»Ace« TAC Renegader »Time Controller«[M:0] member is offline
Joined: Apr 2007 Gender: Male Posts: 8 Karma: 0
Ace |vs| Occorru « Result #1 on May 7, 2007, 7:09am »
((I've been waiting to face you for a while, as I've never seen you spar before. The rules are simple. No magic, no special abilities except for the ones your character was born with, and no armor. Oh, and we fight with sticks. So, no deaths here. First one knocked out is the loser. You may only have 2 sticks on your person, three types: Long, Normal and Short.))
For his sticks, Ace picked a Long and Normal one each. He stored the Long stick in his belt, and held the Normal Stick out infront of him, examining it. Ace then looked at his rival, Occorru, who he had never faced before.
Occorru Iceoras « Result #2 on Apr 28, 2007, 6:01pm »
Name: Occorru Iceoras
Race: Elf/Harpie
Alliance: None though he may favor certain sides at times.
Rank: Mercenary
Age: 147
Appearance: He has the basic appearance of a youthful man that has gone through two much hardship. His skin is gray and covered in tiny, furlike gray and black feathers. He has cold icy blue eyes and a heavily scarred face that leads down to a slender yet rough neck and a slender, leanly built frame. His arms double as wings where the feathers get longer and more suitable for flying under his arms. He has reddish brown hair thats often spiked and messy. His usual attire is a open black jacket and dark grey shorts.
Weapons: He has two bluish silver magnums with hawks engraved along the barrels. These weapons are capable of firing flaming bullets at 316 MPH and so are extremly dangerous. He also had a enourmous blade engraved with ancient runes strapped to his back called Featherbane.
Other Attacks: Bullseye Incendio - Fires humongous flaming bullets that fuse into one enourmous blast that has the power of four nuclear bombs if fully charged though that takes a enourmous amount of time and energy.
Draconium Sculpter - Turns Featherbance into a certain number of steel eastern dragons. The number depends on how long it's charged.
History: As a child he hatched from a egg in a ground nest in a winding forest. For years he stumpled through the place until he joined a elvin mercenary group at the age of 21. There he learned the art of infusing magic in combat and forged the weapons he carries with him today. One day the group was sent to kill a harpie clan and so in anger afterwards of what the group had done he murdered them in their sleep and left for the life as a lone wolf of a mercenary that he is now.
»Ace« TAC Renegader »Time Controller«[M:0] member is offline
Joined: Apr 2007 Gender: Male Posts: 8 Karma: 0
Main Rules « Result #3 on Apr 20, 2007, 8:28pm »
MEMBER RULES:
RULE 1: FLAMING
Flaming will not be tolerated here. 20% warning.
RULE 2: SPAMMING/FLOODING
If you are caught spamming or flooding, you will receive a 50% warning, but you may be banned.
RULE 3: RACISM/SEXISM
This could easily fall under the category of flaming; if you are insulting a person or persons based on their race or Gender, you will be banned. It's just wrong to do that, people.
RULE 4: MULTIPLE ACCOUNTS
Multiple accounts will result in the main account getting a 50% warning, and the new account being banned.
RULE 5: IMPERSONATING A STAFF MEMBER OR OTHER MEMBER AS A GUEST
We can compare IP addresses. IP ban, email ban, username ban. No.
RULE 6: TELLING A STAFF MEMBER WHAT TO DO
The staff know what they are to do. So don't do this. 30% warning.
RULE 7a: DOUBLE POSTING
Please do not double post. 5% warning.
RULE 7b: TRIPLE POSTING
Please do not triple post. 10% warning. (Continues to increase 5% for each postings in a row).
RULE 8: ONE WORD POSTING
Do not one-word post, as it is actually spam. 5% warning.
RULE 9: PIRATING
Pirating is when you steal someone's thread and talk about something off-topic. 5% warning.
GUEST RULES:
Note that all of the member rules apply to guests. Also, if a guest breaks the rules 3 times, they will be banned.
If you see someone who is breaking one of these rules, use the "Report to Admin" button at the bottom of each post. It is there for a reason, so don't be afraid to use it if necessary.
Please note, swearing is allowed at The Avenger Clan. You won't be warned for it, but if you swear in a flaming-manner, you will be.
Suspensions/Bans:
First suspension: 2 day ban. Your warning level will be set to 25%. Second suspension: Week-long ban. Your warning level will be set to 50%. Third suspension: Perma-ban. Goodbye to you.
I, Ace, RESERVE THE RIGHTS TO MODIFY OR ADD ANY RULE WHENEVER I FEEL IT IS NEEDED.
»Ace« TAC Renegader »Time Controller«[M:0] member is offline
Joined: Apr 2007 Gender: Male Posts: 8 Karma: 0
Role Playing FAQ « Result #4 on Apr 19, 2007, 7:43pm »
1.1 Introduction
Role-playing, or RPing, is where you, through your character, act in a game or play along with other people, be it through fighting, running a shop, etc. These rules will concentrate mostly on fighting, and will serve as a helpful guide to those new to RP fighting, or for vets who want to brush up on their skills. 1.2 Definitions
* True - Fighting without describing inflicted damage * Cheese - Fighting with describing inflicted damage * OOC - Out of Character * Post - Attack * Duel - An engagement between two fighters * Battle - An engagement between more than two fighters * War - An engagement between two or more rival factions * Factions - Armies composed of members who RP, be it fighting or otherwise * Controlling - Making your opponent perform an action
1.3 Fighting Styles
In RPing there are three fighting styles: True, Cheese, and Mix. The last one is one that I have recently standardized. Basically these three styles have a lot in common, yet have very distinct differences. Fighters usually favor one or the other, but good, versatile warriors can adapt to any style in a battle. No one style is better than another. It's all a matter of personal preference.
True:
* True fighting, or orthodox fighting, is a style that is the oldest and most followed amongst fighting vets. Newbies usually don't fight True right away; it is somewhat of an acquired taste. Yet it is powerful in the respect that it requires high creativity and honor to make it work. True is defined as: o On Offense: 1. Not describing any inflicted damage 2. Not controlling the opponent (i.e. making him/her do things without his/her permission) o On Defense: 1. Not completely avoiding damage (see Determining Damage) 2. Not being a god (see Deity Mode) o Determining Damage: + Determining damage is a large part of True fighting, and the most important, because you have to decide how much damage is inflicting on yourself based on your opponent's attack. Let's first see an example of determining damage:
o Example: (Wiergraf on defense, Shinn Kuuro attacking) o With a mighty yell Shinn Kuuro swings his flaming blade in a wide, powerful arc, slicing through the air in the blink of an eye, aiming right for Wiergraf's exposed head.
* If the battle so far had consisted of short attacks, then this would be qualified as a good hitting attack, or an attack capable of inflicting damage. To determine if an attack is good enough, take into account spelling, grammar, punctuation, detail, and physics, or how the attack is unfolding. Also take into account the stance your character is in, how proficient he is in melee or magic defense, etc. Wiergraf is a master swordsman, and Shinn's attack was concise, descriptive, and grammatically perfect, thus making it a good hitting attack. Wiergraf would then respond like this:
o Example: (Continued from above) o Wiergraf notices the incoming blade and quickly throws up his Apocalypse in an attempt to ward off the ferocious blow. The two weapons collide, sparks flying, and Wiergraf manages to deflect the sword somewhat so instead of hitting his vulnerable head it's teeth cut into his left shoulder. A river of blood begins to seep out of the long, jagged gash, and Wiergraf narrows his eyes.
* Now, here's an example of when not to inflict damage: o Example: (Attacking) o Shinn takes his sword and he swings it at weirs body. The sword goes quick and fast and Shinn aims it at weir's head.
* Hmm...not too good. Spelling errors--Wiergraf=wier--, grammar errors, and a lack of power and description. An appropriate response would be thus:
o Example: (Response) o Wiergraf rolls his eyes and watches at the futile mortal attempts to strike him. His pathetic toy of a sword thumps against Wiergraf's head and bounces back as the Apocalypse Knight yawns, growing impatient with this debacle.
* Shinn's attack was inadequate and weak, thus Wiergraf's response deals with this in inflicting no damage. o Lesson: Description, grammar and power = damage. Don't expect a weak and poorly-spelt attack to do anything to your opponent.
* Cheese, or unorthodox, is defined as, among other things, inflicting damage and denying your opponent the chance to counter. Cheese is looked down upon by most vets, and is highly liked by newbies and n00bs alike, although some vets prefer cheese. Cheese is a style that depends on creativity, imagination and a touch of brutality. In short, the most effective cheese attacks are those that make the reader wince as he shares the victim's pain. Basic elementary Cheese is defined as:
o On Offense: 1. Inflicting damage on your opponent with 100% hit rate, meaning any attack always hits. 2. Damage is determined by the attacker, not the defender. 3. Status effects may be automatically inflicted.
o On Defense: 1. Healing and recovering from enemy onslaughts * There are many variations of Cheese, and they are all a headache to remember. Hopefully enough people will read this guide and use it to standardize somewhat the varying styles within a style, so to speak. Most Cheeses use what I like to call True Cheese, an oxymoron yet a descriptive title. Basically this involves: 1. No killing until the end of the duel. 2. Inflicting damage yet not making your opponent's moves null and void. 3. Not automatically healing to full strength. 4. Not removing all status effects. 5. Controlling your opponent to a degree.
o Example: (Wiergraf attacking, Shinn Kuuro defending) o Wiergraf grabs Shinn by the throat and squeezes, his iron viselike grip crushing his weak foe's vertebrae into powder before slinging him onto the ground. With a quick motion Wiergraf withdraws his fearsome blade and, snapping his wrist buries the sharp sword into the skull of Shinn, skewering his brains and leaving him twitching on the ground, blood everywhere, the victim in intense and agonizing pain.
* Ouch. That's gotta suck. In this attack Wiergraf absolutely brutalizes Shinn, breaking his neck and making his head into a human shish-ka-bob. Let's see how Shinn counters:
o Example: (Continued from above) o Shinn grits his teeth, the flames of pain eating away at every fiber in his body. With a trembling hand he manages to grasp the invading weapon and yells as he jerks it from his head, a column of crimson blood spurting out of the wound. His blood. Quickly muttering a Cure spell, he is somewhat rejuvenated, the gaping wound closing up enough to staunch the blood flow.
* In this counter Shinn further describes his misery and heals himself. It must be noted that he didn't entirely heal his wound; he merely gave himself enough strength to carry on. That is a crucial element to True Cheese, and brings up another sub style. This sub style I despise and it is called Hard Core Cheese. I hate Hard Core. It causes battles to drag out with multipost attacks and only end when one fighter gives up. It requires a lot of endurance, a good point, but it's not as testing on someone's skills as Shinn or True or even other forms of Cheese, and can be very, very annoying in a battle. Hard Core, with a few slight variations amongst different fighters, is: 1. Killing your opponent, most of the time frequently in a battle. 2. Automatically healing yourself fully. 3. Absorbing every attack. 4. Ignoring an attack. 5. Controlling your opponent very, very extensively.
o Example: (Hard Core Cheese) o Wiergraf grabs Shinn by the arm and twists, shattering the fool's limb into thousands of bone fragments. He then sweep-kicks his legs out from under him and slams him hard into the granite ground, snapping several ribs and knocking the wind out of him. Wiergraf then, with a gleam in his eye and a smirk on his lips, smoothly swings his withdrawn blade downwards in a deadly arc. The razor-sharp sword cleanly bites into and cuts through Shinn's neck, severing the head, blood gushing forth from dissected arteries. A last gasp of breath escapes from the severed windpipe, a crimson foam forming on the jagged edge, as Shinn expires. * Ooh...can't be good. I wonder what insurance covers that. Wier basically killed Shinn by decapitating him. Now Shinn will reply by finding some creative way of resurrecting himself and then killing Wiergraf, starting the cycle all over again. This is why I hate these endless battles in Hard Core. This is a fun style for some to play around with, but in a serious duel or tournament it's not acceptable.
o Example: (Hard Core Cheese Continued) o Wiergraf outstretches his hand towards Shinn, and with a snapping of his fingers takes complete and utter control of Shinn. He mumbles a few words, and grins, as Kuuro begins weeping like a little girl. * That's embarrassing. This kind of stuff happens all the time in Hard Core, and only those who are into this stuff like fighting in this style.
* Alrighty, here comes my personal favorite. Mix is what you would call a blend between True and Cheese. It combines the best elements of the two main styles in a way that fans of both would enjoy. It's somewhat hard to explain, though, and perhaps the best way would be through example.
o Example: o Wiergraf withdraws his blade and leaps at Shinn, eyes blazing with fury. With a swift motion he spins 360 degrees and whips his right leg around. His foot collides into Shinn's face, snapping his head around violently as Wier's other foot smashes into his chest. Shinn is thrown backwards into a rock outcropping, and barely has time to look out as Wiergraf swings his mighty blade down towards his head.
* See? Wiergraf connected with his two pre-attacks and inflicted damage before his main attack, which was done in the True style. Thus while he did Cheese, he still allowed Shinn to counter the main attack. This style does have certain limitations, however, and must be used with caution. It certainly takes some time to get used to, but it can be quite fun to use. Basically Mix fighters must follow this guidelines: o You may connect with your pre-attacks, or minor attacks that led up to the major offensive, but you cannot do too much damage with them. Just think of them as preps for the major attack. o On defense you must recognize any damage inflicted on you as well as defend and counter against the main onslaught.
1.4 Making Your Character
Making your character is, without a doubt, the very essence of RPing. You get to make your character into anyone, anything, with as many powers as want. He can be as fast, as strong, as smart, as annoying, as gentle, as evil as you want. It's all in your hands. But, there are some very slight limitations to this. We'll go into those later. First, if you don't have a character consider these questions:
* What is your character's name? * His age? * His height? * His weight? * What does he look like? What does he wear? * What kind of personality does he have? * Does he fight? * What's his profession? * Is he good, evil, or neutral? Perhaps a little bit of both? * Where did he come from? * What's his story? * What kind of weapon, if any, does he use? * Does he use magic? If so, what kind? * What kind of special abilities does he have? * What are his specialties? * How strong, fast, smart, etc. is he? * What's his favorite food, his favorite color, etc.? (This adds realism) * What's his fighting style? * What element is he? Fire, lightning, water? * What are his weaknesses? His strengths?
Once you've answered those questions you're ready to make a character. I'll post Wiergraf's biography for you to use as a pattern of sorts.
* Name: Lord Wiergraf Zelrais III * Age: 21 * Race: Nepthyrian * Height: 6'4'' * Weight:200 lbs. * Eyes: Arctic blue * Hair: Spiky platinum * Skin: Tan * Job: Apocalypse Knight * Weapon(s): o Apocalypse Blade o Revelation- bow * Home: Zelrais Castle * Innate Element: Lightning, Holy * Elements that you naturally use. * Elemental Weakness: None * Usually if you're innately, say, Fire you'll be more affected by Ice. But Wiergraf just happens to be unaffected by elements.
* Special Abilities: * Any special thing your character can do, like mind-reading, etc. o Fly o Teleport o Telekinesis o Master Swordsman o Expert Archer o Phase o Transcend * Innate Abilities: * These are usually protections against certain things. o Anti-SoulSteal (Can't have his soul stolen) o Holy Absorb (absorbs Holy) o Lightning Absorb o Shadow Absorb * Magic Spells: o Tetra Elemental (All elements) o Omni Magic (status effects) o Etc. etc. * Personality: * This is where you get to brag about your character and add depth to him. * Wiergraf is calm, and shy. He is very compassionate, and is Good to the core, absolutely abhorring Evil. He is a master swordsman, the best, and is a genius, using his immense power and intelligence to defeat the forces of evil. Blah blah blah. Etc. Etc. So on and so forth. * Biography: * Just post a story about where your character came from. Don't be too long or descriptive. Just summarize it.
Now when you make your character take into account these pointers:
* Don't make him into a god. Wiergraf is a demi-god, since his dad is a god, but that's about the limit. * Don't make him immortal. * Don't make him invulnerable to everything. Big no-no.
Most people frown upon the above, so try not to do it.
* Deity-Mode * Deity is when a character is indestructible, including but not limited to being impervious to magic and physical attacks, status effects, time warps, equipment breakage, theft, etc. Pretty much invincible. Also, this character can do anything he chooses without repercussion, and ignores all enemy actions. Of course someone can be a god without all of the above, but basically if they're extremely overpowered and violate the basic rules then they can face expulsion from tournaments and/or duels at the mediator's discretion.
1.5 Judging
In this section I'll give you a rough outline on what a judge should look for when deciding a duel or tournament battle. There is a thing called arbitration, which is when a non-partial judge is appointed by two or more duelers to decide a match. Usually this is the fairest, simplest, most efficient way of ending a duel, and both sides are usually satisfied with the judging. You can use this guide to begin your own arbitration business, and soon you'll be judging the big tournaments as well as private duels. When judging a match, it's important to read every attack carefully. Take note of grammatical errors, such as spelling, punctuation, etc. If you find an error, don't worry too much about it unless the attack has a fair amount of them. Also, pay attention to the flow of the attack. Choppy sentences only detract from the post, and disturbs the rhythm of the attack, making it less effective. Make sure the attack follows the established style of the battle, and keep in mind any pre-existing rules or guidelines established before the match began. Try to keep a mental picture in your head of the attack, and if it is a good and vivid one then the attack is good. If not, then it needs some work and isn't quite right. And remember, when judging be completely non-partial. Don't take sides. Don't favor a more powerful opponent over a weaker one, and vice versa. It shouldn't matter who's doing the fighting, just what's being posted.
»Ace« TAC Renegader »Time Controller«[M:0] member is offline
Joined: Apr 2007 Gender: Male Posts: 8 Karma: 0
Some things « Result #5 on Apr 18, 2007, 7:19am »
This board's purpose is for Role Playing Newbies to practice their skills and become Apprentices. Only post here if your character's name is in the Title of the thread.
Once you complete your training, more areas will be opened up to your viewing and you will be able to adventure there.
Appearance: Brown hair, blue eyes, light skin. His clothes, which are miraged ((Like camouflage, but more effective)), provide protection from minor attacks. There are many scars from his battles all over his body, the most extreme being the one on his left shin.
Weapons: The one weapon Ace uses is Guardian, which instead of one blade, has two. The sword has some magical powers about it, and elemental powers as well. The handle is made of pure gold, while the two blades are made of the strongest steel. After his fight with Caligus, there is a slight shadow of a break on the right blade. Ace has completely repaired this, but the memory of this epic battle cannot be erased. Guardian will fuse into one blade when Ace sheaths it, to save space and weight.
Other Attacks/Defenses: Some of Ace's other attacks/defenses are:
Elemental Control - Ace can control any element ((Wind, Fire, Water, Earth, Lightning, etc.)) and force it to do anything he wishes.
Lightning Strike - Summons lightning to strike the person he's sparing, or anything within the arena. This attack can vary in range of power, to get the best effect in Ace's eye.
Flame Shield - Summons a shield made of the purest white fire to stop just about any attack. Ace can summon this around himself and/or his allies. This flame cannot be put out by any type of attack, be it water, ice, or even another flame.
Beam of Ice - Ace can summon a beam of the coldest ice to come out of either hand which can badly hurt or even freeze an opponent. The beam is a light and delicate blue until it touches it's target.
Vortex Bomb - Ace has a few of these little bombs in his pocket, which he will use to summon a tornado to cause chaos on the battlefield. They regenerate after each spar.
Vapor Strike - Ace uses his vapor-powers to vaporize anything he touches with his left hand. Ace can only do this at full health. Because of the severity of this attack, Ace never uses it on a person or persons.
Telekinetic uses - Uses it to temporarily make him invisible, or to command objects to do things. This defense, while making him invisible, does not make him unsolid, so Ace can still be heard or felt.
Teleportation - Ace can teleport around the arena. While he cannot change time with this spell, he can make a surprise attack for a foe.
"Fascio Scuro Chiaro" = Light-Dark Beam - Ace shouts this incantation while aiming the middle of the two blades of Guardian at his foe. A Beam of Black Dark Matter fires out of the middle of the blades, along with a Beam of White Starlight. These two elements combind to form a half-light and half-dark beam, and when it hits the foe it can stun and badly damage them.
"Colpo Di Tempo" = Time Strike - Ace shouts this spell at his foe or anything that can feel pain, which forces his Pendant of Time to send off an attack of memories of pain and suffering into the opponents brain, which makes the enemy relive these memories. This is the most devastating attack Ace has. He can use a memory of pure and raw pain that would cripple a normal man, or an itch to irritate and distract the enemy.
"Controllo Di Tempo" = Time Control - Another recent use of the Pendant of Time discovered, Ace fires a white beam at a spell casted to him or anything around him, which encases the spell in an Orb of Time, which freezes the spell for eternity, suspending it in air, making it useless, except to Ace, who can use this Orb to capture more spells by using his Telekinetic Powers to move the Orb of Time around and absorbing anything and everything fake or conjured it touches. The Orb is more like a portal than anything else, due to the fact it forces anything fake that it touches into a dimension of no Time. If anyone else tries to use this except for an ally, they will get sucked right into the Dimension of no Time.
"Filo di ordito Di Tempo" = Time Warp - Another discovery from his Pendant of Time, Ace can force time to accelerate around an object, to make it age faster or to make it younger.
Other things:
Lightness Glasses - Enables Ace to see hidden things, and see in the dark, so he always knows whats coming. These glasses are on at all times, but invisible to the naked eye. With a special material that made it impossible for those besides Ace to take them off and feel, it is one of his secret weapons. Also, the glasses prevent Ace from being blinded with light by dimming it down a bit.
The Pendant of Time - Something Ace has recently acquired, it is a transparent stone stung on a strong necklace that can never be taken off. It is a Gift, and a Curse. Because of this, Ace can remember memories of every battle he has gone through and every triumphant moment. But, he also must relive the pain of these battles as well, which made his endurance for pain sharply go up. It can undo time and change the past, but not often. Ace has just realized the power of this, and how he can harness it. He only uses it to travel time outside of battles to collect new treasures. However, he will use this Pendant as a weapon. Ace has found that he can use the pendant on another person, making them relive certain memories that Ace has already determined. He can use the most painful memory he has to stun the opponent(s) with withering pain that would cripple a normal man, or to irritate and distract them. Ace still has much to research on this pendant.
The Watch of Origin - Yet another little known objects in Ace's possession, the Watch of Origin. This watch was the first thing Ace ever made, and it ticks every second, and will continue doing so for eternity. He had apparently found a new use of the Pendant of Time, which made it impossible to change the watch's time or date. It is indestructible and scratch-proof, so it will always work, no matter what. Ace claims that if this watch is destroyed somehow, the entire universe would collapse, but there is no proof behind this, mainly because it has never happened before. It is impossible for anyone but Ace to remove the watch from his left wrist. He even wears the watch during battle.
Ace guards this as his single most valuable possession, which he wears at all times.
History/Information: Ace has always been a lone wolf. Separated from his parents at the age of 7, Ace had to learn how to fend for himself in this dangerous and cruel world. Ace is not his true name his parents gave him, but he changed it. His real name is Joseph. He taught himself how to attack and defend with swords for many years, until he became a master at sword fighting. He acquired Guardian when he was 13 by smithing it himself. He put so much emotion and so many different elements into it, that Guardian is a very magically powered sword now. Traveling has brought on treasures that other men would toss away. Because of this, Ace has made a chest with a triple-key lock that he stores everything he finds, be it drawings or items from battles he has collected, it is safe in here. Ace rarely opens the Chest to examine his treasure, because he doesn't have the time. He usually just puts the treasure in and locks up the Chest and hides it again. Ace is the Captain and sole member of his own boat, Balancer, and it is unknown how Ace came across this ship. It is rumored this is where Ace currently resides, which is why he is only seen near rivers or water. While he is the only member of Balancer, the ship does have cabins for guests, when and if he gets them.
The Chest and the Key. The Chest is currently located on Balancer, in the Captains Cabin. The key is located on the Edge of Earth, guarded by many protections Ace set up for himself. It is a silver key, which can never be broken, even if someone but Ace manages to penetrate the many protections set up around the location. Ace recently set this up, because if he kept it on his person it may be stolen.
The protections are quite complex. Edge of Earth is a place where light pours not from the sky, but from the cracks and breaks in the desert-like ground. While there may be a sky above, it is red and orange, giving an eerie appearance. To first access the door to get into the protections, you must find the only metallic rock on the ground. This is difficult because all of the rocks appear dark from the shadows of the sky.
Once you find this metallic rock, you then must find the hole in the ground that the rock can fit into. This is much easier than the task of finding the rock itself, for the hole is a mere foot away from the rock's original location. Putting the rock into the hole will cause a Blue Flame Door appear out of the ground, which can only be turned off by using Ace's Flame shield. Now, the onyx door which is the entrance appears behind the Flame Door.
Entering the door gives the illusion of lightness, but the first step you take into it makes you 'fall' through miles and miles of darkness. You don't really land, you become suspended in midair by Telekinetic producers, and if you didn't know this, you would be under the impression you are going through the entire earth.
You can float off of this illusion by moving the generators to point at a dark door straight ahead. Opening it will reveal The Dais and the Block. The Block is supported by four dark red beams that come out of the corners of the Dais. By summoning an Orb of Time to capture the Block (Which is actually a spell) and inducing pain into the beams, the middle of the Dais becomes open. There are three things here: Two Green Flame Generators and a single Block of Blue Ice.
The ice cannot be melted by any normal flame, they can only be melted by the Green Flame Generators. This is not good for the lucky person who has gotten this far, for the flame generators are not pointing at the block of Ice. They are merely pointing at the ceiling, making the flame upright. To melt the Ice, you must move the Generators onto The beams (Two beams to a generator) by telekinesis.
Now, you must tilt the Beams upright and the Flame Generators towards the Block of Ice by the same method of moving the Generators. This will melt the Ice into a bluish puddle, and the Flame Generators will shut off.
The key appears to be in the bluish puddle, but reaching for it results in frostbite. However, if you look up you will realize that it is a mirage. The Key is actually in the ceiling, and upon looking at it, a pedestal will come out of the puddle and the Key will float slowly and rotating downwards, to rest a few inches above the pedestal, still rotating slightly.
Now you may take the Key. Only Ace knows how to reset the traps once he puts his treasure away in the chest, which is why he usually takes the Chest with him to save traveling time. There is only one copy of the Key and will only ever be one Key.
The Chest has many special features. This Chest is about a foot and a half tall, approximately two feet wide, and one foot in length from front to back. However, the volume is different, for the Chest is straight for the first foot in height, then it becomes like a pyramid until it hits one and a half feet and stops. Resting on the top of this Chest and on the last level of the Pyramid is what appears to be a star, but it is actually the Guardian of the Chest, Glory.
The Locks to this Chest are different as well. Instead of turning, they rotate around a single button. These locks rotate because of the three prongs of the key. Also, the locks form the shape of a clover, with the stem coming out of the middle of the two bottom locks.
The middle of the Clover is a button that will pop out once the lock clicks. Pressing this button will result in the opening of the Chest.
However, it is unlikely that anyone but Ace will ever open the chest without his knowledge, which makes the task of stealing the key a fools errand.
And that is my Character.
Note: You must post your character's profile in this board or you will not be able to RP. When you make a thread, use your character's name as the title.