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Persona: Winds of Change

The town of Hinansho, a remote mountain town in Japan, is known for its large amount of paranormal activity and attracts people throughout the year because of this. Many of the town know what causes these, usually a stray animal, or just a practical joke, but there is one place that none of them know what it is. A strange house sits in the woods to the north, abandoned and it has become a tradition to haze transfer students into town by having them spend the night in this house. With the rumors of getting a new student, a half American city kid, the many soon to be high schoolers are already thinking up ways to scare the boy. However, what they don’t realize is that a dangerous game would soon be played due to this prank, which will throw the small town into chaos, and the new student to have an experience that could change the world.

(I know, I’m not great with non-spoiler build up.)
In this game, Kaze Shisan, the main character, will be arriving to the town 2 days before the start of School (4/9). Each player will play as a party member who has lived in town for X amount of time. Pick an Arcana, a Persona (preferably an original or non-important fusion), and an inconspicuous weapon of course. Think of this as a giant collab making a game. You get to make your own backstory, what you are doing during the day, etc. I’m giving very free range here. However, once combat commences, I will have stat based battle going about. That doesn’t necessarily mean that your post is “I slash at the Blathering Halberie’s Tounge.” Your post can go into great detail about what you do, and damage + Drain on yourself will be done Via Stats. You will be given 23 points to spend on your stats (not HP and SP). Every 1 END = 10 HP, 1 MAG = 5 MP. You will add your Initial Persona’s Stats to your own for HP and SP Calculation (Persona stats have 13 points. Once a Social Link is completed, and you get your second Persona, you will be given an additional 23 points for them.)

CS:
Name:
Age:
Gender:
Appearance:
Persona:
P.Appearance:
Arcana:
Weapon:
Element:

Lv:
HP: SP:
Str: Mag:
End: Agl:
Luck:

Courage:
Knowledge: Dilligence:
Expression: Understanding:

P. Lv:
Str: Mag:
End: Agl:
Luck:
Spell List (Cost):
Thousands of years ago, the human race was saved from destruction by an angel; his name: Death aka The Grim Reaper. Death created a barrier to keep the Material World (Earth), The Underworld (Hell), The Netherworld (Purgatory), and Paradiso (Heaven). This barrier was made to keep balance, so that one group would not outweigh the other. However throughout the eons, the barrier has weakened, causing cracks which allow weaker demons and deities to slip through causing minor havoc in the Material World. The worlds have been at odds with one another, but Grimm as he prefers to be called by his friends, has managed to keep a minimal balance as well as he can by himself. He eventually began creating new Reapers to help him with reaping the dead while he kept the balance. This worked for a while, until greedy reapers began wanting more power. They had managed to get a secret to the demons of the Underworld on how to get their power across to humans to do their work for them. Some demons were excited about this, others thought it was a waste of time. Despite this, the birth of Witches and Wizards was caused, making Grim's job that much more harder.
To combat this, Grim has created contracts that he uses to hire people who have died tragically, due to their own actions. By agreeing on specific terms and conditions, they are allowed to continue living for a while longer, until the contract is completed. However, in return they must help grim with his demon and angel problem. If they do not follow the contract, Grim can stop the contract at any time and send them to where he deems they deserve. As king of the Netherworld, he is able to send them to Purgatory if he deems it necessary.
Now, the crack has widened once more, and Grim is worried that more demons will begin coming through, or perhaps even jealous deities. A large power is beginning to amass, and Grim knows this, but he has to find a way to stop it, by using his Contracted and those willing to help him. To do this, he has even created a school for the younger more inexperienced Contracted to help train them, as his own soldiers in a way.

Races
Humans: The weakest of the races, yet adaptive, allowing them the easiest way to being allowed into the Contracts. They are very versatile using technology and their hidden reserves of Spiritual Power to protect themselves. However, most of the human race don't even realize what is going on between the realms, oblivious there even are other realms.
"The common non-magical race, the humans are an unfortunate race placed in the middle of the war going on. Most are blissfully unaware of this, while others hunt down the demons and creatures that threaten their way of life. Those that are lucky, or rather unlucky enough, to meet The Grim Reaper become contracted. They sign a contract which binds them to service to help Grim fix the balance. Angels, Demons, power hungry people, all are part of the list that the contracted must take on. Those humans that delve into the dark arts become witches and wizards, while some are willing to use these powers to defeat other demons, there are some that wish to use their power to become stronger themselves." - A quote from the Book I was working on.

Demons: Despite the name and home, the Demon race is not all bad a minority only wanting to go to the material realm for a change of pace. Feeding however, is a big no no that gets them put on a black list. Demons vary nearly as much as the human race and are much stronger. However, many lose in battle due to hubris, and the low amount of Spiritual energy that they have.
"The Creatures of the Underworld that have begun to come through the cracks in the gates between worlds to earth. Some are hungry, others are lonely, and some just want a change of pace or some fun. The demons come in a few types, including incubus, succubus, nekomata, Sins, residents, and newbred.
-Incubus/Succubus: A breed of demon that needs life energy to sustain themselves, becoming youthful in appearance in the process. To do this, they disguise themselves as a rather seductive human, and make love with the victim, draining them in the process. Some choose to only take a little bit, shaving a year or two from the human, while others choose to drain the human dry. They are usually neutral to politics, but if it benefits them they usually will help that person. Some have been known to seek repentance to become a human or an angel, but it is a very rare occasion that it happens.
-Nekomata: Cat-like humanoids, they have the ability to turn into a large footed cat for better mobility, and have a natural claw attack. They are a fun loving race with a love of tuna. However, they are known for not being aggressive unless it is to keep themselves alive or for a shiny object.
-Sins: Demons based on the 7 sins. Some are ironic in what they are, as they are based on animals. They are Wrath, Pride, Greed, Gluttony, Envy, Sloth, and Lust. They are created when a human goes to the Underworld and have a single sin as their main problem. Wrath is based on a Bear, Pride is Lions and Tigers, Greed is a Crow, Gluttony is a Frog, Envy is a Snake, Sloth is a Turtle, Lust is a Rabbit. Each of these Sins have different abilities that works for them helping their own punishment of others. They seek out souls to eat to gain more power, though some are not as proactive as the others.
-Residents: Residents are those born and raised in the underworld, with nothing but hate, anger, and sadistic tendencies burned into their skulls. Most are born with oddities, be it a strange hair color, horns, antenna, wings, or even a barbed tail. These residents aren’t always bad though, some try to find a way to experience the other worlds, and it usually ends badly. Their immense physical and magical strength usually frightens other species.
-Newbreds: When a human is brought to the underworld after dieing, they slowly become tainted, and become a Newbred, like residents they have become a strong creature that frightens others, but, they are not near the same level as their residential counterparts, usually gaining horns, antenna, or a barbed tail only. Though, stronger Newbreds may gain vestigial wings, or even a third eye." -Quote once more

Angels: Angels are the holy beings that inhabit Paradise. Most angels see humans as children needing to be guided, and see demons as beneath them. Spirits and monsters they see as unfortunate as most of them will never make it to either plane of Underworld or Paradise. Some angels are happy, others are very stern and justice oriented. A very small few believe themselves to be a better suited pick for leader, and usually end up in a bad position. While frail, Angels do have the means to overpower their “Evil” counterparts, though most choose to only pacify.

Yokai: Yokai are strange beings of spiritual energy that have lived in secrecy throughout the human world. Many choose to house themselves in the Nether World where Grim can allow them to live without fear of monstrous beings trying to get them for their Spiritual Power. They usually are very reclusive, but extremely dangerous when threatened.

Monsters: The Monsters that are classified as once human, some are considered undead, but others are cursed. They come in quite a few varieties, and are all individually their own communities.
-Zombies: Zombies usually hide in plain sight as homeless people who eat animals they find. They do this to hide their hunger, raw meat is what they need, it doesn’t matter what kind, as long as it is raw, or Semi-raw. Zombies aren’t dumb shambling corpses most retain their old memories and personality, some even keeping their old abilities.
-Mummy: Mummies are a more fragile monster that are usually cursed people, unable to accept death and of course, wrapped up. Mummies survive by eating life force, as well as bugs. They are completely themselves after death, memories, personality, and all.
-Werewolf: Humans Cursed to become wolf like creatures during a full moon... or so the legends say. Werewolves are actually a race of human that can curse other humans, and become a wolf like creature at night. They have amazing strength for a human, and most live among humans like normal. However, during a full moon, they are forced to become a Wolf Creature and experience a blood lust.
-Vampire: Blood sucking humans with dark powers. They are cursed into this form, and seem human in the sun, losing their powers when hit by UV rays. It's pretty obvious about them.
-Gilman: Mermaids and Mermen, capable of living on the land, but requiring water to keep alive for longer than a few hours.

Contracted and Arcane:
Contracted are normal humans, able to use their large untapped pools of Spiritual Powers due to the unlocking of their powers. They are teamed up with one other contracted, though sometimes 2, and each become the weapon of the other allowing them to unlock their latent element, Fire, Ice, Water, Lightning, Wood, Metal, Earth, Light, and Dark. When a soul works in tandem with another their soul wavelength will S-ink (soul link) up and create more powerful effects. When it is high enough, the Contracted gain a "Grim Form" which allows the souls to become on par with other reapers.

The Wizards and Witches are humans who have gained power through a demon offering their power, in return the human must do as they ask. When not ordered to do anything, the Wizard or Witch is allowed to do anything they want with the power. By giving a little jolt of Demonic Energy, the Witch or Wizard unlocks a elemental, or primal ability to use as their magic. However, after doing this, the Human is now on Grim's blacklist.

(Now a list of things I had for the book. This list however comes from the Tabletop I was trying to make.)

Classes:
Contracted:
Synchronizer:
Spiritual Spectacle:
Dominance:
Swapper:
Booster:

Witches and Wizards:
Mathmagician:
Animalist:
Summoner:
Elementalist:
Enchanter:

Other:
Swordsman (Human):
Polemen (Human):
Samurai (Human):
Knight (Human):
Brawler (Human):
Gunner (Human):
Fencer (Human):
Ninja (Human):
Archer (Human):
Priest (Human):
Paladin (Human):
Stalker (Zombie):
Shambler (Zombie):
Infector (Zombie):
Feaster (Zombie):
Curse (Mummy):
Wrap (Mummy):
Guard (Mummy):
Plague (Mummy):
Feral (Werewolf):
Moon Touched (Werewolf):
Crescent Claw (Werewolf):
Howling (Werewolf):
Gaze (Vampire):
Shadow (Vampire):
Swarm (Vampire):
Fang (Vampire):
Lagoon (Gill-man):
Ocean (Gill-man):
Mud (Gill-man):
River (Gill-man):
Punisher (Demon):
Purgator (Demon):
Possessor (Demon):
Mauler (Demon):
Judge (Angel):
Legion (Angel):
Cherub (Angel):
Seraph (Angel):
Kappa (Yokai):
Tengu (Yokai):
Kitsune (Yokai):
Tanuki (Yokai):
Bakeneko (Yokai):
Tsuchigumo (Yokai):
Inugami (Yokai):
Oni (Yokai):
Gashadokuro (Yokai):
Yuki-onna (Yokai):
Shinigami (Yokai):


(I know its crazy, but this is just for more choice.)

CS:
Name:
Age:
Appearance:
Gender:
Race:
Element and Weapon or Power:
History:
Hi, it's been a while since I've been on this site, but I am here and wanted to know if anyone would be interested in a persona RP. GM (me) would be protagonist, while those joining can be the others of the group. This would be stat based though, I know that is off putting at times.

The other, Grim Contract, is a Soul Eater-esque story I've been working on for a while that has similar themes, sometimes a darker tone, and both characters become weapons. There are also zombies, demons, witches, etc. That you can play as also. Either way, whichever gets the most like of these two, I'd like to start one of them.

Tell me which you like, and if I get 3 or more people's interest in 1 of these two, I will put up that one
one and only bump
one and only bump. If not, probably gonna rewrite.
Die Magier-spiel
For countless centuries, a battle has been held, hidden from the eyes of the humans, played by special talented people and beings known as Magiers. Magiers are known for their magical skills throughout the history of the world, from ancient babylon, to even now. The battle between Magiers has been made into a card game around the world, with no true magical effect, but the non-Magiers have no idea of the truth behind this game. Magiers are taught magic, at a young age, and are given a focal point for their magic, a Shicksal Deck. This deck has many spells on it that a Magier can cast by using their magic and focusing on the card. Each deck has a blank Character Card, with 6 stats on it, and this is filled in by the Magier’s Mana, creating their own Vormund. The game continues with the newest generation of Magiers, you.

The Game/Magier-Spiel: The game is a competition over the Kelch der Konige, a magical item that allows the winner one wish, and grants the clan they belong to, near limitless power, nearing reality warping for some of the larger clans. The game is hosted by the Father of the first Heroes, Anu. He was the first to find the Kelch der Konige, though a name was given to it later. The first of many Magiers was Gilgamesh, and his companion Enkidu, they would later become one of the first Vormund. The Kelch der Konige was an item that gave the Sumerian gods and goddesses their supposed powers, and the Kelch was passed on in secrecy to the winner of the first tournament, Gilgamesh. Anu would later reclaim the Kelch for passing to other Magier Clans, after Gilgamesh was turned into a Vormund. Anu found that the Kelch has a force behind it as well, but doesn’t quite know who or what that power is, but it enjoys watching this game.

Magiers: Magicians throughout the ages. Some, prefer to use their magic for money, while others keep it a secret from others. They have the Deck of Fate, or Shicksal Deck, to help them with their magic, giving formulas, instructions, or just being used as a focal point for the Magier to cast Magic. With the Shicksal Decks, comes a Character card that summons a Vormund, based on the user’s Mana.

Vormund: Spirits of Heroes, Figure Heads, previous Magiers, or sometimes a mythical animal. The Vormund are born by showing the Spirit in the Kelch their worth, either in combat, selflessness, or other unknown means. The Vormund loses their own name, unable to speak it until they and their master gain enough power. Until then, they must go by their two class names, the base, and then their evolved. Once they’ve gotten enough power through the battles and events of the Magier-Spiel, they regain their name, and are no longer bound to their masters. Some choose to continue following. Others decide that they would rather live a mortal life once more, and slay their master. But, the outcome will always be the same, one winner, and that is all.

Character Card: The Character card, is a card that binds a Vormund to their master, naming them in a class, and showing the Master their “stats” and special abilities. Each character is different, but could potentially have the same stats and abilities. However, the stats do not dictate a win, and sometimes the Master can determine who wins. The Stats upon the cards are as follows; Strength, Endurance, Speed, Magic, Luck, and Soul.
Strength is based on the beings strength and skill in battle, meaning that if a Vormund such as Berserker a base class for Hercules, which would normally have large strength, but little to no skill or technique behind it, would have a base score of 3 or 4 instead of the high base of 5.
Endurance is based on the ability to stay up after being knocked down, and to defend. If someone like Achilles were on the card, though invincible, he had the one weak point that led to him dying, which he couldn’t very well protect. He would have a score of 4 in his base class, instead of a 5.
Speed is also your Accuracy, determining if you are fast, like Atalanta, or accurate, like Robin Hood, these two in base class would have a 4, as Atalanta is very fast, and has some accuracy, while Robin has a high accuracy and a decent speed.
Magic, both casting, and the compatibility of it being used on them, this is usually determined on the character themselves, a higher known use of magic, such as someone like Merlin (currently alive again) would have a base of 5 if he were the card, while someone more normal, like say Lu Bu, would have a lower of 1 or 2.
Luck is the sheer luck of Fate imposed on the character, like if they find many useful items, just lying around, they’d be very lucky, or something like a thief class, would be seen with high luck.
Soul is determined by the Class’s true worth, unknown to even the Master, seen only once the Vormund is on the verge of a class up. Revealed fully once they have recovered their name.


Now, because of the complexity, I would like in this, if I see enough signups for it, to see what Vormund you guys want, and I can set it up for you. Unless you think you can make one reasonable enough. A base class will only have 5 as a maximum for any one stat.
Also quick edit here, the Gender doesn't have to be accurate.
Die Magier-spiel
For countless centuries, a battle has been held, hidden from the eyes of the humans, played by special talented people and beings known as Magiers. Magiers are known for their magical skills throughout the history of the world, from ancient babylon, to even now. The battle between Magiers has been made into a card game around the world, with no true magical effect, but the non-Magiers have no idea of the truth behind this game. Magiers are taught magic, at a young age, and are given a focal point for their magic, a Shicksal Deck. This deck has many spells on it that a Magier can cast by using their magic and focusing on the card. Each deck has a blank Character Card, with 6 stats on it, and this is filled in by the Magier’s Mana, creating their own Vormund. The game continues with the newest generation of Magiers, you.

The Game/Magier-Spiel: The game is a competition over the Kelch der Konige, a magical item that allows the winner one wish, and grants the clan they belong to, near limitless power, nearing reality warping for some of the larger clans. The game is hosted by the Father of the first Heroes, Anu. He was the first to find the Kelch der Konige, though a name was given to it later. The first of many Magiers was Gilgamesh, and his companion Enkidu, they would later become one of the first Vormund. The Kelch der Konige was an item that gave the Sumerian gods and goddesses their supposed powers, and the Kelch was passed on in secrecy to the winner of the first tournament, Gilgamesh. Anu would later reclaim the Kelch for passing to other Magier Clans, after Gilgamesh was turned into a Vormund. Anu found that the Kelch has a force behind it as well, but doesn’t quite know who or what that power is, but it enjoys watching this game.

Magiers: Magicians throughout the ages. Some, prefer to use their magic for money, while others keep it a secret from others. They have the Deck of Fate, or Shicksal Deck, to help them with their magic, giving formulas, instructions, or just being used as a focal point for the Magier to cast Magic. With the Shicksal Decks, comes a Character card that summons a Vormund, based on the user’s Mana.

Vormund: Spirits of Heroes, Figure Heads, previous Magiers, or sometimes a mythical animal. The Vormund are born by showing the Spirit in the Kelch their worth, either in combat, selflessness, or other unknown means. The Vormund loses their own name, unable to speak it until they and their master gain enough power. Until then, they must go by their two class names, the base, and then their evolved. Once they’ve gotten enough power through the battles and events of the Magier-Spiel, they regain their name, and are no longer bound to their masters. Some choose to continue following. Others decide that they would rather live a mortal life once more, and slay their master. But, the outcome will always be the same, one winner, and that is all.

Character Card: The Character card, is a card that binds a Vormund to their master, naming them in a class, and showing the Master their “stats” and special abilities. Each character is different, but could potentially have the same stats and abilities. However, the stats do not dictate a win, and sometimes the Master can determine who wins. The Stats upon the cards are as follows; Strength, Endurance, Speed, Magic, Luck, and Soul.
Strength is based on the beings strength and skill in battle, meaning that if a Vormund such as Berserker a base class for Hercules, which would normally have large strength, but little to no skill or technique behind it, would have a base score of 3 or 4 instead of the high base of 5.
Endurance is based on the ability to stay up after being knocked down, and to defend. If someone like Achilles were on the card, though invincible, he had the one weak point that led to him dying, which he couldn’t very well protect. He would have a score of 4 in his base class, instead of a 5.
Speed is also your Accuracy, determining if you are fast, like Atalanta, or accurate, like Robin Hood, these two in base class would have a 4, as Atalanta is very fast, and has some accuracy, while Robin has a high accuracy and a decent speed.
Magic, both casting, and the compatibility of it being used on them, this is usually determined on the character themselves, a higher known use of magic, such as someone like Merlin (currently alive again) would have a base of 5 if he were the card, while someone more normal, like say Lu Bu, would have a lower of 1 or 2.
Luck is the sheer luck of Fate imposed on the character, like if they find many useful items, just lying around, they’d be very lucky, or something like a thief class, would be seen with high luck.
Soul is determined by the Class’s true worth, unknown to even the Master, seen only once the Vormund is on the verge of a class up. Revealed fully once they have recovered their name.


Now, because of the complexity, I would like in this, if I see enough signups for it, to see what Vormund you guys want, and I can set it up for you. Unless you think you can make one reasonable enough. A base class will only have 5 as a maximum for any one stat.
Also quick edit here, the Gender doesn't have to be accurate.
Well, my usual wait is 3 people. Though, I am glad to see interest in this.
(Here's an idea I had as soon as I heard John Coulton's Re: Your Brains, oh so many years ago.)
Not many people remember what happened to start the outbreak, most that did know, died in the events ahead. Some believe that it was a work of a rampaging god, others believed it to be punishment for mankind trying to play god. The most accepted theory, is the one that has the most "proof" behind it, is of a Super Soldier Serum gone wrong. The Renowned Pharmaceuticals Corporation, RPC, had worked on creating a method of giving amputees a way to gain their missing limbs back. The military saw use in it, and chose to use it as a super soldier project, allowing for a person's cells to regenerate, at a rapid rate. Unfourtunatley, this back fired. The first test subject, a military amputee, having lost all of his limbs. He regrew the arms and legs, but the procedure ended in a heart attack. The man sat in a morgue for a while, before he came back, much of his brain having been eaten by time, but the man stood up, knowing little more than hunger, his new limbs having become large sinews.
From this man, the plague began to spread through the area, until eventually, 70% of the entire world had become the accepted term of Zombie. The survivors had managed to create cities that would allow them to live, semi-comfortably with a lessened likelyhood of being eaten by these zombie. The Zombies began evolving many a similar form as others, but some were different. They began to calculate, and move like a pack. Humans began to see higher activity among the zombies. The regular Zombies began running, and learning how to work doors, and the evolved ones began to demonstrate leadership. When human forces would come to defend themselves, the zombies knew how to disperse, to move in formation, and to ambush. The tide seemed to be turning, but the two sides were at a stale mate. Humans found zombie "Hives" where a mutated zombie would be stuck, feeding on what is brought, and giving out a juice that seemed to sustain, and evolve the zombies further. The Humans sent out teams to destroy the Hives, and were mostly successful. They destroyed 50% of the hives, almost eliminating all of them in Japan, Mexico, and Austraillia.
Then something amazing happened. A zombie came forward, using tools to defend himself, and managed to speak. Many humans were confused. others thought it to be another evolution to trick them. The Zombie began to speak to them of his time as a Zombie, and realized that he could control himself, not having to obey the others. He was kept in containment for some months, and more zombies began to speak up as well. Some even managed to remember some of their original life, before the biting.
As time went on, more and more came, including those that had evolved. The humans continued to keep them in containment, and found any raw meat would satisfy them, as well as a blood/plasma substitute. The Humans began to trust the Zombies, and they saw that yes, they had regained most of their humanity.
But there were complications. New Zombies still had the problem of not being able to retain their humanity, except for a genetic few. This caused the reformed government to Segregate The H and Z communities, and some stepped forth saying that Willful Zs shouldn't have to suffer with the less willful. This is that time. The humans and Zombies, trying to reunite with their loved ones, while others must sit with the guilt of having killed so many. Feral Zombies are still seen and will attack both sides, only eating the Reformed Zombies, and turning the humans. The new government has begun trying to create a cure now that Zombies have become reformed, but as of yet, no luck. Meanwhile another force moves, that could cause a major relapse, or an even bigger threat.

So, questions? I will say this, it is seen that RPC had a smaller branch that worked behind all governments, selling biological weapons, such as beasts that were turned into creatures that could bring an evolved Zombie to a stalemate, some able to wipe out an entire squad by themselves.
(Basically, think of this as a mix of every Zombie thing I've ever seen that doesn't have magic.)
Okay, so basically, in this the City of Ultropolis, a city that is practically it's own state, home to 1000s of super heroes and villains. A family of heroes moves in, and will soon throw the entire city into a fight to save the world.

That's the basic idea behind this. You are heroes from the city, and will meet this family as you notice the different new enemies that they have brought with them.
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