Thou who open the book of plagues, the harbinger of eternity, will thou accept thy burden and wield power unimaginable?
First. >:D
In the spirit of Outcast back on CLTCG, I thought I'd bring over the Cursed Books RP that he himself invented with his mind. (He's my brother, and he's been making edits to the RP itself for ages. We believe he got it up enough in quality to warrant a return. While he's not going to come to SP here for it, I figure I could try my hand at managing it.
So, Cursed Books.
Cursed Books is about a set of books whom give the person that finds it extraordinary power, at the cost of a curse that will befall them. To be rid of this Curse, the person in question must fill the book with their life story. However, the Book disallows any writing to be done into the book itself, as the ink or whatever is used to mark any sort of writing will be blown away in dust. Instead, the book will write itself.
Depending on how full the book is will also increase your power. ... And the intensity of your curse.
When your book is fully complete, your curse is lifted (If you are still alive after what the curse has done to you.) and you keep the ability that the Book gave you forever. The book becomes any other regular book, and you may do with it as you wish. Some notable people in History that came across such books have sold it as autobiographies once they were done, others instantly threw it into a fire the moment their curse was lifted.
But be warned, if your curse is not lifted, then any damage your book sustains, you do as well. And once your book is destroyed, with no way to continue one's story, then you yourself may not be long for this world...
The format of books are as follows:
Curse: This states the curse the user sustains upon obtaining the book.
Power: This is the ability gained in return.
Book length: How long the book is. This can vary depending on what kind of abilities the Book gives. 'Short' books will take a maximum of maybe two years to fill, while 'Very Long' Books can take a minimum of Ten years, maybe even more.
Curse Strength: This concerns how strong the curse is, as well as the power, depending on the length of the text in the book. Either the Curse and Power grows, The Curse is fully applied and the power grows, or the Power is fully applied but the Curse grows. In rare cases, Both Curse and Power are fully applied.
Curse: Memory of your name and life, even those who remember you is completely forgotten
Power: Have the ability to use the shadows as your weapon.
- The shadows around you morph into any weapon of your choosing, taking on a physical form.
Book Length: Long
Curse Strength: Depending on how full the book is will determine the strength of your curse.
First starting: People often forget your name, but that's it. (Minimal control of Shadows. You can move them about, but that's it.)
1/5: Others begin to forget about you altogether (The shadows peel from the ground; you manifest them physically into the world.)
2/5: You start to be forgotten by history. (The Shadows are yours to command. You modify their shapes, create complete objects, and start to gain energy-like shadow abilities.)
3/5: You are forgotten, except by those that love you. (You can begin to add color to your shadows, and your energy-like shadow abilities grow enough to produce projectiles and beams of sorts that eat away at the very spirit.)
4/5 in and onward: You are completely, and utterly forgotten until the book is complete. (Shadows all around you in a few mile's radius is yours to command.)
Filled: Cured of Curse.
- For the purposes of balancing in terms of curses, a character may not have any combination of the following books at once if they so choose to have multiple books: Book of Legacy, Book of Memory, and Book of Shadow.
Curse: Blindness, loss of vision
Power: Control of Earth
- Can 'see' anything that touches the earth within a radius of 400 feet, like a sonar of sorts.
- Loss of vision is dependant on the amount of words in the book.
Book Length: Medium
Curse Strength: Depends on how full the book is.
Just starting: Everything begins to be tinted Gray a bit. (Small rocks and clay are yours to command.)
1/5: All color is lost from your vision. (The ground starts to become play-doh to you.)
2/5: Reality begins to fade away. (Minerals, diamonds, and the like become easy to find, and shaping them is an easy feat.)
3/5: You are blind, your sonar ability kicks in. (You could probably make a man-made island in a few minutes. Perhaps split a continent, given a few days.)
4/5 in and onward: Even your sonar fades to nothingness until you complete the book. (Earthquakes that register 7-8.9 on the Richter scale on a global scale, anyone?)
Filled: Cured of Curse. You gain your Sonar back as well.
Curse: Become a Vampire
Power: Power of illusions that trick the five senses, and can even make the target feel pain.
- Only Sunlight bothers you: it stings. (You cannot turn others into vampires.)
- You are required to drink blood.
Book Length: Medium
Curse Strength: Depends on how full the book is.
Just starting: No need for it. Though, it does start to taste good... (Trick of the eyes are easy to do. Modifying how people see light is relatively easy.)
1/6: A few drops would be nice. (You can begin to start messing with the nervous system; but you can't seem to cause pain yet...)
2/6: You start needing a pint about once every month. The blood kinda tastes so-so now. (Prick at their senses! Make them feel short vibes of pain, and create the illusion that they are in different places.)
3/6: A Gallon every month and a half would be really great. The taste quickly degrades. (Any sixth senses? You control them now too.)
4/6: You begin to crave it almost all the time. (Their mind, body, and spirit is your plaything.)
5/6 in and onward: You're going to need quite a bit of blood every day. The taste is now atrocious, and you can
never get used to it. This continues until the book is complete. (You could kill people with the very fear they manifest through your illusions if you couldn't already. Also, putting many people under your influence is
very easy.)
Filled: Cured of Curse.
Curse: Existence does not recognize you.
Power: Change small pieces of Reality.
-Think of Epoch circles.
-Instead of being forgotten, you just
aren't there. People don't register you in their sight. All of anything's senses exclude you in every way. You are no longer a part of any divine being's "Plan."
Book Length: Very Long.
Strength of Curse: Fully applied once obtained. Only your power grows.
First starting: About the area that a basketball would take.
Onward until done: Your power steadily grows in area until the ability of which you control these things top off at about 15 feet in any direction from you.
Filled: Cured of Curse.
- For the purposes of balancing in terms of curses, a character may not have any combination of the following books at once if they so choose to have multiple books: Book of Legacy, Book of Memory, and Book of Shadow.
- For the purposes of balancing in terms of power, any curses gained after Memory will have a book length of "Very Long," regardless of what the original length is. This applies even if the Memory curse is not complete yet.
Curse: Become Mute
Power: Super Speed and increased acrobatics
Book length: Short
Curse Strength: Depends on how full the book is.
First starting: Your voice begins to fade. (You speed up a considerably amount, able to outrun or outdo any olympic champion at the very least.)
1/5: Your voice is gone. (Your speed before? Plus 32 Miles Per hour to that original speed. You also could bound over some buildings.)
2/5: Noises you make begin to fade as well. (Plus another 32 miles, your jumping and acrobatics are very much increased.)
3/5: Any noise that is related to you in any way are utterly unheard, anywhere. (Plus another 32 miles. Others mistake you for flying.)
4/5 in and onward: You can't even hear yourself or any noise YOU make. (Plus 200 miles to your ongoing count, and grows until you can go at ~1000 Miles Per Hour. You mistake yourself for flying.)
Filled: Cured of Curse.
Curse: Burn all you touch
Power: Control Fire
- Anyone that touches the character will have 2nd degree burns, but not fire. Excessive touching can prove deadly.
- Likewise, anything that can't be burnt will be melted instead.
Book Length: Short
Strength of Curse: Fully applied once obtained. Only your power grows.
First starting: Flames around you are yours to command.
1/6: You can make your own flames out of nowhere.
2/6: You can start to make magma.
3/6 in and onward: You can put ANYTHING to fire. Even water.
Filled: Cured of Curse.
This one could be fleshed out a bit more. Anyone feel up to the task?
Curse: Strength is decreased, nearsighted.
Power: Can change the weather.
- Can barely pick up things that weigh over 3 pounds.
- If already nearsighted, blind in dominant eye. Your other eye becomes even more nearsighted.
- Severity of weather changes depending on words in book.
Book length: Medium/Short
Strength of Curse: Fully applied. Only your power grows.
First starting: Light rain.
1/6: Heavy Rain
2/6: Freezing rain and/or Hail
3/6: Snow, eventually blizzards.
4/6: Searing Heat.
5/6 and onward: You can craft clouds right in front of you. These clouds are solid, and can be walked/sat upon.
Filled: The very sky is your canvas, and you may treat yourself as part of the sky (Your weather abilities can affect you.). Cured of Curse.
Curse: Eats away at personality and life
Power: Control Ice and Water
Book length: Medium
Strength of Curse: Depends on how full the book is.
First starting: Loss of neutrality. (Drops of water are yours to command.)
1/6: Loss of happiness. (larges amounts of water, and ability to change said water into ice.)
2/6: Loss of Sadness, Pity. (Spawning Water and Ice out of nowhere is a breeze.)
3/6: loss of Anger, Hate, Love, envy, lust. (Lakes are your playthings.)
4/6: Loss of all emotion. (Polar Icecaps, anyone? How about freezing the very moisture? Creating moisture?)
5/6 in and onward: Loss of motivation to stay alive, meaning of life. Suicide is imminent. (Reaching absolute Zero temperatures is an easy feat for you.)
Filled: Cured of Curse.
Curse: Shapeshifted into an animal, cannot become a human.
Power: Ability to sense things ahead of time, communicate telepathically.
- Most become wolves, dragons, bears, or Eagles.
Book Length: Medium
Strength of Curse: Curse is fully applied. Only your power grows.
First Starting: You have a sixth sense for things...
1/4: Visions in the near future are vivid, and you can communicate feelings to others mentally.
2/4: Predicting the future becomes second nature, often being able to actually guess things with nigh impeccable accuracy.
3/4 in and onward: You begin to see images of almost any action that takes place in your sight before it happens, and telling the future of far off events is an incredibly easy feat. You can communicate words, and share your memories or future visions with others mentally.
Filled: You can transform into the animal you were cursed as at any time. Curse is cured.
Curse: Invisibility
Power: No damage from Physical attacks
- Can still be affected by heat/cold/spiritual related attacks.
- Cannot be touched, but can be heard. Any object that cursed individual touches is also invisible, but only as long as it is touched.
Book Length: Short
Strength of Curse: Fully Applied. Your power is fully applied as well.
Filled: Cured of Curse.
- For the purposes of balancing in terms of curses, a character may not have any combination of the following books at once if they so choose to have multiple books: Book of Legacy, Book of Memory, and Book of Shadow.
- If a user is Cursed with the Book of Shadow, and wishes to take on another curse, the Book of Shadow's Book Length becomes "Very Long." This is also true if a character is cursed with a different book and takes on the Book of Shadow; Shadow's length will be increased as well. This applies even if the Curse other than Shadow is complete.
Curse: You're half dead.
Power: Ability to fuse things, Alchemy
- No heartbeat, staying alive on spirit alone.
- Being near others allows you to make use of their spiritual energy to help you live. Depending on how close you are to a person will determine how much they make you feel 'alive.'
Book Length: Medium/Long
Strength of Curse: Fully Applied. Only your power grows.
First starting: You can shape and play-doh anything in front of you.
1/4: Fusing objects and changing their molecular makeup is quite easy, actually.
2/4 in and onward: Rocks into water. Oil into Gold. Air into Fire. You get the picture. (The area of which you control these things top off at about 15 feet in any direction from you...)
Filled: Cured of Curse.
Curse: Lose all morality
Power: Ability to control lightning/electricity
- Can control lightning from the sky or can produce it from oneself, or anything that is considered high voltage.
Book Length: Short
Strength of Curse: Depends on how full the book is. Your power is fully applied.
First Starting: You start to make choices that benefit your own interests, and possibly those you care about.
1/3: You care for no one but yourself.
2/3 in and onward: You can no longer tell right from wrong. You are a slave to your urges, and what feelings you may have at the time.
Filled: Cured of Curse.
- Those that have taken the Book of Zeus' curse will not be able to take the Book of Soldier's curse, even after this curse has been complete.
Curse: You are bound to the Earth.
Power: The stars, the moon, and the sun are yours to command.
Book length: Very long
Strength of Curse: Depends on how full the book is.
First starting: You can't seem to jump very high... (You seem to be able to make Days longer/shorter, the Stars swivel across the sky faster/slower, and the phase of the moon...)
1/4: Jumping is a very difficult task, often resulting in pain if attempted. (You can call pillars of differing elements depending on what celestial body you control. The sun brings down Pillars of Fire, the stars bring down pillars of searing light [It's not fire, but more of a light element.], and the moon brings down Pillars of darkness [This causes a numbing, cold sensation. Senses or parts of one's spirit seem to be eaten away at.])
2/4: You can't seem to be in the air
at all. (You can combine the pillars you bring down. Night, Day, and the position of things in the celestial sky is your sandbox.)
3/4 in and onward: You are Bound to the earth. Whatever action you do, you must be touching the ground at all times. (You gain the ability to synchronize with the stars, sun, or moon. You become filled with the power of any celestial body out there, and their abilities are yours to command.
Filled: You gain the ability to 'Union.' The cosmos is now within you, and you may fly to even outer space without fear of dying.
Curse: The Burden of Morality.
Power: The ability to create(and dispel, but only these) weapons from nothing.
Book Length: Very long
Strength of Curse: Depends on how full your book is.
Starting out: You feel urged to be helpful to those close to you. You can create flimsy, blunt, thin melee weapons that are more likely to break than do any damage.
1/7: You begin feeling like helping the community, when convenient. Helping those close to you becomes somewhat prioritized. Weapons made begin taking shape, and are sturdier. Damage caused by these won't be much greater, but they'll last longer.
2/7: You participate in charity events, and help those less fortune than you. Weapons created can now take on a dull blade, hardly suited for cuttingto bread but still better than nothing. Also, quality of the 'materials' is better, as they can now appear as a metal as opposed to a form of wood.
3/7:You begin organizing charity events and your own needs are less important to you than helping others. You make sacrifices when you are certain another will benefit from it. You can now create viable weapons to fight with, sharp blades, strong materials, the works. They aren't perfect, but they work just fine.
4/7: In addition to the above, you protect those in need of it. Technically vigilante, except you don't necessarily go out looking for gangs or crime to stop, and you don't necessarily make a costume or anything. You can begin to create firearms of a sort. Of note is that you do not need to know exact mechanisms, just a general appearance, and need no training with them. Melee weapons are very strong now, and can have very sharp edges.
5/7: You don't seek out crime necessarily, but you do whatever you can to help others, even if it means breaking the law to do so. You protect anyone you come across that needs it from any threat you are aware they are in need of protection from. It is of nite that you are aware that you can't save everyone, and can prioritize certain things higher than others. For example, kid being bullied vs burning building, building takes precedence, guy getting mugged vs gang war, gang war takes precedence. My point being, you areaware still able to tell which is more significant or urgent and what needs your aid for, not by any supernatural means or anything, and fan still act accordingly with no repercussions. Firearms become more complex and accurate, and weapons might seem to be completely impractical. Despite this, they work just fine and are easily wielded by you(not necessarily anyone you give them to).
6/7 in and onward: The city/country you live in are your charge, as are the people within it. Again, you can still make the tough choices, but you do everything you can. If you haven't already, you'll probably be forming a team or group in order to help you deal with all these problems. Your oath is probably something along the lines of 'To serve and protect', and you are feared by villains everywhere by virtue of how you tend to respond to them. All weapons made are limited purely by the imagination, and of any possible classification, on the condition that you are, in some form, a infantry(basically no vehicles can be made, but other than that...). Additionally, wielding these instruments is second nature to you, no matter how impractical they may be. Others...Eh...Not so much.
Filled: Cured of Curse.
- Those that have taken the Book of Soldier's curse will not be able to take the Book of Zeus' curse, even after this curse has been complete.
Curse: Curse of Pain and Burden.
Power: Strength, durability and stamina ranging from superhuman to Godlike.
Book length: Long.
Curse Strength: Depends on how full your book is.
1/5th - Superhuman strength allowing for the cursed to bench-press things over five-hundred pounds easily, eats once a couple days, jog for literally a day straight easily, and will survive a mortal wound or two. However the shackles have already appeared and have begun digging into the victim's flesh. It has lined the bone up a little above the elbow and knee in very dense metal. This metal is covered is hot and burns the victim constantly, and it's also incredibly heavy only to the victim. Even while filled the metal only actually increases the cursed person's weight by twenty-five pounds. However the cursed will feel like he's always a bit too heavy.
2/5th - Strength allows for the cursed to lift things over a thousand pounds easily, eats once every two weeks, jog across deserts, and could survive losing a limb without stopping whatever he's doing. However cutting that limb off would be the hard part, and this is due to the shackles haven grown internally all the way up to the collar bone and hip. Lining every bone so far in heated and stronger metal. The cursed feels much heavier then they should be.
3/5th - Strength allows for the cursed to move things over a ton, very rarely eats, the victim only needs to sleep once a month; yet always feels tired. Can't bleed to death. The shackles have grown over most of the victim's ribcage and lower/middle spine. The burden part of the curse is nearly matured as the victim feels as if he carries a great burden on his shoulders. Never resting.
4/5th - Strength allows for the cursed to just bash everything but the hardest and heaviest things about like toys, almost never eats, and rarely even needs to breathe, the cursed doesn't require rest but is constantly exhausted, and can only be killed by beheading, or piercing his heart. The metal has grown to cover his entire ribcage except for the area around his or her heart; the curse doesn't want to kill the cursed. It's stopped just below the person's chin. The victim feels as if a mountain rests on their shoulders.
Finished - The cursed becomes Atlas in all but name; their strength is unchallenged and can move the mountains themselves. Requires no food, nor air, nor sleep. Only the sharpest of blades and the hottest of fires can hurt them, a metaphor as anything strong enough to hurt them can. The metal has ceased to burn but will always burden them; they feel as if they carry the sky itself on their shoulders. But as their curse fades the burden becomes less and less of a challenge. Only the ribs around the victim's heart are vulnerable and not covered in nigh-indestructible metal.
Curse: You lose the ability to control any of your own energy (kinetic, or otherwise) due to you no longer being bound by the Laws of Physics. This can result in catastrophic results such as breaking ones hand just by grabbing it, or not being able to lift up a cup. The thermal energy at which you exert is also varying along with all other forms (But none of this will kill you. It may cause extreme difficulty with just about everything else though.)
Power: The ability to manipulate the physics of things around you.
Book length: Very Long
Curse Strength: Depends on how full your book is.
1/6- This is somewhat of a starting point. The effects of your inability to control yourself is slightly evident. You can manipulate the physics of everything around you to about 5 meters. You start to lose the need to eat, and sleep, due to the odd make up of your now more self sustaining cells.
2/6- The effects of your inability to control yourself is now evident in many of your daily situations, but not all of them. Your range of manipulation is extended to about 15 meters. Your need and want to eat and sleep is decreased even more, as your cells become more efficient, but at the cost of absorbing nearby energy of everything you touch.
3/6- The effects of your inability to control yourself is evident in your daily routine. Your range of manipulation is extended to 30 meters. The need to eat disappears completely, as your need to sleep decrease. Many of your cells have reached almost complete self sustianation. Your ability to absorb energy is under slight control.
4/6- The effects of your inability to control yourself begin to worsen. Your range of manipulation is greatly extended to 50 meters. The need and want to sleep is decreasing, as most of your cells and processes are completely self-sustaining. Your ability to absorb energy is under moderate control with somewhat of a working knowledge of how it works.
5/6- The effects of your inability to control yourself is exceedingly bad at this point. The effects are borderline unpredictable. Your range of manipulation is only limited to your visual range if otherwise hindered by normal range. Your need to eat and sleep is completely gone, as your body is now self-sustaining. You now have complete control to absorb any energy you desire, but while keeping in mind that this is now what "feeds" you).
Filled - Cured of Curse.
- This cannot affect anyone who is not recognized by existence. A character may not have a Book of Energy and a Book of Memory at the same time, regardless if their curses are complete or not.
Curse: Curse of the Hellion; cursed with an endless appetite for destruction and chaos.
Power: See everything in a mathematical value, and know how to modify said variables to suit one's needs perfectly. For example, to cause certain events, they'll know exactly what actions to take to result the actual event to happen, and they'll know the least amount of actions needed (Or most.) to do so. The secrets of the mathematical world are revealed to them in full.
Book length: Short
Curse Strength:1/4th - A very destructive act a day keeps the doctor away, or it at least sates your hunger for now.
2/4ths - You've begun to sink further into your need for destruction, and now constantly cause waves a destruction to spread forth into the world multiple times a day. You know understand the patterns of sentient creatures perfectly, along with complex algorithms and how they apply to society. They now have a place in your plans.
3/4ths - You're addicted to the power of destruction, and will cause it at every chance you get. You now crave mass chaos and with a single action can spark a wildfire of chaos and destruction, along with any other event or result you could possibly want with your mathematical prediction skills.
Filled - Cured of Curse.
Curse: - Always have a sense of dread or impending doom
- Drain life from anything touched.
Power: Ability to control raw energy into attacks, shielding and pathways.
Book length: Long
Curse Strength: Curse starts at full strength, energy control levels up.
-1/5 = Basic control of energy, able to do blasts, orbs and shields big enough to block a bullet.
-2/5 = Moderate control of energy, able to do beams, large orbs, shields to cover a person and minor pathways.
-3/5 = High control of energy, able to make large energy explosions, beams, lances and bullets as well as long pathways and shielding big enough to defend a large group.
-4/5 and onwards = Absolute control of energy, able to create massive beams of energy, swarms of bullets, gigantic explosions in addition to shields big enough to defend a small army and very long pathways.
-Filled = Curse Cured.
(Still a work in progress, but we're chugging along!)