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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.

Hi I'm doing the reply thing too even though I'm not entirely sure if I even have to, but juuust in case.

Echo. Human, unique class but for the sake of simplicity she'll count as a non-elemental Mage.

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.

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

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

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

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

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


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.

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.

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.

None as of yet, potentially ever.

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

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

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.

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

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

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

SOUL ELEMENT: Virtue [Wind]

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

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

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.

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.

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.

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}

None as of yet.

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}


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.

Name: Delta
Gender: Female
Race: Sylph

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...

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

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]

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]

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

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

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

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.

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.

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}

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}

~None as of yet~


Basic Description (Optional): A young boy well-versed in swordplay and marksmanship, twin brother to Andesine Geminus.
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]

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

SOUL ELEMENT: Calm [Water]

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

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

Emerald Scarf - A red scarf, matching his sisterís blue one. A symbol of their relations as kin.

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.

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.

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}

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

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):

In-Character / Re: Aaron, The Awoken Flame
« on: 01-10-2018 »
A few quick notes, if I may.
1. The signature skill is a biiiit on the overpowered side (And by a bit I mean quite a lot)
2. Dual-classes do not get the sixth skill slot, but they do get a signature, so just remove one of the normal skills and that's fine
3. Lunar isn't a literacy...? Maybe you meant celestial in general, but lunar specifically wouldn't be

Aside from those, the only thing really to say is ask if I can delete Aaron's old bio in the Wall of Immortality since there's no point in having both.

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.

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

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

SOUL ELEMENT: Patience [Ice]

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

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

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

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.

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.

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}

None as of yet.

None as of yet.

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

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.

Update: Von has passed the wheel to myself and Ches. Just so people who may read this aren't confused by the chain of command.

Bump because massive update.

Bump because MASSIVE update.

Another divider separating pre-Ventiera from post

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

« 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.

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}

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}

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}

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}

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}

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}

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
[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.}

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}

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}

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}

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}

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}

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)

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, Avian, Fiend, Elemental, Half-Fiend, and Half-Elemental)

Rogue skills learnable by any Feyori if taught:
Sneak Attack

Rogue skills learnable by any Half-Feyori if taught:

Warrior skills learnable by any Dwarves if taught:

Warrior skills learnable by any Half-Dwarves if taught:

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

Report a Member of Staff / Complaint on Cross
« on: 11-07-2018 »
Alright, lemme clear things up here a bit...
While I'm not completely sure if the others said yes to it, I'm fairly certain JoJo at least did, but even then it was more likely he was just okay with it himself and was going to relay the information to us, as he's just a trial moderator. I don't feel that I lied about anything, since I personally never made any promises.
The reason that all of the previous story arcs were finished at Safehaven (the previous map) was due to the fact that nothing was going on there, since there was hardly a main storyline, as well as the fact that there were fewer characters. That's different here, obviously.
(Also the key word is 'finish'. To my knowledge, Aaron's story arc has yet to even start)

The primary reasons I said no is because, again, there is little time left in the map. While it may be possible to squeeze in an extra small event or two, the description I heard of this wasn't what I would call small. (To be fair, it wasn't huge either, just not small).

Also, in the event that JoJo did say yes entirely, it's easy to forget that he is a trial moderator, not a full one, therefore it was right for him to check with us for confirmation.

I would also like to take a moment to point out that I never did fully say no. I said that if it was modified (Ie made smaller), or postponed to the next map, it would be rather likely to happen.

And one final note, from the conversation following my comment on how not everything in life has to happen when one is young...It was retorted with "this isn't a realistic game". Well, that is exactly right, because this isn't even a game at all. It's a story.

I hope this cleared things up for people reading this without context. If not, message me on Steam or something and I'll try to give more details. (If that does happen, kindly don't involve the others mentioned in this. As this is a complaint against me, I would like to deal with it myself without troubling them).

Oh, and one more note I forgot...even if JoJo was a regular moderator and approved it completely and fully, higher ranking moderators still have the power to overrule decisions, even if it doesn't happen terribly often.

(Also, Nova, please don't respond to this again. I'd really rather not start a big thing with this)

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.

-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)

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

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).

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.

Well I added weaknesses. If I can ascend I would call my class mercenary.
You didn't need to add those- in fact not being able to attack after taking a critical hit is ridiculous- just message me over Steam or something and I'll clear things up.

If you were going to comine class and ascension you would need a noteable Achilles heel which balences it. I don't really have a say in the matter but im sure if you're reasonable the Mods may be open to discussion.
Already got it covered.

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...

« on: 06-10-2017 »
Once two fighters gain a sense of trust in each other and each other's abilities, they can combine their respective skills for a combo attack.
Synchronized Skills, or Syncs for short, are the result of a duo using their respective abilities in conjunction with each other for a new, more powerful result.
However, there are multiple restrictions to this art.

-Syncs can only be used by two who have fought alongside eachother many times. (No exact number decided)
-Similarly to signature skills, moderator approval is needed for a duo to gain access to them.
-Certain duos have Syncs unique to them, but, like the above, mod approval must be given for it.
-Syncs do not count as actual skills, therefore they do not take up skill slots.
-Each Sync can be used once per battle, similar to most skills.
-If a character is a hybrid class, they are not able to preform a Sync by themself. (For example, a Warrior/Rogue would not be able to use Pincer, but they still could if they are able to use Syncs with another warrior or rogue)
-Syncs must be listed on at least one of the two character bios of the ones using them, as well as who it is used with.

In addition, the exact effect of how these abilities are rolled can differ between them
Separate- Each of the two attacks are separate and can be blocked/dodged/etc individually.
Sum- The sum of both rolls is added up and used.
[X] only- Only the specified class rolls, while the unspecified one does not.
No roll- Self explanatory; a roll is not required for it to succeed.

WARRIOR/WARRIOR ~ Cross Slash: A swift strike from both fighters in different directions. (Separate)
WARRIOR/ROGUE ~ Pincer: The rogue attacks from behind while the warrior strikes from the front. (Sum. Rogue gets +5)
WARRIOR/RANGER ~ Misleading Shot: The ranger fires as a distraction for the Warrior to make an attack. (Warrior only. +15)
WARRIOR/GUNNER ~ Misleading Shot: The gunner fires as a distraction for the Warrior to make an attack. (Warrior only. +15)
WARRIOR/MAGE ~ Draining Sword: The warrior's weapon is enchanted with the ability to drain life from that it hits. (No roll)
WARRIOR/CLERIC ~ Brilliant Blade: Enchanted with holy light, the warrior's weapon becomes the bane of the dead. [+20 to attacks on undead] (No roll)
WARRIOR/SUMMONER ~ Beast Shield: The summon takes 3 turnsí worth of damage for the Warrior. (No roll)

RANGER/RANGER ~ Arrow Rain: A volley of arrows is sent up by both rangers, striking from the sky. Can't be used with low ceilings. (Sum)
RANGER/GUNNER ~ Crossfire: Both shoot from opposite sides of the target. (Sum)
RANGER/MAGE ~ Enchanted Volley: Using magic, the arrow is guided to its intended target. (No roll)
RANGER/ROGUE ~ Improvised Arrow: The ranger fires a weapon borrowed from the rogue. (Ranger only. +15)
RANGER/CLERIC ~ Heaven's Tears: Arrows imbued with light are shot, inflicting the opponent with Blind if hit. (Ranger only)
RANGER/SUMMONER ~ Hellís Barrage: The summoner imbues a rain of arrows with darkness, inflicting Haunt to those who it hits. (Ranger only)

GUNNER/GUNNER ~ Breaking Bullets: Both gunners fire; the first shooting to weaken any armor, the second to pierce it. (Separate)
GUNNER/ROGUE ~ Target Practice: The rogue marks where to aim with their own body, moving at the last moment to hit the intended target. (Gunner only. +20. Crit failure results in Rogue taking damage)
GUNNER/MAGE ~ Blaster: A magically-enhanced shot that explodes on contact, dealing splash damage to surrounding targets. (Gunner only. +15)
GUNNER/CLERIC ~ Debilitating Fire: A magically-enhanced shot that makes the target weak to magic for 3 turns if it hits. (Gunner only. +10)
GUNNER/SUMMONER ~ Amplify: The summoner focuses their energy onto the shot fired, strengthening its force. (Gunner only, +15)

MAGE/MAGE ~ Arcane Blast: Combine magic to cause a large explosion, hurting friend and foe alike. (Sum)
MAGE/ROGUE ~ Smoke Strike: The mage conjures smoke, giving the rogue a chance for a sneak attack. (Rogue only. +20)
MAGE/CLERIC ~ Moonlight: Combining light and darkness, damage all enemies in a radius while healing nearby allies. (Sum)
MAGE/SUMMONER ~ Wild Element: Imbue the summonerís familiar with an element specific to what it relates to [wind for flying familiars, water for aquatic familiars, etc] (No roll)

ROGUE/ROGUE ~ Thievery: While one rogue distracts, the other steals from their target. (Sum)
ROGUE/CLERIC ~ Sneak Flash: A flash of light provides an opportunity for a sneak attack. (Rogue only. +20)
ROGUE/SUMMONER ~ Phantom Onslaught: An attack that strikes fear into the foe using dark illusions created by the summoner, giving +10 to dodge to the party for the next 3 turns. [Sum]

CLERIC/CLERIC ~ Heaven's Light: Heals the entire party if successful. (Sum)
CLERIC/SUMMONER ~ Divine Guardian: Combining their abilities, the Cleric and Summoner call forth a heavenly emissary who either does an area-of-effect attack or a party heal before leaving. (No roll for the heal, Sum for the attack)

SUMMONER/SUMMONER ~ Ritual: Sacrifice the next two turns of both characters for a large-impact attack. [Sum]

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