In a universe comprising copies of copies, you are the original version of yourself.
Premise
Years ago, a great calamity fell from the heavens and the world of Libra was stricken with a terrible malady that turned both man and beast into monsters. They named it the Divine Disease and its heralds the Mordrem. In order to prevent total annihilation, humanity built a massive terraformed space habitat named Elysium to which they escaped and left the world below.
The Mordrem thrive on the consumption of spirits, which are an important part of Libra’s ecosystem. Because of this, the spirits within all things of nature—mountains and rivers, flowers and trees, thunder and wind—abandoned their natural embodiments and sought refuge in beings of prominence in order to protect themselves from the Mordrem. The people who were chosen by spirits became known as Guardians. They can exert the natural power of spirits as magic, and therefore a valuable asset in the war against the Great Threat.
Humanity’s primary concern is to retake the world that they have lost. In this great endeavor they formed the United Defense Force, which is an independent military coalition with its base of operations and training on Elysium. All men and women are encouraged to join this Great War Machine and do their part. However, the corrupt politics of Elysium has brainwashed its aristocratical society to focus on the Golden Future, an imaginary utopia beyond the stars. While the rich and powerful live safely on Elysium—basking in luxuries of android servants, advanced medical technology, and healthy nourishment—the impoverished suffer on the surface of Libra, which is overpopulated, polluted, stagnant, and constantly ravaged by natural disasters and the Mordrem.
You are a Guardian, who recently graduated from a military academy on Elysium and is ready to join the United Defense Force. The squad to which you have been assigned consists of your friends that you went to school with. On your first mission together, which is to secure valuable assets in a city under siege, you accidentally discover highly classified information about the Golden Future. This sparks a chain of events that will lead to the realization that you have a much greater purpose in the cosmos than you could possibly imagine.
The Mordrem thrive on the consumption of spirits, which are an important part of Libra’s ecosystem. Because of this, the spirits within all things of nature—mountains and rivers, flowers and trees, thunder and wind—abandoned their natural embodiments and sought refuge in beings of prominence in order to protect themselves from the Mordrem. The people who were chosen by spirits became known as Guardians. They can exert the natural power of spirits as magic, and therefore a valuable asset in the war against the Great Threat.
Humanity’s primary concern is to retake the world that they have lost. In this great endeavor they formed the United Defense Force, which is an independent military coalition with its base of operations and training on Elysium. All men and women are encouraged to join this Great War Machine and do their part. However, the corrupt politics of Elysium has brainwashed its aristocratical society to focus on the Golden Future, an imaginary utopia beyond the stars. While the rich and powerful live safely on Elysium—basking in luxuries of android servants, advanced medical technology, and healthy nourishment—the impoverished suffer on the surface of Libra, which is overpopulated, polluted, stagnant, and constantly ravaged by natural disasters and the Mordrem.
You are a Guardian, who recently graduated from a military academy on Elysium and is ready to join the United Defense Force. The squad to which you have been assigned consists of your friends that you went to school with. On your first mission together, which is to secure valuable assets in a city under siege, you accidentally discover highly classified information about the Golden Future. This sparks a chain of events that will lead to the realization that you have a much greater purpose in the cosmos than you could possibly imagine.
Codex
This is the codex. It contains all the information about the world that you need. It is far from complete, as we are talking about an entire world, but hopefully we will get there one day. If there is any specific information that you want to read about, then ask for it and we will sort out an entry. Make sure to read the codex a few times before the roleplay, so that you have some idea of where to look whenever you want to reference something.
Religion
Anima is the name of the central canon of Libra. It is the worldview that all entities possess spiritual essence. These spirits are believed to be remnants of the Creator. Spirits are sentient in that they can be benevolent or malevolent, helpful or mischievous. Some spirits are majestic deities that rule entire domains, whereas others are insignificant apparitions that inhabit simplistic objects. Petty spirits are trivial and nameless, but powerful ones can eventually assume physical forms known as Kami. Spirits are perceivable to the naked eye as transparent entities akin to flowing silk. However, as they gather in large numbers, they may meld and assume forms that best describe their personalities. They empower each other by gathering together, and they are attracted to entities that share their behavior.
Religion: The Creator
Everything that exists originates in the Creator, or Eternal Etro as it is also called. Gods and spirits, men and beasts, and all the phenomena of the universe in the dual order of antitheses derived from the energies of the Etro, which has its root and ground of existence in itself. It securely existed long before there were Heaven and Earth. It is above all, but cannot be considered high. It is below all, but cannot be considered deep. It existed before Heaven and Earth, but cannot be considered to have lasted long. And it is older than the mightiest antiquity, but cannot be considered old. The Eternal Etro is utmost impersonal, a mere energy from which all came.
The Eternal Etro’s nature is to be harmonious. The spiritual goal of all things is to be one with the Etro and attune to the natural order. However, the Etro does not admit of being praised. It is never obtrusive, demanding, or flamboyant. Prayer to this being would be as ironic as prayer to the laws of gravity. For the Etro does not meddle in the matters of the beings it created. To sing of its glories would be a waste of breath. Instead, what needs to be done is to observe the manner of its working and take that for a model. For to live by the Etro is to function like the Etro. Water is the primary metaphor by which the faithful live. We are part of the natural order which flows through the Etro. We cannot avoid flowing along with it, nor can we deviate from it.
Spirits
Most parts of the world revere and worship spirits in some form. There are different thoughts to the worship of Kami and it has been the center of many debates. All of this is performed in temples or shrines scattered throughout cities and landscapes. In Elysium, the Regent is not only the head of state, but also the supreme religious figure.
There are many types of spirits, but nothing the layperson has to know by heart. These include Pure, Corrupt, and Diluted spirits. The first are direct remnants of the Eternal Etro and consists mostly of things of nature and the elements. If they are consumed or absorbed by someone or something, they will become the second type of spirit: Corrupt. These can become of things like dreams and emotions. One can also call them Mutated spirits. The third type of spirit, Diluted, are parts of pure spirits that have grown independently. For example, the spirit of a stone statue that was carved out of a mountain is a diluted spirit.
Spirits reincarnate upon destruction. They return to something called ‘lifestream’ and become cleansed. Lifestream is a physical essence that exists deep within the planet. At certain locations on Libra, this essence can be harvested and processed into crystals that allow non-Guardians to utilize magic through spirits. It is an utmost unnatural form of magic use, and it is frowned upon by most.
Guardians
Spirits can possess anything they desire. In times of great duress, they are known to possess sentient beings for protection. When enough spirits have possessed this being, that being becomes what is known as a Guardian. While this phenomenon is rare, it saw a sudden surge after the Calamity due to the presence of the alien creatures that thrive on spirit consumption. However, how the spirits choose their sanctuary and Guardian is unknown. Certain studies show that they seem to be attracted to each other and entities that are naturally strong somehow.
While most people possess a spirit or two, it is only those with a high spirit density and access to the spirits’ natural powers that can be considered Guardians. These individuals become exceptionally strong, fast, and agile. They can punch through concrete walls without a scratch, jump across and over incredible heights and lengths, and able to survive wounds and conditions that would otherwise kill them within minutes. However, Guardians are not immortal. While they can withstand incredible amounts of punishment, they can and will die due to physical trauma. They can get sick and suffer diseases, even though it is rare.
Spirits constantly phase in and out of objects and entities. While a normal person might feel when this happens, as a warm sensation, those of high spirit density rarely do. When a spirit leaves its natural embodiment, it does not mean that the embodiment is destroyed or ceases to exist. For example, a flash of lightning possessed by a spirit may strike in the same place for an infinite amount of times, as the spirit dictates its movements and behavior. Without the spirit, however, that flash of lightning returns to the natural order of the world and behaves in accordance with nature as created by the Eternal Etro.
Elysium
Elysium is a massive space station that orbits Libra. It was built in response to the Mordrem threat for the purpose of refuge. The habitat was made possible by private investors and various organizations, which made life on Elysium too extravagant and expensive for regular people. Only a third of Libra’s population live on the station while the rest still suffer on the surface of the planet, constantly harassed by the Mordrem, stagnation, anarchy, and other disasters.
United Defense Force (U.D.F.)
The United Defense Force is an independent military body designated to combat the worldwide Mordrem threat. It recruits personnel from official armed forces, the private sector, and military academies around the world. The United Defense Force is led by a supreme commander and adheres to a traditional military chain of command. It has many different divisions including air, naval, and ground forces, accompanied by a number of special operations. One such special operations force is the Special Warfare and Reconnaissance Group, which is unique in that it only recruits Guardians into its ranks. Many military academies educate their Guardians for service within that group, which is notorious for imposing unrealistic missions on their members.
Oakridge Military Academy
The Oakridge Military Academy is one of the most prestigious and disciplined military educational institutions in Elysium. It offers a wide selection of programs for students between the ages of seven and twenty-one, but a person has the right to apply and join the academy at any time. Oakridge provides an invaluable blueprint for life and all of its challenges by which students can live, not to mention the ability to choose a career within the United Defense Force. The academy complex itself is massive. It has hundreds of classrooms, live-action training grounds, combat simulators, relaxation areas, dormitories, two libraries, several cafeterias, recreational areas, and number physical education facilities and obstacle courses. All mandatory school subjects are covered in the steering documents, but with modifications to include combat oriented subjects.
Technology: Weapons
The war with the Mordrem introduced a dominant melee weapon culture within the U.D.F. Shortly after the invasion, veteran soldiers discovered the problematic of ammunition shortage when combating the alien threat, as conventional cartridges were ineffective against some of the larger creatures. However, with ample force and endurance, one could easily penetrate carapaces and mow down hundreds of creatures with melee weapons. Halberds became a popular choice due to their range, but they were slow. One handed weapons of sword and axe designs were faster, but offered less protection through range. However, since the makeshift days, the U.D.F. has manufactured a wide range of proper melee weapons forged with hardened materials. While ranged and projectile weapons are preferred and widely used, Guardians favor melee weapons due to their superior physical attributes.
Technology: “Medi-Gel”
Medical Gel is the U.D.F. standard medical application. It is widely used by medics and soldiers, and combines several aspects: local anesthetic, disinfectant, and clotting agent. It can be digested or applied directly onto a wound, and it is sealable against liquids, contaminants, and gases. Its use it invaluable when a Guardian with restorative spirits is unavailable.
Technology: Assistant Drones
These are small, spherical drones that hover in the vicinity of a person. They have verbal capabilities and keep track of whatever the user might desire. This can include appointments, important dates, time, reminders, alarms, access to various information, storing personal or other information, and so on. It can also take measurements in three dimensional space, estimate risks, estimate weather changes and patterns, decrypt basic data clusters, along with many other utility functions. The Assistant Drone is the most common drone. However, it has no offensive or defensive capabilities.
World: Cetra
Cetra is a continent of Libra. It is surrounded by all other continents. Its origin language is called Cetran and is the equivalent of English. The majority of the people on Libra and Elysium understand and speak it, as it is considered the ‘common language’. It has always been the economic and cultural hub of the world due to its location and beautiful landscape, being dominated by grassy fields and lush forests. It was also the seating of political power, military careers, and academic pursuits. It has four seasons of equal length, and the biodiversity consists of all manner of mammals. The cities within Cetra feel and look as if taken out of the future with towering skyscrapers, teeming with life around the clock, and holographic images broadcasting advertisement. However, ever since the Calamity, Cetra has lost its former status to Elysium and is now merely the ‘forward base’ of operations for the U.D.F., among other things. Whatever population is left on Libra has flocked to Cetra to hide behind its walls around the coasts.
World: Kelsa Galea
Kelsa Galea may be the continent from which all other continent parted when the planet was young, thus making it the oldest proper. Its inhabitants have survived numerous disasters including the Kami civil war. However, most harm has come from man-made catastrophes, one of which being lifestream extraction. Before this phenomenon, the land was fertile and abundant with natural resources, but ever since the Great Wells extracting lifestream essence, Kelsa Galea has become a desert wasteland. These wells are precisely protected by private security forces, more so than the people in Cetra. The local inhabitants, however, do not take kindly to the presence of greedy corporations, as they are a kind of tradition. Therefore, Kelsa Galea has the largest gap in social economic status compared to other continents. Technology, medical treatment, and educational institutions are all out of date. The best of what there is belongs to the aristocracy.
World: Tenebra
Tenebra is the most isolated and smallest continent of all. It is usually called the ‘Land of the Mist’, as it was the location of the Kami apocalypse—the civil war that led to their extinction. This epic confrontation engulfed Tenebra in an eternal fog that causes day and night to be almost equally dark, and the sun and moon is never seen. Even hundreds of years later, Tenebra has yet to recover from the destruction imposed by the divine entities, and some believe that it never will. This is why many call it the Land of the Dead, instead of the ‘Mist’. It is quite rare to witness natural wildlife or botany, and there is an alarming lack of spirits in rotation. However, because of these conditions, Tenebra is relatively unaffected by the Mordrem infestation, as there is little to nothing for the vile creatures to thrive on. But, this does not mean that it is a safe place to be or live. The nation is plagued by a complete lack of government and morals. It is a haven for cults and criminals.
World: Hong Desa
This continent is sometimes named the ‘Red Continent’. It is dominated by many countries and cultures that regard the color as a blessing of happiness and good fortune. Important monuments, clothing, and ornaments are commonly painted with various shades of red. However, despite this sense of unity, the people of Hong Desa are not one and the same, as the rest of the world believes. The inhabitants take great pride in their respective cultures and traditions’, so being referred to as simply a person from Hong Desa is considered an insult by them. But, it cannot be denied that they share certain values such as quality education, health, and community honor. They also do not take lightly to failure of any kind. They have also been labeled as deceptive by outsiders. Their architecture may lead you to believe that they exist in the ancient past, but the inside will be clad with superior technology. However, the people do not fear change, quite the contrary.
World: Anatolia
Anatolia is the northern most continent of the world. Its official language is ‘Anatolian’, which is the equivalent of German. It has various dialects that only the natives can understand between themselves. The continent rivals Cetra in terms of technological advancement, but lacks in medicine. The continent’s cultures vary drastically depending on geography. Fishing villages exist along the coasts, farm lands reside at various patches free of glaciers, and vast cities dot economically profitable areas. Anatolia alternates between political prowess and religious influences. Its views on Anima have an aroma of Catholicism. Military doctrine dominates a famous city-fort known as Juno, to which many travel and spend a year or two when pursuing military training. In terms of weather, Anatolia has short springs and extensive winters. The continent is completely dark for a whole month out of the year. Major cities favor Gothic architecture that appeal to the inhabitant’s romantic side.
Anima is the name of the central canon of Libra. It is the worldview that all entities possess spiritual essence. These spirits are believed to be remnants of the Creator. Spirits are sentient in that they can be benevolent or malevolent, helpful or mischievous. Some spirits are majestic deities that rule entire domains, whereas others are insignificant apparitions that inhabit simplistic objects. Petty spirits are trivial and nameless, but powerful ones can eventually assume physical forms known as Kami. Spirits are perceivable to the naked eye as transparent entities akin to flowing silk. However, as they gather in large numbers, they may meld and assume forms that best describe their personalities. They empower each other by gathering together, and they are attracted to entities that share their behavior.
Religion: The Creator
Everything that exists originates in the Creator, or Eternal Etro as it is also called. Gods and spirits, men and beasts, and all the phenomena of the universe in the dual order of antitheses derived from the energies of the Etro, which has its root and ground of existence in itself. It securely existed long before there were Heaven and Earth. It is above all, but cannot be considered high. It is below all, but cannot be considered deep. It existed before Heaven and Earth, but cannot be considered to have lasted long. And it is older than the mightiest antiquity, but cannot be considered old. The Eternal Etro is utmost impersonal, a mere energy from which all came.
The Eternal Etro’s nature is to be harmonious. The spiritual goal of all things is to be one with the Etro and attune to the natural order. However, the Etro does not admit of being praised. It is never obtrusive, demanding, or flamboyant. Prayer to this being would be as ironic as prayer to the laws of gravity. For the Etro does not meddle in the matters of the beings it created. To sing of its glories would be a waste of breath. Instead, what needs to be done is to observe the manner of its working and take that for a model. For to live by the Etro is to function like the Etro. Water is the primary metaphor by which the faithful live. We are part of the natural order which flows through the Etro. We cannot avoid flowing along with it, nor can we deviate from it.
Spirits
Most parts of the world revere and worship spirits in some form. There are different thoughts to the worship of Kami and it has been the center of many debates. All of this is performed in temples or shrines scattered throughout cities and landscapes. In Elysium, the Regent is not only the head of state, but also the supreme religious figure.
There are many types of spirits, but nothing the layperson has to know by heart. These include Pure, Corrupt, and Diluted spirits. The first are direct remnants of the Eternal Etro and consists mostly of things of nature and the elements. If they are consumed or absorbed by someone or something, they will become the second type of spirit: Corrupt. These can become of things like dreams and emotions. One can also call them Mutated spirits. The third type of spirit, Diluted, are parts of pure spirits that have grown independently. For example, the spirit of a stone statue that was carved out of a mountain is a diluted spirit.
Spirits reincarnate upon destruction. They return to something called ‘lifestream’ and become cleansed. Lifestream is a physical essence that exists deep within the planet. At certain locations on Libra, this essence can be harvested and processed into crystals that allow non-Guardians to utilize magic through spirits. It is an utmost unnatural form of magic use, and it is frowned upon by most.
Guardians
Spirits can possess anything they desire. In times of great duress, they are known to possess sentient beings for protection. When enough spirits have possessed this being, that being becomes what is known as a Guardian. While this phenomenon is rare, it saw a sudden surge after the Calamity due to the presence of the alien creatures that thrive on spirit consumption. However, how the spirits choose their sanctuary and Guardian is unknown. Certain studies show that they seem to be attracted to each other and entities that are naturally strong somehow.
While most people possess a spirit or two, it is only those with a high spirit density and access to the spirits’ natural powers that can be considered Guardians. These individuals become exceptionally strong, fast, and agile. They can punch through concrete walls without a scratch, jump across and over incredible heights and lengths, and able to survive wounds and conditions that would otherwise kill them within minutes. However, Guardians are not immortal. While they can withstand incredible amounts of punishment, they can and will die due to physical trauma. They can get sick and suffer diseases, even though it is rare.
Spirits constantly phase in and out of objects and entities. While a normal person might feel when this happens, as a warm sensation, those of high spirit density rarely do. When a spirit leaves its natural embodiment, it does not mean that the embodiment is destroyed or ceases to exist. For example, a flash of lightning possessed by a spirit may strike in the same place for an infinite amount of times, as the spirit dictates its movements and behavior. Without the spirit, however, that flash of lightning returns to the natural order of the world and behaves in accordance with nature as created by the Eternal Etro.
Elysium
Elysium is a massive space station that orbits Libra. It was built in response to the Mordrem threat for the purpose of refuge. The habitat was made possible by private investors and various organizations, which made life on Elysium too extravagant and expensive for regular people. Only a third of Libra’s population live on the station while the rest still suffer on the surface of the planet, constantly harassed by the Mordrem, stagnation, anarchy, and other disasters.
United Defense Force (U.D.F.)
The United Defense Force is an independent military body designated to combat the worldwide Mordrem threat. It recruits personnel from official armed forces, the private sector, and military academies around the world. The United Defense Force is led by a supreme commander and adheres to a traditional military chain of command. It has many different divisions including air, naval, and ground forces, accompanied by a number of special operations. One such special operations force is the Special Warfare and Reconnaissance Group, which is unique in that it only recruits Guardians into its ranks. Many military academies educate their Guardians for service within that group, which is notorious for imposing unrealistic missions on their members.
Oakridge Military Academy
The Oakridge Military Academy is one of the most prestigious and disciplined military educational institutions in Elysium. It offers a wide selection of programs for students between the ages of seven and twenty-one, but a person has the right to apply and join the academy at any time. Oakridge provides an invaluable blueprint for life and all of its challenges by which students can live, not to mention the ability to choose a career within the United Defense Force. The academy complex itself is massive. It has hundreds of classrooms, live-action training grounds, combat simulators, relaxation areas, dormitories, two libraries, several cafeterias, recreational areas, and number physical education facilities and obstacle courses. All mandatory school subjects are covered in the steering documents, but with modifications to include combat oriented subjects.
Technology: Weapons
The war with the Mordrem introduced a dominant melee weapon culture within the U.D.F. Shortly after the invasion, veteran soldiers discovered the problematic of ammunition shortage when combating the alien threat, as conventional cartridges were ineffective against some of the larger creatures. However, with ample force and endurance, one could easily penetrate carapaces and mow down hundreds of creatures with melee weapons. Halberds became a popular choice due to their range, but they were slow. One handed weapons of sword and axe designs were faster, but offered less protection through range. However, since the makeshift days, the U.D.F. has manufactured a wide range of proper melee weapons forged with hardened materials. While ranged and projectile weapons are preferred and widely used, Guardians favor melee weapons due to their superior physical attributes.
Technology: “Medi-Gel”
Medical Gel is the U.D.F. standard medical application. It is widely used by medics and soldiers, and combines several aspects: local anesthetic, disinfectant, and clotting agent. It can be digested or applied directly onto a wound, and it is sealable against liquids, contaminants, and gases. Its use it invaluable when a Guardian with restorative spirits is unavailable.
Technology: Assistant Drones
These are small, spherical drones that hover in the vicinity of a person. They have verbal capabilities and keep track of whatever the user might desire. This can include appointments, important dates, time, reminders, alarms, access to various information, storing personal or other information, and so on. It can also take measurements in three dimensional space, estimate risks, estimate weather changes and patterns, decrypt basic data clusters, along with many other utility functions. The Assistant Drone is the most common drone. However, it has no offensive or defensive capabilities.
World: Cetra
Cetra is a continent of Libra. It is surrounded by all other continents. Its origin language is called Cetran and is the equivalent of English. The majority of the people on Libra and Elysium understand and speak it, as it is considered the ‘common language’. It has always been the economic and cultural hub of the world due to its location and beautiful landscape, being dominated by grassy fields and lush forests. It was also the seating of political power, military careers, and academic pursuits. It has four seasons of equal length, and the biodiversity consists of all manner of mammals. The cities within Cetra feel and look as if taken out of the future with towering skyscrapers, teeming with life around the clock, and holographic images broadcasting advertisement. However, ever since the Calamity, Cetra has lost its former status to Elysium and is now merely the ‘forward base’ of operations for the U.D.F., among other things. Whatever population is left on Libra has flocked to Cetra to hide behind its walls around the coasts.
World: Kelsa Galea
Kelsa Galea may be the continent from which all other continent parted when the planet was young, thus making it the oldest proper. Its inhabitants have survived numerous disasters including the Kami civil war. However, most harm has come from man-made catastrophes, one of which being lifestream extraction. Before this phenomenon, the land was fertile and abundant with natural resources, but ever since the Great Wells extracting lifestream essence, Kelsa Galea has become a desert wasteland. These wells are precisely protected by private security forces, more so than the people in Cetra. The local inhabitants, however, do not take kindly to the presence of greedy corporations, as they are a kind of tradition. Therefore, Kelsa Galea has the largest gap in social economic status compared to other continents. Technology, medical treatment, and educational institutions are all out of date. The best of what there is belongs to the aristocracy.
World: Tenebra
Tenebra is the most isolated and smallest continent of all. It is usually called the ‘Land of the Mist’, as it was the location of the Kami apocalypse—the civil war that led to their extinction. This epic confrontation engulfed Tenebra in an eternal fog that causes day and night to be almost equally dark, and the sun and moon is never seen. Even hundreds of years later, Tenebra has yet to recover from the destruction imposed by the divine entities, and some believe that it never will. This is why many call it the Land of the Dead, instead of the ‘Mist’. It is quite rare to witness natural wildlife or botany, and there is an alarming lack of spirits in rotation. However, because of these conditions, Tenebra is relatively unaffected by the Mordrem infestation, as there is little to nothing for the vile creatures to thrive on. But, this does not mean that it is a safe place to be or live. The nation is plagued by a complete lack of government and morals. It is a haven for cults and criminals.
World: Hong Desa
This continent is sometimes named the ‘Red Continent’. It is dominated by many countries and cultures that regard the color as a blessing of happiness and good fortune. Important monuments, clothing, and ornaments are commonly painted with various shades of red. However, despite this sense of unity, the people of Hong Desa are not one and the same, as the rest of the world believes. The inhabitants take great pride in their respective cultures and traditions’, so being referred to as simply a person from Hong Desa is considered an insult by them. But, it cannot be denied that they share certain values such as quality education, health, and community honor. They also do not take lightly to failure of any kind. They have also been labeled as deceptive by outsiders. Their architecture may lead you to believe that they exist in the ancient past, but the inside will be clad with superior technology. However, the people do not fear change, quite the contrary.
World: Anatolia
Anatolia is the northern most continent of the world. Its official language is ‘Anatolian’, which is the equivalent of German. It has various dialects that only the natives can understand between themselves. The continent rivals Cetra in terms of technological advancement, but lacks in medicine. The continent’s cultures vary drastically depending on geography. Fishing villages exist along the coasts, farm lands reside at various patches free of glaciers, and vast cities dot economically profitable areas. Anatolia alternates between political prowess and religious influences. Its views on Anima have an aroma of Catholicism. Military doctrine dominates a famous city-fort known as Juno, to which many travel and spend a year or two when pursuing military training. In terms of weather, Anatolia has short springs and extensive winters. The continent is completely dark for a whole month out of the year. Major cities favor Gothic architecture that appeal to the inhabitant’s romantic side.
Combat System
This is the combat system for this roleplay. Read it carefully before asking about something, but do ask if there is something that is confusing. However, the rule of thumb is to ignore it in the actual roleplay. It is designed to be a background thing, so let it be a background thing.
Combat is a major part of this game, and many others. However, most of those other games have something unfavorable in common: dice and elements of chance. This system has nothing of that. It was designed to allow gamers and writers unite. The system rewards characters’ combat creativity and synergy between them. However, this does not include your writing abilities, only what your character does.
Instead of dice, we have a difficulty meter called ‘Stagger’ for both enemies and players. It is nothing like ‘hit points’ in other games, as it takes everything into account and not just physical harm. When the stagger of an enemy has been filled, that enemy can be instantly defeated by anyone—one hit, godmodding. However, until that time, it is recommended to refrain from using descriptions that entail fatal wounds such as decapitation.
You can auto-hit enemies, but not kill them until their stagger has been filled and announced as such. The players and the Game Master(s) both control enemy actions. There will be detailed descriptions of each enemy in the story that explain their strengths and weaknesses, typical combat moves, and so on. Then you interpret that the best way you can.
Game Masters calculate stagger gains by consulting a chart that I have created. It has predetermined amounts of points for various combat actions as well as various ambiguous bonuses for creativity and synergy between players. Therefore, the system is partially objective.
Creating Spirits
You create your own spirits for your character, four (4) of them. They will consist of a name, an element, spirit ability, status effects, and a brief description. Do not worry about if they are too powerful, as we will balance them together. Post your spirit proposals with your character sheet or separately in the out of character thread. At the bottom of this section there are examples of completed spirits. Remember that spirits are attracted to certain personalities and behaviors. It is not impossible, but a very happy and chipper person would most likely not attract spirits of the Dark element, and vice versa.
Exhaustion (Mechanic)
In combat, a spirit can be used two (2) times before it is exhausted. This means that it cannot be used again during that encounter. After the confrontation, the spirit will recuperate and you can use it again during the next conflict. However, certain spirit abilities manipulate this mechanic.
Elements
Most spirits derive from an element, or several. A single spirit should have at least one element, but no more than two. You are not restricted to having all of your character's spirits be of the same element. You can have all of them as long as it would make sense for the spirits to be attracted to your character's personality and behavior.
Fire: This includes the fire element, lava, and concepts such as anger and impulse.
Water: This includes the water element, ice, and concepts such as logic and intelligence.
Air: This includes the air element, lightning, and concepts such as fluidity and opportunity.
Earth: This includes the earth element, nature, and concepts such as harmony and growth.
Holy: This includes the light element, life, and concepts such as protection and empathy.
Dark: This includes the dark element, death, and concepts such as fear and ambition.
Gravity: This includes non-element, spacetime, and concepts such as apathy and disconnection.
Spirit Abilities
These abilities affect your character, the spirit itself, or other spirits. Some abilities trigger on use and others are always active as passive effects. Choose one ability for each of your spirits.
Vigilance: This spirit cannot be exhausted if all your other spirits are.
Trample: This spirit ignores all defense abilities.
Storm: This spirit is cast equal to the amount of non-exhausted enemy spirits for the cost of one.
Soulshift: When this spirit is exhausted, you may bring back another exhausted spirit of the same element.
Shroud: This spirit cannot be the target of other spirit abilities.
Provoke: This spirit forces the target enemy to attack you and only you.
Protection: You cannot be the target of or be damaged by an element of choice.
Morbid: When you use this spirit, if target enemy does not have exhausted spirits, exhaust spirit of choice if you have an exhausted spirit.
Lifelink: You are healed for the amount of damage this spirit causes.
Infect: The cost of using spirits by target affects all allies of target.
Indestructible: You cannot be damaged until a spirit is exhausted. (Enemy Ability Only)
Swiftness: This spirit can be used three (3) times before it is exhausted.
Flashback: When this spirit is exhausted, cast another exhausted spirit.
Fear: You cannot receive physical damage from enemies except those with Dark element spirits.
Exalt: You may exhaust one of your own spirits in order to de-exhaust a spirit of an ally.
Echo: This spirit mimics the spirit ability of the last spirit used by the enemy.
Defender: Decreases physical damage received, but you cannot attack with physical weapons until this spirit is exhausted.
Deathtouch: If this spirit is exhausted upon being cast on an enemy, that enemy instantly dies. (Enemy Ability Only)
Amplify: The damage of this spirit is increased for each other spirit with the same element.
Status Effects
Spirits may cause one or several status effects in the form of Boons and Conditions. The former strengthens your character and the latter weakens her.
Boons
Might: Increases your physical damage.
Faith: Increases your magical damage.
Vigor: Cause damage with movement.
Armor: Decrease physical damage taken.
Shell: Decrease magical damage taken.
Haste: Increase Exhaustion Threshold by one.
Retaliation: A portion of damage received is returned to the source.
Resist: Become resistant towards the last element used against you.
All: Your spirits affect all allies or enemies.
Conditions
Blind: Target physical damage is halved.
Silence: Target magical damage is halved.
Weakness: Increases physical damage taken.
Exposure: Increases magical damage taken.
Imperil: Target becomes weak against the last element used against it.
Slow: Decreases target Exhaustion Threshold by one.
Zombie: Target takes damage from healing.
Meltdown: Disable spirit ability of the last spirit used by target.
Dispel: Remove all Status Effects from one target.
Singularity: All elements of target become the last element used by target.
Example of Spirits
The examples below are from my character, Selene Palamecia.
“Orb of Darkness”
Element: Dark
Ability: Amplify
Status Effects:
Description: This spirit manifests as a black, smokey orb projectile. It detonates upon impact and affects everyone in the immediate area. The personality of this spirit is that of impatience, insolence, and intrusiveness. It may sometimes emerge from Selene’s body in the shape of a ghost-like figure with giant, hollowed eyes and myriads of slender arms.
“Bloodlust”
Element: Dark
Ability: Lifelink
Status Effects:
Description: This spirit manifests by extending Selene’s canine teeth, allowing her to bite and penetrate hardened skin. The spirit lunges Selene toward her targeted enemy with great speed upon use. Selene and her target are enveloped in black smoke during this attack. The personality of this spirit is that of isolation, brooding, and jealousy. It may sometimes emerge from Selene’s body in the shape of a bat-like creature of smokey shadows.
Instead of dice, we have a difficulty meter called ‘Stagger’ for both enemies and players. It is nothing like ‘hit points’ in other games, as it takes everything into account and not just physical harm. When the stagger of an enemy has been filled, that enemy can be instantly defeated by anyone—one hit, godmodding. However, until that time, it is recommended to refrain from using descriptions that entail fatal wounds such as decapitation.
You can auto-hit enemies, but not kill them until their stagger has been filled and announced as such. The players and the Game Master(s) both control enemy actions. There will be detailed descriptions of each enemy in the story that explain their strengths and weaknesses, typical combat moves, and so on. Then you interpret that the best way you can.
Game Masters calculate stagger gains by consulting a chart that I have created. It has predetermined amounts of points for various combat actions as well as various ambiguous bonuses for creativity and synergy between players. Therefore, the system is partially objective.
Creating Spirits
You create your own spirits for your character, four (4) of them. They will consist of a name, an element, spirit ability, status effects, and a brief description. Do not worry about if they are too powerful, as we will balance them together. Post your spirit proposals with your character sheet or separately in the out of character thread. At the bottom of this section there are examples of completed spirits. Remember that spirits are attracted to certain personalities and behaviors. It is not impossible, but a very happy and chipper person would most likely not attract spirits of the Dark element, and vice versa.
Exhaustion (Mechanic)
In combat, a spirit can be used two (2) times before it is exhausted. This means that it cannot be used again during that encounter. After the confrontation, the spirit will recuperate and you can use it again during the next conflict. However, certain spirit abilities manipulate this mechanic.
Elements
Most spirits derive from an element, or several. A single spirit should have at least one element, but no more than two. You are not restricted to having all of your character's spirits be of the same element. You can have all of them as long as it would make sense for the spirits to be attracted to your character's personality and behavior.
Fire: This includes the fire element, lava, and concepts such as anger and impulse.
Water: This includes the water element, ice, and concepts such as logic and intelligence.
Air: This includes the air element, lightning, and concepts such as fluidity and opportunity.
Earth: This includes the earth element, nature, and concepts such as harmony and growth.
Holy: This includes the light element, life, and concepts such as protection and empathy.
Dark: This includes the dark element, death, and concepts such as fear and ambition.
Gravity: This includes non-element, spacetime, and concepts such as apathy and disconnection.
Spirit Abilities
These abilities affect your character, the spirit itself, or other spirits. Some abilities trigger on use and others are always active as passive effects. Choose one ability for each of your spirits.
Vigilance: This spirit cannot be exhausted if all your other spirits are.
Trample: This spirit ignores all defense abilities.
Storm: This spirit is cast equal to the amount of non-exhausted enemy spirits for the cost of one.
Soulshift: When this spirit is exhausted, you may bring back another exhausted spirit of the same element.
Shroud: This spirit cannot be the target of other spirit abilities.
Provoke: This spirit forces the target enemy to attack you and only you.
Protection: You cannot be the target of or be damaged by an element of choice.
Morbid: When you use this spirit, if target enemy does not have exhausted spirits, exhaust spirit of choice if you have an exhausted spirit.
Lifelink: You are healed for the amount of damage this spirit causes.
Infect: The cost of using spirits by target affects all allies of target.
Indestructible: You cannot be damaged until a spirit is exhausted. (Enemy Ability Only)
Swiftness: This spirit can be used three (3) times before it is exhausted.
Flashback: When this spirit is exhausted, cast another exhausted spirit.
Fear: You cannot receive physical damage from enemies except those with Dark element spirits.
Exalt: You may exhaust one of your own spirits in order to de-exhaust a spirit of an ally.
Echo: This spirit mimics the spirit ability of the last spirit used by the enemy.
Defender: Decreases physical damage received, but you cannot attack with physical weapons until this spirit is exhausted.
Deathtouch: If this spirit is exhausted upon being cast on an enemy, that enemy instantly dies. (Enemy Ability Only)
Amplify: The damage of this spirit is increased for each other spirit with the same element.
Status Effects
Spirits may cause one or several status effects in the form of Boons and Conditions. The former strengthens your character and the latter weakens her.
Boons
Might: Increases your physical damage.
Faith: Increases your magical damage.
Vigor: Cause damage with movement.
Armor: Decrease physical damage taken.
Shell: Decrease magical damage taken.
Haste: Increase Exhaustion Threshold by one.
Retaliation: A portion of damage received is returned to the source.
Resist: Become resistant towards the last element used against you.
All: Your spirits affect all allies or enemies.
Conditions
Blind: Target physical damage is halved.
Silence: Target magical damage is halved.
Weakness: Increases physical damage taken.
Exposure: Increases magical damage taken.
Imperil: Target becomes weak against the last element used against it.
Slow: Decreases target Exhaustion Threshold by one.
Zombie: Target takes damage from healing.
Meltdown: Disable spirit ability of the last spirit used by target.
Dispel: Remove all Status Effects from one target.
Singularity: All elements of target become the last element used by target.
Example of Spirits
The examples below are from my character, Selene Palamecia.
“Orb of Darkness”
Element: Dark
Ability: Amplify
Status Effects:
Description: This spirit manifests as a black, smokey orb projectile. It detonates upon impact and affects everyone in the immediate area. The personality of this spirit is that of impatience, insolence, and intrusiveness. It may sometimes emerge from Selene’s body in the shape of a ghost-like figure with giant, hollowed eyes and myriads of slender arms.
“Bloodlust”
Element: Dark
Ability: Lifelink
Status Effects:
Description: This spirit manifests by extending Selene’s canine teeth, allowing her to bite and penetrate hardened skin. The spirit lunges Selene toward her targeted enemy with great speed upon use. Selene and her target are enveloped in black smoke during this attack. The personality of this spirit is that of isolation, brooding, and jealousy. It may sometimes emerge from Selene’s body in the shape of a bat-like creature of smokey shadows.
Character Sheet
This is the character sheet. Submissions are not 'first come first served', so take your time. You can either submit your character to me through a private message or in the out of character thread. When I have accepted it, you can post it in the character depository.
A real life picture of your character goes here, at the top. If you are unable to edit your picture for size, ask me or someone else to do it for you. Any additional picture that you want to include in your character sheet you should include in a hider tag at the bottom.
Character Name
This section should describe how your character is, her personality and whatever else that is of importance. You do not have to break things into sub-sections, just keep it all here and split paragraphs to contain a single idea.
Appearance
This section includes measurements such as height and weight, body type, and typical clothing of your character.
Weapon
This section describes your character's signature weapon of choice. Guardians favor melee weapons, but it is by no means a restriction. Guns, bows, and whatever else you can think of is allowed. You can describe the weapon's characteristics, measurements, how your character obtained it, and so on.
Biography
This section describes your character's history. You may choose to have your character be a native of Elysium or any of the continents of Libra, but he or she attended Oakridge Military Academy on Elysium at eight years old until twenty-one, which all of our characters are now. Everything you write here the other characters will know, as they are friends. If you have any secrets, hold them to yourself and reveal them in the roleplay.
Spirits
This section describes your chosen 4 spirits. Follow the format of the example spirits in the Combat System. You may want to propose your spirits in the out of character thread or a private message to me, so that we can balance them if we have to.
Relations
This section describes your character's relation to all other characters. This will have to be written as the other characters appear after being accepted. Discuss in the out of character thread about possible romances, disputes, happy or sad memories, something special they did together, and so on. However, remember that they are all still together and hang out, even if they have their own lives on the side.
Character Name
This section should describe how your character is, her personality and whatever else that is of importance. You do not have to break things into sub-sections, just keep it all here and split paragraphs to contain a single idea.
Appearance
This section includes measurements such as height and weight, body type, and typical clothing of your character.
Weapon
This section describes your character's signature weapon of choice. Guardians favor melee weapons, but it is by no means a restriction. Guns, bows, and whatever else you can think of is allowed. You can describe the weapon's characteristics, measurements, how your character obtained it, and so on.
Biography
This section describes your character's history. You may choose to have your character be a native of Elysium or any of the continents of Libra, but he or she attended Oakridge Military Academy on Elysium at eight years old until twenty-one, which all of our characters are now. Everything you write here the other characters will know, as they are friends. If you have any secrets, hold them to yourself and reveal them in the roleplay.
Spirits
This section describes your chosen 4 spirits. Follow the format of the example spirits in the Combat System. You may want to propose your spirits in the out of character thread or a private message to me, so that we can balance them if we have to.
Relations
This section describes your character's relation to all other characters. This will have to be written as the other characters appear after being accepted. Discuss in the out of character thread about possible romances, disputes, happy or sad memories, something special they did together, and so on. However, remember that they are all still together and hang out, even if they have their own lives on the side.
Rules
Be nice and courteous, follow my writing standards, and make a good impression with your character sheet.
@JJ Doe will be my co-GM for this roleplay. He was in the first 'the spirits within' until the end, and he has been a tremendous help in writing the codex. A lot of the information in there is his doing, so if you have any questions you can ask either of us. He is an expert on spirits and thought of the different types -- pure, corrupt, diluted, and so on.
@JJ Doe will be my co-GM for this roleplay. He was in the first 'the spirits within' until the end, and he has been a tremendous help in writing the codex. A lot of the information in there is his doing, so if you have any questions you can ask either of us. He is an expert on spirits and thought of the different types -- pure, corrupt, diluted, and so on.