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Taro Rae
Captain

PostPosted: Mon May 08, 2006 10:40 pm


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Credits
Concept and Story: Taro Rae
Grave Design: Taro Rae
Grave Character: Taro Rae
PostPosted: Thu May 11, 2006 9:12 pm


Table of Contents

ONE~ Certificate and Credits
TWO~ Table of Contents
THREE~ Statistics
FOUR~ Education
FIVE~ Inventory
SIX~ Grave's Tome
SEVEN~ Grave's Notebook
EIGHT~ Grave's Journal
NINE~ Pets & Familiars
TEN~ Credit Account
ELEVEN~ Sparring Record & Prerequisite Checklist
TWELVE~ Profession Log & Housing Commission
THIRTEEN~ Events
FOURTEEN~ Image Gallery
FIFTEEN~ Additions List

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat May 20, 2006 10:26 pm


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Statistics

Grave
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Name - Grave
(Outsider Name - Jack Park)
(Age - 30)
Bond Day - May 11th 2006.
Gender - Male
Height - 5' 9"
Weight - 150 lbs
Hair Colour - Indigo
Skin Colour - Lavender with grey highlights
Eye Colour - Blue
Additions - Facial Tattoos, Stud Horn, Fox Tail, pointed ears, earrings, fangs, eartails.
Occupation - Librarian's Assistant
Position - None
Likes - Reading, writing, organizing his things,
Dislikes - Disrespectful behaviour
Partial to - Collecting figures, heights,
Personality - Grave is a hard-working student. There is nothing he loves more than knowledge and he thouroughly enjoys his classes, studying for them, and a chance to test out his knowledge. Grave is as curious as any Melancholy, and is particularily intrigued by things that are not immediately decipherable. Grave is friendly, slow to judge and easy to reason with. He likes to unravel those he knows, to better understand emotions and motives, and thereby unravel himself. He has many qualities which he views as detrimental, and is trying very hard to purge himself of them, and often pushes himself too far, either to anger, to injury, or to exhaustion.
Goals - Grave's goal is to become a Grigori, and he is training hard to fulfil the requirements he'll need, so far without much success...and he hopes someday to develope wings.



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Alignments: Melancholy
Melancholy is the Essence of the Mind, and is Housed in the Black District.

Colours: Black, indigo, silver, purple, dark blues, garnet red, cold metallic colours.

Attributes: Good with Artistic and Magical endeavours, philosophical, deep thinkers, work well by themselves, inventive, conceptual thinkers. The Planners, but not the doers.

Personality Traits: Airy personality, solitary, self-oriented, distant from worries of the body (such as sleep or hunger)

Digamma Ouroboros: The Digamma Ouroboros is the symbol of the Melancholy humor, and is depicted as two serpents twisted in an infinity sign devouring each other's tails. The Digamma stands for eternal balance, eternal struggle, the battle between mind and body, self and others. Neither of the serpents of the Digamma will ever fully devour the other, as both are equal in strength and size, and truly without each other to feed from, the snakes in the Digamma would perish. The Digamma symbolizes not only the struggle of opposites, but also the dependance on balance for both to survive and flourish. All Melancholy Aligned Empyreans will wear their Digamma Ouroboros as a sign of pride somewhere on their person at all times, whether it be emblazoned on a possession they are never without, emroidered or fastened onto clothing, tattooed into flesh or dyed into fur, it must always be worn and visible.

Often Melancholy are best suited to the Academic or Journeyman Orientations, as this allows them to focus on magic or duelling, which they excel at.
PostPosted: Sat May 20, 2006 10:38 pm


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Education

In Class:

Literature - So far I love this class. The material doesn't feel at all like work! I borrowed one of the school copies from the class to read a bit more. I know it wasn't assigned, but it really is gripping stuff.
Crafting - I don't know if I would ever be interested in -making- one of these amazing contraptions, but I really do enjoy technorings, nonetheless. I intend on making full use of mine.
Rhetoric - The Art of Imbuing Power...that's really what's going on here. It's learning how to take formulaic phrases and gestures and ake them convey meaning in a sense of both magic and power. I want to perfect this art...
Cooking - Why this class is still called cooing when we're really learning alchemy is beyond me. In our first class we learned about making Sunspots. I intend to borrow many more books from the library about Alchemy.
Astronomy - Astronomy proves incredible useful for spell casting, so I know that I'll devote much more time to this study. We learned biquintile today, and Elias let us practise on him. amazing what you can learn about someone from so simple a spell....
Physical Education - We learn how to spar in this class. and as poor as I am at acting, I'm taking a liking to the tactics. I must improve in my sparring skills so that someday I'll become a good Grigori.
Law - In Law we learned the Ten Laws of Empyrean City. To transgress on any of the major laws is to face Extinguishing.
Art - I got my Cirrus made! I'm so excited to use him in a duel!
Math - Interesting prciples, but as of yet, I can't focus my thoughts enough to make use of Geometries


Tutoring:

Botany - A great class. I think I might spend more time with Danna, and ask her to help me with my Foxglove.
Science - I love my Castor Gun.
History - Requiem has encouraged me to study myself and learn the answers, and after this class, I've decided that's what I'll do.
Philosophy - Eleuthero has many interesting ideas, but I don't find myself very able to apply them to my studies. Perhaps for some Golems or other forms of Magic his teachings would be of more use?
Animal Care - I really should have taken this class sooner. It has helped me with my care for Socrates, and also piqued my interest about the two Abberation Stones I have in my possession.
Music - While I enjoy singing, I don't think I'll make much practical use of this class. Interesting, of course, but not for me.
Magical Theory - Ah, how long I've waited for this class. I am actually, very grateful I was able to tutor this class instead of taking it in a classroom. I was able to focus my studies on Grimoire Magic, as that is the form I intend to practise.

Extra Study:

Rhetoric - I'm in love with Mudras.
Art - I want to better understand my Cirrus.
Magical Theory - I'm quite taken with Tarot Cards.

Quests

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sat May 20, 2006 10:41 pm


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Magical Items:
Techno-Magic Equips:
Location:
Chest Left (Certed) -- Cirrus
Chest Right (Certed) -- Socrates
Belt Right (Certed) -- Malachite
Belt Left (Certed) -- Howlite
Wrist Left -- Tome
Wrist Right -- Megaton Grips
Left Leg 1 -- Sunspots
Left Leg 2 -- Caster Gun
Right Leg 1 (Certed) -- Limnanthes
Right Leg 2 -- Sword
Left Foot Inside -- Turbo Boots
Left Foot Outside -- Aero Boot
Right Foot Inside -- Turbo Boots
Right Foot Outside -- Aero Boot

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1 pair Aeroboots won in Crafting Class.
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1 pair of Aquaboots, given to Ubel as a gift of friendship.
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1 pair of Megaton Grips, won in the Paintball Wars...
1 pair of Turboboots, a gift from Antigone for Yule 06.
1 Audiodeck, a gift from Drokk for Yule 06.

Alchemy:
1 vial of Sunspots.
1 Vial of Angel's Dirge.

Weapons:
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This gift appeared in Grave's room overnight during the Yule Revel, and he has been obsessed with it ever since it showed up. This sword may have been the final deciding factor in turning Grave's soul and will to the pursuit of becoming a Grigori.
-Edit- Grave took the Sword to Gregor to have it appraised upon becoming a One.
Sword Stats:
Attack Power: 5
Defense Power: 3
Penetrate Power: 2
Armour Class: 5


Castor Gun & Shells
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Magical Supplies:

Alchemy:
White marble Mortar & Pestle from School Supplies
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~A Gift from Yule 06

Spell Casting:
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~A Gift from Yule 06

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Grave's Quills and Inkwells: The first is for everyday use in the classroom, and the second is reserved for spellwork.

Mundane Items:
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~A gift from Mathiaz for Yule, to give Grave courage when he's alone.

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Grave's School Bag.

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This is a smaller oil lamp that Grave keeps on his desk for extensive writing, crafting, arting or homework purposes.

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Grave has one Gargoyle placed in each corner of his room. This is a Spirit Wolf, and it protects the North corner, and defends the Cholera Direction.
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This is the Dragon Gargoyle that Grave has protecting the South corner, and it defends the Phlegmatic Direction.
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This is the Panther Gargoyle that Grave has protecting the West corner; it defends the Melancholic Direction.
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This is the Hyena Gargoyle that Grave has Protecting the East corner; it defends the Sanguine Direction.
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Grave has two of these happy cat gargoyles as bookends holding up his steadily growing collection of books.

Gifts:
User Image Got two of these for Yule. Will probably save them for spell work.
PostPosted: Wed May 24, 2006 7:42 am


Grave's Tome
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Grave's Spell Book


Character Sheet




A lot of things link to the expanded information in various sections of the guild for quick reference.

Shops
Dreaming Pool || Weapons || Infirmary || Apothecary || Technoequip Shop || Temple Shop


__________Statistics__________

Name: Grave
Stage: One

HP: 17/15
Permanent Augment: -5% on base Actions.
Number of Actions: 6
Magic: Grimoire
Alignment: Melancholic
Orientation: Academic
Profession: Librarian's Assistant
Position: training for Grigori
Wealth: xx Base // xx Lunes // xx Sols

Weapon: 7 of Swords Katana
Weapon stats:
Attack Power: 5
Defense Power: 3
Penetrate Power: 2
Armour Class: 5
Karma Points: 0
God(s) Worshipped: None


__________Skills__________

...// Base Skills ...
Physical Attacks (remember to account for orientation)
Physical Attacks
If an Academic uses an Academic Skill, the skill's point value increases by one.
If an Academic uses a Kinesthetic Skill, the skill's point value decreases by
If an Academic or Kinesthetic uses a Journeyman Skill, the skill's point value does not change.
The following list shows the skills, their orientation types and their point value:
•Punch - K - 3 damage
•Kick - K - 4 damage
•Block - J - 3 defend
•Dodge - A - 4 defend
•Dash - A - 2 defend/ +2 to next successful consecutive attack
•Feint - A - +1 to next successful consecutive attack
•Snap - A - +2 to defend/+1 to attack
•Focus - K - +3 to attack/+2 to defend
•Speed - A - +1 to attack/+3 to defend
•Jump - J - +2 to defend/+1 to attack
•Tactics - A - +5 to Attack if guess was correct. No Post Edits allowed save typo errors
•Stamina - J - +1 per each turn you've taken in which damage has been dealt to the opponent regardless of whether or not you've sustained damage too. ie. 4 turns of damage = +4 to attack/defend.
•Trip - A - The use of the feet, Tail or (hands if you are on the ground) to Trip an opponent. A successful Trip forfeits your opponent's next turn.
•One-Knuckle Punch - A - A strike with the hand formed by tucking the thumb into the curled last three fingers and bracing the first finger bent against the knuckle of the thumb. The point of the semi-extended and bent first knuckle is used to jab energy lines in the body in the form of Accupressure/Accupuncture. Successfuul use of One-Knuckle Punch does 2 points of Damage and prevents use of Essence/Ether/Chakra manipulation for two turns following (Including the casting of Magic). NOTE: Knowledge of Rhetoric is required for use of One-Knuckle Punch.
•Shuto - J - Shuto, or Knife Hand, is formed by holding the hand rigid, with fingers extended and held tightly together. The elbow is kept bent solid at 90% and the arm moves in this position from the shoulder to strike with the outside edge of the hand and forearm. Shuto is effective as a block that also deals damage, especially against grabs and punches. It defends from 3 Points of Damage and deals 1 Point of Damage to the opponent.
•Heisoku-dachi - A - (閉足立) Feet together stance. This stance has little balance or protection, but it allows you to move quuickly in any direction. It lowers difficlty of actions relying on speed by 5%.
Musubi-dachi-heiko - A - From musubi-dachi, open heels until both outer edges of feet are parallel. A narrow fighting stance. It does not allow strong movement, and raises difficulty on Feint and Dash by 5%, but lowers difficlty on Jump, Fly, and Releasing and Familiar by 8%.
•Moto-dachi - A - (基立, basic forward stance) The stance is shin length and around two fist widths wide, with both legs slightly bent, the front foot facing straight forward and the back foot pointed outward at about twenty degrees. The body should be squarely forward. Moto-Dachi gives a bonus to Blocking and Dodging of 8% to Academics, 6% to Journeymen and 4% to Kinesthetics.
•Nekoashi-dachi - A - (猫足立, cat foot stance) From Moto-dachi, slide the back foot back and move all the weight onto the back leg. Then sit down into the stance, with only the ball of the foot and toes of the front foot on the floor for balance. The back foot should be firmly planted at about 20 degrees. The front foot and back heel are in line to cover the groin. This stance is designed to make the front foot, or the "Cat's Foot" incredibly fast. Kicks and Trips from this position are unblockable.
•Mushin - A - "no mind" The Practitioner is able to correctly act without first needing to think. The benefits of Tactics begin in the same trn as the Use of Mushin, enabeling the practitioner to reroll their next failed roll.
•Heijushin - A - "common mind" The Practitioner is always ready for a strike or reaction. This means that surprise attacks, feints and distractions do not yeild the assailant with an extra turn.
•Embusen - A - Allows one to maintain an awareness of the location of the opponent at any given time, as well as proximity. This means that if the attacker scceeds Embusen and then succeeds a Targgeting roll, the Targeting bonuses contine to apply for the rest of the fight so long as the fighter continuues to strike for the same target.

Magic Spells

Diamonds……….Element: Air ……….Effect: Diamonds offers a lowered difficulty on the casting of any Air-aligned magic by 5%, and lowers difficulty on Mudras by 7%. ……….Difficulty: 40% ……….Meaning: Diamonds equivicates to Swords in the Tarot suits, and represents air, intellect, inspiration, prophesy and mental conflicts. Diamonds represent this hard and sharp-edged concept that cuts its weilder as often as the enemy.
Swords……….Element: Air ……….Effect: Swords enables the Castor to pull a drawn weapon out of their Tome and upon losing contact with the Tome it will become real and solid. This Sword can be used to oppose an assailant. The Sword does two Points of additional damage per Stage of Empyrean, for each successful blow. ……….Difficulty: 45% ……….Meaning: The Suit of Swords stands for intellect, the element of air, and is often depicting some sort of mental anguish, sorrow, prophetic dream, blind decision and other abuse of mental powers.
Moon……….Element: Light ……….Effect: Moon enables the castor to 'light dash' from one location to another, moving so quickly, it looks as though they have teleported. The caster can move a mximum of ten feet in a straight line in any one direction from where they started adn cannot pass through objects in their way. When defending causes the incoming attack to automatically miss. ……….Difficulty: 40% ……….Meaning: The Major Arcana card of Moon represents intuition, and more importantly becoming aware of it, ad beginning to follow where it leads, regardless of fears or uncertainties. It is trust and faith, and a start to understanding one's one limits and weaknesses.
Strength……….Element: Earth ……….Effect: Strength grants the caster strength for the following turn that triples the normal point value of a move. If used to attack, then the following move will do three-times the damage, if used to block, the following move will save three-times more Points. Strength also allows the caster in mundane situations to lift or move abnormally heavy things, such as fallen rubble trapping a friend, large beasts or such things normally beyond the conceivable weight limit. ……….Difficulty: 40% ……….Meaning: The Major Arcana card Strength symbolizes the strength of gentlness, rightness and persstance triumphing over brute force. It reminds us that there are more ways to win than by head-on attacking an obstacle.
Sun……….Element: Light ……….Effect: Causes the castor to be surrounded in a Blinding Aureole so that she cannot be targeted, and that causes the opponent to miss their next turn after its enactment.……….Difficulty: 40% ……….Meaning: The Major Arcana card of Sun represents reaching your goals, being at peace, finding enlightenment, and reaching that state of childlike ease and bliss of simplicity in wish anything is possible and nothing is difficult.
Fool……….Element: Mind ……….Effect: Enacting the Fool enables the castor to mysteriously succeed the next move that his rolls otherwise would have had him fail. The Fool can only be used to save one fail per casting, and it cannot be cast again until the previous Fool has been used. ……….Difficulty: 40% ……….Meaning: The Fool is a carefree soul who is so naive that he does not realize the danger he puts himself in, and perhaps because of that unwitting innocence, he safely walks through life, dangers crashing all around him. Eventually though, he will wander into a pitfall that will be his undoing.
Hermit……….Element: Time ……….Effect: The spell Hermit prevents the casting of Magic by any in the surrounding area for one turn of each person/creature affected. Normal attacks are still usable, but any magical augmentations placed upon those attacks are rendered impotent.……….Difficulty: 40% ……….Meaning: The Major Arcana card Hermit symbolizes patience, stepping back from the world, abstanance and quiet contemplation in solitude.
Cups……….Element: Water ……….Effect: Cups enables the Castor to draw a fully formed Potion out of their Tome to use. In order to draw a Potion from the Tome, the Castor must have in-depth knowledge of how the potion is created, and visualize the procedure as they draw the required components. Regardless of how many times a real version of the Potion can be used, each casting of Cups creates only 1 dosage.……….Difficulty: 45% ……….Meaning: The Suit of Cups stands for Emotional understanding, intuition, relationships, the element of water, ficklety, short-live attention or feelings.
Wands……….Element: Fire ……….Effect: Wands enables the Castor to draw a wand of their choice to imbue one status effect. Unlike normal status effects, the effects of Wands must be broken with an effort of will, and the opponent must roll higher than the casting of Wands to break it. Any damage caused by Wands does not reverse once the Spell is broken. ……….Difficulty: 45% ……….Meaning: The Suit of Wands stands for energy, conflict, instigation, the element of fire and discovery.
Justice……….Element: Shadow. ……….Effect: Justice enables the Caster to affect all enemies present, meaning not only an opponent but also familiars. Whatever damage is done to one target is then transferred instantly to the other members. If the target being attacked fails to block, all other memebers take equal unblockable damage.……….Difficulty: 45% ……….Meaning: The Major Arcana card of Justice depicts a blindfolded woman bearing scales and a sword with which to direct her judgments. Justice is impartial, showing no pity, remorse or bias. She demands balance, adjustment, compromise, in order to enable one to overcome the failures of one's past and impartially select the best choice of Action.
World……….Element: Ether. ……….Effect: Enables the caster to separate its spirit and mind from its body. This state lasts for three turns, but can be upkept by a successive roll equal to or higher than the casting roll. While in this state of accute awareness of all the self's systems, magics cast at the caster have a raised difficulty of 15%, physical attacks cannot be targeted and have a raised difficulty of 18% and status effects cannot effect the caster.……….Difficulty: 45% ……….Meaning: The Major Arcana card of The World represents the middle point between life and death, the path upon which begins the journey into the subconscious. The figure portrayed is androgynous, unaware of its own physicality as a being male or female, merely an entity of experience and energy able to travel to all manners of spiritual planes barred from the body.
Death……….Element: Poison. ……….Effect: Enables the caster to deactivate one technoring of their opponent, be that a familiar, technoequip or potion reserve etc. This technoring can no longer be utilized for the rest of the fight. If the technoring is activated at the time of Death, the wearer takes 5 damage that can only be soaked through Channelling.……….Difficulty: 45% ……….Meaning: Contrary to popular belief, the death card did not mean death or ill-fortune. The Death card stands for irrevocable change. It is symbolized by the most final, most certain, most unescapable change in the world- decay and death. The change implied by the Death card is that which is inevitable, seen coming and impossible to prevent or delay. Death can drop a man from riches to rags as easily as it can lift a pauper to the throne. It turns tables utterly, and the more you have the more you will be left lacking, and vice versa. Death is change, slow and inevitable, and unfeeling in its selections of those it affects.
Hanged Man……….Element: Electric. ……….Effect: Spell: Enables the Caster to see leylines, chakra energies and ether running through the world. This sight lasts for three turns and enables the Caster to target/channel with no added difficulty. It also grants a lowered difficulty of 15% on any reactionary move that responds to the opponents actions as instigation becomes apparent.……….Difficulty: 45% ……….Meaning: The Major Arcana card of the Hanged Man depicts a man hanging upside-down from the Tree of Life. The Hanged Man has taken a new view of the world, and thus sees it in a new and more truthful light. His wisdom is so extensive that he inspires and illuminates all those below him.


…// Augments ...
**__ Remember to incorporate any bonuses or extras you may have earned through quests etc into these values __**
~ Guyan -3%, when used to calm
~ Jupiter -3% when used to break barriers
~ Mushti -8% when used for magic, -5% when used to quell aggression
~ Garuda -3% when used for communication with familiars etc
~ Bhudy -3%, when used to focus
~ Prithiri - 3% when used to pick up surronudings/reaction time
~ Prayer -3% for spellwork
~ Pran -5% for targeting
~ Vajra -3% to boost energy, %4 to increase speed and accuracy
~ Mrit Sanjivini -8% protection from energy- or magic-based attacks
~ Bear Grip -5% to defend
~ Mahasirs -5% for first-aid/recharging Chakras
~ Apan -3% to cleanse body or mind/ strengthen Essence flow
~Ling -3% to fight toxins/poisons.
***
~Circle Circles are the most powerful of the protective Shapes. Circles are intensified if drawn with potent materials, such as salt for purification and against spiritual attack, blood against physical attack, purified water against monsters, and sacred earth against Outsiders. (-6% to defense, -9% if draw with the appropriate substance.)
~Cube Cubes are the potent containers of physical matter. They do not offer protection to what they contain, but they do prevent whatever is put inside from getting out. Make sure that the material the cube is made of is appropriate to the object one is attempting to contain. (+10% to attempted movements or attack)
~Rectangle Rectangles are strength, offer support and bolster existing qualities in something. If the surrounded object is strong, it will become stronger, if it is fast, it will become faster. These effects are not permenant, but temporary boosts. It cannot reverse effects that already exist, such as making a cracked breastplate stronger by mending the crack, and canoot increase qualities that are not already present in some moderate form - like installing courage into the cowardly. (-5% to repeat any skills successfully completed in the previous turn of actions.)
***
Indigo // Indigo is the colour of strength, intellect, wisdom, the subconscious or hidden mind, dreaming, the lines between reality and fantasy and is a powerful magic colour. Bonuses: Increases difficulty to block/cast magic by 4%; Decreases the difficulty on Will Checks or Essence Exposure Checks by 5%; lowers the difficulty on the second of two combined actions (i.e. a double punch) by 4%.
Silver // Silver represents the moon, femininity, secret power, intuition, the night, the tides, the ocean, health and secrecy. Bonuses: Increases the Karma gained from female deities by 1 Karma point; increases effects of Astronomy/Rhetoric/Botany/Philosophy by 5%
Black // Black is a colour of protection, mostly against hexes but also against ill-luck. It represents complexity, darkness, solidarity, difficulty, and evil, though black is usually used to mark the presence of evil as opposed to beig an evil colour in its own right. Black is the absence of the other colours. Bonuses: (If used without other colours, increase each of the following percentages by 2%) increases difficulty to block Dark magic by 4%; decreases physical damage by 1 point; increases actions against monsters by 2 points.
***
Active sentances direct magic out at a source. Passive sentances retain magic for the weilder or the weilder's party. Lowers Targeting difficulty by 2%.
Target // Difficulty // Special Affects
Body // +1% // Negates added difficulty due to speed, distance, motion etc.
Solar Plexus // +10% // Stuns for 1 turn; makes all following magic work +10% difficulty.
Groin // +10% // stuns 1 turn; +5% difficulty on all following strength and stamina.
Eye // +10% // Causes sightlessness; +10% difficulty on hit or block, negates targeting.
Head // +5% // Bypass armour (if helmet not worn); autokill low level monsters.
Lung // +10% // winds the opponent for 1 turn; all following speed and stamina difficulty +5%.
***
Moon// Moon does not merely represent our own moon, but all the moons of our solar system. It specifically refers to our own because as ours is closest it holds great sway over the rhythms of the creatures on the planet and even over some of the elements, such as water or air. The Moon represents the feminine side, shyness, healing, contemplation, magic and intuition. The Moon rules Cancer. (-8% for casting magic, increases the efficacy of healing items by +2)
Neptune// Neptune, the watery green-blue planet was well-named for Poseidon, God of the Sea and one of the Rulers of the Three Worlds in Greek mythology. Poseidon was said to be the one who made the best of the creatures and set them on land, the most famous of which is the horse. Neptune stands for divine brilliance, spiritual consciousness, and wisdom. A powerful planet for magic, it often evokes deep emotions from its children and is often considered a feminine planet of gentleness and vicious wrath, mothering care and suspicion. Neptune rules Pisces. (-10% for controlling Golems, Hybrids and other constructed tools, -2% for defensive magics)
Earth// While Earth does not have sway over itself, it is important to recognize as it is the source of all the Ether and the Essence which is usable for Magic and other intellectual endeavours. If tributes, sacrifices or libations are made to Mother Earth, the Castor who takes such care and shows such appreciation for the Giving Earth will find their magic casting more effective than those castors who abuse her gifts. (+4 to the affects of casting magics, but some libation must be made as a full action)

…// Special Augments ...

Gods' Gifts
God:
..........Cost: // Gift
..........Cost: // Gift
..........Cost: // Gift

Channeling
Open Chakras:
Max Soak:
Difficulty Soak:
Difficulty Charge:


__________Inventory__________


Technorings
Location:
Chest Left (Certed) -- Cirrus
Chest Right (Certed) -- Socrates
Belt Right (Certed) -- Malachite
Belt Left (Certed) -- Howlite
Wrist Left -- Tome
Wrist Right -- Megaton Grips
Left Leg 1 -- Sunspots
Left Leg 2 -- Caster Gun
Right Leg 1 (Certed) -- Limnanthes
Right Leg 2 -- Sword
Left Foot Inside -- Turbo Boots
Left Foot Outside -- Aero Boot
Right Foot Inside -- Turbo Boots
Right Foot Outside -- Aero Boot
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Technoequips
-Caster Gun // Effect // Left Leg 2
-Turboboots // +5 to Jump, Block, Hit. // Right and Left outside boot.
-Aeroboots // +5 to Jump, Block, Dash, and Fly // Right and Left inside boot.
-Megaton Grips // Effect // Right Wrist

Potions
-Sunspots x 1 Vial // Stuns for three turns

Castor Shots
-14 // Effect

Familiars
-Socrates // Cicus Pet
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-Howlite // Abberation
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-Malachite // Abberation
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-Cirrus // Golem
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-Limnanthes // Hybrid

Other
-Item // Effect
-Item // Effect

Supplies (For spell Casting, etc)
-Ink (black, blue, red) & Quill
-Marble Mortar & Pestle
-Brass Incense Burner
-Athame
-Notebooks

__________Knowledge__________

This where you list the how of what the Empyrean knows – recipes, instructions, specific details and conditions, etc etc. If there isn’t a section for what you need to list, just add one.

• Magical Theory ~ Bellona ~ Pg 3
Spell // Intructions

• Mathematics ~ Paxar ~ Pg 6
Number or Geometry // Effect

• Music ~ Nehna ~ Pg 10
Note // Effect

• Cooking ~ Tryna ~ Pg 11
Sunspots - This potion is made from Sundew flowers and boiled in an alembic. Do not Shake or it will explode. Can be released to light up areas and blind enemies.
Sacred Ground - Made from Green Coffee, this salve acts as a ward, protecting those within the circle from being physically attacked. No malignant force can enter the circle's barrier - so long as it is a complete circle, and no strike and reach outside of it!
Centaur's Blood - Needs Gorse, Crab Apple and Oak. Centaurs were unruly, beastly strong and magestic, and this Centaur's Blood will impart that godly strength on you for a short while!
Angel's Dirge - Need Star of Bethlehem, Greater Celandine, Monk's Hood and Agrimony. Heals damage done from physical attacks.

• Physical Education ~ Orrys ~ Pg 12
Move // Action

• Crafting ~ Kortus ~ Pg 13
(Perishable items and Animals require specific certificates to alter the techno ring. Other items can be stored regardless of size or weight.)
Technoequip // Effect

• Literature ~ Dameron ~ Pg 15
Active sentances direct magic out at a source. Passive sentances retain magic for the weilder or the weilder's party. Lowers Targeting difficulty by 2%.
Target // Difficulty // Special Affects
Body // +1% // Negates added difficulty due to speed, distance, motion etc.
Solar Plexus // +10% // Stuns for 1 turn; makes all following magic work +10% difficulty.
Groin // +10% // stuns 1 turn; +5% difficulty on all following strength and stamina.
Eye // +10% // Causes sightlessness; +10% difficulty on hit or block, negates targeting.
Head // +5% // Bypass armour (if helmet not worn); autokill low level monsters.
Lung // +10% // winds the opponent for 1 turn; all following speed and stamina difficulty +5%.


• Art ~ Raelyn ~ Pg 16
Indigo // Indigo is the colour of strength, intellect, wisdom, the subconscious or hidden mind, dreaming, the lines between reality and fantasy and is a powerful magic colour. Bonuses: Increases difficulty to block/cast magic by 4%; Decreases the difficulty on Will Checks or Essence Exposure Checks by 5%; lowers the difficulty on the second of two combined actions (i.e. a double punch) by 4%.
Silver // Silver represents the moon, femininity, secret power, intuition, the night, the tides, the ocean, health and secrecy. Bonuses: Increases the Karma gained from female deities by 1 Karma point; increases effects of Astronomy/Rhetoric/Botany/Philosophy by 5%
Black // Black is a colour of protection, mostly against hexes but also against ill-luck. It represents complexity, darkness, solidarity, difficulty, and evil, though black is usually used to mark the presence of evil as opposed to beig an evil colour in its own right. Black is the absence of the other colours. Bonuses: (If used without other colours, increase each of the following percentages by 2%) increases difficulty to block Dark magic by 4%; decreases physical damage by 1 point; increases actions against monsters by 2 points.

• Rhetoric ~ Melonia ~ Pg 17
Guyan Mudra - The Power of Jupiter. Guyan Mudra mixes fire with air and stimulates personal ability, knowledge and instills a sense of calm.
Jupiter Mudra - Barrier breaker, can not only create barriers to help defend, but can also help penetrate another's barriers.

Mudra // Instructions

Astronomy: We learned about the Planets, and then the spell Biquintile.

• Dreaming Pool ~ Ardys
Skill // Instructions

__________Familiars__________

Abberation Statistics
Name: Howlite
Elemental Type: Light
HP: 15
Number of Actions: 5 turns
Init: 3 (5 when resonating with other Abberations)

Skills
...// Base Skills
Magic Spells
Lunar Beam……….Effect: 4 points of magical damage, 6 points to Elements weak against Light.……….Difficulty: 30%……….Action: 5/5
Light Shield……….Effect: Defends against 4 points of magical damage, 6 points of Light aligned magic.……….Difficulty: 30%……….Action: 5/5
Virtue……….Effect: Takes the best skill of the master (select one to apply Virtue to) and lowers the difficulty to perform it by 5% each turn until Howlite is defeated or retired, at which point the skill returns to normal levels.……….Difficulty: 40%……….Action: 3/3


Name: Malachite
Elemental Type: Poison
HP: 15
Number of Actions: 5 turns
Init: 3 (5 when resonating with other Abberations)

Skills
...// Base Skills
Magic Spells
Breath of Poison……….Effect:4 points of magical damage, 6 points to Elements weak against Poison ……….Difficulty: 30$……….Action: 5/5
Bone Shield……….Effect: Defends against 4 points of magical damage, 6 points of Bone aligned magic ……….Difficulty: 30%……….Action: 5/5
Medusa……….Effect: Malachite lashes out at a target with snake-like poisonous bands that do 2 damage with each bite, and cause petrification to spread 2 inches each turn following unless checked by petrification salves or potions.……….Difficulty: 40%……….Action: 3/3


Golem Statistics
Name: Cirrus
Type: Cloudburst Mist
Elemental Type: Air
HP: 8 (Durability + Potency x 2 + Stage Bonus)
Number of Actions: 8
Init: 8

Independance: High (3)
Cognizance: Extremely High (4)
Potency: Medium (2)
Speed: Extremely High (4)
Durability: Low (1)

Skills
...// Base Skills
Physical Attacks
Fly………. Effect: Cause rain to fall when in flight ……….Difficulty: 25%……….Action: 8 turns max.
Mawashigeri………. Effect ……….Difficulty: 30%……….Action: 10/10
Maegeri Keage………. Effect ……….Difficulty: 30%……….Action: 10/10
Yokogeri Keage………. Effect ……….Difficulty: 30%……….Action: 10/10
Dodge:………. Effect ……….Difficulty: 25%……….Action: 1 turn
Tactics:………. Effect: Lowers difficulty to strike/block by 15% on the next 4 actions ……….Difficulty: 65%……….Action: 2 turns

Magic Spells
Thundershaft Bow……….Effect: 6 points of damage; Metal based/armoured creatures and Water aligned creatures have a difficulty of 70% to block……….Difficulty: 35%……….Action: 6/6
Rainshower……….Effect: Slows armoured creatures/individuals by 5% difficulty on agility/stamina related tasks/skills, if used prior to Thundershaft, increased Thundershaft's damage by 2.……….Difficulty: 25%……….Action: 4/4
Mist Cloud……….Effect: Negates Targeting on Cirrus or Grave……….Difficulty: 25%……….Action: 4/4
Regenerate……….Effect: Regains 1 HP every time Air or Water magic is used (including Storm and Ice properties) ……….Difficulty: 20%……….Action: 8/8
Resolute……….Effect: -15% for following action……….Difficulty: 30%……….Action: 8/8
Spell……….Effect……….Difficulty……….Action


Cicus Statistics
Name: Socrates
Type: Cicus Gargoyle
Elemental Type: Earth-Time
HP: 30
Number of Actions: 5
Init: 3

Skills
...// Base Skills
Physical Attacks
Rockskin………. Effect: Automatic deflection of 1 point of damage from physical attacks ……….Difficulty: 20% ……….Action: 1 turn
Fly………. Effect: ……….Difficulty: 35% ……….Action: 5 turns max
Tail Whip………. Effect: 3 points of damage ……….Difficulty: 30%……….Action: 10/10
Claw………. Effect: 3 points of damage ……….Difficulty: 25%……….Action: 10/10

Magic Spells
Camoflauge……….Effect: Makes himself and anything he holds onto invisible against the background. ……….Difficulty: 30%……….Action: 5/5
Petrification……….Effect: Turns a target to rock while Socrates touches the target, protecting target from up to 6 points of damage per turn.……….Difficulty: 40%……….Action: 3/3


Hybrids
Name: Limnanthes
Type: Fauna (Greyhound, Black Beetle, Glow Worm, Cicada)
HP: 13
Number of Actions: 3 turns.
Init: 6

Essence: +2

Skills
...// Base Skills
Bite………. Effect: does 3 points of damage ……….Difficulty: 25%……….Action: 1 turn

...// Specialty Skills
Paper Eater……….Effect: Can consume mundane and magical parchment/scrolls/paper products, enabling Grave to destroy failed Grimoire attempts and hexes so that they don't do harm. ……….Difficulty: 40%……….Action: 1 turn
Illuminate……….Effect: Lights up an area, even if pitch black, to comfortable reading brightness. ……….Difficulty: 25% ……….Action: 3 turns max.
Wind Messenger………. Effect: Can transport messages from Grave to any target, and back at incredible speeds. Can cover 5km/minute. ……….Difficulty: 30%……….Action: 3 turn max.


Monster Statistics
Name:
Type:
HP:
Number of Actions:
Init: (Speed + Intelligence)

Intelligence:
Potency:
Strength:
Speed:
Constitution:
Obedience:

Skills
...// Base Skills
Physical Attacks
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action
Attack………. Effect ……….Difficulty……….Action

Magic Spells
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action
Spell……….Effect……….Difficulty……….Action

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Thu May 25, 2006 7:17 am


Notebook

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Grave's School Notebook

Borrowed Books:
Sept 24th, borrowed three books from Requiem:
~ Short Stories of Edgar Alan Poe
~ Hand Guide to Mudras
*Learned the Mudras Mushti (to strengthen his outward attacks), Garuda (lessening damage to normal levels - Grave intends to use this when fighting Journeyman and Kinesthetic Empyreans) and Bhudy (to calm his heart and mind in times of trouble, and hopefully overcome his tendancy to become paralyzed in the face of fear).
~ Technomagic - Use and Care
*Learned about Modified and Certified Technorings.
March 14th, borrowed three books from Requiem:
~Healing Power of the Chakras
*
~Sparring (learned Dash, Feint, Snap)
~Magical Properties of Wordly Ingredients.
April 12th, borrowed three books from Requiem:
~Mudras (learned Prithiri (heightening senses and awareness), Pran (targeting body parts without expending extra energy) and Prayer (good luck for use prior to Grimoire Magic))
~Sparring (learned Speed, Tactics, Stamina)
~Grimoire Magic (learned Cups, Wands, Justice)
August 12th, borrowed three books from Requiem:
~Chromatic Art (Black, Silver, Indigo)
~Targeting Practices and Applications (Body, Solar Plexus, Groin)
~Targeting Practices and Applications (Eye, Head, Lung)
September 7th, borrowed three books from Requiem:
~Intermediate Grimoire Magic (learned World, Death and Hanged Man)
~Encylopeadia of Mudras (Vajra, Mrit Sanjivini, Bear Grip)
~Encyclopeadia of Mudras (Mahasirs, Apan, Ling)
September 11th, borrowed three books from Requiem:
~Advanced Tactics for Duelling (learned Embusen, Mushin and Heijushin)
~Inclusive Geometry 101 (learned Cube, Rectangle, Circle)
~The Skies Above (Moon, Neptune, Earth)
PostPosted: Thu May 25, 2006 7:51 am


Journal

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Grave's Journal

Classmates:
Amelia - A Phlegmatic girl I met in Dameron's Literature class. She seems nice enough. I'd like to study with her, if I get the chance.
Mathiaz - A Sanguine boy I also (unfortunately) met in Dameron's Literature class. This boy doesn't care one watt about school or study. I don't even know why he's here.
-Edit- After some quality time with Mathiaz (though that took a few tries) I think we've come to anunderstanding. He's trying to behave himself, and i like this new side of Mathiaz a lot more. Makes me kind of...flush in the cheeks.
-Edit- I've grown to love Mathiaz. His passion and his vigour energize me, and make me feel alive like no one else can. When I'm with him I feel bold and brave, as if we could do anything and it would be worth it no matter what happens.
Tavon - A Choleric boy I met in Kortus' Crafting class. He came in a little bit late, but he seems to care about the subject matter. He's very quiet, I'm not too sure what kind of person he is yet...
Arwen - A Melancholy girl I met in the Teacher's Lounge. she and I seem to have much in common... I hope to spend more time with her.
Dariyn - A Phlegmatic boy I met in the Library during Free Time. He's got an eye for art and a love for books. I hope to spend more time with him.
Ubel - A Melancholic boy in my class. Ubel is...a kindred spirit, beautiful and delicate. I feel a deep desire to guide him, and protect him, and keep him close to me...
-Edit- I love him. Simple as that. Ubel is so charmng, and we share so much in common, It is such a release and a pleasure being with him. I feel I could tell him anything. I would give anything to keep him happy and safe. I want to show him a beautiful world...
Morrow - A Melancholic boy I met in passing. He drew a picture of me, and wants me to model for him sometime.
-Edit- Morrow is frighteningly possessive of Dariyn. To a point where it is almost like he treats him as a pet or a familiar, owned and controlled. I never want to get on his bad side. Yikes.
Aysel - A Melancholy girl in my classes. I don't know what I did, but Aysel hates me. I tried to win her friendship by making her a lovely dinner on the water, but she was a proverbial Ice Queen.
-Edit- She and I had a duel in the Paintball Game, and it turned rather ugly. I'm ashamed of how I acted, but still... I don't think I've done anything to deserve the way she treats me.
-Edit- We did some talking, and things are on a testy, tense, though less hostile ground between us. I always feel on my guard and wary with her. what a strain.
-Edit- Aysel and I have become friends. Although there exists stilla slight rivalry between us, it is truly out of the desire to test ourselves and to help each toher improve. I love her as a sister. And I think someday in the far future, she'll be there beside me...
Torrid - A Choleric boy I spend time with outside of class. He's suppose to be in my blocks, but I never seem to see him in class. He's an absolute sweetheart, a true heart of gold.
-Edit- I have found myself needing Torrid in a way I wouldn't have expected. Torrid makes me feel safe, and keeps me warm, and cheers me up when I am sad. With Torrid I can tell all my fears and all my faults and know that he still loves me. He has earned my love, truly.
-Edit- We got to play Paintball together, and what a blast it was! I really hope he shows up to class one of these das instead of borrowing my notes.
Nadyrr - A Choleric boy I met in class and fought alongside with him in the Paintball Wars. He's a tad shy, but a good boy, and kind-hearted. I enjoy him immensely.
Kallisto - A Sanguine girl I've seen in class. I sat with her at the Yule Revel and enjoyed her company. I hope to get to spend more time with her in the future.
Antigone - A Fiesty Sanguine in my classes. She is Aysel's lover, and quite beautiful to behold. While we admitted a mutual attraction, it was decided best for both of us to refrain out of due respect to our respective lovers.
Riaan - A sweet and gentle Phlegmatic boy who reminds me quite thouroughly of Ubel. A little Darling. I hope to see him around class.
Regulus - An aloof Melancholy, in a way he reminds me of Aysel when i first met her. I suspect Regulus will be much more of a challange, but that makes it all the more tempting to break into him and get to see what lies under the icy exterior.

Teachers:
Dameron - This man is really breathtaking. He's a Melancholy Academic like me...I only hope that someday I can be as impressive as he is.
Kortus - This man was so imposing to behold, but he was really quite nice, and extremely generous. He gave me a pair of Aero Boots for figuring out how to activate a Technoring.
Melonia - I still feel like there's more to her than just the calm air she puts on. Still, her class was very informative.
Bellona - She was ...to say the very least, enchanting and beautiful. I look forward to taking her class very much. Until then, I only hope I have another opportunity to speak with her in the Teacher's Lounge.
Tryna - I met Tryna in the Infirmary when she used Medea's Salve to heal the rash I sustained from the encounter with the Poison Ivy when Mathiaz and I freed Verin. I then took class with her. She's an exhuberant, informative and knowledgable teacher. I enjoyed her class a great deal.
Elias - Elias is captivating and beautiful to say the very least. He actually took my breath away when I saw him. Some of the additions that Empyreans grow kind of frighten me, but Elias proves that even hte stranger nes can still remain exquisitely beautiful. His class was amazing, not only the show of lights at the start, but also his teaching us Biquintile!
Abrid - Abrid took us on a fieldtrip, and used his magic to make himself look like a Deumus monster. I was honestly so frightened. I can't believe I just froze like that. I felt so sick I could've vomited. I wonder if Abrid does that to every group f students.
Lelaus - Lelaus was the other teacher that took us out on the fieldtrip. nd honestly, the fact that the Metatrons agreed to that, kind of scares me. Lelaus is a little hyper, and kinda scatterbrained, and his relish at terrifying his students is a tad worrying. I don't think I'd want to rely on him if my life was on the line.
Orrys - Orrys was the Physical Education teacher. While he was a little neglectful in the Paintball Wars, he was a good teacher for PE. I want to be better at sparring than I am. I think I'll need to practise.
Elias - Strikingly beautiful, and quite charismatic in his own beguiling way, Elias mesmerized me quite thouroughly. He certainly instilled an intense interest in his subject matter. I hope to speak with him more in the Teacher's Lounge.
Bardane - Bardane is...well....strict, stern, no-nonesense. He practically beat Torrid for being late to class. I don't want to cross him, myself. I just hope my handwriting is acceptable when I hand in my assignment.
Raelyn - Raelyn is sweet and rather silly when she's sloshed on Shnappy. As a Teacher she's gentle and kind.
Paxar - Eerie and complicated. He can teach, but his methods don't work well for me.
Bellona - She was ornery after her encounter with Mechiresa.
Quenda - A very kind and patient teacher.
Tamerind - Very stern. She tends to repeat herself instad of answering questions.


Other Acquaintances:
Requiem - The Librarian. Requiem and I have become fast friends. I see a lot of him , borrowing books. He's charming, intelligent and very thoughtful. He's a great help, and a good friend I can rely on.
Verin - Mathiaz's Cicus Fox Familiar. I helped Mathiaz rescue Verin from a patch of poison ivy in the Flora Gardens.
Gregor - Met him around St. Valentine's Day when he stole Tryna's Eros Arrow Potion, and used it on her. I'm not sure what to think of him. He's handsome, but there's something childish, and broken inside that man. All his Haughtiness and brutish nature is a raw facade... In that sense I believe he and Bardane have something in common.
Lus - Met him around St. Valentine's too, he was Tryna's Knight in shining armor. He's a swell guy, though a bit Gruff. I'd trust him with my well-being if it came down to it.
Metro - A lot of fun and cleverness packed into a Miniature Empyrean. He's a good person, from all I can gather.
Euphrasia - My first stop outside the White District. I went to Euphrasia to inquire about my Abberation Stones and find out their capabilities. She's sweet and knowledgable.

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Thu May 25, 2006 7:36 pm


Pets & Familiars


Abberations:
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Malachite is a carbonate mineral, copper(II) carbonate hydroxide Cu2CO3(OH)2. It crystallizes in the monoclinic crystal system, and most often forms botryoidal, fibrous, or stalagmitic masses. Individual crystals are rare, but do occur as slender to acicular prisms. Pseudomorphs after more tabular or blocky azurite crystals also occur.

Malachite often results from weathering of copper ores and is often found together with azurite (Cu3(CO3)2(OH)2), goethite, and calcite. Except for the vibrant green colour, the properties of malachite are very similar to those of azurite and aggregates of the two minerals together are frequently found, although malachite is more common than azurite. Typically associated with copper deposits associated with limestones, the source of the carbonate.

The stone's name derives (via Latin and French) from Greek molochitis, "mallow-green stone", from molochē, variant of malachē, "mallow". Malachite was used as a mineral pigment in green paints from antiquity until about 1800. The pigment is moderately lightfast, very sensitive to acids and varying in colour. The natural form was being replaced by its synthetic form, verditer amongst other synthetic greens.

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Formula: Ca2 B5 SiO9 (OH)5
System: Monoclinic Colour: White; colourless in ...
Hardness: 3½
Name: After Henry How (1828 - 1879) Canadian chemist, geologist, and mineralogist, of Nova Scotia, who first described the species.
Year of Discovery: 1868
Associated Minerals at type locality: Ulexite Gypsum Anhydrite
Occurrences of Howlite
Geological Setting: In borate deposits
Physical Properties of Howlite
Lustre: Sub-Vitreous
Diapheny (Transparency): Translucent on thin edges
Colour: White; colourless in transmitted light
Streak: White
Hardness (Mohs): 3½
Comment: Even and smooth in porcelaneous types.
Density (measured): 2.53 - 2.59 g/cm3
Density (calculated): 2.61 g/cm3

Golems:
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Cirrus
Golem Shard: Cloudburst Mist
Protocol: Duellist
Elemental Type: Electric
Health Pool: 4
Initiative: 11
Stats: Toughness: Medium; Potency: Low; Speed: Extremely High; Cognizance: High; Independance: Extremely High.
Stage Bonus: +2
Specialty Skills:
Normal Skills:
Notes: Cirrus is a highly active Golem, easily making his own decisions and learning from the responses of his opponents to better counter their attacks and defences. He always remains in flight, and while he remains in flight he has a 78% to hit.
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Cicus Pets:
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Socrates - Gargoyle

Hybrids:
Limnanthes
PostPosted: Sat May 27, 2006 10:56 pm


Credits


Base Credits: 3

Lune Credits: 5

Sol Credits: 8

Purchases:
Danna - Hybrid Commission
Kallisto - Angel's Dirge Potion

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Wed May 31, 2006 5:56 pm


Sparring Record

Current Hit Points: 17/15

Matches: 6. Wins: 3. Losses: 2. Ties: 1.


Jan 26th~ Concluded First sparring match. Aysel Versus Grave. Aysel won with 8/10 points remaining.

Feb 15th~ Concluded sparring match with Kallisto. Kallisto won with 5/10 points remaining.

July 7th~ Concluded sparring match with Kallisto. Grave won with 1/10 points remaining.

August ??~ Concluded sparring match with Kallisto. Stale Mate, agreed upon as a draw.

August 1st~ Concluded sparring match with Abacus. Grave won with 11/15 points remaining (after starting with 11 to even the score with Abacus who was then a Zero).

September 7th~ Sparring Match with Khamsyn. Grave Won with 16/15 points remaining.

Transcendance Requirements


Stage One Examination
Your Username: Taro Rae
Your Empyrean's Name: Grave
~Please have your Empyrean answer the following questions~
1. Have you borrowed at least 9 References from the Library? Which Subjects?
2. Which form of Magic have you selected to study?
Grimoire Magic
3. Have you learned at least three Spells from the Stage One Lists? Which?
4. Have you obtained one of the following: Abberation, Cicus Pet, Golem, Hybrid, Monster? Which?
Abberation: Howlite, Malachite. Cicus Pet: Gargoyle. Golem: Cirrus.
5. Have you bought/crafted/obtained one of the following: technoequip, item, alchemical potion, medicinal remedy, Caster Gun/Caster shells? Which?
Technoequip: Aeroboots, Caster Gun,
Alchemical Potion: Sunspots.
6. Which Apprenticeship/Career do you hold? If Apprenticeship, do you plan on upgrading to Career or switching Apprenticeships?
Librarian's Assistant. Yes.
7. Have you attended at least 1 Special Event since your last Transcendance? Which?
Mandrake Harvest Event.
8. Have you maintained/forged a relationship with another Empyrean? Do they reside with you in your Housing Commission?
Torrid, Ubel, Mathiaz. Aysel - Best Friend. No they don't.

Stage One Examination
Your Username: Taro Rae
Your Empyrean's Name: Grave
~Please have your Empyrean answer the following questions~
1. Have you borrowed at least 9 References from the Library? Which Subjects?
References:
Magical Theory:
1. Intermediate Grimoire Magic (Cups, Wands, Justice)
2. Intermediate Grimoire Magic (World, Death, Hanged Man)
Sparring:
3. Advanced Tactics for Duelling (Speed, Tactics, Stamina)
4. Advanced Tactics for Duelling (Embusen, Heijushin, Mushin)
Rhetoric:
5. Encyclopaedia of Mudras (Prithiri, Pran, Prayer)
6. Encyclopaedia of Mudras (Vajra, Mrit Sanjivini, Bear Grip)
7. Encyclopaedia of Mudras (Mahasirs, Apan, Ling)
Astronomy:
8. The Skies Above (Moon, Neptune, Earth)
Mathematics:
9. Inclusive Geometry 101 (Rectangle, Circle, Cube)
Art:
10. Chromatic Art (Indigo, Black, Silver)


2. Which form of Magic have you selected to study?
Grimoire
3. Have you learned at least three Spells from the Stage One Lists? Which?
Grimoire Stage One:
1. Diamonds
2. Swords
3. Moon
4. Strength
5. Sun
6. Fool
7. Hermit


4. Have you obtained one of the following: Aberration, Cicus Pet, Golem, Hybrid, Monster? Which?
Aberrations:
1. Malachite
2. Howlite
Golem:
1. Cirrus
Hybrid:
1. Limnanthes
Cicus Gargoyle
1. Socrates


5. Have you bought/crafted/obtained one of the following: technoequip, item, alchemical potion, medicinal remedy, Caster Gun/Caster shells? Which?
Bought a vial of Angel's Dirge from Kallisto's Shop, the Magnum Opus

6. Which Apprenticeship/Career do you hold? If Apprenticeship, do you plan on upgrading to Career or switching Apprenticeships?
Librarian's Assistant - I intend on making this my first Career and taking a second as a stage Two (Teacher's Assistant)

7. Have you attended at least 1 Special Event since your last Transcendence? Which?
Run Run Rudolph Event, Wave Your Banner High Event, Lovely Pin-Up Event.

8. Have you maintained/forged a relationship with another Empyrean? Do they reside with you in your Housing Commission?
For old friends, I am still very close with Kallisto. For new aquaintences I am swiftly forming a sturdy relationship with Khamsyn, my colleague. My other friends are the flow around me, and each hold a special place for me.
PostPosted: Thu Jun 01, 2006 6:19 pm


Profession in the City


JOB:
Stage Zero~ Librarian's Assistant. "Helps the Students find appropriate books for class learning."
Stage One~ Librarian's Assistant. "Helps the Students find appropriate books for class learning."

POSITION:
Grave wants to be a Grigori.

In order to be a Grigori, Grave needs a Win Record of 3 in Sparring.
He needs to learn how to use a Sword.
He needs to study one form of Magic - he has chosen Grimoire Magic.
He must have ascended to Stage Two in order to take the test.

Housing Commission


Grave chose to live in the Black District, on Sanctuary Drive, the road that leads up to the outer entrance to the Library. He kept space for his three loves: Torrid, Ubel and Mathiaz. His House can be found here:

Sanctuary #7

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Fri Jun 02, 2006 8:58 am


Events


May 08 2006: Grave is brought into the city, and fused with the Melancholy Essence.
June 13 2006: Grave gets his first Techno-equip! A pair of Aero Boots from Professor Kortus.
August 27 2006: Grave attends a concert put on by Nehna.
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October 31 2006: Grave goes on a Fieldtrip to the Melancholia District, as led by Abrid and Lelaus.
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November 12th to November 18th 2006: Grave partakes in the Paintball Wars held by Orrys.
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February 5th to 12th 2007: Grave partakes in the Hunt for the missing Eros Arrow potion made by Tryna.
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March 13th to 16th 2007: Grave gets plastered in the Teacher's Lounge with Metro and Raelyn for St. Patty's Day.
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May 11th: First Year Anniversary for Empyreans
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June Event: Sleeping Beauty in which Professora Bellona was attacked by Mechiresa.
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July Event: Empyrean Chess, in which Team Black won.
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August Event: Wanna Job, Taro hired as Game Moderator, RP Manager, Enforcer, Maintenance Crew.
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September Event: Mandrake Harvest; Team Beta with Blayk.
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PostPosted: Sat Jun 03, 2006 7:03 pm


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This is the original art for Grave.
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A headshot that I will colour at some point.
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Another headshot. Originally for a sigmap concept...but it didn't get included, so it sits here.
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Grave's Stage Zero posting Speech Bubble.
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Ahddy tutoring Grave on his Calligraphy skills. *shot*
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This is the art for the Grave Homage Plushie.
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This is the art for the Grave Dream Plushie...and that's what he'll look like some day....
random work doodlies:
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Grave stage One!
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Grave as the Queen's Side Black Bishop from the Chess Event.
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Grave and his best friend, Aysel. That curl he's got is his favourite. XD
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Grave as a Vampire. I thought he might dress up as a Lamia for hallowe'en, but he ended up dressing up as a pharoah. XD.
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Stage One SB~
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Stage Two full art~

Art by Others
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By Mia Sharra~
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Drawn by the delightful Taejira heart
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By the talented Demoral! heart So sexy~
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Grave and Torrid, by Balo heart
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Commissioned at AE2007
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Commissioned at AE2007 by Lyah.
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Torrid and Grave from AE2007~
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By Graph of Blayk and Grave from the Mandrake Harvest Team Beta.
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By Em~
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Grave by Mussoh~
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Grave and Pyou by BflatMINOR~
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Commissioned at AE2008~
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Commissioned at AE2008~
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Commissioned at AE2008, by Meggu~

Taro Rae
Captain


Taro Rae
Captain

PostPosted: Sun Jun 04, 2006 4:59 am


Desired Additions


Stage One

`Felis Ears Pointed
`Felis Fangs
`Felis Central Stud Horn
`Add length to hair (eartails)
`Add earrings (one silver cuff in each ear)
`Canine Tail (silver fox tail tipped in black)
`Angelic Torso (fade from lavender to silver)
`Felis Bangles (silver)

Stage Two

`Felis Double Horn
`Second Fox Tail (silver to black)
`Demonic Shoulders (right silver, left black)
`Angelic arms (lavender to silver)
`Add earrings (second silver cuff to both ears)

Stage Three

`Felis Tribal Markings (black)
`Third Fox Tail (silver to black)
`Demonic Wings (right black, left silver)
`Inverted Wings (upper set)
`Demonic Feet (black)
`Felis Essence Emissions (horns, bangles)
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Empyrean Specifics

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