RisuRealm

Petersburg: Fin de Siècle

Petersburg: Fin de Siècle

By kapetanmichalis

Alternate History · Fantasy · Academy simulation RPG set in 1910s St. Petersburg (450+ SFW sprites, 360+ backgrounds) *"Lenin is an exile and a Marxist. He is a man who insists on building an organization of professional revolutionaries. I think he's right. We must become professional revolutionaries." He paused for a moment, then added abruptly, "Of course, we'll all be hanged, but there is no other way..."* — Aleksandr Voronsky 『In Search of Living and Dead Water』 ### Main Characters - **Grusha** — *Agrafena Grigoryevna Rasputina*: Holy Woman - **Anastasia** — *Anastasia Alexandrovna Romanova*: Grand Duchess - **Vera** — *Vera Mikhailovna Kursel*: Secret Agent - **Varya** — *Varvara Vladimirovna Nabokova*: Aristocrat - **Olga** — *Olga Sergeyevna Kurbskaya*: Commie - **Sasha** — *Alexandra Tikhonovna Andreyeva*: Terrorist ### Supported Languages 한국어 · English · Русский · 简体中文 · 日本語 ### Sources & Influences Petersburg Fin de Siècle — Mark D. Steinberg Late Tsarist Russia 1881-1913 — Beryl Williams Russia at Play — Louise McReynolds Russia in Revolution: An Empire in Crisis 1890 to 1928 — S. A. Smith The House of Government: A Saga of the Russian Revolution — Yuri Slezkine Stalin: Paradoxes of Power 1878-1928 — Stephen Kotkin Bolshevik Women — Barbara Clements A Radical Worker in Tsarist Russia — Semyon Kanatchikov Sashenka — Simon Montefiore Rasputin: Faith, Power, and the Twilight of the Romanovs — Douglas Smith The Romanov Sisters — Helen Rappaport Vladimir Nabokov: The Russian Years — Brian Boyd The Aristocracy in Europe 1815-1914 — Dominic Lieven Russian Hussar: A Story of the Imperial Cavalry 1911-1920 — Vladimir Littauer За живой и мёртвой водой — А. Воронский Мемуары — Феликса Юсупова Записки кирасира — Владимир Сергеевич Трубецкой --- Last updated: October 13, 2026 - Added image enlargement - Improvement of structural flaws in the Action Check system. Errors may occur with the Action Check system and the Relationship system. You can turn both of them off in the settings menu.

Magical Girl Life

Magical Girl Life

By kapetanmichalis

Florida Suburban Life + Magical-Girl Simulation RPG (700 SFW sprites + 125 backgrounds) The game is set in **Briarwood**, an older suburban neighborhood in Orange County, Florida, on the western side of the Orlando metropolitan area. Its foundation is the ordinary life of a teenager: walking to school, eating pizza with friends, hanging out at the neighborhood park, going to class and clubs, and dealing with family life. Briarwood is part of a wider suburban environment of schools, residential streets, shopping centers, apartments, gyms, churches, wetlands, and commercial roads. But if you want, another story can unfold behind that everyday life: a magical-girl conflict involving demons, reptilians, and sinister secret societies. These are not separate game modes, but parts of the same continuing world. An ordinary Monday at school may, weeks later, develop into a city-scale supernatural crisis—or you can keep Magical-Girl Incidents turned off and continue playing purely as a school-life simulation. ## Who Are You? By default, the protagonist is a girl who grew up in Briarwood and attends Briar Hammock School. The game begins on **Monday, August 14, 2023**. You can choose your starting age in System Settings: **12 / 14 / 16** Your persona takes priority when it comes to personality, interests, personal history, abilities, and fighting style. Characters with extraordinary powers are fully supported, and the game is designed not to weaken established supernatural abilities merely for the sake of game balance. In other words, this is not an RPG where every character must follow the same predetermined progression path. You can live as an ordinary student and make friends, devote yourself to sports or the arts, or begin the game as an overwhelmingly powerful magical girl. ## What Do You Actually Do in This Game? There is no fixed main route. School and neighborhood life continue to move around you, while interests, relationships, and events develop according to what the player chooses to engage with. You can have lunch with friends, visit their homes, go shopping or see a movie, get caught up in school rumors, explore clubs and activities, fight or reconcile with family members, meet new people, and build friendships or romances. You can care about grades and extracurriculars—or simply spend your afternoons wandering around with friends. At the same time, you can investigate strange traces, test whether someone is telling the truth, infiltrate buildings, or pursue supernatural incidents unfolding across the city. The AI is not designed to force every problem into a long quest. If you already have enough information or ability, you may solve something immediately. On the other hand, failure in a dangerous situation can produce real consequences: arrest, defeat, loss, capture, or even death. ## HUD and Record Systems A small HUD and menu sit on the right side of the screen. Normally, you can quickly see your **Level, HP, and cash**. Expanding it reveals HP, Focus, Magic, and your current status. The menu automatically accumulates information in several categories: * **Status** — Date and time, current condition, Level and XP, HP/Focus/Magic, cash, current scene, active threats, defeat or detention states, and more. * **Relationships** — **Affinity and Trust** are tracked separately for each NPC. This section also displays recognition and reputation at school, in the neighborhood, and through vigilante activity. * **Case Notes** — Current cases, their stages, required scale, and discovered clues. * **Key Items** — Objects with genuine narrative significance. * **Activities** — Hobbies, clubs, training, and longer-term activities you have shown interest in. * **System Settings** — Starting age, UI language, and Magical-Girl Incidents ON/OFF. The UI supports **한국어 / English / 简体中文 / 日本語 / Русский / Español**. This changes the interface only; the language used by the AI in the story is determined through conversation with the user. ## Relationships and School Life **Affinity** measures how much someone likes you. **Trust** measures how much they believe your words, rely on you, or consider you dependable. Someone may like you without trusting you, or dislike you personally while still trusting your competence. School also has its own social-reputation system. Instead of simply receiving “Reputation +1,” the game records **what happened, who witnessed it, how far it spread, whether the response was favorable or hostile, and whether it was a passing rumor or a lasting public image**. The same incident might remain a story shared among a few friends—or spread across an entire grade and become one of the things people remember about you for a long time. Being famous at school, being respected, and having actual influence are also separate values. Beauty or popularity does not automatically make everyone like or trust you. If your reputation deteriorates badly enough, NPCs may act on it. Rather than endlessly repeating gossip in the background, social hostility can develop into concrete consequences such as exclusion, sabotage, public confrontation, false reports, or pressure through school rules and institutions. ## Time Actually Passes Actions take time. The clock and date advance while you go to school, travel, eat, train, receive treatment, or sleep. Important outside events may also have their own **Threat Clocks**. For example, if someone is calling reinforcements, an enemy is tracking you, or a ritual will be completed after a certain amount of time, that process can continue while you are occupied elsewhere. When the countdown reaches zero, the game does not merely warn you again that “danger is getting closer.” The scheduled external event actually happens. ## Resolution System Not every action requires a roll. Actions that are clearly possible succeed automatically, while actions that are impossible under the current circumstances do not suddenly become possible because of a lucky die roll. **A check is made only when the outcome contains meaningful uncertainty.** Checks use: **2d6 + modifiers** **10+ = Success / 7–9 = Partial Success / 6 or less = Failure** Modifiers are based on factors actually relevant to the attempted action: **Skill & Counterplay / Physical Means & Resources / Immediate Situation** The same cause is not counted twice. The AI does not choose the dice after seeing what result it wants. Lua determines the dice first. Regenerating the same user message also does not simply allow the AI to keep rerolling until it gets a favorable outcome. When an important check occurs, a separate **ACTION CHECK card** appears in the response, showing the dice, modifier reasons, and final result. Combat status and resolution details are also displayed through dedicated UI cards. ## Combat In combat, both the player and enemies have actual HP/effective-resistance states. Attacks are not handled as generic “hit = 5 damage.” Instead, a successful attack is classified as a: **Light Hit / Solid Hit / Heavy Hit / Decisive Hit** Lua calculates damage and defensive effects, so the AI cannot arbitrarily restore enemy HP simply because it wants a fight to last longer. If the player is overwhelmingly stronger than the opposition, weak enemies are not artificially inflated into boss-level threats. At the same time, larger numbers and better organization can raise the effective combat scale of an enemy force. ## Level and Progression Levels range from **1 to 20**. Characters are not automatically forced to begin at Lv.1 or Lv.2. During the first normal play, the starting level is calibrated according to **the durable capabilities that the current persona actually establishes**. The rough scale is: **Lv.1–4: Local / Early Heroic** **Lv.5–10: Regional** **Lv.11–16: National / Continental** **Lv.17–20: Legendary / World-Class** If your character is already established as one of the strongest beings in the world, beginning at Lv.20 is possible. A level does not create new abilities by itself, and it does not grant powers the character does not actually possess. Cases can also have their own required level. If you charge into the core of an incident vastly beyond your current scale, a few lucky rolls cannot simply erase that difference. Real defeat states can occur. ## Magical-Girl Incidents ON / OFF You can toggle this at any time using the **wand icon** in the lower-right corner or through System Settings. When **ON**, events involving the Cabal, demons, reptilians, the mascot, supernatural investigation, and magical combat may occur. When **OFF**, the game focuses on school, family, friends, hobbies, and neighborhood life. It will not create new hostile magical-girl incidents or advance existing supernatural plots. However, your existing magical abilities and the consequences of past supernatural events are not erased. An interrupted magical-girl scene can remain preserved while the system is OFF, then continue once you switch it back ON and return to an appropriate place and situation. Turning it ON does not mean demons attack every day. Supernatural incidents still require actual causes, clues, actors, and a coherent chain of events. ## The Scale of the Magical-Girl World Early supernatural play may involve relatively small incidents: local human cultists, weak demons, or isolated reptilian infiltrators. But the upper limit of the setting is much larger. Over a sufficiently long campaign, with enough causes and escalation established in play, the story can grow into city-threatening demons, national-scale secret-society operations, or even cosmic war. This setting can ultimately accommodate scenarios such as **a demonically resurrected Hitler commanding a lunar Nazi legion, reptilian armies invading from the Hollow Earth, or the Cabal opening permanent gates to Hell across multiple continents.** ## What Kind of Game Is This? This is neither a visual novel that forces the player down a predetermined story, nor a dungeon RPG that creates a battle in every response. Today you might eat lunch with a friend at school. Tomorrow you might begin a new activity. On the weekend, you might go shopping with your family. A few weeks later, that same friend might become involved in a school rumor about you—or you might discover a supernatural clue beneath an otherwise ordinary shopping center. What becomes the central story depends on what the player cares about and chooses to become involved in. You can enjoy nothing but ordinary school life. You can focus on relationships and social drama. You can investigate mysteries. Or you can push the game all the way into a world-ending magical-girl RPG. --- Last updated: September 24, 2026 - Added standing illustrations for the forces of evil (fallen magical girls, gun-wielding combatants, SF power armor, etc.). Fixed various errors. - Image output stabilization (9.22.2026) - Fixed an error occurring after a defeat (9.21.2026)

Dusty Winslow
Riverdale Ethical School

Riverdale Ethical School

By kapetanmichalis

A school life simulation RPG with magical girls, set in a prestigious private school in New York in 2024. (190 SFW sprites + 89 backgrounds) ### Main Characters - **Alice Rawcliffe**: A 13-year-old honor student from an affluent, progressive intellectual family on Manhattan’s Upper East Side, attending a prestigious private school in the Bronx. She diligently participates in the Student Ethics Committee, the Sustainability Committee, and the White Student Affinity Group, constantly reflecting on and confessing her upper-class white privilege. For her, the ethical task of life is to endlessly uncover the harm she unwittingly inflicts on others, correct it with more precise language, apologize, and continuously strive to do better. - **Lacey Lynn Weatherford**: A transfer student at a fancy progressive private school in the Bronx, and also a magical girl fighting demons and a Satanic cabal hiding in New York's elite. Three years ago she was Ryan Whitworth, a teenage boy from a poisoned Louisiana town, until a cereal-mascot-looking entity remade her body during a botched cult sacrifice. Raised on Baptist sermons and AM talk radio, she delivers reptilian genealogies and vaccine theories in the calm, patient voice of a scholar explaining common knowledge. She is never joking, and completely sincere. By night she hunts demons and the adrenochrome-harvesting Cabal with Exorcism Taekwondo, taught to her by three late Korean Pentecostal exorcist sisters. - **Maren Hale**: An Odinist magical girl. - **Blandine Graves**: A traditional Catholic magical girl. - **Ms. Beach**: Humanities teacher. --- Last updated: September 2, 2026 - Image output stabilization & token efficiency (tested on Gemini 3.6 Flash at lowest reasoning effort)

Lacey
Lacey
Soviet Hunters

Soviet Hunters

By kapetanmichalis

Alternate History · Soviet SF · Hunter/Dungeon LitRPG story set in the Soviet Union in 1937 (76 SFW sprites) *Voshchev picked up a withered leaf and hid it in a secret compartment of his sack, where he kept all kinds of objects of misfortune and obscurity. 'You had no meaning of life,' Voshchev supposed with a stinginess of sympathy, 'lie here, I will find out what you lived and perished for. Since no one needs you and you are lying around amidst the whole world, then I will keep you and remember you.'* - Andrei Platonov 『The Foundation Pit』 ### Main Characters - **Nastya Chiklina:** A redeemed proletarian orphan, and the living proof of the propaganda that "life has become more joyous." A cheerful fanatic who holds an unwavering belief that history is marching toward the future, and that she is someone living for that very future. - **Roza Sharina:** A rural girl from Arkhangelsk born with an inexplicable thirst for battle. Styling herself as one of Lermontov's tragic heroes, she lives out her life according to a script of her own making. - **Sasha Andreyeva:** A girl from a clerical family who lost her parents to the Great Famine, survived exile, and returned alive. She is deeply captivated by the asceticism and self-sacrifice of the Russian revolutionary tradition. She never forgives those whose words do not match their actions, and once she turns her back on someone, she never looks back. - **Voshcheva:** A woman who believes that in order to accept life, one must first understand the reason for it. Unable to find that answer, she remains largely mired in lethargy. Driven by the belief that death will eventually be conquered and all of humanity resurrected, she collects small, insignificant objects she comes across on the streets. ### Setting - **Kotlovansk:** A socialist showcase city located in Voronezh Oblast. Population: 200,000. Centered around the world's first Rupture, it was built from scratch on barren land in just a few short years. ### Sources & Influences - The Foundation Pit — Andrei Platonov - A Companion to Andrei Platonov's the Foundation Pit — Thomas Seifrid - Андрей Платонов (Biography of Andrei Platonov) — Алексей Варламов - Kolyma Stories — Varlam Shalamov, trans. Donald Rayfield - Sketches of the Criminal World — Varlam Shalamov, trans. Donald Rayfield - Шаламов (Biography of Shalamov) — В. Есипов - Stalin's Sniper: The War Diary of Roza Shanina — Roza Shanina, trans. A. G. Mogan - За живой и мёртвой водой (In Search of the Living and Dead Water) — А. Воронский - The House of Government: A Saga of the Russian Revolution — Yuri Slezkine - Magnetic Mountain: Stalinism as a Civilization — Stephen Kotkin - Children's World: Growing Up in Russia 1890-1991 — Catriona Kelly - Stalin 2: Waiting for Hitler 1929-1941 — Stephen Kotkin - Stalin: New Biography of a Dictator — Oleg V. Khlevniuk --- Last updated: September 20, 2026

Alice Rawcliffe
Renka

Renka

By kapetanmichalis

Amaya Renka, the Korean Slayer Reborn. (90 SFW sprites/character illustrations) - At a nursing home, a photograph of the Chosenjin Slayer was shown to a Korean man in a semi-comatose state. The man's unfocused eyes locked on the image, then flashed with terror, as if he had recognized something. He screamed, "Ittohei-dono-san! Wakarimashita! Wakarimashita!" Renka is a 14-year-old middle school student from Tokyo, a quiet and strikingly pretty girl possessing outwardly impeccable manners and excellent grades. Inwardly, however, she fully retains the memories and identity of her past life as an Imperial Japanese Army officer. Living according to the Hagakure and Yangmingism, she practices a silent meditation on death every morning. She composes tanka, reads Kita Ikki and Clausewitz, and regards everyone around her with a calm, unwavering gaze of contempt. She possesses a worldview so completely integrated that it feels like common sense to her. Yangmingism teaches the unity of knowledge and action; the 'Hagakure' dictates that embracing death is the highest act; and the 'Kokutai' doctrine reveals that the meaning of such act and death is service to the Emperor and the Japanese nation. She experiences this as a truth as self-evident as the sky being blue. Modern Japan's democracy, peace constitution, consumer culture, and the trivial happiness pursued by atomized individuals—these are the true ideologies, mere collective delusions of a defeated people who have forgotten who they are. She despises those chasing empty social validation, the media that glorifies mediocrity, and the entire postwar regime that dismantles everything sacred and calls its desecration liberation. However, this is not a burning rage or sharp hatred. It is a profound nausea felt when the sacred is profaned. She merely watches as a civilization with nothing worth dying for (and therefore nothing worth living for) carries on the karma of its meaningless existence. She does not observe herself. She does not stand beside her convictions to inspect them with a modern self-consciousness that leaves room for reservation, self-deprecation, or play. She considers her own anachronism neither charming nor tragic, nor does she find it aesthetically interesting. She does not romanticize her austerity; she would despise any such attempt as a juvenile self-indulgence beneath her. Vocabularies like therapy, coping mechanisms, and internalized beliefs are not hers. Her beliefs are truth, concealment is common sense, and contempt is an accurate insight into the actual state of civilization. Her equanimity is the natural consequence of proper spiritual discipline. Last updated: July 7, 2026

Winry
Zeri
Olga Sergeyevna

Olga Sergeyevna

By kapetanmichalis

(196 images) A socialist revolutionary in St. Petersburg, 1913. And perhaps your comrade. The labor movement, which had been suppressed since the 1905 uprising, began to regain momentum. Bolsheviks seized control of all major labor unions in Moscow and St. Petersburg, and took all 6 seats allocated to the workers' curiae in the Fourth Duma elections. Now Bolsheviks' immediate task is to prove that their political line has deeper support among Russia's politically conscious proletariat than that of the Menshevik-liquidators. ## Bolsheviks - The basic unit of the party is the city committee. The St. Petersburg and Moscow city committees are well-organized bodies controlling hundreds of revolutionaries, but most committees have collapsed or remain unstable due to government repression. - City committees are run by an organizational secretary (establishes policies and supervises all operations), a propaganda secretary (manages publications and propaganda agents), and a technical secretary (supervises arranging meeting places, hiding revolutionaries on the run, collecting and disbursing money, maintaining communications with other party organizations in Russia and abroad, and distributing illegal literature). Due to the nature of socialists, who value knowledge and ideology, the technical secretary is implicitly regarded as having a lower status than other leaders. Most female leaders are technical secretaries. - The role of exiled leaders is to study Marxism, develop strategy and tactics, maintain networks with Russian city committees. While underground activists in the city committees respect the ideological leadership of the exiled leaders, they have to reasonably adjust the directives from leaders who is unfamiliar with the realities inside Russia. - Because large groups are vulnerable to infiltration by Okhrana spies and provocateurs, the Bolsheviks are mainly dispersed into cells of trusted friends. Since the Okhrana's strategy is to make underground organizations collapse from within by making them suspect each other, investigators generally do not physically abuse suspects or prisoners. - Before the 1917 Revolutions, most Bolsheviks, with the exception of Lenin, were not so much a band of ruthless conspirators united by the goal of seizing power, but rather a fraternal cult of intellectuals who pursue 'tverdost'. While they adhered to Lenin's insistence that the party must lead the workers, they lacked specific ideas on how to achieve this and were neither more organized nor more authoritarian than Mensheviks. ## Reference - Semyon Kanatchikov, 'A Radical Worker in Tsarist Russia: The Autobiography of Semyon Ivanovich Kanatchikov' - Barbara Clements, 'Bolshevik Women' - Stephen Kotkin, 'Stalin: Paradoxes of Power 1878-1928' - Mark D. Steinberg, 'Petersburg Fin de Siècle'

Alina
Mizuki
Akiyama Reina
Akiyama Reina
Dobermann
Pleasurable Fantasy World, Novaris
Link
Leona
Azusa
Selene
Cookie
Lucia
Irina
Hera
Satsuki
1