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Posted: Mon Mar 05, 2007 1:40 pm
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Posted: Sat Mar 17, 2007 1:33 am
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Posted: Sat Mar 17, 2007 7:47 pm
There aren’t many rules, so please follow them! I. Please ask me for permission to post if you’re not an owner. I dislike cluttered threads. II. If you’re dropping something off like a gift or notice, you don’t have to ask but it needs to be in character. III. Keep your writing as error-free as possible. I hate it when I have to read something over several times because of a spelling error. That’s it! See? It’s not a lot and they’re common sense so they’re easy to follow. Thanks for doing so!
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Posted: Sat Mar 17, 2007 7:50 pm
G.e.n.e.r.a.l//.....N.a.m.e:: Astaroth//.....N.i.c.k.n.a.m.e.s:: 'Taroth (Danna only though xD - others are likely to be promptly corrected and made very aware of their mistake)//.....A.l.i.g.n.m.e.n.t:: Melancholy//.....S.t.a.g.e:: OneP.h.y.s.i.c.a.l//.....G.e.n.d.e.r:: Male//.....A.g.e:: 18-20//.....H.e.i.g.h.t ::5' 9"//.....W.e.i.g.h.t :://.....E.y.e.s:: Crystal clear blue//.....H.a.i.r :: Platinum, short and spiky in the back with swept back bangs in the front//.....S.k.i.n::Pale grey blue, silvery//.....C.l.o.t.h.i.n.g:: A tunic that is laced together in the back with soft cord.P.e.r.s.o.n.a.l//.....L.i.k.e.s:: Danna, reading, drawing, learning, casting magic, solving complex puzzles, developing strategies, perusing new knowledge, classical music//.....D.i.s.l.i.k.e.s:: Loud, clingy, overly friendly, touching, Kinesthetics, Sanguines, arrogance, not listening, disrespect to the magical arts, 'inappropriate joking'//.....P.e.r.s.o.n.a.l.i.t.y::Fairly outspoken for a melancholy, and can be overbearing. Also the type to not admit to liking anyone but falls hard for whoever it happens to be. Also very interested in his alignment's magic type. Can talk for hours on whatever interests him at the moment. Is good natured despite sometimes coming off as vain and self-righteous or prideful. He does not like people very much but will tolerate a stranger's presence so long as they do prove annoying - DO NOT touch him, he abhors his personal space being invaded. Once you've got his respect, which is a difficult task in and of itself, he'll be there through thick and thin. //.....G.o.a.l::To become a talented Seraphim
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Posted: Sat Mar 17, 2007 7:51 pm
 Alignments: Melancholy Melancholy is the Essence of the Mind, and is Housed in the Black District.
Colours: Black, indigo, silver, purple, dark blues, garnet red, cold metallic colours.
Attributes: Good with Artistic and Magical endeavours, philosophical, deep thinkers, work well by themselves, inventive, conceptual thinkers. The Planners, but not the doers.
Personality Traits: Airy personality, solitary, self-oriented, distant from worries of the body (such as sleep or hunger)
Digamma Ouroboros: The Digamma Ouroboros is the symbol of the Melancholy humor, and is depicted as two serpents twisted in an infinity sign devouring each other's tails. The Digamma stands for eternal balance, eternal struggle, the battle between mind and body, self and others. Neither of the serpents of the Digamma will ever fully devour the other, as both are equal in strength and size, and truly without each other to feed from, the snakes in the Digamma would perish. The Digamma symbolizes not only the struggle of opposites, but also the dependance on balance for both to survive and flourish. All Melancholy Aligned Empyreans will wear their Digamma 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 Melancholy are best suited to the Academic or Journeyman Orientations, as this allows them to focus on magic or duelling, which they excel at.
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Posted: Sat Mar 17, 2007 7:52 pm
Work --RP Logs-- First Impressions A Second Meeting LOTS MORE that isn't here because I'm lazy xD
Play--Events-- Duel Sleeping Beauty July Hiring Event School--Classes-- Mathematics (class) Cooking (lounge) Crafting (lounge) Philosophy (class) Literature (tutored) Botany (class) Rhetoric (tutored) Law (tutored) PE (tutored) History (class) Astronomy (tutored) Science (tutored) Art (tutored) Animal Care (tutored) Music (tutored) Magical Theory
--Acquaintances--Danna: A Choleric I met in a class room one day. She seems to want to stay near me for some reason. I, however, find her company to be a strange mix between enjoyable and down right annoying. One good quality she does possess, though, is that she knows what she wants to do with her life. That in and of itself is a remarkable feat because even I don't know exactly what I want to do (Magic inclined, of course.) ............ -edit- Danna's a beautiful person inside and out. I can't shake the feeling that she is smitten with me though.... I wish she'd be more confident in herself. It ............annoys me greatly that she's continually touting her efforts as much less then they are. I do, however, find myself enjoying her company despite what I say. It ............makes me wonder if I am a glutton for punishment. ............ -edit- I've spent a great deal of time with her now and am always left wanting more. Her company is so enjoyable and I feel this deeply rooted need to shelter and ............protect her. It's strange, how when I first met her I really only thought of how she might assist me in my goals and now... now I want only to see her thrive, to see ............Danna blossom into the stunning creature I know she can become. I spent time with her without looking for love and yet I can't help but smile every time I think of ............her. Dare I even think it? How can I not be? I believe I'm in love. I cherish her, the time we spend together, and I treasure her happiness. When she cried because ............of a foolish mistake on my part, I felt torn asunder and wanted only to mend the rift. But will she return my sentiments? ............ -edit- She loves me. I hadn't expected it but she chose to stay with me. It's an odd feeling, this wholeness that has settled onto me. I felt complete before but now that I know we'll walk side by side, I have a truer feeling of completeness. It's hard to describe... I am truly happy that she chose me. ==
Lucis: A fellow Melancholy. I find I enjoy his company but I can see us either being friends (I can actually stand his company) or bitter rivals... I will need to speak with him again.
Kallisto: A sanguine I met at the fiasco with Bellona. Too energetic for my tastes... I doubt I'll find a sanguine that I enjoy the company of, especially after meeting Cyphr
Cyphr: This little boy annoys me to no end. He's loud and all over the place. He gives me headaches. His only redeeming feature as far as I can tell is his honesty, which I respect. I can only take this bundle of energy in incredibly small doses before my mood turns sour. However, because Danna is so fond of him, I do try to be at least tolerant of him - which is proving far more difficult then I thought it would be.
Aureus and Argentum: A pair of Phlegmatic Echoes I saw during Bellona's trouble. The only one's I've seen besides Ardys and Euphrasia. That they already sport Stage 3 additions amazes me - the only reason I can think would be the reason for that is that they are incredibly talented. I would like to speak with them at some point; while they seem rather emotional Empyreans, I do not think (or rather hope) that will be too much of an issue when talking to them. Edit: I heard that the Twins were entertaining Zeroes at the Infirmary so I went there to see if I might be able to speak with them. They thought I was there for tutoring which explains the great many students that have been going there. Seeing this as an opportunity, I asked what they'd been tutoring the most of and that was music. It's really a very interesting topic.
Daggart: A new boy who appeared just at the start of the Bellona problem. He didn't say much but seemed enthusiastic... I'm not sure what to think.
Bellona: Bellona is really interesting and bright. I feel I can learn a lot from her.
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Posted: Sat Mar 17, 2007 7:53 pm
Spells --Grimoire-- # Tome (Meaning: A Tome is a heavy bound book - usually bonud wth leather and pages of velum - that is of considerable weight and contains knowledge of considerable worth.) Spell: Tome enables the Grimoire Castor to record spells in code so that only he or she understands their meanings, causes the book to open to no one but the author, allows the castor to open the book and immediately find the correct spell, (saving time in casting), and causes it to have innumerable pages so that no matter how many pages are torn out to be used for card casting, the book will never empty. Any pages used from a casting book charged with the Spell of Tome count as magical parchment. No Point Value
# Fool (Meaning: The Fool is a carefree soul who is so naive that he does not realize the danger he puts himself in, and perhaps because of that unwitting innocence, he safely walks through life, dangers crashing all around him. Eventually though, he will wander into a pitfall that will be his undoing.) Spell: Enacting the Fool enables the castor to mysteriously succeed the next move that his rolls otherwise would have had him fail. The ool can only be used to save one fail per casting, ad it cannot be cast again until the previous Fool has been used. Saves one failed action
# Hermit (Meaning: The Major Arcana card Hermit symbolizes patience, stepping back from the world, abstanance and quiet contemplation in solitude.) Spell: The spell Hermit prevent the casting of Magic by any in the surrounding area for one turn of each person/creature affected. Normal attacks are still usable, but any magical augmentations placed upon those attacks are rendered impotent. Prevents Magic casting for one turn
# Fortune (Meaning: The Major Arcana card Fortune or "Wheel of Fortune" symbolizes the turning of the tides, the unalterable fate of the world, chance and random occurance.) Spell: Reverses the affects of one Spell already cast and in effect. Whether it be to make a healing spell drain the number of points it was meant to heal, or to reverse the affects of confusion laid upon a target, Fortune causes the opposite effects to take place on the same target the original spell hit. Shadow
# Strength (Meaning: The Major Arcana card Strength symbolizes the strength of gentlness, rightness and persstance triumphing over brute force. It reminds us that there are more ways to win than by head-on attacking an obstacle.) Spell: Strength grants the castor strength for the following turn that triples the normal point value of a move. If used to attack, then the following move will do three-times the damage, if used to block, the following move will save three-times more Points. Strength also allwos the castor in mundane situations to lift or move abnormally heavy things, such as fallen rubble trapping a friend, large beasts or such things normally beyond the conceivable weight limit. Does triple the Point value of the next consecutive move
# Moon (Meaning: The Major Arcana card of Moon represents intuition, and more importantly becoming aware of it, ad beginning to follow where it leads, regardless of fears or uncertainties. It is trust and faith, and a start to understanding one's one limits and weaknesses.) Spell: Moon enables the castor to 'light dash' from one location to another. It enables the castor to appear to teleport from one location to another. It is usually used to evade attacks, but if used to preface an attack, the attack must be faced and cannot be evaded. No Point Value; when defending causes the attack to miss
# Star - (Meaning: The Major Arcana card of Star represents and overabundance of emotion, intellect and energy. While it also implies a waste of said energies, it also stands for generosity without expected reciprocation.) Spell: Star doubles the potency of any Chakra, Channeling, or Essence manipulation. After its first turn of enactment, it drains a Point per turn that it is upkept, but it continues to raise the potency of the attack each additional turn, making the attack 10% harder to block each turn. Shadow
# Sun - (Meaning: The Major Arcana card of Sun represents reaching your goals, being at peace, finding enlightenment, and reaching that state of childlike ease and bliss of simplicity in wish anything is possible and nothing is difficult.) Spell: Causes the castor to be surrounded in a Blinding Aureole so that she cannot be targeted, and that causes the opponent to miss their next turn after its enactment. Light
# Clubs - (Meaning: Clubs is equivalent to the Tarot suit of Pentacles, or coins. The suit of Pentacles stood for earth, stability, money and possessions. In modern interpretations it is associated with the three-leaf clover.) Spell: Clubs offers a lowered difficulty on the casting of any Earth-aligned magic by 15%, and lowers difficulty on Stances by 17%. Earth
# Quinary (Meaning: In Numerology, Astrology, and Mysticism, a combination of five witihn a system. In Astrology tere are five planets beyond the orbit of Earth around the sun; in Kundalini Yoga there are five Elemental Chakras (Muladhara: Earth; Svadisthana: Water, Manipura: Fire, Anahata: Air, and Akasha: Spirit.); In Western Magic, the body is represented as a pentagram, or five-pointed star.) Spell: The Casting of the Quinary is the first step to drawin the more complex circles of Circle Magic. It requires a pentagram be drawn, a five-pointed star, with the top-most point directed towards the target. In each of the five points, a set must be draw out. There are three sets possible at this stage: Chromatic Quinary, Astral Quinary and Elemental quinary. For the Chromatic Quinary, place the colour White in the top-most point, Red in the upper right, Green in the lower right, Blue in the lower left, and Yellow in the upper left. This Quinary will enable you to direct a blast of Energy that will attack the Mind of your opponent, lowering concentration. The Astral Quinary requires Jupiter in the top-most, Saturn in the upper right, Uranus in the lower right, Neptune in the lower left and Pluto in the upper left. This Quinary will enable you to direct a blast of energy that will attack the Essence of your opponent, lowering Magical potency. The Elemental Quinary requires Spirit in the top-most, Fire in the upper right, Earth in the lower right, Water in the lower left and Air in the upper left. This Quinary will enable you to direct a blast of energy that will attack the Body of your opponent, lowering Physical strength. Electric
# Square (Meaning: Two planets put on a 90 degree angle from each other.) Spell: A small circle is drawn, and divided into a Solar Cross. Two planets are put along the apeces of two arms of the cross at a 90 degree angle. Like Biquintile, the meanings of the two planets are combined to create a force. In Square, however, these energies can be directed at a target to block an opposing force of magic. Prevents 1 Point of Damage from being lost. Bone
# Trine (Meaning: In astrology, 120 degrees between two planets on a chart.) Spell: Trine is perhaps the simplest Circle to draw, for is simply requires one ring inside a slightly larger ring with two spheres representing planets set on the ring 120 degrees apart. The aspects of the two planets chosen augment each other and enable the castor to focus the energy to target on the opponent and deal equal damage when the opponent's magic successfully hits the castor. This means that if in one turn, the opponent deals the castor 3 points of damage, the opponent will also be dealt three points of damage. Deals an equal number of Points of Damage to the opponent as received in the turn following the casting of Trine. Dark Magical Items--Abberations-- Sardonyx
 Rise: Exponentially rises the effects of one skill or spell's damage until Sardonyx is countered.
--Golems-- Yggdrasil - Indun's Apple
--Hybrids--
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Posted: Sat Mar 17, 2007 7:53 pm
Money Base Credits: 2 Lunes: 2 Sol: 0
Items Siren's Song
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Posted: Sat Mar 17, 2007 7:54 pm
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Posted: Sat Mar 17, 2007 7:55 pm
 Stage 1Tauran Mouth - Stud in lower lip Felis Fangs Felis Central Horn Felis Stud Horns - temples Add Earrings - 3; brow piercing (half-hoop ones, with the little balls on either end), cuff in cartilage of left ear, stud in lobe of left ear; ALL silver Felis Spinal Studs - Silver Canine Legs Felis Bangles - 3, two on ankle of right, one on ankle of left leg; ALL platinum Draconic shoulder spikes (western draconic shoulders) - silver Stage 2Felis Tapered Ears Felis Double Horns Tauran Crown - sweeps back from temples, close to head (slender, if at possible) Demonic Shoulders x2 - one set at the shoulders (to become full sized wings) and one set below them, near the base of the spine Additional Tail - extra Felis whip tail Felis Tribal Markings - does not cover entire body but rather the left side of his chest and down the left arm; charcoal/black Aqeuous Arms - charcoal Feline Feet Aqeous Legs - Charcoal Felis Jewels x2 - a set of 5 that follow the line of the pelvis on the front of the torso in a "v" shape; the second set would consist of a single palm width gem situated above his heart, black Felis Hands - Tribal markings would surround the gem, black Stage 3Angelic Halo - hoop, cocked to the right side; silver Felis Eyes - platinum Felis Tribal Markings - looping, sharply pointed tattoo on left cheek (runs over the eye) Felis Whip Tail - x2 // tail not curled up; silver Demonic Wings - charcoal fading to silver Felis Sexy Demonic Feet - black winglets Felis Essence Emissions - halo, black aura Total: 40k+ sweatdrop References[Head] [Torso] [Legs]**Does not depict bangles 'cause I forgot the bangles. x3** 
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Posted: Sat Mar 17, 2007 7:56 pm
04-27>30-07 Lover's Duel; attended the match between Dameron and Elias - it made him think long and hard about his own relationships 03-16-07: Astaroth is brought to the city and infused with the essence of Melancholy
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Posted: Sat Mar 17, 2007 7:57 pm
Empyreans (c) Taro Rae Art (c) Taro Rae Character Concept (c) SkieBorne
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Posted: Sat Mar 17, 2007 7:58 pm
Skills Mathematics1 - A, J, S 2 - B, K, T 3 - C, L, U 4 - D, M, V 5 - E, N, W 6 - F, O, X 7 - G, P, Y 8 - H, Q, Z 9 - I, R
1 - The symbol of unity, often being associated with God, the Supreme Being who created the universe and represents transcendential reality. Among the world's once great religions: Christianity, Judaism and Islam is was the symbol of monotheism. Keywords:the origin of all things. 2 - A number associated with division and lack of harmony. As the opposite of one, it stands apart from god and is often considered an evil number. Two is also considered to be associated with the one who follows instead of leads,; therefore it has elements of tact and gentleness although these characteristics are usually combined with indecision and hesitation. Keywords: marriage, communion/evil, division. 3 - This number is regarded as spiritual and creative. It represents the powerful Trinity (casting in which three magi work together on one spell, found most commonly in Ritual Magic). In ancient Religions, three represented the Trinity of Christianity (Father, Son and Holy Spirit); in the Kabalah it represented the three Sephiroth (Kether, Chokmah and Binah) that were said to dangle over the Abyss; in Hinduism is represented the Triad of Gods known as the Trimurti (Brahma, Vishnu and Shiva) as the vital aspects of creation. In Numerology, and indeed magic based on numbers, it is considered a perfect number, for it contains a single beginning, middle and ending. It symbolizes intelligence, vitality, artistic ability and ambition. It is also a lucky number and is popular for the use on love Charms. Keywords: the Trinity mark, wisdom. 4 - Four is associated with hard work, practicality, and also unhappiness and defeat. People who's names "reduce" to four are said to be stolid and uninspiring, but often very methodical in routine work situations. They are plodding and unadventurous and do not attain success very easily. Keywords: solidarity, permenance, foundation. 5 - The number associated with versatility, restlessness, and adventure. People who's names "reduce" to five are said to love speculation and risks and a varied environment. They are fond of travel, and resist responsibility or any other factors in their lives that might tie them down. Keywords: Justice. 6 - Six is the number indicative of love, domesticity, family affairs (as in of the alignment loyalties), and loyalty. Six consists of the first male number (three) mixed with the first female number (two), and therefore characterizes productive and harmonious balance. Keywords: creation, labour, service. 7 - Seven is a number with mystical andmagical connotations. In ancient astronomy there were seven recognized planets. The world (according to genesis) was created in Seven days, Joshua and the Israelites marched around Jericho for Seven days, each of hte moon's four phases lasts Seven days, there are seven notes on the musical scale and seven colours in the rainbow. accordingly, Seven is the number of completeness, wisdom, spiritual truth and cosmic harmony. The Seventh Son of a Seventh son is said to possess great supernatural powers, or the Seventh daughter of a seventh daughter. Rumor has it that each of the four Metatrons was chosen for being the seventh child of a seventh child. Keywords: life. 8 - Eight represents strength of character and idividuality of purpose. People who's birthdates "Reduce" to eight are said to demonstrate independance of thought, a sense of coolness in their home/personal space, and often find it difficult to express ther inhibitions. Hod is the eights sphere of the Kabalah, and stands for Rational Intellect. Keywords: fullness, balance. 9 - Nine indicates cosmic significance, as nine is the number of Ethereal Spheres in ancient cosmology. As the highest of the numbers (as ten equals 1+0 = 1), nine symbolizes spiritual achievement and initiation. Keywords: cosmic significance. 0 - Zero is the concept of nothingness,absence of good or evil, a starting and ending point. It is the point of infinity, and it is nothingness. Standing alone, zero has no power and no meaning, but coupled with the other numbers it grants immense power, especially to casting. sometimes referred to as the number Ten, which stands for completeness. Keywords: Ether.
Inclusive Geometry- Inclusive means that the power the shape holds takes effect on anything within the shape, whether ir be 2 dimensional or 3 dimensional. These can easily be constructed around, drawn around, or the item placed within them to have a desired effect. Some are helpful and others hindering. The forms used to affect whatever they surround are called Shapes. Circles: Circles are the most powerful of the protective Shapes. Circles are intensified is drawn with potent materials, such as salt for purification and against spiritual attack, blood against physical attack, purified water against monsters, and sacred earth against Outsiders. Pyramids: Pyramids are amplifying, projecting wishing, hopes or intentions to the universe. Pyramids, obviously need to be constructed, and can be built to align with constellations, the planets or moon to apply to certain qualities of the celestial bodies, but even a small scale pyramid crafted from stone or mirror is a powerful tool. You place the object(s) symbolizing the wish to be obtained within the pyramid and meditate on the subject as often as possible. Cylinders: cylinders are a safe Shape, protecting from tampering with other energies, as opposed to physical protection, as that of a circle. They are useful in dealing with certain monsters (such as the Hiisi) and are also good for holding parchments, scrolls, or talismans with inscribed curses or Hexes. Moons: Moons increase and clarify hidden potentials, especially of the magical, healing or feminine persuasion. Spheres: Spheres are clairvoyant, offering vision, clarity and foresight to scryers and prophets. As a rule they can contain concepts and energies, and not physical matter. Cubes: Cubes are the potent containers of physical matter. They do not offer protection to what they contain, but they do prevent whatever is put inside from getting out. Make sure that the material the cube is made of is appropriate to the object one is attempting to contain. Triangles: Triangles are direction, instilling changes or alterations to the subjects they surround. They are often used in interrogations, essence fusing and transformation magics. Rectangles: Rectangles strength, offer support and bolster existing qualities in something. If the surrounded object is strong, it will become stronger, if it is fast, it will become faster. These effects are not permenant, but temporary boosts. It cannot reverse effects that already exist, such as making a cracked breastplate stronger by mending the crack, and canoot increase qualities that are not already present in some moderate form - like installing courage intot he cowardly. Ovals: Ovals, or Eggs are incubating, instilling into something a quality it did not previously possess. There is a good reason the Incubators the Technicians use are ovular in shape. It takes a great deal of organization and materials to design which qualities will be imparted, and one must be careful to research all possible imbuements before using a substance on an oval, or side effects may occur.
Inducive Geometry - Inducive means that the effect between two or more entities or bodies causes a form of energy or influence between them that will then affect any object caught in their path, or within their effect radius. These are most often applied to planets, stars, and forces like friction and gravity. As one becomes more adept, they can begin to spin lines of geometrics out of the essence in the surrounding world to fabricate these I Sextile: A 60 degree interaction. Sextile is favourable, with the involved bodies in a position where the augment each other's abilities, and are found to be compatible. It promotes harmony, but it is truly only a bringer of opportunity. In order for the affects to be of use, one must act on the Opportunities Sextile opens up. Trine: 120 degrees. the most harmonious of aspects, Trine causes energies to combine with ease, including fusing of different Essences. The lack of challenge trine causes can leave one with a feeling of unfullfilment, emptiness or cheapness to the results. It is very subtle, and it's affects never extroardinary or flashy. Square: 90 degrees. Considered unfavourable, it represents the struggle betweent he bodies involved, usually of two forces at cross-purposes. It incenses and angers, increasing stress, and exacerbating obstacles. This opposition can inspire increased growth through concentrated effort, yeilding more durable, stalwort results in both body training and plant growth, as well as relationship ties. Opposition: 180 degrees. Exact opposites, causing hightened awareness, stress and perception. It does not necessarily intone a disfavourable relationship, as opposites do attract, and can be complimentary to each other. Conjunction: Forces two items to take up the same point in time and space. It gives great strength to the energies of those involved, although it can be harmonious or discordant depending on the personalities or qualities of those involved. Orb: A moment of perfect time for a chosen action. An Orb is when the involved body is at its strongest, but influences of Aspects have fallen either before or after the chosen action. The moment in which the action is taken, and found to be perfect carries with it an aura of influence which can then in turn cause or contradict Aspects of its own accord. Delineation: the most introspective Aspect. It does not cause or affect actions or intentions, but causes further study or thought into the actual meanings of events or Aspects. The practise of Delineation enables one to examine all possibilities that lead to and from events and actions. One can then see where a certain action will lead - such as favourable or unfortunate results, and also can make themselves aware of repercussions that may result in a change of mind or heart.LiteratureAn Active sentence is one in which the actor moves or effects and object, by way of a verb. A Passive sentence is one in which an object is affected by another object by way of a verb. We use Active sentences to direct magic out at others, and Passive sentences to direct magic back upon our selves or our allies. It is important,when wording your spells, to make sure you word them correctly, or the effect may land upon the wrong target! Body - +1% difficulty - useful for use against moveing 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. Eye - +10% difficulty - Targeting the Eye renders the opponent sightless for the remainder of the fight. This can be reversed by some healing magics, but Outsiders and Monsters do not have such healing magics, and cannot reverse the affects. Sightlessness makes the opponent unable to target you, and raises their difficulty on actions meant to hit or block you by 10%. Groin - +10% difficulty - Targeting the Groin stuns the opponent for 1 turn, and then decreases stamina and strength for the remainder of the fight by 5% each. Solar Plexus - +10% difficulty - Targeting the Solar Plexus stuns the opponent for 1 turn, and then lowers magical and energetic proficiency for the rest of the fight, raising your opponent's difficulty on any magical or energy manipulation (such as chakra work) by 10%. Lung - +10% difficulty - Targeting the Lung winds the opponent for 1 turn, and then lessens speed and stamina for the rest of the fight by 5% each. Heart - +10% difficulty - Targeting the Heart stuns the opponent for 2 turns, and then lowers all physical stats (speed, strength, stamina) by 3% each. Collarbone - +12% difficulty - For all successive Blocks with the arm, or Punches, the opponent takes 1 damage. Trachea - +12% difficulty - +1 damage, winds the opponent for 2 turns, and then lessens speed and stamina for the rest of the fight by 5% each. Spine - +12% difficulty - Causes opponent to fail their next attack or defense. Kidney - +12% Difficulty - Causes the opponent to take 1 more damage on any attack they fail to block until the end of fight. Temple - +15% difficulty - Causes a concussion, making the opponent unable to target for the rest of the fight, and increasing difficulty on balance by 5%. Sternum - +20% difficulty - Causes the opponent to be stunned next turn, unable to block or attack. Duration: If you wish to extend the length of your spell, you have to keep consecutively rolling a die for that spell each turn following the initial casting. The spell roll you keep making for duration carries on the affects of the spell, including any augments that may have been rolled at the initial casting. So long as your rolls keep rolling successful, you can sustain your spell. Each additional turn spent upkeeping the spell, the difficulty to do so raises by 5%. Upkeep: Upkeep needs to be rolled if one wishes to maintain a spell while attempting a seperate action, such as a block, or additional attack. The Upkeep roll needs to match or exceed the specific number roll on the successful dice roll from initial casting. Meaning if your target number is 30% or better, and you rolled an 87%, you will need to best the 87% in order to maintain your spell, and then continue casting an additional spell or initiating a new complex action. ArtThe Visible Spectrum - For any colour applied to another skill, it imbues the following qualities to the project. It increases the difficulty of the skill by 2% for each colour, but can offer certain bonuses as listed below. For Bonuses, there are often options. One use of a colour can be applied to produce one bonus. To have multiple bonuses from the same colour, multiple applications must be applied to the project, and the raised difficult applies to each application. Red - Red is a colour of warding, and is said to protect wearers from Jinn and some other monsters. It symbolizes vitality, life, fire and passion. Bonuses: Increases difficulty to block Fire/Bone magic by 4%; Instills a Passion status effect that requires a Will Check of 20% or better to break; Orange - Orange is a colour of autumn, of ripeness, fruition, warmth, the sun, and the meld of earth and fire. Bonuses: Increases difficulty to block Mind magic by 4%; Yellow - Yellow is a colour of friendship, cheerfulness and allegiance, but also of cowardice, meekness, and weakness. It is a colour associated with both light and air, and is often used for flower-based magics. Bonuses: Instills a Fear status effect that requires a Will Check of 20% or better to break; Increases difficulty to block Time/Ether magic by 4%; Green - Green is a colour of invitation, used to attract monsters and other wild beasts. Though it is used for trappig purposes, it also weakens the user to the strengths of the one being tricked. It is also associated with rejuvination, envy, avarice, jealousy, and health of the natural world. Bonuses: Causes healing potions/skills/magics to heal 2 more Points than normal; Increases the efficacy of Snares by 4%; Increases difficulty to block Poison magic by 4%. Blue - Blue is the colour of sorrow, sadness, coldness, cruelty, intellect, and is related to ice and water magics and is abhored by creatures of fire. Bonuses: Increases damage to fire type creatures/magics by 2 points; increases difficulty to block water or ice magic by 4%; lowers the initiative of the target by 1. Indigo - Indigo is the colour of strength, intellect, wisdom, the subconscious or hidden mind, dreaming, the lines between reality and fantasy and is a powerful magic colour. Bonuses: Increases difficulty to block/cast magic by 4%; Decreases the difficulty on Will Checks or Essence Exposure Checks by 5%; lowers the difficulty on the second of two combined actions (i.e. a double punch) by 4%. Violet - Violet is a colour of happiness, innocence, and has been associated with feminity, the wind, the Goddess or mother-figure, love of a non-sexual nature and comfort. Bonuses: Increases difficulty to block Air magic by 4%; White - White is a colour of virginity, purity, sterility, light, goodness, and the wholeness of all the other colours combined. Bonuses: increases difficulty to block Light/Electric magic by 4%; increases the effects of other colours by 2%; decreases the difficulty to subdue Poison Status effect/Essence Exposure by 2%. Black - Black is a colour of protection, mostly against hexes but also against ill-luck. It represents complexity, darkness, solidarity, difficulty, and evil, though black is usually used to mark the presence of evil as opposed to beig an evil colour in its own right. Black is the absence of the other colours. Bonuses: (If used without other colours, increase each of the following percentages by 2%) increases difficulty to block Dark magic by 4%; decreases physical damage by 1 point; increases actions against monsters by 2 points. Grey - Grey is the colour of indecision, half-way, shadow, the undead, the presence of ill-luck. A grey sky is said to be the worst under which to plant, read the stars, cast magic or interact with monsters. Grey is a colour of warning and indeed of rot and stagnation. Bonuses: increases difficulty to block Shadow magic by 4%; increases difficulty to perform astronomy/botany/animal care/magical theory skills by 4%; for a turn in which the user takes no action (offensive or defensive) but uses Grey upon themselves, they gain 1 HP for that fight. Brown - Brown is a colour of earth, stability, strength, honesty and beginning. Bonuses: increases difficulty to block earth magic by 4%; increases physical damage dealt by 1 point; increases initiative by 2 points. Gold - Gold represents value, masculinity, the sun, power, prestige, the day, authority, the sky and wealth. Bonuses: Increases the Karma gained from male deities by 1 Karma point; increases the effects of Animal Care/Crafting/Science/Cooking by 5%; Silver - Silver represents the moon, femininity, secret power, intuition, the night, the tides, the ocean, health and secrecy. Bonuses: Increases the Karma gained from female deities by 1 Karma point; increases effects of Astronomy/Rhetoric/Botany/Philosophy by 5%;
Mandalas - These are intricate pattersn of colour that work colours, shapes and channelling into powerful symbols. These applied to design or worked into a project can give permanent bonuses. They can also be drawn in battle, such as in Circle magic or Grimoire magic to take effect. Cast on their own, 40% difficulty to draw. Radiance - Imbues sunny optimism, self-confidence, magnetism. Enables your joy and good spirits to reach and effect others you connect with. Effects: Removes status effects. [Radiance Mandala] Intellect - Imbues good judgment, equilibrium, balance. Calms the nervous system and invites the mind towards equanimity. Effects: [Intellect Mandala] Organization - Imbues order, discipline, a quiet mind. Patience and endurance are maximized. Effects: Enables one to take full Actions without penalty. [Organization Mandala] Nourishment - Imbues Nurturance, sustenance, compassion. Cultivates the feminine and receptive attributes. Effects: Regains 1 additional HP for each healing technique applied to the wearer of Nourishment. [Nourishment Mandala] Expansion - Imbues growth and opulence, luck, generosity of spirit and creating community. Opens your heart to opportunities for charity and sharing and suggests new horizons. Effects: Lowered difficulty on all actions of 5%. [Expansion Mandala]
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Posted: Sat Mar 17, 2007 7:59 pm
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Posted: Sat Mar 17, 2007 8:00 pm
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