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T h e S u m m o n e r s
The players of Mirror Fantasia are called Summoners and their role in the story of Mirror Fantasia is bringing peace to the "Weave of Mirrors" that holds the threads of reality together. In the game they are gifted three types of spells, a cantation, an enchantment, and a trump card, along with the ability to call forth heroes from various other worlds. In every city, town, and suburb, dimensional rips will form called "Frays" where reality begins to fall apart and it is up to the summoners to close them. At these Frays, countless summoners will gather, rising to the challenge to close the rift. But only one summoner can close these tears in reality and reap the benefits, which brings these summoners to compete among eachother until only remains to close the Fray and receive the Reality Shards.
Summoners are categorized by five elements in which they choose after summoning their first hero.
Fire: The element of fire, lightning, and destruction.
Earth: The element of earth, nature, and wind.
Water: The element of water, mind, and ice.
Light: The element of light, faith, and creation.
Dark: The element of dark, science, and death.
Summoners are categorized by five elements in which they choose after summoning their first hero.
Fire: The element of fire, lightning, and destruction.
Earth: The element of earth, nature, and wind.
Water: The element of water, mind, and ice.
Light: The element of light, faith, and creation.
Dark: The element of dark, science, and death.
T h e H e r o e s
The heroes summoned into Mirror Fantasia are from countless other worlds, or unique altogether. Each hero knows only bits and pieces of their past incarnation, specific skills, specific lessons, specific memories that are molded by the Classes they are summoned as. One thing they all have in common is a drive to protect their summoner and the ability to sense nearby Frays when they open. One summoner can control up to three heroes at once though extra summons cost the hefty cost of 500 Reality Shards, which in itself is a mission to grind up. Heroes are also affixed in their stats, meaning the only room for growth between a summoner and their hero is the application of their teamwork together.
Heroes will be distributed through a raffle-like gacha system ^_^
The heroes are all categorized into one of the following classes,
W a r r i o r - A powerful class that relies primarily on the their physical prowess or a melee weapon to get the job done. They are granted a + modifier to their Strength stat making them more suited for feats of raw power.
K n i g h t - A protective class that relies primarily on their shields, armor, perhaps even a noble steed to get the job done. They are granted a + modifier to their VIT stat making them suited for long battles of attrition.
T h i e f - A sneaky class that relies primarily on stealth and subterfuge to get the job done. They are granted a + modifier to their Speed stat making them far more suited for hit and run tactics or infiltration.
R a n g e r - A skilled class that relies primarily on careful aim with a ranged weapon to get the job done. They are granted a + modifier to their Dexterity stat making them mores suited for ending battled with a single lethal shot.
M a g e - An insightful class that relies entirely on the lost knowledge of the world and its mysteries. They are granted a + modifier to their Intelligence stat making them more suited for casting devastating spells that change the flow of battle.
Heroes will be distributed through a raffle-like gacha system ^_^
The heroes are all categorized into one of the following classes,
W a r r i o r - A powerful class that relies primarily on the their physical prowess or a melee weapon to get the job done. They are granted a + modifier to their Strength stat making them more suited for feats of raw power.
K n i g h t - A protective class that relies primarily on their shields, armor, perhaps even a noble steed to get the job done. They are granted a + modifier to their VIT stat making them suited for long battles of attrition.
T h i e f - A sneaky class that relies primarily on stealth and subterfuge to get the job done. They are granted a + modifier to their Speed stat making them far more suited for hit and run tactics or infiltration.
R a n g e r - A skilled class that relies primarily on careful aim with a ranged weapon to get the job done. They are granted a + modifier to their Dexterity stat making them mores suited for ending battled with a single lethal shot.
M a g e - An insightful class that relies entirely on the lost knowledge of the world and its mysteries. They are granted a + modifier to their Intelligence stat making them more suited for casting devastating spells that change the flow of battle.
T h e S t a t s
The stats of Mirror Fantasia are STR, VIT, SPD, DEX, INT, and RES. When a Summoner pulls a character they will have a ranking of E through S in each stat based on their origination. These stats each cost points with every character having an allowance of 150 Points to expend.E - Rank cost is 5 points.
D - Rank cost is 10 points.
C - Rank cost is 20 points.
B - Rank cost is 40 Points.
A - Rank cost is 60 Points.
S - Rank cost is 80 Points.
You may choose to not allot any points in a Stat which grants you F Rank. The + modifiers granted to each class increase the stat a good amount but not quite to that of the next letter of rank. D+ is not quite a C, and A+ is not quite an S.
S t r e n g t h - This parameter dictates the level of physical strength a character has and the destructive capability of their melee weapon.
V i t a l i t y - This parameter dictates the level of endurance a character has and the level of damage they can take till death.
S p e e d - This parameter dictates the level of movement speed a character is capable of and their ease maneuvering the battlefield.
D e x t e r i t y - This parameter dictates the level of skill a character carries in their abilities and weapons.
I n t e l l i g e n c e - This parameter dictates the level of effectiveness a character has casting spells and their destructive force.
R e s i s t a n c e - This parameter dictates the likelihood of brushing off unique conditions and affects of enemy abilities.
Other Out of Character Stuff
This Roleplay is intended to have a lot of the huge combat antics you'd see in something like a Fate Roleplay without the complex magecraft system and restriction of historical figures, as cool as it is. More thought has been put into how combat will work in this premise than anything else because that's where I intend the bulk of writing to really come out. But at the same time, this still very much open to feedback and construction with the players. If you have any ideas, critiques, suggestions, anything at all- fire them off here or in a PM and I'll consider them entirely. There are some rules however.
*If you want to contribute, please be constructive.
*If you disagree with any contributions, bring them up to the me (The GM).
*This isn't an 18+ but swearing is cool in moderation.
*Treat others how you want to be treated.
*Keep out of character and in character separate, if this does end up being a PvP focused roleplay metagaming will get you booted so fast.
*If you want to contribute, please be constructive.
*If you disagree with any contributions, bring them up to the me (The GM).
*This isn't an 18+ but swearing is cool in moderation.
*Treat others how you want to be treated.
*Keep out of character and in character separate, if this does end up being a PvP focused roleplay metagaming will get you booted so fast.