Professor Kortus
Subject: Crafting
Alignment: Choleric
Orientation: Kinesthetic
Position: Gatekeeper

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You know those 'rings' found on every Empyrean's clothing? Those aren't just for design. They are called Techno-Magic, and crafted by the fine metalurgists of Empyrean City, known as Technomages.
As an Empyrean grows stronger, and depending what kind of jobs or positions he or she chooses to take, these rings can be equipped to store weapons, armour, alternate clothing, charms, spell magic, you name it.
There are a few restrictions on what can be carried in them, such as food or animals. In order to modify the Techno rings to hold these or other items that have a high spoilage rate, modifiers must be equipped in the form of scroll work - called Certificates - relating to those items. For example, to bind a pet in a Technoring, a certificate of ownership for that pet must be inscribed on the ring so that the pet doesn't die when confined by the technoring. Likewise, in the case of food, it will rot and spoil instantaneously if the ring is not modified by a certificate of passage out of the city that allows you to take provisions with you.

Kortus teaches how to use these rings, and also how to craft other things. From weapons to tea cosies, this man is the master. (Having four arms doesn't hurt.) He's enthusiastic, and a strong person both in body and heart. Like a parent he treats a Zero Stage Empyrean's squiggly wood chunk as a work of art. An all around good guy, Kortus is one of the students favourite teachers.
While Kortus is in charge of the Northern Gate, Tryna manages the Eastern Gate, Orrys mans the Southern Gate and Lelaus guards the Western Gate, all the Gatekeepers rally behind Kortus in times of trial as their general and leader. Although General is a title strictly for use of Outsiders, Kortus is sometimes referred to as the Gate Master for his mean fighting skills, level head in all situations and great morale and leadership skills.


Many Technoequips effect the Attack/Defend roll as well as the Augment Rolls so be sure to pay attention. +X means that that value is added to the Attack/Defend Roll (after the roll has been made) whereas +X%/-X% means that that value effects the difficulty (the target number that needs to be rolled).

Lesson One: Technorings

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Regular Technoring
(for storing mundane or personal items and supplies, as well as all technoequips)

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Moded Technoring
(for storing food, drink, alchemical recipees and perishables)

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Certed Technoring
(for storing pets, familiars and monsters)

TechnoMagic Equips have some pretty basic rules.
1. Only one item can be equipped to a certain ring at any given time, these can of course be unequipped and replaced with a new item.
2. Only those of the TechnoMagus profession may equip or change equips. The only accessible person capable of such equips to Stage Zeros is Proffessor Kortus. If you would like to make a request for an Equip, please do so in the Teacher's Lounge or during Kortus' classtime. Equipping takes anywhere between 1 hour and 1 day to finish, depending on how busy he is and how difficult the equip is. Kortus will drop off equipped rings in your Empyrean's thread.
3. Living creatures cannot be bound to a technoring unless the ring has been modified for familiars/trained monsters with a Certificate of Training. Stage Zeros cannot obtain this certificate. Once a ring is modified it can only be used for the modified use (ie sealing monsters/storing pets etc)
4. Food or other perishable items will rot inside technorings unless modified for supplies with a Certificate of Passage. Only Stage Two and Three can obtain this certificate.
5. When trying to equip a ring, you must specify which ring and which item you want equipped to it. Failure to select an empty ring may result in confiscation of the ring temporarily.
6. Abuse of the items held in rings, such as use of weapons outside of the Arena, or wearing an item out by running it longer than its specified time can result in banning that item from that Empyrean and/or confiscation of that ring for equipping.
7. Additional rings may be purchased in the city at Technomagus shops. Stage Zeros - unable to access the city - may not purchase these extra rings.
8. Rings must be located on the body near the area the equip will affect. For instance, Boot equips cannot be equipped to a ring on the chest. This rule does not apply to items that are not attached to the body, such as Castor Guns or Scopes.
9. Only one request may be made at a time. Please wait for an equip to be processed and dropped off in your thread before requesting another equip.
10. Fraud of techno-equips - such as posting in your thread that you have an item equipped when there has been no drop off post by Kortus for that item to that ring can result in prohibiting the use of Techno-rings by that Empyrean indefinately. Don't mess with Kortus.

Lesson Two: Techno-equips

Boot Equips:
Multiple pairs of boots can be equipped - although you must equip one boot per one ring, ie one ring on each foot. Only one pair of boots may be used at any given time.
Metaboots - These heavy boots can ground you against air-based attacks, and can allow you to save an additional point when using errain or Defend. They are extremely heavy and will slow you down (losing a point for Snap or Speed). Too heavy for use by Academics.
+5 to Terrain, Block, and Dodge; -5 to Snap and Speed

Magneboots - These boots generate a magnetic field, enabling the weaver to walk up walls, on the ceiling or over steep slopes. Use with caution - Electrical currents, gravitational disturbances and high concentrations of Ether disrupt these boots and temporarily deactivate them for 1 minute lapses. Cannot be run for more than 20 minute intervals, or the material used for the boots will short out and twist.
+5 to Jump, Terrain, Tumble (in addition to other effects)

Aeroboots - These boots are merely metallic wings that are stored in the technomagic rings. The wings are about 1 foot in length when fully stretched out, and allow the wearver to fly 1-3 feet above the ground for about 20 minutes (dependant on Orientation (read Weight), 1 for Kinesthetic, 2 for Journeyman, 3 for Academic). They also allow flight over water for 10 minutes, and they can hover in one place for only 2-5 minutes depending on Orientation. After using these boots, the friction of the wings heats them up to the point of self-damage. For this reason 30 seconds per minute of use is required to let them cool off. They must cool completely before use again or the metal will crack and the wings will break. These boots can facilitate Jump, aerial attacks and defence manouvers.
+5 to Jump, Block, Dash, Fly

Hoverboots - These boots allow the wearver to hover above the gronud 1-3 inches (dependant on Orientation), and can be used to run, glide, even slide over the ground. These boots don't work on water or icy surfaces, and work best on smooth and solid surfaces, such as concrete, tile, hard-packed dirt etc. They tend to lose traction on rubble, loose dirt, or cobblestone and cannot be run non-stop for more than 20 minutes or they will short circuit. They fully recharge after 5 minutes of rest.
+5 to Dodge, Dash, Feint, Speed, Terrain, Tumble, Tactics

Turboboots - These boots enable the wearer to run and react more quickly than normal, (altering point-values by 1 in favour of the Empyrean using the skill with Turboboots on). Turboboots do not allow you to run on water, and do not keep traction in sand or very loose soil. They can facilitate Jump, Block and Kick.
+5 to Jump, Block, Kick, Snap

Aquaboots - These boots propel the wearer through water with minimal effort on the wearer's part. They cannot be used for more than 30 minutes before they run out of fuel. To refuel they must be left out in open air for 10 minutes, and the magic-portion of the technoequip will do the rest.
+5 to Swim, Stamina, Grab

Megatonboots - These boots enable the wearer to hit harder and do more damage upon contact than normal, (increase the damage done by a Kick by 1). While they can be used out of the arena for fieldtrips as tools to break wood, break open doors etc, illegal use or absue of these boots will lead to confiscation.
+5 to Kick, Punch, Throw, Strength

Head Equips:
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

Helmet -The Helmet is armour that will protect the head from 2 points of damage per stage, so long as the damage is dealt by a weapon (not counting the Castor Gun) or a body part.
It's a helmet. Protects your head.

Infrared -This is a sight that looks like a monocle and can be incorporated into Goggles. It allows the wearer to see in the dark, and picks up on heat signatures as well.
-10% ~ when used to see in the dark or conditions where normal sight is severely impaired.

Goggles -Aside from being a ...er, great fashion statement, these Goggles help the Empyrean see clearly underwater, during high speeds, or through foul weather by keeping the eyes protected and shielded from water, weather or dirt.
-3% ~ when used to see in adverse conditions

Headphones -These Headphones can be plugged into Radio to keep messages private, and they can shield you from the horrifying noises of certain monsters, Bardic Music, Castor Shells #3 and #34, particularily horrid singing etc. Note that when activated other sounds can also not be heard. These babies are sound-proof.
Fancy earplugs.

Radio - This radio can be programmed at the wearer's will to connect with comrade's radios, enabling you to pass back and forth information about enemies, orchestrate an attack or communicate over long distances. Use of the Radio in class is strictly prohibited, and any student caught using Radio will have it confiscated along with the Radio(s) of those being contacted.
-10% ~ when used for lon distance communication

Gas Mask - The Gas Mask is useful when dueling or fighting Outsiders as it will protect the wearer from any number of gases - both artificially made and naturally derived. The Gas Mask can be equipped with Radio or Infrared but cannot be used simultaneously with the other Head Equips.


Aqua Mask - The Aqua Mask enables an Empyrean to breath underwater through a mouth piece that recycles CO2 and recycles it into O and a small mix of other required elements, including Nitrogen, Carbon and Hydrogen in trace amounts.
+10 to Swim

Item Equips:
Other possessions not listed below can be equipped providing they are belongings already owned by the Empyrean, i.e. cloaks, wetsuit, school supplies etc.

Castor Gun - The Castor Gun is only useful with Castor Shells. These magically treated shells serve all manner of purposes, everything from lighting flares to blowing a hole in the sound barrier. The number of Shells allowed to be held by an Empyrean s based on the Empyrean's Stage. Stage Zero - 3 shells, Stage One - 5 shells, Stage Two - 7 shells, Stage Three - 10 shells. When Shells are used up in battle, duels or travel, they cannot be replaced until the fight is over. Certain types of shells are restricted to certain Stages or locations. See Abrid's page for the list of Shells.

Scope - The Scope looks akin to a spyglass and has three distinct functions. The dials on the end of the Scope change the purpose of the machine and must be adjusted to switch viewfields. The first use of the Scope is merely to close distance, the Scope can magnify to a maximum of 200 metres and the picture will be as clear as if it were 1 foot away. The second purpose is to pick up on energy signatures, telling you if there is a creature or Empyrean hidden by Invisibility or Camoflauge, and moreover will identify that energy signature by Alignment or Monster Type. The Third Purpose of the scope is its ability to see through solid objects like walls, armour, rocks etc. It cannot see through flesh, and improper use of the Scope on other Empyreans in breeches of their privacy is punished and the Scope will be confiscated.
-10% to surveillance actions

Grapler Shot - The Grapler Shot is a three-toed mechanical claw on the end of 10 feet of chain. It can fire this claw any number of times, but it takes a minute between firings to retract the chain and set up to fire again.

Torso Equips:
Turbo Packs - The Turbo Packs allow the Empyrean to use a short burst of speed moving at 50-60 km/h. The Packs are capable of shooting off 8 of these bursts before they run outof juice, but will fully recharge after an hour of non-use. This Equip is useful in conjuction with Turboboots or Hoverboots.
+5 to Dodge, Dash, Feint, Speed, Terrain

Jet Packs - The Jet Packs enable the wearer to fly to a maximum of 20-40 feet (Depending on Orientation). Use with caution - Electrical currents, gravitational disturbances and high concentrations of Ether disrupt these boots and temporarily deactivate them for 1 minute lapses. 1 minute is a long time when you're falling back to earth. Steering and manouverability in flight is sluggish at best, so don't count on fast reflexes up in the air, the machinery doesn't respond that fast.
+10 to Fly, Feint, Tactics

Chestplate - The Chestplate is armour that will defend 2 points of damage, providing the damage was dealt with a hand-held weapon (not conuting the Castor Gun) or a body part.
+10 to Defense rolls against physical attacks only

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

Camoflauge Pack - This pack does not render the wearer invisible but distorts the space surrounding the wearer. The effect is like trying to look at an object obscured by a heatwave. While anyone with brains can tell that something is still there, it makes called shots impossible and makes Targeting accuracy drop by 75%.
Opponent must make a chance roll and succeed (difficulty = 65) to spot the wearer of an active Camoflauge Pack, +20 to stealthy actions and tactics

Charger Pack - The Charger Pack absorbs magical energy and converts it back into essence. Once in this essence state it can be released in a blast. The extent to which this blast can be aimed is merely positioning of the torso, but the blast stores up the damage of the magic it contains. Note that not more than three spells can be contained at any given time before the energy must be released. Failure to release this pent energy after 5 minutes or an attempt to absorb more can cause the pack to explode with such force it can kill a full grown Empyrean.

Techno Wing - The Techno Wing is a useful addition for those Empyreans that did not develope wings naturally, or only grew Singular Wing. The Wings must be purchased one at a time, and may not match. When two wings have been grown - whether they match or not - flight is possible, but if the size difference is too great between them, the heights and grace possible to achieve become less and less. Use of the wing for longer than 2 hours consecutively may twist the metal and damage the wing to non-use.
+10 to Fly per Technowing used (to a maximum of +20)

Hover Pack - The Hover pack lifts you off the ground 1-3 feet (depending on Orientation) and merely follows the curvature of whatever lies below you. altitude cannot be changed, but it does work over any type of terrain, including water. Consecutive use for more than 30 minutes will cause burns on the Empyrean's skin and spontaneous combustion of the clothing or items near the Hover Pack. Allow 1 minute to cool for each minute of use to keep the pack safe and in prime condition.
+5 to Dash, Jump, Dodge, Tumble

Booster Packs - The Booster pack can give 5 temporary boosts to one of five attributes of the wearer: Intelligence, Constitution, Strength, Agility or Recovery. These boosts last for two turns a piece, and need not necessarily be taken one boost per one attribute. The Boost gives an extra point to skills requiring that attribute for two turns AFTER the turn in which it is activated. Intelligence can be used for spell casting, Tactics, summons or familair training. Constitution increases Stamina, allowing the Empyrean to exceed natural bounds of their Orientation, and also can prevent damage from physical blows. Strength increases the brute physical strength of the Empyrean. Agility increases the Speed of the Empyrean. Recovery enables the Empyrean to add back 2 points per boost into their status; note that max points cannot be exceeded. If you have 19/20 points and use Recovery Boost, you can only get a max of 20/20, not 21/20.


Glove Equips:
Magmagrips - Magmagrips are fire-based gloves that not only protect the hand from heat and flame, but also enable the wearer to generate a coating of flame that does an extra point of damage when hitting, and an extra two points of damage per turn a Grab is held. These gloves can produce 10 blasts of flame or 15 mintes of continuous use before they need to refuel. After 1 hour of rest they will fully recharge.
+5 to punch, +10 to Grab

Frozengrips - Frozengrips are ice-based gloves that not only protect the hand from ice and the cold, but also allow the wearer to generate a cycle of freezing moister-infused air that will lay on a thick coat of ice when contact is made, and will continue to generate ice crystals for each turn the contact is kept up. These gloves ca produce 10 blasts of ice or be run continuously for 15 minutes max before they need to refuel. After 1 hour of rest they will fully recharge.
+5 to Punch, +10 to Grab

Gauntlets - Gauntlets are armour for the hands, they can protect the extremities from 1 point of damage providing that damage comes from a handheld weapon (not counting the Castor Gun) or a body part.
+5 to defend

Ethergrips - Ethergrips produce a field of Essence around the glove that can disrupt the workings of some Technoequips if contact is made, and can penetrate Essence Armour. Ethergrips also enable an Empyrean to grab hold of some magic, such as summons, certain Castor Shells and wrangle them. Keeping contact with such entities wears out the gloves in either 3 minutes conitinuous contact or 5 times coming in contact with such powerful sources of essence. They can be run continuously for no more than 10 minutes before they require 15 minutes to recharge.
+10 to Punch against ether armor, +5 to Grab

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

Megatongrips - Megatongrips do 3 points of extra damage when they contact from a Punch and 2 points of extra damage when hitting with a hand-held weapon (not counting the Castor Gun). They make the hands heavy and lower dexterity to almost non-existent levels, making Mudras, hand gestures and delicate Spell Casting impossible while wearing these gloves.
+10 to Punch and attacks with hand held weapons, -20 to Grab, Throw, Elbow, Grapple and any other actions requiring dexterity

Voltgrips - Voltgrips protect the wearer from being shocked by electrical currents, and surround the glove in a static field that will zap and shock whatever it comes into contact with, doing 1 point of damage per turn the contact is maintained. They can also fire 8 bolts of lightning-like electrical charge at a target. Keep in mind that the current is still susceptible to attraction to metals, water and other conductors. They cannot be used for more than 15 minutes at a time or they will short-circuit and electrocute the wearer. They take 1 hour to recharge.
+5 to Punch, +10 to Grab - if conductors are nearby: +2 to Punch, +6 to Grab

Metaclaw - The Metaclaw is similar to the Gauntlet, but instead of merely being armoured to pretect the hand, it is equipped with sharp pointed plates of armour excellent for attacking. The Metaclaw does make it more difficult to hold small objects while it is activated, so if you were trying to cast magic from a charm or scroll you'd most likely fumble and fail if you simultaneously have Metaclaw activated.
+1 damage to Punch, +5 to Punch, -10 to to Grab, Throw, Elbow, Grapple and any other actions requiring dexterity

Lesson Three: Crafting


Crafting is a useful tool to have. Obviously everything in Empyrean city needs to be made. Somethings are harder than others to make, as some Crafting skills are more involved than others to perfect. Below are some of the possible skills you can study:
Metalwork (used in weapons crafting, armoring, and building)
Woodwork (used in furniture, tools, and weapons crafting)
Masonry (used in buildings, household objects and tools)
Carving (used in magic, custom items and icons)
Leatherwork (used in clothing, weapons, tools and custom items)
Jewellery making (jewellery, custom items and magic)
Weaving (household items, clothing, specialty items)
Sewing (used in clothing, household items and custom items)
Engraving (used dishware, magic and custom items)
Etching (used in armoring, jewellery making and custom items)
Drawing (used in Golem creation, design and Geometrics)
Architecture (buildings and seige weapons, such as towers)
Painting (used in portraits, Golem Creation and Custom items)
Pottery (used in dishware, custom items, and household objects)
Sculpting (used in Golem creation, Hybrid creation, icons)
Bookbinding (books, magic, tools)

If one masters even one of these skills, they can apply it to other skills, such as Alchemy, Crafting, Magic Casting etc... When you do the item becomes Vesta styled, giving it twice the duration of a normally crafteditem. For more on Vesta styling, please refer to Tryna's Third Lesson.