As far as the details concerning one's manipulative abilities goes...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Guidelines for the Outworlder</div><div class="spoiler_body"><strong>So you've decided to play an Outworlder (i.e. Earth human, "fantasy creature," alien species (Klingons on Axiom o-0 ?), furry/otherkin, etc.)!</strong> <br/><br/>You will not have any ability to sense Axiom's specific energy signatures or be able to manipulate them.  Over realtime, you might begin to perceive a cellular level of adaptation/evolution.  However, the lapse of said realtime is likely to differ for each character.  There is no reason to specifically detail this in your profile, until/unless said adaptation/evolution begins to occur and significantly affects one's interaction with the other players.<br/><br/><strong>Important Note</strong>: Please be aware that arrival on/in Axiom means that your character is, essentially, stuck there.  So if you've been habitually hopping around the various dimensions - by the courtesy of advanced technology, and/or your mathematical prowess - be prepared for a whole, new wake-up call.  There is no advanced technology on Axiom (or generated power of flight), and something in the very atmosphere, itself, has a habit of decommissioning <em>anything</em> foreign/alien to it.<br/><br/>Furthermore, in reference to this:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">There is a particular anomaly within the realm of Axiom, which has been hypothetically attributed to the Life (libir/ikaoi) formatos/daomasu.  This anomaly causes a human's spiritual essence, upon the loss - or irreparable destruction - of their corporeal husk, to enter a state of limbo that is comparable to omnipresence.  The essence will remain, in this state of hollow existence, until a new form is born [and/or made - concept not currently implemented].  <em>"Energy can neither be created nor be destroyed; it can only be transformed from one state to another."</em></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>... the same thing that defines that particular state of existence, also defines the (lack of) ability to intentionally leave the dimensional confines of Axiom.  In a way, this makes Axiom similar to "black hole;" once it has you, it (sentiently?) intends to keep you. <br/><br/>[[<strong><em><span class="bbc_size" style="font-size: 10pt;">Exception:</span> <span class="bbc_size" style="font-size: 8pt;">if a player wishes to remove their character <span class="bbc_u">permanently</span> from Axiom, then the GM (only) will write-in a random dimensional weak spot for them to encounter.  If this same player chooses to rejoin Axiom later, they will need to create a new character.</span></em></strong>]]<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">An Outworlder's Suggested Profile Template</div><div class="spoiler_body"><strong>Name</strong>:<br/><br/><strong>Species</strong>:<br/><br/><strong>Age</strong>: (you are encouraged to be creative with the terminology, as long as it is the equivalent to some type of known cycle (lunar, monthly, yearly, etc.)<br/><br/><strong>Height</strong>: (general description; may include measurements - please use centimeters as well as feet/inches)<br/><br/><strong>Body</strong>: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)<br/><br/><strong>Aesthetics (or Physical Description)</strong>: (all the other goodies and eye-candy specifics)<br/><br/><strong>World of Origin</strong>:<br/><br/><strong>Worlds You Have Visited</strong>: (Are you the <em>Travelin' Man</em> type? :) )<br/><br/><strong>Where Did You End Up?</strong>: Paramnar or Nu Logikus?  (If you get brazen, and want to deal with the chaotic Ocean-sentience, there are also the unmapped islands)<br/><br/><strong>Character History</strong>:<br/><br/><strong>Additional Notes</strong>:<br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Guidelines for the Paramnaran</div><div class="spoiler_body"><strong>It's a feudal kind of life... :)</strong><br/><br/>Because of the drastic power-level differences (between Paramnaran and Nu Logikir), I feel that it's very important to be particularly specific about one's abilities in their profile.  This includes "normal" citizens.  <br/><br/>Now, someone pointed out that I appeared to be utilizing a "merit/flaw" approach with my Paramnaran character-build.  When he called my attention to it, I saw it, and found that it appealed to me to expound upon it.  Having fond memories of (<em>really</em>) old-school V:tM, I think that having a freeform basis of the merit/flaw system would be a spectacular addition.<br/><br/>Suggestions on how to approach this:<br/><ul class="bbc_list"><li>All Paramnari, by default, start with a mid-range ability to sense and manipulate: Saear (fire), D'aoi (danaoi; water), Gaear (terra), Ramnaear (strength), Aenaoi (air), Saokei (metal), Meilar (wood), Meilaoi (growth).  Standard consequences, of course, apply.  Many average Paramnari also have a low-to-mid-range ability to sense and manipulate Ikaoi (life).  If your Paramnaran is straight out of this cookie mould, then the normal manipulation-consequences would easily justify the "flaws" to balance the responsibility and level of power.  <br/><br/>You are not, however, limited from adding other flaws (to add depth and/or "flavor" to a character's personality)</li></ul><hr/><ul class="bbc_list"><li>If you are like me - and the cookie mould just isn't quite enough - then you may define specific enhancements and/or abilities that are mostly-unique to your character.  However, for each enhancement, it must, at least, have an equal counterbalance.  If you are having difficulty thinking of your own flaws - with which to counterbalance your character's special ability - then you may also opt to trade in any of the aforementioned default abilities. <br/><br/><em>Related Example</em>: My Asaomun's general abilities are enhanced when she is directly exposed to natural Light sources (sun and moon).  To counterbalance this, her abilities are greatly weakened if she is <em>not</em> directly exposed to natural Light sources.  This is not an ability to manipulate the Seitaoi (spectrum), but a biological/genetic sensitivity.  When she begins her training to manipulate Seitaoi, certain aspects may change and/or be amplified (for better and/or for worse).</li></ul><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">A Paramnaran's Suggested Profile Template</div><div class="spoiler_body"><strong>Name</strong>: (this should sound Asian, and be listed with the surname first)<br/><br/><strong>Type</strong>: Paramnaran<br/><br/><strong>Gender</strong>: <br/><br/><strong>Age</strong>: --- taokuneii; --- sukaoii<br/><br/><strong>Sukaoi of Birth</strong>: ---; --- day (this is voluntary, additional information)<br/><br/><strong>Height</strong>: (general description; may include measurements - please use centimeters as well as feet/inches)<br/><br/><strong>Body</strong>: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)<br/><br/><strong>Aesthetics (or Physical Description)</strong>: (all the other goodies and eye-candy specifics)<br/><br/><strong>Clan</strong>: Clan Surname of type of Energy, listed with the Energy first: i.e. D'aoima Teisei<br/><br/><strong>Role</strong>: Your identified position as a Paramnaran; it may include (is not limited to): Idaeo'an, Saomarei, Member of a specific Role-based family (Healer family), Paramdar/rei, Sudar/rei, etc.<br/><br/><strong>(Oath)Bound to</strong>: (If you are a normal Paramnaran, you would list the Monaeram of your Clan; If you are an Idaeo'an, you would list the name of your Monaznar)<br/><br/><strong>Beholden to</strong>: (this is an additional section for <em>female</em> Paramnari; it may include (is not limited to): an Idaeo'suzei at your Monaznar; your otaosan; your Monaeram; if you have been traded, to whom you were traded to: husband/Param/etc.)<br/><br/><strong>Character History</strong>:<br/><br/><strong>Additional Notes</strong>: (This is where you would detail out your manipulation abilities, as well as the approximate "rank" of mastery: i.e. low-mid range, mid-range, advanced, etc.  Specifics should be ironed out with the GM.  Please define/list all of your abilities, even the default ones, and/or any special enhancements/flaws.)<br/></div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Guidelines for the Nu Logikir</div><div class="spoiler_body"><strong>Tick... tick... tick... whirrr...</strong><br/><br/>For human Nu Logikirum, the Additional Notes section will pertain specifically to the details concerning what your primary affinity is:<br/><ul class="bbc_list"><li>For the average Nu Logikir, this would be one of: Ignir (fire), Lacumir (water), Terisir (terra), Etir (air).  They may also choose a secondary, much weaker sensitivity. </li></ul><hr/><ul class="bbc_list"><li>For a Nu Logikir born to a Konvant family (or who has the blood of such a family flowing in their veins, despite any kind of separation therefrom), they will choose a primary affinity, and may also include the ability to manipulate personal strength, wood and metal (these do not have their own terms, presently).  They will be able to sense all other elemental, beginning-level energies on a weaker scale.<br/></li></ul><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Nu Logikirum, whose families are Konvantum, are the only humans who can sense the libir formatir as well as their own, specific elemental affinity.  Of them, maybe 30% will ever truly master it enough to learn how to instill an automaton with sentience.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><em>Note: Automaton Nu Logikirum are entirely unable to sense or manipulate any of the known energies.  However, most automatons have the curious ability to divorce a human of their ability to move if physical contact is made.  This requires the automaton to intend to use this ability (they can touch a human normally, as well).  It appears to be untraceable to any known manipulation, and </em>usually<em> only applies to the enforcing of citizen harmony.</em><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">A Human Nu Logikir's Suggested Profile Template</div><div class="spoiler_body"><strong>Name</strong>: (listed as first name/middle name/surname; i.e. Lydia Skedirhus)<br/><br/><strong>Type</strong>: Nu Logikir<br/><br/><strong>Species</strong>: Human<br/><br/><strong>Position</strong>: What role you serve, in the human-specific caste system and, if applicable, in the automaton caste system<br/><br/><strong>Gender</strong>: <br/><br/><strong>Age</strong>: --- orusum; --- chyklosum<br/><br/><strong>Chyklos of Birth</strong>: ---; --- day (this is voluntary, additional information)<br/><br/><strong>Height</strong>: (general description; may include measurements - please use centimeters as well as feet/inches)<br/><br/><strong>Body</strong>: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)<br/><br/><strong>Aesthetics (or Physical Description)</strong>: (all the other goodies and eye-candy specifics)<br/><br/><strong>Character History</strong>:<br/><br/><strong>Additional Notes</strong>:<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">An Automaton Nu Logikir's Suggested Profile Template</div><div class="spoiler_body"><strong>Name</strong>: <br/><br/><strong>Type</strong>: Nu Logikir<br/><br/><strong>Species</strong>: Automaton<br/><br/><strong>Position</strong>: What role you serve in the automaton caste system<br/><br/><strong>Associated Gender</strong>: Male/Female/Asexual<br/><br/><strong>Age of Construct</strong>: --- orusum (may not be more than 107 orusum, which is the equivalent to the second generation of automatons, pre-domination)<br/><br/><strong>Associated Age of Sentience</strong>: <br/><br/><strong>Chyklos of Sentience</strong>: ---; --- day (this is voluntary, additional information)<br/><br/><strong>Height</strong>: (general description; may include measurements - please use centimeters as well as feet/inches)<br/><br/><strong>Body</strong>: (general description; may include measurements - please use kilograms/grams as well as pounds/ounces)<br/><br/><strong>Aesthetics (or Physical Description)</strong>: (all the other goodies and eye-candy specifics)<br/><br/><strong>Character History</strong>:<br/><br/><strong>Additional Notes</strong>:<br/></div></div></div></div>