005 - Game Mode & World

Complications

"Now that you have a taste of what you can be, I should mention the system we have here. There are greater powers out there that are invested in the sustainability of mortal humans, powerful entities from demon lords to celestial monarchs and mysterious deities. They don't like magic intervention upsetting the balance they have achieved and can have messed with fate itself to impose limitations and consequences for subverting "The natural order" That aside, it's none the less in our best interest to keep a distance. Some humans are in on it, some humans strain against it. The Treaties of the Masquerade, or simply The Masquerade, is a near universally agreed upon principle that all supernatural entities are beholden to. When they were established humanity was infected with a contagious curseplague that rooted itself in the mind to amplify the effects of cognitive bias and expectations. On average, it would require extraordinary circumstance for a human to perceive the supernatural. A dragon flying over their head could be perceived as a plane spewing napalm, if they see anything at all and it gets reported as a gas line explosion or terrorist bombing. Sometimes things bleed through and you get things like bigfoot, and sometimes spiritual beings aren't as effected, already being in the spirit world, so some people might see ghosts on occasion, or they mistake a vampire or elf as a ghost because their brain is trying to delete the information as it comes in and it misses some spots. Some humans are less affected than others, and human agencies exist that are aware of the Masquerade and contribute to upholding on their end, recognizing the need to maintain this balance and prevent the world from sliding into chaos. Witches are one thing, but if destabilized too far it could kick off the War in the Heavens all over again as demons and celestials fight for primacy. Last time that happened, the Dinosaurs didn't make the cut. The humans have proven themselves a capable threat lately, feels like just yesterday the upstarts nuked the Library of New Alexandria..."

It is worth reiterating and in highlight: "The Masquerade" is only an issue among mortals- On Earth, among normal society.

So. Basic principles of upholding the Masquerade:
The overwhelming majority of witches and magical society live separately without even having to think about it, and you can too.

"Now.... Lets see if we can spot any complications with your true form." Complications raise your POWER CAP to a max of +30, OR grant additional Starting Points within your Power Cap separately.
Complications make your life more difficult. Every Complication taken grants POWER shown in the corner.


World Shifts

Altering Reality
When taking World Shifts, you're altering the nature of the particular version of Witch Awakening's reality that you enter into. The others may exist independently, but this one will be your home dimension.
World Shifts of course wont be seen in-universe as complications shown by Penelope, rather, they will be points of fact that Penelope points out similar to how she pointed out the information about the Masquerade and other setting details. (Only affecting the mundane world would be too inconsequential)

Brutality (+1/+2/+4)

The world is shifted towards brutality to a chosen tier:

Masquerade (+1/+2/+4)

The Masquerade is laced with Covenant and Curse-like effects.

True Names (+1/+3/+8)

True Names become more important for any magical being. Your True Name is instinctually known to you once you Awaken. You can be coerced into providing your true name.

Monsters (+1/+2/+4)

Monsters become more common and widespread, increasing rates. This does not mean that the monsters are terrorizing the place, and many might not even kill, but they cause problems in general. The Veil still hides them from humans and the humans from most monsters, usually.

Population (+1/+2/+3)

The population of witches is decreased, increasing the burden on individual witches to maintain supernatural balances while increasing individual attention.

*BONK* (+1/+2/+3)

The world is shifted towards a degree of lewdity, you can determine for yourself if this affects just Witchdom, or the mundane world as well.

God Games (+1/+2/+5)

Normally divine entities only really interact with Witchdom when sought out, or you make yourself a problem.

Practical Magic (+2/+4/+8)

Normally you are free to interpret how Magic is actually cast and what that looks like. Now, magic will gain thematic ties.


World Drivers

(These options change the fundamental nature of the setting.)

Blood of Olympus

The world is fundamentally shifted on a deeper level, in order to better reflect the mythologies of old- namely replicating Greek Mythology, "Witches" are instead... gods, and the greek gods are real, power scaled around Rank 3, with Zeus, Poseidon, and Hades effectively being Rank 8 while Dionysus, Hephaestus, or Apollo (Ignoring Culicarius being an "inspiration for" the story of Apollo) would be more like Rank 6. Meaning the player character can effectively count themselves as a high tier god equal among the pantheon though not sufficient to usurp it. Demigods would be figures with few abilities relevant to a godparent, though those individual features might punch up towards Rank 5.
There is no limitation like Pop5 on magic ownership, but Ranks 5+ should generally be reserved for gods of a relevant domain. The Masquerade still works, the world is very similar to the Percy Jackson series, blending it with Witchlore seen in this cyoa though roughly translating "witch" themes to "god" themes. Other mythological pantheons may exist similarly powerscaled & translated to this CYOA, but preexisting gods ("Thor") may bend rules to have special effects unique to them.

Soul of Cultivation

The world is fundamentally shifted- in order to reflect the general concept of a Cultivation IP. The world is more martial and spiritual. The "Ranks" demonstrated in Witchdom are even more tangible as part of a broader cultivation ladder. "Witches" are "Cultivators" who work through various methods to raise their ranking, growing their potential. In addition to a Class's growth method, you might find there are more stages of "Soft caps" where you need to seek means to "Breakthrough" until the next cap. There is no longer an innate rank of "potential", all witches (cultivators) are just at their various rankings and could breakthrough to grow further up to the same hard-cap as the Player. Your full build represents your maximum potential within the scope of the CYOA, even without Storymode you'll slowly progress through the rankings with highest rank stuff going first then everything else staggering in behind it as your highest ranked stuff levels up. You may imagine general physical "attributes" scaling with your highest ranked magic, so your body grows with your max rank, and all have built in resistances to lower ranks.


Game Modes

Choosing a Mode
You can only choose one game mode, or none to play the default way. Each supports a different type of player, and what you might want out of it.

Story Arc

Your Starting Power is reduced to 10 points, which cannot be increased with complications. Instead, your Power Cap is increased to 150, and Complications can increase your Power Cap by up to +60.

Early Bird

Incompatible with Story Arc.
Rather than start less and end more, you get it all overwith from the get go.
Your Power Cap matches your Starting Power, but your Starting Power is increased to 75. This means that what you start with is what you get, only acquiring companions and relics via quests later on. Simplifies things greatly, removing growth methods. You can still benefit from complications increasing starting power, so up to +30p, but not even wishes will grant you any additional power points once you start.
You can store power for later use if you so wish to do so, to simulate natural growth at your own rate, though you can do that after buying too.

Simple Mode
See comments or search "SIMPLE Witch Awakening" for another take on a Game Mode!

Skill Tree

You abandon your Power all together. You instead rely on SLOTS: Mode- Arc.
You begin with one folk magic slot & 1 folk slot for a perk. You also gain 3 folk slots based on class: Academics use these for Magic. Sorceresses use these for Perks. Warlocks use these for Relics.
After you've completed 4 quests, your starting magic & perk slot increase to Noble. After 4 more, they become Heroic. After 3 more, they become Epic. Your 3 class slots lag behind by 1 tier, becoming Heroic when you gain Epic for your starters. You gain an extra slot every time you complete a quest equal to that quest's tier.
Skill Tree mode users can spend 3 slots of a lower tier for 1 of a higher tier, or break 1 higher tier slot into 2 lower tier slots.

Constellation

You abandon your Power all together. You instead rely on SLOTS: Mode- Early.
You start out with a static amount of slots, for one-and-done players that want the simplest experience and with an up-front build.
Nothing else to consider, no mathing out Power, just a bundle of slots to use. You have:

Slot Mode Rules
Slot modes ignore the requirement of 3->4->5 for acquiring magics. A slot is a slot and stands on its own, and is meant to be simplified.

Slots mode is quite simplified.

Complications are marked with a dot of the type that complication grants. You can combine 2 slots of the same color gained from complications for 1 slot of the next tier of slot. 2f->1n, 2n->1h.

Options with a cost of 0 or less that would normally be free as a result of your class, can be treated as a white token "Free" slot.

In either slot modes, doing quests grants you a slot equal to the tier of the quest, which can be used only on Relics or Companions, or things that say they can be bought with RP.

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