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Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200
PostPosted: Mon Aug 13, 2018 8:25 am
RPPTSD  
PostPosted: Mon Aug 13, 2018 8:28 am
User Image

_________________||Tell Me Some Basics…||
tab Who Are You?| Masako Chiru
tab How Old Are You?| 14
tab What Sex Are You?| Female
tab What Do You Look Like| derp
tab Who Are Your People?| Aliens. I was raised in a test tube.
tab Do You Have a Lineage?| None
tab Where Are You From?|Small Village, formerly known as Kusagakure.
tab How Tall Are You?| 5'4"
tab How Much Do You Weight?| 103lb
tab What Best Describes Your Frame?| wet paper towel [Very Light]
tab What Were You?| A Healer
tab How Experienced Were You At It?| No Rank or Title. Regardless, Masako was seen as a prodigy in the field of medical science and alternative medicines.

_________________||Now, Some Details…||
tab What Are You Like?| Masako is kindess incarnate. She once tried to hurt a fly and it put her in the hospital for a week when it flew into her eye at full speed. Some would see this as a failure, but Masako saw it as a learning opportunity. Everything is a chance to learn and grow better.
tab What Do You Believe In?| Church of Tom Ato, our pasty savior, hallowed be thy flavor. Thy marinade come, thy will be cooked, on the plate as it is in the Kitchen. Let's Eat.
tab What Do You Fear?|
      • Being trapped
      • Heights
      • Scary bugs. (Flies and bees and such are fine, but stuff like grub worms and centipedes are a negative ghost rider)
tab What Strengths Define You?|
      • Vast Medical Knowledge
      • Cautious
      • Easily forms bonds of friendship with others
tab What Weaknesses Define You?|
      • Hippocratic Oath: Masako will not refuse service to anyone, not even her enemies or known criminals. If someone needs her help, she feels bound to aid them.
      • Physically Weak
      • Indecisive (stemming from her overly cautious nature. Its a strength and a weakness)
tab What Era(s) Are You From?| Era of Attention
tab What Have You Experienced?| I dream at night that I was a great healer. People from all over the village and the surrounding area would come and tell me their ailments. I always seemed to have the answer in my dreams. They call me a prodigy in these dreams, and sing my praises across the village. They tell me that I will bring great honor to the village and that my name will be known the world over. Some even say that I might be the reincarnation of a saint, sent to heal the wounds of the world.

These are how the dreams start. Then the sickness comes. No matter how hard I try, one after another, the people of my village fall to the plague. I cannot stop it. I work day and night, aiding the medical staff of the village but we are overwhelmed and outclassed. Finally, I too catch the sickness and everything fades to black.


_________________||What Can You Do…||
tab How Do You Experience Life?|
      • Medic - Saint
      • Inquisitor - Researcher - Truth is Stranger than Fiction
      • {Third Class}
tab What Makes You Unique? |
      Saintly Presence: This ability borrows from Masako's ability to heal simply by touching. Combining her ability to heal on touch and the passive aura that she naturally radiates at all times, Masako emits a healing mist within the radius of her aura. This healing mist is relatively weak at E rank, only numbing small bruises and taking the sting off cuts. At every rank the healing power of the aura slowly increases. By B Rank, the aura can close cuts and heal minor sprains. This is not an instant heal but takes time and exposure to the aura to heal. This ability also enhances the feeling of safety and peace created by the aura, reducing the effect that techniques that cause fear or terror by 1/2 rank.
      Forest Princess: Everywhere Masako goes, she passively creates small amounts of plant life, even on surfaces that would normally not support it, such as metal or stone. This cannot be used to grow plant matter on objects created by an opponents own mana. This skill in essence allows Masako to have a source of natural materials at all time. This only creates small amounts of flora such as a patch of grass or a few flowers.
      Forest Princess II: Masako's ability to speak with sprites and other friendly spirits is partially expanded to animals. While she cannot directly communicate with animals, she can convey thoughts and feelings to them. This makes animals and other similar creatures less likely to attack her. This can also be used to limited effect to communicate with An Teaghlach with varying degrees of success.
      Inexplicable Luck: Once per battle or once every 4 posts outside of combat, Masako experiences a brief moment of inexplicable luck where whatever she attempts has a greater chance to succeed or increases the yield of an action. This action can also manifest in the form of actions, such as being able to dodge an attack that would normally land, etc. This also grants Masako a guaranteed chance to always gather at least 1 item per attempt even at a 0 skill level.
      Human Potential: Masako gains an additional Discipline Point at C Rank.

      Truth is Stranger Than Fiction: Often times in the pursuit of the truth, Inquisitors find themselves in the wackiest of places. It has often been said that truth can be stranger than fiction and this is no exception. At any time during any encounter, there is a chance for the encounter to become a "Wacky Encounter" which drastically changes the environment or NPCs in the area, often with hilarious results. This is randomly triggered by the DM as they see fit. Wacky Encounters generally include loot or items that would otherwise be unobtainable and always give at least one [1] item to the party, whether or not the item is useful is another matter. Wacky Encounters can be anything from discovering a random traveling circus in a dungeon to fighting a horde of cannibal dwarfs wearing dresses. The sky is the limit.

      Divine Innocence: At all times, Masako radiates an aura of pure innocence and peace. This aura makes it all but impossible to want to attack her. Even if an individual were able to overcome the effects of the aura, all of their abilities used against Masako would be reduced in strength by one rank. The aura comes with a catch however. As with all medical professionals, Masako is sworn to do no harm and as such, she cannot attack while the aura is up unless an attack of C-Rank or higher is targeted against her, and only within 2 posts of the offending attack. After this two post timer, the aura is once again at full power and must be re-triggered.
tab What Are Your Limitations?|
      Mana Pool → 805
      tab Mana Color → Pink
      tab Mana Materialization → Small bits and fragments, resembling flower petals, will peel off Masako and swirl around her.
      tab Mana Elements:
          tab • Doton
          tab • Suiton
      Stamina Pool → 145
      Archetype → Scholar
      Statistics:
        Power|
        Agility| ☆☆
        Intelligence| ☆☆☆☆☆☆☆☆☆☆☆
        Mana| ☆☆☆
      Evos:
          • Growthborn
          • Nature Kissed
          • Cornucopia
          • Mana Font
          • Flicker Eye - X Ray
          • Multi-tool


tab What Skills Do You Posses?|
      • Crafting - Cooking ► 4
      • Survival - Knowledge ► 4
      • Survival - Survival ► 2
      • Survival - Gathering ► 2
      • Medical - General ► 5
      • Medical - Surgery ► 3
      • Medical - Infection ► 2
      • Medical - Poison ► 2
      • Medical - Mana ► 2
      • Medical - Psychiatric ► 2
      • Adventurer -Weakness Identification ► 1 (Human Racial Passive Unlock)
tab What Are You Proficient With?|
      • Improvised Weaponry ► 2
      • Unarmed Combat ► 1 [Trained to B Rank- 9x Free Posts]
tab What Are Your Limitations?|
      Arcanist → 00 // 14
      Illusion → 00 // 13
      Medical → 00 // 18
      Skill Points → 28 // 28
      Proficiency Points → 03 // 05
_________________||What Do you Possess…||
tab How Much Experience Do I Possess?| 5650
tab How Much Ryo Do I Own?| 4200
tab What Do I Carry?|
      • Normal Clothes
      • Backpack
      • Small Satchel
      • Flint and Steel (Backpack)
      • Pencil/Pen x7 (1 in Pocket, 5 in Backpack, 1 in Small Satchel)
      • Journal/Sketchbook x3 (1 in Small Satchel, 2 in Backpack)
      • Bedroll (Backpack)
      • One Person Tent (Backpack)
      • Mess Kit (Backpack)
      • Oiled Waterskin (Small Satchel)
      • Blanket (Backpack)
      • Glasses (On Face or in Pockets)
      • Kunai x6 (Small Satchel x2, Backpack x4)
      • Soap (On a rope)
      • Sewing Needle (Small Satchel)
      • Twine x150m (Backpack)
      • Fishhook x4 (Backpack)
      • Super Light Armor [D - Ranked, Scale 5] Under Armor, Female [Gift from Zuhra]
      • Steel Greaves - Tier 1, a decent pair of greaves, Defense E, Scale 15 (Worn)
      • Sun Goggles - Like sunglasses but goggles (Worn - Forehead)
      • Wakizashi - Tier 2, good quality steel, Durability 35 (Backpack - Strapped to side)
      • 12lbs of tin (Zuhra's Bag of Holding)
      • [3] Christmas Cookies(Zuhra's Bag of Holding)
      • [3] Peppermint Candy Canes (Zuhra's Bag of Holding)
      • A candy corn feed bag (Zuhra's Bag of Holding)
      • Chocolate Thin Mints shaped like clouds (Zuhra's Bag of Holding)
      • Licorice whip (Zuhra's Bag of Holding)
      • Pelt of the Nemean Lion (Worn)
      • Samhain's Favorite Spoon (On Belt)

      • Pocket Sand

tab What Techniques Do You Possess?|
      [Medical]
        • Chiyute No Jutsu: Karui [Healing Hands Technique: Minor] C Rank




      [{Second Jutsu Type}]






tab What Secrets Have You Discovered?|



tab What Secrets Have You Laid Claim To?|
      • Can cook Minute rice in 58 seconds. Proof: X
      • Pelt of the Nemean Lion



 

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200
PostPosted: Tue Aug 14, 2018 1:41 pm
Rewards:

> 10 free activity posts and 4 Customs (Independence Day)
> Survey: 2000EXP
◇ Jagged Dagger
◇ Blue Key x1
◇ White Boot - Left x1
◇ Custom Nightmare Item x1 [A Stirring Spoon. For my signature Nightmare Hot Gumbo.]
◇ Random Legacy Halloween Items x31. A candy corn feed bag that has the skittering sounds of arachnids from within it. If you place on your face you become a giant black widow
2. Chocolate Thin Mints shaped like clouds. Those who eat it become clouds for 3-6 posts
3. Licorice whip. A licorice whip that on the third strike you turn someone into an indesteuctible pumpkin for 4 posts. Whip does +1 rank of damage.
◇ Encrypted Manuscript x1
◇ Artifact x1
◇ Random Scrolls x3 (Classes: Researcher/Physician - Alignment: Lawful Good (?) - Bloodline: N/A)
Suiton: Water Dragon Jutsu → B - rank
Bukijutsu: Mori no Ichigeki ► Avalanche → B- rank

The above two were because Alignment nor Bloodline held detail on what you wanted. However, I do offer you the following technique as compensation:


Legend Lore → A - ranked Researcher Talent
Rank: A
Official Description: A twist of fate, a thread of creation, and a dash of hope are all that is needed sometimes to identify an object of research. By taking in hand an object desired one may perform the Legend Lore, looking into the past year per experience rank of the user to determine all that has happened to the object. This psychic impression grants only a foot to two feet in radius around the object in question, but every use, every activation, every interaction is remembered in an archive format. The object's history generates a scroll, tome, or gem that contains the contents of this knowledge in whatever language desired. This information can be encrypted if desired at the user's current Decryption skill ranking or lower.
• Holographic Engram ► 13 Skill Required
→ 1 Blueprint for Wind Turbine for Power. Enough to power a small village easily.
→ All of the 4th stage of Olympia
→ All of the 4th Stage of Hagane no Shunkan
→ 1 Toaster (4 slices at a time, with a bagel mode!) ► Needs Power
→ 1 Night Vision Goggles ► Sized for a normal person, lets you see as well as you do in day at night, but in green!
→ 1 Collapsible Brace ► 10 feet at its widest
→ 1 Motorcycle Helmet ► Perfect Condition!
Pelt of the Nemean Lion
A blond, pure cloak made from the single pelt of a monstrously large lion, the Pelt is an ancient tool that has at different times been seen work by such titans of myth and legend as Heracles. Yet what many got wrong was that it barely had any ability to protect at all! Heracles was a fool who wasted the potential of the Pelt, who rid itself of the demigod in search of stronger hosts. Through the centuries it came, never being used the way it was meant to, until now. The truth of the cloak is bestowed upon its newest host, alerting them to the truth of the abilities written below:
:taB: → When donned, and upon activation of its power power at the cost of fifty [50] chakra, the Pelt of the Nemean Lion will bind itself around the wearer and transform them into a gigantic, ferocious lion, with a roar like thunder and muscles made of steel. This lion form is one [1] Experience Rank higher than the wearer's current Experience Rank, to a max of S - rank, causing all stats to increase by five [5] for the duration. During its transformation the body is wracked with minor pain that grows continuously during use. Immediatly, the character begins to wrack up Spiritual Corruption at a rate of one [1] point per post. This causes pain to accumulate within the soul, growing in strength, and it lasts beyond the end of the transformation. By will alone the cloak may fall from the wearer's body, but should fifty [50] posts pass, spread over multiple uses or one use, the player will find that they become the Nemean lion, this time, forever.

Time Sip:
2x greater pa
1x 3 techs between B and S (Medical x2 and Genjutsu)
1x Large Treasure Map
And keeping 1000exp

The Tortot Giveaway!
250 Experience
10 Jutsu Slots/5 Stages of Learning/3 Custom Jutsu
2 Proficiencies/7 Skill Points
1 Character Remake option
1 Silver Bell (palm sized, with a polished ivory grip)
25 Chakra/Stamina
15 Free Posts

Samhain’s Favorite Spoon  Less a name and more a title bestowed by followers of Samhain, the Halloween Spoon, the Devil’s Dipper, and a million other names are used to describe a long handled, obsidian stirring spoon etched with centuries of grease, oil, and frequent use. Carrying just the barest hint of sulfur when one sniffs it, this kitchen utensil is always warm to the touch and despite its volcanic glass composition is nearly impossible to break. Simple in design, with a hook on one end to allow it to be hung, the Devil’s Dipper has a few unique properties more than the average item:

      Devil’s Dippin’ Sauce (pronounce Sowce)  When dipped into a pot of water no bigger than twenty [20] gallons the water will become a deep maroon that signifies a significant change in composition. To what, you might ask? Why nothing less than Samhain’s signature Dippin’ Sauce! Made from a carefully mixed recipe made from the finest resources, namely brandy, red wine, the tears of a first born, the flesh of the unborn, a dash of lost dreams and a spritz of rage that only the greatest of nerds can ever feel when their jealous girlfriends delete their save files on Skyrim can cultivate, this is clearly the “magnum opus” of dippin’ sauces! If others don’t want to try it, then fine! Make them taste it through their skin as you scoop up the Sauce with the Spoon and hurl it at the haters, paying a Stamina cost equal to the speed at which it was hurled. Those so struck will taste the deliciousness of the brew, inflicting their undeserving souls with C – ranked Sauce damage! Furthermore they are provided a debuff: Tasty Delight. This causes them to desire to drink anything and everything they can find as their mouth erupts in flavors reminiscent of the judging fires of Hell, showing them just what Samhain feels about Haters!

      Delectable Delights  Pretty simply put, this powerful spoon when used in any cooking that requires a stirring spoon makes the end result one [1] step greater, and the skill to count as six [6] points higher.


      [5] Gingerbread Wonders - They're cookies, we promise! wink Just quote a DM if you eat one.
      [4] Skill Points, or [2] Proficiency Points!
      [5] Reroll Coupons - Allows for a reroll of any randomized results, but must take the second roll.
      [5] Technique Slots or [2] Stages of Learning!
      [4] Random Items! [Divided among characters as desired.]
      • Steel Greaves - Tier 1, a decent pair of greaves, Defense E, Scale 15
      • Sun Goggles - Like sunglasses but goggles
      • Wakizashi - Tier 2, good quality steel, Durability 35
      • 12lbs of tin
      [3] Christmas Cookies - Increases your chakra or stamina pool by [50] for [5] posts when eaten.
      [2] Skill Points - Usable on any skills.
      [3] Peppermint Candy Canes - Doubles Chakra and Stamina recovery speed for [5] posts when eaten.
 
PostPosted: Tue Aug 14, 2018 1:42 pm
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                                                                              Passive:


                                                                              Techniques Used:

                                                                              Quotes:

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Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200
PostPosted: Sat Aug 18, 2018 11:20 am
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________Personal Identification
Name: Alessa Olivia Lamora, The Star Lord, Night Witch, Mother of Shadows, Queen of Darkness
Age: 16 through the usage of powerful magic
Race: Minyanon Fae
Physical Description: Female, 5'4", 110lb
Fears:
      • A True Death
      • Being Trapped
      • Developing Emotional Connections

Personality: Power corrupts, and absolute power tends to corrupt absolutely. This can likely be applied to Alessa. Where there was once innocence over a thousand years ago, only darkness and narcissism remain. Alessa lives only to advance her own goals and to seek ever greater power. Friends are tools to be used to further her own goals, not something to be cherished.
History: u/c
Personal Attributes:
      Grimoire: The Fae gains access to a Grimoire. These are powerful, personal items, usually in the form or a book, manuscript, or scroll that contains the Fae's most powerful abilities. These abilities may only be cast while the Fae is in direct possession of their Grimoire. Possession of the Grimoire allows the Fae to create a signature spell at each body rank (ie one at E, one at D, etc) that only the Fae can utilize. These abilities will generally be stronger than most other customs or may possess gimmicks that would otherwise be flatly denied. The danger of reliance on the Grimoire is that it can easily be destroyed by an enemy attack that is equal to the wielder's body rank. Once destroyed, the Grimoire cannot be recreated easily. The Fae must regather the necessary materials to recreate the Grimoire and can potentially lose access to all of the previous spells contained in their old Grimoire. Recreation of the Grimoire requires a custom mission of equal body rank to the creator. A Grimoire consumes one of your custom item slots permanently.
      Markings of Power: The Fae gains the ability to 'enchant' items with peculiar effects. These objects differ from weapons in that they cannot actively cast techniques but instead bestow constant and 'passive' buffs to the item that can be used by the wearer. Weaker buffs can cost nothing to maintain while stronger buffs and 'activated' effects will consume mana (or chakra) of the wearer. These enchantments must still be submitted as customs can be freely given to other characters. The Fae may have up to 3 enchantments at one time on their person and other characters may have no more than 2. The enchantments are bound to the item, so if it is stolen or sold, the item retains the enchantment. Enchanting requires points in a Fae only Skill.
      Instruments of War: The Fae can bind their spells to items, such as wands and staffs, allowing the item to cast spells for them. This still costs the required resource but eliminates the need for the Fae to speak, instead relying wholly on the motion of the item to cast. (ie flicking a wand, spinning a staff) Only one spell may ever be bound to an object and Fey are limited to 1 object per body rank (E -1, D-2, etc). The object must be submitted like any normal custom. If the object is broken, a new one can be made but must be resubmitted. Crafting an Item requires at one skill point per body rank into a Fae only Skill. A Fae can fail to craft an item.

________Capabilities
Experience Rank: E Rank
Classes:
      • (First class at D-rank)
      • (Second class at C-rank)
      • (Third class at A-rank)

Disciplines:


Archetype: Mystic
Stats:
      Power:
      Agility: ☆☆
      Intelligence: ☆☆☆☆
      Mana: ☆☆☆☆☆☆

Stamina Pool: 50
Mana Pool: 150
      Materialization: Dark Purple, forms tendrils and tentacles that seem to emanate from Alessa.
      Elements:
      tab • Lightning
      tab • Water

Evolutionary Traits (Evo's):
tab • Stormborn
tab • Blood Eye
tab • Mimicry
Skills ► [07 // 07]
      • Survival - Survival: 2
      • Survival - Gathering: 2
      • Crafting - Alchemy: 3

Proficiencies ► [02 // 02]
      • Polearm - Basic
      • Polearm - Quarterstaff

________Possessions
Repertoire:
      Arcanist Spells: 00 // 07
      Illusionist Spells: 00 // 00
      Stages of Learning: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00

Inventory:
      • Normal Clothing - Worn
      • Backpack - Worn
      • Satchel Small - Worn
      • Quarterstaff - Carried
      • Blanket - Backpack
      • Bedroll - Backpack
      • One Person Tent - Backpack
      • Mess Kit - Backpack
      • Flint and Steel - Satchel
      • Pen - Satchel
      • Waterskin - Satchel
      • Journal - Backpack
      • Soap - Satchel
      • Scissors - Backpack
      • Sewing Needle - Satchel
      • Fish hooks x 6 - Backpack


________Library
{Lightning}:
      • Raikou Hitofuki no Jutsu [Lightning Blast Technique] - C Rank






 
PostPosted: Sat Aug 18, 2018 7:11 pm
Alessa Rewards:  

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200
PostPosted: Fri Jan 04, 2019 7:05 pm
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PostPosted: Fri Jan 04, 2019 8:37 pm
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[imgleft]https://hostr.co/file/970/h05RkUMCE6W3/Alessa_Olivia_Lamora_03.jpg[/imgleft]
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                                               LOCATION: LOCATION    MOOD: MOOD    PARTY: PARTY    STATUS: STATUS


      User Image - Blocked by "Display Image" Settings. Click to show.
                      • the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn. in addition to determining burn severity, the measurement of burn surface area is important for estimating patients' fluid requirements and determining hospital admission criteria. this allows the emergency medical provider to obtain a quick estimate of how much body surface area is burned. for example, if a patient's entire back (18%) and entire left leg (18%) are burned, about 36% of the patient's BSA is affected. the BSAs assigned to each body part refer to the entire body part. so, for example, if half of a patient's left leg were burned, it would be assigned a BSA value of 9% (half the total surface area of the leg). thus, if a patient's entire back (18%), but only half of their left leg (9%) was burned, the amount of BSA affected would be 27%. "the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn." the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn.

      User Image - Blocked by "Display Image" Settings. Click to show.
                      • 'the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn.' in addition to determining burn severity, the measurement of burn surface area is important for estimating patients' fluid requirements and determining hospital admission criteria. this allows the emergency medical provider to obtain a quick estimate of how much body surface area is burned. for example, if a patient's entire back (18%) and entire left leg (18%) are burned, about 36% of the patient's BSA is affected. the BSAs assigned to each body part refer to the entire body part. so, for example, if half of a patient's left leg were burned, it would be assigned a BSA value of 9% (half the total surface area of the leg). thus, if a patient's entire back (18%), but only half of their left leg (9%) was burned, the amount of BSA affected would be 27%.




[center][img]https://i.gyazo.com/e739462865f8d67c3e45a366a72661da.png[/img][/center][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][list][size=10] [/size][size=7][b][color=#a897a0]LOCATION:[/color] LOCATION    [color=#a897a0]MOOD:[/color] MOOD    [color=#a897a0]PARTY:[/color] PARTY    [color=#a897a0]STATUS:[/color] STATUS[/b][/size][/center][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list][/list]

[imgright]https://i.gyazo.com/99445f7dab4914dca4d413180de1c80e.png[/imgright][align=right][align=left][size=13][list][list][list][list][list][list][list][list][list][color=white][*][/color][color=black][size=10]the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn. in addition to determining burn severity, the measurement of burn surface area is important for estimating patients' fluid requirements and determining hospital admission criteria. this allows the emergency medical provider to obtain a quick estimate of how much body surface area is burned. for example, if a patient's entire back (18%) and entire left leg (18%) are burned, about 36% of the patient's BSA is affected. the BSAs assigned to each body part refer to the entire body part. so, for example, if half of a patient's left leg were burned, it would be assigned a BSA value of 9% (half the total surface area of the leg). thus, if a patient's entire back (18%), but only half of their left leg (9%) was burned, the amount of BSA affected would be 27%. [b][color=#a44640]"the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn."[/b] the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn.[/size][/color][/size]
[align=center] [img]https://i.gyazo.com/e51c4401b18c98d50b88ac57c8f7c395.png[/img][/align][size=13][list][list][list][list][list][list][list][list][list][color=white][*][/color][color=black][size=10][i][color=#745660]'the rule of nines is a tool used in pre-hospital and emergency medicine to estimate the total body surface area (BSA) affected by a burn.'[/i] in addition to determining burn severity, the measurement of burn surface area is important for estimating patients' fluid requirements and determining hospital admission criteria. this allows the emergency medical provider to obtain a quick estimate of how much body surface area is burned. for example, if a patient's entire back (18%) and entire left leg (18%) are burned, about 36% of the patient's BSA is affected. the BSAs assigned to each body part refer to the entire body part. so, for example, if half of a patient's left leg were burned, it would be assigned a BSA value of 9% (half the total surface area of the leg). thus, if a patient's entire back (18%), but only half of their left leg (9%) was burned, the amount of BSA affected would be 27%.[/size][/list][/list][/list][/list][/list][/list][/list][/list][/list][/quote]
 

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PostPosted: Sun Jan 06, 2019 8:45 pm

Bloodline or Clan?: Uh... Bloodline?
Name of Bloodline // Clan: The Fey
Theme: Magic. The Fey are beings that do not originate from the same shard of reality as the rest of those in Shinobi Strike. In their world, Magic is power and Ninjutsu is a lost art. Where as Chakra is sourced from within the body, Fey gather Mana from the world around them to cast their abilities. Also, in place of Handseals, the Fey use incantations or imbued objects to cast their abilities.



The Fey
Might is Magic


___Background // Lore:
The Fey have existed since time immemorial. The were born from the first magic wielders who drink in the raw mana of the world. It twisted their anatomy, changed their bodies, and granted them powers beyond their wildest dreams. This came at a price however. The Fey became dependent upon mana, hungering for it like a drug. Their need to feast upon it was inescapable. Fey congregated in places of power where the leylines converged, feasting on the mana emanating from them. They built great cities on these sites and flourished for a time.

As their cities and their numbers grew, the leylines shrunk and withered. Wars erupted between the factions of the Fey and decimated the land. Entire continents were seemingly depopulated as powerful Fey followed the flow of mana across the world. Slowly the world recovered, but the Fey and their civilization did not. They were outcasts and hunted by those that survived the cataclysm. The weak perished and the survivors learned to hide and blend in. With the Fey all but extinct, the leylines of the world recovered for a time. That is, it was recovering. Then the Nine came. They were Fey of great power, the original group of mortals that drank from the Leyline. During the cataclysm they had simply bided their time, waiting for the world to recover and for its Leylines to fill again with the mana they so greatly required.

The Nine spread across the world like a plague, each staking their domain over the mortal world that remained. Powerful empires rose once more, but magic remained solely in the hands of the Nine. They ruthlessly killed off those beneath them that dared to challenge their grip on magic. It was a time of great evil until at last, the world rose up against the Fey. One by one, the Nine were sealed away, banished, or killed. In the end, they came for the last of the Nine, The Mother of Shadows, The First Fey. Even her power was not enough against the combined might of the world. But a Fey is not that easy to kill, and The First was not just any Fey.

___Passive Traits:
Words of Power: The Fey do not use Handseals to cast their techniques. Instead, they rely on incantations and movements to cast their techniques. Simpler techniques can be cast with a simple wave of an arm or a single word while higher rank techniques require lengthy verbal incantations and arm movements. Arm movements can be completely left out if the Fey increases the length of their incantation to supplement.
Spell Power: Instead of using Chakra, the Fey rely on Mana as their primary source of energy. Where as Chakra originates from within the user in most cases, Mana is absorbed from the environment, in particular Leylines and sites of power.
Soul Pact: Most Fey have a familiar, a creature that is bound through contract to serve them. These usually come in the form of small animals such as cats, dogs, and birds. They essentially have no direct combat application but can be used in a myriad of techniques and serve as a second pair of eyes that are relatively unaffected by genjutsu. Familiars also can't really be killed. When mortally wounded, they retreat into the Aether and regenerate and may return after 3 full posts.
Grimoire: The Fey are incapable of performing Ninjutsu. Instead, they rely on the use of spells. Fey convert any slots they would receive for jutsu into spells for slots. They are able to take any non-restricted jutsu (ie not tied to specific classes, bloodlines, etc) and convert it into a Spell. This means dropping handsigns for Incantations. Anything beyond a 1:1 conversion must be submitted as a custom (this does not count against your customs if it is based on an existing jutsu). Fey are still bound to element restrictions.


___Optional PAs:
Instruments of War: The Fey can bind their spells to items, such as wands and staffs, allowing the item to cast spells for them. This still costs the required resource but eliminates the need for the Fey to speak, instead relying wholly on the motion of the item to cast. (ie flicking a wand, spinning a staff) Only one spell may ever be bound to an object and Fey are limited to 1 object per body rank (E -1, D-2, etc). The object must be submitted like any normal custom. If the object is broken, a new one can be made but must be resubmitted. Crafting an Item requires Fae Craft: A property that can be crafted onto any staff or other weapon that grants a +4 to the CC of the item crafted. However, the return is that this item can now be used as an Instrument of War.
Markings of Power: The Fey gains the ability to 'enchant' items with peculiar effects. These objects differ from weapons in that they cannot actively cast techniques but instead bestow constant and 'passive' buffs to the item that can be used by the wearer. Weaker buffs can cost nothing to maintain while stronger buffs and 'activated' effects will consume mana (or chakra) of the wearer. These enchantments must still be submitted as customs can be freely given to other characters. The Fey may have up to 3 enchantments at one time on their person and other characters may have no more than 2. The enchantments are bound to the item, so if it is stolen or sold, the item retains the enchantment.
Power Overwhelming: The Fey gains an additional 50 Mana. This PA can be taken twice.


___Notes // Rules:
• Mana is a one for one swap with Chakra. Anything that gives or takes Chakra affects Mana. Mana is used as part of Complex and Spiritual Taijutsu. Mana has no alignment, and as such fills the role of Maruton in regards to abilities and costs. Due to Chakra natures, the Fey are still bound by their chosen elements in regards to techniques they can learn. Furthermore, Mana is different altogether from Chakra, so much so that it's difficult to detect and even if it is it would read as something...different. While this doesn't make detection any more difficult rank wise, it does make the results less discerning, given Jutsu are not meant to target Mana-powered abilities. Due to the destructive nature of mana, it is not safe to exceed the normal amount of mana your body can store. If your normal mana pool is 500 and you use a technique or item to temporarily increase it to even 501, you will suffer from Mana Burns. This causes intense pain across the body and for the next 3 turns you will burn mana from your body, causing you to lose 50 mana per turn.
• Familiars are not the same as ninja pets. They have very limited combat roles with the exception of specific abilities to empower them for short periods.
• Incantations MUST be verbal. Even if it is under your breath, you must vocalize the incantation. (This is not required for things like wands where the spell is pre-stored and can be bypassed by imposing other restrictions, such as the use of Magic Runes and complex motions.)
• Fey are not from this 'world'. They are from a different realm that collided with the current realm. Fey are still bound by age restrictions as their realm was affected by the crystals as well. At least, their physical bodies are.
• Fey are essentially crazy. The older the Fey, the more crazed they tend to become. This psychosis can be attributed to 'Mana Sickness'. The more mana a Fey uses, the more unhinged they can seem to be.


__Techniques:
Pestilence
Incantations: "Pestilentiam" or "Anata ni Pesuto" and followed by the opening of the user's mouth
Rank: D Rank
Strength: D Rank
Speed: C Rank
Description: The Fey will open their mouth and unhinge their jaw. After a low moan, a cloud of flies will rush forth from The Fey's mouth. The flies will swarm around the area directly in front of the user starting in a five foot cloud and doubling in size at each rank. Once summoned, the flies will slowly float around the battlefield at the users discretion. The flies harass enemies face, affecting most of their major senses. A putrid scent fills the air, buzzing rings in their ears, and bugs clog the enemy's vision. The flies however do no actual damage.

The Haunted Eye
Incantation: "Visus visus ultra" or "Kōkei o koeta kōkei" and then the user touches a surface
Rank: D Rank
Duration: 2 Posts // 10 Mana
Description: The Fey will speak the incantation and then pour mana into their palm. Upon touching a surface, a glowing eye will appear on the surface before slowly fading away and fusing with the surface, becoming a faint shadow barely visible to the naked eye. For the duration of the technique, whenever the user closes an eye, they can see what the Haunted Eye sees. The distance between the user and the eye cannot exceed one thread (ie you can be in an adjacent thread and still use the eye but travel to another thread will break the connection.)

Eldritch Bolt
Incantation: "Exitium" or "Sugisatta"
Rank: Variable D | C | B
Strength: D | C | B
Speed: D | C | B
Description: A bread and butter technique, Eldritch Bolt is often a go to technique. The Fey will lift up their palm and fire a bolt of crackling energy after speaking a short incantation. The bolt continues straight until it hits something. Once fired, a Fey can spend E rank Mana to change its trajectory but this can only be done once.

Projection
Incantation: "Accipere Figura" or "Katachi o toru"
Rank: E
Duration: 2 Posts // 5 Mana
Description: The Fey will materialize mana at a set location, allowing it to take on any form they will. The object the mana materializes into will seem real, even under up close inspection but is in fact, simply an illusion. The object is not solid, and any disruption of its shape will destroy it.

Hellfire
Incantation: "Reduce et dissipate" or "Herashite hakai suru"
Rank: S
Strength: S
Speed: S
Description: They Fey will utter the incantation, causing one of their arms to become engulfed in a blue flame. The Fey will then sweep that arm in front of them, unleashing a wall of fire that spread out in front of them like a wave. This wave grows in height and width as it travels outward, incinerating objects in its path.

Ruination
Incantation: While standing inside a magic circle with the user's hands on the ground: "Terra ascenderit super te locum contritio" or "Chikyū wa anata ni taishite tachiagaru: Hakai"
Rank: S+ Rank
Strength: S+
Speed: See Description
Description: A technique so destructive in nature that even Arch-mages whisper its name in secret, Ruination is arguably one of the strongest techniques ever devised. The user will begin by reciting a relatively short incantation with their hands on the ground while inside of a magic circle. Once complete the circle will flare up in color and begin to glow. It will then begin to slide across the surface of the ground to anywhere the user chooses, granted it is within sight range and does not leave the thread. Once it arrives at its destination, it will flash brightly and move underground. During the second post, the circle will reappear and fracture, sending out shock waves across the ground causing cracks to appear in the ground for 200 feet in all directions. These cracks quickly begin to glow in color and bulge. Under the surface is where the real action is taking place. The circle in the first post was used to 'fracture' the leylines running across the planet. This causes the leylines to 'leak' raw mana into the environment which quickly bubbles to the surface, similar to magma building up inside of a volcano. As the ground fills with mana, it begins to bulge and crack before finally erupting in a violent explosion that spews rock, ash, debris, and worst of all, raw mana through the air.This raw mana essentially acts as a magical fire, burning whatever it touches and instantly turning it to ash.

 
PostPosted: Fri Apr 26, 2019 6:20 am
Type: Scout
Rank: C Rank
Length: Medium
Team or Solo?: Team
Guidance: Minor -> Moderate (Mainly minor but provide triggers if its dragging along.)
Theme: Exploring, Haunted Forest/abandoned village


Defeat the Mysterious Creature!
Type: Defend / Hunt
Rank: B-A Rank
Length: Long
Objective: Defeat or Hold off the creature
Rewards:

Did Someone Say Medic!?
Type: Triage / Misc
Rank: C-B Rank
Length: Medium
Objective: Stabilize the injuries to the merchant and his team
Rewards:
 

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PostPosted: Wed May 15, 2019 5:57 am

Bloodline or Clan?: {A Bloodline is something that the character must have been born into to have access to. A Clan is a group of individuals who have banded together and, using secret techniques, defined who they were as people. While familial ties are common, Clans can be learned by anyone who steals the scroll and has the Clan's prerequisite attributes.}
Name of Bloodline // Clan:
Theme: {This is more to help us understand what you're going for. Hyouton could be themed out as "humans who use their wind and water chakra natures blended together to create Ice Release. Their ice is strong, able to resist fire and physical damage, and they tend to have cold dispositions". It gives us, and others, an idea of what they're looking at, and helps us judge the overall intent of what you are doing with your submission, in case something is lost in translation.}



{Name of the Clan // Bloodline}
{ Short sentence or Phrase to define them }


___Background // Lore:
{Here, input information about the clan or bloodline’s past.}


___{Bloodline Name}:
{Insert a description of the Kekkei Genkai here, or clan abilities. These are descriptions, and general idea of rules, while the rest will be laid out elsewhere.}


___Passive Traits:
• {Passive Traits are passive benefits that are granted to a character who either is born into the bloodline or who was raised in the clan. People who join the clan later, or who receive implants, will not receive these benefits. Can include reductions towards different elements, possible common personality types or physical traits, etc. Includes reductions for favored learnings, if any.}
• {Keep in mind that some powerful bloodlines that you cannot avoid having powers from the start will require surrendering starting techniques for it.}





___Notes // Rules:
• {Any special rules, regulations, or important notes about powers?}






__Techniques:
{Name} {Unlike the clans that are in this guild, technique names must be written out for judgment. They will be 'crossed out' later, however.}
Rank:
Strength:
Speed:
Description:

{Name}
Rank:
Strength:
Speed:
Description:

{Name}
Rank:
Strength:
Speed:
Description:

{Name}
Rank:
Strength:
Speed:
Description:

 
PostPosted: Thu May 30, 2019 4:09 am
Arcanist Class


tab Description:
Placeholder background text here

tab Notes / Reminders:
• Start with access to two [ 2 ] elements, or characters may choose to start with only one [ 1 ] element for an extra twenty [ 20 ] chakra or stamina per rank, starting at D-Rank.
• Maruton [Null Release] and Fuuinjutsu [Sealing Techniques] are available to all Shinobi, unless otherwise stated. Both use Ninjutsu slots
• Shinobi are able to allocate their slots (unless already named) as they wish. Once allocated, however, it cannot be changed. Ten [ 10 ] Technique slots may be converted to one [ 1 ] Stage of Learning, and vice versa.
• Maximum energy pool increases are cumulative. They do not replace each other as you rank up; they are all added together.

tab Specialization:
• Upon taking this class a second or third time, the character unlocks one [ 1 ] additional chakra element, which gains mirrored slots, as well as one [1] point to their Chakra stat.

tab Future Notes:
• Write into Shinobi technique lists that certain techs are only for shinobi, and others cannot be learned (even for shinobi) until certain criteria are met.


tab tab D - r a n k
Quote:
tab Disciplines:
Ninjutsu: The skills required of the ninja have come to be known in modern times as Ninjutsu. Taking this Discipline gives the character one-hundred [ 100 ] extra chakra, plus sixty [ 60 ] extra chakra for every rank gained thereafter.

Espionage: Espionage was the chief role of the ninja. With the aid of disguises, the ninja gathered information on enemy terrain and building specifications, as well as obtaining passwords and communiques. Picking this discipline grants the Shinobi an extra ten [ 10 ] Technique slots (to be distributed as desired), plus an extra five [ 10 ] for every rank gained thereafter.

Survivalist: Ninja utilized a large variety of tools and weaponry, some of which were commonly known, but others were more specialized. Taking this Discipline gives the character one-hundred [ 100 ] extra stamina, plus sixty [ 60 ] extra stamina for every rank gained thereafter.


tab tab Base ○ Energy ○ Pools:
tab tab tab • { 180 } chakra.
tab tab tab • { 180 } stamina.
tab tab Passive ○ Benefits:
tab tab tab • N/A
tab tab Base ○ Jutsu ○ Limits:
tab tab tab • [ +02 ] Proficiency Slots.
tab tab tab • [ +20 ] Technique Slots (Ninjutsu, Genjutsu, and/or Eisijutsu).
tab tab tab • [ +10 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
Scrollery: Fuuinjutsu [ Sealing Techniques ] now get mirrored slots with Ninjutsu techniques.

Gifted Pupil: For every three [ 3 ] completed Stages of Learning (weapon and/or martial arts) the user gains one [ 1 ] free stage of learning. OR For every rank of one [ 1 ] element techniques being completely learned, gain five [ 5 ] extra slots.

Disguised: Gain access to one [ 1 ] Locked Skill OR gain another classes' Discipline of the same or lower rank. Also gain access to one Skill Tree OR four [ 4 ] Skill Points. No more than two [ 2 ] points can be given to the same skill.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • Maximum chakra pool: { +20 } chakra.
tab tab tab • Maximum stamina pool: { +20 } stamina.
tab tab Passive ○ Benefits:
tab tab tab • N/A
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +10 ] Technique slots.
tab tab tab • [ +05 ] Stages of Learning.

tab tab B - r a n k
Quote:
tab Disciplines:
Kuji-kiri: The ancient art of the Kuji-kiri is the practice of the nine sacred hand signs. For every ten [ 10 ] Ninjutsu listed in the character's profile as being learned, the user is able to create their own, custom, technique.

Budō: Literally translated, it means the "Martial Way", and may be thought of as the "Way of War". Takers of this discipline gain an extra one [ 1 ] point in their chosen Stat for every two [ 2 ] Styles being listed in a character's profile as being completely learned.

Yamabushi: The Yamabushi ascetics use the hand gestures in spiritual, healing, and exorcism rituals. Characters with this discipline get mirrored slots to Eisijutsu as what is assigned to Ninjutsu. When twenty [ 20 ] Eisijutsu have been listed as learned in the character's profile, the character can use Eisijutsu as offensive techniques.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • Maximum chakra pool: { +30 } chakra.
tab tab tab • Maximum stamina pool: { +30 } stamina.
tab tab Passive ○ Benefits:
tab tab tab • N/A
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +10 ] Technique slots.
tab tab tab • [ +05 ] Stages of Learning.

tab tab A - r a n k
Quote:
tab Disciplines:
Taoist Teachings: Taoism is a teaching about the various disciplines for achieving "perfection," by becoming one with the unplanned rhythms of the universe called "the way" or "dao". Shinobi who have taken this discipline have learned how to better adapt to unexpected situations with some method of grace. Take a 'non-aggressive' discipline from another Class.

Mudrā Teachings: A mudrā is a spiritual gesture. By taking on this discipline, the shinobi has mastered the gesture and have opened up their mind to accepting a second [ 2nd ] spirit or demon contract. The character also gains either one [ 1 ] aspect from a discovered spirit or demon they have encountered, or instantly summon a random spirit or demon for the chance to form a contract.

Shinobi-Monomi: Monomi, 'the one who sees,' Shinobi-monomi were people used in secret ways, and were particularly talented at travelling in disguise. Characters can disguise their stamina and chakra pool to any size. Only a sensor of higher rank can tell the real pool. This Shinobi can also successfully enter and exit villages disguised as a non-assigned civilian.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • Maximum chakra pool: { +30 } chakra.
tab tab tab • Maximum stamina pool: { +30 } stamina.
tab tab Passive ○ Benefits:
tab tab tab • N/A
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +15 ] Technique slots.
tab tab tab • [ +05 ] Stages of Learning.


tab tab S - r a n k
Quote:
tab Disciplines:
Ansatsu Senjutsu Tokushu Butai: Commonly shortened to 'ANBU,' this title give you access to learn from an otherwise unknown list of techniques (Set A).

Oinin Butai: Commonly referred to as 'Hunter Nin,' this title give you access to learn from an otherwise unknown list of techniques (Set B).

Jinmon Butai: The name of a Shinobi interrogation unit, this title give you access to learn from an otherwise unknown list of techniques (Set C).


tab tab Energy ○ Pool ○ Increases:
tab tab tab • Maximum chakra pool: { +40 } chakra.
tab tab tab • Maximum stamina pool: { +40 } stamina.
tab tab Passive ○ Benefits:
tab tab tab • N/A
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +15 ] Technique slots.
tab tab tab • [ +15 ] Stages of Learning.


BlackFruity
Edit Log:
027/08/19 BlackFruity - Created


© 2017-19 Shinobi Strike
 

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PostPosted: Thu Jun 06, 2019 9:55 am
User Image - Blocked by "Display Image" Settings. Click to show.
________Personal Identification
Name: Alessa Olivia Lamora, The Star Lord, Night Witch, Mother of Shadows, Queen of Darkness
Age: 16 through the usage of powerful magic
Race: Minyanon Fae
Physical Description: Female, 5'4", 110lb
Fears:
      • A True Death
      • Being Trapped
      • Developing Emotional Connections

Personality: Power corrupts, and absolute power tends to corrupt absolutely. This can likely be applied to Alessa. Where there was once innocence over a thousand years ago, only darkness and narcissism remain. Alessa lives only to advance her own goals and to seek ever greater power. Friends are tools to be used to further her own goals, not something to be cherished.
History: u/c
Personal Attributes:
      Grimoire: The Fae gains access to a Grimoire. These are powerful, personal items, usually in the form or a book, manuscript, or scroll that contains the Fae's most powerful abilities. These abilities may only be cast while the Fae is in direct possession of their Grimoire. Possession of the Grimoire allows the Fae to create a signature spell at each body rank (ie one at E, one at D, etc) that only the Fae can utilize. These abilities will generally be stronger than most other customs or may possess gimmicks that would otherwise be flatly denied. The danger of reliance on the Grimoire is that it can easily be destroyed by an enemy attack that is equal to the wielder's body rank. Once destroyed, the Grimoire cannot be recreated easily. The Fae must regather the necessary materials to recreate the Grimoire and can potentially lose access to all of the previous spells contained in their old Grimoire. Recreation of the Grimoire requires a custom mission of equal body rank to the creator. A Grimoire consumes one of your custom item slots permanently.
      Markings of Power: The Fae gains the ability to 'enchant' items with peculiar effects. These objects differ from weapons in that they cannot actively cast techniques but instead bestow constant and 'passive' buffs to the item that can be used by the wearer. Weaker buffs can cost nothing to maintain while stronger buffs and 'activated' effects will consume mana (or chakra) of the wearer. These enchantments must still be submitted as customs can be freely given to other characters. The Fae may have up to 3 enchantments at one time on their person and other characters may have no more than 2. The enchantments are bound to the item, so if it is stolen or sold, the item retains the enchantment. Enchanting requires points in a Fae only Skill.
      Instruments of War: The Fae can bind their spells to items, such as wands and staffs, allowing the item to cast spells for them. This still costs the required resource but eliminates the need for the Fae to speak, instead relying wholly on the motion of the item to cast. (ie flicking a wand, spinning a staff) Only one spell may ever be bound to an object and Fey are limited to 1 object per body rank (E -1, D-2, etc). The object must be submitted like any normal custom. If the object is broken, a new one can be made but must be resubmitted. Crafting an Item requires at one skill point per body rank into a Fae only Skill. A Fae can fail to craft an item.

________Capabilities
Experience Rank: E Rank
Classes:
      • (First class at D-rank)
      • (Second class at C-rank)
      • (Third class at A-rank)

Disciplines:


Archetype: Mystic
Stats:
      Power:
      Agility: ☆☆
      Intelligence: ☆☆☆☆
      Mana: ☆☆☆☆☆☆

Stamina Pool: 50
Mana Pool: 150
      Materialization: Dark Purple, forms tendrils and tentacles that seem to emanate from Alessa.
      Elements:
      tab • Lightning
      tab • Water

Evolutionary Traits (Evo's):
tab • Stormborn
tab • Blood Eye
tab • Mimicry
Skills ► [07 // 07]
      • Survival - Survival: 2
      • Survival - Gathering: 2
      • Crafting - Alchemy: 3

Proficiencies ► [02 // 02]
      • Polearm - Basic
      • Polearm - Quarterstaff

________Possessions
Repertoire:
      Arcanist Spells: 00 // 07
      Illusionist Spells: 00 // 00
      Stages of Learning: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00

Inventory:
      • Normal Clothing - Worn
      • Backpack - Worn
      • Satchel Small - Worn
      • Quarterstaff - Carried
      • Blanket - Backpack
      • Bedroll - Backpack
      • One Person Tent - Backpack
      • Mess Kit - Backpack
      • Flint and Steel - Satchel
      • Pen - Satchel
      • Waterskin - Satchel
      • Journal - Backpack
      • Soap - Satchel
      • Scissors - Backpack
      • Sewing Needle - Satchel
      • Fish hooks x 6 - Backpack


________Library
{Lightning}:
      • Raikou Hitofuki no Jutsu [Lightning Blast Technique] - C Rank






 
PostPosted: Sun Jun 23, 2019 6:59 am
____________| The Fae |
tab Overview: A regal race of Elves hailing from beyond the Aether with a natural affinity for the usage of Magic.
tab Physical Description:
          Minyanón - The First Born, the original sect of Fae. The Minyanon are the oldest of all the Fae, being descendents of the first beings to reach out and succumb to the raw Aether of world. They are fair skinned and slender, possessing pointed ears. Among the Fae, they sit at the top of the aristocracy, many being able to trace their own lineage's back several generations. They rest on their laurels and are rarely seen lifting a finger to help even other Fae. Instead, the Miyanon play games of politics and espionage against each other's noble houses, each vying for status and position. Overtime, these 'games' as they were called created deep fractures and division among the ruling class that persist to this day. Minyanon are quick to doubt and slow to trust and they are almost always hiding ulterior motives.
          Tovon nún - The Tovon nun (commonly Tova) or Low Born are those that have been cast out by the Minyanon. While many carry the same blood in their veins as the Minyanon and look similar in appearance, they are a second class of citizens. The Tova made up the working class in Fae society and those who came from houses that had fallen from grace. Where the Minyanon are generally fair skinned, the Tova are generally darker in color, a testament to working for a living instead of sitting around in lavish estates. Unlike the Minyanon, the Tova are generally open and accepting to other Fae and even outsiders. They believe in team work and companionship over status and royalty.
          Eglamán - Forsaken Null LOCKED

tab Native: The Fae come from a land originally far to the west, Feindór. Their homeland is shielded from the outside world by a mysterious veil of magical energy that takes on the appearance of storms and tidal waves to turn away souls that would otherwise discover their lands. Translated literally, Feindór is the Radiant Land. Hidden behind their protective veil, the Fae enjoy a continent of bright sunlight and plentiful flora and fauna.

tab History: Across the millennia that the Fae have called Feindór home, they crafted massive cities and majestic wonders not seen in any of the other kingdoms of the world. While other races such as humans had barely discovered fire, the Fae were already at the pinnacle of their civilization, enjoying a golden age of prosperity. At this time, they had not yet become the Fae. Instead, they were simply elves. This period before they became Fae would be known as the Golden Age of Feindór or in their native tongue, Malthenand.
tab There was peace in this time, unbroken for centuries between the ruling families and royals. Prosperity was unrivaled and scientific advancements were occurring faster than the people could adjust. Having unlocked almost all of the secrets of their land and of their race, the elves sought to unravel the mysteries of the planet and the very nature of magic itself. Magic was already a part of life in Feindór, fulfilling small tasks here and there and serving as a parlor trick used by bored noblemen to impress women. But that was all it was, a trick.
tab In the waning days of the Golden Age, new adventurers set out to find only what they referred to as 'The Source'. They believed the source to be the magical wellspring or entity from which all magic flowed into the world, a source of what they believed to be limitless energy. With such a force under their control, their limits would be endless. They scoured the continent, combing over ancient ruins and pouring over decaying manuscripts from ages long past. They sought mystical artifacts and wise men who spoke of great powers. It all seemed futile. Every lead took them to a dead end or a worthless trinket long devoid of any real power or value.
tab It would be in the most ancient of places that they would finally find what they were looking for. Deep below the surface of the continent, through a thousand winding caverns, they found it: a trickle of shimmering water dripping through the rocks. Liquefied mana, in its purest state. It was here that our brave adventurers first quenched their thirst for magic, forever altering their very DNA and the course of history. With their new found power, the adventurers, then known only as The Seven, set forth across Feindór, laying waste to the land as they followed their insatiable hunger, now feeling drawn to sites of great power known as Leylines. It was not long before the group fractured, with each member staking a claim over a part of the continent, establishing new kingdoms and noble houses. Slowly they shared the source of their power with their most trusted aides and loyal subjects. One by one, the elves of Feindór were transformed into Fae.
tab War ravaged the continent until at last, four members of the Seven put aside their differences to create a new alliance. They fought and banished the other three who refused to share or surrender their power. As their last acts, these three fractured the land and laid waste to great cities, killing millions. Following their defeat, the victors struck the other three from almost every record, instead calling them the Fallen ones. Every reference to their names, appearance, and great deed was replaced. To this day, it is a mystery what befell the Fallen ones. Many believe them slain but in dark rooms and far away places, their real names are sometimes whispered in hushed tones.

:: Placeholder for Forsaken Ones Story ::

tab Personal Attributes:
          Instruments of War: The Fae can bind their spells to items, such as wands and staffs, allowing the item to cast spells for them. This still costs the required resource but eliminates the need for the Fae to speak, instead relying wholly on the motion of the item to cast. (ie flicking a wand, spinning a staff) Only one spell may ever be bound to an object and Fey are limited to 1 object per body rank (E -1, D-2, etc). The object must be submitted like any normal custom. If the object is broken, a new one can be made but must be resubmitted. Crafting an Item requires at one skill point per body rank into a Fae only Skill. A Fae can fail to craft an item.
              Fae Craft:: A property that can be crafted onto any staff or other weapon that grants a +4 to the CC of the item crafted. However, the return is that this item can now be used as an Instrument of War.

          Markings of Power: The Fae gains the ability to 'enchant' items with peculiar effects. These objects differ from weapons in that they cannot actively cast techniques but instead bestow constant and 'passive' buffs to the item that can be used by the wearer. Weaker buffs can cost nothing to maintain while stronger buffs and 'activated' effects will consume mana (or chakra) of the wearer. These enchantments must still be submitted as customs can be freely given to other characters. The Fae may have up to 3 enchantments at one time on their person and other characters may have no more than 2. The enchantments are bound to the item, so if it is stolen or sold, the item retains the enchantment. Enchanting requires points in a Fae only Skill.
              Fae Enhancing:: The Fae gains the ability to add additional properties to objects. These enhancements must be submitted as a custom. See PA for additional restrictions.

          Grimoire: The Fae gains access to a Grimoire. These are powerful, personal items, usually in the form or a book, manuscript, or scroll that contains the Fae's most powerful abilities. These abilities may only be cast while the Fae is in direct possession of their Grimoire. Possession of the Grimoire allows the Fae to create a signature spell at each body rank (ie one at E, one at D, etc) that only the Fae can utilize. These abilities will generally be stronger than most other customs or may possess gimmicks that would otherwise be flatly denied. The danger of reliance on the Grimoire is that it can easily be destroyed by an enemy attack that is equal to the wielder's body rank. Once destroyed, the Grimoire cannot be recreated easily. The Fae must regather the necessary materials to recreate the Grimoire and can potentially lose access to all of the previous spells contained in their old Grimoire. Recreation of the Grimoire requires a custom mission of equal body rank to the creator. A Grimoire consumes one of your custom item slots permanently.

tab Passive Benefits:
          Soul Pact: Most Fae have a familiar, a creature that is bound through contract to serve them. These usually come in the form of small animals such as cats, dogs, and birds. They essentially have no direct combat application but can be used in a myriad of techniques and serve as a second pair of eyes that are relatively unaffected by illusions. Familiars also can't really be killed. When mortally wounded, they retreat into the Aether and regenerate and may return after 3 full posts.
          Words of Power: The Fae do not use Handseals or other similar methods to cast their techniques. Instead, they rely on incantations and movements to cast their techniques. Simpler techniques can be cast with a simple wave of an arm or a single word while higher rank techniques require lengthy verbal incantations and arm movements. Arm movements can be completely left out if the Fae increases the length of their incantation to supplement.
          The Hunger: The Fae are naturally drawn to sources of magic and can detect when a large magic source is near. This does not give them an exact location but can give them a general direction as well as warn them of incoming attacks.
          Magical Fiend: All Fae gain an increase of two [2] points of Mana, but lost one [1] point of Power.

tab Rules:
          • The Fae, like the True Ancestors, have a hunger. Instead of seeking blood however, Fae are drawn to mana at all times. They constantly desire it. This usually does not manifest unless the Fae are near a powerful source of magic or have been forced to cast an ability, thereby wasting their most precious commodity. Long term hunger can lead to eventual psychosis or even death. As a general rule, the more magic used by a Fae, the more their mental state deteriorates.
          • Most Fae have a tendency to think of themselves first. They will rarely do something selfless or make a sacrifice unless the payout is even greater than the risk. If a Fae offers to help, they almost always have an ulterior motive in mind. It is possible to have a truly good Fae, but they are rare in most cases and will most likely be a Tovon.

tab Evolution Points: 6
 

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200

Somnus Aeternam

Adorable Trendsetter

11,875 Points
  • Angelic Alliance 100
  • Party Animal 100
  • Ultimate Player 200
PostPosted: Wed Nov 06, 2019 12:07 pm

Official Name → Iluvatar
Common Name → Vatarism

Origin → Feindór, The Fae
Era of Creation → Pre-Recorded History

Pantheon → {List of deities. Explain here their names, what role they play as far as representation, and what role they play in a general sense in the belief structure. Details will be included later, so generalities are allowed}
      • Hydaelyn → The Light
        what role/representation they play; Harmony

      • Zodiark → The Darkness
        what role/representation they play; Chaos

      • Althyk → The Keeper
        Althyk is one of the oldest deities of the Fae and is the god of Time and Space. He is responsible for holding together the fabric of reality. He is also seen as a bringer of great change due to his control over reality. etc

      • Sophia → The Balance
        what role/representation they play; Equality in all things

      • Lakshmi → The Bliss
        what role/representation they play; Pleasure

      • Sephirot → The Despair
        what role/representation they play; Despair

      • Rhalgr → The Destroyer
        what role/representation they play; Destruction, Rebirth, Retribution

      • Thaliak → The Scholar
        what role/representation they play; Knowledge

      • Azeyma → The Warden
        what role/representation they play; Protection, Sanctuary

      • Zurvan → The End
        what role/representation they play; Death, The Void

      • Bahamut → The Dreadwyrm
        what role/representation they play; Harbinger of the End

      • Leviathan → The Snake
        what role/representation they play; Lies, Ruler of the Seas

      • Ravana → The Warrior
        what role/representation they play; Battle, Conquest, Trials

Myths → {Creation Myths, legends and stories of heroes and monsters, etc. Besides the Tenants of Faith, this is the most important part, for it details any and all information about the gods, and, at least in regards to belief, why you believe what you do}






List of Religious Rituals → {In list format, write down what kind of religious rituals are performed by those who follow your religion. What are they, how are they performed, and what is their intended purpose? All faiths have rituals, and no ritual is pointless or without religious purpose}






Tenants of Faith → {Should be written as a list below. Give each Tenant a name, such as "Thou Shall Not Steal", and explain in detail what that means. This defines your faith and should be explored. What does this religion promote? What does it discourage? What does it ban? What does it seek to eradicate?}






Historical Data →
{History of your religion. Wars, blights, destruction? The Heroes, the kindness, acts of self sacrifice? What was the history of the religion, what gave rise to its creation? Who founded it, who continued it? The devil is in the details, and the more descriptive you are, the more that might be allowed.}

True Faith Rewards →
{Below, in order, list the tiered benefits of your faith. Every Tier requires an additional three [3] RPCs follow your faith. These benefits could include access to specific techniques, abilities, or information that is shared by all members of your faith}
      • Tier (1) →
      • Tier (2) →
      • Tier (3) →
      • Tier (4) →
      • Tier (5) →

 
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