Disclaimer: I do not own "Danjon ni Deai o Motomeru no wa Machigatteiru Darou ka"/"Is It Wrong to Try to Pick Up Girls in a Dungeon?"/"DanMachi"/"Familia Myth." The series belongs to Oumori Fujino, Yasuda Suzuhito, SB Creative, GA Bunko, and J. .
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DanMachi
Children of Hades
By Cyberweasel89
Co-Written by Wandering Letters
Intro 1: Guidelines
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In this world, the Gods have come down from on high seeking excitement and fun. In exchange for the brave swearing their loyalty to a god or goddess, that god or goddess will give that person their "Falna," or blessing to fight monsters in the massive Dungeon beneath the city of Orario. The Adventurers that gather under that god or goddess are that deity's "Familia."
One such Familia in the city of Orario is the Hades Familia. A fairly recent Familia and one of only medium size, you would expect the Familia of the God of the Underworld to be more popular. But as many Adventurers looking for a tough group to join find out, Hades is not what one would expect.
Despite being the god of the Underworld, and having a rather intense air about him to match, Hades is a surprisingly nice guy. Often described as "the chill of the underworld with a warm center," he takes in Adventurers that no other Familia will accept, were abandoned by their Familia, and even orphans off the street, and gives them food, a place to live, and a purpose. He may be pretty intimidating at first, but beneath his constant frown and glare, Hades is a rather nurturing guy with a love of children, animals (particularly cats), and a dislike for the mistreatment of women.
Hades tends to do a lot of the grunt work around his Familia's base, known as the "Underworld Dormitory," including cleaning, cooking, and even sewing for them all. He has a tendency to wake up very early to cook a huge breakfast for everyone, helps gain funds for his Familia with odd jobs around Orario, and even packs his Adventurers homemade lunches before they head out to the Dungeon. People outside of his Familia tend to call him the "Mr. Mom God" due to his tendency to go grocery shopping and publicly air out laundry in an apron and bandana, but most of the members of his Familia view him as a father figure. You join the Hades Familia, you quickly get in the habit of calling him paternal terms like Father, Dad, Pops, etc. Even the Supporters in the Hades Familia are treated like Hades' children.
You are an Adventurer or Supporter of the Hades Familia. Whatever your race, weapon of choice, Level, Alias, Abilities, Skills, Spells, class, role in the Party, it doesn't matter. You are all... Children of Hades.
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Rules
Submit your characters over PM ONLY. I want to keep the Reviews only for opinions on the story. If you are unsure before submitting, PM me and I can help you build your character with you.
No part of the profile is optional. You cannot merge any slots to answer them together, not even in the "Relationships" section. If your profile is too long, you can send it in multiple parts.
Avoid sending your profile in multiple PMs. Rather, stack your parts in the same PM so I didn't get cluttered and confused. To do this, send the first part in one PM. Second, go to your PM Outbox. Third, click the PM you just send. Now you can post the rest of the parts of the profile in the same single PM.
Note that Adventurers do not and cannot gain Spells, Skills, or Abilities until they join a Familia and are given a Falna. There's no learning Skills or Spells from your parents before joining a Familia and gaining a Falna. There just isn't. Not even as "hidden values" before getting a Falna.
There is no such thing as "evil/dark magic/energy." In the world of DanMachi, good and evil are not exhaustively quantifiable concepts. There is no true villain. Rather, conflict comes from interpersonal relationships in this world.
Summoning is not possible. Guns and robots do not exist.
The offensive magic elements are as follows: Fire, Ice, Water, Lightning, Wind, Earth, Nature, Light, Darkness, Non-elemental.
Derivatives of elements count as that element. Thus, the following are considered the same element:
-Fire, heat, ash
-Ice, snow, cold
-Water, mist, fog, bubbles
-Lightning, electricity, magnetism
-Wind, air, sound
-Earth, stone, dirt, sand
-Nature, plants, flowers, wood, poison
-Light, illusion
-Darkness, shadow, gravity
-Non-elemental magic would probably fall under things like explosions and just general energy, like "Magic Missile."
Magic will be split between two categories. When you make a spellcaster, you choose between the two. If you are not a spellcaster, but a warrior type, you get one spell and one spell only from any category. The two categories are:
-Sorcery: Offensive magic, negative status conditions, debuffs
-Theurgy: Healing magic, status curing magic, buffs, enchantments, defensive barriers
Spells that do not fall under either of the above can be loosely defined as "Support."
Magic does not rely on mana or "MP" or anything. Rather, spells cast draw on the user's own stamina reserve and fatigue, loosely referred to in-series as "Mind." Healing spells are also not perfect. Even if the wound is gone, the wounded may still need time to recover. Hence Bell's frequent bedrest.
Just to encourage some fun-having, "pets" can be given Falna and act as a personal mount/pack mule Supporter for their owner. This is likely non-canon, but I feel it would make things more fun and encourage creativity. You may list any pets under "Equipment." See Runemeyer's profile in the next chapter if you want to see how I want this done.
Currently, submitting Adventurers (but not Supporters) who are Level 1 will make things a bit difficult to fit them into the flow of the story. I recommend making them Level 2 or 3. But again, no higher than 3. Again, this need not apply to Supporters.
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This is the profile. Don't worry about formatting it with bolding, italics, or underlining, since it usally doesn't show up over PMs anyway.
Name: Western names only. If your character has a Japanese-style name, they must come from the "Eastern Lands," in which case your character's name will go surname first, given name second, and Skill and Spell names must then be in Japanese. I will, however, allow Japanese given names with Western-style surnames due to Orario's multicultural nature.
Sex: Playing against stereotype, like female dwarves, female boaz, male cat people, etc. is encouraged. Amazons are female-only, though. Currently, we are in the begginings of a small overstock of male characters.
Age: Don't worry about lifespan. Just go for it. Not ridiculously young, though. Bell is only 14 (seriously). However, to encourage creative freedom, I'll say that 10 will be the minimum for a freshly-started Level 1, though characters who begin the fanfic as Level 2 are allowed to have started Adventuring as young as 8 in their backstory.
Race: Only the following races are allowed. No Zenos (intelligent Monsters), Hybrids (half-Monsters), or Gods. No halfbreeds except the ones listed (Half-Elves and Half-Dwarves). Choosing a race that has not been used in the roster in the next chapter will drastically increase the chances of them being accepted (I have a "race counter" cheat sheet at the bottom of this chapter for your convenience), though Humans are of extremely low priority since... well, I'm just getting so many submitted. This isn't D&D. Humans aren't the optimal race.
-Humans: No bonuses, but generally the most balanced and adaptable race, with no deficiencies in any stat. It's also why they're considered the weakest race, since being specialized is actually a good thing.
-Elves: Long ears are their trait, though males are quite feminine looking as well. Extremely adept at Magic, but growing their Strength and Endurance stats is extremely hard. Good hearing and magic-sensing, and fairly good with Dexterity and Agility stats.
-Dark Elves: Sub-race of Elves. Dark Elves have dark skin, white hair, and yellow eyes. Stats are generally the same as Elves. Maybe even a slight bit more balanced, if only slightly. They also possess natural low-light vision.
-Dwarves: A short, stout race. High Strength and Endurance, low Dexterity and Agility, about average Magic. Often very good blacksmiths and fond of grog and mead.
-Pallums: Hobbits in everything but name. Short, petite (though not necessarily meagerly breasted with the female ones), generally weak. Often considered the second-weakest race after Humans. Abysmal Strength and Endurance, moderate Magic and Agility, excel in Dexterity. Generally look quite youthful, even when middle-aged. Due to their short height, most prefers weapons with reach or range like polearms and crossbows.
-Amazons: An all-female race of dark-skinned warriors. They leave their villages as a rite of passage to find a male of any species (except Gods and Spirits) and mate with them, leading to (somewhat) unfair rumors of Amazon promiscuity. They then bare a full-blooded Amazon daughter regardless of the father's race. Excel in Strength, moderate Endurance, Agility, and Dexterity, generally low Magic.
-Cat People: Humans with feline ears and tails. You choose the breed. Generally energetic, curious, and while independent, are huge cuddle bugs to those they've bonded with. Supreme Dexterity and Agility, moderate Magic, generally low Strength and Endurance. Enhanced hearing and smell. Like Dark Elves, they possess natural low-light vision.
-Chienthropes: Humans with dog ears and tails. You choose the breed. High Endurance and Agility, moderate Strength and Magic, generally low Dexterity. Bloodhound-like sense of smell to the point they can recognize disguised people and track things, but also good hearing. Fiercely loyal to those they deem friends and some can be quite affectionate and cuddly.
-Hume Bunnies: Humans with rabbit ears and tails. You choose the breed. THE speed kings of the DanMachi world. Tremendously excel in Agility, high Magic, moderate Dexterity, generally low Strength and abysmal Endurance. More prone than other races to gaining the Luck Development Ability. EXTREMELY good hearing, fairly heightened sense of smell. Prefer vegetarian meals and tend to view sex anywhere from a "really gets around" level to a more respectable "ethical slut" level.
-Runarls: Humans with fox ears and a fox tail. High Agility and Magic, moderate Endurance, low Strength and Dexterity. They take repaying their debts VERY seriously, and tend to show a much warmer, playful, and more affectionate side to those they feel they owe their lives to. Slightly enhanced smell and hearing than a human, but not to the level of other beastmen races. NOT kitsune.
-Werewolves: Humans with wolf ears and tails. Enhanced hearing, greatly enhanced smell, generally higher survival instincts and tend to be somewhat territorial, making having a roommate who is not a "pack member"... difficult, but also makes them extremely loyal to those they DO consider "pack." Excel in Strength and Agility, moderate Endurance, generally low Magic and Dexterity. More prone to getting the "Instinct" Development Ability than most other races.
-War Tigers: Humans with tiger ears, tiger tails, and tannish tiger stripes on their skin. Unlike their Cat People cousins, their main focus is a very high Endurance and Agility, moderate Strength, but low Dexterity and Magic.
-Boaz: Humans with boar tails and ears. EXTREMELY high Strength and Endurance, but generally dismal Magic, Agility, and Dexterity. Pretty much THE Strength and Endurance kings of the DanMachi world. Despite this, they are also among the more intelligent races, have senses of smell even better than the Chienthropes to the point they can even track smells through water when the dog beastman race can't, and also oddly prone to gaining the Empathy Development Ability. They're also known for their appetite, though certainly not inhumanly hungry.
-Spirits: The favored race of the Gods, and like them, cannot have children. Based around a single element and generally take on a form that is mythologically related to that element, like gnomes for earth, undine for water, sylphs for wind, and salamanders for fire. They have their own brand of magic that is generally more powerful and easier to cast than other magic, to the point it's more like elemental manipulation than magic, but are restricted to their own inherent element. THE most magically-gifted race, but other stats are largely dependent on the form they take. If you want a character whose magic is more like an element bender than a spell list... choose a Spirit and pick a miscellaneous fantasy race related to that element for their appearance. You can find some ideas for the form a Spirit takes under "Spells" below.
-Half-Elves: The product of an elf and a human in sexual union. Generally look like elves, but shorter ears. More rounded stats than a full-blooded Elf.
-Half-Dwarves: The product of a dwarf and a human in sexual union. Generally taller and thinner than a full-blooded dwarf, and more rounded stats than one.
Familia: Hades Familia (This is a must, unless you want your character to just be an associate from another Familia that pops in on occasion and forms parties with or otherwise works with the Hades Familia. As the Underworld Dormitory is also set up as a tavern, Adventurers and even Gods from other Familia are free to come visit whenever they want, so this is a natural thing.)
Job: Adventurer or Supporter. Supporters are allowed one Spell as well as Skills and Development Abilities relative to their Level just like Adventurers.
Class: How their specialties are built. You know, knight, cleric, wizard, rogue, ranger, etc. Stick to one. Jack-of-all-tradesing is a bad idea, especially in the DanMachi world. Note that, if you can think of one that can still fit with them being a Supporter, a Supporter is welcome to have a Class. I have two Supporters already on the roster that are a Bard and a Scholar.
Level: While stats grow as you use them against Monsters (and only Monsters), Level ups only happen when you defeat a far stronger enemy (doesn't have to be a Monster) or do something heroic, which makes Leveling purely a matter of being in the right place at the right time and handling it correctly. What counts as a "heroic deed" is largely situational, as the Gods decide what counts on a case-by-case basis, but generally saving the life of someone who would have surely died had you not intervened and defeating a Monster Rex (floor boss) are highly favorable toward Level Ups. If multiple people defeated the stronger enemy or did the heroic deed together, they may Level Up together.
When you Level Up, your stats reset back to I0, but the stats you had before the Level Up carry over as an "invisible base," which makes a Level 2 with an A870 in Strength MUCH stronger than a Level 1 with an A870 in Strength.
At Level 1, you are allowed one Skill and no Development Abilities. At Level 2, you are allowed two Skills and two Development Abilities. At Level 3, you are allowed three Skills and four Development Abilities. I am not allowing characters submitted to be above Level 3 at the time of their introduction, regardless of reasons for it.
Spells are different. If you are a fighter class, you are allowed one Spell and one Spell only and ever. If you are a spellcaster type, you have much more freedom in number of Spells, up to six, but you may be allowed more with good reason. For characters, the maximum starting level will be 3 or less for Adventurers and 2 or less for Supporters. They can and will gain Levels as the story progresses. Due to how difficult it will be to work them into the plot at the moment, I currently would advise against you making an Adventurer who is Level 1, though I can still allow Supporters who are Level 1.
Granted, no pressure to make a Supporter. We have three in the Hades Familia, one more for the Hades Familia that will be joining later, and three more Supporters in the Hestia Familia once the crossover with Standing United begins in-story.
Alias: Every three months, the Denatus is held in the Babel tower. The Gods and Goddesses all meet and discus Aliases for any and all Adventurers who have Leveled Up in the past three months. Once an Adventurer (or Supporter) reaches Level 2, they will gain an Alias at the next Denatus. This Alias is essentially a title or epithet to identify them. Once they reach Level 3, they will gain a different Alias at the next Denatus, and so on.
As the Gods all decide an Alias together, the God of that Adventurer's Familia has little say in what the Alias will be. This means that most Aliases tend to be pretty stupid or mocking. Bell actually got off lucky with "Little Rookie" because several of the Gods who like him stood up for him at the Denatus. By comparison, an Adventurer of the Set Familia got the Alias "Burning Fighting Fighter" despite Set's protests.
You can suggest one here if your character is Level 2 or 3, but you have no guarantee I will use it. I might give them something different, or slightly alter it. Still, doesn't hurt to make a suggestion. If you'd rather not suggest one, just let me know that I can make up one however I want. Believe me, you won't be disappointed. I'm pretty good with that. I can actually make them so clever, they're both lame AND cool, thus perfectly fitting within the lore of the Denatus while not sounding stupid.
Note that even some of the cooler-sounding Aliases are quite pun-filled or mocking, sometimes in a meta-sense. Aiz's "Sword Princess" Alias can actually be read in Japanese characters to contain the word "waifu," for one.
Basic Abilities: Basic Abilities are the five base stats displayed on your back. They grow as you use them even within the same Level. The growth only happens when the God or Goddess of your Familia personally updates your Status. If you never visit your God or Goddess for an update, your stats won't grow no matter how much you use them. I'll be lenient (and generous) and say that S-ranking a stat takes about a year or two. Stats are ranked I-S, each one covering a set of one hundred points. So they go: I = 0-99 ; H = 100-199 ; G = 200-299 ; F = 300-399 ; E = 400-499 ; D = 500-599; C = 600-699 ; B = 700-799 ; A = 800-899 ; S = 900-999. Going above S999 into SS and SSS is only possible with the Realis Phrase Skill, which I will not be allowing. I will, however, allow Skills that act as a narrower Realis Phrase, like a Skill that allows ONLY one or ONLY two stats to grow quickly and exceed S into SS and SSS, but this leniency will not be abused. Stats can also exceed S temporarily as a result of buff Spells, buff Potions, or Conditional Skills. Note that Basic Abilities only grow from fighting (not necessarily slaying) Monsters, not non-Monsters like other Adventurers, as only Monsters give "Extalia," a kind of DanMach-world version of "experience points." However, that doesn't mean you can't train with other Adventurers just to get better at fighting in general, and you can still Level Up from things like Familia vs. Familia War Games and saving others even though you won't gain Extalia from them.
-Strength: Determines how much melee damage you do with most weapons that utilize strength for use. Gains points by dealing forceful physical melee damage to Monsters.
-Endurance: Determines how much damage you can take, how much you can resist damage, and how well you can block. Gains points by taking and blocking attacks (and surviving, obviously).
-Dexterity: Determines how accurate and skilled you are with ranged weapons of all kinds and weapons of skill. Gains points by landing hits with ranged weapons, weapons of skill, and dealing sneak attacks. Of note is that weapons that both utilize strength AND/OR dexterity, like knives, potentially can put points into both Strength and Dexterity depending on how you use them.
-Agility: Determines how fast and agile you are and how well you can dodge. Gains points by fleeing from Monsters and dodging attacks.
-Magic: Determines how powerful and effective your spells are and how easy they are to cast. Gains points by casting spells.
Development Abilities:
These are abilities your character can develop upon level up. You will gain two at Level 2 onward, meaning you'll have none at Level 1, two at Level 2, and four at Level 3. Exactly which abilities you get depends on how you fight and the feats you have performed before the Level Up. After gaining one, it starts at Level I. It will gain a Rank only at Level Up, and even then, only one Rank per Level. They use the same I-S Ranks as Basic Abilities, but do not use numbers. Note that even low-Rank Development Abilities make a HUGE difference when performing the act related to them.
Good Development Abilities (including canon ones) are:
Some non-canon DAs that I am putting out there are:
-Hunter: One of the most useful DAs, but hard to get. It increases damage on and general ease of dealing with Monsters one has fought before. It is given only as a result of killing a LOT of monsters before reaching Level 2. Some notable canon characters that have it are Aiz and Ryuu, partly why they're so badass.
-Mage: Increases power, skill, ease of use, and general effectiveness with magic. Riveria's apprentice Lefiya has it.
-Healing Power: Increases the rate at which the body's natural healing processes recover from injuries. At higher levels, it can essentially function as cellular regeneration.
-Spirit Healing: Increases rate in which stamina (especially for magic) regenerates and generally prevents, deters, or speeds up recovery from Mind Down and Mind Zero.
-Abnormal Resistance: Generally given as an option at Level 3, but sometimes Level 2 or 4, Abnormal Resistance grants resistance to negative ailments including but definitely not limited to poison. As poison is a very common status effect with monsters in the upper floors of the Dungeon, this is seen as a very useful DA, and is widely picked by most Adventurers. It's the most commonly known DA among canon characters in DanMachi. Even Bell has it. At Rank G, it can resist to outright negate almost any negative status effect, while higher levels can effectively make you immune to disease and everything beyond and before.
-Magic Resistance: Increases resistance and natural defenses against magic. Later levels can essentially make you completely immune to offensive magic.
-Perception: Generally improves senses like sight, hearing, smelling, taste, touch, proprioception, as well as general attention for detail and ability to pick up on subtle things. Like Luck, it can only be gotten automatically.
-Instinct: Gives the user a superb sense of intuition and gut feelings. Like Luck, you can only get this automatically, and it's much easier for a Werewolf to get it, or wild people in general.
-Charm: Generally makes the person more charming and improves others' disposition to them. Useful in negotiation, persuasion, deception, and general sweet-talking. Some similar stats in other video games are charisma, glamour, sex appeal, pulchritude, diplomacy, and swag. Like Luck, can only be gotten automatically.
-Empathy: Improves your ability to pick up on subtle expressions and body language, people's emotions, and generally helps you understand people better. Like Luck, it can only be gotten automatically.
-Luck: A very rare DA, Luck generally causes good things to happen. It's theorized to be something of a form of divine protection from the gods. It's generally easier for a Hume Bunny to get it. Or, as seen with Bell, rabbit-like people.
-Crush: Generally increases lifting strength, pushing strength, pulling strength, swinging strength, etc.
-Running: Increases speed when running and moving around in general. At higher levels, it can essentially be flash steps.
-Jumping: Increases skill, ease, effectiveness, height, and distance of jumping. At higher levels, you can leap tall buildings in a single bound.
-Parkour: Increases skill, ease, and general effectiveness with climbing, wall-running, platforming, rooftop hopping, balance when on ledges or narrow footholds, pole-swinging, and general free running. At higher levels you get HARDCORE PARKOUR!
-Diving: Increases skill, ease, and general effectiveness with swimming and diving. There are watery areas in the Dungeon.
-Riding: Increases skill, ease, and general effectiveness with riding a mount.
-Swordsmanship: Increases damage, skill, ease of use, and general effectiveness with double-edged swords. Aiz has this.
-Bushido: Increases damage, skill, and general effectiveness when wielding single-edged swords.
-Fencing: Increase damage, skill, and general effectiveness when wielding sabres. This includes rapiers, scimitars, cutlasses, dao/tao, szabla, talwar, and shamshirs.
-Spearmanship: Increases damage, skill, ease of use, and general effectiveness when wielding polearms. This includes spears, lances, partisans, pikes, tridents, guisarmes, glaives, halberds, bardiches, naginata, bisento, nagamaki, guandao, war scythes, etc.
-Axemanship: Increases damage, skill, ease of use, and general effectiveness when wielding axes. This includes battle axes, adzes, hatchets, and bardiches.
-Clubmanship: Increases damage, skill, ease of use, and general effectiveness with clubs. This includes maces, mauls, morning stars, hammers, war hammers, sledgehammers, and mallets.
-Flailmanship: Increases damage, skill, ease of use, and general effectiveness with flails. This includes balls and chains, bolas, nunchaku, kusarigama, surujin, yo-yos, jouyou/rope dart, and other chained weapons.
-Whipmanship: Increases damage, skill, ease of use, and general effectiveness with whips. This includes thorned whips, spiked whips, chain whips, whip swords, cats o' nine tails, and crops.
-Scythemanship: Increases damage, skill, ease of use, and general effectiveness with scythes. This includes sickles and kama.
-Clawmanship: Increases damage, skill, ease of use, and general effectiveness when wielding claws.
-Knifemanship: Increases damage, skill, ease of use, and general effectiveness when wielding knives. This includes daggers, dirks, katars, shortswords, shivs, needles, and scissors.
-Shieldmanship: Increases damage/defense, skill, ease of use, and general effectiveness when wielding shields. This includes lantern shields, bucklers, and targes.
-Archery: Increases damage, aim, skill, ease of use and general effectiveness when wielding bows. This includes crossbows and bowguns.
-Sniper: Increases damage, aim, skill, ease of use, and general effectiveness when wielding ranged weapons like blowguns, slingshots, slings, catapults, and trebuchets.
-Throwing: Increases damage, aim, skill, ease of use, and general effectiveness when wielding throwing weapons like throwing knives/kunai, throwing stars/shuriken, throwing needles/senbon, throwing club/knobkierie, throwing hatchets/tomahawks, throwing spears/javelins, Swiss (throwing) arrows, throwing sticks, boomerangs, chakrams, bolas, bombs, and offensive potions.
-Fist Strike: Increases damage, skill, ease of use, and general effectiveness while unarmed or wielding unarmed-based weapons like knuckle dusters, gloves, hand wrappings, gauntlets, and bracers. Also includes unarmed strikes with the legs or leg-based weapons like greaves, boots, shoes, sandals, and other footwear.
-Staffmanship: Increases damage, skill, ease of use, magic channeling ability, and general effectiveness with staffs. This includes rods, poles, wands, canes, brooms, etc.
-Dual-Wielding: Increases skill, ease, and general effectiveness when wielding a weapon in each hand. Not necessarily the same kind of weapon.
-Quick-Draw: Increases skill, ease, speed, and general effectiveness with drawing or loading your weapon. Useful for bows and iaijutsu (draw-and-resheath techniques).
-Blacksmith: Increases skill, ease, and general quality in forging weapons and armor. At higher ranks, you can forge Magic Weapons from Drop Items.
-Tailor: Increases skill, ease, and general quality in sewing, knitting, crocheting, embroidering, and generally crafting and altering clothing. At higher levels, you can sew Magic Clothes from Drop Items.
-Leatherwork: Increases skill, ease, and general quality in skinning, tanning, and general leather crafting. At higher levels, you can craft Magic Leather Armor from Drop Items.
-Bowyer: Increases skill, ease, and general quality in making bows, crossbows, blowguns, slingshots, and other long-range and wooden weapons.
-Fletching: Increases skill, ease, and general quality in fletching arrows and bolts for bows and crossbows, and even darts and pellets for blowguns and slingshots. At higher levels, you can craft arrows, bolts, darts, and pellets with magical effects from Drop Items.
-Mystery: Increases skill, ease, and general quality in crafting Magic Items from Drop Items.
-Mixing: Increases, skill, ease, and general quality in mixing and brewing potions and poisons.
-Explosives: Increases skill, ease, and general quality in crafting explosive bombs and disarming them. DanMachi world explosives have largely not progressed far past Legend of Zelda-like bombs, but smoke bombs and flashbangs are specifically mentioned to exist, and the Firestone Drop Item of a Flame Rock monster is explosive. I am VERY open to an "explosives expert/demolitioner" class character.
-Building: Increases skill, ease, and general quality in building structures via carpentry or stonemasonry. The Goibniu Familia, despite being a smithing-type Familia, dabble in construction for extra work.
-Security: Increases skill, ease, and general effectiveness with detecting traps, disarming traps, setting traps, and picking locks on doors and containers. At higher ranks, you can pick magic locks and detect and disarm magic traps.
-Thievery: Increases skill, ease, and general effectiveness with stealing and picking pockets. At higher levels, you can essentially steal abstract concepts from Monsters, like stats.
-Jeweler: Increases skill, ease, and general quality when making jewelry.
-Mining: Increases skill, ease, and general effectiveness when mining for mineral resources in the Dungeon or elsewhere.
-Fishing: Increases skill, ease, and general effectiveness when fishing.
-Cooking: Increases skill, ease, and general quality in cooking and preparing food. At higher levels, you can cook Magic Food that interacts with Adventurers' Falnas, healing and/or buffing them.
-Cleaning: Increases skill, ease, and general quality in cleaning, washing, dusting, and polishing. This includes weapons, armor, and clothing. Perfect for cleaning monster blood out of sword handles and clothes, polishing weapons and armor to a brilliant sheen, and, well, washing dishes.
-Kama Sutra: Increases skill, ease, quality, endurance, recovery, and general effectiveness in bed.
-Music: Increases skill, ease, and general quality in playing musical instruments and singing.
-Performing: Increases skill, ease, and general quality in dancing, singing, acting, and voice acting.
-Art: Increases skill, ease, and general quality in sketching, drawing, painting, and sculpting.
-Gardening: Increases skill, ease, and general quality in growing, tending, and harvesting plants.
If you have an idea for a DA for your character that does not fit the criteria above, explain it to me, and I will tell you if it works. Note that DAs are always passive abilities that are always active and no not provide knowledge in any way. Only skill or general effectiveness. If you want to garden or brew potions with Gardening or Mixing, you still need knowledge of plants and herbs. Also note that I will only accept a limit of one rank to a DA per level. So at Level 3, it'd be impossible for any except two of your DAs to be Rank H.
The full list of Development Abilities can be found on the DanMachi Wiki under the article "Development Abilities," though it is an incomplete list.
Skills: Skills are non-magic abilities you gain based on your own inner desires and personal epiphanies. I am limiting each character to one Skill per Level, so you are allowed one Skill at Level 1, two at Level 2, etc.
Skills come in three varieties: Passive, Conditional, and Active Trigger.
-Passive Skills have a constant effect and are always on.
-Conditional Skills are activated once certain conditions are met beyond the user's choice or control.
-Active Trigger Skills are turned on by the user when they choose.
To avoid over-complication, please try to avoid Skills that are more than one of the above types, or do more than one thing that would cause it to be more than one type.
Skills do not grow with the user. Once acquired, they have the same effect regardless of Basic Abilities, Development Abilities, and Level.
Given their rarity and the conditions that they were acquired, Bell's Realis Phrase and Argonaut will not be allowed. I will, however, allow Skills that boost the growth rate and allow SS and SSS ranking of ONE or TWO Basic Abilities, or allow the charging of ONE kind of attack (as opposed to Argonaut allowing the charging of ANY attack) or the charging has restrictions (like, once activated, it only charges based on outside stimuli). This is not to be abused.
Note that Skills are not non-magical attacks/techniques. At most, they simply supplement existing attacks. Bell's Argonaut, for example, is not an attack on its own. It simply allows any other attack to be charged up.
Also note that whereas you can ONLY gain DAs at the moment you Level up, so long as you follow my "one Skill per Level" rule, you actually can gain a Skill at any point after Level up in response to a desire or epiphany.
You are free to list Skills they will gain at later Levels in the story, so long as you mark them as such in some way.
Please, for organization purpose, order your Skills in the order they were obtained.
You can find all canon Skills on the DanMachi Wiki under the article "Skills." Though I should warn you, it's a short list, and really, the only ones actually useful and applicable are:
-Artel Assist: Conditional Skill exclusively for Supporters. When the user is carrying a certain amount of weight, the Skill will help compensate in stat increases. The amount compensated depends on the weight. This is what allows tiny Supporters like Lili to carry such huge backpacks at Level 1.
-Fairy Cannon: Passive Skill for wizards. Increases the effects of Magic. The effect doubles for offensive spells.
-Berserk: Conditional Skill. Raises Strength every time the user takes damage. Effect increases based on anger level.
-Backdraft: Conditional Skill. Raises the Strength of the user exceptionally high in a pinch, possibly past S-rank limit.
-Intense Heat: Conditional Skill. Raises the stats of all Basic Abilities in a pinch.
-Úlfheðinn: Conditional Skill. Ability only activates under moonlight. The user becomes beast like, dramatically improves in all areas, and all abnormal statuses are negated
-Fenris Wolf: Passive Skill. Improves user's running speed.
-Solmani: Conditional Skill. Improves strength and speed at acceleration.
Spells: Spells in the DanMachi world fall under two (sort of three) categories:
-Sorcery: Spells that deal damage, induce a negative status effect, or debuff.
-Theurgy: Spells that heal wounds, induce a positive status effect, buff, or erect a defensive barrier.
Spells that do not fall under any of the above criteria can be loosely defined as "Support."
If you are a warrior type of class, your limit is one spell and one spell only. This one spell can be of any type so long as it is only one.
If you are a spellcaster class, you have much more freedom for spells, up to six, but will be limited to either sorcery or theurgy, not both. I may also allow more than six with good reason.
Spells are not to be treated like "powers" as in the anime/manga series Fairy Tail. Rather, spells do one thing and one thing only. It all depends on what you cast them on. Bell's Firebolt, for example, simply shoots a fireball. But depending on where he casts it and what he casts it on, he can destroy floors, ignite oil or gas, dry up water, and burn an enemy from the inside out.
Spells require chants. Bell's Firebolt is one of the rare Spells with no chant, and I intend to keep it that way unless you have a VERY good reason for it being a No Chant Spell. In general, the weaker a spell, the shorter the chant, and some Spells might function slightly differently depending on a slight word change in the chant, often performing a different effect within the parameters of the Spell.
Some spells have two chants. A Cast Chant, which casts the spell, and a Release Chant, which stops the spell's effect. So far, only two Spells actually have a Cast Chant and Release Chant. Those are Aiz's Airiel, which is a wind-element enchant Spell for weapons and armor, and Lili's Cinder Ella, which is a transformation Spell. Note that both are, effectively, self-buffs.
Spells have elements. I will, however, allow some to be a mix of more than one element within reason. Bell's Firebolt, for one, is primarily fire, but also partly lightning. A raincloud spell, for a better example, would likely be a mix of water and wind, with lightning added if it was a thundercloud spell. A magma spell would be a mix of fire and earth, mud a mix of earth and water, steam a mix of fire and water, etc.
You must list the element(s) and full effects of the spell, as well as the full chant.
To encourage characters of this race and allow more freedom and fun, Spirits' magic DOES work more like elemental bending, though they are restricted to the element their form is based on. Some examples are:
-Fire: Salamanders, ifrits, phoenixes
-Ice: Yukionna, yeti
-Water: Undine, mermaids
-Lightning: Kirin
-Wind: Sylphs
-Earth: Gnomes, golems (though that doesn't mean you can't create a golem from nearby rock and dirt as a Spell)
-Nature: Dryads, mandrakes, mandragoras, alraune
-Light: Angels
-Darkness: Succubi/Incubi/Concubi, vampires, liches
Those are just ideas off the top of my head, and some of them are probably ill-advised to actually submit as a character. If you have knowledge of mythology for elemental mythical creatures that are better than my ideas, by all means, use 'em.
You can find a full list of all the canon Spells on the DanMachi Wiki under the article "Magic."
Note that Grimoires are very rare, hard to make, EXTREMELY expensive, and are one use for one Spell for one person before becoming useless. You don't even NEED a Grimoire to gain a Spell. It's just an easy button for the perfect Spell for you. How expensive are they? One sold in a magic shop that Riveria and her apprentice visit in the series goes for 130,400,000 Valis, which the witch who owns it got from a guy in another town who can make them, and has been trying to sell it for that price for a very long time. To put that amount into perspective, Tiona, one of the Amazon sisters from the Loki Familia, had the Goibniu Familia forge a first-class weapon from top quality adamantite from the deep floors of the Dungeon for 120,000,000 Valis, and is still 89,000,000 Valis in debt because of it. The Hestia Knife that Hephaestus crafted from a strand of Hestia's hair and blood cost 200,000,000 Valis, a debt to paid off in 420 payments over the course of a 35 year loan. And that's technically an illegal weapon.
Weapons: Limit of one. I will allow a second (hell, even third) if it is similar to the first, such as using the same Development Ability, or is a Magic Weapon to act as a back-up to the first. Shields are also allowed as secondary weapons to any weapon that could logically be wielded with one. For ideas for weapons, see the list of Development Abilities above. For ideas for materials to make the weapons from, see the list of Items below.
Armor: The armor they wear in the Dungeon. For ideas of materials to make them from, see the Item List below.
Clothing: The casual clothes they wear outside of the Dungeon, around Orario.
Equipment: Personal belongings they take with them into the Dungeon, carry around with them, own in their room at the Underworld Dormitory, or use to aid in their specialty, like blacksmithing tools, a potion brewing set, tailoring kit, cleaning kit, cooking supplies, a quiver for their arrows, personal belongings, and any Magic Items they might have. Magic Items have magical abilities and are crafted from Drop Items by someone with the Mystery Development Ability. For a list of the known Magic Items, see the Items list below.
Appearance: Writing is using words to paint a vivid image in motion to convey ideas, meanings, and emotions, so character appearances need to be known. Things like eye color, hair color, hair style, skin color, height, weight, body shape, figure, bust size, general expression, etc. If you aren't good at describing people, directing me to a picture will suffice, and I'll write this section for you. However, don't just tell me "they look like or this part of them looks like this canon character," since I won't accept that.
Personality: This section needs the most attention. Things like the character's positive traits, negative traits, mannerisms, phobias, hobbies, ideals, philosophies, and even just general attitude are all a must. Justifications for why they have those traits help, but can generally be inferred from their Background. Note that no one should be perfect. Since DanMachi has no true villain, conflict should come from small things, inner and past demons (figuratively, of course) and character interaction. Drama and conflict, especially within a single Familia, are not a bad thing. However, they cannot be all bad, or all good. Characters, like people in real life, are both jerks and saints, never one or the other. Hades sees the good in people, but he can't see the good in people if there's no good in them.
Background: No novels, obviously, but a good description of the highlights of your character's past are needed. Things like where they came from (and not just location, but lifestyle and family life), how they ended up where they are today, major events that shaped them, and how they came to join the Hades Familia (or any other Familia if you want more of a "quest character" role). If there's anything from your character's past that could come back to haunt them or simply needs to be dealt with in the future, even just for them to find peace or strengthen their resolve, detail it briefly but clearly. Note that I expect them to have a reason to join the Hades Familia or become an Adventurer, as Hades needs some reason to accept them into his Familia. He is an excellent judge of character and can see people for what they really are. He is not a charitable pushover who will accept freeloaders into his Familia.
Relationships: This is how they interact with people, especially the rest of the cast. In a world with no quantifiable concept of good and evil, no dark magic or energy, no mystical corruption or chaos, no demons or devils, and no true or ultimate villain, character interaction is far more vital in this story than others, since conflicts form that way. When you invent your character, I want you to run through the whole selected cast and give me an idea of how they would get along with that person. Would they be a romantic interest? A close confidant? Friendly rival? Hell, do they flat-out hate each other? It would give me an idea that isn't based solely on differences in personality or ideals. Below, you'll see each of the characters in the roster of the next chapter. Go ahead and check them out.
-Hades:
-Morlin Debma:
-Frobo Smiles:
-Elga Smiles:
-Pyrenee Congina:
-Durkon Thorisef:
-Scarlett Velvetina:
-Sunny Smiles:
-Morn Rower:
-Hero's Shade:
-Elisia Elekor:
-Rooster Ringabelle:
-Tessa Thompson:
-Ian Moone:
-Lleu Macnia:
-Leon Elekor:
-Runemeyer Ravengale:
-Lucia Sherwood:
-Serenus "Serin" Tamruhn
-Sahgi Easter:
-Tairona Jamundi:
-Zorim Whiteskull:
-Darude Freebird:
-Jersey Bullock:
-Alivia Sable:
-Inugami Touka:
Notes: This is for anything else you want to add that doesn't fit in the information above. Go nuts. Some "recommended info" you can put here (which I did for all the profiles I wrote myself) is hand/feet laterality, what they smell like, their preference in food, and their sexuality.
XXXXXXXXXX
Items List
The DanMachi Wiki recently added a list of items. However, as it is incomplete and a total mess, I will be doing what I did with the Development Abilities list and fixing it up. You're welcome. If you are not interested, skip to the bottom, where I list "Other Notes."
Weapons
Guild-Issued Weaponry: The Guild will issue starting weaponry to Adventurers when they first register with them. While of low-quality and strength, they are useful against the Monsters of the first few floors, and thus will serve a newbie Adventurer well until they can earn enough money to buy a better weapon.
-Price: 3,600 Valis per weapon
Schweizerdegen: A baselard that was decorated in Bom Cornwall's shop. It is actually of good quality.
-Price: 19,000 Valis
Shinonome: Mikoto's first katana, having a 90cm blade. It was destroyed during the battle against the Black Goliath.
-Price: Unknown
Zansetsu: A katana that can be purchased from the Hephaestus Familia shop on Babel's 8th floor. Mikoto bought one as a second katana, but it was destroyed later by Samira.
-Price: 14,400 Valis
Tenka: An order-made weapon crafted by the Goibniu Familia. It's a white short sword that is a pair with the female Chizan. Owned by Takemikazuchi.
-Price: Unknown (unique)
Chizan: An order-made weapon crafted by the Goibniu Familia. It's a black short sword that is a pair with the male Tenka. Owned by Yamato Mikoto.
-Price: Unknown (Unique)
Large Sword: A large, single-edged sword crafted by Welf Crozzo. As he made it himself for himself, he won't give it a name. It actually has power exceeding that of the Monsters on the Upper Floors, making it useful about until the Monsters past the 18th Floor.
-Price: Free (Unique)
Ushiwakamaru: A Magic Weapon crafted by Welf Crozzo. It is a curved, crimson dagger crafted from the smaller half of the Minotaur's Horn and also has a slight fire element. It is also called Minotan.
-Price: Free (Unique)
Ushiwakamarunishiki: A Magic Weapon crafted by Welf Crozzo. A second blade crafted from the larger half of the Minotaur's Horn. It is longer and stronger due to being made with the Blacksmith Development Ability. It is a third class weapon.
-Price: Free (Unique)
Hestia Knife: Crafted by Hephaestus using a strand of Hestia's hair and blood. It has the same status as the wielder and can only be wielded by a member of the Hestia Familia. It is to be paid off on a 35 year loan with 420 payments. It is, technically, an illegal weapon due to being made from a God's hair/blood.
-Price: 200,000,000 Valis (Unique)
Kotetsu: A 90cm black and silver katana crafted by Welf Crozzo as a gift for Mikoto. The sheath is black with a tiger seal. It is crafted from a Lygerfang Fang and Nosteel and is a third class weapon. It is also called Shimajirou.
-Price: Free (Unique)
Alvs Lumina: A wooden sword crafted from a branch of a large holy tree growing in an Elven forest.
-Price: Unknown
Kazuki: A Magic Weapon crafted by Welf Crozzo. It is comprised of only a handle and blade. It can conjure powerful flames.
-Price: Free (unique, destroyed)
Urga: A first-class weapon crafted by the Goibniu Familia. A large, double-bladed sword crafted from top quality adamantite from the deep floors. Its power, durability, and weight are top class. Tiona Hiryute, an Amazon in the Loki Familia, is still 89,000,000 Valis in debt because of ordering it made.
-Price: 120,000,000 Valis
Zolas: A first-class weapon crafted by the Goibniu Familia. A pair of kukri knives crafted from a Flying Dragon's Fang. Relatively easy to make so long as you have the Drop Item necessary. Tione Hiryute, an Amazon in the Loki Familia, has multiple pairs.
-Price: 58,000,000 Valis
Filuka: A throwing knife that works well on deep floor Monsters. It's supposedly a traditional weapon among Tione and Tiona's Amazon tribe, and Tione asked the Goibniu Familia to make one.
-Price: Unknown
Flosvirt: Boots crafted by the Hephaestus Familia from mithril ingots with high magic conductivity. It can temporarily absorb the power of magic to strengthen attacks. Bete's kicking weapons.
-Price: Unknown
Grand Axe: A massive double-bladed battle axe belonging to Gareth Landrock, Dwarf Adventurer and Lieutenant of the Loki Familia.
-Price: Unknown (Unique?)
Faltear Spear: A spear with a golden tip. The personal weapon of Finn Diamne, Pallum Adventurer and Captain of the Loki Familia. It is a first class weapon that symbolizes bravery. It was, actually, Frobo of the Hades Familia who crafted it for Finn, as the two Pallums are old friends and both middle-aged, high-Level Pallum Adventurers.
-Price: Free (Unique)
Desperate: Crafted by the Goibniu Familia. It has the unbreakable Durandal element, though the blade still needs sharpening and servicing, and is slightly weaker than a first class weapon. It is also one of the few weapons that can stand Aiz Wallenstein's techniques.
-price: 99,000,000 Valis (Unique)
Sun's Flamberge: A flamberge that shines like prominence. The Apollo Familia Adventurer Hyacinthus Cleo's personal weapon.
-Price: Unknown (Unique)
Blade Rolan: A large sword with the Durandal property, crafted by the Hephaestus Familia Level 5 Half-Dwarf blacksmith, Tsubaki Collbrande.
-Price: Unknown (Unique?)
Dual Rolan: Dual swords with the Durandal property, crafted by the Hephaestus Familia Level 5 Half-Dwarf blacksmith, Tsubaki Collbrande.
-Price: Unknown (Unique?)
Spear Rolan: A spear with the Durandal property, crafted by the Hephaestus Familia Level 5 Half-Dwarf blacksmith, Tsubaki Collbrande.
-Price: Unknown (Unique?)
Axe Rolan: An axe with the Durandal property, crafted by the Hephaestus Familia Level 5 Half-Dwarf blacksmith, Tsubaki Collbrande.
-Price: Unknown (Unique?)
Udaeus Black Sword: A black sword that is actually Drop Loot. It can only be obtained by defeating an Audaeus, the Monster Rex (Floor Boss) of the 37th Floor, which spawns every three months. Only by going on-on-one with the Udaeus will it create the sword as a Nature Weapon from a Landform, and drop it upon defeat. It was a previously unconfirmed drop with Aiz being the first one to obtain it. The sword was later destroyed when Bell used it against the Black Goliath.
-Price: Unknown (likely staggering)
Little Ballista: A wrist-mounted crossbow sold by the Goibniu Familia specifically for Pallums. It is stronger than it looks, features manual loading, and can rapid fire, but given its compact size, the range is limited. Bolts sold separately can increase power and flight distance.
-Price: Unknown
Scattershot: A scattershot is a Magic Weapon. It is a slingshot designed to break down the pellet into tiny bits of shrapnel that spread out to pepper the enemy. It is effectively the closest thing the DanMachi world has to a shotgun, and has power comparable to a weak gun.
-Price: Unknown
Bombs: An explosive made from a Firestone. Explodes when lit and thrown.
-Price: Unknown
Fire Bomb: A bomb that explodes in a fireburst instead of an explosion.
-Price: Unknown
Fireworks Bomb: A bomb that explodes in fireworks.
-Price: Unknown
Underwater Bomb: A bomb that can still explode underwater.
-Price: Unknown
Spike Bomb: A bomb that releases spikes, needles, or shrapnel when it explodes.
-Price: Unknown
Acid Bomb: A bomb that bursts with a splash of corrosive acid when thrown.
-Price: Unknown
Water Bomb: A bomb that bursts with a splash of water when thrown.
-Price: Unknown
Gas Bomb: A bomb that explodes with poison or combustible gas.
-Price: Unknown
Smoke Ball: A bomb that creates a smokescreen for cover when thrown.
-Price: Unknown
Flashbang: A bomb that creates a blinding flash of light and deafening bang when thrown.
-Price: Unknown
Flare: A bomb that releases bright red lights. Useful for a signal or illumination.
-Price: Unknown
Forest's Teardrop: A mage weapon that raises the strength of magic. The Spellstones at the end glow blue reacting to the user's magic power. The staff is created from an ore known as Seiros while Thousand Year Tree Sap is used for the magic stone. The personal weapon of Lefiya Veridis, Riveria's apprentice.
-Price: 37,800,000 Valis
Magna Alvs: Riveria Ljos Alf's silvery white staff. It is a first-class mage weapon set with Spellstones to increase the effect of magic cast with it.
-Price: Unknown (Unique, most likely)
Armor
Guild-Issued Armor: The Guild will issue starting armor to Adventurers when they first register with them. While of low-quality and strength, they are useful against the Monsters of the first few floors, and thus will serve a newbie Adventurer well until they can earn enough money to buy better armor.
-Price: 3,000 Valis per armor set
Benikaede: An Eastern Lands kimono.
-Price: 180,000 Valis
Kinagashi: Smithing clothes that protect against fire and heat, but have weak physical defense. Welf wears his into the Dungeon with armor over it.
-Price: Unknown
Ranger Armor: Lightweight leather armor designed for Adventurers of the Ranger class.
-Price: Varies
Pyonkichi MK-II: Crafted by Welf Crozzo and sold in Babel. It uses Metal Rabbit Fur as one of its materials
-Price: 9,900 Valis
Pyonkichi MK-III: The upgrade to the previous Pyonkichi. Bought by Bell to replace the MK-II destroyed by the Uber-Minotaur.
Price: Unknown
Pyonkichi MK-IV: The fourth version of Pyonkichi crafted by Welf Crozzo quickly before the Hestia-Apollo War Game. It is stronger than its predecessors.
-Price: Free (unique)
Pyonkichi MK-V: The fifth version of the Pyonkichi series. Welf Crozzo changed his production method for it due to it constantly breaking. It is crafted from Metal Rabbit Fur and Dil Adamantite. It also includes artificially lightened hard gold to improve defensive capabilities without hindering speed.
-Price: Free (unique)
Salamander Wool: Crafted by imbuing a cloak with a fire-aligned Spirit's magic power. It protects against fire and the cold.
-Price: 87,000 Valis (with coupon)
Undine Robe: Crafted by imbuing a robe with a water-aligned Spirit's magic power. It protects against water and heat.
-Price: Unknown (likely similar price to a Salamander Wool above)
Yukionna Kimono: Crafted by imbuing a kimono with an ice-aligned Spirit's magic power. It protects against ice and wetness.
-Price: Unknown (likely similar price to Salamander Wool above)
Kirin Rubber: Crafted by imbuing a jacket with a lightning-aligned Spirit's magic power. It protects against lightning and electricity.
-Price: Unknown (likely similar price to a Salamander Wool above)
Sylph Mantle: Crafted by imbuing a mantle with a wind-aligned Spirit's magic power. It protects against wind and sound.
-Price: Unknown (likely similar price to a Salamander Wool above)
Gnome Suit: Crafted by imbuing a suit with an earth-aligned Spirit's magic power. It protects against rock and dirt.
-Price: Unknown (likely similar price to a Salamander Wool above)
Dryad Apron: Crafted by imbuing an apron with a nature-aligned Spirit's magic power. It protects against poison and acid.
-Price: Unknown (likely similar price to a Salamander Wool above)
Angel Down: Crafted by imbuing a feathered cape with a light-aligned Spirit's magic power. It protects against lasers and bright lights.
-Price: Unknown (likely similar price to a Salamander Wool above)
Lich Cotton: Crafted by imbuing a vest with a darkness-aligned Spirit's magic power. It protects against gravity and the dark.
-Price: Unknown (likely similar price to a Salamander Wool above)
(The above elemental clothing can really be imbued into any non-metal material, I just gave cutesy examples to go with the two canon ones at the top.)
Goliath Robe: A cloak crafted by Welf Crozzo from the Goliath's Hard Skin obtained from the Black Goliath. It is a durable cloak that can protect against middle and deep floor monster attacks, blocking both physical attacks and magic but not blocking shockwaves and the force of being thrown back. He crafted two, giving one to Lili and the other to Haruhime.
-Price: Free (semi-unique)
Equipment
Guild Dagger: A 20 cm dagger issued by the Guild to Supporters for carving Monsters' bodies. It is useless as a weapon.
-Price: 1,000 Valis (Guild)
Supporter Gloves: Gloves designed to protect skin while removing Magic Stones from monsters. Many different colors are available.
-Price: Unknown
Adventure Pouch: Massive backpack for Supporters to carry Magic stones, Drop Loot, and other supplies.
-Price: 2,000 Valis from the Guild, better ones for sale. Beat up old ones in Rivira can cost 20,000 Valis.
Jade Supporter: A gift from Eina Tulle. It can act as a shield though its durability is low, and can store a dagger or short sword.
-Price: 7,700 Valis
Scabbard: Used to sheath and hold a sword. Can be used as a backup weapon or for iaijutsu (draw-and-resheath) attacks, and some can be Magic Items.
-Price: Varies
Quiver: Kept on the back or waist to hold arrows for bows.
-Price: Varies
Bullet Bag: A bag for holding pellets for slingshots.
-Price: Varies
Dart Pouch: A pouch for holding darts for blowguns.
-Price: Varies
Shooting Glove: A leather glove without a finger for the pinky, designed to protect the fingers from being damaged by continued pulling of the bowstring.
-Price: Varies
Bracer: Leather bracer, or arm guard, designed to protect the inside of the arm from the bowstring or arrows.
-Price: Varies
Chest Guard: A leather guard worn by female archers, designed to protect the breasts from the movements of archery. Amazons cutting off one breast was just a myth. They used these.
-Price: Varies
Saddlebags: Leather accessory that can easily turn any animal companion into a Supporter for carrying supplies.
-Price: Varies
Saddle: Leather accessory that can easily turn any animal companion big enough to ride on into a comfortable mount.
-Price: Varies
Barding: Horse armor. Though if you find a Blacksmith willing to make it custom, you can have armor made for just about any animal companion.
-Price: Varies
Maps: The Guild sells maps of the Dungeon floors, and Adventurers can make quite a bit of money selling the Guild maps that they've made.
-Price: Unknown
Magic Items
Poison Bag: Crafted from a poisonous Purple Moth Wing. Carries poisons for use on weapons or against Monsters.
-Price: Unknown
Bomb Bag: Crafted from a Dungeon Lizard Stomach. Carries explosives without having to worry about them going off, rendering them inert until they leave the bag.
-Price: Unknown
Morbul: A scent bag that can keep Monsters away.
-Price: Unknown
Silver Baretta: A silver hair accessory that wards the user against paralysis status conditions.
-Price: Unknown
Hades Head: A black colored helmet with a brim that enables the user to become invisible without using health or stamina/mind.
-Price: Unknown
Talaria: Sandals that conjure energy wings that allow the wearer to fly.
-Price: Unknown
Cithara: A lyre that can attract specific Monsters based on the music played.
-Price: Unknown
Unicorn's Goblet: A goblet crafted from a Unicorn Horn that purifies muddy, polluted, and even poisoned water into pure water.
-Price: Unknown
Status Thief: An illegal item created to view someone's Status. It is crafted from a God's blood by someone with the Mystery Development Ability.
-Price: Illegal
Grimoire: A spellbook crafted through the use of the Mystery Development Ability. It forces a Magic Spell into the reader. It can only be used once, and will become empty after it is read.
-Price: Some can go for upwards of 130,000,000 Valis.
Killing Stone: A Runarl specialty item that can host a soul within it after a sacrificial ritual. It's crafted from a Tamamo Stone and a Tobi Stone.
-Price: Unknown
Potions
Health Potion: Heals wounds.
-Price: 4,600 Valis
High Health Potion: Completely heals all wounds.
-Price: 40,000 Valis
Magic Potion: A citrus colored potion that restores stamina/mind.
-Price: 8,700 Valis
High Magic Potion: Completely restores stamina/mind.
-Price: 60,000 Valis
Dual Potion: Both heals injuries and restores stamina/mind.
-Price: 20,000 Valis
High Dual Potion: Both completely heals injuries and completely restores stamina/mind.
-Price: 100,000 Valis
Antidote: Medicine that can cure poison.
-Price: 2,000 Valis
Eye Drops: Medicine that can cure blindness.
-Price: 2,000 Valis
Throat Lozenge: Medicine that can cure silence/magic sealing.
-Price: 2,000 Valis
Mobility Balm: Medicine that can cure paralysis.
-Price: 2,000 Valis
Awakening Salve: Medicine that can cure sleep.
-Price: 2,000 Valis
Clarity Tonic: Medicine that can cure confusion/berserk/frenzy.
-Price: 2,000 Valis
Burn Cream: Medicine that treats burns.
-Price: 3,000 Valis
Frostbite Lotion: Medicine that treats frostbite.
-Price: 3,000 Valis
Clotting Ointment: Medicine that seals wounds temporarily for continued fighting.
-Price: 4,000 Valis
Smelling Salts: Medicine that can cure fainting/Mind Zero.
-Price: 5,000 Valis
Sick Remedy: Medicine that cures diseases.
-Price: 7,500 Valis
Elixir: Medicine that can cure any and all status conditions.
-Price: 500,000 Valis (highest quality)
Panacea: The ultimate medicine, a large red pill that looks like a candy drop. Completely heals all injuries, restores all stamina/mind, and cures any and all status conditions.
-Price: 1,000,000 Valis
Power Potion: A potion that temporarily raises Strength.
-Price: 5,000 Valis
Fortification Potion: A potion that temporarily raises Endurance.
-Price: 5,000 Valis
Finesse Potion: A potion that temporarily raises Dexterity.
-Price: 5,000 Valis
Speed Potion: A potion that temporarily raises Agility.
-Price: 5,000 Valis
Wisdom Potion: A potion that temporarily raises Magic.
-Price: 5,000 Valis
Weakness Potion: A potion that temporarily lowers Strength.
-Price: 2,500 Valis
Frail Potion: A potion that temporarily lowers Endurance.
-Price: 2,500 Valis
Klutz Potion: A potion that temporarily lowers Dexterity.
-Price: 2,500 Valis
Slow Potion: A potion that temporarily lowers Agility.
-Price: 2,500 Valis
Depression Potion: A potion that temporarily lowers Magic.
-Price: 2,500 Valis
Fiery Potion: A potion that temporarily enchants objects with fire when poured on them or dipped.
-Price: 20,000 Valis
Icy Potion: A potion that temporarily enchants objects with ice when poured on them or dipped.
-Price: 20,000 Valis
Watery Potion: A potion that temporarily enchants objects with water when poured on them or dipped.
-Price: 20,000 Valis
Sparky Potion: A potion that temporarily enchants objects with lightning when poured on them or dipped.
-Price: 20,000 Valis
Windy Potion: A potion that temporarily enchants objects with wind when poured on them or dipped.
-Price: 20,000 Valis
Earthy Potion: A potion that temporarily enchants objects with earth when poured on them or dipped.
-Price: 20,000 Valis
Grassy Potion: A potion that temporarily enchants objects with nature when poured on them or dipped.
-Price: 20,000 Valis
Shiny Potion: A potion that temporarily enchants objects with light when poured on them or dipped.
-Price: 20,000 Valis
Shady Potion: A potion that temporarily enchants objects with darkness when poured on them or dipped.
-Price: 20,000 Valis
Venom Potion: A potion that poisons on contact or ingestion.
-Price: 15,000 Valis
Blindness Potion: A potion that can blind on contact or ingestion.
-Price: 15,000 Valis
Mute Potion: A potion that silences and seals magic on contact or ingestion.
-Price: 15,000 Valis
Slumber Potion: A potion that induces sleep on contact or ingestion.
-Price: 15,000 Valis
Numbness Potion: A potion that paralyzes on contact or ingestion.
-Price: 15,000 Valis
Chaos Potion: A potion that induces confusion, berserk, or frenzy on contact or ingestion.
-Price: 15,000 Valis
Fireburst Potion: A potion that combusts into fire when thrown.
-Price: 25,000 Valis
Blizzard Potion: A potion that forms a mass of ice when thrown.
-Price: 25,000 Valis
Waterspout Potion: A potion that bursts into a geyser of water when thrown.
-Price: 25,000 Valis
Thunderbolt Potion: A potion that bursts into a bolt of lighting when thrown.
-Price: 25,000 Valis
Galestorm Potion: A potion that bursts into a tornado when thrown.
-Price: 25,000 Valis
Earthquake Potion: A potion that raises a spike of earth when thrown.
-Price: 25,000 Valis
Greensprout Potion: A potion that sprouts a sharp wooden tree when thrown.
-Price: 25,000 Valis
Holy Potion: A potion that bursts into a shower of offensive light when thrown.
-Price: 25,000 Valis
Shadow Potion: A potion that bursts into a plume of offensive darkness when thrown.
-Price: 25,000 Valis
Acid Potion: A potion that bursts into a splash of corrosive acid when thrown.
-Price: 7,500 Valis
Repair Potion: A potion that acts as an epoxy, mending cracks, dents, tears, and decay in weapons, armor, clothing, and equipment when poured on them.
-Price: 10,000 Valis
Air Potion: A potion that cures being out of breath and makes it so the drinker doesn't have to breathe for some time. Perfect for diving and poisonous gas.
-Price: 3,000 Valis
Bright Potion: A potion that temporarily makes the user glow.
-Price: 1,500 Valis
Immunity Potion: A potion that temporarily makes the user immune to any and all status conditions.
-Price: 20,000 Valis
Invisibility Potion: A potion that temporarily turns the user completely transparent, though not their clothes.
-Price: 35,000 Valis
Mini Potion: A potion that temporarily turns the drinker tiny, though not their clothes.
-Price: 30,000 Valis
Giant Potion: A potion that temporarily makes the drinker huge, though not their clothes.
-Price: 40,000 Valis
Love Potion: A potion that temporarily makes the drinker fall in love with the next person they see.
-Price: 1,000 Valis
Burst Oil: A special offensive throwing weapon made by Asfi, Captain of the Hermes Familia, from a plant called Obia Flare that grows near a volcano to the north of Orario. It combusts violently when thrown, causing quite a large fireburst.
-Price: Unknown
Food/Drink
Jagamarukun: Fried potato dish often eaten by Bell and Hestia due to their limited budget. Created by adding spices to crushed potatoes and fried after adding an outer skin.
-Price: 30 Valis
Jagamarukun Azuki Cream Flavor: Jagamarukun with Azuki Cream flavor
-Price: 40 Valis
Pasta: Hostess of Fertility's pasta.
-Prince: 300 Valis
Dungeon Sandwich: A sandwich made from 18th Floor fruits. It's one of Rivira's specialities.
-Price: Unknown
Honey Cloud: Juicy yellow fruit that grows in Under Resort, the 18th Floor of the Dungeon. It's very sweet.
-Price: Unknown
Gourdberry: A gourd-shaped fruit that can be found on the 18th floor of the Dungeon.
-Price: Unknown
Crystal Drop: An extremely rare fruit that grows on the 18th floor of the Dungeon. It is shaped like a tear and is located in the center of a clump of crystal. Like the crystals of Under Resort, it also glows with a bluish white light.
-Price: Unknown
Soma: Wine produced and sold by the Soma Familia. Only the failed version is sold in stores.
-Price: 60,000 Valis (failed only)
Alv Pure Water: Ice water obtained from the Alv Mountains, which are regarded as sacred. It's a non-alcoholic drink favored by Elves.
-Price: Unknown
Beef Jerky: Strips of dried and spiced meat. Many Adventurers take them into the Dungeon as emergency rations.
-Price: 25 Valis
Trail Mix: Bags of nuts, dried fruit, raisins, and little candies. Many Adventurers take some into the Dungeon as emergency rations.
-Price: 15 Valis
Calorie Sticks: Rectangular blocks somewhat like shortbread that act as nutritional supplements. Come in flavors like fruit, cheesecake, and chocolate. Many Adventurers take some into the Dungeon as emergency rations.
-Price: 40 Valis
Protein Drink: A bottled drink high in protein that doesn't need to be chilled. Comes in chocolate, vanilla, strawberry-banana, and mint. Many Adventurers take them into the Dungeon as emergency rations.
-Price: 20 Valis
MRE: Meal, Ready to Eat. Dehydrated meals. Open the bag, pour in some water, and you have a meal. Most Adventurers call them "Meals, Ready to Upheave" instead, but they get the job done.
-Price: 30 Valis
Ration Pellets: Brown, marble-sized pellets kept in bags. Texture is grainy and taste is best described as "earthy." However, they react to Falna to provide quite a lot of nourishment, able to keep an Adventurer or Supporter going for days.
-Price: 100 Valis
Adventurer Lunch: A bento box/picnic lunch with a complete mid-day meal for an Adventurer spending a day in the Dungeon.
-Price: 200 Valis
"Underworld Lunch": These are Adventurer Lunches, Hades style. Hades puts a bit more fixation on quantity and quality than a store-bought Adventurer Lunch, including quite a focus on protein, iron, calcium, and citrus (to prevent scurvy). One to spoil his "children," Hades tends to forsake water for juice and will even put something sweet in for dessert, often tailoring them to each of his children's food preferences. It's very embarrassing for many Hades Familia Adventurers and Supporters when Hades runs out of the Underworld Dormitory in an apron and bandana, telling them they forgot their lunches. Despite that, Hades is quite the supreme chef, with even other Gods saying he was among the best cooks in Heaven. Hades says otherwise. He claims that food in Heaven is little more than milk and honey, with the closest thing to "cooking" up there being mixing the two to make ambrosia. He was only considered a good cook because his Chill of the Underworld and Hellfire could be used quite creatively with said milk, honey, and ambrosia. Even Hermes says you haven't lived 'til you've tasted Hades' "Underworld Chilled Honey Milkshake," though whether the messenger God is trolling or not is questionable given him and Hades have a bit of a love-hate relationship. Hades claims he finds the cuisine of the mortal realm far more "exciting." Particularly all the different breakfast meats.
-Price: Free
Crafting Supplies
Magic Stone: Useful in making appliances like stoves, ovens, refrigerators, lamps, lanterns, heaters, and even air conditioning. All Monsters and Half-Monsters have one in their chest, and a Monster or Half-Monster eating another Monster or Half-Monster's Magic Stone will make them grow stronger, even Leveling Up. A Monster's body does not disappear when killed unless the Magic Stone is removed from the corpse or the Monster is killed with a blow to the Magic Stone in their chest, which is an instant, one-hit kill. It is actually a strategy for poor Adventurers from smaller Familia to avoid a one-hit kill on the Magic Stone so they may instead carve off Drop Loot from the dead Monster's body, then remove the Magic Stone.
-Price: Varies on size. the Monsters on the first four Floors only drop Magic Stone Fragments, only about the size of fingernails.
Special Color Magic Stone: A Magic Stone that can be obtained from Virga and Viola Monsters. It is vibrantly colored in the center and the normal violet color around it. The Guild collects these as soon as they appear to try and hide their existence.
-Price: Illegal (cover-up)
Gods' Hair and Blood: Though Magic Weapons and Magic Items can be made with the blood and hair of a God or Goddess, this is illegal.
-Price: Illegal
Landform: Landforms are parts of the Dungeon that certain Monsters can take and morph into a weapon they can use, like an Orc uprooting a tree and morphing it into a huge wooden club. Such weapons created by Monsters from Landforms are called "Nature Weapons," and can be gathered from the defeated Monster as a Drop Item.
-Price: Varies (the Nature Weapons, not the Landforms)
Harpy Feathers: Harpies are Monsters only found on the surface in the Monster-infested Beol Monsters to the north of Orario. Their feathers make excellent arrows.
-Price: Unknown
Unicorn Horn: The horn of a Unicorn. Unicorns, despite being Monsters, are holy beasts, and won't attack humans. Hunted for their horns, they will go into a frenzy and kill themselves if captured. They are easily tamed by virgin women and will gladly let their horn be cut off if asked nicely by one and so long as the cutting is done gently with no pain to them. Once cut off, the horn grows back. Unicorns only rarely spawn in the Dungeon, but several have taken up residence in the Monster-infested Beol Mountains to the north of Orario. Unicorn Horns are prized for their use in Magic Items that prevent status effects, purge impurities, and general medicinal use. Riveria, the High Elf mage and Deputy of the Loki Familia, notes that she used to keep a Unicorn as a pet when she lived in the Elven forests.
-Price: Unknown
Metal Rabbit Fur: The fur of a Metal Rabbit. It's useful for lightweight armor.
-Price: Unknown
Flying Dragon Fang: The fang of a Flying Dragon. Useful in making weapons.
-Price: Unknown
Kobold Nail: The claw of a Kobold. Easiest drop to obtain on the first to fourth floor, but not worth that much. Still worth more than a Magic Stone Fragment due to its usefulness in crafting, though.
-Price: Unknown
Goblin Fang: The fang of a Goblin. Easiest drop to obtain on the first to fourth floor, but not worth that much. Still worth more than a Magic Stone Fragment due to its usefulness in crafting, though.
-Price: Unknown
Dungeon Lizard Stomach: The stomach of a Dungeon Lizard. Useful in making cloth materials that resist explosions.
-Price: Unknown
Purple Moth Wing: The wing of a Purple Moth. Useful in making cloth materials that resist poison.
-Price: Unknown
Blue Papilio Wing: The blue see-through wing of a rare Blue Papilio. Sells high due to the Monster's rarity.
-Price: Unknown
Orc Hide: The hide of an Orc. Useful in leatherworking.
-Price: Unknown
Hellhound Fang: The fang of a Hellhound. Useful for its fire affinity.
-Price: Unknown
Almirage Fur: The fur of an Almirage. Useful in rabbit fur clothing.
-Price: Unknown
Minotaur Horn: The horn of a Minotaur. Useful in making weapons.
-Price: Unknown
Lygerfang Fang: The fang of a Lygerfang. Useful in making anti-dragon weapons.
-Price: Unknown
Lygerfang Fur: The fur of a Lygerfang. Useful in making anti-dragon armor, clothing, and equipment.
-Price: Unknown
Bugbear Nail: The claw of a Bugbear. Useful for weapons that swing fast.
-Price: Unknown
Firestone: A crimson colored Drop Item from a Flame Rock Monster that can explode when exposed to fire. Useful in crafting explosives with the Explosives Development Ability.
-Price: Unknown
Black Rhinos Horn: The horn of a Black Rhinos. Useful in weapons with good penetrating power.
-Price: Unknown
Goliath's Hard Skin: The dark hide of the Black Goliath. Likely a unique Drop Item. Welf used it to make two Goliath Robes for Lili and Haruhime, the Hestia Familia's two Supporters.
-Price: Priceless
Cadmus Hide: A drop item that can be obtained from the Cadmus. It can be used to create armor or be used in medicinal items. It is extremely rare due to only certain Familias being able to reach the floor required.
-Price: 12,000,000 Valis (after haggling)
Vouivre's Tear: A red stone embedded in the forehead of a Vouivre, a type of humanoid female dragon Monster spawned on floors 19-24. It's said to be worth a fortune.
-Price: Staggering
Cadmus Spring Water: Spring water from the 51st floor that is guarded by the Cadmus dragon. The amount of spring water that is available at the spring is limited. Very useful in potion making.
-Price: Unknown
Moly: An herb with a black root and white flower that protects one from negative status conditions. While it provides this effect temporarily when eaten, its proper use is as a potion ingredient for the Immunity Potion.
-Price: Unknown
Obia Flare: A plant that grows near a volcano to the north of Orario. It's known for its fire properties and use in heat or fire-based concoctions. Asfi, Captain of the Hermes Familia, can use it to make Burst Oil, a throwing weapon even more powerful than a Fireburst Potion.
-Price: Unknown
Elven Holy Tree Wood: Wood from a large holy tree growing in an Elven forest. A wooden weapon made from a branch of it can have all the hardness and sharpness of metal as well as high magic conductivity. Morlin's walking stick, Mourning Wood, is made from it, and her nature Spirit magic allows her to morph it into just about any wooden weapon.
-Price: Unknown
Adamantite: A metal mined from the Dungeon. Though quality of the ore varies depending on how deep you mine it and your Mining Development Ability, it's a metal known for its power, durability, and weight.
-Price: Varies
Mythril: A metal with high magic conductivity that can be mined from the Dugenon. Weapons and armor crafted from Mythril can absorb magic attacks to strengthen them, effectively making them anti-magic weapons and armor.
-Price: Varies
Seiros: A rare and powerful ore that raises the strength of magic when made into a weapon. Mined from the Dungeon, but very hard to find pockets of it.
-Price: Varies
Nosteel: A metal from the the Dungeon easy for use in smithing weapons with other Drop Items. Useful if the Drop Item in question is not metal or is too small to make the weapon in question.
-Price: Varies
Dil Adamantite: Less powerful and durable Adamantite that, while not as effective, is more useful in lightweight, flexible armor. Unlike regular Adamantite, it's mostly found on the upper floors.
-Price: Varies
Artificially-Lightened Hard Gold: Yes, that's a thing in the DanMachi world.
-Price: Unknown
Thousand-Year Tree Sap: A sap that can be used to craft Spellstones, which glow in response to magic.
-Price: Unknown
Spellstones: Gems made from Thousand-Year Tree Sap. They boost the potency of magic cast with a weapon that's adorned with them.
-Price: Unknown
Other
Agateram: Artificial limbs. As healing magic cannot regrow lost limbs, the Dian Cecht Familia makes artificial limbs to order for high prices. They are silver in color with joints made of Spellstones, enchanted with powerful magic to function just like regular limbs complete with sensation, plus higher strength and magic conductivity than regular flesh and blood.
-Price: Made-to-order, prohibitively expensive
Rikta Crafts: The Rikta are a clan of artisans in another nation that make various magic crafts from Magic Stones, Drop Items, and other crafting supplies. Though even more skilled than the Crozzo, their focus on items with very unusual, and sometimes highly impractical, properties and effects leave their wares difficult to use except by a few. Notably, very few of their products can actually be used as weapons, while the few that can generally only function supportively and/or can only be wielded by those with pure or honorable intentions for the Magic Weapon.
-Price: Varies
Dodobass: A fish that is often mistaken for a Monster due to its large body and warped, hard black scales.
-Price: 2,000 Valis
Akarigoke: Glowing moss that emits light. It appears starting on the 19th Floor of the Dungeon and lightens up the surrounding area.
-Price: N/A
The Underworld Dormitory
To help earn extra money for his Familia, Hades has opened the first floor of the Underworld Dormitory as a restaurant and pub. Every morning, Hades wakes up early to cook a huge breakfast for his Familia, often with huge portions tailored to each member's tastes. Outside of that, anyone who comes in, often other Gods or Adventurers, Hades will cook for them alongside Sunny and any other Adventurers in his Familia who can cook, and also serves alcohol and soft drinks. There is even a stage should anyone want to perform.
The Underworld Dormitory has a paddock just outside for horses and is four stories tall, with the second, third, and fourth floors dedicated to rooms for the Hades Familia Adventurers and Supporters. Each floor has a bathroom, though as each only has one bath tub, there is a bathhouse in the basement. The second, third, and fourth floors have hallway balconies where Hades can sometimes be seen beating rugs, and also often hangs laundry out to dry in the front and side yard.
Each member gets their own room, unless they wish to share a room with another member. Hades and Morlin, for one, being married, share a room, while Frobo, Elga, and Sunny, being a father, mother, and their child, share a room as well. Adventurers and Supporters are free to customize their room however they want, so long as it's from their own pocket. Rooster's room, which is just above the kitchen on the second floor, has many shelves for books, making it almost like a library. Once Leon joins, his room is on the second floor, right next to his mother Elisia's. Morn Rower's room on the fourth floor is always locked with a magical lock, with only Sunny allowed in to clean it. She possesses the only key, as Morn Rower simply picks the lock to get in during his rare visits, having a high enough Security Development Ability to pick magical locks.
As Alivia is a member of the Hermes Familia, she actually lives at their base, and thus does not have a room at the Underworld Dormitory. However, should she be too drunk to make it back to the Messenger Hub, Hades will allow her to crash on the sofa in the tavern area until she's ready to head home.
The basement of the Underworld Dormitory contains the workshops for the Deputies of the Familia. This includes Frobo's forge, Elga's potion brewing lab, Pyre's crafting workshop, Durkon's tailoring workshop, Scarlett's leatherworking workshop, a small library, an infirmary, a bathhouse (gender segregation needs to be worked out by those present), storage, and even a freezer and pantry right below the kitchen. There is also a sparring room, though Hero's Shade prefers to train Rooster, Ian, Ray, Leon, and his other students out in the forests outside Orario.
Morlin's garden is in the back, surrounded by tall fences, where she grows vegetables, herbs, spices, and other plants for Elga's potions, Lucia's poisons, and food for the kitchen. There are also targets in the back for the long-range fighters, though Lucia prefers to do her target practice in the forest.
The roof is accessible from the fourth floor, and is nice for stargazing and cloud watching.
Familia Ranks:
God: Hades
Captain: Morlin Debma
Lieutenant: Morn Rower
Deputies: Frobo Smiles, Elga Smiles, Pyrenee Congina, Durkon Thorisef, Scarlett Velvetina, Hero's Shade
Veteran Squad Commander: Runemeyer Ravengale
Veteran Squad Second-in-Command : Lucia Sherwood
Veteran Squad Adventurers: Serenus Tamruhn, Sahgi Easter, Toirona Jamundi, Zorim Whiteskull
Veteran Squad Supporters: Darude Freebird, Jersey Bullock, Maplehoof
Rookie Squad Leader: Rooster Ringabelle
Rookie Squad Adventurers: Ian Moone, Lleu Macnia
Rookie Squad Supporters: Tessa Thompson
Non-Adventurer Residents: Sunny Smiles, Elisia Elekor
Non-Hades Adventurer Visitors: Alivia Sable, Inugami Touka
The symbol of the Hades Familia is a rough image of a cave with a river going through it, meant to depict the River Styx.
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Main Character Class Counter
Adventurers
Rooster: Magic Knight
Ian: Samurai
Ray: Lancer
Leon: Paladin
Runemeyer: Knight
Lucia: Archer (actually a Ranger, but she insists she's an Archer)
Serin: Defender
Sahgi: Wizard
Tairona: Cleric
Zorim: Wizard
Alivia: Scout
Touka: Ninja
Supporters
Tessa: Scholar
Darude: Bard
Jersey: Quartermaster
Maplehoof: Mount
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Main Character Race Counter
The less we have of a Race, the more likely a character of that race is to be accepted. Two will be the general limit. You have a better chance of making a member and getting it accepted if it's of the opposite sex of the current one (or two) (exceptions being the all-female Amazons, of course). The genders of the "Familia leaders" do not count toward the total below. I also will not allow Gods/Goddesses, High Elves, Half-Monsters, Monsters, "unknown race" characters, original races, or half-breeds of anything other than listed below (though Amazon characters may have fathers of a male of any other race except Spirits). If you want to make a character of a race we already have an overstock of, it better be a REALLY unique character that wouldn't work as any other race. Humans are also, admittedly, low priority for me.
Currently, the races we have none of are, in order of most to least priority: Dwarves, Elves, Half-Dwarves, Humans.
-Humans: 0
-Elves: 0
-Dark Elves: 1 (M)
-Dwarves: 0
-Pallums: 1 (M)
-Amazons: 1
-Cat People: 1 (F)
-Chienthropes: 2 (F and M)
-Hume Bunnies: 2 (F and M)
-Runarls: 1 (F)
-Werewolves: 1 (M)
-War Tigers: 1 (F)
-Boaz: 1 (M)
-Spirits: 1 (M, Darkness element-aligned)
-Half-Elves: 1 (M)
-Half-Dwarves: 0
-Unknown: 1 (F)
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Other Notes
As this RP is fully allowing homosexual and bisexual characters, I really have no preference for a gender ratio. Just please do mention the above in the "Notes" section of the profile so I know.
Also of note is that the following Classes will greatly improve your odds of being accepted:
-Monk/Black Belt/Martial Artist
-Berserker/Barbarian
-Assassin/Spy
-Explosives Expert/Demolitioner
-Rogue/Thief
-Gypsy/Dancer
-Alchemist/Mixer/Chemist
And to a lesser extent, Clerics, Wizards, and other spellcasters are always welcome. I just prefer to avoid generic Warriors/Fighters, but if done well enough or unique enough, they are welcome.
The following classes ARE NOT ALLOWED:
-Gunner
-Machinist/Mechanist/Gadgeteer/Tinker/Engineer
-Summoner
-Mystic Knight/Magic Fencer/Spellblade
-Red Mage
It might be hard to make them work in the DanMachi world, but the following Classes, while low priority, are allowed if done well enough:
-Geomancer
-Pyro
-Gambler
-Tamer/Trainer/Beastmaster
-Puppeteer/Puppet Master
-Mime
-Memorist
-Blue Mage
-Chronomancer/Time Mage
-Saboteur/Synergist/Green Mage/Shaman
-Orator/Oratist/Mediator
Note that several of the above would actually make good Classes for Supporters.
Rooster is a notable exception as a Magic Knight. She can cast magic, but cannot do so without the spells of others cast on her first so she can use them via Draw and Relay. Outside of that, she prefers medium armor and quarterstaff fighting. I mostly only call her class a "Magic Knight" as a TV Tropes reference.
Weapons of choice not used in the profiles in the next chapter also increase odds of acceptance.
The Background Characters in the following chapter do not get proper profiles, but rather, get blurbs with more revealed about them in the story proper. But if you aren't sure about something about one of them, please ask me, and I am happy to clarify. I am actually thinking of given them full profiles in a separate, supplementary fanfic.
If your profile is too long for one PM, you are free to break it up into multiple PMs. This is, partly, why I don't want character profiles sent via Review, since Reviews have an even smaller character limit than PMs, and you are restricted to how many Reviews you can send, unlike PMs.
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Bust Chart
For the perver-I mean, curious ones out there, I actually have a bust chart for the females in the roster, including the Background Characters. By American bra sizes, from largest to smallest, they are:
Jersey: H-cup
Rooster: G-cup
Morlin: DDD/F-cup
Elga: DD/E-cup
Tairona: DD/E-cup
Scarlett: D-cup
Touka: D-cup
Elisia: D-cup
Alivia: C-cup
Lucia: C-cup
Pyre: B-cup
Sunny: A-cup
Tessa: AA-cup
You're welcome.