Entry tags:
- !event,
- arcane: silco,
- arknights: gavial,
- black butler: sebastian michaelis,
- culture (the): demeisen,
- divinity original sin: fane,
- enderal: jade the prophetess,
- expanse (the): amos burton,
- fate grand order: tezcatlipoca,
- fate/: rin tohsaka,
- fate/: sakamoto ryouma,
- fire emblem: shez,
- fire emblem: yuri leclerc,
- forgotten realms: raphael,
- howl's moving castle: howl,
- jinba: hayame,
- legend of zelda (the): link,
- life is strange: chloe price,
- oc: liem talbott,
- oc: matt jamison,
- pumpkin scissors: alice l. malvin,
- suikoden: yuber,
- terra e: tony asuka,
- tsubasa reservoir chronicle: subaru
THE ADVOCATE ORACLE - A RIP VAN WINKLE IN TIME
Sweet dreams are made of Bliss
As the twilight falls, and bearers begin to tuck in for their evenings on the night of the 15th of March (OOC time) and whether they tuck themselves into bed fully, or simply drift away in the middle of their dinner, work, indulgences, or what have you; bearers will fall into a deep, deep sleep. Perhaps you slump in your chair, or you wrap your arms around a teddy bear, or partner, or cup a precious shard in your sleep, it doesn’t matter, because as you drift away, into a sleep that seems to tug you under like the undertow itself, a question will echo in bearer’s minds: “If given the choice, would you show compassion in the face of adversity?”
It sticks with you, even as you fall into a dreamless sleep. As if it rotates in your mind, over and over, letting you worm over that. You know for certain what it is, that it is the calming, soothing voice of the Oracle, reaching out to you across the ether, telling you – promise you – that if you accept its promise, you will find that the Oracle could be in your hands. That thought leads you to dream of something else – of home, or your loved ones – of what you are fighting this war for. Even as you dream, you feel a presence next to you, and unlike the Harbinger’s winding, rough digging, this is more akin to a friend, who is asking you soft, coaxing questions. Things like: what was your childhood like? What were your friends like? What did you do? You cannot help but think of them, think of your home and your loved ones. Of where you came from, and how it made you what you are.
The advocate seeks to understand you, and where you come from. You can feel it, that overwhelming Acceptance and love from it, even as you reminisce, compelled to answer the multitude of questions, you can feel something building behind you, around you. “Don’t you want them all to understand this?” the impression is given through communion, and you cannot help but answer: yes.
It sticks with you, even as you fall into a dreamless sleep. As if it rotates in your mind, over and over, letting you worm over that. You know for certain what it is, that it is the calming, soothing voice of the Oracle, reaching out to you across the ether, telling you – promise you – that if you accept its promise, you will find that the Oracle could be in your hands. That thought leads you to dream of something else – of home, or your loved ones – of what you are fighting this war for. Even as you dream, you feel a presence next to you, and unlike the Harbinger’s winding, rough digging, this is more akin to a friend, who is asking you soft, coaxing questions. Things like: what was your childhood like? What were your friends like? What did you do? You cannot help but think of them, think of your home and your loved ones. Of where you came from, and how it made you what you are.
The advocate seeks to understand you, and where you come from. You can feel it, that overwhelming Acceptance and love from it, even as you reminisce, compelled to answer the multitude of questions, you can feel something building behind you, around you. “Don’t you want them all to understand this?” the impression is given through communion, and you cannot help but answer: yes.
Click your Heels together, Dorothy!
As you awake for the first time, it’s alien, the world that meets you. New smells fill your nostrils, new sights, the gravity is perhaps different than you’ve gotten used to on Kenos, even those slight shifts enough to make the world feel wholly different. You remember the advocate’s words, and it wants you to feel what it feels. Understanding. Compassion, and perhaps there is a sense that doing so would hurt yourself in turn, if you understood too much. That is the advocate’s way, after all, isn’t it?
You feel an inexorable, slight tug in your chest. Something subtle and gentle, the slightest of sensations, that gives you a direction. You know it, your mind only just now comprehending the advocate’s confusing impressions via communion, that there is something of this world’s… Soul/center/heart or whatever word you want to use for it. Something about this world that will help you along your path, and help you with the results you so desire. You know it will not guarantee a victory, but surely it will help. Especially as your numbers dwindle from world to world. You are left with an impression from the Advocate -- if you die, they cannot bring you back. There is apology in this, but alone, one oracle is limited. Only united, can they truly change your fate.
The lingering presence of the advocate starts to fade. You know this is a bearer’s world, if not your own. You look around, to see perhaps a familiar face nearby? Or perhaps you are alone. Does it matter? You know that this place belongs to a bearer, but whether they are a friend or an enemy, one has to begin to determine that. You’ll need your wits, you’ll need your strength and resolve to make it to the end of this, won’t you?
After all, as bearers were recently reminded: this is War. This is not simply the fate of this world, but perhaps all, as it will require you to find the answer to this question. So you start to move, you start to look around, explore, and search. For the soul of each world, for the bearers that lie dreaming within, and your foes that will seek you out. Stay steadfast, for the way out will come, if you make it to the end. The longer you spend in each world, however, the more the shadows look darker, and deeper. Hungrier. The more the spaces seem smaller or compressed. As if there is something gnawing away at the sides, making their way to the heart.
You feel an inexorable, slight tug in your chest. Something subtle and gentle, the slightest of sensations, that gives you a direction. You know it, your mind only just now comprehending the advocate’s confusing impressions via communion, that there is something of this world’s… Soul/center/heart or whatever word you want to use for it. Something about this world that will help you along your path, and help you with the results you so desire. You know it will not guarantee a victory, but surely it will help. Especially as your numbers dwindle from world to world. You are left with an impression from the Advocate -- if you die, they cannot bring you back. There is apology in this, but alone, one oracle is limited. Only united, can they truly change your fate.
The lingering presence of the advocate starts to fade. You know this is a bearer’s world, if not your own. You look around, to see perhaps a familiar face nearby? Or perhaps you are alone. Does it matter? You know that this place belongs to a bearer, but whether they are a friend or an enemy, one has to begin to determine that. You’ll need your wits, you’ll need your strength and resolve to make it to the end of this, won’t you?
After all, as bearers were recently reminded: this is War. This is not simply the fate of this world, but perhaps all, as it will require you to find the answer to this question. So you start to move, you start to look around, explore, and search. For the soul of each world, for the bearers that lie dreaming within, and your foes that will seek you out. Stay steadfast, for the way out will come, if you make it to the end. The longer you spend in each world, however, the more the shadows look darker, and deeper. Hungrier. The more the spaces seem smaller or compressed. As if there is something gnawing away at the sides, making their way to the heart.
Around the world in 60 seconds 12 hours
When you find yourself at the end, when you close your eyes – only a blink, but it hangs, as if the momentary motion is enough to suspend you into a suspended space before. You can see the two options stretched out before you – metaphysically – the impression of it. A long, long shadow cast over one. As if there is a presence hovering over and above, like waiting jaws, ready to strike. In the other, there remains…nothing. It is not pleasant, it is not comforting, it simply… is. A sense that there is now a lack of anything, almost like it had never existed before.
Does this world have value? You can feel the Advocate ask. Do you want to give them a chance to live? Or does should this world cease, is there nothing here to save?
And though you are compelled, required to answer, you know this question for what it is. Short-sighted. Both, in the end, will lead to its destruction, but which will you choose? Will you allow the world to continue, even with that long shadow cast, like a hungry beast with snapping jaws; or will you erase it from existence and spare it that oncoming apocalypse?
Does this world have value? You can feel the Advocate ask. Do you want to give them a chance to live? Or does should this world cease, is there nothing here to save?
And though you are compelled, required to answer, you know this question for what it is. Short-sighted. Both, in the end, will lead to its destruction, but which will you choose? Will you allow the world to continue, even with that long shadow cast, like a hungry beast with snapping jaws; or will you erase it from existence and spare it that oncoming apocalypse?
Catch [???] Winks
The last world’s fate decided, bearers float in an endless sea of stars. You can see them all, spread before you. Intermittently, they wink out, swallowed into the darkness, consumed as the shadows, that inky-black nothingness grows ever-larger. It looks upon you, bearers. It is nothing, but you have its attention, and your blood runs cold, your limbs frozen. You cannot move, you cannot speak, you cannot breathe. You feel it, the power of being drawn into it, like it wants to consume you. Like it knows you.
T̸̢̼̯͓̬̘́̀̋̆͊h̷͔̣̱̝͍̬̣͕̄̂͗̆͒͌͜ͅẹ̶̱̩̅͒̿̇͠ ̵̭̹͇͖̔̀ṃ̸̢̧͙̟̼̜͌͆̍͝͝ͅo̴̟̞̓̆̇̐̆͊̽͆̂̀r̶͈̺̮̠͙̗͌ę̸̤̻̈́͐͂̓̊͐̂͆ ̵̡̛͎̩̳̤͔͚̱̼̆̒̓y̴̺̞̹̺̝̤͂ǫ̷̡̣̱̥͊̈́̓͑̕͘ű̵̼͜͜ ̶̨̨̝̟̘̱͇̲̻̪̊͂̽̈̒͊f̴̱̐͌̌̓̋̔́̀͝i̶͖̤͎̬̝̦͒̂g̸̳̰̟̀̓̽̈́̐h̸̼͍̮͎̊̅͗͊̈͋̽̀͘t̴͔͚́̓,̷̨̧̱̠̙̠̙̱̒̍̽̾ ̷̖̰̼̬̟͐̊̂t̶̖̄͂̅̃̍͐̊̑̅͜͝h̴̢̛͙̪̞̫̝̺̋̅̿͛̇̚͝͝ͅͅȩ̶͉̤͍̠́̈͑̏͋̚͘͝ ̸̢̨̧͚̖̤̪̬̪̀̉̐͗̂͆͑̚̕̚c̴̠̩̳͎̲̪͔̟̈́͂̉͑́l̶̡̲̻̣̘̏́ͅo̶̢̧͔͈̬̳̰͈̝̻͌̋̆̃͒͗̏͘ş̴̪̺̣̥̎̽̿͗̒́͛̕̚̚e̴̺͍̤͖͂̇͑͂̋͂̆̾r̴̨̩̈́͋͠ ̷̧͚̲̩̖̋͒̉́͗y̶̘̖̝̑̈͊ǒ̵͚̽u̵͎͍̇̀̏̊̕͝ŕ̷͎̜̘͙̀̋ ̶͇̲̝̞̖̝̣̘̝̬͋d̷͔͈͔̀̿õ̴̝̯͇̹̘̏͗͜ö̵͚͓͆m̵͉̦̫̥̦̞̫͐̆͐̿͊͒͌͋͜.̷̼͈̻̥̜̾̏͐̾̐͆͘͜
You gasp, as you startle awake, and open your eyes for the first time in a long time.
T̸̢̼̯͓̬̘́̀̋̆͊h̷͔̣̱̝͍̬̣͕̄̂͗̆͒͌͜ͅẹ̶̱̩̅͒̿̇͠ ̵̭̹͇͖̔̀ṃ̸̢̧͙̟̼̜͌͆̍͝͝ͅo̴̟̞̓̆̇̐̆͊̽͆̂̀r̶͈̺̮̠͙̗͌ę̸̤̻̈́͐͂̓̊͐̂͆ ̵̡̛͎̩̳̤͔͚̱̼̆̒̓y̴̺̞̹̺̝̤͂ǫ̷̡̣̱̥͊̈́̓͑̕͘ű̵̼͜͜ ̶̨̨̝̟̘̱͇̲̻̪̊͂̽̈̒͊f̴̱̐͌̌̓̋̔́̀͝i̶͖̤͎̬̝̦͒̂g̸̳̰̟̀̓̽̈́̐h̸̼͍̮͎̊̅͗͊̈͋̽̀͘t̴͔͚́̓,̷̨̧̱̠̙̠̙̱̒̍̽̾ ̷̖̰̼̬̟͐̊̂t̶̖̄͂̅̃̍͐̊̑̅͜͝h̴̢̛͙̪̞̫̝̺̋̅̿͛̇̚͝͝ͅͅȩ̶͉̤͍̠́̈͑̏͋̚͘͝ ̸̢̨̧͚̖̤̪̬̪̀̉̐͗̂͆͑̚̕̚c̴̠̩̳͎̲̪͔̟̈́͂̉͑́l̶̡̲̻̣̘̏́ͅo̶̢̧͔͈̬̳̰͈̝̻͌̋̆̃͒͗̏͘ş̴̪̺̣̥̎̽̿͗̒́͛̕̚̚e̴̺͍̤͖͂̇͑͂̋͂̆̾r̴̨̩̈́͋͠ ̷̧͚̲̩̖̋͒̉́͗y̶̘̖̝̑̈͊ǒ̵͚̽u̵͎͍̇̀̏̊̕͝ŕ̷͎̜̘͙̀̋ ̶͇̲̝̞̖̝̣̘̝̬͋d̷͔͈͔̀̿õ̴̝̯͇̹̘̏͗͜ö̵͚͓͆m̵͉̦̫̥̦̞̫͐̆͐̿͊͒͌͋͜.̷̼͈̻̥̜̾̏͐̾̐͆͘͜
You gasp, as you startle awake, and open your eyes for the first time in a long time.
no subject
[ he returns to dimitri's side, swinging the keyring for the shop cabinets casually in one hand. ]
We have games like those, too, using card decks with suits. Vanguard is its own thing, though.
no subject
[ He flashes a quick smile, looking a touch sheepish. ]
I realize we're in the middle of something a little more intense, but... would you mind showing it to me? Since we're here? I'm interested in seeing it in action.
no subject
Sure thing. D'you mind if I pick a deck for you? Or you can tell me if anything's caught your eye in the cabinets.
[ dimitri's stature and occupation definitely meant he was probably getting one of the paladin clans, probably whichever one he found in the "learning decks" bucket on the front counter first. ]
We don't have to play a full game or anything, but it's easiest to follow by copying the motions.
no subject
[ Dimitri laughs. ]
I'm completely new at this, so I'm happy to put myself in your hands. I'll follow your lead.
[ Admittedly, the paladin stuff would probably have caught his attention anyway. ]
no subject
[ the bucket of learning decks is overfull, with a few strewn on the counter around it. chrono picks up a yellow deckbox from the side, checks it, shakes his head. sticks his hand into the bucket, rummages -
and pulls out a black box covered in fabric that looks a little sturdier than the other thin plastic ones. frowning, chrono opens it and blinks in surprise.
this probably isn't supposed to be in the bucket, but it's a perfect fit, maybe? ]
...yeah, let's go with this. Here, come over to the table.
[ he holds the box out to dimitri, nodding over to one of the standing-height tables that seem to have a screen surface rather than a normal tabletop. ]
no subject
Shadow paladin...? How interesting.
[ He splays his hands out against the edge of the table as he tries to make sense of all of the information on display on the cards. ]
There's quite a lot on there, but... I suppose it will make sense in a little while.
no subject
[ the full deck is split by a thin divider, the 16 cards of the g-zone with their black-and-silver (as opposed to the black-and-blue of the main deck) backing separated from the rest.
chrono sets up his deck on the table - there are six circles that seem to indicate positions on the board, plus one large oval in the very middle. his main deck goes to one side of those placements, the g-zone to the opposite upper corner. he takes one card from the main deck and sets it face-down in the red top-centre circle of his side of the field. ]
Set your side up like this when you're ready. But first, you'll need a grade 0 to start - the grades are in the top left corner. Yours should be... "Promising Knight, David", I think. [ he taps the back of the card on his side. ] Place him turned over on your Vanguard circle, like this.
no subject
If I may ask, to be sure of myself, these cards represent... servants? Soldiers? And we're meant to fight a sort of duel with them?
no subject
[ chrono smiles, only a little forlorn. the windows of the store frame the planet hanging ominously in the sky, chrono glancing at it briefly before his expression also turns serious.
he sighs out a deep breath, trying to recall the speech he's about to give. ]
Imagine - you and I are astral bodies that have appeared on the planet Cray, a planet not unlike our own. Cray is home to all kinds of people - humans, dragons, angels, demons and more.
While here, we have been given two abilities - first, "ride", the power to represent ourselves with one of Cray's creatures, "units" and lead the way as a Vanguard.
[ he taps the facedown card in the centre circle. ]
Second, "call", the power to call upon allies to help us as rear-guards. These might be soldiers, friends, or servants, sure.
[ he splays his hand across, indicating to the other five circles. ]
And yeah, we're fighting a battle, but it doesn't have to be a serious one.
no subject
But what else does one do? ]
That makes sense, I suppose. A bit like chess, although it sounds much more complex in a way.
[ He is, at least, an eager listener. ]
I'll think of it as an exercise, then. Or training, perhaps. I understand completely. I suppose we'll have hands? I remember that much from the card games I've played, but they might be a little different...
no subject
[ the screen surface of the table is plain aside from the circles and markers of the playing field, until chrono swipes his hand across it as if flicking through slides. each time, the background changes to a different environment. ]
This is just for aesthetic, don't worry. Helps with the image.
[ the first is a white-walled temple interior, then a lush forest, then a rocky plain, a futuristic city skyline, the deck of a ship - chrono pauses on his choice, a mossy ruin with sunlight filtering in from above. ]
This is an ancient temple in the nation of Dark Zone, where my clan, Gear Chronicle, is from. Yours are the Shadow Paladins, second army of the United Sanctuary. There's six nations on Cray, but I can talk about them later.
[ he looks at dimitri sheepishly, aware he was getting distracted. ]
So to start, draw five cards from the top of your deck as your first hand. You can return any you don't want back to the deck once, and draw until you have five again. You'll hopefully end up with at least one grade 1, 2 and 3 in your hand.
no subject
[ Paintings are about as advanced as imaging technology gets where he's from and so even after all this time he still sounds rather delighted when he sees an example of something more advanced. He leans over to give it a look before snapping his attention back with a sheepish smile. ]
Alright-
[ He has no idea which cards are good or not so he decides to just keep his starting hand for now. He can see some grade markings - what he assumes are grade markings - and decides this should be just fine for now. ]
I suppose I'll keep what I have and build from there.
no subject
[ kenos lacking in technology was a hard adaptation for a modern teen used to smartphones and video games.
chrono nods, keeping his own hand as well. his smile had returned, small but brighter. it's clear he appreciates dimitri's attentiveness. ]
We'll play without using skills, so you can just pay attention to the numbers on each card, and their names, so you know your allies. Grade's in the top left, shield value is on the left side in the black icon - grade 3 cards won't have that - and power is on the bottom-left, in yellow. There's also critical, bottom-centre, but that's always 1. I'll explain what each means as we go along.
[ he places a hand on the card already in place on the field, ready to flip it over. it's clear this is some kind of starting tradition, which is why he'd had dimitri place david face-down. ]
And to start, we both turn over our first vanguards, and say --
[ he turns chrono dran g face-up on the circle. ]
Stand up, Vanguard!
no subject
Stand up, Vanguard!
[ It feels a bit like the games he played as a child, honestly - but he flips his card face-up and then glances down at his hand. He's not quite sure on the strategy - and he's probably going to lose - but he'll play his best. Winning isn't the important part, after all. ]
no subject
[ it's a bit teasing, because even though he knew many adult vanguard players, seeing the usually-serious dimitri try his best with the stand up call was sort of cute. ]
Usually we'd play paper-scissors-rock to decide who goes first, but I'll do it to show you how a turn works. First step, "stand and draw". "Stand" means we reset any units that attacked last turn, but we don't have any at the start. So, just draw.
[ he draws a card from the top of his deck. pretty easy! then, a card in his hand is chosen. ]
Then, "ride". You choose a card in your hand one grade higher than your current Vanguard, and place it on top. Ride, Chronoethos Jackal!
[ chronoethos is placed atop chrono dran g. chrono almost instantly goes to move dran out from underneath, but remembers they're playing without skills at the last second. it's been a while. ]
The cards underneath your current Vanguard become the "soul". They can be used to pay for the cost of skills later, but we're not doing that for now. So next is "main" - you do things like call allies, use skills and stuff here. Call, Pulsar, Merry Block Dragon.
[ merry block goes onto the circle to the left of chronoethos. ]
Following so far? I know it's a lot.
no subject
Yes, that all makes sense. So... is that your turn?
[ His hand hovers. ]
Should I do my draw and calling...? Or riding?
no subject
[ he places a hand on chronoethos, turning it from vertical to horizontal. ]
...declare an attack, moving from "main" to "battle". This turns your attacker from "stand" to "rest" position. But the player that goes first isn't allowed to attack, so I'll explain the details of that when you attack me.
[ he resets chronoethos back to standing. ]
After battle is the "end" phase, where some skills activate and resolve, but other than that... yeah, that's my turn. You can start yours.
no subject
[ Dimitri seems enthusiastic enough - he rolls through his turn and the ncomes to the attack bit. He considers for a moment and then nods. ]
I'll attack - and I presume that you then will defend with your own?
no subject
So with attacking, the units in your front row can attack anything in my front row - the cards in the back row are used to "boost" by adding their power to the unit in front of them, but only grade 0 and 1 can do that.
[ he points underneath the grade icon in the top left corner, where the small "boost" symbol of an upward arrow is visible. ]
If you attack the vanguard, you'll deal damage on a successful attack. An attack succeeds when your unit's power is equal or greater than mine. Our vanguards are both 7000 power, so this is successful. I'll choose to not defend this attack, and show you how damage works.
[ he picks up the top card of his deck, and turns it over. it's chronospin serpent. it gets placed face-up on the left side of his field, perpendicular in orientation, in the damage zone. ]
Damage is taken from the top of the deck, and put in the damage zone. Taking damage isn't always bad, as some skills need damage to be used. But the first player to reach six damage loses the fight.
no subject
[ Dimitri nods. ]
So... we each essentially have six potential wounds or hits and we try to outmatch the other through a various combination of raw strength and enhancement.
[ Easy enough. He can understand all of that. There's a lot of stuff going on, obviously, but it's not outside of his grasp. ]
And each hit forces us to "lose" a card?