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 Chamber of Vision Rules and Information

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Kat

Kat


Posts : 7933
Poké : 3220
Join date : 2012-11-18
Location : Echo World

Chamber of Vision Rules and Information Empty
PostSubject: Chamber of Vision Rules and Information   Chamber of Vision Rules and Information EmptySun Feb 07, 2016 10:02 am

CHAMBER OF VISION


Welcome to the Chamber of Vision! Here you will find very unique items that are exclusive to this dungeon. This thread provides an explanation of said items with some ground rules for said items. The items found here are known as Cursed Items, they provide unique effects that will affect your character ooc and ic. These items are a bit tricky however, but can provide great benefits when you obtain them.

Rule 1.) You may only roll five times per character at once at any time upon entering the dungeon, you may pick ONE item from those five rolls per character and you may not leave with the others.
Rule 2.) Your second character cannot pick from your first character's rolls.
Rule 3.) If you obtain an item from the rolls, it will kick your currently held item and bind itself to you. This means that Joy Ribbon will no longer be active, and the Cursed Item will force you to use it.
Rule 4.) If you do not want the cursed item as an active item any longer, you will need to make an admin request to have it blessed. Each blessing costs 2500 poke, and will detach the item from your character and place it into their inventory so that you may sell it to other users. That other user must immediately bind it to a character, and they will also need to pay 2500 if they ever want it off of their character again!
Rule 5.) You are allowed to use Trawl Orbs and roll 10 times, but you still may only choose one item to come with you. This does not stack with your original 5.
Rule 6.) You must spend at least one page in Snowcloak Ruins to be able to roll here.
Rule 7.) If you have a cursed item equipped, you may not come back and pick up another. You will need to bless the item and then come back to get another attached to your character.
Rule 8.) Thou salt not whine.

Items Within This Dungeon and Explanations

Cursed Ribbon - Permanently binds to character, doubling their offensive capabilities (attack, special attack, accuracy, crit ratio, and speed). However, this puts a massive strain on the body, causing recoil from all attacks and even basic activities such as moving. Entry cost to dungeons is doubled and character loses 2 energy per page as opposed to gaining the usual 1. Energy loss from pokemon rolls is doubled.

Cursed Band - Permanently binds to character. Manifests a split personality in bound character with traits conflicting with or opposite to the base personality (though not necessarily antagonistic). The other personality can have a different set of moves, but starts with the same moves as the first personality. If the character already happens to have multiple personalities, this effect could apply to one of them instead of creating a new one.

Cursed Bow - Permanently binds to character. Alters character's coloration to be shiny (burns at first and may irritate the wearer for weeks). If the wearer is shiny already, turns coloration normal. Wearing for 25 consecutive pages consumes the item and makes the effect truly permanent (however, the bow will still be physically present forever). Does not affect dyes.

Cursed Scarf - Permanently binds to character. Increases speed and total energy by 50%; however, the wearer’s body frequently overheats, effectively giving them a constant burn status while doing pretty much anything. Burns cannot be healed. Fire-types and pokemon immune to burns are still affected by this. As a note, it does not normally cause physical burns on the body.

Cursed Cloak - Permanently binds to character. Strengthens and enchants character's fur, skin, shell, and/or feathers to double defenses and HP. Ignores type disadvantages when character is attacked. However, gives the bound character an extreme bloodlust that reduces accuracy and evasion.
Aesthetic note: If the character cannot wear a cloak, the item will simply fuse with them and vanish from view.  It can also vanish as a toggle on the player's part. Because cloaks are big.

Cursed Dust - Permanently follows character. Swirls in thick streams around the user to obscure view in both directions, increasing evasion and lowering accuracy. Abilities that would cancel out either of these effects will not work, but accuracy-affecting moves will function normally and moves that create wind can blow the dust away for a minute (or 5 posts). Dust sparkles in light. If suppressed, cannot be reused.

Cursed Necklace - Permanently binds to character. It does nothing.

Aesthetic Note: All cursed items come with a design asset that is optional to the roleplayer; curse markings on the body of the afflicted character. These can appear on specific parts of the character's body or all over them, on skin, fur, feathers, horns or anything else that's a part of the character. You can also choose to not have markings at all. The markings can glow, can be a variety of colors, and are always either an unknown language, symbols, shapes, or curse/spell runes.

Dice Code (take out spaces)
[roll="Vision"]5[ / roll]
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