|
|
|
|
|
|
Posted: Tue Jan 02, 2007 7:41 am
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:19 pm
Taro's Post Navigation Rules Biographies The Alignment of Phlegm Studies Friends and Enemies Work Log Event Log Misc RP Log Inventory Technoequips Photo Album Desired Additions Timeline
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:20 pm
Follow the rules!
No posting without permission This journal will contain personal thoughts and theories that the other characters may or may not be privy to, so please keep this in mind if reading through. If dropping off something, please do so IC Please keep OOC posts to a minimum Visiting is encouraged but remember this journal doubles as the private residence of the characters Charatcer concept and art (c) Taro Rae but character development is by me (SkieBorne). No stealing or I shall beat you with a very sharp, heavy, and pointy stick - several times over. Be polite and literate. ^_~
The RP logs will be listed on the front page and posted elsewhere in the journal. A link will take you from one place to another.
Please make all requests to RP in the journal in OOC, that way I won't lose who I'm RPing with and can keep track. Confused Skie = nonsense Skie.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:22 pm
  Name: Argentum Gender: Male Age: 31 Stage: Two Alignment: Phlegmatic Echo Orientation: Journeyman Job: Nurse / Prophet Bond Day: December x 2006 Height: 5'8" Hair colour: Pale blue Skin: Rich medium blue with darker blue spots in places Eye: Gold Additions: Angelic Halo (hoop), Angelic Ears, Inverted Angelic Wings, Aqueous Spots (wings, arms, face, legs, torso), Angelic Feet, (feet of some kind) Apprenticeship: Tryna - Nurse Position: Hopes to become a member of the Chorus (specializing in scrying and divination magic) Magic: Ritual Likes: Dowsing, crystal gazing, star gazing, meditation, quiet and calm atmospheres, making friends, and helping out, tending to the needs of others, loves sweets – especially fruit flavoured ones Dislikes: Rule breakers, seeing others hurt, being the one to make decisions, the unknown, seeing his echo hurt : razz ersonality:: Argentum on the other hand can see no harm in helping someone who appears to be in need of it. He wants to pursue a career that wil enable him to help the city at large, preferrably where his talents lay - scrying and ritual magic. He’ll always try to see the good in people and is too trusting in this. As a result, he’s often drawn to those who appear pleasant and a first impression is a lasting impression for Argentum. If you’re nice to him the first time you meet, he’ll likely always view you in a positive light. He’s also easily attracted to others but fears pursuing these interests would result in he and his echo growing apart. He too cares deeply for his echo and Aureus’ word is golden. If ever there is a conflict between what someone says and what Aureus says, Argentum will take Aureus’ side regardless of whether or not Aureus is correct. Argentum also likes to play more of a supporting role in any group as he becomes very uncomfortable when made to make decisions – just about the only time he will make a solid and lasting decision is when practicing his divination skills, otherwise he is full of worry that a faulty decision may cause someone harm or make a situation worse.


Name: Aureus Gender: Male Age: 31 Stage: Two Alignment: Phlegmatic Echo Orientation: Journeyman Job: Nurse / Prophet Bond Day: December x 2006 Height: 5’8” Hair colour: Pale yellow Skin: Rich medium yellow with darker gold bands in places Eye: Blue Additions: Angelic Halo (disk), Angelic Ears, Inverted Angelic Wings, Aqueous Stripes (wings, arms, face, legs, torso), Angelic Feet, (feet of some kind) Apprenticeship: to be decided, likely with Argentum as a Nurse Position: Hopes to become a member of the Chorus (specializing in enchantments and scrying) Magic: Ritual Likes: divination, fortune telling, mystical relationship between all things, star-gazing, memory games, meditation, making friends and helping out with studies, loves sweets – especially sour ones Dislikes: being used, bullying, slander, being wrong, the unknown, seeing his echo hurt : razz ersonality:: Aureus is a gentle soul but protective of his echo. He has strong convictions to certain things, though his precise opinion is known to vary with how much he knows about something. He cares very deeply about his echo and tries to draw Argentum out of his shell to show him to world Aureus is so eager to explore. He hopes to aspire into something grand, like a talented Seraphim who works in tandem with his brother to help rid the city of those who would do it harm Both he and Argentum have wonderful senses of humor and are capable of laughing at themselves, however they both are rather sensitive to jabs made at their echo and can become awfully sour if this occurs. They are also both prone to fits of jealousy if they are interested in someone and another also shows interest. Both are compassionate and always willing to lend an ear to try to help, often offering to use their skills to help solve whatever issue is at hand. Aureus, however, does not like his offers to be abused and abhors those who would use him or his echo for such favours.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:23 pm
   Alignments: Phlegm Phlegm is the Essence of the Heart, and are assigned to the Blue District.
Colours: Blue, white, light yellow, platinum, light green, pink, pastel colours, soft shades, faded or pale hues.
Attributes: Good with interpersonal relations, teaching, music, law, philosophy, mathematics, Ritual Magic.
Personality Traits: Watery personality, sociable, dramatic, talkative, expressive, easily attracted and quick to fall in love, sensitive, empathetic, compassionate, suspicious.
Koppa Ouroboros: The Koppa Ouroboros is the sign used by the Phlegm Empyreans and depicts a serpent devouring its own tail. The Koppa symbolizes self-doubt, internalizing contemplation, unending queries, eternal life and delving deeper into mysteries. The Phlegm understand emotions, reactions and motives better than any other Alignment, but as sensitive as they are, other Empyreans hurting their feelings is not a large concern as the Phlegm are a far greater threat to themselves because of their bad habits of doubting, second-guessing, suspiciouns, jealousy, depression and inferiority complexes. The Koppa shows a serpent that survives by devouring its own tail, and so never grows and never shinks, but remains the same through equal sacrifice. The Koppa is a key symbol for alchemy and ritual magic, for both its balanced proportions and its connotations. All Phlegm Aligned Empyreans will wear their Koppa 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 Phlegm are best suited to the Academic or Journeyman Orientations as it allows them to focus on people, their key interest, whether it be remaining level two in the city working in the more mundane shops as cooks, tailors, shoemakers, bookbinders or the like, the Phlegm tend to lag behind in their own personal skills not out of lack of ability but out of concern for making their friends look/do well.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:24 pm
 Class Notes and Impressions Best Classes: Astromony, Magical Theory, Rhetoric Least liked classes: Animal Care, Science, Physical Education Apprenticeship: Prophets under Ardys, Nurses under Euphrasia Desired Position: Chorus Deity Worshiped: Mimir - God of Knowledge, Sin - Moon God Magic: Bardic Ritual Magic Hit Points: 23 HP Base Actions: 8 Actions Permanent Augments: -10% to base actions Apprenticeship Skills:ProphetDowsing - Dowsing informationScrying - Scrying informationLecanomancy - A branch of crystalomancy (divination by water). One method was to throw objects into a full container of water and to interpret the images they formed in the water, or the sounds made when the objects struck the water. .......Another, more elaborate method was to place a silver vase filled with water on a moonlit night . Then let the light from a candle be reflected from a blade of a knife onto the water and the inquirer comments on the images formed on the water. .......Lecanomancy is a form of divination in which a diviner uses stones, oil, or meditation, coupled with a basin of water. Stones are dropped in the basin and the sound of the dropping along with the ripples formed are interpreted. When oil is used, the oil is poured into the water and the shapes it forms are interpreted. For meditation, the water is gazed upon, invoking a self-hypnotic state for divination.Ichthyomancy - Divination by the examination of fish offered for a sacrifice. This can be extended to include the actions of living fish, which have many traditional interpretations,Chiromancy - Information Aeromancy - Info 1 Info 2Geomancy - General information Geomantic figuresSin - moon god (also known as Nanna)3 - Triad - (Light) - The Faithful invokes the powers of Venus, the Sun and Moon into the Triad of Sin. This Triad strengthens all astronomy and astrology charms and augments but 15%. 8 - En-zu - (Mind) - The Faithful dons a lapis lazuli 'beard' dedicated to Sin. While wearing the 'beard' he becomes the En-zu, the Lord of Wisdom. Any skill that requires intelligence (such as mathematics, harmonies in music, divinations or study) has a lowered difficulty of 20%. 15 - Crescent - (Light) - The Faithful crafts 30 Crescents of any material - though preferably made of gold or silver or painted with those colours. When Crescent is enacted 30 beams of 'moonlight' fall upon the opponent, each doing 1 point of damage if they hit (roll 25% or better to hit). Nurse skills:Morina - Strengthens chakras and channelling, increases recovery after a lot of magic casting, helps focus energy. Allamanda - Calms stress, fears, paranoia, worries, aids restful sleep patterns. Rescue Remedy - in times of great emotional or mental stress or panic, this enables one to cope. Staple - for larger gashes that need to be stitched shut. Cast - for broken bones that need to remain immobile while healing. Splint - for broken bones in highly mobile locations (such as the hand or ankle), sprains and pulled muscles, to support the body's natural movement. Pallas Style: Pallas style is when you plan out the timing in the making of the potion, and arrange it with strengthening celestial bodies, augmenting Aspects or shapes or other spells or skills that will help the potion to be made perfectly. The affect of Pallas style is that the potion can target a specific body-part or location into a 1 inch area without the extra expenditure of essence that an Empyrean would normally need to focus. Skills:Spells1. Amaranth - (Meaning: A flower symbolizing Immortality. Amaranths often have colourful foliage and decorative flowers, and in occult traditions a crown of amaranths bestows supernatural gifts upon the one who wears it.) Spell: A crown of Amaranth must be constructed in a ritual setting. The witch sits on an embroidered cloth before an altar, and using a sacremental dagger or athame cuts the blossoms of sturdy flowers which may then be dipped in coloured liquid wax, or pressed with metallic foil, painted with inks or wrapped in organza and lace fabrics. When the flowers are properly decorated they are placed in a circle framed by candles representing the four elements (Red, Yellow, Blue, Green). A wand of wood (Apple, Rowan, Cherry Plum or Walnut is preferrable) is passed over the Amaranth crown three times in a clockwise direction, and the witch says "So mote it be." Extinguish the candles using a snuffer, starting with the north element, and working clockwise. The crown can now be donned. While wearing the Amaranth, the witch will be able to perform her spells and affect twice the potency as her normal power. The Amaranth only lasts for two weeks before the flowers used wither and wilt.Plant 2. Hyle - (Meaning: In Alchemy, the so-called First Matter from which all material in the universe is born. Hyle encompasses the four elements and is synonymous with the Philosopher's Stone. The alchemist Raymond Lully regarded it as the "fusion of natural principles".) Spell: While it is considered a nigh impossibility to scientifically create a Philosopher's Stone, it can be magically recreated with the spell Hyle. It requires a very complex ritual in which raw forms of the four elements must be gathered and sacrificed in a cauldron. A black candle is lit for protection, while a white candle is lit for unity, and between the two the cauldron is placed, over which passes an athame of silver and gold - the negative and posative polarities. When the ritual is completed, and the Hyle has congealed into the crystaline lump of coal-like substance it can be used three times to do any of the following: Restore hit 3 HP per Stage; Turn lead into Gold; transmute a collection of a type of essence to its opposite in the charts. After it has been used three times it will crumble to ashes. Electric 3. Aludel (Meaning: In Alchemy, the condensing receiver used to collect sublimates.) Spell: Becoming an Aludel enables one to physically Channel the skills of their God of Worship through their own hands. While the recquired amount of Karma must still be accumulated, instead of the God's Gift merely manifesting by unseen hands, the Aludel herself weilds their divine power for the duration of the task. Using Aludel on a regular basis strengthens the God's devotion to his faithful. Bone 4. Ouroborous - (Meaning: A Gnostic and alchemical symbol of the snake devouring its own tail. It symbolizes the cycles of life and nature, the fusion of opposites and the transcendence of duality.) Spell: The Ourboros worn by the Empyrean can be infused with the Empyrean's natural essence, to be stored like a buffer. When attacked by another's Essence, such as during essence-infused physical attacks, or from spell work, the Ouroboros lashes out with its stored strength to deal damage to the one who directed the opponent's Essence. If the spell Ouroboros is placed upon an Ouroboros and the power in it is not released and used, it can stack 1 point's worth of damage for each time the spell is cast upon it. Note that the Ouroboros cannot actually protect you from damage, it merely ensures that when another hits you with Essence they will take damage for every blow they land on you. Ether 5. Carapace - (Meaning: A Carapace is a carcas, skeletan system or other such body worn over top of ones own as a form of armour or protection. Popular among druids and ashaman, a Carapace was generally made of reptiles or mammalian hides, but occassionally cases of wearing the skin of the sacrificed have been recorded.) Spell: Carapace requires the carcas in whole or in part of another creature - be it monster, animal or Empyrean. The spell Carapace is cast upon the remains and then the Caster dons them like a cloak. The Carapace becomes a living extension of the Caster's will, and can be used to strike out with its limbs, and can take damage of its own. The nmber of turns the Carapace is worn prior to the wearer (and therefore the carapace) receiving damage determines how many points of damage the Carapace can absorb at a time. Any points that go above and beyond this limit are then dealt to the wearer. Note that when a Carapace blocks, it's blocks are only so good as the amonut of damage it can take, not on the regular levels the skill would do for the wearer. Bone 6. Ether - (Meaning: The Element of Ether represents raw power, divinity, sentience, prophecy, unity, perfection, and the spirit. Ether is the term loosely used to describe the source of all emmissions of power that come from all living things. After the Crator was ripped open in the earth, its existence became widely known to the Empyrean forefathers, and an ability to see it with naught but the naked eye developed in the early Empyrean people.) Spell: Summoning the Element of Essence cause the natural Essence in an area to flair up. This makes it more easily accessable by all those capable of weilding it in any of its myriad forms. All those capable of manipulating Essence intentionally, will find a lowered difficulty on casting/ether manipulations of -7%. Ether 7. Dark - (Meaning: The Element of Dark represents sleep and subsequently dreams, secrets, flaws, sins, and traditionally evil. In ancient times it was representative of safety, for it was within the dark places that many found solace, reprieve and privacy. As religions that focused on the balance of good and evil arose, Dark was associated with devils, demons and tormentors.) Spell: Summoning the Element of Dark casts a darkness into the eyes of the enemy around you which does not affect the actualy lightness or darkness of the area. With the darkness in the eyes of the enemy, they suffer from fears, doubts and cowardice and find themselves unable to defend or attack with much conviction. It lessens their attacks by 15% and their defense by 20%. Dark 8. Light - (Meaning: The Element of Light represents the holy, god in many manifestations, enlightenment, heaven and perfection of self. It is not included in the Alchemical Elements, but is often associated with Angels.) Spell: Summoning the Element of Light forces all those within a certain radius (5 feet per Empyrean's Stage) to see the aura in everything around them, instilling them with such awe that they are slow in their reactions by 15% and unable to use Tactics or Melee. Light 9. Earth - (Meaning: The Element of Earth represents life, bounty, stability, protection, strength and patience. In alchemy the physical personification of earth is the Goblin, who possess many skills of their own, and live and work in and around mortal culture, sometimes congruently and sometimes as opposition.) Spell: Summoning the Element of Earth enables the Caster to encase his target in rock to cause Petrification. The Petrification can withstand 4 points of damage from the inside or outside, meaning the target must break their way out, or have a friend break them out. That said, it can also be used in dire situations to protect a target from 4 points of damage. Earth 10. Water - (Meaning: The Element of Water represents ancient wisdom, emotions, provision, the retribution of nature, and was often the expression of displeased gods. In Alchemy water is physically personified as the Undines, normally gentle creatures who dwell in the deeps and possess great knowledge but also great tempers.) Spell: Summoning the Element of Water enables one to transmutate one substance to another. Useful in the art of Alchemy, and Substitution, this spell enables the Caster to turn lead to gold, water to wine, blood to acid, etc. Water 11. Air - (Meaning: The Element of Air represents healing, creativity, communication, travel, freedom, impartiality, communion and medicine. In Alchemy the physical personfication of Air is the Sylphs, windswept creatures of great beauty capable of whisking mortals away to the lands of the gods.) Spell: Summoning the Element of Air creates a misting cloud that when it surrounds a target heals them of their wounds, aches and fears. It can clear status effects and heal 4 points of damage. Air 12. Fire - (Meaning: The Element of Fire represents spirit, instigation, destruction and passion - not necessarily in the sense of love, but in the sense of excess of emotion. In Alchemy the physical personification of fire is the Salamander, an elusive creature immune to harm from the flames.) Spell: The summoning of the Element of Fire creates a ball of flame int he Caster's hands which can be flung at a target, and which burns like natural fire. Each ball does 4 points of damage. Fire Mudras SHUNI MUDRA: Tip of middle finger (symbolized by Saturn) touches the tip of the thumb, giving patience. Shuni Mudra is useful for casting of magic in which time is the element, especially Alchemy, or Circle, Ritual or Tribal Magics that rely on the arrangement of stars or planets. -3% ~ when used in Circle, Tribal, or Ritual Magic and Alchemy PRITHIRI MUDRA: Tip of the ring finger (symbolized by Uranus or the Sun) touches the tip of the thumb, giving energy, health and intuition. Prithiri Mudra acts as radar, heightening awareness to the world aronud you, enabling you to have faster reaction times and be more aware of possible attacks. -3% ~ when used to increase awareness PRAYER MUDRA: Palms are pressed together, neutralizing and balancing yin & yang, for centering. Prayer Mudra is most often used prior to magic casting to call upon good karma and luck. It is usually used by Grimoire and Tribal castors prior to spell work to charge the magic with beneficial essence and Ether. -3% ~ to all spellwork BUDDHA MUDRA: Right hand rests on left for men, left on right for women, palms up, thumbs tips touching each other in a receptive gesture. Bhudda Mudra is useful for reading aura, picking up energy sequences, detecting adversaries and warding against monsters. Many Empyreans start off their day with meditation in the Buddha Mudra position. - 3% ~ when used for skrying and attentiveness GYAN MUDRA: Hold all the digits of the hand upward, the fingers held loosely together and the thumb nearly touching the tips of the middle and ring finger. Yogic Tranquilizer. Its practice ensures Mental Peace, Concentration of the mind and Sharp Memory, Spiritual enhansment and develops creativity. Gyan enables the weilder to make one perfect block, but requires a lot of meditation time prior to use. It therefore is more commonly used in casting magic, especially Circle or Ritual to ensure perfect form. -8% ~ when used for Circle and Ritual magic; -5% ~ when used to clear one's mind condition Must meditate for 3 turns prior to mudra taking effect HAKINI MUDRA: Hold all the fingers loosely together and touch the tips to the corresponding fingers of the other hand, in perfect symmetry, allow the thumbs to touch tips as well. Hakini Mudra is used for concentration, especially seen in Dving Magics or Aura Reading, Fortune Telling, Skrying and the like. The mantra of the Hakini Mudra is, "I know". -5% ~ when used for divining purposes Music Notes A - Good for all strengthening, augmenting, defending and grounding magics. B - Good for all elemental based magics, and all basic spell types not covered by the other notes. C - Good for Targeting, containment, barriers and speed-related magics. D - Good for communication, especially with familiars/monsters/animals etc; also used for Summoning. E - Good for creation, improvisation, conjuring and enhancing existing qualities. F - Good for tuning higher levels of consciousness, chakras, energy manipulation, and charging specific parts of the body for extra damage/healing specific wounds. G - Good for healing in general, clairvoyance, calming magics, and sleep inducing magics. Instruments Wind instruments - Affects the breathing and the lungs, sedative and perfect for enhancing meditative states. Brass instruments - Affects strength, stamina and body's resistance. Hightenes resilience to damage. Lamellophones - Create a state of mind prone and ready for astral travel, fortune telling, prediction, prophecy and balance. Percussion instruments - Affects heart rate and the body's vitality, affects movement and co-ordination. String instruments - Affect the intellect, and instigate emotional healing, good for ether manipulation. Voice - Good for creative endeavours, especially in creating new spells, used in intuitive attempts, such as channeling, and good for combining with instruments played with the hands. Electronic instruments - Affects technoequips, and other electronics, with the capacity to either energize and repair, or damage and short-circuit. Keyboard instruments - Perfect for training and splitting the consciousness of the mind, used in Geometries and Aspects of Astronomy. Friction instruments - Affects the subconscious mind, especially used for hypnosis and implanting dreams or specific thoughts or emotions. Astronomy The Sun - While not a planet, this star govern the solar system, and is so powerful it keeps all the other planets (including out earth) in tow. The sun stands for masculinity, bravado, courage and attention-seeking. The Sun rules Leo. The 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 it is closest it holds great sway over the rythms of the creatures on the planet and even over some of the elements, such as water or air. The Moon represents the feminie element, shyness, healing, contemplation, magic and intuition. The Moon rules Cancer. Mercury - The first of the actual planets. Mercury was named for Hermes, the Messenger god, who represented communication, swiftness and travel. Likewise ths small planet governs the conscious mind, including things like memory recollection, communication, news, and coming events. Mercury rules both Virgo and Gemini. Venus - Venus, the golden planet, known as the Morning and Evening Star by the ancient Egyptians, was named for Aphrodite, the Goddess of love, passion and beauty. Known to be an unfaithful wife to Hephastus, she had relations with countless other gods and mortals, most commonly with Ares, her celestial opposite. Venus represents love, emotions, interpersonal relationships, harmony and creativity. Venus rules both Taurus and Libra.
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 oter 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. Mars - Mars, the fourth planet from the sun, also known as the Red Planet is the most similar to Earth. Named for Ares, the God of War, Mars represents energy, irritability, restlessness and aggression. Those ruled by the planet Mars tend to be energetic and athletic, but have short attention spans, spontaneous and need to always be doing something. Mars lends energy and power to magic. Mars rules Aries. Jupiter - Jupiter the Gas Giant. As the largest planet in the solar systema nd with the most moons, Jupiter is as mysterious as t is beautiful. It has the "eye" of swirling storm winds that ceaselessly tear around the planet, although it is believed to have no solid mass. Jupiter was named for Zeus, the father of the gods, and God of Storms and the Sky. Zeus was known to hurl thunderbolts down on those who displeased him, and was even more unfaithful to his wife than Aphrodite was to her husband. The moons of Jupiter are all named for conquests of the Thunder God. Jupiter itself represents ambition, power, authority, strength, influence and religious faith. Jupiter rules Sagitarrius. Saturn - Saturn was named for Kronos, the Father of Zeus and the current pantheon. Kronos ate his children, believing they would someday overpower him and overthrow him. All of te children were eaten save Zeus, who was hidden away by his mother Rhea, who fed her husband a stone in disguise. In time, Zeus returned from the mountain to free his siblings, and Athena leapt from Kronos' head full grown and clad in armour, while Zeus carved his brothers Poseidon and Hades from the body of his dead father. Saturn is powerful and beautifully ringed, and represents both turmoil and unrest as well as the kinder aspects of higher thoght, philosophy and the government of time. Saturn rules Capricorn. Uranus - Uranus was named for the God by the same name that ws father to Kronos and was overthrown by his son and ruthlessly murdered, giving rise to kronos' own fear that his children would follow in his footsetps ad do the same. Uranus is often depicted as more of a monster than a man; being the earliest god, he was brutish and stupid. The planet represents rebellion, discoveries, new ideas, independance, impatience and invention. Uranus rules Aquarius. 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 famouse 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. Pluto - Pluto, the last and smallest of the planets is coldand barren, with one lonely moon that scientists say was once a part of the planet that was blasted off in a collision with an asteroid or comet aeons ago. Pluto is named for Hades, God of the Dead, and ruler of the third domain according to the Ancient Greeks. 'Pluto' is a name that means 'giver of good things' and was a polite name to refer to the Lord Hades by so as to flatter and please him. Hades was a sullen and lonely God, and was one of the only gods to remain faithful to his wife, Persephone, whom he abducted from the mortal world and thus brought about winter to the mortals. Pluto, though remote, governs rebirth, self-desctructiveness, brooding behaviour, and was not known of to the Ancient astrologers. It has since been attributed to the sign of Scorpio.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:25 pm
~*~*~ Yalitza: Sweetheart, welcome at any time Yambati: Reserved young man but pleasant enough Jaenelle: Bold melancholy, took a bit but she warmed to us Torrid: Pleasant young choleric Kallisto: Spunky and confident Sanguine, rather outspoken and energetic Arron: Arrogant little worm Zethyr: Interesting melancholy, seems driven and has a rather good sense of humor Daryin: Quiet and shy, a joy to be around
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:27 pm
~*~*~ Credits: Base - 5 Lunes - 13 Sol - 8
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:28 pm
~*~*~Meeting Yalitza St. Patrick's Day Event A Second Meeting with Jaenelle Lover's Duel Sleeping Beauty Chessmatch Haunted House Metatron Council Application at Caelestis Sing a song for me?Striking a Chord
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:29 pm
Various divining tools - especially the dowsing pendulum and the divination pool A couple plushies that are pridefully displayed above their beds. Jewellery they bought each other upon their growth to stage 1 Spell Books, each specially made and beautiful to look upon A windchime that hangs in their window and splashes a rainbow of colour into the room from reflected light. Lamellophone that Aureus plays Flute that Argentum plays Sapphire Abberation / Fortuna - Sapphire: Fortuna enables an Empyrean to decipher into plain words riddles and prophetics as spouted by Prophets, Monsters, Cimejes' shards or Broken Empyreans.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:30 pm
 ~*~*~ Technoequips Visor - The Visor covers both eyes and enables the wearer to check on damage stati of both enemies and comrades. It will also tell you what magical affects may be in effect on the Empyrean sighted with the visor, and can pick up locational Magic such as Warding, Circles and Skrying. +5 to Focus; -5% ~ when used for actions that require spotting wards, circles, and skrying
Ether Armour - Ether Armour does not defend against physical attacks unless they are charged with Essence at the time of the strike, but it does defend against magical attacks that are targeted and some more Essence-charged monsters. +10 to defense rolls against magical attacks only
Lasergrips - Lasergrips are gloves that give off a soft glow and enable the Empyrean to shoot beams of laser from the palm. The laser can cut through solid inorganic or solid inactive matter, such as rock, cement, armour, weapons, etc. They can in no way damage the flesh of monsters, Outsiders or Empyreans. They can fire 10 blasts of laser before they need to recharge two minutes per blast fired. Unlike most other equips, the Lasergrips do not need to be deactivated to recharge, but if they wearer wishes to recharge them during use, two conditions must be met. First, that no more than 7 blasts have been fired so far, and that a minimumof 5 minutes is waited between blasts. Each time this is done it will recharge one blast's worth of energy. +10 to attack against solid inorganic, or solid inactive matter ~*~*~ Spells Ourobouros Aludel Amaranth Ether
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:31 pm
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:32 pm
~*~*~ Stage 3 Full Body Essence Emissions Felis Essense Emission Eyes Felis Third Eye - where the mind's eye is, the colour of the other twin's eyes Shadow Essence Emissions - where they shimmer/appear insubstantial
Stage 2 Examination PreparationStage Two ExaminationYour Username: SkieBorne Your Empyrean's Name: Aureus and Argentum ~Please have your Empyrean answer the following questions~ 1. Have you borrowed at least 9 References from the Library? Which Subjects? No 2. Have you learned at least three Spells from the Stage Two Lists? Which? No 3. Have you decided on which Position you wish to hold in the City? Which? Yes - Chorus 4. Have you completed the training requirements for your chosen Career? No 5. Have you bought/crafted/obtained two of the following since your last Transcendence: technoequip, item, alchemical potion, medicinal remedy, Caster Gun/Caster shells? Which? No 6. Have you performed work in one of the Shops, paid or unpaid in assistance of another Empyrean (including Tutoring)? Yes - tutoring various zeros 7. Have you attended at least 2 Special Events since your last Transcendance? Which? No 8. Have you completed at least one Quest? Which kind? No
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:33 pm
Character Sheet
Instructions: Quote this post and fill in the neccessary information. It's recommended that you preview often. :3A lot of things link to the expanded information in various sections of the guild for quick reference. ShopsDreaming Pool || Weapons || Infirmary || Apothecary || Technoequip Shop || Trapping & Hunting Shop __________Statistics__________ Name: Aureus and Argentum Stage: Two HP: 23 Permanent Augment: -10% Number of Actions: 8 Actions Magic: Bardic Ritual Orientation: Journeymen Profession: Prophet and Nurse Position: N/A Wealth: 20 Base // 03 Lunes // 30 SolsWeapon: None Weapon stats: N/A Karma Points: 3 God(s) Worshipped: Alaunus/Fin - god of the sun, healing, and prophecy __________Skills__________ ...// Base Skills ...Physical Attacks (remember to account for orientation)Difficulty: 20% Punch……….K - 4 damage Kick……….K - 5 damage Block……….J - 3 defend Dodge……….A - 3 defend
Difficulty: 25% Feint……….A - +1 to next successful consecutive attack Focus……….K - +3 to attack/+2 to defend Jump……….J - +2 to defend/+1 to attack Stamina……….J - +1 per each consecutive turn 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. ((For Jouneymen, the +1 bonus applies to the total only.)) Tactics……….A - +4 to Attack if guess was correct. No Post Edits allowed save typo errors
Difficulty: 30% Fly……….A - The use of Flight in Battle. It increases any Dodge, Dash, Flank or Feint by 4 points Two-Knuckle Punch……….J - It does 2 points of damage and causes the body's resilience towards statuus-changing effects, like Poisons, Gasses, Salves etc to lower by 30% until the end of the Fight.
Difficulty: 40% Shuto……….J - It defends from 3 Points of Damage and deals 1 Point of Damage to the opponent. Haeto……….J - Haeto does 2 points of Damage, and stuns the opponent for 1 turn. If used successfully with Head Targeting, Haeto can stun for two turns. Gedanburai………. J - It defends 4 points of Damage. Ageuke……….J - Defends 3 Points of Damage. Musubi-dachi……….J - Lowers Difficulty on Feint, Dodge, Block by 7%. Kokutsu-dachi……….J - It lowers the difficulty of Targeting, Melee and any ambidextrous or pole-arms weapons by 10%. Kiai……….J - Kiai does an Essence strike worth 1 additional, unblockable point of Damage per Empyrean Stage. Embusen……….A - If the attacker succeeds Embusen and then succeeds a Targeting roll, the Targeting bonuses continue to apply for the rest of the fight so long as the fighter continues to strike for the same target. Magic SpellsDifficulty: 40% Amaranth……….A crown of Amaranth must be constructed in a ritual setting. The witch sits on an embroidered cloth before an altar, and using a sacremental dagger or athame cuts the blossoms of sturdy flowers which may then be dipped in coloured liquid wax, or pressed with metallic foil, painted with inks or wrapped in organza and lace fabrics. When the flowers are properly decorated they are placed in a circle framed by candles representing the four elements (Red, Yellow, Blue, Green). A wand of wood (Apple, Rowan, Cherry Plum or Walnut is preferrable) is passed over the Amaranth crown three times in a clockwise direction, and the witch says "So mote it be." Extinguish the candles using a snuffer, starting with the north element, and working clockwise. The crown can now be donned. While wearing the Amaranth, the witch will be able to perform her spells and affect twice the potency as her normal power. The Amaranth only lasts for two weeks before the flowers used wither and wilt. Plant Hyle……….A black candle is lit for protection, while a white candle is lit for unity, and between the two the cauldron is placed, over which passes an athame of silver and gold - the negative and posative polarities. When the ritual is completed, and the Hyle has congealed into the crystaline lump of coal-like substance it can be used three times to do any of the following: Restore hit 3 HP per Stage; Turn lead into Gold; transmute a collection of a type of essence to its opposite in the charts. After it has been used three times it will crumble to ashes. Electric Aludel……….Becoming an Aludel enables one to physically Channel the skills of their God of Worship through their own hands. While the recquired amount of Karma must still be accumulated, instead of the God's Gift merely manifesting by unseen hands, the Aludel herself weilds their divine power for the duration of the task. Using Aludel on a regular basis strengthens the God's devotion to his faithful. Bone Ouroborous……….When attacked by another's Essence, such as during essence-infused physical attacks, or from spell work, the Ouroboros lashes out with its stored strength to deal damage to the one who directed the opponent's Essence. If the spell Ouroboros is placed upon an Ouroboros and the power in it is not released and used, it can stack 1 point's worth of damage for each time the spell is cast upon it. Note that the Ouroboros cannot actually protect you from damage, it merely ensures that when another hits you with Essence they will take damage for every blow they land on you. Ether Carapace……….Carapace requires the carcas in whole or in part of another creature - be it monster, animal or Empyrean. The spell Carapace is cast upon the remains and then the Caster dons them like a cloak. The Carapace becomes a living extension of the Caster's will, and can be used to strike out with its limbs, and can take damage of its own. The number of turns the Carapace is worn prior to the wearer (and therefore the carapace) receiving damage determines how many points of damage the Carapace can absorb at a time. Any points that go above and beyond this limit are then dealt to the wearer. Note that when a Carapace blocks, its blocks are only so good as the amount of damage it can take, not on the regular levels the skill would do for the wearer. Bone Ether……….All those capable of manipulating Essence intentionally, will find a lowered difficulty on casting/ether manipulations of -7%. Ether Dark……….With the darkness in the eyes of the enemy, they suffer from fears, doubts and cowardice and find themselves unable to defend or attack with much conviction. It lessens their attacks by 15% and their defense by 20%. Dark Light……….Summoning the Element of Light forces all those within a certain radius (5 feet per Empyrean's Stage) to see the aura in everything around them, instilling them with such awe that they are slow in their reactions by 15% and unable to use Tactics or Melee. Light Earth……….Summoning the Element of Earth enables the Caster to encase his target in rock to cause Petrification. The Petrification can withstand 4 points of damage from the inside or outside, meaning the target must break their way out, or have a friend break them out. That said, it can also be used in dire situations to protect a target from 4 points of damage. Earth Water……….Summoning the Element of Water enables one to transmutate one substance to another. Useful in the art of Alchemy, and Substitution, this spell enables the Caster to turn lead to gold, water to wine, blood to acid, etc. Water Air……….Summoning the Element of Air creates a misting cloud that when it surrounds a target heals them of their wounds, aches and fears. It can clear status effects and heal 4 points of damage. Air Fire……….The summoning of the Element of Fire creates a ball of flame int he Caster's hands which can be flung at a target, and which burns like natural fire. Each ball does 4 points of damage. Fire Waxing ……….Ether - Waxing increases aspects and the target of this spell gains a -5% difficulty bonus to actions that the target is strong in but suffers a pentalty of +3% to actions involving the target’s weaknesses. Lasts 3 rounds …// Augments ...**__ Remember to incorporate any bonuses or extras you may have earned through quests etc into these values __** SHUNI MUDRA -3% ~ when used in Circle, Tribal, or Ritual Magic and Alchemy PRITHIRI MUDRA -3% ~ when used to increase awareness PRAYER MUDRA -3% ~ to all spellwork BUDDHA MUDRA - 3% ~ when used for skrying and attentiveness GYAN MUDRA -8% ~ when used for Circle and Ritual magic; -5% ~ when used to clear one's mind condition Must meditate for 3 turns prior to mudra taking effect HAKINI MUDRA -5% ~ when used for divining purposes
The Sun - -3% difficulty - when used to help with courage or attention related actions The Moon - -3% difficulty - when used to help with healing magic and potions Mercury - -2% difficulty - when used to help with memory, speed, or communication Venus - -2% difficulty - when used to help with emotion-augmenting and creativity-augmenting actions Earth - -3% difficulty - to everything but only after a tribute to Earth has been made (through some sort of sacrifice or somesuch) Mars - -2% difficulty - when used to help with energy, aggression, or magical potency Jupiter - Saturn - Uranus - Neptune - Pluto -
A - B - C - D - E - F - G - Wind instruments - Brass instruments - Lamellophones - Percussion instruments - String instruments - Voice - Electronic instruments - Keyboard instruments - Friction instruments - …// Special Augments ... Bardic Magic Instrument(s): Lamellophone, Flute, Lyre Favoured Chords: E-F-G E-F-G // 50% - enhancing, tuning higher level of consciousness, calming and clairvoyance: successful performance of this chords yields and -20% to cast ritual spells Learned Spells: Aludel, Ouroborus, Ether, Air Casting Time: Aludel; 2 turns | Ouroborous; 2 turns | Ether; 3 turns | Air; 3 turns Casting Difficulty: As per Magical Theory, reduced by the outcome of cords
Gods' Gifts God: Alaunus/Fin ..........Cost: // Gift ..........Cost: // Gift ..........Cost: // Gift__________Inventory__________ Technorings Aureus Throat Elbow Ebow Wrist Wrist Waist Waist Knee Knee
Argentum Throat Elbow Ebow Wrist Wrist Waist Waist Knee Knee
Technoequips Visor - The Visor covers both eyes and enables the wearer to check on damage stati of both enemies and comrades. It will also tell you what magical affects may be in effect on the Empyrean sighted with the visor, and can pick up locational Magic such as Warding, Circles and Skrying. +5 to Focus; -5% ~ when used for actions that require spotting wards, circles, and skrying
Ether Armour -Ether Armour does not defend against physical attacks unless they are charged with Essence at the time of the strike, but it does defend against magical attacks that are targeted and some more Essence-charged monsters. +10 to defense rolls against magical attacks only
Lasergrips -Lasergrips are gloves that give off a soft glow and enable the Empyrean to shoot beams of laser from the palm. The laser can cut through solid inorganic or solid inactive matter, such as rock, cement, armour, weapons, etc. They can in no way damage the flesh of monsters, Outsiders or Empyreans. They can fire 10 blasts of laser before they need to recharge two minutes per blast fired. Unlike most other equips, the Lasergrips do not need to be deactivated to recharge, but if they wearer wishes to recharge them during use, two conditions must be met. First, that no more than 7 blasts have been fired so far, and that a minimumof 5 minutes is waited between blasts. Each time this is done it will recharge one blast's worth of energy. +10 to attack against solid inorganic, or solid inactive matter PotionsNoneCastor Shots-name // Effect -name // Effect FamiliarsSapphire // Sapphire AbberationOther-Item // Effect -Item // Effect Supplies (For spell Casting, etc)-Item -Item -Item __________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 • Literature ~ Dameron ~ Pg 15 targeting // Info • Rhetoric ~ Melonia ~ Pg 17 Mudra // Instructions • Cooking ~ Tryna ~ Pg 11__________Familiars__________ Abberation StatisticsName: Sapphire Type: Element: HP: 15 Number of Actions: 5 Skills Magic Spells Specialty
_______________ _______ _____ ___ __ _ Golem Statistics_______________ _______ _____ ___ __ _ Cicus Statistics_______________ _______ _____ ___ __ _ Monster StatisticsNone Owned
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jan 03, 2007 2:36 pm
Credits Artwork (c) Taro Rae Initial Character Concept (c) Taro Rae Banners (c) SkieBorne Charatcer Concept (c) SkieBorne
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|