Page 61 of 66 FirstFirst ... 11515960616263 ... LastLast
Results 601 to 610 of 651

Thread: Workup Log

  1. #601
    Deliver Us
    EXP: 69,763, Level: 11
    Level completed: 40%, EXP required for next level: 7,237
    Level completed: 40%,
    EXP required for next level: 7,237
    GP
    0
    Shinsou Vaan Osiris's Avatar

    Name
    Shinsou Vaan Osiris
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    6'0", 155lbs
    Job
    "Executor" (Leader) of the Brotherhood

    View Profile
    Placeholder for Archanex Jocham's workup (on mobile at the moment)

    Althanas Operations Administrator



    "When we were young, was this the dream we had? We're celebrating nothing. We need to find our way back."

  2. #602
    Deliver Us
    EXP: 69,763, Level: 11
    Level completed: 40%, EXP required for next level: 7,237
    Level completed: 40%,
    EXP required for next level: 7,237
    GP
    0
    Shinsou Vaan Osiris's Avatar

    Name
    Shinsou Vaan Osiris
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    6'0", 155lbs
    Job
    "Executor" (Leader) of the Brotherhood

    View Profile
    Same as above but for Scylla. Again, mobile.

    Althanas Operations Administrator



    "When we were young, was this the dream we had? We're celebrating nothing. We need to find our way back."

  3. #603
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    http://www.althanas.com/world/showth...Darkness-Grows

    ten abilities, av of 4.4

    Serene Soul’s Sway Lv: 6 (Passive)
    Due to the origins of her soul, Amari has an uncanny ability to affect not only nature and wildlife around her, but those susceptible to suggestion. Her soul, being Ar'Tuel, can bring peace and calm to those who are stressed. She has a way with people and animals, being able to ease minds. When it comes to nature or to plant based beings who are susceptible, if she is in elated spirits, it’ll almost seem as though flowers lift and bloom - flora reacting positively to her emotions. The higher her level, the stronger her influence.

    On the opposite side of the scale, if she is in duress, pain, or deplorable moods- it will adversely affect nature around her. This is an effect that is constant (passive), however Amari can consciously stop it if she notices it happening. Adverse effects can include the wilting and decay of plant life, and materials made of natural things such as wooden tables and chairs, ropes, etc. She can affect people's emotional states around her -causing them to anger easily or be upset easily. However, for this to affect sentient beings they must be very weak willed or have her physically touching them. Her ability can affect the emotional states of players a lower level than her, the extent of the emotional effect depends on the players willpower and empathy.
    PL4

    Ar'Tuel Soul Reborn Lv:6
    Due to her Ar'Tuel origins, Amari has a very strong soul. Her physical body and mentality are very much human and can easily be broken and battered. Her soul however is not, and burns with an unyielding ferocity that cannot be broken easily. This also means, that if the proper care is taken, Amari can be bought back from death multiple times. This can be achieved by placing a drop of blood on the runic birthmark on her lower back, just below her spine. (This technique should only be used thrice per thread) Once bought back, her body will heal to the point just before death. This can heal minor wounds,scratches and mend broken bones and tissue. It can heal even the deepest of wounds, but does not relieve her of pain.
    -Not for use in the Citadel
    PL4

    Ar'Tuel Healing Lv:6
    Amari is able to heal abrasions, burns, and bruises, broken bones and sinew. The deeper and more severe the wound. The more time she requires to heal. She is able to heal skin and muscle tissue, and major bone fractures. She's also able to cleanse various levels of decay, disease, plague, and corruption. She does this by gently touching the afflicted area with her hands, palms, or fingers - with the will and desire to heal the person.

    At level 6 she is also able to affect the soul; she can heal large tears, holes, or cracks in a soul. In two posts, she is able to heal corruption, tears or holes in souls. This greatly drains her and she is unable to use any further Ar'Tuel abilities for the remainder of the thread.
    Not for use in the Citadel

    Due to the corruption of her soul she must take their pain upon herself. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s. If she heals souls, she will struggle to do much for 3-4 posts.
    PL4

    Ar'Tuel Accelerated Healing Lv:6
    Now Amari is more familiar with the use of her magic and his capabilities she has learned how to heal herself. She is able to accelerate the healing process on her own injuries. This is unpractised and takes time and concentration. Duration: 1 post to heal minor burns,heals, wounds and abrasions, two posts to heal deep wounds, abrasions and broken/cracked bones. This is a very painful process for Amari due to the corruption in her soul

    This can be used up to 6 times in a thread.
    PL5 (Time it takes to heal is unchanged, number of uses isn’t too important).

    Ar'Tuel Ruin Lv:6
    Amari is able to implement wounds, abrasions, burns, and bruises. She is able to affect skin and muscle tissue, and break bone. She is also able to rot flesh and cause intoxication within the blood stream. She does this by gently touching the afflicted area with her hands, palms, fingers and skin to skin contact - with the will and desire to injure the person. She can break open their skin as though her fingers were like a knife, cause their skin to bubble, burn, etc.


    At level six she can affect the blood flow and the heart, even causing death. If she causes the death of another she becomes very weak and is unable to use other Ar'Tuel soul abilities (with the exception of Rebirth) for the duration of the thread. Causing the death of someone by means of her magic renders Amari lightheaded and weak.


    Due to the untapped and unpractised nature of her ability she must take the pain upon herself till she better learns how to control her soul magic. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s she inflicts.
    Her ability cannot cause death in the Citadel
    PL6, but only approving because it can’t be used in competitive threads.

    ▼OTHER ABILITIES▼

    Past to Present: Recall
    Amari is able to force someone to relive a moment she has experienced as though they were experiencing it themselves. These moments could be ones of lust, happiness or great pain. Whomever the person is will experience the memory in its entirety and will also experience the physical sensations of it.

    To do this she needs to have both palms on each side of the persons head and she needs to concentrate on the memory. If her concentration is interrupted, the skill is interrupted too.

    This skill leaves no physical wounds. It is primarily used as mental torture or to relay important information to others quickly and efficiently.

    This can be used up to five times per thread, as long as the total memory recall time does not exceed 5 hours.
    PL4, strong, but really hard to use and easy to break.

    Soul Bound Tentacles
    Amari, after having become quite practised in her abilities is able to manifest her soul’s abilities in the form of four glowing tentacles that extend from her back and act as though they are tentacles These whips are golden if she is using her Ar'Tuel magic and red if she is using corrupted Ar'Tuel magic. She can use these whips with a radius of 25 feet.

    They have the same capabilities as her *soul magic. However, if she uses them to kill a person she is unable to use any Ar'Tuel related soul magic for the rest of the thread, (with the exception of rebirth) She can use this ability a total of 7 times during a thread. If she uses the four whips on four different people at the same time this counts as 4 uses due to the concentration being on four people.
    *Soul magic being: Ar'Tuel Healing and Ar'Tuel Ruin
    The ability to cause death cannot be used in the Citadel
    PL 5 - Don’t move too fast, but strong

    Indomitable Will
    Amari has always been incredibly stubborn and wilful. That has only grown since she has been forced under Lichensith Ulroke’s ‘care’ She is very resilient and extremely strong willed. She is not easily swayed or controlled. She is able to resist most mind controlling substances and magics as well as physical programming. She can resist mind control abilities and techniques that are below her current level. WIth great difficulty she has the possibility to fall under the sway of abilities that match her level, but be able to fight it. Abilities above her level, she falls sway to.
    Level 6

    Noble Commerce
    Learning more and more about her noble background and with the push of Lichensith Amari has taken over the L'Olfsden Estate, and is slowly spreading her control to other noble provinces. Her knowledge on the matter is growing.
    This ability gives Amari 10% extra Gold gain per thread
    PL3 (no change)

    Astral Form
    As Amari is an ethereal being she can leave her body. She can use her Ar'Tuel Ruin ability and Souls Sway ability in this form, at level 6 she is unable to interact with physical objects in the world, only living beings and entities. She can stay in this form for 2 hours before she feels weakened and needs to return to her body. If her body is injured she will immediately be thrown back into her body. Amari can always find her physical body due to a chain that connects her ethereal form to her physical form. She can use this ability twice per thread.
    PL3

  4. #604
    Deliver Us
    EXP: 69,763, Level: 11
    Level completed: 40%, EXP required for next level: 7,237
    Level completed: 40%,
    EXP required for next level: 7,237
    GP
    0
    Shinsou Vaan Osiris's Avatar

    Name
    Shinsou Vaan Osiris
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    6'0", 155lbs
    Job
    "Executor" (Leader) of the Brotherhood

    View Profile
    Lye: Level 10

    Before I start, the audit trail on this profile went a little haywire. Level 8's workup is missing, and looking back at my previous calculations somehow I came to an APL of 116 for 15 abilities at level 9. I can only assume that the level 8 workup was accidentally deleted, else I would not have been able to reach my calculations for level 9. Within that APL were abilities that Lye has now gotten rid of. So, in order to work out the correct APL to start with, i'm going to adjust for those later in my calculations.

    Firstly let's deal with new / updated abilities:

    Quote Originally Posted by Sentient Bone
    Sentient Bone:
    Lye’s anatomy has begun to evolve, primarily in regards to his bones and marrow. Being something he can manipulate and change at will, it has begun to take on more responsibilities than structural support. It now functions as a multipurpose organ. Some of the benefits of which will be below:
    • Marrow processes poisons exceptionally fast, reducing effectiveness and duration by 100%. He is now immune to poisons. Even in the face of the deadliest toxins, Lye will suffer a slight stuffy nose or sneeze at most..
    • Marrow combats disease and plague at an exceptional rate hindering symptoms and duration by 100%. The deadliest diseases and afflictions may give him a headache or soreness at most.
    • Any malformations or breaks can repair in under a minute.
    • If a limb is severed, it can be reattached in under a minute, but only by the bone. Soft tissue will still bleed.
    • If major muscle tissue is damaged, the bones will continue to allow movement at 80% capacity.
    • If body loses enough blood to cause mortality, the marrow will circulate a small reserve to the brain to sustain a coma-like status for several weeks. If not treated, the brain will suffocate and the subject will terminate.
    • This ability cannot take effect if the damage to the skeletal structure is catastrophic. (Every bone broken or crushed, or cut into multiple pieces.)
    • The ability to mend bone becomes diminished if used continually within a day's (24 hours) time. If he ever gets to the point of mending each bone in his body once, the bones will be brittle and shattered with a simple punch. A period of 8 hours of rest is needed to return bones to their initial strength or he can opt to feed upon a corpse's marrow. One of the two.
    • Since the soft tissues of his body are laced with a small hexagonal framework of iron strength cartilage, any cuts he suffers can be mended with a mesh of bone fibers. This only takes a few seconds and only stops external and internal bleeding. Any damage to muscles or bones underneath will remain until properly healed trough magic or passage of time.
    • Any part of his skeletal anatomy can be shattered, reformed, or mutated. This allows for extreme flexibility, new joints, relocation of internal organs, shielding of certain areas in bone, and spike like protrusions from the body. The spiked can be broken off and used if he wills it. Doing so is like suffering broken bones. He can create up to two dozen spikes. If he breaks off all of them, the remaining bones in his body will be normal Althanian strength. Spikes can be any size up to a maximum length of three feet. Three foot segments can be fused together for various applications.
    This ability has two additional functions which are classed as seperate abilities themselves; one to mutate / reform his anatomy (PL 9 due to being able to relocate his major organs) and the ability to create spikes (PL 5).

    Quote Originally Posted by Shadow Possession
    Shadow Possession:
    Lye is able to use shadows to envelope and possess inanimate objects. By using this skill he can control the movements of the objects to his advantage. This most commonly applies to his throwing weapons or any light weight projectile he uses. While enchanted, objects are black as night and will not reflect light.
    • Can be used twice per post, with 15 maximum uses per day.
    • Possessed Items remain under control until willingly abolished.
    • Maximum Simultaneous Possession: 15 items
    • Maximum combined object weight: 200 lbs
    • This can now lift a light person. He can restrict their movement, but only as if the person were wading through quicksand. Max lift is 30 feet. He can slam them with enough force to break normal bones or dent iron/steel armor. It can also be used to throw back light persons 30 feet. If they were to slam into a solid wall, this too may break bone. It cannot be used to strangle, disarm, or other similar pinpoint control once a human is possessed.
    This ability can now lift a light person and throw them about with a maximum usage of 15 uses per day on top of the pre-approved characteristics. (PL 6)

    Quote Originally Posted by Shadow Meld
    Shadow Meld:
    By wrapping himself in the surrounding shadows, Lye makes himself unseen to the untrained eye. During a shadow meld he is able to move between shadows while still cloaked, so long as the distance is minimal. This skill is maintained best in low-stress situations, where no one is actively searching for him, but has a short duration during combat or alerted situations.
    • He is only able to hide in shadows large enough to wrap a body.
    • To remain cloaked between shadows, distance must be within 15 feet.
    • Source and destination shadows must be large enough to maintain full body coverage.
    • During Non-Combat, skill duration is indefinite.
    • During Combat, skill duration can carry over a maximum of 3 full posts (3 minutes), with a cool down of 3 full posts (3 minutes).

    Shadow Meld has been improved due to Lye’s growing affinity to darkness. He has established the ability to sync himself with the Shadow Plane for a brief amount of time, allowing his form to seem solid but act as though ethereal. This will give the illusion of items or blows passing through his body as though he was a specter. No changes to his appearance indicate the use of this skill and it may be used in broad daylight. He has not yet mastered this skill and can only sync his energy with the plane for a brief moment of time. Once the sync is broken, his energies are destabilized and must take time to recover.
    • Sync is maintained for 1 Minute (5 posts) at most, allowing to negate several projectiles or strikes.
    • Sync only applies to full body and user cannot inflict damage while phasing between planes.
    • If combined with enough speed, he may phase through walls (600 ft Depth)
    • Destabilization takes 12 seconds (1 post) to recover from on first use. Consecutive usages require an additional 12 seconds (1 post) recovery (1,2,3).
    • If destabilization occurs while phasing through solid material, massive internal damage will occur.
    [/SIZE]
    Minor update to reflect additional usage time / posts.

    Quote Originally Posted by Shared Masochism
    Shared Masochism:
    By saying the words "understand my pain", either used alone or in a sentence, Lye can activate this skill. When activated, all pain that Lye is feeling for the duration of the skill is broadcast from his body and applied to sentient life within that range. The pain they feel is relevant to individual pain tolerance. This skill is often paired with his bone manipulation, causing pain equivalent to pulverized bone upon his victims.
    • Cool-down for this skill is 2 minutes (approx 10 posts) after effect terminates.
    • Duration is 1 minutes (5 posts).
    • Maximum radius is 30ft.
    • Pain is mimicked equally to the enemy.
    • This skill can only be used a maximum of 2 times in a day (24 hours).
    • Now, the wounds occurred during this spell will transfer to those within its effect. This includes fractured bones with his bone manipulation. Unlike him, enemies heal these wounds at their own individual rates. Thusly, if a foe can heal a large gash in seconds, they will heal while the gash on Lye will remain. If Lye is healed, of said gash and his foe does not have any special traits, the gash will remain until said foe can heal it.


    Now split into two abilities. Prior ability is already part of the APL we started with, but new ability to transfer grevious wounds to an opponent weighs in at PL 9.

    Quote Originally Posted by Sin Harvest
    Sin Harvest:
    By saying "penance for your sins", either used alone or in a sentence, Lye activates this ability. When activated, a ball of dark crimson energy forms within the palm of his hand. Once at maximum charge, the bolt of energy is fired at the target. Once it travels mid distance, the projectile breaks into three smaller units. Each projectile is the same and will trace a full lifetime. These split projectiles break wide, then converge on the target with 20% homing deflection. Only one must strike to trace the full amount. If the attack connects, the energy retraces the victim's past and inflicts grievous wounds for each sin upon that person, including the original seven deadly sins. This ability has potential to kill. If hit by his own attack, Lye takes twice the damage the attack would originally do. This skill can only inflict injury once per sin, and the sin is considered absolved after the fact.
    • Charge Time: 1 Second
    • Duration: Instant upon contact.
    • Use: Once per thread or in-game day, whichever is shorter.
    • Trace time: Since Birth/Creation
    • Types of sins and their damage:
      • Murder -- 4" cut 2" deep at site of killing blow.
      • Adultery -- 1" Diameter spot of Necrosis on genitalia.
      • Theft -- 2" Patch of 3rd degree Burn on hands
      • Unprovoked Assault -- Bruise or Cut equivalent to final blow of engagement.
      • Fatal Deception -- Partial blindness or muteness per incident.
      • Rape -- Complete Necrosis of genitalia spreading to the body by 3" diameter per repeat event.
      • Dismemberment -- 1" deep cut along site of lost limbs
      • Wrath - 1 degree body temperature increase per every instance the victim acted out in anger, revenge, or hatred.
      • Envy - Starting at the tips of the fingers, 1" spread of Gangrene for every action taken out of jealousy, envy, or yearning.
      • Lust - 5 bpm increase to heart rate for every intimate encounter motivated by lust, obsession, or blind infatuation.
      • Pride - For each tale told in boasting or bragging, the victim ages 6 months.
      • Gluttony - One 3mm stomach ulcer or each instance the victim gorged themselves on food or drink over what was needed to sustain themselves.
      • Sloth - Full body paralysis depending on how often the victim putt off hard work in favor of a nap, relaxation, or pleasure. Lasting for 10 seconds per event.
      • Greed - Victim has one memory of happiness or serenity erased per event where they took more than they needed or received when they should have given.
    Minor update to allow the ability to search back for sins for a person's entire life span.

    Quote Originally Posted by Against My Will
    Absolute Will

    Against My Will:
    Lye has permanently lost his vision in his right eye thanks to Elthas Balthesar, an undead elven wraith. Yet, from his years of horrid punishment and ill fortune, Lye has developed a sixth sense. His will, now adamant from outside forces, is able to detect outside forces in his immediate proximity. Unless the force is of his will or that of natural existence, Lye will notice it as a hazy blur of light and be able to act or get a better look with his good eye. Objects in motion glow brighter and are more noticeable.
    • This ability is passive and always active.
    • This ability notices movement in a stoic environment. Specifically movement from anything out of place with its environment. (i.e. A human in a forest.)
    • This ability can also notice stationary objects that are unnatural to their surroundings. (i.e. A needle in a haystack)
    • This ability is not effected by blinding light, dust, smoke, or fog. It permits limited vision through these conditions even with eyes closed.
    • This ability also applies to "unseen" forces that are invisible to the naked eye.
    • The range of this ability is only 75m (250ft) and is 360 degrees circular.


    Ability to see anything, including stealthed characters or objects, in 360 degrees within a 250ft radius. PL 8


    Quote Originally Posted by If I will It

    If I Will It
    :
    Lye's will has become absolute to the point it can affect reality. While he has not yet succeeded in willing something out of existence, he has succeeded in willing objects into existence. While still in its infancy, the ability proves useful on numerous occasions. There does exist several limitations, however. The most important being, the object must have existed in at least one point of time on Althanas and the duration is limited.
    • This ability can only be used three times per day.
    • The object summoned can be no larger than a human being and must be inanimate.
    • The object exists for only 5 seconds before it is ripped back to where ever it existed.
    • The object can be as simple or complex so long as it has once existed on Althanas.
    • The object can be made of any material so long as it has once existed on Althanas.
    • If the object summoned has any advanced properties such as enchants or technological function, it must be linked in-thread to where it once existed. Otherwise, this is power gaming.
    • For objects that are plain in nature, they do not need to be linked (swords, shields, bows, etc)
    • If the object can fire a projectile, it is summoned into existence with at least one projectile to be fired.
    Ability to manifest objects into existence using the parameters listed above. PL 6.

    Quote Originally Posted by Fall Away
    [/SIZE][/B][/U]Lye's force of will transcends reality. He can bending it, shape it, and mold it a short he sees fit. As soon a second he does, however, the world no longer exists as it incense did. His will and the place he has created breaks away from reality and becomes hos own personal plane of existence. This phenomenon has bound itself to a simple phrase, and by uttering it, the world become so his own. All he has to say is "fall away".
    Quote Originally Posted by Fall Away
    • This ability can only be used once per day.
    • The are area of effect is only a 30 meter radius around him. Objects and people wishing that AoE are pulled into his realm.
    • The independent realm looks just like Althanas at the point in time Lye utters the phrase except time has frozen. The realm has an invisible barrier in a 300m radius of where Lye stood as it was created.
    • People or creatures that were pulled in cannot leave until the world collapses, Lye is killed, or he breaks it back to Althanas.
    • In this world, Lye doesn't tire. His abilities have no cool downs or limits. And only he may decide if those captive in his realm may or may not die despite otherwise fatal wounds.
    • This realm can hold Lye indefinitely within it if he is alone.
    • If someone else has joined him, they will only be subject to its effects for 4 posts (for any combat or "unwilling player". For player approved storylines, they may remain as long as the players agree to it or as long as Lye can ICly hold it which is entirely dependent on the other player's will)
    • Players with "will powers" can decrease time unwillingly spent there by the percentage of their immunity. If they are immune, then only Lye will Fall Away.
    • Clones of objects will fall into Lye's realm but the originals will exist in the original realm of Althanas. The clones can be brought back into Althanas after the realm breaks so long as Lye is in posession of it. (Subject to typical loot rules if items are claimed as loot at thread end.)
    Reality marble that grants Lye endurance and removes cooldowns. PL 10.

    APL calculation as follows:

    Starting APL: 116
    Starting abilities: 15

    Less:

    Estimated APL for removed abilities (Flock of Shadows, Reaper's Bounty, Viral Contingency and Frost Fire): -31
    Abilities: -4

    Revised APL before workup: 85
    Revised abilities before workup: 11

    Add:

    APL from new abilities: 47
    New abilities: 6

    Totals

    APL: 132
    Abilities: 17
    Total APL: 132/17 = 7.76 + 0.25 (for being over one ability) = 8.01*
    APL allowed: 8.66

    Approved!

    *In the interest of fairness, I added back a slot's worth of APL as a penalty for exceeding the abilty cap to see if the amount would still fall under the APL allowed for this level. As it does, I am using discretion to put this update through. If anyone has any questions about my long-winded methodology on this workup, please ask.

    Althanas Operations Administrator



    "When we were young, was this the dream we had? We're celebrating nothing. We need to find our way back."

  5. #605
    Deliver Us
    EXP: 69,763, Level: 11
    Level completed: 40%, EXP required for next level: 7,237
    Level completed: 40%,
    EXP required for next level: 7,237
    GP
    0
    Shinsou Vaan Osiris's Avatar

    Name
    Shinsou Vaan Osiris
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    6'0", 155lbs
    Job
    "Executor" (Leader) of the Brotherhood

    View Profile
    Cain Jodin - Level 4

    Quote Originally Posted by Iron Willed
    Cain doesn't frighten easily further more he is not easily mind controlled. In fact he is a real pain in the back side to mind control. Any one at Cains level can not mind control him at all. Any one blow Cain's level will suffer a debiliting headache and any one who is not at-least two levels above Cains level has to struggle to maintain control Cain.
    PL 5, similar to Mari's ability to resist mind control / influence of others.

    Quote Originally Posted by Caster Gun
    Caster Gun: It's one of Cain's caplocks that shoots magic! Cain is not a powerfull warrior, nor is he a magical dynamo he is by and large a regular human being. A skilled and quick human being but nonetheless just a regular human in a world with powerful warriors, and magical dynamos. To answer these kinds of threats Cain has a gun that can fire bolts of raw tap energy equivalent to a mage of his level as many times a day as his level, once every two rounds (posts), with a range of 100 yards.
    PL 7, in my humble opinion. The definition of Tap energy is quite vague and the uplift in PL is meant to cover this and the fact it can be recharged once every two posts.

    Quote Originally Posted by Enchantment to saber
    +1 Enchant to his saber. Upon striking an enemy, a surge of electricity will shock his opponent. This charge can only be used on first contact of any one enemy. It is strong enough to send a grown man to his back and leave a full body numbness. It would be hazardous to smaller targets like animals. Maximum of 5 discharges per thread/day.
    Obtained as a spoil here.

    Abilities: 8
    APL: 37
    Total APL = 37/8 = 4.625 (+ 0.25 "penalty" for going over on abilities*) = 4.875 < 5.00

    Approved!


    *Again, introduced a 0.25 ability slot penalty for going over on one ability, which is more of a means test than anything. As APL still falls within acceptable limits, I am approving this.

    Althanas Operations Administrator



    "When we were young, was this the dream we had? We're celebrating nothing. We need to find our way back."

  6. #606
    Deliver Us
    EXP: 69,763, Level: 11
    Level completed: 40%, EXP required for next level: 7,237
    Level completed: 40%,
    EXP required for next level: 7,237
    GP
    0
    Shinsou Vaan Osiris's Avatar

    Name
    Shinsou Vaan Osiris
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    6'0", 155lbs
    Job
    "Executor" (Leader) of the Brotherhood

    View Profile
    SirArtemis: Level 11

    No workup done on prior level.

    Going to have to do this one from scratch:

    Quote Originally Posted by Increased Strength
    Increased Strength: (x12) Artemis’ strength has been significantly amplified due to the unlocking of his true magical nature. In combination with his general training and profession, this has made his strength surprisingly formidable despite his stature. Opponents would find it near impossible to overpower him and general feats of strength that would impress are commonplace for him.
    PL 9

    Quote Originally Posted by Increased Endurance
    Increased Agility: (x12) Artemis’ agility has been significantly amplified due to the unlocking of his true magical nature. Artemis has an incredible degree of agility that allows him to move very quickly, as well as change direction quickly. His body can bend and move in ways that most would find outright unbelievable. His reaction time is also quite impressive and it is near impossible to catch him unawares.
    PL 9

    Quote Originally Posted by Increased Endurance
    Increased Endurance: (x12) Artemis’ endurance has been significantly amplified due to the unlocking of his true magical nature. He rarely, if ever, finds himself feeling tired or winded. He does not fatigue easily and fights as though fresh for days, even without sleep. Artemis is also remarkably resistant to ailment of various kinds, including poisons and diseases both of natural and artificial creation. He may show symptoms to the very strongest of these, but even then he is able to resist their effects remarkably and recover much faster than most others.
    PL 9

    Quote Originally Posted by Infra Vision
    Infra-Vision: Ability to use infra-vision. This ability allows Artemis to view the world as a spectrum of heat sources rather than based on reflection of light. He can use this ability at will.
    PL 6

    Quote Originally Posted by Darkvision
    Darkvision: Artemis is able to shift his vision into a form that allows him to see the world as he would with sufficient light, but he sacrifices the ability to see traditional colors. Everything appears as different shades of indigo, but remains clear and crisp, even at zero light.
    PL 6

    Quote Originally Posted by Hawkeye
    Hawk-Eye: Artemis is able to use his vision like a scope, zooming in and out of range. He is able to notice extremely fine details both close up and incredibly far away, seeing hundreds of yards with little effort or strain. This can be activated simultaneously with his darkvision or infra-vision.
    PL 6

    Quote Originally Posted by Gaze of Graxis
    Artemis has been gifted a power by Graxis, his Golden Dragon ally and friend, that allows him to determine the degree of good and evil someone embodies across a spectrum. Artemis will be able to see how malicious they truly are as a person and the severity of their malicious nature. This does not speak to actions. A person may commit deeds such as murder, but it is their intentions that determine malice or virtue. This presents itself to Artemis as a color upon the creature’s being when using this ability; gray reflects a neutral person, with more blue tone reflecting a lean toward virtue and a red tone toward maliciousness. Most people fall into the gray area, often leaning slightly toward virtue.
    PL 3

    Quote Originally Posted by Time Leap
    Time Leap: Artemis is able to shift his vision, using one or both eyes, so that he can see back in time to a period earlier in the timeline. It is as though he is seeing the same location in two separate points in the time continuum. He is not able to interact with anything from the past, but only visually observe – no other sensory information is provided.
    PL 3

    Quote Originally Posted by Ghostly Movement
    After absorbing the power of his enchanted armguard, Artemis has gained the ability to move in complete and utter silence, regardless of any other factors. In most cases, Artemis does not feel the need to utilize this ability as his general stealthiness suffices. At will, this ability creates a sphere of influence approximately three meters across, muffling all sound within that sphere magically. However, this does not mitigate any other senses. If a target has any particular extrasensory ability to detect other sorts of vibrations and distortions, they may be able to still detect Artemis. Any sound that enters the sphere of influence is immediately silenced, no sounds are generated within the sphere of influence, and no sound is able to escape.
    PL 7

    [quote=Sustenance: After absorbing the power of his ring of sustenance, Artemis no longer requires food, water, or air to sustain his life. He also only requires only two hours of sleep in order to feel fully rested.[/quote]

    PL 8

    Quote Originally Posted by Elementalist
    Elementalist: Artemis has absorbed the enchantments upon his blades that allow the elements to be channeled into his weapons. He now inherently can channel fire, frost, and shock damage into any attack he chooses, whether it’s a weapon that he wields or his bare fists. The strength and potential combination of these attacks may vary, and each element consumes the equivalent of a charge (i.e. using a frost/shock combo attack would consume two charges). At his current expertise, Artemis is able to channel these forces into a maximum of nine charges between a full night's rest (in his case two hours). The current power of his elemental magic could be equated to being struck by lightning, doused with liquid nitrogent, or burned by liquid steel.
    PL 5

    Quote Originally Posted by Vampyric Touch
    Artemis has absorbed the enchantments upon his blades that allows him to drain the life force of his opponents into his own being in order to regenerate wounds and fatigue. He now inherently can siphon energy through his attacks, whether it’s a weapon that he wields or his bare fists. The effectiveness of this varies in the depth of the strike and the duration of contact, as well as requiring the target to be a living being. The process of draining their life energy begins by simply causing them to fatigue and feel more tired. With enough sustained contact or energy drained, the target may fall unconscious. If continued upon an unconscious body, the target could potentially die. He can also use this ability to instill fear into opponents or intimidate them, as the sensation is immensely disconcerting and uncomfortable. At his current expertise, Artemis is able to channel these forces into a maximum of five strikes between a full night's rest (in his case two hours).
    PL 6

    Quote Originally Posted by Shadow Walker
    Artemis has absorbed the ability of the relic he obtained during his battle with Diadeus. He now has the ability to shadowstep, teleporting short distances of up to fifty feet at a time instantaneously. At his current expertise, Artemis is able to use this action a maximum of five times between a full night's rest (in his case two hours).
    PL 7

    Quote Originally Posted by Teleportive Markings
    Artemis’ markings have spread in strange ways, as though they are alive in their own right. On his right forearm a double-helix has formed with five bars between the strands. These bars act as charges for Artemis’ own teleportation magic that has evolved as a result of frequent exposure to Daros’ teleportive magic. Similar to Daros’ magic, Artemis needs to be familiar with where he is teleporting to and be able to visualize the location in order to go to that destination. When used, a single bar on the helix will vanish, replenishing precisely eight hours after it was expended. The fifth mark is specifically attuned to Daros’ home, as it was the most frequent return destination of Artemis’ teleporting. That mark can only be activated by Judicis’ magic, as it will serve as an emergency retreat if Judicis deems Artemis to be in severe danger of imminent death. This ability has a minimum travel distance of five kilometers - it is not meant for combat situations; that role is filled by Shadow-Walker. This is for long-distance travel. Artemis is able to take allies with him, however they must be willing to do so and not resist – otherwise the effect does not work. Each ally that is taken with Artemis consumes a charge on their own. As there are only four that can be actively used at any given time that means Artemis is able to take a maximum of three allies at once. The recharge rate is as previously mentioned.
    Story-focused ability to teleport, non-competitive. PL 4

    Quote Originally Posted by Shimmering Cloak
    Artemis’ body has replicated the power of an ancient artifact of the lost civilization that he discovered on his journey to the Kalev Highlands. He is able to activate a cloaking field around himself that renders his person and up to one ally completely invisible while active. If stationary, it is practically impossible to see him and the ability is barely taxing in any way, and can be kept up for up to three hours. When moving, someone may notice ripples in the air similar to the way one does when looking down a hot road in the summer. Once noticed, they would have to actively seek him out but it would still be very difficult. This ability renders him undetectable by any visual method, including but not limited to subsequent abilities that detect heat, magic, sonar and radar, and the visible light spectrum, etc. When moving, the ability becomes more taxing and can be used up to thirty minutes.
    PL 7

    Quote Originally Posted by Sensory Attunement
    The power of Artemis’ intuition has reached a supernatural state. He is able to sense the positioning and layout of all entities, magical and not magical, within a 100 foot radius, with his body as the point of origin. This is an ongoing effect that can be used in a combat situation and does not require much concentration. If anything were to abruptly shift, he would sense it repositioning within his sphere of influence, or if it left his range.

    Enhanced State: If given time to concentrate and not disrupted, from seconds to minutes, he can deduce more details regarding his environment and increase the sphere of influence. If he spends ten minutes focused in a meditative state, he can effectively expand his reach to up to a radius of fifteen kilometers, allowing him to understand the lay of the land, the presence of living creatures, and even to find individuals he may be looking for and their location.
    PL 7 - Similar to Lye's ability but slightly weaker.

    Abilities: 16
    APL: 102
    Total APL = 102 / 16 = 6.375 < 8.66

    Approved!

    Althanas Operations Administrator



    "When we were young, was this the dream we had? We're celebrating nothing. We need to find our way back."

  7. #607
    Deliver Us
    EXP: 69,763, Level: 11
    Level completed: 40%, EXP required for next level: 7,237
    Level completed: 40%,
    EXP required for next level: 7,237
    GP
    0
    Shinsou Vaan Osiris's Avatar

    Name
    Shinsou Vaan Osiris
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    6'0", 155lbs
    Job
    "Executor" (Leader) of the Brotherhood

    View Profile
    Leoric: Level 3

    Quote Originally Posted by Strength
    Strength x8
    PL 7 Strength. Obviously.

    Quote Originally Posted by Speed
    Speed = x1.5
    Unchanged from last workup, PL 3

    Quote Originally Posted by Quaking Strike
    Quaking Strike – Ability to use and manipulate the nature energy around him in his Punches, increasing the range of his attack by 2x in all directions
    (Formerly Quaking Palm and it only affected Palm strikes instead of just his punches)

    Visuals: When Leoric gets angry or begins to channel the Natural energy around him the wind bends to rotate around him directly. If there is any dust or debris it will swirl around him in a double helix pattern before dissipating and falling back to the ground. This only happens when he begins channeling the magic.
    PL 4

    Approved!

    Althanas Operations Administrator



    "When we were young, was this the dream we had? We're celebrating nothing. We need to find our way back."

  8. #608
    In The Eye of a Hurricane
    EXP: 62,578, Level: 10
    Level completed: 78%, EXP required for next level: 2,422
    Level completed: 78%,
    EXP required for next level: 2,422
    GP
    1,255
    Cards of Fate's Avatar

    Name
    Vincent Cain (OOC just call me Fred)
    Age
    20ish
    Race
    Earthling
    Gender
    Male
    Hair Color
    Sandy Blonde
    Eye Color
    Saphire
    Build
    six foot four and slim build
    Job
    Badass motherfucker

    http://www.althanas.com/world/showth...eduction-Leila

    Seduction's Touch: Leila being a succubus gives her touch a little bit more of an adding hand when trying to win someone over. This only happens though when the person's will is weak or their judgement is clouded such as drunk on ale. The affects only last thirty or forty minutes before it wears off. (As she levels up this power will get stronger.)
    Kinda the basic pl 3 seduction, if she plays it up as too strong I'll adjust it.

    Inconspicuous Fabric: Leila is able to control the threading in her clothes, allowing her to manipulate and tie up her "guest". This fabric is weak enough to be torn and ripped, so those that don't wished to be tied down can easily break free. (As she levels up I intend to make the fabric into chains.)
    Honestly a a toss up between PL 1 or 2. Calling it a two since any clown can rip out.
    Mirage: Leila is able to change her appearance, hair, eye and skin color. This works for men and woman that have certain fantasies. It also aides her when she wishes to blend in or be unseen by someone that may want to harm her. This only last for forty minutes.( later levels she will be able to change things around her.)
    Pl 3

    Approved
    There is a darkness in you. In all of us, probably. Beasts we keep chained. Ordinary men have to keep the chains strong, for if we let the beast loose then society will turn upon us with fiery vengeance. Kings though...well, who is there to turn upon them? So the chains are made of straw. It is the curse of kings, Helikaon, that they can become monsters. And they invariably do.

    Rayleigh is pretty chill. ♥

  9. #609
    Deliver Us
    EXP: 69,763, Level: 11
    Level completed: 40%, EXP required for next level: 7,237
    Level completed: 40%,
    EXP required for next level: 7,237
    GP
    0
    Shinsou Vaan Osiris's Avatar

    Name
    Shinsou Vaan Osiris
    Age
    31
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    6'0", 155lbs
    Job
    "Executor" (Leader) of the Brotherhood

    View Profile
    Ebi: Level 3

    Mental Speed: After extensive practice with his enhancement, the wanderer has gotten used to fighting in that state, and so his reaction speed has sharpened to twice that of the average warrior.
    Listed as a skill but quite clearly an ability. PL 4

    Enhancement - His enhancement takes three seconds per charge. For one charge he can increase his strength and speed to two times normal for one minute. Two charges can be combined to increase the improvement to four times normal for one minute, or two times normal for two minutes. He can also simply increase his stamina, allowing him to maintain a run for up to one hour per charge.
    Was PL 5 in prior workup. Boosted to PL 6 for usage upgrade and ability to reach 4x base.

    Healing: His healing operates in an area one foot wide, but requires more energy to heal different tissue types. Within three seconds using one charge, he can heal any broken bones, and muscle, tendon, and vessel damage in the area. Within twenty seconds using two charges, he can heal any organ and nerve damage in the area.
    Was PL 3 in prior workup. Three seconds to heal a broken bone and 20 seconds for an organ is bordering PL 7.

    Mental Purity - Due to the unusual nature of his mind, he can resist mind-affecting abilities of people his level or lower.
    Similar ability for Cain Jodin was PL 5.

    Demonic Possession: Every time he loses concentration, his dark passenger is waiting to take control. When it does, the enhancement on his body amounts to three times his normal strength and speed, and can last for up to two minutes before he blacks out from the strain. The Demonic Sight ability is automatically active when in this state. When recovering from losing himself, his speed, strength, and reaction time are reduced for a few minutes. No more than one use per day.
    Was PL 5, upgraded to PL 6.

    Total PL: 4+6+7+5+6 = 28
    Total abilities = 5
    Total APL = (28/5) = 5.6 - 0.5 for free slots = 5.1

    Approved, just. He's 0.1 over so i'm using discretion.

    Althanas Operations Administrator



    "When we were young, was this the dream we had? We're celebrating nothing. We need to find our way back."

  10. #610
    Wide eyed & bushy tailed
    EXP: 59,008, Level: 10
    Level completed: 46%, EXP required for next level: 5,992
    Level completed: 46%,
    EXP required for next level: 5,992
    GP
    1,545
    Hysteria's Avatar

    Name
    Remedy Blue

    http://www.althanas.com/world/showthread.php?32023-Ryu

    Swift!: Ryu is a quick fighter and is able to swing his blade twice as fast as regular people meaning he can get more attacks in! He is also quite nimble on his toes though his reflexes need work!

    LOCKED TRAIT; Mana Pool level 1: Ryu is locked to using spells three times a day.

    Spell-Heal: Heals light wounds on one target. Deals light damage if used on undead. Can use once every post.

    Spell-Magic Ball: Fires a solid ball of Magic the size of a soccer ball, projectile type attack that slowly disperses into whatever it hit, if what it hit is biological then the magic will burn and bruise them. Can use once every post, has a range of 100 meters, deals physical damage in the form of magic. Projectile speed is moderate.

    3 x 3

Page 61 of 66 FirstFirst ... 11515960616263 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •