Calls to Anolia OOC: A Decentralized Yuri/Adventure

Discussion in 'ROLEPLAY GRAVEYARD' started by ☆Luna☆, Jul 30, 2015.


    • Welcome Traveler

      This is the OOC for Calls to Anolia. This place exists to hold records relevant to existing players, make important announcements, hold plot discussions, and to direct potential new members to a thread that better explains the concept.

      Player Information

      Accepted Characters (open)
      Matsuri Uragi an Assassin played by ☆Luna☆
      Blink a DJ played by Jakers
      Valerie Chords a Beast-Mistress played by i3flames
      Umoura Weynsfield a Spellblade played by Infinity
      Jun-Young Lim a Brawler played by Saito Hajime
      Ravenna a Heroine and Luci a Fallen played by Dubs of Stigma
      Chryseis an Astrologist played by Sailor Moon
      Belinda Flores a Modus played by york
      Michaela Evans a Lancer played by dragonesper
      Naore an Acolyte played by Karakui


      CtA CS (open)

      Character Name: The name of your character.

      GENERAL CHARACTERISTICS
      General Appearance: Eyes, Hair, Height, and other visual details. Pictures also work. In fact, pictures are awesome.
      Orientation: Talk about their willingness to engage with others in romantic affairs. Particularly, would they date someone who used to be a guy, or anyone at all for that matter?
      Age: 14-35
      More:

      MENTAL CHARACTERISTICS
      Current Goal/Purpose: Their agenda they would like to accomplish. Avoid mentioning anything related to Anolia’s rules, as your character was never informed of them.
      Non-class Talents: Little things your character is good at that are unrelated to class.
      Inabilities: Things your character is terrible at. For example, spelling or getting along with animals.
      Fears: Things your character is afraid of, has a phobia of, or even events they don't want to happen.
      General Personality: This is the personality that the world sees. What people believe of your character. How they interact with other people.
      Inner Personality: The part of your character's personality that they don't like to reveal to others. What people rarely get to see!
      Secret: That one thing they don't want the world to find out.
      More:

      CtA CHARACTERISTICS

      Level: Initially 1, your level increases when you defeat a boss creature of equal or greater level, while you are in a party whose average level is less than or equal to the boss’s level.
      Class: Place your class information in a spoiler here.
      Knowledge Slots: 5
      Known: A list of everyone your character can retain memories of. This starts out with only your character's name.
      Party Limit: 3
      Party: The people the character may enter a dungeon with.

      HISTORIC BACKGROUND
      Past Life: Talk about what kind of person your character was before Anolia recreated the world. Talk about how they were raised, what they believed, how the global war impacted them, and other details important to their character.


      Group Resources

      In google docs, I currently have a list for CtA members to suggest ideas for Magic items and Monsters. These resources will be kept private. If you'd like access to either of these, simply send me a message in a private setting. In addition, i3flames is our thread's very own designer. If you need a picture of something, don't be afraid to ask him. More resources may be added in the future.

      Base Classes (open)
      Assassin (open)

      Assassin
      A hit and run fighting class, rewarding patient and calculating strikes.
      Minor Skills:
      Flash Step: The Assassin is able to teleport short distances, equal to the distance the Assassin is able to sprint in 2 seconds. The Assassin is vulnerable for half a second after a successful Flash Step.

      Darkness: The Assassin is able to camouflage and blend into any source of darkness, regardless of her clothing. Darkness also muffles the Assassin's breathing while active.

      Medium Skills:
      Venom Strike: The Assassin coats her blade in poison for a short time. If the Assassin fails to land an attack in this time, the Assassin is poisoned instead.

      Weak Point Execution: If the Assassin strikes an enemy that does not guard or block the attack, the attack deals extra damage.

      Major Skill:
      Assassinate: Once per day while under the effects of darkness, the Assassin can teleport behind any visible opponent. Immediately afterwards, she performs a devastating finisher which grows more powerful the more damage the foe has taken.


      Fallen (open)

      Fallen
      The Fallen live with their inner Demons, literally, in exchange for dark and debilitating powers.
      Minor Skills:
      Blight Touch: Any living thing the Fallen touches suffers a temporary debilitation, or extreme pain. This ability feels extremely pleasurable to the Fallen, and can lead to temporary addiction.

      Sadistic Lust: The Fallen must use Blight Touch on a human or monster for at least five minutes each day. If not, they are ripped apart by the Demon within.

      Medium Skills:
      Shadowy Grasp: The Fallen extends a shadowy aura from her hands, allowing them to use Blight Touch from a range, but decreasing the effects of it.

      Mind Rape: While under the effects of Blight Touch, the Fallen can access the victim's mind, allowing them to speak to the victim through telepathy, and plant images into their heads.

      Major Skill:
      Immortal Vengeance: If the Fallen would die, she is instead resurrected for 24 hours. If she is unable to kill the being that killed them, she dies and cannot be resurrected by any means. (immortal vengeance can stack)


      Rogue (open)

      Rogue
      The Rogue is a connoisseur of stealth and cunning, well versed in sliding out of sticky situations.
      Minor Skills:
      Hawken Eyes: Rogues have excellent vision, giving them the ability to discern fine details.

      Dexterous: Rogues have excellent control over their body, especially hands, allowing them to maneuver swiftly and efficiently.

      Medium Skills:
      Perfect Crime: While the Rogue's weapon is sheathed, they cannot be seen unless directly looked at.

      Kinetic Counter: The Rogue can counter close range attacks by reading the muscle movement of the target, if the Rogue is focusing on that target and they are within weapon range.

      Major Skill:
      Blade Flurry: Once per day, the Rogue may increase her body's natural speed, allowing her to move as if the world was in slow motion for 30 seconds.


      Magic Girl (open)

      Magic Girl
      Armed with her cute clothes and youthful appearance, the Magic Girl has a wide array of powerful long range magical attacks at her disposal, but only until her reservoir of magic runs out.
      Minor Skills:
      Transform!: The Magic Girl transforms into her Magic Girl form after a 15 second transformation, in which they are vulnerable to attack. Magic is consumed while transformed.

      Young Heart: The Magic Girl's appearance does not change with age, always appearing as if they were 16 years old.

      Medium Skills:
      Magic: The Magic Girl can consume her magical powers to use a variety of long ranged and other magic.
      • Normal: A basic shot of magical energy.
      • Homing: Lower damage, but can track enemies.
      • Strong: A slow moving yet very powerful burst.
      • Sniper: Fast and long ranged, yet deals very little damage at close ranges.
      • Burst: Weaker, but can be repeatedly cast in quick succession.
      • Shield: Creates a barrier of magic to shield.
      • Heal: Restores health using magic.

      Flight:The Magic Girl can expend magical energy to fly.

      Major Skill:
      Finisher Attack: By expending all remaining magic power, the Magic Girl can use a devastating and unique magical attack.


      Ronin (open)

      Ronin
      The Ronin lives by her blade. She can swing it effortlessly through multitudes of opponents with incredible speed and precision.
      Minor Skills:
      Sword Mastery: The Ronin has mastery with the sword, giving her a distinct advantage over those without weapon mastery.
      Swift Strike: The Ronin’s blade moves independently of its slash and passes through physical objects when properly swung. This allows Ronin to attack without their blade clashing against objects.

      Medium Skills:
      Honed Reflexes: The Ronin's reflexes are trained, allowing them to sense when they are attacked and from which direction, though only one attack at a time.

      Opportune Strike: The Ronin can warp up to 5 feet to an enemy that turns their back to them, allowing them an attack of opportunity.

      Major Skill:
      Strike Horizon: The Ronin slashes her weapon, creating a wide and powerful energy slash, which instantly defeats enemies of a much lower level than the Ronin.


      Martyr (open)

      Martyr
      An extremely durable fighter, turning her pain into strength to shield her allies.
      Minor Skills:
      Unyielding: The Martyr's bones are as strong as steel, and they cannot run out of blood by bleeding.

      Holy Purpose: The Martyr builds up Holy Energy when she is struck. Stronger attacks build up more Holy Energy. The Martyr can expend Holy Energy to move her body as she pleases.
      Medium Skills:
      Eye for an Eye: Those who strike the Martyr can be made to feel the same pain she does, though they do not suffer an injury.

      Human Shield: The Martyr can teleport up to 10 feet away to intercept any attack.

      Holy Burst: The Martyr can convert holy energy into a massive knockback attack.

      Major Skill:
      Divine Intervention: If the Martyr is slain, they are revived at the end of the day near someone they know. This ability is disabled for the day if the Martyr witnesses someone they know die.


      Grenadier (open)

      Grenadier
      The Grenadier enjoys taking out crowds from a distance with her explosive techniques.
      Minor Skills:
      Sharpshooter: The Grenadier is able to throw any object with pinpoint accuracy, no matter the size, shape, or weight.

      Firestarter: The Grenadier is able to summon fire, and unsummon this fire as well.

      Medium Skills:
      Mine: The Grenadier can summon a remote, detonable explosive on the ground.

      Grenade: The Grenadier can summon a live grenade in her hand, which explodes after 3 seconds.

      Major Skill:
      Grenade Launcher: Once a day, the Grenadier can summon down an automated grenade launcher, which will launch grenades automatically at an area.


      Warrior (open)

      Warrior
      Armed with sword and shield, the Warrior is an expert fighter who fights for her friends.
      Minor Skills:
      Fighting Spirit: The Warrior's presence inspires her allies, granting bonus strength to those fighting the same enemy.

      Shield Mastery: Warriors have mastery with the shield, giving them bonus defense and block rate while using one.

      Medium Skills:
      Mighty Strike: A powerful slash which allows the Warrior to break through weapons and armor.

      Shield Bash: A powerful slam with the shield, which can stun or stagger an opponent.

      Major Skill:
      Excalibur: Once a day, the Warrior can summon a large golden blade for a single, devastating swing.


      DJ (open)

      DJ
      The DJ brings sick beats and powerful magic together to invigorate her allies and disrupt her enemies.
      Minor Skills:
      Beat Mastery: The DJ is a master of sound, allowing her to create and modify music at any time with magic.

      Heartbeat Detective: DJ's are a master of the beat, and can detect someone's mood and if they are lying from the sound of their heartbeat.

      Medium Skills:
      Drop the Beat: The DJ can change the tempo of their music in a fight, causing enemies to miss the timing on their moves more easily.

      Pump up the Party: The DJ's songs speed up their allies in combat, allowing them to fight faster.

      Major Skill:
      Fire the Dub-Cannon: Once a day, the DJ can summon and equip their Dub-cannon, emitting loud dubstep that staggers and disorients all enemies it hits.


      Conjurer (open)

      Conjurer
      The Conjurer uses summoning magic to aid her allies and punish her foes.
      Minor Skills:
      Craftsmanship Mastery: Conjurers are masters of craftsmanship, giving them the ability to expertly manipulate raw materials.

      Summoning Mastery: Conjurers are masters of summoning magic, allowing them to summon magic items and summon raw materials much more quickly than other classes.

      Medium Skills:
      Recall: A conjurer can summon someone she knows to her location.

      Call Pet: A conjurer can summon their familiar. If it is defeated, they must wait 15 minutes before it can be summoned again.

      Junkalanche: Once a day, the conjurer can summon a large pile of garbage and junk over an enemy's head.


      Freelancer (open)

      Freelancer
      A Freelance is a jack-of-all-trades and a master-of-none. She adapts to any situation quickly by observing others.
      Minor Skills:
      Jack of All Trades: The Freelancer can learn almost any trade quickly, giving her an advantage against those without single weapon mastery.

      Mental Mapmaker: A Freelancer has great spatial awareness, and can instinctively remember where she's been and the paths that she has taken.

      Medium Skills:
      Mimicry: The Freelancer can use any active ability currently in use by an ally.

      Astral Weapons: The Freelancer can summon a glass tool or weapon of a discipline they know, which breaks on use.
      Major Skill:
      Astral Storm: Once a day, the Freelancer summons a copy of themselves with an Astral Weapon for every discipline they know. Each copy performs a single attack before disappearing, and the Freelancer will be knocked out at the end.


      Brawler (open)

      Brawler
      The Brawler is a ruthless attacker. She bears claws to tear through whatever stands in her path.
      Minor Skills:
      Claw Mastery: Brawlers have mastery with claw weapons, giving her a distinct advantage over those without weapon mastery.

      Tiger Strike: If the Brawler has both feet on the ground, she can sprint or lunge in any direction immediately, even while attacking.

      Medium Skills:
      Where You Running?: The Brawler attempts to entangle a target’s feet by throwing a bolas.
      Relentless Strike: The Brawler can counterattack any attack at close range, even if the attack was lethal.

      Major Skill:
      Demon Blood Party: Once a day, the Brawler may grab an enemy, manifesting their spirit to strike them with a rapid succession of 64 claw attacks.


      Beast-Mistress (open)

      Beast-Mistress
      The Beast-Mistress is a summoner that calls beasts and blades of fury and serenity to her side.
      Minor Skill:
      Tension: The Beast-Mistress may only have one summoned beast and one summoned blade active at a time, which last a short time before going on cooldown. If another beast or blade is summoned, those previously summoned are placed on cooldown for even longer.

      Summoned Blade Skills:
      Serene Wand: Calls a wand to buff and heal allies.

      Fury Blade: Summons a blade that burns until it consumes enough blood.

      Summoned Beast Skills:
      Serene Summon: Summons a beast of serenity to heal and defend the Beast-Mistress.

      Fury Summon: Summons a beast of fury to attack the Beast-Mistress's enemies, giving little care to her orders.

      Burden Summon: Summons a beast of burden to carry the Beast-Mistress and her belongings.

      Major Skill:
      Stampede: Once a day, the Beast-Mistress may call a portal which summons dozens of different beasts into the world. The Beast-Mistress cannot control these beasts.


      Elemental Mage (open)

      Elemental Mage
      The Element Mage is master of the elements, including the forbidden thunder and fire elements.
      Minor Skills:
      Magic Mastery: Elemental Mages have mastery with the elements, giving them a distinct advantage over those without weapon mastery.

      Strong Mind: The Elemental Mage can resist attacks on the mind, and has a higher pain tolerance.

      Medium Skills:
      Fire Magic: Unleashes a devastating fire spell, which can be charged to increase its power and magic cost.

      Ice Magic: Unleashes a devastating ice spell, which can be charged to increase its power and magic cost.

      Lightning Magic: Unleashes a devastating lightning spell, which can be charged to increase its power and magic cost.

      Major Skill:
      Arcane Maelstrom: Once a day, the Elemental Mage can unleash a spell combining all three attacks for a massive attack.


      Hex Mage (open)

      Hex Mage
      The Hex Mage trades flexibility for mobility by fighting with mobile spell circles.
      Minor Skills:
      Magic Mastery: Hex Mages have mastery with magic, allowing them to beat those who do not have mastery with their weapons.

      Hex Bounce: The Hex Mage can solidify her spell circles, making them bounce characters that touch them, but making the spell circle susceptible to breaking.

      Medium Skills:
      Hex Magic - Blast: Creates a spell circle in midair that follows the caster until placed. Creates a small, forceful, concentrated blast that pushes more than it damages.

      Hex Magic - Spike: Creates a spell circle in midair that follows the caster until placed. Summons a sharp spike directly out of the center, hard to aim but extremely damaging.

      Major Skill:
      Hex Magic - Deadly Dungeon: Once a day, summons a spell circle under an enemy which surrounds them with a wall of Hex Magic - Spikes for one minute.


      Berserker (open)

      Berserker
      The Berserker is a durable bundle of directionless rage.
      Minor Skills:
      Axe Mastery: Berserkers have mastery with the axe, giving them a distinct advantage over those without weapon mastery.

      Inner Rage: The Berserker can trigger her primal instincts, gaining a large reserve of inner strength at the cost of losing her ability to strategize or disengage until no enemies are within melee range.

      Medium Skills:
      Relentless: The Berserker is harder to stun, and her attacks cannot be canceled, even by a lethal strike.

      Wild Swing: An extra powerful upward axe swing that can knock her foes off their feet.

      Major Skill:
      DIE DIE DIE: Usable once per day. For the next 7 seconds, the Berserker is impervious, and gains monstrous strength.

      Lancer (open)

      Lancer
      The Lancer is fighting class concerned with spacing and penetrating power.
      Minor Skills:
      Lance Mastery: Lancers have mastery with the lance, giving them a distinct advantage over those without weapon mastery.

      Mirrored Step: Any time the Lancer has both feet on the ground, even while attacking, she can match the speed and direction of any opponent moving towards her.

      Medium Skills:
      Piercing Thrust: An extra powerful thrust that has extra armor penetration.

      Wayward Slash: A slash that loses neither speed nor power when it collides with physical objects. All targets may block this attack as if it were a regular slash.

      Major Skill:
      Lightning Strike: Usable once per day. The Lancer’s Lance is wrapped in a vortex of lightning, then flung with all her might.


      Modus (open)

      Modus
      The Modus manipulates time to attack foes and gain tactical advantages.
      Minor Skills:
      Melee Mastery: The Modus has mastery with martial arts, giving them a distinct advantage over those without weapon mastery.

      Slow Time: The Modus can create pockets of slowness at their current location, slowing them, and other future occupants of that space down.

      Medium Skills:
      Clockwork: Summons the dial. A dial generates a clock image around it that is 20 feet in diameter, with nodes surrounding the hour marks. The Modus may teleport between these nodes at will, and gets bonus damage if attacking from the current hour of the day. If the dial is destroyed, the Modus must wait one minute before it can be summoned again. The dial can be unsummoned if the Modus touches it.

      Wait For It: Modus can freeze their unarmed attacks in time so that their temporal copy finishes the move from the same position at a later point in time.

      Major Skill:
      Full Stop: Usable once per day. Time stops for everyone the Modus does not know. All allies and Modus become intangible, and all their skills are unable to be used except for Clockwork. This move's duration is a function of level.


      Gunner (open)

      Gunner
      A support unit that utilizes mobility to tactically place turrets on the battlefield.
      Minor Skills:
      Mech Summoning: The gunner can place automated turrets that aim at enemies. The number they can have at one time and their power varies by level.

      Swift Feet: The gunner is fast on her feet, outrunning those who are less mobile.

      Medium Skills:
      Mode Change: The gunner can remotely change any turret between normal, pulse, and heal mode.
      • Normal: Does single target damage to an enemy.
      • Pulse: Creates a damaging wave around the turret.
      • Heal: Creates a healing pulse around the turret.
      Detonate: Explodes a turret, causing massive knockback and sizeable damage.

      Major Skill:
      Upgrades Online: Usable once per day. Transforms all active turrets into laser cannons for 7 seconds.


      Spellblade (open)

      Spellblade
      The Spellblade is a swordsman able to use magics to enchant her blade.
      Minor Skills:
      Dual Weapon Mastery: The Spellblade may train in up to two weapon types, and may fight and use Sword Magic with these weapon types only. The Spellblade suffers a slight disadvantage fighting against anyone with single weapon mastery.

      Spellcasting (Minor): The Spellblade may cast from any magic discipline in a limited function.

      Medium Skills:
      Sword Magic: The Spellblade can enchant one of her mastered weapons with a spell she can cast. This enchantment only lasts for 1 minute, and may only be cast once 6 minutes.
      Conversion Magic: The Spellblade may intercept a minor or medium spell while Sword Magic is not on cooldown, gaining Sword Magic of the spell without Sword Magic going on cooldown. This can be used to gain elements she would not normally be able to, but cannot convert spells of a mage 5 or more levels higher.

      Major Skill:
      Silencing Blast: If the Spellblade is not on cooldown from casting Sword Magic, the Spellblade may draw power from surrounding magics into her weapon, disabling all spells from being cast in a short range around them and granting them a much more powerful Sword Magic for 5 minutes, including elements not normally useable. When this spell expires, Sword Magic will go on cooldown for 30 minutes, with this skill on cooldown for an hour.


      Pirate (open)

      Pirate
      The Pirate is a durable swordwielder who avidly protects and gathers treasures.
      Minor Skills:
      Sword Mastery: The Pirates has mastery with the sword, giving her a distinct advantage against those without weapon mastery.

      Armor Mastery: The Pirate is a master of heavy armor, allowing her to carry heavier loads.

      Medium Skills:
      The Captain's Chest: The Pirate can summon one chest that can hold an infinite number of objects. Weight of the items decreases with level. If the chest is destroyed, everything spills out.

      Thar Be Plunder: Pirates become more powerful if they can see enemy treasure.

      Major Skill:
      Me Mateys: The Pirate has minions which carry any treasure dropped by enemies that were killed by someone the pirate knows to her chest.


      Astrologist (open)

      Astrologist
      The Astrologist is a seer of the stars that can read her friend's fortunes, and twists fate itself with their magical deck of cards.
      Minor Skills:
      Fortune Telling: The Astrologist can use her enchanted Tarot deck for fortune telling. The accuracy of her fortune is determined based on how many cards she has acquired.

      Star Vision: At night, the Astrologist can see the stars regardless of weather conditions.

      Medium Skills:
      Astral Fortune: During the night, the Astrologist can peer at the stars, reading the fortune for her allies for the day to come. She can spend an hour to receive a random fortune, which will apply to anyone she is around, but if the effect is negative, she can make it apply only to herself and attempt to receive another one.

      Tarot Deck: The Astrologist carries a small deck of Tarot Cards, and can draw them to receive an effect, which must be placed on an ally. If the card is drawn reversed, so is the effect, but it must be played. (limit one effect per ally)

      Starting Cards:

      • The Magician(I): The casting power of an ally is increased, decreased if drawn reversed. Cannot be played on a non caster.
      • The High Priestess(II): The receiver of this card is healed, they are drained of health if drawn reversed.
      • Strength(XI): The physical power of someone is increased, they become physically weak if drawn reversed. Cannot be played on someone who does not physically fight.
      • Temperance(XIV): Allows someone to resist negative effects for a short time, they will usually occur more if drawn reversed.

      More cards of the deck may be found in dungeons, the effects are unknown until used at least once. Cards effects that occur over time last an hour.


      Major Skill:
      Planet Alignment: The Astrologist can directly influence the paths of the planets in the stars once per week, immediately negating any and all negative effects caused by Astral Fortune or Tarot Deck.


      Favored (open)

      Favored
      The Favored have great intuition, and may use their likeability to their advantage.
      Minor Skills:
      Lucky Charm: The Favored is more likely to succeed in anything controlled by random chance.

      Charismatic: The Favored is charismatic, and people tend to find her likeable more often than others.

      Medium Skills:
      Strong Intuition: The Favored is very intuitive, and can gain meta knowledge to help handle situations she finds herself in.

      Irresistable: The Favored's requests are more compelling to others, even if it is slightly unreasonable.

      Major Skill:
      Lovely Redemption: The Favored can offer their love to one person. If that person dies, they can be resurrected with a kiss. If the person is not faithful or the Favored offers her love to another, the resurrected person will die.


      Mondai (open)

      Mondai
      The Mondai is free spirited girl that excels in mobility.
      Minor Skills:
      Swift Feet: The Mondai is fast on her feet, outrunning those who are less mobile.

      Take Flight: The Mondai is able to summon their trusty Glider at any moment her feet a not touching the ground. Additionally, the Mondai is skillful with maneuvering her Glider. If the Glider is damaged or destroyed, it takes one minute to summon a new one.

      Medium Skills:
      Ride the Wind: The Mondai can create air currents at will, though their potential for causing harm is limited.

      Take My Hand: The Mondai can sweep people off their feet, to carry them without suffering from the weight burden. (this can be used while using the glider or on the ground)

      Major Skill:
      Take to the Skies: Usable once per day. Everyone the Mondai knows gains the power of flight for 30 seconds(including the Mondai). If they already had flight, their flight speed is doubled.


      Cleric (open)

      Cleric
      The Cleric doesn't like to fight, and instead focuses on her power to heal the wounded.
      Minor Skills:
      Healing Mastery: The Cleric is a master of magic staffs, allowing her to heal the sick.

      Trained Medic: Clerics are effective at evaluating many injuries and illnesses, allowing them to gauge vitality at a glance.

      Medium Skills:
      Healing Presence: While a Cleric is using healing magic, the effectiveness of healing is increased for everyone she knows.

      Overload: The Cleric can place strain on her staff to intensify its effect; however, doing so shortens the staff's life.

      Major Skill:
      Resurrection: Usable once per day. The Cleric raises one dead ally, then suffers knockout. Requires 5 minutes of unbroken concentration.



      Custom Classes (open)
      To create a custom class, simply suggest it in the OOC. All CtA members will be allowed to express their opinion about the character. If a consensus can be formed, the class will be added to this list.

      Heroine (open)

      Heroine
      The versatile Bread and Butter of the group cursed by a lust for adventure and loot with a signature willpower fueled clutch, the Heroine derives her abilities from her original personality.
      Minor Skills:
      Unique Weapon Mastery: The Heroine is a master of her unique weapon, a reflection of her personality, and gains a distinct advantage over those without weapon mastery.

      Equip Pack: Come prepared or go home. The Heroine has tools for a variety of situations. Switching items takes time based on the item. Items may vary based on individual Heroines. You may only have one type of each item, but you can level one item for more uses or better effects every level. The pack starts with 5 slots, but gains one slot every 3 levels. Items are chosen at start from the following list.
      • Potion: Got an ailment? Heroines manage to carry something for your woes. This remedy has a beneficial effect for a party member or Heroine. The effect is chosen at character creation, and must be approved in OOC. Single use per day at lvl 1.
      • Chosen's Garments: Piece of Armor or clothing endowed with a defensive bonus or magical enchantment chosen at character creation, and approved in OOC. Levels bonus effects.
      • Magic Flask: Questionable concoctions from a hermit in a hole, that inflicts a variety of debilitating status effect for the enemy, chosen at character creation, and approved in OOC.
      • Support Accessory: A unique accessory or artifact with a unique power chosen at character creation, and approved in OOC. Single use per day at lvl 1.
      • Escape Rope: Will allow one other person besides the Heroine to escape a dungeon. This can be used once per dungeon. (This item cannot lvl up)
      • Camping Gear: The Heroine turns full host to accommodate her party on their travels. (Takes up two slots). Leveling this item makes it able to accommodate more party members.
      • Magic Map: It may or may not be correct, and the Heroine may or may not be able to read the language it's in, but she payed a lot of coin for it, so its going to be used no matter what. Leveling this item makes it more accurate in helping navigate dungeons. At lvl 1, it is hardly reliable, and may lead you into a trap.
      • Heart Piece: A token or memento, that if gifted to another PC, will allow them to communicate telepathically. Can only be gifted once. Can gain a variety of other small bonus effects if the other character holding it levels up, and as long as they choose to remember the Heroine.
      • Chest Key: Who would the hero be without a handy key to open some chests? This key can open any chest in a dungeon, but can only be used once per dungeon. Leveling this item allows for more uses.
      • Cursed Mirror: The Heroine looks into the mirror, but only sees her shadow self. This item will replace the Heroine with her Shadow Self, who is just as strong as the Heroine, but allows the Heroine temporary respite from combat. The Shadow Self will remain out for 30 seconds, but leveling it will grant it more time.
      • Bokomo Flute: Summons some Bokomos (giant flightless birds made of harmless smoke) for your party to ride. Can only be used once per day. Leveling this item allows this item to be used more often.

      Medium Skills:
      Tip of the Spear: Will be the first to draw blood with an impassioned strike that can stun enemies. (If attack follows stealth attack, this attack is increased. If immediately followed by a berserker, lancer, brawler or warrior attack, their attacks are increased.)

      Fairy Fervor: Rallies the team with a call to action that allows allies to push past their injuries and fight on harder. All allies of the Heroine will receive a Damage Reduction, and the amount of damage reduced is scaled with level.

      Major Skill:
      Power of Will: Based on the individual Heroine, this power is uniquely charged by their creative personality. The Heroine will likely feel the need to name the signature move and declare it before use. Heroines that have not self-actualized will not have access to this ability. Use of this ability pushes them past their limits and requires a minimum of at least 48 hours of rest after utilizing. The way the ability will scale will also be unique.

      Acolyte (open)

      Acolyte
      A magical tank based on the Martyr.
      Minor Skills:
      Magic Suppression: Acolytes take 33% reduced magical damage and are not staggered by magic attacks made by opponents.

      Spectral Lightning: An Acolyte's offensive moves revolve around crimson electricity. While quite weak and doing little damage, bolts can be teleported to strike the desired target even if there is some kind of wall in the way, and have a short paralysis effect for 1 second. Attack can be used once every 3 seconds.

      Medium Skills:
      Blood Harvest: Acolytes can absorb discarded blood within 2 meters of themselves, provided it is still liquid, for varying effects. Blood of humans and similar will regenerate her health, but if she accidentally absorbs blood of a poisonous entity, she will take damage instead.

      Backflash: Acolytes can teleport backwards 1 meter to avoid a frontal attack. Can only be used once every 3 seconds, and the Acolyte takes 33% of the damage they would have taken had they been hit by the attack.

      Major Skill:
      Senketsu: Once per day, the Acolyte may transmute their physical form into a three-dimensional mass of blood for a short period of time. The more blood they have absorbed prior to the use of Senketsu, the longer they will be able to maintain the form. While in the form, blood reserves slowly drain over time, and the Acolyte will automatically transform back into a human upon reaching 25% blood reserves. This can be overridden, however it is incredibly dangerous and usually results in death, as even with her enhanced capabilities, she still needs at least 25% blood to remain alive. After reaching 25% and transforming back, the Acolyte will fall into a sleep until their blood reserves are restored to 50% - either through natural regeneration, which takes 24 hours, or through absorbing blood. Her Blood Harvest may be activated automatically, but only if it senses definitely human blood within 1 foot of her face.

      While in Senketsu form, the Acolyte cannot use Backflash or Blood Harvest, and Spectral Lightning transform into Lightning Talon - a bolt of crimson electricity that deals more damage but doesn't have the stun effect. Magic Suppression is upgraded to a better form, resisting 66% of magic damage and acting like a lightning rod - magical attacks that would hit a known person within 2 meters of her body are instead taken by her.

      If she is at 100% blood levels, she'll burn out to 25% in about 3 minutes, so 25% loss per minute. If she absorbs blood equal to 25% of her limit, then her stored amounts will be at 125% and she can last for 4 minutes. This can be reduced or increased if necessary, to balance.







      Rules (open)
      1. Join groups responsibly. Before you have your character interact with someone, you should make sure that you can keep up with the pace that group is currently enjoying/wants to enjoy. You should also make sure your real life responsibilities do not interfere with your RPing ones. While I understand life happens, I would like players to respect that their life happening too often is damaging to the life of this RP. I would like this RP to last a very long time, so I ask players to let me know when they need help, and when this RP has become too much responsibility for them to handle.

      2. Do not skim posts which are directed at you. Part of what makes roleplaying special is the fact that you have a world that is reacting to the things your character is doing. However, the rest of the players aren't there just to react to your character, so you also need to do your best to return that feeling back to them. Everyone's character deserves to be important. For this reason, I ask that when someone targets your character with an action, include sentences which directly refer to something that character did, even if it is just to state how your character didn't even notice what they were doing.

      3. While I'm allowing multiple characters, I still expect quality posts from each character. In most of my roleplays, I allow players to have only one character because I don't think the average RPer handles the responsibility well. Countless times I've watched players half the quality of each character so that they can spend the same amount of effort as they did posting with one. While I'm glad that having more characters gives players more ways to interact with the world, especially when one is held up waiting for a response, I will ask that if you do not intend to keep following rule 2 with a character that you somehow remove them from the other PCs.

      4. Do not suffer in silence. It is my job as GM to do everything in my power to make sure everyone is having fun. No matter what kinds of concerns you have, I will hear you out and fix it to the best of my ability. So long as you address me respectfully, you can tell me anything. This includes but is not limited to: feeling a lack of motivation to post, having an issue with me or another member of the RP, feeling stuck like you aren't sure what to write, not understanding an aspect of the lore, expressing uncertainty in your ability to post for any reason, and thinking that I make you read too much.

      And one more just for the people who want to impress me

      Luna's Rule. Care about the success of this RP. As the GM, I'm always looking for things under my control to make an RP more likely to succeed. While some GMs might set their goals lower, I set my bar high. I want this thing to last for years, and I want to make some new friends in the process. I need your help to make this happen. If you want to help me reach my goals, be loud, get excited. Have a blast with the other players. Talk about the plot. Strategize together. There is a lot you can do as a player to keep everyone excited about this RP. It is only when both the GM and the players work together like this that a RP can be truly successful.


    • Welcome Traveler

      This is the OOC for Calls to Anolia. This place exists to hold records relevant to existing players, make important announcements, hold plot discussions, and to direct potential new members to a thread that better explains the concept.

      Player Information

      Accepted Characters (open)
      Matsuri Uragi an Assassin played by ☆Luna☆
      Blink a DJ played by Jakers
      Valerie Chords a Beast-Mistress played by i3flames
      Umoura Weynsfield a Spellblade played by Infinity
      Jun-Young Lim a Brawler played by Saito Hajime
      Ravenna a Heroine and Luci a Fallen played by Dubs of Stigma
      Chryseis an Astrologist played by Sailor Moon
      Belinda Flores a Modus played by york
      Michaela Evans a Lancer played by dragonesper
      Naore an Acolyte played by Karakui


      CtA CS (open)

      Character Name: The name of your character.

      GENERAL CHARACTERISTICS
      General Appearance: Eyes, Hair, Height, and other visual details. Pictures also work. In fact, pictures are awesome.
      Orientation: Talk about their willingness to engage with others in romantic affairs. Particularly, would they date someone who used to be a guy, or anyone at all for that matter?
      Age: 14-35
      More:

      MENTAL CHARACTERISTICS
      Current Goal/Purpose: Their agenda they would like to accomplish. Avoid mentioning anything related to Anolia’s rules, as your character was never informed of them.
      Non-class Talents: Little things your character is good at that are unrelated to class.
      Inabilities: Things your character is terrible at. For example, spelling or getting along with animals.
      Fears: Things your character is afraid of, has a phobia of, or even events they don't want to happen.
      General Personality: This is the personality that the world sees. What people believe of your character. How they interact with other people.
      Inner Personality: The part of your character's personality that they don't like to reveal to others. What people rarely get to see!
      Secret: That one thing they don't want the world to find out.
      More:

      CtA CHARACTERISTICS

      Level: Initially 1, your level increases when you defeat a boss creature of equal or greater level, while you are in a party whose average level is less than or equal to the boss’s level.
      Class: Place your class information in a spoiler here.
      Knowledge Slots: 5
      Known: A list of everyone your character can retain memories of. This starts out with only your character's name.
      Party Limit: 3
      Party: The people the character may enter a dungeon with.

      HISTORIC BACKGROUND
      Past Life: Talk about what kind of person your character was before Anolia recreated the world. Talk about how they were raised, what they believed, how the global war impacted them, and other details important to their character.


      Group Resources

      In google docs, I currently have a list for CtA members to suggest ideas for Magic items and Monsters. These resources will be kept private. If you'd like access to either of these, simply send me a message in a private setting. In addition, i3flames is our thread's very own designer. If you need a picture of something, don't be afraid to ask him. More resources may be added in the future.

      Base Classes (open)
      Assassin (open)

      Assassin
      A hit and run fighting class, rewarding patient and calculating strikes.
      Minor Skills:
      Flash Step: The Assassin is able to teleport short distances, equal to the distance the Assassin is able to sprint in 2 seconds. The Assassin is vulnerable for half a second after a successful Flash Step.

      Darkness: The Assassin is able to camouflage and blend into any source of darkness, regardless of her clothing. Darkness also muffles the Assassin's breathing while active.

      Medium Skills:
      Venom Strike: The Assassin coats her blade in poison for a short time. If the Assassin fails to land an attack in this time, the Assassin is poisoned instead.

      Weak Point Execution: If the Assassin strikes an enemy that does not guard or block the attack, the attack deals extra damage.

      Major Skill:
      Assassinate: Once per day while under the effects of darkness, the Assassin can teleport behind any visible opponent. Immediately afterwards, she performs a devastating finisher which grows more powerful the more damage the foe has taken.


      Fallen (open)

      Fallen
      The Fallen live with their inner Demons, literally, in exchange for dark and debilitating powers.
      Minor Skills:
      Blight Touch: Any living thing the Fallen touches suffers a temporary debilitation, or extreme pain. This ability feels extremely pleasurable to the Fallen, and can lead to temporary addiction.

      Sadistic Lust: The Fallen must use Blight Touch on a human or monster for at least five minutes each day. If not, they are ripped apart by the Demon within.

      Medium Skills:
      Shadowy Grasp: The Fallen extends a shadowy aura from her hands, allowing them to use Blight Touch from a range, but decreasing the effects of it.

      Mind Rape: While under the effects of Blight Touch, the Fallen can access the victim's mind, allowing them to speak to the victim through telepathy, and plant images into their heads.

      Major Skill:
      Immortal Vengeance: If the Fallen would die, she is instead resurrected for 24 hours. If she is unable to kill the being that killed them, she dies and cannot be resurrected by any means. (immortal vengeance can stack)


      Rogue (open)

      Rogue
      The Rogue is a connoisseur of stealth and cunning, well versed in sliding out of sticky situations.
      Minor Skills:
      Hawken Eyes: Rogues have excellent vision, giving them the ability to discern fine details.

      Dexterous: Rogues have excellent control over their body, especially hands, allowing them to maneuver swiftly and efficiently.

      Medium Skills:
      Perfect Crime: While the Rogue's weapon is sheathed, they cannot be seen unless directly looked at.

      Kinetic Counter: The Rogue can counter close range attacks by reading the muscle movement of the target, if the Rogue is focusing on that target and they are within weapon range.

      Major Skill:
      Blade Flurry: Once per day, the Rogue may increase her body's natural speed, allowing her to move as if the world was in slow motion for 30 seconds.


      Magic Girl (open)

      Magic Girl
      Armed with her cute clothes and youthful appearance, the Magic Girl has a wide array of powerful long range magical attacks at her disposal, but only until her reservoir of magic runs out.
      Minor Skills:
      Transform!: The Magic Girl transforms into her Magic Girl form after a 15 second transformation, in which they are vulnerable to attack. Magic is consumed while transformed.

      Young Heart: The Magic Girl's appearance does not change with age, always appearing as if they were 16 years old.

      Medium Skills:
      Magic: The Magic Girl can consume her magical powers to use a variety of long ranged and other magic.
      • Normal: A basic shot of magical energy.
      • Homing: Lower damage, but can track enemies.
      • Strong: A slow moving yet very powerful burst.
      • Sniper: Fast and long ranged, yet deals very little damage at close ranges.
      • Burst: Weaker, but can be repeatedly cast in quick succession.
      • Shield: Creates a barrier of magic to shield.
      • Heal: Restores health using magic.

      Flight:The Magic Girl can expend magical energy to fly.

      Major Skill:
      Finisher Attack: By expending all remaining magic power, the Magic Girl can use a devastating and unique magical attack.


      Ronin (open)

      Ronin
      The Ronin lives by her blade. She can swing it effortlessly through multitudes of opponents with incredible speed and precision.
      Minor Skills:
      Sword Mastery: The Ronin has mastery with the sword, giving her a distinct advantage over those without weapon mastery.
      Swift Strike: The Ronin’s blade moves independently of its slash and passes through physical objects when properly swung. This allows Ronin to attack without their blade clashing against objects.

      Medium Skills:
      Honed Reflexes: The Ronin's reflexes are trained, allowing them to sense when they are attacked and from which direction, though only one attack at a time.

      Opportune Strike: The Ronin can warp up to 5 feet to an enemy that turns their back to them, allowing them an attack of opportunity.

      Major Skill:
      Strike Horizon: The Ronin slashes her weapon, creating a wide and powerful energy slash, which instantly defeats enemies of a much lower level than the Ronin.


      Martyr (open)

      Martyr
      An extremely durable fighter, turning her pain into strength to shield her allies.
      Minor Skills:
      Unyielding: The Martyr's bones are as strong as steel, and they cannot run out of blood by bleeding.

      Holy Purpose: The Martyr builds up Holy Energy when she is struck. Stronger attacks build up more Holy Energy. The Martyr can expend Holy Energy to move her body as she pleases.
      Medium Skills:
      Eye for an Eye: Those who strike the Martyr can be made to feel the same pain she does, though they do not suffer an injury.

      Human Shield: The Martyr can teleport up to 10 feet away to intercept any attack.

      Holy Burst: The Martyr can convert holy energy into a massive knockback attack.

      Major Skill:
      Divine Intervention: If the Martyr is slain, they are revived at the end of the day near someone they know. This ability is disabled for the day if the Martyr witnesses someone they know die.


      Grenadier (open)

      Grenadier
      The Grenadier enjoys taking out crowds from a distance with her explosive techniques.
      Minor Skills:
      Sharpshooter: The Grenadier is able to throw any object with pinpoint accuracy, no matter the size, shape, or weight.

      Firestarter: The Grenadier is able to summon fire, and unsummon this fire as well.

      Medium Skills:
      Mine: The Grenadier can summon a remote, detonable explosive on the ground.

      Grenade: The Grenadier can summon a live grenade in her hand, which explodes after 3 seconds.

      Major Skill:
      Grenade Launcher: Once a day, the Grenadier can summon down an automated grenade launcher, which will launch grenades automatically at an area.


      Warrior (open)

      Warrior
      Armed with sword and shield, the Warrior is an expert fighter who fights for her friends.
      Minor Skills:
      Fighting Spirit: The Warrior's presence inspires her allies, granting bonus strength to those fighting the same enemy.

      Shield Mastery: Warriors have mastery with the shield, giving them bonus defense and block rate while using one.

      Medium Skills:
      Mighty Strike: A powerful slash which allows the Warrior to break through weapons and armor.

      Shield Bash: A powerful slam with the shield, which can stun or stagger an opponent.

      Major Skill:
      Excalibur: Once a day, the Warrior can summon a large golden blade for a single, devastating swing.


      DJ (open)

      DJ
      The DJ brings sick beats and powerful magic together to invigorate her allies and disrupt her enemies.
      Minor Skills:
      Beat Mastery: The DJ is a master of sound, allowing her to create and modify music at any time with magic.

      Heartbeat Detective: DJ's are a master of the beat, and can detect someone's mood and if they are lying from the sound of their heartbeat.

      Medium Skills:
      Drop the Beat: The DJ can change the tempo of their music in a fight, causing enemies to miss the timing on their moves more easily.

      Pump up the Party: The DJ's songs speed up their allies in combat, allowing them to fight faster.

      Major Skill:
      Fire the Dub-Cannon: Once a day, the DJ can summon and equip their Dub-cannon, emitting loud dubstep that staggers and disorients all enemies it hits.


      Conjurer (open)

      Conjurer
      The Conjurer uses summoning magic to aid her allies and punish her foes.
      Minor Skills:
      Craftsmanship Mastery: Conjurers are masters of craftsmanship, giving them the ability to expertly manipulate raw materials.

      Summoning Mastery: Conjurers are masters of summoning magic, allowing them to summon magic items and summon raw materials much more quickly than other classes.

      Medium Skills:
      Recall: A conjurer can summon someone she knows to her location.

      Call Pet: A conjurer can summon their familiar. If it is defeated, they must wait 15 minutes before it can be summoned again.

      Junkalanche: Once a day, the conjurer can summon a large pile of garbage and junk over an enemy's head.


      Freelancer (open)

      Freelancer
      A Freelance is a jack-of-all-trades and a master-of-none. She adapts to any situation quickly by observing others.
      Minor Skills:
      Jack of All Trades: The Freelancer can learn almost any trade quickly, giving her an advantage against those without single weapon mastery.

      Mental Mapmaker: A Freelancer has great spatial awareness, and can instinctively remember where she's been and the paths that she has taken.

      Medium Skills:
      Mimicry: The Freelancer can use any active ability currently in use by an ally.

      Astral Weapons: The Freelancer can summon a glass tool or weapon of a discipline they know, which breaks on use.
      Major Skill:
      Astral Storm: Once a day, the Freelancer summons a copy of themselves with an Astral Weapon for every discipline they know. Each copy performs a single attack before disappearing, and the Freelancer will be knocked out at the end.


      Brawler (open)

      Brawler
      The Brawler is a ruthless attacker. She bears claws to tear through whatever stands in her path.
      Minor Skills:
      Claw Mastery: Brawlers have mastery with claw weapons, giving her a distinct advantage over those without weapon mastery.

      Tiger Strike: If the Brawler has both feet on the ground, she can sprint or lunge in any direction immediately, even while attacking.

      Medium Skills:
      Where You Running?: The Brawler attempts to entangle a target’s feet by throwing a bolas.
      Relentless Strike: The Brawler can counterattack any attack at close range, even if the attack was lethal.

      Major Skill:
      Demon Blood Party: Once a day, the Brawler may grab an enemy, manifesting their spirit to strike them with a rapid succession of 64 claw attacks.


      Beast-Mistress (open)

      Beast-Mistress
      The Beast-Mistress is a summoner that calls beasts and blades of fury and serenity to her side.
      Minor Skill:
      Tension: The Beast-Mistress may only have one summoned beast and one summoned blade active at a time, which last a short time before going on cooldown. If another beast or blade is summoned, those previously summoned are placed on cooldown for even longer.

      Summoned Blade Skills:
      Serene Wand: Calls a wand to buff and heal allies.

      Fury Blade: Summons a blade that burns until it consumes enough blood.

      Summoned Beast Skills:
      Serene Summon: Summons a beast of serenity to heal and defend the Beast-Mistress.

      Fury Summon: Summons a beast of fury to attack the Beast-Mistress's enemies, giving little care to her orders.

      Burden Summon: Summons a beast of burden to carry the Beast-Mistress and her belongings.

      Major Skill:
      Stampede: Once a day, the Beast-Mistress may call a portal which summons dozens of different beasts into the world. The Beast-Mistress cannot control these beasts.


      Elemental Mage (open)

      Elemental Mage
      The Element Mage is master of the elements, including the forbidden thunder and fire elements.
      Minor Skills:
      Magic Mastery: Elemental Mages have mastery with the elements, giving them a distinct advantage over those without weapon mastery.

      Strong Mind: The Elemental Mage can resist attacks on the mind, and has a higher pain tolerance.

      Medium Skills:
      Fire Magic: Unleashes a devastating fire spell, which can be charged to increase its power and magic cost.

      Ice Magic: Unleashes a devastating ice spell, which can be charged to increase its power and magic cost.

      Lightning Magic: Unleashes a devastating lightning spell, which can be charged to increase its power and magic cost.

      Major Skill:
      Arcane Maelstrom: Once a day, the Elemental Mage can unleash a spell combining all three attacks for a massive attack.


      Hex Mage (open)

      Hex Mage
      The Hex Mage trades flexibility for mobility by fighting with mobile spell circles.
      Minor Skills:
      Magic Mastery: Hex Mages have mastery with magic, allowing them to beat those who do not have mastery with their weapons.

      Hex Bounce: The Hex Mage can solidify her spell circles, making them bounce characters that touch them, but making the spell circle susceptible to breaking.

      Medium Skills:
      Hex Magic - Blast: Creates a spell circle in midair that follows the caster until placed. Creates a small, forceful, concentrated blast that pushes more than it damages.

      Hex Magic - Spike: Creates a spell circle in midair that follows the caster until placed. Summons a sharp spike directly out of the center, hard to aim but extremely damaging.

      Major Skill:
      Hex Magic - Deadly Dungeon: Once a day, summons a spell circle under an enemy which surrounds them with a wall of Hex Magic - Spikes for one minute.


      Berserker (open)

      Berserker
      The Berserker is a durable bundle of directionless rage.
      Minor Skills:
      Axe Mastery: Berserkers have mastery with the axe, giving them a distinct advantage over those without weapon mastery.

      Inner Rage: The Berserker can trigger her primal instincts, gaining a large reserve of inner strength at the cost of losing her ability to strategize or disengage until no enemies are within melee range.

      Medium Skills:
      Relentless: The Berserker is harder to stun, and her attacks cannot be canceled, even by a lethal strike.

      Wild Swing: An extra powerful upward axe swing that can knock her foes off their feet.

      Major Skill:
      DIE DIE DIE: Usable once per day. For the next 7 seconds, the Berserker is impervious, and gains monstrous strength.

      Lancer (open)

      Lancer
      The Lancer is fighting class concerned with spacing and penetrating power.
      Minor Skills:
      Lance Mastery: Lancers have mastery with the lance, giving them a distinct advantage over those without weapon mastery.

      Mirrored Step: Any time the Lancer has both feet on the ground, even while attacking, she can match the speed and direction of any opponent moving towards her.

      Medium Skills:
      Piercing Thrust: An extra powerful thrust that has extra armor penetration.

      Wayward Slash: A slash that loses neither speed nor power when it collides with physical objects. All targets may block this attack as if it were a regular slash.

      Major Skill:
      Lightning Strike: Usable once per day. The Lancer’s Lance is wrapped in a vortex of lightning, then flung with all her might.


      Modus (open)

      Modus
      The Modus manipulates time to attack foes and gain tactical advantages.
      Minor Skills:
      Melee Mastery: The Modus has mastery with martial arts, giving them a distinct advantage over those without weapon mastery.

      Slow Time: The Modus can create pockets of slowness at their current location, slowing them, and other future occupants of that space down.

      Medium Skills:
      Clockwork: Summons the dial. A dial generates a clock image around it that is 20 feet in diameter, with nodes surrounding the hour marks. The Modus may teleport between these nodes at will, and gets bonus damage if attacking from the current hour of the day. If the dial is destroyed, the Modus must wait one minute before it can be summoned again. The dial can be unsummoned if the Modus touches it.

      Wait For It: Modus can freeze their unarmed attacks in time so that their temporal copy finishes the move from the same position at a later point in time.

      Major Skill:
      Full Stop: Usable once per day. Time stops for everyone the Modus does not know. All allies and Modus become intangible, and all their skills are unable to be used except for Clockwork. This move's duration is a function of level.


      Gunner (open)

      Gunner
      A support unit that utilizes mobility to tactically place turrets on the battlefield.
      Minor Skills:
      Mech Summoning: The gunner can place automated turrets that aim at enemies. The number they can have at one time and their power varies by level.

      Swift Feet: The gunner is fast on her feet, outrunning those who are less mobile.

      Medium Skills:
      Mode Change: The gunner can remotely change any turret between normal, pulse, and heal mode.
      • Normal: Does single target damage to an enemy.
      • Pulse: Creates a damaging wave around the turret.
      • Heal: Creates a healing pulse around the turret.
      Detonate: Explodes a turret, causing massive knockback and sizeable damage.

      Major Skill:
      Upgrades Online: Usable once per day. Transforms all active turrets into laser cannons for 7 seconds.


      Spellblade (open)

      Spellblade
      The Spellblade is a swordsman able to use magics to enchant her blade.
      Minor Skills:
      Dual Weapon Mastery: The Spellblade may train in up to two weapon types, and may fight and use Sword Magic with these weapon types only. The Spellblade suffers a slight disadvantage fighting against anyone with single weapon mastery.

      Spellcasting (Minor): The Spellblade may cast from any magic discipline in a limited function.

      Medium Skills:
      Sword Magic: The Spellblade can enchant one of her mastered weapons with a spell she can cast. This enchantment only lasts for 1 minute, and may only be cast once 6 minutes.
      Conversion Magic: The Spellblade may intercept a minor or medium spell while Sword Magic is not on cooldown, gaining Sword Magic of the spell without Sword Magic going on cooldown. This can be used to gain elements she would not normally be able to, but cannot convert spells of a mage 5 or more levels higher.

      Major Skill:
      Silencing Blast: If the Spellblade is not on cooldown from casting Sword Magic, the Spellblade may draw power from surrounding magics into her weapon, disabling all spells from being cast in a short range around them and granting them a much more powerful Sword Magic for 5 minutes, including elements not normally useable. When this spell expires, Sword Magic will go on cooldown for 30 minutes, with this skill on cooldown for an hour.


      Pirate (open)

      Pirate
      The Pirate is a durable swordwielder who avidly protects and gathers treasures.
      Minor Skills:
      Sword Mastery: The Pirates has mastery with the sword, giving her a distinct advantage against those without weapon mastery.

      Armor Mastery: The Pirate is a master of heavy armor, allowing her to carry heavier loads.

      Medium Skills:
      The Captain's Chest: The Pirate can summon one chest that can hold an infinite number of objects. Weight of the items decreases with level. If the chest is destroyed, everything spills out.

      Thar Be Plunder: Pirates become more powerful if they can see enemy treasure.

      Major Skill:
      Me Mateys: The Pirate has minions which carry any treasure dropped by enemies that were killed by someone the pirate knows to her chest.


      Astrologist (open)

      Astrologist
      The Astrologist is a seer of the stars that can read her friend's fortunes, and twists fate itself with their magical deck of cards.
      Minor Skills:
      Fortune Telling: The Astrologist can use her enchanted Tarot deck for fortune telling. The accuracy of her fortune is determined based on how many cards she has acquired.

      Star Vision: At night, the Astrologist can see the stars regardless of weather conditions.

      Medium Skills:
      Astral Fortune: During the night, the Astrologist can peer at the stars, reading the fortune for her allies for the day to come. She can spend an hour to receive a random fortune, which will apply to anyone she is around, but if the effect is negative, she can make it apply only to herself and attempt to receive another one.

      Tarot Deck: The Astrologist carries a small deck of Tarot Cards, and can draw them to receive an effect, which must be placed on an ally. If the card is drawn reversed, so is the effect, but it must be played. (limit one effect per ally)

      Starting Cards:

      • The Magician(I): The casting power of an ally is increased, decreased if drawn reversed. Cannot be played on a non caster.
      • The High Priestess(II): The receiver of this card is healed, they are drained of health if drawn reversed.
      • Strength(XI): The physical power of someone is increased, they become physically weak if drawn reversed. Cannot be played on someone who does not physically fight.
      • Temperance(XIV): Allows someone to resist negative effects for a short time, they will usually occur more if drawn reversed.

      More cards of the deck may be found in dungeons, the effects are unknown until used at least once. Cards effects that occur over time last an hour.


      Major Skill:
      Planet Alignment: The Astrologist can directly influence the paths of the planets in the stars once per week, immediately negating any and all negative effects caused by Astral Fortune or Tarot Deck.


      Favored (open)

      Favored
      The Favored have great intuition, and may use their likeability to their advantage.
      Minor Skills:
      Lucky Charm: The Favored is more likely to succeed in anything controlled by random chance.

      Charismatic: The Favored is charismatic, and people tend to find her likeable more often than others.

      Medium Skills:
      Strong Intuition: The Favored is very intuitive, and can gain meta knowledge to help handle situations she finds herself in.

      Irresistable: The Favored's requests are more compelling to others, even if it is slightly unreasonable.

      Major Skill:
      Lovely Redemption: The Favored can offer their love to one person. If that person dies, they can be resurrected with a kiss. If the person is not faithful or the Favored offers her love to another, the resurrected person will die.


      Mondai (open)

      Mondai
      The Mondai is free spirited girl that excels in mobility.
      Minor Skills:
      Swift Feet: The Mondai is fast on her feet, outrunning those who are less mobile.

      Take Flight: The Mondai is able to summon their trusty Glider at any moment her feet a not touching the ground. Additionally, the Mondai is skillful with maneuvering her Glider. If the Glider is damaged or destroyed, it takes one minute to summon a new one.

      Medium Skills:
      Ride the Wind: The Mondai can create air currents at will, though their potential for causing harm is limited.

      Take My Hand: The Mondai can sweep people off their feet, to carry them without suffering from the weight burden. (this can be used while using the glider or on the ground)

      Major Skill:
      Take to the Skies: Usable once per day. Everyone the Mondai knows gains the power of flight for 30 seconds(including the Mondai). If they already had flight, their flight speed is doubled.


      Cleric (open)

      Cleric
      The Cleric doesn't like to fight, and instead focuses on her power to heal the wounded.
      Minor Skills:
      Healing Mastery: The Cleric is a master of magic staffs, allowing her to heal the sick.

      Trained Medic: Clerics are effective at evaluating many injuries and illnesses, allowing them to gauge vitality at a glance.

      Medium Skills:
      Healing Presence: While a Cleric is using healing magic, the effectiveness of healing is increased for everyone she knows.

      Overload: The Cleric can place strain on her staff to intensify its effect; however, doing so shortens the staff's life.

      Major Skill:
      Resurrection: Usable once per day. The Cleric raises one dead ally, then suffers knockout. Requires 5 minutes of unbroken concentration.



      Custom Classes (open)
      To create a custom class, simply suggest it in the OOC. All CtA members will be allowed to express their opinion about the character. If a consensus can be formed, the class will be added to this list.

      Heroine (open)

      Heroine
      The versatile Bread and Butter of the group cursed by a lust for adventure and loot with a signature willpower fueled clutch, the Heroine derives her abilities from her original personality.
      Minor Skills:
      Unique Weapon Mastery: The Heroine is a master of her unique weapon, a reflection of her personality, and gains a distinct advantage over those without weapon mastery.

      Equip Pack: Come prepared or go home. The Heroine has tools for a variety of situations. Switching items takes time based on the item. Items may vary based on individual Heroines. You may only have one type of each item, but you can level one item for more uses or better effects every level. The pack starts with 5 slots, but gains one slot every 3 levels. Items are chosen at start from the following list.
      • Potion: Got an ailment? Heroines manage to carry something for your woes. This remedy has a beneficial effect for a party member or Heroine. The effect is chosen at character creation, and must be approved in OOC. Single use per day at lvl 1.
      • Chosen's Garments: Piece of Armor or clothing endowed with a defensive bonus or magical enchantment chosen at character creation, and approved in OOC. Levels bonus effects.
      • Magic Flask: Questionable concoctions from a hermit in a hole, that inflicts a variety of debilitating status effect for the enemy, chosen at character creation, and approved in OOC.
      • Support Accessory: A unique accessory or artifact with a unique power chosen at character creation, and approved in OOC. Single use per day at lvl 1.
      • Escape Rope: Will allow one other person besides the Heroine to escape a dungeon. This can be used once per dungeon. (This item cannot lvl up)
      • Camping Gear: The Heroine turns full host to accommodate her party on their travels. (Takes up two slots). Leveling this item makes it able to accommodate more party members.
      • Magic Map: It may or may not be correct, and the Heroine may or may not be able to read the language it's in, but she payed a lot of coin for it, so its going to be used no matter what. Leveling this item makes it more accurate in helping navigate dungeons. At lvl 1, it is hardly reliable, and may lead you into a trap.
      • Heart Piece: A token or memento, that if gifted to another PC, will allow them to communicate telepathically. Can only be gifted once. Can gain a variety of other small bonus effects if the other character holding it levels up, and as long as they choose to remember the Heroine.
      • Chest Key: Who would the hero be without a handy key to open some chests? This key can open any chest in a dungeon, but can only be used once per dungeon. Leveling this item allows for more uses.
      • Cursed Mirror: The Heroine looks into the mirror, but only sees her shadow self. This item will replace the Heroine with her Shadow Self, who is just as strong as the Heroine, but allows the Heroine temporary respite from combat. The Shadow Self will remain out for 30 seconds, but leveling it will grant it more time.
      • Bokomo Flute: Summons some Bokomos (giant flightless birds made of harmless smoke) for your party to ride. Can only be used once per day. Leveling this item allows this item to be used more often.

      Medium Skills:
      Tip of the Spear: Will be the first to draw blood with an impassioned strike that can stun enemies. (If attack follows stealth attack, this attack is increased. If immediately followed by a berserker, lancer, brawler or warrior attack, their attacks are increased.)

      Fairy Fervor: Rallies the team with a call to action that allows allies to push past their injuries and fight on harder. All allies of the Heroine will receive a Damage Reduction, and the amount of damage reduced is scaled with level.

      Major Skill:
      Power of Will: Based on the individual Heroine, this power is uniquely charged by their creative personality. The Heroine will likely feel the need to name the signature move and declare it before use. Heroines that have not self-actualized will not have access to this ability. Use of this ability pushes them past their limits and requires a minimum of at least 48 hours of rest after utilizing. The way the ability will scale will also be unique.

      Acolyte (open)

      Acolyte
      A magical tank based on the Martyr.
      Minor Skills:
      Magic Suppression: Acolytes take 33% reduced magical damage and are not staggered by magic attacks made by opponents.

      Spectral Lightning: An Acolyte's offensive moves revolve around crimson electricity. While quite weak and doing little damage, bolts can be teleported to strike the desired target even if there is some kind of wall in the way, and have a short paralysis effect for 1 second. Attack can be used once every 3 seconds.

      Medium Skills:
      Blood Harvest: Acolytes can absorb discarded blood within 2 meters of themselves, provided it is still liquid, for varying effects. Blood of humans and similar will regenerate her health, but if she accidentally absorbs blood of a poisonous entity, she will take damage instead.

      Backflash: Acolytes can teleport backwards 1 meter to avoid a frontal attack. Can only be used once every 3 seconds, and the Acolyte takes 33% of the damage they would have taken had they been hit by the attack.

      Major Skill:
      Senketsu: Once per day, the Acolyte may transmute their physical form into a three-dimensional mass of blood for a short period of time. The more blood they have absorbed prior to the use of Senketsu, the longer they will be able to maintain the form. While in the form, blood reserves slowly drain over time, and the Acolyte will automatically transform back into a human upon reaching 25% blood reserves. This can be overridden, however it is incredibly dangerous and usually results in death, as even with her enhanced capabilities, she still needs at least 25% blood to remain alive. After reaching 25% and transforming back, the Acolyte will fall into a sleep until their blood reserves are restored to 50% - either through natural regeneration, which takes 24 hours, or through absorbing blood. Her Blood Harvest may be activated automatically, but only if it senses definitely human blood within 1 foot of her face.

      While in Senketsu form, the Acolyte cannot use Backflash or Blood Harvest, and Spectral Lightning transform into Lightning Talon - a bolt of crimson electricity that deals more damage but doesn't have the stun effect. Magic Suppression is upgraded to a better form, resisting 66% of magic damage and acting like a lightning rod - magical attacks that would hit a known person within 2 meters of her body are instead taken by her.

      If she is at 100% blood levels, she'll burn out to 25% in about 3 minutes, so 25% loss per minute. If she absorbs blood equal to 25% of her limit, then her stored amounts will be at 125% and she can last for 4 minutes. This can be reduced or increased if necessary, to balance.







      Rules (open)
      1. Join groups responsibly. Before you have your character interact with someone, you should make sure that you can keep up with the pace that group is currently enjoying/wants to enjoy. You should also make sure your real life responsibilities do not interfere with your RPing ones. While I understand life happens, I would like players to respect that their life happening too often is damaging to the life of this RP. I would like this RP to last a very long time, so I ask players to let me know when they need help, and when this RP has become too much responsibility for them to handle.

      2. Do not skim posts which are directed at you. Part of what makes roleplaying special is the fact that you have a world that is reacting to the things your character is doing. However, the rest of the players aren't there just to react to your character, so you also need to do your best to return that feeling back to them. Everyone's character deserves to be important. For this reason, I ask that when someone targets your character with an action, include sentences which directly refer to something that character did, even if it is just to state how your character didn't even notice what they were doing.

      3. While I'm allowing multiple characters, I still expect quality posts from each character. In most of my roleplays, I allow players to have only one character because I don't think the average RPer handles the responsibility well. Countless times I've watched players half the quality of each character so that they can spend the same amount of effort as they did posting with one. While I'm glad that having more characters gives players more ways to interact with the world, especially when one is held up waiting for a response, I will ask that if you do not intend to keep following rule 2 with a character that you somehow remove them from the other PCs.

      4. Do not suffer in silence. It is my job as GM to do everything in my power to make sure everyone is having fun. No matter what kinds of concerns you have, I will hear you out and fix it to the best of my ability. So long as you address me respectfully, you can tell me anything. This includes but is not limited to: feeling a lack of motivation to post, having an issue with me or another member of the RP, feeling stuck like you aren't sure what to write, not understanding an aspect of the lore, expressing uncertainty in your ability to post for any reason, and thinking that I make you read too much.

      And one more just for the people who want to impress me

      Luna's Rule. Care about the success of this RP. As the GM, I'm always looking for things under my control to make an RP more likely to succeed. While some GMs might set their goals lower, I set my bar high. I want this thing to last for years, and I want to make some new friends in the process. I need your help to make this happen. If you want to help me reach my goals, be loud, get excited. Have a blast with the other players. Talk about the plot. Strategize together. There is a lot you can do as a player to keep everyone excited about this RP. It is only when both the GM and the players work together like this that a RP can be truly successful.

     
    #1 ☆Luna☆, Jul 30, 2015
    Last edited by a moderator: Mar 15, 2016
  1. Ravenna

    GENERAL CHARACTERISTICS

    [​IMG]
    Appearance Description (open)

    Ravenna is a tall, lean and solidly built girl. She stands at 6'2" and weighs over 170 lbs. Often time she stoops with a slight hunch, head forward, with relaxed knees, priming all her weight for the spring of her attack and advantageous arm reach. Her back and shoulder's are broad, making her seem even more menacing. But it's the featureless gaze of amethyst eyes behind voluminous eyelashes perched above a crooked smirk that almost guarantee your demise, until the full dark lips spread into a radiant smile under a long pixie nose featured on a smooth young kind face. Her raven black hair is long in the front, but messy short in the back and she typically smooths the middle of her bangs back, and let's the rest fall around her face. Ravenna's ears are pierced several times with pewter colored metal.
    Ravenna adorns a dark blue shirt tapered at her sternum by a white fur neck piece, that leaves her shoulders lats and upper back fully exposed, her arms are also bare except for her right arm which is taped completely from the forearm down, slightly exposing her long feminine fingertips. The shirt ends right above her waist, where you can see the finely sculpted triangular trunk narrow down into some comfortable black slacks, with a belt sporting a yellow smiley face as the buckle. The slacks rest nicely upon her bare feet that are taped up like her right arm. The other most striking detail about Ravenna is the black line tattooed across the bridge of her nose ending before her eye's tear duct.
    Oh. And she also lugs around a giant robot fist called Happy Fist 6.18. You'll see that later when I finish her drawing xD
    It's important to note that she is indeed pretty flat chested. No chest pillows Q~Q


    Orientation: With little experience in the ways of intimacy, she has yet to even discover this side of herself.
    Age: 19


    MENTAL CHARACTERISTICS​
    LIFE QUEST!!!: Ravenna wants to be the Queen of this new realm. Of course, she'll need a court, and generals, and a great cooking staff and... so many knowledge slots!
    Non-class Talents:
    • Cleans like she is in the military
    • Can do handstands
    • Can tumble
    • She can cook... if you need to survive and taste isn't a concern.
    • Can swim like a fish
    • Can hike for miles
    • Has a raspy, somewhat boyish, but playful seductive voice that can sing pretty well with power.
    Inabilities: Lying. She can't utter an falsity. So. Don't ask for her opinion without expecting the truth and how she sees it. She may or may not filter what she says depending on her mood.
    Fears: She fears to be consumed by her desires, or to lose all motivation. She fears not being able to act in the moment, and losing something because of it and her inexperience.
    Surface Personality:
    • Playful
    • Sarcastic
    • Aloof
    • Facile Wit
    • Generous
    • Energetic
    • Theatrically Expressive
    • Almost Impossible to Read
    • Aggressive

    Inner Personality:
    • Silent
    • Objective
    • Tactical
    • Indifferent
    • Kind
    • Grateful
    • Terrified



    CtA CHARACTERISTICS

    Level: 1
    Class: Custom Class
    Spoiler

    Heroine
    The versatile Bread and Butter of the group cursed by a lust for adventure and loot with a signature willpower fueled clutch, the Heroine derives her abilities from her original personality.
    Minor Skills:
    Unique Weapon Mastery: The Heroine is a master of her unique weapon, a reflection of her personality, and gains a distinct advantage over those without weapon mastery.

    Equip Pack: Come prepared or go home. The Heroine has tools for a variety of situations. Switching items takes time based on the item. Items may vary based on individual Heroines. You may only have one type of each item, but you can level one item for more uses or better effects every level. The pack starts with 5 slots, but gains one slot every 3 levels. Items are chosen at start from the following list.
    • Potion: Got an ailment? Heroines manage to carry something for your woes. This remedy has a beneficial effect for a party member or Heroine. The effect is chosen at character creation, and must be approved in OOC. Single use per day at lvl 1.
    • Chosen's Garments: Piece of Armor or clothing endowed with a defensive bonus or magical enchantment chosen at character creation, and approved in OOC. Levels bonus effects.
    • Magic Flask: Questionable concoctions from a hermit in a hole, that inflicts a variety of debilitating status effect for the enemy, chosen at character creation, and approved in OOC.
    • Support Accessory: A unique accessory or artifact with a unique power chosen at character creation, and approved in OOC. Single use per day at lvl 1.
    • Escape Rope: Will allow one other person besides the Heroine to escape a dungeon. This can be used once per dungeon. (This item cannot lvl up)
    • Camping Gear: The Heroine turns full host to accommodate her party on their travels. (Takes up two slots). Leveling this item makes it able to accommodate more party members.
    • Magic Map: It may or may not be correct, and the Heroine may or may not be able to read the language it's in, but she payed a lot of coin for it, so its going to be used no matter what. Leveling this item makes it more accurate in helping navigate dungeons. At lvl 1, it is hardly reliable, and may lead you into a trap.
    • Heart Piece: A token or memento, that if gifted to another PC, will allow them to communicate telepathically. Can only be gifted once. Can gain a variety of other small bonus effects if the other character holding it levels up, and as long as they choose to remember the Heroine.
    • Chest Key: Who would the hero be without a handy key to open some chests? This key can open any chest in a dungeon, but can only be used once per dungeon. Leveling this item allows for more uses.
    • Cursed Mirror: The Heroine looks into the mirror, but only sees her shadow self. This item will replace the Heroine with her Shadow Self, who is just as strong as the Heroine, but allows the Heroine temporary respite from combat. The Shadow Self will remain out for 30 seconds, but leveling it will grant it more time.
    • Bokomo Flute: Summons some Bokomos (giant flightless birds made of harmless smoke) for your party to ride. Can only be used once per day. Leveling this item allows this item to be used more often.

    Medium Skills:
    Tip of the Spear: Will be the first to draw blood with an impassioned strike that can stun enemies. (If attack follows stealth attack, this attack is increased. If immediately followed by a berserker, lancer, brawler or warrior attack, their attacks are increased.)

    Fairy Fervor: Rallies the team with a call to action that allows allies to push past their injuries and fight on harder. All allies of the Heroine will receive a Damage Reduction, and the amount of damage reduced is scaled with level.

    Major Skill:
    Power of Will: Based on the individual Heroine, this power is uniquely charged by their creative personality. The Heroine will likely feel the need to name the signature move and declare it before use. Heroines that have not self-actualized will not have access to this ability. Use of this ability pushes them past their limits and requires a minimum of at least 48 hours of rest after utilizing. The way the ability will scale will also be unique.

    Unique Weapon: HAPPY FIST TYPE 6.18 - The Giant Robot Fist that Ravenna found. It doesn't really do much. Except say violently happy things? It's quite morose actually. And it smashes faces and monsters' faces in pretty well.
    Equip Pack:
    1. Camping Gear
    2. -----------------
    3. Chest Key
    4. Potion* Potion of Mana- Grants one ally a boost to their magic for 5 minutes.
    5. Chosen's Garments* Snow's Embrace- Ravenna believes the fur reminds her of something she used to love. This equipment allows Ravenna to remain focused and reflexive on the battle field. She is immune to fear.
    Power of Will Major Skill: To be determined. She hasn't realized it yet. So hopefully its a plot point for her :D
    Party Limit: 3
    Party: Ravenna

    BIO
    Past Life: In her past life, Ravenna was an adolescent teenage boy named Nolan. Nolan was a dishwasher for a tavern in the wine country of where he lived. He didn't mind that he was ordinary because he had huge dreams to compensate along with a great support system of family and co-workers who helped to keep his dreams afloat, even in the wake of some great tragedy. It's the only real thing she can recall now, but it was a story the brother of her old self had told Nolan. The story of the King who was the Dishwasher.

    New Life: When the world changed Nolan became Ravenna and grew up a bit. His new experience as a female hasn't been the best. Whomever decided to change the world didn't account for human nature- especially not the nature of masculine energy. Males who were changed into females, from what Ravenna noticed, could be more aggressive than they had ever been as a man. How could psychological breakdowns not have been predicted? Throw in some monsters and new capacities for combat and increased strength, more so than any male could have achieved in the previous life, and you have the foundations for extreme and violent fuckery.
    Ravenna would hide and watch from a distance, as some of them used their new found abilities to try and dominate the others. Sometimes they failed, other times they didn't, because the advantage was universal, and escape normally guaranteed the encounter wouldn't happen again. She watched as assholes in a previous life still turned out to be assholes in this one. Ravenna remembered how she used to have sisters, and she used to try to be strong for them. To her, the behavior was unacceptable, a temperament imparted by Nolan's young, yet naive, sense of justice.
    Except Ravenna was talent-less, and weaponless. Magic-less too. It was frustrating and put her in more than several binds she was lucky to scrape away from.
    That's when the Favored arrived. She was healing those that were troubled by the change. Helping them to forget and move on into this life. Ravenna, with some inklings from Nolan's life, had fathomed that this place could be hell. But after meeting this Favored, who looked oddly familiar, Ravenna decided she was in heaven and that this girl was surely an Angel.
    The Favored asked Ravenna if she wanted to forget, but she declined. Ravenna expressed that she was wondering why she was here, in this new world. Why didn't she die? The Favored told Ravenna that she was different. That she was meant to forge her own path here, no one could tell her how or where to walk. And then she singled out a mountain in the distance and told Ravenna to climb it, and make it to the top in 3 days.
    It was treacherous and laden with deadly monster encounters, but through sheer will and determination (and some chiseled triceps) she made it to the top by the third day. And booyah, to end this story short, she found Happy Fist Type 6.18 and realized the latent abilities within.
     
    #2 Meteor Coast, Jul 30, 2015
    Last edited: Oct 13, 2015
  2. Matsuri Uragi

    GENERAL CHARACTERISTICS
    General Appearance: Much like the picture, except her underwear has a much thicker strap as to avoid sliding down when she sprints. Additionally, the hair is more manageable, extending only to the yellow ribbon, with the ribbon instead hiding her bra strap. She also wears a light, black, zip-up jacket which she ties to her waist tightly. In colder conditions she might wear it normally. She stands at 5'3 weighing 52.3kg(115lbs)
    Orientation: Lesbian, no regard for past life
    Age: 17

    MENTAL CHARACTERISTICS
    Current Goal/Purpose: Matsuri has no real goals, and instead simply wishes to follow people around.
    Non-class Talents: Matsuri has a pretty voice, and a healthy dose of wisdom, but seldom speaks more than a few choice words. She is also extraordinarily forgiving and adaptive, willing to accept any circumstance if it is for the party's benefit.
    Inabilities: Matsuri has no sense of modesty, usually wearing as little clothing as possible. She also doesn't like talking more than is necessary even at the risk of appearing unfriendly.
    Fears: Matsuri fears being overtaken by a strong opponent by surprise, even in situations she doesn't have a good reason to believe this is possible.
    General Personality: Matsuri is a quiet but friendly presence. Although it is hard to get a good read on what kind of person she is, she can usually be found nearby at all times. She doesn't like moving far away from the group, but doesn't feel comfortable as the center of attention either. She is surprisingly playful, though tends to be embarrassed if this fact is directly addressed.
    Inner Personality: Matsuri is empty. She doesn't know who she is, or what she wants to be. In her own words, "I'm so cold, anything I touch feels warm, even ice."

    CtA CHARACTERISTICS
    Level: 1
    Assassin (open)
    Assassin
    A hit and run fighting class, rewarding patient and calculating strikes.
    Minor Skills:
    Flash Step: The Assassin is able to teleport short distances, equal to the distance the Assassin is able to sprint in 2 seconds. The Assassin is vulnerable for half a second after a successful Flash Step.

    Darkness: The Assassin is able to camouflage and blend into any source of darkness, regardless of her clothing. Darkness also muffles the Assassin's breathing while active.

    Medium Skills:
    Venom Strike: The Assassin coats her blade in poison for a short time. If the Assassin fails to land an attack in this time, the Assassin is poisoned instead.

    Weak Point Execution: If the Assassin strikes an enemy that does not guard or block the attack, the attack deals extra damage.

    Major Skill:
    Assassinate: Once per day while under the effects of darkness, the Assassin can teleport behind any visible opponent. Immediately afterwards, she performs a devastating finisher which grows more powerful the more damage the foe has taken.

    Knowledge Slots: 5
    Known: Kagami, Blink, Valerie
    Party Limit: 3
    Party: N/A

    HISTORIC BACKGROUND
    Past Life: Matsuri has no recollection of having a past life. Maybe she is simply a creation of Anolia, or she removed the memories of her past life shortly after coming to the world. Yet another factor that makes her such a mystery.
     
    #3 ☆Luna☆, Jul 30, 2015
    Last edited: Aug 18, 2015
  3. Chryseis

    GENERAL CHARACTERISTICS


    General Appearance:
    Basically the appearance in her photo. Depending on the weather and time of a day, she'll accessorize with a shawl or cloak. A crystal ball necklace and a matching set of earrings are her jewelry of choice, and serve as nothing more than to 'beautify' her, despite their mystical appearance. Chryseis also enjoys changing her hairstyle every once in awhile.


    Orientation:
    Lesbian


    Age:
    22


    MENTAL CHARACTERISTICS

    Current Goal/Purpose:

    • To learn more about Anolia and its' inhabitants. An explorer and wanderer at heart, Chryseis longs to link up with like minded adventurers and collect more tarot cards for her deck.

    Non-class Talents:
    • Ability to identify and harvest the various herbs of Anolia to take advantage of their different properties.
    • Impeccable eye sight, or 'eagle's eye'. A gift from gazing at the night's sky for far too long.
    • Is seemingly able to make something out nothing. Her craftiness is something that comes naturally for her.
    • An excellent dancer; Every step she takes is one of grace and elegance.
    Inabilities:
    • Unable to focus for long periods during the day
    • Can not swim, even if her life depended on it
    Fears:
    • Drowning
    • Going Blind
    • Water that reaches above her waist
    General Personality:

    Chryseis is as mystical and mysterious as the stars in the night sky. She is quite withdrawn, and often times consumed with her own thoughts about the universe and her place in Anolia. The white haired girl is always moving from place to place, and can't seem to settle down with anyone or anything. She grows bored with small talk, and would rather listen than speak, but that's not to say she isn't interested in good conversation with the right person.


    Inner Personality:
    What you see is what you get with Chryseis...or, what you meet is what you get?


    Secret:
    None to be told.


    CtA CHARACTERISTICS

    Level: 1

    Class:

    Astrologist (open)

    The Astrologist is a seer of the stars that can read her friend's fortunes, and twists fate itself with their magical deck of cards.
    Minor Skills:
    Fortune Telling: The Astrologist can use her enchanted Tarot deck for fortune telling. The accuracy of her fortune is determined based on how many cards she has acquired.


    Star Vision: At night, the Astrologist can see the stars regardless of weather conditions.

    Medium Skills:
    Astral Fortune: During the night, the Astrologist can peer at the stars, reading the fortune for her allies for the day to come. She can spend an hour to receive a random fortune, which will apply to anyone she is around, but if the effect is negative, she can make it apply only to herself and attempt to receive another one.


    Tarot Deck: The Astrologist carries a small deck of Tarot Cards, and can draw them to receive an effect, which must be placed on an ally. If the card is drawn reversed, so is the effect, but it must be played. (limit one effect per ally)

    Starting Cards:


    • The Magician(I): The casting power of an ally is increased, decreased if drawn reversed. Cannot be played on a non caster.
    • The High Priestess(II): The receiver of this card is healed, they are drained of health if drawn reversed.
    • Strength(XI): The physical power of someone is increased, they become physically weak if drawn reversed. Cannot be played on someone who does not physically fight.
    • Temperance(XIV): Allows someone to resist negative effects for a short time, they will usually occur more if drawn reversed.

    More cards of the deck may be found in dungeons, the effects are unknown until used at least once. Cards effects that occur over time last an hour.


    Major Skill:
    Planet Alignment: The Astrologist can directly influence the paths of the planets in the stars once per week, immediately negating any and all negative effects caused by Astral Fortune or Tarot Deck.


    Party Limit: TBD after interest is gauged.
    Party: Chryseis, Jun


    HISTORIC BACKGROUND:
    Before the apocalypse, Chryseis was a florist in a small flower shop. She had arrangements for every occasion and was the best at what she did. Sometimes she'd throw in a small reading for her troubled customers, and gained a reputation as a 'real psychic', which brought in more business than a simple flower shop deserved. She was never one for material things though, and never accepted anyone's money for her 'gift'. Chryseis remembers very little of her past life, but seems to have retained some of her abilities in Anolia.
     
    #4 Sailor Moon, Jul 30, 2015
    Last edited: Aug 9, 2015
  4. ((Unsure if this is an okay CS, or if we're supposed to post them yet, but here it is!))


    ' Blink '

    GENERAL CHARACTERISTICS

    General Appearance: A lot like the picture shown, apart from she has a few purple and blue highlights running down her magenta hair, and her headphones are a lot more modernized, and glowing with blue, neon light. She also sports a necklace with a worn-out flouresent blue glowstick attached to it. Her clothes are also a bit more flashy, with light blue patterns running over most of them. She's quite short in comparison to the other women in this world, weighing pretty much nothing.
    Age: 19
    Sexual Orientation: She used to be a straight dude, so she'll prefer girls who used to be girls, but she supposes she won't care in time, so long as they're the perfect gal' for them. Pansexual, technically.


    =======================>

    MENTAL CHARACTERISTICS

    Current Goal/Purpose: Blink isn't really sure what her goals are right now, but she knows one thing: she loves her powers. She wants to see the full extent of her ability as an actual combat DJ, and make the new world gawp in awe at her unique, and perhaps eardrum-destroying abilities.

    Non-class Talents: Blink doesn't need to use her DJ powers to drop a sick beat, she's a damned good beatboxer. She's pretty much a Jack-of-all-trades when it comes to musical instruments, too, and it isn't hard for her to pick up a tune. Blink's also pretty good at making people laugh or smile when they're feeling down, and gets along with new people pretty quickly - so long as they can put up with her attitude.

    Inabilities: Never really was the best at physical skills such as long-distance running, parkour, or anything that requires muscle.
    Fears: Going deaf is the absolute main fear of Blink. The thought of it can literally make her cower in fear. Also, she has a weird phobia of her wrists being slit. Bugs of all kinds also make her uneasy, especially ones that bite or sting, such as mosquitoes or wasps.

    General Personality: Blink is somebody who's simply non-serious, fun, and her whole life in this new world practically revolves around 'dropping it low'. When she starts up her beats, she'll think of herself invincible, and the cocky side of her will come out. She says what she thinks half the time, and is never afraid to point someone out on something. When she's outmatched or overpowered, she doesn't hide her cowardice - unless she's got a mad beat going. Due to her being a female-preferring dude before her world was turned upside-down, she can be pretty flirty with other girls, although it's clear she isn't used to her new body.
    Inner Personality: Blink secretly enjoys attention, and it's safe to say she's happy when she's at the centre of attention - although she doesn't necessarily try to be. If someone's better at something she's good at, she'll immediately feel jealous, but she'll hide it pretty well. She generally wants to be noticed, and maybe find a chick that'd be interested in her in this weird world. Also, needless to say, the inner nerd inside Blink loves how this place works.

    Secret: If there had to be something she never wanted to be known, it definitely be Blink's life before the apocalypse. Mostly relating to the fact that they used to be a dude - a pretty big nerd of a dude, at that. They used to mostly spend time indoors, mixing up songs and releasing some pretty popular hits to YouTube (or whatever the mainstream video website in the 2100's was.) They fear that if anybody knew they just used to be an average dude who spent most their time indoors, wasting away their life at a screen, then nobody will be interested in them.
    More: Blink can sometimes have a bit of an annoying habit of making internet references in her common speech, often using abbreviations when she's actually talking. This can annoy some people pretty badly. Also, due to her being a bit of an MMO gamer now and again in her past life, she might reference gaming terms also.

    ===================>

    CtA CHARACTERISTICS

    Level: 1
    Class: "DJ, baby!"
    DJ (open)

    DJ
    The DJ brings sick beats and powerful magic together to invigorate her allies and disrupt her enemies.
    Minor Skills:
    Beat Mastery: The DJ is a master of sound, allowing her to create and modify music at any time with magic.


    Heartbeat Detective: DJ's are a master of the beat, and can detect someone's mood and if they are lying from the sound of their heartbeat.

    Medium Skills:
    Drop the Beat: The DJ can change the tempo of their music in a fight, causing enemies to miss the timing on their moves more easily.


    Pump up the Party: The DJ's songs speed up their allies in combat, allowing them to fight faster.

    Major Skill:
    Fire the Dub-Cannon!: Once a day, the DJ can summon and equip their Dub-cannon, emitting loud dubstep that staggers and disorients all enemies it hits.




    Party Limit: 3
    Known Peeps Limit: 5
    Party: Matsuri, Valerie
    Known Peeps: Matsuri, Valerie, Umoura, Ravenna
    ===================>

    HISTORIC BACKGROUND

    Past Life: Before everything went down, Blink used to be a pretty average basement-dweller by the name of Jay. His upbringing didn't have many special life-changing events, and in all honesty, was pretty average. Moving out from his parents at an early age so he could do things his own way, he spent most of his time indoors, using music-making programs to release minor hits around the internet, and, on rare occasion, onto the radio, by the DJ name of 'BlinK' that he pretty much lived by. War was tough, and his physical ability to help fight was pretty much useless at the time, as well as his young age, so he wasn't enlisted to do any military work. The most he could do was create music - and in a way, it's why he spent most of his life creating music. Perhaps it was in an effort to try and make people happy in the darkest of times, and to some extent, it was to try and make something of himself in this crumbling world. A lot of isolation from the outside world made him partly forget who his real self was - he spoke with friends never face-to-face, but over voice chat, and if he wasn't designing his latest bass drop or asleep, he'd be gaming. To put it simply, he was a fully-fledged nerd. He would've made appearances outside to host raves, parties, and the like, but the war made it extremely hard to do things like that anymore.

    Even when in refuge at a shelter, he could still be provided with viable equipment for making music, so he was sorted. He had a very able mind - one that surpassed most others and could arguably be used for war efforts such as weapon design, but he hid that. He didn't want to stray from the world of music. Perhaps he was so engulfed in this world, that he forgot about the wellbeing of things that mattered to him in his life, like his mother and father - when with his music, it was almost as if the whole war didn't affect him. Then the event that threatened the Earth occurred.


    Anolia decided to change the world completely. Awakening with sheer bewilderment in a pink-haired, blue-eyed female body, with the power to drop the bass and create sick beats at-will, he - or should I say she - lives by the new persona of 'Blink.'
     
    #5 Jakers, Jul 30, 2015
    Last edited: Sep 12, 2015
    • Love Love x 1
  5. Valerie Chords


    GENERAL CHARACTERISTICS

    Orientation: Lesbian.
    Age: 23

    MENTAL CHARACTERISTICS

    Current Goal/Purpose: Surround herself with a family of trust-worthy individuals.

    Non-class Talents:
    x
    Creature Affinity - She is drawn to beasts of many natures.
    x Fruit Conjurer - She has a fond taste for fruit and a sharp hand for fabricating it.
    x Voice of Melody - She sings a sound most pleasant.

    Inabilities:
    x
    Alcohol Allergy - She suffers a great dislike for drinks with any considerable alcoholic content.
    x Vegetable Allergy - She suffers a great dislike for food of the vegetable variety.

    Fears: Valerie doesn’t recall any of her fears nor does she have any particular ones that stand out in the moment beyond the drive for survival or losing the ones dear to her.

    General Personality:
    Valerie cares a lot more about others than herself. She’s very charismatic when it comes to individual interactions. She hardly holds a prejudice and, with little hesitation, extends a hand to those in need. She doesn’t hesitate to state her mind, hoping that, by being honest, she is further extending her potential for empathy. She actively searches for opportunities to be a boon to those around her. She's a very tangible and vulnerable person and she knows it.

    Inner Personality:
    Valerie doesn’t have much self-worth. She hates being alone and dislikes seeing people alone. In spite of her lack of self-esteem, she cares enough about people to keep it to her thoughts in order not to let anyone have to worry themselves about her.

    Secret: Valerie doesn’t have anything in particular she doesn’t want people to know that wouldn’t normally be considered secret or private affairs.

    CtA CHARACTERISTICS

    Level: 1
    Class: Beast-Mistress
    Party Limit: 3
    Party:
    x Matsuri Uragi
    x Blink

    Beast-Mistress (open)

    Beast-Mistress
    The Beast-Mistress is a summoner that calls beasts and blades of fury and serenity to her side.
    Minor Skill:
    Tension:
    The Beast-Mistress may only have one summoned beast and one summoned blade active at a time, which last a short time before going on cooldown. If another beast or blade is summoned, those previously summoned are placed on cooldown for even longer.

    Summoned Blade Skills:
    Serene Wand: Calls a wand to buff and heal allies.

    Fury Blade: Summons a blade that burns until it consumes enough blood.

    Summoned Beast Skills:
    Serene Summon: Summons a beast of serenity to heal and defend the Beast-Mistress.

    Fury Summon: Summons a beast of fury to attack the Beast-Mistress's enemies, giving little care to her orders.

    Burden Summon: Summons a beast of burden to carry the Beast-Mistress and her belongings.

    Major Skill:
    Stampede:
    Once a day, the Beast-Mistress may call a portal which summons dozens of different beasts into the world. The Beast-Mistress cannot control these beasts.



    Inventory:
    NA

    HISTORIC BACKGROUND
    Past Life:

    Valerie lived a relatively normal life before the apocalypse. She had little to do with the world. Her career had begun to take off after several successful somethings. She doesn’t recall what it was she worked as, just that it was very important to her at the time. Her parents treated her well. She wishes she spent more time with them then, before they became victims of the war. During the process of evacuation, her parents’ bus ran into a squad of whatever the enemy was, probably. At least, that’s what she was told. By whom, she does not remember. When Valerie thinks back, it hurts her to think she can’t remember people who were so dear to her. Instead, she remembers songs of her time – harmonious voices that consumed her idle time when she was only a little younger.
     
    #6 i3flames, Jul 30, 2015
    Last edited: Aug 3, 2015
  6. Later than planned, but here she is:

    Character Name: Michaela Evans


    GENERAL CHARACTERISTICS
    General Appearance: Red hair, greygreen eyes. Approx 1.68 m (5ft 6.14in) tall and of a lithe build.
    Orientation: Irrelevant - more interested in her gained mobility
    Age: 17
    More:
    MENTAL CHARACTERISTICS
    Current Goal/Purpose: Making the most of her ability to move around, explore and see what the new world has to offer.
    Non-class Talents:
    - Fast reader
    - Can knit and sew
    - Used to planning
    Inabilities:
    - Running over longer stretches of time (needs to build up endurance)
    - Singing
    - Long-term trust
    - Handle silence
    Fears:
    - Lose mobility a second time
    - Being alone
    General Personality: Happy and friendly, talkative and hyper. She always finds a subject to talk about.
    Inner Personality: Actually very awkward, uncomfortable with silences and struggles with trusting people to not leave her behind.
    Secret: That she used to be paralyzed from waist down
    More: Doesn't like her name much, often introduces herself as "Ella" or "Mika".

    CtA CHARACTERISTICS
    Level: 1
    Class: Base class - Lancer
    Spoiler
    Minor Skills:
    Lance Mastery: Lancers have mastery with the lance, giving them a distinct advantage over those without weapon mastery.

    Mirrored Step: Any time the Lancer has both feet on the ground, even while attacking, she can match the speed and direction of any opponent moving towards her.

    Medium Skills:
    Piercing Thrust: An extra powerful thrust that has extra armor penetration.

    Wayward Slash: A slash that loses neither speed nor power when it collides with physical objects. All targets may block this attack as if it were a regular slash.

    Major Skill:
    Lightning Strike: Usable once per day. The Lancer’s Lance is wrapped in a vortex of lightning, then flung with all her might.

    Knowledge slots: 5
    Party size: 3

    HISTORIC BACKGROUND
    Past Life: Growing up on the edges of the war Michaela gripped onto the scraps of peace she could have. The peace lasted for only so long as a stray missile hit the area nearby the playground she and her friends used. The extent of damage varied, two died and Michaela was among the ones who barely got away alive.
    A piece of scrapnel had lodged itself in her spine and while they got it removed the damage had been done. She was paralysed from the waist down and had narrowly escaped death. The recovery took years but she was never able to heal.
    While making an effort to reconnect to her friends it proved impossible as they were reminded of the tragedy that had shattered their fragile peace. All of them moved, including Michaela as their area was no longer safe.
    With limited movement and very few social connections even those waned as the pity was too much for Michaela. Losing her friends and being a burden to her family broke her heart further, causing her to retract even further into her shell.
    With not much to do she took up crafts to pass time and let her parents sell the handmade items with no complaints. There was no one but them to give them to.
    Since every day had to be planned around her disability she grew used to making the plans and adapt them to her parents schedules and when alone with nothing to work on she kept her mind busy with reading.
    Those were her lonely days until the world suddenly changed and she found herself with a working body once more.
     
    #7 dragonesper, Jul 30, 2015
    Last edited: Aug 5, 2015
  7. Character Bio
    Character Name:
    Umoura Weynsfield


    GENERAL CHARACTERISTICS:
    Orientation: Pansexual
    Age: 16


    Show Spoiler



    MENTAL CHARACTERISTICS:
    Current Goal/Purpose: Explained more in detail in history, tl;dr: To discover the truth behind her memories, atone for her sins, and find a way to return the world to its previous state.

    Non-class Talents:
    • Scientific Mind: Due to her past life as a scientist, Umoura has a much more analytical mind than most, and is capable of distancing emotions from logic.
    • Animal Lover: Umoura has a weak spot for animals, and has a much easier time getting along with them than most people.
    • Bull-headed: Umoura is exceptionally stubborn, and often will refuse to do what she believes is the incorrect thing to do, ignoring any and all persuasive attempts. However, this makes her generally better at resisting things done to her mind.
    • High Metabolism: Umoura's body exceptionally burns through calories, which has been magnified by her rebirth, requiring her to eat a lot more than other people, though she does not gain fat through the consumption of food, and will always stay skinny.
    Inabilities:
    • Irrational Fear: The things that Umoura is scared of will cripplingly frighten her to the point of inactivity, due to her logical mind being unable to process it.
    • Endurance: While a melee fighting class, Umoura's lack of physical activity as a scientist is apparent, requiring her to slow down a lot more, as her high metabolism also causes her to burn energy at a higher rate. Though her high metabolism allows her to take smaller breaks assuming she's fed.
    • Youth: With her body much younger than it used to be, Umoura has found that she often regresses, acting like quite a child while not thinking about it, and will often do immature things she would not normally do.
    Fears: Umoura is afraid of the unknown, of the supernatural and mysterious. Those things that she cannot explain through logic and science scare her, but are magnified when such things can pose a threat to her, putting her in a state of almost shock when exposed to a large amount of them.

    General Personality: Umoura Weynsfield is the most antisocial person you will ever meet. To her, only science and logic have a place in her world, and being flung into such a world is an affront to everything she spent her past life doing. Though she doesn't know the details, she knows that she wants to find out what really happened in the past, and why the world is this way, and will use the people around her as tools to make sure that happens.

    Inner Personality: Umoura got into her field to help the human race. In the past life, that's all she wanted, forgoing relationships and anything else that could benefit her life for the chance at making the kinds of discoveries to help others. While she might be cold to most, those that can get her to open up will see a girl who is just trying to do what she can to keep the people around her safe, and ultimately do what she feels is right for them, no matter the cost to herself.


    CtA CHARACTERISTICS:

    Level: 1

    Class:

    Spellblade (open)

    Spellblade
    A swordsman able to use magics to enchant her blade
    Minor Skills:
    Dual Weapon Mastery: The Spellblade may train in up to two weapon types, and may fight and use Sword Magic with these weapon types only. The Spellblade suffers a disadvantage fighting against anyone with single weapon mastery.

    Spellcasting (Minor): The Spellblade may cast very low level magics as any spellcaster, but cannot use any high level ones excluding Sword Magic.

    Medium Skills:
    Sword Magic: The Spellblade can enchant one of her mastered weapons with a different magic, granting it elemental damage or another unique effect. This enchantment only lasts for 1 minute, and may only be cast once 6 minutes.

    Conversion Magic: The Spellblade may intercept a minor or medium spell while Sword Magic is not on cooldown, gaining Sword Magic of the spell without Sword Magic going on cooldown. This can be used to gain elements she would not normally be able to, but cannot convert spells of a mage 5 or more levels higher.

    Major Skill:
    Silencing Blast: If the Spellblade is not on cooldown from casting Sword Magic, the Spellblade may draw power from surrounding magics into her weapon, disabling all spells from being cast in a short range around them and granting them a much more powerful Sword Magic for 5 minutes, including elements not normally useable. When this spell expires, Sword Magic will go on cooldown for 30 minutes, with this skill on cooldown for an hour.



    Party Limit: Unknown

    Party: Herself

    HISTORIC BACKGROUND:
    Nobody was quite sure which nation was responsible for starting the war. Soon enough, everyone had a part in it. But one nation planned to put an end to it, and in Europe, an elite group of scientists was formed, led by the 35 year old scientist Umoura Weynsfield. From an elite family, having been to one of the world's elite colleges, she rose quickly as a popular scientist who pioneered many advancements to the human race. But now, her job was simple, in theory. Create a weapon that could end the war, with her nation as the victors.

    She could not refuse, though she had become a scientist to save the world, she was about to create a weapon that could theoretically end it. A weapon with the ability to break down the very atoms in an area, at such a level as to make a nuclear bomb look like a firecracker. Though such technology was new, dangerous, and unstable, she took the job anyway, knowing that if she didn't, someone less competent would. For months, while massive war reigned through the world around her, that elite team worked, and worked, till the prototype was finally finished. Even on a small scale, the thing could level a nation if mishandled, and the bomb was flown to Antarctica for the first test. Assembled with her team, in a bunker 500 miles from the blast zone, her hand hovered over the controls, ready to see the abomination that she toiled on brought to life. And so, knowing that she would go down in history not for her contributions to science, or to medicine, but for the countless lives her weapon would take, she hit the controls, believing that she might one day be able to say this was the right thing.

    Pure blackness.

    The end of the world.

    She woke up, and though she could not remember the details, the world was new, everything was new. What was she doing before she woke up? She was in a school uniform, with the body of a 16 year old, was she late for school? Memories tore at the edges of her vision like a dream, as if those 35 years were nothing. She wandered out, and a passing girl waved.

    The girl told her that she was a Favored, and asked for her class. Favored? Class? What did those mean? Umoura asked, and the girl told her, told her about her insight to the new world. How a weapon tore apart the very binds that held all existence together, destroyed everything, and that someone had put the world back again, placing the world into a new state, with new rules.

    She then remembered what she did. Who led the team, who created that weapon. She knew who the person responsible for the state of the world was, at least, who she believed it was.

    It was her. She did it. She killed everyone. She wanted to make something to end the war, to prevent more people from suffering. Instead, she had killed everyone. Her mind snapped, she begged, she pleaded for a way to go back, to fix everything, and if not that, to kill her. The Favored told her there was another way. She could throw away her memories, forget her past life completely, and live on in the new world, not knowing what she had done. Crying, she did what the Favored ask, and there wasn't a shred of a past left.

    She woke up, and though she could not remember the details, the world was new, everything was new. What was she doing before she woke up? She was in a school uniform, with the body of a 16 year old, was she late for school? There were no memories of who she was before she woke up, no clues to her identity but the knowledge of her name, Umoura Weynsfield, and the nagging sensation that she had done something. She decided to set out, and figure out for herself who she was, and what this world really had in store for her.
     
    #8 Infinity, Jul 30, 2015
    Last edited: Jul 30, 2015
  8. Character Name: Jun-Young Lim

    GENERAL CHARACTERISTICS

    Appearance (open)

    [​IMG]

    Orientation: She was heterosexual in her past life, and for the time being will be averse to pursuing sexual or romantic relationships period. It is entirely possible that this will change with time.

    Age: 23

    MENTAL CHARACTERISTICS

    Current Goal/Purpose: First and foremost, Jun seeks to understand this new world she inhabits. When that is done, Jun will seek a way to restore the old one if possible. If not, Jun will likely resign herself to this new existence.

    Non-class Talents: Jun was both a passionate writer and essayist in her past life. The discovery that these things may be impossible will greatly aggravate her.

    Inabilities: Jun is often too proud to accept help from others. Working together is one thing, but being a beneficiary is something she cannot tolerate.

    Fears: As Jun comes to understand this new world, her greatest fear will be the idea that she can never return to her old life.

    General Personality: Jun is often a somewhat stoic person, but not to the point of being anti-social. She is usually very blunt about her opinions, and won’t hesitate to speak her mind about something she cares about. She is also a very proud person, not to the point of arrogance, but someone that hates to feel like a burden and hates to rely on others.

    Inner Personality: On the inside, Jun is a rather passionate soul that seeks to do right by others. She has a keen sense of right and wrong and often goes out of her way to look into things she feels are concerning. She can be a little bit judgemental in this sense, but she chooses to believe she does it because she cares, whether that’s true or not.

    Secret: Jun has never been the secretive type, and doesn’t believe she has anything worth keeping secret, beyond a few mundane embarrassments over the course of her past life.

    CtA CHARACTERISTICS

    Level: 1

    Class (open)

    The Brawler is a ruthless attacker. She bears claws to tear through whatever stands in her path.
    Minor Skills:
    Claw Mastery: Brawlers have mastery with claw weapons, giving her a distinct advantage over those without weapon mastery.

    Tiger Strike: If the Brawler has both feet on the ground, she can sprint or lunge in any direction immediately, even while attacking.

    Medium Skills:
    Where You Running?: The Brawler attempts to entangle a target’s feet by throwing a bolas.
    Relentless Strike: The Brawler can counterattack any attack at close range, even if the attack was lethal.

    Major Skill:
    Demon Blood Party: Once a day, the Brawler may grab an enemy, manifesting their spirit to strike them with a rapid succession of 64 claw attacks.


    Party Limit: 3

    Memory Limit: 5

    Party:
    -Jun-Young Lim

    HISTORIC BACKGROUND

    Past Life: Jun was always a bit of a misfit. He had many quirks and patterns that didn’t sit well with others, especially his steadfast refusal to adhere to the collective ideals of a society such as Korea. Growing up there, he frequently clashed with those with more traditional leanings, and grew a steady distaste for the established order. He was never a troublemaker, but continued to argue with people that had problems with his chosen ideals.

    As a university student, his studies only caused him to be even more upset with the way society worked. He used what he learned to pursue a life of political activism, writing books criticising society, the government, and the world at large. When he was young, he participated in many protest movements and demonstrations. He even met the woman he would grow to love and start a family with during a protest campaign.

    As he aged, he no longer participated as actively in protest movements as he once did, but he still kept a healthy interest in the field. He continued to write in favour of reforms and assisted anyone that came to him for help. He was settling in to a life of regular work and childcare just prior to the start of that fateful war. Being on the older side of life, Jun was not amongst the hordes of people being conscripted as the war dragged on, but he nonetheless was a harsh critic of the war and its conduct. But his efforts were ultimately meaningless; the world came to the brink of oblivion, and Jun could only huddle with his family as it seemed like the end was nigh…

    But it was not the end. Jun became aware he was still alive…and was now a she. In an unfamiliar place, there was nothing to do but to find out what had happened.
     
    #9 Saito Hajime, Jul 30, 2015
    Last edited by a moderator: Aug 2, 2015
  9. I'll have a char up by Monday.
     
  10. Character Name: Belinda Flores

    GENERAL CHARACTERISTICS
    General Appearance:
    Appearance (open)

    [​IMG]

    Orientation: Indifferent - will be fine with engaging with romantic affairs, but, it isn't her "top" priority.
    Age: 18
    More: N/A

    MENTAL CHARACTERISTICS
    Current Goal/Purpose: Find a reliable way to familiarize herself with this strange new world.

    Non-class Talents:


    Flexibility - Ever since Belinda was young, she had always been quite flexible; enough to nearly fully do the splits... Though, it's not a talent she likes to display in public very often...

    Owl Impressionist - Sometimes, when she is bored, Belinda tends to mimic owl sounds, and she does that quite well, though, she has yet to fully understand how owls communicate... She just knows how to repeat sounds she'd heard them make before.

    Pocky Stick Magician - For some reason, Belinda takes some interest in performing some silly, and somewhat comedic "Magic tricks" with a pocky stick if she happens to have one around, this is actually an adopted hobby of hers.

    Crowd "escape artist" - Sometimes, crowds are too much for Belinda, so, she always seems to have a way of maneuvering away from particularly large crowds to a place where the people aren't so thick, it's a habbit that often helps her have some much needed time to herself.

    "One Liner" Conversationalist - Belinda is sometimes less interested in being elaborate with talking, or is simply distracted a little by her thoughts, but, in those moments, she has a remarkable way of carrying on a conversation somehow with very few words at times.

    Inabilities:

    Withstanding Extreme heat - More or less, Belinda absolutely cannot stick around extreme amounts of heat for very long, to say the least... When forced to, she is often in a very foul mood, though she does not often openly express this unless prodded on too much about this.

    Heavy Lifting - Sure, with a bit of adjusting, Belinda can lift up moderately heavy objects, but, she doesn't have too much "brawn" at her disposal, and often times, when she persists in trying to lift something particularly heavy, all she really ends up doing is throwing out her back.

    Fears:

    Heavy darkness - For the most part, Belinda is fine in the dark as long as there's just enough light to see somewhat clearly at least... When it's dark enough to the point where her vision is more or less obscured, a sense of dread starts to creep into her no matter what she tries to do.

    Drowning - Belinda isn't such a big fan of swimming in particularly deep areas for this reason, it's not like she can't swim, but, an sometimes illogical fear of drowning prevents her from doing so at times.

    General Personality: Belinda is an introvert, however, this doesn't mean that she can't start up or participate in a conversation, she just prefers to have some time to herself and is consequently a bit disconnected from reality at times... She has also made a strange habbit of brooding sometimes, usually during the aftermath of an event that impacted her greatly, usually in a negative manner. Despite this, Belinda always makes a point of being polite, unless she is provoked, then she can get a bit... Rude to say the least, but is often subtle about doing so at first.

    Inner Personality: Surprisingly enough, Belinda can really be a bubbly individual on the inside, with the downside of being neurotic at times that is... Though, usually, she prefers to be reserved and keeps these inner emotions at bay as they often tend to get in the way of her thinking. However, under the right circumstances, this side of her still crops up occasionally. One thing to note is that Belinda seems to be quite empathetic to say the least, but, she is often very subtle about letting that be known very often.

    Secret: She had originally started off as a boy who was curious about what it would be like to live the life of a female.

    More: Belinda is known to be analytical about her surroundings when she thinks (or is just brooding), however, it is uncommon that she will express this strange part of her mentality openly.

    CtA CHARACTERISTICS

    Level: 1

    Class:

    Modus (open)

    Modus
    The Modus manipulates time to attack foes and gain tactical advantages.
    Minor Skills:
    Melee Mastery: The Modus has mastery with martial arts, giving them a distinct advantage over those without weapon mastery.

    Slow Time: The Modus can create pockets of slowness at their current location, slowing them, and other future occupants of that space down.

    Medium Skills:
    Clockwork: Summons the dial. A dial generates a clock image around it that is 20 feet in diameter, with nodes surrounding the hour marks. The Modus may teleport between these nodes at will, and gets bonus damage if attacking from the current hour of the day. If the dial is destroyed, the Modus must wait one minute before it can be summoned again. The dial can be unsummoned if the Modus touches it.

    Wait For It: Modus can freeze their unarmed attacks in time so that their temporal copy finishes the move from the same position at a later point in time.

    Major Skill:
    Full Stop: Usable once per day. Time stops for everyone the Modus does not know. All allies and Modus become intangible, and all their skills are unable to be used except for Clockwork. This move's duration is a function of level.




    Party Limit: TBD after interest is gauged.
    Party: Belinda Flores

    HISTORIC BACKGROUND
    Past Life:
    Belinda was once an ordinary teenage boy under the name of "Blair" living an relatively "normal" life with his parents, often a bit of a "goof" ever now and then... Though, the odd thing was that his father was religious while her mother was not, and the two often bickered when their views clashed, but, despite this, their relationship was stable, and Blair himself, despite his father preaching to him at weekly intervals ended up growing up as an agnostic. This all changed when the great war rolled in; both of his parents eventually lost their lives, and as a result, he seemed to withdraw from the world around him more often, becoming more introverted and spacing out at times, even if he was participating in a conversation with other fellow survivors... The years spent living his life during this seemingly pointless war has hardened him mentally, and this sort of mentaliy would soon carry onto him upon the creation of Anolia...
     
    #11 york, Aug 2, 2015
    Last edited: Aug 8, 2015
  11. The IC has launched, and you are now free to post things in the OOC besides character sheets. I'm looking to see some amazing times. To start out, tada!

      
    Pair 1Luna + Flames + Jakers
    Pair 2Fi + Dubs
    Pair 3Dragon + York
    Pair 4Sailor + Saito
    To start the RP, you will have your character find the character that you are paired with, and have the characters get to know each other. It doesn't matter if your character decides if they want to travel with them or not, but you should RP it out until your characters either decide to travel together or go their own way. After that just do what your character would. If you'd like, try to coordinate your pair/character meeting with other pairs in the OOC/Skype group. But definitely make sure you are having fun regardless.

    https://www.iwakuroleplay.com/threads/calls-to-anolia-a-decentralized-yuri-adventure.118986/
     
  12. Voila! Just to make it clear to all those people who aren't in the Skype chat, it doesn't have to be so your character is waking up for the first time ever.

    Spawn times in Anolia's world are somewhat random, so you could've been already awake for like, a week in this world. Blink is just one of the peeps who are waking up late.

    Also, credit to @i3flames for the pic of Blink linked in my post. Cuz it's awesome. B)
     
    #13 Jakers, Aug 2, 2015
    Last edited: Aug 3, 2015
    • Like Like x 1
  13. So, this announcement is to clarify two things about the story that has tripped a number of players up.

    1. The world was completely destroyed. There is nothing left of the old world.
    2. You don't start with a weapon. That is something you must acquire by other means.

    I'm sorry that this wasn't clearly communicated, especially to those who had to modify their posts to accomadate.
     
  14. Soo, I was gonna wait for someone else to post before I did again. o.o
     
  15. Don't worry about that. Post whenever you are motivated to. The difference usually is made up over time.
     
  16. I was going to join, but in a hella more rps rofl, I'm sorry but good luck Luna^^.
     
  17. Yeah, when I looked to see what you were up to, I was afraid that might be the case. But hey, as long as you are having fun.
     
    • Thank Thank x 1
  18. Okie dokie. I just wanted to be sure, I don't want to leave anyone behind as I'm not sure everyone did their intros. Anyways, if my post isn't up tonight I'll definitely have something tomorrow.
     
    • Like Like x 1
  19. Luci

    [​IMG]
    Her clothes are fabricated by the shadows of the Demon within, but to almost everyone, they appear to be a tattered black dress clinging to her frame lightly, and often covering her hands to prevent her direct touch. Also, they appear to make it seem like the area around her is smoldering when she's in a particularly bad mood.

    Orientation: An aspect of herself she has yet to discover.
    Age: 23


    MENTAL CHARACTERISTICS

    Purpose. To Devour. To end the Hunger.
    Non-class Talents:
    • Stunning beauty
    • Green Thumb
    • Affinity for Fire
    • Great at Art
    • Intelligent
    • Deft Hands

    Inabilities:
    • Cannot Dream
    • Will Not Touch a Blade

    Fears:
    • Nyctophobic

    Surface Personality:
    • Recluse
    • Solemn
    • Tired
    • Expressionless
    • Ruthless
    • Survivalist
    • Tormented

    Inner Personality:
    • Desperate
    • Sincere
    • Confused
    • Seeks Connection
    • Undeveloped

    Red XIII:
    The Demon she's contracted to as a Fallen. Red XIII never speaks directly to her, and she believes that's the Demon's name due to XIII being tattooed on her left shoulder in crimson, although she named it spontaneously and stuck with it. Red XIII instead communicates through vague, yet intense yearnings. Luci doesn't really know how to feel about Red XIII yet.


    CtA CHARACTERISTICS

    Level: 1
    Class:
    Fallen (open)

    Fallen
    The Fallen live with their inner Demons, literally, in exchange for dark and debilitating powers.
    Minor Skills:
    Blight Touch: Any living thing the Fallen touches suffers a temporary debilitation, or extreme pain. This ability feels extremely pleasurable to the Fallen, and can lead to temporary addiction.

    Sadistic Lust: The Fallen must use Blight Touch on a human or monster for at least five minutes each day. If not, they are ripped apart by the Demon within.

    Medium Skills:
    Shadowy Grasp: The Fallen extends a shadowy aura from her hands, allowing them to use Blight Touch from a range, but decreasing the effects of it.

    Mind Rape: While under the effects of Blight Touch, the Fallen can access the victim's mind, allowing them to speak to the victim through telepathy, and plant images into their heads.

    Major Skill:
    Immortal Vengeance: If the Fallen would die, she is instead resurrected for 24 hours. If she is unable to kill the being that killed them, she dies and cannot be resurrected by any means. (immortal vengeance can stack)



    Party Limit: 3​
    Party: Luci

    HISTORIC BACKGROUND
    Past Life: When the world ended, Luci was too drugged up as the patient in a mental ward named Angela White to even notice anything was out of place. She was 23 when it had happened, spending a majority of her life in this room, blanketing her walls in charcoal drawings of an anatomical focus, specifically human anatomy, often depicting the atlas and axis vertebrae at the base of the skull.
    Disparaged and becoming the burden of society, Luci's parents scraped by in the slums in what remained of Detroit city when she was young. Long before the war, Detroit successfully made the transition into a post-apocalypse city not dying, but bleeding out, the former heart of an industrious America, a country reduced to a war-mongering beast lurking across the ocean. Caught up in the predicament of failed leadership, failed statesmanship, failed civic integrity, and failed parenting, Angela was a slum rat, scurrying for a pocket to pick, and trying to avoid the numerous amounts of unsavory scabs of the ramshackle city.

    She would return to her father with what she had collected, and spend the rest of her time in a crawl space above the kitchen with some scraps of paper she found and a tiny splinter of charcoal. At night she would hear her mother screaming from the physical abuse, sobbing and pleading for respite from the onslaught of the cudgel fists of a drunken man.
    Angela's life was rinse and repeat of this most days. For years, she avoided being beaten whilst listening to her mother endure coercive assault and derogatory treatment.
    Angela would be the one to end this one day, as well. One morning, while slumming about and running with the other kids, at the age of 9, she witnessed her first house fire. Some of the older kids had burned it to the ground with siphoned gasoline and a match. That's all it took to create the raging and consuming flames that devoured the house as if it was simply breathing it in. Witnessing the roar of the inferno caused a stir that was the first taste of a predilection that would grow.
    For the next year, she would plan to burn down different abandoned houses, almost orchestrating the events for the neighborhood slum rats. She ended up burning down 12 houses that year. To her, razing something to the ground was release from the hatred that spread through her father like poison, that hot paralyzing fury which made her fear for her mother's life.
    Her emotional state was deprived of oxygen in a combustion state. It only took one shattering event to make her explode. One tragic night, her father got overzealous in his violence. Angela watched her mother's body go limp, and stay static, eyes open, face frozen, forever captured by terror.

    During the trial, they had said she stabbed her father 58 times in his sleep. Entry wounds were erratic at first, but then they became meticulous, as if she was choosing specific areas of human anatomy to arrange a pattern. They also said she burned down the house with her father still inside, long dead. When officers and firefighters arrived on the scene, she was simply sitting there with her mother's corpse pulled into her lap. She was crying.

    Angela went to a mental ward where she would remain for the rest of her life. The state of Michigan itself was in shambles, since by this time, the Chinese Yuan had devalued the dollar so severely it took its place as the world's reserve currency, forcing many states without assets to declare bankruptcy. So for Angela, she was simply a deranged juvenile homicidal pyromaniac who slipped between the cracks and was forgotten. She remained in a padded room for the rest of her days, studying Leonardo Da'Vinci's anatomy studies and recreating his work with what she was given to draw with. Truthfully, despite the medications, this was the most content time of her life.

    This ended when the world ended, and she woke up Luci without any recollection of her previous life, only vague notions when her hunger begins to pang, and the Demon within demands sustenance.​
     
    #20 Meteor Coast, Aug 5, 2015
    Last edited: Aug 5, 2015