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:
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)
- 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)
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.
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.
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:
- 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.
"Project F.A.T.E. exists because too many times I have seen good souls become lost because we failed them."
The Final Attempt before Termination Effort or Project F.A.T.E. is the continuation of the Paean Program design with the intention of helping Meisters, Weapons, and Magic Users that were previously deemed unsuitable for field missions achieve field ready status and return to the standard ranks of the DWMA. While officially beginning in the Spring of 2067, the program itself is a continuation of the Paean Program formed as an experiment by Lord Death the Second in 2064. While the main focus of this program is to assist with troubled individuals that have had multiple issues resulting in formal demerits regarding behavioral actions such as insubordination and failure to adhere to mission protocol, the program also serves a secondary purpose of finding methods to assist individuals with otherwise dangerous or unstable abilities either find use in the field in some other capacity, control their abilities further, or create safe, stable conditions so that they may function in most combat scenarios.
Project F.A.T.E., much like the Paean Program before it, is considered the ultimate pet project of Lord Death the Second. This second iteration has been formulated with more structure and support for its endeavors, but now is subject to scrutiny from the entire DWMA Council whereas the original Paean Program was truly a direct effort from Lord Death the Second himself. This has led to multiple additional efforts for safety and screening before acceptance and further field operation.
1.1 Pre-Paean Program
1.2 Paean Program
1.3 Program Reconstruction
2.1 Agent Hierarchy
2.4 Program Success
Head Lord Death the Second
Location Death City, NV
History Pre-Paean Program
The ranks of the DWMA were at their greatest prior to the Great War with Asura in 2008. While the war itself diminished the sheer numbers of the DWMA significantly, this year also marked Death the Kidd, now known as Lord Death the Second succeeding his father in leading the DWMA and the Treaty between the Witches led by Maba and the DWMA. These two factors following the spotlight globally on the DWMA after the events with Asura made many question this new DWMA. Since then, the DWMA has assisted not only with the hunting of Corrupted Souls, but humanitarian efforts and certain missions only its superhuman agents may be able to face safely. While these were made in good faith, they were also conducted with the goals of increasing support in the DWMA. One could argue these efforts marked the roots of the original Paean Program, if stretched. In the decades to follow, the Outlaw Witches that rejected the Treaty proved not only a challenge for the new Wiccan Council, but also negatively impacted the image of the DWMA. During this time, the DWMA began allowing new Witches to join the DWMA and began using their magic to assist with their humanitarian efforts. This proved fairly successful, but the largest turn around came from an unlikely source: Black☆Star. In this era where humanity questioned magic and had to truly acknowledge the evil within the world, Black☆Star stood out as a hero that was all-human. In part due to his outward personality and in part due to his status a Warrior God, Black☆Star became a public icon and started a series of training facilities for humans known as the Amazing Star Dojos, now present in most major countries. His influence and positive perception of the DWMA bled over into his fans and his Dojos began acting as screening sites, often finding skilled individuals with their wavelengths from all across the world. His combat prowess additionally led him to influence the martial arts of multiple world governments which was often done without cost, some even integrating Soul Studies to create their own small groups of what the DWMA would call Meisters. Many consider Black☆Star and his endeavors during this era to be one of the saving graces of the face of the DWMA. Most of these efforts were notably endorsed by and even encouraged by Lord Death the Second, thus likewise placing them in the history of the programs meant to increase DWMA ranks. This golden age of recruitment came to an abrupt end in the mid 2040's when the first outbreaks of the MIBVI virus were found in the world and the damage it wrought while the DWMA was cautious and slow to respond. While the public eye on the DWMA was poor, the following decade introduced the advent of Magitech. While this did not bolster recruitment, it did create a steady amount of funding and soon enough arguably made the DWMA the most profitable organization in the world, in no small part due to the AI scandal that happened before and a silicon shortage caused by the Outlaw Witches. In the persistent shadow of the MIBVI virus and its lingering effects, the DWMA remains a wealthy, powerful organization but with relatively low recruitment numbers, and such is the state to this day.
Following his new experiences running the DWMA and the MIBVI virus, Lord Death the Second became adamant in his desire to retain the agents it had. He had witnessed firsthand how those that did not make it in the agency often harbored considerable resentment and often joined groups that either actively resisted the DWMA or even those led by Outlaw Witches. In an effort to increase retention and decrease the negative side effects of those that left the DWMA under the previous policies, he created an experiment program directly under his control with the intention of rehabilitating agents that were otherwise deemed too dangerous or with behavior not suitable for the field. This initially had a significant amount of resistance from the DWMA Council as the risk associated with keeping agents that could be "ticking time bombs" was considered too great in an era were the public was less than supportive of their organization. Nonetheless, the endeavor proved a relative success with over half of the individuals within the Paean Program ultimately rejoining the DWMA as full agents. Notably, this also led to multiple security issues as several students went missing during this time and on missions, some even died, however, these outcomes were weighed against the standard risks of being an agent and statistically considered in margin. At the end of a seven month experiment, the DWMA Council concluded that fully endorsing the program on a larger scale with more support would be a worthwhile venture, thus the birth of Project F.A.T.E.
Project F.A.T.E. is considerably different than the original Paean Program. Lord Death the Second originally selected agents he believed deserved a chance to prove themselves, adjust their behaviors, or gain control over their abilities in more real-world situations while under the eye of a select group of his closest professors. Some of the criticisms were that he "stacked the deck" in his favor, but this notion became a point of strength for his argument. If there were agents that would be disbarred from the DWMA that were apparently so low risk that selecting them would be "stacking the deck", then there was a problem with the system--not the students. Other criticisms included the lack of structure within the system and appropriate responses to certain mental health issues of those within it. In response to this, the program was rebuilt from the ground up with the same goal, but more resources, time, and overall more patience as there was no need to "prove" the efficacy of such a program. The new F.A.T.E. program would give individuals multiple chances, training, therapy, and even magitech devices that could assist with their integration back into the DWMA. However, unlike the Paean Program where individuals retained their rank, it was decided that F.A.T.E. agents would no longer be given stars, but instead referred to as "Fate Agents" in part due to the potential complications their missions may have but also because as the Paean Program showed, agents were grossly mislabeled due to their initial behavior or instability within the DWMA. It was also decided that Fate Agents would be given specific team leaders known as Advocates for their entire duration within the program with the goal of building rapport. However, the largest factor as mentioned before would be that in most cases, even agents that may fail in the F.A.T.E. program would be given another opportunity to reapply after two years of review and recourse depending on their situation, either including more DWMA funded training, therapy, or tutelage. This would allow even those that failed in the initial Paean Program to reapply to the Project F.A.T.E. upon request.
Structure Agent Hierarchy
Even among the Fate Agents, there exists a hierarchy. However, unlike normal agents, this hierarchy is neither for ability or experience. Instead, it is in regards to the specific reason they were originally deemed unsuitable for field missions. This hierarchy is designed not to place any one agent above the others, but ultimately to provide the best care and subsequently highest chance of return to the field. Agents within different types often receive different forms of assistance, ranging from Magitech equipment to additional resources from the DWMA--if not both. All Agents will still retain an Advocate whose full-time job at the DWMA will be overseeing the Fate Agents under their care, however some also will have access to personal tutors with approval from the DWMA Council for further assistance.
Type A Fate Agents are within the program purely due to behavioral or mental health purposes. In no way are these specific agents considered a lesser threat, but they are often lesser restricted than other tiers. Many of these Agents are evaluated based on their adherence to protocol, attitude towards teammates, and are either required to attend therapy sessions or maintain a medication regiment if not both. These Agents make the most use of the DWMA Mental Health facilities which have been expanded on from the original decompressing and treatment for burned out agents or those experiencing PTSD. In fact, many "burned out" agents find themselves taking time out of the field to help with Type A Fate Agents as a personal tutor. This has thus far been shown to be mutually beneficial as the change in goals and extra time out of the field for the tutor and the individual attention alongside the experience of the tutor have consistently shown improvement for both, and form long-lasting rapport between them.
Type B Fate Agents are within the program purely due to their unstable or otherwise dangerous abilities. This is an issue seen within the Paean Program where abilities without proper control can backlash against even allies in less than desirable ways. These agents are most often given specialized training for their abilities alongside new Magitech equipment to help suppress them, sometimes indefinitely or at the activation of a collar via their advocate. These agents can come in the form of Weapon, Meister, or Magic user--there is no discrimination or oversight here. In the event devices are required for intervention, they are personally created for that agent based on the current needs and personal requests may be made if considered appropriate. Thus far, these types of Fate Agents have seen the most progress within the F.A.T.E. program as many of them actively want and try to return, but previously could not without this individualized assistance.
Type C Fate Agents are within the program purely due to Madness-related issues. Type C Agents typically undergo intense Calm Mind training, therapy, and potentially require Madness Suppression devices similar to the Wavelength or Magic Suppression Devices required by Type B Agents. These agents can range in age and experience and have a varying degree of return rates due to the nature of Madness itself. Sometimes, even with suppression devices and time investment, Madness can be too deep-rooted to contain once one has been exposed. Many of these Agents are also those that have somehow been affected by the remnants of the MIBVI virus and are recovering from the affects of the MIBVI vaccine, which can take time and have varying degrees of effectiveness.
Type D Fate Agents are within the program due to a combination of any if not all of the three previous reasons. Type D agents are the second most rare as once these issues compound, success rates and furthermore ambition to improve are often low. Many of the agents within this type are either notably very skilled or have extremely high potential. In some cases, they may also possess a unique or otherwise powerful wavelength, making them a high-priority return. These agents often require a combination of the aforementioned interventions, extra time, may have a singular individual acting as their advocate, and even still most often when they do return, it is not as a field agent, but either to assist the DWMA in some other way, such as a professor, assistant, or even a later Advocate success story.
Type E Fate Agents are those that do not fall within the other categories. Often, these agents are placed here under extreme discretion. For example, former member of the Paean Project Midori☆Hoshi would fall into this category as he was being evaluated as a security threat due to being a previous puppet of Top Ten target, Eros, and his former betrayal of the DWMA. These agents are the only more rare than the other Types and often actually are allowed to "pretend" to be one of the other types to cover up their nature as a Type E to all but their Advocate and any potential tutor. Most often, these Agents are placed here due to issues of trust or otherwise acting as a security risk. Little data is known about these agents.
Note: The DWMA does not offer the F.A.T.E. program simply due to being unskilled. In such case, an Agent would either be provided ample more training or resign. However, even if resigned, they would be able to reapply and pass the mandatory tests to return to the DWMA.
Unlike the Paean Program which was offered to a group of previous agents, the F.A.T.E. program requires application and acceptance. One cannot be placed into the F.A.T.E. program as a form of demerit or punishment. However, agents that either border expulsion or have a disciplinary track record may find themselves now informed that they will be stripped of their rank until they successfully complete the F.A.T.E. program to satisfactory results. Notably, all Agents within F.A.T.E. are typically required to pass the test for a One Star agent or have abilities that clearly indicate they could. The F.A.T.E. program is not intended to be a measurement of ability, thus if an individual could not at the least perform at the level of a One Star Agent, they would at least be required to train to reach said point or find another role within the DWMA if they saw fit. Acceptance will require a physical, mental, and madness screening and if all have been passed, abilities will then be observed to test their potential danger alongside previous reports reviewed. This stage is considered a gatekeeper for many agents, especially those that would fall into Type A or D, but was a requirement set by the DWMA Council. All F.A.T.E. agents should thus be at least as capable as an entry level One Star, show some level of ambition to return to the DWMA, and be willing to subject themselves to the required screenings. After that, Agents are observed over the course of two weeks and often put through various tests, including combat, to determine their likelihood of success. Outside of cases with Type C or D Agents, most that make it to this point are at least given the opportunity to make it through the program.
The Evaluation phase of Project F.A.T.E. could be considered the actual program itself, in which agents undergo a period of time and missions to ultimately prove they have sufficiently worked through the issues that placed them in the program to begin with. What Agents work on specifically depends on the reason they are in the program. For some, it is proving they can follow instructions, adhere to protocol, and respond appropriately to authority. For some, it is gaining control over their abilities. For some fewer, it is proving they they have learned to cope with Madness. In the latter two cases, this is often done with the assistance of Magitech devices. While it would be ideal to reach a state where these devices are unnecessary, there are simply some cases where that will never occur, but that does not constitute failure. All Agents of all Types are expected to be able to function within a team setting without major conflict and ideally find a partner. Notably, it is possible to partner with a non-Fate Agent. This is commonly the case if a Meister is placed into the program, but not their Weapon. Regardless, it is possible to be considered a success without a partner, obviously disregarding Magic Users. This success must be demonstrably consistent. A one-off successful mission is not sufficient for evaluation. Fate Agents are equipped with both the standard equipment for DWMA Agents and potentially non-standard equipment, as follows:
- Magitech Communicator: Military-grade earbud-style communication link powered by Magitech batteries. Operational for up to six weeks on a single Magitech crystal. These devices operate on a standard radio signal with a range of 1-2 miles depending on terrain. A magitech wavelength made securely between linked devices is functional for up to 300 feet. This secured link is activated by clicking the back of two communicator buds together for 5 seconds and can work for up to 12 devices. Electromagnetic interference will still affect the standard radio signal whereas the magitech wavelength will only be affected by magical disruptions, providing decent versatility for communications in multiple scenarios.
- Magitech Watch: Military grade watch with digital and analog display. This watch acts as a GPS link and the base station for the earbud communicators. It can also be activated to allow GPS tracking of any other agent wearing a watch and each watch within an approximate 300 foot range will have an individual ID code. Outside of that range, this information may not be displayed. These watches can determine basic vital signs such as heart rate and O2 levels, but don't expect a Fitbit or Apple watch like experience to connect to a phone. These watches are kept relatively simple to enhance lifespan, which on their dual battery setup can be up to 8 weeks, four weeks per magitech crystal. These watches can also be activated for a direct link to HQ, much like a Death Mirror, although this feature may not always be available depending location, can take a while to establish an uplink, and does consume more battery life.
- Survival Combat Knife: All Agents, including weapons, are required to at minimum carry a standard combat knife. The standard DWMA issue knife is an six, eight, or ten inch knife with a clip point, serrated edge back, double-sided guard (size varies depending on knife and handle size), full tang, sides available in stacked leather, G-10, or wood, accompanied by flint, steel wire, and a holster. Options for holsters include belt and ankle.
- Magitech Wavelength Disruptor: A device typically affixed via a clip system requiring a key for removal that can be attached to neck or arm, depending on intensity required. This device functions by injecting an unstable wavelength into the wearer upon activation that can entirely stop most wavelength use temporarily as well as cause considerable discomfort. This device also can briefly make resonance impossible and transforming between weapon states impossible. These units can be specialized to suppress a certain type of wavelength with a slow release of counteractive wavelength that reacts to spikes. While both devices function on magitech crystals that can last from 3-6 months depending on required activation, the latter type often come in pairs and last between 4-6 weeks, each, requiring being cycled out more frequently.
- Madness Inhibitor Collar: A device typically requiring being attached to the neck imbued with a specific series of runes capable of suppressing Madness. These devices require very specific fine tuning for their wearer to counteract their specific type of Madness and its spikes. While these devices can provide inherent resistance to other types of Madness, they are specifically strong against the one they are formulated for. These devices require monthly maintenance despite typically having battery sufficient for up to 12 weeks.
- Magic Disruptor: A device typically affixed via a clip system requiring aa key for removal that can be attacked to virtually any part of the body, depending on the intensity required. Sometimes multiple may be used. These devices work by creating a chaotic field of magic that causes complete disharmony in the mana around the wearer, making spellcasting incredibly difficult. Unless there is magical backlash, these devices typically cause no pain or discomfort. Some of these devices are formulated to work in conjunction and can even absorb mana from spells, if necessary in some cases. The effect of these devices is local, thus certain summons or other forms of magic may become uncontrolled if used.
- Incapacitator Collar: A device that is fixated to the neck and used in the most extreme of situations. This device uses a combination of wavelength disruptance and electrical current to stun or even knock out a target. This type of collar is rarely used as requiring it typically indicates a large threat, but can act as a last line of use. These collars are only typically seen on Type E and D Fate Agents, although less rarely can be seen on Type A and C.
- Additional GPS implant: Dermal GPS devices can be used for less than compliant or overly cautious agents. These devices are intended to function solely as GPS trackers in correspondence with other GPS tracking software and Magitech watches. These devices can have a lifespan of up to three years.
What is considered a success varies depending on the individual, but in most cases, it requires consistently being stable in personal function and performing on a team under authority without significant conflict. The ultimate goal if Project F.A.T.E. is to get agents back into the normal ranks of the DWMA, which requires them being able to reliably function in most capacities as any other agent would. However, and unlike the Paean Program, Project F.A.T.E. includes continued assistance for agents that require therapy, medication, oversight, or check-ins. The DWMA has taken close care to view the mental health field and success rates for programs to continue adherence. Even after a success in the program, Agents may be subjected to a probationary period in which they have their official standing rank but require additional compliance to continue so while proving they are efficient and reliable in the field. This is persistently necessary for most types of Agents. All Agents up for reinstatement undergo an "exit program" in which their outlined plans for reinstatement are provided. Optionally, if an Agent finds themselves facing difficulties doing this alone, they can request additional support via returning to their Advocate or even requesting additional time in Project F.A.T.E..
HistoryThere does exist an unfortunate stigma against Fate Agents both within the DWMA and the public outside of it. While this is far from universally true, select groups of people--often that also question magic or may even have a general disdain for the DWMA--also judge and negatively perceive Fate Agents. Many will treat them as lesser, delinquents, or drop outs with their training being remedial and the extra effort being put into them a waste. This has even seen to bleed over after successfully being reinstated. While efforts to educate other agents in the DWMA and the public regarding Fate Agents has been made, it hardly disperses the stigma against them. This is an ongoing issue with no clear resolution in sight. The hope is that with sufficient time and continued success of Project F.A.T.E., this issue will become less and less prominent, but as the program is still quite new and there are few true statistics for it, alongside no long-term data, it will be quite some time before this stigma is lessened significantly.
"Project F.A.T.E. exists because too many times I have seen good souls become lost because we failed them."
The Death Weapon Meister Academy or DWMA is is a school founded by Lord Death (the first, father of Kishin Asura and Death the Kidd, aka Lord Death the Second) to train Meisters and Demon Weapons, maintain world order, and present the uprising of another Kishin. Now under the administration of Lord Death the Second, the DWMA stands as a beacon for social integration, bringing in witches and potentially even other humanoid races as students and pushing the agenda of racial integration as well as facing new challenges now that magic is public knowledge, the effects of magitech on the world, and new threats that have arisen in the previous decades.
1.1 Canon events
1.4 2045 - 2057
1.5 2058 - Present
2.1 Administration & Faculty
2.3 Preliminary Forces
2.4 Specialized Groups
2.5 NOT & EAT classes
2.6 Project F.A.T.E.
3.1 One-Star Rank
3.2 Two-Star Rank
3.3 Three-Star Rank
Death Weapon Meister Academy
Founder Lord Death
Current Head Lord Death the Second
Affiliates - Death Scythe's family
- House Yngling
- Amazing Star Dojo
- Guild of Magic
- Reformed Monster Clans
BranchesSchool: Faculty, NOT, EAT, FATE
Global Branches: South American Branch, East Asia Branch, West Asia Branch, Eastern European Branch, Western European Branch, African Branch, Oceania Branch
Most, if not all Canon events, have still occurred in this timeline. Notably, this timeline is intended to closer follow the events of the manga as opposed to the anime adaptation. Thus, Crona, Asura, BREW, and the Book of Eibon are still sealed within the moon. For more information, you may either read the manga or view the DWMA page on the fan wikia.
Note: As series creator stated Soul Eater: Not! occurred one year before the Prologues Arc of the Soul Eater series (standard), you may assume its events are also canon. The wikia page for it may be found here.
2008 - 2010
Following Kishin, Crona, BREW, and the Book if Eibon sealed on the Moon, Death the Kidd lead the DWMA into the post-Kishin era. One of his first actions was to strike an alliance with Maba and the Witch Council after their assistance with Asura and the Book of Eibon. The result of this became known as the Treaty of the Moon and set the pace for future development in the DWMA. This action, however, resulted in backlash from both the sides of humanity and Witches. Over one hundred Witches from various houses and even some directly from the bloodline of Maba (known as being specifically powerful Witches, many on the level of the infamous Gorgon sisters) became Outlaw Witches in response, refusing to simply forgive and forget the years of hunting and bloodshed between the races. Likewise, several sects of humanity ranging from those of strong religious roots, the more cynical groups, and even conservatives of humanity outwardly rejected this change in the world. Still, given the DWMA had just effectively saved the world without question, there was no stopping this new integration, for better or worse. While this brief period does not have a significant name, historians often call it the Era of Reformation and start of the decline in faith in the DWMA.
2010 - 2045
This decade became known as the Era of the Hunt, primarily defined by the efforts in the DWMA and Witch Council to hunt down the Outlaw Witches and prevent them from further dissolving the newly formed bonds between races. This time also had other notable events occur as well. Most notably, Black☆Star became a world-wide social media icon, influencer of millions, and launched his own series of Dojos worldwide under the title the Amazing Star Dojo. Black☆Star and his fiery personality took the world by storm and the claims of him being a "Warrior God" attracted fans of all kinds. However, it was not just his combat prowess that people loved. Black☆Star traveled the world with Tsubaki who for a while ran their social media accounts before the two hired their own professionals for the matter. More than even Death the Second, Black☆Star was a massive TV icon, appearing on television talk shows, music videos, and even cooking shows with Tsubaki (whom by the way, always outshone him). The two became a power couple long before their marriage and for a time #tsustar became one of the most used tags out there. However, this influence became serious business. After a worldwide tour challenging and likewise being challenged by the greatest martial artists alive (and always winning), Black☆Star commit to his own dojo and began teaching others his ways. Those that reached the Black Belt in the Amazing Star Style of combat were often capable of beating even groups of trained military agents and martial artists alike and gained his blessing to further teach his lessons in their own branches, eventually becoming a massive syndicated network of revered dojos and soon enough overtaking martial arts competitions to the point there became a second bracket in most for those not trained in the Amazing Star Style. This also bled over into world militaries requesting this training to which Black☆Star happily obliged, ultimately resulting in special forces learning to control their wavelength and being able to defend themselves against minor threats. This was all to the plan of Lord Death the Second, though, as he used the affiliation with the Amazing Star Dojo to help rebuild the image of the DWMA. Not only that, the dojos worldwide often brought in new recruits for the DWMA via those that found themselves exceptionally talented with their wavelength, often in individuals that may never have otherwise been found.
While Black☆Star stole the screens, Maba and Lord Death the Second made massive efforts in further strengthening the bridge between them. Maba followed suit with Black☆Star and rebranded themselves the Guild of Magic and created groups and classes for mortals interested in magic and the occult to learn about how magic actually worked. To the surprise of everyone, it was found that some humans did actually possess latent magical abilities, although far, far from what natural born Witches were capable of. Nonetheless, this finding may never have occurred without the alliance. Creatures that were previously regarded as "Monsters" only worthy of slaying or capturing bound together seeing the alliance with the Witches and formed a group known simply as the Reformed Monster Clans and made tentative pacts with both the DWMA and Guild of Magic, although their integration in society was far, far out in the timeline. Typically, these creatures primarily found themselves only bridging the gap in Death City or the headquarters of other branches, but due to their docile nature and desire to follow suit in the non-aggression pact, were often given asylum in magically created biomes suitable for them by the Guild of Magic. Some even went on to become Meisters, although rare and some? Some of those humanoid monsters even found love with humans. It was an interesting time to say the least.
In the background, however, the war on the Outlaw Witches grew ever worse. The original Witches gained traction with others after facing discrimination in human society. Their numbers blossomed from barely a hundred to thousands, and oddly enough, many humans who felt their treatment was wrong followed the Outlaw Witches in misguided attempts at equality. These groups become little less than extremist terrorist sects that spurned the Hunt on further. Investigations into unauthorized magic and abilities lead to the shutdown of a small subsidiary company called Vial Corps whom were experimenting with methods to increase latent magic in humans and the successes from this experiment lead to even more, causing an interest in synthetically achieved magic in humanity. This caused chaos between what was actually the Outlaw Witches and what were simply grotesque human-magic experiments that never did result in a stable--or sentient--outcome. The Hunt grew ever more fevered and media coverage of it only fueled the fire for the discrimination of magic and Witches in a vicious cycle. This culminated in one of the most devastating events of the Era in 2027: the assassination of Spirit Albarn.
Spirit, who had still been acting as Second-in-Command of the DWMA up until this time, was killed alongside his new partner in an orchestrated assassination by multiple Outlaw Witches that overwhelmed him in both numbers and strategy. This event caused a rare social media ceasefire between those that hated Magic and questioned the DWMA and even the DWMA itself as the DWMA mounted an all-out war on the Outlaw Witches like never before. The Treaty of the Moon was not dissolved, but many compromises were given by Maba and the Guild of Magic after this event. The next ten years became a slaughter as thousands of Outlaw Witches were killed with only a few hundred facing imprisonment, and that was done by Maba herself. This period became known as the Culling and for brief period, recruitment and support for the DWMA soared. The anti-Witch rhetoric and atmosphere was at an all-time high, and even those Witches within the alliance made themselves scarce and carried identification within their home cities. Some even called it the Second coming of Salem as human supporters alike were treated like terrorists and imprisoned by local authorities with the support of their government.
But, as with all things, this came to an end. An end became the DWMA was, for the most part, successful. In just over a decade, the Outlaw Witch menace was cut down and the fervor died down as retribution had been achieved. The DWMA as an organization had its anger satiated and soon enough the ambitions of those that hated Witches and and the DWMA once again fell in different directions. The individual that had personally taken Spirit's life was slain in Africa in 2031, and subsequent years had brought down their conspirators as well--not to mention the nigh-world wide hunt cut down multiple hedge Witch communities and other sects of the Outlaw Witches. The DWMA simply had no more war to fight. At least, for now. The years that followed saw a period where the world had settled down with more of a focus on politics, the reintegration of Witches now that the Outlaws were mostly taken care of, and of course social media flame wars.
2045 - 2057
While less than half as long as the Era of the Hunt, this era took far more lives and had arguably a larger impact. In what became known as Second Black Plague, this era was defined by the outbreak of what would later become known as MIBVI. The exact origin of the illness was to this day either unknown or kept secret, but what it specifically was has become very well-known. MIBVI, standing for Madness Inducing Black-Blood Virus, was a pathogen created using old samples of early Black Blood from Medusa's experiments to create Crona and the standard influenza virus with the nasty side effect of enhancing the natural madness within the host. The result was a virus that did not immediately kill its host, was incredibly difficult to treat not only due to its nature of being a virus, and a self-replicating coating around the lipid layer of its spherical outside created from Black Blood, allowing it to morph and shape against nearly any treatment and immune system response. Additionally, as the Madness continued to spread, it created a type of rudimentary hive-mind with those infected, making outbreaks into Madness hotspots.
The Death toll from MIBVI for civilians was in the hundreds of millions and its speculated nearly half of the DWMA was lost. The battle itself, however, was eventually won with a series of vaccines and more advanced Anti-Madness training that soon became known as Sound Mind training. The vaccine itself worked two fold in being a temporary method of combating the Black Blood by neutralizing it with a burst of resonating Wavelength while also fighting the strain of influenza used for the virus. The fact the virus had little natural issues being spread ultimately led to very little evolution with it, meaning that ultimately there were few "strains" of the virus. More so, once the Black Blood was neutralized, the Maddening effect it had and its near impervious nature were almost eliminated. The losses were massive, but a quick response and the intervention of the DWMA and strict quarantine procedures prevented what could have became world-wide collapse.
The strategy for eliminating MIBVI was to take it down country by country with the DWMA Elite and Central Intelligence Agency acting together to cut down the numbers of those infected and burn the bodies, starting in places of lowest concentration to highest, centralizing the populace with local military and DWMA intervention. By strict definition, the vaccine was not truly a vaccine. That would imply it gave the individual receiving it a resistance to the virus. What was ultimately created was an actual cure that worked on the majority of those infected, saving countless millions lives that otherwise would have added to the Death toll. Still, it was referred to erroneously as a "vaccine" as it started as a method to temporarily resist infection of exposed, and helped the front lines prevent further exposure.
The world is still rebounding from the economic impact of the MIBVI vaccine and mourning the losses of those during this era. And, technically, the virus was not entirely wiped out, but its numbers have been cut down to nearly gone and the DWMA created an entirely new branch known as the MIBVI response force equipped with suits to prevent spread, equipment to sterilize areas, and doses of the vaccine to help out those with it. The treatment for MIBVI has even came as far as special Magitech devices that radiate a Wavelength capable of disrupting the outer Black Blood Shell of the virus and allowing the human body to fight it off naturally. It is no small secret that Magitech played a vital role in the elimination of Black Blood.
This era saw a massive technological revolution as well, although it is lesser known for it. In the early 2040s and onward, it was found that Outlaw Witches spent massive efforts to disrupt the Silicon supply of the world by attacking multiple silicon mining facilities and casting spells to contaminate silicon supplies before even being mined, requiring additional steps for manufacturing. For all of the techies out there, silicon production for almost ever major component dwindled in the early 2040's, leading many to believe the actions of the Outlaw Witches started long before proof was found and brought the consumer market crashing. During this time, AI advancements hit a new plateau as well. With the supercomputers of the time, it was found that even with trillions of computations for training scenarios, advanced AI's that could even near animal intelligence rarely made it passed the natural stage of infancy before crashing or corruption. Assisting these learning algorithms resulted almost universally in alterations with the end-result intelligence that were considered inaccurate or undesirable, and overall the failure of what was considered the pinnacle of AI technology at the time and the findings of just how far away the "next leap" in "true AI" technology impossibly caused a loss in fervor for the subject. This itself did not exactly kill programming, but it did have compounding impacts on the direction of computing technology and a huge economic upset.
However, at the same time, a new form of technology was being uncovered. Magitech. A heartbroken Meister from the DWMA during the MIBVI outbreak found himself making multiple breakthroughs with combining magic and technology where others had failed by utilizing existing calculation magic and existing printing technology after discovering a method to create crystalized mana from inert sources which acted as "magical batteries" that could then be used for advanced and intricate Runecasting. This Meister was at first solely driven by eliminating the MIBVI threat, creating multiple filtration masks, suits, and eventually even the runes used for the injections to create the cure. The answer, unironically, was hardly within the injection itself, but more so within the needle and syringe giving it. It was only after this outbreak that the incredible uses for Magitech had been uncovered. Unparalleled battery life, cleaner energy, nearly infinite and sustainable usage. And, with the DWMA paving the way. The revenue alone from this venture made the DWMA financial sector explode into one of the most profitable companies in the world. Billionaires demanding electrical cars fueled by Magitech crystals--they were the vision of the future.
2058 - Present
Once the MIBVI outbreak was all but quelled and the world settled, the DWMA stood tall was both the savior of the world and arguably one of the most wealthy entities on the planet. This period of time was focused on rebuilding from the destruction and tracking down the dangerous that created MIBVI in the first place: Black Blood, Outlaw Witches, and the various scientists that helped make it. This era also opened a new series of issues. The DWMA had both plenty of good faith, but made plenty of enemies. The DWMA was blamed for the MIBVI outbreak after the Black Blood nature of the virus was uncovered with the belief only Witches could have created it, like Medusa Gorgon. The DWMA was blamed for the silicon shortages. The DWMA was blamed for global recession. The DWMA was even questioned for how slowly it initially responded to the MIBVI threat while it was making its plans for quarantine and limiting spread. And, in part, the DWMA and subsequently Lord Death the Second deserved the blame. It was their choices--his choices--that led up to the issues the world had faced. Yet, it was also the DWMA that saved the world. It was much the same situation as his father: it was Lord Death that created Asura, but it was also the DWMA that defeated him. Well, and the Witch's with Maba and Crona, a creation of a Witch, but no one cared to make those arguments.
The DWMA was also cut down to nearly half its agents with its Asia branches hurt the worst. The world questioned whether the DWMA, even with its massive funding, could continue to keep the world safe, especially when it seemed to be the cause of the greatest of the world's issues. Now with its massive economic power and its monopoly on Magitech, the ramifications the actions of the DWMA were feared even more. This lead to a steady decline in recruitment and even Black☆Star had no hopes of saving them this time. While the DWMA grew in wealth, it was shrinking in size. And, as the man on top, it's enemies were only growing every day.
In 2064, Lord Death the Second started a pet project known as the Paean Program to attempt to increase retention in agents and avoid more enemies being made by those agents rejected by them. While this program did have its controversies and push back from the DWMA Council, it was ultimately proven a success and led to the creation of Project F.A.T.E. with the same goal and more resources, hiring professionals and restructuring the internal support of the DWMA. The goal was not only to increase retention, but create second chances to join the DWMA and continue to increase its public image. Enemies of the DWMA were all around them and it needed agents now more than ever.
StructureAdministration and Faculty
The DWMA in its current state acts as an institution of learning, international military force, humanitarian institution, and for-profit manufacturer and distributor of goods. In short, the DWMA is an extremely large entity with multiple roles in the private sector. At the head of all of these roles is Lord Death the Second acting as chairman followed by the DWMA Council, which currently advises or otherwise operates the varying sectors of the DWMA. Many call the DWMA Council the Cabinet of Death as they come from different backgrounds with greatly varying specializations, experience, and perspectives on matters regarding media influence, global politics, and the financial status of the DWMA--the days of the council being solely designed for Kishin prevention and crossing names off the Shinigami's list are all but over. Some seats on the council still remain from old tradition, such as the Head of the Hoshi Clan and House Yngling, resulting in the Council being quite large with multiple voices and opinions. For this reason, the Death Council is divided further into two halves known as the Black and White Council. Those within the Black Council are those placed traditionally as consults of the DWMA whereas the White Council are the newer additions intended to manage the new size and influence of the DWMA. It is not uncommon for either one Council to hold meetings separately in accordance to policy or actions within their scope, but most major changes and decisions within the DWMA do require the full Council.
Lord Death the Second also acts as Headmaster of the North America branch of the DWMA specifically with the base of operations in Death City, Nevada. Every other Branch is lead by its own Headmaster who answers directly to Lord Death and the DWMA Council. These Headmasters not only run the various academies in other regions, but oversee all duties within the branch including the militant forces and private sectors. While some have embraced the changes in DWMA leadership, others continue to place their strongest Meister and Weapon in the role who then delegate tasks to others within the branch.
The DWMA is a massive employer, often hiring former NOT students for clerical roles or middle management--going as far as assisting with post-secondary education grants and funding. The DMWA is without a doubt internally its own community and remains very tight-knit due to the support and benefits. Notably, it is not above outsourcing professionals or elites within a field; such being the case with the recent advancements in Magitech. Current statistics show that just under eighty percent of the DWMA staff are former students, agents, or affiliates, at least in the central branch.
The DWMA has countless affiliates ranging from small business owners that are DWMA alumni to large conglomerates to assist with manufacturing. Many notable families are also allied closely to the DMWA including the Hoshi, Hoshino, Star Clan, and House of Yngling, alongside countless families of multi-generation Weapons that attend the DWMA for NOT training to control their weapon forms. Two affiliates stand out as arguably the most notable: The Guild of Magic and the Reformed Monster Clans. Lead by Maba, the Guild of Magic works extremely closely with the DWMA to preserve the Treaty of the Moon and attempt to further integrate magic and Witches into human society. The Reformed Monster Clans is a newer, less publicized affiliation that is comprised of the heads of multiple small tribes or even just families of races and creatures formerly considered "Monsters" that wish to abolish the bloodshed and poor relations of the past to create a healthy, amicable relationship with humanity. These races include the few remaining Werewolves, Giants, Fairies, Mer-people, and even a handful of Bloodsuckers with hopes of no longer needing to hide from the world.
Most notably, the Airborne Division and Commando Groups. In decades past, these units were often those not skilled enough to reach the 10% in EAT but wishing to join the DWMA military forces. DWMA Commando Groups are highly trained military divisions often able to utilize their wavelength to their benefit in combat, but primarily still using standard combat tactics and small arms. More notable was the Airborne Division with highly trained pilots, capable of both dogfighting and often being used for humanitarian aide. Both the Airborne Division and Commando Groups are under half of their pre-MIBVI volume with fewer and fewer recruits since the incident. At one point, plans were to construct a Magitech Aircraft Carrier, but the project was frozen indefinitely due to international backlash after initial specifications were provided alongside the principle of the DWMA having such a battleship to begin with alongside the accompanying fleet required for it.
The Specialized Forces of the DWMA are comprised of its Central Intelligence Agency, DWMA Elite, and MIBVI Response Force. The DWMA Central Intelligence Agency was once a group primarily dedicated to countermeasures for Witches and during the Era of the Hunt were in the spotlight with their anti-magic combat tactics and experience against Witches in general. Once the Era had concluded, however, the Central Intelligence Agency shifted focus from just Witches to uncovering threats to the DWMA that can be caused by its now more broadly encompassing enemies. These agents often under espionage and intelligence gathering both inside and outside of the DWMA to identify issues before they arise. The MIBVI virus was clearly manufactured and the Central Intelligence Agency exists primarily to avoid such a catastrophe from occurring again. The DWMA Elite are as they have always been, a group of the most powerful, skilled agents of the DWMA worldwide. Many Headmasters are former DWMA Elite. The MIBVI Response Force is a specialized group dedicated to intervening in the few outbreaks of MIBVI and are equipped with specialized equipment, training, and resources in the form of assistance from the Airborne Division and Commando Groups to stunt and reverse MIBVI outbreaks. Their success rate in recent years has been 100%.
NOT & EAT Classes
These are the two core classes of the DWMA Academy. NOT, standing for Normally Overcome Target, comprise nearly ninety-five percent of the student body and primarily are Weapons seeking training to control their Weapon Forms as well as the safety and quality education within the DWMA. NOT has always been the bulk of the student body, but the increasing rates of Weapon genes have led to a slight increase in skew towards these students. EAT, standing for Especially Advanced Talent, represent the remaining percentile of the students that come to the DWMA to cultivate their talents and ultimately become an Agent of the DWMA to fight evil. While rules for expulsion and Witch Hunting have changed, for the most part the student life and general functioning of the DWMA is similar to the post within the DWMA page on the wikia.
Project F.A.T.E. is an ongoing program to increase retention within the DWMA and provide opportunities to return to the ranks of the DWMA. More information on Project F.A.T.E. can be found on its entry.
Agent RanksAll Agents within the DWMA are given a rank denoted by Stars, up to three. Meisters, Weapons, and Magic Users may all be ranked and ranks across the branches are roughly the same, although the traditional One-Star assessment will vary. Rank will dictate clearance to certain learning materials, experience and authority in the field, and even the amount of funding an Agent will receive on a mission or from their monthly allowance from the DWMA. There technically is not an age limit, young or old, on reaching the One-Star Rank. Ranks beyond the first require further demonstration of ability. Ranks by design are intended to act as a baseline for Agents. As all One-Star Agents are required to succeed in an an assessment intended to determine their fitness and battle efficacy, thus it would be safe to say that Agent should "at least be able to accomplish this" and this mentality extends to both Two and Three Star ranks. Overall skill and combat prowess may vary greatly between Ranks before achieving the next and at the Three-Star Rank, Agents have typically amassed a reputation and mission record sufficient to determine what they are capable of, thus their upper limits are considered on a case-by-case basis. For example, the DWMA Elite are often considered the "Fourth Star" within the DWMA as their skill is considered that much greater than that of even standard Three Stars.
Within the American Branch of the DWMA, the One-Star Rank is attained by succeeding in a single bi-yearly test which has been held traditionally in Death City for Centuries. While some basic premises have changed over time, the test has for the most part remained the same. This test is applied to all applicants regardless of their status as a Meister, Weapon, or Magic User and has been thusly adapted to individual Magic Users. This test is taken in two parts. The total time for the assessment is ten minutes. The first is to ascend the DWMA Staircase in a timed case. The main staircase has a total of 660 total steps, roughly the equivalent of 44 standard staircases. For comparison, top conditioned racers can complete 36 staircases within approximately five minutes. The remaining time will be used to combat Magic Golems created for the purpose of the test, typically geared to specifically challenge the applicant. For example, more brutish combatants may fight armored opponents, ranged fighters may be paired against slim, deft golems, and skirmishing combatants may find themselves fighting a mixture of both. Magic users are tasked with fighting a Golem designed to counter their specific type of Magic, within reason. The fight is not intended to be an easy one, and it directly follows a period of high physical excursion. Notably, a Meister and Weapon Duo may opt to take the test together and such is often the case. In such event, the Weapon must remain in human form until reaching the top of the Staircase. Combat commence once either reaches the top, so in the event one of a duo is slower and the other reaches the top first, the faster of the two will then have to engage in combat alone. In the case a duo opts to take this test together, they must fight two Golems of equal difficulty level together within the same ten minute time limit.
Unlike the One-Star Rank, all following ranks are different per type of Agent: Meister, Weapon, or Magic User. For Meisters, by the time they reach the Two-Star Rank, it is expected of them to have at least moderate usage of Soul Perception, Wavelength Amplification, and demonstrable Wavelength Control. Agents should be capable of reliably using Soul Resonance to such a degree they are at least training for Advanced techniques. Meisters by this time are likely to have physical abilities one would easily consider Superhuman and if they excel in one field potentially even beyond Superhuman into the Animal Kingdom, be it strength, speed, senses, endurance, so on--and this is to be measured without Wavelength Amplification. For example, a Cheetah can sprint at speeds approaching 80 miles per hour and a Gorilla can easily lift small cars. To achieve the Two-Star Rank for a Weapon, they are also expected to be capable of reliably using Soul Resonance and in most cases are expected to be able to assist their Meister in focusing their basic abilities such as Perception and Amplification. In the event a Weapon is Autonomous, they are expected to have full mastery of their transformations, debut at least two simultaneous body transformations, and use Self-Resonance.
For a Magic User, a Two-Star Rank may be considered upon proving capability with Tier Three Magic. Within the North American Branch of the DWMA, a proven Signature Spell is one of the milestones of the Two-Star Rank. Other factors include appropriate use of some type of Magic Circle, although that is not inherently necessary, and passing an assessment by the Guild of Magic to truly determine the Magic User is capable of Tier Three Magic. Outside of raw capabilities, all Two-Star Rank Agents are expected to have a sufficient level of in-field combat experience, the ability to function within a team if need be (solo Agents are rare, but may be considered), and appropriately fulfill whatever niche they best fit. Leadership is scrutinized at this level, but not inherently necessary.
The Three Star rank will require demonstrable mastery of the individual skills of the Agent. Their basic skills should be honed without question and their body should be strengthened from their time utilizing their Wavelength to the degree that even without Amplification, their physical traits are well beyond what humans should be capable of, existing easily closer to the raw ferocity of animals. For some Three-Star Meisters, it is not out of the ordinary to see them outpace highway vehicles or crush stones with their bare hands--again all without Amplification. By this time, Three-Star Meisters should be capable of Chain Resonance and utilize Wavelength-Enhance Resonance. Weapons at the Three-Star Rank are either nearing or possibly even at the status of Death Scythe, and thus have gained significant raw base power from the consumption of Corrupted Souls. Weapons in this stage are likely to have unlocked their dormant abilities if any were present, be capable of maintaining a Weapon-Amplification for in Resonance, and have gained Wavelength control allowing them to perform Wavelength-Enhanced Resonance.
For a Magic User, a Two Star Rank may be considered upon proving capability with Tier Four magic. While it is not expected of a Magic User to pass Tier Four, it is expected that their ambition should be to better themselves. If a Magic User has no intention on learning another related field of Magic, it is typically at least expected for them to learn another Type of Magic, normally Calculation Magic or Rune Magic. It is still possible for a Magic User to be considered for a Three-Star Rank even without those factors if their ability in their core magic is great enough. Outside of raw capabilities, all Three-Star Agents are expected to be combat ready and reliable in the field. Three-Stars should demonstrate the ability to lead, even if it is not their inherent strong suit. Three-Star Agents should be able to direct and strategize Two- and One-Star Agents, adhere to chain of command, and make effective judgement calls under pressure. Outside of very rare cases of highly skilled solo-agents, this level of teamwork is expected at the bare minimum for a Three-Star Agent.
Magic is the vast reserve of almost limitless energy possessed by Witches. This energy is known as mana and the use of Mana for a desired effect is the very core of Magic itself. Since the Treaty of the Moon and the Guild of Magic being integrated into society, many of the secrets of Magic have been uncovered, revealing a far greater understanding of Magic and its mechanisms far beyond what had been accumulated through interviewing Witches in the past. The knowledge a current Witch studying in the DWMA could now only be rivaled by reading from it in the Book of Eibon decades prior.
1.1 Mana and its forms
1.2 Magic and the Soul
1.3 The Pull of Magic
1.4 Magical Potency
2. Types of Magic
2.1 Innate Magic
2.3 Magic Circle
2.4 Rune Magic
2.5 Calculation Magic
2.7 Demon Tools
2.8 Ritual Magic
3. Tiers of Spells
3.1 Base-Level Magic
3.2 First Tier Magic
3.3 Second Tier Magic
3.4 Third Tier Magic
3.5 Fourth Tier Magic
3.6 Fifth Tier Magic
3.7 Sixth Tier Magic
3.8 Zeroth Tier Magic
Fundamentals Mana and its forms
To understand how Magic itself works, one must first understand the underlying energy behind Magic: Mana. Prior to the knowledge bestowed upon the DWMA by the Guild of Magic, the only metric for Magic that exists and was used was known as "magic joules" which at the time was used to measure the output of a Magical effect. It is now know this is somewhat of a flawed perception of Magic. There are four primary types of mana: Wild Mana, Ambient Mana, and Personal Mana, and Inert Mana. Wild Mana is that which exists in the natural ley lines of the Earth or within specific solar or lunar nexuses at given times of the year. Wild Mana is near limitless; Maba, Eibon, nor any magical contraption devised including BREW compares to the raw magic that flows through nature itself. Wild Mana is also semi-sentient in that it does have a resistance to being used and those that can even make use of it are rare amongst even Witches. Ambient Mana exists almost everywhere in the world at varying levels and does so as Wild Mana seeps out from its points of concentration. This Mana is much like air and water: everywhere and available to everyone in abundance. Witches and most magical creatures absorb Ambient Mana to create Personal Mana. It is through this process that Witches are able to use Magic so willfully and to greater degrees than any other race. The final form of Mana is a new type and is effectively man-made. Inert Mana is created by using devices to siphon Wild Mana and separate it from its semi-sentient sources. After being housed, it loses its sentience and thus gains its name: inert. Inert Mana is much like Ambient Mana, but far more concentrated and malleable.
Magic and the Soul
It is not without reason that Witches are the only race that can so willfully control Magic. It's in their Soul. A Witch's Soul acts as a transformer, constantly taking in Ambient Mana to convert it into their own Personal Mana. The Personal Mana of a Witch is uniquely their own, much like a Soul Signature. While it is possible for a Witch of great talent and skill to siphon and use the Personal Mana of another, such difficulty is only slightly lesser than that of doing so with Wild Magic. A Witch's Soul constantly creates its Personal Mana, even when not in use and persisting even when casting a powerful Spell. It is a passive trait that is difficult to train or increase with little need to as most mature Witch's can create Mana to continuously perform feats of Magic until reaching advanced spells where the cost is much higher. Witches are not the only race with this trait, but are the only race that can openly control the Personal Magic they create. Werewolves, for instance, have souls that singularly absorb Ambient Magic for their regeneration. Bloodsucker abilities are in part their physiology and in part effects of Magic created naturally by their Soul. For this reason, races that may have natural magical abilities can not simply learn how to cast spells. While incredibly rare, some humans can even do this, but with extremely mild magical effects, such as rejuvenating plants, enhanced empathy, and above average healing.
The Pull of Magic
For those that wield Magic, there exists a universal to use said magic. For those that wield magic destructively, this pull manifests as the destructive nature found in many, many Witches. The Guild of Magic teaches self-awareness and control to try and combat this, but it is not always successful. What has been learned about the Pull of Magic is that it is not always destructive. Whereas in generations past, it was believed that Witches were naturally inclined to desire to use their powers to be more destructive, it is more so that Witches are inclined to want to use their magic--period. If their Magic and ambitions are that of destruction, then that is how the Pull will manifest. Conversely, for those that heal, or build, or support, then their desire to use magic will push them to want to use it abundantly to do so. It is an urge combined with tunnel vision, often leading to perceiving magic as the only solution. This is the natural state of such a power. Other creatures that utilize Magic feel this Pull to varying extents. It is believed that the hunger for blood from Bloodsuckers is a variation of the Pull of Magic whereas the violent tendencies of Werewolves is a manifestation of their desire to get hurt just to heal. In cases where one gives in to the Pull of Magic, the sensation is described as euphoric and a release, potentially even addicting. Studies are now being conducted to see if the Pull of Magic is just that: comparable to an addiction.
Whereas spells were once measured in "Magical Joules", now they are graded based on their potency. Potency is a direct effect of one thing: how much Mana a Witch can put into a spell upon casting. While more advanced spells may require more mana, simpler spells may not but can be empowered by simply pouring in more Mana. While the concept is simple, the action inherently is not. While the potential of a Witch does continue to grow with their maturity, experience, and even education, the act of amplifying a spell by adding to it requires willpower and practice. Even simple spells can backfire if the Witch in attempting to amplify their spell cannot control the amount of mana they are attempting to use. The threshold for raw power in a Witch is rarely their mana supply itself, but instead is how big of a chunk of their mana supply can they control at once. It is most common that a Witch's spells are only as potent as their highest tier spell at best, so often how powerful a Witch may be is gauged on the tiers of their spells.
Types of MagicInnate Magic
The most simple and fundamental form of magic is innate magic. It is how Personal Mana would naturally be used. In all races but Witches, Innate Magic is the only form it can take. Sorcerer's are a notable exception as they do not directly use Magic, but instead use objects that then use magic. Innate Magic includes the regeneration of werewolves and abilities of Bloodsuckers--regardless of how developed. Many basic Witch spells are still Innate despite their complexity as they are simply how the Witch uses their mana. For a Frog Witch, transforming into a frog is as innate as a Tadpole Bomb. Often, these forms of Magic require no other component to use as they are the natural state of the Personal Mana.
While most spells require a verbal component, a Spell specifically reverse to a use of Magic that does not require preparation but is more advanced than Innate Magic. Spells require skill and willpower from their caster to use. Spells comprise the largest variety of Magic and include a vast array of learned utility and more powerful abilities. Spells will be reviewed in more detail later.
Magic Circles are manifestations of mana, typically but not always in the form of a circle, that have more powerful, profound effects, typically within a specific area. Magic Circles can require a period of time to setup, physically drawing them, hand gestures to create, or even physically being in the location for the placement of whatever is being manifested. Magic Circles are often used to setup more powerful spells and rituals.
Rune Magic involves inscribing and imbuing an existing piece of material with Mana and is a more long-term investment than a Magic Circle. The power of runes and their longevity can vary, but most notably Rune Magic does not inherently require a Witch to utilize. Rune Magic is the principle behind virtually all Magitech. Runes are often used as traps, locks, sentries, or perimeters. Powerful Rune Magic is known to last centuries, if not longer, depending on the caster.
Calculation Magic can involve Magic Circles or Runes and is one of the most advanced forms of Magic as it requires both an immense understanding of the Magic being used and the math behind its use. Calculation Magic is often used to direct or support Spells, such as powerful Spatial Magic, Portals, or even enhancements to other Spells. Calculation Magic is used in tandem with Rune Magic for Magitech.
Enchanting is a specialized form of Magic wherein a user kneads a material, particularly dirt, snow, or stone, into a golem via the use of Enchanting Gloves or another magically-imbued item. Enchanting, like Rune Magic, does not require a Witch to utilize, but does require the Magical Item to use. The mark of enchanting items is a large gear and due to their specific nature are typically not considered Demon Tools. Enchanting itself is a difficult field of magic because it is commonly used by non-Witches (who would otherwise more easily use Summoning Magic) and thus requires intense practice and dedicate to understand the feel and flow of magic through a material.
Demon Tools are magical items create to use magic by proxy by Sorcerers. Unlike Magitech which uses a series of Runes and Calculation Magic to result in "psuedo-Magical" effects, Demon Tools rightly create Magic. Most Demon Tools require their user to be of Magical nature, but do not require them be able to directly control the Magic. It is by this nature that they are created by Sorcerers who have Personal Mana to use, but no Innate Magic skills within them. Outside of geniuses such as Eibon, Demon Tools are typically created via what one might call Alchemic means. Demon Tools utilize natural magical traits of the properties they are composed of to come to the end result. Typically, Sorcerers that create Demon Tools are subsequently almost always talented in some form of creating objects, such as engineering, blacksmithing, weaving, so on and so forth. Notably, a Demon Tool may have a different outcome or potential depending on its users and their Personal Mana, making the outcome of Demon Tools somewhat unpredictable.
Ritual Magic is a rare, powerful, and often forbidden. Ritual Magic most often requires some level of Calculation Magic, specific parameters for the Spell, and above all often requires some type of reagent for use that is consumed upon use. The most notable form of Ritual Magic would be the creation of Demon Weapons via the sacrifice of a Witch Soul. The effects of Ritual Magic are often considered so great that they are deemed against the will of Nature itself and the risk in casting one if imprecise is so high that Maba has long forbid this type of Magic and its research.
Tiers of SpellsSpell tiers are based primarily on how much control a Witch has over their mana (or mana in general, in some cases). Only a select few tiers at the highest end are not necessarily defined by this. Because higher tier spells typically require more control for a Witch to use, the upper limits of their power is typically measured by their highest level spell.
Base-Level Spells are those that a Witch can cast nearly effortlessly with minimal mana expenditure and most commonly have a simple effect. These are the types of spells that Baby Witches often find themselves performing without much thought. The results of Base-Level Spells are often on/off, in that they have little-to-no control behind them and their effects are plain. Base-Level Spells commonly are cast, then complete, meaning that at this level of control, a Witch would not be able to direct their spell, change it's speed, or significantly target with it beyond the initial cast. These spells at times are considered "reflexive" spells as they would indicate how the Spell would be cast if by instinct and no other factor.
Example: A Base-Level Fire Spell would be a simple fireball blasted in a single direction.
Tier One Magic
The first tier of magic would be spells similar to Base-Level Magic, but at a level where the Witch has added some layer of control to the Spell. Tier One Spells are often "superior" versions of Base-Level Spells with an added functionality, such as a change in shape, direction, or effect once contact is made and/or a spell completes its execution. Notably, Tier One Spells are considered the "gateway" for Spellcasters learning control and typically include just one of these changes in functionality. Tier One Mage is where Witches begin to truly shine from different Magical Creatures. What may take decades or longer of experience and training for another Magical Creature to achieve if possible (for example, a high-tier Bloodsucker may be able to empower one of their abilities to a minor degree), a Witch begins to do typically as a Little Witch or young Witch.
Example: A Tier One Fire Spell could be a fireball that changes direction mid-flight or is a cone instead of a ball. A standard fireball cast at this level might be upwards of twice as powerful.
Tier Two Magic
The second tier of magic is where spells begin to become more complex. At this tier, control over mage is thus that the Witch can do one of three things to a spell: actively control it once cast, layer multiple changes, or implement an intricate change to the fundamental spell--but not a combination of these. At this level, a Witch may change the location of a spell once cast if it lingers or create a "homing" projectile. A Witch May also create a "zig-zag" pattern in a projectile, add flashes of light, or opt to create an additional affect upon impact. It is not uncommon for Witches to specialize in a single spell and have multiple utility options they can add on as effects situationally, compiling multiple when needed for added utility. If Summoning is closely tied to their Innate Abilities, they would begin to emerge at this Tier, although be far from the most powerful types of Summons; they would closer to a familiar or support summon than a true combat Summon--or some form of inanimate Summon.
Example: A Tier Two Fire Spell could be a homing fireball, multiple spreadshot fireballs, fireballs that create a smoke screen on impact, or even create a fiery whip. A standard fireball cast at this level might be upwards of twice as powerful as a Tier One.
Tier Three Magic
The third tier of Magic is where a Witch begins to display true mastery over their innate abilities. At this level, what would have been their Base-Spells can be modified at a whim to them with little effort or second thought and have drastically lower levels of lost power for the added complexity. This tier is also where Magic Circles may be unlocked wherein a Witch may be able to gain added utility effects or an overall increase in power while the Magic Circle is active. This is the level where it is the Creativity of the Witch that matters when it comes to their natural magical inclination. While their spells can still become more powerful with control, they have reached a level of control that abilities within this Magical field that added control and thus added potency will be more like adding more paint to a palette than becoming better with the brush. Summons at this level notably become stronger, to the point they may effectively assist in battle. This may also be the time a Witch creates her "Signature Spell" in which they create a very personal, intricate spell of their innate nature they is then practiced religiously, often making it more powerful as it is their "go-to" spell.
Example: A Tier Three Fire Spell is can include all of the previous elements in Tier Two, although sacrificing potency for volume if a larger spell is used. A standard fireball cast at this level might be upwards of Twice as powerful as a Tier Two.
Tier Four Magic
The fourth tier of Magic occurs when a Witch begins to train outside of their innate Magic. Notably, it is technically possible for a Witch to skip directly to this stage, but doing so may come at some cost to potency. Within this tier falls the basics of advanced spells such as Soul Protect, Calculation Magic, Rune Magic, and technically Enchanting and Demon Tool usage. This tier is also when a Witch may often select another "class" of Magic related to their innate Magic to focus on, although notably without decades or more to practice on it a secondary magic type would never achieve the potency or intricacy of Tier Three Magic alone. This Tier of Magic is where many lesser mages hit a Plateau and never push themselves to overcome it. It is not uncommon for Magic in this field to branch out to abilities such as methods of healing for Innate Magic that otherwise could, spells that increase natural bodily abilities, and heavily focus on mobility (if Innate Magic already did not). The cost of many of these branches is often that their use splits focus, overall lowering potency is used in conjunction with standard Spellcasting. What an offensive Witch may gain in defense, mobility, or utility, they lose in their focused potency--and this applies to all focuses.
Example: Tier Four Fire Spells at this level would be able to shift their focus; previously destructive abilities may now be used to cauterize wounds without causing burning, create runes for traps or direction, and previous spells that might have been weak flaming barriers may now actually have some level of substance. A standard fireball cast at this level would be more akin to a firebomb in terms of raw potency, completely dwarfing previous fireballs.
Tier Five Magic
The fifth tier of Magic is when a Witch begins to become truly terrifying. At this level, they are typically at least a Tier Two with a secondary type of Magic and can just it in conjunction with their primary for combination spells. If they did not opt for a second type of Magic, then this is the level in which their magical mastery over their innate type can make them a force of nature. Soul Protect at this tier can protect from all but rare forms of Soul Perception or Super Soul Perception. Calculation Magic can now be used more easily if opted into, so with setup, a Witch can become emphatically more capable. The same applies to Rune Magic or potentially the use of Demon Tools or Enchanting. The difference is that the loss in potency is minimal between focuses. At this stage, a Witch with their natural abilities is now well-rounded in offense, defense, and utility, depending on what they have opted to learn. At this stage, a Witch is also incredibly dangerous as their skill level in their learned Magic is such that their Mana levels are likely to only become exhausted if they actively begin to consistently use their most powerful spells. Summons at this level are likely highly enhanced versions of previous Summons, whether in size, attributes, or some type of added ability.
Example: Tier Five Fire Spells at this level are akin to end-game ultimate abilities. If a Witch felt like it, they could create a flaming dragon to engulf a party of others. Without a direct counter, pure raw power, or an anti-magic ability of some kind, this Witch's spells are not to be trifled with. Even an offensive-focused Witch would also be able to create very durable walls or spheres of flame. A standard fireball at this level would be more akin to a large napalm explosion.
Tier Six Magic
The Sixth Tier of Spells is incredibly rare and accomplished by few Witches--ever. At any given point in history, the Witches capable of Tier Six Magic could be count on one hand. This Tier of Magic is not defined by control or any learned ability like Tier Five, but instead by the raw ability of if the Witch could ever reach the level of control needed to achieve these feats. Tier Six Magic can include Spatial Magic, teleportation spells for large groups across large distances (some Witches can perform short range teleportation or very fast relocation at Tier Five, but that typically requires Calculation Magic and setup), the ability to absorb others Personal Mana or even Wild Mana, Calculation Magic of the highest complexity and caliber, and access to Spells that may even pose a threat to a lone Shinigami. This Tier of Magic is also where one would find the ability to perform Mind Control, create Runes lasting centuries, or utilize multiple simultaneous Magic Circles. It is possible and incredibly rare for a Witch to be natural capable of any one of these traits, such as Shaula Gorgon, but if a Witch were to be capable of Tier Five and Six Magic, they alone would require an Anti-Magic Unit from the DWMA and/or DWMA Elite to take down.
There are no examples for Tier Six Magic as it is extremely individual to the Witch, very rare, and less focused on potency.
Tier Zero Magic
The Zeroth Tier or "Forbidden" Tier of Spells are those banned by Maba for being heavily against the Laws of Nature or due to their ritualistic nature. All Ritual Magic is effectively banned--Maba has outlawed any Magic that requires a significant reagent to use. This Tier also includes any Spell that may directly affect the Soul or Life Force of another. This Tier also forbids any method of altering affecting Wild Magic and/or Ley Lines, significantly impacting the weather, reshaping a significant amount of terrain, creating natural anomalies, or that may truly "create" new life. In some cases, the punishment for even researching this magic is expulsion or death to be debated by the internal Wiccan Council, but the most heinous of the Forbidden Tier of Magic includes one of two following acts: attempting to recreate the BREW or attempting to bring another Kishin into the world. Such acts, if confirmed, would result an immediate order for termination.
Examples of the Zeroth Tier would clearly be the creation of the Demon Weapons by Arachne Gorgon or the attempt to turn Crona into a Kishin by Medusa Gorgon.
Soul Studies or Phasmology is a science that studies the soul, the immaterial essence of a being. This subject is taught extensively to demon weapon and meisters at Death Weapon Meister Academy. Soul Studies is the basis of most standardized Meister and Weapon training ranging from NOT to EAT. As less of a science and more of an artform, many families such as the Hoshi Clan have dedicated training regimes based around their historical understanding of the soul.
1.1 The Soul
1.3 Soul Resonance
1.6 Soul Space
2. Wavelength Techniques
2.1 Soul Perception
2.2 Wavelength Amplification
2.3 Soul Suppression
2.4 Soul Force
2.5 Wavelength Adjust
2.6 Forced Rejection
2.7 Soul Sutures
3. Resonance Techniques
3.1 Basic Resonance
3.2 Bond Resonance
3.3 Complex Resonance
3.5 Weapon-Amplification Resonance
3.6 Chain Resonance
3.7 Wavelength-Enhanced Resonance
3.8 Perfect Synchrony
3.8 Legendary Techniques
A Soul is the incorporeal essence of most sentient, living beings. The base form of a soul appears like a hitodama, a spherical ball in which has a tail on top. Characteristics of a soul, be it in hitodama or expanded form, can vary between individual dependent on their personality, "theme", race, or even defining traits (or losses) of an individual. Often, the stronger a person and their soul, the more pronounced their unique traits are. A Soul is deeply intertwined with the body that hosts it and a list of known commonalities can be found on the Fandom page. Souls are known to change as the body hosting them changes and conversely a body can change to adapt to a Soul. This is the case with Demon Weapons as the original ritual to create them "implanted" a small portion of a Witch's soul to bind them to a weapon and give them the ability to transform. Notably, there are unique, incredibly rare Soul types. Such types include Grigori, Strong Souls, and Kishin Eggs. More can be found on them in the above mentioned link.
A Wavelength is best defined as the rhythm of a Soul. A Soul itself is life energy in its most pure, concentrated form. As with all energy, it has specific characteristics and fluctuations. These are its wavelength. Every Wavelength is different despite the seven billion humans in this world and thus have a unique Soul Signature. With properly trained Soul Perception, a Soul Signature can be identified. Wavelengths are true to the person they represent, making it possible to tell much about a person regarding their personality and behavior based on their Wavelength. As a Wavelength is effectively the "motion" of a Soul, it is what is manipulated by practitioners of Soul Studies (known as Meisters) to their benefit. There are even unique Wavelength Types (not to be confused with Soul Types) that have notable effects to them not standard with other Wavelengths. For a list of canon wavelengths, one may visit this Fandom page for more information.
Soul Resonance is a technique utilized by Meisters and Demon Weapons wherein the Meister sends their wavelength to a Demon Weapon whom them amplifies it for use. Resonance can become complex as this "sending back and forth" of Wavelengths can go both ways, however, a singular function remains true: the Meister is responsible for the control of the wavelength while the Demon Weapon is responsible for the amplification of the wavelength--regardless of where it originated. As one would expect, even basic resonance can be difficult to achieve, and the more intricate forms thereof require that much more control and practice from a Meister. More information on Soul Resonance can be found on this Fandom page.
Rejection is a phenomenon wherein wavelengths become unstable. This is most common when an incompatible Weapon and Meister are paired, but can occur due to any conflict involving Wavelength. Rejection is noted as being very painful and taxing on the individual receiving it with after effects of stiffness and numbness being common even after the pain subsides. Rejection beyond just the basic pain can leave an individual unable to completely control their wavelength or manifest their wavelength for a short period of time.
As mentioned earlier, Meisters are the individuals that practice Soul Studies. Often considered the greatest warriors of the DWMA, Meisters are the few capable of truly harnessing their Wavelength to empower their mind, body, and soul. Meisters are most often paired with Demon Weapons to amplify their inherent powers and for centuries have acted as the greatest vanguard in humanity. Powerful Meister-Weapon Duos have historically fought the forces of evil, factions of Witches, and even saved the world. For an overview of types of Meisters, visit the following Fandom Page.
Individuals that strengthen their soul, such as Meisters, Weapons, and even some Mages to an extent, develop a manifestation of their soul known as a Soul Space. A Soul Space is the centermost point of a soul for an individual and how it manifests is a reflection of their very being, evolving with them as they grow. Within the Soul Space, an individual may become most aware of the status of their Soul, feel and view their Wavelength, and for advanced users of the Soul Arts, even view their Soul as another would if they were resonating. For an elite few, they may even review and partially relive memories they have stored deep within their Soul in their Soul Space. A Soul Space is also the home of Madness for those that are Madness-touched and beyond.
Entering a Soul Space is a task that can be accomplished in a variety of ways. Unless an individual is specifically skilled in entering their Soul Space, which is entirely possible (to such a degree it can be second nature) for those with practice, entering one's own Soul Space requires a calm, zen-like state of mind without distraction and to be in tune with one's very self. Akin to "resonating with one's self", they must match their mental state to the very core of their soul, which can either be trivial or incredibly difficult depending on how one perceives themselves. Those in denial or otherwise refusing to accept certain qualities of themselves may find it difficult to enter their Soul Space for the first time or even lose the ability to if they become out of sync with who they really are. Entering one's Soul Space can be an endeavor of self-discovery for some, a dreaded nightmare for others, or a trivial task to a select few. It is a very personal experience.
Entering the Soul Space of another is an entirely separate skill. While a psuedo-Soul Space may form when Soul's collide, this is truly a manifestation of both Souls coming together as their energy is shared. Completely entering the Soul Space of another technically can be done without Resonance. To enter the Soul Space of another, the individual trying to enter must either be incredibly skilled or the recipient must be willing. Beyond that initial criteria, they must match their wavelength and mindset to perfectly match the other individual to a 99.9% degree of perfection. This can prove especially hard either due to matching the mindset or due to matching the Wavelength, often resulting in this skill being highly dependent on a keen sense of Soul Perception. While it is possible to perform this task without being able to Resonate, it is often easier to do so solely out of familiarity with the other Soul. With highly skilled users of the Soul Arts, this skill can even be used with different species, although such task is emphatically more difficult and still requires the previously mentioned prerequisites.
Forcibly entering the Soul Space of another based on sheer skill alone is possible, but banned under statutes within the DWMA. Consent for entering is considered absolutely mandatory. Just as magic is forbidden that manipulates a soul, Soul Arts that directly effect the Soul Space or core soul of another are either taboo or outright banned and this falls into that category. Forcibly entering a soul can also result in damage to said soul, making this violation even more grievous. Luckily, this is rare with exceptionally few individuals capable of doing so, and those that are often being aligned with the DWMA and adhering to their policies.
Wavelength Techniques Basic Techniques
Soul Perception is is an ability of Meisters (and some Weapons) to perceive the Souls of others. This technique was originally developed among Humans as a method of tracking down evil witches, and was later applied to see the Souls of evil humans and aberrations. Now, it is a cornerstone of being a Meister. Soul Perception is most the ability to literally "see" Souls, however, this is not always the case. Any of the five senses can technically fall into the realm of Soul Perception depending on the Meister, although notably most Meisters can still train for at least basic visual Soul Perception. Soul Perception is considered reliably at its base when a Meister can maintain its without exhausting themselves and can differentiate different types of Souls. The next stage is when an individual can make out Soul Signatures and begin reading the immediate "emotions" of a Soul if the individual is not actively suppressing their Soul. These basic tenants of Soul Perception can be trained further, with mastery of them including the ability to sense incoming attacks based off intent from the Soul, increased range and clarity, and even the ability to perceive magic to some degree. There are notably some things that training alone with Soul Perception cannot achieve, such as unique forms of Perception and Super Soul Perception.
Wavelength Amplification refers to both a specific skill and a naturally-occurring result of Meisters training their bodies with their Wavelength. As a skill, Wavelength Amplification allows a Meister to actively use their Wavelength increase the physical attributes of their body, including agility, strength, endurance, and even prolong their breathing or sustenance without food. As one might expect, these traits can be further amplified if a Meister has a Weapon that is using Soul Resonance. This ability can result in completely inhuman feats and at its peak can even increase cellular regeneration and delay aging. Training with Wavelength Amplification has lasting effects as well, resulting in Meisters passively being stronger, faster, and having more stamina. Over time with training, the body will become superhuman without even the use of Amplification and ultimately making Amplification even more effective. Notably, it is this "passive" level of bodily amplification that Star rankings considered with. Active Wavelength Amplification is taxing on a Meister and can deplete their reserves quickly if overused.
Wavelength Suppression is the ability to suppress one's wavelength. Although this ability will never rival Soul Protect and requires active concentration, it is intended specifically to mask the Soul Signature of a Meister and prevent others with Soul Perception from perceiving their intent. This ability is considered fairly high tier and many Meisters do not bother to learn it, but it is one of the signature capabilities of the Hoshi Clan. Unlike Wavelength Amplification, Wavelength Suppression does not inherently consume Wavelength--it consumes concentration. Wavelength Suppression cannot be used in tandem with Wavelength Amplification due to their counter-intuitive natures.
Soul Force is the ability to manifest Wavelength to enhance physical strikes with extra force. This ability is most notable as a stepping stone to the famous Soul Menace ability in which the Wavelength becomes hyper-excited and manifests as electricity when striking. Soul Force not only can add raw power to a strike, but can disrupt the flow of Wavelength through a target, causing low levels of rejection or destabilizing Resonance. These effects are heightened greatly once Soul Menace is mastered. The fundamental difference between Soul Force and Wavelength amplification is that Soul Force utilizes external Wavelength whereas Wavelength Amplification is internal. Notably, Soul Force and Menace can be mastered to such a degree they may be used in tandem with Wavelength suppression as they are external, but this level of mastery is typically only found in the Hoshi Clan, its derivatives, or the DWMA Elite. Otherwise, the concentration and skill required to externalize wavelength while suppressing internal wavelength is nigh-impossible.
The ultimate double-edged sword in a Meister's arsenal is Forced Rejection. Much lower on the totem pole of Wavelength control than Wavelength Adjust, Forced Rejection requires creating a point of contact between a Meister and/or Weapon, injecting ones own Wavelength into the mixture, and intentionally creating a cacophony of Wavelength disruption that results in mutual Rejection for the user and target(s). Forced Rejection requires at minimum depending on skill a few moments of uninterrupted contact to fully inject the User's wavelength. This ability is rarely used due to its nature and often when doing so, it is only done to disrupt a larger attack from happening. Notably, this ability requires the Wavelength of the user be strong enough to cause the disruption. In many cases, sufficiently powerful Resonance can completely overwhelm an attempt at Forced Rejection similar to an Overwhelming Adjustment.
Wavelength Adjust is an incredibly difficult technique requiring both acute Soul Perception and high levels of Wavelength control. Wavelength Adjust comes in two forms: Negation and Overwhelming. Negation occurs when a Meister is able to adjust their Wavelength to precisely cancel out another. As Lord Death once compared a Guitar and a Weapon an amplifier, Negation is akin to the pick-up in the guitar. If one coil in a humbucker is out of phase with another, it will cancel out the frequencies. Negation is a rare technique to use as it is both niche and would require an opponent of roughly the same power to even utilize. The second form of Adjustment in the form of Overwhelming is far more common. In this case, if a Wavelength is simply more powerful than another, it may overwhelm it and subsequently result in the effects of said Wavelength being lost.
The signature ability of one professor Franken Stein, Soul Sutures allow a Meister to inject their wavelength like strings into a target and subsequently control portions of their Wavelength or even manifest them physically to attach to surfaces. This ability is one of the pinnacles of Wavelength Control and is only rarely seen in the DWMA Elite. Even if the ability can be utilized, the control needed for the various utility regarding it is immense.
Note: Soul Menace, Soul Suppression with Soul Force/Soul Menace, and certain advanced capabilities with basic techniques are considered Advanced.
Resonance Techniques Basic Resonance
The foundation for all Resonance Techniques is Basic Resonance. While not inherently a technique per se, not every Meister-Weapon duo can truly achieve Basic Resonance even if a Meister can wield a Weapon without suffering Rejection. Basic Resonance is achieved when the Meister is able to channel their Wavelength into their Weapon and subsequently the Weapon can successfully amplify that Wavelength. This single step is what constitutes Resonance at its very core and alone, the results are noticeable powerful. The Wavelength of the Meister is matched by the Wavelength of the Weapon and the end result is a multiplication of raw potency; even Basic Resonance can produce effects five to ten times stronger than that of what the Meister could do alone with Soul Force if capable. Notably, it is a common rule of thumb that Resonance is when Souls (and the personalities behind them) are different. The balance between strong Resonance factors and Incompatibility is a fine line to tread, but when complimentary pairs are made, their Resonance alone can be two or even three times greater than a comparable duo of similar natures.
Bond Resonance is a special type of Resonance that can only occur when the Weapon and their user are related. In fact, almost any individuals of close enough relation can perform bond Resonance. It is most profound in siblings, but can be found in cousins, too. Bond Resonance is unique in that it is nearly impervious to the effects of Rejection, including Forced Rejection, extremely resistant to techniques such as Wavelength Adjust, and is much harder to destabilize using various other methods. The trade-off to Bond Resonance is that the multiplicative increase in power gained is considerably weaker than standard Resonance due to the similarities in Wavelengths caused by genetics. With training, Bond Resonance can even unlock more advanced Resonance Techniques, but still suffer the same drawback of being weaker.
Complex Resonance is not inherently an Advanced Technique, but does typically require much more training and control. Complex Resonance refers to any form of Resonance that occurs where a Wavelength is amplified, but it is not solely the function of the Meister channeling their Wavelength into the Weapon. This is most common in ranged weapons where Wavelength is actually concentrated into a projectile and only amplified during the release, firing, or whatever method the projectile is launched. Because this requires an extra step, it is considered more difficult. Often Meisters specializing in a type of melee Weapon are nearly incapable of using a Ranged Weapon. Conversely, certain melee or mid-ranged Weapons such as whips and flails may require a Wavelength to be more flexible or fluid, resulting in the same type of specialty as a Ranged Weapon, albeit to a lesser degree. Additionally, if a Weapon possesses a specialized Wavelength, they may opt to gain its benefits during Resonance, and this requires an extra step. First, the Weapon must send their Wavelength to the Meister, but as opposed to amplifying it, the Meister must then match that Wavelength with their own in both a precise amount and once stable, send the Wavelength back to the weapon in its new merged state to be amplified. Complex Resonance covers weapon specialization in Meisters and utilizing special Wavelengths of a Weapon. With practice, this can become second nature, and the effects are effectively equal to that of Basic Resonance, but it is notable more complex.
A rare and weaker form of Resonance, Self-Resonance is a type of Resonance in which a user utilizes one half of their Wavelength to to empower themselves while the other half amplifies. This process alone can take some time to master, but once done can become second nature as all Resonance can. However, this type of Resonance is the weakest of all forms, rarely ever reaching the levels of even Base Resonance and typically impossible to achieve any Advanced Resonance techniques with. Because an individual is amplifying their own wavelength, the "difference" between the wavelengths is minimal. Additionally, the amount of Wavelength being amplified is half of that as normal Resonance. Self-Resonance is typically only a skilled gained for academic value or for Solo Agents. Notably, it can be performed by a Solo Meister or Autonomous Weapon alike, but suffers the same drawbacks in either case. In many cases, a Meister attempting to Self-Resonate has little difference than a Meister that has dedicated themselves to honing Soul Menace, making the ability somewhat moot. For Autonomous Weapons, the ability can be slightly more useful during partial transformations, but will fundamentally always be weaker than its duo counterpart.
Weapon Amplification Resonance
The next stage in Weapon Resonance occurs when a Weapon can manifest the Wavelength it is amplifying to take on additional traits, power, and form. While the shape and type of weapon rarely changes, it typically grows in size and gains a visible, translucent field around it comprised entirely of the combined Wavelengths. This requires active effort to maintain, but is much more powerful than Basic Resonance. In this state, the standard attacks of a Meister-Weapon Duo are each as powerful as powerful as one performed by Basic Resonance, but can be chained together in sequence. Additionally, this form may take on the traits of either or both individuals if they possess a special Wavelength. Witch Hunt Slash is an example of a form that would be taken. This form effectively uses a Meister as a battery of Wavelength whereas the Weapon is primarily responsible for the concentration to maintain the form.
Chain Resonance is the next stage in Resonance and is the plateau for many Meisters and Weapons alike. This technique requires maintain a stable Basic Resonance to such a degree that it can be matched by others. In doing so, Meister-Weapon duos can indirectly resonate with each other, gaining an even greater boost and ability. Notably, a type of combat telepathy is known to occur while this is ongoing, allowing practiced users to be aware of their allies movements to help them attack and defend in tandem. Chain Resonance can also be affected by the sheer potency of the resonating parties. If one pair is significantly more powerful than the other while Resonating, it can disrupt the chain. Because of this, Autonomous Weapons, Solo Meisters, and even trios can have a definitive disadvantage learning and utilizing this skill.
Considered the next evolution of Resonance from Basic Resonance, this Technique allows the traits of one or both souls to be imbued within attacks during Resonance. Even those without a specialized Wavelength can gain some unique type of benefit from imbuing this extra Wavelength into their Resonance. Every Soul and thus Wavelength is different and it is common for the changes to Resonance that are gained during Wavelength Enhancement to be a complete mystery until they manifest. Mechanically, this type of Resonance occurs when Basic Resonance is mastered to the degree it can become second nature to be users without taxation on Wavelength reserves and Weapon Amplification can be utilized at will. At this point, the Meister and Weapon will effectively begin resonating with each other a second, simultaneous time. In this instance, goal is not pure amplification. Instead, when the Wavelength of the sender is sent to the receiver, it is matched by the receiver much like in Complex Resonance. It is then imbued into the original Resonance through a combination of willpower and intent focus on the intricacies of their Resonation. This moment of focus is the true mark of skill in the duo as once the receiver shifts their focus to imbuing the Wavelength, the sender must compensate by keeping the Resonance stable alone. It is an intricate dance of give and take and can work either way for the Weapon and Meister, but the results allow for a temporary increase in raw power as well as the natural traits of the Soul of whomever sent the second wavelength to emerge. Notably, the traits that manifest can shift over time as an individual matures, and emotional turmoil can make the entire process unstable, resulting in temporary Rejection.
Considered the epitome of Resonance, Perfect Synchrony occurs when two different souls reach a state of Resonance wherein their individual Wavelengths nearly become one. This Resonance is described as "one Soul begins where the other ends" and unlike Bond Meisters, this Resonance is emphatically more powerful than Basic Resonance. A state of Perfect Synchrony is often not a technique, but more of a fluke. When two Souls become fixated on the same thing with great intent, such as revenge or grief, it is possible for those overwhelming feelings to create a temporary form of this Synchrony. Otherwise, it often takes years or decades to be able to achieve this state, and even then it is not typically for long as it is extremely taxing on the Souls involved. The end result however is a state of great power in which the full potential of all parties is utilized. This technique is considered the Nirvana of a Meister-Weapon duo and has not been seen since the prime of Spirit and Stein.
These techniques are conditional and can rarely be recreated. For example, the Legendary Technique Demon-Hunt is an evolution of Witch Hunt that requires the user show great courage and resistance to Madness to utilize. Much like Perfect Synchrony for those impassioned by emotion, these techniques require very specific circumstances to happen. When they do, however, the end result are some of the most powerful Resonance Techniques ever seen in the DWMA and rival or even surpass those of a Shinigami or high-tier Witch. These techniques gain their moniker as their use is often one-time and "the thing of legends" that are passed down in the DWMA.
Magitech, shorthand for Magical Technology, is a recent and highly influential field of study lead by Professor Heath Davis of the DWMA. On the most fundamental level, Magitech is the use of Inert Mana in the form of Mana Crystals to power Rune Magic with the end result of magical effects without including a dedicated caster. The common and effective use of Magitech has been a revolution in portable energy as Mana Crystals with specific electric conversion Runes can result in battery lifespans far greater than any known battery type prior. This revolution has both paved the way for innovations to become more cost-effective and common, such as electric cars, as well as shifted the developed world using these electrical devices into a more consumer economy via replacing many rechargeable items with budget-friendly, environmentally friendly Mana Crystal modules. It is this large integration of Magitech concepts into existing consumer electronics that led the way to the term "Magitech" for common usage; it was coined by the people using it, not its inventor or a market executive.
1.1 Mana Crystals
1.2 Runes & Micro-Runes
1.3 Calculation Magic
1.4 Teams behind Magitech
2. The tl;dr
At the very heart of all Magitech are Mana Crystals. As one might determine from the name, a Mana Crystal is Inert Mana condensed into a stable, crystalline form. The process for this was pioneered and refined by Professor Davis and in its refinement has resulted in Crystals with higher qualities resulting in more condensed mana, resulting in an overall greater volume-to-energy ratio. Mana Crystals are notably extremely lightweight with a Crystal approximately the size of a triple A battery weighing approximately 2.2 grams, between five and six times less than the battery counterpart. Notably, Mana Crystals are limited in the shapes they can form, thus it is more common for thin devices to have multiple crystals arranged in thin, parallel matrixes. Mana Crystals do not naturally dissipate or weaken, only degrading when being consumed by an appropriate magical field as a fuel source. When a Mana Crystal is completely depleted, its internal structure fails and it will lose its physical form, reverting what little is left of its structure as Ambient Mana. The process to convert Mana into a useable form of energy by devices is also very efficient, in part because there is next to no loss in the conversion Mana into Electricity via Runes and subsequently nearly no heat generated in this process. This efficiency combined with the lack of a waste byproduct result in an eco-friendly battery system superior to the Lithium-Ion Generation. However, Mana Crystals cannot be "recharged" as they simply dissipate upon use. This flaw is mitigated massively by the sheer capacity of power Mana Crystals retain. For example, a standard Smart Phone prior to Mana Crystals would have a Lithium-Ion battery rated at a capacity between 4800-5400 Mahz and would last through roughly one day of moderate use. A Mana Crystal equivalent would be a series of eight small Crystals in a parallel sequence and would be rated at approximately 400,000 Mahz. Thus with moderate use, a single Mana Crystal battery insert could last between two and three months. For all of these benefits, Mana Crystals and Runes have found their way into all forms of technology, transitioning to budget-friendly, eco-friendly disposable battery packs and even replacing otherwise disposable devices.
Mana Crystals, at their smallest, can be approximately the size of the ball of a ballpoint pen and their largest form factor are 32cm (a little over 1 foot) used in industrial machines. Mana Crystals were originally produced in small batches using a series of magical fields that provided eight points of force on the Inert Mana from all sides into a chamber where they were trickled in at a constant rate via four pieces of tubing that compressed the inert Mana over time until it reached a stable form. These Mana Crystals are known as "first generation" and were inefficient and time consuming to produce. On an industrial scale, the method for the now-in-production second generation of Mana Crystals uses a series of tubing created rhombus-shaped square netting that matches the naturally occurring form of the crystals. The netting is compromised of multiple layers of tubing that is then filled with Inert Mana and uplifted by a Magical field propelling at a set rate upward to preserve the form of the netting until all of the Inert Mana is set. Once the tubing is filled, it is compressed from all edges by powerful Magical fields from anywhere between thirty seconds to two hours (depending on size) to create mass-produced Mana Crystals. Second-generation Crystals are inherently inferior due to the forced manufacturing process, but take days or even weeks less to create. Mana Crystals are notably very simple and cheap to make en masse with entire factories being operated by just a few technicians, a handful of finely calibrated machines, and everything down to the delivery trucks being fueled by Mana Crystals in some way with a virtually inexhaustible source of power and using less than a percent of the power created each day.
Runes and Micro-Runes
If a Mana Crystal is the fuel, then Rune Magic is the engine. Runes are the fundamental mechanic of Magitech and are found by necessity in every Magitech appliance imaginable. Runes are permanent objects inscribed with magical lettering using a specific inscription tool, either a powerful demon tool or a personalized magical applicator--depending on the application. Runes can either exist in the form of letters or engravings and can exist on most objects. The inscription left performs a magical function, depending on the skill of the individual performing the inscription, and will last until triggered or until their mana reserves deplete. The most powerful ancient runes have existed for centuries, although without a source of Wild Magic to replenish them, no runes older than six hundred years old has ever been found active.
By their nature, Runes are extremely versatile. Typically used to enhance spells, in rituals, as traps, or to form barriers, Runes have a dedicated place in traditional magic as they allow for added layering to spells by creating them beforehand. This versatility has been pushed to the extreme with Magitech. Runes have taken on entirely new applications. Rune Magic formerly had two schools: perfect Runes and additive Runes. Perfect Runes were once considered the pinnacle of Rune Magic as the skill of the inscriber could, with sufficient skill, time, and power, replicate high tier spells in a single rune for prolonged periods of time, in some cases even outperforming their natural spellcasting. These runes were a single, often large, and always complex design that required impeccable accuracy and focus. Additive runes, by contrast, were simpler Runes that were often made in haste as traps, chained together to achieve similar but lesser effects as Perfect Runes by novices, and were commonly used to alter or enhance a spell from the user in a way they could not. Magitech forgoes the once superior Perfect Runes to utilize complex chains of modular additive Runes to achieve magical effects that were once considered impossible.
Magitech devices have went through many iterations, using both mechanical and later more complex magical pathways to choose which Runes to use in sequence depending on feedback input. The most primitive of Magitech required manual alterations to a Rune Sequence to change the effect of the Runes, but advancements in feedback systems created using Runes and a system of switching between Runes by diverting mana pathways using a hybrid magic-electric circuit have create "Smart" Rune Sequences, allowing now for Rune Magic to seamlessly be applied to real-world, every-day applications. This is typically achieved by creating a feedback loop in which a sensor reads out a level relevant to the effect of the Rune Sequence, is triggered beyond a certain threshold, and subsequently alters the circuit pathing of the Rune Sequence to adjust a preset in the sequence until the outcome reaches a desirable result. This requires finely tuned sensors, circuits, and of course precision tuning by the engineers behind the device, but the end result existed comparably to equivalent electrical-based devices.
Micro-Runes are the next step in Rune Magic. Micro-Runes are created by magic-adept engineers utilizing what are effectively 3D printers and circuit board layouts to create the smallest of Runes to create incredibly compact, yet still precise Runes. To a master of Rune Magic proficient in creating Perfect Runes, even these Runes would be considered crude and rudimentary, but with them layered in complex, long sequences, the effects they can create afterwards are comparable to Perfect Runes. These Micro-Runes in mass production are responsible for the replacement of many standard electrical devices with Magitech. For example, mobile phones using Magitech use a series of Runes that convert the Inert Mana from a Mana Crystal into electricity and afterwards goes through a series of runes that dictate the amperage and voltage (thus wattage) used to power the device per normal as the electricity at that point is in stable, useable form. The Rune Sequence is still not finished, however, as sensors from the mobile phone may show usage demands more power, thus uses a feedback system that indicates to the Runes to increase draw from the battery, and in some cases for higher end phones can even use specialized micro-runes to cool the mobile CPU or even graphics unit on devices with a dedicated chip. This type of complexity and integration is seen all throughout the world on high-end consumer devices.
It goes without saying that Calculation Magic plays a large role in the Rune Magic behind Magitech. The precision needed to create the exact parameters for these Runes are often not factored by the Rune Witch behind them, but a practitioner of Calculation Magic that instructs the Rune Witch what to inscribe. While this is a lesser part of the system, Micro-Runes and their sheer precision in applications would be impossible without the communication and work of both branches of magic.
Teams behind Magitech
While Professor Davis is considered the father of Magitech, he is by no means entirely responsible for its advancement. It is important to note that Magitech is a marriage of multiple forms of Magic and technology, thus there are experts in multiple fields that pour their research and lives into Magitech application. Electrical and Mechanical Engineers, Healthcare and Therapy Specialists (in the case of health or prosthetics), elite Witches, Rune Witches, Specialists in Calculation Magic, even specialists in computer design, computing language, and software engineers creating and updating the tools used to make Micro-Runes and push the field forward all play a role, and that hardly begins to scratch the surface. To integrate Magitech into a specialized field, it requires the Specialists of that field work with a team of Magitech specialists to find the bridge to doing so, and often this process leads to creating different teams for the different needs of that task. Needless to say, Magitech is no longer the niche application of lesser-used Magic as it was in the passed and its inclusion has some of the world's most brilliant minds working to further it, all under the DWMA.
The tl:drMagitech primarily is an "upgrade" to most current technology, but only in rare cases is something entirely new. It's most prominent feature is its efficiency of conversion and power-to-volume ratio. On average and depending on quality, a Mana Crystal (or series of them) can hold 60-90 times the amount of power in it as an equivalent sized battery, and is much more ecofriendly. Beyond that, there are some uses for Magitech that current technology cannot create simply because Magic can, but these are far more rarely seen and not precisely for commercial use. In most first world countries, Magitech versions of most devices are everywhere. They have not completely "taken over" the world, per se, but it's quite common to see electric-magitech cars, Magitech versions of smart devices and most battery-operated devices, and even a lot of uses in Healthcare, for example insulin monitors for diabetics or longer-lasting pacemakers.
The Reformed Monster Clans is an association of multiple Monsters or otherwise non-human entities within the world that have joined forces with the DWMA and Guild of Magic to maintain a neutral peace between themselves and humanity. Animosity between most other races and humans has existed since the dawn of time, resulting in no recorded event with a long term peace between races--the few existing examples often being small-scale mutualistic relationships formed with undeveloped villages. This movement to a larger scale peace has been attributed not only to the sealing of Kishin Asura, but the example set forth by the original Wiccan Council and DWMA forming what has been the longest-running period of peace between humans and any other race. As it stands now, the Reformed Monster Clans is still primarily kept out of public eye, but is a well known establishment within the DWMA.
1. Included Races
1.2 Monster Cats
1.6 Magical Creatures
2.1 Roles within the DWMA
2.1 Integration into Society
While Free of the Immortal Clan is the most prominent example of a werewolf, there are other Clans of Werewolves within the world, many of which have opted to join the Reformed Monster Clan. To day, six of the ten (formerly eleven) known Werewolf Clans have joined as a Reformed Monster Clan. Each Werewolf Clan has different traits with the most famous being the immortality of the Immortal Clan. While most werewolves boast an impressive healing factor, none do so to the extent of the now-extinct Immortal Clan. With the exception of the Sanguine Clan, Werewolves are a humanoid genetic clan, so it is impossible to "convert" humans into the clan. The Sanguine Clan is the exemption to this as their blood can cause a potentially-lethal metamorphosis within humans into a Werewolf, however, it is unlikely they will possess the trait to further transform humans as the trait they inherit will be random based on their genes. This, in theory, makes it possible for the Immortal Clan to return during one of these conversions. Notably, the Sanguine Clan has always remained a small, independent Clan and thus did not join the Reformed Monster Clans. With all but two Werewolf Clans possessing the ability to take human forms, Werewolf integration into society has been relatively easy, with some of them going as far as leading normal lives. Much like humans with the Weapon Gene, it is common for second-generation Werewolves to be sent to the DWMA to train their abilities if they begin to manifest, typically between the ages of 4-8 years of age. With that said, Werewolves as a race typically have inherent anger issues, can be susceptible to bloodlust, and do require training to master their transformations, so time spent learning to control these qualities within the DWMA is considered hugely beneficial for the sake of a stealthy integration into society. In terms of genetics, the offspring of a werewolf and a human have approximately a two-in-three chance of being a werewolf and if so, their traits are equal to that of their parents--meaning that second generation (or further) werewolves are not "weaker" than their parents. Instead, the werewolf gene becomes more recessive with each subsequent generation, making it more rare to manifest.
Cutem Clan: Known for their unique ability to perform partial werewolf transformations and arguably having the greatest control over their transformations, the Cutem Clan is one of the two closest tied to the DWMA and Reformed Monster Clans. Significantly skilled members of the Cutem Clan can perform unique full transformations that may favor raw strength, endurance, agility, or durability at sacrifices to the other attributes.
Gelid Clan: A relatively small clan of artic werewolves, known for their skills in digging (even into ice), white pelts with blue eyes (retained in their human forms with white hair and blue eyes), and in some cases innate ice magic, although typically weak and more instinctive than controlled. This clan is small and rare enough that they are typically loners and if join the Reformed Monster Clans, are on an individual basis.
Leto Clan: A clan mentioned by Regal and from Brazil. WIP.
Lunari Clan: A small Clan of werewolves whom can only transform in the presence of the moon and whose werewolf form is directly related to the cycle of the moon. While they can control themselves in this transformation, learning how to is often more difficult due to this cycle. At a full moon, the transformations of this clan are often regarded as the most dangerous amongst all werewolves. Most are aligned with the Reformed Monster Clan, but there are outliers.
Sanguine Clan: The smallest Clan and most controversial. The Sanguine Clan is capable of transforming normal humans into werewolves of a random clan by allowing them to drink a significant amount of their blood (typically 250cc+). This Clan is highly secretive and not involved in the Reformed Monster Clans.
Ungu Clan: A relatively large clan found in South America known for their tribal nature and their natural forms being that of werewolves instead of humans. While born human, at age 2-3 they permanently transform into a werewolf state and would require training to revert back. This is rare, however. They are not part of the Reformed Monster Clans, but have an armistice with local governments and the DWMA; primarily only feud amongst themselves.
Vena Clan: The largest clan by population and bulk of the werewolves in the reformed Monster Clans, the Vena Clan have extremely acute senses of spell, hearing, and sight. They are social creatures and known for their pack hunting skills.
Note: Werewolf Clans were intentionally left ambiguous to allow creative opportunities. These may be discussed with a GM.
Monster Cats, like Blair, are not Witches, but they're also clearly not humans, either. Monster Cats, unlike Werewolves, are actually entirely feline in nature and have a human form developed over time. Monster Cats can either mate with humans or felines (or other Monster cats), and the offspring will be whatever the secondary parentage originally was. Pure Monster Cat breeding, much like felines, often results in entire litters. Young Monster Cats, or Monster Kittens, do possess many magical traits nor can they transform. Their Magic and abilities grow as they do as does their intelligence, typically leading to this race being self-sufficient in its raising. Monster Cats have actually been integrated into human society for centuries with few incidences. The Monster Cats subsequently have joined the Reformed Monster Clans, but mostly as a formality.
Note: Monster Cats have Monster Cat souls and thus cannot perform Soul Resonance with a Human. If Monster Cat/Human(Weapon) child has a Weapon Gene, they would effectively act as any other weapon.
Bloodsuckers are notorious, devious, and typically quite sinister. Very few have joined the Reformed Monster Clans and in most cases, it is a single individual doing so. Even other Monsters question the validity of Bloodsuckers joining the Reformed Monster Clans, but opportunities have been provided for the sake of fairness. Bloodsuckers are considered a type of undead and cannot naturally procreate. Their method of reproduction includes Ritualistic Magic with one of the reagents being the blood of a Bloodsucker. This ritual is inherently banned and in the rare even a Bloodsucker of the Reformed Monster Clans would want to sire another, this requires a request from the DWMA and counseling to the individual requesting to become a Bloodsucker. Because of the changes that happen in undeath, resonating with a Bloodsucker considerably more difficult. It is not impossible as Sid Barrett has debuted the ability with speculation that his skill with the Soul Arts in life assisted in doing so in death. It is possible for a human with a weapon gene to be sired, thus it is possible for a Bloodsucker to act as a weapon. This normally does not occur until adulthood, however, as even upon request the ritual for the transformation is banned before the age of 25.
Zombies of the same caliber as Sid Barrett are incredibly rare and his resurrection by Franken Stein is often considered a unique scenario. While the exact methods used by Stein are entirely unknown, the hypothetical creation of more Zombies has been banned until further understanding of the process occurs. Zombies, much like Bloodsuckers, have difficulties resonating with living beings. Lesser Zombies cannot at all, although that may be due to lower brain function. Greater Zombies typically possess an affinity with the Earth itself, being able to tunnel through the Earth at alarming speeds with their bare hands and often move chunks of stone or Earth they otherwise would not be able to. Zombies do not possess increased strength or decreased agility, but due possess a nearly unending amount of endurance and stamina. Zombies do not need to breath or eat. Notably, Sid Barrett found rest upon the death of Franken Stein, so it is theorized his creation was directly tied to Stein. Zombies possess a purplish-blue hue to their skin, hollowed eyes, and an increased susceptibility to fire. The abilities Sid Barrett possessed as a Greater Zombie are considered directly attributed to his raw skill and talent in life, having been a Three-Star Meister at the age of 25.
Note: I don't really expect a greater zombie, so I don't really have an opening for them here. If you're interested, send me an idea.
The Jorguün, or more commonly known as Giants, are an ancient race whom originate from the South Pole. As a whole, the remaining Jorguün--especially those of pure blood--are isolationist, remaining in their tribes within their frozen, otherwise uninhabited homeland. The pure blooded Jorguün are a highly unique, interesting race with several defining traits. The Jorguün may stand anywhere between eight and thirteen feet tall with absurd strength, durability, and resistance to the cold. Their lifespans individually can range from a few hundred to nearly a thousand years of age. Their eyes are a piercing blue, their skin pale, their hair golden, and their stature intimidating. Most notably of all, though, is the near immunity they possess to magic. Their homeland is a dead zone for all Magic. The frigid South can be considered a Black Hole for Mana, draining even the most powerful Mages dry within hours on the outskirts or mere minutes at its core. The Jorguün are not only manaless, but possess an incredible dampening affect on Magic around them. To a pure-blooded Jorguün, most high tier spells dissipate before even reaching them and even few powerful ones of the elemental nature would have the potency to damage their tough skin. Even more rare are the Shamans of this tribe, always-female and smaller in stature, but acting as the Spiritual leaders for the tribe. These Jorguün are considered, at best, one in ever ten thousand, and are more human in appearance with a touch of otherworldly beauty. Much like Earth Shamans, Jorguün Shamans can commune with the land itself and sculpt their ice-covered homeland as they see fit through this communion in a feat that resembles enchanting, although done entirely without mana and on a much larger scale. These Jorguün are the only ones capable of communicating with others, if need be, as they can do so through the Earth itself. No other pure Jorguün is known to speak any worldly language beyond their own.
The pure-blooded Jorguün have played little role in the world, however, due to their isolationist nature. An off-shoot of the Jorguün formed after a Jorguün Shaman and a group of defectors left their tribe and intermingled with humans became the first hybrids, specifically the children of the Jorguün Shaman. These children possessed "Snærblóð" or "Ice Blood" from their Jorguün ancestry. These men and women lived long, healthy lives with increased strength and endurance, but also possessing varying degrees of magical resistance or immunity. This small family eventually grew into a tribe and eventually a small sea-fairing culture. A warrior culture. They became raiders and incredible warriors, in part due to their generations of experience. It was not uncommon for a great-grandfather to fight alongside his great grandson and still nearly be in his prime, but with decades of experience behind him. Combined with their resistance to magic and incredible physical traits, they became a terror known the world over, inspiring many myths and legends.
But before an empire of these Jorguün descendants could dominate the ancient world, an immature Lord Death took it upon himself to combat them. Their endeavors were not initially successful due to their might and the relative lack of influence Lord Death had at the time. However, their immunity to magic created an unlikely alliance: Maba, recently having taken over the Wiccan Council, offered to briefly ally with the Shinigami in his plight. How would Witches combat a foe resistant to Magic, however? Not through direct means. Maba, with the assistance of Lord Death, performed a ritual that involved capturing and sacrificing one of the pure-blooded Jorguün to curse their race. The curse was not a direct magic, but a plague that ravaged their race and caused those infected with it to become sterile and weaken without the presence of magic, which their bodies could not absorb. Weakened and now thinning in number, Lord Death was able to subdue them by playing the long game and waiting them out. This tactic was ultimately successful, but caused a considerable amount of backlash and distrust at the time. The ritual was considered cruel, even for such a violent race, and the sacrifice required even caused a considerable amount of disruption among the Witches that lead to centuries of internal conflict.
It was not until centuries later with the help of Eibon that the original curse was undone, but by that time the original Jorguün were dwindling in number and those that possessed this Ice Blood were of the more diluted genetics and found ways around the curse. In present day, the Jorguün remain an isolationist tribe with an extreme distrust of the outside world, especially that of the Shinigami and Witches, and those that possess the genetic trait of Ice Blood are countless generations from the original Jorguün. Those with Ice Blood today are still typically taller, stronger, and sturdier with a natural resistance to Magic, but no longer have the extreme immunity to cold or longevity. Most hardly know its part of their history. It is not uncommon for those with Ice Blood to become Meisters due to their physical prowess, leading to the always-awkward and sometimes upsetting explanation of the history of their bloodline.
Note: While pure-blooded Jorguün are not intended to be a playable race, descendants with the Ice Blood trait are.
Ghosts do exist and many of them opted to join the Reformed Monster Clans. While some Ghosts are inherently malicious, some are merely tethered to this plane for unfortunate reasons and mean no one any harm. Ghosts cannot perform Soul Resonance, although some may be inclined to Magic. Notably, even the Ghost of a powerful Witch would barely begin to match their living counterpart. Some sub-types of Ghosts, such as Banshees, are almost universally malevolent and do not make this list. In this world, a Ghost is considered anything that has or once possessed a living soul that for one reason or another did not move on and subsequently took form in what is referred to as ectoplasm. It is possible for any race and even animals to become ghosts. Unlike Zombies or Bloodsuckers, Ghosts cannot resonate with the living. Many can, however, combine their forces with other Ghosts to enhance their abilities in a similar fashion, although this typically occurs during a haunting or at a nexus where the souls are tied.
Note: Ghosts are not intended to be playable characters.
Magical Creatures is a broad term that encompasses multiple types of paranormal creatures. Mythological creatures that once were more prosperous in bygone eras--benevolent or otherwise--as well as bestial creatures of lower intelligence. Most magical creatures that have joined the Reformed Monster Clans have done so much more recently after seeing the relative success of the association and primarily desire to be left alone and communicate their non-hostility. The vast majority of Magical Creatures (that are not categorized as Ghosts) have a non-human Soul, thus making any form of Soul Resonance outside of their race incredibly difficult if not impossible. Many consider the Magical Creatures category to be a "miscellaneous" category as most species of Magical Creatures left in the world are small and sparse in population with little to no structured system of governing. Notably, the more feral or malevolent of Magical Creatures still do exist and appear as targets for the DWMA, so requisitions for joining the association are handled on a case-by-case basis and often even an individual-by-individual basis much like Bloodsuckers.
Note: Magical Creatures are not intended to be playable characters.
The Guild of Magic has made leaps and bounds in Housing for the Reformed Monster Clans in terms of placement. With human expansion and encroachment destroying entire ecosystems, finding and creating safe places for species that often have a negative perspective around them presented a major challenge that in and of itself was once a stopping point for ever creating the peaceful coexistence of these species. The Guild of Magic has since created magical fields and biomes in otherwise unhospitable areas of the world for these creatures. Werewolf Clans and other terrestrial Clans that do not wish to immediately rejoin society have plots of land cut out for them and magically terraformed inside of painstakingly created barriers within the Mojave Desert. These biomes can act as entire towns and and small communities and can even appear to be an oasis in the desert for these Clans. In other situations, magical barriers across the world have been erected for Clans that cannot relocate, including the Ocean and Rain Forests, that the DWMA has protected under a treatise with the United Nations--although it is not disclosed what specifically they are for. While this can be misleading, there are many zones in the world considered too dangerous for human interaction due to the Wild Magic or natural phenomena there, and it has proven relatively easy to explain away these "quarantine" zones as such.
Roles within the DWMA
With the push for peace amongst the races, some have taken the next leap from simply being housed by the DWMA to working for the DWMA in some capacity. It is not uncommon to see certain Magical Creatures tending the grounds of the DWMA or even ghosts within its library assisting with historical knowledge. It is quite possible to write a report on 16th century literature from a French noblewoman that was alive during the time or over the Black Plague from one of its victims. While it would be easy to believe that the integration of Magitech into the DWMA has pushed it into a new technological age, it has also touched base with more of its magical roots with some of its alternative-species citizens. And, the two are not mutually exclusive. Within Death City, it is not outside of the norm to see your mail being delivered by a pixie talking on their bluetooth headset or a Monster Cat playing Candy Crush on the latest Magitech DeathPhone.
Integration into Society
Not all races can so easily blend into normal society, but for those that can, the DWMA has taken great strides in hiding their identities and fitting them into human society. Some lead normal lives, have relatively normal families, and some might even be the author of the next best seller or your favorite podcast--and you may never know. The most common race for this are Werewolves and Witches, although Bloodsuckers are a technically a possibility as well. While disclosure of their true bloodline is discouraged, there does exist protocol for how to approach disclosing it if they so choose (for such as a romantic partner) and in the cases of Werewolves and Witches, support for families depending on their if their children manifest magical or bestial traits. The DWMA has expanded to included classes for Werewolves and Witches in its NOT program for those that wish to rejoin society once they learn to control their abilities.
Madness a is a broad term referring most often to the phenomena of abilities manifested by a corruption in the Soul. Madness is more complicated than this narrow viewpoint and exists on a spectrum. On one side of this spectrum are those with virtually no signs of Madness, mental or spiritual, but do still possess it; on the other are beings like Asura, entirely and permanently and engulfed by their Madness. Madness thus can exist at every point in between. All beings whom possess souls--living or dead--have some modicum of Madness, even those that possess Wavelengths that combat Madness. Madness as it is commonly understood is a corruption of the Soul, but it inherently does not begin in the soul. "A Sound Soul dwells within a Sound Mind and a Sound Body" is the motto of the DWMA for this very reason. While Madness exists in every soul, it is most closely related to the mental status of an individual it resides within. Sentient beings are more prone to Madness as their higher levels of intellect give Madness and its complexities give Madness more fuel to grow. It would be accurate to state Madness is primarily a mental health issue that goes unrecognized until it becomes a Spiritual one in someone powerful enough to manifest it outwardly.
1. Early Madness
1.1 A Normal Soul
2. True Madness
2.1 Madness Overview
Madness Wavelength (Normal)
Madness Wavelength (Advanced]
Madness Wavelength (Godly/Kishin)
3. Managing Madness
3.1 Inactive Madness
3.2 Active Madness
3.3 Calm Mind Training
4. Other Madness Forms
4.3 Carriers of Black Blood
Early MadnessA Normal Soul
A Normal Soul, living or dead, sentient or non-sentient, will contain at least the tiniest fragment for potential madness. Call it a seed, call it a spark, call it dormant--it doesn't matter. It's there. In a normal person, however, that tiny touch of Madness is not a detriment. If anything, it can be argued that it is a positive, healthy thing. Most forms of Madness are caused by a fixation or urge, but in the correct amount, they can represent an individual's passion or part of their core personality. Madness in this case is a misnomer. Madness is the term given to the phenomena when it grows into a problem. Scholars have debated on changing the terminology, but both Kidd and Lord Death before him insisted on retaining the term due to the inherent danger of Madness when it goes unchecked. Madness is much more apt to grow in sentient beings. Creatures of lower intellect have less opportunity for their Madness to reach later stages, often making Madness within them related to environmental factors, reactions to other Madness Wavelengths, or somehow otherwise triggered. Beings of higher sentience have more intricate minds capable of fostering the growth of Madness naturally, whether it is due to trauma or raw fixation. This is common with people of great passion or focus, such as artists or scientists. However, fixation is just one of the nutrients needed for Madness to grow: the others are a strong soul and subsequently the strong body that helps make it. This makes Madness of those that follow the Martial paths much more dangerous and prone to furthering Madness as it has more to feed from.
Whether by some genetic trait, a personality disorder, an influence of psyche, or a unique circumstance such as following the Path of a Warrior/Demon, some souls are more sensitive to Madness than others. This includes being affected by a Madness Wavelength or simply developing it over time. It is possible to be Madness-Sensitive without being Madness-touched as one can demonstrate none of the mental signs of being Madness-touched, yet still remain sensitive. Almost every MIBVI-survivor is Madness-Sensitive and any individual, even if they have returned to effectively a Normal Soul from a Maddened State, will forever be Madness-sensitive. Those that under go Calm Mind training will still also retain their Madness sensitivity, they will simply have more barriers and time before it reaches them.
The term 'Madness-touched' refers to either an individual that has recovered from more advanced Madness or has developed beyond what is considered normal for a Soul. At this stage, the Madness does not demonstrate spiritual or physical manifestations, but more so affects the thoughts and behaviors of a person. Being 'Madness-touched' is common for survivors of MIBVI and those that have encountered Madness of a considerable period of time. For those that are returning from other stages of Madness, this stage is unfortunate as it is likely the closest to normal they will ever achieve, although with sufficient time (typically in the form of a decade or longer), it is possible for a Madness-touched soul to return to normal. It is also important as this stage shows when a Normal Soul is beginning to take on deeper levels of their Madness. At this stage, an individual will become hyper-fixated on the source of their Madness, or sources in some cases. They will be more prone to verbal and physical outbursts. They will act on their impulses and urges to the degree of being out of character for their normal self. Many consider the worse stages of being Madness-touched to being akin to becoming unhinged. However, at this stage, it is still possible return from their outbursts and calm down, unlike at other stages.
True MadnessMadness Overview
Madness, at its core, is a force unlike any other in the Universe. It is not inherently of the soul, instead the soul is where it resides--like nodes it can travel between. Madness is not magic, psionic, or Divine. Madness its entirely its own entity. Madness, once it has manifested, is not a sentient being and is best described as a force of nature. It is like an infection of the soul, spreading from one to another through an aura (a long-range, passive Wavelength) exuded by those with it. When in contact with this aura, the Madness inside even normal souls feeds on the aura, growing exponentially and independently of the state of the Soul they reside in. In fact, this growth will have an adverse affect on the mental health of the soul being affected, eventually driving them into their own unique kind of Madness. This constant spread to all souls around it and the vicious cycle of maddening normal souls is the normal state of Madness, if it is allowed to manifest. This is the force that the DWMA above all fights to avoid.
Madness Wavelength (Normal)
A standard Madness Wavelength is that exuded by most individuals that have progressed passed being Madness-touched. A Madness Wavelength in many cases will override any Unique Wavelength of the original Soul, although that is not universally the case as sometimes they will mesh together. A Madness Wavelength is almost always long range (with the range depending on the raw strength of the soul of the individual), passive, requires no energy to maintain, and is uniquely different than Soul Wavelengths. Anti-Madness training does exist to combat the effects of a Madness Wavelength, most commonly called Sound Mind Training, that is a form of combat-applied meditation to help reduce this. However, this training is unique to reducing the effects of Madness and typically has little impact on other Soul Wavelengths, making it a specialized type of training. Abilities that protect against Magical or Psionic effects also have no impact on resisting a Madness Wavelength. A Madness Wavelength has two otherwise noted effects. Firstly, it is typically more powerful than a regular Soul Wavelength. Any ability utilizing Soul Wavelength will substitute the new Madness Wavelength and thus be multiplicatively stronger dependent on the intensity of the Madness. At early stages, this can be two to three times more powerful. At later stages, this multiplier can range as high as ten. Secondly, the area of effect aura created by the Madness Wavelength will begin to grow the Madness inside of all souls in its area of affect at a rather quick rate; for those that are Madness-touched or otherwise predisposed to Madness, this can occur within minutes. For the average One-Star Meister without training, the time limit before becoming Maddened entirely is approximately twelve minutes.
Madness Wavelength (Advanced)
An Advanced Madness Wavelength is significantly more powerful in both potency and range. Depending on the raw power of its owner, it can reach ranges of 100 meters and would cut the One-Star Meister maddening time in half; those that are Madness touched would be affected nearly instantly. More notably, however, is not the increase in potency, but that an Advanced Wavelength is one that has matured to specifically exude the Madness of its owner. For example, an individual with a Madness of Power would not only feed the Madness inside others, but would over time make them all lust after power, however their psyche interprets such. Advanced Wavelengths are incredibly rare, even among those with Madness Wavelengths, and typically require an individual that has had time to mature their Madness and control its abilities.
Madness Wavelength (Godly/Kishin)
Madness Wavelengths of this caliber are undoubtedly the most powerful. Lord Death and Kidd both possess the Madness of Order and the aura exuded is enough to cover all of Death City, and then some, so such a degree their souls cannot be seen up close. The Madness of Order, in this instance, is partially responsible for the harmonious activity within the DWMA and the ability of Lord Death and Kidd to have formed the alliances and even the DWMA in general over the countless centuries. Conversely, the Madness of Fear from Asura has had the ability to seep into the world nearly globally, and drive even some experienced Meisters immediately Mad. While the sheer potency ranges from example to example and has been empowered by various Demon Tools and objects, a true Kishin and Shinigami are comparable nonetheless.
A Maddened Soul is the state directly after being Madness-touched. It is defined in two parts: 1) when an individual cannot of their own volition return to a calm state 2) when the soul begins to exude a Madness Wavelength. In this stage, the individual will also benefit from the power boost from the Madness and begin to lose some of their auxiliary personality traits as their entire being becomes consumed by their Madness--whether it be theirs or another's. Maddened Souls are not beyond saving, however. Maddens Souls that have not commit heinous or egregious acts, such as consuming a Human Soul, murder, or rape, may be returned to a Madness-touched state under circumstances such as being calmed by Healing Wavelength, certain high-tier Spells, or Madness Inhibitors. This is a time-sensitive and extremely difficult process, however, as one a soul becomes too corrupt, it cannot be redeemed, and thus the only method of salvation is execution. This was the original purpose of the Shinigami's List.
A Corrupted Soul is the state a Maddened Soul reaches one it has delved into its impulses to such a degree, there is no return. This is not always exclusive to heinous acts, but can also be brought on by giving in repeatedly to urges or remaining fixated on a single element of their Madness for too long. While this state can be achieved in one singular, terrible act, it can also be a slow burn akin to staring too long into the abyss. Once a Soul becomes Corrupted, their is no Spell, Ritual, Tool, Wavelength, or technology that can save it. This soul is the beginning of when one is truly damned. Corrupted Souls are considerably more dangerous than Maddened Souls as these souls have also typically had the time to begin utilizing their Madness Wavelength and gaining new abilities due to it. Abilities of a Madness Attack vary from user to user, such as Arachne inducing illusions or the ability to attack with a physical manifestation of Madness that further infects the mind. Corrupted Souls, with sufficient training and time, may evolve their Madness Wavelength from Basic to Advanced, branching out into an entirely new set of abilities and danger.
An Infernal Soul is both a rare and unique instance of a Corrupted Soul achieving a transformation in their very beginning. An Infernal Soul is often considered the in-between step between a Corrupted Soul and a Kishin, and is still considered a world-ending threat. It is possible to become a Kishin without an Infernal Soul, but in some cases it is necessary. An Infernal Soul will possess an Advanced Madness Wavelength and all of the abilities of a Corrupted Soul, but is marked singularly by one change: they can consume human souls. Unless a Corrupted Soul is a weapon, this feat would otherwise be impossible. An Infernal Soul thus is dangerous due to its new potential, but also much like a Demon Weapon, it will grow indefinitely in power as it consumes Human Souls.
Managing MadnessInactive Madness
Those that are Madness-sensitive or Madness-touched are not immediate threats, and thus the actions for them are primarily pre-emptive. Therapy, counseling, medication, and avoiding stressors are all important factors in preventing Madness from growing inside of them. Many of these same techniques are utilized to even greater degrees in Project F.A.T.E., for active agents with ongoing trauma, and for retired agent of the DWMA. These steps are considered equally important to steps for active Madness as they reduce the overall need for intervention with active Madness. Project F.A.T.E. specifically aims at implementing those that are Madness-sensitive or even -touched in such cases where not doing so would put them at higher risk for developing their Madness further.
Any individual Maddened or beyond are considered an active Madness case. A "Madness Outbreak" refers to any time an individual begins to exude a Madness Wavelength, no matter how small. It is possible for these to even be brief for those Madness-touched during an outburst of feelings, verbal or physical, but calm down shortly afterwards. Madness Outbreaks are rare and even rarer are individuals that have truly fell to Madness. The DWMA has only one set of agents trained for true Madness Response and they possess only two courses of action: try to save those that can be and kill those that can't. Because of this, individuals with Healing Wavelengths or Anti-Madness Wavelengths, due to their rarity, are highly encourage and even incentivized to join these teams. Additionally, these teams are often comprised of the DWMA Elite and master assassins from the Hoshi, Star, and Hoshino Clans. Interactions with Madness are not allowed to exist for long--one way or another. Active Madness Teams are all trained with Calm Mind Training and given Anti-Madness collars similar to Madness Inhibitor collars all in efforts to diminish any and all exposure to Madness.
Calm Mind Training
Calm Mind Training is a specific type of training uses for various purposes, but specifically centers on creating mental blocks within the mind of an individual. These blocks can be for various reasons, either to prevent an ability from seeping out or to prevent Madness from creeping in. Calm Mind Training specifically is a purely mental exercise, thus unlike Wavelength Suppression, it has no effect outside of these tasks. However, because the Soul of an individual is directly tied to their mental status, it can have effects on a Soul and subsequently Wavelength as well. Calm Mind Training requires intense focus, time, and dedication to Master, and at its mastery can effectively negate short interactions with Madness and triple the time individuals can be in the presence of Madness.
The mental blocks that result from Calm Mind training are referred to as "Seals" of which there are three. The first is primarily a passive effect unless the individual is overwhelmed, and results an increased resistance to Madness, certain mental effects, and even how their Wavelength may physically manifest or affect others. This seal has the largest drop in relative potency of the user. The second seal is one that requires more active focus to maintain, but is significantly stronger and more versatile. This second seal can be used for both Madness or standard Wavelength confinement and can effect be placed onto another individual if the user is inside their Soul Space. The loss in potency from this seal is significantly smaller, but is stacked with the first seal. The third seal results in near immunity to Madness, but requires such intense focus to maintain that the user would effectively repress most of their personality traits and extraneous thoughts to maintain. The loss in potency from this seal roughly the same as the second seal, but again stacks with the previous two.
Seals inherently are not true barriers, but are the result of intense training to separate the mind and soul, creating a type of "gap" between them. This gap is what results in the delayed onset of Madness, drop in potency of the soul, any potential personality changes, and any potential repression of Wavelength traits. The fundamental training done here is to separate the Mind and Soul to varying degrees. Even with no seals achieved, it is possible for someone who has undergone this training to help pull themselves back from a Madness Outburst by using Calm Mind training to help separate their Mind and Soul while they calm down.
Other Madness FormsKishin
Kishin are beyond even Infernal Souls and arguably are their ultimate evolution. A Kishin is a wholly new entity or species that is not only completely consumed by Madness, but embodies it. The Wavelength they exude has a power equal to that of the Madness of a Godly being. Kishin are incredibly insidious, nearly impossible to kill, and are the virtual representation of the Madness they were consumed by. Kishin are world-ending threats that few, if any, can fight. Even Anti-Madness Wavelengths and Healing Wavelengths alone are often insufficient for actually combatting a Kishin. The Kishin Asura was only defeated by the Kishin Chrona sealing him on the Moon with them. It is difficult to compare or describe the power of a Kishin as each are different and nothing inherently in the world is comparable. While their abilities are not limitless, they are directly affected by the culmination of all things that came to form them.
Clowns are all derivative of "The Clown" which was birthed in the Borscht Seven Factory. The explanation for this is the insanity of the area being so great that the factory machinery itself created the original Clown. Other Clowns are derived from it. Clowns are recreated and can be infinitely due to their Infinite Propagation ability as long as a Asura (or an equally powerful Madness Wavelength) is present and connected to them. Clowns are described as being created from the contagion of Madness itself. Clowns of one Madness may possibly be blocked by an opposing Madness. Clowns are very powerful and very durable, although on average any one Clown may be considered lesser than certain Corrupted or Infernal Souls owners. Clowns Infinite Propagation ability may also be negated by managing to sever their connection to their host madness. Clowns are dangerous due to their ability to spread Madness through various infection techniques, Madness techniques similar to those used by owners of a Corrupted Soul, and ability to infinitely respawn without proper precaution. Most notably above all, Clowns possess the incredibly dangerous Madness Fusion ability, which allows them to fuse with either other clowns or beings with a Madness Wavelength matching their own.
Carriers of Black Blood
Black Blood is a synthetically made bodily fluid created by Medusa Gorgon decades prior in her attempt to create a new Kishin. Black Blood is various abilities, but in regards to Madness, is most notable for its specific Madness it creates which is described as "allowing the individual to not feel fear and "deny" their opponent's souls as well as their own. Because of this, those within the influence of this Madness become more erratic in their actions as well as reckless." This can apply to any individual with Black Blood, regardless of how much specifically, although is stronger in those with more Black Blood, specifically enough to manifest itself such as Ragnarok.
MIBVI is short hand for Madness Inducing Black-Blood Virus and is a synthetically-created virus with origins unknown or intentionally suppressed by the DWMA. Created by merging a virus specifically cultivated to host it and a Black Blood Virion shell, MIBVI was originally considered incurable and caused Madness in those it infected. The Black Blood outer shell infinitely recreated itself in the same fashion as viruses by converting parts of regular white blood cells into Black Blood then coating new MIBVI viruses in that shell once spawned. The Madness MIBVI produced was relatively weak, but created a hive mind of those infected with the soul purpose to randomly attack those around them to spread. As a virus, MIBVI was airborne and could be contracted easily through any bodily fluid. Due to its Black Blood outer shell, even most industrial grade sanitizing solutions were ineffective. Sufficient hot fire or Soul Wavelength use to break down the Black Blood was necessary, but once the virus propagated within the body, Soul Force or even Menace was of no use. Most people infected with MIBVI died of the illness and effectively became walking corpses long before they could turn into Corrupted Souls, but such was still possible. MIBVI was ultimately culled with the introduction of MIBVI Vaccines that could both prevent the MIBVI infection and acted as a slow release for cells to carry a modified Soul Wavelength transmitted through the syringe that slowly broke down the Black Blood virion shell systemically. From that point, without its shell, the MIBVI virus itself was fairly easy for an immune system to fight as it had no other methods to avoid being destroyed by the body. At present, a treatment of three MIBVI vaccines to an infected person has a 98%+ chance of success over the course of 48 hours and a near 100% chance to prevent catching MIBVI for up to 72 hours once taken.