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Posted: Wed Jan 29, 2020 2:03 am
Open For: All roleplay, friend and foe. If you need help with any plots I'm always open and happy to help!
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Posted: Fri Jan 31, 2020 2:16 pm
Senshi: Sailor Athalia - Senshi of Hercules Beetles
Challenge: You go through me!
**********
Attacks/Powers: The Sailor of Hercules Beetles combines strength and defence to stand tall against his enemies. Built to take the incoming damage, he'll stand at the forefront and take the brunt of the assault.
Athalia may choose to shield and guard his allies from attack, or amp up the fight to deliver an assault of his own.
(Due to age of awakening his defensive powers may fluctuate.)
Athalia's Passive Enhancement
An insect carapace forms (gleaming, smooth and almost irridescent armour) over Athalia's body.
This isn't a solid image or form though, instead shimmering across several of his more delicate body parts like a mirage. These include his wrists, waist, neck and chest.
Though it may 'form' in other parts such as the calves and thighs, due to the nature of Athalia's Fuku they will remain unseen. This passive enhancement serves no purpose other than to be a visual reminder of who and what he was in the past.
Sailor Scout Attack: Herculean Shield
Radius: Self (Personal Buff, 180 Radial) Duration: 25 Seconds Limitations: This shield can be hard to break for other basic stage characters, moderately breakable by 2nd stage characters and easily breakable by 3rd stage characters. This shield will fall much more quickly in a concentrated attack by numerous opponents regardless of their rank. Number of Casts: 3 Times per Battle Full Details: Athalia draws upon his source to shield himself from the next barrage of assaults. In calling out to the source, he erects two large, ethereal scarab wing carapaces to shield incoming damage.
This carapace will protect him from significant damage for the duration of the ability, ensuring he can weather significant damage before it's necessary to retreat; any allies that take cover behind him will be shielded for the duration of the assault.
The shield is no more than 7ft high and 6ft in diameter at any given time.
This ability can be countered by flanking Athalia as it's radius is a frontal 180 cone; his back remains exposed.
Super Sailor Scout Attack: Herculean Phalanx
Radius: 6ft diameter around chosen location (normally cast at an ally). Duration: 25 Seconds Limitations: This shield is nearly impossible to break for basics, hard to break for 2nd stages, and moderately hard to break for Generals. This shield will fall much more quickly in a concentrated attack by numerous opponents regardless of their rank. Number of Casts: 2 Times per Battle Full Details: Athalia draws upon his source to shield a location from the next barrage of assaults. In calling out to the source, he summons and closes the carapace wings to form a dome around the chosen area (normally a preferred ally or group of allies).
This carapace will protect any ally standing within it from damage for the duration of the ability, ensuring they can weather significant damage before it's necessary to retreat. Note that allies are free to enter and leave the dome freely for the duration that it's on the battlefield.
This shield is 7ft high and approximately 6ft in diameter; enough to fit a small team within it (or a fair amount if you want to get really up close and personal).
Super Sailor Scout Attack: Herculean Aegis
Radius: Target (Self-Buff or Team Buff, Maximum of one target) Duration: 25 Seconds Limitations: This shield is nearly impossible to break for basics, hard to break for 2nd stages, and moderately hard to break for Generals. This shield will fall much more quickly in a concentrated attack by numerous opponents regardless of their rank. Number of Casts: 2 Times per Battle Full Details: Athalia draws upon his source to shield himself or another ally from the next barrage of assaults. In calling out to the source, he will form a protective shield around the entirety of the body of himself or his targeted ally.
This carapace will protect him or his ally from significant damage for the duration of the ability, ensuring he or his ally can weather significant damage before it's necessary to retreat.
This is a full body shield and the individual shrouded in this shield can be move unhindered for its duration.
Visual Tweaks/Additional Info: For the duration of this cast, if this spell is cast on a target other than Athalia, the passive armour that coils around Athalia will dissipate and appear around the targeted player as though they have received it instead.
If cast on Athalia as a personal buff, his passive enhancement will remain in place.
Eternal Sailor Attack: Herculean Storm
Radius: 20ft (AOE - DELAYED DAMAGE) Duration: 20 Seconds Limitations: N/A Number of Casts: 2 Times per Battle Full Details: On the battlefield, control of the area is key. Calling upon his source, Athalia brings forth a storm of scarabs. Ethereal scarabs swarm towards the targeted area. Amidst intense light and the flutter of wings, the swarm may temporarily cause line of sight issues for those caught in the immediate area.
While the swarm doesn't possess the ability to do any damage, it does 'absorb' the damage that occurs while in its radius. The scarabs do not prevent allies from taking damage, they just 'count' how much is dealt to them. When the scarab storms duration is about to end the scarabs gather together and explode, releasing a shockwave of energy equivalent to the amount of damage dealt while it was on the battlefield. This damage is evenly distributed across all enemies meaning that the more enemies in the 'zone' the less damage they will take.
The swarm can be dodged by running out of its range. Fighting outside of its radius will mean that it will absorb nothing and will 'explode' harmlessly at the end of the duration.
As with all White Moon magic any damage done during the shockwave/explosion is temporary and will fade after battle. Players may choose to imply that it has done significantly more damage and that they have sustained more permanent injuries if they would like.
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Posted: Fri Jan 31, 2020 2:16 pm
The Introductions - Name & Gender
Name: Regula Wilder Nickname: Wilder - Preferred, if you must. Reggie - Call him this at your own risk.
Gender/Pronoun: He/Him
The Zodiac - Age & Star Sign
Age: 29 Years Old Birthday: 5th September 1992 Sign: Virgo Gemstone: Sapphire
Generic Details
Blood Type: O+
Fav. Food: Enchilada Bakes, with mild spices. Something with enough punch to be enjoyable, but not enough to destroy the tongue. Not at all good for him but he can work it off.
Hated Food: Mushrooms, they will be doused in holy water and thrown into the trash. Certainly fantastic for him but the texture, oh god the texture.
Day to Day - Occupation & Hobbies
Occupation: Police Officer
Hobbies: Puzzles - Whether it be 3D or something ranging in the thousand pieces range, Regula loves a challenge and takes pride in its completion. Often building these puzzles on canvas, when they're finished they're usually preserved and used for decoration.
Krav Maga - He is an avid participant in Krav Maga. Having achieved black belt (first grade), he has built up a reputation in the school and secured his own position as a volunteer during evening sessions with lower graded members. You can expect to find him at the Academy at least twice a week, though he favours being there as often as possible for his own practice requirements.
Park Running - He's that guy that you always see jogging in the park at stupid times in the morning, and even more ridiculous times in the evening. Headphones in and ventilation mask on, he's probably not going to be responsive unless you get in front of him!
Virtues:
Objective - Regula is inclined to receive all the facts first before making a decision and weighing up his options. Regardless of what the topic is, Regula strives to be impartial and to look towards facts and evidence over emotion. This places him in a good position to provide criticism, while also ensuring that those he's around realise that it shouldn't be taken as a personal attack.
Generally speaking this works much better in the Krav Maga Academy where people are willing to learn, and less so in his working life where he may be called to break up a dispute and one individual may not appreciate his decision.
Nevertheless, he can be relied upon to give a sound and impartial judgement provided there's enough evidence for him to offer one.
Patient - There's little that can really rile this guy up, you definitely have to push more than a few buttons to infuriate him. You can throw him in to awkward situations with trying personalities and he'll normally be okay. He can navigate through most difficult encounters with a professionalism and poker-face that ensures that he still comes out smelling of roses.
He's not likely to lose his temper very often; though if you messed with his progress in his puzzles a little too much you may see a different side to him.
Note that his patience doesn't mean that he likes you, just that he's willing to put up with you and deal with the encounter in a tolerant and as respectful a manner as possible regardless of how trying you might be.
Diligent - Priding himself on high standards, Regula conducts himself in the way he expects others to do so. If in work, this involves integrity and consideration to those around him in the most professional capacity. Never late for work and with his paperwork always aligned, his staff review meetings tend to go well.
In his hobbies, he can be relied upon to put maximum effort into all of them. In Krav Maga his warm ups and practices are meticulous and every protocol is observed; while in his puzzle solving, he'll often work into the night just to finish that last little bit off.
Flaws:
Dispassionate - With an objective individual there's always a risk of others seeing them as completely devoid of passion. So focused on ensuring he gives the most impartial advice possible, he often misses the fact that there may be a human element involved and compassion may be required. This is of course unintentional, but unfortunately, it's simply par for the course in Regula's world.
Unfortunately, while he has attempted to 'correct' this issue, he's always slipped back into this mindset. This is simply a part of who he is.
Judgemental - Regula expects everyone to live up to a certain standard in life; in his ideal world everyone would be up to that standard as well. Unfortunately, while he's accustomed to dealing with those who don't meet that standard in his line of work, that doesn't make it any less likely that he will be looking down on them even as he handles them in a professional manner.
Those who he meets for the first time are also subject to scrutiny with vices assessed. They'll find themselves categorized and placed into boxes almost immediately with their worth established against several criteria.
The younger the person, the less they're subject to scrutiny... but once you're a teenager or older and capable of behaving appropriately, he can and most certainly will judge you.
Vices obviously judged to be illegal are regarded with the greatest disdain; but even those who procrastinate, who may be lazy, or who may simply be naive may also be subject to his musings.
He has the decency not to verbally lambast someone, but he certainly has a propensity for thinking it...and this may come across through body language and words during normal conversation. If he's aloof, distant, or otherwise dismissive of your opinion it might very well be that he just doesn't think you have anything valuable to contribute!
Pedant - He is an absolute stickler for the rules, unless you give him a very good reason to break them (backed up by evidence), he will be unwavering in terms of enforcing them. This isn't just in his work life, he's the sort of guy to chastise you over your bad form in a warm-up, or even call you out for something that may be a breach of etiquette.
Though rarely done with malicious intent in mind, it can be tedious to be around.
***************
Physical Description
Eyes: Brown (Deep Set) Hair: Brown with copper tints, medium length and textured.
Face: Rectangular/Oblong shape with a stronger set jawline. Ears are in proportion and skin is clear with no immediate signs of acne scarring. Generally clean cut and rarely in possession of any stubble (though in more strenuous periods you may see a hint of one).
Skin Tone: For want of a better description, he's pale but not painfully so. You can tell he's been outdoors regularly, though he wouldn't be sunbathing to develop that swarthy skintone!
Body Type: Tall (6'4"), but a slighter frame than you would expect from someone who works out as much as he does. He would be quite muscular, but far from the body-builder stereotype.
Clothes: Cargo Pants are a staple, with a white shirt underneath and a more colourful long-sleeved top over the top. He's inclined to wear comfortable walking boots as opposed to smart shoes.
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Posted: Fri Jan 31, 2020 2:16 pm
-------------------------Past-Life Athalia, aka "Haroeris".-------------------------  A World of Wonder
A predominantly war-like species; the Athalians were well known for being reliable allies in desperate times. Often known as the 'shield' in war, they were respected for their military prowess and strength. As a Hive-Minded species, they were regarded with suspicion by certain worlds due to the controversial methods used to 'expand' their influence.
Nevertheless courtesy of their Hive Queen the majority of their immediate neighbours were at peace with this planet and Athalia's borders remained open to all.
Though the oppressive heat and peculiar storms may have otherwise dampened the appeal of this Tropical Paradise, the secrets that lay beneath the surface had their own appeal...
The Surface World
Climate:
Athalia is a land of intense metallic shard storms that often come with only the smallest warning. The land itself reacts to the approaching shard storms by 'resonating' at a frequency that the Athalian Hives can hear. At which point they will sound the alarm to any visitors and draw them underground for safety.
When these shard storms are not active, Athalia is a planet of intense humidity and heat. At heats warmer than the tropics at the equator of the earth, the planet can prove to be challenging to those who are accustomed to cooler climates.
Geography & Environment:
Immense bodies of water surround continents of rolling hill and towering mountains. This is a region of extremes, with lands either far below sea level and shielded by looming slopes, or towering ranges. Nevertheless, that which isn't comprised of water is completely covered by vibrant, tropical plant life. While the leaves are traditionally green, it is safe to say that the flowers, ferns and wild life that dwell within were bursting with colour.
Structures:
Athalia was well known for its mega-structures, with enormous pyramids rising up from the ground and towards the sky. Surrounding each pyramid are four monoliths, each with large 'rivers' of light that flow beyond the clouds.
On the largest continent of the planet a monumental structure exists, comprised of one pyramid rising from the earth, and another flipped upside down to balance carefully upon the top. Surrounding this hourglass-like pyramid, there are four megaliths, imposing in their own right and etched with runes. Similar to their smaller brethren these monoliths have 'rivers' of light flowing from the base and upwards into the sky to disappear beyond the clouds.
Upon each massive pyramid there exists a peculiar oval gate.
While these structures may look particularly impressive these are merely 'doors' and once entered, will reveal ornate caverns. An endless warren into a cavernous and expansive network of cities, towns and villages that lurk out of sight.
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The Planet Interior
The Core
The Core was a region of the Hive that was only accessible to the Hive Queen and the Primes. Heavily defended, it is said to house the very essence of who and what they are. Whether this is in the form of how they reproduce, memories or something else obscure, those who were unwelcome would find a shimmering wall blocking their path and an unimpressed set of guards on their heels.
The Coliseums
A Training complex used by the military wing of The Hive. Immense in size it has several large regions that act as both arenas and war zones to conduct games. These range from large caverns, to pits and trap laden halls, to large canyons.
The Staging Grounds
Though traditionally empty in times of peaceful, when in times of conflict or strife this massive 'hall' within the Hive Core would be filled to the brim with troops. With large circular gates pressed firmly into the walls, it is safe to assume that these were used to travel great distances in order to deploy their troops.
In times of war this region would be off limits to all that had not been selected to serve in the 'military'. However, in times of peace it would not be uncommon to find it utilized for a variety of activities from a temporary marketplace, or a more accessible festival ground for those individuals who had come from beyond the Hive to visit.
The Chambers of Commerce
These large and open caverns were the primary region within each Hive section to conduct all things 'business'. Whether a tourist, a travelling merchant, or a local within the Hive, this was the region where all shops, stalls and other businesses were situated. Regardless of which entrance to the Hive was used, and which Chamber of Commerce was visited, it can be assumed that they all looked identical (though the services provided may have differed).
Only locals were permitted to have permitted stalls within the chamber, but with adequate petitioning it was possible for an outside merchant to receive a place to market their wares.
Most diplomatic meetings were held within these Chambers as this was one of the regions closest to the surface and therefore more accessible to outsiders.
The Dominion of Rest
Comprised of Labyrinths, the delicately lit Dominion of Rest are the areas of each part of the Hive that house its denizens. For want of a better explanation these were the 'home' districts of the Hive and were often decorated to the tastes of each individual. Though there were often similarities between each of these homes as you wandered the halls, those who had travelled more extensively did tend to have more quirky trinkets either on display outside the heavy curtains of their home, or displayed on the window sills within.
It was not unheard, but it was considered exceptionally rare, for anyone outside the Hive to have a room of their own.
The Nesting Grounds
The Hive's children were raised separately from the adults due to the nature of the education they receive. As a result there were heavily protected and sheltered chambers far below the surface in which they were housed. Only those from within the Hives were entitled to access this area while outsiders were turned away.
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Athalian Identity
Species
Athalians were humanoid in appearance with distinct patterns imprinted on to their foreheads depending on 'rank'. Often tall with angular features and pointed, elven ears, they were deemed to look aesthetically pleasing in certain circles.
All Athalians had carapace across their bodies, predominantly on regions that were vulnerable such as the waist, stomach and thighs. The thickness of this carapace would give an indication of the role they played within society with the hardest carapace a nod towards the military wings.
All Athalians were part of "The Hive" and existed within a Hive Mind, though they had the capacity to converse in a common tongue. The knowledge each Athalian had was directly correlated to the sum total of the experiences the Hive had.
Athalians were capable of having unique personalities and did, despite the overarching resonant voice in their head.
As a Hive the Athalians did possess the ability to convert others through the influence of their Queen, but the Queen at the helm had little interest in pursuing such things by force.
Hierarchy
The Athalian Hive is ruled exclusively by a single queen that defined who and what they were from culture, to philosophy and even universal politics. There is no higher authority than the Hive Queen.
Beneath the Hive Queen sit any "Primes" that she has hand picked to serve as a guiding council in the Hive. Though the majority of these Primes were dedicated to the defence of the Hive and were therefore predominantly within the military ranks, she had been mindful enough to ensure that those educated in more nuanced subjects had been elevated to these positions. Generally speaking the Primes are male.
Beyond these two ranks any and all individuals whether military or academic function at the same 'level'. Regardless of discipline, gender or age, each individual was regarded as equal and was afforded the respect they were entitled to. Unless a particular individual within the Hive failed in a spectacular manner there would be no instances in which anyone was regarded as 'less than', and even then, if the situation deteriorated to that point then it would be highly likely that being would be 'ejected'.
Religion/Philosophy
Athalia had no defined 'religion' due to the nature of the Hive Mind. Instead, they lived by the simple motto of "For the Hive". Each of the Hive would give everything they had for it even if that meant their destruction. The Hive was everything and guided them towards their prosperity (or their demise), steered by the will of the Queen.
To outsiders this was likely to be unusual, democracy was not a concept that truly exists, and yet in a manner of speaking the constant connectivity between each individual provided something 'different' or perhaps comparable.
Any attempt to convert an Athalian to a higher power would likely fail due to the overwhelming resonant voice of their own kind within their minds. There was no higher power, there was only The Hive.
Legal Framework
Athalians rarely disagreed with one another but in the event that they did their grievances were addressed by one of the Primes.
Outsiders were able to bring petitions against an Athalian if they felt slighted and would be met with a similar audience, with the Primes often providing the final ruling depending on the complaint received.
In the event that the Primes cannot agree upon a judgement, the matter is brought before the Queen who provides clarity in their place.
Unfortunately in Athalian society there was no right to appeal so one needed to be certain of their case when bringing it before a Prime or Higher as they would not have another opportunity to win.
Culture
A predominantly war-like species, the Hive is were known for their war games and hardy nature. Tight knit and loving of their own kind, they are fiercely loyal and protective. Reliable allies, they were willing to stand between their allies and the enemy to ensure they remain safe and secure. Very little frightened an Athalian, and if they did sense fear it is because their queen was hesitant.
Never known to flee from a fight, they always made for entertaining sparring partners as well as capable mercenaries.
While not traditionally known for pursuing the arts, they had a considerable love for music, leading to an appreciation for what exists within other cultures. Though they may haven chosen to be masters of war, they did not dissuade any of their own from more academic pursuits and the overall betterment of their kind.
Clothing
Light, airy and generally colour blocked. They were inclined towards jewellery and trinkets to display their more creative side. Any warmer clothes may have been stored in their homes, but likely only put to use if they were summoned to visit an allied world.
Trade
Athalians were largely uninterested in the goods and services of other worlds on a grand scale, but they have been known to be partial towards exotic fabrics and furs that they often use to customise their homes. They will occasionally invest in unusual metals but tend to stick to those that they are familiar with.
In return, Athalians were known for trading unwanted minerals and gems, as well as providing their own military as firepower to those planets that may need more brawn than brains.
Technology
Athalians were not particularly technologically advanced in comparison to other nations. Their methods of travel were entirely reliant on magic and even the gates that are a familiar feature across the planet were powered by it.
On the whole, any technology that the Athalians did have was gifted to them and they learned how best to use this after they were provided with instruction.
As a general rule of thumb Athalians preferred methods they were more traditional with (magic) rather than increasing technology, but they were inclined to keep their mind open to the possibility of useful technology entering their sphere.
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Other Notes:
Though the Athalians have long vanished from the planet, the mega-structures and the warrens within have been preserved. With Athalia's continued visits to his Homeworld the surface world both in terms of plant life and climate are beginning to return to the same state that they had been a thousand years ago.
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Posted: Fri Jan 31, 2020 2:17 pm
[Relationships]
Significant Other
Friends
Acquaintances
Geocronite Sumner Kami Voyager Bernard Brioche Lepus Virginiaterése Cybele Ganymede (as Paris)
Rivals
Sylvite Varda Chambersite Adorea
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Posted: Fri Jan 31, 2020 2:17 pm
Personal Items/Trinkets
Awakening! 1x Henshin Pen 1x Senshi Mobile Phone (Not Upgraded)
*************
Meta-Plot Acquired Items (Permanent) 1x Timeworn Record [Acquired: Destiny City Star Festival 2020]
Description: A handheld box with a small, wax-like cylinder inside. The handheld box can be made of nearly any material and have any design; inside is a wax-like cylinder, however there may be varying degrees of technology to enhance this. A little knob must be wound and will click when ready to be released. Upon release, an ancient song will play; depending on player choice the music will either be somewhat smothered or completely clear but no matter what it will be a traditional song from their past life's homeworld. This song can be played as many times as the character likes, but once per day they can enact a magic that makes them feel as though they are sitting before a live band back when their homeworld was at its prime. If they close their eyes they can smell the air, feel the temperature, and listen to the music. It has a distinct impression of being home. Any guests listening to the music while the magic is active may not feel it as strongly unless they had a close bond with the user in their past lives.
1x Metallic Bracelet: [Acquired: Trick or Treat Game]
Description: An antique bracelet made of some sort of metal. It has the ability to amplify magic usage; this must be plotted with your roleplay partner before use. You must ask for permission to use this item in events/ORPs. When activated, this bracelet allows the wearer to get an extra use out of their strongest magic (up to third stage). They can only recover magic they have ICly earned; a Super Senshi may not get an extra use out of their Eternal magic since they have not unlocked it. Senshi can recover one use of their strongest magic, and Knights may recover up to 45 seconds of their energy pool. Mauvians will recover one extra use of their laser and will not be so exhausted after using it the first time. For Negaverse characters, or characters who do not usually have magic, they will instead gain the ability to fire a concentrated laser from the bracelet while in battle. The bracelet will only have a few shots (no more than five) and the strength of the blast is dependent on the character’s rank: At first stage or lower, the blast feels like a harsh slap, at second stage the blast feels like a harsh kick, and at third stage or higher the blast feels hot enough that it may cause the sensation of burning or stun the opponent if hit. Due to the uniqueness of youma/half youma characters’ abilities and powers, before equipping them with a Metallic bracelet, please PM the mule to work out details.
1x Antique War-Horn: [Acquired: Destiny City Star Festival 2020 (Participation Reward)]
Description: An old, hollowed out rams horn with a silver-tipped point. When this horn is blown it emits a low, crooning wail. It is not unpleasant but it is somewhat eerie. After a few seconds of the strange noise, the wielder will shimmer and a decoy will step forward. There is no discernible difference between the two visually, however the decoy is transparent and can neither cause nor receive damage. The decoy will serve as a distraction, charging at the opponent or mimicking the actions of the wielder. It has no sentient capabilities and cannot speak. The decoy will disappear within 60 seconds before flickering away. This item can only be used once every 24 hours.
1x Shadow Pass Charm: [Acquired: Halloween 2020 Participation Reward]
Description: A small, flame shaped gemstone. It is an iridescent black, but sometimes seems like a small flame has ignited in the dark depths. This small gemstone has a hole carved into the top of it that allows it to be fastened or worn in many different ways. This charm allows the user to walk into one shadow and out of another random shadow, limited only to whatever plane they are on. If on Earth, the charm can only be used in Destiny City and will only take them to another location in Destiny City, however it can be used on homeworlds, in Mirrorspace, and in the Dark Kingdom. The user will only ever walk out of a shadow in the same plane they entered a shadow in. While the charm does not allow complete control over the ending destination, with enough focus it can be somewhat manipulated to move the character in the direction they desire. The character does not need to have a shadow in mind or have been in a location before; this is most useful when exploring or looking for locations you did not know existed. The charm will allow only the user to pass through a shadow; they cannot bring a guest with them unless the guest also has a Shadow Pass Charm, however travelling together will use the magic in both charms and they must be connected in some way while travelling. The Shadow Pass Charm is a one way trip; you cannot return to your original destination after using it. It can be used once per day.
*************
Meta-Plot Acquired Items (Temporary) 1x Iridescent Glitter: [Acquired: The Starway [Dice Game]] - Used
Description: A small vial of shimmering glitter dangling from a silver chain. Though this glitter looks no different from craft glitter, when the vial is opened in a time of need, the glitter swirls out of the bottle and forms a starry staircase that can ascend up to a height of several stories. Only the person who opened the bottle, or anyone they deem an ally, can climb the stairs. The stairs will last for two minutes; once the time runs out, the glittery stairwell will begin to trickle towards the ground, gently lowering anyone standing on it back to the ground. Afterwards, the glitter will magically trickle back to the vial. While the magic is spent, the vial of glitter can be kept as a neat memento!
1x Satin Ribbon: [Acquired: Destiny City Star Festival 2020] - Not Used
Description: A beautiful piece of satin with a deep red color and a bright sheen. This ribbon is perfect as a bookmark, hair accessory or for jewelry. While it seems ordinary on its own, if you have the ribbon in your possession and come close to someone that you are destined to have a connection with, be it good or bad, a thin red string will automatically appear between the two of you, visible only to you and that person. The string will remain visible for up to three hours after it first forms and, no matter how close or far away you two are it will always adjust size to keep you connected. Once the magic ends, the red line fades from sight. The magic can only be used once, but the ribbon remains as as memento!
1x Rewind Charm: [Acquired: Destiny City Star Festival 2020] - Not Used
Description: A decorative, palm sized, circular charm with an engraved button in the center. This intricately carved charm seems to have been designed so that the user could fiddle with it; parts of it twist and shift though there doesn’t seem to be any particular purpose for this aside from entertainment. When the Rewind Charm is pointed at an inanimate object and the button pressed, it has the can ‘rewind’ the object back to a previous state in time. It cannot break an item down into components but it can restore it from significant damage. It cannot fix large building structures, however it can repair large objects, such as statues. This can be used on an item on Earth or on Homeworlds. It can be used in Mirrorspace and Negaspace as well, however you may need staff permission to determine what can be restored in Chaos oriented locations. This item can be used once before the magic is expired, at which point in time it can be kept as a neat memento! This item can be used freely in one on one roleplays but please speak to the host of any shop or player run event to confirm that you can use this item during their event!
1x Golden Vial: [Acquired: Quest Fairy] - Not Used
Description: A vial, roughly the size of a finger, filled with slow moving golden liquid. The vial will always be in an unmarked pouch of any color or fabric and can be found discarded or hidden on Homeworlds or Wonders, within the depths of Mirrorspace, or within the Dark Kingdom. To use this item, you must uncork the top and drink the full dose at once. Splitting the dose will yield no effects. The golden liquid tastes sweet, but has no identifiable flavor. Once emptied, the vial will heat up and the glass will appear covered with a dozen cosmetic golden hairline fracture; the vial is not damaged in this process. Drinking this liquid guarantees that you will have some memory from your most recent past life, regardless of your affiliation or faction. Even civilian characters will have a short memory of their past life. Only one memory may be recovered clearly, but that night you may also have vague dreams of up to three other partial memories. Mauvians can also use this but should not have memories on Mau; youma can use this item but the memories they receive should be them as a human in their most recent life. The vial can be kept as a memento.
1x Foggy Gem: [Acquired: Quest Fairy] - Not Used
Description: A gem, half the size of your palm or smaller, and capable of appearing in many colors or shapes. A strange mist seems to swirl inside of it. It can be found discarded on Homeworlds, Wonders, Mirrorspace, and the Dark Kingdom. To use this item, you must press it over your heart. The fog will crystalize into a golden lightning shape mark within the gem. Once it has crystallized, the you will find yourself in a dream like haze, facing an ancestor of their bloodline. This person can either have been powered or unpowered, and can be an ancestor from this life or a past life. Any ancestor can appear, though their starseed must be currently in the Cauldron. The ancestor will appear for a short, personal conversation. No canon information or anything about the war or the Cauldron may be discussed. After ten minutes have passed, the haze will lift and you will feel as though you have just awakened from a dream. Once used, the gem may be kept as a memento.
1x Shadow Gem: [Acquired: Quest Fairy] - Used
Description: A strange black gem with a beautiful luster; it is roughly half the size of someone's palm. When rubbed, this stone casts a complete shadow in a fifty foot radius for sixty seconds. No light, magical or natural, seems to be able to dispel the darkness. Energy signatures can be felt but nothing can be seen. When the magic ends, the darkness seems to be absorbed back into the gem. This item must be approved for use in any event or ORP. Each gem has only one use; afterwards, it simply a beautiful memento.
1x Spectral Goggles: [Acquired: Halloween 2020] - Not Used
Description: An old pair of scientific goggles. When these goggles are worn, the user will see someone that seems familiar. Closer inspection reveals that this is the spirit of a former friend, family member, or even an individual from a person's past life. The user and ghost may converse for five minutes before the spirit is required to depart from this world. Only souls that have not yet become ready for rebirth in the cauldron can be summoned using this item; those who are about to be reborn or whose starseeds have been destroyed will remain lost. The magic in these goggles can only be used once, but they can be kept afterwards as a quirky memento!
1x Faded Talisman: [Acquired: Halloween 2020 ORP (Foggy Night)] - Not Used
Description: An ominous strip of leather with faded runes painted or carved into it When wielded, this talisman will produce a thick fog that covers up to ten feet around the wielder, and up to ten feet above them. Wherever they move, they will be completely enshrouded in a white haze that is impossible to see through. The fog will move where they move, and the talisman seems to keep producing the fog for up to five minutes. It is impossible for anyone to see anything in this fog, and anyone inside the fog will find that their energy signatures are completely dampened and they can neither feel outside energy signatures nor do they seem to have one, themselves. After the magic has ended, the talisman no longer seems to have any magical properties but it can be kept as a spooky memento!
3x Bottled Wisps: [Acquired: Crown Tokens] - Not Used
Description: A small wisp in a bottle. Release the Wisp from the bottle. The wisp will lead the user towards an undisclosed location and reveal to them a vision of the past. This vision is vivid and allows the user to relive a single memory as you are transported into the body of your former life. During this time the user will feel, taste and smell everything but they will not possess the ability to control the body they're in. The user will be moved against their will and anything that happens during this memory will feel as though is happening to the user. When this memory subsides the user will be unharmed, but what they experienced will remain. After the magic has expired the bottle can be kept as a memento.
1x Ornate Rune: [Acquired: Halloween Participation 2020] - Not Used
Description: A peculiar, flat stone tablet with a rune in the centre. When snapped in half it can invigorate the user to provide them with an additional boost in energy. This will allow a senshi to receive 1x use of a Basic/Super attack, a Knight to refresh 25 seconds of their magic pool, or for a Negaverse agent to become 1.5x stronger for 25 seconds. This magical effect can only be used once and when the magic runs out, the tablet will snap back together and can be kept as a paperweight or other memento.
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Posted: Fri Jan 31, 2020 2:17 pm
Artwork/Fanart A little collection of Artwork that I've gathered of Athalia/Regula (more available in stash link)!
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Posted: Fri Jan 31, 2020 2:17 pm
[~~POSTS BEYOND THIS POINT~~] Posts beyond this point are there to document various story arcs and acts that take place in Athalia/Regula's adventures.
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