Post by Sybil Chime on May 19, 2017 9:53:01 GMT
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[PTabbedContent][PTab=basics][attr="class","inventoryicon"] | [attr="class","inventoryname"] SYBIL'S INVENTORY [attr="class","inventoryname2"] Helios Knights |
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[attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 3? [attr="class","inventorynumbtext"]missions | [attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 3 [attr="class","inventorynumbtext"]quests | [attr="class","inventorynumbcont"] [attr="class","inventorynumb"] 18 [attr="class","inventorynumbtext"]items |
[attr="class","inventoryaff"] enchantment | [attr="class","inventoryaff"] affinity two |
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Arveen
Arveen
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giraffa reticulata | darkness | beskerm
giraffa reticulata | darkness | beskerm
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Giraffes are known to be tall, but Arveen breaks that limit at a whopping 27 feet tall from hooves to horns (though size is magically compressed to a reasonable 10 foot tall within sundial and other cities). As well as his size, there are a few other unnatural appearances about him, the colour of his coat being one of them - black and grey. Where it should be a subtle beige, it is dark grey, and where it should be a warm orange, it is dark black. The midnight coat of his is a clear indicator of his affinity towards darkness, and if it wasn't enough, the deep purple irises will be. Arveen is much more sturdy compared to regular giraffes, with strong legs and powerful neck, Arveen is capable of carrying the weight of luggage or people on his high back. However, even though he is capable of doing so, he hates it and thinks of himself more highly than someone who carries stuff around. Another odd physical feature are the horns on his head... Most giraffes have stubby little lumps with a bit off fluff, but Arveen has literal antelope horns which sprout from his skull and twist upwards, which causes people to second guess his species. [break][break]
Decorating the giraffe are lots of silver jewellery which dangle from his horns and are draped loosely across his back (though never fall off). They appear to be pierced into his skin, with silver necklaces that hang around the base of his neck and work their way up. There are also small decorative chains of jewellery hanging from his horns. Because of all this jewellery, a gust of wind often makes the sound of a wind-chime in the distance, an ominous yet beautiful indicator that Arveen is nearby.
[break][break]
Personality wise, Arveen is a very reserved calm familiar. He is extremely silent when he wants to be, never drawing too much attention to himself unless he wants it (which is a strange trait since he's extremely tall). Being a giraffe, he is limited to what he can do in terms of self defense, though he is able to kick with his hooves or thrash with his neck, Naveen prefers the more magical approach. He is a bulwark of silence, a totem of darkness. When he appears, he amplifies that 'aura' all familiars have to make his presence a powerful one, using his gift as a type of crowd control and defense.
[break][break]
Arveen is never seen in the physical realm too much, since he dislikes walking, he tends to just appear and disappear from place to place. Because of this, he will often make you jump, turning around and seeing nothing, turning around again and seeing a ghastly giraffe standing in the corner of your eye. He is like a shadow in that sense, getting closer and closer when you aren't looking, flickering in and out of the light. Those who aren't familiar with him often see him as an omen or evil spirit, when really he just enjoys being that jerk who scares people. Sybil's relationship with Naveen is quite odd, although they never talk or bond very much, there's always that link between them that they know they can rely on each other. Sybil is a 'small' person who is overshadowed by his peers, whereas Arveen is the total opposite. Strangely, Arveen's method of communication is more of a series of strange ghost like whispers, like a dozen voices whispering at once. Although they are difficult to make out, it doesn't change the fact that people know what he is saying or what he desires.
Giraffes are known to be tall, but Arveen breaks that limit at a whopping 27 feet tall from hooves to horns (though size is magically compressed to a reasonable 10 foot tall within sundial and other cities). As well as his size, there are a few other unnatural appearances about him, the colour of his coat being one of them - black and grey. Where it should be a subtle beige, it is dark grey, and where it should be a warm orange, it is dark black. The midnight coat of his is a clear indicator of his affinity towards darkness, and if it wasn't enough, the deep purple irises will be. Arveen is much more sturdy compared to regular giraffes, with strong legs and powerful neck, Arveen is capable of carrying the weight of luggage or people on his high back. However, even though he is capable of doing so, he hates it and thinks of himself more highly than someone who carries stuff around. Another odd physical feature are the horns on his head... Most giraffes have stubby little lumps with a bit off fluff, but Arveen has literal antelope horns which sprout from his skull and twist upwards, which causes people to second guess his species. [break][break]
Decorating the giraffe are lots of silver jewellery which dangle from his horns and are draped loosely across his back (though never fall off). They appear to be pierced into his skin, with silver necklaces that hang around the base of his neck and work their way up. There are also small decorative chains of jewellery hanging from his horns. Because of all this jewellery, a gust of wind often makes the sound of a wind-chime in the distance, an ominous yet beautiful indicator that Arveen is nearby.
[break][break]
Personality wise, Arveen is a very reserved calm familiar. He is extremely silent when he wants to be, never drawing too much attention to himself unless he wants it (which is a strange trait since he's extremely tall). Being a giraffe, he is limited to what he can do in terms of self defense, though he is able to kick with his hooves or thrash with his neck, Naveen prefers the more magical approach. He is a bulwark of silence, a totem of darkness. When he appears, he amplifies that 'aura' all familiars have to make his presence a powerful one, using his gift as a type of crowd control and defense.
[break][break]
Arveen is never seen in the physical realm too much, since he dislikes walking, he tends to just appear and disappear from place to place. Because of this, he will often make you jump, turning around and seeing nothing, turning around again and seeing a ghastly giraffe standing in the corner of your eye. He is like a shadow in that sense, getting closer and closer when you aren't looking, flickering in and out of the light. Those who aren't familiar with him often see him as an omen or evil spirit, when really he just enjoys being that jerk who scares people. Sybil's relationship with Naveen is quite odd, although they never talk or bond very much, there's always that link between them that they know they can rely on each other. Sybil is a 'small' person who is overshadowed by his peers, whereas Arveen is the total opposite. Strangely, Arveen's method of communication is more of a series of strange ghost like whispers, like a dozen voices whispering at once. Although they are difficult to make out, it doesn't change the fact that people know what he is saying or what he desires.
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[/PTab][PTab=affinity][attr="class","inventoryheading"]techniques
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[attr="class","stafftempitem"]Technique: Cloaking Provided they are under a cover of shadows and staying relatively still, the witch can be practically invisible to the naked eye if they so choose. They can probably get away with running a bit, but they ought to be careful of the light, and users of NIGHT VISION, WITCH’S INTUITION, etc. |
[attr="class","stafftempitem"]Technique: Solidify Shadows The witch can now solidify and manipulate their own shadow, creating whip-like projections to attack the enemy. However the range and strength of these shadows depend on the strength of a witch, so fledglings might not be able to do much... |
[attr="class","stafftempitem"]TECHNIQUE: SHADOW HOP Using this technique, the witch can jump to the nearest shadow, provided that: there is a shadow close by and not extremely far away, and that the witch is not trapped (cannot go through walls). Each time the witch jumps, a considerable amount of mana is lost. |
[attr="class","stafftempitem"]GENERAL SKILL: solid flight This character is a skilled flier on their broomstick- they can get curves and do maneuvers the average witch would not want to attempt at all. It’s likely that they will fly higher and faster than the competition, and they have improved spatial awareness and dexterity in all things. They’re still ways to go before becoming an ace, but they’re on the path! This counts as an item. |
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general scrolls
general scrolls
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[attr="class","stafftempitem"]General: Team Spirit When multiple witches have access to this skill, they may speak to each other mentally over distances. However, communications lines may get wonky if the distance is stretched too far. |
[attr="class","stafftempitem"]GENERAL: VIBRIONUS usage of this spell is recommended with a wand otherwise the resultant blast of lightning-like energy can be hard to direct at a particular target. The bast erupts from the tip of the wand and causes whatever it touches to spasm, often resulting in disarming an enemy or sometimes leaving burn marks depending on the skill of the caster. It is almost always used in duels. |
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affinity one
affinity one
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[attr="class","stafftempitem"]Enchantment: Pause Scroll A useful form of evocation that can force the mana of a moving object to slow down. It is more complex and difficult to pull off when used against living beings, but can easily be used to slow the movement of hurled objects and the like. Gets easier with practice, as all things do. |
[attr="class","stafftempitem"]SPATIAL SCROLLBOOK #3 A witch using this scroll can manipulate a small area of about 20 square meters and create a simple law which prevents entry into the space. The evocation is plainly visible on the surrounding ground, however. It can be removed with some difficulty by another evocation expert of the same or higher rank, or through a very powerful magical attack. |
[attr="class","stafftempitem"]AN ASSORTMENT OF CHARMS, COMPACT JINX: The spell is applied to a non-living target through touch. The object will glow briefly before fading away and will show no clear visible signs of being jinxed (unless detected by other means). When the object is activated through touch or by using it in the intended way, it will then crush in on itself e.g. a wardrobe will start to snap and bend until it's a small compact ball of wood. Weaker witches can only use this on objects the size of a chair and of weaker materials, whereas skillful witches could use it on something like a suit of metal armour or small room. . |
[attr="class","stafftempitem"]AN ASSORTMENT OF CHARMS, SCROLL #2: CRISSCROSSER A more cruel jinx, this causes the victim to move in the opposite direction to where they want to go. It can aso be used an a fying object to instantly reverse its course, but attempting the spell on something high-speeds is quite a feat. |
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affinity two
affinity two
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[attr="class","itemcontainer"]NOTHING it doesn't look like anything's here...why don't you try ranking up to novice? |
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[/PTab][PTab=threads][attr="class","inventoryheading"]misc
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[attr="class","itemcontainer"]WITCH LICENSE your official, government approved permit that allows you to practice magic under a coven. be careful not to get it lost or stolen. |
[attr="class","stafftempitem"]NPC TIE IN this item allows a pre-existing character or a new character to have a specified tie or bond with an NPC including distant familial ties, offical or unofficial mentorships, in-depth previous encounters, etc. in addition, for every other quest completed by the character they may thread with the specified NPC free of cost. The member may select who to give the item to upon obtaining it, but once used it can not be transferred or sold. Bonds should be discussed with staff as some NPCs may not be available for certain ties. |
[attr="class","stafftempitem"]mysterious fragment B an odd, broken fragment of something that wound up in your possession after the nightmare. an antique collector or hell even kiki will pay a hefty amount for this, but you are inexplicably attracted to it. it feels like magic is radiating off from its core. could this be a piece of something else? |
[attr="class","stafftempitem"]DIMENSION KEY a key that can 'open' anything at all- it can open any door, gate, room, and magical spatial constraint. regardless of what charms have been applied or who cast the lock, this key can force it open. it can also apply to storage arrays and bags of holding: anything which takes the form of a 'room' can be 'opened' One time use |
[attr="class","stafftempitem"] BASIC WAND a basic wand of the M.A.G.I. brand. it is lightweight and easy to use, made for general purposes. it helps focus spells but is general weak and breaks easily. required to partake in duels. |
[attr="class","stafftempitem"] Phoenix Feather prevents death; but counts as an item in a given thread. it's penalties enclude a two rank drop, and halving (rounded down) of both gold and AP for any character that uses it |
[attr="class","stafftempitem"] FELICITY BROOMSTICK a branded broomstic intended for beginner riders-- with a friendly grip and a steady and easiy controlled nature, it is smooth in the air and durable all around. it is not particularly speedy, but it gets the job done. can be used to partake in air duels and others. |
[attr="class","stafftempitem"]Comet 180 a durable, speedy and sleek broomstick. It is likely not to break or be easily damaged, and flies at high speeds. It has quite the “mind of it’s own” as usual for high-end broomsticks, and can be difficult to control for beginner witches. It comes in Astral (blue) and Nova (red) variants. |
[attr="class","stafftempitem"]essence of faust A haunting artefact which consists of a sturdy vial with some kind of strange mana stored inside of it. Clutching hold of this with a very tight grip is a human hand with the wrist attached to a silver base, which in turn is connected to a metal chain for it to be worn around the neck. Along the silver base are the words 'faust' engraved into the side, presumably the owner of the hand. In truth, the vial stores some of this witches essence, who was rather powerful many years ago. The wearer will be able to draw upon this power at random times in their lives, bolstering their magical energy for a few moments as 'Faust' flows through their veins. Unfortunately, this doesn't exactly happen whenever the wearer wishes it to, even in life and death situations. Repeated use depletes the essence and will eventually cause it to run out. Faust can often be heard chattering away occasionally, and it isn't uncommon for him to take full control during this 'boost'. (Ref.) |
[attr="class","stafftempitem"]incomplete panacea a serum that can cure any ailment except mortality. So close, and yet so far away. One time use. |
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[attr="class","stafftempitem"]- desc |
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missions
missions
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[attr="class","itemcontainer2"]QUIDDITCH QUARREL [E] Time for a fun competition with brooms, snitches and... Flying balls of death! :'D |
[attr="class","itemcontainer2"]A STORMS BREWING [M] (in progress) Sybil and Evanora help out a budding alchemist, Bobo, in fixing a small 'storm potion' accident she had in the sewers. |
[attr="class","itemcontainer2"]THE LAST SEER [E] What started off as a regular day of relaxation and fun, quickly turned into an unnerving omen of darkness. |
[attr="class","itemcontainer2"]RUNAWAY BOOK [M] Sybil and his best pal Julius go to the library to locate a magic book which keeps running off. |
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quests
quests
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[attr="class","itemcontainer2"]BRIGHT EYED Sybil has left the family mansion and follows tradition of joining the Helios Knights. He gets a first glimpse at what life is like, making new friends and taking on his first mission! |
[attr="class","itemcontainer2"]THE DEMONS NIGHTMARE [E] Witches are trapped within a deadly nightmare, only to find out that it may be more real than they think... |
[attr="class","itemcontainer2"]QUEST: SUIXITIUM your character has had their taste of what lies beyond sundial's feeble walls. whether this has made them desire strength, knowledge, or power, or perhaps it has taught them or changed them entirely. it depends on these characters as individuals. and yet, this expedition has changed them. for better or worse. |