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Posted: Fri Oct 26, 2007 11:58 pm
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Posted: Sat Oct 27, 2007 3:17 am
RULES :: Please don't post without permission, unless you're Taro Rae or Skieborne, or are simply dropping off a one-post gift.
:: Please stay in character if you do post.
:: Please keep posts gramatically correct. If I can't understand what you've said, I'll delete it.
:: This is a journal, not an RP setting. I might post RP logs here or have self RPs, but that doesn't give the right to start RPs in my journal. If you want to RP, PM me and we'll arrange it.
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Posted: Sat Oct 27, 2007 3:19 am
ABOUT Name: Elanin Nickname: None Yet Age: 7-10 Alignment: Choleric Orientation: Kinesthetic Hair: Hunter green Eyes: Golden yellow Skin: tarnished brass Stage: Zero Text color: OliveLikes: Dislikes:Personality:Tomboyish and energetic, she loves to make friends and explore. (More to come.)
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Posted: Sat Oct 27, 2007 3:22 am
Alliance: Choleric
Colours: Green, brown, tan, khaki, earth tones, copper, rich deep hues.
Attributes: Good with crafts and their hands, animal training, botany, recover quickly, Tribal Magic.
Personality Traits: Earthy personality, stable, strong, sensible, patient, friendly, bold, courageous.
Sampi Ouroboros: The Sampi Ouroboros is the sign of the Cholerics and depicts three serpents wound in a club or three-leafed-clover shape. The Sampi symbolizes teamwork, stability, fidelity, brotherhood, loyalty and friendship. The snakes form a stable base in the Sampi, and each snake follows one layer deeper in the coil, supporting each other, ready to rise should the snake above fall. The Sampi shows that nothing can be done in solitude, when we undertake a task ourselves or with kin, it must be for the good of all Empyreans to be successful. All Choleric Aligned Empyreans will wear their Sampi 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 Choleric are best suited to the Kinesthetic or Journeyman Orientations as it allows them to use their bodies and make use of their powerful earth-driven and grounded natures.
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Posted: Sat Oct 27, 2007 3:24 am
KNOWN PEOPLE
Melancholy -none- Choleric -none- Sanguine -none- Phlegmatic -none-
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Posted: Sat Oct 27, 2007 3:26 am
Classes and Teachers ~coming soon~
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Posted: Sat Oct 27, 2007 3:28 am
Possessions School Supplies1 leather-bound book for recording spells and training
1 cloth-bound book for recording personal information/journal keeping
1 paper-bound book for homework (replaced when full)
1 Chemistry Set (including: 1 Crucible, 1 Alembic, 6 Vials, 2 Beakers, 2 Droppers, 1 Syringe, 1 Mortar & Pestle, 1 Rubbing Stone, 1 Pack of PH Paper, 1 Set of Scales)
1 Cooking Set (including: 1 Set of Measuring Spoons, 1 Pair of Tongs, 1 Skillet, 1 Cauldron, 4 Mixing Bowls, 1 Goblet, 1 Athame)
1 Magic Theory Kit (including: 1 Wand, 1 Broom, 1 Spirit Bell, 1 Crystal Ball, 1 Deck of Cards, 1 Holding Box, 1 Bag of Runestones, 1 Bag of Chakra Stones, 1 Incense Burner, 6 packages of Incense, 6 Candleholders, 6 Candles (one each of black, blue, green, red, white, yellow))
1 Storage ChestTechnoequips-none right now-Personal Artifacts   #74 Render Shot (2) - The Render Shot does 4 points of damage in a hit. Doesn't seem like much for being a restricted level 2 Castor Shell...Except, it cannot be blocked. #49 Thunder Blast (2) - The Thunder Blast fires off a large thunderball (about one foot in diametre) that has enough charge to disable small electrical appliances, standard techno equips for 1 turn ad to jolt an Empyrean, stuning him or her for 2 rounds if unblocked, and 1 round if blocked. It does 4 points of damage, and can only be partialled blocked. If it is successfully blocked, it still does 2 points of damage from referral. #80 Possession Radius (3) - The Possession Radius puts all those in the 4 foot squared radius in which it is fired under the one who fired the Shell's control for 2 turns. During this time, the one who fired the shot can use any of the possessed's skills or items for his or her own benefit, or against the possessed for damage.
 Certed Technoring - 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.
 Goggles Equips to: Head Equip. (Can also be worn as a basic item) 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. Goggles can be upgraded with certain Talismans to enable the wearer to see specific things, such as auras, energy levels, wards, even reveal things hidden by invisibility or magic!
 Castor Gun (shells not included) Equips to: Item Equip. 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.
  Holiday mystery gifts left in my room. CreditsBase: 0 Lune: 0 Sol: 0
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Posted: Sat Oct 27, 2007 3:29 am
OTHER POSSESSIONS Familiars-none right now-Aberrations-none right now-Plushies-none right now-
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Posted: Sat Oct 27, 2007 3:30 am
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Posted: Sat Oct 27, 2007 3:33 am
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Posted: Sat Oct 27, 2007 3:34 am
GROWTH Requirements for the First Transcendence: 00/16 ~ The Empyrean must make at least 1 RP post in each of the 16 classes in the White District 00/01 ~ The Empyrean must attend at least one Event 00/01 ~ The Empyrean must make at least 1 RP post in the Teacher's Lounge. 00/14 ~ If classes are missed, and other requirements are made, special tutoring may be available.
At Stage One the Empyreans can learn magic, and can choose one of the following four types of magic: Tribal, Ritual, Circle or Grimoire, and select three spells that the Empyrean wishes to learn. The Empyrean may add these three spells into their repitoire after having successfully used the spells three times in a situation (such as the fighting arena or fighting monsters).
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.
At Stage Two, the Empyrean can take a job in the city. Jobs can be anything from Artist to Monster Trainer, and these are usually based on whichever classes the Empyrean liked best in school. At Stage Two the additions grow further. 3 more spells may be learned and added to the Empyrean's repetoire. By the end of Stage Two, the Empyreans are allowed to leave the City for their transition to Stage Three. At Stage Three the Empyrean makes their final changes to/adds new additions, and returns to the City. Once returned to the City, Empyreans may take a Position in the City such as: Grigori, Seraphim, Gatekeeper, Chorus.
Requirements for the Third Transcendence: ~ The Empyrean's Apprenticeship msut advance to Career status. ~ The Empyrean must help at least one lower Stage Empyrean through RP, whether that be casual, assisting in a task, or tutoring ~ The Empyrean must succeed their test for their chosen position ~ The Empyrean must purchase with Credits earned a Gate Pass out of the city
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Posted: Sat Oct 27, 2007 3:35 am
Additions Prospective Stage One AdditionsFelis Stud Horns - 200g - located at the temples; color: #A5AA1C Caprian Eyes - 400g Hair Addition - 600g - move braid to back of head and lower on the head Aqueous Ears - 200g - soft fins; color: #98CB00 Aqueous Feet - 500g - webbing color: #98CB00 Aqueous Torso - 1000g - soft spots; color: #1D1403 Draconic Spine Eastern - 1000g - fur color should match her hair Felis Fangs - 100g Add Earrings (x4) - 200g - two large hoops in lobes, two smaller hoops higher up
Stage One Total - 3200gProspective Stage Two AdditionsAqueous Face - 500g - soft spots on the cheeks and forehead; color: #1D1403 Caprian Horns (Goat) - 1000g - building on the Felis Horn Studs; color #A5AA1C Draconic Crown Eastern - 1000g - fur color should match hair, add beads matching her clothes to spine fur Demonic Shoulders - 1500g - wings should match her coloring Aqueous Arms - 600g - soft spots; color: #1D1403 Aqueous Legs - 600g - soft spots; color: #1D1403 Angelic Arms - 600g - arms fade to green at the hands Algelic Legs - 600g - legs fade to gree at the feet Demonic Mane 1 - 1000g - chunk of white hair on left side that's styled with the rest of the hair
Stage Two Total - 7400gProspective Stage Three AdditionsFelis Ether Eyes - 4000g Draconic Tail Eastern - 2000g - fur color should match hair; bead decorations if available Demonic Wings - 4000g - upgrading from Demonic Shoulders to elongate wings Felis Third Eye - 2000g - matches other eyes
Stage Three Total - 12000Clothing suggestions for later stages: I only really request having an outfit that shows off her additions. Maybe lean towards more of the browns, greens, and earthy blues in colors. Oh.. and try to keep her bangs and headband (headband can change colors to match outfit)... I like how they're designed, but maybe have the bangs swept back in stage three.
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Posted: Sat Oct 27, 2007 3:38 am
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Posted: Sat Oct 27, 2007 3:43 am
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Posted: Sat Oct 27, 2007 3:44 am
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