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Mechanics

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Fate

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...The Story won't let you die. It kills you, over and over and over again, only to bring you back. Fight against it all you'd like, but that is our Fate.

ENTERING THE FOREST.

      FATE rolls will always be needed when progressing through this cursed area. Several will occur depending on how far you try to go. Trying to leave also does not mean you'll be immune to potentially bad FATE rolls. Entering is a commitment.

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PLAYER VERSUS PLAYER.

      It's not often that player versus player situations will be solved with a roll of the die. Preferably, the involved parties will discuss it out of character (if needed) and decide on what they'd like to happen. In the event that no conclusion can be made, the result will be decided by contesting rolls.
 

RISKY ENDEAVORS.

      Trying to do something that's normally difficult or even impossible without the assistance of a blessing? Prepare to have a FATE roll for it. This will determine either your success or failure and to what extent.

     Examples of this would include: trying to scale the outer walls of the building, picking locks with makeshift equipment, sneaking past people that are keeping watch, and so on.

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RANDOM CHOICES.

      Certain blessings make use of FATE rolls and sometimes things are purposely left to chance. In those cases, the rolls are directly prompted to be made.

      FATE rolls won't always be used to decide outcomes. The progression of events is much more natural without them.

      When you venture off into unknown territory, there is nothing more that the sanctuary of the open space can do to protect you. You will simply be left to chance.

 

      In the event you come across an unpredictable situation or environment, you will be required to make FATE rolls as you press forward. A d100 will determine the nature of your outcome. This is based entirely on raw luck, however, a Witch's Blessing may give you advantage or alter the roll entirely.

 

     In this section, you can see what triggers a FATE roll, what your rolls means by the number, and what those rolls will translate into.

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 * Please note that if you are on mobile, the Fate rolls and their outcomes is a little oddly formatted.
Sorry about that!

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Fate

Chart

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Fate

Occurrences

 

Only tragedy awaits you.

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You've tempted forces beyond your control.

Turn back before it's too late.

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A stroke of bad luck. It happens to the best of us.

 

 

 


It seems the winds sway in no direction.

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Something is smiling down on you today.

 

 

 


Divine intervention? Something is trying to help you.

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A  miracle will certainly occur.
 

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Severely

Bad Outcome

2-10

Moderately

Bad Outcome

11-40

Mildly

Bad Outcome

41-60

Neutral Outcome

61-90

Mildly Good Outcome

91-99

Moderately Good Outcome

100

Severely Good Outcome

      An event will occur that will significantly hinder the progress of the player characters for the remainder of the chapter. Character death is most likely to happen with this roll.

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      Usually derails the ongoing goal. Perhaps someone sustained a pretty bad injury. Or maybe there's a new variable to account for now that puts everyone in danger.

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      A minor inconvenience at its worst. Something feels off. Maybe you got lost. It shouldn't be too big of a deal but proceeding with caution wouldn't hurt.
 


     Essentially... nothing happens! No progress is made. But you're not set back either. It's all about the silver lining.

 

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      A little bit of fortune along the way! Nothing too grand though. You have some success but it's not significant. Sometimes, this just means that you are able to keep going without any interruptions.

 

      A considerable success. This is when things are more likely to become "magical". Something is looking out for you. Maybe you learn something important or divine intervention takes place.

 

      A game changing move. This could alter the course of the chapter entirely. This usually involves a special event occurring privately for the involved party.

 

Witches

.    Chapter 0    .

Eir, The Endless

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.    Chapter 1 & A    .

Anima, The Creation

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.    Chapter 2    .

The Clockwork

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.    Chapter 3    .

The Identity

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.    Chapter 4    .

The Retribution

Witchdom

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      For returning members only: you are able to apply for the position of the Witch in between chapters, if interested.

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      The Witch is not a static character and will change at the end of every chapter.
     Interest for Witch positions will be polled for at the end of every chapter and those interested will receive a form to fill out.

     More information about what the Witch position entails can be found below.

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Out of

Character

You'll essentially become a second—hiddengamemaster for the Chapter. You'll work directly with the lorekeepers to set up the narrative for it as well as pushing things forward in the plot.

Becoming the Witch will give you access to the "
answers" of the respective Chapter's arc prematurely so plotting can be done effectively. While that is said, that is only a fragment of the story.
    The message and overall direction can be molded however you'd like to best fit the narrative you want to play around with for your Witch.

     Witchdom does require a lot of activity however!
     You won't need to be available every second of the day but you will need to be at least consistently active and available for most events.

     Group rules still apply: your personal life comes first—-in the event that something comes up, accommodations can obviously be made.

     A couple things to keep in mind:
 

  • If you're selected for Witchdom once, you will not be considered for other Witch roles. There will only be four Witches overall. One per Chapter.
     

  • Secrecy is a MUST! Dropping hints publicly or privately is discouraged. People are a lot more intuitive than you may realize. Directly telling people things is also against the rules.
     

  • Spoiling anything in regards to your position as a Witch will result in your removal from it. This drastic change would be reflected in character as well.

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In

Character

      Your character will become in charge of the metaphorical game board!


The game is one of their choosing—all to fulfill their goal. However, this does not mean they are immune to participation. They will have to meet winning conditions just as the other game pieces.

Winning conditions may change depending on the game at hand, but winning as a Witch means ascension to the
Golden Land and an absolute fulfillment of their dream. Their reward is certain to occur in this case.
They cannot be discovered as the Witch and must prevent the disbelief in their authority.

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. Conceal the truth. .

. A miracle cannot occur if the magic isn't kept alive. .

     As a Witch, they'll gain an additional and exclusive blessing that can be used to help them get the upper hand. These exclusive blessings are catered specifically to each Witch and will not be revealed publicly.
Only the selected Witch will know of what it does.

     It is also important to know that having a Witch does not mean an additional character slot.
Your Witch will be your
player character.

You can officially reserve a character that isn't the same as your Witch applicant. Just know that if you are picked, your reserve will be changed to your Witch.

Win or lose, there is no permadeath for Witches. They can come back in future chapters as regular participants with no memories of their reign.

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The Haze

A stress-free vacation to Evergreen Island! Isn't this everything you've ever wanted?

The fact that it isn't real doesn't matter.

Heat Haze Daze

 This is the way things were meant to be—a peaceful and unending expanse of infinity where no tragedy may ever occur.

Even if these dreams are clouded over—even if they are entirely outside of your reach, the belief in them alone is enough magic to give them shape. For as long as there is hope for better days, The Haze will exist in an untouched corner and will remain untouched for all of time.
In this world, there is no tragedy. There is no Infinity Project.You’ve traveled to this island for an extended vacation. Nothing more, nothing less.

 

Take a glimpse into the Golden Land and see what has been waiting for you all along.

The Haze is a completely optional collection of threads that is disconnected from the plot and its progression. It offers a space for a more relaxed approach to the group’s setting with a “slice-of-life” feel to it. It is meant to serve as filler content in between chapters or for when people have maxed out on their free-time slots.
Any thread made in The Haze is considered non-canon and should not be regarded as a “past-loop” or have any other sort of connection to the main story. These threads are just different instances of one extended vacation.

There is no rigid structure to The Haze due to the nature of it. Just be sure to follow the same general guidelines and you’re free to mess around with it however you please. Any previously accepted player character or NPC can be used in The Haze. Spectators who have had an accepted character may participate in The Haze as well. Prospective characters that have not yet been present within a chapter cannot be used.
Primary NPCs will not make an appearance in these threads either.

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My dear, lost butterfly; should you ever lose your way, remember this:

you must always look. closer.

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