The Beginning
The Awakening didn’t happen in a vacuum. The world was already fraying at the edges. Corporations had grown so powerful that governments bent to their will, and the police seemed less and less interested in protecting the people—especially when crime served the interests of those same corporations.
So the people took matters into their own hands. They donned masks. At first it was desperation: duct-taped armor, stolen bats, cobbled-together gear from pawnshops and scrapyards. An age of vigilantism had begun, where ordinary men and women tried to play hero—or villain—with whatever they could get their hands on. And the movement spread like wildfire.
Corporations soon caught wind of the public’s obsession. Some even endorsed the rise of masked crusaders, sponsoring vigilantes and stoking the flames of a new cultural phenomenon. No one realized then that these same corporations were laying the foundation for something greater: the guilds.
Then came the first Awakening. A warehouse in downtown Chicago erupted in chaos—fire raging, water flooding the streets, dozens dead. No one had a clue what had happened. The media spiraled into panic: was this the work of a rogue “supervillain,” a corporate experiment gone wrong, or some terrifying new weapon?
Soon after, others Awakened. Their manifestations were less catastrophic, but no less shocking. It became clear the world was changing: humanity had entered the age of superheroes. Yet these heroes weren’t like the ones from comic books. No one could fly or shoot lasers from their eyes. Instead, each Awakened wielded a weapon drawn from the stories of humanity—myths, legends, fantasies made real. And with their weapon came transformation, reshaping their very bodies into something stronger, stranger, or entirely new.
The corporations who had once cheered on masked vigilantes seized their chance. They built the guilds, pouring money into them, branding them, and selling the public an image of safety and glory. Crowds donated. Merch flew off shelves. The Awakened became celebrities, soldiers, icons—while the corporations pulled the strings—for better or for worse.
Character Sheet Template
[h3][u][b]Basic Information[/b][/u][/h3]
[b]Name[/b]:
[b]Alias/Hero Name:[/b] (If any)
[b]Age[/b]:
[b]Gender[/b]:
[u][b]Appearance (Before Awakening)[/b][/u] (What you looked like before your body transformed.)
[u][b]Appearance (After Awakening)[/b][/u] (How your body changed — from subtle improvements to dramatic alterations.)
[u][b][h3]Awakening Details[/h3][/b][/u]
[b]Vision[/b]: (Describe your Awakening vision. What message was spoken to you? Usually involving a woman standing in the waters of a mountain lake, offering their weapon and speaking a message only they can hear.)
[b]Rank[/b]: (1st–4th, which denotes how many items can be summoned; 1st and 4th are rare, most characters should fall within 2nd–3rd. Must include at least one weapon.)
[b][u]Summoned Weapon(s)[/u][/b] (Name & origin of the weapon. Can be drawn from mythology, folklore, or fantasy — but not sci-fi.)
[list][*]
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[u][b][h3]Lore & Power[/h3][/b][/u]
[b]Origin Story[/b]: (Where does your weapon come from? Historical myth, fantasy legend, or iconic fictional source?)
[b]Relative Strength[/b]: (Remember: power is tied to how well known the weapon is. A famous mythic blade like Excalibur will naturally outclass something obscure. Let's do a scale from 1 to 10 and I'll ask for adjustments if needed - for example Excalibur would be 10 and would probably be the only 10 since it's a world famous legend.)
[b]Manifestation[/b]: (What does the weapon look like when summoned? Any unique glow, aura, or traits?)
[u][b]Attributes[/b][/u] (For the ease of use of roleplaying battles out, you'll assign up to 15 points to your attributes that I'll match up against enemies and do very simple dice rolls, then you're free to RP the result however you see fit - minimum of 1 and a maximum of 5 in any category)
[list][*]Might: (Raw physical strength, lifting power, and the force behind weapon strikes. Affects how hard you hit and how imposing you are physically.)
[*]Agility: (Speed, reflexes, and coordination. Useful for dodging, acrobatics, and precise weapon handling.)
[*]Endurance: (Stamina and toughness. Governs how long you can fight, how much punishment you can take, and how resistant you are to fatigue or injuries.)
[*]Presence: (Not “intelligence” or “charisma,” but your force of will and confidence. Presence affects leadership, intimidation, morale, and how strongly you embody the hero ideal.)
[*]Instinct: (Represents combat awareness, reaction speed, and intuition. Helps with reading the flow of battle, sensing danger, or making split-second decisions.)
[*]Resonance: (Your bond with your weapon. The higher your Resonance, the more stable and powerful your summoned weapon becomes — and the stronger the physical/magical transformation of your Awakening.)
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[u][b][h3]Guild Information[/h3][/b][/u]
[b]Guild Assessment Result[/b]: (To be revealed IC—leave blank until after your initiation scene if you’d like.)
[b]Affiliation[/b]: (Is your character loyal to the guilds, skeptical of them, or just in it for survival?)
[u][b][h3]Background[/h3][/b][/u]
[b]Personality[/b]: (How does your character view their Awakening? Optimistic hero, reluctant fighter, or something else?)
[b]History[/b]: (A brief look at their life before Awakening. What led them to this point?)
[b]Motivation[/b]: (Why did they choose to become a hero rather than a villain?)
[u][b]Optional[/b][/u]
[b]Side Roles[/b]: (Do you also want to play a supporting character — civilian, journalist, opportunist, etc.?)
[b]Theme Song / Quote[/b]: (Just for flavor if you like.)

