the_overseers (
the_overseers) wrote2010-01-04 08:24 pm
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Entry tags:
World Information M-Z
For canons starting with the letters M-Z.
Please comment to this entry with the form unless your canon world is already represented. Make sure to put the world and canon name in the subject line so it can be properly sorted!
Please add portals to the original posting for your world.
[ACCESSIBLE WORLDS]
[A-L] - [M-Z]
[M]
Earth/Magius Mundus - Mahou Sensei Negima | Earth/Mid-childa - Mahou Shoujo Lyrical Nanoha | Earth - Mermaid Melody Pichi Pichi Pitch | Earth - Monkey Island
[N]
Earth - Nasuverse | Earth - NieR Gestalt | Earth - No Chance in High Noon
[O]
[P]
Earth - Persona 3/4 | Algol Solar System (AW 342) - Phantasy Star | Algol Solar System (AW 2342) - Phantasy Star IV | Earth - Psychonauts
[Q]
[R]
[S]
Earth - Shin Megami Tensei: Devil Survivor | Fa'Diel - Seiken Densetsu 3 | Unnamed World - Suikoden | Earth - Super Robot Wars
[T]
Gensokyo - Touhou Project
[V]
Earth - Vocaloid
[Y]
Earth - Yakuza Theater
[Z]
Please comment to this entry with the form unless your canon world is already represented. Make sure to put the world and canon name in the subject line so it can be properly sorted!
Please add portals to the original posting for your world.
[A-L] - [M-Z]
[M]
Earth/Magius Mundus - Mahou Sensei Negima | Earth/Mid-childa - Mahou Shoujo Lyrical Nanoha | Earth - Mermaid Melody Pichi Pichi Pitch | Earth - Monkey Island
[N]
Earth - Nasuverse | Earth - NieR Gestalt | Earth - No Chance in High Noon
[O]
[P]
Earth - Persona 3/4 | Algol Solar System (AW 342) - Phantasy Star | Algol Solar System (AW 2342) - Phantasy Star IV | Earth - Psychonauts
[Q]
[R]
[S]
Earth - Shin Megami Tensei: Devil Survivor | Fa'Diel - Seiken Densetsu 3 | Unnamed World - Suikoden | Earth - Super Robot Wars
[T]
Gensokyo - Touhou Project
[V]
Earth - Vocaloid
[Y]
Earth - Yakuza Theater
[Z]
Earth, Yakuza Theatre
Canon Name Yakuza Theatre
Ability Changes: Unless one comes in as an Enhanced, people will come in as a normal human. However, some amount of acrobatic feats that are between the range of near-impossible and possible are do-able even by normal people as long as they have the training.
Ability Limitations: Everybody who comes in as an Enhanced will have super strength, speed, and durability. They're not all powerful by norm standards, however, and a well trained normal can take them down one on one. Enhanced also tend to have one or two special abilities that are unique to themselves, from things such as electric powers to something as simple as being even -more- faster than a normal enhanced speed. Also, all Enhanced have a sort of sixth sense of other Enhanced, making it about impossible for them to ambush each other. Lastly, all Enhanced have to undergo periodic 'treatments' inside specially designed pods to maintain their bodies. On average, unless straining their body with power usage, an enhanced can go a week or two between each treatment.
There are even more rare 'natural' enhanceds that don't require treatment, but this isn't an option for outsiders. Artificial enhanceds are rare enough in there own right as it is.
Form Restrictions: Anybody who comes in with Enhanced powers must be turned into a female. Otherwise, it's a standard Earth world, so normal limitations apply.
Social Restrictions: About the same as a normal Earth. Yakuza have a more powerful position in Japan than normal, however, and are even more publicly accepted in general. Mafia, Triad, and other country-based criminal organizations have more power in their respective countries as well.
Notes: Warning: Don't bring a gun to a fist fight, Warning: You might be turned into a girl, Warning: Lesbian Harem Yakuza Boss
Additional Information:
Being eight years in the future, besides the development of the Enhanced Project, there isn't much that has changed on Earth. The big difference is that criminal organizations such as Yakuza are more widespread and accepted.
Portal 1
Portal 2
Portal 3
Portal 4
Portal 5
Earth, SMT: Devil Survivor
Shin Megami Tensei: Devil Survivor
Ability Changes: If you're human, you can only use your skills and powers if you have the aid of a modified COMP--a Nintendo DS portable communication device with a set of programs in it that make it possible to fight demons. This includes a harmonizing program that allows a normal human to withstand an attack from a demon and be strong enough to hurt them, placing them on the same playing field. Spells are limited to fire, electric, ice, force/wind, mystic (status effects), and Almighty.
Ability Limitations: Humans lose their abilities, though if someone gains access to a COMP they can access elemental spells and the like. If the character has the ability to summon creatures and demons, they're limited to SMT-brand demons instead of the fare found in their proper canon.
Form Restrictions: Due to the demons currently running rampant, there's no restriction on forms. Depending on how things develop in the canon, this is subject to change.
Social Restrictions: Current area available is in the Yamanote Circle of Tokyo, Japan, which is in Lockdown. If you're a demon or appear to be a demon and ally yourselves with demons, expect backlash from the human population. People are caught up in a fight for their lives. Naturally they're going to be freaked out, scared, and mistrusting.
Notes: Warning: God is a jerkass, warning: demons are bastards, warning: humans are bastards too, warning: Perky Defenders of Justice, warning: Frosty, warning: world in flux
Additional Information: http://megamitensei.wikia.com/wiki/Devil_Survivor, http://megamitensei.wikia.com/wiki/List_of_Devil_Survivor_Demons
Portal 1, MC, Atsuro and Yuzu's Application
Portal 2, Naoya's Application
Portal 3, Naoya's Second Application
Earth, Super Robot Wars
Super Robot Wars
Ability Changes: Those with psychic powers will retain a semblance of them in the form of Psychodriver abilities. These manifest in the form of an enhanced ability to predict where things are coming from when, as well as the ability to interact with certain types of machines designed for Psychodrivers. These often provide powerful barriers or weapons.
Those who have some especially potent powers of foresight or premonition may potentially retain those as well, though the power is weak.
Ability Limitations: Strict. The max feats normal humans are capable of are limited to feats such as deflecting bullets with a sword; essentially, action movie physics. Cyborgs/androids and the like are capable of considerable feats of strength and agility, though.
Form Restrictions: Mainly human; cyborgs and androids will also retain their forms with essentially few changes, unless their technology is particularly advanced.
Social Restrictions: Standard Earth society almost to the point of anachronism. Some conflict between those from space and those from Earth, though not on the scale of many Gundam settings.
Notes: WARNING: Real men ride each other
Additional Information: http://en.wikipedia.org/wiki/Super_Robot_Wars_Original_Generation#Storyline
http://en.wikipedia.org/wiki/Super_Robot_Taisen:_Original_Generation_2#Storyline
Portal
Earth/Magicus Mundus ; Mahou Sensei Negima
Mahou Sensei Negima
Ability Changes: Pretty much any technological or magical ability is kosher here, though magic is never cast in English or Japanese, usually using latin or ancient greek. Super-strength and similar physical talents may be of magical or technological origin here, though. The series tends to obey shonen logic more than ordinary physics, so epicness does enhance power.
Ability Limitations: No significant limitations are in place, other than those necessary to preserve secrecy (even at the magic-infested Mahora Academy, there is a masquerade to maintain, you know).
Form Restrictions: On Earth, it's humans and robots only. In the Magic World, various nonhuman species can exist, including cat-people (of just-ears/tail and full-anthro sort), elves, demon-like humans, and the like. Oh, and talking Ermine Fairies (everyone mistakes them for ferrets or weasels though).
Social Restrictions: Magic remains a secret. Failure to preserve the secret requires memory erasure spells. Serious failure gets you turned into an Ermine Fairy for a varying length of time.
Notes: Most incidents in this world are likely to occur at or around Mahora Academy, a large-campus school (apparently all-women's) going from kindergarten to college and beyond... Where there's a lot of magical and high-tech things going on, and where the timeline's already a little wonky thanks to the efforts of one Chao Ling Shen.
Additional Information: http://negima.wikia.com/
Also note that it is implied that both Love Hina and A.I. Love You, also by Ken Akamatsu, are part of the canon.
Portal 1
no subject
No Chance in High Noon
Ability Changes: Some Elves have psychic abilities: Telepathy, Empathy, and Psychometry. A few humans have element-related powers: Waterseekers who can detect water and gauge it’s drink-ability, Earthgroomers who can improve fertility of the land and predict earthquakes, Windtalkers who can predict weather and clear out foul air, and Firestarters who can keep fires going. The Great offensive power is Magus Shells, a special kind of bullet forged from meteorite pieces that fire off elementally charged bullets with different effects.
Ability Limitations: Strong. Most innate powers are of mundane, utility usage, the only great power is Magus Shells and are generally rare and highly sought after.
Form Restrictions: Human or Elf.
Social Restrictions: Out in the west, the law enforcement is spread thin, and it’s every man for himself out in the wild, but towns are considered neutral ground, and all weapons must be turned into the local sheriff or a visiting Marshal.
Women are not allowed to hold any law or political positions above Sheriff’s Deputy or Secretary of the state/territory, but otherwise they have the same legal rights and freedom as men. There is also tension between Natives and those immigrating to the west, but it hasn’t turned violent… yet.
Notes: Warning: There be Elves, Warning: Don’t touch another man’s horse, Warning: Hanging Judge, Warning: Shootouts at High Noon, Warning: Don’t sit with your back to the door.
Additional Information: It’s 1869 in a little town in the Dakota territories, the world has Humans and Elves who in the Old world had an uneasy co-existence due to fights over land and the Elves’ Psychic wildcards made the humans feel uneasy due to the Elves’ potential for trouble. This however changed during the Third Crusade; something woke up in the Middle East and awoken elemental talents in humans before it was driven back under the earth. The combined efforts to fend off the strange god-like monster and the new human talents made the rest of their existence more cooperative as they were now on more equal footing (and this also did a marked improvement on religious tolerance). Otherwise history - with minor details of certain figures being Elves – was much like earth up to the Civil War Era. For the record, there are elves in the new world as well, and their relationship with the native humans are much more amicable then their Old World counter parts, realizing that their cooperation served them better then petty in-fighting.
Elves are as mentioned Psychics, but not every elf has psychic powers. The Old World Elves have relatively long, pointed ears, longer digits, and as a whole tend to be taller and far more flexible then humans. Their lifespan is only different in that they hit ‘middle age’ later in life, about sixty instead of forty. New World Elves have a higher psychic concentration, shorter ears, almost rabbit-like (OW elves are nicknamed Jackrabbits by Humans, with the NW elves being Hares) and are stockier while still towering over humans.
Human talents are divided by the four elements, most sought after are the Waterseekers who can detect water at any distance, including its salinity, how safe it is for consumption, and how much of it there is under the earth. Earthgroomers can sense incoming earthquakes and mudslides; they can also greatly improve the fertility of the land, so those two talents tend to get slotted into their careers early in life. Windtalkers are natural weather forecasters, and can clear out pollen or gases from nearby breezes. Firestarters or Sparkies tend to be looked down on as pyromaniacs and criminals, since they can guarantee any fire lit will burn, and can instantly restart a fire, a useful skill for wilderness survival or blacksmithing, but also has obvious criminal implications. Human talents are uncommon but not unheard of; about 1 in 1000 are gifted.
Additional Info continued
The great break through of the Civil War is Magus Shells, forged from Meteorites as a last-ditch confederate effort (alas it did not turn the tide of war around), it turns out the meteorites they were using had essence of the ancient monster that woke up during the crusades and thus anyone firing a gun that is loaded with Magus Shells is firing off a bullet that’s surrounded by a cone of magical forces, which varies depending on the meteorite these things are made of:
Punchers: From Meteorites that have high concentrations of Cinnabar, these are large, concussive blasts – dealing a spread out blunt force to the target – it can smash barns into splinters, but deal non-lethal damage to human or elven beings so they’re popular for ‘soft-hearted’ law enforcement, or those who wish to intimidate the locals without getting tagged a murderer
Whistlers: from high Phosphorous concentrations comes the Whistlers – these bullets are favored by Sharpshooters for the winds surrounding them will cause the bullets to fly much farther then normal without losing velocity. The name comes from the distinctive noise it makes while traveling. It also comes with the winds going at such a high speed that it’s absolutely brutal to a human body, making any wound worse.
Blizzards: With Sal ammoniac-rich meteorite comes the curious Blizzards. Any living creature struck will have their body temperature plummet to lethal levels, and the room temperatures drop ten degrees. It’s considered the opposite of a Puncher since it will kill the target, but it won’t damage the surroundings except for a direct hit. Some rubes claim one could seed clouds using Blizzards to make rain, but that’s not likely to happen, would it?
Boomers: From Sulfur-tainted meteorites comes these babies. Boomers are basically fireballs in a bullet; they can set fire to a house, or incinerate a fleeing man. Only the most psychopathic gunslingers tend to use Boomers on a regular basis due to the unchecked destruction these things can cause.
Portal 1
no subject
Nasuverse (Fate/stay night, Kara no Kyoukai, Tsukihime, and derivative works)
Ability Changes: Abilities take on the form of magic. This magic is typically specialized, with each magus having one affinity -- though some magi, such as Rin Tohsaka and Sakura Matou, can have multiple or even zero.
Ability Limitations: Low. There exist attacks that can rend the space-time continuum itself.
Form Restrictions: Human, Servant, vampire, homunculus.
Social Restrictions: There is a Magic Association that governs the use of magic worldwide. Additionally, those who flaunt their magic too noticeably will attract the attention of the church, which holds an anti-magic stance.
Notes: Warning: People die when they are killed. Warning: GAR. Warning: A cat is fine, too. Warning: THIS CHAIR THIS CHAIR etc. Warning: All myths are true. Warning: Gender-flipped heroes.
Additional Information: http://typemoon.wikia.com/wiki/TYPE-MOON_Wiki
no subject
Portal 2
Portal 3
Portal 4
Portal 5
Portal 6
Portal 7
no subject
Phantasy Star
Ability Changes: Magic exists in this time period and most creatures with any amount of intelligence are able to learn it. It is difficult to learn and there are only so many spells that even do exist. Also nothing has any inherent elemental strength of weakness here so all that matters is the strength of the magic, not the element.
Ability Limitations: Moderate. Magic is somewhat limited in this time and definitely nothing world shattering. No summons. Only a tiny selection of spells really exists and only one level of each spell (except healing, there are two spells for that). So for instance a FF character with Fire, Fira and Firega would only have Fira in this world and time period, but that would be reasonably effective. Also, there are limited status effects so many of those spells won't work. A spell to immobilize an enemy would work and spells to increase strength or decrease damage and protect from magic do exist. Nothing else to buff or cause/heal status effects exists though.
Form Restrictions: Mostly humans who are called Palmans, but there are green skinned Dezorians and blue furred Motavians.
Social Restrictions: Palmans have settlements on each planet and there is plenty of travel between Motavia and Palma. Motavians are mostly nomadic and have no settlements of their own and often attack people. Dezorians do have a town of their own, but are very unfriendly to outsiders and tend to lie or attack.
Notes: Warning: Take words of a Dezorian with a grain of salt. Warning: Avoid green gas and lava Warning: Shops exist in the strangest of places. Warning: Be careful opening chests, they often explode on you.
Additional Information: http://www.psalgo.com/phantasy-star.html?sid=81c5f52276c27de1d926a95c5d4d559c
no subject
no subject
Phantasy Star IV
Ability Changes: Abilities typically manifest in the form of Techniques, a type of pseudo-magic using nanomachines, or Skills, which tend to be natural abilities like sword techniques. True magic is restricted to Espers and Dezorian priests.
Ability Limitations: Moderate. While Cthulhu-punching is possible and has been documented multiple times throughout Algol's history, rarely are there ever any world-shattering abilities.
Form Restrictions: Human (known as Palmans here), Motavian, Dezorian, Numan, or android. Espers are considered human.
Social Restrictions: Palmans, Motavians, and Dezorians rarely interact amongst each other due to cultural and religious differences. Motavians are a nomadic people, and Dezorians are highly spiritual.
Notes: Warning: Penguins. Warning: Light is not good (or so Chaz insists). Warning: Eccentric archaeologists might really be Eldritch abominations. Warning: Talking cats. Warning: Dezorians have awful senses of humor.
Additional Information: http://the-fifth-lutz.livejournal.com/655.html
no subject
no subject
NieR Gestalt
Ability Changes: Magic comes either in the form of a familiar such as Grimoire Weiss or being a Shade. [Spoilers] The latter, however, carries significant social stigmas, and it is highly recommended if powers manifest in this fashion to avoid using them anywhere close to a center of civilization.
Ability Limitations: Humans by themselves are limited without the assistance of outside elements such as Grimoires or being a Shade. Furthermore, Shades carry a high risk of going feral.
Form Restrictions: Human or Shade. [Spoiler]:
Social Restrictions: Due to the fear of Shades and the Black Scrawl, Half-Shades tend to be feared. The only magical being which has prompted any response other than fear has been the Grimoire Weiss, apparently due to his place in legend; anybody else would be advised to keep on the lowdown. There are some very distinctive towns; the Aerie, for example, is exceedingly xenophobic and will not deal with anybody not from their town, and the desert town of Facade is a strange place with a strange language and over 120,000 rules to dictate daily living, some of which contradict the other ones.
Notes: Warning: OH GOD SIDE QUESTS. Warning: Borderline sociopathic women in lingerie. Warning: Boar drifting. Warning: Trolled by Cavia.
Additional Information: To put it bluntly, Nier's world is a dying world. The weather patterns are completely messed up; night never falls, it never seems to rain, and parts of the world that haven't been swallowed by the ocean are instead turning to desert. This is all due to an obscure event over a thousand years ago in which a climactic battle in another, more magical dimension punched itself violently into this one, functioning essentially as a foreign contaminant to a world with no immunity to it. And it's been falling apart ever since.
The following is a massive spoiler, but vital to understanding the world, and must NEVER be revealed to Nier himself until he goes post-canon: Link. (http://dadass.livejournal.com/690.html)
Portal 1
no subject
Psychonauts
Ability Changes: All powers manifest as psychic abilities. These fall under the standard rubric of such, which means things like telepathy, various kinesis skills, and so on, although "shot" style psychic blasts are a possibility as well.
Ability Limitations: Godlike powers such as reality-reworking, object generation, and the like do not seem to exist; presumably, they not only break the laws of physics, but would require far too much brain power in order to manifest and potentially cause a few head asplosions.
Form Restrictions: Humans -- but humans of pretty much any size, shape, and color. The only exception is in the Collective Unconsciousness, and in the various mindscapes of people, since such places are bound more by symbolism than reality.
Social Restrictions: Psychics, while they are capable of great things, still seem to warrant some distrust in the greater non-psychic community.
Notes: Warning: The milkman has what the world wants, what the world deserves. Warning: Napoleon complexes can be literal. Warning: The burgers won't be ready for a week, maybe longer. Warning: Head asplosions.
Additional Information: Information about the world outside of Whispering Rock Summer Camp is, as to be expected, rather limited. It's best to presume it suffers from about the same level of quirky as the Camp itself, though.
It should also be noted that a mineral specific to this Earth exists called Psitanium which makes psychics more psychics, but apparently also makes unstable people more unstable. Such a substance should be approached with caution.
Portal 1
[Unnamed World], Suikoden
Suikoden
Ability Changes: Magic is derived from Runes, special items that can be affixed to people to attain special abilities depending on the attributes of the runes.
Ability Limitations: Moderate, there is a good deal of personal power but nothing world-shattering.
Form Restrictions: Humans are common everywhere in the world. Elf, Kobold*, and Dwarf are not common, but not rare, either, in most areas in the world. Other known races are Beaver, Dragon, Duck, Lizard, Lycanthrope, Mermaid, Nay-Kobold, Vampire, and Winger.
Social Restrictions: There is an uneasy peace within the realms, each of whom have their own culture and social structures.
Notes: Warning, Elves are Bastards. Warning, Great Power comes with Great Curses And/or Insanity. Warning, Badass Ducks. Warning, Run if the Moe Magician Sniffles. Warning, Killer Rabbits
Additional Information: Runes (http://gensopedia.duefiumi.com/index.php?title=Runes), Nations (http://gensopedia.duefiumi.com/index.php?title=Category:Nations), Races (http://gensopedia.duefiumi.com/index.php?title=Portal:Races)
Portal 1
Portal 2
Portal 3
Portal 4
Earth P3/P4
Persona 3 and Persona 4
Ability Changes: Supernatural abilities all take the form of "Persona", an aspect of the character's personality that takes the form of a mythological character or creature, typically unique or close to unique for every person. Magical and physical feats can be performed through Personas by invoking them, much like casting a magic spell - it involves a symbolic action and a focusing of willpower.
Ability Limitations: Moderate to absolute. Active powers do not exist at all in the mundane world, and within the world of Shadows (The Dark Hour, the TV World, or the wilderness of the Collective Unconscious depending on time and place) abilities are limited to ones that are useful in personal combat or on similar small scales. Only the most godly-powerful of natives can break these rules, usually by trying to blend the world of Shadows and the mundane world.
Form Restrictions: Humans only, for the most part. Certain subtle creatures, like intelligent but mute animals or robots who can pass for human, can exist normally in the mundane world. The world of Shadows is generally not as restricted due to its nature.
Social Restrictions: Standard 21st-century Earth. Keep in mind that the supernatural is unknown in the mundane world except to conspiracies of questionable ethics.
Notes: Warning: Jung was right. Warning: I am thou and thou art I. Warning: Mystery Food X.
Additional Information: http://megamitensei.wikia.com/wiki/Shin_Megami_Tensei:_Persona_3
http://megamitensei.wikia.com/wiki/Shin_Megami_Tensei:_Persona_4
A few general notes about the nature of the world:
As implied above, the world is a 'normal', natural 21st-century Earth for the most part. However, there exists alongside it a kind of dimension of the mind, generally accepted by the few people who know about it to be the Collective Unconscious of humanity given physical form. It takes different forms and characteristics due to the subconscious wishes and active meddling of humans and self-proclaimed gods, but at the time-spaces of the active portals, it takes one of three forms:
1) An extra hour between 12:00 and 12:01 am every day, called the Dark Hour, from about 1999 to 2010 CE, limited to the Tatsumi Port Island area of Japan.
2) An alternate space accessible through television screens from at least 2011 to 2012 CE, probably limited to the Yasoinaba area of Japan.
3) An idyllic pastoral setting also accessible through TV sets. Time and space extent is unknown, though this state only appears after March 20, 2012 CE.
These three areas have a few things in common. They are normally only physically accessible by humans with supernatural powers (Persona users) or people who end up crossing over by accident. They are the only place that supernatural powers or physics-ignoring science normally work. The first two are also home to Shadows, dangerous but usually mindless expressions of humanity's dark side that will attack and kill Persona-users on sight, and frequently anyone else who stumbles in as well. A character with unresolved psychological issues or regrets who doesn't already have a Persona may also manifest a personal Shadow, at least in the TV World, which is usually hostile if denied or ignored for long enough. Even the environment of the first two is hazardous to health and well-being, although Persona-users can ignore or delay many of the effects.
Further information on the relationship between Personas, Shadows, Gods, Intrauniversal World Blending, and the Collective Unconscious has been sealed by [redacted].
Portal 1
Portal 2
Portal 3
no subject
Touhou Project
Ability Changes: The youkai of Gensokyo have command over a great deal of magic, often relating to certain themes. While other forms of magical attack can exist, the most popular and common form is danmaku, a highly scattershot and dense form of magical combat which has been described as "bullet hell" by those who see it. Very specific attacks these days are inscribed onto spellcards, which can be activated once for a more detailed and powerful, yet non-lethal, attack.
Ability Limitations: Low. Youkai run the gamut of power levels, from simple command over ice to the ability to create holes in the borders of reality. However, actual lethality is deliberately restrained through the spellcard system.
Form Restrictions: There are many different youkai, but they tend to take on humanoid appearances. The more prominent and powerful examples tend to be female, but there is not actually a set rule dictating that someone with powers HAS to be female. They just tend to fight with danmaku more.
Social Restrictions: None. Gensokyo is laid back, and anybody who does start an incident usually just gets smacked down by the Shrine Maiden, her friends, or anybody who decides they're tired of a youkai playing silly buggers and goes to take care of it. Note, however, that youkai and human relations, while cordial enough, are still relatively strained, since some youkai have a bad habit of eating people.
Notes: Warning: Girls in frilly dresses blowing things up. Warning: There are no buses in Gensokyo. Warning: Paparazzi tengu. Warning: Fairy pranks.
Additional Information: http://en.touhouwiki.net/wiki/Gensokyo
http://en.touhouwiki.net/wiki/Perfect_Memento_in_Strict_Sense
Portal 1
Portal 2
Portal 3
Portal 4
Portal 5
Portal 6
Portal 7
Earth (Pichi Pichi Pitch)
Mermaid Melody Pichi Pichi Pitch
Ability Changes: Characters with special powers who become mermaids can manifest the power of a Mermaid Princess, i.e. magical girl idol singer, unless they lose the pearl that comes with being a mermaid. Water demons can also sing to attack, but they have more freedom with other abilities, generally attack-related. Defense- and status effect-related abilities are usually the domain of winged beings, and they have to sing to use them. Panthalassa have a variety of powers. Humans have no powers but, in a few exceptional cases, can overcome spells with their own willpower.
Ability Limitations: Medium-high. No planet-destroying (but causing natural disasters all over the planet is okay), but that's it for power levels, depending on the race you end up as.
Form Restrictions: Human, mermaid (female only), water demon, Panthalassa, winged being, and guardian creature. One can come to the conclusion that there are more races than this, but these are all we see in the manga. All of the non-human races can transform into humans with slight changes to their physical appearance, water demons revert to the forms of sea creatures when their power has run out, and Mermaid Princesses (but probably not regular mermaids) can transform into amphibious magical idol singers who appear to be human versions of their mermaid forms.
Social Restrictions: Mermaids are forbidden to reveal their identities to humans due to a (not formally tested but likely untrue) widely-held belief that to do so will kill them. Most every race keeps to itself. Generally, it's a good idea to pass as human, as most humans have no idea of what is going on. Human politics are just like those on most Earths; mermaids are, in theory, ruled by a goddess-queen who rarely appears and, in practice, ruled by seven princesses, one per ocean.
Notes: Warning: Pretty Pretty Princesses, Warning: Beware Pop Music, Warning: Water is Air, Warning: Every Girl is a D-cup or Higher, Warning: The Age of Consent is 13
Additional Information: http://en.wikipedia.org/wiki/Pichi_Pichi_Pitch
Portal 1
no subject
Magical Girl Lyrical Nanoha
Ability Changes: All abilities would be translated into some sort of magical attack or power, either Mid-childa based or Belkan based. Visitors from other worlds would probably have a device spontaneously form for them. Ability Limitations: Very little limitation on powers, although if the character is strong enough to destroy a planet, then his/her power will be limited to a level that can't do that.
Form Restrictions: No change
Social Restrictions:
Earth: General population is unaware of magic.
Midchilda: There are some major tensions between the Mid-Childian Ground Forces and the high powered mages, along with the Navy. Otherwise, there's little to no difference from other civilized worlds as far as the general population is concerned. Other than the existence of magic, of course.
Notes: Warning: Hot women may actually be lolis. Warning: Most men are wusses.
Additional Information: http://nanoha.wikia.com/wiki/Mid-Childa
Also, the portals lead to different points in time, the one that leads to Earth is about ten years or so behind the one that leads to Midchilda.
Portal 1 (Midchilda)
Portal 2 (Earth)
no subject
Monkey Island
Ability Changes: Magic mostly manifests in the form of Hollywood-style voodoo. Most magic, therefore, is rather dark in nature, ranging from spells to bring back the dead to voodoo dolls to relics which can shatter a person's mind. They also typically require a number of ingredients and are heavily reliant upon artifacts.
Ability Limitations: Moderate. The biggest limitation may be that most spells are material based.
Form Restrictions: Predominantly human. So far, the only exceptions to the rule are the Vaycaylians, a species of gender-neutral merfolk. There are also the undead, but who'd wanna be that?
Social Restrictions: Low. Pirates are theoretically wanted criminals, but you wouldn't be able to tell by their prevalence and general lackadaisical attitude.
Notes: Warning: A three-headed monkey! Warning: Villains that refuse to stay dead. Warning: EXTREME adventure game logic. Warning: Pirates that don't do anything. Warning: Drinking grog in this world can be hazardous to your stomach lining.
Additional Information: For all your monkey needs. (http://www.miwiki.net/Main_Page)
Portal 1
Vocaloid
Vocaloid
Ability Changes: Those who become Androids or AIs can interface with computers for easier hacking and communicating but otherwise abilities don't exist.
Ability Limitations: Near Absolute. The nature spirits elude all attempts to analyze them.
Form Restrictions: Human or Bioandroid, while there are fairies and other spirits of nature hovering about they are so shy that they could not be properly duplicated.
Social Restrictions: Generally the same as normal earth though there's a small handful of people who view bioandroids disdainfully.
Notes: Warning: Musicals, Warning: Don't open that attachment, Warning: What Dignity? Warning: Personality Quirks
Additional Information:
Portal 1
Portal 2
Portal 3
no subject
Melancholy of Haruhi Suzumiya
Ability Changes: Rather low leveled unless within Closed Space.
Ability Limitations: Characters for all intents and purposes are normal human beings and are only able to access their abilities while within Closed Space created by Haruki Suzumiya.
Form Restrictions: All characters become human.
Social Restrictions: Standard 21st Century Earth with all the cultures, societies, and variety of any Earth of this kind.
Notes: Warning: Unknowing God. Warning: God is a jerkass.
Additional Information: Wikipedia page (http://en.wikipedia.org/wiki/Haruhi_Suzumiya), TVTropes page, AnimeYume's timeline of events (http://animeyume.com/blog/2010/01/09/haruhi-suzumiya-chronological-timeline-of-events-2010-edition/). (http://tvtropes.org/pmwiki/pmwiki.php/Main/HaruhiSuzumiya)
so basically how did I not do this. Earth(?) - Monster High
Monster High
Ability Changes: Abilities are all over the place here, but will relate to whatever you happen to be.
Ability Limitations: Medium. No world-shattering; this is a world where all expressions of supernatural power mainly occur to allow Crazy Antics to follow in their wake.
Form Restrictions: Human or monster. "Monster" is further divided into an immeasurable number of races, all from classic movies, books, and/or legends.
Social Restrictions: Though there is legal racial equality, racism does exist and is a problem for humans as well as for some races of monster, like trolls and zombies.
Notes: Warning: Horror Puns, Warning: Friday the 13th, Warning: What Timeline Consistency?, Warning: Spectra
Additional Information: Can you brave the fanbrats? (http://monsterhigh.wikia.com/wiki/Monster_High_Wiki)
Portal 1
Earth, Otome Youkai Zakuro
Otome Youkai Zakuro
Ability Changes: All abilities would be represented as magic, often invoked via incantations, or as inherent youjin abilities.
Ability Limitations: Moderate for non-humans, absolute for humans. High-end youjin can be powerful enough to level a building with a bit of effort, but most magic is more subtle.
Form Restrictions: Human or youjin. The latter can usually take human form at will, but default to a more 'traditional' appearance - anything from a humanoid with the head of some animal to a humongous monster. Half-youjin are a special case that generally wouldn't be available as a form.
Social Restrictions: It's the Meiji period, so Japan's taking its first steps towards becoming a member of the international community. Also, youkai are integrating with the world of humans - many humans fear or look down on them, though. 'Youkai' is considered an archaic, somewhat offensive term - the more politically correct 'youjin' is preferred.
Notes: Warning: Westernization. Warning: Children may be spirited away. Warning: Beware of spider.
Additional Information: The immediate area of the portal is the Ministry of Youjin Affairs, a newly-founded establishment dedicated to smoothing human-youjin relations, and also finding youjin who are causing problems for the integration effort and beating them into submission.
Portal 1, Zakuro's application