Game & Unit Info
- Main
- LiliS
- sensitIV
- pep!pep!
- Taisho
- BAD END
- future is now
- WILD CITY
- ☆ZRAEL
- Heart Soldier Senshi
- AlcheME!
- avante
- BARiTONES
Overview
Premise
Your character wakes up with amnesia, in a simple room of a bed and dresser and closet—the dresser and closet don't open up and there's nothing available except for a phone, which, in fairness, is actually pretty helpful(?)! They'll see they've been assigned a profile (that may or may not be correct) that tells them their unit name, their position in the unit (currently blank and flashing) and whatever else you decide to give your character. The information might be true! It might not be. It's highly incomplete, even if it is correct.
Is that suspicious? Maybe it is, maybe it isn't. Your character has amnesia, after all—how would they know? They probably should suspect something is up though: outside of their humble abode that is their "unit's" dormitory are surveillance cameras and big TV screens around every corner; the city is obviously fake, too—most buildings don't even have doors.
If they bother to read the information on their phone, they'll learn that they've been scouted for stardom—their comrades are their unitmates, who will help them rise to the top, and their rivals are eleven other units, who will try to drag them down! Go head-to-head in death games or perform as a unit to compete for the audience's favor, or more importantly, to collect rewards in the form of points.
What are points for? Well, remember that amnesia? An idol can buy a single memory for 500 points—or get a discounted price at the cost of passerbys being able to see their memories being broadcasted on the big TVs. Not a bad deal, right? Or, they can buy five new outfits—that seems pretty important! It's up to them on how they spend their points, whether to purchase luxury items and superhuman abilities or to barter with another unit for some goods and/or services. What isn't up to them is their participation: Games are mandatory and chosen randomly, and idols who don't work don't get to stay on the program. What happens to them if they get kicked out—?
(Maybe they already know—maybe they don't have amnesia at all. Maybe this isn't their first rodeo. Maybe this is their second chance.)
Either way—don't worry about it! All your character needs to worry about is getting out there and showing the camera their good side!
Units
There are currently twelve units in Imeeji Idol Production's Tokyo-F. Each unit has a different image—different fashions, different dorm aesthetics, different abilities available to be purchased, and different traits and activities they're expected to embody and perform as idols. Idols are given three colors: their primary unit color, their secondary "position", or personal, color within the unit, and white, the universal neutral accent color. Position colors should be unique within units, although they may run very similar, i.e. one member of Taisho Roman Revolution can have crimson and the other could have scarlet, as long as their hex codes aren't the exact same. Each unit is provided with accessories, as well as materials to supplement their Lives.
You can see the details of the twelve units, as well as their designated Lives, aesthetics, and abilities, by clicking the tabs above.
Profiles
All idols are given a profile upon arrival to Imeeji, and all profiles are viewable by anyone—NPCs and PCs alike—using the Imeeji Profiles app. At minimum, it features the idol's name, picture, unit, and blurb, which are unchangeable. There is also a field for characters to input their position/personal color within the unit upon arrival; this cannot be changed once set. Pictures and unit information will always be accurate, but idol name and bio blurb and trivia can be whatever a player wishes to give them; players may want to think about giving their characters information that will complement the planned character arc, but that is completely optional. Customizing it is also completely optional; if one chooses they may have the profile completely blank besides the unit information and picture, or they can have generic information such as the idol's zodiac sign and liked/disliked foods.
Unit Disparity
Imeeji takes their "image" very seriously! If an idol doesn't wear their unit's clothes or don't stay at their dorms, they'll start to disappear—Imeeji Idol Productions doesn't need anyone who won't work, after all. Check the Unit Disparity tab for more information.
Injuries, Healing, and Death
Injuries, unless healed by an NPC post-Game, are not automatically healed. However, for playability's sake, the rate of natural healing is accelerated in Imeeji: a broken bone won't be better by tomorrow, but characters can reasonably expect it to be healed in the span of an week to two weeks IC. Expect to deal with sensitIV or future is now for replacement bodyparts if your character has lost a limb, organs, or otherwise a significant chunk of their body.
Please comment here if your character has died outside of a Game and you have not arranged revival with a member of pep!pep!.
Hiatus & Drops
Sometimes, the Producers might loan an idol out to another program for a little while—and sometimes, the program likes them so much they keep them forever. This is the main method of hiatuses for characters in Imeeji, as well as the main method of drops.
A hiatused idol still has their profile on display, although the idol's pictures are grayed out and have Temporary Transfer underneath; all attempts to call the idol bounce into their voicemail, and text messages are not read until the idol returns.
A dropped idol has unit designation removed from their profile and is moved to the unlisted category in the archives; their contact cannot be found on either Dissonance or on the regular phone app.
Graduation
When an idol has managed to curry enough favor with the audience—or maybe once the audience has gotten tired of them but in the positive, satisfied way; it's not clear how the criteria works here—they receive the reward of rewards, the crème de la crème: Graduation.
Both Heaven and Hell will offer the graduating idol a choice: go home, alive, completely unscathed, to any world in the multiverse—or one singular wish, in exchange for selling their soul. (In other words, becoming a demon.) Both have their merits: with Heaven is the ability to bring a final resolution to this whacky mess and return to (relative) normalcy, having their happy end and an absolute guarantee that there won't be a repeat for them specifically; Heaven's protection is granted to the world that they choose to go to. With Hell, their home world is sold off to the demons, but they're granted incredible power . . . and also eternal duty to the Prince of Vengeance Hell and one of the Producers of Imeeji Idol Productions, Asmodeus.
Graduated idols are out of play, and their versions cannot be reapped, although AU versions of them are still free to be apped into the game. They're not completely severed from their understudies, though; Heaven graduates may write fanmail to current generation idols if they wish, and Hell graduates can return to host a game if they please. (Hell graduate players—please send us an email if you're interested!)
To graduate, an idol has to have been in the game for a minimum of 6 OOC months total. If they were dropped and reapped, the time in the interim does not count towards the total; however, if their time prior to dropping spanned at least 6 month, players may temporarily bring the characters back in a one-time post to have them graduated.
If you're interested in graduating your character, you can check out the Hiatus & Drops page. You can also check out what happens to characters post-imeeji in our graduate info pages.
Mod Contact
Should you have any questions or concerns, or if you have a game claim, you can contact the mods via email, to imeeji.p @ gmail!
If you have a nifty plot idea, or if you otherwise want to get your fingers into plot pies, you can contact us via imeeji.productions @ gmail!
Overview
Points Activities
Idols are expected to perform in Imeeji, and points, which can in turn be used to pay for memories, abilities, food, and luxuries, are given as incentive and recompense. The Producers and Hosts will run Games, but idols can also participate in Lives and take Vids independently to buff their bank! Players are likewise expected to have characters participate in pointsa ctivities for Activity Check, which is further detailed on the Rules page. You can see the values of all point activities on the Point Values tab.
Games
Games can vary from social mingle games (Truth or Dare, Never Have I Ever, mistletoe kissing games, social bingo) to exploration and puzzle games (explore a jungle! or your castmate's heart! oops?) to trauma games (locked in a room with your unit and you have to decide which unit dies to save yours!); as such, some games will contain objectionable material. This is a game where your character will be unable to avoid the fallout of murder games, even if they themselves are not maimed/killed; we strive to create a middle-of-the-road game experience so that players are not overwhelmed with trauma, but please be advised that we may lean on the side of trauma because we like it and everyone loves hurt/comfort. All gamerunners will try to avoid or otherwise appropriately tag squicks, so make sure your squicks are accurate and up-to-date on our spreadsheet!
Our game schedule is here. You probably won't make it to all games, or possibly even most games, depending on your timezone and schedule, but don't worry! Games are only one way to earn points, and if even one person on your unit makes it, you'll still get the points! IC, idols cannot opt out of games—characters are selected from a lottery (or a gacha, if you will) to be transported to the Game Tower.
Lives
Idols can host or participate in another idol's unit-themed Live for points! To do so, characters just need to hit the MEDIA ATTENTION app on their smartphone*; all cameras will focus on the performers and their show will be broadcast for all** (most) idols to see and join them, if they like! Just remember to put LIVE on the subject header if it's in the comments, and use the !lives tag so that it can be easily searchable.
* Note: The character pressing the button doesn't need to be the one performing the Live—for example, if sensitIV is healing someone during an avante en garde duel, that counts as a Live even if they didn't press the button. This is not a hard or strict rule either; play for your convenience, and if you miss a Live opportunity or two, that's okay! There are plenty more where those came from.
** Note: For playability's sake, Live alerts may be turned off character smartphones, or otherwise Do Not Disturb settings can be turned on. Some Lives may have objectionable content, or be too high energy for a player at the time of broadcast. Playability and fun take precedent over mechanics, and we encourage all players to play with what's fun and not stress about missing out.
By the same token, we encourage players to be mindful of their own threading limits when hosting Lives. Don't be afraid to set boundaries, like "8 people max" or "major CR only"!
Some Lives may inherently require materials to be adequately performed; for these Lives, these resources are available in the dorms at no cost in an infinite number. You can find these in the relevant unit tabs!
Vids
Vids, or Videos, are private scenes wherein idols play out their unit traits for some cash. They can take advantage of the vid room for this: program a scenario and step inside the holodeck to enter that world. It's constrained only by your imagination—you can be at a cute café for a cute date, or lost in a forest to play out survivalism, or in a soon-to-be exploding spaceship to play out despair and/or last-ditch effort heroism! Unfortunately, none of the props are real—they're all props that can be found in a green screen room, with fake horses and saddles standing in for real ones, for example—so characters will have to rely on their acting to make it look realistic. Props cannot be taken out of the vid room, and once the idols leave, they'll disappear.
Characters do not have to play EXACTLY to form; they just have to show one unit trait. Using the vid room is also completely optional, and characters will never be forced to use the holodeck. These are not broadcast to the rest of Imeeji, but rather, directly to fans.
Overview
Point Values
- Winning a Game: 800 pts
- Losing a Game: 100 pts
- Displaying Unit Trait in a Game: 300 pts on TOP of winnings
- Bonus: 300 pts at gamerunner's discretion
- Host a Live/participate in your unit's Live: 300 pts
- Monthly Theme Bonus: 200 pts for a Live, 100 pts for a Vid
- Hosting Bonus: 150 points per 3 units that participate in your Live (including your own)—600 points MAX
- Participate in a Live: 150 pts
- Make a Vid: 150 pts
Notes
Games
- Points awarded from displaying unit traits in games are only applied to the idols who display those traits. Gamerunners and mods will not be keeping track of this; players are responsible for crediting themselves the appropriate number of points.
- When tallying bonuses on points sheets, players must link at least one relevant thread that displays the trait for ease of mod approval. If the thread is not linked, the points will not be honored.
Lives/Vids
- Live participation does not require a specific comment count to get points, but it should fulfill the conditions of participating (i.e. getting one's fortune told, signing a contract, breaking a window) or otherwise be a thread of substance: 15 comments (AC rules). EX: being the helped party in an HSS live, helping HSS help the helped party, or actively rejecting HSS's help by making a show of it only to begrudgingly accept their friendship would all count towards participating in an HSS Live.
- Idols do not have to perform the Live for the whole thread; the same rules as above apply.
- Vids follow the same rules as above.
- Idols can host or participate in their unit's Live once per post. Even if sensitIV has two different instances of Medical Care in the post, if a member of sensitIV participates in both Lives, they will only gain 300 points for that post.
- In order to participate in one's unit Live, an idol does not necessarily need to perform the same action as the hosting character; i.e. a member of ☆ZRAEL does not need to monologue as well in order to gain points for a monologue Live; they just need to have interacted with their unitmate's monologue substantially.
- Idols who participate in their unit's Live but do not co-host do not receive the Hosting Bonus. If a member of BARiTONES is a customer for the bartending BARiTONES, only the bartender will receive the Hosting Bonus.
- Idols can participate in other unit Lives multiple times in the same post, even if they're held by the same unit. If two sensitIV Lives are held in the same post, a member of BAD END=DEAD END can participate in both, getting 150 points each to get a total of 300 points.
- Lives cannot be called in a unit's dorm, in the Vid room, or inside the Game Tower. Lives and Vids cannot be hosted at the same time in the same place; any Live attempted in the Vid room will not credit any points, and an idol will only receive 150 Vid points if they display their unit trait.
Overview
Smartphones
Introduction
Smartphones: an idol's best friend! All characters start out with a smartphone, and even with amnesia, they somehow know how their smartphone works. (This might not be the same with their unitmate's smartphone, though.) The smartphone is basically the skeleton key to the city: it's needed in order to get into dorms, order food at restaurants, purchase goods from the shops and from the points store, etc., etc. As of Day 200, it even has access to a (censored) internet! It's singularly the most important item an idol could have in Tokyo-F, so don't lose it!
Phones have no privacy lock by default, so beware! Characters may use each other's phones to access the points shop, purchase memories (for the owner), start a Live, text other characters, etc.—it's like using someone else's Amazon account, only with a locked shipping address: the points spent will come out of the owner's pocket, but the owner will receive the benefit too. The exception to this is starting a Live: any character may press the LIVE button for themself as well as any other character, so long as Live qualifications are met.
So, these phones are pretty important! But smartphones are pretty fragile, right? And they've probably got terrible batteries, too, right? —Wrong! Imeeji Idol Productions prides themselves on providing smartphones with batteries that don't ever run out, and although one might have a faulty phone on occasion or have a phone that starts to wear down (if a player wants to play with that aspect), generally the batteries are infinite. The phones are also, generally speaking, pretty tough: think old brick Nokias or Nintendo consoles, only water resistant. However, they are still breakable with enough force or with a unit ability. Beware, though: even members of future is now are only able to do the basic of tinkering with Imeeji smartphones, and once the phone is broken, it's broken. The idol will have to buy a replacement phone at the Points shop.
Apps & The Infernet
The following are the basic apps that come with the phone:
You can buy new apps with points.
Overview
Abilities
You can see all the abilities units are granted on their respective tabs, but here we'll break down what all the jargon means! Blue means that it's just a guideline, not a hard rule.
xhuman x times the max capability of a human. This is UP TO x times; Machai Provocation builds UP to x4 max but doesn't start there. (How it goes up in increments is player choice! 1 punch = +1 or 1 punch = +0.5, whatever!) Cast Time The time it takes for the ability to take effect, or otherwise, how much the user needs to concentrate/think to use the ability. For example, an ability that has a Fast cast time takes very little effort to think of or any concentration to initiate, while a Slightly Slow ability requires some thought put into it first (e.g. you'd need to aim with Bzzt!, or take a breath first with Kydoimos Din). Situations may vary as well (e.g. you wouldn't need to aim with Bzzt! if you're shooting it at point blank range, or you're slower using In Solidarity because you can't decide where to direct the next wound to). This mechanic is primarily here for nerds who like balancing mechanics like the mods, so if this is confusing we advise you to ignore it completely! Duration How long the effect can last for at maximum. Abilities without a duration are generally direct injury abilities, e.g. In Solidarity opening a second wound or picking me apart Again reopening wounds. Abilities that have a specific timer, e.g. 1 hour, may be assumed to last longer with the understanding that the user just reapplies the ability.
"Until ended" = until the user ends it.
"Until finished" = when the action is fully completed, e.g. Aibou will disappear once it is finished doing its task; Makes Perfect only makes a leg functionally able to walk for as long as you are performing the action of "walking" and not, say, "jumping".
"Caster In Area" = For as long as the caster is present in the Area of Effect. Optionally, players can choose to interpret this as "for as long as the caster is present and conscious".Area of Effect How far the ability can reach. AOE and Unlimited Target abilities do not require seeing the opponent to be able to use it: here, Line of Sight indicates how far they would ordinarily be able to see being the reach of their ability, e.g. Common Law will still work on someone who's hiding in a bush so long as they're within line of sight. Feel free to fudge this if necessary—if both players agree that blinding a character results in them being unable to use their abilities, that's cool and fun and everyone can have a good time! Targets AOE = entire area of effect, but only one area at a time.
Unlimited = AOE + any number of areas/times.
Limited = specific limitations in description.
Overview
Unit Disparity
Oops! It turns out Imeeji Idol Productions is in Hell, and Hell isn't exactly a physical plane of existence, but rather one that is based partially in the mind, partially in belief, and partially in power. In order to exist as an individual, a person must be strong enough to impress their own existence onto Hell: demons have this power and influence, but human souls do not, and the latter become the conglomerate sea of consciousness that is the Damned upon entering Hell. For the sake of creating the show, the Producers have given "images" to characters to help cement them in the minds of the Damned and demon audiences as individual idols—these are the unit images, and failing to conform adequately may result in losing their "image". Think of it as armor; if a character loses their image, they become like the Damned and start to lose themself.
As of Day 68, a warning system has been introduced for those that would sabotage their own image. If they ignore it, the natural consequences start to set in. Here are the following rules:If your character insists on sabotaging their image, they will experience the following from Day 6 through 12:
- Characters must sleep in their dorms every 3 days. After the third day, their phone will start incessantly ringing alarms at various hours of the day to remind them to go back home. Once they have received three warnings (in other words, after 6 IC days), characters will start experiencing monochromatosis, or sofaform disorder.
- Characters must wear at least a portion of their unit's style of clothes—this can be as little as a single article of clothing, but must be a major piece of clothing that is identifiable to their unit. If a character wears no clothes from their own unit, their phone will start incessantly ringing, just like the above. After three warnings (3 IC days), your character will start experiencing sofaform disorder, just like above.
- In both cases, sleeping in your unit's dorm and wearing your unit's style of clothes respectively will cure the monochromatosis symptoms.
By the 13th day, the character will no longer be able to do anything on their own and will require an IC "rescue" to their unit dorm. At this point, they may start to produce corruptions should the player desire. If they are not cured by the 14th day, they will disappear from Imeeji and effectively experience "death". Please contact a mod if it starts to get this far.
- Losing physical form, such as becoming a silhouette or becoming monochrome
- Losing mental form, such as forgetting memories, feeling memories are hazy, missing details, or like the memories belong someone else—as though the details of their lives were just part of a movie they were watching. Characters may forget people, too!
- Losing emotions, such as feeling hollowed out.
If you'd like to play with an unlisted effect that you think would work but aren't 100% sure, feel free to email us and ask! If you'd like, you may start with a minor change of only one or two effects, but add more as the sabotage progresses.
This is a team game above all else; it can suck to play a character that's constantly at odds with their unit, even if the drama is also fun to play. Ideally, we'd like unitmates to get along with each other, so if you feel your character is consistently dipping their toes into the unit disparity pool with no signs of change, or if you otherwise feel unhappy with your current unit, we encourage you to shoot us an email! We're happy to facilitate unit CR and help resolve conflicts, IC and OOC, and we'll work with you to reach a satisfying resolution that makes everyone happy.
Overview
Corruptions
Uh oh! Did your character lose their hold on their "image"? Did they lose a really bad game? Did they die a most gruesome and horrible death and get themself sent to Lilith? Did they just get a little too close to Hell and the Hell demons? Well, that's no problem! They'll just need a little bit of Hell Spackle(TM) to seal the cracks in their soul and keep them together. Don't worry about it—barring plot developments, they're permanent!
Hell Spackle(TM), also known as Hell essence or "Corruptions", comes in two forms: mental and physical. Mental corruptions are "temporary", insofar as they can be switched to a physical corruption. Physical corruptions, however, are permanent. (Barring plot developments.)
Keep in mind that corruptions cannot be advantages; they are disadvantages, or, at best, cosmetic only.
Corruptions come in all shapes and colors—it's entirely up to Player Choice and #aesthetic—but generally they fall into the following nine categories:If you need examples or inspiration for corruptions, our list of corruptions are available, although it is by no means a complete or exhaustive list.
- Idolatry: Manifests in obsessions or the character's powers, like an obsession with a goal, a person, rituals, or generally being one-track minded, or a fire elemental having a hotter-than-normal temperature or "flame-like" hair.
- Lies: Centers around falsehoods or angelic/saintly characteristics, like remembering something that never happened, being compelled to lie, or believing in their own lies even as they tell them, or feathery wings, halos, bull or lion-like features, or additional eyes along the body.
- Transgressions: Eats away at their sense of humanity or alters and mechanize their bodies, like losing common sense, boundaries, or empathy or having wires for veins, speakers for vocal chords, or cybernetic eyes.
- Vengeance: Amplifies the dark parts of a character's heart or exposes their hurts and weaknesses as physical metaphors, like an analytical person becoming cold-hearted and unempathetic, or a two-faced person gaining a mask as part of their body.
- Sorcery: Revolves around pride and delusion or transforms their body to be cold-blooded animal or plant-like, like extreme vanity, self-centeredness, or a superiority complex, or insectile wings, scaled skin, or bodyparts made of plant matter like vines and flower petals. Note that there are guidelines to transformative corruptions—please scroll down to see more.
- Plague: Involves emotional death, or otherwise degradation of things like emotions and attachments or physical death, like an absence of fear or guilt, or loss of attachment to major CR/a loved one, or loss of pulse, visible discoloration from necrosis, vampire/zombie symptoms like having no reflection in the mirror, or thinning flesh and visible bones.
- Devastation: Manifests in anger or loss of control, or in beastly traits, like being more easily insulted or having a compulsion to break things, or growing fur, claws, or turning into an animal. Note that there are guidelines to transformative corruptions—please scroll down to see more.
- Inquisition: Involves faith and ideals or turn the characters into phantoms or humanoid inanimate objects, like losing faith in others (increased paranoia), becoming overly judicious and self-righteous, gaining a savior complex, or becoming outright delusional, or doll-like ball-joints on the arms and legs, bodyparts being disconnected (think dullahans), or gaining a helmet/mask that cannot be removed.
- Temptation: Grants the stereotypical "demon-like" traits of increased hedonism or demonic features, like increased greed, becoming more easily distracted/bribed by personal wants, or lowered inhibitions, or hooves, fangs, sharp teeth, horns, or bat-like wings.
Transformative Corruption Guidelines
Because transformative corruptions can be very similar to WILD CITY's abilities, we've established the following guidelines and limitations:If you have any questions or concerns about these guidelines, or otherwise have a cool idea but feel like these guidelines make it unworkable/unfun, feel free to shoot us an email and we're happy to work with you to make them fun and, at the same time, fair to our WILD CITY players!
- Unit abilities may not be used while in a transformed state. Alternatively, a character may not keep their humanity/sanity while in that transformed state, or otherwise are reduced to being a wild animal.
- While a character may be weaker while in their transformed state, they may not be stronger; all physical aspects (i.e. jaw strength, weight, speed) must be the same or weaker than when the character is human.
- Unit dorm upgrades may not be purchased to accommodate transformation corruptions (i.e. if you turn into a slug you can't get a dorm upgrade for a slug door or something; you are completely free to play IC that the character tried to get the upgrade but was rejected, however!)
- Clothing cannot transform with the character. If the transformation results in a bigger form, clothing should be destroyed in the process.
- Transformation triggers should be consistent and somewhat weighty, i.e. it shouldn't be from a sneeze or a cough or otherwise something that is only mildly inconveniencing.
- In general, transformation corruptions should be played as a greater hindrance to a character's life.
- We ask that players with transformation corruptions post the conditions of their corruptions on their character's profile or otherwise somewhere easily accessible by other players for the sake of transparency.
Overview
Auditions
Not all idols were created equal! While most idols are completely new to Hell, freshly plucked from their world, a new scouting program has allowed denizens of Hell to join Imeeji Idol Productions—formerly members of the conglomerate sea of souls known as the Damned, these idols are here voluntarily because Hell sucks and being part of the Damned sucks and this is their second chance to get a wish granted, get their identity back, and hopefully make it out of here better off than they were before; they know the deal about the murder games and competitions and they're ready to play ball.
Because auditioned idols are a little closer to the overarching plot of Imeeji, only current players and players who were previously in Imeeji may app auditions.
Please note: text in red is information that only auditions from July 2021's app round and beyond would know. Auditions already in the game are not updated with this information.
Audition Factions
- Vengeance Hell Auditions
- Vengeance Hell Auditions are promised their wish, in exchange for their loyalty and soul to Asmodeus. Upon graduation, they become Vengeance Hell demons.
- Upon graduation, their world is promised to Hell (that is, Vengeance Hell). Demons sworn to the same Hell may travel to those worlds.
- Vengeance Hell auditions may receive missions from Asmodeus to fulfill during their time in imeeji.
- Upon graduation, they keep their unit abilities and receive new abilities befitting of Vengeance demons.
- Liar Hell Auditions
- Liar Hell Auditions are promised power and a position in New Heaven—aka Liar Hell. Upon graduation, they become "Dominions"—AKA Liar Hell demons, but don't ever say that to their faces. They're Dominions now!
- Upon graduation, their world is promised to Heaven (that is, Liar Hell). Similar to the usual Heaven Graduations, this means that demons may not travel to those worlds . . . But angels, especially Dominions, are welcome!
- Liar Hell Auditions may receive missions from Pythia to fulfill during their time in imeeji.
- Upon graduation, they keep their unit abilities and receive new abilities befitting angels of New Heaven.
If you'd like to play an audition, you probably have a few questions! Here are the Need-to-Knows:
What Auditioned Idols Know:
- Graduation—they have the choice to make a wish in exchange for becoming a demon(or angel!)—is the reason why they're here: they volunteered to join Imeeji to seek that graduation.
- The Producers are two of the nine Princes of Hell: Asmodeus, the Prince of Vengeance, and Pythia, the Prince of Liars.
- The strength of demon Princes are directly correlated to the size and population of each Prince.
- Vengeance Hell is a relatively small territory, although it's beginning to move up in the world as it gains more citizens—through the success of Imeeji Idol Productions, its population has grown considerably, and through a number of incidents (details unknown, or at least not given to auditions), Vengeance Hell has acquired more prestige. Liar Hell is vast and an integral part of Hell as the entertainment and propaganda sector; they're in charge of reality shows, bad grimdark movies, and idol productions just like this one.
- Pythia seeks to create a new Heaven in Hell, and is looking for those who would believe in the cause to join her.
- Asmodeus seeks to acquire more denizens for Vengeance Hell, which will in turn give him more power.
- The real Heaven is entirely absent, and Hell claims victory for it.
- In fact, auditioned idols are Damned by virtues of there being no real Heaven when they died (if they didn't deserve to go to Hell in the first place, yanno).
- The Damned are those that do not have the power or outside belief to bolster their "images", and as such, lose their individuality—as such, the feeling of sofaform/monochromatosis is familiar to them, as they have already experienced it firsthand.
- They were able to cling to the scraps of their identity while Damned—they were strong enough that they could be picked out to audition in the first place—but until they were placed in Tokyo-F and woke up in their rooms, they were still incomplete; Imeeji is when they recover their full "selves", body and color etc.—although, just like with anyone recovering from sofaform, they may also have corruptions; after all, they were in Hell for some time, so their soul isn't exactly the most structurally sound one. You may, if you like, use this opportunity to play your auditioned idol as having lose some grip on their morality, or otherwise being more willing to play ball when their canonical selves would not ordinarily be. These are not required if you don't want any of them, though, provided they would be willing to go along with Imeeji's premise without fighting the Producers: Pythia and Asmodeus don't need deserters.
- Auditions may have an unspoken understanding that they can defect to the other faction—however, this is 1. difficult to do (IC), and 2. something that will paint a target on their backs when they graduate; they'll be considered enemies to the faction they've betrayed. Pythia and Asmodeus don't need deserters.
- Before they auditioned, they may have moved around different parts of the nine Hells: human souls are more or less used as currency, playtoys, fertilizer, and a variety of other things, so they pass hands often.
- Hell—proper Hell—is worse than anything Imeeji could be.
What Auditioned Idols Don't Know:
- Specific recollections of Hell are vague; don't expect your character to know more than what the plot has revealed.
- Locations, what things looked like, street maps, specific anythings about Hell.
- What happened to their soul while they were part of the Damned—attempting to recall will only evoke memories of pain, terror, and fear. It's unclear if this was due to the severity of the experiences resulting in their minds blocking out the memories, or if this was an intentional move by the Producers.
How to App an Audition:
Players that would like to app an Auditioned idol submit the same app that everyone else does—the only difference is that the "character in Imeeji" section on the app form should be used to describe how and if their time in Hell affected them, in lieu the effects of amnesia. Changes made by being in Hell, both physical and mental, should be placed in that section of the app.
LiliS
Aesthetic
Fashion: Mori girl/mori boy. Lots of loose layers, sheer or light clothing, and soft fabrics that make for a comfy look. #Gardener aesthetic.
Accessory: Flowers—a flower crown, in a scarf, woven in the hair, etc.
Primary Color: Moss Green, #8a9a5b
Dormitory:
The dorm is very vintage rustic. The walls are wooden and decorated with strings of old postcards and dry flowers hanging from clothespins, doors painted white with an artistic crackle finish. Their table looks like a picnic table dragged indoors, with a mossy lace table runner, and when their television screen isn't on it looks like a window into a forest. The beds have old fashioned patchwork quilts and wrought iron bedframes, twisted into shapes like crawling ivy.
LiliS
Points Activities
Lives:Live Resources: Disposable cameras, gardening seeds, planters, handsized gardening tools
- Exploration: Explore somewhere new, be it the abandoned subway station or the deepest recesses of the dusty kitchen cabinets!
- Photography: Selfie time! Or, do a photoshoot of your fellow idols. Optionally post it on Instaglam!
- Harvest: Whether it be gardening or shaking people down as a loan shark, harvest something!
Vid/Game Traits:
- Sleepy
- Gloomy/Melancholic
- Nurturing
- Inexperienced
- Knowing and wise
LiliS
The Enchanted
| Rapunzel Allows the user to manipulate plants in the area, including from seed. |
| Adventures In Wonderland Creates an enclosed and covered area—an indestructible forest cottage. |
| The Nightingale Creates a gust laden with dust, leaves or petals. Users of this ability may stand upon a leaf or petal and be moved with the gust. |
| Cut-Tongue Sparrow Disables one of four senses. |
| The Juniper Tree Changes skin into a rough bark that is unbreakable. |
| Through the Looking Glass, and What Alice Found There Casts an illusion over the user and anything around them. |
LiliS
The Enchanted
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Rapunzel | N/A | Active | Fast | Caster in Area | Line of Sight | N/A |
| Allows the user to manipulate plants in the area, including from seed. Plants may only function as they would be able to ordinarily and with as much strength as they would be able to ordinarily (i.e. an oak tree's roots could tear up the ground but a daisy's roots would not be able to). | ||||||
| Adventures In Wonderland | N/A | Active | Slow | 24 hours | 10 feet | 1 Cottage |
| Creates an enclosed and covered area, 10x10ft in size, pulled from the earth. Appearance-wise, it looks like a forest cottage for a hobbit, with a low entrance that one needs to duck their head to enter. It is soundproof, and blocks inhabitants from view of all city cameras, although characters may call Lives by video recording themselves on their phones within the cottage. The cottage may appear in front of a person or around a person. Furniture inside of the cottage is attached to the cottage itself and cannot be removed (i.e. pillows can't be thrown, blankets can't be taken off the bed), and the cottage can be locked from the inside. The cottage is indestructible, but can only be manifested in a space that is at least 10x10ft in size. | ||||||
| The Nightingale | x2 (spd) | Active | Fast | Caster in Area | Line of Sight | N/A |
| Creates a gust laden with dust, leaves or petals. Users of this ability may stand upon a leaf or petal and be moved with the gust, though the gust itself may not be faster than twice the speed of a running person; they cannot carry anything besides themselves (and anything they're carrying). | ||||||
| Cut-Tongue Sparrow | N/A | Active | Fast | Caster in Area | 10 feet | 1 Target |
| Disables one of the following senses: taste, sight, hearing, or smell. | ||||||
| The Juniper Tree | N/A | Active | Fast | Until ended | N/A | Self |
| Changes skin into a rough bark that is unbreakable. The bark may cover part of the user's body or the entirety of the user's body, and may be used as a temporary seal on wounds; however, it may only absorb as much blood as a bandaid would be able to, and does not prevent the user from bleeding out. While the bark cannot be broken, it does not provide adequate protection against elemental damage, i.e. fire or electricity, and it provides only limited protection against blunt force trauma. | ||||||
| Through the Looking Glass, and What Alice Found There | N/A | Active | Instant | Caster in Area | Line of Sight | Limited |
| Casts an illusion over the user and anything around them. Illusions cast upon the user may trick the five senses (visible appearance, sounds, scent, touch, taste if you're a weirdo). Illusions cast upon objects change/conceal them; objects can be created wholesale, although more complicated/large illusions require more concentration to uphold. Live animals cannot be created, and nothing can be genuinely invisible, including the caster. Illusions do not grant physical properties (objects cannot bear weight or have any weight) or extra abilities (no extra strength). Mirrors, cameras, and recording devices do not pick up illusions; however, reflective surfaces must be clear and well-polished to reveal the illusion, and the reflective surface cannot be warped (funhouse mirrors won't work). | ||||||
sensitIV
Aesthetic
Fashion: Pastel Goth/Menhera; bloody clothes and cute guro patterns, skulls and beating hearts. Can range from frilly lolita to modern hoodies.
Accessory: Bandages, eyepatches
Primary Color: Cotton Candy Pink, #ffbcd9
Dormitory:
Decorated in an edgelord cute culture sort of way: injured stuffed animals decorate shelves set near the ceiling, the shelf edges painted with dripping bubblegum pink "blood" that decorates the walls. The carpet is plush; pink-splattered bandages dangle like streamers from the ceiling. An oversized kotatsu sits on the floor at the center, large enough for all the unit members to comfortably fit under. The chairs are cushioned floor chairs that look like macarons (strawberry cream!) when closed but open to look like toothy mouths if someone decides they want to sit on a chair with a back. Why . . . why this, honestly.
sensitIV
Points Activities
Lives:Live Resources: Stretchers, splints, medical pamphlets, single-use hot chocolate packets
- Self-Care: Treat yourself to something nice, or help others relax and blow off steam. Organize a movie night or fix up hot chocolate and listen to people's problems!
- Medical Care: Deliver first aid to the people! Check up on units door-to-door, treat injuries, perform surgeries, the works—nurse outfit optional!
- Creepy-Cute: Express something morbid with saccharine sweetness. Dote on someone or something, but creepily! Tell someone to die, but while peppering them with kisses. Wax poetic about how people *die every day and everyone's depressed* but do it cutely. The key point here is to perform or express something dark but in a cute or sweet way.
Traits:
- Cute, but clearly not okay
- Obsessive
- Dreamy, tender
- Very sad
- Very bitter
sensitIV
The Flesh
| become so Numb Turns off the sense of pain or touch on any given target within the area of effect. |
| part of your Property Lifts a physically injured person within eyesight of the user up to one foot off the ground and pulls them within arm's reach of the user while avoiding obstacles. |
| sick of the Hunger Allows the user to go without eating or sleeping indefinitely; eating and sleeping now function as a self-regeneration ability. |
| it doesn't even Matter Heals and reattaches all wounds to leave scars behind, and although this does not regenerate lost limbs, it may reattach limbs that are provided. |
| picking me apart Again Allows the user to sense and reopen scars and the history of physical scars on a person's body. |
| crawling in my Skin Grants the user the ability to manipulate flesh and bone as though it were clay. |
sensitIV
The Flesh
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| become so Numb | N/A | Active | Instant | 24 hours | Direct Touch | Unlimited |
| Turns off the sense of pain or touch on any given target within the area of effect. The user can control whether or not the target, including themself, can still feel sensation but no pain, a minimal amount of sensation (i.e. pinpricks when your leg's fallen asleep), or no sensation at all. This can last anywhere from a few seconds to up to 24 hours. | ||||||
| part of your Property | x4 (spd) | Active | Fast | Caster In Area | Line of Sight | 1 Target |
| Lifts a physically injured person within eyesight of the user up to one foot off the ground and pulls them within arm's reach of the user while avoiding obstacles. (Status effects such as dizziness do not count.) Targets are pulled in an arcing path toward the user, as if carried by an invisible rope or thread, up to four times as fast as a human would ordinarily be able to move. Optionally, the sensitIV can use the ability to pull a person without having them avoid obstacles, leaving them bedraggled by the time they reach the user. | ||||||
| sick of the Hunger | N/A | Passive | N/A | N/A | N/A | Self |
| Allows the user to go without eating or sleeping indefinitely; eating and sleeping now function as a self-regeneration ability. This does not account for psychological need, i.e. a person who feels fatigue from depression would still feel mental fatigue. | ||||||
| it doesn't even Matter | N/A | Active | Instant | N/A | Direct Touch | Unlimited |
| Heals and reattaches all wounds to leave scars behind, and although this does not regenerate lost limbs, it may reattach limbs that are provided. This ability may only be used to return regular functionality to a person, i.e. one may attach extra arms on a person but those arms won't be functional. Bodyparts do not need to be human to be reattached, although complicated inorganic materials (such as above-basic prosthetics) require a member of future is now to attach and activate. | ||||||
| picking me apart Again | N/A | Active | Fast | N/A | Line of Sight | Unlimited |
| Allows the user to sense and reopen scars and the history of physical scars on a person's body; the user may reopen such scars one at a time or all at once. Should the target not have any current physical scars to reopen, the memory of the injury's pain will instead be induced on the target (in other words, a phantom pain), although the pain is limited to how much the actual injury hurt at the time, i.e. a past papercut can only hurt as much as a papercut would. | ||||||
| crawling in my Skin | N/A | Active | Varies | Until destroyed | Direct Touch | Unlimited |
| Grants the user the ability to manipulate flesh and bone as though it were clay. This does not generate new flesh (although one can attach more flesh onto the target in order to make this malleable) and the ability is entirely dependent on the user's skill as a sculptor. Additionally this grants functionality beyond biological limitation: eyes can be attached to different parts of the body and be completely functional. Modifications created with this ability are reverted when the target is killed, or otherwise when the modifications are healed while uninjured (healing injured modifications, i.e. broken arms, will simply heal the modifications without dissolving them). When modifications are reverted, any extra flesh and bone melt away into nothngness. | ||||||
pep!pep!
Aesthetic
Fashion: Seifuku, gakuran; blazers are acceptable if they aren't suit-like (BARiTONES), excessively elaborate (☆ZRAEL), or military (avante en garde)
Accessory: Sailor collars, student-council arm bands, unit insignias
Primary Color: Navy Blue, #000080
Dormitory:
pep!pep!'s dorm floor is very obviously school themed. By the door they have shoe lockers, their table is a teacher's podium, and their seatings are smaller desks with chairs. The television looks like a chalkboard when it's turned off. They have an actual chalkboard in the main room, too. Their bedrooms are utilitarian, which is probably better than the embarrassing things some other units got.
pep!pep!
Points Activities
Lives:Live Resources: Notebooks, writing implements, audio recorders, a public voting app
- Serious Poll: Conduct a serious poll about literally anything! Invasive questions are a plus!
- Lecture/Discipline: Berating, condescending, scolding, telling off, or otherwise punishing someone for something.
- Demonstration/Tutoring: Give a hands-on lesson. This might be a personal tutoring session one on one, or this might be to a class, but regardless, the "teacher" must demonstrate the subject matter and/or have the "students" demonstrate the subject matter and their understanding of it.
Traits:
- Peppy
- Motivated
- Curious
- Cheeky/Smart-aleck
- Friendly
pep!pep!
The Lightning
| Thermo-Dynamic Allows the user to make something hot or cold, but not freezing or burning/boiling. |
| Cloud Nine Distances negative feelings and brings the target's mood up. |
| Get Hype Causes something to operate at twice the speed it ordinarily would. |
| Bzzt! Allows the user to shoot bolts of lightning from their fingertips like a low-power taser gun. |
| Energy Recharge Gives a jolt of life to someone to either wake them up or bring them back from the dead! It doesn't heal them, though; unless the damage is fixed, they'll only remain waking for an hour or so. |
| Quick as a Wink Allows the user to move up to four times as fast as a human can at will. |
pep!pep!
The Lightning
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Thermo-Dynamic | N/A | Active | Fast | 24 hours | Line of Sight | AOE |
| Allows the user to make something hot or cold, but not freezing or burning/boiling. Users can control their own temperatures as well as the temperature around them, the environment, and objects. The temperatures of creatures can also be controlled, but this is limited to 2-3 degrees in either direction. Living targets can therefore be made to suffer anywhere from slight to severe hypothermia or fever with all the symptoms those imply, but it will also take 4-5 hours for actual death to result from a maximum temperature alteration. Severe effects will take an hour to wear off after the target is out of line of sight, but slight and mild effects (as well as environmental changes) last up to 24 hours. | ||||||
| Cloud Nine | N/A | Active | Instant | 24 hours | Direct Touch | Unlimited |
| Distances negative feelings and brings the target's mood up. The target is still aware that they should be feeling negative, but the emotion is distant, ineffective. This may prevent someone from being debilitatingly afraid, or may stop someone from feeling offended. | ||||||
| Get Hype | x2 (spd) | Active | Instant | 1 hour | Direct Touch | Unlimited |
| Causes something to operate at twice the speed it ordinarily would. Energy is expended at a doubled rate as well, however: people will burn through their stamina faster and machines have a shorter shelf life upon use, but this does not mean something affected becomes more tired/worn down than normal, just that it happens faster. | ||||||
| Bzzt! | N/A | Active | Slightly Slow | 3-5 seconds | Line of Sight | 1 Target |
| Allows the user to shoot bolts of lightning from their fingertips like a low-power taser gun; this enables the user to shock people and objects within line of sight—anything beyond this distance causes the bolt to fizzle out. These shots do not cause much damage by themselves, but may increase in power when conducted through any medium that can conduct electricity, with power increasing per conduit. Objects that are highly flammable (such as volatile gasses/liquids) are set aflame by Bzzt! shots. | ||||||
| Energy Recharge | N/A | Active | Instant | N/A | Direct Touch | Unlimited |
| Gives a jolt of life to someone to either wake them up or bring them back from the dead! It doesn't heal them, though; unless the damage is fixed, they'll only remain waking for an hour or so. This ability also accelerates blood replenishment and cleanses dizziness, exhaustion, nausea, and other negative physical effects—though not afflictions such as poisons or disease, which first need to be removed from the target's system. This ability may also be used to give an extra charge to objects, or otherwise to jumpstart them. | ||||||
| Quick as a Wink | x4 (spd) | Active | Fast | Until ended | N/A | Self |
| Allows the user to move up to four times as fast as a human can at will, without the drawback of needing four times as many calories. | ||||||
Taisho Roman Revolution
Aesthetic
Fashion: Modernized traditional Japanese clothes, Taisho era clothes, or otherwise Japanese-western fusion.
Accessory: 1920's or military-style hat
Primary Color: Madder Red, #e32636
Dormitory:
The dormitory floor is, just as you'd expect, Taisho Roman styled. Internal walls are the traditional paper screens, while external walls have square stained glass. Their main room table is a low table, with low western-style chairs made for a japanese table. The bedrooms also have low pseudo-western style beds.
Taisho Roman Revolution
Points Activities
Lives:Live Resources: Ink, brushes, calligraphy pens, and paper of various sizes. Anything necessary to transport them, such as pails for ink.
- Calligraphy: Write contracts or agreements between units, or play secretary, work on your handwriting, do face-painting—anything with ink works.
- Ceremony: Officiate a wedding, preside over an initiation, coronation, or award ceremony, etc.
- Order: Order in the court! Give commands or directives to either a single person or the entirety of Tokyo-F! Be authoritative!
Traits:
- Romantic/Nostalgic
- Serious/Intimidating
- Composed/Level-headed
- Fussy
- Unbending/Stubborn
Taisho Roman Revolution
The Absolute
| Photographic Memory Allows perfect recollection of anything that has been seen once before. |
| Makes Perfect Repeats any action or ability that was performed successfully after the ability was purchased. |
| In Solidarity Allows inflicted wounds to be doubled. |
| Da Capo Sets something, or someone, to behave in a repeated pattern. |
| Swear On Your Honor Implements the terms of any written contract upon activation. |
| Common Law Grants the user the ability to declare a "law". This law will affect all beings in the area for as long as the caster remains in the area, including the caster themself. |
Taisho Roman Revolution
The Absolute
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Photographic Memory | N/A | Passive | N/A | N/A | N/A | Self |
| Allows perfect recollection of anything that has been seen once before. | ||||||
| Makes Perfect | N/A | Active | N/A | Until finished | N/A | Self |
| Repeats any action or ability that was performed successfully after the ability was purchased. For example, you can throw a knife in the exact same arc that had killed someone—this does not mean you will automatically hit and kill the target, unless the new target also behaves and moves in the same way as the previous target. This also applies to broad concepts—the user can perform a mile run on a broken leg perfectly if they have run that mile before, though they will still have to physically use that broken leg to run. Cannot be used to bypass Producer-blocked areas such as the Game Tower or unit dorms. | ||||||
| In Solidarity | N/A | Active | Fast | N/A | Line of Sight | 1 Target |
| Allows inflicted wounds to be doubled. For example, inflicting one cut on a target will cause a second cut to appear simultaneously anywhere on any target within line of sight. This cannot be used to instantly kill someone, but also bypasses abilities that react to damage being inflicted. | ||||||
| Da Capo | N/A | Active | Slightly Slow | 1 hour | 10 feet | 1 Target |
| Sets something, or someone, to behave in a repeated pattern such as setting a door to open and shut itself even without being there, or force a target to perform the last action on loop. This can be either the last action as a whole, or a portion of the last action. For example, a target who squats down to pick up a box can then be forced to repeat every motion—squatting down, reaching out, and picking up, but they can also simply be forced to do squats for an hour. Instead of forcing a looped walk cycle, the action of moving the left foot forward can be made to loop, etc. The target will be set to loop for up to one hour, or until dispelled by the caster or another member of Taisho Roman Revolution. | ||||||
| Swear On Your Honor | N/A | Active | N/A | Until destroyed | N/A | Unlimited |
| Implements the terms of any written contract upon activation. Positive reward effects must be roughly proportional to the task completed (so you can't get a day of good luck from, for example, breathing). Meanwhile, negative effects can be as severe as you like, as long as all involved parties agree to the terms. For example, if two parties agree to not talk to each other or they'll go blind, this ability will produce a contract that will actually blind whoever violates the terms of agreement. Written contracts may not be digital and require signature in order to activate; however, only the affected party is required to sign (i.e. a check requires the signature of the person who is giving the money, not the signature of the one receiving the money). This ability concludes when the contract is destroyed, whether by tearing the paper or destroying the ink. | ||||||
| Common Law | N/A | Active | Varies | Caster In Area | Line of Sight | AOE |
| Grants the user the ability to declare a "law". This law will affect all beings in the area for as long as the caster remains in the area, including the caster themself. Laws cannot contradict anything that was already happening, i.e. if a person is wielding a sword, you cannot declare "No one can wield a sword". You can declare "No one can be cut by a sword", so long as no one has been cut by a sword by the time the law is declared, and no one will physically be able to be cut by a sword. All laws declared must affect everyone, i.e. they cannot target one specific unit or person, although you may use it to prevent certain abilities, i.e. "there can be no healing" or "speed limit: 10 MPH". An "area" is defined as "all people in the thread", or otherwise as far as the caster can still clearly see a person's face. (The caster does not need to see in order to use this ability; this is only to demarcate the size of area.) Depending on the law made, it may affect non-humans within the area, i.e. "speed limit: 10 MPH" will affect the speed of bullets or cars. The user may declare up to two laws at a time, though the user may choose which law to replace. | ||||||
BAD END=DEAD END
Aesthetic
Fashion: Leather, ripped and paint splattered clothes—it's pseudo-punk, since, you know, you're not really fighting the system.
Accessory: Spiked or leather jewelry
Primary Color: Gunmetal Dark Grey, #2c3539
Dormitory:
Is this dorm… really all right to stay in? It has an industrial aesthetic, and a lot of it is rusted, with peeling paint and their unit name spray painted to take up almost one entire wall. They have two broken down couches and a big crate for a table, and the beds in individual rooms are just mattresses on cinder blocks. At least they're all piled high with pillows and blankets...
BAD END=DEAD END
Points Activities
Lives:Live Resources: Spray paint, lockpicks, picket signs, laser pointers
- Commit a Crime: What it says on the tin. This may be a generally agreed-upon crime (i.e. property damage, theft) or this may be something that deeply affronts someone or would be a "crime" of the field (i.e. it's not legally a crime for that outfit to crash but it's a crime against fashion).
- Counter Culture: Is it proper to wear hats on one's head? Do the opposite and wear them like shoes! Is someone suggesting everyone get along? Pick a fight, just because. Play devil's advocate and just be a contrarian asshole in general.
- Break the Chains: Organize a protest! Start a petition. What's the cause? Anything's fine! Alternatively, break out of literal/physical chains, break someone else out of their chains, start a jailbreak, a riot. . . The most important thing here is to sow some chaos.
Traits:
- CONTRARY
- MOODY
- BAD DECISIONS
- Free-spirited
- ANGRY/DEFIANT
BAD END=DEAD END
The Discord
| Kydoimos Din Causes a loud noise that induces dizziness and temporary deafness. |
| Achilles Radar Grants the user the ability to identify the weakest point in anything. |
| Pseudean Falsification Grants the user the ability to identify and manipulate dissonance within a person's memory or perception. |
| Machai Provocation Redirects the attention of a target to another person, including themself, at the cost of inducing directed hostility in the target. |
| Eristic Cultivation Allows the user to sense and amplify another's emotion at will. |
| Hysmine Blessing Allows the user to gain a physical buff when in conflict. |
BAD END=DEAD END
The Discord
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Kydoimos Din | N/A | Active | Slightly Slow | 3-5 seconds | Within Earshot | AOE |
| Causes a loud noise that induces dizziness and temporary deafness. | ||||||
| Achilles Radar | N/A | Active | Fast | N/A | Line of Sight | Self |
| Grants the user the ability to identify the weakest point in anything, be it the most structurally compromising crack of a load bearing pillar or a faulty piece in a machine or a weak point in the human body. | ||||||
| Pseudean Falsification | N/A | Active | Instant | Until ended | Direct Touch | Unlimited |
| Grants the user the ability to identify and manipulate dissonance within a person's memory or perception. Only one element may be changed, i.e. one person/place/thing per memory, or one object made to be imperceivable/thought to be something else. This ability may also be used to eliminate dissonances, i.e. BARiTONES memory blocking or ☆ZRAEL's willpower/morality manipulation. | ||||||
| Machai Provocation | N/A | Active | Fast | 1 minute | Line of Sight | AOE |
| Redirects the attention of a target to another person, including themself, at the cost of inducing directed hostility in the target (pulling aggro in video game terms). This effect lasts for 15 seconds when redirecting aggression between targets normally friendly to one another, and a full minute when used between targets already hostile to each other. The ability can affect multiple people only if all targets are looking at the target at the time of use (i.e. the user if it's on themself, or otherwise the victim being made the focus of hostility). | ||||||
| Eristic Cultivation | N/A | Active | Slightly Slow | 1 hour | Line of Sight | AOE |
| Allows the user to sense and amplify another's emotion at will. Indicate use in the bracket text so that players can supplement their character's emotions. Emotions cannot be induced or otherwise manipulated if said emotion is not already present. | ||||||
| Hysmine Blessing | x4 (str, stm, dur) | Passive | Instant | Until finished | N/A | Self |
| Allows the user to gain a physical buff when in conflict. Delivering blows increases strength and durability to use said strength, while receiving blows recovers stamina; when recovering stamina, the user may also overcome effects such as dizziness and nausea. This buff lasts as long as an adrenaline rush would, i.e. until the fight is over or until the danger has passed, once the user has calmed down, etc. | ||||||
future is now
Aesthetic
Fashion: Retro-future geometric designs, 80s cyberpunk cutouts, vocaloid-esque; silvery metallic fabrics, translucent colored accessories.
Accessory: Headphones and headmics
Primary Color: Silver, #c0c0c0
Dormitory:
As one would expect of a unit named future is now, their dorm is all modern futuristic—white with silver chrome. The furniture is all geometric shapes, as if drawn up with a very crude 3D modeling program, and all the lights are glowing cubes (that you can change the color on!). Their central table just a silver cube, with several smaller white cushion-topped cubes for chairs clustered around it. Beds in the bedroom touch only one wall, and don't touch the floor at all. Truly, the future is now.
future is now
Points Activities
Lives:Live Resources: Beakers, safety equipment, a powerpoint app
- Experimentation: This can be doing a baking soda volcano experiment or seeing if a furby can survive being boiled better with or without fur. Or if the car sustains more damage being crashed into a store front or a tree.
- Presentation: Present a thesis, or otherwise solve a problem. Bring evidence or use a powerpoint and force everyone to watch every slide. Every. Slide.
- Maintenance: Perform a maintenance check, or a checkup in general, on machines or people respectively. (Or call "checking up on someone" a "maintenance check", weirdo.)
Traits:
- Out there, cloud cuckoo lander; the character that drops non sequiturs
- Any mad scientist stereotype
- No sense of personal space
- Lack of acknowledgement of social norms
- Space cadet/absent-minded
future is now
The Endeavor
| Repair Repairs anything broken, provided it is not a living/organic creature. |
| Technokinesis Allows the user to control any machine at will. |
| Polarize Grants the user the ability to create an electromagnetic field around any set of two objects or people within line of sight. |
| Gadgeteer Combines inanimate objects to create something new. |
| Reuse and Recycle Grants the user the ability to manipulate the shape of processed metal. |
| Personal Assistant Gives the user a small-to-human sized robot sidekick which the user is mentally connected to. |
future is now
The Endeavor
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Repair | N/A | Active | Fast | N/A | Line of Sight | Unlimited |
| Repairs anything broken, provided it is not a living/organic creature. | ||||||
| Technokinesis | N/A | Active | Fast | Until ended | Line of Sight | Limited |
| Allows the user to control any machine at will. Should the user try to make a machine work beyond its capabilities, like making a car into a submarine, the machine will work but will immediately break after use. This requires concentration from the user, and the more machines being controlled or the more complicated the machine is, the user will have to put more unbroken concentration into. | ||||||
| Polarize | N/A | Active | Slightly Slow | Caster in Area | 10 feet | 2 Targets |
| Grants the user the ability to create an electromagnetic field around any set of two objects or people within line of sight. This is done by creating two points of polarity on the two targets. The poles can be positive negative, causing the objects to be attracted to each other or they may be positive positive (or negative negative), resulting in both objects being forced away from each other. | ||||||
| Gadgeteer | N/A | Active | Instant | N/A | Direct Touch | Unlimited |
| Combines inanimate objects to create something new. Teddy bear toast = teddy bear with working toaster slots, etc. Living creatures cannot be used as the components. | ||||||
| Reuse and Recycle | N/A | Active | Instant | Until ended | Direct Touch | Unlimited |
| Grants the user the ability to manipulate the shape of processed metal. The mass/amount of metal cannot be changed (turning a pocket knife into a broad sword), nor the physical property (turning silver into gold), and the complexity of the new form is dependent on the user's knowledge (someone who has never seen a motherboard before could not now turn metal into one) | ||||||
| Personal Assistant | N/A | Passive | N/A | N/A | N/A | N/A |
| Gives the user a small-to-human sized robot sidekick which the user is mentally connected to. Can be upgraded using Gadgeteer to add new parts, which can also allow the Personal Assistant to exceed human limitations. You may reset your Personal Assistant's form if you like, but all modifications will be lost. | ||||||
WILD CITY
Aesthetic
Fashion: Modern, current-day stylish clothes. They don't have to have any animal parts to them or be animal themed, though.
Accessory: Individual animal accessories: cat ear headbands, fox tails, etc.
Primary Color: Cream, #ffefd5
Dormitory:
WILD CITY's dorm is modern and pretty standard furniture for an apartment. Except for the fact literally everything is animal fur-print patterned. One wall is all zebra, another tiger-striped, one leopard-spotted… yeah. Their table is a large square table, and it has two couches on either side. By default, the bedrooms have circular beds that are a little reminiscent of pet beds—however, when a new member of WILD CITY exits their bedroom, they may not re-enter the room until they've chosen their animal, and when they do, their generic bedroom will transform into a little habitat tailored to their animal.
WILD CITY
Points Activities
Lives:Live Resources: Nail polish, face masks, combs/hairstyling tools and product
- Rile Someone Up: Provoke them into doing something, piss them off, you know how it is.
- Grooming: In any sense of the word. Petting your hand through someone's hair, or dressing someone up and giving them a makeover, either works! It counts either way: being groomed, or grooming.
- Vibe Check: Decide what IS and ISN'T a vibe. This might be a person, this might be an object, this might be a trend, anything. But what is a "vibe"? WILD CITY decides that, of course! Or, if something's NOT vibing enough, then MAKE it vibe. Fix that outfit to be c'est vibê, peach!
Traits:
- Make animal noises. Hiss at people, nya at the end of your sentences.
- Demand pettings
- Animalistic behaviors
- Survivalistic/self-preservation
- Impulsive
WILD CITY
The Wild
| Primal Instinct (Name Pending) Generates pheromones which invoke animal instincts in others nearby—with the WILD CITY member always the dominant animal. |
| Pack Behaviour (Name Pending) Grants a buff to all members of WILD CITY based on the members of WILD CITY that are currently within the same area. |
| Concrete Jungle (Name Pending) Grants the user increased mobility so long as the user is in constant motion. |
| Frog Materia (Name Pending) Turns themself or someone else temporarily into an animal for a fixed time limit of up to one IC day. |
| 10% Furry (Name Pending) Grants the user any one animal power associated with their theme animal at a time. |
| Evolution (Name Pending) Manifests a situationally appropriate biological ability, regardless of whether it is the user's chosen theme animal or not, in order to protect the user from immediate mortal danger. |
WILD CITY
The Wild
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Primal Instinct (Name Pending) | N/A | Active | Slightly Slow | 1 hour | Line of Sight | AOE |
| Generates pheromones which invoke animal instincts in others nearby—with the WILD CITY member always the dominant animal. The full options include: asserting dominance, cultivating desire, inducing hunger, and soothing aggression. Though it can’t guarantee exactly how an affected person will interpret these feelings, the power will not be detected until its effects wear off. In addition, this ability gives each WILD CITY member a personal scent, manifested at will, that allows them to recognize one another if they have purchased Primal Instinct or if they’re using 10% Furry to enhance their sense of smell. This scent can be used to track one another. | ||||||
| Pack Behaviour (Name Pending) | x2-x3 (varies) | Passive | N/A | N/A | N/A | Limited |
| Grants a buff to all members of WILD CITY based on the members of WILD CITY that are currently within the same post (rather than thread), as well as the same area. The buff any member of WILD CITY provides to the rest of the unit is chosen on ability purchase and can be anything from increased reaction time to increased resistance to being hit with a rock, so long as it is some aspect of normal human capability being increased and not an entirely new strength being added. In addition, each member of WILD CITY can "mark" one person of their choice as a member of their pack, which gives them their buff under the same conditions. This does not give them the buff of every other WILD CITY, unless those members have also marked the same individual. Marks can be removed and applied to another individual, but each WILD CITY can only mark one person at a time. This ability starts at x2 and stacks up to x3 at most. | ||||||
| Concrete Jungle (Name Pending) | x3 (dur, agi, mob) | Passive | N/A | N/A | N/A | Self |
| Grants the user increased mobility so long as the user is in constant motion, up to three times as much as that of a human's capability. This includes jumping farther and higher provided a running start, as well as the ability to endure the trip if the user also hits the ground running. Weather and other environmental effects (such as slippery terrain, but also even excessive heat or cold) do not impede the user's movement. However, slowing down reduces the effect of this ability—slow down sufficiently and the user will end up falling off the wall or hurt their landing. This ability does not increase running speed, and users may not use more than one transformative ability at a time when using Concrete Jungle, i.e. one could not use 10% Furry and Evolution while scaling a wall. | ||||||
| Frog Materia (Name Pending) | N/A | Active | Slow | Varies | Direct Touch | Unlimited |
| Turns themself or someone else temporarily into an animal for a fixed time limit of up to one IC day. Animal transformations created by this ability come with all the natural disadvantages of the form, such as an inability to talk (except if the target is changed into their theme animal) or open doors. Possessions and held items are not transformed with the target, but clothing is. The target may be turned into any animal the user can think of, however the more defenseless animal is, the shorter the time limits enforced are. Animals with no ability to escape who could be killed in a single un-armed blow or animals which are unable to survive in the surrounding environment are limited to 1 second. This ability does not prevent targets from being able to use their unit abilities. | ||||||
| 10% Furry (Name Pending) | x2 (str, spd, dur) | Active | Fast | Until ended | N/A | Self |
| Grants the user any one animal power associated with their theme animal at a time. In other words, if you were to choose a flying fish, you could both have gills to breathe underwater or the ability to fly in the sky, but not both simultaneously. Players could choose if characters also have physical animal form features (such as wings, ears, etc) or not. Abilities that affect speed, strength, etc, may grant the user up to twice as much as that of a human's capability. | ||||||
| Evolution (Name Pending) | x3 (str, dur) | Passive | Instant | Until finished | N/A | Self |
| Manifests a situationally appropriate biological ability, regardless of whether it is the user's chosen theme animal or not, in order to protect the user from immediate mortal danger, for as long as they are in immediate mortal danger (i.e. grants carapace armor when the user is about to be stabbed, but not throughout the entire fight). The ability must be found in an animal, and when the user is no longer in immediate mortal danger the ability will shut off, i.e. photosynthesis may be manifested if the character is starving to death, but may not completely satiate a character's hunger and will shut off while the user is still hungry (but not dying of hunger). Unlike 10% Furry, the benefits produced by Evolution are generally obvious, and cannot be hidden. Abilities that affect speed, strength, etc may grant the user up to three times as much as that of a human's capability. | ||||||
☆ZRAEL
Aesthetic
Fashion: Pseudo-Victorian goth—corsets, lace, capes, etc. Excessively elaborate and fancy as fuck.
Accessory: Pentacles—as a choker pendant, an earring, a brooch, etc.
Primary Color: Black, #000000
Dormitory:
☆ZRAEL's dorm is pseudo-Victorian Gothic. Parquet wood floors make the repeated shape of pentacles down halls and gas lamp sconces flicker against darkly patterned wallpaper. The table is a heavy wood banquet table, each chair around it a tufted armchair. The beds in each individual bedroom are four-poster beds, hanging with heavy velvet drapes.
☆ZRAEL
Points Activities
Lives:Live Resources: Microphones, megaphones, trick knives, fake blood
- Monologue: Just talk for two paragraphs about the quality of the cafe food or how much you hate that fucker over there or whatever. Be as unnecessarily dramatic as possible—points are awarded only if you garner responses, so you wanna be real extra to get attention. Props are encouraged!
- Stage a death: Yours, or anyone else's! Stage the murder of a friend, make everyone really concerned that person you tied up in a backroom has been killed, pretend you died last week and are now just a walking corpse or vengeful spirit. Or just kill someone. You know.
- Corruption: Turn someone into your thrall! Or just attempt to convince them on live broadcast underworld television to commit crimes, or otherwise do some sort of other Bad Thing. Or even just something they think is bad!
Traits:
- Chuuni. Tell people you're actually Satan or something.
- Overdramatic/melodramatic
- Formal/pretentious
- Morbid/edgelord
- Passionate, especially about an artistic area of interest, but really about anything
☆ZRAEL
The Downfall
| The harder they fall Raises things up to the best condition they could possibly be in, but after being taken to the heights, it will deteriorate to ruin after. |
| Lightning flash Causes all light sources in the area to burn EXTREMELY BRIGHTLY momentarily and then go out temporarily, reducing the area to total darkness. |
| Verticality LEVITATES or drops things. |
| Mind crush Temporarily destroys one CONVICTION or RESTRAINT belonging to the target. |
| Nightmare vision Inflicts upon someone a vision of their CURRENT course of action/suggestion/etc going wrong. |
| Curse of chains BINDS one object to another with cursed chains. |
☆ZRAEL
The Downfall
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| The harder they fall | x4 (varies) | Active | Instant | 24 hours | Direct Touch | Unlimited |
| Raises things up to the best condition they could possibly be in—something ragged to something PRISTINE, a seedling to FULL BLOOM, etc, but after being taken to the heights, it will deteriorate to ruin after. Max time limit for keeping something in its best condition: one day. This ability can also be used on other people to give a STRONG boost to specific parts of their body (such as arms or legs), but the stress from the boost will cause the boosted parts to become completely useless: muscles, bone, and soft tissue will be left injured from overexertion for twice the length of the boost. | ||||||
| Lightning flash | N/A | Active | Fast | 3-5 seconds | Line of Sight | AOE |
| Causes all light sources in the area to burn EXTREMELY BRIGHTLY momentarily and then go out temporarily, reducing the area to total darkness. Members of ☆ZRAEL in an affected area gain a ghost lantern or will o' wisp which illuminates the area for them and only them. Any other source of night vision can also pierce this darkness. | ||||||
| Verticality | N/A | Active | Instant | Until ended | Direct Touch | Unlimited |
| LEVITATES or drops things. This can be used to float or jump down from tall buildings, as well as to move about through the air at a the speed of the average slow jog. It can also in general cause things to float as if in a zero gravity environment. Slow jog speed does not apply to the user, who can move in the air as quickly as they can on land. | ||||||
| Mind crush | N/A | Active | Slightly Slow | 1 hour | Line of Sight | 1 Target |
| Temporarily destroys one CONVICTION or RESTRAINT belonging to the target. A conviction is defined by a strong will to do something, and if the will isn't strong enough, or the victim is neutral or half-hearted in the action, the ability will not work. For example, removing someone's conviction to kill someone in order to prevent them from doing so, or removing the restraint keeping them from being open and honest about their emotions or telling secrets. If conviction or restraint is something the target wishes to have removed it can last indefinitely, but otherwise it will wear off in roughly an hour. | ||||||
| Nightmare vision | N/A | Active | Fast | 1 minute | Line of Sight | 1 Target |
| Inflicts upon someone a vision of their CURRENT course of action/suggestion/etc going wrong. Only the target(s) of this power will see the illusion. | ||||||
| Curse of chains | N/A | Active | Slightly Slow | 1 hour | Direct Touch | 2 Targets |
| BINDS one object to another with cursed chains. This can be used to bind a target's wrists together or to latch a target to a wall, among other things. In order for the ability to actually take effect, the user must physically touch the two points that are being connected at the same time. Once established, the chains will attach to a collar on the target's neck in the case of sentient beings and an embedded hook in the case of inanimate objects. The chains cannot be broken, but they also do not reshape themselves with the target, so a person who is bound will be freed if the parts of them that are bound become enough to slip free. | ||||||
Heart Soldier Senshi
Aesthetic
Fashion: Super Sentai/Kamen Rider costumes (sans helmet/mask), 80's and 90's casual style—block coloring and high-waisted clothing.
Accessory: Transformation belts/devices (cosmetic)
Primary Color: Bronze (mostly on the belt), #a57164
Dormitory:
Heart Soldier Senshi's dorm is modeled in the vein of a child's idea of a cool secret hideout. Large display monitors show meaningless graphs, and there's lots of colored buttons to press, though none of them really do anything. A large conference table takes up the center of the main room, and arranged around it are high back, cushioned, color-coded spinny chairs. In the bedrooms, the beds are all pod-shaped and close up on top when the occupant is sleeping, and open when they're awake again.
Heart Soldier Senshi
Points Activities
Lives:Live Resources: Theme music (it will play in the background once a HSS starts a Live), disaster response kits (small waterbottle, nutrient bar, 1 bandage roll, a flashlight, two tabs of aspirin), care package mugs with trinkets, i.e. motivational stickers/paper flowers/friendship bracelets
- Help Someone In Need: Assist someone being attacked by avante en garde, or be an experimental subject for future is now, or bandage up someone who got maimed after a game. Be good, kids.
- Inspirational Speech: Keep morale up and rally the troops, no matter what they throw at you!
- Show Off: Show off, whether it be a new beautiful outfit or some ultra-sick dance moves or [WILL SMITH] MY WIFE!
Traits:
- HEROIC
- Optimistic
- Well-meaning
- Eager
- Hot-blooded
Heart Soldier Senshi
The Soul
| Aibou Summons a small-to-human sized spirit familiar from the user's heart to complete a simple task. |
| Charm Temporarily endears victims to the caster: this may be simply get rid of hostility, but may manifest as a full-blown crush. |
| Heart Weapon Creates a non-ranged weapon that is the symbolic manifestion of the user's heart. |
| Heroes Never Die Grants the user the ability to remove remove their heart and put it into another vessel, like a lich. |
| Henshin Allows the user to transform to their sentai/rider form. |
| Buddy System Grants the user the ability to create an empathetic bond with someone: they can feel their target's emotions and vice versa. This bond gives the user a boost in strength and stamina per partner so long as their partner(s) has faith in the user, but negative emotion will cause the user to feel weaker. |
Heart Soldier Senshi
The Soul
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Aibou | N/A | Active | Slow | Until finished | Line of Sight | N/A |
| Summons a small-to-human sized spirit familiar from the user's heart to complete a simple task; upon completion of the task or upon the user being knocked out or killed, the spirit familiar will disappear. Returning the spirit familiar to the user gives them a short second wind. Aibou does not have a singular form, and can morph as desired, although changing its form provides no extra ability. | ||||||
| Charm | N/A | Active | Slightly Slow | 1 hour | Line of Sight | AOE |
| Temporarily endears victims to the caster: this may be simply get rid of hostility, but may manifest as a full-blown crush. The effect lasts for about an hour. | ||||||
| Heart Weapon | N/A | Active | Fast | Until ended | N/A | Self |
| Creates a non-ranged weapon that is the symbolic manifestion of the user's heart. If it takes damage or breaks, the user will take that damage as well. Its effectiveness depends on the opponent's relationship with the user: the more the user dislikes the opponent, the more effective it will be; inversely, the weapon may even run through an opponent the user likes and not cause any damage at all. | ||||||
| Heroes Never Die | N/A | Passive | N/A | Until ended | N/A | Self |
| Grants the user the ability to remove their heart and put it into another vessel, like a lich—think Koshei the Deathless or a magical girl from Madoka Magica. Regardless of how much damage the user takes, the user is able to get back up again. However, if the heart vessel is destroyed, the user will instantly die a most painful death, even without a single bit of damage to their physical body. | ||||||
| Henshin | x1.5 (dur) | Active | Instant | Until ended | N/A | Self |
| Allows the user to transform to their sentai/rider form. As long as they are henshined, damage does not carry over to their de-transformed state; however, their henshin state can still receive damage like a normal human with slightly more durability can; rather than armor, think of it as a second HP bar or a second life. Their henshined form does not heal instantly, but has accelerated healing (though regeneration still takes a long time). While the henshin form is slightly more durable than the human body is, it cannot be bigger than a reasonably sized human is, and does not have other features (i.e. no lasers). Optionally, the user may choose to perform a transformation sequence (which will increase cast time!)—this can be anything you want, but no effects produced during the sequence actually affect anything. Coordinated colour coded team explosions (unfortunately!) cannot be weaponized, unless actual explosives are used to produce them rather than Henshin's effect. | ||||||
| Buddy System | x8 (str, stm) | Active | Slightly Slow | Until ended | Direct Touch | Unlimited |
| Grants the user the ability to create an empathetic bond with someone: they can feel their target's emotions and vice versa. This bond gives the user a boost in strength and stamina per partner so long as their partner(s) has faith in the user, but negative emotion will cause the user to feel weaker. Alternatively, the user may link up to two different people together to share their emotions, although they will not receive the boost. The user may pair themself with as many people as they like, though not to each other (so the partners will feel the user and the user will feel the partners, but the partners won't feel each other), but this will significantly diminish the user's ability to concentrate and slow them down considerably, and the strength/stamina boost caps out at x8. | ||||||
AlcheME!
Aesthetic
Fashion: Mage outfits! RPG or high fantasy or fanciful witch and sorcerer outfits—long, flowy robes and wizard hats are a must!
Accessory: Crystal pendants
Primary Color: Orchid Purple, #9932cc
Dormitory:
The floor in the dorm is a reflective pale crystal, surrounded with columns of pastel crystals for the walls—AlcheME!'s dorm looks like it came out of Sailor Moon's Crystal Tokyo. It glitters as you walk through. Their table is a slab of crystal, their chairs are crystal thrones. Bedrooms have mattresses laid upon crystal daises, with sparkling gauzy fabric hung from above surrounding the bed for a little bit of privacy.
AlcheME!
Points Activities
Lives:Live Resources: Any fortune telling implements, such as tarot cards or crystal balls, as well as tutorial books on how to read palms and divine, costumes for roleplay (AlcheME! sized only).
- Divination: This can be bullshitting someone about their future, doing zodiac shitposts, playing matchmaker, whatever.
- Pranks: You definitely already know what these are.
- Roleplay: Put on uniforms and have a fun time! Be a firefighter or an astronaut or whatever else you please, and do what the firefighting astronauts do!
Traits:
- MYSTERIOUS FULL OF MYSTERY
- Flirty
- Jokers/mood lighteners
- Smile smile smile
- Manipulative
AlcheME!
The Witchcraft
| Self-Fulfilling Prophecy Allows the user to dictate something that will happen in the future and have it come to pass, within reason. |
| Nothing Up My Sleeve Grants the user the ability to send anything anything that will fit even partially within a sleeve, hat, or that can be covered with a cape (i.e. even a person's hand counts) to the Shadow Realm. |
| Enchantéd Breathes life into inanimate objects with a simple touch. |
|
Bippity Boppity Grants AlcheME! a magical wand which can cast status effects on inanimate objects, provided they are not harmful. |
| Inequivalent Exchange Changes the size of an object, making it larger or smaller. |
| Foresight Allows the user to see any actions as a vision, so they can react to that "vision". |
AlcheME!
The Witchcraft
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Self-Fulfilling Prophecy | N/A | Active | Varies | Until finished | N/A | AOE |
| Allows the user to dictate something that will happen in the future and have it come to pass, within reason. These should based off of luck, like "you'll trip in 30 seconds," but cannot be anything severe or unreasonable; all “predictions” must be based off of a reasonable chance. For example, if the stove is on, it can be “predicted” that the food will catch on fire, but not that an earthquake will destroy the building, or that the entire building will catch on fire. | ||||||
| Nothing Up My Sleeve | N/A | Active | N/A | N/A | Direct Touch | Self |
| Grants the user the ability to send anything anything that will fit even partially within a sleeve, hat, or that can be covered with a cape (i.e. even a person's hand counts) to the Shadow Realm, aka An Area Designated By The User. Locations must be visited to be designated, but otherwise can be changed whenever the user wishes. Things can also be retrieved from the area by removing them from a sleeve, hat, or by swishing a cape. Anything that cannot be held (such as fire, water, electricity, or non-sword power based-projectiles) maintains any momentum it had when transported but will bounce rapidly around the area it has been sent to indefinitely, as though a rubber ball—when released, it will move in the direction of the release and act as normal. | ||||||
| Enchantéd | N/A | Active | Slow | Until midnight | Direct Touch | Unlimited |
| Breathes life into inanimate objects with a simple touch. Objects that have been Enchantéd gain their own (limited) sentience and basic personality (a personality that can be defined by one word, e.g. grumpy, sneezy, happy). Enchantéd objects cannot be controlled and are not necessarily obedient—they may be helpful or they may be completely unhelpful (at player discretion OR flip a coin/roll dice/etc to determine it if you want to live on the wild side). They cannot speak/write or communicate beyond basic gestures, and they turn back into ordinary objects at the stroke of midnight (regardless of when the spell was cast). An infinite number of objects can be Enchantéd. | ||||||
| Bippity Boppity | N/A | Active | N/A | 1-24 hr | Direct Touch | Unlimited |
| Grants AlcheME! a magical wand which can cast status effects on inanimate objects, provided they are not harmful (so shapeshifting and age up/down are fine). The object that is cast will be brightly colored or otherwise covered in glitter, and upon contact or upon consumption, the effect will take place. Cast objects will return to their original color and lose potency within 1 to 24 IC hours, and upon contact/consumption, effects will last no longer than 3 IC days. | ||||||
| Inequivalent Exchange | N/A | Active | Fast | 1 hour | 10 feet | Unlimited |
| Changes the size of an object, making it larger or smaller. This does not affect how sturdy or fragile an item is, so a person or object cannot be stepped on and killed or smashed even if made tiny. In addition, physical strength does not change, so something made small will be exactly as strong as it was when it was larger, and vice versa. This ability does not prevent targets from being able to use their unit abilities. | ||||||
| Foresight | N/A | Active | N/A | N/A | N/A | Self |
| Allows the user to see any actions already played out in a thread as a vision, so they can react to that "vision"—go up two comments in the thread and replay that sequence of events, with FORESIGHT in the tag header. Can only be used once per happening—they can't repeat the same five seconds 60 times, just once. | ||||||
avante en garde
Aesthetic
Fashion: Pseudo-historical European military uniforms; think fantasy knights and princes on white horses.
Accesory: Fencing capes, epaulettes
Primary Color: Gold, #ffd700
Dormitory:
The unit dorm is decorated in pseudo-Medieval style, with stone walls and floors, and tapestries in gold and white hanging from the ceiling. The table is a long banquet table, and all the chairs are ornate wooden chairs. The TV looks like a big tapestry of knights engaged in battle when not being used.
avante en garde
Points Activities
Lives:Live Resources: Toy water guns, bamboo practice swords, referee whistles, feasting horns, marking sticks, handkerchiefs/white gloves with the avante's name embroidered on them
- Duel/competition: Challenge someone to a physical competition and do your best to best them.
- Oath/quest: Either declare your own intent— make a pinky promise, seal it on a handshake, or get down on your knees and swear yourself to someone— or accept a task bestowed upon you by another. Either way, do your best to keep your vows! (Although the live still counts even if you fail, I guess...)
- Feast: Sound the feasting horn! Any gathering centered around food is applicable!
Traits:
- Knightly/chivalrous
- Obedient or authoritative
- Quick to anger/easily offended
- Straight-forward
- Arrogant
avante en garde
The Sword
| Appel Temporarily stuns and staggers all targets within earshot with a shout. |
| Feint Creates a diversionary copy of the user—a double that vanishes upon contact. |
| Stability Grants the user the ability to not lose their footing if knocked over. |
| Warpstrike Lifts the user up off the ground and pulls the user rapidly to the hilt of any designated sword. |
| Prise de Fer Grants the user the ability to heal from either slashing or piercing damage. |
| Living Forge Grants the user the ability to generate bladed weapons. |
avante en garde
The Sword
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Appel | N/A | Active | Fast | 1-2 seconds | Within Earshot | AOE |
| Temporarily stuns and staggers all targets within earshot with a shout. Lasts long enough to perform a single action, after which the daze can be shaken off if those affected are on alert or actively fighting. Otherwise, it will last a couple minutes. | ||||||
| Feint | N/A | Active | Slow | Until touched | Line of Sight | Self |
| Creates a diversionary copy of the user—a double that vanishes upon contact. The double can talk, and do all things a human would be able in terms of taking notes, carrying inanimate objects, and so on, but will vanish upon contacting something sentient. Doubles can use abilities (with the exception of Feint), but any swords summoned by a double will also disappear upon contacting something sentient. They can, however, still be provided with a non-Feint weapon and use it normally. | ||||||
| Stability | N/A | Passive | N/A | N/A | N/A | Self |
| Grants the user the ability to not lose their footing if knocked over. Can also stand on water, walls, or any other surface. | ||||||
| Warpstrike | x4 (spd) | Active | Fast | N/A | Line of Sight | Self |
| Lifts the user up off the ground and pulls the user rapidly to the hilt of any designated sword (no other bladed weapons like knives or polearms!), optionally automatically avoiding obstacles as they move (so that an avante can decide to move over an obstacle or just slice through it for those style points). On arrival at the location the user will be holding the sword, harmlessly ejecting anything touching the hilt (including anyone holding it). The target sword will be reached even if it is in motion, so long as the blade is visible (i.e. unsheathed). The user is also protected from the effects of intertia, which are instead transferred to whatever the target sword is in contact with—warpstriking at the ground will create a small crater and warpstriking at a sword stuck in an object will either push that object back at warpstrike speed or break through it if it is fragile enough. Heart Weapons are not affected even if they are swords, as they are Heart Weapons first and swords second. | ||||||
| Prise de Fer | N/A | Passive | N/A | N/A | N/A | Self |
| Grants the user the ability to heal from either slashing or piercing damage. This is chosen when the ability is purchased. | ||||||
| Living Forge | N/A | Active | Slow | Until touched | Line of Sight | N/A |
| Grants the user the ability to generate bladed weapons. These only can be wielded by the user; anyone else attempting to use one will have it vanish on them. If no one else uses them, you're fine tho, go collect swords for your wall or something. | ||||||
BARiTONES
Aesthetic
Fashion: Suits, office wear, pencil skirts. Anything from business formal to business casual.
Accessory: Glasses
Primary Color: Claret Red, #461614
Dormitory:
The dorm resembles a jazz club. The walls are plastered with posters for the units as if they were musical acts, lights are set to a perpetual dimmer, except for a set near the back of the room by the hallway to the bedroom that are stage lights that can be readjusted and directed. Their table is a long bar, with bar stools for the characters to sit at. Beds in the bedrooms are murphy beds that fold up into the wall to allow better use of the space in daylight hours.
BARiTONES
Points Activities
Lives:Live Resources: Cocktail shakers, tumbler/martini/shot glasses, dice, flipping coins that have "Heaven" on one side and "Hell" on the other side, gambling chips
- Bartending: Provide alcohol, mix drinks, etc. This one doesn't require much explanation.
- Gambling: Bet something of value, be it on a risk or a game, OR start a betting pool on the odds of something happening.
- Performance: Put on an act! Any sort of performance is valid, so long as you're anything but yourself.
Traits:
- Professional
- Influential
- Sleazy
- Stressed
- Party
BARiTONES
The Influence
| Bad Whiskey Blues Changes water into any sort of alcohol, be it whiskey, wine, or anything else, as well as vice versa. |
| It Don't Mean a Thing Allows characters to check social influences on others. |
| I Put a Spell On You Allows characters to delve into dreams. |
| In a Sentimental Mood Grants the user the ability to block or add one memory or one concept at a time. |
| But Not For Me Flips any one projectile or object at will. |
| Ain't Misbehavin' Grants the user the ability to physically puppeteer another person's body via mirroring. |
BARiTONES
The Influence
| Ability Name | xhuman capability | Active/ Passive | Cast Time | Duration | Area of Effect | Targets |
|---|---|---|---|---|---|---|
| Bad Whiskey Blues | N/A | Active | Fast | N/A | Line of Sight | Unlimited |
| Changes water into any sort of alcohol, be it whiskey, wine, or anything else—this includes mixed alcoholic drinks—or otherwise changes alcohol back into water. Used upon a PC, this cannot be fatal: the user may only make the person heavily (but safely) drunk. | ||||||
| It Don't Mean a Thing | N/A | Active | Instant | N/A | Direct Touch | Unlimited |
| Allows characters to check social influences on others. When making physical contact with someone (handshake, hug, etc) you can see who they are "influenced" by (ie: what their CR is). Indicate the use of ability in thread so the other person can give you info. | ||||||
| I Put a Spell On You | N/A | Active | N/A | Until finished | N/A | AOE |
| Allows characters to delve into dreams. They can go dream-walking, create a general dream link so for a night everyone can go walking in each other's dreams, or just used to lucid dream. | ||||||
| In a Sentimental Mood | N/A | Active | Instant | Varies | Direct Touch | Unlimited |
| Grants the user the ability to block one memory or the memory of one concept at a time (for example, blocking the memory of using one door or blocking the knowledge of what a door is). This can also be used to add a memory or a memory of a concept (for example, adding the memory of a wedding, or adding the knowledge that the target is married). However, this ability does not change emotional states—if someone is made to believe the user is their best friend, it will not stop them from hating the user if that emotion was present at the time of use. If the memory is something the target wants to forget/remember it can last indefinitely (or until the target no longer wants to forget/remember). If the target does not, the effects can be overcome after only 3-7 IC days. The target will not know who the user was when the effect wears off. | ||||||
| But Not For Me | N/A | Active | Fast | N/A | Line of Sight | Limited |
| Flips any one projectile or object at will—a bullet will move in the opposite direction, someone swinging a sword with end up facing and swinging while turned at a full 180 degrees. This does not actually cause or affect movement, so objects in motion will continue moving at the same speed. The user must be able to see the object in order to change its direction, and the ability must be used separately per object. | ||||||
| Ain't Misbehavin' | N/A | Active | Slightly Slow | Caster in Area | 10 feet | 1 Target |
| Grants the user the ability to physically puppeteer another person's body via mirroring. Pick one person within the area of effect, and anything you do they are compelled to mirror. For example, you can't have the target strangle themselves without strangling yourself but you can make them walk off something, provided the user and target are always within 10 feet of each other. However, this ability does not prevent targets from being able to use their unit abilities. | ||||||
