It has been twenty years since the Yokai made themselves known on the Eve of Blood and the world is in chaos. Though humanity clings on, they have been fragmented and the Monsters drive humanity ever closer to oblivion. But not all is lost. Creatures known as Companions bond with and gift certain humans miraculous power that allows them to fight the Monsters on equal footing. Such people could only be described as Miracles.
And you are one of these Miracles, recently bonded to a Companion. How this story ends is up to both skill and chance. Good luck and keep ahold to your humanity, lest you drown in despair like those who came before you.
They made themselves known on the Eve of Blood. When twisted parodies of nature and humanity first made themselves known as the world celebrated the dawn of the twenty-first century. They slaughtered without regard to whom their victims were. Corpses piled as high as the skyscrapers of New York, blood flowed down from the streets of Cairo and into the river Nile, and the Cherry Blossoms of Tokyo were dyed red.
Militaries across Earth struck back, but the suddenness and brutality of the slaughter left them woefully unprepared. Soldiers were driven into madness by the eldritch chants of robe-clad undead. Tanks were crushed under foot by salivating and armored giants. Battleships were ripped in two by shadows lurking under the water. It would have taken a miracle for anyone to survive until the break of day as the entities ran rampant.
And a miracle did come in the form of the Companions. Seemingly normal animals or toys that gifted otherworldly powers to those whom they bonded too. No one knows why they appeared at the height of the Eve of Blood, but regardless of their reasons, they and their bonded humans pushed the monsters back. Hordes of the walking dead were flash-freezed. Bonded soldiers pressed the attack as their wounds healed in mere seconds. Mere children wrestled towering beasts to the ground. Such people could only be described as Miracles.
It has been twenty years since the Eve of Blood. The creatures have gone by many names. Monsters, demons, jinn, yokai, but no matter their naming, they have waged an unceasing war against humanity. Regions already on the brink have been pushed into complete chaos, where warlords carve nations for themselves and the people left to fend for themselves. Democracies across the world have seen their populace exchange liberty for security and the all-enveloping reach of militaries. Above it all, the Miracles stand as a pillar of hope and a line of defense against the Monsters.
You are one of these Miracles, recently bonded to a Companion. You find yourself with incredible powers at your fingertips. Yet you also stand in a world where desperation consumes the hearts of men and eldritch monsters utilize every tool at their disposal to carry out their unknown aims. How this story ends is up to both skill and chance. Good luck and keep ahold to your humanity, lest you drown in despair like those who came before you.
Character Creation Part One
Country of Origin: Each country has responded differently to the emergence of the Miracles and the Companions. Many have integrated them into their respective militaries. Some countries revere Miracles as celebrities and heroes to aspire to. Others, however, clench their teeth and tolerate them as they are useful, but otherwise seethe at their existence. Your country of origin will determine how the local populace responds to your presence, determines what opportunities present themselves, and permit unique advantages and disadvantages.
[ ] The United States
Joint-Combined Arms: The United States has become increasingly militaristic in response to the Monsters. As such, the military-majority government has leveraged the U.S. decades of experience and military-industrial complex to integrate the Miracles into the military. Miracles are often accompanied by squads of battle-hardened soldiers and call fire support to rain death upon the Monsters. Americans react to Miracles much like how they react to any soldier, perhaps even more so.
You'll never have to worry about food or shelter and you receive a paycheck twice a month to spend as you please. You'll also have your own squad of fellow Miracles to assist you on missions and fight alongside other branches of the U.S. armed forces during operations. Americans will treat you like a war hero just by virtue of being a Miracle, allowing for discounts at your favorite fast food joint, cutting in line at games, and receiving care packages when you're deployed.
But such benefits come at a cost. Your life is strictly regimented and you are expected to follow the chain of command. And many dissident factions will detest you for your part in the military. Yes, you can always desert or defect, but such an action will have consequences.
[ ] Japan
Celebrity: Japan was hard hit in the years following the Eve of Blood as a result of its nature as an island nation. Despite the hardship, they have endured thanks to their cooperative culture and their hard-working Miracles. Thus many Miracles have found themselves in the spotlight as two decades of media and propaganda have centered around them to drum up support.
You'll find yourself shooting straight up on the social ladder by virtue of your nature as a Miracle. You will find connections across the upper crust of Japan and the populace will recognize you as your face becomes ever-more known, allowing for certain allowances otherwise not permitted in Japanese culture. You can also capitalize on your popularity to sell merchandise like many other Miracles to ensure a more steady income.
Unfortunately, popularity has its downsides. You're expected to uphold the image of a stalwart defender no matter what you're feeling and breaking this image will have negative consequences. Furthermore, your fellow Miracles will be harder to befriend as a result of fierce competition and a social ladder.
[ ] Egypt
Detested: Egypt was especially hard-hit in the years following the Eve of Blood. The already unstable region collapsed into chaos and many took their frustration out on the Miracles because of their supposed connection to the Monsters. Yet such hatred would lessen when the Egyptian Caliphate would rise to power. The Caliphate cracked down on anti-Miracle sentiment and spread pro-Miracle propaganda, though were unable to integrate them due to the instability in the new government.
Yet even after a decade, many Egyptians remain skeptical of Miracles. Many will not be kind should your identity as a Miracle become known. People will be less inclined to interact with you, storekeepers will price-gouge their products, and certain groups will use you for their own benefit at your expense or outright attempt to kill you.
But such distaste is not without its benefits. You'll find it easier to befriend your fellow Miracles as a result of social isolation. Many have formed tight-knit groups and it's not unusual for such groups to receive jobs as a result of the instability in the country. But perhaps the most prized advantage is that Miracles have greater freedom in Egypt than most other surviving countries due to the chaos still engulfing the region.
How did You Bond with Your Companion?: Companions bond with people regardless of circumstance. For some, it happens when they're at their lowest or on the edge of death. For others, it's simply a normal day when their Companion hops on their shoulder and willingly bond with them. Regardless though, there are two common factors across all Bonds. The person must be willing to accept the powers when the Companion appears and the other is that the Miracle is a good person, as nebulous as such a thing is. So, how and why did you bond with yours?
[ ]Edge of Death: There was never a choice for you. After all, that Monster left you for dead. Were it not for your Companion appearing, then you would've just been another statistic in a Monster attack.
[ ]The Strength of Will: All the death and misery around you was suffocating. You wanted to help, to heal those suffering. So when your Companion hopped on your shoulder and you felt a questioning nudge, you simply nodded. And that was that.
[ ]Rescued: Not everyone views the Companions positively. You came across a group of people kicking and beating a Companion and with a little trickery, got those people away. But it left the Companion bleeding on the ground. You nursed it back to health and, well, you got attached. Before long, it bonded to you with all the perks of being a Miracle.
[ ]Vengeance: A Monster attack killed someone you loved and left you with a burning hatred for the creatures. So when your Companion appeared before you, you accepted without a second thought.
[ ]To Protect: You love your family, but you lacked the strength to protect them with the danger all around you until your Companion bonded with you. And now you have the strength to protect your family. To protect everyone you love from any danger.
[ ]Write-in: Got another idea or want to modify the presented options? Write it in! Do note I will veto any scenario I deem unfit.
Your Power: Companions are unusual creatures, whose origins and purposes are unknown. Yet when they bond with a human, that person is gifted with incredible power. All became faster, stronger, smarter, better, but each one has a magical ability. When you first bonded with yours, how did your magical power manifest?
[ ]Dancing Flame: Your power is fire, all-consuming yet purifying. You can summon great balls of fire, surround yourself in a wreath of protective flame, or cleanse yourself and allies of aliments.
[ ]Anarchy Rainbow: Your power is color, chaotic yet conforming. You can manipulate the colors and hues of the world, confusing enemies with a whirlwind of hues and stripping the color out of illusions.
[ ]Mended Bonds: Your power is to restore the broken, discarded things. You can summon phantoms of the past to serve as allies in combat, mend items once broken without need of parts, and speak with ghosts willing to have their souls restored for a time.
[ ]Fluid Flesh: Your power is flesh, weak yet fluid. You can manipulate your own biology or those of (un)willing to improve or degrade their functions or breathe new vigor into the weak.
[ ]Emotional Equation: Your power is emotion, rational yet irrational. You can control your own emotions and different emotional states will confer different bonuses and maluses such as anger empowering your strikes while making you more prone to missing your target.
Your Companion: Your Companion is your source of power. Its death would see you stripped of your powers so take care to ensure its survival. Yet it can also be a useful ally to take on your adventures as each Companion has their own minor power. What is your Companion's power? Pick one.
[ ]Plain: For whatever reason, they seem to be ignored by most people and even the Monsters, allowing for them to hide in plain sight in most circumstances.
[ ]Danger-sense: They seem to have a knack for detecting danger, alerting you to any hidden foes or hazards.
[ ]Sin-Eater: They can take on debuffs and maluses afflicted upon you, though not to the point of severe injury or death.
[ ]Lucky Charm: They seem to bring good luck wherever they are, allowing for better outcomes of certain actions.
[ ]Loot Finder: They have an uncanny ability to find useful items in the most unlikely of places.
Hey, hey people. Welcome to Critic Ham's first ever Quest. Wanted to do one for a while now, but I had several ideas and eventually landed on 'dark magical hero' and went from there. It took a while, but eventually I got it and the idea was refined with help from the fine folk on the Sufficient Velocity Discord quest channel. Now I can post this with only moderate stage fright!
But first things first. This is intended to be mature with dark themes about humanity fighting off creatures that seem to want nothing more than to slaughter them all. Yes, there's Magical Girl/Superhero themes, but things aren't looking bright. People are going to do awful stuff, governments have become increasingly tyrannical, and extremism is on the rise all over. And I'm not going to shy away from the effects of such things like drug abuse. The more sensitive stuff I will, however, keep it on the down low, mostly because I believe I can't handle it appropriately at this time.
So bear such things in mind. If, for whatever reason, you feel as though I am not handling the mature themes with the appropriate care then let me know and I'll review things. Now I might not come to the same conclusion, but I nonetheless appreciate such things.
A 1d100 will be rolled against a certain check. For example, the DC is 25/50 and in order for a successful outcome to occur then the 25 must be passed and for a critical success then it must pass the 50. Modifiers such as Proficiencies and the condition of your character can affect the DC. For example, being knowledgeable in medicine will reduce a DC of 50 by a certain amount while having a grievous wound will increase the DC.
Stress and Death
Stress is the measure of how well-mentally a person is. The more of it there is and the longer it stays, the more issues will begin to manifest. At low levels, it's manageable with irritability and increased tiredness. However, more issues will begin to appear the higher it becomes which can result in a mood break if left unattended for too long.
A mood break is a devastating condition where the PC will not follow the Players' plans at all. The PC may go on a rampage, attacking those they perceive to be threats or become catatonic for a period of time.
Thus it is necessary to maintain a healthy coping mechanism in dealing with stress. A number of things can reduce stress, be it simple rest or taking up a musical instrument. Stress can also decay naturally over time so long as the PC is in an environment considered safe. I.E. not in a war zone or constantly worrying for their health. The PC can also build a tolerance to stress, allowing them to better handle it and reducing the amount gained. Though be warned, certain things such as dying will always be stressful.
Dying need not be the end as your Companion will revive you as many times as needed. However, this is not without consequence. Revival is an inefficient process with non-fatal wounds and aliments persisting after being revived on top of the stress of dying. Your Companion also uses up a portion of their magic to revive you which leaves you weaker and each revival will take longer with more wounds and aliments piling on. Die enough times and you may find that years have passed since your last death. However, your Companion will replenish their magic over time so you can stay in the fight even after death, just with a few dozen wounds to bear.
Just keep in mind that your Companion is vulnerable while reviving you. Ensure you have a safe place or allies to safeguard it lest it is captured or killed.
Stress will not be displayed as a meter, but instead through a character status which will let players know of how the PC is currently feeling.
Combat
Participants in combat will roll opposing 1d100 against one another. The one who rolled higher will successfully execute their action with varying levels of effect depending on how great the difference between the rolls are. Certain traits and modifiers can modify the DC against an opponent, but such information may not always be available and must be learned through observation, learning, and/or doing a certain action.
Proficiencies
A proficiency represents a character's overall skill and knowledge pertaining to a certain topic or ability to do a certain action. It reduces the overall DC so the higher in rank a proficiency is, the lower the DC becomes. There are several ways of increasing proficiency rank, from training and learning to more dubious ways that could have adverse effects.
[X] Plan: Army of Ghosts
-[X] Japan
-[X]Rescued
-[X]Mended Bonds
-[X]Loot Finder
Minion-mancer MG is go!
I like the idea of having troops to command. Granted, US would be better for that since we'll have both living and dead soldiers with us, but it's a magical girl quest! I have to pick Japan!
-[X] Japan
-[X] To Protect
-[X] Emotional Equation
-[X] Lucky Charm
Was there ever any other choice for a Mahou Shoujo quest? Regardless, having luck on your side while blasting monsters apart with irrational, emotional attacks seem liked the way to go.
On second thought, I really like this concept for a dark magical girl quest. Someone who can freely manipulate their emotions working within a template and industry where a MG must never lose hope and forever remain an optimistic shining beacon of positivity is great.
it sounds like a really good character for the exploration of the character archetypes you typically see in magical girl anime.
My brain when I'm about to post: What if people don't like it!
Me: Don't worry, people will like it!
*Checks in after waking up*
Me: See, people are at least interested in the Quest.
My brain: Oh no, now we have expectations to uphold!AAAAAH
Me: There's no satisfyingly this thing.
But anyways, it's good to see the character plans getting posted, few as they are right now. If ya got a question about something, please ask especially if I made something sound too vague. Of course, certain topics such as where the Monsters came from will receive a non-answer cause that would ruin several things.
You know what? I love this one. It's pretty much exactly what I was going to suggest!
Also really looking forwards to this Ham! (Or do you prefer to be called Critic?)
As a long-time fan of magical girl stuff, I'm glad to get in on this quest from the start!
You know what? I love this one. It's pretty much exactly what I was going to suggest!
Also really looking forwards to this Ham! (Or do you prefer to be called Critic?)
As a long-time fan of magical girl stuff, I'm glad to get in on this quest from the start!
Thanks for the interest! Either works fine. Ya can even use Ham for punny names, just not hamburger. I maybe edible, but I prefer not feeling that way.
Was tempted by loot, then i was convinced for the emotional equation, was between this one and the other for the obvious synergy with removing the debuffs with sin eater, but the "manipulation of your own emotions to never lose hope" plot was too interesting, and extra luck with a quest can lead to crazy and interesting stuff.
[X] Plan: Speaker for the Dead
-[X] Egypt
-[X]Rescued
-[X]Mended Bonds
-[X]Loot Finder
Having the ability to summon the ghosts of one of the oldest civilizations on Earth seems really cool to me. I also like having the freedom that an Egyptian origin allows for with abilities that encourage us to be self-sufficient.
I'll also vote for any other plan that has Egypt, haha.
[X] Plan: The Cleansing Flame
[X] Plan: Mood Swings
[X] Plan: Speaker for the Dead
-[X] Egypt
-[X]Rescued
-[X]Mended Bonds
-[X]Loot Finder
Having the ability to summon the ghosts of one of the oldest civilizations on Earth seems really cool to me. I also like having the freedom that an Egyptian origin allows for with abilities that encourage us to be self-sufficient.
I'll also vote for any other plan that has Egypt, haha.
[X] Plan: The Cleansing Flame
[X] Plan: Mood Swings
I should have made this clear in the intro post, but I assumed Questers would vote only once since the Quests I read don't seem to have players voting more than once or switching to another vote. So to make things clear now, players may have only one vote and change said vote.
I hope this has made things clearer now and I apologize for any confusion.
I should have made this clear in the intro post, but I assumed Questers would vote only once since the Quests I read don't seem to have players voting more than once or switching to another vote. So to make things clear now, players may have only one vote and change said vote.
I hope this has made things clearer now and I apologize for any confusion.
So I spoke with some folk on the SV Discord about this and I learned something called approval voting which is basically voting for multiple plans. I had not considered this before. After some discussion and thought, I'll allow multiple votes for different plans. I really should have given some thought to this, but I'm still new to the whole quest thing so I ask for mercy for any mistakes I make.
EDIT: Also forgot to add, voting will close at 9:00 PM EST.
So I spoke with some folk on the SV Discord about this and I learned something called approval voting which is basically voting for multiple plans. I had not considered this before. After some discussion and thought, I'll allow multiple votes for different plans. I really should have given some thought to this, but I'm still new to the whole quest thing so I ask for mercy for any mistakes I make.
EDIT: Also forgot to add, voting will close at 9:00 PM EST.
Ok, so good news is that the second part of character creation is done, it just needs refinement and review. So if everything goes well then it should be out before the end of the week.
Bad news is that things aren't going so well as I recently received news that my dog is suffering from kidney disease and the prognosis is not looking good. Me and my family are hoping that he gets better with medications, but he's an old dog and suffering from a other issues that make his life difficult. So it was recommended to euthanize him if he doesn't recover. I'm hoping he recovers, but if he doesn't, I'll need time to prepare and handle the aftermath so the Quest will likely be put on hold. Might disappear for a while. Or I'll end up writing more to put my emotions on paper.
So, uh, here's to hoping he recovers. And if he has to be put down then I'll dedicate an omake to him so he's immortalized on the internet.
Japan, Land of the Setting Sun/Character Creation Part 2
Winning Vote- Long Live Idol Stars!
-[X] Japan
-[X] To Protect
-[X] Emotional Equation
-[X] Lucky Charm
Japan, Land of the Setting Sun
Japan almost collapsed like many of its neighbors in the years following the Eve of Blood. Its status as an island nation made acquiring resources difficult and the crippling of trade by sea-borne Yokai further starved Japan. Pirates, warlords, and those with a grudge did not make life any easier for the Japanese. Raids and massacres along the coasts became distressingly common as suicide rates skyrocketed to the point where people became accustomed to see the occasional corpse on the street.
And yet Japan did not fall. Not when Kyushu fell to the hordes of Yokai. Not when Ainu insurgents expelled the Japanese out of Hokkaido. And certainly not when the Yokai launched a strike into Honshu, only to be stopped by the Miracles. But Japan still falters. To this day, Kyushu remains infested with Yokai. The Ainu maintains a strong defense against Japanese attempts to reclaim Hokkaido.
Tensions brew, despair claws at the hearts of people, and challenges continue to mount. So it isn't any wonder why the government has placed the Miracles on a pedestal. They boast about the heroic deeds of Miracles, of how their stalwart defenders always bested the enemies of Japan. Of how the Miracles never lose hope, and why the people of Japan must never lose hope.
Character Creation Part 2
[ ]Miracle Alias:
[ ]Name:
[ ]Gender:
[ ] Boy
[ ] Girl
[ ] Kid
Advantages: Pick 3
[ ]Social Butterfly: People are attracted to you for your cuteness, good-manners, and confidence. You'll have an easier time in all social situations and can reroll one failed social roll.
[ ]Loving Family: Your family will love and support you, no matter what you go through. They'll stand by your side should society turn against you, shelter a friend in trouble, and so much more.
[ ]Miracle Sibling: One of your siblings is a Miracle! She's been doing this for years now and will gladly teach you all her tricks. She'll also help you deal with the popularity of being a Miracle, especially on how to deal with certain people.
[ ]Lover of Magic: You've had a fascination with the magic powers of Miracles and their Companions ever since you could remember. You've devoured every piece of literature on magic you could grab, followed blogs of Miracles, and wrote your own thoughts in a journal. As such, you have greater knowledge of all things Miracle, Companion, and Magic related, reducing all DC related to them. Understanding not included.
[ ]Friendly Monster: When you were young, you lost your way wandering a forest and came across a woman covered in… worms. Despite her appearance, she was friendly and guided you out of the forest. Since then, she has claimed the forest as her own and seems to have taken a liking to you. She'll help you out from time to time and give unusual, but helpful gifts. And for some reason, the Yokai stay as far away from her forest as possible, allowing you a place of solace and peace from them.
[ ]Yakuza Family: Your family are high-ranking members in a Yakuza syndicate that arose in the years following the Eve of Blood. You'll have underworld connections and the local populace will hold you in regard alongside other benefits. You are still expected to uphold a certain code even in this day and age, but you're a Miracle, people who have good hearts. Being a Yakuza won't conflict with that, right?
-Mutually exclusive with: Yakuza Debt
[ ]Indie Singer: You are a hobbyist singer in your spare time and you attracted a small following. Your established popularity, small as it is, will get your foot in the door and you can incorporate your singing into your Miracle identity, not to mention the potential profits of being a Miracle Idol! Of course, you'll still have to deal with the downsides of being an Idol, but at least you're not like those poor corp Idols.
-Mutually exclusive with: Corporate Idol
[ ]Official: One or both of your parents hold a high-ranking position in the government. You can take advantage of this by asking them to direct certain resources to you to help with your Popularity and smooth over any wrinkles that might appear. Alongside other advantages of having parents in the government.
[ ]A Second Companion: You bonded with another Companion, an incredibly rare occurrence. As such you gain a secondary power and your second Companion will have its own minor power alongside a secondary power boost. But know this, the Yokai will identify you as a threat that must be eliminated and jealousy from your fellow Miracles will make your life ever harder. Not to mention all of the scientists ready to swarm you with questions.
-[ ] Write in your secondary power and second Companion's ability.
[ ]Something That Should Not Be, Yet Is(Allied): You found someone who was, well, lost and confused. They seem to have no idea that the world is under attack by otherworldly creatures and possess technology you've never seen before.(Seriously, you didn't know that phones could have screens that responded to touch!) But you helped them in their time of need and they're ever grateful for the help.
-Note: This option dislodges a character from an established media and opens up unique content pertaining to that media. This character is randomly chosen.
Disadvantages: Pick at least three. For each additional disadvantage you pick, you may pick another advantage.
[ ]Delinquent: You fell into the 'wrong' crowd and found yourself engaged in brawls and disturbing the peace. Nothing like the Yakuza, but your rebellious nature will be frowned upon and you'll find it difficult to befriend your more conforming Miracles.
[ ]Exploitive Family: For one reason or another, your parents have exploited your talents for the gain of the family. They will exploit your nature as a Miracle to further the power of your family, even if it comes at your own expense.
[ ]Foreign Parents: Your parents came to Japan in search of a better life and had you shortly after. But despite being born in Japan, many Japanese still discriminate against you and your fellow Miracles are likely to do the same. Though it may be possible to play into your 'foreignness' to climb the Ratings.
[ ]Sickly: Most diseases are cured when a person becomes a Miracle. But not yours. Not even lessened. And though it hasn't been getting worse, it still persists and causes problems, making your life more difficult than it should be.
[ ]Rival: You have a rivalry with another kid so intense that any attempts at resolving it have utterly failed. And now your rival is a Miracle too. They'll no doubt try to show you up at every turn, train hard to be better than you, and gloat at your failures. And should you prove to be the better one over them for a period of time, they're bound to do something dangerously stupid.
[ ]Yakuza Debt: Your family owes a debt to the Yakuza and there will be severe consequences should the deadline pass without the debt being paid. And your status as a Miracle will certainly be of interest to them.
-Mutually exclusive with: Yakuza Family
[ ]Corporate Idol: Corporations are rare these days, but they still exist and several employ Idols as a part of the government's entertainment campaign. You're one of these Idols. Though you'll certainly have the perks of being an Idol, your freedom will be greatly restricted, you're a slave to PR, and your status as a Miracle will be exploited for all of its worth.
-Mutually exclusive with: Indle Idol
[ ]Limited Reserves: Most Miracles have an endless amount of magic to call upon for their powers. Not you though. You have a limit on how much magic you can draw upon before you are forcibly reverted back to your normal form, leaving you powerless and must wait while your reverses recover. It may be possible to increase the limit, but a cure seems unreachable.
-Note: Your reserves do not increase if taken with the Second Companion advantage
[ ]Hunted: A dangerous Yokai has taken an interest in you. It will appear at inconvenient times, learn your tactics at an accelerated rate, and actively hunt you down regardless of where you go. And you have a feeling It isn't seeking to kill you either…
[ ]Something That Should Not Be, Yet Is(Thrall): Shortly after you became a Miracle, you saw someone standing still save for the occasional twitch. You couldn't see their face because they wore a mask… that looked like it was nailed into their skull. They fled before you could get closer, but you get the feeling you're going to see them a lot more in the future…
-Note: This option dislodges a character from an established media and opens up unique content pertaining to that media. This character is randomly chosen, but said character is no longer in control and saving them will be difficult. If picked alongside the Allied option, then this character will originate from the same media.
So, uh, I had time to review this since things have happened and I think it's good enough.
You have 48 hours to vote. Plenty of time to plan and discuss. If anything isn't clear or you have questions/comments then please post them. I'll be around, just lurking about.
Of how the Miracles never lose hope, and why the people of Japan must never lose hope.
But hope is such a fickle thing isn't it? It can blind a person. Set them up for failure. Drive them into despair. And it will be through despair that We shall finally break this cycle We have been imprisoned in. You simply need to submit and give Us the key.
Here is the invisitext, haven't read the update nor the text yet, just wanted to check if it was one thing or half the update was invisitext, and to quote it for those who don't want to check every part of the text or don't know the trick of clicking the eye.
[X] Plan Sparkling Idol
-[X]Miracle Alias: Passion Beats
-[X]Name: Erika Troy
-[X]Gender:
--[X] Girl
-[X]Social Butterfly
-[X]Indie Singer
-[X]A Second Companion
--[X] Anarchy Rainbow and Loot Finder
-[X]Delinquent
-[X]Foreign Parents
-[X]Rival
Getting a second companion is arguably over kill, but I wasn't there for the first round of character creation and I think it's pretty much a crime to go for the idol angle without the most flashy and colorful power available, so here I am throwing a pitch out for it. At least the additional notoriety might leverage into getting exposure for the idol career? Although, I seem to have landed on somewhat of an bad girl angle.