Project 0
- Project 0
- ORIGINS:
- Perks
- Items
- Life Events: Choose 3
- Normal Skills
- Stealth Category
- Assault Category
- Support Category
- Destruction Category
- Master Category
- Commander Category
Back in WWII, Japan was devastated and in a dark time, which was followed by an unprecedented economic and technological growth. In those times, a rural city managed to grow quite a lot, a city named Kageoka, with beautiful hills in its surroundings.
In the following decades, the city evolved into a highly modernized metropolis, with metro lines connecting to other cities and even Tokyo, among other developments. It soon became a center for technological wonder and activity; however, it drew the ire of some of its inhabitants, who were upset about the loss of their traditions and customs due to modernization.
This ire carried over their children, and their grandchildren, and great-grandchildren, and so forth. The City cannibalized its history, destroying old parts of it to allow further growth, and even blacklisting and restricting access to some of its districts and city blocks, relocating the people who lived there, and apparently doing nothing with the land.
Strange occurrences began to be reported at that time as well, mysterious disappearances, pools of blood with no source, screams in the night, and many more things that got buried by the local government and media.
Besides its facade as a place of technological wonder, Kuraoka has a large academy that accepts dozens and dozens of students every year, Higan Academy, a school that goes from Middle School all the way to college, the school facility having three separate buildings for Middle and Highschool and one for College, as well as a dorm for each.
However, the academy does not house all of its students; only a few of them are allowed to live in the dormitories after being approved by the Academy Committee.
Besides the dormitories, Higan Academy has small buildings for recreational activities such as music making and recording, a big arcade, meditation rooms, a small stadium for the Academy goers and staff for sports events, etc.
Due to its numerous recreational areas, Higan Academy invests heavily in its Clubs and the Student Council for budgeting and maintaining the facilities.
However, in the last three years, events started to happen. Outright supernatural things with no explanation whatsoever, and now they are related to you.
One door inside the Higan Academy leads to the Idea World, a backdoor to this realm that allows Awakened to fast travel to places within the Idea World, or even access Bleeding Zones. This door is protected and controlled by the Awakened Members of the Student Council.
First and foremost, what is your age?
High Schooler: You are in the middle of the pack, a High Schooler, still having to figure out your life once you finish school, but still with a spark of imagination and childishness within you. Play the CYOA as intended.
College Student: Your dreams are dying, you are on the verge of becoming an adult, and abandoning the childishness you had when you were younger. This weakens your Idolon greatly, but on the flip side, you are more experienced and mature as a person. Gain 1 Self Perk, Lose 2 Idolon Points.
Now, about the main stuff…
Supernatural events, truly otherworldly stuff, are happening in Kageoka. And it is connected to you. A powerful Monster who leads one Hundred Demons is attacking Kageoka from the other side, for reasons unknown. This weakens the link between our plane, the mortal world, and the spirit world, opening a link to a third world that intersects both: The Idea World.
The Idea World is a place where all things’ dreams, from humans to animals and plants, dwell. In this world, some young people, or those who never lost their childishness, have another self, named Idolon. This Idolon is a reflection of their truer selves, intentions, and dreams, having powers within the Idea World.
Normal people cannot perceive the Other World, or anything related to it. For them it is all normal, even as someone who vanishes to never be seen again. They cannot see what is not there in their head.
You, on the other hand, have awakened yourself to the other world, becoming aware of its existence. You can summon this Idolon to fight within the Idea World, and hopefully help prevent the Monster’s plans, whatever they are.
However, it does not end here. The Monster’s actions cause areas in the overworld and Idea World to intersect, becoming what is known as a Bleeding Zone. Bleeding Zones make stuff from the Idea World spill over to ours, bringing all sorts of nastiness and evil things with it, and those nasties infect the Bleeding Zone, making it worse, generating negative energy.
Bleeding Zones can become even worse once they overflow with negative energy, turning into Flooding Zones, areas that drag the Overworld to the depths of the Idea World.
Because of this instability between worlds, creatures from the Idea World can invade our world, like shades. They can influence and whisper to people, and within bleeding zones, they can gain physical forms, becoming able of hurting others. In Flooding Zones they have their full power unleashed.
The most common creatures from the Idea World are Nightmare Eaters. They are born when people either lose their dreams or fulfill them. They regulate the Idea World, eating away both negativity and positivity, maintaining a neutral state. However, they are not compatible with our world, and this can lead to them preying on humans, eating dreams yet to be fulfilled, or abandoned. They are not actively malicious in their majority, just unaware of what is happening.
However, they can grow addicted to the taste of eating humans’ dreams, turning them into stronger and negative creatures. Worse is what happens to their victims…
Humans who have their dreams eaten in excess become Nightmares, beings of pure negativity and evil. This erodes their humanity and identity, and they become gruesome monsters in either Bleeding or Flooding Zones. If beaten in time, they can come back to being normal people.
[Normal Self Origin (Character Origin, Normal-Self Perks, Perk Combos]
ORIGINS:
Choose a base Origin; This can be a Pure Origin, just one Archetype, or a Mixed Origin, with two Archetypes. Split your Category of Idolon’s freebies based on the Categories both main (First Origin) and secondary (Second Origin) have. You only have the freebie items of the main Origin.
Modest
You are modest, not that it is a bad thing, on the contrary. You are not someone who deviates too much from the norm, nor draws too much attention to yourself. You are barely remarkable, but it works wonders for you, as you can worm your way anywhere, and rarely be rejected, after all, you do no harm.
Core Personality: You are someone manipulative and very levelheaded, convincing others to do things to you, or just escaping danger and punishment by being a “good, but unremarkable” person.
Freebies: Set 1: Suburban Daredevil, Forward, Disguise Master.
Set 2: Never you, Computer Guy/Gal, Errand Boy/Girl
Your Idolon belongs to the Stealth Category.
Insurgent (Modest+Assault)
Core Personality: You dislike how others enforce their rule upon you, constraining you in their society; however, you do not have the stomach to break away from said rules; You despise them on the inside, even if you do not show it outwards.
Set: Forward, Never You, Streetsmart
Daydreamer (Modest+Quirky)
Core Personality: You do not care about the outside world. In fact, you are so aloof in your own head that you tend to forget it even exists. People do not pay attention to you, for the mere fact that you do not care about them or what happens outside of the vicinity of your preferences.
Set: Savant, Numb, Stubborn
Rebellious
You are a rebellious one. You do not conform to the rules others impose on you, be it your parents, society, or anything that tries to take away your agency. You will fight tooth and nail for what you have and your way of life.
Core Personality: You do not conform to the rules, nor do you follow them of your own will, needing heavy coercion to make it happen. You are brash and intense, with only your morals and ideals, for good or for worse, guiding you. As long as you fight for them, you will be nearly unstoppable in your mentality.
Freebies: Set 1: Stubborn, Forward, Geeky.
Set 2: Street-Smart, Suburban Daredevil, Power of Love
Your Idolon belongs to the Assault Category.
Boss (Rebellious+Two Shoes)
Core Personality: You think you know more about the rules than others, and thus know how to better help people in your rebellious ways, allowing them to play the rules, but also walk around them when it is convenient. All for freedom, I guess.
Set: Social Skill, Street Smarts, Unshakable Faith
Hellraiser (Rebellious+Curmudgeon)
Core Personality: The very thought of confirming makes your heart sink. You want to rebel against everything; you want to crush all rules imposed on you, like a child throwing a tantrum. You will not conform to anyone else’s rules, and will make a ruckus out of it if forced to; the tantrum won’t be pretty.
Set: Bancho/Sukeban, Suburban Daredevil, Rage.
Two-Shoes
You are a good two-shoe. You have an innate aura around you that denounces you as a trustworthy someone who seeks the good in yourself and others, and reflects it by being reliable and level-headed. People are more willing to help and agree with you, recognizing your heart and personality
Core Personality: You are someone with innate good in your heart. You seek to guide and help others to the best of your abilities and theirs, making you an innate leader. You also have an unshakable heart and devotion, not easily affected by tribulations and even great trauma.
Freebies: Set 1: Social Skill, Martial Arts, Tinkerer
Set 2: Unshakable Faith, Forward, Athleticism.
Your Idolon belongs to the Support Category.
Noble (Two-Shoes+Modest)
Core Personality: You are a noble person at heart. You do good without the want or need for recognition, you help others from the sidelines, without them knowing most of the time, taking an easy life, while also making it better for others.
Set: Social Skills, Forward, Disguise Master
Jester (Two Shoes+Quirky)
Core Personality: You have an agenda to upkeep. While you do help others, and do it quite well, you do it your own way, and the way it fancies you. It can make working with you extremely obnoxious, but hey, as long it works, it works, right?
Set: Savant, Deep Perception, Happy-Go-Lucky
Curmudgeon
You are a hard individual. Either because of traumas of the past, or you being a twat, it is hard to work with and around you. Intentionally or not, you cause a lot of trouble for yourself and everyone in your vicinity. You also tend to give in to your weaknesses and emotional distress, or just go ballistic at a moment’s notice.
Core Personality: You are someone with lots of malice, intentional or not, in your heart, or have been scarred deeply by something in your past. This makes you someone highly volatile and dangerous to others, emotionally or physically.
Freebies: Set 1: Numb, Computer Guy/Girl, Gross Eater.
Set 2: Rage, Bancho/Sukeban, Unpredictable.
Your Idolon belongs to the Destruction Category.
Rioter (Curmudgeon+Popular)
Core Personality: You are one nasty person. You know how to attract people towards you, even if you are no flower that should be smelled. You know how to walk your way through social games and interactions for your own gains, which are no good. You are a person who thrives and enjoys discord; sowing discord is what you live for, and what you use your social links for.
Set: Bancho/Sukeban, Unpredictable, Clown-Smarts
Stalker(Curmudgeon+Modest):
Core Personality: You are obsessed with someone and are quite an accomplished stalker yourself. From tracking where they live, spying on their daily life, searching their trash, and hiding all your tracks behind the face and smile of an angel are all within your abilities. Worse for your victim, you are extremely obsessed, possessive, and jealous of him.
Set: Never You, Power of Love, Great Beauty
Quirky
You are a rather quirky individual. You are a true savant in some field, be it music, arts, chemistry, biology, or any field that interests you. You are a near-unmatched genius in that field, with lots of hidden, deep, or otherwise obscure knowledge about it. Your whole personality and life are devoted to your obsession in this field. On the other hand, you are quite dumb, even by layman’s standards, in more common areas in day-to-day life, or things not related to your area of expertise.
Core Personality: Your whole existence is devoted to your expertise, to the point you come off as unusual, crazy, or just plainly weird to others. If you are obsessed with music, you may make strange references every time you speak, as if anyone knew this one garage band you found in the depths of YouTube, or make one too many jokes with a certain painter.
Set 1: Savant, Musician OR Artist, Deep Perception.
Set 2: Unpredictable, Computer Guy/Gal OR Tinkerer, Street Smart. Your Idolon belongs to the Master Category.
Diva (Quirky+Curmudgeon)
Core Personality: You are an artist who enjoys the drama and disaster your actions and pieces bring to others. You love the spotlight and chaos, the discord around you fueling your works and obsessions. There is no ounce of guilt or second thought behind your hellraising actions; it is to fuel your obsession, after all.
Set: Savant OR Artist, Unpredictable, Rage
Muse (Quirky+Popular)
Core Personality: Aside from your obsession, you are quite popular, maybe because of it, or in spite of it. Either way, you can attract people not only to you, but to your works. Keeping people around and entertained with your antics, actions, or thoughts.
Set: Savant OR Artist, Clown Smarts, Social Skill
Smartass
You are a hell of a smartass. A true by-the-books annoying guy. You have great intellect and know how to apply it. You are nothing remarkable outside of your intelligence, but you know how to make great use of it, to the point where it may surprise others.
Core Personality: You are smart, to the point that it defines who you are. You have an annoying amount of knowledge about mundane matters, and many more about surface-level topics. While a Quirky may outsmart you in their savant field, you can outsmart them anywhere else.
Freebies: Set 1: Book-Smart, Never You, Social Skill.
Set 2: Deep Perception, Errand Boy/Girl, Forward
Your Idolon belongs to the Average Category.
Popular
Being popular is not easy. You have gravitas, either because you are funny, likable, or just charismatic. You make people come to you, and keep them around one way or the other. There is no denying it, you are popular.
Core Personality: You can be a lovable class clown, or a bitch who keeps your friends by charisma or maybe money alone. Either path you choose, you are guaranteed to be popular.
Freebies: Set 1: Great Beauty, Bocchama/Ojou-Sama, Stubborn.
Set 2: Clown-Smart, Happy-Go-Lucky, Street-Smart.
Your Idolon belongs to the Commander Category
Miss.Perfect (Popular+Two-Shoes)
Core Personality: You can do no wrong; what people expect of you, you do it. Outside influence and the view of others shape your actions, as you change yourself to be the most pleasing to others, to shine without a blemish to them, always perfect and amicable.
Set: Clown Smarts, Social Skill, Never You
Cool Guy (Popular+Rebellious)
Core Personality: You attract other people to you; the way you stay true to yourself is what brings others to you. You are unable to not be yourself, and fake emotions and sentiments you don’t feel. The way you wear your heart on your sleeve makes people gravitate to you.
Set: Street Smart, Suburban Daredevil, Happy-Go-Lucky
Perks
You have 5 perk choices to make here. 2-Combo Perks and 3-Combo Perks require all of their prerequisites to be taken. You can only take 1 3-Combo Perk.
Suburban Daredevil: You are one hell of a trickster. Even if you are not prone to use things such as parkour and acrobatics, you have an innate talent to improvise and pull off stunts that would leave others impressed. In sticky or dangerous situations, you can tap into this talent to get the hell away from even dangerous people. Other physical or skill enhancers work wonders with this ability.
Never you: You are a professional gaslighter, to the point you can convince friends to turn against each other. Only those excessively stubborn or moral would call you on your bullshit, and even then they would need to put in the work to catch you.
Stubborn: You are stuck in your ways, to the point that it is an exhausting task to make you change your mind. You are an endless well of determination and teenager-fueled rage. If you are a young adult, then it is a wagie rage.
Street-Smart: You are a hell of a street-smart guy or gal. You know all the slang and rules of the streets. Those of the streets, rough life, and even gangsters tend to like your spunk, as you know exactly what to tell them. You also have basic brawling knowledge and improvisation, not to the point of making you an expert, but enough to make do in a problematic situation.
Social Skill: You have an innate ability in networking and making friends. You can make friends anywhere, and even dialogue with the most unreasonable people, making them make an exception for you when you need it, with enough buttering and sweet talk.
Unshakable Faith: You can see through people, better yet, you can see their truer selves. For those you know are good, you have an unshakable faith in them, to the point you know they will choose the right thing, and you can sniff out untrustworthy or evil people immediately.
Numb: You have went through much shit, or you never gave a fuck in the first place. Your pain receptors are nearly fried, to the point that only extreme pains, such as dental ones or ones right in your nerves, can make you feel anything. Your mind is also numbed, with only things that aggravate you being able to make you care and go ballistic.
Rage: This is a powerful emotion that permeates you. You can run off on spite, metaphorically. When you feel spite, hatred, and rage, you work better than others. Your mind sharpens, your body releases its limits, to the point you can even hurt yourself, but as long as you keep this spite, you can go beyond your physical and mental limits.
Savant: You are a savant in a field, such as chemistry, language, or other more technical or philosophical fields. When you think about your field, or just by executing it, you can enter the zone. Your mental capabilities kick into overdrive, and your perception of time and your surroundings slow down, as your mind peaks in efficiency.
Unpredictable: Due to an intense eccentricity, it is nearly impossible to predict you. You tend to foil people’s plans, break down their carefully planned schedules, or just surprise anyone who thinks they have a hook on you. In everyone’s deck, you are a hell of a wild card.
Book-Smart: You have a wide array of knowledge about many mundane, but highly occurring, topics. While others fail to apply the mathematics they learned, you can think of many situations where it is applicable, besides its use on trivia nights.
Deep Perception: Your mind has an easy time planning events or schedules, as well as a heightened memory, memorization, and pattern recognition. You can learn things fast, and you apply them even faster given the chance.
Great Beauty: Your looks are stunning, you are extremely beautiful, people will turn their heads to stare at you, and you will get plenty of looks from them. You stand near the peak of what's considered “conventionally beautiful.”
Clown-Smart: You are clumsy and can make anyone laugh, given enough time and effort. People won't question you too hard if you make mistakes or stumble on things you shouldn't, which you will, as long as you keep your silly antics.
Athleticism: You are athletic for your age, to the point you outmatch nearly everyone your age in your chosen field of athleticism. Choose one between Strength, Stamina, Speed, and Endurance; you are athletic in that field. Can be taken twice for an additional field or to boost the one you have. Your Idolon has a mirror of your athletic skill
Artist: You are a great artist, whether it's a simple sketch, a highly detailed digital art piece, or a hand-drawn work. You can create great pieces of art; others will naturally flock towards you to see your work, commission it, or simply offer to pay you with exposure. Your Idolon can use drawing skills to attack others, such as drawing slashes in the air and releasing them towards a foe.
Musician: You are a part-time musician in your free time, you may be a solo musician or be part of a band, either way, you know your way around your chosen instrument, or as a singer. Can be taken multiple times. Your musical skills manifest in your Idolon, such as releasing shockwaves from their mouth or manifesting a guitar as a melee weapon.
Happy-Go-Lucky: Luck tends to favor you. You have a free spirit air around you, and as long as you keep your cool and are a “good player”, you can count on Lady Luck to do small favors for you.
Disguise Master: Either through clever make-up and the usage of carefully selected clothes, or the sheer bullshit and suspension of disbelief, you can fool others with disguises, even if you are a seven feet tall beefcake of a guy posing as a high school girl. You are simply too good at the art of disguises.
Computer Guy/Gal: You are someone good at using computers and whatnot, so others will eventually flock towards you for any software-related reason, even if it is out of your field. You are also good at programming and hacking stuff for the sake of it.
Tinkerer: You have a knack for working stuff around, messing with the hardware of electronics, making your own, or even going full-on mechanic mode to make things that should be highly illegal, if they are not already. You are the token mechanic and fixer of any group you are in. Your Idolon is more attuned to machinery, it can wield things such as big fucking guns and cannons without issues, having a more technological feel to it.
Young Driver: If you are not a young adult, you are too far on the younger side to be a driver. Either way, you know your way around a car or piloting a motorcycle; maybe you were self-taught, using your relative’s car when they weren't looking, or maybe your relatives taught you. Your Idolon has some sort of vehicle with it, or it IS a vehicle.
Gross-Eater: You are sure to demolish in any eating competition you enter, as your stomach can store more food than others, and your palate can tolerate most tastes, even those of rotten food, should you be brave enough to eat it. It will just give you a mild stomach ache with no further problems.
Peddler: Your family owns an antique shop, or just a shop that sells weird shit. Either way, you have a way to track something’s worth just by looking at it, and have tons and tons of junky lying in your basement, besides what you have just by your connections with your family. Those weird trinkets have affected your Idolon, making it more attuned to what one would consider strange sorcery and magics.
Forward: A mind plagued by doubt is no good. You are someone with too good a head on your shoulders. You do not lose focus or motivation, no matter how hard a task is, and always keep track of the path with the least resistance, for it is not the easy route, but the one that heralds the best result. You are assured not to lose your vision of what matters.
Errand Boy/Girl: You have a party-time job as a deliverer of some kind. For this, you know your way around the city, to the point you have it memorized by heart, you are sure not to get lost, and can lose nearly anyone in the street-like maze of the concrete jungle, and always get your deliveries in time.
Power of Love: You either get deeply infatuated with anyone in your immediate vicinity, or just have a burning passion for someone in particular, even if it is platonic. By flirting with someone and having them near you, your body and mind will instinctively put more energy and effort into impressing them. If you love just one person, when they are near you, your body and instincts will kick into overdrive to impress them.
Ojou-sama/Bocchama: Your family is loaded, and by extension, you are also loaded. You have been sheltered, or just lived the high life, your entire life. If challenged or your way of life threatened, you will find yourself growing angrier and more protective, pushing your limits to prove the threatening party wrong.
Martial Arts (Incompatible with Sukeban): You have been trained in martial arts. You know a thing or two about combat, such as judo or karate, making you a fearsome fighter to those without skill, raw might, or combat genius.
Bancho/Sukeban (Incompatible with Martial Arts): You are a rioter at heart, to such a point you are an innate combatant, utilizing dirty shots and raw wit in combat to deal with your foes, as well as using a baseball bat or other things to help you in combat, since it doesn’t hurt you.
5KYOCH: Maybe you have a grandma or grandpa who is Chinese, despite the dark implications it may carry, and they, for some reason, found you worthy of receiving part of their five thousand years of Chinese culture. In summary, you know a lot of bullshit, such as strange pressure points techniques able to make one’s body not tolerate any sort of hot water, or even paralyzing others, to strange concoctions and traditional medicine.
Demi Idolon: A strange power that allows you to manifest part of your Idolon’s power in the real world. It is just a small fraction of it, just enough to give you an edge over any ordinary people you may find, but still, it is a part of your Idolon’s power. Choose one skill of your Idolon, you can use it in reality at a fraction of its strength, comparable to other base mundane perks.
Geeky: You are a geeky type of person who knows a lot about nerdy or anime stuff, to an unhealthy degree. You can pick up clues that would pass anyone else’s eyes by the sheer volume and quantity of media you consumed, such as trails left by a thief, or small details on a scene of crime.
Goth: You are a true and verified goth. You wear clothes darker than the night itself, you listen to the heaviest (emo) rock around, and know a lot of rituals and occult lore. While the other parts will make you stand out as a loner and weirdo, your occult knowledge is the real deal, giving you many insights into magic (it is not real?) and demonic lore.
Gaming Code: You excel in any task, video-game related, making you a hell of a foe in any genre you decide to play, or a near-unbeatable god if you decide to focus entirely on one genre of games, making you reach the top 50 globally in that game.
Custom Combo: You can design a 2-perk combo or a 3-perk combo, using perks you own as pre-requirements for said combo, and then purchasing that combo. Demi Idolon cannot be used in any combo.
2 Perks Combos
Super Stuntman (Suburban Daredevil+Athleticism): You are a hell of a stuntman. Your body is naturally attuned to extremities and dangerous situations, flooding your system with adrenaline and equipping you with enough of a burst to pull off daring stunts on the level of trained professionals.
Fast and Furious (Errand Boy/Girl+Young Driver): You know the layout of the city like the palm of your hand, and better yet, somehow you are one of the best drivers around, and know how to hit the accelerator like few others can. Give you a car or a motorcycle, and you can cut through the whole city in a few minutes.
Crosskill (Disguise Master+Bocchama/Ojou-sama): While cross-dressing and disguises are a cool thing, you go a step beyond. You can camouflage yourself as the most unsuspecting objects, and no one would be any wiser, and beyond that, you can fill your disguises with all sorts of trinkets and makeshift weapons to make someone’s life hell. Now, where those things are stored is another question.
Ancient Martial Arts (5KYOCH+Martial Arts): You have learned ancient martial arts, or not, and you are just bullshitting everyone. Either way, you have a lot of mileage in your combat skill, pulling stunts and techniques that look outright magical or supernatural, like a sequence of one-inch punches perfectly, or catching a fly’s wings with chopsticks.
Super Hacker (Geeky+Computer Guy/Gal): Well, you embody a stereotype. You are a huge nerd, and have immaculate hacker skills for your age, from decoding to coding, or just making software in general, you are a pro, and always have one or two anime references up your sleeve.
Gaslight Gatekeep Boss (Never you + Unshakable Faith): You can see people’s truer selves, down to their bones and the depths of their hearts. You can make them dance on the palm of your hand, torturing their mind and manipulating them like puppets.
Lovable Rogue (Street-Smart+Power of Love): You have lots of friends in places many would consider… distasteful, but either way, they have your back. Every time you try to impress a prospective partner, you will have backup from local gangs, to even the Yakuza, trying to make your plans happen and give you a perfect date/chance to impress your crush.
Rioter (Forward+Bancho/Sukeban): Your mind has been improved to operate under lots of stress and adrenaline, your body and mind can go into autopilot in combat, dishing out violence and dirty shots at everyone in your path. You have a clear focus amidst violence, and your mind sharpens itself when you are hurt and high in adrenaline.
Gluttonous (Gross Eater+Happy-Go-Lucky): By eating one too many things you shouldn’t, your body has developed an innate resistance to most diseases, and even toxins, rarely getting sick or hurt from eating something bad, or even poisonous. Your body also boasts an insane amount of endurance and resilience to damage and hurt.
Snake Oil (Peddler+Clown-Smart): Either by a random streak of luck, or just the old shit your family hoards, you always seem to know something that can be of help. Do people desperately need fireworks? They can try a special firework that you have, which may or may not be haunted. A sudden case of bad nightmares? Good thing you stockpiled dream catchers everywhere. You always have something in hand for nearly any situation, thanks to your ancestors’ hoarding habits.
Artificer (Tinkerer+Deep Perception): Even to your peers and fellow tinkerers, you are a step above. You can disassemble things in your mind just by glancing at them, understanding their inner workings and machinations with just a glance. It also makes you better at making more delicate and refined equipment.
Socialite (Bocchama/Ojou-sama+Social Skills): Your mere presence inspires others to become better or enhances morale. You know how to play people, and better yet, you have such a stunning appearance that can force others to do things for you, besides forcing them to strive for better, enhancing their capabilities.
Rat in a Cage (Rage+Musician): You resonate deeply with music, to the point where it becomes your fuel. When you are in deep anger or rage, you can increase your mental and physical output by listening to music, to such a degree that it is unattainable to the average Joe or Jane.
Jiangshi (5KYOCH+Numb): While not a corpse in the literal sense, you can get pretty darn close. You can slow down your heartbeat and pulse, hold your breath completely still, and not do a single micromovement. You can also release explosive bursts of strength with zero build-up, at the small price of hurting yourself in exchange for explosive power. You have a great degree of control over your body.
Gang-Leader (Bancho/Sukeban+Social Skills): You are a leader of a gang, or at the very least have the skills required to do so. From extreme violence and control over your minions, to how to raise their morale and better use their rioting and brutal skills.
Voodoo (Goth+Peddler): While some things are not meant to be, you believe they should. You are a so-called specialist on voodoo, able to use dolls, incense, and other such rituals to cause misfortune and pain to others. While you believe it works, whether it is mere chance or something supernatural remains to be seen.
The ZONE (Forward+Deep Perception): Your mind can perceive things slower when you are striving towards your objectives, entering a state of enhanced perception and consciousness, where the world moves in slow motion for you, but things go just as fast in the other side, making it seem as if you had super reaction times.
Maid (Goth+Geeky): You are a maid or a butler. You are an expert at cleaning houses, taking care of gardens, or just cooking food. You are also omnicompetent in anything you do, being able to do it to at least a passable grade.
Gourmet (Gross Eater+Book Smart): You are an impeccable gourmet. To such a point where you can make dishes that make people feel like their clothes outright fly off their bodies, melting their tongues with a heavenly and unique taste. You also have a knack for understanding what the best ingredients and spices are at hand.
Illegal Mods (Young Driver+Tinkerer): You can modify cars and other vehicles to your wish. Despite your relatively young age, you can take away parts of a vehicle to make it go faster, or add more to it so it gets beefier, can endure more heat, or just an obscenely powerful nitro. You know a lot about modding vehicles.
Chaos Bundle (Happy-Go-Lucky+Unpredictable): There is no point in trying to predict you or what is going to happen once you step in. Things that shouldn’t happen will happen, and escalations will happen in the silliest direction possible, turning any situation you are in into something closer to a cartoon than reality due to the sheer insanity and silliness that follows you.
Wild Beauty (Stubborn+Great Beauty): There is some exotic wild feeling to you, as if you were an exotic animal walking unbothered in a savannah. No matter how roughed up you are, you still look as fresh as ever. You also don’t get nearly as tired as other people; somehow, your fresh looks and stubbornness take away all weariness and joint pain you may have had, turning you into an endless fountain of energy.
Extra Memory (Savant+Book-Smart): Your memory is pristine and crystaline You can reall any and every information you have seem, and your mind does not fool you as easily. you an always see and perceive the truth, either natural or supernatural, seeing things as they really are, and storing away all information you gather.
Get Rage (Goth+Rage): You have a passive aura around you. An aura surrounds you that makes others recoil or be wary, not thinking straight or just being meeker before you, maybe you are crazy or consumed by rage, and because of that, people just cower before your presence, even if you don’t do anything. Or it is just a vibe you give to others.
3 Combo:
Super High School Level Athlete (Athleticism 2x+ Savant): You are obsessed with Athleticism to an extreme. You live, breathe, and act based on your athletic skills and focus. Your body has been honed to its peak, and there is little room for growth for now, but on the other hand, you are also at your current peak, nearly superhuman.
Super High School Level Vigilante (Stubborn+Suburban Daredevil+Martial Arts OR Bancho/Sukeban): You are a vigilante, or have the capacity for being one. Even though you may still be in your middle school years, your body, mind, and skills have been honed for combating crime and doing justice with your own hands, putting you above others as far as combat skills and determination go.
Super High School Level Gigastacy (Athleticism+Great Beauty+Social Skills): You stand on a level of your own as far as appearance goes, being the peak of what can be expected of your age. You can convince others to do your bidding with a single smile, and make damsels and guys alike faint in your presence due to your sheer beauty and charisma. Of course, it also comes with great physical fitness.
Super High School Level Dojo-Heir (Forward+Martial Arts+Stubborn): You are an heir, or at least pretty high in the disciples' rankings, of a local dojo. You have a lot of weight on your shoulders and many expectations, but you have the skills, the vision, and raw stubbornness to fulfill them. From rapid movements that would crack your bones, to attacks so quickly that your foes can barely react. You are the perfect heir.
Super High School Level Soul (Goth+5KYOCH+Geeky): While others slowly lose touch with their inner child, yours are still strong as ever, even if you are a young adult, some of the benefits remain. Your soul burns with desire and determination, enough to make you and your Idolon overlap more than it should, increasing the average power of you both.
Super High School Level Catharsia (Numb+Stubborn+Forward): Where pain brings others down, where as numbness keeps them from action, you are different. Each fall makes you grow stronger; each numbing scar makes your muscles ache, ready for more, stronger for when the next hit lands. Only by knocking you out may someone force you to stand down; in any other situation, you will get up, better than before.
Super High School Level Prince/Princess (Bocchama/Ojou-sama+Great Beauty+Unshakable Faith): You have the innate qualities of a prince or princess, even if you are not one. You are lovable, and you can see through people. You can win everyone's heart by giving a pretty smile, or just dumping a truckload of money on them. Either way, you are a ball of raw charisma with the power to win any contest and argument through cuteness.
Super High School Level Detective (Streetsmart+Deep Perception+Unshakable Faith): You have an incredible mind, to the point you can see mysteries in nearly everything, and better yet, most of the time you are right on the track of a hot new enigma, or the cold trail of a long forgotten one. You are also an expert at solving those mysteries.
Super High School Level Ninja (Disguise Master+Suburban Daredevil+Geeky): You are a veritable ninja… at least a modern take on one. Getting into places unnoticed, hiding, and using all kinds of random bullshit at your “enemies”, probably security guards or random strangers going to the same place you are going. You are also strangely athletic and acrobatic, able to do outrageous Olympic jumps from ground to one or two floors in height.
Super High School Level Smarts (Book-Smart+Street-Smart+Clown-Smart): You're the smartest person in the room. Your academic knowledge exceeds that of others, you can read street rules like they were written on the palm of your hand, and you can navigate any social environment to make others laugh. Your accumulated intellect also makes you a reliable advisor and quite wise for your age. Academic, swag, and social environments are all within your grasp.
Super High School Level Conman (Disguise Master+Never You+Peddler): You can sell a fridge to an Eskimo. You are one of a kind, a scammer with the ability to sell anything, to anyone, as long as you get time to talk. Even fellow scam artists and conmen will fall for your tricks; no matter your age, possessed of devious wit and sharp mind, you can sell even in the middle of a blizzard. You are also very skilled at pretending to be other people to fool a victim twice, or many more times.
Super High School Level Yandere (Rage+ Power Of Love+Never You): You are a consummate stalker with the face of an angel, obsessed with someone, always able to shift the blame to someone else while also gathering information on your victim. When near your victim, you are stronger, as if a limit is lifted from you, but dare they be with someone else? The envy is enough that there are no limits to your body; your body will be forced to keep up with your mind, to the point of breaking bones and rupturing muscles.
Super High School Level Idol (Happy-Go-Lucky+Musician+Artist): You are a kind of artist. You not only know how to sing, but also how to draw, play instruments, and much more. You are a one-man band and team, and your skills are nothing but the sharpest in the shed. You also possess a natural gravitas, a type of personality that makes others come to you by sheer chance, and due to your artistic skills.
[Items]
Items
Mundane Equipment:
You get 4 Items.
Sporting Tools (Free for Rebellious): A type of tool used for sports, such as a baseball bat, a bokken or shinai, a golf club, etc. A fairly sturdy tool that can also be used as an improvised weapon.
Sporting Gear: Such as Hockey or Kendo Equipment, climbing gear, etc. Generally includes body protection and side gear such as hooks and ropes for climbing gear.
Dorm Pass (High school or College Only): Rather than living in your own home or apartment, you live in the school’s dorm. It is a fairly large room with a bathroom and access to a communal kitchen, a large living room with multiple TVs, sofas, and consoles, and a room for light exercises. High Schoolers and College Students live in different dorms.
Hideout: Rather than a place within the school grounds, you have a type of hideout somewhere in the city. Maybe it is the garage of your father's brother's nephew's cousin's former roommate, or a derelict building which the government forgot to cut the energy of, that you and your friends, should you have them, repurposed to act as your hideout.
Old Money (Free with Bocchama/Ojou-Sama): Your family is filthy rich. And by extension, so are you. Bucketloads of money if I may say so.
Instrument (Free for Quirky): You have a bag or other carrying devices with an instrument, should you be a musician, or your art equipment, should you be an artist. The back is very sturdy, and so are your tools, which can be used as an awkward improvised weapon, but it is better than nothing.
Vehicle: You have ownership of a car, motorbike, or any other such vehicle if you are a young adult. If you are not, then you have easy access to one and can use it nearly every time you want, should you be able to go past your parents’ watch or the school’s.
Boombox (Free for Popular): You have a large boombox; you may or may not carry it everywhere you can. It is very loud and can drown out most other sounds when it plays something, perfect for playing a cool sound while something awesome happens.
Club Membership (First Purchase Free for Two-Shoes): You are part of the highest-ranking members of a club, making you a highly influential person in the school due to your status within the club, or you serve as your class representative. Can be brought twice for being the de facto leader of the club, or part of the Student Council instead. Can be bought three times to be President of the Student Council.
Arcade Pass: You have a special card that allows you to access the Arcade at any time of day. However, you will be under heavy scrutiny and watched to see if your extended time on the arcade will affect your grades, since you can access it at any time.
Cutting Edge (Free with Computer Guy/Gal): You own a set of cutting-edge of PC for the time, the type of stuff that is only available to enthusiasts. It is kind of iffy on why you would need this piece of tech, but you do have it.
Pet: You have a pet, it can be a simple dog or cat, or something more exotic like an iguana or snapping turtle. Sadly, you don't own the permits to own venomous animals.
Repair Kit (Free with Tinkerer): You have a belt with tools for tinkering with stuff, or repairing them, maintaining your things, from clothes, electronics, and even mechanical objects by yourself, as long as you have this kit.
Janitor’s Keys: You, somehow, have gotten the Janitor’s keys in the school. It can open all kinds of doors, latches, and passages within the school grounds, acting as a skeleton key. Do not get caught with it, or you will get in deep trouble.
Forbidden Permit (Free for Modest): You have a permit that allows you to access areas and districts of the city not accessible to everyone. Do not lose it, it is rare for young people to have it, and it's impossible to know who may get their hands on this if you lose it, and what they may use it for.
Old Map: A map of the city’s layout, it is quite big, but it shows multiple things that lie forgotten, such as unused metro lines, old railways, and some trivia about some stops, such as places where dark crimes occurred, or just strange events overall.
Ouija Board (Free with Goth): A board that supposedly allows one to interact with the supernatural. When used, strange happenings occur in the vicinity, things that cannot be explained. It may be paranoia or a confirmation bias, or it truly brings forth evil tidings, but at least for you, when you use it, its effects are real.
Special Tea: A special brand of matcha tea that is said to enhance one’s awareness and perception after drinking. While its mileage may vary, it is an undoubtedly good matcha tea, as well as giving its intended effects to varying degrees depending on the person.
Special Items: Cost 2
Cursed Shinai (Free for Curmudgeon): The school has a reputation for owning a bunch of cursed shinai training swords taken from all corners of Japan, and giving them away to the winners of tournaments. The stories about the curses vary, from people who died wielding those shinais, from them being made of evil bamboo, either way, the city is bursting with all sorts of “cursed shinais”.
Blessed Bokken: The school has a reputation for owning a bunch of blessed bokken training swords taken from all corners of Japan, and giving them away to the winners of tournaments. The stories about the blessings vary, from some people saying those bokken were made from Masamune's scabbards, or had a hand of the man himself, to being made of branches of blessed trees.
The Purpoise: A turtle nearing a hundred years old in the school’s terrarium. Legends tell that if you hold the Purpoise, it will enlighten you and show you the path ahead in your life. However, if you hold it for too long, it is rumored to cause depression, anxiety, existential dread, daymares, puking, difficulty breathing, and despair as the enlightenment becomes too much. You have a card that allows you to open its terrarium and hold it at any hour before curfew.
Omamori: A bunch of trinkets and amulets used to ward off evil spirits and bring good luck. It can be other sorts of trinkets and amulets aside from omamori, as long as they follow the same general type of good luck amulets. However, whether it is indeed something that wards off evil spirits or brings good luck is another question.
Ofudas: A talisman written on paper. Those tend to be more powerful than trinkets made to ward off evil; however, they tend to be one-use only, burning up after being used, as the tales tell. Whether the effects of ofudas are real or not is a contrived topic.
Chinese Purchases: A bunch of assorted objects, trinkets, paraphernalia, and other such things bought from China. From supposed mixtures that make water able to change people’s genders, or turn them into animals, to all kinds of mystical and esoteric things. If even one of those things does as they say, it will be one too many. Good thing you have enough paraphernalia to fill up a basement.
Mystical Animal: Not a true magical creature, but a strange one or something that’s quite hard to come by. A cat with two tails, or an extremely massive guard dog, or even a tanuki (Japanese raccoon dog), or any other such animal. However, if legends and myths are to be believed, they may (or not) be truly supernatural.
Haunted Diary: A diary of a girl who committed suicide in school. It is still left at her former desk. Somehow, it never runs out of pages, no matter how many tried to get to the final page. And the diary gets a new entry every day. Supernatural or just an elaborate prank? Either way, you have this diary, and sometimes new entries appear detailing events happening all over the school, events that have nothing to do with you. What the hell?
X-Ray Goggles: If this is true, X-Ray goggles are debatable; they give up no radiation whatsoever. But one thing is that it shows secret passageways throughout the city, and even within the school. However, most of those passages are blocked by walls, trash, or other obstacles. One has to wonder if they are real, or just the goggles showing absolute bs to people.
Ultimate Level School Uniform: A uniform provided by the school for its best students. It is less of a normal uniform, and something close to a “tacticool” uniform with belts, pouches, and slight protection for arms and legs. Also comes off with a helmet for some reason. It offers a suitable amount of protection against cuts, piercings, and even blunt impact for a uniform.
Tokusatsu Costume: Less of a costume, but rather a DIY suit of armor based on Tokusatsu. It takes a lot out of your mobility, but makes you quite a sturdy foe to any evil/good doer that crosses your path, as well as adding lots of cool factor to yourself.
Ceremonial Clothings: A set of kimonos and yukatas that have been passed down in your family for generations, or you just stumbled on them in a good deal garage sale of dubious origins. Either way, when you wear those clothes, you feel yourself faster, with greater concentration and maturity.
Cursed Tape: A set of old-fashioned VHS tapes, a VHS player, and an old TV. If watched during the morning, it can show you some of the events that may happen in the rest of the day, fragments of important things going on in Kageoka. If watched at Night, it can show events that may happen tomorrow instead, looking into the future. If watched at noon, you will lose consciousness and will only awaken the next day. The TV and tapes can only be used once a day.
9mm Parabellum (Cost 3): You own a 9mm pistol with a magazine with 15 bullets. Getting more bullets will be an extreme hassle, so use the ones you have wisely. There will be an earthquake worth of problems if you are found with this, so keep it hidden until you need it.
Pristine Katana (Cost 3): A special katana, ancient and maintained with care for several generations. Its cutting power is still impressive to a deadly extent. Given the country you are in, it won’t raise much suspicion when compared to a gun.
[Life Events (Interactions in their Early Story, Etc)]
Life Events: Choose 3
Events that happened in your past. What were they?
Mysterious Murders of XXXX: A series of murders that occurred roughly a decade or so ago, maybe. People started to disappear mysteriously, and the whole case was labeled as a series of murders by the media, even without any bodies found. However, in one night, you saw one of the victims heading into an unknown darkness. Whatever you saw, it remained with you, a small piece to a greater unsolved puzzle.
When Children go Marching: A strange event in recent years where children throughout Kageoka banded together and started a night-long march towards the shrines. Many went missing, some were found, and a few weren’t. You were part of those children who went marching deep in the night, for no apparent reason. You were among the children who marched for some reason. Maybe you made some friends, maybe you lost some too.
Overseas Trip: Sometime ago, you were taken on an overseas trip by the Kageoka Academy, alongside many other classes. They took you and the others to a beach, allowing everyone to experience a new culture and enjoy a nice vacation on another country’s seaside.
Shrine Festival: You participated in a Festival in the shrines. It was a mystical experience as people came there, as everyone wore traditional clothes and participated in the old traditions and festivities of the shrines.
Transfer Student: You are a transfer student at Kageoka. You came from afar, and are a new face in town; you barely have any attachments to the city, and can have a fresh start in this new cityscape. Don’t expect the locals to be that friendly to you beyond the usual politeness.
Tournament: You have watched a tournament, or maybe, depending on your skill level, joined a tournament on a national level, in the eyes of the whole nation, as you struggled tooth and nail for victory in that sport. The experience has been quite enlightening and has taught you how to be more composed under stress and hard situations.
All Hallows' Eve: October 31st, Halloween. On that day, people use monster costumes, or costumes based on popular media and folklore. Yet, strange things tend to happen in Kageoka on that day. Hours feel like days, some whisper that ghosts flood the town and walk among the living, space bends in impossible shapes, and some areas of the city feel so desolate it is like it came from another, parallel world. However, whether it is true or just a collective hallucination is up to interpretation. You joined at least one Halloween party. What do you think is the truth?
Gang Meetup: Somehow, you ended up at a gang meetup in real life, where a bunch of gangs meet up to discuss turf and ownership over certain “zones”. Either you were a gang member, or maybe even a gang leader, unlikely but possibly, an innocent bystander in the wrong place wrong time. Multiple gangs from all over Kageoka met there, and probably ended in a bloody brawl.
Childhood Friend: You have a childhood friend, and both of you have been together since kindergarten, and until now. Even distance and lack of communication can do nothing to break your bonds, as you two always find a way to reconnect and resume your friendship. Although things may get stormy or stale after a while, you both know how to break the ice.
Brother: You have met someone, maybe you two are rivals, maybe you two are instantaneous besties, independent of how you two met, you have an instant connection, near psychic, knowing what the other will do, and their next action without needing words to be spoken to you. You are both in total sync, like two chefs cooking a perfect ten-course meal.
Arranged Marriage: You have been subjected to arranged marriage at an earlier age in your life. Years have passed, and now the time to meet up your suitor is coming, if you haven’t met them before. More likely than not, you don’t even like the idea of beginning it, and the idea of marrying at such a young age has become even fouler now.
Raised by Relatives: You were not raised in Kageoka, although you are native to it. You were raised by relatives away from it, although you may have come to visit it for a season or two before being taken away again. You are no stranger to the city, but you are not a native either, treading on a middle ground few walk on, and with experiences that paint both the outside and inside world in new colors.
Painful Experience: You almost crossed to the other side, or had an experience that was just as anguishing and painful. Either way, you have suffered greatly under a situation you couldn’t predict or do anything about, maybe it was an accident that nearly caused your death, or an accident that hurt you profoundly.
Part Jobber: You have, or had, a part-time job. It helps to bring in money to buy your own stuff, or just to get experience about how the real world works outside of school.
Overtime: You do not only have a part-time job, you have two! Besides balancing the time for your first job, you now have this other job, studies, school, and your private life to deal with. Suffice to say that 24-hours a day will not be enough for your schedule, you will be living in constant movement, when you are not sleeping, you are doing something else At least you have a little bit of more money to spend on things.
Famous: You are famous for one reason or another. Maybe you have appeared on TV, or somehow became an internet celebrity, either way, you have some modicum of fame because of something you did in the past, whatever it is.
Favor: Someone owes you a solid. You can come and ask them any time for that one solid, and they will have to try their best to fulfill it, lest they damage their honor and face for rejecting you.
New Year’s Eve and New Year: The turning of another year is always important, doubly so when you live in a city as lively as Kageoka. Every time New Year's hits, a bunch of things go on around the city, giving more than enough space and options to run into several adventurers in two days that feel like two weeks of pure festivities, happy chaos, and joy.
Big Trouble in Little China: You have been dragged into a messy situation by a Chinese antique shop. Either you caused this mess, were in the shop when it happened, or were just a bystander dragged into this situation. Now you must go on a wacky adventure around the city block trying to fix problems made because of that messy situation, with some vague supernatural connotations and events, such as the apparition of what can only be called gremlins, or strange artifacts. It will keep you busy for at least a weekend.
Something Truly Evil: Something Truly Evil Haunts You. It appears in the corner of your eyes, in pictures, in screens, in paintings. It may be just a figment of your imagination, or something beyond the mortal coil reaching out for you, with harmful intentions as an understatement. Sometimes, it can appear before you, but even if it is not real, even if it is just imagination, it can, and will, force you to fight for your life to the distress of anyone near you.
Band of Friends: You have been part of a band of friends in your childhood. You and your friends may have disbanded, or you are still together after all those years, but you are still relatively together and may come to each other's aid if prompted.
Star-Show: A show of a band of national, or maybe even international, fame has come to Kageoka more than once. You have been to one or maybe multiple of those shows, coming to know people of multiple origins and nationalities who came to watch the show, besides the experience of being there live.
Temple Training: You, for a time, lived within a temple, cut off from technology and most modern conveniences. You lived as a monk or shrine maiden, and were trained like one for that time, living the old-fashioned style, getting connected to nature, enjoying the small aspects of life, and being grateful for what you have.
Traveled: Rather than living your early life at Kageoka, hell, even Japan, you traveled your whole childhood and a good chunk of your teenage years, exploring the world or maybe just one foreign country to better understand it, but wherever you spend your time on, you were well traveled, and came to know many cultures and ways of life.
Moon’s Love: You have met a person your age in your childhood, maybe it was for a day, or at most a month, but in that time you have met someone that charmed you through and through, a special friend, or maybe a person you vowed to marry one day, or swallow a thousand needless. Sadly, your connection didn’t last as they moved somewhere far away from Kageoka. Maybe they are back, or not, but you haven’t forgotten them.
[Important locations of the city]#Important Locations:
Kageoka is a pretty big place and has many locations to explore and see. This is a brief compilation of said locations:
Town Square:
The heart of the city. It has a huge area with benches and trees for people to enjoy themselves, alongside many restaurants, fast food chains, and tech stores. It holds many events throughout the year, and it is especially lively in the Golden Week and New Year, bursting with uproar and laughs. Aside from big yearly events, it also holds many technological exhibitions and events.
City Hall:
Technically part of the Town Square, but also its own thing. The City Hall also doubles as a library and archive, holding many journals, tales, and research pages from decades, sometimes even a century or two ago, shedding some light on the city’s darkest secrets and supernatural events if you are willing to dig deep enough. The Library is open 24/7 and welcomes everyone. Despite being in the heart of the city, the City Hall is fairly old-fashioned, with many secrets hidden in its foundations.
Twilight Plaza:
An obscenely large shopping center, situated slightly east of the Town Square. It is also open 24/7, but besides its cinema, all stores within the Twilight Plaza close at 8:00 p.m. sharp. It holds all kinds of stores and entertainment activities within it, but it prides itself on its cinema. It has the largest arcade in Kageoka, it's inside. It has all kinds of odd stores inside of it, and has an active rivalry with the traditional arts district.
Traditional Arts District:
A district that houses most of the “traditional” part of the city is still in use. Besides its name, it has a mix of Meiji period architecture, and architecture reminiscent of the 60’s. It holds lots of shops that still use traditional craftsmanship, traditional medicine shops, Chinese goods shops, trinket shops, etc. It also has a theater for traditional plays, from kabuki to even western pieces.
Forbidden Districts:
Areas of the city are forbidden to most citizens because of their aging and old architecture. However, there are no plans on using it for anything, no restorations or demolitions, as if it had been forgotten by the city. Some people still live inside those Forbidden Districts, and others are allowed entrance using identifications provided by the City Hall and the mayor. Most of those districts have access to old tunnels from World War II, or to closed-up metro lines, and even access to the long-unused railroad.
Old Railroad and Metro:
Metros and railroads were abandoned by the City Hall, replaced by more modern and convenient ones. While some of those lines can still work, they have been left to rot for some reason. Thugs and delinquents tend to use those abandoned places as hideouts, but many end up abandoning them because of ghost sightings, strange whispers in the night, and unexplainable events. People complain that on some nights they can hear trains, but none have been active for a long time…
Comfy District:
Not its true name, but the name people call it. It is a district of the city composed entirely of cafes and fast foods, and lan-houses. It gets its name from being extremely cozy and extreme competition keeping service prices low in the area. It is loved by those who seek to wind down after a stressful day or just enjoy a reasonably peaceful day.
Shrine Network:
A bunch of shrines in the outskirts of Kageoka. They still gather many worshippers and tourists; however, to get there takes at least a few hours from the city, so it is a small journey to get to the shrines proper. They also hold their own festivals parallel to the city’s ones.
[Idolon (make your Persona Section)]#Idolon
Idolons in general are your other self in the Idea World. However, sometimes things can go awry. Other beings such as Spirits from the Spirit World, or other inhabitants of the Idea World, such as the Idolon of someone who never awakened to summon their Idolon, or a creature born of an animal’s ideas, can form bonds with others.
Idolons are greatly weakened outside of the Idea World, to the point they become a non-factor, save for Avatar Idolons, where they can still nudge things here and there, but Incarnation and Possession types Idolons cannot do anything outside of the Idea World.
In Bleeding Zones, Incarnation Avatars are greatly weakened, needing something known as Zona Oscura to stabilize their powers, and allowing them to act unhindered. Without the Zona Oscura, Incarnation is extremely weak, and Possessions are sitting ducks, as they need a Zona Oscura or Flooding Zone to physically drag themselves to fight there..
Idolons and yourself share damage and state. If you get hurt, your Idolon gets hurt, if it gets hurt, you get hurt, but to what degree it varies.
Idolons use Idolon points for their purchases. Idolons points can be spent on Abilities: Abilities with 3 Levels that act as requirements for skills, each level costs 1 point. Skills, are tiered on level I, II and III.
Skills on tier I cost 1 point, tier II costs 2 points, and tier III costs 3 points. Normal Skills cost 1 Point unless they have levels, in which they obey the same rules as Abilities.
You can buy Abilities and Skills of other categories, but the price for both skills and abilities is doubled.
Average Category can buy from any category they want using the base price.
What is your Idolons Origin?
Spirit Realmer: Your Idolon is not your other self, but rather a creature that formed a bond with you. It has its own free will and can influence you and your powers if it so wishes; it can even come close or possess you if you lack enough force of will. Gain 2 Points to be used on Normal Skills.
Yourself: Your Idolon is your other self. Since you are the same, you can subdue its ego completely, unless it is an Avatar Idolon. You can override your Idolon’s ego while using it. Gain 2 Points to be used on Category-Specific Skills, but not on Abilities.
Other Person: It is an Idolon of someone else. You cannot override its ego, and it will be quite chirpy about things, but it cannot influence you as much as a Spirit Realmer. Gain 1 Point to be used on Normal Skills and 1 Point on Category-Specific Skills
What is your type of Idolon?
All Idolons have types, and they influence what type of powers and how they will act. The three types are:
Avatar: Avatar are Idolons that are summoned beside your body. They have the greatest amount of individuality and can act with a good amount of power even without Bleeding Zones, and they retain most of their power within Bleeding Zones. Avatar Idolons share the least damage with you; they take what amounts to half damage sharing, diminishing the damage each other reflects onto the other self.
Avatars retain all of their sense of self and ego, period. They are extremely active and will act on their own in combat if they feel you are not giving them the right orders or using them to their full potential. They also tend to talk a lot to you if they feel like it, and are painful backseat drivers.
Starts with 3 Idolon Points to spend on Abilities.
Incarnation: Rather than summoning your Idolon, you can become it within Bleeding Zones or in the Idea World. You transform into your other self in a rather cool (or gruesome) transformation, taking its powers and abilities temporarily. Incarantion Idolons share some damage, but not all of it, you and it overlay each other, enhancing your defenses and diminishing the damage you take like an armor.
Incarnation Idolons lose some of their ego and sense of self, not being talkative or active in your transformation, but have enough control to be the second driver in your transformation, both working in tandem to extract all power out of your transformation.
Starts 2 Idolon Points to spend on Abilities and 2 Idolon Points for Category Skills.
Possession: You can take control of your Idolon in the Idea World. Rather than needing to go to a place physically, and then using your Idolon, you can thread on the other world with no immediate danger to yourself in the overworld, you can jump into Bleeding Zones that way once they become Flooding Zones or stabilized through Zona Oscura. Since you take control of it directly, the damage sharing is 1:1, but since Idolons are more resilient than humans, it will take a great amount of punishment, compared to a human, for the damage to show.
Possession Idolons lose all their ego once you take control, their mind entering a state of deep coma, allowing you free control without any input of your Idolon, utilizing all their powers and strength as if it were all yours.
Start with 3 Idolon Points to spend on Category Skills.
Besides those, you have 9 Idolon points to spend on your category (or other categories) abilities and skills, and 5 Idolon Points for Normal Skills
Average Category Idolons have 7 Idolon Points to spend on categories instead and the 5 Idolon Points for Normal Skills.
Normal Skills
Rule of cool (Free): Every Idolon runs on what it considers cool, so it can have effects of fire, smoke, water, or anything else in its appearance. However, it is mainly cosmetic.
Artistic Anatomy License (Free): As you are a human, your Idolon should be mainly human; however, it can be a little weirder, a little too pale, or with one too many animal features on it. As long as it looks like a human, even if cartoonish, it naturally gets a pass, unless it has something else influencing its appearance.
Weapon Master (Free if you have Tinkerer): Your Idolon has some kind of weapon with it, and is quite capable of using it, not as a mere glorified stick, but as an actual weapon branded with skill and power. Only works with melee weapons.
Toxic: Your Idolon has some toxic properties, maybe it bathes in filthy, slurry, toxic sludge, or maybe it reflects your poisonous personalities in more personal ways. Either way, it is poisonous and dangerous to others, weaponizing its toxicity.
Machinery (Free if you have Tinkerer): Your Idolon is more attuned to technology, such as wielding guns, being a cyborg, or similar abilities.
Magician (Free if you have Peddler): Your Idolon has some magical properties, literally. It can use magic, or something close to it, hitting foes with esoteric blasts of things they cannot understand. If taught properly, it can even learn disciplines such as voodoo and Onmyodo.
Esoteric (Free if you have Artist): Your Idolon is somewhat Esoteric, with strange powers to draw upon reality as if it were a sheet of paper, releasing living drawings and other assorted things against your foes.
Horseman (Free if you have Young Rider): Your Idolon has a vehicle, be it a motorcycle, a car, or something else. It can be summoned by it at will. It can also be its own vehicle, resembling a taur-like creature. It can go unnaturally fast.
Zona Oscura: Idolons cannot act freely in the real world or Bleeding Zones, so Zonas Oscuras are needed. This allows you to manifest a Zona Oscura, stabilizing a Bleeding Zone, and making the powers of your fellow Idolons reach their unchained strength.
Scorched Earth (Incompatible with Raging River): Your Idolon lived in the depths of the other world. An area of nightmares and monsters, where there are naught but broken dreams and bitterness. Compared to you and your life experience, your Idolon is far more skilled in combat and experienced. This experience may carry over to you if your Idolon is an Incarnation or Possession.
Raging River (Incompatible with Scorched Earth): Change is a power that ebbs and flows, just as a caterpillar becomes a butterfly. Your Idolon is fairly new, and thus is unchained by the constraints of its form, allowing it to evolve and surpass its previous form, and even assume different types with its new forms. In the world of ideas, your Idolon is mutable, and capable of evolution, able to devolve to its previous forms as you or it wishes.
Heavy Eater (Free if you Have Gross Eater): When Nightmares or Nightmare Eaters are defeated, they may drop materials that allow Idolons to be enhanced. It happens that those materials greatly benefit you more than the others, enhancing your statistics and strength more than others. You may also outright eat them for a smaller power boost.
Charge Attack: You can hold your attack back, charging its power before releasing it for added destruction. It also works with other effects, such as holding back a buff to make it stronger, or charging a debuff so it can affect a larger area, etc. The effects added by charging change depending on what you are trying to achieve.
Absolute Resonance: You and your Idolon are in perfect sync with each other, to the point where you can extract all of its potential and strength when using it. Whereas others extract 100% of their total strength, your bond with your Idolon allows you to go to 120% and further with time without any drawback or hindrance. (Incompatible with Incompatibility, locked away temporarily with Inverted Mirror)
Fusion: It allows you to fuse with another idolon, becoming something greater than the sum of its parts, mixing both your abilities while lessening weaknesses and bad traits, as the creature that is born of this fusion has both of your combat experience and mentality. The fusion only lasts for a short duration, so use it wisely.
Beast I: Your Idolon has a more animalistic side to it, something that shouldn’t be entirely possible, given that you are a human. It has more beastly traits that are not just aesthetic, like a strong sense of smell or enhanced reaction time.
Beast II: Your Idolon is more beast than man, its appearance is more in line with a beast than that of a person. Its beastly powers and traits are more refined, it is more wild, and powerful in physical prowess than normal human idolons, even above its weight class due to its bestial form, but its mind takes a great hit.
Beast III: Your Idolon is nothing more than a beast in its mentality. It is powerful and savage as the wild, but can be tricked as easily as a dog or a cat. Even if it is a Possession or Incarnation type, its mentality will hinder yours and make you dumber, but on the other hand, it is so physically brutal and wild that only the strongest Idolons in physical prowess can take on it in a contest of raw physical prowess.
Cogito, Ergo Sum I: Your Idolon has an innate aura around it that shields your mind from hurt and damage, making it less prone to get damaged or hindered by your mental state.
Cogito, Ergo Sum II: When you stare at the abyss, it stares back. Your Idolon can resonate with your mental state; your mental state directly affects your Idolon, making it more efficient, enduring more damage, and slowly healing, which reflects on healing you too, the better your mental state is.
Cogito, Ergo Sum III: This connection is a two-way street. Just as you can interfere and nudge your Idolon in a certain direction, so can it. Like a distant watcher, always pushing you in the right direction, right by your side against all danger, mental and physical, its presence strengthens your body and mind even if it cannot be right by your side at the moment.
Freakish I (First Level Free with Athleticism, only applies once): Your strength is above other Idolons and residents of the Idea World, being stronger than the average, even for the creatures of that realm. Your appearance may also be strange, such as being too tall, having arms too large, etc.
Freakish II: Your status is greater than the norm, such as being a towering creature over two meters tall with great physical power, or a pixie-sized thing that can propel itself like a torpedo.
Freakish III: You are something more. Your physical prowess places you at a unique point in the world of Ideas, a true physical monster, an ant with the strength of a giant, or a goliath with the speed of a falcon. Without something like Super High School Level Athlete, it is all but guaranteed that your body will take extreme recoil damage when your Idolon uses its strength, it being far too much for you to handle. Even Avatar Idolons damage their user, the link between Awakened and Idolon serving as a link where one part is far too strong for the other.
Stealth Category
Stealth Abilities
Shadows I: You are coated in shadows, making your presence less noticeable and more in tune with the scenery.
Shadows II: The shadows that coat you are stronger; they can fool even things such as Nightmare Eaters and Nightmares, even fellow Idolons can have trouble dealing with you.
Shadows III: You are nearly undetectable, almost no trace of your existence is left behind, like a void. You can manipulate that void to shield things around you, making them share in your “stealthed” status
Scout I: You can detect enemies and bleeding zones ahead of others. It is nothing much, but you get a leg up on nearly everyone else, save a rebellious few.
Scout II: Your ability in detecting bleeding zones and enemies is increased, to the point you can detect multiple enemies ahead of everyone else, how many of them are there, how fast they are coming, how far away, etc.
Scout III: Not only can you detect enemies ahead of time, but you can quickly analyze their skills, strong and weak spots, and if reinforcements are coming through anytime soon, and how to break large swarms of enemies into manageable sizes.
Ghostmove I: You can fool people by moving extremely quickly, but in truth, you are not “moving quickly”. Rather, you are jumping into shadows and projecting yourself out of another shadow. It only works in short distances and bursts, with a long recovery time.
Ghostmove II: The frequency and distance that you move between shadows increase, allowing you to reach farther shadows and move quicker between them. The cooldown between your shadow jumps is also decreased.
Ghostmove III: The cooldown between your jumps is greatly decreased, and the range to which you can jump between shadows is increased. You can jump from one end of the battlefield to the other, and can jump so quickly that it can leave multiple afterimages of your “movements”.
Garganta I: A great power to have. It allows one to make a portal to exit a bleeding zone and go back to a safe zone, rather than fight in it. It is great for running away. Allies can also use the garganta.
Garganta II: It not only allows you to open a garganta to exit a bleeding zone, but also allows you to make a portal that leads to the nearest bleeding zone, giving you the ability to quickly respond to any critical situation or danger immediately.
Garganta III: At this level, it is no longer just a portal, but if you so wish, you can rip a big hole in the fabric of the two worlds, making a temporary bleeding zone, or even turning a bleeding zone into a Flood giving you the power to turn the tides, for better or worse.
Breakcore I: Your moves can cause the enemy’s parts to break, becoming slightly weaker, and receiving more damage, and being susceptible to stronger hits.
Breakcore II: You can break more parts of your enemies, forcing them to fall. Those breaks can outright cripplea limb, and can be later collected to be used to enhance Idolons.
Breakcore III: When you break a limb of an enemy, it leaves them stunned and open to many heavy hits with far increased damage, as well as shredding a bunch of materials out of their bodies.
Stealth Skills:
First layer:
Omae Wa: You can “hide” the damage done to your opponent, making them feel and see as if they were not damaged at all, and then unleash the damage you have done to them all at once.
Decoy Soul: This ability allows one to create a lure to attract the attention of enemies and other parties alike, either with bright lights or loud noise. It lures entities away from a position, exposing them to an attack on their backs, or rerouting them to somewhere else.
Lethal Weapon: You can make traps with some of your Idolon’s power; it does not do much damage against stronger foes, but it can stagger or stop them for a bit, allowing for a hit or two while they are immobilized or under harassment of your trap.
Substitution: Once per fight, you can swap yourself with a random object instead of getting hit by an enemy’s attack. However, it only works once every time you summon/transform/possess your Idolon or enter a Bleeding Zone/Zona Oscura.
Red herring: You can swap the appearance of objects to fool enemies. swapping your appearance with that of a box, while a box gets your appearance if you so wish, and etc. Great for infiltration and getting around enemy patrols.
Second layer:
Shadow Tag (Requires Shadow II, Ghostmove I): You can target an opponent's shadow to damage them, the damage done to their shadow directly transferring to their body.
Backstab (Requires Garganta II, Breakcore I): A simple ability in effect and power, it allows you to teleport behind an enemy, and unleash a strong attack against their back, hitting them where their guard is the lowest.
Info Gathering (Requires Scout II, Garganta I): A useful ability to gather information, it allows one to go forth and release drones to scout and gather information, warping between places to gather intel. They are quite smart and independent thinkers.
Gaslight: (Requires Breakcore II and Shadow I): It allows one to manipulate another entity, with invisible “shadow threads”, and puppeteer them. However, stronger targets are harder to manipulate and can break free.
Hey Listen (Requires Ghostmove II and Scout I): You can break the mind of weaker foes, allowing you to manipulate them like zombies who do your bidding, using their skills and experience to your favor as they become thralls.
Third Layer:
Puppet (Requires Scout III and Shadows II): Your Idolon has split itself into two different entities: the puppet and the master. It allows them to attack in tandem against enemies or perform different duties, one doing the stealth part, while the other focuses on combat.
Fury (Requires Ghostmove III, Garganta II): You and your allies can move quickly through the shadows, effectively giving all of your allies ghostmove, and more, allowing them to over great distances in a go, allowing for multiple attacks or effects to be stacked against enemies.
Blue Stare (Requires Scout II and Breakcore II): You can share with the party an enemy's weaknesses and their stats, seeing where the best spot to attack is, and how to attack an enemy. More yet, every single ally of yours can see “break points” in the enemy, and breaking them does devastating, sometimes lethal, damage to enemies.
Sticky Situation (Requires Shadow III and Garganta II): You can open up holes in the battlefield, and from those holes shadows can emerge, dragging enemies into them, and holding them for a big attack, or just leaving them exposed to debuffs and damage over time, those shadows can also jump from the holes to attack enemies.
Nothing Personal (Requires Breakcore III and Ghostmove II): When you break an enemy's part, you can immediately teleport to another part and destroy them for a highly destructive attack, crippling your foe immediately. The effects do not stack, so you need to break another part normally before triggering it again.
Assault Category
Assault Abilities
Elemental I: Your Idolon has some sort of elemental power, maybe it can generate fire, or release small bursts of water. It is weak, but still above mere cosmetics. It also encompasses things such as steel, electricity, crystals, and whatnot. Somewhat naturally occurring elements.
Elemental II: Your Idolon has major elemental powers, such as releasing fireballs and water jets with enough power to punch through a wall. Its element may or may not be a major part of it.
Elemental III: Your Idolon goes beyond and a little extra on its elemental powers, fire hot enough to burn metal beams, or water jets so powerful they can cut through diamonds.
Freed I: You embody the freedom you crave and believe. You are your own hero. Your mind is optimized to attack and protect, you will defend your freedom and that of those around you.
Freed II: All that goes up shall fall. When you get hit, you get up stronger than before. Wounds ache, but they are no bigger than your inner hero. Your idea of what a hero is fuels you, allowing your body to twist and act on its own based on that ideal, to be your ideal hero.
Freed III: Power courses through you, with ideas of heroes and heroics, and a body that can make them real. From insane acrobatics to heroic landings and even combat prowess, you can be the hero.
Troubleseeker I: You have a nose for trouble. You have a knack for finding troublesome situations. You become faster and better when in those “troublesome situations”.
Troubleseeker II: Like a sixth sense, you always know when a friend of yours is in sticky situation, or when shit is about to hit the fun, and how to get to that messy situation.
Troubleseeker III: You can feel problems brew before they even happen, and can nip them in the bud. Even if you fail, when you are in danger because of said problem, your body activates a sixth sense, giving a short pre-cognition to avoid, parry, or take blows head-on.
Arsenal I: This grants you a weapon, shouldn't you have one if you are not someone who is your own weapon. You are no layman or average with that weapon; you are someone above average, pulling tricks as multiple attacks and assaults with your chosen weapon.
Arsenal II: A great skill with a weapon. This allows you to pull moves such as moving so quickly that you seem to make clones of yourself, or making your weapon jump out of the shadows to hit your foe unexpectedly.
Arsenal III: Ungodly skill with a weapon. Making it scatter like a hundred petals to attack your foes, turning every attack into a raging stream of blows, or even becoming one with your weapon, making it act as if it were being wielded by an invisible force.
Truthful Will I: When under the effects of mental effects, you become slightly stronger, as the mental effects will have to fight harder against your mind.
Truthful Will II: When your mind comes under attack, or your will starts to crumble due to despair and hurt, your soul can fight it back, bringing a small hope to you and your motive to fight, your blows enhanced with the power of hope within you.
Truthful will III: When you are in the jaws of despair, you can snap them open. You can convert despair into hope, and thus into more strength for yourself, but it can only be used when your own very will is on the verge of breaking.
Assault Skills:
First layer:
Patience: While Rebellions should burn like a blaze, there is merit in patience. You can refrain from attacking, storing your strength away in battle, and then releasing the charge against a foe.
Parry: With perfect timing comes great blows. You can parry enemies, and by doing so, recharge things like stamina, leaving them exposed to a follow-up attack, and even allowing you to heal a bit after a parry.
Monkey Wit: Fighting a trickster is hard. You are one of those slimy foes, with tricks and unpredictable ways of fighting, to the point is meaningless to try and learn your patterns and skills. You don’t know what they are either!
Ten-Breathes: One breath, then strokes. By stopping and doing elaborate movements before striking, you can enhance an attack’s strength manifold; however, it leaves you open to attacks from enemies. It further enhances Charge Attack, scaling off it rather than your base attacks.
Dash: You can dash to avoid blows, temporarily becoming invulnerable to damage. However, if used too much in quick succession, or without a long period to rest, the dash will be inconsistent, and you will take way more damage than if you just tanked it.
Second layer:
Splash (Requires Arsenal and Troubleseeker I): You can physically force yourself to make splashes beneath your feet, knocking things around you. However, it is best used to make double, triple, or even quadruple jumps in mid-air.
Mindfulness (Requires Elemental II and Truthful Will I): Attacking allies sucks. This is not an issue for you. Your attacks can warp and bend around allies, moving in unnatural ways to never harm them, but still hitting your enemies.
Trading (Requires Arsenal I and Freed I): You are at your best when you and your foe trade attacks. You can withstand great pain if it means dishing out an even greater pain to your enemies.
Mental Damage: (Requires Truthful Will II and Freed I): Your attacks target not the body but the mind, dealing mental degradation to your enemies. Useful against some enemies, not so useful against others.
Pay Attention (Requires Troubleseeker II and Elemental I): When enemies are not paying attention to you, you can strike them harder on their back, fueled by righteous indignation at their dismissal.
Third Layer:
Benkei (Requires Freed III and Arsenal II): When you wound opponents, the strength behind your attacks increases, adding a second blow behind the one you just delivered, enhancing the power of all of your other blows.
Pressure (Requires Truthful Will III, Troubleseeker II): While others limit themselves to their 110%, 120%, you are not like them. Two, three times your strength? Doable. If you have something to fight for and cherish behind you, there is no power limit. Know that such lengths will damage both your and your Idolon’s body, maybe beyond repair.
Red Glare (Requires Troubleseeker III and Freed II): You can sense weak spots on your enemy, where they are at their weakest, beyond just seeing where you need to dodge. While you can see its weaknesses, how to exploit and use them is up to you, although just knowing there is a weak spot is already a great help in any fight.
Telefrag (Requires Elemental III and Truthfull Will II): One of the most dickish moves ever, period. You can move so quickly that you temporarily become intangible, and by slamming yourself against an enemy, you can transfer all the momentum directly against them, as both of you try to occupy the same space temporarily.
Weapon Spam (Requires Elemental III and Arsenal II): You can make multiple copies of your weapons, and slightly tweak them, making them bigger, sharper, and swapping their attributes around. You can also share your senses with the weapons and unleash them like a hail of projectiles.
Support Category
Support Abilities
Deliverance I: There are many who cannot protect themselves. Then it is your duty to protect them. When others duck and hide behind you, your will is set ablaze. It can bleed from within as literal power in your hands, enhancing your blows.
Deliverance II: You emanate a golden light from your core, this light soothes the pain of those around you, and fortifies their bodies, you acting as a battery to their mental health, and it enhances the power behind their actions, making them more focused and “enhanced” in battle
Deliverance III: Your radiant aura can restore broken morale and mental damage done to your allies. You can bleed radiant light that enhances all actions done by your allies, and can channel all of that radiant energy into a powerful energy blast against your enemies, at the price of exhausting it for some time.
Vow of Aegis I: You can form small barriers around to protect both yourself and allies, acting as focused shields to soften blows. They require some energy and quick thinking to set up, and can only soften blows, but it is already something to help deal with damage.
Vow of Aegis II: The barriers you can find are larger and can be set up quicker, just requiring a quick thought and battlefield awareness. You can tweak its size and how strong the barriers are, even in the middle of combat, able to allocate or relocate resources based on the blows you seek to soften.
Vow of Aegis III: You can shape and twist the barriers at will, even able to make it take the shape of armor if you should wish. You can enhance them against elemental, mental, or physical damage; their properties are fully in your hands. Besides a greater resistance, they can absorb some energy from the blows and release it against the attacker.
Healing I: Healing is a slow ability that heals others. You can heal up to minor wounds of your allies, lessening their pain and how quickly they can get back to combat after being hurt.
Healing II: You can heal more severe damage, such as dislocated bones and joints, healing torn muscle and bleeding to a degree, quickly hastening the speed at which an ally can come back to combat after getting hurt.
Healing III: You can heal a great deal of damage, with only severed limbs and destroyed organs out of your reach. Your healing is potent and can even deal with broken bones and internal hemorrhages.
Pray to I: You can stop and pray for an ally. This will make them less likely to be hurt or attacked in battle, and slightly boost their powers and physical attributes.
Pray to II: You can affect two allies at the same time, and the effects of your prayer are stronger. Aside from the previous effects, a golden halo shines behind allies with your prayers, and those golden halos can release light rays to damage or flashbang foes.
Pray to III: Your prayers can affect up to five allies. They get clad in a golden light, with wings on their backs and halos above their heads. Those halos can automatically detect enemies and shoot them dead on their tracks with laser beams, as well as making blows slide off their bodies for a time.
Face I: As long as you keep a straight face, and the vision of people remains positive of you, you get slightly stronger with the traits of those who trust you. Someone with a rebellious personality will make your blows hit harder, while a smartass will cover over your weaknesses.
Face II: Those who trust you and see you as an ally can grow closer to each other, sharing a bit of their powers with each other, and having greater synergy as a group, with you at their helm, to the point where you can effectively organize them as a battle squad against your collective foes.
Face III: The bit of power you gain from everyone who trusts you is stronger, and not only that. Your bonds together can make your group act as if it were one giant hive mind, trusting and knowing each other on an instinctual level. You can also call upon their energy to release special attacks.
Support Skills:
First layer:
Team-Play: With a glance, you may understand your allies' strong suits and weaknesses, allowing for a near immediate coordination between you and them, and the usage and creation of combo/fusion attacks on the fly by you and other team members
Forcepush: You can use your aura and raw charisma as a physical force, releasing a powerful push that sends your enemies away, projectiles and attacks, knocking them out of their posture and possibly leaving them exposed to attacks. Every usage is exhaustive to one’s mind.
Beacon of Comfort: Your very presence is comforting. You can see what hurts your comrades, and even your enemies, and can try to work things out, with more chances of getting things right, as you can feel the heart of others and spread comfort to lessen their burdens.
Retaliation: The more your allies grow hurt, the bigger is the retaliation. When your allies get damaged, you blows grow heavier and more precise, seeking vengeance for the blood spilled, and no amends to those who hurt them.
Lick wounds: Just because combat has ended, doesn't mean the battle has. Your presence speeds up the stamina and mental recovery of your allies, allowing them to get up quicker and with less mental scars and hurt than they otherwise would have.
Second layer:
Aggro (Requires Vow of Aegis II, Healing I): You can call upon your enemies, and they have a hard time ignoring you. Your mere presence goads them into attacking you, unable to do anything but focus on you, leaving your allies unharmed as they are forced to attack you.
Regenerate (Requires Healing II, Pray to I): An ability more practical than healing, at least in how quickly it can be used. It can be cast on an ally to greatly boost their natural regeneration over time, not relying on a big and slow heal.
My Brother (Requires Aegis II, Deliverance I): You can swap places with an ally by using your barriers to envelop them, and then switch places with them, getting them out of danger, or just teleporting you to the heart of the fray.
Purge Beam: (Requires Deliverance II and Healing I): You can conjure beam attacks that deal more damage to Nightmares and Afflicted, burning away their negativity and hurt, purging them of their strengths and even damaging their defenses, leaving them open to critical attacks.
Aias (Requires Vow of Aegis II and Healing I): You can make a selection of shield-like barriers, different from your usual barriers. You can summon those shields by name, and their special ability is that they adapt to a certain source of damage or enemy, diminishing the damage dealt by that attack or enemy as time goes on.
Third Layer:
Awakening (Requires Deliverance III, Pray to II): Within your Idolon, a latent power sleeps. When faced with grave danger or pushed to its limits, it can break free of its confines and assume a more powerful form, unleashing all of its latent strength and powers for a short period of time, in its fully awakened form.
Caring (Requires Face III, Vow of Aegis II): You can take on the damage of your allies, channeling to you, and with the power to spread it evenly between them and you, or focusing it on certain people. You can also spread thin the damage you take that way.
Full Power (Requires Face III and Healing II): With you around, you can share the strength of the group with all its members, able to allocate and relocate the strength between multiple members, allowing one to hit the full strength of the group, or synchronizing for a single big attack with all of the party members with switching the full power between them.
Crushing Will (Requires Pray To III, Vow of Aegis II): Rather than helping your allies, you can channel your power into yourself, giving you a crushing will. Enemies grow weaker before you, while they cower in fear of you, and your allies grow emboldened by your presence, as if the sun fell on them.
Big Hit (Requires Healing III + Deliverance II): You can channel all of your power behind attacks, supercharging your own body and powers to the point of breaking down, but being brought by your healing, to release one powerful, but extremely slow, attack with a force beyond all of your mighty.
Destruction Category
Destruction Abilities
Character I: Suffering builds character; you exemplify this. The more you take damage, the stronger you become.
Character II: The greater the suffering, the greater your power increases. You carry an aura of misery around you when you are damaged and miserable, damaging things just by existing.
Character III: When you suffer, everyone should suffer too. The greater the damage you receive, the larger your aura of misery, to the point it can cause things to wither and age around you.
Life Expenditure I: You can use your own stamina and energy to enhance your blows, dealing more damage at the cost of weakening yourself.
Life Expenditure II: Now, you can spend even more energy to enhance your blows, getting an output greater than your input, as well as leaving an aura of damage behind your attacks, the smoking of your life force.
Life Expenditure III: You should stop; this is actually dangerous. You can use large amounts of stamina and life force to enhance your blows, releasing bursts of raw life energy behind your attacks, making them devastating.
Bulletproof I: Part of yourself is bulletproof, metaphorically speaking. Your body can pull itself together to keep on fighting; it is not healing, but your body is refusing to give up and patchworking wounds to keep you fighting, with no care for your health.
Bulletproof II: The degree of wounds patched by your body is increased, from broken bones, ruptured ligaments, and muscles, your body will keep on fighting, even if it has to kill itself to patch every wound to keep on fighting
Bulletproof III: Your body can patch absurd wounds, from destroyed organs and losing half of itself, it can keep fighting even in fatal conditions. It will expire after the fight is over, but until then, unless a decisive hit is landed, you can keep fighting until the battle ends.
Abuse I: You have a twisted caring for those around you. When your allies grow hurt, you grow vengeful, enveloping yourself in a wretched flame that grows stronger towards the one who hurt those you care for, but on the other hand, it also hurts everything around you.
Abuse II: The wretched aura grows stronger the more your allies are hurt, to the point it can twist into demented forms of your hurt allies, able to heat-seek towards enemies and deal devastating damage against them, but they care not for anything else they hurt on the way, just collateral.
Abuse III: A demon of hatred and vengeance manifests from you; it is semi-sentient, and causes huge swaths of destruction when allies are hurt, but it will destroy everything around you in its fit of righteous rage and vengeance, for you care deeply about your loved ones.
Monster I: You can feel those who wronged you, leaving a faint mark with them, allowing you to feel their presence when they are nearby. You can only have one enemy marked.
Monster II: The mark you leave within enemies is stronger; it works like a sixth sense when they are nearby, allowing you to sense their next action slightly before it happens, and pinpoint their location when they are in a region near you.
Monster III: The mark you leave in your enemies is so strong it allows you to always fe el where they are, and to predict their next action, as if it is prescience or a type of mind-reading, but beware, just because a mind thinks one thing, doesn’t mean the body will follow.
Destruction Skills:
First layer:
Duel!: You can single out a single enemy in battle, until either you or that enemy falls in battle, both of you deal and receive double damage from everything that comes to hurt you both. Once that enemy falls, you can single out another enemy immediately.
Whirlwind: Your aggression can ramp up in quite a destructive manner, becoming far stronger and deadlier the more damage you inflict, until you are like a whirlwind of destruction on the battlefield; however, your hyper-aggressive state diminishes your defenses.
Bloodsoaked: You can use your own blood, or the closest an Idolon has to that, to manifest things such as spikes, tentacles of blood, or just use it to coat yourself with to enhance your blows and defenses. Works great with Adaptational.
Retaliation: The more your allies grow hurt, the bigger is the retaliation. When your allies get damaged, you blows grow heavier and more precise, seeking vengeance for the blood spilled, and no amends to those who hurt them.
Phoenix Down: Once you are down, you can get up again, regaining your strength and healing wounds. However, this power has a long cooldown, and it will take time to use it again..
Second layer:
Idea Slayer (Requires Life Expenditure II, Character I): The other world is defined by ideas, dreams, and emotions. To slay an emotion, an idea, is the harshest and most brutal action possible. Something reserved only for the Nightmare Eaters. However, somehow, your Idolon has achieved the power of an idea slayer, able to hurt denizens of the other world down to their core.
Classic Strategy (Requires Life Expenditure II, Abuse I): You san self-sacrifice yourself for a big and devastating explosion, taking out enemies in your immediate vicinity, outright killing them, if not at least crippling them. On the other hand, you will be left extremely vulnerable and weakened.
Lusus Naturae (Bulletproof II, Character I): When you are damaged, your body can mutate and deform itself to create weapons and defenses rather than just fixing itself, twisting an elbow to become a blade, or breaking an entire limb to become a biological chainsaw, expanding ribcages to become defenses, etc. It will take a great toll on your health, but it is nearly an automatic response to attacks.
Adaptational (Requires Monster II and Bulletproof I): When you mark an enemy, you can become more resistant to its attacks. You build up resistance and endurance to their attacks little by bit as long as the mark lasts, keeping you in constant stride to match your enemy’s attacks with your defenses, until it reaches a plateau. But until then, you just have to keep on enduring.
Envy (Requires Abuse II and Monster I): You have a mark on those you love and cherish. When they spend time with other people, when they interact with others, and leave you behind, you can feel it; it fuels your rage and hatred to be left behind. Those demons in your heart can manifest as creatures of darkness, who cause ruin to all around you, just as you were ruined when they forsake you.
Third Layer:
Deathself (Requires Character III, Monster II): Your body acts as a catalyst to hurt your enemies. By hurting yourself, you can transfer the damage directly to your enemy, turning every battle one of attrition, where only the most resilient can last, as every hit you take also hurts your enemy.
Lifesteal (Requires Life Expenditure III, Bulletproof II): By damaging others, no matter friend or foe, you can heal relative to the damage dealt to them, allowing you to keep going as long as you keep hurting things down your path. Their gore shall sustain you.
Counter (Requires Bulletproof III and Abuse II): By taking damage in a fight, you can store it to release it later. You store damage like a battery, and can unleash it in a destructive blast against an enemy in a fight, but beware, the charge only lasts for a fight; after it, you need to take hits in another fight to recharge.
Warspasm (Requires Abuse III, Character II): You can twist your form into that of a demonic monster, a creature of raw destruction and hatred, to such a point that it even begets the question if you were even human in the first place. You can only be stopped by knockout or by not having valid targets to hurt. Everyone is a valid target.
Linked Vengeance (Requires Monster III + Life Expenditure II): You can mark foes, when they are marked, they will have their life force and tamina actively drained every time they are not facing you, forcing them to face you head-on if they want to stop being drained. Their drained strength is added to yours temporarily.
Master Category
Master Abilities
Esper I: You can use your mind to affect things, such as levitating small objects and things, and throw them as you wish.
Esper II: Your powers allow for greater things to be picked, and not only that, you can handle it as you see fit, twisting and bending them, or just operating small and complex processes with naught but your mind.
Esper III: The power of your mind is astonishing. You can unleash shockwaves with a thought, hover around, and just use your mental telekinesis to throw whole pieces of scenery around enemies, besides more fine-tuned uses such as handling a thousand knives.
Fact-Check I: What we see is but a facet of reality. You can control one facet of reality, time. It allows you to slow down your own perception of time, or make objects or people go slower than they should.
Fact-Check II: Sillier things can be achieved with this power, such as pausing time outright for a few moments, or just using time dilatation to make you go immeasurably fast, are both possible.
Fact-Checked III: Things such as pausing time for a few seconds as if you controlled the world, or just freezing the entire battlefield in time, not allowing damage to terrain or effects such as poisoning, bleeding, and other such problems to worsen, as time is “frozen”.
Transmutation I: A silly little power that allows one to change the properties of things, such as changing the properties of a door to make it become like a blanket, or a rock to become as squishy as mud.
Transmutation II: The degree of the transmutation is increased, such as making wood splinter into straws of iron, or making rubber spontaneously combust into flames.
Transmutation III: A greater thaumaturgy, to the point it can turn air into a rain of knives onto your enemy, or just make the ground split up into a hole of exploding spikes, or make your enemies become “sillier”, as if in a cartoon.
Perfected I: As a Master, you should be perfect in your form. You are like a self-honing knife, with every move you optimize yourself unconsciously to better fulfill your task, your raison d’être.
Perfected II: The world should know the true extent of perfection. You can self-express your perfection in some way, such as releasing bursts of energy in the form of an animal, or in a way that relates to your obsession. The manifestations of your perfection can be used for things such as attacks, for example, like becoming the hand of Buddha to crush enemies, or a shield, the palm of Buddha, it can be used in many ways.
Perfected III: The very textbook definition of perfection, or at least how you think of yourself. You can enter the “zone” at will, and it will last for a few moments. While in the zone, all of your powers are amplified, as you quite literally acquire the power to self-perfect yourself as the battle goes on.
Realm of Possibility I: The world is such a boring painting. You can dye it better. You can force something akin to an inner world, an internalization of everything you mean, onto reality, painting a small area into that inner world. This inner world can have one such effect as an attack, a buff to yourself or allies, or a debuff towards your enemies.
Realm of Possibility II: The range that the world is painted is greater, allowing you to hijack control of a Bleeding zone akin to a Zona Oscura, painting the entire area into your inner world. However, it is a very costly and tiring process, so use it wisely.
Realm of Possibility III: Rather than painting an area or a zone, you can fully manifest your inner world as a separate dimension, temporarily. You can drag enemies into it and leave allies out if it is too dangerous for your allies, or bring everyone in if it only affects your enemies.
Master Skills:
First layer:
Trigger: You can use set triggers for your powers; if one of those triggers is activated, they will be automatically used, independent of your input, automatically answering towards what set them off.
Repetition: When you use the same move, it becomes better; if you use it twice, it becomes even better. As long as you keep spamming the same move, it will become better; however, after the first three or so times, the gains will be marginal.
Double Tap: You can execute a blow, and if it misses, rewind time to make it land after an enemy thinks they parried or defended against it. However, it has a large recharge time, so use it when you really need it.
Shout: By shooting the name of your next move, its efficacy is greatly enhanced, at the small cost of announcing to your enemy what you are going to do. The sheer style and balls to pull such a move make it worth it, although.
First Strike: The first time you strike a foe, your first attack is greatly enhanced to frontload damage at the start of every battle. Only works once per foe
Second layer:
Temporal Anomaly (Fact Check II and Transmutation I): You can control the field in strange ways, such as delaying its transformation. The foe has no way to detect or know when you set out the trap, or how many are there, as the changes you made can only happen in a future they are not privy to.
Living Reaction (Requires Transmutation II and Esper I): Your telekinetic control allows you to manipulate objects with surgical accuracy, and your transmutation makes those objects unpredictable weapons. A floating rock might turn to acidic foam mid-flight. You’re a one-person, mind-controlled arsenal of chaos.
Iconoclast Rule (Realm of Possibility II and Esper I): It allows you to make symbolism real. If you kick someone in the shin and they feel hurt, the damage may amplify itself because of the pain. If you hid someone in the face, their face may deform because they pictured it deforming in their head. In your domain, symbolism and action are deeply intertwined, as are feelings and reactions.
Self-Embodiment of Perfection (Requires Perfected II and Realm of Possibility I): You are a reflection of your inner world. In more ways than one. Rather than summoning it, you can internalize it, making you nearly invulnerable for a while, but in the trade-off, it makes every battle a clash of wills, where if you lose, you will be dealt devastating damage.
Timed (Requires Fact-Check II and Perfected II): You are synched with your past and future, your actions become unreadable as it feels like your moves have already happened, or will happen. This gives you short-term precognition and retrocognition, allowing you to predict your foes’ every move to a small degree.
Third Layer:
All that goes up (Requires Esper III and Fact-Check II): Gravity is under our control, or part of it. You can crush objects with the closing of your fists, or subject the entire battlefield to crushing gravity.
The Storm (Requires Fact Check III and Realm of Possibility II): Space acts more like a suggestion to you. You can punch holes through space to skip distances and move at an unbearable pace, using those holes in space as portals to escape your enemy or appear in unusual places, poking an arm out of a portal to hit their back, while your main body is elsewhere.
JITE (Requires Realm of Possibility III and Transmutation II): The world is the law, you are the law. You can impose your inner world’s rules over the Other World's own rules, becoming something akin to a demigod. You go from a mere mob to a boss near instantaneously, making you that much tougher and stronger inside that expanded domain, it reflecting both your powers and will.
Galatea (Requires Transmutation III and Perfected II): You can take properties of materials, such as absorbing steel to enhance your endurance, or something like flames to get additional firepower, or even Nightmares ot Nightmare Eaters to tap temporarily into their power. Furthermore, you can store up materials for later usage, gaining their properties when in a pinch.
Thunderbringer (Requires Perfected III and Esper II): The highest level of an Esper ability. It allows one to do things such as changing the weather even inside Bleeding Zones, channel lightning to strike down foes, or unleash the scalding heat of the sun over a whole area to get rid of enemies. It also brings to the table side abilities like crushing foes or objects from inside for greater damage.
Commander Category
Commanders are not affected by the commander's perks.
Commander Abilities
Minions I: You idolon can summon a minion of itself, small creatures in its likeness that do its bidding. They are weak, but can be made in a pinch for a myriad of tasks.
Minions II: You can now summon more minions, they are slightly stronger now, and have a kind of basic sapience, allowing them to perform more taxing and complex tasks for you.
Minions III: You can either summon a set of a few big minions of your Idolon, they have power equivalent to a large fraction of your Idolon, and are quite smart. Or you can summon a small army of minions. One or the other.
Mental Play I: Your Idolon can play with the mind of your enemies, giving the creatures of the other side, and Nightmares, things they never knew, such as illusions and hallucinations, halting them.
Mental Play II: The extent of mental control is increased, allowing you to control weaker Nightmare Eaters to do your bidding, or cook the minds of the creatures of the other side from the inside out.
Mental Play III: You can dive into other people’s minds and thoughts, even those who are not human, to acquire information, besides telepathy, increased illusionary abilities, and mind control.
Enhancement I: You can enhance your allies, increasing their strength, endurance, etc. A small enhancement to them, but it can bridge gaps against stronger foes.
Enhancement II: The degree of enhancement is increased, giving Idolons a firmer existence, even if they are outside of a Zona Oscura and are not an Invocation type. Through your enhancement, you can make them more “material” to fight. With a Zona Oscura, their power only increases.
Enhancement III: At this level, your Enhancement can increase all the power within an Idolon, making them vastly stronger, to the point where they can act at their full power even without a Zona Oscura.
Definement I: You can weaken enemies, sap away their strength, and force them to make mistakes, such as losing the strength in their limbs, or fog their mind with tiredness.
Definement II: You can greatly sap away the strength of enemies, to the point where attacks against them become more grievous, or harmful effects worsen the state of the enemy far quicker.
Definement III: Enemies become so weakened that every attack is like a critical in their weakened state, giving allies the ability to break limbs or deal quick damage, a great window to damage them and reap disproportionate output for their input.
Negacion I: Negacion is the power to set an area that diminishes the effect of Bleeding Zones, weakening their presence and those of Nightmares and Nightmare Eaters. However, it also affects your allies. It does not affect you or other buffers.
Negacion II: You can focus on using your Negacion not only on Bleeding Zones, but on your enemies, weakening their presence and powers, while lessening the degree to which your allies get weakened.
Negacion III: With set up and some time to charge your power and skill, you can even close Bleeding Zones or degrade a Flooding Zone into a Bleeding Zone, while greatly weakening enemies within the range of your Negacion. Allies are unaffected if you so wish.
Commander Skills:
First layer:
Mind Link: You can form a telepathic link with people around you, discarding verbal communication to directly project your thoughts into their minds for faster communication.
Scrying: You can see with your allies’ eyes, and are even able to share their field of view, making everyone able to see through the other’s eyes on the battlefield.
Rise: You command one ally to rise from defeat, healing their wounds and taking them back to the fight. It has a long time to recharge, and can only be used once on an ally. Use it well
Words of Command: You can give short orders to enhance your allies, things such as “Go!” to push them further in their movement, or “hold the light”, greatly boosting their resistance for a brief moment.
Phoenix Down: Once you are down, you can get up again, regaining your strength and healing wounds. However, this power has a long cooldown, and it will take time to use it again..
Second layer:
Will-O Wisp (Requires Minion II and Definement I): Your minions release an aura of weakness around them, diminishing a foe's capability and their powers while they are around. If you use just a few minions compared to a horde, their aura is stronger than the norm to compensate for the lack of numbers. Enemies are also attracted to them.
Lieutenant (Requires Minion II and Enhancement I): Rather than summoning a small army of minions, you can select a few of them and summon them as Lieutenants, which are stronger minions, but that stops other minions from being used. If used with a Minion III, it will summon either an extremely powerful Lieutenant or a handful of moderately powerful ones.
Gate-keeping (Mental Play II and Enhancement I): Rather than buffing an Idolon’s power, you buff their wielder’s mind, increasing their resistance against mental attacks and corruption. It can also dispel hallucinations and illusions from weaker foes, or resist those of stronger ones.
Explosion (Requires Definement II and Negacion I): You can release a destructive wave of energy against smaller Nightmare Eaters, instantly banishing them from an area and stopping them from materializing for a long while. It can also cure lesser Nightmares.
Lavender Lullaby (Requires Mental Play II and Negacion I): You can manifest an aura around the battlefield, taking the shape of a song, a strange performance, and any such things. This aura causes enemies to go mad in a berserker frenzy, and to make them slowly corrode themselves into nothingness as they give in to the maddening song caressing the battlefield.
Third Layer:
Catch Them (Requires Mental Play III and Minion II): You can catch defeated Nightmare Eaters and even Nightmare as if they were mere pets after they have been subdued. You can summon them at any time from your pocket, and they will follow your bid. You do not have a limit to them, as long as you have defeated them.
Balance (Enhancement III and Definement II): You can push an Idolon’s strength far beyond its norm, at the price of sacrificing another stat, such as speed, or increasing both speed and strength at the cost of resistance. Either way, you can push an Idolon’s power beyond its natural limits.
Yata Mirror (Requires Negacion III and Minion II): You can crush enemies or areas of bleeding zones to make floating masses similar to blackholes, which you can control. They can suck up attacks and enemies, or redirect them against enemies or away from allies. They can withstand heavy punishment before dispersing.
Banish (Requires Enhancement III and Negation II): You can enhance allies with a strange but powerful effect. Their attacks not only can hurt Nightmare Eaters, but also banish them to the other world, and their blows damage them to such a point where they can't freely reform. It also allows one to redirect Nightmares' attacks.
Smite! (Requires Definement III and Mental Play II): You can tactically deploy your powers at a bigger range than your allies, and the added capacity to rain down a light beam at your enemies, weakening them and leaving them exposed to your allies’ attacks. The initial blast greatly damages enemies.
[Missions]#Missions:
Choose 1. Multiplayer, choose 3 for the Multiplayer run, those three give their full rewards, be Front or Final Pay. Players are allowed to take other missions, but their scale will be diminished to a more personal level, and without rewards
Important events that affect the entirety of Kageoka. Missions can give Front Pay, or Final Pay, most give both. Front Pay are instant rewards you acquire by choosing a Mission, Final Pay are rewards you get only after completing it.
Belly of the Beast:
You've been made aware of a monstrous entity in the idea world that wants to eat the dreams of countless innocents and leave them as thralls to its will. It is amassing strength and allies, but won't stay still forever. It is slowly growing into an enormous, cancerous beast in both the Idea World and the real one. This is not a task to be done alone, but by at least a party of other Idolon users with the courage and experience to survive its onslaught.
Front Pay:
Jumper Cables: By each thrall you free or defeat, you gain a little bit of power boost, increasing your strength the more thralls you free.
Final Pay:
Monster Energy: You can collect energy from the Idea World to fuel your attacks, as if you were a resident of it. You can use this to act more freely in Bleeding Zones, and of course, use your full power in it without the need for Zona Oscuras.
Rioting:
A series of unexplained riots started by the younger generation of Kageoka. Young people protest throughout Kageoka for a myriad of reasons, including creating new infrastructure and affordable homes, and returning to traditional ways to reduce the overmodernization of the city. Or rather, people who want Kageoka to double down on its modernization, make new apartment complexes jobs for the younger generation. Those protests can quickly turn violent, especially when they meet protesters with different ideals.
Final Pay:
Revolution: If you sided with the rioters, you have accumulated enough followers and sympathizers to launch yourself in a political career with a smooth start, although after that, you would be on your own to advance your career in politics further, maneuvering all kinds of people to get what you want.
Or:
Final Pay:
Mercy: If you sided with the progressists, you are on a fast path to become an entrepreneur, knowing how to navigate the masses to buy your products and follow on your lies and bullshit, a quick path to amass wealth and live a luxurious life style at the expense of others, and with little to not problems in your way, as long as you invest in the right things.
Strange Weather:
Unexplained events are occurring, including extremely isolated storms confined to a single city block, scorching heat in another, and stranger typhoons forming in the city's outskirts. It is connected to the Idea World somehow, but you do not know how. This unusual weather will only worsen, and it will bring Bleeding and Flooding Zones into existence at a rate far exceeding their usual occurrence. Solving and fixing those Bleeding Zones will make the strange weather relent a little, but until you can find the cause of it, it will continue to wreak havoc in Kageoka.
Front Pay:
Tornado Chaser: A compass made by the local wannabe engineers in Higan Academy. It is a compass that always points to strange weather. It can also be used to forcefully bring this strange weather to the location of the compass, extremely useful to get out of sticky situations and run, or place someone else in a troublesome circumstance.
Final Pay:
Weather Acclimation: You can place the compass into any object, using the method you think is the best, and in turn it allows the object to gain the power to somehow channel the powers of the idea world, releasing scorching heat, big blasts of energy, or pressurized water or great waves when used, having a handheld focused weather control on it. It is more supernatural than something material and is bound to lose its power once Nurarihyon is dealt with.
Mysterious Bleeding Zone:
A perpetual bleeding zone that never becomes a flooding one, nor does it disappear. It causes unusual effects on the awakened, making their Idolon’s side become stronger, to the point where it starts to blend and fuse with their Awakened, the line between Idolon and human blurring. For now, you have no idea how to close that bleeding zone, but you should keep an eye on it.
Final Pay:
Severance: You can separate both of your halves, Idolon and human, and both can act on their own, both in the real world and in the Idea World. In the real world, your Idolon assumes a color-swapped appearance of yours, while in the ideal world, you become a color-swapped version of your Idolon.
OR
Final Pay:
Man-monster: You can completely fuse with your Idolon, not just a half-assed incarnation, but rather becoming something more powerful, a creature of both reality and idea, a new form born of your enlightenment and ties. This form is extremely powerful, as it is a complete sublimation of everything both of your halves stand for.
The Seven Mysteries:
Throughout the city, strange events start to happen. Contemporary myths and urban legends are becoming increasingly real. The Seven Mysteries haunt Higan Academy and other schools and academies scattered throughout Kageoka, as the streets are haunted by Kuchisake Onna, bathroom stalls are haunted by Aka-Manto, and many other monsters are starting to materialize. As an Awakened, it is your job to defeat and stop this Urban Legends’ Invasion.
Front Pay:
The Urban Legend Handbook: This is a handbook with a depiction of various legends and urban legends, useful for singling out those apparitions and exorcising them from this world. It will take effort to figure out how to exorcise them, but you at least know what your targets are and how to get to them quickly.
Final Pay:
Yokai Catcher: As if they were pocket monsters, you can freely summon and control the urban legends that have been defeated, adding their powers and numbers to yours as allies or fodder to halt an enemy. Even if they are destroyed, they will be rematerialized and ready for more punishment the next day.
Darker Nights:
The nights in Kageoka become a city-wide Bleeding Zone. It is not as strong as a normal bleeding zone, making creatures from the Idea World and Spirit World not as harmful, but it does not change the fact that things will become bleaker, darker, and more dangerous once the sun goes down. You have to find a way of making the nights brighter to end those Dark Nights, or who knows what may happen to the city…
Front Pay:
broKen NIGHT: At night, you feel revigorated, with more energy, even in the city-wide bleeding zone, you feel as if you could take on the world, and nothing could stop you. Be it fighting, studying, or just enjoying life, at nighttime, you are at your best.
Final Pay:
HolLow wORLD: When Nighttime Falls, you can unleash the full power of your Idolon, as if it runs on infinite energy for a time. Such is the power you gain that you can face several dozen Nightmare Eaters and Nightmares to a standstill, even if you have lackluster abilities with your Idolon, you become a Beacon of Hope amidst endless darkness, a flame too bright to snuff.
Death Mark:
Several people have been marked in Kageoka by an entity residing in the Idea World. This strange mark manifests somewhere around their body and starts to grow like a malignant tumor, sapping away all the energy they have, until they fall into a deep coma. Only by tracking and defeating said entity may you free those people of their marks and restore them to a healthier state.
Front Pay:
Mark Chaser: You’ve got a sixth sense when you are near those who have been marked, it is like something fuels you to fight against the Death Mark, to protect the innocents. If you are near the entity or one of its victims, all of your Idolon powers, and even your own as a human, skyrocket. If you are Death Marked as well, this buff is constantly active.
Final Pay:
Death Defiance: By defeating the entity, you become resistant to death. Even if you get fatally wounded, as long as you get enough willpower, you can just will yourself back together. Only getting bisected or turned into a paste is a sure way to get you killed, of course, excluding the old and reliable decapitation.
School violence:
Bullying is escalating in schools, with bullies becoming more violent and bold, and victims growing desperate for a way out. Beatings, purple bruises, and broken noses are common occurrences for the victims, as they now start bringing knives and other things to protect themselves, escalating things even further. It looks like there is no way out, but maybe someone with the capacity to strong-arm the bullies into submission and breaking their pride, and soothe the victims, can solve the issue. Beware that this also applies to Higan Academy, turning the school into an unsafe place.
Final Pay:
Peace Up: Either by extreme violence, or just being an extremely reasonable person, you managed to get things to get calmer in Kageoka, for now. Either way, you either have an army of bullies at your beck and call, living in fear of getting messed up by you, or you an army of their victims who follow you like loyal puppies. Maybe you managed to get both.
Beat ‘em Up:
While Kageoka had some presence of the National Organized crime, it was never of the violent kind, or the knee-breaking kind. For some reason, a bunch of yakuza thugs are appearing out of the woodwork, causing all kinds of ruckus and problems. Those are low-level Yakuza members, and of the roughish kind who seek easy money and opportunity, so they should not be that hard to dispatch; however, they are popping up all around the Kageoka. Identifying their source and why they are here is of the highest priority.
Front Pay:
Yakuza: Those ruffians are causing a lot of problems. To tame them or kick them out of the city, you need to learn their codes and conduct. You are a Yakuza in training, even if you (maybe) don’t plan to join them. This will make dealing with them in the long term easier as you get more and more acclimated with how they operate and act, and how to mess with them or their plans completely.
Final Pay:
Like a Dragon: You are a Legend in Japan, getting fame as a wild and ferocious dragon. Everything you do, down to how you act and breathe, is considered legendary by the Yakuza, and you are likely to get many monetary and real estate gifts from them, earning their respect after bringing peace to Kageoka and kicking their ass out of the city.
Serial Killer:
A Serial Killer is on the loose, hiding his trails and killings behind the many strange happenings in the city. You know something is amiss, but finding them will be hard, as you need to make ends meet, find his pattern, and hardest of all, capture him, since he is a normal person, finding him will require putting your real body in danger without the help of an Idolon. He is too shady to get solid information, he hides his traces too well, hiding his scent with chemicals, leaving no digital marks, as if his digitals were burnt or hid by fairly decent gloves, no solid witness in the dead of the night, just second hand ones, as if he was a ghost, and worst of all, no blood trails or signs of hurt or struggle to trace back to someone. He is becoming too big to ignore and casting a dark shadow over Kageoka.
Final Pay:
Celebrity: By solving the case, you become an icon of Kageoka, beloved by all. People won’t question you too much despite any crazy or unusual behavior you may be showing, as long as it does not cross a legal or moral event horizon, you are allowed to do all kinds of crazy shit and shenanigans as long as few people get hurt by it. Great for exploring places you shouldn’t be, and prying open long, cold, and dead archives in the City Hall.
Ascendant Souls:
A force of the spiritual world is acting upon the real world, something aside from Nurarihyon and his one hundred demons. It is forcefully affecting people in Kageoka, those who can never hope to Awaken or be bound with a force of the Spiritual or Idea World to get an Idolon. Those people can interact with the Idea World and even fight against the creatures that dwell within; however, there is a nasty secret to it. Those who can know interact and fight within the Idea World are having their life force and soul slowly converted into energy for something far worse and greater than anything Nurarihyon could achieve, an attempt at forcefully turning humanity into a race of the Spiritual World…
Front Pay:
Total Sync: Due to the strange events in made by that entity, your body is enhanced to match your Idolon’s in Zona Oscuras, the Idea World or Flooding Zones, making you stand out more than an easy target, and giving you the skill and power boost to act as a supporting power to your Idolon (avatar), greatly enhancing your endurance (Incarnation), or just allowing you and your Idolon to take damage as separate entities, getting rid one of your main weakness (Possession)
[Drawbacks]Drawbacks:
Choose up to 2 with rewards; after those two, all drawbacks yield no reward. All drawbacks rewards can be either: 1 Self Perk, 2 Idolon Points to use on Normal Skills, Abilities, or Category Skills, or 1 Item, depending on what you need.
The ‘Tism:
You have an empty-eyed stare, as if your head is in another place, and in truth, it is. You do not fit the normal social norm, even if you tried; you see the world differently from others, even from rebels and outcasts. As others see black, white, and gray, you see orange, blue, and green. Even without trying, your reality is too different from “normal people.” Do not expect people to try to understand you or see things your way, you will be patronized, cast down, and treated as an outsider due to your nature, as most people fail to realize you are still a normal person despite everything.
Outcast:
You are an outcast, driven away by others. Local stores refuse to sell things for you, and large ones may even bump the price a little when they sell things for you. People will give you a stink eye when you are near, if not attempt to drive you away by banding together. In school, you will be a bullying magnet. If you retaliate, things will become worse for you, and many nasty rumours will spread. If you do nothing, the bullying will only escalate. It is a lose-lose situation.
Alien:
You (may) not be a true alien, but you are an alien in the sense that you do not belong to the group you should belong to. Maybe you are a rebel that is not quite a rebel, or maybe a curmudgeon with friends, the horror! Either way, you are a strange one who really shouldn't be in the Origin you belong to. Remove all your Origin Freebies, and gain 2 Self Perks instead. If taken, you can ONLY take this drawback and no other.
Affliction:
You are afflicted, maybe you were born blind, maybe your limbs are too frail and your body too weak, or an autoimmune disease. Either way, you have an affliction that deeply affects how you live and experience things. Any attempts at overcoming it with Self Perks will remove the benefit of the drawback, such as having hearing that borders on supernatural etc.
Addiction:
You are addicted to something. It can be a substance, a feeling, or just a high. From cigarettes to drinks, pornography, or a deeply unhealthy parasocial relationship. It is nearly impossible to overcome your addiction, and only by a miracle or a herculean effort can you even quit it, and any attempt from other people to make you take a break or not indulge in it when you feel like taking too much effort.
Ugly:
You were born ugly, below average in beauty. People will treat you more harshly than they would treat your more gifted peers. This also comes with the fact that you will be ignored and passed out, people judging the book by its cover. This also comes with a mild degree of bullying and hurt, with your appearance being the main target of jokes and nasty statements. Your appearance can range from a reasonably below-average and bland appearance, to a veritable deformed person; either way, don’t expect people looking at you with anything but morbid curiosity or distaste; hell, don’t expect them to look at you at all.
Poverty:
You were born in poverty, being stuck in one of the still-inhabited Forbidden Zones. You can barely pass by your day-to-day life while struggling to ration food for the rest of the week or month, without money for anything else. Halve your item choices.
Death Marked:
You have been marked by an entity in the Idea World. This mark saps away your strength, and the power of your Idolon, making both of you weaker as time passes, until your body loses the ability to maintain itself conscious and falls into a coma. You are now running against time and need to defeat the one behind the mark quickly. It also amplifies the Death Mark Mission’s Front Pay.
Incompatibility:
For some reason, you and your Idolon are incompatible with each other. When you call on its powers, it will start to degrade and hurt your body over time, like a withering effect that corrodes your body the more you indulge in it; however, your Idolon is stronger on the trade-off, at the cost that it will destroy your body at a faster rate. Gain 4 Idolon Points; you cannot change this reward.
Inverted Mirror:
For one reason or another, your Idolon has taken control of your body, leaving you locked as some sort of ghost over their shoulder. a prisoner of your own body, as your Idolon goes and lives in your skin, living your life for you while you are locked away, without any input or way to stop it from abusing your body for its own whims and desires. You may be able to one day face it in a battle of wills for the control of your life, but until then, you are a powerless prisoner.
Overconfidence:
You don't need an Idolon, you are a veritable person on your own, or maybe you are so full of self-loathing that it actively weakens your Idolon. For one reason or another, you have poor compatibility with your Idolon, weakening it or making it harder to control, as it is not aligned with you. Even if it is not an Avatar type, your Idolon has a lot more freedom and sense of self than others, which allows it to get further weakened or uncontrollable.