Campfire Vaura Guild Caper — Campfire

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
Synopsis


Two years after the Dark Matter Catastrophe, a new rescue team guild was created by the Ace Ranked Team Oracle, made up of Irene the Mienshao, Bast the Salamence, and Jet the Pangoro. After a year of wavering morale and slow growth, they decided to put out ads for other guilds to assist in helping them grow, requesting experienced guild members to shadow the few teams and critique their work. The idea was for the shadows to get paid for their work and for the guild to grow more due to the involvement of other, more popular guilds.

However, the Treasurer and Resource Archiver — Deborah the Furret — was the one to suggest this, and she had an urgent reason for doing so. She believes that the guild is corrupt, and she doesn’t know who’s involved. As such, she wants to ask outside guild members for help with the secret investigation. If she’s wrong, then the guild would still have the critique of the more experienced guild members, and they won’t know about the claims; if she’s right, then the investigation would need to be secret in order to avoid tipping off the ones involved in the corruption.

Guilds have amassed more and more influence as the global catastrophes have increased in scale and frequency; they are practically seen as reigning government, just under the Legends themselves. A corrupted guild could stain the reputation of all of the legitimate guilds that have given their time, resources, and lives to keeping the planet safe.

Main RP Thread

Rules

1. Follow the Marriland Forum Rules and the Rules of Roleplaying.

2. Please make sure your posts have at least five sentences OR seven lines. Though I would prefer both, I know that some situations will not allow for an extreme level of detail, but it’s important to give other writers something to work with.

3. Writers may have up to three characters (which would be a full rescue team). Please note that, due to the nature of this RP, anyone with multiple characters may have their team completely separated at any time. In cases like these, I would like both characters to have three sentences or four lines each, at minimum.

4. I’m currently looking for anywhere between three and six writers, depending on the number of characters each bring.

5. Please be sure that you can stick with the RP, having at least one post per week. If you believe you’re going to be late with a post, please let me know; repeated offenses will result in the writer being booted from the RP.

6. Please keep all OOC content in the Campfire thread. This includes questions about items, clarification, and the like.

7. Please inform others of any impacting decisions such as a plot twist or new relationship.



Notes


1. This RP will be Pokémon only; there will be no humans-turned-Pokémon allowed. Legendary/Mythical Pokémon and Ultra Beasts are also not allowed for use in this RP.

2. The following Pokémon do not exist in this setting: Genesect, Porygon, Porygon2, Porygon-Z, Type:Null, Silvally, Voltorb, Electrode, Alolan Rattata, Alolan Raticate, Alolan Meowth, Alolan Persian, Castform, Foongus, Amoonguss, and Magearna.

3. Rotom will not have its other forms; but its normal form is stronger than in the main series games; it can still possess electronic devices. It cannot possess Orbs or Rescue Team Badges.

4. Fossil Pokémon are extremely rare, as they only live around areas that deal with time: domains of Celebi and Dialga, previous locations of Time Gears, et cetera. As such, they are restricted from use.

5. Alolan-form Pokémon are known as “Delta Variants”, or just “Delta”. Shiny Pokémon are still referred to as such.

6. Though I will generally give leeway to inventory creation, the rarer items will need to be vetted first: this includes Z-Crystals, Amulet Coins, Itemfinders, and (if not from an official rescue team) Orbs.



Character Profile

Name: What is your character generally called? Any titles, nicknames, or aliases go here. Also, label the name that the character would normally goo by.

Name pronunciation: How do you pronounce your character’s name?

Species: What Pokémon is your character?

Gender: Is your character biologically male, female, or genderless? If your character identifies differently, what do they identify as?

Personality: What is your character like? What does your character do on a normal day? What is your character’s fears and worries? What does your character do when faced with a fight? What brought your character to this job in the first place? Answer these questions and give any other important information here.

Inventory: What items does your character carry with them? What sort of container does your character carry them in? This will need to be kept up with throughout the story.

Accessories: What sort of clothes or trinkets does your character wear? Alterations to existing items can be used, but they must be reviewed by me.

Guild Experience: Are they a part of a guild? If so: which one are they from, what rank are they, and do they have an established team? If not: are they freelancers or police? Additionally, how long have they been working in their field? Were they present during past global calamities, and how much do they remember of them?



Miscellaneous Information
Basic Guild Info (Opens external document)

Baram Guild in the Air Continent, located in Baram Town and lead by Team A.C.T. This guild is loose, with no central headquarters or guild meetings; all of the rescue teams are treated as independent, as that’s what they know. Many of their rescue teams operate from Pokémon Square as well.

Wigglytuff's Guild in the Grass Continent, located in Treasure Town. This guild is close-knit and let by the notorious Wigglytuff. There are few established Rescue Teams, but many of the members are roamers — guild members who join together to form temporary teams depending on the mission.

The Treetop Guild in the Grass Continent, located in Capim Town and lead by Team Razor Wind. Though they’re significantly more formal as guild leaders than the Baram Guild and Wigglytuff’s Guild, they focus on keeping morale up and results high. They’re also slightly more competitive internally, resulting in occasional infighting; but they all care about each other and about their jobs as rescuers. From working with the Baram Guild, Wigglytuff’s Guild, and the Expedition Society, this guild officially introduced the Explorer/Hunter/Researcher class system that most guilds now follow.

The Glamour Guild in the Mist Continent, located in Noe Town and led by Team Charm. Though there was reportedly an independent group keeping the Mist Continent safe, Team Charm decided to move there and offer official guild services. Though they are popular as a team, their guild didn’t gain much traction due to most of the members simply wanting to get close to Team Charm rather than wanting to rescue anyone.

The Expedition Society in the Water Continent, located in Lively Town and led by Ampharos and Mawile. This small group of Pokémon was technically not an official guild until after the Dark Matter Catastrophe, but it was so well-known that they were highly respected even before they applied.

Oasis Guild in the Sand Continent, located in Sahra Town and lead by Xatu. Though this guild is fairly low-key, with Xatu still staring into the sun most of the time, it’s still a powerful force for protection. They are known to be visited by minor legendaries such as Latios, Latias, Hoopa, and Cobalion. Many other guilds visit the Oasis Guild for guidance or information that other guilds struggle to gain.

There are plenty of other smaller guilds, freelancers, and police stations throughout the many continents. Additionally, most guilds have safe houses littered around the continent in which they have jurisdiction, in case of emergencies.
 
Last edited:

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
Item Glossary
They're found practically everywhere, though some prefer different biomes than others. They're potent, but not so fast-acting, taking a few moments to take effect (especially the more powerful ones); however, they're good on the stomach and can fill you up. There are no side effects to these berries, save for a select few (which may cause confusion depending on who eats them). Every berry in the main series games (including the eSeries berries) exist here. https://bulbapedia.bulbagarden.net/wiki/Berry


Cheri, Chesto, Pecha/Drash, Rawst/Yago, Aspear/Pumpkin, Eggant, Persim/Touga, Leppa, Oran: Quickest activation, weakest effect.

Lum, Sitrus: Moderate activation, moderate effect.

Figy, Wiki, Mago, Aguav, Iapapa: Slow activation; healing over time; may cause confusion.

Pomeg, Kelpsy, Qualot, Hondew, Grepa, Tamato: Quick activation, lowers strength/skill, but increases dopamine/happiness.

Occa, Passho, Wacan, Rindo, Yache, Chople, Kebia, Shuca, Coba, Payapa, Tanga, Charti, Kasib, Haban, Colbur, Babiri, Chilan, Roseli: Temporary effect, quick activation; doesn't have to be super-effective.

Liechi, Ganlon, Salac, Petaya, Apicot, Lansat, Micle: Effect increases the more in peril the consumer is.

Starf: Raises all stats equally, but at a lower intensity than the above; effect increases the more in peril the consumer is.

Enigma: Eating just before getting hit with a super-effective attack will drastically increase your physical and special attack strength.

Custap: Consumer gains spacial awareness and is able to detect when attacks are coming in, thus increasing evasion; this effect is stronger the more in peril the consumer is.

Ginema: Restores the body to normal, whether stat changes be positive or negative.

Razz, Bluk, Nanab, Wepear, Pinap, Cornn, Magost, Rabuta, Nomel, Spelon, Pamtre, Watmel, Durin, Belue, Strib, Nutpea, Kuo, Niniku, Topo, Jaboca, Rowap, Kee, Maranga: No notable effect has been documented.

These are small, candy-like substances that are found in nature, generally in bunches. Consumption of any type of gummy slightly increases perception, thinking efficiency, and mood; depending on the color, different types of Pokémon get a slightly more noticeable effect.


They come in the following colors (and the most-affected type will be stated next to them):

Black (Dark), Blue (Water), Brown (Ground), Clear (Ice), Gold (Psychic), Gray (Rock), Green (Bug), Magenta (Fairy), Mint (Grass), Orange (Fighting), Pink (Poison), Purple (Ghost), Red (Fire), Royal Blue (Dragon), Silver (Steel), Sky Blue (Flying), White (Normal), and Yellow (Electric).


Everyone can gain an effect from these gummis, but finding the ones that match your own element results in a more potent effect and a more pleasing taste — there has yet to be someone who can adequately describe the actual flavor of the gummis, whether they like it or not.


Please note: Rapid consumption of gummis may result in sudden weight gain, migraines, temporary blindness, disorientation, nausea, and tummy aches.

Similar to berries, they are found in a large variety of areas in the wild, generally in bunches. However, unlike berries, the aesthetic differences between them are much more difficult to notice, especially among the common ones; telling them apart is tricky even to a trained eye. Additionally, the effects are a bit more potent than berries, and the effects are immediate.


Allure Seeds: Causes hallucinations after consumption; lasts anywhere from 5 minutes to an hour.

Ban Seeds: Temporarily blocks the elemental energy used by the consumer's most-recently used attack, preventing any move from that type from being used.

Blast Seeds: Reacts to the saliva in the consumer's mouth and causes an explosive reaction capable of causing the consumer to spit fire; also coats the inside of the mouth with a powerful flame-******ant fluid, preventing the consumer from getting burned themself.

Blinker Seeds: Temporarily shuts down the part of the brain that processes light through the eyes, effectively blinding the consumer.

Decoy Seeds: Causes infatuation to the first compatible Pokémon seen after consumption.

Eyedrop Seeds: Temporarily increases the sharpness of the consumer's vision, allowing them to see farther and more clearly; increases accuracy and sensitivity to light.

Heal Seeds: Alleviates the symptoms of any ailment temporarily; somewhat rare.

Hunger Seed: Increases the body's metabolism, causing the consumer to become hungry much quicker,

Plain Seeds: Has a bitter aftertaste but otherwise does nothing.

Quick Seeds: Flares up the consumer’s neurons, increases their speed and agility temporarily.

Sleep Seeds: Causes the consumer to fall asleep on the spot.

Stun Seeds: Causes the consumer's muscles to lock up temporarily, preventing movement.

Vile Seeds: Flares up the consumer's nerves, making them significantly more susceptible to damage of any kind; somewhat rare.

Violent Seeds: Flares up the consumer's muscles and elemental aura, making their attacks much stronger; somewhat rare.

Generally bought from a café or from a dedicated vender, drinks are a liquid form of… well, you should know what a drink is. These drinks, however, have more or a potent effect on the body than most, though.


Adrenaline: Riles the consumer up and increases attack power by two stages, but also temporarily confuses the consumer

Calcium: Increases the consumer’s affinity and power of special-based attacks

Carbos: Increases the consumer’s muscle control, raising their movement speed and agility

Elixir: Revitalizes the consumer’s mind and body, allowing them to use attacks when they were too tired to

Ginseng: Increases learning capabilities, temporarily boosting the speed of skill mastery

Iron: Increases the consumer’s muscle density, raising their defensive capabilities

Potassium: Calms the consumer and increases the ability to land critical attacks

Protein: Increases the consumer’s muscle strength, raising their physical attack power

Revitalizer: Increases the consumer’s natural regenerative abilities, causing them to gradually heal from damage more quickly

Zinc: Increases the consumer’s elemental resilience, raising their defense against special-based attacks


Other drinks may be created, but they do not have an inherent effect by themselves — examples are water, tea, lemonade, and hot chocolate. Berry juice has a diluted effect based on the berries mixed within.

These are items in which you consume for the sake of battle in a situation that is too specific to be in any of the other categories.


Ability Capsule: If your species is capable of learning two abilities naturally, this temporarily changes your ability to be the second; hidden abilities cannot be gained or lost this way

Power Herb: If using an attack that requires a significant amount of time to charge, this herb increases your reception to energy, allowing you to instantly charge to full power

Terrain Seeds: Normally does the same as a plain seed. However, depending on the terrain, it increases resilience: Electric Seeds (for Electric Terrain) and Grassy Seeds (for Grassy Terrain) increase physical defense; Misty Seeds (for Misty Terrain) and Psychic Seeds (for Psychic Terrain) increases special defense.

Every adventurer worth their salt knows the importance of bring hearty food on any mission. Most don’t do much outside of filling your stomach, but they’re all beneficial for any adventure.


Standard food: Apples, Bananas, Chestnut, Honey, Poffin

Rare foods: Perfect Apples, Golden Bananas

Food that increases skill growth: Four-Leaf Cookie, Rare Candy, Sweet Chocolate

Foods with natural healing properties: Lava Cookie, Malasada, Old Gateau, Rage Candy Bar

Note: Food items, Berries, and Gummis can turn into Grimy Food over time, which eliminates the benefits and, if consumed, will cause poison, paralysis, and possibly a burn; however, they’re also quite filling. Poison types are immune to the negative effects of Grimy Food.

There powerful elemental crystals form deep in caverns, dungeons, and quarries. When using an attack while holding a gem, the gem will unleash its stored energy into the holder’s body and intensify the effect of the attack; the gem will then shatter into dust. The more gems held at once, the stronger the move will be – all of the used gems will shatter. Be wary: overloading yourself on the gem’s energy can harm you, or worse.

For those who unwilling or unable to rely on attacks or physical strength, projectile items are the way to go. They allow you to deal damage from afar, simple as that. Most of them shatter or burst when they hit their target.

Some common projectiles are as follows: Cacnea Spike, Corsola Twig, Geo Pebble, Gold Fang, Gold Thorn, Golden Spike, Gravelerock, Iron Spike, Iron Thorn, Silver Spike, and Wooden Spike. Other items can be used as projectiles, but they will most likely not be found within shops.

These are small decorated sticks that are imbued with power that rival natural attacks, requiring no energy from the user. Perfect for when you’re in a pinch, or if you need a quick solution to a problem that punching won’t solve. However, they are sticks. They can break fairly easily, and some are capable of breaking under the strain of their own power.


Blast Wand: Creates a small explosion about two meters (6.5 feet) away from where the user points the wand. Powerful but extremely volatile and capable of catastrophically backfiring if used too often.

Cleanse Wand: Summons an energy that purifies tainted food, sanitizes inanimate objects, and can even clean the body to a certain point. Has a limit to the amount of grime it can remove from the targeted object; forcing past the limit will break the wand.

Guiding Wand: After tapping something with this wand, activating it will cause it to glow with light when pointed in the direction of said item. The pairing fades when the target is tapped again, or when the target gets too far away from the wand. You can safely pair three targets with one wand; more will strain the wand into malfunctioning, especially if all of the targets are close to it.

Silence Wand: A strange energy temporarily blocks the target’s mouth from opening, preventing speech, the ability to eat or drink, and the capability of utilizing attacks that require the mouth. Must remain pointed at target.

Snatch Wand: While this wand is activated, any stat-boosting move used around it will be sapped up and injected into the user. Only use in short bursts, as extended activation will shatter the wand.

Switcher Wand: Activating this wand will shoot out a barely-visible shot of energy that, if it comes in contact with another Pokémon, will teleport both the user and the target; both will switch places.

Totter Wand: Pointing this wand at someone will cause debilitating dizziness and confusion, possibly nausea.

Whirlwind Wand: Activating this wand will summon a powerful burst of wind that is capable of knocking your opponent off of their feet and send them flying. Extensive use will shatter the wand.

These small glass-like orbs come standard for every Rescue Team guildmember, no matter where the guild is. These orbs have quite a bit of utility, though many of them need time to recharge once used; they will recharge naturally over time in proximity to a Rescue Team Badge, but a charging station will quadruple the charging rate. They can shatter if put under enough force, and they will explode if they do ever shatter; some will discharge their stored energy and affect the surrounding area.


Blizzard Orb: Summons a haze of energy that condenses into heavy clouds that drop hail over a small area; brings the benefits and hazards of actual hail. Takes four hours to recharge and holds one charge at a time. This orb’s effectiveness lessons in natural weather conditions. Shattering this orb freezes whatever’s closest to it.

Deposit Orb: After pairing this orb with a deposit box, you can use this orb to instantly warp small items into the box. Has enough power to warp items globally, but it cannot warp anything larger than a Charjabug; also has a built-in limiter preventing Pokémon from being transported this way. Shattering this orb immediately breaks the link with the deposit box as a failsafe.

Drought Orb: Summons an orb of energy that rises and simulates intense sunlight in brightness and heat; brings the benefits and hazards of actual intense sunlight. Takes four hours to recharge and holds one charge at a time. This orb’s effectiveness lessons in natural weather conditions. Shattering this orb burns whatever’s closest to it.

Duster Orb: Summons a puff of energy that intensifies, gathering up sand and dust particles to create a sandstorm that’s contained in a small area; brings the benefits and hazards of actual sandstorms. Takes four hours to recharge and holds one charge at a time. This orb’s effectiveness lessons in natural weather conditions. Shattering this orb violently pushes whatever’s closest to it.

Flame Orb: A portable heat source that can be used in areas otherwise not safe for an open flame; directly touching it will result in a burn, however. Shattering this orb will cause the surrounding area to spontaneously combust.

Invisify Orb: Anyone touching this orb will gain an active camouflage, making detection extremely difficult. Rapid movement will cause the orb to struggle to keep the camouflage accurate, and the orb will not negate sounds, smells, et cetera. A single charge lasts for around half an hour. Takes two hours to recharge and holds one charge at a time. Shattering this orb will cause random objects around it to turn invisible until the energy dissipates.

Life Orb: Hold this orb and focus energy into it; the more energy that passes through the orb, the stronger your next attack will be. However, the energy comes at the cost of your vitality, lowering your endurance; even the smallest use will hurt. If you try to give more energy than you have, then you will pass out before you can use the attack. Shattering this orb releases the energy in an explosion, then immediately sucks in the explosive energy into a tiny black hole that quickly collapses on itself.

Luminous Orb: Immediately engulfs the area in a brilliant light, blinding those who happen to be looking in its direction. Holds two charges; takes an hour to restore one charge. Shattering this orb will release any and all charges in a violent flash-bang; this is sure to harm someone’s eyes and ears, most likely your own.

Nullify Orb: Summons a field in which the effects of orbs and wands are negated. Though the field is temporary, it can be reinstated for as long as the orb has charge. Holds five charges, and takes two hours to refill one charge. Shattering this orb does nothing, as it nullifies itself.

Petrify Orb: Summons a field in which everyone’s muscles lock up, unless they are holding the orb (or touching the orb-holder). The effect lasts until you are out of the field. Moving is not impossible, but it is painful — even if moving via telekinesis. The field automatically disappears if no one is holding the orb or after 40 seconds. Shattering this orb causes an ever-expanding field to form, causing everyone in it to petrify until the field is too large for the energy to affect anyone (generally, this happens once the field has three times the diameter as normal).

Protect Orb: Summons a spherical protective barrier that surrounds the orb holder and those around him; direct attacks will not be able to get through. However, the barrier can be obstructed; certain attacks can also break the barrier (based on power) or circumvent the barrier (based on energy type). Requires 30 minutes to recharge, and holds one charge. Shattering this orb causes the shield to form at a single point and rapidly expand, pushing everyone and everything away until the energy dissipates.

Scanner Orb: Fires a series of pulses that maps the surrounding area, then interfaces with the Rescue Team Badge to visualize the surrounding area. These pulses are generally imperceptible, but Pokémon who rely on electromagnetism or echolocation to see tend to notice them easily. Shattering this orb will result in a large sound pulse being released, loud enough to damage eardrums.

Shower Orb: Summons a mist of energy that condenses into heavy clouds that pour dense rain over a small area; brings the benefits and hazards of actual rainfall. Takes four hours to recharge and holds one charge at a time. This orb’s effectiveness lessons in natural weather conditions. Shattering this orb will release a dense mist that will linger for a few minutes; everything within the mist will become soaked.

Toxic Orb: Absorbs toxins in the air within its proximity; touching it will cause its aura of effect to envelop whoever touches it, causing the toxins to gravitate to them and badly poisoning them. Can eventually turn grimy food into edible food, but will not restore said food’s effect. Shattering this orb will release a noxious smoke cloud that is potent enough to melt most plants and flesh.

Warp Orb: When used on its own, it will teleport the user to a random place in a 1000 meter (3280 foot) radius. When paired with a Rescue Team Badge, this Orb can link up with other Warp Orbs and teleport the user directly to it. The farther the distance, the more energy is required; a single full charge can transport one Pokémon 10,000 meters, but a higher number of passengers divides the possible distance. Takes four hours to fully charge from empty (125 meters every three minutes). Shattering this orb will cause objects to randomly warp around within the 1000 meter radius until the energy runs out; even if the number of transportable objects run out, the energy will remain and will teleport whatever new object comes in contact with its teleportation field.

The best adventurers are not only well-equipped to deal with every situation that comes their way, but they also look stylish while on their journeys. That’s why these fashionable wearable items are so popular to the populous; the added benefits imbued in the clothes help a bit as well. Though the effects are often overshadowed by other items, that little boost might very well be enough of a difference between a successful expedition and finding yourself knocked-out in the middle of a mysterious forest.


Assault Vest: A cushioned vest that slightly softens the impact of special-based attacks as well as explosions.

Blue Scarf: A blue scarf that makes the wearer appear slightly more beautiful.

Choice Band: If the wearer repeatedly uses the same move, their physical strength increases slightly (up to 10%); using a different move breaks the user’s concentration and resets this boost.

Choice Ribbon: If the wearer repeatedly uses the same move, their ability to deal critical strikes increases slightly (up to 10%); using a different move breaks the user’s concentration and resets this boost.

Choice Scarf: If the wearer repeatedly uses the same move, their speed and agility increase slightly (up to 10%); using a different move breaks the user’s concentration and resets this boost.

Choice Specs: If the wearer repeatedly uses the same move, their elemental mastery and special-based strength increases slightly (up to 10%); using a different move breaks the user’s concentration and resets this boost.

Detect Band: The wearer is able to focus more, allowing them to dodge incoming attacks more often.

Focus Band: The wearer is able to focus so much that attacks that would normally knock them out might not do so; further damage lowers the chance of this item working, and significant damage will bypass it.

Gold Ribbon: A golden ribbon that makes the wearer look rich; extremely expensive.

Gold Scope: This scope is tinted in such a way that lets the wearer more easily spot the sparkle of gold, especially gold bars. Be wary: Many ne'er do wells began coating their traps with substances with a similar sheen to gold in order to trap and steel from those who wish to become rich.

Green Scarf: A green scarf that makes the wearer appear slightly more clever.

Heal Ribbon: The wearer’s metabolism is slightly increased, causing their belly to deplete more quickly; this, in turn, slightly increases the wearer’s natural regeneration rate.

Insomniscope: This scope stimulates the brain, making sleep much more difficult for the wearer.

Joy Ribbon: Allows the wearer to learn slightly faster, making their training about 5% more efficient.

Lockon Specs: Allows the wearer to aim at a distance, helping them become more accurate with projectile items and weapons; when locked on, however, close combat becomes more difficult.

Lucky Ribbon: Allows the wearer to be slightly more in-tune with their instincts, allowing them to deflect attacks that would otherwise be critical strikes; their dodging ability isn’t increased, but they do have more of a defense against critical strikes.

Pecha Scarf: This scarf stimulates the wearer’s immune system, making them less susceptible to poison.

Persim Band: This band stimulates the mind, making them less susceptible to unnatural confusion.

Pink Scarf: A pink scarf that makes the wearer appear slightly cuter.

Power Band: This band increases the wearer’s physical strength and striking power by around 3%.

Protective Pads: Prevents the wearer from taking damage from spiked objects, Flame Orbs, and abilities that activate on contact.

Red Scarf: A red scarf that makes the wearer appear slightly cooler.

Safety Goggles: Prevents the wearer from being affected by damaging weather, powders, spores, and sand.

Sneak Scarf: Surrounds the wearer in a faint aura that quiets their movement, allowing them to sneak past most sleeping foes.

Special Band: This band increases the wearer’s their elemental mastery and special-based strength by around 3%.

Stamina Band: Reduces the wearers metabolism slightly, keeping them full for longer; as a result, the wearer’s natural regeneration also slows.

X-Ray Specs: Gives the wearer the ability to see through thinner walls or floors, allowing for the detection of traps or treasures; can be extremely disorienting at times.

Y-Ray Specs: Looks like the X-Ray Specs, but they completely block vision.

Yellow Scarf: A yellow scarf that makes the wearer appear slightly tougher.

Often tied to a string and hung around the neck, these small items are useful in many situations, even outside of exploration.


Amulet Coin: Many shopkeepers recognize this coin as a VIP pass, granting whoever owns it a discount at most marketplaces; this generally does not stack with the Rescue Team discounts, but that’s at the merchant’s discretion.

Cleanse Tag: Whatever this tag is attached to is said to be cleansed of all evil spirits and protected from harm; most merchants view this as a novelty item, but many customers claim that it works.

Eviolite: Holding this strange material while being enveloped with evolution energy will charge the stone, canceling the evolution but bonding with the holder; the holder will then be enveloped with a powerful energy that, when the holder is under stress, increases physical and elemental defenses drastically. It can only bond with one Pokémon at a time, and evolving will shatter the bond.

Float Stone: Holding this stone envelops the user in a faint energy that causes them to weigh less.

Iron Ball: It’s a heavy sphere made of iron.

Itemfinder: For those who do not have Rescue Team Badger, this can be used to interface with a Scanner Orb in order to find items.

Light Clay: A natural clay-like substance that can be molded into different shapes; using screen-based moves while in proximity of this clay will intensify the power and duration of those screens; this will not work Orbs.

Shell Bell: The ring of this bell stimulates the bodies of everyone able to hear it, slightly increasing the listener’s metabolism and speeding up their natural recovery.

Soothe Bell: The ring of this bell stimulates the minds and spirits of everyone able to hear it, raising morale and increasing the chances of happiness.

Burn these oils in their designated holders, and they will imbue the user’s body with powerful benefits. These benefits take a long time to take effect, and the effects are temporary, but the resulting boost is powerful enough to rival some legendary artifacts. Using them too often or attempting to combine them, however, may result in sickness. Containers can hold around two hours’ worth of incense. Oils can be burned without an incense holder, but their effects are diluted to the point of nullification. Consuming incense oils will only upset the stomach.


Boost Incense: After around ten minutes of exposure to this incense, the user’s body will temporarily become more powerful in every way, offensively and defensively. However, after the effect wears off, the damage taken will impact the body.

Full Incense: After around five minutes of exposure to this incense, the user’s body will believe that it is full, allowing for a lengthier amount of time without food. This should not be used to replace eating.

Lax Incense: After around twelve minutes of exposure to this incense, the user’s body relaxes and the mind goes into a state of flow, allowing the user to more easily dodge attacks with little effort.

Luck Incense: After around seven minutes of exposure to this incense, the user’s luck seems to increase, with good fortune apparently being drawn to them. Many doctors believe this is purely placebo as there doesn’t seem to be any physical changes to the body; other scientists are still looking into this.

Odd Incense: After around three minutes of exposure to this incense, the user’s mind warps, and their vision becomes wobbly as if the world is melting. After around eight minutes, the user may begin experiencing hallucinations. This incense is often used to bring about visions and to help focus thoughts in a roundabout way.

Pure Incense: After around fifteen minutes of exposure to this incense, the user’s body will heal the symptoms of most ailments.

These are utility items that are extremely useful but are not able to be placed in any of the other categories.


Energy Patch: When placed on the skin, this item infuses berserker strength into the user; physical strength, elemental affinity, and natural speed all increase, but defenses and accuracy lowers. Using this patch also prevents the user from sleeping. The patch’s effects last around ten minutes.

Escape Rope: This tightly-woven rope is often used to aid in escapes (hence its name), but it can be used for anything that a rope is used for. It can come in any length and various thickness.

Smoke Ball: Throw one of these at the ground, and it will burst open and spew out dark smoke to the surrounding area, concealing movement. The smoke expands rapidly, easily filling a small non-ventilated room.
 
Last edited:

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
Item Glossary (cont.)
These extraordinarily rare crystals are made from a similar material as the elemental gems, but they’re refined in such a way that makes them more powerful and much more difficult to shatter as their more common counterparts. After the user focuses their energy through the crystal, their elemental attack becomes supercharged and transforms into a much more explosive Z-Move. Some Pokémon use a ritual — such as a dance — to make the energy transfer easier. As a trade-off for their full-force power, using a Z-Crystal has a few major drawbacks: the user’s access to that particular element of attacks will invariably become fractured, either reducing the user’s power in those moves or completely preventing their use, depending on the amount of energy given; if a particularly high amount of energy is given, then the user’s ability to summon any elemental energy may be disrupted for a few moments. Such a disruption may last for a few minutes to a few hours; depending on the power expended, it could last up to a couple of days. Using multiple crystals at once will tear the user appart.


Buginium Z: Savage Spin-Out

Darkinium Z: Black Hole Eclipse

Dragonium Z: Devastating Drake

Electrium Z: Gigavolt Havoc

Fairium Z: Magical Mayhem

Fightinium Z: All-Out Pummeling

Firium Z: Inferno Overdrive

Flyinium Z: Supersonic Skystrike

Ghostium Z: Never-Ending Nightmare

Grassium Z: Bloom Doom

Groundium Z: Tectonic Rage

Icium Z: Subzero Slammer

Normalium Z: Breakneck Blitz

Poisonium Z: Acid Downpour

Psychium Z: Shattered Psyche

Rockium Z: Continental Crush

Steelium Z: Corkscrew Crash

Waterium Z: Hydro Vortex

Legendary Pokémon are known to possess a powerful aura that drastically increases their power in battle as well as negate the effects of certain attacks and items. After four instances where legendary Pokémon went rogue (to devastating effect), the legendary Pokémon (some say it was Arceus himself) joined forces with many Rescue Team Researchers and other scientists to create relics to more effectively combat this aura, in case a legendary Pokémon goes rogue in the future. Legends state that there may be more relics outside of the two listed here, but no one knows what they do nor what they look like.


Silver Bangle: This wearable relic exudes a power that completely reverses the effect of the flared aura, weakening the legendary Pokémon and equalizing the battlefield. Even though the aura is reversed, legendary Pokémon are still naturally powerful; those who are aware of the Silver Bangle’s existence can shed their aura and fight normally, leaving them open to items but allowing their natural power to carry them through the fight. According to legend, only five of these exists in the world — one per region, and one held by Arceus himself.

Space Globe: A strange relic that looks like an overly-ornate Orb. Having one in hand will grant the user a powerful aura that rivals the legends’. With it, strength, speed, endurance, and vitality are significantly increased; however, natural regeneration slows to a crawl, and releasing the aura will cause all of the accumulated exhaustion to crash onto the user at once. This is inevitable due to how the body reacts to such immense strength.
 

Dizzy

Happy Home Showcaser
Join Date
Nov 4, 2018
Posts
163
AKA
Rowlix
Gender
Male
Time Zone
CST
Name: Evan the Field Medic

Name pronunciation: Eh-vin

Species: Togekiss

Gender: Male

Personality: Bubbly and charming, Evan brings sunshine in an otherwise bleak situation. Responsible for tending to wounded guild members in the field and occasionally assisting with reconnaissance, Evan loves to crack jokes and think of puns while on the job. While this makes him seem aloof and lazy, he does not hesitate when assisting a guild member, always feeling responsible for getting every guild member home safe. Generally tending to avoid fights, rarely has he ever used any form of self-defense if it wasn't for the sake of a friend. Growing up in a family of racers, Evan found himself as the black sheep, tending to his siblings flying wounds rather than competing himself. When he heard the Glamour Guild was offering their services, he jumped at the chance to use his skills to assist more people.

Inventory: Evan carries the following in a satchel with the strap worn over his wing-shoulder and across his torso, the bag resting at his side most of the time.
Heal Ribbon, Protect Orb (Guild-Issued), Apple (x3), Soothe Bell, Shell Bell, Oran Berry (x7), Sitrus Berry (x3), Heal Seed, Revitalizer (x3)

Accessories: Evan wears a satchel in which he carries most of his medical items and a Blue Scarf. He also wears his Rescue Team Badge pinned on his chest.

Guild Experience: Evan is part of the Glamour Guild, acting as their Field Medic. Because he is a Field Medic, he is team-fluid and assists any team he is assigned to. He is of Diamond Rank, allowing for access to the medical wing. While he remembers none of the past calamities, he is known in the Glamour Guild for being a scholar of the various calamities, scrutinizing them and searching for knowledge.
 
Last edited:

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
Name: Evan the Field Medic
This seems like an interesting character, and I'll say it's approved! You can definitely have at least a few more items, though.
 

Moxie

Veteran Ditz
Rainbow Rocket Grunt
Join Date
Nov 2, 2018
Posts
800
AKA
Daam
Gender
Male
Name: Torin the Scout

Name pronunciation: Toe-Rin

Species: Breloom

Gender: Male

Personality: Selectively isolating himself from groups and an easily frustrated demeanor are the two main traits that define Torin. Past experiences with guilds has made him extremely cautious around others that seem to have positive intentions for no easily apparent reason. Having been part of many teams and groups, he tends to be very efficient in scouting dungeons, due to not dabbling in small talk or anything that does not result in completing the mission. He has a soft side for strong scents, his Shroomish roots making him subconsciously a fan of them, potentially distracting him whether he would like it or not, which is an embarrassing topic to him when brought up.

On a daily basis he tends to go through his inventory and keeps his ear open for any potential missions that might be being spread around. Liking to keep to himself for the most part. His most apparent fear is of seeming weak to his fellow team members due to a traumatic experience of him being groomed to be a Breloom, forcefully being separated from a peaceful life of a Shroomish. Seeming strong is the only thing he has to show otherwise he wouldn't know how to live with himself as a Breloom.

Torin loves fights to prove his strength to his others rather than actively bragging. Being beaten ends up cutting deep into his rather large ego, ending up with him training excessively. Unnecessary brawls to prove strength are what got him kicked out of two guilds, his ego still persisting throughout it all, but he is actively trying to keep it on a low while at his current guild.

Torin feels like he was brought up to be a fighter so he felt like being an adventurer would be the best way to learn how to improve his fighting style while also learning more about the world which was a goal he had as a young Shroomish. He tries to deny that he loves travelling even though it is very apparent whenever his team ever goes to a more tropical place or one that is drastically different from his usual surroundings. He has contemplated whether he should be independent, but tends to think that he would get to travel further and get to prove his strength to others more easily in a team.

Inventory: Due to being rather prideful when it comes to fighting, Torin does not carry much besides berries and food
Sitrus Berries (x10), Lum Berries (x5), Apples (x3), Power Herb

Accessories: Torin carries a small pouch of berries around his neck, a small red ribbon that is tied around his tail as a sort of a decoration one of his old friends had tied onto his tail to make him look cute. Even after leaving the guild he kept the accessory with him for a form of emotional attachment

Guild Experience: He is currently a part of the Baram guild, the independent nature of the guild having suited him a lot more than the other guilds he used to be in. He is currently a Gold rank due to his persistence and number of missions completed in a short period of time. He is currently without a team due to having gotten into a fight with a Mawile that was in his earlier team. Torin does not have any knowledge of the past global calamities and does not have any particular desire to learn more about it even though he was present during them.
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
Name: Torin the Scout
This is quite an interesting character, definitely. However, I need to ask this question: Why would this Breloom sign up to shadow an up-and-coming guild if he prefers to be independent, and why would a guild accept him for such a pivotal role if he's been kicked out of two other guilds already?
 

Moxie

Veteran Ditz
Rainbow Rocket Grunt
Join Date
Nov 2, 2018
Posts
800
AKA
Daam
Gender
Male
I did assume the up and coming guild was already a bit short handed and Torin is pretty efficient by how I pictured him, so I assumed they just risked it for hopeful results. Torin has more of a tendency to want as much work as possible since when left to his thoughts he tends to be pretty unstable which I lightly touched on in personality, but didn't want to expand too much on. So being independent really isn't very good for missions since usually teams are hired and people assume that more people allows for better results so he gets more of a chance to do varying missions by being in teams, so he begrudgingly along with it. And possibly to find a chance to feed his odd ego problem
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
I did assume the up and coming guild was already a bit short handed
It's less the number of members and more trying to figure out how they can make the guild more efficient. The fact that he was kicked out of two guilds would most likely be information that's traveled to the other guilds, even if he's managed to join a separate one; such a warning wouldn't bring much confidence in him to help build this new guild up. Being a great explorer and rescuer doesn't necessarily make for a good critic either, which is a problem that they guild itself needs fixed, hence offering the job for shadows.

This is why I ask about why Torin would willingly sign up for a job shadowing a guild for the purpose of critiquing them. As I said, Torin seems like an interesting character, but he currently doesn't seem like someone with a reason to register for such a job despite the fact that he always keeps his eyes open for missions. Would he be able to teach those who think they know what they're doing, and would he be willing to? Those two questions are the most important to answer right now.
 

Moxie

Veteran Ditz
Rainbow Rocket Grunt
Join Date
Nov 2, 2018
Posts
800
AKA
Daam
Gender
Male
Well I guess it would be pretty bad reputation, but I would think if nothing else he would be able to keep the teams he was shadowing safe. So wouldn’t experience be directly proportional to his ability to critique in the broad sense. It goes hand in hand I would think. To some extent I would say he has a great understanding of dungeons from all the exploring he has done so if you disregarded his reputation he would seem like an ideal choice. Of course there would be red flags and such if he does things that are not appropriate, but Torin has also been recently trying to keep his toe in line so a risk for such experience seems like it would be a decent enough trade off

Torin initially doesn’t seem like the type to want to critique others as he tends to isolate himself from people in order to serve for the mission but I kind of instilled a bit of a personal constraint against him. I mentioned he had a complex about being groomed to be a fighter when he was a shroomish which turned him a bit bitter. He might see this as an oppurtunity to properly train others in a way he wasn’t. It will probably be hard for him to not get frustrated when trying to teach them what they need to know, but I believe his strong personality would be able to get through to most of them who think they know what they’re doing using practical examples of situations he might have found himself in the past and he did convince himself into doing this as a response to how he was raised, so even if frustrated he would at least want to give it a try. I didn’t really know where to fit this since it didn’t seem to fit well in the personality section
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
He might see this as an oppurtunity to properly train others in a way he wasn’t. It will probably be hard for him to not get frustrated when trying to teach them what they need to know, but I believe his strong personality would be able to get through to most of them who think they know what they’re doing using practical examples of situations he might have found himself in the past and he did convince himself into doing this as a response to how he was raised, so even if frustrated he would at least want to give it a try.
This. This right here is what I wanted. This is an excellent reason for Torin to sign up for a job like this. I'd love to have him join in. So with this, Torin is accepted.

As for where it'd be put in the profile,
Personality: What is your character like? What does your character do on a normal day? What is your character’s fears and worries? What does your character do when faced with a fight? What brought your character to this job in the first place? Answer these questions and give any other important information here.
It'd be answering the question I've bolded in the quote, so it'd go here.

On another note, you can also add a few more items into your inventory if you'd like.
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
I'm still looking for at least one more writer. And remember, you can bring in more than one character if you so wish. I don't want to restrict you to just one character if you think you can handle it. Plus, using more characters might be able to keep the story moving forward.
 

Godot

Coffee Drinkin' College Student
Rainbow Rocket Grunt
Join Date
Nov 15, 2018
Posts
3,344
Location
Texas
AKA
Connor
Gender
Male
Time Zone
Central Time
Name: Claudius "Claud" The Follower

Name pronunciation: Clawed-E-Us (Nickname is pronounced Clawed)

Species: Leafeon

Gender: Male.

Personality: Socially active, Claudius likes to know exactly who he's working with at any given time. Every so often he'll crack jokes, usually at his own expense, to liven the mood. He tends to think that if he's not making folks happy or helping to the full extent that he can, then he's useless. Above all else, Claudius values loyalty and dedication to the unit as a whole. This is exemplified in his tendency to wander around offering assistance to anyone that he thinks needs it. In combat training, he tends to await orders from those that can read the situation better. In times of emergency, his basic instincts are to stay toward the front, in case he has to defend someone. In interactions with his sister Octavia, he's always the voice of reason.

Inventory: Claudius does not carry much on him, primarily food and berries.
Sitrus Berries x2, Apples x 10, Rawst berries x 3.

Accessories: Claudius is instantly recognizable by his safety goggles, which he painted blue, and the protective pads he almost never removes. He wears a soothe bell around his neck for good luck, Octavia hasn't complained about it yet.

Guild Experience: While not part of a guild quiet yet, Claudius has been freelancing for a couple months now. He desperately wants to join a guild, but Octavia always insists that she'll sign the applications when she's found a guild that's suitable. He never did understand what his sister meant by suitable. In his experience with this line of work, it's all been simple stuff so far. Retrieve this item, bring X item to me, and so forth. He keeps expressing interest in doing other types of jobs, but it's the best he can do at the moment. If he took any of the better jobs, he'd be depriving a more experienced team of it and, by extension, in over his head.

Character 2

Name: Octavia The Leader

Name pronunciation: Ok-Tav-E-Uh.

Species: Espeon

Gender: Female.

Personality: Being the oldest twin (by a margin of one minute), Octavia's less casual and laid back than her brother. On a standard given day of the week, she's liable to run through all the possibilities and determine what supplies they have and what they'll need. Her biggest fear is that she can't protect her brother from the dangers she knows he'll run headlong into. She does playfully insult and pester Claudius on a daily basis, feeling that it doesn't hurt to let her guard down slightly. In combat situations, she's usually the first to leap in front of the enemy, taking damage for the sake of protecting her brother. She rarely smiles, but if one were to get a glimpse at her eyes they could tell she cares.

Inventory: Octavia keeps her things in a satchel. These things are limited to food, berries, and a couple utility items
Sitrus x 4, Apples x 5, Oran x 5, escape rope x 2, and two smoke balls just in case.

Accessories: Octavia wears a blue scarf and a choice ribbon. On a string around her neck dangles a shell bell.

Guild Experience: Octavia has been freelance for roughly two, maybe three, months now. While she's painfully aware that Claudius is getting bored of it, she knows that it's necessary to start small and work your way up. She had heard about the calamities, but unfortunately had been incapable of doing anything about them or even being able to get anywhere close to them. Far as she was concerned, that stuff was for big time rescue teams not twin duos just getting started. She was in charge of finding the jobs, making sure that Claudius would be able to do them, and keeping track of the items necessary. But she knew this couldn't keep up, they needed to join a guild soon but she still couldn't make up her mind. She'd told Claudius that she was looking for a guild that was "suitable" by which she meant that this was all very confusing and she didn't know what to do.
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
If he took any of the better jobs, he'd be depriving a more experienced team of it and, by extension, in over his head.
Claudius has been freelancing for a couple months now.
Octavia has been freelance for roughly two, maybe three, months now.
These make me wonder why they would take a job for shadowing a guild that's existed for nearly a year in order to critique them. One of the questions I asked in the character profile template was "What brought your character to this job in the first place?" The above quotes all seem like reasons why they wouldn't take the job. Could you please walk me through why your characters would take this sort of job?
 

Godot

Coffee Drinkin' College Student
Rainbow Rocket Grunt
Join Date
Nov 15, 2018
Posts
3,344
Location
Texas
AKA
Connor
Gender
Male
Time Zone
Central Time
The reason they'd be looking into joining a guild is that, at least in Claudius's case he doesn't feel he can do as much to help out as a freelancer. Octavia, wanting to support her brother's dreams, has been looking for a more stable way of achieving them. By taking a job shadowing a guild, Octavia thinks that there might be a better chance of joining up and finding individuals that might share Claud's goal of helping as many people as possible. Claud hasn't actively taken any of the more demanding jobs, due to a feeling that he wouldn't be able to help the more desperate clients to the same extent that he could if he were part of a rescue team, or even a guild. Octavia sees the potential jobs (and shelter) that being in a guild offers would be better than basically being wandering good Samaritans. The twins have been orphaned from a young age, and left without permanent shelter, they try to help out where they can as they constantly move toward whatever town they wind up in next. But this life on the streets with relatively few supplies, which they spend most of their reward money on anyway, is not what either would call sustainable.
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
So it's more a way (or excuse) to join a guild—a method of wiggling their way into official membership rather than actually trying to fulfil the job? I'm not sure a few months of freelancing would be enough to be able to understand how things should work. How would they be able to convince someone to let them take the job despite having so little experience, especially considering how they "actively taken any of the more demanding jobs"? The guild is already full of those who want to do good; what could these two do to justify the guild letting them take the job with so little actual experience?
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
I'm still looking for a few characters and at least one more writer for this campaign to start. If you have any interest, please let me know. If you have any questions, feel free to ask them!
 

Vonun

Tattoo Artist
Join Date
Nov 7, 2018
Posts
59
Location
Johto
AKA
Vonny
Gender
Female
Time Zone
Time is an illusion
Name: Syrus The Hunter

Name pronunciation: Sigh-Rus

Species: Weavile

Gender: Male

Personality: You can say Syrus has a few personalities when it comes to certain situations. Normally he is a caring Pokemon who looks out for the well being of others. You can count on Syrus for help, or if you just need someone to be there for you. Syrus is one of the most dependable Pokemon you will meet and he will always get the job done. Otherwise, if Syrus is on a mission or has a job to do, he becomes way too serious and sometimes morbid. He doesn't seem like the happy and caring Pokemon others have come to love.
On a normal day, Syrus will never stop training. He trains physically and mentally. When Syrus trains physically, he practices new moves and techniques on trees and other non-living things. Sometimes Syrus gets made fun of by others because he would be caught meditating in a tree. Meditation keeps his mind clear and helps all his worries float away. Syrus loves to meditate, since he knows being stressed will only bring him down.
Syrus always worries about the missions that he endures, since he never wants to fail anyone. He fears for the safety of those around him and what would happen to them if they weren't protected. Syrus also is deathly afraid of fire. When Syrus is faced with a brawl, he changes into a serious and frightening Pokemon. He looks at every fight like it is life or death and if he loses its on his mind for the rest of his life. He records (in his mind) everything that happened in his fights to look back and see what needs improvement.
When Syrus was young, he always had that itch to do something with his life, to be destined for something. One day, when his friend was getting attacked, Syrus stepped in and fought the Pokemon attackers. At that moment is when his personality twisted into a dark demeanor, he then realized it was his destiny to protect and especially fight. Fighting was Syrus' itch, he needed it, without it he felt useless. With that realization in mind, he spent everyday training and training and never stoping. Most of the time there would be a reason behind fighting, but sometimes if he gets looked at in a weird way, he will go straight into an attack with no warning.

Inventory: Since Syrus is a hunter, he carries items that will help him in fights.
(rare candy x3, custap x5, ginema x3, revitalizer x2, elixir x3, protein x2)

Accessories: Syrus wears a sneak scarf around his neck, since it helps his movements be more quiet. Its useful to him when he needs to sneak up on foes. Syrus had some run ins with ghost Pokemon and he hated those experiences, so he wears a cleanse tag around his wrist. He doesn't think all ghost Pokemon are bad, Syrus just wants to be cautious.

Guild Experience: Syrus is a freelancer and has been one for around five months. He liked the idea of not just working with one group, but working with whoever needed him. In his mind, if he works with multiple groups, he can help more people, even if what they need is simple. Syrus also likes the idea that he has some sort of freedom. Being controlled and working under someone, instead of for someone was never really one of his interests. Syrus doesn't remember any past calamities, nor was he present for them.
 

DragonAirazel

Music Maestro
Join Date
Nov 1, 2018
Posts
39
AKA
Airazel
Gender
Male
Time Zone
EST (UTC -5)
Name: Syrus The Hunter
I apologize for the delay. I had not seen the notification for this response. Thank you for expressing interest in this!

Guild Experience: Syrus is a freelancer and has been one for around five months.
If he's been a freelancer for five months, how much would he actually know what a guild needs to function well? This inexperience doesn't really seem like it'd bode well with this environment. Additionally, the "quick to fight" personality seems like it'd be a quick way to be dismissed anyway.

I'm also noticing a complete lack of an explanation on why Syrus would apply for a job like this in your profile. Could you please clarify why Syrus would do so? We can go on from there.
 
Top