Phantasmagoria — Ewigkeit in Wiedergeburt

Skyswimsky

Nien Scheiße!
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
  4. One post per week
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Primarily Prefer Female
Genres
I like nearly all genres as long as they are anime-themed, anything can be made interesting.
This is the first song and the last song,
This is our cradle and our coffin.

Amongst the cosmic array

Venus dances ablaze
The fire, the rain, the wind, and the storm
We chant evermore, to war, to morn,
Raging wings, burning desires
Sings solace, falling higher
Fair moonlight, wherein we lay in your void eyes,
Welcome us with your love, discard us with your light
Tear us whole, help us gain insight
Amidst the white, within paradise.


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—CHALLENGERS—




  • Hey and Welcome to a story of Magical Girls doing magical things and trying not to die in horrible ways! If you're reading this you're likely one of the people who already expressed their interest. If you're new, however, there's a link to the interest check at the bottom of this post.

    Status: Open
  • Posting Speed
    Two posts a week while doing a mission. Sometimes less, sometimes more. There are periods of down-time, usually between missions, where you are encouraged to socialize with each other and/or explore Phantasmagoria. I usually try, and encourage, to stay somewhat in communication.

    Posting Expectations
    Be sure to have an understanding of basic grammar. While there is no minimum posting length requirement and shorter posts are totally okay, one-liners — outside of collabs — should be avoided. If you're in need of some more concrete guidance, a length of 100 to 400 words is totally acceptable.

    Dice Mechanics
    Check out this post for details.[/S]

    Discord
    Phantasmagoria will make use of revolutionary technical advancements and use a very convenient, superior, and advanced chat-client called Discord for most OOC needs after the IC is up. If you don't want to download it, it's even accessible via a browser! Only got a phone? Don't worry, there's an app also!

    Communication
    Communication is important. I can not stress enough that if something is unclear, or you got a question, ask. There are no stupid questions.

    Persistent World
    Phantasmagoria is part of a bigger universe. If this ever gets somewhere and if I ever make another roleplay in the same universe there's a high chance stuff happening here might influence, and be referenced, elsewhere. Reoccuring characters, and so on. Just to have that out of the way.

    • Be nice to each other. No drama.
    • Listen to the Iwaku staff.
    • Listen to me.
    • Something something Iwaku Rules.

  • CHARACTER SHEET
    Alright, here's the character sheet. How much, or less, you wanna write is really up to you. If there isn't much to go off on I might just fill the void myself. At the same time, more information might give me more to go off on.

    Feel free to add more if you want. There isn't a required format except that you put it into a spoiler.

    If you wanna tell me stuff in secret, send them to me via PM.

    Name: The name(+Title) your Witch is known by.
    Font: You'll be colouring your characters speeches, this is the font hex code you'll use. Example: #DC143C
    Appearance: The appearance of your Witch. Either a description or anime-styled picture. Feel free to add as much written detail as you want. Height is mandatory in metrics yah dirty imperial! If you use a picture make sure it's on top of your sheet.
    Age: 12 to 16, 14 is most common.

    Personality: Your character's personality. Two paragraphs minimum.

    Historia: An eternal bond. An unspoken promise. A friendship that transcends time. Describe your Historia here. One paragraph minimum.
    Coven: Bound by laws and rules. Like a family. The current Coven your Witch belongs to. One paragraph minimum if made up.
    Magic: A force beyond mortals comprehension. The power of Gods. Describe the style of magic your Witch employs. One paragraph minimum.


    Code:
    [spoiler=charname]
    [img][/img]
    [b]Name:[/b] Witchy Mc WitchFace
    [b]Font:[/b][color=#Hexcode]#Hexcode[/color]
    [b]Appearance:[/b] Don't forget the height, in metrics!
    [b]Age:[/b] 12 to 16, 14 is average for graduation
    [hr][/hr]
    [b]Personality:[/b] Witchy McWItchFace likes love, friendship, and harmony!
    [hr][/hr]
    [b]Historia:[/b] You can be fancy here!
    [b]Coven:[/b] You can insert lore here!
    [b]Magic:[/b] You can be fancy and insert lore here!
    [/spoiler]


Finally, you're a real Witch. It has only been a month since you've passed the Rite of Initiation, an exam whose details still elude you. It has been a month, that you waited. A month, that you relaxed. A month, that you have been told to be on standby.

Each of you had their very own reasons. But none of you would change your choice. A comfortable life in the save walls of Phantasmagoria? No. You would go out there...

A month has passed, a new Squad had assembled.

It was time to rise beyond the stars.


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      Existing within its own subspace, Phantasmagoria is home to countless so-called Witches. Special gateways connecting their own realm to Horizon, this all-female society has devoted its purpose fighting against the Threshold of Kakophonia. Young witches are not allowed to leave Phantasmagoria until they passed their Rite of Initiation, living a life not unlike that of a boarding school.

      Phantasmagoria itself is built in the fashion of a tower-like construct. The lower levels housing the majority of facilities to educate and sustain young Witches until graduation. The middle level divided into countless districts such as housing, shopping, entertainment, and crafting. While the upper floor has mostly administrative buildings, with the floors above only accessible to a selected few.


    • A Witch's magic is in its purest form essentially just reality manipulation. Forcing their own reality, their desires, their emotions, upon their surroundings. In theory, a Witch could think 'I wanna make this person explode' and said person would explode.

      There are certain limitations to it, however. For one, it's the nature of a Witch itself. While the world they grow up in is fantastical by default, it's inside their very core to be skeptical. Wanting to manipulate reality in grand ways is a desire that is faulted by default. While on the surface it may seem rather simple to just wish/manipulate something to happen, it is not. Deep down, there are always doubts, questions, fears, and so on. And it's these subconscious thoughts that make pure reality manipulation flawed by design and would ultimately change the outcome to be something that Witch did actually not want to happen.

      This plays hand-in-hand with the upbringing of a Witch. A Witch is not being told they can actually manipulate reality, or bend the very laws of the universe to their will. They're told they can do magic and Phantasmagoria's education in itself grounds, forms, and limits a Witch in their capabilities. Nobody will tell you 'You can become anything you want!'. Magic has to follow rules. It has to follow procedures. It has to follow some sort of logic. Specialization, spell chants, emotions, runes, gestures, scrolls, items, and so on. A silent Witch who doesn't even move her body for spells is only reserved for the strongest. That said, there's still a huge variety in the execution of magic. Check out existing character sheets and Covens to hopefully get a better picture.

      Lastly, there's also a Witch's Soul which is directly tied to their Mana. It's actually a thing. Mana is pretty straight-forward. You do something, it uses up your Mana reserves, it regenerates. The Soul is what makes an individual an individual and is the reason why the same spell for Witch A could require a different amount of Mana than for Witch B - although the Historia plays a part in that too. Bottom line, though, it's more-or-less just IC fluff.

      Witches aren't aware that their magic is actual reality manipulation.
    • Flow is the equivalent of currency. Witches pay either in favors or Flow. Flow is essentially highly concentrated and modified Mana stored inside fancy crystals known as debit crystals that can transfer this Mana between each other. The act of extracting, or inserting, one's own Mana into a debit crystal to increase their wealth is nearly impossible. Instead, various machinery and prolonged rituals are used to extract or insert Mana out of/into them. There are only a handful of Witches able, and authorized, to produce these crystals under strict guidance.
    • Unable to even fathom the concept of male populace, some Witches simply become pregnant in their thirties - which is usually also the time their magical powers become less potent. A Witch can give birth to multiple Witches.

      The baby Witch being taken from the mother and put under care in the lower levels is the accepted norm.

      Shortly after that, the very young Witches are fed and cared for in groups until the age of roughly 3. Participating in what can be compared to a very early kindergarten/luxury children's home. Witches are taught to be self-sufficient while learning writing, math, cooking, and other important skills until the age of 7, where they're kicked of their luxury.

      Now required to pay for their own living, they're being offered simple tasks with generous pay while slowly becoming more and more autonomous. Putting emphasis on self-study and working towards the completion of their Historia. It's at this point, usually, that a Witch starts to discover the type of magic they're good at. Often ending up sharing an apartment with some friends and joining one of the various Covens.

      This trend continues until the age of 14ish, which is the usual milestone for the Rite of Initiation.

      The Rite of Initiation is the final step into adulthood. A combination of theoretical and practical exams. Nobody can really tell what the Rite actually entails, as memories of the actual event are always blurry. Nonetheless, it's undeniable that a Witch feels more powerful after passing it.

    • The Board of Education is the name of the ruling body of Phantasmagoria, with the Headmistress and her three vice-principals on top. Below those are a multitude of other somewhat important ranks and jobs that are responsible for the proper functioning of the tower — often occupied by high-ranking Witches of various Covens.

      While the decisions that concern Phantasmagoria are made by the Headmistress alone, there are nonetheless plenty of closed meetings to decide on the future of the tower.

      While becoming a member of the Board of Education is as easy as, for example, taking on the job of a Manager, higher more relevant ranks are selected by the Headmistress herself, although can be contested by besting the Witch holding a title through a magic duel. The title of Headmistress is, usually, held until death and can only be acquired by passing yet another mysterious trial.

    • A collective of Witches that share a similar type of magic, banding together for the greater pursuit of knowledge. Covens could be compared to guilds, school clubs focused on a single type of magic or other purpose. It's common for Covens to recruit young Witches into their ranks. Covens can offer a variety of advantages such as specific workshops, lectures, libraries, discounts if they're about a specific craft and so on. Despite each Coven having sort of their own political mini-structure and history, they are undoubtedly loyal to Phantasmagoria. A trouble-making Coven isn't really a thing, neither can a Coven force a Witch to stay in their Coven.

      A Witch that passed the Rite of Initiation without a Coven is rather rare and are classified as Etranger.

    • A special piece of equipment that young Witches spend a majority of their time to create and personalize. After the Rite of Initiation one's Historia appears to be soul-bound. A great amount of a young Witch's wealth is used to get other Witches to collect materials or perform certain rites, crafting, and enchants.

      An Historia can take many different forms of an object. Mundane clothing, swords, staffs, grimoires, dairies, jewelry, and so on. They contain literally a part of a Witch's Soul after initial completion and can be made up of the wildest ingredients. A simple example: a diary which's ink is written in Unicorn blood, the pages made out of wraps from a fancy mummy in the catacombs of Nekara, while the book casing is made out of the scales of an Elder Dragon. Put some random enchants on it. For example, that the author of the book can visualize the events that happened as they write them down, and other stuff. And voila. This can be extended on as the RP goes along.

      Your Historia is basically a Magical Girl's magical weapon.
    • A Questing Witch is a generic description for Witches that have put it onto themselves to fulfill Missions, also called Quests, that require them to venture outside of Phantasmagoria. This includes, by extension, also any handling of the Manablight. Quests are handled by the administrative body of Phantasmagoria and graded depending on their expected difficulty. Questing Witches and the Squads need to attain a certain level of expertise. A rank, to take on higher grade Quests.
    • Being a Questing Witch alone won't get you to take on a Mission that entails fighting the Manablight. Instead, a collective of Questing Witches that decided to dedicate themselves into fending off the Manablight form a Squad. Usually formed by Witches that graduated on the same year. The group is now required to stick together as they're allowed to pick from a handful of missions depending on their rank. At first strangers, a Squad is sure to become a happy family.


    • C7_creative7inc_FloatingIsland.jpg

      The shattered world beyond Phantasmagoria, called Horizon. Consisting of countless floating islands, filled with treasures from ancient times, across an impenetrable wall of fog further below. It has mainly been overtaken by the Threshold of Kakophonia.
    • Horizon Peak
      Far to the north stands an ageless structure. Tall, proud, and never changing. From the bottom of the unknown high up into the endless sky, this tower like monument is gargantuan. Visible to the naked eye, yet so far away that no Witch had ever gotten close to it. Serves as an outdated navigation point. Glows in the night.
    • Lemuria
      'Undead', is what describes Lemuria the simplest. Robbed Cultists and Necromancers resembling humanoid shapes that harness dark powers on par with a Witch. While the more powerful entities of Lemuria display the capability to communicate, and understand, Witches they are highly hostile. The agenda of these adversaries is shrouded in mystery. They spread their dominion by constructing thin onyx-colored crystal towers.




    • image0.jpg

      A creeping corruption that warps the laws of nature to its own will. Spreading further and further through Horizon, anything in its path turns into a twisted version of its former self, hostile to anything it has not yet touched. While officially called The Threshold of Kakophonia, the Witches mostly dub it as Manablight.

      There is a fine distinction between being taught about the Manablight in Phantasmagoria, and actually facing it. Young Witches often trivialize the Manablight until they're actually facing the more serious threats.

    • Fighting the Manablight is no easy task. While a way to convert the corrupted land back to its former glory has not been found, its advance can be halted. Scattered through Horizon, deep inside claimed Manablight territory, a keen eye might be able to notice a crackle in the air. Cracks on the fabric of reality, as if it was nothing more than mere glass. A slight distortion which feels fundamentally different. These are entrances to an Alptraum.

      An Alptraum is an alternate plane of existence from which the Manablight seeps forth. Each Alptraum is fundamentally different from each other, yet, share one thing in common: At the Center of its World, resides a Heart of Pure Darkness. Defeating it results in a slow down of the regional Manablight corruption. Further information is classified.
    • There are many different 'biomes' of Manablight that affect their environment differently. Having influence on what kind of dangers one encounters. The 'Main Characters' encountered following types so far:

      Eternal Meal
      A grotesque, flesh-themed Manablight the Squad encountered in the Gaping Maw. Fleshy tendrils, putrid smells, skinned giants, spilling intestines, countless eyes and disgusting snot mark only the beginning of a descend into madness. The Gaping Maw, where the squad first encountered this type, has made for a negative, ever-lasting, first impression of the Manablight.
    • Hostile entities are divided into 5 categories, ranging from nearly harmless to very dangerous.

      ZAYIN
      ZAYIN level entities are nearly harmless. They're often simply corrupted Flora and Fauna. They can, however, posses a lethal threat to negligent Witches. How a knife can be dangerous, but you'd need to stab yourself with it.

      TETH

      TETH level entities are slightly dangerous. They're often corrupted Flora and Fauna that has capabilities to seriously harm a witch. Although weak alone, they can find strength in numbers.

      HE
      HE level entities are dangerous. They can take on a multitude of shapes, even human, and spell a quick death for a careless Witch. A single HE entity can put up an even fight against a single Witch.

      WAW
      WAW level entities are highly lethal and display higher levels of intelligence. Even able to communicate with Witches. Apart from their high combat power WAW level entities can be masters of trickery and illusion.

      ALEPH
      Information on ALEPH entities are restricted. In case of unexpected contact, a swift death will be your only mercy.
    • While Witches have an innate natural resistance against the Manablight's corruptive powers, repeated exposure and tragic events will ultimately have a toll on them.

      Generic Erosion of Self, Trust, Aptitude, Love, and Truth, or GESTALT, is a numerical value to how contaminated a Witch's mind is.


COVENS
These are just some examples of Covens without going into too much detail. Feel free to make up your own, use one of those, fill in fluff, or ask questions.

Traditionalists in a way, the Essentia Magia cover a broad spectrum of elemental magic executed through a combination of magically drawn magic circles and spell-chanting. Young Witches often end up joining this Coven while still discovering what magic suits them, making use of their various facilities and knowledgeable senior Witches. At the same time, however, more and more Witches end up leaving to join more specialized Covens, slowly leaving no seniors left to take care of the juniors.
A rather small Coven with harsh entry requirements, Witch's Generation is known for their captivating music-based magic. While some of their members are famous throughout Phantasmagoria, actual concerts have now to follow stricter guidelines. Thanks to an incident that put half of Phantasmagoria into a state of euphoria.
Terra Anima is a Coven specializing in the creation of Golems - primitive lifeforms with a humanoid shape able to execute simple tasks. Generally considered a hassle to be made fit for combat, members of this Coven often find themselves without any worries for Flow. As demand for Golems, and maintenance, seem always high.
Ordo Draconica is one of a few Covens who are all about their lineage. Legends have it that hundreds of years ago the Witch 'Nonoriri of the Crimson Path' drank the blood of a hundred dragons. Giving her and her descendants' abilities not unlike a dragon itself. Witches born from a member of the Ordo Draconica are given a tattoo at birth and later recruited into their ranks.
While a Witch's Historia is a life-long assignment to work on even after passing the Rite of Initiation, this Coven takes it to the next level. Fledgeling Witches claiming of being able to hear their Historia suddenly talking are the ones usually eligible for joining. While the specific type of magic can vastly differ from member to member, their Historia always seems to play an even more unique role. A widely-known enchantment the Regalia Historia employ is the cartridge system - a modification to an Historia that allows it to consume debit crystals to temporarily boost the power of the user.
Stella Gambit employs the use of a magical deck. Able to draw from it and cast various spells at ease. While the detailed use differs from Witch to Witch, the luck of the draw seems to be a core concept. Stella Gambit is also the producer of the popular magical card-game WIXOSS Go! Go! Magic Girl!
A bizarre coven at the best of times, opinions on them vary... Which is to be expected given their self-stated mission. Calling themselves Feathers for short, members of this coven seek the Pariah, the Unusual, the Extreme and the Helpless; because for all of Phantasmagoria's efforts, it is not perfect. Some children do not understand their magic and get left behind. Others are visited by a tragedy no one saw coming. Still others crack under pressure.

The Feathers are there for them all, no matter who they might be.

Needless to say, this extreme altruism is viewed with suspicion, mostly because they seek little recompensation. A Feather's help is given freely, even to other covens, and it is often invaluable. Given enough time, a Feather can sort out even the most unruly of individuals, turning them into productive members of society with frightening efficiency. At the same time, some students under their tutelage turn into shattered minds without hope for recovery.

So far, the Board of Education ruled these rare cases to be unfortunate accidents and independent investigations failed to turn up any signs of foul play. Further increasing the severity of this matter is that broken students invariably come from the Feathers' one-on-one tutoring sessions. These are only offered to members of their own coven or those who have yet to complete the Rite of Initiation and their contents are unknown. Recipients either claim the matters discussed during these sessions are far too personal to share in public or they claim it was useless and refuse to speak of it.

Further complicating matters is the Feathers' penchant for offering free lessons, debates and learning material to anyone who wishes to partake. Their events centering around magic, physics and philosophy are especially sought after, with auditoriums filled well past capacity.

And as if to put the final nail in the coffin, the prerequisites for joining the Feathers are unusual, not to mention they seem dependent on circumstance rather than a Witch's abilities. They are as follows:

1.) You must know the terror of ultimate solitude.
2.) You must be an abomination.
3.) You must be ruled like a Tyrant rules Its warped kingdom.
4.) You must have experienced despair.
5.) You must keep our vow of silence.
The leading communication and delivery service in Phantasmagoria. This coven acts more like a business and service industry, where its members are carriers, messengers and distributors. The Tenjin group holds ownership of the majority of postal and delivery services in Phantasmagoria. The members are respected due to its high pay and extensive scouting process, which can be compared to working in a large and reputable firm.

The lower division members consist of Pigeons: competitive professionals that work within Phantasmagoria. Only a small fraction is selected as Ravens: those that dwell in external services. The position of a Raven is reserved for those with inept potential. They are selected at a young age and are continuously trained for the rite of passage. Raven's are often members of high society – either it be for their beauty, strength or reputation. However, despite their esteemed treatment, their roles can be tragic. The core job of a Raven is to successfully communicate information between Phantasmagoria and the Horizon.
The "Militum Collegia Praetorianae" is a Coven Order composed of witches whose craft is most well known for their fighting prowess. They are dedicated to enforcing peace in the tower, but their primary mission is to combat and eventually defeat manablight.

The order is sizeable, and actually one of the more common orders that people turn to. The one thing that turns people away is it's outwardly rigid and antiquated views - as well as their 'faith' in the witches' founder. Seraph Augustus, who they look towards as the answer to all things to the point that she's worshiped. Regardless, the order is sizeable, and with it comes having resources such as support for it's members as well as shared access to equipment, facilities, and resource. That is only semi true however.

The Praetorian order also has a hierarchy, known as the Choirs. At the top of the Choirs is the Cardinals - high ranking witches who oversee the greater workings of the Order. There are many witches in the Order, though a vast majority are generally average. The poster-children of the order, though is the small percentage of highly skilled Witches who actively fight. In general, equipment, material, and rights to use certain Order Facilities are dependent on the Choir a member is a part of.

In general, it is narrow minded to think that the Order is only composed of it's elite combat arm. But, it's also narrow minded to believe that such a large order is maintained with the good fortune of a council of zealots either.
A coven with members who believe there is a central celestial language which was used in the creation of the universe, and through its understanding, they can enact magical effects in the world. While some focus on speaking this language, many focus on its written form in strange runes and alphabets. By engraving runes and spells onto things, members of the coven can create temporary or permanent magical items or effects within an area. Lingua Caelesti is often viewed as enchanters similar to Terra Anima, and does a similar brisk business in providing equipment for their fellow witches. Some members of the coven focus on divination by casting rune-inscribed stones and interpreting the results, or in using the spoken form of their divine language, which sometimes results in powerful (if often neither subtle nor controlled) effects from the utterance of a single word.
An ascetic coven with its history founded in the ancient generations of witches who grasped power from within, the Opera House of the Sundered Firmament produces individuals capable of producing magic of earth-shattering magnitude, of performing ritual magics at speeds unattainable by others, of utilizing a breadth of magic with a complexity that no other coven has been able to imitate. In exchange for such magical brilliance, members of the Opera House give their all for their Acts, burning through their Mana reserves at a pace far greater than their peers. Rather than a candle that burns throughout the night or a torch that roars to chase away the dark, theirs is a celestial explosion, the afterimage of the nova seared into the eyes of all that witness it.

To achieve this, Witches of the Opera House utilize their hair as catalysts for grand rituals. Over years of training, special oils and combs, soaps and dyes, are all used to turn one's hair into a magical conduit rivaling that of staves and orbs. Reagents and gems are tied into one's hair for ease of access, while a variety of pins are used to lock one's hair down when not in use. By freeing sections of their hair and passing magic through it, coven members can manipulate these unrestrained strands and move them in any way necessary, creating extremely complicated ritual circles through which to realize their massive spells. Within the Opera House, the effects of the magic itself isn't the focus. Rather, it is the 'performance' of casting magic that so greatly amplifies a spell.


MISSION BOARD
Current Rank:
C

"Spooky" Field Expedition
C-Rank
In an initiative to get more Squads prepared to face off against the ever growing Manablight menace, the S-Rank Squad 'Tasty Sandwitches' offers a one-time experience inside the, by comparison harmless, 'Nightmare Delusion' Alptraum. A briefing to this mission is due one week before departure. Multiple Squads can, and are encouraged, to join. The goal of this mission is the collection of experience. Flow will be awarded as usual.
Client: Board of Education - Eleanor Gloria

Burial at the Singing Rocks
E-Rank
I am in need of an escort, in name only, to a place called the 'Singing Rocks' to enact proper rites for a deceased Witch of the Opera House of Sundered Firmament. Squads who keep chatter to a minimum are preferred.
Client: Witch 'E'

Scouting into the Maw
C-Rank
A Questing Squad has gone missing inside a place called the Gaping Maw. While not unusual, this grotesque place is relatively harmless. Currently understaffed, we're looking for a capable of C-Rank and upwards team for quick recon. A-Rank level pay included.
Client: Board of Education - 'Scout Captain' Verenity

Extermination of the 'Blurred Static' Manablight
D-Rank
The 'Blurred Static' type Manablight is spreading at an alarming rate across the 'Endless Falls'. Your mission is to exterminate them and, if possible, locate entrance to an Alptraum.
Client: Board of Education - 'Beach Lover' Veldi


Rumors
"There's this cafe-place-thing. Uh, 'Memoria's Memento Cafe' I think was the name? The cake they have there is supposed to give you a unforgettable adventure!"

"Have you heard of the 'Incredible Witchy Witch'? She's the reason the exam hall for the theoretical tests went up in flames! A real genius, I heard, having passed the Rite of Initiation on her birthday."

"Hey, hey! You know that super old and creepy auditorium in the lower floors? You know, the one in the Witch Creek District that nobody uses anymore. A friend told me if you go there at two in the morning and clap your hand three times while wearing a witch-hat, made out of midnight rainbow silk, the ghost of a legendary Witch is supposed to appear! Me? I haven't done it. Those hats cost a fortune!"



 
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@Accelerator
I've seen people call eyes daggers but what's up with orbs!?

  • There isn't anything inherently wrong with your sheet.
  • Overall you describe her as a rather powerful (fighting) caster. Keep in mind that I try to keep a "let's see how they play it out, nerf mid-session" mind-set going.
  • That said, you mention something about communicating with spirits. While a lot of the Historia stuff is just for the purpose of anime fluff I'm sure you were imaging something more? If so, please elaborate. Were you planning to have her talk with deceased Witches and stuf?
  • Her Magic's okay too. Not too fond of "can do most forms of magic" as it turns into a "the right tool for every situation", but again, I'm very lenient on character creation.
    • Her teleportation ability won't work for cross-dimensional travel. (Phantasmagoria to Horizon and back again)
    • If it helps you to get a better picture of the power-level, as it initially won't be THAT high, her tentucles definitely won't be able to lay waste to an entire city (as it is the impression I get from the description).

There's not really much else to say for me, really. Although I have the slight suspicion you're imaging the Witches to be more powerful than they actually are at the start of the RP. Anyway, just clarify the spirit thing for me, please.
 
@Skyswimsky

Those are some pretty good points and I think I may have miscalculated the power of witches (probably since I was listening repeatedly to a symphonic metal cover of Sis Puella Magica while creating my Cs).

For the main thing you pointed out regarding the spirit communication ability, I was planning two things actually. Communication with deceased witches for interrogative/inquiry purposes and if that's not possible, the spell would show what happened to a deceased being. Though this is just a little extra bit for my character and it isn't too much of a big deal if she doesn't get these abilities.

The teleportation nerf is fine. Makes it a bit more challenging to work it but it would make sense for a spatial travel ability to not be capable of trans dimensional travel.

As for the tentacles, I will keep in mind what you said about their expected power level.
 
@Accelerator
There was no need to change the tentucle description, although it's fine like that too. I'm only mentioning it again, now, because I feel like I haven't gotten my point across properly. There are a multitude of phrases that make me think of her as too strong. NOT in a 'blatantly bad power-gaming and bad-roleplayer' kind of way, which is exactly why I don't mind the descriptions too much and I'll see how it turns out inside the RP.

As for her portals. There is no cross-dimensional-travel for that ability. Not just Phantasmagoria/Horizon, but also other different dimension-y places, like inside an Alptraum.

With those in mind, she's accepted.
 
Skyce System 0.52vD
Yes, we went with this stupid name.

  • Added a bit about failure not outright meaning failure at the end of the Challenge and throwing die bit.
  • Added a cap on Magic.

Stats
Skyce makes use of five stats that each serve a different purpose. They are as follows:
  • Vigor —The heart beats, the blood burns. A statistical representation of a Witch's physical endurance.
  • Force — The flesh expands, the bone endures. A statistical representation of a Witch's physical strength.
  • Grace — The sinews contract, the body contorts. A statistical representation of a Witch's acrobatics.
  • Magic —The creator sings, the creation roars. A statistical representation of a Witch's magic power.
  • Vibrance — The mind blooms, the spirit prevails. A statistical representation of a Witch's mental endurance.
The cost to increase a stat is one stat-point, with the exception of Vigor, which costs a Witch of Phantasmagoria as much stat-points as the current value of the stat.
Example: To increase Vigor from 3 to 4 it would cost 3 stat-points.

Magic can't be higher than the combined total of the other stats -1, as otherwise the body of a Witch would be too frail to hold all this power!

At the writing of this post, each Witch has 7 stat-points to spend and starts with 1 in every stat but Vigor, which starts at 2.

Dice
Skyce will employ the usage of d6.

Traits and Forte
Furthermore, player characters can further specialize their characters by being able to make up Traits and Forte. These, upon approval by the GM, can alter the way how a characters play on a mechanical level.

Traits are small, more generic, alterations. Like possibly being able to re-roll a dice throw.
Forte are more specialized, bigger, alterations. Like a permanent summon that works as a pseudo-second characters, or an additional unique resource system.

The two provides examples simply serve to paint a better picture about the difference between Traits and Fortes and are by no means any indication of an expected power-level. Players are encouraged to take initiative and talk things out with the GM.

At the writing of this post, each Witch starts with 2 Traits and 1 Forte.

Challenges and throwing die
As the players continue their journey, they're going to face various hardships whose outcome can be dictated through throwing dice. While more in-depth specifications are usually described inside a GM post, the standard procedure is to gather a certain amount of progress through a specified stat.

A single point of progress is gained by landing either a 4, 5 or 6 on a d6. The amount of d6 equals the amount of the corresponding stat. What exactly the Witch is doing is left to the player, but usually corresponds to the used stat in some manner.

Example 1: Melody needs to balance over a log to cross a ravine. She needs two progress. The associated stat is Grace. Melody has 3 Grace, so she throws 3d6. The result is 2, 4 and 6. Luckily for her, 4 and 6 count as a progress each. Thus, she manages to succeed at the challenge and pass the ravine.

Example 2: A boss fight requires to hit a certain amount of progress over multiple posting cycles. In one specific cycle, Kikki uses her Force of 8 to attack the boss, allowing her to gain progress through 8d6. Melody, on the other hand, decided to heal herself and Kikki through an AoE spell after they got hit hard by an Inferno Wave. She uses her Magic stat of 7 to gather progress through 7d6. Note how, despite health being abstract, both Kikki and Melody gather progress to beat the boss-fight challenge.

Remember, the focus of the RP is to write a story, rather than playing a board game.
Furthermore, failure doesn't equal failure in a sense of always being a negative outcome. The outcome of a result, success or failure, depends on the scene in question.

Substituting Magic
In a lot of cases, Magic can be used in place of another stat to try and succeed at a Challenge. However, each time the Magic stat is used to roll, and the result includes two or more 1's, the Magic stat is temporarily reduced by 1 for the reminder of the mission.

Example: Rather than using Grace to balance over the log, Melody decides to use her Magic to fly over. Melody has 7 Magic. She rolls 7d6: a 6, 5 , 2 , 3 , 1 , 1 , 4. She gains 3 progress, more than enough to pass the challenge. However, Melody also rolled two ones, meaning the next time she uses Magic on this mission she can only roll 6d6.

Vigor
Unlike other stats, Vigor represents the health of a Witch and should not hit zero. Under certain circumstances, like possibly failing a challenge for example, the Vigor of a Witch can be reduced. If the Vigor of a Witch is 1 and is about to be reduced again, she will instead exhaust a great deal of Magic to prevent fatal damage. Thus, losing 2 Magic stat. This happens subconsciously.

Vibrance and GESTALT
Vibrance is the only defensive mechanism against GESTALT. The more a Witch is exposed to the Manablight, the more her GESTALT increases. A Witch with high Vibrance is more resistant to this. Higher GESTALT can make bad things happen.

Vibrance and Burn
Vibrance can also be used in exchange for temporary effects, this reduces Vibrance by a specific amount for the rest of the mission.
  • 1 Vibrance can be used in exchange for an additional d6, before a throw, up to the amount of Vigor+1.
  • 2 Vibrance can be used for one progress, before a throw.
  • 2 Vibrance can be used in exchange to re-roll a single die result.
  • 3 Vibrance can be used to re-roll an entire throw.


Critical Success&Failure
WIP
 
Last edited:
Just doing some testerinos.