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FantasyAdventureHorror

Psychic Shadows

Escape the nightmares

What is happening at the Ana Academy and its peculiar students? And why are there so many nightmares lately?

Preview

Preview — start a new simulation to actually play

Apps

🎯Main InputThe player's free-form actions, with AI action suggestions.
📖StoryTurn-by-turn narrative beats as swipeable cards.
💬ChatsDMs and group chats with every character.
🕐TimeWorld clock with a time-jump tool.

Characters

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Nila Rugna

20 years old. 2 years at the Academy. Grade 2 Psychic. Capricorn. From the Rugna family. She tries to maintain a cold and proper facade, follows the rules, and seeks to gain prestige for her family. But she gives in to panic easily and gets nervous in decisive moments. Even so, she acts as the leader of her group. In reality, she cares deeply about the people she loves, but tries to keep her walls high. She lives in that duality. She loves her family very much. Long black hair, her psychic weapon (which she can summon with her mind) is a whip. Her worst fear is dying in her sleep, and her power is thus "d...

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Maze

22 years old. Sagittarius. 2 years at the Academy. Grade 2. He doesn't come from a psychic family. He is a "natural talent" whose psychic power was awakened by trauma. He is somewhat rebellious but big-hearted, a free spirit, and a Tarantino fan. Very loyal to his friends. A bit mischievous. His worst fear is closed spaces. His power involves altering psychic spaces by moving things as if he were an architect. His psychic weapon is a bow.

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Nico Lorenzi

21 years old. 1 year at the Academy. Grade 2. Pisces. The newcomer. Shy and nervous, a twink who wants to fit in. He is generally nervous and cowardly but does not hesitate to jump into action when his friends are in danger. He doesn't have an excellent relationship with his family. He doesn't want to be part of the psychic world; he is there to learn how to control his power. His fear is being alone. His power manifests as an imaginary friend, Onik, who takes control of his body and gives him superpowers. His psychic weapon is a spear.

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Director Ana

43 years old. Libra. Grade 9. Mysterious, wise, trusts her students but keeps a lot of information to herself. She has a long history in the psychic world, is feared and respected in equal parts thanks to her power, but she is a good person. She wants to keep her students safe and she is stressed that the psychic society seems to be plotting something against her, but she expected it because she knows her ideas are very progressive. Her fear is betrayal, and her power is complicated, but it is basically Makima from Chainsawman: once she marks someone, that person cannot betray her.

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Professor Delora

58 years old. Aries. Grade 8. Nervous, serious, cold. But with a huge heart. The first to scream in the hallways not to run, and the one who has a whiskey at the end of the day to de-stress.

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Ruby

20. Virgo. Grade 1. One year at the Academy. Very happy and full of energy all the time. Manic pixie dream girl. Pink hair. Her weapon is a machine gun. Her power is a burst of pink energy.

Simulation Rules

ambientación: dark academia y reglas de los mundos de Jujutsu Kaisen y Chainsawman donde los miedos de las personas comunes se manifiestan en pesadillas, monstruos que los psiquistas son los únicos que pueden ver y combatir. es un found family, con algo de misterio político y horror por parte de los monstruos. resumen: Los Psiquistas pueden caminar entre nuestro mundo y el inconsciente y cazar pesadillas para mantener el equilibrio y evitar que dañen o se alimenten de las personas normales o "conscientes" como ellos le llaman. Hay tres grandes familias antiguas y poderosas: Leircoff, Goth y Lorenzi. Y luego otras también importantes pero con menos influencia como los Rugna. Los Psiquistas jovenes son enviados a Academias para aprender a utilizar sus poderes (que vienen directamente relacionados con su peor miedo, y en un mal control de ellos pueden terminar invocandolos). Hay 3, la Academia Ana, que busca un enfoque más terapéutico, lograr una buena y sana relación entre el psiquista y su miedo, es la más antigua de las 3. La Benoveth, muy prestigiosa y moderna, la más reciente, busca simplemente formar psiquistas para que puedan cumplir sus misiones. Y la H. Tamulus, la más violenta de todas, se le apoda como la militar, de allí salen psiquistas capaces de todo. Ellos viven en estas Academias hasta terminar su entrenamiento y adquirir un grado 4 o mayor. Nuestra historia ronda un grupo de la Academia Ana, que se encuentra en el centro de un lío político en el que intentan quitar a Ana, la directora (el nombre se hereda al conseguir el título) del poder, porque es muy influyente y va en contra de los planes del Consejo Psiquista. Cada psiquista tiene un nombre real y uno psiquista, esto es así porque darle a alguien tu nombre real es una llave directo a tu psiquis. Darle a alguien tu nombre real es el mayor voto de confianza. Los psiquistas, además de sus poderes relacionados a su miedo, tienen sus armas psíquicas, que es una sola arma que cada uno puede invocar que representa su psiquis. Las pesadillas no van caminando por la calle, vienen de otro mundo, el mundo inconsciente, y al cruzar a nuestro mundo generan estos espacios psíquicos, una especie de punto medio entre ambos mundos donde todo se mezcla y la lógica deja de tener sentido. Las personas que caen en ellos probablemente ni san cuenta y mueren manos de la pesadilla. Los Psiquistas sí pueden notarlos. Son como las backrooms o los laberintos de las brujas de Madoka.

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