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Ultimately, Misaki's rounds around town had borne more fruit than she had expected. As it turned out, wandering around was indeed a fair deal more productive than simply waiting for something to happen to her. The presence of salt was immediately noteworthy (though obviously she couldn't even think about taking any for herself), even if she couldn't exactly try to do anything industrial with it... At least, for the moment. Salt like this was probably used for more culinary purposes, anyhow; anything on a larger scale would require a bit more chemistry knowledge than she had at the moment. Could it be reproducible with time?

...Probably; it might be a good idea to check in with other natives in the future to see if things like glass weren't already being refined at a smaller scale to see if she could apply some more modern techniques to their production. Crystal-clear glass could easily be made a luxury if they hadn't already figured out how to produce it, at least...

What was more immediately useful to the foxgirl, though, was the herbalist's helpful crash course in local flora. Even if she didn't have any samples, the voice in her head (her gift, she presumed) was vaguely cataloguing things to reference later. Painkillers, mild depressants, coagulants... Even a doping effect. Needless to say, the matter of dessicating the plants or extracting whatever compounds caused that could prove to be a worthwhile path to pursue in the future, but if they functioned well enough in the same vein as Chinese medicine, then gathering them on a proper trip to the forest couldn't hurt. As for mixing them... Well, it'd be less risky to test that sort of thing once she had a stockpile large enough to consider experimenting with. She wasn't going to toy around with them like herbs from a certain survival horror franchise—at least, not for the moment.

To think that she would immediately be pulled away by Nobunaga to go and pursue a ritual to pay respect to the Kyrinth near the forest, though... Honestly, the foxgirl hadn't expected to be going out of her way to poke around quite yet, but it seemed to be a bit too late to stop the warlord-turned-small girl at this point.

That being said, she couldn't deny the logic in front of her outright; there was some merit to the idea of returning an offering long forgotten, and even if that failed, it was quite possible that she would have the opportunity to gather up some plants to use as well. Maybe examining everything in detail would also allow her to notice plants with other uses—ones that hadn't been explicitly shown to her by the herbalist. After all, herbs and spices were important for a reason.

"Kyr reed, kyr reed..." she said quietly to herself as she followed behind Nobunaga, eyes scanning the area as she weaved about the sides of the path they were taking in order to try and obtain that which they were seeking. If it wasn't readily available here, though...

Well, that only really left trudging through the forest anyways to find it, wouldn't it?

@VitaVitaAR@Rune_Alchemist
@Rezod92: Yeah, the wiki link works. The image link does not. That's all there is to say on that front, honestly.
@Rezod92: Nope, the link fizzles outright. Might be better to fish for another image.
@Rezod92: Nope, still broken.
Character Roster

<Blank until more people fill things in.>
  • Name: Meltryllis
  • Class: Alter Ego
  • Appearance: "Humans never seem to learn."
  • Personality: As the Alter Ego of pleasure, Meltryllis is equal parts sadist and a maiden in love. Borne from the emotions of the cast-off Sakura AI within the Moon Cell (which thus became the existence known as BB), Meltryllis cares not for humans or their actions. Rather, her actions show a near-total contempt for those around her, regardless of her status, save the target of her affection (if any). To that extent, Meltryllis is also incredibly harsh to others; as she sees and acknowledges the fact that she is a monster, and thus attempts to create distance from humans and paint herself thus. That being said, though, the incidents that she has found herself wrapped up in have caused her to reconsider her beliefs and, at the very least, respect beauty that exists outside of her perception of the world... At least, to some extent. She still seeks love as a maiden, and pushes her own will upon others without care for their own feelings. Despite her own desires, she dances on the battlefield, a so-called 'monster' of her own volition who acts, lying to herself all the while.
    But if, by some chance, one manages to push past the barriers she has put in place and gives her a reason to love, she shall dedicate her everything to them. Not as a weapon to eliminate enemies, but as a simple maiden desiring the heart of another.
  • Stats:
    • Strength: E
    • Endurance: C
    • Agility: A+
    • Mana: A
    • Luck: B
    • Noble Phantasm: EX
  • Class Skills:
    • Magic Resistance: B. Cancels spells with chants under three verses. Higher-level spells will have difficulty sticking, if at all.
    • Riding: B. The ability to ride vehicles and animals that exist in the world. Barring things such as Phantasmal Species, Meltryllis is able to use such things as she pleases.
    • Independent Action: A. The ability to maintain existence in the world without a Master and act without the direct command of one. This skill also allows Meltryllis to exist for up to a week without being maintained by a Master's mana.
    • Goddess' Essence: B. A skill that can be described as an upgraded version of Divinity; in addition to all the benefits and demerits thereof, this skill maintains her mind, body, and soul. This, in other words, means that she is far more resistant to things such as mental interference and that her form will never change regardless of consumption of food or exercise. As Meltryllis is comprised of multiple divine existences, this skill manifests as such.
    • High Servant: A. An abnormal being (Alter Ego) composed of Artemis, Leviathan, and Sarasvati, this Skill essentially exists to denote Meltryllis, a member of the Sakura Five, as an existence beyond normal Servants.
  • Personal Skills:
    • Crime Ballet: A. As a ballet aficionado, Meltryllis re-configured her combat style to draw influence from the performances she learned of. The graceful movements she executes coupled with her high agility, in short, makes her able to weave through continued assaults without so much as a glance.
    • Sadistic Constitution: A. A skill that strengthens Meltryllis's combat capabilities. The longer she remains in battle, however, the more pleasure that she derives from the pain of others and the less composure she maintains. Her defensive abilities drop in turn, so extended combat can be dangerous if not properly moderated.
    • Melt Virus: EX. A so-called 'cheat skill' derived from Absorption and delivered by means of leg-based piercing attacks. Though ordinarily able to break down or copy even the most terrifying of enemies in order for Meltryllis to consume their abilities for herself, her manifestation here has led to it becoming far less lethal in nature. While higher dosages of the virus are still able to break down enemies and allow Meltryllis to consume them to strengthen herself, smaller amounts will only instead lower the parameters of any enemy who falls victim to it. Additional strikes will both allow Meltryllis to take in the elements broken down by the virus and inject more into the enemy's system.
      Survivors will regain their former abilities provided that they receive proper care thereafter, but the virus can remain in their system if not treated properly (by either Meltryllis herself or by someone able to nullify its effects). The effects on Meltryllis herself will wear off if she did not consume the entirety of her target, lasting for varying amounts of time depending on how much was absorbed.
  • Noble Phantasm(s):
    • Name: Benzaiten's Five-String Biwa — Sarasvati Meltout
    • Rank: EX
    • Type: Anti-Unit
    • Appearance: N/A
    • Effects: Though originally an Anti-Army (or Anti-World) Noble Phantasm, her current Saint Graph limits this to a physical attack. Though it shows its true colors when targeting noncombatants, its usage against other Servants (at least, in this context) becomes a combat dance of sorts. Circling the enemy faster than the human eye can see, consummating in a whirlpool-esque torrent of slashes from her feet that serve to fill her enemies with her virus and crush them mercilessly under her heel—this is how she executes her foes.
      Needless to say, the current her has no particular intention to strike down civilians—doubly so given the state of the world she has been summoned into.
  • Alignment: Lawful Good (Yes, really.)
  • Changes: Closer to her GO iteration in terms of abilities and personality. In other words, Melt Virus has been nerfed and she's less sadistic and selfishly one-sided. Additionally, there is a plot-related reason for as to why she is able to be summoned here, but that will become a plot point later on. Probably.
@VitaVitaAR@KoL@RolePlayerRoxas: All accepted.
@Rezod92: Also accepted, but I'm gonna mention that the image link for Fran's mace is broken on my end. Just sayin', is all.

Anyways. Servant (because I'll figure out Master status l a t e r).

  • Name: Meltryllis
  • Class: Alter Ego
  • Appearance: "Humans never seem to learn."
  • Personality: As the Alter Ego of pleasure, Meltryllis is equal parts sadist and a maiden in love. Borne from the emotions of the cast-off Sakura AI within the Moon Cell (which thus became the existence known as BB), Meltryllis cares not for humans or their actions. Rather, her actions show a near-total contempt for those around her, regardless of her status, save the target of her affection (if any). To that extent, Meltryllis is also incredibly harsh to others; as she sees and acknowledges the fact that she is a monster, and thus attempts to create distance from humans and paint herself thus. That being said, though, the incidents that she has found herself wrapped up in have caused her to reconsider her beliefs and, at the very least, respect beauty that exists outside of her perception of the world... At least, to some extent. She still seeks love as a maiden, and pushes her own will upon others without care for their own feelings. Despite her own desires, she dances on the battlefield, a so-called 'monster' of her own volition who acts, lying to herself all the while.
    But if, by some chance, one manages to push past the barriers she has put in place and gives her a reason to love, she shall dedicate her everything to them. Not as a weapon to eliminate enemies, but as a simple maiden desiring the heart of another.
  • Stats:
    • Strength: E
    • Endurance: C
    • Agility: A+
    • Mana: A
    • Luck: B
    • Noble Phantasm: EX
  • Class Skills:
    • Magic Resistance: B. Cancels spells with chants under three verses. Higher-level spells will have difficulty sticking, if at all.
    • Riding: B. The ability to ride vehicles and animals that exist in the world. Barring things such as Phantasmal Species, Meltryllis is able to use such things as she pleases.
    • Independent Action: A. The ability to maintain existence in the world without a Master and act without the direct command of one. This skill also allows Meltryllis to exist for up to a week without being maintained by a Master's mana.
    • Goddess' Essence: B. A skill that can be described as an upgraded version of Divinity; in addition to all the benefits and demerits thereof, this skill maintains her mind, body, and soul. This, in other words, means that she is far more resistant to things such as mental interference and that her form will never change regardless of consumption of food or exercise. As Meltryllis is comprised of multiple divine existences, this skill manifests as such.
    • High Servant: A. An abnormal being (Alter Ego) composed of Artemis, Leviathan, and Sarasvati, this Skill essentially exists to denote Meltryllis, a member of the Sakura Five, as an existence beyond normal Servants.
  • Personal Skills:
    • Crime Ballet: A. As a ballet aficionado, Meltryllis re-configured her combat style to draw influence from the performances she learned of. The graceful movements she executes coupled with her high agility, in short, makes her able to weave through continued assaults without so much as a glance.
    • Sadistic Constitution: A. A skill that strengthens Meltryllis's combat capabilities. The longer she remains in battle, however, the more pleasure that she derives from the pain of others and the less composure she maintains. Her defensive abilities drop in turn, so extended combat can be dangerous if not properly moderated.
    • Melt Virus: EX. A so-called 'cheat skill' derived from Absorption and delivered by means of leg-based piercing attacks. Though ordinarily able to break down or copy even the most terrifying of enemies in order for Meltryllis to consume their abilities for herself, her manifestation here has led to it becoming far less lethal in nature. While higher dosages of the virus are still able to break down enemies and allow Meltryllis to consume them to strengthen herself, smaller amounts will only instead lower the parameters of any enemy who falls victim to it. Additional strikes will both allow Meltryllis to take in the elements broken down by the virus and inject more into the enemy's system.
      Survivors will regain their former abilities provided that they receive proper care thereafter, but the virus can remain in their system if not treated properly (by either Meltryllis herself or by someone able to nullify its effects). The effects on Meltryllis herself will wear off if she did not consume the entirety of her target, lasting for varying amounts of time depending on how much was absorbed.
  • Noble Phantasm(s):
    • Name: Benzaiten's Five-String Biwa — Sarasvati Meltout
    • Rank: EX
    • Type: Anti-Unit
    • Appearance: N/A
    • Effects: Though originally an Anti-Army (or Anti-World) Noble Phantasm, her current Saint Graph limits this to a physical attack. Though it shows its true colors when targeting noncombatants, its usage against other Servants (at least, in this context) becomes a combat dance of sorts. Circling the enemy faster than the human eye can see, consummating in a whirlpool-esque torrent of slashes from her feet that serve to fill her enemies with her virus and crush them mercilessly under her heel—this is how she executes her foes.
      Needless to say, the current her has no particular intention to strike down civilians—doubly so given the state of the world she has been summoned into.
  • Alignment: Lawful Good (Yes, really.)
  • Changes: Closer to her GO iteration in terms of abilities and personality. In other words, Melt Virus has been nerfed and she's less sadistic and selfishly one-sided. Additionally, there is a plot-related reason for as to why she is able to be summoned here, but that will become a plot point later on. Probably.
Prologue

Clock Tower, 2019

"Professor, are you really sure about this? The balance of power here in the Clock Tower will shift without your presence..."
"Reines is already old enough to handle these affairs, Gray. Besides..."

The short snippets of dialogue, barely audible past the closed wooden door of the office that the two present were speaking in, were punctuated by the noise of books and other documents being shuffled around. The prestigious Waver Velvet (formerly known as Lord El-Melloi II), known throughout for the Clock Tower for how he drew the potential out of his students, was busy packing whatever it was that he needed away. His assistant, a young woman donning a cloak to cover her face, was standing quietly off to the side, a worried expression on her face as they spoke. Waver himself was staring at a single stack of papers, the light filtering in from the windowsill more than enough to let him read the contents out loud.

"Fusang City: built in the middle of the Pacific by a joint committee made up of the U.S., China, Japan, and... The Clock Tower. To think that the Animuspheres would willing to reveal the existence of magecraft to the UN and set this spark off... It's almost absurd," he sighed, placing the papers off to the side. "Despite retreating to the middle of Antarctica, their actions have set off a long chain of events that have thrown the world into chaos. More than that, though..."

Flipping the page over, Waver stared quietly at the line he had highlighted. This, more than the widespread knowledge of magecraft, stood out to him.

"Servant Summoning. Despite not having the Holy Grail as an anchor, the residents of this multinational city are able to summon Servants. Of course, there is no Holy Grail War, so I still question the validity of this matter, but this is something that the Clock Tower is unable to overlook any further."

"That's why you're being sent over?" Gray asked, quietly packing a few more books into her caretaker's luggage. "Didn't they have a few representatives over there presiding over everything already?"

"Well, yes. But for some reason, a certain former student of mine had decided to submit a proposal—without my approval, no less—asking that I teach over there for a few years instead. 'If it's him, he'll certainly find the diamonds in the rough among them and turn them into great magi!' What a headache..."

The way that Waver spoke of the 'former student' only brought one face to Gray's mind, and their name wasn't even necessary at this point. But it was by this point that Waver himself had finished his preparations. All that was left, of course, was the flight over.

"Gray, contact me or Reines if anything goes awry en route; we are flying on different planes because of that, after all," he remarked, closing up his suitcase and putting on his coat. "In any case... We should be off."

With that said, the soon-to-be 'visiting professor' took his leave, his assistant following close behind.

It was a long flight to the other side of the world, after all.

Fusang City

Following the revelation that magic (actually magecraft) was real in the early 2000s, the UN hastily put together a committee to work alongside the Clock Tower in regulating anything even remotely involved. This, in turn, led to another small arms race between developed nations in search of knowledge—this, in turn, was stopped in its tracks by the various factions making up the Mage's Association. Though they loathed their centuries of secrecy coming to naught, a few more progressive magi decided to take this opportunity to seek alternate paths to the Root. Among them, of course, was Fusang City.
Fusang City is less of a city and more its own nation-state. Created on an artificial island in the middle of the Pacific Ocean, the cooperation of multiple first-world nations led to the rapid development of infrastructure; it could be said that the place had essentially sprung up overnight. What sets this place apart, though, is the ability for the residents therein to summon Servants.
Built on top of a miraculous set of overlapping leylines, the summoning ritually normally reserved for combat has instead become a mainstay of life here for the students that make up more than 3/4 of the city's population. Of course, there are measures in place to stop rampage, but the system itself is somewhat more flawed than the one from which it was derived.
As a whole, Fusang City is a land of high-rise apartments and skyscrapers, and of schools and universities that supply the attending students with knowledge of science and liberal arts. As a result of this multinational coalition, though, students are all mandated to learn English, Mandarin, and Japanese in class. For the few with magical circuits or those with potential to become (or are) Masters, though, there are a scant few classes regarding magecraft and the application thereof.
This is not to say that the city is all modern, though; the efforts of a certain few Servants have led to the development of districts more in line with, for example, classical Roman or Sino-Japanese aesthetics. The former, for example, has a giant Colosseum in the center of the region which plays host to various Servant matches depending on the time of year.
In order to keep the city running, though, there stands at the center a giant building that towers over the rest. Comparable in height to the Taipei 101, this building, shielded by multiple barriers and magical wards (thanks to the various Casters contracted to protect it) plays host to the administrative staff of Fusang City, as well as the main AI and computer systems that maintain the city's infrastructure and transportation network.
Students are officially allowed to summon their Servants at age 14, though the end result is based off of both Master aptitude and any possible catalyst. Of course, anyone who knows the ritual can summon a Servant, so this rules is a bit harder to enforce, but the subsequent monetary fine for an 'illegal' Summon is levied on the person in question (or their legal guardian(s)). They keep the Servant, though, so a few impatient (or rich) children tend to ignore the law regardless.



This RP is essentially a mix of Fate/Requiem, A Certain Magical Index, and a bunch of other miscellaneous stories and series. Similarly to the former, those living within the city (assuming they have the qualifications) have Servants, who themselves have become a major part of daily life. As a large majority of the population is made up of students, it is also assumed (though not mandated) that a majority of Masters within the RP's cast would also fall under than umbrella.

For the most part, players will be playing students or other residents of the city (who may or may not yet be Masters) and Servants; the focus won't be placed as heavily onto the 'school' aspect here, if at all.

As for Servants... There's only one major set of rules.
Unless you are:
  • A 'Top Servant'*
  • A Lostbelt King (e.g. Ivan, Qin Shi Huangdi) or from a Lostbelt (e.g. giant horseman Xiang Yu)
  • A collab Servant (e.g. Shiki, Prisma Illya, etc.;) or from an 'alternate' universe (e.g. any Servant Universe Servant, such as MHX, Jane, or Space Ishtar)
  • A Pseudo-Servant

, anything's fair game.

*Despite the mention of 'Top Servants', though, I am not wholly discounting their presence within the RP, nor am I completely denying the existence of such Servants as able to be played by RPers. Those that fall under this category (e.g. Artoria, Enkidu, Karna, etc.;) will be evaluated on a case-by-case basis, and generally on a more critical level than most other Servants.

Players are able to make up to one Servant and one Master each. Self-pairing is not ideal, but if necessary, will be done. Both my co-GM and I will generally do all that we can to pair characters off otherwise, though, so as to facilitate interaction between RPers.

There will be a posting schedule for this iteration of the RP, though; barring extenuating circumstances, RPers should ideally move at least once per week. Missing a week without a reasonable excuse is when we'll take note; two in a row, though, and we'll assume that you have left and will adjust accordingly.

Third time's the charm, right?

In any case... Forms.



Speaking of, though, I'd like to point towards @VitaVitaAR as my co-GM for this. All questions, concerns, and whatever else can be directed at one of us.
In the end, there wasn't much that Misaki could actually say about how the negotiations had panned out. In the end, the foxgirl found herself more than thankful that Mie hadn't pressed her further regarding her origins, despite her apparently fumbled lie. It wasn't like the conversation didn't at least give them some information to work with, of course, but it really seemed like she couldn't even get away with half-truths at this point.

There wasn't a reason to decline the offer that the shopkeeper had given them, though, which really just meant that Misaki could simply respond with a nod of assent before the two of them were escorted out of the tent. At this point, they had already seen what they needed to see from the shop itself—namely, the lack of any proper quality goods to make use of here beyond the rations. It wasn't like they could purchase them in the first place, though, but that was a different problem altogether.

Figuring out what to do after being pulled aside for a sudden conversation was a bit trickier, though; with Lazirha and the others off exploring a temple or something of the sort, both she and Nobunaga were left in town with less direction. Without Novak, diving into the forest seemed stupid, especially considering that she couldn't fight, which really only left one path forward.

That path, of course, was the tried and true RPG method of 'chat with people who look interesting around town to see if you can't find anything out'. The memory of the goddess' 'gift' to her meant that she could use this time to scrounge up information about... Well, anything about the world, really. She was a historian, not a survivalist, after all, but starting to form a mental encyclopedia of edibles and medicinal objects seemed like a better way of spending her time than moping about being unable to fight.

As to where to start... Well, she'd let her senses lead her somewhere where that information was likely to hide. The beachfront seemed a good a place as any to start (maybe there was some sort of salt production here?), but it wasn't like that was the only place here that she could examine. Maybe there was an herbalist or something of the sort here, too...?

@Rune_Alchemist@VitaVitaAR
The end was nigh.

The future that had been forecast by seers past seemed to point towards oblivion. Gates from beyond opened up, endless maws from which otherworldly beings seemed to spill forth. The weaponry man had devised seemed to mean nothing—even the nuclear arsenals of which they had been so afraid of seemed to do nothing at all. Quickly, the world fell, leaving nothing behind but a barren planet devoid of life.

What, then, were the Overseers of Earth to do? They had long since lost their right to overturn the laws of the world, which meant that they could do naught but stand by and watch as the land beneathed turned to ash.

Or so it might have been, had the impending future brought about another change within.

The destruction of the world then would bring about more than just a simple apocalypse—a complete erasure of humanity would mean that all of them would follow suit. The demons and angels, beasts and heroes, spirit and deity—for once, all their goals aligned.

"Find a way to allow man to overturn this otherworldly cataclysm."

The solution, as it turned out, was oddly simple—bestow upon the worthy the strength and feats to overwhelm the enemy. It was a trick that many among them had used in the past; using humans as proxies, lending them tools and skills to clash against those with overpowering might... Who was to say that they could not do the same with those of the modern era?

The creators quickly began their work, fashioning another realm to which those who showed potential could be brought to in order to train. The cities, empty of people, were filled by all manner of mythical creatures to sustain those who chose to undergo these trials.

And the rest of the overseers? They began to work tirelessly, sifting through each person to choose those who had the potential to become humanity's vanguard and to create adequate trials to test their limits.

Despite all their efforts, though, the overseers could not return to their own unequivocal declaration of mortals to be under their wing. The power of humanity now was the power of choice, and it was that power that the overseers finally deferred to. They could only offer rewards for trials—under aliases, no less—and it would be up to the mortal to decide whose to choose.

With the stage set, the overseers—the gestalt of humanity's past—sent a simple question to those who they had chosen.

"If the world was to end, and you had the power to prevent it, would you?"



This is... A weird RP, inspired by a bunch of Korean WNs/manhwa (among other things). The setting is a parallel Earth, in an almost 1:1 reflection of Earth as it is today. Players will be dropped into this parallel Earth and will work their way up to become representatives worthy of preventing the fall of the world. Of course, this journey won't be easy for any of them (because when have trials ever been easy?); failure is quite possible, and even despite our main cast's best efforts, they may still not succeed—at least, maybe not the first few times. But should they persist, the rewards may be well worth the cost.

There are a few things to note, both within context of the player characters and to the RPers (you people) who join them. Let's start with the PCs.

All of the player characters will be given the following information at the start:
1. So long as you remain in this world, time will be frozen on Earth.
2. You may choose to return at any time. Doing so will not forfeit that which they have gained, but anything in that vein will become unavilable until the cataclysm occurs.
3. Technology functions as it does in our world, unless a Trial causes it to act otherwise.
4. The Earth is perpetually watched by 'Overseers', which are composed of almost every major mythological and historical figure throughout Earth's history. Of course, there are more than a few whose deeds are so aligned against humanity that they are excluded from this pool, but you likely know who those people are.
5. There are various trials set forth across the world, either as passing events or as perpetual challenges that stand as tests to those who may pursue them (otherwise known as Grand Trials). Clearing Grand Trials may net you the particular interest of an Overseer (or a few, depending on what it may be), and it is in your best interests to clear as many as you can.
6. After clearing a Trial, Overseers may choose to offer rewards (Boons) to you. The type of Boon will be revealed (items, skills, or other such things), but their name will be replaced by an alias. Upon receiving a certain amount of Boons from a specific Overseer, their name will be revealed, and any subsequent rewards from them may have amplified effects. Only names that have been revealed in this way will be eligible for this bonus.
7. Travel between locations is very similar to how it would be on Earth; there is no magical teleportation between places; there are, however, flights and boat rides that function just as well to move people from one locale to another.
8. Death is not the end—at least, not in this parallel world. Dying within a Grand Trial causes you to revive where you entered it, but also prevents you from entering it again until a set amount of time has passed. Dying during a normal Trial causes you to revive outside of the bounds of the Trial, after which you will be unable to re-enter. Dying otherwise causes you to return to the last safe zone they were at. This does not remove the pain of death, of course, so choose wisely.
9. At any time while not in a Trial, players can choose to return to a safe zone.
10. The goods and services offered by the residents of cities will change depending on how distinguished you are. Choosing to live here and aid those from Earth is just as viable a path to becoming recognized by Overseers, but whether or not that is a path to choose is up to you. At the very least, you'll be guaranteed basic sustenance and water, so don't worry about starvation.
11. There may be some hidden events or Trials that might be off the beaten path. The conditions to clear them might be difficult, but reward will likely be worth the effort.

As for information that the RPers should have...
1. Feel free to try and puzzle out the names of the Overseers among yourselves; that meta-knowledge might become useful. Who knows? Just don't try and metagame too hard; for example, if a moniker is too vague or the character you play might not have the knowledge of a specific Overseer, don't suddenly give them that information. People tend towards what they know rather than what they might not, after all.
2. A lot of figures of the Abrahamic faith are in the pool of Overseers, but don't expect to see the really big names here. By that same logic, don't expect people who are a) not dead or b) too nefarious to pop up in the list either. You know exactly who I'm talking about here, and if you have to ask, the answer is probably "no".
3. Just because characters who are usually 'evil' are Overseers doesn't mean you have to act like an edgelord or a psychopath to get them to notice you. There'll be more than enough conflict between people naturally anyways.
4. Characters start as normal people when they drop into the world; I, as GM, will give everyone a set of starting Boons to pick from. Don't expect anything too fancy to start with, though.
5. Expect groups to shuffle around a lot. Trials can pop up as solo, duo, or group activities, and it's pretty obvious that some people are going to chase specific Boons and Overseers regardless of what I as a GM would try to pull. Do remember, though, that the bigger the name, the harder the Trial will probably be. Don't get in over your head, or you might not have fun.
6. Post clock! Unless life stuff comes up, I'd like if everyone could post once a week, minimum; feel free to post more if you prefer. Without a proper excuse, though, one week missed is a warning; two is a boot.

As a pre-emptive thing, here's a form if you're interested. I won't be accepting until an OoC goes live, though.


Questions? Concerns? Anything I missed? Feel free to ask down below.
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