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chimchooree 4a261ace16 this one, not the first 2022-10-25 23:46:39 -05:00
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double strike
halfway activated
if attack skill, emit attacked signal
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>the bar, by priority, shows purple for degen hex spells, green for poison and diseasee, pink for bleeding, and no special indication for burning, etc. Deep wound = first fifth of the health bar is turned gray and healing this portion is not possible. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>if target has a condition, their health bar will show a brown down arrow. Enchantment is yellow up arrow. Hex is purple down arrow. Weapon spell is a small sword in front of a star on the health bar. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>Martial weapons -> axe, sword, spear, dagger, hammer, scythe </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>Spellcasting weapons -> wand, staff </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>off-hand items -> focus item, shield </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>one-handed weapons -> axe, sword, spear, wand, focus, shield </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>two-handed weapons -> daggers, hammer, scythe, bow, staff </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>axe = 6-28. 1.33s attack speed. Slashing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>hammer = 19-35. 1.75s attack speed. Blunt damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>sword = 15-22. 1.33s attack speed. Slashing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>daggers = 7-17. 1.33s attack speed. Piercing or slashing damage by default. 2% double strike chance per rank of dagger mastery. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>scythe = 9-41. 1.5s attack speed. Slashing damage by default. hits up to 2 additional foes adjaccent to target. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>flatbow = 15-28. 2.0s attack speed. 1.35 range, measured by aggro circle/danger zone radii. Flight time 0.88s at shortbow range. Arc size is high. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>hornbow = 15-28. 2.7s attack speed. 1.2 range, measured by aggro circle/danger zone radii. Flight time 0.59s at shortbow range. Arc size is medium. Piercing damage by default. 10% armor penetration. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>longbow = 15-28. 2.4s attack speed. 1.35 range, measured by aggro circle/danger zone radii. Flight time 0.59s at shortbow range. Arc size is medium. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>recurve bow = 15-28. 2.4s attack speed. 1.2 range, measured by aggro circle/danger zone radii. Flight time 0.4s at shortbow range. Arc size is low. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>shortbow = 15-28. 2.0s attack speed. 1.0 range, measured by aggro circle/danger zone radii. Flight time 0.59s at shortbow range. Arc size is medium. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>spear = 14-27. 1.5s attack speed. 1.0 range, measured by aggro circle/danger zone radii. Flight time 0.60s at shortbow range. Arc size is medium. Piercing damage by default. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>staff = 11-22. 1.75 attack speed. 1.20 range. .56 flight time. Arc size medium. Standard damage type varies by attribute. +5...10 energy, 10....20% HSR, Extremely low critical hit rate. </span> </li>
<li class="latest">{{random.choice(['.','•','☆','★'])}}&#9;<span class=mundane>wand = 11-22. 1.75 attack speed. 1.20 range. .56 flight time. Arc size medium. Standard damage type varies by attribute. Extremely low critical hit rate. </span> </li>
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<div class="center"><h2>what about blessfrey?</h2>
<img src="/static/img/prom/BlessFREY_logo.png" alt="(link: BLESSFREY" class="logo">
<a href="#demo">demo</a> • <a href="#controls">controls</a> • <a href="#system">system</a> • <a href="#story">story</a> • <a href="#characters">characters</a> • <a href="#info">info</a><br>
<br>
<p>No-legs the Cat is just a demonstration that I can export and embed games here at all. Soon, I'll have real release demos for Blessfrey! <br></p>
<br>
<p>Blessfrey is a 2D dungeoncrawling action rpg for PC developed by me (chimchooree) in Godot Engine inspired by Guild Wars 1 and Magic: The Gathering. I'll share any release demos on this page. <br></p>
<div class="system" id="system">
<div class="center"><h2>system</h2>
<p>Blessfrey is a 2D action rpg with a dual-job system which will determine the skill pool from which you will build your skillbar. Your AI companions will have skillbars of their own to edit, so think in terms of teams in order to defeat bosses and solve puzzles. Barely any class progression decisions are permanent, so you can experiment and express your playstyle. <br></p>
<br>
<h3>jobs </h2>
<p>Blessfrey jobs are equivalent to RPG classes. Your first job is a permanent decision which you will make early in gameplay. You will be able to unlock the rest and more during gameplay as side gigs. You can only have one side gig at a time, but you can always swap it outside of combat areas. <br></p>
<br>
<p>Each job has its own skill pool. Each skill is assigned to a job trait (similar to an RPG attribute). Each character has a set number of trait points they can use to raise job traits and the effectiveness of their associated skills. You gain more trait points through leveling up, but traits can be raised or lowered at will. Experiment to find your specialization! <br></p>
<br>
<p>Your first job offers an exclusive trait called a job perk. It is not only tied to the effectiveness of related skills but also provides a constant buff. You can use the skills of your side gig's perk-related skills, but you cannot raise their effectiveness nor gain the buff. Perks are what distinguish characters from each other. <br></p>
<br>
<h3>skills</h2>
<p>Skills are individual powers that modify entities in the world of Blessfrey. They can launch fireballs, protect against incoming damage, spawn items or minions, teleport characters, reveal more UI details, and more. Your skillbar only has 8 skill slots and can only be edited in safe areas. The challenge comes from discovering effective strategies and synergies. Many of the same skills will be available to the player and enemy characters alike, so you must learn how to both use and counter each skill. <br></p>
<br>
<p>Skills are inspired by Magic: The Gathering keywords. There are a limited number of keywords that are quick to learn, but I will combine them with interesting conditions to create a wide arsenal of options. <br></p>
<br>
<p>Skills are gained during exploration. As you find new areas, encounter enemies, and interact with your surroundings, you will internalize those experiences as new skills. There are multiple paths to learning, so you are free to focus on your favorite parts of the game. <br></p>
<br>
<h3>team</h2>
<p>You will meet new friends and allies in the world, and they will join your team as customizable AI companions. Edit their skillbars to complement yours and keep their gear up-to-date. They will remember your responses and actions, so stay attentive to the flow of your relationship. There may be consequences - sweet or treacherous. <br></p></div>
</div>
<div class="story" id="story">
<div class="center"><h2>story</h2>
<p>You play as Helia, a foreign transfer student living with her estranged uncle in a rural southern American town. You'll find an inexplicable amount of amenities, but none of them hold a candle to the haunted dungeon beneath the city. It's off-limits, but a dare's a dare. <br></p>
<br>
<p>There's a whole other world down there with multiple fantastical races. Once you've been down there once, it's hard to avoid getting tangled in its mysteries. <br></p>
<br>
<p>The town is strange in its own right. Lucrest flourished under it's remarkably young mayor and became an economic oasis in an expanse of farmlands and mining communities, drawing people from out-of-state to enjoy its attractions. Mayor Dia claims to have a magic wand that controls economy, and people aren't inclined to disagree. <br></p></div>
</div>
<div class="characters" id="characters">
<div class="center"><h2>characters</h2>
<p><b><a href="/char/Helia">Helia</a></b> (?/?) - The player character! Almost every job is available to her. Where she comes from, combat training is unheard of, so she's a blank slate. Her reasons for suddenly moving countries by herself at the end of a schoolyear are filled with holes, so rumors spread ahead of her arrival. Barely anyone moves to Lucrest, though, so most people are excited to meet the new girl. <br></p>
<br>
<p><b><a href="/char/Angel">Angel</a></b> (Weaponmaster/Hacker) - Her real name's Miriam, but it sounds too frumpy, so please call her Angel. She is a naturally gifted with heavy blades and participates in a competitive swordsman league, but she usually comes across as friendly if not a little absent-minded. Computers interest her deeply, so she always has tinkering away with some new gadget or software. <br></p>
<br>
<p><b><a href="/char/Tessa">Tessa</a></b> (Tamer/Streetfighter) - She actually has a foreign background, too. Her mom and late father moved with her from France when she was really little. She loves the outdoors, animals, and fashion and is always sticking her nose in everyone's business. She's all fun all the time, so she doesn't always know where the boundary is between playful teasing and outright bullying. <br></p>
<br>
<p><b><a href="/char/Chloe">Chloe</a></b> (Disciple/Weaponmaster) - She's an orphan girl who was taken in by the church, and she spends a lot of her time serving there. She's reticent and deeply introverted but very sweet to those who get to know her. <br></p>
<br>
<p><b><a href="/char/Aries">Aries</a></b> (Weaponsmaster/Tamer) - Angel's twin brother, though he's her opposite in many ways. He's more attentive, but his frankness and disregard for etiquette makes him seem boorish. He also takes things with more gravity, fully committing himself to his studies and training. He prefers light weapons, light armor, and practical survival skills. <br></p>
<br>
<p><b><a href="/char/Night">Night</a></b> (Chemist/Weaponsmaster) - Despite not being much older than the other teens, he's completed a few years of apprenticeships at the leading research hospitals in the capital. The deterioration and death of his grandparents forced his return to close the final paperwork and figure out how to support his baby brother in the meantime. He runs a local pharmacy for now. <br></p>
<br>
<p><b><a href="/char/Rune">Rune</a></b> (?/?) - A startlingly tall and listless horned boy discovered in the local dungeon, surrounded by dinosaurs and other abyssal beasts. He doesn't trust people from the surface at first. <br></p></div>
</div>
<div class="info" id="info">
<div class="center"><h2>info</h2>
<p>Blessfrey is a singleplayer action RPG game that will be playable in at least Windows, Linux, and HTML5. I'm going to sell it on Steam and wherever else lets me list it. It's being developed by me (chimchooree) in Godot Engine with original writing and art, though I'll need help with music and SFX eventually. My husband also helps sometimes, especially with writing plug-ins for the engine.♡ The full credits are available on the <a href="/credits">credits page</a>.<br></p>
<br>
<h2>timeline</h2>
<p>Legless the Cat is the first demo. It has nothing to do with the game, but it's an important exercise for exporting and embedding an HTML5 game. I'd hate to make a sophisticated game over multiple years and be too inexperienced to actually share it with anyone. It also lets my kitty be in his own videogame! So cute. <br></p>
<br>
<p>As for the first real demo, I am currently creating a vertical slice of the game, focusing on a robust presentation of the skill system. This demo will be more of a tech demo than a game. It will feature 3 demo areas, and you will receive a bingo card directing you to try a smattering of what the full game will have to offer. <br></p>
<br>
<p>The next demo will demonstrate the game's faction system and AI, presenting more as a cutscene with unpredictable outcomes. A couple of different AI groups will wander around a map, intersect, then attack or aid according to affiliation. The faction system is rather complex, so I need to isolate it for testing purposes. <br></p>
<br>
<p>I think at this point, I will be able to put out a real demo. Demo #3 is going to be a level from the full game, introducing Rune and his multiphase boss fight. <br></p>
<br>
<p>If I can do that, I'll definitely be ready to make chunks of the game until the entire thing is complete. <br></p>
<br>
<p>No hard timeline on this, though! I've been working for years and finally am about ready to have something to show for it. Gamedev has been a deep learning experience, and I'm looking forward to sharing my results with you. <br></p></div>
</div>
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<p>All acts of god are attributed to him. His steed is the MessageBus. He is a God, technically a base-based entity. His job is Mailman/Mailman. </p>
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<h2>description </h2>
<p> <br></p>
<br>
<h2>challenges/known issues </h2>
<p> <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>???✓ </li>
<li>???✗ </li>
</ul>
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<p>Not all damage penetrates armor, but those that do will only include a percentage of the target's AR when calculating damage absorption. Armor penetration reduces the AR. Hitting a 60 AR target with 25% armor penetration will reduce the effective AR to 45, increasing damage by 30%. </p>
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<p>The overall value of your <a href="/blessfrey-gdd/gear">gear</a>, used in calculating damage absorption. </p>
<h2>what is the impact of AR?</h2>
<p>Every 40 points of armor rating cuts 50% of non-armor ignoring damage and every loss of 40 doubles that damage. 100 AR takes half the damage of AR 60 and twice the damage of AR 140. </p>
<h2>how do I calculate my armor rating? </h2>
<p>By default, it is 3 * <a href="/blessfrey-gdd/character">character's</a> <a href="/blessfrey-gdd/level">level</a> + MAX(the equipped gear's AR or the armor automatically bestowed by certain <a href="/blessfrey-gdd/job">jobs</a>). </p>
<p>When a character is hit, that strike is directed to one piece of gear. AR is not cumulative. Only the AR of the struck piece matters when calculating damage absorption. </p>
<h3>sources</h3>
<p>Natural Armor: Depending on your job, you may naturally have some "armor." Just imagine some people are tougher. <a href="/blessfrey-gdd/Armsman">Armsman</a> has 20, and <a href="/blessfrey-gdd/Tamer">Tamer</a> and <a href="/blessfrey-gdd/Brawler">Brawler</a> have 10. </p>
<p>Gear: Equipped armor pieces have AR. </p>
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ASURAN SCAN
Similar to Life Siphon, the result will be one Asuran Scan on the target, but all characters who used Asuran Scan will gain the positive benefits. In other words, yes, you are safe to run Asuran Scan on two or more characters in a party. -- WarBlade 17:56, 7 December 2008 (UTC)
The new update says that your attacks cannot miss the target. This counteracts the effects of Blinding, apparently, as I blinded myself and still landed every hit on the target while he had Asuran Scan on him. Pretty nice effect for a melee character to have, I think.~ A R A ~ 04:22, 18 February 2011 (UTC)
Meh. There are so many other better skills at this point. Plus in pve if you don't have someone with a quick condition removal ability that can be used often, you're usually doing it wrong. And not that many monsters block in pve, so... This is a "maybe, in some places" skill, but has been completely removed from main bars on all my weapon-using characters :-/ --208.179.66.2 08:40, 18 February 2011 (UTC)
Actually, I'm pretty excited about this skill now. My BHA ranger could put this to good use. --RoyHarmon 12:18, 18 February 2011 (UTC)
Nope afraid not. It only stops 'miss', not 'dodge' so it doesn't synergise well with BHA or using a flatbow, etc :( --Combatter 14:34, 18 February 2011 (UTC)
call this hit or attack or miss
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<p><a href="/blessfrey-gdd/job">Jobs</a> and <a href="/blessfrey-gdd/gig">gigs</a> have <a href="/blessfrey-gdd/attribute">attributes</a> associated with them, while only jobs have <a href="/blessfrey-gdd/perk">perks</a>. Each attribute defines a specialization within the job's overall playstyle. </p>
<p>For example, the Chemist is a potion-throwing, item-combining class. His perk is Cognate Sciences, which makes his gig's attributes more effective, and his attributes are Pharmacology for healing and cures, Toxicology for poisons, and Material Sciences for explosives.</p>
<p>Each perk and attribute is associated with a set of skills. You can increase and decrease their values in safe areas (no permanent decision), and their skills' effectiveness with scale with their attributes. </p>
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<p>Points for increasing or decreasing the value of a <a href="/blessfrey-gdd/job">job or <a href="/blessfrey-gdd/gig">gig's</a> <a href="/blessfrey-gdd/perk">perks</a> or <a href="/blessfrey-gdd/attributes">attributes</a>. Since most skills are tied to an attribute or perk, they will scale in power with the attribute.</p>
<p>Attribute point allocation is not a permanent decision. Allocate them freely, playtest your build, then return to a safe zone to finetune until you are happy. Or try something completely different every time! </p>
<p>You begin with 30 points. Points can be spent to raise attributes and perks to a value between 1 and 16, though keywords and equipment modifications can extend them to 0 to an uncapped integer ceiling. </p>
<p>Switching jobs or gigs will refund all the points spent on the old attributes. </p>
<h2>structure</h2>
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<h2>character </h2>
<p>Characters are characterized by ???. They are Tangible (Tangible.gd) and Entities (Base.gd). </p>
<h2>structure </h2>
<p>They have...<p>
<p>$Jobs, a collection of all possible <a href="/blessfrey-gdd/job">jobs</a> and their own job and <a href="/blessfrey-gdd/gig">gig</a>. </p>
<p>$Equipment, covering both <a href="/blessfrey-gdd/gear">gear</a> and <a href="/blessfrey-gdd/death">weapons</a>.</p>
<h2>logic </h2>
<p> </p>
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<h2>description </h2>
<p>pushing buttons and stuff <br></p>
<br>
<h2>list of default controls </h2>
<p><ul>
<li><b>left-click:</b> target entity</li>
<li><b>I:</b> open inventory app</li>
</ul></p>
<br>
<h2>challenges/known issues </h2>
<p> <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>???✓ </li>
<li>rebinding controls✗ </li>
</ul>
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<p>All damage has a damage type or is typeless. In addition to having a type, it can be armor-ignoring and have armor penetration. <br></p>
<br>
<h2>damage types </h2>
<ul>
<li>Cold Damage</li>
<li>Fire Damage</li>
<li>Holy Damage
<li>Physical Damage</li>
<ul>
<li>Piercing</li>
<li>Slashing</li>
<li>Blunt</li>
</ul>
</ul>
<br>
<h2>What is typeless damage? </h2>
<p>Typeless damage directly decreases life instead of acting through a damage object. This damage comes from life degeneration, bonus damage from attack skills. </p>
<br>
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<p>An effect in Guild Wars. Blessfrey is inspired by Guild Wars's ruleset, but it doesn't have its own version of Death Penalty. <br></p>
<br>
<h2>what is death penalty? </h2>
<p>Upon death, a character gets this effect applied, decreasing his maximum health and energy, Each death adds a 15% reduction for a max of 60% less max health and energy. You can lose DP by gaining XP, gaining Morale Boosts (either by killing Bosses or using MB consumables) (...also 10% MB is max), and using DP-reducing consumables. 75xp removes 1% DP, and that includes VQ and quest rewards. In Hard Mode, rez shrines won't rez anymore if everyone in your party has max DP, forcing you to return to outpost. </p>
<br>
<p>Pets don't suffer DP. Pre- deaths don't give DP. Vengeance, Death Pact Signet, etc doesn't give DP. Deaths during in-town holidays don't give DP.</p>
<br>
<p>DP is reset when zoning to an outpost, resigning, and between PvP matches. </p>
<br>
<h2>why is that in Guild Wars? </h2>
<p>IDEK, just spitballing these. I haven't even played in years, so the details may be way off. <br></p>
<br>
<h3>pros of DP, penalizing death, rewarding zero-deaths-playthroughs in general</h3>
<p>ANet obv added DP to penalize dying. <br></p>
<p>In PvP, this makes a whole lot more sense to me than PvE. Penalizing losers and creating imbalanced gameplay is just part of PvP. DP evaporates off anyway. IDK if I even ever really noticed DP in it. I played bomber in JQ, so I even used that mechanic to my advantage in that competitive format. </p>
<br>
<p>IDK, it usually just brutalized me for no clear reason in singleplayer PvE. I did actually use it to my advantage as a BiP. So it's just another mechanic to play with in the metagame. But anyway. </p>
<br>
<p>DP adds a tonal difference between areas and missions with rez shrines, without rez shrines, and with rez shrines that will refuse to rez you. Normal areas (like Snake Dance) may be challenging, but you can party wipe hundreds of times without zoning and keep your nose on the grindstone until you finally reach Droknar's. If you party wipe even once in a mission or in Foundry, you have to go back to outpost. Then Hard Mode makes anywhere, even Plains of Jarin, more serious - you hit 60% DP on everybody and you go back to outpost. There are areas you can goof off in indefinitely, and then there are areas you can "lose" in. Some areas, you can brute force. Some, you have to plan a strategy and keep an eye on your party members' DP. <br></p>
<br>
<p>Since dying teleports you to rez shrines, death can become a form of travel. I thiink you can cheese some of the ciper quests by intentionally wiping to a mob by town then getting rezzed at a shrine right at the destination. We also had people die, then I'd Necrotic Traversal past a wall and teleport-rez people past the wall in Urgoz or something. I don't think death-as-fast-travel was ever a game-breaking issue, but DP would sure keep people from fast-traveling around UW that way or whatever, if they ever started putting rez shrines down there. </p>
<br>
<p>It makes it harder to brute force through everything. If your build doesn't work on the first few mobs, you have to go restrategize. At least, ideally. IDK. I definitely kept brute forcing at 60% a number of times. If it was implemented as a deterrant like Witcher "YOU ARE CARRYING TOO MUCH WEIGHT" or Torchlight "I AM OVERENCUMBERED" or any of the games that turn the screen bright flashing red, you can't punish people haha. They are going to keep picking up every useless trash, move at 40% speed, and squink into the flashing bright red screen while the character yells at them. </p>
<br>
<p>GW is an online game, so it's more meaningful IMO for an MMO guy to have Survivor than my lost singleplayer save on some harddrive. Now that we have Steam achievements and stuff, maybe that's less true of singleplayer games. (Are Survivor achievements common on Steam and PSN and stuff anyway?) The titles were lots of fun, but Guild Wars's HoM was the coolest achievement-thing probably anyway. </p>
<br>
<h3>cons</h3>
<p>It's annoying. Getting to 60% is brutally unfair. Every other MMO breaks all your expensive armor and unlevels you, so I'm being a baby. It was even kinda mindnumbingly fun to crawl, mob by mob, though EotN dungeons as a lvl 20 with 100HP tbh. But I just can't picture punishing a man like that. I don't know if death is penalized in any other singleplayer game where death isn't a game over. Legacy of Kain: Soul Reaver, Hades, Two Worlds...The Cat Lady? etc. </p>
<br>
<p>Since cap DP makes the game impossible in an unfun way, you obv have to pop your candy canes or go back to town. Going back to town breaks up the gameplay. Anything that takes you out, erases all your progress, and makes you start again is usually bad. Death loop games have this flow, I think. You jump up, ready to try again. The restart area is even kinda comfy or fun in some way. Guild Wars beats you down and makes you feel defeated lol. </p>
<br>
<h2>why is nothing like it in Blessfrey? </h2>
<p>I just don't like it. I don't think there's anything like it in the death loop singleplayer game genre anyway. Maybe I'm wrong, but it's not going in for now. <br></p>
<br>
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<p>The MessageBus is a node singleton that delivers messages and data between objects. It rests at res://Singleton/MessageBus.gd. <br></p>
<br>
<h3>flow </h3>
<p>A handler first subscribes to a topic. When a particular topic comes up, it is published and passed to the subscribed handlers. When a topic is no longer relevant to a handler or the handler exited the tree, it unsubscribes.<br></p>
<br>
<p>Also, all objects that inherit from the <a href="/blessfrey-gdd/docs/base">base</a> request a ref_id at ready. <br></p>
<br>
<h3>signals </h3>
<p><ul>
<li>•&nbsp;<b>-</b>: - </li>
</ul><br>
<br>
<h3>variables </h3><br>
<p><ul>
<li>•&nbsp;<b>current_ref_id</b>: int. ref ids are handed out sequentially by incrementing this value. Its initial value is -1. </li>
<li>•&nbsp;<b>topics</b>: Dictionary. Holds a list of handlers for each topic. </li>
</ul><br></p>
<br>
<h3>methods </h3><br>
<p>int designate_ref_id() <br></p>
<p>increments current_ref_id by one then returns it. <br></p>
<br>
<p>void publish(String topic, ??? data) <br></p>
<p>If the topic has any active subscriptions, its handlers are prompted to handle the data. <br></p>
<br>
<p>void subscribe(String topic, Object handler) <br></p>
<p>An entry in topics is made for the topic if needed, then the handler is added to the topic's list. <br></p>
<br>
<p>void unsubscribe(String topic, Object handler) <br></p>
<p>if the topic has an active subscription, the given handler is erased from the topic's list. <br></p>
<br>
<p>void _on_handler_tree_exited(String topic, Object handler) <br></p>
<p>During subscribe, the handler is connected to execute this if it exits the tree. It unsubscribes the handler from the topic. <br></p>
<br>
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<p>The Base is a node with IDs, a name, and a description. It rests at res://Entity/Base.gd. <br></p>
<br>
<h3>flow </h3>
<p>At ready, it gains a ref_id from the MessageBus. <br></p>
<br>
<h3>signals </h3>
<p><ul>
<li>•&nbsp;<b>-</b>: - </li>
</ul><br>
<br>
<h3>variables </h3><br>
<p><ul>
<li>•&nbsp;<b>base_id</b>: Color. The id shared by all instances of this type of object. For example, all instances of Melon Soda have the same base id but different ref ids. </li>
<li>•&nbsp;<b>desc_key</b>: String. The key used by the TranslationServer to retrieve the object's description. </li>
<li>•&nbsp;<b>is_player</b>: bool. Only true when this object is the player. </li>
<li>•&nbsp;<b>name_key</b>: String. The key used by the TranslationServer to retrieve the object's display name. </li>
<li>•&nbsp;<b>player_base_id</b>: Color. The base id of the player. </li>
<li>•&nbsp;<b>ref_id</b>: int. The id that identifies a particular instance of an object. </li>
</ul><br></p>
<br>
<h3>setters + getters </h3>
<p>Color get_base_id () <br></p>
<p>base_id getter <br></p>
<br>
<p>??? get_base_id_in_hex()<br></p>
<p>returns base_id in hex <br></p>
<br>
<p>String get_desc()<br></p>
<p>returns description in current language <br></p>
<br>
<p>String get_desc_key()<br></p>
<p>desc_key getter <br></p>
<br>
<p>String get_display_name()<br></p>
<p>returns display name in current language <br></p>
<br>
<p>bool get_is_player()<br></p>
<p>returns whether this object is the player <br></p>
<br>
<p>void set_ref_id(new_ref_id)<br></p>
<p>ref_id setter <br></p>
<br>
<p>int get_ref_id()<br></p>
<p>ref_id getter <br></p>
<br><br>
<h3>methods </h3><br>
<p>bool compare_base_id(second_object) <br></p>
<p>returns whether this object and the given object are the same kind of object. <br></p>
<br>
<p>bool compare_base_id_to_hex(hex) <br></p>
<p>returns whether this object has the given hex as a base id. <br></p>
<br>
<p>bool compare_ref_id(second_object) <br></p>
<p>returns whether this object and the given object are the exact same object. <br></p>
<br>
<p>??? make_instance(path) <br></p>
<p>returns an instance of the scene at the given path. <br></p>
<br>
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<p>documenting Blessfrey objects, variables, and methods <br></p>
<br>
<p>The <a href="/blessfrey-gdd">GDD</a> is more about design, while the docs is more about the data and logic. (I fix a lot of problems just trying to explain what I wrote.) <br></p>
<br>
<h2>entity</h2>
<p><ul>
<li><a href="/blessfrey-gdd/docs/tangible-body">tangible-body</a> </li>
</ul> <br></p>
<br>
<h2>skill</h2>
<p><ul>
<li><a href="/blessfrey-gdd/docs/skill-json">json file</a> </li>
</ul></p>
<br>
<h2>UI</h2>
<p><ul>
<li><a href="/blessfrey-gdd/docs/highlight">highlight</a> </li>
<li><a href="/blessfrey-gdd/docs/inspect-menu">inspect menu</a> </li>
<li><a href="/blessfrey-gdd/docs/ui">ui</a> </li>
</ul> <br></p>
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<p>The inspect menu is a PopupMenu that gives options for interaction with its subject. It rests at res://UI/InspectMenu/InspectMenu.tscn. <br></p>
<br>
<h3>flow </h3>
<p>The inspect method is the entry point. Inspect > set_subject > _about_to_show > make_label<br></p>
<br>
<h3>signals </h3>
<p><ul>
<li>•&nbsp;<b>id_pressed</b>: connects the InspectMenu's signal to the subject's id_pressed method. Used to execute the associated method via pressing an inspect option. </li>
<li>•&nbsp;<b>about_to_show</b>: connects the InspectMenu's signal to its own '_about_to_show' method. </li>
</ul><br>
<br>
<h3>variables </h3>
<p><ul>
<li>•&nbsp;<b>subject</b>: the <a href="/blessfrey-gdd/docs/tangible">tangible entity</a> being inspected. Inspect options will be enacted on it. </li>
<li>•&nbsp;<b>is_connected</b>: ensures 'about_to_show' is properly connected. </li>
<li>•&nbsp;<b>label</b>: Label. Holds the subject's display name. </li>
</ul><br></p>
<br>
<h3>methods </h3>
<p>void set_subject (Object new_subject) <br></p>
<p>tear down old subject + set up new subject <br></p>
<br>
<p>void inspect (Object new_subject) <br></p>
<p>set up inspect menu <br></p>
<br>
<p>Object make_label () <br></p>
<p>returns a label with the name set. (Subject requires write_name()) <br></p>
<br>
<p>void _about_to_show () <br></p>
<p>resets the inspect menu, adds a label, and adds inspect options from the subject. <br></p>
<br>
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<p>The KnowledgeBase is a node singleton that stores and manages all the knowledge in the game. It rests at res://Singleton/KnowledgeBase.gd. <br></p>
<br>
<h3>flow </h3>
<p>On ready, the encountered, forgot, and learned topics and handlers are set up. <br></p>
<br>
<p>Knowledge is learned by setting
<br>
<p>Also, all objects that inherit from the <a href="/blessfrey-gdd/docs/base">base</a> request a ref_id at ready. <br></p>
<br>
<h3>signals </h3>
<p><ul>
<li>•&nbsp;<b>-</b>: - </li>
</ul><br>
<br>
<h3>variables </h3><br>
<p><ul>
<li>•&nbsp;<b>current_ref_id</b>: int. ref ids are handed out sequentially by incrementing this value. Its initial value is -1. </li>
<li>•&nbsp;<b>topics</b>: Dictionary. Holds a list of handlers for each topic. </li>
</ul><br></p>
<br>
<h3>methods </h3><br>
<p>int designate_ref_id() <br></p>
<p>increments current_ref_id by one then returns it. <br></p>
<br>
<p>void publish(String topic, ??? data) <br></p>
<p>If the topic has any active subscriptions, its handlers are prompted to handle the data. <br></p>
<br>
<p>void subscribe(String topic, Object handler) <br></p>
<p>An entry in topics is made for the topic if needed, then the handler is added to the topic's list. <br></p>
<br>
<p>void unsubscribe(String topic, Object handler) <br></p>
<p>if the topic has an active subscription, the given handler is erased from the topic's list. <br></p>
<br>
<p>void _on_handler_tree_exited(String topic, Object handler) <br></p>
<p>During subscribe, the handler is connected to execute this if it exits the tree. It unsubscribes the handler from the topic. <br></p>
<br>
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<p>The MessageBus is a node singleton that delivers messages and data between objects. It rests at res://Singleton/MessageBus.gd. <br></p>
<br>
<h3>flow </h3>
<p>A handler first subscribes to a topic. When a particular topic comes up, it is published and passed to the subscribed handlers. When a topic is no longer relevant to a handler or the handler exited the tree, it unsubscribes.<br></p>
<br>
<p>Also, all objects that inherit from the <a href="/blessfrey-gdd/docs/base">base</a> request a ref_id at ready. <br></p>
<br>
<h3>signals </h3>
<p><ul>
<li>•&nbsp;<b>-</b>: - </li>
</ul><br>
<br>
<h3>variables </h3><br>
<p><ul>
<li>•&nbsp;<b>current_ref_id</b>: int. ref ids are handed out sequentially by incrementing this value. Its initial value is -1. </li>
<li>•&nbsp;<b>topics</b>: Dictionary. Holds a list of handlers for each topic. </li>
</ul><br></p>
<br>
<h3>methods </h3><br>
<p>int designate_ref_id() <br></p>
<p>increments current_ref_id by one then returns it. <br></p>
<br>
<p>void publish(String topic, ??? data) <br></p>
<p>If the topic has any active subscriptions, its handlers are prompted to handle the data. <br></p>
<br>
<p>void subscribe(String topic, Object handler) <br></p>
<p>An entry in topics is made for the topic if needed, then the handler is added to the topic's list. <br></p>
<br>
<p>void unsubscribe(String topic, Object handler) <br></p>
<p>if the topic has an active subscription, the given handler is erased from the topic's list. <br></p>
<br>
<p>void _on_handler_tree_exited(String topic, Object handler) <br></p>
<p>During subscribe, the handler is connected to execute this if it exits the tree. It unsubscribes the handler from the topic. <br></p>
<br>
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<p>A player is a Node that inherits from <a href="/blessfrey-gdd/docs/character">characters</a>. It is characterized by its possession of the UI, its use of the UserControl AI package, and exclusive abilities. It rests at res://character/Player/Player.gd. <br></p>
<br>
<h3>flow </h3>
<p>At ready, it gives itself to the UI singleton, so UI.get_player() is available to every node. Maybe dumb, but it works for now. It also sets up all AI packages and the UI, then has the UI display the correct stats. <br></p>
<br>Item Pickup: consider_pickup > (wait for user to press an inspect option) > id_pressed >
<br>
<h3>groups </h3>
<p><ul>
<li>•&nbsp;<b>can_highlight</b>: can target or hover mouse over entity for some information </li>
<li>•&nbsp;<b>can_interact</b>: can become the subject of an inspection menu. </li>
<li>•&nbsp;<b>can_skill_target</b>: can become the target of spells. </li>
<li>•&nbsp;<b>can_target</b>: can be targetted. </li>
</ul></p><br>
<br>
<h3>signals </h3>
<p><ul>
<li>•&nbsp;<b>-</b>: - </li>
</ul><br>
<br>
<h3>variables </h3>
<p><ul>
<li>•&nbsp;<b>inspect_options</b>: Dictionary. the options available on this entity's <a href="/blessfrey-gdd/docs/inspect-menu">inspect menu</a>. </li>
<li>•&nbsp;<b>applied_keywords</b>: Array[Objects]. all keywords currently active on this entity. </li>
</ul><br></p>
<br>
<h3>methods </h3>
<p>void _ready () <br></p>
<p>adds groups and default examine options. <br></p>
<br>
<p>void examine () <br></p>
<p>placeholder; prints display name. <br></p>
<br>
<p>void highlight () <br></p>
<p>calls entry point on this entity's <a href="/blessfrey-gdd/docs/highlight">highlight node</a>. <br></p>
<br>
<p>void id_pressed (new_id) <br></p>
<p>calls associated method from inspect_options. <br></p>
<br>
<p>void inspect () <br></p>
<p>triggers <a href="/blessfrey-gdd/docs/ui">UI</a>'s inspect method. <br></p>
<p>void unhighlight () <br></p>
<p>triggers <a href="/blessfrey-gdd/docs/tangible-body">tangible entity's body</a>'s unhighlight method. <br></p>
<br>
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<p>A skill is defined as a <a href="">JSON file</a> housed at res://res/text/skills/. Its filename is its base id, and all data and keywords are expressed through JSON. <br></p>
<br>
<h2>structure </h2>
<p>A skill is defined as a <a href="">JSON file</a> housed at res://res/text/skills/. Its filename is its base id, and all data and keywords are expressed through JSON. <br></p>
<br>
<p>A skill's JSON array contains a... <br></p>
<ul>
<li>"note" (unused but useful summary for humans)</li>
<li>"id" (the base id)</li>
<li>"name_key" (key used by the TranslationServer)</li>
<li>"name" (English name used for file/folder naming)</li>
<li>"prof" (its associated job)</li>
<li>"stat" (its associated perk or attribute)</li>
<li>"e_cost" (its spirit cost)</li>
<li>"a_time" (its activation duration)</li>
<li>"cd" (its cooldown duration)</li>
<li>"target" (list of possible targets: self, etc.)</li>
<li>"s_range" (its range: social, etc)</li>
<li>"functionality" (list of keywords)</li>
</ul>
<br>
<p>Every skill's functionality is built from keywords read from that list. Each keyword is a dictionary containing its "type" (keyword's category) and some optional data. <br></p>
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<p>A tangible entity is a Node that inherits from <a href="/blessfrey-gdd/docs/mobile">mobile entities</a>. It extends to characters and floor items. It is characterized by its physical presence in the world and possibility for interaction. It rests at res://addons/character_system/tangible.gd. <br></p>
<br>
<h3>flow </h3>
<p>Groups and default <a href="/blessfrey-gdd/docs/inspect-menu">inspect options</a> are added at ready. <br></p>
<br>Inspect: Inspect is the entry point. Inspect > (wait for user to press an inspect option) > id_pressed >
<br>
<h3>groups </h3>
<p><ul>
<li>•&nbsp;<b>can_highlight</b>: can target or hover mouse over entity for some information </li>
<li>•&nbsp;<b>can_interact</b>: can become the subject of an inspection menu. </li>
<li>•&nbsp;<b>can_skill_target</b>: can become the target of spells. </li>
<li>•&nbsp;<b>can_target</b>: can be targetted. </li>
</ul></p><br>
<br>
<h3>signals </h3>
<p><ul>
<li>•&nbsp;<b>-</b>: - </li>
</ul><br>
<br>
<h3>variables </h3>
<p><ul>
<li>•&nbsp;<b>inspect_options</b>: Dictionary. the options available on this entity's <a href="/blessfrey-gdd/docs/inspect-menu">inspect menu</a>. </li>
<li>•&nbsp;<b>applied_keywords</b>: Array[Objects]. all keywords currently active on this entity. </li>
</ul><br></p>
<br>
<h3>methods </h3>
<p>void _ready () <br></p>
<p>adds groups and default examine options. <br></p>
<br>
<p>void examine () <br></p>
<p>placeholder; prints display name. <br></p>
<br>
<p>void highlight () <br></p>
<p>calls entry point on this entity's <a href="/blessfrey-gdd/docs/highlight">highlight node</a>. <br></p>
<br>
<p>void id_pressed (new_id) <br></p>
<p>calls associated method from inspect_options. <br></p>
<br>
<p>void inspect () <br></p>
<p>triggers <a href="/blessfrey-gdd/docs/ui">UI</a>'s inspect method. <br></p>
<p>void unhighlight () <br></p>
<p>triggers <a href="/blessfrey-gdd/docs/tangible-body">tangible entity's body</a>'s unhighlight method. <br></p>
<br>
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<p>Works like a skill in most instances, but it has a persistent effect that is triggered instead of activated. </p>
<p>Usually, there's going to be some Area2D (covers the lava area, etc) that will cast the skill upon collision with a tangible and end the skill when the tangible exits. </p>
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<h2>description </h2>
<p>Floor items are the representation of an item that spawns in the environment, drops from opponents, and can be picked up. They are technically tangible entities. <br></p>
<br>
<h2>structure </h2>
<p><ul>
<li>Node2D - $ThreeLeafClover (floor_item.gd, inherits from tangible.gd)</li>
<ul><li>Node2D - $Body (tangibleBody.gd, inherits from mobileBody.gd)</li>
<ul><li>Area2D - $Sprite (Items/Components/Sprite.gd)</li>
<ul><li>Sprite - $Sprite</li>
<ul><li>PanelContainer - $Highlight (the <a href="/blessfrey-gdd/highlight">highlight scene</a></li></ul>
<li>CollisionPolygon2D - $CollisionPolygon2D</li></ul>
</ul>
</ul>
</ul></p>
<br>
<h2>variables</h2>
<p><ul>
<li>ITEM_SCENE_NAME, a constant reference to the <a href="/blessfrey-gdd/base-item">base item</a>'s path within the folder </li>
<li>item_scene, the base item's scene, loaded from ITEM_SCENE_NAME </li>
<li>item, the <a href="/blessfrey-gdd/base-item">base item</a>. It's instanced from item_scene and added as a child of the floor item.
<li>display_name, the name seen in the <a href="/blessfrey-gdd/highlight">highlight</a> label, <a href="/blessfrey-gdd/inventory">inventory</a> listings, etc. </li>
<br>
<h2>logic </h2>
<p> <br></p>
<br>
<br>
<h2>challenges/known issues </h2>
<p> <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>???✓ </li>
<li>???✗ </li>
</ul>
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<p>A category of equipment for <a href="/blessfrey-gdd/character">characters</a>. Gear's protection is not cumulative. Each blow will strike a randomly selected piece of armor. The default chances are as follows: Torso: 37.5% | Legs: 25% | Feet: 12.5% | Hands: 12.5% | Head: 12.5%. <br></p>
<br>
<h2>armor bonus </h2>
<p>In addition to AR, armor typically bestows additional spirit, spirit regen, additional life, and a reduction in physical damage. Headgear gives +1 to single attribute for the wearer's job. </p>
<p>Armor typically increases spirit by a total of 20 for armsman; 25 for tamer and brawler; and 30 for hacker, disciple, and chemist. </p>
<p>Armor typically increases spirit regen by a total of +2 for armsman; +3 for tamer; and +4 for hacker, disciple, chemist, brawler. </p>
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<p>Works very similarly to <a href="/blessfrey-gdd/job">jobs</a>, but they don't allow you to increase the value of the perk to boost perk skills, nor do they give you the constant perk boon. Otherwise, you get all the attributes and skills to complement your job's perk, attributes, and skills. </p>
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<h2>description </h2>
<p>Groups <br></p>
<br>
<h2>structure </h2>
<h3>skills </h3>
<p>Skills fall into various groups. These groups are specific to the skill only, not its keywords. For example, a projectile skill launches a projectile, and the projectile will use a subskill on impact. This skill is not an attack, and the target will not aggro if it misses. The subskill <i>is</i> an attack, though. </p>
<p>Groups are always all lowercase, and all spaces and hyphens are replaced by an underscore. </p>
<br>
<ul>
<li>skill - applies to all skills </li>
<li>armsman, disciple, tamer, brawler, chemist, hacker - their associated job </li>
<li>fitness, divine_protection, dirty_fighting, social_engineering - their associated perk/attribute </li>
<li>attack - whether this skill will aggro the target. Tends to be a damage skill, esp melee or ranged. Do not confuse with the keyword attack, though it will surely belong to an attack skill.</li>
<li>medicine - inflicts positive keywords on friendly </li>
<li>poison - inflicts negative keywords on enemy over time </li>
<li>miracle - inflicts positive keywords on friendly </li>
<li>blessing - inflicts positive keywords on friendly over time </li>
<li>mark - inflict negative keywords on enemy </li>
</ul>
<br>
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<h2>description </h2>
<p>The programmatic element facilitates picking up, collecting, and dropping items. The control element displays and offers relevant options. <br></p>
<br>
<h2>pickup: floor item -> inventory item </h2>
<p>Item pickup is initiated by MoveToDestination.gd/_on_item_arrived(floor_item) -> floor_item.pick_up().pick_up(). The base item's pick_up initiates character/pickup(base_item) and publishes "item_picked_up" and itself to the <a href="/blessfrey-gdd/achievements">MessageBus</a>. <br></p>
<br>
<p>character.gd/pickup(base_item) calls (programmatic)Inventory.gd/pickup and _pickup(base_item) which updates the phone inv app if it's currently open. <br></p>
<br>
<p>Inventory.gd/pickup(base_item) published "item_obtained" and the base item to the <a href="/blessfrey-gdd/achievements">MessageBus</a> then calls reverse_pickpocket(base_item). <br></p>
<br>
<p>Inventory.gd/reverse_pickpocket(base_item) appends the base item to the inventory and connects the depleted and dropped signals. <br></p>
<br>
<h2>opening the inventory app </h2>
<p>If you press the <a href="/blessfrey-gdd/controls">inventory key (I)</a>, UI/open_window(UI.open_inv_scene(),"inventory", Vector2(100,150)) is called. It opens a window at the Vector2, assigns "inventory" as its key, and fills it with the given scene. The UI will call open_app and provide the inventory app scene. <br></p>
<br>
<p>If you bring up the smartphone and tap the inventory app from the home screen, the inventory button is connected to 'open_app" on "pressed", sending the associated app. <br></p>
<br>
<p>Smartphone.gd/open_app(scene) sets is_open to true, the current_app to the scene,
<br>
<h2>challenges/known issues </h2>
<p> <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>???✓ </li>
<li>???✗ </li>
</ul>
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<h2>description </h2>
<p>Items are objects that may be picked up, purchased, used, equipped, dropped, or sold. They include currency, quest items, equipment, consumables, readables, upgrades, keys, and trinkets. <br></p>
<br>
<h2>four representations </h2>
<p>An item changes its form depending on its context. <br></p>
<br>
<p><a href="/blessfrey-gdd/base-item">Base items</a> are the purest form of an item, maintaining its continuity and containing its essential data. Other items hold the base item as a child or generates one if one doesn't already exist. <br></p>
<br>
<p><a href="/blessfrey-gdd/floor-item">Floor items</a> are the representation of an item that spawns in the environment, drops from opponents, and can be picked up. They are technically tangible entities. <br></p>
<br>
<p>Inventory items appear in the inventory window. They are technically control nodes. <br></p>
<br>
<p>Merchandise appears in store windows. <br></p>
<br>
<h2>move to pick up item </h2>
<p>Items can only be picked up by the player. They can be picked up via item targeting or through selecting 'pick up' on the <a href="/blessfrey-gdd/inspect">inspect menu</a>. <br></p>
<br>
<p>Item pickup is triggered when a <a href="/blessfrey-gdd/floor-item">floor item</a> is targeted, that is, a <a href="/blessfrey-gdd/controls">'target' (left-click)</a> triggers a $Item/Body/Sprite/Sprite.gd/_on_input_event. If 'no_move_to_target' (shift) is held while targeting, the <a href="/blessfrey-gdd/floor-item">floor item</a> will be targeted without initiating pickup. Otherwise, floor_item.gd/target_event(viewport,event,shape_idx) is called to set the target and handle the input before prompting the player to consider pickup. <br></p>
<br>
<p>Item pickup is also an option on the <a href="/blessfrey-gdd/floor-item">floor items</a>' <a href="/blessfrey-gdd/inspect">inspect menu</a>. Choosing it triggers that <a href="/blessfrey-gdd/floor-item">floor item</a>'s id_pressed(id), which calls the associated method from its inspect_options dictionary: floor_item.gd/move_player_then_pickup(), prompting the player to consider pickup. <br></p>
<br>
<p>Character.gd/consider_pickup(item) passes to UserControl/pickup(item). The next branch depends on a distance check. <br></p>
<br>
<p>If the <a href="/blessfrey-gdd/floor-item">floor item</a> is within the player's <a href="/blessfrey-gdd/proxemics">intimate distance</a>, the character will be prompted to pick up the <a href="/blessfrey-gdd/floor-item">floor item</a>. <br></p>
<br>
<p>Otherwise, <a href="/blessfrey-gdd/pathfinding">pathfinding</a> begins towards the <a href="/blessfrey-gdd/floor-item">floor item</a>. Upon arrival, it calls floor_item.pick_up().pick_up(). The <a href="/blessfrey-gdd/floor-item">floor item</a>'s pick_up removes itself from the room and returns the base item, then the <a href="/blessfrey-gdd/inventory">inventory system</a> takes care of the rest. <br></p>
<br>
<h2>drop item </h2>
<p>Items can be dropped from the <a href="/blessfrey-gdd/inventory">inventory</a> app when the player selects 'drop' on the <a href="/blessfrey-gdd/inspect">inspect menu</a>. <br></p>
<br>
<p>Choosing 'drop' triggers that <a href="/blessfrey-gdd/inventory-item">inventory item</a>'s id_pressed(id), which calls the associated method from its inspect_options dictionary: inventory_item.gd/drop. It, in turn, calls the drop method off its <a href="/blessfrey-gdd/base-item">base item</a>.<br></p>
<br>
<p>The <a href="/blessfrey-gdd/base-item">base item</a>'s drop() emits the 'dropped' signal, which triggers the inventory item to queue_free then the inventory app to be refreshed. (connected @ InvContainer.gd/make_inventory_items(base_item).
<br>
<h2>challenges/known issues </h2>
<p>pick up in range puts a floor item in the programmatic inventory. out of range puts a proper base item. STOP at line 309 on character.gd. <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>add to wallet✗ </li>
<li>bestow constant keyword effect✗ </li>
<li>buy, sell✗ </li>
<li>container, randomized loot, take out, put in, persist in container✗ </li>
<li>drop from inv✗ </li>
<li>drop from death drop table✗ </li>
<li>equip✗ </li>
<li>inspect inventory item, <a href="/blessfrey-gdd/floor-item">floor item</a>✗ </li>
<li>pickup in range, out of range, target, inspect✓ </li>
<li>progress quest, open door✗ </li>
<li>read✗ </li>
<li>spawn from spawner✗ </li>
<li>use✗ </li>
</ul>
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<p>Defines the playstyle available to the <a href="/blessfrey-gdd/character">character</a> through associated <a href="/blessfrey-gdd/skill">skills</a>, <a href="/blessfrey-gdd/perk">perk</a>, and <a href="/blessfrey-gdd/attribute">attributes</a>. There are six standard jobs available to the <a href="/blessfrey-gdd/player">player</a>, but more can be discovered during gameplay. </p>
<p>The basic jobs are... </p>
<ul>
<li>Armsman </li>
<li>Brawler </li>
<li>Chemist </li>
<li>Disciple </li>
<li>Hacker </li>
<li>Tamer </li>
</ul>
<p>Another common job is Idle, an empty placeholder job. As a gig, it only shows the character's job. When a character has this job, no gig can be taken and no job or gig information will be shown. This is the only job a character can double up on. New players start out Idle/Idle, choose their first job like Brawler/Idle. After more gigs are learned, they can switch their gig to Idle to emphasize their dedication to solo-classing their job. Blessfrey takes after Guild Wars in a lot of ways, and solo-classing was always something people kinda wanted. Without it, we resorted to picking joke or confusion-inducing secondary professions, or we tried to spell out words like "Mo/P," "E/Mo," etc.</p>
<h2>multiclassing</h2>
<p>A character can have a job and a side gig. All associated skills and attributes will be available to the character from both jobs. The character can mix playstyles to define his own multiclass. An Armsman/Disciple can be played like a paladin or cleric, a Hacker/Brawler can be played like a spy or assassin, and a Chemist/Tamer can poison his arrows using field medicine. </p>
<p>Perks are a special attribute. A class's perk is only available when it is selected as the job. It bestows a constant boon on the character, which increases in power as the perk is increased. Although a character cannot increase a gig's perk's value or gain its boon, he will have access to all the perk's associated skills, albeit at the lowest effectiveness. </p>
<h2>structure</h2>
<p>A character has a $Jobs node that contains all jobs as children. Information about its job, gig, and perk and attribute values are stored in this scene. </p>
<p>The Jobs node has exported String variables first_job and first_gig for startup. Later, the jobs should be loaded from a save file, etc. </p>
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<p>Keywords are the building blocks of skills. <br></p>
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<h2>character </h2>
<p>Characters are characterized by ???. They are Tangible (Tangible.gd) and Entities (Base.gd). </p>
<h2>structure </h2>
<p>They have...<p>
<p>$Jobs, a collection of all possible jobs and their own job and gig. </p>
<p>$Equipment, covering both gear and weapons.</p>
<h2>logic </h2>
<p> </p>
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<p>Life represents how much <a href="/blessfrey-gdd/damage">damage</a> a <a href="/blessfrey-gdd/character">character</a> can take before <a href="/blessfrey-gdd/death">dying</a>. The quantity of life points is calculated using their current <a href="/blessfrey-gdd/level">level</a>. Characters' <a href="/blessfrey-gdd/pip">life pips</a> replenish their life over time outside of combat. </p>
<p>Max life cannot be reduced below 1. Life cannot be reduced below 1 from a chance in max life.</p>
<h3>structure</h3>
<p>Characters have life (float) and max_life (float). </p>
<h3>logic</h3>
<p>Characters' life, by default, is calculated as 20 * their current level + 80. </p>
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<p>documenting Blessfrey game mechanics<br></p>
<br>
<p>Game mechanics are the rules of the world. <br></p>
<br>
<h2>character creation</h2>
<p>Players control Helia and develop her character through making decisions. During her first day of school in Lucrest, you will fill out a personal questionnaire and try out the common jobs before choosing one permanently. She will also receive her starter skills and her choice of starter gear and weapon. <br>
<br>
<h2>job, side job + skills</h2>
<p>Her job determines the perk, attributes, and skills available for her. Skills will scale in power according to the amount of attributes assigned to the relevant attribute. She can also take a side job, which will offer more attributes and skills for defining your playstyle. Side jobs are optional and can be changed outside of combat, but they do not offer perks, nor can their perk-related skills be improved. <br></p>
<br>
<p>All acquired skills will be stored in the character's skill library, but only 8 can be equipped onto the skillbar at a time. You must choose carefully and adapt challenge-by-challenge. <br></p>
<br>
<p>To gain more skills and side job offers, you explore the world, gain combat experience, meet characters, and more. She'll encounter <a href="/char/WISE">a certain system</a> that will guide her to greater development early in the dungeon. <br></p>
<br>
<p>You'll not only develop Helia but a team of friends you meet in town and below, all with jobs, side jobs, and skills for building a viable team. <br></p>
<br>
<h2>playstyle</h2>
<p>Blessfrey emphasizes frequent and free adaptation of playstyle. Except for your job, decisions are not permanent. You can change your side job, reallocate attribute points freely, and swap out skills outside of combat. You can do the same for your teammates' builds, and call them in and out of your team freely outside of combat. <br></p>
<br>
<p>Enemies and allies have access to many of the same jobs and skills, so while you learn the offensive advantage of your skills, you will also have to learn to defend against them. You can learn new skills through combat experience, copying techniques. <br></p>
<br>
<p>Death is not a final failure. Characters can resurrect each other. If the entire team dies, they will be revived at the nearest bed of resurrection lillies, able to retry. <br></p>
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Not everyone who performs miracles will enter Heaven.
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<h2>description </h2>
<p>Passive skills bestow a constant effect and are perpetually applied in the background. </p>
<h2>flow </h2>
<ul>
<li>Skill button pressed </li>
<li>Used
<ul>
<li>New usage </li>
<li>Target </li>
<li>Fail if user activating a skill </li>
<li>Fail if skill cooling down </li>
<li>Cooldown </li>
<li>Publish & emit "skill_used" </li>
<li>Pay costs </li>
<li>Append to active list </li>
<li>Activate </li>
</ul>
</li>
</ul>
<p>Skills perform their function on their user and target, but they are also applied to their target's <code>applied_skills</code>, a list of skill usages. </p>
<h2>structure </h2>
<p></p>
<h2>logic </h2>
<h3>end </h3>
<p>A skill naturally ends after completion. After all the keywords are complete, the skill will complete. </p>
<p>A skill prematurely ends if it is removed (the remove keyword targets applied skills) or reapplied (a duplicate skill ends earlier instances of the skill then is applied normally). </p>
<p>When a skill ends for any reason, all keywords must also end. </p>
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<p>Pathfinding programmatically moves an entity towards a point. <br></p>
<br>
<h2>move to pick up an item </h2>
<p>If an entity decides to pick up a floor item, UserControl.gd/pickup(floor_item) checks the range. If too far away, it will trigger MoveToDestination.gd/pickup_setup(floor_item). <br></p>
<br>
<p>Signals are disconnected, track is made true, 'item_arrived' signal is connected to UserControl/Move, and the goal target is set. <br></p>
<br>
<p>MoveToDestination.gd's Execute method constantly loops between path_to_point() and choose_velocity(). <br></p>
<br>
<p>path_to_point calls cancel on the player and path_to_object(goal_target). Mobile.gd/path_to_object(goal_target) sets the floor item as the next then reassesses the path with each call. If there is no current_dot, dots are set between the user and the goal_target and the method ends. Otherwise, the last_dot is either the last dot or the current_dot. If the goal hasn't moved, the method ends. If the goal is further, the path is wholly or partially recalculated. If the goal is nearer, the path is recalculated between the last_dot and the goal. <br></p>
<br>
<p>choose_velocity() sets the entity's body's internal velocity to current_dot - current_pos. mobileBody.gd/_process(delta) sets its physics_body_node's move_and_collide to velocity (judged from internal velocity) * speed * delta * <a href="/blessfrey-gdd/achievements">KnowledgeBase</a>.logic_time, publishing "moved" and the entity to the <a href="/blessfrey-gdd/achievements">MessageBus</a>. <br></p>
<br>
<p>The <a href="/blessfrey-gdd/achievements">MessageBus</a>'s Moved.gd handler will judge progress and emit a signal. Since "reached", "arrived", etc are connected during MoveToDestination's Enter phase, handle_moved_result handles the package. If it is "arrived" and track is true, 'item_arrived' signal is emitted, the first waypoint is popped off, and the entity calls clear_movement. <br></p>
<br>
<p>MoveToDestination.gd/_on_item_arrived(floor_item) calls arrived to disconnect signals, set track to false, and clear the entity's movement. Then it calls item.pick_up().pick_up(). <br></p>
<br>
<h2>challenges/known issues </h2>
<p>Navigation2D and get_simple_path will be removed in a future version of Godot. <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>move to item then pick up✓ </li>
<li>move to target then attack✗ </li>
<li>move to target but don't attack✗ </li>
<li>move to target then interact✗ </li>
</ul>
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<p><a href="/blessfrey-gdd/job">Jobs</a> and <a href="/blessfrey-gdd/gig">gigs</a> have <a href="/blessfrey-gdd/attribute">attributes</a> associated with them, while only jobs have <a href="/blessfrey-gdd/perk">perks</a>. Each attribute defines a specialization within the job's overall playstyle. A perk is the same as an attribute, but characters only have access to their job's perk, not their gig's perk. </p>
<p>Perks bestow a constant effect on the character. For instance, the Brawler's Critical Eye increases his critical hit rate.</p>
<p>Each perk and attribute is associated with a set of skills. You can increase and decrease their values in safe areas (no permanent decision), and their skills' effectiveness with scale with their attributes. </p>
<p>Perks are activated at _ready or job change onto their owner. </p>
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<p>Pips increase their <a href="/blessfrey-gdd/character">owner's</a> <a href="/blessfrey-gdd/life">life</a> or <a href="/blessfrey-gdd/spirit">spirit</a> over time. Life/Spirit Degeneration or Life/Spirit Regeneration can modify the number of pips. Pips are represented by arrows on the life bar or spirit bar. </p>
<p>A life pip increases or decreases the character's life by 2 every regen_tick (1 second), while a spirit pip increases the character's spirit by 3. </p>
<p>A character starts with 2 spirit pips by default. </p>
<h3>logic</h3>
<p>Each character has a regen timer for their life and another for their spirit. </p>
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<p>Generally, proxemics refers to the study of the relationship between social beings and physical distance.
Since spatial distance in Blessfrey (and all games) varies wildly due to distortion of physical proportions and angles, I am addressing the mechanical distance, i.e. the reach of a weapon, the distance from which an item can be picked up, and earshot. Relative distances are modeled after <a href="https://en.wikipedia.org/wiki/Proxemics">Edward T. Hall's interpersonal distances of man</a>: public, social, personal, and intimate distance. <br></p>
<br>
<p>I like the implication of a generalized "personal bubble" instead of the solely combat-oriented "aggro bubble" of other RPGs. It's so unfortunate that the pandemic was everyone's introduction to proxemics. I don't really wanna change it, but I kinda cringe when I hear "social distance" now. Whatever, I guess. <br></p>
<img src="/static/img/gdd/personalbubble.svg" alt="(chart: concentric rings. From outer to inner, public space is 25-12', social space is 12-4', personal space is 4-1.5', and intimate space is 1.5' or less.)">
<p>(image by WebHamster for Wikipedia) <br></p>
<br>
<p>Distances are declared in the mobile entity's mobile.gd. I...don't know what Godot units are supposed to be. I think they are pixels? Let's call them degrees(❥). I estimate 1❥ to equal ~2.5 social inches. <br></p>
<br>
<h2>extrapersonal distance </h2>
<p><ul>
<li>range: ???-∞❥ </li>
<li>relevancy: conceptual interentitic outerspace </li>
</ul></p>
<h2>public distance </h2>
<p><ul>
<li>range: 90-???❥ </li>
<li>relevancy: </li>
</ul></p>
<h2>social distance </h2>
<p><ul>
<li>60-90❥. </li>
<li> </li>
</ul></p>
<h2>personal distance </h2>
<p><ul>
<li>45-60❥. </li>
<li> </li>
</ul></p>
<h2>intimate distance </h2>
<p><ul>
<li>range: 0-45❥ </li>
<li>relevancy: item pickup, melee attacks </li>
</ul></p>
<br>
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<h2>description </h2>
<p>Skills are individual powers usable by entities. They can take 8 at a time on their skillbar. They can be used for combat, puzzle-solving, and roleplaying. They are acquired through exploring. </p>
<h2>flow </h2>
<ul>
<li>Skill button pressed </li>
<li>Used
<ul>
<li>New usage </li>
<li>Target </li>
<li>Fail if user activating a skill </li>
<li>Fail if skill cooling down </li>
<li>Cooldown </li>
<li>Publish & emit "skill_used" </li>
<li>Pay costs </li>
<li>Append to active list </li>
<li>Activate </li>
</ul>
</li>
</ul>
<p>Skills perform their function on their user and target, but they are also applied to their target's <code>applied_skills</code>, a list of skill usages. </p>
<h2>structure </h2>
<p></p>
<h2>logic </h2>
<h3>end </h3>
<p>A skill naturally ends after completion. After all the keywords are complete, the skill will complete. </p>
<p>A skill prematurely ends if it is removed (the remove keyword targets applied skills) or reapplied (a duplicate skill ends earlier instances of the skill then is applied normally). </p>
<p>When a skill ends for any reason, all keywords must also end. </p>
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<p>Spirit is the main currency used by <a href="/blessfrey-gdd/character">characters</a>. Characters' <a href="/blessfrey-gdd/pip">spirit pips</a> replenish their spirit over time. </p>
<p>Spirit can drop below 0. The UI will read 0 until the character recovers enough spirit.</p>
<h3>structure</h3>
<p>Characters have spirit (float) and max_spirit (float). </p>
<h3>logic</h3>
<p>Characters' spirit, by default, is calculated as 20 + spirit bestowed by their current job + spirit bestowed by their current equipment. </p>
<p>Armsmen have 10 extra spirit; Brawlers and Tamers have 20 extra spirit; and Chemists, Disciples, and Hackers have 30 extra spirit. </p>
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<h2>description </h2>
<p>Status effects inflict the victim with negative keywords. As opposed to the tens of marks and poisons out there that each differ in the keywords they carry, there are only a handful of status effects, and the same status effect will behave pretty much the same no matter what skill carries it. Since a specific status effect is more common than a specific poison, it's more important to understand a copy may only suffer from one copy of a specific status effect (or specific mark or specific poison), so reapplying it will effectively only reset the keyword, not double it. <br></p>
<br>
<h2>structure </h2>
<p> <br></p>
<br>
<h2>logic </h2>
<p> <br></p>
<br>
<h2>challenges/known issues </h2>
<p> <br></p>
<br>
<h2>works for...</h2>
<ul>
<li>✗ </li>
<li>✓ </li>
</ul>
File diff suppressed because it is too large Load Diff
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<p><ul>
<li><b><a href="/blessfrey-gdd/item">base item</a></b>: the core of data of an individual item. Floor items and inventory items contain a base item. </li>
<li><b><a href="/blessfrey-gdd/pathfinding">current_dot</a></b>: (DG era variable, StateMachine.gd) the immediate point the entity is pathfinding to in order to ultimately reach the goal_target. </li>
<li><b><a href="/blessfrey-gdd/proxemics">degrees(❥)</a></b>: (concept) the unit of social distance </li>
<li><b><a href="/blessfrey-gdd/pathfinding">dot</a></b>: (DG era variable, StateMachine.gd) a set of coordinates for a global position. </li>
<li><b><a href="/blessfrey-gdd/pathfinding">dots</a></b>: (DG era variable, StateMachine.gd) the discreet path between points, esp. the entity and the goal target. </li>
<li><b><a href="/blessfrey-gdd/item">floor item</a></b>: </li>
<li><b><a href="/blessfrey-gdd/pathfinding">goal target</a></b>: (DG era variable, MoveToDestination.gd) It is set when the entity decides to pathfind and nulled during clear_goal(). mobile.gd/path_to_object(goal_target) is called from MoveToDestination every Execute loop to reassess the path between entity and goal. </li>
<li><b><a href="/blessfrey-gdd/inspect">inspect menu</a></b>: (UI) presents options for interacting with the subject </li>
<li><b><a href="/blessfrey-gdd/proxemics">intimate distance</a></b>: 45❥, declared at mobile.gd/intimate_space </li>
<li><b><a href="/blessfrey-gdd/item">inventory item</a></b>: </li>
<li><b><a href="/blessfrey-gdd/item">item</a></b>: varies in form depending on its context - base item, floor item, inventory item, merchandise </li>
<li><b><a href="/blessfrey-gdd/item">merchandise</a></b>: </li>
<li><b><a href="/blessfrey-gdd/pathfinding">next</a></b>: (DG era variable, StateMachine.gd) same as the goal_target. The current waypoint for the entity. </li>
<li><b><a href="/blessfrey-gdd/pathfinding">next_dot</a></b>: (DG era variable, StateMachine.gd) the first item in the dots array that is not at the entity's global_position. </li>
<li><b><a href="/blessfrey-gdd/proxemics">personal distance</a></b>: 60❥, declared at mobile.gd/personal_space </li>
<li><b><a href="/blessfrey-gdd/proxemics">proxemics</a></b>: (concept) interentitic, mechanical distances </li>
<li><b><a href="/blessfrey-gdd/proxemics">social distance</a></b>: 90❥, declared at mobile.gd/social_space </li>
<li><b><a href="/blessfrey-gdd/inspect">subject</a></b>: inspect menu has a subject; inspect options will affect it </li>
<li><b><a href="/blessfrey-gdd/pathfinding">swing</a></b>: (BF era action, ???.gd) Encompasses both weapon swings and the use phase of weapon attack skills. </li>
<li><b><a href="/blessfrey-gdd/pathfinding">track</a></b>: (DG era variable, MoveToDestination.gd) If the AI is pathfinding to a point or object, track is true. Upon arrived(), it is false. It is checked in handle_moved_result(result, entity).</li>
<li><b><a href="/blessfrey-gdd/pathfinding">waypoints</a></b>: (DG era variable, StateMachine.gd) the list of selected points the entity will be traveling to. Usually a patrol route. </li>
</ul></p>
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Physichs of the Hollow Earth:
>Oliver Milatovic - Is Earth Really a Solid? The Evidence Reexamined
https://b-ok.lat/book/5249184/3c5c4a
>Jan P. Lamprecht - Hollow Planets. A Feasibility Study of Possible Hollow Worlds - Could the Planets Mercury, Venus and Earth Possibly be Hollow?
https://b-ok.lat/book/2488858/4558af
>Marshall B. Gardner - A Journey to the Earth's Interior. Have the Poles Really Been Discovered? Evidence for Hollow Earth
https://b-ok.lat/book/2488856/f42bf5
>Joscelyn Godwin - The Polar Myth
https://b-ok.lat/book/991025/b020b6
Esoteric Hitlerism Books:
>Miguel Serrano:
https://b-ok.lat/g/Miguel%20Serrano
>Savitri Devi:
https://b-ok.lat/g/Savitri%20Devi
>Nimrod de Rosario (Spanish):
http://www.regresoalorigen.com/
>Otto Rahn
https://b-ok.lat/g/Otto%20Rahn
I think some of the books are iin the ePub format, here a program:
https://calibre-ebook.com/download
Esoteric Hitlerism Books:
>Miguel Serrano:
https://b-ok.lat/g/Miguel%20Serrano
>Savitri Devi:
https://b-ok.lat/g/Savitri%20Devi
>Nimrod de Rosario (Spanish):
http://www.regresoalorigen.com/
>Otto Rahn
https://b-ok.lat/g/Otto%20Rahn
Intresting Websites:
>https://www.sacred-texts.com/earth/jei/index.htm
>http://esotericawakening.com/das-vril-projeckt
>https://atlanteangardens.blogspot.com/2014/04/banned-occult-secrets-of-vril-society.html
>https://occultthirdreich.wordpress.com/
>>27099871
This /g/ is much more professional and my style. Thank you. It is as I saw it in my minds eye, so this shows we are on a similar path.
https://myth.bravesites.com/
>Miguel Serrano:
https://1lib.us/g/Miguel%20Serrano?
regionChanged=&redirect=26706382
https://www.youtube.com/watch?v=UZitrXO2SnQ
https://youtu.be/cJUgPDr40Kg
https://youtu.be/rYT_WugMLoY
>http://www.atlanteanconspiracy.com/2011/01/hollow-earth-evidence.html
>http://www.atlanteanconspiracy.com/2010/06/new-age-nazi-ufo-end-times-deception.html
>http://www.atlanteanconspiracy.com/2010/06/inhabitants-of-hollow-earth.html
>https://jackheart2014.blogspot.com/2018/09/ragnarok-iii-lokis-revenge-ii.html
Hollow Earth Chronicles:
>https://concen.org/content/hollow-earth-chronicles-episode-1-dark-chambers-2017
>http://esotericawakening.com/das-vril-projeckt
>https://atlanteangardens.blogspot.com/2016/04/new-swabia-neuschwabenland-and-base-211.html
>https://www.ourhollowearth.com/ourhollo/index.html
>http://www.imperialgermans.com/index.html
>https://uncensoredspeechworldwide.wordpress.com/2015/12/23/third-reich-naval-base-in-neuschwabenland-new-swabia-2/
>https://theotherglobe.tumblr.com/
I think all european have an underworld people. In Spain we know them be different names, Anjanas, Mouros (from the death, tought they end mixed with the moors), Xanas, Gentiles... The Godess Mary from the Basque reigned underground, in different Caves like Amboto you could contact her.
Agartha, Shambalah etc...
A name you don't hear very often when people talk about notorious nazis, a nobel prize winner in physics, Philipp Eduard Anton von Lenard.
Almost all of his writings are about the aether.
He was the top adviser of physics in the Reich.
Some fictional stories are true accounts of actual events, but who can say?
Some people think the Bible is a correct historical account of events.
Vril, the Power of the Coming Race is much more plausible imo.
Other books like journey to the center of the earth or 20,000 leagues under the sea are written like adventure novels, but Vril is written like a technical document or formal briefing.
It's fairly well-documented from different sides and through hundreds of years with various incidents like that on Bornholm. There's also alot of myths about the elves etc, which are supposed to live in hill mounts. They still freak out in our government if people dig into the "burial" mounds around here, so there might be something going on there. You just find it on occasion. Personally I find the ice world theory much more interesting than the hollow earth, but it could be both you know. ;-)
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Alan
Boone
Brent
Calder
Cody
Colton
Dane
Denver
Doran
Ephron
Ethan
Gavin
Heron
Ivor
Jacob
James
John, John David
Josiah
Julian
Kelly
Landon
Lewis
Lorcan
Luke
Matthew
Milo
Mitchell
Noah
Solomon
Timothy
Travis
Walker
Warren
Wayne
Will
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<ul> <ul>
<li><b>role:</b> traveling bard </li> <li><b>role:</b> traveling bard </li>
<li><b>age:</b> early 30s (equivalent) </li> <li><b>age:</b> early 30s (equivalent) </li>
<li><b>birthday:</b> May 24 </li> <li><b>birthday:</b> May 24♊︎ </li>
<li><b>mental:</b> light-hearted, clever </li> <li><b>mental:</b> light-hearted, clever </li>
<li><b>physical:</b> tall, chubby, dove gray hair, purple eyes </li> <li><b>physical:</b> tall, chubby, dove gray hair, purple eyes </li>
<li><b>style:</b> fine furs, fine charmeuse, fine chains of precious metal </li> <li><b>style:</b> fine furs, fine charmeuse, fine chains of precious metal </li>
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<ul>
<li>role: husband, father, emperor of evil </li>
<li>age: late 30s </li>
<li>birthday: </li>
<li>mental: brilliant mind, loves puzzles, genuine and enthusiastic </li>
<li>physical: average height and build, unusual bent features, no eyebrows </li>
<li>style: </li>
<li>height: 6'5 </li>
<li>residence: with his <a href="char/Fifi>wife</a>, baby, and assorted roommates in Tardide </li>
<li>likes: mastery of black magic, elaborate plots, chess </li>
<li>dislikes: fake magicians, zombies, moralizing </li>
<li>notes: needs glasses but rarely wears them; 6+' is average height for a sim </li>
</ul>
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<p>He has unique features to say the least, with a squared forehead, bald eyebrows, sloping orbital bones, and pronounced nostrils. He usually wears his black hair shaved but sometimes grows it out long on the top. Dramatic changes and costumes are part of his lifestyle at this point, so his family doesn't even comment anymore. <br></p>
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Aloin Encausse | means <i>magical friend</i> | witch♂ <br>
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<p>He's an evil genius, with a startling IQ and repertoire of spells, which he has mastered through decades of playing with magic. Evil is a deep part of who he is, and it marks every part of his life, from taking evil showers in the morning to taking evil slumber at night. He was meant to be a Saturday morning cartoon villain, but his wife <a href="char/Fifi">Fifi</a> and newborn son softened his heart. He still pursues evil, but it's a gentler form. He works with one of the more stable criminal organizations in town. His wife Fifi is fully supportive, and her fame as a celebrity has been instrumental in pulling off some of his jobs, especially earlier on in his career when he was less fettered. His wife makes enough money off of brand deals for them both to retire, but evil is a passion job for him. <br></p>
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<ul> <ul>
<li>role: student </li> <li>role: student </li>
<li>age: teens </li> <li>age: teens </li>
<li>birthday: March 18 </li> <li>birthday: March 18♈︎ </li>
<li>mental: smart but ditzy and shallow, friendly </li> <li>mental: smart but ditzy and shallow, friendly </li>
<li>physical: tall, mature for her age, pale, blonde waves, bright green eyes </li> <li>physical: tall, mature for her age, pale, blonde waves, bright green eyes </li>
<li>height: 5'7 </li> <li>height: 5'7 </li>
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<ul> <ul>
<li>role: student </li> <li>role: student </li>
<li>age: teens </li> <li>age: teens </li>
<li>birthday: March 18 </li> <li>birthday: March 18♈︎ </li>
<li>mental: smart, logical, overly blunt </li> <li>mental: smart, logical, overly blunt </li>
<li>physical: average, toned, very pale, very short fair hair, pale green eyes </li> <li>physical: average, toned, very pale, very short fair hair, pale green eyes </li>
<li>height: 5'7 </li> <li>height: 5'7 </li>
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<ul> <ul>
<li><b>role:</b> martial artist, soldier of fortune </li> <li><b>role:</b> martial artist, soldier of fortune </li>
<li><b>age:</b> mid 20s </li> <li><b>age:</b> mid 20s </li>
<li><b>birthday:</b> May 8 </li> <li><b>birthday:</b> May 8♉︎ </li>
<li><b>physical:</b> slightly tall, rock hard muscles, massive arms, curvy, dark auburn hair, blue eyes </li> <li><b>physical:</b> slightly tall, rock hard muscles, massive arms, curvy, dark auburn hair, blue eyes </li>
<li><b>style:</b> uniforms, loves scarfs and belts </li> <li><b>style:</b> uniforms, loves scarfs and belts </li>
<li><b>height:</b> 5'6 </li> <li><b>height:</b> 5'6 </li>
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<p>Her quiet femininity contrasts with her titanic arms and powerful thighs. (I maxxed out the arm muscularity and arm thickness sliders.) Perplexingly, despite all her muscle mass, she's retained an hourglass figure, which she attributes to a life of wearing belts. She always presents herself with excellence, wearing a meticulously perfected coral monochromatic face of makeup to set off her pale eyes, deep auburn hair, and glassy skin. Through experience, it wears gracefully even through sweat and heat. Her wardrobe is purely functional, consisting entirely of training and ceremonial uniforms, especially those that pair well with belts and scarves. Her favorite colors to wear are orange and jade. <br></p> <p>Her quiet femininity contrasts with her titanic arms and powerful thighs. (I maxxed out the arm muscularity and arm thickness sliders.) Perplexingly, she's retained an hourglass figure, which she attributes to a life of wearing belts. She always presents herself with excellence, wearing a meticulously perfected coral monochromatic face of makeup to set off her pale eyes, deep auburn hair, and glassy skin. Through experience, it wears gracefully even through sweat and heat. Her wardrobe is purely functional, consisting entirely of training and ceremonial uniforms, especially those that pair well with belts and scarves. Her favorite colors to wear are orange and jade. <br></p>
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<p>My Black Desert Online main! The community and gear system ruin what is one of the best tycoon and life skilling MMOs, so I didn't play it for very long. I still adore Aristen, though. <br></p> <p>My Black Desert Online main! The community and gear system ruin what is one of the best tycoon and life skilling MMOs, so I didn't play it for very long. I still adore Aristen, though. <br></p>
<br> <br>
<p>She's an honest and direct person who won't betray her core values of loyalty, submission towards authority, and denial of the flesh. Her Spartan lifestyle borders on asceticism. She lives off the land. Though her body is shaped by extreme discipline, she isn't necessarily the wisest person. She's always falling into the "work harder, not smarter" fallacy, leading to comical blunt-force solutions for her jobs. <br></p> <p>She's an honest and direct person who won't betray her core values of loyalty, submission towards authority, and denial of the flesh. Her Spartan lifestyle borders on asceticism. She lives off the land. Though her body is shaped by extreme discipline, she isn't necessarily the wisest person. She's always falling into the "work harder, not smarter" fallacy, leading to some pretty comical blunt-force solutions for her jobs. <br></p>
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<p>She's more or less a regular dark gray styracosaurus, so long as you accept the giant lizard interpretation of dinosaurs. <br></p> <p>She's more or less a regular black styracosaurus, so long as you accept the cartoony giant lizard interpretation of dinosaurs. <br></p>
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<ul> <ul>
<li><b>role:</b> runaway mage, tavern debtor, mire flyer </li> <li><b>role:</b> runaway mage, tavern debtor, mire flyer </li>
<li><b>age:</b> late 20s </li> <li><b>age:</b> late 20s </li>
<li><b>birthday:</b> April 9 </li> <li><b>birthday:</b> April 9♈︎ </li>
<li><b>mental:</b> brilliant, undisciplined, explosive temper </li> <li><b>mental:</b> brilliant, undisciplined, explosive temper </li>
<li><b>physical:</b> average height, well-built, pale skin, long wavy blond hair, pale pink eyes </li> <li><b>physical:</b> average height, well-built, pale skin, long wavy blond hair, pale pink eyes </li>
<li><b>style:</b> bare chest, flowing silks </li> <li><b>style:</b> bare chest, flowing silks </li>
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<ul>
<li>role: college student, spirit-eater </li>
<li>age: late teens </li>
<li>birthday: </li>
<li>mental: troubled, </li>
<li>physical: average build, medium skin, dark wiry hair, almost black eyes </li>
<li>style: pastels, ruffles, skirts </li>
<li>height: 5'5 </li>
<li>residence: college dorm </li>
<li>likes: loud music, cooking at home, painting </li>
<li>dislikes: nightmares, having trouble making friends, being alone </li>
<li>notes: second-generation American with Mexican heritage, unpierced ears </li>
</ul>
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<p>A girl with a mane of wiry black hair, warm skin, always dressed in flowing rainbows of ruffles. <br></p>
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Casilda "Cass" | means <i>virgin</i> | Cursed♀ | theme <br>
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<p>Both of Cass's (pronounced the same as "case") parents are originally from Mexico. She's fluent in Spanish and used to visit Mexico every year with her family before going to college, but her accent is indistinguishably American. She's on scholarship but not particularly driven in any area, so she took a business major upon recommendation by a friend of her mother. <br></p>
<br>
<p>Her headstrong, sardonic attitude gives her a harsh edge that contrasts with the shower of feminine pastels and vibrant florals that dominate her wardrobe and bedroom. Her nightmares have always been just as vibrant, pushing violent imagery, psychotic villains, and natural disasters onto her nightly since she was a preteen. Many of them seemed real, taking place in her bedroom with realistic break-ins. She could feel needles, hornet stings, and worse the same as she could feel her fingertips pinching herself during the day. There were reoccurring figures whose faces and bodies she had grown so loathsomely familiar with, she mockingly named: Owen, Caleb, Isaac... <br></p>
<br>
<p>And finally, one night, soon after moving into her first apartment, she met Caleb in the waking world. <br></p>
<br>
<p>Before long, her apartment was a circus of haunts - incubi and things she had never heard of before. This attracts the attention of a full 500-pound baku (a spirit-eater that is visually indistinct from a regular tapir) and inspires him to take up permanent residence in her bedroom. Her landlord maintains a strict pet weight limit of around 10 pounds, so this stresses her out to no end, at least until he brings her the sweetest dreams she's had since she was in 5th grade. The haunts still rear their ugly heads now and then, but it's usually just her and Funwa, a cute but nosy baku. <br></p>
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<ul>
<li>role: prophetess </li>
<li>age: teens </li>
<li>birthday: </li>
<li>mental: honest, trusting, deeply knowledgeable </li>
<li>physical: cute blonde Jewish girl with short hair and hererochromia (one blue eye, one orange eye) </li>
<li>style: flowing outfits in white, oatmeal, and brown adorned in DIY embroidery and appliqués </li>
<li>height: 5'4 </li>
<li>residence: <a href="/char/Van">Van</a>'s spaceship </li>
<li>likes: going on adventures, her space family </li>
<li>dislikes: waiting for the fullness of time, uncircumcised ears </li>
</ul>
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<p>She has the millennial RP heterochromatic eyes in the colors from Portal because I wrote Hello, Traveler in the 2000s. Other than that, she's a cute blonde girl with short hair and weird sci-fi makeup and robes. <br></p>
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Chandra | means <i>shining</i> (after the Chandra X-Ray Observatory) | prophetess♀ <br>
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<p>Basically, she lives in a timeline where the Old Testament took place during the space age. The entire Earth is essentially Israel and the solar system's alien races are the Canaanites, Hittites, Jebusites, etc. Israel-Earth has shattered into shards, and the tribes are spread out in space. Some are living on doomed shards, others have been taken into captivity on other planets, etc, so there are plenty of opportunities for adventures. Chandra was called to begin a ministry to reach all 12 tribes and announce that Planet Canaan as the Promised Land. She's also given a spaceship. Van is her pilot and sword. <br></p>
<br>
<p>Early on, her party is attacked by bandits. The Canaanite <a href="/char/Colt">Colt</a> rescues her and joins them. They have the ill-fated love thing going on. He falls in love with her, but she is not interested in breaking the command to intermarry with the enemy nations. Way later, the tribes are given the Promised Land, but Chandra was disallowed from ever setting foot in it due to her the LORD of hosts leaves her and gives her quest to another, and even <a href="/char/Colt">Colt</a> won't take her back because he had become a spiritual Israelite through faith after seeing the many miracles of the journey. <br></p>
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<ul> <ul>
<li><b>role:</b> ranger, athletic model </li> <li><b>role:</b> ranger, athletic model </li>
<li><b>age:</b> teens </li> <li><b>age:</b> teens </li>
<li><b>birthday:</b> November 25 </li> <li><b>birthday:</b> November 25♐︎ </li>
<li><b>mental:</b> consistent, not smart but not dumb </li> <li><b>mental:</b> consistent, not smart but not dumb </li>
<li><b>physical:</b> extremely tall and thin, freckled medium skin, light brown hair, seafoam green eyes </li> <li><b>physical:</b> extremely tall and thin, freckled medium skin, light brown hair, seafoam green eyes </li>
<li><b>style:</b> pastels, challis, rayon, robes, kimonos, maxi dresses </li> <li><b>style:</b> pastels, challis, rayon, robes, kimonos, maxi dresses </li>
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<ul> <ul>
<li>role: church orphan </li> <li>role: church orphan </li>
<li>age: teens </li> <li>age: teens </li>
<li>birthday: February 7</li> <li>birthday: February 7♒︎</li>
<li>mental: reserved, struggles in school </li> <li>mental: reserved, struggles in school </li>
<li>physical: short, curvy, thick short green hair with an asymmetical cut </li> <li>physical: short, curvy, thick short green hair with an asymmetical cut </li>
<li>style: voluminous clothes, blues and reds </li> <li>style: voluminous clothes, blues and reds </li>
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<ul>
<li><b>role:</b> mercenary </li>
<li><b>age:</b> teens </li>
<li><b>birthday:</b> August 1♌︎ </li>
<li><b>mental:</b> fast on his feet, honorable </li>
<li><b>physical:</b> tall, well-built, tan skin, long dishwater blond hair tied back, brown eyes </li>
<li><b>style:</b> tunics, leather armor, slim fits, neutral colors </li>
<li><b>height:</b> 5'10 </li>
<li><b>residence:</b> Van's spaceship </li>
<li><b>likes:</b> impossible odds, combat, Chandra </li>
<li><b>dislikes:</b> the rarity of his species, Christianity, strong colors or smells </li>
<li><b>notes:</b> poisonous quills are mixed with his hair </li>
</ul>
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<p>He's tall with sharp features and muddy brown colors. Anywhere his hair parts, tiny quills are revealed that contain a mild numbing poison. He's always armed with some kind of weapon while off the ship. <br></p>
<br>
<p>He was a character I first met in a dream. <br></p>
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Colt "Traveler" | means <i>young horse</i> | alien♂ <br>
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<p>He saves Chandra and her crew from bandits and eventually joins them as a bodyguard. He falls for Chandra to her great annoyance because he doesn't even accept her as a prophetess of God. His personality is coarse, and his morality is pretty questionable, but his intentions are never bad. Van and Chandra are still constantly steering him to the narrow path, though. He's initially dismissive, but some of their points stick in his mind. <br></p>
<br>
<p>He's skilled with swords. <br></p>
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<ul>
<li>role: prophetess </li>
<li>age: preteen </li>
<li>birthday: February 12♒︎ </li>
<li>mental: reserved, insightful </li>
<li>physical: dark, thick hair, warm brown eyes </li>
<li>style: girly clothes, pink </li>
<li>height: 4' </li>
<li>residence: wanders </li>
<li>likes: nature, making friends </li>
<li>dislikes: the Enemy </li>
</ul>
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<p>She's a short girl with dark skin, thick hair, and vibrant brown eyes. Despite her age, she is wise beyond her years and strikingly calm and controlled when the situation demands it, though she has a childish side as well. Her clothing is simple, usually hand-me-down skirts and dresses in pinks. <br></p>
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Coye | means <i>quiet</i> | pink geonlian♀ | theme: <a href="https://www.youtube.com/watch?v=A1gVwUDz0Ts">Drakengard 2 - Growing Wings</a><br>
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<p>Her mission is to warn the leaders of the island of eminent captivity if they do not correct their path. <br></p>
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<ul> <ul>
<li><b>role:</b> mayor, vice president's daughter </li> <li><b>role:</b> mayor, vice president's daughter </li>
<li><b>age:</b> teens </li> <li><b>age:</b> teens </li>
<li><b>birthday:</b> April 16 </li> <li><b>birthday:</b> April 16♈︎ </li>
<li><b>mental:</b> brilliant, manipulative </li> <li><b>mental:</b> brilliant, manipulative </li>
<li><b>physical:</b> small-chested, glass skin, streaked hair in navy and silver </li> <li><b>physical:</b> small-chested, glass skin, streaked hair in navy and silver </li>
<li><b>style:</b> elegant, mix of cultural influences </li> <li><b>style:</b> elegant, mix of cultural influences </li>
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<p>I wrote Dymn as an edgy 13-year-old. It basically takes place in Morytania because RuneScape dominated too much of my imagination then. <br></p>
<br>
<p>Ember Lane Crowe (real name on her birth certificate) is the main character, but the story is told from Brandyn's perspective as he observes her from afar. He unravels her persona step by step, but he never tries to directly interact with her until it's too late. (My early work really suffers from disassociated Kafkaesque character relationships lol.) <br></p>
<br>
<p>Brandyn Harlowe, like <a href="/char/Newcomer">Will</a>, doesn't have much substance beyond his interest in the main girl. Crowe is a misanthropic werewolf who frequently hides in caves and rants about living in a society. <br></p>
<br>
<p><a href="/char/Window">Window Harpen</a> is a journalist who arrived in the town of Dymn to investigate local rumors of werewolves. He's able to build a rapport with Crowe. She confides that she just wants to be normal, so he forwards her to swamp druids renown for their remarkable ability to remove disease. He also discourages Brandyn from hanging around any longer. <br></p>
<br>
<p>They lead her on an suspicious wild goose hunt, but it becomes obvious at the final moment their instructions were malicious. She pauses on her choice between life or death for a final soliloquy. As Brandyn finds her and lunges to stop her, she takes her own life, catching his face in her final moments of awareness, wondering who he is. He mourned her briefly before racing to confront Window over his complicity only to find he had already left town. <br></p>
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Eden | means <i>place of pleasure</i> | human♂ <br>
<br>
<h2>basics </h2>
<ul>
<li><b>role:</b> gatekeeper </li>
<li><b>age:</b> teens </li>
<li><b>birthday:</b> April 22♉︎ </li>
<li><b>mental:</b> dubious, passive </li>
<li><b>physical:</b> slim, effeminate, pale skin, long hair half purple and half brown, brown eyes </li>
<li><b>style:</b> </li>
<li><b>height:</b> 5'8 </li>
<li><b>residence:</b> renting </li>
<li><b>likes:</b> not working at work, playing board games, playing a variety of music instruments </li>
<li><b>dislikes:</b> transitioning into adulthood, not feeling that strongly about anything </li>
<li><b>notes:</b> </li>
</ul><br>
<br>
<h2>story </h2>
<p>Eden's the receptionist for the Abyss. He really should be keeping everyone out, but there's a hard limit to how much effort he'll exert. He's incredibly self-absorbed, so he gets on his peers' nerves all the time. <br></p>
<br>
<h2>description </h2>
<p>He has soft, pretty features with a musical voice, but his attitude is brusque and careless. He keeps his brown hair long and dyes half of it purple. <br></p>
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Faber | means <i>craftsman</i> | witch♂ <br>
<br>
<h2>basics </h2>
<ul>
<li><b>role:</b> student </li>
<li><b>age:</b> teens </li>
<li><b>birthday:</b> </li>
<li><b>mental:</b> clever, goofy </li>
<li><b>physical:</b> slightly chubby, blue hair, brown eyes </li>
<li><b>style:</b> unique color combinations, mixing patterns </li>
<li><b>height:</b> </li>
<li><b>residence:</b> <a href="/char/Helmut">Helmut</a>'s house </li>
<li><b>likes:</b> hands-on learning </li>
<li><b>dislikes:</b> reading </li>
<li><b>notes:</b> </li>
</ul><br>
<br>
<h2>story </h2>
<p>He and <a href="/char/Tilly>Tilly</a> are witch apprentices studying under <a href="/char/Helmut">Helmut</a>. Faber is training in sorcery. <br></p>
<br>
<h2>description </h2>
<p>He's always goofing off during studies, but he always looks put-together with his hair slicked back and outfits well-coordinated. <br></p>
<br>
<h2>inspiration </h2>
<p><a href="/char/Helmut">Helmut</a> and his apprentices are inspired by Pantone colors of the year. <br></p>
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Fifi | means <i>to increase</i> | witch♀ <br>
<br>
<h2>basics </h2>
<ul>
<li><b>role:</b> singer, songwriter </li>
<li><b>age:</b> mid 30s </li>
<li><b>birthday:</b> </li>
<li><b>mental:</b> natural aptitude for music, creative </li>
<li><b>physical:</b> thin, delicate, wispy blonde hair, blue eyes </li>
<li><b>style:</b> soft textures, pastel pinks </li>
<li><b>height:</b> 6' </li>
<li><b>residence:</b> shared residence with her <a href="/char/Aloin">husband</a> and baby, <a href="/char/Rodolphe">Rodolphe</a>, and <a href="/char/Bijoux">Bijoux</a>. </li>
<li><b>likes:</b> performing on her own schedule, the fashion industry, makeup artistry </li>
<li><b>dislikes:</b> cooking, people being loud when her baby is sleeping, writer's block </li>
<li><b>notes:</b> She's below average height for a sim; barely ever leaves house without makeup </li>
</ul><br>
<br>
<h2>story </h2>
<p>She has been steeped in music her whole life, with her brother reliably bringing home records of new bands and emerging genres. It wasn't long before her and some neighborhood friends started their own band. Her unique singing voice like the chirping of songbirds or the ping of a harp captured a lot of attention. Her candid lyrics captured what people felt but couldn't say. She quickly outshone her fellow members, a vocalist stolen from band to band, getting to travel all over the country. After a decade, she began to lose her footing with younger audiences, though she still has a very dedicated older fan base. She's content with this shift because it affords her more time at home to raise her baby. <br></p>
<br>
<h2>description </h2>
<p>She's thin and has delicate, sunken features with a narrow jaw. Her blonde hair is thin and wispy, and she usually wears it tied back or in updos. She's extremely involved in the fashion industry, frequently attending shows and lending her face to campaigns. Naturally, her closet is dominated by luxury brands, all gifts from her designer and model friends. Her style is distinct, consisting of ballet pinks, blues, and creamy whites, with soft piled textures covering highly structured garments. She has with no hesitation in wearing ostentatious furs and shoulder pads. Her makeup is wild, covering her entire eye socket and tops of her cheekbone in baby blue, applies long thin straight falsies, using shocking white lipstick, using contour gray as a blush color. Usually, she'll wear concealer lips and only overdo one feature, but she feels no qualms about going all out. <br></p>
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Freefall | means <i>immortal</i> | guardian♂ <br>
<br>
<h2>basics </h2>
<ul>
<li>role: haunt, shape-shifter </li>
<li>age: teens </li>
<li>birthday: June 7♊︎ </li>
<li>mental: perpetually miserable, indifferent to world around him </li>
<li>physical: emasciated, short, pallid, spiky storm blue hair, pale yellow eyes </li>
<li>height: 4'11 </li>
<li>style: shoddily assembled rags, discordant colors </li>
<li>residence: the streets </li>
<li>likes: solitude, Trace, his parents </li>
<li>dislikes: the older generations, human nature </li>
<li>notes: </li>
</ul><br>
<br>
<h2>story </h2>
<p>Freefall was taken from his happy family as a toddler and raised outside time along with other representatives of each generation. They were each given supernatural abilities and set against each other in a cosmic game where the last man is given kingship over mankind. <br></p>
<br>
<p>Freefall is naturally awkward and antisocial, so he was never taken seriously as an opponent, target, or ally by the others. After some time, he ducked out entirely and returned to earth, finding it a hundred years advanced when he had only aged 10 years himself. He can't find a foothold in this society, so he roams city streets and observes from the outside. <br></p>
<br>
<p>That is, until a fateful encounter with a girl who not only clicks with him but seems to bear some family resemblance. At first, he's overwhelmed by this thumbprint of his past. Trace has some common ground beyond blood, too, so they hit it off. As time goes on, he sees too much of himself in her and grows to hate her, haunting her as a depressive shadow. <br></p>
<br>
<p>Meanwhile, the cosmic game is nearing its conclusion, so the final combatants realize the need to take him out before he comes back with a surprise attack. Hiding is no longer an option. Trace takes charge of the situation, and they learn to work together. <br></p>
<br>
<h2>description </h2>
<p>Freefall is a small, emasciated boy, though his health never fails. His hair is touched with gray, his eyes are deathly yellow and piercing, and his skin is translucent. His clothing is shoddily stitched together from found textiles, and he has no real ties to any objects or places. <br></p>
<br>
<p>He can shape-shift into a blue-gray cat with yellow eyes and does often to reach the best hiding spots. <br></p>
<br>
<h2>inspiration </h2>
<p>He's originally from Impressive Title, a 3D chat server that ripped off Lion King artstyle and stole Morrowind's soundtrack. <br></p>
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Freya | means <i>noble lady</i> | dervish♀ <br>
<br>
<h2>basics </h2>
<ul>
<li>role: Dervish Sunspear </li>
<li>age: late 20s </li>
<li>birthday: </li>
<li>mental: strong-willed, decisive, wise </li>
<li>physical: toned but graceful, white hair, deep brown eyes, rich black skin </li>
<li>style: leather twirling dresses with hoods </li>
<li>height: 5'8 </li>
<li>residence: </li>
<li>likes: the sun on her skin, dancing, jewel djinni </li>
<li>dislikes: Norgu and Goren </li>
<li>notes: </li>
</ul><br>
<br>
<h2>story </h2>
<p> <br></p>
<br>
<h2>description </h2>
<p> <br></p>
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Funwa | means <i>ferryman</i> | baku♂ <br>
<br>
<h2>basics </h2>
<ul>
<li>role: dream-eater </li>
<li>age: ageless </li>
<li>birthday: August 13♌︎ </li>
<li>mental: friendly, light-hearted </li>
<li>physical: tapir with garish colors; tall, slim human form with short light blue hair, large light blue eyes, and a perpetual smile </li>
<li>style: </li>
<li>height: 5'10 </li>
<li>residence: </li>
<li>likes: </li>
<li>dislikes: <a href="/char/Tilhar">Tilhar</a> </li>
<li>notes: </li>
</ul><br>
<br>
<h2>story </h2>
<p>He appears not too long after <a href="/char/Cass">Cass</a> starts having nightmares about <a href="/char/Tilhar">Tilhar</a>. He moves in and offers his service as her dreamcatcher. <br></p>
<br>
<h2>description </h2>
<p>He has a tapir form and a human form. <br></p>
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<p>Driscoll is a nondescript ghost custodian for the abandoned hall of his master, which lies somewhere deep under snow. This hall holds crumbling monuments and treasures that tell the story of his master's life. <br></p>
<br>
<p>One winter, Katherine drawn to this hall during her dreams. Driscoll introduces himself, then each night, he leads her through a new wing, recounting the life of his master and his love for her. The last night, he says to wait for him and gives her a token from him as a reminder, an heirloom bracelet. That morning, she awakens with the bracelet in hand, but the dreams cease. <br></p>
<br>
<p>Driscoll's birthday was April 24♉︎. <br></p>
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Helba | means <i>fertile</i> | viral peesh♀ | theme: <a href="https://www.youtube.com/watch?v=P1OFfGO-lLw">papiyon feat. Hatsune Miku - Glorious World</a><br>
<br>
<h2>basics </h2>
<ul>
<li>role: NEET </li>
<li>age: 20s </li>
<li>birthday: February 12♒︎ </li>
<li>mental: smart, chill </li>
<li>physical: fluffy pink hair, bright pink eyes </li>
<li>style: pajamas </li>
<li>height: 5'7 </li>
<li>residence: renting a room with <a href="/char/Silke">Silke</a> </li>
<li>likes: exploring haunted houses, spelunking, gardening, programming </li>
<li>dislikes: <a href="/char/Tilhar">Tilhar</a> </li>
<li>notes: </li>
</ul><br>
<br>
<h2>story </h2>
<p>If she isn't in her computer room all day, she's exploring equally dark and dank places. Her skin will never get any sun. She hoards spooky chews but never eats them, so her apartment is full of them. Despite minimal time at her plot in the farmlands, she manages to grow a large array of exotic flowers and vegetables regardless. Maybe it's a hidden talent of hers, or (more likely) kind neighbors watch her plants in her absence. <br></p>
<br>
<h2>description </h2>
<p>I draw her differently all the time. Fluffy pink hair, pink eyes, and slouchy clothes is enough to identify her. <br></p>
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Helia | means <i>sun</i> | union♀ <br>
<br>
<h2>basics </h2>
<ul>
<li>role: transfer student </li>
<li>age: teens </li>
<li>birthday: ??? </li>
<li>mental: "too cool for you," able to achieve anything she sets her mind to </li>
<li>physical: short, blonde front ponytail with chunks of burgundy and flaming orange, hot pink eyes </li>
<li>style: DIY fashion </li>
<li>height: 5'1 </li>
<li>residence: with her uncle </li>
<li>likes: urban exploration, cool hiding places, music </li>
<li>dislikes: grownups, her parents, being asked if her eye color is real </li>
<li>notes: </li>
</ul><br>
<br>
<h2>story </h2>
<p>Helia was basically abandoned by her parents, but she keeps this information on the down low. She doesn't really have a lot of options, so she's going to live in a foreign country with an uncle she hasn't seen since she was a toddler. Worse, he's barely ever at home. Fortunately, despite having a culture shock, she makes friends easily in this small town of Lucrest. <br></p>
<br>
<p>Early on, <a href="/char/Tessa">Tessa</a> dares her to sleep in the haunted shopping center overnight. It turns out the place has a strict curfew with rumors of strange lights, sounds, and slime monsters bubbling up from the ground. Helia finds that to be true and more, stumbling upon an entire dungeon beneath the city, populated with multiple fantasy races and nations. There's dark secrets and political intrigue and all that, but her most mysterious recovery is an abandoned horned boy with otherworldly powers - <a href="/char/Runes">Rune</a>. <br></p>
<br>
<h2>description </h2>
<p>She's short, slender, and flat as a pancake. She uses dark pink contacts so habitually that her friends don't remember what her natural eye color is. She also dyes her hair at home, hiding chunks of fiery orange and burgundy under her blonde hair. She's a high ponytail girl, wearing it so high, it usually falls over the side of her face. To let the hot pink and fiery colors shine, everything in her closet is black-adjacent - deep purple, forest green, navy, and blood red - and she enjoys DIYing detailed accents like corset lacing, reverse applique, and using found objects as buttons or charms. <br></p>
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<li><b>role:</b> transfer student </li> <li><b>role:</b> transfer student </li>
<li><b>age:</b> teens </li> <li><b>age:</b> teens </li>
<li><b>birthday:</b> whenever </li> <li><b>birthday:</b> whenever </li>
<li><b>mental:</b> kind of rude </li> <li><b>mental:</b> "too cool for you," able to achieve anything she sets her mind to </li>
<li><b>physical:</b> short, blonde front ponytail with chunks of burgundy and flaming orange, hot pink eyes </li> <li><b>physical:</b> short, blonde front ponytail with chunks of burgundy and flaming orange, hot pink eyes </li>
<li><b>style:</b> DIY fashion </li> <li><b>style:</b> DIY fashion </li>
<li><b>height:</b> 5'1 </li> <li><b>height:</b> 5'1 </li>
<li><b>residence:</b> with her uncle in a foreign country </li> <li><b>residence:</b> with her uncle in a foreign country </li>
<li><b>likes:</b> urban exploration, DIY everything, </li> <li><b>likes:</b> urban exploration, cool hiding places, music </li>
<li><b>dislikes:</b> asking for help, being asked if her eye color is real </li> <li><b>dislikes:</b> grownups, her parents, being asked if her eye color is real </li>
<li><b>notes:</b> her natural hair color is auburn </li> <li><b>notes:</b> her natural hair color is auburn </li>
</ul> </ul>
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Helmut | means <i>healthy mind</i> | witch♂ <br>
<br>
<h2>basics </h2>
<ul>
<li><b>role:</b> master alchemist, mentor </li>
<li><b>age:</b> thirties </li>
<li><b>birthday:</b> </li>
<li><b>mental:</b> genius, laid-back </li>
<li><b>physical:</b> tall, long warm green hair, honey brown eyes, a beauty mark under one eye </li>
<li><b>style:</b> comfy sweaters, honeys, mustards, ochres, and terracottas </li>
<li><b>height:</b> 6'5 </li>
<li><b>residence:</b> nice house </li>
<li><b>likes:</b> reading, working out formulas before material experimentation </li>
<li><b>dislikes:</b> noise </li>
<li><b>notes:</b> </li>
</ul><br>
<br>
<h2>story </h2>
<p>His accomplishments in the field of alchemy are exemplary, but he is worried about his legacy on earth. He is divorced and without children, so there's no one special to share his knowledge, wealth, and time with. He adopts the two orphans with the highest magical aptitude in his city: <a href="/char/Faber">Faber</a> and <a href="/char/Tilly">Tilly</a>. Initially, the relationship is all business with formal meal times, lessons, and planned field trips, but he comes to love them like his own children. <br></p>
<br>
<h2>description </h2>
<p>He's still surprisingly young for his contributions to his field, but signs of aging are at the forefront of his mind. He wears his grass green hair rebelliously long, despite what his first bosses told him, and has a vibrant wardrobe that tends towards fall colors and textures. <br></p>
<br>
<h2>inspiration </h2>
<p><a href="/char/Helmut">Helmut</a> and his apprentices are inspired by Pantone colors of the year. <br></p>
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Lesser "Leslie" Than Three | means <i>holly garden</i> | elementalist♀ <br>
<br>
<h2>basics </h2>
<ul>
<li><b>role:</b> earth elementalist </li>
<li><b>age:</b> twenties </li>
<li><b>birthday:</b> </li>
<li><b>mental:</b> flirty, capable </li>
<li><b>physical:</b> chalky skin, rusty hair with inclusions of various gemstones, buxom </li>
<li><b>style:</b> fitted bodices and leggings in brown </li>
<li><b>height:</b> 6'5 </li>
<li><b>residence:</b> Ascalon City </li>
<li><b>likes:</b> boys, social outings, makeup and haircare </li>
<li><b>dislikes:</b> Charr, the current state of Regent Valley and Ashford Abbey </li>
<li><b>notes:</b> </li>
</ul><br>
<br>
<h2>story </h2>
<p>She grew up in Ascalon and is helping to rebuild the city. Not a lot of Elementalists survived the Searing, so she's chronically overcasted. It seems like she finds a new pocket of survivors in the wastes every day, though, so how can she stop fighting for her people? <br></p>
<br>
<p>With the release of Guild Wars 2, it looks like all her work was for naught. The ruins are almost identical to the day <a href="Lune">Lune</a> left with Prince Rurik to seek an alliance with the dwarves lol. <br></p>
<br>
<h2>description </h2>
<p>She's naturally full-breasted with a distinctively doll-like side profile with her smooth porcelain forehead, long, upturned nose and full lips. She'd get all the attention from boys she wanted if she wasn't deemed a lost cause. Ascalon is lost, but she'll never face reality. The refugees need to be rescued, but hyping the return of the kingdom is just feeding them false hope. Regardless, no amount of reason will move her feet from her home. <br></p>
<br>
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Aristen | means <i>the best</i> | mystic♀ | martial artist, soldier of fortune | 24 years old | 5'6<br>
<br>
My Black Desert Online main! The community and gear system ruin what is one of the best tycoon and life skilling MMOs, so I didn't play it for very long. I still adore Aristen, though. <br>
<br>
She's an honest and direct person who won't betray her core values of loyalty, submission towards authority, and denial of the flesh. Her Spartan lifestyle borders on asceticism. She lives off the land. Though her body is shaped by extreme discipline, she isn't necessarily the wisest person. She's always falling into the "work harder, not smarter" fallacy, leading to some pretty comical blunt-force solutions for her jobs. <br>
<br>
Her quiet femininity contrasts with her titanic arms and powerful thighs. (I maxxed out the arm muscularity and arm thickness sliders.) Perplexingly, she's retained an hourglass figure, which she attributes to a life of wearing belts. She always presents herself with excellence, wearing a meticulously perfected coral monochromatic face of makeup to set off her pale eyes, deep auburn hair, and glassy skin. Through experience, it wears gracefully even through sweat and heat. Her wardrobe is purely functional, consisting entirely of training and ceremonial uniforms, especially those that pair well with belts and scarves. Her favorite colors to wear are orange and jade. <br>
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<ul> <ul>
<li><b>role:</b> persona </li> <li><b>role:</b> persona </li>
<li><b>age:</b> varies </li> <li><b>age:</b> varies </li>
<li><b>birthday:</b> November 28 </li> <li><b>birthday:</b> November 28♐︎ </li>
<li><b>mental:</b> bright, optimistic </li> <li><b>mental:</b> bright, optimistic </li>
<li><b>physical:</b> white peek-a-boo hair, gold eyes, cute </li> <li><b>physical:</b> white peek-a-boo hair, gold eyes, cute </li>
<li><b>style:</b> feminine, neutrals, gold jewelry </li> <li><b>style:</b> feminine, neutrals, gold jewelry </li>
<li><b>height:</b> 5'1 </li> <li><b>height:</b> 5'1 </li>
<li><b>residence:</b> <a href="https://wiki.guildwars.com/wiki/Isle_of_the_Dead">Isle of the Dead</a>, <a href="https://aion.fandom.com/wiki/Poeta">Akarios Village</a> </li> <li><b>residence:</b> <a href="https://wiki.guildwars.com/wiki/Isle_of_the_Dead">Isle of the Dead</a>, <a href="https://aion.fandom.com/wiki/Poeta">Akarios Village, Poeta</a> </li>
<li><b>likes:</b> cats, her pet <a href="https://wiki.guildwars.com/wiki/Miniature_Necrid_Horseman">Necrid Horseman</a>, powertrading </li> <li><b>likes:</b> cats, her pet <a href="https://wiki.guildwars.com/wiki/Miniature_Necrid_Horseman">mini Necrid Horseman</a>, powertrading </li>
<li><b>dislikes:</b> fish </li> <li><b>dislikes:</b> Prince Rurik </li>
<li><b>notes:</b> </li>
</ul> </ul>
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<p>Her favorite colors to wear are brown, white, and black. If she wears makeup, it's usually brown or gold tones. She also usually has short, straight hair with peek-a-boo bangs. <br></p> <p>Her favorite colors to wear are brown, white, and black. If she wears makeup, it's usually brown or gold tones. She also usually has short, straight hair with peek-a-boo bangs. <br></p>
<br> <br>
<p>She had a frizzy brunette phase for a few years because I convinced myself creative interpretations and personas are cringy. Maybe they are, but whatever. That line of thinking strips away my ability to abstract stressors into art and writing. My creative outlet matters way more to me than some arbitrary standard of coolness. So her brunette phase is an important part of her journey, but her true self has white hair, whatever that means. <br></p> <p>She had a frizzy brunette phase for a few years because I convinced myself creative interpretations and personas are cringy. Maybe they are, but whatever. That line of thinking strips away my ability to abstract stressors into art and writing. My creative outlet matters way more to me than some arbitrary standard of coolness. So her brunette phase is an important part of her journey, but her true self has white hair. <br></p>

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