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Jan 16, 2018, 07:18AM


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
Kimura Akane Offline Tenth DivisionSeat 19
Played by Huli Valhalir // 2 Posts Last Active Oct 12, 2017, 05:57PM 124 Views435 HP20 Skills237 YearsMarch 3, 1779FemaleValhalirEgyptian, Kenyan, Persian, Thai, Korean, Japanese, Roman. Phew.Kumonogami
This member has been a part of Embers for a full year. Thank you for the memories!
Kumonogami ( 450 / 1300 )
Level 16 [ 750 / 1300 ]
The Kusarigama half of her Daemon, and the one she is most proficient at using.
Force Control ( 550 / 1100 )
Level 7 [ 300 / 1100 ]
Unless it's really urgent, she doesn't bother with Blinking.
Chained Weapons
Kumonogami ( 450 / 1300 )
Level 11 [ 500 / 1300 ]
The art of using chains as maces, whips, and bolas. Kumonogami employs a lot of chains.
Defensive Sorcery
Force Control ( 550 / 1100 )
Level 9 [ 400 / 1100 ]
Sorcery in general isn't her strong suit, and she never bothered overmuch with defense. The best defense is a good offence, etc, etc.
Level 11 [ 500 / 1100 ]
She can fire a gun well enough, though actually not as well as she used to before she joined Valkyrie. In any case, Akane at least never lost her decent aim.
Force Control
Level 12 [ 550 / 1100 ]
Not the best, but not the worst, either. Akane's not strong enough to have to worry too much about this just yet. Her Force takes on various shades of red, ranging from bright orange-red to dark maroon, though usually it's around the same shade as her hair.
Healing Sorcery
Force Control ( 550 / 1100 )
Level 6 [ 250 / 1100 ]
She knows enough to ensure that her teammates probably won't die. ... probably.
Shuneko ( 350 / 1300 )
Level 15 [ 700 / 1300 ]
When Akane slashes forward with Shuneko, blades of orange Force fly off from Shuneko’s blades and follow the same trajectory, fanning out the further they travel so that they cover a larger surface area.
Beniryo ( 750 / 1300 )
Level 13 [ 600 / 1300 ]
The chains of Kemonogami, which initially disappear when she activates its release state, reappear on Beniryo. They've got barbs attached to them, and if they happen to touch her opponent, they will not let go and deal half of the initial damage rolled when they first hit for the rest of the time Kamu is active, which is a maximum of four turns. The chains fragment and vanish when Kamu is no longer active.
Kumonogami ( 450 / 1300 )
Level 7 [ 300 / 1300 ]
Karu can only be activated once she's cycled through each of Beniryo and Shuneko's abilities at least once. Once Karu is active, it will stay active for the rest of the round and she cannot switch out of it until she seals her Daemon again. The chains of Kemonogami reappear during Karu, except they manifest separately on Beniryo and Shuneko and don’t chain them together like in their sealed state. Beniryo’s chains are black, while Shuneko’s chains are white. In Karu, Akane fights using Beniryo and Shuneko themselves and also their chains as weapons, using the chains like maces and bolas to cause blunt force trauma to her opponent and also to entangle their weapons. The rings above her head remain and glow once every turn, going in order from left to right. When the left ring glows, it will cause Unaru to activate except it only absorbs for that turn without shielding. When the middle ring glows, Taberu activates. When the right ring glows, Naku activates, except it only restores Akane's hp without Shuneko having to do damage.
Level 10 [ 450 / 1300 ]
Kumonogami is a complicated Daemon, more like two or three weapons smushed into one. There's the chain, the kusarigama, and the urumi, and then there's the learning how to fight with all of them together, seamlessly, without accidentally whacking herself in the face. ... or the chest. ... or the legs. It's a slow process. She still whacks herself, sometimes.
Force Control ( 550 / 1100 )
Level 18 [ 850 / 1100 ]
A speedy little fucker, mostly by virtue of having to force herself to remain in pretty much constant motion while training with Kemonogami lest she accidentally hurts herself. Sigh.
Shuneko ( 350 / 1300 )
Level 11 [ 500 / 1300 ]
Kemonogami’s chains, which initially vanishes during its release, reappear, wrapped around whichever arm she is using to wield Shuneko. Any successful attack by Shuneko in this state causes the chains to momentarily glow white and deals twice the rolled damage while simultaneously recovering Akane’s hp by half the rolled damage. Essentially, she is taking her opponent’s Force and using it to recover her own.
Offensive Sorcery
Force Control ( 550 / 1100 )
Level 11 [ 504 / 1100 ]
Offensive sorcery comes easier to her than other forms of sorcery, but Akane still won't default to it during fights.
Shuneko ( 350 / 1300 )
Level 17 [ 800 / 1300 ]
Shuneko’s blades detach from the hilt and circle her opponent. Each blade only deals half of the rolled damage, but they can attack up to four times each turn.
Kumonogami ( 450 / 1300 )
Level 8 [ 350 / 1300 ]
The urumi half of Kumonogami, and the half she is decidedly not proficient at using. She's trying, she really is, but. Really, Kumonogami? Really?
Level 10 [ 450 / 1100 ]
When it comes to using swords, like actual swords to fight, Akane is somewhat lacklustre when pitted against an opponent around the same level as her. Kumonogami pushes her to overspecialize in some very specific fighting techniques. However, compared to most laypeople in the general populace, Akane can be considered skilled and she is getting better, albeit very slowly. Look, Kumonogami is big and flashy and she can't carry it with her everywhere. She's tiny, who decided this was a good idea. Yeesh.
Beniryo ( 750 / 1300 )
Level 9 [ 400 / 1300 ]
Any Force attack that Akane blocks with Beniryo while Taberu is active will get absorbed. For the rest of the round, small red-black circles of Force will attack her opponent every two turns like a guided missile, drawn to the signature of their Force. This only works if Akane is fighting only one opponent; if Beniryo absorbs the Force of more than one person, it will only attack whoever has the same Force as its most recent sample.
Unarmed Combat
Level 12 [ 550 / 1100 ]
Akane can pack a harder punch than she looks like she should. Carrying Kumonogami and all its heavy chains around does wonders for her strength. ... plus, she has a lot of anger to take out on some hapless fool. Still, it's mostly the element of surprise working for her.
Beniryo ( 750 / 1300 )
Level 16 [ 750 / 1300 ]
Every successful hit that Akane makes with Beniryo while Kumonogama is in Unaru causes a link of chain to appear at the end of it. When Unaru is no longer active, the chains detach and float around her head, turning into glowing, dark red orbs. They do nothing while Unaru is active, but after Unaru ends, one may intermittently sink into her skin and render her immune to Force attacks from her opponent for one turn. This can only be used every three turns.