Guide
The Regal Rper
Mad Scientist
Quickstart Guide
So, you're interested in F.A.T.E.?
Fantastic! At heart, we're a story-driven game, but we do have plenty of character-driven moments. We tend to bounce between open posting periods for training, interactions, personal character stuff (all optional), then the more linear style of storytelling for missions and major arcs. In that way, you could argue this is a "hub" style game. The shifting focus of the posts has lent to wonderful collabs, a good amount of character progression, but still with a targeted story so nothing ever feels too directionless. If you've read this far, I imagine you're either curious about the "hook" of the game, you aren't daunted by the length of the lore, or you just haven't thought to check. The "hook" in its simplest form is that we play as problematic agents in the DWMA on their road to redemption. If the Lore has you a bit concerned, read on and let me explain.
First and foremost, you do not need to read all of the lore. You also don't need to read the entire IC. The lore pages are designed as wikia-style indexes with clickable links to make them easy to search for both existing players and new ones. A good majority of the lore pages are comprised of various mechanics that you don't need to know in depth (especially in the beginning) or sets of information for more niche elements of the game, such as Magic, various species, so on and so forth. The basic Meister/Weapon set of character-players aren't even applicable to the fundamentals of magic or Witch Culture. You don't need to know every location, or the exact details of every major event, or the full history of the world. It is there in plain text primarily for those that are curious, or to reference whenever it comes up in game. Essentially, it is designed so that when you first make a character or go down a rabbit hole, you can find relevant information before you come to the GM's; though, we're always open for questions.
So, let's assume that you do move forward if you're still reading this and you want to make a character. The first thing I want to really push out there is the picture of the game that all these lore pages really don't paint. This not a magical school / magical academy-style game, first and foremost. It could easily be; I've put plenty of design into the Magical elements and Witch culture of the game. Regardless, that is not the direction we're going in. The world really is meant to follow the Soul Eater structure. The main plot is designed around the weapon-partner dynamic, that's what we've been pushing the environment to support, and they're meant to be the focal point of the story. The world is also set in the futuristic year of 2067, but it is no Cyberpunk. We follow primarily the manga storyline with a few adaptations from other sources here and there, so the infamous fist-of-hope scene isn't a thing. The futuristic elements of the game are relatively toned down and come in the form of Magitech, not neural VRMMO's, space fleets, or Kang the Conqueror levels of tech. The futuristic elements flavor the world, but don't define it. The characters are generally aged up to around or over twenty, the power scaling plants most characters in the middle of the pack, and we push for creativity and often even niche roles with characters as opposed to direct or raw power.
Mary/Gary Sues need not apply. Warrior Gods and characters stacked with as many traits as Maka Albarn aren't the direction this game is going. Asocial characters tend to sink instead of swim, and antisocial behaviors are intended to be slowly improved even from the beginning. The defining trait of the characters in this game is that they are in the F.A.T.E. Program, which is basically the last straw before you're entirely removed from the DWMA due to either behavior, danger, trust issues, or whatever else it may be. Characters go through a psych eval and therapy to reach a field-ready state, so while friction is bound to happen and arguments arise, we don't typically have incredibly toxic or volatile outbreaks, and if so, they tend to be a major plot-defining event. That said, it's also incredibly hard to fit in a nice-to-everyone, super kind, considerate character onto the roster, as typically behavioral issues are one of the main reasons to be in the program. Again, we strive to push creativity and unique character designs/identities. Transplanting your old Soul Eater OC to this world is often significantly more difficult than just creating a new character.
Now, if I haven't managed to scare you off yet and you're still interested in creating a character (or what it would take to do so), I do have a few direct links to some entries to read to help you along in your journey, unless you're a madman that intends to read every word of lore I've written, in which I salute you. I have created a list of links to the most important information in general, then specific links for different character types. Hopefully, this will give you a good start, and from there you can read whatever piques your interest.
The list above was created on the assumption that its reader wanted the bare minimum of reading. A good rule of thumb that allows you to prune out some of the initial information is that you don't normally need to read anything that doesn't apply to your character, be it their role or species. The Soul Studies and Magic Pages are probably the most intensive (with Madness as a third), but that's because they outline the mechanics of the game. We do like things to be diverse and balanced. That said, feel free to read as much as you want of the Lore, though some of it (like the Death City Page) is meant to be more of a reference list than it is an information distributor. For some, the lore may be a barrier to entry, and there are no hard feelings if that is the case. On the other hand, there are Lore enthusiasts that might find the read interesting, but not actually want to play; again, no hard feelings. But, most important, the information has been organized and setup in a way for the players, both current and prospective, to easily find any information they're looking for. Feel free to ask any more questions you may have! —Resident Loremaster, Sir Les Paul
First and foremost, you do not need to read all of the lore. You also don't need to read the entire IC. The lore pages are designed as wikia-style indexes with clickable links to make them easy to search for both existing players and new ones. A good majority of the lore pages are comprised of various mechanics that you don't need to know in depth (especially in the beginning) or sets of information for more niche elements of the game, such as Magic, various species, so on and so forth. The basic Meister/Weapon set of character-players aren't even applicable to the fundamentals of magic or Witch Culture. You don't need to know every location, or the exact details of every major event, or the full history of the world. It is there in plain text primarily for those that are curious, or to reference whenever it comes up in game. Essentially, it is designed so that when you first make a character or go down a rabbit hole, you can find relevant information before you come to the GM's; though, we're always open for questions.
So, let's assume that you do move forward if you're still reading this and you want to make a character. The first thing I want to really push out there is the picture of the game that all these lore pages really don't paint. This not a magical school / magical academy-style game, first and foremost. It could easily be; I've put plenty of design into the Magical elements and Witch culture of the game. Regardless, that is not the direction we're going in. The world really is meant to follow the Soul Eater structure. The main plot is designed around the weapon-partner dynamic, that's what we've been pushing the environment to support, and they're meant to be the focal point of the story. The world is also set in the futuristic year of 2067, but it is no Cyberpunk. We follow primarily the manga storyline with a few adaptations from other sources here and there, so the infamous fist-of-hope scene isn't a thing. The futuristic elements of the game are relatively toned down and come in the form of Magitech, not neural VRMMO's, space fleets, or Kang the Conqueror levels of tech. The futuristic elements flavor the world, but don't define it. The characters are generally aged up to around or over twenty, the power scaling plants most characters in the middle of the pack, and we push for creativity and often even niche roles with characters as opposed to direct or raw power.
Mary/Gary Sues need not apply. Warrior Gods and characters stacked with as many traits as Maka Albarn aren't the direction this game is going. Asocial characters tend to sink instead of swim, and antisocial behaviors are intended to be slowly improved even from the beginning. The defining trait of the characters in this game is that they are in the F.A.T.E. Program, which is basically the last straw before you're entirely removed from the DWMA due to either behavior, danger, trust issues, or whatever else it may be. Characters go through a psych eval and therapy to reach a field-ready state, so while friction is bound to happen and arguments arise, we don't typically have incredibly toxic or volatile outbreaks, and if so, they tend to be a major plot-defining event. That said, it's also incredibly hard to fit in a nice-to-everyone, super kind, considerate character onto the roster, as typically behavioral issues are one of the main reasons to be in the program. Again, we strive to push creativity and unique character designs/identities. Transplanting your old Soul Eater OC to this world is often significantly more difficult than just creating a new character.
Now, if I haven't managed to scare you off yet and you're still interested in creating a character (or what it would take to do so), I do have a few direct links to some entries to read to help you along in your journey, unless you're a madman that intends to read every word of lore I've written, in which I salute you. I have created a list of links to the most important information in general, then specific links for different character types. Hopefully, this will give you a good start, and from there you can read whatever piques your interest.
Page-by-Page breakdown
- Under the Project F.A.T.E. Page, the Structure of the Program is the most important thing to read. The stigma is also important, but is a quick read. The History itself is less important to immediately know, but does get referenced in game. You won't be lost without it, but it does provide context.
- Under the DWMA Page, the History that is most relevant are entries 1.4, 1.5, and 1.6. This is because most characters are in their early twenties and that describes the eras of 2045 to present, so about 22 years. For older characters, you may want to check out 1.3 as well. That said, knowing the general History of this world going back to canon events is a good option, too. I would then suggest reading 2.1 of the Structure header, though all of the information is solid to be aware of. The Agent Ranks gives a general idea of what to expect from Agents within those ranks, or at least what it takes to reach them.
- Under the Magic Page, you either need to read all of this except the Non-Standard Magic, or you could get by with none of it. If you're a Meister or Weapon, chances are, you would only have a surface level idea of how Magic actually works, unless you're an Anti-Magic Specialist. If you're a a Witch or Sorcerer, chances are, you'll need to read most if not all of this at some point. You may not need to delve into all of it right off the bat, but every entry describes important mechanics to the play style.
- Under the Soul Studies Page, this is much like Magic. If you're a Meister or Weapon, this is your bread and butter. These are the mechanics and concepts used all throughout the game. That said, many of these mechanics are right out of the canon and just adapted to the game for play. Some of it may seem simple, and a lot of it actually is, but it's written out so that it's portrayed consistently in the game. Meisters can get by without reading weapon-specific entries at first and Demon Weapons can skip the Paths or some abilities they may not use, such as Wavelength Amplification, Suppression, Soul Force, Soul Menace, Adjust, Forced Rejection, or Sutures. Resonance is something that you can quickly gloss over until it's confirmed you'll be using it in game, then you'll need to know it. All in all, though, this page is the bread and butter for Meister-Weapon duos.
- Under the Magitech Page, you should at least read The Tl:dr section and part about Mana Crystals. The rest is optional.
- Under the Reformed Monster Clans, I would consider reading the three entries under the Integration subheader and the brief overview. Unless you're interested in looking at the list of creatures, this one isn't as necessary. Much like Witches, you don't need to know too much about this page if you aren't from it.
- Under the Madness Page, this one is one I almost want to urge everyone to read, but I do know some of it isn't super relevant to early characters. I would say the initial overview, 1.1, 1.2, 1.3, 2.1, 2.2, 3.1, 3.2, and 3.3 are the most important. Madness plays a huge part in Soul Eater normally, so it of course is a huge part of this game. How we have elected to portray it and its mechanics are subsequently equally important. That said, if you're playing a character that isn't sensitive to Madness, you can probably get by with just the overviews of general mechanics, but it will eventually become important.
- Under the Advanced Magic Users Page, unless you're one of these species, you don't need to read any of these. If you are, read the one relevant to you.
- Under the Death City Page, I would at least read it's The Tl:dr section. The rest I would guess is optional. This is really meant to be more of a list of canon and created locations that you can look up and read a little about when they're referenced, if you feel like it. Additionally, it can act as a place to get some inspiration if you're wanting to have some mini-event.
- The FAQs, collab Guidelines, and list of Unique Traits can all be useful sources of general information as well.
- Under the Project F.A.T.E. Page, the Structure of the Program is the most important thing to read. The stigma is also important, but is a quick read. The History itself is less important to immediately know, but does get referenced in game. You won't be lost without it, but it does provide context.
- Under the DWMA Page, the History that is most relevant are entries 1.4, 1.5, and 1.6. This is because most characters are in their early twenties and that describes the eras of 2045 to present, so about 22 years. For older characters, you may want to check out 1.3 as well. That said, knowing the general History of this world going back to canon events is a good option, too. I would then suggest reading 2.1 of the Structure header, though all of the information is solid to be aware of. The Agent Ranks gives a general idea of what to expect from Agents within those ranks, or at least what it takes to reach them.
- Under the Magic Page, you either need to read all of this except the Non-Standard Magic, or you could get by with none of it. If you're a Meister or Weapon, chances are, you would only have a surface level idea of how Magic actually works, unless you're an Anti-Magic Specialist. If you're a a Witch or Sorcerer, chances are, you'll need to read most if not all of this at some point. You may not need to delve into all of it right off the bat, but every entry describes important mechanics to the play style.
- Under the Soul Studies Page, this is much like Magic. If you're a Meister or Weapon, this is your bread and butter. These are the mechanics and concepts used all throughout the game. That said, many of these mechanics are right out of the canon and just adapted to the game for play. Some of it may seem simple, and a lot of it actually is, but it's written out so that it's portrayed consistently in the game. Meisters can get by without reading weapon-specific entries at first and Demon Weapons can skip the Paths or some abilities they may not use, such as Wavelength Amplification, Suppression, Soul Force, Soul Menace, Adjust, Forced Rejection, or Sutures. Resonance is something that you can quickly gloss over until it's confirmed you'll be using it in game, then you'll need to know it. All in all, though, this page is the bread and butter for Meister-Weapon duos.
- Under the Magitech Page, you should at least read The Tl:dr section and part about Mana Crystals. The rest is optional.
- Under the Reformed Monster Clans, I would consider reading the three entries under the Integration subheader and the brief overview. Unless you're interested in looking at the list of creatures, this one isn't as necessary. Much like Witches, you don't need to know too much about this page if you aren't from it.
- Under the Madness Page, this one is one I almost want to urge everyone to read, but I do know some of it isn't super relevant to early characters. I would say the initial overview, 1.1, 1.2, 1.3, 2.1, 2.2, 3.1, 3.2, and 3.3 are the most important. Madness plays a huge part in Soul Eater normally, so it of course is a huge part of this game. How we have elected to portray it and its mechanics are subsequently equally important. That said, if you're playing a character that isn't sensitive to Madness, you can probably get by with just the overviews of general mechanics, but it will eventually become important.
- Under the Advanced Magic Users Page, unless you're one of these species, you don't need to read any of these. If you are, read the one relevant to you.
- Under the Death City Page, I would at least read it's The Tl:dr section. The rest I would guess is optional. This is really meant to be more of a list of canon and created locations that you can look up and read a little about when they're referenced, if you feel like it. Additionally, it can act as a place to get some inspiration if you're wanting to have some mini-event.
- The FAQs, collab Guidelines, and list of Unique Traits can all be useful sources of general information as well.
The list above was created on the assumption that its reader wanted the bare minimum of reading. A good rule of thumb that allows you to prune out some of the initial information is that you don't normally need to read anything that doesn't apply to your character, be it their role or species. The Soul Studies and Magic Pages are probably the most intensive (with Madness as a third), but that's because they outline the mechanics of the game. We do like things to be diverse and balanced. That said, feel free to read as much as you want of the Lore, though some of it (like the Death City Page) is meant to be more of a reference list than it is an information distributor. For some, the lore may be a barrier to entry, and there are no hard feelings if that is the case. On the other hand, there are Lore enthusiasts that might find the read interesting, but not actually want to play; again, no hard feelings. But, most important, the information has been organized and setup in a way for the players, both current and prospective, to easily find any information they're looking for. Feel free to ask any more questions you may have! —Resident Loremaster, Sir Les Paul
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. In virtually all cases, a character is either one or the other, but not a combination of both.
Q. Can I use Magic and be a Meister and/or Weapon?
A. Effectively, no. Witches born with the Weapon Gene from a human parent have it override by their Witch Genes. While Witches can train in Soul Studies, it not only detracts from their training with Magic, it also comes with the problem of having virtually no one to pair with as a partner. There isn't a situation where being a Solo Meister would be superior to just advancing Magic, and it would require two highly specialized characters to pair as a Witch-Meister and Human-Weapon duo. This route isn't worth exploring, and is highly suggested against.
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. We have had a Monster Cat, Bloodsucker, and even Greater Zombie, but each playstyle is unique and has its own pros and cons.
Q. Can I play a Three Star-equivalent Fate Agent?
A. Chances are, probably not, but you may PM us an idea. We typically reserve this for a Mentor or leadership role, and there is a large increase in mission building difficulty that comes with vast power differences.
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. That said, sometimes we're prone to allowing things to slide via the rule of cool, so shoot your shot.
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 (mostly) 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. They can still be an asshole, though.
Q. I have this idea for a Type E Agent.
A. PM us. We'll talk.
Q. Can I play a character from the Paean Program or before that has failed F.A.T.E.?
A. Technically, yes. This roleplay existed before its present iteration and the Paean Program was part of that game, so some events are canon. If you happen to be a player with one of those characters, PM us and we'll talk. If you just want a character with more history, make sure to read all of the history, then PM us and we'll talk.
Q. Can I play a secret double-agent spy-baddy?
A. Maybe, but we haven't precisely revealed all of the antagonists and if a double agent is in the F.A.T.E. Program, there would generally be a good reason why and/or they're a bad spy. PM us, but this may not be open until later in the game.
Q. Can I play a shape-shifting dragon Magical Creature or Elf (of any species)?
A. No.
Q. Just level with me, how powerful/strong should our characters be?
A. We're aiming to straddle that middle line between One and Two Star for our beginning characters. As the game progresses, this will also expand.
NEW Q's
Q. What can my Soul Count be in the beginning?
A. Ideally below 20 for the sake of progression. We may allow some lee way depending on history, but we're not aiming for very high.
Q. Can my character have Madness?
A. Every person alive has a touch of Madness. Asura is currently sealed, so the Madness that was once infecting the Earth is essentially gone. If a character manifests their Madness, such as with traits or a Wavelength, it will need to be an integral part of the character in both persona and history. Madness, as we interpret it, is a state of mind and effectively a Mental Health topic. It is a fixation or urge on one specific thing to such a degree the character begins to manifest traits involving it or an external wavelength. This would be considered an "unstable" case of Madness and is typically regarded as a bad thing. Madness is not something we intend to allow as a power up, boost of some kind, or standard layer on top of other character traits, like a unique Wavelength has become. In fact, a Madness Wavelength may even override a character's unique wavelength in some cases during an unstable outbreak. Aside from Black☆Star, no mortal character is known to have achieved control over their Madness. In the context of this game, Madness is not a skill to be used, but typically a life detriment and struggle that results in many DWMA falling from grace. This is the purpose for some of the therapy and even Madness Inhibitor Collars as mentioned in the equipment section of the Lore.
A. Hybrid-race characters aren't really something we're looking to integrate into the game. In virtually all cases, a character is either one or the other, but not a combination of both.
Q. Can I use Magic and be a Meister and/or Weapon?
A. Effectively, no. Witches born with the Weapon Gene from a human parent have it override by their Witch Genes. While Witches can train in Soul Studies, it not only detracts from their training with Magic, it also comes with the problem of having virtually no one to pair with as a partner. There isn't a situation where being a Solo Meister would be superior to just advancing Magic, and it would require two highly specialized characters to pair as a Witch-Meister and Human-Weapon duo. This route isn't worth exploring, and is highly suggested against.
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. We have had a Monster Cat, Bloodsucker, and even Greater Zombie, but each playstyle is unique and has its own pros and cons.
Q. Can I play a Three Star-equivalent Fate Agent?
A. Chances are, probably not, but you may PM us an idea. We typically reserve this for a Mentor or leadership role, and there is a large increase in mission building difficulty that comes with vast power differences.
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. That said, sometimes we're prone to allowing things to slide via the rule of cool, so shoot your shot.
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 (mostly) 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. They can still be an asshole, though.
Q. I have this idea for a Type E Agent.
A. PM us. We'll talk.
Q. Can I play a character from the Paean Program or before that has failed F.A.T.E.?
A. Technically, yes. This roleplay existed before its present iteration and the Paean Program was part of that game, so some events are canon. If you happen to be a player with one of those characters, PM us and we'll talk. If you just want a character with more history, make sure to read all of the history, then PM us and we'll talk.
Q. Can I play a secret double-agent spy-baddy?
A. Maybe, but we haven't precisely revealed all of the antagonists and if a double agent is in the F.A.T.E. Program, there would generally be a good reason why and/or they're a bad spy. PM us, but this may not be open until later in the game.
Q. Can I play a shape-shifting dragon Magical Creature or Elf (of any species)?
A. No.
Q. Just level with me, how powerful/strong should our characters be?
A. We're aiming to straddle that middle line between One and Two Star for our beginning characters. As the game progresses, this will also expand.
NEW Q's
Q. What can my Soul Count be in the beginning?
A. Ideally below 20 for the sake of progression. We may allow some lee way depending on history, but we're not aiming for very high.
Q. Can my character have Madness?
A. Every person alive has a touch of Madness. Asura is currently sealed, so the Madness that was once infecting the Earth is essentially gone. If a character manifests their Madness, such as with traits or a Wavelength, it will need to be an integral part of the character in both persona and history. Madness, as we interpret it, is a state of mind and effectively a Mental Health topic. It is a fixation or urge on one specific thing to such a degree the character begins to manifest traits involving it or an external wavelength. This would be considered an "unstable" case of Madness and is typically regarded as a bad thing. Madness is not something we intend to allow as a power up, boost of some kind, or standard layer on top of other character traits, like a unique Wavelength has become. In fact, a Madness Wavelength may even override a character's unique wavelength in some cases during an unstable outbreak. Aside from Black☆Star, no mortal character is known to have achieved control over their Madness. In the context of this game, Madness is not a skill to be used, but typically a life detriment and struggle that results in many DWMA falling from grace. This is the purpose for some of the therapy and even Madness Inhibitor Collars as mentioned in the equipment section of the Lore.
On the topic of Collabs
There are various uses of collaboration posts (collabs, for short) to be utilized. In this game, we aim primarily at two depending on if the situation is time sensitive or not. When surrounded by other players that either a) are dependent on your post or b) have the opportunity to interact or otherwise react to your post, we would consider that time-sensitive. Overall, the purpose of collaboration posting is to create a new, seamless scene that would either be dialogue heavy or combat focused wherein a lot of things are taking place at once. Thus, the goal is typically to save time not to create a lengthy post heavy on details. In some cases for a none time-sensitive post, for example an entire day disconnected from the rest of the cast, these rules are more flexible and the events that occur in them may not necessarily be public knowledge, so it's likely not even necessary for other players to read them to stay up-to-date on continuity. As this is not the case for more time-sensitive posts, we have opted to add a few guidelines:
There are various uses of collaboration posts (collabs, for short) to be utilized. In this game, we aim primarily at two depending on if the situation is time sensitive or not. When surrounded by other players that either a) are dependent on your post or b) have the opportunity to interact or otherwise react to your post, we would consider that time-sensitive. Overall, the purpose of collaboration posting is to create a new, seamless scene that would either be dialogue heavy or combat focused wherein a lot of things are taking place at once. Thus, the goal is typically to save time not to create a lengthy post heavy on details. In some cases for a none time-sensitive post, for example an entire day disconnected from the rest of the cast, these rules are more flexible and the events that occur in them may not necessarily be public knowledge, so it's likely not even necessary for other players to read them to stay up-to-date on continuity. As this is not the case for more time-sensitive posts, we have opted to add a few guidelines:
- Time sensitive posts, dialogue or combat, should not exceed 10-12 seconds of interaction in most cases. Others should have the chance to interact if they logically could do so.
- Break down and post collaboration posts as they are written in segments of logical time instead of finishing them after a large sum of events/time has passed. While this isn't the most convenient for the normal purposes, it does tend to be the most fair for others with an opportunity.
- Be considerate of things that your characters are doing and saying in terms of drawing attention to themselves. Events that are occurring may change the circumstances of the scene, which can have a domino effect on potential interactions.
- If a series of collabs is interrupted due to interaction, understand that this is not a circumstance to become frustrated by. Collaboration posts are not intended to lock other players out of interacting, but to hasten interactions in general when used in a group or time-sensitive setting.
- Certain (noted in the posts) GM posts are not inherently collaboration posts and may abide by different guidelines, if for the sake of plot or narrative.
- Break down and post collaboration posts as they are written in segments of logical time instead of finishing them after a large sum of events/time has passed. While this isn't the most convenient for the normal purposes, it does tend to be the most fair for others with an opportunity.
- Be considerate of things that your characters are doing and saying in terms of drawing attention to themselves. Events that are occurring may change the circumstances of the scene, which can have a domino effect on potential interactions.
- If a series of collabs is interrupted due to interaction, understand that this is not a circumstance to become frustrated by. Collaboration posts are not intended to lock other players out of interacting, but to hasten interactions in general when used in a group or time-sensitive setting.
- Certain (noted in the posts) GM posts are not inherently collaboration posts and may abide by different guidelines, if for the sake of plot or narrative.
As I couldn't find an easy location to fit in the Unique Traits of the game in any one condensed location, I'll add it here:
- Ice Blood: More information can be found in the Giants section of the Reformed Monster Clans, but those with Ice Blood are normally taller, more athletic, and have a natural minor resistance to magic.
- Vampirism (Bloodsucker): As Bloodsuckers in this game are made from humans, they would be a sub-type of Undead Human, thus a Unique Trait. More can be found in their section of Reformed Monster Clans.
- Undead: By default, included with Vampirism, but the Undead are typically stronger than their living counterpart, have incredible durability, will only regeneration to a certain extent, are great at digging, resistant to cold, sensitive to fire, and do not require air, food, or sleep. They also have an incredibly difficult if not impossible time of Resonating with a living person.
- Persistent Soul Perception: A trait defined by the Soul Perception of an individual being "always on" with variables depending person to person. While rare, it's not the most uncommon trait. It primarily effects ocular Soul Perception, but can affect all senses. This trait comes with a passive drain to Wavelength Reserves, but does typically make the user very skilled with Soul Perception due to the sheer amount of time using it. It can also be highly frustrating always seeing both the Spiritual side of the world and tangible world simultaneously.
- Volatile Soul: A Soul type becoming more and more common after MIBVI. A Volatile Soul is significantly more powerful than a normal one (roughly ten times), but is significantly more difficult to control, prone to rejection, hard for partners to manage, and often requires significant training in suppression alongside amplification to utilize. The benefit in raw power comes at the cost of several traits. The subsequent wavelength made by all those with a Volatile Soul will always be a Volatile Wavelength, which is erratic, untamed, annoying to perceive, difficult to perceive and read accurately, and even more difficult to work with.
- Distorted Soul: A term used to describe a soul that has been somehow damaged, leaving spiritual scars on it. These scars can be small or large, in the worst cases, nearly covering half the soul itself. When this occurs, numerous changes occur, depending on the cause. Magical incidents are quite rare, but they can occur if a Witch tortures a weapon in its Demon form. The scars from this are typically lesser, but they can prevent the Demon Weapon from transforming again. Spiritual Attacks of a severe nature can also cause scarring, and when this occurs, it may be as if the scarred sections of their soul have a slight imprint of the wavelength that caused them, or even feel like a different wavelength entirely to their own, causing significant problems. If the scars are wavelength related, they may have damage and imprints left over from the partner involved, resulting in that same feeling of a different wavelength being present and causing issues with wavelength control and abilities. Distorted Souls can learn to use the "different wavelengths" they have as scars in conjunction, though they never gain unique effects. In general, these scars are considered an irreparable impediment with the amount of scarred soul dictating how debilitating they are. Often, a soul becoming Distorted is cause for retirement.
- Berserker Gene: A gene found in select families throughout the world that results in a Berserker Soul. Those with this Soul Type have a unique relationship with Wavelength Control and Amplification in that there is an ever-present pull to it and Madness. Considered to be people that always risk walking the Path of the Demon, those with this Soul Type are often met with hesitance and reluctance. Their Berserker Wavelength can result in their Amplification being done passively without effort or thought, and becomes hyper-efficient in doing so. Their skill with it is irrelevant as it becomes a natural function of their body, and thus it works at a considerably high level. While this is powerful, any time it is used, it pushes the user further and further into a blind frenzy and subsequently Madness.
- Super Soul Perception: A canon ability that allows the User incredibly accurate, long-distance Soul Perception--ranging up to miles when on average a One-Star Agent may be restricted to less than 100 feet with far inferior clarity. SSP can be further trained to accurately hone in on magic, break Soul Protect, and perceive various anomalies that others cannot. Those with SSP also are able to read the emotions and surface feelings of others without contact, but when contact is made, can become incredibly empathetic to the degree of being comparable to mind-reading.
- Recessive Weapon Gene: A rare and often useless trait that means an individual has several parts of the Weapon Gene, but not enough for it to sufficiently manifest. These individuals cannot willfully transform and may have unique traits sometimes exclusive to weapons. Those with a Recessive Weapon Gene may often have a unique affinity for certain weapons and even act as a Utility Meister for those weapon types alone. Or, their genes may be significantly strong and make them a difficult person to pair with. Under severe duress, an individual may transform with their body acting of its own volition in Self-Defense, but this is rare even amongst those with this gene.
- Utility Meister: A Meister capable of using any weapon. They are typically easier to pair with and can "normally pair with any weapon" including multiple weapons simultaneously. There is a sub-type of Utility Meister wherein they may be exclusive to using multiple of the same Weapon Type for various reasons, and such are far more common. Utility Meisters typically have above average Wavelength Control in comparison to similarly skilled Meisters.
- Genius Meister: A Utility Meister on steroids, a Genius Meister is an extremely rare often considered "once in a generation" talent that has all of the traits of a Utility Meister with even greater skill in Wavelength Control. Genius Meisters are not available for play.
- Strong Soul: A Soul Type worth 100 normal Souls. An extremely powerful Soul Type with virtually no downsides, though they are often difficult to pair with due to the massive amount of spiritual energy they possess. Not available for play.
- Grigori Soul: A Soul Type with the ability to "give flight" to others. Grigori Souls are considerably rare and have a specific personality to them that instills hope, courage, and confidence. Grigori Souls wielders are often determined and charismatic and may even possess a minor resistance to Madness. Grigori Souls aren't something you would see in the F.A.T.E. Program.
- Primal Soul: Arguably the rarest Soul Type, these Souls are believed to be in a cycle of reincarnation and there is never more than one of any one element at a time, in fact, there is rarely more than one alive even of differing elements. A Primal Soul represents a basic Elemental Affinity, such as Water or Fire, and allows its owner to adapt their Wavelength to use abilities of that affinity. Historically, these Souls have existed even before Demon Weapons existed. The only known individual with a Primal Soul is Astila Stein.
- Black Blood: The canon Black Blood that has been spread originally by Crona and Ragnarok. It has been "effectively wiped out" with very few examples of it out in the wild. Black Blood is generally frowned upon not available to play, though with a sufficiently creative idea, this one we might hear out.
Note: This is not a list of all Soul Types of Unique Wavelengths, just the more common ones asked about, how they are interpreted in the game, and the unique ones to the game.
- Ice Blood: More information can be found in the Giants section of the Reformed Monster Clans, but those with Ice Blood are normally taller, more athletic, and have a natural minor resistance to magic.
- Vampirism (Bloodsucker): As Bloodsuckers in this game are made from humans, they would be a sub-type of Undead Human, thus a Unique Trait. More can be found in their section of Reformed Monster Clans.
- Undead: By default, included with Vampirism, but the Undead are typically stronger than their living counterpart, have incredible durability, will only regeneration to a certain extent, are great at digging, resistant to cold, sensitive to fire, and do not require air, food, or sleep. They also have an incredibly difficult if not impossible time of Resonating with a living person.
- Persistent Soul Perception: A trait defined by the Soul Perception of an individual being "always on" with variables depending person to person. While rare, it's not the most uncommon trait. It primarily effects ocular Soul Perception, but can affect all senses. This trait comes with a passive drain to Wavelength Reserves, but does typically make the user very skilled with Soul Perception due to the sheer amount of time using it. It can also be highly frustrating always seeing both the Spiritual side of the world and tangible world simultaneously.
- Volatile Soul: A Soul type becoming more and more common after MIBVI. A Volatile Soul is significantly more powerful than a normal one (roughly ten times), but is significantly more difficult to control, prone to rejection, hard for partners to manage, and often requires significant training in suppression alongside amplification to utilize. The benefit in raw power comes at the cost of several traits. The subsequent wavelength made by all those with a Volatile Soul will always be a Volatile Wavelength, which is erratic, untamed, annoying to perceive, difficult to perceive and read accurately, and even more difficult to work with.
- Distorted Soul: A term used to describe a soul that has been somehow damaged, leaving spiritual scars on it. These scars can be small or large, in the worst cases, nearly covering half the soul itself. When this occurs, numerous changes occur, depending on the cause. Magical incidents are quite rare, but they can occur if a Witch tortures a weapon in its Demon form. The scars from this are typically lesser, but they can prevent the Demon Weapon from transforming again. Spiritual Attacks of a severe nature can also cause scarring, and when this occurs, it may be as if the scarred sections of their soul have a slight imprint of the wavelength that caused them, or even feel like a different wavelength entirely to their own, causing significant problems. If the scars are wavelength related, they may have damage and imprints left over from the partner involved, resulting in that same feeling of a different wavelength being present and causing issues with wavelength control and abilities. Distorted Souls can learn to use the "different wavelengths" they have as scars in conjunction, though they never gain unique effects. In general, these scars are considered an irreparable impediment with the amount of scarred soul dictating how debilitating they are. Often, a soul becoming Distorted is cause for retirement.
- Berserker Gene: A gene found in select families throughout the world that results in a Berserker Soul. Those with this Soul Type have a unique relationship with Wavelength Control and Amplification in that there is an ever-present pull to it and Madness. Considered to be people that always risk walking the Path of the Demon, those with this Soul Type are often met with hesitance and reluctance. Their Berserker Wavelength can result in their Amplification being done passively without effort or thought, and becomes hyper-efficient in doing so. Their skill with it is irrelevant as it becomes a natural function of their body, and thus it works at a considerably high level. While this is powerful, any time it is used, it pushes the user further and further into a blind frenzy and subsequently Madness.
- Super Soul Perception: A canon ability that allows the User incredibly accurate, long-distance Soul Perception--ranging up to miles when on average a One-Star Agent may be restricted to less than 100 feet with far inferior clarity. SSP can be further trained to accurately hone in on magic, break Soul Protect, and perceive various anomalies that others cannot. Those with SSP also are able to read the emotions and surface feelings of others without contact, but when contact is made, can become incredibly empathetic to the degree of being comparable to mind-reading.
- Recessive Weapon Gene: A rare and often useless trait that means an individual has several parts of the Weapon Gene, but not enough for it to sufficiently manifest. These individuals cannot willfully transform and may have unique traits sometimes exclusive to weapons. Those with a Recessive Weapon Gene may often have a unique affinity for certain weapons and even act as a Utility Meister for those weapon types alone. Or, their genes may be significantly strong and make them a difficult person to pair with. Under severe duress, an individual may transform with their body acting of its own volition in Self-Defense, but this is rare even amongst those with this gene.
- Utility Meister: A Meister capable of using any weapon. They are typically easier to pair with and can "normally pair with any weapon" including multiple weapons simultaneously. There is a sub-type of Utility Meister wherein they may be exclusive to using multiple of the same Weapon Type for various reasons, and such are far more common. Utility Meisters typically have above average Wavelength Control in comparison to similarly skilled Meisters.
- Genius Meister: A Utility Meister on steroids, a Genius Meister is an extremely rare often considered "once in a generation" talent that has all of the traits of a Utility Meister with even greater skill in Wavelength Control. Genius Meisters are not available for play.
- Strong Soul: A Soul Type worth 100 normal Souls. An extremely powerful Soul Type with virtually no downsides, though they are often difficult to pair with due to the massive amount of spiritual energy they possess. Not available for play.
- Grigori Soul: A Soul Type with the ability to "give flight" to others. Grigori Souls are considerably rare and have a specific personality to them that instills hope, courage, and confidence. Grigori Souls wielders are often determined and charismatic and may even possess a minor resistance to Madness. Grigori Souls aren't something you would see in the F.A.T.E. Program.
- Primal Soul: Arguably the rarest Soul Type, these Souls are believed to be in a cycle of reincarnation and there is never more than one of any one element at a time, in fact, there is rarely more than one alive even of differing elements. A Primal Soul represents a basic Elemental Affinity, such as Water or Fire, and allows its owner to adapt their Wavelength to use abilities of that affinity. Historically, these Souls have existed even before Demon Weapons existed. The only known individual with a Primal Soul is Astila Stein.
- Black Blood: The canon Black Blood that has been spread originally by Crona and Ragnarok. It has been "effectively wiped out" with very few examples of it out in the wild. Black Blood is generally frowned upon not available to play, though with a sufficiently creative idea, this one we might hear out.
Note: This is not a list of all Soul Types of Unique Wavelengths, just the more common ones asked about, how they are interpreted in the game, and the unique ones to the game.
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