[hider=Ashara Masamune][center] [b]Name:[/b] Ashara Masamune [b]Gender:[/b] Female [b]Age:[/b] 911 [i](mentally 20~40)[/i] [hider=Appearance, looooong descriptions] [hider=Human Form][img]https://elwiki.net/wiki/images/b/bb/Portrait_-_ShaktiNoFX.png[/img][/hider] [hider=Half-Form][img]https://elwiki.net/wiki/images/0/0c/Portrait_-_Shakti_Celestial_Fox_Form.png[/img][/hider] [hider=Fox Form]Just... Imagine... A big, silvery fox, with nine tails, and glowing red/orange/purple eyes? Like I could find a picture of that![/hider]She is an exceedingly attractive, young-looking woman - seemingly not past her later teens yet. She stands rather tall at a height of 168cm/5'6" tall. Her hair is a deep, jet-black color, smooth, straight and silky, reaching down to her waist, with a long fringe hanging down over her forehead. Her face is symmetrical and serene, with amethyst-purple eyes, looking almost like a masterfully crafted doll. Her body is curvaceous and voluptuous, with an ample bosom, slim waist, flat and taut stomach, peach-shaped posterior and shapely thighs. Her fingers and feet are delicate and femenine, unblemished and clean without blisters, callouses or even a speck of dirt. When in her Half-Fox form, her hair turns white as freshly fallen snow, nine fluffy fox-tails sprout from her back, fur as lustrous as shimmering silver and a pair of equally colored and fluffy fox-ears sprout from atop her head. Her attire is an intricate thing indeed. A white strip of fabric encircles her neck, tied with a red string that ends in a tassle beneath a golden brooch. An off-the-shoulders white haori rests below, held tight around her thin torso by a corset-like black and gold-trimmed obi, tied with a red silk band. The sleeves of her robe get wider and more billowing the closer to her wrists they get. The interior of the robe is tailored with pleats of black fabric, trimmed with gold in similar fashion to the decorative obi. From the obi, a long loin-cloth hangs down, ending in a triangular cut with each point accented by a golden tassle. On her back, the red silk transitions to a thick red rope tied into a bow, with the loose ends being woven into various patterns as they trail downwards, ending in three braided strands finished with a golden bell, beneath which the threads of the rope break into a thick tassle. Around her ankles are tied a thinner - but otherwise similar - braid of red thread, encircling her ankles before gently moving across each of her feet to end tied around her middle toes. At the midway-point between the two points, the thread winds itself into a double bow looking like the wings of a butterfly. On the outside of the thread at her ankle sit two golden bells, causing a light jingle with each delicate step she takes.[/hider] [b]Occupation:[/b] Roaming Executioner [b]Residence:[/b] Shadowtower Shrine, Chateau tower [b]Character Focus:[/b] DPS-Hybrid Fighter/Caster, Mage-Killer [hider=Personality:] Ashara has a calm, refined and level-headed air about her. She is refined and graceful in both movement, body-language and in speech. She carries herself with a noble, almost regal, poise but somehow does not come off as snooty or arrogant. She is friendly and polite to all, be they friend or foe alike, and is very hard to anger or upset. Unfortunately, that's about where the image of a perfect person ends for the fox-girl. Although pretty, polite and with graceful conduct, she can be quite the airhead at times and even space out for long periods of time. Also, due to her creator's personal tastes, she can be a bit of a pervert and has - in particular - yuri-tendencies (that is, she's into other girls). She also does things at a very my-pace, loathe to stress or rush anything - no matter how (un)important it may be. She can also be unintentionally rude, pointing out the elephant in a room when everybody else tries to avoid it. Grace, after all, does not always translate into tact. She can be heartlessly honest sometimes, though with childish innocence not realize she might be hurting or offending others. She is very fond of her creator, Lady Deka_Ribbon, who she considers both as her mother and goddess - and the fact that this important person suddenly vanished and never came back has left Ashara a bit melancholic and saddened, though she does her best to hide this fact. Also, given her nature as a Spirit-being, Ashara - despite her airheadedness - has an innate ability to sense peoples' true colors. This does not mean she can read minds or know what people are thinking, but she [i]can[/i] tell if people are hiding hostility, malice or other forms of ill-will towards her.[/hider] [hider=Notable Equipment:] [list][*][i]Shadowfang Spear:[/i] An elaborate and overly exaggerated spear, with a gaudy golden design and being slightly oversized. A later mid-level weapon suited for spear-users, it's main feature is that it deals a bit of physical Shadow-damage in addition to its regular damage, allowing it to bypass lesser physical immunity with additional enchantments or enhancements. Otherwise though, it's a rather unremarkable weapon. [*][i]Ribbonheart's Haori:[/i] This robe was handcrafted by Ashara's creator herself. It was made with high-grade materials and subsequently enchanted after creation, making it a powerful piece of equipment - for its level. Offering the same protection as a full set of Mithril Full Plate, despite being cloth, means its a powerful piece of gear that has very little impact on mobility. In addition, it offers minor resistances to the Light and Dark elements. Finally, since Deka_Ribbon embroided her name into this robe, Ashara treasures its dearly. [*][i]Windflower's Sash:[/i] The obi around Ashara's waist grants her the effects of the spells "Freedom of Movement" and negates lower-level stuns or other movement-impairing abilities, and offers extra resistance against mid-to-high level effects of the same nature. It also grants a slight resistance to all Air element damage. [*][i]Bell of Suzuran:[/i] One of the bells around Ashara's ankles. This item grants a 1% resistance against [i]all[/i] elements, in addition, it decreases the duration of any Poison each time the bell rings (ergo, every step taken). It does, however, not cure Poison instantly and it does not decrease its potency, merely shortening the time it remains in effect until it's gone. [*][i]Bell of the Majó:[/i] Also known as the 'Bell of the Witch'. This other bell around Ashara's ankle provides her with a good deal of mana-regeneration, along with extra protection against Curses and immunity to Silence-type effects that would prohibit spell-casting. However, the bell's effect [i]can[/i] be temporarily disabled with a Dispel-Magic spell or effect. [*][i]Circle of Seven Spirits:[/i] The large, ornate and golden ring that seemingly hovers behind Ashara's back. The purpose of this mysterious item is very simple, whenever Ashara is struck by a spell, part of that spell's MP cost is absorbed and returned to Ashara herself. The amount returned is fairly small though, and it only works against attacks that are considered spells - physical skills are not convertable.[/list][/hider] [b]Creator Information:[/b] Ashara Masamune was created by the player Deka_Ribbon, a japanophile and fujoshi. She was someone who was very interested in and adored japanese culture, history and aesthetics. In particular she was very interested in eastern mysticism and folklore, and to that end, she created Ashara - her own little fox-youkai waifu. She did extensive research and spent an absolutely absurd amount of time working on the fox-spirit, custom tailoring her appearance, her clothes and even going out of her way to equip her with thematic and appropriate gear. Although originally intended to be a Chapter Keeper, the long development time of Ashara caused other members of Bandersnatch to pass her by, leaving her to instead appoint her creation as the Roaming Executioner. Sadly, Deka_Ribbon passed away while, ironically, on a flight to visit Japan. This left Ashara in the care of the remaining Bandersnatch members. [hider=Levels & Stats:] [b]Total Level:[/b] 60 [b]Class Levels:[/b] 50 (B) Lancer (10) (B) Shaman (10) (H) Spearmaster (10) (h) Spirit Warrior (10) (R) Soul Hunter (5) (R) Windwalker (5) [b]Race Levels:[/b] 10 Kitsune/Nine-Tails (10) [b]Alignment:[/b] 0 (Neutral) [b]Stats:[/b] [u][i]HP:[/i][/u] 63 [u][i]MP:[/i][/u] 52 [u][i]PHY. ATK:[/i][/u] 71 [u][i]PHY. DEF:[/i][/u] 49 [u][i]AGI:[/i][/u] 70 [u][i]MAG. ATK:[/i][/u] 58 [u][i]MAG. DEF:[/i][/u] 67 [u][i]RESIST:[/i][/u] 75 [u][i]SPECIAL:[/i][/u] 45 [u][i]TOTAL:[/i][/u] 550[/hider] [/center] [hr] [b]Trivia:[/b] [list][*]A big thank you to former RPGuilder, [u][b]Player2[/b][/u], for helping tons with the descriptionn of Ashara's outfit and clothes. [*]Ashara is based on a multitude of fox-girls from various works of fiction, including Tamamo-no-Mae from Fate, Youko from Inukami, Ran Yakumo from Touhou, and others as well. [*]"Masamune" is a legendary sword and a very clichéd named for powerful japanese-styled swords in games and fiction. However, it can also mean, or translate loosely into, 'Big Tits'... Unfortunately, when Deka_Ribbon named Ashara, she used the characters for the latter meaning, unintentionally - even though she was going for the former as a concept. [*]When in the Chateau, Ashara is almost always in her partial fox-form. [*]As a fox-spirit, Ashara is capable of using illusion magic, both on herself and others. These illusions cannot compare to high-tier spells, but theyy're enough to be effective for use against things of an equal or lower level. [*]Ashara does not like bitter or sour things. She also does not like gooey or drippy things that can make a mess of her clothes and/or tails. [*]Deka_Ribbon assembled a group of shrine maidens at the Shadowtower Shrine, consisting of other japanese-themed youkai creatures like Nekomata, Bakeneko, Kasha, 3-tailed Kitsune and the like. There aren't many of them though. Ashara seeks to expand the roster with new [i]recruits[/i] though...[/list][/hider] [hr] [hider=Isolde Theta-Arondight-9] [center] [b]Name:[/b] Isolde Theta-Arondight-9 [i](Iso, Izzy, Theta, Arondight, Niner, ITA, #9)[/i] [b]Gender:[/b] Gynoid [b]Age:[/b] 10 [i](Mentally: Unapplicable)[/i] [b]Appearance:[/b] [hider=So many pictures to choose from...] [img]https://vignette.wikia.nocookie.net/blazblue/images/5/57/Es_%28Centralfiction%2C_Character_Select_Artwork%29.png/revision/latest?cb=20160425120259[/img] [img]https://vignette.wikia.nocookie.net/blazblue/images/7/74/Es_%28BlazBlue_Cross_Tag_Battle%2C_Character_Select_Artwork%29.png/revision/latest?cb=20180809181426[/img] [img]https://vignette.wikia.nocookie.net/blazblue/images/f/f0/Es_%28Story_mode_artwork%2C_normal%29.png/revision/latest?cb=20161016204115[/img] [img]https://vignette.wikia.nocookie.net/blazblue/images/3/35/Es_%28Story_mode_artwork%2C_pre_battle%29.png/revision/latest?cb=20161016204115[/img] [img]https://vignette.wikia.nocookie.net/blazblue/images/8/8c/Es_%28Story_mode_artwork%2C_defeated%29.png/revision/latest?cb=20161016204116[/img] [img]https://vignette.wikia.nocookie.net/blazblue/images/c/c6/Es_%28Character_Artwork%2C_2%2C_Type_D%29.png/revision/latest?cb=20150424115805[/img] [img]https://vignette.wikia.nocookie.net/blazblue/images/a/af/Es_%28Character_Artwork%2C_7%2C_Type_A%29.png/revision/latest?cb=20141225132825[/img] [img]https://vignette.wikia.nocookie.net/blazblue/images/5/50/Es_%28Chibi%2C_Centralfiction%29.png/revision/latest?cb=20161016204115[/img][/hider] [i]Description:[/i] 149 cm / Just below 4'11". Inner-iris heterochromia, amber and green. Blonde hair with sidelocks, v-bangs, a braid and being of waist-length. Looks like a young, short teen with a large bust, cute and pretty like a doll. [b]Occupation:[/b] Head of Chateau Air Force, Grinding Assistant, On-call Loot Transporter [b]Residence:[/b] Chapter 5 of Chateau Gothika, Chamber of Imaginary Numbers [i](the COIN)[/i] [b]Character Focus:[/b] Physical and Physical Elemental DPS, Hunter-Seeker, Search-and-Destroy, Close-quarters Combat [hider=Personality:] Isolde comes across as a stoic, cold-hearted and often-times very mechaanae individual. Prioritizing logic, reason and efficacy, she has no qualms about taking drastic measures or performing morally questionable deeds. She is willing to sacrifice even her own allies if it means accomplishing a given task or order. This being said, it's not that she enjoys, wants or likes doing so, it's simply how she was made. Obediant and dutiful, diligent and reliant on logical conclusion. She is not cruel or sadistic, taking no pleasure in the suffering of others, but she has no problem inflicting pain upon others either if needed, or commanded to do so. Thus, due to the above, many would state that she's a cold, heartless machine with no feelings or will of her own. They, however, would be very mistaken, as Isolde has many, many quirks and much character to her. For one, she is incredibly stubborn, unwilling to accept failure or defeat - be it on a mission or simply while playing a game with someone, she will request do-overs and re-matches repeatedly, unwilling or unable to give up. She's also incredibly ignorant of anything and everything that doesn't have to do with battle, strategy or information-gathering. Having virtually no knowledge of things like love, friendship, tact, culture, ethics or much of anything else, she is prone to often asking very blunt and direct questions, which may or may not be uncomfortable or embarrassing for others to answer. In addition, she has a huge sweet-tooth and will seek out sugary treats and eat them with quiet delight. She's also fiercely protective and selfish of these snacks, unwilling to share or let others have them. If her treats are taken without permission, she'll become an avatar of vengeance, seeking out the culprit to exact harsh punishment upon them - regardless of who they are. Isolde also appears to be very naive, taking most what people say or tell her at face-value, unable to distinguish things like sarcasm, jokes or lies. Due to this, she has amassed a large amount of faulty information which, at times, can be incredibly comedical to hear her speak with a straight, serious face. Despite all this, Isolde still suffers from having a seemingly always calm and nearly monotone voice. The fact that her facial expression never really changes either makes it seem like she's just a talking, walking doll. She has limited body-language as well, causing her to appear even less 'alive' when spoken to. Still, the little automaton does her best to try and learn and fit in with her peers, at least while off the battlefield. Aware of her own inability to be properly expressive though, Isolde ofren takes to punctuating the start of any sentence with either what she is feeling or the intent of her comment, such as for example: "Relentless. I request a re-match." or "Enraged. You will be terminated for stealing my pudding."[/hider] [hider=Notable Equipment:] [i]Gawanfaeyr:[/i] The large claymore that Isolde wields. A very powerful sword, which is very large - and made to look even larger than normal due to Isolde's diminuitive stature. Forged from high-quality, light-weight and highly durable material, this is Isolde's favored weapon and the one she uses the most. As a heavy-duty sword it packs quite a punch and has a passive bonus against armored foes. In addition, the magic metals used in its creation allows it to strike incorporeal or ethereal beings without the use of any elemental or otherwise magical abilities. Despite its size, Isolde wields it with both ease and grace. Still, it isn't suited for thrusting attacks, and its usefulness in enclosed or tight spaces is very limited. [i]Crescent Moon Fang:[/i] A very long and edgy-looking dai-katana. While not as bulky or imposing as Gawanfaeyr, this weapon's long, slightly curved blade is almost the same length as the former. Again, due to Isolde's below-average height, it appears to be even longer. This weapon's main benefit is how easily it cuts through lightly armored foes, and the devestating Bleed-conditions it can inflict with just basic attacks. While not as imposing as the claymore, nor as good at taking out armored enemies, the Crescent Moon Fang is even faster to swing and slash with, as well as excels at taking down groups of weaker foes quickly. Also, due to its slimmer blade, it is far more easy to make precise strikes and cuts with, increasing the chance for critical hits or even vorpal strikes. Sadly, just like the Gawanfaeyr, it does not do well in tight or enclosed areas. [i]Ascalibur:[/i] A fancy-looking short sowrd, with gold embellished guard and pommel. The blade has a nice sheen to it, and small runic letters are carved along ithe length of the blade. This weapon, in YGGDRASIL, was an homage to both of the legendary swords Excalibur and Ascalon, with tis name being a fusion of them both. Although paling in comparison to such iconic weapons, it does boast some minor enchantments. It prevents self-regeneration when causing damage to creatures like lycanthropes or trolls, as well as doing extra damage against all reptilian species, such as Lizardmen, Snakefolk and even Dragons. This weapon is however mainly used as a side-arm and is almost never used, only seeing action when it's too cumbersome, confined or unnecessary to use Isolde's primary weaponry. [i]Cobaltite-weave Dress::[/i] A beautiful and extravagant dress, made from cobaltite-weave. Having a deep blue and pristine white color-scheme, it's quite lovely. However, besides being fashionable and stylish, it also offers great protection due to the magic metal weave of which it was made. In fact, it offers greater protection than even a set of full platemail armor, but being no heavier in weight than a normal dress. In addition, cobaltite has both magic absorbing and dispersing properties, making spells that strike the dress less effective. Of course, this also means that beneficial or helpful spells are [i]also[/i] less effective. Roughly, it reduces spell-effects by 10~15%, as long as the spells are not of 7th tier of above, in which case the absorption does not work. [i]Safeguard Sabatons:[/i] These fashionable boots are magiaclly enchanted to resist any kind of movement-restricting or stopping spells and abilities. They also negate movement penalties when walking across difficult terrain, such as slippery icy, muddy slopes, craggy rock or similar. In addition, while being considered light armor, they are just as strong and protective as a pair of fully plated boots. Note that they noyl have a high [i]resistance[/i] to movement-hindrance skills, they don't grant complete immunity to them. They also deal quite a bit of damage if you kick someone with them... [i]Scarlet Maiden's Neckerchief:[/i] The red neckerchief Isolde wears is an item that grants an overall small bonus to both physical and magical defense. In addition, it's a deathblow-protection item, allowing the wearer to survive an attack that would either kill them instantly or reduce their HP to 0. Note, when it has saved the wearer once, its color fades to grey and it will need a full day (24 hours) to regain its power. When drained, it also loses the defensive bonuses it provides. [i]Frost Giant's Girdle:[/i] The girdle/belt that Isolde wears greatly increases her already impressive strength. In addition, it also grants her considerable resistance to Ice and Cold-elemental attacks. On top of that, it allows her to - once per hour - tsummon an absolutely enormous ice javelin which can be hucked at enemies for great frost damage. This ability does not stack, and there can only ever be one charge available. On the downside, the item does give her a small penalty to her Fire resistance.[/hider] [i]Varied Wardrobe:[/i] Isolde has access to a very large and very varied collection of vanity costumes and outfits. From the casual attire she wears in one of the above pictures, to things like swimsuits, bunnysuits, mascot costumes, gym clothes and so on, it's safe to say that she has a very extensive wardrobe. These items, by themselves, do not offer any bonuses or perks - they're just things Ivonbraids gathered, or bought, to dress her up in. Some of the outfits were even donated, or made, by none other than Deka_Ribbon. [hider=Creator Information:] Isolde was created by the player Ivonbraids, aslo known as 'Iron Blades' and 'I want Braids'. He was a self-employed, 30~something fellow who surprising amount of free-time on his hands. He was however not a Sable Lord of Bandersnatch, but rather just a regular member. That being said, he was one of the more active and prominent figures of the guild, due to his activity and participation in both game-related events as well as roleplay. He was a friendly and jovial sort, willing to lend a hand or an ear when needed. He created Isolde some time after the launch of the 'Valykrie Downfall' update, for some reason being very enthused about the idea of creating an 'android'. While his skills as a programmer weren't the best, through sheer perserverence and will, he eventually finished his short but busty automaton, and was quite pleased with the results. Isolde originally served as Ivonbraids' personal escort and bodyguard, as well as a pack-mule and distraction when needed. Still, he made sure to always keep her in good condition and was always meticulous and diligent in levelling her up, equipping her and making sure she grew and eveloped in a viable and useful fashion. Eventually, due to Isolde's success and prowess, as well as popularity with some guild members, Ivonbraids was asked to make her the Chapter Keeper of the 5th floor. Originally apprehensive, he eventualy agreed to the proposal, on the condition that he could still bring her along when he wanted. Unfortunately, as the years went on, Ivonbraids became increasingly busy with whatver self-employed business he was running. He started being absent for days, then weeks and then months at length, only popping up occassionally. About four of five years before YGGDRASIL was shut down, he logged on to inform everyone that he was sadly going to be quitting the game - simply not having time for it anymore. He thus transfered all his belongings, equipment ande resources to the collective treasury of Bandersnatch as well as giving administrative access to Isolde to the Sable Lords. Some time after that though, one of these Sable Lords intended to redo and overhaul both Isolde and the 5th Chapter, thus putting them both into 'sleep'-mode. Unfortunately, said Sable Lord never actually got around to doing or carrying out any of their intended plans, and so both Isolde and the 5th Chapter were left in a perpetual state of deactivation...[/hider] [hider=Levels and Stats:] [b]Total Level:[/b] 60 [b]Class Levels:[/b] 50 (B) Fighter (10) (H] Swordsman (10) (H) Blademaster (10) (H) Gladiator (10) (R) Spellblade (5) (R) Valkyrie: Sword (5) [b]Race Levels:[/b] 10 Automaton (10) [b]Alignment:[/b] +/-25 (Lawful Neutral) [b]Stats:[/b] [u][i]HP:[/i][/u] 66 [u][i]MP:[/i][/u] 30 [u][i]PHY. ATK:[/i][/u] 100 [u][i]PHY. DEF:[/i][/u] 56 [u][i]AGI:[/i][/u] 100 [u][i]MAG. ATK:[/i][/u] 12 [u][i]MAG. DEF:[/i][/u] 57 [u][i]RESIST:[/i][/u] 50 [u][i]SPECIAL:[/i][/u] 39 [u][[i]TOTAL:[/i][/u] 510[/hider] [hider=Dominion:] [b][u]Chamber of Imaginary Numbers:[/u][/b] [b]Layout:[/b] A dark and gloomy place, the Chamber is fairly minimalistic in design. The ceiling/roof appears to be some kind of aurora borealis, although instead of pruple and violet, it shifts in color between various shades of blue only, and none of which are particularly bright or light. The walls are smooth black and cold to the touch, with random lines of runic letters, hieroglyps or greek numerals either trailing down, rising up or simply fading in and out, all aglow with dim azure light. The floor and ground is similarily made out of some black material, possibly stone. It appears to be tiled though, with dim blue light radiating from inbetween the tiles. Overall, black and blue are the dominant colors of the chamber. In shape, it resembles a dome-like structure, and is fuctionally just one, big room. At the center of it all stands an elevated, large circular-shaped pillar - although it is a wee bit too short to actually be called that. Four wide staircases, one facing each cardinal direction, leads up to the flat top. On each diagonal, ibewtween the staircases , are long, slender and slightly bent spires - resembling fingers or claws that are slightly bent inwards and towards the center. On the tip of each of these 'fingers' are dark, floating orbs - roughly the size of a pumpkin - that glow with a faint, violet aura around them. Occasional, short arcs of violet energy, resembling lightning or electricity, surge from within the dark spheres. On the actual elevated dais itself, there are three objects of interest. The first, and most noticeable, is the much larger and more ominous dark sphere, sitting atop a wide pedestal. Like its smaller brethren above on the fingers, it too is black and aglow with an eerie, dim violet light - however, it also seems to crack and pulse, like an egg when a chick is trying to escape from within. This orb is, by comparison, the size of a small car. The second object of note is a pristine silvery-white chaur or throne, with thick back and armrests. It seems to have been carved from either a single piece of stone or metal, and apart from a sapphire-colored cushion on the seat itself, it doesn't look particularly comfortable. The final object, and the most curious one, is the modern-looking mini fridge not far from the throne. Opening it will reveal a trove of various pastries, candies and other sugary snacks. The words [i]Private Property![/i] is scribbled on one side of the container, with very crude handwriting. Though it looks like a modern utensil, it is acutually just a regular chest with a vanity-skin bought from the cash shop. Apart from this, the only other noteworthy part of the chamber are the lines of blue energy, running up and along the central elevated pillar's sides. Resembling power-lines or bloodvessels, random pulses of light race through them, only to vanish as they reach the ends. But apart form this, the chamber really holds nothing - no elaborate labyrinthean maze, no catwalks or precarious ledges, no great obstacles or obstructing structures. Simple, truly, is best. [b]Purpose:[/b] The Chamber of Imaginary Numbers serve two very key roles. The firt is to act as a as supply depot, where loot, resources and material can be dropped off - into the giant black sphere. The orb will then redistribute these goods to the appropriate locations within the Chateau, acting as a teleportation or translocation, or even pipeline, for shipping materials around the guild hall. One need simply toss the items one wishes to relocate into the miniature-looking black hole and the device takes care of the rest, thanks to programming and setting parameters. Likewise, its other function is to work as an acquisition station, capable of pulling materials, goods and items from the other floors into the Chamber. Naturally, to prevent accidents, pranks and/or potential attempted illegal borrowing, certain areas and items have been either restricted or removed altogether - such as pulling things from the Vault, or any sensitive and more delicate things, such as the chat-logs of the Library, or new items from the Factory or Forge. Basically, this function is to be used by the Bandersnatch players before they head out on raids, quests or to grind, to quickly and easily gather up whatever supplies they need for their trip, without having to visit the other floors to do so. In turn, it also serves as a quick and easy way to dump off your loot after you're done, without having to visit the different floors and sorting things out manually. TThis is all that the Chamber of Imaginary Numbers really is, a large suuply depot, meant to be conveniant and easy to use for all the members of the guild. [b]Residents:[/b] Isolde is the Chapter Keeper of the Chamber, and therefore its mistress. However, since she was often dragged off to join Ivonbraids' on his escapades, or any of the other members of Bandersnatch who wanted her along when they went out, she actually spent very little time in the Chapter itself. In order to keep the place safe and running, Ivonbraids created the ESPER Wings, a group of 10 rather high level NPCs - who resemble Isolde to a dangerous degree - to look after the place. While calling the 'high level they were still not close to any of the Chapter Keeprs, their levels were merely considerably higher than most of the fodder or minion-NPCs found throughpout the other floors and rest of the Chateau. In addition to these ladies, Ivonbraids also added a small group of bronze and iron golems to patrol the area. Their main duty was to act as distractions and damage-spongers in case of intruders, while Isolde and the ESPER Wings were meant to actually do the attacking and repelling of enemies. They also served to pick up clutter and litter, take it to the big sphere and huck it in. So, in some way, they acted as the chamber's janitors. [i]ESPER Wings:[/i] Explore, Supply, Patrol, Engage, Retrieve - that is the meaning of the acronym. These automaton ladies, resembling Isolde in all ways except with white hair, no braid and wearing identical bodysuits and visors, were the primary caretakers of the chamber when their Keeper was out. However, unlike Isolde, they were not given any meaningful personalities, backstories or depth, and as such were and acted as mere 'dolls'. They were not given individuality or quirks to seperate or differentiate them, making it all but impossible to tell them apart unless you looked at their names. They were not, however, given equal attention in the levelling-department, ranging between the levels of 43~47, and their classes differ somewhat. Their purpose was not merely to act as stand-in guardians though. Players out in the field could send a request, to have one of them fly over and carry any unwanted or excess baggage, loot or items back to the Chateau, to allow the player to keep on doing their thing. While the same could be done by going to a mailbox or using translocation magic or scrolls, not all players had access to the latter and doing the former meant you had to spend time going to a town, pay the fee and then go pick the shipment up, manually, yourself. By calling in one of ESPER Wings, you could just empty your bags into their iventory, and then return to your play while they zipped on back to the Chateau and delivered your cargo to the Great Sphere. In terms of their classes and jobs, there are two clerics, two wizards, three gunners and three fighters. All of them wear the same, exact defensive equipment and each of the classes wield the same, identical weaponry as their fellow job-holders, meaning all the fighers have the same weapon, the gunners have the same gun, etc. Oh, and incase you were curious about the whole 'flying' thing, yes, the ESPER Wings, and isolde, [i]can[/i] fly, thanks to magic cores installed in each of them - allowing them to manifest wings of translucent, azure-colored aether-energy from their backs. The ESPER Wings cannot maintain theirs as long as Isolde can, but their inherently high speed and decent mana regeneration - thanks to their cores - allowed them to quickly and easily fly out of, and then back to, the Chateau with relative ease and safety. They were also sometimes used as scouts for raids or dungeoneering, or when the Chateau went to a new area and needed someone to recon the premises. As such, they technically became the Air Force of the Chateau. [b]Dormancy:[/b] After Ivonbraids officially 'quit' YGGDRASIL, and transfered administrative control over to the Sable Lords of the guild, the COIN continued its operations for a time. However, at some point in time, one of the Lords - for whatever reason - decided that they wanted to renovate, reinvent, redo or just reimagine the chamber. As such, Isolde, the ESPER Wings and the rest of the facility was put into a dromant state, entering sleep-mode. The one responsible for this intended to do their renovations like this because it would cause the least interference, as well as avoid mucking things up with the functions they wished to keep. Sadly though, the person who did this never actually got around to carrying out their changes. Whether they lost interest, forgot about it or quit the game altogether, nobody will ever know - all that's left obvious, is the fact that the Chamber and its residents have remained dormant and inactive for four, close to five, years now. Since the person responsible also put a password-protection on the dormant Chapter, attempts at reawakening it were all but impossible - únless you wanted to just spend endless hours trying to guess the correct password, which could be anything. And since nobody knew who had put up the password to begin with, there were no real clues or ideas on what it could possibly be. As such, the 5th Chapter, its residents and its functions were left alone, a museum which was rarely visited in the later years of the guild.[/hider] [/center] [b]Trivia:[/b] [list][*]As an automaton, she is resistant to Holy/Light, Dark/Negative Energy and Earth elemental attacks by nature. [*]She is however very vulnerable to Electric-elemental attacks. [*]As an automaton, she is outright immune to Poison, Disease, Life-steal and Mental Effects such as Fear, Despair, Insanity, Rage, Mind-Control, Charm and etc. [*]She cannot swim. At all. If she enters deep water, she will sink like a rock. [*]She cannot be healed by food items or by HP potions. To recover health, Isolde needs to be healed by a direct Healing Spell, or by being repaired. Her passive HP regeneration is inferior to that of all living, biological creatures. [*]Any Food or Healing Items she ingests are converted into MP. As such, while she doesn't [i]need[/i] to eat, she still [i]can[/i] eat, much to the chagrin of all the sweets in the world. [*]She has a lot of faulty and/or questionable information, much of which was provided by Deka_Ribbon.[/list] [/hider] [hr] [hider=Charme] [center] [b]Name:[/b] Charme [i](Cha-Cha, Charmy, Brewlady, Mom, Tits McGee, Potion-Bimbo, That Shrewd Minx)[/i] [b]Gender:[/b] Female [b]Age:[/b] Looks around 20~25 [i](mentally 35~)[/i] [hider=Appearance:] [img]https://img.roleplayerguild.com/prod/users/e41040a9-4c58-4900-a80c-145b84f4feef.jpg[/img][/hider] [b]Occupation:[/b] Alchemist, Entertainer (Dancing & Fireworks) [b]Residence:[/b] Chateau Gothika cellars, [i]The Wishing Well[/i] [b]Character Focus:[/b] Utility, Alchemy, Magic Item Construction, Buff/Debuffer, Evasive Ranged Combat [hider=Personality:] Charme is a cool, calm and mature lady with an elegant air to her. She comes across as dependable and reliable, while also being admirable and confident. She does tend to show a playfully coquettish side once in a while, and has a penchant for teasing or flirting with others - regardless of who they are, though only in a lightheared and non-too-serious way. Her ability to stay focused and calm during stress or dire situation, as well as her calm, refined mannerisms makes her what many would consider a 'cool beauty'. It's also clear that she takes great pride in her appearance, putting in effort and taking good care of her looks. Able to give sage advice and being both extremely intelligent and clever, Charme is perhaps one of the more cunning members of Chateau Gothika. Capable of considerable forward thinking and planning, seeing through subtext and hidden meaning, caluclating and decipihering intent and purpose, she is a fearsome opponent in the realm of mind-games and intellectual battles. Unfortunately, due to this very same ability, Charme is also extremely paranoid, secretive and cautious. Of everyone. She does not let others too close, keeps her own cards hidden and concealed, distrusts and suspects everyone around her and is constantly watchful and on guard. In addition, she is fiercely possessive and unwilling to share any of her knowledge relating to alchemy, guarding both her mind and her work with an iron curtain, allowing none to glean it or her secrets. Because of this nature, she can at times be prone to instigating drama by means of implied disloyalty or otherwise. Her keen ears, eyes and mind are always at work, scheming, plotting and counter-acting or unravelling the intents of both her enemies and peers. She is incredibly percaptive despite her seemingly laid-back nature, some might even say it's uncanny. Because of her incredible distrust of others, Charme will not use, eat or even touch anything made by others unless she carefully examines and investigates it thoroughly first. Despite all this however, she is a tactful, smart and graceful woman who knows how to act and carry herself. Thinking of her peers as naughty children, she sometimes adopts an almost motherly mentality and approach towards them, and her relaxed and oft casual behavior makes her act more like a friend towards her superiors, rather than a subordinate. Though whatever her personal goals, ambitions or motives are, they remain a well-kept mystery to anyone but herself. Finally, Charme's views on morals and ethics are very loose. She prefers a pragmatic approach and has no need for abstract concepts like honor, justice or other such nonsense. To those who irritate her, she can be quite sardonic and condescending, and given her intelligence, she has an easy time pushing others' buttons or uncovering their weak points. Though she doesn't show it openly, she can be quite vindictive and petty, and is the type who can hold a grudge for an ungodly amount of time, and is incredibly slow to forget, slower still to forgive -if ever doing so. Amusingly, while she is fond of her work, she isn't very excitable or energetic about it - leading some to wonder if she truly enjoys her labor, which of course she does. In fact, she can get so absorbed in her own work that she forgets (or ignores) everything around her, losing track of time and space entirely. She also seems to have a good sense of humor, beinag able to joke or play around with others. Though given her conniving and manipulative personality, it's rather hard to tell if this is genuine or just another part of her charade.[/hider] [hider=Notable Equipment:] [i]Ashwake Pipe:[/i] A long, slender smoking pipe, made from white wood and adorned with silver fixtures and thin rings. Apart from serving as a pipe with which to smoke a wide variety of tobacco, it also has three distinct features. For one, it gives the holder of the item a very minor fire absorption boon, taking a small amount of any fire-based damage into itself. Secondly, it can be used to summon up to three Lesser Fire Elementals, though this requires that there is ash left in the pipe after smoking it - if the pipe has not been used, this ability is unavailable. Finally, if there is no tobacco in the pipe, but it's lit nontheless, it will allow the holder to extend a thin fire-whip from the pipe, and use it as a melee weapon to deal physical fire-damage. This ability requires the pipe to be empt and thus cannot be used if the pipe has been recently used for smoking - or if not emptied out/cleaned. It also grants any buffs or benefits that whatever smokable leaf is put into it has, when smoked. [i]Oghmatic Lenses:[/i] The glasses she wears are a specially crafted item with some very unique, but interesting, properties. Allowing the wearer to see the composition, as in the materials and compnents, of any item they focus on, with these glasses you can tell just exactly what was used to make an item. This allows one to see what an object is made up out of, as well as any special properties it may have. Of course, this only works if the 'level requirement' of the item is equal, or lower, to that of the wearer. In addition, the glasses can identify useful plants, minerals and organic parts that could be used in alchemy or arcane artificing, negating the need for skills such as mineralogy, herbalism or similar. Finally, they can also discern how durable an item is, as well as its overall quality. The lenses [i]do not[/i] work if a person is wearing armor however, not even if they have levels in Armored Mage or similar classes. [i]Plague Bat's Coat:[/i] The fur coat that Charme wears is fashioned from both alchemy and enchanting. It's basic functions is granting outright immunity to non-injected poisons and toxins, such as poisonous gas, venomous spit, toxic breath and son. In addition, it grants full immunity to any and all diseases, as long as it is worn and even nullifies contagious sicknesses that would otherwise cling to or remain with an individual if afflicted. Finaly, the enchanting-part of the item, is that it can act as a pair of bat-wings, granting the wearer the ability to Fly, however, it only does so at [i]half[/i] the wearer's current agility - it's a tool more meant for travel and overcoming obstacles, rather than a practicual element for combat or escape. [i]Courtier's Ensemble:[/i] An elegant and stylish, but also provocative dress. This garment was created by Charme herself, and her Creator, using alchemy. It has the same defensive property as a suit of Mithril Scale Mail, while being as light and flexible as silk. In addition, it smells really nice and grants the wearer a substantial bonus to any Charm, Stun and Confusion, or similar mental status-affliction caused by the wearer. It's also highly resistant to all forms of acid damage and slightly resistant to both electricity and fire damage. it's downfall is that it requires rather expensive materials to repair lost durability with, not to mention faring poorly against wind-elemental attacks and damage. [i]Grand Band of Outer Alchemy:[/i] A ring fashioned from orichalcum, alchemic silver and shadow brass, studded with a single amethyst-colored crystal. This ring grants the ability to not only create alchemic items at a much higher quality, but to also refine and improve existing items further. This allows the wearer to, for example, turn an already existing Lesser Healing Potion into a Common, or even Greater Healing Potion instead. Obviously, the ring only allows for items of a specific type to be upgraded to a higher version of the same item, it cannot grant additional attributes or properties to any upgraded products. It also grants the wearer the ability to transmute resources and materials on the go, without the need for an alchemy station or tools, which is very handy when out in the field. It can only be used by those with levels in an alchemy-related class. [i]Bottomless Flask Case:[/i] A bag, specifically designed to hold flasks, vials, bottles and even scrolls. A must-have for any alchemist, this little device allows for the endless storage of the finished goods that they make through their craft. The downside of this marvelous bag, however, is that it can [i]only[/i] hold these sorts of items, so if you want to bring raw materials or something else along with you, you'll either need an extra bag or pockets to do so. The case itself is fairly unassuming, looking just like a regular wood-and-leather case with a leather strap for carrying it over the shoulder. It's completely secure against both shock, explosions, crushing, slashing, piercing or any other form of attempted destruction... It doesn't float though. Additionally, it also generates empty containers for whatever the alchemist needs, eliminating the necessity for gathering sand and using glass-blowing to manufacture their flasks.[/hider] [hider=Creator Information:] Charme was created by the player known as [i]PowderPlaguePuff[/i]. An impatient and often careless individual, who went into unknown areas, dungeons and enemy territory without thinking or planning, and often ending up frustrated and enraged when their lack of foresight and preparation came back to bite them in the proverbial ass. Eventually growing tired of being caught off-guard, or simply lacking the means to overcome hurdles and obstacles, PPP began to work on an NPC could let them gain access to things that would help overcome these self-inflicted set-backs. To that end, they decided to create a support NPC that could create items that would be useful for them. Thus, Charme waas born - with the help of some of the more experienced programmer and NPC-makers of Bandersnatchers' help. Of course, being that they made Charme for primarily their own use, PPP was loathe to share or divulge information petinent to their little alchemist. In fact, whenever PPP came across a new recipe, ingredient or material that could be used by their potion-brewing minx, they made sure to safely store any relevant information in a way so as to avoid others stumbling across it, intentionally or otherwise. With time though, and some pressuring from their peers, PPP set it up so that Charme would be allowed to provide other members of the Guild with her creations, but the customers had to provide the necessary resources and materials to make the items themselves. In the end though, roughly 2.5 years prior to YGGDRASIL's shutdown, PPP had grown bored - or unreasonable salty - with the DMMO and began to frequent the game less and less. They eventually stopped logging on at all roughly 1.5 years prior to the server shutdown, never saying goodbye to anyone. Truly, a selfish person. Despite their selfishness, hubris, lack of foresight and tendency to rage, PPP had one redeeming quality. They never blamed or threw shade at others unless it was absolutely, unquestionably justified. Owning up to their own mistakes and never blaming anyone else for when their own action s caused things to go south, they were a genuine person with high morals... Sure, they could be annoying and an asshole, but they were at least not the type to blame others for their own mistakes.[/hider] [hider=Levels & Stats:][b]Total Level:[/b] 60 [b]Class Levels:[/b] 55 (B) Alchemist (15) (B) Thief (1) (B) Wizard (4) (H) Royal Alchemist (10) (H) Dancer (10) (H) Thaumaturgist (10) (R) Arcane Artificer (5) [b]Race Levels:[/b] 5 Homunculus (5) [b]Alignment:[/b] -125 (Neutral Evil) [b]Stats:[/b] [u][i]HP:[/i][/u] 44 [u][i]MP:[/i][/u] 57 [u][i]PHY. ATK:[/i][/u] 20 [u][i]PHY. DEF:[/i][/u] 28 [u][i]AGI:[/i][/u] 82 [u][i]MAG. ATK:[/i][/u] 33 [u][i]MAG. DEF:[/i][/u] 87 [u][i]RESIST:[/i][/u] 95 [u][i]SPECIAL:[/i][/u] 24 [i][u]TOTAL:[/u][/i] 480[/hider] [hider=Dominion:] [b][u]The Wishing Well:[/u][/b] [b]Layout:[/b] Although it's named after a well, the entrance to this underground sanctuary is actually accessed by interacting with a fountain. The fountain is a large center-piece in an otherwise unassuming, undecorated room. It is dry though, and no water flows from or through it. The fountain has a round design, with three sculptures, each holding an urn which water is [i]supposed[/i] to flow from. The statues are shaped to look like a mermaid, a siren and faun. By yanking on the faun's horns, twisting the mermaid's fins and stretching the siren's wings, a mechanism is activated the causes the whole fountain to begin lowering itself down into the ground, like an elevator. Once it reaches the bottom, passengers must disembark before the fountain rises up to the floor above once more, but it can be summoned down by pulling a lever on a nearby wall. The underground area is a small, circular room, with a single black door with gold-tinted edges - there is no door handle, knob or other grippable appendage to use. Instead, when approaching the door, it will ask a question, to which the visitor must give a verbal answer. If the answer is correct, the door unlcoks and allows entry. If the answer is faulty, the door turns red and Mudmen ranging from level 15 to 25 will begin to rise from the ground at indefinite until the intruder leaves the area. The door cannot be opened by lockpicking, but it can be opened if a wizard of high enough level uses a unlocking spell like 'Knock' or 'Open Greater Lock'. Once past the black door, you will travel along a brick-laid hallway with stone tiled floor, roughly wide enough for three people to walk side by side in. Eventually, the hallway ends in another room. This final area, is the Wishing Well. A mysterious arcane sanctuary created through ritual magic, alchemy and engineering. Due to this, it actually has several forms, thogh primarily it can swap between an elborate alchemist's laboratory, a courtesans' stage and bar, a storehouse and an apothecary shop. Depending on what the visitor needs and wants, the Well can adjust and change to fit the need. Naturally, this means it can assume other forms as well, such as a bath house, a café or even a brothel, if so desired. To change the Well's layout though, one must speak and request this from the sole resident of the area, namely Charme. By default, the Well assumes the design and shape of the alchemy laboratory, where the lady-alchemist works and researches her craft in peaceful solitude. Because of the way it can change shape and form, it's quite impossible to steal or take things from the Well unless Charme allows it, as if she changes the layout from say, the storehouse to the bar with a stage, there will be no materials or goods to steal that are of any value, since items and equipment change along with whichever layout is currently 'active'. This wonderous feat has a downside however. For one, teleportation in and from the area is all but impossible, as the distorted and warped space makes translocation spells fizzle or fail. Secondly, it cannot receive materials via the COIN System, meaning Charme has to leave the Well in order to obtain supplies and materials for her work. Thirdly, if one of the different layouts sustain damage, the Well cannot change or swap interior until the damage is fully repaired, as otherwise it would cause an error in the transmutation and equal exchange-algorithm, which could potentially be disastrous - thus, the failsafe is there to prevent it from swapping designs if any area has been compromised. [b]Purpose:[/b] The purpose of the Wishing Well is rather simple. It acts as an alchemy station, an in-Guild shop, and a place for roleplay and relaxation. Members of Bandersnatchers could, eventually, come down here to work on alchemy, buy or trade with Charme, or just hang out and goof around. With Charme being able to Dance as well as make drinks and fireworks, she was a popular NPC to bring out or visit during festive events like holidays, birthdays or in-game events. it was a place where little wishes could come true. [b]Residents:[/b] Charme is the only permanent resident of the Well. While she can certainly create other homunculi, golems or other alchemic beings like chimera, these were usually only made to serve specific goals or purposes, and were summarily dismissed or dismantled once their task were completed. This was done due to PPP's obsessive and selfish desire to keep Charme's knowledge and skills limited to the NPC herself. As such, the lovely vixen is the solitary occupant of the Well, even if it at times is rowdy and full of dancers in bunnysuits or helpful little clay golems carrying crates and flasks about. In the end, all of them are but dust in the wind, all except Charme, for she [i]is[/i] the wind that chooses in what direction the Well blows.[/hider] [/center][/hider]