Renascence: A Homura Quest

Honorifics or Western-style Titles? I've used both before, which is bothersomely inconsistent

  • Japanese Honorifics (-san, -sama, -dono, -chan, -kun, -senpai, etcetera)

    Votes: 12 33.3%
  • Western Titles (Mister, Miss, job titles, Lord, Lady, etcetera)

    Votes: 0 0.0%
  • Use whichever works better for a given sentence.

    Votes: 24 66.7%

  • Total voters
    36
  • Poll closed .
Renascence: A Homura Quest
Created
Status
Ongoing
Watchers
486
Recent readers
0

Renascence : A new birth of life; a rebirth.

It has been many, many loops, and Homura awakes in a world mysteriously changed. Unable to recall the last Wish that set her on this path, she seeks out a path to a Golden Ending for the cycle that is all she knows.

Seek and discover the secrets hidden by Mystery, guide Homura on her journey, and earn a Golden Ending by every means at your disposal.

Explore a world turned strange by the fracturing of reality, as the substance of other worlds bleeds into Homura's, and use what you discover to attain victory.

Seek the Foundations, grasp the Truth, and bring an ending to this Tragic Tale.
Last edited:
Title Post/Rules/Library

Higure

Witch of Faith
Location
The Golden Land

\ri-ˈna-sən(t)s, -ˈnā-\

A new birth of life; a rebirth.


General Rules:

  • Standard SV rules will be present.
  • The Players will be left to their own devices unless the intervention of the GM is needed.
  • You control your character, but your character is still herself. OOC decisions will require a dice roll, as your character tries to overcome her basic nature by force of will. Some actions are simply impossible for a character to perform. Examples include Homura torturing Madoka or Madoka setting a building on fire. Other times, characters will instead try to do extra things, even if they get in the way of the vote, unless you make a roll to keep them on track.
  • The Truth Lies in Darkness. There are secrets everywhere, and discovering them will be important. As your understanding grows, you can unlock new abilities, characters, and game mechanics. You may also gain access to game features which you cannot presently see, but are already in effect.
Meta Rules:
  • Red Truths: Anything written in red is the literal truth. Other statements, especially those made by myself OOC are likely to be true, but Red is guaranteed to be so. If something that occurs contradicts a Red Truth, you may call me on it by quoting the Red Truth in question, and I will either refute your claim or alter my post accordingly.
  • Blue Truths: Got a theory? Say it in Blue. It will be resolved in Red before the end of the quest. I may choose to answer it sooner if I feel that it is not detrimental to the quest to do so. Major questions will be put off until it is appropriate to reveal the answers, for the sake of not spoiling the quest. Joke theories will be answered immediately or left lingering at random, depending on whether I find it amusing to keep you in the dark or not.
  • Gold Truths: Sometimes a solid Red Truth does not exist. If a Blue Truth cannot be answered with Red (either in the affirmative or the negative), it will be answered with Gold, representing my beliefs or desires regarding the theory. Alternatively, it may used when a Blue needs to be addressed, but a direct answer in Red would result in a severe spoiler.

Fleeting Time Turn System - This is the system used for voting on Homura's activities each day.

Battles of Flesh and Soul Combat System - This is the new combat system.

Numbers you should be aware of:

Sanity: All characters have a Sanity score between 0 and 1000. Sanity is neither a good nor a bad thing, and extremely high and extremely low sanity can both severely harm or greatly help you, depending on the circumstances.
-Normal life increases sanity. Doing mundane things with friends, living in pleasant conditions, and generally taking part in something resembling normal human activities will raise your Sanity.
-Living the life of a Puella Magus decreases your Sanity. Fighting Witches, training, using certain forms of magic, or even having a good time with friends doing magic-related things can all decrease your Sanity.
-Finding a good balance between Sane and Insane is the key to a long and successful life, but approaching the extremes can allow you to do things you simply can't do when you're floating around in the middle of the scale.

Grief: The amount of Grief within your Soul Gem. If this gets too high, you start Grief Spiraling. This leads to a rapid decrease in Sanity, potentially followed by Witching. Maxing your Corruption results in an instant Witchout.
-Using Magic accumulates Grief.
-Emotional suffering accumulates Grief.
-There is more to discover about Grief and Magic. Explore the world, do research, and experiment in order to find out!

Bloodheat is a new stat implemented to make Akemi Madness more useful and less problematic for Homura's survival. Rather than reducing Homura's Sanity directly, using Akemi Madness instead increases Bloodheat, causing Homura to manifest the normal personality shifts associated with Akemi Madness, while applying a penalty to her Sanity equal to Bloodheat. Higher Bloodheat results in more severe symptoms of Akemi Madness.

Bloodheat ranges from 0 to 100, and naturally lowers with time as long as Akemi Madness is not used. Each Action that doesn't use Akemi Madness decreases Bloodheat by 5. Every action that uses Akemi Madness increases it by 20.

Homura will still suffer the consequences of hitting 0 Sanity if driven to it by the Bloodheat penalty. Bloodheat only insures that Akemi Madness does not reduce Homura's Sanity by more than 100 at a time, rather than protecting her from the consequences of poor Sanity management.
As you progress, you will discover many secrets of both the the world and its characters. Information you unlock will be stored here in the Library, to be reviewed at your leisure.

3 Aircraft Carriers

Numerous Planes

Numerous Helicopters

A practically endless supply of Firearms.

10 Strategic Nukes

50 Tactical Nukes

Food for 6 months. Hot, fresh food.

10 Grief Seeds, for a total of 40 Charges.

Madoka's Ribbons (Gift)

Kyouko's Cross (Gift)

Teacup (filled with fresh Tea from Mami)

Grandfather's Pocket Watch

Laptop

Manufacturing Equipment

Gunsmithing Tools

Golf Club

Miscellaneous supplies

Miki Sayaka is a fairly normal girl, if exceedingly headstrong. Her fixation on Kamijou Kyousuke often leads to her wasting her wish on him, which ends badly if he fails to reciprocate her crush. In the past, he has occasionally accepted her confessions, but they rarely remain together long, due to Sayaka's life as a Magical Girl.
Many different versions of Sayaka's romantic escapades and life as a Magus have played out throughout your life, and a few very clear patterns have arisen..
  • If Sayaka heals Kamijou, but does not receive recognition for this fact, she regrets her wish severely, often leading to Grief Spiral.
  • If Sayaka heals Kamijou and receives recognition and support from him, but not romantic interest, she is upset, but this lone does not seem to trigger Grief Spiral.
  • If Sayaka confesses to Kamijou, and is rejected, she will Grief Spiral without sufficient emotional support and/or the appearance of a new romantic interest. Kyouko often ends up fulfilling this role, but others have as well, in the past.
  • If Sayaka does not confess, and Kamijou finds someone else, Sayaka is consumed by self loathing and enters Grief Spiral.
  • If Kamijou is not healed by April 20th, he commits suicide.
    • If Sayaka is a Magus at this point, she blames herself and enters Grief Spiral. This version of Sayaka's Grief Spiral is almost completely unstoppable once it begins.
    • If Sayaka is not a Magus at this point, she falls into a period of deep misery. Pulling her out of this is possible, but very difficult.
  • If Sayaka discovers the truth of Soul Gems after becoming a magus, she has a high probability of entering a Grief Spiral. This chance is increased drastically if she is still romantically interested in a non-magus at this point in time.
  • If Sayaka discovers the truth of Soul Gems before becoming a magus, the probability of Grief Spiral is reduced drastically, if not fully averted.
  • If Sayaka discovers the truth of Witches at any point, she becomes obsessed with saving them. She is generally at her most cooperative while in this state, but is unwilling to kill Witches. She will demand for all Grief Seeds she uses to be rehatched, so that she may try to save the resulting Witch.
    • She has yet to succeed at restoring a Witch, but has managed to get abnormal responses out of several Witches: Charlotte, Candalero, and Ophelia.
    • This almost always leads to her demise at the hands of one of the very Witches she attempts to save.
  • Kyouko grew up in an extremely religious setting, and holds to her faith to this day (not that she'll talk about it much). Unfortunately, her zealous dedication to what she believes is right led to her making a wish which compelled others to listen to her father's heretical sermons. When he discovered this, he cursed her as a Witch and descended into madness for a period, before killing himself and the rest of the Sakura family for reasons unknown.

    Her idealism has since been packed under layers of cynicism and emotional detachment. This lead to her driving away Mami in a twisted attempted to protect her from Kyouko's own disillusionment. She has also dropped most of her morality to the wayside in favor of focusing on personal survival and happiness, but a crippling guilt for many of her actions lies concealed beneath her emotional defenses.

    If she ever opens up to someone, she becomes unfailingly loyal to them. Even Mami, who she cut ties with, is someone Kyouko would willingly face death to protect, not that she'll admit it.

    She is exceedingly competitive, to the point that she often forgets ideas like honor and sportsmanship in her pursuit of victory. As far as she is concerned, every possible option, including cheating, is a valid part of any competitive activity. Responding in kind will only stoke her competitive flames higher, and probably make her like you more.

    Talking down to her ends badly. Far worse, however, is Wasting Food, the greatest sin of Kyoukoism, excepting perhaps betrayal.
  • Sakura Kyouko's fate is inevitably entangled with that of Miki Sayaka in any timeline where they meet more than casually.
    • If they're friends or romantically involved, Kyouko will usually die trying to save Sayaka. Either from a Witch of from despair after Sayaka Witches Out.
    • If they're enemies, they almost always die fighting each other. Even in these loops, the two seem to have an odd attachment to each other, likely caused by the natures of their respective ideologies.
  • Kyouko is isolationist as a protective measure. After the death of her family, she developed the same abandonment/loss issues as Mami, but handles them in the exact opposite way. While Mami clings, Kyouko refuses to develop relationships for fear of being abandoned (or having a friend die).
    • This is likely part of the reason she is so desperate to protect those friends she DOES grow close to. She has put herself in a situation where she has someone to lose, and she is desperate to prevent that from happening again.
  • Kyouko is easily the most magnanimous person you know well, excepting Madoka. Anger her, and she'll stab you. Hurt her, and she'll hurt you back. Return the next day with food, or actually get into the fight and let her have some fun, and she'll likely forgive you instantly.
    • There are exceptions to this. Do NOT hurt her friends. She will find you and attempt to kill you with neither mercy nor remorse, and nothing will avert her wrath.
  • Kyouko is a territorial creature. Don't threaten her hunting grounds, or she'll attack you to protect her supply of Grief Seeds. If you visit her Church, wait for her to invite you in before entering. If you meet her somewhere that isn't hers, however, she'll be far more open to conversation.
    • She will be upset if you poach Mami's territory, but will likely threaten you, rather than attacking.
  • If Kyouko is alive on Walpurgis Night, she will fight it. Even if she is neither spoken to nor sought out, she will appear to protect the home town that she and Mami share. She will not hesitate to die in the process, so preparing her for it is for the best.
    • If warned about Walpurgisnacht's arrival, she will be far more open to cooperation.
Your mind wanders back to memories of a very special loop...

You're stargazing with Kyouko on top of the newly refurbished Sakura Family Church.

"Hey, Homura?"

You glance over at the redhead. She's smiling at you, blushing slightly.

"Hmm?"

"Uh...thanks for helping me fix the place up. We can start on the inside after Walpurgisnacht...maybe figure out how to get into my father's study?"

"i still say we should have just blown the door down."

Her eyebrow twithes, "Not in MY Church. I'm sure the key must be around here somewhere...well, that aside...um...here."

In her hand is an ornate silver cross, decorated with red jewels of some sort, "My mother's. Passed down from her own. I'm...not likely to have children, so...maybe you could hold onto it?"

You smile sadly, "I would be honored, but...you know I won't either."

She smirks, "True enough. I guess you'll just have to keep coming back to see if I need it, in that case."

You blink back tears, but they find their way onto your face anyway.

There's no later. Tomorrow is Walpurgis Night, and you don't have enough to beat it.

This will be your last night together.

She looks at you in concern, but you smile back, trying to make the tears look like happy ones, "I will. I won't let you go, Kyouko."

A stick of pocky is offered, and taken. The stars shine down as the night of July April 29th slowly ticks by.
Oriko Mikuni is a strange individual...you first met her while taking Madoka to an amusement park. The pair of you ran into Oriko and her girlfriend Kirika, and had quite the evening hanging out together. She only informed you later that she was a Magical Girl.

That was in one of the earlier loops...37, you believe. Since then, she's found a reason to pop up in one capacity or another over the course of your time in the loops. According to her, she simply does what her foresight reveals to be necessary.

Regardless, she's been something close to a companion on these loops, if not a particularly close one...she may not know what you've been through, but she understands what's happening, which makes her something of a comfort to have around.

You think she would be a terrifying enemy, but you can't recall her ever doing more than getting in your way...usually for good reason, in hindsight.
You have encountered this girl before, you recall. She visits the Sakura Family Church every Sunday to pray for her mother. Her home life is apparently very poor, so she sometimes shows up at the Church to sleep, too--you remember playing hostess on a few nights, when Kyouko was out hunting and the girl showed up after dark. She never shows up again after the March 26th, though. You're not sure why.​
You remember seeing her at the Hospital as well, on occasion, but have never spoken to her at length there.​
You also remember--​
You remember--​
You--​
[ERROR]​

Renascence Calendar

You may now edit the Calendar! Record important dates and events, so that you can find them again in future loops or not forget them in this one! Don't forget to include locations, if they're pertinent!

Notes on events can be viewed and edited by clicking on them, or by viewing them in Agenda or List view.

Golden Truths and Corresponding Blues
This is going to be one hell of a show!
I'll do my best.

This battle is readily winnable, and would be winnable even if you were alone with no arsenal. It will be tough, however. Be creative, and think outside the box, and you should have a good chance.
(Referring to the Sachiel Battle.)

You are going to give out the awards to all the various omakes that have been made sometime soon.
I intend to give out awards to some of the various omakes that have been made sometime soon.

The other fourteen slots are for connections to other people, and we need to fill all fifteen to achieve the golden ending.
You're on the right track.

Providing definitions for abstract ideas is not worth our time.
Providing definitions for abstrack ideas can be worth your time.

Kyouko considers herself to be cheating by using an enchantment against a non-Magus.
Kyouko does not consider herself to be cheating by using an enchantment against a non-Magus.

Sayaka would consider Kyouko to be cheating if she knew Kyouko was using an enchantment.
Sayaka would consider Kyouko to be cheating if she knew Kyouko was using an enchantment.

I AM a Detective!
Crow is a Detective.

"Do not run from danger, Homura. You will fail if you cling to safety and avoid the unknown. If you wish to emerge victorious, you must risk life, limb, and sanity...you have too little time left to proceed cautiously."

This has something to do with Dark Souls.
Among other things. Dark Souls has some very interesting things to say, if you contemplate it deeply...that said, it's not the primary source of wisdom for that line.

This has some sort of relation to Jason and the Argonauts.
It could, depending on the reader, but it wasn't a purposeful reference.
Red Truths and Corresponding Blues
Our Heroine is Homura.

If and when I choose to fuse votes, the winning vote will never suffer a detriment from the process, although the effects of the add-ons may be reduced or altered for the sake of the winning vote.


It's possible that Homura has experienced these (cross-reality) phenomena during past loops, perhaps even a great number of them, without being aware of it.
Anomalies did occur prior to this (the first) loop, if not on the same scale as they will from here on, and Homura has encountered them at least once.

Every person has their price, and the owner of the shop definitely has a price for that clock.
Most people have a price, and the owner of the shop definitely has a price for that clock.

Oriko's father is named Hisaomi Mikuni.
Oriko's birth father is named Hisaomi Mikuni.

Does he? Or anything similar? Would Homura's dad be willing to make such a trade?
Your father never created anything of notable quality, and sold off the ones he inherited to start his business, as far as Homura knows. This does not mean he can't help you acquire one.

Does Homura Akemi possess the ability, be it through skill or magic, to create a piece of similar or greater quality?
Not at the moment, but she certainly can develop such skill, with time and effort.

it is not impossible for her to exist as both a fictional character and a real person.
It is not impossible for Nanoha to exist as both a fictional character and a real person.

Can Saya exist in this world too?
Saya of Saya no Uta can potentially exist in this world.

The only poster who may post a new Red Truth is the GM (to use the term used in the Rules), who is currently the poster with the username Higure.
The only poster who may post a new Red Truth is the GM/QM, who is currently the poster with the username Higure.

Thusfar, Homura has failed to save Madoka at least in part because she lacks information about non-crossover elements.
Thusfar, Homura has failed to save Madoka at least in part because she lacks information about non-crossover elements.

Since we know about the behavior Sayaka Miki adopts under certain situations, and specially when the witchbomb is dropped, continued bond with her will posibly reveal the 'why' of said behaviour, which is potentially beyond canon knowledge. For that regard, same is applied with the other girls as well.
Deepening your bond with other Magi is likely to grant you insight into their personalities, which may allow you to more effectively combat the effects of trauma such as the Witchbomb and Lichbomb. This knowledge is certainly going to extend beyond knowledge established by Canon sources, as they only grant a very small sliver of insight into the lives and issues of the Magi that those sources depict.

Things change between timelines. For example, even if nothing Homura does affects Mikuni Oriko in any way, she may make a different wish in one timeline than she would in another.
Things change between timelines, due to dimensional anomalies and spoiler-related issues. These changes are not common or widespread, however. Obviously, this loop is an exception due to the change in state of the universe from something stronger than "sturdy" to "fragile." Changes will be more common, but not extremely common, between the Fragile loops than they were between the pre-Fragile loops.

Wishes can change the time loops as its been theorized with Kamijou Kyosuke´s music tendencies.
Wishes can change the time loops. Some will be changed by Homura's actions, and then change the world retroactively, so that it applies to all Time Loops.

Something is unusual about Walpurgisnacht's durability, other than simply being extremely high.
That varies between loops, but her Durability is obscenely high in all of them.

It is possible to develop an attack that bypasses or penetrates Durability.
It is possible do develop or discover the means to perform attacks which bypass Durability.

Homura's Golden Ending does not necessarily require her own survival.
A Golden Ending requires Homura to be alive.

Homura's Golden Ending does not require saving people outside the immediate environs of Mitakihara/Kasamino, except possibly insofar as any action that might affect all magical girls in existence.
A Golden Ending does not directly require saving people outside the immediate environs of Mitakihara/Kasamino, except possibly insofar as any action that might affect all magical girls in existence or the world/universe as a whole. This does not mean that she might not benefit from helping, or need to help individuals beyond the immediate environs in order to save those people within the immediate environs that she IS required to save.

A Golden Ending cannot happen accidentally.
It is theoretically possible for you to accidentally create a Golden Ending without knowing the criteria.

A Golden Ending requires directed effort on Homura's part. It cannot be achieved through happenstance.
A Golden Ending could happen without directed effort on Homura's part, but that is extremely unlikely to occur.

Maria's gift was more than seeing Kyouko; it was also a hint from the Umi crew as to our Golden Ending.
There was a hint included with the gift.

We can acquire the Space Battleship Yamato if TheBleachDoctor writes an Omake.
Writing an Omake will not get you a Space Battleship.

To achieve a Golden Ending, Mami Tomoe, Kyouko Sakura, Sayaka Miki, Homura Akemi, and Madoka Kaname must all be alive and have friendly relations with each other on 1 May.
To achieve a Golden Ending, Mami Tomoe, Kyouko Sakura, Sayaka Miki, Homura Akemi, and Madoka Kaname must all be alive and have friendly relations with each other on 1 May.

To achieve a Golden Ending, the families of Sayaka Miki, Homura Akemi, and Madoka Kaname must survive to 1 May.
To achieve a Golden Ending, it is NOT explicitly required that the families of Sayaka Miki, Homura Akemi, and Madoka Kaname survive to 1 May.

To achieve a Golden Ending, Walpurgisnacht must be defeated.
To achieve a Golden Ending, Walpurgisnacht must be defeated.

To achieve a Golden Ending, it is NOT required that Madoka Kaname not form a contract with Kyubey.
To achieve a Golden Ending, it is NOT required that Madoka Kaname not form a contract with Kyubey.

There are other requirements involved in achieving a Golden Ending besides these. There is an explicit criteria for a Golden Ending, but other actions may be effectively necessary in order to create one, even if they are not part of the criteria.


The Golden Ending involves re-merging the memory/spirits that we know from past loops with the current iterations.
The Golden Ending does not explicitly require that the past incarnations of the Magi be merged with their present incarnations.

The Karma potential of the Puella Magi grow through the loops.
The Karmic Potential of the Puella Magi can grow between loops, depending on a number of factors.

It is possible to switch Madoka and Homura's roles as God and Devil.
Those roles have not been set for the Homura and Madoka of this universe.

A character close to Homura becoming a concept similar to canon Madoka will prevent the Golden Ending from being achieved, even if the aforementioned character serves a vital purpose in achieving said Golden End.
A character close to Homura becoming a concept similar to canon Madoka will NOT prevent the Golden Ending from being achieved, but such an occurrence could potentially become a very severe setback.

It is not possible to word a carefully chosen wish and simply have Madoka wish us into a Golden Ending.
It is not possible to word a carefully chosen wish and simply have Madoka wish us into a Golden Ending.

It is required that all the main characters be together, in one way, shape, or form in order to achieve the Golden Ending. Having just one character be dead or in nonexistence will delay the fulfillment of the Golden End, even if all other conditions are met.
It is NOT required that everyone that Homura values the lives of, and their friends and family, are together in one way, shape, or form in order to achieve the Golden Ending. Having just one character be dead or in a state of nonexistence will not necessairily delay the fulfillment of the Golden End.

The golden ending requires Homura's happiness and satisfaction.
The golden ending is required for Homura's happiness and satisfaction, and thus cannot require Homura's happiness and satisfaction.

Higure will guarantee this quest WILL have an Ending...
This quest will have an Ending.

It is possible to revert a meguca into a normal human with sufficient skill and energy
It is possible to return the body and soul to their natural locations with sufficient skill, energy, and resources.

When body and soul are reunited, as detailed in the above Red Truth, life does not necessarily come with them.
The process is not fatal, if done properly.
Also, this process is not necessarily a permanent solution. This process is not necessarily a permanent solution, but it can be.

Or, this process could have potentially severe side-effects not accounted for in the above Red Truth.
This process could have potentially severe side-effects not accounted for in the above Red Truth. (Referring to "It is possible to return the body and soul to their natural locations with sufficient skill, energy, and resources.")

Kyubey is capable of hearing any telepathic conversation we have with Kyouko. Kyubey is capable of interfering with any telepathic conversation we have with Kyouko. Whether we carry out this conversation out loud or via telepathy, Kyubey will know what was said.
Kyubey is capable of hearing any telepathic conversation you have with Kyouko. Kyubey is capable of interfering with any telepathic conversation you have with Kyouko. Whether you carry out this conversation out loud or via telepathy, Kyubey can potentially hear what is said. It is not, however, definite.

Kyubey hears all telepathic conversations carried out between Homura and other Magical Girls.
Kyubey does not hear all telepathic conversations carried out between Homura and other Magical Girls.

Nanoha is also a Magical Girl.


In the quoted red text, stating that Kyubey does not hear all telepathic conversations between Homura and the other Magical Girls, Kyubey has the ability to listen in on Magical Girl telepathic conversations involving certain Magical Girls.
In the quoted red text, stating that Kyubey does not hear all telepathic conversations between Homura and the other Magical Girls, Kyubey has the ability to listen in on Magical Girl telepathic conversations involving certain Magical Girls.

Homura Akemi and Nanoha Takamachi cannot communicate telepathically. Therefore it is irrelevant whether or not Kyubey could hear a telepathic conversation held between them. Homura Akemi and Kyouko Sakura are able to communicate telepathically without being heard by an Incubator.
Homura Akemi and Nanoha Takamachi can potentially communicate telepathically. Homura Akemi and Kyouko Sakura can potentially communicate telepathically without being heard by an Incubator.

Homura can potentially learn a form of telepathy that does not require Incubator assistance.
Homura can potentially learn a form of telepathy that does not require Incubator assistance.

If Homura does learn such an alternate form of telepathy, she may conduct telepathic conversations that an Incubator cannot overhear.
If Homura does learn such an alternate form of telepathy, she may conduct telepathic conversations that an Incubator cannot overhear.

If Homura does not learn such an alternate form of telepathy, but instead only relies on the telepathy gained via Incubator assistance (for both parties involved), she cannot have a telepathic conversation that cannot be overheard by an Incubator.
If Homura does not learn such an alternate form of telepathy, but instead only relies on the telepathy gained via Incubator assistance (for both parties involved), she cannot have a telepathic conversation that cannot be overheard by an Incubator.

In Homura's current opinion, "essentially a witch is created from the combination of grief with magic" is an accurate description of what she thinks a witch is.
According to Homura's present understanding, a Witch is created from the combination of a Soul and large amounts of Grief. She does not believe it is possible for a non-Magi to accumulate Grief and Witch Out.

With her present abilities, Homura is incapable of having a telepathic conversation with Kyouko at this time without an Incubator hearing said conversation.
With her present abilities, Homura is capable of having a telepathic conversation with Kyouko at this time without an Incubator hearing said conversation.

According to Homura's current understanding, a familiar becomes a witch when it acquires a victim's soul.
Homura does not presently understand the process through which a familiar becomes a Witch, but the possibility that is integrates the soul of its victim is one she considers to be likely.

With her present abilities, Homura is capable of having a telepathic conversation with Kyouko at this time without an Incubator being capable of hearing said conversation.
With her present abilities, Homura is capable of having a telepathic conversation with Kyouko at this time without an Incubator being capable of hearing said conversation.

Homura's Golden Ending would be impossible to reach with her original soul gem.
Homura's Golden Ending would be almost impossible to reach with her original soul gem.

The soul gem pictured was originally Homura's original soul gem, and is capable of other changes of appearance under certain conditions.
Homura's Soul Gem will not change forms a second time.

The soul gem pictured was originally Homura's original soul gem, and is capable of other changes of appearance under certain conditions.

The soul gem pictured contains Homura's soul.
The soul gem pictured contains Homura's soul.

The soul gem pictured contains our heroine's soul.
The soul gem pictured contains our heroine's soul.

The soul gem pictured is capable of functions differing from those of a standard soul gem.
The soul gem pictured is capable of functions differing from those of a standard soul gem.


The number 15 is not arbitrary, and is connected to Canon...although the details are something you'll have to discover in-game.


The fifteen slots are related to the conditions for obtaining the Golden Ending. They will fill as the requirements for the Golden Ending become possible to attain.
The fifteen slots are related to the conditions for obtaining the Golden Ending. They will not necessarily fill as the requirements for the Golden Ending become possible to attain.

Sayaka in this timeline is still capable of becoming a Magus.
Sayaka, in this timeline, is still capable of becoming a Magus.

Sayaka now has E-rank luck.
Sayaka has always had E-rank luck.

Sayaka does not have E-rank luck.

Sayaka's sword is Archer. Sayaka's sword was Archer's.
Sayaka's sword is related to Archer...explore IC to find out the details.

The change in Homura's Soul Gem is directly related to the visit with Yuuko.
The change in Homura's Soul Gem is not directly related to the visit with Yuuko.

The change in Homura's Soul Gem is related to the fact that Homura's Inventory was emptied.
The change in Homura's Soul Gem is related to the fact that Homura's inventory was emptied.

There is a non-zero chance that Homura can become aware of her position as a piece.
There is a non-zero chance that Homura can become aware of her position as a piece. The term "piece" here is used in the Umineko sense.

There is a non-zero chance that Homura can defeat, in any meaning of the word, the Witch-GM Higure and take over the quest.
There is a non-zero chance that Homura can defeat, in any meaning of the word, the Witch-GM Higure and take over the quest.

Homura Akemi is not a devil in this quest.
Homura Akemi is a devil in this quest.

The person known as Homura Akemi, whose actions in this Quest are being decided by us, those known as "Players", is not a devil in this quest.
The person known as Homura Akemi, whose actions in this Quest are being decided by us, those known as "Players", is not a Fallen Messenger of the Creator of All Things.

This multiverse is defined as 'All universes that are not accessable to the players'.
The term "multiverse*" is henceforth defined as: 'All universes that are not accessable to the players'.

The Law of Cycles has been created or born in this multiverse. born in this multiverse.
The Law of Cycles has been created or born in this multiverse*. Any Laws of Cycles created in this multiverse* will be referred to henceforth as "The Law of Cycles*".

That which impedes The Law of Cycles, formerly known as Akemi Homura, has been created or born in this multiverse.
That which impedes The Law of Cycles, formerly known as Akemi Homura, has been created or born in this multiverse*. Instances of this entity created within the multiverse* will be referred to henceforth as "Homucifer*".

The Homura we are controlling has met either or both of these entities.
The Homura we are controlling not has met a Law of Cycles* or a Homucifer*.

Either of these entities has met the Homura we are controlling.
No Law of Cycles* or Homucifer* has met the Homura we are controlling.

There is only one Law of Cycles and Homucifer in the multiverse.
There are multiple Laws of Cycles* and Homucifers* in the multiverse.

The Homura called devil has an 'Evil Piece', an object shaped like a chess piece that has resurrective properties.
Homucifers* possess an atypically structured Soul Gem that resembles a Chess Piece.

The term "multiverse**" is henceforth defined as: 'the accumulation of several universes, in which the great part of them are yet to be visited by Akemi Homura". The Law of Cycles has been created or born in this multiverse**. It shall henceforth be referred to as "The Law of Cycles**". That which impedes The Law of Cycles, formerly known as Akemi Homura, has been created or born in this multiverse. She shall henceforth be referred to as Homucifer**."

There is only one Law of Cycles** and Homucifer** in the multiverse**. Homucifer** possesses an atypically structured Soul Gem that resembles a Chess Piece.


Providing definitions for abstract ideas is very difficult.
Providing definitions for abstract ideas can be very difficult.

It is possible and likely that the entity denominated "Homucifer" Which in this case is an incarnation of Homura Akemi who stole the powers of the Law of Cycles and has a luciferian theme is making use of a piece to further her interests.
It is possible and likely that the entity denominated "Homucifer***" (an incarnation of Homura Akemi who stole the powers of the Law of Cycles and has a luciferian theme) is making use of a piece to further her interests.

Akemi Homura is defined as the primary character of this quest, whose choice of actions is largely governed by the players, and whose name in-quest is 'Akemi Homura' (or 'Homura Akemi', if placing the family name last).
Akemi Homura1​ is defined as the primary character of this quest, whose choice of actions is largely governed by the players, and whose name in-quest is 'Akemi Homura' (or 'Homura Akemi', if placing the family name last).

Multiverse¹ is defined as the collection of all universes that Akemi Homura has ever visited, or may potentially visit, along with all universes that have or may ever interact with a universe that she occupies while she occupies it.
Multiverse¹ is defined as the collection of all universes that Akemi Homura1​ has ever visited, or may potentially visit, along with all universes that have or may ever interact with a universe that she occupies while she occupies it.

Multiverse² is defined as the subset of Multiverse¹ with which Akemi Homura has interacted (or had the universe she was in interact with in such a way as to affect Akemi Homura) up to this point in (subjective) time.
Multiverse² is defined as the subset of Multiverse¹ with which Akemi Homura1​ has interacted (or had the universe she was in interact with in such a way as to affect Akemi Homura1​) up to this point in (subjective) time.

The "Law of Cycles²" has not (from a subjective temporal viewpoint) come into existence within the Multiverse². The "Law of Cycles²" has (from an objective temporal viewpoint) come into existence within the Multiverse². The entity colloquially known as "Homucifer" (Homucifer²), sometimes called a devil, and at odds with the Law of Cycles², has not (from a subjective temporal viewpoint) come into existence within the Multiverse². The entity colloquially known as "Homucifer" (Homucifer²), sometimes called a devil, and at odds with the Law of Cycles², has (from an objective temporal viewpoint) come into existence within the Multiverse².


The "Law of Cycles²" still exists (from an objective temporal viewpoint¹) within the Multiverse².
The "Law of Cycles²" still exists (from an objective temporal viewpoint¹) within the Multiverse².

The entity colloquially known as "Homucifer" (Homucifer²), sometimes called a devil, and at odds with the Law of Cycles², still exists (from an objective temporal viewpoint¹) within the Multiverse².
The entity colloquially known as "Homucifer" (Homucifer²), sometimes called a devil, and at odds with the Law of Cycles², still exists (from an objective temporal viewpoint¹) within the Multiverse².

Neither the Law of Cycles2​, nor Homucifer2​ is collecting the souls and/or Grief of Magi in the universe you are guiding Homura through.


If a winning vote contains Blue, it may cause the corresponding update to contain Red.
If a winning vote contains Blue, it may cause the corresponding update to contain Red.

We could have defeated the Sachiel Witch by defending Nanoha while she repeatedly drew the Witch's grief into familiars with Starlight Breaker, until its grief supply was exhausted.
Sachiel could have simply reabsorbed the familiars created that way.

The Golden Ending requires gold. Gold in this context refers to the precious metal used as money in certain parts of the world.
The Golden Ending does NOT require gold. Gold in this context refers to the precious metal used as money in certain parts of the world.

She is, after all, already a Magical Girl.
('She' being Nanoha Takamachi.)

Kyubey knows that the system has become fragile and may attempt to explore it.
Kyubey knows dimensional anomalies are occurring.

The Akemi family has at least one branch family, where the family name is not "Akemi".
The Akemi family has at least one branch family, where the family name is not "Akemi".

The events of Oriko Magica occurred.


Homura does not remember the events of Oriko Magica.
Homura does not remember the events of Oriko Magica.

Homura has forgotten the events of Oriko Magica.
Homura has not forgotten the events of Oriko Magica.

The events of Oriko Magica are locked.
The events of Oriko Magica are not locked.

Oriko knows about Homura time-looping.
Oriko knows about Homura time-looping.

Oriko knows about Homura's losses in possessions and/or memories.
Oriko knows about Homura's losses in possessions and/or memories.

Oriko caused Homura's losses in possessions and/or memories.
Oriko was one cause of Homura's losses in possessions and/or memories.

The Game that was developed for this world´s Nerve Gear is different from the standard Sword Art Online.
The Game that was developed for this world´s Nerve Gear is different from the standard Sword Art Online. The Beta Version is safe to play.

The game (that's taking SAO's place in this quest) is a crossover with an Atlus-developed game.
The game (that's taking SAO's place in this quest) is not a crossover with an Atlus-developed game.

Homura Akemi Bloodline´s has ties with the Belmont Bloodline!
Homura Akemi Bloodline's has no close ties with the Belmont Bloodline!

Homura Akemi may meet one or more of the playable characters from the The Legend of Zelda franchise.
Homura Akemi may meet one or more of the playable characters from the The Legend of Zelda franchise.

Fixing the clock unlocked or opened the hidden door.
Fixing the clock unlocked or opened the hidden door.

Meguca can become vampires
Magi can become vampires. You're immune to some types of Vampirism though, and others would require you to take additional actions to allow the transformation.

Sayaka doesn't have a shield in her starting equipment.
Sayaka has a shield from her starting equipment.

Rolling a one when shattering Diavel's sword will spawn Astraea as a superboss.
There will be no rolls needed in order to break the sword.

It's possible that characters from Western works may appear in addition to characters from other anime and manga.
It's possible that characters from Western works may appear in addition to characters from other anime and manga.

If we don't acquire the Homura Akemi's grandfather clock this loop, we won't get a chance to do so next loop.
If you don't acquire the Grandfather Clock inscribed with the name Homura Akemi this loop, you will get a chance to do so next loop.

We will be able to get a Celebi as an ally. Somehow.
It is possible to get a Celebi as an ally.

Everyone Homura knows has a memory unlock like Kyouko's. Even Oriko.
Everyone Homura knows has one or more major memory unlocks, even Oriko.

Unlocking Madoka's big memory is a bad idea.
Unlocking major memories of Madoka can be good or bad depending on the situation and your outlook.

Homura has successfully brought Mami, Kyoko, and Sayaka together emotionally in past loops.
Homura has successfully brought Mami, Kyouko, and Sayaka together emotionally in past loops, to some degree.

A Golden Ending depends on Homura's state of mind.
A Golden Ending depends on Homura's state of mind.

It is possible to enlist the aid of Alucard in handling Walpurgisnacht.
It is theoretically possible to enlist the aid of Alucard in handling Walpurgisnacht.

We can acquire the Space Battleship Yamato.
You can acquire the Space Battleship Yamato. It would be far easier to acquire something extremely similar than actually tracking down the original.

Madoka is the key to the golden ending!
Madoka is a key to the Golden Ending.

The pictured soul gem is capable of storing multiple souls.
All soul gems are capable of storing multiple souls.

It is a mini roulette wheel to fuel our crippling gambling addiction.
Your soul gem is not a miniature roulette wheel.

The Apollo Moon Landings were the result of a Magical Girl's wish.
Space flight was facilitated by the Wishes of Magi.

Magical Girls fought during the Civil War.
Magi fought during the Civil War.

If we gather enough kittens, something special will happen.
If you gather enough felines, something special will happen.


There is a non-zero chance that Homura can the Witch Higure and take over the quest.
There is a non-zero chance that Homura can replace the Witch, Higure, and take over the quest. It will only occur if Higure wills it, however.

Is it possible for nanoha to contract? - If so, can we manipulate her to make homura golden ending?
It is possible for Nanoha to contract. A Golden Ending cannot be created by any Wish Nanoha could make as part of an Incubator Contract.

Nanoha Takamachi is incapable of making a contract with an Incubator.
Nanoha Takamachi is capable of making a contract with an Incubator.

Nanoha Takamachi has a soul.
Nanoha Takamachi has a soul.

Homura has at least one relative from a franchise that is not PMMM.
Homura has at least one relative from a franchise that is not PMMM.

Homura has forgotten the events of Oriko Magica simply because it has been so long since they occured.
Homura has never experienced the events of Oriko Magica.

A clockmaker was involved in the development of SAO.
A clockmaker was involved in the development of SAO.

Removing Diavel's sword from his grasp will decrease Diavel's power (other than just not having a sword).
Removing Diavel's sword from his grasp will take away Diavel's demonic powers.

Breaking the sword will free those who Diavel has slain with it.
No one Diavel has slain is trapped inside his sword.

It is possible that Kiritsugu Emiya exists somewhere in Homura's family tree.

Kiritsugu Emiya is not meaningfully related to Homura Akemi in this universe.

The PMMM concept of a soul and the MGLN concept of a linker core are related, or at least similar.
The Soul and Linker Core are related.

There is a thematic connection or significance behind Homura having a relative from a franchise that is not PMMM.
There is a thematic connection or significance behind Homura having a relative from a franchise that is not PMMM.

It is theoretically possible for an insane Incubator to form a contract by making a wish.
Incubator's are unable to form a Contract as a Magus for reasons of anatomy. It would take more than insanity to change that.

Homura has experienced contact with Eldritch entities in anomlus time lines other then the witches. This means any witch like entities other than Walpurgisnatch that are on the same level of strange as a witch or higher outside of a barrier.
Homura has never encountered any non-Witch Eldritch Horrors (as defined above), excepting things born of her own mind (such as dreams or hallucinations).

Homura has interacted with Nu-13. Or Writ. Or Gilgamesh.
Homura has interacted with none of the above at present.

Homura has encountered sapient or sentient non-Witch Eldritch Horrors (as defined above) born of her own mind.
Homura has encountered sapient or sentient non-Witch Eldritch Horrors (as defined above) born of her own mind.

Homura has attracted other people to her, whose feelings she did not reciprocate.
Homura has attracted other people to her, whose feelings she did not reciprocate.

The truth about the lack of magical girl stories is that the "magical girl" is a cultural construction. What would have been a magical girl in older times was perceived differently: miracle workers, saints, sorceresses, perhaps legends like nymphs or dryads, and witches although obviously the term meant something different then.
Magical girls have been perceived as many things, historically...all of the above, and more.

Metatron is a giant robotic angel that shoots divine lasers from his eyes.
Metatron is NOT a giant robotic angel that shoots divine lasers from his eyes.

It is not impossible that Homura can encounter someone who has seen the Mahou Shoujo Madoka Magica anime.
It is not impossible that Homura can encounter someone who has seen the Mahou Shoujo Madoka Magica anime.

Such an encounter would not be possible if Homura's universe were not Fragile or Broken.
Such an encounter was always possible...indeed, at least one has already occured.

Homura, our heroine, does not remember this encounter or encounters.
Homura, you heroine, does remember that encounter or encounters. The Homumind, however, is not aware that individual(s) Homura encountered had seen PMMM.

Said encounter happened during this Quest while SV was in control of Homura.
SV was not in control of Homura during at least one such encounter(s).

No such encounters have occurred during Homura's current loop.
At least one such encounter has occurred during Homura's current loop.

No such encounter(s), regardless of remembrance or recognition by Homura and/or The Homumind, occurred prior to the loop Homura, our heroine, is currently experiencing in this Quest.
One such encounter occurred long, long ago...far before this loop.

The individual(s) that had seen PMMM appeared at least visually human to Homura (or would have, had she seen/noticed them) during all such encounters.
The individual(s) that had seen PMMM appeared at least visually human to Homura (or would have, had she seen/noticed them) during some such encounters, but not all.

At the time of at least one such encounter during this loop, at least one involved party--other than Higure and the readers of Renascence--has seen the Mahou Shoujo Madoka Magica anime.
At the time of at least one such encounter during this loop, at least one involved party--other than Higure and the readers of Renascence--has seen the Mahou Shoujo Madoka Magica anime.

At the time of at least one such encounter during this loop, at least one involved party--other than Higure and the voters of Renascence--has seen the Mahou Shoujo Madoka Magica anime.
At the time of at least one such encounter during this loop, at least one involved party--other than Higure and the voters of Renascence--has seen the Mahou Shoujo Madoka Magica anime.

At the time of at least one such encounter taking place during this loop, Homura, our heroine, could truthfully describe herself as a witch. At that time, Homura, our heroine, could falsely describe herself as a witch.
Homura, our heroine, could truthfully or falsely describe herself as a witch at any time.

High Mechanics Expertise will aid us against Walpurgisnacht
High Mechanics Expertise can aid you against Walpurgisnacht.

Homura's pre-March 16th personal history has changed.
Homura's pre-March 16th personal history has changed.

Homura at this time either has the ability or the means to gain the ability to take one, several, or all of the following with her when she travels back through time: Kyoukos soul, Kyoukos soulgem, Kyoukos mind, Kyoukos memories, Kyoukos physical body.
Homura at this time has the ability or the means to gain the ability to take at least one of the listed entities with her when she travels back through time.

Living objects can enter Homura's shield in one loop and exit in another loop unchanged.
Sentient entities can enter Homura's shield at one time and then exit at another time unchanged. Sapient entities can enter Homura's shield at one time and then exit at another time unchanged.

Objects with a Soul, Sentience, and Sapience cannot enter Homura's shield in one loop and exit in another loop unchanged.

Soul Gems can enter Homura's shield at one time and then exit at another time unchanged.
Soul Gems cannot enter Homura's shield at one time and then exit at another time unchanged.

It is possible for an entity to be sentient without having a soul.
It is possible for an object to be sentient without having a soul.

It is possible for an entity to be sapient without having a soul.
It is possible for an object to be sapient without having a soul.

Homura has encountered witches based off of the Daedraic Princes, and found magical girls weilding weapons that behaved like and/or looked like Daedraic artifacts
Homura has not encountered anything related to the Daedra, outside of Elder Scrolls-related media.

It is possible to Summon a Servant to fight Walpurgisnacht without shattering the walls of reality or the mind/body/soul of anyone important with resources that Homura could access without violating "gold" conditions.
It is possible to Summon a Servant to fight Walpurgisnacht without shattering the walls of reality or the mind/body/soul of anyone important with resources that Homura could access without violating "gold" conditions.

Living things cannot survive travelling in Homura's shield.
Living things, by justinkal's definition (possessing Sentience, Sapience, and a Soul), cannot survive traveling in Homura's shield. Living things, as defined by yourself (biologically alive by the medical standard for that organism) can survive traveling in Homura's shield.

Mundane humans and Puella Magi are alive. In some cases, an entity without any form of physical body, such as an intelligent ghost, can be considered alive. An entity that cannot be classified as "organism" can be classified as "living". Plants and simple organisms, such as bacteria, are not alive.
By Justinkal's definition of life... Mundane humans are alive and Puella Magi are alive. In some cases, an entity without any form of physical body, such as an intelligent ghost, can be considered alive. Plants and certain simple biological entities, such as bacteria, are not alive.

Plants and simple organisms, such as bacteria, are alive.
By DracoDracul's definition of life, plants and simple biological entities, such as bacteria, are alive.

A perfectly cast Giga Slave would defeat Walpurgisnacht.
A perfectly cast Giga Slave could potentially defeat Walpurgisnacht, depending on the caster of the spell...and the accessibility of the LoN and the magical systems that allow that spell to be cast.

Living things (by justinkal's definition) cannot survive traveling in Homura's shield because they possess sentience. Living things (by justinkal's definition) cannot survive traveling in Homura's shield because they possess sapience. Living things (by justinkal's definition) cannot survive traveling in Homura's shield because they possess a soul. Living things (by justinkal's definition) cannot survive traveling in Homura's shield because they possess some combination of the above.
Living things (by justinkal's definition) cannot survive traveling in Homura's shield because they possess a soul.

The body/vessel of a Puella Magi that is out of range of her soul gem is considered "alive" by biological definitions. The body/vessel of a Puella Magi that is out of range of her soul gem is NOT considered "alive" by Justinkai´s definitions.
The body/vessel of a Puella Magi that is out of range is NOT considered alive by biological definitions. The body/vessel of a Puella Magi that is out of range is NOT considered alive by justinkal's definition.

"Yuuko won't take any of your loops if the price for something is Time. She'll simply require you to spend some of that Time with her, or performing a task on her behalf. There are cracks in the world...they have opened up new avenues of power for you, if you seek them out, but be warned: Such power may not come easily. If you go to the port on a Saturday afternoon, you will find someone and something of value. They may not change everything, but they possess great potential, if you use them properly."


If Kyubey affected Kyouko's father's mind... that means that her dad didn't really think she was an evil witch after all.
Kyubey did nothing to Kyouko's father's mind.

The Spirit of the World, Gaia, as described and depicted in the Type-Moon franchise either A) does not exist in the version of reality Homura resides in or B) is being suppressed by some other force. If, as stated in the previous Blue Truth, Gaia is being suppressed somehow; the Incubators are the responsible party as it interferes with their plan in some significant way.
Homura's present world does not act as a planetary reality marble on its inhabitants, as a living Gaia (of the Type-Moon franchise) would.

This Earth possesses no Gaia or Gaia-like spirit. It also has no planetary reality marble.

The setting that Homura is currently living in is inside a barrier similar to that of a Witch.
The setting that Homura is currently living in is inside a barrier similar to that of a Witch.

Thanks, Madoka!
It was not created by Madoka or Homura.

This world/reality has no 'natural' supernatural entities. Magical Girls and Witches are created entities, and other supernatural elements leak across from other worlds/realities and are not native to this one.
This world has natural supernatural entities.

The entity we are currently under attack by will not drive us to insanity, injury, or death via its appearance and/or its proximity to us.
The entity could potentially drive you to insanity, injury, or death via its appearance and/or its proximity to you.

a benign and adorable fluffy kitten could potentially drive you to insanity, injury, or death via it's appearance and/or proximity to you?


The Entity is currently not in its True Form.
The Entity is currently in its True Form.

The Entity is currently in a form which Homura Akemi is capable of approaching and witnessing without damage to her psyche.
The Entity is currently in a form which Homura Akemi is capable of approaching and witnessing without damage to her psyche.

The Entity is currently in a form which Homura Akemi is capable of approaching and witnessing without damage to her body.
The Entity is currently in a form which Homura Akemi is capable of approaching and witnessing without damage to her body.

The Entity is currently in a form which Homura Akemi is capable of approaching and witnessing without losing her life.
The Entity is currently in a form which Homura Akemi is capable of approaching and witnessing without losing her life.

The Beast that tried to bite Sayaka is indeed Sesshomaru.
The Beast that tried to bite Sayaka is indeed Sesshomaru.

Homura or one of her friends has watch or read Fate/Stay Night in the past.
Fate/Stay Night isn't available in this Madoverse.

Less instantaneous force is required to overcome Herakles' God Hand (or any other form of passive damage resistance he possesses) than was required to overcome Sachiel's AT Field.
Sachiel's AT Field could not be overcome with simple force. Herakles' god hand can be.

Herakles must be killed more than once.
Herakles must be killed more than once.

Herakles must be killed.
Herakles need not be killed to reach the Golden End.

Berserker has died at least once since his time being summoned. Berserker would recognize Sayaka's sword. Berserker can lose more than one life if hit hard enough.
Berserker has NOT died at least once since his time being summoned. Berserker would not immediately recognize Sayaka's sword, if at all. Berserker can lose more than one life if hit hard enough.

God Hand is the ability that allowed Hercules to make eye contact with Homura during Time Stop.
That had nothing to do with god hand.

But it was cause Homura is messed up in the head.
He appeared to move in Time Stop due to a hallucination.

It is very likely that Homura only believes Berserker's action in time stop is a hallucination and is blinding herself to the deadly truth.
The red truth is the truth of the world. Homura's perceptions have nothing to do with it.

We have the the active resources to take out all of Hercules's lives without any of us dying.
You have the active resources to take out all of Heracles's remaining lives without any of you dying.

(Semi-Joking,) throwing at barrel at Hercules will get rid of his invincibility for at least a while
Throwing a barrel at Heracles will do nothing to interfere with godhand or his natural resilience.

Kyouko managed to take at least one life from Berserker when she impaled him with her spear.
Kyouko managed to take at least one life from Berserker when she impaled him with her spear.
Kyouko took more than one life from Berserker when she impaled him with her spear.
Kyouko took more than one life from Berserker when she impaled him with her spear.

Berserker has some method of tracking our group beyond simple line-of-sight.
Berserker has some method of tracking our group beyond simple line-of-sight.

There is no other entity Berserker is dependent upon which you can reasonably locate and/or kill at this time.


Berserker has some means of sensing magic or magic use.
Berserker has no means of sensing magic or magic use beyond those accessible to a normal human.
Mixed Color Responses and Corresponding Blue Truths
The change in Homura's Soul Gem is unique to her, and cannot be replicated by other Magi.
The change in Homura's Soul Gem is unique to her, and replicating it would be extraordinarily difficult. It will not be replicated in this quest.

Other Magi are capable of changing or of having change done to their Soul Gem similarly.
Other Magi are capable of changing or of having change done to their Soul Gem similarly. This will not occur.
Unanswered Blue Truths
Most kittens are fluffy.
At least one of the rumors from the ice cream shop is directly related to Sayaka's wish/powers.
A Golden Ending requires Homura to desire and accept the outcome.
It is possible to hook Mami up with the Black Power Ranger, to stabilize her emotional state.
Somewhere in the Witch's barrier, there is an Eva. It is possible to pilot the Eva and use it against the witch.
There is a meta game going on between multiple Witches as we speak. They may or may not be us.
The Golden Ending does not require any state of Godhood or Devildom to be reached by any character.
The circle thingy on Homura's soul gem can be turned.
The circle thingy can be wound, like a clock.
Homura now has the ability to take other souls back with her when she travels back in time.
I still think it's a roulette wheel to fuel our crippling gambling addiction.
Our Soul Gem has been replaced by a paperweight stand-in.
Our soul gem has always looked this way.
We're hallucinating.
When turned in to a soul gem, a magical girl's soul undergoes no change, but is merely moved.
Elvis Presley was a Magical Girl
The tornado that struck D.C. in the War of 1812 was related to Witches and Magical Girls.
Canadian Geese are the result of a wish/curse.
Your status as a Detective has no bearing on your ability to discover plans!
The Law of Cycles is active in this multiverse.
That which impedes The Law of Cycles, formerly known as Akemi Homura, is active in this multiverse.
The Homura we are controlling has met either of these entities.
The Homura we are controlling has been or is being manipulated by either of these entities.
The Law of Cycles and the one colloquially known as Homucifer do not exist in this iteration of the time loop. There is only one Law of Cycles and Devil Homucifer.
The Homura called devil has an Evil Piece. Homura Akemi likes cats.
Homura Akemi is one who prefers dogs over cats.
When Homura rewinds her shield, she jumps universes.
When Homura rewinds her shield, she jumps timelines.
The Homura we are controlling has been or is being purposefully manipulated or influenced, directly or indirectly, by either of these entities.
The Law of Cycles and the one colloquially known as Homucifer have caused no changes in this iteration of the month the Homura we are controlling is in.
The "Law of Cycles²" has (from a subjective temporal viewpoint) come into existence within the Multiverse².
The "Law of Cycles²" has (from an objective temporal viewpoint) come into existence within the Multiverse².
The entity colloquially known as "Homucifer" (Homucifer²), sometimes called a devil, and at odds with the Law of Cycles², has (from a subjective temporal viewpoint) come into existence within the Multiverse².
The entity colloquially known as "Homucifer" (Homucifer²), sometimes called a devil, and at odds with the Law of Cycles², has (from an objective temporal viewpoint) come into existence within the Multiverse².
The "Law of Cycles²" still exists (from an objective temporal viewpoint¹) within the Multiverse².
The entity colloquially known as "Homucifer" (Homucifer²), sometimes called a devil, and at odds with the Law of Cycles², still exists (from an objective temporal viewpoint¹) within the Multiverse².
The Incubators are an artificially created species designed to prolong the life of the universe by seeking a way to prevent its heat-death.
If the Incubators are an artificial species, the species that created them is now extinct.
At least one of the Witches present in the Walpurgisnacht Witch is an Akemi.
Homura is capable of creating an equivalent of Lea's exoskeleton, designed for human beings
Familiars are considered part of their parent Witch for the purposes of entry into Time Stop.
Time Stop would limit the amount of ambient magic Starlight Breaker could draw from the environment.
Every human has a soul.
Nanoha is not trapped in Mitakihara. She knows how, and is able, to go home.
Kyubey know the fragile system and may attempt to exploit it. Mid childan is exist and kyubey knew it.
Sylar has a relation to the Akemi family.
For this set of blue, "barrier" refers to the pocket dimensions created by mages from Lyrical Nanoha rather than PMMM-verse Witch Barriers.
Witches have a means of escaping barriers.
Witches cannot break out of a barrier that is sufficiently hardened and maintained.
Nanoha can maintain a barrier sufficiently hardened to trap an average witch.
On her own, even if she could devote her entire attention and mana to the task, Nanoha cannot produce a barrier sufficiently hardened to contain a battle with Walpurgisnacht if Walpurgisnacht seriously tries to escape.
Memories of the events of Oriko Magica can be unlocked in a Memory Access.
Homura can be turned into a vampire by Remilia or Flandre Scarlet.
Sayaka's character as it is right now will take less damage from an equivalent hit, compared to Homura's character.
Destroying the altar/statue will decrease Diavel's power.
It is possible for Homura to get a clockwork tank suit.

Incubators do not have souls.

The Golden Ending will not be achieved by turning the Incubators into cats.

Bleach is obsesed with cat Homura needs a lot of hugs Madoka hugs restore Sanity

Homura has encountered non-Witch Eldritch Horrors (as defined above) born of her own mind which have been neither dreams nor hallucinations. It is possible for the Gnosis or the Noise to appear in this quest.

In the period mentioned above, Homura inadvertently helped Sayaka Miki, Kyouko Sakura, Mami Tomoe, or Madoka Kaname with their problems because of her demeanor or activities.

Homura has made Giant Clockwork Mecha to Fight In The Past.

Homura at some point in the past went through the 4 stages of time travel at least once.

There has been at least one loop where Homura decided to just try to romance Makoda and get her to run away her with.

The incredibly hostile entity known as "Faust" may or may not appear at some point to haunt Homura.

Do to the nature of her wish, Mami when in single combat against an enemy can not be defeated by any method other than witching

Information regarding at least one such encounter is contained within one or more locked Memory Access Files.

The Kyubey and/or Incubators in this loop know/suspect the cause of the weakening of the multiversal barriers (or whatever it is that has caused the crossover elements of the Quest.

The individual(s) that had seen PMMM appeared at least visually human to Homura (or would have, had she seen/noticed them) during all such encounters she has had in the current loop.

There exists in this Quest a course of action(s) and/or occurrence(s) resulting in Kyubey and/or other Incubators developing (through means unspecified in this statement) thought patterns analogous to human emotions.

There is a non-zero chance that Kyubey and/or other Incubators will develop (through means unspecified in this statement) thought patterns analogous to human emotions in this Quest.

At the time of at least one of the encounters with a party or parties who's seen Mahou Shoujo Madoka Magica which takes place during this loop, at least one of the parties involved in that encounter--excepting Higure, his readers, his voters, and Homura, our heroine--could truthfully describe himself, herself, or itself as a witch. At the time described above, at least one of the parties involved in that encounter--excepting Higure, his readers, his voters, and Homura, our heroine--could falsely describe himself, herself, or itself as a witch.

An object that contains a soul can enter Homura's shield at one time and then exit at another time unchanged. A Soul Gem that is not connected to a body is sentient. A Soul Gem that is not connected to a body is sapient. Sentient entities that have physical containers composed of biological molecules can enter Homura's shield at one time and then exit at another time unchanged.

The figure quoted above depicts a 'reversal' of some kind. The figure quoted above depicts a 'reversal' of a kind described in my previous post. The figure quoted above depicts a 'reversal' acting on a soul gem or grief seed. The figure quoted above depicts a 'reversal' caused by Homura, her abilities, or her shield. The figure quoted above was posted in order to depict a 'reversal' of some kind. The figure quoted above was posted in order to depict a 'reversal' of a kind described in my previous post. The figure quoted above was posted in order to depict a 'reversal' acting on a soul gem or grief seed. The figure quoted above was posted in order to depict a 'reversal' caused by Homura, her abilities, or her shield.

Homura has encountered a witch that was the entire interior of it's barrier rather then it's generator

It is possible and probable for Trilby from the Chzo Mythos to make an appearance in this quest
It is possible to use spells from the universe from which Trilby originates.

Kyubey did nothing to Kyouko's father's mind because it felt that doing nothing to his mind would increase the likelihood of Kyouko becoming a Witch more quickly.

The magic systems of PMMM and MGLN are effectively incompatible with each other due to the soul and linker core's relation to each other and how each system effects the particular aspect of a human they deal in.

Puella Magi and Mages are incapable of switching to each other's system easily, if at all. Either it is impossible (Example: Puella Magi have their souls manipulated by Incubators which destroys/cripples/renders any present Linker Core inert) or comes at a balancing cost (Example: A Mage that contracts with an Incubator would lose their Linker Core-based magic and connection to their devices in return for the power and shortcomings of life as a Puella Magi)

Nanoha is unable to contract with an Incubator, as she has little serious impact on the PMMM world.

We may end up encountering the individual known as Doctor McNinja at some point in our journey. We may also be able to grab him if he's on fire if we use timestop.

Homura intentionally or unintentionally changed her Origin into something close enough to a weapon/had such origin to begin with, and that was enough for someone with EMIYA powerset to get a read on her. Homura was recorded in UBW. It is posibble for Sayaka to became profitient enough with EMIYA powers to trace Homura.

Rho Aias is a shield. Rho Aias can be recorded and reproduced in the Reality Marble known as Unlimited Blade Works (UBW). UBW can record and reproduce shields.

Homura's time-magic comes from her shield.

UBW can record and reproduce Homura's shield.

Said reproduction would retain its time-magic capabilities.

UBW can record and reproduce the weapons created by Magical Girls (e.g. Kyouko's spears, Madoka's bow, Mami's muskets/cannons).

Said reproductions would retain their magical capabilities (e.g. segmentation/elongation, energy arrows/anti-Witch arrows, dakkadakkadakka).

Sayaka can unlock something that acts similar to the reality marble of unlimited blade works(she is able to store and copy weapons from memory). She can also access the magic that Shirou has, though she will need to be trained in magic use before doing so.

The Barrier that the above Red Truth refers to is a Grand Reality Marble similar to Gaia's from Fate/Stay Night canon.

Reality Marbles are similar to Witch Barriers.

Homura has not moved to a world/reality different from the world/reality her loops normally take place in.

The barrier similar to that of a Witch is created by Higure The barrier similar to that of a Witch is created by a Umineko Witch

One of the functions of the barrier, that contains this setting, is to allow crossover elements to enter this setting. The barrier was created by the force that originates from outside Madoka-verse. The barrier is result of the meta-game Higure is playing.

The barrier is supernatural, and/or was created through supernatural means. 'Supernatural' refers to phenomena that do not exist in the real world (e.g the world and universe this post exists in).

The barrier of this universe is literally just the theoretical (in real life) "barrier" preventing this universe from fusing with other universes or some such. Thus, it would be more accurate to say that Witch's barriers are similar to the boundaries of the universe.

The natural magic in this universe is directly connected with the history of the Incubators.

grief seeds have a soul the red truths list is extremely out of date.

We can invent magic that will instantly crippled any kind of opponent regardless how strong they are. It can't be uesd to kill. And such magic comes with a great price.

This Entity would have attacked Homura's location tonight no matter where she chose to sleep.

This is not actually an eldrich Entity from the Cthulhu Mythos, and the dream Homura just had is not directly related to the threat that Kyouko and Nanoha are currently engaging.

It's possible to reason with him and reach an agreement with him so he ceases fighting us.

Fate/stay night was available in a previous Madoverse that Homura (the player character) visited. Homura (the player character) read/watched/played Fate/stay night in that Madoverse.

The attacker that is not Sesshomaru is Berserker (AKA Heracles) from Fate/stay night, or is at least identical in terms of skill and ability. Berserker is a Servant, therefore he has a Master, as per the standard Fate/stay night definition of the terms 'Servant' and 'Master'.

The beast attacking Homura and company with Sesshomaru can keep fighting even if Homura Stops Time. If the beast can fight through Homura's Time Stop, it has to expend additional energy, Mana, and/or any other sources of power that it may be drawing from.

A sufficiently charged Starlight Breaker can deplete all of Heracles' lives in a single attack. It is possible for Nanoha to charge up Starlight Breaker inside of timestop if she is connected to Homura.

Hercules and Sesshomaru are allied. Hercules and Sesshomaru are cooperating.

It is possible for Homura to reach her Golden Ending within this (the current) timeloop.

There will be no Jojo elements in this story Berserker can be convinced to stop attacking us with a posing contest

Godhand doesn't revive Berserker from death if it wasn't from an attack, such as poison, drowning or suffocation. If Godhand does revive Berserker from deaths that weren't from an attack, it doesn't make him immune to the manner of death that killed him. Godhand doesn't shield the inside of Berserker's body.

Ea's Enuma Elish can reveal red truths.

Heracles is more vulnerable to poison than most other things --(If true) Nanoha's Starlight Breaker can take on poisonous properties using the "magical poison gas" on the battleground as fuel.

Berserker has a Master.

Berserker will cease to exist if his Master is killed (within a usably limited timespan).

Thanks to Entropy Judge for helping maintain this list!


Voting Rules:

  • Standard voting rules apply, unless indicated otherwise.
  • When voting, a vote tally will be raised 10 minutes before the poll closes. Requests for time extensions may be granted, depending on the situation.
    • This will not necessarily be the case after a period of extended dormancy for the thread.
  • If two votes are nearly identical, but conflict between the two prevents either from having the most votes, conflicting aspects may be deleted so that they may be treated as a single vote. This rule is applied at the GM's discretion, and settling the conflict yourselves is recommended.
  • State whether you will change or have changed your vote.
...

Combat Rules:

  • Characters have Stats, Skills, and Abilities. These are not defined limits, but rather represent their "baseline" capabilities. If they try to exceed them, dice rolls will be required. Some Abilities may require Dice Rolls anyway.
    • Example: Mami can create a musket freely, without a Dice Roll. She must roll for Tiro Finale, as it is her most difficult to perform standard creation. She must also roll to create a sword, as she has no experience with creating non-firearm weapons.
  • Stats and abilities may be increased through training and innovation.
  • Damaging Objects and Enemies:

    All attacks have a Power value. This represents the destructive force of the attack, and is used when calculating whether or not an attack has been successfully blocked.

    Objects have Durability. Exceeding this durability allows them to sustain Damage. Damage disables, impairs, or destroys the attacked object. Various spells and enchantments can increase durability. An object's durability is added to the durability of all objects that it is protecting from an attack when determining if Damage is dealt.

    If an object is used as a projectile, the Durability of the Object and its target are both tested against the Power of the attack. Attacks using objects have an effective Power Cap equal to the weapon's durability. If the weapon's durability is met (or exceeded) by the Power of the attempted attack, the weapon is Damaged, and the target receives an attack with Power equal to the Durability of the weapon.

    Example 1:

    Homura fires a bullet form an M16. This bullet has 60 Durability. The target, a Witch, has 40 Durability. The M16, when firing the bullet, fires it with enough force that, if it were more durable, it would deliver an attack with 100 Power. Sadly, it shatters on impact, only dealing an attack of 60 Power. The Witch, with 40 Durability, is Damaged by the 60 Power attack.

    The bullet, however, is small. The Damage is minimal, but a number of shots may cumulatively deal sufficient Damage to significantly wound the Witch, possibly disabling limbs or even destroying the Witch's Body.

    Example 2:

    A Witch fires ball of energy (Power 60) at Homura, striking her in the chest. Homura's body has a Durability of 30. Her Magical Girl outfit, however, has a Durability of 50.

    The outfit sustains damage, but Homura herself is left unharmed, as her body's effective Durability, with the outfit protecting her, is 80 (30+50). She may still be knocked back by the attack, but no significant harm is caused.


    Determining Damage Dealt:

    When an attack DOES hit, how much Damage is dealt? It's pretty much QM fiat for now, but I may figure out a system for determining this later. Just remember that bigger attacks deal more Damage, but even small attacks can have enough Power to deal a certain amount of Damage.


    Emotional Energy Mechanics:

    Magic is powered by emotion. Witches use Grief, as a rule, while Magi primarily use the energy generated by their other emotions.

    For the purposes of this explanation, Magi energy will be referred to as EE, and Witch energy will be referred to as Grief.

    Homura can be considered to have EE = Maximum Corruption - Corruption, generally. Each time she uses Magic, she loses some EE and accumulates an equal amount of Grief. If her Grief maxes out, she will start to Witch.

    A Witch, on the other hand, simply depletes its Grief with each work of Magic it performs, slowly regenerating it with time. When a Witch depletes its Grief to severely, it withdraws into its Seed.

    Magi defeat Witches by damaging their bodies sufficiently that the Witch exhausts itself trying to maintain its form, causing it to withdraw into its Seed.

    Example 1:

    Homura uses Magic Blast. She expends 20 EE and accumulates 20 Grief. The attack is launched.

    Example 2:

    Homura's arm is Damaged. She expends 40 EE to Heal it and accumulates 40 Grief.

    Example 3:

    A Witch creates a Familiar. 50 Grief is spent to do so, leaving the Witch weaker than before.

    Example 4:

    A Witch's main body loses an arm. The Witch expends 200 Grief to regenerate it.

    Example 5:

    A Witch's main body is destroyed. The Witch does not have enough Grief to rebuild it, and withdraws into its Seed. Homura uses it to Cleanse, decreasing her Grief by 100 and allowing her EE to regenerate in its absence.
Unique Rules for Magic:

  • Each character has certain natural talents, based upon their person traits. Using magics related to these talents will be both easier and cheaper than using unrelated magics.

To be discovered by you. I'll add your discoveries as you progress.
 
Last edited:
Character Sheets
Homura
Stats
Wounds: 10
Resistance: 1
Regeneration (10 Magic): 1
Armor: 10
Celerity: 30
Strength: 30
Traits
Some Traits have been modified to more efficiently work with the new system.


Akemi Traits

Akemi Madness - While active, gain a +10 Bonus to Social Rolls. Increases Bloodheat.

Madness of Clocks - Gain a +10 Bonus to Mechanics Expertise Checks while Akemi Madness is active.

Madness of Creation - Gain a +10 bonus to Development rolls while Akemi Madness is active.

Memories of Jii-san - Operates as a Clocksmithing Teacher of Level 30, granting a +100 Training Bonus.



Combat Traits

Puella Magi Development - Can use Development to create Puella Magi Spells in the middle of combat or other stressful situations, rolling at a -10 penalty.

Heart Taker - Marksmanship Attacks with Guns never fail to hit, as long as an unobstructed path to the target exists. Shots which must pierce objects or follow impossible routes to hit must be rolled.


Gun Specialist - +20 to Melee/Marksmanship rolls when using a Gun.

Fight the Strong - Homura's attacks have +5 Power when used against Witches.

Headshot! - Homura unlocks the Snipe Action, which is used to situationally target weak points or equipment.

Good Footwork - Homura gains a +5 Bonus when performing the Dodge Reaction.

The Time We Trained Together - Homura uses a similar fighting style to Kyouko, when fighting in Melee. No mechanical effect.

Devil Spiter - +3 to Combat Rolls against Homucifer-affiliated enemies.



Sanity Traits

Madness of Love - Grants +20 to all rolls while Akemi Madness is active; +10 to all rolls while Akemi Madness is inactive. Lose 50 Sanity/day while above 400 Sanity. Bloodheat increase from Akemi Madness doubled.

Golden Dreamer - At Homura's discretion, Sanity is spent to decrease Grief accumulation when unlocking Memories.

Never Again - Homura regains an additional 5 Sanity per Social Action.

Sleep Well and Deeply - Homura regains an additional 20 Sanity from the Sleep Action once per day.


Social Traits


Seductive Englishwoman - +20 to Socialize Rolls with Mami Tomoe.

Book Lover - Socialize rolls directed towards other characters with the Book Lover trait while at Miyazaki Books are multiplied by 1.5.

Golden Bonds - +20 to all Socialize Rolls with members of The 15 Friends.


Additional Traits

True Magician - Additional +5 to Development rolls involving Parallel Worlds or Time Travel.

Back Alley Amateur - You've studied the works of Takemi Tae, and have found yourself with a unsafe amount of practical knowledge about medicine and biochemistry. +5 to Medical checks involving drug-based medicine, both modern and traditional.

Warship Novice - +5 to Engineering when working on ships.

Yamato Whisperer -
Homura can faintly hear the voice of Yamato. Homura gains a +15 bonus to all rolls directly involving Yamato.

Puella Magus -
+15 to Magical Theory rolls related to the Puella Magi school of Magic.
Skills
Combat Skills
  • Core
    • Melee (39/100) [152/195] - Used for engaging opponents at close range. Covers all forms of melee weaponry as well as footwork and basic applicable tactics.
      • Homura is significantly skilled in melee and can go toe-to-toe with trained combatants.
    • Evasion (45/100) - Used for evading attacks and other combat threats, such as battlefield hazards.
      • Homura is used to engaging at range, and often finds herself dodging projectiles more than matching enemies blow-for-blow in melee, giving her substantial evasive skill. Unfortunately, her tendency to depend on Time Stop has limited her development of this skill over the years.
    • Marksmanship (100/100) - Used for engaging opponents at long range. Covers all forms of ranged weaponry as well as basic applicable tactics.
      • Homura is the world's greatest markswoman, by far. With her weapons of choice, no shot is beyond her. With others, she is still a peerless sniper.
    • Combat Analysis (30/100) - Used for analyzing the battlefield and assessing outcomes.
      • Homura is able to consistently recognize clear terrain advantages and effectively predict outcomes of conflicts between parties she knows the strength and capabilities of.
    • Stealth (10/100) [5/50] - Used for avoiding notice.
      • Homura is minimally capable of avoiding notice without the use of Time Stop.
Mental Skills
  • Core
    • Investigation (31/100) [101/160] - Used to gather information from the world around you and to analyze information to form conclusions. Primarily used for Investigative Actions.
      • Homura has spent a great amount of time taking part in hands-on investigation, and is reasonably skilled at it, in spite of lacking actual training.
    • Research (12/100) [37/60] - Used to perform scholarly research and experimentation.
      • Homura has only passing experience with conducting research.
  • Specialty
    • Electronics Expertise (0/100) - Used to operate and maintain electronic devices. Can be used to Craft at a -30.
      • Homura can use basic, day-to-day electronic devices, but has no real expertise beyond these boundaries.
    • Engineering (13/100) - Used to operate and maintain mechanical devices. Can be used to Craft at a -30.
      • Homura has worked with machinery in the past, notably weapons of war.
    • Medical Expertise (27/100) [96/135] - Used to heal wounds, perform surgery, develop medicine or drugs, and modify biology.
      • Homura has studied medicine quite a lot recently; although she has no chance of performing conventional surgery or doing most forms of medical work without the assistance of Magic, her ability to perform medical work using Magic is better than most Magical Girls without a Healing Specialty.
Social Skills
  • Core
    • Socialize (16/100) [45/80] - Used for improving relationships with others.
      • Homura is very poor at bonding with others through casual interaction and small talk, depending on actions and the bonds created through shared crisis in order to build relationships.
    • Social Analysis (30/100) - Used for analyzing social dynamics, including relationships and social standing.
      • Homura is able to consistently recognize which parties are at an advantage in an interaction and relationships that are not actively obfuscated.
    • Persuasion (0/100) - Convince someone else to do or believe something.
    • Deception (0/100) - Convince others of your honesty.
  • Specialty
    • Wordsmithing (30/100) - Used to influence and manipulate others with words alone. Can be substituted for Persuasion or Deception at a -20 Penalty. Suffers no penalty when used in text-based communication or when used for Persuasion via Telepathy.
      • Homura is able to effectively convey information and to persuade individuals she has a firm understanding of.
Magic Skills
  • Core
    • Magical Theory (18/100) [13/90] - Used to understand the principles of Magic. Applies to all forms of Magic.
      • Homura only has a very basic understanding of Magical Theory, having simply used it as a tool rather than studying its principles.
    • Development 10/100)[34/35] - Used to create new Spells. Applies to all forms of Magic the user can perform.
      • Homura has leaned heavily on Time Stop and Enchantment, rather than developing new Spells regularly, only just now beginning to truly explore the limits of Magic beyond her personal focus.
Crafting Skills
  • Clocksmithing (17/100) [36/85]
  • Bombmaking (50/100)
  • Gunsmithing (30/100)
  • Gunpla (5/100) [17/25]
Spells
Combat Spells
  • Time Stop (20 Magic/Round): Select any number of Characters in the Combat. Other Characters cannot act while this Spell is active. Some Characters may be able to bypass this by one means or another.
  • Accel (5 Magic/Round): Gain 1 additional turn the end of each Round.
  • Love's Sacrifice ((Attack Power) Magic): Negate an Attack entirely. Cast as an Attack Reaction.
  • Minor Healing: Remove 1 Wound from a Character.
  • Magic Blast (20 Magic): Perform an Assault Action using the following Attack Stats:
    • Magic Blast
      • Power: 100
      • Harm: 2
      • Accuracy: +100
      • [Magic]
  • Magic Lance (20 Magic): Perform an Assault Action using the following Attack Stats:
    • Power: 150
    • Harm: 1
    • Accuracy: +100
    • [Magic]
  • Attimo Finale (300 Magic): Perform an Assault Action using the following Attack Stats:
    • Power: 1000
    • Harm: 10
    • Accuracy: +100
    • [Magic]
  • Augment: Add one of the following tags to an appropriate target for the duration of the Battle. These costs will vary for exceptional targets.
    • [Magic] (15): Apply to Weapon or Object, used to bypass protections, among other things.
    • [Powerful] (10): Increase the Power of a Weapon by 20.
    • [Swift] (10): Increase the Accuracy of a Weapon by 20.
    • [Vicious] (10): Increase the Harm of a Weapon by 2.
    • [Superior] (10): Enhances the ability of an Object to serve its primary purpose.
    • [Seeking] (10): The Weapon forces the target to take a -40 Penalty on the Dodge Reaction.
    • [Superhuman] (10): The Character raises Strength to 15, Celerity to 15, and Armor to 7.
  • Automate (5 + X): Allows a Weapon or Object to act autonomously, allowing it to take an Action of the Caster's choice on the Caster's turn. The Object uses the Caster's Skills to make rolls, up to a maximum of 25.
    • Larger or more complex objects, such as vehicles, have a base cost of 100. This is increased to 500 for extreme cases, such as buildings or warships.
  • Bargaining (300 Sanity, 300 Magic)
    • Erase 1 Action from the previous round from history.
  • Desperandum Negata (10 Magic)
    • Prevents the inspiration of negative Emotions (Grief) when using Anima Erebea. Fails inside Witch Barriers and similar environments.
Outside of Combat, Magic is more abstracted--the cost to use Magic in this context will vary, as will efficacy, based upon the specific situation. In general, consider these broad guidelines for Homura's capabilities, not something you actively choose to use.

Time Stop - Stops time temporarily, allowing Homura to perform actions in the space between moments and move undetected through guarded areas. Time Stop is still a powerful resource in spite of how it has become more and more costly over Homura's lifetime, and her experience with it has allowed her to vastly improve upon her efficiency, offsetting the increased cost in Magic.

Accel - Move and act at twice the normal speed. Expensive to use for long periods, but relatively cheap in bursts.


Common Healing - Reconstructs flesh in accordance with the user's perception, externalizing the image of the target within the user's internal world as external flesh. Can heal others, but cannot accurately recreate body parts that the healer has never seen. Individuals who come to view an injury as part of the target will not be able to heal those injuries as long as they maintain this view, but this can be overcome with mere mental discipline. Major healing can alter appearance (usually in subtle ways) if the healer's image deviates from the actual reality of the target's appearance. Can also "heal" things like hair and clothing, in some cases.

Augment - Enhances a target in one or more ways. This Spell is incredibly flexible and can be used to Homura's advantage in an uncountable number of ways, with sufficient creativity.

Magic Blast - Projects a bolt of magical energy to destroy or damage a target. Primarily an ability for combat, it can still find some utility outside of it as a means of simple destruction.

Bargaining - Erases a single Action from the previous day from history, at great cost to Homura's Magic and Sanity.


Tome Restoration - Reverses damage caused by time, common environmental damage, and simple wear-and-tear upon a book. Cannot undo greater damage, such as torn pages or burning.

Light Sphere - Creates a simple light source, with no secondary effects.

Desperandum Negata - Prevents the inspiration of negative Emotions (Grief) when using Anima Erebea, but will fail within Witch Barriers and similar environments. Costs 10 Magic each hour to maintain.
Magic Weapons
Shield of Love
  • Stats
    • Power: 5 + Strength
    • Harm: 1
    • Accuracy: 0
  • Tags
    • Shield: +20 to the Wielder's Parry Reactions
    • Magic
    • Focus: Required to use Love's Sacrifice and Time Stop
Heartstopper
  • Stats
    • Power: 20 + Strength
    • Harm: 3
    • Accuracy: +10
  • Tags
    • Past Piercing: Negates the target's Dodge Reactions
    • Magic
    • Focus: Required to use Magic Lance
Progressive Knife
  • Stats
    • Power: 15 + Strength
    • Harm: 2
    • Accuracy: +15
  • Tags
    • Progressive: Power increases by 5 each consecutive turn the Assault action is performed with this weapon.
    • Magic


Kyouko
Combat Stats
Wounds: 10
Resistance: 1
Regeneration (10 Magic): 1
Armor: 10
Celerity: 27
Strength: 40
Skills
Combat Skills
  • Core
    • Melee (40/100) - Used for engaging opponents at close range. Covers all forms of melee weaponry as well as footwork and basic applicable tactics.
      • Kyouko is skilled in Melee combat, having regularly fought in life-or-death melee combat for her entire Magical Girl career.
    • Evasion (35/100) - Used for evading attacks and other combat threats, such as battlefield hazards.
      • Kyouko would rather engage directly in melee most of the time rather than work around projectiles, and prefers to block and parry where possible, but has practice with evading attacks as well, being an able combatant with substantial experience, albeit less than Homura.
    • Combat Analysis (30/100) - Used for analyzing the battlefield and assessing outcomes.
      • Kyouko is able to consistently recognize clear terrain advantages and effectively predict outcomes of conflicts between parties she knows the strength and capabilities of.
Mental Skills
  • Core
    • Investigation (10/100) - Used to gather information from the world around you and to analyze information to form conclusions. Primarily used for Investigative Actions.
      • Kyouko has some practice from Witch Hunting, but is largely unskilled in investigation.
    • Research (30/100) - Used to perform scholarly research and experimentation.
      • Kyouko was highly educated and taught how to conduct proper research during her early childhood, and continued to develop this skill while working with Homura in her origin timeline.
  • Specialty
    • Electronics Expertise (0/100) - Used to operate and maintain electronic devices. Can be used to Craft at a -30.
      • Kyouko can use basic, day-to-day electronic devices, but has no real expertise beyond these boundaries.
    • Engineering (0/100) - Used to operate and maintain mechanical devices. Can be used to Craft at a -30.
      • Kyouko has no particular skill with mechanical devices.
    • Medical Expertise (10/100) - Used to heal wounds, perform surgery, develop medicine or drugs, and modify biology.
      • Kyouko has a limited understanding of first aid, and no further medical expertise.
Social Skills
  • Core
    • Socialize (25/100) - Used for improving relationships with others.
      • Kyouko is somewhat competent at bonding with others through casual interaction and small talk.
    • Social Analysis (15/100) - Used for analyzing social dynamics, including relationships and social standing.
      • Kyouko can generally read the room, but doesn't generally analyze social interactions in any depth.
Magic Skills
  • Core
    • Magical Theory [General] (20/100) - Used to understand the principles of Magic. Applies to all forms of Magic.
      • Kyouko has a basic understanding of Magical Theory, although her means of studying it have been limited.
    • Development (30/100) - Used to create new Spells. Applies to all forms of Magic the user can perform.
      • Kyouko has extensive skill in spell Development, being able to develop simple new Spells on the fly somewhat consistently
  • Specialty
    • Magical Theory [Puella Magi] (50/100) - Used to understand the principles of the Magic of Puella Magi.
      • Kyouko's understanding of Puella Magi Magic is advanced, born of extensive experimentation.
Traits
Hunger Traits

Hunger for Violence - While active, increase Strength and Celerity by 10, but take a -30 Penalty to defensive Reactions.

Hunger for Salvation - Gain a +15 bonus to all Rolls made to save another person. Gain 10 Sanity upon saving another person.


Combat Traits

Puella Magi Development - Can use Development to create Puella Magi Spells in the middle of combat or other stressful situations, rolling at a -10 penalty.

Berserker: Kyouko's Strength increases by 5 for each Wound she is currently suffering.

Spear Specialist - +20 to Melee rolls when using a Spear.

Predator - Can perform the Pursue Action as a Reaction to the Run Action.


Social Traits

Book Lover - Socialize rolls directed towards other characters with the Book Lover trait while at Miyazaki Books are multiplied by 1.5.


Sanity Traits

Dinner Time - Gain 2 Sanity for each Action in which you consume food, and 10 Sanity for each Rest Action performed while food is available.
Spells
  • Magic Lance (20 Magic): Perform an Assault Action using the following Attack Stats:
    • Power: 150
    • Harm: 1
    • Accuracy: +100
    • [Magic]
  • Magic Lance Variant: Lancia Rosso (50 Magic): Perform an Assault Action using the following Attack Stats:
    • Power: 250
    • Harm: 2
    • Accuracy: +100
    • [Magic]
    • [Fire]
  • Chain Barrier (20 Magic): Choose a single target and create a Chain Barrier (1 Wound, 150 Armor) that automatically takes the following reaction:
    • Block: The Chain Barrier automatically performs the Block reaction if the target is attacked.
  • Chain Grapple (10 Magic): Choose a single target and create a Chain Grapple (1 Wound, 50 Armor) that automatically takes the following action on the target each turn:
    • Intercept: Prevent a character from successfully completing the Pursue action at the end of the Round. The character to be Intercepted is determined at the end of the Round, not when this Action is used.
  • Augment Spear: Enhance the strength of a Spear for the duration of the Battle. These costs will vary for exceptional targets.
    • [Powerful] (10): Increase the Power of a Spear by 20.
    • [Swift] (10): Increase the Accuracy of a Spear by 20.
    • [Vicious] (10): Increase the Harm of a Spear by 2.
    • [Seeking] (10): The Weapon forces the target to take a -40 Penalty on the Dodge Reaction.
    • [Gloria Rosso] (20): Increase the Power and Accuracy of a Spear by 20. Increase the Harm of a Spear by 2.
  • Hunting Spear (50 Magic): Choose a single target and create a Hunting Spear (1 Wound, 100 Armor) that automatically performs the Assault Action on the target each turn, using the following Weapon Stat Block:
    • Power: 40
    • Harm: 3
    • Accuracy: +40
  • Longinus (500 Magic): Create a titanic spear to fight on your behalf. Longinus becomes a combatant with the following stat block:
    • Combat Stats
      • Wounds: 25
      • Resistance: 5
      • Regeneration: 0
      • Armor: 20
      • Celerity: 10
      • Strength: 70
    • Attack Stats
      • Thrust
        • Power: 100
        • Harm: 10
        • Accuracy: +20
      • Merciful Lance (100 Magic)
        • Power: 400
        • Harm: 10
        • Accuracy: +100
        • [Magic]
        • [Fire]
  • Enchantment Magic
    • Rosso Phantasma
    • Rosso Phantasma - Soldatessa Materiale
Magical Weapons
Filo Rosso
  • Stats
    • Power: 30 + Strength
    • Harm: 3
    • Accuracy: +40
  • Tags
    • Bind (80): Upon successfully hitting an Attack with this weapon, the target must make a DC 80 Strength Roll to take Any Action, until this weapon is used again by its wielder. If an Action is successfully taken while a target is subject to Bind the effect of Bind ends.
    • Magic
    • Focus: Required to use Magic Lance and Magic Lance Variants.



Inventory
Key Items
  • Grandfather's Pocket Watch
    • +1 Sanity/hour if kept close while sleeping.
  • Laptop
    • Contains various essential software and allows internet access. Contains nothing related to your life as a Magi.
  • Monthly Planner
    • Unlocks Calendar
  • Yuuko's Business Card
    • Gives instant access to Yuuko's shop.
  • DoD Guest Clearance Badge
    • Homura is granted limited access to DoD Facilities, including the Military Base, allowing her to visit Military and Mercenary Magi, although she cannot use their resources and is limited to Magi-affiliated areas.
Grief Seeds
1 Grief Seed of Sachiel (1 Charges)
1 Grief Seed of Abigail (1 Charge)
1 Grief Seed of Gertrud (5 Charges)
1 Grief Seed of Persephone (2 Charges)
Books
  • Medical:
    • Cardiology Texts [Amateur | Medical] [3/3]
      • +5 to Medical when Treating Heart Disease
    • Intro to Medicine [Amateur | Medical] [5/5]
    • Standard First Aid, CPR, and AED. 5th Ed. Jeff Rendall. [Amateur | Medical] [0/2]
    • Home Biochemistry, Book 1. 1st Ed. Takemi Tae. [Amateur | Medical] [5/5]
    • Home Biochemistry, Book 2. 1st Ed. Takemi Tae. [Journeyman | Medical] [0/5]
  • Engineering
    • Historical Weapons Design. 3rd Ed. Vern Engers. [Amateur | Engineering] [0/3]
  • Clocksmithing
    • Beginning Watchmaking [Amateur | Clocksmithing] [0/5]
    • The Glory of Clocks. 17th Ed. Helena Akemi. [Amateur | Clocksmithing] [0/17]
  • Electronics Expertise
    • Beginning Programming. 2nd Ed. Jim Rivens. [Amateur | Electronics Expertise] [0/4]
    • Practical Electronics for the Home Inventor. 1st Edition. [Journeyman | Electronics Expertise] [0/5]
  • Research
    • A Guide to Basic Research and Information Analysis. 1st Ed. Honya. [Amateur | Research] [7/7]
    • A Guide to Notetaking. 1st Ed. Honya. [Amateur| Research] [0/3]
  • Magical Theory
    • A Beginner's Magic Primer. 1st Ed. Honya. [Amateur | Magical Theory] [0/5]
  • Socialize
    • Friendship, Part 1. 1st Ed. Y. Ishida. [Amateur|Socialize] [2/4]
  • Other:
    • Untitled Book [???]
Weapons
  • Handguns [31 Guns, 214 Clips]
    • Stats
      • Power: 20
      • Harm: 2
      • Accuracy: +30
  • Rifles [3 Guns, 42 Clips]
    • Stats
      • Power: 25
      • Harm: 2
      • Accuracy: +40
  • Machine Guns [19 Guns,231 Clips]
    • Stats
      • Power: 25
      • Harm: 3
      • Accuracy: -10
    • Tags
      • Rapid Fire: Attack twice with the Assault Action.
  • Sniper Rifles [3 Guns, 70 Clips]
    • Stats
      • Power: 50
      • Harm: 2
      • Accuracy: +60
  • Rocket Launchers [2 Launchers, 19 Rockets]
    • Stats
      • Power: 100
      • Harm: 20
      • Accuracy: -20
    • Tags
      • Reload: After being used, cannot be used again until the Reload Action has been performed on it.
  • Mini-Gun [1 Gun, 12000 Rounds]
    • Stats
      • Power: 25
      • Harm: 3
      • Accuracy: -10
    • Tags
      • Gatling: Attack 10 times with the Assault Action
  • Katana [16]
    • Stats
      • Power: 15 + Strength
      • Harm: 2
      • Accuracy: +10
  • Knives [30]
    • Stats
      • Power: 10 + Strength
      • Harm: 1
      • Accuracy: +15
  • Pipe Bombs [12]
    • Stats
      • Power: 50
      • Harm: 3
      • Accuracy: -30
    • Tags
      • Bomb: The target takes a -30 penalty to the Dodge Reaction
  • Umbrella [1]
    • Stats
      • Power: 5
      • Harm: 1
      • Accuracy: +10
Prototypes
  • Prototype - Heartmaker
    • School: Puella Magus
    • Cost: 15 Magic
    • A spell that uses Medical Expertise to remodel the heart into one that works perfectly and will persist as a mundane organ after the spell has run its course. As it is creating an organ which operates perfectly within the rules of mundane reality, the creation of this spell requires the Medical Expertise of a heart surgeon.
    • Development DC: 100
    • Special Prerequisite: Medical 75
  • Prototype - Heartcrafter
    • School: Puella Magus
    • Cost: 100 Magic
    • A Working that slowly corrects flaws in the heart until it is able to operate as a healthy organ. As this is a slow process carried out over the course of an hour, there is no need for the user to have an absolute understanding of the human heart, and the process can be assisted by a medical expert to account for lack of personal expertise.
    • Development DC: 75
    • Special Prerequisite: Medical 50. This can be provided by a second party, who does not need to be a magic user.
  • Prototype - Accel
    • School: Puella Magus
    • Cost: 5 Magic/Round
    • Combat: Gain 1 additional Turn at the end of each Round.
    • Out of Combat: Move and act at twice the normal speed. Expensive to use for long periods, but relatively cheap in bursts.
    • Development DC: 20
  • Prototype - Traceless Time Stop
    • School: Puella Magus
    • 5 Magic/Hour
    • Out of Combat: Over the course of a minute, Homura fully disjoins herself from Time and Causality, entering a far more limited variation of Time Stop.
      • The world is fully immobilized in this state, and objects cannot be brought into Time Stop that Homura was not carrying with her upon casting Traceless Time Stop.
      • Any actions other than Homura's own movement, thought, and observation taken within the world of stopped time will be undone after the Spell is ended (such as placing objects in the world or casting spells).
      • Other individuals cannot be brought into Traceless Time Stop.
    • Development DC: 65
Other Items
  • Kyouko and Mami's Cake
    • Gives Sanity when eaten. Gives more when eaten with friends.
  • High-Quality Sake
    • Payment for Yuuko's time.
  • Heart Scans
    • Homura receives a +5 Bonus to Medical Checks when treating her Heart Condition.
  • Flashy Dress
    • Grants situational Bonuses and Penalties to Social Skills.



Character Sheet
Inventory
  • 1 Grief Seed of Sachiel (3 Charges)
    1 Grief Seed of Abigail (2 Charges)

    • Medical:
      • Cardiology Texts [Amateur | Medical] [3/3]
        • +5 to Medical when Treating Heart Disease
      • Intro to Medicine [Amateur | Medical] [5/5]
      • Standard First Aid, CPR, and AED. 5th Ed. Jeff Rendall. [Amateur | Medical] [0/2]
      • Home Biochemistry, Book 1. 1st Ed. Takemi Tae. [Amateur | Medical] [5/5]
      • Home Biochemistry, Book 2. 1st Ed. Takemi Tae. [Journeyman | Medical] [0/5]
    • Mechanical Expertise
      • Beginning Watchmaking [Amateur | Mechanics Expertise] [0/5]
      • The Glory of Clocks. 17th Ed. Helena Akemi. [Amateur | Mechanics Expertise] [0/17]
      • Historical Weapons Design. 3rd Ed. Vern Engers. [Amateur | Mechanics Expertise] [0/3]
    • Electronics Expertise
      • Beginning Programming. 2nd Ed. Jim Rivens. [Amateur | Electronics Expertise] [0/4]
      • Practical Electronics for the Home Inventor. 1st Edition. [Journeyman | Electronics Expertise] [0/5]
    • Research
      • A Guide to Basic Research and Information Analysis. 1st Ed. Honya. [Amateur | Research] [4/7]
    • Other:
      • Untitled Book [???]

    • 31 Handguns [214 Clips]
    • 19 Machine Guns [231 Clips]
    • 5 Sniper Rifles [112 Clips]
    • 2 Rocket Launchers [19 Rockets]
    • 1 Mini-Gun [12000 Rounds]
    • 16 Katana
    • 30 Knives
    • 12 Pipe Bombs
    • 1 Umbrella

    • Grandfather's Pocket Watch
      • +1 Sanity/hour if kept close while sleeping.
    • Laptop
      • Contains various essential software and allows internet access. Contains nothing related to your life as a Magi.
    • Monthly Planner
      • Unlocks Calendar
    • Heart Scans
      • Homura receives a +5 Bonus to Medical Checks when treating her Heart Condition.
    • Kyouko and Mami's Cake
      • Gives Sanity when eaten. Gives more when eaten with friends.
    • High-Quality Sake
      • Payment for Yuuko's time.
    • Yuuko's Business Card
      • Gives instant access to Yuuko's shop.

Skills

  • Archery (0/100)
  • Battlefield Analysis (30/100)
  • Social Analysis (30/100)
  • Gunsmithing (30/100)
  • Bomb Making (50/100)
  • Mechanics Expertise (13/100)
  • Electronics Expertise (0/100)
  • Marksmanship (100/100)
  • Medical (26/100)
  • Melee (36/100)
  • Detective Work (30/100)
  • Wordsmithing (30/100)
  • Research (7/100)
  • Development (5/100)
  • Stealth (4/100)
  • Magical Theory (14/100)
Abilities

  • Time Stop
    • (Cost: 1 EE/Second (Rounded Up), 10 Sanity/30 Minutes (Rounded Down))

  • Shield of Protection
    • Negates a single attack entirely.
    • (Cost: X EE, where X corresponds to the Power of the attack blocked.)

  • Magic Blast
    • Fire an energy blast from your Shield. Instant Attack. 100% accuracy. 100 Power. Low Damage.
    • (Cost: 20 EE/Second(Rounded Up))
    • Fairly easy to alter, with a little work.

  • Enchant:
    • Adds to or alters the abilities of an object. Different effect have different costs, and must be discovered and studied in order to determine what works and what doesn't. As always, proximity to your natural magical talents lowers Cost and Difficulty.
    • The costs listed below are the costs to enchant a handheld item. Vehicles cost 5 times this amount to enchant, and larger objects (buildings, warships, etc.) cost 5 times as much as a vehicle (25x the listed cost). All Enchantment Costs are rounded up.
      • Automation: The object or device will act on its own according to your will. (Cost: 5 EE/Hour)
      • Increase Power (1 EE/Power point. Max 20.)
      • Increase Speed (10 EE to double speed. Max 4x Speed.)
      • Increase Durability (1 EE/Durability point. Max 20.)
      • Increase Damage (30 EE to increase Damage scale by 1 step. Max 1.)
      • Enhance Other Ability: Examples include allowing plane to fly freely in hurricane, improving the sight enhancement from glasses, and making medicine more effective. Extremely exotic effects may be achieved through study, experimentation, and practice.(Cost: Varies).
      • Grant Supernatural Ability: Allow an object to do something that it normally can't. The stronger the relationship between the object and the effect, the lower the Cost and Difficulty will be (Homing Bullets and Auto Reload are relatively cheap. A Homing Cello, on the other hand...)
        • Homing Projectiles (1 EE/Projectile)
        • Auto Reload (5 EE)
      • Ego
        • Enchantment allows you to apply your full Ego score to attacks with enchanted mundane weapons, just as if they were created through magic.
        • Cost: 5 EE

  • Bargaining
    • Use Magic to distort the past slightly, averting a single disaster before it occurred. Very powerful, but has limits. (Cost: 500 Sanity, 500 EE.)
  • Endless Arsenal (10/100)
  • Healing
    • Poor Healing (5 EE/minute)
      • Heals others extremely slowly.
Traits

  • Heart Taker (No matter the conditions, no matter your limitations, as long as you can see it, and a path exists, you will hit without fail.)
  • Recipient of Wisdom (Increases benefits from studying under the tutelage of another by ~10%.)
  • Amateur Cardiologist (3/5)
  • Incubator Insight(+10 to Social Analysis when interacting with Incubators)
  • Seductive Englishwoman (+30 to Wordsmithing when attempting to seduce Mami by speaking in English. She may not let you go afterwards.)
  • Strange Dreams (Homura is prone to having strange dreams. Sometimes, fragments of long lost memory find their way in. Other times, only figments.)
  • Memories of Jii-san (Treated as a Mentor when studying Mechanics Expertise by working with clocks. Skill Level: 30)
  • Akemi Madness (+10 to Wordsmithing when active, but costs 5 Sanity/minute(rounded up))
    • Madness of Clocks (+10 to Mechanics Expertise Checks when Akemi Madness is active)
  • Stronger than a Stick (+5 to rolls to hijack, disable, or dispel the magic of others)
  • Golden Dreamer (May increase SAN loss to reduce Grief increase when unlocking Memories, 1 SAN : 3 Grief)
  • Never Again (+1 to SAN gained per hour if relaxing with Friends, stacks with normal SAN regain)
  • Fight the Strong: +5 to Power of Attacks against Witches.
  • Headshot! [+3 Bonus to Marksmanship when targeting weak points.
  • Comfortingly Calm: Decreases damage to the Sanity of others caused by a horrible revelation, if you personally deliver that revelation.
  • Sleep Well and Deeply: +5 base sanity/hr while sleeping.
  • Good Footwork: +5 to evasion rolls.
  • True Magician: Additional +5 to Development rolls involving Parallel Worlds or Time Travel.
  • Back Alley Amateur - You've studied the works of Takemi Tae, and have found yourself with a unsafe amount of practical knowledge about medicine and biochemistry. +5 to Medical checks involving drug-based medicine, both modern and traditional.
  • Warship Novice: +5 to Mechanics Expertise when working on ships.
  • I'll Never Fail Her Again: Ruki isn't quite sure what that memory was, nor that reflection, but it has stirred a powerful will inside of her. If Homura is about to die or Witch, Ruki will go to any lengths to stop it .
  • The Time we Trained Together: Homura uses a similar fighting style to Kyouko, when using Melee.
  • Remember: Faint recollections of another world grant Ruki guidance, giving her an advantage against Clara Dolls and other minions of Homucifer
Equipment


      • Durability: 300
      • Maximum Number: 1
      • Attack Types:
        • Slash: Effective Power = Power * 1.2, Standard Damage
        • Stab: Effective Power = Power * 1.5, Moderate decrease in Damage
      • Special Ability:
        • Progressive: If contact is maintained with the target, the attack's effective Power increases by 10 for each second of sustained contact, assuming pressure is maintained, to a maximum of +100 Power

      • Durability: Infinite
      • Maximum Number: 1
      • Special Abilities
        • Focus for Shield of Protection
        • Focus for Time Stop
        • Required for Time Reversal

      • Durability: Infinite
      • Maximum Number: 1
      • Special Abilities
        • Pierces 2 seconds into the past.
        • ???


      • Durability: 50
      • Special Abilties
        • Multiplies Speed and Strength by 10


      • Durability: 15
      • Special Abilities
        • Contains your Soul



Sayaka Sheet (Incomplete)
Bonii
I am a Hero: A perk Trait for Sayaka which accelerates her development as a fighter. Rolls over to future timelines.
Endless Arsenal [10% Complete]

SAO Character Sheet
Titles
Machinist
Slayer of Demons
Conqueror of Greed
Savior of Purity

Stats
Base Stats:
Soul Level 10

Vitality 11
Spirit 12
Endurance 11
Strength 11
Dexterity 12
Luck 13

Max HP 608
Max MP 618
Max Stamina 608
Stamina Regen 110 stamina/sec
Equip Weight 77
Magic Power 120
Miracle Power 24
Falling Damage Resistance 36
Item Drop Rate 76
Fire Resist 22
Poison Resist 22
Bleed Resist 22
Curse Resist 5

Equipment

Current Equipment:
Right Weapon: Blueblood Sword
Left Weapon: Dagger
Helm: None
Chest Armor: Coat of Midnight
Leg Armor: Leather Boots
Ring 1: Small Crystal Ring
Ring 2: Cat's Step Ring
Spells and Miracles
Attuned Spells:
Cloak
Demon's Prank
Disposables

3x Crescent Moon Grass
5x Throwing Knife
Key Items

Memory of Diavel
Blessing of Purity
Sword Skills

Name Description Damage Multiplier Cost Cooldown Weapon Type Special
Horizontal Horizontal slash from left to right. 1.5 200 Stamina 0.05 sec Sword N/A
Vertical Vertical slash from high to low. 2 200 Stamina 0.15 sec Sword N/A
Slant Slash from shoulder-blade to opposing hip. 1.75 200 Stamina
0.10 sec
Sword N/A
Sonic Leap Rapid aerial approach followed by 2-handed downward slash.
3
400 Stamina 0.5 sec Sword N/A
Silencer Weapon throw skill aimed at the head. Easily blocked. 10 0 Stamina 1 sec Knife N/A
Exorcizer Thrust to the heart, charged with purifying energy. 2 (4) 300 Stamina, 20 MP 0.25 sec Sword, Knife, Spear
Multiplier doubles when used against Black Phantoms, Spirits, and Evils.

Does no damage to White Phantoms, Constructs, and Virtues.

Home Sheet

Location: Miki Household, Bedroom

Dimensions: 20' x 20'

Furniture

  • Bed
    • Size: Double (+1 Sanity/Hour when sleeping. Can hold two.)
    • Fluffy Comforter (+1 Sanity/Hour when sleeping.)
  • Desk Chair
    • Comfortable
    • Wheeled
  • 2 Chairs
    • Comfortable and Padded
  • 1 Madochair
    • Perfect for your 'Doka
  • Desk
    • Allows Effective Research
    • +5 to Research when in use.
  • Dresser
    • Holds socks, undergarments, and fordable clothes.
    • Mirror (Bonus to Aesthetics when used in morning.)
    • Can hold 2 Tool Sets
  • Table
    • Seats 5
  • Bookshelf
    • +2 to Research when stocked with reference materials.
  • Dustbin
  • Desk Lamp
    • +1 to Research when used.
Electronics

  • Wall Screens
    • Linked to Desktop Computer
    • May be used as digital "chalkboards" or as massive touch screen computers.

  • Desktop Computer
    • 1 Exabyte Nonvolatile Memory
    • Top of the line gaming hardware.
  • 9 Desktop Monitors
    • Ceiling Mounted
      • Hanging over desk, but can be retracted up to ceiling.
    • Arranged in a 3x3 grid by default, but can be rearranged electronically.
    • Built in speakers.
  • 3d Printer
    • Supports plastic printing, but not metal.
    • Not suitable for creating weapons, armor, clockwork, or electronics.
  • Leading edge manual input devices, such as keyboard, mouse, and gaming controllers.
  • VR Headset and gloves. Good quality, but soon to be chased out of the market by the neural uplink technology.
 
Last edited:
Fleeting Time - The Renascence Turn System
Overview

The Fleeting Time System is built as a tool for narrative acceleration, above all else. That being said, it also aims to assist in splitting activities in Homura's schedule, so that multiple narrative and mechanical goals can be pursued in parallel, helping to discourage the monotony that can come from spending extended periods on a single narrow task, as has happened repeatedly in the past.

In general, the system works by simply giving Homura a finite number of daily Actions, which are chosen when she fills out her daily planner each morning. These Actions are divided into several types, and can be spent on various activities, based upon their type.

What follows is a detailed explanation of each Action type. Note that the details of each situation are largely handled by Homura herself--faster pacing sadly demands less granular player interaction, unfortunately.

Investigative Actions and Clues
Investigative Actions
"I cannot win as I am. There must be opportunities I'm missing."

Investigative Actions seek to gather information in the world and are, in many ways, the heart of the system. They come in two varieties: Mystery Investigations and Discovery Investigations.

Mystery Investigations gather information about a specific, established Mystery that Homura has discovered and has reason to investigate.
  • Spending an Investigative Action on a Mystery Investigation allows Homura to roll Investigation and add the result to the Mystery's Progress.
  • Each Mystery has an invisible Goal Number. When a Mystery's Progress reaches this number, there is nothing further to discover and no further rewards to be gained.
  • Each Mystery also has a visible Breakthrough Number. When a Mystery's Progress reaches this number a Clue will be discovered in regards to the Mystery.

Discovery Investigations aim to seek out new information about Discovery Targets, rather than deeply exploring specific Mysteries. They operate similarly to Mystery Investigations, but with a few key differences.

  • Rather than Breakthrough Numbers, Discovery Investigations have Discovery Numbers. They operate much the same, but produce a Discovery rather than a Clue.
    • Discoveries can include: Clues, Locations, Resources, Items, Characters, and Missions.
    • When a Discovery is a Clue, it may be for an existing Mystery, or may be a First Clue for a new Mystery.
  • Rather than a Goal Number, Discovery Investigations an Exhaustion Number. When this is reached, there is currently no more to discover about the Discovery Target, and it will gain the [Exhausted] tag in the turn menu.
  • Once a Discovery Target is exhausted, Homura passively keeps an eye on the Discovery Target without using Actions. If a new Discovery becomes available, she'll hear a rumor or catch a hint and the Discovery Target will lose the [Exhausted] tag in the menu.
  • Discovery Targets are primarily city Districts, Locations, and Characters.
    • Districts usually yield Locations, Characters, and Resources.
    • Locations usually yield Clues, Items, and Missions.
    • Characters usually yield Clues or Missions. Alternatively, investigating a Character may unlock them as a Social Action target.
Clues
"There's something here I'm missing."


Clues represent major steps towards solving a Mystery. They can be gained by reaching Breakthrough Numbers and sometimes through Discoveries.

In addition, First Clues are what grant Homura the ability to investigate a Mystery in the first place, and are gained through story events or Discoveries.

Finally, if the players wish to Investigate a topic that Homura does not have a Clue for, they can make a Clueless Mystery Investigation roll (writing in the topic of interest). This requires an Investigation Roll against a (generally very high) DC in order to find a First Clue about the topic, if there is a Mystery to be found at all.

Sometimes, discovering a Clue triggers a Mission. Until the Mission is completed, the Mystery cannot be investigated further, and no additional Clues can be discovered.
Mission Actions
Mission Actions
"All that is needed for the triumph of evil is for good magical girls to do nothing."

Mission Actions are used to take actual action in the world and complete objectives. They can be Simple or Complex.

Simple Mission Actions are completed automatically as part of the next update. Such actions require no player input after the initial vote.

Complex Mission Actions begin a series of votes and updates to complete the mission, more akin to the original Renascence system. Sometimes they may be handled through mid-week mini-updates, to avoid delays.
Social Actions, Friends, and Allies
Social Actions
"Friends are no longer a luxury, but a necessity."

Spend time with another character, building friendships and progressing their subplot. Social Actions are handled similarly to Mystery Investigation Actions. Homura selects a person to spend time with and does so. Socialize is rolled, and the result is added to their Bond Value. When the Bond Value reaches a Breakthrough Number, either a Mission is unlocked or a significant social scene occurs. Afterwards, the corresponding Social Link levels up, sometimes granting a secondary reward in the process.

Friends and Allies
"Meet me at Mercury's, Kyouko. I require your assistance with something. I will pay for the ice cream."

Your Friends and Allies all have their own goals and lives, but that doesn't mean they can't help you out from time to time. Depending on your Social Link with them, other characters can asked to perform Actions on your behalf. Note that most other characters will produce significantly less results than Homura, however: They normally roll a dice with a number of sides equal to their Social Link x 10, rather than 1d100, as they are only as motivated as Homura inspires them to be.

In order to make use of characters in this way, Homura must first have them as a Social Link. Then, as part of her turn, she can make a Request of anyone she knows. Characters performing a Request will continue to perform the relevant Action until it is completed or until the end of the week, and will be listed next to it in the Turn Menu. Keep in mind that characters may refuse to perform a Request that is too onerous, conflicts with existing plans, o4r is against their preferences.


Note that, while Homura can make a Request for help with Social Actions (see Teamwork), a Request cannot be used to have another character perform a Social Action alone--Homura must participate in all Social Actions.

Independent Actions
"I'm gonna help Mami. Are you going to help me help Mami?"



Sometimes, characters will pursue actions on their own, and simply collaborate with Homura. When doing so, characters roll a full 1d100, rather than the smaller dice used when performing actions on request.

Teamwork
"So, how are we doing this, Ribbons?"

If a character is performing a Request or Independent Action, and Homura performs the same action, they will work together. Both characters roll as normal for the action AND Homura makes a Socialize Roll and gains half of the result as progress towards their Social Link (a Social Action is needed to actually raise a Social Link's level, however).

Friends vs. Allies
"I know you don't like her, Sayaka, but we need her for this."


Allies are individuals Homura has a professional relationship with. They will perform Requests, but may require compensation--usually in the form of a request of their own, referred to as Favors. Once an Ally has an outstanding Favor, they will not perform Requests until the Favor has been completed. Outstanding Favors will appear in Homura's Turn Menu in the appropriate Action category.

Some Favors are Urgent. Urgent Favors have a time limit. Failing to complete an Urgent Favor before time runs out will result in the Ally's Social Link dropping by 1 Level.

Sometimes, Allies become Friends as their Social Link rises.

Friends are individuals Homura has a personal relationship with. They will perform Requests without requiring a Favor in return.

Note that, whenever the term Ally is used in other contexts within the documentation, this includes Friends. When Friend is used, this does not include Allies.
Training Actions
Training Actions
"I have to be stronger."

Training Actions represent the use of time, effort, and resources in order to improve one of Homura's Skills or the Skills of an Ally. Training Actions are largely automatic: Homura will automatically use appropriate Training Resources. Players only need to select which Skill to train.

That said, it is important that players consider what resources are available and seek out those that are needed: Training with no resources is extremely slow, and new Skills may only be obtained if Homura has a corresponding Training Resource.


When training an ally, Homura will automatically use resources she possesses on their behalf, and may herself be considered a Training Resource, acting as a Teacher if she has a higher level in the Skill than the person she is training.


Training Resources

Skill Books grant a small bonus to Training Actions, but have a finite number of "charges" per book, after which the book is expended.

Libraries work as Skill Books, but have far more charges, representing the many books within.

Teachers provide a significant training bonus, which varies between Teachers, as long as their student's Skill Bonus is less than or equal to theirs.


Study Partners act as Teachers, but offer a much smaller bonus. A Study Partner's Skill Level can be up to 15 levels lower than the person they're assisting and still offer a bonus. Notably, a Training Action that uses a Study Partner allows both participants raise their Skill Level.
Crafting Actions
Crafting Actions
"Some things cannot be made by human hands; fortunately, I am a magical girl."

Crafting Actions have been simplified. Instead of a complex design menu, players simply select:

Product Type: Clock, Gun, Car, etcetera.
Ambition: On a scale of 1 to 20. Higher Ambition means a better result on success, but also a higher DC. (DC = 50 + (Ambition x 10))
General Description: Explanation of the objects purpose and, optionally, general design.


Alternatively, very unique products can be crafted by giving an exact description of the product. The QM will then declare an Ambition for that particular product and roll against the resulting DC.

If a product requires materials Homura does not have access to, the Crafting Action will fail automatically.
Magic Actions
Magic Actions
"Miracles and Magic exist. It's a shame I have to work so hard on them."

Magic Actions represent the development or use of Spells in a specialized way.

Unlike other options, it is possible to decline to perform a Magic Action--this gains no additional actions, only avoiding the energy cost associated with performing Magic Actions, in case Homura is low on Grief Seeds.

Magic Actions come in three varieties: Development Magic Actions, Usage Magic Actions, and Workings.

Development Magic Actions work like simplified Item Crafting--the players only specify what kind of Spell they want to create. This can be broad (A Spell to Heal) or narrow (A Spell to Heal Sayaka's Brain Damage); broad descriptions almost always produce a usable result, with higher Development rolls producing better spells. Narrow descriptions are more likely to produce nothing, but can produce exactly what is desired if the appropriate DC is met. The format is as follows:

[ ] Development
-[ ] Desired Spell Description.


The players will not be informed of the Development DC until the Spell is successfully created, but rolls will be made publicly.

---

Usage Magic Actions can imitate other actions to a degree, but are limited exclusively to the use of a designated Spell or Spells; Homura will approach these actions with a focus on utilizing the chosen Spell(s), rather than anything else. The format for these is as follows:

[ ] Usage
-[ ] Spells
-[ ] Purpose
-[ ] Reason for action.


For example:

[ ] Usage
-[ ] Minor Healing
-[ ] Heal injured people at the hospital.
-[ ] Madoka would want to ease their suffering.


Note the explanation of why the actions is being performed. This is a necessity: This informs Homura's behavior and approach. Without this, Homura might very well decide she's healing people at the hospital as a training exercise, and that it makes sense to recreate their injuries afterwards in order to maintain secrecy (for an extreme example). Seriously, include your reason.

---

Finally, Workings may be attempted. These work like a combination of Development and Usage Actions: Homura attempts to use magic to achieve a chosen goal, and will need to make a Magical Theory roll in order to succeed. This does not require an existing Spell to be known, unlike a Usage action, but does not result in Homura learning a new Spell like a Development Action. Notably, Workings can produce more powerful effects than normal Spells, as they involve the investment of significant time and effort rather than being possible to cast in the heat of the moment.

[ ] Working
-[ ] Objective


Some Workings may require additional Skills other than Magical Theory in order to perform--these are not revealed up front, but may be predicted through the use of logic. Alternatively, the Research Action can be used to gain a greater understanding of the Working before performing it (revealing the Skills and DCs for the Working).

------

Magic Actions have a Magic cost associated with them; this is not something Homura can know ahead of time, and thus is not public. If Homura would come close to Witching from a Magic Action, she will either use a Grief Seed or refuse to perform it (if she is out of Grief Seeds).
Research Actions
Research Actions
"Without proper planning, I'll waste a great deal of time and effort. Efficiency is key."

Research Actions are used prior to a Crafting Action or Magic Action; doing so works as performing the action, save that instead of producing a final result, it produces a Theoretical Product, Spell, or Working (henceforth referred to as a Theory).

This can be used to develop multiple similar Theories, then pick which one to invest resources in. For example:

[X] Research
-[X] Spell Development
--[X] Combat-oriented Fire Spell


Performing the above action would allow Homura to research a Theory that uses fire in combat. Because "Combat-oriented Fire Spell" is a very broad Spell description, performing this same Research Action repeatedly could produce numerous different Theories that fit the description.

Players can then choose which of these Spells to actually use a Development Magic Action to create, making the necessary checks and expending resources to do so. This helps prevent Actions and Resources from being wasted on Spells which are too advanced or are not actually useful (since developing a "Combat-oriented Fire Spell" directly might lead to trying to develop something extremely advanced or barely useful, without prior research).

Furthermore, a Theoretical Spell's Development DCs are revealed, so the chance of succeeding at a Development Magic Action is known to the players and Homura, allowing more informed decision making.

The same principles apply for Crafting Actions and Workings--Theoretical versions of Products or Workings are developed, then can be realized by performing the appropriate Actions.


Research Actions use the Research Skill; DCs vary depending on what is being Researched, but are lower than the DCs for actually creating what is being theorized.
Home Actions
Home Actions
"I'm home. At least for this loop."

Home Actions can imitate any of the other forms of Action--in effect, Home Actions are "bonus" actions available based upon your residence, and thus help insure the completion of the primary "route" of the loop, as well as insuring that each home's secrets and benefits are discovered and acquired during a loop.

Which Actions are available as Home Actions will be displayed in the Turn Menu.
Sleep and Rest Actions
Sleep and Rest Actions
"I'm fine Sayaka, I can work a few more hours before--oh, fine, I'll go to bed."

Homura has 4 Actions each day set aside for sleep. Each Sleep Action spent on sleep recovers 20 Sanity (before modifiers from Items and Traits). A Sleep Action may instead be spent on another Action of any type, but doing so costs 20 Sanity. Sleep will not raise Sanity above 800.

Rest Actions operate similarly, but only grant 10 Sanity. Rest Actions can be taken instead of other Actions, however--this additional R&R is not as valuable as essential sleep, but can still be useful when Homura has been pushed to her limit. Homura refuses to take Rest Actions while above 400 Sanity.
Grand Undertakings
Grand Undertakings
"This is a major opportunity to gain an advantage; I cannot let it pass me by."

Grand Undertakings are long-term projects which take extended periods or work and struggle to complete, but do not benefit from direct roleplay, such as reconstructing the Yamato.

Grand Undertakings work much like Mysteries: You work towards a goal number by making repeated rolls. Grand Undertakings vary in Action Type based upon their nature, but otherwise work on the same principles as Mystery Investigations.

Grand Undertakings cannot be started arbitrarily. Investigations or Research may cause them to come into being, though, and players seeking to achieve something tremendous may perform a Research action on that task to see if it's viable as a Grand Undertaking.

This concludes the explanation of the Fleeting Time System. More adjustments will follow to the Quest soon--updates to Skills, Traits, and Spells to fit the new system, additional informational posts, and the like. Please read carefully, and feel free to ask questions about the system in the mean time--I am happy to clarify things further, and may adjust the above documentation reactively for future readers in response.

Thank you all for playing Renascence!
 
Last edited:
Skill Tiers and Training Resources
Skills are rated from 0 to 100. Different skill levels correspond to different Skill Tiers:

Amateur 00 - 25
Journeyman 26 - 49
Professional 50 - 74
Legendary 75 - 99
Perfect 100
Skill Books also have Tiers, and cannot advance a Skill beyond their own Tier. Libraries operate in the same way, but have many more Charges to expend before becoming exhausted for a given reader.

The Internet can offer Amateur Tier training in any Skill.

Skill Tiers are important, in that some actions simply cannot be performed at lower Skill Tiers, and Traits may be obtained upon reaching a new Skill Tier in certain Skills.

Perfect Skills grant powerful beneficial Traits.

See the Training Actions tab of the Fleeting Time Turn System Informational post for general information on training Skills.
 
Last edited:
Abigail Witch Profile
Name: Abigail
Type: Moon-Watching Witch
Nature: Lonely
The Moon-Watching Witch, who has a lonely nature. A Witch that only wishes for the attention of her owner, she is forever forgotten amongst the countless distractions. She lashes out at people she doesn't know, but secretly cherishes her moments with them.

Name: Wesel
Type: Moon-Watching Witch's Familiar
Duty: Stealing
Messengers from beyond. They scream and squeal, forcing others to ignore the Witch. The Witch hates them above all other things, but they are always replaced when she breaks them.

Name: SU-5A::[N]
Type: Moon-Watching Witch's Familiar
Duty: Caretaking
Heartless machines that care nothing for the Witch; they are programmed to capture food for her. Her owner leaves the Witch with them and forgets about her. Each one is unique, but their differences aren't worth noticing. The Witch always escapes them, even when they lock her up.
 
Dramatis Personae
Dramatis Personae:

Madoka Kaname


  • Soul Gem Colour: Pink
  • Primary Magic: Varies. Commonly oriented towards Salvation.
  • Wish: Varies (Currently None)
  • Self-Perception - A failure with no passion for anything.
  • Personality Traits - Selfless and forgiving in the extreme. Idealistic. Almost madly zealous when acting out of compassion. Highly active if not discouraged or controlled.
  • Major Traits - Madoka
  • Combat Preferences - Defensive Ranged
If your life is a clock, then it is Madoka who winds it--an unstoppable force which drives everything else. Her compassion is what raised you from despair, and it was her sacrifice which gave you chance to live for the first time.

For many years, you sought to restrain her--to protect her from herself, by taking away her freedom. No matter how hard you tried to lock her away safely, though, she always broke free of that casing, tearing her way into the night, bringing forth the day. No matter how many times you turn back the clock, and return her to safety, she never changes.

You've long since given up on keeping her from the battlefield of life--instead, you do your best to make sure she survives it. Even that is far from a small feat, though...Madoka's selflessness might have inspired you, but it also make your job almost impossible.

Social Analysis:

"Madoka...why do you always do it? I know you love everyone, but couldn't you put us first, this one time? No, you never will, will you? You're not able to…"

"I'm sorry, I can't. There's so many people calling out for help; I can't just abandon them."

"Please?"

"I'm really sorry, Homura-chan. I…I'm so sorry, but…I wouldn't be myself anymore."

"Just…don't leave me, okay? Even if the other one has to…"

"Don't worry. Even if I die, I'll always be here with you, Homura."

...

"Madoka's going to contract sooner or later. If I do my best, maybe I can get her to make a Wish that doesn't kill her, this time…from there, at least, all I have to do is make sure she never has to die for her cause."
Sayaka Miki

  • Soul Gem Colour: Blue
  • Primary Magic: Magic - Healing, Sword Conjuration and Manipulation (Usually)
    • She instead has some sort of Mythology Emulation ability based on a sword she purchased in this loop. I'm not certain what this power's limits are, but it has presented an alternative to a Contract with Kyubey, which is good. I am uncertain what other effects it may be having upon her, however.
  • Wish: Varies (Currently None)
  • Self-Perception - A hero of justice.
  • Personality Traits - Highly judgemental. Reckless. Believes herself selfless, but has strong selfish desires she denies. Friendly and trusting towards those she deems Good, but hostile and untrusting towards those she deems Evil. Jealous-natured.
  • Major Traits - Madoka's Friend
  • Combat Preferences - Aggressive Melee
Your precious friend, who keeps you sane amongst the rising chaos. You're not sure why she tries, or why you let her, but you're very glad to have her by your side.

Of course, you're not sure if this is a sign of the Apocalypse, but so what? She's still precious to you.

Social Analysis: "I don't even know anymore. I think I can trust her, this time. It's still early, but so far she's consistently impressed me. It seems like she'll be well and truly prepared when things get worse. I might actually have to depend on her, at this rate. I'm not exactly alright with that, no matter how good a friend she is, but the strangeness of this loop leaves me little choice but to depend on others."
Kyouko Sakura


  • Soul Gem Colour: Red
  • Primary Magic: Illusion/Enchantment (Crippled), Chain Conjuration and Manipulation
  • Wish: "I wish that everyone would listen to what Father has to say."
  • Self-Perception - A monster that hurts those she tries to help. A hero who slays demons. A witch who sold her soul.
  • Personality Traits - Afraid of intimacy. Magnanimous and forgiving. Selfless, but afraid of her own good intentions. Boisterous and belligerent. Kind, but not nice.
  • Major Traits - Christian, Orphaned
  • Combat Preferences - Aggressive Melee
Kyouko...you miss the her of another lifetime, but this one's become precious to you too. Sometimes, when she wears the right expression, you almost forget when you are.

The feelings you've recalled are dangerous, and you find yourself slipping up with her. You have a suspicion that she'll figure things out, sooner or later. Hopefully, she'll take it okay. You don't want to lose this one, too.

Social Analysis: "Kyouko is Kyouko. Which is, to say, she's deluded herself as surely as anyone she's ever enchanted. She's a stubborn heroine that has decided to be a villain for the sake of the world, and she refuses to face that paradox. In the mean time, she's a lesson in dichotomy: She might brutalize you over an apple, but she'll take a sword for you minutes later. She won't hunt familiars, but she hunts criminals when she doesn't think anyone's looking. She'll cut ties with you over an argument, but she'll always come back if you really need her. In spite of that, she's shockingly stable, in terms of her mental state--it's only when her delusions start crumbling that her situation becomes precarious--then, she'll have to reconcile those conflicts, and that tends to drive her over the edge. In the moment, she's aware of Witches, which is extraordinarily dangerous, as it will force her to confront her past, thanks to her father's actions. I'll need to make sure she has support, and be ready to intervene if she seems close to snapping."
Mami Tomoe


  • Soul Gem Colour: Yellow
  • Primary Magic: Connections, Ribbon Conjuration and Manipulation
  • Wish: "I Wish I could hold on."
  • Self-Perception - A magical girl. An admirable senpai. An unlovable imposter.
  • Personality Traits - Trusting from a position of power, but distrustful of peers and superiors. Desperately lonely.
  • Major Traits - Magical Prodigy, Terrifying Combatant
  • Combat - Balanced Defensive
Mitakihara's ruler, your senpai, Mami is one of the strongest Magical Girls--you could beat her, now, assuming a straight fight. Of course, if she's ready for you, all bets are off. Mami may not have your sheer skill with firearms, nor your level of combat experience, but she's terrifyingly innovative. She's beaten your Time Stop before, she's leveled your armies, and she's all but killed you without you even seeing it coming. She is incredibly dangerous…but she's also still your senpai, and occasional partner.

"Mami is in an incredibly dangerous position right now. I don't normally go for such a direct approach with the Witch Bomb, but it seems to have worked…sort of, at least. I'm counting on Kyouko to help keep her stable, but I'll still need to monitor her. In the moment, she seems to have adjusted her priorities to cope with the Witch Bomb, which should prevent her from going on a killing spree again, but if she changes her mind or, possibly worse, swings too far the other way…I may have to stop her again."
Oriko Mikuni

  • Soul Gem Colour: White/Silver
  • Primary Magic: Precognition, Light Manipulation, Orb Conjuration and Manipulation
  • Wish: "I wish for a reason for me to live."
  • Self-Perception - The Chosen One. The smartest person in the room. Always right.
  • Personality Traits - Arrogant. Condescending, Compassionate, Idealistic
  • Major Traits - Precognitive, Schemer, Ally
  • Combat - Aggressive Ranged

Oriko Mikuni is the closest thing to a companion you have across the loops, not that the two of you are always on the same side. She has caused you no end of grief over the years, after all. You're not quite sure what sets her off--sometimes she's an ally, of sorts. Other times, she's tried to kill you. The latter has become increasingly rare over the years--probably because you've killed her so many times, and she's running out of scenarios she thinks might succeed. Maybe.

That said, her precognition grants her something close to omniscience, within its reach--she knows possible timelines, including those in which you tell her your past (which, you suppose, means she must have convinced you she was trustworthy in some timeline). From that, she can quickly gain an understanding of your past and your objectives, at least to some degree.

You owe her a lot. You don't remember all of the details, but you have no doubt that you owe Oriko Mikuni your life several times over.

She's still obnoxious, though, and the way she looks at Madoka in some loops…no, you do not fully trust Oriko, even if she has been of great help in the past.

"Oriko seems frightened. Needless to say, that worries me greatly. She has also offered me an open invitation to visit…which also worries me. Working with her as closely as she seems to be suggesting would be new. It might be exactly what I need…I'll need to be careful, if I go that route. I do not fully know her objectives, even now, and I am running low on loops…"
Kirika Kure


  • Soul Gem Colour: Greenish-Yellow
  • Primary Magic: Self-Transformation
  • Wish: "I wish to become a different Kirika."
  • Self-Perception - Variable
  • Personality Traits - Loyal to Oriko, Otherwise Variable
  • Major Traits - Variable
  • Combat - Variable
Oriko's most beloved. Kirika was once deeply isolated and depressed, but Oriko brought light into her life. She Wishes so that she can become friends with Oriko. From there, the rest is always history.

Social Analysis: "Oriko's beloved and faithful servant. Kirika will do whatever it takes to protect Oriko, no matter the cost to herself. She is unpredictable, her behavior varying vastly between loops--and even individual encounters within a given loop. I do not fully understand her Magic, as it too seems to change without warning."
Nanoha Takamachi



  • Magic - Powerful Ranged Attack Spells, Highly Flexible Casting, Defensive Barriers, Cannot Impose Ego
  • Self-Perception - Hero, Veteran Magical Girl
  • Personality Traits - Kind, Arrogant, Reckless, Self-Sacrificing, Self-Righteous
  • Major Traits - Mage, Uncooperative, Foreigner
  • Combat - Defensive Ranged
One of fiction's most famous magical girls--she appeared here after a dimensional transfer went horribly wrong, separating her from her home and landing her in Mitakihara. Extraordinarily powerful and highly skilled, she still does not know the full horror of the situation she has found herself in, in spite of being informed of the broad facts of the Magical Girl system. Her magic is different from that of Puella Magi, and has not yet been tested against the truly mighty Witches.

Social Analysis: "Nanoha Takamachi has grown arrogant from her past victories, and will likely underestimate both her enemies and allies. I will need to be wary of that while working with her. Fortunately, that arrogance is easily cracked by things outside of her experience--I should be able to throw her off balance if I need to take control of a situation from her, although that would probably fail as a long term strategy. Besides that, she remains largely what one would expect of Nanoha; she is extremely emotional, but not prone to being blinded by those emotions. She is currently isolated from her friends, and will hopefully grow attached to us, which will make her far more reliable in the long term."
Ruki Shironome


  • Soul Gem Color: Crimson
  • Primary Magic: Healing, Repair
  • Wish: Unknown
  • Self-Perception - Inexperienced, Kouhai, Dutiful Daughter
  • Personality Traits - Naïve, Mischievous, Responsible
  • Major Traits - Engineer, Healer, Newbie
  • Combat - Defensive Support
An engineering-oriented Magical Girl with a focus on "Fixing" things, Ruki Shironome is only a rookie, and seems to have fixated upon you as her "Senpai." This is a rare experience for you, but not one you can honestly say you dislike. She's a good girl, who does her best for you, even when it means throwing herself in the line of fire, which worries you quite a bit. Thankfully, her Magic is well-suited to healing, and thus surviving.
Rose


  • Soul Gem Color: Blood Red
  • Primary Magic: Unknown, High-Speed Movement?
  • Wish: Unknown
  • Self-Perception - Unknown
  • Personality Traits - Cheerful, Timid, Energetic
  • Major Traits - Mercenary, Engineer
  • Combat - Aggressive Melee
Freya


  • Soul Gem Color: Forest Green
  • Primary Magic: Unknown
  • Self-Perception - Unknown
  • Personality Traits - Confident, Calculating
  • Major Traits - Mercenary, Political
  • Combat - Unknown
Akane Tsunemori


  • Primary Magic - Unknown
  • Self-Perception - Unknown
  • Personality Traits - Dispassionate
  • Major Traits - Mercenary, Professional, Formal
  • Combat - Unknown
Snow


  • Primary Magic - Unknown
  • Self-Perception - Unknown
  • Personality Traits - Determined, Anxious, Lonely, Proud
  • Major Traits - "The Director," U.S. Department of Defense Official, Mercenary Girls Employer, Former Friend of Rose, Childhood Acquaintance (in this timeline), Murderer
  • Combat - Unknown
 
Last edited:
Quest Recap
Loop 1, March 16th
  • You awoke in the hospital, severely disoriented in a way you normally are not.
  • You quickly regained your memory, but could still not remember how the last loop ended.
  • You discovered your Shield was empty.
  • You found your Grandfather's Pocket Watch, your laptop, a couple of books, and your Monthly Planner.
  • You explored the hospital, and found Sayaka meeting with Kyousuke.
  • You unlocked some of your repressed memories of Sayaka from past loops.
  • You turned up the moe and won Sayaka and Kyousuke over.
  • You talked to your Cardiologist, Dr. Smith, and got some Medical education as well as some text books and your heart scans.
  • You studied Dr. Smith's books for a little while.
  • Sayaka grabbed you and offered to show you around town.
  • You agreed, but she soon found out you were living alone. She took offence, and demanded to take you in, if you couldn't find somewhere else.
  • You agreed to stay with her.
  • You met with Mrs. Miki and got moved her approval.
  • You went shopping, and discovered Yuuko's shop.
    • Sayaka bought a very Emiya-esque sword. The price was included in the purchase.
    • You purchased a business card/teleportation device for the cost of a bottle of sake each time it is used.
  • You went to a clothing store.
    • The Mikis picked out a new wardrobe for you.
    • You bought a pair of matching earrings--one for yourself and one for Sayaka.
      • This triggered something.
  • You went to the furniture store.
    • You bought a bed, three cushy chairs, and a desk chair.
    • You discovered a Grandfather Clock that once sat in your Grandfather's Shop. It still has your name carved in the back, from when you played there as a little girl.
    • You awakened Akemi Madness for the first time in many years, and used it to verbally bludgeoned the shopkeeper into making a meeting with the owner.
    • The Mikis comforted you, and helped you shake off your Madness. In spite of that, in remained beneath the surface. The need for your moe image was diminished in the process.
  • You went to the Ice Cream Parlor.
    • You grew closer with Sayaka
    • You heard many rumors.
      • The beta version of a video game was released, with only 1000 copies available. You later discovered this was Soul Arts Online.
      • Mikuni Souichirou's company met disaster, and the man himself has vanished. Players correctly identified him as the character from C: The Money of Soul and Possibility Control.
      • An outbreak of black cats has occurred recently. This may or may not be due to a supposed rat infestation in the industrial district.
      • Homura Akemi has been sighted and recognized as one of the Akemis.
      • Sayaka Miki has some sort of relationship with Homura Akemi, although the nature of that relationship is hotly debated.
      • The new Nanoha movie is playing today. Some amazing cosplayers were seen nearby. You later discovered that one of these was, in fact, Nanoha herself. Probably.
      • Matoko's Rose Garden is receiving a public award tonight.
      • A young girl is missing and her parents are concerned. You suspect it has something to do with Magi, but you can't be certain.
      • A girl, supposedly from the military base, is going around asking people to contact her under conditions unknown. The speaker found her creepy, and her uniform was not standard.
      • A young girl sighted what you assume to be Kyubey, based upon her description of a "rabbit…cat…thing" with "too many ears."
  • You went to the Electronics Store.
    • You purchased wall screens, a powerful desktop computer, some additional monitors, some advanced interface equipment, and a phone.
    • Sayaka asks if she can be your bodyguard and says she has "a job to do." You are not sure what to make of this.
    • You bought tickets for the Nanoha movie.
  • You went to the arcade.
    • You found Kyouko. She challenged Sayaka to DDR.
    • You unlocked your memories of Kyouko, and started getting flashbacks to a particular incarnation of her whom you were extraordinarily close with.
    • You had a panic attack. This was immediately followed by a heart attack.
  • The Halloween special update occurred. You received a visit from Maria Ushiromiya and a choice of one of three gifts.
    • You took the Gift of Resurrection of Lost Love. You received a chance to meet with the Kyouko you had recently unlocked your memories of. You spent a long time together, enjoying your time in the Golden Land together, but eventually were forced to part ways.
    • Before you said goodbye, however, she let you know some things:
      • The versions of people from previous loops still live in some capacity, tied to their current incarnations.
        • "Dead? Hard question to answer. I'm not the same Kyouko you talked to earlier, but I'm tied to her. Just like everyone's tied to their other selves. We can't reunite with them normally, but we don't completely disappear...not as long as they live. Things can slip across, and...well, again, I can't say. Things have changed, and I don't just mean this freaky version of the world you've found yourself in. Something big happened...and you have a chance now. A better one than you did before...if you can figure out what it is, and how to take advantage of it...well, there's always Hope."
        • That Kyouko is still watching over you, even now.
      • Kyouko's Cross, thought lost with everything else inside your Shield, might not be as lost as you previously believed.
  • You went to see the Nanoha movie with the Mikis.
    • Kyouko showed up too.
  • Everyone began drowning in the middle of the movie, and a Barrier entrance appeared. You spotted a Witch's Kiss on Mrs. Miki and removed it with some difficulty.
  • You charged in with Kyouko, and found yourself battling Witch-Sachiel.
    • Nanoha tried to Starlight Breaker the Witch, but the spell went wrong and she ended up getting tortured and slightly traumatized as the magical energy she was harnessing turned against her and became a Familiar.
    • You used your magic in combination with Kyouko's to recreate the Spear of Longinus, while Nanoha protected you from Sachiel. Nanoha discovered the adaptive abilities and intelligence of Witches for the first time. She struggled to survive, but managed to protect you.
    • You completed the Spear of Longinus.
    • You came too close to the Witch while trying to retrieve Nanoha from within Time Stop, and it somehow entered Time Stop. Players have hypothesized this was due to accidental contact with the AT-Field counting as contact with the Witch, but nothing is certain.
    • You blocked an attack from Sachiel with Shield of Love, accumulating a massive amount of Grief. You began Grief Spiraling, and lost a tremendous amount of sanity because of it. You cleansed, but were taken out of the fight.
    • Kyouko used the Spear to almost completely slay Sachiel, but the Witch barely survived.
      • As the Spear struck, four distinct voices filled her mind--one belonged to her, one belonged to you, one belonged to Sachiel, and the last voice's owner is unknown.
    • Sayaka, having followed you in, ambushed the greatly weakened Sachiel from behind and slew it with her sword.
  • Nanoha attempted to take Sachiel's Grief Seed, leading to a confrontation between her, yourself, and Kyouko. You began hallucinating severely, notably gaining a companion in the form of a hallucinatory Madoka.
  • You went home to Sayaka's, still hallucinating, and had ice cream with her (at Hallucination-Madoka's insistence) before going to sleep.
  • You dream of countless Homuras roaming a Barrier-like Mitakihara under a spinning moon.
    • Your dream self, later identified as "Prima" discussed plans for Walpurgisnacht with another Homura, as well as the anomalies that appeared during this loop.
    • One of the Homuras reached into her chest and give Prima her heart. It filled the void in Prima's chest, for now.
    • Prima took a seat in a chair--a "throne"--atop a hill. The other "throne" is still empty.
    • Prima discovered cracks in the sky, which glow with many colors. One in particular shines bright pink, and another a faint blue.
    • Players discovered invisitext with the following names: Madoka, Kyouko, Sayaka, Mami, Oriko, and Kirika. They realize that were eight ellipses also included, indicating names not yet determined. This is important.


Loop 1, March 17th
  • You received an email from your father, letting you know a chauffer will stop by to pick you up on the 20th, to bring you to meet him for some reason "involving your future."
  • You stole from the Yakuza, obtaining a machine gun, a handgun, a katana, and an untitled book.
  • You met up with Kyouko for ice cream.
  • You Witchbombed and Lichbombed Kyouko.
  • You discovered that your Soul Gem's appearance had changed, but you are not sure when, why, or how it happened.
  • You grew closer to Kyouko as you taught her the things she once taught you--primarily the rough details of how Grief Spirals and Grief work.
  • You took Kyouko to your Grandfather's Shop.
    • On the way, you told her about your Grandfather, and grew closer to her in doing so.
  • You showed Kyouko around the madness of the Akemi Family's shop and gathered Clockwork components.
  • You introduced her to your the family cat, Lea, and the clockwork, life-supporting exoskeleton she lives in.
    • You healed Lea, extending her lifespan and allowing her to operate outside the exoskeleton.
  • You discovered the Shop's Clocktower is mistimed, and went to investigate.
    • You studied the its mechanisms, and determined it was masterfully manipulated into that state. You found a note from your Grandfather--a letter of challenge, promising that you will be rewarded if you succeed in fixing the Clocktower.
    • From studying it, you knew you were not yet skilled enough to do it.
  • You traumatized Kyouko introduced Kyouko to the Glory of Clocks!
  • You made a nice clock.
  • Oriko visited. She was infuriatingly vague and gave you a Grief Seed.
  • You received a gift from your father--a Nerve Gear, with a copy of Soul Arts Online. Mrs. Miki had already purchased copies for herself and Sayaka, you play it together.
    • You enter the game, where you meet a girl named Azumi, an enthusiastic girl and gamer who looks up to Kayaba Akihiko. She joins your party, alongside Sayaka.
    • You find the hidden boss room by fixing a clock, obtain several unique items, and defeat the Demon "Diavel" and are slain by the Old One. You receive the Blueblood Sword, containing the spirit of the Demon Astraea.
    • Having passed the tutorial area, you meet up with Mrs. Miki and meet the strange NPC "Heathcliff."
    • You add Sayaka and Azumi to your friends list.
  • You made your way to Red Lobster, where you had arranged a meeting with Mami, Kyouko, and Nanoha.
    • Along the way, Sayaka experiences some kind of strange vision while looking at you. It has something to do with you being a "weapon," and that allowing her to learn things about you. You don't know what to make of it, but it upsets her greatly.
      • Players correctly deduce this has something to do with the Emiya-sword, and his ability to read the "Legends" of weapons. The reason it works on you, a person, is unclear. You tell her a bit about your past after the vision ends, although you don't give the whole truth of the matter.
  • You arrive at Red Lobster.
    • You all enjoy eating together.
    • You tell Mami about Walpurgisnacht. She is extremely concerned.
    • You tell Nanoha a lot more about Witches.
    • Kyouko realized Kyubey could have erased her father's memory, and became upset.
    • In her emotional turmoil, she accidentally revealed things she shouldn't to Mami; in a last ditch effort to avert disaster, you used all your social skill and the unnatural charisma of Akemi Madness to Witchbomb and Lichbomb Mami without killing her--it worked, sort of.
      • You encouraged Mami to prioritize the well-being of herself and her loved ones above others, forcing her to confront her own selfishness in an attempt to galvanize her against the incoming Witchbomb.
      • She seemed to have a psychotic break, but manages to cleanse.
      • She dropped her Soul Gem, but you managed to catch it in time
      • You experienced a moment of severe insanity yourself, but pulled yourself together.
      • Mami collapsed unconscious.
  • You had another sudden meeting with Maria. She gave you some helpful advice.
    • "Yuuko won't take any of your loops if the price for something is Time. She'll simply require you to spend some of that Time with her, or performing a task on her behalf.
    • "There are cracks in the world...they have opened up new avenues of power for you, if you seek them out, but be warned: Such power may not come easily."
    • "If you go to the port on a Saturday afternoon, you will find someone and something of value. They may not change everything, but they possess great potential, if you use them properly."
    • "Do not run from danger, Homura. You will fail if you cling to safety and avoid the unknown. If you wish to emerge victorious, you must risk life, limb, and sanity...you have too little time left to proceed cautiously."
  • You all took Mami back to her apartment, and rested there for the night. You were hallucinating severely.
  • You dreamt of yourself/Prima, lost in a dense forest, being confronted by monstrosity of countless writhing tentacles, wrapped in a yellow cloak. Your Grandfather appeared to protect her/you from it. He challenges it as you flee, his voice becoming countless voices as he screams defiance.
    • Prima escapes the forest, and meets a young Homura with a clipboard. The younger girl, who was looking for Prima, informs her that "the situation" has stabilized, and "Tertia" wants her to come to "central" to discuss things.
    • The players correctly identified the cloaked figure as Hastur--although, whether it was Hastur or merely something else using the dressed up as Hastur is unclear.


Loop 1, March 18th
  • You were awakened in the dead of night by Sayaka. The apartment was under attack.
  • You escaped with Mami (who was still unconscious) and Sayaka, while Nanoha and Kyouko fought off a great titan (who Players identified as Heracles/Berserker).
  • You were attacked by a giant, monstrous dog (whom Players identified as Sesshomaru).
  • You managed to wound him and escape with Sayaka's help.
  • Kyouko slew Sesshomaru.
  • Kyouko managed to kill Berserker multiple times, with Nanoha's help, but was forced to retreat.
  • You met back up with Kyouko, who collapsed unconscious. With Nanoha's and Sayaka's help, you fled to a construction site with your unconscious friends.
  • Berserker followed you. You battled him, and managed to develop a powerful new offensive magic at the last moment--an upgraded form of your magic blast you called Attimo Finale, in honor of Mami.
  • You destroyed his entire torso and dropped an unfinished building on him.
  • He began to recover from the death, but Oriko arrived with Kirika and hatched a Grief Seed on top of him, trapping him inside and allowing you to escape.
  • You talked with Oriko, Kirika, and Nanoha.
  • Mami awakened.
  • She was quite brokenhearted at the loss of her home, and still miserable from the Witchbomb, but she seemed shockingly sane, considering past precedent.
  • You discovered black hairs where Sesshomaru's body should have been.
  • You salvaged what you could from her home, and helped her move into your empty apartment--Kyouko joined her.
  • You went back to Sayaka's and slept for a few hours.
  • You went to get ice cream for later, and studied one of your medical textbooks.
  • You found Amy and bathed her. You then gave her into the care of Mami and Kyouko.
  • You went and stole a great number of weapons from the Yakuza.
  • You watched your school in order to protect Madoka and Sayaka, in case something crazy happened again.
  • While doing so, you did some research:
    • Kayaba Akihiko, the NerveGear, and SAO all appeared out of nowhere one day. Kayaba quickly was made a Head Designer at ATLUS.
    • Internet servers have been crashing often and at random recently. Some blame the Cardinal AI, while most blame cyberterrorism. No one has any sure answer for the cause, however.
  • You finally met Madoka during this loop, walking her home with Sayaka.
  • A black cat--not Amy--was almost hit by a car in front of Madoka, which could have caused her to Contract. You intervened, but were forced to reveal yourself to Madoka as a Magus.
  • Kyubey approached Madoka. You told her about the Liches and Witches, as well as the pitfalls of Contracts and Wishes. Rolling with it, Kyubey managed to spin the conversation fairly well for himself, but you managed to make Madoka take Contracting seriously. In spite of everything, she still intends to, but now you know she won't do it lightly, and will probably talk to you before committing.
  • Madoka was added to the telepathy network.
  • You played video games with Madoka and Sayaka. You all had a great time, and you regained a lot of sanity.
  • Kyouko showed up and tried to scare Madoka into not Contracting. Instead, Madoka managed to befriend her and pressgang her into helping Madoka save people, when the time comes.
  • You convinced Madoka to be discreet about discussing the Witchbomb and Lichbomb.
  • You had dinner with Mami and Kyouko. It was nice, if a bit somber.
  • You rediscovered Mami's hidden love of Gunpla.
  • You discovered Miyazaki Books--a new shop, with an owner not present in past loops.
    • Players correctly identified the unseen owner as Nodoka Miyazaki, from the Mahou Sensei Negima manga.
    • You met the Miyazaki Books Shopkeeper. You don't know her name yet.
    • You bought a lot of books.
      • Authors included Takemi Tae (Persona 5), Helena Akemi, and Honya (Nodoka Miyazaki).
  • You met up with Nanoha at her apartment.
    • You told her about everything except for Time Travel.
      • You broke Nanoha a bit with the explanation, but only a bit.
    • She kicked you out of her apartment so she could process things.
    • Nanoha is still more confident than she probably should be.
  • You went back to Sayaka's, and went too bed.
  • You dreamt of Prima on a battlefield.
    • A young Homura lays in her lap, heavily wounded by a cutting edge of some sort.
    • The situation has something to do with the cracks in the sky you saw during your dream on the 16th.
    • Prima heals the young Homura and sends her on her way. The younger girl seems excited to having been wounded in battle, and hopes she might receive a name.
Loop 1, March 19th
  • You awaken, and go downstairs to find Madoka and Sayaka eating breakfast--the former had stayed the night.
  • You chat about Soul Arts Online--Madoka's apparently read a lot about it.
  • Conversation turns to Magi, when Mikimom steps away from the table for a while.
  • You all go to Madoka's house to study--they're studying for classes, while you study medical texts.
  • Sayaka falls asleep, and Madoka talks seriously with Homura about Magical Girls, the world, and her feelings.
    • The two of them realize Madoka is far too open about these things with Homura, and that Homura seems far too familiar to her. It becomes clear she holds some subconscious recollection of the past loops.
  • You tell Madoka about the loops, and she remembers fragments of them, particularly Walpurgisnacht and your battle with it.
    • A Bond Transcends Time. The Star is Reborn.
  • The two of you awaken Sayaka, and go on as normal, for now.
  • You drag all of your friends (Madoka, Sayaka, Kyouko, and Mami) out to play Laser Tag on a whim. Madoka drags you all to the biggest arena in the city--one Mami apparently frequents for AR Gaming.
  • You, Madoka, and Sayaka become a team, while Mami and Kyouko form a separate one.
  • You and Sayaka are taken down almost immediately when a random civilian named Karen suddenly exhibits Magic, moving with impossible speed and in impossible ways.
    • Players correctly identified Karen as LLENN from SAO Alternative: GGO, and identified one of her teammates as Pitohui, from the same anime.
  • Mami and Kyouko ruthlessly crush the competition. Kyouko confronts Mami about her emotional state after learning the Witchbomb. This went questionably well, as it brought Mami relief, but also broke down the more selfish attitude you had driven her towards at Red Lobster, while also weakening Kyouko's own façade of selfishness. The long term results of this event are still to be seen.
  • They were both mercilessly gunned down by Madoka and several newly acquired allies.
  • You had ice cream with your friends. Madoka talked about her Laser Tag adventures and the people she met while playing, and you advised Kyouko on alternatives to Familiar Farming.
 
Last edited:
Battles of Flesh and Soul - The Renascence Combat System
With a new turn system comes a new combat system, again aimed at streamlining out player micromanagement to accelerate narrative progression. During Boss Battles, players will still be able to make certain strategic decisions (if prompted), but tactical ones will be strictly handled by Homura and her team.

Most of this will be handled on my end, but a good understanding of it may be useful for you when making decisions about Training, Crafting, and Spell Development (among other things).

What follows is a general description of the system and character stats.

Character Stats
Wounds: The number of major injuries a character can take before being incapacitated. If a character takes an additional wound after being incapacitated, they are dead. If Homura would die, the loop resets instead.

Resistance: A character's ability to resist damage. When a character is wounded, subtract this value from the Harm of the attack. Resistance cannot reduce the number of Wounds taken below 1.

Regeneration (Cost): A character's ability to passively heal. Each round, the character removes a number of Wounds equal to their Regeneration. If the character requires a resource to be spent to benefit from Regeneration, this is the Cost, and it is paid each Round automatically.

Armor: A character's passive defense against attacks. If an Attack hits the character, but its Power is lower than the character's Armor, then character receives no Wounds.

Celerity: How quickly the character reacts in combat. Determines turn order.

Strength: Added to Power when Attacking with appropriate weapons.
Attack Stats
Power: The ability of the attack to overcome defenses. This is needed to overcome Armor.

Harm: The number of Wounds the attack will cause, if the target's Resistance is 0.

Accuracy: Modifies the attacking character's chance to hit. Fast or seeking attacks will have a positive modifier, while slow or random attacks will have a negative one.
Rounds
Combat takes place in Rounds. Each character receives a single Action each Round, although some Spells and Traits can alter this. Action order is determined by each character's Celerity. If a character is Ambushed (the enemy initiates combat without warning), they do not get to act in the first round of combat.
Actions
Actions can vary greatly, but some basics follow:

Assault: Attack with an equipped weapon. Mechanically, this is a single attack with a single weapon, but thematically it can be a complicated assault with multiple weapons just as easily. The equipped weapon is simply the one that the "decisive" strike of the Assault involves, and thus the one that determines damage dealt.

Defend: Protect a character. When an Attack or Pursue action is directed at that character, the Defending character can perform a Parry Reaction OR an Block Reaction, in additional to any normal Reactions they could perform. When used on oneself, the Block Reaction is useless, but the Parry Reaction can be performed an additional time.

Cast: Use a Spell or Technique.

Run: Flee from battle. At the end of the Round (rather than when the Action is taken), the character leaves the battle.

Pursue: Attempt to chase down an opponent who has Run from battle. At the end of the Round, the character starts a separate Battle with all opponents who have Run from the current battle.

Intercept: Prevent a character from successfully completing the Pursue action at the end of the Round. The character to be Intercepted is determined at the end of the Round, not when this Action is used.

Develop: Attempt to create and cast a new Spell on the fly, if you have Trait which permits it.
Reactions
Attack Reactions:

Dodge: Roll the Evasion Skill, opposing an Attack Roll. If you succeed, the Attack is negated. Some attacks cannot be Dodged.

Parry: Roll the Melee Skill, opposing an Attack Roll. If you succeed, the Attack is negated. Some attacks cannot be Parried.

Counter: Perform an Attack on the Attacker. They do not receive an Attack Reaction associated with being Attacked, but can use other Reactions they have access to.

Other Reactions:

Block: Made available by the Defend Action. Switch the target of an Attack to the user.
Resolving Attacks
The Attacker rolls their Attack Skill.

The Defender chooses an Attack Reaction to take: The standard Attack Reactions are Parry, Dodge, and Counter Reactions.

If the Attack is not negated by the Defender's Reaction:

Compare the Attack's Power to the Defender's Armor. If the Attack's Power is greater, the Defender takes Wounds equal to (The Attack's Harm - The Defender's Resistance), minimum 1.
 
Last edited:
Bloodheat - The Madness of the Akemi
Bloodheat is a new stat implemented to make Akemi Madness more useful and less problematic for Homura's survival. Rather than reducing Homura's Sanity directly, using Akemi Madness instead increases Bloodheat, causing Homura to manifest the normal personality shifts associated with Akemi Madness, while applying a penalty to her Sanity equal to Bloodheat. Higher Bloodheat results in more severe symptoms of Akemi Madness.

Bloodheat ranges from 0 to 100, and naturally lowers with time as long as Akemi Madness is not used. Each Action that doesn't use Akemi Madness decreases Bloodheat by 5. Every action that uses Akemi Madness increases it by 20.

Homura will still suffer the consequences of hitting 0 Sanity if driven to it by the Bloodheat penalty. Bloodheat only insures that Akemi Madness does not reduce Homura's Sanity by more than 100 at a time, rather than protecting her from the consequences of poor Sanity management.
 
Back
Top