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Topics - Cross

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1
I hate to do this, but my options become more limited by the day. I tried running things solo after the sudden leaving of my partner, and it's just an impossibility, at least for me. So it's time for my final bow as well.

Ever since I joined HGN in 2013, I hoped I would become part of the team running things. In 2016 with Safehaven I was given that wish when I was made a moderator, and further with the start of Ventiera as a co-administrator. But despite that, I never wanted it like this, to reach this spot through a process of elimination. But despite that I feel quite blessed  to have been such a key player in it for these years, it's certainly an experience I won't forget any time soon.

This isn't a choice I wanted to make, but you can only work with what you're dealt, and fate's given me a pretty crappy hand. I leave things in the hands of JoJo and those he deems his partners. I hope you guys have better luck than I did.


Take care, HGN. I hope you continue to reach for greater heights.    -Sincerely, Gabriel O. Freeman. "Cross"

2
(The following is a document in Kyo Nakahara's handwriting. IC it can be found either in Luna's workshop or on Kyo's person. The Divinity section will be updated as more information on them comes to light IC)

Chapter One - Replikas

A Replika was a type of construct created by the demigod Kirous several times during the Puppetmaster War. Created entirely by magic and memories he gleamed from people's minds, their level of sentience varied from a mindless servant to a being with complete free will. With Kirous' death near the end of the war, no more sentient Replikas can be created, but several empty shells have been created by Luna.

The following is a list of all known Replikas, all since destroyed save for Luna and myself (if I count as one)...

Replika 000 - Though not a typical Replika, and not the first one, I don't know what else to classify Viribus as. A masked spellblade who served as Kirous' right-hand throughout the war, he was certainly the most unique and most powerful of all of them.

Replika 001 - The prototype of them all, based off of the human swordsman Calco Geminus, and initially thought to be him before Libra revealed himself as the real Calco. Shortly afterwards, it was destroyed.

Replika 002 -  A slightly more stable model based off of Captain Seide of Galdea. It did not lost as long as the prototype, and was destroyed very early on.

Replika 003 - The first perfected Replika of the human model, based off of the thief Zephyr Blacktear. It was destroyed during an attempted assassination of my sister, Miko.

Replika 004 - Now known simply as Luna, this defective Replika of my sister was the first test of a Replika that wasn't fully human. Rebelling against her creator, she was instrumental to removing the threat of Kirous for good, and for my own return.

Replika 005 - Based off of the human mercenary Vondus Khyr, this model apparently didn't last long before being destroyed by its counterpart. Likely a test and nothing more.

Replika 006 - Created to fight alongside the possessed king of Almustadt, Boestas Almus, this Replika of the ruler fought alongside its counterpart against my allies, but was thankfully eliminated in the same battle.

Replika 007 - A Replika of another human thief, the Black Raven. It was seemingly created purely to cause trouble, and attempted to kill its counterpart, but failed and was destroyed rather easily.

Replika 008 - The first Replika created after I was freed from Kirous' control, and fittingly enough I suppose, of myself. In a sense, I know it to this one that I'm here now...

Replika 009 - An unusual case this Replika of Greyn Rofinn was created not from his own memories, but from Sveyr Rofinn's. Was one of the strongest Replikas.

Shell 001 - Years after the war's end, Luna took Kirous' notes on the Replika program and created for herself a new body, functionally identical to her first but with more powerful magic. Unstable as it was, it fell apart shortly after she discarded it.

Shell 002 - Luna's third, and current, body. In appearance it is no different, but its reserves of magic are near unlimited.

Shell 003 - Created thanks to the notes on my Replika (008), it now serves as my body upon Luna retrieving my soul...still not entirely sure how she managed that...

Shell 004 - An incomplete vessel saved for a rainy day. Work on it has been halted, but she hasn't told me why.

3
The fighting between Ventiera's champions and Azote's blood mages has drawn to a stalemate, neither side willing to engage the other until their power grows, and yet there is still little time for rest. With the threats of Viribus and even the average criminal seemingly unrelenting, as well as fear of the Masamune, even in the calm there remains a level of tension..

...and now, it seems there is another danger among them all.

A Fiend unknown to all has been reportedly spotted across the continent,  said to test the strength of those they come across, and when their opponent fails to meet their expectations, takes their life. This figure, with their name unknown, has been christened by the rumors simply as the Dark One (those who spread rumors in Sugavus aren't the most creative individuals).

And it seems their next targets...are the land's champions themselves.


Rules
-General server rules apply
-Mobility items are permitted until the dungeon is entered, then they must be removed.
-Legacy Points will not be awarded for participation in this event.

Rewards
-Life Crystal/Life Fruit
-A choice of any pre-mechanical boss weapon that fits your class (within reason)

IMPORTANT NOTE:
Near the end of the event, the map will change from Ventiera to the Vestige (Iseyu) until further notice. Though older characters may still return at any (reasonable) time, the character you use during this event WILL be taken to the next map unless specifically requested they do not. Please keep that in mind when deciding who to use.


The Dark One lead Ventiera's heroes on a chase to a decrepit old tower, but their confrontation at the top floor was interrupted by the sudden forming of a rift through which the Fiend fled. Though Acolyte and Aedian left the tower before it grew, Dracobones, Flore and Monomon went through the rift, willingly or not, as several other rifts formed not just in Ventiera, but across the world, bringing in many others such as the blacksmith Goro Ghorb.

Awakening in a new world, the drifters were found by none other than Kyo Nakahara, brought back thanks to the magic of his pseudo-sister. Bringing them before the elven queen Caris, they learned of the Divinities and how their mere existence was draining the world's elements, and that the 'Dark One' they fought in Ventiera was none other than Ib, the Umbral Divinity.

Sent to rest and familiarize themselves with the new world, a heavy air of uncertainty looms over them all...

4
Events & Storyline / Event Types
« on: 11-08-2019 »
Starting from the next map, for simplicity in understanding, events will fall under the following classifications:


Mission - A standard event part of the main story, typically involving a dungeon with one or more bosses at the end, but with some variance.

Ordeal - A shorter event that consists only of an important boss battle(s) as part of the main story, without any sort of dungeon beforehand.

Paralogue - An event unrelated to the main story. Paralogues have no set template and can range anywhere from a Mission format to something entirely unique to it.

Encounter - Similar to an Ordeal, but like a Paralogue is not tied to the main story. Often not scheduled due to how short they are.

Tournament - A unique event type that takes place at the map's designated arena with a slightly different combat system.


Most of these already exist and are nothing new, merely being listed clearly for the first time.


Disclaimer: Only Missions and Ordeals can be listed as a chapter.

5
In the world of memories, opponents of the past live forever, and an illusionary magic can bring them back for another bout.

The Dreams of the Past are rematches with bosses from previous maps, each one offering a unique reward for their defeat. A Dream of the Past can be initiated by using a Dream Card (represented OOC by a Light Shard) at the sword statue in Tuul.

A boss may be chosen from the list below, and can be fought as a group if all party members have and use their own Dream Cards.
Disclaimer: The bosses in purple are more difficult than the others and should not be attempted solo.

~The Enigmatic Sorcerer [Reward: Teleport Orb] (One-time use. Allows a mage to teleport to a place they have previously been)
~The Masked Puppet [Reward: Lava Charm]
~The Time Wielder [Reward: Time Shard] (One-time use. A magic attack that never misses, but cannot crit)
~The Fabricated Chimera [Reward: Steel Claws] (OOC, Bladed Glove. Treated as daggers when it comes to skills/classes able to use)
~The Forgotten Reaper [Reward: Crimson Barrier] (One-time use. Entirely negates a critical hit that the holder takes)
~The Corrupted Hero [Reward: Star Fragment] (One-time use. Infuses the user's next attack with light energy.)
~The Zealous Fiend [Class Emblem + Life Crystal/Life Fruit]
~The Umbral Melody [Reward: Shadowseed Crystal] (One-time use AoE dark attack)
~The Deceitful Emperor [Reward: Class emblem]
~The Fallen Angel [Reward: Mirror Shard] (An item that can copy whatever skill it sees, and mimic it upon use. One-time use)
~The Great Dragon [Reward: Dragon's Flame] (One-time use AoE fire attack)
~The Reticent Warrior [Reward: Elemental Mirror] (One-time use. Can be used to absorb an attack of a previously-specified element)
~The Bitter Spellcaster [Reward: Tome of Invisibility] (One-time use. Makes the user invisible for a short time)
~The Relentless Assassin [Reward: Super Smoke Bomb] (A regular smoke bomb that has +15 to its effect when used)
~The Secretive Shapeshifter [Reward: Brand of the Inferno]
~The Crystal Corrupter [Reward: Crystal Vile Shard]

If a character dies or is knocked out in a Dream of the Past battle, they simply wake up without their reward, and the Dream Card is still used up.

6
In-Character / Echo, Liberated from Time
« on: 01-12-2018 »
Basic Description (Optional): A young Mirror Mage who was frozen in time for approximately forty years. Displays a unique naivete at the ways of the world.

DETAILS
Name: Echo Geminus
Age: 16 (Technically)
Gender: Female
Race: Human
Racial Trait: N/A
Alignment: Neutral Good
Class: Mirror Mage [*Unique]

LITERACY
Common: Yes
Arcane: Yes
Other Languages (Specify): None

LEGACY STATUS: N/A (Due to how her class works)
SOUL ELEMENT: Courage [Light]

PROFICIENCY
Weapons: N/A
Armor: N/A
Items/Accessories: N/A

RESTRICTIONS
Weapons: N/A
Armor: N/A
Items/Accessories: N/A

SPECIAL EQUIPMENT / IC FEATURES
None.

TRAITS
Kind - Always does what she can to assist people if possible.
Protective - Of her family and close friends, which is what indirectly lead to her entrapment in time.
Resistant - As a side-effect of her long stasis, she is naturally more resistant to magical attacks.

FLAWS
Naive - Due to many circumstances, she has a very limited understanding of how the world works, and the various types of people that inhabit it.
Inexperienced - Still unsure of the full extents of her magic, and just what its limitations are.
Intrusive - Has absolutely no sense of personal space.

MIRROR MAGIC
Instead of traditional skills, Echo uses her innate Mirror Magic in battle, allowing her to copy the weapons and skills of both her allies and enemies, with some exception.
~Copying a skill takes up 1 MP, out of 5, though copying a Legendary Weapon Skill or a Signature Skill takes up 3.
~Some abilities or skills, like racial traits or certain weapons, cannot be copied whatsoever.
~After running out of MP, basic weapons can still be copied for one-time uses, but no skills can be used with them and they have -10 to hit permanently.
~MP recovers the same ways skills do; by resting.


SYNCHRONIZED SKILLS:
None as of yet, potentially ever.

7
Monsters. Foul beasts that inhabit all lands. Though some are more docile than others, they are all threats regardless. The land of Ventiera is
relatively free from them due to the ever-vigilant work of the city guards and the hunter's guild in Sorias. Yet, there comes a time where the
monster population runs far more rampant.

The wall of crimson ice near Mount Luxia has shattered, allowing the monsters dwelling within its caverns to roam the mainland.
The Ghoul's Moon, though now passed, has summoned forth creatures of the night much like the blood moon does.

With these events almost coinciding, the hunter's guild has created a spectacle of it: A hunting festival open to all, with prizes and rankings
decided upon numerous factors.

The Grand Hunt is a PVE event that will take place at 5:00 PM EST on Sunday the 11th. The event is in three rounds, potentially more if tiebreakers are needed. The event will cover much of the map, starting at the hunter's guild in Sorias.

~Mobility items are allowed.
~If you have any hardmode weapons, please refrain from using them unless given permission to do so.
~If you die during the event, you are not disqualified, but you automatically fail the current round.
~Please refrain from going into areas that are normally off-limits


REWARDS:
1st Place - Shield of Cthulhu, 25 gold, 1 Life Crystal
2nd Place - Weapon based on class, 20 gold, 1 Life Crystal
3rd Place - Band of Regeneration, 15 gold, 1 Life Crystal
Participation - 10 gold, 1 Life Crystal

8
Monsters. Foul beasts that inhabit all lands. Though some are more docile than others, they are all threats regardless. The land of Ventiera is
relatively free from them due to the ever-vigilant work of the city guards and the hunter's guild in Sorias. Yet, there comes a time where the
monster population runs far more rampant.
The wall of crimson ice near Mount Luxia has shattered, allowing the monsters dwelling within its caverns to roam the mainland.
The Ghoul's Moon, though now passed, has summoned forth creatures of the night much like the blood moon does.

With these events almost coinciding, the hunter's guild has created a spectacle of it: A hunting festival open to all, with prizes and rankings
decided upon numerous factors.


9
Basic Description (Optional): A young mercenary simply looking for work. A bit awkward around people, he travels alongside his sylph companion, Delta.

DETAILS
Name: Pin Dartleaf
Age: 18
Gender: Male
Race: Human
Racial Trait: N/A (Human)
Alignment: Neutral Good
Class: Puppeteer (Rogue/Summoner)

LITERACY
Common: Yes
Arcane: No
Other Languages (Specify): Sylphic

LEGACY STATUS: No
SOUL ELEMENT: Virtue [Wind]

PROFICIENCY
Weapons: Shortswords and knives
Armor: N/A
Items/Accessories: Mobility items and gear

RESTRICTIONS
Weapons: Heavy weapons
Armor: Most armor that restricts movement
Items/Accessories: High-tech items and gear

SPECIAL EQUIPMENT / IC FEATURES
Wristblade - A short blade attached to a bracer, hidden up his right sleeve at all times. Able to extend to beneath his palm for close combat.
Obsidian Shortsword - Exactly what it says, a shortsword made from sharpened obsidian.

Heterochromia - Both of his eyes are different colors; one a dark blue, and the other a dark green.

TRAITS
Athletic - As a rogue, he practiced in order to be incredibly quick on his feet.
Pacifist - Somewhat. Attempts to either avoid combat or simply outsmart his enemy, but doesn't hesitate to fight when it's the only option.
Quiet - Specifically trained to move as silently as possible when necessary.

FLAWS
Short-tempered - It doesn't take much to set him off.
Blunt- To the point where he can come off as insensitive at times.
Hasty - When he comes up with a plan, he often doesn't think to explain it to his allies before executing it.

SKILLS:
Stealth [Rogue] '+10 to sneak/hide rolls.' {PASSIVE}
Sneak Attack [Rogue] '+15 to attack on an unaware target. Becomes -5 if the target has Instinct.' {ACTIVE}
Dodge [ANYONE] '+5 to dodge rolls. Becomes +10 for melee attacks if the character is a speedy class such as Rogue.' {PASSIVE}
Improved Counter [Warrior/Rogue] 'Makes it so rolling 40 above the losing roll allows a counter rather than 50 above.' {PASSIVE}
Quick-Strike [Sword] 'Rush forward and slash twice in succession. Roll individually for each hit. Becomes four hits if dual-wielding swords, and three if one sword and a different weapon in the offhand.' {ACTIVE}

SIGNATURE SKILL:
Umbral Shift 'Bend light to meld with the shadows, granting +15 to stealth rolls while there are shadows to hide in. Stacks with Stealth.' {ACTIVE}

SYNCHRONIZED SKILLS:
Tail Toss 'Launched into the air by Delta's magic, Mikoto wraps her tail around Pin's leg, who slingshots her into the enemy.' [Mikoto only, +10] [With Mikoto Veil] {UNIQUE}

DELTA'S MINI BIO:

Basic Description (Optional): A green sylph who first met Pin many years ago, and would become his familiar years later. Incredibly snarky, not that many people can understand her.

DETAILS:
Name: Delta
Gender: Female
Race: Sylph

ABILITIES:
Curative Wind - Heal a single ally.
Harsh Wind - Deal Wind damage to a single enemy.
Harsh Gale - Deal Wind damage to all enemies. Can only be used once per battle.
Emerald Flare - A sudden flash of intense light capable of inflicting temporary blindness.


BACKSTORY (Optional): Many years ago, when Pin was but a child, he still had the love for adventure he does now, and would often go on excursions in the mountains surrounding his home. It was on one such expedition that he was careless and fell from a cliffside, becoming heavily wounded from the fall. It is likely he would have died at the bottom of that cliff, were it not for a group of sylphs that found him and used their magic to save his life. Years went by, and Pin eventually became a mercenary, having decided to train with a dagger instead of a typical sword and shield. One of his very first jobs was to capture or kill a small gang of bandits, and retrieve that which was stolen. After the job was done and he was seeing just what they stole, he saw a bright green light trapped in a bottle- a light he hadn't seen since the fateful day years ago, and one he remembered instantly; the glow of one of the sylphs. After they had saved his life, he had studied to learn the sylphic language in the event that their paths should ever cross again. As a result of this, after freeing the sylph, Pin could immediately understand and communicate with it. Delta, her name was, and as thanks- as well as with the realization that the two of them would likely need each others' help more in the future- she bound their souls together, becoming Pin's familiar. Since that day, the duo would take on any jobs that came to them, traveling various lands, until these travels eventually brought them to Ventiera...

10
In-Character / Sadao, The Forgotten Fiendlord
« on: 28-10-2018 »
Basic Description (Optional): [Will do later]

DETAILS
Name: Sadao
Age: Unknown, at least several centuries
Gender: Male
Race: Fiend
Racial Trait: Inner-darkness (Great resistance to Dark attacks, great weakness to Light attacks. Able to switch between Dark Elf and Fiend forms easily)
Alignment: Chaotic Good
Class: Spellblade [Warrior/Mage]

LITERACY
Common: Yes
Arcane: Yes
Other Languages (Specify): Demonic

LEGACY STATUS: Yes (Despite not being a veteran, he's a special case)
SOUL ELEMENT: Power [Fire]

PROFICIENCY
Weapons: Polearms
Armor: Any
Items/Accessories: N/A

RESTRICTIONS
Weapons: Ranged weapons
Armor: N/A
Items/Accessories: Anything light-elemental

SPECIAL EQUIPMENT / IC FEATURES
Crescent Moon - A halberd infused with darkness, able to be summoned and dismissed at will. (OOC, a Mythril Halberd)

TRAITS
Powerful - His physical strength is exceptionally high, letting him wield even the heaviest of weapons one-handed.
Darkness-attuned - Able to sense living things very clearly in the dark, even invisible ones.
Unpredictable - Constantly changes his fighting style to keep his opponent(s) on edge.

FLAWS
Cynical - Fails to see the point in many things, due in part to his incredibly long life.
Merciless - On the battlefield, anyways, and always tries to go for the kill rather than letting the enemy escape, unless it's just a duel.
Unpredictable - Even to his allies, only helping out when he feels like it, and rarely saying when or how he will.

SKILLS:
Void [Dark Magic, Light's Bane, Dark Lance, Shadowflame weapons] 'Causes Haunt.' {ACTIVE}
Improved Critical [Warrior/Rogue] 'Makes it so rolling 40 above the losing roll grants a crit rather than 50 above.' {PASSIVE}
Drain [Mage] 'Drain life from the enemy.' {ACTIVE}
Assimilate [Mage] 'Drain magic from the enemy.' {ACTIVE}
Blitz [Spear] 'Charge forward to close the gap and stab quickly. Can be used at a range.' {ACTIVE}

SIGNATURE SKILL:
The Black Winds 'Able to sense death the moment it happens, or a moderate time before, so long as it is either multiple people or someone with a powerful soul.' {PASSIVE}

SYNCHRONIZED SKILLS:
~None as of yet~

11
Basic Description (Optional): A young boy well-versed in swordplay and marksmanship, twin brother to Andesine Geminus.
DETAILS
Name: Kyanite Geminus (Though he insists people just call him Kyan)
Age: 17
Gender: Male
Race: Half-Feyori
Racial Trait: Nimble (Able to easily perform feats of agility and learn some Rogue skills no matter their class)
Alignment: Chaotic Good
Class: Musketeer [Warrior/Gunner]

LITERACY
Common: Yes
Arcane: No
Other Languages (Specify): None

LEGACY STATUS: Yes
SOUL ELEMENT: Calm [Water]

PROFICIENCY
Weapons: Swords and handguns
Armor: Light
Items/Accessories: Speed-enhancing items

RESTRICTIONS
Weapons: Bows and heavy guns
Armor: Heavy
Items/Accessories: Magic-based accessories

SPECIAL EQUIPMENT / IC FEATURES
Emerald Scarf - A red scarf, matching his sister’s blue one. A symbol of their relations as kin.

TRAITS
Casual - Overly so, he doesn't seem too concerned about a lot. However, that's not to say he can't be serious when the situation calls for it.
Adventurous - Always eager to explore new places just for the sake of being able to say he's explored them.
Quick - Decided to focus his training on speed rather than strength, and his Feyori blood helps with that.

FLAWS
Impulsive - Tends to not think things through entirely before acting.
Insomniac - Not always, but often finds himself having difficulty falling sleep.
Prideful - Takes great pride in his successes, often trying to ignore his failures.
Concealing - Doesn't let almost anyone see his true thoughts and feelings, using his overly casual nature to disguise them.


SKILLS:
Quick-Strike [Sword] 'Rush forward and slash twice in succession. Roll individually for each hit. Becomes four hits if dual-wielding swords, and three if one sword and a different weapon in the offhand.' {ACTIVE}
Rolling Shot [Pistol/Uzi] 'Evade while shooting, giving +5 for the next attack.' {COUNTER}
Trigger Happy [Gunner] 'The user fires their weapon rapidly. +20 to hit, but the user is unable to attack next turn due to having to reload.' {ACTIVE}
Dodge [ANYONE] '+5 to dodge rolls. Becomes +10 for melee attacks if the character is a speedy class such as Rogue.' {PASSIVE}
Dash [Rogue] 'Move swiftly and suddenly. The user can either attack immediately following with a +5 to their roll, or not attack and have +5 for their next dodge.' {ACTIVE}


SIGNATURE SKILL:
Rebound Dive [Sword required] 'Dart forward and bounce off of enemies or objects up to three times, dealing damage each time.' {ACTIVE}

SYNCHRONIZED SKILLS:
Pincer: The rogue attacks from behind while the warrior strikes from the front. (Sum. Rogue gets +5) [With Andesine Geminus]
Promise of Protection ~ When fighting together, Kyanite gains +5 to all attacking rolls, and Andesine gains +5 to all defending rolls. (Passive) [With Andesine Geminus] {UNIQUE}

BACKSTORY (Optional):

12
In-Character / Reigh, Crimson-Clad Noble
« on: 30-09-2018 »
Basic Description (Optional): A noble from a house that no longer exists, trained in both offensive and defensive magic, as well as the way of the sword.

DETAILS
Name: Reigh Niasme
Age: 23
Gender: Male
Race: Human
Racial Trait: N/A
Alignment: Lawful Good
Class: Sage [Mage/Cleric]

LITERACY
Common: Yes
Arcane: Yes
Other Languages (Specify): None

LEGACY STATUS: No
SOUL ELEMENT: Patience [Ice]

PROFICIENCY
Weapons: Swords, specifically rapiers
Armor: Light
Items/Accessories: N/A

RESTRICTIONS
Weapons: Bows and guns
Armor: Heavy
Items/Accessories: Heavy items, such as shields

SPECIAL EQUIPMENT / IC FEATURES
Fusion Foil - A golden rapier with a magic stone in the hilt, allowing it to channel magic similarly to a staff.

TRAITS
Quick-witted - Able to quickly think up and execute plans.
Honorable - Believes the only good fight is a fair fight.
Versatile - Due to his skills in various forms of magic and swordplay, he acts as a jack of all trades, albeit a master of none.

FLAWS
Daring - To an over-extent, potentially putting himself or his allies in danger.
Terrible Liar - Self-explanatory, he cannot bluff to save his life.
Flirtatious - Also self-explanatory, and can lead to him getting easily distracted.

SKILLS:
Weapon Finesse - Warrior [ANYONE] 'Allows one to use Warrior weapons no matter their class. Takes up 2 skill slots instead of 1.' {PASSIVE}
Ray of Light [Cleric] 'Smite an enemy with a beam of holy magic that never misses. Must be charged.' {ACTIVE}
Weapon Enchant [Mage] 'Temporarily enchant a weapon with a specific element.' {ACTIVE}
Transference [Mage] 'If an ally has to charge for a skill, grant the charge for them.' {REACTIVE}

SIGNATURE SKILL:
None as of yet.

SYNCHRONIZED SKILLS:
None as of yet.

13
Nearly a year has passed since the end of the Puppetmaster War of Almustadt, and it seems a peaceful future is finally at hand. However, a new, mysterious
threat has emerged. A massive amount of magic energy in the form of an odd distortion was detected from the remote land of Yirusera. Knowing what
happens when unknown magic is left unchecked, a handful of heroes from various lands make their way there to discover the source, and if necessary, end
it.

Stars Aligned, the Almustadt-Ventiera intermission event, will take place the evening of this post going up, at approximately 7:30 PM EST.

All regular server rules apply, and mobility items are allowed. The biggest rule is to not go ahead of the party.

14
Another divider separating pre-Ventiera from post

15
This is a divider separating pre-Ventiera character bios and more recent ones, for convenience.

16
In-Character / CHARACTER RACES
« on: 28-08-2018 »
The various more advanced races of the world, and those usable for characters. Race mostly only effects physical traits and story elements, but each one has a racial trait which any character belonging to the race will also have, no matter their class. If none of the races here are to your liking, feel free to suggest one. Keep in mind that these are not the only races available, but rather the primary ones and by far the most common. Should you wish to make a character of a race not listed here, simply ask a moderator and it may be allowed.




HUMAN
By far the most common race, and also the most versatile. If there's a weapon or skill out there, chances are there's a human who can use them
very effectively. While they lack the unique traits other races have, they also lack their unique flaws, though that's not to say they're perfect
creatures by any means.
[No vanity items required]
{Simplistic. No racial traits, good or bad}




ELF
A semi-secretive race, elves tend to prefer company of their own rather than that of other races, though they tend to get along with Feyori due
to many similarities between them. While most live in their own somewhat isolated villages, others are able to meld easily into the civilizations
of other races.
[No vanity items required]
{Enhanced Senses. +10 to search/listen rolls}




DWARF
One of the oldest races, yet among those seen the least. Dwarves tend to live in mountains and caverns, taking advantage of their short stature
to create homes that most others can't enter. While they are hardly seen, most weapons such as swords or axes tend to be made by them. Of course, not
all of them fit this role, and some live in regular villages and cities all the same as the rest.
[No vanity items required]
{Mighty. Able to easily perform feats of strength and learn some Warrior skills no matter their class. +10 to search rolls}




FEYORI
Quite literally "deer elves", Feyori are elves with deer-like antlers. It is said some also have deer-like tails, but this seems to be incredibly
uncommon as it has not yet been confirmed. Feyori share many similarities with regular elves, though they are much less isolated, and are arguably
the second most common race to see around towns after humans.
[Reindeer Antlers required]
{Nimble. Able to easily perform feats of ability and learn some Rogue skills no matter their class}




TRUFFLE
Quick, intelligent, and hidden. Truffles are very uncommon to see, as most tend to hide within deep caverns out of fear of being hunted. Being
creatures of the ground, a common fear amongst them is creatures of the sky. When they do come out of hiding, however, it has been seen that
truffles are very social beings most of the time.
[Mushroom Cap required, as is pale white skin tone]
{Camouflaged. +10 to stealth rolls}




FIEND
Sometimes called a more common term of "demon", these are creatures of the dark that, while not always evil, are usually shunned by civilization
out of fear. Some of them get around this by taking the form of a dark elf, though problems may still arise down the road. Fiends are naturals at
many types of dark magic, and also possess powerful wings when in their true forms.
[Demon wings required- unless when in the form of a dark elf- as is a dark skin tone, usually gray, and red eyes]
{Inner-darkness. Great resistance to Dark attacks, great weakness to Light attacks. Able to switch between Dark Elf and Fiend forms easily}




LEPID
A race that is seldom seen, the Lepids bear wings and moth-like features. Often very gentle and shy, those belonging to the Lepid race often
hide themselves from others, and if they need to escape a dangerous situation, their wings secrete a blinding powder they blow at their attacker.
Lepids also possess flight, though their wings are very fragile and as such they must take care to ensure their wings are always in top
condition.
[Mothron Wings required, as is a white-gray skin tone]
{Ancient Blood. Extremely weak to fire, and piercing attacks can destroy their wings. Able to fling blinding powder.}




ELEMENTAL
Beings made up mostly of energy, elementals are the masters of their specific element, and tend to use no weapons or spells that lie within an
element not their own. Being made of elemental might is a double-edged sword for them, however, as they carry a great weakness to their element's
counter-element (IE, a fire elemental would be very weak to water attacks)
(Possible elemental types: Fire, Water, Earth, Wind, Ice, Lightning, Light, Shadow)
[Skin tone and hair color based on specific element required. Red for Fire, yellow for Lightning, etc]
{Force of Nature. Great resistance to their element, great weakness to counter-element}



AVIAN
A race of bird people who tend to shy away from society as a whole, covering their faces and beaks with a mask that is a telltale sign of the Avians. Their feathers are naturally sharp and may be launched at their foes, and their bird heritage allows them flight, though their wings are flawed compared to other flight-gifted races, given their dense skeletons do not allow infinite flight.
[Harpy Wings required, as is either the Ancient Cultist Mask or Crowno's Mask]
{Aerial Grace. Able to fly freely with the use of their wings, but only for a limited time before needing to rest.
Can also fire off their feathers as weapons}



KEL-TO
A tribal race known for their spiraling and prehensile tails. While said tails are usually coiled upwards around their neck akin to a scarf, they can also be utilized to hold objects or hang on things. Kel-Tos are rather social despite their tribal nature, and usually have an innate yearning for adventure.
[Apprentice's Scarf required of a similar color to the character's hair color.]
{Coiling Tail. Able to use their tail as a third arm of sorts, though with some obvious restrictions}



GOBLIN
Once seen as nothing but a monster and a nuisance, over the years goblins have managed to show the world their light, and are now decently respected by the other races, holding both an affinity for technology and an eye for gold.
[Pale green skin tone required, as is a bald head]
{Inventor. Able to learn some Gunner skills no matter their class. Gets 1.5x the reward money from events}



DRACONID
A race of scaled, bulky humanoids that are featured heavily within mythology. Draconids come in different types, and can breathe certain elements from their jaws. They tend to attack with their fists and breath, but are known to use weapons when needed. Although resilient to most types of attacks, a piercing weapon will penetrate right through their scales.
[Skin tone related to breath type. Red for fire, white for ice, yellow or blue for lightning, and green for aether, as is a Betsy Mask]
{Dragon Blood. Has access to the unique skill Bloodline Breath: An AoE attack of either fire, ice, lightning, or wind. Does not take up a skill slot}

ANGEL
A race that is often considered the opposite of Fiends, Angels are haloed beings known for both virtue and strength. Their kind is often protective of humans and others, but has a distrust towards forces of darkness. With a sense of innate justice, they typically pursue goals that they deem will benefit all.
[Angel Wings required]
{Inner-light. Great resistance to light attacks, great weakness to dark attacks. Able to "dispel" and "summon" their wings when they do/don't need them.}

FORGEKIN
Hardy by nature, Forgekin are ram-like humanoids that live in areas with high pressure and heat. Exceptionally skilled in the art of forging, Forgekin are responsible for some of the greatest works of Craftsmanship in all of Caphori.
[Will's set required. However, armor can be present instead of it.]
{Exceptional at forging. Can take minimal amounts of materials and still manage to forge an excellent weapon.}

Additionally, there are those that are only half of a specific race, with the other half usually being human unless otherwise specified. These maintain some of the racial traits, but have them weaker. These are...
~Half-Elf (+5 to search and listen as opposed to +10)
~Half-Feyori (Smaller pool of Rogue skills available)
~Half-Dwarf (Smaller pool of Warrior skills available)
~Half-Fiend (A complete lack of wings)
~Half-Elemental (Effect of the resistance/weakness is reduced)
~Half-Lepid (Wings are too weak to support flight)
~Half-Kel-To (Tail is unable to hold items due to not coiling properly)
~Half-Goblin (No bonus money from rewards, jobs, etc)
~Half-Angel (Alike fiends, a complete lack of wings)

Please note that some race combinations deemed ridiculous by moderators for one reason or another will be denied creation.
(IMPORTANT NOTE: Certain races are semi-restricted due to being innately much more powerful than others. While there are no real requirements to being able to make one, consulting a moderator is a necessity. These races are...Draconid, Forgekin, Avian, Fiend, Elemental, Angel, Half-Angel, Half-Fiend, and Half-Elemental)


Rogue skills learnable by any Feyori if taught:
Dash
Flee
Sneak Attack


Rogue skills learnable by any Half-Feyori if taught:
Dash
Flee


Warrior skills learnable by any Dwarves if taught:
Pugilism
Rage
Berserk


Warrior skills learnable by any Half-Dwarves if taught:
Pugilism
Rage


Gunner skills learnable by any Goblins and Half-Goblins if taught:
Grenadier
Traverse
Scavenge

17
Grand Archive / Chapter 14: A Final Encore
« on: 22-06-2018 »
Kirous, the enigmatic magician who has plagued the heroes since the end of their time in Safehaven, has issued a final challenge. He has created a pocket dimension in which he will reside, storing power for an unknown scheme, unless the party finds and defeats him there before he can put on the final touches. Whether it be a new type of Replika or something far different, it cannot be allowed to be completed. Having found a way to counter the bloodfire he now possesses, and having already dealt with his second-in-command Viribus, the group prepares for one final confrontation with the mage. The curtains, at last, are to close...

A Final Encore is an event focused heavily on platforming and story. It will take place Friday, June 29th.

RULES:
-All regular server rules apply
-Please do not use any mobility items
-Don't rush ahead of the party.
-Having multiple characters via exe IS allowed for this event, for up to two characters per participant. (Rewards, however, are still only handed out once)

REWARDS:
-30 copper
-Mana Regeneration Band
(and a choice of...)
-Mana Flower
-Magic Cuffs
-or Crystal Vile Shard

18
Grand Archive / Kyo's Logbook: The Replikas
« on: 18-03-2018 »
(The following is an IC document in Kyo Nakahara's writing. It can likely be found either in the Ironhand Camp, in Miko's house, or just on Kyo's person).

REPLIKA.
A creature created by the magician Kirous based off of a specific person's appearance, memories, and abilities. In essence, a near perfect replica of them, hence the name of 'Replika'. There are limitations to this ability, however. Or, there were, but it seems they have steadily been overcome. As of writing this, it stands something like this:

1. Only one Replika, not counting the one called Viribus, can be active at a time.
2. In order to create a Replika of someone, Kirous must have been able to gather "data" on them, either by looking into their mind or gathering memories of them.
3. Most Replikas seem to be based off of humans, at least partially, so an entirely non-human Replika is seemingly impossible for the time being.

As beings created of pure magic, when killed, they simply vanish into nothingness. They are also incredibly vulnerable to the 'silence' as a result.
Though mostly loyal to their creator, their level of intelligence and free will seems to vary, likely depending on how much of a mind Kirous gives them upon creation.
While it would be a stretch to say it's impossible, the fact that no one person has been Replicated twice suggests that those who have already been copied are safe from having a second doppelganger.

The following is a list of all of the known Replikas thus far, and will be updated as more come to light...
Replika 001 - The prototype of them all, based off of Calco Geminus, and initially thought to be him before Libra revealed himself. Shortly afterwards, it was destroyed.
Replika 002 - A slightly more stable one based off of Captain Seide of Galdea. It did not lost as long as the prototype, and was destroyed in a fight against my allies.
Replika 003 - The first perfected one of the human model, based off of the thief Zephyr Blacktear, it attempted to assassinate Miko before its defeat.
Replika 004 - Otherwise known as Luna, this defective Replika of my sister has somehow become our ally. After a confrontation with Viribus, she was left completely comatose, perhaps even broken beyond repair.
Replika 005 - Based off of the mercenary Vondus Khyr, this one apparently didn't last long before being destroyed by its counterpart. Perhaps it was another test?
Replika 006 - Created to fight alongside the possessed king of Almustadt, Boestas Almus, this Replika of the ruler fought alongside its counterpart against my allies, but was thankfully eliminated in the battle.
Replika 007 - This copy of the Black Raven was seemingly created purely to cause trouble, and attempted to kill its counterpart, but failed and was destroyed rather easily.
Replika 008 - The first Replika created after my awakening, and fittingly enough, of myself. Its attempt at eliminating Luna resulted in its own destruction.  To think, a copy of myself fighting one of my sister...
Replika 009 - The most unusual, created seemingly from memories of another, this Replika of Greyn Rofinn is quite possibly the strongest of them all, aside from Viribus.

Lastly, there's the one I call Replika 000, as he's quite the exception to it all: Viribus. Viribus is a Replika unlike the others, not taking the appearence of anyone, even possessing a mask to protect himself from magic-nullifying techniques. He remains both the strongest creation of Kirous, and his right-hand, and while he takes the face of nobody in particular, his fighting style and abilities suggests he was created based on my image still.

19
With the heroes fully united once more after several more battles, they begin to plan an offensive against the Mages of Naud. Velox managed to find an old teleportation system within the floating stronghold of Kirous that he believes leads further inside, and could hold a key to defeating the mysterious magician.

A small party is to make their way through whatever lies within, and with the use of Miko Nakahara's Guardian Lute, weaken his abilities as much as possible.

This will not be an easy task, however, as Viribus- the masked Spellblade who serves under Kirous- is likely to be there as well.
And even still, they are unaware that this mission will not just take them through the lair of a sorcerer, but through their own memories as well...


The mission was a success. The group of Ebony Hamara, Joneph Aquanius, Sveyr Rofinn, Aaron Brighan, Gurb the golem, Glo Spitha, and Calco Geminus....made their way through areas crafted by Kirous to resemble their memories, eventually fighting and defeating Viribus along the way. After fighting and finally beating Kirous, Joneph played the mystic melody capable of severely limiting his magic, and the group soon found themselves in the Ashstone Courtyard...with a man dressed in Kirous' cloak with them. Kyo Nakahara, Miko's brother who had gone missing, explained: The physical form of Kirous is incredibly weak, so to make up for that, the magician sought out a vessel to control- that vessel being Kyo. With him freed, Kirous is incredibly weakened, and is believed to not be a threat for some time...

Mordael and Zieldael, however, remain at large. Though a victory, the war was far from over...

20
Wall of Immortality / The Half-Elven Siblings
« on: 24-07-2017 »
DETAILS:
Name: Miko Nakahara
Age: Appears to be around 18
Gender: Female
Race: Half-Elf
Alignment: Lawful Good
Class: Bard (Uses Ranger and Cleric skills)

LITERACY:
Basic: Yes
Magic: Yes
Elvish: Yes

PROFICIENCY:
Weapons: None
Armor: N/A
Items: String instruments

RESTRICTIONS:
Weapons: All
Armor: N/A
Items: Combat-based items

SPECIAL EQUIPMENT:
Guardian Lute - A lute that grants magic properties to specific songs played.
                       Critical Choir - Grants improved critical to allies, making 40-above become a crit instead of 50-above while playing.
                       Soothing Sonata - Lowers enemies' attacking rolls by 10 while playing.
                       Protector's Prayer - Raises allies' defending rolls by 10 while playing.
                       Fighter's Flamenco - Raises allies' attacking rolls by 5 while playing.
                       Regenerating Rhapsody - Gradually heals allies while playing.

TRAITS (Both good and bad)
Elven Blood Being a half-elf, she inherited some of the race's traits, such as low-light vision and enhanced hearing. (+5 to listen and search checks)
Energetic Is almost always in a good mood and willing to adventure.
Optimist Always tries to see the good side of any given situation.
Passive Refuses to fight directly, preferring to support her allies instead...

Passive ...However, this could lead to a problem if faced with an enemy alone.
Non-swimmer Self explanatory: She never learned how to swim.
Impulsive Tends to act on a whim instead of thinking things through completely.
Overly-trusting Believes no one- even villains- are completely evil, and often tries to simply talk to them.

SKILLS:
Dodge [ANYONE] '+5 to dodge rolls. Becomes +10 if the character is a speedy class such as Rogue. Blocking is unaffected.' {PASSIVE}
Instinct [Ranger] 'Cannot be sneak-attacked.' {PASSIVE}
Reflect [Mage/Cleric] 'Reflect a projectile attack back at the opponent.' {ACTIVE}
Track [Ranger/Gunner] 'Easily track down a person or creature.' {PASSIVE}

SIGNATURE SKILL:
Demad-Lindel (Melody Forgotten) [N/A] 'An ancient song that allows one to teleport a short distance.' {ACTIVE}

21
DETAILS:
Name: Caput Cauda
Age: Mid-Twenties
Gender: Male
Race: Human
Alignment: Chaotic Good
Class: Deadeye

LITERACY:
Basic: Yes
Magic: No

PROFICIENCY:
Weapons: Bows
Armor: Light armor
Items: Flasks and arrow types

RESTRICTIONS:
Weapons: Heavy weapons
Armor: Heavy armor
Items: N/A

SPECIAL EQUIPMENT:
Fixed Coin - A coin that has both sides as heads. Only used if deemed necessary.
The Tarot - Not a deck of cards, but rather a dark bow that shoots arrows of energy. It can also use normal arrows, obviously. (OOC, Shadowflame Bow)

TRAITS (Both good and bad)
Lucky - Seems to have incredible luck overall, which comes in handy considering his line of work. (+5 to most gambling rolls)
Immunity - Practically immune to most forms of poison.
Trickster - Skilled at deception and general trickery.

Gambler - Obviously. His nature has him treat everything as if it were only a game, and as such can sometimes lead to his undoing for not taking things seriously enough.
Indifferent - Doesn't really care what happens to himself, or much of anything for that matter.
Egotistical - Somewhat, anyways. Imagines himself to be capable of much more than he actually is.
Acrophobic - Rather afraid of heights, though he'd never admit it.

SKILLS:
Arc Shot [Bow] 'Shoot three arrows upwards to hit the next turn. Does not work in areas with low ceilings.' {ACTIVE}
Traverse [Ranger/Gunner] 'Move easily in rough terrain. Cannot be Slowed.' {PASSIVE}
Instinct [Ranger] 'Cannot be sneak-attacked.' {PASSIVE}

SIGNATURE SKILL:
Luck of the Shuffle [No weapon required, just cards] 'A different effect depending on the card drawn.' {ACTIVE}
      Clubs [Rolls 0-25] 'A card coated with explosive chemicals that damages Caput slightly.'
      Hearts [Rolls 26-50] 'A card coated with healing chemicals that heals Caput slightly.'
      Diamonds [Rolls 51-75] 'A card coated with fiery chemicals that damages both Caput and the intended target.'
      Spades [Rolls 76-100] 'A card coated with explosive chemicals that greatly damages the opponent.'

22
Scrapyard / CHARACTER SKILLS
« on: 11-07-2017 »
Skills allow a character to preform various attacks or actions that they could not otherwise. Skills are classified into the following categories:
Weapon Type Skills
Class Skills
Legendary Weapon Skills
Signature Skills


Skills are also divided in that some are active and must be manually used, while others are passive and are always in effect.

Some skills also cause statuses. The list of status effects is as follows:

BURN ~ Damage every so often.
FREEZE/PIN ~ Immobilize.
STUN ~ Loss of turn/action. Cannot be inflicted twice in a row.
POISON ~ Steady damage over time.
HAUNT ~ Take more damage when hit.
SLOW ~ -10 to movement rolls.
BLIND ~ -10 to attacking rolls.
BLEED ~ Increasingly lowers rolls. (-1 to all rolls on the first turn after inflicted, -2 on the second, -3 on the third, etc. Caps at -15.)


In order for a character to use any skills, it must be listed that they know it in their character bio. A character can also only have a maximum of five skills prior to class promotion.
Once promoted, they can get both a 6th skill, and a Signature Skill. An example of a mage's skill list might be:

Weapon Enchant
Drain
Focus
Elemental Bolt
Blaze


Most active skills can be used once per battle. Signature Skills and Legendary Weapon Skills can only be used once per rest period; even if a day passes, if the character has not rested, they cannot use that skill again until they do. 

WEAPON TYPE SKILLS:
These skills can be used as long as the character has a weapon from the specified type.


Quick-Strike [Sword] 'Rush forward and slash. Roll twice and use the higher value for the attack.' {ACTIVE}
Power Throw [Flail/Yoyo/Boomerang] 'Deal damage and Stun.' {ACTIVE}
Blitz [Spear] 'Charge forward to close the gap and stab quickly. Can be used at a range.' {ACTIVE}
Power Smash [Axe/Hammer] 'An attack with low accuracy, but high power.' (-10 to hit) {ACTIVE}
Cover [Shield] 'Block an attack meant for an ally. If it 'fails', take the hit instead.' {ACTIVE}

Lacerate [Knives/Shurikin] 'An attack that causes Bleeding.' {ACTIVE}
Bind [Javelins] 'Attempt to Pin the opponent.' {ACTIVE}

Rolling Shot [Pistol/Uzi] 'Evade while shooting.' {ACTIVE}
Spread Shot [Shotgun] 'Attempt to shoot multiple targets at once.' {ACTIVE}
Snipe [Rifle] '+15 to hit for the user.' {ACTIVE}
Suppression [Machine gun] '-10 to hit to both sides. Applies to the target even if misses.' {ACTIVE}

Arc Shot [Bow] 'Shoot three arrows upwards to hit the next turn. Does not work in areas with low ceilings. {ACTIVE}
Piercing Bolt [Crossbow] 'Pierce through defences. Can also hit directly behind the target.' {ACTIVE}

Elemental Bolt [Staff] (Effect based on the element.) {ACTIVE}
Ruby Staff ~ Fire - Burn
Diamond Staff  ~ Ice - Freeze/Pin
Topaz Staff ~ Lightning - Blind
Amethyst Staff ~ Poison - Poison (Obviously)
Amber Staff ~ Earth - Stun
Emerald Staff ~ Wind - Knockback
Sapphire Staff ~ Water - Slow

Magic Barrier [Tome] 'Magic shield based on element.' {ACTIVE}
Guided Strike [Magic Missile/Flamelash/Rainbow Rod] 'A weaker attack that cannot be dodged.' {ACTIVE}
Refraction [Beam weapons; Aqua Scepter, Vilethorn, etc] 'Splash damage to surrounding targets.' {ACTIVE}
Mana Burn [Magic Gun] 'A special shot that also damages the enemy's mana.' {ACTIVE}

Blaze [Fire Magic, Fiery Greatsword, Sunfury] 'Causes Burn.' {ACTIVE}
Frigid [Ice Magic, Ice Sword, Frostbrand] 'Causes Freeze/Pin' {ACTIVE}
Arc [Lightning Magic] 'Splash damage to surrounding targets.' {ACTIVE}
Drench [Water Magic, Muramasa, Blue Moon] 'Causes Slow.' {ACTIVE}
Gale [Wind Magic, Flying Knife] 'Knocks back.' {ACTIVE}
Gaia [Earth Magic, Blade of Grass, Thorn Chackram] 'Causes Poison.' {ACTIVE}
Radiance [Light Magic] 'Causes Blind.' {ACTIVE}
Void [Dark Magic, Light's Bane, Dark Lance, Shadowflame weapons] 'Causes Haunt.' {ACTIVE}

CLASS SKILLS:
In order to use a class specific skill, a character must, obviously, be the specified class for it, unless they are taught the skill specifically by someone who could be considered a master of it. They must also have it listed in their bio as specified previously. Some exceptions may apply.


Dual-Wield [Warrior] 'Use two one-handed weapons at once.' {PASSIVE}
Reflect Blow [Warrior] 'Prepare for a counterattack. Critical needed for ranged attacks.' {ACTIVE}
Sentinel [Warrior] 'If someone attempts to move out of your melee range, make a melee strike.' {ACTIVE}
Rage[Warrior] '+5 to hit, -5 to defence. Wears off after battle.' {ACTIVE}
Berserk [Warrior] '+10 to hit, -10 to defence. User loses control and attacks relentlessely. Wears off after three turns.' {ACTIVE}
Blood Blade [Warrior] 'Damage self to deal more damage to the enemy.' {ACTIVE}
Improved Critical [Warrior/Rogue] 'Makes it so rolling 40 above the losing roll grants a crit rather than 50 above.' {PASSIVE}
Pugilism [Warrior] 'No penalties for fighting bare-handed. (Characters without this skill get -10 for it.)' {PASSIVE}

Traverse [Ranger/Gunner] 'Move easily in rough terrain. Cannot be Slowed.' {PASSIVE}
Track [Ranger/Gunner] 'Easily track down a person or creature.' {PASSIVE}
Search [Ranger] '+15 to search rolls.' {PASSIVE}
Engineering [Gunner] 'Have the ability to craft mechanical weapons and tools, such as guns.' {PASSIVE}
Scavenge [Gunner/Rogue] '+10 to search rolls.' {PASSIVE}
Grenadier [Gunner] '+10 to rolls involving explosive weapons.' {PASSIVE}
Trap [Ranger] 'Able to arm and disarm traps with relative ease.' {PASSIVE}
Instinct [Ranger] 'Cannot be sneak-attacked.' {PASSIVE}

Weapon Enchant [Mage] 'Temporarily enchant a weapon with a specific element.' {ACTIVE}
Memorize [Mage] 'Prepare a spell to cast later at a moment's notice.' {ACTIVE}
Dual-Elemental [Mage] 'Combine two elemental effects. Things like Fire/Water will not work.' {ACTIVE}
Drain [Mage] 'Drain life from the enemy.' {ACTIVE}
Assimilate [Mage] 'Drain magic from the enemy.' {ACTIVE}
Absorption [Mage] 'Absorb an enemy magic attack into mana.' {ACTIVE}
Reflect [Mage] 'Reflect a projectile attack back at the opponent.' {ACTIVE}

Stealth [Rogue] '+10 to sneak/hide rolls.' {PASSIVE}
Trap Sense [Rogue] 'Easily detect traps.' {PASSIVE}
Sleight of Hand [Rogue] '+5 to thievery rolls, and similar rolls.' {PASSIVE}
Sneak Attack [Rogue] '+15 to attack on an unaware target. Becomes -5 if the target has Instinct.' {ACTIVE}
Flee [Rogue] 'Escape from battle in an instant. Immune to Sentinel.' {ACTIVE}
Dash [Rogue] 'Move swiftly and suddenly.' {ACTIVE}

Focus [ANYONE] '+10 to hit for the next attack. If used twice in a row without attacking, it becomes +20. Unique in that it can be used an unlimited amount of times per battle.' {ACTIVE}
Dodge [ANYONE] '+5 to dodge rolls. Becomes +10 if the character is a speedy class such as Rogue. Blocking is unaffected.' {PASSIVE}

LEGENDARY WEAPONS:
Certain weapons, classified as 'legendary weapons', have skills of their own. They can also use the regular weapon skills, for example, a Starfury would be able to use both its unique skill and the regular sword skill.


Starfall [Starfury/Star Wrath] 'Area of effect. Stars fall on the opponents. Must be charged.' {ACTIVE}
Gleaming Feather [Phoenix Blaster] 'A shot fired into the ground that surrounds the user in protective a ring of flame.' {ACTIVE}
Soul Gauge [Onyx Blaster] 'Dispels all buffs and enchantments to the target.' {ACTIVE}
Demonic Origin [Night's Edge/True Night's Edge] 'Release a demonic fire that locks the target in single-combat.' {ACTIVE}
Great Saber [Phaseblade/Phasesaber] 'Temporarily extends weapon length, adding +5 to hit.' {ACTIVE}
Legend [Excalibur/True Excalibur] 'Summon energy swords from above to strike the target. Must be charged.' {ACTIVE}
Steel Crescendo [Magical Harp] 'Lightly damages enemies within a radius, and heals allies in a larger radius.' {ACTIVE}
Piercing Light [Gungnir] 'A piercing attack through all enemies in a line.' {ACTIVE}
Absolute Zero [North Pole] 'Summon a blizzard to slow and blind opponents. Must be charged.' {ACTIVE}
Beacon of Purity [Paladin's Hammer] 'Holy Magic gathers in the hammer, and it is thrown with tremendous force.' {ACTIVE}
Terra [Flower Pow] 'Gradually drain life from an enemy.' (Think Leech Seed from Pokemon.) {ACTIVE}
Corruption [Scourge of the Corrupter] 'Decreases the enemy's max HP temporarily.' {ACTIVE}
Radiant Void [Terra Blade] 'A combination of Radiance and Void; both Blinds and Haunts.' {ACTIVE}
Bladed Wings [Sky Fracture] 'Fly through an opponent, dealing damage while moving.' {ACTIVE}
Thunderstorm [Sky Dragon's Fury] 'Call down the wrath of the skies to stun all opponents in the area. Must be charged.' {ACTIVE}
Heavy Divide [Breaker Blade] 'Smash the massive blade into the ground, causing a quake.' {ACTIVE}

SIGNATURE SKILLS:
Some characters also have their own skills unique to them. These are usually based off a special item, ability, or part of their story.
Examples include Calco's 'Gemini Blade' and Arthur Petremol's 'Avatar of the Light'.
Signature Skills can also only be used if the character is a promoted class, though some exceptions may apply.
IN ORDER FOR YOUR CHARACTER TO HAVE A SIGNATURE SKILL, IT MUST BE APPROVED BY A MODERATOR AS WELL.

23
Skills allow a character to preform various attacks or actions that they could not otherwise. Skills are classified into the following categories:
Weapon Type Skills
Class Skills
Legendary Weapon Skills
Weapon Finesse Skills
Signature Skills


Skills are also divided in that some are Active and must be manually used, while others are Passive and are always in effect. Others still are Reactive, which activate under their own specific circumstances, or Counter, which can be used in place of a regular counter-attack.

Some skills also cause statuses. The list of status effects is as follows:

FREEZE/PIN ~ Immobilize.
STUN/SLEEP ~ Loss of turn/action. Cannot be inflicted twice in a row.
POISON/BURN ~ Steady damage over time.
HAUNT ~ Take more damage when hit.
SLOW ~ -10 to movement rolls.
BLIND ~ -10 to attacking rolls.
BLEED ~ Increasingly lowers rolls. (-1 to all rolls on the first turn after inflicted, -2 on the second, -3 on the third, etc. Caps at -15.)
HEAVY ~ -15 to movement rolls and +10 to any attacks from above.
LIGHTWEIGHT ~ +15 to movement rolls, but guaranteed to be knocked back when hit.
NAUSEA ~ Cannot take an action every other turn.


In order for a character to use any skills, it must be listed that they know it in their character bio. A character can also only have a maximum of five skills prior to class promotion.
Once promoted, they can get both a 6th skill, and a Signature Skill. An example of a mage's skill list might be:

Weapon Enchant
Drain
Focus
Elemental Bolt
Blaze


Most active skills can be used once per battle. Signature Skills and Legendary Weapon Skills can only be used once per rest period; even if a day passes, if the character has not rested, they cannot use that skill again until they do. 

WEAPON TYPE SKILLS:
These skills can be used as long as the character has a weapon from the specified type.


Quick-Strike [Sword] 'Rush forward and slash twice in succession. Roll individually for each hit. Becomes four hits if dual-wielding blades.' {ACTIVE}
Power Throw [Flail/Yoyo/Boomerang] 'Throw with incredible force. Inflicts Stun if roll was 10 or more above the losing roll.' {ACTIVE}
Blitz [Spear] 'Charge forward to close the gap and stab quickly. Cannot be countered.' {ACTIVE}
Power Smash [Axe/Hammer] 'An attack with -10 to hit, but is always a crit if it lands. {ACTIVE}
Iron Rune [Shield] 'Negate the Weapon Triangle for the user when using a shield.' {PASSIVE}

Lacerate [Knives/Shuriken/Dagger] 'An attack that causes Bleeding.' {ACTIVE}
Bind [Javelins] 'Attempt to Pin the opponent.' {ACTIVE}

Rolling Shot [Pistol/Uzi] 'Evade while shooting, giving +5 to the next attack.' {COUNTER}
Spread Shot [Shotgun] 'Attempt to shoot multiple targets at once.' {ACTIVE}
Snipe [Rifle] 'A very carefully aimed attack. +20 to hit.' {ACTIVE}
Suppression [Machine gun] 'An attack that inflicts -10 to hit for the next attack of both the user and target.' {ACTIVE}

Arc Shot [Bow] 'Shoot three arrows upwards to hit the next turn. Does not work in areas with low ceilings. {ACTIVE}
Piercing Bolt [Crossbow] 'A powerful bolt that ignores shields and barriers. Cannot penetrate Sanctuary.' {ACTIVE}

Elemental Bolt [Staff] (Effect based on the element.) {ACTIVE}
Ruby Staff ~ Fire - Burn
Diamond Staff  ~ Ice - Freeze
Topaz Staff ~ Lightning - Blind
Amethyst Staff ~ Poison - Poison (Obviously)
Amber Staff ~ Earth - Stun
Emerald Staff ~ Wind - Knock back (Such as into a wall or off a platform)
Sapphire Staff ~ Water - Slow

Magic Barrier [Tome] 'Create a magic shield based on the element of the tome. +15 to defense to the user's party for 3 turns, but can be negated by an attack of the opposite element.' {ACTIVE}
Guided Strike [Magic Missile/Flamelash/Rainbow Rod] 'A weaker attack that cannot be dodged.' {ACTIVE}
Refraction [Beam weapons; Aqua Scepter, Vilethorn, etc] 'A beam centered on one enemy, but with splash damage to surrounding enemies.' {ACTIVE}
Mana Burn [Magic Gun] 'A special shot drains one of the target's skill uses. Cannot drain a Signature or Legendary Weapon Skill.' {ACTIVE}

Blaze [Fire Magic, Fiery Greatsword, Sunfury] 'Causes Burn.' {ACTIVE}
Frigid [Ice Magic, Ice Sword, Frostbrand] 'Causes Freeze/Pin' {ACTIVE}
Arc [Lightning Magic] 'Splash damage to surrounding targets.' {ACTIVE}
Drench [Water Magic, Muramasa, Blue Moon] 'Causes Slow.' {ACTIVE}
Gale [Wind Magic, Flying Knife] 'Knocks back, such as into a wall or off a platform. {ACTIVE}
Gaia [Earth Magic, Blade of Grass, Thorn Chackram] 'Causes Poison.' {ACTIVE}
Radiance [Light Magic] 'Causes Blind.' {ACTIVE}
Void [Dark Magic, Light's Bane, Dark Lance, Shadowflame weapons] 'Causes Haunt.' {ACTIVE}

CLASS SKILLS:
In order to use a class specific skill, a character must, obviously, be the specified class for it. They must also have it listed in their bio as specified previously. Some exceptions may apply, such as if a character not of the class is taught the skill by someone who could be considered a master of it.


Dual-Wield [Warrior/Rogue] 'Use two one-handed weapons at once. Allows a second strike with -10 to hit.' {PASSIVE}
Reflect Blow [Warrior] 'Prepare to dodge an attack and counter it. Critical needed for ranged attacks.' {ACTIVE}
Sentinel [Warrior] 'If someone attacks an ally, attempt to hit the attacker. Not guaranteed to succeed.' {REACTIVE}
Rage[Warrior] 'Grants +5 to hit and -5 to defense. Wears off after battle.' {ACTIVE}
Berserk [Warrior] 'Grants +10 to hit and -10 to defense. User attacks closest enemy, or if there are none in range, ally. Wears off after three turns.' {ACTIVE}
Blood Blade [Warrior] 'An attack that deals greater damage, at the expense of hurting the user.' {ACTIVE}
Improved Critical [Warrior/Rogue] 'Makes it so rolling 40 above the losing roll grants a crit rather than 50 above.' {PASSIVE}
Pugilism [Warrior/Cleric] 'No penalties for fighting bare-handed. (Characters without this skill get -10 for it.)' {PASSIVE}
Cover [Warrior/Cleric] 'Roll to block an attack meant for an ally. If it 'fails', take the hit instead. Can be used up to three times per battle.' {REACTIVE}
War Cry [Warrior] 'Draw the attention of one opponent, forcing all of their attacks to target the user for 2 turns.' {ACTIVE}
Improved Counter [Warrior/Rogue] 'Makes it so rolling 40 above the losing roll allows a counter rather than 50 above.' {PASSIVE}

Traverse [Ranger/Gunner] 'Move easily in rough terrain. Cannot be Slowed.' {PASSIVE}
Track [Ranger/Gunner] '+20 to tracking rolls.' {PASSIVE}
Search [Ranger] '+15 to search rolls.' {PASSIVE}
Trapper [Ranger] '+15 to rolls involving traps, usually disarming.' {PASSIVE}
Instinct [Ranger] 'Cannot be sneak-attacked. A would-be sneak attacker instead gets -5 to their roll.' {PASSIVE}
Putrid Shot [Ranger] 'The user fires an arrow with a horrid scent. Inflicts Nausea if it hits.' {ACTIVE}
Silver Arrow [Ranger] 'An arrow that, if it misses, doubles back for a second hit with +5.' {ACTIVE}
Hyperfocus [Ranger] 'Grants +20 to hit for the next attack. Taking any hit will interrupt it.' {ACTIVE}
Set Draw [Ranger] 'Ensures that the user's next attack or skill hits.' {ACTIVE}

Scavenge [Gunner/Rogue] '+10 to search rolls.' {PASSIVE}
Grenadier [Gunner] '+5 to rolls involving explosive weapons. Allows the use of certain other skills.' {PASSIVE}
Trigger Happy [Gunner] 'The user fires their weapon rapidly. +20 to hit, but the user is unable to use guns until they spend a turn to reload.' {ACTIVE}
Disarming Shot [Gunner] 'A specially aimed shot that can disarm an opponent. -5 to hit.' {ACTIVE}
Vacuum Bomb [Gunner] 'Sucks any airborne opponents to the ground, even if it misses. Requires Grenadier.' {ACTIVE}
Self-Destruct [Gunner] 'A massive explosion that hits all allies and enemies within range, including the user. Never misses. Requires Grenadier.' {ACTIVE}
Clinger Bomb [Gunner] 'Attach a bomb to an enemy that detonates on your next turn. The enemy can use their turn to remove it. Requires Grenadier.' {ACTIVE}
Roulette Shot [Gunner] 'Fire a shot of a random element dependent on the number rolled. Guaranteed to hit unless 0-10 is rolled.'

Weapon Enchant [Mage] 'Temporarily enchant a weapon with a specific element.' {ACTIVE}
Memorize [Mage/Cleric] 'Store a charge of any skill or spell to be used later. Can only be used in battle, and the effect ends after battle.' {ACTIVE}
Dual-Elemental [Mage] 'Combine two elemental effects. Things like Fire/Water will not work.' {ACTIVE}
Drain [Mage/Summoner] 'Drain life from the enemy.' {ACTIVE}
Assimilate [Mage] 'Drain magic from an enemy to restore a skill use. Cannot restore legendary or signature skills.' {ACTIVE}
Absorption [Mage] 'Absorb a magic attack into healing.' {COUNTER}
Reflect [Mage/Cleric] 'Reflect a projectile attack back at the opponent.' {COUNTER}
Gravity [Mage] 'Create a field of either increased or decreased gravity. The field will dissipate after 4 turns.' {ACTIVE}
Hex [Mage] 'Inflict a random status dependent on the number rolled. Guaranteed unless 0 is rolled. Rolling 100 allows you to choose.' {ACTIVE}
Transference [Mage] 'If an ally has to charge for a skill, grant the charge for them.' {REACTIVE}

Stealth [Rogue] '+10 to sneak/hide rolls.' {PASSIVE}
Trap Sense [Rogue] '+20 to rolls specifically when checking for traps.' {PASSIVE}
Sleight of Hand [Rogue] '+10 to thievery rolls, and similar rolls.' {PASSIVE}
Sneak Attack [Rogue/Ranger] '+15 to attack on an unaware target. Becomes -5 if the target has Instinct.' {ACTIVE}
Flee [Rogue] 'Escape from battle without difficulty. Does not require a roll.' {ACTIVE}
Dash [Rogue] 'Move swiftly and suddenly. The user can either attack immediately following with a +5 to their roll, or not attack and have +5 for their next dodge.' {ACTIVE}

Sanctify [Cleric] 'Heavily damage an undead enemy, or outright banish them with a critical.' {ACTIVE}
Purify [Cleric] 'Remove negative status effects on an ally. Can be used multiple times per fight.' {ACTIVE}
Sanctuary [Cleric] 'Create a protective barrier over the party, protecting from all attacks for two rounds. Takes a full turn to become active after use. Melee crits can break it.' {ACTIVE}
Ray of Light [Cleric] 'Smite an enemy with a beam of holy magic that never misses. Must be charged.' {ACTIVE}
Restoration [Cleric] 'Heals everyone on the field- ally and enemy alike.' {ACTIVE}
Status Guard [Cleric] 'Grant a blessing to an ally, instantly negating the next status ailment that would be inflicted on them.' {ACTIVE}
Blessed Spear [Cleric] 'A lance of holy energy is hurled, inflicting Blind to the main/middle target and splash damage to adjacent enemies.' {ACTIVE}

Bond [Summoner] 'Heal a summoned familiar. Does not require a roll.' {ACTIVE}
Sacrifice [Summoner] 'If the Summoner is about to take fatal damage, the Familiar will intervene with its own life. Familiar will not be re-summonable until the beginning of the next day.' {REACTIVE}
Pact [Summoner] 'If a familiar falls in battle, immediately start the cast to re-summon it on the start of your next turn.' {REACTIVE}
Co-operation [Summoner] 'An attack made along with your familiars. Roll attacks for yourself and for each familiar in your service.' {ACTIVE}
Soul Denial [Summoner] 'Negate the user's Soul Element when attacking.' {PASSIVE}
Synchronization [Summoner] 'Allows the summoner to perform a base-class Sync with their familiar of the same class. Takes up 2 skill slots instead of 1.' {PASSIVE}
Spirit's Stand [Summoner] 'The user summon's a physical manifestation of their soul element to attack. +15 to hit. Can only be used when weakened.' {ACTIVE}
Reverse Polarity [Summoner] 'The user attacks with an odd sphere of magic. Bonuses and penalties for rolls are reversed for this attack.' {ACTIVE}
Dispel [Summoner] 'Removes any and all current buffs or enhancements on an enemy.' {ACTIVE}

Roulette [Jester] 'Conjure an unavoidable ball of magic that hits a random target, whether they be ally or foe.' {ACTIVE}
Dazzle [Jester] 'Throw out particles of bright, blinding dust towards an enemy. Inflicts blind for a turn should it succeed.' {ACTIVE}
Spook [Jester] 'Preform a frightening act that haunts a target if it succeeds.' {ACTIVE}
Distraction [Jester] “The user dodges an oncoming attack and redirects the damage to an ally.” {REACTIVE}
Encore [Jester] 'The user applauds the target’s last attack. This bars the target from using any skills for the next 2 turns.' {ACTIVE}
Boring Joke [Jester] 'The user tells a long-winded and unfunny joke. Enemies that hear out its entirety are inflicted with sleep for 1 turn.' {ACTIVE}
Putrid Rush [Jester] 'The user covers themselves in a horrid-smelling perfume and grabs a nearby sharp object, attacking a target with said object. Should the attack hit, the target is inflicted with bleed for 5 turns, and if it misses, the target is inflicted with nausea for 3 turns.' {ACTIVE}
Laughing Gas [Jester] 'Throw a canister of laughing gas at an enemy. If they inhale it, they’ll be inflicted with -10 to all rolls for the next 2 turns.' {ACTIVE}
Sucker Punch [Jester] 'Approach an enemy and pull a feint attack. If they dodge, follow up with an unavoidable attack afterwards.' {ACTIVE}

Focus [ANYONE] '+10 to hit for the next attack. If used twice in a row without attacking, it becomes +20. Can be used an unlimited amount of times per battle, but the effect only stacks to +20.' {ACTIVE}
Dodge [ANYONE] '+5 to dodge rolls. Becomes +10 for melee attacks if the character is a speedy class such as Rogue.' {PASSIVE}
Retaliation [ANYONE] 'When an ally suffers a critical hit, immediately get a free attack on their attacker. Can be used twice per battle. Does not trigger when an ally is counter-attacked.' {REACTIVE}
Style Swap [ANYONE] Allows for a character to change their weapon-triangle based fighting style in the middle of battle if they possess a Dual-Style weapon. Takes up two skill slots. {PASSIVE}

Fleet Foot [Freelancer]: Allows a character to move themselves wherever they wish in the turn order sequence once per IC session. {ACTIVE}
Keen Senses [Freelancer]: +10 to listening rolls [such as overhearing people] and sight rolls. {PASSIVE}
Silver Tongue [Freelancer] : +10 to lying and/or bluffing success rolls. {PASSIVE}
Judge of Character [Freelancer] : Can tell the basic alignment of a character just by looking [only if they’re Lawful, Neutral, or Chaotic, and not if they’re true Neutral, Good, or Evil] {PASSIVE}
Rest [Freelancer]: Instantly heal and recharge skills as if they rested. Obviously does not recharge itself without proper rest. {ACTIVE}
Emergency Counter [Freelancer] : If Flee is exhausted/unlisted and a roll to escape fails, your foe’s next attack on you will fail. {REACTIVE}
Support [Freelancer]: Give up your turn to provide two actions to an ally on their following turn. {ACTIVE}
Desperation [Freelancer] : In a moment of hopelessness, attack your foe brutally and deal considerable damage. {ACTIVE}

WEAPON FINESSE:
These are passive skills that allow a character to use a weapon type they normally cannot. For example, a Warrior with the right Finesse Skill may be able to also use guns. Potential tri-classing is also technically possible this way, such as by giving a Ranger/Mage access to Warrior weapons through this means. Please note, however, that it only allows a character to use the weapon itself and the ability to learn the weapon type's skill, not class skills. Also note that each of these take up two skill slots instead of the normal one, so use them wisely.


Weapon Finesse - Warrior [ANYONE] 'Allows one to use Warrior weapons no matter their class. Takes up 2 skill slots instead of 1.' {PASSIVE}
Weapon Finesse - Rogue [ANYONE] 'Allows one to use Rogue weapons no matter their class. Takes up 2 skill slots instead of 1.' {PASSIVE}
Weapon Finesse - Ranger [ANYONE] 'Allows one to use Ranger weapons no matter their class. Takes up 2 skill slots instead of 1.' {PASSIVE}
Weapon Finesse - Gunner [ANYONE] 'Allows one to use Gunner weapons no matter their class. Takes up 2 skill slots instead of 1.' {PASSIVE}
Weapon Finesse - Mage/Cleric [ANYONE] 'Allows one to use Mage and Cleric weapons no matter their class. Takes up 2 skill slots instead of 1.' {PASSIVE}

LEGENDARY WEAPONS:
Certain weapons, classified as 'legendary weapons', have skills of their own. They can also use the regular weapon skills, for example, a Starfury would be able to use both its unique skill and the regular sword skill.


Starfall [Starfury/Star Wrath] 'A meteor shower rains onto opponents. +5 to hit. Must be charged.' {ACTIVE}
Gleaming Feather [Phoenix Blaster] 'A shot fired into the ground that surrounds the user in protective a ring of flame, granting +10 to defending rolls while within it.' {ACTIVE}
Soul Gauge [Onyx Blaster] 'An umbral blast that dispels all buffs and enchantments to the target.' {ACTIVE}
Demonic Origin [Night's Edge/True Night's Edge] 'Release a demonic fire that locks the target in single-combat, making them unable to flee or attack anyone other than the user for 4 turns.' {ACTIVE}
Great Saber [Phaseblade/Phasesaber] 'Temporarily extends weapon length, adding +5 to hit.' {ACTIVE}
Legend [Excalibur/True Excalibur] 'Summon energy swords from above to strike the target. +10 to hit. Must be charged.' {ACTIVE}
Steel Crescendo [Magical Harp] 'Lightly damages enemies within a radius, and heals allies in a larger radius.' {ACTIVE}
Piercing Light [Gungnir] 'A piercing attack through all enemies in a line.' {ACTIVE}
Absolute Zero [North Pole] 'Summon a blizzard to slow and blind opponents. Must be charged.' {ACTIVE}
Beacon of Purity [Paladin's Hammer] 'Gather holy might into the hammer, and hurl it with incredible force, knocking back the target. +5 to hit.' {ACTIVE}
Terra's Wrath [Flower Pow] 'Gradually drain health from an enemy for 3 turns.' {ACTIVE}
Corruption [Scourge of the Corrupter] 'An evil attack that inflicts Poison and Haunt.' {ACTIVE}
Radiant Void [Terra Blade] 'A combination of Radiance and Void; both Blinds and Haunts.' {ACTIVE}
Bladed Wings [Sky Fracture] 'Fly through an opponent, dealing damage while moving and granting the user +5 to their next dodge roll.' {ACTIVE}
Thunderstorm [Sky Dragon's Fury] 'Call down the wrath of the skies to stun all opponents in the area. Must be charged.' {ACTIVE}
Heavy Divide [Breaker Blade] 'Smash the massive blade into the ground, causing a damaging quake to all grounded enemies.' {ACTIVE}
Sword Beam [Enchanted Sword/Beam Sword] 'A blade of energy sent out from the sword, capable of hitting foes at a range. +5 to hit.' {ACTIVE}
Kiss of Death [Death Sickle] 'A delayed attack that hits hard two turns later.' {ACTIVE}
Dragon's Breath [Flying Dragon] 'An attack that does more damage the weaker the user is.' {ACTIVE}
Earthquake [Golem Fist] 'Causes a quake that freezes all grounded enemies. Must be charged.' {ACTIVE}
Bubbline [Xenopopper] 'A shield of bubbles surrounds the user, popping upon taking damage and hurting the attacker. {ACTIVE}
Mirror Pulse [Pulse Bow] 'Fire a rebounding arrow that has four chances to hit once.' {ACTIVE}
Ward of Winds [Tome of Infinite Wisdom] 'A brisk aura surrounds the wielder, giving them +10 to defense with no penalty for 3 turns.' {ACTIVE}
Soulfire [Brand of the Inferno] 'A fiery aura surrounds the wielder, giving them +10 to hit with no penalty for 3 turns.' {ACTIVE}
Arrow Storm [Daedalus Stormbow] 'Shoot a mass of arrows skyward, causing one to rain down every turn until the end of the current battle. -5 to hit for each arrow.' {ACTIVE}
Iocane [Poison Staff/Venom Staff] 'Inflict a potent venom that poisons and stuns for two turns.' {ACTIVE}
Frenzy Vines [Chlorophyte Warhammer/Chlorophyte Shotbow] 'Release vines from the weapon to Freeze/Pin an opponent for 3 turns, inflicting Poison as well with a critical hit.' {ACTIVE}
Soul Splice [Spectre Hamaxe] 'The wielder gathers lost souls into the axe, unleashing them into a powerful attack that Haunts, and can also Blind with a critical hit. Must be charged.' {ACTIVE}
Darksand Reminiscence [Ankh Shield] 'An orb of pure malice is fired from the shield, causing the target to have -7 to all rolls for 3 turns.'

SIGNATURE SKILLS:
Some characters also have their own skills unique to them. These are usually based off a special item, ability, or part of their story.
Signature Skills can usually only be used if the character is a promoted class, though some exceptions may apply.
IN ORDER FOR YOUR CHARACTER TO HAVE A SIGNATURE SKILL, IT MUST BE APPROVED BY A MODERATOR.

24
FFIX is still the best one. This is an objective fact and totally not an opinion.

25
The town of Safehaven, and, by extension, the surrounding areas of Macyn and the Aldgrove. What was a nesting ground for thieves and other various criminals quickly became known for the large influx of adventurers and mercenaries that would maintain order to the best of their ability.
Arthur Petremol. Ebony Hamara. Sonja Valentine. JoJo Shark. Calco Geminus. Vondus Khyr. These are the names of but some of the many who would assist in continuous aid of the land. None can say exactly why it became such a frequently visited place for so many travelers, but it matters not. Through thick and thin, oddities both ethereal and dark, the adventurers who had come to call Safehaven home, even if temporarily,  had made it a true safe haven for the weary wanderer. However...it seems not all good things can last.
Rumors circulate of a mysterious mage being spotted at various odd places, sometimes channeling unknown spells. If there is anything learned by the people of Safehaven by now, it is that mysterious figures who hide their face are scarcely not a threat of some sort. To make matters more mysterious, an unknown magic has been emanating from the dungeon within the forest recently. Though it has been read, the exact type of magic could not be pinpointed, so all that is known is it is very advanced.
Though mostly ready to go their seperate ways, it may be time for the heroes of Safehaven to unite one last time beforehand.

Curtain Call, the finale of Safehaven, will have a time confirmed at a later date.
TYPE: Exploration, PVE, Boss.

It will begin in the town square of Safehaven, and eventually lead to various places around the map.
Feel free to use any character you currently have. However, it is advised you use one you also plan on bringing to the next map- assuming you plan on returning.

REWARD: ??? - It is an item useless in Safehaven, but will be very useful in the map that follows.
Any items found within the natural chests of the Dungeon once it begins are also free for the taking, aside from banned items such as bombs.

RULES:
The usual stuff. No breaking the map, being a jerk, etc etc.

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