Shards of a Broken Sun [Megaten/Shugo Chara/Exalted]

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Every tale worth telling has a final chapter. A satisfying conclusion, the end credits, a closing curtain—whatever you want to call it. But what happens when life stubbornly refuses to fit into the neat boxes we create for it? That's the question Hinamori Amu finds herself wrestling with.

Her friends say she saved the city. A twelve-year-old psionic wonderkid defeated a malevolent organization, pulling children back from the abyss of despair and showing them the light. End of story, roll the credits. Get Hikaru into school, hug her sister, find some time to shop for clothing. Touch up her long neglected dye job. Ask her best friend Utau why she's calling her 'psionic'.

Except the world didn't get the memo. Physics is unraveling like a poorly knitted scarf, yanked apart by the collective psychic weight of eight billion souls. Guardian Charas—those mystical entities seemingly meant to be humanity's fail-safe—are starting to fray at the seams. Even Amu's baby sister is bending the laws of reality like they're mere suggestions.

So, Amu can either sit back and try to be a 'normal' girl, watching as the fabric of existence comes undone, or she can accept that the final chapter was never really the end.

Or she could go hiking with her parents, because the couch is apparently going to eat her if she doesn't.
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Prologue

Baughn

Healing-type writer
Location
Dublin
Warning, ahead of time: This story contains occasional heavy themes, including but not limited to implied child abuse, self-destructive actions, and the end of the world. They are not the point of the story, but not everyone is okay. If you go on reading, you may have a shot at fixing this.



Prologue: In Which There Are No Such Things as Ghosts

August 23, 2009

"Summer vacation. A time for lazy afternoons, unending skies, and the sweet freedom from alarm clocks," Amu narrated.The sky above was a brilliant azure, interrupted only by a few fluffy clouds. Below her was a rocky hillside, with tufts of grass peeking out here and there. The ground was a bit too steep and rocky for her liking, but not so bad that it made climbing impossible. "Not a time for hiking, but a time for lying on the couch reading manga, or hanging out with my friends, or eating popsicles." She paused to wipe her forehead, grimacing at the sweat clinging to her bangs.

Her mother turned around and raised an eyebrow.

"It's supposed to be summer vacation, Mom," she said, trying to sound pitiful and not like she was whining. "And it's like, thirty degrees out."

Her father, trudging along a few feet ahead with a camera around his neck, gave her a sympathetic look. He was wearing a bright red and yellow Hawaiian shirt and cargo shorts, not stylish even in the slightest, but comfortable for hiking. His blond hair was slicked back with sweat.

"Come on, Amu-chan," he said, giving her a tired smile. "You used to enjoy the outdoors. Do it for us. Look at Ami, she isn't complaining."

Her baby sister, a few feet away, was sitting on her mother's shoulders, staring blankly ahead. She was wearing a straw hat with a wide brim to protect her pale skin from the sun, and a green sundress. Her mind was distant.

"She's dazed by the heat, Dad," she said, frowning. "Also, she's a kid. Of course she likes the outdoors."

Amu looked up at the sky. The sun was almost directly above them, a giant burning orb. Amu could almost feel her skin sizzling from the rays. It was probably a good thing she was lightly dressed, but she was still hot.

"Look, I'm not going to melt just because we're walking," she said, sighing. "It's just, it's the last week of summer. And it's Saturday, and I could have spent the day chatting with Utau. Or sleeping. You're both making me hike in the middle of the summer."

"We're all suffering," her father said, patting her on the shoulder. "Don't worry, we're almost at the top."

Amu gave only a minor grumble. Her parents had a point. The fresh air was doing wonders to clear her mind, and it was fun complaining a little. She looked up the slope, and saw the clearing they had been aiming for, a flat plateau part way up the mountain.

"You see," her father said, smiling. "It'll be worth it, I promise. Now, come on, you're not going to let your father and sister get there before you?"

"I'm coming," she said, and took a step forward, following the path her father had tread.

She adored such days. The fresh air, the cool wind, and the sense of adventure as they climbed up the hill, the thrill of exploring. Her parents leading the way, their smiles and her sister's giggles, the smell of flowers and grass, it all made the trip worthwhile. No complicated thoughts, no worries, just the four of them and the beauty of nature.

The climb was relatively easy. The path was worn, and not crowded. They'd hiked this route a few times in the past, and knew where the best places were.

It was nice.

In the distance, she could see the silhouette of Tokyo Tower, standing tall amid the cityscape, its red and white framework distinctly recognizable even from afar. Further away, the more modern—recently completed—Tokyo Skytree pierced the sky, contrasting yet complementing the older landmark. Shinjuku's cluster of skyscrapers seemed like a miniature city of its own, bathed in sunlight and bustling with unseen life.

But what caught her eye most was the quiet shimmer of the Sumida River, snaking its way through the metropolis like a silvery thread. It seemed to capture the essence of Tokyo—ever-flowing, ever-changing, yet enduringly constant.

She felt the weight of her responsibilities momentarily lift off her shoulders, replaced by a quiet sense of awe and wonder. The city she'd so recently saved was indeed beautiful, and for a fleeting moment, everything felt absolutely perfect.

"Hey, are we still doing that tonight?" her mother asked, looking at her over her shoulder. Ami was still perched on her mother's shoulders, the straw hat covering half her face.

Amu smiled. "Utau said yes. She's really excited. You wouldn't think it's just a family dinner."

"I'm surprised you didn't bring her," her father said, his gaze still fixed on the scenery in front.

"She's busy..." Amu said. Her face fell slightly. "Something about a new single."

Her mother laughed. "You mean, her caretaker's making her practice. Utau is the most driven and hard-working teenager I've ever known."

"I guess," she said, smiling again. "Still, I wish I could do something to help."

Her mother reached out and gently touched her head, ruffling her hair. "You do more than enough, Amu-chan. We're proud of you."

Her smile widened, and for a good minute she simply basked in her parents' words, and their company. Every child loved their parents, of course, and every parent would have said they were proud. But to Amu, it was an extra special thing, something precious. Her parents weren't lying. Their emotions—she could feel them, like the warmth of the sun on her back. It wasn't exactly telepathy, but it was close.

Amu was an empath, a person with the ability to read and sometimes even manipulate the emotions of other people. Truth be told, that was the least of what she was. She'd never told her parents—hadn't quite realised it herself, until Utau had brought it up—but she was what people in some of her manga called a psionic, a telekinetic, a precog... it might be harder to name the things she wasn't, rather than what she was. She'd thought her charas made her special, but when they'd fallen asleep, it was like she was all of them, all of the time.

Amu didn't know what to make of the situation. All she could do was smile, and pretend that she was normal. That was the reason she was here, after all, and a little part of why she was going for a nice summer walk, instead of lazing on the couch.

She wasn't the only one. Utau, her best friend, was an empath like her. Tadase, her first crush, was a... whatever you called someone who could defend against anything, but never attack. Kukai, her buddy, was blatantly telekinetic. Ami was a mystery, and had excitedly shown her a sea shell she'd pulled out of a dream, just a few weeks ago. That same 'sea shell' was now encased in Ami's treasure box, safely hidden under her bed.

It wasn't the only one. Her bag, resting by her hip, had another. A box in her wardrobe had a gemstone with an eye painted on it, a gift from Hikaru, who'd claimed it was a ward against evil. The locket hanging around her neck contained a tiny fragment of a dream, a key that gave her... something. Well, maybe not a key—Utau had the key, Amu had the keyhole.

Amu was special, but not that special. She wasn't a superhero. She didn't fly around and save people. Usually.

Amu was normal, and had a normal life, and did normal things.

She was trying to insist on that.

It wasn't going very well.

===

"That was great," her father said, stretching his arms. "Just what I needed."

They had reached their destination. A wide clearing,where the ground was covered with lush grass. A few trees offered some shade, and a small stream burbled in the distance. Ami, having recovered from her stupor, was running around, giggling happily.

Her father pulled out a small picnic blanket, and laid it on the grass. The Hinamori family was ready for their picnic.

"This is nice," Amu said, pulling a can of orange juice out of her bag. She opened the tab and took a sip.

"Yeah," her father said. He had a grin on his face, following Ami's every move. Her mother, lying down next to him, was also smiling.

"We should do this more often," her mother said.

Amu smiled. She didn't say a thing.

She didn't need to.

It was a nice picnic. They had a simple lunch, with sandwiches, rice balls, and drinks. They didn't talk about anything much, just about their days and about what they'd been doing. Amu told a wide-eyed Ami about middle school. Ami, in turn, talked about her dolls, and about how the garden had grown, and the funny things that her classmates did—all of whom, apparently, loved her.

Eventually, it was time to go home. It wasn't an unpleasant walk back, and she got to pick a souvenir. A small doll made of twigs, shaped like a cat. She held it in her hands, smiling, and thinking about Ikuto.

When they finally got home, the sky was dark.

It was time for dinner.

Amu didn't notice the figure watching her, the shadows shifting just a fraction out of place.

***

The doorbell rang.

Amu got up from the sofa and quickly smoothed out her clothes, a black tank top and shorts, then took a quick look at the mirror. Perfect.

She smiled.

"Coming!" she called, and skipped down the hall, opening the door.

Amu's eyes met Utau's, who stood in the doorway wearing her signature confident smile. Her platinum blonde hair framed her face perfectly, and her eyes sparkled with excitement. Dressed in a casual yet chic ensemble, Utau looked like she had just stepped out of a fashion magazine—albeit a slightly edgier one.

"Hey," Utau greeted, her voice melodic even in a simple greeting.

"Hey yourself," Amu grinned, stepping aside to let her best friend in, then giving her a quick hug. "You made it!"

"Wouldn't miss it for the world," Utau said, stepping inside and kicking off her shoes.

As she walked into the living room, Amu's parents greeted her warmly. Ami, having caught a second wind of energy, bounded up to Utau and gave her a big hug, nearly knocking her off balance.

"Utau-chan!" Ami squealed, clearly delighted.

"Hey, little one," Utau laughed, picking Ami up and twirling her around before setting her back on the ground. "You've grown!"

Utau had an air of sophistication, but around Amu's family she let her guard down, revealing the sincere and down-to-earth person she truly was. And like Amu, she was so much more than what she appeared to be—a singer and an empath, yes. Amu's best friend? Also yes. Many other things as well.

'Have you heard anything from Ikuto?' Utau asked Amu telepathically. She shook her head—as did Ami, who looked on guilelessly as they both narrowed their eyes at her.

'Nothing,' Amu replied, walking over to the kitchen to prepare a pitcher of lemonade. She frowned, wondering when she'd be able to see her whatever-it-was once again. 'He's still busy with whatever he thinks he's doing.'

'He'll be fine,'
Utau reassured her, as she sat down on the couch and started chatting with Ami. "He can take care of himself."

"He'd better," Amu muttered, pouring the drink into the glasses. "Because otherwise I'll have to kick his ass."

Ami's eyes ping-ponged between the two of them, clearly curious, but not saying anything.

'Well, at least he's not running around getting himself kidnapped anymore,' Utau remarked.

'Your brother has his moments.' Amu sighed.

'What about your precognition?' Utau asked, tilting her head to the side. 'Nothing? No sign of him?'

'You know as well as I do that that doesn't work.'
Amu sighed again, 'And he's a ghost.'

It was true. When she'd first met Ikuto she'd been a little bit psychic, but nothing compared to now. When she'd first met him, she hadn't even known what to call this. She'd thought of herself a bit like a magical girl, at the same time as she'd insisted she wasn't. Well, she'd been right about that, but she still wasn't sure what she was. Not much of a precognitive, that was for sure. She could guess tomorrow's weather, but what was the chance she wasn't pulling that from some random kid who'd watched the weather report?

'...you're the one he said he'd come back for,' Utau reminded her, grinning. There was a hint of jealousy, well hidden. 'That makes him, what, your boyfriend or something?'

'Or something,'
Amu thought, and Utau relaxed. 'I still can't see past next spring.'

Ikuto wasn't a boyfriend. He wasn't a rival, or a best friend, or a brother, or any of the things you usually put into the relationship boxes. Ikuto was...

Well, Amu had a box, and the label said 'magical catboy', which wasn't a useful category for the relationship form.

He'd left on a journey, he'd said, because there was something he had to find. Something more important than his sister or Amu, apparently. She didn't know if she wanted to hug him or punch him, but the idea that he was in danger was a bit too much to bear.

At least Utau had gotten better.

'I can hear that, you know,' Utau said, then ruffled her hair. "Stop being maudlin, and let's get to the eatin'. I'm starved."

"You're always starved," said Amu out loud.

Utau smiled.

As they sat down to eat, the room filled with the comforting sounds of clinking dishes and laughter, making it easy to forget, if only for a moment, the immense responsibilities that weighed on Amu and Utau's young shoulders.

And in that moment, as Amu looked around at her family and her best friend, the girl who knew all her secrets and shared her extraordinary life, she felt a wave of gratitude. Gratitude for this simple yet extraordinary evening, for the food on the table, and most of all, for the people surrounding her.

It was in times like this that Amu was reminded—though the future might be uncertain, filled with psychic complexities and a reality threatening to unravel, these moments of simple, human connection made everything worthwhile.

Amu took a deep breath, letting the warm atmosphere settle around her like a comforting embrace. She picked up her fork, looked Utau in the eyes, and smiled.

For tonight, at least, everything was perfect.


———

The start of a new adventure is fraught with choices. The choice of protagonist is not one of them. You'll be playing as Hinamori Amu, a twelve year old, moderately normal middle-schooler going to an about equally normal middle school in a quiet corner of Tokyo.

You have one year. After that time the main plot will hit, and whatever preparations you may have made will be put to the test. Preparations for what, you may ask? Currently, you aren't expected to know—Amu has no idea either—though some of my readers may already have an idea, and I don't mind if you say.

In the meantime you'll see an escalating series of… events. It's going to be mostly up to you which ones you get involved in, though Amu will have her own opinion, and gets the casting vote in case of a tie. Write-ins are generally accepted, but will be vetoed if it's something Amu definitely wouldn't try. I'd categorise your plot options in groups of social, growth, and exploration—with significant overlap—and if you want a tip, I'd suggest balance. But that's really up to you.

In post #2 you can find a loose character sheet, which might be some guidance while you're picking through this. I'm also always open to answering questions.

For now you have two elements to vote on: A boon, and a bane. Amu's current motivation is to have a normal life,
for once, so it will be up to other people to bring her out of that.

Your 'bane' will be her wake-up call. Many of these plots go off regardless, but only one will be aimed at Amu.

Your 'boon' is simply that: A thing she's better at than end-of-manga Amu was, whether that's because of practice, or talent, or simple coincidence. You'll note she's already better at telepathy than the manga suggested; this is due to having had months of quiet to sit down and talk with Utau.

Write-ins are accepted for both. I would not necessarily recommend you tailor your boon to help with your bane, but if you're unsure, go right ahead.

Also remember the golden rule: Choose whatever sounds like an interesting story, not what maximises Amu's power.

[ ][Bane] A mysterious stalker

  • Someone, or something, has taken an unhealthy interest in Amu. It shadows her movements, possibly setting up traps, possibly testing her. Even though Amu may wish her life would be normal, the reality is anything but.
  • This is the most directly dangerous of the options, and partially dice-controlled. You won't receive an enemy that Amu can't deal with, but neither will it be something trivially easy.

[ ][Bane] A prophecy
  • Amu becomes aware of a seriously disturbing prophecy.
  • Yes, technically you can get in-character knowledge of the upcoming Doom straight away, but this isn't a good way to find a solution. Choose this if you want her to flail, likely ineffectively.

[ ][Bane] A group of delinquents
  • Some might say Amu would fit straight in, but her fashion sense is neither here nor there.
  • We're literally talking about a group of middle-schoolers. We are not talking about regular delinquents. Think ITEM, not school-weary teens.
  • The exact mechanism by which Amu comes into contact will depend on your dice, but she won't be able to ignore them.

[Bane] A Family Secret Uncovered
  • While digging through old family photos and journals, Amu stumbles upon a troubling family secret that dates back generations. Could this hidden past be tied to her current abilities?
  • There is a corresponding boon. This is the less happy version. You could pick both, but shouldn't.

[Bane] Reality Glitches
  • Strange occurrences start happening around Amu. Objects spontaneously move, time briefly loops, or people around her act out of character for moments at a time. It seems as if reality itself is tearing at the seams around her.
  • This one would be harsh. You'll get your fill of it later.

[Bane] Forced Publicity
  • Amu's abilities get unwanted attention from the media, putting her and her friends in the limelight and making it difficult for her to live a 'normal' life as she wishes.
  • On the bright side, you can stop hiding from your parents.
  • Why are you even doing that, you nutty teen?


=======

[ ][Boon] A sister released

  • Ran, Miki, Dia and Su were temporary. Training wheels, to be discarded as she matured. Amu, who saw them as friends, never accepted this. In the normal course of events they're largely gone, capable of resurfacing only for short periods of time at the cost of tiring Amu; a problem she may only resolve over years.
    If you pick this boon, you pick one of the four to be independent enough that she's permanently active. In case your choice is Dia, note that her esoteric abilities are still generally unavailable.
  • Amu likes this idea the best.
  • So does Ami, who will try to monopolise the 'shugoi chara'.

[ ][Boon] A key piece of insight
  • Amu spent years acting as a not-so-magical girl. Reviving the dreams and hopes of children, fighting mad scientists, eventually defeating the big bad. Well, the big bad was a six year old boy who is now one of Ami's friends, but… the point is, she grew more powerful while she did it. Some of that was age. Some of it was skill. Some wasn't.
  • This gives you an 'easy' way to grow stronger, should you need it, but the insight into how you work is honestly a great deal more important.

[ ][Boon] A lock piece of insight
  • The Humpty Lock is a psionic artifact created by Ikuto and Utau's father, and… that's about all she knows about it. It's a massive boon already, enhancing Amu's psionics by one dot in every skill when it's active. What more can it do?
  • This boon means she's spent time exploring it, possibly with Utau's help. It doesn't mean she has any answers, but she's one step closer to understanding.

[ ][Boon] A connection to the past
  • Amu and Ami are both talented psionics. Is it simply coincidence they're siblings?
  • No; no, it is not. Psionics is genetic, but while it grows stronger with passing generations, if you pick this boon then Amu and Ami's generation of the Hinamoris isn't the first to have noticed something a little off.
  • You shouldn't expect something mechanically powerful. That's not what this is about.

[ ][Boon] A sister unleashed
  • While Amu is capable in the waking world, Ami is a true dreamwalker. With dreams being congruent to the collective unconscious, that talent has a great deal of use, and Ami is less than a month from being seven. She's old enough to have her own hopes, her own dreams, and her own…
  • She's still seven, and a little flighty. If you choose this boon, then Amu has spent time with Ami to imprint some basic safety skills. In the process she's both learned more about dreams, and allowed Ami to learn… a great deal more about dreams.

[Boon] Symbiotic Bond
  • Amu and Utau, building on past experience, have created a psychic bond that lets them share their abilities temporarily when in close proximity. Their telepathic range is also vastly increased.
  • This is more or less a straight-up mechanical boost, except Utau is rarely available.

[Boon] Retrocognitive Flashes
  • Amu sometimes gets glimpses of past events that can provide clues or insights into current challenges.
  • This can happen regardless. Choosing this boon doubles your dice pool.
 
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Character sheet
Hinamori family
Hinamori Amu, teenage psionic


Motivation: Living a normal life
Age: Thirteen

Our protagonist. Hinamori Amu thought she had finished her story, and could finally live a regular life, like a regular girl. Nobody, not even Amu herself, is quite sure why she thought that.

Willpower: 6

Attributes

Strength●○○○○Charisma●●●●○Perception●●○○○
Dexterity●●●○○Manipulation●●○○○Intelligence●●○○○
Stamina●●●○○Appearance●●●○○Wits●●○○○

Abilities
Firearms○○○○○Integrity●●○○○Craft○○○○○
Martial Arts○○○○○Performance○○○○○Investigation○○○○○
Melee○○○○○Presence●●○○○Lore●○○○○
Thrown●○○○○Resistance●○○○○Medicine○○○○○
War○○○○○Survival○○○○○Occult●○○○○
Athletics●○○○○Bureaucracy○○○○○
Awareness●○○○○Linguistics○○○○○
Dodge●●○○○Driving○○○○○
Larceny○○○○○Piloting○○○○○
Stealth○○○○○Socialize○○○○○

Overgrowth
●●●○○○○○○○

Psionic skill
Telekinesis●●●○○Empathy●●○○○Astral proj.○○○○○
Thermokinesis○○○○○Mental range●○○○○Clairvoyance○○○○○
Teleportation○○○○○Mind control●●○○○Dreamwalking●○○○○
Biokinesis●●○○○Illusion●○○○○Precognition●○○○○


Special: The Humpty Lock, when active, raises all nonzero skills by one dot each. This is Amu's not-so-magical-girl mode, and tires her out.

The 'psionics' category is not the XP hog it looks like. Rules are still being written, but you can expect single XP points to raise multiple skills; they all overlap. This character sheet is largely descriptive, not prescriptive.

Some of these are self-explanatory. Most are not.
  • Telekinesis: Raw power, really.
  • Biokinesis: This covers healing, as well as creating anything that's meant to be edible. Amu can make cookies from nothing—it's a frivolous use of her powers, but they're hers, and the cookies are edible. Her mother bakes better ones.
  • Empathy: Receptive and projective, along with defences against it, though the latter falls mostly under Integrity or Resistance.
  • Mental range: Dots here affect mostly range. Esoteric uses are covered by the other categories. However, even a single dot already lets you 'talk' mind-to-mind.

    It adds range to every action for which range is a concern. While I could potentially use dice if you're pushing it in some scenario, that would require a highly specific scenario in which I'm tracking the exact physical location of things. At 0 dots it's 3-4 metres; every dot beyond that multiplies her range by approximately 5.

    You can push to twice that range, at the cost of taking sixty times longer to do whatever you were doing.

  • Mind control: Despite the name, this includes healing. If you want to cure someone's trauma, you can be their friend and talk to them for months… or you can use this. This is also the skill for undoing mind-control.
  • Illusion: Somewhat of a misnomer. At one dot that's what it is; at higher levels, it overwrites reality. This then covers changes that go away when you stop pushing.
  • Astral projection: Covers specifically projection inside reality, or at least what Amu thinks of as reality. If you can see normal buildings, without personally being there, it goes in here. Yes, the overlap with clairvoyance is significant.
  • Clairvoyance: Any form of ESP that doesn't fall in the other categories, including the simpler forms of post-cognition. If you're taking in someone else's field of view, that's telepathy. If you're seeing it yourself, then it's either astral projection or clairvoyance. Maybe both.
  • Dreamwalking: The Dreamlands describe the largest part of humanity's collective subconscious. This skill covers both projection and physically walking the dreamlands; most of it is navigation. Other skills are needed in order to physically enter it, however.
  • Precognition: But no postcognition? Actually, post-cog falls under clairvoyance, mind-control or dreamwalking, depending on method. Precognition is different.
Hinamori Ami, adorable dreamwalker

Motivation: Doing everything that Amu does
Age: Seven

Willpower: 4

It would be false to claim that Ami's a clone of Amu. Their talents are different, their personalities are different, and they were born six years apart. But they do share a birthday, and the capacity for psionics, and they do look very alike—if you account for Amu dying her hair. Ami looks up to Amu.

Ami looks up to Amu a great deal.

Attributes



Strength●○○○○Charisma●●●●○Perception●●●○○
Dexterity●●○○○Manipulation●●○○○Intelligence●●●○○
Stamina●●○○○Appearance●●●●○Wits●●○○○

Abilities

Firearms○○○○○Integrity●○○○○Craft○○○○○
Martial Arts○○○○○Performance○○○○○Investigation○○○○○
Melee●○○○○Presence●●●○○Lore○○○○○
Thrown○○○○○Resistance●○○○○Medicine○○○○○
War●○○○○Survival○○○○○Occult○○○○○
Athletics○○○○○Bureaucracy○○○○○
Awareness●●○○○Linguistics○○○○○
Dodge●○○○○Driving○○○○○
Larceny○○○○○Piloting○○○○○
Stealth○○○○○Socialize○○○○○

Overgrowth
●●●●○○○○○○

Psionic skill

Telekinesis●○○○○Empathy●●○○○Astral proj.●○○○○
Thermokinesis○○○○○Mental range●○○○○Clairvoyance○○○○○
Teleportation○○○○○Mind control●●●○○Dreamwalking●●○○○Dreamwalking (Navigation)●○○
Biokinesis○○○○○Illusion●●○○○Precognition○○○○○
Hinamori Miki, teenage sloth*

Motivation: She hasn't a clue
Age: Thirteen (four)

Amu's more artistically inclined chara, except not anymore. Miki is reinventing herself, in a literal sense; she pushed past a barrier, then tumbled down a slope. Charas are supposed to be dreams, not have them.

Willpower: 5

Attributes

Strength●○○○○Charisma●●●○○Perception●●●○○
Dexterity●●○○○Manipulation●○○○○Intelligence●●●○○
Stamina●●○○○Appearance●●●○○Wits●●●○○

Abilities
Firearms○○○○○Integrity●●●○○Craft (Handwork)●○○○○
Martial Arts○○○○○Performance○○○○○Investigation○○○○○
Melee○○○○○Presence●○○○○Lore●○○○○
Thrown○○○○○Resistance●●○○○Medicine○○○○○
War○○○○○Survival○○○○○Occult●○○○○
Athletics○○○○○Bureaucracy○○○○○Athletics (Music)●●○
Awareness●●○○○Linguistics●○○○○
Dodge●○○○○Driving○○○○○
Larceny●○○○○Piloting○○○○○
Stealth●○○○○Socialize○○○○○

Overgrowth
●○○○○○○○○○

Psionic skill
Telekinesis●●○○○Empathy●○○○○Astral proj.●○○○○
Thermokinesis○○○○○Mental range●○○○○Clairvoyance○○○○○
Teleportation○○○○○Mind control●○○○○Dreamwalking●○○○○
Biokinesis●○○○○Illusion●●○○○Precognition○○○○○

Nikaidou family
Nikaidou Utau, ordinary everyday high-schooler

Motivation: To determine her own motivation
Age: Sixteen

Willpower: 8

Utau used to be an idol. She was one of Easter's foremost stars, a teenage songstress who could go on stage and make the entire stadium forget reality existed. She was, with little exaggeration, known to every child in Tokyo.

It's a pity they were using her. The idol industry may be a terrible place, but very few idols ever have to face up to being a weapon deliberately aimed towards their own fans, pushed to drive them towards depression and—perhaps—insanity. Easter used Utau to create X-eggs, which they could then use as a medium for Utau's songs, which produced more X-eggs... while she was a ward of their president, forced to go along on pain of not being allowed to meet her brother.

Those events are how Utau associates that industry, and while she still enjoys singing—outdoors, for a crowd, even—she would not like to make it a career. She tried that, once, after leaving Easter. She enjoys the singing...

She did not enjoy much else, which a certain twelve-year-old pinkette pointed out after a while.

Utau is at loose ends, but for the last year she's allowed herself to simply be a girl. A teenager who doesn't need to be well-known, who can have ordinary friends and ordinary hobbies, even if one of those hobbies is still singing for her friends. She might return to that career, once she has her feet solidly underneath her. She might not.

Oh, and also she might be the most powerful projective empath in existence.

Attributes


Strength●○○○○Charisma●●●●○Perception●●○○○
Dexterity●●○○○Manipulation●●○○○Intelligence●●●○○
Stamina●●●○○Appearance●●●●○Wits●●○○○

Abilities

Firearms○○○○○Integrity●●○○○Craft○○○○○
Martial Arts○○○○○Performance●●○○○Investigation●○○○○
Melee○○○○○Presence●●○○○Lore●○○○○
Thrown○○○○○Resistance○○○○○Medicine○○○○○
War○○○○○Survival○○○○○Occult●○○○○
Athletics●○○○○Bureaucracy○○○○○
Awareness●●○○○Linguistics●○○○○
Dodge○○○○○Driving○○○○○
Larceny○○○○○Piloting○○○○○
Stealth○○○○○Socialize●○○○○

Overgrowth
●●●○○○○○○○

Psionic skill

Telekinesis●○○○○Empathy●●●○○Lightsmithing●○○○○
Mental range●○○○○Ragged Crossroads●○○○○Auroral contemplations●○○○○
Mind control●○○○○Dreamwalking○○○○○Strings & Songs●○○○○
Illusion●○○○○Pyroglyphics○○○○○

Ragged Crossroads: Every regret is a threshold; and every threshold can be crossed in both directions. A skolekosophist knows that no threshold need remain inviolate.

Ragged Crossroads, at its simplest, allows Utau to connect through an emotionally charged 'anchor' to an event in the past. She can then peek at alternate outcomes distinct from what actually happened, but her point of view is limited to what her other psionic skills would ordinarily allow her, plus a gestalt impression of the events that led to the anchor's creation. It allows her to see some of the more probable timelines, but not a full overview.

The number of viewable timelines appears to depend on how inevitable the events leading up to the anchor's creation were. Used on an anchor whose creation was a true fluke, Utau is likely to get nothing; there are no alternate outcomes, as it exists in only a single timeline.

The base difficulty is 1, but increases if the anchor wasn't ended at a precise time, or if the anchor isn't an unchanging object, or if demons existed in the immediate past of its creation, or at increasing range from the anchor—temporal or spatial—or if affected parties are or were protected from the effect.



Pyroglyphics: One script that all the world must read, even the blind, and it is written in flames.' Matters of fireworks and their kin - lights, colours, infernal detonations.

Utau has a two-way empathic sense. She can read your feelings, and you will feel hers; but she isn't telepathically capable, and can only achieve true mind-speech with Amu, Ami or Miki, who do most of the work. She is, however, adept at holding up her side of the conversation with emotional projections; which has become nearly a language.

Pyroglyphics represents Utau's realisation that the 'nearly' can be lost. Done in the right way—with the right props, reading the reactions of her audience and giving a show that is like nothing in the world, Utau can project not just her emotions, but also her thoughts. Maybe this is not a language. Maybe it is the deepest, most fundamental language of all. Maybe Utau's stage show can defeat even a demon's insanity, if it's taken far enough.

It also could be useful to overwhelm and confuse, as the average target will not realise their emotions and thoughts aren't their own.



Lightsmithing: Break a window. What have you made? A way? A new light? A weapon?
A paradox of Illumination: light reveals, light blinds.


Utau has made herself a lighthouse. This skill does not permit her to make physical light, but mental. Her mind can reach out, showing anyone the way to what they seek—or on the flip side, fill the air with so much din and sparks that none but the most capable psionics can see anything at all. In some cases, simply being able to see is enough to find paths that would not otherwise exist.

Concretely, this skill can add to any information-seeking psionic roll for anyone Utau seeks to help, including herself, with effectiveness depending on physical distance from Utau. It cannot normally assist with precog or postcog, but can cancel penalties in some cases. She can also place herself in opposition, using it to dazzle and blind; this is effective against any enemy that depends on any form of psychic senses. Lastly, it can be used in conjunction with Investigation in cognitive spaces.

Using this skill also broadcasts Utau's emotional state.



Strings & Songs: The harmonies of the lower skies are here reproduced.

Song is the second language of humanity, and music is the first. This is an esoteric skill. It can be added to a Performance roll based on music, and will reveal the music inherent to reality itself—subject to Utau's will, always in a fitting way for her performance—but its primary use is to reduce or eliminate disharmony resulting from the use of magic. In practice, when Utau is allowed, this subtracts from the external penalty caused by using magic in K-physics spaces. It does not normally apply to psionics, which already has mechanisms for this.

As Utau herself is unaware of this use case, primarily she uses it to amuse herself.



Auroral contemplations: 'To know what will pass in what has passed.' To see endings and beginnings, passages and transitions, in the same mode as dawn and sunset.

The flip side of Ragged Crossroads, and in many ways the same skill. Auroral Contemplations allows Utau to recognise when she is writing out a story that was already written. Less poetically, it gives her deja vu—it's an unreliable form of precog which in rare circumstances gives her glimpses of the potential outcomes from an action she is about to take, but which at all times lets her know if that action is an important point of divergence.

At one dot, however, the chance of this triggering is only 50%. You cannot invoke this skill; I'll roll the dice behind the scenes, as even telling you when it's checked is itself a source of information.

Shokuhou family
Shokuhou Misaki, brain-o-kinetic at large

Motivation: Exploring every last secret in Seiyo Academy
Age: Seven

Willpower: 6

Shokuhou Misaki, 'Micchan', is one of Ami's closest friends and an inveterate tomboy. She's a nice girl, don't misunderstand, she just appears to be the sort of nice girl who has the energy of four elephants, the confidence of someone twice her age, and the wisdom of a particularly unwise cat. This is much to the dismay of her two older brothers and older sister, all of whom get shanghaied into sitting on her on a distressingly regular basis.

Misaki looks up to Ami, but also tends to drag her into her shenanigans. So far this has largely been confined to Ami's classroom, although Miki has some hilarious stories if you ask her about it.

Her expy ability is limited, as this version of Misaki grew up under very different circumstances than the standard.

Attributes

Strength●●○○○Charisma●●●○○Perception●●○○○
Dexterity●●●○○Manipulation●○○○○Intelligence●●○○○
Stamina●●●○○Appearance●●●○○Wits●●●○○

Abilities

Firearms○○○○○Integrity●○○○○Craft○○○○○
Martial Arts●○○○○Performance○○○○○Investigation○○○○○
Melee○○○○○Presence●●○○○Lore○○○○○
Thrown○○○○○Resistance○○○○○Medicine○○○○○
War○○○○○Survival●○○○○Occult○○○○○
Athletics●○○○○Bureaucracy○○○○○
Awareness●○○○○Linguistics○○○○○
Dodge●○○○○Driving○○○○○
Larceny○○○○○Piloting○○○○○
Stealth○○○○○Socialize○○○○○

Psionic skill

Telekinesis○○○○○Empathy●○○○○Astral proj.○○○○○
Hydrokinesis●○○○○Mental range○○○○○Mental scan*●○○
Mind control○○○○○
Illusion●○○○○

*: A form of mind-reading limited to providing statistics. She can ask herself "How many people in this classroom know the answer to the teacher's question" and she'll get an answer, but she isn't able to directly read their thoughts.
Makoto, unamused older sister

Motivation: Keeping her family and classmates safe
Age: Thirteen

Willpower: 6

Makoto has two older brothers and a younger sister, but the younger sister is too young to be interesting. As a result Makoto has spent a distressing amount of time being treated like the uninteresting little sister, while the littlest didn't even bear mention. This is the case, regardless of precisely who said sister is.

She likes her siblings, even when they try to arm-wrestle her over who does the dishes. This is especially the case recently, as she started winning those fights—much to her brothers' confusion. She is not, however, particularly girly—and this is a sore spot with her, especially when her parents decide that surely, as a rather short and slight teenage girl, she cannot possibly be all that athletic.

Makoto is determined to prove them wrong.

More recently she lost a friend to a demon attack on Seiyo Academy. This has warped her motivation, which is now focused strictly on making sure that won't ever happen again.

Attributes


Strength●●●○○Charisma●●○○○Perception●●●○○
Dexterity●●●○○Manipulation●○○○○Intelligence●●○○○
Stamina●●●○○Appearance●●○○○Wits●●○○○

Abilities

Firearms○○○○○Integrity●○○○○Craft○○○○○
Martial Arts●○○○○Performance○○○○○Investigation○○○○○
Melee●○○○○Presence●○○○○Lore○○○○○
Thrown○○○○○Resistance●○○○○Medicine●○○○○
War○○○○○Survival●○○○○Occult○○○○○
Athletics●●○○○Bureaucracy○○○○○
Awareness●●○○○Linguistics○○○○○
Dodge○○○○○Driving○○○○○
Larceny○○○○○Piloting○○○○○
Stealth○○○○○Socialize○○○○○

Psionic skill

Empathy○○○○○Electrokinesis●○○○○Bioelectrics*●●○
Mental range●○○○○Dreamwalking○○○○○

*: Primarily, Makoto can apply electrokinesis to enhance her own biology; regeneration, strength or dexterity, adding up to <electrokinesis + bioelectrics> dice to a roll on those attributes. It is nowhere near as fast a form of healing as Biokinesis. Bioelectrics at higher ranks is not as limited.

Unlike Amu and Yaya's tactile telekinesis, Makoto faces consequences for overlocking her biology in this way: Each boost dot used in a roll has a 50% chance of applying one health level's worth of crippling damage. She can subsequently regenerate the damage, at one hour per health level—given sufficient biomass—or one day per health level, given sufficient food. Makoto's regeneration, unlike biokinesis used with illusion at rank two, cannot regenerate lost biomass without a suitable source of material.
 
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Am I misremembering, or did you make a quest with this same name some years ago? Exalted/Shin Megami Tensei, I think. Is this quest related to that one?
 
Am I misremembering, or did you make a quest with this same name some years ago? Exalted/Shin Megami Tensei, I think. Is this quest related to that one?
You're not misremembering. It was the first real quest I ever wrote, and I've always been annoyed at myself for the way it fizzled out. This is basically the same story, hopefully better polished, but the same fundamental setting and setup.
 
Oh hey! It's back again!

And we've got two new Megaten games in that interlude to further the DEEP LORE. (Plus Apocalypse, but who's counting that?)

EDIT: Anyway, here's my thonks.

[X] [Bane] Forced Publicity
[X] [Boon] A key piece of insight


Just knowing how the heck Amu works seems worth it as a Boon, and Forced Publicity seems like a bit of Fun and Tension to work through.
 
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[X] [Bane] Reality Glitches
[X] [Boon] A key piece of insight


We went into ultra-hard-mode last time, let's do it again! And I think Insight will be necessary to coping with that.
 
[X] [Bane] Reality Glitches
[X] [Boon] A key piece of insight


We went into ultra-hard-mode last time, let's do it again! And I think Insight will be necessary to coping with that.
Let's be clear though, "ultra-hard mode" was Amu as the protagonist. That, um.

That hasn't changed. You're voting Nightmare Mode.

Though it's an interesting nightmare. :D
 
Ye, this isn't a difficulty choice tbc, these choices are the basis of what (set of) stories we want to (start off) exploring.

All of these and more could be plot threads that hang around, though Baughn hasn't shared what plans he has in store with me (and I wouldn't spoil the thread either).
Well . . . What's the point of fun without some !!FUN!!
I mean, you could try to vote for all the Banes. Or at least a couple synergistic ones.

😇
 
An argument could be made that the Reality Glitches could be useful as a way for her figuring out what will come and also how to some what fight it. Though obviously it will also cause quite the problems.

The ITEM like group would probably teach her more on powers. While also making her life very difficult I guess.

Not to sure on the other banes. Though basically each of these paths has their plusses and minuses and can combine in interesting ways with the boons. Publicity and Prophecy for instance certainly would draw attention from certain groups... Like the ones trying to cause the end, or the ones fighting against it.
 
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I mean, you could try to vote for all the Banes. Or at least a couple synergistic ones.
You're required to vote for at least one. I hadn't considered that you might want more than one, but I won't veto the idea. Just wouldn't necessarily recommend it; I might get a chance to use these pictures, if you do.



And I think Amu would rather I don't.
 
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All of these and more could be plot threads that hang around, though Baughn hasn't shared what plans he has in store with me (and I wouldn't spoil the thread either).
Well, I can give you some idea.

The delinquents will exist no matter what you choose. Picking them doesn't bring them into existence; it means they'll make themselves objectionable to Amu, or otherwise put her in a position where she's forced to confront their existence.

The reality glitches will be a thing regardless, but someone else is already looking into it. It's, again, a question of whether Amu notices. And yes, also of how much they affect her.

On the side of the boons? Ami is a dreamwalker. That won't change, and she'll keep up her side of that whether or not Amu takes notice.

And so on. It's not true for everything; for instance, if you don't choose a dark past for the Hinamori family, then there isn't one. But this should give you some idea of how I'm thinking.
 
I see, so if one was really crazy and took many of the banes, then one could basically get a story something like: Amu gets a run in with a bunch of delinquents and in the power interactions her precog goes wild and she gets a vision/prophecy of the future, the fight and prophecy are recorded and hit the news. Then after this unwanted publicity she gets a strange stalker around her and in her conflict with them reality starts glitching out around her and now everyone is convinced her prophecy is real and life is getting increasingly stressful as ever more people gain an interest in her.


That does seem potentially pretty problematic. I mean yeah she'd get a lot of workout on the practical side... if she doesn't get to hurt and literally knocked out of being able to develop for quite awhile. But this will also obviously impact her on her social side, with her connections to everyone fraying and weakening... which might warp her points of views and goals. And might impact various other development fields, for instance dreamwalking might have less chance in such a high pressure cooker situation.


So this too has its pros and potentially pretty substantial cons.


I guess one could wonder what one wants to achieve in the time left till the end and which boon and banes might help one get there. Probably one won't be given more boons for taking more banes after all...
 
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Not sure about bane.

Either of
[X][Bane] A prophecy
[X][Bane] Reality Glitches

[X][Boon] A sister released
- [X] Miki


I'm sorry, Amu, but I DO NOT trust your brainpower. Even with a year of prep. So emergency release of your second better brain. Even if said brain would spend 90% of time playing reverse harem games.
 
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Not sure about bane.
It's really about what sort of story you want to see. If you're unsure about all of them, you can even make up your own -- subject to QM approval, of course. Do you need more information on any of these?
[X][Bane] A prophecy
[X][Bane] A group of delinquents
[X][Bane] Reality Glitches
[X][Bane] Forced Publicity
[X][Boon] A key piece of insight
Didn't you get enough of Frazzled Amu last time around? :o

Just for you, I updated the Frazzle Gallery.
 
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[X][Bane] Reality Glitches
[X][Bane] Forced Publicity
[X][Boon] A key piece of insight

Nevermind me, just voting for what I think sounds interesting. :D
 
It's really about what sort of story you want to see. If you're unsure about all of them, you can even make up your own -- subject to QM approval, of course. Do you need more information on any of these?
Honestly I don't really like any of them, but Glitches or Prophecy are least annoying. So modified my vote a bit.

And I'm sooooo against more than one bane, first and foremost because most of that stuff would be boring distraction.
 
Honestly I don't really like any of them, but Glitches or Prophecy are least annoying. So modified my vote a bit.

And I'm sooooo against more than one bane, first and foremost because most of that stuff would be boring distraction.
??? We're spending a year on pre-convergence and pre-exaltation stuff. If you consider "Playing the quest" a boring distraction then sure I guess?
 
??? We're spending a year on pre-convergence and pre-exaltation stuff. If you consider "Playing the quest" a boring distraction then sure I guess?
Deliquent shit is not "playing quest", it's deliquent shit. Fending off stalker is also something that I would discard for outright slice of life. And I honestly don't believe Revelation would end as anything interesting and not stifle said gameplay in unfunny way. I'm not against pre-covergence and pre-exaltation stuff, I'm against this particular ones.

And any of Banes if concentrated on properly would be enough to make us busy for months, so I'm 100% against blocking our chance to concentrate on something else that we would find along the way.
 
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Deliquent shit is not "playing quest", it's deliquent shit. Fending off stalker is also something that I would discard for outright slice of life. And I honestly don't believe Revelation would end as anything interesting and not stifle said gameplay in unfunny way. I'm not against pre-covergence and pre-exaltation stuff, I'm against this particular ones.

And any of Banes if concentrated on properly would be enough to make us busy for month, so I'm 100% against blocking our chance to concentrate on something else that we would find along the way.
For "bane", read "stuff that will bring you into the story". All of these tie into the main storyline in one way or the other, but like I said, if you don't like any of them then you're welcome to suggest something else. You know enough about the backstory that you should be able to.

It's not as though any of these are as simple as it looks on the surface.
 
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