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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    May 2019

    Default Halflight (An Alternate History Dieselpunk Arcana Setting)

    Inspiration, Concepts and Name credited to: Saga of Tanya the Evil, Claymore, Tokyo Ghoul, Blood C, Art of Jon Cameron Li, Original Halflight Idea and Banner Art


    Witches first appeared in ancient records as far back as the 8th century BC. Since then, a constant conflict can be traced throughout history. With well-known boiling points such as the large-scale persecution of women and men in the Middle Ages or the Salem Witch trials, a never-ending covert war raged on in the shadows. Due to the murky nature of the public's perception of Witches, they remained out of societal focus in the events leading up to, and during the Great War. Globally, Witches resurfaced in the public eye in the early 1920’s, when a Witch-centrist organization, known as the Nationalist Socialist German Witches Party, began to gain power in Germany. In 1929, when Germany entered a period of severe economic depression and widespread unemployment, the Witches Party capitalized on the situation and made a push for political control. By 1933 Aische Krause, the leader of the Witches Party, was elected German chancellor and her Witch’s government soon came to control every aspect of German life.

    From the mid to late 1930s, Aische undermined the post Great War international order step by step. She withdrew Germany from the league of nations in 1933, rebuilt German armed forces beyond what was permitted by treaty, and reoccupied the German Rhineland in 1936. With the use of Witch troops and spellwork she annexed Austria and invaded Czechoslovakia in 1939. When Germany moved to invade Poland, Great Britain and France countered further aggression by guaranteeing Polish security. Nevertheless, Germany invaded Poland on September 1, 1939, and Great Britain and France declared war on Germany. Six years of Witches Party foreign policy had ignited The Wicked War.

    After the invasion of Poland, the war quickly expanded in scope. Germany made alliances with Italy and Japan, creating the foundation of the Axis powers. Great Britain and France soon realized that to counter German witchcraft they would have to deploy their own arcane troops. After an attack on Pearl Harbor on December 7th, 1941 the United States joined the allied forces, bring with them their own Witches. Thus, with the introduction of witchcraft the concept of warfare was forever changed. Women dominated the battlefield with black magic, and the skies were filled with broomsticks and crows.

    Early in the war, in 1939, the Manhattan Project began. Led by the United States with support from the United Kingdom and Canada, the project’s goal was to develop new magical weapons and technologies for the war effort. Several new innovations came from the project, including massive advancements in broomstick technology and the creation of the first Golems, but the turning point came with the creation of the A Bomb. On August 6th 1945, the first arcana bomb was dropped on Hiroshima. Three days later a second was dropped on Nagasaki. The resulting devastation had a profound effect on their entire world, and not long after Japan signed an unconditional surrender. On April 30th, 1945 Aische, seeing the imminent defeat of her armies, committed suicide, and not long after Allied forced took the Reichstag signaling the end of the war.

    However, the true consequences of what had been unleashed on the world would not become apparent until November 12th of the same year. The fallout of the arcana bombs, combined with the rampant radiant magic that had been released during the fighting for the six years of the war combined to form a background radiation of power that would come to be known as the Radiance. This wild, unchecked power resulted in the birth of the Mythic. Often taking the form of archetypal ideas, Mythic were the result of drawing from the collective unconscious of the billions of surrounding people. They were urban legends and ancient myths personified. They take the shape of tales that are told in hushed tones by nervous subway passengers, or loudly proclaimed as fact at the corner deli or neighborhood playground. They are childhood nightmares and boogeymen from days of old come to life.

    In the wake of the Wicked War, the united nations formed a new organization to combat the Mythic threat. The Assault Response to Mythic Attacks or ARMA, was established as an independent, international agency able to respond to Mythic threats regardless of national boarders or politics. It employed both Humans and Witches, and quickly grew into a world power in it’s own right. Armed with arcane power and the best equipment available, they became the first and last line of defense against the Mythic as well as the continued threat of rogue Witches around the world. On June 2nd, 1946 they established the artificial island city of Halflight to serve as their central base of operations and to house the ARMA Academy.

  2. - Top - End - #2
    Pixie in the Playground
    Join Date
    May 2019

    Default Re: Halflight (An Alternate History Dieselpunk Arcana Setting)


    Generally considered an evolutionary branch of the Homo sapiens tribe, the Lumina sapiens, more commonly called Witches, are humanoids with supernatural abilities that enable them to manipulate reality. The earliest documentation of the existence of Witches appeared in Egypt during the time of the Old Kingdom, and became wide spread in the dark ages with tales of “demons in the guise of men”. Lumina sapiens are named after the chemiluminescent reaction that causes bioluminescence in living creatures, as displayed by a Witches dimly glowing, silvery irises. Most Witches who integrate themselves into human society only ever attend public spaces with contact lenses, sunglasses, masks, or other means to cover their eyes.

    All Witches, while varying in their powers and capabilities, channel their power through an object known as a Regalia. Each Witch’s Regalia is different and usually takes the form of some mundane item chosen by the Witch early in their life. During most of the middle ages through the Wicked War the most common Regalia was a wand crafted of oak, yew or birch. However, any item can be chosen and used as a Regalia, such as cards, dice, rings, canes, daggers or hats. Generally a Regalia is a small item that can be held in one hand, and once attuned to a Withc, acts as a focus for their magic.

    Witches can be of either sex, but it is commonly believed that female Witches’s innate magical powers are more potent than their male counterpart is. After centuries of observing and studying records of Witch Powers, their abilities have been categorized into six general groups. Though all Witches are categorized into one of these groups, many have powers that bleed into other groups as well.

    SOULBREAKER
    The ability to manipulate a person or animal mentally, with no direct effect on its physical condition or the environment. Simple Paracio powers may include the ability to raise someone’s adrenaline, while some individuals can manipulate a being’s perception, or even induce amnesia. Telepathy, hypnosis, and even possession fall under this umbrella of abilities.

    SPELLSMITH
    The ability to manipulate physical matter across the world. This may entail elemental control, as well as directly controlling, manipulating, or re-imagining artificial physical constructs. Pantherra powers focus almost exclusively on the creation and manipulation of physical objects such as bending metal, controlling plants or creating solid objects from raw energy.

    SHIFTER
    The ability to transform, grow or lose parts of one’s body and/or one’s entire body to various degrees. Growth effects are always bound to the individual’s energy, and seem to require a certain “cost”. Simple Odyr powers may include the ability to enhance one’s physiology or regenerate, while some individuals can grow appendages or fully transform themselves to gain new physical abilities such as growing wings to fly.

    FARWALKER
    The ability to wield powers that propel or displace objects in space or time. Simple Farwalker powers may increase an individuals speed or jumping distance, while more powerful abilities can teleport, fly or become insubstantial to pass through solid barriers. Many Farwalkers also possess powers that extend or enhance their senses, with a priority on their sight.

    CONDUIT
    The ability to manipulate and create a wide variety of raw energies. These powers can range from the simple control of how bright or dim the ambient light is, to producing fire from nothing. Most Conduits focus on a single type of energy to master, though some choose complimenting elements such as light and electricity, or earth and metal. Truly powerful Conduits can even transform their physical body into pure energy.

    BINDER
    The ability to summon and bind other creatures to serve and protect. These powers focus on the use of other beings to function in the Witch’s stead. The most basic of Binder abilities is the power to summon creatures, be they animals, spirits, marionette dolls or demons. More advanced powers allow Binders to enhance and strengthen their summons in a variety of ways.
    Last edited by Rider; 2019-06-01 at 10:57 PM.

  3. - Top - End - #3
    Pixie in the Playground
    Join Date
    May 2019

    Default Re: Halflight (An Alternate History Dieselpunk Arcana Setting)


    Work in Progress....

  4. - Top - End - #4
    Pixie in the Playground
    Join Date
    May 2019

    Default Re: Halflight (An Alternate History Dieselpunk Arcana Setting)

    Reserved for possible future use

  5. - Top - End - #5
    Pixie in the Playground
    Join Date
    May 2019

    Default Re: Halflight (An Alternate History Dieselpunk Arcana Setting)

    Quote Originally Posted by Sparky McDibben View Post
    I think you have six kinds of magic.
    Okay, thanks for the note.

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