oi_theoi ([personal profile] oi_theoi) wrote2012-03-27 09:37 pm

Available Priesthoods

Available Priesthoods


Here you can find the details of the currently available priesthoods, including what the god will be expecting of their priests and what powers the priest will be able to receive in Thusia.

The information in the IC Info on... section can be found ICly at the directory, along with all the info on god trades. The rest of the information - Expectations and Powers Given - is not ICly provided on the directory, but we include it OOCly so players know what to expect, or what to ask the god players about. OOC info can also be ICly discovered by talking to the right parties, such as asking the god or the god's existing priests.


❧ The Priesthoods




BFFs

Luna

❧ Expectations of BFFs
You're expected to check in with her every day (this can be off-screened, just drop in to say hi), to allow her to come into your room whenever she wants, to listen to her and follow her orders and be her friend. BFFs are marked with a unique friendship bracelet they must wear at all times. Work hard, play harder, when they fight it should be to kill, and they should bear as many injuries as they inflict on their opponents.

Though it does not happen often, when Luna is angered they will suffer from rage effects and become feral, attacking whoever she is displeased with and any who stand in their way.

❧ Powers given to BFFs
They will gain an alloi, but one of their own design, drawn from their personality and desires. It will be able to communicate with them and take on a physical form, summoned to do battle, but the more damage they take the more energy it costs the BFF to keep them in the field. Fight too hard for too long, and you may be left tired and defenseless. Alloi will inspire BFFs to do their best and work hard, they're supportive and trying to help (although their idea of 'help' may vary), offering guidance and strategies in battle. Additional Alloi may be gained by a particularly devout priest, but this is a Special occurrence and Luna doesn't have the power for it right now.

Alloi abilities are subconsciously chosen by the individual. If their aim is to protect and aid those they care about, they can get healing powers. If they want to destroy, fire and energy blasts, etc. The idea is to OOCly give someone the powers they are comfortable with and make it a personal experience for them. Power levels are directly proportionate to how much you sacrifice to Luna and how much blood you are willing to spill. However, each priest gets the basic abilities to heal non-humans at the cost of taking half the damage themselves (they can heal their allos at cost to themselves, and are unable to heal other priests). They are also able to make superficial changes to their appearance, they can change their hair and eye colour, remove freckles, make themselves a little taller or their nose a little smaller. Not big things, just things that slightly alter them and make them closer to their ideal.
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Challengers

Ur'ghaste

❧ IC Info on Ur'ghaste's Challengers
"Challengers must be prepared to push the boundary of what is expected in society, both in themselves and in others. Don't be afraid to ask 'why'. Don't be afraid to expose where people are relying on what they've always believed instead of what is demonstrably true. Do live as a demonstration of these questions. Do, yourself, throw aside the comfort of society's biased support. Do live an examined life.

Don't confuse the discomfort that comes of exposing someone's expectations with simply 'acts that cause discomfort'. Keep in mind that using authority (in this case, religious) as an excuse to cause harm or force situations on another is in itself reinforces the networks of social expectation. I am interested in the struggle to grow from situations, not the intent to harm with situations.

Inquire further at my shrine."
❧ Expectations of Challengers
Once per week, Challengers must explore some element of themselves that they are not comfortable with. This can be appearance, personality, history, behavioral patterns, whatever. The method of exploration can be up to the Challenger in question but must involve somehow outwardly facing it, whether forcing themselves to interact with other people when they're antisocial, talking about something in their past they dislike, or other.

Once every three days, Challengers must challenge other people's (or another person)'s social expectations. This can be anything from walking around naked for a few hours or continuing to demand answers about something personal in conversation after it's clear the other person wants to stop talking. Those are just examples; it's up to the Challenger in question to find what they want to do.

Other than that, Challengers are given pretty free reign.
❧ Powers given to Challengers
Challengers can choose any two "Minor" abilities, or any one "Major" ability of the below (and swap if they want, so long as they discuss it with Ur'ghaste):

  • Minor: Grow a really awesome moustache or other intriguing body hair
  • Minor: Regurgitate a substance at will which, when added to food, increases vigor, vitality, vim, and overall good health of the person who eats it. All your nutritional values in one disgusting horked-up substance!
  • Minor: Sweat, at will, a slippery substance which can allow you to slip through any crack, no matter how impossibly small it seems. (Try not to think about what this means for your bones, children.)
  • Minor or Major depending on alteration: Alter their bodies in some manner that challenges the normative/enters uncanny valley territory. (Inhuman limbs, s-self-lubricating orifices, tentacles, inhuman height or weight, hollow backs, scaled armor instead of skin, gills and ability to breathe in water as well as normal lungs, etc)
  • Major: Secrete an ooze from their palms at will which, after application to the afflicted part or the skin over the afflicted part, can speed the recovery of injuries by x3 their normal in-Thusia speed
  • Major: Travel immediately between damp patches of ground or wall (of appropriate size to take their body); user must know where the damp patches are (no teleporting to unknown locales).
  • Major: Put an effect into place at will where both you and the other party will say whatever is on their mind without lying. Affects both parties; makes you blurt out your thoughts truthfully. (Obviously clear this oocly with the other player as this can be a tricky godmode territory if you are not careful with it).
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Children of Dellen

Dellen

❧ IC Info on Dellen's Children
"My Children are meant to always represent the very best of humanity. To always help those in need, whether they must offer food from their plate, a shoulder to cry on, or someone to guard their back. My Children will always place others before themselves. My Children will never cause undue harm, and killing a human is inexcusable unless in defense of oneself or another. They also must understand the importance of loving all, and the way that is different from being in love with another, which should only be shared with one other.

In exchange for devoting oneself for such a life, my children will receive powers akin to my nature: offensive or defensive water magic, or regenerative powers that will work on humans. They will also be permitted to act as my priests, purify nature, and receive sacrifices in my name."
❧ Expectations of Dellen's Children
Children of Dellen are expected to live for the security and happiness of all humans. They may never turn their back on a human, whether they are in emotional or physical need, they may never keep for themselves what another human has need of. They are expected to always do what is in their power to help and care for humans, even at personal risk or loss.

Children of Dellen are also expected to live loving and faithful lives with their partners. Sex should not be had unless in a monogamous and committed relationship. The Child should fall in love with only one, and never betray that person, and the Child should never be lead astray or corrupted by seduction of another.

With few possible exceptions, Children will always be human themselves.
❧ Powers given to Dellen's Children
Dellen offers to her children the use of her magic. It is possible speak with her about some slightly different arrangement, but this is the default:

Use of water magic. Water magic can be either offensive, defensive, or regenerative. Each Child essentially gets three points to spend as they will, so they may have weak magic in all three areas, or very strong magic in one area, or medium magic in one area and weak magic in another area.

Offensive Water Magic:

Level 1 - Creates several dozen small, explosive bullets of water, which will fly toward one target. Difficult to dodge, but if the create has armor it only does surface damage.

Level 1 - Creates a long dagger out of water, functions basically the same as a regular dagger. Can be maintained one hour.

Level 2 - Makes an arm length, spinning pike out of water that will drill deep into a single opponent. Effective against all but heavy armor.

Level 2 - Can create a long sword out of water. Operates the same as a regular sword. Can be maintained about one hour.

Level 3 - Can turn a large body of water into a crushing force, able to break the bones and crack the armor of even powerful beasts. Requires quite a bit of water.

Level 3 - Can summon a bow made of blue light that shoots water arrows. Can pierce medium level armor and shoot fairly long distances. Can be maintained half a day and only used by the priest, if the priest doesn't have water on hand this will be much more tiring to use and twice as slow.

Defensive Water Magic:

Level 1 - Quick, one shot shield. Throw up a stream of water that will intercept any low to medium level of attack.

Level 1 - Short lived snare. A whip of water snakes out and ties up the person or beast around the legs, slowing or potentially tripping them. Lasts about twenty seconds, can be broken by a strong blow.

Level 2 - Creates a sheet of water that can be held, or will fly independently around one person and act a shield that blocks small to medium attacks, lasts about ten minutes. Cannot be attacked through, and will be better at blocking attacks more accurately if used manually.

Level 2 - Creates a thick mist that strongly reduces sight and hearing. Lasts up to five minutes. Primarily useful as an escape tactic.

Level 3 - Creates a bubble of water that will absorb all but the heaviest blows, rendering anyone inside of it completely safe for up to thirty seconds. Can be used on another, but only large enough to hold one person.

Level 3 - Creates heavy, binding shackles that will immobilize up to two limbs for one minute.

Regenerative Magic (human only):

Level 1 - Completely heals a small wound, will stop the bleeding of a medium wound, and slow the bleeding of a large wound. Not strong enough to keep a person from dying of a fatal wound, but might give them more time. Cannot be stacked (casting five of these at once will not equal to healing a large wound).

Level 1 - Moderate stamina boost. Will give someone who is otherwise exhausted the strength to go on a little while longer, or someone who isn't tired one hell of an energy buzz.

Level 2 - Weak regenerative spell that lasts for roughly one day. Basically doubles the speed of Thusia's natural healing. So after 24 hours, medium wounds will almost be completely closed, large wounds will be medium sized, etc. Does not work fast enough to keep a person from dying of a fatal wound.

Level 2 - Completely cures weaker poisons, lessens the effect of stronger ones.

Level 3 - Will heal a large or fatal wound down to medium size instantly.

Level 3 - Powerful regeneration that lasts about an hour and will reduce all large wounds down to medium sized, nearly close all medium wounds, and completely clear up all small ones. Will work fast enough to prevent death by most fatal wounds, so long as they aren't obviously something that would kill very quickly.

Notes: In offensive and defensive magic, water is always required. The water will magically appear for the attack and disappear when the attack is over. If water is on hand to use, this will reduce the cost of spells by half, with the exception of Level 3 spells, which still cost as much energy but will be a bit faster and more effective if water is on hand.

You may basically assume that every Child has six points in magic to use per day, and that the level of the spell is the number points it costs to use that magic. If a Child's points reduces to 0, they aren't just out of magic, but they are too tired to fight and may even pass out. If it's just reduced to 1, they can keep fighting otherwise.

With the exception of the bow, anything created out of water may be given to another to use, so a dagger or sword may be crafted and thrown to someone to use in a pinch, the shield can be given to another and it will protect them instead of the Child, and so on.

In regenerative magic, heals must be cast on each individual wound, whereas regeneration spells affect the entire body. However, regenerative magic also does not require water. The point system is the same.

Finally, all Children of Dellen get the power of basic water manipulation. This is not strong enough to be of any use in a fight. Much more in the territory of small personal conveniences and parlor tricks. Calling water to you across a room, keeping it from raining on you, drying dishes instantly, and so on. This can be used in large quantities of water, such as moving about a pool's worth of water, but it drains Dellen so she asks that it only be used for emergencies.
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Executives

Eizon

❧ IC Info on Eizon's Executives
Qualified Executives will be those interested in seeing Thusia's new civilization grow and develop peacefully and for the better of all, and will have the proactive attitude necessary to work toward that goal without specific direction or constant supervision. Leaders and followers alike welcome, but be prepared to prove your capabilities.

What skills, utilities, or support received from Eizon will be determined by the needs of the individual for the sake of social development.

Executives awarded bonuses if they inspire others to become Execs themselves.
❧ Expectations of Executives
Execs of Eizon are expected to either direct or substantially facilitate society's quest toward a better, brighter civilization. He will take both leaders and middle management, but not people who are purely followers. Eizon does not personally direct his priests much, so they are expected to have ambition and be self motivating. He should not have to baby sit or hold hands, and what to do TO help better society should not be a mystery. In short, he wants people who have ideas about what they want and how to get there, who also genuinely care and believe in the advancement of civilization and the importance of law and order.

He expects his execs to be able to work well together. They should have at all times a common goal of helping humanity reach its destined utopia, and if they disagree on the exact shape of that utopia they should settle it like civil adults. Within the order, anyway. Outside the order Eizon will turn an extremely blind eye to misdeeds of his execs so long as they did whatever they did for the common good, and it was effective. Eizon generally does not care for death, but he won't have a problem with necessary sacrifices.

In keeping with the above, Eizon's execs will be expected to be involved in Thusia's society and generally be actively looking toward ways to make it a better, more structured, ideal civilization. This can range from organizing some sort of community group to becoming a prominent social figure that has sway over Thusia's denizens. They are also expected to be involved in helping Thusian society overcome any threat posed by nature and nature gods. While this can be handwaved to a degree, it shouldn't all be done off screen. Additionally, Eizon won't accept any priests who haven't already personally impressed him by displaying the above qualities.

Eizon is fond of his execs, though he will likely always have a somewhat withdrawn personality, even with them. He may at times ask them to do specific things and in such a case does expect to be obeyed, but this is fairly rare. He is more interested that they be capable of moving and working together without being given a specific direction. Depending on how fond he is of them he will be more open with some than others, and more trusting of their ideas and ambitions. But basically he expects his priests to be self managing most of the time.

Being lazy or ineffective will get execs on Eizon's bad side, as will any rebellious efforts. He expects hard and good workers and failing that will get you fired. Getting fired means losing all the powers he grants and it costing a lot more to get anything from him in the future. A priest that has left his grace will have a hard time returning to it, though it is not impossible. Eizon will generally give a warning to an exec who is flagging in their activity before firing them, but anything large and he will get rid of them pretty quickly and without a word.

❧ Powers given to Executives
Because Eizon is not interested in offering powers that will go unused, what he offers is pretty nonspecific. He can do anything that falls within his domain. So electricity related powers, manipulation/mind control powers/influence powers, and a pretty wide array of non-lethal advanced technology are all available. Eizon expects his execs to know their own needs and come to him to for the power to accomplish their goals. OOCly, you can hit up Aviy any time to ask if Eizon would be able to facilitate a particular need.

However! There is another level to this. Eizon wants his executives to work well together. When someone who is more of a 'leader' brings in someone who will follow him, or when two execs agree to a hierarchical structure (there MUST be a leader, though if there are a three of them, one can be a leader and two can be followers of the same level), then Eizon basically gives the lead a bonus. The bonus can ALSO be just about anything within his domains, it goes to facilitate the goals of both of them.

So for example, Person A joins Eizon and gets a supercomputer installed in his brain, person B is already subordinate to Person A so joins Eizon at A's behest. Person B gets electricity manipulation powers. Because Person B is subordinate to A, A gets a 'bonus' and uses it to get himself the ability to make people more susceptible to his will for short periods of time.

It's also worth noting that if particularly impressed Eizon may simply assign one exec as lead over the others, award him the bonus, and expect the lower ranked execs to follow the new lead.
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Hellions

Zhen Ji

❧ IC Info on Zhen Ji's Hellions
"If you like destroying shit and telling the rules to go fuck themselves, come see me and we'll set something up.

If you're an asshole, fuck off."
❧ Expectations of Hellions
Zhen Ji places no laid-out expectations on his Hellions, simply because creating a list of expectations would be like creating rules for them to follow and that goes against his very nature. Instead, he expects his Hellions to think and act for themselves, especially if it's in ways that go against what anyone else would try and tell them. Rebelling against him in the process is perfectly acceptable as well. He does maintain a very 'Do It Yourself' attitude and expects his Hellions to take no shortcuts themselves, but other than this, being a Hellion is fairly free reign.

He does, however, greatly enjoy it when Hellions lend themselves to the more violent solutions to their problems because explosions (physical, emotional, whatever) are pretty great.

❧ Powers given to Hellions
Hellions are granted access to a few select abilities from one of two of Zhen Ji's domains. They are given a choice upon becoming a Hellion and can switch later by speaking with Zhen Ji, but they can only access one domain set at a time.

Gravity

Note: Gravity skills can be used simultaneously and each skill has its own time limit that does not interfere with any other's.

↪ The ability to alter your personal gravity's direction; allows for wall/ceiling walking. Freely useable in any room that doesn't have nature present; otherwise it becomes usable for ten minutes at a time with a one hour recovery period.

↪ The ability to alter your personal gravity's force; can be used to root yourself to the ground or float over the ground. Freely useable in any room that doesn't have nature present; otherwise it becomes usable for ten minutes at a time with a one hour recovery period after.

↪ The ability to alter another's direction of gravity; can be used to slam a person against the ground, walls, or ceilings. Only usable on one person/animal/thing at a time, and has a five minute time limit, with a two hour skill lock period after.

↪ The ability to alter another's force of gravity; makes them weightless/super heavy. Only usable on one person/animal/thing at a time, and has a five minute time limit, with a two hour skill lock period after.

↪ The ability to create a gravitational field around yourself, capable of picking up loose objects that you are able to bodily carry. The objects will freely float around you and can be manipulated in terms of placement in their orbit. Freely useable in any room that doesn't have nature present; otherwise it becomes usable for five minutes with a twenty-four hour skill lock period after.

Metal

↪ Sensing: Can detect the location of pieces of metal within a 20 foot radius.

↪ Crafting: Able to physically bend, flex, and mold any piece of metal affixed with a piece of the 'base' metal given by Zhen Ji as if it were made of clay, without the use of tools or a heat source.

↪ Floating: Able to float around the 'base' metal given by Zhen Ji. Freely useable in any room that doesn't have nature present; otherwise it becomes usable for ten minutes at a time with a one hour recovery period.

↪ Adding: Able to expand the 'base' metal given to them by Zhen Ji by adding smaller amounts of metal to it. Effect only lasts for an hour, after that the metal returns to its normal size and the excess goes straight to Zhen Ji.

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Inventors/Scholars

Kain

❧ IC Info on Kain's Inventors/Scholars
"Seeking: the inquisitive, the dreamer, the curious, the teacher, the builder, the questioner, the creator, the seeker.

I offer the way of the scholar and the inventor."


[There are blank pages underneath to take, each with the title of “Fill me.”]

❧ Expectations of Inventors/Scholars
Kain's priests fall under two categories: scholars and innovators, with each keeping the purpose of innovation or learning as their core. Acquisition and proliferation of knowledge must be put first ahead of all else for the scholars and creativity and the noveau for his innovators. Kain is not the type to be very strict with his priests but but he always responds to his priests when called and expects the same. His priests receive a small puzzle ball that unlocks to only another priest or Kain's touch, a good place to hide something small. The ball can also be used to summon Kain at any time and place.

Kain's priests can be any species or sex. Kain feels strongly against death or the destruction of knowledge and anyone that has murdered or destroyed books or schools will have to give a full detail and explanation as well as repentance first before being allowed in as a priest. Murder is a big affront to Kain because it is the destruction of creation and creativity and will be good cause for removal as a priest. Minor offenses also include hurting others, causing injury or destruction to others property or creations.

Priests are to share their knowledge with one another and with Kain. They should never lie to him.

❧ Powers given to Inventors/Scholars
Kain's priests have a base increase in mental stimulation that usually means they find themselves able to work longer and sleep less. Kain's priests also find themselves able to gain knowledge and tools without sacrifices based on their own growth in creating things, added skills that depend on what branch they choose.

All of Kain's priests also gain +10 drawing skill.

Inventors

Unlimited supply of basic tools and building materials (nails, glue, tape, paper) as long as the project is dedicated to Kain. They have the ability to have speech to text, speaking and having their words be recreated on paper, allowing them to work while keeping their hands free. If they are skilled, they can draw with their words as well. They have the additional ability of being able to put back together anything they can take apart- a tool, a machine. This does not mean they'll know how it functions or works but they'll be able to put it all back together again. Innovators can earn the ability to influence teamwork and cooperation and subtly cause people to be more willing to cooperate and work together.

Scholars

Unlimited supply of paper and writing materials as long as they dedicate their work to Kain. They will also be able to duplicate what they draw or write multiple times (like having your own copier) as well as gaining the ability for temporary photographic memory (remembering every detail and having the ability to recall the information) for the usable span of 2 hours per a day. They will have the complete ability to recite and review that hour, like a video tape. As they learn/teach more, they can earn the ability to influence people's desire to learn by making them more open to listening to them. (Not complete coercion but people will find themselves less close minded and more willing to listen.)

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Journers

Albinia

❧ IC Info on Albinia's Journers
Journers are expected to be both students and teachers. They are expected to love learning new things and pursue research in the laws of the natural world. They must not squander what they learn and be willing to teach those who wish to know. It is also important to set a good example. Be responsible, for yourself and for others. Do not sacrifice all that you are for others, but make sure to do what you can to help them otherwise.

If you wish to know what I can offer to help live a life like this, then ask.

❧ Expectations of Journers
Albinia views the role of a Journer being more like someone being passionate about their job. She doesn’t have strict schedules or the like, expecting Journers to love learning enough to do their duties without needing them. It’s more along the lines of her being the boss keeping track of progress in an R&D department. People will usually be given free reign of what they research, but she will occasionally give specific subjects to look into if a Journer has nothing to work with or in times where a lot of information on something is needed.

1. Journers are expected to be doing legitimate research on some scientific subject regularly. The information does not have to be correct, but the effort must be sincere. Albinia will require progress reports every week. (These can be handwaved.)

2. Journers are expected to be either students or help teach the classes Albinia offers regularly. They must also help her in experiments involving their research if she asks.

3. Journers must always be willing to teach things to people who ask for help. If they cannot teach it, they should point the person to someone who can if they know. They must not give out false information on a subject intentionally. (Exceptions can be made for dangerous subjects.)

4. Journers are expected to take care of themselves both physically and mentally. Albinia will harass them if they don’t for too long.

5. Journers are expected to help others if they can reasonably provide help.

6. Journers must keep their word, and own up to the consequences of their actions so long as the consequences are reasonable.

7. A Journer should try to keep people from making incredibly bad or reckless decisions if they can be reasonably avoided.

8. If following any of Albinia’s expectations will get the Journer, or someone else hurt, then they are allowed to not fulfill the expectation.


❧ Powers given to Journers
Albinia offers two ability sets with two facets to each. All Journers have access to these.

Cryokinesis

The ability to make and manipulate the form of ice. Such as they can make shapes. The ice is slow to melt even in high temperature. Albinia will say this is more an ability to preserve things than combat, but can be used as such if needed.

Quick Freeze. The ice will engulf something within seconds. However, a Journer can only freeze something the size of a Moss Lion instantly before they would be effectively drained of the ability.

Slow Freeze. The same thing, but without the speed. It wouldn’t freeze a moving target instantly, more taking a minute or two to freeze something like a Moss Lion. However, the slow freeze could encase two Moss Lions before the Journer is drained.


Psychic Database

This is a mental database all Journers have access too psychically. In essence, it’s Psychic Wikipedia. There will not be pages on specific people, but instead things one would learn about in a school. So a person’s race could have an article, there would be no article on the person themselves. The database will also contain all the scientific knowledge a Journer has, expanding what the database has.

Information Access. A Journer can access this information at any time! They can use it for reference, research, however they wish. Though they may not have all understanding. If a Journer who knows nothing of geometry tried to look up a complex formula first, they won’t know how to be able to apply that formula. They will need to start at the beginning information and work their way up. However, smarter they are, the easier they can use the information. For example, a smart Journer could use the database while dissecting an animal to come up with more conclusions on the animal than if they just simply dissected it. Though it should be noted sometimes it can be hard to navigate the database so things can be missed. (This is an OOC mechanic, in case a Journer didn’t know another Journer could do something with science at the time.)

Database Edit. There is no intentional lying in the Database. But a Journer can make an edit to the Database. As such, when a Journer does, they actually alter the fabric of reality. For example, if a Moss Lion was trying to eat a Journer, they can make an edit to the Moss Lion page to make the Moss Lion a plant eater instead of a meat eater. So the Moss Lion would stop trying to eat them. However, the edit will only affect the immediate area, not all Moss Lions will be affected. An edit will also only last at most five minutes before the edit is undone. There will also be disorientation when an edit is made as the Journer is changing the knowledge in their own head. They will believe the Moss Lion is a Plant Eater until the edit is fixed, but they can still have inklings that may still want to get away. Others with them will still remember the truth. Any edits that are really big, or if a Journer makes edits too often, they will then find themselves suffering from severe headaches.


When Albinia Isn’t Happy With You

See this post for more details

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Shades

Selyir

❧ IC Info on Selyir's Shades
No entry is available for Selyir.
❧ Expectations of Shades
Becoming a shade is generally like joining Selyir's private secret service organization. In general, Selyir expects Shades to be controlled, logical, and active for most of the day, intent on maintaining and improving the security of HQ. Idleness is generally not tolerated and Selyir tends to keep workless Shades busy with information gathering missions or surveillance detail. Shades do get meal breaks, off time, and one day of the week completely free from work, but for the most part if a Shade is not busy doing personal business, Selyir will give them something to do. Shades are a Job.

While you have access to plenty of cool toys as a Shade, you're not meant to show them off, but only use them when necessary to complete tasks. As such, there is a screening process to becoming a Shade, as well as set rules and regulations upon joining.

1. You don't talk about or tell people you're a Shade. Shades are meant to do things without recognition or notice.

2. Protection is always your highest priority. While Selyir understands that certain people are favored over others, in no way will a Shade completely abandon another person to be defenseless against a more powerful force.

3. All gathered information is expected to be shared with Selyir. All information is kept in the utmost secrecy and will not be shared, only used to further Selyir, and in turn the Shades' purposes.

4. Respect. Selyir expects to be respected as a boss, and in turn will respect Shades as valued employees.


❧ Powers given to Shades
Selyir offers powers that deal in the realm of shadow manipulation. The only stipulation is that they won't work when someone, anyone, is looking directly at you, the only exception being other Shades. There is a common way to go about this, which will be taught to all new recruits, along with two basic techniques that are the foundation for the rest of a Shade's powers.

+ Shading: By stepping into the shadow of something larger than yourself, you become invisible, undetectable, and essentially intangible. Attacks on you will go straight through you, but you're also unable to interact with other people. You can crouch/squat/etc to fit yourself into a smaller shadow if necessary. If the shadow moves, you must move with it to avoid being revealed; if the shadow moves away from you or disappears completely, you're revealed.

+ Shadowing: By forming your fingers to make a window in the direction of your own shadow, a touchable, holdable segment of shadow appears. It naturally stretches itself out to roughly the size and shape of a portable tablet (ie shadow tablet) and can be compacted to the size of a cellphone. Can be kept permanently in a person's pocket, but it will disappear if another person sees it and need to be resummoned. On the 'screen' it has multiple icons, one each for the skills listed below. To get rid of it, you need only toss it into your own shadow again. You can create up to three shadow tablets at a time.


From here you can then use the following abilities.

+ Step: Able to move between connecting shadows while 'shading' and activating 'step' on your shadow tablet. While moving in the shadows (which must be connected), you're able to fit into any size shadow, no matter how small, so long as you keep moving. If you stop, you must be in a shadow of your size, otherwise 'step' and 'shading' will both cancel and leave you out in the open.

+ Portal: The 'screen' of the shadow tablet becomes an instant portal that connects to a pre-set location of your setting. The pre-set location must exist in a second shadow and you must have physically set the location of your second portal opening ahead of time. You're able to stretch/shrink the portal and shove dead/inanimate things through, but you are the only living thing that can pass through it (other living things will be rejected). Size-wise, both ends of the portal can grow no larger than 3' by 6'.

+ Survey: Up to four pre-selected shadows can be converted into security cameras without the need for electronic equipment by holding your shadow tablet into them and selecting 'survey'. The feeds from each of these four cameras is linked directly into the shadow tablet and can be monitored from it through 'survey'.

+ Lock: Selecting 'lock' and placing your shadow tablet in someone else's shadow (it must be pressed against the shadow by your hands, rather than thrown) will freeze that person or thing in place for approximately five minutes. Their real body becomes intangible during this time.

+ Double: Selecting 'double' and tossing your shadow tablet back into your shadow will animate your shadow, creating a separate being that you are fully capable of controlling, so long as you can see it. It does remain one-dimensional, like a moving shadow on the wall, but it can separate from your body and interact with the shadows of other things, affecting the real thing in turn. IE, if your shadow kicks the shadow of a tree, the real tree will shake as if it's been kicked. Likewise, damage/injury done to a double will be inflicted on you. To cancel a double, use shadowing on it. (NOTE: by using 'double' you are using up your entire shadow, and thus cannot summon or use anymore shadow tablets until the double is gone)

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Sous

Hok

❧ IC Info on Hok's Sous
TO BE ADDED

❧ Expectations of Sous
TO BE ADDED

❧ Powers given to Sous
TO BE ADDED

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Timekeepers

Leedin

❧ IC Info on Leedin's Timekeepers
“The marks of time’s passage are vital to the history and continuity, and it is vital that such things be remembered. The job of timekeeper is to keep the records of the community, to mark births and deaths, marriages and festivals. As compensation for such duties, powers over time’s flow are granted, as well as minor powers over thread and sand... though I am willing to grant stronger power over other of my domain elements instead of time.

“Some skill with fiber arts must be learned, but I am willing to teach. I only seek to work with diligent and creative individuals.”
❧ Expectations of Timekeepers
Timekeepers are required to be literate. Leedin also insists they be able to do something with fiber; she will accept students without these skills with the provision that they are apprentices until they produce a journeyman's work for her approval. Timekeepers are expected to keep busy.

Timekeepers are expected to be civil to one another; competition is allowed, backstabbing and insults are not. Basically, anything that Leedin feels takes away with one's duty as a scribe and one's pride as an artisan is verbatim, and she'll warn people about that. Timekeepers are also expected to have at least one robe they have made themselves (it doesn't have to be from spinning to finish, but should at least be decorated by them).

❧ Powers given to Timekeepers
All timekeepers have an innate sense of time of day and the date, as well as being able to measure exact intervals of time. They also gain a good sense of rhythm with little practice. Timekeepers also have simple telekinesis when it comes to string or sand. It's not strong enough to bury someone in sand/bind an unwilling person on its own, but they can do things like tie/untie knots.

Leedin offers time manipulation powers as a default. In general, they last longer on a willing target than an unwilling -- times are listed. Timekeepers can use a level 1 power four times daily, and a level 2 power once. Other powers (stronger powers relating to her other domains or other time powers) can be granted with discussion with Leedin, but should generally be scaled appropriately.

Level 1

Fast Time: You or someone else moves twice as quickly for a minute. Multiple uses can be stacked -- burning two slots quadruples your speed, burning three multiplies your speed by eight. Note that this doesn't affect things like the surrounding air -- burning all your slots at once can make it hard to draw in the air you need.

Slow Time: You or someone else slows down to half for a minute. This includes perception and vital functions. A willing subject can make it last for ten minutes, which can allow it to be used for first aid, since a slowed heart rate also slows bleeding and so on. This cannot be stacked.

Level 2

Time Jump: You (or someone else) basically speeds up such that everyone and everything else appears to be frozen. The power lasts for ten seconds and the subject can't do anything too energetic, since things like the air are also frozen, making it nearly impossible to breathe.

Stop Time: You or someone else stops for a minute, including perception. A willing subject can make it last for ten minutes, which can allow it to be used for first aid, since it will stop blood flow and so on.

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