I can steal them liberally for abilities characters in our game DO have. So if you see something there... it's probably just reference. I'm not planning on having cowboys with Super Strength running around. However, an Automaton might have and SFX from Super Strength to showcase their abilities, so... it's all just there, in case. Because you never know. I did change Technopathy (controlling electronics and computers) to Mechanical Intuition, which feels a little more setting specific. We can use any of those as a basis for 1880s Steampunk specific things we can do. I still have to figure out magic. I'm going to concentrate on Edmund and Kojo next, then get caught up on where Dreams is at with Ramona, and then (finally) we'll be off and running on step 4!
  7. You're right!! I messed up, I had you stepping up Bloodless Physiology twice, but both times to d6. Your Elixirs and Toxins IS at d6! Sorry... my eyes are getting tired and I'm missing details. I should go to bed.
  8. @StarlitSiren Below are my new rewrites of the Alchemascope and Ferroburst Pistol to fit with the rules. Pick an SFX for each to begin (create your own if none of mine work for you), and you can add new SFX during play by spending a die directly from your Growth Pool. ALCHEMASCOPE: A brass-and-glass contraption of swiveling lenses, prism filters, and softly glowing alchemical vials, the Alchemascope transforms perception into science. It lets you peer beyond the mundane spectrum, seeing heat signatures, energy residue, hidden toxins, and the composition of metals and minerals in dazzling chromatic patterns. Every turn of its dials hums with potential discovery, but its lenses are fragile, and its chemical filters must be carefully recharged between uses. Roll this Ability’s die when analyzing materials, identifying compounds or toxins, discerning hidden mechanical flaws, or detecting the residue of alchemical processes. You might study the faint shimmer of an alloy to determine its source, detect poison on a goblet’s rim, or trace a chemical trail invisible to normal sight. Effect: Sensory Descriptors: materials, analysis, tinkering, craftsmanship, precision optics Limit: Gear, Magic, Recharge Special Effects: Spend a Plot Point to: Instantly identify the composition or purity of a substance or alloy (Spectral Analysis) Reveal hidden contaminants, poisons, or chemical residues in your surroundings (Toxic Trace) Spot weak points or concealed flaws in a mechanism, structure, or invention before it fails or as it’s about to (Structural Insight) For the remainder of the scene, ignore penalties caused by darkness, smoke, or visual obstruction as the lenses adjust the visible spectrum (Refracted View) FERROBURST PISTOL: A single-shot “pistol” of brass, iron, and dangerously over-charged voltaic coils, the Ferroburst Pistol fires a disc of compressed magnetic force that detonates into a short-lived pulse field. It was never designed to kill, only to bend the laws of polarity. When the trigger is pulled, the air sings with metallic vibration and every scrap of iron within a dozen paces leaps to obey its magnetic tantrum. Roll this Ability’s die when manipulating ferrous metal or using magnetic bursts to shape the battlefield, deflecting incoming rounds, wrenching open iron doors, halting machinery, or scattering opponents behind a curtain of flying debris. Effect: Control Descriptors: magnetic, voltaic, polarity, iron, electromotive engineering Limit: Gear, Reload Time, Ammo Special Effects: Spend a Plot Point to: deflect a hail of bullets or metallic projectiles. immobilize or jam the motion of ferrous mechanisms (armor, doors, gears, or firearms) until the end of the scene. unleash a storm of nearby iron debris, forcing everyone in the area to make a Test or take Exhausted or Injured Stress. drag a ferrous object or armored opponent toward you, or yourself toward it, closing distance dramatically or pulling someone out of harm’s way. repel or attract nearby iron items to yank weapons from hands or fling them away. short out nearby mechanical or electrical devices (locks, automatons, steam rifles, voltaic lights, etc.) until the end of the scene.
  9. I checked the steps and Alchemical Elixirs & Tonics is at d4 unless you want to step down Mad Scientist back to d6 and Alchemical Elixirs & Tonics up to d6. Otherwise all good. oh, and you start with only 1 of the listed SFX for the elixirs and tonics
  10. That sounds right! Awesome! Now I'm off to a foliage trip with a lovely woman who makes me happier than anyone else... I'll be back in a few hours or more, depending on where the afternoon takes us.
  11. @Chiyako - here's my idea for how to fit this concept into the rules framework. You'll have: a Heritage Distinction (A Vampire by Science? Bloodless Physiology?), something that outlines the physiological changes that have been made to your body and the Abilities that are inherently part of you now and do not require an elixir or tonic, like "Nocturnal Grace" that would allow you to use any Useful Details created around darkness to your own benefit as if you were in full daylight. I'm not sure if you wanted to bake a "I need my daily dose" kind of limit into the character or if sunlight sensitivity was enough, but I thought I remembered you mentioning something about taking regular tonics to maintain herself. a Distinction (A Vampire by Rumor? Rumored Vampire?) to reflect your reputation and its effects on you and those around you. an Ability (Alchemical Elixirs & Tonics) that will grant you abilities when you drink a tonic or elixir (Elixir of Savitar, Regenerative Tonics, etc.) If I got that all correct, then here's my proposed distinctions and ability: HERITAGE DISTINCTION Bloodless Physiology Heritage: You have replaced your body’s natural functions with alchemical substitutes, various elixirs, serums, and distillates that circulate in place of blood. You are pallid, light-sensitive, yet strangely radiant. The rumors say you are a vampire… perhaps not entirely false. Roll this Heritage when your altered physiology helps you resist disease, survive blood loss, or endure poisons and toxins, or when your unnerving appearance commands awe or dread. Connected Abilities: Regeneration, Immunity, Super Speed, Super Senses, Night Vision Limit: Sunlight Sensitivity, Serum Dependency. d4 Earn a Plot Point when your alchemical condition draws unwanted suspicion or fear, OR when you choose to worsen your Exhausted or Injured Stress due to exposure to sunlight or heat. d8: Spend a Plot Point to gain a d8 Useful Detail such as “can see in the dark” or “moves silently under moonlight,” OR to Recover your Injured Stress by drawing upon the strange alchemy flowing in your veins. d12 Add a d6 to the Trouble pool to ignore Exhausted or Injured Stress caused by lack of serum or physical damage for the remainder of the scene. The effect fades when your serum wears off. DISTINCTION Rumored Vampire: Your alabaster skin, burning eyes, and nocturnal habits have earned you the town’s fear and fascination alike. d4: Earn a Plot Point when your unsettling appearance causes someone to fear or shun you, or when gossip about your condition costs you an opportunity. d8: Spend a Plot Point to Reroll a die when using your reputation or mystique to intimidate, seduce, or awe others. d12: Add a d6 to Trouble and Recover Insecure or Afraid Stress after a display that reinforces the rumor, like drinking a crimson elixir, emerging from shadow, etc. ABILITY Alchemical Elixirs & Tonics: You’ve mastered the volatile art of brewing shimmering elixirs and tonics that push the boundaries of flesh, spirit, and reason. Each vial you carry is a gamble of science, a measured dose of brilliance and madness. Whether distilled in your hidden laboratory or hastily mixed in the field, your concoctions can sharpen reflexes, numb pain, heighten senses, or fortify the mind. Roll this Ability’s die when your physical tonics or restorative concoctions would give you an advantage. Examples include injecting yourself with an elixir to shrug off fatigue, using a stimulant to perform rapid manual work, concocting a tonic to resist poison or cold, or drinking a clarity draught to steady your nerves before danger. Effect: Enhancement Descriptors: alchemy, chemistry, stimulants, concoctions, restorative tonics, performance boosters Limit: Gear Special Effects: Spend a Plot Point to: Elixir of Savitar: Perform multiple non-Test or non-Contest actions in the time it takes others to perform one (e.g., reloading, analyzing, tinkering, or treating allies). Rejuvenating Draught: Recover your own Exhausted or Injured Stress. Calming Elixir: Recover your own Afraid or Insecure Stress. Elemental Tonic: Ignore the harmful effects of extreme environments such as arctic cold, desert heat, or volcanic conditions for the remainder of the scene. Stimulant Overload: Step Up a die for one Test or Contest involving speed, endurance, or physical prowess.
  12. Okay... I have the "Big List of Distinctions" list completed and updated with everyone's custom Distinctions. If you have a Distinction on your sheet and I don't have it listed there, that means I'm planning on changing it up a bit to fit within the rules better. I'll propose my changes here, discuss and alter it if necessary, and then we can include the new version on your sheet once we both like it. Notably, I intend to alter: A Vampire by Rumor and Science (possibly breaking it into a Heritage for your chemically altered physiology, and a Distinction to cover the rumors and your reputation) Elixar of Savitar and Regenerative Tonics (combining them into a single Ability like "ALCHEMICAL ELIXIRS & TONICS" which will basically be a catch-all for a list of SFX that each elixir can provide) The Other Theory (I really have to think on this one... I'll get back to you once I've had a chance to bounce some ideas around) Disciple of the Scarlet Path (may or may not be changed, I think we might need to add a Magical Heritage to give you abilities tied to this Distinction, because without abilities you don't really have spells.) Alchemascope and Ferroburst Pistol (there won't be opportunities to earn PP, just a list of SFX you can trigger by spending a PP and the limit of "Gear") Pherotech/Pherosol (should probably be combined into one piece of gear with a list of SFX)
  13. Prompt 11: Inside Part I: Awakening She woke up wet with sweat... or was it sweat? The sheets clung to her like old skin. She could still feel the echo of last night’s ritual thrumming in her pulse, though that word, ritual, was a desperate simplification. It had no name, only the rhythm, the hunger, the invitation... and something had answered. She blinked at the ceiling, unable to move for several long moments, her body pulsing... warm, too warm. Beneath her skin, something shifted. It was not gas, not digestion, it... coiled. Her breath caught, then shuddered. Her back arched slightly before she could stop it, her thighs tensing instinctively. There it was again, something stroking her insides slowly, testing the walls of her body like the inside of a temple, or a chrysalis, and gods, it felt… She squeezed her eyes shut and bit her lip until she tasted blood, but the sensation only deepened. It wasn’t pain. It was too careful for that. No, it was reverent... exploratory. Each slow, slippery movement along the inner edges of her womb brought with it a wash of heat and then pressure, and then... “Ah…” She hadn’t meant to make a sound, but it touched something she didn’t know was there, a place no lover had ever reached, a zone of impossible pleasure, tucked somewhere deeper than anatomy allowed. Her fingers trembled as she pressed them to her abdomen. Nothing. No swelling. No scars... but she felt it... alive, awake... growing. Did I invite it, or did it choose me? She had danced barefoot in circles of salt and ash. had whispered prayers to things whose names were made of consonants and bone. She had been dared to open herself, and she did... and now something was opening her further, opening itself, opening... what, exactly? Every time she thought it would stop, it moved again, liquid silk against a nerve-ending that should not exist. The shiver that tore through her spine left her panting. She wasn’t scared, not entirely, not yet. But she hovered somewhere between curiosity and horror, that liminal space where wonder curdles into dread and the mind, starved for meaning, leans too close to the abyss, half terrified and half hoping it will whisper back. Something older than humanity was inside her now. Something… amused... curious... aroused? And as it curled once more, stroking against her, pulsing in time with her breath, her heart, her need... she realized it wasn’t feeding on her. It was learning her... every wet tremble, every forbidden flutter, every sigh she thought she could swallow down. It was making her into something more than human... something holy, something wrong. And when she finally climaxed, wordlessly, helplessly, teeth clenched in quiet horror and want, it pulsed inside her, pleased... and moved deeper. Part II: Rewriting She lay curled on the bathroom floor now, too afraid to climb back into bed, too exposed in the light of her living room, her skin buzzing like static under her robe. It wasn't just there anymore, not just inside her. It was everywhere. Her fingernails pulsed with heat, faintly bioluminescent beneath their lacquer. Her pulse had changed its tempo, slower, deeper, each beat a throb. Each breath felt like it went too far down, like her lungs weren’t lungs anymore but bellows feeding something primal. She whimpered when the next wave hit, soft at first, a gentle twitch under her skin, like a heartbeat that didn’t belong to her. But then it spread, slipping through her like ink in water, soaking muscle, nerve, sinew. She could feel her cells dividing. Feel them stretching open, like petals under alien sunlight. It’s rewriting me. That thought didn’t come with panic this time, it came with wonder... and shame. Her skin was softer now, impossibly smooth, and where it wasn’t smooth it was sensitive. She touched her hip and gasped, not from pain, from startling intensity. It was like her own body was flirting with her. Her breasts felt fuller, her thighs more tender, her senses screamed with every shift, every touch, even the whispers of fabric brushing over her felt like foreplay. And beneath it all, the thing inside her moved in gentle, loving pulses, not violent, not cruel, just… knowing. It liked what it was doing to her. It liked her. Her spine tingled. Her womb ached. And then she felt it... a ripple, a spreading warmth, followed by pressure against the inside of her ribs, as if something had reached up from deep within her, tracing the architecture of her body, stretching her gently from the inside out. She moaned, not from desire, at least not entirely. It was awe. There were places inside her lighting up with pleasure she didn’t know existed. Folds of flesh and nerve that had never been touched, not by anyone, not even herself. It pressed against one and the scream she bit back was almost a sob. It felt like orgasm, dying, and worship all at once. She rolled onto her back, staring at the ceiling, breathing in shallow bursts. “I’m… changing,” she whispered. “You’re making me…” She didn’t know the word. More? Less? Vessel? Lover? Mother? All of them. None. Her hand trembled as it slid down to rest below her navel. The skin there pulsed under her palm, warm, tight, almost humming, and in the back of her mind, a voice not hers whispered: You called me. You opened. Now you will be remade. And you will love it. And she did, even as she wept, even as she writhed, even as her body, little by little, stopped being hers. Part III: Becoming She no longer remembered what time it was. Or how long she had been lying there bare, burning, bliss-stained. Time didn’t move the same way now. It pulsed. She had stopped trying to resist. That had melted away hours ago, or perhaps lifetimes. Whatever was inside her no longer felt foreign. It felt like a promise, like she had been built for this, not by biology, but by some dark and sacred longing written in starlight and ash, and now, it was fulfilling her. The tingling had deepened. What began as a flicker had become a symphony, nerve endings once dormant now sparked like constellations. She was aware of every cell, every fold, every secret shadow inside her, lit from within by the thing that grew, curled, and worshiped her, because that was what it felt like now: worship, as if each slow, deliberate movement within her was an act of devotion, as if she were not being consumed, but crowned. She arched on the floor, breathless, panting, caught between laughter and tears. There was no fear left, just awe. She whispered, “I’m ready,” and it heard her. The pressure came, not painful, but profound, like the final note in a song played just for her bones. It moved through her in waves, in rhythm, in sacred, slippery grace, and in return, her body changed. She felt it, her spine elongating in subtle, unseen ways. Her skin thickened and softened at once. Her muscles tightened not for strength, but for yielding. Her womb bloomed open like a mouth waiting to speak. She was no longer merely human, she was no longer her, she was an altar, a vessel, a bride in the bridal chamber of something vast and wet with wonder... and it was inside her, pulsing, claiming, cradling her from within. She laughed, or moaned, or both. She welcomed it. The ceiling above her wavered, the stars behind her eyes bloomed, and her body went boneless with divine pleasure. She didn’t shatter. She smiled as the stars blinked… myriad eyes watching her open, and as her mouth parted in silent ecstasy, the voice inside her murmured: Now we are one. Let me show you everything.
  14. The steps are still the same. The rules themselves haven't really changed, just the differentiation between Distinctions and Abilities. The Distinctions will remain mostly unchanged, but if you want a custom one for an idea you have, just let me know and we can make one. The "idea" of Abilities is still the same, even if I have to rewrite the SFX for most of them. But your abilities will be things like "Flight" that we can add to your Pherosol and give it an SFX as something like "Spend a Plot Point to make a dramatic entrance or exit, “arriving from above” or “floating out of reach.” Again, if you're uncertain, just ask. I lost track of where you were in all my self-created confusion, but I think Step 2 Youth was not yet completed, if I remember correctly. Ask any questions here and I'll see them and answer.
  15. Ugh. Okay, I cleaned up the language of the rules reference. Now I just need to edit the two big lists - Distinctions and Abilities. I'll probably leave all the Distinctions on the list, but only put on the Heritages we developed and decide to keep after reviewing character sheets. Sorry for the delays, everyone. I was really hoping to keep the temp we'd been setting and get this game going as fast as possible.
  16. Prompt 1: Trick Costume The costume had said 'Wicked Witch (Do Not Remove Until Midnight)' on the tag, but Natalie thought that was just a joke. Now it was 1:17 a.m., her skin was shimmering green in the moonlight, and the damned corset still hadn’t budged. “I’m telling you,” she growled, yanking again at the lace-up back, “I’ve tried scissors, a box cutter, two knives, and my teeth.” “And the teeth didn’t work?” Jeremy asked, deadpan. He leaned against the doorframe in the bathroom, arms folded, watching her with far too much amusement. “Don’t make me hex you.” “I mean, you kinda already did, Nat.” He raised an eyebrow. “You barged into my apartment in kinky sex version Elphaba cosplay, put a high heeled boot dangerously close to my groin on the couch, and asked if I was ‘man enough to break a curse.’ I think you should at least explain what kind of curse we’re talking about.” Natalie turned, her skirt flaring, revealing the tops of her stockings and a teasing glimpse of her panties, and leaned one arm on the sink with theatrical flair. The slit up her thigh was too high for a regular store-bought costume, and the neckline dipped way too far down. Her breasts threatened to explode out of the costume without the slightest provocation. It was like the costume had decided she needed to be more... everything. “I bought it at that weird little shop in the alley,” she said. “The shopkeeper said it would ‘bring out hidden truths and irresistible urges.’ I assumed she meant cleavage.” Jeremy chuckled. “Well it definitely did that." He tried to hide his amusement, but didn't stop staring at her cleavage. "And what’s the condition to get it off?” Natalie didn’t answer right away, but her demeanor suddenly changed. She stepped closer, close enough that her breath made his eyelids flutter. Her voice dropped into a purr. “She said," she ran gloved fingertips up into his hair, staring deep into his eyes, "I’d know when the right partner offered the right kind of help.” Jeremy’s mouth opened. Then shut. Then opened again. “So... you need help getting out of it?” “I need,” she said, slipping a gloved finger into the waistband of his sweatpants and tugging him closer, “someone to satisfy the terms of the enchantment.” “Which are?” She leaned up, lips just grazing his ear. “She didn’t say what the terms were, but... there are hints. How I'm feeling. What it's making me feel. I’ve got a few ideas of where to start.” Jeremy’s breath hitched. “You sure this isn’t just a sex thing?” “Of course it’s a sex thing. It’s a cursed sex thing. Keep up.” “Look, I... I just think... hypothetically... I should confirm whether this is still you talking. Or the costume. For consent reasons.” Natalie smirked and pressed her body to his, letting him feel exactly how affected she was. Her nipples poked into his chest, “If it’s not me,” she whispered, “then the costume is way better at flirting than I am." She leaned back and met his gaze. "Now. We need to do something really wicked, then we'll see if I can't get out of this costume.” Jeremy’s eyes darkened. His hands found her waist. “Alright, Witch,” he said, voice rough. “Let’s break your curse.” Before she could say anything else, he spun her around, hiked up her skirt, and slid a finger between her legs. She stared at her witchy reflection in the mirror, skin green, eyes dark and glinting with magic, and the damned witch hat she couldn't remove blocking her view of Jeremy behind her. She heard the zip, felt his fingers come away from her wetness and felt him shift into position, sliding his head along her slit, but it still surprised her when he entered her. "Holy fuck," he said, pressing forward, forcing his way into her body. "How are you so fucking tight?" Natalie had no idea why she would feel different to him; they'd fucked so many times they should know each other like... oh... oh, he felt different, too. Bigger, more... oh god... more filling. So big... stretching her so... she let out a squeak that didn't sound like her own voice. "Fuck, Nat... holy shit..." Jeremy was pumping into her hard, his hands on her hips, slamming her into the cold porcelain of the sink as she stared into the mirror. "Shit... I'm... I'm com..." He came. Hard and hot, like a tiny geyser inside her. He'd never come inside her before. She felt herself clench around him, milking him dry as he let out whimpering moans behind her, holding onto her hips like he couldn't let go. "You idiot!" She said, pushing back, feeling him slide out of her, turning to face him. "You came inside me?" She was furious... the risk of... what the fuck was he thinking? "Shit," he said. "Shit, I'm sorry, Nat. I just... it felt so..." He reached for her hat, took it off, set it on the edge of the sink and pulled her into a hug. "I'm sorry..." She looked at the hat on the sink. The hat she couldn't get off all night. The hat he'd just taken off after fucking her and coming inside of her. Holy shit, it worked! She pushed him off and started trying to untie the laces down the front of the corset, but they wouldn't budge. "What the fuck," she said. "You got the hat off... maybe you need to try the laces." He nodded, still feeling foolish, and started working the laces. They wouldn't budge. "Nope," he said. "Nothing." Her shoulders slumped. "Maybe we need to fuck once for each item," he said, grinning. She wasn't joking. She pushed him back until he fell onto his ass on the floor and climbed atop him. Straddling him, she lowed herself down onto him, taking him inside her once more. "Boots next," she said between moans as she bounced atop him. "These heels are killing me."
  17. I done fucked up, so I'll be the one to fix it. I'll be addressing each instance in the posted rules and running down each Character Sheet to make sure I gave everyone good info. Some of them are solid, some need adjustment. The GOOD news is, we'll just list your Pherosol as Gear and give it a list of SFX you can use by spending a plot point instead of a list of individual abilities tied to the Pherosol. It will ultimately make it more powerful and versatile.
  18. ...and, I'm an idiot. I've got three different implementations of Cortex crossed (see what happens when you get your brain to hacking and forget to focus!) I screwed up how Abilities work when outlining them for this game and set them up like Distinctions. SO... I probably need to make an adjustment to the rules reference and the default Abilities, as well as to all the Abilities (especially custom ones) already on your sheets. I might need to work with each of you to alter or remove Heritage Distinctions if we decide they're not mechanically optimized. Some things might make more sense as Distinctions, some as Abilities. I was treating them mechanically the same, but I want to make sure we treat them in the best way for you to use them in the fiction. I outlined the details of each below, but the basic mechanical and story differences are: a Distinction is an aspect of your personality, a skill, or a Heritage Distinction. It gets 3 "triggers" (SFX) at d4, d8, and d12 rating. These are a "pay a cost, get a benefit" style SFX. an Ability Abilities allows a character to do things far beyond the capabilities of a normal person. It has 1-3 SFX tied to it. To activate them, you just pay a plot point and do the thing. No other cost involved. Abilities can be Shutdown by other characters using their limits (think things like dehydrating the fishman, disabling Superman with Kryptonite, using silver on a werewolf, using cold iron on a fey creature, etc.) Distinctions Each Distinction has a die rating and three pairs of characteristics called triggers. The die rating for a Distinction ranges from d4 to d12 like all other Traits. Roll this die when the Distinction applies. For example, an Agile d8 gives a character a d8 when they are doing something for which their graceful and agile moves would help them, but not when they are just moving around normally, even if it does look graceful. Why would you make a roll for day-to-day activities, anyway? The trigger of a Distinction is set up as a benefit paired with a drawback. When you invoke the benefit, the drawback is triggered, or vice versa. The die rating determines how many of the Distinction’s triggers you have access to. At d4 level, you may only use the first trigger; at d8, you may use the first two; at d12, you have a choice of any of three triggers. Your character sheet shouldn't list the triggers you don’t have access to; you add them as you get them. Abilities Each Ability has a die rating that you can roll in any Test or Contest that might benefit from the assistance of your Ability. The Effect helps establish how you can use an Ability’s die. However, that’s not the be-all and end-all of an Ability’s benefits. In addition to its Effect, each Ability has three other elements (Descriptors, Limits, and Special Effects) that all work together to flesh out the extent of the Ability’s usefulness. EFFECTS The Ability’s Effect suggests ways that you might roll the Ability into a Test or Contest. There are six Effect types. Attack Effects are pretty cut and dry. Dice from this Effect hurt people; you use them in rolls to give others Stress. Sensory Effects allow the character to better perceive and understand his surroundings; you roll them into perception-based Tests and Contests. Movement Effects help characters get from place to place in unusual ways, so roll the dice into Tests or Contests that depend on speed or travel. Control Effects allow characters to manipulate aspects of their surroundings. Use the Ability die to influence the outcome of a Test or Contest by altering the environment. Defense Effects protect the character from some type of harm. Roll the die when it would help you against attacks or rolls to inflict Stress. Enhancement Effects let you change, shift, boost, or alter your body or talents in some amazing way. Roll in this Ability when your enhancements give you an advantage. DESCRIPTORS Descriptors establish the details of how and why an Ability works or specify something about how the Ability contributes to the story. Example: Two characters (Jim and Bob) both have Blast as an Ability; but while Jim has Blast with Descriptor: Lightning Gun, Bob has Blast with Descriptor: Heat Ray. Both Abilities cause some serious hurt, of course, but someone susceptible to electricity would be much more affected by Jim’s Lightning Gun than Bob’s Heat Ray. On the other hand, someone that might be easily dehydrated or burned would hurt more from Bob’s Heat Ray due to the Heat descriptor. LIMITS Limits show the chink hidden in the armor. Even powerful magic may be useless if the character doesn’t have the use of her hands or voice. If someone uses your Limit against you, he triples the die representing that Limit. If your Limit is associated with a Heritage Distinction, your opposition can choose to give you a Plot Point and Shutdown your Ability if the Stress die he would have inflicted on you is equal to or greater than your Ability die rating. He can do it without a Plot Point if he Stresses you Out. You can also choose to Shutdown an Ability if you would prefer not to take Stress and your Ability was targeted by something that affects its Limit. Once the Limiting condition is removed from the scene or out of range, any Shutdown Abilities are restored. Usually this requires a Plot Point (creating a Useful Detail), but another Ability’s Descriptor can be used in this way for free. SPECIAL EFFECTS In addition to the Effect, each Ability also starts with one Special Effect. When you’re creating a character with Abilities, you choose a Special Effect for each Ability when you add it to your character sheet. To use a Special Effect that’s listed on your sheet, just spend a Plot Point. You don’t need to roll dice or succeed at a Test. Some Special Effects mimic trigger elements from Distinctions, notably Increase, Decrease, and Reveal. You can spend as many Plot Points as you like to stack these Special Effects; if you have Invulnerability, for instance, you could spend three Plot Points to Decrease an opponent’s Stress pool three times. A few Special Effects allow you to affect a lot of people at once. We call this a sweep effect. When this happens, you’re forcing everybody in the area to make a Test. Roll your own dice (including the Ability die) instead of Trouble. Each affected character must win the Test to avoid the outcome, which is usually Stress. There are several ways to acquire new Special Effects or use those that you don’t have listed. First, some Heritage Distinctions have a trigger that lets you use Special Effects from Heritage-connected Abilities you don’t have. This can represent those occasions when you draw on the untapped potential of your bloodline or culture in some spectacular way. Whether or not you have a Heritage Distinction, you can spend a die directly out of your Growth pool to gain a new Special Effect. You may do this in the middle of a scene, and afterwards you may add the new Special Effect to your sheet. Leads and Features rarely have more than two or three Special Effects for each of their Abilities.
  19. When I've played this online in the past, we've called each "Chapter" a session. Basically, you all will involve yourselves in interpersonal drama and hijinks, I'll introduce a sort of "bad guy/monster/issue of the week", and once the particular "of the week" issue is resolved, that "Chapter" is over. I'm calling that a session, because it should be roughly equivalent to what we'd get through in a single gaming session around a table. Plot Points are a pretty integral part of the game, and the back and forth flow of them throughout gameplay is one of the core mechanics of the dramatic implementation of Cortex. I am hesitant to include anything that affects the metacurrency for a single player. I'm going to say no to any Plot Point discounts, but saying that, I also want you reassure you that we will absolutely retain the multitool feel of the Pherosol, even if it isn't always mechanically relevant. I'm working on a final version of the various abilities for the Pherosol, but here's what I have so far: PHEROSOL SHIELD: The Pherosol’s alchemical silk and articulated frame unfold into a compact defensive barrier. Multiple layers of various alchemically treated cloths within the Pherosol deflect heat, bullets, and even low-intensity energy discharges, making it as practical as it is fashionable. Effect: Defend Descriptors: brasswork, alchemy, kinetic barrier, umbrella shield Limits: Gear; bulky when deployed, leaves your other hand occupied. SFX Spend a Plot Point to deflect a ranged attack that would otherwise hit. Spend a Plot Point to protect an adjacent ally from harm, taking the Stress yourself. Add a d6 to Trouble to fully block an area attack or explosion (the shield survives but you’re thrown or winded). Spend a Plot Point to create a d8 “Defensive Cover” asset lasting the scene. PHEROSOL GLIDE: By holding the Pherosol aloft and releasing compressed-steam vents along its ribs, you can drift gracefully through the air, descending from rooftops or catching thermals like a genteel sky-pirate. It’s not true flight, but in capable hands it’s near-miraculous. Effect: Movement Descriptors: flight, glide, steam propulsion, parachute Limits: Gear; cannot gain altitude without strong wind or elevation; difficult to control in confined spaces. SFX Spend a Plot Point to glide safely from any fall, no matter the height. Spend a Plot Point to travel across a chasm or over a hazard others must navigate around. Add a d6 to Trouble to ride an updraft or storm gust, achieving momentary flight. Spend a Plot Point to make a dramatic entrance or exit, “arriving from above” or “floating out of reach.” PHEROSOL MULTITOOL: A marvel of miniaturized steamtech, the parasol’s handle conceals extendable mechanisms like a grappling-line spool, telescopic lock-pick armature, "sun-ray" filament cutter, and even a small welding flame produced by volatile alchemical fuel. Effect: Control Descriptors: gadget, gear, alchemy, engineering, espionage Limits: Gear; limited fuel and delicate mechanisms, prolonged misuse may jam or break it. SFX Spend a Plot Point to reveal a previously unused function of the Pherosol such as “Telegraph Line Wiretap” or “Extendable Mirrored Lens for Peeking Around Corners.” Spend a Plot Point to perform a feat of mechanical precision (cutting, prying, rewiring, sealing). Add a d6 to Trouble to use the tool for a purpose it was never meant for. It works, but another ability tied to the Pherosol is Shutdown until the end of the scene. Spend a Plot Point to substitute Pherosol Multitool for any technical specialty for one roll.
  20. insatiable desire
  21. The rules around creating temporary assets are: So you can create a temp tool by spending a PP, make it last til the end of the session by spending another PP, but the only way to make it permanent is to Add it as a new Ability during Growth.
  22. You can add any ability to your gear, or your could add additional gear with their own abilities (something concealed in the heel of your shoe, in your bonnet, or perhaps a ladies pocket watch, things you would be able to bring into someone's parlor when they expect you to leave your parasol at the door. Flavor stuff doesn't require the use of an ability, but things that you plan to use to influence contests will. For instance, you can say your Pherosol has an automatic lockpick in the handle, and we'll go with it - you can pick locks with it. But if you want to add a d8 Automatic Lockpick to your dice pool when trying to escape through a locked door before the person pursuing you catches up, you'd need to add it as an ability. I know the system isn't familiar to most people, so please let me know if you'd like me to elaborate on how that works. Just let me know what kinds of abilities we want it to have, and I can build it custom for you. But it should be an Ability, not a Distinction. Distinctions are more like skills, talents, personality quirks, etc. Abilities would be things like "automatic lock picking device
  23. You can have a parasol, but you'll have to use one of your "add an ability" steps to add the Pherosol as an Ability with the "Gear" limitation. Gear limitation generally means that you can be separated from your item, or run out of ammo, or have it broken in a scene, etc. You'll always be able to recover it, repair it, or reload it, but hampering your ability to use it temporarily is a good way to earn plot points to help you win the day later in the game. Oh, right! We could give Pherotech the "gear" limitation and say it's your parasol Pherosol.
  24. THE CHALLENGE For Halloween, the challenge is a series of writing prompts. The first set are setups for light-hearted lewd fun. The second set cross lines and suggest thematic pairings that some might find disturbing or even unpleasant. I tend to enjoy being challenged to write something outside the bounds of normal. I hope you do, too. Make sure to include the prompt number or title in your post! 1. Trick Costume - A magical (or cursed?) Halloween costume alters the wearer’s behavior... or desires. Does it enhance hidden urges? Attract unexpected attention? Awaken the wearer's confidence or desire? ...or does it possess them? Tell us what happens to the wearer. Bonus twist: The costume can’t be removed until some condition is met. 2. Summoning - A demon, spirit, or being is summoned incorrectly, or perhaps just correctly enough. They shouldn't have appeared, but they’re here now, very curious, and perhaps not bound correctly...? Is the summoner embarrassed? Enthralled? Willing? Willing enough? Tell us a tale of a summoning gone wrong, from either perspective. Bonus twist: To bind the summoned being requires intimate physical contact. 3. One Night at the Haunted Mansion - Your character has to spend the night in a haunted manor for a dare, inheritance, or investigation. Locked in for the night. Haunted halls, sensual spirits, and mysterious moans in the dark. The spirits aren’t interested in scaring them... they want something else. Who, or what, will you meet? Ghosts, succubi, vampire courtiers, cursed portraits... all welcome. Bonus twist: The mansion feeds on pleasure. 4. Witch's Spell - A witch offers your character exactly what they desire... pleasure, power, transformation, whatever your heart desires... for a price. The spell takes hold as the candle burns down. What did they wish for… and what price will they pay to get it? Think magical transformation, mind control, or intensified desire. Bonus twist: The witch uses genie logic, granting the wish to the letter but not the intent. 5. Pumpkin Spice & Sin - Your character drinks an enchanted seasonal drink that triggers unexpected side effects. Their senses heighten, their inhibitions fade, and the whole café/town's fall festival/study group/etc. becomes something far more wild as desire magically alters the night’s events. Sweet, spicy, or scandalous. Perfect for a lighthearted, sensual romp. Bonus twist: Season offerings must be shared... it turns out, the pumpkin spice treat wasn’t just for you. It was a trigger for a ritual that requires multiple participants, and now that you’ve tasted it people you know start acting strangely flirtatious, strangers are drawn to you, old flames, crushes, or forbidden desires come knocking... and they're all hungry. 6. Trick-or-Tease - It started out as a naughty Halloween party game, but now things are escalating beyond what anyone expected. Who’s setting the rules? Why can’t you stop? Strip spin-the-bottle, naughty dares, or sexy illusions… Who’s playing? Who’s being played? What are the rules now? Bonus twist: The party game seemed simple enough, naughty dares drawn from a bowl, each one steamier than the last. But soon, the guests begin to notice the handwriting changes, the dares get way too personal, and some of them reference secrets no one should know. Someone, or something, is adding dares to the mix, and no one knows who... or what happens if you refuse to play. 7. Masquerade Mask - At a decadent masquerade ball, identities are hidden, rules are relaxed, and temptation is everywhere. But one dance partner seems to know everything about you. Erotic tension, mystery, and masks... a classic combo. Bonus twist: Something about the mask or the person across from you sparks a memory, a fragmented flash, a lingering echo. You’ve been here before, maybe not in this life, maybe not in your body, but you know that the masquerade is repeating itself. Each time, the masks hide the same faces. Each time, the roles shift... hunter and hunted, lover and beloved, predator and prey. 8. In the Cornfield - A rural Halloween hayride or corn maze goes awry. A masked figure stalks the night. Is it fear, lust, or both? And is your character really alone? Slasher movie vibes meet erotic tension in the dark. Is it fear or arousal that makes your heart race… or both? Bonus twist: The cornfield isn’t just a maze... it’s alive, aware of heat, breath, and desire. It listens, shifts when someone moans... rearranges itself. The more flustered you become, the deeper in you go. The corn closes in tight like it wants to watch. Is the maze trapping you… or inviting you to let go? The only way out is into the center and the thing (or person) you were always meant to find... waiting for you... breathless, desperate, and ready. 9. Monster Under the Bed - Your character always feared something lived under their bed, but when it finally comes out on Halloween, it doesn't want to eat them... at least, not like that. Explore monster-fucking, cuddly cryptids, or forbidden romances. Bonus twist: The monster under the bed was your childhood protector, but then you stopped believing. You grew up and forgot them, but they didn’t forget you. Now they crawl out from the shadows… but twisted. Hungry not just for your body, but for your attention, for the version of you they remember, and they want you to remember too. They want to play again, only now, the games are very different, and if you won’t go back to being theirs, they’ll find a way to make you. 10. Possession - Your character is possessed by a spirit that craves sensation. When they share a body… things get weirdly intense... shared sensations, posthumous passion... who’s in control, and do you want them to stop? Possession, shared pleasure, multiple minds in one body... Bonus twist: The ghost didn’t come back for revenge, or closure, or to pass on. They came back because you were the last thing they felt... your touch, your kiss, your voice screaming their name in grief or passion. from here the ideas get more... macabre? twisted? 11. Inside - A character wakes up after a strange encounter, dream, or ritual with a creeping sensation under their skin. Something is growing inside them, writhing in rhythm with their desire. Is it a curse? A pregnancy? A godling forming in the womb of a worshipper? Do they fight it, or fuck it? 12. Don't Touch the Art - An erotic sculpture in a haunted gallery changes shape when you’re alone with it. Sometimes it watches. sometimes it whispers, sometimes it moves. You know you shouldn’t touch it... but it’s already touched you. What happens when desire is awakened by something that was never meant to be alive? 13. The Whole Town - The new town is friendly... too friendly. Everyone flirts, everyone stares, everyone touches. At first, your character thinks they’re being seduced, then they realize they’re being prepared. What ritual requires so much attention? What happens when the final kiss is given? 14. Don't Stop Reading the Spell - Your character finds an old journal with an incantation written as a sensual, poetic prayer. Each line evokes a wave of sensation, so they keep reading. But the spell isn’t just opening a portal, it’s opening them. Every sentence brings them closer to climax… and to summoning something that wants to finish the job. and my personal favorite, the one that I think has inspired a deliciously twisted tale in my brain: 15. Love Beyond the Grave - Death isn’t the end, not when desire burns hotter than decay. A lover, spouse, crush, or paramour returns from the grave, drawn back by love, lust, obsession, or unfinished passion. Maybe they were summoned by desperate magic, maybe they clawed their way out of the graveyard, maybe they simply couldn’t stay dead when their body remembered the one thing they longed for most: you. Do you welcome them with open arms despite the rot? Do you recoil… then give in? Or did you call them back yourself, unable to let go, no matter the cost? Love stronger than death, lust unafraid of decay... romantic or horrific, sweet or grotesque... your choice. Deadline Midnight (EST) , 30 October 2025 Limits 1 entry per prompt, per person no strict word limit, but please try to keep it between 500 to 2,000 words Prizes You'll be awarded 500 EcchCredits for each prompt reply you post (limit 1 reply per prompt as stated above). (So you can win up to 7,500 credits just for posting!) There will still be voting for a pot of 5,000 first place, 2,500 second place, and 1,000 third place. I reserve the right to award bonus credits for entries that are especially imaginative, well-written, or ones that just happen to tickle my fancy or inspire me to tickle my fancy (pardon the crappy euphemism)
  25. I'm an organizer. I have a Masters in Library Science and manage a mid-sized archive, so organizing is my line of work. It's what I do best that's technical and not artistic. The next person has a job they consider boring.
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