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Mad?

Mad?

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Madness... I heard them say... This world is Mad... But... In order to live in a world of Chaos... Must one truly be... Mad?

SAVE WONDERLAND!

868 readers have visited Mad? since GenericUserName created it.

Introduction

Mad?
Madness… I heard them say this world was… Mad. Maybe it’s true…
But…
In order to live in a world of chaos
Must one truly be
Mad?


Wonderland has been my home for years. It has never been exactly… normal. There are places where the ceiling is the floor, and your hair stands up straight as though you were falling, even though you aren’t. There are holes that leave you falling for hours. There are flowers that insult you as though they are better then you, tulips that sing, and snap dragons attempt to bite you as you walk by. The horse-flies are rocking horses with wings which commonly get into fights with the tiny dragons we refer to as dragon-flies. There are playing cards that march around as though they are human. There are chess pieces that roam the forests and get into wars. There are people so crazy that they no longer can tell the difference between red and green, boy and girl, old and young. People play croquet using flamingos as mallets and hedgehogs as balls. Did I forget to mention that animals talk?

There is a woman who believes she is in charge of Wonderland. She seems to be cruel, but never carries out her orders. I call her the Queen of Hearts; others call her the Red Queen. Either way, she is the self-appointed ruler of Wonderland. The playing cards follow her because they aren’t the smartest creatures around. The White Queen is the one who we all see as the true queen. She is kind, loving, and we all will happily follow her. She has never been cruel enough to inform the Queen of Hearts that she isn’t actually a ruler. The chess pieces work for the White Queen, for they can see who the real ruler is. These two are related somehow, though no one knows exactly what that relation is.

Lately though, Wonderland has been in trouble—more than the usual scuffles between the Red Queen and White. There are these creatures that we call Negatives which rise up from the shadows of Wonderlanders. They are attempting to take over Wonderland... They think that they have been suppressed by being locked away in the shadows, but the truth of it all is that they are all just a bunch of power-hungry monsters that want everything, but have nothing. They are moving through Wonderland, destroy homes, castles, everything; they want to kill us all, and become the true Wonderlanders. The worst part about it is that we can’t fight back—they are geared specifically to fight against us, as that is their nature. We can fight back; but we will not win if we do.

There is only one choice we Wonderlanders have left. We have to do something that we have only done once before… We must find Alice. If we don’t find them, we cannot fight off the Negatives. Alice are humans—that is, from the realm of Earth—who can see the difference between us Wonderlanders and humans, as they perceive the essence of Wonderland innately. They see us as different… and have powers beyond those we have. They can destroy the Negatives with this power. The problem is we don’t know who the Alice are without going to Earth and finding them…

Alice can bend Wonderland to their will. When they see us Wonderlanders, they can change our appearance to how they see us. They can bend the insanity of Wonderland; if they can come to understand it, that is. The problem with Alice is what comes along with them… Alice have shadows too, and where there are shadows, there are Negatives. I have never seen or heard of a Negative Alice, but even I am deeply afraid of them. Nevertheless, they are the last hope my world has.

Now, you may want to know who I am, and how I know all of this. The answer to that question is quite simple: my name is Florence Elliot White… though most of us here in Wonderland prefer to call me the White Rabbit.


So here’s the gist of things. You have the choice of playing one of two types of characters: an Alice or a Wonderlander. As a Wonderlander, you will be going up to Earth in order to find an Alice and take him/her back to Wonderland to fight the Negatives. You will be paired up with a group of other Wonderlanders to protect an Alice, your Alice. If you are an Alice, you will be a normal kid attending a normal high school. You will have normal friends and all that… but you may be a little crazy, or “open-minded” to the weirdness.

Once you get to Wonderland, your job is to fight off Negatives and find others. This is when things will go a little crazy (crazier, rather). You will probably be confused.

In the sense of the Alice in Wonderland canon we’re using, the books are the “absolute canon”, with a few minor tweaks. However, we approve of the recent rendition by Tim Burton (the live-action movie), though we highly disprove of its dormouse and only half-like the Red Queen. For inspiration I recommend the new movie if you’ve seen it, as well as the game “American McGee’s Alice” (though bear in mind our Wonderland is a little less twisted than that, haha). The Disney cartoon is NOT recommended for inspiration, as we don’t like it very much. It’s okay if you take elements from it, but overall, try not to rely too heavily on that “Alice in Wonderland”. X_x

Alice:
Alice are the people (read: Earth Humans) who may be able to comprehend Wonderland. They can see things odd about the Wonderlanders in their human forms—the hatter with mad eyes and a hat, the white rabbit in a waistcoat and with rabbit ears, and so on. They see these only for a moment, but that they can perceive Wonderland’s essence at all marks their nature as an Alice. They may be male or female—the name is just a generic term referring to those who can bend Wonderland to their perceptions, taken from the first Earth Human to enter Wonderland. An Alice who comprehends their position may contort Wonderland as they see fit, making them powerful; the limits of this power are few, but reasonable. This ability, the “Alice Syndrome”, is the only good way to destroy Negatives.

Alice have no prior idea about Wonderland (the book does not exist in this Earth, so they’ve never even heard of such a crazy thing), and are likely to be confused by it. Only when they understand Wonderland can their powers grow; in general, however, they cannot believe in it for a long time, and have great difficulty with understanding the odd brand of madness in this land. They might be befuddled by what they see here, and for the longest time believe they are in a long, terribly strange dream, though Wonderland is no dream. It is as real as the destruction caused by the Negatives. Note that not only is Alice a gender-neutral term, it is also the same in plural and singular forms.

Alice Syndrome: The Alice have strange abilities. They can do things like throw fireballs, summon strange creatures, and make plants sprout from the ground. They have the ability to warp Wonderland to some extent, dementing its very space. They cannot be over powered like being able to crush an enemy into a little ball with their mind, but they can lift rocks out of the ground or maybe change the words on a sign. Some of the Alice may not even realize they are using the Alice Syndrome, which is why it is called a Syndrome. Most of these are mentally oriented, though again, more “traditional magic” types of syndromes are possible. Keep the powers reasonable here, especially to start with. The Syndrome becomes more powerful as the Alice using it perceives and understands the nature of Wonderland better.

Canonical (Original) Wonderlanders
Mad Hatter: The hatter is often called “mad”, since honestly, he is. His personality is overall jovial and silly, but he has a dark side which he keeps mostly under-wraps. Making hats has made him mad, but it is his love. He is often seen having tea, as he loves teatime almost as much as he loves hats. Around figures of power, he is quiet and fearful. The hatter’s magic is average.

March Hare: The hare is called “mad” like the hatter, but it is not clear if he is truly mad or simply enjoys exciting tea-parties. He is an energetic creature, though perhaps somewhat cruel at times, and scatterbrained in his sheer enjoyment of life. The hare isn’t the greatest with magic.

Dormouse: The dormouse is a sleepy creature, narcoleptic even. He is wise, though he likes to talk about treacle (molasses honey in layman’s terms). He is quite possibly mad, as he holds tea parties with the hare and the hatter, but his sleepy nature makes him far calmer than his comrades. The dormouse is quite capable with magic… we think.

Cheshire Cat: The cat speaks in riddles, for no cat ever gave a straight answer. He always has a bright grin plastered to his face, and is colored brightly for a cat. The power to vanish and float is his specialty, making him a strange creature, but there is much to be learned from his riddling. It is clear that the cat has no political investment in Wonderland, and is a rather chaotic form of neutral. The cat has amazing capabilities with magic.

Queen of Hearts/Red Queen: The Queen of Hearts, also called the Red Queen, is a rather pompous woman who believes she is in charge of Wonderland. The Cards obey her, but many others struggle to accept her words at all. She likes to call executions (“off with their heads!”), but does not carry them out. She is powerful and rather cruel. Her capacity for magic is decent, though not as good as the King’s. (taken)

King of Hearts/Red King: The King of Hearts, also called the Red King, is something of a bungling idiot; though don’t let that fool you: he is powerful too. He is usually beneath the thumb of the Queen of Hearts, but doesn’t complain too much about it. He has great authority over the Cards as well, though he seems quite a bit kinder than the Queen. He isn’t the sharpest tack in the drawer, but once again, he is relatively powerful for all his bungling. The King is fairly good with magic.

Knave of Hearts: The Knave of Hearts is a deft fighter who is always at the side of the Queen. He is sharper than the King but not quite as powerful, and rather slippery. His wit is sharp and his actions are slick, so he is often considered the true second in command of the Cards. Despite this, the Cards like the King better, as the Knave is somewhat cruel like the Queen. The Knave is not all that talented with magic.

Tweedle Dum, Tweedle Dee: The twins Dum and Dee are affectionate toward each other, and rather friendly to others. However, they often quarrel over trite things with one another. They are nice enough people, though they seem to speak their own language, so many have difficulty understanding them; they think much more as one person than two. The twins are pretty good at magic, actually.

White Rabbit: The white rabbit is the ever-late (or is it that he simply hurries?) page to the White Queen, and one of the original Wonderlanders. He is very proper and maybe a bit standoffish, as well as generally kind and polite. He is obedient to the White Queen and not too friendly with the more “mad” Wonderlanders, since he’s quite sane himself… for an old Wonderlander at least. The rabbit is very good at magic. (Reserved)

Blue Butterfly: The butterfly is a former caterpillar. He has grown onward into the next life, but retains his vast knowledge, though he may no longer see the past and future all at once. He can remember volumes of Wonderland’s past, and speaks slowly. He is old and wise, but powerful in unusual ways. The butterfly has amazing magical capabilities rivaling that of any other Wonderlander.

White Queen: The White Queen is NOT PLAYABLE. She is one of the most powerful beings in Wonderland, at least in terms of authority. Only the Cards are disloyal to her, since they think that the Red Queen is the true ruler of the land. In fact, the White Queen was the first Alice, though in returning to Wonderland for the third time to remain forever, she lost her Alice Syndrome. Despite this, the White Queen is extremely powerful, as well as very kind and benevolent. She even lets her “sister”, the Red Queen, continue to play at being the ruler of Wonderland so long as she doesn’t start another reign of terror; if she does, then Alice will once again stop her easily (since the Jabberwocky is long dead now). The two Queens will work together against the Negatives… but the White Queen may never again leave Wonderland, so she will not come to Earth seeking new Alice.

Caterpillar: The caterpillar is NOT PLAYABLE. He is a powerful force of Wonderland, able to predict and see all things. He lives in the White Queen’s Castle, but only because he is safest there. He always smokes a hookah when possible, but often smokes simple cigarettes instead. The caterpillar knows all, but says little, and speaks in more riddles than the cat. He does even less than he says, for it is not his place. He is a creature of dreams and knowledge, only there to record the events of time as they come. He has no negative, because there may only be one caterpillar at a time (hence the “butterfly”).

Original Wonderlanders: The canon characters are all “original Wonderlanders”, which means they’ve been around for a very long time, since the start of Wonderland. Their age is therefore irrelevant. This is just a note.

A note about gender: The following characters can have a different gender than the one I assigned to them for the sake of convenience: Mad Hatter, March Hare, Dormouse, Cheshire Cat, Tweedle Dum & Dee, and the Blue Butterfly. I don’t mind if you play around with the gender of these characters for fun and originality’s sake. (:

Other (Non-Canonical) Wonderlanders:
Playing Cards: Playing Cards are servants to the Red Queen, or rather the Queen of Hearts. In general, “card soldiers” are amazingly flexible beings, able to bend and contort themselves in ways that humans can hardly perceive. Since they are cards, they are relatively resilient and make good fighters. They are not the smartest creatures in Wonderland, but they are powerful fighters and very loyal by nature (not only to the Queen but to anyone who holds their loyalty). The cards which serve the Red Queen are the red suits, appropriately enough: that being the Hearts and Diamonds. These two suits are quite different.

Hearts: The Hearts are the Red Queen’s “strong suit”. They act as soldiers and escorts, guards and embassies. They are commanding creatures with great strength, but they are somewhat less intelligent than even other card suits. They are infinitely loyal to their Queen, or anyone else worthy of listening to, such as an Alice. Hearts are not as good with magic as they are with their weapons. The Negative Suit to Hearts is the Spades.

Diamonds: The Diamonds are the Red Queen’s “weak suit”. They are much more intelligent than other cards, and eerily beautiful. They are contortionists as any other card, but they are not as strong as Hearts by any means. They bear the same loyalty as Hearts, though perhaps to a lesser degree, and are much more skeptical creatures overall. Do not underestimate the capabilities of a Diamond. Diamonds are much more magically talented than Hearts. The Negative Suit to Diamonds is the Clubs.

Card Values: Cards are shuffled out of a deck with a very young appearance and the number “2”. As they grow, they advance in number, bumping the next card in line up as they go. They appear in their late thirties when they hit “10”, and then are shuffled back into the deck and out again as “2”s. They have the lifespan of a human, but do not age at the normal rate due to their numbers. Higher numbers may “trump” lower ones, taking control of them for a time, but they are not necessarily more powerful soldiers, just higher ranked ones.

Of each suit, there is only one card of each number. The Jack is known as the “Knave”, and the King and Queen are of course well known. What has become of the “royal cards” of Diamonds and Clubs is unknown, though knowing the Queens, it can’t be good. Cards may function as chess pieces in battles between the Red and White Queens, with Tens being Knights, Nines being Bishops, and Eights being Rooks—all others become Pawns, for simplicity’s sake.

Ace: The Ace, or Deuce, is an extraordinarily powerful card, the trump card. Unfortunately, the Aces are more powerful than the King or the Queen, so they are feared by the royal cards. This is why Aces are kept usually under lock-and-key, because they are a bit too powerful to go free. They are heavily under the control of the Queen and extremely powerful, but they obey the King much easier than the Queen. For this price, however, Aces are not terribly intelligent, though they are able to trump any other card. The Ace of Hearts cannot use magic at all, though the Ace of Diamonds is almost entirely magic-based. The Aces act as judges and executioners when an execution is actually carried out. They are “original Wonderlanders”.

Joker: The Red Joker is an odd card, utterly disloyal to its Queen. It keeps mostly to itself and often insults the royalty of the Cards. It has amazing capability with magic, particularly in the efforts of stealth. Given that the Joker is a “wildcard”, it has one unique and helpful technique: to imitate the ability of anyone it faces, especially another Card. It can imitate other types of Wonderlanders as well, though fortunately not the Alice Syndrome. That would be insane. Jokers are madder than the other Cards by far, much like Human Wonderlanders, and actually blend in well with them. There is only one Joker, rather than one of each suit. It is an “original Wonderlander”.

Chess Pieces: The Chess Pieces serving the White Queen are, of course, white chess pieces. They come in the traditional varieties of Knights, Bishops, Rooks and Pawns. There should be a White King, but something has become of him… Nonetheless, the White Queen remains in charge of the chess pieces. They are heavily armored but very stiff beings, resilient but not near as brutally strong as cards. They are, on the whole, more intelligent than cards, and a bit more pacifistic, though just as loyal. Negative chess pieces are black.

Knights: Knights ride horses and fight with lances. They are the most powerful fighters of the Chess Pieces, and prove as loyal as cards. They follow a particular code of honor and have strong leadership roles, as they are the Queen’s personal guards. Knights are no good at magic.

Bishops: Bishops are healers, though they still wear heavy armor like other chess pieces. They are not very strong fighters comparatively, though they still pack a punch. They usually wield staffs and staves. Bishops are also quicker on their feet than other chess pieces. Bishops are excellent at magic.

Rooks: Rooks are bulwarks for damage—their armor is extremely thick. However, they are not terribly mobile because of this. They are decent fighters, though not as good as Knights, and rather brainy for tanks. Rooks are alright with magic.

Pawns: Pawns are oddly small, but wear strong armor. They aren’t very mobile, but are surprisingly strong for their size. They fight with thrown weapons predominantly, since they are such non-motile units overall. They are the foot soldiers of the Queen. Some select Pawns can use magic effectively, but most are not terribly good at it.

Talking Animals: The Talking Animals of Wonderland are shockingly sane. They vary greatly from traditional animals (dogs, lizards, mice) to extinct or mythological animals (dodo bird, gryphon, mock turtle), making them a versatile sort of being. Their powers vary with their species, though less Animals are skilled with magic it would seem. They are able to change from humanoid forms to animal forms at will while in Wonderland, so they may wield weapons and are therefore excellent fighters.

Human Wonderlanders: Human Wonderlanders are by far the maddest beings there, but they are also the most versatile (even more so than the Animals). They are quite able in a variety of fields, including a general knack for Wonderland magic. In general, though they are absurdly mad, Human Wonderlanders are some of the most capable beings in the land.

As a final note, if you know of a specific character in the books that you would like to play that is not mentioned as a canon character (The Cook, The Duchess, The Mock Turtle, and so on), please ask! I’ll be glad to let you have a go at it.

Wonderland Magic and Weapons:
Magic: Wonderland’s Magic is much as it is imagined by fantasy writers today. Its capabilities are vast, though not as vast as those of the Alice Syndrome. Typically this magic is elemental; if it is not, it has a very specific theme which the magic used by that Wonderlander stays along the entirety of their learning. As with the Alice Syndrome, I’m going to trust you to be reasonable with Wonderland Magic; remember that it is eternally weaker than the Alice Syndrome and not nearly as versatile, as well as any one Wonderlander can only have about three “schools” of magic. Try to stay in line with your character. Most Wonderlanders use some magic along with a form of weapon.

Weapons: Weapons can be anything. Feel free for it to make whatever amount of sense you like, but bear in mind that guns are not prominent in Wonderland, and are not permitted generally (unless you ask very nicely). Just stay in line with your character.

Rules/Notes
1. Reservations are recommended, almost required even. Please reserve the character you want to play so you don’t lose it. An RPG sample is not required, but it saves me the trouble of digging through your posts to find one, so it is recommended. Reservations last for one week unless you PM one of us with extenuating circumstances. Please PM with Reservations. The faster the more chance you'll get the character you want.
2. I reserve the right to deny your character if I do not like your concept of a canon character. I will be more lenient about the concepts of original characters, but I still reserve the right to ask for changes to your signup or deny your character.
3. If you want to do a more original character, then please make a non-canon character. I appreciate a fresh take on a canon character’s appearance and to some extent personality, but please don’t’ ruin them by doing so (cough Tim Burton’s dormouse cough).
4. This is your fair warning on active posting: if you do not post once a week, your character is free to be bunnied by me. I will not treat them poorly, but we can feasibly kill you off if you are gone for a very long time. If you’re going to be absent for some time due to a logical reason, contact me before hand so we can bunny you for that time. I expect some degree of activity, i.e. posting a few times a week.
5. Creativity is more important than length! I love detail, but please show me that you have the creativity to function in Wonderland.
6. If you ever have a question, don’t hesitate to ask either of the me, preferably in PM form. We know this can be confusing, so please ask any questions appropriate to your character or the RPG in general.
7. If you ever come up with a cool sidequest or plot involving your character, send it to one of me in PM. I’ll try integrate it into the story for you! I'm always interested in your input to the story.
8. HAVE FUN! I mean, come on, it’s Alice in Wonderland. Try to have fun with it.

Finally, here’s the signup forms! I hope we didn’t scare you off with all that material.

Wonderlander Sign up:
Name: (Even if you’re a canon character, you have a name. It may be highly unusual, but it’s more likely to just be old-fashioned.)
Age: (If you’ve been cited as an “original Wonderlander”, then you’re terribly old, and probably should forget about this field. Otherwise, everything in Wonderland has a human lifespan, even the flowers.)
Gender: (Note that most canon characters have a chosen gender, but others do not. Refer to the list above for that matter. Otherwise, male and female—everything has a gender.)
Role: (i.e. Cheshire Cat, Red Queen, 5 of Hearts, Rook, etc... your role in Wonderland.)

Human Description: (This is what you look like in the realm of Earth. A normal, human description is necessary; remember, since you’re masquerading as high school students, you will look the appropriate age.)

What an Alice sees: (This is a supplement to your description of the things your Alice sees, like ears on a rabbit or a hat on a hatter, or a waistcoat on the white rabbit. They may see armor on a chess piece and numbers on a card, or find you somehow older than your high school appearance. This is also your “humanoid” form that you wear in Wonderland to keep from alarming any Alice.)

Normal Description: (This is your normal, or true form. For humanoid Wonderlanders, this may be the same as your “what an Alice sees”, so don’t worry about this field; it is more to help with the animal Wonderlanders, who look drastically different.)

Personality: (You are probably just a tick mad, though maybe not totally bonkers. Detail here is very important.)

History: (You have lived in Wonderland all your life. A few months ago, the Negatives started destroying everything. You need to include that in your history. Remember that you lived a normal, or as normal as Wonderland gets, life up until then.)

Powers/Abilities: (See the ideas given about your species. You don’t have to go exactly along with those, but bear them in mind as inspiration.)

Weapons: (These appear out of nowhere when you fight, so they can be basically anything. You can’t have more than one of them, but please be creative. They don’t really have to fit. No guns without special permission)

Other: (Whatever else doesn’t fit somewhere else. We’re all mad here.)


Alice Sign up
Name: (As a modern teenager, you have a suitably normal name.)
Age: (You’re in high school.)
Gender: (Alice are not all female; it’s a gender-neutral term.)

Description: (You look normal; you’re a modern teenager, after all.)

Personality: (You might be a bit odd, but you’re not mad as a Wonderlander by any means.)

History: (Where you are located doesn’t matter particularly, though I would prefer you stay in America… you can always just say “generic small town”. You grew up reasonably normally, though you might have had a notably active imagination as a kid, since you’re an Alice.)

Alice Syndrome: (The “Alice Syndrome” is the name of your abilities. It first manifests as a minor ability which represents your power to manipulate the nature of Wonderland. I trust you to keep this relatively balanced; it will grow in the future. Start with just one sort of ability.)

Other: (Whatever doesn’t fit elsewhere, just put it here.)

DEAR GOD ITS SO LONG... Okay, as a final note, there may be another version of this that will have a completely different plot line.

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View All » Add Character » 8 Characters to follow in this universe

Character Portrait: The Red Queen
Character Portrait: Florence Elliot White
Character Portrait: Alexandra Blake
Character Portrait: Feiceann s?? n??d??r
Character Portrait: Jack, the Knave of Hearts

Newest

Character Portrait: Jack, the Knave of Hearts
Jack, the Knave of Hearts

Champion, emmercery, and secret lover of the Red Queen

Character Portrait: Feiceann s?? n??d??r
Feiceann s?? n??d??r

A human wonderlander with a knack for outdoor skills and magic.

Character Portrait: Alexandra Blake
Alexandra Blake

A young hyperactive californian girl.

Character Portrait: Florence Elliot White
Florence Elliot White

The white rabbit

Character Portrait: The Red Queen
The Red Queen

Domanant and pushy self-appointed monarch of wonderland

Trending

Character Portrait: Jack, the Knave of Hearts
Jack, the Knave of Hearts

Champion, emmercery, and secret lover of the Red Queen

Character Portrait: Florence Elliot White
Florence Elliot White

The white rabbit

Character Portrait: Alexandra Blake
Alexandra Blake

A young hyperactive californian girl.

Character Portrait: Feiceann s?? n??d??r
Feiceann s?? n??d??r

A human wonderlander with a knack for outdoor skills and magic.

Character Portrait: The Red Queen
The Red Queen

Domanant and pushy self-appointed monarch of wonderland

Most Followed

Character Portrait: Feiceann s?? n??d??r
Feiceann s?? n??d??r

A human wonderlander with a knack for outdoor skills and magic.

Character Portrait: Alexandra Blake
Alexandra Blake

A young hyperactive californian girl.

Character Portrait: Jack, the Knave of Hearts
Jack, the Knave of Hearts

Champion, emmercery, and secret lover of the Red Queen

Character Portrait: The Red Queen
The Red Queen

Domanant and pushy self-appointed monarch of wonderland

Character Portrait: Florence Elliot White
Florence Elliot White

The white rabbit


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Re: [OOC] Mad? An Alice in Wonderland RPG (Version 1)

Hmm. Nice introduction. Very well thought out. Good work, Genericusername.

This is a bit of a bold move but is there any chance of being able to be a negative?

Or a special negative? or are negative right now very down low and discreect in this plot-I:E not put in full motion so they don't appear..and if they do, their weak or in small numbers?

[OOC] Mad? An Alice in Wonderland RPG (Version 1)

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