OOC IS UP:
roleplayerguild.com/topics/173104-ise…
FOREWORD
Hi there. I'm Warpcircuit. I've always wanted to try and create a Roleplay faithful to the concepts of Re:Zero, so here we are. Most other Roleplays I've seen based around Re:Zero overhaul these concepts in a different way, so I've taken it upon myself to modify them to an extent that they encapsulate the feeling of the source material.
So, what could you expect from this Roleplay?
- Slice of Life and lighthearted moments contrasted by dark themes and tone shifts.
- Full on Return by Death modified for a group setting.
- Character Death.
- Overarching Plot.
- Arc Based story progression. As stated by the Author of Re:Zero, there will be 12 Arcs for the Light Novels, so I think it would be great to have 12 arcs for this Roleplay too.
- Character Secrets.
- And hopefully, just a glimmer of the magic that made Re:Zero so popular.
THE SETTING
The world which you will play in is characterized by it's fantastical qualities. There is magic, different humanoid races, spirits, and so many differences from our world that it would be impossible to list them all.
The setting is the fantasy Kingdom of Lugnica about 30 years before the events of Re:Zero, with at the very least 1.5 million to 2.1 million residents. This kingdom is located on the easternmost side of it's continent, and it's the largest Kingdom on the continent. Because of this, there is an astounding number of cultures and economies throughout the kingdom.
There are 7 main cities, including the Royal Capital Lugnica. Each has anywhere from 200,000 to 300,000 residents, with the capital having 300,000. There are countless smaller cities, towns, and villages littered throughout the country, as well as various ruins and fantastical places to explore. The Kingdom of Lugnica, which includes all these cities, is ruled by a monarch which is endorsed by an ancient dragon. Very little is known about this dragon.
This kingdom has just finished a bloody race war against Demi humans, so tensions are still high between those races.
Specific locations will be described in the IC. Roleplayer's will start in the eastern city of Priestella. After the prologue, they will be free to travel wherever they would like.
MAGIC
There are six elements to magic. Fire, Water, Earth, Wind, Yin (Shadow), and Yang (light). Most individuals will have an affinity for one of the first four of them, while rare individuals will have an affinity for one of the other two. Some especially gifted individuals will have an affinity for more than one magics, usually due to a special blessing. It's also possible for someone to have no affinities, which means that they'll never be able to use magic.
Each elements has it's own standard incantation, which are as follows:
Fire - "Goa"
Water - "Huma"
Earth - "Dona"
Wind - "Fura"
Yin - "Shamak"
Yang - "Jiwald"
The four most common magics control the elements, while the two uncommon magics control buffing and debuffing. By prefixing an incantation with "El", "Ur", or "Al", it is possible to modify the incantation to be stronger. There is no rhyme or rhythm to the incantations, although prefixes are known to increase the strength of the magic used, and it's not entirely necessary to even use them once the character has mastered their element.
There are three ways to use magic, but we'll only focus on the two main ways of using magic.
The first is typical magic. This is used by drawing upon what is called a gate. The gate is something that every humanoid and maybe even some animals have, and it passively draws mana from the environment and stores it within. There's a capacity to the amount of mana one can draw in at any given moment, and a total capacity for the total mana one can store before they stop drawing mana which varies from person to person. There's no conventional way to change this, but it is possible to train to make ones mana usage more efficient and effective. By letting a small amount of mana out of ones gate, they're able to cast their magic. It is possible to damage and even destroy ones gate through over usage, and damage to ones gate could potentially lead to death by mana poisoning. Using gate magic takes practice and experience before it is efficient enough to justify using it.
The second is Spirit Magic. By hanging out with spirits you could end up with spirits that like you and hang out with you all the time and then you can make a contract with a spirit. There's four types of spirits, little spirits, medium spirits, and full spirits, as well as Artificial spirits who were all made by the Witch of Greed Echidna 400 years ago. This type of magic is the same as regular magic, except instead of drawing upon your gate you draw upon the environment around you which is somehow facilitated by spirits (I don't really get it either). When you draw upon the environment, it will begin to freeze the area around you as well as yourself. Also, you can have spirit friend who will draw upon your own mana to cast super powerful spells.
Spirit Art users will be required to apply for each spirit they add to their arsenal, but it will be a much more abbreviated application.
ABSTRACT MAGICS
AUTHORITIES -
The abilities of the ancient Witches of Sin. Long ago existed witches, which embodied virtue and sin. They wreaked havoc across the land until they were cast away by ancient heroes. Nowadays, individuals can be found with special genes called Witch Genes, which denote a compatibility with the witches. Individuals are also able to take in witch genes should they meet special circumstances. People with divine protections are incompatible with witch genes.
When one has a witch gene, they're able to use what is probably the most powerful ability in the whole Kingdom of Lugnica, an Authority. Not much is understood about the authorities, except the fact that they are insanely powerful and their wielders should be feared. The Authorities are divided into different types based on sins such as the capital vices. In the witch cult, a major organization which worships the ancient witches, the Archbishops, or leaders, are all wielders of Authorities. Different individual's authorities will manifest in different ways, and it's rumored that using them will drive one insane.
If you'd like an authority, you could probably just work with me to figure it out. They're a pretty big deal though, so I'll be a little pickier about them.
Divine Protection -
Blessings given to people by the world at birth. These can be anything, such as a latent talent for swordsmanship, extra luck, or making the user compatible with all six magic types. People with divine protections inherently know that they have them and what they do. Low utility protections are not that uncommon, but extremely valuable protections are a one in a million type of blessing. Having multiple blessings is even rarer. Witch genes are incompatible with Diving Blessings.
Divine Protection will be a part of the application for a character, and very rarely can be given during the roleplay.
RETURN BY DEATH
In such a daunting world, this is your characters one advantage. Typically people are given only one chance at life. As it turns out, you have as many as you need to get things right.
Return by Death enables the user to reset the world to a 'checkpoint' when they die. In the Re:Zero anime, Subaru is the only user of this talent, and when he dies, the world resets to a checkpoint that is determined by a certain jealous witch. In this roleplay, things work a little differently.
All of the individuals who have been transferred to this world share this ability with a twist. Let's break that down.
- Return by Death is an ability that resets the world to a certain point when somebody dies. This includes people who have died, any permanent debuffs, and any damage to ones self being reset to the state it was at the checkpoint. The checkpoint changes as the user overcomes major obstacles. The user retains memories from before the reset, but no one else does. In the light novels and anime, this ability is activated by the death of the protagonist, Subaru.
- In this roleplay, the trigger for the reset is randomly assigned to a character for a period of time (about an arc at a time). When that character dies, everything will be reset and all the people transferred to this world will retain their memories from before the reset.
- All the 'Isekai'-ers, the people transferred from the modern world to Lugnica, will retain their memories during a reset and will be candidates to become the 'sentinel', or trigger for the reset.
- As per the Anime, trying to tell anyone about this ability will result in an immediate paralyzing fear. People who overcome this fear through willpower will suffer worse consequences. You can talk about it with others in the Return by Death group, however, you cannot talk about who the sentinel is.
- Native characters will not initially be part of the Return By Death group, but in the future will have an opportunity to join it. That will be explained when they get to that point.
- Every reset will cause any individual with witch genes to be smothered in the scent of the Witch. Experienced users of magical arts will begin to associate your character with the witch should you reset too often.
- Psychological effects of death are not omitted. If your character died, when they return, they'll have experienced death. That'll mess even the toughest tough guy up, big time.
In other words, you guys have the ability to reset the world at the cost of temporary death. The trigger individual will be determined by the GM in secret, however, it will not be given to anyone who seems like they'd abuse the power to ruin the RP.
Individuals who have not been transferred to the world but instead are natives to Lugnica will have to clear certain conditions if they want to be a part of the Return by Death group. This will be expanded upon in the future, although there will be ample opportunity I'd imagine.
Possible Guidelines
Don't be a dick
Character Sheet
Discord
discord.gg/dbHBgjp
Alrighty. Who'd be interested?