TW: Death, Strong language
𝒞𝑜𝓃𝓃𝑒𝓇𝓎 𝒪'𝑀𝒶𝒽𝑜𝓃𝓎
[ 1305 | 6'3 | Pan | 💗Faith ]
『Clothing Style』
『Info』
Pronouns -> He/Him
Witch Type -> Elemental Witch
Body Type -> 🧍♂️
Eye Color -> 👁
Piercings -> 🔗
Tattoos -> ✒ ✒
Rings -> 💍 (also yes the earings in the pircrew are some that he also wears)
Shop -> Elements For Trade = 🏛 🏛 (it is hunting orientated)
『History』
Born to irish vikings in a village in the great wild plains with his twin brother
He is the older brother by 3min, they were one heart and one soul
When they were 11 years old they were left alone by their parents
While his brother was the brains, he was the brawn
They were both elemental witches, he favoured fire and earth, and his brother wind and water
After surching for any signs of their parents, they had both fallen into a deep depression
At the age of 637 years, his life changed dramatically
During an accident, were he lost control over his powers and burned their house down
Sadly his brother was also killed in these flames before his eyes, since then he swore to never loose control ever again
『Relationships』
He is a giant(literally) flirt and a huge slut
Behind his sarcastic and flirty facade lies a deep self-hatred
Though he had a multitude of flings and one nighters he had never been in a serious realtionship, because he is scared to accidentally hurt his partner
His biggest wish is to find a partner who can accept him
-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-
Picrew used
-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-
IF: @witchblood-if
-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-♥-
And here we go my second mc for this amazing if, again had so much fun creating him, can't wait till the future chapters <3
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Hello! Do you have any fairytale/disney-esque ttrpgs you could recommend?
Theme: Fairytale Games
Hello there friend! I sure do! We've got a really nice selection here to look at - and don't forget to check out the previously recommended!
I’ll Be Taking That, by porchlightdusk.
You are a goblin, and you are what you hold close: discarded trinkets, unloved baubles, desperate comrades. These precious bits of flotsam give you courage enough to rummage through the treacherous alleys and howling wastes of this world. Venture out from whatever miserable hovel you sprouted and seek the shiny things of the world, oh little chaos beast!
I'll Be Taking That is a tabletop roleplaying game in which a narrator and several players tell the stories of rambunctious goblins in a harsh world. Play is rooted in narrative choices and collective, chaotic joy, supported mechanically by a lightweight inventory-as-skills action resolution system and overflowing random generation tables. IBTT is built on Caltrop Core by Titanomachy RPG and draws heavily on the philosophies of Powered by the Apocalypse systems, among others.
This is a game that situates you into the fiction very well in just the first few pages. Chaotic nonsense is definitely encouraged in this game, and I can feel the undercurrent of mischief sprinkled throughout the book. Trinkets are a core tenet of this game - you will accumulate them as you adventure, and risk breaking them on your worst failures. Your attachment to these trinkets will also rise and fade. If you want a game that lets you embrace your inner gremlin, you might want to check out this game, although be aware - it’s still in development!
Witchblood: Pulp Fantasy Fairy Tales, by Rose on Mars.
The Woods…
…are dark and deep, but they are not lovely. Inch by inch, they close in on the villages of humanity. And in those encroaching wilds dwell the witches. Ancient, primeval, creatures from before the First Eve and still potent today.
In this world, where life is brutish and short, you stand tall. You are a witch's grandchild, or a disinherited noble, or a scion of the good folk. You are part of humanity, but also apart from it, by your own choice or otherwise. You are caught between the expectations of your birth and your own needs and desires.
Run from your past, or chase it. Love freely, or not at all. Stand between the hearth and the wilds. They may not call you a hero, but your name will live on ever after.
Witchblood is a roleplaying game about who you were, who you are, and who you will become. Take on the role of a self-determined, tough-as-you-want pulp fantasy protagonist wandering a world of bloody -- but not always grim -- fairy tales. Wield the powers of birthright and destiny. Explore the darks of the forest and brace yourself against the bite of the wind. Do what’s right, or just what’s right for now.
These are the woods through which Little Red voyaged through; this is a fantasy world that might remind you of The Black Cauldron, or the brambles summoned by the witch in Sleeping Beauty. Character creation involves choosing options that look like classes, as well as pairing together identity tags that can be rated from 0-5, as well as pairing opposing Qualities, also rated from 0-5. You will roll d10s according to your Identities and Qualities.
This is a game where combat and conflict are expected, and stories can be expected to turn darker before becoming lighter. If you like traditional fantasy alongside fairytales of witches and darkness and danger, Witchblood might be for you.
Nexalis, by Cezar Capacle.
We invite you to step aboard your enchanted vessel and set sail on the ethereal ocean known as the Nectar. Nexalis calls you on an awe-inspiring journey across a universe filled with countless uncharted islands, each teeming with unique cultures, mysteries, and magical phenomena.
Nexalis is an otherworldly realm where islands drift amidst an endless cosmic ocean of magical plasma, the Nectar. The Nectar, pulsing with vibrant, ever-shifting colors, mirrors the celestial patterns that guide adventurers on their thrilling journeys. At the heart of this sea lies the Celestial Nexus, an entrancing vortex of astral energy that births islands and renews the world in a constant cycle of creation.
As you journey through the Starbound Isles and the shimmering Nectar ocean, you will encounter vibrant cultures, awe-inspiring landscapes, ancient relics, and enigmatic secrets. Guided by celestial constellations, you will brave untold challenges, learn valuable lessons, and forge lasting bonds with the people and places you encounter.
Nexalis is a bright fantasy game, a genre that focuses on themes of wonder, exploration, and camaraderie. It showcases a vibrant and diverse setting, filled with colorful landscapes and imaginative creatures. Stories in Nexalis tend to be character-driven, often revolving around personal growth, discovery, and the building of relationships.
If you liked movies such as Treasure Planet or Atlantis, this might be the game for you. The magic of this place feels ancient and yet unlike traditional fantasy. The gameplay is guided, meaning that you’ll cycle between two different modes, depending on whether you are in a high energy scene or moments of reflection and role-play.
On the Way to Chrysopoeia, by NessunDove.
On the Way to Chrysopoeia is an epistolary roleplaying game written by Morgane Reynier and illustrated by Marion Bulot. Together with a partner you will be writing a four-handed adventure, first by inventing its two protagonists and then by leading them on a legendary journey. It’s a different way to make up a story in your head: you’ll be reinventing objects and places you see every day, turning them into crucial ingredients for a Great Work of alchemy.
Reality itself and your daily life will bleed into your characters’ fictional journey. What if your favorite museum was the headquarters for a league of mad scientists? What if the path you’re strolling along lead to an unknown city…?
The journey is narrated through the exchange of letters between two characters: the Master and the Disciple. They walk the way of the Athanor— the alchemical Crucible, the pot where explorers melt their research and experiences. Each one is the keeper and judge of their partner’s progress.
This is a great option if you don’t have a large play group but you have someone with whom you’d like to play with who lives in a different time zone. One of you plays a Master, the other a Disciple. The Disciple is on a quest. The Master is stuck at home, due to age or infirmity. The goal: to find Chrysopoeia, a mythic city full of hope and magic - although the specifics are up to you. This is a largely interpretive game, so if you like writing and world building, this is a game for you.
The creator of this game has also created a game called Chrysopoeia & All Around for group play at a table, borrowing from Lasers & Feelings!
Stormwild Islands, by Gizogin.
Welcome to [Stormwild Islands], a tabletop role-playing game. Set in the Stormwild Islands, a cluster of islands in the middle of a perpetual, continent-sized storm, this game explores the aftermath of a generations-long war and the magical damage done to the world as a result.
In terms of genre, [Stormwild Islands] fits most closely with “gaslamp fantasy”, an early industrial setting with a great deal of magic. Spellcasters are commonplace, and they work alongside new innovations like steam engines to create a world that changes very quickly. Golems - humanoid constructs with minds and wills of their own - have been instrumental in bringing about this new wave of industry, but their use in the war and their newfound push for independence might be even more significant. Alongside all of this is a world of spirits, otherworldly creatures who think and act according to completely different rules, and mixing spirits with humans or golems tends to cause all kinds of clashes.
This is a game for the folks who like moving little guys around on a map, especially if you’re familiar with games like D&D or Lancer and you don’t want to stray too far from the familiar. The cycle of play will fluctuate between combat and narrative moments, so expect your characters to be all about fighting their way towards victory. If you like combat and kicking butt, this looks like the game for you.
The player’s guide as linked above is free to download, but if you want the Gamemaster’s Guide, you’ll have to buy it.
The Fae Team, by Almost Bedtime Theatre.
Two years ago, a crack squad of the Sun Guard’s Human Intervention Division was sent to prison by the Faerie Court for a crime they didn’t commit. These woodland creatures promptly escaped from a maximum security stockade to the Faerie Realm underground.
Today, still wanted by the Sun Guard, they survive as freelancers. If you have a problem, if no one else can help, and if you can find them, maybe you can hire… The Fae Team.
The Fae Team is a role-playing game inspired by The A-Team television show, but puts the players in the roles of skunks, weasels, frogs, etc. and gives them magical powers before sending them through a gargoyle-generated portal into the human world to solve problems. As one does.
The rules of this game depend on a two-stat dichotomy, similar to Lasers and Feelings. You choose a number between 2 to 5, with a higher number indicating that you are good at calm and precise actions, while a low number means you are better at wild and physical actions. There’s also plenty of bits and pieces to make your character unique, such as your faerie gift, and the item that your characters carry around.
A session of this game can be fairly episodic, with an NPC contacting the group for help and giving them a mission that requires entering the human world. While the mission (and its complications) are expected to be generated by the Story Guide, the players are encouraged to describe the world around them and create elements that they get excited about. If you want a game that is lighthearted and magical, check out The Fae Team!
Sunderwald, by Long Tail Games.
In the center of the kingdom of Realm, there exists a dark and unsettling forest. It is known as the Sunderwald.
This is a game about how the woods change us, and how we change the woods. It features a complete, stand-alone game with character creation, enemies, advancement, the whole deal. It is also a legacy tabletop roleplaying game. During play, you will physically and permanently modify this book. Do not be afraid. Scar. The. Book.
The fact that this book is meant to be manipulated and modified makes it feel somewhat akin to a wizard’s grimoire, or a magical artifact. This is a book that asks you to make your own pieces of the world, and might also feel like a kind of achievement system by doing specific things with the game.
While most tasks appear to be resolved with a d6, playing the game involves so much more than rolling dice. Your characters have descriptive skills, might take upon themselves physical and mental scars and consequences, and will grapple with their inventory, wound threshold, background and magic. If you like unfolding a mystery together, if you like manipulating physical objects, and if you like fairy stories or tales like Alice in Wonderland, you might like this game.
Games I’ve Recommended in the Past
Hearts & Ravens, by Martian Machinery.
We’re All Mad Here, by Shanna Germain.
Wanderhome, by Possum Creek Games
Jack Kills Giants, by Andrew White.
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