The Basic Premise: In the world of Chiron, a fantastic Pokeworld far from the Pokeworld we know today, magic comes from a mystical substance known as Aether. For the most part, Aether is seen as helpful, but for those that would seek to abuse Aether and its power, there is the Order of the Aether Knights--an order of magic knights and paladins that defend the world from hostile monsters and other threats, as well as keeping the peace (though there are other orders too) But not long after Lusamine, the 250th leader of the order and only the fourth female to lead it, ascended to lead, rumors of otherworldly beasts from another world began to swirl, and what started as intellectual curiosity became a near obsession for Lusamine. While she kept up an air of kindness in the public eye, in private she became cold, angry, and distant from even her comrades. Lusamine's daughter Lillie, who preferred holy magic to knightly deeds, suspected that something had changed in her mother, and vowed to find out why her mother had been drawn to the darkness, and purge it before her mother did something truly terrifying. Her brother Gladion agreed to stay behind and find out what he could from inside the Order's walls, and wished Lillie luck on her quest. But being a white mage that preferred to heal rather than fight, Lillie decided to look for help elsewhere--they could fight on her behalf, and she would make sure their wounds were healed and unpleasant conditions purged. When she was ambushed by a bandit gang on the road, she found help in a group of best friends who had been traveling on a great journey together--free the angels that serve as Arceus' envoys, unite the eight Jewels of the Aether they hold to summon the god-Pokémon Arceus. Adventurers did not often make the long and perilous journey, but when they did, it was usually in a time of great danger, and Arceus needed to be summoned. The adventurers felt sorry for Lillie, and offered to help--maybe summoning Arceus would purge the evil presence from her mother, and banish the otherworldly beasts back to their own world. Lillie agreed, but little did she know, she would be embarking on the adventure of a lifetime. You play one of the adventurers--will you be able to help Lillie, and save the world? To join, post here with the following info: Your character's name Your character's age (anywhere from 13-17) Your character's basic appearance Your character's class (chosen from the list below) Your character's known abilities (pick anywhere from two to four abilities from the Level 1 ability list) Your character's basic personality and known history Your character's initial inventory (what is your character currently carrying?) List of Classes Warrior (wields swords) Fighter (wields a glove-like weapon called a knuckle) Ranger (wields a bow) Cleric (wields a staff or a rod) Mage (wields a dagger or a rod) Rogue (wields a dagger or shortsword) Minstrel (wields any easily carried instrument, such as harps, lutes, flutes, and so on) List of Level 1 abilities: Warrior Double Slash--hit an enemy two times Guard--protect an ally in danger (less than half HP) or peril (less than 25% HP) V slash--slash a foe in the shape of a V Armor Break--lower a foe's defense Weapon Break--lower a foe's attack power Taunt--provoke enemies into attacking you for a short time Fighter: Meditate--raise Attack Calm Mind--raise Defense Golem Fist--a punch that pins a foe with a massive fist Thunderous Roar--unleashes a loud war cry that frightens foes and inspires allies Dancing Leaves--uses ki to conjure a swirling tornado of leaves Crimson Fire Dance--creates a burst of fire with ki Stormy Wind Wheel--creates a whirling tornado that catches any foe in its path Azure Dragon's Fury--sends a huge wave of water at a foe Healing Sky Light--heals an ally for a little HP Ranger: Volley--fires multiple arrows Keen Eye--buffs the party's accuracy Healing Balm--uses earth magic to heal light wounds Call Pokémon--summon a friendly wild Pokémon to help Leaf Cloak--hides the party in a cloak of leaves Fletchling Wing--warps the party to a safe location Cleric: Cure--heals a little HP Heal--removes any unpleasant status conditions Shield--protects the party from physical attacks Aura--protects the party from magical attacks Scan--learn a little bit about a foe Raise--revives a fallen party member with half HP Light--does a little light damage to all foes Mage: Fire--does a little fire damage to all foes Ice--does a little ice damage to all foes Thunder--does a little lightning damage to all foes Water--does a little water damage to all foes Leaf--does a little earth damage to all foes Aero--does a little wind damage to all foes Rogue: Steal Coins--takes a few coins from the enemy. Any coins gathered this way are added to dropped gold Steal Item--takes an item from a foe. Stolen items are different from dropped items Heightened Senses--detect hidden items and secret passageways On Alert--lowers the chance of being ambushed Steal Heart--charm an enemy to fight for you Minstrel Song of Fire (Jao wiisha nes chiel com yutuul)--a spellsong that conjures firey powers, as well as boosting stats Song of Earth (Imultaos, ame no hao bakezo...)--a spellsong that conjures aid from both rocks and plants, as well as some basic healing magic) Song of Water (Rou iitsa ron selga vichii...)--a spellsong that conjures water powers, as well as basic defensive abilities Song of Wind (Karuto, iichiida shou...)--a spellsong that conjures wind powers, as well as speeding allies up and teleportation Fight Song--sings a rousing melody that boosts allies' attack and defense Mystic Melody--sings a song that boosts magical attack and magical defense Swanna Song--a very powerful song that will unleash a powerful effect unique to every minstrel at the cost of lowering your HP to 1--use this only in an emergency! Length of IC post At least two or three sentences Rules All forum rules apply --No taking control of other people's characters without permission from the other person --No killing off other characters --No godmodding --This will be a turn based adventure--I will set up an encounter, then the participants act accordingly. I will keep track of stats and inventory in OneNote --Combat will be determined by a random number generator set from 1 to 100-- 50 is the minimum to score a hit or defend, anything below that will count as a miss, with anything below 25 a critical fail. Conversely, anything above 75 will count as a major success or critical hit.