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		<id>https://battlefantasia.pinksugarheartattack.net/mediawiki-1.23.2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Galaxia</id>
		<title>Battle Fantasia MUSH - User contributions [en]</title>
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		<updated>2026-04-17T13:28:02Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/Supercharged_Henshin_Modes</id>
		<title>Supercharged Henshin Modes</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/Supercharged_Henshin_Modes"/>
				<updated>2013-09-11T03:19:33Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;Supercharged Henshin Modes&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible for a character to have access to Henshin Modes above their Master Rank; using these modes exhausts the character’s mana rapidly.  These forms are built on the minimum number of character points for the Henshin Rank in question.  Only once a character’s Master Rank, and thus master Character Points total, is equal to or greater than any of its Henshin Modes, may those Henshin Modes start to grow in power.&lt;br /&gt;
&lt;br /&gt;
For example, Mai Tokiha, aka Mai-HiME, is Master Rank C.  Her Henshin Mode at Rank C represents her Element, golden rings that give her the powers of flight and summoning flame.  However, every so often she summons her Child, the massive dragon Kagutsuchi; her Henshin Mode representing Mai and Kagutsuchi together is Rank A!  She incurs a heavy mana surcharge each round she is in this second Henshin Mode.&lt;br /&gt;
&lt;br /&gt;
Over time, she gains more Character Points, which she is allowed to spend improving her Element’s Henshin Mode; it began at 180 CP, the bottom of Rank C, and can range as high as 264.  Once she advances to Rank B, she can build her now Rank B Element Henshin Mode on still more points, but all this time her Rank A Kagutsuchi mode is still built on 370 points.  Only when Mai’s Master Rank is A, and her Character Point total is 371+, may she begin improving her Kagutsuchi form. &lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Ranks]], [[Chargen]], [[Advancement]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat System]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/Paths_to_Power:_Legacies</id>
		<title>Paths to Power: Legacies</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/Paths_to_Power:_Legacies"/>
				<updated>2013-09-11T03:18:15Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;Paths to Power: Legacies&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Of the three Paths to Power, Legacy is perhaps the most subtle. Contracting involves, through intermediaries or avatars, warping the soul to support the great power of their new duty. Artifacts transform their chosen master with their own sublime power. Legacy, however, is heritage - by birth, destiny, or will, power is received from one's predecessor. It need only be claimed to awaken the soul to wonder.&lt;br /&gt;
&lt;br /&gt;
Legacy can indicate any of several means by which this can happen. A reincarnation of the soul is a legacy; those who wield might by the sheer fact that in another life, they ruled a magical kingdom, or fought a great war. Bloodline is also legacy - the son of a mermaid queen, or the granddaughter of a powerful wizard, both have mighty magic in their veins. In the right circumstances, even a mentor, investing an heir with all her wonder and all her duties, could be seen as a Legacy - though in practical terms that might be one of the areas where Contract and Legacy blur together. Even a birth under auspicious stars, blessed by the simple movement of the cosmic machine, can be a Legacy, albeit only in service to a more active path to power - a destiny to find an item of power; a fate to encounter a certain fairy.&lt;br /&gt;
&lt;br /&gt;
Legacies are power as a birthright, and responsibility as inheritance. In a very real sense it is the passing on of a predecessor's destiny, whether that predecessor is your past self or your great-grandfather. Consequently, like all forms of great magical power, legacies come with responsibilities. Great ancestors never become great without making enemies; it is the responsibility of the inheritor to deal with the hate those enemies still harbor. A great mage defeated a powerful demoness; now his granddaughter unwittingly holds the final key to restoring her dark power! A strangely familiar fairy implores a young girl for aid; little does she know, in a past life she was the great champion who freed his people from an ancient evil, and it has now returned! A wicked mother imbues her child with all her strength and the legacy of her lifelong works! But her child wants only to repent for Mother's cruelty, one sin at a time.&lt;br /&gt;
&lt;br /&gt;
There is something ephemeral in Legacy that somewhat belies its more direct definition. It is not a constant. A soul can live a hundred lives, but might only be called to service twice. Not every princess of a magic kingdom is imbued with the might of its protective guardian. Perhaps most well-recorded, predicting when and how a mage lineage's powers will spike is virtually impossible; rightful heirs vaulting to the heights of unfathomed greatness are set against just as many surprise, long-lost family branches suddenly rising to wondrous power, dwarfing more &amp;quot;legitimate&amp;quot; lineage heirs. Often enough, such a miraculous rising star forms the basis of her own new lineage - and so the cycle of Legacy continues.&lt;br /&gt;
&lt;br /&gt;
There is no real explaining this inconsistency. Power comes hand-in-hand with the destiny to use it, and not even all those worthy can receive such a gift. Such words are little comfort to those thus passed over, however, and the jealousy of passed-over kin may be the single most common cause for falls to the darkness.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, bearing the mantle of Legacy brands a person. Magical beings with the right attunement - be they wizard familiars or fairies, or even some human mediums, sensitive to the right powers of spirit - always seem to know who has truly inherited Legacy's light. Often enough, it is these who come to the chosen person, and offer them their birthright.&lt;br /&gt;
&lt;br /&gt;
That moment of choice is key. Every path to power has a moment of awakening, invoking the artifact or forging the contract, where its power transforms the chosen's life, soul, and fate. With Legacy, however, that potential is there from the beginning, but often dormant. It is the moment of presentation, when destiny's eye turns unblinking on the scene, that Legacy awakens. With rightly-inherited mage lineages, this is often simply a family coming-of-age ceremony, one of the many chances in a mage's life for the Magic Association's members to throw their weight around. For surprises, and for those whose Legacy is not so well-remembered, the moment of claiming a Legacy is often far more spectacular, more reminiscent of the dire circumstances of many Contracts.&lt;br /&gt;
&lt;br /&gt;
Thus, Legacy is a path of inheritance, a road to glory paved by what has come before. It is not simply effort, for no amount of intense training will forge a Legacy; it is rather a destiny and power created by the events and wills, the wishes of predecessors, that go into its fateful weight.&lt;br /&gt;
&lt;br /&gt;
'''Example Legacies:'''&lt;br /&gt;
* Sakura Kinomoto, heir to Clow Reed by his own wish and descended from his reincarnation. Awoken by contracting with the Beast of the Seal, Keroberos.&lt;br /&gt;
* Negi Springfield, heir to the Thousand Master Nagi Springfield and the Royal Mages of Vespertatia. Awoken by receiving his father's staff from the Thousand Master's own hand on the snowy night his village was petrified by demons.&lt;br /&gt;
* Takuto Tsunashi, heir to the Marked Family of the Cybody Tauburn. Awoke to his power upon first being drawn into Zero Time.&lt;br /&gt;
* Fakir, who inherited the destiny of the Knight in the Tale of the Raven, emblemized by the terrible birthmark like a scar across his body. Stirred by discovering Mytho as a young boy, awoken in full by taking up the Prince's sword, among various other horrible events. (Fakir also has another Legacy, but we're not evil enough to drop episode 20 spoilers from an awesome show on you like that.)&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Paths to Power]], [[Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Paths to Power]]&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/Paths_to_Power:_Artifacts</id>
		<title>Paths to Power: Artifacts</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/Paths_to_Power:_Artifacts"/>
				<updated>2013-09-11T03:18:03Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;Paths to Power: Artifacts&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a number of things one might call artifact on Battle Fantasia - items of power, from the mythical reality-twisting Silver Crystal, to transformation-enabling pens. Such items are an essential item to the mythology of Battle Fantasia, and their ubiquity cannot be ignored. Items are an indispensable part of the power equation in Battle Fantasia - virtually everyone has something.&lt;br /&gt;
&lt;br /&gt;
Although many artifacts can grant power, and surely an item of power must wield great magic to even be worthy of the term, '''for the purpose of Paths to Power, an artifact may be defined as the item by which a magical girl's power is governed.''' Many of these are transformation items, which must be in hand for transformation to occur - Sailor Moon cannot transform without her brooch, nor can most Pretty Cures transform without their magically-modified cellular phone or Heart Perfume. Many others are the source of power, but do not appear until after a transformation is invoked - the Child of a HiME, or the Cybody of a Star Driver, both of which govern and define that person's power despite not being physically present most of the time. (Notably, both of these examples require the person to have a particular mark on their body and/or soul...) &lt;br /&gt;
&lt;br /&gt;
In some cases, this definition of &amp;quot;artifact&amp;quot; catches things that are not, strictly, items of power - we come again to Children, which are thaumatechnological life forms, but which if destroyed, their HiME's power dies with them; or the Guardian Characters of a Character-Bearer, which are more properly considered fairies, but nonetheless, if captured or destroyed, the Character-Bearer loses all power. (Notably, Characters mostly seem to get kidnapped while they are sleeping in their much more item-like Guardian Egg!)  For this purpose, such magical beings, whose continuing survival and often physical proximity is necessary for their controller to retain their own powers, count as an artifact granting power, rather than as a Contracting magical entity.&lt;br /&gt;
&lt;br /&gt;
A similar but unrelated concept is magical weaponry - some of which are just outright called Artifacts in their own themes. But there is an essential difference between Sailor Moon's Transformation Brooch and the Crescent Moon Rod, or Cure Blossom's Heart Perfume versus her Flower Tact, or even Mai Tokiha's Kagutsuchi versus her magatama Element. They're often similar, visually, but the distinction is important: If a magical girl's weapon is taken, she loses a lot of firepower. If the artifact powering her is taken or destroyed, she loses her powers, potentially forever.&lt;br /&gt;
&lt;br /&gt;
For clarity, this is of course primarily to stress the IC boundaries; powers being lost from damaged power artifacts is relatively rare, and like all major changes to your character, governed on a strictly consensual basis.&lt;br /&gt;
&lt;br /&gt;
Mages need a little clarification of their own here. Perhaps more than any other type of powered individual, mages often draw power from a Legacy, rather than a contracted force or a lost artifact. However, mage powers rely on their weapon items to a degree that magical girls do not - a mage who has been disarmed of his or her spellcasting items is as powerless as Sailor Moon without her transformation brooch. Such spellcasting items are far from trivial to replace, as well. There is such a thing as a Beginner Wand, which any mage can use at any time, but they are commensurately weaker; almost every mage is wielding some unique casting item special to them. Often, such items are heirlooms, irreplaceable - Nagi Springfield's staff passing to his son; Syaoran Li's sword, in the Li family for generations.&lt;br /&gt;
&lt;br /&gt;
For a mage, their unique gate to their magic should be every inch as iconic as Cardcaptor Sakura's Sealing Wand or Nanoha Takamachi's Raising Heart; indispensable and highly identifiable. Mage OCs will want to think about the nature and history of their spellcasting item or items, just as much as an OC magical girl will want to think about her transformation item's theme. Pretty much everyone has some kind of power artifact in this way. The main exceptions are those fallen to the Power of Darkness, whose freedom from such trappings comes with a terrible price. And sometimes, not even they are truly free - having some artifact buried deep into their soul, a number of generals reveal the source of their dreadful power only in the instant of their death or purification.&lt;br /&gt;
&lt;br /&gt;
To address something that's probably going to get pointed out sooner or later: What Negima calls &amp;quot;eastern magic&amp;quot; appears in several themes, and gives exception to this, in the form of treating chi as a form of magic, but not always requiring chi-users to wield items. However, this Eastern magic is usually onmyoudo, Buddhist or Hindu magic, and most such practitioners carry prayer bead chains and similar sacred items. When they do not, many of these spells are cast on paper charms and other talismans that are consumed in the casting. These all serve to qualify for the artifact rules.&lt;br /&gt;
&lt;br /&gt;
Finally, regarding martial artists and eastern magic. Negima, and pretty much only Negima, bundles outright martial arts magic in with the more mystic forms of Eastern Magic, and does not make those people use power-granting artifact if they use an unarmed fighting style. Mostly such individuals are of long lineages and require a special weapon item like a normal mage of either school (hi Setsuna), and so this isn't a fatal problem. However, we don't want anybody to try to app an unfiltered Match of the Millenium OC on Battle Fantasia, and in a far-edge case like this, we're willing to ask such concepts to bend to us rather than the other way around. In short: Ku Fei and Jack Rakan are not precedent. '''Please adhere to the powers guidelines laid out in the Paths to Power files; martial artist OCs need something beyond really good punches and kicks, even if in their transformed state they mostly fight with Ultra Kempo.''' Mariko Kakizawa can be the heir to a hundred generations of kung fu mystics with a thousand spiritual techniques at her disposal; but she needs the jeweled gloves she got from her grandfather in hand to awaken the sublime chi that makes her a true demon hunter!&lt;br /&gt;
&lt;br /&gt;
In summary, Artifacts are the items and sometimes creatures of power through which a magical fighter retains their powers. Virtually every character has an Artifact of some kind, whether it be a transformation pen, or their heirloom magic wand, or a bejeweled scepter received from an alien god, or a mighty blade forged for them alone, or even a mystical pet who fills their soul with might. The only notable exception is generals of the Dark Worlds, whose powers often come from something far more terrible - with the price of mandated, unflinching loyalty -- and even they have fundamental connections to crystals and the like, more often than not.&lt;br /&gt;
&lt;br /&gt;
'''Example Power-Granting Artifacts:'''&lt;br /&gt;
* Sailor Moon's Transformation Locket.&lt;br /&gt;
* A Chara-Bearer's Guardian Egg.&lt;br /&gt;
* Nanoha Takamachi's Intelligent Device, Raising Heart.&lt;br /&gt;
* Sakura Kinomoto's Sealing Rod.&lt;br /&gt;
&lt;br /&gt;
'''Example Weapons:'''&lt;br /&gt;
* Sailor Moon's Crescent Moon Rod.&lt;br /&gt;
* Yaya Yuiki's Giant Rattle.&lt;br /&gt;
* Nanoha Takamachi's Intelligent Device, Raising Heart.&lt;br /&gt;
* Sakura Kinomoto's Clow Cards.&lt;br /&gt;
&lt;br /&gt;
'''Some examples that were modified in Battle Fantasia integration:'''&lt;br /&gt;
* The Rose Signet Ring of the Duel Games grant wearers the ability to fight at a magical level.&lt;br /&gt;
* Cybodies confer magical combat-level physical abilities on their Marked individual once they achieve Third Phase. To do so the Marked must transform into their Ginga Bishounen gear. Glittering Crux masks also confer this ability, similar to the Signet rings.&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Paths to Power]], [[Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:Paths to Power]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/Organization:_The_Magic_Association</id>
		<title>Organization: The Magic Association</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/Organization:_The_Magic_Association"/>
				<updated>2013-09-11T03:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;Organization: The Magic Association&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Magic Association is a brotherhood of wizards and witches as old as the world. Since its creation, it has served as the center of occult knowledge and growth on Earth and the handful of magic worlds that remained tied to it.  &lt;br /&gt;
  &lt;br /&gt;
The Magic Association's highest duty is to ensure human happiness and comfort; novice wizards are often sent out into the world near their academies to use simple magic to bring little comforts to those in need. More powerful mages are deployed directly into the hearts of darkness, using strength or kindness to combat threats while masquerading as charitable organizations and NGOs.  &lt;br /&gt;
  &lt;br /&gt;
The Magic Association is split into hundreds of regional branches, focusing on the specific needs and attitudes of the local population. It is no surprise, then, that neighboring Associations are often at each others' throats; Wizards are a fractious, egotistical bunch, men and women with the pride and guts to pierce the veil hiding the Fantastic World from the eyes of the mundane.  &lt;br /&gt;
  &lt;br /&gt;
That egoism leads the Association to believe itself a sort of &amp;quot;magical police,&amp;quot; the only organization with the resources and wards needed to protect the sacred items and mystic artifacts enshrined throughout the worlds. The Association similarly holds itself as the keeper of the secret of magic, working to keep the world of the arcane hidden from mundane eyes for the sake of keeping order and balance.  &lt;br /&gt;
  &lt;br /&gt;
This job has become more difficult as of late, particularly in Tokyo, which seems to be a focal point for otherworldly activity. Often, the Association finds magical girls to be more nuisance than anything else; while more progressive mages will do what they can to help, the Association will usually only assist and recognize magical girls who draw their power from an artifact in which the Association is interested. &lt;br /&gt;
  &lt;br /&gt;
In Japan, the Magic Association has two major branches, the Kantou Association and the Kansai Association. The Kansai Magic Association is led by Eishun Konoe, and is based in Kyouto, out of the Konoe family's sprawling compound. It favors Eastern-style magic, employing a mixture of sword techniques and Onmyo mysticism. The Kanto Magic Association is led by Eishun's father, Konoemon Konoe, and is based out of Infinity Institute. Infinity's magic classes cover every field, but its highest-ranked wizards prefer Western-style spirit invocation and elementalist magic, much to the chagrin of the chief instructor, the 107th Devil Hunter Madoka Mano, who is Eastern to the core. It is perhaps indicative of how deep wizard rivalries can run, that the dispute over favored magic schools has led to a deep rift between the two Associations, despite the familial bonds of their leaders.  &lt;br /&gt;
  &lt;br /&gt;
'''Appropriate Magic Association characters include:  '''&lt;br /&gt;
*A young wizard between the ages of 10 and 15, gone out into the world to provide a little light to the darkness with simple magic. They probably have a lot of pluck, but not so much combat power...until an artifact finds them, perhaps.  &lt;br /&gt;
*An arrogant magician seeking to secure magical artifacts to secure power and prestige for his or her family. They may or may not actually have anyone's permission to be doing that.  &lt;br /&gt;
*A neophyte magical girl recently selected as the personal guardian of an artifact the Association thought it had a pretty good grip on...until it was stolen!&lt;br /&gt;
&lt;br /&gt;
====Sub-topics:====&lt;br /&gt;
[[History: The Magic Association|History]] - The story of the Magic Association.&lt;br /&gt;
&lt;br /&gt;
[[Cast: Magic Association|Cast]] - Magic Association characters!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Organizations]], [[Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Magic Association]]&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/Morale</id>
		<title>Morale</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/Morale"/>
				<updated>2013-09-11T03:16:51Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;Morale&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Morale is defined on a scale from -100 to 100.  It begins each battle reset to 0.  Morale represents a character’s overall feeling about a battle.  If they’re doing well, they’ll have high Morale!  Do poorly and their Morale will rise more slowly; opponents can also target Morale directly with certain attacks.  Passively, good morale improves an attack’s average damage and critical chance, while negative morale decreases it.  This effect is larger for low Composure characters, and smaller for high Composure characters.&lt;br /&gt;
&lt;br /&gt;
Using Finisher-tier attacks usually requires one’s morale to be far from 0, whether above or below, past a given finishing attack’s Morale Threshold.  However, unlocking and using a finishing attack very early may backfire badly if it fails to finish an opponent off, so be careful!  &lt;br /&gt;
&lt;br /&gt;
In addition, if one’s Morale ever drops to -100, they become unable to retain their henshin and are functionally KOed; for example, someone who's just been so completely overpowered that they lose all hope, their eyes go all glassy, and they can barely even stand up straight, let alone fight back. &lt;br /&gt;
&lt;br /&gt;
Once per round (computed the first time someone reacts to their attack(s) that round), a character will gain 10 morale by default.  If their attack is successful (in other words, if it isn’t critically reacted to), they will gain 10 additional morale for a total of 20.  There are attack flags that can alter both the values of default morale gain and successful attack morale gain.   Note that area attacks grant multiple chances for a successful attack (since there are multiple defenders), but the successful attack morale gain will only be granted once per round.&lt;br /&gt;
&lt;br /&gt;
'''Notable Morale-related flags:''' Psych, Quip, Taunt, Cheer&lt;br /&gt;
&lt;br /&gt;
'''Notable Morale-related abilities:''' Flash, Parry, Tactician, Hot-Blooded, Intimidation, Unshakable, Calm, Battlefield Presence, Befriender, Demoralizer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Stats]], [[Abilities]], [[Attack Flags]], [[Finishing Attacks]], [[Battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat System]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/History:_The_Dark_Ages</id>
		<title>History: The Dark Ages</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/History:_The_Dark_Ages"/>
				<updated>2013-09-11T03:15:33Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;History: The Dark Ages&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To most magic academics, the Silver Age was just a myth. Most acknowledge the beginning of magical history with the advent of the miraculous wizard known, appropriately, as the Mage of Beginning; the Lifemaker. Although not the one who invented magic, the Lifemaker did something almost as spectacular: Using his phenomenal power and his artifact, the Great Grand Master Key, the Lifemaker forged a parallel Magic World and calibrated the Gateports to travel to it. Many of the surviving wizards retired to this far-off realm, where magic and the fantastic carried on unabated. A rare few retired to other worlds of their own design; it's believed a number of the Earth Court's survivors that did not retreat to Mundus Magicus, vanished into the small magical realm known as Elysium. This left Earth with only the most stubborn of mages - those who insisted on facing the tide of mundanity head on.&lt;br /&gt;
&lt;br /&gt;
They had their work cut out for them. The demons were still around, if in lesser quantity; besides the demon world, many threats rising from human suffering, like the Noise, the Orphans, and the eternal menace called the Princess of Disaster, all still lingered in the corners of the world. The very earliest magical champions began to arise, contracted not to any one object or being but to the World itself; but the World could only foster so many champions.&lt;br /&gt;
&lt;br /&gt;
And so the Incubator made his move.&lt;br /&gt;
&lt;br /&gt;
They came out of seemingly nowhere - young girls burning with light and strength, shining with more magic than the average mage could fathom. Always girls; always passionate, always powerful. Their numbers easily equaled the World's contractors, and all declared that they had been selected by the same small fairy - an eternally smiling creature with two sets of ears and unblinking red eyes.&lt;br /&gt;
&lt;br /&gt;
These new magical girls arose most directly in response to a new threat, perhaps more frightful than any others: The Witches. Strange in ways little else was, cursing the innocent with a beguiling Kiss of despair, the Witches brought a sorrow rarely seen to the human world; they quickly became a priority target of any who chose to battle the darkness.&lt;br /&gt;
&lt;br /&gt;
It became clear the wizards would need to shepherd their power, their knowledge, and their secrets. An emissary was sent to Mundus Magicus, and a deal was struck: The great wizards of Mundus Magicus, many of them scions of the Earth Court, would be allowed governance over the disparate magics of Earth; in exchange, they would provide much-needed support and guidance, combating the evils that stalked the world. Thus, the [[Organization: The Magic Association|Magic Association]] was born.&lt;br /&gt;
&lt;br /&gt;
The world continued on in this way for millennia - magical girls rising and falling in handfuls, often in response to a threat they were uniquely suited to fight; while the wizards of the world did what they could to keep the demons under control - and to keep their battles out of public view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[History: The Other Worlds]], [[History: The Magic Association]], [[History]], [[Theme Primer]], [[Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/History:_Dark_Fall</id>
		<title>History: Dark Fall</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/History:_Dark_Fall"/>
				<updated>2013-09-11T03:15:10Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;History: Dark Fall&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The history of Dark Fall is the history of the world. Long ago, the darkness was cast out of the universe by the first great Light. Long after that, another light shined - the dawn of the Silver Age, where Queen Serenity used the light of her Silver Crystal to banish the darkness, and bind the demon kings to heel.&lt;br /&gt;
&lt;br /&gt;
And each time, the darkness came back, lurking at first in shadow before gathering the courage and strength to lash out at the hated light - tearing kingdoms from the sky and gods from their thrones in the pursuit of their ambition to master all of creation. A simple oversight allowed the demons to slip their bonds at the end of the Silver Millenium - and long years of peace allowed them to crush the Silver Age's defenders, who had never fought their like.  Only Serenity's final miracles cast the darkness back out from Earth. Most of the Fallen were banished from Earth entirely - the doors through the Prism Flower sealed against their kind by Serenity's final decree. Others were too powerful to be uprooted...and still others were born on Earth long after that banishment was cast.&lt;br /&gt;
&lt;br /&gt;
Those that were banished wandered the worlds, preying on stray fairy lands and retreating like dogs from the powerful spells of the militarized dimensions. Perhaps their most dire feats were enabled by the Belkans - in the madhouse desperation of the generations-long Belkan wars, both the defenders amid the many worlds and the Belkans themselves bound demon kings to service, treating them with samples of Pure Heart, captured Star Crystals, and other valued pieces of soul.&lt;br /&gt;
&lt;br /&gt;
It served only to whet their appetites. In what Earth recounts as the early 20th century, the Belkan conflict finally ended, and the Demon Kings were found without master. They retreated, for a time; they could do little but scrabble against the power of the Time-Space Administration Bureau. But they had heard the siren song of Clow Reed's world-smashing wonder, and could smell the magic of Earth from all across the worlds.&lt;br /&gt;
&lt;br /&gt;
To call Dark Fall a coalition before the modern day would be amiss. Although the Darkness has been spoken of as one unit since the dawn of creation, only in the years following Belka's defeat have the Fallen masters realized the power they gained by working in tandem. They lost so little to do so, after all; human souls are ripe with energy to steal.&lt;br /&gt;
&lt;br /&gt;
But in the modern day, the strength of working together stopped being a novelty, and began being a necessity. Although the TSAB was hobbled in the aftermath of the Book of Darkness incident, there were still ace mages and powerful battleships amid their number; and besides which, Earth's wizard war and subsequent rise of both great mages and great magical girls meant that nobody could gain much of any purchase on the blue orb. The solution was obvious.&lt;br /&gt;
&lt;br /&gt;
Work together, to spread the one power that could potentially defeat even Earth's many defenders: Despair. Absolute, final, and undying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[History]] (all of it, really), [[Organization: Dark Fall]], [[Theme Primer]], [[Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Organizations]]&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:Dark Fall]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/History</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/History"/>
				<updated>2013-09-11T03:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;History&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A single long Timeline file would not particularly serve Battle Fantasia, a patchwork universe of many influences in many places.  Therefore, the history of the universe will be relayed in a series of brief summary stories. More of these may be added as inspiration strikes!  For the most part, only the files on [[History: Modern Times|Modern Times]] are important for every player to know.  The others represent theme-important but optional reading.&lt;br /&gt;
&lt;br /&gt;
====Sub-topics:====&lt;br /&gt;
[[History: The Silver Millennium]] - A retelling of the events that led to the fall of the Silver Millenium and the transformation of the world by three dying wishes.&lt;br /&gt;
&lt;br /&gt;
[[History: The Dark Ages]] - The story of the dark age between the fall of the Silver Millenium and the magical renaissance beginning in the 1800s.&lt;br /&gt;
&lt;br /&gt;
[[History: The Other Worlds]] - A brief accounting of the struggles of the Mystic Realms following their expulsion from the Earth.&lt;br /&gt;
&lt;br /&gt;
[[History: Clow Reed]] - The story of Clow Reed, who set the stage for the modern world.&lt;br /&gt;
&lt;br /&gt;
[[History: Modern Times]] - The story of how we came to the present moment, including the battle against Lord Dune, the Bellum Scismatica, and the modern magical girl renaissance.&lt;br /&gt;
&lt;br /&gt;
[[History: Infinity Institute]] - The story of Infinity Institute.&lt;br /&gt;
&lt;br /&gt;
[[History: Ohtori Academy]] - The story of Ohtori Academy.&lt;br /&gt;
&lt;br /&gt;
[[History: Juuban Public School]] - The (short) story of Juuban Public School.&lt;br /&gt;
&lt;br /&gt;
[[History: The Tuner Organization]] - The story of the Tuner Organization.&lt;br /&gt;
&lt;br /&gt;
[[History: The Magic Association]] - The story of the Magic Association.&lt;br /&gt;
&lt;br /&gt;
[[History: Dark Fall]] - The story of Dark Fall.&lt;br /&gt;
&lt;br /&gt;
[[History: Ends of the World]] - The story of the Ends of the World.&lt;br /&gt;
&lt;br /&gt;
[[History: Between The Lines]] - The story of the story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Theme]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/Finishing_Attacks</id>
		<title>Finishing Attacks</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/Finishing_Attacks"/>
				<updated>2013-09-11T03:14:21Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;Finishing Attacks&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Finishers (aka ‘finishing attacks’) are, in magical girl shows, generally accompanied by stock footage -- often long stock footage.  If they have their own musical leitmotif, that’s a good sign that a given attack is a finisher.  “Moon Healing Escalation!” “Precure Pink Forte Wave!” “Lyrical Magical Jewel Seed Seal!” Finishers literally represent final blows, the ultimate attacks that turn monsters of the week to dust and send the lieutenants of darkness running back to their masters.  If a character uses a Finisher and fails to KO their opponent, their opponent may immediately use a Finisher in response, so plan accordingly!  Finishers can otherwise only be activated above or below a certain morale threshold, and managing one’s morale over the course of a fight in order to access one’s Finisher at the right moment is one portion of the tactics of our game.  A given henshin form has 2 finisher slots by default, and more may be bought for 5 character points per slot. &lt;br /&gt;
&lt;br /&gt;
Finishers are assigned a threshold number based on their Power Level, which determines the distance a character’s Morale must be from 0 to use them. For instance, if a Finisher has threshold of 80, it means it can only be used if one’s Morale is either 80 or above, or is -80 or below. On the positive end of the range, this represents a triumphant finale to a battle, fueled by confidence. On the negative end, then the Finisher becomes an act of desperation, the last attempt at victory when all other options are exhausted.  When activating a Finisher, the critical chance always takes the absolute value of a character’s Morale (so -80 Morale would be treated as 80 when calculating critical chance). Immediately after a Finisher has been resolved, hit or miss, damage or not, one’s Morale is reset to 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Finisher PL !! Morale Threshhold (+ or -)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 65&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 70&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 75&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 85&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a character’s target (or any of their targets, making Area Finishers quite risky!) survives the Finisher, they’re given the option of using their own Finisher in response, regardless of their current Morale (though this window of opportunity is only for their next action and does not carry on past that). They don’t necessarily have to target the one who failed to finish them off, but it’s considered polite combat etiquette to do so, rather than to use the opportunity on someone else.  If they are going to use an Survival Finisher on another target, they should OOCly ask for consent first.&lt;br /&gt;
&lt;br /&gt;
That means that there are three ways to activate a Finisher: sufficiently high Morale, sufficiently low Morale, or surviving someone else’s Finisher. Of note, no matter how many Finishers one survives, a character may never use a Finisher two rounds in a row. This will usually only apply to a boss mode situation.&lt;br /&gt;
&lt;br /&gt;
As characters grow stronger, older Finishers often become used as Specials later on. This is common in magical girl series, where the first few Finisher attacks (Moon Tiara Action, Precure Pink Forte Wave) can be fired off casually much later in the series. When characters grow to that point, they can opt to just take the current attack and change it from a Finisher to a Special, adjusted accordingly to fit within the attack point guidelines for Special attack construction.&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Attacks]], [[Chargen]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat System]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

	<entry>
		<id>https://battlefantasia.pinksugarheartattack.net/Dodge</id>
		<title>Dodge</title>
		<link rel="alternate" type="text/html" href="https://battlefantasia.pinksugarheartattack.net/Dodge"/>
				<updated>2013-09-11T03:14:05Z</updated>
		
		<summary type="html">&lt;p&gt;Galaxia: Protected &amp;quot;Dodge&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In-Game Command Syntax:''' +dodge &amp;lt;attacker&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dodging can be graceful or not, but deliberately evading an opponent’s attack is a very common strategy on Battle Fantasia.  Notably, the dodge reaction is not binary; narratively, one may succeed or fail to dodge an attack, but usually the result will be somewhere in between, as one loses Fatigue from their Fatigue pool, exerting themselves to dive out of the way.&lt;br /&gt;
&lt;br /&gt;
'''Reaction Advantages:''' Whether an attack is ranged or melee, physical or magical, dodge runs on a single stat, Reflex, making it a highly efficient Character Point investment.  Also, dodge has, by far, the highest chance to critically succeed on a reaction.  Excellent dodgers will thus often deny their opponents successful attack morale gains.&lt;br /&gt;
&lt;br /&gt;
'''Reaction Disadvantages:''' Dodge has, by far, the highest chance to entirely fail on a reaction, and on average mitigates less damage than the other reactions.  And on anything less than a critically successful Dodge, all that Reflex won’t help at all when resisting debuffs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Abilities that improve Dodge:''' Advanced Dodge, Fade, Flash, Supersonic&lt;br /&gt;
&lt;br /&gt;
'''Flags that punish Dodge:''' Homing, Accurate&lt;br /&gt;
&lt;br /&gt;
'''Flags that debuff Dodge:''' Tangle, Trap&lt;br /&gt;
&lt;br /&gt;
'''Flags that buff Dodge:''' Accelerate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more information, please see: [[Reactions]], [[Morale]], [[Stats]], [[Abilities]], [[Attack Flags]], [[Battle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat System]]&lt;/div&gt;</summary>
		<author><name>Galaxia</name></author>	</entry>

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