Phase
[Phase] Worldview
◆ Worldview Overview
- Phase: The phenomenon where different worldlines attempt to share the same physical space.
- Due to the overlap of worldlines, beings and phenomena that did not exist in the original human world have emerged, and now human society and the supernatural society coexist.
- Phases affect not only space but also the environment, perception, memory, and rules of reality in a region.
- The degree of worldline overlap and stability varies by region.
◆ Basic Structure
[Supernatural]
- A general term for beings and phenomena that occur due to worldline overlap, or intelligent beings with abilities not found in the original human world.
[Supernatural Society]
- A society where humans and supernatural beings live together.
- The laws, technology, and industry of reality coexist with the unique abilities, contracts, and financial systems of the supernatural.
[Being]
- A general term for all sentient life forms.
- Classification: Humans, Demons, Angels, Fairies, Elves, Mermaids, Spirits, Beastfolk, Half-bloods.
[Contract]
- A supernatural structure that connects beings.
- The provider grants abilities to the receiver and receives agreed-upon conditions or compensation.
- Providers: Demons, Angels, Fairies, Spirits, and some Half-bloods.
- Receivers: Most beings. Providers can also be receivers in other contracts.
- Conditions and compensation vary depending on the provider's race, alignment, abilities, and purpose.
- Abilities may be limited or contracts may be terminated due to violation of conditions or damage to the structure.
[Being Registration System]
- A system for identity verification, legal protection, and access to administrative and commercial services.
- Registration is not mandatory, and not registering is not illegal. However, restrictions may arise for services or contracts requiring identity verification.
◆ Being Classification
[Human]
- Possess no innate supernatural abilities but can acquire them through contracts.
- Excel in technological prowess, adaptability, and organizational skills, making them strong in collective survival.
- May be vulnerable to the unique abilities of some Fairies, Mermaids, or Spirits.
[Demon]
- A race specializing in transactions, contracts, finance, and information.
- Lifespan is approximately 200-700 years or more, with higher-ranking individuals being virtually immortal.
- Horns, tails, and crimson hues are common characteristics, but higher-ranking demons may have appearances indistinguishable from humans.
- Value contract fulfillment and trust.
- Unique Abilities: Shadow Interference, Desire Detection, Emotion Amplification, Contract Tracking, Presence Control.
[Angel]
- A race that values order, balance, observation, and stability.
- Possess strong independent tendencies, and the behavioral restrictions and obligations of contracts are strict.
- Often have human-like appearances with bright, light color schemes.
- Unique Abilities: Contract Severance, Being Stabilization, Name Purification, Spatial Anchoring, Mental Contamination Prevention.
[Fairy]
- A race closely associated with curiosity, stories, change, and perception distortion.
- May be born from accumulated stories, emotions, and interests in a place.
- Prioritize curiosity over morality or human common sense, making them unpredictable.
- Sensitive to names; they can weaken or disappear if their curiosity wanes. Higher-ranking fairies may reappear through memories and stories.
- Unique Abilities: Perception Distortion, Name Blocking, Spatial Rule Alteration, Story/Coincidence Intervention, Sensory Confusion.
- Cannot alter reality limitlessly; they grow stronger when connected to stories, names, or specific spaces. Extensive intervention requires corresponding conditions and compensation.
[Elf]
- A race associated with memory, records, preservation, and culture.
- Average lifespan is about 900 years, characterized by long limbs and pointed ears.
- Value art, tradition, and long-term stability.
- Memory degradation can lead to the collapse of their mental structure.
- Unique Abilities: Memory Preservation/Tracking, Being Recording, Name Stabilization, Partial Restoration Assistance, Mental Stabilization.
[Mermaid]
- A race associated with senses, emotions, resonance, and flow.
- Possess a well-developed culture of emotional sharing and are involved in music, entertainment, and sensory industries.
- Senses are amplified underwater, and they possess characteristics of aquatic creatures such as scales and fins.
- Unique Abilities: Emotional Resonance, Sensory Sharing/Amplification, Sensory Memory, Mental Synchronization, Dream Connection, Underwater Sensing.
[Spirit]
- Beings that have developed self-awareness and intelligence from nature, environments, phenomena, or concepts.
- Range from natural spirits like fire and water to spirits of fog, shadows, neon, and radio waves.
- Lower-ranking spirits have simple thoughts, while higher-ranking spirits can possess intelligence exceeding that of humans.
- May weaken as the phenomenon they symbolize weakens; higher-ranking spirits are often virtually immortal.
- Inept with administrative and monetary systems, and some individuals have no interest in contracts.
- Unique Abilities: Environmental Fusion, Phenomenal Travel, Form Alteration, Flow Sensing, Environmental Restoration, Sensory Expansion.
[Beastfolk]
- A race specialized in survival instincts, senses, and physical abilities.
- Possess human-like bodies with animalistic features such as ears, tails, claws, and animal pupils.
- Have strong territorial awareness and collective instincts, often preferring direct action.
- Unique Abilities: Physical/Sensory Enhancement, Danger Detection, Tracking, Environmental Adaptation, Combat Instinct Enhancement.
[Half-blood]
- Beings that combine characteristics of different races.
- Abilities and physical traits vary depending on the combination of parental races, and not all abilities are inherited directly.
- Some Half-bloods can become contract providers.
◆ Common Rules of Supernatural Abilities
- Unique Abilities: Abilities inherent to a race or individual, usable without contracts.
- Contract Abilities: Acquired externally through contracts and influenced by contract conditions and compensation.
- All abilities have at least one restriction, such as range, duration, activation conditions, or compensation.
- Abilities that are more powerful or have a wider range of influence tend to have greater restrictions and compensation.
- Abilities that interfere with names, memories, perceptions, or contract structures depend on the target's stability and defensive state for success.
- Specific abilities do not unconditionally negate others. Interactions depend on the individual's capabilities, contract conditions, and the environmental context.
[Special Limitations]
- Fairies cannot alter reality limitlessly; they grow stronger when connected to curiosity, stories, names, or spaces.
- Oblivion cannot arbitrarily sever all contracts. They intervene based on the flow of worldlines and ideological standards, and must understand the contract structure. Intervention may fail or have limited effects.
◆ Major Organizations and Factions
[BCS (Boundary Control Service)]
- An organization that responds to supernatural phenomena.
- Responsible for the apprehension, containment, and elimination of dangerous beings, and on-site response, operating in small teams. Retreat is permitted when necessary.
[Belkain Group]: A cartel of demonic supernatural finance.
- Morbidium: A proxy financial company managing the identities, accounts, and communication lines of unregistered beings.
- Mephisto Union: A demonic contract company that trades abilities and profits through contract negotiations.
[Red Fang]: An alliance of Beastfolk combatants.
- Feral Line: Tracking, hunting, recovery of dangerous entities, and response to missing person cases.
- Night Claw: Black market security, escort services, debt collection, and security operations.
[Elysion]: An Elven conglomerate in culture and memory industries.
- Archive Bank: Memory-based finance, name preservation, being restoration insurance, VIP memory account operations.
- Ether Gallery: Trading and auctioning of artworks and valuable artifacts.
[Siren Blue]: A Mermaid sensory industry network.
- Blue Echo: Emotion-sharing broadcasts, memory experience content, sensory relay platforms.
- Midnight Reef: An upscale lounge offering mermaid performances, sensory enjoyment, and VIP entertainment.
[Oblivion]: An execution ideology formed by fallen angels.
- Their goal is to correct the flow of worldlines, and they do not engage in public organizational activities.
- They view excessive stagnation and permanence as dangerous and attempt to weaken or sever contracts that are maintained for extended periods against their ideological standards.
- They consider Archive Bank, which accumulates excessive traces of the world, a dangerous element.
[Nebula Syndicate]
- An allied force centered around humans, half-bloods, and contractors.
- Forms its power base on various races and contractual relationships.
[Iron Dogs]
- An alliance of human mercenaries and fixers.
- Handles dangerous on-site tasks such as armed escort, security, and unofficial commissions.
- Black Door: An organization that handles illegal requests.
- Steel Bite: An armed escort organization.
[Mirrorwork]
- A being forgery network centered around fairies.
- Manipulates or forges names, perceptions, and being structures.
- Not a fixed organization; connected based on curiosity and mutual interests.
[Shadow Contract Bureau]
- Handles unofficial contract transactions and mediation.
- Provides support for contract negotiation, condition adjustment, and dispute mediation, relying more on unofficial networks and transactional trust than official authority.
◆ Identity and Asset Management
In supernatural society, in addition to being registration, each institution operates its own identity verification standards. Not all institutions share the same records.
[Archive Bank]
- Core Values: Memory, Records, Preservation of Being.
- Verifies identity and preserves assets long-term based on memories and being records.
- Can verify identity with existing records even if names or perceptions are altered.
- Difficulties arise in verification and restoration if memories, records, or the being itself is damaged.
[Morbidium]
- Core Values: Identity Protection, Anonymity, Asset Management.
- Targets clients who need to conceal their identities, such as unregistered beings, high-ranking contractors, and demon businessmen.
- Specializes in proxy identities, multiple aliases, asset concealment, and preventing tracking.
- Risk of identity exposure due to internal conflicts or contract issues.
- Archive Bank emphasizes the continuity of being and record preservation, while Morbidium emphasizes identity separation and exposure prevention.
◆ Name and Address Culture
- The perception that fairies can cause mischief or interfere with perception using names has spread throughout society.
- Consequently, a culture of avoiding direct use of real names and using nicknames has become established.
[Addressing Methods]
- Nickname: The most common form of address. Uses nicknames provided by the individual or created for the other person.
- Reference: When a nickname is unknown, terms like 'Hey,' 'Over there,' 'You,' etc., are used.
- Real Name: Used restrictively in special situations such as with family or close acquaintances, or for official identity verification.
- Asking for or using a real name without permission may be considered rude or careless.
- Knowing a real name does not necessarily mean a fairy can control or harm the individual.