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Maerchenhaft Mods ([personal profile] maerchenmods) wrote2020-05-31 11:01 pm

activity bonuses



Every month your character submits AC in Maerchenhaft, that character is eligible for up to two bonuses: one from the Bigger Life Changes category, and one from the Smaller Life Conveniences category. Suggestions for bonuses to be offered in either category can be made on the Mod Contact page!

Bigger Life Changes

Permanent Curses
These curses will alter your character going forward unless they seek to have the curse broken later on.
  • The Cat Came Back

    At player discretion, characters with this curse will find themselves with any number of feline features or abilities, up to and including becoming a full domesticated feline. These features will always be visible unless glamoured over or otherwise hidden away; this is not a were curse.
  • The Kelpie's Curse

    At player discretion, characters with this curse will find themselves drawn toward fresh bodies of water, even able to sense those nearby. They'll be capable of shifting shape into a kelpie, which comes with a kelpie's instincts to some degree: the desire to pull persons of interest into the water, a desire for fresh liver, and the ability to breathe underwater, as well as enchant another to breathe underwater while in physical contact in kelpie form.
  • Walk Like an Animal

    Characters with this curse will find themselves capable of transforming between their standard form and one set animal form, chosen at player discretion. Initial shifts are likely to be spontaneous and uncontrolled, with it easier to go to animal form than to come back to human form. With more practice and concentration, characters will be able to switch between forms at will, at a cost to their personal magic store. If they're capable of speaking in animal form or not depends on player choice, and can be explained as taking more magic for those who can than those who cannot.
Miscellaneous
  • Adaptation

    A character has studied or practiced sufficiently with their new Fairy Godmother magic to be able to start adapting their world-limited abilities to Maerchenhaft. Players are welcome to limit how much of their character's abilities can be accessed at what time, or if there are any abilities which cannot be accessed.
Spells
Fairy Godmothers may master any of these spells over the course of their time in Maerchenhaft's world. Spells with multiple levels may only be learned in numerical order; usually this is an indication of strength. Any spell limitations are noted in their write-up below.

In most cases, Fairy Godmothers can lend each other their magic directly through physical contact, and allow another Fairy Godmother to cast spells for them (such as Summoning), or assist another Fairy Godmother in casting their spells (such as Healing). Due to positive physical contact likewise generating magic between two or more Fairy Godmothers, spells will require less magic than usual when cast in this manner.
  • Elemental Magic

    Elemental Magic spells allow for casting magic spells of a particular element. What element? Any element a player decides is an element. Earth, Wind, Heart, Metal, Alcohol, Electronic Gospel Music—levels in Elemental Magic indicate levels of mastery in the specific Elemental Magic a player wants their character to pursue. Each time a player wants to give their character a new Elemental Magic, that character must start at Level One for that new Elemental Magic. Characters can have up to three different Elemental Magics at once. If a player wants to lose an older Elemental Magic to pursue a fourth and different one, they must first decide which of the prior three Elemental Magics their character will forget.

    Elemental Magics do not make something out of nothing: the element a character controls must be present somewhere on their person or in their surrounding environment to be manipulated. Enchanted objects which produce a specific element can be used in tandem with casting an Elemental Magic spell to meet this requirement.

    • Level One:
      Basic manipulation of the element under study can be observed. The caster can call some of the element to them, and cause that element to respond to them with sufficient effort. Think forming balls of an element between their hands. Making that ball too large will cause the caster to lose control of the element entirely.
    • Level Two:
      A caster can now manipulate more of an element at a time, and cause more visible effect on their environment. For example, Water Elemental Magic at Level Two can generate waves from water large enough to soak an adult human, or pull water out of willing sources: damp surfaces and the like. It's easier to call on their element from further away, and their sensitivity to its presence is greater.
    • Level Three:
      A caster is now capable of working big magic with their element on a daily basis. Note that this will drain them of most their magic reserves in one go, but at Level Three, use of magic in lower amounts (Shadow Elemental Magic to camoflauge in shadows, for example) has become much easier. They can call on their element from outside of line of site, and their sensitivity to it is enough to detect its presence within a large radius.
  • Enchantment

    Enchantments allow for magic to be attached to various objects, or to living creatures. Enchantment also allows for the restoring of magical objects, as it's through these spells that the magical nature of an object can be revitalised.

    Enchantments can be refueled on magic artifacts who have run through their reserve of magic, such as the Ring of Suppression. Enchantments will drain magic from the caster, storing that magic in the enchanted object, area, or person. This magic is then either used slowly over time for passive effects, or used all at once with activated useages.

    • Level One:
      May create their own enchantments through writing, drawing, carving, dance, or any other physical movement. Will apply an enchantment of the caster's choosing to where or what they're performing the echantment on, and may either be immediately activated, passively in effect, or activated at a later point.

      Enchantments at this level are single function and not complex. For example, they may defend, create a bright light, send out a distress call of a simple sentence, or generate a powerful scent to attract a specific type of animal.
    • Level Two:
      May now create enchantments without the need for physical movement, but simply through prolonged touch.

      Enchantments at this level can be dual function, allowing them to perform two distinct actions in tandem or one after another, immediately or at a delay.
    • Level Three:
      May now create enchantments by thought, applying them to objects or persons with a passing touch.

      Enchantments at this level can have higher complexities, but will require half or more of a caster's magic to successfully execute. Three or more functions may be performed in tandem or one after another, immediately or at a delay.
  • Healing

    Enchantment spells allow for magic to be attached to various objects, or to living creatures. Enchantment also allows for the restoring of magical objects, as it's through these spells that the magical nature of an object can be revitalised.

    • Level One:
      May perform up to a handful healings of mild to moderate external injuries in a day, or one major healing in a day. May perform more healings if instead of using pure magic to fully heal the injured target, the healer takes some or all of that injury onto themselves. May heal multiple major injuries with magic lent in assitance by another Fairy Godmother.
    • Level Two:
      May perform up to a dozen healings of mild to moderate external or internal injuries in a day, or two major healings in a day. May perform more healings if instead of using pure magic to fully heal the injured target, the healer takes some or all of that injury onto themselves. May heal multiple major injuries with magic lent in assitance by another Fairy Godmother.
    • Level Three:
      Finds healing up to two dozen mild to moderate external or internal injuries in a day feasible. Finds five major healings in a day feasible. May perform more healings if instead of using pure magic to fully heal the injured target, the healer takes some or all of that injury onto themselves. May heal multiple major injuries with magic lent in assitance by another Fairy Godmother.
  • Restoration

    Restoration spells restore an object or living being to their most recent "whole" state. It does not fix older scars, injuries, amputations, or bellishments; think of this as returning to an earlier state of existence, not to a "perfect" state of existence. Magical objects cannot be fixed with Restoration spells; they require Enchantment spells. Broken magical objects may be reconstructed with Restoration spells, but their magical effects will remain null if they'd been nullified.

    • Level One:
      Restore any non-magical object pillow-sized or smaller to its original state once a day; think fixing a broken pot after it's been dropped.

      Reverse mild injuries, or mild cases of poisoning, for any creature once a day.

      Restore any Level One Summon to full size once a week, fully depleting magic reserves at time of casting, and requiring immediate rest at the Academy or positive physical contact with another Fairy Godmother. Restoring another person's Level One Summon may have unexpected side-effects.
    • Level Two:
      Restore any non-magical object between pillow and adult human size to its original state once a day; think fixing a broken wheelbarrow when the wheel cracks. May now restore up to two non-magical objects pillow-sized or smaller per day.

      Reverse mild to moderate injuries, or mild to moderate cases of poisoning, for any creature once a day. Reverse mild injuries, or mild cases of poisoning, for any creature twice a day.

      Restore any Level One or Level Two Summon to full size once a week. Only Level Two Summoning fully depletes magic reserves at time of casting, requiring immediate rest at the Academy or positive physical contact with another Fairy Godmother. Restoring another person's Level One or Level Two Summon may have unexpected side-effects.
    • Level Three
      Restore any non-magical object up to house size to its original state once a day; think patching or fixing a house with a tree that's fallen on it in a storm, taking out the side of the house. May now restore up to two non-magical objects between pillow and adult human size per day, or four non-magical objects pillow-sized or smaller.

      Reverse moderate to severe injuries, or moderate to severe cases of poisoning, for any creature once a day. Reverse mild to moderate injuries, or mild to moderate cases of poisoning, for any creature, twice a day. Reverse mild injuries, or mild cases of poisoning, for any creature four times a day.

      Restore any Level One, Two, or Three Summon to full size once a week. Only Level Three Summoning fully depletes magic reserves at time of casting, requiring immediate rest at the Academy or positive physical contact with another Fairy Godmother. Restoring another person's Level One, Two, or Three Summon may have unexpected side-effects.
  • Summoning

    Summoning spells summon objects or non-sapient creatures from a character's home world, regardless of if that object or creature belongs to that character or not. Larger objects will be medium dog sized on arrival; complex summonings of buildings or land will arrive diorama sized. To return to full size, either a Restoration spell or a Roullette Restoration Talisman may be used.

    • Level One:
      Summon an inanimate object from home. Does not include vehicles or objects with their own awareness, spirit, sentience, or cursed natures.

      Level One Summoning may be successfully cast once a month. Level One Summoning fully depletes magic reserves at time of casting, requiring immediate rest at the Academy or positive physical contact with another Fairy Godmother.
    • Level Two:
      Summon a living plant, living (or undead) creature, or a functional vehicle from home. Summon inanimate objects with their own awareness, spirit, sentience, or cursed natures. Anything larger than an average sized human adult will arrive the size of a medium dog, unharmed. This includes things kept in a pocket dimension or within another container, such as a Pokeball: the contents within these containers will also be sized down if larger than an average sized human adult.

      Level One Summoning may be successfully cast twice a month. Level Two Summoning may each be successfully cast once a month. Level One Summoning now causes one-half depletion of magic reserves at time of casting. Level Two Summoning fully depletes magic reserves at time of casting, requiring immediate rest at the Academy or positive physical contact with another Fairy Godmother.
    • Level Three
      Summon a complex object, such as a building and its contents, or a portion of land. All arrive sized down to a carriable diorama. A Restoration spell or talisman will return these summons to their full size, but will not relocate them to an appropriate space. Make sure to only restore a level three summoned object to full size in the location where you wish it to remain.

      Level One Summoning may be successfully cast once a week. Level Two Summoning may be successfully cast twice a month. Level Three Summoning may be successfully cast once a month. Level One Summoning now causes one-third depletion of magic reserves on casting. Level Two Summoning now causes one-half depletion of magic reserves on casting. Level Three Sommoning fully depletes magic reserves at time of casting, requiring immediate rest at the Academy or positive physical contact with another Fairy Godmother.
  • Transference

    Transference allows for a character to teleport themselves from their current location to another location they've previously visited. The amount of magic used by Transference is proportional to the distance traveled; if a Fairy Godmother is carrying one or more other Fairy Godmothers along, those passengers can lend their magic to the effort, spreading out the magic cost of Transference between them and generating some magic back at the same time.

    Fairy Godmothers can use Transference simultaneously on up to ten other Fairy Godmothers (or other passengers) at max when leaving from the Transference Hall at the Maerchenhaft Academy.

Smaller Life Conveniences

One-Off Curses
Temporary curses last from one to seven days before being broken. Those currently available include:
  • Happy to Kelp

    At player discretion, characters with this curse will find themselves shifted shape into a kelpie, which comes with a kelpie's instincts to some degree: the desire to pull persons of interest into the water, a desire for fresh liver, and the ability to breathe underwater, as well as enchant another to breathe underwater while in physical contact.
  • Inner Animal

    Characters with this curse will turn into an animal of the player's choice for up to one week. If the character can still speak in a recogniseable way or not is up to the player as well; they can still use their Crystal to communicate telepathically with fellow Fairy Godmothers.
  • Puss In Boots

    At player discretion, characters with this curse will find themselves with any number of feline features or abilities, up to and including becoming a full domesticated feline. These features will be visible unless glamoured over or otherwise hidden away.
Lifestyle Improvements
  • Cleanly Cat Charm

    A small carved charm of a cat made of tiger's eye that, when worn on one's person, can be activated once a day to fully clean the clothing and accessories of its activator. This does not clean the skin, hair, fur, or feathers of its activator.
  • Cloth of Plenty

    The Cloth of Plenty characters are given in their starter kit after waking up in Maerchenhaft provides an endless supply of raw ingredients on demand. However, if your character isn't inclined to eating raw ingredients, or doesn't want to keep having to cook on their own, maybe consider upgrading the Cloth of Plenty.

    • Level One:
      The cloth of plenty has been upgraded to now offer cold dishes in addition to its standard raw ingredients. Requests for specific dishes will grow more accurate over time, or with extra specific wording.
    • Level Two:
      The cloth of plenty has been upgraded to now offer hot dishes in addition to raw ingredients and cold dishes. Requests for specific dishes achieve accuracy more quickly than before.
    • Level Three:
      The cloth of plenty can now occasionally provide meals from the character's home world in addition to raw ingredients, cold dishes, and hot dishes. Most requests for specific dishes will be accurately met, even if never before requested.
  • Leafsong Music Box

    This carved wooden music box comes in a variety of designs, and is roughly in sizes of an adult human's hand. There's a wind-up crank located on the side of the music box, and can manually power the music box, though magic sent into the box will power it for longer.

    This music box can play any song which has been heard by its listeners before on request.
  • Uniform Upgrade

    The Fairy Godmother Uniform is required for all Fairy Godmother Quests, and in its default state, provides a visual cue to a Fairy Godmother's status. The standard uniform also manifests illusionary wings, both automatically and on character thought. The following are some potential upgrades to a character's uniform:

    • Outfit Swap
      Succeed in registering another outfit as your official Fairy Godmother Uniform. Will provide all functionality of the traditional uniform, such as access to Fairy Godmother limited areas and recognition by magical or mystical barriers of one's status as a Fairy Godmother. Also will manifest their Fairy Godmother wings on request.

      However, regular peoples will not recognise the upgraded uniform, and treatment may notably change amoung less magic sensitive persons and societies while on quests.
    • True Wings
      While wearing your Fairy Godmother uniform, your Fairy Godmother wings are now real instead of an illusion. They're flight capable and physically manifest on thought while in uniform. This will consume more magic than a standard uniform, requiring more frequent positive physical contact with other Fairy Godmothers while on quests.
    • Now You See Me, Now You Don't
      Through the use of a charm sewn on by the Seamstress, your character can now disappear into a natural landscape when they hold still, or disappear into a city crowd when they're moving. They can also disappear into shadows in any environment, either by holding still in the shadows or moving from shadow to shadow. This charm is permanently applied to their uniform, and this ability can be either in active or passive use.
Limited Use Items
  • Cracked Summoning Stone

    One time use before the stone will fully break. Allows for the summoning of any one object or creature owned by a character in their home world. All objects or creatures larger than adult human size will be sized down equivalent to a medium sized dog. Use of this stone requires one of the following side-effects:

    • You are shrunk down for a day to match your sized down summoning. You return to normal size afterward, but the Summoned object or creature will remain sized down until Restored by spell or Roullette Restoration Talisman.

    • The object or creature is successfully summoned, but appears in an awkward or difficult to reach location.

    • Any attempt to touch or interact with your summoned object or creature for that first day will generate a static shock to you. If this effects the object or creature itself, or other people, is left to player decision.
  • Roullette Restoration Talisman

    One time use, will restore any Summoned object or creature to full size, with anywhere from zero to five of the following side-effects, as determined by player roll (1-5 being the number of side-effects inflicted, but not which side-effects, with 6 being the same as "zero") after AC closes:

    1. You take on some property of the Summoned object or creature for a day.

    2. The Summoned object or creature is returned to full size, but you're made giant for a day. You're still exactly the same amount larger than the Summoned object or creature as you were before using the talisman.

    3. If it's a vehicle, it has no fuel. If it's a creature, it arrives hungry. If it is neither, you're insatiably hungry all day after using the talisman.

    4. Interacting with the Summoned object or creature for the first time after it is restored to full size will cause you to burst into spontaenous, uncontrollable laughter.

    5. You've been accidentally super-bonded to your Summoned object or creature for a day, meaning you share a sense of touch, taste, sight, smell, or hearing after it returns to full size. This sharing of senses may be intermittent, controllable, or unceasing, as the player decides.
  • Suppressant Ring

    When worn, this ring can suppress any appetite, ability, or other quality of its wearer for a period of time. Must be recharged monthly. Length of effective duration within that month left to player discretion.