Spellbind Mods (
spellbindmods) wrote2017-02-21 11:06 am
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FAQ
FAQ.

Explain Spellbind to me in a paragraph.
Spellbind is a Dreamwidth jamjar that combines a power-giving mechanic with a non-static setting. Where most games introduce your characters to a town, city, country or another specific area, Spellbind takes them to various different locations via either traveling or magic forms of travel. Characters are brought in (against their will) and have something taken from them - an item - in exchange for a power. The details of this power are up to you: your character could gain super strength, the ability to read minds, or even something as mundane as being able to create pies when they snap their fingers. They are now part of a magic-users coven under the tutelage of a traveling witch, Qri. Once every two months, characters will travel to a new location with a different setting and different prompts related to building relationships, exploring worlds and strengthening their magic. Events will occasionally shape the future of the coven.
How did they get there?
It's unclear how characters arrive within the coven or why they are chosen. Originally all game-opening characters arrive in the starting location, a floating island in space where they will stay for one month in order to get acclimated. From there, new arrivals will be contained in a central location in each new area - they are free to explore on their own, but already established magic users will be tasked with locating the newbies.
What else can you tell me about Qri and her motives?
Players will not usually come in direct contact with Qri. The coven includes a base camp that travels with them, whether it's teleported to a new planetary location or packed up and moved by magic users. Qri is kept in a large, floating caravan - it's ornate, impenetrable and includes a locking door. Inside, Qri lays dormant - she's using magic sparingly as her life force is being drained little by little. This information is supplied by her two handmaidens, magic users Genette and Brie. These will be the primary NPCs that characters act with and who act on behalf of Qri based on what she communicates to them. Despite being her handmaidens, they don't know much about her intentions or history - they were dragged here much like characters were.
My character becomes a magic user?
Upon arriving at the game's location, characters will be aware of two things within themselves. First is the presence of a power. There is no drop-down menu from which to select a magic ability from - players have almost unlimited control over what this power is.
Of course there are some limitations. Magic shouldn't be so powerful that they break the game. Almost any power is possible, but game breaking powers should have limitations that make them more manageable. For instance, a magical ability that allows a character to kill anyone instantly is unacceptable. A magical power that gives a character to kill anyone they want instantly but that can only be used once a week is something more acceptable. Magic can be standard or stupid...but there is a price to pay.
As a note, both magic powers should include one (1) thing. What does this mean? Your power should be summed up in one sentence or term. Semantics matter when it comes to writing your application. When it comes to powers, requesting the ability to speak to cats and dogs means two separate magical abilities. However, being able to speak to all animals OR just cats are two separate, singular powers.
A price?
All magic comes with sacrifice. Without asking, Qri has both blessed characters with a power while taking something from them as a price in the form of an item. In order to maintain her power stability, she can't give magic without taking some away. While the characters don't consent to this, players of course do and can control the item taken from them.
This item can be on their person and noticeably missing, or it can be something from home that would mean a lot to them! Characters will have a niggling feeling that something has been taken from them, but it won't be known unless it's something they would keep on their person. The only rule involved here is that it has to have some sort of emotional meaning to them. For plot purposes!
How do characters communicate in Spellbind? Or, more aptly, explain the communities to me!
Spellbind includes a mix of both in-person interaction and telepathic communication. Through the main community, players can post logs and in-person interaction posts, as well as participate in event and mod-posted logs.
The magical network is used telepathically via a signet implanted in all characters. It looks like this and is implanted at the base of their neck. Feel your own neck level with your collar bone. Can you feel a divet right there? It's located in between those. If your character is inhuman or lacks this part of their body for some reason, where it's located is up to your discretion. This signet identifies them as a coven member and enables them access to telepathy, free of charge.
Network features work like this:
TEXT: Words are transcribed through a person's mind and sent to them in the form of words. How hard you think about these words dictates things like font size, capitalization and bolding. Thinking "loudly" will make words large and bold, for example.
VOICE: This requires less thought and is the default telepathic communication method. Simply think thoughts with an intention of sharing them and they will appear to all on the network. If you want to only communicate with one person, think about that person and send the thought.
VIDEO: This, like text, requires more thought and mastery. A person must concentrate on an image, scenario or current surroundings in order to stream what they're seeing. If a person wants to send a specific visual image or "tape," the process will involve a sharp mental pain as the memory is extracted to be sent.
VOICEMAIL: Characters may be sleeping when they receive a telepathic communication. Poking them through your signet (see below) will wake them up. Simply thinking about someone and sending them a message, however, won't. Characters will be able to access "voicemails" and other "unopened" correspondence when they wake up by feeling a neural hum (again, see below) and thinking to "open" their "mail."
If a character wants to get the attention of one or more people, they must think about their names and tap the signet. This will send a sort of neural vibration to the person or people in question, which isn't unpleasant - it's quite the opposite, in fact! If your character is mechanical or a spirit, they will experience a sort of physically relieving feeling or emotional elation for a brief moment. This "poke" of sorts also comes with an inkling of who is trying to communicate with them. Think of this as a sort of text asking "Are you there? You busy?" instead of outright calling.
What else can you tell us about the signet/telepathy?
Characters may assume that the signet holds the key to their magic and the rest of their situation - this is false, but a perfectly natural assumption to make. If a character attempts to break their signet, they will lose access to the network and nothing else. Their magic will be intact. If they attempt to remove the signet by any other means, like cutting it out, the character will be paralyzed upon removal. If they're found, Genette will heal them and replace their signet. The character will be in a vegetative state until the signet is replaced. Genette can also mend a cracked or broken signet should that happen.
Genette and Brie also have the ability to send out mass neural waves in order to get the attention of all coven members. This is done via magical rings Qri has provided to them as an aide in their mission to acclimate new magic users.
If a character tries to poke another character who has dropped, the neural vibration will bounce back to them in a painful way - no pleasure this time. This is the most surefire way to ICly know a character has left (or died) due to the nomadic, constantly shifting environment.
Finally, telepathy works in a similar way to powers - characters won't be immediate experts unless they already have the aptitude for magic, telepathy or something similar. Your character's personality and skill aptitude will dictate how well they can use telepathy. This basically means a seasoned ESPer will be able to send and receive messages very easily, while a ditzy clutz will have trouble shutting off their feed or they may accidentally send images they don't want to. Their aptitude for telepathy will grow as they get more and more used to communicating via it.
Since you mentioned death...how does that work here?
There are ICly a million ways to die, though how likely death is will depend on the environment. In a world where natives treat the magic users like kings and relics, there's not a high likelihood of death. In an environment where natives are hostile to newcomers or they see magic as something to be destroyed, death is more likely. Characters are also welcome to kill each other.
ICly, death is death. OOCly, the character will remain dead until the next app cycle when Qri collects enough energy to revitalize the character. Because dying has OOC consequences, please consider death to be a very serious mechanic. It's fine to play around with death, especially in settings where it's a serious thing! But death should not be used as an AC work around. Thus, try to limit character death to once every six months. ICly, characters won't be affected much by death, although there will be a mechanic introduce to them after each death. This will be revealed as part of the game's opening event.
What do my characters have on them upon arrival?
Anything they were wearing or holding at their canon point is brought with them (minus the taken item, if applicable). This can include weapons, items, clothing - literally drag and drop your character to the setting. Whatever comes with them comes to the game.
You can use this OOCly to potentially get a one-up on the setting or bring some otherworldly items with you - like a potions master bringing along healing antidotes, or a Pokemon master keeping pokeballs in their backpack. We do ask that you limit this within reason. If you want to ask about a specific item your character would be bringing in, please ask here. If not, you may note it on your application in the appropriate section and we'll hash out whether or not we'd like limitations.
Items and creatures brought in DO lose their magical power based on the magical frequency of the world in question, but more on that in the next bullet...
Do characters get to keep their powers in addition to their magic?
Yes...and no. The universe in the game of Spellbind works on a certain magical frequency that enables characters to use their canon powers at times and not at others, based on the frequency of the world in question. Qri's given powers operate outside of this frequency. Why? It's unknown.
The rule of thumb will always be that characters will not be able to use their canon powers on the hub, and the magical frequency threshold of the worlds they travel to will dictate whether or not they can use their canon powers. We promise we'll try to even things out so your characters won't be nerfed all the time. You can find more information on this game mechanic on the setting page.
Understand that this mechanic may require discussion, compromise and being malleable on both the part of players and mods. Some characters can easily be implemented into the setting, while other characters (like Superman, for example), may require some negotiating. You can put any questions about powers here on the FAQ or mention them in your application.
If you want to read more about what powers are taken, look here for more info!
What about characters that can travel across dimensions? I'm outta here!
Not so fast, slugger. This is currently the only power limit that exists within the game when it comes to high-frequency worlds. The power will have to be limited to only the world they exist on at the moment. For instance, a character that can teleport to another world will now only be able to teleport around the world the characters are currently on. The paralyzation mechanic still applies, however.
How does language work here?
Glad you asked! Language also has to do with your signet. It works to translate and filter what is sent to you telepathically or aurally into your character's native tongue. This works with everyone around you, including natives. This may change depending on the world they're in and technology as the game progresses.
Reading, however, is up to your character. This may make things difficult for them when they're with player characters, but everyone is on the same illiteracy level when wandering with natives.
How do characters sustain themselves within the coven?
Brie and Genette have access to a decent hoard of food stored in Qri's caravan. There will be missions related to hunting and gathering at each world stop. On the main hub (where the coven will occasionally stop and is where the game begins), wild pigs and other naturally growing resources exist like fruits and water.
There will be some buffs in place to ensure that the coven isn't starving for a while, but the success of hunting and gathering will have an effect on the game as it goes on. Players with food-based powers are also welcome to help out!
What happens if my characters attempt to leave?
This question will essentially be answered during the first event, but during the trips to other worlds, characters will feel Qri's influence through their signet if they travel too far away. Much like how removing your signet will result in being paralyzed, so will falling too far outside her seeing radius. As she gains more power, the larger this radius will be.
Characters are free to do their own thing and explore the areas put before them, but the signet will always be how Qri keeps tabs on them. Thus, when the coven leaves? You leave with it, no matter where you are.
What does the hub island look like? Can you give us a sort of map or something?
This is in no way an image created for the game, but this illustration offers you insight into what the hub looks like. It's essentially a floating island that's used as a coven stronghold. There are markings that denote where certain areas are, like the fort and known hunting areas.
You can find more information about the static setting on the setting page!
What items can my character call their own here?
Food is distributed in the morning and in the evening, with each character given rations. These can be kept or eaten at their leisure, just beware that they may go bad. Genette and Brie were warned of a sudden influx of characters coming in so they've taken to sewing clothing of various sizes, shapes and styles. Every character is given a package of clothing containing one outfit that they will have to wash interchangeably with the clothing they arrived in...if they arrived in any. They will definitely be ill-fitting, peasant wear.
What sort of technology is featured in the game?
The tech level of the game greatly depends on what setting the characters are currently in. At the main hub, characters will find no modern technology as we see it, a.k.a. telephones and TVs - at least anything that works. Things like sinks and toilets are fully working and the amenities are modern, yet dilapidated.
Phones that characters have kept with them will be dysfunctional. They can turn them on and use them until their batteries run out, but any Internet functions will be nonexistent. Chargers will not be available at the hub, though electricity is present. If a character has the power to create electricity, phones can be charged this way.
Can my character try to spruce up the hub island? Like, can they make shops and try to expand society?
Yes, of course. Be warned, though, the hub won't be a constant, static setting. Your characters will be wandering the universe more often than they will be at home.
What about money?
Money isn't required on the hub island. Characters will have to be at the mercy of the world they're currently in in terms of money. Forms of money will also change between worlds.
My character can fly. How does that work within the hub?
Just like a character falling off of the hub or straying too far out of the range of Qri, they will either be pulled back to the ground or be paralyzed, respectively. Characters can fly at a decent range, but flying too far out of range will result in a reaction.
My character has a specialized need to survive, like blood or a grief seed?
If your character has a specialized need that isn't setting-specific (like being a vampire or a werewolf), they will still be afflicted with this issue. Characters like in the world of Puella Magi Madoka Magica will be stripped of these needs, like the need for a grief seed.
Does my character with a robot arm or ghost body need to change to fit the setting?
Nope!
Can my character's pet come with them if it was in close proximity?
Not unless your character was literally holding them AND they don't have a personality that's appable (like Luna or another sort of magical girl familiar thing). If they did happen to be holding the animal, it is able to come with them. Standing next to them? No.
Will my character be made literate, sighted or have their hearing restored? In short, will my character with a sort of disability be catered to?
No. While this may make playing your character difficult, we welcome players to figure out ways to have their characters navigate and communicate despite these issues. If a character's tool for decreasing their handicap is on their person, like they have hearing aids implanted or a cane, these items will come with them.
Can characters bring home items from other worlds?
Yes! In fact, based on events it may be required. Hunting and gathering will be a must in the world of Spellbind, but characters also have the ability to steal, buy or barter for items to take home.

What characters can be apped to Spellbind?
It's easier to list what characters aren't allowed:
NO canon OCs.
NO non-canon AU versions of characters.
NO duplicates - one version of a character only!
Typical canon characters and OCs are allowed in Spellbind. CRAUs, OCs and canon AUs are allowed. Other OCs that are allowed include MMO and tabletop OCs, as long as they don't have significant ties to canon characters within campaigns or the MMO in question. Non-human characters like robots, animals and aliens are allowed. Characters can be apped in posthumously.
There is no specific rule with regards to characters with little canon information - these apps will be judged on a case by case basis. For more specific rulings on whether your character would be allowed, contact the mods and we'll offer guidance!
I want to play from a new canon. How long should I wait before apping?
A good rule of thumb will be waiting at least a month from the date of release, and if that date of release falls outside of an app cycle, go for the next app cycle. So like if a game comes out April 16th, a month would be May 16th, meaning you can reserve for the June app cycle (reserves the last week of May).
Are there any canons that are a no-no?
Not specifically. Characters should have enough canon to work with and canons should be long enough to establish a character's personality. For instance, a 10 minute Cartoon Network short or music video are probably not good enough for apping from.
Are there any characters that are a no-no?
Real people, personalities or personas. For instance, if your favourite YouTuber does a comedy bit with a certain character of theirs, that character isn't applicable. Silent protags ARE applicable. Please use as much canon information as possible as the base of their personality and then flesh them out from there. However, the application should denote what parts are based on canon and what parts are player created (how you do this is up to you)!
What about non-human characters?
There are no rules about humanization. Your character comes in as your character.
My character has an illness or wound that requires healing upon entering the game. How does that work?
Illnesses or injuries won't be affected by the universe they've been sucked too - a.k.a. they just come into the game as is. Genette, the party healer, will be the person who deals with healing. She will come to you and heal any obvious wounds, but non-obvious wounds you'll have to inquire about. She CAN heal physical wounds whether they're visible or internal, but mental illnesses can't be touched by her magic.
Is there a character age limit?
No. Characters of all ages are invited to this game.
How many characters can I app?
You can app up to three characters right now, with one character reserved and apped per app round. This may fluctuate depending on game popularity due to the existent cap in place.
Can you please offer us app samples so we know what you're looking for?
In short, no. We feel that app samples put undue pressure on people to make an app look a certain way or be a certain length. We want to see your taste level, style and decisions inserted into your app. When players have an app sample to go off of, they're more likely to use it as a sort of app skeleton. Show us what you got!
Can I reapply for a character more easily?
Yes. All you have to do is reply to the app page reclaiming your character IF: no one else has applied for that character since you dropped, it's been a shorter period than six months since you dropped and you elect to choose the same canon point as before.
Does the game have a mandatory HMD?
Yes and no. All players are required to have an HMD for their characters, whether anon or logging is turned on or not. The game will not have a mandatory HMD meme on the OOC comm.
Are there any caps in place in this game?
There is a cap of 120 characters total for now, just to see how the game handles at that size. This cap may be raised based on reception and player vote. For now casts are capped at six characters.
What are the AC standards for this game?
You can find those on the rules page!

How does time flow in this game?
Spellbind works on a 1:1 day ration, so one day in your world is also one day in game.
What if my character is a nere-do-weller? They're a criminal who wants to spice things up around here!
Let's speak strictly from a party standpoint, which means the basic NPCs and other player characters. You're essentially within a coven without a leader. Brie and Genette are the only ones who have true authority over the coven until player characters step in. What player characters do about crime or violence is up to them. Genette and Brie will try to intervene based on their own situation and personal view of the violation. Essentially, there's no jail or criminal system in place right now. Your character's repercussions will have to do with the characters currently in game more than anything.
That being said, the game is open and welcoming to criminals and villain characters! In fact, blurry morals and the willingness to break some laws will be useful in other worlds.
Let's talk about shipping stuff: romance, sex, holding hands, racing hearts. What's the deal with that in the game?
Let's take it from the top:
SHIPPING: OOCly you're free to do what you want. Make sure that castmates are aware of what you're doing and that you're taking IC consequences/traits into account. ICly, relationships are fine within the coven, but different natives within different worlds may not like them as much. As a base rule, non-heterosexual shipping is an okay thing. Some may argue that different phobias come with the territory when hopping from different world to different world, but we've elected to say fuck it, we don't wanna deal with that shit. If you want to make some sort of -phobic issue a plot point for your character, that is to your discretion.
SEX: Sex is definitely fine in game. As mentioned above, some worlds will have cultural concepts that circle around sex or hedonism, which your characters are allowed to be scandalized by or have fun with. Within the coven, sexual relationships are fine. See more on this subject in questions below.
HOLDING HANDS: Cute, definitely do it.
HEARTS RACING: How romantic, make it happen!
The standard rule of thumb is just to make sure that everyone involved with the romantic/sexual content is on the up and up and that no one is pressured into something they don't want to do. Don't kink spring, don't ship push - shipping is fun when everyone is having fun, not just you!
Is there an age limit on sexual content for characters? Or any limits in general?
The only limits that we ask for are that you lock and/or warn for sexual content. Your best bet is to move sexual threads to a locked log OR your inbox post. Kinks of any kind are okay. Just remember: make sure any kinks or sexual in-character contact is run by your RP partner! That being said, characters need to be at least 16 to be involved in sexual activity.
Can I canon update my characters?
Canon updating is possible! The mechanic is essentially the same as death. Your character will disappear, you will be given AC leniency and they will appear with the next batch of app round characters. The post for applying is here!
Where can I find the codes you used within the RP?
I've tried to include credits on the page where I can (attractively), but most of the codes are edited versions I've gotten from tessisamess @ ij,
photosynthesis,
whambam and
cawaii! If you want a link to a specific code, I'll tell you where I got it / if I made it myself.
The images used in the RP are really pretty!
The aesthetic inspiration for the settings, NPCs and other game aspects all come from Midori Foo's "Book of Pictures" artbook!
QUESTION?
CODE BY TESSISAMESS

Explain Spellbind to me in a paragraph.
Spellbind is a Dreamwidth jamjar that combines a power-giving mechanic with a non-static setting. Where most games introduce your characters to a town, city, country or another specific area, Spellbind takes them to various different locations via either traveling or magic forms of travel. Characters are brought in (against their will) and have something taken from them - an item - in exchange for a power. The details of this power are up to you: your character could gain super strength, the ability to read minds, or even something as mundane as being able to create pies when they snap their fingers. They are now part of a magic-users coven under the tutelage of a traveling witch, Qri. Once every two months, characters will travel to a new location with a different setting and different prompts related to building relationships, exploring worlds and strengthening their magic. Events will occasionally shape the future of the coven.
How did they get there?
It's unclear how characters arrive within the coven or why they are chosen. Originally all game-opening characters arrive in the starting location, a floating island in space where they will stay for one month in order to get acclimated. From there, new arrivals will be contained in a central location in each new area - they are free to explore on their own, but already established magic users will be tasked with locating the newbies.
What else can you tell me about Qri and her motives?
Players will not usually come in direct contact with Qri. The coven includes a base camp that travels with them, whether it's teleported to a new planetary location or packed up and moved by magic users. Qri is kept in a large, floating caravan - it's ornate, impenetrable and includes a locking door. Inside, Qri lays dormant - she's using magic sparingly as her life force is being drained little by little. This information is supplied by her two handmaidens, magic users Genette and Brie. These will be the primary NPCs that characters act with and who act on behalf of Qri based on what she communicates to them. Despite being her handmaidens, they don't know much about her intentions or history - they were dragged here much like characters were.
My character becomes a magic user?
Upon arriving at the game's location, characters will be aware of two things within themselves. First is the presence of a power. There is no drop-down menu from which to select a magic ability from - players have almost unlimited control over what this power is.
Of course there are some limitations. Magic shouldn't be so powerful that they break the game. Almost any power is possible, but game breaking powers should have limitations that make them more manageable. For instance, a magical ability that allows a character to kill anyone instantly is unacceptable. A magical power that gives a character to kill anyone they want instantly but that can only be used once a week is something more acceptable. Magic can be standard or stupid...but there is a price to pay.
As a note, both magic powers should include one (1) thing. What does this mean? Your power should be summed up in one sentence or term. Semantics matter when it comes to writing your application. When it comes to powers, requesting the ability to speak to cats and dogs means two separate magical abilities. However, being able to speak to all animals OR just cats are two separate, singular powers.
A price?
All magic comes with sacrifice. Without asking, Qri has both blessed characters with a power while taking something from them as a price in the form of an item. In order to maintain her power stability, she can't give magic without taking some away. While the characters don't consent to this, players of course do and can control the item taken from them.
This item can be on their person and noticeably missing, or it can be something from home that would mean a lot to them! Characters will have a niggling feeling that something has been taken from them, but it won't be known unless it's something they would keep on their person. The only rule involved here is that it has to have some sort of emotional meaning to them. For plot purposes!
How do characters communicate in Spellbind? Or, more aptly, explain the communities to me!
Spellbind includes a mix of both in-person interaction and telepathic communication. Through the main community, players can post logs and in-person interaction posts, as well as participate in event and mod-posted logs.
The magical network is used telepathically via a signet implanted in all characters. It looks like this and is implanted at the base of their neck. Feel your own neck level with your collar bone. Can you feel a divet right there? It's located in between those. If your character is inhuman or lacks this part of their body for some reason, where it's located is up to your discretion. This signet identifies them as a coven member and enables them access to telepathy, free of charge.
Network features work like this:
What else can you tell us about the signet/telepathy?
Characters may assume that the signet holds the key to their magic and the rest of their situation - this is false, but a perfectly natural assumption to make. If a character attempts to break their signet, they will lose access to the network and nothing else. Their magic will be intact. If they attempt to remove the signet by any other means, like cutting it out, the character will be paralyzed upon removal. If they're found, Genette will heal them and replace their signet. The character will be in a vegetative state until the signet is replaced. Genette can also mend a cracked or broken signet should that happen.
Genette and Brie also have the ability to send out mass neural waves in order to get the attention of all coven members. This is done via magical rings Qri has provided to them as an aide in their mission to acclimate new magic users.
If a character tries to poke another character who has dropped, the neural vibration will bounce back to them in a painful way - no pleasure this time. This is the most surefire way to ICly know a character has left (or died) due to the nomadic, constantly shifting environment.
Finally, telepathy works in a similar way to powers - characters won't be immediate experts unless they already have the aptitude for magic, telepathy or something similar. Your character's personality and skill aptitude will dictate how well they can use telepathy. This basically means a seasoned ESPer will be able to send and receive messages very easily, while a ditzy clutz will have trouble shutting off their feed or they may accidentally send images they don't want to. Their aptitude for telepathy will grow as they get more and more used to communicating via it.
Since you mentioned death...how does that work here?
There are ICly a million ways to die, though how likely death is will depend on the environment. In a world where natives treat the magic users like kings and relics, there's not a high likelihood of death. In an environment where natives are hostile to newcomers or they see magic as something to be destroyed, death is more likely. Characters are also welcome to kill each other.
ICly, death is death. OOCly, the character will remain dead until the next app cycle when Qri collects enough energy to revitalize the character. Because dying has OOC consequences, please consider death to be a very serious mechanic. It's fine to play around with death, especially in settings where it's a serious thing! But death should not be used as an AC work around. Thus, try to limit character death to once every six months. ICly, characters won't be affected much by death, although there will be a mechanic introduce to them after each death. This will be revealed as part of the game's opening event.
What do my characters have on them upon arrival?
Anything they were wearing or holding at their canon point is brought with them (minus the taken item, if applicable). This can include weapons, items, clothing - literally drag and drop your character to the setting. Whatever comes with them comes to the game.
You can use this OOCly to potentially get a one-up on the setting or bring some otherworldly items with you - like a potions master bringing along healing antidotes, or a Pokemon master keeping pokeballs in their backpack. We do ask that you limit this within reason. If you want to ask about a specific item your character would be bringing in, please ask here. If not, you may note it on your application in the appropriate section and we'll hash out whether or not we'd like limitations.
Items and creatures brought in DO lose their magical power based on the magical frequency of the world in question, but more on that in the next bullet...
Do characters get to keep their powers in addition to their magic?
Yes...and no. The universe in the game of Spellbind works on a certain magical frequency that enables characters to use their canon powers at times and not at others, based on the frequency of the world in question. Qri's given powers operate outside of this frequency. Why? It's unknown.
The rule of thumb will always be that characters will not be able to use their canon powers on the hub, and the magical frequency threshold of the worlds they travel to will dictate whether or not they can use their canon powers. We promise we'll try to even things out so your characters won't be nerfed all the time. You can find more information on this game mechanic on the setting page.
Understand that this mechanic may require discussion, compromise and being malleable on both the part of players and mods. Some characters can easily be implemented into the setting, while other characters (like Superman, for example), may require some negotiating. You can put any questions about powers here on the FAQ or mention them in your application.
If you want to read more about what powers are taken, look here for more info!
What about characters that can travel across dimensions? I'm outta here!
Not so fast, slugger. This is currently the only power limit that exists within the game when it comes to high-frequency worlds. The power will have to be limited to only the world they exist on at the moment. For instance, a character that can teleport to another world will now only be able to teleport around the world the characters are currently on. The paralyzation mechanic still applies, however.
How does language work here?
Glad you asked! Language also has to do with your signet. It works to translate and filter what is sent to you telepathically or aurally into your character's native tongue. This works with everyone around you, including natives. This may change depending on the world they're in and technology as the game progresses.
Reading, however, is up to your character. This may make things difficult for them when they're with player characters, but everyone is on the same illiteracy level when wandering with natives.
How do characters sustain themselves within the coven?
Brie and Genette have access to a decent hoard of food stored in Qri's caravan. There will be missions related to hunting and gathering at each world stop. On the main hub (where the coven will occasionally stop and is where the game begins), wild pigs and other naturally growing resources exist like fruits and water.
There will be some buffs in place to ensure that the coven isn't starving for a while, but the success of hunting and gathering will have an effect on the game as it goes on. Players with food-based powers are also welcome to help out!
What happens if my characters attempt to leave?
This question will essentially be answered during the first event, but during the trips to other worlds, characters will feel Qri's influence through their signet if they travel too far away. Much like how removing your signet will result in being paralyzed, so will falling too far outside her seeing radius. As she gains more power, the larger this radius will be.
Characters are free to do their own thing and explore the areas put before them, but the signet will always be how Qri keeps tabs on them. Thus, when the coven leaves? You leave with it, no matter where you are.
What does the hub island look like? Can you give us a sort of map or something?
This is in no way an image created for the game, but this illustration offers you insight into what the hub looks like. It's essentially a floating island that's used as a coven stronghold. There are markings that denote where certain areas are, like the fort and known hunting areas.
You can find more information about the static setting on the setting page!
What items can my character call their own here?
Food is distributed in the morning and in the evening, with each character given rations. These can be kept or eaten at their leisure, just beware that they may go bad. Genette and Brie were warned of a sudden influx of characters coming in so they've taken to sewing clothing of various sizes, shapes and styles. Every character is given a package of clothing containing one outfit that they will have to wash interchangeably with the clothing they arrived in...if they arrived in any. They will definitely be ill-fitting, peasant wear.
What sort of technology is featured in the game?
The tech level of the game greatly depends on what setting the characters are currently in. At the main hub, characters will find no modern technology as we see it, a.k.a. telephones and TVs - at least anything that works. Things like sinks and toilets are fully working and the amenities are modern, yet dilapidated.
Phones that characters have kept with them will be dysfunctional. They can turn them on and use them until their batteries run out, but any Internet functions will be nonexistent. Chargers will not be available at the hub, though electricity is present. If a character has the power to create electricity, phones can be charged this way.
Can my character try to spruce up the hub island? Like, can they make shops and try to expand society?
Yes, of course. Be warned, though, the hub won't be a constant, static setting. Your characters will be wandering the universe more often than they will be at home.
What about money?
Money isn't required on the hub island. Characters will have to be at the mercy of the world they're currently in in terms of money. Forms of money will also change between worlds.
My character can fly. How does that work within the hub?
Just like a character falling off of the hub or straying too far out of the range of Qri, they will either be pulled back to the ground or be paralyzed, respectively. Characters can fly at a decent range, but flying too far out of range will result in a reaction.
My character has a specialized need to survive, like blood or a grief seed?
If your character has a specialized need that isn't setting-specific (like being a vampire or a werewolf), they will still be afflicted with this issue. Characters like in the world of Puella Magi Madoka Magica will be stripped of these needs, like the need for a grief seed.
Does my character with a robot arm or ghost body need to change to fit the setting?
Nope!
Can my character's pet come with them if it was in close proximity?
Not unless your character was literally holding them AND they don't have a personality that's appable (like Luna or another sort of magical girl familiar thing). If they did happen to be holding the animal, it is able to come with them. Standing next to them? No.
Will my character be made literate, sighted or have their hearing restored? In short, will my character with a sort of disability be catered to?
No. While this may make playing your character difficult, we welcome players to figure out ways to have their characters navigate and communicate despite these issues. If a character's tool for decreasing their handicap is on their person, like they have hearing aids implanted or a cane, these items will come with them.
Can characters bring home items from other worlds?
Yes! In fact, based on events it may be required. Hunting and gathering will be a must in the world of Spellbind, but characters also have the ability to steal, buy or barter for items to take home.

What characters can be apped to Spellbind?
It's easier to list what characters aren't allowed:
Typical canon characters and OCs are allowed in Spellbind. CRAUs, OCs and canon AUs are allowed. Other OCs that are allowed include MMO and tabletop OCs, as long as they don't have significant ties to canon characters within campaigns or the MMO in question. Non-human characters like robots, animals and aliens are allowed. Characters can be apped in posthumously.
There is no specific rule with regards to characters with little canon information - these apps will be judged on a case by case basis. For more specific rulings on whether your character would be allowed, contact the mods and we'll offer guidance!
I want to play from a new canon. How long should I wait before apping?
A good rule of thumb will be waiting at least a month from the date of release, and if that date of release falls outside of an app cycle, go for the next app cycle. So like if a game comes out April 16th, a month would be May 16th, meaning you can reserve for the June app cycle (reserves the last week of May).
Are there any canons that are a no-no?
Not specifically. Characters should have enough canon to work with and canons should be long enough to establish a character's personality. For instance, a 10 minute Cartoon Network short or music video are probably not good enough for apping from.
Are there any characters that are a no-no?
Real people, personalities or personas. For instance, if your favourite YouTuber does a comedy bit with a certain character of theirs, that character isn't applicable. Silent protags ARE applicable. Please use as much canon information as possible as the base of their personality and then flesh them out from there. However, the application should denote what parts are based on canon and what parts are player created (how you do this is up to you)!
What about non-human characters?
There are no rules about humanization. Your character comes in as your character.
My character has an illness or wound that requires healing upon entering the game. How does that work?
Illnesses or injuries won't be affected by the universe they've been sucked too - a.k.a. they just come into the game as is. Genette, the party healer, will be the person who deals with healing. She will come to you and heal any obvious wounds, but non-obvious wounds you'll have to inquire about. She CAN heal physical wounds whether they're visible or internal, but mental illnesses can't be touched by her magic.
Is there a character age limit?
No. Characters of all ages are invited to this game.
How many characters can I app?
You can app up to three characters right now, with one character reserved and apped per app round. This may fluctuate depending on game popularity due to the existent cap in place.
Can you please offer us app samples so we know what you're looking for?
In short, no. We feel that app samples put undue pressure on people to make an app look a certain way or be a certain length. We want to see your taste level, style and decisions inserted into your app. When players have an app sample to go off of, they're more likely to use it as a sort of app skeleton. Show us what you got!
Can I reapply for a character more easily?
Yes. All you have to do is reply to the app page reclaiming your character IF: no one else has applied for that character since you dropped, it's been a shorter period than six months since you dropped and you elect to choose the same canon point as before.
Does the game have a mandatory HMD?
Yes and no. All players are required to have an HMD for their characters, whether anon or logging is turned on or not. The game will not have a mandatory HMD meme on the OOC comm.
Are there any caps in place in this game?
There is a cap of 120 characters total for now, just to see how the game handles at that size. This cap may be raised based on reception and player vote. For now casts are capped at six characters.
What are the AC standards for this game?
You can find those on the rules page!

How does time flow in this game?
Spellbind works on a 1:1 day ration, so one day in your world is also one day in game.
What if my character is a nere-do-weller? They're a criminal who wants to spice things up around here!
Let's speak strictly from a party standpoint, which means the basic NPCs and other player characters. You're essentially within a coven without a leader. Brie and Genette are the only ones who have true authority over the coven until player characters step in. What player characters do about crime or violence is up to them. Genette and Brie will try to intervene based on their own situation and personal view of the violation. Essentially, there's no jail or criminal system in place right now. Your character's repercussions will have to do with the characters currently in game more than anything.
That being said, the game is open and welcoming to criminals and villain characters! In fact, blurry morals and the willingness to break some laws will be useful in other worlds.
Let's talk about shipping stuff: romance, sex, holding hands, racing hearts. What's the deal with that in the game?
Let's take it from the top:
The standard rule of thumb is just to make sure that everyone involved with the romantic/sexual content is on the up and up and that no one is pressured into something they don't want to do. Don't kink spring, don't ship push - shipping is fun when everyone is having fun, not just you!
Is there an age limit on sexual content for characters? Or any limits in general?
The only limits that we ask for are that you lock and/or warn for sexual content. Your best bet is to move sexual threads to a locked log OR your inbox post. Kinks of any kind are okay. Just remember: make sure any kinks or sexual in-character contact is run by your RP partner! That being said, characters need to be at least 16 to be involved in sexual activity.
Can I canon update my characters?
Canon updating is possible! The mechanic is essentially the same as death. Your character will disappear, you will be given AC leniency and they will appear with the next batch of app round characters. The post for applying is here!
Where can I find the codes you used within the RP?
I've tried to include credits on the page where I can (attractively), but most of the codes are edited versions I've gotten from tessisamess @ ij,
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
The images used in the RP are really pretty!
The aesthetic inspiration for the settings, NPCs and other game aspects all come from Midori Foo's "Book of Pictures" artbook!
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