Welcome back, Guest!
Jan 16, 2018, 07:17AM


Mature Content Tweak
January 11, 2018
Mature content now depends entirely on the birth date listed in your profile. It will automatically decide if you're above 18 and start displaying mature threads to you. These are highlighted yellow, so you can still avoid them if you'd rather.
New Year, New Theme!
January 5, 2018
Wow it's weird to be typing 2018... anyway, we have a new theme with some fancy stuff, but some of it is still broken. Also the email field for guests appears again, I'll fix it eventually.
Introducing Battle Suite 4.0 RC2
October 24, 2017
We now have a working version of an early write-up of Battle Suite 4.0 available for use. This system completely automates tabletop functions, and is very user-friendly.

Embers // Afterlife Fantasy

Welcome to the first day of your new life. Embers is an afterlife fantasy cyberpunk RPG, running since 2006, first under the name War Chain, and then under the name Tamashii no Chikai, originally as a Bleach RP. Some Bleach influence still remains, but it is all presented differently and features new elements. The recent 2016 reboot under the name Embers follows a very similar standard and focus that War Chain and Tamashii no Chikai did, and we hope Embers will grow into its own free of its fandom ties. Here's to 157,000 more posts!
Mature themes, half the board is gay. Not recommended for bigots or individuals under 16 years of age. You must be 18 or older to gain access to the mature boards.

Staff (2)

Pham Thanh Imperator gian hoa mat khon Last Online Jan 15, 2018, 7:35 pm
dragonborn Regnant The Gay Derpachino Last Online Jan 13, 2018, 6:30 pm

Battle Suite Skill Manager

Welcome to the Skill Manager! If you need a base skill set for an idea of what to do with your character's skills, you can use PT's base:

Force Control -- Force Control is the use and application of raw Force. This manifests in a few ways; first, you can use it to shift between forms, if you are a shifter race, or alter your 'physical' appearance at will, such as changing eye colours. Think of it as a glamouring skill. Secondly, dead races that normally cannot be seen by living humans can opt to shift their Force and enable Unseeing humans to see them. You can also use raw Force offensive or defensively, by instilling a sense of fear, panic, or intense pressure on a target, but this does not typically cause actual damage. Raw Force can also be fired as a directly offensive or defensive ability, such as raw Force bolts and barriers.
Child Skills:
  • Blinking -- Blinking is a skill that enables a user to teleport from one place to another. It happens in the 'blink of an eye,' hence why it's called blinking. The caveat is that a user must have physically been to a location at least once before in order to blink there.
  • Defensive Sorcery -- Such things as barriers, traps, and binds fall under defensive sorcery. Reflection abilities would also be classified as defensive sorcery.
  • Healing Sorcery -- Healing sorcery essentially manipulates the force structure of another being. It is not terribly effective on living humans, as they are comprised of atoms, so if your character needs to be able to heal living humans for some reason, you'll want first aid, medicine, or something like that. Sorcery can sort of work on living humans, by encouraging the natural healing process to take place and work faster, but it doesn't work in seconds like it does on dead things.
  • Lightfoot -- This is the art of running or otherwise moving very quickly. You can think of this as shunpo/sonido if you're familiar with Bleach.
  • Offensive Sorcery -- Offensive sorcery aims to deal damage; some use it defensively, by firing offensive skills at other offensive skills, which causes them to cancel each other out if they both succeed their rolls. Offensive sorcery comes in many types, and usually has an elemental alignment of some kind.
Swordsmanship -- The use of a sword or sword-like weapon. Some do not learn this skill, and it is not actually taught in the Valkyrie Academy, as not everyone has a daemon that takes a weapon form, or if it does, it may be a polearm or some such. Tailor this skill to the weapon skill your character will need, or leave it alone entirely if they don't have a weapon at all.
Unarmed Combat -- All Valkyrie soldiers know this, as this is taught in the Academy. It is the skill that corresponds to hand to hand, close quarters/CQC, self-defence, martial arts, etc.

It is recommended you create a skill under "Effect" that stands in for their daemon, if they have one, and all daemon abilities added as child skills of their daemon skill. This enables the character's use of their daemon skills to level their daemon's level, and they can use the daemon skill as a stand-in for activating its release states. At higher levels, a daemon's release skill may gain special effects that trigger on release, such as causing temporary paralysis in opponents and similar, something relating to the daemon's theme, so it does have a use for later.

Obviously this skill set will need to be altered based on what your character can use, what they bothered to learn, and what their daemon is like, as well as needing additions for other side skills and special abilities/daemon skills, but it should give you a starting point.

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    Skill Name Description Level
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