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The Afterlife
#1
SPECIAL PEOPLE

Charon
is the ferryman of a dimensional rift, manifested as a spiritual [FONT=&quot]“river,” [/FONT] between Heaven and Hell. He is able to transport (or rather, sneak) anyone between the realms, unfortunately if only on a temporary basis. Your spirit is carried to and fro, but is unable to sustain itself beyond a day outside of where you were sentenced. However, if you were sent to Hell and take a trip to Heaven, then return and maintain exemplary behavior, you may appeal your case to King Yemma for approval or denial to go to Heaven on a permanent transfer. In the same aspect, if you were sent to Heaven and take a trip to Hell, then return and exhibit less than honorable behavior, you could be thrown into the pits of Hell to stay.
  • Ferry Ride – 1,500 zeni – transports you to Heaven or Hell for one IC day, which corresponds to one OOC week. You cannot learn any techniques or abilities in that short of time.
Babidi is a powerful wizard who is able to both control and augment fighters with evil in their hearts. He is an underling of Dabura by his own free will, carrying out every of the Demon King’s wishes to the letter. While not physically strong, this mean-spirited magic user is a master of energy manipulation, possessing an impressive array of techniques and abilities. If you train in the Eighth Circle of Hell under Dabura for at least two weeks, Babidi will bestow upon you a 15-point upgrade of pure Majin power. If you are devoted enough to his master, he will brand the back of one of your hands with the Majin “M[FONT=&quot]” as an emblem of your training.


[/FONT] TECHNIQUES


Revenge Deathball
– every entity has two sides, much like the two sides to a coin. While training under King Kai can warrant you the opportunity to learn the Genki Dama (Spirit Bomb), training under Dabura will teach you its anti-form: Revenge Deathball. Like its brother, the power of this attack is double your maximum ki, even while suffering energy depletion. It too requires much time for charging.
Requirements: Training with Dabura
Species: All


NINE LAYERS OF HELL


So, you
’ve died and gone to Hell. Damn. But it’s okay, because you’ll just stroll along to Dabura for some training. Easy, right? Wrong! It’s a little more complicated than that. Once King Yemma closes the book on you, you’ll get dropped off into Purgatory, where all of the judged first go. You can chill out here and wait for someone to hopefully revive you, or you can actually prove yourself by earning the right to stand before the Demon King himself. Here’s the thing: you’ve got seven circles to descend through in order to get to him. Each layer is lorded over by one of the seven Guardians, each representing a deadly sin. In order to proceed to the subsequent level, you must earn their permission by surpassing their trials. Not only that, but each dominion presents its own challenges by locking out and amplifying certain abilities. If a technique is forbidden, you cannot use it, but if it is amplified, it will be twice as strong as normal. If you manage to surmount these challenges, you proceed to the next circle all the way down to the bottom. Then, and only then, will you grant an audience at the eighth circle with Dabura and his faithful servant, Babidi. Once you have gained access to a level, you can visit it freely.


PURGATORY
Technically the first layer, but not labeled as such. This is the cutesy scene you first descend to, policed by the multi-colored oni who all sport tank tops, shorts, and trainers. There are nice grassy areas in which the little puffy soul clouds of those who weren
’t granted a body make their home. For some reason, there a dozens of pools of thick, sticky blood everywhere. In the less nice places, there are barren wastelands, where massive growths of stone thorns cultivate. To go down, simply enter the staircase through a layer of yellow clouds.


FIRST CIRCLE
Guardian: Killian
Forbidden Abilities: All power ups, Flight, Ki Sense, Teleportation, Telepathy, Foresight
Amplified Abilities: Raikinesis

Just below the bright, fluffy yellow clouds of limbo lies the first circle of Hell. It is comprised of nothing but dark, stormy thunderheads. Basically, you are traveling amidst a realm of black clouds, constantly buffeted by an endless downpour and threatened by streaks of lightning.

In order to pass to the second circle of Hell, you must defeat the Guardian: Killian, the demonic incarnation of Sloth. Travel through the dominion to reach his dangerous castle in the east. Killian is a tall, skinny creature that is very lazy. He cannot be bested through means of fighting, as he instead is a master of puzzles. If you can solve his three trials, he will grant you passage through the dimensional portal and allow you to descend to the next level.


SECOND CIRCLE
Guardian: Alysia
Forbidden Abilities: Pyrokinesis, Flight
Amplified Abilities: Cryokinesis

Beyond the thunderclouds of the first circle lies a frozen wasteland of unbearable coldness. Blizzards and snowstorms frequent the realm, and there is no shelter from their icy wrath.

In order to pass to the third circle of Hell, you must defeat the Guardian: Alysia, the demonic incarnation of Lust. Trek the snowy plains to her frosty palace in the north. Alysia is a master of Cryokinesis, but seems very passive
…indeed, she would rather cozy up to her visitors. And for some strange reason, you find yourself drawn to her as well, entranced by her ungodly beauty. Any form of clarity of thought and rational behavior is blurred. If you can resist the pull of her charms, she will grant you passage through the dimensional portal and allow you to descend to the next level.


THIRD CIRCLE
Guardian: Akiba
Forbidden Abilities: Cryokinesis, Immaterial, Venomous Ki
Amplified Abilities: All power-ups, Ki Absorption

The ice and snow from the second circle has melted, leaving in its wake nothing but swamplands populated by amphibious demons that hunger for the souls of those foolish enough to wade their depths. Wandering around this realm is not as easy as the other two, for now there are hellish creatures that walk (and swim) among you. They seek nothing but to devour the unwary traveler.

In order to pass to the fourth circle of Hell, you must defeat the Guardian: Akiba, the demonic incarnation of Gluttony. Make your way through the marsh to his gloomy castle in the west. Akiba is a fat, flabby thing that is very, very, very hungry. Your only hope of heading down further is to somehow satisfy his hunger
…and what he’s hungry for is you! If you can satiate Akiba’s massive appetite (without getting gobbled up), he will grant you passage through the dimensional portal and allow you to descend to the next level.


FOURTH CIRCLE
Guardian: Tenoch
Forbidden Abilities: Flight, Cryokinesis
Amplified Abilities: Shapechange, Survival

Below the swamplands of the third circle is a vast, ice-cold ocean suffering an eternal monsoon. Small, barren islands dot the immense surface, but are constantly hit by tidal waves and tsunamis. Much like the previous domain, monsters of the deep dwell, particularly large, hungry krakens who are capable of reaching inland with their long, slimy tentacles. Even worse, possessed clusters of amorphous water demons float about, able to surround their victim
s head and suffocate them.

In order to pass to the fifth circle of Hell, you must defeat the Guardian: Tenoch, the demonic incarnation of Envy. Swim towards the north and dive beneath the icy depths to an underwater castle protected by an invisible ki barrier. Tenoch is a genderless, shapeless being with no true identity of its own. Instead, it takes the form of whoever are within its presence, able to copy every last detail about them, both physically and mentally, including their techniques and abilities. In the instance of groups, Tenoch is able to seamlessly shift between multiple presences at its leisure. To defeat Tenoch is to defeat yourself, and all of your deepest desires. If you manage to do this, it will grant you passage through the dimensional portal and allow you to descend to the next level.


FIFTH CIRCLE
Guardian: Pandarus
Forbidden Abilities: Shapechange, Ki Sense, Foresight
Amplified Abilities: Dark Ki

The sea has dried up completely, leaving nothing but a barren wasteland. There is very little light, and pockets of dark patches move about in the air and on the ground, distorting vision. Every which way looks the same, confusing all who try to navigate the land. Strange mirages appear here and there, nightmarish illusions of pain and suffering and death that are easily mistaken for the real thing. One must be cautious as they journey around, for the pockets of shadows conceal dangerous pits of boiling oil, from which there is excruciating torment and little chance of escape.

In order to pass to the sixth circle of Hell, you must defeat the Guardian: Pandarus, the demonic incarnation of Greed. If you can somehow find the path eastward, you will come across his palace of onyx guarded by vicious harpies. Pandarus appears as a smooth, handsome, and very charming demon. He is quite friendly indeed, and is more than willing to help you on your descent to Dabura. Unfortunately, Pandarus is a master of illusion, and actually has no intent of letting you escape the snares of his web. Little by little, he steals away your energy, something he covets above all else, while sending you on a phony quest. All the while, he is under the pretense of aiding you, appearing to help you in your challenge. If you can figure out his treachery and challenge the falseness of his illusions, he will grant you passage through the dimensional portal and allow you to descend to the next level.


SIXTH CIRCLE
Guardian: Bastian
Forbidden Abilities: Cryokinesis, Flight, Teleportation
Amplified Abilities: Pyrokinesis, Metal Binding

No mirages or illusions can be seen here: the darkness is cleared away, and a steaming hot desert rolls out before you. Mountains and plateaus of pure rock speckle the surface, but for some strange reason, do not produce a shadow, leaving no shelter from the blistering heat. The elements continue to be out of your favor, as a person traveling the land must suffer frequent sandstorms, cyclones, and bone-jarring earthquakes.

In order to pass to the seventh circle of Hell, you must defeat the Guardian: Bastian, the demonic incarnation of Pride. In the very center of this domain is his unkempt stone palace, raised high upon a spire of earth. Bastian is the polar opposite of Pandarus: he is completely obsessed with himself. Innumerable mirrors line the walls, so that he is never in a moment where he cannot look at his own handsome face. Bastian has no interest in helping you whatsoever, and you command very little of his attention, as he is far better than you. Fighting is a poor solution
–the demon is ridiculously strong, as he has also spent millenniums accumulating power, and would simply strike you down without effort and continue in his self-absorption. He has no morals, and feeds off of the pride of others, making him stronger (and more obsessed with himself) while you become weaker. If you can find some way to get and keep his attention, he will grant you passage through the dimensional portal and allow you to descend to the next level.


SEVENTH CIRCLE
Guardian: Marek
Forbidden Abilities: Cryokinesis
Amplified Abilities: Pyrokinesis, Survival

The last circle that stands between you and the mighty Dabura. It is a barren wasteland of black soot and ash, marked by hundreds of active volcanoes and rivers of molten lava. If the heat was bad before, it
’s even worse now. The very air you breathe is toxic ash. Furies, female personifications of vengeance that will tear you asunder, also populate this dimension. They hover about in the skies, waiting eagerly for their next victim. Narrow paths through pits of inextinguishable fire lead southward towards a grand fortress. However, along the way, these pits will spring to life, sending out relentless heat-seeking threads of flame, capable of incinerating all who trespass, even the native Furies, who are wise enough to stay away.

In order to pass to the eighth circle of Hell, you must defeat the Guardian: Marek, the demonic incarnation of Wrath. For a fighter, this is the greatest sin of all, and worse, the most difficult to overcome. Marek is a red, hulking, spiked monster with untold strength. The only way to beat him is to fight and defeat him. He feeds off of nearly every negative emotion: anger, hatred, vengeance, prejudice, discrimination, spite, self-righteousness, and it goes on. They only make him stronger
[FONT=&quot]…[/FONT]he can see into your very soul and seek them out, leeching off of them. Any crimes of violence you ’ve committed (murder, assault) give him power. Worse, he is incapable of overdosing. Marek is completely psychotic and unable to be reasoned with, and will attempt to kill any existing entity on sight. He would like nothing more than to dismember you…over, and over, and over, and over. This demon doesn’t know how to understand and he doesn’t know how to forgive you for your wrongdoings. The only way to beat him is to somehow defeat him in battle, although it won’t be your physical strength that wins, or your mental cunning. If you manage to best this beast, he will grant you passage through the dimensional portal and allow you to descend to the final level.


EIGHTH CIRCLE
Residents: Dabura, Babidi

A strange amalgamation of all of the previous environments rolled into one. All you need do now is to travel to the center of the circle to find Dabura
’s luxurious castle.




TEMPLES OF HEAVEN


Your reputation of good deeds has preceded you, and so King Yemma granted you passage to Heaven. Now what? You don
’t have the option of training under the Kais, so what is there for you to do? In the realm of Heaven, there is a legend of the Five Mystic Temples scattered across the dimension. Each temple emphasizes a single aspect of fighting, and will only accept the most divine of pupils. However, it’s not just as easy as strolling up to the temple steps: you’ve got to find them first. Only the grandest structure of them all lies in plain sight, the Fifth Mystic Temple: the everlastingly holy Dojo of Light. For the other four, you must undertake a perilous quest in order to locate a Mystic Temple. Along the way, you must prove your worthiness to the temple Master by testifying your aptitude in their preferred attribute. In order to do this, you must start at the Dojo of Light. Around this temple is a circle, with four roads leading the pathways of the four winds. Unfortunately, these are merely to point you in the right direction. When the paths end, you must trek the rest of your journey on your own. Be warned, this is no easy task…they say nothing is as you expect.


Quote:East Path of Fire
  • Planet: Heaven
  • TP Rewards: 5

  • Zeni Rewards: 0
  • Done?: No
Description
Requirements
Difficulty:
Hard

You have chosen to trek east, the Path of Fire. This road leads you to the high mountains, where temperatures begin to rise. Suddenly, you come to the entrance of an unusual valley: rocky paths snake along a sea of molten lava. Jagged stone pillars break the surface, giving it a menacing look. Strange, fiery golems mindlessly shuffle along the craggy arteries. They block your path, and appear to be ruthlessly strong. To touch them is to be burned, and energy attacks do little damage. Some will violently attack, but are they all the same? Will irrational strength be enough? Or is there something more to brute force?
TEMPLE OF FIRE
Master: Kagu
Attribute: Strength

The disciples of the Temple of Fire value strength above all else, whether it is physical might or power of energy. Fighters who have traversed the Path of Fire can come here to hone their offensive capabilities, and learn Pyrokinesis. They train under Kagu, who is the master of the temple. The disciplines that he teaches involve few defensives maneuvers other than dodging and blocking. They revolve around a barrage of swift, powerful strikes to overwhelm the opponent. Although developing strength requires aggression, Master Kagu stresses self-control and proper breath control, especially for Pyrokinesis users. Manipulators of fire are taught to use their gift in conjunction with their physical fighting forms, making them even deadlier opponents. The object of the art is to overwhelm. A basic power upgrade of 10 stat points to Strength is given for those who have trained for two weeks, but additional rewards may be given for exceptional training.


Quote:North Path of Ice
  • Planet: Heaven
  • TP Rewards: 5

  • Zeni Rewards: 0
  • Done?: No
Description
Requirements
Difficulty:
Hard

You have chosen to trek north, the Path of Ice. This road leads you to a labyrinth of rivers, all crossing and intertwining. The ground disappears, and the rivers become separated by invisible walls that reach for the skies. Your only hope appears to be that you must select a river and swim its course: no easy task in itself, as you must figure out its twists, turns, and merges, lest it lead you in circles. As you travel, the temperature of the water steadily drops, until nothing but ice is left. How will this be overcome? Fire doesn
t appear to have any effect, and theres no turning back. Are you strong enough to resist the cold?
TEMPLE OF ICE
Master: Maya
Attribute: Constitution & Willpower

The disciples of the Temple of Ice value defense above all else, whether it is the ability to endure physical blows or stave off energy attacks. Fighters who have traversed the Path of Ice can come here to hone their defensive capabilities, and learn Cryokinesis. They train under Maya, who is the mistress of the temple. The disciplines that she teaches are slower and more elegant. Rather than directly harming an opponent, these defensive movements turn an opponent
’s strength back at them, keeping in complete control of your own energy and using theirs against them. It stresses patience, body alignment, and visualization. For those who employ the Cryokinesis ability, the power to control ice is utilized to halt attacks and their users, with emphasis on defense over offense. However, offensive capabilities are instructed upon. The object of the art is to outlast. A basic power upgrade of 5 stat points to Constitution and 5 stat points to Willpower is given for those who have trained for two weeks, but additional rewards may be given for exceptional training.


Quote:West Path of Thunder
  • Planet: Heaven
  • TP Rewards: 5

  • Zeni Rewards: 0
  • Done?: No
Description
Requirements
Difficulty:
Hard

You have chosen to trek west, the Path of Thunder. This road leads you to a misty flatland, devoid of any flora or fauna. You can[FONT=&quot]’
t see five feet in front of you, and dark clouds loom overhead. Bolts of lightning begin to strike the ground every once in awhile[FONT=&quot]…[/FONT]and they seem to seek you. Little by little, their frequency increases, all the while the mist thickening. Can you navigate the land and find the temple? And what should happen if one of those bolts were to hit you? Or if perhaps this isn[FONT=&quot]’[/FONT]t naturally occurring lightning?[/FONT]
TEMPLE OF THUNDER
Master: Anitan
Attribute: Agility & Technique

The disciples of the Temple of Thunder value speed above all else, both in the aspect of being faster than an opponent and the endurance with which to maintain it. Fighters who have traversed the Path of Thunder can come here to hone their speed and agility, and learn Raikinesis. They train under Anitan, who is the master of the temple. The disciplines that he teaches are swift, evasive maneuvers. By using quick movements, they can build up dynamic inertia, which can be released in fast strikes. One can circle an opponent, and then suddenly change direction to enhance attacking and deflecting capabilities. For those who possess Raikinesis, the electricity can be used to augment speed, becoming as rapid as a lightning bolt, and used in offensive conjunction with movements. Not only do you require the ability to be swift, but you also need the mental quickness to react and adapt at the incredible rates your body is going. Anitan teaches pupils to strike without being struck. The object of the art is to avoid. A basic power upgrade of 5 stat points to Agility and 5 stat points to Technique is given for those who have trained for two weeks, but additional rewards may be given for exceptional training.


Quote:South Path of Enlightenment
  • Planet: Heaven
  • TP Rewards: 5

  • Zeni Rewards: 0
  • Done?: No
Description
Requirements
Difficulty:
Hard

You have chosen to trek south, the Path of Enlightenment. Strangely, as you walk, the world around you grows brighter and brighter, everything slowly fading to white until you find yourself in a realm of emptiness. At first, this puzzles you, until you come to the conclusion that somehow you have crossed into the landscape of your own mind, although you don[FONT=&quot]’
t know when or how. Suddenly, events begin happening that have already transpired, and people you know materialize from the ether. What meaning do they have, and how will you overcome this challenge?[/FONT]
TEMPLE OF ENLIGHTENMENT
Master: Benton
Attribute: Insight

The disciples of the Temple of Enlightenment value intelligence above all else, preferring to outwit the opponent rather than relying purely on physical means. Fighters who have traversed the Path of Enlightenment can come here to hone their mental prowess. They train under Benton, who is the master of the temple. The disciplines that he teaches involve self-discovery and deep reflection through meditation and contemplation. It focuses on learning about one
s strengths and weaknesses, and correcting or compensating for them. A pupil also studies their opponents, accumulating as much knowledge about them as possible to find an exploit with which to defeat them. To sharpen ones mind is to complement all other abilities: exercising reflexes, improving supplementary techniques, and strengthening strategic calculations. The object of the art is to out-think. A basic power upgrade of 10 stat points to Insight is given for those who have trained for two weeks, but additional rewards may be given for exceptional training.
[Image: Kaden2.jpg]
"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"


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