Starlit Avenue

Welcome to Starlit Avenue! We are an 18+ account-per-player forum roleplay, focused on a supernatural community in the Pacific Northwest. We are a slice-of-life style roleplay focusing on interpersonal drama and the struggles that come with being a discreet community of supernatural beings living in close proximity to mundane humans. To see more of what we have to offer, check out our guidebook, linked at the top of the site.

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Jean Hughes

I have made Jean 5 3 years older. I also gave her a new core disadvantage:

The Coin's Curse: If Jean accepts money in exchange for using her magic for someone, she will lose her powers until she earns the forgiveness of the spirits that granted her magical powers.

Finally I updated the first bullet point in her nerfs and flavor section. it used to say:
"The products of Jean's magical herbalism have short shelf-lives, lasting 1-2 weeks before they start to lose their magical potency."

Now, it says:
"The products of Jean's magical herbalism have expiration dates, lasting about a month before they start losing potency."
I updated her history so she actually learned most of her magic from other witches, which makes more sense than it all being revealed to her in dreams, and its more fun this way. Also I updated her powers for the new system.

New spellcasting section reads:

Spellcasting theme: Magical Herbalism

Spellcasting Theme: Fate Magic

New Nerfs and Flavor section:
  • The products of Jean's magical herbalism have short shelf-lives, lasting 1-2 weeks before they start to lose their magical potency.
  • Her most potent herbal magics will, occasionally, have permanent effects. Jean cannot predict when this will happen.
  • Jean has limited control over the actual effects of her fate magic. It often does things she doesn't expect, only following the general outline of giving specific people good or bad fortune.
  • She can't use fate magic on a game of chance she'll personally profit from.

Old spellcasting section:
Type of magic: Magical Herbalism
Minor magic: teas or salves that can mimic positive effects of over the counter meds and some prescription drugs
Minor condition: Sacrifice - some herbs Jean has prepared are destroyed to make a tea or salve. They can also be used as ingredients in a baked treat.
Major magic: A salve that makes an injury heal ten times as fast. A cookie that compels honesty for half an hour when eaten.
Major Condition: Time-consuming - Jean spends thirty minutes to an hour preparing what she needs.
Momentous Magic: A tincture to turn someone into a small animal or a big monster. Lift or weaken a magic curse. Temporarily (or on rare, unexpected occasions, permanently) remove a disadvantage or add/improve an advantage.
Momentous Condition: Focus AND extra time-consuming - she needs to be in her kitchen, specifically, and it will take at least an hour to make 1 serving.

Type of magic: Fate Magic
Minor magic: Her target suffers a minor inconvenience or stroke of luck. They might stub their toe, get a papercut, or trip over something. They might find a lucky penny or stumble upon something misplaced.
Minor condition: Gesture - a wave of the hand, a wiggle of the fingers, pointing at someone - the gestures are different for each kind of effect she tries to achieve
Major magic: a substantial stroke of good or bad luck, eg: guns misfire or jam, target falls down a flight of stairs, target gets home safe driving drunk.
Major Condition: Recharge - she can't use fate magic or telekinesis for 3 hours
Momentous Magic: Jean's target is cursed to suffer a tragedy or experiences severely bad luck for a day. Or, a wonderful opportunity will fall into her target's lap. Jean cannot control the finer details, only whether the spell is a blessing or a curse.
Momentous Condition: Patience - the spell takes about a month to bear fruit. (Furthermore, someone can only have one such blessing or curse "queued up" at a time)

Old nerfs and flavor
  • The products of Jean's magical herbalism have short shelf-lives. The products of major or momentous magics can only be stored for 3 days at the longest before they lose their potency. Minor remedies can last a week
  • Momentous-level magical herbalism will, occasionally, have permanent effects. Jean cannot predict when this will happen.
  • If the same person is exposed to more than one instance of momentous magical herbalism in a day, weird things can happen. This usually isn't a good thing for anyone involved.
  • Jean has limited control over the actual effects of her fate magic. It often does things she doesn't expect.
  • She can't use fate magic on a game of chance she'll personally profit from.
  • To prevent her own momentous fate spells from taking effect, she must use momentous magical herbalism.
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