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Posted: Sat May 20, 2006 11:20 pm
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Posted: Sat May 27, 2006 10:10 pm
 Post 1 Taro's post - cert
Post 2 Table of Contents - you are here
Post 3 Bio
Post 4 Relationships
Post 5 Inventory
Post 6 Memories (Includes Classes Taken)
Post 7 Photos & Art
Post 8 OOC Notes
Post 9 Current Money & Conversions
Post 15 Additions Wanted
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Posted: Sat May 27, 2006 10:36 pm
Name: Mathiaz Alignment: Sanguine Orientation: Journeyman Gender: Male Age: 10 Stage: Zero Hair Color: Orange Hair Style: Short and spiked out on the sides a bit, with bangs falling into face Eye Color: Gold Skin Color: Bronze Height: 4'7" Weight: ~70 lbs Personality: Mathiaz is ... well, a bit of a troublemaker. He doesn't really seem to care very much about his classes or learning and simply drifts through lessons and tests. If he does anything in class, it's generally some sort of prank or something that a "class clown" would do. Most of the time, he simply sits and doodles, or sometimes doesn't go to class at all. What will it take to get him interested in learning? No one knows... Post Color: Gold
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Posted: Sat May 27, 2006 10:42 pm
 Friends Yambati More of a new person to annoy than really a "true friend" but ... something more could possibly happen here. It remains to be seen where this will go.
Romantic Interests Grave Grave was and still is Mat's first love, and really the only one he's completely devoted to in the foursome he suddenly finds himself a part of. Mat still doesn't know quite what to think of it, but he does care for the other two.
Ubel For Ubel, Mat feels somewhat like he should protect and reassure the other. His love for him is probably closer to that of an older brother, though he wouldn't turn down offers to make it more than that.
Torrid Torrid is probably closer to a friend, and it's actually surprisingly easy for the two of them to talk. They both want to protect the other two members of the group and I could see them banding together in order to do so.
Favorite Professors Kortus He thought the Crafting class was actually interesting, plus he got a nice item from it.
Lelaus Mat really likes Lelaus. After finding out that the Animal Care professor was the one who collected his Husk, he tutored a class with him and considers Lelaus to be awesomely cool.
Enemies/Rivals -none-
Least Favorite Professors Bardane Mat finds his methods to be far too harsh, even with the reasoning he cited. He does understand that the laws are important, but he thinks Bardane goes to an extreme that isn't needed.
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Posted: Sat May 27, 2006 10:46 pm
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Posted: Sat May 27, 2006 10:47 pm

Classes Taken Literature (Professor - Dameron) [x] Crafting (Professor - Kortus) [x] Rhetoric (Professor - Melonia) [x] Cooking (Professor - Tryna) [x] Astronomy (Professor - Elias) [x] Physical Education (Professor - Orrys) [x] Law (Professor - Bardane) [x] Art (Professor - Raelyn) [x] Math (Professor - Paxar) [x] Philosophy (Professor - Eleuthero) [x] Botany (Professor - Quenda)(Harvested Mandrakes in place of class) [x] History (Professor - Tamerind) [x] Animal Care (Professor - Lelaus) [x][x] Science (Professor - Abrid)(in progress) [x][x] Music (Professor - Nehna) [x] Magical Theory (Professor - Bellona) ( tutored with Skie )
Classes Not Taken NONE YAY
Other Memories Got Booster Pack in Kortus' class Made Sunspots in Tryna's class [RP] Found Verin in the Flora Gardens with Grave [RP] Met Yambati in Flora Gardens between classes Received cauldron for prayer to Loki from Eleuthero [RP] A Spirited Conversation (sparring with Kallisto)
Notes Literature: None Crafting: (copied from Grave) Techno-equips: ~ Require time to charge ~ Can exist without being worn as long as a techno-ring is present. ~ Use a combination of technology and some form of magic - possibly the manipulation of Ether. ~ Some can have multiple purposes. Rhetoric: None
Jobs
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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Posted: Sat May 27, 2006 10:51 pm
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Posted: Sat May 27, 2006 10:52 pm

OOC Notes
Literature: Active and Passive - Active directs results, good or bad, onto target. Passive used more for defense. Assignments: Supposed to have read Chapters 1-3 of The War of Lerajes.
Crafting: To open techno-ring - Hold hand over hollow center and then tap. To deactivate, tap twice. Things that cannot be stored in normal ring - Animals and perishables like food. Because time and space are different in the rings - so they have to be modified first. Booster Pack - Intelligence, Constitution, Strength, Agility, Recovery
Rhetoric: Mudra - Each part of hand connects to body, mind world. thumb - fire (speed) pointer finger - air (int.) middle finger - ether (magnitude of magic cast) ring finger - earth (strength) pinky finger - water (healing) Guyan Mutra - Fold index finger down to thumb? Power of Jupiter; mixing of fire and air stimulate personal abilities and knowledge. Imparts calm and receptivity to surrounding world. Forming prior to casting makes casting require less energy with same results. Jupiter Mudra - Offensive. Press tips of forefingers together, thumbs splayed out, fists in toward chest. Most commonly used in trying to challenge or counter another's offensive spell.
Sparring: 10 points to start punch - 4 ptns for Kinesthetics; 2 for others kick - 4 ptns for Kinesthetics; 2 for others block - prevents 4 ptns of damage for Journeymen; 3 for others dodge - prevents 4 ptns of damage for Acamdemics; 3 for others
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Posted: Sat May 27, 2006 10:53 pm
Character Sheet
Instructions: Quote this post and fill in the neccessary information. It's recommended that you preview often. :3A lot of things link to the expanded information in various sections of the guild for quick reference. ShopsDreaming Pool || Weapons || Infirmary || Apothecary || Technoequip Shop || Temple Shop
__________Statistics__________ Name: Mathiaz Stage: Zero
HP: 10 Permanent Augment: None Number of Actions: 4 Magic: Tribal Orientation: Journeyman Profession: None Position: None Wealth: 06 Base // 20 Lunes // xx Sols 1 Sol = 10 Lunes 1 Lune = 10 base credits 1 Sol = 100 base credits
Weapon: None Weapon stats: None Karma Points: None God(s) Worshipped: Loki
__________Skills__________ ...// Base Skills ... Physical Attacks (remember to account for orientation) Punch………. K ……….30%……….3 damage Kick………. K ……….30%……….4 damage Block………. J ……….30%……….3 defend +1 = 4 defend Dodge………. A ……….30%……….4 defend Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action
Magic Spells Spell……….Element……….Effect……….Difficulty……….Action Spell……….Element……….Effect……….Difficulty……….Action Spell……….Element……….Effect……….Difficulty……….Action Spell……….Element……….Effect……….Difficulty……….Action Spell……….Element……….Effect……….Difficulty……….Action Spell……….Element……….Effect……….Difficulty……….Action
…// Augments ... **__ Remember to incorporate any bonuses or extras you may have earned through quests etc into these values __** Guyan Mudra // The tip of the thumb touches the tip of the index finger, stimulating knowledge and ability. The index finger is symbolized by Jupiter, and the thumb represents the ego. Guyan Mudra imparts receptivity & calm. Guyan Mudra clams the mind in any circumstance, enabling the mind to take in information and learn things almost immediately. -3% ~ when used to calm
Jupiter Mudra // With the the two index fingers together, the power of Jupiter, or good luck and expansion is activated. Together they focus your energy to break through barriers. The Jupiter Mudra can also work defensively to create a pushing force that can deflect and protect against offensive magics, but this form of barrier is completely offensive and its effectiveness depends entirely on the strength of will and essence of the weilder. For a purely Defensive Mudra, see Bear Grip. -3% ~ when used to break assist in breaking barriers
Ushas Mudra // Interlace fingers with left little finger on the bottom, with the right index finger on top for men and the left for women. The Venus mounds at the base of the thumbs are pressed together channeling sensuality and sexuality, and glandular balance, helping to focus and concentrate. Ushas Mudra is usually used by the Tribal or Ritual castors for some of their higher Level spells, but its more common use is that of young Empyreans hoping to attract partners or lovers. Ushas Mudra affects the chemistry and space between individuals, heightening interest, attraction and communication. Along with increase in energy, it also tends to cause people to become impulsive and irrational. -3% ~ when used to increase sexual tension and/or impulsive behavior
Mahasirs Mudra // Hold the tips of the first and second finger to the tip of the thumb, fold the ring finger flat to the palm, hold the little finger up straight. Mahasirs is a first aid mudra, assisting in the replenishment of chakra energy, and directing this energy to help wounds heal faster. It can also help the mind recover from offensive magic more quickly. -5% ~ when used for first-aid and chakra recharging purposes
Vajra Mudra // Hold the last three fingers out towards the thumb, touching the tip, let the first finger float naturally above the other fingers. vajra stimulates the circulation, increasing speed, accuracy and overall energy. Vajra stimulates the use of adrenalin, giving the weilder a boost in battles. -3% ~ when used to boost energy; -4% ~ when used for speed and accuracy
…// Special Augments ... **__ Keep only those sections that are pertinent to you __**
Gods' Gifts God: ..........Cost: // Gift ..........Cost: // Gift ..........Cost: // Gift God: ..........Cost: // Gift ..........Cost: // Gift ..........Cost: // Gift God: ..........Cost: // Gift ..........Cost: // Gift ..........Cost: // Gift
__________Inventory__________
Technorings Throat -- Regular -- Booster Pack Solar Plexus -- Certed -- Not Assigned (will be Endellion) Abdomen -- Regular -- Not Assigned Right Arm -- Regular -- Audiodeck Left Arm -- Certed -- Not Assigned (will be Verin) Right Wrist -- Regular -- Voltgrip Left Wrist -- Regular -- Voltgrip Right Calf -- Regular -- Castor Gun Left Calf -- Regular -- Not Assigned Right Foot -- Regular -- Turboboot Left Foot -- Regular -- Turboboot
Technoequips Booster Pack - The Booster pack can give 5 temporary boosts to one of five attributes of the wearer: Intelligence, Constitution, Strength, Agility or Recovery. These boosts last for two turns a piece, and need not necessarily be taken one boost per one attribute. The Boost gives an extra point to skills requiring that attribute for two turns AFTER the turn in which it is activated. Intelligence can be used for spell casting, Tactics, summons or familair training. Constitution increases Stamina, allowing the Empyrean to exceed natural bounds of their Orientation, and also can prevent damage from physical blows. Strength increases the brute physical strength of the Empyrean. Agility increases the Speed of the Empyrean. Recovery enables the Empyrean to add back 2 points per boost into their status; note that max points cannot be exceeded. If you have 19/20 points and use Recovery Boost, you can only get a max of 20/20, not 21/20.
Audiodeck - The Audiodeck is a useful piece of technology. It can read CDs, MP3s, AM/FM/Microwave Radio as well as convert tapes or vinyl to CD or TCD (Techno Compact Disc).
Voltgrips - Voltgrips protect the wearer from being shocked by electrical currents, and surround the glove in a static field that will zap and shock whatever it comes into contact with, doing 1 point of damage per turn the contact is maintained. They can also fire 8 bolts of lightning-like electrical charge at a target. Keep in mind that the current is still susceptible to attraction to metals, water and other conductors. They cannot be used for more than 15 minutes at a time or they will short-circuit and electrocute the wearer. They take 1 hour to recharge. +5 to Punch, +10 to Grab - if conductors are nearby: +2 to Punch, +6 to Grab
Castor Gun - The Castor Gun is only useful with Castor Shells. These magically treated shells serve all manner of purposes, everything from lighting flares to blowing a hole in the sound barrier. The number of Shells allowed to be held by an Empyrean s based on the Empyrean's Stage. Stage Zero - 3 shells, Stage One - 5 shells, Stage Two - 7 shells, Stage Three - 10 shells. When Shells are used up in battle, duels or travel, they cannot be replaced until the fight is over. Certain types of shells are restricted to certain Stages or locations. See Abrid's page for the list of Shells.
Turboboots - These boots enable the wearer to run and react more quickly than normal, (altering point-values by 1 in favour of the Empyrean using the skill with Turboboots on). Turboboots do not allow you to run on water, and do not keep traction in sand or very loose soil. They can facilitate Jump, Block and Kick. +5 to Jump, Block, Kick, Snap
Potions -name // Effect -name // Effect
Castor Shots -# 86 Warding Radius (1) // The Warding Radius releases a vibrating black translucent sphere to a radius of 10 feet that repells monsters, detection by skrying and prevents the draining of Energy by monsters or spells. -#7 Repeller Shot (1) // The Repeller Shot releases a warp energy of swirling currents that will blow an incoming object or opponent back 10 feet. While it moves a would-be assailant, it does not actually cause damage, and is used for evasive maneuvers #14 Spiral Blast (1) // Spiral Blast does one point of damage per turn, however it gets four chances to hit, one chance each turn, from only one shell!
Familiars -Verin // Cicus Fox -Endellion // Golem - Phoenix Shard
Other -Item // Effect -Item // Effect
Supplies (For spell Casting, etc) -Cauldron - for prayer to Loki -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
• Music ~ Nehna ~ Pg 10 C // Good for Targeting, containment, barriers and speed-related magics. G // Good for healing in general, clairvoyance, calming magics, and sleep inducing magics. F // Good for tuning higher levels of consciousness, chakras, energy manipulation, and charging specific parts of the body for extra damage/healing specific wounds. A, D, E // These three notes, for example, make a powerful combination that can greatly strengthen most general spell work. If you choose specific aspects of the note... say augmenting magics from A, communication with familiars from D, and enhancing existing qualities from E you could potentially have crystal clear communication with a familiar of yours.
• 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.
• Physical Education ~ Orrys ~ Pg 12 Punch // 3 damage Kick // 4 damage Block // 3 defend Dodge // 4 defend
• Crafting ~ Kortus ~ Pg 13 Booster Pack // The Booster pack can give 5 temporary boosts to one of five attributes of the wearer: Intelligence, Constitution, Strength, Agility or Recovery. These boosts last for two turns a piece, and need not necessarily be taken one boost per one attribute. The Boost gives an extra point to skills requiring that attribute for two turns AFTER the turn in which it is activated. Intelligence can be used for spell casting, Tactics, summons or familair training. Constitution increases Stamina, allowing the Empyrean to exceed natural bounds of their Orientation, and also can prevent damage from physical blows. Strength increases the brute physical strength of the Empyrean. Agility increases the Speed of the Empyrean. Recovery enables the Empyrean to add back 2 points per boost into their status; note that max points cannot be exceeded. If you have 19/20 points and use Recovery Boost, you can only get a max of 20/20, not 21/20.
Aeroboots // These boots are merely metallic wings that are stored in the technomagic rings. The wings are about 1 foot in length when fully stretched out, and allow the wearver to fly 1-3 feet above the ground for about 20 minutes (dependant on Orientation (read Weight), 1 for Kinesthetic, 2 for Journeyman, 3 for Academic). They also allow flight over water for 10 minutes, and they can hover in one place for only 2-5 minutes depending on Orientation. After using these boots, the friction of the wings heats them up to the point of self-damage. For this reason 30 seconds per minute of use is required to let them cool off. They must cool completely before use again or the metal will crack and the wings will break. These boots can facilitate Jump, aerial attacks and defence manouvers. +5 to Jump, Block, Dash, Fly
Visor // The Visor covers both eyes and enables the wearer to check on damage stati of both enemies and comrades. It will also tell you what magical affects may be in effect on the Empyrean sighted with the visor, and can pick up locational Magic such as Warding, Circles and Skrying. +5 to Focus; -5% ~ when used for actions that require spotting wards, circles, and skrying
• Literature ~ Dameron ~ Pg 15 Target // Difficulty
• Art ~ Raelyn ~ Pg 16 Colour // Effect
• Rhetoric ~ Melonia ~ Pg 17 Guyan Mudra // The tip of the thumb touches the tip of the index finger, stimulating knowledge and ability. The index finger is symbolized by Jupiter, and the thumb represents the ego. Guyan Mudra imparts receptivity & calm. Guyan Mudra clams the mind in any circumstance, enabling the mind to take in information and learn things almost immediately. -3% ~ when used to calm
Jupiter Mudra // With the the two index fingers together, the power of Jupiter, or good luck and expansion is activated. Together they focus your energy to break through barriers. The Jupiter Mudra can also work defensively to create a pushing force that can deflect and protect against offensive magics, but this form of barrier is completely offensive and its effectiveness depends entirely on the strength of will and essence of the weilder. For a purely Defensive Mudra, see Bear Grip. -3% ~ when used to break assist in breaking barriers
• Dreaming Pool ~ Ardys Skill // Instructions
__________Familiars__________ Abberation Statistics Name: Type: HP: 15 Number of Actions: Init:
Skills ...// Base Skills Magic Spells Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action
Golem Statistics Name: Endellion Type: Phoenix Breath shard HP: 32 Number of Actions: 4 Init: 6
Independance: Low ( 1 ) Cognizance: Medium ( 2 ) Potency: Extremely High ( 4 ) Speed: High ( 3 ) Durability: Extremely High ( 4 )
Skills ...// Base Skills Physical Attacks Fly ( Unlimited ) The use of Flight in Battle. It increases any Dodge, Dash, Flank or Feint by 4 points. 40% Difficulty
Dodge ( Unilimted ) A quick movement to avoid a strike. 30% Difficulty
Dive Bomb ( 4/4 ) A strike that does 4 damage, but also knocks the target to the ground, raising difficulty on performing many skills. 35% Difficulty
Claw ( 6/6 ) Scratches a target,doing 1 damage each attack 25% Difficulty
Magic Spells Rebirth ( 2/2 ) When Endellion's HP is dropped to Zero, his carcas bursts into flames and he resurrects to full health again. During the flaming period of its resurrection he cannot be struck. His skills do not regenerate as well, meaning if you only had 2/8 of a move left, you remain with only 2 more to use. 55% Difficulty
Fire Shot ( 6/6 ) Flings Fire at a target from its tail. Each shot does 4 damage. 45% Difficulty
Screech ( 8/8 ) Breaks concentration, causing a target to have to restart any augments or magic perparations on the following turn. 35% Difficulty
Cicus Statistics Name: Verin Type: Fox HP: Number of Actions: Init:
Skills ...// Base Skills Physical Attacks Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action
Magic Spells Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action
Hybrids Name: Type: HP: Number of Actions: Init:
Essence:
Skills ...// Base Skills Physical Attacks Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action
Magic Spells Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action
Monster Statistics Name: Type: HP: Number of Actions: Init: (Speed + Intelligence)
Intelligence: Potency: Strength: Speed: Constitution: Obedience:
Skills ...// Base Skills Physical Attacks Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action Attack………. Effect ……….Difficulty……….Action
Magic Spells Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action Spell……….Effect……….Difficulty……….Action
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Posted: Wed Jun 07, 2006 11:41 pm
Kortus Booster Pack Equips to: Mathiaz' Throat Slot Aquired: In Kortus's Class, a first day of term gift. Reason: For the bravery to try on and fiddle with the machine. Enjoy! And remember... This may not be used within the school against other students, professors, or during test writing or homework assignments. If it is used improperly, it will be confiscated!
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Posted: Fri Jun 30, 2006 8:40 pm
(( Updates! Added a list of classes taken and some items whee ))
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Posted: Tue Jul 04, 2006 10:36 pm
((Added OOC notes section ... 'cause even if Mat doesn't need to take notes, -I- do! LOL ))
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Posted: Sun Sep 03, 2006 8:43 pm
Additions Wanted
Stage 1: Feline Eyes - 400g Feline Ears (cat-like) - 200g Felis Fangs - 100g Felis Curved Facial Markings (single curved line under right eye) - 300g Add Length to Hair (medium)(slightly longer bangs + short ponytail in back) - 500g Earrings (cuff on upper left ear, stud in lower right) - 100g Feline Arms - 800g Feline Legs - 800g
Total - 3.1k
Stage 2: Demonic Shoulders - 1.5k Feline Torso - 3k Feline Hands - 500g
Total - 5k
Stage 3: Draconic Tail Eastern - 2k Caprian Face - 400g (goatee, I think :B )
Total - 2.4k
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