Sabertooth; home to the strong of spirit, broad of mind and wide of sight.
Sabertooth has been - and will continue to be - built upon three key virtues; Conviction, Faith and Selflessness. While previous followings of these virtues were perhaps more precise in their interpretation, the newest incarnation of the guild's virtues are built around life, fate and the belief that every little action you make can change everything. A single act of Selflessness towards one man can win the respect of an army. A single act of Conviction can secure freedom and happiness for decades or even centuries. A single act of Faith in a friend can forge a connection that will live longer than any empire that has ever existed.
Under the guidance of its guildmaster, Sabertooth forges a path under the words 'Strength of Spirit'. One strong spirit can raise a thousand. A thousand strong spirits can raise the world. So let us stand together as one, whether you are strong or meek, and bare what fangs you have.
- Guild Hall:
- Welcome to the Sabertooth Guild Hall, or perhaps 'Guild Halls' are more appropriate. The first hall that is located on the ground level has been refurbished and turned into a castle, or rather a town - named 'The Ace of Spades', for the benefits of the guild members. The interior of the castle has been converted into a ballroom, or a hall for events to be held in the area. The empty mountains and desert that surrounded the guild have been completely turned into a brand new town; adorned with numerous of buildings and establishments for the convenience of the guild members. Visitors and guests alike are welcome to the private town Sabertooth had created to enjoy the fun together along with their friends.
- Guild Town - The Ace of Spades:
In the center of the ballroom is the all-too-familiar teleportation lacrima that leads to the main guild hall 2200 meters in the sky. However, not all people are able to be transported to the main guild hall, only those have access to the teleportation lacrima are able to. If one desires to enter the main guild hall, they are required to be escorted by a member of Sabertooth.- Main Guild Hall:
The connecting teleportation lacrima is located upon the large outer platform with a pathway leading to the entrance of the building. Inside the guild hall contains a small guild bar that is open to the guild members 24/7. Once within the entrance hall the building splits into three corridors. To the right is the newly-built games hall. Within the games hall are billiard and pool tables, card tables, fruit machines and just about everything you'd expect. It's advised that members keep a close eye on their jewels while in here as they can be spent rather quickly. This is an over 16's area.
To the north of the entrance is an intersection, one leading to a flight of stairs and the other to a large mess hall. The flight of stairs leads to a balcony that oversees the hall, allowing anyone there to speak with the members below. There is another door situated on the east of the balcony that leads to the guildmaster's office.
Finally, to the east of the entrance is the members private chambers. Courtesy of the former guildmaster's, the hallways within the guild can be resized and added to as the guildmaster pleases meaning that they can constantly add and remove chambers as members join or, unfortunately, leave.- Sabertooth Library:
The Sabertooth library contains thousands and millions of collection of books, encyclopaedias, archives, recordings and photographs that are comprised with precious information and data. Among these millions of books includes some of the rarest books in the world. The Sabertooth members are able to search up almost everything they desire to know and moreover, there are a couple of electronic devices that would assist the members with searching the information they needed. The library is allowed to the public but not every outsider can enter the library; one needs to have permission from the guildmaster or they will be considered as an intruder.
- Guild Spells (Awaiting Approval):
- An Act of Selflessness:
- Name: An Act of Selflessness
Rank: H
Type: Buff
Description: 'Not every hero or heroine is found on the frontline.'
An act of pure selflessness where the caster unlocks the prehistoric power and attributes of the great Sabertooth. All allies within a mile who wear the Sabertooth crest will have their crests glow and be coated in an aura of the respective colours and have their natural strength and speed increased by 50%. The caster also grants all those allies a passive level of regeneration, healing 5% HP and regaining 5% MP every two posts throughout the duration of this spell.
Strengths:
- All allies within range of the spell have their strength and speed increased by 50% of their rank.
- All allies withing range of the spell gain regenerative properties, regaining 5% of their maximum HP and MP every two posts for the duration of the thread.
- As this spell lasts for 8 posts, any members who enter within that time will obtain the boosts for the remainder of the duration.
Weaknesses:
- The caster does not gain any of the regenerative properties that this spell gifts to his allies.
- The caster of this spell is unable to cast any other spells while this spell is active.
- Stepping outside of the range of this spell before its completion will immediately end the effects granted by it for that member.
- Members who go within range after the initial casting will not gain the regenerative properties of the spell.
Duration/Cooldowns
This spell has an 8 post duration and can be used only once per thread. Regenerative properties last until the end of the thread once this spell is cast.
- An Act of Faith:
Name: An Act of Faith
Rank: H
Type: Buff
Description: 'All for one. One for all.'
The caster calls forth the magical power of all those who wear the Sabertooth Crest. If they permit it - or their HP is at 0 - each member gives at least 25% of their maximum MP to this spell. The caster then places all of that magical energy into a single target, boosting the damage output of their next spell by 25% for every ally who puts their Faith into the member.
Strengths:
- Fallen allies who have at least 25% MP remaining will give their MP automatically.
- The more allies that show their Faith in the target, the more power the target's next spell becomes.
- The transfer from the allies to the target requires a single post between the casting of the spell and the power reaching the target. This gives enough time for allies to give MP if they wish to.
Weaknesses:
- Allies can choose not to put their Faith into the targetted member.
- Fallen allies that have less than 25% MP remaining cannot put their Faith into their ally.
- If the caster of this spell is defeated before the Faith reaches the target then the spell is voided and the magic is lost to the aether.
- If the target of this spell is defeated before the Faith reaches them then the spell is lost to the aether.
Duration/Cooldowns
This spell has a 2 post duration and requires 10 posts before it can be cast again.
- An Act of Conviction:
Name: An Act of Conviction
Rank: H
Type: Offensive/Non-Element
Description: 'The strength of man's spirit is the greatest strength of all'
The caster's strength of spirit and their conviction must be unfaltered to use this spell as any hesitation will result in the magic tearing itself from the caster's body and striking everybody within a mile around whether friend or foe, mage or civilian.
The caster calls forth all of their inner strength and focuses on their objective and their targets as their body is coated in a glaring cream-white light. Once they've accumulated enough power and focus they release it in a powerful blast that flies in all directions, shattering the earth beneath them within 50 meters of where they're stood and striking anyone who is a threat to the Sabertooth Guild within 300m of where the caster is stood.
Strengths:
- The caster can cast this spell from as low as A-rank, however they use up more MP in doing so than they would if they were the correct rank.
- As an elementless spell there is no way to resist the power of the spell through elemental methods.
- So long as the caster is focused this spell will deal damage to every single enemy of the guild within range and leave all allies, guildmembers and civilians intact.
- As the spell flies in all directions it is impossible to dodge the attack through digging or flying unless you are out of range of the spell.
Weaknesses:
- Casting this spell at A-rank will result in the caster losing all of their MP and falling unconscious for the remainder of the thread.
- Casting this spell at S-rank requires the caster to use 3x the MP it would normally cost for a H-rank to cast it. They will also be unable to cast another spell for two posts.
- Any hesitation in the caster's conviction could be devastating to everyone within a mile, regardless of their affiliation with the guild. As such, only those with the absolute strongest of conviction will be permitted its use.
- The caster cannot cast another offensive spell for a single post after using this spell due to the amount of focus it requires.
Duration/Cooldowns
This spell is cast in a single post and can be used only once per thread.
- Guild Pet:
- Guild Name: Sabertooth
Pet Type (Offensive, Defensive, Supportive): Offensive
Pet Description: Teeth as sharp as an edged knife, skin as sturdy and tough as steel, is a Sabertooth tiger that resides in a cage of the Sabertooth guild. Even a glare or a scowl from this deadly animal can be lethal. It’s main role is to assist the Sabertooth members when they encounter trouble and protect them by means of any way possible, not to mention — to help wipe out the enemies as well.
The Sabertooth tiger is 7 meters in length and 5 meters width (including wingspan) that guards over the members of Sabertooth and the guild itself with great loyalty. Due to the tiger’s short temperament and lethality, the animal has been placed inside the cage so that huge amount of casualties are prevented from occuring. Being personally trained by Hikari, the Sabertooth tiger grew to become fearless and undaunted, and his combat abilities are perfected. The large canine teeth is approximately 9 inches long that can impale through any skin, and could possibly break through armours and shields. The tiger has the ability to fly, from town to town, but not for extremely long distances.
Pet Physical Appearance (Image Required):- Spoiler:
Passive:
:: Flight: The Sabertooth tiger can travel up to 500 meters over a long distance. Can only be used once every 5 posts.
Active:
Earthquake: Once every 4 posts, the Sabertooth tiger is able to slam onto the ground which will cause a massive earthquake within an area of 240 meters, sending shockwaves to nearby enemies and knocking them off from the ground with sheer force. Deals S-Rank damage.
Power Unleashed: The Sabertooth tiger lets out a loud roar before the tiger’s body glow in a bright yellow translucent light which grants him 50% strength and defense against any kind of spell. The tiger will then charge/tear through the mob of enemies at a speed of 150 m/s, dealing S-Rank and stomping onto people if necessary,
Soul Barrage: At the activation of the spell by a single loud roar, a magic seal will appear from the front of the tiger, facing the enemies and thousands of swift fire bolts will be emitted from the seal. Deals S-Rank damage. Each fire bolt chases a single target and can travel up to 300 meters, speed 150 m/s.
Sabertooth Member List