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SkieBorne
Crew

Dapper Gekko

6,300 Points
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PostPosted: Sun Jul 02, 2006 12:47 am


Character Sheet


Instructions: Quote this post and fill in the neccessary information. It's recommended that you preview often. :3

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 || Trapping & Hunting Shop


Magnum Opus - Kallisto's House and Shop


__________Statistics__________

Name: Kallisto
Stage: One

HP: 20
Permanent Augment: -5%
Number of Actions: 6 Actions
Magic: Circle
Orientation: Kinethestic
Profession: Cook's Assistant
Position: N/A
Wealth: 34 Base // 05 Lunes // 65 Sols

Weapon: Seika; a whip-sword with a container in the tip that can store and release one dose of an alchemical potion.
Weapon stats: Atk [3]; Dfs [3]; Pen [3]; Arm [steel, mithral, iron]; Rch c[3] e[8]
Karma Points: 0
God(s) Worshipped: None


__________Skills__________

...// Base Skills ...
Physical Attacks (remember to account for orientation)
Difficulty: 25%
Punch……….K - 4 damage
Kick……….K - 5 damage
Block……….J - 3 defend
Throw……….K - 4 damage
Dodge……….A - 3 defend

Difficulty: 30%
Feint……….A - +1 to next successful consecutive attack
Focus……….K - +4 to attack/+3 to defend
Strength……….K - +4 to attack/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.))
Tackle……….K - 4 damage, stuns for 1 turn
Terrain……….J - +4 to attack or defend
Tumble……….J - +5 to Defend
Tactics……….A - +4 to Attack if guess was correct. No Post Edits allowed save typo errors

Difficulty: 35%
Trip……….A - A successful Trip forfeits your opponent's next turn.
Grapple……….K - As this is a test of strength and balance, the one who fails in the Grapple automatically fails their next chosen move (1 dice roll).
Knee……….J - A strike with the front of a bent knee to hit joints, soft bones (like the elbow or shin), nerve plexes and Chakras to do damage. Does 4 points of Damage.
Elbow………. J - Does 3 points of Damage.
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.
Nukite……….K - does 4 points of Damage; with Essence Manipulation it does an additional 1 point of Damage per Stage of Empyrean - regardless of Orientation.
Gedanburai………. J - It defends 4 points of Damage.
Ageuke……….J - Defends 3 Points of Damage.
Sotouke……….K - It blocks 3 points of Damage, and if successful, grants you an additional move before your opponent can strike.
Uchiuke……….K - It blocks 3 points of Damage, and if successful allows you to make a Grab with difficulty lowered by 12%.
Musubi-dachi……….J - Lowers Difficulty on Feint, Dodge, Block by 7%.
Zenkutsu-dachi……….K - Gives a bonus to any forward struck attacks, like Nukite, forward punches, front thrust or front snap kicks, of 3 Points of Damage. It lowers mobility by 10%.
Kokutsu-dachi……….J - It lowers the difficulty of Targeting, Melee and any ambidextrous or pole-arms weapons by 10%.
Seme……….K - Enables an attacker to continue to have the leading strike so long as their attacks continue to be successful, causing their opponent to resort to dodging or blocking until the tirade is finished.
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 Spells
Difficulty: 40%
Quinary……….Electric - Chromatic - target suffers +5% difficultyto all mental efforts like mudras and spellcasting; Astral – target suffers -3 pts of dmg or defense to spells they cast; Elemental – target suffers -3 pts of dmg or defense to physical moves they make; last 3 rounds
Sesquiquadrate……….Poison - target suffers -2 to dmg/dfs to actions, +5% difficulty to mental efforts; lasts 3 rounds
Biquintile……….Plant - reveals up to 3 skills of target that are to the chosen planets, lasts 1 round
Square……….Bone - target gains -1 dmg suffered from spells, lasts 2 rounds
Trine ……….Dark - Returns an equal amount of damage dealt, active until damage is reflected (however, there is only one reflection)
Sextile……….Time - After sextile has been cast, the caster can call upon it at any time but only for an offensive action. The caster can only do this once per time the spell has been cast and only one sextile spell can be active per caster at any one time. When called upon, sextile grants a -20% difficulty bonus to the caster when they feel the time is right to strike.
Conjunction……….Plant - This spell overrides status effects in the target. However, the planets chosen for the spell must have a connection to the status effect for the effect to be cancelled. Lasts 3 rounds.
Waning……….Dark - Waning lessens aspects and the target of this spell gains a -5% difficulty bonus to a weakness but suffers a +3% difficulty to strengths. Lasts 3 rounds
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 __**
Body - +1% difficulty - useful for use against moving or far away targets. Targeting Body aims for the body as a whole. It is not specific as to where the hit will land, so long as it hits a body part. Body allows you to circumstances like speed, distance, movement, distraction otherwise would add a greater difficulty.
Limb - +2% difficulty - Targeting Limb - either arms, legs, wings, tail etc - will slow your opponent down by 2%.
Head - +5% difficulty - Targeting the Head, or a Head Shot, will allow you to bypass armour if no helmet is worn. a non-lethal strike to the head stuns for one turn. For monsters, a lethal shot to the head can kill some breeds instantly.

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


…// Special Augments ...
NONE


__________Inventory__________


Technorings
Left Head: Goggles with Infrared
Right Head: Helmet
Throat: Chestplate
Left Arm: Certed Techno ring ~ Jadeite
Right Arm: Metaclaw
Left Hip 1: Castor Gun
Left Hip 2: Seika (Sword)
Left Hip 3: Moded Technoring ~ Aqueous Tide
Right Hip 1: Certed Technoring ~ Auberon
Right Hip 2: Certed Technoring ~ Opal
Right Hip 3: Moded Technoring ~Angel's Dirge
Left Ankle 1: Hover Boots
Left Ankle 2: Moded Technoring ~
Right Ankle 1: Magneboots
Right Ankle 2: Moded Technoring ~


Technoequips
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

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

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)

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.

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

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.
+5 to Punch, -10 to to Grab, Throw, Elbow, Grapple and any other actions requiring dexterity


Potions
0 x Sunspot Vial
0 x Demon's Dance
1 x Live Wire
1 x Rainwater
1 x Booster Juice
1 x Tauran Strength
1 x Aqueous Tide
2 x Angel's Dirge


Castor Shots
-name // Effect
-name // Effect

Familiars
Cecil // Cicus Cat
Jadeite // Jade Abberation


Other
-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
Sunspots || Literally, Sunshine in a bottle! Uncorking Sunspots releases bright flashing lights that can be used to confuse or blind an enemy or illuminate a dark area!
Sundew is the plant required for Sunspots. In order to prepare it, the sundew must be cut fresh and hung to dry in the sun with the flowers hanging down. After three days of drying the flowers, take them down at noon and submerse them in canola oil for two hours and then add a hot flame under the alembic. The subsequent juice that bubbles up out of the alembic mut be captured in a copper basin and left to cool before being transfered to a glass vessal. Once the cork stopper is put in, the Sunspots will take affect next time the cork is taken out of the vial. 1 Sundew Blossom makes One Vial of Sunspots.

Stardust || Stardust is like Tinkerbell's pixie dust. It enables you to hover, jump, and fly higher than your normal restriction by double the height!
Windflower is the flower required for Stardust. In order to prepare it, the windflower must be hand picked from the wild, although a weaker version of the flower can be found in the grass plots of the Flora Gardens. After being plucked, within 1 hour of picking the blossoms, the leaves and stems are to be removed by hand and the heads placed in a silver basin with cold freshwater. This basin is to be left in the starlight for one night, and before dawn strikes, the flowers are to be removed with a silver mesh net and crushed into paste in a white marble mortal with a crystal pestle. This mixture must then be flattened and dried on glass panels. Once it is sufficiently dried, it can be crumbled into powder which can then be transferred into a silver or glass vial. 3 heads of windflower makes One Vial of Stardust.

Fire Drops || This liquid ignites when it hits oxygen and starts a flame that will catch on whatever it has been dropped onto...even if that surface is not generally flammable!
St. Ignatius Bean is the plant you will need to make Fire Drops. The beans need to be crushed using a cast iron mortar and pestle, and then need to be mixed with equal parts magnesium, 40,000 h.u. cayenne, saffloer oil and heated over an open flame. one the mixture reaches a boil, reduce the heat and transfer the mixture into a bowl made of smokey quartz crystal. Add a medium ladle of safflower and a dropper of alcohol to leach the essence. Strain the mixture 17 times, each time adding a dropper of alcohol. At the end of the 17th repetition, a glowing droplet of oil should rise to the serface. Remove this with a clean dropper and store in a smokey quartz crystal vial. For each bean used you will generate onedrop of fire.

Rainwater || This mixture when uncorked releases a torrential spring rain, perfect for dousing fires, quenching thirst and cleaning away footprints or blood!
Water Violet is the blossom you will need to make Rainwater. The blossoms need to the snipped from a clean pool of water during a rainstorm with a pair of sterling silver scissors. The blossoms are to be steeped in a deep raw stone basin, preferable of balsom or sandstone. The blossoms shuld be stirred every two minutes in a clockwise direction for four hours. On the first hour, the alchemist should add in 1 teaspon of silver shavings. On the second hour, four small flourite stones - and when stirring, be careful not to disturb the stones where they have fallen. On the third hour, 24 drops of distilled essential oil of fresia. On the fourth hour a live tadpole should be added, and the alchemist must wait until this tadpole has grown into a full grown frog before moving on to the next step. After the tadpole has grown into a frog, the rest of the mixture is to be strained into a beaker. The frog is to be set free, and the flourite stones left to air dry. Once these things have been done, the remaining mixture is to be corked and used as desired. Each blossom yields 2 minutes of rain.

Sacred Ground || This mixture can be sprinkled around a target group, and it 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!
Green Coffee will be needed to create Sacred Ground. The coffee beans must be prepared in the dirt from which they were grown. Two-parts dirt to each bean should be crushed in a wooden or stone mortal with a raw-cut stick. Once the mixture is well mixed, crush a small lump of limestone in a seperate stone mortal with the same pestle, and mix the two together. In the same mortar as used for th limestone crush an equal amount of pink rock salt and then mix this also into the mix. Finally burn a stick of yew over the mixture and mix in the ashes. Fold the mixture into the center of the mortar three times with a wooden spatula and then let it sit overnight. Store it in a wooden or stone box, and use only your bare hands, or a spoon of bone or wood to spread the Sacred Ground. Each bean yields 1 foot of protection.

Siren's Song || Confused? Baffleghasted? Just plain bleary-eyed and out-of-sorts? No matter what the cause of your muddled brain, Siren's Song can wake you from the fog and put your mind back into prime working order!
Witch Hazel is the plant you will need to compose Siren's Song. Witch Hazel must be picked by hand and wrapped in cotton. Music must be playing while working with the witch hazel, although it is more effective if the alchemist herself sings while working with the plant. With a wooden wand of ash, poplar or dogwood, the entirity of the witch hazel must be touched with the wandtip, then turned over on the bed of cotton, and repeated along the back of the sprig. Then, using gold-coloured silk thread, the witch hazel should be lowered into a vessel of aloe vera juice and soaked for 1 hour to the second. The leaf should then be dabbed dry with cotton and rubbed with bees wax. Tear the leaves from the Witch Hazel and place each one in turn into a storage vessel, including the twigs until the entire sprig is fitted into the vessel. You should take care to make sure there is room in between the leaves and twigs, so that air can flow in, touch all the parts and then flow out again carrying the song on the wings of the wind. 1 sprig of witch hazel makes 1 vessel of Siren's Song.

Satyr's Celebration || Comrade fallen asleep due to magic of slothly nature? Satyr's Celebration is guaranteed to wake up any sleeping person in hearing distance!
Dwarf Nettle is what you need to make Satyr's Celebration. Satyr's Celebration must be made while music is being played. Both recorded or live music can be used, but live music is more effective, so get a friend to play the Drums, Pipes, Harp or Chants while you cooking up this recipé. The First stage is finding a nice sprig of Dwarf Nettle. Wild is most potent, but there are some plots of 'untended' Dwarf Nettle in the Flora Gardens that work well too. Make sure the sun is at high noon, and wearing leather gloves, cut a 3 inch piece off with a Gold dagger. The second stage is to suspend the Dwarf Nettle over boiling Olive Oil, making sure the nettle becomes wet and saturated with steam. After 1 hour of this phase, remove the boiling oil and heat, and place a gold or brass pan underneath the hanging Nettle clipping. Let it sit for another hour, after this hour is up, collect whatever condensation has dripped off the hanging sprig in a glass jar. Make sure not to let the spring hang longer than an hour, or the potion will be come less effective at a rate of 10% per extra drop contaminating the dish. To use, simple uncork or unscrew the lid and the dancing sound of the potion will come pouring out. Three inches of Dwarf Nettle makes 1 bottle of Satyr's Celebration.

Pele's Favour || Pele, an ancient Goddess of the Volcanoes lives on in this salve. Although it was said she had a terrible temper, she herself was immune to the damages of fire, and using this salve will heal any burns incured!
You will need both Larch and Leopard s Bane to make Pele's Favour. Gather 1 fully bloomed and open Arnica flower from the Leopard's Bane plant, and 1 branch of Larch with at least 5 leaves (The more leaves, the more potent the potion by 2% per extra leaf) by carefully burning them off the main plant with a hot ember or cinder. After you have your specimins, dye a piece of cotton thread with red berry juice - any red-coloured berry will do, such as cranberry, raspberry, strawberry, cherry etc.). using your dyed string, fasten the Leopard's Bane blossom to the branch of Larch, in the attempt to make the flower look like it was grown on the branch. Carefully place this combination into a crucible (any make) and add a single drop of your own blood (preferably from the Finger that governs fire). Light the flame under the crucible and let it cook for 26 minutes. Extinguish the flames immediately after 26 minutes, and remove the branch from the Crucible with the hand you pricked. You will find it warm to the touch, but not hot enough to require gloves. You will find that the flower has actually grafted to the branch as if it had grown there, and that the string and blood are no where to be found. Keep the branch in a wooden box lined with linen. To use remove a leaf from the larch branch and a petal from the arnica blossom, and use the leaf to rub the petal onto the burned area. You will find the petal will magically dissolve to a spreadable paste that will cure the burn instantly. 1 Leopard's Bane flower and a branch with a minimum of 5 Larch leaves creates 1 box of Pele's Favour.

Frey's Love || Frey melted the world and Gerd's heart with one glance. You can heal any frostbite with a rub of Frey's Love!
You will need both Honeysuckle and White Bryony to make Frey's Love.
In order to prepare Frey's Love you will need to make it in coldest winter, preferably in the months of January or February. It can be used at anytime after that, but it's preparation requires very cold, fresh air. A weaker form can be achieved by using magics, or the Frozen Radius Castor Shells, but it's effectiveness drops by half, requiring twice the amount to reach the same effect. Using a gold arm ring (such as a bangle or upper arm band) lower it over the Honeysuckle and speak the word "Frey" very clearly, with as much warmth in your voice as you can muster. Then, leaving the gold ring in place, take a matching silver ring and lower it over the selected White Byrony and clearly speak the word "Gerd" with as much coldness and indifference in your voice as possibly. Then pull both selected flowers from the soil, roots and all. In the same bowl of any white material (although white marble is most effective), shear off the roots from both plants with a piece of sharpened clear quartz crystal, or a dagger made of glass. As ice shards and crush the mixture together. Then, in a plot of medium soil, bury the mixture and place it on a window sill. When the first light of dawn hits the soil, it will pring to life with fresh green shoots. Cut these shoots with the same quartz or glass dagger used before and grind these leaves together until you get a thick paste. Store in a glass jar, preferable one tinted blue to make it keep longer. One honeysuckle plant and One White Byrony makes 1 glass jar of Frey's Love (this can be used up to 8 times).

Medea's Salve || Medea was a powerful sorceress, and helped Jason steal the Golden Fleece! Medea's salve will cure any poison!
You will need both Poison Nut and Poison Ivy to make Medea's Salve.
The nut of the Poison Nut plant is safe enough to pick with your bare hands, but the Poison Ivy is best picked with linen or muslin. Gather a small sprig of Poison Ivy and 1 nut from the Poison Nut plant. Stew the Poison Ivy in a glass alembic, and capture the steam in a glass jar. Ensure that this jar is large enough for the finished salve, as the steam must not be transferred to another vessel. While the alembic is stewing, heat the Poison Nut in boiling olive oil until soft - generally about 10 to 15 minutes. Once softened, remove with a brass spoon and lay out on a fresh piece of linen or muslin. Using a crude stone dagger cut the nut in half and sprinkle with nutmeg. The nutmeg will coax an oily ooze to the surface of the nut's centre. Scrap this off with a gold spoon and drop it into the jar with the steam. Add in three syringes of Cacus blood and seal the jar. Shake well. When it has congealed and thickened you will have a finished salve that can be used up to 8 times afterwards. One sprig of Poison Ivy and One Poison Nut make 1 jar of Salve.

11. Live Wire
12. Galatea's Kiss
13. Booster Juice
14. Centaur Blood
15. Dragon Breath
16. Gryphon Cry
17. Vision Quest
18. Angel's Dirge
19. Demon's Dance
20. Feline Grace
21. Canine Howl
22. Aqueous Tide
23. Equestrian Trance
24. Tauran Strength
25. Serpentine Wiles
26. Caprian Pride
27. Felis Tribe
28. Rhapsody
29. Loki's Heart
30. Holy Water
31. Elixir
32. Phoenix Tears


__________Familiars__________

Abberation Statistics
Name: Jadeite
Type: Jade
Element: Earth
HP: 15
Number of Actions: 5
Skills
Magic Spells
Eclipse Beam - Dark attack - 5/5 - 4 points of magical damage, 6 points to Elements weak against Dark (30%)
Earth Shield - Blocks Earth Magic/Tribal Magic - 5/5 - Defends against 4 points of magical damage, 6 points of Earth aligned magic (30%)
Specialty
Longevity - Longevity causes the Empyrean to remain younger looking for the duration of its possession, and during a fight circumstance retains the last point of HP until Jadeite uses up all three of its specialty moves. 3/3 (40%)

Name: Opal
Type: Opal
Element: Water
HP: 15
Number of Actions: 5
Skills
Magic Spells
Lunar Beam- light-dark attack - 5/5 - 4 points of magical damage, 6 points to Elements weak against Dark or Light (30%)
Shadow Shield - Blocks Illusions/Possession - Defends against 4 points of magical damage, 6 points of aligned magic (30%)
Specialty
Transcendance: Allows the owner to have until the end of fight the HP of the future stage. (if a Stage Three, it gives you an extra 5 HP) - 3/3 (40%)


_______________ _______ _____ ___ __ _

Golem Statistics
Name: Auberon
Master: Kallisto
Golem Shard: Luxery Lather
Golem Protocol: Labourer
Elemental Type: Water
HP: 5
Initiative: 9
Toughness: Low
Cognizance: Extremely High
Independance: High
Speed: Medium
Potency: Extremely High

Specialty Skills:
*Replicate - the golem can replicate any small thing (organic or inorganic). 8/8 - 25%
* Mirrored - can duplicate itself up to 3 times to further serve it's master but the number of times the other specialty skills can be used remains the same. 3/3 - 40%
* Upgrade - can increase the quality of any one small thing (organic or inorganic) or transmute some substance into something that's one grade better. 5/5 - 35%

Mundane Skills:
Stamina - +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.)) [30%]
Focus - +4 to attack/+3 to defend [30%]
Shuto - It defends from 3 Points of Damage and deals 1 Point of Damage to the opponent [40%]
Nukite - does 4 points of Damage; with Essence Manipulation it does an additional 1 point of Damage per Stage of Empyrean - regardless of Orientation [40%]
Ageuke - Defends 3 Points of Damage [40%]
Gedanburai - It defends 4 points of Damage [40%]


_______________ _______ _____ ___ __ _

Cicus Statistics
Name: Cecil
Type: Cat
HP: 10
Number of Actions: 3

Skills
Physical Attacks
Difficulty: 30%
Scratch....... 1 damage
Bite....... 3 damage


_______________ _______ _____ ___ __ _

Monster Statistics
None Owned
PostPosted: Sun Jul 02, 2006 12:48 am


User Image - Blocked by "Display Image" Settings. Click to show.


Goals
By Stage Two
~ Win at least 2 duels (Sparring)
~ Earn at least 3 more technoequips (Buy)
~ Craft at least 3-4 Potions
~ advance onto 5* recipes for Alchemy (3 borrowings [9 books]) (Study)

By Stage Three
~ Develop fighting skills, advance into weapon work (Study)
~ Earn more Caster Shots (Quest)
~ Develop greater understanding of Rhetoric (4 borrowings [12 books]) (Study)
~ Learn targeting via Literature (1 borrowing [3 books]) (Study)
~ Learn more about Science (1 borrowing [3 books]) (Study)


Stage One Exam
Stage One Examination
Your Username: SkieBorne
Your Empyrean's Name: Kallisto
~Please have your Empyrean answer the following questions~
1. Have you borrowed at least 9 References from the Library? Which Subjects?
Yes. Alchemy and Physical Education mostly. (9/9)

2. Which form of Magic have you selected to study? Circle

3. Have you learned at least three Spells from the Stage One Lists? Which?
Yes, several

4. Have you obtained one of the following: Abberation, Cicus Pet, Golem, Hybrid, Monster? Which?
Cicus Cat (Cecil), Abberation (Jadeite), Abberation (Opal), Golem - Luxury Lather (Auberon)

5. Have you bought/crafted/obtained one of the following: technoequip, item, alchemical potion, medicinal remedy, Caster Gun/Caster shells? Which?
Sun Spots, Rainwater, Live Wire, and Demon's Dance; Certed Technoring, various technoequips.

6. Which Apprenticeship/Career do you hold? If Apprenticeship, do you plan on upgrading to Career or switching Apprenticeships?
Career is Cook's Apprentice, wish to become Alchemist's Assistant and then an Alchemist proper. I have also developed an interest in dueling and sparring. May pursue a career in dueling as well.

7. Have you attended at least 1 Special Event since your last Transcendance? Which?
Yes. June event - the Empyrean Banquet (1/1)

8. Have you maintained/forged a relationship with another Empyrean? Do they reside with you in your Housing Commission?
No. And no - I've moved due to unforseen complications.


Stage Two Exam
Stage Two Examination
Your Username: SkieBorne
Your Empyrean's Name: Kallisto
~Please have your Empyrean answer the following questions~
1. Have you borrowed at least 9 References from the Library? Which Subjects?

2. Have you learned at least three Spells from the Stage Two Lists? Which?

3. Have you decided on which Position you wish to hold in the City? Which?
Grigori
4. Have you completed the training requirements for your chosen Career?

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?

6. Have you performed work in one of the Shops, paid or unpaid in assistance of another Empyrean (including Tutoring)?
Tutored several Zeroes on Physical Education

7. Have you attended at least 2 Special Events since your last Transcendence? Which?

8. Have you completed at least one Quest? Which kind?


Requirements for the Second Transcendence
~ The Empyrean must take an Apprenticeship in the city
~ The Empyrean must study to become one of the following: Grigori, Seraphim, Gatekeeper or Chorus
~ The Empyrean must participate in at least one of the following: Duel, Monster Hunt, Golem Creation, Abberation Evoking, or crafting of some form of supply or goods.


Requirements to Become a Grigori
~perform at least three spells from at least one type of Magic
~have been victorious in at least 5 duels against other Empyreans
~understand and use at least 5 Technoequips
~posses at least one assistant, whether that be Hybrid, abberation, Golem or other Familiar
~have foguht and won a battle against at least 1 Outsider
~have participated in at least 1 investigation headed by a Chorus member
~have captured at least 1 survivor in a skirmish whether it be monster or Outsider


Alchemist's Apprentice Requirements
~Sells Alchemical/Spell components and mixes potions~
Class: 3
Availability: High
Requirements: Stage Two+. An extensive knowledge of Alchemy, Magic, Rhetoric is a must. Interest in Science desired. Looking for a fastidious and details-oriented individual willing and ready to do things by the book, and get them done right.
Mentor: Euphrasia
Wage: 1 Sol per completed Potion and a percentage of worth of items sold. 1 Lune for each interactive RP posts with customers.


Alchemist Requirements
~Makes Potions, and works on developing Substitutions and new Potions~
Class: 3
Availability: Medium
Requirements: Stage Three+. An extensive knowledge of Alchemy, Magic, Rhetoric, Math, Science is a must. Previous experience as Alchemist's Apprentice required. Full understanding of Substitution and Styles required. The Alchemist is one who takes official potions recipees and finds similar augmenting ingredients, and determines through experimentation how these affect the potion in its finished state. Sometimes in this process of experimentation, they discover new potions.
Mentor: Tryna
Wage: 4 Lunes per RP post. 1 Sol per finished list of Substitutions for one Recipee. These will be posted in Euphrasia's Shop, or in an Alchemist's personal Workshop. Bonuses for new potions discovered (consult a Game Manager).



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PostPosted: Sun Jul 02, 2006 12:49 am


Rhetoric with Melonia

Impressions

Well, I missed my first couple of classes and scooted into this one just as it started. I learned a lot in the first few minutes which is just as well considering my partners just kind of sat there, not really doing anything. Kind of rude, if I do say so myself. Anyway, the mudras are really interesting and best of all they're hands on! But even so, getting the hang of actually handling the energy that's raised is a definite challenge - at least for me. I'm going to practice so I master it - they seem like they'd come in handy at the least expected times so it can't hurt can it?

As for Professora Melonia, she seems like one of those people that are easily underestimated. Her eyes are super-intense, almost like they can peel back every fiber of your being and easily take exactly what she's looking for. Other than that, I'm not sure about her. I'll probably end up asking about my difficulties if I can't get through them on my own.


Notes


Coming
PostPosted: Sat Aug 26, 2006 9:00 pm


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The Arena:
Well, I was a little lost at first, but that was fixed soon enough. When I got there, there were a pair of Stage One Empyreans sparring. I know they weren't the smoothest in the world but I still envy them. Oh I can't wait for PE class! I just want to try sparring, it looks like so much fun! And I love the ring of steel on steel... Though I must admit, the roar of an adoring crowd kind of sounds appealing too. I only hope I can acheive the level of mastery that I've heard some of the Professors have. I'll do everything in my ability to reach the level they've set.

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PostPosted: Thu Oct 12, 2006 8:42 pm


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Impressions


Well, this was an interesting class. Things were blowing up and we somehow made light and I met some class mates. Tryna looks like she's a really cool professora I might just drop by the lounge to get a couple points on this Alchemy stuff. That's what the cooking meant. I thought it was some kind o domestic class... not my cup o' tea. Oh! I almost forgot! We got to keep a vial of the sunspots that we made. I wonder what else alchemy can make. I'll check the library later too, I think. Pick up a book on simple Alchemy.

I sat with a group of people I recognized from yesterday as well. Still not sure about them. They seem nice though I'm pretty sure they're a close-knit group already. I wish I could find a couple pals like that. It'd be nice. No more feeling like and intruder or sitting alone. Wonder if I'll make any friends any time soon. I hope so...

I really enjoyed cooking. Tryna is fascinating and energetic, it's really nice as the other professors seem to be rather quiet. Alchemy is so interesting! I think I'll look into it some more, maybe even head in that direction for my studies... but then again I did enjoy my visit to the Arena. Those two people looked so cool.

Hmmm.... Maybe I could apply the art of Alchemy in some way to martial arts? I doubt I'm very good at anything magical as Rhetoric has shown me so I want to make that weakness up with a strength in something else. Alchemy will hopefully fill that gap.

I got a vial of Sunspots so I'm happy. I just have to remember not to shake the vial so it doesn't go flat. ... I'm tired, so I'll leave it off here. The next class is Astronomy with Professor Elias. Sounds interesting.


Notes


    Sunspots
  • You can protect your eyes with goggles, but the one who releases the Sunspot will be unaffected by its brightness; for you it will merely illuminate the area, but it will blind all those that did not uncork it. So, if you want to save the skins of your friends, remember to inform them that you intend to uncork a dose of Sunspots prior to doing so.
  • If the vial is broken by accident, it will explode like you saw in our little demonstration.
  • Sunspots always illuminates when it is used - regardless of whether it is thrown, broken on purpose or inadvertently. Whether or not the blinding aspect of it is included or directed depends on intention.
  • If the owner of the vial throws sunspots likea grenade - as you say - it will blind those it has been thrown at, but not the party who had thrown it.
  • If it is merely opened, it will not blind anyne, it will merely light up the darkness in the room or area where it was opened.
  • If it is broken by accident, it will become caustic and blind even the owner.
  • As for shaking the vial, it will agitate the liquid inside, and it will give off a faint glow...the level of light of say, a glow stick. But shaking the vial is akin to shaking a pop. If you then open it, it will explode violently, and if you wait a long time before opening it, you will find it to be flat. That s to say, far less potent, and lighting a much smaller area.
  • One vial of Sunspots is good for one use.
PostPosted: Sun Oct 29, 2006 1:12 pm


Lelaus

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Aquired: At All Hallow's Eve Fieldtrip.
Reason: Sucessfully Identified Deumus.

You are one of five students to successfully Identify the monster described in the Padmir Story. It was in fact a Deumus. As a reward, this Certed Technoring is yours. You can use it to bond a familiar, pet or monster that is your own. In order to do so, bring the creature you want bonded with the Certed technoring to either myself or Prof Kortus in the Teacher's Lounge and we will contain the creature in this ring for you. Then all you need to do is tap the ring as you would any old Technoequip, and you can contain and release the pet at will.

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PostPosted: Sat Nov 18, 2006 2:15 pm


Response to Paintball



Oh! Paintball! I thoroughly enjoyed this event but it was soooo hectic! I ran out of my allotment of castor shells really really quickly but for the most part they didn't blow up in my face. But... I think I'd prefer the paint to the duds with hurt ten times more than the regular balls. I still have a huge bruise from where I got hit several times in the back. That. Was. Not. Fun. Still, I was rather pleased when the first crate fell down randomly and could -actually- grab some castor shells.

Speaking of which, I feel so horribly bad for Grave and Aysel. It seemed like something snapped between them. And poor Grave couldn't catch a break! He kept getting hit, on not glancing blows. Nearly all hit him squarely. It's no wonder his mood turned foul. But still, that's no excuse to go and shoot a classmate in the -head-. I mean, come on. That's just rude but it lets me know I should take cover if ever Grave gets out of control and has a castor gun. There's no way I'm getting in his way if that happens. When it comes down to it, I'm actually kind of glad he broke a bone or two as it seemed to snap him out of it before he collapsed.
...
Then again, there has to be someone who's willing to face those incapable of controlling themselves in that kind of situation... It makes me wonder if Grave is indeed as good a person as those around him claim? ...... No, no. I'm probably just looking for spectres thinking that. Afterall, he's got what? At least two interests now and I doubt that they would want to be involved if he was susceptable to snapping.

I'm really worried though, that I don't seem to be making any friends. They all seem to congregate around Grave. What's so magnetic about him? I don't understand it. He seems to be fairly social so perhaps that is what I am lacking. I definitely try to be more sociable in my next classes, maybe ask if a few of classmates would like to take a stroll in that garden I spotted last free period. It looked beautiful. And I should really stop by the Teacher's lounge so I can get that technoring activated to hold Cecil. That way even if I don't get any friends, I'll at least have Cecil around.


The prize:
Orrys

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Castor Gun (shells not included)
Equips to: Item Equip.
Aquired: In Paintball Wars.
Reason: For being on the Winning Team.

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.
PostPosted: Tue Nov 21, 2006 10:18 pm


Lus

arrow Architech
~Makes Banners and pretties up Threads~
Class: 2
Availability: Medium
Requirements: Stage Zero+. An ability to make banners, dividers, and format threads required. An eye for design, overall theme of Empyreans and aesthetics desired. Looking for someone to format the official threads.
Mentor: Raelyn
Wage: 2 Lunes for every banner made and an additional 2 Lunes for every thread completed.

After careful review of yer application for th' Architech apprenticeship, I have decided that yer perfect fer th' position.
Yer title of Apprenticeship will change t' Career if ya choose t' continue th' job as a Stage One.
Should ya decide that ya'd rather relinquish th' position at that time, or any time before hand, please make a post in th' ABB and repost th' position as shown above.
Until then yer responsible for th' tasks outlined above, n are entitled t' th' wage provided.
If ya have any Questions, ask myself or Raelyn fer assistance.

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PostPosted: Thu Nov 30, 2006 9:01 pm


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Impressions


Well, this appears to be an interesting class. I should probably pay more attention next time around though, so I can get better results on the whole circle magic thing. Apparently we Sanguines are good with circle magic... so maybe I'm just slow? I'll make a greater effort next time I have this class. I might even go see if I can get some extra help from professor Elias... He sure is pretty. And I think that a lot of people in the class think so too. I noticed that boy called Grave staring at him an awful lot. Can't blame him though, the professor sure is graceful. Wonder what he looked like when he fought...

Yeah, so. What else? Oh, I learned he keeps thoughts separate from emotion. Which makes me wonder isn't a bad thing to bottle everything up? I know I'd burst if I kept my emotions all dammed up behind my mind. But then again, maybe it just helps you think more clearly in stressful situations...

Time to get some sleep! Cecil's pawing at this page nonstop. It's quite funny. G'night!


Notes


  • Mercury is the planet of communications, intellect, analytical thought, language and logic.
  • Venus is the planet of material perspectives and pursuits, the fine arts, creativity, love, fine food, dance, physical expression.
  • Jupiter is ambition, leadership, confidence, dogma, strength and power.
  • Saturn is chronology, punctuality, higher intellectual thought, philosophy, antisociality and practicality.
  • Neptune is deep emotions, sensitivity, hidden inner potential, magical prowess, empathy, compassion and the power of change.
  • Uranus - OO-ran-os - is the planet of rebellion, overcharged power and uncontrolled actions.
  • It is said that the outer planets are maginifed and unleashed forms of the inner planets.
  • Mars is the planet of carnal energy, conflict, vitality and spunk
  • Pluto is its darker counterpart: self-destructive intensity, deep passions and decay.
  • Likewise where Jupiter is the most powerful of the Gods for which the planets were named, Uranos is his father, the vicious, brutish, primative forefather. His planet boasts the same power with less control.

    The Red Planet - Mars.
  • Red, in this case breeds passion, anger, impatience and rash thinking.
  • The Red Planet is so coloured from an excess of iron in its environment.
  • Iron, as you may learn in Abrid's class is a powerful tool for creating castor shells, and has a distinct affect on Outsider blood, as their blood cells require it to carry oxygen which feeds their muscles, brain and tissues.
  • Mars - the Roman name for the Greek God of War, was considered chaotic, brash and violent - kept in check only by Venus, Goddess of love and passion.
  • If you combine these qualities, you will begin to have an idea about what this planet can augment and with what sciences and magics it can be used.

    The Spell - Biquintle
  • The Spell is called Biquintile, and it is a Circle Magic Spell.
  • Biquintile is a versatile spell, because it can be practised with any of the different combinations of the planets to reveal information about a target.
    But to the point of the question, if you were to make a mistake casting Biquintile, you would be able to divine nothing but gibberish if anything at all.
  • How to draw the circle - Now seperate the circle into 12 segments, marking the Zodiac. Place the two planets whose strength you want to call upon and set them apart by two and a half signs of the Zodiac. Select any two planets you choose. Depending one which planets you invoke, different information will be revealed.
  • My Result - For the planets of Mercury and Venus the connection between mind and heart is shown in Elias. His connection between these two points is seldom used, and rather remote. Elias is not one to confuse the inclinations of his heart with those of his head, and this enables him to look objectively at the world through either or, but with difficulty to combine the two.
PostPosted: Thu Nov 30, 2006 9:02 pm


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Impressions


Well, this was the most fun I've had since classes started! I learned a lot despite the teacher not saying much but I think that was the point. Learning by doing seems like such a better way to go about things. It's like my body just absorbed the information and responded in kind. If only I could do that for those other classes like doing mudras.

Nadyrr is so nice! And totally shy. I think he's afraid of strangers... maybe there being lots of people... Personally I find neither to be that big a problem so I hope I wasn't too energetic for him. When we sparred he helped a lot! He's just a naturally finesse with this that I think I'm lacking. It's quite possible he'll end up a masterful duelist if he decides to pursue that direction. I only hope I'll be able to compare if that happens though, as I think I'll train so I can test my abilities in the arena - maybe even elsewhere.



Notes

  • All Stage Zeros have 10 points when they begin a sparring match.
  • Each Skill will do a certain number of points of damage to your opponent, or protect a certain number of points of damage. The first student reduced to Zero points loses the match.
  • For each win, a Student earns 1 extra point to go into a duel with from what they have learned.
  • Skills can be used in the Arena to spar with classmates in order to learn how to Duel, and eventually how to fight.
  • There are three Orientations, and three types of Fighting Skills - that's one for each Orientation - Academic Skills, Journeyman Skills and Kinesthetic Skills.
  • The Punch is a close-handed strike. A Punch, obviously is a Kinesthetic skill, which means it's worth more points if a Kinesthetic performs it. So, for the academics it's worth 2 points of damage, for the kinesthetics it's worth 4 points of damage and for the Journeymen it's worth 2 points of damage.
  • The Kick is a strike with the foot. Since it's powered by the legs, it overall is a stronger attack than the Punch. It too is a Kinesthetic skill, making it worth 3 points of damage for Academics and Journeyman, and 5 points of damage for Kinesthetics.
  • The Block is used to defend against attacks. You can use your arms or legs to block incoming attacks so that they do not connect with the body or head. A successful block saves you from losing points of damage. For Academics and Kinesthetics it can prevent 3 points of damage. For Journeymen, it can prevent 4 points of damage 'cuz it's a Journeyman skill.
  • In the case that your block prevents more damage than the attack blocking, you do not get extra points back to your total. In Fact, as you get up to higher levels of sparring, this excess is called expenditure, ad it can tire you out faster for exerting too much force and energy.
  • The Dodge is an Academic skill, as you might have guessed. Its job is to get you out of the way of an incoming attack. It's useful when your blocks are not strong enough to defend you against an incoming attack. It prevents 5 points of damage for Academics, 3 points of damage for kinesthetics or journeymen.

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PostPosted: Thu Dec 07, 2006 1:05 pm




What's This? A delivery of shiny Present Boxes?

Happy Holidays!


The gifts have opened! Inside you find:


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Goggles + Infrared (Image Pending)

Hoverboots (Image Pending)
PostPosted: Wed Jan 10, 2007 9:37 am


Gift Response


"Ooooh! Look! That's amazing! I actually got gifts. But I wonder from who..." She picked up the Tarantula Atham and inspected it, "These are simply amazing! Thank-you so much! I should try to find out who they're form so I can properly thank them."

<> Cecil sat on her bed bemused by her reaction.

"Hey! This infrared can be attached to the goggles!" She fiddled with it a moment but didn't successfully attach it, "Must need to get them integrated somehow. And these boots! Look at them! I'll be able to moce so quickly with these!"

Cecil's tail twitched from side to side, a broad grin on his muzzle. He knew who had delivered that gifts but that was something he'd always keep a secret. <>

Kallisto turned and flashed him a smile, fishing in her pockets for a moment before producing a package of chopped green leaves. Cecil sniffed, recognizing the substance and slid off the bed to plant himself before her. She giggled, opened the package of catnip, stuffed it in a sock and gave it Cecil. Smart as he was, hopped up on catnip he was even more fun.

She watched as his pupils dilated and he became a very playful kitty, batting at the sock and anything within striking distance. She sat down on her bed to watch, thouroughly amused. "Merry Yule Cecil!"

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PostPosted: Wed Jan 10, 2007 9:38 am


Holiday Response
PostPosted: Wed Jan 10, 2007 10:41 pm


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Flora Gardens with Antigone
I spent some time with Antigone in the Flora Gardens today. She's a nice person! We plan on going to catch up on Literature with Professor Dameron later on.

Caught up on Literature with Ubel, Antigone, and Aysel
This was the first time I've gone into the teacher's lounge... It was different then I expected. More relaxed then anything else. And everybody seemed to have a crush on Dameron. Is it just me or does everyone have a big case of the love bug? He's handsome, this is true, but not fall over backwards, I can't concentrate properly handsome.

As it wasm he seemed a little.... unorganized. And caught off guard with our request. Which makes me chuckle now that I think about it. Why else would we have all crowded in on him?

[Link to Catch-up Session - Start Here]


Sparring Match with Grave
He's clever and fast but seems to panic if pinned. But he packs a good whallop when he wants to... I wonder if we can train together as we both want to be Grigori in the future. That'd be kind of neat, fighting side by side....

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PostPosted: Sun Jan 14, 2007 9:19 pm


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Antigone and Kallisto

Antigone was surprised to find herself in the gardens. She'd never felt any real affinity for plants, but... It was quiet here, peaceful, and her thoughts, which never stopped, with her Sanguine energy and Academic's mind, weren't in competion with other voices. Antigone could feel a headache coming on... She missed Aysel something terrible. Her Melancholy could always help calm her down...

Kallisto wandered through the halls, lost in thought. Looking up she found her feet had brought her to the Gardens. Tilting her head to the side she wondered why. A garden was peaceful but that was about all the charm it held for her. Still, she decided to at least look at it as she hadn't been there yet. Slowly pushing the door open, she smiled as the fragrant scent of plants greeted her.

Antigone glanced upwards when she heard someone enter the area. She smiled slightly when she saw it was the other Sanguine girl, Kallisto. Yes, they'd shared a kiss at the Yule Revel. Smiling, her headache forgotten in face of getting to know someone, she called out the girls name softly. "Hi there," she said, tilting her head to one side as she studied the other girl.

Kallisto blinked as her name was called. She hadn't expected anyone to be in here. Her eyes narrowed slightly as she searched her memory for a name but failed. Smiling, she waved as she stepped fully into the gardens, "Hello! Didn't know you liked plants!" She continued forward, to stand not too far away as a bush with exotic looking flowers caught her attention. Sniffing them, she sneezed.

The girl laughed softly. "Antigone," she supplied softly. "My name is Antigone. And I'm not exceptionally fond of plants, but it's a peaceful enough place... Pretty, too. Though perhaps not for some oen who is alregic to plants?" she asked with the twinkle of fun in her eyes.

Kallisto nodded, turning to face Antigone, "So that's your name? I couldn't remember even though we kissed at the Revel." She smiled apologetically. "I'm not allergic... I think..." She reached up and rubbed her nose, effected blending the yellow pollen with her yellow skin. She frowned, feeling the texture but not seeing anything on her fingers. "So what are you doing here?"

"Looking for a little quiet," she said with a sheepish grin. "Not that I mind the company. I just needed to get away from the masses for a while. Even being Sanguine, I get tired of crowds every so often." The girl laughed softly, studying Kallisto thoughtfully. "And you, Kallisto?"


Kallisto smiled at that, you needed a crowd to get tired of first. "Me? Just out wandering. Haven't been in here yet so I thought I'd take a look. Might bring Cecil here at some point - after making sure there isn't any catnip though, don't want him tearing the place up looking for it." She laughed, taking a seat on a bench across the path from Antigone.


"Cecil?" Antigone asked, tilting her head to one side. "Who's Cecil?" She, to, moved to sit down on the bench, though she sat a respectful distance away, not wanting to appear overly friendly, even though she adored meeting new people. "A pet? I've got one of those. Archimedes, my owl." She laughed, smiling happily at he thought of her pet.

Kallisto nodded to her question, "Cecil is my cicus cat. I've had him for as long as I can remember. But he's a terror when he's gotten into cat n**...." She smiled, "More so then usual anyway. You have a pet? I didn't know that! Maybe we could - " She stopped, mulling over what Antigone had just said, "He's an owl? I don't think we should introduce them then. Feathers mean fun to Cecil."

Antigone laughed. "Oh, I'm sure Archimedes could handle himself. He's quite fierce, he is. And I won him durring the paintball wars. I had the most points for team two, and he was my gift. I'm very pleased with him, truth be told. He's a little bossy, but I love him."

Kallisto grinned "Congratulations, then! I didn't very well during that... but it was fun after everything settled down." She chuckled, "We could see if they would get along, though I do reccomend having some way of tucking Archimedes into safety. Cecil's really energetic. I'd feel bad if your owl got hurt because of him." She picked a weed and twirled it in her hands, thinking. "Say, have you been to the Arena? I went there last free period. It was interesting."

"I've only been there when we were doing paintball... Oh, and last class, for PE." She smiled. "It seems like an interesting place. I'd like to become a hunter, or something like that, so I'll probably need to get stronger than I am." She laughed softly. "Being an Academic, I'm not as strong as most Sanguines would be anyway."

Kallisto grinned "I ended up watching a couple of stage ones spar. It made me want to learn to duel. So if you want to train together, let me know!" Kallisto beamed, she had thoroughly enjoyed PE. "But I also liked cooking. Professora Tryna's so unique. I hope to go far with that." She nodded, "What have been your favourite classes so far?"

"Well, I recently made up Crafting, and that was rather interesting... And I've only been to Astronomy and PE besides, so... I'll have to go with Astronomy, simply because I got to preform a spell in front of the whole class, and I did it -well-." She grinned at the memory. "I loved being able to work magic, even if it was a simple one." She grinned sheepishly. "But PE was super fun as well. I'd wouldn't mind sparring with you, sometime. I'm not very good, though..." She grinned crookedly.

Kallisto frowned, "I didn't like Astronomy. I can't seem to get spells to work for me. I copied everything you and the professor did but I didn't get information beyond what I knew already." She sighed, "I think I'll need extra help with those classes to do well. If you want help with anything, I'll try but no guarantees." Kallisto found she enjoyed this person's company, it was much different then during the Revel where she felt like an outsider. She grinned at Antigone's last remark. "Sure! Nah, practice makes perfect, after all. I'll just have to remember not to hit too hard. Don't want to hurt anybody."


Antigone smiled brightly over at Kallisto. "Tell you what, I'll try and help you with the spells, and you can help me with the physical aspect of things, right?" She grinned over at the other Sanguine, and impulsively leaned in to give her a friendly hug. "Thanks for offering the help, and I'll make sure to tell you if you hit too hard," she said.

Kallisto chuckled, not expecting that offer of help, "Sure! I can do that." She nodded, then blinked as Antigone hugged her. Her first thought went to Aysel, who she thought Antigone had paired up with. Frowning, she patted Antigone lightly on the back, returning a brief, friendly hug and disentangled herself. "No problem! And thank-you!"

"As you say- no problem." She smiled happily and bounced up from her seat, suddenly full of energy. "I'm glad you came out here. I don't know many people... I mean, there's Ubel, and Grave. Of course Aysel-" here her voice changed into something dreamy, when she said her lover's name- "But... one can never have too many friends, right? And I'd like to be friends with you, Kallisto."


Kallisto smiled, friends were indeed good and she didn't have many. "The more the merrier!" The mention of Grave made her pause. Him again. -Why- was he so popular. Didn't Antigone and her lover dislike him? She thought a moment then nodded to herself, "You know, I have no idea why Grave is so popular. And I thought you didn't like him. Now I see you around him all the time, like you're close...." She smiled sheepishly, "I'm just curios, don't get me wrong. Girl talk, if you will." She winked, "Between friends."

Antigone laughed. "You know... I'm not sure why so many people gravitate towards him. He is charasmatic. He's nice, intelligent. A good person to have a late night talk with. I like him, but I like Ubel and Aysel as well. And you. So many people are unecessarily jealous of him... The one who holds my heart included. You shouldn't dislike someone just because other's like him, y'know?"

Kallisto shook her head, "I may be jealous but I don't think I dislike him... Just wondering what all the commotion is about." She sighed, "I haven't had a chance to actually talk to him and he always seems so aloof... " Kallisto trailed off, thinking about what Antigone had said. But she wasn't one to dwell on emotions much so she set it aside, Antigone was here, not Grave "Well, I won't know until I try right?" She smiled, looking more chipper then before. "Have you got some free time? We can go do something, if you like - before getting tutored."

Antigone grinned. "He's a good person, Kallisto. I think you'd like him, if you got to talk to him. He's very... magnetic." She laughed, and reached down to pull Kallisto up from her seat. "Sure, I've got loads of free time. I can get tutored later. What did you have in mind, my new friend Kallisto?"


Kallisto laughed at that, imagining little pieces of metal clinging to him. She let herself be pulled up, as she thought about what they could do. "Well, my friend, I don't know. I haven't really been many places. Have any suggestions?" She grinned, gesturing at the door, her spirits lifting as she looked forward to getting to know her new friend.

"I haven't been here very long. Only since the Astronomy class," she said sheepishly, tossing her curls back behind her shoulders. "I haven't been to many places... All the interesting things seem to be in the districts we're not allowed in," she said with a soft laugh. "Maybe we could go down to the kitchens, and grab a snack?"


Kallisto nodded at that, "That does seem to be the case." Her stomach growled at the mention of food and she laughed, "Snacks it is then. I don't seem to have a say in the matter." She tilted her head to the side, her ponytails bouncing as she smiled. "After you."

Antigone grinned, and moved to walk beside the other Sanguine girl. It was interesting, to have someone of the same gender and alignmnet as you around... It was even more interesting, she reflected, to note the differences between them. It was obvious Antigone enjoyed school more than Kallisto. Must have been her being a Sanguine. "I sure hope they let us back there... If not, we can go up to my room. I've got a few snacks stashed up there, just in case," she laughed out with a wink.

Kallisto grinned, "You're not the only one." As they walked down the corridors towards the kitchen Kallisto hummed to herself, happy to simply have a friend to do things with. Her step was bouncy and her smile wide, "Say, do you know what class is next? I never really pay attention to the schedule.... Something interesting I hope."


Antigone paused to think for a moment, before hurring to catch up with Kallisto. "I'm not sure, either," she said with a sheepish grin. "I hope it's something fun, though... Oh, were you here for the Cooking class? I have to make that up, but it doesn't sound like much fun..."

"Cooking?" Kallist turned, slowing a bit as Antigone caught up. "Yep! It was a lot of fun. Professora Tryna gave us these." She reached into a pocket and withdrew a faintly glowing vial. Careful not to shake it, she held it out, "It's a sun spot. Flashes when the vial is opened. I really enjoyed that class." She nodded emphatically.

"Oh!" the young Sanguine said with a blink as she took the vial, holding in gingerly not wanting anything called a sun spot to flash while she was looking at it. "So it's that sort of cooking... Maybe it won't be so bad after all!" she chirped out, handing the vial back to Kallisto. "Thank you for showing it to me."


"You're welcome." She slid her treasure back into her pocket, "I'm hoping I can do really well at cooking. I never thought you could bottle bits of a sun. It's something I'd like to learn to do." She continued on her way, "We can work together in class, maybe, next time it comes around."
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