Danganronpa F9: Re: Current Sin
Mar 13, 2023 13:39:15 GMT
Post by Panda on Mar 13, 2023 13:39:15 GMT
Danganronpa F9: Re: Current Sin
[#spoiler=Table of Contents]
Prologue
Chapter 1
Chapter 2
- Start and Location Details
- Dance Party
- Murder and Trial
- Demonic Oracle Lifeline
- Case Summary and Result
- Conclusion
- Return to the Chaos Realm
Chapter 3
- Start and Location Details
- Arrow Trap
- Murder and Trial
- Case Summary and Result
- Conclusion
- Return to the Chaos Realm
Chapter 4
- Start and Location Details
- Time Passes on the Island
- Murder and Trial
- Timeline of Events
- Principal's Office Investigation
- Conclusion
- Fighting for Freedom
- The Final Ghost
- Freedom
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[#spoiler=Cast]
Staff
- Panda as Kameron Fields, the homeroom and gym teacher. Familiar: Gusty the Griffon.
- Neotelenta as Korrigan Magno, the Ultimate Jazzist, music teacher and jazz band instructor. Familiar: Luca the Owl.
- rei. as Neuron Itsunoi, the assistant art teacher. Familiar: Chibi Octopus.
- satan as Hawk, the Ultimate Swordmaster and security officer. Familiar: Harpy Eagle.
- Rosa as Kenji Lopez, the librarian. Familiar: Bruce the Lazy Bat.
Students
- wintercoat as Caitlin Mac Cárthaigh, the Ultimate UFOlogist. Familiar: Emaciated Cow
- JaytheBluPirate as Calvin Marston, the Ultimate Cowboy. Familiar: Blackie the Miniature Bull.
- Doctor Nanjo M.D. as Xhuljeta, formerly Eugenia 'Yugi' Cooley, the Ultimate Peer Mediator. Familiar: Brooklyn the Moth, formerly a Silkworm.
- dootdoot as Faye Liddell, the Ultimate Paranormal Investigator. Familiar: Jack the Jackalope.
- Collin1002 as Felix Nadeau, the Ultimate Chef. Familiar: Takeo the Fox.
- mec as Hella Helvig, the Ultimate Palaeontologist. Familiar: Aigialosuchus (looks like a crocodile).
- JesusMonroe as Isadora, the Ultimate Mourner. Familiar: Vulture.
- Kachu as Mikoto Koizumi, the Ultimate Bladesmith. Familiar: Leafcelot the Woodland Fairy.
- Joker as Nico Holden, the Ultimate Speleologist. Familiar: Slick the Minecraft Slime.
- NIKI as Su-Ah Myeong, the Ultimate Seamstress. Familiar: Jang-Mi the Scissor Spider.
- Akkordian as Yves Clemont, the Ultimate Yu-Gi-Oh! Player. Familiar: Barnie Bear, the Surprising Teddy Bear.
Other
- pancakes as Ige Tsutomu, assistant to the Ultimate Movie Star. Familiar: Pathetic Puppy.
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[#spoiler=School Photos]
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[#spoiler=Magic Details]
Everyone starts at Sin level 1. Each level of Sin grants access to higher levels of spells. Sin increases every time someone is killed during a Contract Game you are in.
At will, you can bring up a status window that only you can see. This displays your Sin level, the spell list as well as other useful details.
Spells are cast using Spell Points (SP). You all have 100 SP. SP is restored after a full night's rest.
Level 0 spells cost 10 SP. Lower-level spells cost 40 SP, and higher level spells cost even more.
To cast a spell, raise your dominant arm and clearly chant the spell's name.
Spells generally have two modes. You choose which mode you are using when casting the spell. You can only pick one mode at a time.
Only one spell can be cast at a time.
Unless otherwise specified, all spells last their full duration. They cannot be dispelled early.
With practice, you become a better spellcaster. You gain more SP, your spells grow stronger and gain new effects, and you even become able to circumvent restrictions in the spellcasting system. However this is a process that won't show results for at least a few years. For the purposes of this game, players have 100 SP and spells work exactly as stated in the spellbook.
(The list of spells can be found on the main post of this thread.)
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[#spoiler=Spell List]
Spells have two modes, listed as A and B for simplicity.
[#spoiler=Sin Level 0 (10 SP)]
Cyfarwydd (Familiar)
A: Summon your personal familiar to your side.
B: Dismiss your familiar, wherever it currently is.
[#spoiler=Details]
Familiars tend to be smaller than their human summoners. They are about as intelligent as a smart dog, though notably they fully understand the summoner’s language; however, they don’t speak it. They are utterly loyal and will follow any command given to them by their master, though there are limits to what they can do. (E.g. They aren’t intelligent enough to operate a device or wield a tool effectively. Use a smart dog as reference for their capabilities.) They cannot use any magic. If killed, they can be re-summoned by casting this spell again.
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Golau (Light)
A: Create a small orb of light that can be manipulated.
B: Analyse death.
[#spoiler=Details]
A: Lasts 12 hours.
B: This is mainly used to autopsy bodies during a Contract Game. In general it can analyse dead organic matter to identify it, determine the cause of death, estimate a time of death e.t.c. There are limits to the information it can gather, but it will always be accurate: it can’t be fooled by simple tricks like freezing a body or trying to obfuscate the cause of death.
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[#spoiler=Sin Level 1 (40 SP)]
Metel (Metal)
A: Create a chunk of metal.
B: Reshape a chunk of metal.
[#spoiler=Details]
A: The created metal can be no larger than 1ft on any side. It has a distinctive purple tint, and appears in your hand.
B: The reshaped metal can be no larger than 1ft on any side (before and after). Metal can only be reshaped by this spell once per day. The metal you are shaping can be lightly obscured, but you must have good line of sight to it. The transformation has to be a ‘single movement’, that is, you can’t make it bulge outwards and then back again as part of one transformation.
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Pren (Wood)
A: Create a chunk of wood.
B: Reshape a chunk of wood.
[#spoiler=Details]
A: The created wood can be no larger than 1ft on any side. It has a distinctive purple tint, and appears in your hand.
B: The reshaped wood can be no larger than 1ft on any side (before and after). Wood can only be reshaped by this spell once per day. The wood you are shaping can be lightly obscured, but you must have good line of sight to it. The transformation has to be a ‘single movement’, that is, you can’t make it bulge outwards and then back again as part of one transformation.
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Gwynt (Wind)
A: Create a gust of wind from your hand.
B: Slow your fall for 10 seconds.
[#spoiler=Details]
A: The wind has the force of a shove by a typical adult.
B: You fall at a speed just below the threshold that would hurt.
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[#spoiler=Sin Level 2 (40 SP)]
Daear (Earth)
A: Harden a patch of earth into stone.
B: Reshape a chunk of stone.
[#spoiler=Details]
A: The affected earth can be no larger than 1ft on any side.
B: The reshaped stone can be no larger than 1ft on any side (before and after). Stone can only be reshaped by this spell once per day. The stone you are shaping can be lightly obscured, but you must have good line of sight to it. The transformation has to be a ‘single movement’, that is, you can’t make it bulge outwards and then back again as part of one transformation.
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Dwfr (Water)
A: Create a small amount of water.
B: Project a freezing ray from your hand.
[#spoiler=Details]
A: You create enough water to fill a 1ft cube at most. It is 20°C and pure. It appears as a gentle flow from your hand.
B: The ray creates ice wherever it hits. It has a 5ft range and lasts 1 second.
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Tân (Fire)
A: Create an explosive pellet.
B: Project a heat ray from your hand.
[#spoiler=Details]
A: The pellet fits within the palm of your hand. It detonates with the strength of a cherry bomb when impacted or sparked.
B: The ray lights fires wherever it hits. It has a 5ft range and lasts 1 second.
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Gwlad Hud (Wonderland)
A: Enlarge something up to 10 times its original size.
B: Shrink something up to 1/10 its original size.
[#spoiler=Details]
The object can be lightly obscured, but you must have good line of sight to it. It will push obstructions aside, but if met with too much resistance it will only grow as large as it can. The object will remain large for 12 hours, after which it will automatically revert. Living beings can be grown too, if they are willing; the spell’s magic means they won’t experience harmful side-effects. While the size of an object is changed, it cannot be affected by this spell a second time, regardless of which mode you choose for the second casting.
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[#spoiler=Sin Level 3 (40 SP)]
Tywyll (Dark)
A: Create a small orb of magical darkness that can be manipulated.
B: Create a minute quantity of lethal poison.
[#spoiler=Details]
A: No light can penetrate the orb's area of effect. It lasts 12 hours.
B: A small wound appears on your finger. The blood that drips out (2ml at most) transforms into a black poison, potent enough to kill within seconds of being administered. It takes effect when ingested, or when it enters the blood stream. The death is rather painful, though mercifully quick. It has very distinctive symptoms: the victim’s blood vessels all turn black, including in their eyes as well, and a similarly-black liquid seeps out from their eyes like tears. The poison disappears entirely after 5 minutes, making it difficult to prepare in advance. It’s a watery, black liquid with an indistinct bitter taste.
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Trydan (Electricity)
A: Release an EMP.
B: Create a magnetic north or south pole around your hand.
[#spoiler=Details]
A: Release an electromagnetic pulse around your hand, with a 1ft radius. This temporarily disables most electronics it contacts. Advanced systems will usually reboot within a few minutes at most, while others will need to be manually turned on again.
B: The magnetic field is about as strong as a large neodymium magnet. Your hand glows blue or red accordingly. The field remains for as long as you concentrate on it, up to 1 hour at most.
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Larwm (Alarm)
A: Create an alarm rune on a surface. You are notified when someone contacts it.
B: Sound a magical siren.
[#spoiler=Details]
A: Create an invisible rune on a surface you touch. The rune has a 1ft diameter. When another living being of sufficient size (a cat or larger) comes into contact with it, the rune will become visible and faintly glow, and you will be notified mentally. The rune remains in place for 12 hours, after which it disappears.
B: A blaring siren sounds out from your hand. It is audible up to 300ft away, but is simultaneously quiet enough not to hurt anyone, particularly the caster at the centre of it. (It’s a very annoying sound however.)
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Ffasâd (Façade)
A: Temporarily become more confident and charismatic.
B: Temporarily become anonymous.
[#spoiler=Details]
A: Lasts for 1 hour. While you might now be able to charm people in your favour in ways you couldn’t before, this isn’t a form of hypnosis or the like; the change is only internal. Other people will just see you in a somewhat more positive light due to your new innate charisma. (Even then, it’s up to you to be charismatic. If you do something someone doesn’t like, they still won’t like it.)
B: Lasts for 1 hour. You take on the appearance of a generic human being that no-one recognises and no-one would really be able to describe afterwards. People can still see you and will still remember you being there and what you did, they just won’t know your identity. While you don’t appear suspicious, you are a stranger to everyone, and will be viewed as such.
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[#spoiler=Sin Level 4 (40 SP)]
Cwmwl (Cloud)
A: Summon a fog cloud that can be manipulated.
B: Make it rain.
[#spoiler=Details]
A: The cloud fills a 20ft diameter space and heavily obscures everything within it. It lasts 1 hour.
B: Make it rain over a 20ft wide space. You must be outdoors to benefit from this. The rain lasts 12 hours.
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Cwsg (Sleep)
A: Create an orb that releases knockout gas.
B: Peer into someone's dreams.
[#spoiler=Details]
A: 1 minute after being created, the orb releases enough gas to fill a typical room. The gas lingers for 1 further minute. If you inhale any, you will fall unconscious for 1 hour. The orb will remain as a physical object.
B: Requires direct contact with the target's head. While touching them, you can direct their dreams to a degree, to steer them towards revealing what you want to know. When they wake up, they will be aware that this spell was cast on them.
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[#spoiler=Sin Level 5 (40 SP)]
Alcemi (Alchemy)
A: Create a small amount of acidic or basic liquid.
B: Transmute metal.
[#spoiler=Details]
A: Create enough liquid to fill a 1ft cube at most. It is whatever pH you designate. It appears as a gentle flow from your hand.
B: Transmute an amount of metal no larger than 1ft on any side into a different kind of metal. Metal can only be transmuted by this spell once per day. The metal you are altering can be lightly obscured, but you must have good line of sight to it.
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Bwystfil (Beast)
A: Transform into an animal.
B: Talk with animals.
[#spoiler=Details]
A: Lasts 12 hours. You can become any animal you've seen before. You retain your mental faculties, but otherwise have the traits of the animal. You cannot cast spells while transformed.
B: Lasts 1 hour. You can understand all animal communication, and can convey yourself to them as well. Animals still react to you as they would any other human, and generally won't be inclined to listen to your instructions.
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[#spoiler=Sin Level 6 (40 SP)]
Bane (Bane)
A: Temporarily make someone blind.
B: Temporarily make someone deaf.
[#spoiler=Details]
Lasts 1 hour. A person can only be affected by one of these modes at a time. The target can be lightly obscured, but you must have good line of sight to them.
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Brysied (Haste)
Move and think faster. Everything else appears to move slower.
[#spoiler=Details]
Lasts 5 minutes. Time around you appears to slow to about half speed. You glow orange while this is in effect.
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[#spoiler=Sin Level 7 (160 SP)]
Teleport (Teleport)
A: Create a special rune on a surface. You can later teleport to it.
B: Place a special rune on an object. You can later teleport it to you.
[#spoiler=Details]
The two runes are clearly visible, and distinct from each other. They last 12 hours. After being used once, the rune stops glowing and no longer functions, but it remains where it was placed for an additional 12 hours.
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Pyped (Puppet)
Animate a corpse.
[#spoiler=Details]
For the next 12 hours, you can concentrate to manipulate the corpse you cast this spell on. Only one corpse can be manipulated at a time. The corpse you cast the spell on can be lightly obscured, but you must have good line of sight to it.
[/spoiler]
Clôn (Clone)
Summon a clone of yourself.
[#spoiler=Details]
The clone lasts for 1 hour. It can be given simple commands, and acts in a basic facsimile of your behaviour. After the duration is up, the clone's features will blur into that of a generic human, and it will appear to die.
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[#spoiler=Sin Level 8 (160 SP)]
Osgoi (Dodge)
Cast on yourself in advance. If you would die, feign death instead.
[#spoiler=Details]
Lasts 24 hours. You appear to die in whatever way you were about to, and can maintain this state until the duration is up. You remain conscious during this time, but if you move too much the illusion is broken and the spell ends. Otherwise there's no way to tell that you're still alive.
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Anghofiwch (Forget)
Make someone forget everything from the last hour.
[#spoiler=Details]
Requires direct contact with the target's head. It will be obvious to them that they've forgotten something. They won't remember anything that happens in the next minute either.
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Anghenfil (Monster)
A: Summon your personal monster to your side.
B: Dismiss your monster, wherever it currently is.
[#spoiler=Details]
Monsters are like familiars, but larger, stronger and with various special abilities. Everyone's personal monster is different, and has its own abilities. They are about as intelligent as a smart dog, though notably they fully understand the summoner’s language; however, they don’t speak it. They are utterly loyal and will follow any command given to them by their master, though there are limits to what they can do. They cannot use any magic. If killed, they can be re-summoned by casting this spell again.
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[/spoiler]
Higher level spells will become available to view as you level up further.
[/spoiler]
[#spoiler=Free Time Events (FTEs) and Innocence]
Once per chapter, you can form a 'bond' with another player, creating a private conversation with them. FTEs last for just one chapter.
Every time you initiate two FTEs, you earn a Permanence Shard. You can spend this to make an FTE permanent, even if it's already ended.
Forming bonds and exposing killers during trials increases the groups' Innocence, a level shared between everyone. Innocence is used to cast helpful spells during trials, equivalent to Lifelines from previous games. (This is just flavour, and Lifelines aren't actually restricted by how many FTEs this game gets.)
[/spoiler]
[#spoiler=Lifelines]
Each lifeline can only be used once during this entire game. You can use up to two different lifelines per trial.
Effigy Ritual (Hangman’s Gambit): All the characters jointly decide on a question to ask. The answer will be hidden, but each character gets to guess a letter. (Previous players can guess another letter only if needed to expedite the game.) The game will end after too many wrong guesses, depending on the length of the answer. No discussion on which letters to guess can take place.
Clash of Wills (Rebuttal Showdown/Scrum Debate): Two (or multiple) characters argue on a point. At the end it’s be revealed which side was closer to the correct answer.
Judgement (Climax Reasoning): One character is chosen to put together a numbered list of everything they know about the case. (The number of items in the list is determined by the GM). At the end, they’ll be told the first three incorrect items.
(Expended)
Cleansing Flames (Spring Cleaning): Irrelevant or already-used evidence is removed from the evidence list, to better focus discussion for the remaining unsolved mysteries.
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