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Collectors (working title)
This is just me imagining up a fictional world and a tabletop card game to go along with it. Still a work in progress. This just for fun as I have no plans on actually making a game, but who knows?
Characters
[Contents: Overview / Rules / Characters / Items / Escapades / Glossary / Scrapped Ideas / Reboot Changes / NPCs]

Last Updated: 6/7/2024

((Disclaimer: I cannot draw for crap, so we're all just gonna have to settle for avi's))

Alvin Wise, Hat Collector:
User Image (Default)
User Image (Casual)
Character Blurb:
A master thief who loves to put on a show during heists. He styles himself as a stage magician with a flair for the dramatic and always has an escape plan at the ready. Recently though, he is beginning to have second thoughts about using his powers for what amounts to attention seeking. Really likes cute things, rabbits especially, and is not at all ashamed of it.


Stats:
Grit: +1
Cunning: +4
Reflexes: 10


Abilities:
Hat Tricks - Whenever Alvin uses the ability of a Hat, a stat of his choice increases by 1 for the rest of the round. Once per round after successfully stealing a Hat, Alvin gains 1 AP.

Magician's Thievery - Alvin can use his Cunning instead of Grit when Intercepting a Magic item. Once per round when Alvin fails to Steal or Intercept an item, or if a Steal attempt gets Intercepted, the next Steal attempt he makes before the end of the round costs no AP.

Calling Card - Once per round after collecting an item during the Collection Phase, Alvin can spend an AP and return a Magic item in his possession into circulation. When he does, he collects one other additional item.


Lose Condition - "Show's Over. No Encore.":
Some Collectors have grown dependent on the powers of their Curios to get through life. Alvin is a bit of an extreme case as he genuinely feels he'd be nothing without them.
If a Collection Phase ends with no Hats in his possession and no Hats in circulation, Alvin loses the game.


Jasper Salem, Curse Collector
User Image
Additional Images:
User Image (Frail)
User Image (Phantom)
User Image (Possessed)
Character Blurb:
A paranormal investigator with an unhealthy fascination with the supernatural. He is the number one guy you go to for any of your haunting or curse related troubles. Lost his eyes after inadvertently cursing his own camera once he gained his powers, the camera itself now being his eyes. You'd be hard pressed to find a horror he hasn't yet dealt with in his life.


Stats:
Grit: +4
Cunning: +4
Reflexes: 7


Abilities:
Curse Ridden - Once per round, if a Collector attacks or steals an item from Jasper, he can spend an AP to attempt to foist a Curse onto them, ignoring any properties it has (except Soulbound). After Jasper's Drop Step, if a Curse has not entered his possession during the round, he takes the top card of his Collection Deck and places it into his possession.

Paranormal Insight - At the start of a round, Jasper can ignore the character requirement of a single Occult item in his possession for that round. He can also use the ability of an Occult item twice in one round instead of once.

Professional Cleanser - At the start of each round, Jasper can choose up to one item in each Collector's possession. Those items lose the Clingy and Coveted properties until the end of the round.


Lose Condition - Crushed Soul
Unlike other Collectors, Jasper must take extreme care to not have his own Collection consume him. If he doesn't, his very soul would collapse from the collective burden.
If there are at least ten Curses in his possession while he is knocked out, Jasper loses the game.


Jasmine Dove, Dream Collector
User Image(Dream Self)
User Image(Real Self)
Character Blurb:
A teenage girl interacting with the world through a blue fairy constructed from her own dreams as her real self sleeps. She hides herself away from the outside world after losing both her parents and her ability to walk after a traumatic accident. Desperately wishing to escape from her own reality, her avatar typically flies about, manifesting everybody's dreams to generally create mischief wherever she goes.


Stats:
Grit: +0
Cunning: +4
Reflexes: 11


Abilities:
Dream Flitter - At the start of the Closing Phase, if "REM Cycle" is in circulation, she can place it into the possession of another Collector that currently possesses a Dream, ignoring its properties. The first action she makes each round targeting a Collector with a Dream in their possession costs no AP.

Make Believe - Jasmine ignores the Immaterial property of all items. Once per round, she can ignore all properties of a Concept item in any Collector's possession (except Soulbound).

"Hush, Little Baby" - Once per round, when Jasmine successfully foists an item onto another Collector, unless they are knocked out, they must either return another item in their possession to circulation or lose 1 Stamina.


Lose Condition - The Dream Always Ends
Jasmine depends on the dreams of others to maintain her current self. Without dreamers from which to collect, her power eventually runs dry...and she wakes up.
During her Recovery Step while she is knocked out, if no other Collector in play has any Dreams in their possession, Jasmine loses the game.


Markus Grimley, "Toy Collector":
User Image
Character Blurb:
Markus was once host of a children's puppet TV show from the 1990s and a very lonely man when off the screen. His desire for a family of his own was fulfilled when he adopted young Matilda. Little did he know, his very soul would be enslaved by what turned out to be a demonic doll intent on collecting so many friends for her dollhouse.


Stats:
Grit: +4
Cunning: +2
Reflexes: 9


Abilities:
Toy Maker - At the start of the Opening Phase, when Markus draws a card from his Collection Deck, he can place it directly into his possession instead of circulation. When he does, he skips his Collection Step during that round. Once per round, when a Toy goes from one Collector's possession directly to another's, Markus gains 1 AP.

Giving Back - When another Collector gets knocked out, a Toy in their possession of Markus' choice is placed into his possession. When this happens, one other item in their possession of Markus' choice is returned to circulation.

"That isn't for You!" - Once per round, when another Collector attempts to Intercept an item, Markus can spend an AP to make an Attack against them. If it lands, the Interception attempt automatically fails.


Lose Condition - Shelved
What many don't know is that Markus isn't truly the Toy Collector, but rather the lynchpin holding Matilda's collection together. Sever her connection with her "parent", and her control over all the other poor souls she's trapped is released, including Markus.
If "The Daughter" is outside of his possession while he is knocked out, Markus loses the game (info on "The Daughter" is listed in the "Items" entry). "The Daughter" is then removed from the board.


Phineas "Finn" Connelly, Clock Collector
User Image (On the job)
User Image (Standing by)
Character Blurb:
A tinkering prodigy and courier tasked with delivering all sorts of packages sent to him from the future. When given an important task, he receives a strict deadline he must meet at all costs or be corrected by the timeline. A very punctual person gifted with the power of chronomancy, Finn touts himself as never being late for anything (he has to be).


Stats:
Grit: +0
Cunning:+5
Reflexes: 10


Abilities:
Clock Winder - Once per round when another Collector makes an action that requires a roll, Finn can spend an AP and give that roll either a bonus or a penalty equal to the number of marks on a Clock in his possession. When he does this, a mark is removed from that item.

Guiding the Hands - During the Confrontation Phase, while it is his turn, Finn can spend an AP to either add or remove a mark on an item anywhere on the board.

Never Late - Once per round, Finn can use his Cunning to Attack or Intercept instead of Grit. Whenever a roll using his Cunning fails, Finn can spend 1 Stamina to reroll.


Lose Condition - Tardy Sweep
Finn's clocks require strict timing and punctuality to keep their powers stable. On the rare occasion he does fall short, the timeline forcibly corrects him, and he never knows where or when he'll end up.
At the end of a round where he is the Instigator (excluding his first round as Instigator), if there are fewer than five marks amongst Clocks in his possession, Finn loses the game.


Façade, Mask Collector ((In serious need of revision))
User Image
User Image (Unobscured)
User Image (Unmasked)
Character Blurb:
Mercenary for hire. Name: unknown. Age: unknown. Gender: unknown. Identity as a whole: gone. No one knows just what Facade's goals are, if they even have any beyond getting paid.


Stats:
Grit: +2
Cunning: +2
Reflexes: 11


Abilities:
Donning the Masks - At the beginning of each round, a Mask in Facade's possession of their choice gains the Secured property until the end of the round if it doesn't already have it. Facade can use the active ability of the chosen Mask more than once during that round.

Faceless Assassin - Facade can Intercept multiple times in a single round. Each time targeting a Collector that hasn't already been targeted that round.

A True Unknown - From the beginning of a round, Facade cannot be chosen as a target for a Heated Encounter and cannot be targeted with an action until they make an action on their turn during the Confrontation Phase. This ability has no effect if only one other Collector is in play.


Lose Condition - Identity Crisis
With no identity of their own, Facade relies on each of their masks to maintain some sense of self. Should the masks stray too far from one another, Facade...blanks out.
At the end of a round, if a total of at least ten Masks are in the possessions of more than one opposing Collector, Facade loses the game.


Pitch, Lie Collector
User Image (Pitch)
User Image (Mason)
Character Blurb:
A black cat who gained his powers after his old owner, the previous Lie Collector, was killed by Facade. With his awareness of everyone's deceit came a growing distrust for most humans, until meeting his current owner Mason Travers (listed under NPCs), a P.I. who, as fate would have it, was the Truth Collector. He uses his powers of weeding out and feeding off of Lies to assist Mason in solving cases. ((Pitch is the one players control, with stats and items relating to him. Flavor-wise, most of the Escapades are tied to Mason, as well as being able to hold items that Pitch cannot))


Stats:
Grit: +3
Cunning: +0
Reflexes: 12


Abilities:
Dirty Lies - Pitch ignores the Immaterial property of Lies in other Collectors' possessions and can use his Grit instead of Cunning when attempting to steal a Lie. The first time each round Pitch makes a successful Grit roll against a Collector with a Lie in their possession, they lose one additional Stamina.

Hard Truths - Pitch can use the active abilities of Lies in other Collector's possessions. Abilities used this way must target the Collector holding the activated item. The Slippery property of an item activated this way still triggers. ((In-universe, this is done by combining Mason and Pitch's powers to force the truth out of liars in a very tangible way))

Shadow of Doubt - Pitch ignores the passive abilities of all Concept items in his possession. Whenever another Collector targets Pitch with an action that uses a roll, he can spend an AP to return a Concept item in his possession to circulation and make them roll twice, using only the lower roll.


Lose Condition - Trust is Dead
Pitch's shadow grows in power by feeding on the lies and deceit of an individual. However, if met with an exceptionally dishonest soul, it overfeeds and plunges Pitch's very soul into despair.
If a Collector with at least five Lies in their possession knocks him out with an Attack, Pitch loses the game.


Sig blurb to be used:
After an encounter with Scott leaves Mason heavily injured and on his way to the hospital, he deduces where the actor might be headed and tasks Pitch with reaching a nearby site where a movie is being filmed, one from which Scott got fired and replaced by Grant. On the way, Pitch morphs his shadow into a replica of Mason.


Grant Dove, Fear Collector
User Image(Default)
User Image(Nightmare)
User Image (Casual)
Character Blurb:
Jasmine's older brother and sole caretaker. A movie stuntman and martial artist with the ability to manifest the fears of those around him to various effect. He is not at all fond of needing to feed off of other people's fears to use his powers, so he only does so when absolutely necessary. Usually spends his time outside of work helping Jasmine overcome her fears (or trying to stop her fairy persona from causing too much trouble).

Stats:
Grit: +5
Cunning: +1
Reflexes: 9


Abilities:
Deepest Fears - At the start of the Opening Phase, when Grant draws a card from his Collection Deck, he can place it directly into the possession of another Collector with five or fewer Stamina. When he does, he skips his Collection Step during that round. Grant ignores the passive abilities of Fears in his possession.

Manifest Delusions - At the start of the Confrontation Phase during a round where Grant is the Instigator, all Concept items lose the Immaterial property and are instead Occult until the end of the round. Other Collectors with at least one Concept item in their possession when this happens all lose 1 Stamina.

Fearsome Combatant - Once per round when Grant lands an Attack, he can return a Fear in his possession to circulation and make the target lose an additional Stamina, or two if it is Occult. Whenever Grant knocks out another Collector with an Attack, the next Attack he makes costs no AP.


Lose Condition - No More Boogeyman
In order for Grant to maintain his powers, there must be others who genuinely express fear of anything. If no one's afraid, he very quickly runs out of gas.
At any point during the Confrontation Phase beyond his second round as the Instigator, if all other Collectors in play have more than 5 Stamina and no Fears in their possessions, Grant loses the game.


Mira, Spark Collector
User Image (Newly Awoken)
User Image (Upgraded)
Character Blurb:
A highly advanced home A.I. that was granted sentience by a powerful Curio known as the Spark Core, courtesy of Finn. With her newfound freedom, and the ability to awaken the sparks of machines such as herself, Mira installed both herself and the Spark Core into a robotic maid body and set out into the world alongside Finn, learning day by day what it means to be alive.


Stats:
Grit: +1
Cunning: +3
Reflexes: 11


Abilities:
The Spark of Life - Whenever a Spark enters Mira's possession, she gains 1 Stamina. When Mira get knocked out while she has five or more Sparks in her possession, all other Collectors lose 3 Stamina.

*Charging Core* - Whenever Mira returns a Science item to circulation, she gains 2 Stamina and the item is shuffled into its designated Collector's Collection Deck (or discarded if they are no longer in play).

Overclock - Up to three times per round, Mira can spend 1 Stamina to Attack, Steal, Foist, or Intercept. When an action used this way succeeds, the target loses 1 additional Stamina


Lose Condition - *Spark Core Depleted*
The Spark Core houses the very lifeblood of Mira's consciousness. It, however, does not provide an infinite supply and must be maintained at all times. Under too much stress, it shorts out, and Mira along with it.
If she gets knocked out while "The Spark Core" has no marks, Mira loses the game.


Scott Everly, Scar Collector:
User Image
Character Blurb:
An A-list actor who recently gained his powers after killing the previous Scar Collector in a car accident. He bears the Scars of mental, physical, and emotional trauma all over his body, each one making him more numb to subsequent trauma. He has trouble coping with the psychological effects of this ability and is occasionally driven to perform drastic actions.


Stats:
Grit: +5
Cunning: +0
Reflexes: 10


Abilities:
Scar Tissue - Whenever Scott loses one or more Stamina, he can spend an AP and place the top card of his Collection Deck into his possession. The first time each round Scott lands an attack, the target loses additional Stamina equal to the number of Scars that has entered his possession that round.

What Doesn't Kill Me - Scott has a bonus to his Grit and Reflexes equal to 4 minus his current Stamina. (+1 at 3 Stamina, +2 at 2 Stamina, and +3 at 1 Stamina. No changes at higher Stamina)

"Hurts, Doesn't It?" - Scott can use his Grit instead of Cunning when attempting to Foist a Scar onto another Collector. Once per round on a successful attempt, the target loses 1 Stamina, or 3 if he has 3 or fewer Stamina.


Lose Condition - Sensory Overload
The constant sensory deprivation brought on by his Scar has made Scott desperate to feel again, which can be done by removing them, after which he becomes very sensitive. In the event of intense overstimulation, he could go into shock.
If there are no Scars in his possession while he is knocked out, Scott loses the game.


To be added:
Raymond Keegan, Lock & Key Collector


Masaki "Max" Welder, Trash Collector
Important or sentimental items that have sadly been discarded or misplaced and ultimately forgotten (a variation of the Tsukumogami?).


Isabella "Izzy" Rosales, Gem Collector
A cat burglar who occasionally competes with Alvin during heists. Unlike Alvin, who steals things mainly for the notoriety and is often held back by his unwillingness to let bystanders come to harm, Izzy just plain takes what she wants and is less concerned with collateral. This puts the two at odds quite often should they end up hitting the same place, which either ends with Alvin intercepting whatever Izzy was eyeing only to then return it after she's gone, or Izzy getting away with her find with Alvin occupied with ensuring no one gets hurt or worse.
(What powers would Gems have? Summoning magic? Hard Light?)


Mariah, Voice Collector

April, Song Collector

Landon Miles, Book Collector
Curio Books carry the "souls" of those who originally wrote them (really just their memories). Some of them just so happened to be written during a time when the world had actual Mages and Wizards as opposed to the Collectors of today. Landon can tap into the knowledge of these Books' authors and temporarily gain their memories, languages, skills, and even spells.


Suzette, Art Collector
Torn between making her either a young girl or an elderly woman. Definitely planning on making her French. Might make her ability bringing art to life, or manifesting different art styles into reality.


Terry, Heart Collector


Character Template:
Name
Image
Character Blurb:


Stats:
Grit:
Cunning:
Reflexes:


Abilites:
Ability #1 -

Ability #2 -

Ability #3 -


Lose Condition - *insert name here*





 
 
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