Deviant Chambers of Testing

Discussion in 'THE TEST CHAMBERS' started by Noctis the Devious, Mar 5, 2016.

Tags:
  1. My personal code book, formatting tests, and roleplay ideas :3​

    Coding
    Display:None

    Table

    Stylized Accordion

    Stylized Hr Borders

    Div Formats

    Stylized Media
    Removes Display from view.

    Codes simple rows and columns.

    Colors and gives backgrounds to accordion slides.

    Colors, resizes, and fades line breaks.

    Div formats I normally use

    Formats and condenses video displays.

    Resources
    Div Backgrounds

    Symbols
    Potential backgrounds to use.

    List of symbols taken from Tarot.

    Characters
    Celeste Summers

    Julian Pierce

    Raina Summers

    Sasha Horak
    Blood and Water - Mafia Roleplay

    I Don't Need a Hero - Libertine Roleplay

    Harry Potter: The Next Generation

    Saint City Saviors

    Roleplays
    The Great Work

    Virtual Reality

    Pokemon Kingdom
    W.I.P.

    A Roleplay I would like to revamp with a different setting and plot some day.

    Because why the he'll not?
     
    #1 Noctis the Devious, Mar 5, 2016
    Last edited: Nov 12, 2016
  2. OOC || IC​
    Table of Contents
    • Sky Trip || End
      Crammed into two separate buses, the girls and the boys are expected to cooperate with one another and not only plan out how they're going to find their school's feather, but how they're going to tackle the dreaded Acolytes' Mount, where legends speak of a formidable demon stalking the stone after claiming the lives of young acolytes. The boys are more successful, however, as the girls fall apart at the seams, made worst by the antagonistic Raina. With no plan decided upon, the girls are forced to face the mountain with uncertainty while the boys remain confident and trusting of Louis.
    • Acolytes' Mount || End
      Now disembarked, the two groups have gathered their wits and are now working on finding a suitable campsite for the night. With Louis still in charge of the Evergreen boys things still look good for them. Well, that was until Malachai twisted his ankle. Luckily he isn't the only Caster on their team who knows a healing spell. Meanwhile, Cerise has taken charge of the Rosewood girls and finely progress is being made.

    The Overview

    • [​IMG]
      [​IMG]
      From the moment of their establishment Rose Wood Academy for Gifted Girls and Evergreen Institute for Exceptional Boys have rivaled against each other trying to determine who is better at casting magic: boys or girls, and from this dispute the Caster Challenge was born. Every two or three years when a second full moon, or "Blue Moon", is expected the games are held as two full moons within a single month doesn't amplify a caster's power for just that night, but for the entire thirty days. This allows the young casters to perform at the hieght of their ability; however, these games are reserved only for the graduating classes. Competitors are expected to traverse rocky and even mountainous terrain, weave through marshes, brave thick jungles, and survive intense deserts all to collect four Phoenix feathers of their school color. Be warned, young casters, you're not alone out there.​
    • Magic and Origins
      Casters are humans born with the gift to manipulate the essence of an element, or rather, magic that takes on the appearance and effects of a natural force by drawing it from their respected realm through their familiar and into their magic reserves. Often times on a smaller scale. For example: fire casters can use their magic to duplicate effects of natural fire but they are not actually controlling physical fire and cannot influence an existing source. They can, however, use an existing source to aid in casting but this requires more energy.

      Very much unlike Casters of the "Ancient Era", also called "The Ancient Ones", who could manipulate the physical elements around them but at a cost. Most argue this evolution of magic was caused by the advancement of human technology and that technology is to blame for its weakening. Whether this true or not the fact remains: modern Casters aren't as powerful as their ancestors. Notably, Casters don't have to have Caster parents to be born a Caster, and having one or both parents as Casters doesn't guarantee a Caster offspring, yet rarely can a Caster be born of a different element from their parent(s).

      Magic vs. Body
      Every two or three years when there is a blue moon, magic is boosted in all magical creatures for the duration of that month in which both full moons occur. This is called the Blue Moon Phenomenon. Being able to perform at the hieght of their ability is all fine and dandy, and means your character can preform spells they may not have been able to perform otherwise, but while their magic reserves may be capable of casting spells almost continually there does exist physical limitations, and this is where Magic vs. Body comes in. The more magic your character uses, the more they will have to eat, drink, rest, and in some cases sleep, which could hinder you and your allies while out in the middle of hostile territory. Long story short, be careful with your stronger spells and be prepared to compensate for the drained energy. On the other hand, magic reserves are not meant to deplete. Your familiar will cut you off long before your reserves empty. At this point your Caster will either be too tired to notice or too passed out to care.

      Personal Spells vs. Ordinary Spells
      Personal spells are spells you can not copy despite being of the same element unless relatives. These are spells either handed down from generation to generation or created by the user, and there can be as many as five personal spells per caster. In case there was any doubt: your magic abilities are not limited to your personal spell list. Ordinary spells can range from common to powerful and can be accessed by the general public. If your character uses an ordinary spell in this roleplay, another character of the same element (or not depending on the spell) can also use it unless stated otherwise. To be clear, ordinary spells are spells not listed under your Personal Spells in your application.
    • Realms and Spirits
      There ten realms representing the ten elements: water, fire, earth, nature, spirit, light, dark, gravity, physical. Different from the physical plane these realms are manifestations of pure magic and where familiars, or spirits in their purest form, are created. They take the shape of an earthly animal or object depending on preference the Caster of their choosing upon their initial summoning, and act as their Caster's only connection to the magic within these realms. On the other hand, a spirit can also become a demon if is forced into this realm by a Caster, often by those who are already claimed by familiar, and are driven into a rampage by the wrongness of their physical existence unless properly bound. Familiars can easily become demons themselves if they are forced into a physical existence. This often happens as an act of war and desperation.

      The Fundamentals
      They come to be when a infant is born with magic developing in side of them, making them life long companions. Created from element of their realm they aid their charges with properly controling and focusing their magic - like semi-ethereal magic valves and foci. Their abilities are limited to manipulating their size to accommodate their Caster for rides but can not interact with the world around them save for their Caster, other Casters, and other familiars. In other words they cannot cast light despite being made of a light source, cannot emit heat despite feeling warm to the touch, and don't leave tracks despite walking on mud. They can also reduce your Caster‘s magic when their reaching their limit, making it difficult to cast more powerful spells but not impossible, and completely cut them off from access to their magic when they pass their limit, allowing time for your magic to regenerate.

      Mounted Combat
      While familiars can't influence the physical world familiars can be ridden, providing a mobile advantage in certain circumstances. This applies to both ground familiars and winged familiars. Those who strive to create a career out of it like Areo-Combatants, are likely to have an easier time with guiding their familiar and casting spells while on the move. Either way, mounted combat can take a lot out of a Caster, especially an unseasoned combatant. Distance effects regular spells even when not mounted, so the higher you fly or the further away your opponent, the more energy used to cover that distance. Even simple spells can be exhausting at high altitudes or at a distance. How focused your Caster is can also have an effect on their performance while mounted as this can impact their spell's range and if they weaken over the distance they have to cover.


    Rules
    • → First and foremost: Iwaku sites rules and policies apply.
      → No God Modding nor Power Playing
      → Exercise common roleplay courtesy.
      → Minimum of one, legible paragraph.
      → No back and forths/quick replies. At least allow everyone time to post before you post again, so if you're a quick replier, try to limit yourself to one post a day. Otherwise once a week should be fine.
      → Normally this isn't a thing in my roleplays but I feel this is necessary: please keep genders even. We currently have 7 males and 7 females.
      → When doubling please play one of each gender and do not claim both counterparts to an element.
      → When posting more than one character, post them in separate posts please!
      → Please remove bracket text from character sheets: thank you.
      →Yes, LGBT relationships are permitted.
      → At the start of an area, information on that area will be posted in an Update Post, which can be accessed through the Update tab.
      → The Archives do not count towards character count, taken elements, nor taken familiars. The Archives list character sheets that were active once upon a time but no longer are for one reason or another.
    • → Casters are humans with magical abilities based on a given element. How this manefests is completely up to you, the player, to decide. Just because one caster has their magic behave one way doesn't mean that's the only way magic can behave.
      → Casters of the modern day era aren't as powerful as their ancient ancestors. Don't think too hard about this, this is just me emphasizing the No God Modding nor Power Playing rule. Just don't be powerful to be powerful, simple as that.
      → Casters don't directly control an element, they control the essence of that element. For example, a fire caster's magic emits heat, casts light, and burns like any other fire. The difference lies in the fact it's fueled by magic and dependent on your energy.
      → Casters can have up to five personal spells and no more than five.
      → There is no limit on how many ordinary spells a Caster can have. Note: No matter the category a spell can be weak or powerful. I.e. just because a spell is personal doesn't means it's strong and just because a spell is ordinary doesn't make it weak.
      → Along side spells Casters also have access to modern day technology. Just be aware not even AT&T covers demonic mountains, icky swamps, baren deserts, and looming jungles.
    • → No legendary creatures for familiars [i.e Dragons, Griffins, any else non-existent in this day and age]. You're familiar has to be of a species that already exist.
      → Try not to have two of the same familiar at the same school [I.e. one cat familiar as Rosewood and 1 cat familiar at Evergreen, but no two cat familiars one or the other].
      → Familiars are made up of the element of your Caster. For example: if your Caster is a water caster and has a cat familiar, the cat familiar would be completely made of water.
      → Familiars don't have to be animals, they can be objects too, but unlike animal familiars, object familiars are non-sentiment and thus do not interact with their caster in the same way (an example of this being Trent's will-o-wisp familiar and Shira's notebook familiar).
      → Animal familiars can change their size to fit the occasion and can be ridden. They can grow to a reasonable size, just big enough to accommodate their caster.
      → Object familiars cannot change size nor be ridden.
      → A familiar's form is completely dependent on the perception of a Caster. If you expect a cat made of water to behave like water and ripple, its pelt will ripple. If you expect a wolf familiar to have fur, it's pelt will feel furry.
      → Familiars do not have to be summoned; they are always with you.

    Characters and Creation
    • There can be two of each: 1x Female counterpart and 1x Male counterpart.

      → Water [1x OPEN, 1x OPEN]
      → Fire [2x TAKEN]
      → Earth [1x OPEN, 1x TAKEN]
      → Nature [2x TAKEN]
      → Air [1x OPEN, 1x OPEN]
      → Light [1x TAKEN, 1x OPEN]
      → Dark: [1x TAKEN, 1x OPEN]
      → Gravity [1x OPEN, 1x TAKEN]
      → Physical [2x TAKEN]
      → Lightning [1x TAKEN, 1x OPEN]
    • → Name: [Name from Birth]
      → Age: [17-19]
      → Grade: Senior
      → Sex: [Gender from Birth]
      → Gender: [Gender from Identity]
      → Sexual Orientation: [Partner Preference if Applicable]
      → Appearance: [Image and Physical Description]
      → Apparel & Gear: [Clothes they wore to the challenge and what they brought to prepare for the challenge.]

      → Element: [Form of Magic]
      → Familiar: [Magical Companion]
      → Strengths: [Caster's Strong Suits]
      → Weakness: [Caster's Not-so Strong Suits]
      → Ambitions: [Caster's Hope to Achieve]
      → Likes: [Caster's Personal Preference]
      → Dislikes: [Caster's Not-so Personal Preference]
      → Other: [Additional Details]

      → Personal Spells: [Caster's Unique Spells]

    Cast
    Open to +3 Female Characters and +2 Male Characters​


    x5 Girls || x5 +1 Reserved Boys
    • Raina Summers || Dark Caster || Bat Familiar || Played by Noctis the Devious GM
      Zelda Fenrir || Fire Caster || Snake Familiar || Played by Cybermoon
      Dakota Olivia Snow || Lightning Caster || Cat Familiar || Played by Misaou
      Cerise Eliora Valentine || Light Caster || Butterfly Familiar || Played by Namora[/color]
      Angelica Orchid || Nature Caster || Owl Familiar || Played by Nano
    • Trent Brooks || Fire Caster || Will-o-Wisp Familiar || Played by Noctis the Devious GM
      Sorrell Edelstein || Wolf Familiar || Gravity Caster || Played by Cybermoon
      Louis Loki Maddox || No Familiar || Physical Caster || Played by Wicked
      Trap Hanamura || Earth Caster || Parot Familiar || Played by Jakers
      Price Green || Nature Caster || Buck Familiar || Played by Zackymas
    • Lux Aeternia || Light Caster || Star Shard Familiar || Played by EddiEddi
      Grayson Mathew Heyes || Spirit Caster || Raven Familiar || Played by xX Ella Wolfe Xx
      Corrina Marina Ashton || Nature Caster || Doe Familiar || Played by xX Ella Wolfe Xx
      Aliarand Priere || Earth Caster || Horse Familiar || Played by Azula
      → Ceila || Water Caster || Application Deleted || Played by Seeking Calliope
      Ava Reed || Gravity Caster || Owl Familiar || Played by Blue Jay
      Marion Estelle Martin || Physical Caster || Lion Familiar || Played by The Spartan Potato
      Toby Kyle Newton || Dark Caster || Panther Familiar || Played by The Spartan Potato
      Eidos Shira || Gravity Caster || Notepad Familiar || Played by Karakui
      Inanimado Avliden || Spirit Caster || Fox Familiar || Played by DarkiusHeavenstein
      Malachai Dwin'anea || Water Caster || Cat Familiar || Played by DarkiusHeavenstein


    Area Information
    • Weather
      I'm not going to make you guys play this out day by day, the will just be a reference in case there is a time skip and there's no surprises.

      Day: 1
      Weather Description: Normal
      Temperature: High 33°F (1°C) / Low 18°F (-8°C)
      Wind Speed: 7 mph (11 kph)

      Day: 2
      Weather Description: Normal
      Temperature: High 28°F (-2°C) / Low 16°F (-9°C)
      Wind Speed: 5 mph (8 kph)

      Day: 3
      Weather Description: Inclement
      Temperature: High 38°F (3°C) / Low 20°F (-7°C)
      Wind Speed: 8 mph (13 kph)
      Precipitation: 4 hours of snow

      Day: 4
      Weather Description: Storm
      Temperature: High 18°F (-8°C) / Low 6°F (-14°C)
      Wind Speed: 10 mph (16 kph)
      Precipitation: Snowstorm producing 7 inches

      Day: 5
      Weather Description: Normal
      Temperature: High 32°F (0°C) / Low 22°F (-6°C)
      Wind Speed: 3 mph (5 kph)

      Day: 6
      Weather Description: Normal
      Temperature: High 36°F (2°C) / Low 22°F (-6°C)
      Wind Speed: 6 mph (10 kph)

      Day: 7
      Weather Description: Normal
      Temperature: High 32°F (0°C) / Low 20°F (-7°C)
      Wind Speed: 2 mph (3 kph)


      Flora
      Juniper, Maple, *Golden Currant, Scarlet Gilia, *Clasping Leaved Twisted Stalk, *Red Raspberries, *Pin Cherry, Elderberry, *Holly Grape, Spruce, Pine, Fir, Mandrake Root.

      *Edible​
      Juniper
      Junipers are evergreen with needle-like and vary in size and shape from tall trees to low shrubs, and can found at amazingly high altitudes. They produce "berries" that are red-brown or orange but are mostly blue. These berries are often use in potions are as a spice.

      Golden Currant
      Golden currant is a woody shrub that bears edible "fruits". They are easily identifiable by their golden leaves.

      Scarlet Gilia
      Or "honey suckle", are tubular red flowers that can be "suckled on" for the sweet nectar that drips from the back. Used in potion brewing.

      Clasping Leaved Twisted Stalk
      The plant is often found near moist areas like streams and is not only used in brewing potions but is edible as well. The shoots are said to have a "cucumber-like taste" while the small fruits tend to taste similar to watermelon.

      Red Raspberries
      Red raspberries plants tend to have a flaky "bark" and aromatic leaves that can be used in tea and potions. They're over all rather dry yet delicious.

      Pin Cherries
      Grow on short trees and shrubs and are edible, but their leaves can be poisonous. The wood, however, is rather weak but can be used as fuel. Both leaves and fruit is used in potions.

      Elderberries
      Elderberries are berries that have variety of uses but should not be eaten raw as they are mildly poisonous, only made edible when cooked. Their flowers, leaves, and berries are often used in potion brewing, but only the berries and leaves are usually used in foods.

      Holy Grape
      Holy grapes should not be mistaken for grapes and are small, purple-ish-black fruits with a tart taste and large seeds. They too, can be used in potion brewing.

      Mandrake Root:
      Mandrake Root's flowers are lavender-like in appearance and admit a sweet smelling smell that draws victims near. The longer the victim is under the spell the more likely they are to start hallucinating. The victim will eventually feel nauseous before the paralysis sets in. Roots will then begin enveloping the victim before their magic is slowly drained, and then their life. They have a nature resistance and they can be found at lower altitudes and become scarcer higher up but not non-existent.


      Fauna
      *Snow Leapard, *Black Bear, Tahr, Goral, Red Panda, *Ice Troll, Elk, Bighorn Sheep, Ibexes, *Jumping Spider, *Mountain Rat, Cutthroat Trout, Naked Carp

      *Aggressive​
      Ice Troll
      Towering beween 7-10 feet (2-3 meters) tall, Ice Trolls are territorial, bi-pedal creatures known to attack anything within radius of its cave and/or feeding grounds, and tend to live in groups no bigger than two. Not very intelligent yet strong, a single adult can overpower a black bear. They are duel element creatures with control over both earth and water, their low body tempture allowing their magic to freeze. Because of this, Trolls can breath ice and snow, freezing their adversary. They have rock and water resistance. Often found at higher altitudes.

      Jumping Spider
      Ranging from 12-15 inches (30-38 centimetres) in diameter, jumping spiders are a carnivorous species known to apply advance hunting tactics to capture their pray whether they be dangerous or simply bigger. They live in single groups and while rare, have been known to ambush smaller humans. Thier venom contains a potent paralysis that can paralyze an adolescent in seconds. They can be found in both low and high altitudes.

      Mountain Rat
      Often the size of domesticated cats, mountain rats tend to be big as well as aggressive to intruders, with one male dominant over lesser males depending on the size of their group, which can range from 6-11. Though aggression is the least of a human's worries as Mountain Rats tend to steal food, they can pose a threat if they manage to land a bite. They can be found in low altitudes and become scarcer higher up, but not non-existent.
    • Coming Soon...
    • Coming Soon...
    • Coming Soon...
    Code:
    [div=display:none][/div]
     
    #2 Noctis the Devious, Mar 5, 2016
    Last edited: Jul 31, 2016
  3. Code:
    [xtable=skin1]
    {tbody}
    {tr}
    {td=colspan:1|rowspan:1}T-1
    A/B
    A/B
    A/B{/td}
    {td=colspan:1|rowspan:1}T-2
    C/D
    C/D
    C/D{/td}
    {td=colspan:1|rowspan:1}T-3
    E/F
    E/F
    E/F{/td}
    {td=Colspan:1|rowspan:1}T-4
    G/H
    G/H
    G/H{/td}
    {/tr}
    {/tbody}
    [/xtable]

    Output:
    T-1
    A/B
    A/B
    A/B
    T-2
    C/D
    C/D
    C/D
    T-3
    E/F
    E/F
    E/F
    T-4
    G/H
    G/H
    G/H
     
    #3 Noctis the Devious, Mar 9, 2016
    Last edited: Mar 9, 2016
  4. Still working on how to format this one...
    [​IMG]
    「G U A R D I A N」
    Bag of Goodies
    30

    [​IMG]

    「T R O L L」
    Ambush
    30
    • O v e r v i e w



































     
    #4 Noctis the Devious, Mar 10, 2016
    Last edited: Aug 8, 2016
  5. Basic:
    Code:
    [accordion=50%]{slide=left | [bg=#ccdd88][b][COLOR=#778833][size=5]Text[/size][/COLOR][/b][/bg]}Blurb{/slide}
    [/accordion]
    Output:
    Text
    Blurb


    Added Background:

    Code:
    [bg=#ccdd88][accordion=50%]{slide=left | [bg=#ccdd88][b][COLOR=#778833][size=5]Text[/size][/COLOR][/b][/bg]}[bg=#ccdd88]Blurb[/bg]{/slide}
    [/accordion][/bg]

    Output:
    Text
    Blurb


    Contained Background:

    Code:
    [accordion=50%]{slide=left | [bg=#ccdd88][b][COLOR=#778833][size=5]Text[/size][/COLOR][/b][/bg]}[bg=#ccdd88]Blurb[/bg]{/slide}
    [/accordion]

    Output:
    Text
    Blurb


    Input:
    Code:
    [accordion=50%]{slide=left | [div=text-align: left; background:url(http://bgfons.com/upload/rainbow_texture658.jpg); color: #eeeeee;]Text[/div]}[div=background: #ccdd88; padding: 10px; color: #778833; font-family: Georgia; text-align: justify;][div=text-indent: 20px;]Blurb[/div][/div]{/slide}[/accordion]

    Output:
    Text
    Blurb
     
    #5 Noctis the Devious, Mar 23, 2016
    Last edited: May 24, 2016

  6. Midna's Lament


    S P E A K S O F T L Y
    B u t w e a r a t h i c k s k i n


    █▉: / / FILE ON SUBJECTDATA EXPUNGED !
    ALSO KNOWN AS: INSERT ROLE HERE



    NAME: CHARACTER'S FULL NAME
    D.O.B.: DATE / MONTH / YEAR
    SEX: TREAT IT LIKE GENDER
    HEIGHT: XX FT XX IN
    WEIGHT: XXX LBS
    RACE: RACE
    OCCUPATION: HOW YOU MAKE DEM MONIES​

    PSYCHOLOGICAL PROFILE ▸ / TYPE: XXXX



    Please take this TEST and put the type up there ^ Remember to answer as your
    character NOT as you.


    List out, at a minimum, three positive and three negative personality traits. Then
    write a few sentences about it. Consider everything you write here to be known by
    an officer of SPARRO, because they've watched you. So, no surprise personality
    traits that pop up at a later time.


    Also, please self-bound the length of your lines. You may use the very first line as
    a guide for line length. Thank you!



    PSYCHOLOGICAL PROFILE ▸ / TYPE: XXXX

    Please take this TEST and put the type up there ^ Remember to answer as your
    character NOT as you.


    List out, at a minimum, three positive and three negative personality traits. Then
    write a few sentences about it. Consider everything you write here to be known by
    an officer of SPARRO, because they've watched you. So, no surprise personality
    traits that pop up at a later time.


    Also, please self-bound the length of your lines. You may use the very first line as
    a guide for line length. Thank you!



    SKILL ANALYSIS

    PRIMARY : RACIAL POWER IF APPLICABLE SECONDARY : A SKILL THAT PERTAINS TO YOUR ROLE


    ɢ ᴇ ɴ ᴇ ʀ ᴀ ʟ

    ██████████ ▃▃▃ STRENGTH
    ██████████ ▃▃▃ ENDURANCE
    ██████████ ▃▃▃ AGILITY
    ██████████ ▃▃▃ CHARISMA
    ██████████ ▃▃▃ INTELLIGENCE


    ᴀ ʙ ɪ ʟ ɪ ᴛ ɪ ᴇ s & ᴘ ᴏ ᴡ ᴇ ʀ s

    ██████████ ▃▃▃ CONTROL
    ██████████ ▃▃▃ POWER
    ██████████ ▃▃▃ CREATIVITY
    ██████████ ▃▃▃ DEFENSE

    ABILITY PROFILE
    ▸ / SERVICE FILE:


    ᴘ ᴏ ᴡ ᴇ ʀ s
    Power: Explanation of power
    Weakness: Explanation of weakness

    ᴀ ʙ ɪ ʟ ɪ ᴛ ɪ ᴇ s
    Ability: Explanation of power

    Weakness: Explanation of weakness

    You have five powers/abilities to share between the two categories. Please make
    sure they make sense within your character creation. Also, in regards of power,
    you are listing the APPLICATIONS of your power. You should only have one power.

    Also, please self-bound the length of your lines; you may use the very first line as
    a guide for line length. Thank you!



    HISTORY RECORDS : CLASSIFIED
    RESIDENT OF AUTUMN: # OF YRS

    ■ Bullet point events / details about your character's past
    ■ Things you might want to consider mentioning:
    ■ Where they were originally from
    ■ What is their family situation (e.g. divorced parents, etc)
    ■ Any complications during their childhood?
    ■ Did they ever have any run-in with the laws (if yes, what?)
    ■ How did they get into their current occupation?
    ■ Previous relationships or current relationships?
    ■ Use as many bullet points as you like, but try to keep it reasonable.
    ■ So, I don't want to see, like, 30 bullet points, you know?
    ■ Please don't write a paragraph for each of these bullet points. Just state critical events in
    your character's life.
    ■Also, please self-bound the length of your lines; you may use the very first line as
    a guide for line length. Thank you!



    AN INTERVIEW WITH SUBJECT ENTER DIALOGUE HEXCODE HERE

    QUESTION #001
    [/B]
    LET'S START EASY: WHY ARE YOU WEARING THOSE SOCKS?

    You will want to answer these questions in first person POV. Use your character's
    voice; the things you write here don't have to be truths, but it should give a reader
    a better understanding of your character's personality.

    Also, please self-bound the length of your lines; you may use the very first line as
    a guide for line length. Thank you!

    QUESTION #002
    WHAT WOULD YOU DO IF YOU FOUND A GENIE?


    Also, please self-bound the length of your lines; you may use the very first line as
    a guide for line length. Thank you!

    QUESTION #003
    YOUR LIFE IS NOW A MOVIE. WHAT IS THE TITLE AND WHAT ARE THE REVIEWS?


    Also, please self-bound the length of your lines; you may use the very first line as
    a guide for line length. Thank you!

    QUESTION #004
    THERE IS A HOUSE FIRE. WHAT/WHO DO YOU SAVE?


    Also, please self-bound the length of your lines; you may use the very first line as
    a guide for line length. Thank you!

    QUESTION #005
    YOU GET STOOD UP FOR A DATE. WHAT IS YOUR REACTION?


    Also, please self-bound the length of your lines; you may use the very first line as
    a guide for line length. Thank you!

    / / ☆★ ⋮ —
    [ code]
    [/code]
     

  7. Morphix
    (
    Ariana Clever)

    Age
    Twenty-four​

    Secret Identity
    Ariana doesn't go to great lengths to keep her identity a secret, but there's honestly nothing special about being a bored waitress working for a hole-in-the-wall diner few know about with its back road location. The most exciting thing that happens to her is a little kid staining her apron with ketchup. With that said, could anyone blame her for wanting to add a little mystery and excitement to her life?​

    Appearance
    Ariana stands 5'5" and weighs 117 lbs with fair skin and hair. Her blue eyes are dulled with boredom and weariness most associate with working. Sharply contradicting her Morphix persona, she dresses in plain clothes during the day in the form of pattern-less t-shirts and boot cut jeans when not in uniform. Otherwise it's the typical waitress get up - as in a dull red bottom up blouse, black slacks, and a white (why did it have to be white?) apron. Her shoes are shiny black and with a minor heel.

    Morphix, on the other hand, dresses obnoxiously in wild, dread lock wigs that are vividly colored and pinned so they don't fall off so easily, sleek black leather, and neon accessories. Unlike Ariana, Morphix brightens up her eyes with excitement, adrenaline, and a whole lot of make up to further make her indistinguishable from her secret identity. Sometimes even applying body paint to make her much more formidable. She also wears a pair of "goth" platform boots to make look taller, as if the crazy wigs didn't do that on their own. The most prevalent of her accessories, however, are the green toxic goggles usually perched on top of her head.​

    Superpower: You MUST have run this by me or Snakey BEFORE posting it, if not your sheet is automatically denied.

    Reason to Join
    Bored. Also curious. Boredom and curiosity always leads to some interesting places.​

    Bio: A bit about your character, family, life objectives, day occupation. At least a few paragraphs.
     
    #7 Noctis the Devious, May 22, 2016
    Last edited: Sep 11, 2016
  8. Input:
    Code:
    [div="float: right; border-radius: 8px; width: 32px; height: 32px; box-shadow: 0 0 2px 1px #bfbfbf;"][div="opacity: 0.2; width: 32px; height: 32px; overflow: hidden;"] [div="position: absolute; top: -134px; left: 0;"] [media][MEDIA=youtube]u9Dg-g7t2l4[/MEDIA][/div][/div][/div]

    Output:
     
    #8 Noctis the Devious, May 23, 2016
    Last edited: May 23, 2016
  9. Main:
    Code:
    [div=width:900px; margin-left:auto; margin-right:auto;]
    [div=background:url(http://bgfons.com/upload/rainbow_texture658.jpg); padding:14px; border:1px solid; border-radius:10px; display:inline-block;][div="float: right; border-radius: 8px; width: 32px; height: 32px; box-shadow: 0 0 2px 1px #eeeeee;"][/div][FONT=georgia][COLOR=#000000][SIZE=2]SONG TITLE[/SIZE][/COLOR][/FONT][/div][/div]
    Main Alt:
    Code:
    [div=width:900px; margin-left:auto; margin-right:auto;]
    [div=background:url(http://cdnlava360.saturn.netdna-cdn.com/wp-content/uploads/2012/06/03-Texture-For-Behind-Wallpaper-Desktop-Wallpaper.png); padding:14px; border:1px solid; border-radius:10px; display:inline-block;]
    Secondary:
    Code:
    [div=width:900px; margin-left:auto; margin-right:auto;]
    [div=background:url(http://theartmad.com/wp-content/uploads/Dark-Grey-Background-Image-3.jpg); opacity: 0.6; width: 650px; margin-left:auto; margin-right:auto; border-radius: 14px;][div=padding-left: 51px; padding-top: 10px; padding-bottom: 10px; padding-right: 51px; font-size: 10px; color: #999999; text-align: center;]
    Display:
    Code:
    [div=background:url(http://bgfons.com/upload/rainbow_texture658.jpg); padding:14px; margin: 20px; border:1px solid; border-radius:10px;"hr="border: 2px solid white"]
    
    [/div]
     
    #9 Noctis the Devious, May 23, 2016
    Last edited: May 25, 2016


  10. In my time, I've known men who inspire fear. You know what they have in common? They never say how frightening they are.❞
    - Daniel Salazar from Fear the Walking Dead


    [​IMG]



    Celeste Summers​



    Age: Twenty-six || Gender: Female || Ethnicity: British



    Alias(es):
    In the past, before her time in the mafia, she had lived under the names Domenica Moretti and Romy Martin. Unfortunately, that was back when she was young and didn't have two cents to pinch. She hadn't the right contacts or resources to keep either from being seen through by the wrong person with an abundance of both. Now, acting as an informant for the Mafia, the public knows her as Savannah Brooks, an American born with a mix heritage and an enthusiasm for Italian Culture. The trick is to hide in plain sight. Within the Mafia, however, most come to call her "Persona". For the older members, it was more of a jab than anything.​



    It's never about who's the better shot, rather, if you've shot the right person. A good strategy can over come the thickest walls and the heaviest artillery.❞




    Blue Shark #6996AD
     
    #10 Noctis the Devious, May 23, 2016
    Last edited: May 23, 2016

  11. Julian Lyric Pierce

    Age:
    Twenty-four

    Orientation:
    Homosexual

    Job/Role:
    A broke college graduate with a bad habit of dumpster diving scavenging for spare parts and lab equipment. He recently landed a fairly uncomplicated day job as a mechanic, but for Jules “uncomplicated” is synonymous with “boring". He does enjoy working on cars though, even if they don't present much of a challenge. When the occasion calls for it he can also be the resident fashion designer. At night, he becomes something else entirely.

    (Written) Appearance:
    Jules’ 5’10’’ tall build is roped with muscle earned from spending time studying MMA. His hands are rough and callous, fingernails uneven and bitten. Years spent working as a vigilante has riddled his body with numerous scars. His dark hair, while a decent length, is considerably prone to bedhead and running his hands through it, something he does more often than he’d admit to, ruffles it up to the likeness of a parakeet. His eyes are a steel, piercing grey, and expressive, lightning up with anger or arrogance or dimming down to dull boredom. His expression can be contradicting, however, often twisted up in a smooth smirk or dark and brooding. (He saves his dorky grins, genuine smiles, and love sick adoration for only certain, special people). His clothes are often kept simple with the most eye-drawing thing in his wardrobe being his leather jacket. Most of his jeans he wears baggy, but on some occasions he’ll wear boot cuts that may or may not make his ass look nice. (Never will he wear anything tighter like a pair of skinny jeans, unless it's his Batsuit.)

    Current Goal/Purpose:
    Take over the world.
    Save the world.

    Don't die while kicking ass and taking names.

    Personality:
    Bad Boy // Actor
    Jules has perfected the skill of pretending not to give two fucks about anything in life, complete with leather jackets and wild hair that could use a good combing. He slacked off through Jr. High and High School, only putting forth effort in shop classes. He also had quite the trek record, getting into fights quite often in his earlier years, but nobody looked twice when he came in covered in scrapes and bruises. He ultimately decided he could risk taking his school work a little more seriously in college, even if he got by on passing, albeit average grades. He barely held back in his science courses, Majoring in Physical Sciences, but still has all his notes neatly organized in a pair of large binders.

    Cheeky Prick // But Cares
    A rather unfortunate personality trait of Jules those close to him have to endure is his love for getting under people's skin. The closer one is to him the more he wants to see what makes them tick. This had lead to some rather bad break ups in the past, but he can't help but to love a good argument or seeing a little passion spike up in his partner. In the end, he isn't doing the whole Bat gig because he's an utter asshole. He genuinely does care for people and in the end, he doesn't really mean anything bad by it. If he knows his demeanor has hurt someone he immediately stops and tries to remedy the situation. Otherwise, he keeps his exploration of his partner's patients and temper to small, petty things.

    Secretive // Uncommunicative
    Jules’ secret life as a bat viglianti have made a habit out of doing everything under the radar. In his relationships that can be perceived as bad as he doesn't seem to understand the concept of sitting down and discussing a decision. While not necessarily impulsive, this leads to him doing things behind his partner's back and deciding things all on his own, half the time not realising it affects them too. Sometimes he convinces himself the other doesn't have to know to do something he has a sneaking suspicion the other won't like. He doesn't seem to get this is a telltale sign not to do what he's about to do without consultation. On the plus side, this can lead to him springing random surprises on his partner.

    Arrogant // Nerdy
    Though he has many faults, at the end of the day he's nothing more than a huge nerd with a flair for the dramatics. While his “secret identity” prevents him from achieving most of what he could do, what he does achieve he feels the need to show off and brag about. He takes pleasure in explaining his projects once he's done with them, but it's hard to find an audience interested in how something works rather than what it does. He could talk about science and cars all day as long as he has someone to listen. He personally thinks highly of his own abilities and takes offense when someone doesn’t agree, especially if they're under the impression of his slacker/bad boy facade.

    History Facts
    ➟ His grandfather was a wealthy man, being a proud owner of a multi-million dollar company. That company, instead of going to the oldest, went to Jules’ uncle, who proved he could actually run a company; something his father lacked the skills for.

    ➟ His mother and father were bitter towards his uncle and because of this, he never really had a chance to form a relationship with the man.

    ➟ When he was fourteen, he discovered he was gay by mere observation. His mother didn't take that observation too well and a fight broke out between them.

    ➟ The strife at home was part of the reason his grades started slipping in school.

    ➟ He took an interest in MMA when he took a walk and discovered a dojo that specialized in it. His father was too relieved to see his son take part in a sport to ask any questions; simply paid the fee.

    ➟ His first fight with a criminal was when he was sixteen-years-old. The bastard got away but Jules managed to survive the encounter with nothing more than a scratch (which turned into his first scar, now a faded pale streak across his left side).

    ➟ Frustrated, he hunted the son of a bitch down, stalked him, and waited for the right moment to strike. This time though, he was prepared. Cops found the crook tied to a lamp post that morning.

    ➟ Since then, Jules found it almost therapeutic to walk the streets of the bad side of town in the middle of the night. He ended up catching a couple of thugs trying to break into a car. Armed and dangerous he had two choices: run or get the shit get kicked out of him. He chose the latter.

    ➟ He passed the time in the hospital thinking up ways to avoid the beatings in future encounters. He ended up sketching out a design concept for a suit and some gear.

    ➟ On his first night out as Batman, he ended up stumbling across a drug deal between a couple of big baddies in an abandoned warehouse. He was smart enough not provoke them into a head to head encounter and instead chose a more strategic way to detain them with the help of some smoke screens and diversions.

    ➟ He was eighteen when he graduated from high school. His parents looked so proud looking up at him in his robes. He smirked, grabbed the nearest guy, and kissed him. He was socked in the face and his parents disowned him, but it was worth it.

    ➟ Luckily for him his uncle was willing to step in and helped him into college.

    ➟ Two weeks into Freshman year it was raining when he found a guy passed out in the hallway. The guy jostled awake as he approached and Jules cocked an eyebrow at him. That night ended with him inviting the guy into his dorm and not passing out until three hours before he was suppose to wake.

    ➟ No regrets.

    Fun Facts
    ๑ His uncle is the only family member he currently keeps in contact with.

    ๑ He loves his back being touched. From massages, surprise from-behind hugs, to cuddling back to chest with his partner.

    ๑ He likes naming stuff, especially after his bat persona.

    ๑ He's even got a Batman voice.

    ๑ He thinks bats are cool period.

    ๑ His birthdate is August 12th.

    ๑ He prefers savory foods.

    ๑ He’s a terrible cook.

    ๑ He's a decent enough sketch artist and has his own sketchbook he keeps on his person, but holds it in the same regards as a diary.

    ๑ The shoes of his Batsuit were designed to make him taller. 6’0’’ to be exact.

    ๑ He loves being dramatic.
     
    #11 Noctis the Devious, May 23, 2016
    Last edited: May 27, 2016
    • Love Love x 1

  12. [​IMG]
    Nightinvale, with its dark and elegant architecture, is only one of many cities powered by a Philosopher's Stone, a large crystal that floats overhead, and the capital of Poiēin.

    THE BIO-CIVIL WAR

    Long ago the country of Poiēin found itself locked in a bio-civil war, each side racing to bio-engineer the perfect super soldier. Driven by alchemists who wanted nothing more then to be able to legally work privately without being overseen by the Crown, it was the Eastern Provinces that constructed the first semi-successful bio-engineered race; beings nothing short of monstrous. Their means of creation left them with a taste for human blood and enhanced speed only furthered their ability to hunt down their prey. At first, alchemists were appalled at what they created, but opportunists only saw a means to an end. Professor Alaqly, a known public figure among the alchemists and the head of the Eastern Research team, ordered the proto-race to be locked away to "serve a higher purpose". But the enemy was breaking ground fast and pressure was placed on alchemists to refine their technique.

    Creating vampires virtually from scratch took time and yielded unpredictable results, so corners were cut in the form of a serum, or better said, weaponized vampire's blood that could be injected into a human being; however, the success rate was only 75% with 25% of human subjects not surviving the excruciating transformations. But the results were undeniable: creatures with an unintentional superior intellect and keen senses at the cost of vision. Human in appearance at first glance, the second generation of vampires were made distinguishable by their sharp, boney features, long necks and fingers, but their bodies failed to produce melanin, leaving their skin and hair fair and un-seeing eyes a translucent blue - if they held color at all. They were also cold to the touch, incapable of maintaining thermal homeostasis, or a core body temperature.

    The first vampiric assault was against Fort Hayyen, where second generation vampires were unleashed into the night on a stealth mission. The assault was quick, quiet, and brutally effective. Only one managed to escape the silent slaughter, a messenger for the Crown, and the Crown didn't hesitate to retaliate. Unbeknownst to Professor Alaqly, the Crown had spies in their midst and the vampire serum was compromised. Except, vampires weren't the goal. With the vampire serum in hand they not only had the key to remaking vampires, but the key to engineering a race that could counteract them. Combining human DNA with that of a wolf, what they created was a creature with enhanced strength and a pack mentality. Werewolves, they were called, appearing more animal than human and gifted enhanced strength. But the success rate of the lycanthropy serum was only 50% with the transformation putting a lot more strain on the human body.

    What followed was a war that would last five years. Though the Eastern Provinces had a head start, the Crown soon gained the upper hand in the the Battle of Fairwick, but the war didn't completely turn in their favor until the Battle of Aldmoor, when the Crown marshaled the resources and manpower to attack the Eastern Provinces from all directions, leading to the city's fall. This would ultimately lead to the last stand at Oldcrest, the heart of the Eastern Provinces' operations where Professor Alaqly and her followers were surrounded. They were ordered to surrender but it was then did Professor Alaqly unleashed her first generation of vampires, slaughtering her followers along with the Crown's army. Most assumed her dead, one of the many faceless bodies torn apart to the point of being nothing more than a blood spatter, but others believed she somehow managed to escape. Either way, her disappearance marked the surrender of all remaining Eastern Provinces forces.

    What was left of the second generation of vampires were seized as property by the Crown, but the war had left many scarred in more ways than one. Some turned completely feral under the weight of the trauma and had to be killed. While only making up a small portion of the vampire populace, murmurings and horror stories of the feral sparked civil unrest, which sparked fear and discrimination. As a result, some humans took to hunting and killing vampires in the shadows and while the vigilante activities weren't considered legal, law enforcement rarely took action against them. The werewolves of the Crown saw a different story. While stronger than humans they were seen as more as mankind's protecters and defense against vampires. They integrated well within human society and unlike vampires possessed the ability to breed amongst their own kind. While not as numerous as humans, they outnumbered vampires and used that to their advantage whenever necessarily, sometimes aiding humans in their vigilante antics.

    The twelve years that came after the Bio-Civil War was known as the Rubedo period. The country of Poiēin used this time to rebuild and replenish but while the military war was over, the political war just begun. Professor Hohenheim soon rose up to represent the Eastern Provinces' plight but instead of declaring war, Professor Hohenheim took a more peaceful approach and suggested a negotiation. It would take two years for the Crown to agree, and another year before the two parties decided on a set of terms. One of the most notable terms giving alchemists the right to legally take up private practices but only after serving at least five years as a Crown alchemist and registering their studies to a government office.



    NIGHTINVALE DISTRICTS

    RESIDENTIAL DISTRICT:
    1: Mansion
    2: Bakery
    3: Monument
    4: House
    5: Food shop
    6: Clothier
    7: Food shop
    8: House
    9: Apartment
    10: Mansion
    11: Scholars' Guild
    12: Temple of the God of Prophecy
    13: Alchemist
    14: Shack
    15: House
    16: Bakery
    17: House
    18: Garbage heap
    19: Monument
    20: House
    21: House
    22: Monument
    23: Shack
    24: Shop
    Major Streets
    Street 1: Old Wyvern Row
    Street 2: Spruce Avenue

    Minor Streets
    Porcupine Lane
    South Dandelion Way
    East Kitten Avenue
    Ward Lane
    Giant Row
    Iris Street
    MARKET DISTRICT:
    1: House
    2: Butcher
    3: Inn
    4: Cartographer
    5: Leatherworker
    6: Artist
    7: Potter
    8: Instrument shop
    9: Fortune teller
    10: Stone mason
    11: Architect
    12: Leatherworker
    13: Thatcher
    14: Shipwright
    15: Bookshop
    16: Textiles
    17: Sculptor
    18: Bookbinder
    19: Instrument shop
    20: Herbalist
    21: Tavern
    22: General store
    23: Pastry shop
    24: Toy shop
    Major Streets
    Street 1: Stone Way
    Street 2: Sunflower Street
    Street 3: Mockingbird Road

    Minor Streets
    Drake Road
    Albatross Lane
    Opal Avenue
    Ferret Row
    Ruby Street
    HARBOR DISTRICT:
    D: Docks
    1: Shack
    2: Tavern
    3: Gambling hall
    4: Tanner
    5: Shanty
    6: Messenger service
    7: Bakers' Guild
    8: Shop
    9: Well
    10: Gambling den
    11: Thieves' Guild
    12: Food stand
    13: Inn
    14: Empty warehouse
    15: Inn
    16: Junkyard
    Major Streets
    Street 1: Bard Way
    Street 2: Gypsy Row
    Street 3: Ruby Lane

    Minor Streets
    Pigeon Street
    Leopard Road
    Pony Street
    Mouse Way
    Harpy Street



    4. Academic District
    1 __ __ __ __ __ 2 __ __ __ __
    __ 3 4 __ S1 S1 S1 5 __ __ __
    __ __ 6 S1 S1 7 __ S1 8 __ __
    __ 9 10 __ S1 11 12 13 S1 __ __
    __ __ __ __ __ S2 14 __ __ S1 15
    16 __ __ __ __ __ S2 __ 17 __ __
    18 __ __ __ __ 19 __ S2 S2 20 21
    __ 22 23 __ __ __ 24 __ S2 S2 __
    25 __ __ __ __ __ __ __ 26 S2 27
    __ 28 29 __ 30 31 __ __ __ 32 S2
    1: Junkyard
    2: Military Academy
    3: Academy
    4: Alchemist
    5: Dueling ring
    6: College
    7: Military Academy
    8: Park
    9: Planetarium
    10: Midwife
    11: Planetarium
    12: Park
    13: Observatory
    14: School
    15: Park
    16: Academy
    17: Academy
    18: Observatory
    19: Bookshop
    20: Minstrels' School
    21: Military Academy
    22: Library
    23: Boarding School
    24: Minstrels' School
    25: University
    26: Planetarium
    27: Minstrels' School
    28: Library
    29: Apartment
    30: Boarding School
    31: Library
    32: Cafe
    Major Streets
    Street 1: Malachite Street
    Street 2: Carnelion Lane

    Minor Streets
    Kobold Avenue
    Tiger Street
    Chimera Row
    Sunset Avenue
    Knave Row
    West Duke Road


    5. Nobles' District
    __ __ __ __ __ 1 __ __ __ __ __
    __ S1 2 __ __ __ 3 __ __ __ __
    __ __ S1 __ __ __ __ 4 __ __ __
    __ __ S1 S1 __ 5 __ __ __ __ __
    6 __ __ S1 S2 S2 __ __ __ __ 7
    __ __ __ __ S1 S2 __ S1 8 __ __
    __ __ __ __ __ S2 S1 S1 9 __ 10
    __ __ __ __ __ 11 S2 12 13 __ 14
    __ __ __ __ __ __ 15 S2 S2 16 __
    __ __ __ 17 __ 18 __ S3 __ S2 __
    1: Apothecary
    2: Manor
    3: Manor
    4: Park
    5: Well
    6: Theatre
    7: Manor
    8: Mansion
    9: Apothecary
    10: Monument
    11: Well
    12: House
    13: Mansion
    14: Midwife
    15: Manor
    16: Peddler
    17: Manor
    18: Monument
    Major Streets
    Street 1: North Bard Lane
    Street 2: Old Yellow Lane
    Street 3: Duck Row

    Minor Streets
    Knave Lane
    Zebra Street
    Dahlia Avenue
    Donkey Street
    Ward Street
    Poppy Row


    6. Merchants' District
    __ __ __ __ __ 1 __ __ __ 2 __
    S1 S1 __ __ __ __ __ __ __ __ __
    3 __ S1 __ __ __ __ __ 4 __ __
    __ __ __ S1 __ __ __ __ __ __ __
    __ __ 5 6 S1 7 __ 8 __ __ __
    __ __ __ __ 9 S1 S1 __ 10 __ __
    __ 11 __ __ S2 S2 S2 S2 S2 12 __
    __ __ __ 13 14 __ S3 S3 S3 __ __
    __ __ __ __ 15 16 __ S3 S2 17 18
    __ __ 19 __ 20 __ 21 __ S3 S3 __
    1: Message runners
    2: Shack
    3: Clothier
    4: Masons' Guild
    5: Locksmith
    6: Cartographer
    7: Ritual supplies
    8: Fletcher
    9: Charm shop
    10: Manor
    11: Locksmith
    12: Masons' Guild
    13: Wine shop
    14: Carpenters' Guild
    15: Herbalist
    16: Textiles
    17: Carriage service
    18: Spice merchant
    19: Wine shop
    20: Alchemist
    21: Bakers' Guild
    Major Streets
    Street 1: Lord Row
    Street 2: Jasper Row
    Street 3: Willow Avenue

    Minor Streets
    Hyena Row
    Rowan Avenue
    Old Mockingbird Row
    Hawk Street
    Jaguar Way


    7. Warehouse District
    __ 1 2 3 S1 __ __ __ 4 __ __
    __ __ __ S1 S1 S1 5 __ 6 __ __
    __ 7 8 9 10 S1 __ __ __ __ __
    11 __ __ __ __ 12 13 __ __ __ __
    __ __ __ __ __ __ 14 15 __ __ 16
    __ __ 17 __ __ __ 18 19 __ __ __
    __ __ __ S2 S2 S2 S2 __ __ __ 20
    __ __ 21 __ __ S2 S2 __ 22 23 __
    __ __ __ __ 24 25 __ S3 26 __ __
    __ __ __ __ __ __ __ S3 27 __ 28
    1: Furrier
    2: High-end good warehouse
    3: Shack
    4: Well
    5: Empty warehouse
    6: Lumber warehouse
    7: Warehouse
    8: Spice warehouse
    9: Tanner
    10: Government office
    11: Graveyard
    12: Shop
    13: Food stand
    14: Garden
    15: Theatre
    16: Shrine
    17: Empty warehouse
    18: Masons' Guild
    19: Junkyard
    20: House
    21: Ore warehouse
    22: Shanty
    23: Stocks
    24: Parade grounds
    25: Warehouse
    26: Warehouse
    27: Warehouse
    28: Theatre
    Major Streets
    Street 1: Upper Serpent Avenue
    Street 2: Crow Lane
    Street 3: Dove Lane

    Minor Streets
    King Street
    Mule Avenue
    Mule Road
    Wildcat Row
    Old Chipmunk Row
    Sparrow Street
    Redwood Street
    Fog Avenue
    Old Sailor Street


    8. Military District
    1 __ __ __ __ __ __ __ __ __ __
    2 __ __ __ __ __ __ __ __ __ __
    S1 S1 __ __ __ 3 __ __ __ __ 4
    S1 __ __ 5 __ __ __ __ __ 6 __
    S1 __ __ __ __ __ __ __ __ __ __
    S1 __ __ __ 7 __ __ 8 __ __ __
    9 10 __ __ 11 S2 12 13 __ __ 14
    __ __ __ __ __ S2 S2 S2 S2 S2 S2
    __ __ __ __ __ __ 15 16 __ __ S2
    __ __ __ __ __ 17 __ __ 18 19 __
    1: Supply depot
    2: Indoor training ring
    3: Shoemaker
    4: Stable
    5: Guardhouse
    6: Barracks
    7: Armory
    8: Supply depot
    9: Guardhouse
    10: Supply depot
    11: Guardhouse
    12: Storehouse
    13: House
    14: Blacksmith
    15: Parade grounds
    16: Tavern
    17: Armory
    18: Blacksmith
    19: Barracks
    Major Streets
    Street 1: Upper Kingfisher Avenue
    Street 2: Mouse Way

    Minor Streets
    West Black Row
    Oak Street
    East Donkey Lane
    Hare Street
    Agate Row
    East Owl Street
    Possum Row
    Dove Lane


    9. Government District
    __ __ __ __ 1 __ __ 2 __ 3 __
    __ __ 4 __ __ __ __ __ __ __ 5
    __ __ S1 __ 6 __ __ __ __ __ __
    __ __ S1 __ __ __ 7 8 9 __ __
    10 __ S1 __ 11 12 S2 S2 13 __ 14
    15 16 S1 S1 17 __ __ S2 18 19 __
    __ 20 __ 21 S1 22 __ S2 __ 23 24
    __ __ __ __ S1 S1 S1 __ S2 S2 25
    26 __ 27 28 29 __ S1 __ __ S2 __
    __ __ __ __ __ __ 30 S3 __ 31 32
    1: Government office
    2: Diplomat's home
    3: Official's home
    4: Stocks
    5: Official's home
    6: Prison
    7: Park
    8: Judge's home
    9: Monument
    10: Guard headquarters
    11: Official's home
    12: Monument
    13: Diplomat's home
    14: Government office
    15: Courthouse
    16: Prison
    17: Shrine
    18: Consulate
    19: Advocate
    20: Bailiff's office
    21: Official's home
    22: Government office
    23: Guildhall
    24: Shrine
    25: Government office
    26: Advocate
    27: Guildhall
    28: Barracks
    29: Judge's home
    30: Treasury
    31: Guildhall
    32: Official's home
    Major Streets
    Street 1: Raven Street
    Street 2: Wyvern Street
    Street 3: Hydra Way

    Minor Streets
    Fog Way
    Upper Aster Street
    Cat Street
    Upper Jasper Row
    West Raven Way
    Tiger Avenue
    Maple Road
    Horse Street


    10. Guilds' District
    __ __ __ __ __ __ __ __ __ __ __
    __ __ 1 __ __ __ __ __ __ __ __
    __ __ __ __ __ __ __ __ __ __ __
    __ S1 S1 __ __ 2 __ __ __ __ __
    __ 3 S1 __ __ __ __ __ 4 __ __
    __ __ S1 S1 S2 5 __ 6 7 __ __
    8 9 10 __ S1 S2 S2 S2 __ __ __
    __ __ __ __ S1 __ S2 S2 __ 11 12
    __ __ 13 __ S1 14 __ __ 15 __ __
    __ __ __ __ __ __ 16 17 __ 18 __
    1: Silversmiths' Guild
    2: Brewery
    3: Entertainers' Guild
    4: Potters' Guild
    5: Furrier
    6: Potion shop
    7: Glassblower
    8: Herbalist
    9: Entertainers' Guild
    10: Physician
    11: Grain merchant
    12: Bakers' Guild
    13: Carriage service
    14: Tailor
    15: Peddler
    16: Charm shop
    17: Stocks
    18: Tavern
    Major Streets
    Street 1: Daisy Street
    Street 2: West Lion Street

    Minor Streets
    Blackberry Street
    Vole Way
    Giant Row
    Mink Avenue
    Minstrel Row


    11. Pleasure District
    __ __ __ __ __ __ __ __ __ __ __
    __ 1 __ 2 __ 3 __ __ __ __ __
    4 5 __ __ __ __ __ __ __ __ __
    6 7 S1 __ __ __ __ __ __ __ __
    __ 8 9 S1 10 __ __ 11 __ __ __
    12 __ __ S1 13 S1 S1 __ __ __ __
    __ __ 14 15 S1 S2 S2 S1 16 17 __
    __ __ __ __ 18 S2 S2 S2 __ __ __
    __ __ __ __ __ __ __ 19 __ 20 __
    21 __ __ 22 __ __ 23 24 __ __ 25
    1: Traders' Guild
    2: Minstrels' School
    3: Leatherworker
    4: Tavern
    5: Apartment
    6: Music hall
    7: Theatre
    8: Apartment
    9: Tavern
    10: Music hall
    11: Apartment
    12: Inn
    13: Apartment
    14: Gambling hall
    15: Theatre
    16: Garden
    17: Inn
    18: Apartment
    19: Theatre
    20: Theatre
    21: Theatre
    22: Baths
    23: Arena
    24: Gambling hall
    25: Inn
    Major Streets
    Street 1: Farmer Lane
    Street 2: Albatross Way

    Minor Streets
    Tiger Way
    Teak Street
    Daffodil Row
    Kingfisher Street
    Upper Archer Street
    Kobold Row
    Windy Road
    Red Avenue
    West Mockingbird Way


    RACES

    HUMAN: Humans are the most common race and the parent race to vampires and werewolves. They achieved many things in their time, from developing a steam powered world to mastering the science that is alchemy. 1Styborgs being a product of both, though an insensitive term for a human with both mechanical parts and organic. But as many great things they've achieved, they are capable of many dark things. Not too keen on the concept of co-existing, they fear the unknown, but not all of them are a complete lost cause. Driven by their seemingly insatiable curiosity they are also be creatures of understanding.

    VAMPIRE: Currently, somewhere between 25-50 original vampires survived the ages. Scar-riddled and hardened by war, hatred, and out living their loved ones these veterans have either taken to hiding in the shadows or working solemnly alongside alchemists as assistants. Those who aren't employed by private alchemists but still seek an honest living can find their place in an alchemist college making supply runs and overseeing students. Occasionally an alchemist will create their own vampire servant despite the illegality of it. If caught the alchemist will be sent to the dungeons and their newly created servant will the confiscated by the Crown as property.

    WERRWOLF: Generally more accepted than vampires and seen more as prorectors, werewolves have integrated well within human society; however, there do exist humans who still believe they are the supreme race and look down those who aren't human. Still, werewolves can be found working numerous jobs, most notably laborious ones. Sometimes alchemists will even enlist werewolves as bodyguards or, true to their roots, enlist in the army. They don't tend to live longer than humans so there isn't one left to remember the Old War, yet rarely do werewolves take pity on their vampiric counterparts and the two races remain natural enemies.



    STYMAN: Completely mechanical humanoids and the prime example of humanity's mastery over steam technology. Earlier versions were large and clunky but now they've been slimmed down to the size of an average man, though some controversial models have been made to represent a feminine figure.

    GOLEM: Humanoids constructed out of mud and clay and the prime example of humanity's mastery over alchemy. No one is really sure which came first, the styman or the golem, and such topic has sparked some serious debates between mechanics and alchemists with both parties believing their side were the first to create the first artificial "human". Either way, golems perform the same basic tasks as stymen.

    ASURA: Another, more recently bio-engineered race created from small, domestic animals. Depending on the breed from which they were created they could be no taller than a foot or at least four feet tall. The tallest asura recorded so far fell shy of five feet. Asuras are highly intelligent and bipedal pets but lack the ability to speak.



    [​IMG]
    Shards of the Philosopher's Stone, or the Great Stone, break off as it grows and expands with intake of the magic in the air, each embodying a single quality of its source.

    THE GREAT WORK


    STONES

    NIGREDO STONES: Nigredo, or blackness, means putrefaction or decomposition. It is the black matter that is absorbed by the Philosopher's Stone, the magic’s “darkness”. Nigredo Stones are used for breaking down, decaying magic. These stones are not readily available to the general public and can only be granted access to by official permission from the Crown; however, smugglers have been known to come in possession of them, and a few have landed in the hands of some lucky crime lords. Those who legally carry them are often hired Alchemists, but even they’re on loan and carefully watched. They were known as Black Stones among the commonwealth.

    ALBEDO STONES: Albedo is a Latinicized term meaning "whiteness". Following the chaos or massa confusa of the nigredo stage, the Philosopher's Stone undertakes a purification in albedo, which is literally referred to as ablutio – the washing away of impurities. In this process, the Great Stone is divided into two opposing principles to be later coagulated to form a unity of opposites or coincidentia oppositorum during rubedo.

    Albedo Stones are used in medical practices for their rejuvenation qualities and ability to heal minor injuries and illnesses, while providing a much needed boost to the immune systems of patients suffering from more major illnesses. Patients who have been healed with an Albedo Stone experiences a temporary heal factor that reduces the average human heal time by almost half. The time this lasts for seems to vary from patient to patient. Albedo Stones are no more common than Nigredo Stones but are more often seen. They are carried by Doctors, Preachers, Mother Superior, and even nuns, but rarely will they be carried by nurses. They are known as White Stones among the commonwealth.

    CITRINITAS STONES: Citrinitas, sometimes referred to as xanthosis, is a term given by alchemists to "yellowness." In alchemical philosophy, citrinitas stood for the dawning of the "solar light" inherent in one's being, and that the reflective "lunar or soul light" was no longer necessary. Citrinitas Stones are not only the most sought after, but peculiar in the way they only work for certain people. The people they do work for are gifted magic that is either powered by the sun or the moon, and depending on which can either act as a heat source or a water source, meaning they can cast fire or water from their stones for the purpose of destruction or defense. Some may even be strong enough to affect an existing source. One other, rare gift the carrier could be granted is the power of premonition, but a Stone can only have one ability or the other, not all three.

    Among the commonwealth the stones are simultaneously known as Yellow Stones.

    RUBEDO STONES: Rubedo is a Latin word meaning "redness" that was adopted by alchemists to define the fourth and final major stage in their magnum opus. Both gold and the philosopher's stone were associated with the color red, as rubedo signalled alchemical success, and the end of the great work. Rubedo is also known by the Greek word, Iosis. The rarest stone of them all, the Rubedo Stones have achieved almost mythical status among the commonwealth and nobility alike; even Alchemists argue over the validity of the Rubedo Stone. Those who still believe; however, speculate the Queen is in ownership of one.

    The fabled powers of the Rubedo Stone are said to be able to resurrect the dead, cure all illnesses, extend the life expectancy of the carrier, turn base metals into silver or gold and common stones to precious gems and diamonds. The commonwealth have many names for this stone: Ruby Stone, Red Stone, Mythical Stone, even Lesser Stone as it is a mere part of the Great Stone. Lesser Stone is also used by Alchemists and nobility as more of a taunt towards those who think it exists.





    Skull'n'Roses by Skryznia
     
    #12 Noctis the Devious, May 25, 2016
    Last edited: Jun 5, 2016

  13. IC LINK || OOC LINK


    「THE GAME」



    In the year 2026, a team at Kobayashi Institute of Technology revolutionized the game world by combining virtual reality gear with holographic technology and made it possible for a whole room of people to take part in a virtual reality game all at once, in real time, by placing players in the game both physically and mentally, making the player's body the controller.

    The technology was first introduced to the general public three years later at a game convention and the demonstration was a huge hit. They called it KIT Reality after their institution. A mere five years later an arena was built specifically for the purpose of hosting a special event featuring the new game system called KIT Reality: Survival. The goal of the event is simple: be the first to beat all ten bosses and win 10,000 dollars. The catch? The system implements both permanent death and a way for the audience to troll the players, or help, by allowing them to purchase obstacles, monsters, traps they can drop on the player to hinder their progress, or gear, armor, hints and other tools to aid them. But once a player's HP drops to zero, it's game over and the created character is permanently erased from the system and the player will be unable to reenter the event.

    Set in a sprawling dungeon with ten levels, Kit Reality: Survival is based off a classic RPG featuring four classes and five races. Each class will give you two bonus points in a certain attribute skill and each race will give a 1/3 bonus to a certain survival skills. For example, the Warrior class will give you two additional points in Strength or Constitution while a Dwarf race will offer 1/3 resistance to blind and 1/3 resistance to slow. In addition to classes and races the game also offers three different armor types: light, medium, heavy, and three weapon classes: one-handed, two-handed, projectile.

    Because the target audience is teenagers on Summer break, the game will run during daytime hours from 12:00pm to 4:00pm all seven days a week from May to August. Failure to beat all ten bosses by August will result in no winner. Daily participation is not required and participants can come in at any time as long as they did not previously participate in the event. Upon registration players will have the opportunity to create a level ten character and be given 105 attribute points to distribute between the attribute skills, and 250 gold to spend in shops. A character is also given an extra ability unique to them to aid them in their quest for fame and fortune.
    「MOBILE INTRO」
    In the year 2026, a team at Kobayashi Institute of Technology revolutionized the game world by combining virtual reality gear with holographic technology and made it possible for a whole room of people to take part in a virtual reality game all at once, in real time, by placing players in the game both physically and mentally, making the player's body the controller.

    The technology was first introduced to the general public three years later at a game convention and the demonstration was a huge hit. They called it KIT Reality after their institution. A mere five years later an arena was built specifically for the purpose of hosting a special event featuring the new game system called KIT Reality: Survival. The goal of the event is simple: be the first to beat all ten bosses and win 10,000 dollars. The catch? The system implements both permanent death and a way for the audience to troll the players, or help, by allowing them to purchase obstacles, monsters, traps they can drop on the player to hinder their progress, or gear, armor, hints and other tools to aid them. But once a player's HP drops to zero, it's game over and the created character is permanently erased from the system and the player will be unable to reenter the event.

    Set in a sprawling dungeon with ten levels, Kit Reality: Survival is based off a classic RPG featuring four classes and five races. Each class will give you two bonus points in a certain attribute skill and each race will give a 1/3 bonus to a certain survival skills. For example, the Warrior class will give you two additional points in Strength or Constitution while a Dwarf race will offer 1/3 resistance to blind and 1/3 resistance to slow. In addition to classes and races the game also offers three different armor types: light, medium, heavy, and three weapon classes: one-handed, two-handed, projectile.

    Because the target audience is teenagers on Summer break, the game will run during daytime hours from 12:00pm to 4:00pm all seven days a week from May to August. Failure to beat all ten bosses by August will result in no winner. Daily participation is not required and participants can come in at any time as long as they did not previously participate in the event. Upon registration players will have the opportunity to create a level ten character and be given 105 attribute points to distribute between the attribute skills, and 250 gold to spend in shops. A character is also given an extra ability unique to them to aid them in their quest for fame and fortune.
    「CHARACTERS」
    Character Classes
    Gunslinger
    A long range combatant with little means of defense. They can, however, make effective use of enchanted equipment and weapon abilities. Offers two additional points in either Perception or Dexterity. They make effective us of light or medium armor and projectile weapons.

    Mage
    Featuring powerful magical abilities, healing and supportive magical abilities, but physically weak. Offers two addition attribute points in either Intelligence or Willpower. They make effective use of light armor and two-handed and one-handed weapons.

    Rogue
    A nimble combatant focused on stealth and social skills, also capable of high-damage special attacks balanced by sub-par resistance to injury. Offers two additional attribute points to either Dexterity or Charisma. They make effective use of medium armor and one-handed weapons.

    Warrior
    Focused on combat abilities, but almost entirely lacking in magical abilities. Warriors can, however, make effective use of enchanted equipment and weapon abilities. Offers two additional attribute points to either Strength or Constitution. They make effective use of heavy armor and many types of weapons with the exception of projectiles.

    Character Races
    Dwarf
    A short, sturdy race that hails from deep underground and inside mountains. They are expert craftsmen and blacksmiths, and are better suited for the warrior class than any other, offering 1/3 survival bonuses in blind and slow. Due to lack of sun exposure their skin is usually shades of pale with hair ranging from shades of blond to light browns. Blues and greens are their common eye color's but occasionally a dwarf may have brown eyes.

    Elf
    A tall, lithe race shaped by the forests of their homes. They have ears as sharp as their hearing and expert hunters, finding comfort in a good bow, making them the best suited for Rogue, Mage, and even Gunslinger, offering a 1/3 survival bonus in both poison and silenced. Normally living out in the open they tend to have skin in the shades of tan or dark, with hair in the shades of brown, black, and on occasion, shades of blonde, bleached by the sun. Green eyes are a rarity among the Elves.

    Fae
    The fae are magical creatures that can change their size to be as small as a butterfly or as tall as a human with wings often taking on the appearance of insects. Their magical abilities make them best suited for Mage or even Rogue and offer a 1/3 survival bonus in Charm and in Transfiguration. Their appearances are the most bazaar, with hair, eye, and even skin color ranging from natural human tones to other unnatural shades and color. Blue being a prime example.

    Human
    The most versatile of the five races and the most adaptable, offering 1/3 survival bonuses to two rebuffs of their choosing. Their hair color is limited to natural shades of blond, shades of brown, shades of red, and black. Their eye color is limited to natural shades of blue, green, brown, and grey. Their skin color is limited to natural shades of pale, tan, and dark.

    Orc
    The Orc are similar to humans in size and build, though can easily be as tall as an elf, but with tougher skin and a maul that extends outward to accommodate their larger canine teeth. Coming from a culture centered around war they make great warriors. They offer 1/3 survival bonuses in both fear and bleed. Fair hair and light eye colors are rare in orcs and their skin is normally in shades of green.
    「MAGIC」
    Rejuvenation
    Rejuvenation magic focuses on purification spells that can be used offensively against undead foes as well as support for allies. Rejuvenation spells can cure certain ailments, heal allies, restore energy, guard, and revive zombified comrades.

    Elemental
    Elemental magic focuses on offensive spells that can utilize elements such as fire, water, earth, air, and lightning to bring down the wrath of nature down upon foes. Elemental spells can summon walls of fire, blow away opponents, crush those who stand in your way, and drown the competition.

    Force
    Force magic manifests itself as light and color, typical magic that can teleport objects, force them back, transform foes into chickens, inflict debuffs, enchant items, communicate with spiritual entities, and utilize telepathy, empathy, and telekinesis.

    Blaster
    Blaster magic is the branch of magic most notably used by Gunslingers. By channeling magic through projectiles, players can shoot concentrated blasts of magic at their foes. This magic can be any of three magic branches mentioned above, or any of the the debuffs depending on the Gunslinger's skill set.

    Weapon Skills
    Weapon Skills, unlike typical magical abilities that use mana, uses labor, mana's physical counterpart that measures a character's physical limitations instead of magical. Weapon Skills allow a player to unleash debuffs upon their foes at long rand and short range but has to be manually activated like spells.

    Potions
    Minor Potions
    ● Cure and Antidote Potions: Cures minor debuffs.
    ● Health Potions: Heals 30 points of Health.
    ● Infliction Potions: Thrown at an enemy to inflict minor debuffs.
    ● Regeneration Potions: Recovers 30 points for 3 actions.
    ● Resistance Potions: Resists minor debuffs for 3 turns.

    Modest Potions
    ● Cure and Antidote Potions: Cures debuffs of both minor and modest.
    ● Health Potions: Heals 60 points of Health.
    ● Infliction Potions: Thrown at an enemy to inflict modest debuffs.
    ● Regeneration Potions: Recovers 60 points for 6 turns.
    ● Resistance Potions: Resists modest debuffs for 6 turns.

    Major Potions
    ● Cure and Antidote Potions: Cures all types of debuffs.
    ● Health Potions: Heals 90 points of Health.
    ● Infliction Potions: Thrown at an enemy to inflict major debuffs.
    ● Regeneration Potions: Recovers 90 points for 9 turns.
    ● Resistance Potions: Resists all debuffs for 9 turns.
    ● Revive: Rare potion that cures Zombie. No effect on undead foes.
    「WEAPONS & ARMOR」
    Armor
    Heavy Armor
    Boots, chest plate, gauntlets, helmet, leggings, shoulder guards. The heavy armor in is better suited for the Warrior class as their need for strength and defenses make their build ideal for heavy duty armor that may slow them down but absorbs way more impact than any other class of armor. Heavy armor is often made of metals and can be rather loud to move in.

    Light Armor
    Bracers, boots, capes, coats, corsets, doublets, dresses, gloves, hats, jerkin, pants, robes, shirts, vests. Light armor is better suited for those who can't afford to be weighted down or can't bear the weight of armor. Mages and Gunslingers being a prime example. While it doesn't offer much protection, it more than makes up for it in mobility. Light armor is often made up of cotton, wool, and other light materials.

    Medium Armor
    Bracers, boots, caps, chest piece, gloves, pants, shoulder guards. Medium armor sits comfortably between light armor and heavy armor as it offers it's owner protection while also being maneuverable. While not as strong as heavy armor, it's perfect for the Rogue or even Gunslinger. Medium armor is often made up of leather and chain mail.

    Weapons
    One-Handed Weapons
    One-handed weapons are weapons the wielder can wield with one hand or can act as a secondary weapon if small enough. This includes, but not limited to:
    • Axes
    • Clubs
    • Daggers
    • Hammers
    • Iron Knuckles
    • Knives
    • Maces
    • Shields
    • Short swords
    • Swords

    Two-Handed Weapons
    Two-handed weapons are weapons the wielder needs to wield with two hands. This includes, but not limited to
    • Axes
    • Ball and Chains
    • Duel-Wielding
    • Gauntlets
    • Hammers
    • Maces
    • Pole Arms
    • Saws
    • Scythes
    • Swords

    Projectiles
    Projectiles are weapons the wielder can launch or shoot. They include, but not limited to:
    • Boomerangs
    • Bows and Arrows
    • Chakrams
    • Crossbows
    • Flintlocks
    • Javelins
    • Muskets
    • Shotguns
    • Slingshots
    • Spears
    • Throwing Knives
    • Tomahawks
    • Whips

    Magical Artifacts

    Magical Artifacts are a class of weapons primarily used by Mages to channel their spells. Often they are duel wielded with a secondary weapon. This includes but not limited to:
    • Books
    • Crystal Balls
    • Scepters
    • Staffs
    • Wands
    「SKILL ATTRIBUTES」

    Charisma (Presence, Charm, Leadership)
    A measure of a character's social skills. Charisma influences persuasion, prices while trading, and are likely to have an impact on those around them. Characters with high Charisma often become leaders con artists, or actors. This can also improve the believably of lies, deceit, and disguises. 10 points of Charisma equals -5 gold deducted from prices.

    Constitution (Fortitude, Resilience, Vitality)
    A measure of how resilient and defended a character is. Constitution is the combination of the Constitution and the Defense stat normally found in RPGs and decreases taken damage by a fixed amount per hit. For example, if an armor rating is 10 and the attack that hits is 20, you only take ten damage. Of course any attack equal to or below your armor rating fails. Additionally, Constitution also decides how many hits you can take. 1 point of Constitution equals 10 points of health.

    Dexterity (Agility, Speed, Reflexes)
    A measure of how agile and physically fit a character is. Dexterity controls how fast a character can move, how long they can move, and how effectively they can execute their moves. In other words, the higher your Dexterity attribute, the faster your character can run, the longer they can run for, and the better they can dodge and flip around everywhere. 1 point of Strength equals 10 points of labor.

    Intelligence (Knowledge, Clever, Control)
    A measure of a character's problem-solving ability and awareness of world lore. Intelligence dictates the character's ability to comprehend foreign languages and their skill in magic. For Mages, the higher your character's intellect, the greater their control over their magic and the faster they can learn new spells. For other classes, the higher your intellect the better battle strategies you can come with and the more resourceful your character will be. 1 point of Charisma equals ten points of Mana.

    Perception (Aware, Alert, Infiltration)
    A measure of a character's environmental awareness. Perception controls the chance to detect vital clues, traps, or hiding enemies, and the accuracy of ranged attacks. Perception will also allow a character to pick locks, sneak effectively, and target multiple enemies. 10 points of Perception equals +1 enemy a character can target at once.

    Strength
    (Body, Might, Brawn)
    A measure of how physically strong a character is. Strength adds a bonus to probability of melee attacks landing and decides how much a character .ca carry. If a weapon or equipment (armor, shield, etc.) weighs more than a player can carry than the weapon/equipment will slow the speed of attacks and reduce the likelihood of dodging, parrying, or even landing a solid hit. 10 points of strength equals +1 to probability rolls. 1 points of strength equals five items.

    Willpower (Stubborn, Sanity, Confidence)
    A measure of a character's common sense, mental resistance, and spirituality. Wisdom often controls a character's ability to communicate with mystical entities, discern other characters' motives or feelings, and ability to resist against mind-altering status effects. A character with high Willpower will not be easily swayed by Charisma and have a higher tolerance for pain. 1-30 points of Willpower equals minor resistance to mental status effects, 40-60 points of Willpower equals modest resistance to mental effects, 70-90+ equals major resistance to mental effects.
    「SURVIVAL SKILLS/DEBUFFS」
    Gradually Drains HP
    1) Bleed
    Inflicts a wound that drains a character's health over time. Minor Bleed will drain 5 points of health upon action, modest Bleed will drain 10 points of health upon each action, and major Bleed will drain 15 points of health upon each action. Can be cured with a cure spell/potion.

    2) Burn
    Inflicts a burn on the character and drains their health over time. Minor Burn will drain 5 points of health upon action, modest Burn will drain 10 points of health upon each action, and major Burn will drain 15 points of health upon each action. Can be cured with a cure spell/potion.

    3) Poison
    Poisons the character and drains their health over time. Minor Poison will drain 5 points of health upon action, modest Poison will drain 10 points of health upon each action, and major Poison will drain 15 points of health upon each action. Can be cured with an antidote.

    Prevents Movement
    4) Frozen
    Freezes a part or, depending on the strength of the effect, the entire body of a character for a certain amount of actions. Minor Frozen prevents movement of the targeted limb for three actions, modest Frozen freezes a limb and a nearby limb for six actions and drains 3 points of health for each action missed, and major Frozen freezes the body of the character for nine actions and drains 6 points health with each action missed. Can be cured with a fire spell or a cure spell/potion.
    [...]modest Frozen freezes a limb and a nearby limb[...](example: if an arm is targeted either the neck or the hip will also be effected and if one leg is targeted the hips are effected as well.)​

    5) Paralysis
    Paralyzes the character for a certain amount of actions. Minor Paralysis pauses the character for three actions, modest Paralysis pauses the character for six actions, and major Paralysis pauses the character for nine actions. Can be cured with an antidote.

    6) Petrified
    Turns a part or, depending on the strength of the effect, the entire body of a character to stone for a certain amount of actions. Minor Petrified freezes the targeted limb for three actions, modest Petrified freezes a limb and a nearby limb for six actions, and major Petrified freezes the body of the character for nine actions. Can be cured with a cure spell.

    Physical Effects
    7) Blind
    Prevents the character from seeing for a certain amount of actions. Minor Blind blinds the character for three actions, modest Blind blinds the character for six actions, and major Blind blinds the character for nine actions. Can be cured with a cure spell/potion.

    8) Silenced
    Prevents verbal communication and the use of magic spells for a certain amount of actions. Minor Silenced mutes the character for three actions, modest Silenced mutes the character for six actions, and major Silenced mutes the character for nine actions. Can be cured with a cure spell/potion.

    9) Slow
    Greatly reduces the speed and movement of a character for a certain amount of actions. Minor Slow restraints the character for three actions, modest Slow restraints the character for six actions, and major Slow restraints the character for nine actions. Can be cured with a cure spell/potion.

    Mental Effects
    10) Berserk
    Inflicts unexplained anger in a character and for a certain amount of actions, causing them to attack thoughtlessly and renders them incapable of casting spells and using special weapon skills. Minor Berserk angers the character for three actions, modest Berserk angers the character for six actions, and major Berserk angers the character for nine actions. Can be cured with a cure spell/potion.
    [...]causing them to attack thoughtlessly and renders them incapable of casting spells and using special weapon skills. This means all they can do is swing their weapon around with a chance of attacking allies.​

    11) Confused
    Disorients the character for a certain amount of actions, causing lightheaded, dizzy, lost of balance and footing, and reduced accuracy. In this state a character may mistaken an ally for a foe. Minor Confused disorients the character for three actions, modest Confused disorients the character for six actions, and major Confused disorients the character for nine actions. Can be cured with a cure spell/potion.

    12) Fear
    Induces inexplicable fear in a character for a certain amount of actions, preventing them attacking or even fighting. Minor Fear scares the character for three actions, modest Fear scares the character for six actions, and major Fear scares the character for nine actions. Can be cured with a cure spell/potion.

    Special Effects
    13) Charm
    Causes the character to loose control over their own body to some degree depending on the strength of the effect for a certain amount of actions. Minor Charm prevents the character from attacking the inflict-er for three actions, modest Charm prevents a character from attacking foes of allied with the inflict-er, as well as the inflict-er, for six actions, and major Charm completely brainwashes the character to attack for the inflict-er for nine actions. Can be cured with a purify spell.

    14) Curse
    Causes the character to loose control over their own body to some degree depending on the strength of the effect for a certain amount of actions. Minor Curse switches the movement of a limb with another for three actions, modest Curse switches the movement of two limbs two other limbs for six actions, and major Curse randomly switches all limb movement with others for nine actions. Can be cured with a purify spell.

    15) Transfiguration
    Turns a character into a weaker animal for a certain amount of actions, leaving the character vulnerable. Minor Transfiguration turn the character for three actions, modest Transfiguration turns the character for six actions, and major Transfiguration turns the character for nine actions. Can be cured with a cure spell.

    16) Zombie
    Causes the character to become undead for a certain amount of actions, or for as long as they hold weapon/equipment; however, if the character dies under this effect, effect will become permanent. Minor Zombie damages the character with healing spells and equipment while healing with actions that would normally damage a character for three actions, modest Zombie damages the character with healing spells and equipment while healing with actions that would normally damage a character for six actions, and major Zombie damages the character with healing spells and equipment while healing with actions that would normally damage a character for nine actions. Can be cured with a revive spell or potion unless permanent.
    「THE MARKET」
    - Minor Healing Potion: 20g
    - Minor Regeneration Potion: 40g
    - Minor Cure Potion (Burn): 20g
    - Minor Cure Potion (Bleed): 20g
    - Minor Antidote Potion (Poison): 35g
    - Minor Cure Potion (Freeze): 50g
    - Minor Antidote Potion (Paralysis): 35g
    - Minor Cure Potion (Confusion): 25g
    - Minor Cure Potion (Charm): 50g
    - Minor Cure Potion (Curse): 50g
    - Minor Cure Potion (Berserk): 45g
    - Minor Cure Potion (Fear): 45g
    - Minor Cure Potion (Transfiguration): 50g
    - Minor Cure Potion (Blind): 35g
    - Minor Cure Potion (Silenced): 35g
    - Minor Cure Potion (Slow): 35g
    - Minor Resist Potion (Burn): 30g
    - Minor Resist Potion (Bleed): 30g
    - Minor Resist Potion (Poison): 45g
    - Minor Resist Potion (Freeze): 100g
    - Minor Resist Potion (Paralysis): 55g
    - Minor Resist Potion (Confusion): 35g
    - Minor Resist Potion (Charm): 60g
    - Minor Resist Potion (Curse): 60g
    - Minor Resist Potion (Berserk): 55g
    - Minor Resist Potion (Fear): 55g
    - Minor Resist Potion (Transfiguration): 60g
    - Minor Resist Potion (Blind): 45g
    - Minor Resist Potion (Silenced): 45g
    - Minor Resist Potion (Slow): 45g



    「THE OOC」


    Gunslinger: 0/2x || Mage: 0/2x || Rogue: 0/2x || Warrior: 0/2x


    Cast
    W.I.P.

    「THE BATTLE SYSTEM」
    Every player in the battle must roll a six faced die to decide the probability of their actions. The attacker must roll to decide if their attack is effective and the defender must roll to decide if they block, dodge, or counter attack effectively. One way to counter attack would be trying to neutralize an incoming attack with you're own attack with spells that don't have the normal defense attributes such as absorbing impact, absorbing energy, or reflecting attacks entirely. In this instance, one attack would over power the other and continue on towards the intended target. Then the original attacker, or the defender if the counter attack failed, would be forced to roll again to determine if they dodge, block, or counter attack effectively. Another alternative is dodging the attack and then countering.

    1-3: Minor. Your attack is likely to miss or, if lands, makes a scratch. But damage is damage.

    4-6: Modest. Your attack has a better chance of landing and doing moderate damage.

    7-9: Major. Your attack is bound to succeed, landing a solid hit.

    If the attacker's roll falls below the defender's roll they are bound to fail. Like wise, if the attacker's roll falls above the defender's roll they are likely to succeed. The one exception being if the defender manages to roll the same number as the attacker as this means they were both equally effective and no winner is decided that round. In the event the defender goes for a counter attack, they must either roll the same number as the attacker, roll one below the attacker, or roll one above to neutralize the attack. To roll two or more higher than the attacker means they not only neutralize the attack but their attack is still coming at the original attacker; however, if you want your character to dodge and then counter in the same move you roll two dice. The first represents your dodge and the second represents the effectiveness of your attack. You must roll successfully on your dodge for the move to be complete. The original attacker will always have the opportunity to dodge, block, or counter if another attack, or their own in the instance of a reflect, is being sent at them.

    But again, these rolls establish probability. For actual damage and mana/labor reduction, multiply roll by ten to (for a dodge-counter, add ten to the second dice, which decides the actual attack) minus the player's armor rating for the targeted area (target the chest and deduct the armor rating for the chest piece, so on so fourth). Note that the armor rating should deduct from the attack and not the actual armor rating.
    Example: Player A wants to attack Player B's chest and rolls a nine. Nine is multiplied by ten to determine strength of the attack giving it the power of ninety, but Player B's chest plate has an armor rating of twenty-five. 90 - 25= 65. 65 is deducted from the attacker's mana/laber, the defender's health, but not the armor rating.

    Written Formula: [Probability (+ [Strength Bonus])] x 10 - [Armor Rating] = [Attack Power]​
    「DICE SYSTEM」
    How to Dice
    Unfortunately you can't use Iwaku's built in system until you post. Once you post a "more options" option will appear. Click that and a interface will pop up, first asking why you're rolling the dice. This is where you'll state whether or not you're rolling for battle, enchanting, or armor. The second thing you'll notice is the number of faces on the die. Six is the default choice and one that will be utilized the most. Once you roll, a roll again option will appear. To make a new die, you can use the same post and go through the "more options" again.
    「ACTION」
    Action is another word for post. So if your character is inflicted with a debuff that prevents them from acting or drains their HP, they'll be inflicted with that debuff for 3-9 posts. While posts will not be in a particular order there will be two set requirements. 1) At least one other person must post after your post. 2) The inflict-er must post after your post. In the meantime, build up some tension. Give us the feeling of your character in trouble.
    「ARMOR RATING」
    Similar to a D&D system, players will roll 6-7 times to determine the rating of their armor pieces depending on the armor class (heavy armor will roll 25-faced dice, medium armor will roll 20-faced dice, light armor will roll 15-faced dice). The first die roll will determine the rating of the helmet. The second die roll will determine the rating of the chest piece. The third dice roll will determine the rating of the leggings. The fifth roll will determine the rating of the boots. The sixth row will determine the rating of the gloves/bracer. The seventh die roll is optional for any extra armor piece (capes, cloaks, jackets, etc.). Even if you're character is lacking a piece of armor for whatever reason (lacking leggings because you're character is wearing a dress or long robes, etc.) please roll for all pieces of armor and just skip over the die rolls you don't need - excluding them from the total armor ratings - to keep things in order.
    「ENCHANTING」
    Enchanting
    Players are allowed two pieces of enchanted armor and three weapon skills for each weapon owned on the grounds they name the dice after the weapon or armor in question; however, to keep up the random feel of RPGs, players must roll a 16-faced die to determine which survival skill/debuff they'll have (if armor and shields it counts towards resistance, and if on weapons counts towards infliction). Notice how the Survival Skills are numbered? Your roll should correspond with the SS's number (1 = Burn, 2 = Bleed, 3 = Poison, etc).Roll another die to determine the potency of the skill/resistance (because you can't change the number of faces on a die when rolling in the same group the number system is a bit different):

    1-8: Minor. 1/3 resistance.

    9-13: Modest. 2/3 resistance.

    14-16: Major. 3/3 resistance.
    「RULES」
    In-Character Rules
    - Characters will start with either 1x one-handed weapon and/or shield, OR 1x set of duel weilds, OR 1x two-handed weapon and 1x secondary one-handed weapon (usually a concealed) OR 1x projectile.
    - Characters can have more than one weapon but cannot have more than two equipped.
    - Switch-Hitter builds are allowed. Switch-Hitters are characters that can switch between one-handed weapons and projectiles.
    - Please try to stay true to the race describtions.
    - The Market will include more items the further we get. if you have a suggestion for the item.
    - The further we get the stronger the items become. Even the minor items.
    - Unique Abilities don't have to be attacks. They can aid your character and effect the game in numerous ways, but always at a cost.

    Out-of-Character Rules
    - No God Modding or Power Playing.
    - You can make up to two characters, preferably one of each gender and of different races/classes.
    - Skim through the cast list and try to keep characters different from one another. Diversity keeps things fresh and interesting.
    - Your character can die. Your more than welcome to create another character or join the Troll Team.
    - You can post WIPs but they must be completed within five days of being posted.
    - In the event of a time skip 10 experience points will be granted to players per day skipped.
    - No more then one post day per player please! This will keep players from getting lost and hopefully from being excluded.
    - Don't cause OOC drama or stir up arguments. You've been warned.
    - Rage quitters beware!
    「CHARACTER SHEET」
    "Player"
    [Please remove bracket text. Yes, even these.]
    Name: [Name of Character]
    Age: [Age of Character]
    Gender: [Gender of Character]
    Occupation: [Job or Education of Character]
    Personality: [Should include flaws and qualities. Likes, dislikes, pastimes, and ambitions optional.]
    Appearance: [Should at least include: height, eye color, hair color, skin color, aethnic apparel. Ethnic background/race optional.]
    Reason for Competing: [For the money (and why)? Or for the experience?]
    Relationships: [Character relationships with other characters. Can be discussed OOC and developed through IC.]
    Other: [Anything I didn't cover you would like to mention.]

    "Avatar"
    Screenname: [Character's Name In KIT]
    Level 10
    Health: [Character's Damage Intake. Determined by Constitution.]
    Labor: [Character's Physical Limitation. "Mana" for weapon skills. Determined by Dexterity.]
    Mana: [Character's Magical Limitation. Determined by Intellect.]
    Gender: [Character Gender]
    Race: [Character's Race In KIT.]
    Class: [Character's Class in KIT.]
    Appearance: [Character's appearance in KIT. Should include height, hair color, eye color, skin color, unique features.]
    Resistances and Bonuses: [Character Survival Skills and bonuses received from Attributes.]
    Unique Ability: [Ability unique to your character. UAs come with their own drawbacks and perks.]
    Experience: 0 (need 500 to advance) [Each level adds 100 points to "need to advance".]
    Gold: 250g
    Item Capacity: [Amount of items your character carry. Determined by Strength.]
    Skill Attributes: 105 [Try to have Attributes reflect character's personality. Points received from Class Bonus should be put in parentheses.]
    CHA:
    CON:
    DEX:
    INT:
    PER:
    STR:
    WILL:​
    Weapon: [Characters are allowed to start with 1 one-handed weapon and shield OR 1 set of duel wields OR 1 two-handed weapon and 1 secondary one-handed weapon OR 1 projectile.]
    Spells/Weapon Skills: [If Mage, you get a maximum 2 spells from Rejuvenation, Elemental, and Force of the Players Creation. If not Mage, exclude spells. Weapon Skills allow the wielder to inflict debuffs with weapons. Be creative with execution.]
    Armor: [Armor Class = Total Armor Rating]
    [List of pieces of armor, class, and individual armor rating.]
    Equipment: [List of Equipment bought from the merchant.]
    Menu Crystal [Menu Crystals allows access to the main menu where you'll find your inventory, save and logout option, list of party members and locations (if online), stats, etc. Through here you can invite people to your party and message other players.]​

     
    #13 Noctis the Devious, May 27, 2016
    Last edited: May 30, 2016
  14. STAND IN THE RAIN


    G E N E R A L
    "If you need me to prove to you I am a witch, I will prove to you I am a witch with a capital B!"

    NICKNAMES
    Summer Rain
    Her sister used to call her this. Emphasis on used to. Unless you want to be hexed beyond recognition don't try to be clever with her name.

    Little Rai
    A name only Selene can get away with calling her.

    Snob
    A name only Jayden can call her without being hexed.

    Summers
    This is what she prefers to be called by her peers.

    Captain
    Or Captain Summers. She likes the sound of that. She instructs the rest of the duel members to call her either or. She may or may not like her position a little too much.​

    AGE
    16
    October 21st​

    GENDER
    Female​

    HOUSE & YEAR
    Hufflepuff
    7th year​

    SPIECES
    Jann-Djinnling/Witch​

    BLOOD STATUS
    Pureblood
    Half-breed​

    PATRONUS
    Raina has yet to summon a corporal Patronus charm. She has more important things to worry about than "happiness". ​

    BOGGART
    It's unknown if her oldest sister, Celeste, is who she fears, or this is simply the form her fear of the dark mark takes on, or it could be two of her worse fears combined. Either way, the Boggart manifests as her sister casting Morsmodre. Using Riddikulus on the creature transforms it into a haimless wand.​

    PET
    A black, gray, and orange long-eared owl.​


    A P P E A R A N C E
    "If you're getting a good look then you're in may way."

    Because her father relies on shape-shifting to blend in with the magical community all of her physical traits have been inherited from her mother, most notably her dark hair, grey-blue eyes that look more grey in most lighting, and fair skin. Her hair is waist length, thin and wispy, and generously conditioned. She takes better care of it than anything she owns, which is saying something. It can be seen styled in a casual updo or in a long, wiry ponytail if it's not left to it's own devices. Height wise she stands a modest 5'6" with a build more on the delicate side due to her lack on interest in athletics and thus, lack of any prominent muscle mass but she doesn't let that stop her from being heard and taken as a threat. If one pays close enough attention they'll notice the light scarring on her palms of her hands but what they won't see is the dragonfly tattoo on her right palm. In the way of dress she's rarely found wearing anything other than her uniform but on occasion she throws on something more comfortable and more her; an open flannel over an undershirt and a pair of jeans. That's not to say this is the only thing she'll wear, but she's always been a fan of comfy clothes over fashionable.​


    P E R S O N A L I T Y
    "I'm certainly no dainty flower if that's what you're looking for."

    OUTSPOKEN || SNAPPY
    If there's one thing to say about Raina, it's that she's not a quiet person and will not stand idly by while something happens. Unfortunately, she also lacks tack (or, more likely, refuses to practice it) and will more often than not come off as insulting and rude. She has a comment for everything, but can also say something without actually saying anything at all, leading to needless confusion and misunderstanding that makes her think even less of her peers. In her peer's defense, not even her own family can always understand where she's trying to get at. As far as her insults go; most of the time she means it. Otherwise she'll think you over sensitive.​

    BOSSY || DEMANDING
    She could almost be described as a natural leader, if only she wasn't so... Raina. She knows what needs to be done and will try to utilize what's around her to accomplish a set goal, but her demeanor makes others less than willing to follow her orders, which is exactly how she feels when someone tries to order her around. She doesn't take well to authority of any kind, especially if said authority is within her age group or younger. Least to say, she doesn't take Prefects seriously. Another undesirable thing to note is her lack of use of manners. Demanding a "please" or "thank you" from her will result in a hex and her resorting to finding her own way to achieve her goal, when there is one to achieve.

    PRIDEFUL || INFERIORITY COMPLEX
    Most would think Raina holds herself in a higher standing than her surrounding peers, and she does to a point, but she often doubts her standing and this leads to her pushing to constantly prove to herself she's just as good, if not better, than her peers. The worst thing you can say to the Djinnling is telling her she can't do something. She won't yeild to anyone who thinks they're better than her, even going as far as point out every fault she can find to bring them down out of spite. This can also lead to obsessive behavior to prove she's just as good as anyone else, and also to stubborn behavior as she won't accept defeat no matter the odds. One could even describe her as a workaholic. Quitting for her, just isn't an option.​

    STRIFE || STRESS
    Raina doesn't just work well under pressure; if she could provoke the whole world at once she would and stand against it. After all, when you talk as much as she does and provoke many people with strong beliefs, you have to learn how to stand strong with your back straight and chin up. She can handle scandals and politics, enjoys most of them honestly, and debates are right up her alley. You can argue yourself blue and she'll still reply with a smooth smirk anda solid confidence in her being right, even if she isn't. She takes multiple tests, essays, and projects in stride and the feeling of of being overwhelmed is quite foreign to her.​

    PROFESSIONAL || EMOTIONALLY AWARE
    As brash as Raina can be, she also knows when to mind her tone and think her words out carefully, especially if she's representing her family or have to set a good example for the general public. She knows when and how to put on a show, and even if she isn't in front of reporters or giving an interview, she keeps her appearance appropriate even for a uniform. Though being around other children brings out the not so professional side of her. But contrary to popular belief, she isn't easy to anger. She'll openly show her annoyance and frustration, but she keeps her anger in check unless one truly provokes her. She doesn't laugh very often either, often offering a smirk or a snicker, but to make her actually laugh is both a gift and a curse.​

    CONFRONTAL || ASSERTIVE
    If there is a problem Raina much prefers to address it head on then let it fester in the shadows. Elephant in the room be damned. If you have a problem with her she won't let that go unaddressed either, her approach may be a little different, however. When it comes to duels she's not shy about making the first move, much less making the challenge to begin with, her arsenal being made up of mostly offensive, destructive spells. She also may not be opposed to settling disagreements with a hex or two. But despite all of this, you'll at least see her coming as attacking from behind or underhand tactics just isn't her style.​

    LOYAL || DEPENDABLE
    It may come to a surprise but Raina is deeply loyal to what she deems worthy of her loyalty. Honestly, it's not that hard to gain her loyalty either, but she doesn't give it out willy-nilly. She's a proud Hufflepuff and practically flaunts her colors. Hogwarts is to her what it became to most young witches and wizards: a second home, a chance at greatness. Above all else, however, don't mess with her family. When friends are concerned, well, she can't brag about having very many. But if you can get passed her aloof attitude and her holier-than-thou stance, you'll find someone who'll stand by you against the world and enjoy every minute of it.​


    B I O G R A P H Y
    "Who cries over spilled milk anyway?"

    ● In 1952 Celeste was born to pure-blood parents, Sadie and Giles Summers.
    ● Two years later, they had their second child, Selene.
    ● Three years later, Giles Summers died due to a terminal illness soon after his youngest child, Declan, was born. Left with three children, Sadie turned to a young, mysterious man for help and consolation.
    ● A year and a half later, Raina was born to a Djinn father and a pure-blood mother and became the youngest of four.
    ● Two years, Sadie gave birth to her last child, Kyler Summers.
    ● Having such close ages, Raina and Declan practically grew up together and were almost considered inseparable but as they threw older and Raina began asking more questions it was Celeste she had turned to. It was these questions that eventually lead to Raina and Celeste to develop a closer relationship with Celeste teaching her more than she probably needed to know.
    ● Despite Declan only being a year older than Raina, he often treated her like a kid; as if he had all the answers and understood so much more, especially after he started his first year at Hogwarts. He more often not babied her and Kyler and his treatment merely frustrated Raina. It was Celeste who made her feel like an equal, but that was far from the trust and that later became apparent.
    ● Celeste had just finished her fifth year at Hogwarts and Raina was looking forward to her first year when the tensions that were growing between Celeste, her mother, and Raina's were escalating. Raina knew something was going to happen but didn't know what until everything just snapped.
    ● Celeste wanted to leave and wanted Raina to come with her, but would tell her were they were going. Something about the way Celeste was acting made Raina reluctant to follow.
    ● The two sisters ended up having an explosive argument that ended with Celeste storming out and Raina chasing after her with her mother's wand. But before Raina could blink Celeste already had her disarmed.
    "If you raise another wand to me again, it would be the last thing you ever do."


    W A N D
    "One doesn't need brute strength to strike true."

    BLUE SPRUCE WOOD
    Like spruce, a strong wood that excels in everything except the Dark Arts. However, a witch or wizard with a strong personality can coax more out of a blue spruce wand than a spruce one.

    Unskilled wandmakers call spruce a difficult wood, but in doing so they reveal their own ineptitude. It is quite true that it requires particular deftness to work with spruce, which produces wands that are ill-matched with cautious or nervous natures, and become positively dangerous in fumbling fingers. The spruce wand requires a firm hand, because it often appears to have its own ideas about what magic it ought to be called upon to produce. However, when a spruce wand meets its match - which, in my experience, is a bold spell-caster with a good sense of humour - it becomes a superb helper, intensely loyal to their owners and capable of producing particularly flamboyant and dramatic effects.​

    LENGTH
    12"​

    UNICORN HAIR CORE
    Unicorn hair can be used in wandmaking; they produce the most consistent magic, least subject to fluctuations and blockages, most difficult to turn to the Dark Arts and the most faithful of wands. However, they do not make the most powerful of wands and are prone to melancholy if mishandled.​

    UNYEILDING FLEXIBILITY
    A wand of this flexibility finely tunes itself to its original owner’s preferences and doesn’t stray from those preferences, even in the hands of a new owner; the new owner will just have to get used to it. It is particularly good for combative and healing magic. Unyielding wand owners tend to be very confident in themselves and/or in the things they believe in. They tend to be intelligent, somewhat cynical, and usually have well-defined principles that they will not stray from ever. Sometimes, this combination can lead to arrogance because of them insisting on how right they are without considering other points of view or whether or not they might be wrong.​


    F A M I L Y
    "I'm not a victim of the madness, I contribute."

    bfthb


    R E L A T I O N S H I P S
    "I don't have trust issues, I just don't need to put my faith in people."

    bfthb
     
    #14 Noctis the Devious, May 30, 2016
    Last edited: Nov 13, 2016

  15. IC LINK || OOC LINK


    「THE GAME」



    After years of being non-existent, the world renown Pokemon Master, the mysterious Red, finally resurfaced and his return to the Pokemon World was not without cause, as you soon found out. He was quick to announce the opening of a tournament like no other, completely disregarding the traditional Pokemon League in the process, and encouraged trainers of all walks of life, of various skill and talent, to take part. "But be forewarned," you remembered him saying. "You can and will be eliminated from the tournament. If that happens... Don't intend to find out."

    Despite the ever so cheerful word from the sponsor, you and many others rose to the challenge. After all, with your assembled team, how can you possibly lose? Unfortunately for you, the invitation drew more than just trainers.
    「MOBILE INTRO」
    After years of being non-existent, the world renown Pokemon Master, the mysterious Red, finally resurfaced and his return to the Pokemon World was not without cause, as you soon found out. He was quick to announce the opening of a tournament like no other, completely disregarding the traditional Pokemon League in the process, and encouraged trainers of all walks of life, of various skill and talent, to take part. "But be forewarned," you remembered him saying. "You can and will be eliminated from the tournament. If that happens... Don't intend to find out."

    Despite the ever so cheerful word from the sponsor, you and many others rose to the challenge. After all, with your assembled team, how can you possibly lose? Unfortunately for you, the invitation drew more than just trainers.
    「The Island」
    The tournament will take place on an island as mysterious as the person who seemingly owns its, filled with lush forests, rocky terrain, sprawling caves, and many hidden dangers; teeming with Pokemon from all known regions. It goes without saying but leaving the island in any way results in immediate elimination, excluding battles utilizing water and air elements. But pokemon battles are only the half of it. Be sure to be well equipped with basic survival gear and prepare for a long stay as you won't just be expected to battle, but survive as well.

    Any Gym Badges earned from the League should be left at home or anywhere else safe. The Tournament will instead utilize chips with a Pokeball patterned encircled by gold. Each trainer will start off with three chips and to earn ten of them grants each trainer admittance into the finals, which will be held in the large manor located on top of the tallest mountain. Trainers can earn chips by betting a set amount on a battle. If the trainers loose all chips, they will be removed from the island. After spending a lavish night in the manor, finalists will have to battle each other before the last one standing battles Red, determining who really is the Pokemon Master.
    「MAGIC」
    -x-
    「WEAPONS & ARMOR」
    -x-
    「SKILL ATTRIBUTES」
    -x-
    「SURVIVAL SKILLS/DEBUFFS」
    -x-


    • [OOC] || [IC]

      [​IMG]

      • ➜ The tournament will take place on an island as mysterious as the person who seemingly owns its, filled with lush forests, rocky terrain, sprawling caves, and many hidden dangers; teeming with Pokemon from all known regions.
        ➜ Special battle arenas have also been supplied, though whether or not they are utilized is completely up to the trainers. They offer special field advantages and provide a more comfortable battle environment for Pokemon who would otherwise not be supported by the surrounding environment.
        ➜ Leaving the island in any way results in immediate elimination, excluding battles utilizing water and air elements.
        ➜ Pokemon battles are only the half of it. Be sure to be well equipped with basic survival gear and prepare for a long stay.
        ➜ Any Gym Badges earned from the League should be left at home or anywhere else safe. The Tournament will instead utilize chips with a Pokeball patterned encircled by gold.
        ➜ Each trainer will start off with three chips and to earn ten of them grants each trainer admittance into the finals, which will be held in the large manor located on top of the tallest mountain.
        ➜ Trainers can earn chips by betting a set amount on a battle. If the trainers loose all chips, they will be removed from the island.
        ➜ After spending a lavish night in the manor, finalists will have to battle each other before the last one standing battles Red, determining who really is the Pokemon Master.

      • ➜ Only six Pokemon can accompany you during the Tournament. Preferably from the region you signed up in, be it your home or otherwise. Any Pokemon caught on the island cannot be used in official Tournament Battles with one exception: you exchange the new Pokemon for one already on your team at the cost of one PokeChip.
        ➜ There will be no fighting over who wins or loses! If this becomes a problem, I will start determining the loser and the winner of each battle myself.
        ➜ Battling NPCs is highly encourage. NPCs can be played by another player or mentioned during a time skip.
        ➜ For Pokemon who have a chance at inflicting status effects the trainer must roll a ten faced die. Any number above five will inflict the status effect. To roll die you must post your reply/attack -> click "more options" -> throw a die -> input needed information -> wait for the person responding to you to fill in the status effect in their post.

      • Still Accepting Characters
        One Character Per Post Please!​
        Trainers
        Munira || Female || Hoenn Region || Noctis the Devious
        [​IMG][​IMG][​IMG]
        Tyrannt || Male || Kanto Region || TyranntX
        [​IMG][​IMG][​IMG]
        Lucy || Female || Kanto Region ||TyranntX
        [​IMG][​IMG][​IMG]
        Kiku || Male || Kalos Region || Lizzy
        [​IMG][​IMG][​IMG]
        Richard || Male || Johto Region || ResolverOshawott
        [​IMG][​IMG][​IMG]
        Primera || Female || Kalos Region || Citrus
        [​IMG][​IMG][​IMG]

        Neutral
        Leila || Female || Hoenn Region || Noctis the Devious
        [​IMG][​IMG][​IMG]
        Pierre || Male || Sinnoh Region || Noctis the Devious
        [​IMG][​IMG][​IMG]
        Aoko || Unknown || Kanto Region || Lyaoko
        [​IMG][​IMG][​IMG]
        Tsubasa || Female || Kalos Region || Crow
        [​IMG][​IMG][​IMG]
        Monkulus || Female || Kalos Region || ResolverOshawott
        [​IMG][​IMG][​IMG]

        Team Rocket
        Risk || Male || Orre Region || Crow
        [​IMG][​IMG][​IMG][​IMG]

        Eliminated
        D'jani || Female || Hoenn Region || Shadows
        Vance || Male || Unova Region || NyanCat15

      • 00. New Horizons || End
        Competitors meet on a ship sailing towards the island with little information on what to expect. Here trainers recieved a PokeChip case to contain their PokeChips and a digital map detailing terrain and locations of Pokemon Centers. No Pokemarts are present on the island.
        01. The Mysterious Island
        Now on dry land, competitors have been locked out of the Checkpoint, a settlement housing the docks where competitors initially disembarked, marking the official start of the competition. Kiku and Pierre are quick to form an alliance as well as Leila, Munira, and Tsubasa. Battling a stranger met in the woods, Risk wins his first PokeChip while Tyrannt is in the middle gambling away a PokeChip in a two on two battle. Meanwhile, Primera rests in a meadow wanting someone to challenge, and back at the gates of the Checkpoint, Tsubasa wastes no time challenging Richard to a full six on six battle.


    CharacterSheet
    Name:
    Age:
    Side: [Trainers, Team Rocket, or Neutral]
    Experience: [How long have you been training Pokemon?]
    Strengths: [Battling and In General]
    Weaknesses: [Battling and In General]
    Appearance:
    Region:
    Personality:
    Short Bio:
    Willing to Play NPCs: [Yes or No]

    Pokemon Team: [Using Bulbipedia as a reference, your Pokemon can know all moves depending on Trainer's experience. Trainers with a year or less of experience will know only starter moves plus one for ever three months.]
    Species:
    Nickname: [Please remove if this doesn't apply]
    Type:
    Special Ability:

    Hidden Ability:
     
    #15 Noctis the Devious, Jun 3, 2016
    Last edited: Jun 4, 2016


  16. I don't need to change a thing, the world can change its heart.



    [​IMG]



    While there is dispute over whether Frius is male or female, one thing is clear; they are an open individual with a disposition not nearly as cold as their element. Reliable sources claim they come from humble roots along with another, older individual who has yet to reveal themself to the public. Their relationship with one another is unclear.❞

    • ★ HERO MONIKER: frius
      ★ NAME: sasha horak
      ★ AGE: twenty-six
      ★ GENDER: non-binary

    • ° nominative (he/she): "e"
      ° objective (he/her): "er"
      ° possessive determine (his/her): "their"
      ° possessive pronoun (his/hers): "theirs"
      ° reflexive (himself/herself): "theirself"

      ★ SPECIES: metahuman
      ★ ETHNICITY: russian-american
      ★ HOMETOWN: kichany
      ★ OCCUPATION: full time hero

    • ★ APPEARANCE: Sasha stand 5'7" with a mane of dark hair and big brown eyes. Thin and boney sums up er build with more angles than curves. Most wouldn't describe er a looker but e doesn't mind and doesn't consider this a reason to not at least try to look their best. Er skin is a particular pale color and is perpetually cold to the touch, and er lips have a bit of a blue tint to them e sometimes covers with lipstick.
      ★ CLOTHING:

    • ° Daily: Depending on the mood Sasha is in e will enjoy wearing sleeveless cowl necks and cropped tops or simple graphic Ts, preferring tops that don't cling to er figure. E does, however, adore a pair of short shorts when not wearing a skirt or a pair of kaki shorts. Whatever er outfit that is, you can be sure it's inexpensive and comfortable while still being fashionable.
      ° Costume: It isn't uncommon to see Sasha superhero in er common clothes but when e does superhero as Frius, it's in a black and blue sleeveless cowl top, a utility belt draped over matching skin tight latex pants, and black flat-heeled boots. White gloves encase er arms all the way up to her shoulders. E wears no mask, preferring to remain public to take the edge of openly caring her freeze way. Many may argue open carry takes away the surprise and makes the carrier a target, but so does er unique appearance.
      ★ HERO SYMBOL: a light blue ice beam on a plain of dark blue and encircled by a border that is also light blue.
    • Most will find Frius to be agreeable company with a smile to share and hand to offer if needed. Despite their friendly and sociable mannerisms, however, some worry that they are over emotional and impaired by stress

      ★ PSYCHOLOGICAL PROFILE: campaigner

    • ° ENFP: Enthusiastic, creative and sociable free spirits, who can always find a reason to smile.
      ★ PERSONAL: An open individual who isn't afraid to jump in the line of fire whenever needed, though when it comes to high stress situations e can't seem to handle them and for this reason prefers to not work alone. ​
    • ★ FROM BEST TO WORST:

    • ° power
      ° perception
      ° agility
      ° constitution
      ° intelligence
      ° strength
    • ★ POWER: immune to extreme cold

    • ° sharpshooter
      ° self defense
      ° agility
      ★ WEAPONS: a freeze ray, a knife
      ★ GAGETS: freezers, or otherwise little devices that, upon being broken, freezes objects instantly on impact.
      ★ OTHER: prone to extreme heat.​
    • [​IMG]

      ° Sasha didn't discover e was immune to the cold until e was seven and had gotten lost while out with er family. By all means, e should have froze to death.
      ° Fearing their child wouldn't be accepted, er parents relocated to America where metahumans seemed generally more accepted.
      ° Sasha had a rough time adjusting to the English language, culture, and America's climate and required more help than the other children er age.
      ° E often found theirself outed by the other students, and unintentionally by some of the teachers and was the subject if bullying.
      ° Preferring to wear revealing clothes didn't help matters and only added fuel to the fire.
      ° It wasn't until later in life e was found sulking by theirself in the middle of the night by a stranger walking home. Or so Sasha had first thought.
      ° E wouldn't find out until later the stranger was a man who had been recently released from jail and had just been walking to... well anywhere. He had no where to go really.
      ° E decided then and there e would be the one to help the ex convict readjust to life outside of jail when it became clear all the man wanted was to start over and right his wrong.
      ° In return, the man gifted Sasha a freeze ray he designed himself to compliment er immunity to freezing temperatures on er eighteenth birthday.
      ° "You can stop worrying about me kid. There are people out there who need you more than me."
     
    #16 Noctis the Devious, Jul 31, 2016
    Last edited: Nov 30, 2016
  17. [​IMG]

    [​IMG]
    In the land of kings and demons, the people prayed for mercy from the chaos and two gods answered. One a woman with a beauty beyond compare with flowing red hair streaked with golds of the sun and blues of the skies, and the other, a man with strength no one could best. The woman, goddess Mariun, bestowed upon her four chosen objects that appeared unique only to the individual it was destined for but seemed no more than a broken trinket to those not worthy. The man, god Raoul, bestowed upon his four chosen armor that could withstand demonic magic and blades that could cut through the toughest skins. Lead by these merciful gods, they alone restored ordered to the chaos. It was they who founded the Order of the Destined.

    • The Order of the Destined was founded by two gods, Mariun, goddess of magic and sorcery, the sky, will, and birds, and Raoul, god of earth, metal, politics, and war. Together with their Destined, they brought wonder and hope into a world were there seemed to be none. But once the two gods felt their work was done, they chose two of their destined to lead the order and continue their practise and bestowed upon them their last gift, and perhaps the most precious, knowledge to aid them in their noble quest for order.

      A century had passed since the rise of the Order, and since then what started off as a humble organization has turned into one of the greatest forces of this time with branches in every kingdom far and wide. But the Castle-city of Haven was where their story had started, the seaside settlement transforming into the largest city in the kingdom, and perhaps all of the nine great kingdoms. In the center, the castle towering tall and proud over it's people. In honor of Mariun and Raoul, a queen and king with equal power are chosen to lead, and it is to them the Order has sworn their loyalty.

      The Order itself resides in a now sprawling construct on the edge of the city. Built right up against the Grand Wall that protects the city of outside invasion and demonic forces at works it houses numerous disciples with new children, whether born or recruited, coming in on a semi-regular basis, and masters that help guide these children into initiates. A work staff aids in the care of the residences and the up keep of the grounds, but are by no means servants. Disciples, initiates, members, and masters alike are expected to clean up after themselves and are in charge of their living spaces. The grounds can house children thirteen and older, keeping the younger disciples, children who are still training to become initiates, in rooms of four with two bunk beds and chests to store items, and the older disciples, those who have seen their fifteenth winter in rooms of two with two beds and chests to store their items. Once inituated, they are given the choice to live off grounds. The younger disciples, children who are still learning about the world, often live in nursery houses off the grounds in clusters of seven with a woman and a man to look after them. Unless one or both of their parents belong to the Order, then they can stay with then until the age of thirteen.

      Besides living spaces, the Order also has a large dining room where they serve three meals a day, kitchens where anyone other than kitchen staff is not allowed, training grounds for both martial and magical purposes, classrooms, and study halls. Upon entrance, one can find themselves in the main hall where announcenents are given, disciples are initiated, and members can find missions posted on the message board; however, personally assigned missions, while rare, can be arranged in many other ways. The local bath houses and other establishments such as the forges also serve the Order for recreational and intellectual purposes.

      But not all is well. Recently, Destined, a pairing of one warrior of Raoul and one sorceress of Mariun, have been going missing during their missions and the Order is starting to become worried, especially now when they are to initiate their graduating disciples and send them off on their first quest. Murmurings have started amongst the masters of whether or not they should proceed, or delay the initiation until the two missing parties can be found. If they do, it would the first initiation delayed since the Order of the Destined was established.
    • 2

     
    #17 Noctis the Devious, Sep 9, 2016
    Last edited: Dec 1, 2016

  18. IC LINK || OOC LINK


    CASTER'S CHALLENGE



    From the moment of their establishment Rosewood Academy for Gifted Girls and Evergreen Institute for Exceptional Boys have rivaled against each other trying to determine who is better at casting magic: boys or girls, and from this dispute the Caster Challenge was born. Every two or three years when a second full moon, or "Blue Moon", is expected the games are held as two full moons within a single month doesn't amplify a caster's power for just that night, but for the entire thirty days. This allows the young casters to perform at the hieght of their ability; however, these games are reserved only for the graduating classes. Competitors are expected to traverse rocky and even mountainous terrain, weave through marshes, brave thick jungles, and survive intense deserts all to collect four Phoenix feathers of their school color. Be warned, young casters, you're not alone out there.


    • Decem regni decem repraesentans elementa, aqua, ignis, terra, indole proprioque spiritu, lucem tenebris gravitate corporis. Plane diversa ab istis corporalibus apparitionibus purus magicae ubi sunt familiares et purissimi spiritus in forma creata. Et sume in figura terrenum animal, quod vel potius secundum electionem autem conflator in prima vocacio, ut agat, et nexum ad magica et Caster solum in his regnis. Contra, si spiritus daemonum fieri cogitur in pyrgum regni saepe petita qui iam nota sint, in eorum pravitatis Suspendisse a nisi corporalis proprie tenetur. Familiars facile coguntur, si daemones esse in
    • TEXT
      Decem regni decem repraesentans elementa, aqua, ignis, terra, indole proprioque spiritu, lucem tenebris gravitate corporis. Plane diversa ab istis corporalibus apparitionibus purus magicae ubi sunt familiares et purissimi spiritus in forma creata. Et sume in figura terrenum animal, quod vel potius secundum electionem autem conflator in prima vocacio, ut agat, et nexum ad magica et Caster solum in his regnis. Contra, si spiritus daemonum fieri cogitur in pyrgum regni saepe petita qui iam nota sint, in eorum pravitatis Suspendisse a nisi corporalis proprie tenetur. Familiars facile coguntur, si daemones esse in
    • text
      Decem regni decem repraesentans elementa, aqua, ignis, terra, indole proprioque spiritu, lucem tenebris gravitate corporis. Plane diversa ab istis corporalibus apparitionibus purus magicae ubi sunt familiares et purissimi spiritus in forma creata. Et sume in figura terrenum animal, quod vel potius secundum electionem autem conflator in prima vocacio, ut agat, et nexum ad magica et Caster solum in his regnis. Contra, si spiritus daemonum fieri cogitur in pyrgum regni saepe petita qui iam nota sint, in eorum pravitatis Suspendisse a nisi corporalis proprie tenetur. Familiars facile coguntur, si daemones esse in
     
    #18 Noctis the Devious, Nov 7, 2016
    Last edited: Nov 7, 2016
  19. [​IMG]
    In the land of kings and demons, the people prayed for mercy from the chaos and two gods answered. One a woman with a beauty beyond compare with flowing red hair streaked with golds of the sun and blues of the skies, and the other, a man with strength no one could best. The woman, goddess Mariun, bestowed upon her four chosen individuals objects that appeared unique only to the individual it was destined for but seemed no more than a broken trinket to those not worthy. The man, god Raoul, bestowed upon his four chosen armor that could withstand demonic magic and blades that could cut through the toughest skins. Lead by these merciful gods, they alone restored ordered to the chaos. It was they who founded the Order of the Destined.

    [​IMG]
    The Order of the Destined was founded by two gods, Mariun, goddess of magic and sorcery, the sky, will, and birds, and Raoul, god of earth, metal, politics, and war. Together with their Destined, they brought wonder and hope into a world were there seemed to be none. But once the two gods felt their work was done, they chose two of their destined to lead the order and continue their practise and bestowed upon them their last gift, and perhaps the most precious, knowledge to aid them in their noble quest for order.

    A century had passed since the rise of the Order, and since then what started off as a humble organization has turned into one of the greatest forces of this time with branches in every kingdom far and wide. But the Castle-city of Haven was where their story had started, the seaside settlement transforming into the largest city in the kingdom, and perhaps all of the nine great kingdoms. In the center, the castle towering tall and proud over it's people. In honor of Mariun and Raoul, a queen and king with equal power are chosen to lead, and it is to them the Order has sworn their loyalty.

    The Order itself resides in a now sprawling construct on the edge of the city. Built right up against the Grand Wall that protects the city of outside invasion and demonic forces at works it houses numerous disciples with new children, whether born or recruited, coming in on a semi-regular basis, and masters that help guide these children into initiates. A work staff aids in the care of the residences and the up keep of the grounds, but are by no means servants. Disciples, initiates, members, and masters alike are expected to clean up after themselves and are in charge of their living spaces. The grounds can house children thirteen and older, keeping the younger disciples, children who are still training to become initiates, in rooms of four with two bunk beds and chests to store items, and the older disciples, those who have seen their fifteenth winter in rooms of two with two beds and chests to store their items. Once inituated, they are given the choice to live off grounds. The younger disciples, children who are still learning about the world, often live in nursery houses off the grounds in clusters of seven with a woman and a man to look after them. Unless one or both of their parents belong to the Order, then they can stay with them until the age of thirteen.

    Besides living spaces, the Order also has a large dining room where they serve three meals a day, kitchens where anyone other than kitchen staff is not allowed, training grounds for both martial and magical purposes, classrooms, and study halls. Upon entrance, one can find themselves in the main hall where announcenents are given, disciples are initiated, and members can find missions posted on the message board; however, personally assigned missions, while rare, can be arranged in many other ways. The local bath houses and other establishments such as the forges also serve the Order for recreational and intellectual purposes.

    But not all is well. Recently, Destined, a pairing of one warrior of Raoul and one sorceress of Mariun, have been going missing during their missions and the Order is starting to become worried, especially now when they are to initiate their graduating disciples and send them off on their first quest. Murmurings have started amongst the masters of whether or not they should proceed, or delay the initiation until the two missing parties can be found. If they do, it would the first initiation delayed since the Order of the Destined was established.

    [​IMG]
    Destined
    A pairing of a Raoul Warrior and a Mariun Sorceress but can also refer to just one or the other. Destined are picked by the Grand Sorceress and the Grand Warrior.​
    Destined Objects
    Objects that appear only to the Sorceress that it chooses. To others it appears as any other mundane object of little value. These objects are what unlocks the sorceress's power and helps focus that power into spells. Without their object, a Sorceress can't cast spells. Objects aren't given to the Sorceress until their initiation into the Order. Until then they make use of dummy objects that allow for the use of magic for training purposes that are class specific but are not allowed to keep for themselves.​
    Destined Bond
    This describes the bond between a Sorceress and her object. Though, there are folk who believe a Sorceress who is paired with her warrior are bonded together for all eternity. This is mostly superstition though and plenty of Sorceresses find partners outside of their destined. Same with warriors.​
    Disciples
    Children who are either born or recruited into the Order at a young age, though most don't become official disciples until they're thirteen. It's rare for a disciple to come to the Order at an older age.​
    Enchantments
    Warriors arm themself with enchanted armor and weapons to aid in their fight against demons. Only the Grand Sorceress can enchant armor and weapons, though most disciples and members inherit their enchanted armor from a parent or is loaned to them by the Order and is fitted to them through magical means. Custome made armor is only given to members who have achieved great feats and are recognised in the eyes of the Order, or can be bought for a high price with the condition you're already a member of the Order.​
    Initiates
    Technically members of the Order and an informal title, initiates are members who are newly initiated into the Order and are seen as such by the eyes of the other members for an unseen amount of time. Normally initiates have to complete a small number of missions before they're seen as members. Inituations happen at least once a year, or when a disciple sees their eighteenth winter.​
    Grand Sorceress
    The female power that leads the Order. She doesn't seem to have the same restrictions as other sorceresses and some claim she is the descendant of the Goddess Mariun herself.​
    Grand Warrior
    The male power that leads the Order. He is believed to own the strongest armor and best blade of the entire kingdom, or the entire nine kingdoms depending on who you ask. Some claim he wears the armor of Raoul and wield his godly blade.​
    Masters
    Often retired warriors or sorceresses who now spend their days teaching the new generation. To become a master, a member must first serve the Order for twenty winters, complete one-missions, and best five current masters of the Order.​
    Members
    Disciples who have been initiated into the Order and are able to complete missions in the name of the Order. Most have spent all of their lives in the Order and no nothing else.​
    Sorceresses
    Magic users for the Order. To activate the full potential of their magic they must first be in contact with their Destine Object, and undergo a magical transformation. They are most commonly female but it's not unheard of for them to be male. The male equivalent of a Sorceress is a Sorcerer.​
    Warriors

    The swords and shields of the Order. They fight alongside their sorceresses using enchantment to best demons. They are most commonly male but have been known to be female as well.​

    [​IMG]
    - All Iwaku rules apply. Even more so since I'm one of the people who has to upkeep them.

    - No Godmodding, Powerplaying, or Metagaming. I expect my players to know what these mean and how not to do them.

    - Please, no Mary Sues or Gary Stues. We aren't here to be perfect and powerful and anime badasses who can take on an entire army, we are here to tell a story and work through problems and climb obstacles and feel threatened by aforementioned army and overcome our short comings through out the game.

    - With that said, be apart if the solution, not the solution. There will be times your characters' individual unique abilities will come in handy, but there will also be times your characters' unique abilities will only be useful when combined.

    - Only one character per player. Unless you've proven you can handle your one character and we need a spot filled. Otherwise focus on building up your character's role in the game.

    - Speaking of characters, please play attention to how many of one gender we have. If we already have several of one gender please do not make another character of that gender. The character limit is eight so if there's five girls and two guys, please make a guy. I won't make genders even but I don't plan on this being a harem roleplay or an all of one gender roleplay.

    - While genders won't be even I do expect roles to be. There will be a max of four warriors and four sorcer(ers)esses.

    - Character diversity is always a plus! Before creating a character take a look at the other characters. Too many shy people, loners, angry people, social butters can throw off the balance of the social dynamic.

    - You have three tries to edit your sheet if I ask you to. If your sheet still isn't acceptable by the third try I'll deny you.

    - Please don't try to get around the previous rule by pming me your sheet and ask me to look over it while you're working on it. I'll just point you back to the OOC thread.

    - You can format your sheet however you like, but please also include a plain text version. This does not mean post raw code, this means post the information without the code (this mainly applies to people using div codes, most aren't exactly mobile friendly).

    - One image per sheet please, and please don't make them super big. If it's over 500 on either dimension link it instead. Have more than one image? Link them instead. Thank you.

    - Please remove all parentheses and non-applicable parameters from the sheet, thank you.

    - Ask questions if you don't understand something. I won't eat you or anything, I swear!

    - I'm always forgetting something so if I need to add a rule I reserve the right to, especially if you include something in your sheet that calls for a rule against it.

    When making a reservation...
    - DO NOT post "reserved" or any variant. I will soft delete it with out warning and point you back to the rules.

    - If you want to make a reservation, post a WIP with name, gender, role, and basic personality out line (example: +happy, quirky, loving -naive, gallable, sensitive).

    - DO NOT post an empty sheet and call it a WIP. I'll soft delete it without warning and point you back to the rules.

    - DO NOT delete your WIP and repost it when you're done. Just ping me or quote it to tell me you're finish. Deleting you're sheet just to repost it defeats the purpose of a reservation.

    - After posting your WIP you have a week to finish it. If you need more time, I'll give you another week. If you still need more time I'll issue a formal apology and open your spot. But if you complete your sheet before someone can claim your spot, post it up!

    The Special Snowflakes Clause...
    - Special Snowflakes Clauses don't stack, meaning one per character, per player. This is to help keep things diverse.

    - The Magical Warrior Clause: A warrior can use magic but he won't have as well as a grasp on it as his sorceress counterpart and he won't have a Destined Object either. He'll have to use a dummy object leant to him by the Order.

    - The Warrior Sorceress Clause: A sorceress can use an enchanted weapon outside of the typical scepters, staffs, wands, magic balls, ext. but she won't be as effective with it as her warrior counterpart.

    - The Orphan Clause: There's going to be that one player who wants no parents for their character so one orphan is acceptable.

    - The Bad Past Clause: I know life in the Order isn't going to be all sunshines and rainbows, but they're not straight up assholes. Being bullied by your peers for being something outside of the gender norms? Acceptable (and can apply to anyone doing this but just not all of them, okay?). Growing up in an abusive environment? Please no.

    - The Late Protagonist: This roleplay is going to be centered around people who practically grew up with one another. With that said, if you want to have your character join the Order when they're older than fifteen and be the odd one out, which is quite rare as children are usually recruited at a younger age (10-13 usually), give me a good reason.

    - The Unique Appearance Clause: You can have a unique appearance for your sorceresses transformation, but say you want natural purple eyes, or green hair? Try not to go too wild with this though.

    [​IMG]
    Hex Code: (If you use colored speech, the code you use would go here; switch to raw code if you don't know the hex code by heart. Also check and see if the color is viewable on all back grounds. There's only four or five and switching between them is as easy as clicking the name of it at the bottom of the screen).
    Name:
    Gender:
    Age: 18 [You're initiated into the Order at eighteen, but if you want to be older, provide a good reason like being unable to complete a course or came into the Order late.]
    Personality: (list and describe three positive traits and three negative traits).
    Role:

    (If Sorcer(er)ess - remove if this does apply to you)
    Destined Object: (how your object looks to you. This can be anything as long as it's inanimate).
    Trinket?: (how it appears to other people. Remember, not even other sorceresses know what your DO looks like other than the Grand Sorceress)
    Magic Source: (Elemental? If so which element? Anything else you can think of? You only have one magic source).
    Transformation Appearance: (picture, link to picture, or description)
    Everyday Appearance: : (picture, link to picture, or description)
    Spells: (you can start off with five max but don't make them super powerful. Imagine each spell has it's one mini skill tree. Start from the bottom and work your way up).

    (Rating one out of ten how well you can preform in these areas out of ten. Try to keep them balance. More power means less control etc. Your total should not be more than 35 and no more than should be completely filled out. Of course, if you fill one out I expect you to leave one empty.)
    ■■■■■■■■■■ Power
    ■■■■■■■■■■ Control
    ■■■■■■■■■■ Speed (how fast you can cast)
    ■■■■■■■■■■ Offensive
    ■■■■■■■■■■ Defensive
    ■■■■■■■■■■ Healing

    (If Warrior - remove if this does apply to you)
    Weapon: (The thing you attack with, include enchantments. Enchantments include anything that you've seen in fantasy games but don't make them ridiculously strong or resilient. Right now one enchantment per equipment.)
    Sheild?: (not applicable is welding a two-handed weapon)
    Armor Appearance: (picture, link to picture, or description - no individual enchantments to individual pieces of armor)
    Everyday Appearance: : (picture, link to picture, or description)
    Attacks: (you can start off with five max but don't make them super powerful. Imagine each skill has it's one mini skill tree. Start from the bottom and work your way up).

    (Rating one out of ten how well you can preform in these areas out of ten. Try to keep them balance. More power means less control etc. Your total should not be more than 35 and no more than should be completely filled out. Of course, if you fill one out I expect you to leave one empty.)
    ■■■■■■■■■■ Strength (needed to carry heavy armor and weapons effectively)
    ■■■■■■■■■■ Perception (How well you notice things, like a sword aiming at your head from behind - sixth sense)
    ■■■■■■■■■■ Enderance (How well you take a hit and how long you can travel without tiring)
    ■■■■■■■■■■ Speed (How fast you can get out of the way)
    ■■■■■■■■■■ Agility (How much fancy foot work you can squeeze in on your getaway, your grace, balance etc.)
    ■■■■■■■■■■ Intelligence (strategizing mostly)

    Biography:
    • This should be listed put in bullet points with each having a short describtion.
    • Like a timeline.
    • Minimum of at least five and a maximum of fifteen. Thank you!

    Relationships: (Your characters practically grew up together so chances are they know each other in someway. You don't have to have this filled out to be accepted, but I would like everyone to start plotting basic dynamics.)

    Initiation Ceremony
    (This shouldn't be any longer than 500 words. Ideally less since I have from anywhere between three to seven others to look over. You can reword this however you like, but the main concept should be the same, how you were called up one by one to collect your Destined Object or you weapons and armor.)

    Life in the Order of the Destined started as early as the sunrise, with disciples and members alike being awoken by the sound of pots being beaten with wooden spoons by the help who had to get up even earlier. Unlike most days however, this particular morning was filled with a sense of anticipation, nervous excitement, and even a bit of dread for what was to come. What if they did decided to delay the Initiation Ceremony? But even with the question resting on every other initiates minds, everyone still dresses for the day and meanders on towards breakfast. It wouldn't be until afterwards when they would stand in the main hall, with masters and staff lining the edges on the room as Grand Sorceress Elenor and the Grand Warrior Cider looked over the crowd of gathering disciples. The eight to be initiated standing in the front towards the slightly raised stage and their peers standing in neat rows behind them. Some of them barely keeping themselves from fidgeting.

    Finally, Grand Sorceress Elenor and Grand Warrior Cide both smile and raise their hands as four Destined Objects, shrouded so no young Sorceress could them apart, and four sets of armor on stands appear in a neat line. "When we call your name please step forward and claim what is rightfully yours."
     
    #19 Noctis the Devious, Nov 30, 2016
    Last edited: Dec 1, 2016