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TheElfDruid

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Starting Date: 7/20/2020, 6:30pm EST

EXP Reward: 50 [awarded]


Recently, the acceptance rate for Tuvilite Knights suddenly rocketed up, and a large number of former civilians have been accepted into the F-Rank of the Tuvilite Knights! As a result, all the new R-Fs have been "requested" (though it was more so an order) to meet with the so-called "Welcoming Party" of seniors to get a tour of the capital city's home base and familiarize themselves with one another prior to missions.


All of the newly recruited F-rank Tuvilites are expected to arrive by 8:30 AM, July 25th.

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[This document will be updated frequently with new information, usually with answers from frequently asked questions! It goes over the details of what certain aspects of Tuvian life are like, such as transportation, media, etc.]


Transportation

Tuvian transportation is one of the few aspects it lags behind other modern countries in. Because a solid system of manufacturing or moving automated vehicles (especially cars and trucks) was never established on Tuvia prior to the New Dark Age, Tuvia suffers from a lack of automated transportation save for among its wealthiest residents.


Within cities, there are three kinds of transportation commonly used to go to and from work and other locations: walking/foot travel, cycling, or motorized single-passenger vehicles such as mopeds. Cycling and foot travel are about equal in popularity, closely followed by the use of mopeds and motorcycles. Roads have been constructed in the modern cities, mostly to ensure there is room for each kind of transport, but some city residents, particularly the upper class, may occasionally use cars for transport.


Outside of cities, primarily out on farmland, the most common form of transportation is by horseback, followed by automated vehicles. Almost all of rural Tuvia is unpaved and untamed outside of farmsteads and a small road system leading from cities out to these homes, carefully watched over by Tuvilite patrols.


Because farming is a risky career path in these troubled times, farmers are often paid enough to afford at least one automated vehicle, usually a truck and refrigerated trailer, for deliveries back to the large cities. The farther a farm is located from a city, the more they are paid for their services. Horseback travel is used for any other transportation due to a lack of roads outside cities. In fact, most city-dwellers have never seen a horse in person.

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APPLICATION AND ACCEPTANCE: WHAT TO EXPECT

If you're receiving this document, then congratulations! This means you have been approved to take a personal interview with one of our R-As and perhaps even get tested for a tool! While this does not necessarily mean you're a Tuvilite yet (that's not ensured until your tool has a confirmed bond), this puts you very close to it. An interview typically goes as follows:

  1. You will meet with a R-A in the building's Collection Room via a Visitor's Pass. They will explain (again) what the job dictates and have you sign some legal documents-- mostly regarding health and warranties and such.

  2. The R-A will question you about your biography, interests, personality, and desired tool in order to assess what tool in our possession would be best for you. Alternatively, if none seem to fit, or you are looking for a specific tool, you may be put on a waiting list, though some people can sit on this list for their entire lives and, by the time the desired tool appears, are no longer qualified to handle it.

  3. The R-A will take a handful of tools from our collection and see if any appeal to you. He/She may also decide to take you into the training rooms to do personalized, non-magical tests if they have a specific tool in mind for you, as some of our R-As are very adept at picking a perfect tool for each user without needing to set up an entire layout.

  4. The R-A will set aside the tool you have chosen as undergone the bonding process (which is done either through carrying the tool for the period of an hour or using it multiple times for its intended purpose) and allow you to return home. They will do call-ins every 24 hours to check on the bonding process and, once any sort of power has shown up, the new Tuvilite will undergo the process of moving onto base and getting a tour and explanation of their new job by one of our "Welcome Wagon".


TUVILITE KNIGHT POLICY


  1. A Tuvilite is not to reveal any unreleased information to the public. Reckless release of information, especially of that pertaining to monsters, may lead to mass hysteria and effort should be made to practice this with even minor information. Penalty severity for the break of this ruling will vary depending on the nature of information released.

  2. A Tuvilite is not permitted to quit their career as a Tuvilite as they should wish; rather, they may retire at any time when their capabilities begin to falter or be unable to recover from an injury.

  3. Tuvilites may request for an official vacation and should provide specificites. The more warning provided, the more likely the request will be accepted. A Tuvilite is granted 6 vacations a year outside of special circumstances such as severe injury.

  4. A Tuvilite found going away without official leave will be arrested and potentially killed for treason. As such, any time you must temporarily abandon Tuvilite duties, it is highly recommended you place a request for an official vacation.

  5. A Tuvilite may choose a tool from the official collection or bring in a tool they have found themself. Withholding a weapon from the collection will result in the standard punishment of jailtime varying depending on the nature of the withholding.

  6. A Tuvilite must regularly turn over their tool to the collection for inspection after a number of missions to ensure it is still in proper working order.

  7. Use of tools is only permitted for domestic purposes outside of training on base or in missions.

  8. Tuvilites must live on base in their first year of service, but may begin living off base following their first year, in which you will receive BAH. Family or other outsiders on base is not permitted save for special circumstances discussed with administration.

  9. Tuvilites living on base will live in small housing units. Depending on rank and the number of Tuvilites currently living on base, up to as many as three Tuvilites may share a house at a time, though likely no more than two. Senior-title Tuvilites will always have a house to themselves and may be permitted to have direct family (spouses and children) live with them.

  10. Tuvilite ranking is based on time spent in service to the Tuvilite Knights and the number of services recorded, most commonly monsters killed or captured.

  11. While on missions or training with the official instructors on base, all jewelry contained in a Tuvilite’s normal form must be removed. This includes piercings. Tattoos, however, are permitted.

  12. Rank F Tuvilites are paid a basic living wage (with this wage increasing with greater ranks) but are also required to train every day. The standard training time is 3-4 hours every day to stay in best condition without exacerbating oneself. Up until reaching D rank, Tuvilites usually have time to work a side job if they so choose.

  13. All Tuvilites will be granted life and other health insurances for their families in case of untimely death or injury.

  14. As of a recent policy change 5 years ago, Tuvilites are now permitted to have children. The previous ruling allowed for marriage but not for the bearing of children due to multiple sets of circumstances. If you have questions, please see Amanda.


LIVING ON BASE


  • TK housing has in total 35 small houses built on base. Currently 20 of these are permanently occupied by seniors or current Tuvilites, so, should the other 15 homes be filled, Tuvilites may be forced to share a home.

  • Only certain seniors living on base are permitted to have direct family (spouse + children) living within their house.

  • Base houses are not maintained by anyone other than the Tuvilites residing within them. You may decorate your house however you like so long as there is nothing illicit present.

  • Smoking, vaping, other non-prescribed drug use, etc. is not permitted at any time on base, nor within housing units. Those found doing so will be punished, severity depending on the amount performed at the time of discovery.

  • Tuvilites are not allowed to be wandering the housing area outside of their submitted schedule without prior notification or after 12 AM. Regular facilities are otherwise open. In order to avoid becoming stuck within the regular facilities after midnight, make sure to include anything that may put you past this curfew in your submitted schedule.

  • Tuvilites are prohibited from storing their tools outside the training room collection except when on multiple-day missions. Tuvilites with tools permanently fused to their body (speak to Celeste or Koda for assistance) or certain circumstances are the exception.

  • Family of Tuvilites living on base are only permitted in the housing areas and must follow regular curfew. One of the few exceptions to this, however, is that Tuvilite children may sometimes be brought into facilities for research pertaining to tools and magic.

  • Alongside standard medical facilities, the Tuvilite base has a built-in therapy clinic and on-site therapist to manage the needs of its member's mental health. Those who find the therapeutical services unsatisfactory can also ask for the names of other affiliated, off-base clinics that may be more suited to their needs.

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Battle System

8 min read

Stats

Stats! They're the most important thing for combat. But... how exactly do I determine what stats to use for my powers? Well, fear not! Your favorite fourth-wall-breaker Amanda is back to explain how stats work OOC now!


First, a review of what each stat does:

Strength - A characters's physical strength. A typical, nonmagical attack will use strength. However, it also determines the protection given by a shield.

Agility - A character's bodily control. A typical ranged attack or ability to dodge attacks will use agility.

Fortitude - A character's physical health. It determines how much HP a character as as well as how likely they are to resist something like poisoning or sickness, as well as physical damage.

Willpower - A character's mental fortitude. It also determines how much HP a character has as well as how likely they are to resist something like a charm or curse or a magical attack's damage.

Mind - A character's overall awareness. Characters with a higher mind will be able to pick up on things or sense things better than others. A character may receive private hints about a situation, such as the location of a trap or solution to a puzzle or even the weak spot of a monster due to having a higher mind stat.

Power - A measure of a character's level of magic. This is necessary for any character using magical attacks or supportive abilities. Magical attacks start off stronger than a physical attack, but deplete in power over the duration of a battle. For supportive abilities, it may affect the strength, duration, or even ability to cast them as it depletes.


A character MUST have at least one point in each stat! Power included, because that is necessary to even activate a tool's powers! The average person would have a 0 in power (except people living on Tuvia) and a relatively equal balance of points in each stat (so roughly 2-3 points each), though someone specialized like a boxer may have a higher strength.


Whew, what a nice refresher! Now, let's talk about... battle mechanics.


The following actions taken here can normally only be taken once per turn, and ONLY on your turn save for blocking/protecting.

Attacks

Physical melee attacks (ex. stabbing): Roll a dice corresponding to your strength score (ex. 1d3 for a strength of 3). The opponent will roll to either dodge or block. Damage dealt will be the strength number rolled - the roll of the block or dodge.


Physical ranged attacks (ex. gunshot): Roll a dice corresponding toyour agility score (ex. 1d3 for a agility of 3). The opponent will roll to either dodge or block. Damage dealt will be the agility number rolled - the roll of the block or dodge.


Magical attacks (ex. fireball): Roll two dice corresponding to your power score (ex. 2d3 for a power of 3). The opponent(s) will roll to either dodge or block. Damage dealt will be the number rolled - the roll of the block or dodge. However, for every magical attack used, temporarily subtract 1 point from their score unless an ability says otherwise. If the character reaches 0 power points, the tool is temporarily depleted and the character reverts to normal form.

Dodging

Dodging any attacks: Roll a dice corresponding to your agility score (ex. 1d3 for a agility of 3) and subtract it from the attack's roll. The remaining number is the amount of damage dealt to your character. A character can always try to dodge an attack, but may suffer penalties if in a space with limited movement. Certain attacks may have extra effects if a character does not avoid all damage dealt.


If an attacker and a target roll the same for an attack/dodge, the damage is negated and reduced to 0. In situations where a result is always locked, however (ex. a character having a one strength attacking a character with a one agility), a coin must be flipped to see who will win.


Dodging from a distance: When at a significant distance from an enemy, characters gain the ability to roll their dodge against a particular attack twice/with "advantage". In order to gain this distance, though, the character must either use their turn to move away from the opponent, or use some other method to put distance between them (ex. knocking them back, having an ally force them away, etc.)

Blocking

Blocking with an item: If the character has an item to block with, roll a dice corresponding to their strength stat (ex. 1d3 for a strength of 3). If the number rolled is greater than the attack damage roll, then all damage is negated and treated as a successful block. If it is less, then the block is unsuccessful and full damage is taken.


Blocking with the body: If the character has no item to block with, they may choose to defend themselves by choosing what specific body parts is hit (such as an arm rather than their head). Roll a dice corresponding to their fortitude stat and half it, rounding up. Then, subtract it from the damage roll. The remaining number is damage taken.


Blocking allows a character to go out of turn order to defend another character by forsaking their next turn to block/protect them. Roll as though blocking with an item or the body as above but with the following additions:


Failed block with an item: The roll is treated as an unsuccessful block and one of the two characters (randomly determined by a coin flip) takes full damage.

Blocking with the body: Functions the same as normal and the protected character receives no damage.

Blocking Magically

Due to "summoning time", a character using magic to block CANNOT break turn order to block someone unless the blocking object is already present (ex. a shield hovering in the air). Rather, on your turn subtract a chosen (not rolled!) number from your power stat. This will create some form of magical shield "buff" around the target. Depending on the nature of the shield, it will function one of two ways:


Health Shield (ex. a solid forcefield surrounding a character): The number subtracted from the caster's power stat turns into a HP stat for the shield. It absorbs any damage dealt to the target but, once its HP reaches zero, it is destroyed. Any damage exceeding 0 is dealt to the protected target. This damage cannot be dodged or blocked.


Body Shield (ex: a small, magical shield following a character): The number subtracted from the caster's power stat functions as a blocking/protecting action taken on the protected target each time they are attacked. Treat as though the target is being blocked by an item but a failed roll results in damage dealt to the protected target.

Healing

Healing (generic): Roll a dice corresponding to the character's power stat (ex. 1d3 for a power of 3) and add the total to the healed target's health. Certain abilities may have alterations depending on whether they affect one or multiple targets, or at a range, but these are ability-dependent. AOE heals should always cost more than 1 power or have ome other consequence.


Healing vampirically (ex. energy drain): First, roll an attack to determine damage dealt to a target (blocking and dodging does apply). The health taken from the attack target is then added to the healed target's health.

Stunning

Stunning an opponent causes the target to become unable to move or dodge attacks (meaning no agility roll can contest damage until the stun wears off), and cannot attack for the turn (except in case of special abilities).


Physical stunning (ex. shield bash): Roll a dice corresponding to your strength score. The opponent will roll to resist with an appropriate stat (strength, fortitude, or agility, usually), or to dodge. If the stun dice roll is greater than the roll to dodge, then the target is stunned until their next turn.


Magical stunning (ex. immobilizing spell): Roll two dice corresponding to your power score. The target will roll an appropriate dice to dodge or resist the attack (usually willpower or agility). If the power dice roll is greater than the roll to dodge/mentally resist, then the target is stunned.


Stun durations should be specified in the ability description. Regardless of the stun's success or failure, subtract 1 from your character's power stat for each use unless an ability says otherwise. If the character reaches 0 power points, the tool is temporarily depleted and the character reverts to normal form.

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Tools

  • Tools themselves can be found in many ways, usually by a researcher exploring Tuvia or by someone around the world finding one and contributing it to that country’s magical force. Sometimes, though, you Tuvilites will have missions to recover tools from dangerous areas!

  • Tools can be tricky to identify though, because, while they can be found commonly and always appear to be in pristine condition, they don’t always immediately express powers upon finding, and can also be quite mundane items. However, they always respond to the presence of magic, usually another tool, and quite many have been found as basic utensils in Tuvian homes during a reaction to a Tuvilite tool passing by!

  • A tool will most commonly be discovered when it has magical properties but is currently unbonded to anyone. A person may carry around an activated tool for months without bonding to it!

  • Bonding willingly to a tool is the most common form of tool bonding, and most people actually apply to join the Knights (or the other country's equivalent) and get a tool of their very own to be matched with.

  • A bonded tool currently can be unbonded from someone, but always results in the immediate death of the bonded person and, unknown to the public, can often result in the tool losing its magic. Nobody is quite sure yet why this happens, but accidental tool bondings is also what causes the Knights or other magical team organizations to force people to join their ranks. Can’t have random magical people running amok.

  • Tools range in appearance from mundane to… extremely strange. However, they always have some kind of human use; won’t find a lawn ornament tool. Some tools can be as ordinary as plain pencils that suddenly begin writing themselves when exposed to magic, others can be as wild as a pair of wings like that of the old tale of Icarus, though the more strange the tool is, the more likely it is to come from Old Tuvian society, and thus the less likely it is to be found by an ordinary person.

  • Sometimes, even duplicate tools, like the aforementioned pencil, can be found. However, due to the inability to separate a bonded tool safely from a person, they cannot be used well for training purposes.

  • A Tuvilite separated from their tool, oddly enough, can still use their powers, including transformation, so long as it does not directly involve the tool. For example, if someone with the aforementioned pencil tool can write in the air with their fingers but can only make solid structures with the use of the tool, they would only be able to use the aforementioned ability when separated from the tool.

  • To current knowledge, a Tuvilite can be separated any distance from their tool without ill effect (it's been tested from one end of Tuvia to the other). Those moving to other countries are permitted to take their tools for safety, but must join the magical military of whatever country they move to.

  • Bonding with a tool can be both voluntary and involuntary. In places outside Tuvia, almost all bonding is involuntary due to the lack of an ability to bond a tool to simply anyone, but on Tuvia and among Tuvians, it is more often voluntary! In fact, it has recently been discovered that you can bond a tool almost effortlessly to anyone currently living on Tuvia, though this fails if they move away. Involuntary bonded people usually are drafted into magical service.

  • For those who accidentally bond to their tool, usually one of three things happens: Firstly, the item has been carried around for a long period of time and it suddenly bonds (which a user can sense) for seemingly no reason. The second alternative is that the item is picked up and the user can suddenly can sense it's a tool and that they've been immediately bonded to it. The final and third alternative is that the user simply gets close to or touches the tool and it suddenly starts acting weirdly, like a pencil suddenly writing by itself when they walk by. This reaction is more common among those with high power scores (and thus more reactivity)

  • For those who voluntarily bond to their tool, or at least on Tuvia, a Tuvian In the case of voluntary bonding, a Tuvian usually just has to carry it around for a couple of hours and/or fulfill some requirement the tool has, such as using it for its ordinary purpose. For example, using a pencil to write. Just keep in mind voluntary bonding almost exclusively occurs on Tuvia by the Knights.

  • A magical person’s abilities will always reflect a theme based around what their tool is. For example, a person using our Example Pencil™ will likely gain powers to write in the air rather than, say, flight. This makes it troublesome for other countries outside Tuvia when creating their forces, as tool themes often do not line up with what a person’s natural skills are. One infamous case in the USA resulted in an athlete bonding with an oil lamp, but ended up breaking the lamp through improper use and destroyed the tool… and subsequently died almost immediately after, likely from the breaking bond.

  • Tools can have symptoms or, in rarer cases, fusion.

  • Symptoms are aspects of a character's power theme (though not necessarily their magical form) that affect a person's everyday appearance. For example, Celeste has a tool symptom that turned her skin porcelain white. A character can have as many tool symptoms as you want, and can develop them at any time!

  • Fusion is an instance where a Tuvilite's tool actually fuses to their body. While it can occur with any tool, it most commonly occurs to tools that are worn, such as masks, gloves, capes, etc. The tool becomes irremovable in either form of the Tuvilite (trying to remove it is extremely painful, like ripping off skin). See Celeste and Koda for examples. If you want your character to be fused to their tool, DM TheElfDruid either on Discord or on DeviantArt!

  • Many of these changes may require special adaptations to a user’s everyday life, and these accommodations can often be covered under TK insurance. If in need of examples, ask for Koda and Celeste among the seniors.



Powers (Flavor)


  • As previously mentioned, character powers will always reflect the theme of their item. If the character lived on Tuvia at the time of their weapon bonding, though, or had their tool assigned to them rather than having found it, they are more likely to have a tool that matches their inherent skills and may be better equipped at using it right off the bat.

  • Powers naturally develop over time as a tool is used by its wielder, but powers will develop more quickly and often with better control through specialized training.

  • Nobody has ever been recorded using two tools simultaneously; put simply, nobody’s ever been recorded bonding with two at once.

  • A character can have up to two passive abilities (a power that can be used in both the magical and normal forms, usually but not always noncombative) and three transformed abilities (a power only usable in the magical form) upon starting out.


Powers (and Stats)

  • The effectiveness of a power and its effect is dependent on the wielding character's stats! Here we will cover each stat and what kind of powers may be influenced by it.

  • Strength - A characters's physical strength! This can be improved by extensive physical training. Strength is mostly applicable to melee attacks than anything. A typical stab, cut, slice, etc. will use strength. However, it also applies to the protection granted by a physical shield!

  • Agility - A character's physical grace and precision! This can also be improved by extensive physical training. Agility determines the speed of a character in combat, their ability to use ranged weapons, and how well they dodge attacks. However, it is on par with strength in that ranged attacks are harder to hit with, even if you yourself are harder to hit!

  • Fortitude - A character's physical health! This one cannot really be improved except by improving one's lifestyle or somehow one's genetics. It determines how much health a character has, and thus how much damage they can take, as well as how likely they are to resist something like poisoning or sickness, as well as resist physical damage.

  • Willpower - Willpower determines a character's overall mental fortitude; how well a character can resist magical effects put on their mind. While it does increase a character's health, it is not because they are taking less damage, but rather because they are powering through the pain, meaning they are more likely to sustain worse injuries despite being able to last longer.

  • Mind - A measure of character's overall awareness of a situation. Characters with a higher mind will be able to pick up on things or sense things better than others. For example, someone with a low mind may not notice the location of a trap before someone with a high mind. (OOC: a character may receive private hints about a situation that their character can detect due to having a higher mind stat)

  • Power - A measure of a character's overall level of magic! This is necessary for any character using magical attacks. Magical attacks can easily become stronger than a physical attack at first, but longer battles simply don't suit them; their magical power within them and their tool may deplete, and they also may not be able to take hits as well!

Upgrades

Characters are able to use their experience points or ranking in order to get upgrades to their stats or tool powers! Think of this like leveling. The more EXP you get, the more upgrades you can purchase. However, you CANNOT buy ranking upgrades with EXP! That defeats the whole purpose of ranking, you goof.


And, of course, Upgrades apply to things other than powers. They might be used to upgrade your character's house (perhaps add another room?), be allowed to have pets on-base before reaching a needed rank, etc. Think of EXP in these cases as being like having connections with the Knights, and once you use that connection, you can't use it again for awhile!


Available Upgrades

*Upgrades may be temporarily added after missions based on the results of the mission! These items will be marked with a LIMITED! tag.


50xp: Monster Blood - Monster essence is contained within its blood, and has excellent boosting properties. However, while a fine liquid, it tastes like tar, and there's been little testing on long-term effects... When used before a combat, add one point randomly to any stat of your character for the duration of the battle. One-time use only.


60xp: Monster Pill - Completely unlike the drink, this is a... 'purified' version of monster blood. We're not sure what it does yet, but we need people to test it out for us! It's a small pill (in many colors) that you can take with water.


50xp: Health Mix - A avocado-colored (and tasting) liquid drink for consumption on missions that draws on a user's magical energy to heal their body. When ingested, the character gains one HP back. However, taking more than one per mission depletes a character by one power point per every mix taken past one. If a character drops to 0 power as a result, they are, as usual, forced into normal form and cannot use any of their powers but still gain the extra health.


50xp: Power Mix - A thick lavender drink that tastes unusually like an exotic fruit indigenous to Tuvia used to replenish a character's power in a pinch by forcing the body to convert energy into power more rapidly. When ingested, the character gains one Power stat point back (or can exceed their current cap if they are already full). However, taking more than one per mission depletes a character by one HP per every mix taken past one. If a character drops to 0 power as a result, they fall unconscious until regaining health but are not at risk of death. One-time use.


100xp: Reverse Mirror [LIMITED! 2 in stock] - Shaped oddly like a card with arrow-shaped scratches in the center, this item, donated by Abigaile, causes an magical attack that hits it (the owner can simply decide when to use it) to reflect back at the attacker. After reflecting one shot, though, the mirror breaks and becomes unusable. [Credit to JustDrizzling for the idea!]


100xp: Ace-up-the-Sleeve [LIMITED! 2 in stock] - A lucky card donated to the shop by R-D Donnell. When used as an action in combat, the card it handed to or thrown at a target with infallible aim. The target then gains a one-time use buff that allows them to reroll any one dice during the length of the combat!


500xp: Tool Adjustment - The experts at base work with your tool to change or improve one of its functions! Change one of your character's abilities, or, alternatively, change the design your character's magical form (within its theme, of course!) to suit the tool adjustment. Good for large character redesigns (small edits like changing the color of a bag do not require a purchase).


600xp: Early Pet - For those impatient Tuvilites who want to have a pet on base now, you can get a singular (legal) pet of any kind that can stay on base! However, even if you reach a pet-alloted rank after this, no refunds! Pets are also not allowed on missions unless they are multiple days long, and the character who owns them will be responsible for whatever happens to them!


1000xp: House Upgrade - This is a hefty favor to ask for, and often considered disrespectful to ask for if you're low of rank! I once knew a R-C lass who annoyed Ron for a addition to her house (before they both died, I mean) and she ended up getting demoted for it! Think she did get the upgrade eventually, though. Oh, right! This upgrade allows you to add another room (of any size, to an extent) to your house!


ITEM ARCHIVE


100xp: Koda's Feather (LIMITED! SOLD OUT! 0 left) - Koda has kindly contributed some of his feathers to our upgrades list in exchange for a favor (EXP). Wearing one of these glossy feathers adds two points to your agility stat! However, all that moving is sure to shake it off... (usable for one battle)


100xp: Star in a Jar (LIMITED! SOLD OUT! 0 left) - In order to assist some of our large batch of R-Fs, coming in, Celeste has kindly given us some of her stars in special jars! Applying one of these stars to any part of your body will grant you 2 HP over your normal! However, once the character has used up these 2 HP (usually by taking damage), the star loses its power and fall off and is no longer usable. They also are quite hot! A test with these has shown that wherever you apply them they leave a temporary, star-shaped, and lightly glowing brand on your skin! They wear off after about a week. Only one may be used at a time, and they will last either until out of power or until after a mission ends.


100xp: Dragon Scale [LIMITED! SOLD OUT! 0 left] - When Angelica isn't on a mission, she peels off a few scales to save them and help her comrades on missions. These scales have the same properties as they would during a battle: boosting the user's Willpower stat by two points for the duration of one battle. After being used once, the scale is drained of its power and withers like a dead leaf.


100xp: Soup Broth [LIMITED! SOLD OUT! 0 left] - Khonner sometimes ends up making too much of everyone's favorite magical rations on missions and can't exactly just make the leftovers disappear. As such, sometimes he will package the leftovers (which, as far as he knows, don't expire) for purchase on missions. Those who drink the soup or apply it to a person's skin can restore 2 points to their health. Each container holds 3 servings, and benefits can be earned only once per battle.



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