Feb 18, 2018, 08:10PM


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 Feb 18, 2018, 4:24 pm
dragonborn Regnant The Gay Derpachino Last Online Feb 18, 2018, 6:52 pm
Mirah Lucain Offline Crimson Snakes
Played by Huli Valhalir // 9 Posts Last Active Oct 24, 2017, 06:30PM 135 Views700 HP20 Skills533 YearsFemaleValhalir, KashiEgyptian, Kenyan, Persian, RomanNar Heykel
Congrats on being less of a shitnugget as you could have been. This member has been a part of Embers for a full year. Thank you for the memories!
Nar Heykel ( 700 / 1100 )
Level 19 [ 900 / 1300 ]
Can only be activated once every three turns. Nar Heykel shortens to the length of her forearm, and Mirah spins it above her head. Each revolution draws a semicircle of blue flames through the air. A maximum of three lines can be drawn; each counts as a separate strike. When Ainhamar is active, Nar Heykel glows dark blue, think at the centre of a candleflame.
Nar Heykel ( 700 / 1100 )
Level 18 [ 850 / 1300 ]
The tip of Nar Heykel draws a line of orange flames through the air, which strikes her opponent before Nar Heykel does. When Aththar is active, Nar Heykel glows orange.
Force Control ( 1000 / 1100 )
Level 20 [ 950 / 1100 ]
Mirah Blinks a lot, hopping between Valhalla and Asgard the way she does. It does still give her a little vertigo, but she's too impatient to use Lightfoot. Ha.
Chained Weapons
Level 16 [ 750 / 1100 ]
These come to her much more naturally than any blade. Mirah carries a chain whip for self defense; Nar Heykel, being a soft whip, can't actually inflict much damage by itself.
Defensive Sorcery
Force Control ( 1000 / 1100 )
Level 18 [ 850 / 1100 ]
Not quite as good as her offensive sorcery, but close. Mirah tends to use both in close conjunction.
Level 16 [ 752 / 1100 ]
Yes, she does know how to use a gun. And yes, she does carry one.
Force Control
Level 21 [ 1000 / 1100 ]
Mirah's Force is orange-yellow without a defined border, and sometimes flickers like fire. She is very adept at controlling her Force, mostly by necessity as she has a tendency towards accidental arson when she slips up. Actually, part of the reason why she's such a skilled metalworker is because she is capable of manipulating the temperature within her forge through the use of raw Force.
Healing Sorcery
Force Control ( 1000 / 1100 )
Level 23 [ 1100 / 1100 ]
As the previous captain of Valkyrie's fourth division, Mirah is a very skilled healer.
Nar Heykel ( 700 / 1100 )
Level 20 [ 950 / 1300 ]
This can only be activated once per release. Nar Heykel elongates and draws a wall of white flames around Mirah and her opponent. The flames rush towards her opponent and deal 3x the rolled damage. If Mirah doesn't get out in time, she sustains half of the rolled damage. When Khannaq is active, Nar Heykel glows white.
Force Control ( 1000 / 1100 )
Level 11 [ 500 / 1100 ]
Why use Lightfoot when you can just Blink to where you've got to go.
Malika Fi
Nar Heykel ( 700 / 1100 )
Level 18 [ 850 / 1400 ]
A ring of fire surrounds Mirah's feet during her complete release. It doesn't seem to burn anything, and it doesn't hurt her, but it will always expand to include her entire body within the perimeter and will reflexively lash out at anyone who gets close to her whether Mirah herself notices or not. It won't do it if Mirah recognizes an ally, but if they sneak up on her they'll still be hurt.
Malika Jayiza
Nar Heykel ( 700 / 1100 )
Level 15 [ 700 / 1300 ]
Three whips made of orange fire rise from the ring of fire that surrounds her and strikes at her opponent for the next three turns.
Malika Jue
Nar Heykel ( 700 / 1100 )
Level 13 [ 600 / 1400 ]
If Yalathim was activated before Nar Heykel's complete release, yellow whips will erupt from the fires and strike at her opponent. Either they take turns, one per round, or they all roll at once and Malika Jue cannot be activated for the next three rounds.
Malika Qadem
Nar Heykel ( 700 / 1100 )
Level 21 [ 1000 / 1400 ]
Mirah draws fire from Nar Heykel's dome and uses it to attack her opponent. She can pull it from multiple points, though usually it's only one or two.
Nar Heykel
Level 15 [ 700 / 1100 ]
Nar Heykel takes the form of a soft whip when unreleased, which can't really do much damage. When released, however, it burns on contact. Instead of trying to hit someone multiple times, Mirah tries to wrap Nar Heykel around them and keep it there so that they'll sustain deeper burns. She doesn't get into a lot of situations when she needs to release Nar Heykel, so she's actually not that great at using it in a fight, instead relying more on sorcery.
Nar Malika Min Ghadib
Nar Heykel ( 700 / 1100 )
Level 15 [ 700 / 1400 ]
If Mirah tries maintaining Nar Heykel's complete release for too long after it turns white, the dome will collapse inward, dealing her 3x the rolled damage but dealing everyone else trapped inside 6x the rolled damage.
Offensive Sorcery
Force Control ( 1000 / 1100 )
Level 19 [ 900 / 1100 ]
Nar Heykel in its sealed form isn't much for dealing damage, and so she usually has to rely on offensive sorcery instead.
Level 13 [ 600 / 1100 ]
Actually not very skilled with a blade, Mirah prefers chained weapons.
Unarmed Combat
Level 10 [ 450 / 1100 ]
Like her mother, Mirah is abysmal at unarmed combat.
Nar Heykel ( 700 / 1100 )
Level 13 [ 600 / 1300 ]
When Nar Heykel touches an inanimate surface, the places where it touched bursts into yellow flame that doesn't burn whatever it's touching. Mirah can strike a maximum of six places. The flames don't hurt her, but it will hurt everyone else who comes into contact with it, including allies. Each fire will remain burning for the rest of the round even after Yalathim is no longer active. When Yalathim is active, Nar Heykel glows yellow.