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There's a surprise for you! Whatever could it be? 

Tags: Implings, Role Playing, Magic, Kids, Adoptables 

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Zakaria Arrington
Captain

PostPosted: Sun Nov 14, 2010 4:40 pm


INFODUMP

Not sure what's going on? Well, you're an idiot probably not the only one. Everyone likes to make doubly sure, or just learn how things work so they don't get banned.
This Infodump is basically a guide to how s**t everything works within Insperatus Donum. From descriptions of the kids, to our setting, to our FAQ, everything you could ever possibly want to know is in here. And if it isn't? Feel free to PM one of our NPC's or owners to find out the answer.
PostPosted: Sun Nov 14, 2010 4:45 pm


OUR RULES


We're a big fan of rules here. In fact, we're such big fans, we have rules everywhere! Mostly, so you can't say you don't know where they are or you couldn't find them. There are slight differences between each list of rules, so it's probably a good idea to give 'em all a read. Don't feel like going to find them? Well, we put them here too.
Try using that excuse NOW.


SHOP RULES
The list of rules that governs our shop thread in the forums.
the original list can be found in the main page of our shop, but here's a copy


oo1.Follow Gaia's t.o.s. Haven't read it? Well, you can find it here.
oo2.These are roleplay intensive pets; this means that yes, you must play them, grow them, and develop them through roleplay within the guild. Do not get one, then abandon it.
oo3.If you abandon your pet for longer than four months, it will Fade. Die. Go bye bye. Forever.
oo4.Drama is for the llamas; keep it out of the guild. We don't care if you hate so and so because they're such a jerk. That's just too bad. Take your childish squabbling elsewhere. In other words, be polite :3
oo5.Semi-Lit min. No exceptions.
oo6. Steal the art, and I'll cut off your f***ing fingers Don't steal the art, in any way, shape, or form.
oo7.Do not nag. Do not whine. These will get you nothing but ignored. Whining and nagging doesn't make the artist want to draw any faster. It makes her want to textually punch you in the face. Also, do not beg.
oo8.For information on pet trades/discounts/stuff not covered here, please PM either LollyxBeans, or Impy Kun. :3
oo9.For the love of whichever god you do or do not believe in, don't swear more than Lolly does. If you do, you have a serious, serious problem.
o10.Have fun!
o11.All questions and concerns are to be sent to LollyxBeans, Impy Kun, Zakaria Arrington, or Nigel Price.
However, you'll get a faster reply if you send it to Lolly or Impy.




LAB RULES
The main, and basic list of rules for our Guild. They differ slightly from the shop rules in that they detail a few things that are guild specific.
the original list can be found in the Lab Rules thread, but here's a copy.


oo1.Follow Gaia's t.o.s. Haven't read it? Well, you can find it here.
oo2.No godmoding. At all. Ever.
oo3.Drama is for the llamas; keep it out of the guild. We don't care if you hate so and so because they're such a jerk. That's just too bad. Take your childish squabbling elsewhere.
oo4.Be polite :3
oo5.Semi-Lit min. No exceptions.
Now, there may be some confusion as to what we mean by this. Allow me to clarify. One liners are unacceptable. All the time. Forever. And, yeah, we're not gonna be complete Grammar-Nazi's, but at least make it seem like you're attempting to type. You know, as opposed to rolling your face across the keyboard. Re-read your posts before you post them. Does it make sense? Are there words missing? Misspelled? Well, find it, and fix it. A little proofreading never hurt anyone. Lack of proofreading, on the other hand, has. If we catch you, you will be subject to the 'three strikes' system. You will be notified, via PM, and asked to please try harder. On your third strike, you WILL be punished, whether it be by suspension, or banning, we shall decide based on how much you suck the frequency of your strikes, and your activity within the shop.

oo6. Steal the art, and I'll cut off your ******** fingers Don't steal the art, in any way, shape, or form.
oo7.Do not nag. Do not whine. These will get you nothing but ignored. Whining and nagging doesn't make the artist want to draw any faster. It makes her want to textually punch you in the face.
oo8.For the love of whichever god you do or do not believe in, don't swear more than Lolly does. If you do, you have a serious, serious problem.
oo9.Have fun!


LOG RULES
A brief list outlining rules regarding your Experiment Logs.
the original list can be found in the Experiment Logs thread, but here's a copy.


oo1.The T.o.S must be followed in here as well. Again, you can find it here.
oo2.Only those who own Implings (Of any kind) may post here.
oo3.The Semi-Lit minimum is still enforced.
oo4.Don't post in another person's log unless they let you.
oo5.Your log must adhere to the formatting rules, found below.


ROLEPLAY RULES
A set of rules for roleplaying within the guild. They have a few RP specific rules, as well as guidelines to formatting your PRP threads.
the original list can be found in the Rules thread in the Roleplay forum, but here's a copy.


oo1.Follow Gaia's t.o.s. Haven't read it? Well, you can find it here.
oo2.No godmoding. At all. Ever.
oo3.Semi-Lit min. No exceptions.
oo4. RP threads ONLY in this subforum.
oo5.Title your threads [PRP] and [ORP], respectively. If it's a PRP, specify who's participating in the first post, or in the title.
oo6.Not in the first post? Or the title? Well too freakin' bad. You're not allowed in, obviously.
oo7.For the love of whichever god you do or do not believe in, don't swear more than Lolly does. If you do, you have a serious, serious problem.
oo8.Have fun!


OUR DISCLAIMER

Some of you probably noticed the disclaimer found beneath every single list of rules we have. What does it mean? Well, exactly what it says. Impy and Lolly reserve the right to change, alter, and edit the rules as much as they damn well please. Of course, you will be notified and warned of the change in rules, because just changing them without telling anyone would be an exceptionally douchey move. And, while we are douches here, we're not that bad.

THExOWNERSxRESERVExTHExRIGHTxTOxEDITxALTER,xORxCHANGExTHESExRULESxASxTHEYxSEExFIT

Zakaria Arrington
Captain


Zakaria Arrington
Captain

PostPosted: Sun Nov 14, 2010 4:49 pm


GENERALxSUMMARY

Nigel Price had an idea. A very, very, dangerous idea.
Oh, and did we mention it was illegal?
Of course it was. All the best ideas are, after all.
And of course, nobody wanted anything to do with him. Creating life, sure. But tampering with the magic inside of that life?
That was illegal. It had been for centuries.

But there was one man who would do it.

Zakaria Arrington was a well known mage; though not for anything good, of course. A thief, a murderer, a man without morals. Criminal in every sense of the word, he not only agreed to Nigel's idea, but improved upon the Theory. For nights, they toiled, and then finally...finally, they had results.

But they weren't what they wanted. They were a failure. Vials upon vials of mistakes.
Instead of the familiars they had hoped to create, each vial contained the essence of a child; they named them Implings, but found that they had absolutely no use for them. And really, neither was fit to raise them.
Zak was all for disposing of each and every one of the failed experiments. Dump them in a storm drain, and they wouldn't be their problem anymore. Of course, there were certain ethical problems with that that Nigel did not agree with in the slightest, and so a new plan was formed. Now, the two mages seek out the guardians that these creatures are reaching out to from within their vials, hoping that they will care for the children.
And really, they don't have much of a choice.

One would think after their first failure, the two mages would stop. But Zak was never one to let failure stop him, and Nigel truly wanted to see his theory through. They tried again, and again, they failed; though this time the results were different. A very non-magical being was created, similar in appearance to the Implings, but still quite different. They were named this time by Zak's apprentice, Kali, and dubbed 'Munsters'. Again, Zak was forbidden from smashing the vials. So now they have two breeds of creatures that they have to unload onto unsuspecting victims find parents for.

This, is where you come in. By creating a Guardian and accepting a vial, you officially become the proud owner of your very own Impling or Munster. You can roleplay as both your Guardian and Child within the shop, developing each and growing them. In the case of your Child, we mean 'growing' rather literally.
As you complete the growth requirements for your kid, they will progress in stages, from vial to adult. There are five stages in total – and your options are not limited. Nobody really knows how the vials work, as this is all just one big experiment. Get creative, and use your imagination.
PostPosted: Sun Jun 19, 2011 8:03 pm


NPC'S

No shop is really complete without NPC's, and here at Insperatus Donum, we have four. Zakaria Arrington. Nigel Price, Kalinka Kovak, and Meggie Fairbairn. The last two are unwilling tag alongs to the mess that the first two created, but they are tag alongs nonetheless.
Zak and Nigel are the reason this whole thing started – by screwing around with things they should not have, they created something that they need to take responsibility for. For Zak, this is not the first time this has happened. Of course, you'll have to read on to find out exactly why.

Technically, only Zak and Nigel are NPC's, as Kali and Megg are used by LollyxBeans and Impy Kun respectively as guardians; however, Kali and Megg do run many of the Mansion's events. Because really? Nigel and Zak aren't about to do it.


User Image

ZAKARIA ARRINGTON
the magic

Zakaria Arrington is an ancient power, whispered about in the dark corners of rooms for many, many years. One of the most powerful Mages of history, he found a way to make himself immortal. Or, so the legends say. No one is truly sure of how old he is; some say he was there when the Vikings terrorized Europe. Others say he was there long before.
Regardless of how old he is, Zak is surely a force to be reckoned with.
After so many years, his moral compass has begun to slip. About 600 years ago, he made a mistake, and created something he should not have. It took all 600 years for him to fix it, and he couldn't do it alone.
To preform an ancient ritual, he needed an apprentice, and this is where Kali came in. Innocently working at the library, she stumbled across a large and ancient leatherbound tome with a strange symbol on the front. As she touched it, it hummed, drawing out the latent magical powers within her. Chaotic, and uncontrolled, Zak waited a month before finding her home and demanding his book back. She begged for his help in learning how to use her powers; and the rest is history, from there.

An a*****e in many ways, he really does have a heart deep down. And that is deep, with a capital D. His favourite quote is 'Legality is a simple matter of perception, though my perception seems to differ from everyone else's.' And it really does fit. He sticks to his ancient roots, believing dearly in harsh punishments and even harsher ways of learning.
It is not fun to be his apprentice.

Not long ago, his reputation as a heartless criminal brought someone knocking at his door. Nigel Price, a scientist of sorts. He had a theory, one that could very well change the world. In Zak's mind, it could do so many things; including cure a few people of a terrible disease. Though he did not tell anyone why, he agreed to do it, and even improved upon Nigel's theory. Most assumed it was for fun. Others didn't care.

Regardless of the reason, he and Nigel succeeded in something, though it wasn't to create the life they'd been intending to create. Together, they created the Experiments.

While Nigel is the brains of the operation, Zak provides the power, and many years of magical know-how. Neither one is the boss, though it WAS Nigel's idea, because Zak cannot stand to have some idiot who pronounces his own name wrong as his 'boss'. He can't even stand the idea of having a boss.


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NIGEL PRICE
the science

Nigel Price (pronounced Nig-elle) is old - old meaning REALLY ******** old. This is thanked to some not-so-legal magic that he used centuries ago - don't bother asking about it though. He won't tell you a damned thing. Little is known about his early life; information on his family, master, or anything else of the like are impossible to find out.
At some point in his life, Nigel began dabbling in science, often mixing it with the magic that he could already use. He came up with countless theories, some which worked while others did not. At some point in the recent few centuries, he began theorizing about the prospect of manipulating the magic that existed within all living things - some called him crazy, while others merely saw it as being dangerous, which it was. It was also illegal. This proved to be a problem, as he found that he needed a partner in order to create the amount of magic needed to test his theory.
Then, approximately fifteen years ago, Nigel was landed with something he'd never expected to have - a child. More specifically, a foster daughter. The girl, Meggie, had been the child of a couple old friends who had - for some unfathomable reason - seen fit to appoint him the girl's guardian in the event of their passing.
Well, they passed, and he ended up stuck with the kid. It was some time later that Nigel decided to seek Mr. Zakaria Arrington out - there were few other mages who would be willing to help him with his theories. This was probably because there were few other mages that were as illegal as Zak was. For months, the two of them worked to perfect Nigel's theories, and eventually, the two of them decided to put their work to the test.
The next two resulting failures created implings and munsters respectively.
Nigel is gifted in both magical and scientific aspects. He spends much of his time studying his notes and coming up with new ones. In comparison to Zak, Nigel can be seen as the 'nicer' one out of the two of them - this, however, isn't saying too much. The only thing that really sets them apart is the fact that Nigel seems to have a stronger set of morals placed onto him - he won't kill a living thing needlessly, and he's capable of showing compassion from time-time.
Nigel is not parent material - in fact, it's a surprise that Megg didn't turn out to be a hoodlum, what with how she was raised. Despite possibly screwing up horribly with her however, Nigel does appear to care for her to some degree.


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KALINKA KOVAK
the apprentice

When Kali picked up the old, dusty book at the library, she hadn't been expecting to open it. She'd only been clearing off the table. But as she touched it, something sparked her curiosity. Whether it was the warmth surging from within the book, the luring hum that sang to her from it's pages, or the way the gem on the cover seemed to shimmer, she couldn't help but flip it open.
And that is when her life ended. Her old life, anyways.
She was abruptly thrust into a world where her sneezes set things on fire, where when she got angry people's heads tended to explode. She was terrified. She didn't know how to control it, or how to help herself. For a whole month, she tried to get a handle on it, tried to keep from hurting her family. Finally, at the end of the month, when things were just getting as bad as they could possibly get, a man came to the door. He demanded his book back, and that the Mage in the house cease their wild use of magic immediately.
Magic. Mage.
Finally there was a name for this hellish nightmare of bright lights and smoke. Without missing a beat, she begged him to help her. And, after a few minutes of convincing, he accepted.
A pity she didn't know it didn't come from the cockles of his heart. Zakaria Arrington, as she came to know the man, had tricked her. He placed a magical choker around her throat, though he won't tell her why, and now she has to obey any verbal command he gives her.
But, there is an upside. Kali seems to act as Zak's conscience, kind of like Jiminy Cricket did for Pinocchio. Together, Zak does less terrible things. She also has learned to control her abilities.
And, she is the proud guardian of Faust, the first Munster.

She is also very much the 'grunt' of Zak and Nigel, often sent to check up on the Experiments they have released into Tallenpoint, and their Guardians.


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MEGGIE FAIRBAIRN
the daughter

Meggie Fairbairn came from a family of magic users - surprisingly enough however, she was born without any magical talent. Unfortunately for her, her parents died when she was four, and soon after, she was placed into the care of Nigel Price, a friend of the family. Life with Nigel was far from normal, but she quickly learned to accept most of the strange occurances in their 'household' as normal.
It was during her 19th year that Nigel partnered with Zakaria in order to test out his theories; soon after, the two of them made a mistake through magic and science, creating an entirely new being - an impling. Or rather, the vial that the impling would come from. She was surprised when the object changed into a baby after coming into contact with her, but quickly grew fond of the little creature. Nigel suggested that she become his caretaker, and she thus named him Shade.
For the most part, Megg is very much a tomboy: she hates wearing all manner of dresses, hates the colour pink, and would rather go shopping for video games than she would clothing. The only exceptions to her 'no girlieness' seem to be her love for stuffed toys and the fact that she's been known to wear plaid skirts over her jeans from time to time.
Megg's primary hobby is writing. Most of her stuff is fiction; fantasy, if you want to be exact. She can sit on a couch for hours with a notebook in hand and do nothing but WRITE. In addition, Megg is a pretty big nerd, and has a love for gaming of all types (whether they be video or tabletop), manga, comic books, and novels.
This girl can be fairly anti-social, but this is usually only around people that she doesn't know. When with friends, she's loud, bouncy, and even a little crazy, which is quite the contrast to the shy, quiet demeanor that she displays in front of everyone else. She can be very maternal to the people she does know, however, almost to the point where she's a little overbearing. Megg gets embarrassed easily, and tends to apologize for almost everything.

It is due to this, perhaps, that Zak has adopted her as a second 'grunt', and sends her out with Kali a lot.


Zakaria Arrington
Captain


Zakaria Arrington
Captain

PostPosted: Sun Jun 19, 2011 8:08 pm


SETTING

Originally, the shop owners were lazy bitches, and they just decided to set the shop in a world that already existed – Gaia, to be specific. However, about twenty minutes into the first event, they realized they were colossal idiots, and that it simply wouldn't work properly in that setting. A little brainstorming, and some arguments later, they finally settled on an actual setting.

So! The staff of Insperatus Donum would like to warmly welcome you to the city of Tallenpoint.

On the surface, Tallenpoint is a generic, every day city. It is fairly large, with over 2.5 million occupants. It's central area is located exclusively on a large island, with a number of bridges leading in and out of the city's centre. On the mainland surrounding the island city, there are four districts – the factory district, located in the Southwest; the housing district, in the East; the farmer's district, to the South; and the Northern district, located in the Northwest.

The island city is home to a number of places to bring your Child – a large mall, a number of smaller shopping centres, grocery stores, a large central park, and even a circus. It is a hub of life that never really sleeps, always humming with activity.

The mansion itself sits in the midst of the Northern district, a gathering of rich homes and old money. It's enchanted, of course, although it seems completely normal from outside. Surrounded by a high stone wall and a wrought iron gate, it is ill advisable to come uninvited – and further ill advised to actually try anything...cruel, to it's occupants. Whether thieves or murderers, the house itself takes care of most threats before Zak even has to lift a finger.

The house is simply one of many magical areas in the city.

Beneath the generic exterior, there's a whole other world. A world of fantasy and magic, inhabited by mythical creatures. Ruled by a council of Five, this magical world is hidden from those who are not a part of it, popularly known as 'Normies'. Of course, anyone who lives in Tallenpoint is a part of it. Most citizens are aware of the strange creatures that walk among them, and if they aren't, they at least suspect something. Cloaking devices are used, and memory wipes are rather popular as well – so, tourists don't run around telling stories.

The city is home elves, demons, and best of all? Mages. The most powerful of all the magical races, Mages have a nearly unlimited access to an energy that they can manipulate to their whims. Most people refer to this as Magic. There are rules, of course, to keep the Mages in reign and to prevent them from making foolish, life threatening mistakes. But rules are meant to be broken.
The Council does not smile favourably on those who break them, however, so unless you have the resources to outsmart, outrun, and outlast them, it is recommended that you do not do anything illegal with your powers.
PostPosted: Sun Jun 19, 2011 8:11 pm


HOW TO GET A KID

So, you want a kid, huh? Well, there are a number of ways that you can do this! It kind of depends on which race you want, but for the most part they are available in the same ways. Flatsales, auctions, customs, pet trades – each way is different, and some are easier than others. Don't know what they are? Well, that's alright. We've provided a list and descriptions for you, below.

Implings are the most readily available kids, open for purchase or adoption through every one of the options listed below.

Munsters, on the other hand, are only available through Events. Whether it's a flatsale, a contest, or an auction, they cannot be bought as regular customs.


CUSTOMS

Customs are by far the easiest way to get the kid you want – so long as you have the gold. They open every now and then, when the artists of the shop have extra time in their lives to do some extra kids. The artists you can choose from for customs are LollyxBeans and Impy Kun. Prices for each are the same – you do not have to pay more for a kid from Impy Kun than you do for one from LollyxBeans, and vice versa. Prices can be found in the main shop, here, along with more information regarding an order for a custom Impling.
Customs work like a normal art shop – you place an order, the artist draws it, you get your order. Unlike an event kid, a custom kid is usually up to you in terms of appearance and gender. Unless you choose a 'random custom', you can specify what you would like for the kid.

You do have to wait for customs to be open before ordering your kid, and there are limited slots. However, if you're waiting around for them to open, you can still prepare everything you'd like for your kid, from influences to personality and bio, in our Quests subforum. Sometimes, if your quest is amazing enough, we'll gift one to you – but that's rare, because we really do like gold.

However, Custom kids have different growth requirement than normal kids – more information on this can be found a few posts beneath this.

Customs are only open, however, to members of the guild. Members can purchase a kid for their friend, so long as they vouch for their ability to adhere to the rules and the semi-literate minimum.


CONTEST

Contest kids are the cheapest kids available – to be exact, they are free. Sort of. To get a contest kid, you have to win a contest featured in an Event. Contests vary, from referral contests to colouring contests, but there is usually one featured in every Event. Don't have the gold for an auction, or a flatsale? A contest is your best bet to try and get a kid. It's also the ONLY official way to get a free kid.

All contests will now require a prompt response to ensure that the semi-literate minimum is met.


FLATSALE

Also known as a Flat, a Flatsale is a mixture of a sale and a contest. The fee for our Flatsales is 15k, however you only have to pay that if you win. The other portion of a Flat is an RP contest.
For the contest, a prompt will be posted along with the kid. A prompt, for those of you who aren't sure, is a roleplay situation that the Flat participants must respond to to win. At the end of the contest, we owners will decide who had the best entry. Whoever wins gets the kid – and pays us the Flat fee of 15k.


AUCTION

An Auction is a fairly simple concept to grasp – a kid is placed up, and people make bids on it. Bids can be gold, or expensive items (such as monthlies, or evolving items) priced at their current lowest price in the marketplace as calculated by the Gaiaonline marketplace system. Not tektek.
Whoever bids the most at the end of the Event wins the kid.

While our first auction didn't require this, we are now implementing the regulation that anyone bidding on the auction first responds to a prompt, to be sure they match the semi-literate minimum of the guild.


RAFFLE

In a raffle, a member or participant can buy a ticket for 100g. Each ticket is numbered; often, only a certain number will be available for sale. At the end of the Event, the ticket number will be randomly generated, or 'drawn', to determine the winner.

However, before anyone can purchase a ticket, they must submit a prompt response – we take our semi-literate expectation seriously, here, and this is just to make sure that you 'pass' our inspection.

Zakaria Arrington
Captain


Zakaria Arrington
Captain

PostPosted: Sun Jun 19, 2011 8:12 pm


EXPERIMENT LOGS

The Experiment Logs are where you can chronicle the life of your kid – where all of their information, from their personality to their likes, can be stored. Basically, it's a profile thread for your kid and their guardian – and beyond that, it stores your Log Entries.
Log Entries are like short stories involving your kid – they can be about absolutely anything, but most people make them about important moments in the child's life. Log Entries are required for growth, and they can only be done in your Log.

To receive your kid and grow it from Vial to Baby, you must set up your log. How you set it up and how it's coded is up to you; however the title must adhere to the formatting rules, and the cert must be in the first post.

Specifics can be found in our Experiment Logs thread in the Experiment Logs subforum.
PostPosted: Sun Jun 19, 2011 8:14 pm


IMPLINGS

Implings, as a whole, are a fairly humanoid race. Bipedal, they act like humans do, with many of the same mannerisms and habits; it is simply their appearance which separates them from the rest of the population.
The most distinguishable feature about an Impling is often the thick, soft fur that covers their entire bodies, from head to toe. The only exception is their nose, which is black and smooth, much like a dog or cat's. Their colouring varies, from brown and black to much more 'unusual' colours, such as crimson and navy blue. There doesn't seem to be a 'norm', in this aspect, and there are no dominant traits among those of similar colourings.
Many Implings have white or otherwise alternatively coloured markings on their bodies, in places such as their torso, face, and the tips of their extremities.
They do have hair, which differs in colour from their fur, and in patches on their body their fur grows longer, faster. This is, technically, facial and body hair. It often turns a different colour as it grows long enough, but can be easily trimmed using an electric razor.

All Implings possess a prehensile tail, and they are able to do many things with this 'extra limb'. Their dexterity depends on how often they use it, of course. Tail length varies, as does the shape of the tip of the tail, however most Impling's tails end in a triangle of some sort.
Another distinctive feature is their large, pointed ears. Again, size and shape vary, but they are always larger than the ears of a human, and they are always pointed in some way.
The nails of an Impling are naturally hard and sharp, creating claws on their fingers and toes. They also possess sharp fangs, and their canines are slightly longer than usual.

Their diet is omnivorous, although they are more suited to eating meat than they are for eating vegetables. It is hard for Implings to survive without meat, as they require a diet high in both iron and protein, and more so than Humans. We assume this is to fuel their magical abilities. They can do it, however their diet will have to be heavily altered with numerous substitutes.

One oddity about Implings is the number of fingers they possess. It seems to range from three to five fingers, however we are not sure what determines how many fingers they have. The number of fingers does not impede their ability to function like normal, and they always possess an opposable thumb.

Completely white Implings, 'Albinos', are a rarity, but they do exist. They have red eyes, but aside from that have no other pigment in their skin, fur, or hair.

Zakaria Arrington
Captain


Zakaria Arrington
Captain

PostPosted: Sun Jun 19, 2011 8:16 pm


PUBERTY & FIRE

As an Impling matures, they begin to gain special abilities that separate them further from regular humans, and even Munsters. Unlike their violent counterparts, Implings possess the unique ability to summon and manipulate fire. They are not invulnerable to the flames, however they do have a heightened resistance to it, in comparison to a normal human. Implings can burn, it just takes more to do it.
As an infant, an Impling cannot control it's fiery abilities. In fact, they cannot access it at all. However, as they grow, their abilities also mature. By puberty, their magical capabilities will also begin to show, creating a dangerous mix for both Impling and Guardian.

Even without magical abilities, an Impling can cause considerable damage as they reach puberty. Accidents are sure to occur as their fire fully develops, and their ability to summon it opens completely. Over excitement and anger can both result in things catching fire, so it would benefit a Guardian of a teen or child age Impling to have a fire extinguisher within reach at all times.
An Impling will not automatically be able to properly control their fire. It will take practice and patience to teach your Impling to use their abilities – expect frustration, and the occasional injury.

It is unclear what, exactly, causes this, but Implings are particularly vulnerable to cold temperatures. Despite their fur and their affinity for fire, it doesn't take long for an Impling to get cold, and even ill due to the low temperature.
PostPosted: Sun Jun 19, 2011 8:23 pm


MUNSTERS

Physically, Munsters and Implings have many similarities. They are both bipedal and fairly humanoid, with a prehensile tail and long, pointed ears. They also both possess a smooth, usually dark coloured tip to their nose. They differ, however, in many of their other aspects.
Unlike Implings, Munsters have smooth skin, like a human would. Their skin can range from 'normal' colours, such as Caucasian or tanned, to the more outlandish; grey, red, and even purple are all possibilities for a Munster's skin tone. In fact, the 'outlandish' colours are actually more common
A Munster's hands and feet are tipped with three to five fingers or toes, and each of those are tipped in long, sharp, pointed claws. Much longer, and harder than an Impling's, they are more well suited for clawing and slashing. Their tail also differs, in that it is tipped by a tuft of fur, the same colour of their hair. This colour is as ranged as their skin colour can be, but unlike an Impling, the two don't seem to be connected. Also, a Munster's ears are always pointed and thin, in comparison to an Impling's, and are often longer as well.

Their most distinctive feature, however, is on their face. Or, rather, in it.
No matter their age, a Munster possesses large, sharp, and pointed teeth; not simply their fangs, like an Impling, but a mouth full of razor sharp points. Even Infants have these teeth; Munsters are born with the large, dangerous fangs, and as children their teeth seem, and are, too big for their faces. The issue of them being oversized lasts from Infant to Teen – it isn't usually until Puberty that a Munster grows to fit their teeth properly. Because of this, Munsters often are plagued by a lisp, or slight accent to how they speak. It differs from child to child, and some may gain control over their speech sooner than others.

While Implings possess the ability to summon and control fire, Munsters seem to be completely magickless. However, they more than make up for it in physical aspects.
A Munster is naturally faster and stronger than an Impling, and their senses are further heightened. Able to see in the dark, they have impeccable vision. Their sense of smell rivals that of a bloodhound, and they are able to identify people based on how they smell. Their hearing is more acute than even that of an Impling. They are also, however, more violent than their Impling counterparts, and have a natural aversion to being inside enclosed spaces. They seem able to overcome this with age, however, and practice. Lots and lots of practice.

Zakaria Arrington
Captain


Zakaria Arrington
Captain

PostPosted: Sun Jun 19, 2011 8:33 pm


TEETHING & TEMPER

A Munster's teeth do not grow. Rather, the Munster grows to fit the teeth. As an infant, their teeth are overlarge and almost frightening. These are all permanent teeth, and they do not fall out. Rather than teething like a normal child, or losing their teeth, Munsters experience a period of their infancy known as gnashing.

Gnashing is a dangerous time for any guardian of a Munster, as the child will begin to experience severe pain in their gums and teeth. This often makes them irritable and cranky, and will always end up with the Munster latching on to anything and everything they can get their teeth onto. Chewing things relieves the pain, as far as Zak and Nigel can tell. A frozen teething ring will usually do the trick, however guardians must keep in mind that their Munster will destroy it quickly with their strong jaws and razor sharp teeth. Guardians should stock up on these, and often.

As a Munster begins their Teen stage, they will experience puberty as normal – however, their mood swings will be heightened by sudden and violent urges. These spells can be avoided by getting a shot from Zak and Nigel – however, it's questionable how far you can trust those two. If you get the shot, your Munster's violent urges will be suppressed. The side effects are as of yet unknown, and so the shot should be used only as a last resort.
Some Munsters are not affected as harshly as others. They can suppress the urges on their own, and are simply plagued by bad temper. Others black out, unable to resist their urges to break, bite, or otherwise hurt something.

Once they pass this stage, however, most Munsters seem to grow past their extreme violence. It seems to be a situation of Nurture over Nature – Munsters in a home that promotes pacifism are likely to be somewhat pacifistic themselves, while the opposite is also true.
PostPosted: Sun Jun 19, 2011 9:30 pm


CUSTOM KIDS

Custom kids are just that. Kids that are made to a custom order, given to the Shop by a customer.
There are many different types of customs. Random, Semi, Full, and Direct-to-Stage.

A Random Custom is just that; you are paying for a kid, which comes at random, from whatever the artist feels like drawing.
A Semi Custom happens with one of two situations. The first is that you may choose a few aspects of the child; or, often, a theme or a picture for the artist to draw inspiration from. The second will not be available until two children are old enough to actually have their own children, in which case, the traits will be chosen from the two parents.
A full custom is self explanatory. You have full control of everything that happens to this order.

These regular Customs are always Implings. Munsters are only available through events, as well as special and rare sales.
Rare means they don't happen often. Good luck happening across one.
Anyways;
Unless otherwise specified, all orders will begin at the baby stage.
Of course, you can specify a Direct-to-Stage order, in which your kid begins as a Child. Since you are missing out on a stage, and an art, these customs are cheaper.

Depending on the mood of the artist, other types of customs may be available. You will notice that a lot of this shop depends on the mood and opinions of the artist.
We really do suck at being impartial.

Pricing and availability can all be found here, in the main thread.

Zakaria Arrington
Captain


Zakaria Arrington
Captain

PostPosted: Sun Jun 19, 2011 10:25 pm


HOW THEY WORK

There is a key difference between a custom Impling and one given to you by Zak or Nigel; the term they seem to have settled on to describe it is 'Absorption'.
Certain vials have a magical energy, which acts like a magnet. A picky magnet, but a magnet all the same. When these vials are exposed to things in the world around them, they 'Absorb' the essence of the thing into themselves. A vial can Absorb up to five different things; these things, once Absorbed, become known as Influences.
Influences alter and change the life form inside the Vial, affecting everything from personality to appearance. A Guardian should take care with their Custom Impling, as they can absorb absolutely anything, and it can affect them in a wide number of ways; it would definitely be unfortunate to leave your vial next to a pamphlet about suicide, and end up with a tragedy later on. So, while caring for your vial, please be aware of your surroundings; they have more impact on your child than you'd think.
PostPosted: Sun Jun 19, 2011 10:27 pm


INFLUENCES

The 'Ready Made' kids are just that; Ready-Made. This means there is no waiting time between receiving your Vial and growing your child. Custom Children, in this aspect, are different. Because they are not pre-drawn, a certain amount of time must be allowed for the Artist to complete your request.
But what, you ask, shall I do in the meantime?
Our answer to that is Influences.

Between the time you receive your Vial to the time it grows, you must choose at least one, and up to five, Influences. The number of Influences you choose determines how much work you'll need to do to actually grow your kid; this is because for each Influence you choose, you must write a short Log entry about their interaction with the item while still in their Vial stage.

These Log entries are special, because they do not have a minimum word count. We understand that it may be difficult to write about a vial of liquid sitting beside another item for five hundred words; so, they can be as short or as long as you'd like. Providing, however, they are more than one sentence. We would like you to put as much effort as you can into these entries. They are just as important as any other entry in your Log.

Once you complete all of your Influence entries, your Log will be complete, and your vial will grow; by the time you finish, after all, the artist will have had ample time to complete your request.

Zakaria Arrington
Captain


Zakaria Arrington
Captain

PostPosted: Sun Jun 19, 2011 10:29 pm


GROWTH REQUIREMENTS

Can all be found here.
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