Done list:

-New header text

-New Header Images

-Reworked Interest Check

-New title banner (For now, might go fancier.)

-Supplemental Glamor Rework

-Look over notes one, more, time.

-Finish up new NPC list

To do list:

We're good to go baby!









Doctrine of Combat Supremacy
A google DOC that contains information on how to create glamors, melodies, as well as how other aspects of the RP works. It's a handbook for everything Synphony on High related!


Melody Cost Calculator
Because math can be hard sometimes.


DoCS Patch Notes
A list of changes made to the DoCS from 4/11/2022 onward, part way through the original SoE RP.






I like women, cars, motorcycles, and pizza. I ain’t really about complicated ideas. Don’t think anyone is. Complicated people can’t know themselves very well. Thinkin’ that’s more how someone describes themself when they want to impress their date.

What about you, Time Keeper?

~Billy Black






We’re baaaaaaaaack…

Symphony on High (SoH) Is a sequel to my last RP Symphony of Espers (SoE) and shouldn’t be confused with Symphony on High School (SoHS). It’s a supernatural RP that takes inspiration from ”darker” superhero and magical girl IPs such as Madoka Magica, Yuki Yuna is a Hero, Invincible, Watchman, Kingdom Come, and several others. It deals with themes involving enduring failure to reach success, living with your choices, keep moving forward, etc.

You will play as an esper: a powerful wielder of a magical artifact that does battle with even more powerful monsters, other espers, and criminals. An espers is not some crusty old mage. They have peak human physical prowess, with some going beyond that.

The faction war rages on as GEMINI and Maverick Alternative continue to fight for control of Pax Septimus. But what’s really shaken things up is the discovery of a secret collective known as “The Hand,” which seems to be responsible for the earlier vampire attacks. It seems beneficial to both factions to call a truce, but can such a thing really last with such divided ideals? And what if there’s more to this than The Hand?





SoH takes place in a fictional version of our world. While it looks mundane to most people, there are supernatural forces and energies that hide just out of sight. Monsters, espers, and everything in between often try to operate away from prying eyes. When things do go public, government cover ups and the public’s own desire to rationalize such events prevent it from escaping into the mainstream.

Espers are not born with their powers. They are drawn to areas that have a heavy concentration of mana. It is in these places that they will locate a grimoire; a magical artifact that lets them use glamours. These glamours are what give them special powers. They can change their appearance, fortify their strength, grant them weapons, let them use spells, and possibly other supernatural powers. It still isn't clear if espers are a result of a bloodline, a DNA mutation, or simply the grimoires themselves calling out to their chosen warrior.

As soon as an Esper picks up their grimoire, their lives are changed forever. The young can imitate their favorite characters, the old can return to a prime they never had, and all can become heroes. But more than that, they become members of the supernatural world.




The espers are the star of the show, and come from many walks of life. The rich, poor, young and old are all capable of becoming espers. Espers have to adjust their lives accordingly to make time for their new responsibilities. Most switch their jobs to monster hunting, but they still have connections to the mundane world. They must keep up appearances with their friends and family, spouses and children.

But espers aren’t alone. While espers are chosen by fate to wield great power, the magi have constructed their own artifacts to wield a different type of magic. These fellows are the ones more reminiscent of crusty old wizards.

On the less magical side, there are operators and suppliers that work to aid espers in a number of different ways. Espers may be the soldiers in the war against monsters, but they are backed by others who help maintain their equipment, training, quality of life, reputation, and a number of other conveniences.




Pax Septimus is a city located in North America somewhere in the middle of the east coast. During frontier era America there were many wealthy families who had moved in from England and Canada and lived there while the frontier continued to push into the west. With the harbor nearby, it became a hub for trade and still is today. It was a nasty place for slaves to live before the revolution, and during the 20-40's, more blood was shed when a mafia moved into the city. Pax Septimus is cursed; a city founded on blood.

Of course modern Pax Septimus does its best to not look that way. Its population density ranges well into the millions. The center of Pax is a bustling metropolis with a handful of skyscrapers, while the surrounding city is made up of much smaller buildings. There’s even a historic district where the art deco architecture has been maintained. Quite a few tourists stop by just to see it.

Sadly, like any densely populated area, there’s a fair bit of crime. The cursed city has yet to sate its appetite for blood.




Magic is a largely unknown thing. Magi have only recently been able to study it thanks to advancements in technology. There’s still so much they don’t know about it. What they have is an idea about magic called “memory theory.”

Memory theory states that mana is made in the brain while a human is alive and is released upon their death. There was some speculation that mana might have been proof that human souls exist, but this was later disproved when the levels of mana in people with forms of memory impairment made less mana over the course of their lives.

The more mana that’s in the atmosphere, the more likely it is for supernatural events to happen. This means more monsters, but also more espers to fight them. During the dark ages, there was barely enough mana to sustain more than a handful of espers at a time. But now with the world’s record population, there are espers wherever there are people.

Another odd thing about mana is that it can’t be consumed by anything but monsters. While an espers grimoire uses mana to activate, that mana is drawn in and expelled without actually being consumed. This is a bit of a problem, as it means that killing off monsters before they can feed enough prompts more and stronger monsters to show up. Yet letting them feed also increases the chance that they will cause a catastrophe and generate even more mana. Quite the conundrum.




Monsters are not a product of our world. They come from another dimension called the elemental chaos. It’s not clear if the elemental chaos is a single world or many. No one who has entered the elemental chaos has lived to tell the tale, and those few who have witnessed monsters enter our world have seen a glimpse of it through the portals they use. Burning glaciers, electrostatic smoke, and floating lava are all anomalies that have been observed. The more religious scholars believe the elemental chaos to be hell, or even heaven in some instances. Some have been able to glimpse more tranquil scenery. Floating islands and other pleasant, yet surreal vistas also make up the elemental chaos. Like with memory theory, there is still much to be learned.




Monsters feed on the ever growing supply of mana in this world. But this can be the start of a vicious cycle. While all humans release mana when they die, they release far more when they are feeling negative emotions. Like any good farmer, hungry monsters will cultivate their crop for a good harvest. These eldritch creatures remain hidden and spread despair. The less patient ones might be content to start a mass shooting by driving someone mad, while the more careful and methodical ones will hold out for something bigger. They are bearers of plagues, wars, and cataclysmic events.Some monsters are harmless, but no monster can get by without eating mana.

Monsters come in all shapes and sizes, from giant kaiju to small rodents. While some have a humanoid appearance, they are different enough to never be mistaken for one. While some use magic to take the appearance of humans, their true forms have oddly colored skin or are too big to be real. It’s not uncommon for them to have human level intelligence, but many monsters are little more than thralls or pets, willing to attack at their master’s command.

Perhaps the most disheartening thing about the monsters is their near immunity to physical harm. Not only that, but their attacks rip through the most advanced armors available. This is why espers are dispatched to deal with monsters, as they are one of the few things that are able to harm them and resist their attacks.




The danger a monster poses to the public is often indirect. A monster will seldom try to execute a group of people themselves. They will drive people mad, spread disease, but will rarely kill a human with their own hands.

A monster’s presence can also lead to gangs, cultists, and even the mafia showing up in an area. Crime rates tend to soar, as well as the presence of mania of the general populace. Sometimes it gets so bad that the local police force can’t handle it, and espers are asked to assist with the cleanup.






Unfortunately, there is no easy solution to the monster conundrum. Kill them, and the growing mana supply invites more monsters. Spare them, and invite despair into the world.

Should the world’s mana levels get too high, it could attract something to this world that even the espers aren’t equipped to fight: an eldritch horror.

All player espers in SoH serve one of the three main factions. Depending on who your esper serves depends on their view of the monster problem as well as who their allies are.




G.E.M.I.N.I. stands for “Government Esper and Monster Intelligence and Neutralization Initiative,” and is North America’s government run esper unit. It’s their job to slay monsters wherever they hide, as well as learn what they can about supernatural phenomenon. The US believes that the eradication of all monsters is the only sensible option, and that advancements in technology will eventually allow them to manage the growing mana problem. As you can imagine, there are a few rare exceptions to their “kill all monsters” rule. Monsters that show an interest in cooperating with the government and prove more beneficial than harmful are closely monitored instead of exterminated. They don’t get along with Maverick Alternative, and will attack espers that are known to be from that faction on sight.

GEMINI Agents tend to wear darker colors. Usually formal outfits, but sometimes something closer to a military uniform. Their clothing is neat and tidy, as their kind are trained and disciplined. Usually.

The head of the initiative isn’t known, but Veronica is an up and coming researcher who’s been put in direct control of all GEMINI agents operating in Pax Septimus. Espers working under her can expect to frequently go out of their way to eliminate monsters and collect samples for her research. Occasionally she will dispatch her assistant “Binky” to do work too fine for a normal esper’s hands. Provided she hadn’t been kidnapped.




Maverick Alternative has been labeled by the government as a terrorist organization, but they choose to view themselves as pragmatic heroes of the new age. They do not have faith in the government’s ideas, viewing GEMINI agents as bullies at best and murderers at worst. The mavericks choose the alternative route and try to spare as many monsters as they can. Monsters that choose to behave have to agree to some ground rules before they move into Maverick Alternative’s base. This doesn't make them idle pacifists. Even if they offer monsters another way, a great deal of them still choose a life of menacing humans. But even if they can’t reason with every monster, getting monsters to eat mana helps resolve the mana crisis now. More humans may suffer, but better than summoning an eldritch horror.

Mavericks dress like punks, rock stars, gypsies, and other social outcasts. If you feel like an esper would describe their clothing choice as “non-conformist” they are likely a Maverick. Hair gel, hair dye, motorcycles, and showing skin are also clear marks of Mavericks.

Heading Maverick Alternative is Billy Black, a larger than life man who’s always wearing a gas mask. He’s also a monster. Some iew the espers he commands as misguided souls that have simply given into wicked magics, but the truth is that everyone who serves him does so willingly. Those who work for Billy can expect to go on “monster recruitment” missions and quell events that may or may not have been started by monsters. While monsters enjoy human suffering, some humans bring it upon those around them. Billy is also assisted by a few lieutenants: Esper fem fatales that can run operations on his behalf.




The Freelancers acknowledge the presence of the two other factions, but don’t participate in their feud. Their feelings about how to best deal with the mana problem are as varied as they are. Freelancers usually focus on keeping the mundane world in check, and only engage monsters if they are being a menace. They do not aim to anger either of the other two factions, as they might like to be hired by them at some point. Both GEMINI and Maverick Alternative put out bounties that any freelance esper with the “Shimr” app can take on.

There’s no wrong way to dress as a freelancer, though they do tend to avoid dressing up like other factions to avoid getting brutally murdered over a silly misunderstanding.

The freelancers have no leader, or rather their leader is the Shimr app. They ultimately decide who and what they’re going to do on their own. There are some ‘leaders’ in the freelance community, but they are more aspirations or rivals than anything else.




There isn’t enough information available to say much about this faction of monsters. They’re entrenched in Pax Septimus and have access to a lot of resources. They are believed to be responsible not only for the Holy Diver’s appearance in Pax, but the Iron Queen’s initial reign.

What espers do end up working for them are “Dark Web” espers: Freelance espers motivated by profit above all else. The despair their common man suffers at their hands matters not as long as they can wipe away the tears with their ill-gotten cash.

The only known member of the hand was Justin von Carnage, who was vanquished during the Holy Diver attack.




The Vatican has their own personal esper unit. While the strongest of their ranks protect the pope, they do occasionally send out “missionaries” to offer relief and spread the gospel. Their view on the monster issue is unique in that it bypasses any scientific attempt to look at the problem. Magic is simply the presence of miracles, and monsters are either angels or demons. The difference between the two is that angels have an “angelic” appearance and aren’t opposed to working with the Inquisition. Do be aware that some “angels” are more biblically accurate than others.

Espers of the cloth tend to look like priests, nuns, crusaders, and other such folks. Go figure.

The Inquisition considers itself a servant of god and the pope, but the one who really calls the shots is Raphiel the Righteous hearted. Anything that might pose a threat to his religion or the goodness of the world must be eradicated post haste.




The depraved are not a real faction. It is a title given to espers who are marked for death. They have done something so heinous that all the other factions want to kill them.

This usually works by making enemies of the government as well as the mavericks. Once they both put a bounty on your head, it’s only a matter of time before the freelancers are there to collect. Though upsetting the freelancers en mass can also have this effect. Once the freelancers are up in arms over whatever happened, GEMINI and Alternative will both be gunning for you to earn their favor.

Depraved do not live very long. The ones that do only survive because they have frightening powers or are very reclusive.






Every esper has a magical artifact called a grimoire. You can’t be an esper without one. Each one has 4 slots that can hold a glamor that can empart a special power.

All the details about what a grimoire can and can’t do can be found in the Doctrine of Combat Supremacy, but this offers a quick rundown of what each slot does.




This enables an esper to change their grimoire into a powerful weapon. Almost anything from a sword, to a bow, to a bazooka, even a chain whip. Regardless of what instrument is selected, each one has a situation it performs well in and not so well in. It is up to the esper to decide what type of instrument works best for them.




In addition to becoming sturdier than a normal human, an esper’s style can change their physical form. Some look just different enough to hide their true identities, while others experience far more radical transformations. All espers still have a human shape, but they can look pretty exotic. Some even age up or down!




Genre are what let espers cast spells called melodies. By stringing together magical notes, they can make highly customizable melodies for a variety of different situations.




Leitmotifs are something unique to each esper. They can take almost any shape. The sky’s the limit!






Are there other factions?

In Pax Septimus? Probably not. Other countries have their own esper agent programs, and there are other groups of monster sympathizers outside of Pax Septimus. But none of them really matter as they have no bearing on what's happening in Pax Septimus right now. The inquisition only gets a mention because Raphael the Righteous Hearted decided to come all the way from the Vatican to Pax, and he pretty much is his organization. If you'd like to play as an other country's agent or a sympathizer that isn't MA, a freelancer would be a good faction to pick. Though most government agents and sympathizers have the same ideas about the mana problem. So you could also pick GEMINI if your agent is working with the local American forces, or MA if your sympathizer is working with a larger group to complete their goal.


Are we going to eventually visit other cities, countries, dimensions, realities, timelines, etc?

I thought about it, and probably not. It is fun to think about how the rest of the world works, but we’re going to have our hands full dealing with The Hand in Pax Septimus. There isn’t going to be time to explore the world unless The Hand decides to go on the run. But I don’t think globe trotting is really why any of us are here.


Is the "Doctrine of Combat Supremacy" required reading? It looks sorta big...

Most of what's written in the DoCs are examples for glamors as well as extensive descriptions of notes that you may or may not make use of. I think that it would be a good idea to read the entire thing at least once, but the most important things to read shouldn't take you very long.


I have a note idea, will you implement it?

If you have an idea for a note that helps Espers do something that seems reasonable, I may implement it. Do keep in mind though that notes can be combined into melodies for some fierce combinations, so I'm not looking for compound notes that are just a combination of other notes. There are also some things I refuse to put in the hands of espers, such as the ability to stop time or revive dead people.

If I do take a note idea, do be patient. It needs to be written to the DoCs in such a way that it is easily understood and can't be abused too badly. I also have GM posts to make and am constantly working on bettering things.


When does my character get stronger? Can I change my glamors/notes after character creation?

As the RP goes on and I become more confident in its systems, the player characters will be allowed to upgrade or swap out their glamors. Changing glamors prior to advancement is something I won't normally allow. You may swap out notes, provided your character is not out on a mission, in combat, or about to be in combat, and never without the approval of a GM. Ideally though, this will only be done if you don't like how a note behaves in character. Espers shouldn't really have a reason to swap out their notes between fights.


PvP?

The goal of the RP is to have espers fight for their cause, which is usually going to pit them against dangerous monsters, cults, the mafia, magi, and other such dangers. However, fights with other espers are also possible, as are fights with player espers. It is not the focus of the RP, but one of the reasons why some of the more complex systems for the RP exist is to establish fair play in PvP situations. In short: It’s possible, not what I’m aiming for, but it can happen.






~ Metagaming, godmodding, and the like are prohibited.

~ Keep OOC drama as low as possible. If you have an issue, try to settle it in PMs. Should you need the GM, I frequently log into discord and check my PMs daily. You’ll have a response within twenty-four hours most of the time.

~ If it's been a week since your last IC post without any word from you, the GM may take control of your character. They may not be there for you to take back if/when you return. To prevent this, please notify me if you won't be able to post for an extended period of time, or lose interest in the RP. Common courtesy.

~ You get one character. You don’t get another unless that one leaves the RP.

~ SoH deals with dark themes, but does so tastefully. Posts are expected to follow Guild guidelines. That means no gratuitous violence, and fade to black where appropriate.