Masquerade Inc. Rules and Setting
Jul 1, 2019 14:56:57 GMT -8
Post by Funny Valentine [Silentgod] on Jul 1, 2019 14:56:57 GMT -8
Setting
"You are the protectors of the world's best kept secrets. It is your job to make sure that society as a whole is not aware of our existence or of that would be considered paranormal or even supernatural. You will meet creatures you only ever heard stories of or saw on your screens. You will even meet beings that you never even imagine could exist. You will work alongside and against them depending on who they are.
"You will even have to work alongside organizations that might have methods that differ from what you are used to. Maybe even a rogue operative who just wants to keep humanity safe. Just know despite any specific slights and rivalry between any of you or the people you specifically work for, you all have the same goal. And the backing of us and our special Contract Holders. This is Masquerade Inc. Now go out there, the world is counting on you."
And then the next day, the largest breach in history up to that point occurred. Demons started invading all over the world. Despite being fresh out of training or just being recently inducted Masquerade Inc., you are also called on to help fight back against the invasion, protect the innocent, and to keep up the Masquerade. Due to shortage of staff caused by being spread too thin or loss of life, you will even be grouped together on your first mission with only a single senior operative to aid.
Masquerade Inc. is a backup season with an original setting (Well beyond "Real world but the supernatural exists in background") and storyline. Each session will entail completing the main objective of each stage. This game is planned to have 8 stages and thus should last 8 sessions. Due to my work schedule, sessions will be hosted once a week. To make up for this, the rest of the week will be designated as free time. You can use free time to explore the stage, interacting with players and NPCs, or use special facilities. There will also be side objectives that can be completed during free time. I will designate periods of free time where I am fully available but otherwise you might have to wait for a response.
This game's system and mechanics is lifted straight from the Tower with some terms altered to fit the sitting. Others are removed completely due to them clashing with the way Masquerade Inc. works. This will also be a combat oriented PVE though some side objectives will require diplomacy/interrogation and slight puzzle solving.
Groups and Affiliations
In the Masquerade Inc. verse, the titular organization is actually made up of a bunch of smaller groups with their own rules and agendas. Masquerade Inc. main job is actually making sure everyone keeps up the masquerade and not kill each other. After all, it is impossible to such a secret with so many people involved without having someone to supervise them all.
Possessed Humans
The most despised and least trusted members of Masquerade Inc. They are normal humans possessed by demons, the creatures the organization was originally formed to fight. Some of these beings managed to strike a deal with Masquerade Inc. by agreeing to abide by their rules and to help hunt down other demons. Some disagree with this deal especially since it seems like only the most powerful possessed humans are offered it and thus see it as the organization admitting they are too weak to get rid of them.
Omega Samurai
Trained under the Omega Warrior called Ra Fal, each Samurai channel an interdimensional energy known as Omega Energy. While lacking the teleportation and healing capabilities of their master, they are still able to use the energy to achieve superhuman physical capabilities and to perform supernatural sword techniques. In order to have his students gain experience and to help protect the world, he sends some of the newbies to help Masquerade Inc.
Magicians
A type of Awakened that gain access to magic. Magic is actually a man made attempt of emulating the power of the Gods that have since polluted the world. Some have gone to a special school to train their power while others are self taught. Masquerade Inc. tends to recruit or outsource these individuals to help keep the peace. Magicians have their own council dedicated to making sure that none of them breaks the laws of magic.
Vampires
Cursed undead individuals with a need for blood to survive. They all obey the King of all Vampires, Lord Dracula. Vampires are forbidden from feeding in areas outside of Dracula's designated areas. This leads many to work for Masquerade Inc. in the hope of better access to the blood they need to survive. It should also be noted that despite having the rules of traditional vampires, sunlight does not burn them. Instead, all of their powers are sapped by sunlight.
Werebeasts
Cursed humans who are able to transform into a single type of beast or animal. Werewolves are the most common type due to the King of the Underground being a werewolf called Solomon. Werebeasts who live on the surface have to obey Dracula's rules or else are forced back to the chaos that is the Underground and be deprived of the luxuries the surface has. As a result, many go work for Masquerade Inc. to get some protection from the harshest laws of Lord Dracula. All werebeasts automatically transform when under the light of a full moon.
Hackers
Pure ordinary humans who are godlike with technology. If it is on the web, they can find it. If it is mechanical, they can control it. They are a phone call away from destroying your entire life. So great are their skills, that even the Foundation and Illuminati hire them. While no official leader, they all respect Irene Freeman. The creator of the Glitch and NANO AIs and a member of Masquerade Inc.
Symbiosis
Symbiosis was actually not the original name of this group but instead the name of the process that makes them unique. But over the decades, it has been since used in replacement and many forgot the original title. In any case, Symbiosis is a rare act of a human and demon fusing. It is kinda like possession or contract making, except they can skip the requirements of either and end up becoming much stronger as a result. The reason why this happens is due to both demon and human forming some kind of bond and have the same goals and desire to achieve them. This and the fact the bond needs to be maintained leads to Symbiosis users very rare but are always sought out by Masquerade Inc. whenever they appear.
Exorcists
Individuals who have attuned to the spiritual side of the world. Whether they were awakened to such powers, bestowed upon by a psychic individual, or some other method, the results are the same. They are able to see and commune with the dead and are experts in exorcisms and purging evil entities. While extremely useful to Masquerade Inc., many are wary of those who go rogue. This is due to some of the more dangerous and high level Exorcists being capable of purging the soul from the body itself. Demons are also more likely to attack them due to them being able to remove demons without harming anyone or anything they possess. The Vatican are in charge of making sure that any Exorcists who breaks the rules are punished.
Psychics
Versions of the Awakened with heavy focus on mental abilities. When it comes to psychic abilities, there is no limit to what they can do. While several have been known to focus on a single type of psychic powers, the rest are more well rounded. A man known as Psychic Sam takes it upon himself to find and recruit/train any psychics out there to ensure their powers aren't abused.
Awakened
Awakened are any humans who suddenly gained superpowers. It is theorized everyone on Earth is capable of spontaneously gaining abilities though there are still debates on what exactly triggers it. In any case, this specific branch of Awakened specialize in being able to modify their own bodies. From being able to set themselves on fire, turning elastic, dripping acid, etc. There is no specific leader with this group due to them not having a specific name, but Halsen has taken it upon himself to regulate them.
Foundation Deserters
The Foundation is the third largest organization in the world, just behind Masquerade Inc. and the Illuminati. While the Illuminati police the world and Masquerade Inc. focus on making sure humanity is unaware of what goes bump in the night, the Foundation catalogues, recording, and containing anything supernatural or extraterrestrial. They also consider Masquerade Inc. a hypocritical threat due to employing supernatural beings in their mission suppress the supernatural regularly. Thus, most members are antagonistic to them. But others don't agree with how the Foundation and leave them to join Masquerade Inc. bringing in equipment from there. Due to this, the Foundation do everything they can silence these deserters permanently.
Contract Holders
Masquerade Inc. personal agents. While everyone else focus on managing all the other organizations and acting as mission control, these are the people who go out onto the field. By entering special contracts with certain demons, they are able to gain supernatural powers. Due to being the face of the organization, they must act responsibly at all times and not bring shame. The highest ranking member is Halsen Talen with second being Lord Mite.
Avatars
!Error!
Beware of he who tells stories…
!Error!
No data available on these individuals. They are not affiliated with anyone. They possess immense power. Approach at your own risk.
Demon Hunters
Normal individuals who have trained to hunt down demons for one reason or another. Nothing special about them other than sheer tenacity. The ones who truly stand out tend to be folded into Masquerade Inc. for proper training and to potentially be a Contract Holder or to join the rest of the organization if their potential isn't enough. The rest are just straight up vigilantes who just happen to help out every now and then.
Combat
Combat will be turn-based, all actions will be sent in at once for each turn and then they will be acted out according to speed priority. One square meter is equal to one space in this game, which is how much ground 1 speed can cover. When attack drops to 0, all weapons and items your character is carrying will automatically be dropped. When speed drops to 0, your character will collapse onto the ground and become immobilized. You can choose to take attacks in place of other characters, but you cannot take attacks if you are collapsed or pinned onto the ground. Pinning, throwing, or performing any non-damaging physical action to another character requires either that character’s consent or a higher attack stat than them and will take up all of your attacks for the turn.
Attack
How much damage your character’s attacks do and how much your character is capable of carrying. Your inventory space is equal to 1/5 of your attack rounded down +5. Higher grade weapons may have an attack requirement to wield them.
Health
How much damage your character can take before being knocked out. Once your character reaches 0hp, you will be knocked out. If your character reaches negative hp value equal to your total hp, you will die. You do not recover health between battles, but you will recover all of your health at the start of any given free time.
Speed
How fast your character moves, and how much your character’s actions take priority during combat. If your character has a high speed, they will act before characters which have low speed during combat.
Magical Energy/Magic
If you are a player from the tower, this is basically shinsu and works the same way. If you are not and new to this system, this is your character’s magical capabilities, how much damage your character’s magical attacks do, and how many magical skills your character can use at the same time. At certain thresholds of magical energy, an additional Orb (Masquerade's equivalent to Bangs) can be created, allowing your character to use multiple magical skills simultaneously. More powerful magical skills may have a magical energy requirement to learn them. At 0-19 magic you can use 1 magical skill per turn, at 20 magic you can use 2, at 30 you can use 3, etc. (physical skills are always only once per turn)
Using magical skills will consume however much magical energy you use for the skill. Magic that is consumed this way will be temporarily unavailable to use for a number of turns equal to the skill's cooldown. This means that you can use the same skill multiple times as long as you have enough magical energy available. You can only use a maximum of 10 magical energy on a single skill at a time.
Psychic Mastery
Psychic powers are unique skills that are a result of a process similar to how Awakened gain powers but with the mental realm instead of physical. Psychic powers does not require magical energy to use, but some may have an additional requirement that must be met. You can only use 1 Psychic power per turn. Characters do not start with the ability to use Psychic powers, and instead must find either another Psychic with the ability to bestow others with this or else find another method.
Items & Skills
Items
Unlike in the Tower, items in this world do not have a grade. But it will still be possible to upgrade items by either spending points or activities on them. Most items will have a weight value and most weapons have a set atk value, indicated by the line "Sets your attack to X", which will override your attack value when using said weapon.
Special items will have a HP/SPD values instead of weight values. This is due to these items being able to float around you and thus do not fill your inventory space.
Food will also be available and can be used to heal health and in some cases increases stats and other bonuses. Please note they will be served in different locations from items.
Skills
Skills are classified based on whether they deal physical or magical damage, which will be indicated by a set of parentheses next to the skill. I.E. (Magical), (Physical) or (Passive). Magical damage does not interact with physical damage reduction, and vice versa.
Stances
Stances are special forms you take that improves combat. It is even said they are based on techniques from another universe. Due to the rarity of these Stances, the specifics are currently unknown of how many there are and what they each do. You will have to search out a specific Stance before spending an activity to learn it. It should be noted you just need to be told what a Stance is and what it does before you can learn it. Once a Stance is learned, you can automatically assume it at the start of combat. But you can only take one Stance at a time and it will take a turn to switch Stances.
Warning, it is said that there is one Stance that can be taken by those with Psychic Mastery and even then those of the Psychic faction have the best chance of learning it.
Free Time
Activities
During the time in-between sessions, each player can conduct up to 3 activities with their free time. Certain activities may only become available on specific stages when the facilities to perform the activities are available. Activities have a variety of functions, but mostly serve to make your character stronger, improving stats, improving skills, upgrading weapons/items, etc. Most activities will be outlined in their corresponding room descriptions.
Random events may also occur during free time. When an event occurs, depending on the event, it can consume one or more of your activities for the designated free time period (you will be notified when an event consumes an activity). Please note that the likelihood of bad events may increase in proportion to the number of enemies you have made within this world.
Disclaimer: Some stages will automatically increase the likelihood of a random events occurring. But there are side objectives you can take to offset this penalty for everyone.
Extra Disclaimer: While you are free to move around the map and don't need to post movement posts during free time. Please, please, please DO NOT look at board list. Some rooms are locked/hidden/guarded and so would prefer you follow links to make sure you don't stumble upon them by accident.
"You are the protectors of the world's best kept secrets. It is your job to make sure that society as a whole is not aware of our existence or of that would be considered paranormal or even supernatural. You will meet creatures you only ever heard stories of or saw on your screens. You will even meet beings that you never even imagine could exist. You will work alongside and against them depending on who they are.
"You will even have to work alongside organizations that might have methods that differ from what you are used to. Maybe even a rogue operative who just wants to keep humanity safe. Just know despite any specific slights and rivalry between any of you or the people you specifically work for, you all have the same goal. And the backing of us and our special Contract Holders. This is Masquerade Inc. Now go out there, the world is counting on you."
And then the next day, the largest breach in history up to that point occurred. Demons started invading all over the world. Despite being fresh out of training or just being recently inducted Masquerade Inc., you are also called on to help fight back against the invasion, protect the innocent, and to keep up the Masquerade. Due to shortage of staff caused by being spread too thin or loss of life, you will even be grouped together on your first mission with only a single senior operative to aid.
Masquerade Inc. is a backup season with an original setting (Well beyond "Real world but the supernatural exists in background") and storyline. Each session will entail completing the main objective of each stage. This game is planned to have 8 stages and thus should last 8 sessions. Due to my work schedule, sessions will be hosted once a week. To make up for this, the rest of the week will be designated as free time. You can use free time to explore the stage, interacting with players and NPCs, or use special facilities. There will also be side objectives that can be completed during free time. I will designate periods of free time where I am fully available but otherwise you might have to wait for a response.
This game's system and mechanics is lifted straight from the Tower with some terms altered to fit the sitting. Others are removed completely due to them clashing with the way Masquerade Inc. works. This will also be a combat oriented PVE though some side objectives will require diplomacy/interrogation and slight puzzle solving.
Groups and Affiliations
In the Masquerade Inc. verse, the titular organization is actually made up of a bunch of smaller groups with their own rules and agendas. Masquerade Inc. main job is actually making sure everyone keeps up the masquerade and not kill each other. After all, it is impossible to such a secret with so many people involved without having someone to supervise them all.
Possessed Humans
The most despised and least trusted members of Masquerade Inc. They are normal humans possessed by demons, the creatures the organization was originally formed to fight. Some of these beings managed to strike a deal with Masquerade Inc. by agreeing to abide by their rules and to help hunt down other demons. Some disagree with this deal especially since it seems like only the most powerful possessed humans are offered it and thus see it as the organization admitting they are too weak to get rid of them.
Omega Samurai
Trained under the Omega Warrior called Ra Fal, each Samurai channel an interdimensional energy known as Omega Energy. While lacking the teleportation and healing capabilities of their master, they are still able to use the energy to achieve superhuman physical capabilities and to perform supernatural sword techniques. In order to have his students gain experience and to help protect the world, he sends some of the newbies to help Masquerade Inc.
Magicians
A type of Awakened that gain access to magic. Magic is actually a man made attempt of emulating the power of the Gods that have since polluted the world. Some have gone to a special school to train their power while others are self taught. Masquerade Inc. tends to recruit or outsource these individuals to help keep the peace. Magicians have their own council dedicated to making sure that none of them breaks the laws of magic.
Vampires
Cursed undead individuals with a need for blood to survive. They all obey the King of all Vampires, Lord Dracula. Vampires are forbidden from feeding in areas outside of Dracula's designated areas. This leads many to work for Masquerade Inc. in the hope of better access to the blood they need to survive. It should also be noted that despite having the rules of traditional vampires, sunlight does not burn them. Instead, all of their powers are sapped by sunlight.
Werebeasts
Cursed humans who are able to transform into a single type of beast or animal. Werewolves are the most common type due to the King of the Underground being a werewolf called Solomon. Werebeasts who live on the surface have to obey Dracula's rules or else are forced back to the chaos that is the Underground and be deprived of the luxuries the surface has. As a result, many go work for Masquerade Inc. to get some protection from the harshest laws of Lord Dracula. All werebeasts automatically transform when under the light of a full moon.
Hackers
Pure ordinary humans who are godlike with technology. If it is on the web, they can find it. If it is mechanical, they can control it. They are a phone call away from destroying your entire life. So great are their skills, that even the Foundation and Illuminati hire them. While no official leader, they all respect Irene Freeman. The creator of the Glitch and NANO AIs and a member of Masquerade Inc.
Symbiosis
Symbiosis was actually not the original name of this group but instead the name of the process that makes them unique. But over the decades, it has been since used in replacement and many forgot the original title. In any case, Symbiosis is a rare act of a human and demon fusing. It is kinda like possession or contract making, except they can skip the requirements of either and end up becoming much stronger as a result. The reason why this happens is due to both demon and human forming some kind of bond and have the same goals and desire to achieve them. This and the fact the bond needs to be maintained leads to Symbiosis users very rare but are always sought out by Masquerade Inc. whenever they appear.
Exorcists
Individuals who have attuned to the spiritual side of the world. Whether they were awakened to such powers, bestowed upon by a psychic individual, or some other method, the results are the same. They are able to see and commune with the dead and are experts in exorcisms and purging evil entities. While extremely useful to Masquerade Inc., many are wary of those who go rogue. This is due to some of the more dangerous and high level Exorcists being capable of purging the soul from the body itself. Demons are also more likely to attack them due to them being able to remove demons without harming anyone or anything they possess. The Vatican are in charge of making sure that any Exorcists who breaks the rules are punished.
Psychics
Versions of the Awakened with heavy focus on mental abilities. When it comes to psychic abilities, there is no limit to what they can do. While several have been known to focus on a single type of psychic powers, the rest are more well rounded. A man known as Psychic Sam takes it upon himself to find and recruit/train any psychics out there to ensure their powers aren't abused.
Awakened
Awakened are any humans who suddenly gained superpowers. It is theorized everyone on Earth is capable of spontaneously gaining abilities though there are still debates on what exactly triggers it. In any case, this specific branch of Awakened specialize in being able to modify their own bodies. From being able to set themselves on fire, turning elastic, dripping acid, etc. There is no specific leader with this group due to them not having a specific name, but Halsen has taken it upon himself to regulate them.
Foundation Deserters
The Foundation is the third largest organization in the world, just behind Masquerade Inc. and the Illuminati. While the Illuminati police the world and Masquerade Inc. focus on making sure humanity is unaware of what goes bump in the night, the Foundation catalogues, recording, and containing anything supernatural or extraterrestrial. They also consider Masquerade Inc. a hypocritical threat due to employing supernatural beings in their mission suppress the supernatural regularly. Thus, most members are antagonistic to them. But others don't agree with how the Foundation and leave them to join Masquerade Inc. bringing in equipment from there. Due to this, the Foundation do everything they can silence these deserters permanently.
Contract Holders
Masquerade Inc. personal agents. While everyone else focus on managing all the other organizations and acting as mission control, these are the people who go out onto the field. By entering special contracts with certain demons, they are able to gain supernatural powers. Due to being the face of the organization, they must act responsibly at all times and not bring shame. The highest ranking member is Halsen Talen with second being Lord Mite.
Avatars
!Error!
Beware of he who tells stories…
!Error!
No data available on these individuals. They are not affiliated with anyone. They possess immense power. Approach at your own risk.
Demon Hunters
Normal individuals who have trained to hunt down demons for one reason or another. Nothing special about them other than sheer tenacity. The ones who truly stand out tend to be folded into Masquerade Inc. for proper training and to potentially be a Contract Holder or to join the rest of the organization if their potential isn't enough. The rest are just straight up vigilantes who just happen to help out every now and then.
Combat
Combat will be turn-based, all actions will be sent in at once for each turn and then they will be acted out according to speed priority. One square meter is equal to one space in this game, which is how much ground 1 speed can cover. When attack drops to 0, all weapons and items your character is carrying will automatically be dropped. When speed drops to 0, your character will collapse onto the ground and become immobilized. You can choose to take attacks in place of other characters, but you cannot take attacks if you are collapsed or pinned onto the ground. Pinning, throwing, or performing any non-damaging physical action to another character requires either that character’s consent or a higher attack stat than them and will take up all of your attacks for the turn.
Attack
How much damage your character’s attacks do and how much your character is capable of carrying. Your inventory space is equal to 1/5 of your attack rounded down +5. Higher grade weapons may have an attack requirement to wield them.
Health
How much damage your character can take before being knocked out. Once your character reaches 0hp, you will be knocked out. If your character reaches negative hp value equal to your total hp, you will die. You do not recover health between battles, but you will recover all of your health at the start of any given free time.
Speed
How fast your character moves, and how much your character’s actions take priority during combat. If your character has a high speed, they will act before characters which have low speed during combat.
Magical Energy/Magic
If you are a player from the tower, this is basically shinsu and works the same way. If you are not and new to this system, this is your character’s magical capabilities, how much damage your character’s magical attacks do, and how many magical skills your character can use at the same time. At certain thresholds of magical energy, an additional Orb (Masquerade's equivalent to Bangs) can be created, allowing your character to use multiple magical skills simultaneously. More powerful magical skills may have a magical energy requirement to learn them. At 0-19 magic you can use 1 magical skill per turn, at 20 magic you can use 2, at 30 you can use 3, etc. (physical skills are always only once per turn)
Using magical skills will consume however much magical energy you use for the skill. Magic that is consumed this way will be temporarily unavailable to use for a number of turns equal to the skill's cooldown. This means that you can use the same skill multiple times as long as you have enough magical energy available. You can only use a maximum of 10 magical energy on a single skill at a time.
Psychic Mastery
Psychic powers are unique skills that are a result of a process similar to how Awakened gain powers but with the mental realm instead of physical. Psychic powers does not require magical energy to use, but some may have an additional requirement that must be met. You can only use 1 Psychic power per turn. Characters do not start with the ability to use Psychic powers, and instead must find either another Psychic with the ability to bestow others with this or else find another method.
Items & Skills
Items
Unlike in the Tower, items in this world do not have a grade. But it will still be possible to upgrade items by either spending points or activities on them. Most items will have a weight value and most weapons have a set atk value, indicated by the line "Sets your attack to X", which will override your attack value when using said weapon.
Special items will have a HP/SPD values instead of weight values. This is due to these items being able to float around you and thus do not fill your inventory space.
Food will also be available and can be used to heal health and in some cases increases stats and other bonuses. Please note they will be served in different locations from items.
Skills
Skills are classified based on whether they deal physical or magical damage, which will be indicated by a set of parentheses next to the skill. I.E. (Magical), (Physical) or (Passive). Magical damage does not interact with physical damage reduction, and vice versa.
Stances
Stances are special forms you take that improves combat. It is even said they are based on techniques from another universe. Due to the rarity of these Stances, the specifics are currently unknown of how many there are and what they each do. You will have to search out a specific Stance before spending an activity to learn it. It should be noted you just need to be told what a Stance is and what it does before you can learn it. Once a Stance is learned, you can automatically assume it at the start of combat. But you can only take one Stance at a time and it will take a turn to switch Stances.
Warning, it is said that there is one Stance that can be taken by those with Psychic Mastery and even then those of the Psychic faction have the best chance of learning it.
Free Time
Activities
During the time in-between sessions, each player can conduct up to 3 activities with their free time. Certain activities may only become available on specific stages when the facilities to perform the activities are available. Activities have a variety of functions, but mostly serve to make your character stronger, improving stats, improving skills, upgrading weapons/items, etc. Most activities will be outlined in their corresponding room descriptions.
Random events may also occur during free time. When an event occurs, depending on the event, it can consume one or more of your activities for the designated free time period (you will be notified when an event consumes an activity). Please note that the likelihood of bad events may increase in proportion to the number of enemies you have made within this world.
Disclaimer: Some stages will automatically increase the likelihood of a random events occurring. But there are side objectives you can take to offset this penalty for everyone.
Extra Disclaimer: While you are free to move around the map and don't need to post movement posts during free time. Please, please, please DO NOT look at board list. Some rooms are locked/hidden/guarded and so would prefer you follow links to make sure you don't stumble upon them by accident.