Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Fan Fiction => Topic started by: skylark on August 12, 2012, 04:48:41 am

Title: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 12, 2012, 04:48:41 am
As I've posted on that topic, my Sea of Dreams parody has been put on indefinite hiatus.

As such, I would like to review (mostly to myself before I lose track again, and for those who just entered the theater) what this story is about.

Chrono Saga: To the Sea of Dreams.

This is an AU continuation/interpretation of the series with Schala Zeal as its central focus. It is character driven, with time travel and the like taking more of a back-seat. It is an epilogue concerning the aftermath of Chrono Cross, a journey of discovery and redemption for Schala, and my own personal theory on the origins of Lavos.

Now, this story has gone through two incarnations: A serious novel, and a self-aware mile-a-minute parody. The first never made it past the prologues. The other I completed through Act 1, but due to too many internal retcons between chapters, I could not continue it as it was.

This will be my third attempt to tell this story. I have decided to take much inspiration from alfadorredeux and his Chrono Helix fic, and tell this story as an in-game script. (Apologies for not asking sooner.)

This topic however, shall be more or less my sounding board. I encourage discussion and feedback, not to boost my ego (....ok, maybe a little ego boost wouldn't hurt... *cough*), but because you all are the pinnacle of the Chrono fandom, and I want to make damn sure that I'm doing this series that we all love justice.

I will be posting story synopsis, character bios, and omakes when appropriate. I may also give ideas on a battle system in case somebody from Square might be listening in. :P

But yes, this is a tale I wish to tell even if it's the last thing I ever do. I will not give up on this, and I thank you all for your patience.

(Special Thanks to Alfadorredeux, Utunnels, Mr. Bekkler, FaustWolf, and Boo the Gentleman Caller for helping me out with this.)

UPDATE (03/07/2016) - Begun work on Story Synopsis, general topic cleaning up, and adding in last-minute features.

UPDATE (03/08/2016) - Added a new playable character and character bio. Will add Techs, Equipment, and related updates to the character at a later date.

UPDATE (03/17/2016) - Nearly finished incorperating Lavenda's equipment, stats, and info into the topic. Finished Prologue and Act 1 Story Synopsis.

UPDATE (06/28/2016) - Finished story Synopsis up through the first half of Act 3.

UPDATE (02/09/2017) - Aside from a few remaining Act 4 character quests, Story Synopsis is COMPLETE.

Skylark's To-Do List:

(Will Modify when appropriate.)

Opening Statement - COMPLETED
Opening Synopsis - COMPLETED
Character Bios for Act 1 - COMPLETED
Character Bios for Act 2 - PENDING
Character Bios for Act 3 - PENDING
Character Bios for Act 4 - PENDING
Secondary Character Bios - IN PROGRESS (SPOILER WARNING)
Antagonist Bios: IN PROGRESS (SPOILER WARNING)
Potential Game Mechanics - COMPLETED
Tutorial Dialog - PENDING
Mission List - COMPLETED (SPOILER WARNING)
Command Sequence List - IN PROGRESS (SPOILER WARNING)
FMV Descriptions - IN PROGRESS (SPOILER WARNING)
Trophy List - COMPLETED (SPOILER WARNING)
Soundtrack - RESTARTED (IN PROGRESS)
Character Art - IN PROGRESS
Tech List - COMPLETED
Dual Tech List - COMPLETED
Triple Tech List - COMPLETED
Ultimate Tech List - COMPLETED
Element List - COMPLETED
Summon List - COMPLETED
Weapon List - COMPLETED
Armor List - COMPLETED (SPOILER WARNING)
Accessory List - COMPLETED (SPOILER WARNING)
Item List - COMPLETED
Location List - IN PROGRESS (SPOILER WARNING)
Status Effect List - COMPLETED
Command Sequence Info - COMPLETED (SPOILER WARNING)
Mission Dialog - PENDING
Endings List - IN PROGRESS (SPOILER WARNING)
Boss Bestiary - IN PROGRESS (SPOILER WARNING)
Attributes and Character Roles - COMPLETED
Story Synopsis - COMPLETED (SPOILER WARNING)

Omakes - IN PROGRESS

.......phew. Getting more and more of this done every day.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: FaustWolf on August 12, 2012, 01:35:49 pm
Ooh, omakes!

I love me some Schala fanfics so I'll be checking in to see what you've got cookin', skylark. Giant fanfics have a way of getting too big to handle sometimes, but every step you take is well worth the writing practice.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: Lennis on August 12, 2012, 05:36:19 pm
Giant fanfics have a way of getting too big to handle sometimes

Perish the thought!  I don't know how to do anything small.   :cry:
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 12, 2012, 06:37:21 pm
Giant fanfics have a way of getting too big to handle sometimes

Perish the thought!  I don't know how to do anything small.   :cry:

Preaching to the quior, buddy. :o

*coughs*
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 12, 2012, 07:31:13 pm
Now how to start this sounding board off?

How about with the basic story outline?

_____________________________________________


In the year 2480 AD, a mysterious young woman appears in the outskirts of Trann Dome with no memory of her past, only the name of Schala is recalled. She is found by a warm-hearted middle-aged revolutionary by the name of Roas and given shelter. Here, she learns that after a millennia of inactivity, the militaristic nation of Porre has once again launched a campaign to conquer the world, leaving a path of destruction in their wake. Moved by the stories of other orphans under Roas' care, Schala resolves to fight, not wanting to see any other suffer in Porre's quest for dominance.

After six years of training under Roas, she joins the assault of the Arc of the Black Lion, Porre's central headquarters. Unfortunately, things take a grim turn as many of their allies simply disappear, as if they had been erased from time. What's worse is that the enemy becomes suddenly better equipped, and they are forced to flee. Schala and the survivors learn the awful truth: Someone had taken weapons from the future and sent them into the past, changing history. As a result, the world changes into one the revolutionaries don't recognize, one where Porre succeeded in conquering the world ages ago.

Realizing the only way to stop this is to travel to the past themselves, they head to a rebuilt Chronopolis. They are ambushed, with most of the revolutionaries and her mentor Roas giving their lives so Schala can make it through the newly-formed gate...

Meanwhile in the year 1227 AD, a mercenary by the name of Lark is on a mission to rescue miners who 'have seen too much'. He rescues them before investigating what they had seen. He finds highly advanced weapons and warmechs being extracted from some kind of gate. Realizing that this is bad, yet not knowing why, Lark destroys the facility.

With this, the fates of Lark and Schala become intertwined as they try to stop the rise of Porre, bring justice to the one who seeks to bend time, and deal with a vengeful entity with an ancient grudge against the planet...

_________________________________________________

Phew. I think I covered the basics. What should I do next? Characters or battle system ideas...?

Choices... :P
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 13, 2012, 03:04:06 am
I think I will start off with characters.

During their journey, Lark and Schala will come to lead a prerequisite ragtag group of misfits (party members). But let's start these bios with our heroine first.

For official characters, things such as birthdays (unless proven othwise by official materials and the like) will be left to my discretion. Also, I hope the weights of everyone are realistic.

Edit: Information that changes as the story moves forward is put within parenthesis.

Edit: I am in the middle of writing out general outlines for the party's roles in the four Acts, as well as their final fates in the main endings. SPOILERS ABOUND!

__________________________________

(http://i698.photobucket.com/albums/vv349/skylark360/SchalaPortrait_zpseff0ea25.jpg)
Full Name: Schala Zeal
Gender: Female
Occupation: Amnesiac Maiden (Princess of Zeal/Queen of Medina)
Origin: (Kingdom of Zeal)
Age: 23 (26 by the end of the story)
Birthdate: March 3
Species: Human
Home Time: (2400 AD/12,000 BC/1230 AD)
Home Area: Wandering (Medina)
Height: 5'9"
Weight: 143 lbs.
Hair Color: Silver White (Teal Blue in the True Ending)
Eye Color: Green
Build: Slender
Hand: Ambidextrous
Weapon Type: Dual Dagger/Sword
Innate Element: All

General Overview: A young woman with no recollection of her past. Her exotic features and perpetually forlorn expression give her a rather icy first impression, belying her kind heart and compassionate demeanor. However, there are times where she can be impatient and stubborn, making her appear standoffish at times. To see her smile is a rare thing, but when she does, the moment is said to be something to cherish.

In battle however, she seems to transform as all sense of compassion disappears. She becomes overly aggressive, with no regard for her personal safety. It's almost as if, unconsciously, she holds no value for her own life.

The reasons for this may be locked within the deepest depths of her memories...

It is revealed later on that Schala did not survive her separation from the Time Devourer unscathed. She had spent so long bonded to the creature than the Chrono Cross could not separate them completely. She is now a living fragment of Lavos, and like all good parasites, as long a even a single fragment exists, Lavos cannot be completely destroyed.

Upon reawakening her memories, Schala changes completely. She becomes far more submissive, and shies away from battle. Blaming herself for the deaths of Chrono and many others, she unconsciously desires her own destruction, and doesn't understand or see the value of her own life. Combined with being a living extension of Lavos, she tends to take unnecessary and often fatal risks. Only time will tell to see if this changes while among comrades...

History: In ancient times, Schala was the daughter of Alphard and Samaele Creojeanne, and princess of the ancient kingdom of Zeal. As a child, she was never able to sit still, was naturally inquisitive, and was never afraid to speak her mind, much to her mother's exasperation.

Everything changed however, when her father discovered the Frozen Flame within an ancient seabed, and her mother changing for the worst under its influence. Desperate, Schala stole into the inner sanctums of Zeal intending to destroy the Flame, hoping that doing so would bring the Queen back to her senses. However, she underestimated the Flame's hold on her mother, and was attacked, with her father forced to step in. The battle between King and Queen ended in a draw, but one last spell was aimed at Schala. With one act of sacrifice, King Alphard Zeal was slain in front of her... And Schala soon enough became the next Arbiter of the Frozen Flame.

Schala was never the same since then, a shadow of her former self, if even that. She blamed herself for her father's death. She never told anyone what had happened, so her long periods of silence or crying fits in her chambers were merely seen as mourning. As her mother's madness and cruelty continued, there were times Schala tried to speak out, but memories of what happened back then would paralyze her, making her submissive and easy to manipulate. Her kindness towards others remained, but even that was tempered by guilt.

However, everyone had a breaking point. As the people of Zeal reveled in their own self-glory, a quiet anger slowly built up in Schala. Anger she never previously acted upon, as she believed her father would never want her to to hate others. But in the end, hate she did. Under torture and threat of death in the Ocean Palace, for one single instant, she wished hubris and suffering upon those who thought themselves better than others. This one single moment would bring the destruction of the ancient kingdom and the first death of Chrono...

But Fate was not finished with her. Unable to live with what she had done, she was prepared to die in the collapsing Ocean Palace, but she had failed in her role as Arbiter, and was pulled into the Tessaract by a dying Lavos. For countless ages, she was fused to the creature, stewing in her own guilt and self-hatred. One day, she suddenly heard the cries of a young Serge, bringing her back to her senses for a brief moment. In that moment, using a fragment of her own life essence as a base, she created a daughter-clone, and sent her into the mists of time. Thus, Kid and Serge would become the instruments for her release... but not in the way she intended.

Freed from the creature she was, and the other reason for Kid's creation became apparent: She and Kid would merge along with the two realities. In the process, Schala would cease to exist as she wished... but so would Kid, becoming a life that was both, yet neither. Serge would not allow this, having fallen for Kid, not Schala. Left behind in the Tesseract, distraught, Schala made a desperate act as she was once more swallowed in time.

In the year 2480 AD, a young woman with no memories of her past would be found in the outskirts of Porre...

Act 1 - After her disastrous arrival in the year 1227 AD, Schala proceeded to accept a job to steal the Sun Stone from Porre, where she would meet Lark. After escaping from the city, she is invited to join the Zweibreicht Company by Glenn. During the mission at Zenan Bridge, she recognizes the Warmech that killed her surrogate family in the future and destroys it. This creates a new future where Roas and the others survive. Her secrecy regarding her mission eventually earns the suspicion, and later ire, of Lark. In the Zeal Ruins, she begins having flashbacks to her true past. After a confrontation with Dalton, she runs away into what used to be the throne room. She would encounter, of all things, a weakened fragment of Lavos, her memories reawakening as a result. The sudden influx of information sends her into a complete mental breakdown, attacking a group of 'Lavos Bits' with reckless abandon. Unfortunately, her mania fades to reveal that instead of Lavos Bits, she had attacked her friends, and she becomes numb with shock and horror...

Act 2 - Awakening in Manoria, Schala's personality reverts to the weak and submissive girl of old, her guilt compounded by her actions in the ruins. After a rough 'reunion' with Magil, she can only watch helplessly as Lark becomes the next Arbiter of the Frozen Flame, going mad by it's power. When Glenn begins his campaign to kill Lark, in the end, she is eventually the only one who believes Lark could still be saved. In this case, her beliefs were correct.

After being taken to Chronopolis, Schala is captured by Yarlen Shald, who tries to merge her with a mature Lavos Spawn. She is saved by a repentant Lark. When the group gets stuck at the End of Time, she stands reluctantly firm to protect Lark from the enigmatic Kale...

Act 3 - After six months in Termina, Schala finally begins coming out of her shell. During an infiltration mission in Viper Manor, she begins feeling something other than camaraderie for Lark. However, a mission in Terra Tower forces her to confront her role in Zeal's destruction, and she becomes withdrawn once more. When Porre attacks Viper Manor, Schala sacrifices herself to stop the corrupted Diana Vaal, tired of watching others die to protect her and seeing no value in her own life.

Schala remains comatose when the group travels to Medina, though she begins to become aware when Lark attempts to travel into her past to try and save her father. Due to their shared connection to Lavos, she awakens when she feels Lark wounded in battle. In the aftermath, she confronts (and returns) her growing feelings for Lark. In the aftermath of events concerning Balthezar, Schala finally vows to try and become a stronger person. She and Lark eventually marry, becoming king and queen of Medina.

Act 4 - A year and a half later, Schala has made good on her vow so far, though she still has much to sort out. She does what she can to support her husband and her people as the three-way war between Guardia, Porre, and Medina escalates, all the while trying to seal the various 'breaks' in time. In the final assault of Porre, she is the cornerstone of Lark's battle plan, leading a large force to attack the city from below the underground tunnel systems. After the battle, she is horrified as Kale raises the ruins of Zeal and merges them with the arriving spawn of Lavos.

Final Fate : Schala's fate depends on the ending acquired.

Bad Ending - In the first ending, she is unable to come to terms about her mother and her past in a critical moment, and her hesitation costs her Lark's life. She ends up driven mad with grief and succumbs to the fragment of Lavos sleeping within her, and becomes the final boss, leaving the surviving party members to put her out of her misery...

Normal Ending - In the second ending, investigating Kale's origins and revelations about her mother's madness gives Schala the final push to put her past behind her for good. Without such issues to distract her, she is able to save Lark's life. Unfortunately,she still carries a fragment of Lavos, and without and artifact like the Chrono Cross, she knows she will eventually be taken over by the creature even if they do destroy it. In the end, just as she had in the Ocean Palace, she sends her friends and beloved away to safety as she makes sure Lavos stays dead...

Good Ending - After many trials and trips through the Time Loop, the Chrono Cross is reconstructed. However, instead of using it to banish Lavos' essence from her, Schala attempts to make peace with this fragment, banking on the creature's will to survive. She ends up successful in this endeavor, and becomes separated from the hive mind. She is thus able to survive the final battle, ruling Medina alongside Lark for the rest of her days.

Notes: I am aware that what I put for hair color completely contradicts my beliefs. However, there had to be a damn good reason (besides throwing suspicion off Kid) that Kato changed her appearance. Here is my personal theory: Lavos is a being that's constantly evolving and changing. Having been bound to Lavos, Schala too was subject to changing. Which is why she had blonde hair and blue eyes (and became a loli, apparently) in Cross, and why she has silver-white hair (and a somewhat fuller figure) in this story.

_________________________________________________

(http://i698.photobucket.com/albums/vv349/skylark360/LarkPortrait_zpsc233cab4.jpg)
Full Name: Lark (Real Name: Cain Cray)
Gender: Male
Occupation: Mercenary (King of Medina)
Origin: Medina
Age: 24 (27 at the end of the story)
Birthdate: May 17
Species: Fiend/Mystic
Home Time: 1227 AD
Home Area: Varies (Medina)
Height: 5'10"
Weight: 187 lbs.
Hair Color: Dark Brown
Eye Color: Red
Build: Ordinary
Hand: Ambidextrous
Weapon Type: Dual Spears
Innate Element: Red

General Overview: A half-human Mystic who works alongside Glenn in the Zweibreicht Company mercenaries. Of the two, he is the one who gets jobs done. At first glance, Lark seems to be nothing more than an uncouth, womanizing braggart. However, not only does he have the skill to back up his claims, he shows a surprising amount of care in making sure the Company's clients walk away satisfied.

He is generally friendly and approachable, with a fiery sense of justice. However, a series of tragedies in his past has left him with a vicious grudge against Porre, and he occasionally laments his powerlessness in stopping the powerful nation. If he were to somehow be granted such power, would he be able to keep his morals intact?

Or would he lose himself to vengeance...?

Unfortunately, the answer is that he very nearly does. Once he discovers the Frozen Flame, he accepts the power it offers him, nearly losing his mind and alienating his allies in the process. Even though he isn't entirely himself during the following ordeal, Lark still sees himself responsible for the horrific actions in his wake. For the entirety of the story after, he fights an inner battle of wills with the Frozen Flame.

As for the matter of Schala, he is overcome by guilt for his attitude towards her during said ordeal, and owes her a life-debt of gratitude for STILL trying to save him even though he had given her every reason not to. Compounding his feelings is the fact that the two not only have very similar pasts, they both carry fragments of Lavos, giving the two a sort of psychic and emotional link. As a result, the two eventually forge a bond that cannot be broken.

History: Lark was originally born as Cain Cray, only son of Wren and Kalia Cray, and prince of Medina. As a child, he was hot-headed, willful, and somewhat crude, as most boys tended to be. Although his people didn't say it openly, many Mystics were wary of him due to his half-breed nature, which in itself was due to the fact his mother was a human.

In his mid-teens during a scouting trip, his father found a young human woman collapsed in the desert, and brought to the city. Soon enough, Cain fell for her, despite being politically arranged to the daughter of Marbule's Sage. In two years time, however, his life would change forever.

Diana Vaal had been a Porrean sleeper agent. Under the dark of night, she opened the gates to Medina, letting in Dalton and his armies. By the time Cain realized what was going on, he arrived just in time to see his father executed. In a rage, he tried to avenge him. The scar over his left eye and a stab to the gut by the girl he loved were the only rewards for his defiance.

In the aftermath, Cain became a scapegoat for the surviving Mystics. Unable to face their accusations, he fled the ruins of Medina. Betrayed, alone, and destitute, Cain lost faith in the good of others, as well as love. All he had left was anger. Hatred. Vengeance. In the wastelands, he vowed he would send every Porrean to Hell.

He made good on his word in the next few years, destroying every caravan, settlement, and military outpost he was able, leaving no survivors. He became known as 'The Bloody Flame', not once realizing that he was on his way to becoming the very monster Porre accused all Mystics of being. Everything changed again however, once he set his sights on the town of Zaineheim...

In Zaineheim, the Bloody Flame would run into opposition from a mercenary by the name of Glenn Zweibreicht. In response, he attacked a hospital, taking who he would later learn as Glenn's sister Hope, hostage. Instead of begging for her life, Hope simply apologized for the actions of humans. This ended up confusing Cain greatly, but what happened next would make him question everything he had being doing.

In the end, Hope gave her life to save her brother and Cain from Diana Vaal's double-cross. Gave her life to save a murderer like him. This and Glenn's unexpected 'mercy' would cause Cain to try and rediscover his humanity. In the end, Cain Cray and the Bloody Flame would both cease to exist, replaced by a childhood nickname that Reika Onin had called him on far too many occasions.

Unfortunately, Lark's hatred for Porre never abated even once...

Act 1 - After destroying a Porrean productions facility, he would take a job attempting to assassinate Dalton, where he would meet Schala. After escaping from Porre, he takes the time to mentor the new fledgling of the Zweibreicht Company until a mission to smuggle Elements across the Zenan bridge brings a horrifying thought to his mind: The possibility of Schala being a Porrean sleeper agent. He grows more and more paranoid as some of Schala's behaviors begin seeming more suspicious. Everything comes to a head inside the Aquarius Labs and the Zeal Ruins, where he angrily confronts her on his suspicions. Her silent evasion on the matter and the appearance of Dalton fueling his paranoia even further eventually drives him to action. He attacks, but is overpowered by Schala, who was suffering from a complete mental breakdown, and left for dead...

Act 2 - Awakening in Manolia having been rescued by Magil, Lark is unwilling to forgive or accept anyone's explanations concerning Schala. Believing his friends had betrayed him, he encounters the Frozen Flame in the Cathedral, which the Radical Dreamers had somehow secured. Without question, he accepts the power the Flame offers, and goes mad as a result and attacks his former allies. Only after the Radical Dreamers are slaughtered during his escape does he realize what his paranoia and hatred had cost him.

Everything comes to a head at the ruins of Zaineheim, where he futilely tries to fight off the Flame's influence, with Schala - the one person he had wronged the most - being the only one actively trying to save him. The Flame tries to take over completely, but the battle is won... at the apparent sacrifice of his childhood friend Reika. He later awakens in 2400 AD and becomes distraught at the fallout of his previous actions.

To make matters worse, he becomes hunted by an enigmatic entity known as Kale, who seeks the Frozen Flame. After Schala is captured, to the mistrust of his old allies, he aids in her rescue. Out of penance, he purposely puts himself in harm's way to protect everyone from both the haywire Lavos Spawn and the pursuing Porrean forces, forming a sort of dreamlike bond with Schala in the process. He is eventually forgiven by the others, while Schala had never blamed him in the first place...

Act 3 - After discovering that Reika had survived the events of Zaineheim, Lark and the others are hired on by the Acacia Dragoons. In the ensuing months, Lark is outed as the former prince of Medina, and also tries to come to grips with his growing relationship with Schala. Tragedy strikes when Diana Vaal, the woman who had betrayed his people to Porre, attacks Viper Manor. Lark and Glenn get their revenge on the sleeper agent, but Schala sacrifices herself in the process, becoming comatose.

Lark loses the will to fight on, and flees with the unconscious Schala to the ruins of Medina, not realizing that there are still survivors. Although given a cold reception from the majority of his people, he and Schala are given sanctuary. The others try to snap him out of his funk, but nobody can convince him to leave Schala's side. With a sudden appearance by Balthezar, he is given an opportunity to save her: Travel back in time to the age of Zeal and prevent the death of King Alphard. He does travel back, but realizes that going through with this course of action would not only possibly prevent his friends from ever existing, it would be betraying everything Schala had fought for. Thus he allows history to take its course.

However, his time in Zeal had reignited his spirit, and he fights off a Porrean excursion alone, regaining the respect of his people. From there, he leads an army to defend Medina from Dalton, though he is wounded in the battle, causing Schala to awaken from her coma due to their bond. In the aftermath, he and Schala become lovers, and after events concerning Balthezar, the two marry. Lark becomes the Sixth Fiendlord to lead Medina's armies in the coming three-way war between Guardia and Porre.

Act 4 - Lark's hands are busy with his duties as King and sealing the various 'breaks' in time, but eventually, he is able to amass enough allies and territory to lead a decisive assault against Porre. After securing the city, he makes his final stand against Dalton, eventually defeating the tyrant once and for all. However, Kale is not finished with him, as the madman still desires the Flame.

Final Fate: His eventual fate is determined by which ending is acquired.

Bad Ending - Schala's hesitation during the final battle with Queen Zeal causes Lark to expend much of his energy to rescue her. However, he is ambushed by Kale, who uses black magic to forcefully extract the Frozen Flame from his very being. The shock ends up killing him, leaving Schala alone in her grief and despair...

Normal Ending - Lark is ambushed and on death's door after getting the Frozen Flame forcefully extracted. However, Schala remains focused enough to save his life. After the final battle, Schala ends up sacrificing herself to stop Lavos, leaving Lark to mourn for years after. Although he eventually does remarry, he never truly recovers from the heartbreak, eventually disappearing into obscurity... and thus leaving history to repeat itself over and over in a stable time loop...

Good Ending - Lark and Schala both survive the final battles, but not before dealing with Kale once and for all in the crumbling ruins of Angra Mainyu. For the rest of his days afterwards, he strives to make the brighter future Chrono and many others fought for a reality.

____________________________________________

(http://i698.photobucket.com/albums/vv349/skylark360/GlennPortrait_zpsff7ac98f.jpg)
Full Name: Glenn Zweibreicht
Gender: Male
Occupation: Mercenary Captain
Origin: Choras
Age: 27 (30 at the end of the story)
Birthdate: September 16
Species: Human
Home Time: 1227 AD
Home Area: Wandering (Choras)
Height: 6'4"
Weight: 214 lbs.
Hair Color: Pale Green
Eye Color: Green
Build: Tall and Lean
Hand: Right
Weapon Type: Gun
Innate Element: Green

General Overview: Founder of the Zweibreicht Mercenary Company along with Lark. Of the two, he generally handles the finances and spoils of their jobs, though he does get involved directly more often than not. Mostly laid-back and snarky, he usually has a good joke or burn ready for almost any situation. Tends to be a habitual chain-smoker.

Although he and Lark practice a fair working relationship on the surface, he and Lark don't always see eye to eye. In fact, six years prior, Lark had been one of Glenn's bounties before being reformed. Details are scarce, but the conflict ended with the life of his younger sister. But has Glenn truly put the past behind him?

Or is he merely waiting for an excuse to pull the trigger?

The answer... is complicated. For a while, it seemed as though he and Lark had developed a fast friendship. However, the latter events of Act 1 begin to show how fragile it truly was. Lark coming into contact with the Frozen Flame and subsequent corruption in Act 2 ends up being the straw that breaks the Nu's back, and Glenn brings it upon himself to take him out, eventually going so far as to threaten to shoot through Schala in order to kill him... possibly hinting that Lark wasn't the only one being influenced by the Flame.

It is only during the party's attempt to escape from 2400 AD does Glenn finally gets a chance to end things. Hope's death, Reika's apparent sacrifice, the people of Manolia that were killed under the Flame's influence, Lark's actions as the Bloody Flame. Glenn finally has the justification he needs... and in the end, he is unable to pull the trigger. Lark's recent bouts of self-sacrifice, his own guilt at threatening Schala, and the memories of all the success they had as a company prove that as fragil as it ended up being, their friendship truly was genuine. Not only that, killing Lark would cause him to end up making a liar out of his sister. From that point on, Glenn vows to put the past behind him.

History: Glenn Zweibreicht was born as one of many illegitimate children to Vincent Galbanni, Merchant King and leader of Choras. Not recognized as a potential heir, he ended up growing up in the city's slums. His sister Hope would be born a few years after, and he would take it upon himself to take care of her as their mother was unfit to do so.

At sixteen, he became a mercenary trained in all manner of firearms in order to bring money into their home. However, on the day of his first job, the Blue Mist hit Choras, and his success was marred by the fact that Hope had caught the disease. He would commit her to a hospital and use all of his earnings for her treatment, growing increasingly exasperated as the years went on when it seemed that nothing was working.

Some years later, tragedy would strike as a fallen Mystic prince with a vendetta against Porre would attack the hospital, taking Hope hostage. Glenn insists on being the first to make contact. During negotiations, a squad of Porrean soldiers led by Diana Vaal opens fire on the three of them for the sake of 'tying up loose ends'. Hope sacrifices herself to save both her captor and her brother. Overcome by grief, Glenn nearly kills the Fiend, but is paralyzed by the fact that Hope saw something in him worth sacrificing herself for. This, he offers up a contract to the man: be someone worthy enough so Hope's death would not be in vain.

And so, the Bloody Flame was no more, and the Zweibreicht Company was formed...

Act 1 - After aiding Lark in his mission to rescue the miners from San Dorino, Glenn is once again forced into a backseat role in the next job, rescuing Lark and Schala and escaping from Porre when the job goes south. He soon after recruits Schala into the Zweibreicht Company. After Zenan Bridge, Glenn becomes more and more disturbed by Lark's growing paranoia, and wonders if he will break away from his contract. In the Zeal Ruins, he and Reika follow a distraught Schala, only to be wounded by her in the throne room...

Act 2 -
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(http://i698.photobucket.com/albums/vv349/skylark360/ReikaPortrait_zpsf8fae55c.jpg)
Full Name: Reika Onin
Gender: Female
Occupation: Daughter of Marbule's Sage
Origin: El Nido - Marbule
Age: 23 (26 at the end of the story)
Birthdate: February 8
Species: Demi-Human (Aquatic Type)
Home Time: 1227 AD
Home Area: Wandering (Medina)
Height: 5'8"
Weight: 132 lbs
Hair Color: Violet
Eye Color: Violet
Build: Voluptuous
Hand: Ambidextrous
Weapon Type: Bow and Arrow
Innate Element: Blue

General Overview: A rather... bouncy and energetic young mermaid hailing from the El Nido Archipeligo. She is a childhood friend of Lark and moonlights as the third junior member of the Zweibreicht Company, integral to keeping Lark and Glenn from killing each other. Is constantly upbeat and cheerful, as nothing ever seems to keep her down for long. Her thought process can be... a little 'out there' at times. Also, she is sexy, and she knows it. Much to Schala's annoyance.

Reika has pinned her lifelong hopes on one day being Lark's wife ever since childhood. However, due to events in his past, or the possibility that he's never been conditioned to see her as more than a friend, he ignores her advances... most of the time. She continues to support him regardless, hoping for the possibility of wedding bells in her future. But will her devotion be the end of her?

Will her feelings be doomed to be absorbed within the mists of time?

History: Reika was born to Bacchus and Minerva Onin as the eldest of two children. Energetic almost to a fault, it usually took a good majority of Marbule's community to help reign her in during her early years. Her mother would always tell her stories of how two souls could be forever bound by a Red String of Fate, and seeing how happy her parents were, she took those stories to heart. Enough so that when her family was summoned to a diplomatic conference in Medina and met it's young prince, who on a whim she would call Lark, she knew she had found her soulmate. The two were then arranged to be wed when they came of age.

Seven years after the birth of her brother Darien, Reika's mother would die off the coast of Choras. Everything changed in Marbule. Her father became a broken man, becoming apathetic to all around him in his grief. That apathy would soon enough spread to the majority of Marbule's citizens, who felt the Sage's loss as keenly as he did. Taking advantage of this grief, two conservative-minded advisors named Mustardio and Releesh would take charge of the city's affairs, slowly but surely isolating Marbule from the rest of the world. Reika would oppose them at every turn. After all, she was to become Sage in a few short years.

At least, that was what she thought...

The Purge of Medina brought a wave of fear to those not loyal to Porre. Reika however, implored the Sage's Council to send aid to their allied Medinans, her worry of her future fiancé showing through. Unfortunately, due to bribes, blackmail, or threats of death, as well as using her father's apathy to their advantage, the poisonous advisers accused Reika of acting under her own interests and needlessly risking the lives of Marbule's citizens. The verdict was unanimous. Reika Onin was exiled from Marbule.

Wandering the land, she would meet her arranged fiancé again, only to see him a changed man, with his heart closed to nothing but vengeance against Porre. Despite it all, Reika persevered. After hearing of the tragedy at Zaineheim years later, she sought Lark out again, shocked to discover he had formed a mercenary company with Glenn Zweibreicht. Unwilling to be apart from the man she loved anymore, she would become the Zweibreicht Company's third member...

Act 1 - Reika is left behind at the start of the story, building rapport with the Radical Dreamers in hope of more work for the Zweibreicht Company. When she returns to the group in San Dorino, she is shocked that they had recruited Schala in her absence, and immediately begins seeing her as a rival. After the events of Zenan Bridge, she eases up on her in response to Lark's growing paranoia, and attempts to play peacemaker for the group with varying degrees of success. When things come to a head in the Aquarius Labs, Reika slaps Lark, stating she doesn't want him to become 'that person' again. This stays his hand, but only briefly. Soon after, she and Glenn follow a distraught Schala, only to be the first to get cut down...

Trivia: Reika has the largest chest of the entire cast. For the playable characters, Laura and Lavenda tie at 2nd place, with Schala taking a very close 3rd.

Trivia 2: She is one of the few mermaids in the setting with legs. She has no idea how other mermaids can stand not having legs, as she sees their land-movement akin to scraping ones knees on the ground all the time.

Trivia 3: It's on her mother's side, but Reika is Nikki's descendant. She is a fan of his work and collects any vintage albums she can get her hands on.

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(http://i698.photobucket.com/albums/vv349/skylark360/GilbertPortrait_zps16024ccb.jpg)
Full Name: Gilbert Rhodius (Alias: Grobyc)
Gender: Male
Occupation: Acacia Special Ops.
Origin: El Nido - Termina (Porre)
Age: 30 (233)
Birthdate: Unknown
Species: Cyborg
Home Time: 1227 AD
Home Area: Viper Manor
Height: 6'8"
Weight: 401 lbs.
Hair Color: Blonde
Eye Color: White
Build: Bionic
Hand: Ambidextrous
Weapon Type: Fist
Innate Element: Black

General Overview: A cyborg who has served the Viper Clan of El Nido for over 200 years. Having rediscovered his humanity sometime during his service, he is revealed to be blunt, honest, and serious-minded. He generally prioritizes his mission first, but is not beyond coming to the aid of others, if for no other reason than smoother operations. Highly intelligent, he has no patience for slackers and cowardice, and respects the strong (in both strength and conviction) above all else.

Unknownst all but the highest ranked members of the Acacia Dragoons, he was once known as Grobyc, Porre's former 'secret weapon'. He was amongst those who aided Serge in his adventures and was witness to the defeat of the Time Devourer. As such, he was one of the few who retained their memories of the events. Knowing he could not return to Porre after his insubordinations, he was given shelter among the Viper Clan, where he has remained ever since.

Over time, he has steadily replaced more and more of his human parts with machine in order to prolong his lifespan, all to continue his duty to protect the Viper Clan. However, he knows he cannot cheat death forever, and prays that the Clan's future is secure before his eventual passing.

But in truth, how long does he have left?

Act 1 - Gilbert arrives in Truce along with Schwann after the events of Zenan Bridge. He doesn't think much of the Zweibreicht Company at first when they run into him at the pier, but starts changing this view when they are eventually summoned to Carmillia's estate. He finds Lark to be a surprisingly capable commander during the Defense of Manoria. He joins the group under the pretense of sharing info, but is actually keeping tabs on Lark on General Maria's orders. In the Zeal Ruins, he is the only one still conscious after Schala's mental breakdown...

Notes: Leaves the party for a good majority of Act 3. Permanently leaves the party after defeating Shald in Act 4. Any accessories and equipment that aren't exclusive to him will be returned to the inventory.
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(http://i698.photobucket.com/albums/vv349/skylark360/SchwannPortrait_zps98c5bba1.jpg)
Full Name: Schwann Tarvos
Gender: Male
Occupation: Grandmaster of the Four Devas
Origin: El Nido - Guldove
Age: 33 (36 by the end of the story)
Birthdate: July 26
Species: Demi-Human (Feline Type)
Home Time: 1227 AD
Home Area: Viper Manor
Height: 7'2"
Weight: 287 lbs.
Hair Color: Orange
Eye Color: Maroon
Build: Giant and Muscular
Hand: Right
Weapon Type: Great Axe
Innate Element: Yellow

General Overview: A tiger-like Demi-human acting as leader of the Four Devas of the Acacia Dragoons, and closest confidant of General Maria of the Viper Clan. A giant even among Demi-human standards, he gives off a frightening first impression, especially if one meets him on the battlefield. However, those who actually know him boast of a jovial persona, though he can be a bit too boisterous for his own good. He's always looking for a good scrap. Has a 10-year-old daughter named Annette whom he dotes upon every chance he gets.

Ten years previous, Lady Maria had been abducted by a certain individual on Schwann's watch. Leading a company of twenty, he succeeded in rescuing her from her captors. However, an incident occurred on the way back to Termina, leaving Schwann and Maria as the only survivors. To this day, neither of them speak of it.

What could have happened on that day...?

Act 1 - Schwann arrives in Truce with Gilbert after the events of Zenan Bridge. Unlike his colleague, he takes a keen interest in the Zweibreicht Company, having heard the rumors associated with their recent success. He offers up a challenge to test their strength in one of the city's Missions. Although he does not join the party, he does accompany them to Manoria and the Aquarius Labs. While in the labs, the group ends up tripping the alarms, and he offers to hold off the enemy while the group finishes their mission...

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(http://i698.photobucket.com/albums/vv349/skylark360/LauraPortrait_zpsd2e1cbde.jpg)
Full Name: Laura Vastor (Real Name: Laurallia Estane Guardia)
Gender: Female
Occupation: Captain of the Guard (Fallen Heir of Guardia/Queen of Guardia)
Origin: Zenan Mainland
Age: 26 (29 at the end of the story)
Birthdate: April 19
Species: Human
Home Time: 1227 AD
Home Area: Guardia
Height: 6"
Weight: 150 lbs.
Hair Color: Red
Eye Color: Blue
Build: Toned
Hand: Left
Weapon Type: Nodachi
Innate Element: White

General Overview: A stoic woman and personal sword of Governor Carmillia Vastor of Guardia. Beneath her cool demeanor and sharp tone lies a fierce determination and sense of duty. As she puts duty first, she has no patience for distractions, and admonishes the very concept of 'wasting time'. Has a surprising fondness for 'cute things' and is very easily flustered. It is not easy to earn her trust, but for those who do, her loyalty is undying. All she wants in life is a place to belong.

Whispers from years past speak of the affair Count Vastor had with one of his maids. Laura, the product of this union, faced severe prejudice from her half-sister Carmillia because of this. Even to this day, she is treated as garbage despite her unfailing duty, but bears the abuse as Carmillia is the only family she has left. As such, her sense of duty has become somewhat distorted. And then there are the stories of her bearing a long-forgotten bloodline.

However, the day may come soon where her duty and her conscience will clash, and she may realize too late that her 'dear sister' does not have her best interests at heart...

Act 1 - Laura first appears after Lark, Schala, and Glenn escape from Porre, impressed by the fact they had been able to escape at all. She meets the group again in Truce, after the events of Zenan Bridge. After their meeting with Carmillia, Schala overhears an argument between her and Laura. The other girl confronts her, but Laura tells her to let sleeping dogs lie. She accompanies the group to the Aquarius Labs and aids Schwann in holding off the enemy. However, she soon slips away from combat, embarking on a mission of her own...

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Full Name: Magil (Real Name: Janus Zeal)
Occupation: Masked Magician (Fallen Prince of Zeal)
Origin: Zenan Mainland (Kingdom of Zeal)
Age: 31 (32 by the time he leaves in Act 3)
Birthdate: Unknown
Species: Human
Home Time: Unknown (1025 AD)
Home Area: Wandering (Guardia)
Height: 6'2"
Weight: 154 lbs.
Hair Color: Teal Blue
Eye Color: Green
Build: Tall and Slender
Hand: Right
Weapon Type: Rod
Innate Element: Black

General Overview: A mysterious vagrant who appears to the group during a time of crisis, hiding his face behind a strange mask.

Act 1 - Magil arrives in Truce shortly after the group's meeting with Carmillia, and offers his pardons... though Schala accuses him of leering. He is only shown once more after the party leaves for the Aquarius Labs, claiming to have a forboding premonition...

Notes: Schala's a major character of interest. You knew this guy had to be involved somehow. :P

Notes 2: He doesn't join up until act 2.

Notes 3: Not a permanent party member. He replaces Schala/Lark during times where either one of them are 'indisposed'.

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(http://i698.photobucket.com/albums/vv349/skylark360/image_5.jpeg)
Full Name: Lavenda (Lavender)
Gender: Female
Occupation: Warrior Priestess
Origin: Reptite Dimension
Age: 21 (24 at the end of the story)
Birthdate: Refuses to divulge
Species: Dragonian
Home Time: 2400 AD - Reptite Dimension
Home Area: Terra Tower
Height: 5.6
Weight: 139 lbs
Hair Color: Lavender Purple
Eye Color: Gold
Build: Slender
Hand: Right
Weapon: Bladed Whip
Innate Element: Black

General Overview: A Dragonian Priestess inadvertantly awakened from cryosleep by Lark and Schala at the beginning of Act 3. Prideful with a bit of a temper, but out of the awakened Dragonian, she keeps a much more level head than any of them. She holds a chilling familiarity for the rogue entity known as Kale, and by extension, Lavos. Initially distrustfull of Lark and Schala (both carriers of some sort of fragment of Lavos), but eventually builds a rapport upon their mutual dislike of Kale.

It seems she may know far more of the truth of things than she's willing to tell. Just what is she hiding...?

Act 1: Does not appear at all.

Act 2: Is briefly seen at the very end of the Act sleeping within a crystal structure in Terra Tower.

Act 3: Lavenda is officially introduced when Lark and Schala investigate strange reactions from Terra Tower at the beginning of the act. She and her brethren are awoken when the tower's systems detect the high quantities of Lavos corruption within Schala. Aware of what Lark and Schala are (and humanity as a whole), she has the two held at weapon-point while she accesses Dinopolis' living memory. She finds the history of the war with Chronopolis, the Dragon God's corruption, the colonization of El Nido, and the extermination of the rest of the Dragonians by mainlanders... egged on at the hands of Kale.

Upon realizing their mutual animosity towards the rogue, Lavenda has Lark and Schala released and proposes a temporary alliance. Although it starts as a union of convenience, Lavenda reluctantly comes to think highly of her newfound companions. When Kale attacks Terra Tower at the conclusion of Termina's last mission, she attempts to overpower him, following him through one of his Gates as he tries to escape.

After doggedly fighting Kale through different eras, Lavenda is finally ditched during The 2nd Battle of Medina. She is reunited with the party after the conclusion, and remains in the group from then on.

Trivia 1: I originally had a Shakespeare/Hamlet naming scheme for the Dragovian characters in this story, but during the past few months, I decided to name them after various herbs as a throwback to Toriyama. Lavenda, for instance, being named for lavender. Her original name was Ophelia.

Trivia 2: Originally, this character only had a minor role as a hologram in an important Act 4 sidequest where she narrates the origins of Lavos and thus the greater evil behind the story (and the series as a whole). This was mostly because I just wasn't sure how to insert her properly into the main party. I've finally found a way to do that (and it was so laughably easy, too), so now she's part of the main narrative as I originally intended.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 16, 2012, 01:29:18 pm
Secondary Characters (NPC's important enough to have their own character portrait.)

*SPOILER WARNING*

Full Name: Roas Braugnwein
Gender: Male
Occupation: Leader of the Radical Dreamers - 2486 AD
Origin: Kingdom of Zeal, 11,999 BC
Age: 37
Species: Human
Home Time: 2486 AD
Home Area: Braugnwein Residence
Height: 6'3"
Weight: 186 lbs.
Hair Color: Black
Eye Color: Blue/Green
Build: Lean
Hand: Ambidextrous
Innate Element: White

General Info - A revolutionary from the year 2486 AD. Not much is known of his early years except that he was once employed in the Time Research Facility Chronopolis. He would then go on to marry fellow researcher Ninya and retire in Choras. However, Porre's sudden invasion would put the latter plan on hold. Angered by the injustice, he vowed to fight.

He would take in many orphans and survivors during the next two years, as well as reform the Radical Dreamers. Among his recruits, a girl named Schala would seem to peak his interest, enough that he would personally train her in his dual-bladed fighting style. Their relationship could be said to resemble that of a father and daughter.

He had perished within Chronopolis in order to buy time for Schala to escape into the past. When Schala made a particular change in the timeline however, he was able to survive the ambush.

It is eventually revealed that Roas, Ninya, and Vathos each came from a different era. In Roas' case, he came from the year 11,999 BC, where he was bodyguard, advisor, and close friend to King Alphard Zeal until a time experiment gone wrong sent him to the End of Time.

The only reason he does not tell Schala of her history is because he realized that it was her choice to start anew. A choice he chose to respect.

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Full Name: Ninya Braugnwein
Gender: Female
Occupation: Radical Dreamer
Origin: Guardia, 10 AD
Age: 35
Species: Human
Home Time: 2486 AD
Home Area: Braughnwein Residence
Height: 6'2"
Weight: 142 lbs.
Hair Color: Dark Red
Eye Color: Silver
Build: Toned and Fit
Hand: Right

General Info - Wife of Roas Braugnwein and his second-in-command in the Radical Dreamers. Was employed in Chronopolis along with him. When not in the field, she helps look after the orphans and survivors Roas has taken in. When on a mission, her personality undergoes a complete 180, becoming rough and authoritative.

Died in Chronopolis alongside Vathos, cut down by a custom-created warmech... At least until Schala destroyed that warmech in the past, changing her fate.

It was eventually revealed that Ninya, Vathos, and Roas each came from a different era. In Ninya's case, she was once one of many unwilling concubines of Cedric Guardia in 10 AD. Fearful for her life and of the madness of Cedric due to the Frozen Flame, she eventually slew him and fled Guardia, where she stumbled into a Gate and ended up at the End of Time.

Lark being the next Arbiter justifiably gives her cause for concern, if only for Schala's sake.

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Full Name: Vathos Dumar
Gender: Male
Occupation: Radical Dreamer
Origin: Guardia, 600 AD
Age: 38
Species: Human
Home Time: 2486 AD
Home Area: Unknown
Height: 6'7"
Weight: 259 lbs.
Hair Color: Black
Eye Color: Blue
Build: Muscular
Hand: Right

General Info - A Radical Dreamer and close friend of Roas Braugnwein. Like Roas and Ninya, he too was once a researcher in Chronopolis. Out of all of the Dreamers he is the most serious-minded, but always seems to stop to lend an ear when the situation calls for it. Prefers to use heavy artillery while on the battlefield.

He died alongside Ninya in Chronopolis, cut down by a strange new warmech... At least until Schala destroyed the warmech in the past, changing his fate.

It is eventually revealed that Vathos, Roas, and Ninya each came from a different era. In Vathos' case, he was a lieutenant in the Guardia army during the Fiend War of 600 AD. Alone, he lured a company of Mystics to Truce Canyon. During the battle, a Gate opened beneath him and he was sent to the End of Time.

As a soldier of Guardia during the Fiend War, Vathos is understandably mistrustful of Lark, though that sentiment would eventually fade in time.

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Full Name: Techno
Gender: Male
Occupation: Radical Dreamer/Mission Control
Origin: El Nido
Age: 28
Species: Human
Home Time: 2486 AD
Home Area: Chronopolis
Height: 5'11"
Weight: 147 lbs.
Hair Color: Dark Brown
Eye Color: Hazel
Build: Scrawny
Hand: Left

General Info - A Radical Dreamer and Schala's Mission Control while on her journey to the past.

The fourth among Vathos, Roas, and Ninya, he too worked in Chronopolis. In a sense, he never really retired. He prefers to sit behind a computer screen instead of getting his hands dirty, as he is particularly unsuited for physical exertion.

He gets his name from his gift; He is a technical prodigy, capable of inventing all sorts of gadgets and computer programs, his finest work being his personal information Codex. Some say he could be on par with Lucca Ashtear from ancient times.

He is prone to snark at any given opportunity, and once he starts talking, he has trouble stopping. A good slap to the back of the head usually fixes this.

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Full Name: Infiniti 'Fin' Braugnwein
Gender: Female
Occupation: Radical Dreamer
Origin: Choras
Age: 23
Species: Human
Home Time: 2486 AD
Home Area: Braughnwein Residence
Height: 6"
Weight: 143 lbs.
Hair Color: Black
Eye Color: Red
Build: Slender
Hand: Right
Weapon Type: Machine Gun
Innate Element: Red

General Info - A Radical Dreamer and adopted daughter of Roas Braughnwein. Her parents were friends with Roas, and when Porre attacked Choras, he took her in along with many others. It wasn't until he took in Schala did she begin to realize that her adoptive father was leading a double-life. One that she wanted in.

Although she was often jealous of the attention Roas would give Schala, she would still end up being as a sister to her. The pranks they would pull in the Dreamers could be seen as the stuff of legends if given enough time.

Time however, would be mercilessly cruel. Fin was among the first to disappear into nonexistence during the temporal recurrence that changed history...

Her original name before she was taken in by Roas was Wilder, making her Rupert Wilder's descendant... meaning that some sort of fatal misfortune would befall him due to the changed history...

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Full Name: Belthesar
Gender: Male
Occupation: Curator of Chronopolis
Origin: Unknown
Age: Indeterminate
Species: Human
Home Time: 2486 AD
Home Area: Chronopolis
Height: 5'5"
Weight: Indeterminate
Hair Color: White
Eye Color: Indeterminate
Build: Indeterminate
Hand: Left

General Info - A wizened old man who manages the day to day operations of the Time Research Facility Chronopolis. He is a sympathizer to the cause of the Radical Dreamers, having been saved from a nasty business concerning Porrean politics.

Watching from afar, he has kept his own eye on Schala ever since she arrived in 2486. For what reason, nobody seems to know...

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Full Name: Jessica
Gender: Female
Occupation: Barmaid/Mercenary Guild San Dorino Liaison
Origin: San Dorino
Age: 25
Species: Human
Home Time: 1227 AD
Home Area: San Dorino
Height: 5'9"
Weight: 132 lbs.
Hair Color: Red-Orange
Eye Color: Green
Build: Voluptuous
Hand: Right

General Info - A feisty barmaid from the village of San Dorino. Also serves as the town liaison for the Mercenary's Guild. Tends to act flirty and/or confrontational to get a rise out of her customers. She claims it's therapy.

She tends to have purely physical on-again/off-again relationships with Lark whenever the Zweibreicht Company returns to Dorino.

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Full Name: Mina
Gender: Female
Occupation: Barmaid
Origin: San Dorino
Age: 25
Species: Human
Home Time: 1227 AD
Home Area: San Dorino
Height: 5'9"
Weight: 132 lbs.
Hair Color: Blue
Eye Color: Green
Build: Voluptuous
Hand: Left

General Info - A barmaid of San Dorino and Jessica's twin sister. Is far more tolerant and absent-minded than her sister. She is considered the town's resident darling.

She has a horrible habit of getting lost.

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Full Name: Rogek
Gender: Male
Occupation: Mayor of San Dorino
Origin: San Dorino
Age: 68
Species: Human
Home Time: 1227 AD
Home Area: San Dorino
Height: 5'4"
Weight: 130 lbs.
Hair Color: White
Eye Color: Brown
Build: Thin
Hand: Right

General Info - The kindly old mayor of San Dorino. Helps to manage the financial affair of the mine as well as the village.

Some years earlier, he was among those who believed that all mercenaries were nothing more than cutthroat opportunists. However, after having his life saved without being asked for a reward by the Zweibreicht Company three years ago, his stance has softened. He will still abide no lawlessness in his town, though.

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Full Name: Zappa
Gender: Male
Occupation: Blacksmith
Origin: El Nido (Termina)
Age: 27
Species: Human
Home Time: 1227 AD
Home Area: Termina
Height: 6'2"
Weight: 189 lbs.
Hair Color: Grey-Violet
Eye Color: Maroon
Build: Solid
Hand: Right

General Info - A young and obstinate blacksmith from the city of Termina, and great grandson of Karsh. Boys in the family that choose to take the mantle of the family forge is renamed Zappa, after Karsh's father. Although still young, he has remarkable talent in forging weapons. Unfortunately, he can be a bit too much of a braggart for his own good.

His big mouth did end up getting him into trouble. He was once requested to forge a set of specialty equipment for an Acacian VIP. However, the job forced him to recognize the limits of his skill, and he was unable to deliver. Seeing this as a personal shame, and a shame upon his family, he closed up the forge and left on a journey to hone his craft...

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Full Name: Terrence Ishito
Gender: Male
Occupation: 10th Seat - Porre High Command
Origin: Porre
Age: 37
Species: Human
Home Time: 1227 AD
Home Area: Porre
Height: 6'3"
Weight: 214 lbs.
Hair Color: Brown
Eye Color: Blue
Build: Average
Hand: Right

General Info - An idealistic military gentleman from Porre and a descendant of Norris. A diamond in the rough of Porre's fanaticism, he believes there is a better way to carry on Porre's glory than forced expansion. However, he is also a man who values loyalty before reason, and therefore does not openly object Dalton's policies. Everything he does is for the peace and contentment of Porre's citizens, making him beloved by the general populace, and his willingness to show respect for friend and foe alike makes him grudgingly respected by the nation's remaining enemies.

However, he is absolutely despised by Yarlen Shald, who fervently believes that Terrence's idealism is a blight and disgrace to Porre's glory. When Dalton first arrived in Porre and made Shald his Chief Scientist and advisor, he pushed for Terrence's immediate execution. However, Dalton knew he would lose the support of the people if he did so, thus Terrence was demoted to 10th Seat of High Command - basically a glorified desk clerk. Even from his ineffectual vantage point, Terrence does what he can to minimize the damage of the war...

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Full Name: Ozzie
Gender: Male
Occupation: Mystic Knight
Origin: Medina
Age: Indeterminate
Species: Fiend/Mystic
Home Time: 1227 AD
Home Area: Varies
Height: 5'5"
Weight: 278 lbs.
Hair Color: Orange
Eye Color: Black
Build: Short and Stocky
Hand: Left
Weapon Type: Unknown
Innate Element: Green

General Info - The leader of a bandit trio of 'Mystical Knights' from what was formerly Medina. He tends to be a brag about his skills to his enemies, when all he really does is bark orders to his cohorts from the rear. He is a bit of a coward and will turn tail whenever he encounters a situation he is unable to handle.

He holds an intense hatred for Lark for some reason...

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Full Name: Slash
Gender: Male
Occupation: Mystic Knight
Origin: Medina
Age: 29
Species: Fiend/Mystic
Home Time: 1227 AD
Home Area: Varies
Height: 6"
Weight: 175 lbs.
Hair Color: Bald
Eye Color: Grey
Build: Lean
Hand: Right
Weapon Type: Sword
Innate Element: Blue

General Info - The warrior of a bandit trio of 'Mystical Knights' from what was formerly Medina. Boasts to be as fast as the wind, but unlike Ozzie, he has the skill to back up his claim. Has an unfailing sense of loyalty to those who earn his respect, and despises those who abandon their responsibilities.

Because Ozzie (so far) has not abandoned his responsibilities, Slash still serves with distinction despite his leader's cowardice...

________________________________________

Full Name: Flea
Gender: Female (newhalf)
Occupation: Mystic Knight
Origin: Medina
Age: 27
Species: Fiend/Mystic
Home Time: 1227 AD
Home Area: Varies
Height: 5'8"
Weight: 130 lbs.
Hair Color: Pink
Eye Color: Red
Build: Slender
Hand: Right
Weapon Type: Magic
Innate Element: Red

General Info - The mage of a bandit trio of 'Mystical Knights' from what was formerly Medina. Wild, flirty, and dangerous, 'she' tends to shoot first and ask questions later. 'She' technically has no normally identifiable gender due to coming from a long line of shapeshifters. However, 'she' is a bit of an oddity in that 'she' is the first ever genuine female of her clan. Of course, thanks to family tradition, 'she' is still considered dual-gendered due to having... *cough* ...extra anatomy.

Unlike 'her' other two cohorts, 'she' holds no malice towards Lark, and in fact has a bit of a crush on him. Unlike with most women, this freaks Lark out due to... obvious reasons.

_________________________________________

Full Name: Nu and Mamo
Gender: Undeterminable
Occupation: Weird Travelers
Origin: Unknown
Age: Indeterminate
Species: Nu and Kilwala
Home Time: Unknown
Home Area: Varies
Height: 4'5" (Nu), 3" (Mamonja)
Weight: Indeterminate
Build: Monster
Hand: Ambidextrous

_________________________________________

Full Name: Rupert Wilder
Gender: Male
Occupation: Leader of the Radical Dreamers - 1227 AD
Origin: Guardia
Age: 30
Species: Human
Home Time: 1227 AD
Home Area: Manoria Village
Height: 6"
Weight: 162 lbs.
Hair Color: Black
Eye Color: Blue
Build: Average
Hand: Right
Weapon Type: Sword
Innate Element: Yellow

_________________________________________

Full Name: Vent
Gender: Male
Occupation: Mercenary Guild Truce Liason
Origin: Guardia
Age: 38
Species: Human
Home Time: 1227 AD
Home Area: Truce
Height: 5'9"
Weight: 210 lbs.
Hair Color: Blonde
Eye Color: Green
Build: Stocky
Hand: Right

_________________________________________

Full Name: Sven
Gender: Male
Occupation: Steward of Lady Carmillia
Origin: Porre
Age: 39
Species: Human
Home Time: 1227 AD
Home Area: Vastor Estate
Height: 6'3"
Weight: 234 lbs.
Hair Color: Bald
Eye Color: Indeterminate
Build: Solid and Muscular
Hand: Ambidextrous
Weapon Type: Fists
Innate Element: Blue

_________________________________________

Full Name: Count Winfred Marduke
Gender: Male
Occupation: Corrupt Nobleman
Origin: Porre
Age: 47
Species: Human
Home Time: 1227 AD
Home Area: Choras
Height: 5'10"
Weight: 205 lbs.
Hair Color: Aging Brown
Eye Color: Light Purple
Build: Ordinary
Hand: Right

_________________________________________

Full Name: Crowley
Gender: Male
Occupation: Bloodfang Mercenary Captain
Origin: Choras
Age: 28
Species: Human
Home Time: 1227 AD
Home Area: Varies
Height: 6'2"
Weight: 162 lbs.
Hair Color: Dark Red
Eye Color: Maroon
Build: Solid
Hand: Ambidextrous
Weapon Type: Rifle
Innate Element: Black

_________________________________________

Full Name: Jansen
Gender: Male
Occupation: Bloodfang Mercenary
Origin: Choras
Age: 26
Species: Human
Home Time: 1227 AD
Home Area: Varies
Height: 6'6"
Weight: 245 lbs.
Hair Color: Dark Red
Eye Color: Maroon
Build: Muscular
Hand: Right
Weapon Type: Great Hammer
Innate Element: Green

_________________________________________

Full Name: Browning
Gender: Female
Occupation: Bloodfang Mercenary
Origin: Choras
Age: 27
Species: Human
Home Time: 1227 AD
Home Area: Varies
Height: 5'9"
Weight: 145 lbs.
Hair Color: Green
Eye Color: Green
Build: Muscular
Hand: Ambidextrous
Weapon Type: Dual Sickles
Innate Element: White

_________________________________________

Full Name: Hope Zweibreicht
Gender: Female
Occupation: Terminally Ill Sister
Origin: Choras
Age: Deceased (16 at time of death)
Species: Human
Home Time: 1227 AD
Home Area: (Formerly Zaineheim)
Height: 5'4"
Weight: 99 lbs.
Hair Color: Pale Green
Eye Color: Green
Build: Frail
Hand: Right

_________________________________________

Full Name: Gaspar
Gender: Male
Occupation: Guru of Time
Origin: Kingdom of Zeal
Age: Indeterminate
Species: Human
Home Time: The End of Time
Home Area: Gaspar's Space
Height: 5'8"
Weight: Indeterminate
Hair Color: White
Eye Color: Indeterminate
Build: Thin
Hand: Right

_________________________________________

Full Name: Yula
Gender: Female
Occupation: Mercenary Guild Termina Liason
Origin: El Nido (Guldove)
Age: 28
Species: Human
Home Time: 1227 AD
Home Area: Termina
Height: 6'1"
Weight: 127 lbs.
Hair Color: Light Purple
Eye Color: Gold
Build: Voluptuous
Hand: Right

_________________________________________

Full Name: General Maria Alouette Viper
Gender: Female
Occupation: Ruler of El Nido
Origin: El Nido
Age: 30
Species: Human
Home Time: 1227 AD
Home Area: Viper Manor
Height: 6'2"
Weight: 158 lbs.
Hair Color: Dark Blue
Eye Color: Purple
Build: Toned
Hand: Left
Weapon Type: Sword
Innate Element: Yellow

_________________________________________

Full Name: Annette Tarvos
Gender: Female
Occupation: Schwann's Precocious Daughter
Origin: El Nido
Age: 9
Species: Demi-Human (Feline-type)
Home Time: 1227 AD
Home Area: Viper Manor
Height: 4'8"
Weight: 92 lbs.
Hair Color: Red-Orange
Eye Color: Purple
Build: Smallish
Hand: Right

_________________________________________

Full Name: Garai
Gender: Male
Occupation: One of the Four Devas
Origin: El Nido (Termina)
Age: 26
Species: Human
Home Time: 1227 AD
Home Area: Viper Manor
Height: 5'11"
Weight: 163 lbs.
Hair Color: Blonde
Eye Color: Blue
Build: Solid
Hand: Ambidextrous
Weapon Type: Dual Sword
Innate Element: Green

_________________________________________

Full Name: Marta
Gender: Female
Occupation: Diva of the Four Devas
Origin: El Nido (Guldove)
Age: 31
Species: Human
Home Time: 1227 AD
Home Area: Viper Manor
Height: 6'2"
Weight: 164 lbs.
Hair Color: Silver with Red bangs
Eye Color: Grey
Build: Tall and Slender
Hand: Right
Weapon Type: Shot (Shurikens)
Innate Element: Black

_________________________________________

Full Name: Hubert
Gender: Male
Occupation: Fledgeling of the Four Devas
Origin: El Nido (Arni)
Age: 18
Species: Human
Home Time: 1227 AD
Home Area: Viper Manor
Height: 5'7"
Weight: 155 lbs.
Hair Color: White
Eye Color: Brown
Build: Ordinary
Hand: Left
Weapon Type: Swallow
Innate Element: Blue

_________________________________________

Full Name: Bacchus Onin
Gender: Male
Occupation: Sage of Merbule
Origin: El Nido (Marbule)
Age: 52
Species: Demi-Human (Catfish-type)
Home Time: 1227 AD
Home Area: Marbule
Height: 5'9"
Weight: 236 lbs.
Hair Color: Bald
Eye Color: Blue
Build: Stocky
Hand: Left

_________________________________________

Full Name: Darien Onin
Gender: Male
Occupation: Son of Marbule's Sage
Origin: El Nido (Marbule)
Age: 19
Species: Demi-Human (Merman-type)
Home Time: 1227 AD
Home Area: Marbule
Height: 5'8"
Weight: 162 lbs.
Hair Color: Light Purple
Eye Color: Purple
Build: Ordinary
Hand: Right

_________________________________________

Full Name: Minerva Onin
Gender: Female
Occupation: Wife of Marbule's Sage
Origin: Zenan Mainland
Age: Deceased (41 at time of death)
Species: Demi-Human (Mermaid-type)
Home Time: 1227 AD
Home Area: (Formerly Marbule)
Height: 5'9"
Weight: 132 lbs.
Hair Color: Purple
Eye Color: Purple
Build: Voluptuous
Hand: Right

_________________________________________

Full Names: Mustardio and Releesh
Gender: Male
Occupation: Self-entitled Advisors
Origin: El Nido (Marbule, Guldove)
Age: 42, 47
Species: Demi-Human (Sparrow-type, Goblin-type)
Home Time: 1227 AD
Home Area: Marbule
Height: 6'5, 5'2"
Weight: 142 lbs., 245 lbs.
Hair Color: Dark Blue, Bald
Eye Color: Red
Build: Tall, Stocky
Hand: Right, Left

_________________________________________

*SPOILER WARNING!!!*

Full Name: Rose (Rosemary)
Gender: Female
Occupation: Dragovian Intelligence Operative

_______________________________________

Full Name: Thyme
Gender: Male
Occupation: Lavenda's Personal Aide

______________________________

Full Name: Tamlen
Gender: Male
Occupation: Chancellor of Medina

_________________________________________

Full Name: Kaege
Gender: Male
Occupation: Captain of Medina's Guard

_________________________________________

Full Name: Wren Deveritas (Deceased)
Gender: Male
Occupation: King of Medina

_________________________________________

Full Name: Kalia Deveritas (Deceased)
Gender: Female
Occupation: Queen of Medina

_________________________________________

Full Name: Darreth
Gender: Male
Occupation: Mercenary Guild Medina Liason

_________________________________________

Full Name: Alphard Zeal (Deceased)
Gender: Male
Occupation: King of Zeal

_________________________________________

Full Name: Samaele Creojeanne (Deceased)
Gender: Female
Occupation: Queen of Zeal

_________________________________________

Full Name: Janus Zeal (Deceased)
Gender: Male
Occupation: Prince of Zeal

_________________________________________

Full Name: Kid
Gender: Female
Occupation: Thief
Origin: Darkness Beyond Time
Age: 21
Species: Human
Home Time: 1025 AD
Home Area: Kid's Villa
Height: 5'7"
Weight: 120 lbs.
Hair Color: Blonde
Eye Color: Blue
Build: Slender
Hand: Ambidextrous
Innate Element: Red

General Info: The daughter-clone of a certain person. Having dealt with tragedy for most of her life, she would eventually find solace with a young man named Serge. A solace that was unintentionally threatened when they came to save this certain person. She found herself beginning to merge with this person, and realized that in doing this, this person would cease to exist...which was what she apparently wanted.

The problem was, in a way, Kid would cease to exist as well. She remembered her declaration just moments before that she was her own person. As such, when Serge spoke out in a fit of anger, she joined him in rejecting this person's wishes, though she would feel guilt over it for the rest of her days. Enough guilt that she would eventually take this person's name out of respect.

"Oi, she bloody well didn't want it. Figured I might as well have it."

Although she would mellow out as time went on, Kid never truly lost her fiery personality, and she would eventually follow in her 'sister's' footsteps and take in orphans from Porre's conquests. Eventually, Porre would threaten to bring their war to her doorstep. Her talents would be key to Guardia retaining it's independence... at least for a while.

Then one day in the not so distant future, a man by the name of Rupert Wilder would become inspired by her story...

_________________________________________

Full Name: Serge
Gender: Male
Occupation: Fisherman
Origin: Arni Village
Age: 22
Species: Human
Home Time: 1025 AD
Home Area: Kid's Villa
Height: 5'8"
Weight: 136 lbs.
Hair Color: Blue
Eye Color: Blue
Build: Ordinary
Hand: Right
Innate Element: White

General Info: A young fisherman born in El Nido, he was the focal point of a plan to save a certain person from a timeless imprisonment. However, something happened that was unexpected. Upon meeting this certain person, and learning certain things that were about to happen, something inside him snapped.

Perhaps it was from being used by so many. Perhaps it was the fact that Kid, the woman he had come to care for, would merge with this person, in a way ceasing to exist. Maybe it was because of this person that he had gone through so much pain to begin with. Regardless of the reason, he had enough, and in a fit of anger, thoroughly rebuked and rejected this person, taking Kid with him and leaving that person alone in the darkness.

Although the realities merged, he would remember everything that had happened. As such, he found he could not stay in Arni Village anymore lest he grow increasingly bitter. He would go on to the Zenan Mainland with Kid and help rebuild Lucca's orphanage, eventually marrying her. He would also go on to sell a certain artifact he recieved from an old man to a traveling Mystic.

Of course, as the years went on, he would regret how things had played out with that certain person, but if he were to do it again, he would still leave her with these final words:

"Don't latch on to me or others to find happiness. You have to find your own. You have to earn it. You have to fight for it."
_________________________________________

Full Name: Melchior (Deceased)
Gender: Male
Occupation: Guru of Life

_________________________________________

Full Name: Chrono (Deceased)
Gender: Male
Occupation: Former Prince of Guardia

_________________________________________

Full Name: Nadia 'Marle' Guardia (Deceased)
Gender: Female
Occupation: Former Princess of Guardia

_____________________________

Full Name: Wort (Mugwort) (Deceased)
Gender: Male
Occupation: Dragovian High Priest

_____________________________

Full Name: Saffira (Saffron) (Deceased)
Gender: Female
Occupation: Tragic Visionary
Origin: An era long before humanity...
Species: Dragovian
Age: 24
Home Time: Lost to the ages
Home Area: Lost to the ages
Height: 5.8
Weight: 122 lbs
Hair Color: Black
Eye Color: Green
Build: Slender
Hand: Left
Innate Element: All

History: In an age lost to time, a planet's lifecycle ago, Saffira went on a journey to improve the lives of her fellow Dragovians, advocating a harmonious balance between nature and Dragovian science. Her charisma and compassion won her many followers, and she was eventually seen by many as a living saint. However, for others her actions were seen as blasphemy to planet worship, and many attempts were made on her life. The Dragovians became divided and war loomed on the horizon.

Amongst Saffira's many followers, one she eventually favored amongst all others was a drake known as Kale, and the two would fall in love. Unfortunately, her naivete and her kindness prevented her from seeing his darker tendencies, such as his devotion to her bordering upon delusion, or the fact that he had taken it upon himself to create a bioweapon on order to destroy those who wished her harm... or perhaps she did know, and favored him most to try and temper this darkness.

Sadly, Saffira's dreams would not come to fruition, and her assassination by her enemies would become the catalyst for the planet's nightmare. Her death drove Kale past the point of insanity and hatred, causing him to merge her body with that of his bioweapon in his madness and grief. In Kale's eyes, siphoning enough energy to breach the shores of Zurvan and absorbing the collective unconciousness of the planet's life would ressurect Saffira into a Goddess...

...and thus Lavos was born.

Act 4 - Her only appearance in the story as herself aside from flashbacks is during the pivotal step taken to unlock the True Ending. Using an unstable Dragon Tear and the fragments of the Chrono Cross collected from the different endings, Schala attempts to commune and come to an understanding with the essence of Lavos within her instead of outright purging it.

What she finds instead is what's left of Saffira's conciousness, corrupted and in pain, with Schala not knowing where she ends and Lavos begins. Eventually, Schala manages to bring Saffira to her senses long enough for her to implore Schala to stop Kale. Saffira then merges her essence with Schala, finally at peace.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 16, 2012, 01:39:35 pm
Antagonists

*SPOILER WARNING*

Full Name: Dalton
Gender: Male
Occupation: Emperor of Porre
Origin: Unknown
Age: 35
Species: Human
Home Time: Unknown
Home Area: Porre
Height: 6'7"
Weight: 218 lbs.
Hair Color: Dirty Blonde
Eye Color: Yellow
Build: Muscular
Hand: Left
Weapon Type: Demonic Greatsword
Innate Element: All
Rival to: Lark

____________________________________

Full Name: Diana Vaal
Gender: Female
Occupation: Porrean Sleeper Assassin
Origin: Porre
Age: 24
Species: Human
Home Time: 1227 AD
Home Area: Porre
Height: 5'9"
Weight: 142 lbs.
Hair Color: Black
Eye Color: Hazel
Build: Slender
Hand: Ambidextrous
Weapon Type: Large Guns/Cannons
Innate Element: Yellow
Rival to: Glenn

_____________________________________

Full Name: Hans Vaal
Gender: Male
Occupation: Porrean Commander
Origin: Porre
Age: 28
Species: Human
Home Time: 1227 AD
Home Area: Porre
Height: 6"
Weight: 210 lbs.
Hair Color: Black
Eye Color: Brown
Build: Average
Hand: Right
Weapon Type: Rapier
Innate Element: Green
Rival to: Reika

____________________________________

Full Name: Yarlen Shald
Gender: Male
Occupation: Porrean Chief Scientist
Origin: Porre
Age: 35
Species: Human
Home Time: 1227 AD
Home Area: Porre
Height: 5'11"
Weight: 172 lbs.
Hair Color: White
Eye Color: Red
Build: Scrawny
Hand: Right
Weapon Type: Personal Warmech
Innate Element: White
Rival to: Gilbert/Schwann

______________________________________

Full Name: Carmillia Vastor
Gender: Female
Occupation: Governor-Prefect of Guardia
Origin: Porre
Age: 33
Species: Human
Home Time: 1227 AD
Home Area: Guardia
Height: 5'7"
Weight: 120 lbs.
Hair Color: Maroon
Eyes: Red
Build: Slender
Hand: Left
Weapon Type: Whip
Innate Element: Red
Rival to: Laura

______________________________________

Mura & Same
Gender: Indeterminate
Occupation: Demonic Dream Spirits of Dalton's Sword
Origin: Split off from the Masamune
Age: Indeterminate
Species: Dream Spirits (Malevolent)
Home Time: 1227 AD
Home Area: Porre
Height: 3"
Weight: Weightless
Eye Color: Red (Black Sclera)
Build: Impish
Innate Element: Black
Rival to: Masa, Mune, and Doreen

General Info - During the Fall of Guardia, Dalton stole the Masamune. In his hands, it became a tool of bloodshed, eventually becoming corrupted. As it became so, these two Dream Spirits were born from Dalton's desires for glory and conquest.

After Dalton disappeared from the age, Mura and Same remained in the corrupted sword, sowing discord and corrupting the minds of all who found it, among them Radius and Dario. However, the two were dispelled from the Masamune by the power of the Einlanzer in the Dead Sea.

They would wander the ages, lost, until chance reunited them with Dalton. From then on, they would become his sword, the Murasame...

______________________________________

Full Name: Samele Zeal
Gender: Female
Occupation: Former Queen of Zeal/Right-hand of Kale (Dream Spirit of Guilt)
Origin: Kingdom of Zeal (Born from Schala's repressed guilt)
Age: Indeterminate (Appears 25)
Species: Human...? (Malevolent Dream Spirit)
Home Time: 12,000 BC
Home Area: Unknown
Height: 5'11"
Weight: 129 lbs.
Hair Color: Teal Blue
Eye Color: Red
Build: Voluptuous
Hand: Right
Weapon Type: Scythe
Innate Element: All
Rival to: Schala

General Info: The former Queen of the ancient kingdom of Zeal, previously believed to have been killed in the Black Omen. Whatever connection that she was granted with Lavos has inexplicably drawn her to Kale's side. Having seemingly acquired the immortality she has sought, she aids him in fueling Carmillia Vastor's delusions of granduer.

What is her role in Kale's plans? How did she survive, and why has she returned? Only the past knows for certain...

However, the truth is far more complex. Simply put, this creature is not who she claims to be. Samele Zeal died long ago, even before the Black Omen. She died shortly after her husband, when she realized she had killed him under the Frozen Flame's influence, and subsequently destroyed her own mind to prevent Lavos from using her to hurt her children as well. Unfortunately, there was no reason that something else couldn't control her.

A dream spirit, malevolent and crafty, was born from the utter pain and guilt Schala felt over the death of her father and failure to save her mother. The creature, feeding off the very guilt it was born of, held a ravenous hunger and realized that it could use the now catatonic queen as its vessel. Sifting through the memories, it restored only the negative aspects of the queen's personality. As a result, Samele Zeal was reborn as a psychophantic servant of Lavos with the spirit conveniently along for the ride, purposely targeting Schala and perpetuating her guilt in order to continue feeding.

Even after the Ocean Palace disaster, even after the battle atop the Black Omen destroyed what remained of Samele's mind, even after the Time Devourer... she has fed well, with nobody save Kale ever the wiser.

...until the path of the normal/true endings in Act 4. Schala, having found closure with Serge, resolves to return to the ruins of Zeal in order to put the past behind her. Upon seeing the spectral memories of Samele's true final moments, she realizes what has been transpiring for years, and becomes distraught by the fact that all her beliefs that her mother would see reason and all the suffering she endured as a result were all for nothing... before becoming completely and utterly enraged. Finally able to see the truth, Schala confronts the spirit, who realizes that her power supply has now been officially cut off.

Regardless, the spirit and Schala have their final confrontation in the Parasite Palce...

Final Fate:

In the Bad Ending, Schala never returns to the ruins, so the spirit is able to keep up her deception to the very end, giving Kale the perfect opportunity the extract the Frozen Flame from Lark. In the end, she and Kale are brutally killed soon after by the Lavos-possessed Schala.

In the Normal/True Ending, Schala's confrontation in the ruins emboldens her, leaving the spirit no other choice but to fight her on even ground. In the end, the Dream Spirit of Guilt is no longer a match for Schala's newfound will, and is completely destroyed.

______________________________________

Full Name: Kale
Gender: Male
Occupation: Judge/Executioner
Origin: An era long before humanity...
Age: Timeless
Species: Dragonian
Home Time: Lost to time...
Home Area: Lost to time...
Height: 6'6"
Weight: 286 lbs.
Hair Color: White
Eye Color: Blood Red
Build: Muscular
Hand: Ambidextrous
Weapon Type: Wrist Blades
Innate Element: Black

General Overview: A myserious figure pulling the strings of Carmillia Vastor in Guardia for some sort of unknown purpose. In actuality, he is a humanoid dragon with an imposing prescence and dark countenance. He is a being utterly devoid of empathy save for one person, and even that is twisted by his own delusional mind.

In his own words, he is the creator of the interstellar parasite known as Lavos, and so he seeks the Frozen Flame, intending to claim 'what is rightfully his'. Judging by the fact that he is able to not only summon Lavos Spawn from the Darkness Between Dimensions, but control them as extensions of himself, there may very well be some truth to his claims.

Kale believes himself to be one chosen to bring judgement to the gods, and will not allow anything to stand in his way. There is no doubt that if left alone he will bring about the complete and utter destruckion of the planet...

______________________________________

Full Name: Lavos
Gender: Asexual
Occupation: Parasite
Origin: An era long before humanity...
Age: Ageless
Species: Vanarathian Tick mutated by Kale's genetics and Saffira's absorption.
Home Time: Lost to time...
Home Area: Lost to time...

(To be modified later.)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 16, 2012, 03:04:03 pm
Trophy List

(If I had my way, the potential game would be full 3D, but I'd settle for 2D on PSN.)

SPOILERS FROM HERE OUT.

Bronze Trophies:

(Storyline)
Last of the Dreamers - Completed Schala's Prologue.
Burning Justice - Completed Lark's Prologue.
Fate or Chance? - Escaped from Porre.
To the North - Protected the convoy and entered Guardia.
Her Majesty's Service - Earned the confidence of Governor Carmillia.
Unwanted Memories - Completed Act 1.
A House Divided - Escaped from Guardia... without Lark.
Arbiter's Fury - Defeated a former friend driven to madness... at a great cost.
The Planet's Nightmare - Discovered the identity of the one who changed history.
Redemption - Completed Act 2.
Dragoon's Confidant - Gained the trust of the Acacia Dragoons.
My Cursed Existance - Lark's parents and Glenn's sister have been avenged... but Schala...
The Beginning of the End - Witnessed first-hand the death of an ancient King.
Wedding Bells - Completed Act 3.

(Gameplay)
As Long as it Pays the Bills - Completed your first Mission.
War Games - Completed your first Command Sequence.
Brave New World - Unlock the World Map for the first time.
Everything Begins With Nu - Discovered your first Nu Hiding Spot.
Dual Basics - Performed your first Dual Tech.
Full Assault - Performed your first Triple Tech.
That's Gotta Hurt! - Performed your first Ultimate Tech.
Cross Combo Adept - Dealt at least 1,000 damage with a Cross Combo.
Chain Adept - Chain 20 hits during a Cross Combo.
Element Driver - Utilized 50 Element Drives.
Power of Nature - Won a battle using only Elements.
Getting to Know You - Watched your first Skit.
When this Baby Hits 88MPH... - Drive full speed on the Jet Bike in 2486 AD for 1 minute.
Monster Hunter - Fill 50% of the Bestiary.
Informist - Completed 25% of the Codex.
Studious - Completed 50% of the Codex.
Captain's Favor - Glenn joins your party.
Mermaid's Affection - Reika joins your party.
Guardian's Fist - Gilbert Joins your party.
Knight's Loyalty - Laura joins your party.
Dragoon's Honor - Schwann joins your party.
Wyrm's Amusement - Lavenda joins your party.
Princess' Trust - Schala rejoins the party.
Princess' Will - Perform all of Schala's techs at least once.
Demon's Fury - Perform all of Lark's techs at least once.
Captain's Bullet - Perform all of Glenn's techs at least once.
Mermaid's Arrow - Perform all of Reika's techs at least once.
Cyborg's Fist - Perform all of Gilbert's techs at least once.
Knight's Sword - Perform all of Laura's techs at least once.
Dragoon's Axe - Perform all of Schwann's techs at least once.
Magician's Mask - Perform all of Magil's techs at least once.
Wyrm's Lash - Perform all of Lavenda's Techs at least once.

Silver Trophies

(Storyline)
Midas' Hubris - Liberated Choras. Glenn has got his work cut out for him.
Through the Ocean Blue - Crowned a new Sage of Marbule. What will Reika do now, though?
My Devotion - Rescued General Maria. Schwann has some explaining to do.
The Patriot - Defeated Shald... Gilbert has now found peace...
Succession Crisis - Liberated Guardia. Laura's ancestors would be proud.
Vengeance - Defeated Dalton and brought down the Porre Empire. Medina's fallen can now rest in peace.
Corrupted Blood - Defeated the last shadow of Zeal. All that's left is...
But the Future Refused to Change - Defeated the Planet's Nightmare, but the price was too high... (Bad Ending)
The Planet's Sorrow - Discovered the origins of Lavos. Lavenda can only lament the tragedy...
Pyrrhic Victory - Defeated the machinations of Kale, but was the sacrifice worth it...? (Normal Ending)

(Gameplay)
Flame Champion - Became the Arbiter of the Frozen Flame.
A New Dream Awakens - Begin your first New Game+.
Time Marches On - Viewed all Extra Endings.
They're Running the Asylum - Unlock the Developer's Office.
Those Guys are a Pain! - Complete the NuMamonja Mission line.
Fury of the Planet - Complete the Count Marduke Mission line.
Pissing Contest - Complete the Bloodfang Mercenaries Mission line.
Demon's Glory - Became the next Fiendlord
A Love Story Across Time - Viewed all scenes between Lark and Schala throughout the game.
Everything Ends with Nu - Discovered all Nu Hiding Spots.
Scholar - Completed 75% of the Codex.
Monster Master - Completed the Bestiary
Cross Combo Master - Dealt at least 5,000 damage with a Cross Combo.
Chain Master - Chain 50 hits with a Cross Combo.
Ultimate Cross Combo - Utilize an Element Drive, then a Summon, and finish with an Ultimate Tech at the last second.
Troll - Kill 50 enemies with DoT damage from Lavenda's magic.

Gold Trophies

(Storyline)
Balthesar's Lament - Vowed to prevent the stagnation of mankind.
A Radical Dreamer - Made peace with those left behind.
After the Fall - Made peace with your sins.
Harmony - Reconstructed the Chrono Cross.
To the Sea of Dreams - Destroyed the true evil from within the shores of Zurvan. (True Ending.)

(Gameplay)
A Crimson Echo - Defeated a great evil from an alternate reality.
Professor - Completed the Codex.
Entertaining - Viewed all skits.
Historical Value - Using the Codex, reconstruct the original timeline from before history was changed.
Special Thanks - Fully furnished the Developer's Office.
Confidence of the Masses - Completed all Missions.

Platinum Trophy

To Far Away Times - Completed everything in the game.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 02, 2012, 09:36:48 pm
FMV Descriptions

WARNING: SPOILERS AHEAD

-------------------------------------------------

1. Change and Arrival - We see Schala as she appeared at the end of Chrono Cross, floating within a darkened void unconscious. Her body begins to glow white signifying another genetic change. Her figure becomes less childlike and slightly more womanly. Her hair changes from blonde to silver, and her eyes change color back to green.

The screen fades to black.

Caption: And if, somehow, a part of me shall remain...

The screen turns white before refocusing on a snowy landscape in the year 2400 AD. Schala is asleep on the grass, a sword embedded in the ground near her.

We see a figure running toward the unconscious girl. It is a man by the name of Roas Braugnwein. He kneels to check her pulse. Suddenly...

Porrean Scout: Search the area! Readings show the disturbance originated from here!

Roas stands up to meet them head on.

Porrean Scout: *raises weapon* Who are you?! Identify yourself!

Roas: Hmph...

Roas unsheaths dual katanas.

-------------------------------------------------

2. Assault on the Ark - Roas' ships wait for the order.

Roas: Fire!

The carriers fire upon the Ark's defenses. Alarm klaxons sound as the area erupts in chaos. Radical Dreamers drop from the carriers and open fire on the Porrean infantry, Ninya leading them.

Vathos: We're up!

Techno: *as he jumps* I hate this paaaaaaaaaart!!!

Vathos lands on his feet and immediately starts unloading rounds from a large chaingun. Techno lands on his rear.

We cut to Schala up next to jump. Time seems to slow as she witnesses the battle before her. A strong pat on her shoulder brings her back to reality.

Dreamer: You're next! Go!

Schala jumps, gliding gracefully through the air before landing from a flip. Three troopers approach her, weapons drawn. She unsheaths her dagger and the Masamune and takes them down, tossing a throwing knife at a fourth trooper.

Schala runs down the walkway to see Fin struggling with a trooper. She almost reaches them when Fin fires, killing the trooper. Fin falls backward, shaken that she had actually killed a person.

Schala: Fin! Fin! Calm down! Remember why we're here.

Fin nods and is helped up. The two women continue on to see Roas making short work of eight troopers.

Roas: Hey! What kept you?

Suddenly, a Warmech drops down in front of them.

Roas: Huh. Is this what passes for cavalry around here?

Schala: Tell me you're joking.

Roas: He's not.

The Warmech stands ready.

Schala: Lovely...

---------------------------------------------------

3. Temporal Recurrence - A large beam of light shoots from the Ark, then morphs into a ring wave encompassing the entire planet. The appearance of the Ark changes as new armaments appear from nowhere. Resistance members hit by the wave disappear into light as it passes. Techno, Vathos, and Ninya are not affected.

Porrean troops hit by the wave are changed, suddenly equipped with more advanced armor and weapons. Even the Warmechs are given sleeker designs and armaments.

Inside the Ark, Roas and Schala unshield their eyes. Schala nearly falls backward as she sees a giant Warmech where Arkham was just moments ago. The Colossus' eye sockets begin to glow...

----------------------------------------------------------------

4. Through the Gate: Death of a Mentor - Shock Troopers immediately open fire on the fleeing Schala. Roas steps in the way, taking a couple of hits in the process.

Schala leaps from the balcony and into the waiting Gate.

Roas notices the Warmech aiming a large cannon at the Gate. Glowing with a bluish aura, he charges at the mech point-blank just as it fires.

Schala sees the resulting explosion. Flying out of the fireball is one of Roas' katanas, which imbeds itself into the floor. We cut to a shot of Schala's horrified expression just as the Gate closes around her.

We pan out from the chamber as the screen goes white. Back to Schala from within the timestream, she sees a vision, a shadow of a memory. One of a red-haired teen being engulfed in light.

Shedding a few tears for the fallen, Schala allows the timestream to carry her into the unknown...

---------------------------------------------------

5. Lab Explosion - Inside the Labs, the warmech manages to tear itself from its other arm trapped in the magnet. Meanwhile, Lark scrambles to get away from the complex. He is thrown forward by the ensuing explosion and hits the ground rolling.

Rising, his eyes widen when he sees the silhouette of the warmech in the flames. However, bit by bit, the machine crumbles apart, finally stopped.

Lark collapses backwards, spread-eagle.

Lark: I don't get paid enough for this crap...

---------------------------------------------------

6. Envoy from the Future - We see Lark gaze at the sky for a few more moments before he follows Glenn and the freed hostages back to the village.

As they leave, the smoke and clouds over the destroyed lab part, revealing a glowing blue light. The light floats to the ground... then expands.

The Gate opens, revealing Schala inside it. Time slows as Schala floats out of the Gate. Time resumes as she falls to her knees, the Gate closing behind her. Looking around, she sees the fiery ruins behind her. Standing to her feet, her hand absentmindedly moves to the bracelet where Techno stored his Codex.

She lowers her head as the camera pans out, at a loss as to what to do now...

------------------------------------------------

7. Porre in All its Majesty - The carrier cab drives through the gates of the city. As opposed to the 13th century influence of the rest of the world, Porre clearly looks a cross between that and the 22nd century, far more advanced than a city from this time should be.

We see troops marching en-mass with more modern-day weaponry. We see viewing screens showing what appear to be Porrean propaganda films. We see steam-punk inspired cars parked all along the sidewalks. Smokestacks churn out smoke in the industrial districts. Tall skyscrapers blot the sky in the noble's districts.

And finally, Schala's face darkens at the sight of the Ark of the Black Lion looming high above the city. We pan out to a bird's-eye view of the city, as we see that Porre encompasses far more land than originally thought...

-------------------------------------------------

8. Captured - We see from Schala's eyes as shadowed figures enter their sight; Porre's Chief Scientist Yarlen Shald and two soldiers.

Shald: Well well... Did you have fun? Just what did you hope to accomplish here, hmmm? All you've done is delay the inevitable. (Leans forward) After all, a future without Porre is no future at all. (Smiles twistedly)

(The screen turns white.)

Shald: That's right. I know who you are, and I know why you're here. But you are too late. You are far, far too late. *cackles*

We cut to Porrean hover-vehicles surrounding the Opera House. Lark and Schala, cuffed and chained, are pushed through the doors by Military Police. They are led and shoved into one of the hover vehicles amidst angered and frightened onlookers. Unknownst to Schala, Lark's face darkens as he gives them a menacing glare, as if to say 'I'll make all of your lives Hell' before the transport closes.

The prison transport rises and heads towards the Ark. Meanwhile, Glenn, who had caught up, can only watch...

------------------------------------------------

9. A Demon Unleashed - As the flames rise over their makeshift pyre, Lark suddenly gives out a furious and guttural roar as his eyes pool with a glowing red light.

With a mighty feat of sudden strength, Lark breaks free of his and Schala's restraints.

Executioner: What?! What the hell's going on!!?

The flames around the pyre transform into a cyclone of flame, obscuring the condemned. The now frightened nobles begin to run as more soldiers enter the arena. Inside the cyclone, a frightened Schala witnesses a transformation.

The cyclone dissipates. Standing in Lark's place is a demon with coal-black skin, black feathered wings, and glowing red cracks along its body as if the flames of hell would burst forth from them at any moment.

Soldier: Demon!!!

The soldiers immediately open fire, but the demon is already on the attack, smashing soldiers across the arena left and right. Spectral chained claws of flame impale and set aflame others. Hellfire engulfs the arena. The Commander takes this as a cue to retreat.

Schala can only back away from the sight of this demon surround by corpses and flame...

---------------------------------------------

10. Escape! - Soldiers surround the hall, drawing their weapons on the duo. Lark and Schala are backed into the balcony railing. Lark looks down at the long drop, then turns and glares at the soldiers.

Schala: Now what?

From above, the Colossus from before drops down behind the soldiers.

Lark: That can't be good.

Lark makes one last look over the railing as the soldiers aim to fire. Without warning he grabs a shocked Schala and leaps over the balcony. As they fall, Lark sprouts his demon wings. He then launches a ball of fire into the air, where it explodes.

Lark: Glenn!!

As if responding to the signal, a three-seater hover bike, with Glenn as its pilot, emerges from behind a nearby building. Lark aims for the passenger seats. As he and Schala land safely on the Wind Rider, she slaps him.

Schala: What the hell?!

Lark: Sorry. Spur of the moment.

Glenn does a double-take when he sees Schala.

Glenn: Do I want to know?

Nearby, aerial warmechs prepare to launch in pursuit.

Lark: No time! Go!

The three are soon chased above the city, weaving across the skyscrapers as their pursuers try to shoot them down. Lark and Schala eventually return fire with their Elements, the pursuit eventually breaking off.

The Wind Rider eventually passes the city limits.

Lark: Woohoo! We're gonna make it!

Unfortunately, back at the Ark, the Colossus takes aim and fires. The almost impossible shot hits the Rider's left engine.

Glenn: Dammit Lark! You jinxed us!!

The vehicle takes an uncontrollable dive towards the forest below. Lark shields Schala from the inevitable crash while Glenn ducks his head.

The vehicle soon disappears into the trees. Some of the trees soon shake and a pillar of smoke rises...

---------------------------------

11. A Charming Companion? (Reika's Introduction) - Lark gets a sudden chill as he heads back to the Tavern with Jessica and Mina. He turns around...

Reika: You JERK!!

The girl's punch sends the man flying back, comically rolling a couple of times before skidding to a stop. Mina and Jessica immediately rush over to him.

We cut to his view as we pan up Reika.

Reika: I leave you alone for one week, and already you're flirting! Is it too much to ask to reign it in?!

We finally stop at Reika's annoyed face.

---------------------------------

12. Leviathan Across the Bridge - We see Reika glowing in a blue aura. Suddenly, an orb of blue light emerges from her body.

Reika: Wake up...! We need your help!

Reika raises her arm and the orb explodes, beginning to form a shape.

Porrean Captain: Is that thing casting a summon?! Fire! Fire!!

His men begin firing, but it is too late. A large wave of water crushes the battalion.

The water begins to form into a long shape. Soon enough, Leviathan gives a mighty roar, causing the survivors to flee. But the beast is not finished, and she charges across the bridge, knocking away or devouring anyone in her path. The bridge supports begin to crumble under her assault.

Hans wakes up just in time to see the Summon charging forward. He doesn't get the chance to shout out a cry before he is swallowed in a tidal wave.

And finally, the central supports of the Zenan Bridge give out, sending the Second Checkpoint crashing into the river. Schala and the others look on in a mixture of fear and awe before Reika can be heard collapsing to her knees, her aura fading.

Reika: Thank you...

We pan out to a far view of the remains of the bridge. Leviathan gives one last roar before melting back into water...

---

13. Enter the Dragoons (Gilbert and Schwann's Introduction)

---

14. Memories, Madness, and Tragedy

---

Act 2:

15. An Arbiter is Born

---

16. Corruption

---

17. A Beloved Sacrifice

---

18. Enter Kale

---

19. Justice? Vengeance? Or Excuses?

---

20. Escape from the Colossus

---

Act 3:

21. Survivors of the Dragon Race (Lavenda's Introduction)

---

22. Dinner Party

---

23. Cursed Existance

---

24. Majesty of Zeal

---

25. Death of Alphard

---

26. Dueling Dragons

---

27. The Rune Cannon Fires

---

28. A Tender Emotion

---

29. A Fiendlord is Born

---

Act 4:

31. The Nightmare

---

32. Liberation

---

33. Gilbert's Last Stand

---

34. The Assault of Porre

---

35. Assault on the Colossus

---

36. Death of a Tyrant

---

37. Judgement of the Planet

---

38. Balthesar's Lament

---

39. Destruction and Despair

---

40. Madness of Loss

---

41. The Delusional God

---

42. A Bitter Farewell

---

43. Destruction and Sacrifice

---

44. Into the Sea of Dreams

---

45. Death of an Abomination

---

46. The Chrono Trigger

---

47. Destruction and Creation

---

48: A Farewell to Arms.

---

49. Forward into the Future.

---

50. An Epilogue
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: FaustWolf on September 03, 2012, 08:38:42 pm
I've totally fallen behind in feedback, but skylark, I just wanted to say I'm enjoying the way you started off with a short synopsis and are gradually expanding into more esoteric, world-specific things in this overview thread. It's successfully leading me on as a reader, so I shall have to give your full script a read in the script-dedicated thread.

I've always thought of Schala as 22 and more like 5'7'', but we'll let that slide.  :wink: Can't wait to dig in. Your character bios are so much better than mine were, back when I started out by doing that sort of thing -- you are totally on the right track there IMO. You've inspired me to try my hand at it again. Character bios are so fun!

The post dedicated to achievements ("Trophies") is especially fascinating to me. The game industry has really enforced this over the past three or four years, hasn't it?
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 03, 2012, 09:40:09 pm
I've totally fallen behind in feedback, but skylark, I just wanted to say I'm enjoying the way you started off with a short synopsis and are gradually expanding into more esoteric, world-specific things in this overview thread. It's successfully leading me on as a reader, so I shall have to give your full script a read in the script-dedicated thread.

I've always thought of Schala as 22 and more like 5'7'', but we'll let that slide.  :wink: Can't wait to dig in. Your character bios are so much better than mine were, back when I started out by doing that sort of thing -- you are totally on the right track there IMO. You've inspired me to try my hand at it again. Character bios are so fun!

The post dedicated to achievements ("Trophies") is especially fascinating to me. The game industry has really enforced this over the past three or four years, hasn't it?

Well, it' also a personal reference thread for me for in case I get sidetracked. :P

Well, I always felt that Schala was 17 and Kid was 16. Plus, we see Schala's body changing in the first FMV. Who's to say she didn't grow a couple of inches? Besides, it's more of a design choice. I wanted to have Lark and Schala nearly the same height. :wink:

Yeah, I always get a good feeling when I get a trophy. It says that I've reached a certain milestone, and it's very cathartic. :P
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 05, 2012, 02:22:12 pm
Single Tech List

---------------------------------
Schala
---------------------------------

Physical Techs:

Rapid Strike - A series of lightning-fast attacks with sword and dagger. (Target: Single Enemy) (Starting Tech)

Dagger Toss - Throw a whole bunch of throwing knives at once. (Target: All Enemies)

Backflip - Launch an enemy with a well-placed wind-assited flip kick. (Target: Enemy Group)

X Breaker - The ultimate dual-blade technique learned from your mentor. (Target: Single Enemy) (Hits: x4)

(Note: After a certain event in Act 3, Schala's Rapid Strike will change into Sword Dance.)

Sword Dance - A beautiful, yet deadly dance with two swords. (Target: Single Enemy) (Hits: x3)

Magical Techs:

Skygate (White) - Light up an enemy from above and below. (Target: Single Enemy)

Luminaire (White) - Unleash holy destruction. (Target: All Enemies) (Can exceed Damage Limit)

Dark Bomb (Black) - Bombard foes with negative energy. (Target: Enemy Group)

Forever Zero (Black) - Return all to nothingness. (Target: All Enemies) (Can exceed Damage Limit)

Starburst (Blue) - Drown the enemy with a mystic deluge. (Target: All Enemies)

Conflagration (Red) - Burn the enemy with hellfire. (Target: All Enemies)

Gigawatt Blow (Yellow) - Fry the enemy with lightning. (Target: All Enemies)

Constriction (Green) - Strangle the enemy with summoned vines. (Target: All Enemies)

Support Techs:

Pilfer - Snatch an item from an unsuspecting foe. (Target: Single Enemy) (Starting Tech)

Recover - Heal a certain amount of HP. (Target: Single Ally) (Starting Tech)

RecoverAll - Heal a decent amount of HP to everyone. (Target: All Allies)

Mystic Font - Raise an ally's magic power. (Target: Single Ally) (Stacks with Genius Element)

------------------------------------
Lark
------------------------------------

Physical Techs:

Flame Knuckle (Red) - A one-two-three of fiery fury. (Target: Single Enemy) (Starting Tech)

Hundred-Stab - Spear your foes faster than they can blink. (Target: Single Enemy) (Hits: x2)

Air Drop - Fly high into the air to perform a mighty dropkick. (Target: Single Enemy)

Overflow (Red) - Fill an enemy with fire energy and make them explode! (Target: Single Enemy)

Magical Techs:

Heat Bomber (Red) - Toss a larger-than-normal fireball. (Target: Single Enemy) (Low-Tier) (Starting Tech)

Explosion (Red) - Burn your foes to a crisp. (Target: All Enemies) (Mid-Tier)

Flare (Red) - Call forth the flames of justice. (Target: All Enemies) (High-Tier) (Can exceed Damage Limit)

Support Techs:

War Cry - Unleash one's fighting spirit. (Target: Single Ally) (Starting Tech) (Stacks with Strengthen Element)

Demon's Roar - Powerful shout disorients foes. (Target: All Enemies) (Chance of inflicting Fear status)

------------------------------
Glenn
------------------------------

Physical Techs:

AP Bullet - Fire an armor-piercing shot through your foes. (Target: Enemy Line) (Ignores defense) (Starting Tech)

Chaos Mine - Shrapenel grenade leaves enemies in a world of hurt. (Target: Enemy Group) (Chance to inflict Confuse status)

Bullet Storm - Fire everything you've got. (Target: Immediate area)

Magical Techs:

Razor Wind (Green) - Fire off a wind blade or two. (Target: Single Enemy) (Low-Tier)

Tempest (Green) - A large gust rips apart foes. (Target: Enemy Group) (Mid-Tier)

Hurricane (Green) - Massive storm blows enemies away. (Target: All Enemies) (High-Tier)

Support Techs:

Swipe - Quick footwork leaves an enemy without its belongings. (Target: Single Enemy) (Starting Tech)

Heal - Restore a decent amount of HP. (Target: Single Ally)

Heal Plus - Restore a great amount of HP. (Target: Single Ally)

Heal All - Restore a massive amount of HP to all allies. (Target: All Allies)

Regeneration - A potent medicine that gradually restores vitality. (Target: Single Ally) (Bestows Regen status)

Purify - An herbal remedy said to lift status ailments. (Target: Single Ally)

Smelling Salts - A strong remedy that awakens a wounded ally. (Target: Single Ally)

------------------------------
Reika
------------------------------

Physical Techs:

Piercing Arrow - Fly your shot straight and true. (Target: Enemy Line)

Arrow Rain - Turn your foes into pincushions. (Target: All Enemies)

Magical Techs:

Aquaburst (Blue) - The enemy sure could use a bath. (Target: Single Enemy) (Low-tier) (Starting Tech)

Snowblind (Blue) - Subject your foe to a chill. (Target: Single Enemy) (Chance to inflict Frozen status)

Whirlpool (Blue) - Flush your enemies with a massive wave. (Target: All Enemies) (Mid-tier)

Deep Freeze (Blue) - Freeze your opponent solid. (Target: Single Enemy) (Chance to inflict Frozen status)

Tsunami (Blue) - Banish your foes into the deep. (Target: All Enemies) (High-tier)

Cocytus - Unleash the frozen hell of the Tenth Circle. (Target: Enemy Group) (Chance to inflict Frozen status)

Support Techs:

Charm - Distract enemies with feminine wiles and take their items. (Target: Single Enemy) (Starting Tech)

Haste - Incease ally's agility. (Target: Single Ally) (Stacks with Nimble Element)

Cure - Heal a decent amount of HP. (Target: Single Ally) (Starting Tech)

Cure All - Heal a great amount of HP to all allies. (Target: All Allies)

Revive - Bring an ally back from the brink. (Target: Single Ally)

------------------------------
Gilbert
------------------------------

Physical Techs:

Rocket Punch - Fire a rocket-propelled fist at an enemy. (Target: Single Enemy) (Starting Tech)

Multi-Fist - A rapid-fire flurry of punches. (Target: Single Enemy)

Hair Cutter (Black) - Deploy laser hair to cut enemies down to size. (Target: Enemy Line)

Deathblow (Black) - One well-placed hit could knock down a foe. (Target: Single Enemy) (Chance of Instant Death)

Magical Techs:

Shadow Force (Black) - Attack a foe with summoned shadows. (Target: Single Enemy) (Low-tier)

Shadow Blaze (Black) - Black flames judge your foes. (Target: All Enemies) (Mid-tier)

Shadow Crash (Black) - Crush your foes with the dark. (Target: All Enemies) (High-tier)

Support Techs:

Shut Down - Save power to come back stronger. (Target: Self) (Inflicts Shut Down status for 3 turns) (Starting Tech)

Black Fog - A dark mist disorients foes. (Target: All Enemies) (Chance of inflicting Blind status)

------------------------------
Laura
------------------------------

Physical Techs:

Cyclone - Spin-cut nearby enemies. (Target: Enemy Group) (Starting Tech)

Slash (White) - Fire off a shockwave. (Target: Enemy Line)

Divider - Cleave an enemy in two. (Target: Single Enemy)

Frenzy - Confuse the enemy with fast movements and strike. (Target: Single Enemy) (Hits: x4) (Can exceed the Damage Limit)

Magical Techs:

Light Blast (White) - Blind an enemy with light. (Target: Single Enemy) (Low-tier) (Starting Tech)

Lucid Shine (White) - Strike all enemies with light rays. (Target: All Enemies) (Mid-tier)

Holy Lightning (White) - Sear enemies with light from the heavens. (Target: All Enemies) (High-tier)

Support Techs:

Aura - Heal a decent amount of HP. (Target: Single Ally) (Starting Tech)

Provoke - Draw enemy attacks to you. (Target: Self) (Starting Tech)

Protector - Increase resistance to magic. (Target: Single Ally) (Stacks with Strong Minded Element)

Resurrection - Revive an ally to Full HP. (Target: Single Ally)

------------------------------
Schwann
------------------------------

Physical Techs:

Tiger's Fang - One swing usually does the trick. (Target: Single Enemy) (Starting Tech)

Rock Tosser - Toss an large boulder. (Target: Single Enemy)

Bolt Cutter (Yellow) - A bolt of thunder arcs along the ground. (Target: Enemy Line)

Tiger's Fury - A technique passed down the Tarvos Clan for generations. (Target: Single Enemy) (Hits: x3) (Can exceed Damage Limit)

Magical Techs:

Stone Crusher (Yellow) - A stalagmite shoots from the ground. (Target: Single Enemy) (Low-tier) (Starting Tech)

Rock Spire (Yellow) - Stalagtites fall upon enemies. (Target: All Enemies) (Mid-tier)

Gaia's Rage (Yellow) - The earth swallows up foes. (Target: All Enemies) (High-tier)

Support Techs:

Stonewall - Raise a comrade's fortitude. (Target: Single Ally) (Stacks with Hi Res Element)

Tiger's Roar - Beast's shout paralyzes enemies. (Target: Single Enemy) (Chance of inflicting Stop status)

------------------------------
Lavenda
------------------------------

Physical Techs:

Hundred Lashes - Make sure they call you Queen. (Target: Single Enemy) (Strikes twice)

Dragon's Bite - Call upon a dragon to devour an enemy whole. (Target: Single Enemy) (Chance for Instant Death)

Coiled Serpent - Foes are wrapped in bladed thorns. (Target: Enemy Group) (Damages by %of player HP. Less HP = more damage)

Karmic Retribution - Make a foe feel the pain of their sins all at once. (Target: Single Enemy) (Damage multiplies by every Damage over Time effect afflicted on the enemy, up to x4)

Magical Techs:

Shrouded Venom - Choking toxins detriorate foes. (Target: Single Enemy) (Chance to afflict Poison status.) (Inflicts a stacking Damage over Time effect.)

Dark Gear - Crush your foes slowly with conjured shadows. (Target: Single Enemy) (Chance to afflict Stop status.) (Inflicts a stacking Damage over Time effect.)

Antimatter - Slowly tear your foe apart from the inside. (Target: Single Enemy) (Chance to afflict Fear status.) (Inflicts a stacking Damage over Time effect.)

Shadow Wound - Festering wounds drive foes to madness. (Target: Single Enemy) (Chance to inflict Confusion status) (Inflicts a stacking Damage over Time effect.)

Bloody Eye - Blood magic boils foes eyes. (Target: Single Enemy) (Chance to inlict Blind status) (Inflicts a stacking Damage over Time effect)

Cursed Word - Forbidden spell curses foes. (Target: Single Enemy) (Chance to inflict Curse status) (Inflicts a stacking Damage over Time effect)

Black Ice: Freeze the very soul of an enemy. (Target: Single Enemy) (Chance to inflict Frozen status) (Inflicts a stacking Damage over Time effect)

Infernal Plague: Inflicts foes with a cursed sickness. (Target: Single Enemy) (Chance to inflict Flu status) (Inflicts a stacking Damage over Time effect)

Corrupting Rot: Black magic dissolves a foe's bones. (Target: Single Enemy) (Chance to inflict Sprain status) (Inflicts a stacking Damage over Time effect)

Third Degree: Blood magic conjures up phantom flames to immolate foes. (Target: Single Enemy) (Chance to inflict Burn status) (Inflicts a stacking Damage over Time effect)

Waking Nightmare: Forbidden spell pulls foes into a sleep of death. (Target: Single Enemy) (Chance to inflict Sleep status) (Inflicts a stacking Damage over Time effect)

Demonic Absorbtion: Forbidden spell drains enemies' will to fight. (Target: Single Enemy) (Chance to inflict Fatigue status) (Inflicts a stacking Damage over Time effect)

Support Techs:

Blood Siphon - Forbidden spell steals the life force of an enemy and makes it your own. (Target: Single Enemy) (Restores 50% of HP stolen and bestows Regen status to self) (Inflicts a stacking Damage over Time effect.)

Rejection - Black speech nullifies all magic. (Target: Field) (Inflicts Seal status)

------------------------------
Magil
------------------------------

Physical Techs:

Wandain - Teleport your staff into a foe's innards. (Target: Single Enemy) (Starting Tech)

Wanda Swords - Transform your staff into a mass of swords to impale your foes. (Target: Single Enemy)

Lightning Rod (Black) - Use your staff to conduct a bolt of black lightning. (Target: Single Enemy)

Doomscythe - Awaken a reminder of your dark past to slice foes to ribbons. (Target: Enemy Group)

Magical Techs:

Dark Mist - Dissolve your enemies with this forbidden spell. (Target: All Enemies) (Chance of decreasing Defense) (Starting Tech)

Devil's Claw - Drag an enemy to Hell. (Target: Single Enemy) (Chance of Instant Death)

Darkmatter - Give your foes a taste of absolute destruction. (Target: All Enemies)

Support Techs:

Mystic Font - Raise an ally's magic power. (Target: Single Ally) (Stacks with Genius Element) (Starting Tech)

------------------------------
Roas
------------------------------

Dash & Slash - Attack your foe with lightning speed. (Target: Single Enemy)

X Breaker - Personal finishing technique. (Target: All Enemies) (Hits: x4)

------------------------------

(Fin does not have Techs.)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 05, 2012, 02:54:06 pm
Dual Techs

------------------------------------
Schala - Lark
------------------------------------

Red Pin (Red) - Toss fire daggers at foes. (Target: All Enemies)
Techs Used - Dagger Toss (Schala), Heat Bomber (Lark)

Launch & Spike - Launch an enemy then SLAM it into the ground. (Target: Enemy Group)
Techs Used - Backflip (Schala), Air Drop (Lark)

Supernova (White) - Combine holy and flame energies to annihilate foes. (Target: All Enemies) (Can exceed Damage Limit)
Techs Used - Luminaire (Schala), Flare (Lark)

(Note: At the beginning of Act 4, because of events at the end of Act 3, the animations of Launch & Spike and Supernova change to reflect them. They also gain a fourth Dual Tech together.)

Blade Waltz - A combination attack only possible due to the bond between husband and wife. (Can exceed Damage Limit) Techs Used - Sword Dance (Schala), Hundred Stab (Lark)

------------------------
Schala - Glenn
------------------------

Healing Wind - Regenerate the health of all allies. (Target: All Allies) (Bestows Regen status)
Techs Used: Recover (Schala), Regeneration (Glenn)

Tornado Dance (Green) - A dance of blade and razor wind. (Target: Single Enemy)
Techs Used: Sword Dance (Schala), Tempest (Glenn)

Gale Force (Green) - What happens when tornados combine? (Target: All Enemies)
Techs Used: Constriction (Schala), Hurricane (Glenn)

------------------------
Schala - Reika
------------------------

Twin Charm - Send your foes into bliss and get free stuff. (Target: Single Enemy) (If Lark is in the battle party, he gains War Cry status upon performing Twin Charm, complete with heart symbol above his head.)
Techs Used - Charm (Reika), Pilfer (Schala)

Frozen Rain (Blue) - A freezing downpour guaranteed to ruin your enemies' day. (Target: All Enemies)
Techs Used - Hexagon Mist (Schala), Deep Freeze (Reika)

Double Cure - Heavy healing for all allies that also increases evade. (Target: All Allies) (Stacks with Nimble Element)
Techs Used - Recover All (Schala), Cure All (Reika)

-----------------------------
Schala - Gilbert
-----------------------------

Graviton Pressure (Black) - Dark powers crush enemies. (Target: Enemy Group)
Techs Used: Dark Bomb (Schala), Shadow Force (Gilbert)

Nullify - Dark powers nullify Elements. (Target: Everyone) (Bestows Seal All effect)
Techs Used: Mystic Font (Schala), Black Fog (Gilbert)

Zero Vulcan (Black) - Blast enemies into the Void. (Target: Single Enemy) (Can exceed Damage Limit)
Techs Used: Forever Zero (Schala), Multi-Fist (Gilbert)

-----------------------------
Schala - Laura
-----------------------------

Shining Knives (White) - Toss blades of light. (Target: All Enemies)
Techs Used: Dagger Toss (Schala), Light Blast (Laura)

X-Strike - A simple attack, yet classic. (Target: Single Enemy) (Can exceed Damage Limit)
Techs Used: Rapid Strike (Schala), Cyclone (Laura)

Magic Circle - Increase magical might. (Target: All Allies) (Bestows Genius and Strong Minded effects)
Techs Used: Protector (Laura), Mystic Font (Schala)

-----------------------------
Schala - Schwann
-----------------------------

Falcon Hit - Toss your ally for an aerial strike! (Target: Enemy Line)
Techs Used: Rock Tosser (Schwann), Rapid Strike (Schala)

Earthen Prayer - Restore some HP and increase defense. (Target: All Allies)
Techs Used: Stonewall (Schwann), Recover (Schala)

Shockwave (Yellow) - Kick an enemy to the air, and watch them crash down. (Target: All Enemies)
Techs Used: Tiger's Fury (Schwann), Backflip (Schala)

-----------------------------
Schala - Lavenda
-----------------------------

Black Fangs

Bloody Fullers

Hazard Zone

-----------------------------
Schala - Magil
-----------------------------

Yin & Yang (White) - A lost art between brother and sister. (Target: All Enemies)
Techs Used - Skygate (Schala), Darkmatter (Magil)

(Note: This is Magil's only Dual Tech.)

-----------------------------
Lark - Glenn
-----------------------------

Smash & Grab - Beat down an enemy and take their stuff. (Target: Single Enemy)
Techs Used - Swipe (Glenn), Flame Knuckle (Lark)

Napalm (Red) - Toss an incendiary grenade. (Target: Enemy Group) (Chance to inflict Burn status)
Techs Used - Chaos Mine (Glenn), Explosion (Lark)

Tornado Flame (Red) - Catch enemies in a funnel of fire. (Target: All Enemies) (Can exceed the Damage Limit)
Techs Used - Flare (Lark), Hurricane (Glenn)

-----------------------------
Lark - Reika
-----------------------------

Antipod (Black) - Unleash opposing forces on an enemy. (Target: Single Enemy)
Techs Used - Heat Bomber (Lark), Snowblind (Reika)

Comet Arrow (Red) - Rain fire upon your foes. (Target: All Enemies)
Techs Used - Heat Bomber (Lark), Arrow Rain (Reika)

Antipod Omega (Black) - Salamandine and Leviathan combine their destructive powers. (Target: All Enemies) (Can exceed the Damage Limit)
Techs Used - Flare (Lark), Cocytus (Reika)

-----------------------------
Lark - Gilbert
-----------------------------

Blazing Combo (Red) - A fiery attack of martial skill. (Target: Single Enemy)
Techs Used - Multi-Fist (Gilbert), Flame Knuckle (Lark)

Flamethrower (Red) - Unleash a stream of concentrated flame. (Target: Enemy Line)
Techs Used - Explosion (Lark), Multi-Fist (Gilbert)

Gravity Bomber (Black) - Crush the enemy with the force of a meteor. (Target: Single Enemy) (Can exceed the Damage Limit)
Techs Used - Overflow (Lark), Shadow Crash (Gilbert)

-----------------------------
Lark - Laura
-----------------------------

Fire Whirl (Red) - A spinning sword of flame. (Target: Enemy Group)
Techs Used - Heat Bomber (Lark), Cyclone (Laura)

Fire Sword (Red) - Unleash heat energy from your sword. (Target: Single Enemy)
Techs Used - Explosion (Lark), Divider (Laura)

Flare Sword (Red) - Unleash solar energy from your sword. (Target: Single Enemy) (Can exceed the Damage Limit)
Techs Used - Flare (Lark), Frenzy (Laura)

-----------------------------
Lark - Schwann
-----------------------------

Meteor Hit - Give the enemy a taste of a freefall dropkick. (Target: Single Enemy)
Techs Used - Air Drop (Lark), Rock Tosser (Schwann)

Frightening Roar - Stops enemies in their tracks. (Target: All Enemies) (Chance of inflicting Fear and Stop status)
Techs Used - Demon's Roar (Lark), Tiger's Roar (Schwann)

Magma Driver (Red) - Show the enemy the planet's destructive fury. (Target: Enemy Line)
Techs Used - Flare (Lark), Gaia's Rage (Schwann)

-----------------------------
Lark - Lavenda
-----------------------------

Aerial Assault (Green) - Dive-bomb an enemy from an unfathomable height. (Target: Single Enemy)
Techs Used: Aerial Drop (Lark), Hundred Lashes (Lavenda)

Dragonfire (Red) - Call upon a swarm of fire drakes to carpet bomb foes. (Target: All Enemies)
Techs Used: Explosion (Lark), Dragon's Bite (Lavenda)

Hellfire (Red) - Enemies burn in agony. (Target: All Enemies) (Inflicts Burn status) (Inflicts a stacking Damage over Time effect)
Techs Used: Flare (Lark), Festering Wounds (Lavenda)

-----------------------------
Glenn - Reika
-----------------------------

Snowstorm (Green) - Batter foes with a chilled wind. (Target: Enemy Group)
Techs Used: Razor Wind (Glenn), Snowblind (Reika)

Blizzard (Blue) - Freezing winds cripple foes. (Target: All Enemies)
Techs Used: Tempest (Glenn), Deep Freeze (Reika)

Curing Salve - Potent medicine heals and restores Element Power. (Target: All Allies)
Techs Used: Heal Plus (Glenn), Cure All (Reika)

-----------------------------
Glenn - Gilbert
-----------------------------

Gatling Raid - A storm of bullets perforates foes. (Target: Area)
Techs Used - Bullet Storm (Glenn), Multi-Fist (Gilbert)

Black Bullet (Black) - Evil bullet pierces through enemies. (Target: Enemy Line)
Techs Used: AP Bullet (Glenn), Shadow Force (Gilbert)

Chaos Fog - Fog blinds enemies from multiple grenades. (Target: All Enemies) (Chance of inflicting Blind and Confuse status)
Techs Used - Black Fog (Gilbert), Chaos Mine (Glenn)

-----------------------------
Glenn - Laura
-----------------------------

Wind Slash (Green) - A sword wave followed by countless wind blades. (Target: Single Enemy)
Techs Used - Slash (Laura), Razor Wind (Glenn)

Sword & Gun - Slash and blast through surrounding enemies. (Target: Area)
Techs Used - Bullet Storm (Glenn), Frenzy (Laura)

Holy Bullet (White) - Bullet of light pierces evil. (Target: Enemy Line)
Techs Used - AP Bullet (Glenn), Lucid Shine (Laura)

-----------------------------
Glenn - Schwann
-----------------------------

Rock Tornado (Green) - Fierce winds rip chunks of earth into enemies. (Target: All Enemies)
Techs Used - Tempest (Glenn), Rock Spire (Schwann)

Lightning Storm (Yellow) - Ferocious winds accompany booming thunder. (Target: All Enemies)
Techs Used - Hurricane (Glenn), Gaia's Rage (Schwann)

Thunder Raid (Yellow) - Destroy foes with a lightning-infused gatling. (Target: Enemy Line)
Techs Used - Bullet Storm (Glenn), Bolt Cutter (Schwann)

-----------------------------
Glenn - Lavenda
-----------------------------

Drakewing (Green) -

Mach-5 (Green) -

Dirty Bomb (Black) - The next step in chemical warfare. (Target: All Enemies) (Inflicts Poison Status) (Inflicts a stacking Damage over Time effect)
Techs Used: Chaos Mine (Glenn), Shrouded Venom (Lavenda)

-----------------------------
Reika - Gilbert
-----------------------------

Freezing Fist (Blue) - Cryogenic punch freezes an enemy. (Target: Single Enemy) (Chance to inflict Frozen status)
Techs Used: Deep Freeze (Reika), Rocket Punch (Gilbert)

Black Rain (Black) - Enemies become caught in a deadly rainstorm. (Target: All Enemies)
Techs Used - Whirlpool (Reika), Black Fog (Gilbert)

Bubble Drop - Float over the enemy to deliver a flying elbow. (Target: Single Enemy)
Techs Used: Tsunami (Reika), Deathblow (Gilbert)

-----------------------------
Reika - Laura
-----------------------------

Ice Sword (Blue) - Encase your sword in freezing mist. (Target: Single Enemy)
Techs Used - Snowblind (Reika), Divider (Laura)

Blizzard Blade (Blue) - Sub-Zero sword puts a foe on ice. (Target: Single Enemy) (Can exceed the Damage Limit)
Techs Used - Cocytus (Reika), Frenzy (Laura)

Precognition - Guardian angel picks you up when you fall. (Target: Single Ally) (Bestows Auto-Revive status)
Techs Used: Revive (Reika), Resurrection (Laura)

-----------------------------
Reika - Schwann
-----------------------------

Cube Toss (Blue) - Hurl a glacier at your foes. (Target: Enemy Group)
Techs Used - Rock Tosser (Schwann), Deep Freeze (Reika)

Avalanche (Blue) - Bury your foes under ice, rock, and snow. (Target: All Enemies)
Techs Used: Deep Freeze (Reika), Rock Spire (Schwann)

Ice Smasher (Blue) - Smash a frozen enemy to pieces. (Target: Single Enemy) (Can exceed the Damage Limit)
Techs Used - Cocytus (Reika), Tiger's Fang (Schwann)

-----------------------------
Reika - Lavenda
-----------------------------

Tail Slap (Blue) - Sometimes, ass kicks you. (Target: Single Enemy)
Techs Used - Piercing Arrow (Reika), Hundred Lashes (Lavenda)

Siren's Song

Frostwing

-----------------------------
Gilbert - Laura
-----------------------------

Shining Laser (White) - A holy light streaks across the battlefield. (Target: Enemy Line)
Techs Used - Rocket Punch (Gilbert), Lucid Shine (Laura)

Black Sword (Black) - Encases sword in negative energy. (Target: Single Enemy)
Techs Used - Divider (Laura), Shadow Blaze (Gilbert)

Gravity Sword (Black) - Crush an enemy with a sword of darkness. (Target: Single Enemy) (Can exceed the Damage Limit)
Techs Used - Frenzy (Laura), Shadow Crash (Gilbert)

-----------------------------
Gilbert - Schwann
-----------------------------

Beast Toss - Punch an enemy back and forth. (Target: Single Enemy)
Techs Used - Multi-Fist (Gilbert), Rock Tosser (Schwann)

Thunderhead (Yellow) - Charge cyborg hair with lightning energy. (Target: Enemy Line)
Techs Used - Hair Cutter (Gilbert), Bolt Cutter (Schwann)

Skullcrusher - A brutal and often fatal combination attack. (Target: Single Enemy) (Doubles chance of inflicting Instant Death)
Techs Used - Deathblow (Gilbert), Tiger's Fury (Schwann)

-----------------------------
Laura - Schwann
-----------------------------

Stonecutter (Yellow) - Cut apart a petrified enemy. (Target: Single Enemy) (Chance of inflicting Sprain status)
Techs Used - Divider (Laura), Stone Crusher (Schwann)

Spirits Up - Increase defensive might. (Target: All Allies) (Stacks with Hi Res and Strong Minded Elements)
Techs Used - Stonewall (Schwann), Protector (Laura)

Beast Frenzy - A maddened assault tears an enemy apart. (Target: Single Enemy) (Hits x8)
Techs Used - Frenzy (Laura), Tiger's Fury (Schwann)

-------------------------
Laura - Lavenda
-------------------------

Venom Sword

Plague Sword

Shining Breath

-------------------------
Schwann - Lavenda
-------------------------

Lightning Scale

Livewire

Sandstorm
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 06, 2012, 02:10:46 pm
Triple Techs

(All Triple Techs can exceed the Damage Limit.)

---------------------------
Schala - Lark - Glenn
---------------------------

Hotshot (Red) - Fry your enemies with a supercharged heat cannon. (Target: All Enemies)
Techs Used - Conflagration (Schala), Overflow (Lark), Bullet Storm (Glenn)

---------------------------
Schala - Lark - Reika
---------------------------

Trinity (White) - Fire, Ice, and Lightning combine to annihilate foes. (Target: All Enemies)
Techs Used - Gigawatt Blow (Schala), Flare (Lark), Cocytus (Reika)

---------------------------
Schala - Lark - Gilbert
---------------------------

Omegaflare (Black) - Dark nova destroys all. (Target: All Enemies)
Techs Used: Supernova (Lark, Schala), Shadow Crash (Gilbert)

---------------------------
Schala - Lark - Laura
---------------------------

Z-Slash - A dance of blades cuts an enemy to pieces. (Target: Single Enemy)
Techs Used - X-Strike (Schala, Laura), Hundred Stab (Lark)

---------------------------
Schala - Lark - Schwann
---------------------------

Meteor Drive - Launch and smash an enemy. Twice!
Techs Used - Launch & Spike (Schala, Lark), Tiger's Fang (Schwann)

---------------------------
Schala - Lark - Lavenda
---------------------------

Dark Eternal

---------------------------
Schala - Glenn - Reika
---------------------------

Omnicure - Restore allies to full health. (Target: All Allies) (Exceeds HP Limit)
Techs Used - Double Cure (Schala, Reika), Heal All (Glenn)

---------------------------
Schala - Glenn - Gilbert
---------------------------

Black Wind (Black) - Fortell the enemies' doom. (Target: All Enemies) (Chance to inflict Instant Death)
Techs Used - Graviton Pressure (Schala, Gilbert), Tempest (Glenn)

---------------------------
Schala - Glenn - Laura
---------------------------

Holy Healing - Heal allies and cure negative status effects. (Target: All Allies) (Exceeds HP Limit)
Techs Used - Recover All (Schala), Panacea (Glenn), Aura (Laura)

---------------------------
Schala - Glenn - Schwann
---------------------------

Falcon Tempest (Green) - Give the Falcon Hit a little boost. (Target: Enemy Line)
Techs Used - Razor Wind (Glenn), Falcon Hit (Schala, Schwann)

---------------------------
Schala - Glenn - Lavenda
---------------------------

Dragon's Feast

---------------------------
Schala - Reika - Gilbert
---------------------------

Acid Rain (Yellow) - Searing rain lowers enemy defenses. (Target: All Enemies) (Chance to inflict Defense Down status)
Techs Used - Black Rain (Reika, Gilbert), Gigawatt Blow (Schala)

---------------------------
Schala - Reika - Laura
---------------------------

Arc Impulse (Blue) - Ice cross causes massive damage. (Target: Single Enemy)
Techs Used - Cocytus (Reika), X-Strike (Schala, Laura)

---------------------------
Schala - Reika - Schwann
---------------------------

Petrifying Arrow (Yellow) - Unleash an arrow charged with the power of earth. (Target: Enemy Line) (Chance to inflict Sprain and Stop status)
Techs Used: Gigawatt Blow (Schala), Rock Spire (Schwann), Piercing Arrow (Reika)

---------------------------
Schala - Reika - Lavenda
---------------------------

Harem Charm - Concentrated allure guarentees a rare item. (Target: Single Enemy)
Techs Used: Pilfer (Schala), Siren Song (Reika, Lavenda)

---------------------------
Schala - Gilbert - Laura
---------------------------

Terminus Blow - Send your enemy to the hereafter. (Target: Single Enemy)
Techs Used - X-Strike (Schala, Laura), Multi-Fist (Gilbert)

---------------------------
Schala - Gilbert - Schwann
---------------------------

Triple Raid - A deadly dance of death. (Target - Single Enemy)
Techs Used - Sword Dance/Rapid Strike (Schala), Tiger's Fury (Schwann), Multi-Fist (Gilbert)

---------------------------
Schala - Laura - Schwann
---------------------------

Maximum Shock (Yellow) - Unleash the mother of all lightning strikes. (Target: All Enemies)
Techs Used - Gigawatt Blow (Schala), Bolt Cutter (Schwann), Holy Lightning (Laura)

---------------------------
Schala - Laura - Lavenda
---------------------------

Forbidden Beast

---------------------------
Schala - Shwann - Lavenda
---------------------------

Petrifaction

---------------------------
Lark - Glenn - Reika
---------------------------

Zweibreicht Special - Show an enemy the might of the Zweibreicht Company Mercenaries! (Target: Single Enemy)
Techs Used - Air Drop (Lark), Bullet Storm (Glenn), Deep Freeze (Reika)

---------------------------
Lark - Glenn - Gilbert
---------------------------

Atomic Grenade (Red) - Destroy your enemies with a nuclear-fusion bomb. (Target: Enemy Group)
Techs Used - Napalm (Lark, Glenn), Shadow Blaze (Gilbert)

---------------------------
Lark - Glenn - Laura
---------------------------

Inferno Cyclone (Red) - Set the very winds ablaze. (Target: Area)
Techs Used - Hurricane (Glenn), Fire Whirl (Lark, Laura)

---------------------------
Lark - Glenn - Schwann
---------------------------

Cyclonic Drop (Green) - Travel the winds to bring death from above. (Target: Single Enemy)
Techs Used - Air Drop (Lark), Hurricane (Glenn), Tiger's Fang (Schwann)

---------------------------
Lark - Glenn - Lavenda
---------------------------

Black Box

---------------------------
Lark - Reika - Gilbert
---------------------------

Antipod Fist (Black) - Break a magical fusion with a well-placed rocket fist. (Target: Enemy Group)
Techs Used - Antipod (Lark, Reika), Rocket Punch (Gilbert)

---------------------------
Lark - Reika - Laura
---------------------------

Triple Kick - Combine Fire, Ice, and Light into a devastating series of kicks. (Target: Single Enemy) (Hits x3)
Techs Used - Air Drop (Lark), Cocytus (Reika), Holy Lightning (Laura)

---------------------------
Lark - Reika - Schwann
---------------------------

Glacial Smash - Toss a frozen enemy into a waiting fist of fire. (Target: Single Enemy)
Techs Used - Flame Knuckle (Lark), Cube Toss (Reika, Schwann)

---------------------------
Lark - Reika - Lavenda
---------------------------

Charm Attack (White) - Their allure makes one fight all the harder. (Target: Random Enemies) (Hit x5) (Animation changes in Act 4)
Techs Used - Flame Knuckle (Lark), Siren Song (Reika, Lavenda)

---------------------------
Lark - Gilbert - Laura
---------------------------

Shade Impulse (Black) - A triple strike of dark power. (Target: Single Enemy)
Techs Used - Hundred Stab (Lark), Gravity Sword (Gilbert, Laura)

---------------------------
Lark - Gilbert - Schwann
---------------------------

Pinball Assault - Knock around an enemy between three fighters. (Target: Single Enemy)
Techs Used - Beast Toss (Gilbert, Schwann), Flame Knuckle (Lark)

---------------------------
Lark - Laura - Schwann
---------------------------

Stalwart Defender - Prepare your tank for the coming assault. (Target: Laura) (Stacks with Hi Res and Strengthen Elements) (Counter Rate increased by 50%.) (Enters Provoke status)
Techs Used - War Cry (Lark), Provoke (Laura), Stonewall (Schwann)

---------------------------
Lark - Laura - Lavenda
---------------------------

Devil Trigger (Black) - Shadow and Light combine to awaken the demon within. (Target: Single Enemy) (Can exceed the Damage Limit)
Techs Used - Overflow (Lark), Holy Lightning (Laura), Karmic Retribution (Lavenda)

---------------------------
Lark - Schwann - Lavenda
---------------------------

Caldera

---------------------------
Glenn - Reika - Gilbert
---------------------------

Ice Gatling (Blue) - Cryo bullets put foes on ice. (Target: Area) (Chance of inflicting Frozen status)
Techs Used - Gatling Raid (Glenn, Gilbert), Cocytus (Reika)

---------------------------
Glenn - Reika - Laura
---------------------------

Lifeline - Guardian angels protect allies. (Target: All Allies) (Bestow Auto-Revive status)
Techs Used - Smelling Salts (Glenn), Precognition (Reika, Laura)

---------------------------
Glenn - Reika - Schwann
---------------------------

Nature's Wrath (Green) - The planet takes its anger out on all foes. (Target: All Enemies)
Techs Used - Hurricane (Glenn), Gaia's Wrath (Schwann), Tsunami (Reika)

---------------------------
Glenn - Reika - Lavenda
---------------------------

Tailspin

---------------------------
Glenn - Gilbert - Laura
---------------------------

Divider Slash - Show your enemy that it is already dead. (Target: Single Enemy) (Chance to inflict Instant Death)
Techs Used - Wind Slash (Glenn, Laura), Deathblow (Gilbert)

---------------------------
Glenn - Gilbert - Schwann
---------------------------

Axiomatic (Green) - Spin your great axe among the winds. (Target: All Enemies)
Techs Used - Hurricane (Glenn), Multi-Fist (Gilbert), Tiger's Fang (Schwann)

---------------------------
Glenn - Laura - Schwann
---------------------------

Cyclonic Spin - Round and round we go. We stop when the enemies fall down. (Target: Enemy Group)
Techs Used - Tiger's Fang (Schwann), Tempest (Glenn), Cyclone (Laura)

---------------------------
Glenn - Laura - Lavenda
---------------------------

Vampiric Regeneration

---------------------------
Glenn - Schwann - Lavenda
---------------------------

Stinging Wind

---------------------------
Reika - Gilbert - Laura
---------------------------

Mirror Beam (White) - Reflect beams of light onto your enemies. (Target: Enemy Group)
Techs Used - Rocket Punch (Gilbert), Lucid Shine (Laura), Deep Freeze (Reika)

---------------------------
Reika - Gilbert - Schwann
---------------------------

Delta Force (White) - The powers of Water, Earth, and Darkness combine to destroy the enemy. (Target: All Enemies)
Techs Used - Tsunami (Reika), Shadow Crash (Gilbert), Gaia's Rage (Schwann)

---------------------------
Reika - Laura - Schwann
---------------------------

Divine Shield - Holy powers raise your defensive abilities to their maximum. (Target: All Allies) (Stacks with Nimble, Hi Res, and Strong Minded Elements)
Techs Used - Haste (Reika), Spirits Up (Laura, Schwann)

---------------------------
Reika - Laura - Lavenda
---------------------------

Pyozo Dance -

---------------------------
Reika - Schwann - Lavenda
---------------------------

Dark Storm

---------------------------
Gilbert - Laura - Schwann
---------------------------

Knight's Oblivion - Show the power of your devotion! (Target: Enemy Line)
Techs Used - Slash (Laura), Multi-Fist (Gilbert), Bolt Cutter (Schwann)

(Note: Magil, Roas, and Fin do not have Triple Techs due to not being permanent party members.)

----------------------------
Laura - Schwann - Lavenda
----------------------------

Null Striker
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 06, 2012, 07:31:17 pm
Ultimate Techs

(Ultimate Techs can be considered a character's super move, like Limit Breaks in Final Fantasy, or Hi-Ohgis in the Tales series. They can only be used in the tail end of an Element Drive of that particular character's Innate color... with the exception of Schala, since she's omni-elemental and can thus use hers with any color.)

(All Ultimate Techs target all enemies and can exceed the damage limit.)

------------------
Schala
------------------

Flying Arrow (White) - A technique inspired by the one who saved her.

------------------
Lark
------------------

Megiddo (Red) - The Arbiter unleashes the terrible power of the Frozen Flame.

------------------
Glenn
------------------

Firing Squad (Green) - Call in a favor from those who owe you.

------------------
Reika
------------------

Poseidon's Wrath (Blue) - The ocean's torrent tears enemies apart. (Heals all allies to full.)

------------------
Gilbert
------------------

Strongarm (Black) - The forbidden superweapon becomes unsealed.

------------------
Laura
------------------

Holy Dragon Sword (White) - The dreams of her ancestors forges a blade of righteousness.

------------------
Schwann
------------------

Dragoon's Pride (Yellow) - Show your enemies the might of the Four Devas.

------------------
Lavenda
------------------

Seventh Moon Shadow (Black) - Transform into the Dark Moon Dragon to lay all to waste.

------------------
(Magil has no Ultimate Tech as he leaves the party permanently before Act 4.)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 06, 2012, 08:01:59 pm
Weapon List

(Weapons can only be forged, with the exception of Ultimate Weapons, which can be found or acquired through the storyline in a New Game+.)

--------------
Schala
--------------

1. Royal Keepsake - A dagger given to Schala by Roas. (Starting Weapon) (Cannot be discarded or sold)

2. Maiden's Kris (Copper) - A knife used in archaic rituals.

3. Sawtooth Dagger (Iron) - A knife with a jagged blade. (Hits: x2)

4. Silver Dagger (Mythril) - A dagger with unparalleled sharpness.

5. Masamune - Holy Sword of legend. Doreen forms the separate katana. (Aquired during Act 3)

6. Savior's Blades (Denadorite) - Twin Swords used primarily by gladiators. (Increases Magic Power)

7. Prismatic Blades (Rainbow Shell) - Twin Swords based on Roas' blades.

8. Dreamweavers (Ultimate) - The Masamune, supercharged by newfound will. (Acquired by completing the Zeal Ruins sidequest. Does not carry over to subsequent playthroughs, due to replacing Royal Keepsake.) (Critical Chance - All enemy types)

9. Grand-Lanzer (Ultimate+) - The Masamune and the Einlanzer, together at last. Represents a newfound understanding between the earth and mankind. (Aquired automatically upon completing the steps to unlock the True Ending. Can only be used during the True Ending path, and cannot carry over to subsequent playthroughs.) (Adds an extra point of Stamina) (Critical Chance - Parasites)

--------------
Lark
--------------

1. Justice and Vengeance - Spears reminding him of his tragedy. (Starting weapon) (Cannot be discarded or sold)

2. Heavy Lance (Copper) - It's difficult using one, but two...?

3. Steel Pike (Iron) - Try not to use them during a thunderstorm. (Critical Chance - Humans)

4. Mythril Spear (Mythril) - Whistles when spun. (Increases Magic Power)

5. Gungnir (Denadorite) - Used by an infamous horseman. (Critical Chance - Machines)

6. Longinus (Rainbow Shell) - Ride forth unto Valhalla!

7. Dreamseekers (Ultimate) - Spears empowered by the desire to accomplish the impossible. (Aquired by completing the 'A Crimson Echo' sidequest. Does not carry over into subsequent playthroughs due to replacing Justice and Vengeance.) (Adds an extra point of Stamina.) (Critical Chance - Parasites)

---------------
Glenn
---------------

1. Sharpshooter (Copper) - Line them in your sights. (Starting Weapon)

2. 47 Colbert (Iron) - Do you feel lucky?

3. Silver Gun (Mythril) - The cost for bullets must be insane! (Increases Magic Defense)

4. Magnum 650 (Denadorite) - Standard Porrean issue - 2486 AD.

5. Prometheus (Rainbow Shell) - Named after the R-66Y Model. (Permanent Eagle Eye effect)

6. Absolution (Ultimate) - Lest ye be judged. (Critical Chance - Undead)

---------------
Reika
---------------

1. Mermaid's Arc (Copper) - Blessed by the seas. (Starting Weapon)

2. Fullmetal Bow (Iron) - Heavy, but accurate. (25% Critical Rate)

3. Silver Arrow (Mythril) - Sparkles in any light.

4. Sage's Arrow (Denadorite) - If you could install a scope, it would be perfect.

5. Angelus (Rainbow Shell) - Rain light from on high. (Increases Healing Effects)

6. Ocean's Embrace (Ultimate) - Mother's prized heirloom. (Blue Element Added to physical attacks)

---------------
Gilbert
---------------

1. Tin Claw - Old, but reliable. (Starting Weapon)

2. Machine Claw (Iron) - Standard-Issue Porrean Cyborg arm.

3. Silver Claw (Mythril) - Complete with new drill attachment. (Increases Evade)

4. Stone Fist (Denadorite) - Punch cracks into mountains.

5. Vajra (Rainbow Shell) - The ultimate Swiss Army weapon. (Chance of inflicting Curse status)

6. God's Fist (Ultimate) - And lo, he said, "Let there be devastation." - (Critical Chance - Machines)

---------------
Laura
---------------

1. Scarred Blade - This notched sword has seen better days. (Starting Weapon)

2. Nameless (Iron) - A blade created by an anonymous smith.

3. Ichimonji (Silver) - A sharper blade than most. (Critical Chance - Beasts)

4. Shiva (Denadorite) - Impossibly long nodachi. Can slice foes from a distance. (Can attack enemy groups.)

5. Rainbow (Rainbow Shell) - A hero's forgotten blade, reforged. (70% Critical Rate)

6. Dragon Sword (Ultimate) - Created from the dreams of Fate's Watchman. (Increases the power of Holy Dragon Sword.)

---------------
Schwann
---------------

1. Woodsman's Axe - Messy, but gets the job done. (Starting Weapon)

2. Dragoon Axe (Silver) - Almost impossible for a normal human to lift.

3. Primitive Axe (Denadorite) - Get in touch with your wild side. (Increases Defense)

4. Diamond Axe (Rainbow Shell) - There is no weapon harder than this. (Critical Chance - Demons)

5. Tiger's Hammer (Ultimate) - Let the roar of the Tarvos Clan be heard! (Can attack enemy groups)

------------------
Lavenda
------------------

(All of Lavenda's weapons except Dominion hit three times per attack.)

1. Wire Whip - Worn, yet well-loved. (Starting Weapon)

2. Silk Lasher (Silver) - Hurts so good.

3. Wyvern's Tail (Denadorite) - Not actually made from a wyvern's tail... (Inflicts Seal status)

4. Dominion (Rainbow Shell) - Leaves deep gashes. (Inflicts a stacking Damage over Time effect)

5. Dragon's Flower (Ultimate) - Sword-whip used to slay the nightmare of her own dimension. (Critical Chance - Parasites)

------------------
Magil
------------------

1. Bladeless Scythe - Now little more than a walking stick. (Starting Weapon)

2. Magician's Rod (Iron) - A gift from the Magician's Guild.

3. Black Rod (Silver) - Casts orbs of shadow. (Can attack all enemies)

4. Staff of Mastery - Mark of a true sorcerer. (Can cast Elements twice in a row)

5. Dreamsever (Rainbow Shell) - Cutting the thread of life. (Black Element added to physical attacks) (Can only be forged during a New Game+)

-------------------
Roas
-------------------

Jade & Pearl - Twin katanas forged by Roas himself.

-------------------
Fin
-------------------

Machine Gun - Fills enemies full of holes.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 07, 2012, 10:22:28 am
Armor List

(Armor can be bought in Equipment Shops after turning in Materials at the Forge.)

(There are four types of armor: Head, Body, Arms, and Legs.)

---------------------
Starting Armor
---------------------

Schala:

Nomad's Gown (Body) - An attractive, yet functional garment.
Nomad's Bracelets (Arms) - Are those gypsie's tassels?
Nomad's Boots (Legs) - Worn, yet comfortable traveling boots.
Simple Hairband (Head) - Keeps ponytail secure.

Lark:

Mercenary's Coat (Body) - Well-worn, yet stylish.
Mercenary's Gloves (Arms) - Keeps your hands warm.
Mercenary's Boots (Legs) - Weathered boots that have seen a lot of action.
Black Earring (Head) - Only a real man can pull this look off without getting punched.

Glenn:

Old Vest (Body) - Full of holes and tears.
Worn Gloves (Arms) - They didn't used to be fingerless.
Frayed Boots (Legs) - Five more miles and the treads'll be shot.
Torn Headband (Head) - Far more nicks than there should be.

Reika:

Sexy Bustier (Body) - Accentuates Reika's more... prominent features. (heart)
Long Gloves (Arms) - Supple and surprisingly durable.
Simple Shorts (Legs) - One step above hot pants.
Mermaid Clip (Head) - An adorable fish motif.

Gilbert:

Spy's Cloak (Body) - Staple covering for the Acacia Intelligence division.
Cyborg Bracer (Arms) - 200 years old and still works.
Plated Boots - (Legs) Give an extra 'oomph' to your kicks.
Tough Shades (Head) - Increases intimidation factor by 5%.

Laura:

Brigandine (Body) - Simple steel armor. Nothing flashy.
Steel Buckler (Arms) - A small shield attatched to the gauntlet.
Steel Greaves (Legs) - Slightly dented, but still get the job done.
Bandanna (Head) - She'd prefer a helmet, but this just seems right...

Schwann:

Tarvos Pelt (Body) - They say he took it down with his bare hands...
Tiger's Bracers (Arms) - The stripes add character. They do!
Wild Boots (Legs) - Opened-toed for easy access to foot claws.
Beast Helm (Head) - The eye of the tiger is watching you.

Lavenda:

Qipao (Body) - Form-fitting garment with a surprisingly oriental design.
Bandage Wraps (Arms) - Barely passable as protectors, but at least they're light.
Leather Sandals (Legs) - Attractive legwear, but that's all they are.
Circlet (Head) - Regal-looking headpiece signifying some importance.

Magil:

Traveler's Mantle (Body) - Surprisingly protective for a magician's garb.
Magic Ring (Arms) - Boosts spell concentration.
Vagrant's Boots (Legs) - Staple of lone wanderers.
Gold Mask (Head) - Only really covers the eyes, but that's all that is needed.

----------------------
Copper Armor
----------------------

Schala: (Requires Silk)

Reinforced Gown (Body) - A durable dress made for traveling.
Reinforced Bracelets (Arms) - Copper bracelets tinged with a touch of magic.
Reinforced Boots (Legs) - Durable, yet light as a feather.
Silk Hairband (Head) - Will not unravel easily.

Lark: (Requires Leather)

Black Coat (Body) - Simple black never looked so tough.
Black Gloves (Arms) - Protects your hands during a bar brawl.
Black Boots (Legs) - Look cool while running.
Steel Earring (Head) - How you got steel from copper, we'll never know.

Glenn: (Requires Cloth)

Copper Vest (Body) - Lined with copper rivets. Decent enough protection.
Copper Bracers (Arms) Protects from overly violent forearm greetings.
Copper Boots (Legs) - Keeps you still from the kickback.
Rusted Headband (Head) - How can this be healthy...?

Reika: (Requires Cotton Down)

Cotton Robe (Body) - Something tells me she wears it loose on purpose...
Cotton Gloves (Arms) - Gloves soft enough that you want to pet them.
Cotton Shorts (Legs) - Breathable and easy to move in.
Cotton Ribbon (Head) - Perfect for that 'girl-next-door' look.

---------------------
Iron Armor
---------------------

Schala: (Requires Velvet Silk)

Velvet Gown (Body) - The dress you always wanted for prom.
Velvet Bracelets (Arms) - The tassels help with spell concentration... supposedly.
Velvet Boots (Legs) - Thigh-high, keeping the boys staring.
Velvet Hairband (Head) - Blessed by a fire spirit.

Lark: (Requires Chromed Leather)

Blazing Coat (Body) - Reinforced for extra protection.
Blazing Gloves (Arms) - The flame motif is just to look cool.
Blazing Boots (Legs) - Are those sparks coming from your heels?
Blood Earring (Head) - Forged from hardened Demon's Blood.

Glenn: (Requires Rigid Cloth)

Steel Vest (Body) - Lined with steel rivets. Can almost stop a sword slash.
Steel Bracers (Arms) - Help steady your aim.
Steel Boots (Legs) - A little too heavy for my taste...
Headband of Will (Head) - Never give up! Never surrender!

Reika: (Requires Rose Cotton Down)

Maiden's Bustier (Body) - Made of soft material perfect for supporting... soft... materials... *cough*
Maiden's Gloves (Arms) - Ironically, virgins never wear these.
Maiden's Shorts (Legs) - Wether these were meant to be cute or sexy, the tailor couldn't decide.
Maiden's Ribbon (Head) - Reminiscent of a butterfly.

Gilbert: (Requires Alloy)

Saboteur's Cloak (Body) - Helps you blend in with a crowd.
Saboteur's Bracer (Arms) - Comes with a built-in drill and other such mayhem inducing devices..
Saboteur's Boots (Legs) - Helps you make a clean getaway.
Demolitions Visor (Head) - Protects your head from the inevitable backblast.

Magil (Requires Animal Pelt)

Snowbeast Mantle (Body) - Always seems to be perpetually covered in snow.
Shadowed Ring (Arms) - You could almost swear there was a tiny Shade inside.
Heckran Boots (Legs) - No Heckrans were harmed during the fashioning of these boots.
Dark Mask (Head) - Boasts a frightening demon motif.

Laura: (Requires Enhanced Steel)

Heavy Plate (Body) - One has to be pretty strong to wear this.
Kite Shield (Arms) - Heavy shield bearing the Guardia coat of arms.
Heavy Greaves (Legs) - Used primerily for endurance training.
Steel Visor (Head) - Knightly visor gives a regal, yet slightly menacing appearance.

-----------------------
Mythril Armor
-----------------------

Schala: (Requires Fibresteel Silk)

Saint's Gown (Body) - Dress shining with purity. Or is that the sun's reflection? You can never tell.
Saint's Bracelets (Arms) - Bracelets enchanted by light spirits.
Saint's Boots (Legs) - You are a saint if you can walk 500 miles in these.
Silver Hairband (Head) - The most expensive hair accessory around.

Lark: (Requires Fibresteel Leather)

Fibresteel Coat (Body) - Are the glowing lines really necessary?
Fibresteel Gloves (Arms) - Tough enough to break someone's jaw.
Fibresteel Boots (Legs) - Boosts your jumping ability, but only by a bit.
Silver Earring (Head) - Making a statement for over 1000 years.

Glenn: (Requires Fibresteel Cloth)

Kevlar Vest (Body) - Strong enough to stop a bullet. Multiple bullets, on the other hand...
Cyber Bracers (Arms) - No. You can't summon a Jet Bike with these. Stop trying.
Cyber Boots (Legs) - Let's face it. You're just asking to be robbed.
Headband of Strength (Head) - Helps you lift mountains! ....Okay, maybe not.

Reika: (Requires Griffon Down)

Holy Bustier (Body) - Surprisingly sinful. Not that we're complaining.
Holy Gloves (Arms) - At least they don't have holes in them. Ha!
Holy Leggings (Legs) - Garter belt optional. (heart)
Holy Ribbon (Head) - You look just so cute in prayer.

Gilbert: (Requires Superalloy)

Stealth Cloak (Body) - State-of-the-art chameleon tech at its finest.
Stealth Bracer (Arms) - They'll never see your backhand coming.
Stealth Boots (Legs) - Absorbs sound waves as you step.
Black Shades (Head) - How you can see with those, I'll never know.

Magil: (Requires Silver Pelt)

Sorcerer's Mantle (Body) - Now all you need is a wizard hat.
Sorcerer's Ring (Arms) - The one to rule them all? Naaaah...
Sorcerer's Boots (Legs) - Does all the levitating for you.
White Mask (Head) - Be a hit at the opera house.

Laura: (Requires Platinum Steel)

Platinum Armor (Body) - The pauldrons alone would sell for a pretty penny.
Platinum Shield (Arms) - A shield of light to defend against the dark.
Platinum Greaves (Legs) - Their value gets lower the more you scuff them. So don't scuff them!!
Silver Bandanna (Head) - Blows dramatically in the wind.

Schwann: (Requires Pure Silver Ore)

Giant's Mail (Body) - Stolen from the treasure hoard of a Gigas.
Giant's Gauntlets (Arms) - But do they help you lift?
Giant's Boots (Legs) - You could fit two whole Dwarves inside one of these.
Giant's Helm (Head) - Taken from the body of a fallen Gigas.

Lavenda: (Requires Drake Scale)

Komodo Tunic (Body) - Clothing in the style of a Komodo Lizard.
Leather Ringbands (Arms) - The jewel in the center doubles as a magic focus.
Scaled Calligae (Legs) - Sandals with armored scales on the shins.
Jeweled Circlet (Head) - Regal and expensive. Only the best.

----------------------
Denadorite Armor
----------------------

Schala: (Requires Ancient Silk)

Battle Dress (Body) - Toughened dress specifically designed for combat.
Battle Bracelets (Arms) - Does not deflect projectiles. Disappointing.
Battle Boots (Legs) - Well-armored for such light footwear.
Ancient Tiara (Head) - Invokes a nostalgic feeling...

Lark: (Requires Reptite Leather)

Desert Coat (Body) - Nothing like quality dragonskin to beat the heat.
Desert Gloves (Arms) - Punch through sandcastles with ease.
Desert Boots (Legs) - Keeps the sand out... of your boots. Everything else is fair game.
Sand Earring (Head) - Earring blessed by earth spirits.

Glenn: (Requires Holy Cloth)

Porrean Vest (Body) - They say that High Command pays a fortune for these...
Officer's Bracers (Arms) - Five stars and counting.
Soldier's Boots (Legs) - Left! Left! Left! I can't hear you, Private!!
Headband of Determination (Head) - Makes you think you can. You think you can. You think you can...

Reika: (Requires Phoenix Feather)

Phoenix Robe (Body) - Form-fitting and fiery. Yowza!! (heart)
Phoenix Gloves (Arms) - Covered with fluffy fashion feathers.
Phoenix Leggings (Legs) - Try to look up the skirt. I dare you.
Phoenix Ribbon (Head) - Despite popular opinion, it won't bring you back to life.

Gilbert: (Requires Hyperalloy)

Alloy Cloak (Body) - Tough enough to break lesser forged weapons.
Alloy Bracer (Arms) - Bionic strength for bionic arms.
Alloy Boots (Legs) - They'd weigh you down if you weren't a cyborg.
Infrared Shades (Head) - See people's heat signatures. X-Ray optional.

Magil: (Requires Magic Pelt)

Mystic Mantle (Body) - A human wearing Fiend fashions? Scandalous!
Demon's Ring (Arms) - A cursed ring that bestows misfortune on your enemies.
Magic Boots (Legs) - They're not really magical. It's just a gimmick.
Black Mask (Head) - Now if it covered the rest of your face, you could be a ninja.

Laura: (Requires Moonmetal)

Valkyrie's Armor (Body) - Prepare yourself for the coming of Ragnarok.
Valkyrie's Shield (Arms) - Now with wings for extra stability.
Valkyrie's Greaves (Legs) - Dance among the stars above.
Valkyrie's Crown (Head) - I think the braided pigtails are unnecessary...

Schwann: (Requires Dragonshard Ore)

Dragoon's Plate (Body) - Specially-made war armor for the Acacia front lines.
Dragoon's Gauntlets (Arms) - The noise when crashed together can rally armies.
Dragoon's Boots (Legs) - Doesn't quite rival the speed of dragon mounts, but it's close.
Dragoon's Helm (Head) - Dragon's skull motif adds extra intimidation.

Lavenda: (Requires Wyrm Scale)

Dark Wyrm's Vestments (Body) - The standard garb for ancient Dragonian sorcerers.
Bejeweled Ringbands (Arms) - Expensive ringbands specifically created for the affluent and arrogant.
Plated Calligae (Legs) - One of these days, these boots are gonna walk all over your foes.
Horned Circlet (Head) - Traditional Daragonian headdress.

------------------------------
Rainbow Shell Armor
------------------------------

Schala: (Requires Purified Silk)

Mystic Gown (Body) - A magic dress fit for a queen.
Mystic Bracelets (Arms) - Forged by Fiend jewelers. They take their magecraft seriously.
Mystic Boots (Legs) - Magic boots that fit like a second skin.
Mystic Tiara (Head) - Made by the Royal Hall Smith. Shines with a prismatic light.

Lark: (Requires Blood Leather)

Devil's Coat (Body) - Long coat brimming with a demonic esscence.
Devil's Bracers (Arms) - Sets your fists aflame.
Devil's Boots (Legs) - Dash across the land with demonic speed.
Devil's Earring (Head) - Forged from the soul of a Demon God.

Glenn: (Requires Manly Cloth)

Delinquent's Vest (Body) - Complete with the symbol for 'bad' on the back.
Tough Gloves (Arms) - Middle finger exposure optional.
Badass Boots (Legs) - Dare to be badass.
Headband of GUTS (Head) - All you need now is a pompadour.

Reika: (Requires Angel's Down)

Angel's Robe (Body) - Heavenly clothing for a heavenly body.
Angel's Gloves (Arms) - Light radiates from these.
Angel's Shorts (Legs) - All that's needed are floppy socks, and the look is complete.
Angel's Ribbon (Head) - All you did was stick feathers in your hair...

Gilbert: (Requires Omega-alloy)

Assassin's Cloak (Body) - Used only by the professionals.
Dark Bracer (Arms) - Strike like the shadows.
Silent Boots (Legs) - Swift as the wind. Silent as the forest.
Sun Shades (Head) - An imitation of the real thing, but still surprisingly effective.

Magil: (Can only be forged during a New Game+) (Requires Forbidden Pelt)

Atoner's Mantle (Body) - You recognized your sins and lived to become a better person.
Shadow Ring (Arms) - Become one with the darkness.
Formless Boots (Legs) - Walk on air. literally.
Demon Mask (Head) - An heirloom from a darker time.

Laura: (Requires Starmetal)

Runic Plate (Body) - Armor blessed by the stars.
Runic Shield (Arms) - A shield and gauntlets shining with starlight.
Runic Greaves (Legs) - Your footsteps echo with the force of meteors.
Star Crown (Head) - Headgear emanating radiance rivaling that of the sun.

Schwann: (Requires Dreamstone Ore)

Dragonian Armor (Body) - Plate mail worn by a forgotten precourser race.
Dragonian Gauntlets (Arms) - Dragon's power runs through these arm guards.
Dragonian Boots (Legs) - Fly through the battlefields with the speed of a dragon.
Dragonian Helm (Head) - Horned headgear with a majestic aura.

Lavenda (Requires Dragon Scale)

Holy Dragon Qipao (Body) - Oriental gown blessed by the waters of the Divine Dragon Falls.
Prismatic Bands (Arms) - Helps channel magic faster.
Runic Sandals (Legs) - These Runic symbols keep you from tiring out.
Third Eye (Head) - A holy gem in the shape of a dragon's eye.

----------------------
Ultimate Armor
----------------------

*SPOILER WARNING*

(Can only be acquired on a New Game+. Equipping a complete set of armor will change that character's appearance.)

Schala: (Acquired by stealing from Queen Zeal in the Zeal Ruins and the Parasite Palace in Act 4.) (Permanent Strong-Minded effect.)

Prismatic Dress (Body) - A dress forged using long-forgotten Zealian arts. Meant for Schala's eventual coronation.
Prismatic Bracelets (Arms) - Bracelets forged using long-forgotten Zealian arts.
Prismatic Boots (Legs) - Boots forged using long-forgotten Zealian arts.
Prismatic Crown (Head) - A crown meant for the future queen of Zeal.

Lark: (Acquired by completing Medina Missions during Act 3) (50% Counter Rate)

Fiendlord's Armor (Body) - Custom-made armor for the 6th Fiendlord.
Fiendlord's Gauntlets (Arms) - Custom-made gauntlets for the 6th Fiendlord.
Fiendlord's Greaves (Legs) - Custom-made greaves for the 6th Fiendlord.
Fiendlord's Crown (Head) - Crown of the 6th Fiendlord.

Glenn: (Acquired by completing Missions throughout all Acts.) (Increases healing effects by %75.)

Commander's Coat (Body) - Even a captain of mercenaries can be considered a leader of men.
Commander's Bracers (Arms) - A captain must be able to put himself in harm's way for his men.
Commander's Boots (Legs) - A captain must be able to respond with haste to any situation.
Immaculate Headband (Head) - A captain must strive for perfection in all areas of life.

Reika: (Acquired by completing Missions throughout all Acts.) (Increases chance to inflict Frozen status to %100.)

Sage's Robe (Body) - Custom-made robe for one who was meant to be the next Sage of Marbule.
Sage's Gloves (Arms) - Gloves meant for the next Sage of Marbule.
Sage's Leggings (Legs) - Skirts and leggings meant for the next Sage of Marbule.
Sage's Ribbon (Head) - A ribbon meant to be given to Reika on her 18th birthday.

Gilbert: (Acquired by witnessing Gilbert's flashbacks throughout Act 3.) (Increases Dodge chance by %10)

Lutania's Cloak (Body) - Lutania's final project.
Jakob's Gauntlet (Arms) - The first cybernetics prototype.
Viper's Boots (Legs) - Boots forged on the order of Lord Viper.
Prismatic Shades (Head) - Eyewear forged by Karsh's father.

Laura: (Acquired by completing Guardia's story events in Act 4.) (Immunity from Status Ailments.)

Nova Armor (Body) - Armor transformed through time by the pendant's power...
Prismatic Shield (Arms) - A shield forged at the request of Guardia's last princess...
Sun Greaves (Legs) - Greaves forged from the Sun Stone by a genius scientist...
Hero's Bandanna (Head) - Bandanna worn by a legendary hero...

Schwann: (Acquired by competing in Medina's Arena during Acts 3 and 4.) (Permanent Hi-Res effect)

Deva's Armor (Body) - Armor specially crafted for Schwann's large frame.
Deva's Gauntlets (Arms) - Gauntlets specially crafted for Schwann.
Deva's Boots (Legs) - Boots specially crafted for Scwann.
Deva's Helm (Head) - Helmet specially crafted for Schwann.

Lavenda: (Aquired from treasure chests in Terra Tower, Fort Dragonia, the Abyssal Fissure, and the Precursor Ruins during Act 4.) (Increases Magic by 20.)

Dragon God's Vestments (Body) - Qipao blessed by the Black and White Dragons.
Dragon God's Ringbands (Arms) - Armbands blessed by the Red and Blue Dragons.
Dragon God's Tonban (Legs) - Sacred leggings blessed by the Green and Yellow Dragons.
Dragon God's Eye (Head) - Circlet blessed by the 7th Moon Dragon.

(Magil has no Ultimate Armor due to permanently leaving at the end of Act 3.)

-----------------------
Other Armor
-----------------------

Roas:

Rebel's Coat (Body) - Futuristic coat for freedom fighters.
Rebel's Bracers (Arms) - Futuristic arm guards for rebel fighters.
Rebel's Greaves (Legs) - Futuristic plate boots for rebel leaders.

Fin:

Rebel's Blazer (Body) - Stylish and sexy jacket for freedom fighters.
Rebel's Gloves (Arms) - Sleek gloves for rebel fighters.
Rebel's Boots (Legs) - Long boots for rebel mascots. (Don't call her that to her face, though.)

Elemental Armor:

Red Plate (Body) - Absorbs Red Elements and Magic.
Blue Plate (Body) - Absorbs Blue Elements and Magic.
Green Plate (Body) - Absorbs Green Elements and Magic.
Yellow Plate (Body) - Abosrbs Yellow Elements and Magic.
Black Plate (Body) - Abosrbs Black Elements and Magic.
White Plate (Body) - Absorbs White Elements and Magic.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 08, 2012, 02:37:45 pm
Potential Game Mechanics

(If only I had the patience and knowledge to create code so that these ideas could become reality. Oh well, a man can dream.)

(Chances are, I'll probably be repeating a lot of these points when I write up the Tutorial dialog, but I wanted to get these done.)

-----------------------
Damage Types
-----------------------

Party Members have the normal stats of defense and magic defense. Simple bread and butter. However...

There are four different damage types that enemies can be affected by.

Physical Attacks - Attacking an enemy with your equipped weapon. Basic.

Element Attacks - Your normal magic attacks. The way Elements would work in this is a bit different from Cross, but more on that later.

Physical Techs - Harder hitting than normal physicals. Some come with an affinity while others can hit multiple times. Uses MP, so they're more situational.

Magical Techs - Far more potent than Elements, but far more costly. Hit a foe's opposite Innate and watch the fireworks.

That's right. Four different damage types. Not only do enemies have defense and magic defense, they also have tech defense stats for physical and magical Techs.

In short, some enemies are resistant to Elements, some are resistant to Physical Techs, and so forth.

In my personal experience, Chrono Cross, and arguably Chrono Trigger before it, eventually fell into the trap of certain attacks eventually becoming obsolete. By the end of Cross, aside from the odd Tech or Summon for Shiny Material farming, did you really need to cast Elements anymore? Especially once Serge gets the Mastermune?

And how many Gold Studs did you equip in Trigger and spam that 20MP SINGLE TECH over and over? Why did Double and Triple Techs become left by the wayside? Though Trigger did have more going for it with at least a couple of different endgame strategies, with Frog Squash/Dino Tail and the Fury Band/Rainbow <- (guilty) combo.

This damage system (hopefully) would force one to think more strategically, with no one attack type ever becoming obsolete. And each one has it's own strengths and drawbacks, but I'll get to that later.

----------------------------
Element Drive
----------------------------

*rubs hands together*

To anybody who's been following this topic from the beginning, I've been alluding to this for some time.

The Element Drive system would replace the old circular Element Guage from Cross. Instead, there is a bar that fills whenever you use an attack with an elemental affinity with that particular color. Due to the new way that Elements work, this may be easier than it was in Cross. Fill up the bar with one color, and...

Hello, Element Drive! From here on, the bar will gradually decrease as you take actions, and the field will change slightly in appearance (wind dancing around during a Green Element Drive, for example). Not only that, all Elements of that color will be instantly charged after use, and will become stronger as well. There are other beneficial effects, too.

But wait! I haven't told you the best part! Having a character in the battle party with the same innate as the Drive will put them into a sort of Super Mode (in Lark's case, he even transforms into a different form during a Red Element Drive). Their stats increase during the duration and so do their battle options. This is the only way for a character to use their Personal Summon or their Ultimate Tech. Enemies with the opposite color innate will also be weakened.

However, it's not without it's downside. The above goes for enemies, as they can get supercharged as well. Allies with the opposite innate color will have their stats lowered.

In short, weigh your options. Do you power up an ally at the possible risk of weakening another? Do you fire volley after volley of supercharged Elements? Or do you go for the Big Guns?

One day, I'd love to see this reach fruition in an official Chrono game... Oh well.

------------------------
Attacking and Stamina
------------------------

Attacking would basically be the same as in Chrono Cross. Light, Medium, and Heavy attacks with increasing hit percentages per successful attack, expending stamina for each attack. No big deal, right?

Stamina, on the other hand, is a bit different this time around. In Chrono Cross, every character had 7 Stamina, and that was it. In this game, how much stamina you start with depends on the character. Then, every 10 levels, you gain an extra point of Stamina, up to 10 by level **. Certain accessories and equipment can increase this number further.

This means that you can attack more times in one turn, cast stronger elements, and still have stamina left over for a Tech. However, you can still go into negative stamina, and if you're not careful, you may use up more stamina than you can recover in one turn. With poor planning, it's possible for a character to miss up to three turns.

Certain items can restore lost stamina, as well as most healing-based Dual Techs.

----------------------------
Elements and the Element Grid
----------------------------

In Crono Cross, Elements could only be used once per turn, and could not be recharged until the end of battle, except by using certain rare consumables and Techs. And they would use up ALL of your stamina.

This would no longer be the case. As Elements are classified as magic attacks, as long as you have enough Element Power in your Grid and enough Stamina, you can cast multiple Elements in one turn. Say for instance you had 5 Element Power and 5 Stamina; You could cast five Fireballs, Photonrays, Aquabeams, etc. Of course, Element Power and Stamina are linked. A level 4 Element would cost 4 Stamina.

The next big change is that Elements automatically recharge because they're now attacks. Of course, how quickly they recharge depends on the Element's level; A Bushwhacker Element recharges instantly compared to an Aeroblaster, which would take a bit longer.

Expanding on Cross' system of attacking then using an Element, you can go back and forth between the two in a single turn. This is called a Cross Combo, which I'll point out in more detail later.

Due to Items and Techs making a return, I figured Healing And Consumable Elements were no longer necessary.

Support Elements (HiRes, Strengthen, etc.) make a return. Because Elements and Techs are separate attack types, Support Elements stack with Support Techs (Strengthen and Lark's War Cry, for example).

As for the Element Grid, it's mostly the same as in Cross, with a max Element Level of 8, except that every character's grid is unique.

----------------------
Cross Combo
----------------------

Cross Combos are basically switching between physical attacks and Element attacks in one turn. Certain enemies will have barriers that will reduce ALL damage to single-digits. Cross Combos can disrupt these barriers so you can attack them normally.

Another aspect of Cross Combos is Chaining. Every hit you make during a Cross Combo increases the Chain count. The higher it goes, the more damage you do. You can even switch to an ally mid-attack and have them continue the chain.

Enemies will not take this abuse lying down and will interrupt your chain sooner or later. If they are with other enemies, it's a guarantee. Certain Elements and accessories will lower the chance of interruption, but once you get to a higher count, it's best to end the combo either by defending or using a Tech.

----------------------
Summons
----------------------

There are a total of 12 equippable Summon Elements, just as there were in Cross. Some have been added, others removed. Level 7 Summons can be used when the Element Guage is 50% full, Level 8 Summons can be used at 75%.

And then there are Personal Summons.

Each character has a patron Summon that can be unleashed during an Element Drive. The other two members will leave the battle once a Personal Summon has been called. The summon will fight alongside their charge, and you can input commands for them. They can take damage and must be healed to keep them in the fight. Since all of their attacks have their Element Affinity, the Drive takes longer to empty.

If your character is incapacitated, they will revive you and immediately disappear from battle. They will immediately disappear if their HP falls to 0. In either case, the character loses concentration and cannot act for the next few turns, leaving them at the enemies' mercy until your party members return to battle.

Recalling a Personal Summon at a certain point in the Element Drive will cause that Summon to use a super-powerful Dual Tech with your character.

Enemies killed by any Summon drop Shiny Materials used in forging Rainbow Shell equipment.

----------------------------
Techs, Tech Points, and the Growth Tree
----------------------------

Techs make a return to the forefront. When an enemy is too fast to hit with physical attacks, or when an enemy deploys a barrier to absorb Elements, or if you just want to lay waste to a group bunched up in the corner of the battlefield, that's when you bring these out.

Single Techs you'll probably use most often, but Dual and Triple Techs are now more powerful, with some inflicting multiple hits or even exceeding the Damage Limit of 9999. This actually makes them remotely viable. What a concept!

Of course, like all good things, there are drawbacks. Techs cost both MP and Stamina, and using a Tech will end your turn, regardless of how much Stamina you have remaining. Not only that, but even the most basic of Techs costs at least 7 Stamina. So weigh your options.

Moving on...

Tech points are not gained at the end of battle, but collected during battle as soon as you defeat an enemy. Of course most enemies usually give only one or two, but some give you five or ten. Some Techs, because of this, can be learned and used immediately in the middle of battle!

The Growth Tree is where you can actually learn your Techs, among other things. Just choose a node, and that node will receive Tech Points until the skill is learned.

Now, characters gain a natural stat progression as they level up. There are nodes on the Growth Tree with personal skills and stat boosts related to that character type. (Reika has mage-related boosts and skills, Glenn has skills that boost healing, etc.)

------------------------
Ultimate Techs
------------------------

An Ultimate Tech is a special attack unique to only that character. Immensely powerful, they are usually used as a last resort. You can activate a character's Ultimate Tech during an Element Drive, but only when the last 15% of the Element Guage remains.

You can even activate it during your Personal Summon. This counts as a recall. Think about that for a moment.

Using an Ultimate Tech leaves you entirely without Stamina for a few turns, so be careful.
 
------------------------
Items
------------------------

Items make a comeback. Every restorative Consumable Element from Cross is reimagined as items, as well as some brand new ones and a few classics. Tablets, Capsules, and Nostrums restore HP, items such as Ambrosias restore MP, Braces cure Yellow Status Ailments, etc.

Using an item in battle costs no Stamina, but your turn is used up.

------------------------
Weapons, Armor, Shops, Materials, and Forging
------------------------

There are Element Shops and Item Shops around, which are self-explanatory, as well as Equipment Shops, which sell accessories. Equipment Shops are also where you can buy armor, but there's a trick to it.

You have to visit the Forge in each town, and you must have both a base material (Copper, Iron, etc.) and a secondary material based on the character's armor type. (Silks for Schala's gowns, for example.) Once you have the materials, speak to the NPC Zappa (no, not that Zappa) and he'll get to work. Just head to the World Map and come back. He'll be done and you can buy the finished product at the Equipment Shop for a reasonable fee since you provided the materials. Each secondary material will net you all four armors for that set.

The Forge is also where you'll get your weapons. Just speak to Zappa with the necessary materials and Gold, and he'll forge your weapons on the spot.

Characters can equip a weapon, armor for the head, body, arms, and legs, and up to three accessories.

------------------------
New Game and New Game+
------------------------

There are certain things one should know about a New Game. The level cap is 50. Once you reach that level, an entire mass of nodes appears on each character's Growth Tree, starting with Exceed HP/MP Limit. Yet you can't put any Tech Points into it. Why? Why are the HP/MP limits? Why can the damage limit be exceeded? Why are there so many ways to make your characters stronger than they should be for a main game?

The answer is that New Game+ is a lot harder. Enemies receive massive level boosts, and bosses have revamped AI scripts. Every skill and power-up you get will be needed. Thankfully, as with every New Game+ before it, you get to carry over your levels, Elements, Techs, and equipment. And each character can aquire a set of brand new Ultimate equipment to help take on even the hardest of superbosses. Of course, the level cap is removed, as well as the growth tree cap.

You also receive the mighty Time Shifter Key Item. Anyone who's played Chrono Cross will rejoice.

Of course there are multiple endings to this game. However, the Bad Ending is mandatory for the initial playthrough for storyline reasons. And you can't get the extra endings until you get the Normal Ending, also for storyline reasons. There's got to be a Golden Ending somewhere around here, right? And why is everything so much more difficult?

Well, let's just say that there's a reason the Trope is called Earn Your Happy Ending.

---------------------------
Command Sequence
---------------------------

Chrono Saga: To the Sea of Dreams is not just a story about Schala. It's also a story about war, and there will be times during the game where you will be suddenly thrust into command of various groups opposing the militaristic nation of Porre.

Command Sequences are a bit of a genre-shift from RPG to RTS. One of the characters will end up taking the role of Commander and will be responsible for leading your allies to victory. The commander is fixed for each sequence due to storyline purposes.

Your other characters and certain NPCs lead specialized units which must be given commands throughout the battle.

The Commander can move freely over the map, and can engage enemies at any time. They can also choose from specialized units to aid them during combat.

Initiating combat leads to a separate battle screen. Depending on how many turns it takes to win, the enemy could gain ground. Use your allied units to hold them off.

Allied units can be moved to certain locations, useful for ambushing the enemy. Depending on the type of unit they lead and the enemy they fight, your allies can either take the enemy down themselves or struggle. If they struggle, it is up to the Commander to save them.

If an ally is defeated, they start back at the Home Base minus one of their units. If an ally is defeated when they have no units left, the battle will be lost. If an enemy unit reaches Home Base, the battle will be lost. If the Commander is defeated, the battle will be lost.

Thankfully, you can restart the battle with all previous normal enemy units defeated.

The Commander and certain allies will also have access to Area Effect techniques unique to their character type. However, there is a sizable recharge period after use, so know when to use them.

Some battles will have scripted events such as reinforcements or enemy ambushes. Make sure you know how to deal with changing battle conditions.

The battle will be won when you defeat the enemy General or achieve a certain condition. Generals are powerful foes and should be swarmed by your main character allies before initiating combat.

Combat in Command Sequences takes place on a separate screen, with the Commander and four other units (or allies if you're aiding them). Main characters have access to all of the techs they've currently learned. Your units or battle allies have no HP bars, as only the Commander's health matters.

Victory will net you Gold, Experience, Materials, and Tech Points.

-------------------------
Missions
-------------------------

The Zweibreicht Company are, needless to say, mercenaries. As such, they need regular work in order to continue operations... or at least keep themselves fed.

In the towns of San Dorino, Truce, and Termina, there are liaisons from the Mercenaries' Guild with available jobs to undertake in-between major story events. Some missions are simple search or fetch quests, while others offer deeper insight into certain characters, while others are bounty hunts, and some actually tie into the story.

All missions must be completed before you can move on to the next story event, and unlike other games with mission mechanics, they cannot be failed nor are they ranked.

Completing missions will net you money, Tech Points, valuable Elements, and Materials for forging.

-------------------------
World Map
-------------------------

Upon leaving the initial dungeons, you will have access to the world map. Taking cues from Trigger and Cross, there are Towns, Dungeons, and Transition Areas.

With Transition Areas, you must enter through it before you can go anywhere else. After completing a Transition Area once, you can pass through it on the world map safely without entering.

You can save your game anywhere on the world map.

-------------------------
Skits
-------------------------

Taking a cue from Namco's Tales Series, Skits are optional mini-scenes that offer insight to the world, to characters, and generally show the bonds between them.

(Some of them can just be entertaining.)

Skits can be seen at Save Points and by standing near certain landmarks or events.

----------------------------
The Codex
----------------------------

Basically an in-game encyclopedia. One can look through story synopsis by event; mission synopsis; bestiary; tech, element, and summon info; location info; character bios... etc.

Later in the game, you can help Techno reconstruct the original timeline from before it was ruined. Doing so is required for the True Ending. You also get other rewards for completing various sections of the Codex.

-----------------------------
The Developer's Office
-----------------------------

There is no Developer's Ending this time. *Dodges pitchforks.* Instead, the Developer's Office counts as the game's Extras Menu. You can listen to music, watch in-game FMVs, basically anything you can do in the CTDS Extras Menu.

You can also go into the Developer's Office itself, but at the beginning of the game, you may find it to be woefully empty.

Going through the game, you can aquire new tunes and movies, and with every ending you get, more of the Office fills up with people and things. You can bring along up to three of the 7 main characters. Different combinations will react to different things, all in the name of entertainment and relaxation.

Just be sure to avoid the guy who does the 'Reset Gag'. He just may have a nasty surprise waiting. :P

------------------------------------------------

(*phew!* So what do you all think? Would this work? Anyway, I think that's all of it. Let me know if there's something I'm missing.)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: FaustWolf on September 08, 2012, 06:40:04 pm
Quote
One day, I'd love to see this reach fruition in an official Chrono game... Oh well.
I still have to catch up on your script, skylark, but this struck me. Official Chrono game or otherwise, your best characters and most mature writing will live on as long as you keep at your art -- I guarantee it. Huzzah!
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 15, 2012, 07:32:27 pm
World Map Locations

1227 AD:

South Zenan Continent - Porre: The largest, most powerful nation on the planet, and the de-facto ruler of the world. Rose up from humble beginnings as a vassal state of Guardia. However, due to the great distance between them, among other factors, they generally received little to no support from the monarchy. This eventually led to an air of discontent after the millennia.

It was at this time that the nation was approached by a certain man. Offering his knowledge of advanced machines and the promises of liberation, the seeds of rebellion were sewn. With resources from a regrown forest, the backing of a powerful family from the El Nido archipelago,  and the discovery of artifacts known as Elements, the newly-militarized nation would attack Guardia in 1005 AD, leading to a decisive and devastating victory.

Their luck would not last, as their benefactor would disappear during a sudden attack only one year later, and from then on would be caught in a military stalemate until 1115 AD. Their fortunes would change again in the year 1220 AD, as their benefactor would appear before them again. With an even greater show of might, they would wipe the nation of Medina off the map. The rest of the world would soon surrender shortly afterwards...

-----

Dorino Research Labs (Dungeon): One of many research facilities around the world, funded and headed by Porre's Chief Scientist Yarlen Shald. While not the most advanced of laboratories, the Dorino Research Labs had made a few breakthroughs in the matters of Element sciences. Of course, like may of Porre's labs, these breakthroughs are considered mostly for military purposes instead of civilian. There is an underground passageway that connects to the deeper layers of the Dorino Mines.

This facility was destroyed by Lark in an attempt to end a renegade warmech's rampage.

-----

San Dorino Village (Town): A sleepy hamlet at the foot of the Denadorite Mountains. Run by a man named Rogek, the town makes its trade in the mining business; More specifically in raw Element deposits and Denadorite ore. These deposites are then refined and sold to Guardia in the north and Porre to the south.

Although the villagers are wanting for little, many share most of the world's disgust with Porre's expansionist policies and the self-entitlement of it's citizens, who almost seem to go out of their way to stomp over their pride. Regardless, Dorinans are a tough breed who see each other as family, and will repay any debt they owe to those who look out for them.

------

Porrean Prison District (Dungeon): Located in the furthest corner of the city of Porre, it is a state-of-the-art detention center housing an equal number of criminals and political prisoners. The cell blocks are a maze of interconnected tunnels, though the wardens of the prisons are granted a method of rapid transit to various sectors.

Situated near the Ark is an arena where prisoners are forced to compete in blood sport for the entertainment and gambling of the nobility. It is also used for private public executions. All in all, nobody has ever been able to escape once incarcerated...

At least, not until a wandering thief and a mercenary assassin were sentenced, anyway.

-----

Fiona's Forest (Transition Area): A forest that sprouted from a desolate wasteland thanks to a woman named Fiona and a group of time travelers. Although it provides an abundance of lumber and other resources, because it had been laid to waste once before, citizens of Southern Zenan are careful not to abuse them.

However, a major roadway was constructed in the middle of it to provide easy access to and from Porre, Dorino, and Zenan Bridge.

----

Denadoro Mountains (Transition Area): A mountain towering above the village of San Dorino. It is home to the Dorino Mines, a branch of the Zweibreicht Company, and was once the resting place of the legendary sword Masamune.

Near the top of the mountain, there is a Kilwala that comes here every few years to take in the sights. As funny as it would be, it would be wise not to kick it off the ledge.

-----

Zweibreicht Company HQ - Dorino (Town): A mountain cabin owned by Glenn Zweibreicht a short ways up into the Denadorite Mountains. The Zweibreicht Company uses this cabin as a base when their work brings them to Southern Zenan.

Lark tends to think the place is too quiet and out of the way though, and prefers to have a room at Dorino's inn/tavern. If only some people could appreciate the simpler things in life...

-----

Dorino Mines (Dungeon): A series of tunnels and shafts within the Denadoro Mountains. Denadorite is its main resource. It is also home to one of the planet's 'Power Spots', making it rich in Elements, so a refinery was constructed inside.

Stories say that the tunnels beneath the mines run far deeper than what's been discovered, perhaps even beneath Porre itself. What other mysteries could be hidden within...?

------

East Cape (Transition Area): A lookout point over the ocean. Nearby lies what was known in the Middle Ages as the Magic Cave.

There was once a Porrean colony in this area, but it was destroyed three years ago. Burned to ashes, and there were no survivors. It would be the first of many colonies attacked by a murderer known as the Bloody Flame...

------

Magic Cave (Dungeon): A cavern that once concealed the path to an ominous tower during the Fiend's War in the Middle Ages. Nowadays, it serves as a hiding place for surviving Mystics after the Purge of Medina.

------

Zenan Bridge (Transition Area): A large bridge spanning the Zenan River, connecting the north and south landmasses of the continent. Security across the bridge is strict, with up to three different checkpoints active at one time.

Recent events at the homeland have forced Porre to lock down the bridge. Travel and trade between Porre and Guardia have been discontinued until the crisis is resolved. Now, things are even worse due to the destruction of the bridge itself...

_________________________

North Zenan Continent - Guardia: Founded by Cedric Guardia in 1 AD, it has stood for more than a millennia as the world's largest kingdom until it was invaded by the then-restructured nation of Porre in 1005 AD. From then, Guardia's fortunes waxed and waned as it struggled to keep up with the times and the loss of its Royal Family.

In the year 1010 AD, Guardia made a shocking counter-attack and sent Porre retreating, rebounding its fortunes. However, the damage had already been done and its sudden influx of prosperity was fleeting at best. In the year 1115 AD, Guardia was finally forced to surrender to Porre completely, becoming a provincial state of the military superpower...

-------

Zenan Plains (Transition Area): A large firtile area within the center of the northern Zenan landmass. The roadway continuing from Porre cuts straight across the plains and leads straight to Truce, although the plains also connect to Manoria and Guardia Forest.

There are various carrier cab 'rest stops' along the central road if one simply wishes to cut through quickly to Truce or the North Zenan Checkpoint. Of course walking the plains, although more dangerous due to various beasts, is an experience of its own.

-----

City of Truce (Town): Capital city of northern Zenan and second largest city in the world, it was spared the fate of the rest of Guardia when Porre officially annexed it in 1115 AD. Since becoming a province of the Empire, it has flourished in prosperity. At least this is how it looks on the outside. The truth of the matter is that although the native Guardia-born outnumber the Porrean settlers 5 to 1, they are considered the minority opinion, even if it looks as if the two are considered equals.

It is a subtle prejudice, a constant reminder that Guardia was the one who lost the war.

-------

Zweibreicht Company HQ - Guardia (Town): A house just off the road near the city of Truce owned by Glenn Zweibreicht. This place could generally be considered the Company's central base of operations, as aside from Porre, Guardia is a central hub to the rest of the world.

Close enough to the city that Lark doesn't mind taking his downtime here. He tends to leave quite a mess when he does, however. Of course, Reika's always more than willing to clean up after him. It's almost sad to watch. Almost.

--------

Vastor Estate (Dungeon): The central seat of power of Guardia's Porrean-born Provincial Governess. The Vastor family ruled as governors since Guardia's annexation in 1115 AD. The large estate was built over was was once Leene Square, in order to erase the last remaining symbol of Guardia's former sovereignity.

Houses a great number of butlers and maids, giving others the impression that the current governess does nothing for herself. Every now and then, the astute observer will occasionally discover a cloaked person on the premises, causing one to wonder if the governess has become involved in something suspect...

-------

Guardia Forest (Transition Area): A wooded area surrounding what was once Guardia Castle. Various monsters make their home the forest, so travelers are wary of stepping foot here. The only ones willing are mercenaries looking for quick coin.

-------

Guardia Castle Ruins (Dungeon): Guardia Castle, once the pride of the kingdom, was laid siege to during the Fall of Guardia. Once boasting a height of multiple stories, housing the headquarters of its military, and an impressive prison complex reserved for the most heinous of criminals, it has now been reduced to its mere foundations and basements.

What's more, word has it that the remains of this once-magnificent castle are haunted by the souls of those slain in the Fall and the subsequent takeover years after, unable to find peace due to their broken dreams. Rumor also tells of a hidden passage in the depths of the castle that connects to Truce's underground waterways. However, no such passage has ever been found, so the stories are treated as mere heresay.

--------

Manoria Village (Town): A rather poor village (at least compared to Truce) situated on the outskirts of the Manoria Forest. It would seem that at first glance, there is nothing interesting or suspect about this little hovel. However, every citizen of this community is either a member of, or is involved with, the Radical Dreamers. The village itself is more or less a ruse to keep Porrean soldiers from discovering the whereabouts of the Dreamer's central headquarters.

------

Manoria Forest (Dungeon): A gladed path surrounding Manoria Cathedral. The main road is fraught with monsters... however, this serves a purpose. As the Cathedral is the Radical Dreamer's central base of operations, the members take carefully crafted hidden side paths to go to and from the nearby village, leaving overly curious or investigative Porreans to risk monster attack.

------

Manoria Cathedral (Town): Constructed in 400 AD, this building was constructed for the masses to practice their faith, receive holy blessings, and even to hold marriage ceremonies. However, things changed in 600 AD when the Fiend general Yakra would wipe out the clergy under cover of darkness, his forces impersonating its staff. After Yakra's machinations were discovered and he was slain by a cursed knight, many people were wary of even approaching the building.

Eventually, it was abandoned completely, ironically making it the perfect base of operations for the Radical Dreamers in 1227 AD.

--------

Aquarius Labs (Dungeon): A Porrean laboratory in the middle of the ocean at the center of the world. Strange warmechs and other such things are seemingly created there. At first glance, it seems to be like any normal off-shore lab, but then when one goes deeper...

Connected to the lab above is an underwater facility built around a decayed and ancient structure. Within it are the results of some of Porre's darker experiments, not to mention a feeling of a lingering grudge born from some sort of tragedy...

-----

Underground Channel/Truce Sewerways (Dungeon): Sewers beneath the city of Truce. Within are a surprising amount of secret passages, including one that supposedly leads to Guardia Castle.

Rumors say that the last child of Guardia's Royal Family was spirited away through these passages during the Fall of Guardia, but there is no tangible proof of these claims.

_________________________

Continent of Choras: Located to the west of Southern Zenan, Choras is it's own sovereign state, but is staunchly allied with Porre. In olden times, it produced carpenters of great skill. Nowadays, it has become a mighty merchant nation, responsible for distributing most of the world's wealth. Enough so that it is whispered that whoever gains control of Choras gains control of the world.

Within the last twenty years however, a strange and deadly epidemic has befallen the continent...

----------------------

Village of Soran (Town):

City of Choras (Town):

Port of Zaineheim Ruins (Dungeon):

Galbanni Mansion (Dungeon):

Ghost Ship (Dungeon):

________________________

El Nido Archipelago: A nation of islands somewhere among the Zenan Seas formed around 10,000 BC. In 1005 AD, the regional lord of the time was asked by a fledgling Porre to join them in conquering Guardia. Seeing this as his best chance to flex his army's muscle, he sent his best men to aid in their endeavor.

In 1020 AD, the Dragoon's service to Porre was repaid with betrayal. Porre invaded the city of Termina and Viper Manor, and nearly subjected the General's daughter Riddel to torture. Thanks to the efforts of Norris and Serge, Porre was forced to pull out of the manor.

To this very day, even though relations with Porre seem smooth on the surface, the Viper Clan and the Acacia Dragoons have never forgotten or forgiven Porre's treachery...

---------------------------------

City of Termina (Town): A bustling port city under the watchful eye of the Viper Clan. Its citizens hold complete loyalty towards the Acacia Dragoons. It is the only city in the archipelago that holds vessels large enough to withstand the rough currents to and from the island nations, and regularly holds trade with Choras. It is also the home of the blacksmith Zappa and his family's famous forge.

---------------------------------

Zweibreicht Company HQ - El Nido (Town): A seaside dwelling overlooking the ocean owned by Reika Onin. Recently purchased, it has become the Zweibreicht Company's newest branch, although Reika had hoped it would eventually become a quiet home for her and Lark.

The only problem is that one would have to clear the Nus off with a broom on a regulars basis. For some reason, Schala actually seems to like the damn things. Who knew?

---------------------------------

Shadow Forest (Dungeon):

Viper Manor (Town):

Fossil Valley (Transition Area):

Arni Village (Town):

Hydra Marshes (Dungeon):

Guldove (Town):

Terra Tower (Dungeon):

Water Dragon Isle (Dungeon):

Earth Dragon Isle (Dungeon):

Gaia's Navel (Dungeon):

Isle of the Damned (Dungeon):

Mount Pyre (Dungeon):

Fort Dragonia (Dungeon):

Marbule (Town):

__________________________

Medinan Continent: Founded an unspecified number of years ago, the Medinan continent was home to a race of demons, known to common people as Fiends or Mystics. After the wars of 600 AD and the deposing of Ozzie by a group of time travelers, the remaining Mystics had vowed to abolish their more barbaric traits. By 1000 AD, trade had begun with the kingdom of Guardia, and it looked as though the future of Medina would be a bright one.

Everything changed after the Fall of Guardia. Realizing the society Porre would create had no place for non-humans, the Mystics slowly built up their defenses, eventually becoming a nation that would rival Porre. During the years after Guardia's counter-attack on Porre, they would discover large chambers and hidden passages beneath the northern ruins. They would find ancient magic armaments, among them being a large Rune Cannon, which they would reconstruct within their capital by 1120 AD.

The initial test-firing was a disaster, as the power of the ancient weapon was too much for their spellcasters. The majority of the continent was transformed into a desert in the space of a single night. However, the Mystics were a strong, resilient people, and would soon adapt quickly to the change in conditions. In the following years, they would succeed in holding off Porre many times... but in the year 1220 AD, the gates of their capital would be opened from within, granting access to the Immortal Emperor and his waiting armies. With this, the nation of Medina was swallowed up by the times...

-----------------------------------

Medina Desert Wastes: (Transition Area)

City of Medina: (Town)

Medina North Oasis: (Town)

Porrean Military Outpost: (Dungeon)

Northern Ruins: (Dungeon)

Fortress Ruins: (Dungeon)

Heckran Cave: (Dungeon)

Abandoned Hut: (Town)

Abyssal Fissure: (Transition Area)

-------------------------------

Other Areas of the World:

Precursor Ruins: (Dungeon)

Zeal Ruins: (Dungeon)

Sun Palace: (Dungeon)

Dark Palace Ruins: (Dungeon)

------------------------------------

2486 AD:

Braugnwein Residence: (Town)

Chronopolis: (Town)

Termina Dome: (Town)

El Nido Highway: (Transition Area)

Geno Dome: (Dungeon)

Balthesar's Lab: (Dungeon)

--------------------------------

End of Time: (Dungeon)

Gaspar's Space: (Town)

--------------------------------

12,001 BC:

Kajar: (Town)

Zeal Palace: (Town)

Underneath Zeal: (Dungeon)

Zeal Core: (Dungeon)

--------------------------------

1025 AD:

Kid's Villa (Town):

--------------------------------

Final Areas:

Porre: (Dungeon)

Ark of the Black Lion: (Dungeon)

Corrupted Zeal/Parasite Palace: (Dungeon)

Angra Mainyu (Final Dungeon): It is an old Zealian legend, first told upon discovering the Dreamscape. Within the Tessaract, at the very center of the Dead Sea, lies the terminus station of Angra Mainyu. All of the flotsam of discarded timelines winds up inside the eye of the storm. It is a blighted hellscape where logic and reason have no place. Only dreamers dare enter, as for mortals to wander its halls would mean to stare into the very face of madness. For the living, for the corporeal... it is the only path to the shores of Zurvan.

Gate of Ahura Mazda: (Final Battlefield 1)

Zurvan Shores: (Final Battlefield 2)

(To be modified later)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 15, 2012, 10:03:03 pm
Summon List

(Note: All attack Summons and Personal Summons attack all enemies and can exceed the Damage Limit)

---------------------------
Summon Elements
---------------------------

Red:

Red Wolf - The Red Wolf summons a tidal wave of flame.

Bishamon - Avatar of war boosts attack attributes. (Permanent Genius, Strengthen, and Eagle Eye effect)

Blue:

Blue Whale - The Blue Whale emerges from glacial waters.

Frog Prince - The Frog Prince summons powerful geysers.

Yellow:

Golem - Earth spirit flattens foes.

Thunder Snake - Flying snake electrifies foes.

Green:

Sonja - Forest Dryad attacks foes with poison spores. (Chance to inflict Poison status)

Quetzal - Bird-god of wind blows foes away.

Black:

Mothership - UFO cremates enemies.

Grim Reaper - Avatar of Death destroys foes. (Chance of Instant Death)

White:

Unicorn - Unicorn casts a protective light. (Permanent Hi Res, Nimble, and Strong Minded effect)

Souleon - Light-being of the sun annihilates foes.

----------------------------
Personal Summons
----------------------------

Schala - Masamune (Aquired in Act 3)

Dream spirits that inhabit Schala's sword. Dual Tech: Grand Dream

Lark - Salamandine (Aquired in Act 2)

An unidentifiable being made of living flame. Dual Tech: Lance Blazer

Glenn - Djinn Sisters (Aquired in Act 2)

Twin genies with mastery over the winds. Dual Tech: Perfect Shot

Reika - Leviathan (Aquired in Act 2)

A giant serpentine being made entirely of water. Dual Tech: Absolute Zero

Gilbert - Enforcer (Aquired in Act 3)

An assassin encased in deepest shadows. Dual Tech: Black Dream

Laura - Seraphs (Starts with it)

An army of Heaven serving out a birth contract. Dual Tech: Final Charge

Scwann - Wukong (Starts with it)

A gigantic ape made of stone. Dual Tech: Earth God Cleaver

Lavenda - Dragon Shadow (Acquired in Act 3.)

An eidolon of the Dragon God summoned through a dark ritual. Dual Tech: Dragon's Curse
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 16, 2012, 03:30:55 pm
Status Effects

(Note: Special Thanks to Alfadorredeux for helping me out with this one.)
--------------------
Positive Status
--------------------

(Note: The stat buffs such as Attack Up are Element Status effects. Techs such as Lark's War Cry are Tech Status effects. Since they are different attack types, they stack.)

Attack Up - Increases Attack and Physical Tech power.
Defense Up - Increases Defense power.
Magic Up - Increases Element and Magical Tech power.
Resistance Up - Increases Magic Defense power.
Evade Up - Increases chance to dodge attacks.
Accuracy Up - Increases Hit%.

Regen - Gradually restore HP every turn.
Auto-Revive - Revives when HP reaches 0.
Vigor - Temporarily stop Stamina consumption.
Permanence - All stat buffs become permanent.
Shield - Physical Attacks are negated.
Barrier - Magical Attacks are negated.

-------------------------
Status Ailments
-------------------------

(Note: Most status effects will fade with time. Others persist after battle.)

Confuse (Green) - No control over actions. May attack allies.
Poison (Green) - Gradually lose HP with each turn. Moving decreases HP outside of battle.
Anti-Green (Green) - Unable to use Green Elements or Techs.
Accuracy Down (Green) - Lowers Hit%.

Fear (Red) - Become more susceptible to Critical Hits.
Burn (Red) - Defense power is halved. (Stacks with Defense Down) Take more damage from Traps outside of battle.
Anti-Red (Red) - Unable to use Red Elements or Techs.
Strength Down (Red) - Lowers Attack and Physical Tech power.

Frozen (Blue) - Cannot act for 1 turn. Attacks made against you will become Criticals for 3 turns afterward.
Flu (Blue) - Gradually lose MP with each turn. Controls are switched outside of battle.
Anti-Blue (Blue) - Unable to use Blue Elements or Techs.
Evade Down (Blue) - Lowers chance to dodge attacks.

Stop (Yellow) - Cannot act for a certain number of turns.
Sprain (Yellow) - Attack power is halved. (Stacks with Strength Down) Running is impossible outside of battle.
Anti-Yellow (Yellow) - Unable to use Yellow Elements or Techs.
Defense Down (Yellow) - Lowers Defense power.

Blind (Black) - Hit% lowers after each attack, regardless of success.
Curse (Black) - Stamina is lowered when hit.
Anti-Black (Black) - Unable to use Black Elements or Techs.
Magic Down (Black) - Lowers Element and Magical Tech power.

Sleep (White) - Cannot act at all until awoken by a physical attack or item.
Fatigue (White) - Consume more stamina than normal.
Anti-White (White) - Unable to use White Elements and Techs.
Resistance Down (White) - Lowers Magic Defense power.

------------------------
Unique Status
------------------------

Seal - Unable to use Elements or Magical Techs for a certain number of turns. Affects allies and enemies both.
Magnify - Magic power is increased by 1.5.
Diminish - Magic power is decreased by 1.5.

Demon State - Stats are doubled. Every attack becomes a Critical Hit. Capable of absorbing Red Elements. Lasts until the end of a Red Element Drive. Unique to Lark.

Provoke - Enemy attacks and magic are drawn towards the caster for a certain number of turns.  Past level 50, boost to Defense and Magic Defense is aquired. Unique to Laura.

Shut Down - Cannot act for 3 turns. Regen status bestowed, but all defense is lowered by x3. After 3 turns, Reboot status bestowed. Unique to Gilbert.

Reboot - All HP, MP, Stamina, and Element Power is recovered. Regen, Permanence, Vigor, and Auto-Revive status bestowed. Attack Up, Defense Up, Magic Up, Resistance Up, Evade Up, and Accuracy Up are bestowed. Unique to Gilbert.

Peerless - All stats maxed. Permanent Auto-Revive. Immune to Status Ailments. Unique only to Roas during Schala's prologue.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: alfadorredux on September 16, 2012, 04:13:04 pm
Blind (Black) - Physical attacks will always miss, regardless of Hit%.

This seems like an unusually severe penalty—in most RPGs, blind status halves to-hit. If you think that's too wimpy, a 90% reduction might be appropriate (even in Real Life, if you flail around randomly while blindfolded you will occasionally hit something). No chance of hitting at all might result in a sudden-death situation for no good reason if the party can't flee and can't cure the status.

Fear (Red) -
Burn (Red) -
Sprain (Yellow) -

Am I to understand that you're not quite sure what to do for these? How about:

Fear (Red) - The character will not take any aggressive action (attacks, attack spells, elements, or items, aggressive techs), but will still perform healing or defensive actions. Or, alternatively, the character tries to flee the battle.

Burn (Red) - The character takes damage if they perform an action (but not if they just defend).

Sprain (Yellow) - Character takes twice as long to perform actions, AKA slow.

Alternatively, move Confuse to red, and ditch 1-3 of the other effects, resulting in only one status for each colour (or 1 for R/G/Y/Blue and two for Black and White, or one for each colour plus one that's considered either pure physical or "multicoloured").
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 16, 2012, 08:29:30 pm

This seems like an unusually severe penalty—in most RPGs, blind status halves to-hit. If you think that's too wimpy, a 90% reduction might be appropriate (even in Real Life, if you flail around randomly while blindfolded you will occasionally hit something). No chance of hitting at all might result in a sudden-death situation for no good reason if the party can't flee and can't cure the status.

-snip-

Am I to understand that you're not quite sure what to do for these? How about:

Fear (Red) - The character will not take any aggressive action (attacks, attack spells, elements, or items, aggressive techs), but will still perform healing or defensive actions. Or, alternatively, the character tries to flee the battle.

Burn (Red) - The character takes damage if they perform an action (but not if they just defend).

Sprain (Yellow) - Character takes twice as long to perform actions, AKA slow.

Alternatively, move Confuse to red, and ditch 1-3 of the other effects, resulting in only one status for each colour (or 1 for R/G/Y/Blue and two for Black and White, or one for each colour plus one that's considered either pure physical or "multicoloured").

Well, I was just going to go with the Chrono Cross versions of the effects, but didn't have enough time to get them put down. Looks like they worked out pretty well.

And yeah, I wanted blind to be different from Accuracy Down, but I think the compromise I came up with fits even better, so thanks. :)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 17, 2012, 03:26:50 pm
Item List

-----------------------
Restorative
-----------------------

Tablet - Restores 50 HP.
Capsule - Restores 200 HP.
Nostrum - Restores 500 HP.
Vitamin - Restores 1200 HP.
Health Potion - Restores all HP.

Honey Pill - Restores 10 MP.
Passion Fruit - Restores 30 MP.
Nectar - Restores 80 MP.
Ambrosia - Restores 150 MP.
Ether - Restores all MP.

Stamina Drop - Restores 3 Stamina.
Stamina Pill - Restores 5 Stamina.
Stamina Bar - Restores 7 Stamina.
Stamina Drought - Restores 10 Stamina.

Nature Salve - Restore 4 levels of Element Power.

Recharger - Instantly recharges a single Element.

Life Powder - Revives a fallen ally.

Elixir - Restores all HP, MP, and Stamina.
Megalixer - Restores all HP, MP, Stamina, and Element Power for all allies.

Shelter - Restores party's HP and MP at Save Points or the World Map.

Brace - Heal Yellow Status Ailments.
Medicine - Heal Blue Status ailments.
Ointment - Heal Red Status Ailments.
Antidote - Heal Green Status Ailments.
Black-Out - Heal Black Status Ailments.
White-Out - Heal White Status Ailments.
Panacea - Heal all Status Ailments.

-----------------------
Attack
-----------------------

Fear Gas - Inflicts Fear status.
Molotov - Inflicts Burn Status.
Quaffid Seeds - Inflicts Confusion Status.
Poison Bomb - Inflicts Poison Status.
Sleep Grenade - Inflicts Sleep Status.
Draining Circle - Inflicts Fatigue Status.
Frost Bomb - Inflicts Frozen Status.
Syringe - Inflicts Flu Status.
Shock Grenade - Inflicts Stop Status
Bolas - Inflicts Sprain Status.
Ink Bomb - Inflicts Blind Status.
Mojoy Doll - Inflicts Curse Status.

-------------------
Stat Gain Items
-------------------

Power Tab - Permanently increases Strength by 1.
Magic Tab - Permanently increases Magic by 1.
Speed Tab - Permanently increases Agility by 1.
Guard Tab - Permanently increases Constitution by 1.
Hit Tab - Permanently increases Accuracy by 1.
Mystic Tab - Permanently increases Resistance by 1.
Lucky Tab - Permanently increases Luck by 1.
Stamina Tab - Permanently increases maximum Stamina by 1.
Life Tab - Permanently increases maximum HP by 50.
Arcane Tab - Permanently increases maximum MP by 10.

------------------------
Key Items/Other Items
------------------------

Schala's Pendant - A pendant found alongside Schala. Seems to have a strange power.

Lark's Amulet - A keepsake passed down through Lark's family for generations.

Codex - A futuristic information and communication device given to Schala for her mission.

Mercenary's Badge - Proof of membership of the Zweibreicht Company.

Bronze Voucher - Turn into the nearest NuMamonja's for a year's supply of free toilet paper!!

Silver Voucher - Turn into the nearest NuMamaonja's for your very own singing Gato!!

Gold Voucher - Turn into the nearest NuMamaonja's for a free Jet Bike!! (Offer not accountable until 2300 AD.)

Platinum Voucher - Half off all Accessories at your nearest NuMamonja's!! (Offer good only for our 'valued' customers.)

Race Log - Records your best race times against Johnny.

Safety Gear - A set of clothing that keeps one safe from natural hazards. (Prevents poison, flu, burns, and sprains from being inflicted by traps.)

Runestone Key - An artifact required to pass through sealed gates in the Northern Ruins.

Mop - A gift from a Nu. The mightiest of all weapons.

Schala's Favor - A trinket given to Lark symbolizing a promise to stay alive.

Time Shifter - Special device used to speed up time.

Black Fragment - A fragment of the Chrono Cross. Aquired from a reality where the future refused to change...

White Fragment - A fragment of the Chrono Cross. Aquired from a reality where the world was saved, but at a great sacrifice...

Red Fragment - A fragment of the Chrono Cross. Aquired from a reality where the wicked flame burned all in its path...

Yellow Fragment - A fragment of the Chrono Cross. Aquired from a reality where a magic kingdom continued to flourish...

Green Fragment - A fragment of the Chrono Cross. Aquired from a reality where machines came to rule the world, led by a mighty colossus...

Blue Fragment - A fragment of the Chrono Cross. Aquired from a reality where an immortal queen rules the world with fear...

Unstable Dragon Tear - The powers within can cause great harm if not used cautiously.

Chrono Cross - A 'seventh' Element capable of unifying thoughts and feelings into harmony.

--------------------------
Materials
--------------------------

Base:

Copper - A simple lump of copper. Not the best, but better than bone.

Iron - A lump of iron ore. Used in just about everything these days.

Mythril - A lump of mythril silver. It doesn't get shiny until it gets refined.

Denadorite - An ancient stone harder than any known metal. Gives a weird prehistoric vibe.

Rainbow Shell - A strange, almost otherworldly material. Weapons and armor made from this are without peer.

Secondary: Silk

Silk - Soft and smooth. Unsurprisingly expensive.

Velvet Silk - A red-hued fabric. Soft enough to want to sleep in.

Fibresteel Silk - Futuristic techniques weave metal alloy into a soft and surprisingly sturdy material.

Ancient Silk - Magic fabric from a lost civilization. Makes a certain party member feel homesick.

Purified Silk - Fabric washed in holy water and blessed by sacred power.

Secondary: Leather

Leather - Rough animal hide. Smells just a bit funny.

Chromed Leather - Double-stitched hide. Makes it more durable.

Fibresteel Leather - Alloy weaved into a tough hide. Hate to imagine what the cow would look like...

Reptite Leather - Sure, just defile an extinct precourser race. They won't mind. Really!

Blood Leather - Something tells me we shouldn't ask where they got the blood...

Secondary: Cloth

Cloth - Simple stitched fabric. Kind of itchy.

Rigid Cloth - Reinforced cloth. It's about as effective as the average grunt.

Fibresteel Cloth - Alloy weaved into clothing. Surprisingly durable.

Holy Cloth - Used by the priesthood. Smells like church.

Manly Cloth - Created BY men, FOR men. Let your manliness flow!!

Secondary: Feathers

Cotton: Simple cotton bolls, found in any field or beginning adventuring area.

Rose Cotton Down - The best cotton available. Just be sure to pick out the thorns.

Griffon Down - Moltings from growing Griffon chicks. Softer than most pillows.

Phoenix Feather - Well, not feathers, but the other thing. We don't want to get sued.

Angel's Down - The softest material on the planet. Somewhere, there's a Seraph with paper bags over its wings...

Secondary: Alloy

Alloy - A mysterious malleable metal. Can take a variety of shapes.

Superalloy - Futuristic supermetal. Malleable enough to weave into fabric.

Hyperalloy - A refined supermetal. Can be molded into anything.

Omega-alloy - A supermetal with regenerative properties.

Secondary: Pelt

Animal Pelt - Just a regular pelt from a wild beast. Pretty ho-hum.

Silver Pelt - Pelt from a shining beast. Try not to catch holy hell.

Magic Pelt - Pelt from a mystic beast. It was probably some Fiend's pet. For shame.

Forbidden Pelt - Pelt from a demonic beast. Pray that the remains don't walk around on their own...

Secondary: Metal

Enhanced Steel - Simple steel twice-refined by metallurgy.

Platinum Steel - More expensive than gold, weaker than silver. Odd...

Moonmetal - A metal said to have fallen from the moon. Has a tendency to attract rabbits...

Starmetal - Metal found within a meteor. Beware of small blue spacemen when handling.

Secondary: Ore

Pure Silver Ore - A nugget of the highest quality Mythril known to man.

Dragonshard Ore - A fossilized stone found deep within ancient Dragovian ruins. Smells like forgotten aspirations.

Dreamstone Ore - A prehistoric material predating... just about everything. How you managed to find some is beyond me.

Secondary: Ancient Scales

Drake Scale - Fossilized scale removed from an ancient dragon mount.

Wyrm Scale - Large scale broken off from a mighty serpent.

Dragon Scale - Runic-infused scale from a giant dragon.

------------------------------
Common Materials
------------------------------

Bone - Monster's bone. Why was this considered a base material again?

Humour - Monster's bodily fluids. As disgusting as it sounds.

Carapace - Monster's carapace shell. The cause of many a stubbed toe.

Scale - Monster's scale. No, they do not make a pretty necklace.

Eyeball - Monster's eyeball. A big hit at the parties.

Feather - Monster's feather. Never was there a more popular clothing decoration.

Screw - Machine's screw. If only these fell off during battle...

Seed - Plant's seed. It will either grow fruit or death.

Fur - Monster's fur. You'd have to be insane to make a coat out of this.

Fang - Monster's fang. For all your tribal accessories.

------------------------------
Shiny Materials
------------------------------

Shiny Sand - Legendary material of the Yellow element.

Shiny Soot - Legendary material of the Black element.

Shiny Ember - Legendary material of the Red element.

Shiny Leaf - Legendary material of the Green element.

Shiny Salt - Legendary material of the White element.

Shiny Dew - Legendary material of the Blue element.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 19, 2012, 03:23:41 pm
Accessory List

--------------------------------
General Stat Boosters
--------------------------------

Power Glove - Raises Attack by 1. (Lark joins equipped with one.)
Dragoon's Gauntlet - Raises Attack by 3. (Schwann joins equipped with one.)
Power Seal - Raises Attack by 5.

Sky Djinn's Ring - Raises Magic by 1.
Magician's Contract - Raises Magic by 3. (Magil joins equipped with one.)
Magic Seal - Raises Magic by 5.

Shin Guard - Raises Defense by 1.
Pauldron - Raises Defense by 3. (Laura joins equipped with one.)
Chest Protector - Raises Defense by 5.

Saint's Armlet - Raises Magic Defense by 1. (Reika joins equipped with one.)
Angel's Armlet - Raises Magic Defense by 3.
Heaven's Armlet - Raises Magic Defense by 5.

Dancing Shoes - Raises Evade by 1.
Kung-Fu Shoes - Raises Evade by 3.
Running Shoes - Raises Evade by 5.

Silver Loupe - Increases Hit by 1. (Glenn joins equipped with one.)
Sight Scope - Increases Hit by 3.
Sniper's Eye - Increases Hit by 5.

Dragoon's Honor - Increases Attack, Hit, and Magic by 3. (Schwann joins equipped with one.)
Dragoon's Glory - Increases Attack, Hit, and Magic by 5.
Dragoon's Strength - Increases Attack, Hit, and Magic by 7.

Defender - Increases Defense, Magic Defense, and Evade by 3.
Protector - Increases Defense, Magic Defense, and Evade by 5.
Guardian - Increases Defense, Magic Defense, and Evade by 7.

Bronze Earring - Increases maximum HP by 50. (Laura joins equipped with this.)
Gold Earring - Increases maximum HP by 200.
Earring of Light - Increases maximum HP by 500.
Earring of Hope - Increases maximum HP by 1000.

Silver Chain - Increases maximum MP by 15.
Gold Chain - Increases maximum MP by 30. (Lavenda joins equipped with this)
Platinum Chain - Increases maximum MP by 50.
Magus' Chain - Increases maximum MP by 100.

---------------------
Status Resistance
---------------------

Anti-Toxin Cap - Prevents Poison.
Clarity Cap - Prevents Confusion.
Forest Charm - Prevents Anti-Green.
Green Brooch - Prevents Green status effects.

Medicinal Cap - Prevents Flu.
Anti-Freezing Cap - Prevents Frozen.
Sea Charm - Prevents Anti-Blue.
Blue Brooch - Prevents Blue status effects.

Poultice Cap - Prevents Burns.
Courage Cap - Prevents Fear.
Flame Charm - Prevents Anti-Red.
Red Brooch - Prevents Red status effects.

Plaster Cap - Prevents Sprain.
Tingly Cap - Prevents Stop.
Earth Charm - Prevents Anti-Yellow.
Yellow Brooch - Prevents Yellow status effects.

Sight Cap - Prevents Blind.
Anti-Curse Cap - Prevents Curse.
Daemon Charm - Prevents Anti-Black.
Black Brooch - Prevents Black status effects.

Alarm Cap - Prevents Sleep.
Refreshing Cap - Prevents Fatigue.
Angel Charm - Prevents Anti-White.
White Brooch - Prevents White status effects.

Vigil Cap - Prevents all basic status effects.
Rainbow Charm - Prevents all 'Anti' status effects.

------------------------
Special Effect
------------------------

Silver Stud - Decrease MP consumption by 1/4.
Gold Stud - Decrease MP consumption by 1/2.
Platinum Stud - Decrease MP consumption by 3/4.

Priest's Oath - Increases healing effects by 25%. (Glenn joins equipped with one.)
Doctor's Oath - Increases healing effects by 50%.
Healer's Oath - Doubles the power of healing effects.

Keen Sight - Decreases chances of an enemy interrupting your Cross Combo chain.

Dreamer's Scarf - Begin battle with 1 Element Power.
Dreamer's Sash - Begin battle with 3 Element Power.
Dreamer's Sarong - Begin battle with full Element Power.

Resistance Ring - Decreases the duration of status effects.
Resistance Belt - Decreases the duration of debuffs.

Stamina Ring - Increases Stamina recovery by 1.5.
Stamina Belt - Doubles Stamina recovery.

Element Ring - Increases Element Guage fill rate.
Drive Ring - Element Drives will last longer.

Strike Ring - Adds an extra hit to every physical attack.

Rage Band - 50% counterattack rate.
Frenzy Band - 80% counterattack rate.

Ocean Circle - Physical attacks imbued with Blue Element.
Wind Circle - Physical attacks imbued with Green Element.
Rock Circle - Physical attacks imbued with Yellow Element.
Dark Circle - Physical attacks imbued with Black Element.
Flame Circle - Physical attacks imbued with Red Element.
Holy Circle - Physical Attacks imbued with White Element.

Ozzie Pants - Increases Attack and Defense by 15, but start battle with Blind, Fatigue, Poison, and Fear.
Flea Vest - Increase Magic by 10. (Female only)
Slasher Sash - Increase Evade by 10. (Male only)

Thief's Ring - Increases the success of Pilfer. (Schala only)
Kitty Bell - Increases the success of Charm and Twin Charm. (Reika only)
Thug's Ring - Increases the success of Swipe and Smash & Grab. (Glenn only)
Chivalric Musk - Take damage in place of a female. (Lark only)
Wyvern's Gem - Cast two DoT-based Techs in one turn. (Lavenda only)

Profiteer's Purse - Increase Gold aquired after battle.
Skill Book - Increase Tech Points aquired.
Font of Growth - Increase Experience aquired after battle.

Sunglasses - 25% increase to the power of all attacks.
Moonglasses - 25% resistance to all damage types.
Prismspecs - 50% increase to the power of all attacks and 50% resistance to all damage types.

------------------------
Character Specific - One of a Kind
------------------------

(Note: These accessories cannot be discarded.)

*SPOILER WARNING*

Schala:

Janus' Amulet - Prevents all status effects. Adds 1 extra point of Stamina.
Astral Amulet - Increases critical power of the Masamune, the Dreamweavers, and the Grand-Lanzer.
Lark's Amulet - Increases Attack, Defense, Magic, and Magic Defense by 10.

Lark:

Deveritus Seal - Increases the power of Magical Techs, Elements, and Salamandine.
Schala's Favor - Increases Attack, Defense, and Hit by 10. Adds 1 extra point of Stamina.

Glenn:

Hope's Pendant - Doubles effect of healing items. Adds 1 extra point of Stamina.

Reika:

Sage's Charm - Increases Magic, Magic Defense, and Evade by 10. Adds 1 extra point of Stamina.

Gilbert:

Viper's Seal - Increases Critical Chance by 10%. Adds 1 extra point of Stamina.

Laura:

Guardia's Tear - Increases the power of White and Blue Elements and Techs. Adds 1 extra point of Stamina.

Schwann:

Annette's Charm - Prevents status debuffs. Adds 1 extra point of Stamina.

Lavenda:

Reptite's Soul - Increases Agility, Hit, and Magic by 10. Increases MP by 50. Increases the Damage over Time of DoT-based Techs. Adds 1 extra point of Stamina.

Magil:

Schala's Amulet - Prevents all status effects. (Cannot remove.)

Roas:

Alphard's Amulet - Grants Peerless status. (Cannot remove.)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 19, 2012, 10:03:19 pm
Element List

-------------------------
Attack
-------------------------

Red:

Fireball - Hurls spheres of flame at an enemy. (Target: Single Enemy)
Magma Bomb - Launches a volley of magma balls at foes. (Target: Enemy Group)
Flame Pillar - Burns enemy in a pillar of flames. (Target: Single Enemy)
Magma Burst - Makes lava gush out from beneath foes. (Target: Enemy Group)
Inferno - Heats air to a burning-hot temperature. (Target: All Enemies)
Volcano - Induces an enormous volcanic eruption. (Target: All Enemies)

Blue:

Aqua Beam - Blasts foes with a high-pressure water stream. (Target: Enemy Line)
Ice Lance - Hurls an icicle spear at an unsuspecting foe. (Target: Single Enemy)
Aqua Ball - Hurls a large sphere of water at your opponents. (Target: Enemy Group)
Ice Blast - Freezes your foe in a cage of ice. (Target: Single Enemy)
Deluge - Inundates foes in icy-cold floodwaters. (Target: All Enemies)
Iceberg - Hails large chunks of ice down on foes. (Target: All Enemies)

Green:

Bush Whacker - Slices foe with a cloud of whirling leaves. (Target: Single Enemy)
Aero Saucer - Throws blades of razor-sharp air to slice foe. (Target: Single Enemy)
Bush Basher - Encases foes in a cage of thorny bushes. (Target: Enemy Group)
Aero Blaster - Shoots a sonic blast at your foes. (Target: Enemy Line)
Carnivore - A humongous Venus Flytrap devours foes. (Target: All Enemies)
Tornado - Causes a cyclone that batters foes to bits. (Target: All Enemies)

Yellow:

Uplift - Cuts out and drops a block of stone at a foe. (Target: Single Enemy)
Electro Jolt - Shocks a foe with an electrical discharge. (Target: Single Enemy)
Upheaval - Spears foes with shards of shattered earth. (Target: Enemy Group)
Electro Bolt - Hurls a lightning bolt down on your opponent. (Target: Single Enemy)
Earthquake - Crushes foes beneath giant stone pillars. (Target: All Enemies)
Thunder Storm - Causes a series of thunderbolts to appear. (Target: All Enemies)

Black:

Gravity Blow - Blows away a foe with a ball of pure gravity. (Target: Single Enemy)
Hell Soul - Attempts to remove the soul from a foe's body. (Target: Single Enemy)
Gravitonne - Crushes foes with a supergravity field. (Target: All Enemies)
Hellbound - Sends your enemy on a trip to Hell. (Target: Single Enemy)
Freefall - Drops a foe from the sky at supersonic speed. (Target: Single Enemy)
Black Hole - Sucks everything in the area into a super-vacuum. (Target: All Enemies)

White:

Photon Ray - Shoots a bright laser beam at your opponents. (Target: Enemy Line)
Meteorite - Drops a comet down on an unsuspecting foe's head. (Target: Single Enemy)
Photon Beam - Bombards enemies with an extra-powerful laser. (Target: Enemy Line)
Meteor Shower - Hurls several large asteroids at foes. (Target: All Enemies)
Holy Light - Casts a holy circle. (Target: All Enemies) (Instant Death to Undead)
Big Bang - Causes an explosion of high-density energy. (Target: All Enemies)

-------------------------
Support
-------------------------

Red:

Strengthen - Bestows Attack Up status. (Target: Single Ally)
Weaken - Inflicts Attack Down status. (Target: Single Enemy)
Interrupt Sight - Temporarily stops an enemy from interrupting your Cross Combo Chain. (Target: Single Enemy)

Blue:

Nimble - Bestows Evade Up status. (Target: Single Ally)
Numble - Inflicts Evade Down status. (Target: Single Enemy)
Vigora - Temporarily stop an ally's Stamina consumption. (Target: Single Ally)

Green:

Eagle Eye - Bestows Accuracy Up status. (Target: Single Ally)
Bat Eye - Inflicts Accuracy Down status. (Target: Single Enemy)
Info Scope - View HP and weaknesses of the enemy. (Target: Single Enemy)

Yellow:

Hi Res - Bestows Defense Up status. (Target: Single Ally)
Low Res - Inflicts Defense Down status. (Target: Single Enemy)
Phys-Negate - Bestows Shield status. (Target: Single Ally)

Black:

Genius - Bestows Magic Up status. (Target: Single Ally)
Imbecile - Inflicts Magic Down status. (Target: Single Enemy)
Lock - Bestows Permanence status. (Target: Single Ally)

White:

Strong Minded - Bestows Resistance Up status. (Target: Single Ally)
Weak Minded - Inflicts Resistance Down status. (Target: Single Enemy)
Mag-Negate - Bestows Barrier status. (Target: Single Ally)

-------------------------
Field
-------------------------

Black:

Seal All - Inflicts Seal status.
Diminish - Lowers Magic effectiveness.
Black Field - Fills 50% of the Element Guage with Black.

White:

Magnify - Raises Magic effectiveness.
White Field - Fills 50% of the Element Guage with White.

Red:

Red Field - Fills 50% of the Element Guage with Red.

Blue:

Blue Field - Fills 50% of the Element Guage with Blue.

Green:

Green Field - Fills 50% of the Element Guage with Green.

Yellow:

Yellow Field - Fills 50% of the Element Guage with Yellow.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 25, 2012, 10:15:46 pm
For those who don't check the front page often... Um...

Check the front page. Chances are that I've updated my to-do list and such.

Just thought I'd throw it out there. :oops:
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: Mr Bekkler on September 29, 2012, 11:32:25 am
Three themes per character is overkill, or it would be if you intended to develop your project. The whole point of having a theme is that there's one that fits a given character, place, or moment.

Instead of each character having a "somber" theme and an "action" theme, maybe you should choose a single song for those moments that would play regardless of who's on screen.

I'm not saying it would be impossible to have so many different music tracks, but there's a reason games don't do that. As an example, think of any character in CT and tell me what plays in your head. Their theme plays, obviously, but why? Because it is iconic and singular, it both embodies and defines the character, and the repetition of the one track makes it contextually memorable. If each character had several un-related pieces of music associated with them, the audience might not remember any of it at all.

I guess my suggestion only matters depending on your intentions moving forward. What are you going to do, keep posting on the Compendium just to be done with it, or are you going to make a game? I fear the latter option scares too many people away who are convinced they will never learn something new, that they know everything they were meant to know, and that making something like a game requires years of study or some other great expense. It's simply not true. All it takes is asking the right people to help with specific tasks that push the workflow forward to completion. And patience.

Well, I've said my piece(my peace? Whatever, you get it). Good luck!
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 29, 2012, 03:37:12 pm
Three themes per character is overkill, or it would be if you intended to develop your project. The whole point of having a theme is that there's one that fits a given character, place, or moment.

Instead of each character having a "somber" theme and an "action" theme, maybe you should choose a single song for those moments that would play regardless of who's on screen.

I'm not saying it would be impossible to have so many different music tracks, but there's a reason games don't do that. As an example, think of any character in CT and tell me what plays in your head. Their theme plays, obviously, but why? Because it is iconic and singular, it both embodies and defines the character, and the repetition of the one track makes it contextually memorable. If each character had several un-related pieces of music associated with them, the audience might not remember any of it at all.

I guess my suggestion only matters depending on your intentions moving forward. What are you going to do, keep posting on the Compendium just to be done with it, or are you going to make a game? I fear the latter option scares too many people away who are convinced they will never learn something new, that they know everything they were meant to know, and that making something like a game requires years of study or some other great expense. It's simply not true. All it takes is asking the right people to help with specific tasks that push the workflow forward to completion. And patience.

Well, I've said my piece(my peace? Whatever, you get it). Good luck!

I get what you're saying. But here's my reasoning.

Ever since FFV, games have been giving some or all characters more than one theme. Well, okay, maybe that's not the right way to say it.

They have one singular theme, but remixed differently depending on the situation. Take Locke from FFVI. There's that heroic-sounding theme when we're first introduced to him, then there's that somber mix when we see his flashback in Koholingin.

Snow in FFXIII has 4 different versions of the same theme, three of which I used for Lark, the other I plan to use for the Zweibreicht Company as a whole.

Schala's a bit of a special case, though. Although the songs are more or less completely different, they both... fit. Due to obvious reasons.

But yeah. If I had my way, and could make music worth a damn, that's how I'd do it. I'm just playing the cards I'm dealt.

As for what I plan to do... I'm kinda limited in my options. I don't have a working PC I could use for RPG Maker, and even if I did, I wouldn't know how to code to save my life. I'd end up getting confused and forgetting everything.

That whole "patience" thing may end up being a kick in the balls too, although I will admit that I've been doing a better job than I thought I would keeping up with all of this.

The last problem would be finding people to help who aren't already busy.

.......How is your project going, BTW?

But yeah, until my situation changes a bit, I'll work with what I've got. But thanks. I'll keep your advice in mind. :)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: Mr Bekkler on September 29, 2012, 05:29:10 pm
Variations on a single piece of music are great, but only necessary when there's a big change in the character, in my opinion. In any case, that's a much better plan than having several wholly unrelated themes attributed to one (or each) character.

My project is going slow but well. I do hesitate to use the word "my" because Boo the Gentleman Caller wrote half the story, the three composers wrote all the music, TheMage made half the sprites, LadyMarle made all the offttgficial portraits, and MagusMage is fixing up the engine as we speak. It is completely a team effort and though we're still a long way from being done, had I tried to do it all myself it would have been really small and bad compared to what it is/will be.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: Boo the Gentleman Caller on September 29, 2012, 10:14:45 pm
Slow and steady wins the race! :)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 30, 2012, 12:24:25 am
Quote from: Boo the Gentleman Caller
Slow and steady wins the race!

*Trudges slowly with a turtle shell attatched.*

*Sees all the rabbits that crossed the finish line.*

 :roll:

*Keeps on trudging.*
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: FaustWolf on September 30, 2012, 12:28:57 am
Amen.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on October 02, 2012, 02:18:46 am
Okay, I may need a bit of help, here. As you can see on the soundtrack list, I only have four songs left. Problem is, I'm drawing a blank on what to use.

Any help at all would be appreciated.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: Boo the Gentleman Caller on October 02, 2012, 10:28:59 am
Go for some old school tunes. Final Fantasy 7-12, Legend of Mana, etc.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on October 05, 2012, 04:13:16 am
Mission List *SPOILER WARNING*

(Missions usually happen between major story events. Some missions however, are story events of themselves. All missions in a part of the act must be completed before moving on to the next story event. It may seem a bit like padding, and to be perfectly honest, it kinda is. But I want to put them in anyway because otherwise, this would be a far shorter game.)

----------------------
Act 1 Missions
----------------------

San Dorino:

1. A Cat for Client - A client is in need of a new pet. An easy mission, meant to show Schala the ropes.

Reward: Silk, 300 Gold

2. Imps on the Mountaintop - A bounty mission. Renegade Imps are attacking travelers. Kinda feel bad, but a job's a job.

Boss: RolyKing

Reward: 500 Gold, 10 Tech Points, Leather

3. Copper Run - Zappa's in need of some quality copper. Maybe we can get some good deals if we play our cards right.

Reward: Copper x2, 200 Gold, 5 Tech Points, Cloth

4. Element Blues - The miners need a few extra hands. If we can help beat their quota, we might get to keep some of the excess Elements... but I feel like we're being watched...

Boss: Element Eater

Reward: Random Level 3 Element, 30 Tech Points, Bronze Coupon

5. Mina's Missing! (Story Mission) - Not an official Mission, but we owe Jessie a lot. Mina was last seen near the mines before she disappeared...

Boss: Ozzie, Slash, and Flea

6. Breaking Them In - Seems there's a new group of Mercs in town who don't know how to play nice. The mayor's counting on us for this one.

Boss: Crowley, Jansen, and Browning

Reward: Chromed Leather, 600 Gold, 10 Tech Points

New Game+ Reward: Commander's Coat

7. Fiona's Shrine Delivery - Some sacramental wine for the shrine-keepers. This should be a good chance for Reika and Schala to bond. I don't forsee any problems...

Boss: Wingapede

Reward: 500 Gold

8. Mystic Knights Strike Back - Ozzie hasn't learned his lesson from last time. Come on. Let's get this over with...

Boss: Hekran

Reward: Iron, 800 Gold, 20 Tech Points, Rose Cotton Down

9. A Noble's Request - I won't stop you from accepting the contract, but just know that I've got a pretty bad feeling about this one...

Boss: Hi Ho Tank

Reward: 50 Tech Points

New Game+ Reward: Sage's Ribbon

Truce:

1. Iron Overload - Zappa needs some Iron for his new apprenticeship. Let's get him some good ore.

Reward: Iron x2, 15 Tech Points, 600 Gold

2. Bloodfang Redeux - The Bloodfang Mercenaries are sending us another challenge? Man, they just need to let this go...

Boss: Yarzren X3 Warmech

Reward: 900 Gold, 30 Tech Points

New Game+ Reward: Commander's Boots

3. Wrath of Gonzales - Wait, what did the client say was terrorizing the town again? A singing cat bot? What a pain...

Boss: Gato

Reward: 5 Tech Points, Velvet Silk, Silver Coupon

4. Freelancer Fracas - A bounty mission. A clan of Freelancers have taken over the plains! Let's take them down!

Boss: Shinobi

Reward: 1000 Gold, 40 Tech Points, Rigid Cloth

5. Strategy Session (Story Mission) - Finally hitting the Big Time! So the Governess said that the Dreamer's base was around the Manoria area, right?

6. A Noble's Revenge - Count Marduke's been slinging around the ruins of Guardia Castle. We gotta make that bastard pay for using us!

Boss: Faerie Swarm

Reward: 50 Tech Points

New Game+ Reward: Sage's Leggings

7. Ozzie's in a Pickle - Couldn't happen to a nicer guy. I know this has 'trap' written all over it, but better us to deal with this than a group of newbies...

Boss: Ozzie

Reward: Ozzie Pants, 15 Tech Points

8. Sparring Partner - The Acacia Dragoons are looking for a few tough customers to test their skills. I say we oblige them.

Boss: Schwann

Reward: 20 Tech Points, 1200 Gold, Dragoon's Honor

9. One Last Loose End - Hmmm... The Governess was acting wierd earlier... and Glenn's telling us to get our affairs in order. Something tells me he might be on to something...

Boss: Assassin x2

Reward: 80 Tech Points

--------------------
Act 2
--------------------

Choras:

1. The Bloody Flame Returns (Story Mission) - Zainheim... They say a monster has taken residence there... but I know better. Glenn has already gone ahead... Please don't do anything foolish. Please...

Boss: Lark, Demon State Lark, Corrupted Lark

--------------------
Act 3
--------------------

Termina:

1. A Silver Request - Zappa's back at his forge and ready to put his new skills to the test, but he needs some good Mythril to get started.

Reward: Mythril x2, 1800 Gold, Gilbert's 'Mythril' Equipment Set

2. A Nu Problem - The client says that something big is traipsing about the mainland. Why do I feel that this isn't the whole story?

Boss: Giant Nu

Reward: 75 Tech Points, Starmetal

3. Hi Ho Hijinks - A bounty mission. Oh look. The Dwarves are causing a ruckus. Again. Shocker.

Boss: Hi Ho Warmech

Reward: 200 Gold, 5 Tech Points, Random Level 5 Element

4. Start Your Engines - Ugh, those two again? Can't they leave us alone just once? And who the hell is Johnny?

Reward: 1200 Gold, Gold Coupon, Griffon Down

New Game+ Reward: Sage's Gloves

5. Subterfuge (Story Mission) - Bigwigs from all over the world are headed for Viper Manor for an annual summit. And it seems I'm not the only one who can see an assassination attempt in the making. Come on, guys. The General's counting on us.

Boss: Sven, Assassin x3

6. Out of the Frying Pan... - This is weird. All that's here is a note saying the Sage of Marbule is in danger. Why do I feel this has Marduke written all over it...?

Boss: Jansen, 382Custom Warmech

Reward: Sage's Amulet, 2500 Gold, Entry into Marbule

New Game+ Reward: Sage's Robe

7. Storming the Castle - A bounty mission. The Bloodfang Mercenaries are building something atop Fort Dragonia. Something sinister. Glenn was right. These guys are too dangerous to let live.

Boss: Crowley, Browning, Bloodfang Merc x3

Reward: Reptite Leather, 3000 Gold, 85 Tech Points

New Game+ Reward: Commander's Bracers

8. A Mystic Agenda - Hey! Ozzie's back! I wonder if he got us presents? Don't worry guys, I'm sure it'll be fine.

Boss: Slash and Flea

Reward: Denadorite, 100 Tech Points, 4300 Gold

9. Dragon God's Remnants - Terra Tower's abuzz with activity. Schala says she might be able to help. Let's hope so...

Reward: 5000 Gold, Ancient Silk, Shiny Dew, Shiny Soot, Shiny Salt, Shiny Ember, Shiny Leaf, Shiny Sand

Medina:

1. Stone-Cold Forging - Never thought Zappa would go out of his way to help us out here. Some good Denadorite should be enough to repay him.

Reward: Denadorite x2, 4500 Gold

2. Unplug the Oasis - The underground channels are overflowing thanks to some blockades the Porreans put up. We need to clear the channels so Medina's people can have a real water supply again.

Boss: Rockroach x4

Reward: 4200 Gold, Random Level 6 Element, Moonmetal

New Game+ Reward: Fiendlord's Crown

3. Last Rites - It's been a while since the people held a memorial for my parents. Right now, we don't have the materials necessary for a proper service. Mom and Dad deserve better than this...

Reward: Deveritas Seal

New Game+ Reward: Fiendlord's Gauntlets

4. Revenge of the Bloodfang - The surviving mercs are causing trouble here of all places. Should have known that last job would bite us in the ass.

Boss: Crowley, Freya RX82 Carrier, Browning

Reward: Manly Cloth, 100 Tech Points, 5000 Gold

New Game+ Reward: Immaculate Headband

5. Burden of Guilt (Story Mission) - Tamlen says he might be able to unlock those sealed chambers from the Northern Ruins, but he says he needs Schala in order to do so. Does he already suspect who she is...?

Boss: Zealian Forgemaster

6. Ozzie's Last Stand - Ozzie's holed up in his ancestor's old fort. Nobody is willing to follow him now. Let's take care of this once and for all.

Boss: Super Ozzie

Reward: Rainbow Shell, 50 Tech Points, Blood Leather

New Game+ Reward: Fiendlord's Armor

7. Nu Crisis - These damn things keep showing up out of nowhere! Why the hell are they overrunning the streets?!

Boss: Lavos Spawn

Reward: Angel's Down, Platinum Coupon

8. Temporal Disturbance - A bounty mission. The client says a Time Gate opened up near the northern oasis. Wait, did he just say dinosaur?

Boss: Red Tyranno

Reward: Dreamstone Ore, 5000 Gold

9. Full Circle - How Mina made it over here, I have no idea, but Porre is starting to crack down on San Dorino. Mina wants us to get Jessica out of there before shit really hits the fan.

Reward: Rainbow Shell, 200 Tech Points, 6000 Gold

New Game+ Reward: Fiendlord's Greaves

---------------------
Act 4
---------------------

1. Vendetta - Crowley's still alive. He doesn't care who he kills anymore. He's not a mercenary, he's an animal. Let's put him down for good.

Boss: Crowley, Azazel CX95 Omega Warmech

Reward: 10,000 Gold, 200 Tech Points, Rainbow Shell

2. The Count's Last Hurrah - Choras' new policies are putting Marduke on the ropes. Let's be careful though. You know what they say about cornered rats...

Boss: Count Marduke

Reward: Random Level 6 Element, 200 Tech Points, Rainbow Shell

3. And the Award Goes to... - Those two again. Can't they leave us alone just once? This job had better be worth the trouble...

Boss: Nu...x10

Reward: Rainbow Shell x2, Mop

4. Sleepless Nights - Something has been going through Schala's mind lately. I wonder if she regrets how things ended with Magil after all...?

Boss: Kid

Reward: Janus' Amulet, Astral Amulet (New Game+), Purified Silk, Rainbow Shell

5. A Father's Worry - Schwann's daughter Annette ran away from the Manor. Was the revelation of her mother's identity too much for her? We've got to find her.

Boss: Beeba Chieftan

Reward: 20,000 Gold, Annette's Charm, Rainbow Shell

6. Let's Get Ready to Rumble! - A bounty mission. A group of criminals have disguised themselves as contestants of Medina's Battle Arena. If these bastards think they can get away with this in my home, they're wrong.

Boss: Hi Ho Army

Reward: 35,000 Gold, 300 Tech Points, Rainbow Shell

7. Legacy - Laura has been looking through Guardia's records and libraries looking for something. She says she wants to know the truth about the Fall of Guardia years ago and the fate of the Royal Family...

Boss: Chrono

Reward: Guardia's Tear, 200 Tech Points, Rainbow Shell

8. Sin and Punishment - "There are a few straggler's remaining from the Governess' regime. However, I must request that Lady Laura and Sir Lark come alone. I'll be waiting in Manoria Cathedral." Manoria, huh...? Maybe this is karma...

Boss: Rupert

Reward: Sunglasses, 300 Tech Points, Rainbow Shell

9. A Hammering Time - Zappa would like to be able to forge things from Rainbow Shell, but he needs his ancestor's special hammer to do it. Let's find it for him.

Reward: Prismatic Blades, ability to forge Rainbow Shell equipment

10. A Crimson Echo - A bounty mission. Something's emerging from the area where the Rune Cannon hit. I've never felt anything like it. I think even the Flame is scared. What could we possibly be facing...?

Boss: King Alphard Zeal

Reward: Dreamseekers, Prism Specs
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on October 05, 2012, 08:23:55 pm
Command Sequence List *SPOILER WARNING!!!*

(Note: I have decided to do the dialogs in the main fic.)

Act 1:

Defense of Manoria - (Happens during the 'Strategy Session' story mission.) The Porreans have found the current location of the Radical Dreamers' hideout. Their numbers are few, but their skilled. Drive them back!

Victory Conditions: Defeat the Enemy General.

Commander: Lark
Allied Units: Glenn, Schala, Reika, Gilbert, Schwann, Laura, Rupert
Available Unit Types: Gunners, Medics, Soldiers, Dragoons, Elementeers, Cannons
Enemy Types: Gunners, Soldiers, Elementeers, Carrier
Enemy Units: 15
Enemy General: Hans

After taking down around 10 to 12 units, a Carrier unit appears to bombard allied units. Allied units specializing in medics and gunners (Reika and Glenn and/or Gilbert) can install Cannons at certain spots to deal decent damage to the Carrier. Elementeers can also damage it, but for less damage. Only when the Carrier goes down does Hans show up on the battlefield.

Reward: Dragoon's Gauntlet, 50 Tech Points, 1000 Gold, 1500 EXP.

[War Games Trophy Acquired]

___________________________

Act 2:

Struggle at Guardia Castle - (Occurs after the destruction of Manoria.) Lark may be lost, but you can't let that stop you. The surviving Dreamers are holed up in the ruins of Guardia Castle. Rescue them and make sure their dream of a free Guardia doesn't die!

(Part 1)

Victory Conditions 1: Defeat the Enemy General.

Commander: Glenn
Allied Units: Reika, Gilbert, Magil, Schala (NPC), 6 Ally NPCs
Available Unit Types: Gunners, Medics, Soldiers
Enemy Types: Soldiers, Gunners, Elementeers, Hans
Enemy Units: 6
Enemy General: Diana

Lark, under the influence of the Frozen Flame, will show up and wreak havoc, destroying all enemy units, the 6 NPC units, and all allied sub-units. Leading us to...

(Part 2)

Victory Conditions: Survive and reach the Escape Point.

Commander: Magil
Allied Units: Glenn, Gilbert, Reika, Schala (NPC)
Available Unit Types: None
Enemy Types: Lark, Diana, Knights, Priests
Enemy Units: 5
Enemy General: Laura

Avoid Lark at all cost, as he is invincible and you cannot escape a skirmish. Eventually, Glenn, Diana, and Lark will square off, which will allow your other characters to escape. Laura will show up as an enemy general along with some knights. After reaching the escape point, Laura will catch up, leading to a boss fight. Lark and Diana will flee the battlefield and Laura will get stabbed in the back by Sven, leading to...

(Part 3)

Victory Conditions: Reach the Escape Point.

Commander: Glenn
Allied Units: Magil, Reika, Gilbert, Schala (NPC), Laura (NPC)
Available Unit Types: None
Enemy Types: Squires, Knights, Priests, Cannoneers, Magi
Enemy Units: Infinite
Enemy General: Sven

Reward: 75 Tech Points, 2000 Gold, 2500 EXP

__________________________

Act 3:

Defense of Viper Manor - (Happens during the end of the first half of Act 3.) Somehow, the Porre army has discovered that the Viper Clan has been harboring Dalton's would-be assassin. They have sent one of their best to take care of this development. Do whatever it takes to stop them.

Victory Conditions: Defeat all Enemy Generals.

Commander: Schwann
Allied Units: Lark, Glenn, Reika, Gilbert, Laura, Magil, Garai, Marta, Hubert
Available Unit Types: Soldier, Dragoon, Dragonrider, Cannoneer, Elementeer, Healer, Cannon
Enemy Types: Soldier, Gunner, Black Wind Trooper, Medic, Elementeer, Cannon, Assassin
Enemy Units: 28
Enemy Generals: Diana, Porrean Shock Trooper, Porrean Sabateur

A mostly straightforward battle. The Porrean Sabateur, wether you defeat him before he reaches the outer walls or not, will destroy the outer walls. Diana will appear at this time flanked by Assassins and the Shock Trooper.

Reward: 100 Tech Points, 6000 Gold, 4000 EXP

------------------------

Defense of Medina - (Occurs after Lark regains the trust of the Mystics.) After Lark's stalwart defense of the city, the Porreans from the nearby base are bringing everything they have. What's more, Dalton himself is at the head of the army, along with the mighty Blackbird warship. Now is the time to show the Porrean Army that the Demon Race will never again submit!

(Part 1)

Victory Conditions: Defeat the Enemy General.

Commander: Lark
Allied Units: Glenn, Reika, Gilbert, Laura, Kaege, Slash, Flea, Dragoon x2 (NPC), Dragonrider x2 (NPC), Schwann (NPC)
Available Unit Types: Fighter, Hench, Juggler, Naga, Jinn, Naga-ette
Enemy Types: Soldier, Gunner, Trooper, Elementeer, Wind-Rider, Assassin, Medic, Black Wind Trooper
Enemy Units: 20
Enemy General: Black Wind Commander

Straightforward battle until Gilbert notices a signal from far-off, and suggests you pull back your troops. Do so. The enemy escape rout will then suddenly be cut off. Schwann and some Dragoon troops will appear and flank the enemy. You will also be able to perform Area Techs from here on out.

After the battle, there will be a brief intermission where you can save and buy supplies while you plan your next move, after which we go to...

(Part 2)

Victory Conditions: Defeat Enemy General/Survive.

Commander: Lark
Allied Units: Glenn, Reika, Gilbert, Laura, Schwann, Kaege, Slash, Flea, Garai
Available Unit Types: Fighter, Hench, Juggler, Naga, Jinn, Naga-ette, Dragoon, Dragonrider, Rifleman, Healer, Cannon
Enemy Types: Soldier, Gunner, Trooper, Elementeer, Wind-Rider, Assassin, Medic, Black Wind Trooper, Warmech, Cyborg, Blackbird
Enemy Units: 30
Enemy General: Dalton/Hans

The battle starts normally enough. Dalton will show up once 14 enemy units have been taken down. Once Dalton is defeated, he teleports away, and the Blackbird fires Trojan carrier missiles at the city.

The enemy general changes to Hans and the Blackbird. The Blackbird will continually fire an area effect attack at regular intervals, and 15 more units show up. The Blackbird cannot be attacked.

The victory conditions will change. From here on, you must survive for 5 minutes. After which, regardless of how many units you defeat, Lark will get shot, leading to the next 'dungeon' and the final stage of the battle back in the city.

Reward: 150 Tech Points, 5500 Gold, 5000 EXP

____________________

Act 4:

(From here on, you will be able to create an army of your own using troops from the various factions you have fought beside. Before each battle, you will also be able to choose out of a certain number of allied units, either party members or available allied NPCs.)

Defense of Choras - (Occurs after the events of the Galbanni Mansion.) With the head of the Galbanni fortune dead, Porre has taken it upon itself to take these assets, and the city of Choras, by force. However, you need the city's help and funding to keep your own war effort afloat. Kick these malcontents to the curb!

Victory Conditions: Defeat the Enemy General.

Commander: Glenn
Allied Units: Your choice of six.
Unit Types: Whatever you chose for your army.
Enemy Types: Black Wind Soldier, Black Wind Trooper, Porrean Shock Trooper, Black Wind Agent, Black Wind Medic, Black Wind Sabateur, Black Wind Innate
Enemy Units: 25
Enemy General: Black Wind Warmech

----------------

Defense of Marbule - (Occurs after Mustardio and Releesh's double-cross.) Unwilling to help fight off an encroaching Porrean invasion, Bacchus' advisors have opened the gates from within in hopes of surrender, and were rewarded as cowards deserve. Though Reika may have been officially exiled due to their machinations, Marbule is still her home. Reunite the divided Demi-Humans and expel these invaders. Make the archipelago whole once more!

Victory Conditions: Do not allow a single Citizen to die.

Commander: Reika
Allied Units: Your choice of five, Citizen x6 (NPC)
Unit Types: Whatever you chose for your army.
Enemy Types: Black Wind Soldier, Black Wind Trooper, Black Wind Agent, Black Wind Innate, Black Wind Gunner, Black Wind Medic, Black Wind Sabateur
Enemy Units: 20
Enemy Generals: Porrean Shock Trooper, Porrean Pulse Sniper, Black Wind Commander

----------------

Liberation of Guardia - (Occurs after completing the Heckran Cave.) Up until now, any attempt to invade Guardia was met with a massive navy. However, utilizing an old secret passage from within the Heckran cave, your army has made landfall a short distance away from Truce. It's time to remove the Porrean-born from power and return Guardia to its rightful owners. Settle matters with the Mad Governess once and for all!

(Part 1)

Victory Conditions: Defeat the Enemy General.

Commander: Laura
Allied Units: Your choice of seven.
Unit Types: Whatever you chose for your army.
Enemy Types: Knights, Heavy Knights, Canoneers, Magi, Grand Magi, Priests, Grand Clerics, Templars, Corrupted Knights, Corrupted Magi
Enemy Units: 30
Enemy General: Sven

(Part 2)

Victory Conditions: Defeat the Enemy General.

Commander: Laura
Allied Units: Your choice of seven.
Unit Types: Whatever you chose for your army.
Enemy Units: 1
Enemy General: Corrupted Sven

----------------

Assault of Porre - (Final Command Sequence. Occurs after completing all available mandatory story events.) The time has come. Dalton and his twisted visions of power shall come to an end today. The army shall assault the city from land, sea, air, and from underground. Make the United World Liberation Front heard and achieve victory!

(Being the final Command Sequence, it is composed of eight parts. Two party members will lead an assault on each of three sections of the city, and join with the seventh in the last two battles. You will get a chance to save after every two battles.)

(Part 1)

Victory Conditions: Have all controllable allies reach the Front Gates.

Commander: Lark
Allied Units: Laura, Maria, Garai, Ozzie, Rupert (only if you completed the Sin and Punishment mission), Allied Troops x10 (NPCs)
Unit Types: Whatever you chose for your army.
Enemy Types: Soldier, Black Wind Soldier, Gunner, Black Wind Gunner, Elementeer, Black Wind Innate, Medic, Black Wind Medic, Cannons, Pulse Cannons
Enemy Units: 50
Enemy Generals: Black Wind Commander x5

(Part 2)

Victory Conditions: Wipe out all enemies at the rear flank.

Commander: Laura
Allied Units: Maria, Garai, Ozzie, Rupert (only if you completed the Sin and Punishment mission),
Allied Troops x5 (NPCs)
Unit Types: Whatever you chose for your army.
Enemy Types: Black Wind Soldier, Black Wind Trooper, Black Wind Gunner, Black Wind Innate, Black Wind Medic, Black Wind Agent, Black Wind Warmech, Black Wind-Rider, Black Wind Cyborg
Enemy Units: 30
Enemy General: Imperial Guard

(Part 3)

Victory Conditions: Lead the allied warships to the docks.

Commander: Reika
Allied Units: Schwann, Hubert, Flea, Allied Troops x5 (NPCs)
Unit Types: Whatever you chose for your army.
Enemy Types:
Enemy Units: 15
Enemy General: Black Wind Warmech

(Part 4)

Victory Conditions: Defeat the Enemy General.

Commander: Schwann
Allied Units: Reika, Hubert, Flea, Allied Troops x5 (NPCs)
Unit Types: Whatever you chose for your army.
Enemy Types:
Enemy Units: 25
Enemy General: Imperial Guard

(Part 5)

Victory Conditions: Destroy all Enemy Anti-Air Cannons.

Commander: Gilbert
Allied Units: Slash, Marta, Allied Sabateurs x5 (NPCs)
Unit Types: Whatever you chose for your army.
Enemy Types:
Enemy Units: 30
Enemy General: Black Wind Commander


(Part 6)

Victory Conditions: Defeat the Enemy General.

Commander: Glenn
Allied Units: Gilbert, Slash, Marta, Allied Snipers x5 (NPCs)
Unit Types: Whatever you chose for your army.
Enemy Types:
Enemy Units: 20
Enemy General: Imperial Guard

(Part 7)

Victory Conditions: Lead all Allied Forces to Home Base/Rescue Terrence Ishito.

Commander: Schala
Allied Units: Lark, Glenn, Reika, Gilbert, Laura, Schwann, ????, ??????, ?????, Techno, Ozzie, Slash, Flea, Maria, Garai, Marta, Hubert, Rupert (only if you completed the Sin and Punishment mission), Terrence (once Victory Conditions change)
Unit Types: Whatever you chose for your army, Porrean Soldier (assigned to Terrence)
Enemy Types: Imperial Guard, Porrean Shock Trooper, Porrean Pulse Sniper, Porrean Bionic Caster, Imperial Healer, Porrean Bioroid, Imperial Shadow, Imperial Rider, Imperial Carrier, Imperial Warmech, Pulse Cannon, Rune Cannon
Enemy Units: 80
Enemy Generals: Black Wind Commander x2, Imperial General x3

(Final)

Victory Conditions: Defeat all Enemy Generals and stop the Purge Protocol.

Commander: For this battle only, you will get to choose your commander out of the seven party members.
Allied Units: Schala, Lark, Glenn, Reika, Gilbert, Laura, Schwann, ????, ??????, ?????, Ozzie, Slash, Flea, Maria, Garai, Marta, Hubert, Rupert (only if you completed the Sin and Punishment mission)
Unit Types: Whatever you chose for your army.
Enemy Types: None
Enemy Units: 20
Enemy Generals: Black Wind Commander x10, Purge Generator x10

Reward: 500 Tech Points, 20,000 Gold, 20,000 EXP
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on October 07, 2012, 05:31:45 am
Command Sequence Tutorial

-------------
General Basics
-------------

Every now and then, the party will find themselves leading an army of various factions. The object of Command Sequences is to route the enemy forces and bring victory to your armies. With proper preparation, strategy, and troop placement, you will be able to overcome any skirmish.

Command Sequences are set in certain areas of the storyline and are required to continue the game. Defeating the Enemy General or completing other Victory Conditions will win the battle.

Victory will net you items, Gold, Tech Points, and EXP.

-------------
Commanders and Allies
-------------

Allies:

- Allies can't directly be controlled. They require input to move and use skills or attack, but on a more 'point-and-click' basis.

- Allies can be assigned any combination of four troops out of a pool of two troop preferences.

- Allies fight battles in real-time.

- Allies have up to four chances they can use up before they could be finished off. If a single Ally dies, the battle is lost.

Commanders:

- Commanders can be directly controlled by the player. They even have the capability to Dash across the battlefield.

- Commanders can be assigned any combination of four troops out of all available troop types.

- Commanders fight battles on a battle screen.

- Commanders only have one chance to win a battle or get finished off. If the Commander dies, the battle is lost.

-------------
Combat
-------------

- Combat occurs in real-time. Once a melee unit and an enemy make contact, or if a ranged unit makes a successful hit on an enemy, they will be locked into combat.

HP bars appear above their heads, with 1 to 4 white circles above the bar. These circles represent your troops. A circle will disappear after the HP bar is depleted once, indicating that a soldier was lost in the scuffle. Empty an enemy's HP bar after their troops have fallen and the enemy will be defeated. However, if an Ally loses one of their troops, they will be immediately transported to Home Base.

Unit skills and Character Skills can help manage these battles more easily.

- Things become a bit different for Commanders, though. Unless they are a ranged unit, once the Commander makes contact with an enemy, they are taken to a separate battle screen. Commander battles work like battles in the normal story except they have access to five party members; the Commander and their troops. Commanders and allied units have full access their main game Techs during a skirmish.

Combat outside these skirmishes does not stop. If you take too many turns to defeat an enemy during a skirmish, the other enemy forces may gain ground while you were distracted. In cases like these, it would be better to have your allies do the fighting.

- Allies and the Commander have special Character Skills unique to their character type. There is a recharge time after each use, so you can't rely on them too often. Commanders have a powerful special area effect attack they can utilize in a pinch, but can only be used once per battle.

- When your allied units have two or less troops and are reduced to half HP, they begin to 'struggle', and will call for assistance. You can either call over other allies to help or have the Commander step in. In these skirmishes, the ally (or allies) replaces one of your troops. You can jump into a fight even when they're not struggling, as skirmishes with an ally tend to be quicker.

- Fighting an Enemy General is a tough affair, as they are far stronger than your average grunt. The only real way to beat them (at least in your first playthrough) is having the Commander face them. However, that won't do much good if you don't wear them down first. The best thing to do is have four other allies wear the General down and then move in for the assist. The resulting skirmish will have all four of your allies, complete with their Techs, able to take on these mighty enemies on an even playing field.

Although it is possible to have Allies defeat a General on their own, it won't happen until a New Game+ when you can buy Troop Upgrade bonuses.

- Although Allies have five 'lives', the Commander only has one, and cannot run from a skirmish. So if you find that the enemy is too powerful for you to take on, well... Better luck next time.

- Thankfully, losing a battle isn't as big a deal as one might think. The game takes it easy on you by having all normal Enemy units that were defeated until the time of loss stay defeated, as long as you choose 'Restart Battle'. However, events and special enemies will need to be seen and fought again.

-------------
Battlefield Traits
-------------

There are many places of the battlefield where things can happen:

- Vantage Points - Elevated patches of land overlooking certain parts of the battlefield.

Rangers and Healers can create Cannon units here.

Characters with certain skills can induce a rockslide.

Rangers can snipe distant enemies from these points, increasing their attack range immensely.

Ambushers can leap from these points for a surprise attack.

- Narrow Canyons - Narrow passages with little room for movement.

Ambushers can hide in these areas for a surprise attack.

Characters with certain skills can engulf the area in a fire attack.

Characters with certain skills can induce a rockslide.

- Bridges - Areas meant for crossing a body of water or chasm.

Ambushers can hide underneath for a surprise attack.

Characters with certain skills can engulf the area in a fire attack.

Characters with certain skills can sink the bridge, sending the enemy to the depths. (Will not work on Mounted units or Generals.)

- Shadowed Areas - Dark areas that make it difficult to see. Ambushers can hide in these places for a surprise attack.

- Fortifications - Enemy units can hide within these places to recover and use as Vantage Points for their units. Characters with certain skills can engulf these places in a fire attack, causing them to be unusable.

-------------
The Home Base
-------------

The Home Base is the central Allied HQ for the battlefield.

- Allied Units lose troops during a skirmish will return to an area near Home Base.

- Allies with lost troops can return to Home Base to recover their forces, but it takes some time before they will be ready to set out again.

- Up to two Defender units can be assigned to defend the Home Base in case the enemy should break through your lines.

- If an enemy unit reaches Home Base and there is nobody there to defend it, then the battle is lost.

-------------
New Game+
-------------

- Unlike the main game, enemies in Command Sequences do not scale upwards.

- You can access Army Customization from the very beginning of the game, and will have access to all Allied troop types.

- Just before battles, you will be given a new option to spend a small to moderate fee in order to upgrade your troops. This means you can have powerful Level 2 or Level 3 units right off the bat, making battles much faster.

-------------
Units
-------------

- Each Allied character can have up to four units with them at once. For non-commanders, the units are fixed to that characters preference. Commanders get to pick whichever four units they want.

- Furthermore, Allies and Commanders gain skills and bonuses depending on which troops they have. For example, a character with an Attacker trait that has Healers as their other Troop Preference will also be able to heal units and create cannons. Bonuses will increase if they have multiples of the same troop type.

- As Commanders can choose whatever type of unit they want, they can have up to four extra traits if they assign four different unit types, though the extra bonuses would be minimal.

(Note: Characters with Mounted troops as their secondary preference must be assigned four Mounted units in order to themselves be considered Mounted units.)

- Starting in Act 3, Units can be upgraded during a battle by sending that character to the Home Base and selecting Upgrade. Doing this will take time, but the stronger units may just make up the difference. Units can be upgraded two levels, up to 3.

--------------
Army Customization
--------------

- At the beginning of Act 4, due to story events, you will be able to choose and lead your own army, and the Army Customization option will appear in the menu screen.

- You will be able to recruit members to your army during the storyline.

- You will be able to choose from different troop types according to the troop preferences of all your Allied units.

- You will be able to choose the gender of your troops (save for Medina troops, whose genders are fixed):

Male - +1 Strength, -5 MP

Female - +1 Magic, -5 HP

- You will be able to choose the race of your troops:

Base troops can be Human, Demi-Human, or Mystic.

Guardia troops can only be Humans.

Medina troops can only be Mystics.

El Nido troops can employ Humans and Demi-Humans.

--------------
Unit Types
--------------

Attackers:

- Fighters, Soldiers, Squires, and Dragoons - Your basic foot soldiers. Strength is their specialty. They aren't too strong against magic, though.

- Soldiers are solid across the board, Dragoons prioritize attack, Squires prefer defense, while Fighters go for speed. Attributes increase through upgrading, with specializations getting a larger boost.

Defenders:

- Troopers, Henches, Heavy Knights, and Lancers - Soldiers that are meant to soak up damage. The unit of choice for defending the Home Base, choke points, or Cannon units, as while they are defending, damage taken is minimal. They are also capable of drawing nearby enemy threat, so your Mage and Ranger units can concentrate on taking them down. Certain defenders can double as attack units, though.

- Troopers have the highest defense of all units, Henches have amazingly high HP, Heavy Knights have a larger 'provoke' raidus, and Lancers make rather effective attackers. Attributes increase through upgrading, with specializations getting a larger boost.

Rangers:

- Gunners, Jugglers, Riflemen, and Cannoneers - Soldiers that can snipe enemies from afar. Finding a high vantage point on the battlefield will increase their attack range immensely. They can also construct Cannon units at these points. Their defense (except for Jugglers) leaves a bit to be desired though, so keep them out of harm's way.

- Gunners have a high rate of fire, Jugglers have defense comparable to that of Defender units, Riflemen have the largest attack range, and Cannoneers have the shortest range, but can increase the power, range, and attack area of Cannon units. Attributes increase through upgrading, with specializations getting a larger boost.

Mages:

- Innates, Magi, and Jinns - Soldiers that can decimate enemies with Elements and Magic. They are capable of casting spells of all innate types, but are rather frail and are not meant for front-line combat. The only exception to this is Schala due to her Character Skill.

- Innates cast spells at a faster rate, Magi's spells are more powerful, and Jinns are capable of teleportation. Attributes increase through upgrading, with specializations getting a larger boost.

Healers:

- Medics, Priests, and Naga-ettes - Troops capable of healing units and repairing canons. Because they can repair Cannon units, they can create them as well, making Healers a bit more versatile than those in most games. However, they have the weakest defense, so let them do their job and get them out of there.

- Medics heal more HP per unit, Priests can heal multiple units within their personal range, and Naga-ettes have faster movement speed. Attributes increase through upgrading, with specializations getting a larger boost.

Trap-Layers:

- Saboteurs and Nagas - Soldiers that can lay debilitating traps for unwary enemies. Traps will not be seen by the enemy until they trip them and can cause various status ailments as well as damage. Trap-Layers work very well in tandem with Ambushers. They are no good in a straight fight however, and the number of traps they can lay at a time is limited.

- Saboteurs can cause damage, lower attack, lower defense, and lower movement speed with their traps. Nagas can cause damage, poison, blind, and paralysis with their traps. Attributes and number of available traps will increase through upgrading, with specializations getting a larger boost.

Ambushers:

- Infiltrators and Freelancers - Troops that can surprise and disorient the enemy. Utilizing various Ambush Points around the battlefield, they can hide from sight until the enemy passes, and then strike. Ambushed enemy units are unable to move or act for a short time, and their defense is lowered.

- Infiltrators can prevent the enemy from recovering for longer, and Freelancers can inflict greater damage to ambushed enemies. Attributes increase through upgrading, with specializations getting a larger boost.

Mounted:

- Wind-Riders, Dragonriders, and Chimeras - Speed oriented mounted troops. The fastest of all available units, and their mounts make them rather tough. They have an added bonus of transporting an ally to a different part of the battlefield, good for rescuing a stranded ally unit.

- Wind-Riders can carry up to two extra allies, Chimeras offer the fastest speed, and Dragonriders can double as defenders or attackers in a pinch. Attributes increase through upgrading.

Heavy Artillery:

- Cannons, Pulse Cannons, and Rune Cannons - Stationary units that can greatly damage armored enemies and machines or attack a wide area. Upgraded Healers and Rangers can create stronger cannons.

-----------
Unit List
-----------

- Basic Troops:

Soldier - Lvl 1 = Lieutenant - Lvl 2 = Captain - Lvl 3

Trooper - Lvl 1 = Heavy Trooper - Lvl 2 = Armored Trooper - Lvl 3

Gunner - Lvl 1 = Blaster - Lvl 2 = Sniper - Lvl 3

Elementeer - Lvl 1 = Innate - Lvl 2 = Unlocked Innate - Lvl 3

Medic - Lvl 1 = Doctor - Lvl 2 = Healer - Lvl 3

Trapman - Lvl 1 = Sabeteur - Lvl 2 = Trap Master - Lvl 3

Infiltrator - Lvl 1 = Assassin - Lvl 2 = Ninja - Lvl 3

Wind-Rider - Lvl 1 = Air-Rider - Lvl 2 = Sky Rider - Lvl 3

- Guardia Troops:

Squire - Lvl 1 = Knight - Lvl 2 = Templar - Lvl 3

Heavy Knight - Lvl 1 = Iron Knight - Lvl 2 = Stalwart Knight - Lvl 3

Powder-man - Lvl 1 = Cannoneer - Lvl 2 = Helmsman - Lvl 3

Magi - Lvl 1 = Adept Magi - Lvl 2 = Grand Magi - Lvl 3

Priest - Lvl 1 = Cleric - Lvl 2 = Cardinal - Lvl 3

- El Nido Troops:

Dragoon - Lvl 1 = Dragoon Sergeant - Lvl 2 = Dragoon Leader - Lvl 3

Lancer - Lvl 1 = Adept Spear - Lvl 2 = Lance Master - Lvl 3

Rifleman - Lvl 1 = Musketman - Lvl 2 = Marksman - Lvl 3

Dragonrider - Lvl 1 = Dragon Charger - Lvl 2 = Dragon Master - Lvl 3

- Medina Troops:

Fighter - Lvl 1 = Scrapper - Lvl 2 = Pugilist - Lvl 3

Underling - Lvl 1 = Hireling - Lvl 2 = Enforcer - Lvl 3

Juggler - Lvl 1 = Jester - Lvl 2 = Pilate - Lvl 3

Jinn - Lvl 1 = Barghest - Lvl 2 = Sorcerer - Lvl 3

Naga-ette - Lvl 1 = Medusa - Lvl 2 = Lady Serpent - Lvl 3

Naga - Lvl 1 = Serpent - Lvl 2 = Uoroboros - Lvl 3

Freelancer - Lvl 1 = Tengu - Lvl 2 = Shinobi - Lvl 3

Chimera - Lvl 1 = Beast Rider - Lvl 2 = Demon Steed - Lvl 3

- Porre Troops:

Porrean Soldier - Lvl 1 = Black Wind Soldier - Lvl 2 = Imperial Guard - Lvl 3

Porrean Trooper - Lvl 1 = Black Wind Trooper - Lvl 2 = Imperial Shock Trooper - Lvl 3

Porrean Gunner - Lvl 1 = Black Wind Gunner - Lvl 2 = Imperial Pulse Sniper - Lvl 3

Porrean Innate - Lvl 1 = Black Wind Innate - Lvl 2 = Imperial Magi - Lvl 3

Porrean Medic - Lvl 1 = Black Wind Medic - Lvl 2 = Imperial Medic - Lvl 3

Porrean Sabateur - Lvl 1 = Black Wind Agent - Lvl 2 = Imperial Debilitator - Lvl 3

Porrean Assassin - Lvl 1 = Black Wind Assassin - Lvl 2 = Imperial Assassin - Lvl 3

Porrean Wind-Rider - Lvl 1 = Black Wind-Rider - Lvl 2 = Imperial Wind-Rider - Lvl 3

- Unique Enemy Troops (Porre):

Cyborg - Lvl 1 = Android - Lvl 2 = Bioroid - Lvl 3

Porrean Commander - Lvl 1 = Black Wind Commander - Lvl 2 = Imperial Commander - Lvl 3

Carrier - Lvl 1 = Black Wind Carrier - Lvl 2 = Imperial Carrier - Lvl 3

Warmech - Lvl 1 = Black Wind Warmech - Lvl 2 = Imperial Warmech - Lvl 3

Anti-Air Cannon

Gate Guardian

Lion Tank

Beelzebub 666 Warmech

Purge Generator

Hans

Diana

Dalton

Blackbird

- Unique Enemy Troops (Guardia):

Corrupted Knight

Corrupted Magi

Corrupted Priest

Sven

Corrupted Sven

-----------
Allies and Skills List
-----------

Commanders:

- Lark:

Character Type - Attacker
Troop Preference - Attackers and Ambushers
Character Skill - War Cry - Increase ally attack strength to those in range.
Commander Skill - Frozen Flare - Uses the Flame's power to ignite a large area. (Can induce fire attacks.)

- Glenn:

Character Type - Ranger
Troop Preference - Rangers and Mounted
Character Skill - Eagle Eye - Increase attack range of Rangers and Mages.
Commander Skill - Air Strike - Call in support from the air troops.

- Schwann:

Character Type - Mounted
Troop Preference - Mounted and Attackers
Character Skill - Stonewall - Increase ally defense strength of those in range.
Commander Skill - Grand Quake - Earth power overtakes a wide area. (Can trigger rockslides at certain ambush points.)

- Reika:

Character Type - Healer
Troop Preference - Healers and Mages
Character Skill - Cure - Restore ally unit health.
Commander Skill - Ocean's Rondo - Unleash a water storm. (Heals ally units in affected area.)

- Laura:

Character Type - Defender
Troop Preference - Defenders and Healers
Character Skill - Resurrection - Restore lost troop numbers to allies in range.
Commander Skill - Heaven's Light - Call down destructive light.

- Gilbert:

Character Type - Ambusher
Troop Preference - Ambushers and Rangers
Character Skill - Cloak - Makes unit invisible to enemy line of sight.
Commander Skill - Nebulous Wave - Summon orbs of darkness. (Inflicts status effects on surviving enemy units.)

- Schala:

Character Type - Mage
Troop Preference - Mages and Trap-Layers
Character Skill - Combat Magic - A passive skill that gives her units the battle capabilities of melee units.
Commander Skill - Dreamer's Cry - Unleash a mighty wave of energy. (Increase stats of allies in affected area.)

Allies:

(With the exception of Magil and Kaege, all 'optional' allies will automatically join before the assault of Porre, just in case you missed talking to them.)

- Magil:

Character Type - Mage
Troop Preference - Mages and Ambushers
Character Skill - Mystic Font - Increase power of Mage spells and Healer talents.
Joins: Beginning of Act 2 (Leaves at the end of Act 3)

- Roas:

Character Type - Attacker
Troop Preference - Attackers and Healers
Character Skill - X-Breaker - Heavy Damage to Warmechs and Cyborgs
Joins - Beginning of Act 4

- Vathos:

Character Type - Ranger
Troop Preference - Rangers and Defenders
Character Skill - Gun Kata - Hits Enemy units in an area around him.
Joins - Beginning of Act 4

- Ninya:

Character Type - Defender
Troop Preference - Defenders and Attackers
Character Skill - Heavy Counter - Attack while defending.
Joins - Beginning of Act 4

Techno:

Character Type - Trap-Layer
Troop Preference - Trap-Layers and Healers
Character Skill - Hide - Become invisible to enemies as they pass harmlessly around you.
Joins - Beginning of Act 4

Maria:

Character Type - Defender
Troop Preference - Defenders and Ambushers
Character Skill - Flag-Bearer - Empower allies within 'provoke' radius.
Joins - After the events of Schwann's personal quest in Act 4.

Garai:

Character Type - Mounted
Troop Preference - Mounted and Defenders
Character Skill - Dive & Drive - Attack an enemy and stop its movement.
Joins - Talk to him anytime during Act 4.

Marta:

Character Type - Healer
Troop Preference - Healers and Mounted
Character Skill - Pep-Up - Restore HP and Status
Joins - Talk to her anytime during Act 4.

Hubert:

Character Type - Ranger
Troop Preference - Rangers and Trap-Layers
Character Skill - Tinderbox - Create a fire attack at enemy fortifications.
Talk to him anytime during Act 4.

Ozzie:

Character Type - Trap-Layer
Unit Preference - Trap-Layers and Ambushers
Character Skill - Max Defense - Sacrifice mobility for temporary invulnerability for allies in range. (Can still attack enemy units.)
Joins - Automatically before the assault of Porre in Act 4.

Slash:

Character Type - Ambusher
Troop Preference - Ambushers and Mages
Character Skill - Slasher Charge - Deal greater damage to normal Enemy units.
Joins - Talk to him anytime during Act 4.

Flea:

Character Type - Mage
Troop Preference - Mages and Mounted
Character Skill - Kiss of Death - Toss an extra-powerful fire spell. (Can induce a fire attack.)
Joins - Talk to 'her' anytime during Act 4.

Kaege:

Character Type - Mounted
Troop Preference - Mounted and Ambushers
Character Skill - Earth Mover - Cause a rockslide and destroy bridges at certain Ambush Points.
Joins: Act 3 (Leaves after Act 3)

Rupert:

Character Type - Attacker
Troop Preference - Attackers and Mages
Character Skill - Speed Blade - Passive skill that causes unit to hit twice per attack.
Joins - After completing Sin and Punishment mission, then talking to him with Schala at the head of the party.

Terrence:

Character Type - Healer
Troop Preference - Healers and Rangers
Character Skill - Full Revive - Restores all troops to a single Allied unit.
Joins - Near the end of the assault of Porre.

--------------
Troop Skills
--------------

Attack - Every unit is capable of Attacking.

Heal - Heals Ally unit HP. Slight charge time. Healers only.

Cast - Fires an Element or Magic Spell. Slight casting time. Mages only.

Snipe - Fires your gun from range. Slight reload time. Rangers only.

Guard - Takes a defensive stance and reduces damage. Defenders only.

Provoke - Draws threat of nearby enemies. Defenders only.

Preparation - Disappear at Ambush Points, waiting to strike. Ambushers only.

Lay Trap - Lay a trap for unwary enemies. Trap-Layers only.

Detonate Trap - Detonates a trap remotely. Trap-Layers only.

Carry Ally - Allow an ally on board your steed. Mounted only.

Drop Off - Drop an ally off at a designated area. Mounted only.

Rescue Ally - Rescue a besieged ally and drop them off at Home Base. Mounted only.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on October 17, 2012, 01:58:28 am
---------------
Omake #1
---------------

(Sitting at a desk typing furiously on an iPad, is a chibified author. Think one of the Dream Team sprites, only have him with messy brown hair and beard, nerd glasses, and turtle shell. A chibified Reika sits next to him.)

Reika: Okay, first rule of authoring: No Mary Sues/Gary Stus.

*Looks at future notes for story and sweatdrops.*

Uhhhhh... Check.

Reika: Second rule: No distractions in the middle of a chapter. Focus your butt off.

*Plays Chrono Trigger on the PSP.*

Reika: *cough*

*Puts game away.* Check!

Reika: Final rule: If one of your viewers whips out the Picard, you find out what went wrong, and then you backtrack! Backtrack like a motherfu-

Reika! :shock:

Reika: *ahem* Whoops! Nearly slipped! :P

Okay. So how will these rules make me a better writer?

Reika: I dunno.

*Sits in the Corner of Woe.*

Figures... :roll:

[END]
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on October 20, 2012, 03:49:46 pm
Ending List *SPOILER WARNING!!!*

There are three different types of endings; Main Story Endings, Alternative Endings, and Optional Endings. They are as follows:

Main Story Endings - These endings are acquired when playing through the game fully and defeating the final boss. There are three of them in total.

1. The Future Refused to Change - The Bad Ending. This ending automatic for your first playthrough of the game, so it is required to see all other endings in the game. For New Game+, you can get this ending by NOT doing special story-related optional quests that appear in the second playthrough (Precursor Ruins and Zeal Ruins). You receive the Black Fragment Key Item upon completion.

2. The Cycle Perpetuates... - The Normal Ending. This ending can be acquired by completing the optional Precursor Ruins and Zeal Ruins story quests during Act 4 in a New Game+. You receive the White Fragment Key Item upon completion.

3. Our Planet's Future - The True Ending. This ending can be aquired in a New Game+. There are also many factors in getting this elusive ending.

- Completing the Precursor Ruins and Zeal Ruins in Act 4.
- Acquiring all six Fragments of the Chrono Cross by viewing the Bad and Normal Endings and the four Alternative Endings.
- Helping Techno reconstruct the Original Timeline with the Codex.
- Completing ALL missions.
- Reconstructing the Chrono Cross before the Assault of Porre in Act 4.

Alternative Endings - These endings are acquired by defeating 'unwinnable' super-bosses at various points in the game during a New Game+. Viewing them nets you the remaining four Fragments of the Chrono Cross, used to achieve the True Ending.

1. Madness of the Flame - This ending can be acquired by defeating Lark at Manoria Cathedral at the start of Act 2. You receive the Red Fragment Key Item upon completion.

2. The Dream of Zeal Lives On - This ending can be aquired after Lark is sent to 12001 BC and defeats Queen Zeal at the Zeal Core during Act 3. You receive the Yellow Fragment Key Item upon completion.

3. A Future of Steel - This ending can be acquired once you can access the 'airship' in Act 3 and defeating the Colossus in Porre. You receive the Green Fragment Key Item upon completion.

4. Long Live the Queen - This ending can be acquired by defeating Kale after the Assault of Porre in Act 4. You receive the Blue Fragment Key Item upon completion.

Optional Endings - These endings are the traditional 'beat the Final Boss early' endings from earlier Chrono games, and can be seen through a New Game+ after viewing the Normal Ending.

The difference is, considering you will be locked in certain areas for most of the game, there is no singular gate or warp point you can use. Instead, you must go to a save point, then use Lark's Amulet from the Key Item menu. You will proceed to fight the Final Boss of the Normal Ending.

1. Heroes of Guardia - This ending can be acquired the moment Schala exits the Time Gate to 1227 AD after the completion of both prologues.

2. Unchanging Everyday -

3. Porre High Command Under New Management -

4. Vastor's Folly -

5. The Cycle Continues - This ending can be aquired after Glenn leaves the party, but before going to the Zaineheim Ruins.

6. Future Perfect -

7. Balthesar's Victory...? - This ending can be acquired after completing all El Nido missions except 'Dragon God's Remnants' in Act 3.

8. Revenge of the Dragonians -

9. NuMamonja, the Perfect! - This ending can be aquired after accepting the 'And the Award Goes To...' Mission, but before completing it in Act 4. A very thin window of opportunity.

10. Another Century -

11. Kale, King of Dragons - This ending can be acquired just before the Assault of Porre in Act 4.

12. A Slide Show For The Ages - This ending can be acquired at the start of Act 4 before reuniting with your other party members. However, there are two variations of the ending, which depends on wether Lark or Schala is the lead character when using Lark's Amulet.

Lark using it will have the slideshow feature the guys on 'commentary', and Schala using it will feature the girls on 'commentary'.

(To be modified later)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on November 03, 2012, 03:30:06 am
Okay, you know what? I've been thinking about it, and I've decided to change the soundtrack.

Placeholders are all well and good, but listening to the Chrono Crisis soundtrack on YouTube, I've realized that nothing really beats a good old original composition... or a decent remix of existing tracks.

So I'm gonna go over each track individually, giving a general description of how it should sound and feel.

*pipe dream* And then maybe, one day, someone might attempt to perform these compositions. And I would rejoice. ;_; *pipe dream*

Well, back to work.

Edit: And somehow, I became a Square Table Knight. Yay me!
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on November 03, 2012, 02:57:57 pm
RESET!

(Okay, I decided to do the soundtrack stuff a bit differently. I will put the name of the track, what or where it's for, and a bit of a description of how it should sound or the general feel. Placeholders are nice, but nothing beats a good old-fashioned original composition. So if any of the musical-inclined wishes to take a shot at these, by all means, go for it. I'll try not to be too harsh of a critic. )

(Having said that, I do have a preferred style. As this is a Chrono project, a style reminiscent of Yasunori Mitsuda is a must. However, I'm also quite fond of Masashi Hamauzu, so a combination of both would be ideal.)

(I put the soundtrack back here, since these descriptions are far more spoiler-heavy than everything I've done to this point, besides the skit. I felt it would be more appropriate.)

*SPOILERS FOR CHARACTERS, PLACES, AND BOSSES!!!*

Character Themes - Party Member Characters will have one overarching theme, but during certain times will be remixed accordingly to the situation.
----

Schala's Theme (Normal) - General idea: Reminiscense of something that was once so beautiful, but no longer. Not much to be said other than a remix of Schala's theme from Trigger. Unlike the other characters, her normal theme is her sad mix, adding a bit of violin to the song.

(Guilt) - General idea: The heroine comes face-to-face with the damage she has caused. A dark reprise of her theme, with an emphasis on the organ, heavier violin, and a slightly distorted melody. In a way, think Schala's Theme mixed with The Dead Sea.

Note: This theme will play prominently in the Zeal Ruins.

(Will) - General idea: She is the only one left who can save them all, but she must hurry. A fast-paced, yet surprisingly heroic reprise of her theme. May carry shades of Life: A Faraway Promise within its melody.

(Hope) - General idea: For the first time in so many years, she can finally believe that her life is worth something after all. Like Will above, only slower. A triumphant reprise of her theme.

---

Lark's Theme (Normal) - General idea: "I'm ready to kick some ass. Who's with me?!" It has a sort of a slow metal theme, heavy electric guitar. Rather heroic sounding, appropriate for one of the two lead characters.

(Sin) - General idea: The hero has been corrupted by evil (the Frozen Flame). The metal from the original theme is replaced by a sinister organ. Meant to invoke that the hero possibly won't come back from this intact. A dark mix of the theme.

(Atone) - General idea: "I screwed everything up. How can I make up for it...?" A sad mix of the theme. Violins have a stronger focus than the other mixes, and the metal is gone completely. Generally sad, but with a tinge of hope at the end that says maybe everything will end up alright in the end.

(Conflict) - General idea: The hero has entered the battlefield, and it's personal. Could almost be seen as a battle theme of its own right, but it doesn't play often enough to warrant it.

---

Glenn's Theme (Normal) - General idea: "Who cares about the specifics? We just have to keep moving day by day."

(In the Dumps) - General idea: Sometimes the past threatens to drown us.

(Jackpot) - General idea: "I'm on a roll! You can't stop me!"

---

Reika's Theme (Normal) - General idea: "Cheer up! As long as we're together, we can do anything!"

(Childhood Promise) - General idea: Precious memories of happier days.

(Longing) - General idea: No matter what she does, her one desire seems always out of reach...

---

Gilbert's Theme (Normal) - General idea: He hides in the shadows, ever watchful.

(Previous Lifetime) - General idea: A recollection of how he came to be who he is...

(Duty) - General idea: He has dedicated the remainder of his life to protect his charges, so he cannot die yet.

---

Laura's Theme (Normal) - General idea: An honorable soul who has no clue of her place in the world.

(Cast Aside) - General idea: Despite her unfailing duty, she is sacrificed without a second thought...

(Legacy) - General idea: In her veins runs the blood of heroes. She will not be beaten.

---

Schwann's Theme (Normal) -

(Failure) -

(Honor Bound) -

---

Magil's Theme (Normal) -

(Dark Sorcery) -

---

Dalton's Theme -

Shald's Theme -

Balthesar's Theme -

Kale's Theme - General idea: He wages war against the planet itself in hatred, desiring the return of what was denied him.

Zeal's Theme -

Celia's Theme -

Nu & Mamo's Theme -

Gato's Song -

Robo Gang Johnny Redeux -

Alphard's Theme -

Lavos' Theme -

___________

General Character Themes - These themes are for factions, not just any one character.

Radical Dreamers -

Knights of Guardia -

The Acacia Dragoons -

Porrean Pride -

The Mystic Knights -

The Zweibreicht Company -

_________

Town Themes - Music used for towns and cities.

Humble Beginnings (Braugnwein Residence) -

Mountainside Village (San Dorino) -

City of Steel (Porre) -

Home Sweet Home (Zweibreicht Company Branches) -

Welcome to Our Town (Truce) -

Overzealous Pride (Vastor Estate) -

In the Doldrums (Manoria) -

-

Village by the Sea () -

A City of Wealth and Taste (Choras) -

Chronopolis -

Futuristic Paradise (Termina Dome) -

Inter-temporal Nexus (Gaspar's Space) -

-

Festive Atmosphere (Termina) -

Dragon's Pride (Viper Manor) -

Village of Lost Fragments (Arni Village) -

Home of Shamans (Guldove) -

Song of Marbule (Marbule) -

Lost Aspirations (Medina in Ruins) -

Majesty of the Ancient Kingdom (Zeal) -

Disquieting Magic (Zeal Palace) -

Rebuilding (Medina under reconstruction) -

-

Desert Oasis (North Oasis) -

Restored Hopes (Medina restored) -

A Forgotten Townhouse (Kid's Villa) -

_________

Dungeon Themes - Music used for dungeons and overworld areas, anywhere there are monsters or enemies.

Opening Salvo (Ark of the Black Lion, Schala's Prologue) -

First Mission (Dorino Research Labs, Lark's Prologue) -

Forest of Time (Fiona's Forest, Guardia Forest, Manoria Forest, Shadow Forest) -

Earth's Majesty (Danadorio Mountains, Zenan Plains, Fossil Valley, Gaia's Navel) -

Delving Into the Darkness (Dorino Mines, Magic Cave, Truce Sewerways, Heckran Cave) -

Dead and Dying Dreams (Guardia Castle Ruins) -

Military Brandish (Aquarius Labs) -

-

Bitter Memories of Murder (Zaineheim Ruins) -

The Dead Speak Back (Ghost Ship, Isle of the Damned) -

Future Shock (Geno Dome) -

Winter's Waltz (El Nido Highway, Water Dragon Isle) -

At the End of All Things (End of Time) -

-

Golden Wasteland (Earth Dragon Isle, Medina Wastes) -

The Fires of Hell (Mt. Pyre, Abyssal Fissure) -

Fortress of Dragons (Fort Dragonia) -

Dragon God's Lament (Terra Tower) -

Beginning of the End (Zeal Catacombs, Zeal Core) -

Forgotten Dreams of the Ancients (Elemental Weaponology Palace, Sun Palace) -

Fear of Stagnation (Balthesar's Lab) -

-

Price of Avarice (Viscount Galbanni's Manor) -

Corrupted Giant of Machinery (Corrupted Shald) -

Blood and Malice (Vastor Estate Invasion) -

Planet's Sorrow (Precursor Ruins) -

The Devil's Ascent (Ark of the Black Lion 2nd Assault) -

Insipid Immortality (Corrupted Zeal Palace) -

Nightmare Absolution (Dimensional Distortion) -

At the Shore of the Sea of Dreams (Zurvan) -

_________

World Themes - Music from the world map and certain situations.

Easy Travelling (Act 1) -

An Uncertain Time (Act 2) -

Island's Embrace (El Nido) -

On the Edge of Destiny (Act 3) -

On Wings to the Future (Epoch "Phoenix" Theme) -

On the Path of Revolution (Act 4) -

Danger From the Stars (Final) -

_________

Event Themes - Music used during general and special situations.

To All the Dreamers... (Main Theme) -

What We Wish to Cherish (Lark & Schala) -

Recurrence (Timeline changing events) -

Ominous Presence (Uncertainty) -

Distorted Justice (Trial and Execution) -

Conflict and Crisis (Danger) -

As the Days Wear On... (Daily Life) -

Hiding in the Shadows (Infiltration) -

An Unusual Event (Silliness) -

Drowning Cries (Sorrow) -

Held in Check (Anger) -

Unyielding (Determination) -

Conflict and Retaliation (VS Porrean Soldiers) -

Unfathomed Fear (Horror) -

Evil Flame (Frozen Flame) -

Why Go On? (Despair) -

We Dream Together (Within the Dreamscape) -

Silver Lining (Hopefulness) -

Taking Responsibility (Defense of Medina - Lark) -

Conflict and Resolution (Defense of Medina - Schala) -

Brother and Sister (Magil's Farewell) -

Fiendlord (Lark's Crowning) -

Towards the Golden Time (Happiness) -

Preparing for Battle (Command Sequence Preparation Menu) -

History Before Your Eyes (Codex) -

In Harmony (The Chrono Cross) -

Live With Me In Victory (Lark's speech before the Assault of Porre) -

Was it All Pointless...? (Game Over) -

Kingdoms and Empires (Between Act Narration) -

All Was For This Moment! (The Assault of Porre) -  

Calling Upon the Apocalypse (The spawns of Lavos merging) -

Together As One (Assault on the Massive Parasite) -

My Greatest Mistake (Bad Ending - An Ally's Death) -

Distorted Love (Normal Ending - Confronting Kale) -

Broken Promise (Normal Ending - An Ally's Sacrifice) -

Face to Face (True Ending - Schala VS Lavos) -

Fly (True Ending - Escape) -

_________

Battle Themes - Music used during normal battles and boss battles.

Arcing Flash (Act 1) -

Disillusioned Hearts (Act 2) -

Wings of Battle (Act 3) -

Warrior's Cry (Act 4) -

Savior (Final Dungeon) -

-

Formidable Foe (Boss Fight) -

Frightening Opponent (Intense Boss Fight) -

-

On the Steps of Madness (Diana/Hans Boss Fight) -

Overbearing Patriot (Shald Boss Fight) -

A Giant Threat (Colossus Boss Fight) -

Emperor of All (Dalton Boss Fight) -

Dance of Insanity (Carmillia Boss Fight) -

Black Heart of Hatred (Lark Boss Fight) -

Coming of The Devil (King Zeal Boss Fight) -

Immortal's Banquet (Queen Zeal Boss Fight) -

Planet's Judge (Kale Boss Fight) -

-

Arrival of Apocalypse (Lavos Boss Fight) -

Parasitic Takeover (Corrupted Foe Boss Fight) -

Justice and Vengeance (Final Dalton Battle) -

Self-Destruction (Bad Ending Final Boss) -

Dragon's Grief (Final Kale Battle) -

Mercy Killing (Normal Ending Final Boss) -

Temporal Freefall (Lavos Final Battle Stage 1) -

Twisted Evolution (Lavos Final Battle Stage 2) -

Self Preservation (Lavos Final Battle Stage 3) -

To the Settling of All (Final Battle) -

_________

Command Sequence Themes - Music used during Command Sequences.

To War! (Normal Battle Theme) -

Unexpected Complication (Surprise Attack) -

Cutting Losses (Retreat) -

March Forward! (Allied Advantage) -

-

The Lady's Fervor (Defense of Viper Manor) -

To the Death! (Defense of Medina - Second Half) -

Recapture (Invasion of Guardia) -

Full Bore (Assault of Porre - Front Gates) -

Vipers in the Water (Assault of Porre - Docks) -

Divebomber (Assault of Porre - Skyline) -

Altogether Now... (Assault of Porre - Central District)

One Last Push (Assault of Porre - Purge Protocol)

__________

Ending Themes - Music played during the main three endings.

(To be modified later...)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on November 08, 2012, 04:01:07 pm
Boss Bestiary

*SPOILERS!*

Act 1:

1. Arkham

HP - 800
Element - Black
Location - Arc of the Black Lion (Schala's Prologue)
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

2. Alpha Squall Warmech MkIII
HP - 500
Element - White
Location -
Attacks -

EXP -
G -
Tech Points -
Steal - None
Drop -

3. Forest Troll, Left Arm, Right Arm

HP -
HP (Left Arm) -
HP (Right Arm) - 
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

4. RolyKing

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

5. Element Eater

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

6. Ozzie (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

7. Slash (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

8. Flea (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

9. Crowley (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

10. Jansen (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

11. Browning (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

12. Wingapede

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

13. Heckran

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

14. Hi-Ho Tank

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

15. Hans Vaal (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

16. Ahriman 386-Z Warmech

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

17. Yarzren X3 Warmech

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

18. Gato

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

19. Shinobi

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
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Drop -

20. Faerie Swarm

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

21. Ozzie (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

22. Schwann

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

23. Assassin

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

24. Guard Carrier

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

25. Dalton (1)

HP -
Element -
Location - Zeal Ruins - Entryway
Attacks -

EXP -
G -
Tech Points -
Steal - None
Drop -

------
Act 2:
------

1. Lark (1)

HP -
Element -
Location - Manolia Cathedral
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

2. Laura

HP -
Element -
Location - Guardia Forest
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Saints - Assaulter
Saints - Recovery
Saints - Lightbringer
Saints - Overseer

3. Lark (2)

HP -
Element -
Location - Zaineheim - Hospital Ruins
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

4. Lark (3)

HP -
Element -
Location - Ghost Ship
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

5. Lark (Demon State)

HP -
Element -
Location - Ghost Ship
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

6. Corrupted Lark

HP -
Element -
Location - Ghost Ship
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

7. Kale (1)

HP -
Element -
Location - Chronopolis
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Lavos Spawn

8. Yarlen Shald

HP -
Element -
Location - Geno Dome
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

9. Matured Lavos Spawn (1)

HP -
Element -
Location - Geno Dome
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

10. Matured Lavos Spawn (2)

HP -
Element -
Location - Geno Dome
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

11. Colossus (1)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Kale (2)

HP -
Element -
Location - End of Time
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

------
Act 3:
------

1. Giant Nu

HP -
Element -
Location - Sea of El Nido
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

2. Hi Ho Warmech

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

3. Sven

HP -
Element -
Location - Viper Manor
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Assassin

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

4. Jansen (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

5. 382Custom Warmech

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

6. Crowley (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

7. Browning (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Bloodfang Merc

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

8. Slash (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

9. Flea (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

10. Diana Vaal

HP -
Element -
Location - Viper Manor
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

11. Corrupted Diana

HP -
Element -
Location - Viper Manor
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

12. Ozzie (3)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

13. Super Slash

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

14. Diva Flea

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

15. Samaele Zeal

HP -
Element -
Location - Zeal Palace - Central Core
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Notes: Defeating this boss will earn you the Yellow Fragment and the ending 'The Dream of Zeal Lives On'.

16. Dalton (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

17. Dalton (3)

HP -
Element -
Location - Medina Palace - Rune Altar
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Mura
Same

18. Murasame (1)

HP -
Element -
Location - Medina Palace - Rune Altar
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

19. Hans Vaal (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

20. Corrupted Hans

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

21. Rockroach

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

22. Crowley (3)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

23. Freya RX82 Carrier

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

24. Browning (3)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

25. Zealian Forgemaster

HP -
Element -
Location - Elemental Weaponology Palace - Unholy Forge
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

26. The Great Ozzie

HP -
Element -
Location - Ozzie's Fort - Room of Decay
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

27. Elder Lavos Spawn

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

28. Red Tyranno

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

29. Colossus (2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

30. Colossus (3)

HP -
Element -
Location - Porre 1228 AD
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Notes - Defeating this boss will earn you the Green Fragment and the 'A Future of Steel' ending.

31. Defense System

HP -
Element -
Location - Balthezar's Labs - Oversser's Chamber
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Nu Bit Alpha
Nu Bit Gamma

------
Act 4:
------

1. Corrupted Viper

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

2. Lavos Shifter

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

3. Corrupted Shald (Core)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Genocide Ray
Patriot's Arm

4. Crowley (4)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

5. Azazel CX95 Omega Warmech

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

6. Marduke

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

7. Nu

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

8. Kid

HP -
Element -
Location - Guardia 1027 AD - Cliffside
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

9. Beeba Chieftain

HP -
Element -
Location - El Nido - Hydra Marshes
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Beeba

10. Hi Ho Army

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

11. Chrono

HP -
Element -
Location - Dorino Mountains - Overlook
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

12. Rupert

HP -
Element -
Location - Manolia Cathedral - Ruins
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

13. King Zeal

HP -
Element -
Location - Tessaract
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Demon Idol

14. Carmillia

HP -
Element -
Location - Vastor Estate - Audience Chamber
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Fanatic Templar

15. Corrupted Carmillia

HP -
Element -
Location - Vastor Estate - Audience Chamber
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

16. Colossus (4)

HP -
Element -
Location - Ark of the Black Lion - Radiant Gates
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

17. Futuristic Colossus: Giga Gaia

HP -
Element -
Location - Arc of the Black Lion - Radiant Gates
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

18. Dalton (4)

HP -
Element -
Location - Arc of the Black Lion - Emperor's Chambers
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

19. Murasame (2)

HP -
Element -
Location - Arc of the Black Lion - Emperor's Chambers
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

20. Dalton (5)

HP -
Element -
Location - Arc of the Black Lion - Tower Apex
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Demonic Sword

Kale (3)

HP -
Element -
Location - Porre 1230 AD
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Notes - Defeating this boss will earn you the Blue Fragment and the 'Long Live the Queen' ending.

-------
Bad Ending
-------

1. Queen Zeal

HP -
Element -
Location - Parasite Palace - Throne Room
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

2. Schala

HP -
Element -
Location - Parasite Palace - Core
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

3. Corrupted Schala (Final Boss)

HP -
HP (Frozen Flame)
Element -
Location - Parasite Palace - Core
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

-------
Normal Ending
-------

1. Lavos Shadow

HP -
Element -
Location - Precursor Ruins
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

2. Zeal (1)

HP -
Element -
Location - Zeal Ruins
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Demon's Wrath
Princess' Guilt

3. Zeal (2)

HP -
Element -
Location - Parasite Palace - Throne Room
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

4. Corrupted Zeal

HP -
Element -
Location - Parasite Palace - Core
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Left Hand
Right Hand

5. Lavos (Gatekeeper)

HP -
Element -
Location - Angra Mainyu
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Left Arm
Right Arm

6. Kale (Phase 1)

HP -
Element -
Location - Angra Mainyu - Gate of Ahura Mazda
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

7. Kale (Phase 2)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Dragon Orb

8. Kale (Phase 3)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Lavos Spawn

9. Kale (Phase 4)

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

10. Corrupted Saffira (Final Boss)

HP -
Element -
Location - Angra Mainyu - Gate of Ahura Mazda
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

------
True Ending
------

1. Kale (Phase 5)

HP -
Element -
Location - Angra Mainyu - Gate of Ahura Mazda
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Frozen Flame

2. Corrupted Saffira

HP -
Element -
Location - Angra Mainyu - Gate of Ahura Mazda
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

3. Lavos (Embryo)

HP -
Element -
Location - Gate of Ahura Mazda - Freefall
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

4. Lavos (Cocoon)

HP -
Element -
Location - Zurvan
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

5. Corrupted Assassin

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

6. Corrupted Noble

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

7. Corrupted General

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

8. Corrupted Soldier

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

9. Corrupted Scientist

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

10. Corrupted Demon

HP -
Element -
Location -
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

11. Lavos (Core)

HP -
Element - All
Location - Zurvan
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Right Bit
Left Bit

12. Lavos (Final Evolution) (True Final Boss)

HP -
Element - All
Location - Zurvan
Attacks -

EXP -
G -
Tech Points -
Steal -
Drop -

Left Bit
Right Bit
Frozen Flame

13. Kale (Post-Final Boss)

HP -
Element - Black
Location - Angra Mainyu - Halls of the Forgotten
Attacks -

EXP - None
G - None
Tech Points - None
Steal - None
Drop - None
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on February 04, 2013, 01:59:29 pm
Omake #2

A chibied author avatar bows in utter apology.

Skylark: I have not forgotten this story, by I shame myself for having waited this long to get back to this.

Reika: It was a huge mess. His PS3 fried, so he had to get a new one over Christmas. Then he started playing and playing and playing-

Skylark: That's enough. I think they get the point. Anyway, since PSZ graciously posted spoilers for future Fiendlady plans, I decided to put Act 1 synopsis for the main party members by way of apology. I put them in 2pt, as they are story spoilers.

Reika: Unless you can read fine print, in which case they'd just be plain spoilers. :3

Skylark: >_<

Reika: So once again, the author apologizes for the delay. He'll do better next time. :3

Skylark:  :picardno
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on February 08, 2013, 04:01:20 pm
Attributes and Character Roles

Attributes. Those little numbers on the Status Screen signifying how strong a character is. In fact, why don't I just go over the Status Screen as a whole?

-------------
Status Screen Info
-------------

(From top to bottom...)

Name: The character's name.

Element: What color elemental affinity the character is.

Element Grid: The shape of a character's Element Grid.

Equipment: What gear the character has equipped.

Hit Points (HP): The amount of health a character has. If this number reaches 0, the character will be unable to participate in battle unless revived. Can be restored with medicines or healing Techs.

Magic Points (MP): The amount of stored ability power a character has. If this number reaches 0, the character will be unable to use Techs unless restored. Spent MP can be restored with ambrosias.

Stamina: An indicator of how many actions a character can take before becoming fatigued. If this number reaches 0 (or even into the negatives), the character cannot take any further action until restored. Stamina can be restored by other characters taking actions or with certain medicines.

Strength: Determines the damage a character inflicts with physical attacks and Physical Techs.

Magic: Determines the damage a character inflicts with Elements and Magical Techs.

Agility: Determines battle turn order as well as a deciding factor of evasion, hit%, and stamina restoration.

Constitution: Determines how much damage a character takes from enemy attacks, and is a deciding factor of stamina restoration and how much HP increases at Level Up.

Accuracy: Determines how often a characters attacks hit, and is a deciding factor of hit%.

Resistance: Determines how much damage a character takes from enemy magic. It also determines the power of Healing Techs and how much MP increases at Level Up.

Luck: Determines critical hit rate and how well a character can naturally resist status ailments.

Evade%: Determines how well a character can dodge enemy attacks.

Hit%: Determines the success percentages of the three attack types (strong, medium, weak).

Stamina Restoration%: Determines how much stamina is restored to a character when another takes an action.

Critical Rate: Determines how often a character deals extra damage with an attack of any kind.

Status Resistance: Determines how often a character can naturally resist status ailments.

Notes: Equipment has separate modifiers from base stats and stack.

-----------------
Character Roles
-----------------

Schala: Schala is a generally well-rounded character. With decent attack, defense, and agility. She has the second-highest magic cap in the game, only slightly behind Reika. To make up for this, she has access to magic techs of every element, increasing her versatility even further. Her unique 'Omni-Elemental' nature means she has no element weakness for enemies to exploit, while being able to take full advantage of Element Drives of any color.

Lark: As the other hero of the story, Lark is also of a balanced nature. Of course, the major difference is that while Schala leans more towards magic, Lark tends towards the offensive end of the spectrum. Of course, that doesn't mean he's a slouch in the magic department either, as his proficiency with Red Elements and Techs are second to none. His true power shines during a Red Element Drive, as his abilities double, or if sufficiently leveled, even triple.

Glenn: An interesting character in that his skill set doesn't seem as suited for combat as others. Sporting the highest Resistance in the game, and with his abundant supply of healing Techs, Glenn is by far the party's designated medic. His offense isn't so hot, but his high Accuracy ensures that he almost never misses, and his Luck stat is high enough that his criticals make sure his attack capabilities are at least to par. Unfortunately, his Constitution is so low that he can't take a physical hit worth crap, so take care of him.

Reika: Bar none, Reika becomes the best magic and Element user in the game, surpassing even Schala and Magil. Her Resistance will have her shrugging off enemy spells like a pro, as well as making her a solid #2 in the healing department. Her Ice Techs, while weaker than her Water spells, can inflict the Frozen status on almost any enemy. The effect even comes with many of her Dual Techs, giving her great synergy with the other party members. Of course, it doesn't really need to be said that she is not a fighter. She has the lowest attack power out of everyone, making her all but useless against foes who can counter or disrupt magic.

Gilbert: It is rather difficult to put Gilbert into any one category. He is mainly a physical fighter, yet his strength pales in comparison to Schwann, Lark, or even Schala. His Luck stat is the best in the game though, meaning he criticals often and powerfully. His evasion is also through the roof, as he will dodge attacks left and right, yet if something does connect, it connects hard. Unless you're a sucker for Black magic Techs, don't bother casting with him, as his Magic stat is the lowest out of all characters. Gilbert, therefore, could be cast as 'high-risk, high-reward' especially when taking into account his unique Shut Down and Reboot status. Gilbert is a situational character. Know when to use him, and he'll do right... at least for most of the game.

Laura: Like Glenn, Laura's role in battle is mainly one of support, only offensive/defensive in her case. She is the party's tank, as her constitution is high enough to shrug off most physical assaults, and giving her enough HP to survive just about everything else. Her unique Provoke Tech not only increases both kinds of her defenses further, any single-target attack the enemy make will be directed solely at her, allowing your other party members to clean house. When not hunkering down, she makes a decent fighter with strong physical Techs, or a competent backup healer with Aura and Resurrection. All this comes at a cost of Agility and Luck, making her one of the slowest of the group.

Schwann: Due to his immense size, it is no real wonder that Schwann is the hardest-hitting physical fighter of the team. Although his Accuracy leaves much to be desired, his hits are strong enough that it doesn't really matter, and his lack of agility can easily be made up for. Don't expect him to use magic too much though, as his Magic stat is not nearly to par.

Lavenda: Like Lark and Schala, she is a hybrid physical/magical character. However, she is the oddball of the group in that almost all of her techs deal very little damage and inflict status effects... at least at first glance. The trick is that all her magic Techs deal Damage over Time, and they stack with each other and with other spells up to four times. The real payoff comes with what is possibly the single most damaging nuke of the game in Karmic Retribution, which transforms all those DoT stacks into raw damage. The problem is that it takes a bit of time and work to set up that payoff. Thankfully, her special unique accessory will make that work much easier. Meanwhile, Dragon's Bite and Serpent's Coil are rather situational, with Coil doing great damage when her HP is low, and she sports a self-heal ability to build that HP back up. Lavenda has an abysmally low Max HP pool, but has the highest evasion stats of the game, as she is also the only character who can outright dodge magic attacks. Lavenda is a difficult character to master, but brings a unique playstyle to the table.

Magil: For starters, as a magic-type character, Magil has surprisingly good attack power, and his fierce attacks can hit all enemies. He is the best Black innate in the game bar none, and he has great stats across the board. Sadly, none of this can change the fact that he is a crutch character during times where one or both heroes of the story are off the radar, with his permanent departure at the end of Act 3 the deciding factor. There is nothing he can do that one of the other party members can't do better, and he only has a single Dual Tech to boot. To his credit, it's with Schala and it is one of the most powerful Dual Techs in the game.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on April 12, 2013, 02:26:43 pm
Omake 3

*A chibified author sits calmly on a pillow drinking a soda.*

Reika: *Shakes head.*

I will be honest. If it comes to a choice between gaming and writing, I will always choose the former. And yet there are so many things I wish to say, lest I forget them.

Reika: Alzheimer's hits pretty early in your family, doesn't it? :3

Anyway, I will be posting History and the remaining Act synopsis for the main characters over the next few weeks. Just finished with Lark and Schala's pasts.

Reika: You guys might want tissues for those, if you can read the fine print.

Once again, I'm sorry. *bows*
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on October 08, 2013, 03:36:28 am
.............

You know you've skewed your priorities when you get the red 120-day warning message.

Added some stuff now that I'm taking a break from gaming for a bit.

I said I wouldn't give up on this. Just gotta go a little bit at a time, that's all.

*psych-up*
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on June 13, 2015, 11:41:43 am
I'm going to make a lot more effort in updating everything in this topic, and I'm starting by adding in the final ending fates of the characters.

I also undid the size macros in case real life happens again.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 06, 2016, 02:08:15 am
...and real life happened again.

Okay, FFXIV happened, but still.

FFXIV... and Dragon Quest Heroes for PS4. I enjoyed that game a lot and started wondering if there was a way Omega Force and Koei could give Chrono Trigger that treatment... and then I thought 'Hey! The setting I created for Sea of Dreams would be perfect!'

So now I have TWO Chrono story ideas running through my head... which kinda becomes problematic for somebody with an already abysmal attention span. >.>

Long story short, I might make a seperate topic for this second idea... which brings me to this.

I said I would not give up on this project, and I do want to try to keep my word. However, it has become abundantly clear that my short attention span is a MASSIVE issue in its completion. As such, I will be writing out a basic, yet complete story synopsis from start to finish while continuing to fill in character stuff and other areas of the topic sporadically.

I said many times that this is a story I want told, and I WILL tell it, one way or another.

*Puts on turtle shell.*

Slow and steady, right? Slow and steady...
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 06, 2016, 11:11:01 pm
Chrono Saga: To the Sea of Dreams - Prologue Synopsis

The game opens up in 2400 AD to Roas Brangwyn discovering an amnesiac Schala, fighting off some Porreans, and bringing her home.

At the house, we name Schala, and we're introduced to the future setting. Porrean fundamentalists had attacked Choras in a blatant imitation of the Fall of Guardia, and are renewing an age-old conquest that supposedly ended a millenia ago. Schala, after speaking with the orphans created in the conflict and discovering that Roas is the leader of the Guardian insurgance, practically begs to join him.

Six years later, the Radical Dreamers assault Porre's Ark of the Black Lion to end their expansion. Schala, Roas, and Schala's surrogate sister Fin infiltrate the tower itself and wipe out the fundamentalist's figurehead. Before he dies however, a temporal recurrence effect begins and effectively destroys the resistance. Almost all of the Dreamers, including Fin, dissapear as if they never existed. The survivors barely escape with their lives.

It is revealed in the aftermath that Schala, as well as the other survivors, are people who exist outside of the normal flow of time, which is the reason they survived the recurrence. It is assumed that someone had brought the future's technology into the past to help Porre conquer the world. Schala volunteers to go to the past to set history back on its correct course.

The group travels to a rebuilt Chronopolis, where they are ambushed by Porre. Schala is the only one to make it through the Gate...

Meanwhile, we cut to the year 1227 AD. We are introduced to Lark and Glenn. The two are in the middle of a hostage rescue. Lark is able to free the hostages, but a battle with a particularly advanced Porrean weapon changes Lark's battle plan. Lark ends up destroying the Porrean weapons cache, a particularly tenacious warmech, and the factory itself. After Lark and Glenn flee the scene, a Gate opens up to deposit Schala amongst the wreckage. Thus, the story begins in earnest...
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 09, 2016, 07:18:34 pm
Alright, so anybody who taken a look at this topic will know I've added a few more entries, the biggest in particular being a 9th party member.

I've already explained things in her character notes, but I think it bears repeating.

Lavenda, originally named Ophelia in my original idea, was more or less my attempt at depicting the ancient Dragonians in Cross, and figures heavily into the backstory of this project. However, as the project began taking shape and more party member slots became filled, her role became rather diminished until she became more or less a posthumus sidequest infodump character.

For a while, I wasn't sure how to put her back into the main story (and the main party), because I felt I was pushing it with 8 characters, and I wanted to keep the final endgame party at 7. But then I started playing Dragon Quest Heroes, giving me the idea for a 2nd project... which gave me an idea on how to bring her back as I originally intended.

In the end, I decided to make her and Gilbert mutually exclusive party members until Act 4, where Gilbert will take his leave from the story after a certain point, bringing the final party to Schala, Lark, Glenn, Reika, Laura, Schwann, and Lavenda.

I already have her Single Techs posted and have some equipment ideas, but I'm having trouble thinking up Double and Triple Techs. If anyone has any ideas, I'd appreciate it. Now I just need to get off my duff and draw a picture of her for the character bios. :o
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 16, 2016, 07:33:16 pm
Chrono Saga: To the Sea of Dreams - Act 1 synopsis

After the post-prologue opening credits, Schala enters the sleepy mining town of San Dorino. Here, she meets the blacksmith Zappa, the innkeeper and Mercenary Guild representative Jessie, Rupert Wilder of the Radical Dreamers, and has a brief run-in with Lark and Glenn.

Both receiving an offer of work from Rupert, Schala and Lark meet with him on the outskirts of town, where they are officially introduced to Lark's amusement and Schala's exasperation.

Schala's job involves stealing the Sun Stone from under Dalton's nose, while Lark gets the noticeably unglamorous job of playing decoy. However, the possibility of assassinating the military dictator is too good for Lark to pass up. In the end, they both play their parts to perfection, and Schala successfully hands Rupert the Sun Stone. However ,there's a slight snag when the Dalton in the opera house turns out to be a decoy himself.

Schala and Lark both end up captured and sentenced to execution. Lark is revealed to be a Mystic during the escape attempt, which concludes when Glenn's flying vehicle is shot down over Fiona's Forest. Trudging through the maze of trees, the stop to rest in the abandoned Shrine. During the night, Schala finally gets a hold of her sole surviving comrade Techno, and learns that the two she's traveling with are somehow involved in setting the stage of the original timeline, and that her best chance to put things back to normal would be to join up with them.

For reasons different to each, Lark and Glenn unknowingly have the same idea. Schala is officially recruited into the Zweibreicht Company. The are introduced to Laura upon returning to Dorino, who congratulates them on utterly humiliating Porre with their actions. In the six months after, Schala develops a camaraderie with the group (as well as a bit of romantic tension with Lark). One day, the group gets a call that Jessie's sister has gone missing, and they head off to find her - off the record, to Glenn's dismay. Schala and Glenn find and rescue Mina from a group of Mystic goons while Lark confronts the masterminds: This era's incarnations of Ozzie, Slash, and Flea, who bear some as-of-yet unknown grudge against him.

Returning to town with Mina in tow, we are introduced to Reika, who immediately latches on to Schala as her rival for Lark's affections, much to Schala's annoyance. One mission afterwards in particular has the two of them working a solo job which ends with each bearing a grundging respect for the other. After completing the last of the town's available missions, the company is approached by Rupert for an escort job smuggling Elements across Zenan Bridge, which thanks to Lark and Schala's 'miraculous' escape from Porre, is under heavy security. The group hatches a Trojan Horse plan to get across...

...which blows up in their faces when they learn security had installed x-ray scanners and find Schala hiding in one of the vehicles. The crew makes a run for it with the cargo. Hans, a prominent soldier of Porre's military, launches one of their new warmechs to intercept... the very same one that kills Roas and the rest of Schala's friends a millenia later. The Masamune, which was found at Schala's side when she first arrived in the future, begins to glow in response to her determination to avenge her comrades.

Lark and Glenn help her destroy the warmech, but they find the entirety of Hans' forces at their necks. In response, Reika unleashes her Guardian Summon, Leviathan, on the approaching Porreans, washing them and their commander away... and inadvertently destroying Zenan Bridge in the process. In the aftermath, Schala's seeming familiarity with Porrean tech and how she destroyed the warmech sets off more than a few red flags in Lark's mind, and he begins to become suspicious of her.

The crew eventually settles in Guardia, where we're introduced to Gilbert and Schwann. In Guardia, Schala learns from Techno that her actions in destroying the warmech made it so that Roas and her other friends survived the ambush at Chronopolis. After a few missions, the party is given an audience with Governess Carmillia Vastor. Later on, Schala ends up eavesdropping on a heated exchange between Laura and Carmillia. Laura discovers her afterwards and asks her to forget what she had seen. Upon leaving, the group is accosted by a strange masked man, but they move on.

The group meets back at headquarters to discuss Carmillia's job offer. Lark and Schala are fully aware that Carmillia intends to eventually double-cross them, the issue being when. Gilbert, who has been shadowing the group, reveals himself and is impressed, having come to a similar conclusion. Eventually, it is agreed that the damage they could do to Porre would be worth the risk of working with Carmillia.

Their first task for the governess is to provide whatever support they can offer the Dreamers. Gilbert joins the group in this endeavor. Once the reach the small village of Manolia, they receive word from Rupert that the Dreamer's base in the nearby cathedral has been compromised, and that a large force of Porreans is en route.

The party arrives at the cathedral just in time for the commander in charge to be killed in the opening salvo. To everyone's surprise, Lark immediately takes command over the panicking rebels. Using clever ambushes and the terrain, they annihilate the Porrean offensive. However, Rupert and his rebels have no choice but to lay low for a while before it's safe to make camp at the cathedral again. During this, Schala leaves in order to send a message to Techno... unfortunately, the coincidental timing of this serves to reignite Lark's suspicions.

Lark and Schala's previous comraderie deteriorates severely over the next six months as Lark's paranoia over Schala's intentions worsens. Reika, who until this point has been neutral towards Schala at best, eases off when Lark's behavior begins to concern her, and begins genuinely treating her as a friend. Gilbert, previously revealed to be Grobyc from Cross, confronts Schala and deduces her mission when he recognizes the Chronopolis design on her Codex bracelet. He warns her that her secrecy may end up alienating her from her new allies. Unfortunately, due to over-caution or pride, Schala refuses to heed his advice.

In the last mission available in Truce, the Porre of the future has caught on to what Schala is trying to do and sends assassins after her. The incident allays Glenn's fears, but not Lark's. Afterwards, the group is once again called to the governess. According to intelligence, Porre has a particular new bio weapon project that Carmillia wants in an off-shore facility, and she wants Laura and Schwann brought along as support. After the group leaves for their mission, a hooded figure appears behind Carmillia's throne, asking if preparations have been made. Meanwhile, the Masked Man from earlier feels a dark premonition as he watches the party head out...

The group takes a 'commandeered' Porrean vessel to infiltrate the Aquarius Laboratory. Although the infiltration starts off well, but then learn that the project is in the deepest recesses of the lab, in a place known as 'The Ruins'. Naturally, they are eventually spotted by the enemy. Schwann and Laura agree to hold off the enemy. Later, after a suspiciously well-timed enemy ambush, Lark has had enough, and demands (at spearpoint) that Schala come clean with her secrets. Reika ends up slapping him for this and says that whatever issues he has can wait until the mission's over. Lark angrily heads off on his own while Gilbert warns Schala that if she doesn't tell the others the truth, he will.

Gilbert ends up having to tell the tale after all as the fracturing group explores The Ruins... specifically, the ruins of Zeal Palace. Although Glenn and Reika are hesitant to believe such a story, they end up forced to believe in time travel and the like when they come across various ghost memories around the ruins, many of them featuring the Schala of old in various states of sadness and submissiveness. One by one, the memories return to Schala, who attempts to reject them, at one point outright screaming at her past self in complete and utter disgust at how weak she was. Unfortunately, Schala's inevitable breakdown doesn't stop here...

Meanwhile, Schwann is still fighting, but notices that Laura has disappeared without a trace.

Back with the others, a ghost memory appears revealing the connection between Schala and Dalton, one that Lark just happens to end up witnessing. It is at that point that Dalton himself, genre-saavy bastard that he is, shows up right on time to burn away what little remnants of possible reconcilliation remain between Lark and Schala. Lark immediately goes on the offensive against Dalton, with the unsaid implication that Schala is next. In the ensuing duel, no matter if Lark wins the fight or loses, Dalton retreats cackling in victory due to one simple truth:

Using Shald's information network, his own knowledge of Schala's identity, a few well-placed ambushes, and purposly luring the party to the ruins, he has succeeded in driving a wedge between a group that has been causing no end of trouble for him for years.

Meanwhile, an utterly distraught Schala runs away from the party into the throne room only to discover what Porre's bio project actually is.

Lavos, little more than a 'head' in a jar, connected to a series of life-support apparatus', but alive, having somehow been rescued from its pocket dimension in the Tessaract. All of the memories, the nightmares, the disgust, the self hatred... ALL of it comes back at once at the sight of the creature, sending her into a complete and utter breakdown. In her maddened state, she begins to hallucinate starnge creatures born of Lavos. She fights them off, with one being particularly aggressive.

However, as she stabs the last of them, the hallucination ends... Glenn, Reika, and Gilbert are lying on the ground, bleeding or wounded... with Lark at the end of her dagger. As Lark falls to the ground bleeding out, Schala breaks completely, Lavos' shrill cry echoing through the ruins...

Meanwhile, Rupert and the Radical Dreamers return to Manolia Cathedral, a strange technilogical strongbox in tow, the prize from hitting an especially secretive Porrean caravan. Rupert manages to open the box, and is in complete and utter at what's inside, wondering if the object he's seeing is really what he thinks it is...

Finally, we see a hidden room in the Vastor Estate. Carmillia looks upon Lavos along with two hooded figures, one of which greets Lavos like an old friend. Carmillia offers an uncharacteristic word of thanks to Laura for a job well done. Laura mentions that Schala and the others had somehow disappeared when she found the creature.

Carmillia simply says that Laura knows what must be done.

There are to be no loose ends.

(End of Act 1)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 18, 2016, 03:25:44 am
Save File Chapter Titles

Prologues:

1. Last of the Dreamers (Schala's prologue)

2. Burning Justice (Lark's prologue)

Act 1:

1. Brave New World

2. Escaping the Empire.

3. A New Partnership

4. Day to Day Life

5. Missing Mina

6. The Daily Grind

7. The Blockade

8. Onward to Guardia

9. Disillusionment

10. Porre Attacks!

11. Belligerence

12. Invading the Lab

13. Ruins of Memories

Act 2:

1. Madness

2. The Frozen Flame

3. Heir of Guardia

4. A House Divided

5. The Bloody Flame

6. Back to the Future

7. Remorse

8. The One Who Scarred Time

9. Redemption

10. Trapped in the End

11. Executioner of the Planet

Act 3:

1. Atonement

2. Dragon's Prayer

3. Back to Work

4. Affection

5. The Black Wind

6. The Dragon God

7. Viper Under Siege

8. The Lost Prince

9. The Magic Kingdom

10. The Fallen Princess

11. Counterattack

12. A Bond Between Dreamers

13. Restoring the Land

14. Birth of the Fiends

15. Stagnation of Mankind

16. Wedding Bells

Act 4:

1. The Escalating Conflict

2. The Missing General

3. Blood of Acacia

4. The Grand Fortune

5. The Blue Mist

6. The Juggernaut Launches

7. Song of Marbule

8. The Queen Returns

9. Carmillia's Hubris

10. God in the Machine

11. Duty and Country

12. Birth of a Nightmare

13. Dragon's Sorrow

14. The Fated Hour

15. Invasion of Porre

16. The Mighty Colossus

17. Reckoning

18. Balthezar's Lament

19. The Final Push

20. To the Sea of Dreams
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 19, 2016, 01:19:55 am
Chrono Saga: To the Sea of Dreams - Act 2 Synopsis

The first scene of Act 2 is Schala's meltdown from the previous act from an un-hallucinated point of view. We see Reika, Glenn, and Gilbert try to help or subdue Schala, only to get cut down. Lark storms in, sees what happened, and flies into a fury. However, madness triumphs over rage, and the inevitable freakout happens.

Laura comes in, ignoring the prone figures of her 'allies', and takes the container containing Lavos, disappearing into a black portal. Schwann shows up next, followed by the Masked Man from earlier, who begins to cast a spell...

Flash forward to days later, Schala awakens in Manolia. Upon recalling what had happened, she begins to wallow. Reika comes in, seemingly unharmed to her shock, who tries to assure her that they don't hold her responsible for what happened. Unfortunately, it's revealed that the recent trauma has left Schala unable to speak.

(At this point, Schala is unable to be selected for battle until the last area of the Act.)

Schala is taken to another room where Schwann and Glenn are recovering from the ordeal, as well as the Masked Man, who finally introduces himself as Magil. Schala recognizes him immediately... and slaps him. It's revealed that Lark is recovering in the other side of the village, having been agreed beforehand to keep him as far away from Schala as possible until Gilbert can set the record straight for him. Schwann takes his leave, informing the others that Carmillia might be preparing to play her hand soon. It is also revealed that the dreamers had gotten their hands on a strange artifact, and that the villagers have all been acting strangely ever since.

Outside, it appears as though Gilbert's efforts to placate Lark have failed, as the incensed Mystic attempts to call Schala to task for what happened at the ruins. Everyone sticks by Schala, causing Lark to declare them all traitors and leave the group. Before anyone can process this, Schala doubles over in pain.

We see flashbacks of Lark's past: A Medinan search party carrying an unconcious human girl into the city, a young Lark falling in love with the girl, that same girl opening the gates of the city and letting in Porrean soldiers, and said girl stabbing him and leaving him for dead while Dalton laughs in the background.

Lark enters the cathedral to find Rupert wounded and the Dreamers with him in a state of furor. Lark feels a stirring in his soul and enters the chamber where the artifact is stored, as if in a trance...

(At this point, Lark leaves the party until a little after halfway into the Act.)

Magil feels the Black Wind howling, and the group heads to the cathedral to find the Radical Dreamers save Rupert dead and/or dying. Rupert weakly warns that the artifact they acquired is evil incarnate. The group pushes forward, only to find...

Lark covered in blood... standing before the Frozen Flame, having been taken over by its power. Another flash of memories, this time of the surviving Mystics nearly lynching the young Lark, blaming him for what had happened to them, then him walking the deserts, scarred and alone, vowing to make Porre pay.

And so Lark accepts the Flame. The power to destroy Porre. The power to exact revenge on the traitors. The power to turn it all to ash...

Magil and Schala erect a barrier just in time before a giant pillar of flame engulfs the cathedral, the surrounding forests, and even the village of Manolia, the villagers dying in chant to 'The Holy Flame'. Once the ash settles, everyone can only look on horrified at the devastation around them. Without warning, Glenn empties an entire clip from his guns at Lark, only to see them melt harmlessly off a barrier of flame. Lark sees this as the perfect chance to test his new god-like powers. What follows is a hopeless battle (until a New Game +, and even then...) between former comrades and friends.

In the end, Lark flies away with the Flame in tow, laughing in triumph at the power he now possesses and leaving the others for dead. Glenn vows on his sister's grave that he won't stop until he kills Lark with his own hands...

Before any of that can happen, the party has to find a way to escape Guardia. Magil claims to know of a hidden passage in the ruins of Guardia Castle they can use to bypass Carmillia's blockade. Trudging through Guardia Forest, they see the corpses of Dreamers that had escaped Manolia's destruction. They move forward to find the last Dreamer get cut down... by Laura.

No loose ends. No matter how Laura feels on the matter, she will not swerve away from the duties her sister has entrusted to her. With a heavy heart, she bars the party's way to the castle calling upon her Guardian Summon Saints in the process.

Despite the punishment she takes, Laura stands resolute... until her fellow knights quite literally stab her in the back. No loose ends.

It is at this moment that Porre, who has known about Carmillia's plans for some time, sends a detatchment to deal with her blockade. The party plans to escape in the confusion, but Schala, seeing too much of herself in Laura, stubbornly tries to stay behind and pull her out of the line of fire. Magil, to everyone's surprise (and a few protests), carries the fallen knight, intending to bring her with them.

Upon arriving at the castle, ore ghost memories appear, depicting the Fall of Guardia, the final fates of Chrono and Marle, and a castle knight spiriting their child through the passage the party plans to take. Magil reveals Laura to be the descendant of that child, though she had long suspected.

As the group rests in the passage, Laura is incredulous as to why they would waste their time saving her. Schala, despite her current muteness, makes it clear that she's having none of it. Conversation turns towards the Frozen Flame... and its current Arbiter. Reika tells the rest of Lark's story, from his days as the murderous Bloody Flame to his first encounter with Glenn and his sister, and the tragedy that resulted from it. Magil points out that with Lark's near-instant corruption from the Flame's power, there is next to no chance of saving him, and that his coming rampage must be stopped. Glenn is perfectly fine with this, as he believes that Lark's recent actions have made his sister's sacrifice meaningless. Reika and Schala are upset by this, while Laura and Gilbert merely hold the opinion that what is done must be done.

Meanwhile, Lark appears watching over the skirmish between Porre and Carmillia's forces, muttering that it'll all be over soon, before he suddenly holds his head in pain and vomits. A single thought runs through his mind before the Flame whispers to him again.

What have I done...?

The group ends up 'commandeering' a vessel and head to Choras on Glenn's hunch that the ghost town of Zainheim is Lark's destination. It's here that Glenn announces the disbandment of the Zweibreicht Company and goes off on his own to hunt down Lark. Gilbert and Laura go off on their own way with Magil following Glenn, leaving behind Reika and Schala. Schala chooses, in the end, to follow Glenn than leave things as they are. However, even Reika is starting to doubt that Lark can be saved at this point.

Regardless, Glenn confronts Lark in Zaineheim at the spot his sister Hope died, and signs can be seen that Glenn may have himself been somewhat affected by the Flame. Regardless, their battle ends in a draw and Lark retreats. Gilbert and Laura return to the party and follow Glenn.

Soon after, Lark comes across a derelict Porrean warship. Using the Flame, the ship springs to life and begins to fly. Glenn, and then the rest of the party barely manages to get on board before it takes off. After searching through this 'ghost ship' the group finds Lark on the upper decks, muttering how the ship will be the throne in which he'll rain hellfire on Porre... or anyplace else in the world. Throughout this exchange, he can be seen attempting to fight off the Flame's influence. Unfortunately, Schala is the only one who realizes this.

After two more battles, one against his Fiend form, the group is knocked out by Lark's Meggido Tech. Lark attempts to wrestle control of himself once more. Schala, finally finding her voice again, implores him to be strong and not give up. Despite everything he had done and how he had treated her, Lark can only tearfully ask why Schala is still willing to believe in him.

Before she can give her answer, Glenn regains conciousness and tries again to shoot Lark, but Schala stands protectively in front of him. Glenn, beyond reason at this point, threatens to shoot through her to kill him, but she remains defiant. The others, realizing that Glenn is unstable enough to actually go through with it, restrain him and knock him out. Lark ends up losing the battle of wills, pleading for everyone to run away before being engulfed in an unholy fire.

In Lark's place is his Guardian Summon Salamandine, corrupted by the Frozen Flame, with Lark serving as the creature's battery. The backlash of power from Lark's failed battle of will sets the entire ship ablaze. Schala's exchange with Lark earlier rekindles Reika's hope that Lark can be saved from himself, and she summons her Guardian Leviathan. The others are forced to jump overboard from the ship as it begins to crash down over the sea.

After a monumental battle of Guardian vs Guardian, Salamandine and Leviathan make one final clash. Reika disappears in the ensuing explosion of fire and steam that completely destroys the ship. Lark is seen sinking into the sea, unconscious. Schala pulls him up onto a piece of floating wreckage. One by one, the others break the surface... except for Reika, who is nowhere to be found. Just then, a bright line shines down on the group from above, a light Schala seems to recognize...

Meanwhile, back in Guardia, one of Carmillia's hooded figures senses the stirring of the Frozen Flame, announcing that it's time to take back what is his.

Back with the party, Schala awakens in very familiar futuristic surroundings, and is soon enough reunited with Roas and her friends, who had taken the party to Chronopolis in 2400 AD. However, Magil has a few choice words to say to Roas, and it's revealed that Roas was at one time a denizen of the Kingdom of Zeal and King Alphard's bodyguard. But more than that, the group is formally introduced to Balthazar.

Meanwhile, Lark awakens in the facility's medical bay, and becomes distraught as everything that he had done under the Flame's influence comes back to him, especially Reika's sacrifice. Wandering the halls, he overhears Schala's story being told, and becomes filled with even more regret.

That night, for a strange as-of-yet unknown reason, Lark finds himself on a strange shore with an orb of pure radiance floating above an azure sea... with Schala. Schala explains that they are dreaming, with this strange place being known as the Dreamscape, and expresses surprise that the two of them are sharing the same space. Lark wonders if it is because of their mutual connection to Lavos. Regrets are laid bare, apologies are made, and the two begin the long, slow process of repairing their shattered relationship.

The next day, Chronopolis comes under attack by the hooded man from earlier, who finally introduces himself as Kale. Using a strange incantation, he attempts to focefully extract the Frozen Flame's essence out of Lark, but is stopped. Realizing he's outnumbered by not only the party, but by Chronopolis security, Kale retreats, but not before summoning a Lavos Spawn to Magil and Schala's horror. In the aftermath, Glenn completely holds Lark reponsible for yet another mess and rails on him for the entire Frozen Flame thing and Reika's sacrifice. Although the others are still wary of him save for Schala, they believe Glenn to be the one out of line this time.

Sometime later, Schala is asked to come alone to the Chronopolis Director's office. Lark suddenly has a bad feeling about things, but his concerns fall on deaf ears. Unfortunately, it turns out the current Director of Chronopolis and Dalton's Chief of Science Yarlen Shald are the same person, and Schala is taken prisoner. Lark discovers Schala being taken and gives chase, eventually hijacking a jet bike to tail Shald. The chase eventually leads all parties to the GENO (GENetic Operations) Dome near Termina.

(Lark returns to the party lineup at this point.)

The others catch up with Lark inside the dome, and discovers countless assembly lines of weaponry and machines being sent through Time Gates, implicating Yarlen Shald as the mastermind behind the temporal recurrence and Porre's renewed rise to prominence. Whatever had happened in the past doesn't matter at the moment as everyone agrees that Shald has to be stopped.

Meanwhile, Shald drags a struggling Schala to his bio-labs. It's revealed that Shald has been working on bio experiments with Lavos as a base, and that because Schala had spent so long merged with Lavos, she is more or less a living fragment of the creature. Shald drags her to a large chamber which houses a man-made mature Lavos Spawn in hopes of possibly recreating the Time Devourer. All for the Glory of Porre and the Pursuit of Science.

It looks as though the party is too late, and the merging process has already begun. Lark, however, has none of it, and attacks the crystal cocoon holding Schala captive. Even as the backlash of power from doing so threatens to destroy him, Lark's desire to atone and determination to succeed wills him to keep going. Against all expectations and to the shock of everyone, a crack forms in the cocoon, and then another, and another...

...until finally, Schala is free. No Chrono Cross. No ideological shennanigans. Just the will to accomplish the impossible.

Naturally, the Elder Spawn is pissed and lays the group out flat before pulling out its 1-hit KO. Schala begins having flashbacks to the Ocean Palace, even more so when Lark jumps in to take the brunt of the blast. Lark would have been vaporized like Chrono if not for one thing: the Frozen Flame's own desire to live. Once again to the surprise of all, Lark gets back up to summon an uncorrupted Salamandine and finish off the parasite.

Unfortunately, Shald manages to escape, but not without some choice words for Gilbert, who was the brainchild of his great grandfather.

With the danger passed (for the moment), the party activates the self-destruct sequence for the dome, ensuring that Shald can send no more reinforcements from the future. In light of the lengths Lark was willing to go to save Schala, the others finally decide to give him another chance... save for Glenn, who simply remains silent.

Unable to return to Chronopolis in fear of attracting unwanted attention, they find an abandoned apartment to hide out in, where Lark and Schala have another heart to heart. Unfortunately, the group was tailed by Porrean forces and ambushed during the night. A well-aimed rocket sends Glenn careening over the edge of the building. Lark once again puts himself in harm's was to save the person he had once called a friend...

The fall ends up knocking Lark out cold. Glenn finally sees his chance to avenge his sister's death...

But no matter how he tries to justify doing so, he is unable to bring himself to shoot the closest thing he's ever had to a friend. Lark's recent acts of bravery, the last words of his sister, his own actions on the Ghost Ship, the friendship that had grown over the years... Glenn had known all along what Hope had seen in Lark that she was willing to sacrifice herself to save him, but he didn't want to see it... because he wanted a scapegoat, an excuse...

In the end, Glenn carries Lark through the allyways in order to get them both to safety. Meanwhile, Schala's group is nearly cornered by Porrean forces when Roas' team arrives to the rescue, sending them through a secret passage in the city to where Techno waits with a surprise. By then, the army catches up to Glenn and Lark. Glenn refuses to go down without a fight or let Lark die. His determination awakens in him the ability to summon the Djinn Sisters Guardians. After what seems like an eternity of fighting, the Porreans are scattered by the arrival of a flying vessel: The Epoch "Phoenix".

With Glenn and Lark aboard, the vessel heads out of Termina airspace, but encounter trouble in the form of Porre's Colossus. When the ship gets damaged in the ensuing dogfight, Roas makes a desperate gamble and attempts to jump through time. With the engine core damaged however, they are taken to the area of time with the least resistance: The End of Time.

....and they end up nowhere near Gaspar's residence. Techno suggests the group search through the flotsam left behind in the timestream for something to help repair the Epoch's core. After Lark reawakens, Schala resolves to stop being a burden on everyone and rejoins the party at last.

Laura and Lark bond over the fact they both have much to atone for. Magil attempts to properly converse with Schala, only for her to ask why he didn't keep his promise to forget her and live on. Lark and Glenn finally bury the hatchet realizing that being at each others throats is the last thing Hope or Reika would have wanted from them. Glenn sheepishly attempts to apologize to Schala for what he nearly did on the Ghost Ship, only to be met with a glare by Magil. Gilbert muses on the Frozen Flame, particularaly its inherent ability to bring out and enhance the inner darkness that a person tries to hide.

Their search finally leads them to Gaspar's Space. Upon meeting Spekkio, Glenn is immediately taken through the (literal) rounds of unlocking Innate magic. After a tearful reunion with the Old Man, the Guru points them to a place he 'affectionately' calls The Backyard. He warns them to be careful, as a suspicious-looking creature has been sighted in the area.

The group finds its way to garden of temporal crystal clusters, many of which could be used to repair the Epoch. Unfortunately, the also find the suspicious creature. Kale notes his stroke of luck that the Arbiter found their way here of all places, and that the time has come to take back what is his. The party demands to know what he means. Kale answers.

He is the one who created Lavos... and that all it took to create a god was a Vanarathian tick and a massive infusion of his own genetic code.

He then begs the question: "What would you do if one day, you learned that the world you lived in was sentient not only in the figurative sense, but the literal as well? That such a world could decide, on a whim, who lives and who dies? That the only obstacle between yourself and contentment is a world that cannot stand your very existance?

No. I will not be bound by the rules of such a being. Twice, I have been denied, but no more. I have waited too long to be stopped now. I will have the Flame, and I will take back what's mine!"

Magil attempts a pre-emptive strike, but only succeeds in burning away Kale's cloak, revealing what could only be described as a Dragonian sporting disturbingly familiar spines... and so the battle begins.

At first, Kale seems untouchable, but the Masamune is able to nullify many of his abilities. After a hectic fight, Kale is forced to retreat once more, but he will not stop until he has the Frozen Flame.

With much to think on, the party take the clusters they need and returns to the Epoch. With it, the group is deposited back in 1228 AD, situated right outside the original Chronopolis in El Nido. Knowing what they now know, the party shows renewed purpose. Stop Dalton, Shald, and restore the future. Keep Kale from acquiring the Frozen Flame. They've come too far to turn back now, and they'll stand ready, no matter what comes.

Meanwhile, in the inert Terra Tower, a fleshy wall opens up, revealing something -or someone - sleeping within a crystal stasis...

(End of Act 2)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 22, 2016, 04:39:52 am
*falls over, still in his turtle shell*

Wanna finish these synopsis'... but I also kinda wanna play Dragon Age again...

...but mah attention span... :o
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on March 22, 2016, 10:39:51 pm
Chrono Saga: To the Sea of Dreams - Act 3 (Part 1) Synopsis

The party arrives in Termina. Gilbert leaves the party at this point in order to report to Viper Manor. The party splits up, with Schala walking around the city. Being back in El Nido like this causes her to remember Serge and their disaterous first/last meeting. Schala finds her way to the graveyards in thought when she hears a familiar voice.

Bandaged up but otherwise unharmed stands Reika, offering a few bellflowers to the departed.

Schala goes off to find the others for the reunion, but can't seem to find Lark anywhere. Regardless, they return to the graveyard to find Lark staring at Reika in utter shock before he kneels to the ground in tears, with the latter soon embracing him. Hours later, after Lark has finally calmed down, the others talk inside the cabin Reika has been using to recover.

Reika is asked what happened after the Ghost Ship. Wounded and knocked unconscious, she had been launched far away from the others. With what little energy remained, Leviathan carried her through the ocean's currents. She eventually washed ashore near Termina, where she had been taken care of by Schwann for the past two weeks.

At that moment, the party is reacquainted with Schwann, and introduced to his daughter Annette. After a few words, the group meets up at the bar with Reika in tow for a celebration... and also for Glenn to announce the rebirth of the Zweibreicht Company. As Laura still has no other place to go, she becomes the mercenary group's 5th member. After such trying times, things are finally looking up.

The next day, the group recieves a summons to Viper Manor, where they become acquainted with the rest of the Devas and General Maria. It's revealed that Gilbert had been assigned to not only aid Schwann in the dealings with Guardia, but to shadow and report on Lark, who she claims to be an acquaintance of. Lark has trouble recalling her claims until she drops his true name - Cain Cray, fallen prince of Medina... a fact only Reika seems to have known.

Only after does Lark recall, and deduces the General's intent to ally El Nido with surviving Medinans to take advantage of Porre and Guardia's recent hostilities. Lark lays down the flaw in that plan - Even if he believed there were enough surviving Mystics to form an army, it would mean nothing since his word is currently less than garbage to them.

Disappointed, but not deterred, Maria offers the crew work. A strange energy has been emanating from the long-inert Terra Tower for the past few days, and the citizens have grown worried of what it might mean. The Zweibreicht Company is on the case... unfortunately, the group hits a snag when they realize that the only entrance to the place is in the sky. Lark flies himself and Schala up to investigate. Eventually, the two come across a strange chamber littered with various crystal structures.

A red energy suddenly pulses through the chamber, and the crystals melt away... to reveal many humanoid dragons not unlike Kale. The sight of these strange hairless 'apes' in their most sacred of sanctums send the Dragonians into a frenzy, and they give chase. It is only after Lark and Schala are cornered that their matriarch shows up. We are introduced to Lavenda, who quickly makes clear to everyone in the room why she's the matriarch.

After sensing the corruption of Lavos within both of them, she demands answers. Afterwards, she insists on viewing the living memories of the tower, stating that it would be foolish to just take their word at face value. However, she finds herself cut off from Dinopolis' systems, and indeed, the inborn security attempts to attack her. At a loss as to what to do, she demands that, in exchange for leniency, that Lark and Schala help her restore control to Dinopolis. Left with little choice, they agree.

Along the way, they discover how Lavenda lost control due to a particularly prideful Dragonian taking over and outright instigating the original conflict against Chronopolis while she was in cryosleep, which angers her to no end. Soon after, they manage to restore just enough control for her to look through Dinopolis' memories... and discover that the reason the Dragonians of 920 AD were hunted down was because of Kale feeding tales of glory and treasure to hunters from the mainland.

Finally realizing their mutual animosity towards Kale and seeing that Schala's words held true, Lavenda offers a truce and asks to be taken to the current ruler of El Nido. The others are introduced to her outside... with mixed results due to her haughtiness. Despite that, the negotiations between Maria and Lavenda are met with success. Due to the fact they are fighting Kale, Lavenda asks to be part of the group. Needing someone to represent the Acacia Dragoons for the Dragonian ambassador, Maria assigns Schwann to do whatever he can for the Company.

So, with new allies in tow, another six months pass as the company does what it can to make the lives of El Nidans better...

Throughout, Schala and Lark individually realize that somewhere during the months since their journey to the future, their relationship has grown past the point of friendship, and neither know what to make of it. Schala is still broken-hearted over Serge, and Lark still has his issues with the traitorous Anna, as well as the lingering issues from the Frozen Flame incident that keep either from heading forward.

It is during these musings that word arrives of an attempted assassination on the General. Maria is fine, yet there are no clues as to who had ordered the hit. In response, being that El Nido is technically neutral territory, she organizes a gala in hopes of flushing out the potential mastermind.

Disguised as party guests and servants, our heroes mingle amongst the crowd in order to find leads. During one particular slow dance (in which Lark and Schala are 'encouraged' to participate in to their nervousness and embarrassment), the lights in the manor suddenly shut down. Another assassination is attempted, but thanks to Reika discovering clues leading to one of the kitchen staff beforehand, the attempt is thwarted.

With the other party guests spirited to another chamber (with Lark and Schala dragged along), the General makes preparations for a search, unconvinced that the danger has passed. She is proven right when her guards are suddenly incapacitated by another assailant... recognizable only to Laura as Sven, Carmillia's Vastor's personal manservant.

Sven is taken down, but manages to escape. Laura wonders if the trouble had been caused because of her and the Company's presence in El Nido, but Maria assures her that isn't the case, as there had been an attempt on her life the previous year by the same group. Glenn suspects that Maria was targeted to mollify and earn the trust of the citizens of Guardia, many of whom resent the Viper clan for their part in the Fall of Guardia ages ago, and to absorb the nation of El Nido into her forces.

With the danger passed, our heroes continue to work for the betterment of the archipeligo, one such mission involving Reika's estranged family and her past exile from Marbule. It is during this short time that Lark and Schala's growing relationship encounters a rather daunting roadblock.

It begins with a simple question: How far would you go to be free of the pain in your life?

Lark doesn't want to be free of it, because he sees such a mindset as running away from one's problems. Schala counters that if that pain is too great, then facing it would be akin to torture, and that taking away those memories of the pain would be the kinder solution. Lark argues that doing such a thing is nothing more than destroying oneself... and immediately comes to realize that is exactly what Schala had done, and chastizes her for it.

Thus, what began as a debate devolves into an argument between differing ideals and admonishments over each other's choices in life. Although they regret it soon after, both end up being too stubborn to extend the olive branch...

So with such a tense atmosphere, it's only natural that the group gets word of trouble at Terra Tower in the final mission of El Nido. Dinopolis' systems have gone completely haywire. Gilbert rejoins the party and Lavenda leaves. Lavenda, having thought about Schala's story of the Time Devourer and how that Dragon God had been absorbed into it, wonders if she would be able to calm it.

Deep in the core of the tower, Schala attempts to commune with the Dragon God, whom in the merged timeline was not absorbed into Lavos or sealed by FATE, remaining within Dinopolis. Unfortunately, the attempt backfires horribly. The Dragon God has no intention of relinquishing control of Dinopolis to those who have been corrupted by the 'spawn of Kale', and had hoped that Lavenda and her brood would remain in cryosleep forever.

In addition, it reveals to the party Schala's condition concerning Lavos: As Lavos is a creature who, in the end, prioritizes its own survival above all else, it seeks to become whole. As Schala is a living fragment of the creature, it will only be a matter of time before she herself becomes it. If they hunt Kale and kill the weakened Lavos, Schala will cease to exist as she is. Coupled with the guilt of her past sins, she wants nothing more than to destroy herself, and the only reason she hasn't is because of Lavos' unconcious influence.

The party is forced to battle the A.I. It vows it will never let the spawn get their way with its final words. Dinopolis' systems are back under Dragonian control, but Lavenda is shaken at what she and the party were forced to do. Although haughty and full of pride for her race, her time with the group had shown her that humanity's origins stemming from Kale did not mean they were the same as him, and she is dismayed that the Dragon God had been too blind to see that.

Meanwhile, Schala has been even more affected by the Dragon God's words and is close to having another breakdown. Reika ends up being forced to slap her to get her to calm down. All of a sudden, both Lark and Schala feel a disturbingly familiar pressure, which can only mean one thing. Kale is nearby.

At the top of the tower, Kale and his hooded companion await. Lavenda flies into a frenzy upon seeing him and attacks, and is actually able to keep up with him... for a time. Kale, realizing he won't get a chance to steal the Flame with Lavenda pressuring him, opens up of Gate to escape, but Lavenda tackles him through it, sending them both through the rifts of time.

(Obviously, Lavenda leaves the party for a while at this point.)

The hooded woman does not give our heroes a chance to rest. One fight later, her hood falls off revealing a face Magil never expected, or wanted, to see again. Samele Zeal, alive as if she had not met her end at the Black Omen. The momentary shock is enough for her to break Schala with only words, doing far more damage to the girl's psyche than the Dragon God had previously. Magil tries to shut the madwoman up, but she finishes her spiel with a damning truth.

Schala was not only responsible for the destruction of Zeal, but for the death of its king.

This is enough to give even Magil pause, which Zeal uses to make her escape. Our heroes have suffered a grieveous loss with Lavendas disappearance, and things are only about to get worse.

Back at home base, nobody is able to get through to Schala, whom has shut herself away, but Lark and Magil attempt to try... emphasis on attempt. Soon enough, Schala breaks down and tells the whole story, that two years before the Fall of Zeal, King Alphard discovered the Frozen Flame. Unfortunately, due to the stress of rule and the scehming from the royal courts, its corrupting influence had taken the Queen quite easily. Pilfering one of Melchior's hammers, the young Schala traversed the underground of Zeal to its very core in order to destroy the invader that threatened to tear apart her family.

The maddened Queen, however, would not allow her new source of power to die, and attacked her daughter, forcing her husband to intervene. King versus Queen, Husband versus wife. The underbelly of Zeal shook with each spell cast, but eventually, Alphard emerged victorious. His victory was short-lived as Samele's last spell was aimed not at him, but at Schala. King Alphard Zeal was thus killed, shielding his daughter from her own mother, and Princess Schala was never the same...

She had held on to the guilt ever since. Silently. Alone. She became passive and meek, never lifting a hand in anger or defense... save for one moment. They had watched her be tortured. They had demanded immortality from her. But worst of all, they slandered her father's name and legacy, after all he did for them. So she cast them down... and thus damned herself. She was beyond redemption, and nothing Lark or Magil could say would convince her otherwise.

If you could only be reborn. If you could change who you were from the experience. To be a better person. Lark could finally understood at that moment Schala's point of view from their previous argument... even though he still disagreed. She had urged her brother to do the same thing, but his own apparent success was , in Lark's opinion, only a fluke. Perhaps in another reality *cough*RadicalDreamers*cough*, such a gambit would have been met with success.

Instead, since her memories returned, Schala had been fighting a losing battle between her sense of justice instilled by her father and Roas, her enforced pacifism developed during the final days of Zeal, and her massive guilt complex compounded by the fact that - thanks to Lavos - she was technically on borrowed time.

Thus, Cain Cray and Janus Zeal were faced with a dillemma: How could they save Schala from herself?

Unfortunately, they are unable to come up with an answer before the sound of Porrean assault ships reaches them. Ships that are on their way to Viper Manor. Lark implores Gilbert to look after Schala. Gilbert tries to object, but Schwann assures him that he'll keep the General safe.

(Schala leaves the party for a while at this point.)

The party is forced to use the secret entrance to the manor in Shadow Forest. As it turns out, there had been a Porrean agent that had gone unnoticed during the assassination attempt on the General. Hans, fallen into demotion and disgrace for his previous failures and not recognized at all by the party, had informed Porre that the Viper clan had been harboring the fugitive heroes, thus branding them traitors to Porre.

Maria, to the party's surprise, is actually relieved that the cat's finally out of the bag and ready to tear open two century's worth of karma on Porre. However, to Glenn and Lark's horror and utter rage, the enemy commander is none other than Anna Vaal, the very woman who had betrayed him and the people of Medina, and the actual murderer of Glenn's sister.

Meanwhile, Gilbert shows up at the manor, having brought Schala with him, and imploring her to stay and attend to any wounded that arrive.

After a fierce skirmish, the Porreans break through the walls of the manor. Anna in utter ecstasy at seeing her 'former flame'/mark, ambushes Lark, who sees just how deranged his ex truly is. In the end, Lark is able to exact his revenge, but his victory is short-lived. Ranting about how she and Lark are 'meant to be', Anna injects a cylinder of a glowing substance. sensing a reaction from the Frozen Flame, Lark realizes that it's a fragment of Lavos, possibly a product of Shald's experiments. Anna tranforms horrifically into a spider-like Lavos creature... and ends up putting Lark on the ropes.

Witnessing the fight is Schala. She enters the fray to try and help Lark, but due to her recent state of mind, she's unable to do much of anything. Lark ends up taking the brunt of attacks meant for her, causing Schala to suffer flashbacks of both Chrono's death and her father's death.

No more. She won't let anyone die for her any more.

By the time Magil realizes that Schala has entered the battle, it is too late. She has already cast the spell, one of the most powerful ever developed in Zeal... with the unfortunate side-affect that it completely shatters the mind of its caster in the process.

Schala falls to the ground, unmoving.

Lark falls to his knees in disbelief.

...and Anna survives the blast, making Schala's sacrifice meaningless.

Lark keeps attempting to crawl towards Schala, even as Anna screams at him to stop ignoring her. Cue Glenn firing off a few rounds, and everyone is out for blood.

In the end, the creature lies dead in its own pus. Glenn's sister and Lark's people have been avenged, but the cost...

It is only when it's too late that he realizes how much he had come to care for her. Their early days when she wasn't a shy introvert, giving him grief for his empty flirting while on a mission he couldn't have even hoped to understand at the time... The gentleness and grace she showed as a princess in exile, hiding a guilt no person could fathom behind a quiet smile... The genuine joy on her face as they danced during the General's gala... and the hope she held for him when everyone had given up, yet never saving any of that hope for herself...

They had both damned innocents in the process of hunting the guilty. They both, in their own ways, sought to be better people than they were. They both shared a bond no one else could fathom...

A bond that was now shattered...

Lark doesn't hear anyone as he cradles the comatose Schala in his arms before crying out in despair. But the battle is not over.

Porre has overrun Viper Manor. There is only one thing to do. The General evacuates her men through the tunnels to Shadow Forest while Schwann and the others run interference and distract the Porreans for as long as possible.

It was a contingency plan in case this very scenario had happened. Maria would not let Porre defile her ancestral home a second time. She would see it burn first. She presses the detonator.

On que, Schwann calls for his dragon mount to carry the rest of the party to safety. Explosives planted under the manor years ago go off. Viper Manor sinks into the sea... taking with it the entirety of Porre's 117th Black Wind Corps. The Acacia Dragoons stand in silence as the sun sets over the now empty cliffside. The day had been won...

...but as Lark carried Schala on his back all the way to Termina, everyone knew the price had been too high.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on June 28, 2016, 04:24:56 am
*cough*

I may have put a little bit of embellishment on that last one.

At the halfway point.  :o
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on August 20, 2016, 09:01:08 pm
Chrono Saga: To the Sea of Dreams - Act 3 (part 2) Synopsis

Night has fallen in Termina. Everyone, from our heroes to the lowliest Dragoon are feeling the weight of their phyrric victory. Glenn muses that the Company has overstayed its welcome, but the General makes it clear that she does not blame them for what happened, and that the fault - as always - lied with Porre. What they need to do now is move forward.

However, one person is having trouble doing just that. Nobody has been able to get Lark to leave the comatose Schala's side. The light has dissapeared from his eyes, and he sits by her bed unmoving, almost as if a piece of his soul faded with her. He has, for all intents and purposes, given up. Is the shame of the Frozen Flame incident returning to the surface? Or is it regret that the last meaningful conversation they've had together was an argument?

Regardless, Lark decides, without anyone's knowledge, to spirit the two of them away in a place that nobody would dare find them. The lost prince of Medina returns home, his fallen princess in tow.

As he carries Schala across the desert wastes, Lark realizes that the others had followed him. As they try to stop him, the group is ambushed by - of all people - Ozzie... and a battalion of Mystics still nursing a grudge against Lark for the Purge, despite the fact that Anna Vaal is dead. Lark does not bother to resist even as the others prepare to fight.

However, the fight is interrupted by another group of Mystics, who spirit the party to safety. The party is introduced to Chancellor Tamlen and General Kaege. Ever since the Purge, fiendkind has been divided over their fortunes. Amongst the survivors, Tamlen and many others have become part of a loyalist faction who have been awaiting the day that Cray's Son would return and lead Medina out of the shadow of Porre. Other disenfranchised Mystics such as Ozzie are seen as renegades, who have made it their mission to find ways to make ALL humans suffer.

Predictably, both groups have spent more time fighting each other than advancing their causes, which is why Porre has pretty much left them alone for the past seven years. Lark however, is still too burdened by Schala's situation to be happy that his people did somewhat survive, and only asks that that there be a place he can seek sanctuary.

That night, Lark finds himself in the Dreamscape again, only this time, he is in an eternally long hallway with Schala at the end. No matter how far he runs, he just can't seem to reach her, but he keeps running anyways. when it finally looks like he's made progress, a wave of darkness pushes him away and each segment of the hall is encased by a wall of black, complete with locking sounds. Desperate, Lark shouts his feelings into the void... but his words are not heard. Finality. Schala has completely closed off her heart, her mind, and her soul from the world. One last wave of darkness jolts Lark awake...

A few days pass in the ruins of Medina. Lark still hasn't left Schala's side, and the rest of the group is nearly at wit's end. Roas' team arrives from the future (with Gilbert in tow under orders from the General, and Balthesar of all people) with news that the temporal recurrence has gotten worse - with Shald focusing on his Lavos research in leiu of the GENO Dome's destruction, the future has become a wasteland. The history Chrono and his friends fought to stop threatens to repeat itself if something isn't done.

Lark wants nothing to do with it anymore, which sets Roas off. However, Balthesar offers a solution. Talking to Lark privately, he mentions that there is one way to heal Schala's mind: Return to the halcyon days of Zeal and save King Alphard from his doomed fate. The chance to save the woman he loves blinds Lark to the consequences of Balthesar's offer, and he agrees without hesitation...

With the help of Masa, Mune, and Doreen, a Gate is opened. Lark disappears before Magil, who immediately catches on to what's happening, can stop him. Balthesar calmly says that the die has been cast as the world suddenly flashes white. Roas recognizes the temporal recurrence and demands answers from the old man.

The future, while a marvel of itself, was stagnant. There was relative peace, but people had no drive, no ambition, They were complacent, never pushing themselves to greater heights. For a man like Balthesar who lived his life in the pursuit of man's progress, it was a living nightmare. The world needed a resurgeance, but how?

He had not expected Yarlen Shald to do what he had done when he shared his sentiments with the man, but it wasn't until he heard of Schala's arrival that another world-changing plan came to him. A plan that would hopefully help Schala move on from her past and bring about a cultural and societal revolution, a resurgeance of Zeal as it were. In order to do that, he needed to find someone that could possibly break Schala out of her guilt, someone who could understand what she had gone through... and thanks to the ripple-effect of Shald changing the timeline, he found him.

Lark and Schala's first meeting had been no coincidence.

From making sure the Frozen Flame made it into Lark's hands to his taking the group to the future, Balthesar planned it all. In the end, Schala would be free from her lonliness at last while Lark's actions in defeating Porre would inspire future generations to let go of their apathy and continue to better themselves. They were to lead the world together towards a brighter future. Unfortunately, Balthesar had greatly underestimated the depths of Schala's self-hatred...

...so Plan B was now currently in effect. If there could not be another Zeal, then make it so the original never fell in the first place. Was it worth the lives of those who were and would be erased from existence? It doesn't matter to the old man. His hands are already stained because of the Time Crash.

As the recurrence reaches critical mass, we return to Lark having made landfall in the snowy plains of 12,001 BC, conveniently next to the Skyway. He is overcome when he sees the majesty of the ancient kingdom. Although the citizens give him odd looks, nobody really pays him any mind. Eventually he comes across an altercation between members of the Magocracy and the Progressive factions, one that King Alphard is seen trying to mediate. An unseen assailant pulls a knife, and Lark sees his chance.

Althought thankful for the rescue, the King is understandably suspicious of this new arrival from the 'lower lands'. Regardless he wishes Lark well before returning to the palace. Knowing his mission, Lark heads there as well. Unknownst to him, Alphard already suspects that he's not from this time, and meeting with Gaspar proves him correct.

Meanwhile, the weight of what he is about to do finally hits Lark. If he fails his mission, Schala is lost to him forever. If he succeeds, he damns himself, his friends, and everyone in the future to nonexistance. It's here that he's addressed by a young woman who notices his distress. After a bit of talking, she introduces herself as Schala. After a palace tutor drags her away from a dumbfounded Lark, he is reminded of why he's doing this... although new doubts form in his mind.

Would it even be 'his' Schala at the end of it? Would she even forgive him for doing this?

Days pass, and with Lark preventing a few more assassination attempts, he is offered a room at the palace to keep a better eye on the king. During that time, the younger Schala forms a friendship with the 'lowlander' and asks what he seeks within Zeal. He tells her the half-truth that someone he cares for very much has taken ill, and that the answers to help her lie somewhere in the kingdom.

Later on, after an altercation with the queen, Alphard confronts Lark on his knowledge of the latter's mission. Lark admits that he has no idea how the magic that sent him to Zeal works. The king notes that he has felt the Black Wind howling for some time, and that he is prepared for his fate. Lark argues that his death would devestate Schala, only for Alphard to wonder how he could possibly know that...

Before the conversation can escelate, a guard informs the king that Schala has gone missing. Lark, realizing that this is the pivotal moment, charges off to find her with Alphard close behind. Traversing through the central passages to the kingdom's very core, they arrive to find the queen overtaken by Lavos and about to attack Schala. Lark intervenes, ad urges Alphard to get Schala out of the way.

Thus Lark makes his decision...

(Defeating Queen Zeal here unlocks one of the alternate endings needed to get the True Ending. Otherwise...)

...but no matter how hard he fights, Lark can't forsake his friends for the sake of a single person... and so he takes a dive, watching helplessly as the death of Alphard Zeal - and the corruption of Schala's innocence - runs its historical course.

In his final moments, Alphard realizes that Lark had tried to change the past for Schala's sake, and implores him to take care of her before stumbling over the railing and falling into the clouds below.

All Lark can do as Masa and Mune's magic runs dry is hug the distraught Schala and implores... no, begs her not to bear this burden alone, even if she has to blame him...

Back in the present, Balthesar is stunned silent that the recurrence suddenly stopped. From a Gate pops Lark, who immediately makes it clear that he's having NONE of the Guru's shit.

After the old man escapes through a Gate of his own, Lark awaits his admonishment. Schala's condition has not changed in the slightest. He risked the existence of everyone for nothing.

There is nothing to say. Everyone misses Schala too, and they'll find a way to bring her back.

Lark's mission ended in failure... at least that's how it seems at first. Despite not being able to save Alphard, Lark's presence in Zeal did in fact make a difference. Although he has yet to realize it, he had managed to leave a permanent impression in the younger Schala's heart. Perhaps sooner than he realizes, he may get another chance to break through the darkness. Maybe next time, his words will reach her...
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 04, 2016, 05:42:41 am
Holy crap, I did not expect Act 3 to be this huge. Bear with me, I think I got one more in the tank for later.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 04, 2016, 03:17:42 pm
Chrono Saga: To the Sea of Dreams - Act 3 (Part 3) Synopsis

Before anything else can happen, word is recieved that a sizable force of Porreans are converging towards Medina. Word had apparently reached them that the fugitive heroes were given shelter. As the others leave Lark alone, he vows to Schala that he intends to keep his promise to her father.

The battle plan is interrupted by an irate Ozzie and most of his faction, who's ready to kill the entire group then and there... only to himself be interrupted by Lark, who's having NONE of his shit. Lark's experiences in Zeal have reignited his fighting spirit. Lark's plan is to have the Loyalists and his party take on the platoons converging from the city's flanks while he faces the central force alone, a move that shocks many of Ozzie's faction.

Magil silences any objections to such an insane-sounding plan because he realizes what Lark is trying to do in accordance to Mystic customs. By fighting off the main force on his own, he's proving to his detractors that he's ready to take responsibility for his unwilling part in Porre's invasion years ago. It's a risky gamble, but one that will serve to unite the Loyalists and Ozzie's faction if it pays off if for no other reason than pride.

As Lark marches towards the battlefield, the Frozen Flame makes another attempt to drive him to madness... but Lark is completely unfazed, overcoming Lavos' survival instinct by sheer force of will, and mastering the Flame's terrifying powers in the process. Lark causes enough devastation to the Porrean main force that the commander has no choice but to recall the pincer attack, marking Lark as a priority target. Lark ends up overwhelmed from the reinforcments, but Lark's gamble pays off as Slash and Flea lead Ozzie's Renegades to clean house.

After the battle, Lark notices that Ozzie is nowhere to be found. A search reveals that he entered the castle's emergency escape tunnels and locked the door behind him while everyone was fighting, unitentionally outing himself as the snake he is. In light of Ozzie's cowardice and Lark's recent bravery in comparison, the renegades recognize Lark as Medina's rightful heir. Knowing Porre won't take this loss lying down, Lark orders everyone to prepare for the struggle to come.

That night, Lark finds himself in the Dreamscape once more. With a newfound assurance, he pushes through the darkness of Schala's guilt - the death of Alphard, the destruction of Zeal, inadvertantly ruining Serge's life. In the end, he finds her sitting alone amidst the void.

All she can do is ask him 'why'. So he tells her.

Back and forth they go. In the end, his feelings finally reach her, but she is afraid. Afraid for the future, afraid to give in, afraid to hope. Every dreamer must awaken eventually, but Lark promises he'll come back. Whenever she's ready, he'll be waiting with open arms.

The next morning, Gilbert brings news of Acacia reinforcements, causing Lark to wonder if Maria knew he'd be leading the charge against Porre after all, to which Tamlen confirms that the Loyalists and the General have been in correspondence for some time.

The battle eventually begins. The commander from earlier leads the advance force, but Gilbert has a plan. As soon as the force makes its way past the canyon floor, a rockslide cuts them off from the rest of their forces, with Schwann leading the pincer attack with a company of the Dragoon Cavalry.

In the forward camp, the reunion with Schwann is brief due to some distressing news. General Maria has disappeared without a trace, her final orders being to assist Lark in liberating Medina. Gilbert is understandably livid about this news, fearful of the future of the Viper Clan. Schwann assure's him that the clan's future will be secure in about 6 years. It takes a bit before everyone puts two-and-two together.

Schwann's daughter Annette is the heir of the Viper Clan.

Kicking himself for not seeing it for the past 10 years, Gilbert can only ask how and why. Schwann tells the sad tale of an incident that had happened years ago. The young Maria had been abducted by Yarlen Shald, the first victim of his experiments with Lavos. When attempting to rescue her, the Acacian unit assigned to the task was decimated when the Lavos fragment implanted in her went out of control. Schwann was the only survivor. Neither of them had spoken to anyone of it for years...

When Ana injected the Lavos fragment at Viper Manor, Maria felt her own fragment resonate. Fearing that she would lose control again, she knocked Schwann out, left the Dragoons their orders, and headed out in search of Shald. Realizing that the General had put the entirety of her faith on Lark's success, he vows that he will do whatever it takes to find her after liberating Medina.

Meanwhile, at the nearby Porrean base, Shald welcomes Dalton's arrival, surprised that he would take to the field himself. Dalton replies that he is merely finishing what he began 8 years ago. As Dalton briefs his troops, Shald gives the once-again-disgraced Hans one last chance to atone for his failures, handing him a glowing cylinder containing a Lavos fragment as an ultimatum. Give Porre glory, or die in disgrace...

And so, the next stage of the battle begins. Upon seeing Dalton on the battlefield, Lark makes a beeline to fight him. However, the battle is stalled as a mighty vessel is seen in the distance. It is an upgraded Blackbird, helmed by Hans. The vessel takes aim and fires pods, not at Lark's army, but at the city. Pods capable of  holding battalions of Porrean cyborgs that proceed to swarm the castle. Lark's fight with Dalton is cut short as the latter melts into shadow, reavling itself to be the malevolent dream spirits that make up Dalton's sword, Murasame. As they fly back to their master, Lark's forces become pinned down by the Blackbird's firepower.

Back at the castle, Dalton make his way to the highest spire, where he intends to use the Rune Cannon that had been excavated from the Northern Ruins to destroy the Medinan forces. Meanwhile, just outside, as if to compound the situation even further, a Gate opens up in the sky. Out of it tumbles Kale and Lavenda. Kale finally manages to shake off his opponent to escape. Frustrated that her hated enemy was able to get away, Lavenda vents her frustrations on the Porreans.

Inside the castle, Schala has been taken to a safe room watched over by Magil. However, Dalton's forces begin breaking through the door. At that very moment on the battlefield, a sniper takes aim and shoots Lark in the shoulder. Their bond restored after Lark's last journey into the Dreamscape, Schala suddenly bolts awake upon sensing that he is in danger. There is no time to celebrate the reunion. Dalton has to be stopped.

(Schala permanently returns to the party lineup.)

With Lavenda and Magil, she makes her way to the spire, where Dalton is in the process of activating the cannon. Dalton bats everyone aside and taunts that he'll make Schala watch as he kills her friends one by one, starting with Lark.

After everything Lark had done to try and help her, after finally finding a kindred spirit within him, Schala refuses to let anything happen to him. Drawing upon a sudden wellspring of willpower she had long since forgotten, Schala awakens the Masamune. Caught off-guard by the sudden development, Dalton summons the merged form of Murasame, but Schala summons the merged Masamune in response.

Save Lark. Sort the rest out later. This is all that occupies Schala's mind at the moment. With an uncharacteristically brutal focus, she ejects Dalton from the spire. The tyrant manages to get away, but that is not her current concern. Although Schala is hesitant to use it, the cannon might be the only thing that will be able to save Lark and the others. Tamlen tries to warn her against it due to the fact that the last time it was activated, Medina was turned into a desert.

However, the Rune Cannon was Zealean technology, thus only a Zealean could successfully unlock the safeguards put in place.

Back on the battlefield, the Medinan forces see the cannon charging up in the distance. There is trepidation in the ranks, and no small amount of terror, but Lark senses through their bond that Schala has awoken. With a cry, he sears the bullet wound in his shoulder closed with his fire magic and commands his forces to hit the dirt.

The Rune Cannon fires... and scores a direct hit on the Blackbird, as well as glassing the remainder of the Porrean forces. The Medinans cheer in victory as the Blackbird crashes down into the sands.

However, it seems too soon to celebrate, as Hans stumbles out of the vessel. Knowing he had failed, Hans shatters the fragment capsule in his grip in order to take as much of the enemy down with him as possible. Schwann orders his men to get the wounded Lark out of the line of fire as Hans mutates into a horrifyingly misshapen beast. After a grueling battle, it's Reika who takes him down once more, this time for good.

With the combined forces of the Acacia Dragoons and the Mystic army, Medina is freed from Porre's grip. Amidst the victory march, Schala is seen at the entrance to the palace, surprising everyone in the party but Lark. With tears in her eyes, she leaps into his arms.

That night, during the celebrations, Schala takes stock of her life so far, and realizes that in a lot of ways, she had been wrong. She had abhored fighting and the pursuit of power, but as proven with people like Dalton, Shald, and Kale, her enforced pacifism was literally next to useless... and in bearing her guilt by herself and erasing her identity, she had alienated and abandoned those that had ever cared about her, both in her old life AND her new one. The Earthbound villagers, the Gurus, Janus, Roas and her future companions, her present day companions... her father...

...and Lark. Especially Lark. She had saved him from himself, yet had selfishly taken his heart with her to oblivion without ever realizing it. Could she still find the happy ending she longed for even as the shadow of guilt still looms in the distance? Speaking with Lark alone on the balcony in his bedchambers, Schala confronts her feelings. For the first time since her father's death, she takes a chance...

The next morning, Glenn goes off to check on Lark to see what their next move is.

He returns with Lark, a blushing Schala, and a black eye.

...absolutely nobody is surprised at their relationship upgrade.

In an admittedly transparent effort to change the subject, Gilbert turns to leave. His current priority is finding General Maria. Lark offers to help, but Gilbert refuses, stating that Medina still needs to be rebuilt.

(Gilbert leaves the party for the rest of the act. Lavenda rejoins the party for the rest of the game.)

Lark is now faced with another dillemma. He had planned to move on, but can't bear to see his old home in such a dilapitated state. However, he fears that the longer he stays, the more likely his people will ask him to rule. The idea of being king is not a pleasant one for a nomad like Lark.

Schala assures him that they only need to take things one step at a time, and it is enough to curb his anxiety for the time being. Day by day, little by little, life returns to Medina with the aid of the Zweibreicht Company.

However, there is one loose end that is still on everyone's mind. Just where in the hell did Balthesar run off to after Lark returned from the past? The others know that he issue isn't something that should be left alone.

As the others try to get more info on the astray Guru's whereabouts, Schala has a long-needed conversation with her estranged brother, apologizing for her cold behavior towards him throughout the story. Magil believes she had every right to be wary of him given how he was as Magus. After the fallout with Serge, he had to see with his own eyes that she would be okay, even if it meant breaking his promise to 'live strong'.

Unfortunately, history had shown his fears to be well-founded.

Magil asks what Schala will do if Lark decides to take the mantle of Fiendlord. Schala is torn, because now that she's found an intimate companionship, she wants to keep Lark to herself. However, she knows it's selfish of her, because Lark's people need him. Magil notes she could always become his queen. Schala is not too enthusiastic about the idea of returning to a life of royalty though.

Schala's codex beacon rings at that point. Roas has found Balthesar's private lab. Magil says he will stay with the group until he is sure that Schala will be in good hands.

As the Epoch Phoenix returns to 2400 AD, the devastation is worse than could be imagined. Long-dormant Lavos shells dot the landscape. There is not a sign of life anywhere except for one place. Shald has gone too far to have brought this much ruin... but first things first.

The party fights its way through the lab, finally coming across Balthesar's inner sanctum. The place is a mess, with the Guru desperately combing over books and figures to find a way to further his cause. Schala can only feel shame about how far her old mentor has fallen. Lark and Schala both proceed to call out the old fart on the abuse of his apparent omniscient morality licence. Balthesar argues they have no room to speak as they haven't done anything to better themselves, much less the world as a whole. This touches a particularly fresh nerve in Lark, who counters that the old man has spent so long trying to advance humanity that he forgot how to give a damn about it.

Balthesar tries to retort, but Schala beats him to the punch and doesn't give him a chance to get a word in edgewise. Among everything else, she expresses her shame that he sees the deaths of people she had spent years with as a 'necessary complication', having never forgotten Fin and the others who ceased to exist during the first recurrence. Most of all, she expresses disgust and disappointment that he had turned his back on the principals in which he had been made a Guru of Reason in order to advance his agenda, and that he turned out no better than those in Zeal who had sold their souls to Lavos.

Just when it seems Schala's words are finally reaching the old man, the security system reacts to Schala's sudden spike in willpower and sees the party as a threat. Balthesar tries to shut it off, but to no avail. The Nu robots shove him into an escape hatch, which sends the Guru out of the party's reach.

After the battle, the group decides to make camp outside of the lab. Although he knows Balthesar had gone too far in his beliefs, Lark admits that he hasn't done as much as he should have for his people. What can he reasonably do to stop Porre and Dalton's ambitions as a mere mercenary? Kale they could probably manage on their own, but not the Porrean juggarnaut.

No, he needs the influence to gather an army, the charisma to unite the world against their common enemy. He has the opportunity to make the world a better place, so why doesn't he take it? The world that Chrono and his friends dreamed of can still be a reality, but only if those able to walk that path are able to step up, and not fall into the same trap Balthesar did.

...and so Lark has chosen. He will take the mantle of the 6th Fiendlord.

The rest of the party is awed at his proclamation. Schala is proud of him for making such an important decision, but is saddened at what it means as she thinks back to Magil's question. Zeal has fallen, so she is technically no longer royalty. She knows how politics and courts work, she would be easily passed over by Lark's advisors for a far more profitable or influential match.

Lark has chosen to sacrifice his happiness with her for the sake of his people, despite hating the idea of having a bride chosen for him. After everything he had done for her, she knows damn well it'll tear him apart.

That night, after the group returns to Medina, Lark calls Schala to his chambers. Schala is prepared for him to call the two of them off...

...but Lark says he has spoken to Tamlen and his future advisors. He would gladly take his rightful place as Medina's king... on the condition that he chooses who he spends the rest of his life with. This news takes Schala aback, because that would mean...

Lark drops to one knee and slips the ring on Schala's finger. A year and a half they had known each other. Their joys, their pains. Their virtues and their flaws. Brought together by manipulation and circumstance, stayed together by their own will, on their own terms.

Schala says yes.

Time passes until the big day. Magil, once known as Janus Zeal, says his farewells to his sister. Despite the uncertainty of the future, Schala has good friends at her side, and a man who - despite a rough start - will cherish her for the rest of her days. He can finally keep his promise.

(Magil leaves the party permanently at this point.)

The wedding and coronation go off without a hitch. The two heroes who had saved Medina from Porre.

As the rest of the world turns: Termina without its leading lady, Marbule on the cusp of a cultural regression, Choras and its leadership hoarding their wealth, Guardia under Carmillia's thrall with Kale scheming from its shadows, and Dalton's Porre stepping up its war machine... a light that has not been seen in two centuries appears within the sands of Medina.

No matter what comes their way, they will face it together.

(End Act 3)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 05, 2016, 03:02:50 am
And that's Act 3, folks. Not quite the home stretch, but getting closer. :D
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on September 05, 2016, 05:01:53 am
Chrono Saga: To the Sea of Dreams - Act 4 Synopsis

One and a half years have passed. Medina has since rejoined the world stage. Through the tireless efforts of the city's rulers, it has returned to its pre-purge state in spite of its current wartime status.

Lark has since proven himself to be a capable monarch when it comes to day-to-day governing, cultivating a reputation of being 'tough, but fair', and has the fortitude to make the tough calls Schala is to soft-hearted to consider. His greatest strength are his skills as a battlefield commander, despite preferring to fight on the front lines. His aptitude for politics is somewhat lacking however, and when it comes to Porre, he can be somewhat merciless - an attitude Schala is fervently trying to work on.

Schala, by contrast, clearly rules with a gentler hand. In spite of her initial misgivings, she has proven to be a very compentent stateswoman, with a mind like a steel trap when it comes to politics. She is the only person capable of compartmentalizing her husband's grander ideas to more reasonable levels, giving her a 'one step at a time' approach to Medina's prosperity.

In spite of its relatively recent entry into the conflict between Porre and Guardia, the kingdom has been consistantly able to fend off attacks from both nations.

In recent days however, strange phenomena have been happening worldwide. Small, insignificant tears in the fabric of time appear and disappear at will. Things are coming to a head. Will the planet be able to continue its dream?

The act opens on a cliffside on the Medinan continent. A Porrean ship is nearby. Lark and Schala stand face to face with Porre's 10th Seat of High Command, Terrence Ishito, who has come to negotiate a possible ceasefire. Even Lark is aware of Terrence's reputation as a white sheep amongts the wolves of Porre, but he is still wary of a possible trap. That Terrence was even allowed to attempt a negotiation confirms recent intelligence reports that Yarlen Shald has gone off-radar.

Terrence proves his reputation as an honerable man, but he is unfortunately blinded by his duty to Porre's ideals. Negaotiations fall through. Lark gives the man a warning that people such as Dalton care not for ideals or honor, and that his loyalty is wasted on him. One day, he may have to make a choice between his duty to his people and his duty to the Porrean ideal.

Back in Medina, the royal couple is welcomed back by Glenn and the others after what is assumed a three month absence. The reunion is sadly short-lived, as everyone has brought news on the escalating state of the world.

Schwann reports that the El Nido mainland has become restless with Maria's continued absence, and support for the alliance with Medina has started to taper. If something isn't done soon, Medina may end up losing their only ally.

To that end, Gilbert manages to offer up some good news. Yarlen Shald has been found, and had barely survived what could be assumed to be an altercation with the missing general. The bad news is that he's under heavy guard in a Porrean military hospital. For better or worse, interrogating the man might be their only chance to find a lead.

Reika compounds the bad news with the knowledge that Marbule has become a police state under the authority of Bacchus' advisors, and the Sage's growing apathy had caused him to become bedridden. Demi-human refugees who don't follow the new regime have been gathering in Medina en-mass.

Lavenda tells of a strange fissure that had opened up on an island to the northwest of Medina, giving off a similar energy to the recent tears in time. This place may end up giving them clues to what Kale may be planning.

Laura has made little progress in attempting to find a way into Guardia. Any attempt by sea or air to infiltrate the country has failed due a barrier surrounding it. Laura fears that Carmillia may be planning something terrible.

Glenn notes that Choras has suddenly entered a state of martial law, and all trade routs to and from the city have been cut off. Whoever controls Choras controls the war effort, and Glenn fears that it's soon gonna be the site of a bloodbath.

Finally, Tamlen mentions that the scouts have recently returned from the Northern Ruins. When investigating a strange energy in the area, they found the long sealed inner chambers unlocked, and the risen dead - of all things - swarming the passageways.

With the briefing complete, Lark gives the order. It's time for everyone to ge their thumbs out of their asses and make some progress.

(Much like Chrono Trigger before it, these are the quests that bring a close to each character's story arc, with the exception being the Northern Ruins, which begins both Lark and Schala's final arcs. Lark's arc is completed during the story, while Schala's finishes during New Game+. For the purposes of this synopsis, we'll be starting with Schwann's arc.)

The Missing General

It's decided that anything Shald would say would be too unreliable. (Indeed, this proves to be the case if Shald is pursued first.) Instead, the crew find a way to slip into enemy territory to a small cabin in Fiona's Forest, the same one Schwann saved Maria from years ago. The interior of the dwelling is even more ruined than Schwann remembers. Signs of an obvious struggle are seen.

One of the party (Glenn if Shald was pursued, Gilbert otherwise) finds a trapdoor under the cabin leading to an underground laboratory. A presence is felt until the group is attacked in the dark. Schwann recognizes the creature and begs the party not to attack it, to everyone's confusion... until the horrid realization of it being Maria, overtaken by the fragment. The lights are turned on during the struggle, causing the parasite to shriek in pain and retreat into its host.

Maria is convinced that there's no hope for her, and demands to be struck down. Schwann disagrees, to say the least. The choice is taken out of the party's hands when Maria destroy a nearby generator shutting down the lights. It is here that Schala makes an important observation: The Lavos parasite infecting Maria is metamorphic in nature with an aversion to light, able to hide within the recesses of the body during the day. If they could drive the parasite into a single section of Maria's body...

Laura immediately catches on to Schala's plan. (What follows is one of the more unique boss fights in the game, where the object isn't to kill the boss. Indeed, Schwann jumps in front of the fatal blow if you deplete all the boss' health, leading to a game over.) Using light magic, the party drives the parasite into Maria's right arm, which Laura promptly severs at the elbow. With the danger to Maria passed, Schwann steps up to destroy the creature, no longer needing to hold back.

Destroying the lab behind them, the party returns to Termina to the cheers of the populace. Having used a nearby ship as their temporary headquarters, the Dragoons give their general some much-needed medical attention. A few days later, Schwann brings Annette to see her mother in order to break the news to the little girl. Leaving the two of them to bond, Schwann is ready to continue the fight.

The Blue Mist

It is a well-known fact that to wage a successful campaign, one needs proper funding. Porre has been leeching off of Choras for far too long. Glenn takes a personal interest due to it being his hometown. The Medinan envoy (the party) is met with suspicion and indifference and is stonewalled from meeting with Minister Galbanni, the leader of the city and richest man in the world. Left with little other option, Lark and Glenn head to the headquarters of the Mercenary's Guild, as they are familiar with its leader.

Upon meeting Guildmistress Panya, they are apprised of the reality of the situation. Another outbreak of the Blue Mist has happened and the city has closed ranks in order to contain it. However, the Guildmistress has been following the money, which is still being funneled into Porre's coffers. Naturally, she suspects foul play. If someone were to head to the nearby Porrean facility near the northern ruin and find evidence of wrongdoing, it may shake the people's faith in Porre enough for the city to turn over a few funds to Mednia.

The facility is infiltrated, but the group discovers far more evidence than they anticipated. In short, the Blue Mist was not a natural sickness, but a biological weapon created by Porre. Unleash the disease on an unsuspecting populace, swoop in with a convenient cure, and gain the gratitude of the city. Not only that, but it seems Minister Galbanni was complicit in this knowledge. When the group returns to the Guild, the Guildmistress is shaken by this revelation.

However, there is one problem. With the Minister being the de-factor leader of Choras, having him publicly convicted would send the city into a moral and financial panic, leaving behind power vacuum that Porre would use to officially annex the city... and if  Guardia or Medina took advantage, they would merely be seen as opportunists by the populace. There is no easy or moral way out of this dilemma... so Glenn doesn't offer one, leaving on his own. Lark and Panya come to the same conclusion: Glenn has chosen to take the immoral option, and assassinate Galbanni. Panya adds that it would be merely seen as a power play by one of Galbanni's dozens of illigitimate sires, ironically noting that Glenn himself is one such sire, to the party's shock.

Glenn sneaks into Galbanni's mansion, fights through his guards, and confronts his estranged father for his crimes. As it turns out, Galbanni had been suffering from the Blue Mist for years, with Porre bribing him with the cure. However, the disease has advanced too far for any cure to be effective, and the Minister is more or less on his last legs. In spite of this, he knowingly distributed the cure to the Mist to those who would ensure that that Choras would remain a strong and affluent nation, citing the needs of the many as his excuse to leave the unfortunate to their fate.

To his credit, Galbanni knows his time is up, and hands Glenn a coin to give to the kid of his favorite 'wife', Zweibreicht, stating that hers was a loyalty money couldn't buy. Wether or not he realizes Glenn is his son is left purposely vague.

Outside the mansion, the dark deed done, Glenn finds Lark waiting for him. No words need to be said as the two of them return to the inn. Days later, word of Porre's treachery has spread. With the cure to the Blue Mist being mass-produced, Porre no longer has any leverage over the city, and its forces are thrown out of the continent. As it was Medina that brought this crime to light, the kingdom is given whatever funding it needs in its struggle against Porre.

Galbanni's involvement was successfully supressed. However, the minister's death has caused all of his bastard children to crawl out of the woodwork in hopes of inheriting his massive fortune. Each of them tosses in a minted coin, leaving whoever becomes heir to chance, as Galbanni apparently intended. Against his better judgment, Glenn tosses his own coin in to the surprise of the party. Would the future be more of the same, or will Lady Luck give Choras a leader who would work for everyone, not just the many or the few? Only time will tell.

Song of Marbule

Liberation of Guardia

Birth of the Fiends

Origin of Lavos

The group travels to one of the northern islands to investigate this strange fissure Tamlen spoke of. As it turns out, the fissure is large enough for the Epoch to fly through. The the others pray that Schala doesn't give in to any daredevil tendencies while flying... or at least they don't say it within earshot.



Duty and Country

(Edit the above later)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on January 14, 2017, 04:04:14 am
I'm still here!

...sorta. Maybe. >.>

Wasn't sure how to start one of the other character quests, but I decided to do that later. I want to finish this damn thing once and for all.

*flexes... and pops a muscle*
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on January 14, 2017, 05:36:04 am
Chrono Saga: To the Sea of Dreams Act 4 Synopsis - Part 2

At last, everything is ready. The rest of the world has been united to finally take the fight to Dalton. Guardia has been liberated, with Laura reclaiming her birthright. Marbule has a new Sage in Reika's younger brother. General Maria has recovered from her ordeal and is ready to fight (with a new prosthetic arm to boot). Choras has pledged its allegiance (and its coffers) to the alliance. The party has discovered the truth about Lavos and Kale, and the tragedy of what connects them. However, their successes were not without a heavy cost. Gilbert had fallen in battle in order to bring an end to Yarlen Shald's madness.

The fated hour is at hand. The point of no return. Once Lark chooses to march against Porre, all unfinished side quests, missions, and general exploration can no longer be done. More importantly, the ending path chosen at this point will become locked in.

The decision is made.

Lark gathers the party and each nation's representatives to discuss the plan of assault. It is unanimous that their victory against Porre must not only be decisive, but complete. To that end, Lark ventures a four-pronged attack.

Lark and Laura will march a massive land force to Porre's front gates.

Lavenda and Glenn will raid the city from the air using the refurbished Blackbird.

Reika and Schwann will lead an armada from the sea.

Finally, once everyone is engaged and in position, Schala will take a force and infiltrate the city from underground using the pathways from deep within the Dorino mountains.

After one last night of rest, the attack begins. The three main forces complete their primary objectives, but before Schala has a chance to get into position, they run into unexpected complications. Reika's group makes landfall, but get pinned down. Glenn and the Blackbird are forced to crash-land due to unexpected firepower, and Lark's group is stalled by a secondary interior wall packing heavy artillery.

Through all this, Schala's group plants explosives in key areas underneath Porre. Depending on the ending path, Schala will either hesitate to detonate the charges and leave it to Roas (Bad Ending path), or resolve herself to do the deed (Normal/Good ending path). Regardless, the charges are blown, with a good portion of the city collapsing into itself. Schala immediately delegates tasks, first of which is to secureand give aid to any survivors. She then proceeds to aid Reika's group, who in turn pull Glenn's group out of the fire. All of them take out the armaments on the inner wall and let Lark's forces in.

With this, Porre's residential, industrial, and outer government districts are in Alliance control.

Meanwhile, Porre's High Command is divided between utter shock at the Alliance's efficiency in conquering 3/4ths of the city, utter glee at an actual chance to truly flex their military muscle, or utter terror that this suddenly very formidible enemy is right outside of their doorstep. Terrence, on the other hand, can only lament the reality that this 'sleeping giant' had only awoken because of their agressive expansionism.

Dalton, without any emotion whatsoever, orders High Command to initiate a 'Purge Protocol'. Terrence, in shock and horror, attempts to object such a rash decision, as the protocol would also kill the civillians still within the affected districts. Dalton counters coldly that if the civillians didn't have the sense to evacuate when the attack started, then they deserved to be swept up with the rest of the chaff. It is only the strong, the Enlightened shepards that need to survive: the rest is just collateral.

As Dalton leaves for his private chambers and the rest of High Command eying him wearily for speaking out, Terrence is forced to recall Lark's ultimatum from the beginning of the act.

The ideals of his nation, or the lives of its people. It is time for him to choose.

Soon enough, alarm kalxons sound across the city as emergency barriers are raise around the three districts. The Alliance army is trapped. From the city-wide PA system, Terrence can be heard pleading for anyone willing to stop the protocol before shots are heard where he is. Realizing that the man has defected from Dalton, Lark leads a force to aid him.

Scattered throughout the districts are machines ready to spread a fatal neurotoxin, a final solution against invading armies. While some Porrean civillians impotently blame the Alliance for things getting to this point, far many others come to realize that the military they've revered for so long sees them all as expendable. Thus an uneasy temporary truce is formed between the Alliance and Terrence's loyalists.

After a trying struggle, the Alliance manages to deactivate the Purge. Soon afterwards, with Lark's retinue leading the charge, the army converges upon the Ark of the Black Lion... only to be stopped dead in its tracks by the Colossus. No matter what the Alliance throws at it, nothing leaves even a dent. Lark and the others have a trump card of their own, however.

Masamune. Leviathan. Salamandine. Saints. Wukong. The Djinn Sisters. The Dragon God's Shadow.

One by one, everyone's Guardian Summon wears the Colossus down until finally, it once-thought-to-be-impenetrable armor shatters. Within the cybernetic armor is Dalton's mightiest Golem, a rebirth of the guardian of Mount Woe. Giga Gaia. Without its defenses however, it is eventually brought low and finished off by the party. With this, there is only Dalton left.

The Porrean army sends its best troops to try and stem the tide of the invasion of the Ark, but it is only a matter of time before the party breaks through. Floor after floor, they fight. Along the way, they discover that the rest of Porrean High Command turned on itself as soon as the Ark was breached. The remaining survivor chooses to end it all rather than being taken prisoner.

From here on, nothing stops the group from reaching the top floor and Dalton's office.

Dalton, as is his want, puts up his usual air of bravado, but Schala knows. His time is up. The despot summons Murasame, the shadow creature immediately guarding its master. During the fight however, Lark notices a door leading outside ajar, and quickly realizes that Dalton is already planning an escape.

...and that is exactly what Dalton is doing, using Murasame as a distraction while he escapes in an aerial carrier waiting for him on the roof. It doesn't matter if Porre has fallen. He can simply find a new era to conquer, one with no Chronos, no Larks, and no Zeal. Fortunately, his carrier is destroyed courtesy of a well-placed fire spell from Lark.

The showdown that Lark has wanted for 10 years is about to begin. There is nowhere for Dalton to run or escape to, and he knows Lark will not let him open a portal to the Temporal Vortex. But Dalton has conquered nations. He has killed heroes. He will not allow this upstart to ruin everything he has worked for.

Unfortunately for Dalton, Lark is not the single-minded fighter he was in Act 1, and is able to gain the upper hand. Dalton however, intends to win by any means necessary. At that moment, Murasame (despite having been manhandled by the rest of the party) emerges from the grating and attempts to suffocate Lark. Enter Schala, who is able to shatter his sword with the Masamune, and consequently dispels the existence of the malevolent dream spirits.

Enraged, Dalton manages to overpower her, sneering that he should have slit her throat all those years ago in Algetty, and is more than prepared to rectify that. Thankfully, Lark is able to recover quickly enough as Round 3 becomes an unarmed brawl. In the end, Lark proves himself the superior hand-to-hand fighter.

Lark makes one last charge as Dalton charges a spell. Dalton is not fast enough as Lark stabs him with his own hand.

...but Lark is not done. 10 years of loss, suffering, and anger surges through the King of Medina as he unleashes his Overflow Tech, immolating Dalton from the inside before throwing the tyrant off the Ark.

Down falls Dalton, former commander of the kingdom of Zeal's security forces. Down falls Dalton, self-proclaimed king of post-Zeal 12,000 BC. Down falls Dalton, conquerer of Guardia, and murderer of the heroes of Chrono Trigger. At last, in a fiery heap lands Dalton, former Supreme Commander and Emperor of Porre.

There is only silence as Lark and Schala stare into the horizon as the war with Porre finally comes to an end. The long night has come and gone, and with the rising sun, Lark finally falls backwards in a combination of exhaustion and euphoria. Schala sits by his side as his laughter fills the air...

Hours later, the Alliance leaders have deliberated amongst themselves, and it is ultimately decided that the final reckoning of Porre shall be handled by Lark. With the temporary truce now over with Dalton's death, Terrence and a company of Porrean soldiers are escorted to them as prisoners of war, hands bound.

Lavenda: So much anger amongst the Alliance. I doubt they would be satisfied with anything less than a mass execution...

Glenn: They'd have it coming to them, that's for damn sure.

Schala is disquiet, worried that her husband will simply give in to mass opinion and his own prejudices against Porre without giving them a chance to atone. Before she can voice her fears, Roas reminds her of why she came to the past to begin with. Techno's Codex states that Porre ceases to exist on this day.

Let history take its course.

Schala's fears prove to be founded as Lark takes the executioner's blade. To his credit, Terrence remains steadfast, having realized that in the end this would be the only logical outcome. Lark can only ask a single question: Why? Why conquer their neighbors in the north? Why engage in genocide? Why believe in their own superiority at the urgings of a sadistic madman?

Terrence cannot give an answer for what Porre eventually became, but he believes in the stories that Porre had felt abandoned and passed over by Guardia for generations despite loyalty to the crown.  Despite Marle's growing reputation as a philantropist, the general idea was 'too little, too late'. Even without Dalton whispering in their ear, Porre would have raised up arms eventually against a kingdome they belived saw them as less than nothing.

Lark gives a pained sigh, as though something weighs on his mind... before making use of the blade.

To the shock of everyone, Alliance and Porrean alike, it's Terrence's restraints that fall to the ground and not the man himself. It is his turn to ask 'Why?'

Lark regales the history he learned of 600 AD, and what ultimately led to the Fiend War. Like Porre, the Mystics of the time believed they were being looked down upon, but by humans as a whole... but what started as a cry for acknowledgement became a bitter and hateful war. Cannibalism, necromancy, no depth was too low for them to sink to, all the while psychophants were whispering in their ears about glory and conquest. It was no longer about justice, but simply because they could.

Thus, it was a sobering notion that the Mystics of ages past were little better than the Porre of recent times. After everything, the Mystics had been spared at the war's end, yet it would be centuries before they were able to redeem themselves (or at the very least be silently accepted) in the world's eyes... which is the offer Lark now makes to the remaining Porreans.

It is not mercy he offers, however. There will be suffering. For their crimes against humanity, the Porreans will have no home, no name, and no purpose other than to atone. The angered gaze of the world they had wronged will be upon them constantly and it will remain so until they have officially redeemed themselves in the eyes of man, as did the Mystic tribes before them.

Speaking for this new society of nomads, Terrence accepts this judgement.

It's as Techno said: Porre ceased to exist on this day... but not in the way anyone thought it would. For that, words could not express how proud Schala is of Lark.

Some time afterwards, the party stands alone in the ruined city. Laura admits that had the choice been hers, she would have had the Porreans put to death, but she commends Lark on not taking the easy way out. Lark has doubts as to wether or not he truly did the right thing, but Schala reassures him that redemption is possible: he's living proof, after all.

Now that Dalton is out of the way, the group can finally put all their effort into finding and stopping Kale. To their eventual shock however, it turns out that they didn't have to wait long, as Kale appears atop one of the buildings in mock congratulations.

Lark senses a trap. Kale wouldn't show up to them without a plan... but as it turn out, he doesn't need one. He has already won.

It is said that a life at the end of its journey travels to the Sea of Dreams. It's individual identy thus fades into sleep, leaving its will to merge into a collective unconciousness. As it is believed that a life-form's  spirit holds boundless strength, then it is logical to believe that this collective unconciousness is a wellspring of infinite power. In order to control this power so it doesn't run wild, there must be a conduit in place.

Together, the collective unconciousness and the conduit that regulates it can be said to be the soul of the planet, of which both the scholars of Zeal and the clergy of Ancient Dragonian Vanarath dubbed Zurvan. However, this being is protected by the physical, spiritual, and temporal barriers and laws that govern reality... laws that for the past 65 million years have begun to strain.

Lavos' purpose, according to Kale, was to breach these barriers and absorb the collective unconciousness, but twice it has failed to do so. (The first when it was first unleashed according to the flashbacks in the Abyssal Fissure, the second when Chrono and his friends interfered.) However, its very existence effects  the laws of time, straining the barriers of reality, weakening them.... and so has every change ever made to the timeline.

Chrono's adventures, the birth of the Time Devourer, Balthesar's Time Crash, Schala's creation of Kid, the splitting and remerging of Home and Another World, Shald's plot to restore Porre to glory, and even Lark's attempt to save Schala's father have resulted in this unfortunate consequence. This ends up being the cause of the various tears in time... and only when the laws of reality have been shattered can the physical enter the spiritual, travelling freely through the temporal.

A Chrono Break.

Unfortunately for Kale, Lavos alone isn't enough to invoke one... but the mass arrival of its siblings, on the other hand...

For the past year, red stars have been appearing sporadically in the sky. It is only now to everyone's horror that they realize it's already too late. For eons upon eons since the original Lavos Prime fled the Ancient Dragonian world, it has fed and reproduced, sending its spawn throughout the known universe to repeat the process. Now, after an entire world's life cycle of death and rebirth, they have come to answer Kale's call. What was divided shall become whole.

Everyone arms themselves in hopes of at least finishing Kale off before the invasion. Kale decides that it's time to stop holding back.

(Defeating Kale here on a New Game+ will unlock the last of the alternate endings and the Blue Fragment Key Item.)

In the end, the party is overpowered, too worn out from their excursion against Porre. As Kale tries again to extract the Frozen Flame from Lark, Roas shows up in the Epoch to get them all to safety. Lark and Schala end up collapsing due to the calls of the invading parasites, however.

The invasion has begun. Defeat was snatched from the jaws of victory...

--------------------------

...a week passes. Schala eventually awakens in her and Lark's bedchambers back in Medina, her husband still out cold. (On the Bad and Normal ending paths, Schala notices small strange spine-like growths on her left arm, and realizes that Lavos may be finally attempting to assimilate her.) Eventually, Lark awakens as well. Upon looking out the balcony, all they can do is stare in horror at the state of the world.

Kale's Chrono Break has left the planet a blighted alien wasteland. The sky, once blue and clear, glows with a sickening purple light, as if it had broken like a mirror. Time has randomly gone in and out of flux in certain areas, as if different eras had been mashed together. Over 2/3rds of the world's population is frozen in a stone/crystal hybrid temporal stasis. Terrifying creatures resembling Lavos roam the land with impunity. The Dead Sea overflows from the temporal abyss.

There are only two bastions of safety left in this mad world: Medina, which is doing its best to house survivors, and Truce, restructured into a frontline base against the threat of Lavos. King and Queen resolve to head to Truce and find a way to fix everything...
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on January 20, 2017, 02:43:11 pm
At last, after over a year, we reach the home stretch. Main story endings (and events leading to them) are up next.

So excited to finally finish this. :D

Edit: Scratch the above about over a year. 4 1/2 years since I started this. Holy crap. And even then I still have to fill in various blanks throughout the world-building.

*puts on turtle shell*

Let's do this.
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on January 21, 2017, 05:54:31 am
Chrono Saga: To the Sea of Dreams Synopsis - Finale (part 1)

Schala and Lark are flown over to Truce where they meet up with the others and learn what's been going on since the world 'ended'. Survivors from El Nido and Choras have set up defensive perimeters, but the most surprising is that Terrence and the surviving former Porreans have been taking initiative. Considering it is the planet and the survival of all living things at stake, it's a decent jump-start towards their possible redemption. Also, there have been several attempts of Lavos' spawns to acquire the Frozen Flame while the two were in their coma.

On the horizon is a terrifying sight. After the initial re-entry, serveral of Lavos' brood merged with each other, becoming more or less a living fortress, sitting atop where the Aquarius Labs (and consequently the ruins of Zeal) were. It is said that the Dead Sea overflows from there. Lavenda muses that the road to the 'Black Road', nestled within the center of Time's Eclipse, has been opened. Schala offers her own thoughts: That the Zealian dream scholars had a different name for the Black Road - Angra Mainyu... and that within the center of that place was a passageway dubbed the Gate of Ahura Mazda. The path of enlightenment.

This is how Kale intends to reach Zurvan, but he is missing a key piece. The Frozen Flame, the final piece needed to complete the rebirth of his ultimate weapon, Lavos Prime.

However, on the bad and normal ending paths, Reika voices a terrifying thought. Lavos seeks its own completion, able to transfer itself to anything sharing its bond. If our heroes were to stop Kale and destroy Lavos Prime, what would happen to Schala? Would Lavos end up taking her over once more?

Lark mentions that he's tried to find a way to break the genetic bond between Lavos and Schala over the past year, and struggles to convince himself that they still have time. Schwann wonders if one of Dinopolis' Dragon Tears would be able to help, but Schala shoots that idea down. Not only would the Tear need to be stable, but it would need to be harmonized by the Elements. A second Chrono Cross would need to be created, but the original shattered upon its use, and there's nothing in this reality that could harmonize the Tear enough to create a new one.

Despite the uncertainty, the group agrees to press forward no matter what happens. Taking the Epoch, they head to the corrupted Lavos cluster, only to be held back by a barrier. Any attempt to ram or damage the shield is met with failure. It is at this point where they find some unexpected aid. The Blackbird has been rebuilt again, and its pilot is none other than Belthasar, using his Neo Epoch as its engine. The Guru rams the airship into the barrier to the party's shock. Schala realizes what her old mentor is about to do and begs him to stop.

Belthasar, simply tells her that she had been right about him during their last encounter, and that he needs to make up for the pain caused by his selfishness. He detonates the Neo Epoch, causing a temporal distortion that dispells the barrier... and destroys the Blackbird in the process. Even in the end, he chose to believe in the potential of man. Even Lark and the others, who held no love for the Guru because of his actions, mourn his sacrifice.

The Epoch makes its run through the structure, doing its best to avoid launched spines and beams of power. Unfortunately, the ship takes a direct hit and crashes near a corrupted, but familiar visage...

From here on, the story splits depending on the ending path.

---BAD ENDING---

Throughout the story, Schala had slowly, with the help of Lark and her new friends, begun to build up self-confidence, willpower, and emotional fortitude. However, somewhere between Act 3 and 4, she began to grow complacent in her new life. Without realizing it, she had begun to latch too tightly to her love and became hesitant to make peace with her past, stalling her growth as a person. Thus her emotional fortitude proved lacking on the road to this final battle, eventually leading to a complete and utter tragedy...

Of course it had to look like Zeal. Considering Kale's current company, it was an inevitability. Lark isn't even surprised that it would take the long submerged landmasses into itself. There is only a simple path, leading through the ruins of Enhasa, then Kajar, and finaly to the palace. Along the way are misshapen monstrosities. Even worse, Schala recognizes them as those who were left behind during the kingdom's destruction... and they recognize her too.

With cries of 'Traitor!' and other such condemnations, the mutated undead of Zeal converge upon their former princess, ignoring all others. For Schala, this situation is literally a living nightmare, and the group is forced to slaughter every last one of them in order to proceed. Schala's conviction wavers more and more the further they go, just barely stopping herself from begging that they turn back once they make their way past the royal hall. She forces herself to press on, however.

The way to the palace's inner sanctum is blocked, and there's only one way forward now. Once more sitting on her throne is Queen Zeal. Once Kale obtains the power within the collective unconciousness, she will be left behind to rule this 'brave new world'. Humanity will bend to her will as it was meant to. As the party prepares to fight, the are knocked back with a wave of the Queen's hand... save for Schala. The rest are trapped behind a barrier. Schala must fight her errant mother alone.

...and she fares poorly. Not matter what she does, Schala cannot bring herself to believe her mother's beyond hope, even after everything. Her will finally fails her as she falls to her knees. Lark, meanwhile, manages to break himself through the shield, knocking the Queen away from the prone Schala. Zeal smirks, and it all comes crashing down.

It was a trap the whole time. Kale appears before Lark, and before the latter can do anything, the former begins his extraction spell. Schala is paralyzed by both fear and her recent emotional trials, and is unable to do anything as Kale successfully forces the Frozen Flame out of her husband. Neither Zeal nor Kale stick around to gloat.

Before anything can be said, Lark falls to the ground, lifeless... dying in his wife's arms.

Having already been emotionally taxed, this pushes Schala past the breaking point. All she is able to do is cry. For the others however, it is too soon to mourn. Knowing that Schala is of no use to anyone in her current state, they leave her behind for the inner sanctum, hoping to stop Kale before he takes anyone else...

...however, as the rest of the party heads to the inner sanctum, they come across Masa and Mune, both dream spirits in the process of fading away. Upon reaching the central core, they find the walkways caked with blood. As they wonder what happened, the find Schala closing a pitch-black portal, Lark's body lying at her feet. Kale and Zeal's absence and the blood on Schala's clothes indicate that somehow, she had killed them both.

Lavenda notices the ancient machinery and recognizes it as a Dragonian prison seal. What could this mean... unless?

Schala confirms her fears, that this place long before Schala's forebearers discovered it, was Kale's prison after his ill-fated rebellion. Nobody had ever realized what was hiding beneath them, and when it was destroyed that day, Kale was set free.

Schala's actions that day had inadvertantly been responsible for all of the horrors Kale had committed since. Everything had started in this place with the death of her father... and this is where it will all come to an end.

The Frozen Flame appears behind her as she cradles Lark's corpse, begging her friends to take care of the rest... just before she, Lark, and the Flame are swallowed up in an alien mass.

The message is clear. Schala had allowed herself to become corrupted like all the other fragments to be absorbed into Lavos again. The creature appears before the surviving party. Lavos Prime. With its destruction, the hive mind will fall apart, and the resulting recurrence will potentially snap reality back into place. This incarnation appears to be surprisingly weak, most likely that whatever is left of Schala's conciousness is holding it back.

In various stages of grief, denial, and rage, our remaining heroes prepare for the mercy-killing of one of their dearest friends.

The final battle is fought... and is eventually won. As Lavos Prime its own destruction, Schala's last conscious act is to teleport the party back to Truce as the Frozen Flame goes critical.

Schala's predictions ultimately hold true. With one final recurrence, the laws of reality are successfully put back into place. Nothing is left of the ancient parasite.

Back in Truce, those left behind demand to know what the hell happened, as nobody had authorized an assault. It's only afterwards that they realize Lark and Schala are missing. Everyone takes the news hard, especially Roas, Maria, and the Medinans.

It is a bitter victory. In the end, the group go their separate ways.

Glenn never returns to Choras, leaving someone else as Galbanni's successor, remaining a mercenary for the rest of his days. He never forms another group, and the Zweibreicht Company eventually fades into obscurity...

Laura returns to Guardia to officially become queen. Although she rules with a fair hand, her mind constantly wanders to those lost on her watch, leaving her unable to properly cope and causing her to lose confidence in herself...

Reika is allowed to return to Marbule, but as a changed woman. Having lost both the man she loved and the woman who became like a sister to her, she is constantly in mourning. Though she tries to put on a brave face for the people and her brother, not wishing to fall into the same trap as her father, she eventually succumbs to the grief of her broken heart...

Schwann returns full-time to the Acacia Dragoons, but he puts nearly all of his time into his work, almost obsessively so. Thankfully his family is eventually able to keep him grounded, but he remains plagued by crippling self-doubt, wishing that he could have been able to do more for his lost friends...

Lavenda returns to Dinopolis, and returns to cryosleep to everyone's confusion. One day, Terra Tower disappears completely without explanation, the Dragonians possibly returning to their own reality at last now that Lavos has been destroyed for good...

With the exception of Glenn due to his occupation, the group never manages to reconnect with each other, possibly because doing so would be too painful...

Time marches on, and the heroics of those who fought the tyranny of Dalton and saved the world from an alien parasite eventually faded into history. Human nature being what it is, people eventually begin finding reasons for conflict as the centuries pass. The ideals Lark and Schala lived and died for eventually become forgotten, and the future ends up a worse place than it was before...

-------------

As we close out on the bad ending, it is at this point that we must ask ourselves what went wrong.

Well, upon completion of the Birth of the Fiends questline, a special Mission is unlocked that Schala must complete alone. It eventually pits her on a one-on-one fight against Kid. Winning the battle set Schala on the path to the normal ending. If Schala loses the fight, or doesn't access the Mission at all, then the path to the bad ending is locked... but here's the catch. In the middle of the fight, Kid will launch an attack that does exactly 1000 HP... and on one's first playthrough, the max HP cap is 999.

It is impossible to beat Kid without a New Game+, and there is a reason for this...

(To be continued)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on January 22, 2017, 12:48:01 am
Chrono Saga: To the Sea of Dreams Synopsis - Finale (part 2)

So, we've seen the bad ending. That's how it could have happened... but how about this?

---NORMAL ENDING---

Once a New Game+ begins, there are a few... noticable changes. Both Lark and Schala's prologues begin with a series of disjointed flashbacks of the previous playthrough, which both wave off as nothing. Then, when they first meet in Dorino, they stop and stare at each other awkwardly, almost as if they subconciously recognize each other.

That's right. New Game+ is an actual plot point.

Other differences in the new playthrough include Lark making more of an effort to resist the Frozen Flame in Act 2. Lark being less willing to suspect Schala of being a Porrean mole in Act 1. Schala being far less hostile to Magil throughout the story. Schala not being mute at the beginning of Act 2. Schala playfully responding back to Lark's flirting instead of being annoyed in Act 1. Both of them being more natural instead of awkward about their growing feelings in the beginning of Act 3. Finally culminating in remembering each other being married after reuniting in the middle of Act 3, although anything afterwards is still muddled.

Aside from that, everyone gains the ability to surpass their limits (both stat-wise and story-wise). For Schala's mission vs Kid, this is important as she would be able to withstand her counterpart's assault and subsequently prove that she is willing to press forward even if those she sees as family stand in her way.

Thus we begin the path of the normal ending with the aftermath of that Mission. Schala, who had desired to find her brother and have one last meaninful conversation, had not expected to find Kid where she thought he would be. After Serge's rejection, this was an aftermath that she hadn't wanted to deal with. After quite a few words, Kid demanded that Schala show her how far she'd come. In this path, Schala proves victorius.

Kid merely starts laughing, admitting that she thought Schala would choke when the chips were down. After some more talking, Schala is in for a shock when she suddenly comes face-to-face with Serge. Kid takes this moment to leave the two of them alone.

It starts with awkward silence, and it's clear that Schala wants nothing more than to turn tail and run... but she knows he deserves better than that and eventually comes right out and says that she won't ask for forgiveness, believing she doesn't deserve any. Serge makes no argument there... but admits that Schala is not the same desperate broken girl he had chewed out after defeating the Time Devourer. Seeing her spar with Kid had made that apparenty clear.

Walking tall, always facing forward, no matter what obstacles cross your path, with friends that can point you in the right direction. Despite how their first meeting ended, he's glad she's come to realize this. With those words, a great weight has been lifted from Schala's heart. Kid comes back at this point, asking if she wants to stay for dinner, but Schala needs to get back home.

After a final goodbye to Serge, Schala makes to leave, but Kid hands her something before she can. Schala recognizes the gem as her Astral Amulet. Before she can object, Kid says that she no longer needs it, and admits that she set up the meeting with Serge not just for Schala's benefit, but for his as well. Although he had been angry for a while after Chrono Cross, Serge eventually felt remorse for how he lashed out at her.

Closure is a damn beautiful thing, is it not?

With a final farewell, Schala returns to her own time. Lark asks her if she's alright. She tells him she hasn't felt this light since their wedding. After a short silence, she makes a proclaimation. She wants to find another way into the ruins of Zeal. She wants to move forward, but in order to do that, she needs to put the past behind her. She needs to see with her own eyes, on her own two feet what she had wrought, and maybe - just maybe - find the strength to face her mother and do what needs to be done.

With this, the normal ending replaces the bad ending.

And so, Schala takes point on a second expedition to the Northern Ruins and its inner sanctums. As the undead had already been cleared out, Schala stands resolute at the mark of the Zeal royal crest on the wall of the innermost chamber. After a pulse of magic, an indentation appears, one matching a certain sword...

Masa and Mune leave their blade as the wall opens up behind them. After a hallway consisting of a ghost memory of Melchior, the group comes upon an altar with an ornate blade attached to it. A blade Schala recognizes as her father's, and realizes that this hallowed place is more or less his tomb. As if to confirm, the ghost of King Zeal manifests before them.

Alphard, like Cyrus to Frog before him, is proud of his daughter in how far she's come, and that he's glad she has found someone so devoted to her after recognizing Lark. Although the moment is all too brief, Schala is finally able to properly say goodbye to her father before he returns to the aether.

As Schala takes her father's blade in hand (with Masa and Mune immediately moving into their new home), a teleporter in the chamber activates. Realizing it could only lead to one place, she prepares herself. It does indeed lead to the ruins of Zeal, and they enter the main hall from a secret passage.

Unlike the last time they were here, there is no need to rush. Schala takes her time searching the place, encountering countless ghost memories of her previous life and grieving for those lost because of her. Of course, Schala isn't the only one feeling guilt. There are also recent memories floating around, the group's excursion from three years ago reopening old wounds for Lark, who is rightfully ashamed of the stupidity of his past self.

Lavenda can't help but note the irony of the loving husband and wife at one point being literally at each other's throats. It definitely wasn't their finest moment.

However the group eventually comes across one particular memory that changes and shatters everything Schala once understood...

It is a memory Schala after Alphard's death, lying in her bed near catatonic and muttering for forgiveness. To the group's shock and Schala's growing horror, black wisps rise from the memory until they take the form of an orb, which then flies out of Schala's room... and into the direction of her mother's. The group follows the memory to the Queen's chamber where the memory continues.

Samele tries to fight off Lavos' influence, having realized that she had inadvertantly killed her husband. Fear of death, fear of being forgotten, fear for the safety of her children. It was always going to be a losing battle... but Samele would not let it win. She would die first... and so she chants the spell, the very same one that her daughter would cast millennia later, only far stronger.

The Queen's mind is destroyed, and is thus rendered useless as a puppet to Lavos... but this couldn't be right. Zeal had still been able to rule until its fall. Had the spell failed in the end? The answer lies in the ball of darkness that enters the room, forming into a creature similar to Masa and Mune but with a black robe and horns. A malevolent Dream Spirit... one that decides to inhabit the Queen's broken and comatose body, awakening with a chillingly familiar laugh.

The memory ends. Schala is in denial. She doesn't want to believe what she had just witnessed, because that would mean...

She flashes back to one of her last memories with young Janus. 'That woman is NOT our mother!'. Her brother had been right. He didn't know how right, but he had been right... but because she was still caught up in her own grief even years later, she had refused to see the signs. Their mother had been dead all along, a beast masquerading in her place.

Her wish for her mother to return to her old self... her passiveness, the abuse she had suffered... the lives she had endangered for that singular goal...

From the very beginning, it had all been for nothing.

Fighting from outside brings Schala out of her musings, the distraction preventing her from falling over the edge... but the sight in the main hall pulls her back over it.

Surrounded by dead Porrean scouts from the labs above is Zeal.

...but this is not Zeal. It never was. The despair gripping Schala upon learning the awful truth transforms into a terrifying fury. Without warning, she immediately attacks the impostor wearing her mother's face. 'Zeal' tries to guilt-trip the enraged Schala, but it only serves to make her even angrier. Realizing that after all these years, the charade is finally over,'Zeal's' body burns away in black fire to be replaced by the demonic Dream Spirit. Phasing through Schala's attacks, the spirit enters the throne room, a cloud of darkness in her wake. Schala gives chase, but the others are knocked away when they try to floow her.

As the others have no idea what the hell is going on, Doreen fills in the blanks. As Masa and Mune were born of Melchior's dreams and determination, the creature Schala fights now was born of the guilt of her father's death. Ever since, this Spirit of Guilt has done what it could to perpetuate Schala's guilt, feeding off of it and growing ever more powerful, even going as far as to assimilate her mother. Lark, knowing first-hand the depths of Schala's guilt-complex, has every cause for concern.

Back with Schala, she forces her way through the black fog only to see the creature within, of all places, the Mammon Machine chamber of the Ocean Palace. She is no longer in the real world, but in her own mind. Now that the masqurade is broken, the spirit prepares itself for one last meal, transforming into an amalgumation of a younger Zeal and its dream spirit form. Wether Schala is broken or destroyed at the end of it, it doesn't matter.

Round 1 ends in a draw. Being here is not enough to shake Schala's resolve. A change of scenery is in order. The main hall of Zeal Palace... during the destruction of the kingdom, the devastation frozen in time. Schala pauses at the sight, especially upon seeing the fear on her people's faces. However, she refuses to let her surroundings break her, refuses to let the Spirit win.

Round 2 ends much the same. The Spirit can't understand. This place would have broken Schala before. Why? Why is she not wallowing in despair and guilt? The scene changes once more. The inner core of Zeal, the site of Alphard's death. The sight of her parents frozen in a battle to the death causes Schala to hesitate... but she tightens her grip on her father's sword. She can't break now. She won't break. Her blades glow in response to this new surge of willpower.

And the battle is over. The Spirit is panicking now. With one final slash, Schala breaks the haze over her mind. Back in the real world, Lark and the others immediately rush to Schala's side. The Spirit is now utterly terrified, backing away in fear. How could Schala have broken through her massive guilt-complex? The creature makes her retreat sinking into the floor. Schala makes ready to give chase, knowing exactly where she's running to, but Lark grabs a hold of her, urging her to calm down before they make a move. Reluctantly, she does so.

The group follows the Spirit to the dilapitated inner core, where they find her hiding behind Kale. There is one more revelation to be had. As in the bad ending, they learn that this central core of the kingdom was once Kale's ancient prison, and that Schala calling upon Lavos that day had set him free. Both parties move to attack... but Kale does not, stating that now is not yet the time. Instead he chooses to 'let them live out whatever little remaining happiness they have before the end', stating that now his 'debt' to Schala for his freedom has been repayed before taking the Spirit and escaping through a Gate.

...with everything over, it is only now that Schala collapses, just barely at her emotional limit.

Back in Medina, Lark asks Schala how she's holding up after everything that happened. She says she's fine, but he doesn't quite believe her, and she eventually fesses up to the lie. It's clear she needs more time, but she knows the world isn't going to wait for her to grieve. There is still too much to do. She has to remain strong... but she's finding it more difficult than she thought to keep the tears from falling...

There is now a solid foundation for her resolve. When the time comes, she will not hesitate. With this questline finished we can now skip ahead and set our sights to the final battle...

(to be continued)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on February 08, 2017, 04:55:39 am
Chrono Saga: To the Sea of Dreams Synopsis - Finale (part 3)

From here on, everything happens as normal until the Epoch crashes at the Parasite Palace. Although she does so with a heavy heart, Schala aids the others in putting down her corrupted people. Once again, the Spirit of Guilt tries to separate Schala and the rest of the party, but Schala's mind is now clear unlike the bad ending. She sees through each of the Spirit's tricks before finally destroying the creature.

However, Kale had left a temporal trap behind for just such an emergency, which the party is caught in. Like before, Schala is unable to do a thing as Kale extracts the Frozen Flame from Lark. However, the trap dissipates upon his departure, leaving Schala free to try and save her husband. She pours every ounce of healing magic into Lark, but it seems as though it's a lost cause, but she is unwilling to accept this. As if responding to her determination, Lark's Amulet (which had been given to Schala on their wedding day) begins to glow, though nobody seems to notice this.

In the end, Lark's life is saved. After a short recovery, the party is ready to move. In Zeal's inner sanctum, a Gate to Angra Mainyu has already been opened. Undeterred, the party follows Kale into the depths of Hell.

Inch by inch, the party traverses the final dungeon, cutting through Lavos 'Daevas', circumventing the Dead Sea, and tearing through Kale's last lines of defense before entering the grand chamber housing the Gate of Ahura Mazda.

Within is Kale, sounded by a giant parasitic growth. In the center of this mass is a crystal stasis... and to Lavenda's horror, it houses Kale's lost love, the Dargonian Saffira, whos existence was previously revealed in the Abyssal Fissure. This reveals that Kale, in possibly one of the most profane acts imaginable to Dragonian culture, had used Saffira's corpse as a catalyst in the creation of Lavos. The power housed within the collective unconsciousness was never meant for Kale, but for Lavos...

...no. Lavos was the means to an end. Kale's desire all along was to ressurrect his beloved as some sort of goddess. However, Schala (having once been a part of Lavos herself) realizes how this is going to end. Lavos, despite Kale's insitence that the creature was always his tool, has its own purpose. It's own desire. To absorb power. To grow strong. To survive at any cost... and like its 'master', it will let nothing stand in its way.

Kale's plan was ultimately doomed to failure from its very inception. Despite all of his planning, his power, and his determination... despite all of the atrocities and tragedies left in his wake throughout the series... Kale is, in the end, little more than a deluded sociopath unwilling to accept loss and obsessed with his own twisted ideas of love.

Needless to say, them's fightin' words. Kale gives the party everything he has, but in the end, they triumph... only for the creature behind him to stir awake. Kale welcomes 'Saffira' back into the world of the living...

Karma finds the draconic madman wanting, as he is soon enough blasted to ashes by the visage of his beloved. Even to the very end, he was unwilling to see the truth that was right in front of him.

Lavos Prime gives out a horrifying roar before merging with the Frozen Flame and the parasitic mass behind it. The final battle is at hand... and the battle ends in victory. All that is left behind is the Flame.

Leaving Angra Mainyu behind, the gate to the infernal place closes behind the party. In the inner sanctum of Zeal, the party discusses their next move when Schala doubles over in pain. Before they can find a way to help her, Spinal growths erupt from her left arm. Bitterly, Schala mutters that she thought there had been enough time...

Schala is the last living fragment of Lavos, and in its desire to survive, it is attempting to assmilate her. Schala erects a barrier in front of the others. Lark tries to break through it, desperate to have a few more moments with her.

Schala thanks him - everyone - for everything. For showing her genuine friendship. For showing her genuine love. She wouldn't trade these joys for anything. With a heavy heart, she teleports her friends and beloved to the safety of Truce.

The time has come. That fateful day, Schala had attempted to destroy the Frozen Flame. Now, over 13,000 years later, she is ready to finish what she started. Sword in hand, she shatters the Flame. It is only a matter of time before the backlash goes critical.

...just when she finally found a reason to live and the strength to move forward. Fate truly is cruel.

Lavos is destroyed utterly by the backlash of the Frozen Flame, and Schala with it. Lark and the others can only watch on. In his hand is his amulet, Schala's message to him clear. "Live strong. For me." Lark can only break down as the world returns to normal...

Twelve years later, Lark narrates a letter to his late wife detailing what everyone has been up to.

Glenn has become the leader of Choras, his coin having been chosen by Galbanni's succession. The Zweibreicht Company is no more due to his workload leaving him swamped.

Laura has settled into her role as Guardia's ruler. Reconstruction of Leene Square has just recently completed, with Schala's Bell serving as its centerpiece.

Lavenda has since been busy repopulating Fort Dragonia and the various dragon islands for her people.

Schwann passes on leadership of the Acacia Dragoons to his subordinates and retires, taking Gilbert's job as Maria's personal guardian. His relationship with the General has since become an open secret, but Maria fears too many people would object if they were to be officially wed.

Lark has been doing as well as could be expected, but had until very recently remained in mourning. After twelve years, he finally has the courage to remarry, and it was thanks to Reika of all people.

She had remained by his side, taking care of him and making sure he didn't throw himself over the edge of despair. When finally confronted about it, all she said was that Schala would never forgive her if anything happened to him, or if she left him to a bride that would not cherish him like she had. The two of them are set to marry in the Spring.

Despite their numerous duties, the group manages to find time to get together and reminisc, even though each reunion remains bittersweet. Even after all these years, Schala's loss still effects them.

And so time moves on. The world remains set a a comfortable pace. Centuries later however, mankind grows complacent. Too much so. Enough that when an old Guru by the name of Balthesar arrives in the future of 2400 AD, he begins to hatch a plan that would see humanity break through their complacency... and then he meets a time-displaced disenfranchised Porrean by the name of Yarlen Shald...

The world is caught. An endless loop is all that remains. One day, a young girl by the name of Schala Zeal arrives in 2400 AD and is found unconcious in the outskirts of Choras, and history repeats anew.

In the end, The Future Refused to Change.

---------------

And so we leave the normal ending behind. There has to be something we're missing. Something that still needs to be done.

In the start of Act 4 after aqcuiring the normal ending and the White Fragment, Gilbert will call an emergency meeting amongst the party. It is only now that the party notices the Fragments in their possession, and realize they're caught in a time loop. Schala recognizes the Fragments as pieces of the Chrono Cross.

If the player has not been diligent in getting the alternate endings by now, this is where the game pretty much tells you to do that. If you have all the Fragments by this point, then the way to the True Ending becomes open...

(To Be Conluded)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on February 08, 2017, 07:55:27 pm
Chrono Saga: To the Sea of Dreams Synopsis - Finale (part 4)

So, we've gone through two variations. What's that? You say you've gotten all the Chrono Cross Fragments? In that case...

Here is what really happened.

----- GOOD ENDING/TRUE ENDING -----

The party gathers in Medina's war room after gathering all the Fragments. Lavenda tells of the rebirthing ceremony, a practice originally used to purify Dragonians of Lavos during Kale's rebellion in the previous lifecycle. Glenn notes the irony that after so many eons, the ceremony is being used for its original purpose.

However, since Schala had altered herself through artificial means, the ceremony will have the side-effect of possibly restoring her to her original state, of which Reika lampshades the possible scandal of Schala returning to Medina as a completely different person. Lark (rightfully) reasons that the alternative is not an option.

Schala steps forward. She'll venture the risks of the ceremony. A trip to Fort Dragonia is in order, along with a brief pit stop to Terra Tower to acquire an unstable Dragon Tear (and an extra set of clothes, because we all remember what happened with Serge).

Lavenda and Lark are the only ones allowed to oversee the ceremony. Schala charges the Fragments to give off the melody, which harmonizes the Dragon Tear, stabilizing it... all the whie with Lark's amulet glowing, though nobody notices this.

The moment of truth is at hand. Schala's body fades into the bubble surrounding her. However, something is off. Schala finds herself in a white void. The cries of Lavos can be heard all around her with varying intensity. Looking around this null void, she sees a parasitic mass splitting apart, revealing a Dragonian female. (If the player has finished the events of the Abyssal Fissure, Schala recognizes her as Saffira.) As the Lavos matter is purified, the woman stirs, as if finally awoken from a lifetime-long trance.

She knows. All of it. She knows she has no right to ask Schala to forgive Kale, or to not hate him. All she asks is that she does whatever it takes to put her wayward love to rest before disappearing into the aether. Soon enough, Schala follows her...

Rebirth. Resolution. Reconcilliation. The infant grows to a child, to a teenager, and finally to a grown woman. Lark immediatly rushes to Schala's side, wrapping her in his coat. Gone is the silver-white, replaced by a brilliant teal blue.

A change of clothes later and Schala reunites with the others outside. To nearly everyone's surprise (especially Schala's), aside from the purification of Lavos' essence, the color of her hair was literally the only change of her appearance. Everything else is as it was. Lark suggests that perhaps deep down, Schala had unconsciously desired reconcilliation with her past life.

Almost as if to confirm, the Einlanzer (which, as Grandmaster of the Devas, Schwann is obligated to have on his person at all times) suddenly floats before Schala. (If this quest is done after Schala's personal quest, she will recieve the Grand-Lanzer, otherwise, she will recieve it at the conclusion of the Zeal Ruins.) From this point on, if it has not been completed, Schala's personal quest becomes mandatory to continue the game. (It will become impossible to lose her battle with Kid, as Schala will have a permanent auto-raise effect for the fight.)

Everything remains the same from this point save for an event at Truce before assaulting the Parasite Palace. In it, the party commandeers the 'member's only' section of the inn's restaurant where the Zweibreicht Company has one last meal as a group (personally cooked by Reika and Lark). The party reminiscs on how far they have all come since this journey began, especially Schala. They give a toast to the future, no matter what comes, before retiring for one last night for those who have loved ones...

From here, everything is the same as the normal ending path until the battle with Lavos Prime.

Instead of incinerating Kale, Lavos impales him and tosses him across the room, leaving him for dead. The fight continues as normal before Lavos uses its incineration attack to shatter the seal around the Gate of Ahura Mazda and escapes through it. Undeterred, the party follows it through the Gate. After a seeming eternity in temporal freefall, they break through the surface of Zurvan, witnissing the majesty of the Sea of Dreams. A flash of light later, the party ends up on the same beach Lark and Schala meet up upon in the Dreamscape.

Suddenly, the roar of Lavos Prime is heard. Bursting through the water, a gigantic mass of parasitic matter, grows until it eventually envelopes and devours the Entity. Without any hesitation, the party begins ascending the massive structure, becoming separated in the process. After a few solo fights for each, the party reconverges at the summit to fight Lavos Prime's second form (a homage to the original second form fight from the first game).

The second form crumbles, but the crystal stasis in its chest cavity bursts open. What emerges is an amalgum of Schala, Saffira, its own alien biology, and the frozen Flame. Lavos' interperetation of Humanity's and Dragonian's evolutionary zenith, either ironically or purposfully invoking Kale's image of his 'divine goddess'.

Normally, it is at this point that the Schala of old would have tried reasoning with it, but the current Schala knows it is a pipe dream. In the end, Lavos' thought process is far too alien for any sort of reconcilliation, nor would it care, just like its 'master'. For the last time, humanity takes up arms against the alien parasite.

*cue World Revolution*

(For this fight, regardless of battle party, all seven characters take part, with the other four on autopilot. It will go through eight phases, but instead of utilizing the abilities of bosses, it will copy the abilities and weapons of each party member randomly, with the exception of Lavenda as it will use Gilbert's techniques instead. Schala will always be the last one copied.)

Amazingly, Lavos Prime ends up on the ropes. At that moment images of people past, present, future, living, and dead surround the battlefield. Every life that had existed on this planet, all that had been affected in some way by Lavos... the dreams of everyone surge through Schala (as Lark's Amulet glows yet again) as she delivers the final blow. The parasitic mass surrounding the Entity crumbles to dust. Back in te corporeal world, reality reasserts itself as Lavos fades into oblivion.

They did it. Humanity has won.

The party awakens back at the Gate of Ahura Mazda, though they wonder how they're going to get out now that the Gate back has most likely disappeared. As they leave, nobody notices...

Kale's body has disappeared from where it had been left.

Schala feels a sudden tension as the party heads back to where they entered. Looking upwards, she sees Kale, having ripped an iron bar from somewhere preparing to toss it like a javelin. Realizing he's aiming for Lark, Schala pushes him out of the way, taking the hit instead.

Kale's dreams have been shattered, his once chance to bring back what was lost is now gone for good. All that is left is hatred.

Easily batting aside a charging Lark, he proceeds to rampage against the party, the latter being too spent from the fight with Lavos. Fighting through the pain, Schala lets a desperate teleportation spell fly at the others before Kale can incinerate them. In response, he wrenches the bar embedded in Schala's midsection, attempting to force her to go into shock. An instant burst of fury has Lark tackle Kale from the precipice, sending them both into the lower depths of Angra Mainyu.

No matter what Lark does, Kale will not stay down... but neither will Lark (indeed, Lark will still be able to fight even after his HP reaches 0). Kale eventually gets Lark on the ropes, but Schala (having freed herself and barely healed her wound) blindsides him, causing Kale to toss them both through the wall into the next chamber.

From here, Lark holds off Kale while Schala finds a way to submerge the Dragonian into the Dead Sea. Once that is done and the two reach safety, Lark collapses from his wounds. Before Schala can tend to him, the ground opens up beneath her, a great force launching her into the air. Bursting from the floor is Kale, now in the form of a giant dragon. Just as she's about to be helplessly devoured, Masa, Mune, and Doreen empower her with their own life essence.

With the help of a levitation spell, Schala is forced to lead Kale, eventually tricking him into submersion a few more times. After a last-minute assist from Lark, the two reach a particular alcove and collapse. Kale and Schala's chase has caused quite a bit of damage to the 'city', and the Dead Sea is no longer still. A storm brews in the black skies above.

However, despite all odds, Kale emerges once more from the floodwaters, but in his regular form. The Dead Sea has taken its toll on him - blood no longer flows from his wounds, but salt... yet he is still whole. Spite is the only thing keeping him corporeal, but it is only a matter of time.

The final battle is a war of attrition. Lark is too wounded to move, and the dream spirit's life force is nearly spent... but after all is said and done, Schala is able to outlast the creator of Lavos.

As Kale slowly dissolves into salt, he attempts to crawl towards the two for one last parting shot, but he never makes it.

It's not over yet. Schala and Lark still need to find a way out of the crumbling Angra Mainyu... but every path they try leads to a dead end. Not like this. After everything they've done, after all they've accomplished to get here, this can't be how it ends... but there is no way out.

Lark, possibly as a way to lessen the blow of their impending doom, begins a conversation they originally had months ago, one concerning the possibility of being parents. As he remembers, they never did settle on a name for their first child, but that was only because they argued about its potential gender - Lark kept insisting their first child would be a girl while Schala thought otherwise.

Unfortunately, it doesn't quite work as hoped. Schala becomes overwhelmed. She doesn't want to die in a place like this. She wants to grow old with the man she loves, with her friends at her side. She wants to see the world - truly see it for the first time, not behind a gilded cage nor traversing from battlefield to battlefield. She wants to be a mother, to give her children the life she had before everything went wrong, to see them grow strong and kind.

Schala: I want to live!!

And so, it happens.

Lark's amulet glows with a blinding light, engulfing them both before finally shattering.

Back in the real world, the eclipse forms in the sky. On the cape overlooking where the Parasite Palace once stood, the others gaze in shock as Lark and Schala literally appear before them out of thin air, looks of confusion on their faces. Schala looks at the remains of her husband's amulet and realizes the truth.

It had been teased slighty throughout the story many times, but Lark's Amulet is a Time Egg, one of Lucca's prototypes to be exact. Discovered by Kid, reworked into a jewel, and sold to one of Lark's ancestors by Serge. Schala can only smile quietly at the revelation.

Two weeks later, Lark has been recouperating in Guardia, the wounds inflicted by Kale during the last battle too much for even healing magic. It hurts to move, but he's expected to make a full recovery eventually. Tamlen is oversseing affairs in Medina until Lark is fit enough to travel.

Meanwhile, preparations have been made for a massive celebration while workers have been hard at work restoring Leene's Square. Nadia's Bell has been restored and is now ringing out across the kingdom. It is proof that although life can sometimes find a way to derail them, dreams don't necessarily die.

It is a new start for the world, and the Moonlight Parade is the perfect event to kick things off.

After Schala wanders about the city, chatting with everyone, the group meets up at Nadia's Bell. Roas and the other future Dreamers are there as well. Schala wonders what they'll do now.

Roas hypothesizes that Schala using the Dragon Tear created a divergent timeline. Unlike Chrono Cross, this situation ends up being a benign case, as the normal ending timeline is necessary for giving Schala a reason for her journey. He also believes that as a result of the divergence, the time loop in that reality has been broken. Using a device salvaged from the Epoch, Schala's surrogate family opens a Gate. After a tearful goodbye, Schala makes sure to ask them to say 'hi' to Fin for her.

Back in 2486 AD, Roas' group returns to the site of the prologue. Roas' hypothesis proves coreect as everyone who had ceased to exist from Shald's actions runs up to them, including Fin, who asks them where Schala went off to. Roas says it's a long story...

As the credits roll, we see life returning to the world.

We see Schala leading Lark, who is using one of his spears as a crutch, through the gates of Medina. The city becomes aflutter with activity as the Chancellor welcomes the royal couple home.

Schwann is first seen at Gilbert's memorial giving a prayer to his departed colleage. He is then seen with Maria and Annette, fiddling with his new ring, implying that he and Maria decided to throw caution to the wind and marry in spite of possible objections. Finally, he plants the Einlanzer into the ground before his fellow Devas, then prepares for a battle to name his potential successor as Grandmaster.

We see Laura in royal garb, her sword and shield in hand. She kneels and lays them both before three graves, implied to belong to Chrono, Lucca, and Marle. We then see her overseeing the reconstruction of Guardia Castle.

We see Lavenda on one of the highest points of Dinopolis... only to get nearly knocked over by a swarm of dragon pups who proceed to fly off into the distance, followed closely by her two closest retainers. Of course, this means war, so she follows them all... in dragon form.

We see Reika at the entrance to Marbule, giving her little brother a hug before waving goodbye to the city to follow Tamlen onto a nearby ship, implying that she going to become the official go-between for Medina and Marbule. Indeed, her next scene has her in Medina, asleep at a desk, surrounded by books. Schala comes in the room, sighs, and puts a blanket around the girl.

We see Glenn in a similar scene in Choras, about to nod off himself. Various bankers and other officials surround him. Suddenly, a small goup of mercenaries barge into the room. Immediately, Glenn gets a burst of energy, grabs his guns, and leaves with the mercs, implying that the Zweibrecht Company is still around and a force for good.

After the credits finish, we see one final scene. It is several years later as Lark walks through Medina's palace, being followed by something. A very small, very energetic something. Lark catches his five-year-old daughter in the middle of her tackle-hug, smiling... and according to the nearby royal portrait, they finally settled on a name: Kalia.

We then see Schala sitting at a very familiar desk, closing a very familiar book. On the desk is not only Kid and Serge's wedding photo, but a picture of the two of them with Magil, who has finally shed his mask... plus a recent one of the party if the prescense of Kalia is any indication, implying that everyone still keeps in touch. Lark enters the room with Kalia riding atop his shoulders.

Schala reaches for another book and joins them at the edge of the bed before she starts reading. The final shot is of a clear sky.

(The End)
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: skylark on February 09, 2017, 04:34:35 pm
*blinks owlishly*

>.>....

<.<...

>.>...

Is that it...?

Holy crap... I'm done...

I'm actually done!! :D

HAPPY DAY!!!! :D

...okay, I still need to fix world-building stuff and add in the remaining character quests... BUT I'M DONE! :D

There you have it folks. After four 1/2 years since I started this topic, this story is finally told. After many revisions, many cans of soda, and many... MANY... schedule slips, here it is.

Now I want to know what you all think. Is it cohesive enough? Am I taking too many liberties? I know I'm probably setting myself up for being shot in the foot by putting myself under so much scrutiny, but I want to make sure this story holds up from start to finish.

But yeah. So freaking happy right now! :D
Title: Re: To the Sea of Dreams: Redeux! (Notes and musings and other assorted thoughts.)
Post by: Boo the Gentleman Caller on February 19, 2017, 02:05:35 pm
Man, I used to read this waaay back in the day and then stopped visiting the forums for a while.

Apparently I have a lot of reading to catch up on.

Congrats on finishing it!