Gameplay
Cardinals are a blanket term supernatural and anti-supernatural society use to describe beings capable of sin magic. Sin magic casters come from all walks of life; there have been even humans throughout the years capable of sin magic, though most the time it's supernaturals, especially those who've developed hypernatural abilities.
There are several ways Cardinals are made. Some get their hands on powerful magicks and become Cardinals through sheer study. Others have sin spirits, called Maleficarum and their opposite, Justiciarum, bound to them. Still others are possessed by these sin spirits. Maleficarum were created by demons during the rise of Christianity, utilizing sin magic and teaching their followers so that they'd be better able to affect the world outside Hell. How Justiciarum came to be is still a mystery, as their sole goal seem to be helping people get over their sins, ultimately protecting them from Cardinals they're vulnerable to.
There is a signficant amount of Maleficarum compared to Justiciarum. This is mostly due to various purges and collaboration between more corrupt Cardinals in an effort to ensure they remain mostly unopposed and have many vulnerable targets.
Whatever their origins, Cardinals have many different powers. Their most common is the ability to read the minds and memories of those vulnerable to them, as well as various psychic abilities that allow them to easily alter the minds of others. Some Cardinals have control over the weather, and in Haven especially, the mists and shadows. Others seem to be able to control animals, though rarely more than one kind. Incidentally, the vulnerability a person has to a Cardinal works both ways -- most individuals cannot significantly hurt Cardinals unless they are also vulnerable to them.
Code Considerations: Cardinals are allowed to make societies without having to wait until the 20th of the month. However, Cardinals themselves cannot attend any operations but the psychic ones that target them specifically. Cardinals are not counted towards the villainy system, as they already have enhanced life force. As Cardinals are a guest type only staff can play, when a character turns story off, Cardinals cannot enter any scene with that character. Characters with story off who enter scenes with Cardinals in them can interact with Cardinals, but as long as they follow the rules in help story death, cannot be affected by the Cardinal in any meaningful way.
Psychic Operations: When signing up for a psychic operation, you can sign up to defend the Cardinal or attack the Cardinal. Those who defend the Cardinal will fight alongside a pool of minions who will rush the attacking team. If the operation is successful, the Cardinal falls into a coma for a minimum of six weeks, though this period is often extended as another Cardinal replaces them or the Cardinal is killed while in a coma. Any societies the Cardinal controls are destroyed. If the operation fails, another can't be launched for roughly a week and the Cardinal loses half their minions the next assault.
Cardinal Guests
Cardinals are a blanket term supernatural and anti-supernatural society use to describe beings capable of sin magic. Sin magic casters come from all walks of life; there have been even humans throughout the years capable of sin magic, though most the time it's supernaturals, especially those who've developed hypernatural abilities.
There are several ways Cardinals are made. Some get their hands on powerful magicks and become Cardinals through sheer study. Others have sin spirits, called Maleficarum and their opposite, Justiciarum, bound to them. Still others are possessed by these sin spirits. Maleficarum were created by demons during the rise of Christianity, utilizing sin magic and teaching their followers so that they'd be better able to affect the world outside Hell. How Justiciarum came to be is still a mystery, as their sole goal seem to be helping people get over their sins, ultimately protecting them from Cardinals they're vulnerable to.
There is a signficant amount of Maleficarum compared to Justiciarum. This is mostly due to various purges and collaboration between more corrupt Cardinals in an effort to ensure they remain mostly unopposed and have many vulnerable targets.
Whatever their origins, Cardinals have many different powers. Their most common is the ability to read the minds and memories of those vulnerable to them, as well as various psychic abilities that allow them to easily alter the minds of others. Some Cardinals have control over the weather, and in Haven especially, the mists and shadows. Others seem to be able to control animals, though rarely more than one kind. Incidentally, the vulnerability a person has to a Cardinal works both ways -- most individuals cannot significantly hurt Cardinals unless they are also vulnerable to them.
Code Considerations: Cardinals are allowed to make societies without having to wait until the 20th of the month. However, Cardinals themselves cannot attend any operations but the psychic ones that target them specifically. Cardinals are not counted towards the villainy system, as they already have enhanced life force. As Cardinals are a guest type only staff can play, when a character turns story off, Cardinals cannot enter any scene with that character. Characters with story off who enter scenes with Cardinals in them can interact with Cardinals, but as long as they follow the rules in help story death, cannot be affected by the Cardinal in any meaningful way.
Psychic Operations: When signing up for a psychic operation, you can sign up to defend the Cardinal or attack the Cardinal. Those who defend the Cardinal will fight alongside a pool of minions who will rush the attacking team. If the operation is successful, the Cardinal falls into a coma for a minimum of six weeks, though this period is often extended as another Cardinal replaces them or the Cardinal is killed while in a coma. Any societies the Cardinal controls are destroyed. If the operation fails, another can't be launched for roughly a week and the Cardinal loses half their minions the next assault.