I. To register, click on "profile" to the bottom right of the cbox.
II. Match your cbox name with your ooc account's display name.
III. Alcryst is home to any and all, so please refrain from ignoring or excluding guests and members or forming cliques.
IV. No IC soliciation or advertisement.
V. It is impolite to pressure someone into posting if it seems to make them uncomfortable. Err on the side of caution whenever unsure.
VI. To let someone know you posted for them, please tag them in your thread so they receive proper notification, rather than alerting them each time with the cbox.
VII. If you feel ignored, do your best to involve yourself in the conversation. Should you still seem excluded despite your true efforts, message a staff member or use our Grievances board so we can help ensure this doesn't happen again, to you or anyone else. A friendly community is important to us! Don't worry, we will always be discreet and professional.
VIII. We are all friends and certainly want to share with one another, but please keep awkward topics to more appropriate areas, like Palaver, an instant messenger, or private messaging, whenever possible. Though there's no black-and-white description, such conversations may be overly personal, particularly dark or depressive, uncomfortably vulgar, clearly one-sided or unappreciated, highly controversial like religion or politics, combative, exclusive, or otherwise cause a sense of tension.
IX. If a guest or new member has a question, try to cite sources when answering (such as a link to an official thread) or let a staff member handle it. We don't want incorrect information passed along!
X. Should a troll or troublemaker post in the cbox, ignore them and promptly message a staff member so we can ban them. It's key that you don't respond to them! That just feeds the nasty little creatures.
XI. Don't ask a staff member to perform a staff task through the cbox. Task requests should be made through Invocation. Feel free to alert staff when you first post a new Invocation thread, though, as they might've missed it.
The golden rule is simple:
Treat everyone with the respect you desire.
Don't pester, pressure, or push...
And treat everyone with a smile. :)
I. You may post any Alcryst-related promotions in the adbox. This includes but is not limited to: plots, roleplay threads, IC or OOC contests/games, occupational services, wanted ads, shop sales, art/code requests/sales, herds, guilds, and anything else that requires other members to participate or view.
II. The adbox may only be used for advertisement. You may not respond in the adbox nor may you discuss its content in the cbox. Feel free to make use of threads and PMs to converse on the topic.
III. Advertisements must be posted by the account most logically related to them. For example, a stand sale would be posted by the merchant's account.
IV. There is a limit of 1 post per collective advertisement, meaning you have 256 characters to convey your message and may not continue onto a 2nd post. This includes links. Note: you can remove board/thread names from the end of Alcryst URLs and they will still function so long as the ID number is intact. For example, http://alcryst.forums.net/board/1 is a functioning link despite the removal of the board name.
V. The adbox shows up to 20 posts. There may only be 1 visible post advertising the same event at a time. Therefore, you may repost the same promotion once your original post expires. You may also delete and repost your advertisement, effectively bumping it to the top, once a week at most.
VI. To delete a post, click on the X to the far right of your post. To edit one, hover your cursor over your post and select the "edit" option that appears. Deleted posts disappear immediately without confirmation and are not retrievable. Edited posts say [edited] to the left of their timestamp.
VII.Classifieds contains a comprehensive list of what may be advertised as well as additional solicitation options.
central standard time [follows daylight savings]
Winter until ##/##/##
Winter has frosted Alcryst like the cold blush of a corpse, hardening every surface with frigid ice searing through the depths of its heart. The plants are lethargic and slow, the sky is desaturated and dull, and the wind is a violent gale ripping apart flesh and soil alike.
malesuada fames ac turpis egestas. Vestibulum tortor quam, feugiat vitae, ultricies eget, tempor Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Vestibulum tortor quam, feugiat vitae, ultricies eget, tempor sit amet, ante. Donec eu libero sit amet quam egestas semper. Aenean ultricies mi vitae est. Mauris placerat eleifend leo. Suggest our next OTM category here!
malesuada fames ac turpis egestas. Vestibulum tortor quam, feugiat vitae, ultricies eget, tempor Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Vestibulum tortor quam, feugiat vitae, ultricies eget, tempor sit amet, ante. Donec eu libero sit amet quam egestas semper. Aenean ultricies mi vitae est. Mauris placerat eleifend leo. Suggest a new featured thread here!
Welcome to the relaunch of Alcryst! Every system has been polished and inch scoured to ensure the site is sleek, pristine, and ready for our members! To any returning members, it's wonderful to see you again, and to all new members, we cannot wait for you to join our family.
A realistic horse SIM featuring beautiful art, a wide variety of options, and unparalleled detail
Please click each to vote daily
Theme and coding credit to Brady of Alcryst.
Logo and board header images created by Ruanly of DeviantArt.
Concept and content credited to Brady of Alcryst.
Membergroup icons created by Steamfaun & MagpieOnMars of DeviantArt.
All posts, characters, and individual content credited to their corresponding roleplayer.
Those willing to submerge themselves in the Fen's gelatinous muck may be attacked by the unseen beast haunting its bottom, but what its excruciating venom destroys, it then rebuilds extraordinarily protected from dangers once defining mortality.
Vapid Fen contains a legend-cloaked monster whose bite induces several painful side effects, but eventually rewards its victim with varying tiers of protection, as outlined below. Every successful bite enhances the victim's invulnerability, but tempting the Fen beast is difficult and its rarity increases with every encounter.
When a successful bite's toxic effects wear off, newfound magic will protect your horse, layering with each bite. Every successful round forges new immunity against:
1st: Disease and illness. You also cannot spread any contagion to another nor produce any unhealthy foals. Previous conditions are automatically healed.
2nd: Aging. You are frozen in your current physical maturity once bitten; you cannot die from old age.
3rd: Minor injuries. Bruising, scraping, scratching, and petty trauma are absorbed; though you will briefly feel pain, your body will almost instantly heal, only the most fleeting flash of injury endured.
4th: Level 1 sensory powers. You must have at least one level 1 power yourself to activate this immunity, otherwise it is dormant. You cannot use your own level 1 powers while this tier is activated; to use your level 1 powers, you must temporarily deactivate this protection and be vulnerable to other level 1 powers.
5th: Environmental harm. For example, extreme heat, cold, or weather would not harm you. This does not give protection against character powers that mimic these factors.
6th: Moderate injuries. Breaking, crushing, stabbing, and other possibly-fatal wounds heal so rapidly, the injury barely registers, though it is briefly experienced. You are still susceptible to some extreme damages, such as total severing, dissolving, magical attack, full-body trauma, unending assault, etc. Your body will react to being hit and can still be shoved/moved/manipulated, and it is not unyielding or made of stronger material.
7th: Level 2 sensory powers. You must have at least one level 2 power yourself to activate this immunity, otherwise it is dormant. You cannot use your own level 2 or lower powers while this tier is activated; to use your level 2 or lower powers, you must temporarily deactivate this protection and be vulnerable to other level 2 or lower powers.
8th: Natural needs. You no longer need to eat, drink, sleep, or even breathe to continue living, though it can be highly uncomfortable the longer you refrain.
9th: Level 3 sensory powers. You must have at least one level 3 power yourself to activate this immunity, otherwise it is dormant. You cannot use your own level 3 or lower powers while this tier is activated; to use your level 3 or lower powers, you must temporarily deactivate this protection and be vulnerable to other level 3 or lower powers.
10th: Any injury. There is no physical harm able to befall you; you heal too rapidly to experience the pain for longer than the briefest second. Plunge from the highest mountain and have the entire thing collapse on top of you, and though you may not have the strength to move it off, you will be unscathed. Your body can still be shoved/moved/manipulated and you have no abnormal strength or capacity, merely flesh that cannot be permanently damaged. All past scars, mutilations, and disabilities will be healed.
11th: All sensory powers. You must have at least one level 4 power yourself to activate this immunity, otherwise it is dormant. You cannot use your own level 4 or lower powers while this tier is activated; to use your level 4 or lower powers, you must temporarily deactivate this protection and be vulnerable to other level 4 or lower powers.
12th: Contribution specialties. Not all contribution specialties have an applicable protection, as some are pure defense, passive, or otherwise inapplicable, but any power or offense caused by a contribution specialty is protected against.
13th: Energy abilities. Not all have an applicable protection, as some are pure defense, passive, or otherwise inapplicable, but any power or offense caused by an energy ability is protected against.
Post in Inquisitions for staff assistance if you are uncertain how an immunity would work or are unsure if you are protected from a specific incident.
You are able to toggle these protections on and off individually or collectively at will; be cautious, if you have turned off a protection, you are as vulnerable as any mortal and cannot "take back" the decision if something unpleasant happens to you during the window. You must be clear and explicit when turning your protection(s) on and off through an obvious OOC note in your IC posts, and may only switch it on/off once per post, though you may do so every post. By default, all immunities are functioning unless you state otherwise.
To tempt the beast, create a new thread in Vapid Fen with the label "Protection" with a 200-400 word IC post describing your character's entrance to the sludge and then post in Invocation to alert staff.
Your character may not "see" the creature, as it always lurks in the darkest depths far beyond prying eyes, but its approach can be signaled by shifting waters, surrounding nature going quiet, something brushing against your character before it actually strikes, and other minute warnings. Though you may not roleplay the demon biting your character unless staff declare your attempt successful, it can be present at your discretion.
Staff will then post to reveal whether or not your character was bitten through a series of dice rolls. In all below cases, dice face 1 represents success and all other dice faces mean failure, allowing you to deduce the odds by the number of sides. Sequential dice are only rolled if its predecessor was successful; the moment one roll is failed, the process ends and the attempt is marked unsuccessful by staff. The Fen's demon is attracted to strong scents, which is determined by several factors and establishes the order of dice rolls as follows:
I. Herd members are covered thickly in the aromas of their peers, making them uniquely appealing. If currently in a herd at any rank, the first dice has 10 faces, whereas a rogue or tamed horse will begin with 20.
II. Next, chances are lowered for horses that have already been bitten, as they are not fresh and their familiarity is uninviting. If trying for the first bite, there are only 5 faces for this roll, but for every protection tier previously gained, another 5 faces are added to the second dice. For example, someone attempting their tenth bite would have 5 + (9 x 5) = 50 faces.
III. Lastly, health is attractive and potent, so the higher the constitution stat, the higher the likelihood. A horse with 0-10 constitution stats would roll 25 faces and every 10 constitution stats thereafter reduce the number of faces by 1. For reference, the third dice for an equine with 113 constitution stats would be: 1) 113 stats divided by 10 = 11.3 rounded down to 11. 2) 25 base faces - 11 = a new total of 14 faces. Note: a character with constitution higher than 245 will have automatic success if they reach the third roll.
Bite side effects include: high fever, possible hallucinations, muscle weakness, random tremors and occasional seizures, heightened sensitivity to pain, chaotic moodswings, and burns at the injection site. There might also be temporary paralysis near the origin and general disorientation.
If you are bitten, you will receive "Vapid Fen Bite" in your mini-profile's ailment field and must fully heal in the Torrid Cauldron before trying again. Your injury will require 20 treatment post to heal. Failing to heed your injury during this period will immediately disqualify your current bite's progress and you will have to wait 24 hours to retry for another bite.
Once completed, you may post in Invocation at any time with a link to all required 20 posts by clicking "Options" at the top right of a post, selecting "link to post," and copying the URL under "link to this post in this thread." Staff will remove the injury and add your new protection status to your mini-profile.
You may attempt this system once every 24 hours until you have maxed out your protection.