Name:
Appearance: Insert standard animu fc here
Age: Between 14 and 30, for certain mysterious reasons.
Gender: You can play a trap if you want but don’t lie to the gm thx.
Personality: A general description of how your character is like. Doesn’t need to be in depth, just gimme an idea of how your character is like.
Backstory: Character’s background, current environment, current occupation family, etc.
Element: Choose one between these twelve elements: Fire, Earth, Water, Wind, Light, Dark, Metal, Nature, Mana (representing pure energy, the most ‘neutral’ element), Ice, Blood (representing lifeforce and inner physical strength) and Lightning. These elements affect mostly the supernatural skills and abilities you get later, although they can (and should) be representative of personality traits.
Lost: A person close to you who fell into one of these strange, mysterious comas. Perhaps the main reason for you to participate in this strange game…
Companion: Your closest person and most trusted confidant, who gets dragged alongside you into the strange events of a Tokyo gone mad. This companion is very important, not only emotionally and socially, but also because they are what is known as “Lifeline”. Suffice to say, you really don’t want your Companion to die, as it may have extremely adverse effects on you, and viceversa.
Statistics:
Strength (STR): Physical strength of the character. How hard your physical attacks hit, how much you can lift, your carry capacity, etc.
Endurance (END): Physical endurance of the character. How many hits you can take, how much damage you take, your stamina, etc.
Agility (AGI): Physical speed and reflexes of the character. How fast you can move, how much you can dodge, your general acrobatics, etc. The dodge stat, basically.
Dexterity (DEX): Dexterity and precision. How precise your hits are, the complexity of the maneuvers you can pull, how skilled you are at wielding your various skills and abilities, etc. The hit stat, basically.
Spirit (SPI): The potency of the energy of your soul. Determines the power behind your supernatural abilities, as well as how much energy you have at your disposal. Your magic stat.
Existence (EXS): The ability to maintain your ‘existence’ intact, unaffected by external changes. Determines the ability to resist supernatural phenomena and supernatural influence. Your magic resistance stat.
Spiritual Rank: The level of your soul as it undergoes Spiritual Ascension. Unlike in Titanomachy, rather than being an overall estimate, here it is a strict indicator of level, as you only get new stat points and abilities when your SRank goes up. Starts at 1.
Self: Not a Sanity indicator, but rather, the representation of the very health of your soul, the health of your ‘identity’. Various events you’ll meet will erode not only your character’s sanity, but also their very identity, slowly but surely turning them into a mindless thrall. The only way to heal your Self is through events that reaffirm your identity, be it through bonds or something else. If it reaches 0, things will get really bad for your character…
The way the system works is a restricted interpretative type, much like Regalia, Fort and Ga Rei, basing itself in stat comparison and a big focus on decision-making to determine outcomes. The stats will start at 0, and range from rank E onwards, all the way to rank S, and even more, although ranks above S aren’t going to matter to you for a long time. The way ranks and the points to buy them work is as follows:
E-class: Substandard, below the human average.
E: 10 points. E+: 15 points. E++: 20 points. E+++: 25 points.
D-class: Human average. You ain’t an Olympic athlete, but you aren’t that bad off either.
D: 30 points. D+: 35 points. D++: 40 points. D+++: 45 points.
C-class: Olympic tier. C+ would be something akin to Usain Bolt in terms of speed, and it would be the limit of what your character can display at the start of the RP until you witness the Other Side. C++ and C++ are already superhuman, but not overly so.
C: 50 points. C+: 60 points. C++: 70 points. C+++: 80 points.
B-class: Low superhuman. You surpass human limits rather obviously, but not exaggeratedly so. You can lift cars and produce a blur when you move at your top speed.
B: 90 points. B+: 100 points. B++: 110 points. B+++: 120 points.
A-class: Completely superhuman. At this point, you can crack and break concrete with your punches, lift and throw trucks, and dodge bullets by taking advantage of your superior reflexes and tracking.
A: 140 points. A+: 160 points. A++: 180 points. A+++: 200 points.
S-class: At this point, you tear through concrete as if it was wet paper, and lifting buses is a light exercise. Your speed reaches the barrier of sound. You could put your underwear over your pants and put on a red cape, and you would be justified.
S: 220 points. S+: 240 points. S++: 260 points. S+++: 280 points.
Your starting points to distribute will be 350. While it may seem low, do take into account you’ll level up frequently as the game goes on, and that while stats may be important in terms of determining your character’s basic capacities, you’ll more often than not find yourself overwhelmed in terms of direct confrontation. Your abilities will be indeed much more important in comparison.
Traits:
Your character’s perks. The representation of your character’s place in the world, what they’re like, the tools at their disposal. They’re not things that affect combat, generally, but rather, represent your status in society and provide tools for you to use in the mundane world, aid to your investigations and affairs. Of course, this does not mean combat is not affected: for example, if you are a policeman or are trained in martial arts, it will give an interpretative advantage in comparison to others that aren’t trained in combat, and will aid in comparisons made at the same rank, although the aspect of the policeman perk that allows you to access resources of the Police Department will be much more valuable. A perk that has to do with being rich and possessing status will aid you in acquiring a base of operations, or acquiring better weaponry, an occult knowledge perk may aid you in investigating scenes of supernatural happenings or identifying enemies, and so on.
Up to three Traits can be created. More may be obtained throughout the RP, but those will be fairly rare. Some Traits may also possess the capacity to evolve, although, again, that will be quite rare.
Unique Power:
The character’s power is what defines the majority of the abilities obtained once they witness the Other Side of the world. Smart usage of these powers is what is going to decide the outcome of most fights; getting inventive with the application of your skills is both encouraged and recommended.
Each character’s power is a unique imprint of their soul, and, if it has to be compared to something, it would be to a Stand’s ability in JoJo’s Bizarre Adventure. Each power will also be subdivided in further applications that will be obtained and improved as the character levels up. These applications are called Skills.
Skills, and powers, are going to be handled similarly to Titanomachy’s spiritual power level ups, being designed through conversation between Player and GM. There is not going to be any yellowtext here: it is better if you think of your characters skills as being a bunch of smaller Stand-like powers with limitations in place that would encourage creativity in their usage.
You won’t start the game with your power unlocked, and only upon acquiring it will you obtain your first skill.
A very simplified example of how Unique Powers would work: let’s say your character’s power is Acceleration. One skill would be, for example, accelerating objects to shoot them like projectiles. Another would be accelerating yourself, which would translate to a boost to most aspects of the AGI and DEX stats, and so on. However, on the first skill, you’d have to note that most objects wouldn’t be able to take the acceleration without breaking apart and dispersing, depending on the distance towards the target, which would translate in a restriction the player would need to work around depending on the circumstances.
Apart from the Skills and your Unique Power, there exist other, more ‘generic’ skills that can be learned through a variety of ways, for example, schools and systems of magic, which come with their own restrictions. More about this kind of Skill will be learnt during the RP itself.