Guide
The Regal Rper
Mad Scientist

Quickstart Guide
So, you want to join Project F.A.T.E.?
Great! I imagine you came from a handful of places. The interest check, word of mouth, saw the IC posts--who knows. What you may be asking is "well, where do I start?" and then taken a look at the lore you may have thought ",oh boy, that's a lot," and admittedly you'd be right. This world has history. This world has depth. There is an explanation and theme behind everything. Thing is, you don't actually need to know all of that. Most of it was crafted to be the foundation for the future moving forward and to provide options while preserving the parts of the Soul Eater theme to actually make the game and world feel like a Soul Eater AU, not a fantasy high school simulator or other off shoot game. Not only that, the world is in the future, and any time you set a world in the future, you have to account for how things change and events that happened. What we didn't want to do is just thrust interested players into this world without the opportunity, at least, to really learn about the world and what's happened.
But, let's be fair. Not everyone reads the instructions to a game before they play it. I get it. That's also part of why all of the information is fairly plainly structured in a loose wikia style. It can be referenced quickly using the index to find what you need. So, that's what I'll do. Just about every player is going to want to read these parts:
That short explanation there cuts out over half of the information provided. A fair majority of the Lore is only truly necessary if you choose to go down less than standard routes. That said, I think there's a lot to gain for yourself and your character if you're still interested by reading the full DWMA history and the entire page(s) relevant to the character you want to create. Most of the background behind the F.A.T.E. Program, Magitech, and Reformed Monster Clans is flavor for the world, and if you just want to jump into character creation, it shouldn't bar you from making a character. I also know there are Lore enthusiasts out there and for you, I hope you enjoy the read. Most importantly, this information is intended to be organized in a way that its easy to reference for future use and character creation. Remember, ALT+F is your friend.
But, let's be fair. Not everyone reads the instructions to a game before they play it. I get it. That's also part of why all of the information is fairly plainly structured in a loose wikia style. It can be referenced quickly using the index to find what you need. So, that's what I'll do. Just about every player is going to want to read these parts:
Project Fate Page:
- History/Program Reconstruction (gets you up to date on what F.A.T.E. is and why)
- Structure/All sections (one of the rare cases where all of the information is basically needed to get an idea of where your character is going to be storywise)
- Sitgma (there's only one section here, but it's important and will actively impact your character)
DWMA Page:
- History/2045 - 2057
- History/2058 - Present (I would love to put All Sections for history here, but these two are the bare minimum)
- Agent Ranks/One Star (At least get a baseline)
Magic Page:
If you're not a magic user, maybe read the intro at most. If you are, you probably will need to read everything there is about Magic. If I was pushed here, I would say everyone ought to read up on the first few Tiers of Magic.
Soul Studies Page:
If you're a fan of Soul Eater, you're likely familiar with the Fundamentals. Most of these stay pretty close to canon. What you may want to familiarize yourself with are the techniques, specifically those you're interested in.
Magitech Page:
I literally made a tl;dr subheader for people not interested in the mechanics and history. That's for you folks.
Reformed Monster Clans Page:
If you're not a Monster, then you probably don't need to read much on these. You will probably at least want to read Housing and Roles within the DWMA. The rest is optional.
- History/Program Reconstruction (gets you up to date on what F.A.T.E. is and why)
- Structure/All sections (one of the rare cases where all of the information is basically needed to get an idea of where your character is going to be storywise)
- Sitgma (there's only one section here, but it's important and will actively impact your character)
DWMA Page:
- History/2045 - 2057
- History/2058 - Present (I would love to put All Sections for history here, but these two are the bare minimum)
- Agent Ranks/One Star (At least get a baseline)
Magic Page:
If you're not a magic user, maybe read the intro at most. If you are, you probably will need to read everything there is about Magic. If I was pushed here, I would say everyone ought to read up on the first few Tiers of Magic.
Soul Studies Page:
If you're a fan of Soul Eater, you're likely familiar with the Fundamentals. Most of these stay pretty close to canon. What you may want to familiarize yourself with are the techniques, specifically those you're interested in.
Magitech Page:
I literally made a tl;dr subheader for people not interested in the mechanics and history. That's for you folks.
Reformed Monster Clans Page:
If you're not a Monster, then you probably don't need to read much on these. You will probably at least want to read Housing and Roles within the DWMA. The rest is optional.
That short explanation there cuts out over half of the information provided. A fair majority of the Lore is only truly necessary if you choose to go down less than standard routes. That said, I think there's a lot to gain for yourself and your character if you're still interested by reading the full DWMA history and the entire page(s) relevant to the character you want to create. Most of the background behind the F.A.T.E. Program, Magitech, and Reformed Monster Clans is flavor for the world, and if you just want to jump into character creation, it shouldn't bar you from making a character. I also know there are Lore enthusiasts out there and for you, I hope you enjoy the read. Most importantly, this information is intended to be organized in a way that its easy to reference for future use and character creation. Remember, ALT+F is your friend.
Q. Can I make a hybrid of X/X Races?
A. Hybrid-race characters aren't really something we're looking to integrate into the game.
Q. Can I use Magic and be a Meister and/or Weapon?
A. Learning to use Magic and use one's Soul both require intense training and dedication. This is highly suggested against as the two do not synergize and your character as a result will suffer in certain fields. Magical Weapons are more of a case-by-case basis, but we're not looking to imbalance weapons.
Q. Can I be a Weapon with X Race?
A. The Weapon Gene is passed down through human genetics solely, so theoretically any race that can mate with a human can have a Weapon Gene offspring. Some traits may overlap. Just as with "Magic" Weapons, we're not looking to imbalance the game.
Q. Can I play X Race (not included in the list?
A. Chances are, probably not, but you PM us to ask.
Q. Can I play a Three Star-equivalent Fate Agent?
A. Again, chances are, probably not, but you may PM us an idea. We would likely only allow this for players that we have seen active and healthy in the game.
Q. Can I play an Earth Shaman?
A. Technically, yes. When making the Lore, we couldn't quite figure out where to add Earth Shamans, so we decided to fit them in here. Our interpretation of Earth Shamans is that they are primarily defined by their connection to the Earth itself and nature, and because of that often have some type of "Hidden Ability" such as Fire and Thunder changing age. If you're interested in an Earth Shaman, we would really prefer to focus on that connection to nature aspect over the magical transformation, but feel free to send a PM with an idea.
Q. Can I have X advanced spell/technique? (Even with these x special circumstances)
A. Maybe, but we're looking keep players fairly in balance. Given the nature of this game, our goal isn't to allow huge power gaps, but instead let the individuality and unique skill sets of each character shine.
Q. Can I have a Magitech this/that?
A. Maybe, PM us to ask. Presently, Professor Davis has the most advanced/weaponized bionic arm in the world and he leads Magitech. No character should have anything on par with or that surpasses such. For more unique gadgets, ask away.
Q. How 'problematic' can our traits/abilities be to stay in the F.A.T.E. program?
A. You shouldn't have a "doomsday" anything, or even on the level of Black Blood for that matter. The general rule of thumb is listed in the Evaluation section as "All Agents of all Types are expected to be able to function within a team setting without major conflict and ideally find a partner." This holds true. Characters should be on their way to becoming re-instated Agents and a large majority of issues would be dealt with before they would reach field implementation. There are multiple ways of certain issues are dealt with from specialized equipment to therapy. This isn't to say a character shouldn't have issues. This is to say that by the time they are considered passable for field work, there should be reasonable expectations that they not break down or somehow kill everyone.
Q. I have this idea for a Type E Agent.
A. PM us. We'll talk.
Q. Can I play a character from the Paean Program or before that has failed F.A.T.E.?
A. Technically, yes. This roleplay existed before its present iteration and the Paean Program was part of that game, so some events are canon. If you happen to be a player with one of those characters, PM us and we'll talk. If you just want a character with more history, make sure to read all of the history, then PM us and we'll talk.
Q. Can I play a secret double-agent spy-baddy?
A. Maybe, but we haven't precisely revealed all of the antagonists and if a double agent is in the F.A.T.E. Program, there would generally be a good reason why and/or they're a bad spy. PM us, but this may not be open until later in the game.
Q. Can I play a shape-shifting dragon Magical Creature or Elf (of any species)?
A. No.
Q. Just level with me, how powerful/strong should our characters be?
A. We're aiming to straddle that middle line between One and Two Star for our beginning characters. As the game progresses, this will also expand.
NEW Q's
Q. What can my Soul Count be in the beginning?
A. Ideally below 20 for the sake of progression. We may allow some lee way depending on history, but we're not aiming for very high.
Q. Can my character have Madness?
A. Every person alive has a touch of Madness. Asura is currently sealed, so the Madness that was once infecting the Earth is essentially gone. If a character manifests their Madness, such as with traits or a Wavelength, it will need to be an integral part of the character in both persona and history. Madness, as we interpret it, is a state of mind and effectively a Mental Health topic. It is a fixation or urge on one specific thing to such a degree the character begins to manifest traits involving it or an external wavelength. This would be considered an "unstable" case of Madness and is typically regarded as a bad thing. Madness is not something we intend to allow as a power up, boost of some kind, or standard layer on top of other character traits, like a unique Wavelength has become. In fact, a Madness Wavelength may even override a character's unique wavelength in some cases during an unstable outbreak. Aside from Black☆Star, no mortal character is known to have achieved control over their Madness. In the context of this game, Madness is not a skill to be used, but typically a life detriment and struggle that results in many DWMA falling from grace. This is the purpose for some of the therapy and even Madness Inhibitor Collars as mentioned in the equipment section of the Lore.
A. Hybrid-race characters aren't really something we're looking to integrate into the game.
Q. Can I use Magic and be a Meister and/or Weapon?
A. Learning to use Magic and use one's Soul both require intense training and dedication. This is highly suggested against as the two do not synergize and your character as a result will suffer in certain fields. Magical Weapons are more of a case-by-case basis, but we're not looking to imbalance weapons.
Q. Can I be a Weapon with X Race?
A. The Weapon Gene is passed down through human genetics solely, so theoretically any race that can mate with a human can have a Weapon Gene offspring. Some traits may overlap. Just as with "Magic" Weapons, we're not looking to imbalance the game.
Q. Can I play X Race (not included in the list?
A. Chances are, probably not, but you PM us to ask.
Q. Can I play a Three Star-equivalent Fate Agent?
A. Again, chances are, probably not, but you may PM us an idea. We would likely only allow this for players that we have seen active and healthy in the game.
Q. Can I play an Earth Shaman?
A. Technically, yes. When making the Lore, we couldn't quite figure out where to add Earth Shamans, so we decided to fit them in here. Our interpretation of Earth Shamans is that they are primarily defined by their connection to the Earth itself and nature, and because of that often have some type of "Hidden Ability" such as Fire and Thunder changing age. If you're interested in an Earth Shaman, we would really prefer to focus on that connection to nature aspect over the magical transformation, but feel free to send a PM with an idea.
Q. Can I have X advanced spell/technique? (Even with these x special circumstances)
A. Maybe, but we're looking keep players fairly in balance. Given the nature of this game, our goal isn't to allow huge power gaps, but instead let the individuality and unique skill sets of each character shine.
Q. Can I have a Magitech this/that?
A. Maybe, PM us to ask. Presently, Professor Davis has the most advanced/weaponized bionic arm in the world and he leads Magitech. No character should have anything on par with or that surpasses such. For more unique gadgets, ask away.
Q. How 'problematic' can our traits/abilities be to stay in the F.A.T.E. program?
A. You shouldn't have a "doomsday" anything, or even on the level of Black Blood for that matter. The general rule of thumb is listed in the Evaluation section as "All Agents of all Types are expected to be able to function within a team setting without major conflict and ideally find a partner." This holds true. Characters should be on their way to becoming re-instated Agents and a large majority of issues would be dealt with before they would reach field implementation. There are multiple ways of certain issues are dealt with from specialized equipment to therapy. This isn't to say a character shouldn't have issues. This is to say that by the time they are considered passable for field work, there should be reasonable expectations that they not break down or somehow kill everyone.
Q. I have this idea for a Type E Agent.
A. PM us. We'll talk.
Q. Can I play a character from the Paean Program or before that has failed F.A.T.E.?
A. Technically, yes. This roleplay existed before its present iteration and the Paean Program was part of that game, so some events are canon. If you happen to be a player with one of those characters, PM us and we'll talk. If you just want a character with more history, make sure to read all of the history, then PM us and we'll talk.
Q. Can I play a secret double-agent spy-baddy?
A. Maybe, but we haven't precisely revealed all of the antagonists and if a double agent is in the F.A.T.E. Program, there would generally be a good reason why and/or they're a bad spy. PM us, but this may not be open until later in the game.
Q. Can I play a shape-shifting dragon Magical Creature or Elf (of any species)?
A. No.
Q. Just level with me, how powerful/strong should our characters be?
A. We're aiming to straddle that middle line between One and Two Star for our beginning characters. As the game progresses, this will also expand.
NEW Q's
Q. What can my Soul Count be in the beginning?
A. Ideally below 20 for the sake of progression. We may allow some lee way depending on history, but we're not aiming for very high.
Q. Can my character have Madness?
A. Every person alive has a touch of Madness. Asura is currently sealed, so the Madness that was once infecting the Earth is essentially gone. If a character manifests their Madness, such as with traits or a Wavelength, it will need to be an integral part of the character in both persona and history. Madness, as we interpret it, is a state of mind and effectively a Mental Health topic. It is a fixation or urge on one specific thing to such a degree the character begins to manifest traits involving it or an external wavelength. This would be considered an "unstable" case of Madness and is typically regarded as a bad thing. Madness is not something we intend to allow as a power up, boost of some kind, or standard layer on top of other character traits, like a unique Wavelength has become. In fact, a Madness Wavelength may even override a character's unique wavelength in some cases during an unstable outbreak. Aside from Black☆Star, no mortal character is known to have achieved control over their Madness. In the context of this game, Madness is not a skill to be used, but typically a life detriment and struggle that results in many DWMA falling from grace. This is the purpose for some of the therapy and even Madness Inhibitor Collars as mentioned in the equipment section of the Lore.
On the topic of Collabs
There are various uses of collaboration posts (collabs, for short) to be utilized. In this game, we aim primarily at two depending on if the situation is time sensitive or not. When surrounded by other players that either a) are dependent on your post or b) have the opportunity to interact or otherwise react to your post, we would consider that time-sensitive. Overall, the purpose of collaboration posting is to create a new, seamless scene that would either be dialogue heavy or combat focused wherein a lot of things are taking place at once. Thus, the goal is typically to save time not to create a lengthy post heavy on details. In some cases for a none time-sensitive post, for example an entire day disconnected from the rest of the cast, these rules are more flexible and the events that occur in them may not necessarily be public knowledge, so it's likely not even necessary for other players to read them to stay up-to-date on continuity. As this is not the case for more time-sensitive posts, we have opted to add a few guidelines:
There are various uses of collaboration posts (collabs, for short) to be utilized. In this game, we aim primarily at two depending on if the situation is time sensitive or not. When surrounded by other players that either a) are dependent on your post or b) have the opportunity to interact or otherwise react to your post, we would consider that time-sensitive. Overall, the purpose of collaboration posting is to create a new, seamless scene that would either be dialogue heavy or combat focused wherein a lot of things are taking place at once. Thus, the goal is typically to save time not to create a lengthy post heavy on details. In some cases for a none time-sensitive post, for example an entire day disconnected from the rest of the cast, these rules are more flexible and the events that occur in them may not necessarily be public knowledge, so it's likely not even necessary for other players to read them to stay up-to-date on continuity. As this is not the case for more time-sensitive posts, we have opted to add a few guidelines:
- Time sensitive posts, dialogue or combat, should not exceed 10-12 seconds of interaction in most cases. Others should have the chance to interact if they logically could do so.
- Break down and post collaboration posts as they are written in segments of logical time instead of finishing them after a large sum of events/time has passed. While this isn't the most convenient for the normal purposes, it does tend to be the most fair for others with an opportunity.
- Be considerate of things that your characters are doing and saying in terms of drawing attention to themselves. Events that are occurring may change the circumstances of the scene, which can have a domino effect on potential interactions.
- If a series of collabs is interrupted due to interaction, understand that this is not a circumstance to become frustrated by. Collaboration posts are not intended to lock other players out of interacting, but to hasten interactions in general when used in a group or time-sensitive setting.
- Certain (noted in the posts) GM posts are not inherently collaboration posts and may abide by different guidelines, if for the sake of plot or narrative.
- Break down and post collaboration posts as they are written in segments of logical time instead of finishing them after a large sum of events/time has passed. While this isn't the most convenient for the normal purposes, it does tend to be the most fair for others with an opportunity.
- Be considerate of things that your characters are doing and saying in terms of drawing attention to themselves. Events that are occurring may change the circumstances of the scene, which can have a domino effect on potential interactions.
- If a series of collabs is interrupted due to interaction, understand that this is not a circumstance to become frustrated by. Collaboration posts are not intended to lock other players out of interacting, but to hasten interactions in general when used in a group or time-sensitive setting.
- Certain (noted in the posts) GM posts are not inherently collaboration posts and may abide by different guidelines, if for the sake of plot or narrative.
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