January 1st, 2022
Little Nippon, California, USA
Following WWII, USA and Japan made strives in order to better their relationship with each other. One method of doing this was bringing Japan stateside by building an entire city in California that would be heavily influenced by Japanese culture and architecture. Many of those Japanese-Americans in internment camps were even offered a home here and a small settlement for any trauma that might have been inflicted on them.
Needless to say, it's been quite effective as a tourist stop for Americans and a "home away from home" for many visiting Japanese. Many schools offer Japanese language lessons, cleanliness of the city is taken to the extreme, and even traditional parades, events, and holidays have been accepted and proudly celebrated within the city. Yet, there is always a seedy underbelly. Yakuza and mafia fight for control over the city, ancient artifacts once stolen happen to turn up in some rich family's house, and the is even the mention of vampires stalking the alleyways at night.
Magi are rumored to be always plotting something from behind the scenes, an act to keep control of the city from the various influences. Meanwhile, the church is always attempting to stomp out these plots and deal with any supernatural threats they see fit.
Little Nippon
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Re: New Tokyo
Heroic Spirit
You might have been summoned by a shadowy organization intent on using for their nefarious conspiracies, a rookie mage might have desperately summon you for protection, or maybe one day you just found yourself standing on the top of a building with no clue on why you're there. Regardless, you were once a hero from history, or perhaps someone who has done just enough to leave a bit of mana within an artifact from times past, and now that mana you left behind was used to summon your spirit-- although it's more like a crafted idea formed by the summoner and your spirit. Yet, how does this modern world compare to the one you knew? What did the history books say about you, anyway?
Homunculus
You were not born, but crafted. On the outside, you look human, but may have some sort of defect-- it could be red eyes and skin as pale as snow, a childish frame that betrays your intellect and strength, shark-like teeth instead of human ones, a tail carelessly grafted on. Subtle, for the most part, but a clear giveaway of your origin. Although, you could be a perfected model. Whatever the case may be, you have a creator, be it a sole individual or group, and work for them or have cut ties with them completely. Homunculi have all their knowledge pre-installed into their psyche, so their creators don't worry about having to baby them.
Vampire
A night-stalking bloodsucker. You require blood in order to survive. Without it, you'll begin to slowly wither away. Being in direct sunlight can also kill you. Yet, it's not all so bad. Your physical abilities exceed a normal person's and, depending on the phase of the moon, you will find yourself being able to shrug off blows that would kill a normal man ten times over. Perhaps you work alone or maybe you are apart of one of the many vampire organizations (often called conspiracies) around... Now, how will you escape the wrath of the Church who are always looking out for another bloodsucker to slay?
Human
A normal person in this crazy world. Some train in the art of the blade while others have magical circuits which allow them to draw upon mana within the area, and themselves, to cast spells. Humans who can cast spells are frequently called "Magus".
Humans gain an additional Creation Point, but may trade in this creation point for 50 DP if they desire.
You might have been summoned by a shadowy organization intent on using for their nefarious conspiracies, a rookie mage might have desperately summon you for protection, or maybe one day you just found yourself standing on the top of a building with no clue on why you're there. Regardless, you were once a hero from history, or perhaps someone who has done just enough to leave a bit of mana within an artifact from times past, and now that mana you left behind was used to summon your spirit-- although it's more like a crafted idea formed by the summoner and your spirit. Yet, how does this modern world compare to the one you knew? What did the history books say about you, anyway?
Spoiler
Gnosis: 20
At-Will Form
Heroic Spirits are able to transform from into the battle form whenever they wish to. Their armor and weapons are considered invisible by normal means, but negative effects from armor will still affect them. Transforming into a battle form is considered a free action.
Inhuman Abilities
Servants are able to push their abilities far past that of a human. They begin with Inhumanity, letting them place physical and mental Characteristics at 13. Furthermore, they have a +2 to their fatigue points and can use 4 fatigue points at once. They also have a +2 bonus to give to a characteristic of their choice.
Immortality
Servants never age, nor do they have to worry about disease aside from those the were summoned with. Furthermore, they do not require food, sleep, or oxygen, but the lack of air can slowly drain their mana. While "suffocating", they take three times as long to die from it.
Favored Souls
Beings of legend, who have done many things within their life. Perhaps it was destiny, luck, or something else entirely. They begin with 4 Creation Points instead of the usual 3, but can forgo this bonus Creation Point for 75 DP.
Unusual Size
While Servants may have characteristics that push them to great heights and body mass, they are summoned in a form that best represents them or what their summoners believe them to be like. They may select any appropriate Size.
Mana Reliant
Heroic Spirits require mana to survive. If they eat and sleep enough like a normal human, they don't have to worry about gaining enough mana. However, if they choose not to then they require a source of mana somehow. A mage may donate 15 zeon to feed a heroic spirit for a day. However, every 15 more zeon a heroic spirit is given increases their fatigue points by one for that day.
There are also other ways for heroic spirits to gain mana: fresh blood or semen. A vial of blood along with 10 zeon can come from any consent individual. Otherwise, the heroic spirit must drunk a liter of blood.
If the heroic spirit does not gain mana one way or another for day, they gain a -30 all action penalty and a lost of 2 fatigue points each day until mana has been recovered in some way or they die from having 0 fatigue.
Specialization
Heroic Spirits fall under "classes" that best describe their fighting style. They may select one of the following:
Saber - Gain a +20 bonus to Attack and Block or Dodge.
Lancer - Gain a +10 bonus to Attack and a +20 bonus to Block or Dodge.
Caster - Gain a +15 bonus to magic projection and 75 more Zeon.
Assassin - Gain a +5 to Attack and Dodge, gain a +20 bonus to Stealth and Hide.
At-Will Form
Heroic Spirits are able to transform from into the battle form whenever they wish to. Their armor and weapons are considered invisible by normal means, but negative effects from armor will still affect them. Transforming into a battle form is considered a free action.
Inhuman Abilities
Servants are able to push their abilities far past that of a human. They begin with Inhumanity, letting them place physical and mental Characteristics at 13. Furthermore, they have a +2 to their fatigue points and can use 4 fatigue points at once. They also have a +2 bonus to give to a characteristic of their choice.
Immortality
Servants never age, nor do they have to worry about disease aside from those the were summoned with. Furthermore, they do not require food, sleep, or oxygen, but the lack of air can slowly drain their mana. While "suffocating", they take three times as long to die from it.
Favored Souls
Beings of legend, who have done many things within their life. Perhaps it was destiny, luck, or something else entirely. They begin with 4 Creation Points instead of the usual 3, but can forgo this bonus Creation Point for 75 DP.
Unusual Size
While Servants may have characteristics that push them to great heights and body mass, they are summoned in a form that best represents them or what their summoners believe them to be like. They may select any appropriate Size.
Mana Reliant
Heroic Spirits require mana to survive. If they eat and sleep enough like a normal human, they don't have to worry about gaining enough mana. However, if they choose not to then they require a source of mana somehow. A mage may donate 15 zeon to feed a heroic spirit for a day. However, every 15 more zeon a heroic spirit is given increases their fatigue points by one for that day.
There are also other ways for heroic spirits to gain mana: fresh blood or semen. A vial of blood along with 10 zeon can come from any consent individual. Otherwise, the heroic spirit must drunk a liter of blood.
If the heroic spirit does not gain mana one way or another for day, they gain a -30 all action penalty and a lost of 2 fatigue points each day until mana has been recovered in some way or they die from having 0 fatigue.
Specialization
Heroic Spirits fall under "classes" that best describe their fighting style. They may select one of the following:
Saber - Gain a +20 bonus to Attack and Block or Dodge.
Lancer - Gain a +10 bonus to Attack and a +20 bonus to Block or Dodge.
Caster - Gain a +15 bonus to magic projection and 75 more Zeon.
Assassin - Gain a +5 to Attack and Dodge, gain a +20 bonus to Stealth and Hide.
You were not born, but crafted. On the outside, you look human, but may have some sort of defect-- it could be red eyes and skin as pale as snow, a childish frame that betrays your intellect and strength, shark-like teeth instead of human ones, a tail carelessly grafted on. Subtle, for the most part, but a clear giveaway of your origin. Although, you could be a perfected model. Whatever the case may be, you have a creator, be it a sole individual or group, and work for them or have cut ties with them completely. Homunculi have all their knowledge pre-installed into their psyche, so their creators don't worry about having to baby them.
Spoiler
Artificial Body and Mind
Homunculus have a bonus of +1 that can be distributed freely among their characteristics. Choose a Secondary Abilities Field for each Homunculus. All Abilities from that Field start with a base of 10 even without spending there any DPs, and gain a +5 Bonus to two secondary abilities of their choosing per level. Additionally, they start with 1 more fatigue point.
Homunculi never age and can theoretically live forever.
Artificial Essence
Homunculi can spend 50 Zeon points per turn to either recover 10 lost Life Points or 1 Fatigue Point. Multiply the recovered number of Life Points by the Regeneration Rate of the character. Multiply the recovered number of Fatigue Points by half of the Regeneration Rate of the character. Healing spells have the amount of Life Force restored halved when targeting homunculi.
Magical Circuits
Homunculi tend to have special magical circuits grafted onto their body, granting them a +15 to magic projection and 100 additional zeon.
-or-
Enhanced Frame
A homunculi made with more sturdy materials. They gain an additional fatigue point, 25 life force, and have 2 natural armor against everything except energy.
Homunculus have a bonus of +1 that can be distributed freely among their characteristics. Choose a Secondary Abilities Field for each Homunculus. All Abilities from that Field start with a base of 10 even without spending there any DPs, and gain a +5 Bonus to two secondary abilities of their choosing per level. Additionally, they start with 1 more fatigue point.
Homunculi never age and can theoretically live forever.
Artificial Essence
Homunculi can spend 50 Zeon points per turn to either recover 10 lost Life Points or 1 Fatigue Point. Multiply the recovered number of Life Points by the Regeneration Rate of the character. Multiply the recovered number of Fatigue Points by half of the Regeneration Rate of the character. Healing spells have the amount of Life Force restored halved when targeting homunculi.
Magical Circuits
Homunculi tend to have special magical circuits grafted onto their body, granting them a +15 to magic projection and 100 additional zeon.
-or-
Enhanced Frame
A homunculi made with more sturdy materials. They gain an additional fatigue point, 25 life force, and have 2 natural armor against everything except energy.
A night-stalking bloodsucker. You require blood in order to survive. Without it, you'll begin to slowly wither away. Being in direct sunlight can also kill you. Yet, it's not all so bad. Your physical abilities exceed a normal person's and, depending on the phase of the moon, you will find yourself being able to shrug off blows that would kill a normal man ten times over. Perhaps you work alone or maybe you are apart of one of the many vampire organizations (often called conspiracies) around... Now, how will you escape the wrath of the Church who are always looking out for another bloodsucker to slay?
Spoiler
Children of the Night
Vampires have extremely hardy bodies, known for being quick and powerful. They begin with Inhumanity and have a bonus of +1 to all of their physical characteristics. They also increase their regeneration rate by 2. They can also go a week without sleep and don't require any type of food aside from blood.
However, since they are vampires, they suffer from light. Although they can endure weak or indirect light with great issue, being exposed to a light source of high power or purity (such as direct sunlight, bright supernatural light, etc.) will cause their skin to burn. The vampire must pass a physical resistance check of 80 to 160 (depending on the degree of exposure and intensity and purity of the light) each turn or suffer damage equivalent to the level of failure. If they fail by more than 50 points, they immediately gain the In Flames condition.
Furthermore, they have natural night vision. They reduce any penalties from natural darkness by half.
Critical Injury Immunity
A Vampire's head isn't considered a vulnerable point, only their heart. Furthermore, they ignore the effects of critical injuries that aren't severing of a limb or decapitation.
Ties to the Moon
A vampire's healing factors are directly tied to the moon, frequently called the Curse of Restoration. However, their strength is also somewhat tied to the phases of the moon. This ability only takes affect when it is nighttime, naturally.
Full Moon: At full moon, your regenerative factors are at their all time high. You have the ability to regenerate entire limbs from brutal attacks. Your gain a +12 to your regeneration and +3 to physical attributes.
Last Quarter: As the moon moves closer to being fully revealed, so is your ability to regenerate your body being fully realized. You gain a +8 to your regeneration and a +1 to physical attributes.
First Quarter: The moon begins to peek, letting your regenerative abilities showcase itself. You gain a +5 to your regeneration.
New Moon: Due to the moon's complete covering, you only have your natural regeneration abilities.
Vampiric Impulses
A vampire must consume blood in order to survive. For every day they go without drinking enough blood, they suffer an all action penalty of -20.
Vampires have extremely hardy bodies, known for being quick and powerful. They begin with Inhumanity and have a bonus of +1 to all of their physical characteristics. They also increase their regeneration rate by 2. They can also go a week without sleep and don't require any type of food aside from blood.
However, since they are vampires, they suffer from light. Although they can endure weak or indirect light with great issue, being exposed to a light source of high power or purity (such as direct sunlight, bright supernatural light, etc.) will cause their skin to burn. The vampire must pass a physical resistance check of 80 to 160 (depending on the degree of exposure and intensity and purity of the light) each turn or suffer damage equivalent to the level of failure. If they fail by more than 50 points, they immediately gain the In Flames condition.
Furthermore, they have natural night vision. They reduce any penalties from natural darkness by half.
Critical Injury Immunity
A Vampire's head isn't considered a vulnerable point, only their heart. Furthermore, they ignore the effects of critical injuries that aren't severing of a limb or decapitation.
Ties to the Moon
A vampire's healing factors are directly tied to the moon, frequently called the Curse of Restoration. However, their strength is also somewhat tied to the phases of the moon. This ability only takes affect when it is nighttime, naturally.
Full Moon: At full moon, your regenerative factors are at their all time high. You have the ability to regenerate entire limbs from brutal attacks. Your gain a +12 to your regeneration and +3 to physical attributes.
Last Quarter: As the moon moves closer to being fully revealed, so is your ability to regenerate your body being fully realized. You gain a +8 to your regeneration and a +1 to physical attributes.
First Quarter: The moon begins to peek, letting your regenerative abilities showcase itself. You gain a +5 to your regeneration.
New Moon: Due to the moon's complete covering, you only have your natural regeneration abilities.
Vampiric Impulses
A vampire must consume blood in order to survive. For every day they go without drinking enough blood, they suffer an all action penalty of -20.
A normal person in this crazy world. Some train in the art of the blade while others have magical circuits which allow them to draw upon mana within the area, and themselves, to cast spells. Humans who can cast spells are frequently called "Magus".
Humans gain an additional Creation Point, but may trade in this creation point for 50 DP if they desire.
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: Little Nippon
NPCS:
Yetsuye
Yetsuye
Stats
A Kitsune, a powerful weaver of spells that can shapeshift into that of a beautiful girl or fox. Some kitsune are known for their devilish behavior, corrupting all they touch and commiting heinous acts, but many simply protect the Twilight Zone or live their lives pulling silly pranks on people. A very few of them, like Yetsuye, actually try their best to protect the world, to ensure any number of supernatural threats don't fracture the world.
However, Yetsuye has been distracted by the world she's sworn to protect. She likes anima, cartoons, and video games. Most of the time she can be seen scratching her belly as she watches the TV, eating potato chips. Sure, you may wanna call her a useless brat, but she's still a powerful spellcaster, you know? Besides, she tells you what the mystery of the week is and where you might be able to find some clues. She even goes out of her way to give a little bit of her power to her friendly little helpers.
Level: 8 | Category: Normal
LP: 125 | Class: Wizard
Str: 5 Dex: 8 Agi: 7 Con: 6 Int: 14 Pow: 9 WP: 12 Per: 8
PhR 70, MR 75, PsR 85, VR 70, DR 70
Other Resistances: None
Initiative: 95 (Unarmed)
Attack Ability: 40
Block: 85
Damage: 20 Impact (Unarmed)
AT: ENE 4
3 Actions
Abilities: Acute Sense (Hearing), Night Vision, The Gift, Improved Innate Magic, Aptitude for Magical Development, Fortunate, Natural Mystical Armor
Modules: None
Ki Abilities: None
Spells: Path of Illusion (1-90)/Subpath: Umbral, Path of Essence (1-90)/Subpath: Dreams, Path of Destruction 20, Cleanliness, Inhumanity
Zeon: 1020
Magic Projection: 240
Magic Accumulation: 60
Magic Regeneration: 80
Size: 7 | Appearance: 9 | Regeneration: 1 | Movement Value: 7 | Flight Value: 0 | Fatigue: 6
Secondary Abilities:
Climb 15, Persuasion 65, Notice 50, Search 40, Herbal Lore 45, History 45, Magic Appraisal 140, Occult 115
However, Yetsuye has been distracted by the world she's sworn to protect. She likes anima, cartoons, and video games. Most of the time she can be seen scratching her belly as she watches the TV, eating potato chips. Sure, you may wanna call her a useless brat, but she's still a powerful spellcaster, you know? Besides, she tells you what the mystery of the week is and where you might be able to find some clues. She even goes out of her way to give a little bit of her power to her friendly little helpers.
Level: 8 | Category: Normal
LP: 125 | Class: Wizard
Str: 5 Dex: 8 Agi: 7 Con: 6 Int: 14 Pow: 9 WP: 12 Per: 8
PhR 70, MR 75, PsR 85, VR 70, DR 70
Other Resistances: None
Initiative: 95 (Unarmed)
Attack Ability: 40
Block: 85
Damage: 20 Impact (Unarmed)
AT: ENE 4
3 Actions
Abilities: Acute Sense (Hearing), Night Vision, The Gift, Improved Innate Magic, Aptitude for Magical Development, Fortunate, Natural Mystical Armor
Modules: None
Ki Abilities: None
Spells: Path of Illusion (1-90)/Subpath: Umbral, Path of Essence (1-90)/Subpath: Dreams, Path of Destruction 20, Cleanliness, Inhumanity
Zeon: 1020
Magic Projection: 240
Magic Accumulation: 60
Magic Regeneration: 80
Size: 7 | Appearance: 9 | Regeneration: 1 | Movement Value: 7 | Flight Value: 0 | Fatigue: 6
Secondary Abilities:
Climb 15, Persuasion 65, Notice 50, Search 40, Herbal Lore 45, History 45, Magic Appraisal 140, Occult 115