Even after the reboot, I'm still trapped in the wrong anime!

Dusk
Dusk: Spirit of Days End

Health: 8
Psyche: 9
Initiative: 8
Strength: 0
Movement: 7

Skills:
Athletics 0
Crafts 0
Deception 1
Discipline 4
Empathy 2
Fighting 1
Fortitude 3
Influence 2
Intuition 3
Knowledge 2
Marksman 3
Medicine 3
Might 0
Perception 3
Perform 1
Speed 2
Stealth 3
Survival 2
Tech 0
Travel 0

Abilities:
Purge Poison (B): Purge mundane poisons, Assist with supernatural poisons

Shadow Needle (B): Form a number of needles (Piercing, Ranged) to throw at enemies or to preform acupuncture.

Fatigue Touch (B): Inflict 1/2 strength, -1 Damage, -2 Might

Healing Touch (B): Restore some Physical or Mental health.

Shadow Blend (B): Become unseen while remaining still, +2 Stealth when moving slowly (1/4 movement), moving faster breaks the ability.

Abilities granted on Warrior Form:
Blurred Form (B): Gain a +2 to Dodge or Find Cover. If used with an Interrupt Dynamic Action, grant +3.

Paralysis Touch (B): Attack the target with intent to immobilize. The Target defends normally, but for every net success, the target loses an action.

Shadow Barrage (B): Creates a barrage of fists that launch into a flurry of attacks on opponent. +2 to attack (ranged or unarmed) and inflict 2 damage.

Gear:
Whatever Argus has.

Unspent EXP: 4
Total: 34
 
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We have enough supplies for now, so I don't think food is that much of an issue right this moment.

I think we should focus on the basics right now.

[x] Try to figure out where you are?
 
Dusk continues "Not that, I can sense no other spirits, no mana, eidolons, daemons, or any other kind. We are alone. I am alone...
Hey, it'll be alright bro. We just got to find a clutch of mon eggs, we hatch then and then there'll be more of them running around.

I will say though it sounds like the MGS culled the world whether they meant to or not.
 
Mechanics
How does rolling work?
Similar to White Wolf, or if you are familiar with Third Eye Games's chakra system. Using a pool of d10s summed up by two relevant skills, say Stealth + Travel to move without being seen or to shadow someone, or Influence + Empathy to try and convince someone of something.

7+ is a success, with 10 being two successes, with the needed number of successes being determined by the GM. A 1 subtracts a success, and if you roll no successes and a 1, it's a critical failure.

You get a Boost for every 3 successes more then the difficulty or opponents roll, so if you get 4 successes on a difficulty 1 test, you get a Boost, if you get 7 successes on a difficulty 1 test you get 2 Boosts. Boosts can be used for a variety of things: Bonus damage, Bonus info, heightened effects, additional targets for skills or abilities, reduced time needed to complete tasks, weapon effects, or just looking cool.

Skills go up to 5
0- clueless
1-novice
2-practiced
3-expert
4-veteran
5-master

You can also have specialties in a skill, which adds +1 when used in a specific way. This can be fighting with a specific weapon or type of weapon, specialized knowledge, being really good at telling lies, horseback riding, etc. A given skill may only have two (2) specialties.

Should you try to do something in which you have no skill (that is to say a 0 in both skills of a combo) then you can still make an attempt. It is much harder however, you only get a single die (called a Fate Die), and only a 10 counts as a success, but it still counts as 2 successes.

Styles can go up to 10
At ranks 1, 4, 7, and 10 you can get a new technique or upgrade a current one for free.

Techniques and Abilities have 3 levels
Basic (B)
Advanced (A)
Mastered (M)

There are no character levels, but you do gain exp which are spent directly on skills, styles, techniques and abilities.
Leveling a skill (1-3) 5 XP
Leveling a skill (4-5) 10 XP
New Specialty 3XP
Learn a new Style 15 XP
Advance a current style (1-6) 5 XP
Advance a current style (7-10) 10 XP
Learn a new Technique/Ability 7 XP
Develop a Technique/Ability (Basic > Advanced) 14 XP
Develop a Technique/Ability (Advanced > Master) 20 XP
New Ally 5XP
Enhance Ally 3XP
New Rival 3XP
Rival to Ally 3XP

Currently available Techniques for Argus:
-Momentum:
--Upgrade Building Steam to Mastered (Gain +4 for the initial round and then +2 for the following rounds, max bonus= (2*(Rank))+2) )
--Upgrade Building Speed to Advanced: Every other round gain an extra attack.
--Learn Iron Train (Basic): Gain +1 bonus to Rush actions (Attack is now +3, damage is now +2, enemies take -3 to hit you while Rushing)
--Upgrade Don't Stop to Advanced: When you make a Knock Back effect (As a normal action or from a Boost) the target is thrown double the distance and is always knocked prone.

-Combat Flow:
--Upgrade Read the Flow to Advanced: Can spend a round to study 1 opponent and then impose a -3 penalty for the rest of combat or spend a round to study all visible opponents then impose a -1 penalty for the rest of combat
-- Learn Find the Opening: Can spend a round to study the opponent and on the following round strike with +3 attack and +1 damage.
-- Learn Feel the Rhythm: Can spend a round to gain a +1 bonus to defensive actions.
-- Learn Turn the Tide: On a boost while attacking, make another free Attack on the same target or one within Close range.

- Fluid Weapon style:
-- Upgrade Chain Dance to Advanced: +2 Fighting when wielding a chain weapon. -2 to being disarmed.
-- Learn Chain Lightning: +1 to Initiative.
-- Learn Flying Chain: Chain weapons can be thrown at Near range for no penalty.
-- Learn Wrap and Strike: Every third attack receives a +2 bonus and deals +1 damage.


Later on, you will get the ability to make Contacts. Contacts come in two categories: Allies and Rivals
Allies can provide a +2 bonus for a certain skill, as well as providing information, leads, etc. within the contacts area of influence.
Rivals are not necessarily violent or out to kill, but aren't friendly, but are good at their skill and can make life harder in their area of influence, imposing a -2 penalty to use the skill against them or even in their presence.
Both can provide Favors, settling a dispute, beating someone up, retrieving an item, rescuing someone, etc. it goes beyond the bonus provided by just having an ally around. An Ally will provide a Favor for a Favor at a later date, a Rival will want a Favor upfront.
Asking for a Favor from an Ally whom you already owe a Favor to can turn them into a Rival, and doing the same to a Rival will loose you a contact after the request if fulfilled. Likewise, fulfilling a Favor for a Rival whom you don't owe a Favor to can turn them into an Ally.
You can spend XP to enhance your Ally with a +1 bonus up to two times, for a total of a +4 bonus. If the situation warrants it, you can also spend XP to change a Rival to an Ally, though this should be at least somewhat organic, and unlikely if you aren't engaged with your contact on a regular basis.

Item Qualities.
Armor and weapons can have specific qualities attached to them. Some can be good, and some can be bad. Most weapons will have 2 good qualities or 3 good qualities and 1 bad one.

Weapon Qualities
Autofire: Reload only. On a Boost, deal +1 damage
Bargain: Decrease cost by 1
Blunt: May cause a Pain 1 condition on a Boost
Brutal: Inflicts +2 damage (instead of +1)
Chain: If the attack roll ties with defense roll, the weapon still inflicts 1 damage
Concealable: +2 Stealth to conceal this weapon
Crushing: May cause a Bruised 1 condition on a Boost
Defending: +1 Free defense check before applying penalties
Disarming: May disarm opponent's weapon on a Boost
Driving: +1 to Knock Back
Exploding: On a Boost +2 additional damage, on a critical failure wielder takes 2 damage
Fragile: The weapon does not deal extra damage
Heavy: Target suffers a -1 penalty to Block/Parry this weapon
Loud: Suffer a -2 Stealth penalty after using this weapon
Master-Crafted: +1 bonus to all checks with this weapon and can't be broken or disarmed
Messy: After this weapon is used, it is noticeably clear it was used.
Quick: Wielders gain a +1 initiative
Ranged: May attack targets at Far or Distant range
Reach: May attack targets at Near range
Recoil: -1 to defense rolls after attacking
Reload: On a critical failure, the user is out of ammo and cannot attack with this weapon until they replenish it themselves.
Restraining: On a Boost the wielder may initiate a grab automatically
Paired: +1 to block with this weapon, using only one, however, creates a -2 penalty to all checks
Piercing: Weapon ignores 1 level of armor
Poisonous: May cause a Poisoned 1 condition on a Boost
Sharp: May cause a Bleeding 1 condition on a Boost
Skilled: Gives a +1 bonus to listed skill while wielding
Slow: Wielders suffers -2 initiative
Unpredictable: Target suffers a -1 penalty to dodge
Unwieldy: Attacks with this weapon suffer a -1 penalty

Armor: Can be used to mitigate damage, preventing up to 4 points of damage, however, every level of armor causes a -1 penalty to physical actions (Armor 2 has a -2 penalty, etc.). Certain exceptions apply.

Armor Qualities
Aquatic: Ignore penalties for operating in or underwater
Bargain: Decrease cost by 1
Bulky: Increase armor penalties by 1
Cumbersome: Initiative suffers a -2 penalty
Expensive: Increase cost by +2
Fragile: If attacker gets a Boost, it breaks
Heavy: Increase armor by +2 and armor penalties by 1. Can't be Light.
Light: Lower armor penalties by 1. Can't be Heavy.
Practical: Only takes 1 action to equip instead of 1 minute
Resistant: Increase Armor by +1
Subtle: Looks and feels like ordinary clothes
Shield: +2 on Block/Parry attempts. Increase Armor penalties by 1
X-proof: Increase armor by 2 against a specific damage type (i.e. Fire, Kinetic, Bullets, etc.) Increase armor penalties by 1. (Note: although armor is normally limited to 4 levels, X-proof can reach up to Armor 5 against it's specific source. X-proof can also be taken more then once: i.e. fireproof 1 and shockproof 1 for a thermal insulated suit.)

Ranges:
Grappling: Close enough to touch and grab.
Point Blank: Within 1ft. of target. Small ranged weapons receive a +3 bonus to attack and deal double base damage. Target can dodge as their defense.
Close: Within 5ft. of target.
Near: 6-15 ft. of target. Reach weapons can strike without penalty. Non-ranged weapons can be thrown at Near opponents at -2 penalty.
Far: Usually as far as on can see clearly, cannot throw non-ranged weapons.
Distant: To far to hit a target accurately. Even Ranged weapons suffer a -2 penalty.

Conditions: Sometimes you wound people. Sometimes you inflict a condition instead of straight damage. Likewise, you can accept a condition(s) to prevent dropping to 0 Health or Psyche, with the condition equal to the amount of damage prevented (Character takes 4 damage, can take the damage to Health, a condition with a rating 4 or split between the two). Conditions can be Physical, Mental, or a mix of the two. Conditions can be rated 1-5, with no character having more then four conditions, and their total rating cannot exceed 10 (You're pretty much dead at that point).

Physical Conditions:
Bleeding: To do anything physical the character must make a moderate (2) Fortitude + Medicine check with a penalty equal to the rating or take 1 damage, add +1 to the rating or cause Dazed 1 or Hopeless (+)1.
Bruised: The character takes +1 damage when struck.
Burned/Frozen: Character takes a penalty equal to the condition rating to all physical actions and 1/2 rating for mental tasks and +1 damage when struck.
Deprived: Deprived of food, water, sleep, or air, they cannot recover Health until the condition ends.
Injured: Character takes a penalty equal to the rating to all checks with a particular limb.
Knocked Out: Character is knocked out instantly and stays unconscious until the condition ends. Every day they make a tough (3) Fortitude check, on a success they lower the rating by 1.
Sensory Loss: Blinded or Deafened, the character takes a penalty to any related checks equal to the rating. You can attempt to use other senses to compensate at a -1 penalty.
Slowed: Suffer a penalty to initiative and movement equal to the rating.

Mental Conditions:
Afraid: The character is afraid and must make a tough (3) Discipline + Empathy check against Fear at the beginning of each round on contact with the source of their fear. If the fail they lose their action. They suffer a penalty to the check equal to the rating.
Confused: Disoriented and befuddled, the character subtracts successes from checks equal to the rating.
Convinced: The character finds themselves believing almost anything their told, suffering a penalty equal to the rating to detect untruths, often believing obvious lies and doing what they're told.
Dazed: Dizzy and imbalanced, the character forms a skill combo but only uses the higher of the two, and a failure while Dazed is treated as a Critical Fail.
Embarrassed: Embarrassed or shamed in front of people whose opinions the character respects, they take a penalty to social checks equal to the rating, and 1/2 rating for everyone else.
Hopeless: The character has lost morale. Suffering a penalty equal to the rating to aggressive actions and cannot recover Psyche until the condition ends.
Overwhelmed: The situation has gotten the better of the character and going on can lead to mental break. Mental tasks require a moderate (2) Discipline + Empathy check at a penalty equal to the rating or take 1 Psyche damage, adds +1 to the rating, or causes Pain (+)1 or Unconscious 1.

Crossover Conditions:
Broken: Suffer a penalty to a specific skill equal to the rating.
Drunk: When forming a mental skill combo, the character only uses the lower skill. (Doesn't apply towards checks against Fear). Physical actions take a penalty equal to the rating, with a failure knocking the character prone.
Dosed: The character is affected by a poison or potion for as long as the Dosed conditions lasts. The actual effects are based on the concoction used.
Pain: Character takes a penalty to checks equal to their current damage. A character with 3 damage to Health and 2 damage to Psyche would have a -3 penalty to physical actions and a -2 penalty to mental actions. The character can attempt s moderate (2) Discipline + Fortitude check with a penalty equal to the rating to ignore the penalties for a round.

Medical Treatment: Healing is hard. Characters can only treat wounds up to Medicine Skill x2 for damage and equal to Medicine Skill for conditions. The right circumstances can raise these limits, likewise the wrong ones can lower them. Trying to treat yourself imposes a -2 penalty.

-Damage: The healer makes a moderate (2) Medicine + (appropriate skill) check. Success heals 1 to either Health or Psyche. On a Boost, heal 2 or 1 to both.

-Conditions: To heal a condition make a tough (3) check similar to healing damage, but with a penalty based on the type of condition being treated: Light (-1), Lasting (-2), or Heavy (-3). Success lowers the condition rating by 1, and a Boost can also heal damage of the same type. Treating Conditions may require specific tools or environments.

Natural Healing: Of course you may wish to just let things be and hope they'll work themselves out on their own. A character naturally heals (Fortitude)/2 Health and (Discipline)/2 Psyche a day.

-Healing Conditions: Depending on the severity with 1 being shaken off relatively quickly, and 5 taking a a lot of time.
Light Conditions (Rating 1): Lasting less then a day, not too bad, but something to watch out for.
Lasting Conditions (Rating 2-3): Conditions are ongoing, lasting a number of days equal to the rating. A Rating 3 condition will take 3 days to heal before dropping to Rating 2, needing 2 more days before dropping to Rating 1.
Heavy Condition (Ratings 4-5): Hardest to heal and get over, lasting up to weeks.


Actions: When in a battle or otherwise you have actions one can take, Mental or Physical.

Physical Actions:
-Inflict Harm: Attack with your fists or weapons. Generally uses Fighting or Marksman skill.
-Disarm: If successful, disarm a target of any weapon they may have in their hands.
-Grab/Break Grab: A fighter grabs an opponent and grapples them. The grabbed suffers a -1 penalty to all physical actions per character holding them. If they are reduced to 0 Strength, they cannot perform Break Grab. Both people in a grab may attack the other with a +1 bonus but Might is the primary skill used.
-Knock Back: Attempt to knock the opponent away. If successful target stumbles (Attacker's Strength - Defender's Strength) x5 feet away. If this is more then 20 feet, they are also knocked down. Target only takes 1 damage, but may take more from falling into other objects or being slammed into walls depending on the surroundings.
-Knock Down: Knock the target prone. Only inflict 1 damage, but the target must take an action to stand.
-Protect: Put yourself in front of an oncoming attack intended for someone else, taking full damage, -1 damage for every 2 successes the check.
-Retreat: Run away at movement x10
-Rush: Move at Movement x 10 towards an opponent, but only Inflict Harm, Knock Down, Knock Back or other physical action from styles/abilities. Attackers suffer a -2 to hit the character in motion, and the character receives a +2 to hit and a +1 damage bonus. They can negate their damage bonus to activate a Knock back effect instead with a +3 to their strength.

Physical Defenses:
-Block/Parry: Stop an incoming attack with one's body or weapon. If blocking a weapon with one's body, defender suffers a -2 penalty.
-Brace: Instead of defending, the character braces for impact, allowing them to use their (Fortitude/2) as armor, reducing the damage to a minimum of 1.
-Catch: Attempt to catch something the opponent drops or throws. -2 penalty if attempting to catch something sharp or spiked.
-Dodge/Evasion: Duck, dip, dive, dodge. You get out of the way of an attack.
-Find Cover: A dash for any nearby (within movement) cover which is applied to the attack. GM determines if cover can withstand the whole attack or if it goes through for 1/2 damage. If further away, attacker suffers a -1 penalty to attack.

Mental Actions:
-Compose: Take a moment to compose yourself, for every 2 successes they can ignore 1 mental damage.
-Encourage: Step in with a word of encouragement to a struggling ally. Target can ignore one of their conditions ratings equal to successes gained. Ex. If the target has Overwhelmed 3, rolling 2 successes means they treat it as rating 1 instead.
-Escalate: Screaming "Fire" in a crowded building, telling unbearable stories to someone already depressed, saying just the thing needed to push someone over the edge. Increases the level of existing conditions.
-Fast Talk: If you can't dazzle them with your brilliance, baffle them with your bullshit by talking around an issue or over-explaining with confusing jargon to get the outcome you want.
-Frighten: Stare your target down and intimidate them. Causes an Afraid condition or Psyche damage.
-Mislead: Twist your words, add implied meanings just beneath the surface. Success distracts the intended target, creating a -2 penalty to defend against your next mental attack. Failure means the veiled statement is out in the open, causing 1 Psyche damage to the character instead.
-Present Evidence: Take out a piece of evidence to help their argument, for +1 mental damage. Harping on the same evidence only lasts so long, bonus lasts for (Knowledge) turns.
-Provoke: Get the target to do something. Success means the target obeys, failure means the character takes 1 mental damage.
-Read the Room: Get a feel for the dispositions of everyone in the immediate area. Success grants a +1 to the next Escalate or Frighten check. Failure drops their initiative by 3 as they took to long staring at people.
-Retreat: Anyone can walk away from an argument, it takes talent to do so without the other party chasing to continue the argument. Success means the character bows out gracefully, failure means 1 mental damage and Embarrassed 1 condition.
-Shout Out: Call out to an ally with an order, a suggestion, or some other statement. Can say up to (Deception) sentences without appearing to withdraw from the conversation at hand.
-Take Something: A simple statement can often be enough to steal someone's thunder, gain someone's trust, or alter their perception of truth. Hopeless condition often accompanies this attack.
-Taunt: Let out a quip or insult to infuriate the target. If successful, it hits home and gains a +1 to Fast Talk (either to change the subject or to continue with the insults). Failure gives the target +2 initiative next round and may lead to a physical fight.
-Uncomfortable Silence: Use your turn to make things uncomfortable for everyone. This can create opportunities for allies, or just stall. The character can assign a -1 penalty per success to the initiative value to anyone involved in the battle of wits. If anyone is reduced to Initiative 0, they lose their turn, if the target has already gone, the penalty is applied next round.

Mental Defenses:
-Big Reveal: Character shares their computer screen, pulls out an important document, or reveals a secret that throws their target off. If the attacker is using Fast Talk or Take Something, then any successes the defender gains over the attacker counts as damage.
-Give the Signal: Success means they deliver a secret message to someone with a simple hand gesture or codeword hidden in their normal statements. If the character also used Composure, they ignore 1 damage per success (instead of every 2 successes).
-Laugh it Off: They appear like they have no care in the world, laughing off even the most volatile vitriol.
-Stand My Ground: The defender matches the attacker's intensity, taking it all in, but never wavering.
-Turn it Around: Whatever the attacker said, the defender finds some way to turn it around and gain the offensive. Successful Defense gives a +1 bonus to damage on their next attack or +2 initiative bonus if they've already acted this round.
-Um, Actually...: If the character has info on the topic the attacker does not know, now is the time to straighten their glasses and let the big brain out. When used correctly, this adds (Knowledge)/2, rounded up, to their next defense check.

Henshin Powers!
Warrior of (Spirit) forms are powerful. You are stronger, tougher, faster, and overall just better:
++In this form, MC gains Armor equal to Partner Spirit's Fortitude (Dusk: 2) without the usual penalty for armor. (It's magic!) Your current weapon now has the Chain, Heavy, Master-Crafted, and Unpredictable qualities.
++In this form, MC adds +2 to all rolls. This means a roll of 5 or 6 is now a success, and 8+ count as two (2) successes.
++Both MC and and Partner Spirit add their skill to rolls.
++Additional abilities granted depending on the Partner Spirit.
--This form can only last for a number of rounds equal to the combined Fortitude of the MC (3) and Partner Spirit (Dusk: 2) (Currently 5 rounds)
--Upon leaving this form you will immediately have the Exhausted (1) condition: a penalty to all action equal to the number of rounds spent in Warrior form.

Additionally, this form grants Dynamic Actions, that allow you to do additional things on your turn or during another's turn. As a Warrior, you gain 1 free Dynamic Action plus 3 dice for possibly more each round. (These dice are unaffected by Warrior's +2 ability)

Dynamic Actions can be used for:
-Counter Attack (1): After a successful defense check, a dynamic action can be spent to make an immediate an immediate standard action as a counter attack. It must be some form of action against the initial opponent.
-Deeper Cuts (1): Add +1 damage to any successful attack. Only once per attack, per target.
-Enhanced Attack (1): Spend one dynamic action for a +2 bonus on the attack roll.
-Retreating Attack (1): Sometimes the opponent wants to run away from you. Spend a dynamic action to make an attack on the fleeing coward. Usually a Moderate (2) check unless terrain or circumstances make it harder.
-Enhanced Defense (1): Spend one dynamic action for a +2 bonus on the defense roll.
-Thicker Skin (1): Spend one dynamic action to negate 1 damage taken. No limit on the number of dynamic actions spent this way.
-Extra Actions (1): Spend dynamic actions to gain extra standard actions. You can take a number of actions on your initiative equal to (Speed), every action past suffers a -2 to initiative. (If the character has Initiative 7 and Speed 3 they could spend two dynamic actions to take 3 actions at initiative 7. If they spend 4 dynamic actions, their fourth action would be at Initiative 5 and fifth action at Initiative 3.) The only limit to dynamic actions spent this way, is the number of actions to spend, and the character cannot go below Initiative 0.
-Ignore Condition (1): Ignore the effects of all active conditions (like Bleeding or Pain) for one action.
-Initiative Manipulation (1): Can add +2 to your own initiative for each dynamic action or -2 to an opponents initiative for each dynamic action.
-Interrupt (2): For two dynamic actions, disrupt the action of somebody you dislike. Can only be used one per round.
 
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[X] Try to find out why aren't there any other spirits?
Sorta, but not quite like, how Five Days Darkness (a very powerful god in the Exalted setting in his own right) is quite fond of the Solar Exalted because he is in many ways The Unconquered Sun's shadow and natural healing only occurs while you're resting.
Not just "in many ways", at least as far as I know. Five Days Darkness is literally the shadow of Sol Invictus, the law written into Creation that all things must have a shadow so immutable that not even the embodiment of the radiant sun itself is exempt.
 
Most important first step:

[X] Give Dusk a pep talk
-[X] "If there are no spirits, we're in a new place (maybe a new world?). I know the thought terrifies you--it does me as well. But because this new place can be anything, I need your head in the game. One step at a time, okay?"
-[X] "We'll do some casual exploration, then ask passerby where to find knowledge about current events. I might need your Fatigue abilities if things go sour."
-[X] Provide other simple tasks and goals to distract him--and, honestly, yourself.
 
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[X] Give Dusk a pep talk
-[X] "If there are no spirits, we're in a new place (maybe a new world?). I know the thought terrifies you--it does me as well. But because this new place can be anything, I need your head in the game. One step at a time, okay?"
-[X] "We'll do some casual exploration, then ask passerby where to find knowledge about current events. I might need your Fatigue abilities if things go sour."
-[X] Provide other simple tasks and goals to distract him--and, honestly, yourself.
 
You're about to ask just what is going on when Dusk speaks up, "We are alone."

Frowning, you look around the empty streets. Obviously there's no one around, which you point out only to be rapped on the head as Dusk continues "Not that, I can sense no other spirits, no mana, eidolons, daemons, or any other kind. We are alone. I am alone..."
Either they're in some kind of pocket dimension, like Witch's Lair in Madoka, or something has really gone wrong in the world. Maybe a world where the magical girls lost to the evil and now lead the resistance?
Before you can say anything, Dusk's colors seem to run, their form blurs at the edges, and it becomes hard to focus on them. Dusk seems to want to go unnoticed for now, which you wouldn't mind if not for their 50 pounds upon your shoulders, and their seeming determination not to move.
That's a heavy critter.


[X] Try to figure out where you are?
 
. Maybe a world where the magical girls lost to the evil and now lead the resistance?
Why would something have to be wrong for there to be no mana, spirits or daemons? For all we know, mana, if it's exactly what it sounds, chaos never existed in large quantities outside of magical girls. It's sort of even in their name, magical girls, girls with the only large source of mana, and the daemons and spirits that Dusk refers to could be the enemies the MGs fight off to protect humanity.
 
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