Post by Mickey Mouse on Sept 13, 2013 12:05:28 GMT
The Ten Virtues
Also referred to as the Orbs of Power or Spites (when completely infected by an evil being's powerful heart.). The Ten Virtues are very important, pretty much central, to the plot. Now, everything that you write doesn't need to have to do with these things, but you do need to remember that each side's overall goal is to get more orbs than the other.
Things to know about the Ten Virtues:
• There are ten of them in all.
• They are definitely magical.
• The orbs's sizes appear most often as about six feet tall and wide/around. They are, obviously, orbs, and therefore completely round. Sometimes, though, they can shrink if you imagine them doing so while touching them.
• They were born from ten of the happiest Disney endings.
• The Orbs have two forms: Virtues, their original good form, and Spites, which they have to be turned into by a villain that infects one with darkness.
- Spites — instead of glowing with a pale gold light, like a star, as they do in Virtue form, Spites look more like someone wrapped a black hole in deep purple smoke made out of the anti-radiance of black lights. Spites are Virtues that have been transformed from the essence of pure Good to a fierce concentration of inky Evil.
A single Spite can consist of ten things: fear, doubt, jealousy, regret, anger, greed, pride, selfishness, hate, and mistrust. If a character gets too close to a Spite or touches it, one or more of these ten feelings can be intensified within them, even if the character has tried to hide that feeling or bury it deeply, knowing it is wrong—but this can only occur if the feeling is already there. It can't create these emotions inside a person from nothing. For example, if Simba isn't jealous of Stitch, a Spite couldn't just force him to be, even if he touched it.
Now, there is an exception to this rule for Spites; if a very powerful Villain like Maleficent, Jafar, or the Horned King, corrupts an Orb of Power, and therefore controls it, they can, with great difficulty and concentration, impose an evil feeling on a hero, or anyone else, even if that feeling was nonexistent before. That would be hard to do during a battle, as, like I said, it requires a huge amount of concentration from the villain.
Another ability of the Spites (though even Yen Sid is not aware of it) is that they can create false visions of the future by feeding off of the guilt or fear in a being looking into it—images that the Hero or Villain will probably think are fated to come true. They can also reflect horrible or painful memories within their depths, like a twisted mirror.
At the very least, a Spite will make beings who are filled with Goodness feel rather ill or weak. All of the above can only affect those who are within a mile of a Spite. All effects grow when there are more than on Spite being used together.
- Virtues — Virtues are the original forms of the Orbs of Power, and therefore they turn more easily back into Good from Spites. They were born from the happiest of endings to a Hero's first adventure.
They are pale yellow, nearly white in the center, like a frosty gold star. They glow with a very gentle, calming light, and in the dark, they seem to have small twinkling lesser lights of gold and bronze dancing around them like big fireflies. They're beautiful, to say the least.
Virtues can be turned into Spites only by a very powerful magical Villain with overpowering evil in it's heart. If a Virtue is turned into a Spite, it can be turned back by almost any Hero, even children, or any being with enough good in his or her heart, possibly because this was their original form, but more than likely because Good is always stronger than Evil.
A single Virtue can contain up to ten good feelings that are known (though Yen Sid suspects that they gather more depending on who touches them): bravery, kindness, humility, wisdom, selflessness, love, hope, happiness, contentedness, and trust. Unlike a Spite, which can only intensify feelings of evil if they are already there within a person, Virtues can create these Good emotions within a Hero even if there was no trace of it earlier. This, also, is likely because the Orbs were meant to be Virtues, not Spites.
In addition to all this, Virtues also have three other powers. If a individual touches a Virtue or looks into it like a crystal ball, they may see happy memories, or visions of things to come in the future.
None of the positive reactions above affect Villains unless there is a hint of goodness or remorse over what they have done in them. Normally, the only thing Virtues do to a bad guy is make them angry in it's presence, or make them feel like they've been staring at the sun too long, or make them feel irritated or unsettled. Also, nothing mentioned above can occur unless a being is within a mile of the Virtue.
• The Orbs can only be Good or Evil, Virtue or Spite, nothing in-between. Therefore, if a battle is happening near them, or even a very strong, emotional argument, between characters with equal goodness and wickedness on both sides, the Orbs cannot withstand the conflicting powers and are flung far away from the scene by an invisible force.
• Once an Orb is captured, it must be placed somewhere highly secured, probably within a Hero or Villain's innermost base. They cannot teleport, and only move on their own if a scenario as above is mentioned occurs. Though they are stronger when together, it is smarter to make sure a captured Orb is never kept in the same place as another Orb, so that if one is discovered and stolen, the other one may still be kept safe.
• Keep in mind that currently the Evil side's goal is to collect all of the Orbs and use their collective power to weaken and destroy the Heroes, their only opposition, and from then on take over the universe. The Good side's collective goal is to gather all ten of the Orbs as well, but keep them safe from the Villains, and return them to the wise Yen Sid's Tower, where he is said to have a new plan of keeping them all secure once and for all.
Also referred to as the Orbs of Power or Spites (when completely infected by an evil being's powerful heart.). The Ten Virtues are very important, pretty much central, to the plot. Now, everything that you write doesn't need to have to do with these things, but you do need to remember that each side's overall goal is to get more orbs than the other.
Things to know about the Ten Virtues:
• There are ten of them in all.
• They are definitely magical.
• The orbs's sizes appear most often as about six feet tall and wide/around. They are, obviously, orbs, and therefore completely round. Sometimes, though, they can shrink if you imagine them doing so while touching them.
• They were born from ten of the happiest Disney endings.
• The Orbs have two forms: Virtues, their original good form, and Spites, which they have to be turned into by a villain that infects one with darkness.
- Spites — instead of glowing with a pale gold light, like a star, as they do in Virtue form, Spites look more like someone wrapped a black hole in deep purple smoke made out of the anti-radiance of black lights. Spites are Virtues that have been transformed from the essence of pure Good to a fierce concentration of inky Evil.
A single Spite can consist of ten things: fear, doubt, jealousy, regret, anger, greed, pride, selfishness, hate, and mistrust. If a character gets too close to a Spite or touches it, one or more of these ten feelings can be intensified within them, even if the character has tried to hide that feeling or bury it deeply, knowing it is wrong—but this can only occur if the feeling is already there. It can't create these emotions inside a person from nothing. For example, if Simba isn't jealous of Stitch, a Spite couldn't just force him to be, even if he touched it.
Now, there is an exception to this rule for Spites; if a very powerful Villain like Maleficent, Jafar, or the Horned King, corrupts an Orb of Power, and therefore controls it, they can, with great difficulty and concentration, impose an evil feeling on a hero, or anyone else, even if that feeling was nonexistent before. That would be hard to do during a battle, as, like I said, it requires a huge amount of concentration from the villain.
Another ability of the Spites (though even Yen Sid is not aware of it) is that they can create false visions of the future by feeding off of the guilt or fear in a being looking into it—images that the Hero or Villain will probably think are fated to come true. They can also reflect horrible or painful memories within their depths, like a twisted mirror.
At the very least, a Spite will make beings who are filled with Goodness feel rather ill or weak. All of the above can only affect those who are within a mile of a Spite. All effects grow when there are more than on Spite being used together.
- Virtues — Virtues are the original forms of the Orbs of Power, and therefore they turn more easily back into Good from Spites. They were born from the happiest of endings to a Hero's first adventure.
They are pale yellow, nearly white in the center, like a frosty gold star. They glow with a very gentle, calming light, and in the dark, they seem to have small twinkling lesser lights of gold and bronze dancing around them like big fireflies. They're beautiful, to say the least.
Virtues can be turned into Spites only by a very powerful magical Villain with overpowering evil in it's heart. If a Virtue is turned into a Spite, it can be turned back by almost any Hero, even children, or any being with enough good in his or her heart, possibly because this was their original form, but more than likely because Good is always stronger than Evil.
A single Virtue can contain up to ten good feelings that are known (though Yen Sid suspects that they gather more depending on who touches them): bravery, kindness, humility, wisdom, selflessness, love, hope, happiness, contentedness, and trust. Unlike a Spite, which can only intensify feelings of evil if they are already there within a person, Virtues can create these Good emotions within a Hero even if there was no trace of it earlier. This, also, is likely because the Orbs were meant to be Virtues, not Spites.
In addition to all this, Virtues also have three other powers. If a individual touches a Virtue or looks into it like a crystal ball, they may see happy memories, or visions of things to come in the future.
None of the positive reactions above affect Villains unless there is a hint of goodness or remorse over what they have done in them. Normally, the only thing Virtues do to a bad guy is make them angry in it's presence, or make them feel like they've been staring at the sun too long, or make them feel irritated or unsettled. Also, nothing mentioned above can occur unless a being is within a mile of the Virtue.
• The Orbs can only be Good or Evil, Virtue or Spite, nothing in-between. Therefore, if a battle is happening near them, or even a very strong, emotional argument, between characters with equal goodness and wickedness on both sides, the Orbs cannot withstand the conflicting powers and are flung far away from the scene by an invisible force.
• Once an Orb is captured, it must be placed somewhere highly secured, probably within a Hero or Villain's innermost base. They cannot teleport, and only move on their own if a scenario as above is mentioned occurs. Though they are stronger when together, it is smarter to make sure a captured Orb is never kept in the same place as another Orb, so that if one is discovered and stolen, the other one may still be kept safe.
• Keep in mind that currently the Evil side's goal is to collect all of the Orbs and use their collective power to weaken and destroy the Heroes, their only opposition, and from then on take over the universe. The Good side's collective goal is to gather all ten of the Orbs as well, but keep them safe from the Villains, and return them to the wise Yen Sid's Tower, where he is said to have a new plan of keeping them all secure once and for all.