drunkenpandaren (
drunkenpandaren) wrote2010-02-11 11:42 am
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Entry tags:
Well That Was Unexpected
Set about to write a post for today and wound up redoing the layout of my journal. I guess I was sick and tired of not having a active bar at the top of it. In any rate, new layout. Yeah, nice. Just added text to one of my shops and it works out nicely.
On the upside, I'm skirting around danboorusafebooru why do you have to be down?!, skirting meaning NSFW material I'm trying my best to keep mum from noticing, and looking for pictures of Anna from Shaman King. I'm gonna have to shop a few icons together, nothing too fancy, but hopefully it'll come out nicely.
The sun is shining on the television so Tales of Vesperia is out for now as I can't see a damn thing. I'm just up to past Halure on a new game plus run, but the NGP only had enough GRADE for 2x EXP and pretty much nothing else. I would have started playing my extra save where I've logged over 100 hours on this game, but at the same time I've wanted to replay the entire game. So armed with pretty much nothing but 2x EXP and Titles and the DL Content, I'm slogging through it. Though I have to remember to not splurge on money. I need those 30,000 Gald Gift Boxes for later.
On a side note in terms of RP, I've joined
planeocracy along with Mags and Knux. Playing Estelle somewhere other than
the_love_hotel is so much more interesting, and to be honest, my interest has waned in that dressing. I don't think I'll be getting to that RP in a while despite owing tags that are now two days old. I dunno, I just can't seem to get Estelle to work anymore there right now. It's very strange. The same thing happened to Terra; she refuses to post there now even if it's just a hilarious CR post.
So that makes three games I'm back in again,
planeocracy,
trans_9 and of course
rpgthatneverwas. I'm starting to feel a whole lot better now so I'll probably make a fun Never Was tag that isn't holiday specific. And by Friday we're going to be dealing with
corinth_rp's big event.
A couple of fics are on my mind right now, three to be precise. Two are from the Clone Wars series, Clone Wars: Shippuden and Clone Wars: Transformers. Which I suppose technically makes one. The second one on my list is more The Day When The World Ended in which I think I'm going to write a NGE version of this focusing on people's lives from 2nd Impact and onward. The third final fic is The Onyx Incident but I need to figure out how big of a mess that's going to result in before I continue it. At the moment, I'm also considering work on My Dad, The Hero which is a Superhuman Samurai Syber-Squad fic set during Power Rangers S.P.D.
I've canceled City of Heroes at the moment, just to get my financial state up as I look for work. The local hospitals are in serious lack of positions right now that I can apply for, so I'm stuck. I don't want to go to Calgary to work as a PORTER of all things, but if it finally happens, it happens. Currently I'm playing Star Trek Online, but that's also due in part that I've got a free month and it's pretty awesome. I can't help but state Shields Up! when I do drop down on an enemy with all phaser banks and photon torpedoes firing. And of course WoW is on the backburner for now. I really don't feel like playing right now even with two back to back holidays. I'm not much of an Achievement Whore anyhow.
One last thing: I've been working on a explantion of magic, specifically focused around W.I.T.C.H. and I'll toss it up here for reference. So far I've got the five primary elements finished, and going to tackle the rest. I suppose this requires a tl;dr cut at any rate.
So in short, finding a job sucks, playing too many games, fics are consuming my life, and I can't seem to RP in the Love Hotel anymore. I'm going to call this 3 out of 5.
Magic in W.I.T.C.H.
Magic typically comes in five sections in WITCH, Earth, Fire, Wind, Water and Quintessence. However each of these elements have a polar opposite, which is a bit of a misnomer as only Quintessence, otherwise known as Energy, has a direct polar opposite in the form of Flare. There are ten total elements, each divided into a specific subsection of energy placement, levels and personalities, as well as magical subsections of technique and aspects.
*
*
EARTH
Classification: Terrakinesis
Subpowers: Stealth, Support, Nurturing
Common Spells:
Stone Blast
Earth Glaive
Earthquake
Earth Spears
Healing Touch
Rejuvenation
Regrowth
Cleanse Toxins
Uncommon Spells:
Volcanic Burst
Explosion
Meteor
Nourishment (shares with wood)
Polar Opposite: Wood
Elemental Opposite: Air
Colors: Red, Green, Yellow
Level: Body
Personalities: Stubborn, Tenacious, Easily Frustrated, Supportive, Unity-Focused
Shade: Shadow
Recommended Combat Path: Magic Swordsman
Recommended Class: Warrior, Druid, Rogue
Summary: Earth mages are well grounded, strong and stubborn, sometimes set in their ways as well. Strongest of the mages physically at times, Earth mages reside on the Body spectrum of the three tiers of Body, Mind and Soul, and shade into neutral territory of dark and light magic. An earth mover is typically the foundation of sanity within the group, despite their own short fused temper. They also make excellent healers in a pinch, and support the group by casting healing magics that restore strength over time.
*
*
FIRE
Classification: Pyrokinesis
Subpowers: Motion, Physics
Common Spells:
Firebolt
Flame Ring
Eruption
Fire Arrow
Blessing of Might
Blessing of Freedom
Uncommon Spells:
Flame Blade
Explosion
Meteor (shared with Earth)
Blessing of Kings
Polar Opposite: Lightning
Elemental Opposite: Water
Colors: Red, Blue, Gold
Level: Mind
Personalities: Hot-Tempered, Scientific, Inquisitive, Creative, Driven
Shade: Shadow, Light
Recommended Combat Path: Traditional Mage/Magic Swordsman
Recommended Class: Paladin, Mage
Summary: Fire mages are a bit of a strange anagram, sitting somewhere firmly between intellectual and a pure combat wombat. As the typical behaviour of a Red would fit as a fire-tossing, face-pounding battle maniac, it also offers the sciences which are heavily rooted into the physics that involve the use of motion in any attack. Intellectuals with a Fire innate find themselves on the front lines, and are prone to outbursts after a massive build up of seething rage. They are also typically driven by a powerful personal honour, but also make the biggest About Face Heels of the universe. People who are Fire-type personalities have also been known to delve into the Divine Magics, specifically that of the Light, and cast powerful blessings in order to increase mobility, strength and overall ability.
*
*
WIND/AIR
Classification: Aerokinesis
Subpowers: Stealth, Flight, Mid-range Telepathy
Common Spells:
Air Blades
Air Cutter
Vaccum Blast
Twister
Blessing of Wisdom
Blessing of Might
Blessing of Protection
Uncommon Spells:
Thunder Blade (shares with Lightning)
Hurricane (shares with Water)
Tornado
Divine Shield
Polar Opposite: Gravity
Elemental Opposite: Earth
Colors: Yellow, Blue, White, Silver, Black
Level: Soul
Personalities: Optimistic, Cheerful, Easily Affected by Depression, Prone to Frustration, Broody, Serious, Charismatic, Dour.
Shade: Light
Recommended Combat Path: Traditional Mage/Magic Swordsman
Recommended Class: Warrior, Paladin, Hunter
Summary: Despite their tendency to swing from emotion to emotion, a Air user can be typically found in the light spectrum of magic, despite the very real possibility that with the right stimulus, will work with evil for their own benefit for a short period of time until their inherently good nature wins over. Wind users are typically optimistic, outgoing, cheerful and extroverted in various ways. Being socially inept or learned is less of a concern to this person as they match to their own drum. They also make excellent bards, minstrels, love music, dance and lots and lots of explosions. Their innate speed, make them a fantastic in-close fighter, as well as a ranged attacker with bow and arrow. Some of the best paladins have come from this subset of magical ability. Wind users are also characterized by having people who are serious, lacking over abundance of emotion but at the same time, focus their energies into attack and defence. However these types of people are known to focus a high discharge of recklessness into their fighting when riled up, memories overpowering their actions to the point that they become a devastating force on the battle field to friend and foe alike.
*
*
WATER
Classification: Hydrokinesis
Subpowers: Music, Rhythm, Rhyme
Common Spells:
Ice Needles (shared with Ice)
Torrent
Aqua Edge
Flood
Healing
Purify
Greater Healing
Uncommon Spells:
Hydro Blast
Hurricane (shared with air)
Tsunami
Riptide
Polar Opposite: Ice
Elemental Opposite: Fire
Colors: Blue, Black, Purple, Green
Level: Body
Personalities: Stubborn, Tenacious, Easily Frustrated, Sarcastic, Manipulative, Amused Easily, Protective
Shade: Dark, Shadow
Recommended Combat Path: Traditional Mage
Recommended Class: Mage, Priest
Summary: Water mages are a bit of a surprise to those who know their friends. A water mage is often known to be very protective, healers and nurturers much like the Earth brethren, but unlike Earth have a very dark streak to them. This can manifest in many ways from a cold temper to a manipulative streak, or when pushed, deadly and creative in their inventiveness for water-based combat. Water is dangerous, the most violent of the four elements and yet gentle at the same time, striking with bone-crushing force one moment and healing gently with the other. Like Earth, it shares a link to the Mother Earth theme, as the Giving Oceans provide the user with healing spells, while Air and Fire focus on buffing the party with strength and speed. Water isn’t much of a close-in class, preferring to strike foes at long distances.
*
*
QUINTESSENCE/ENERGY
Classification: Vitakinesis, Electrokinesis
Subpowers: Technopathy
Common Spells:
Lightning Blast
Lightning Strike
Sharpness
Barrier
Flash of Light
Divine Protection
Uncommon Spells:
Thunder Storm
Blitz Striker
Ending Blast
Resurrection
Polar Opposite: Flare
Elemental Opposite: None
Colors: Red, Gold, Blue, Pink, Green
Level: Body/Soul
Personalities: Hot-Tempered, Cold Fury, Sarcastic, Driven, Highly Protective, Insecure, Fight-Happy, Bull-headed, Loving, Open, Friendly, Intelligent
Shade: Dark
Recommended Combat Path: Magic Swordsman
Recommended Class: Warrior, Paladin
Summary: A literal walking paradox of energies, those who contain the power of Quintessence are always tempted by its absolute energy. The life-giving forces of this element allow some of the strongest healing and protective spells to be cast without tapping into the realm of the divine, and the strongest of them can cast powerful restorative spells such as Resurrection. On the flip side, the user displays several levels in the color spectrum, ranging from leaders (Reds) to team nurturers (Pink). One thing is clear however: when they get into a fight, nothing exists than the person they’re pounding on. They are often types to display either hot tempers, warm feelings and cold fury, something that comes into display when faced with the threat against their loved ones. The Darkest of the spectrum, Quintessence users always feel the pull of power in many ways, be it to be to use it for their own benefit, prove themselves worthy of it or even just downright tempted towards a spiral of evil. It is also known by another term, “Gold” or rather “Metal” as the fifth element in the table, as the other four elements combine their aspects into this level of magical power, and reinforce it into a solid unified whole. Metal-types are the subclass section users of this ability, and they are often driven intelligently, and sometimes even eschew the supernatural capabilities in search for mechanical aid in their endeavours. Many powerful weaponmasters and scientists of startling creative genius are a part of this, demonstrating the Blue streak in the intelligence swing.
PS: Transformers Music and Star Trek 2009 music in the same playlist is godly for writing fics to, and just relaxing to.
On the upside, I'm skirting around danbooru
The sun is shining on the television so Tales of Vesperia is out for now as I can't see a damn thing. I'm just up to past Halure on a new game plus run, but the NGP only had enough GRADE for 2x EXP and pretty much nothing else. I would have started playing my extra save where I've logged over 100 hours on this game, but at the same time I've wanted to replay the entire game. So armed with pretty much nothing but 2x EXP and Titles and the DL Content, I'm slogging through it. Though I have to remember to not splurge on money. I need those 30,000 Gald Gift Boxes for later.
On a side note in terms of RP, I've joined
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-community.gif)
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-community.gif)
So that makes three games I'm back in again,
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-community.gif)
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-community.gif)
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-community.gif)
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-community.gif)
A couple of fics are on my mind right now, three to be precise. Two are from the Clone Wars series, Clone Wars: Shippuden and Clone Wars: Transformers. Which I suppose technically makes one. The second one on my list is more The Day When The World Ended in which I think I'm going to write a NGE version of this focusing on people's lives from 2nd Impact and onward. The third final fic is The Onyx Incident but I need to figure out how big of a mess that's going to result in before I continue it. At the moment, I'm also considering work on My Dad, The Hero which is a Superhuman Samurai Syber-Squad fic set during Power Rangers S.P.D.
I've canceled City of Heroes at the moment, just to get my financial state up as I look for work. The local hospitals are in serious lack of positions right now that I can apply for, so I'm stuck. I don't want to go to Calgary to work as a PORTER of all things, but if it finally happens, it happens. Currently I'm playing Star Trek Online, but that's also due in part that I've got a free month and it's pretty awesome. I can't help but state Shields Up! when I do drop down on an enemy with all phaser banks and photon torpedoes firing. And of course WoW is on the backburner for now. I really don't feel like playing right now even with two back to back holidays. I'm not much of an Achievement Whore anyhow.
One last thing: I've been working on a explantion of magic, specifically focused around W.I.T.C.H. and I'll toss it up here for reference. So far I've got the five primary elements finished, and going to tackle the rest. I suppose this requires a tl;dr cut at any rate.
So in short, finding a job sucks, playing too many games, fics are consuming my life, and I can't seem to RP in the Love Hotel anymore. I'm going to call this 3 out of 5.
Magic in W.I.T.C.H.
Magic typically comes in five sections in WITCH, Earth, Fire, Wind, Water and Quintessence. However each of these elements have a polar opposite, which is a bit of a misnomer as only Quintessence, otherwise known as Energy, has a direct polar opposite in the form of Flare. There are ten total elements, each divided into a specific subsection of energy placement, levels and personalities, as well as magical subsections of technique and aspects.
*
*
EARTH
Classification: Terrakinesis
Subpowers: Stealth, Support, Nurturing
Common Spells:
Stone Blast
Earth Glaive
Earthquake
Earth Spears
Healing Touch
Rejuvenation
Regrowth
Cleanse Toxins
Uncommon Spells:
Volcanic Burst
Explosion
Meteor
Nourishment (shares with wood)
Polar Opposite: Wood
Elemental Opposite: Air
Colors: Red, Green, Yellow
Level: Body
Personalities: Stubborn, Tenacious, Easily Frustrated, Supportive, Unity-Focused
Shade: Shadow
Recommended Combat Path: Magic Swordsman
Recommended Class: Warrior, Druid, Rogue
Summary: Earth mages are well grounded, strong and stubborn, sometimes set in their ways as well. Strongest of the mages physically at times, Earth mages reside on the Body spectrum of the three tiers of Body, Mind and Soul, and shade into neutral territory of dark and light magic. An earth mover is typically the foundation of sanity within the group, despite their own short fused temper. They also make excellent healers in a pinch, and support the group by casting healing magics that restore strength over time.
*
*
FIRE
Classification: Pyrokinesis
Subpowers: Motion, Physics
Common Spells:
Firebolt
Flame Ring
Eruption
Fire Arrow
Blessing of Might
Blessing of Freedom
Uncommon Spells:
Flame Blade
Explosion
Meteor (shared with Earth)
Blessing of Kings
Polar Opposite: Lightning
Elemental Opposite: Water
Colors: Red, Blue, Gold
Level: Mind
Personalities: Hot-Tempered, Scientific, Inquisitive, Creative, Driven
Shade: Shadow, Light
Recommended Combat Path: Traditional Mage/Magic Swordsman
Recommended Class: Paladin, Mage
Summary: Fire mages are a bit of a strange anagram, sitting somewhere firmly between intellectual and a pure combat wombat. As the typical behaviour of a Red would fit as a fire-tossing, face-pounding battle maniac, it also offers the sciences which are heavily rooted into the physics that involve the use of motion in any attack. Intellectuals with a Fire innate find themselves on the front lines, and are prone to outbursts after a massive build up of seething rage. They are also typically driven by a powerful personal honour, but also make the biggest About Face Heels of the universe. People who are Fire-type personalities have also been known to delve into the Divine Magics, specifically that of the Light, and cast powerful blessings in order to increase mobility, strength and overall ability.
*
*
WIND/AIR
Classification: Aerokinesis
Subpowers: Stealth, Flight, Mid-range Telepathy
Common Spells:
Air Blades
Air Cutter
Vaccum Blast
Twister
Blessing of Wisdom
Blessing of Might
Blessing of Protection
Uncommon Spells:
Thunder Blade (shares with Lightning)
Hurricane (shares with Water)
Tornado
Divine Shield
Polar Opposite: Gravity
Elemental Opposite: Earth
Colors: Yellow, Blue, White, Silver, Black
Level: Soul
Personalities: Optimistic, Cheerful, Easily Affected by Depression, Prone to Frustration, Broody, Serious, Charismatic, Dour.
Shade: Light
Recommended Combat Path: Traditional Mage/Magic Swordsman
Recommended Class: Warrior, Paladin, Hunter
Summary: Despite their tendency to swing from emotion to emotion, a Air user can be typically found in the light spectrum of magic, despite the very real possibility that with the right stimulus, will work with evil for their own benefit for a short period of time until their inherently good nature wins over. Wind users are typically optimistic, outgoing, cheerful and extroverted in various ways. Being socially inept or learned is less of a concern to this person as they match to their own drum. They also make excellent bards, minstrels, love music, dance and lots and lots of explosions. Their innate speed, make them a fantastic in-close fighter, as well as a ranged attacker with bow and arrow. Some of the best paladins have come from this subset of magical ability. Wind users are also characterized by having people who are serious, lacking over abundance of emotion but at the same time, focus their energies into attack and defence. However these types of people are known to focus a high discharge of recklessness into their fighting when riled up, memories overpowering their actions to the point that they become a devastating force on the battle field to friend and foe alike.
*
*
WATER
Classification: Hydrokinesis
Subpowers: Music, Rhythm, Rhyme
Common Spells:
Ice Needles (shared with Ice)
Torrent
Aqua Edge
Flood
Healing
Purify
Greater Healing
Uncommon Spells:
Hydro Blast
Hurricane (shared with air)
Tsunami
Riptide
Polar Opposite: Ice
Elemental Opposite: Fire
Colors: Blue, Black, Purple, Green
Level: Body
Personalities: Stubborn, Tenacious, Easily Frustrated, Sarcastic, Manipulative, Amused Easily, Protective
Shade: Dark, Shadow
Recommended Combat Path: Traditional Mage
Recommended Class: Mage, Priest
Summary: Water mages are a bit of a surprise to those who know their friends. A water mage is often known to be very protective, healers and nurturers much like the Earth brethren, but unlike Earth have a very dark streak to them. This can manifest in many ways from a cold temper to a manipulative streak, or when pushed, deadly and creative in their inventiveness for water-based combat. Water is dangerous, the most violent of the four elements and yet gentle at the same time, striking with bone-crushing force one moment and healing gently with the other. Like Earth, it shares a link to the Mother Earth theme, as the Giving Oceans provide the user with healing spells, while Air and Fire focus on buffing the party with strength and speed. Water isn’t much of a close-in class, preferring to strike foes at long distances.
*
*
QUINTESSENCE/ENERGY
Classification: Vitakinesis, Electrokinesis
Subpowers: Technopathy
Common Spells:
Lightning Blast
Lightning Strike
Sharpness
Barrier
Flash of Light
Divine Protection
Uncommon Spells:
Thunder Storm
Blitz Striker
Ending Blast
Resurrection
Polar Opposite: Flare
Elemental Opposite: None
Colors: Red, Gold, Blue, Pink, Green
Level: Body/Soul
Personalities: Hot-Tempered, Cold Fury, Sarcastic, Driven, Highly Protective, Insecure, Fight-Happy, Bull-headed, Loving, Open, Friendly, Intelligent
Shade: Dark
Recommended Combat Path: Magic Swordsman
Recommended Class: Warrior, Paladin
Summary: A literal walking paradox of energies, those who contain the power of Quintessence are always tempted by its absolute energy. The life-giving forces of this element allow some of the strongest healing and protective spells to be cast without tapping into the realm of the divine, and the strongest of them can cast powerful restorative spells such as Resurrection. On the flip side, the user displays several levels in the color spectrum, ranging from leaders (Reds) to team nurturers (Pink). One thing is clear however: when they get into a fight, nothing exists than the person they’re pounding on. They are often types to display either hot tempers, warm feelings and cold fury, something that comes into display when faced with the threat against their loved ones. The Darkest of the spectrum, Quintessence users always feel the pull of power in many ways, be it to be to use it for their own benefit, prove themselves worthy of it or even just downright tempted towards a spiral of evil. It is also known by another term, “Gold” or rather “Metal” as the fifth element in the table, as the other four elements combine their aspects into this level of magical power, and reinforce it into a solid unified whole. Metal-types are the subclass section users of this ability, and they are often driven intelligently, and sometimes even eschew the supernatural capabilities in search for mechanical aid in their endeavours. Many powerful weaponmasters and scientists of startling creative genius are a part of this, demonstrating the Blue streak in the intelligence swing.
PS: Transformers Music and Star Trek 2009 music in the same playlist is godly for writing fics to, and just relaxing to.
no subject
As for the Love Hotel stuff, I never found appeal in that other than stalking. I've considered trying it, but I'm more prone to RPing smut with the people I trust rather than do it out in the open.
no subject
I just felt like a change of pace, and hey, it was good stress relief when I was all internally "RAWR THOSE F____ers" after my Dive banning.
no subject
I can understand. ^^ Everyone has their coping mechanisms after something bad happens.
no subject
Earth: Gwen. Scott.
Fire: Believe it or not, Cooper. Possibly Flynn.
Wind: Somewhat Ben. Gem and to a lesser extent Gemma.
Water: Kevin, Elena. Tenaya, Summer.
Quintessence: Ben. Dillon.
Oddly, I can't place Ziggy or Doctor K. Like Ben, who's what I'd say mostly Quintessence with a streak of Wind, Ziggy's a mix too--part Earth and part Air. Doctor K is some kind of Fire/Earth. Also, I'm really not all that certain about Flynn or Gemma. It worries me that it's specifically these ships that don't seem to fit all that well.
Also, I should smack you for having these line up perfectly to the order of Captain Planet's powers.
no subject
Yeah, that's very different to say the least. Definitely odd how these ships don't fit properly at all. ^_^
no subject
Yes, very, very odd.
no subject
no subject