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In The Name of Evil Eye

Cards

a part of “In The Name of Evil Eye”, a fictional universe by ArabiaKnight.

A long time ago, humans with magical abilities were released from the human world and brought into the Land of Evil Eye. But now, a great threat has arisen and four Minor Arcana are sent to dispel it in the human world. What will become of their attempts?

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This conversation is an Out Of Character (OOC) part of the roleplay, “In The Name of Evil Eye”.
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Cards

Tips: 0.00 INK Postby ArabiaKnight on Sat Feb 13, 2016 11:55 pm

Please choose 2 cards that will give additional abilities to your character. You are only allowed to use the cards from your character’s suit. Your character may not use their own card as one of the 2 cards.

Coin
Coin is an earth based suit. This suit concentrates on working with materials outside of one’s physical being. It is an active suit where their physical abilities rival with that of the Swords suit. They are resourceful, down to earth, and determined. However, at times they can be more concerned looking for results than how those results come about.

Ace - The Ace has the ability to connect doors. One simply needs to open a door to access another. This card has a cool down period of 15 minutes. The door to another can only be used if one has walked through that door before. The door also must be opaque and open outwards.

Two - The Two perfects one’s balance. It can be simple as walking on a line or as extreme as balancing on a rope between two buildings. The Two can only be used when there is a pole available to be held by both hands, e.g. a broom or a mop.

Three - Known as the card of Mastery, the caster can “Master” a skill for up to 10 minutes. However, the skill becomes more difficult to learn naturally and the next time the caster uses the “Mastery” for a skill, the time period is halved. The caster must also have a hammer in hand for the skill to be Mastered.

Four - The Four is often used for storage, as is needed for one from Coin suit. Any object may be placed into the storage space and retrieved if there is an inward opening, opaque door available. No objects placed in this space can be used to enable the other card abilities.

Five - Like Four, it is a storage space. Unlike Four, anything thrown into this space cannot be recovered. This card is wise for being able to let go and can eventually take away any memory of the object that was thrown in existing. One simply needs to throw the object into a dark space when using this card.

Six - An exchange card. Very similar to a form of alchemy, by sacrificing something of your own you are able to acquire something of similar value. However, this only works on an material scale- sentimental value is excluded when trading. To trade, place this card on the sacrifice. The sacrifice must be placed in a closed box and an object can only be traded once.

Seven - Nothing says done like something laminated. The Seven places a plastic covering over the target, be it a living being or a recently completed work of art. This is the only card that does not need external items. However, it does take up a large amount of energy depending on the size of the object covered.

Eight - The Eight is well known for its attention to detail. If given a piece of glass, the caster may look through it to see intense attention to details and maybe gain information. Unlike the Ace of Cups, this card only views external labels and can often be confusing if one cannot decipher what information the Eight is giving.

Nine - A familiar card. The Nine summons a falcon like familiar who can often times perform tasks like delivering messages or surveying an area. However, this falcon is often very self driven and often won’t listen to anyone else. It will, however, get the job done in some way or another. It is said its feathers can often be used to make magical boundaries. Will only come if the caster sacrifices an egg.

Ten - A card of self sacrifice. The Ten will allow good luck to fall upon all those surrounding the caster even though they are not aware of it. The caster, however, will be but will pay the price by having a bad day of their own.

Page - The Page card is similar to a self performed hypnotism. The caster can, for a period of time, perform a task over and over again without distraction or need for breaks. Their complete concentration is only on doing the task assigned, not results. Each time this card is used, the time period increases. If used consecutively, it may lock the caster on the task forever. This card requires a coin to be flipped and land on tails.

Knight - The Knight card is like the Page card of different. It does concentrate the caster on something but does so at the expense of doing anything necessary. The Knight card is a lock card that will not release the caster until the task is completed. This card requires a coin to be flipped and land on heads.

Queen - The Queen allows for the ability to control the earth. The caster has this ability for as long as they remained rooted to their spot. This ability can only be used if the caster is holding a plant at hand and their feet are rooted on the ground. Even the smallest raise of the foot can be disastrous.

King - The King is known for being practical and professional. Like the Queen’s ability, the King has earth related magic but it is in accordance with giving life. The earth around the caster is brought to life and the caster must work with the earth. If cast, a large amount of energy is used regardless of how long the King card had been used.

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Cups
Cups is a water based suit that reflects emotion. Some who come from the Cups suit are empaths and others deal with manipulating emotion. They can see into your heart, your mind… Anything you tried to hide can be revealed by them. But be wary. They are often difficult to decipher themselves.

Ace - Using the Ace brings out a hand mirror that can be used to reveal “truths.” Such truths are able to find hidden Major Arcana in people as well as reveal the true character of a human. Note: The mirror takes a large amount of energy and can only be focused on one focal point.

Two - Using the Two, one can form a link with another being or object. The caster is able to connect with as many beings and objects as they like but each link doubles the amount of magical strain the caster has. The caster cannot remove links once they are created.

Three - The Three can be considered a drug. It is one that overwhelm the senses with joy and elation, creating “peace” or rather an blissful reality. It is said this card is closely related to the Fool’s unrealistically happy attitude. It can be used to calm situations but too many uses can have side effects on the caster.

Four - Very much the opposite of the Ace, this card specializes in keeping hidden truths. It can emotionally seal off the caster or a target for a period of time but expect a wellspring of emotion when the card’s effects wear off. Each use extends the time period of the effects.

Five - A very tolling card. When used, the target becomes overwhelmed with memories of problems that have long since passed. While it can be used as a review of how to prevent past problems from recurring, often times the target comes out with an intense sense of pessimism.

Six - Similar to the Five card. When used, a target may return to their memories for review but these memories are positive in nature. Like Three, the Six card can be considered a drug which keeps the target rooted in the past. If used enough, the target could even be trapped in their own past.

Seven - Even wells run dry at some point. The Seven is a card which assists in creative alternatives to a problem by running scenarios through with the caster. The more the Seven is used for a single problem, the more outrageous the suggestions may be. However, this does not mean they are impossible.

Eight - The Eight of card is one of the few exchange cards. In exchange for physical strength, one may increase their magical strength over the course of a battle. This comes with the accompaniment of a greater form. However, after usage the caster requires at least an hour of rest regardless of whether the magical strength had been used up or not.

Nine - Often considered the “Wish” card. This card gives insight to one’s deepest desires and what may happen if they are fulfilled. Use of this card can also bring “good luck” which will work in favor of going toward one’s desires. It does not guarantee success but it sure boosts one’s chances. Can only be used once between a New Moon and a Crescent moon.

Ten - The Ten is used to overcome struggles. The Ten can often be used to solve mental puzzles such as crosswords and decipher codes. It is a card of arrangement. However, this card can only be useful if one can see the code.

Page - A familiar card. Despite the real Page being back in the Kingdom of Cups, the Page card can summon a fish familiar that specializes in emotional support and backup. They are restricted to a bowl but they can perform menial tasks for their caster. The water from their fishbowl is said to be able to clear any mind and renew magical energy.

Knight - The Knight is an active card that connects the minds of the caster and a targeted being. It creates a telepathic link that can not only share words but thoughts, emotions, and feelings. It is similar to making a targeted being an empath but for a single person. This lasts only when those connected are in a certain range.

Queen - The Queen can control emotional turmoil but it can also be used actively. When the caster touches a person or object, they can mimic the other’s physical shape and mentality. However, the caster must balance between being themself and being the other person or they may forget their very identity.

King - The King is a true empath, enabling the caster to see into anyone’s mind and heart. The King also has the ability to control water but the more intense the caster controls water, the more they become detached from their own emotions.

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Swords
Swords is an air based suit. Like air, their presences want to be known through action. They are constantly in movement and they are the element of change. Because of change, they often times find themselves in situations they have to get out of. They are evasive of many things, mainly anything that puts the blame on them, but they are very well known for fanning the flames.

Ace - The Ace hones in on a target’s location. If the caster has the image clearly in mind, a branch will point in the direction of the target. However, this only works if the target is moving or active. The image must remain in mind or else the branch will change direction.

Two - Blind choices are what Two emphasizes. The Two blocks the senses of the caster and increases the physical strength of the caster. However, this can be considered a drug as if used too much the caster may lose control of their own body.

Three - The Three can summon a substitute in battle or be used as target practice. This can take any form the caster desires. Often used as a dud or as a form of evasion and leaves no remains. Substitutes are only inanimate objects and can only take one or two punches.

Four - Four concentrates on peace and recharge. For a period of time, the caster wears chains at the wrists. When the caster decides, the time the chain had been on will be the amount of time the caster has an “endless amount of stamina.” Often times, however, this card is done as more of a recharge from a large battle. The caster may use this ability on another person. However, it is simply fooling the body, not giving strength.

Five - The card of defeat. Five is considered the defeat card, often used in dire lose-lose situations. The Five produces an invisible wall between the enemy and the caster. This wall will remain and prevent the enemy from pursuing the caster. This card stays until either the caster loses consciousness or their magical ability is exhausted.

Six - In a hasty retreat, the Six is often handy. When cast during a retreat, a flurry of swords falls from the skies and begins toward the target. The spell remains active until the target has been “harmed” by a sword. The swords, in truth, do not intend to cause harm and even fail to pierce the ground. They can seem as such that the enemy hits a sword in a block to avoid harm and the density feels the same.

Seven - The Seven disarms an opponent with the cost of disarming the caster’s weapon as well. The first to retrieve their weapon keeps it and the other person’s weapon becomes untouchable until the battle is finished. No one else may touch the weapon except the opponent and the caster. Mostly relies on the physical and intellectual ability of the caster to retrieve their weapon before the opponent.

Eight - The Eight provides a means of trapping someone with the trapping of the caster. The target is bound and chained for as long as the caster is bound and chained, all provided by the card. The caster suffers from everything the target suffers from if external afflictions occur. If the target is starved, for example, the caster will be unable to eat food until the target receives some. The caster must voluntarily choose to be bound.

Nine - The Nine has the ability to take away grief with a cost. The Nine removes mentally painful memories and stores them in a glass ball. If this glass ball breaks, the memory is released and returned to the owner. A consequence stands that the one whose memory was removed would often have night terrors about the dream. It can be considered a way of treatment or comfort, dealing with the sadness rather than the root of sadness, but that is up for the caster to decide.

Ten - A card that is highly advised not to be used. The caster suffers from immense pain in order to bring the target equal pain. This is the card of an eye for an eye. The caster does not suffer any physical damage if physical damage is afflicted but the feeling of physical damage shall always remain with the caster, changing itself so that the caster always remembers what has happened.

Page - The Page is in charge of the winds. When using the Page, the user gains the ability of air control. The ability often needs practice and zaps strength to nearly nothing but the ability of air can be useful when the caster requires it.

Knight - The Knight card is the familiar card of the Sword Suit. Upon use, a wind horse is summoned that can provide quick travel to any which way. This horse often changes according to the caster’s mood, not the caster’s desired. Be wary. If the caster is feeling tumultuous, then the horse shall be even wilder and untamable.

Queen - The Queen is well known for being able to dispel between illusion and reality, happiness and greed, desire and necessity, so on and so forth. The Queen card is mostly used for revealing truth and removing illusions. When used, a butterfly appears and everything it touches is revealed as truth. Unlike the cards of Cups, the Queen card only reveals external illusions.

King - The King provides enhancement of concentration and extends the caster’s current ability in a skill. This can happen for a period of time but a heavy after effect is the caster will suffer from being unable to feel, emotionally and physically, for twice as long as they were enhanced.

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Wands
Wands is a fire based suit. Those from the Wands suit are energetic and passionate in one way or another. They lack an off button and seem to have a large amount of stamina. They are great at thinking outside the box and bringing things into action but have some trouble calming down.

Ace - The Ace holds a wellspring of passion. Like a battery, one can hold this card tightly and keep going for a large amount of time. However, leaves will start sprouting from the caster after an hour or two.

Two - To go off to new horizons, the Two connects with a location so the caster may go off and always find a new location without fail. However, the caster may grow more and more dependable with this card as they begin to lose their sense of direction.

Three - The “Hold the Fort” card, in the case of retreat the caster can choose one target to assist by offering a majority of their remaining energy to the target and allowing the rest to escape. However, their abilities are suspended a day after the card is used.

Four - When the Four is used, four rods with a net between them come up. It can be used to bring people or items out of reach or a means of support or a shield. Any strain in the net is taken by the caster.

Five - The Five is used to distribute energies between people. The most energy must be taken from the caster and can be useful in cases when an enemy is too much. However, the spell can backfire if there is discordance between people.

Six - The Six offers a flower crown that is placed on a caster’s head. This can be used as a sign of celebration but the flowers from the crown also provide uses for medicines. Sadly, the flowers from the crown come at a cost for the caster.

Seven - The Seven offers a danger sensor. The caster may choose to use this card when they come into a suspicious area and can detect possible threats. Repeated use of this card make produce paranoia.

Eight - Eight is the pinpoint card. With the use of a map, the caster can track an object they have touched in the past. This can only be done with a map and pins and the caster can track the object’s movements.

Nine - A barricade comes when the Nine is used. Can only be summoned when the caster has a head injury. This barricade is impenetrable but with each attack the head injury increases in damage.

Ten - Unlike the other suits, the Ten of Wands is the element based card. The caster can heat up metals on touch but they are not immune to the heat brought back by the metal. Often this can be a strain on the caster but it can be used in matters of self defense.

Page - The Page is known for sucking the heat from objects to conduct their own. The attempt to transfer heat from one object to the next is nearly impossible to control for the caster but when used heat transferal is possible.

Knight - When the Knight is used, a pillar of fire emerges for a period of time. This can be used to light up any situation- however, the fire pillar will follow the caster where ever they may go. This can be used as a beacon.

Queen - The familiar card. A dark cat that tends to see the bright side of things, they seem to hold a large amount of knowledge from ancient archives from multiple sections - history, medicine, whatever was accessible in the Land of Evil Eye is accessible through this cat.

King - Often considered an uncontrollable card, the King of Wands taps into the deepest parts of the soul and brings them out in an attempt to bring strength. No one knows what lurks in the bowels of ones soul so this card should be exercised with caution.
The starting point in a fall cannot be pinpointed. It is impossible.

Tip jar: the author of this post has received 0.00 INK in return for their work.

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ArabiaKnight
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