IC ThreadYou are a wayward soul, trapped within the limbo between Earth and Paradise. In a sudden turn of events, you found yourself dragged into the real world and re-embodied.
You woke up soaking wet in a puddle, with a familiar voice pounding in your chest: a real human heart. You haven't known this feeling for aeons.
It's freezing, and neon lights surround you on all sides, lights superimposed on colossal stone monoliths that reach up into the sky, converging into a point like a second horizon.
You feel something in your pocket. A folding pocket made of leather. There's a card, with a name and a teenager's face. The address: somewhere in Japan. You peer over the article in your hand and notice your reflection in the puddle.
The faces are the same.
This is a game about wayward souls forced into an unexpected new life in modern-day Japan. Whether you were once a starving peasant or the scourge of the seas, you are now a teenager in high school.
Why? That's for you to figure out. But for now, you ought to blend in and figure out who your friends are, lest you be caught off-guard. You might not be the only one thrust into this situation.
In the afterlife, there is a river through which the souls of the departed leave this world. It flows through the Outer Darkness, where a soul's sins escape into the void and leave the soul purified, ready to enter paradise.
Some souls, those who have died unfairly, those who sought revenge but never achieved it, those who cling to their past lives by the silver thread of desperation, are not carried through by the river of souls, but instead linger in the outer darkness, watching the world through jaded eyes, always seeking a way to return.
These souls, over time, build up a local reality in pursuit of their goal, subconsciously drawing out thoughts and memories from the river of souls, and concentrating them into an alternate world, a living hell to some, a secluded paradise to others. These phantasmic realities can be visited by the echoes of the dead: justified souls making a short stop along the River's meandering route, or shadows consumed by sin and dissolved into the outer darkness. Some of these echoes even live within the phantasm, a microcosm in eternal limbo.
Each action you roll a number of dice and add up the number of successes (4+). The number of successes determines the result:
[<=0] Normal failure
[==1] Partial success
[==2] Average success
[==3] Good success
Certain actions (such as, say, trying to cure cancer) have a difficulty modifier which subtracts from your number of successes.
If half or more of your rolls are natural 6's, you get a critical success. You overdo it.
If half or more of your rolls are natural 1's, you get a critical failure. Bad things happen.
The stats you choose affect your soul in soul-to-soul combat, and how your soul assists your physical body. Your personal stats are something you determine through your actions at the start of the game.
Your Defense, Power, Presence, and Wit determine how many dice you can throw. The specific mechanics will be revealed in a tutorial during the first battle when it occurs. Some general rules:
Damage is determined by number of successes.
Having twice as much in a primary stat lets you throw twice as many dice.
Having more Reflex than target's Dexterity gives +1 to your blocking, having twice as much gives +2, and vice versa if your target has more Dexterity than your Reflex.
Having more Precognition than target's Dissembly gives +1 to your prediction rolls, having twice as much gives +2, and vice versa. Likewise, your opponents roll to predict your own attacks. Attacks listed earlier consume prediction first, masking your later attacks.
To join, just fill out the character sheet.
[b]ID: [/b](The name on the card)
[b]Real Name: [/b]What was your name when you were alive?
[b]Origin: [/b]When and were were you alive? Roman-era? The Aztec empire?
[b]Description: [/b]What did you do? Were you a pirate? A merchant? An astronaut?
[b]Your Phantasm: [/b]A phantasm is a dream-like world formed by those trapped in limbo. Essentially, a wayward soul will attract forgotten memories from the world below, and those memories will weave themselves together into a miniature world. The kind of world it is depends on who you were--a nobleman may find himself inside an endless castle for instance.
[b]Primary Stats: [/b]Distribute 16 points related to the aspects of your soul. Minimum 3.
Defense -- Used for blocking attacks
Power -- Used for spirit actions and attacking in combat.
Presence -- Used for movement and evasion
Wit -- Used for predicting NPC's and for perception