The Veritas; The Crystal Dimension
"The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them. I'll Let You Know If Anyone Else Ever Does Get 'System Passwords' From Me." - Founder/Owner (Tymon Nikia Bolton II)
The Veritas; The Crystal Dimension
"The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them. I'll Let You Know If Anyone Else Ever Does Get 'System Passwords' From Me." - Founder/Owner (Tymon Nikia Bolton II)
The Veritas; The Crystal Dimension
Would you like to react to this message? Create an account in a few clicks or log in to continue.

The Veritas; The Crystal Dimension

Where All Is Made Truth...
 
HomePortalPublicationsRegisterLog in
Discord Server
Twitter
Social bookmarking
Social bookmarking reddit      

Bookmark and share the address of The Veritas; The Crystal Dimension on your social bookmarking website

 

 Tymon's Docs

Go down 
AuthorMessage
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:29 pm

List of all my Google Docs which I have preserved.

Evidence
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:30 pm

(It's a work in progress, so I'll edit the kinks out later)

The First Light: Genesis
... Long ago, when all things were one, and one thing was all, there existed only infinite darkness; some know this darkness as The Void, some as 'Space,' some as The Chaos, some simply as The Abyss or The Unknown, The Nothingness or even 'Eternal Darkness.' Though, in this darkness, when all such calamity found its order, that order became one light; a light so bright and so large, nothing could compare. This light was known as Tensei, giving itself a name, and was known as the first Flame of Eternity, or in common terms "Soul, Free Will' or 'Pure Energy'. With this light that was this being of pure and utter Free Will, his will was done in the way he saw fit, thus birthing literally something from nothing. He, which created energy as he saw fit, birthed the first Dimension known as Dimensia (hence, why they are called 'Dimensions') and lived in that land in peace. It was his world, and his alone; where there existed nothing but him and his land of utter beauty, devoid of the nothingness that was that void of chaos. He created many different realms, infinity upon infinity upon infinity of multiverses, omniverses, dimensions, all connected to the first known as 'Dimensia.' These were the different sections of this realm, which he wishes to traverse at his will. Each had different laws, possibilities, probabilities, etc. that he enjoyed having fun in by himself...

However, every light that starts out has its darkness, even if they aren't aware.

It did not take long for this being, who had, could do, and simply was everything and all things to come to grow bored of his existence. Being all things, he simply existed alone in a world of his own, a perfect place that he could share with no one but himself. He grew lonely, and wished to share this place with others who would appreciate. Little did he know, his wish was his will, and his will was always done.

With such loneliness, he grew sad, and to give himself company, he split himself into two beings; one was he and the other known as Lilith. Lilith shared everything with him, including himself and his powers, and thus, he was left as half a soul; with part of him light and the other dark. His other half was the same; part light, part dark. This came to be known as 'Yin and Yang.' They lived happily for a while, and bore six children; Three were Flames of Eternity whilst the other three were beings of physical shape and form; hollow and devoid of light. Having no light, they sought to consume what they came in contact with to fill the void within themselves, which was birthed of the darkness of both Tensei and Lilith. Beings with no light, he did not consider his own, and through his own ignorance and fear of the 'Unknown,' he banished all Darkness in his realm of Dimension from the Light, and extracted the Light (or Soul) that existed within Lilith and kept it as his bride, rejecting the rest of her. This separation had the light known as 'Shinrei,' whilst the other as 'Li-Grim.' With his absolute law of banishing all darkness from his realm, he unknowingly separated that darkness that was himself, as well, and split yet again into another two beings; this time being only his Light (Soul/Flame of Eternity) and Dark (Devourist/World Eater). So he, fearing his own darkness and unknown, banished it to beyond where the light touched as well, completely rejecting the fact that such a being that held no light could be anything that was him. This realm, which was how it was known as 'darkness; that which is devoid of light,' became known as 'Guf,' and eventually, spawned into the being known as 'Allsgrim, the Realm of the Devourists.' Allsgrim, who was Tensei's darkness, existed with Li-Grim, who was Lilith's Darkness, in the world of the Devourists, with no light and pure unconscious, doomed to forever mirror the realm of Dimensia's light with no understanding for what they did. Never to see the light.

Though Tensei, who then became known as 'Shinsei, the Pumpking' now existed again as ONLY light that reached out to everything alongside his wife, which was also pure light known as 'Shinrei,' all things that it did not touch, which were considered this light's complete opposite, or 'darkness.' The light knew not of the darkness that opposed its realm at first, and when it was found out that all things that existed outside of the light were the 'opposites,' Shinsei took this to be 'opposition' to the light, and knew this to be its sworn enemy instead of the part of itself that it did not shed any light on; his own self. Deep within, he had no shape and no form, he was merely an enigmatic and ambiguous light, pure will and pure force, pure energy that produced more energy infinitely that was all things, and thus had no definite shape nor form. He was blinded as to what he looked like, and could not recognize that darkness was the image of himself within.

Afterwards, he was left only with his three children, Pumpkinhead (Also known as Nebulon), who was the eldest and successor to his father's power of Destruction; Tigen, who was the second, and was successor to the power of Creation; and finally, the youngest, Pumki (Also known as Lumiel, and later Luminon), who was successor to the power of all the Light/Stars, with the power to 'Connect With Light and Love'. Tensei appointed Tigen, the middle child, to be the one to succeed him in the throne, as opposed to the eldest, who should by default hold the 'birth right' by being older because of Tigen's power to create, whilst Pumpkinhead only held the power to destroy. This brought rivalry between the brothers, though Pumpkinhead obeyed his father and watched over his little brother. And, all was thought to be at peace. These being became known as the 'First Ancentral Race.'

However, because the world of the Devourists was a completely parallel world to that of the Flames of Eternity, they were doing the same things. The Grims, as they are called for short, held the same power of creation that the Lanterns, as the Flames are called for short, had, though instead of using the power of the Soul, they used the power which was 'Able to Create Something Out of Nothing,' known as Magic. This was because the Grims existed without the light of knowledge that the Lanterns had, and thus though they were capable of the same things, they knew only that it happened out of thin air, since they lived in a world devoid of all things opposite the spectrum of the 'world of all things, Dimensia.' Allsgrim and Li-Grim bore three children as well, known as Grimlock, the eldest and most powerful, Grimnyzmal, the middle child who also held love for others and, and Grimro. As they bore these children, their powers were split in half, and the two were then known as 'Grim and Grimnis' from then on.

Where the Lanterns could simply create new energy as they saw fit, the Grims had to divide their energy and use parts of themselves to create something out of the nothingness that they had, which was why Allsgrim and Li-Grim became Grim and Grimnis once they bore children, having evenly divided themselves among those three. This is because where Dimensia is ethereal and of light, Allsgrim is physical and thus has a set amount of energy only defined by the power of the being who ruled over all that was such nothingness, Allsgrim. Quickly realizing this after they bore their children, Grim decided to take the infinite energy that existed in Dimensia for himself, and used his power of Devourism to start to eat away at the light, drawing more power to reproduce and create more children. He and his family continued to eat and eat, consuming all the energy they came in contact with and leaving absolute nothingness, a void exactly the same as the first darkness, against their will. The 'Magic' that they used required such energy, yet left only destruction in its wake due to the nature of those who used it. And eventually, that darkness that was banished from the light came back to bite the light in the ass... Literally.

After separating all the sections of Dimensia, labeling them as 'Dimensions' and 'Planets' and other things separated by the vast blackness of space, the Devourists finally had enough energy to make their way back to the main hub of Dimensia to consume Shinsei and have infinite energy. What they did not understand was that this was a longing for the separated Light and Dark to be joined back together as the one being that they once were, but now, they were too far separated to understand this, and instead, fought. With all his might, Shinsei protected Dimensia as best he could, but at the cost of this, his own darkness, Grim, had to eat away at his own power. Since his own power is what held up Dimensia and all other things created of his power, the weaker he grew, the more unstable all other things became, until eventually, they were at the point that they would collapse upon themselves and be consumed by the infinite darkness.

To prevent this, Shinsei gave his mission to his son, Pumpkinhead, who was to protect Tigen at all costs, especially since he was a weak flame that barely knew anything. He was a Will that wavered, and did not know of his power, and thus, could not do much for himself. Pumki, on the other hand, was tasked with keeping the Darkness at bay with the Light of the stars, and helping to create a collective consciousness through the connection of light and love to ensure that all things were not consumed. So with the last of his strength, he threw Pumpkinhead, Tigen and Pumki into the Dimension Gate where all things were connected still and told them to find the place that was the 'Last Hope.' That place was Vescrutia, the Center of it All; more specifically, the Village of the Nightmare. Afterward, Shinsei halted all things from progressing to ensure that nothing would change until Vescrutia and his children were ready.


The Second Light; The Rise of Darkness

Wherein the leader of the Grims, Grim, formerly Allsgrim, fought against his mirror image, known as Shinsei Tensei, formerly just Tensei, in a bloody stalemate, his family was busy with other issues, using the power that was being consumed and given to them by their father to create more children, more things, and actually bring something into the nothingness that was their world. The more their father consumed, the more they had to work with, and the more intelligent they grew. They learned how to control the magic, and also learned how to use the power of 'Light,' which was known to them as 'Souls' and 'Fire' and 'Stars.' Their world, bit by bit, was starting to become illuminated by the light that they slowly fed from up above, and they could expand.

These Grims eventually figured out that Magic could also power Technology, and this became known as 'Science.' Using the power of 'Science,' they created many things to enjoy in a world where they was once nothing. They began to thrive. Their first creation, made by Grimnyzmal, was a being known to hold all information, known as 'Grimoire,' and later as 'Cleff' and 'Tabris.' It was sent throughout all of creation with the sole purpose of gathering information for them, as was their greatest creation... Until they realized that it had no soul.

So, using the information gathered by 'Cleff,' they were able to travel to all the places that it knew about, since their power would only work to their advantage to the limit of their own knowledge. So they, too, traveled to this 'Centerpoint' known as Vescrutia, however at the same time, they also discovered an isolated realm that was later known as 'Reality.' Where Grimlock and Grimro were supposed to go to Vescrutia, they ended up being accidentally sent to 'Reality,' where they lost contact with their other brother, Grimnyzmal, who was sent to Vescrutia not too long after Tigen and Pumpkinhead.

It was then that they realized the nature of magic was destructive, and as Devourists, if they did not have energy to burn, they would begin to eat away at themselves. So they figured out how to put souls in bodies in order to power their empty vessels, since souls held infinite energy. However, their problem came from not having a being that could utilize the powers of the Soul and Magic at once, and if they did use magic, it would eat away at their soul. The first being that was created that was able to utilize a soul AND magic was someone known as 'Eva L'sia,' and was formerly the first Witch. This was through the works of Grimlock and Grimro having her as their child.

This is when they first realized that the infinite energy they had created was the exact same as the energy that was within Dimensia that was released from the Soul, and labeled it 'Insanity.' Though, because of their lack of control over this 'Insanity,' it was far too powerful for them and eventually consumed them, as well. This was because there was two sides to this energy; one which was creative, and one which was destructive, and it existed in all things. Since they did not know how to control it, the Insanity inevitably destroyed things, and fueled the destructive power of the Magic, hence why Eva was the first true Witch (having both a soul and magic, as opposed to Grimro, who had magic, but no soul), the first being to utilize this theory. This kept magic from consuming the souls of others, but made them quite destructive and sometimes unstable.

Finding out about this, Shinsei grew angry with the Grims and immediately intervened by giving a piece of himself physical form in that lawless world; that form being known as 'Shinigami' or 'God of Death' or even simply 'Death.' With that, they invoked the wrath of the deity, and his purpose then became to keep these heretic beings in Order, and ensure that they were given proper punishment for their actions. Thus, he began to hunt Eva, and all other Witches that were created, as well. The Witches were then born from the souls of other creatures being exposed to magic, giving them forms of humanoid shaped women that resembled the Grims. Eva, having ultimate power with her magic, became the Head Witch, the most powerful Witch. For this, she was hunted for many, many centuries.

During that time, more Witches began to pop up and spread, as with their new humanoid-like properties, they had the power to procreate the same way as a Grim did, and thus, continued their population by collecting the males of other species and mating with them. With this, they gained more powerful children. They also furthered the research of their ancestors, creating all sorts of things with their magics. One of those byproducts are the 'Instruments' that Mors Academia is known to use today.

During those years, Grimlock, Grimro and Shinigami went through numerous battles. With Grimro being the mother of all witches, she became known as the 'Grand Magistrate,' and led the Witches to better use their magic. Grimlock continued to learn and grow, consuming knowledge to fill the endless void within himself. Eventually, he consumed enough knowledge to understand what was going on, and wished to end his family of this curse before it spread. Knowing that Shinigami wished to eradicate all Witches, which, in turn, were his children, he would not allow him to do such a thing. Thus, he turned on Grimro and decided to work alone, becoming the common enemy of both Witches and Shinigami alike. This forced them into a truce, for neither one could defeat Grimlock alone, and with their combined powers, sealed him away within the Boundary of Dimensions, or rather, 'The Void' for all eternity. The only accessible points to this realm were special portals created known to be 'Cauldrons,' which harnessed the power from the Witches and from Shinigami into a condensed singularity able to enter the realm between dimensions. This was later expanded into the 'Dimension Gates.'

Once sealed, they figured that the problem with Grimlock had been remedied for good, and left it at that, and afterwards, the truce stayed. Though Shinigami and the Witches did not have the best situation, they were not actively in conflict due to Grimlock's efforts as a 'sacrifice' to keep the peace.

However, Eva L'sia continued on.

As time passed, one man furthered the study of magic beyond even what the Witches knew, and with the help of Eva, created Alchemy. He and Eva worked together to spread this knowledge to the rest of the world, enabling others to use magic similarly to Witches. This angered Shinigami, who wished for the cease of the use of Magic, due to its adverse effects on the soul, and called forth a hunt on Eva L'sia personally. Knowing that he could not do so alone, he created a 'son' for himself, born a normal man, but with the chakra of a god. His name was Shinra Tensei. When Shinigami heard of these new beings known as 'Instruments' that were created by the Witches, he retaliated by using their own weapons against them, and created 'Rei Tensei' out of the energy of Shinrei Tensei, thus creating a legendary Instrument he liked to call a 'Godsend.' With this weapon, Shinra wielded Rei and was sent to hunt Eva and kill her before anymore of her heretic practices could continue.

During his pursuit, Eva found refuge in the home of a man named Xi-Ta, a man whose family held a special power for sealing chakra. He introduced himself to her as a proficient necromancer, which sparked her interest due to her research of immortality, but beyond being a humble necromancer, he also revealed himself to be the original Lich King. Eva had been just completed her research; the isolation of Death in order to obtain immortality. Such was the fad back in those times; achieving immortality, and usually came through dark arts. Xi-Ta was a great and powerful Necromancer who gave her all the information she could have ever wanted about it, having fallen madly in love with her. They conceived a child together, spawn of both Witch and Lich, known as the original Skull Girl, Zita L'sia.

At first, all seemed peaceful and fine, and for 200 years, it was. Eva lived with the Lich King as his Queen and their daughter harnessed the power of Sealing, Magic and of the Undead. However, as was the curse of being a Lich, eventually, the dead part of her soul began to eat away at the living part and deteriorate her living body, and threatened to turn her undead, as well. When Eva found out about this, her first rational thought was to use her or her husband's power to seal that part of her half dead soul away so that it could not eat away at her magic, her soul or her body, though Xi-Ta insisted on letting it be and have her simply bathe in his Well of Power. This Well of Power in their house known as a 'Cauldron,' served as only a temporary fix, for even if it sustained her, it still required souls and also required her to remain within it until she could cultivate her own. In the end, it simply became too much for Eva to bear, and she had to seal away the other half of Zita's soul.

This angered Xi-Ta to no end, and he became violent. Though he did not wish for it to happen, his innate nature led him to attack his wife, and she retaliated with her magic. They fought a terrible battle, but in the end, Xi-Ta used the remainder of his strength to seal himself away in the form of what is known as the 'Skull Heart' or 'Skull Soul,' which he placed within the young Zita. His remnants that were left behind was his consciousness, which roamed the earth as an energetic skeleton named 'Skelette.' All Zita could comprehend from all of that was that her mother killed her father, and she never forgave her for it.

Unable to bear the scorn of her beloved daughter, Eva fled, leaving Zita alone to fend for herself. She ended up coming across Shinra, who was sent to kill her. As he was about to slay her where she stood, he found a trace of the light he knew to be the heritage of the original Grimnis within her and captivated Shinra's heart, since he was the physical embodiment the original Shinsei, who was fully in love with Shinrei, who was also Grimnis. Their union thus created the forbidden child, Khrona Tensei, a Grim that harbored a pure soul of his own, overpowering the use for magic, even though it was capable. Before he was a year old, however, Eva's darkness grew more within her and started to consume her more and more. She wished to keep herself intact without being consumed by the Insanity as well as her Devourist heritage, causing her to split herself into two halves known as Parace and Evangeline. Where Parace was all of Eva's remaining light, Evangeline was all of her darkness, and so the same history as what happened with Tensei had started all over again with her. Eventually, Shinra caught up to Parace, who was Eva's light, and instantly knew it was her. Meanwhile, elsewhere, Evangeline had gotten back with Rowan, who she felt would spawn her the perfect child to complete her father, Grimlock's work. Whilst Parace stayed with Shinra, Evangeline bore Rowan's son, Maze Rituke, a being born with inherent powers of magic that rivaled the Witches, and also a soul that would not fall to the Devourism. She was pleased with this child, however, the magic within him was quite powerful, and he would be a possible candidate for falling to the Sway of Magic.

Evangeline, finally fully understanding her father's work once she split herself, wanted to continue on his path of relieving her heritage of this Devourist curse. Because of this, she figured that both Maze and Khrona would be her 'Perfect Children' that would use the power of Magic without falling to the Sway (Maze) and could be a Grim that harbored a soul and Insanity without being consumed (Khrona.) Once Shinigami found out about this, he was beyond furious, and ordered Shinra to kill Evangeline by any means necessary. Evangeline found her only escape to be the Cauldron, and so she took Maze and Khrona, her perfect children, and hopped into the Cauldron. Knowing that there was no way to track her down once she was there, Parace insisted on going after her, since both halves would have to meet up in the same world and become a whole again. With a sad parting, Shinra parted with his family, and Parace hopped into the Cauldron as well, following Evangeline and her children. As a result, they traveled many centuries into the future, to the realm of the present day. Because Parace held the curse of the Tensei, she eventually lost sight of her own form, being trapped in the Cauldron as the 'Forgotten One.'

When they emerged, Khrona ended up on the other side of the isolated reality whilst Maze and Evangeline on the other, though Evangeline felt the faint presence of Khrona somewhere on this plane. Creating an establishment for Maze, she would teach him from afar how to use his magic, whilst Khrona grew up completely alone, letting his powers fester and grow into his own reality in his head. And that was how the two grew.


The Third Light; Enter Reality

Growing up within this isolated reality between all dimensions, known as simply 'Reality,' Maze and Khrona harnessed their powers on the opposite ends of this plane. Whilst Khrona's powers started off with simple psychic capabilities and the growth of his soul, Maze learned all sorts of magic, as he seemed to be capable of using all forms of it. Thus, their lives were primarily learning to completely master their abilities within themselves as they grew up, though once they reached their teen years, they met up with each other.

Khrona, in his life, had encountered two fair maidens who were just as alone as he was for their own separate reasons, and because of their great similarities, their souls linked and the three of them became Soulmates. Thus, when Khrona met up with Maze, he was already completely lost to the Insanity, only allowing his two Soulmates to speak for him. Though most were terrified of Khrona, Maze felt strangely akin to him, and welcomed him to help him create a Shinobi Village from the ground up. In the place they decided to build, they met with the Head Witch of a realm for Witches, Zita, and the head of a School for teaching Instruments, which Shinigami ruled. Even in the future, this truce held strong, and the creation of the village was based around the alliance between the four powers. With the powers of Magic and Insanity, the two were able to create Reality, and thus, the village was named the Village Hidden in the Reality, and those two sat as the Kages. Maze, with his command over Magic, naturally got more in tune with the Witches, whilst Khrona, with his command over his Soul, naturally got more in tune with Shinigami. It was Maze and Khrona that kept the weapons and the Witches from killing each other whilst they were in rule.

Eventually, Maze met Sadako, who went through all types of fantastic things with he and Khrona within the Reality. Because this realm was connected to all other dimensions, they were able to freely travel to other dimensions through the 'Portals' system that they established. At the same time, when Maze was of age, Evangeline figured it was time to pass on a new power of magic onto Maze, which awakened the darkness in the kind boy's heart. Khrona, his weapons, and Sado all helped to purify Maze and defeat Evangeline, but afterward, Maze's power had been awakened, and he was now in tune with his darkness, even if it was dormant. He spent much time learning to control it, and Evangeline once again fell silent. Eventually, Maze and Sado got married.


MEANWHILE, BACK IN THE NIGHTMARE, envoys from the realm of Dimensia snuck their way into the Centerpoint, giving themselves physical bodies since they could not interact with others here as only pure Free Wills as of yet. The first was Kaerei, the embodiment of Shinrei, who worked as an assassin for Mahk-X and learned Sage Chakra from him. Next was Cleff, the being that Grimnyzmal created, which acted sort of like a child that interacted heavily with Aeon, Alyss and Sig due to them being top scientists in the Nightmare at the time. He absorbed much information from them. Tigen, who had suffered amnesia from his travel due to his weakness of Will, became good friends with many, many people in the Nightmare, especially the person he considered his best friend, Zero Venkage, or ZK. Kay-no was his rival, but he was pretty cool with that girl, and Sadira was his other best friend, since they both used dimensions. Tigen had fun. But Pumpkinhead, on the other hand, knew of the grave situation that was going on, and was sworn not to tell Tigen, and was thus, always angry at him for never progressing fast enough.

Whilst Tigen frolicked and moved up the ranks, Pumpkinhead sent his Nightmare Energy of himself into the Cauldron, letting it fester into a being known as the 'Lost One' or the 'Fallen One.' This being came to be known as Nebulon, which was sought after by a being known as Luminon, which was a piece of his sister, Pumki, in correspondence. Though Luminon did not know the reason why he was on Vescrutia, he knew that there was something amiss. This was because Pumpkinhead had created the 'Fallen One' and also that Grimnyzmal roamed the planet, until he was taken care of by Vash, even though he was not truly dead. Luminon threatened to rid the planet of all that was impure, yet still could not pinpoint where the impurities were. He found solace in Kai Ishidate and Shiro Kazuma, whom he understood as kin due to Kai's relation to the stars and Shiro's with purity. Thus, he came to respect them more than any other being on Vescrutia, and did not initiate destroying the planet. Not like it really mattered when Chase Young got there and split the planet in half.

During that time, Tigen started to be consumed by the Nightmare Energy that flowed within him, letting Pumpkinhead know that the time was near for Tigen to finally mature and learn to control this 'Nightmare Energy.' And so, after that, Tigen learned how to control it and the other parts of himself, which were the different colors of his flames, and he grew more powerful. His memory started to return, and Tigen and ZK went to get a glimpse of his home world of Dimensia to fully jump a majority of Tigen's memories. Afterward, Tigen became a bit more serious about training, and started working toward saving Dimensia.

Some time later, Maze, venturing through the Portals, found a realm called Vescrutia, which coincidentally had a Shinobi village known as the 'Nightmare,' though there were terrible things going on in that place at the time. From it, a Shinobi Kingdom known as the 'Chaos' was spawned, and also, another village known as the 'Twilight' came to be, and the Nightmare was no more.

Thus, the three Villages lived in separation; the Reality in its alternate reality, the Twilight on one side of the planet, and the Chaos on another side. Though the people mingled, there was no real connection to these three places until a treaty between the Kages, known as the 'Tri-Village Alliance' came to be, and the Reality moved its isolated space to inhabit the space of the planet of Vescrutia.

Unknown to the other villages, there was another place that only the Reality mingled with, known as the Village Hidden Within the Depths, which was in a remote area of Vescrutia (I think). Sooner or later, this village joined in with the Alliance as well, and the four villages were at peace for a while.



First Darkness; Dusk Falls

Though there was peace within the four villages at this time, there was still great separation between them. The leaders were all pretty cool with each other, but all quite distant, even if their subordinates interacted regularly. This was quite true within the Reality, which still acted in isolation, since its reality was indeed still isolated, even if existing in the same space floating above Vescrutian land. Khrona and Maze, who were introduced into a world where pure energy, which was referred to as 'chakra' was bountiful; a world where the Shinobi Way was prominent and there was not a trace of anything they knew (such as magic or soul wavelength), they simply stayed to themselves and tended to their floating isolated village. Those from the Chaos and Nightmare naturally called them 'weird and creepy,' since they used 'foreign' energy and did not socialize much. This drove wedged between the Reality, which tried to get closer to the Vescrutians, with their leaders.

Things stayed this way until the planet was threatened once again, this time by a power known as Unicron. Though Khrona did not assist due to his... Insanity and uncomfortableness about being with others, he knew that things would end up alright, and merely went about his business. However, Tigen and Pumpkinhead made their way to the fray, combining their powers to become Tigenhead, a being close to the power of their father when combined. With the efforts of everyone, they all took down the planet destroyer known as Unicron. However, the Depths was collateral damage from this attack.

Because the Reality was close to the Depths, when their village was almost completely decimated, Khrona took it upon himself to make the first move in helping to repair, which was a rarity in his antisocial demeanor. Either way, the Kages of the Depths, Rion and Rozalyn, (more so Rion) accepted Khrona's offer to merge the villages, and they combined their powers to become the original Dusk Village. Maze, now having children (oh yeah, that. Khrona had kids, too. Everybody had kids at this point) wanted to resign as Kage to tend to his family, and thus left one of the other officials of the Depths, Rozalyn, to take his place. Rozalyn, however, created Hakku to take her place whilst she went off to a different realm (when that happened, too.) So, a black hole appeared and scooped up some of Ves' population due to some accident, taking them to another world. But that's a whole different story.

After that, Khrona and Hakku ruled the Dusk, with Shinigami and Zita still in their respective alliances. However, one day, a mysterious man entered the library and found a secret and ancient Grimoire riddled with powerful energy from Dimensia, and when he read from it, part of that realm that was still intact became connected. This mysterious man turned out to be Grimnyzmal in disguise, who hadn't been truly killed by Vash, who had recently become Shinta by then. When this happened, the world of fantasy merged with the world of Dusk.

(I'll put the Kishin in here at some point in time, and Medusa and Arachne, I just don't feel like incorporating them right now.)

Now with the Dusk as a realm of fantasy, many eerie creatures began to appear, as did a giant Tree of Life and Tree of Knowledge that were brought straight from Dimensia, itself. These two trees brought knew understanding and light to the Dusk, even if they didn't know. Where the Tree of Life stood where the capital of souls was (Dusk), the Tree of Knowledge stood where the capital of magic was (Witch Province), and thus more magical knowledge flowed to the Witches as more souls flowed to the Dusk.

Anyway, at some point in time, the Masters of Life and Death of another world came and attacked the Dusk, which ended up in a large portion of the Dusk being destroyed by the giant beings, and this was the first time that Maze and Khrona realized that there were different versions of 'Life' and 'Death' in each realm, specific to how it worked. Either way, you kill one of them, you're like, god status, so they smited them bad boys and got their powers.

(There's a whole section about how Khrona and Maze went to go fight the Masters of Life and Death of another world and thus became Masters of Life and Death, themselves, as well. Yeah, that happened. Khrona was Master of Life, surprisingly, and Maze was Master of Death, surprisingly. Then the former Masters of Life and Death were created as Instruments and presented as gifts to Khrona's daughter, Chroma, who just so happened to have the power of Life and Death in her soul.)

It would seem that after that, all was well, but the Kishin had arisen once again, which caused Khrona to go insane... Again (I'll put that part in later, I'm going from memory right now, you know). So, with Khrona insane, he destroyed lots of stuff in the Dusk with his newfound powers, under the control of the Kishin. However, when that happened, he was confronted by Sadako (I think) and those who possessed the Anti-Insanity Wavelength (like Chroma, I think) and they silenced him for the time being and saved Khrona (I think, this part of the story is a little hazy. I'll get to it later.)

Anyway, at that time, Evangeline came back and noticed that the girl Sado from before was pushing up on Maze, and they had gotten married and whatnot, and realized that she wasn't having that foolishness. So she killed her. Then Maze went all crazy and had his darkness rise up again, but it ascended his magic into Omni Magic (I think, I can't remember.)

(Yeah, I'm drawing blanks right now about what happened chronologically, so I'm just gonna stop here until I remember. When I get it all down, I'm gonna go back and edit it later, so bear with me.)


Second Darkness; Utter Insanity

So by the time that stuff happened, there was a whole Witch ordeal (involving Malojos and Serulenia, who were Witches Khrona killed in the past but 'thought' them back into existence from his dreams when he could not keep anything in his head), which in turn became the catalyst for another Witch event (involving Medusa and Arachne who were killed later, but as Medusa does, she never stays dead), and eventually the Kishin rose again. This time, though, his presence was on the moon and he manipulated Insanity across the world from up above.

With all this craziness happening, Zita decided to go into the Enigmatic Ruins, feeling a powerful force awakening within, and found the entire history of her heritage, and also found out that she was related to Maze and Khrona. After finding this out, she called Maze, Khrona and Rozalyn to come check it out, and they all learned about the ancient past, as well.

Meanwhile, taking advantage of this time, Evangeline, in her studies, caught wind of a being known as 'Nebulon,' and pulled him from the Cauldron of empty space. Once he was within Vescrutia's air, Luminon once again became active, as his purpose was to fight against Nebulon. While all this happened, Evangeline was confronted by Medusa, who had recently collected Kuja in her plans to keep the Kishin alive. Thus, the three of them went on their way, whilst Nebulon became caught up in fighting Luminon.

While it was a good plan, the only downfall was that he was sensed by Khrona, Maze, Hakku and Sado. The Insanity, once again, threw Khrona into Insanity, however he was learning to contain it. He said that he would become the 'Keeper of Insanity' so that he would be able to control all Insanity so it never had such adverse effects on him again. Maze, still wanting to protect his brother from the Insanity, fought him until they reached the moon, and when they did, they caught wind of the Kishin. Using Khrona for his escape, the two brothers continued to fight whilst the Kishin descended on the mostly defenseless Dusk Village, threatening to drop Vescrutia's moon on it. Naturally, Hakku and Sado, the remaining village officials, did not allow this. Oh yeah, and Rozalyn came back from that other world and brought some people back with her, so she was there, too, fighting the Kishin.

Though for a while, it seemed like things were going well, by the time the moon was about to crash, Hakku and Sado had killed the Kishin. Or, so they thought. What they would find would be Maze and Khrona's corpses on the ground where the Kishin was supposed to lay, which threw them into despair. However, this was another trick of Insanity that allowed the Kishin to escape, even with Hakku purifying the Insanity. This was because way off in the Chaos, Medusa and her Colleagues of Evil had created these black obelisks around the Dusk with the Master Tower located in the Chaos that they were using to perpetuate Insanity and make the Kishin immortal. When Maze and Khrona were found out to be alive, Rozalyn and Rion, the former Kages of the Depths, insisted on assisting in this endeavor. So, the four original Kages of their respective villages went off to fight the Evil Trio.

Meanwhile, Luminon and Nebulon's fight went on until they met with Mahk-X, who used the Power Cosmic to fight them. Though the three were evenly matched against each other, it was realized that Luminon and Nebulon (Remember, are parts of Pumki and Pumpkinhead, respectively) were two parts of two similar beings. Thus, with Mahk-X's help, Luminon and Nebulon merged into one being to become Mugenon, and quickly left Vescrutia in an attempt to right what was wrong. However, because they could not find Pumki, Nebulon eventually got consumed by Luminon and became Lumiel, later down the line.

In any case, Rozalyn and Rion fought the evil trio for a while, and surprisingly, their powers ended them in a stalemate. When Maze and Khrona arrived, Kuja took it upon himself to fight Maze alone in an alternate dimension known as the 'Crystal World,' where the power of the Crystals was shown for the first time. Khrona, Rozalyn and Rion fought against Medusa and Evangeline, though even with Khrona as an addition and their loss of one man, it was still roughly even between them. That was when they figured out that they had to destroy the Master Tower in order to defeat them, so that is what they did. Within the Crystal World, the two master mages fought a brutal battle, but it ended in a stalemate and Maze requesting that Kuja turn to the side of good. Though Kuja respected Maze's power, he ultimately rejected the idea and took them back to the normal world once the power of the Master Tower had been destroyed.

But this was all according to the snake Medusa's plan.

Once the Master Tower fell, it not only spread utter Insanity across the entire planet, but also caused a powerful flux in the Cauldron to release the one who was trapped within... Grimlock. Once he escaped, he brought with him 'The Forgotten One,' 'The Forbidden One' and 'The Fallen One,' each one of which were incredibly powerful deities that were lost within the Boundary Between Dimensions, which just so happened to be the world of the Devourists.

Though the Forgotten One and the Fallen One were not originally native to the Devourist world, the Forbidden One, who was Li-Grim, was the ruler. It seemed as though Grimnis had restored her power to when she was Li-Grim, and thus, along with her son, Grimlock, brought terror upon the world with the other two deities. She sent the Forgotten One over to the Dusk, the Fallen One to the Chaos, and herself to the recovering Neo-Nightmare. Grimlock, himself, took over the Dusk and became ruler, since Khrona had gone AWOL, wanting to change the village from behind the scenes rather than up front, since his people did not know how to really defend themselves against such a threat. THus, he took on the persona of 'The Phantom' right before Grimlock's rule.

As he did, Khrona snuck to talk to Zeik, repaying him a visit from before, coming to warn him about impending doom and impending rebirth of all things that was soon to be. The two fought until the edge of the Cosmos, until finally, with the light of the Kin Cannon that connected the two's hearts and souls on the level of Kin, and the Paradise Peer, Khrona showed Zeik what would flourish from this darkness. He showed him a glimpse of what would later become the Dawn, and what would later become the Astral Chaos and the Neo-Nightmare, and the two prepared themselves for what was to come.

Once Grimlock was in power, he did nothing but attempt to help them and try to train them to become stronger, however they all widely failed. They were a lost people who knew nothing of what they wanted, power-hungry, childish and ultimately foolish. He realized that this came from them being so sheltered by their Kages, who always did everything for them, and thus never let the people grow.

With this, he knew that there was no hope for the people of the Dusk, for they were all simply weak, sniveling children, and it brought shame to his heart. So, he threatened to destroy the planet with these three great deities. The Fallen One had power over Life and Death, and thus took the seat in the middle of the transition of souls to block Souls from cycling out of death after they died, which indeed trapped people in Hell. The Forbidden One had control over all dreams and Wishes, and thus simply wished to grant hers and everyone else's wishes in a world that was falling to pieces. Finally, the Forgotten One had no form, and thus appeared as a giant eclipse upon the Dusk that simply destroyed anyone or anything that got close. It released terrible beings on the Dusk known as 'fal'Cie' and 'Undying Ones' that needed to be cleaned up by the Eight Warriors, though many of them, (being untrained due to being sheltered by Khrona and company) died in battle. They fulfilled their cause, yes, but at the cost of their lives.

Eventually, Megaera (Khrona's sister, I'll put her more in the story later, yaddayadda) and Dente met up with Mahk-X in Hell, as they were sent to destroy The Fallen One. When they did, they were thrown into despair because he was a being that could not die, but also did not life; a master of Life and Death itself, caught in between. Hence why he was the 'Fallen One.' When they finally figured out how to defeat him, Mahk-X broke down his power whilst Dente and Megaera delivered the final blow, and the power of Life and Death gave all of them rebirth into new beings, and Megaera became Corona Tensei, whose holy swords held the power of Life and Death. With them being given new life, they were able to escape Hell, though Mahk-X chose to fight his family that had become Kishin in order to save them. With a hearty goodbye, Dente and Corona returned to the Dusk.

At the same time, Atra and ZK fought against The Forbidden One, finding that nothing could work against one who manipulated dreams and wishes. Thus, when she fired at them the beams of the Beginning and the End (Alpha and Omega), instead of being destroyed, the two went through a rebirthing realization process the same as what happened with Mahk-X and company with The Fallen One. Thus, the two gained the knowledge of everything being made new, which was what The Forbidden One truly wanted. After this, a piece of herself sent as an envoy of Vescrutia long ago, named Friday Malfortuna XIII (Or, The Friday the Thirteenth Fairy) was absorbed back into her body so that she could become complete, and became the Queen of Dreams and Wishes in her rebirth. With her wish fulfilled, she went to the Dusk to find the other fragments of her body, and awaken them from slumber whilst ZK and Atra did what they needed to do to create the Neo-Nightmare.

With the Forgotten One, eventually it came in contact with Evangeline's presence, which drew it toward her granddaughter, Chita Lombardi. This is because Evangeline embedded a great deal of her magical potential within Chita, which the other half was located within Parace, her Light self. When The Forgotten One came in contact with Chita, she recognized her heritage and returned to being Parace, and granted her granddaughter the rest of the magical potential that would complete her being a true, full Witch. Afterwards, Parace told Chita everything about what was going on, and inevitably vanished, since she didn't have a true form. She still sought out Evangeline to merge back with her, but such could not happen because once again, Evangeline went into hiding, leaving her light to be without shape or form even still.


Third Darkness; The End of Evil

So Grimlock. Grimlock was confronted by Maze, Khrona and Hakku after they went through all that they went through (Actually, this might have been before, but I don't remember. I'll work that out in the final draft) and they talked and they fought and whatnot, but Grimlock was still too powerful. So he ended up bringing more Grims from the Cauldron, one of which was his father, Grim, and the other his brother, Grimnyzmal, who though was still alive, lacked his full power due to being mostly consumed by Vash in the past. With that, all was going according to Grimlock's plan. He wished for this planet to become stronger or die in the process and be consumed by him, and they seemed to be getting stronger, though his training wasn't complete yet, since they were all still too weak.

So he went back to his old house, a manor located in the Enigmatic Ruins where the family once found the tablet of their ancestry, and awoke the sleeping Hades that existed protecting his Cauldron. (This also might have happened before, I don't rememer) After a good wake up spar, he asked his old friend to wake up the sleeping Guardians of Chaos and their Weapons of Chaos to help 'cleanse' the world again. Hades happily complied for his old friend, and awakened the sleeping beasts of Chaos from their slumber.

Once this happened, this also awakened the Skull Heart, which was created by Zita who was the original Skull Girl. When it awakened, it chose a new Skull Girl, but also inevitably restored Zita's power as Skull Girl as well. If you're wondering where Zita was in all of this, she was helping the Chaos defeat Aizen waaaay before Grimlock started his stuff. But yeah, so, with that and the awakening of the Lich, Zita was overcome by the power of her former inner evil, and was also targeted by Pestilence (one of the Horsemen that had awakened) in order to become the Queen Lich. She went on a rampage for a while that Chita had to stop, since there was no longer a Head Witch of the Witch Province and temporarily took the title only to get her mother back and lead the Witches. She sent some people to go kill the Skullgirl, but that didn't work out too well.

So in the meanwhile, Maze had adopted the Heart of Chaos from such an event and become the Timeless Hero, able to traverse time as he pleased. When he found his sister, Zita, contaminated by Pestilence and her inner evil, he sought to purify her. And, he did, however she was still awakened fully as the Parasite Lich Queen, and was still falling to the Sway of Magic. So though she wasn't possessed by Pestilence anymore, she was still quite evil. She worked undercover, but was still confronted by Chita, who would not fall for her shit at all.

After learning about his family heritage, Khrona sought out his father, Shinra, and fought him in battle in order to figure out what was the truth. Even so, when he did, he was defeated by the power of the mortal man with the godly chakra, and wondered how chakra could be so powerful, even on someone that was simply a normal human. That was when Shinra told Khrona about control, and that he lacked control over himself and his power, which is what Khrona had been trying to achieve with the Thirteen Restrictions (For however long he had them by this time.) He went insane, but also realized that he fabricated his own past, and was actually left alone all those years until he met Misery and Despair. Even with this mind-crushing development, he kept himself at bay. With the Insanity slightly kept at bay, there was a new Insanity that had arisen from the ashes, known as Soul Edge. This weapon felt like the power of a Kishin, and Khrona could feel that ZK was after it. As the new Keeper of Insanity, could not allow ZK to do that so haphazardly, and fall to the Insanity and become another Kishin. So, those two fought. As they did, Khrona and ZK, much like with Zeik, went on this extravagant battle across the world and then into space, being rebirth with three trillion times his own power. This brought on his true form (at the time) of the Black Dragon. Eventually, Khrona and ZK fought to a stalemate as well, just like with Khrona and Zeik before, and he also gave ZK this same warning of what was to come, just as he did with Zeik. (Actually, if I remember correctly, Khrona was fighting them both simultaneously but in different areas. I'll edit that when I do the final draft.)

Meanwhile, Grimlock's ulterior plan to get the Grims out of the cauldron was succeeding, and they were appearing one by one. Shinigami (who was still Shinsei) caught wind of this and decided that the time had come to finally end this era of darkness. However, he was going to need Khrona's help...

But by this time, Shinta came in looking for Death, and tried to destroy Shinigami's school (Since he is indeed Death). With that, Zeik and Kham came to stop him, and then eventually, so did Khrona. With everyone gathered, Khrona made an announcement that he needed everyone to work together to make a reform in the world of Vescrutia, or he was going to become everyone's enemy. Many of them didn't take this seriously, and just brushed it off, but Khrona went about his business, anyway. Whether they believed that he was going to be their enemy or not was up to them, but what he wanted from them was unity. After that, they all went their separate ways.

Shinta, however, did not leave the Dusk. Instead, he continued searching for a way to find Death. Khrona, who had become the Phantom again, caught up with Shinta and inquired on what he was doing. He was looking for a way to find Death, and Khrona gave him the idea to kill one of the Horsemen to incur Death's wrath, forcing him to show up. Since Pestilence had taken it upon herself to try to infiltrate the isolated reality that was the Dusk simply because the Four Horsemen had appeared, seemingly in synchronicity to the Four Guardians of Chaos, Khrona marked her as the prime target for Shinta. Thus, with both of them on the same team, Khrona and Shinta went to pursue Pestilence.

Pestilence, naturally wanting to spread her plague to all parts of Vescrutia, sought to assimilate the Dusk with that world since it was occupying its space, and figured that the only way to do this was to become the Tree of Life. She was weakened as well, and contaminating that tree would give her the power to recover and become the Tree of Life at the same time. With a successful infiltration, her terrible plague was cast upon the Dusk, which brought on more calamity than before.

Luckily, Shinta and Khrona were already there before it could spread anymore, and Khrona used his power to isolate the spread before it became too great. Shinta went on ahead to fight Pestilence himself, and ended up cutting her out of the tree. Khrona assisted by ascending to his 6th Restriction, which was apparently what he was doing with the Thirteen Restrictions he found out about (I'll put that in there later, too, going off of memory, remember?) and assisted Shinta in removing Pestilence fully from the Tree. However, the Tree of Life was already eaten away at beyond repair, and there was no way to save it. Eventually, all life would suffer the same fate if Khrona let this be.

So, Khrona assimilated with the Tree to keep it from dying, which proved as steady life support with Khrona's incredible power. After that, Shinta sent them into the Mind's Void, where Khrona and Shinta killed Pestilence together, which called upon Death. With a furious Death, Khrona used his new powers of life to combat Death, but ended up cutting Death off from himself, and in such, killing himself at the same time. However, once that happened, Khrona was able to become the true Tree of Life, and became life itself, being reborn simply as Life and Rebirth thanks to Death's endeavors.

After that, Death and Shinta went elsewhere to continue their battle, leaving Khrona as the Tree of Life to restore life to the Dusk. Though, he one upped that, and also started to build a newer, bigger Dusk Village. This was the birth of the Dawn.


First Truth; The Age of Crystal, Birth of Dawn

Upon Khrona becoming the Tree of Life, he transformed the Tree into Crystal, as to be a sort of sleeping chrysalis for himself until he was ready to be reborn for the final time. In this crystal state, he told himself that he would right everything that was wrong and correct things within himself and his family before he awakened, so that when he did, there would be no more chaos. In doing this, Khrona had to suffer the Insanity of a God, and the endeavors that a god had to undergo, plus align himself with all parts of himself and all sorts of things. It grew on him as he tried to create the Dawn Village, and eventually, simply stopped.

Oh yes, and at some point in time, Khrona and Nagase performed The Ritual to create a being of pure light, which was the consciousness of Khrona's new child, Trinity, who was born in the world of Dreams and Unconscious through Khrona's psychic connection with Titania in the world of Dreams. This was where Khrona felt the presence of the Queen of Dreams, and thus, needed to pull both Titania and Trinity from out of the land of Dreams that part of them was stuck in.

However, as he said, there was change coming to the Chaos and the Nightmare, as well, and the birth of the Astral Chaos and Neo-Nightmare was coming to be after the destruction of the three great deities that overshadows the lands. Zeik and Kurai had gone to the Great Spirit to gain access to the Dreamscape, and with that, Khrona went along as well to help them. He protected them from any force that would try to disturb them, and they went through the creation. As they went on with the creation of the Courts, Khrona was met with by Shinigami, who apparently, had some news about it all. He revealed his true self as a piece of Shinsei Tensei to Khrona, and told him that he would become the portal that helped create the Dreamsphere whilst Khrona could pull out Titania and Trinity. In his place, one of them would become the new Shinigami or 'Death' of the Dusk, and when the portal to the Dreamscape opened, Khrona used the Family Bond to pull them out and put Shinsei in their place, which led to Trinity becoming the new Shinigami.

Once that happened, Zeik and Kurai sustained the Dreamsphere with the Great Spirit (I think), and in the end, Shinsei, being pure and utter will, could just will himself out, which was his trick all along. Thus, everyone had a happy ending there.

But there was more!

Once Khrona had Titania and Trinity, he realized that they weren't truly connected until they had become part of the Tree with him, and so, he redid the Thirteen Restrictions and brought those two up with him so that they could be bonded with the Tree. Realizing this, he came up with the theory that anyone could do such a thing and awaken their full potential by undergoing the Thirteen Restrictions, as well. So, he made the Tree also a place for people to undergo these restrictions and become their 'true selves,' which he deemed as 'Shinsei' in honor of his grandfather. Though, things worked differently if one was of the Tensei Heritage. Either way, that's a different story.

In this time, he tried to help rid his village of the final evils left by Grimlock, which were the Four Guardians of Chaos. Though that didn't end very well the first time, as Savaj came and killed the Lich and the Lich did all types of mess to send Sophia and Alex Star into a dimensional portal. Alex was sent to Zita's castle, to confront the Lich that was within her, whilst Sophia was sent to Shinsei, who awakened more of her sleeping powers. Even though she wasn't a Tensei, she was 'adopted' into the family by him when he was Shinigami, so he treated her as a daughter to awaken her individual power, even though she had no true relation to the Tensei family.

So, with them by his side, he was able to further help create the Dawn Village, and also, the Mezzo Terra, and also, to rebuild the Dusk whilst also connecting it with the Depths, thus creating the Veritas. Though it was still a widely under construction territory, Khrona felt as though it were coming along nicely. But, he was wrong, and suffered more godly Insanity the more he rose up the Restrictions. That was when he decided that it was time to take matters into his own hands for correction of things that were going wrong, and awakened the sleeping Tensei gene within all who were related for the Night of Tensei (or, Friday the Thirteenth), so that he could get everything involving his family in order.

With this, he condemned Zita to hell, cut herself off from the Skull Girl, killed the Skull Girl and created a new being from her. Also, with the awakening of all the True Selves of each of the Tensei and the Grims, he attempted to accurately order them in the certain allotted time he was given; Thirteen Moons (Known as the Thirteen Tsukiyomi). However, at the end of the Night of Tensei, he ascended to the Thirteenth, and there was still stuff that was wrong. So, he was forced to start over.

Pissed about this, Khrona had to wait until another Friday the Thirteenth to issue the Night of Tensei AGAIN, and try to get everything in order AGAIN, only to find that he ran out of time AGAIN and ascended to the Thirteenth AGAIN and had to start over AGAIN.

Doing this was driving him insane, and he had already tasted the power that lay up at the Thirteenth; to see his true self, yet not be able to stay in such a form was... Torture. He wished to awaken so very badly, but there was still so much that was so very wrong. So, he decided that he was going to have to wait and understand himself, his world, and all other things about his family and his people before he could truly go to the Thirteenth one last time and stay there, in his True Form. With that, the Age of Crystal would be broken, and Khrona would be freed from his chrysalis and move on to Peace. This would come with the final Night of Tensei. In the meantime, he focused on helping his people and ridding his land of evil.


Second Truth; Light of Harmony and Order

So with the want to get rid of the evils that plagued the land once and for all, which would end with the destruction of the Guardians of Chaos and Hades, Khrona decided that instead of doing it himself, like he definitely could have, he would let his people actually do something for themselves, for once. Naturally, a grand majority of them were rather disappointing to Khrona, but he didn't let that get him down. Instead, he gave them an incentive, realizing that there was no one in charge of the new Dawn and Dusk, he issued the Kage Trials in order to get them motivated and get some leaders into position of the villages of the Veritas.

Once Koudo went through his Trial, there was an abrupt halt due to the inevitable rise of evil due to the start of a genocide between people, and pissed Khrona off. This put the Veritas on lockdown, since one of the shinobi, Shabuto, was killed. Thus, the Kage Trials were canceled. So in the meantime, he went to go talk to his family and get things straightened out with them, and also within himself while he waited for things to pick back up. In that time, not much happened, however the villagers grew impatient and indeed decided to ACTUALLY and FINALLY take things upon themselves and go rid the world of evil. For once. It made Khrona happy that they actually grew some balls and brains started doing things on their own for once, and he felt like that 'sheltered' attitude that they had been given due to he and Maze's endeavors in the past was starting to fade... Slowly, but surely.

With that, they slayed all the Guardians of Chaos, and they became the new Guardians (Koudo, Savaj, Akira and Sophia), but to truly rid the Veritas of Chaos and bring Order and Harmony, the four would have to go to slay Hades and take the White Grimoire from him and see if their hearts truly wished for Order. That is what's happening right now. They got themselves and their Weapons to the top, only to face Hades and Ultima Weapon, where the battle rages on. Meanwhile, Alex Star and Erik search for the Black Grimoire, the Forbidden Grimoire that holds a power equal to the White, and controls a beast even greater than the Ultima Weapon; the final weapon that Kuja had hidden away within his Desert Palace; Omega Weapon.

Also, Khrona is fixing up the Veritas from the Tree, since he is all that it is, and can alter the land to his will, he is trying his best to put everything in order before the next Night of Tensei, where the Age of Crystal will be broken. He has currently ascended to the Twelfth, obtaining his form as Free Will, which is the last stage in the Restrictions. Plus, Evangeline and her light returned (we'll work that out later.)

Though, even though things seemed to be returning to goodness, Maze Rituke, who had been gone walking through many timelines, had seen despair. He figured this to be the despair of Free Will (which just so happens to be Khrona) and wishes for Order. Whilst Khrona and Maze both want Order, whose will shall be done? Which brother shall become victor? Whose Order shall be the Order upon the Veritas?

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:31 pm

Tymon Bolton II
7022 S. Bennett
773-426-2118

Websites
theveritas.forummotion.com (Art Site)
tymonbolton.wordpress.com (Artist Site)
www.facebook.com/thecrystalrealm (Business Page)


All Art forms and Genre of Stores;
Ex. Action, Adventure, Romance, Horror, Drama, Comedy, Etc.

Touches all subjects, including taboo topics purposefully for the sake of art.
Many literary works, terms, practices and designs.

*Avant-Garde*
-Viewer Discretion Is Advised-

First and foremost, my artistic style tends to fluctuate, yet within a patternized boundary that rotates in a sort of cyclical manner to a variable degree, thus altering occasionally in order to fit the specific requirements of the occasion. The issue therein becomes not how to solve the equation, but merely how to begin. This is simply why it is usually a little more difficult for me to start something fresh than to keep something going that's already in progress.

This, in and of itself, sometimes is a weakness, but if used properly with precise timing, I could basically continue on a single path and not have to halt at any time. It would work as a continuous string of progress rather than a process of beginning and ending. Therefore, that is something that I believe is definitive to my own specific personal style. That is also why it took me so long to begin typing this in the first place, as well as even applying for school. I believe that this might have something to do with procrastination, but it doesn't seem to be that at all considering the variables discussed previously.

Anyway, moving on. I get all of my artistic inspiration from everything around me at all times. It simply must relate in a manner that I believe I can express or experience in my own way at that time and translate it into my artwork, which, right now, is a script for what I strive to soon have made into Anime, Manga and Video Games. With this, I have honed my artistic skills of Character Development, Design, Storyboard, Grammar, Literary Elements and things of that nature by practicing their arts in my own art, as a sort of 'integration of two or more arts,' so to speak, to make it into a larger part of the original repertoire. A living, growing artwork; a tree of sorts, if you will. This seed has traveled with me for quite some time, and I have been nurturing its growth since before I even knew. This is the culmination of all of my artistic work over the course of my entire life, and I am just now realizing it, and for the final stretch, because I'm short on time... I'd like to expand and define my skill down to the minutia. I believe that in order to do this, I will be in need of some personal instruction beyond my own hands and those of artists I admire through their work with my eyes. That is the purpose of this statement being issued to you and I certainly hope that you understand the purpose of it.

I have a business plan in order involving a great movement of art, so to speak, like that of a Renaissance, and I'd very much like to carry it out and see how far it can take me. Hopefully, it will work out the way I have envisioned it, or at least somewhere around the same ball park. Naturally, in order to gain enough publicity for it, I already know I'm going to have to make 'eye candy' of sorts to attract the attention of the people, and the only way to do that efficiently is with striking, swift images that will get them to at least think about it a little bit, so that it may pave way into their hearts as well after being burned into their minds. This his how I foresee things getting the swiftest and most impressionable impact upon any person. Make something that they can't just glance over and really understand every element of it, but have to look at it one, two or more times to figure out how everything connects and why and where, as well as what it means. Therefore, when they see it again in whatever other place they see it, it will strike them again as the one thing that enraptured them that one time and never let them forget what it was. This would make sure that not only it would strike their eye again, but also that they'd know when and where it came from, because of how powerful the image was and how swiftly it made its impact.

There is a lot that goes into me and the methods I use for my own personal artistic style, however I know that anything and everything I can absorb will be of use to me in some way, shape or form that will make the overall unit more diverse and experienced. I already, as it stands, do some of my own drawings for my website, as well as the creatures. I am rather inept in the field of background and settings (Drawing-wise), but I can describe them exceptionally well with my writing. I want my drawings to match my writings, which is what I need this personal instruction from a mentor or an art institute of some sort to assist me with. If my website, itself (as well as stories) count as artwork that I can use as part of my portfolio, I would most certainly care to use them in my showcase. I have many drawings to accompany them and storyline as well. I also believe that this method of writing that I am using, 'Roleplaying,' may be a great method of sorting out those methods that artists have difficulty with during their layout process.

Roleplaying, itself, is to take on a character as your own and act them out the way you have made them. Basically, acting like your character, like any normal actor getting into character. However, instead of having the character completely sorted out, I believe that one can simply put down their ideas as incomplete designs, like an actual person, and build it from there in order to have it grow into something in an artistic way. Giving one's art life, that is to speak, through allowing it to forge a life from what you have given it to work with, in a setting you have created with other characters that assist in the development of the overall story. You just keep on going like that and the stories of each eventually weave together to create a greater story as well as side stories and spin off stories that thereby allow for more work. There come 'Movie Level' works that would be part of the 'Main Storyline;' the 'TV Drama Level' works that would be close to it in depth, but for the personal television viewing; 'TV Show Level' works and so on and so forth.

This is my Statement and Proposal to you. I thank you for your time.

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:32 pm

Purpose of the Veritas
You take whatever form of art you want to do, be it a story, idea, character, landscape, architecture, music, or general design, and you start mapping out all of the functions and schematics and mechanics and things on the site, something like a blueprint via written text for you to jot down all of your ideas, flesh them out fully and test how sound it all is as it all comes together before your eyes. It functions as an organization tool and a test simulator for all conceptual forms of art.

So, for a character or theme you want to develop, you can get a general concept and then test it out in the world through roleplaying the character, or of the atmosphere, or as a scriptwriter, or as a narrator, or even as a journalist, creating whatever art form you wish, be it the story for a book, the script for a movie or play, the schematics of a building or general elemental concepts such as nature or society that you can utilize all on your own in a controlled environment of your selection and eventually publish in the process. Whatever you don't like, you iron out along the way as well as monitor your own progress through your design process, and each step, including how well it works or does not work with other things you are doing at the time.

Also, you can use the general scenery or ask for different landscapes, have your character create a new landscape, or whatever you need for your own personal stories or development. Since, I am aware that there are some people that do only Architecture or Scenery, they can work on that by describing the scenery or landscape or something, (ex. the description of a building being 30-feet high by 30-feet wide, brown, made of brick, painted brown, etc.) and then, when they have a firmly established concept, draw it up as they wish after planning it out and make any changes to the conceptual design along the way.

This concept can generally be applied to everything anyone wishes to do, and also serves as a 'script' and 'notation' device for all elements of art as they are conceptualized before they are actually drawn, or to help flesh out the further designs.



Introduction To The Veritas

Welcome, One And All, To The Veritas!

We are proud to bring to you the Crystal Realm of all possibility; anything and everything your heart desires made real (more real than you'd ever imagine)! Come and stay for a while. Read the awesome and spectacular adventures of the Tensei Family and all who exist with and are protected by them! This is a place for all Artists of all variety to come and showcase, improve and create works of their own alongside one another. Musicians, painters, architects, landscapers and even digital artists may all bring their art and ideas to the Veritas!

About the Veritas
The Veritas is 'Free-Roam' and 'Dungeon' type RPG where all of your actions are up to the free will of the many main characters that all seek to interact with each other. You are free to express yourself to your heart's desires in any way, shape or form, all dictated by the extent of your own creative freedom within the set guidelines of each area. Create your character and get to work on what it is you want to build on! There are many places to explore, creatures to fight, befriend, tame and train as well as a great deal of items, powers, events and literally everything else under the sun for you to do for as long as your heart desires! Come and cultivate your work and your self as you do so, delving in the deep and mystical as well as the creative and surreal on the greatest adventure of your life!

How it Works
Everything is Post-Based, meaning that any actions done must be written out and actually accomplished in the story in order to be counted as valid. So you can basically just go anywhere and do whatever, as long as it makes sense and you can explain it properly. The environment is completely interactive basically literally everywhere and everything has an effect or a secret or a special surprise, which you must not only figure out how to trigger but also how to acquire through the natural mechanics of the world and it's system. There are numerous layers and realms you may choose from that are fitting for every type of style or personality, from the adventurous and mystical to the fantastical and realists. There is a place for every thought, feeling, expression and design there can be; even for those who are not keen on following set order and rules. With multiple layers and dimensions (both literally and structurally), the depth of the Veritas is only as limited as your imagination itself (and even then, it's got way more than that by default, as a freebie hint of what to expect). There are numerous different storylines you can choose to follow as the Veritas' own storyline (8 for 8 Threads), each dealing with a different realm that is part of or accessible to the Veritas. There is also a place where you can, if you want, edit your stories and group them together chronologically separately from your work in the Veritas itself. This place is known as 'Peace,' ffor those writers and artists who wish to refine and publish their works in the future.

How to Start
First thing's first is how to begin your journey on the Veritas. The first thing you want to do is review the 'Rules' so that you know what to do, as well as 'How to RP' so that you may understand how to properly interact in this world. If you are unsure, be sure to ask someone via PM (which is found via the 'Messages' section on the navigation bar at the top of the page under the logo) or via the chatbox conveniently located on the left hand side of the screen. You do not need to be a member to enter the chat box, so you may come in and request help anonymously and leave your name up to your character! Next, you will want to create either a 'Story' design your 'Character,' if you do not have a story. If you cannot think of a Character, then write a Story first in one of the designated areas provided until you believe you have enough for an adventure. If you do not have a Story, just create a character and have them make their stories as you adventure throughout the land. Do not feel like you cannot adventure just because you have no background on your character; that is completely fine as well! It gives you time and freedom to build as you so choose.

---------------

Creating A Character
First and foremost, you can start off as several different types of beings; beasts, machines, organic, magical, etc., all of which are noted at the 'Legend' at the very bottom of the 'Index.' Your character can be literally anything, from the 'Preset Species' that are available naturally to the Veritas' environments to your own creations completely unique to you. During Character Creation, if you choose, you may give your character a unique special power, or an assortment of any other powers that they may use via their 'Mind,' 'Body' or 'Soul' (though it is not required, since characters can be completely normal if you so choose). Think of these powers as, quite literally, 'Every Form Of Special Power You Have Ever Seen In Anything Ever,' because with our system, we have a way of expressing any and all of them, which is why it is all literally up to the desires of the user.

(*Note: Canon characters are not permitted unless given special permission and are only allowed for those who actually created them. Ex. If you are not the creator of DBZ, you cannot create a character that already exists in DBZ, such as Goku, however if you like, you may create a Saiyan. Though, if you ARE the creator of DBZ, you may create Goku.)

Character Ranks
At the bottom of the 'Index,' where the Legend is, there are numerous different ranks. All character types fit into a designated category and follow a hierarchical ranking system based on how developed their stories are. So if someone has clear direction of where they are going and a more well developped story, they may start off with or change from rank to rank. So if you have a character you've done a lot with, they will transition to the equivalence of how they were developed. But if you make someone new, they will have to be inspected to see where they would equate in the ranking system and the classification of their characters' species. Which, someone can also choose from the preset Veritas types, or have their own specific or alien species.

Character Abilities and Powers
Your character gets a special ability, called a 'Legendary Art' (The equivalent of a 'Kekkei Genkai' from Naruto) And the 3 comppnents that make said KG or 3 different abilities entirely based on 3 different energy sources.

One comes from the mind; 'Creative Energy' (Which is like, Magic and stuff)

Another is the soul; 'Spiritual Energy' (For all soul based things and their entirety)

And the energy from the body; 'Life Energy' (Which is chakra and Avatar bending and stuff)

It's fully customizable to the level of depth that your character has, including a place to put their heightened senses, such as Dojutsu (Eye Techniques) and any other Natural abilities; Super smell, super strength, super speed, transformation, natural species abilities, etc.etc., for example.

----------

Choosing a Starting Point
There are 7 territories to choose from, each about the size of a continent and all part of the overall construction of the Veritas as a body. Those are the Dream, Dawn, Delta, Dusk, Data, Depthsroot and Valparaiso (The Lawless Land) where you may place the character of your own design in order to grow. In these places, you can choose to live in and actively get involved, help expand, or remain at peace by yourself. No one has to integrate directly with anyone else's stories ever if they don't want to, but are always free and encouraged to, if they so choose. You may pick where you believe they would fit best or where you believe is best to start based on your own creative freedom as an artist. Below, I will give a synopsis of each area in order for you to depict where you wish to begin your journey. From there, you can adventure throughout the Veritas and its many different realms, dungeons, environments and all such that will be explained below.

(*Note: If you do not know where nor how to start, you may always go to 'Serendipity' and flesh out your character a bit more in an ambiguous environment of your choosing until you feel more comfortable with selecting one of 7 environs to interact in.)

Mysteria, The Dream
The realm of all the supernatural beings. They exist in a place separately from the other beings and are known as 'Fae.' In the Dream

Musea, The Dawn
The realm of all fantasy and nature beings. They exist in a completely natural and spiritual realm mostly untainted by modern civilization and completely left natural. There is a place for each element and many small villages or realms to explore or expand on.

Mezzo Terra, The Delta
The realm of all modern and normal things. This area has more of a relaxed 'party' or 'school' type feel to it.

Midna, the Dusk
The realm of all futuristic and scientific things. This is the area for the realists that follow the mechanics of things less fantastical, but more down to earth and technological, for it is a technologically advanced futuristic civilization.

Multiverse, the Data
The realm of all universes and other worlds. If you so choose, you may start outside of the Veritas' borders and in lands that are independent from or connected to the Veritas, but are not the Veritas itself. These worlds are ever expanding and growing based on how many affiliated the Veritas has. Vescrutia, Mylania and Kwandrivia are three major affiliates and have their own sites. Each of the characters are able to freely maneuver to and from the Veritas, site to site. There are also territories attached the the Veritas, as satellites or 'Moons' that revolve around it, if you wish to begin in those places, as well.

Depthsroot
The realm for the ones that may need some more help getting adjusted to the Veritas; such as those who need to learn how to Roleplay, those who are beginners to roleplaying and those who need a better understanding of the world and its environment. Basically, where the 'Lost Sheep' go.

Valparaiso
The Lawless Land is just as it is; Lawless. There are no rules here except that you come as you are and become what you say by what you do without any rules, save for respecting what others do. This is for those who do not like ordered structure and live by rogue laws; where everything is a fight, sometimes to the death, to survive and grow stronger and acquire power and all such things that are not allowed in the mainland. Here is where the rebels and criminals may frolic. Here, anything goes, as long as it is done in the story LEGITIMATELY (and I cannot emphasize LEGTIMATELY enough). Note that they are typically, unless tested, allowed to go through to the Mainland (unless given special permission.)


_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:33 pm

Personality: INTJ Variant: Assertive Role: Analyst
You are one of the Analysts - a rational and impartial individual who enjoys intellectual pursuits and prizes independence. You are known for your strategic thinking skills, self-confidence and impressive knowledge.

INTJ PERSONALITY
It's lonely at the top, and being one of the rarest and most strategically capable personality types, INTJs know this all too well. INTJs form just two percent of the population, and women of this personality type are especially rare, forming just 0.8% of the population - it is often a challenge for them to find like-minded individuals who are able to keep up with their relentless intellectualism and chess-like maneuvering. People with the INTJ personality type are imaginative yet decisive, ambitious yet private, amazingly curious, but they do not squander their energy.
53 mins · Like

Tymon Trini-t Tensei NOTHING CAN STOP THE RIGHT ATTITUDE FROM ACHIEVING ITS GOAL


With a natural thirst for knowledge that shows itself early in life, INTJs are often given the title of "bookworm" as children. While this may be intended as an insult by their peers, they more than likely identify with it and are even proud of it, greatly enjoying their broad and deep body of knowledge. INTJs enjoy sharing what they know as well, confident in their mastery of their chosen subjects, but owing to their Intuitive (N) and Judging (J) traits, they prefer to design and execute a brilliant plan within their field rather than share opinions on "uninteresting" distractions like gossip.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."Harlan Ellison
52 mins · Like

Tymon Trini-t Tensei A paradox to most observers, INTJs are able to live by glaring contradictions that nonetheless make perfect sense - at least from a purely rational perspective. For example, INTJs are simultaneously the most starry-eyed idealists and the bitterest of cynics, a seemingly impossible conflict. But this is because INTJ types tend to believe that with effort, intelligence and consideration, nothing is impossible, while at the same time they believe that people are too lazy, short-sighted or self-serving to actually achieve those fantastic results. Yet that cynical view of reality is unlikely to stop an interested INTJ from achieving a result they believe to be relevant.
52 mins · Like

Tymon Trini-t Tensei IN MATTERS OF PRINCIPLE, STAND LIKE A ROCK
INTJs radiate self-confidence and an aura of mystery, and their insightful observations, original ideas and formidable logic enable them to push change through with sheer willpower and force of personality. At times it will seem that INTJs are bent on deconstructing and rebuilding every idea and system they come into contact with, employing a sense of perfectionism and even morality to this work. Anyone who doesn't have the talent to keep up with INTJs' processes, or worse yet, doesn't see the point of them, is likely to immediately and permanently lose their respect.
Rules, limitations and traditions are anathema to the INTJ personality type - everything should be open to questioning and reevaluation, and if they see a way, INTJs will often act unilaterally to enact their technically superior, sometimes insensitive, and almost always unorthodox methods and ideas.
This isn't to be misunderstood as impulsiveness - INTJs will strive to remain rational no matter how attractive the end goal may be, and every idea, whether generated internally or soaked in from the outside world, must pass the ruthless and ever-present "Is this going to work?" filter. This mechanism is applied at all times, to all things and all people, and this is often where INTJ personality types run into trouble.
51 mins · Like

Tymon Trini-t Tensei ONE REFLECTS MORE WHEN TRAVELING ALONE
INTJs are brilliant and confident in bodies of knowledge they have taken the time to understand, but unfortunately the social contract is unlikely to be one of those subjects. White lies and small talk are hard enough as it is for a type that craves truth and depth, but INTJs may go so far as to see many social conventions as downright stupid. Ironically, it is often best for them to remain where they are comfortable - out of the spotlight - where the natural confidence prevalent in INTJs as they work with the familiar can serve as its own beacon, attracting people, romantically or otherwise, of similar temperament and interests.
INTJs are defined by their tendency to move through life as though it were a giant chess board, pieces constantly shifting with consideration and intelligence, always assessing new tactics, strategies and contingency plans, constantly outmaneuvering their peers in order to maintain control of a situation while maximizing their freedom to move about. This isn't meant to suggest that INTJs act without conscience, but to many Feeling (F) types, INTJs' distaste for acting on emotion can make it seem that way, and it explains why many fictional villains (and misunderstood heroes) are modeled on this personality type.
51 mins · Like

Tymon Trini-t Tensei Famous INTJs:
Vladimir Putin Paul Krugman Rudy Giuliani Donald Rumsfeld Colin Powell Samantha PowerLance Armstrong Richard Gere Arnold Schwarzenegger Thomas Jefferson John F. Kennedy Woodrow WilsonAugustus Caesar Hannibal
Fictional INTJs:
"Walter White" ("Heisenberg") from Breaking Bad "Gandalf the Grey" from The Lord of the Rings"Katniss Everdeen" from The Hunger Games "Hannibal" and "Clarice Starling" from Silence of the Lambs"Professor Moriarty," Sherlock Holmes' enemy "Gregory House" from House M.D.
46 mins · Like

Tymon Trini-t Tensei INTJ STRENGTHS AND WEAKNESSES
46 mins · Like

Tymon Trini-t Tensei INTJ STRENGTHS
Quick, Imaginative and Strategic Mind - INTJs pride themselves on their minds, taking every opportunity to improve their knowledge, and this shows in the strength and flexibility of their strategic thinking. Insatiably curious and always up for an intellectual challenge, INTJs can see things from many perspectives. INTJs use their creativity and imagination not so much for artistry, but for planning contingencies and courses of action for all possible scenarios.
High Self-Confidence - INTJs trust their rationalism above all else, so when they come to a conclusion, they have no reason to doubt their findings. This creates an honest, direct style of communication that isn't held back by perceived social roles or expectations. When INTJs are right, they're right, and no amount of politicking or hand-holding is going to change that fact - whether it's correcting a person, a process, or themselves, they'd have it no other way.
Independent and Decisive - This creativity, logic and confidence come together to form individuals who stand on their own and take responsibility for their own actions. Authority figures do not impress INTJs, nor do social conventions or tradition, and no matter how popular something is, if they have a better idea, INTJs will stand against anyone they have to in a bid to have it changed. Either an idea is the most rational or it's wrong, and INTJs will apply this to their arguments as well as their own behavior, staying calm and detached from these sometimes emotionally charged conflicts. INTJs will only be swayed by those who follow suit.
Hard-working and determined - If something piques their interest, INTJs can be astonishingly dedicated to their work, putting in long hours and intense effort to see an idea through. INTJs are incredibly efficient, and if tasks meet the criteria of furthering a goal, they will find a way to consolidate and accomplish those tasks. However, this drive for efficiency can also lead to a sort of elaborate laziness, wherein INTJs find ways to bypass seeming redundancies which don't seem to require a great deal of thought - this can be risky, as sometimes double-checking one's work is the standard for a reason.
Open-minded - All this rationalism leads to a very intellectually receptive personality type, as INTJs stay open to new ideas, supported by logic, even if (and sometimes especially if) they prove INTJs' previous conceptions wrong. When presented with unfamiliar territory, such as alternate lifestyles, INTJs tend to apply their receptiveness and independence, and aversion to rules and traditions, to these new ideas as well, resulting in fairly liberal social senses.
Jacks-of-all-Trades - INTJs' open-mindedness, determination, independence, confidence and strategic abilities create individuals who are capable of doing anything they set their minds to. Excelling at analyzing anything life throws their way, INTJs are able to reverse-engineer the underlying methodology of most any system and apply the concepts that are exposed wherever needed. INTJs tend to have their pick of professions, from IT architects to political masterminds.
46 mins · Like

Tymon Trini-t Tensei INTJ WEAKNESSES
Arrogant - INTJs are perfectly capable of carrying their confidence too far, falsely believing that they've resolved all the pertinent issues of a matter and closing themselves off to the opinions of those they believe to be intellectually inferior. Combined with their irreverence for social conventions, INTJs can be brutally insensitive in making their opinions of others all too clear.
Judgmental - INTJs tend to have complete confidence in their thought process, because rational arguments are almost by definition correct - at least in theory. In practice, emotional considerations and history are hugely influential, and a weak point for INTJs is that they brand these factors and those who embrace them as illogical, dismissing them and considering their proponents to be stuck in some baser mode of thought, making it all but impossible to be heard.
Overly analytical - A recurring theme with INTJs is their analytical prowess, but this strength can fall painfully short where logic doesn't rule - such as with human relationships. When their critical minds and sometimes neurotic level of perfectionism (often the case with Turbulent INTJs) are applied to other people, all but the steadiest of friends will likely need to make some distance, too often permanently.
Loathe highly structured environments - Blindly following precedents and rules without understanding them is distasteful to INTJs, and they disdain even more authority figures who blindly uphold those laws and rules without understanding their intent. Anyone who prefers the status quo for its own sake, or who values stability and safety over self-determination, is likely to clash with INTJ personality types. Whether it's the law of the land or simple social convention, this aversion applies equally, often making life more difficult than it needs to be.
Clueless in romance - This antipathy to rules and tendency to over-analyze and be judgmental, even arrogant, all adds up to a personality type that is often clueless in dating. Having a new relationship last long enough for INTJs to apply the full force of their analysis on their potential partner's thought processes and behaviors can be challenging. Trying harder in the ways that INTJs know best can only make things worse, and it's unfortunately common for them to simply give up the search. Ironically, this is when they're at their best, and most likely to attract a partner.
45 mins · Like

Tymon Trini-t Tensei INTJ PERSONALITY AND EMOTIONS
INTJs are defined by their confidence, logic, and exceptional decision-making, but all of this hides a turbulent underbelly - their emotions. The very notion of emotional expression is synonymous with irrationality and weakness to many INTJs, a display of poor self-governance and fleeting opinion that can hardly stand up to the enduring light of factual truth.
This mistrust of emotions is understandable, as Feeling (F) is the most weakly developed trait for INTJs - like any complex tool, skilled hands can use it to remarkable effect, while untrained hands make clumsy and dangerous work.
People with the INTJ personality type take pride in remaining rational and logical at all times, considering honesty and straightforward information to be paramount to euphemisms and platitudes in almost all circumstances. In many ways though, these qualities of coolness and detachment aren't the weapons of truth that they appear to be, but are instead shields designed to protect the inner emotions that INTJs feel. In fact, because their emotions are such an underdeveloped tool, INTJs often feel them more strongly than many overtly emotional types because they simply haven't learned how to control them effectively.
39 mins · Like

Tymon Trini-t Tensei THERE IS NOT A TRUTH EXISTING WHICH I FEAR
This is a challenging paradigm for INTJs to manage, especially younger and more Turbulent types who are already less confident than they would like to appear. These feelings are contrary to INTJs' idea of themselves as paragons of logic and knowledge, and they may go so far as to claim they have no emotions at all. This does not mean that people with the INTJ personality type should be seen as, nor should they aspire to be, cold-blooded and insensitive geniuses living by the mantra that emotions are for the weak. INTJs must understand that this isn't the case, and isn't ever going to be.
More mature and Assertive INTJs find more useful ways to manage their feelings. While they will never be comfortable with a truly public display of emotions, INTJs can learn to use them, to channel them alongside their logic to help them achieve their goals. While seemingly contradictory, this can be done in several ways.
Firstly, INTJs are goal-oriented, with long-term ideas founded on sound logic. When something does cause an emotional reaction, good or bad, that energy can be used to further those goals, aiding rational and pre-determined plans. Secondly, emotions are figurative canaries in the coal mine, indicating that something is off even though logic can't see it yet. These feelings can help INTJs to use their logic to ask questions they may not have thought to ask. "This is upsetting. Why? What can be done to resolve it?"
39 mins · Like

Tymon Trini-t Tensei QUESTION WITH BOLDNESS
In this way, emotions are not INTJs' way of addressing a decision, but rather an indication that a decision needs to be addressed. INTJ personalities' Thinking (T) trait acts as a protective big brother to their Feeling (F) trait - seeing that something has upset the less able sibling, it steps in to take action, letting logic do the talking and resolving the condition rather than complaining about its consequences.
There comes a time though, when logic is simply the wrong tool for the job, when there just isn't a rational solution to a problem, and it is in these situations that INTJs must use their Feeling (F) trait most clearly. INTJs would do well to practice this from time to time, or at least be aware of it, because however they may try, it is impossible to truly separate emotion from the decision-making process. The fact is that INTJs do feel, and deeply, and this makes them better, not worse.
39 mins · Like

Tymon Trini-t Tensei INTJ RELATIONSHIPS
In romance, people with the INTJ personality type approach things the way they do with most situations: they compose a series of calculated actions with a predicted and desirable end goal - a healthy long-term relationship. Rather than falling head over heels in a whirlwind of passion and romance, INTJs identify potential partners who meet a certain range of pre-determined criteria, break the dating process down into a series of measurable milestones, then proceed to execute the plan with clinical precision.
In a purely rational world, this is a fool-proof methodology - but in reality, it ignores significant details that INTJs are likely to dismiss prematurely, such as human nature. INTJs are brilliantly intellectual, developing a world in their heads that is more perfect than reality. People entering this world need to fit this fantasy, and it can be incredibly difficult for INTJs to find someone up to the task. Needless to say, finding a compatible partner is the most significant challenge most INTJs will face in life.
34 mins · Like

Tymon Trini-t Tensei POLITENESS IS ARTIFICIAL GOOD HUMOR
Sentiment, tradition, and emotion are INTJs' Achilles Heel. Social standards like chivalry are viewed by INTJs as silly, even demeaning. The problem is, these standards have developed as a means of smoothing introductions and developing rapport, of managing expectations, the basis of personal relationships. INTJs' propensity for frank honesty in word and action tends to violate this social contract, making dating especially difficult for them.
As they mature, INTJs will come to recognize these factors as relevant, incorporating pace and emotional availability into their plans. But the meantime can be dangerous, especially for more Turbulent INTJs - if they are shot down too many times they may come to the conclusion that everyone else is simply too irrational, or simply beneath them intellectually. If cynicism takes hold, INTJs may end up falling into the trap of intentionally displaying intellectual arrogance, making solitude their choice rather than happenstance.
34 mins · Like

Tymon Trini-t Tensei ALWAYS REMAIN COOL
The positive side of INTJs' “giving up” is that they are most attractive when they aren't trying to be attractive, working in a familiar environment where their confidence and intelligence can be seen in action. Allowing others to come to them is often INTJs' best strategy, and if they perceive a potential to the relationship, they will spare no effort in developing and maintaining stability and long-term satisfaction.
As their relationships develop, INTJs' partners will find an imaginative and enthusiastic companion, who will share their world and at the same time grant a huge degree of independence and trust. While INTJs may never be fully comfortable expressing their feelings, and may spend more time theorizing about intimacy than engaging in it, they can always be relied upon to think out a mutually beneficial solution to any situation.
INTJs seek strong, deep relationships, and trust their knowledge and logic to ensure that their partner is satisfied, both intellectually and physically.
But when it comes to emotional satisfaction, INTJs are simply out of their element. Not every partner has the sort of fun INTJs do in addressing conflicts and emotional needs as puzzles to be analyzed and solved. Sometimes emotions need to be expressed for their own sake, and putting every outburst under the microscope isn't always helpful. If this becomes habit, or INTJs think it may, they are capable of simply ending the relationship, rather than dragging things out.
34 mins · Like

Tymon Trini-t Tensei TRUTH AND MORALITY
INTJs are bewilderingly deep and intelligent people, bringing stability and insight into their romantic relationships. They prize honest, open communication, and all factors of the relationship are open to discussion and change, but this must be reciprocated. INTJs do what they think is right, and sometimes that comes across as cold - it's important to know that INTJs don't make these decisions lightly. They spend a tremendous amount of time and energy trying to understand why and how things go wrong, especially if they've devoted themselves to the relationship, and they certainly hurt deeply when things fall apart.
The challenge is finding partners who share those same values - though Intuitive (N) types are uncommon, they may be a must for many INTJs, as sharing this trait creates an immediate sense of mutual belonging. Having one or two balancing traits, such as Extraversion (E), Feeling (F), or Prospecting (P) can help to keep a relationship dynamic and growth-oriented by keeping INTJs involved with other people, in touch with their emotions, and open to alternate potentials.
34 mins · Like

Tymon Trini-t Tensei INTJ FRIENDS
People with the INTJ personality type tend to have more success in developing friendships than they do with romantic relationships, but they none-the-less suffer from many of the same setbacks, substituting rational processes for emotional availability. This intellectual distance tends to go both ways, making INTJs notoriously difficult to read and get to know, and making INTJs not want to bother reading anyone they think isn't on their level. Overcoming these hurdles is often all but impossible without the sort of instant connection made possible by sharing the Intuitive (N) trait.
29 mins · Like

Tymon Trini-t Tensei NO PERSON WILL COMPLAIN FOR WANT OF TIME WHO NEVER LOSES ANY
INTJs tend to have set opinions about what works, what doesn't, what they're looking for, and what they're not. These discriminating tastes can come across as arrogant, but INTJs would simply argue that it's a basic filtering mechanism that allows them to direct their attentions where they will do the most good. The fact is that in friendship, INTJs are looking for more of an intellectual soul mate than anything else, and those that aren't prepared for that kind of relationship are simply boring. INTJs need to share ideas - a self-feeding circle of gossip about mutual friends is no kind of social life for them.
INTJs will keep up with just a few good friends, eschewing larger circles of acquaintances in favor of depth and quality.
Further, having more than just a few friends would compromise INTJs' sense of independence and self-sufficiency - they gladly give up social validation to ensure this freedom. INTJs embrace this idea even with those who do fit into their social construct, requiring little attention or maintenance to remain on good terms, and encouraging that same independence in their friends.
When it comes to emotional support, INTJs are far from being a bastion of comfort. They actively suppress their own emotions with shields of rationality and logic, and expect their friends to do the same. When emotionally charged situations do come about, INTJs may literally have no clue how to handle them appropriately, a glaring contrast from their usual capacity for decisive self-direction and composure.
28 mins · Like

Tymon Trini-t Tensei BUT FRIENDSHIP IS PRECIOUS
When they are in their comfort zone though, among people they know and respect, INTJs have no trouble relaxing and enjoying themselves. Their sarcasm and dark humor are not for the faint of heart, nor for those who struggle to read between the lines, but they make for fantastic story-telling among those who can keep up. This more or less limits their pool of friends to fellow Analysts (NT) and Diplomat (NF) types, as Observant (S) types' preference for more straightforward communication often simply leaves both parties frustrated.
It's not easy to become good friends with INTJs. Rather than traditional rules of social conduct or shared routine, INTJs have exacting expectations for intellectual prowess, uncompromising honesty and a mutual desire to grow and learn as sovereign individuals. INTJs are gifted, bright and development-oriented, and expect and encourage their friends to share this attitude. Anyone falling short of this will be labeled a bore - anyone meeting these expectations will appreciate them of their own accord, forming a powerful and stimulating friendship that will stand the test of time.
28 mins · Like

Tymon Trini-t Tensei INTJ PARENTS
Parenting, like so many other person-to-person relationships, is a significant challenge for INTJs. Being so heavily invested in rational thought, logic, and analyzing cause and effect, INTJs are often unprepared for dealing with someone who hasn't developed these same abilities who they can't simply walk away from. Luckily, INTJs are uniquely capable of committing to a long-term project, especially one as meaningful as parenthood, with all the intellectual vigor they can muster.
24 mins · Like

Tymon Trini-t Tensei I HOPE OUR WISDOM WILL GROW WITH OUR POWER...
First and foremost, INTJ parents will likely never be able to deliver the sort of warmth and coddling that stereotypes say they should. INTJs are rational, perfectionistic, often insensitive, and certainly not prone to overt displays of physical affection - it will take a clear and conscious effort on their part to curb and adapt these qualities to their children's needs, especially in the younger years. If they have an especially sensitive child, INTJs risk inadvertently trampling those sensitivities or coming across as cold and uncaring.
Even less sensitive children will need emotional support from time to time, especially as they approach adolescence - INTJs, even more so than other Analyst (NT) types, struggle to manage their own emotions in a healthy way, let alone others'. As a result, INTJs tend to avoid “unproductive” emotional support, instead taking a solutions-based approach to resolving issues. This is where INTJs are strongest - assessing a dilemma to find the underlying cause and developing a plan to solve the problem at its source.
INTJ parents don't just tell their children what to do, though - they prompt them, make them use their own minds so they arrive at the same conclusions, or better ones still.
INTJs also recognize that life is often the best teacher, and they will tend to be fairly liberal, allowing their children to have their own adventures and make their own decisions, further developing these critical thinking skills. This isn't to say that INTJs parents are lenient - far from it - rather, they expect their children to use their freedom responsibly, and often enough the weight of this expectation alone is enough to lay out understood ground rules. When they need to though, INTJ parents will communicate openly and honestly with their children, believing that knowing the truth is better than not knowing, or worse yet, simply being wrong.
24 mins · Like

Tymon Trini-t Tensei ...AND TEACH US THAT THE LESS WE USE OUR POWER, THE GREATER IT WILL BE
If their children are receptive to this approach, INTJ parents will find themselves respected and trusted. INTJs are excellent communicators when they want to be, and will frame problems as opportunities for personal growth, helping their children to establish their own brand of rational thinking and independent problem-solving skills to be applied to more and more complex situations as they grow, building their confidence as they make their own way. INTJs' ultimate goal as a parent is to ensure that their children are prepared to deal with whatever life throws their way.
All this is the exertion of INTJs' core philosophy of intelligent self-direction, and in this way they try to mold their children in their own image, working to create capable adults who can go on to use their own minds, solve their own problems, and help their own children in the same way when the time comes. INTJs understand that this can't happen if they shield their children from every source of ill and harm, but believe that if they give their children the right tools, they won't have to.
24 mins · Like

Tymon Trini-t Tensei INTJ CAREERS
Professional competence is often the area in which INTJs shine most brilliantly. Their capacity for digesting difficult and complex theories and principles and converting them into clear and actionable ideas and strategies is unmatched by any other type. INTJs are able to filter out the noise of a situation, identifying the core thread that needs to be pulled in order to unravel others' messes so that they can be rewoven into something at once beautifully intricate and stunningly simple in its function.
The real challenge for INTJs is that in order for their innovative (and to less insightful individuals, seemingly counter-intuitive) ideas to be heard, they need to have a friendly ear to bend, and developing an amiable rapport with authority figures is not exactly in INTJs' list of core strengths. In their early careers, INTJs will often have to suffer through menial tasks and repeated rejections as they develop their abilities into a skillset that speaks for itself.
INTJs will often find ways to automate routine and mind-numbing tasks, and as they progress, their natural confidence, dedication, and creative intelligence will open the doors to the increased complexity and freedom they crave.
20 mins · Like

Tymon Trini-t Tensei WHERE'S MY DRAWING BOARD?
INTJs tend to prefer to work alone, or at most in small groups, where they can maximize their creativity and focus without repeated interruptions from questioning colleagues and meetings-happy supervisors. For this reason INTJs are unlikely to be found in strictly administrative roles or anything that requires constant dialogue and heavy teamwork. Rather, INTJs prefer more "lone wolf" positions as mechanical or software engineers, lawyers or freelance consultants, only accepting competent leadership that helps in these goals, and rejecting the authority of those who hold them back.
Their independent attitude and tireless demand for competence mean that INTJs absolutely loathe those who get ahead by seemingly less meritocratic means like social prowess and political connections. INTJs have exceptionally high standards, and if they view a colleague or supervisor as incompetent or ineffective, respect will be lost instantly and permanently. INTJs value personal initiative, determination, insight and dedication, and believe that everyone should complete their work to the highest possible standards – if a schmoozing shill breezes through without carrying their own weight, they may find INTJs' inventiveness and determination used in a whole new capacity as the winds turn against them.
20 mins · Like

Tymon Trini-t Tensei TIMID MEN PREFER THE CALM
As their careers progress further and their reputation grows, so will the complexity of INTJs' tasks and projects. INTJs demand progress and evolution, new challenges and theories, and they often accomplish this by pushing into more active strategic positions. While they don't care for the spotlight, INTJs do enjoy controlling their ideas, and will often expand into low-profile but influential roles as project managers, system engineers, marketing strategists, systems analysts, and military strategists.
But really, INTJs' vision, creativity, and competence in executing their plans make them viable in just about any career that requires them to think about what they're doing. While some careers, such as low-level sales and human resources, clearly do not play to their strengths, INTJs are able to build a niche into just about any institution, including their own, that they put their minds to.
20 mins · Like

Tymon Trini-t Tensei INTJ IN THE WORKPLACE
Above all else, INTJs want to be able to tackle intellectually interesting work with minimal outside interference, no more, no less. Time-consuming management techniques like trust-building getaways, progress meetings, and drawn-out, sandwiched criticisms are only going to annoy INTJs - all they need, be they subordinate, colleague, or manager, is to meet their goals with the highest standard of technical excellence and to be surrounded by, if anyone at all, people who share those values.
On paper this makes them appear to be exemplary employees, and in many ways they are, but there are many types, especially those with a combination of the Observant (S) and Feeling (F) traits, who will find a work (or any other) relationship with INTJs extremely challenging. INTJs have a fairly strict code of conduct when it comes to their work, and if they see coworkers valuing social activities and "good enough" workmanship over absolute excellence, it will be a turbulent environment. For this reason, INTJs tend to prefer to work in tight, like-minded groups - a group of one, if necessary.
16 mins · Like

Tymon Trini-t Tensei INTJ SUBORDINATES
INTJs are independent people, and they quickly become frustrated if they find themselves pushed into tightly defined roles that limit their freedom. With the direction of a properly liberal manager, INTJs will establish themselves in a position of expertise, completing their work not with the ambition of managerial promotion, but for its own intrinsic merit. INTJs require and appreciate firm, logical managers who are able to direct efforts with competence, deliver criticism when necessary, and back up those decisions with sound reason.
Note that it is INTJs' expectations of their managers that are being defined here, and not the other way around, as with some other personality types. Titles mean little to INTJs - trust and respect are earned, and INTJs expect this to be a two way street, receiving and delivering advice, criticisms and results. INTJs expect their managers to be intelligent enough and strong enough to be able to handle this paradigm. A silent INTJ conveys a lack of respect better than all their challenges ever will.
16 mins · Like

Tymon Trini-t Tensei INTJ COLLEAGUES
Active teamwork is not ideal for people with the INTJ personality type. Fiercely independent and private, INTJs use their nimble minds and insight to deflect personal talk, avoid workplace tension, and create situations where they aren't slowed down by those less intelligent, less capable, or less adaptable to more efficient methods. Instead, they will likely poke fun by forcing them to read between the lines and making them deal alone with work that could have been easier if they'd only taken INTJs' suggestions.
INTJs are brilliant analysts, and will likely gather a small handful of trusted colleagues to involve in their brainstorming sessions, excluding those who get too hung up on details, or who otherwise have yet to earn their respect. But more likely, INTJs will simply take the initiative alone - INTJs love embracing challenges and their consequent responsibilities, and their perfectionism and determination usually mean that the work comes out clean and effective, affording INTJs the twin joys of solitude and victory.
15 mins · Like

Tymon Trini-t Tensei INTJ MANAGERS
Though they may be surprised to hear it, INTJs make natural leaders, and this shows in their management style. INTJs value innovation and effectiveness more than just about any other quality, and they will gladly cast aside hierarchy, protocol and even their own beliefs if they are presented with rational arguments about why things should change. INTJs promote freedom and flexibility in the workplace, preferring to engage their subordinates as equals, respecting and rewarding initiative and adopting an attitude of "to the best mind go the responsibilities", directing strategy while more capable hands manage the day-to-day tactics.
But this sort of freedom isn't just granted, it's required - those who are accustomed to just being told what to do, who are unable to direct themselves and challenge existing notions, will have a hard time meeting INTJs' extremely high standards. Efficiency and results are king to INTJs, and behaviors that undermine these conditions are quashed mercilessly. If subordinates try to compensate for their weakness in these areas by trying to build a social relationship with their INTJ managers, on their heads be it - office gossip and schmoozing are not the way into INTJs' hearts - only bold competence will do.
15 mins · Like

Tymon Trini-t Tensei CONCLUSION
Few personality types are as mysterious and controversial as INTJs. Possessing intellect and strategic thinking that allow them to overcome many challenging obstacles, INTJs have the ability to both develop and implement a plan for everything, including their own personal growth.
Yet INTJs can be easily tripped up in areas where careful and rational thinking is more of a liability than an asset. Whether it is finding (or keeping) a partner, making friends, reaching dazzling heights on the career ladder or adapting to the unpredictable, INTJs need to put in a conscious effort to develop their weaker traits and additional skills.
What you have read so far is just an introduction into the complex concept that is the INTJ personality type. You may have muttered to yourself, "wow, this is so accurate it's a little creepy" or "finally, someone understands me!" You may have even asked "how do they know more about me than the people I'm closest to?"
This is not a trick. You felt understood because you were. We've studied how INTJs think and what they need to reach their full potential. And no, we did not spy on you – many of the challenges you've faced and will face in the future have been overcome by other INTJs. You simply need to learn how they succeeded.
But in order to do that, you need to have a plan, a personal roadmap. The best car in the world will not take you to the right place if you do not know where you want to go. We have told you how INTJs tend to behave in certain circumstances and what their key strengths and weaknesses are. Now we need to go much deeper into your personality type and answer "why?", "how?" and "what if?"
This knowledge is only the beginning of a lifelong journey. Are you ready to learn why INTJs act in the way they do? What motivates and inspires you? What you are afraid of and what you secretly dream about? How you can unlock your true, exceptional potential?
Our premium profiles provide a roadmap towards a happier, more successful, and more versatile YOU! They are not for everyone though - you need to be willing and able to challenge yourself, to go beyond the obvious, to imagine and follow your own path instead of just going with the flow. If you want to take the reins into your own hands, we are here to help you.

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:34 pm

Argus Card Control System Manual

The Fourth Restriction: Energeist; Restriction of Chakra/Energy

Elements
Based off of the Kinesis Chart, there are several different elements that govern each of the kineses. These are the elements, otherwise known as the 'Will of The Elements.' Each card is imbued with a special elemental energy based upon the thirteen categories of elements. There are 11 Individual elements, 2 that encompass all elements, 4 primary elements and 3 upgrades to each element. They are shown in the chart below.

Primary Element - Secondary Element - Tertiary Element
Fire - Plasma - Light/Divine
Wind - Spirit - Dark/Death
Earth - Metal - Life/Beast
Water - Psychic - God/All

With this he is able to Generate, Create and Manipulate any of the following;

Psychokinesis/Telekinesis - Matter, Energy and Motion.
Microkinesis - Small scale objects precisely, such as cells, microorganisms, etc.
Macrokinesis - Large scale objects precisely, such as space, the universe, the macrocosm, etc.
Chromokinesis/Atmokinesis - All forms of the Weather and forces of nature.
Hydrokinesis/Aquakinesis - Water and Liquids.
Aerokinesis/Dracokinesis - Wind/Air, Gas and Force.
Biokinesis - Life, DNA, and Living Beings.
Vitakinesis- Health and Harm (physical, spiritual, mental etc.)
Botanokinesis - Plants and Nature.
Geokinesis/Terrakinesis - Minerals/Ground/Earth.
Fulgurkinesis/Magnokinesis - Electricity, Magnetism and Fields/Force.
Technokinesis - Mechanics/Machines, Technology and Data.
Thermokinesis - Temperature.
Metakinesis - Metals.
Pyrokinesis - Heat/Fire.
Cryokinesis - Cold/Ice
Chronokinesis - Time.
Chrono-Telekinesis - Move other objects through time.
Audiokinesis/Echokinesis - Sound and Vibrations.
Photokinesis- Light/Sight.
Umbrakinesis- Darkness/Shadows.
Retrokinesis - Outcome of Future Events (Past, Present, Future)
Gravitokinesis/Gyrokinesis- Gravity, Gravitational Fields and Force.
Necrokinesis - Dead, Death, Undead.
Astrokinesis/Cosmokinesis - Astral or Cosmic Energy.
Cthonikinesis - Nether energy
Ergokinesis - Energy
Mystokinesis - Magic
Nihilikinesis - Nothingness
Neurokinesis/Mnemokinesis - Minds/Memories, Thoughts
Oneirokinesis - Dreams
Essekinesis - Reality
Omnkinesis - All things in form of Kinesis (13th Restriction only)


Restriction 33; The Eclipse: The restriction bound to this mask is that which forces the chakras into alignment through utter insanity, allowing for all the insanity to flow out explosively and horrendously, yet be utilized in a non-destructive way. With the insanity flowing so freely and harmonizing with everything, it begins to share energy with all of nature itself around him through the use of his mastered "Sennin (Sage) Chakra." With this, he is able to completely control and become one with all of nature around him, and bend the elements to his will. Thus, he is allowed to go just as crazy as he wishes without him actually causing harm to anything around him except for his target, which he normally had such a hard time doing. He can control his energy so potently that he can create large scale attacks that would destroy the planet and convert that energy into energy to help the planet. Very useful as a stress relieving Geist. In short, Khrona's insanity drives him to control of nature itself, a forced, harmonic Sage Mode.f

Tenseigan Level 4; Hyper Reception: An adaptive version of the Hyper Perception fit to the restriction of this particular mask. This leads to Hyper Reception. In Sage Mode, Hyper Reception allows for Khrona to see all forms of chakra and intake their understanding, allowing him to thereby instantly mold his chakra into any shape, form or state of being he so chooses that utilizes natural sage energy. Thus, he uses the elements to perfection by just looking at them and understanding them. He is also able to see all energy at all times flowing 360 degrees around him, and activates his Hyper Reception when it enters his barrier of sight. With the focus of his Insanity and his Hyper Reception, Khrona is able to take the form of all forms of energy, nature, and chakra as he sees fit, becoming animals, elements and forces and such simply through his sight and understanding.

Fully Insane, Sage Mode; Nightshade Badass, the Witch Doctor Sage of the Void

Classified as Khrona's normal Sage Mode, this is when his chakra control is at its best, and his Kinesis (Sage Chakra) is the only thing he uses. He is perfectly in tune with all of his surroundings through utter and pure harmony of mind, body and soul,, calling forth the forces of nature to do his will through his ouwn energy(as, he becomes one with nature), and alters the elements around him to fit his energetic state just he is in. Basically, he controls the natural energy with pinpoint precision and control. He utilizes 'Sage Chakra' known as 'Chi', 'Soul Energy', 'Life Energy' or 'Psynergy,' which one learns from the very elements themselves, somewhat like the Sage of the Black Swamp (Kaerei/Rei/Shinrei). With this understanding, he can go as crazy as he wants with nature and never have to actually harm it, because he is always in control of what he is doing with nature. Completely and utterly in tune. He can take the form of any and all energies natural as he sees fit, and call upon their aid with ease, alter them to his will and use them in any way he wishes.

While Sage Mode is active, Khrona releases Insanity Static from his body, mind and soul all at the same time, generating it internally infinitely. This insanity becomes one with the nature around and shares its natural energy. Because his insanity is shared and powered by both himself and nature itself, his chakra control, chakra output, physical strength and other aspects of his body, mind and soul become incredibly powerful, in a sort of sacred insane balance with energy itself. Basically, he merges his negativity with the positivity of nature to keep himself from destroying everything in such an unstably stable state. It also keeps intruders away and at bay at all times.

By being receptive of all energies, Khrona shares and absorbs energy from other things the closer they are to him. Thus, it is difficult to combat him from close range, since he will drain all of your natural energy more potently the closer you are to him, since he is not trying to share energy with you, but drain you dry. If they aren't sucked out, they are unwillingly crushed and destroyed by his insane will, to avoid others from even the thought of attempting to overwhelm him in this state. They are totally destroyed once they enter his mind if they resist being absorbed. Because of his absorbative properties, everything that comes near Khrona that resists his power becomes unstable, insanely weak and decrepit. With this, he may spread natural ailments such as sickness, plague and insanity into others just by being around them for too long, and deteriorate their souls from just being near.

Insanity Static: With the Insanity Static, Khrona can destroy the rationality of those near him or that he chooses, and spread and infect them with insanity if they stay too close to him. This is because Khrona omits his own insanity from himself as the Insanity Static constantly, which always surrounds his body in an aura-like fashion, though it looks like red and black electricity just crackling around him randomly. When controlled, it takes the shape of energy of any kind around him, brought to be by the Hyper Reception. So, in this form Khrona's natural energy creates an aura of larger proportions the more insane he gets and the more energy he takes in. The range of his destructive Insanity Static is shown by the size of this aura. Because it is constantly growing the more insane he gets, it also gets more powerful, and anyone who comes that close will instantly struggle with the battle of both Khrona's mind fighting them and their own minds fighting on them, as well as all of the insanity of nature fighting against them as well. This causes great susceptibility to be locked within their own minds with such an instantaneous surge, completely locking up all body, mind and soul activity with such power, until they are out of the radius of the Insanity Static. With his eyes, this insanity can be shot straight into someone's body, mind or soul and instantly and paralyze their source of energy, locking up all energy flow of all kinds through pure and utter insanity. Nothing gets through this insanity. Nothing.

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:35 pm

Card System Setup

Setup

Books/Grimoires
There are numerous Books that are used, each having a specific purpose.

Playbook: The Playbook is the ‘Player’s Personal book that handles their own personal settings and equipment, as well as what they take from themselves and set ‘In Play,’ or what they take from being ‘In Play’ and making only ‘Personal.’ This shifts cards from Universal to In Play through an entire linear Energy Transfer basic formula process.

Ruler - Commander

House - Number

World - Suit

Sephirah - Body Part

Chakra - Body Element

Choir - Host

Unit - Piece

Direction - Position

Coordinate - Period

Instruction - Placement

Command


Guidebook/Spellbook: The book that allows the knowledge of what is to come as well as what has or already is in occurrence. These dictate when Shifts are to be made, as well as in what way to engage. These can be considered the 'Motions of the Master,' with the 'In Play' cards being the effects. They are for guidance, and show what it is that must occur or that will occur. Every time there is an occurrence matching, a page is turned and there is a shift.

Command Book (Red Book): The book that gives Order or Command to a Card.

Instruction Book (Black Book): The book that gives Direction, Placement or Position to a Card.



Cards and their Rules (How they Function)

Commands and Orders

Commands
There are many basic commands (which may or may not be substituted with a synonym or expressed in detail during play) that are indicative of the placement and action of the cards in play. These are 'Set, Initiate, Activate, Engage' and 'Shift.'

Command Template (Full Formula/6): Ruler/Player (Object/Cause/Affluence) :: House/Sephirah (Medium/Measurement) : Chakra/Choir (Rank/Direction) ; Unit/Element (Piece/Placement) - Command (Position/Period) ~ Instruction (Subject/Effect/Influence) = Target.

Real (5) Expert/Extended Command Template: Ruler/Sephirah/House/Chakra/Choir/Unit/Element :: Sephirah/House/Chakra/Choir/Unit/Element : House/Chakra/Choir/Unit/Element ; Chakra/Choir/Unit/Element/Command/Instruction - Unit/Element/Command/Instruction = Target

Elemental (4) Advanced Command Template: Rule/Sephirah/House/Chakra/Choir/Unit/Element :: Sephirah/House/Chakra/Choir/Unit/Element : House/Chakra/Choir/Unit/Element ; Command/Unit/Element/Instruction = Target

Physical (3) Common Command Template: Ruler/Sephirah/House/Choir/Chakra :: Sephirah/Command/Choir/House/Unit : Unit/Choir/House/Instruction/Command = Target

Spiritual (2) Basic Command Template: Ruler/House/Chakra/Sephirah/Choir/Unit/Command :: House/Chakra/Sephirah/Choir/Instruction = Target

Mental (1) Simplified Command Template: Ruler/House/Chakra/Sephirah/Choir/Element/Unit/Command/Instruction = Target


Card Settings
Active - Cards that are 'In Play' or 'Engaging' currently.
Active Cards

Universal - Cards that are 'Set' or 'Deployed' currently.

Standby - Cards that are 'Initializing' or 'Benched' currently.

Initialize -

Reactive - Cards that are used in reaction to the effects of another. Any card that has a 'Reactive' trait can be used immediately wherever it is, but it is then immediately used up and must be shifted out of play and replaced immediately with a card from the 'Clarity' book, no matter what the position may be.

Captured - Cards that have been taken control of. This can come from 'Engagement' or from a 'Card Effect.'

Zero - Cards that have been removed from play. Erased. Destroyed. Instead of 'Capturing' a card, one can choose to 'Erase' the card, instead. Some cards have the specific effect of complete Erasure naturally.



Set: Indicative of the setting of a card in play. This is the most basic and neutral, universal and general command and presence as a variable alone, which only brings the card into its position. Its effects affect the playing field as well as the cards that are Actively in Play, and have an effect on what they are doing and what their effects will do (Based On Their Piece And Positioning; Ex. White Knight :: Offense : Set ; Etc). The ‘Passive’ or ‘Natural’ Effects remain perpetually active on the field as long as the card is face up, and differ from the ‘Active’ effects. It is always active. The 'Setting,' which is the placement of the 'Collected' energy that is being Transferred to a different place...

Shift: Indicative of the cyclical rotation of cards and energy throughout the system. The Shift cards are those that keep the rotation in order, and there are many stages of 'Shifting' energy that occur on higher scales. They are, as follows in order from largest to smallest; Cycle Shift , Phase Shift, Turn Shift, Setting Shift. These may also be brought upon by 'Shift Cards'

-'Harvest,' which is the extraction of an energy that is currently 'Set' in place of a new 'Set' energy, which then becomes something that is readily accessible to be 'Engaged' at any given time… The 'Collection,' which is the extraction of an energy already active and Containing it in order to Transfer its energy...

-Standby: Indicative of the card that has been actively ‘Set’ or ‘In Play’ in its neutral ‘Set’ position. Causes the energy within the card to be shifted into a ‘Conservative’ or ‘Manual’ mode that doesn’t function ‘Automatically’ like the ‘Set’ mode. It retains the energy within, ready to release on command, but will not release ‘Automatically’ and needs the ‘Manual’ input of the command to actually use. Otherwise, ‘Energy Saving.’

--Initiate: Indicative of the card that has been placed on 'Standby,' undergoing an initialization sequence in waiting for activation during the next turn. It only activates when ‘Initiated’ and otherwise will always be lingering on ‘Standby’ mode to conserve energy. Instead of remaining ‘Active,’ as it would when ‘Activating’ from being ‘Set,’ when ‘Initiated’ from ‘Standby,’ the ‘Active’ effect does not remain ‘Active,’ as it would if it were ‘Active.’

-Activate: Indicative of the card that has been actively ‘Set’ or ‘In Play’ in its neutral ‘Set’ position.' Causes the energy within the card to come forth and the effects of the card to become direct and automatically put into motion. The command of putting any card that is not in play in motion. This activates the innate effects of the card in play and leaves them actively in effect. It is the ‘Automatic’ mode that contrasts the ‘Standby’ Command’s ‘Manual’ mode. This means it will adjust, adapt and continue to exert energy automatically and autonomously instead of on command. There is the 'Activation,' which is the utilization of the Page you have taken and the using of its energy Actively...

--Engage: Indicative of any ‘Active’ card in play directing its energy in a certain direction, and can only be called for an ‘Active’ card. Once its effects are active, the card may then 'Engage' with any other target in play and depending on effects, some that are not. Engagements may occur in a variety of ways, but end up always being a direct effect to something else. And then the 'Engagement,' which is the Transfer of the 'Harvested' energy in place of the empty energy where you had first 'Activated,' thus creating a complete cyclical system of perfect Energy Transfer; a sort of 'Indirect' function that happens automatically, where the 'Activation' is 'Direct'.... Offense and Defense.




Battle System
Usage of the 'Spellbook.' Whenever making a move for the Master Cards, one uses the Spellbook to see what the Master Cards do, then shift the In Play cards. Any of the 'In Play' cards are active for battle or 'Engagement,' however 'Standby' cards as well as 'Set' cards have the power to influence the Battle System, as well.

-------------------------------------------------

Support Decks
Decks that are specifically made to support the player. Gives information on Equipment, Active Terrain or Field, Supplementary Items and Active Assists, all of which come from their own specific decks.

Technique Deck: Techniques such as 'Offensive/Defensive, Supportive, or Debilitative' are drawn unto the Universal Energy Space where its energy is processed and drawn down gradually as necessary into desired place on Body Chakra Chart. The power is dictated by the Number cards. These 'techniques' can be used in any way deemed fit anywhere from the Body or in the Universe, unless already equipped to the Body, where only that specific technique may be used from there. Technique Cards can also be appointed to other active cards in play (Such as Player Cards).

Pigeonholing Books of Spell = Crystal Grimoire
Book of Taiyou = Tabrith

Terrain Deck: Explains the energy of the self or others, the literal terrain of the area, or the universal energy of the atmosphere. Navigation and field bonuses are active.

Mausoleum of the Emperor = Pharaoh's Labyrinth

Item Deck: Explains the items equipped to one or at one's disposal at the time, capable of being equipped anywhere on the Player in any of the Chakra as deemed fit. Explains the supporting items one is given, has, or that are in the energetic atmosphere that are capable of being used to both help or hinder in any way the Player deems fit, be it to the self or to others.

Potions

Assist Deck: Explains the assisting energies of the self, other influences or the universe through people, self, things or events. Each Assist Card carries with it either a Known or Unknown assistance. known Assistances are assigned whilst unknown have yet to be assigned or discovered. Upon discovery, assignment and confinement happens immediately.

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:35 pm

Card Tiers

Each Tier of cards have a different selection of 'Effects' based on their level, even if they are the same card (usually containing different card art.) Whichever ones are located in each Tier is what their effects are based on the level of power, commonness and effect.


Tier 1 - Basic

The most common, easiest to use, and most primary. Their effects are simple and easy to understand.


Koffing - Poison Bomb : A burst of harmful, dirty or detrimental 'Poisonous' Energy. Can be anything that has an inherent property that tends to destroy life or impair health, to describe something filthy or disgusting, or that is generally detrimental to the benefit of others.

Slugma (Slow Burn)

Diglett (Mole) : Searches underground for underlying things below the surface.

Tier 2 - Advanced

Slugma (Hot Water)

Diglett (Dig) : Goes for a deep, thorough search in the depths deep below the surface.

Brock's Dugtrio

Tier 3 - Master

Dark Wartortle - Mob Boss

Magcargo (Molten Bloodbath)

Blaine's Mankey - Monkey Business

Arcanine (Legendary Hero)

Entei (Legendary Knight of Fire)

Moltres (Rising Phoenix)

Surskit (Stider); Capable of jumping however far ahead or behind another card. Whatever it jumps ahead of is brought along with it, whilst everything it jumps behind is immediately erased and sent to the Zero World or to respective Energetic decks.

Dugtrio (Excavate) : Searches the deepest, darkest depths to find whatever lurks at the very root at the bottom.


-----------------------------------------------









Trainer Pokemon Cards
Trainer Pokemon always return to the energy deck of their trainer's respective elemental type or to the Assist Deck. Never put them in the Body Chakra deck rotations,but freely use them within the Body Chakra activation process. Trainer Pokemon cards count as 'Energy Assists,' as they carry the 'Will of the Elemental Deck' they are from at all times, taking these being into account as 'Elemental Spirits.' Think of the Element itself as the trainer and the being it uses of its own Will at the time as the 'Trainer Pokemon Card.'

Abras; Capable of warping anywhere at anytime when they are in the field or in sight. They may warp to switch cards, warp to the location of a different card or warp themselves out of play. They warp as many times as they wish until they are completely out of play and remain active until then.







Super Rod (Absolute Connection Line)

Seel (Diver)

Dewgong (Deep Diver)

Slowpoke (Patient Peon): Corrodes Defenses over time.

Slowbro (Patient Power): Corrodes both Offenses and Defenses.

Slowking (Patient Primarch): Corrodes all that stands in its way gradually.


Krabby

Kingler

Sandslash

Swellow

Bellsprout (Budding Growth); he beginning of a new sprouting growth in a certain area. The beginning process of a power up/level up

Exeggcute (Hatch Growth) he hatching and harvesting of something. Revealing of what has been growing and the harvesting of said growth.

Magikarp; Spontaneous evolution. This causes for the exponential growth in order to evolve from one stage to the next in an instant, signified by whatever card is next in the lineup to replace it.



Zubat (Leechbat); Life Siphon: Absorbs single energy from target and takes it into self.

Golbat (Drainbat); Vampiric Absorption: Absorbs all energy from target and takes it into self.

Ditto; Transforms into any card it wishes at any given time.





Clefairy (Magic Fingers)

Clefable (Magic Receptors)

Sentret (Magic Scout/ Intel Retieval)

Teddiursa (Magic Charm/ Universal Charmer)

Meowth (Magic Ears/Cat Eyes)

Persian (Magic Listener/ Cat Predator)

Spearow (Magic Flier/ Bird's Eye View)

Fearow (Magic Seeker/ Hawkeye Scope)

Pidgey (Magic Peon/ Pigeon Coat): Becomes among the Pigeons in order to flush them out.

Pidgeotto (Magic Servant/ Pigeon Pecker): Pinpoints Pigeons.

Pidgeot (Magic Savior/ Bird Jesus): Leads Pigeons to salvation.

Taillow (Magic Skydiver/ Machspeed Scout)

Swellow (Magic Jet/ Machspeed Sky Cutter)

Jigglypuff (Magic Melody/ Mystic Song): Narration, speaking, singing, etc of events that are currently occurring. Can also be used to lower guard of others.

Wigglytuff (Magic Voice/ Mystic Muse): Narration, speaking, singing, etc. Events into existence or foretelling of events to come in the near future. Also can be used to entrance others.

Rattata (Magic Nose/ Rat Viewer): Senses people that are causing bad events, or 'rats', and finds out who they are. This can be used to find out other bad things as well.

Raticate (Wulfrat) (Magic Scavenger/ Rat Finder): Searches for people that are causing bad events and locates them immediately. This can be used to search for other bad things as well.

Dratini (Magic Wyrm/ Miracle Diver)

Dragonair (Magic Wyvern/ Majestic Legend)

Dragonite (Magic Dragon/ Crystal Dragon)



Ekans (Black/Swamp Diver): Senses evil and taintedness in others. Can also be used to get inside of anything guarded.

Arbok (Evil/Snake Eyes): Immediately locates and pinpoints evil and weaknesses in others and focuses on them. Can also be used to cut deep into the very raw core of other people and events.

Koffing (Toxic Mine/Swamp Bubble); An explosion of something taboo and highly unstable. Those that are tainted become poisoned and it is brought to the light.

Weezing (Zero Bomb/Swamp Grenade): An explosion of something extremely taboo or forbidden or feared. Those that are tainted become poisoned and brought to the light.

Grimer (Deconstruction/ Swamp Puddle): Deconstructs or disintegrates something entirely. Basically, taking it completely apart.

Muk (Cosmic Meltdown/Black Swamp): A meltdown that immediately destroys whatever it is used on and sends it to the Zero World.



Nidoran Male (Hedgehare)

Nidorino (Spike Rabbit)

Nidoking (King of Thorns/Rozen Master)

Nidoran Female (Nettlebunny)

Nidorina (Briar Rabbit)

Nidoqueen (Queen of Thorns/ Rozen Mistress)

Goop Gas Attack (Black Wave)



Gastly (Shadow Eyes)

Haunter (Shadow Hands/Claws)

Gengar (Living Shadow)

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:36 pm

Effect Cards

Cards that are specifically made to alter the effect of another card. Though they are typically for support, they are generally able to be used alone, as well.

Card Effects
Cards have many different effects based on their place in the system. There is the 'Active Effect,' or 'Playing Effect,' there is an 'Engagement Effect,' or 'Direct Effect.' a 'Natural Effect' or 'Passive Effect' and a 'Universal Effect.'

Active Effect: When setting a card into place in whatever position it is in, immediately use its effect based on its position. This is the 'Playing Effect.' Not specific to the 'In Play' area.

Engagement Effect: Only active to the cards in the 'In Play' area and nowhere else. Directs the effect of the card at the target, giving more specific control as to what is being done rather than simply having it set out. Cannot be utilized by Universal or Standby cards.

Natural Effects (Passive): The card that is on 'Standby' has a supportive 'Natural Effect' that allows one to know when it needs to be activated. Whilst on 'Standby' through 'Initialization' sequence, the card will have passive effects on the cards in play, effecting those that are 'In Play' with whatever Passive Trait the card on Standby may have. Effects vary from card to card, some more subtle, some more direct.

Universal Effects: Free Energy to be manipulated as seen fit. It is effective universally in the universe, thereby effecting everything rather than just the target. Because the energy can be freely manipulated by the user, it ends up having a multipurpose effect, and is far more general than when it is put into play. It is more like drawing something from the universe, setting it into motion in the universe, than reaping the benefits of it later when it reaches 'Standby' and 'In Play' phases, already having gained enough universal energy in the universe to give it strength by the time it gets there. Helps to keep on track, create a universal scope for attacking, defending, supporting, etc. Whatever is necessary. Universal effects tend to show up in ways that can be either subtle or blunt, so careful attention to 'Universal Effect' cards that are set is important.




Flashbang - Burst : A very quick, sudden explosion. Typically gives a wide-spread effect.


_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:36 pm

Playing Fields

Player Info
The Player is identified by their Body Chakra Chart. This establishes how the vessel itself is controlled immediately/presently. Each of the Chess Pieces makes up the entirety of the Player and their energies may be switched throughout any places of the body as necessary or at will, meaning no one Chakra will ALWAYS be the SAME chess piece if one does not wish.

Effects the entirety of the Self and how the Self is used both Internally and Externally. Basically, the 'Player Layer' for 'Individuals.'

13th
Mode - Other : Settings for what 'Mode' one is in. (Ex. Business Mode)

10th-12th
Style/Shift - Gash : Sets the 'Universal Style' that dictates the State of how the Chakras are to be used. (Ex. Assassin Shift/Style)

- Baransha (The Phantom)

7th-9th
Set - Pokemon : The 'Universal Setting' of what Effect is Set to the Chakras and what Effects they distribute when used. (Ex. Manual Overwrite Set)

1-6
Support - Yugioh : The 'Universal Support' that grants the assistance of Outside Forces being taken into the Chakras to enhance their Style and Setting, or to be used as a Supportive Force that works outside of the Chakras, yet still utilizes their Style and Set. (Ex. Lurkrow Support)


Levels of Power
Many different Levels of Power that show the severity of the effects of a card are dictated by a number system ranging from 2-10, Jack, Queen, King and Ace/Joker. Ace/Joker are the highest and overrule any other cards, being just as powerful as a King or Queen card (which are the most powerful naturally.) Ace/Joker cards are basically wild and can be used for any purpose and any intensity.

Joker = All : All At Once, Yet None At All. Stronger Than Even The Ace.

1 = Mental (There are no 1s, but this is still relevant)

2 = Spiritual

3 = Physical

4 = Energetic

5 = Reality

6 = Emotional

7 = Completion

8 = Harmonic

9 = Information

10 = Perfection

11 (Jack) = Potential

12 (Queen/King) = Will

13 (Ace/Joker) = Truth

Crystal (Crystal) - Other

Hidden (Rainbow) - Joker

Crown (Halo); Light - Ace

Third Eye (Mind); Dark - Queen/King

Heart (Ears); Wind - 10/Jack

Solar Plexus (Core); Fire - 8/9

Sacral (Eyes) ; Water - 6/7

Throat (Mouth); Lightning - 4/5

Root (Source); Earth - 2/3




Hierarchy of Card Types
Ace/Joker Cards - Omnipotent
King/Queen Cards - Most Powerful
Bishop/Rook Cards - High Class/Advanced Cards
Knight Cards - Intermediate Cards
Pawn Cards - Basic Cards

Worldly Layer that effects Outside Forces as well as one's own Forces; like an Army. Different from the 'Personal' or 'Individual Layer,' because instead of effecting the 'Unit' as a Whole, it breaks it up into 6 different 'Roles' or 'Sections' that serve to fight against other 'Units' or to protect the 'Personal Layer.'

King/Queen - Queen/King/Ace : Most Powerful. Effects the entire field and takes the Lead as the Main. Can be any and all other roles at once, or neither and simply be its own role that commands the others effectively.

Bishop - 10/Jack/Ace : Special/Spirit/Sage/Indirect. Typically deals with 'Indirect Energy' that works from afar.

Rook - 8/9/Ace: Defense/Body/Armor/Shield. Typically deals with 'Protective Energy' and works to block, protect or counter others.

Knight - 6/7/Ace: Offense/Mind/Warrior/Direct. Typically deals with 'Direct Energy' that works as the main offense.

Pawn - 4/5/Ace: Support/Hands/Variable. Typically used as 'Support' for any of the other forces, but can also take on a minor role as its own effect, or conjoin with another Role to increase their own power and the ones they are supporting. They are Helpers that are able to be used for anything.

Assist - 2/3/Ace: Ally/Universal/Outside Support/Variable. Can function as any other role that is outside of the ranks of the roles already at hand. They work to strengthen any or all of the roles at once, or can work alone to assist as it sees fit.


Body Chakra Chart
These also go on the Playing Fields, since the Player Chart is the Playing Field.

Ordered by Seven Chakras;
Crown = Divine/All/God Energy Body deck. Halo/Wings (All)
Third Eye = Psychic/Dark/Spacial Energy deck. Mind/Psychic PowerPower
Throat= Electric/Magnetic/Temporal Energy deck. Mouth/Voice
Heart = Wind/Vibration/Spacial Energy deck. Ears/Wisdom
Solar Plexus= Fire/Light/Stellar Energy deck. Core/Gut Feeling
Sacral= Water/Spiritual/Celestial Energy deck. Eyes/Sight
Root = Earth/Nature/Primal Energy deck. Genitals/Sex


Crystal (Personal/Primordial) (White King Shelf)
For Quick Full Embodiment Equips. Covers all Chakras and all Aspects of Influence, including the Hidden and the All of All, inclusive to the All of Self - Any/All/God
Purpose/Focus - Connecting, Storage, Distribution, Recycling, Revelation
Ruler :: Sephirah : Piece ; Command

Bishop/Creation/Support
Rook/Action/Defense
Knight/Formation/Offense
Pawn/Emanation/Variable
King-Queen/Primordial/Any-All

*Uses Commands From All Or Any Previous Realms
God Mode - Primordial Layer
Crystal God & Goddess = Tensei & Tsuki
Crystal Fruit (Soul)= Tigenhead
Crystal Tree (Body) = Veritas
Crystal Grimoire (Mind) = Allmaster

Crystal Herald = Shinsei

God/Crystal Cards
Powerful cards capable of harboring all power. They are just as powerful as Lawless cards, but follow a certain rule and order just as all the others. These cards are known as the ones blessed by God to do his will and to bring about his wonders as well as the user's own powers. They harbor the power, energy and will of all things in them. Also known as 'Universal Cards.'

Clefairy (Magic Fingers)

Clefable (Magic Receptors)

Sentret (Magic Scout/ Intel Retieval)

Teddiursa (Magic Charm/ Universal Charmer)

Meowth (Magic Ears/Cat Eyes)

Persian (Magic Listener/ Cat Predator)

Spearow (Magic Flier/ Bird's Eye View)

Fearow (Magic Seeker/ Hawkeye Scope)

Pidgey (Magic Peon/ Pigeon Coat): Becomes among the Pigeons in order to flush them out.

Pidgeotto (Magic Servant/ Pigeon Pecker): Pinpoints Pigeons.

Pidgeot (Magic Savior/ Bird Jesus): Leads Pigeons to salvation.

Taillow (Magic Skydiver/ Machspeed Scout)

Swellow (Magic Jet/ Machspeed Sky Cutter)

Jigglypuff (Magic Melody/ Mystic Song): Narration, speaking, singing, etc of events that are currently occurring. Can also be used to lower guard of others.

Wigglytuff (Magic Voice/ Mystic Muse): Narration, speaking, singing, etc. Events into existence or foretelling of events to come in the near future. Also can be used to entrance others.

Rattata (Magic Nose/ Rat Viewer): Senses people that are causing bad events, or 'rats', and finds out who they are. This can be used to find out other bad things as well.

Raticate (Wulfrat) (Magic Scavenger/ Rat Finder): Searches for people that are causing bad events and locates them immediately. This can be used to search for other bad things as well.

Dratini (Magic Wyrm/ Miracle Diver)

Dragonair (Magic Wyvern/ Majestic Legend)

Dragonite (Magic Dragon/ Crystal Dragon)



Universal - Layer 1 (Emanation)

The Universal Layer that affects and is affected by all things, especially in the lower layers.


Command Layer - Layer 2 (Formation)

Technique Deck: Techniques such as 'Offensive/Defensive, Supportive, or Debilitative' are drawn unto the Universal Energy Space where its energy is processed and drawn down gradually as necessary into desired place on Body Chakra Chart. The power is dictated by the Number cards. These 'techniques' can be used in any way deemed fit anywhere from the Body or in the Universe, unless already equipped to the Body, where only that specific technique may be used from there. Technique Cards can also be appointed to other active cards in play (Such as Player Cards).

Terrain (Worldly) Layer - Layer 3 (Action)

Terrain Deck
Explains the energy of the self or others, the literal terrain of the area, or the universal energy of the atmosphere. Navigation and field bonuses are active.

Mausoleum of the Emperor = Pharaoh's Labyrinth

Armory/Store - Landscapes/Locations - Items/Key Items - Accessories/Equips

Item Deck: Explains the items equipped to one or at one's disposal at the time, capable of being equipped anywhere on the Player in any of the Chakra as deemed fit. Explains the supporting items one is given, has, or that are in the energetic atmosphere that are capable of being used to both help or hinder in any way the Player deems fit, be it to the self or to others.

Potions


Environmental Layer - Layer 4 (Creation)

Functions the same as 'Layer 3,' except is mostly used as extra forces and extra attacks, shields, barriers, etc. that keep outside forces from overthrowing or overpowering the 3rd layer. These Layers are to be used First. They are separated into 4 Layers based on the Suit System, where the Third Layer combines All The Suits into the Single Layer. (Will Describe In Detail Later)

Hazard Cards
Cards that use the power of either the Zero World, are or of the Zero World, or take things to the Zero World. They are generally very dangerous, also known as 'Swamp Cards' or 'Zero World Cards.' Generally used with more malignant intent in order to draw out evil and darkness to the light so they can be destroyed or sent into the Zero World.

Ekans (Black/Swamp Diver): Senses evil and taintedness in others. Can also be used to get inside of anything guarded.
Arbok (Evil/Snake Eyes): Immediately locates and pinpoints evil and weaknesses in others and focuses on them. Can also be used to cut deep into the very raw core of other people and events.

Koffing (Toxic Mine/Swamp Bubble); An explosion of something taboo and highly unstable. Those that are tainted become poisoned and it is brought to the light.

Weezing (Zero Bomb/Swamp Grenade): An explosion of something extremely taboo or forbidden or feared. Those that are tainted become poisoned and brought to the light.

Grimer (Deconstruction/ Swamp Puddle): Deconstructs or disintegrates something entirely. Basically, taking it completely apart.

Muk (Cosmic Meltdown/Black Swamp): A meltdown that immediately destroys whatever it is used on and sends it to the Zero World.

Nettles (Thornsnare Trap)

Des Dendle (Rozen Thornfield)

Nidoran Male (Briar Rabbit)

Nidorino (Spike Rabbit)

Nidoking (King of Thorns/Rozen Master)

Nidoran Female (Nettlebunny)

Nidorina (Briarbunny)

Nidoqueen (Queen of Thorns/ Rozen Mistress)

Goop Gas Attack (Black Wave)



Support Decks (Effect)
Decks that are specifically made to support the player. Gives information on Equipment, Active Terrain or Field, Supplementary Items and Active Assists, all of which come from their own specific decks.

Side Effect (Assist) Deck: Explains the assisting energies of the self, other influences or the universe through people, self, things or events. Each Assist Card carries with it either a Known or Unknown assistance. known Assistances are assigned whilst unknown have yet to be assigned or discovered. Upon discovery, assignment and confinement happens immediately.





Layer 8 All (Black King Shelf)
Hidden/God/Clear Energy deck. All/God - Elemental
Purpose/Focus - Connecting and Storage
Ruler :: Piece : House ; Command
Piece :: Chess Movement : Command

King and Queen = Royal Aces
2 Bishops = The Phantom
2 Rooks = The Stalwart
2 Knights = The Chariot
2 Pawns = The Servbot

Layer 7 Crown
Divine/Light/Vibration Energy Body deck. Halo/Wisdom - Light
Purpose/Focus - Distribution and Recycling (Revelation)
Ruler :: Piece : Target ; House - Subordinate (Pawn)

Male
Ivory King = Shinrona
White Bishop = Tigen
Alabaster Rook = Pumpkinhead
Shining Knight = the Phantom
Glowing Pawn =

Female
Ivory Queen = Shinnia
White Bishop = Trinity
Alabaster Rook = Triere
Shining Knight = Tabitha
Glowing Pawn =

Layer 6 Third Eye
Psychic/Dark/Spacial Energy deck. Mind/Psychic - Dark
Purpose/Focus - Concentration/Observation and Influence
Ruler :: House : Judgment/Influence ; Execution/Affect
*Thought Internally



Ebony King = Thanytoz
Black Bishop = Tear
Obsidian Rook = Terumi
Dark Knight = Tabrith
Gloomy Pawn =

Ebony Queen = Tifaret
Black Bishop = Tzedusa
Obsidian Rook = Taomin
Dark Knight = Tron
Gloomy Pawn =

Shadow Cards
Cards that work behind the scenes, unseen and without presence to any others except the player. They are useful and are considered 'stealth cards' usually used to gain Intel.

Gastly (Shadow Eyes)

Baransha (Shadow Cat)

Haunter (Shadow Hands/Claws)

Gengar (Living Shadow)

Hiro's Shadow Scout (Shadow Scout)




Layer 5 Throat
Electric/Magnetic/Temporal Energy deck. Mouth/Voice - Lightning
Purpose/Focus - Precision and Causality
Ruler :: House : Command/Cause - Command/Effect
*Spoken Aloud

Clow Cards: Universal Overall Force. (Body, Mind, Soul)

Suit System
Tarot Cards: Universal Overall Type. (Swords, Chalices, Wands, Stars.)

For Tarot Cards, each Number signifies the Level of which its power is to be used. (Ex. 5 Stars = Reality Support) Numbers will be listed below. Major Arcana Cards (Ex. The Lovers) Have their own specific, individual meaning outside of the 'Suit System'.


Spades: Swords/Offense/Attack. Main Weapon to be Used that serves as the Offensive Force. (Direct)

Hearts: Chalices/Special/Energy. Main Power to be Used that serves as the Energetic Force. (Indirect)

Clubs: Wands/Defense/Block. Main Defense to be Used that serves as the Defensive Force. (Shield/Counter)

Diamonds: Stars/Support/Status. Main Support to be Used that serves as the Suggestive Force. (Effects/Subtlety)

Layer 4 Heart
Wind/Vibration/Spacial Energy deck. Ears/Wings - Wind
Purpose/Focus - Energy Tank
Quadrants = Heart Chambers
Ruler :: House : Positive/Negative/Neutral ; Command

Special - Layer 5 (Hearts) : Energy/Power/Indirect


Layer 3 Solar Plexus
Fire/Light/Stellar Energy deck. Core/Fuel - Fire
Purpose/Focus - Simulator

Hod/Netzach Command
Ruler :: House : World ; Peice - Command
5th World ; Primordial (All)
4 Worlds; Formation (Knight/Mind), Emanation (Pawn/Atmosphere), Creation (Bishop/Soul), Action (Rook/Body)
Support - Layer 7 (Diamonds) : Foundation/Base/Status


Layer 2 Sacral -
Water/Spiritual/Celestial Energy deck. Eyes/Foundation - Water
Offense - Layer 4 (Spades) : Weapon/Attack/Direct


Purpose/Focus - Compare And Contrast

Yesod Command
Command = Ruler :: House : Subject/Object ; Subject/Object
Ex. Yin - Yang, Light - Dark, Foreground - Background, Direct - Indirect, Yes - No


Layer 1 Root - Muladhara
Earth/Nature/Primal Energy deck. Feet/Grounding - Earth

Purpose/Focus - Decision Making

Malkuth Command
Command = Ruler :: House : Period ; Piece - Position ~ Placement = Command

Root Command
Command = Period :: Piece : Position ; Placement - Command


Period = Past, Present, Parallel, Future
Position = Back, Neutral, Side, Front
Piece = Bishop, Pawn, Rook, Knight
Placement = Support, Variable, Defense, Offense

Defense - Layer 6 (Clubs) : Fortification/Walls/Shields

--------------------------------------------------------------------------------------------------------------

0th - Valparaiso/Hell Layer

Choose a color that corresponds to the intent.

Shadow Boss

Shadow Agent

Shadow Pawn

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:37 pm

Types Of Cards

Types of Cards
Weapon/Equip Cards
Barrier/Defense Cards
Capture/Seal Cards
Support (Item/Field) Cards
Engagement/Effect Cards
Shift Cards

How They Function
Helps to evenly distribute energy among the body, mind and soul (as well as energy) at all times.

Assist Cards
Assist Cards are meant to bring in outside, unknown, undiscovered or random assistance from any way, shape or form based on the card. This can come solely from the self or outside forces, such as items, people, or events.

Personal Assist; Gives the Player the complete and full effects (universally and personally) of whatever 'Player Assist' card is active at the time.

Transitional Cards
They show the alteration movement of a phase, turn, shift, etc. Depending on how powerful the Movement Card is. There are many types of Transitional Cards.

Barkion's Bark (Battle) - Begins a Battle Sequence at any given point in time when it appears for whatever reason about anything that can be made into a battle. These can be friendly or serious as it is seen fit to the one who declares the 'Battle.'

Movement Cards
Cards that allow for the movement of shifts, phases, energies, etc. (Anything) on the playing field at the time. Usually only one time use unless stated otherwise.

Warp Cards
Cards that are allowed to move anywhere and everywhere as they see fit, even in terms of switching places with other cards or filling in spots, or even to warp out and back into the Energy Reserves.

Adaptation Cards
Cards that inspire some sort of growth and cultivation of any or all parts of the being. Also known as 'Growth Cards.'

Absorption Cards
Cards that absorb, drain, leech, or draw in energies from elsewhere and into the Player.

Alteration Cards
Cards that harbor a single purpose, but are capable of altering their energies and forms to become different whilst still maintaining their purpose.

Transformation Cards
Cards that are capable of changing into other energetic forms or entities at will.

Little Chimera = Chimera Kitsune; A card that is able of shifting its shape and form in order to become anything it wishes at any given time. It may shift as many times as necessary as long as it is in play, but not twice in the same turn. Though it changes its form and properties, unlike other transformation cards, the card itself does not get changed and remains on the field.

Infirmary Cards
Pink

Cards that bring health and restoration and anything associated to those things.

DNA Surgery (Operation) = Removes whatever is infecting target to heal them of affliction in whatever way necessary at the time.

Infiltrator Cards

Also known as 'Penetration' Cards, they are used to silently dig, dive, decode, etc. What is necessary in order to extract information or cause things to occur without being noticed. Can also be used to sense infiltration from others.

Shadow Cards
Black

Cards that work behind the scenes, unseen and without presence to any others except the player. They are useful and are considered 'stealth cards' usually used to gain Intel. They are also envoys of the 'Black Box' cards, which can be used interchangeably if they are Black.

Hiro's Shadow Scout (Shadow Scout) = Observes a situation from the shadows and gathers information that is immediately transferred to where the shadow is connected to, as well as anything else in the nexus of darkness it is touching at the time.

Roc from the Valley of Haze = Hazy Crow; Stealthful card meant to observe everything, yet not be observed by others. A 'haze' or 'mist' surrounds it, not letting anyone know its true shape or form, or even its actions or intentions. It brings a misty cloak over the self and all things done to disallow anyone's sight in any way.

Jar Robber (Box Ghost) = Grabs energy in any form that is contained and takes it. It does not matter what the container is, as long as it is a container, this card may take from said container, no matter how heavily guarded it is. Also allows access to a 'Black Box' card


Illusion Cards
Hazy Purple

Also known sometimes as 'Stealth' cards. They get into people's minds, thoughts, dreams and makes them start thinking whatever they want them to. They make illusions real and real things into illusions without using lies, but the power of suggestion.

Nightmare Archfiends (Dream Killer):


Hazard Cards
Red

Cards that use the power of either the Zero World, are or of the Zero World, or take things to the Zero World. They are generally very dangerous, also known as 'Swamp Cards' or 'Zero World Cards.' Generally used with more malignant intent in order to draw out evil and darkness to the light so they can be destroyed or sent into the Zero World, most times through purified use of whatever their power is, being used for Good.

Nettles (Rozen Thorns)

Des Dendle (Rozen Thornfield)

Cut Cards

Cards that serve the purpose of disconnecting, severing connections, cutting things off, stopping, discontinuing, ceasing, halting, etc. The flow of energy and those attached to them. Can be temporary or permanent and works for everything and anything. They can send things to the Zero World immediately.


12th
Universal/Crystal Cards
Clear-Laminated-Crystal Blue

Powerful cards capable of harboring all power. They are just as powerful as Lawless cards, but follow a certain rule and order just as all the others. These cards are known as the ones blessed by God to do his will and to bring about his wonders as well as the user's own powers. They harbor the power, energy and will of all things in them. Also known as 'God Cards' because they are generally omnipotent.

Djinn Releaser of Rituals (Sacred Trial) : Reveals or Begins a 'New Trial' of sorts that forces others to endure a specific 'Trial Period' that involves them overcoming whatever they are being 'Tried' for.

Theinen the Great Sphinx (Ancient Puzzle) : Creates a powerful maze, labyrinth, puzzle, etc. that is scrambled that one must figure out how to overcome by solving it and going through whatever is 'Puzzling' at the time.

Shining Angel (The Phantom #1)

Dark Balter the Terrible (Starscream #2)

Lt. Surge's Spearow (Eagle #3)

Crystal Blessing (Crystal Heart#6)

The Warrior Returning Alive (Savior #Cool

Scapegoat (Sacrifice #13)

11th
Black Box/Lawless Cards
Variable

Lawless Cards that are 'Forbidden Techniques' only to be used when fighting for God, used sparingly. Those cards are not bound by the rules and have been pardoned. Enemies that have been captured and purified immediately get sent here and are added to the repertoire of 'dirty tactics.' Very powerful. Can be used at any given time and placed anywhere. Not only this, but they also do not follow the rules of energetic rotation and are solely kept with the Player to be used at their discretion and kept active for as long as deemed fit. They count as an 'All' effect, and can either only effect the Player, or one object, or all of them, or only a select few. This is because they are too powerful to be bound by restrictions and may use their effects without any hesitation or limitation to effect anything they wish in any given scale, be it as small as just the individual using it or as large as to encompass the entire universe.

Shining Angel

Gravekeeper's Spy

Blizzard Dragon

Ice Age Panic

Instant Freeze

Instant Freeze

Gift Of Life

Dulauren, Tiger King of the Ice Boundary

Ghostrick Socuteboss

Swift Birdman Joe

Kuriboh (11:31)

Claw Reacher

Dr. Claw

Khrona



(Random Notes To Be Edited Later)

Elements
Based off of the Kinesis Chart, there are several different elements that govern each of the kineses. These are the elements, otherwise known as the 'Will of The Elements.' Each card is imbued with a special elemental energy based upon the thirteen categories of elements. There are 11 Individual elements, 2 that encompass all elements, 4 primary elements and 3 upgrades to each element. They are shown in the chart below.

(For Souzenryoku)

Primary (Basic) Element - Secondary (Advanced) Element - Tertiary (Complete) Element
Fire - Plasma - Light/Divine
Wind - Spirit - Dark/Death
Earth - Metal - Life/Beast
Water - Psychic - God/All

Fire Element
Of or pertaining to fire or heat. The Will of the Element of Fire. Brings forth passion, intensity, fervor, inspiration and motion, but also destruction, anger, hatred, etc.

Light Element

Fire Element
Of or pertaining to fire or heat. The Will of the Element of Fire. Brings forth passion, intensity, fervor, inspiration and motion, but also destruction, anger, hatred, etc. (Kineses Governed; Thermokinesis, Pyrokinesis, Atmokinesis)

Slugma (Hot Water)

Magcargo (Molten Floodbath)

Arcanine (Legendary Knight of Fire)

Entei (Legendary Flame)

Moltres (Legendary Phoenix)



Light Element

Theinen the Great Sphinx (Herculean Sphinx)

Card types

Assist Cards
Assist Cards are meant to bring in outside, unknown, undiscovered or random assistance from any way, shape or form based on the card. This can come solely from the self or outside forces, such as items, people, or events.

Personal Assist; Gives the Player the complete and full effects (universally and personally) of whatever 'Player Assist' card is active at the time.

Trainer Pokemon Cards
Trainer Pokemon always return to the energy deck of their trainer's respective elemental type or to the Assist Deck. Never put them in the Body Chakra deck rotations,but freely use them within the Body Chakra activation process. Trainer Pokemon cards count as 'Energy Assists,' as they carry the 'Will of the Elemental Deck' they are from at all times, taking these being into account as 'Elemental Spirits.' Think of the Element itself as the trainer and the being it uses of its own Will at the time as the 'Trainer Pokemon Card.'

Transitionary Cards
They show the alteration movement of a phase, turn, shift, etc. Depending on how powerful the Movement Card is. There are many types of Transitionary Cards.

Movement Cards
Cards that allow for the movement of shifts, phases, energies, etc. (Anything) on the playing field at the time. Usually only one time use unless stated otherwise.

Warp Cards
Abras; Capable of warping anywhere at anytime when they are in the field or in sight. They may warp to switch cards, warp to the location of a different card or warp themselves out of play. They warp as many times as they wish until they are completely out of play and remain active until then. All Rocket Abras return to the Black Box and all Trainer Abras return to their respective Energy deck.

Surskit (Stider); Capable of jumping however far ahead or behind another card. Whatever it jumps ahead of is brought along with it, whilst everything it jumps behind is immediately erased and sent to the Zero World or to respective Energetic decks.

Infiltrator Cards
Also known as Stealth Cards, they are used to silently dig, dive, decode, etc. What is necessary in order to extract information or cause things to occur without being noticed. Can also be used to sense infiltration from others.

Diglet (Underground Digger/The Mole)

Dugtrio (Deep Digger)

Super Rod (Absolute Connection Line)

Seel (Undersea Diver)

Dewgong (Deep Diver)

Slowpoke (Patient Peon): Corrodes Defenses over time.

Slowbro (Patient Power): Corrodes both Offenses and Defenses.

Slowking (Patient King): Corrodes all that stands in its way gradually.



Cut Cards
Cards that serve the purpose of disconnecting, severing connections, cutting things off, stopping, discontinuing, ceasing, halting, etc. The flow of energy and those attached to them. Can be temporary or permanent and works for everything and anything. They can send things to the Zero World immediately.

Krabby

Kingler

Sandslash

Kuwagamon

Saisu

Swellow

Anatomia Cards
Cards that govern the body and the powers of the Third Restriction. Helps to evenly distribute energy among the body at all times. They harness in them the power of Anatomia as a whole.

Adaptation Cards
Cards that inspire some sort of growth and cultivation of any or all parts of the being. Also known as 'Growth Cards.'

Bellsprout (Budding Growth); he beginning of a new sprouting growth in a certain area. The beginning process of a power up/level up

Exeggcute (Hatch Growth) he hatching and harvesting of something. Revealing of what has been growing and the harvesting of said growth.

Magikarp; Spontaneous evolution. This causes for the exponential growth in order to evolve from one stage to the next in an instant, signified by whatever card is next in the lineup to replace it.

Absorption Cards
Cards that absorb, drain, leech, or draw in energies from elsewhere and into the Player.

Zubat (Leechbat); Life Siphon: Absorbs single energy from target and takes it into self.

Golbat (Drainbat); Vampiric Absorption: Absorbs all energy from target and takes it into self.

Alteration Cards
Cards that harbor a single purpose, but are capable of altering their energies and forms to become different whilst still maintaining their purpose.

Roc from the Valley of Haze = Hazy Crow; Stealthful card meant to observe everything, yet not be observed by others. A 'haze' or 'mist' surrounds it, not letting anyone know its true shape or form, or even its actions or intentions. It brings a misty cloak over the self and all things done to disallow anyone's sight in any way.

Transformation Cards
Cards that are capable of changing into other energetic forms or entities at will.

Little Chimera = Chimera Kitsune; A card that is able of shifting its shape and form in order to become anything it wishes at any given time. It may shift as many times as necessary as long as it is in play, but not twice in the same turn. Though it changes its form and properties, unlike other transformation cards, the card itself does not get changed and remains on the field.

Ditto; Transforms into any card it wishes at any given time.






Black Box/Forbidden/Lawless Cards
Lawless Cards that are 'Forbidden Techniques' only to be used when fighting for God, used sparingly. Those cards are not bound by the rules and have been pardoned. Enemies that have been captured and purified immediately get sent here and are added to the repertoire of 'dirty tactics.' Very powerful. Can be used at any given time and placed anywhere. Not only this, but they also do not follow the rules of energetic rotation and are solely kept with the Player to be used at their discretion and kept active for as long as deemed fit. They count as an 'All' effect, and can either only effect the Player, or one object, or all of them, or only a select few. This is because they are too powerful to be bound by restrictions and may use their effects without any hesitation or limitation to effect anything they wish in any given scale, be it as small as just the individual using it or as large as to encompass the entire universe.

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:45 pm


Grand Cross :: Judgemaster the Righteous Arbiter, God of All Laws and Decrees

Grand Excalibur :: Weaponmaster the Godweapon, God of All Weapons and Instruments

Grand Genesia :: Willmaster the Undying Will, Goddess of All Will and Wishes

Grand Tabritha :: Gamemaster the Fate and Destiny, Goddess of All Games, Strategy and Tactics

Great Ape, the Golden "Alpharoah" Keeper :: Black Root, Nature's Primal Essence

Great Fae, the Obsidian "Scarab" Alice :: Black Swamp, Isolated Rejection of Despair

Great Gouzen, the Silver "Leviathan" Keeper :: Black Turtle, Ocean of Chakra

Insanity of Balance, the Leviathan :: Black Turtle, Cloud of Apathy

Insanity of Bliss, the Chrysm of Nature :: Crystal Tree of Life, Primordial Origin Source

Insanity of Fear, the Zero World :: Black Swamp, Cloud of Darkness

Insanity of Fun, the Kuroshiro Kitsune :: Black Rose, Cloud of Anarchy

Insanity of Hatred, the Beast :: Black Hell, Cloud of Destruction

Insanity of Love, the Chrysm of Light :: Crystal Heart, Infinite Light of Love and Truth

Insanity of Melancholia, the King Keaton :: Black Storm, Cloud of Strife

Kitsunegami, the Thirteen Tails :: God of All Foxes, Felines and Canines

Kudagitsune, Lilac "Ether" Alice :: Black Storm, Great Depression of Pain

Lacrimoso Undertaker, Ivory "Moon" Keeper :: Crystal Heart, Dean of Mors Academia

Light Goddess, Crystal Cosmos :: Time Lord of the Veritas

Lombardi, Opal "Sun" Alice :: Crystal Heart, Light of Love

Lucifer Tensei, the Forbidden Fruit :: God of All Insanity, Chaos and Temptation

Nightmare Rouge, Bloodred "Pumpkinhead" Keeper :: The Black Hell, Wrath of Punishment

Nightmare Rouge, Red "Queen" Alice :: The Black Hell, Burning Condemnation of Misery

Omnipedia, the Book of Tabrith :: Omnitron, Infinite Sea of Information and Knowledge

Pandora, the Octogod :: Trini-T; The Three Peaces of the Veritas

Ruby Luneprysm, the Lumiel Signis :: Godsend of All Stars, Bloodshed and Divinity

Saphyre Luneprysm, the Ragnarok Nebulon :: Godsend of All Matter, Destruction and Change

Shinigami, the Grim Reaper :: Goddess of Consciousness, Death and Rebirth

Shinmegami, the Grand Magistrate :: Goddess of Fae, Magic and Dreams

Shinseigami, the Cosmic Overgod :: God of Gods, Balance and Reality

Vespa Tensei, the Cosmic Overgoddess :: True Friday The Thirteenth Fairy

Water Goddess, the Crystal Shiva :: Ocean of Purity of the Veritas

Wind Goddess, the Crystal Garuda :: Cleansing Breath of the Veritas


Pawns
Position: Variable
Period: Present
Placement: Neutral
Pawns would be those that are able to do a variety of tasks that others cannot do, and thus would be moved around the most because of versatility alone. Units that have many functions, but are typically moved by a higher force or as a group to accomplish larger goals as a team.
World: Emanation (Atziluth)
Suit: Spade
White: Throat
Black: Third Eye

King’s Pawn, Queen’s Pawn, Rook’s Pawn, Knight’s Pawn, Bishop’s Pawn, Pawn’s Pawn

Knights
Position: Offense
Period: Future
Placement: Front
Knights would be like group leaders. The ones you send out with the Pawns after you've secured their tasks and places in order to help them accomplish the goal. That, and to send them on their own tasks that are to their specialty, which is usually right in the front. Units that are versed in tactical pursuit. Typically on the front lines guiding, assisting or leading Pawns into knighthood and facing opponents directly, but sometimes indirectly.

World: Formation (Yetzirah)
Suit: Diamond
White Front (Leading)
Black: Side (Commanding)

King’s Knight, Queen’s Knight

Rooks
Position: Defense
Period: Parallel
Placement: Side
Rooks would be the ones that keep the outside forces from getting in the way of the task force. So, the ones that typically divert attention or interaction through various means. They can also just generally be back up and protection whilst a job gets done. Units that are versed in strategic protection. Typically keeping others safe from harm with a greater defense and durability, but sometimes known for direct combat. Recommended for Counterattacks.

World: Action (Assiah)
Suit: Club
White: Direct; Subjective
Black: Indirect; Objective

King’s Rook, Queen’s Rook

Bishop
Position: Support
Period: Past
Placement: Back
Bishops are support. On call and perhaps facilitating from a distance, overlooking the situation from a different perspective or leading the organized operation from afar to keep watch over everyone and ensure safety... As well as call in extra support if necessary without being threatened by being directly in the fray. General Support of all kinds. This can be medical, spiritual or even physical. They are known as ‘Jacks of All Trades’ and sit very close to the higher powers and support other units from both near and far in a myriad of ways.

World: Creation (Beri’ah)
Suit: Hearts
White: Positive, Neutral
Black: Negative, Neutral

King’s Bishop, Queen’s Bishop

Queens
Position: Power
Period: Any
Placement: Any
Kings and Queens are, of course, the masterminds that organize the entire set up. The ones that call the shots because they know what everything looks like, what everyone is supposed to do and how to do it in the most effective manner based on their roles. Queens are the most powerful, save for the King. Queens facilitate nearly everything and are well-versed in all methods, generally ensuring the King’s will as well as her own. She, by nature of association with the King, may make any move she wishes, and protects the King and the Kingdom with that Power given to her by the King’s Authority as necessary and instructed.

World: Primordial (Eve Kadmon)
Suit: Joker
White: Self-Reliance (Own Power and Resources)
Black: Reliance (Combined Power and Resources)

Kings
Position: Control/Authority
Period: Any
Placement: Any
Kings and Queens are, of course, the masterminds that organize the entire set up. The ones that call the shots because they know what everything looks like, what everyone is supposed to do and how to do it in the most effective manner based on their roles. Versed in all things, including Power (and how to distribute that Power), the King has Control and Authority over the rest of the group with wise instruction and guidance for their placement and movements in correspondence to and with own, since Chess revolves around the King’s capture. The Kings that are weak lose their Kingdoms, and thus all their subjects, but the strong Kings move with their subjects, help, guide and control them with a crown from God; Wisdom, Power and Love.

World: Primordial (Adam Kadmon)
Suit: Joker
White: Self-Control (Inner)
Black: Control (Outer)


General Rank Titles

Greetings all. As you all may or may not know, the Veritas has a variety of different 'ranks' and 'titles' and what have you that will each have a specific purpose in the overall grand scheme of the Veritas and the respective places that incorporate it. The general ranking titles are what would be the equivalent to 'Genin-Kage' titles known in the Ninja Alliance, so be prepared to learn exactly what these things are in accordance to the ranks. There will no longer be 'Genin Level Member' or '(Ninja Rank) Level Member' behind your names, and it will be the GENERAL RANK TITLE OF THE VERITAS. That is the purpose of me listing them here, so you will all know exactly what the terms are referring to. They are as follows:


Spirit of the Veritas = Genin Level
Anima of the Veritas = Chuunin Level
Psyche of the Veritas = Special Jounin Level
Soul of the Veritas = Jounin Level
Elan Vital of the Veritas = ANBU Level
Essence of the Veritas = Sannin Level
Kami of the Veritas = Kage Level

Detailed descriptions of what these are and what their purpose is will be done in a following post, so if you ever need to understand just what it is these things mean to you or what your 'general purpose' is here, this will let you know what you should be striving towards to help the Veritas, in addition to your own goals. Those who are above will subsequently be assisting you in achieving what it is your 'general purpose' is, simply because they have already achieved it and are the best people to help you. This is more geared toward the Genin, or 'Spirits,' which will need the most guidance from those above. Remember, these are the terms that will be used to refer to your own rank as a whole in the Ninja Alliance, so start getting used to it.


Land Specific Rank Titles


The Veritas has about 4 different main groups of people (excluding Valparaiso), which leads to 4 different banners and 4 different terms for each specific section of the Veritas. These are as follows:

The Village Hidden in the Dawn
The Village Hidden in the Dusk
Mors Academia
Witch Province

These four main places have their own special ranks and titles, each of which are equivalent to the General Ranks up listed up above, which are equivalent to the basis of the Ninja Ranks known throughout the Alliance. They will each be listed below to their respective section, in order from Spirit to Kami.

Village Hidden in the Dawn

Angel of the Dawn = Spirit of the Veritas
Archangel of the Dawn = Anima of the Veritas
Virtue of the Dawn = Psyche of the Veritas
Dominion of the Dawn = Soul of the Veritas
Throne of the Dawn = Elan Vital of the Veritas
Cherub of the Dawn = Essence of the Veritas
Seraph of the Dawn = Kami of the Veritas

As with the General Ranks above, these Ranks and their Functions will be explained in their own separate post directly below the General Ranks. This goes for the following specific ranks as well, and this message will be omitted from below (since I have explained everything here).

Village Hidden in the Dusk

Esper of the Dusk = Spirit of the Veritas
Magi of the Dusk = Anima of the Veritas
Shaman of the Dusk = Psyche of the Veritas
Druid of the Dusk = Soul of the Veritas
Oracle of the Dusk = Elan Vital of the Veritas
Mystic of the Dusk = Essence of the Veritas
Fate of the Dusk = Kami of the Veritas


Mors Academia

Whisper of the Spirit = Spirit of the Veritas
Voice of the Soul = Anima of the Veritas
Sound of the Ghost = Psyche of the Veritas
Verse of the Spectre = Soul of the Veritas
Melody of the Phantom = Elan Vital of the Veritas
Song of the Aether = Essence of the Veritas
Harmonic of the Deity = Kami of the Veritas


Witch Province

Mahou Shoujo of the Witch Province = Spirit of the Veritas
Acolyte of the Witch Province = Anima of the Veritas
Wiccan of the Witch Province = Psyche of the Veritas
Enchantress of the Witch Province = Soul of the Veritas
Hex of the Witch Province = Elan Vital of the Veritas
Sorceress of the Witch Province = Essence of the Veritas
Hecate of the Witch Province = Kami of the Veritas


Special ranks such as the Hinokage, Banshoukage, Head Witch, etc. etc. are considered to be under the Five Truths. The Five Truths will also be explained as well. They are as follows:

Hinokage (Sunrise Shadow) of the Dawn
Banshoukage (Sunset Shadow) of the Dusk
Head Witch of the Witch Province
Head Magister (subject to change) of Hollinder
Shinigami of Mors Academia

All shall be explained in separate posts below.


Veritas Ranks Purposes and Functions


As stated above, in this post, I will explain to you what the general ranks of the Veritas are and what their purposes and functions are to the whole of the village. Clearly, just as with the original Ninja ranking system, there will be a hierarchy, moving from the lowest rank (Spirit) to the highest rank (Kami). They play a special part in not only helping you grow individually, but helping the community of the Veritas grow as a whole.

*Please note that these are just general understandings of what is going on, and each respective section of the Veritas has a different way in which things are done. Therefore, even if the generalization is the same, the specifics of what you will be doing will differ from area to area.

Normal Ranks: The Normal Ranks are Spirit through Soul, and are considered the normal military force that is within the village. Therefore, technically the Spirits are the lowest and the Souls are the highest Normal Ranks one may obtain. Anything else is considered a 'special rank' and is not something that can be obtained normally, but is something that must be picked out by the leading officials of the village. Therefore, technically, the highest rank one may achieve normally is Soul.

Spirits of the Veritas
Description
The lowest rank, equivalent to the 'Genin' rank of the Shinobi ranking system. Though this is the most basic rank, the 'Spirits' are still the foundation of the entirety of the Veritas, and are its future. So, one should not think of themselves as 'lowest on the list,' but rather 'the future Souls and beyond' of the whole, and work not simply to grow stronger and fly through the ranks, but to become well-rounded, capable and fully established individuals that can set a wonderful example for those Spirits to come.


Purpose
The word 'Spirit,' from 'Spiritus,' meaning 'Breath,' is key in describing those of this rank, for they are the very breath of the Veritas, even if many may not feel this way because of their 'lack of skill and power.' One of the definitions of spirit is 'the vital principle or animating force within living beings,' and that goes hand in hand with one being considered the 'breath' of the Veritas. With this in mind, each Spirit should think of themselves as the animating force that powers the Veritas, and will help it to grow later on. Without the lowest rank, there is no highest, and there is no running future. Without spirit, there is no life, and those gifted with this title should remember this and try to do their very best.

Thus, in a nutshell, your purpose to keep in mind should be to want to continue to keep the Veritas breathing by doing your part, knowing just what you have to do to become something greater for yourself and for your home. Always want to help out with whatever task is at hand, and listen to those above about how to both better yourselves and better the land. Though it is the first stage, it is indeed the most crucial, for it shapes who you are and what you stand for. Remember this when you long for the titles above;

'You must first establish who you are before you can grow properly.'


Function in the Veritas
One could identify a 'Spirit' as being a simple piece of the whole that is the very being that the Veritas is; you are the pieces that fit into the grand scheme of the puzzle. Though the 'Spirits' may show the most difference in power in comparison to the higher ranks, they are the ones that have the gift of being molded into something better than the ones before.

Thus, what the Spirits normally do are most commonly things to help out the economy. They are sent mostly out on D-Rank missions, which they are then paid for in exchange for their services. They are also frequently seen accompanying those that are higher in rank on higher ranked missions that are low risk to their own lives. Many are taken to train or sent out to explore the world in teams to figure out just who they want to be and what they want to do in the Veritas, and are guided by others above them to get them to where they want to go.

Normally, each will be assigned to a team of 3 Spirits and a team leader that is typically a Soul, to watch over them directly. In these teams, the Spirits will learn teamwork, have first hand experience with others, learn to socialize and the basics of their respective Village/Section of the Veritas.
Anima of the Veritas
Description
The next step up from the 'Spirit' rank, equivalent to the 'Chuunin' rank in the Shinobi system. They are known as the 'Middle Rank' because they are not the lowest rank, but also not the highest rank, but the guides in between. There tends to be a significant increase in power between these and the Spirit ranks, which is due to their maturity, leadership skills and tactical prowess. Because of this, the 'Anima' are capable of leading missions and guiding Spirits to where they want to be. They are even known to train and spar with them, to help them get better. Even though there is a gap in power, the gap is not large enough where a Spirit is completely outmatched, and are very, very capable of giving the Anima hard times, if they have the certain skill. However, they are respected as those who have figured a lot out about themselves, and thus have a smooth time guiding and leading others.


Purpose
The word 'Anima' means 'animating principle,' and thus should be considered that which gives motion and life. Thus, one could consider the 'Anima' to be the one that not only moves and motivates the Breath of the Veritas, the Spirits, but also other Anima to move forward to reach their own goals as well as to help others reach their goals, as well. With this in mind, the Anima should always take concern in those below them, as they are the ones who set the prime example for them, as well as emulate those above them in their times of not knowing what to do, to perpetuate the teachings and keep in motion the general understandings of the Veritas and their respective sections as a whole.

Being able to lead and guide others now, there is a level of responsibility one must both maintain and exude in order to live up to being that which moves the Veritas. That means, in addition to being 'the feet' or the 'journeymen,' the Anima must also be the minds that stir and the souls that inspire. They are the ones that begin to learn the meaning of the Trifecta that the Veritas holds dear; the synchronization of the 'Mind, Body and Soul.' Where their bodies do much more footwork, their minds are staying sound enough to be leaders and their souls are constantly in motion to invigorate the others. Therefore, it is important to remember this;

'Walk down the path you have lain to the future, and be wary of those who follow behind.'


Functions in the Veritas
As the primary movement and flow of the Veritas, more responsibility is placed on those deemed worthy enough to move up from a Spirit to an Anima, and that comes from understanding yourself and others. Where they are capable of leading others, they are also responsible for the actions of those they have led. With their maturity and level of leadership, the Anima are known to become teachers, trainers and things of that nature to not only refine their own skills, but to practice helping others along, as well.

Because of this, it is not easy for the wandering Spirit to become an Anima, who has a generally set path for himself and others to walk toward, and when given a Ranking Exam, the there are three basic things that are looked for when deciding who to weed out; if they have a thinking Mind that is tactical and mature, if they have an inspired Soul that is motivated,and if they have a Body that they are comfortable with, and if they know how to carry it and themselves altogether. If a wandering Spirit is not capable of completing all three, they are inevitably not allowed to become an Anima, and must continue to wander until they are led down the correct path or shape themselves in a way that brings them those qualities.

The Anima are typically sent out on C and B rank missions, usually leading a group of other Anima or Spirits, though more commonly with C rank missions, Spirits are the ones being led. To show significance between the Spirits and the Anima, there is typically a jacket, cape, badge, or some sort of special identification quality so that others know of their rank.

Wraith of the Veritas
Description
The next step up from the 'Anima' rank, equivalent to the 'Tokubetsu (Special) Jounin' in the Shinobi system. They are a classification of high ranking elite officials that specialize in only one specific area or skill rather than the entirety of a 'Soul' rank. Thus, they are considered elites of their own special trait, and typically have their other abilities to back up their own specialized skills and area of combat. In most cases, they are treated the same way as those who rank as 'Souls,' however because they lack in the full expertise of everything that those of the 'Soul' ranks do, they are typically supportive in their endeavors. However, much like the Anima, they are known to lead the Spirits and Anima in missions and simply in ways of life, and are great teachers for those who wish to learn how to specialize a specific skill. They are still eligible to become full-fledged 'Souls of the Veritas' if they complete their exam, however.


Purpose
The word 'Psyche' means 'totality of the mind, conscious and unconscious' and also 'the self in the sense of conscious personality.' This leads to the understanding as a 'Psyche of the Veritas' as one who fully understands themselves, and have implemented those ways into their path or way of life. Therefore, a Psyche of the Veritas holds the purpose of furthering those below and molding them into the full understanding of themselves, as well as specializing their certain skills in order to help them truly see who and what they want to become, since the next step up requires them to know who they are in order to be completely successful.

A model Psyche is fully aware of the soundness required between the Body, Mind and Soul, not forgetting what they have learned as an Anima to continue to keep those below them motivated to move higher, but also guiding others to become full-fledged 'Souls of the Veritas.' One may consider a Psyche to also be one that is not fully prepared to be a Soul, but is currently refining one area of themselves that they wish to master before they take on the full responsibilities that being a 'Soul' has to offer. Many are often conflicted in their middle point between Anima and Soul, and tend to falter when they see their companions become Souls. Thus, it is important for a Psyche to remember this;

'Be not afraid of progressing slowly; be afraid of not progressing at all.'


Functions in the Veritas
As part of the elites of the Veritas, the Psyche tend to be tasked with teaching and leading others like the Anima, but also to take on some of the tasks of the Souls. Though they do not get their own teams of Spirits, as the Souls do, they still are looked at as high ranking officials that set a key example to those below. As they tend to support the Souls, they may frequent a Soul and his team of Spirits in order to give one or all of them specialized training depending on what it is they wish to excel in. They are considered to be the best teachers in whatever they are specialized in, and are frequently called upon to teach those skills to those who show promise in the same respective field.

The Psyche tend to hover around taking B rank missions, but are also known to take on C and A ranks depending on their qualifications. People revere them for being the 'best teachers' when it comes to their specialty, so even though they may be torn between the Anima and Soul rank, they are still quite necessary to the flow of the Veritas.

Psyche are capable of taking an exam to meet the requirements of a full Soul, which normally only entails them learning the general fundamental skills that they neglected to do because of their choice to specialize their traits. Thus, when they do learn, it is not as difficult for them to achieve the Soul rank due to their already being elite. However, many of the Psyche that choose to continue their specialization end up becoming Elan Vital of the Veritas, and working their other skills around their main strength and being assigned to others who support or are also strong in the specific area. Thus, there is a good that comes from deciding to specialize in a certain skill, and that is to be more likely to be selected as one of the Special Forces, the Elan Vital.

Spectre of the Veritas
Description
The highest ranking elites, as a step up from the 'Anima' rank and a half-step up from the 'Psyche' rank, they are the equivalent to the 'Jounin' of the Shinobi system. They are very highly experienced forces that understand themselves, others and how to guide, train, lead and fight very well. They not only have great individual skill, but also the well-rounded capabilities of all other skills, and the capability to teach others. Typically, they are well versed in two elements, know how to use or get out of some 'Genjutsu,' and are above average in terms of physical combat. They are the military captains that lead, teach, train and guide all those below them, and help them to do the same to the ones below them, though their main focus are the Spirits.


Purpose
The word 'Soul' means 'the immortal essence of a person, living being, or object' and 'a person's total self' that is considered the purest form of what someone really is, harboring their personality and all that they truly are, unhidden. Knowing this, that means that the Souls of the Veritas hold the greatest responsibility of being all that it is, being equivalent to the Spirits. This is because where a Spirit is simply a piece of a Soul or one's being, a Soul is the totality of one's being, and thus the two work hand in hand, which is why the Souls have Spirit teams. The top teaches the bottom, pulling it up to the top. Therefore, the Spirits that are part of a Soul's team can be considered the 'Three Pieces' of the Soul that make up its entirety. The Spirits will emulate what their Soul teaches, and soon instead of simply becoming pieces, they will learn to be individuals capable of holding their own, just as the Soul before them was.

The definition of Soul is 'the immaterial essence, animating principle, or actuating cause of an individual life,' which means they harbor both the lessons from their own individual growth as a Spirit as well as the motivation of the one before them and their own self as an Anima, helping to mold them into the shape of the Soul that they are today, and so that they can do the same for another wandering Spirit. Due to this, they hold an incredible influence on everyone and everything, as both the driving force that others aspire to be and the protection of themselves and the pieces of themselves that are known as their village and their home. That is what makes them so powerful, but also what absolutely requires them to be completely and fully responsible, mature and willing. They must use what they have learned previously very wisely, as the eyes of others are watching them just as their feet are following in their footsteps. They may hold power, but as they do, they also hold an incredible responsibility over their heads and will be judged accordingly. As such, it is important, if not to falter to one's own power and become corrupt, to remember this as a Soul of the Veritas;

'With great power comes great responsibility'


Function in the Veritas
As THE elites, the top dogs, the highest ranking normal forces one is capable of acquiring, the ones who are considered capable both individually and as a group, they are typically the ones who lead everyone else in mostly everything. They are the heads of most B rank missions and typically solo A rank missions, and especially skilled Souls are even allowed to go on S rank missions, the highest class there is. They are so very capable that they can go on most B rank missions and some A rank missions on their own, and on some occasions will bring their team of Spirits, some Anima or even some Psyche as support for said missions, if need be.

Being so highly experienced, they are considered military captains and all around experts, they are qualified for most anything alone or in a group. They are able to work efficiently in a team or by themselves to get things done, and require no supervision because of their tactical prowess and individual skill and power.

Though is is only allowed for Souls to have Spirit teams, not all are assigned them, nor are they required to have one.

To become a Soul, an Anima or Psyche must demonstrate proficiency and excellence in all forms of physical combat, special techniques, and hold a tactical mind that is capable of keeping them alive in most any situation. Thus, they are masters of the Mind, Body and Soul, having a Mind that keeps the Body that carries the Soul which powers it all in perfect balance. This does not mean that the Soul must be the smartest, the most tactical, the fastest, the strongest or have the best or most skills, for that is not what makes a Soul and those are the thoughts that tend to hold many Anime and even Psyche back from reaching the finish line. A true Soul will know that it is about knowing how to work all parts of themselves in the best way for themselves and for others, regardless of what it may be. Knowing their individual strengths and weaknesses, knowing their individual skills and capabilities and knowing how to play them all with a conscious Mind, a burning Soul and a honed Body. These are the skills looked for in each Soul of the Veritas, and are those that make their home great.

When one is a Soul of the Veritas, unlike with the Anima, they are required to wear a special jacket, badge, cloak or whatever their respective section gives out to show their rank to the world, and so they will know that they are the high officials.



Special Ranks: The Special Ranks are ones that are not required to be given out to others, cannot be given a 'ranking exam' in order to acquire, and are usually given out by order of the leading officials of the respective section.

*Note that this is not how it is for every section due to there being specific things that go with each one, and thus the way to acquire these ranks can and may differ for each respective section of the Veritas. Again, this is only a general description.




Phantoms of the Veritas
Description
A special task force known as 'Elan Vital,' which is equivalent to the 'ANBU' rank in the Shinobi System. An Elan Vital is a specialist in covert missions such as assassinations, usually being exceedingly powerful, stealthy and tactical. They are required to work in teams formed to the requirements of the mission, ensuring maximum success. They take their orders directly from the head, and no one else, and come off as very mysterious because of that. Because they are meant to be stealthy, they sometimes wear masks or coverings to conceal their faces and hide their identities, which are normally customized to the specifications of one specific section. Being hand picked by their leader, this means that things such as age, background, gender or previous rank bear no weight, as it is simply testing your skill. Thus, anyone can be selected to become an Elan Vital if they have the right requirements. Because this is a special rank, members can leave the force and go back to the normal ranks if they so choose.

Purpose
The phrase 'Elan Vital' means literally 'vital or driving force,' which can also be thought of as 'the will to live.' Keeping this in mind, the Elan Vital of the Veritas are really a special task force that keeps it alive, whilst the Spirit through Soul ranks keep it moving. Without the Elan Vital to execute their missions in which they are specialized in, the burden falls always on those that are not skilled in such endeavors and eventually leads to a halt in growth. As the 'will to live,' they are sorted into the way they best fit the situation and remedy whatever problem arises for others, no matter who they may be. One can consider them to be the ones that hide in the shadows and make the path clear for the ones that walk the path of everyday life. While being stealthy enough to keep their land in order in any way necessary, they are also skillful enough not to be noticed, as it plays a heavy role in their assignments. This being the 'will to live' must also be the 'vital driving force' within themselves to always do their absolute best on their missions no matter what, for most times if they are not up to the stealth requirements, it could end in death. Therefore, it is good to remember this when of the Elan Vital special forces;

'Do what you must to keep yourself and your land alive, or you will have nothing to return home to at the end of the day.'


Function in the Veritas
Being under direct order from the leading official, they cannot be arrested by regular officials without a warrant. As a special task force, there are no 'true ranks' within their system, since the people are classified by the specialty of the certain fitted group geared toward the mission, itself. Because of this, many Psyche are known to become Elan Vital due to their specific mastery over a certain area or field. Even so, it is still a very hard force to get into, and other skills must also be up to par. Team leadership in the Elan Vital is based on both merit and skill, and thus it is crucial even for these ranks to be at the top of their game at all times.

The most primary function of the Elan Vital is to protect the land from exceptional threats, conduct high risk missions that delve into enemy territory (requiring quite a lot of stealth and finesse to pull off), and deal with extremely strong individuals. They are also meant to keep the secrets of the land a secret, and are often sent to retrieve important things taken, dead bodies or anything that can give away vital information to the enemy about the Veritas. Because of this, they are responsible for carrying out assassinations, tracking, surveillance, and missions that require their specific skill and talents. It is not uncommon for a group to be split into sectioned teams geared toward the orientation of their special trait, such as a group specifically for 'tracking and surveillance' and a group specifically for 'assassination,' even though all Elan Vital should be quite skilled at both already. Some serve as interrogators or 'information specialists' that are very skilled in probing the minds of others or gathering specific information that is necessary for the land. Some may even serve as specialized hunters that track down those that have defected and kill them, especially if they are a significant threat. These are only a few things that the Elan Vital are responsible for as a whole.

As an Elan Vital, cleaning up your own mess, the messes of others and hiding evidence is absolutely essential, as to not leave a single trace of their presence wherever they go. This means that they must also be very meticulous and persistent, as well as analytical and careful about every single move that they make. This also means generally that if they are to die in battle, their bodies must be taken care of to avoid enemies obtaining their information.

Elan Vital training consists of knowing the Body and Mind of others quite thoroughly, and thus they are very skilled in human anatomy. They are even taught special skills that none of the normal ranks are allowed to know, due to the genre of their missions. A lot of secret and mysterious knowledge floats around between each Elan Vital and their head, which is why they are most important. Being very capable of surveying and analyzing any situation, they are required to know how to get in and out of anything they get themselves into.

Normally, to identify an Elan Vital, they will either be wearing a mask, a special emblem, have a tattoo or something special that denotes their rank, yet keeps it a secret from the others. They are not supposed to tell anyone who they are, or it will result in an immediate expulsion from the group, and they are not allowed to speak of anything that happens between the Elan Vital. Thus, they have to be strong minded and very secretive. Thus, only the most trusted individuals can become this rank, the most trusted, yet also the most secretive.


Essentia of the Veritas
Description
Legendary warriors known as the very being of what the land is, having endured what it is to be part of the village, know the Body, Mind and Soul up and down, and have done something great or noteworthy in their time to consider themselves legendary. They are considered to be the equivalent to the 'Sannin' rank of the Shinobi system, and as such, there are typically only three of them in each section of the Veritas. The strongest three from each of the four sections are considered to be 'Essences,' and those three, no matter where they come from, are the ones that are the strongest in all the Veritas, save for their respective leaders. These three can be chosen all from the same section, 2 from the same section, or one from 3 different sections, however there can only be 3 True Essences of the Veritas. The others will simply be the Essences of their own respective section.


Purpose
The word 'Essence' means 'the attribute or set of attributes that makes an entity or substance what it fundamentally is, and without, will cause it to lose its identity.' Though there are many other things that go along with it, this is the main definition, which is what all Essences should hold true. Without them and whatever they have done that was considered legendary enough for them to receive such a title, there would be no revolution among the Veritas as a whole. There would be no change, and things would continue to stay as they always are. These individuals can be considered the 'heart' of what the land is, as they help it grow by going above and beyond to help their land, or do something phenomenal that no one else has. Their names are recorded in history as someone who is phenomenal; Legendary. This is the ultimate goal one strives to become, save for being the leading official; to become an Essence that does something so great, it sets a new pace for all others who follow behind. To be the best of the best; the top.

Keeping this in mind, there are many other ways to describe the word 'essence,' all of which tie into the important role one plays in the Veritas; 'the permanent element of being that contrasts with the accidental element of being,' meaning that the land would not be what it is today without something being done by the Essence; 'the individual, real or ultimate nature of a being,' meaning that they are complete in all ways of the self and ultimately understand everything about themselves to maximize on not only their full potential, but the hidden potential within others to help them become like them; and 'one that possesses or exhibits a quality in abundance as if in concentrated form; an embodiment or signficant element, quality or aspect of a thing or person,' meaning that you are all that the land is in a nutshell, having the wisdom of the Mind, experience of the cultivated Soul and the power of the tempered Body that truly proves you to be a legend of the Veritas. Even as legends, you still represent what the Veritas is, and so, it is good to remember this;

'Where one whose legend is told will put some in awe, in others, it will inspire them to walk a legendary path for themselves.'


Function in the Veritas
To put it simply; to find a pupil and to teach them their skills in order to carry on their legend, and also assist the legends of the upcoming people who they have taken. Though this is not required, it is simply a suggestion, for once one reaches the rank of Essence, they are typically leading their own lives and doing their own thing, out of the military ranks of their respective sections. However, even still, they are generally known to uphold the fundamentals of where they hail, they simply bear all the claims to fame that come with their extraordinary services to the Veritas. As stated before, taking up a pupil is not mandatory, however it does help the legend continue on, and many Essences are known to teach those that are like them or that are exceptionally skilled in an area of expertise that the Essence is. This naturally helps to circulate knowledge, skill, potential and create more 'legendary heroes' of the future.

As it currently stands, technically, if all the sections of the Veritas have 3 Essences of their respective sections, then there would be 12 Legendary Beings in total. Each Essence can be as powerful as any Kami, and are known to be able to fight on par with them.


Kami of the Veritas
Description
Individuals who are renowned as the the strongest people in the Veritas, generally as the heads of their own respective sections, however those who are not heads (Such as Kage or Head Witch) are simply referred to as 'Kami.' Basically, they are the ones that have all the power of the Heads, however do not have the political responsibilities, however of one of the Heads is killed or resigns, they are the first and most optimal choices in the next selection. Basically, they are the ones that can be considered 'runner ups' to the actual head.

Purpose
The word 'Kami' means 'God, Worshipped Spirit, or Deity' in Japanese, and as such, it is naturally a very, very, very powerful and important role in the Veritas. In the Japanese belief system, Kami are revered as elements of nature, animals, creationary forces in the universe, as well as spirits of the revered deceased. Because they are described as many different things, there is an ambiguity that is necessary in their manner, having no definite presence to one thing, but still being a great influential force. Many Kami are considered ancient ancestors to entire clans, who were the sole foundation of what their clans are today, and were able to become Kami in death if they were able to embody the virtues and teachings of Kami in life. One could call them 'Forces of Nature' or 'Mythics,' which is what one who becomes a Kami typically is known to do; keep the balance and harmony of the world as a force of nature, revered spirit, etc.

Due to their incredible power, the Kami have to understand many things that come with that power, such as how to control it, how to utilize it for the benefit of themselves and others, how to protect their land and the people in it, and most importantly, how to not abuse their powers or destroy everything with it simply because they have it. These things also help in understanding what it is to be a leading official in one of the sections of the Veritas, making them all 'Kami' leveled individuals. Because the purpose of a Kami is to typically succeed whomever is a Head if a need should arise, and not simply to have and abuse their own power, some tend to congregate around the areas that they hail from or are most akin to, and learn the ways of that world in order to know how to best govern it, should the need arise. They know the land and its creatures, they know the people, and are friendly, benevolent and virtuous in many, many ways.

However, this does not mean that being a Kami is easy simply because one has power, as these responsibilities to uphold a certain stature weigh heavy on them, and can sometimes be the thing that drives them down the path of evil. Power is something that takes a lot of hard work to maintain and control within the self and with others, and to use it haphazardly simply to destroy or to selfishly obtain one's own personal goals tends to lead good Kami down the path to being a Kishin, which is a 'Demon God.' So, it is very difficult to maintain that balance and harmony within the self, so a Kami should remember this;

'Power is having the justification or the ability to kill and destroy, and we choose not to. It lies within the choice, not the capability.'


Functions in the Vertias
The primary function of a Kami is to uphold the teachings and knowledge of the Veritas, embody them and to live by them as an example to all others. They are the ones that are the greatest teachers, greatest powers, and greatest beings that do exist; they are the 'gods of the land.' And, to be a god also means to be able to teach the correct way to all people, to uphold justice and sanctity for the beliefs in order to maintain the land that they help to create. In addition to being the most primary leaders, they are also the ones that are selected to be head officials of the four sections of the Veritas first, and must keep those teachings in their heads as well.

This means that they must know their land, know their people, know their government, know their philosophy, and basically, know everything there is to be known and HOW to implement it in the best way to those that do not know; not to dictate, but to lead by example what the fundamentals of the land are. Being the most powerful beings also means being the focus of attention, and thus, if one sees their Kami doing wrong and evil, destroying things, being tyrannical, etc. etc., then they will believe it is how things should be done, and all behind them, creating an entire line of people that destroy and do evil for as long as the line runs. It takes much more effort to be good and creative than it does to be evil and destructive, and it is up to those that have the power to destroy to teach others how not to to what is wrong, but what is right; what is correct. Lead by example, lest you want your world to fall to pieces, just as the gods of the past left us.

_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Grand Tabrynth
Chochmah; Wisdom, The All Knowing :: Omnitron Tabrith; God of Knowledge
Grand Tabrynth


Posts : 2723
Dog
Pisces Points : 2938
Reputation : 0
Join date : 2014-11-24
Age : 30

Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs EmptyTue Oct 03, 2017 1:46 pm

Please note that this is the general gist of everything and anything that is unclear I will flesh out later. I just needed to get everything down.

Tabrith System And Its Functions
Tabrith is the Omnipedia, an infinitely large Grimoire that harbors the entire realm of Final Fantasy within it. As of recently, that world is being altered and shaped to the will of Tabrith and Khrona, considering he is able to completely control all data as he sees fit. As such, that realm is not only being merged with the Veritas, but also those who are selected to harness the power of this world.

Tabrith also serves as a multipurpose communication device that allows others to speak to others with an Omnipedia Sliver directly through exchanged links. This also allows for instantaneous travel to others who have a Tabrith (if such is agreed upon) and if a Resonance Bond is formed, the sharing of special abilities. Tabrith can also be used as a dousing machine. Tabrith as a whole has access to all information, all links, all connections, all knowledge and all data as a standard, which is how he is allowed to connect to others and feed them the necessary information about the Insanity, Monsters and anything else scanned or analyzed by it, making it quite the useful tool for anything one wishes to know on the fly.

Tabrith will 'save the data' of whomever he is with, functioning as a storage space for all such information, and is able to open up menus inside of people's minds in order to help them make quick mental decisions like opening up the Zero World Shop, changing Classes or listing Class Abilities. He is also able to give suggestions on the best course of action, if either necessary or asked to do so. He can analyze and input monster data completely and fully once the monster has been scanned, allowing the user to know all there is to know about the specific creature (unless stated otherwise.) This also works for people and objects other than Insanity or monsters.

Shinsanity
Shinsanity is what one could call 'True Sanity' (as 'Shin' means 'Truth'), meaning that it stabilizes and controls the uncontrollable and unstable energy that is the Insanity and brings utter clarity, understanding and control without any 'Insanity' about it, for there is nothing that is out of control or unstable. There is no room for Insanity when within Shinsanity, and thus it serves as energy of pure perfection and clarity as opposed to the Insanity's energy of pure instability and unpredictableness. This energy is produced by the Shinseigami, but is filtered through the Tabrith system so that all those connected are able to unify the rampaging Insanity and change it into Shinsanity as well. However, though this energy is made to fight the Insanity, being its complete opposite also means that it is susceptible to being changed into Insanity as well if the influence is too overpowering, so this in no way means that there is an absolute victory nor that one should stop being careful. This pure, perfect energy can easily be tainted and polluted, thus making it imperfect when allowed to take on too much Insanity than it can purify.

Though Shinsanity is considered Insanity's 'opposite', it is still very much a part of Insanity and actually is Insanity itself; Yo could call it 'Controlled Insanity' or "Stable Insanity,' or even 'Peaceful Insanity.' This is why, if ever its equilibrium should be disturbed by the imbalance or instability with the forces of Sanity and Insanity that stabilize each other, its balance is thrown out of whack and the equilibrium of 'Harmony' or 'Order' that is within Sanity and the 'Discord' and 'Chaos' within the Insanity is completely destabilized, which will turn the Shinsanity back into Insanity. There can be neither too much Harmony (For there is unstable Insanity in 'Harmony' and 'Order' if there is too much, and such uniformity and conformity will become oppressive forces; inflexible and unchanging) nor can there be too much Discord (For then nothing is too much anarchy running rampant without self control, thus there is no 'self' to control, simply an ambiguous 'Chaos' with no definite appearance, shape nor form to hold it together.) This is the secret of why Shinsanity is the key to subduing the Insanity rather than Sanity (Harmony and Order) or more Insanity (Discord and Chaos). This Shinsanity, in short, is perfect energy of perfect balance.


Chomao
Chomao are Omnipedia Slivers of Tabrith that are considered like children to him and guides to others; Technology Sprites sent to hover around active participants as their universal guides and data keepers during their endeavors (think of them as a mixture of Chao, Moogles, Net Navis, Medabots and Data Elves for those who played the Megaman Zero games.) If a Chomao dies, one loses their link to the Tabrith, and they no longer have their powers. If people do not use their Chomao, their Tabrith will not upgrade, and thus, neither will their abilities. They can only access/establish a link to Tabrith through the Chomao. The entire Tabrith itself is considered Khrona's Chomao and Grimoire. Chomao are capable of sensing other Chomao nearby as well as Insanity and Grimoires. They are also able to download items, weapons, etc. and use them in storage (as Tabrith itself is not only infinite data and information, but an infinite storage system as a Grimoire of unlimited space, being a Grim after all). The largest amount of storage space one is permitted to have is a single Yottabyte. Chomao are Technology Sprites that grow, adapt, learn and evolve, because in additions to being pure data, they are also living, sentient beings. They are able to change into whatever form the user desires (such as a cell phone, a computer, a book, etc.) but once the desired form for the Chomao to take has been put in place, it will only be able to assume that SINGLE form beyond its normal Chomao form, so choose wisely. Chomao are completely customizable, which become an element akin to your own personal affinity. They are able to fight for you or alongside you, and grow and learn techniques just the same way you do. They harbor your Subclass when you are not using it, so that you can also switch between your main and sub classes at will whilst also training the techniques through use of the Chomao.

Zero World Shop
You may order potions or other items immediately from the Zero World, as long as you give up something that is of equivalent value to the item you are attempting to purchase. At that moment, the item given up for tribute will be erased and in its place, something of equivalent value will be spit out from the Zero World. Though the most obvious method of currency is Gold (as it can be replaced), things such as Weapons, Sentimental Items, or other items of importance and be used as well, and value will be determined based on the item and what it was worth (be it in gold value or sentimental value, or things of that nature. All value is useful in making exchanges in the Zero World, so anything and everything can be used as currency for it.)


Chrysms
Chrysms are raw energy turned into pure crystal, harboring the energy of what energetic form has been crystallized. Even purified souls are capable of becoming Chrysms. Chrysms come in many different shapes and forms and harbor tons of different energies based on what kind of Chrysm it is (think of Chrysms like Materia or Magicite or things of that nature in the FF universe). They are crystallized energy of the purest form, and thus anything and any energy can be crystallized to become a Chrysm. However, as mere fragments, most Chrysms only conduct and radiate the energy they were made from and use it as a power source.

Crystal Tears are special Chrysms that are caable of bringing and taking life. They function as the 'phoenix downs' of the world. They are also capable of causing Crystal Flowers to bloom, which harbor very special secrets if one is able to find them. They're like treasure chests, these Crystal Flowers, so try to keep a Crystal Tear handy if you can.


Event Details, Instructions and Guidelines
I know it has taken me quite a while to get this out, but it needed to be the exact right time to reveal this (trust me, I've been holding back this information since December, waiting to unveil it.) Here, I will explain the logistics of the event in great detail, so please read very carefully and ask questions if you something does not make sense.


Insanity points will pop up randomly to be purified. This can affect something as small as monster behavior to things as large as weather, reality alterations, space and time or even death. You never know because the Insanity is an unpredictable force that cannot be understood. Hence why you are equipped with Shinsanity in order to quell this unpredictable, non-understanding force and stabilize it so that it can be understood and brought to clarity and perfection. That is the ultimate goal.


Monsters and Hunts
Monsters afflicted with Insanity will show up in your piece of the Omnipedia, and by that time it will be up to you to decide to kill it and take its soul or resonate with it and try to purify its soul. Both have their risks, as one who eats too many souls for power with no control will become Falshin, and those who try to resonate with a monster too far lost to the Insanity (and seems to refuse to come back) will become consumed by whatever Insanity it was afflicted by in the first place. Absorbed monsters can be called upon for help,

Absorbed monsters can be called back by recalling what souls you have absorbed through your Soul Count (so make sure you keep track somewhere, make a list or something). This is done by Tabrith reconstructing the soul from data, meaning that this ability is only for those who have a Chomao (a Tabrtih sliver). The monster still functions the exact same way, even as a virtual being since its soul that was extracted is used as the raw construction data material. Therefore, even as data the monster is a REAL living being. However, because of their entire makeup being that of their soul, when they are destroyed, they are gone for good, their data spreading in the wind and reconstructing itself somewhere else as something else. They may be called in any way possible and may assume numerous different energetic forms as conduits (such as pure chakra, pure fire, perhaps made of energies specific to certain characters?)

Side note; only monsters afflicted by the Insanity can be purified and absorbed by the Tabrith. (Think about it as a mix of Digimon and Pokemon Colosseum at once.)

Resonated monsters do not have their souls absorbed into the Omnipedia container (Chomao), but instead become naturally friendly and will remember the one they resonated with. They may come to help them in battle, be called upon for support in a sticky situation, or anything a loyal friend or noble ally would do to help someone that was good to them. They also allow the shared use of their natural abilities, techniques and power as well as special ways to communicate with them through the soul. Some may even have the potential to become 'Soulmates' and function as 'Instruments' for certain people, so do not overlook that possibility!

With monsters whose souls have been extracted can be trained with at any given time, like they are companions for one to interact with. Be careful not to kill it, however.



Battle Formations
There shall be different types of classes independent of each Job. They are as follows:

The Assault/Assailant - Physical Attacker
The Circuitbreaker - Special Attacker
The Savior - Defenders (Tanks), Counterattackers
The Wire - Supporters (Buffers/Status Boosters)
The Life Support - Healers, Protectors
The Hacker - Supporters (Debuffers/Status Ailments)

Most job classes have these as their standard battle formations, and depending on what type you choose to be depicts which techniques you are eligible to learn. Some classes may have more or unique battle formations and others may have less depending on how the class itself is meant to be used. These are simply here to help people understand their role and the class itself.

These Battle Formations help people to work together in groups and as teams, as that may be required to face some Insanities; working together. Some may decide to be the attackers whilst others may be defenders or supporters, or even healers. The Insanities are EXTREMLELY dangerous and unpredictable, so you never quite know just what is going to happen. If everyone matches their roles, they can get things done more efficiently than if they were done alone.

Also, there may be times where teamwork is absolutely essential to take down a certain Insanity or get past a certain area. This makes great use of the Battle Formations.

How many attacks you are capable of maintaining at once is dictated by your level of newness. Unless stated otherwise, everyone is capable of using only one technique at a time from their Job Class with a maximum of 3 times per post. This can be either the same technique or three different techniques, and is considered to be your 'action time' you could say, and as long as you have time to react, you may do so 3 separate times one at a time within a post.

Ex. Strange Man Number 1 wishes to fight Khrona. He jumps high into the air and comes down with a forceful punch.

Khrona sees the man leap into the air and prepares to evade by using (insert speed boost technique here) so that he may be quick enough to dodge the man as he comes down. (First Action Used). After he evades the punch, Khrona uses (insert attacking technique here) to strike the opponent from behind. (Second Action Used.)

Now granted, you do not HAVE to use all three action points within one post if you do not want to, as you can clearly see, you can use either one or two or all three if you so choose. This is limited ONLY to the use of Final Fantasy powers and does not dictate how you use your other RP techniques, so you are not limited to three actions per post in total, just three actions per post when using the Final Fantasy powers. Make sense?

Proficiency increases with time, skill, ran, rating and other factors such as training and practice, so that lateon in life, you can be a badass doing all sorts of cool things much more frequently in a single post.


Rating System and Spoils
Tabrith has an automated rating system that will decide how good or bad someone has done based on many variables, such as efficiency in combat, strategy, proficiency in use of skills, natural level and things of that nature. The rating is averaged based on how well one does in the actual RP. Getting a better rating will help you master your class techniques faster, so always remember to do your best if you want to master all of them!

The better one does, the better their spoils may be from certain creatures, which is also dictated by the rating system. Another very important reason why you want to do your best, so you can achieve the rarer items and more gold.

Download Items are special items that are taken from monsters based on rating and ranking. The higher rank and rate, the better the download item. Normal Drop items remain the same consistently on specific monsters, where Download Items are special and specific to only certain monsters.

Tabrith ranks will upgrade when one receives a high rating. This can effect how much more data is able to access from the Data Realm (Infinite Sea). One star is lowest, 5 Star is highest. The more stars one receives, the more perks and rewards become available to them over time. Tabrith becomes capable of sensing rarer items, unusual occurrences, stronger monsters, secrets and many other special things the more data it allows its users to see.


_________________
The Ninth Restriction: Infergeist; Restriction of Information -- O.S. Tensei: The Creator; Master Control. Dimensional Nexus of the Veritas, Ruler of The Assault, and Creator of the Argus Card System. The Grand Tabrynth is the Master Control unit for the entire Veritas Dimension, especially the Veritas Universe, and is a bridge between the Dimensional Restrictions and the Universal Restrictions. Its true form is an ambiguously astronomical universal entity that is slender in body and with a shapely curvaceousness like a pen, legs tipped as the point, and eight long, spindly arms with equally as thin claws on each, which are the Eight Arms Of Tabrith. Its head and face look exactly like the entity which it is the virtual and mechanical version of, yet the avatar of The Creator, O.S. Tensei, is more humanoid in appearance, though that varies. He commands all data and information as well as logic and code, -- known as Omnitron -- and by default, the Mechanica. From him comes the waves of the universe, known as Transcendent Sound, and the sounds of the dimensions, which are Omnitranscendent Sound. He also has executive command over The Assault and Manual Overwrite processes, and can pursue them at any time, anywhere, which activates many features -- if not all of -- the Veritas.
Back to top Go down
Sponsored content





Tymon's Docs Empty
PostSubject: Re: Tymon's Docs   Tymon's Docs Empty

Back to top Go down
 
Tymon's Docs
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
The Veritas; The Crystal Dimension :: Grand Tabrynth; The Dimensional Crystal Nexus :: Testament Palace; Fountain of Enlightenment :: Shinsei Veritas; The Crystal Tree of Life :: Evangelion; Crystal Pyramid of Truth :: Planet Zodion; Metal Pumpkinhead :: Shin Kamikazetsukiyomi; the God Wind Moon-
Jump to: