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Posted: Wed Dec 19, 2012 9:57 pm
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Posted: Wed Dec 19, 2012 9:57 pm
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"With great power, comes great responsibility."
________________Attention all Pae'il!
The Guardians need your help. On authority from The Order of the Light, blessings, wealth and powers are once again available to the Pae'il of Telrunya. In exchange, the Knights of The Order of the Light have requested Pae'il pledge fealty to The Guardians and pledge to protect Telrunya, The sanctity of the Light, and defend The Faith from those who seek to destroy it.
Telrunya City is once again open for all Angels and Demons who wish to partake of the abundance available. Available are ample lighted living quarters, a bustling marketplace with food shops, textiles, housewares, tools and any other supplies Pae'il could ever need. Telrunya City boasts a vast library comparable to the previous library in the now destroyed Head Quarters building, a great hall for feasts, a chapel for worship services and round the clock fairy care and entertainment.
When choosing to join The Order of the Light, Pae'il have access to all Telrunya City has to offer, in addition to the most wonderful blessing The Guardians can grant: a special power!
When joining The Order of The Light, Pae'il will become stewards of the island and vow to enrich the life of all Telrunya's denizens. They will trust in The Guardians plan and fulfill their duties faithfully, obediently and graciously.
For the Player:Pae'il have different paths they may follow for powers, depending on the Guardian they choose to devote themselves to. Only Role-Players may give their pae a power. Proof of RP is required. Teen Pae'il will be given a power when they find their Mellon. By posting in this thread to get a power, your Pae'il is making the conscious, unprovoked decision to join The Order of the Light as a steward to The Guardians.Pae'il will worship them faithfully and loyally Pae'il will follow directions handed down to them by their leadership, The Knights of The Order of The Light Pae'il will accept the Knights of The Order of the Light as the Guardian-chosen leaders of all Telrunya. (But really, Angels, Demons and Faeries only). Proper protocol will be followed once assigned to a unit or troop Pae'il will recognize that the Elemental Pae'il are heathens who are spreading lies about the real truth of history and creation, and they will recognize that Elemental Pae'il are the enemy in this fight to control Telrunya. If you want a power for your Pae but do not want them to follow the Light faction, they have to fake it for now. If leadership finds out, there are penalties.
For the Pae'il:Your power will be bestowed upon you when you find your Mellon companion via initiation. You must learn how to control or build up you power, as it will be very weak when it's first discovered. It will increase in strength as you grow. Initiation will be described in the next post
Rules:When your Pae is ready for a power, reserve a post and roll one eight-sided die to find out which category you may choose a power from. Post the provided code. Fill in the post with a brief SOLO RP with your Pae'il responding to, reacting to or fulfilling their initiation. OR post a link to a recent RP. If you opt to just post an RP link, please be aware that this scenario still did happen and it is how your Pae got their power, and they are a member of the Light faction. There's no way around that (at this time). Do not directly copy anyone's power. Do NOT cry, whine, complain or bring the drama llamas if another player registered your power before you. Pae lose powers when they are inactive, remember that. Try to be original. Once posted, do not change the power. If you find later on that your pae needs to change powers, PM Guardian_Iris and we'll work it out. If the power needs tweaked, we'll quote the post and offer suggestions to fix what's off. If not, we'll add it to our Master Powers list. If you argue with us needlessly regarding powers, your Pae'il does not get a power, nor consideration for Hallowed or Luminary stage. Failure to have your Pae'il follow the way of The Light will result in exile, having all powers and titles stripped. They will also be subjected to punishment from their former peers, as apostates are considered enemies of The Light.
F.A.Q. What about Pae'il with powers already? They will still have those powers. You may go through the new method if you want to have consistency and go through the process to gain the additional powers. If you wish to keep your old powers, and gain the addition Faction abilities, your pae must learn them. If your Pae'il has a power already, it is to be assumed they are a member of the Order of the Light already. Any RP'd Pae'il has to be in a faction. New factions available for defectors will be coming soon. If your Pae'il is uncomfortable siding with one faction over another, they have to fake loyalty. Punishments for traitors are a real possibility.
What about Elders? At this point, there are no active Elders with powers. All others are stone statues in the Hall of Lost Souls, and when/if they awaken, they will be reverted to ADULTS and will be required to gain a new power.
~~~
If you have questions, comments or concerns, please post them in this thread: Powers Discussion
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Posted: Wed Dec 19, 2012 9:58 pm
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Initiation
_________________ "You have come so far already. It is time to seek the truth."
Trust in the Guardians. Let them be your guide And open your eyes To the hearts of others.
The Guardians will give you strength When you are weak, They will give you courage, When you falter, They will give you comfort, when you are in pain.
The path to truth, to true salvation, will be illuminated for those who seek it with a pure and noble heart.
PreparationPae'il must fast for 24 hours prior to embarking on their initiation quest. Take a cleansing, soothing hot bath, followed by an hour's worth of meditation and reflection on The Light before getting a restful night's sleep. (This can be done at the Fallassion House of Healing if the Pae'il does not have heated water in their home.)
InitiationArrive at the Ten Altars in Ithyl Forest just before dawn. The Knights of the Order of The Light will be present to offer their blessings and instructions. Kneel in reverent prayer on the prayer stone (flat stone recently added to the Ten Altars) When the sun breaks the horizon, the first rays of light will shine on one of the ten nine altars. The Pae'il will know when to open his or her eyes to see which Guardian has come to offer their blessing. ((Random roll will determine this. Each altar represents a different Guardian who will watch over your Pae'il)) The Altar will glow brilliantly in the Guardian's aura color. Each Guardian will send a Pae'il to a different location to find three items. ((Player make up three items, one represents the heart, one the mind, the third the soul)) Once the three items are brought back to the Ten Altars, they must be offered to the chosen Guardian at their altar. At dusk, when the sun sets, a special avalon fairy sent directly by The Guardian will appear and grant the Pae'il their blessing (power). The fairy will become bonded to the Pae'il, becoming their Mellon (companion). The Mellon will teach the specific power.
GuardiansThe Ten Altars are arranged in a circle, in the same spots as the numbers on a clock. The altars at ten o'clock and two o'clock have been completely destroyed. The alter at six o'clock is missing. There are nine remaining altars. Twelve o'clock is due North.Madaesos, Paragon Guardian. Path leads from 1 o'clock towards Nethaear Beach. Tabari, Mastermind Guardian. Path leads from 3 o'clock, which goes deeper into the forest. Arlo, Wild Soul Guardian. Path leads from 7 o'clock towards Pae'kippu Beach. Medea, Redeemer Guardian. Path leads from 11 o'clock towards a small mountain at the base of Aura Nin Mountain. Dylana, Stormspike Guardian. Path leads from 4 o'clock towards the cliffs that over look Tuatha'ri Lake and the top of Alu Spring (Naiad temple) Eryx, Shapeshifter Guardian. Path leads from 12 o'clock to cliffs overlooking the sea with a view of Lyg Rock and Tyla'es Cave. Strafe, Soulbinder Guardian. Path leads to 6 o'clock, but the altar is missing. Liliana, Planeswalker Guardian. Path leads from 9 o'clock towards the foothills of Aura Nin Mountain and a path that leads further up the mountain.
((If you roll a 7, you can choose any power category you want. Light Faction Pae'il are no longer allowed to be Soulbinders.))
:[ Order of the Light Ten Commandments ]:Treat the island and all whom dwell on it with respect Remain close to the Guardians Show respect for your fellow Pae'il Work together for the benefit of Pae-kind Give help and show kindness in all things Do what you know is right Look after the well-being of both mind and body Be charitable and give of yourself to the greater good Be truthful in all things, at all times Take responsibility for your actions
More information on The Guardians
:[ Code ]:
[color=olive][b]Pae'il Name[/b]: [b]Power Category[/b]: (include the number and category:) [b]Chosen Power Name[/b]: [b]Power Description[/b]: [b]Weakness[/b]: (include limitations, "kryptonite" if applicable, and energy requirements) [b]Link to most recent completed RP[/b]:[/color]
If applying for a scroll power with a Light Pae'il, please use this form instead.
[b]Pae'il Name[/b]: [b]Link To Where Scroll Was Earned[/b]: [b]Scroll Power[/b]: [b]Weakness[/b]:
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Posted: Wed Dec 19, 2012 10:00 pm
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Weaknesses, Costs, and Sources
______________ "For every action there is an equal and opposite reaction" - Isaac Newton
______________ "You can't create something out of nothing. Magic must have not only a source, but a cost."
On Telrunya, there are multiple sources for magic, powers and abilities. Most Pae'il (Angels and Demons) will get their power from Aika. This can be separated into Ai (Light) and Ka (Dark) magics, which balances the magic.
Before Aika, there were the raw, primeval elemental magics of Telrunya. They include water, earth, air, fire, and void(aether). Each represents a power source for the Pae that were created from their respective elements. (e.g. Naiad from water)
True Magic - this is the power The Creator used, and is actually the product of combining all the raw elements. This power is represented by a pale blue, almost white glow. The Guardians have tapped in to this power and were able to manipulate it as a result of their ascendence to Guardian status. The new power was called Aika. It has a golden glow. Dark Power - also known as Taint this power source has nothing to do with The Creator, the Guardians, or the Ancients. It seeps out from the Volcano, and Strafe has found a way to harness and use this power to control Pae'il and bring them to the dark side. Dark Power has a purple glow. Elemental Power - Water, earth, air and fire are self explanatory. Void is the essence of life and death, mind and body. It can be said Void is key to Magic, bringing the supernatural to the natural elements. Water has a sea-green glow, earth is green, air is cyan, fire is orange, and void is black.
Every ability, power and special skill requires a cost, weakness and a source. Cost - this is what is given up, in order to perform the ability. Most common, the cost will be Aika for regular pae, and Elemental energy for ancients. It takes effort, stamina and energy to focus and direct magic. Even with magic, you can't make something from nothing. Some abilities will require a sacrifice or an item. AIKA & ENERGY ARE NOT UNLIMITED! Simple things might not cost as much energy as bigger things. Weakness - There always has to be a drawback to an ability. You can't shoot random fireballs without them hitting something. Healers and Restorers are the ONLY Pae'il allowed to use "energy cost" as their weakness. A general rule of thumb for weaknesses is to keep this quote in mind: "For every action there is an equal and opposite reaction". Source - This should be easy to decide. It's either Aika or Elemental Energy.
**Cost is subjective, depending on the ability. Some abilities can't be "turned on" so they will obviously not have a cost.
Faction Abilities
All Angels and Demons are born with these abilities within them, and they grow stronger as they get older, and practice.
Abilities All Light Pae Will Gain Per Stage [daily limit-gradually builds back up, but is fully recharged upon restful sleep]:Child: Light Shield - shifts light to blend in to surroundings, but is not completely invisible, just harder to spot. [Limit: 5] Teenager: Light Shield - stronger, harder to spot, magic damage will disperse it, absorbing all force from one opponent's hit per shield. Replaces Child's Light Shield. [Limit: 5] Light Beam - small, concentrated beam of light that can harm, but does not count as magic damage. (like getting hit with the beam of light from a magnifying glass) CANNOT KILL. [Limit: 5] Adult: Light Shield - bright light shield that can distract enemy, provide cover, and absorbs one magic attack, even while moving. Replaces Teenager's Light Shield [Limit: 3] Solar Shower - sparks of concentrated light fall on the designated area, illuminating it, and causing moderate physical damage (burns-like sparks from a welder). [Limit: 3] Apparate - When in light, Pae can transport self to any other location, provided they have been there before and can create a clear mental image of the spot they wish to go. [Limit: 1 per 24 hour day] Hallowed Adult: All Adult spells, with no change Life Blessing - Light blessing that will fill the opponent with Light to "heal" them (heals will harm a Dark Pae). CANNOT KILL, but can weaken the opponent significantly if they are Dark. Blessed Pae must find another Dark pae with Life Drain to remove the blessing. This ability will remove Life Drain (Dark pae's version of Life Blessing) when cast on self.[Limit: 2] Luminary: Powers will depend on successful completion of the Quest. All prior powers are kept.
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Posted: Wed Dec 19, 2012 10:02 pm
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2. Mastermind Masterminds are the creators and tinkerers, and have the most brilliant minds among the Pae'il. They're technologically savvy, number crunchers, and simply too smart for their own good. Wether its creating new gadgets, defusing their own bombs or simply lubing an axel for their wagon, these Pae'il are simply amazing.
Powers can include being a scientist, grease monkey, or simple tinkerer. Weaknesses will include anything that deals directly with magic. Masterminds use logic and science, not the silly notion of magic, to get the job done. Oftentimes, a Mastermind can be found trying to make logical sense out of magical happenstance.
Please Note: Telrunya is an island BASED on magic, so a Mastermind will be an extra challenge, but lots of fun. Masterminds will have an innate knowledge for crafting and creating, as well as increased learning capacity They're scientific minded and logical thinkers. As they grow, so does the capacity for what they're capable of. All Masterminds will have the same weakness: the only magic they can use is for Faction abilities. Also, no creation is foolproof. (the only exception to this are the Faerie and Miakis Pae'il. They'll be able to use magic in a limited capacity, as they're made of magic.)
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Posted: Wed Dec 19, 2012 10:03 pm
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3. Wild Soul Is your Pae'il an animal at heart? Or just simply too wild to handle? Maybe your Pae'il has a Wild Soul. Wild Soul Pae'il are the ones with a deep connection to nature. Whether its to the cute lil bunnies, wild wolves, or even the jungle vines, these Pae are all connected somehow to a specific Soul.
By choosing this category, you are choosing a specific animal or plant that your Pae'il will forever be bonded to. You have a choice for how this bond works: - 1. The Wild Soul merges with your Pae'il and they take on the abilities and characteristics of your chosen animal or plant. - 2. The Wild Soul becomes a guardian, a friend, or mentor to your pae'il, remaining at their side forever. The Wild Soul will grant special abilities based on their bond. Your Wild Soul Companion will have an almost human-like intellect. (if your pae'il makes Luminary, your pae's Wild Soul will be included in their Elder stage art)
When your Mellon arrives at Arlo's monolith altar, it will be accompanied by the animal spirit your Pae'il will bond with.
Please Note: You can only choose one: becoming the animal/plant, or having the eternal companion/guardian. Please choose an animal or plant that has not been chosen. I don't want to see a dozen wild wolves running around the island.
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Posted: Wed Mar 13, 2013 12:50 am
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5. Stormspike A Stormspike Pae'il is a conduit for the elements. Unleashing tidal waves, flinging fireballs, or stealthing through the shadows is all in a days work for a Stormspike.
When choosing a power for this category, make sure it fits into one of the elements; Water, Air, Fire, Earth(rock), Poisons, Shadow, Lightning, Metal, Plant and Ice. Each Elemental will have another that will be its weakness, and one that will be its strength. No element trumps all others.
Please Note: This is a very broad category. Don't be greedy or over-power your pae'il or you'll be asked to refine the power. There are LOTS of different abilities within each element you can choose. And like a few of the other categories, these pae are not suddenly gifted with the knowledge to use their abilities. They must discover it, and how to control it.
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Posted: Wed Mar 13, 2013 12:56 am
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6. Shapeshifter Have you always wanted a Pae'il that could transform at will into a toaster!? Or what about change that rock into a fluffy pillow? Yeah? Then THIS is the category for you. Shapeshifting Pae'il can either shift their own body, or transform other things, into pretty much anything, except animals.
Abilities can include transmogrification (you want to turn that goblet into pencil?) shifting themselves into a multitude of items, or even shifting other pae'il into other things! Weaknesses will be dependent on the items you choose your pae'il can shift. Pae'il cannot shift to look like other Pae, nor can they alter their voice to sound like another one. (that's a Paragon's job, silly!) They also cannot change themselves, or objects into other living creatures.
Please Note: Like Paragons, their ability will not be perfect the moment their Mellon shows up. When choosing a power for this category, please specify the item(s) your pae'il will shift. This ability is limited to 2-3 items, provided they relate to each other. Transformations also do not last forever.
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Posted: Wed Mar 13, 2013 12:57 am
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7. Soulbinder Soulbinder Pae are witch doctors, warlocks and demonic summoners. They are not evil, they only practice in the magics most Pae'il are afraid of. Soul Binders are the Pae'il that are good with potions, hexes, curses and they also have the ability to summon dark and twisted creatures from the otherworld, or even transform into one, if that is the power they've been granted.
Powers can include anything that deals with chaos, potions, hexes, demons, monsters, corruption or similar things. Weaknesses can include anything that deals with Redeemers, Light or Holy magics.
Pae'il that have been cursed to become a Soul Binder will be fated to stumble upon a black stone with a single rune etched upon its surface. This runestone is not a symbol of their power, nor is it a source for it. It is merely a message from beyond, saying they are ready to accept their dark power. Soul Binders must learn and discover their power. They are not suddenly blessed with the knowledge of how to use their craft.
Guardian Strafe has been exiled from the Guardian's Council, so Soulbinder powers are no longer available to Light Pae'il.
If you roll this category, you are free to choose any category you want.
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Posted: Wed Mar 13, 2013 12:58 am
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8. Planeswalker Planeswalkers are the travelers among Pae'il. They have many magical methods of getting from point A, to point B. Sometimes even, Planeswalker can move objects just the same as others move themselves. This ability works similar to that of teleporting, phasing or any other method of travel.
Abilities can include teleporting via puddles, mirrors or portals, or being able to move objects in the same fashion. Weaknesses will be determined on the method of transportation you choose.
Please Note: When choosing a power for this category, you are choosing the special method in which your pae'il moves himself, or objects. For example, if you chose mirrors, that is the only way your pae'il can teleport. There are limitations to the locations, for plot protection purposes. Pae'il cannot enter "sacred ground" (any temple) using their teleportation method. They also cannot enter any faerie dwelling, or faerie created building. (the City, Potions Master's house, etc.) Respect other Pae'il's privacy, unless the other player agrees to it.
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Posted: Wed Mar 13, 2013 12:59 am
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Posted: Wed Mar 13, 2013 1:03 am
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Posted: Wed Mar 13, 2013 1:05 am
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