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Thread: Workup Log

  1. #521
    The Three Ways
    EXP: 42,532, Level: 8
    Level completed: 84%, EXP required for next level: 1,468
    Level completed: 84%,
    EXP required for next level: 1,468
    GP
    2,265
    Logan's Avatar

    Name
    Logan McCloud
    Age
    30
    Race
    Human
    Gender
    Male
    Hair Color
    Silver
    Eye Color
    Glacier Blue
    Build
    6'4" - 245 lbs.
    Job
    Manipulation of Your Mind

    http://www.althanas.com/world/showth...ment-(Level-4)
    Shinsou Vaan Osiris
    Level 4 Update

    Faustus Gauntlet
    Temporary damage shield. Reduces damage above medium attack strength (damage below is muted). Shield breaks after 1 attack, regardless strength. Covers all form of attack (magic, projectile and physical).
    PL 6

    Spirit Sense
    Innate knowledge of relative power strength of opponents. Because relative power strength means diddly in the grand scheme of things, it feels pretty light on the overall power side.
    PL 3

    Dark Matter
    Added ability to mold the object to another shape while held. Nothing additional from prior level.
    PL 5

    Enpera Hitsugi
    No change
    PL 4

    Senkai Shinjitsu: Enpera Kurohitsugi
    No change
    PL 8

    Senkai Shinjitsu: Blood Rain
    By calling upon his Jal Shey powers, Shinsou is able to call a localised storm of crimson blood. Any contact that either he or Enpera, his sword, makes with the Blood Rain will heal and cauterize any physical or magical wounds he has sustained, as well as negate the effects of any poisons inflicted upon him, up to a medium severity. This includes gashes, small fractures and aches and pains, both internal and external.

    The rain lasts two posts and can be called upon once per battle. The healing process takes ten seconds to complete from first contact and is gradual rather than instant

    Summary: Blood Rain allows Shin to heal medium wounds and damage. Heal over time style. Asking to have him include an interrupt counter option in there.
    PL 8

    Enpera Butorenjin
    Shinsou activates can activate this spell once per battle to imbue Enpera with the power to cause temporary paralysis to an opponent if they are cut by its blade. If the sword cuts an arm or a leg, that limb is rendered immobile for three posts. If the sword strikes the body, the paralysis will instead attack the electrons firing to and from the brain and cause the opponent to suffer confusion and slower reactions for two posts.

    The spell, once cast, remains in effect for Enpera for four posts. Enpera Butorenjin does not work on the undead or the inanimate.

    Summary: Butorenjin provides a means to temporarily disable an opponent. Severity based on where his weapon hits. One-hit, one-cast spell that is object dependent as well. The spell functions akin to a weapon enchantment, essentially. Takes a post to cast, and has a somatic component.
    PL 7

    Total abilities = 7

    6+3+5+4+8+8+7=41
    41/9 = 4.6

    Allowed at lvl 4 = 5.5

    4.6 < 5.5

    Approved!
    Dying to himself, - Level 1/2
    Led to a new creation. Level 3
    The form remained - Level 4
    The foundation was rebuilt - Level 5
    The House rebuilt. - Level 6

    2015 - 1/2 of Adventurer's Crown Round 2 Guest Team w/ Max Dirks, Althy Day Superlatives: Character - Best Personality, Writer - Hardest Worker
    2016 - 1/2 of Best IC Partners w/ Max Dirks, Mr. Althanas

    {Record keeping for me: A Talymer longbow with 40 enchanted arrows purchased here,
    a box of cakes/muffins given here,
    Fools Rush In earned here,
    Dreamer's Helm earned here,
    Might of Moxxilus earned here,
    Sloth purchased here.
    }

  2. #522
    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...%28-level-7%29

    All levels tallied and fall below the average for the level. I've include a list of everything here as some I thought were skills and have clarified:

    Racial Traits:

    Adult Dovicarus – A Dovicarus reaches adulthood when his or her horns have finished growing. Age has no relevance. This brings changes in physical and mental traits as well as some associated abilities.
    Not an ability, horns mentioned later.

    “Lies Cut My Tongue” – Whenever Azza lies, or is thinking about lying, she will begin to fidget about or play with her hands, usually poking her two index fingers together while her face reddens. Those who are observant will be able to notice the oddity and change in her behavior.
    Not an ability

    Landbound Habits – The act of eating, sleeping, and other things normally associated with normal humans, or life in general, are no longer need to be performed out of necessity for adult Dovicarus, but will be done out of habit. As such, Azza will still want to eat on a regular basis and will want to sleep on a regular basis, despite the fact that she no longer needs to.
    Not an ability

    Horns of the Dovicarus – Azza’s horns are now fully grown, starting from above each ear and contours along her head towards the girl’s forehead. The blunt points face each other and are exactly one inch apart. The strength of each horn is akin to titanium, however, they cannot be used as effective weapons and cannot be used to gore someone at all. If the horns were to be damaged, all of Azza’s racial related attributes, except regeneration, will be reduced depending on the extent of the damage. The loss of one horn will reduce her racial attributes by half, and the loss of both will reduce her to an average human, all with the exception of her regeneration. Azza is aware of this.
    Not an ability. This could be considered an ability, however the intention seems not to be. Instead it appears to be a weakness.

    Wings of the Dovicarus – The once small tuffs of feathers on each shoulder blade have now grown into wings. Their color is a soft russet that fades to a dove white at the tip of each “feather”. The composition is something that feels like furred feathers. The wings, while having no specific use, are sensitive to touch. Azza has a two-foot wingspan. If severed, they will incapacitate Azza for one hour. Unlike the rest of a Dovicarus’s body, the wings will not regenerate on their own, and must be “willed” back after two days, if the Dovicarus wishes. When the wings are “willed” to regenerate, they will burst forth fully grown to their previous size and Azza will experience another hour of incapacitation. Azza is aware of this.
    Not an ability. This could be considered an ability, however the intention seems not to be. Instead it appears to be a weakness.

    Blood of the Dovicarus – If one was to drink Azza’s blood, the individual will gain increased regenerative abilities, however, will also experience a period of both insanity and dementia in direct relation to how much blood they have consumed. Dovicarus blood has no effect on creatures with an artificial mind (constructs), non-sapient undead and simple creatures without brains (slimes/jellies/amoebas). A Dovicarus’s blood and horns also prevents their kind from turning into were-creatures, vampires or other types of creatures that have the option of procreating by spread of their blood or sickness. Azza is aware of this.
    Not an ability (imo)

    Unmasked Aura – Azza still does not know how to mask her aura, and as such, she is easily detectable to those who are sensitive to strong magic and spiritual forces. Those who are able to see magical auras will see Azza as brightly as a walking magnesium flare. Azza is aware of this.
    Not an ability

    Dovicarian Healing – Dovicarus cannot be healed by magic other than that from their race. Conversely, the Dovicarus must use a different spell if they wish to heal others not of their kind. This means Azza cannot be healed by the majority of Althanians, including the technique used by the Ai’Brone monks. Medicinal and natural herbs can assist in healing, as long as there are no magical components mixed into the potion/draught consumed. Azza is aware that others cannot heal her.
    Not an ability

    Magic Incompatibility – If someone not of Azza’s race tries to teach her magic, Azza will be able to emulate a similar effect. However, because of the differences between how a Dovicarus casts spells and how Landbound (humans, elves, dwarves, etc.) cast spells there is an infinitely great chance, at this point, that Azza will cast a spell that is ineffective or completely different in effect, (for instance, a fireball that heals.) Azza is aware of this issue.
    Not an ability

    Enchanted Equipment Rejection – Like those of her race, Azza is unable to use any enchantments on equipment, and all equipment that Azza uses will function as mundane equipment unless it is forged from the Rolntaurn metal from her home realm. The other exceptions are equipment imbued with a spirit. While spirit imbued equipment will retain their enchantment in Azza’s hands, they will only function at one tenth of their normal power. Enchanted equipment, when used against Azza, will function at their full ability. Azza is aware of this issue.
    Not an ability

    Enchants that Crumble – Equipment that is enchanted or augmented by Azza are good for a limited time use before they either crumble to fine dust of the material they are forged/made from, or are in a such a state of wear and tear that the equipment must be repaired for effective use. Living creatures or plants enchanted or augmented by Azza do not experience this effect. Azza is aware of this issue.
    Not an ability

    Water's Embrace – As a Dovicarus and now whole of being, Azza will not outright drown when submerged for an excessively long time. Instead, she will slip into a deathlike stupor until her head is no longer underwater. After six hours of no longer having her head submerged, Azza's normal regenerative abilities will take over. Azza is aware of this.
    Not an ability (imo)

    Toxin's Malice – As a Dovicarus and now whole of being, poisons will rampage through Azza's body more quickly with full effect. Poisons now have a maximum duration of 1 hour with all of its effects compacted down to that time frame. Faster acting poisons will function as they are. Azza is aware of this.
    Not an ability

    Anti-Magic Overload - Areas or attacks that nullify or suppress a magic user's ability to cast spells are resisted and can be overpowered by Dovicarus Type Magic. Currently, the Azza's first attempt to cast Dovicarus Type Magic while suppressed under anti-magic effects will result in her current spell being lost. The next Dovicarus Type Magic will succeed and overload the suppression affect while physically manifesting Azza's "Unmasked Aura" for her level in minutes.
    Level 6 – fairly rare this will come in handy, but I’m ranking it anyway.

    Daughter of the Forests – When Azza is barefoot and her feet are in contact with the world where vegetation can take root, common, small non-toxic vegetation appropriate to the region will grow rapidly within a half foot radius from where she stepped upon. If the plants cannot sustain themselves naturally upon the spot they grew, they will wither within seconds. Azza is very aware of this. This trait will not manifest in areas where the light of the sun has not touched.
    Not an ability

    Tolerance to Natural Conditions – Weather conditions do not hinter a Dovicarus physically, so much as mentally. Most comfortable in their frozen mountain home, Dovicarus can function in extremely hot deserts, but will most likely complain a lot. Azza, while never having experienced the frozen steeps of her natural home, feels most comfortable in winter and dislikes heat in general. However, whichever of the two extremes she is in, Azza will not succumb to their effects. Her comfort will be in question though.
    Sounds just below the level of an ability.

    Racial Abilities:

    Regeneration (Dovicarian) – With the horns fully grown, Azza’s regeneration ability reflects that of how her race normally functions. Wounds that are received by physical and/or mental means will regenerate within six hours, regardless of their severity. That is not to say that the wounds won’t slow down the Dovicarus. Very specific methods must be used to kill a Dovicarus. Azza is aware of her regenerative abilities and their extent.
    Level 1

    Endurance Fortification – Fully grown and now with her being no longer fragmented, Azza's abilities are progressing to what they should have been. Azza now has x6 the endurance of an average human, able to withstand things that would make a bear cry!
    Level 7

    Strength Fortification – Azza’s strength, while no longer fragmented, has progressed differently from her previous life and is making progress slowly. Azza, when compared to an average human, is about x2.5 stronger.
    Level 4

    Speed Fortification – Much to her surprise and glee, Azza is now much quicker with her movements and reactions to the point of being equivalent to x5.1 faster than an average human.
    Level 6

    Natural Flight – Azza is now fully aware of her innate ability to fly. However, because she has spent the majority of her current life with both feet upon the ground, flying for long periods of time will make Azza very uncomfortable. Whenever possible, she will prefer to walk even at the expense of time. Besides, it's hard to interact and seek the journey of life when floating above all of it.
    Level 8 - Given no other limitations like time or speed specified.

    Bastion of the Mind – With her being no longer fragmented, Azza is now innately immune to telepathic influence and telepathic attempts to harm or glean information from her mind. When there is an attempt to open a telepathic channel with Azza, Azza will be able to discern the location and identity of the individual attempting contact. Azza can then decide whether or not to allow communication. Along with this, attacks upon Azza's mind from magical sources have their effects dampened to half their usual effectiveness. Non magical sources are not affected (drugs and poisons as examples.)
    Level 7

    Active Abilities:

    Restoration Specialization (Dovicarus Enchantment Magic) - Azza is able to either draw mana either from herself or the world around her to rejuvenate and regenerate organic matter over a period of time depending on the severity of damage. Light to moderate damage can be treated within a matter of seconds while heavy or mortal wounds require several minutes of concentration. This ability can apply to vegetation and land. While this ability is capable of restoring dead land and vegetation, it is unable to bring deceased beings that previously had a soul back to life. This ability requires channeling and cannot currently be used while in direct combat. Due to specialization Azza will be able to use this ability on those not of her race. While this ability can be used indefinitely, Azza will currently require a rest period of at least two minutes between each use no matter the severity that was treated.
    Level 4

    Elemental Augmentations (Dovicarus Enchantment Magic) - Azza draws upon her internal mana and must have the chosen element present to produce either a beneficial augmentation or harmful one. This ability can be applied to organic, non-organic, and barrier targets. Some elemental augmentations have no effect on certain targets. Azza at this time has a limited use of four augmentations a day, two in the Citadel as the magic of the Citadel directly interferes with this ability. Currently, Azza must be in contact with the target and the element required. Azza cannot target herself with elemental augmentations. Activating an augmentation does not consume the reagent. Azza's specific augmentation options are as follows:
    Wood - Beneficial Effect boosts the target's morale for one hour. Negative Effect enfeebles target's Endurance to x0.75 of their normal state for one hour.
    Fire - Beneficial Effect amplifies target's Strength by x1.5 for one minute. Negative Effect plagues target with visions of their worst nightmare/fear for one minute.
    Land - Beneficial Effect calms target from an excited state. Negative Effect sends the target into despair for one hour.
    Water - Beneficial Effect boosts target's concentration for one hour. Negative Effect robs the target's coordination for one minute.
    Metal - Beneficial Effect increases the target's pain tolerance by x1.5 of their endurance for one hour. Negative Effect causes the target to become brittle for thirty seconds.
    Air - Beneficial Effect increases target's speed by x1.2 and refreshes the target from exhaustion for three minutes. Negative Effect robs the target of their breath for thirty seconds.
    Endurance/coordination/exhaustion
    Morale/Calms/concentration/pain tolerance
    Strength
    Nightmares/despair/ breath
    Speed
    brittle


    The First Barrier (Dovicarus Barrier Magic) - The First Barrier is a shielding technique that those of among Azza's kind first learn and master. It cannot be shaped or augmented. The barrier is projected away from Azza to a maximum of a three meter radius, will expand at the rate of Azza's Speed modifier and will collide with the surrounding environment, with the exception of terrain, as a solid blunt object with the force of Azza's Strength modifier. Azza's specific manifestation of The First Barrier will prevent all entry of foreign entities up to a maximum of her Endurance modifier in minutes. This ability can be deployed instantaneously and then must be channeled by Azza for the barrier to stay active. Azza may not move or perform other actions, with the exception of talking, while channeling. This ability may currently be used indefinitely with ten minutes between each use.
    This is pretty strong. Constant barriers for 10 min, when a battle lasts what? Five? Six? As Azza levels this becomes even stronger, imagine if it was all level 10 stuff?

    It’d be level 9 atm.

    Purge (Dovicarus "Other" Magic) - Upon touching a living target, Azza is able to purge all hostile foreign entities and negative effects afflicting the target instantaneously by burning the affliction away with pure mana. This ability can currently be used indefinitely while requiring a five minute rest between each use.
    Level 8 Kind of like a dispel ability, but fairly long cool down.

    Farinman Song Weaving (Story Only) - After the events of Se'lutia, Azza has picked up and trained her understanding of the traditional song magic of her kind under the tutelage of Sakuya, a fellow Dovicarus. After nearly two years, she is able to grasp the technique at the level of a novice. As such, Azza is able to amplify her Enchantment Magic by one hundred fold across a one mile radius from her position. Currently, Azza must rely upon at least one other singer to accompany her who also knows the words to the song. Prior to the singing ritual Azza must also spend 168 hours consecutively drawing external mana into her body. During the preparation time Azza many not use any of her other active abilities or the Song Weaving will fail. Extra singers will currently boost the song's effect by x0.01. Azza can currently only weave one effect into her song affecting only one target source. Target sources may be as specific or as broad as desired for example, all plants or all crops, or all carrots.
    Level 3, quite un-usable.

  3. #523
    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...ilomel-Level-8

    PLs:
    6, 5, 7, 7, 7, 5, 9, 6, 5, 8, 6, 6, 5, 10, 5 = Av 6.5

    Technically she is one ability over, but with so much extra superfluous abilities and add-ons in her character which limits her strength relative to some other characters, I'm letting it slid. I'll let her know she can only add one ability next update.



    Speed: excelled speed when running, to the speed of a deer bounding away from predators, based on an African springbok up to 50km/h and leaping up to 10 m through the air in a single curve. This also enchances her basic attack speed, movement etc, up to 4x a normal person.
    PL6

    Earth-Sense: Her species gives Philomel an acute connection to the earth. Whilst touching earth, or dirt, or wood, etc, she can sense what is around her, up to a fifty metre radius. The passive abilities this provides are a detection of animals of un-rational thought (i.e. not humanoids and sapiens) and other rough objects in her way - such as rivers, trees, buildings, and a rough idea of edible plants. She does not have to be directly touching the earth for this to work, but needs to be within a few milimetres, i.e. she can do it through gloves and other covering. To advance this to degrees of being of rational thought, Philomel can tell what rough direction they are and a rough distance. For this part to work she must focus on this for half a second. This ability is enhanced somewhat with Veridian, but was naturally hers.
    PL5

    Skin of Iron: Related to the rocks of earth, Philomel's natural skin is now as tough as iron. This includes everything but her eyes, breasts and other sensitive areas - inclusive of downstairs, under the arms.
    PL5 (however I’m including this in her other skin strength abilities under Monster State)

    Earth Magic:

    Due to the development of her connection with Veridian, Philomel has developed an "awakening" to earth magic. Though very rare in fauns, her linked mind with this Earth Spirit and her dutiful worship of the tree-goddess Drys, has allowed her to be opened up to a world of possibilities. Over time these will develop into something beautiful.

    Cracking The Earth: Up to six times per day Philomel can essentially cause a minature earthquake by slamming her hoof, horns or fist on the ground or any other surface. What this does is immediately crack the earth in a 20 degree cone of ten metres, or a web (circulating outwards) of five metres, depending on how her hoof is placed and directed. It upsets ground and plants, cracks concrete and if used against foundations, could destroy buildings. It causes a shake in the earth for three seconds before abating. In the very centre there is no damage exactly where Philomel places her hoof, horns or fist, but three inches from that the damage spreads rapidly out. It can easily cause a praticised fighter with no agility ability to lose their balance and slip, and knock any oncoming blade attacks out of balance with them. If very unstable and at the outermost edge of the crack (i.e. at the worst part) an opponent has the danger of falling over and hitting their head. On a Richter Scale this measures from 0 at the point of incarnation to 7 at the edge.
    Quakebow: After having Drys bless her crossbow, Philomel can now send Cracking the Earth across a distance. Philomel must inact Cracking the Earth at the same time as firing a bolt, and essentially what this does is send the earthquake somewhere else. The point at where the bolt hits becomes the new epicentre for the quake, much like her hoof or horns or fist. All stats with Cracking the Earth are still the same (7 richer scale etc), however the shape can only be a web. Number of shots is included in overall Cracking the Earth count (6).
    Level 7 (school)

    Through the Earth Portal (aka, down the rabbit hole): Essentially a form of teleporation, this ability allows for the transference of Philomel in an almost instance. It creates a portal in the ground, opening up the earth and creating a direct link to another place, but not in a physical way, more like a phasing state of metaphysics. Only creatures who are connected to the earth (fauns, Earth Spirits, possibly men) can use this portal. There are stages and limitations, also, on how close Veridian is to Philomel. This ability can be used up to four times an hour.
    •By herself Philomel can portal-jump to a distance of 25 metres.
    •Either Veridian or Philomel (though Philomel is the one operating the magic) can jump to join each others direct side so long as they are within 10 metres of one another.
    •If side-by-side Veridian and Philomel can jump together, pouring in her magic, plus his Goodwill enhancing, to a distance of 50 metres. This take two seconds to operate, however, and can be interrupted by a loss of concentration. They must be within half a metre of one another.
    •As a latent ability, one other person can be joined to the party, so long as they are not water-based or fire-based, and travel with Philomel and Veridian, or just Philomel by herself, to an extent of 20 metres. The subject MUST be willing, therefore this cannot be used against people as a weapon, only as a form of moving people out of situations (innocents, allies, etc). It can be used in combat, in wars etc, but only on people who are willing and are allies.
    PL 7

    Armoured with Rocks: Summoning the rocks around her (within a five metre radius, dependent on setting, etc), Philomel can create an amount of armour to protect one place on her. The rocks zoom from nowhere to her, attaching themselves like magnets, attracted by her pure brillance. The rocks cannot be larger than a hand-size. Though a defensive ability, they will likely knock over people in the way, to an amount of a minor wound (up to the opponent to react). Once on her, they attach and stay on for up to five minutes, or until they are shot/worn away by blows etc. The maximum amount of rocks that can attach themselves is enough to cover her torso. Only rocks can be used, or dirt if there are no rocks. Only up to two placements of this armour can be present at one time, and this can be used up to three times per battle. The sort of damage they can defend against is fist blows (unless those fists are enchanted) and slashes with weapons up to steel. Damasus and beyond will hack at half of the rocks, spilling them like a shot. The armour can also protect against "normal" bullets but this qill requires a judgement call, or discussion with the opposite party.
    PL 7

    Major Earth Healing: By rubbing earth or vegetation onto a wound of any type, be it cut, breakage etc, Philomel can heal the wound within two seconds to a minor extent. Minor wounds, such as a simple knife slash, will be healed almost instantly, major wounds, such as a knife stab, will heal after three seconds. Breaks of bone will begin to knit back together (taking half an hour for a full break to heal), but it will be unstable, not enough to be used in punching, enough to hold a sword or to support (for instance, to hold up a person to standing). The pain will still be minor for major wounds. This can be used up to five times per battle.
    PL 5 (still quite slow healing)

    Monster State(s):

    Terribly Monstrous: Echoing Veridian's Terribly Monstrous Ability from level 5, Philomel is now able to transform into a monstrous beast. What this does is allow her goat-side to take over her body almost in its entirety. Letting the rage and animalistic qualities of her race take over she transforms - these take the form of two stages "Raging" and "Enraged". When she is in these, however, her intelligence somewhat declines, and with it much of her earth-magical abilities. Note: Veridian's demise does not affect this transformation.
    The duration for these are 3 posts for Raging state and then three after for Enraged. Raging state must be active for at least 1 state before Enraged can come into play.
    Raging State: Transforms halfway into a goat. Appearance is of a goat on two legs with the torso of a man. Something akin to a minotaur, her head enlongs, her horns grow, and more fur begins to appear all over her chest and arms. It grows up from her waist, and down onto her arms, and starts to take over head hair, which becomes matted and loses its violet colour. Her entire size swells with muscles, causing any clothes to become several sizes too small. She does, however, have an opportunity to take these off (such as her breast plate) as this form takes two seconds to transform into. In this time she is a mutant half-person with a knobbly ugly face. Her height in this form is roughly 6ft 3inches, and her build is heavy and muscular.
    Abilities:
    •She keeps all passive abilities, as well as the ability to swing a sword as she still retains hands. The Lover, however, becomes incredibly dangerous when it is alight, however, for she is generally more furry, including back of the hand.
    •Her speed remains the same, however she now gains 3x strength.
    •Her skin becomes as tough as steel.
    Enraged State: Philomel becomes a fully formed massive goat, white and chestnut brown in colour with grey eyes. This beast stands roughly 6 foot to the shoulder and has many more muscles than one would expect. Much closer to a mountain goat than a domestic goat her body is entirely covered in fur, and she has bigger horns than perhaps might be necessary. The process of this transformation takes a further 2 seconds, during which she is pretty much not capable of anything but turning into a goat.
    •Due to her change in anatomy Philomel loses any ability to wield a sword or other hand-held weapon.
    •Magic remains, and natural talents, are increased. Her speed and strength goes to 5x that of a normal human.
    •Her skin and horns also becomes that of damascus strength.
    •She is still, however, susceptible to any magical abilities, especially fire.
    •Horns are basically the same size and versility as in natural form (increased slightly in size relative to overall size but no special ability)
    •Weight is almost half a ton.
    Quote Originally Posted by My last work up
    I’m going to treat these boosts as one ability again, taking them apart based on effect rather than doubling across both abilities.
    skin steel or Damascus: Level 8
    speed (included in core speed ability)
    strength go to 3 or 5x: 6 (included weight in strength)
    I am however joining her skin with iron skin, to change it to a level 9 (and not counting them as separate abilities).

    Familiar: Veridian - a fox formed earth-spirit.


    Veridian is immortal, but when he dies he is out of extistence for ten minutes then reborn back under the ash tree Philomel met him in Concordia Forest. So once dead in a battle he cannot return, but Philomel can use her magical ability after those ten minutes.
    Basic Abilities: Can be used in combat - his weapons include a single bite per post that is harsh and brutal, and capable of ripping out large chunks of skin and flesh, down to muscle, causing a major wound. His claws are more or less kept sharp and a scratch will cause a minor wound.
    Bite of Flame: Veridian now has the ability to bite with fire. This is down to the simple fact he has a tenth of a fire whisp inside of him. The flames, however, are not like a normal fire-breath - instead they are connected to his bite. Veridian releases a spew of flames from his mouth, and they are sent towards the victim. The flames then act as a second pair of jaws, immediately clamping around the victim's arm/area of damage. It does the same damage as his jaws, except that it causes a major burn also. The victim must be within ten feet, also, otherwise the flames disappate. Useable 4 times per thread.
    Terribly Monstrous: Veridian harbours a secret more terrifying than is suitable for small children. The Earth Spirit he calls his sister, Farragise Onosan, the white rabbit who is as mysterious as she is adorable, has within her the ruined, tortured soul of a demon who went insane a thousand years ago. In their most recent encounter, when Veridian found out that traditional history was missing much of the heroics of the Earth Spirits and thus decided they had to go to war against the mistaken scholars, she granted him part of this soul. Within Veridian now resides one tenth of a behemoth, something that in the beginnings of times roamed the world and slaughtered mercilessly. One time per battle he can call on this darker part of himself and transform into a monster. The monster form lasts around six posts in length, and will soon tire out. It grants him 4x his natural size, and also adds a fire element to each of his attacks. His jaws still cause major wounds, but will also cause major burns when it comes into contact with skin. Claw attacks will grant minor burns. His fur, also, singes on contact, and stands at 55 degrees C. Overall, where he walks, he will singe the earth - if he stands in one place for too long it will get hotter and may burst into flame if on such things as wood, ice will melt etc.
    Quote Originally Posted by My last work up
    Familiar: PL4, a small fox, but with a decent bite.
    Increase size: APL 4
    Fire (and bite): APL 8
    I’m going to combine the familiar and ‘size change’ ability into one, changing it to a generic PL 5.

    Familiar: Delath

    Delath is a dragon, originally a baby black dragon who could fly about a metre and then fall, and burp tiny flames. He was not used for combat and bought back near level 4. Philomel bought him along with an amulet to make him an adult dragon, and by grace of her goddess has managed to gain the power enough to use this.
    However, when Delath was granted adulthood, several things happened. First, he lost the ability to fly and his colour went quickly from dark black to a murky brown and green. His wings withered and fell away, and his whole form became something large and bulky and rock-like. Essentially he was consumed by the element of earth, and became that which is useful for Philomel to fight against the forces of the "dark".


    Basic: Delath stands at 7ft at the shoulder, and is roughly 20 ft in length. His scales are still somewhat weak due to his transformation, and thus not able yet to penetrate anything. They are little better than skin. He has a natural bite as a skill and no ability to breathe fire.

    He also has a mental link to Philomel, and though it is not as strong as Veridian's, for Delath is mostly independent, he will come at her call.
    Abilities:

    Burrowing:
    Delath can bury under the ground at a speed of natural running for a regular being. He does this by digging with his huge forepaws and claws, and also by literally eating the soil around him. It is excreted via the natural way, passing straight through him. He can exist at a hundred metres below ground, and can appear at any moment. His entrance is noticeable as a small earthquake, at a rate of five metres below the earth. This gives a target two and a half seconds to notice him coming and react. This ability has no limit.
    Breath of the Vegetation:
    Three times per thread Delath can breathe on any material or being, and force plant matter upon it/them. Matters of vegetative state, beginning as small mould weeds and growing into vine weeds, will sprout over the proximity of the breath. It spans a metre in length and half a metre in diameter. There is a series of vegetative states, that grow more vicious and stronger with every passing moment.
    •Immediately spores begin to grow, in the form of small and simple mould particles, in the air and on the surface of whatever target. These are harmless and can easily be brushed away but can cause blindness etc, if directed properly.
    •After half a second very weak tendrils begin to grow from the particles, swirling and growing centimetres in length. They are very easily breakable.
    •After one second the tendrils become vines, and gain leather in strength and so not easily breakable. They start to extend to five centimetres in length and have sticky underparts like ivy, grasping onto whatever surface with ferocity.
    •After two seconds, the vines begin to bloom flowers, and they are level of steel in strength. They can only be cut with a blade to got rid of and are now the length of ten centimetres, curling around things in the imitation of bonds. The flowers are not toxic, but they can be around an inch in length.
    •After five full seconds, if the vegetation has not been brushed/cut away in any form, the flowers will bloom a toxin that causes necrosis on any living tissue that is not of the earth. On any surface that it touches the flesh will rot/begin to die in areas a centimetre deep, very similar to leprosy. The condition is treatable but not easily and causes some dizziness and general ill feeling. The toxin first acts on any bare flesh that the vegetation has touched, and then will spread under clothing at a rate of one centimetre per two seconds. Any layer that is attached to the skin (e.g. clothing) will essentially stick to the dying skin and be very painful to remove off. The necrosis spreads for a maximum of six seconds.
    Quote Originally Posted by My last work up
    Familiar: PL6, large, heavy (flightless) dragon
    Burrowing: Interesting, I’ll go with 6 due to the constant nature and the ‘got ya’ possibility.
    Vegetable Breath: 5 for the two second ‘strong hold’.

    Combined:

    Philomel and Veridian can now operate an offense called "Hellgate". They must both be in their Terribly Monstrous state (Philomel needs only be Raging or Enraged) for it to work. Once they are both in position they can create an instantaneous crack in the earth between them, a maximum of ten metres long, and they must be within each others eyesight for this. It opens up the earth for up to five seconds, and anyone standing between them will have to successfully dodge or jump to not fall in. The process has the purpose of sending whatever victim straight to hell, as a form of judgement for their sins. Out of the crack also exhumes a heat that can cause minor scalding and a poisonous gas that acts very similar to Delath's Breath of the Vegetation, although it takes the appearance of red vines and red flowers.
    Earth/plant attack PL 10 and 5 respectively. In reality I doubt anyone will be caught in it, but then the same can be said about a lot of abilities.

  4. #524
    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...hp?31014-Devyn

    Pl3 speed

    Pl 3 stregnth

    Pl 3 perception
    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. ♥

  5. #525
    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...-Qadira-Uthman

    Qadira Uthman

    A Pl3 minion ability

    A pl 3 fluff ability with various things tied to being undead
    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. ♥

  6. #526
    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...Rolan-Durandai

    Agile: Since he has a leaner frame and a toned body frame, Rolan tends to be more agile, relying on speed and dexterity over brute strength. However, he values preserving himself over striking an opponent. Because of this he is capable of reacting in about half the time a normal person would to incoming threats while having the endurance to dodge in a drawn out fight for an extended amount of time where another might tire.

    Opportunist: Rolan has a situational and environmental awareness much more developed that an average person. Because of this he is capable of quickly recognizing and positioning himself in ways that would serve to his advantage in a fight. When traversing terrain he is able to quickly recognize obstacles in his path, although it may not mean he is able to discern a way around it.

    Enduring: Even though he spent most of his life in the shelter of the orphanage, Rolan had gained a significant amount of physical and mental stamina from his training and assisting the acolytes with the daily chores. This has given him a stronger resistance to harsher climates compared to a normal person, allowing him to survive for longer periods of time in spite of lacking the required tools needed to survive in the more dangerous terrain.

    Three level threes!

  7. #527
    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...-Eburi-Level-9

    Increased Strength: 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 Enhanced Strength.

    Increased Agility: 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 8 Enhanced Agility
    PL 7 Immune to Ambush

    Increased Balance: Due to his incredible agility and refined muscles, Artemis has a very good center of gravity, and is even able to fight effectively while on difficult terrain.
    PL 7 Immune to unbalancing.

    Increased Endurance: 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.
    PL 10 Max Endurance

    Ocular Abilities:

    [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.

    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 4, treated 2 abilities as a "school."

    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 10 Max Perception.

    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 9 Magical Silence

    Sustenance: After absorbing the power of his ring of sustenance, Artemis no longer requires food or water to sustain his life. He also only requires only two hours of sleep in order to feel fully rested.
    PL 5

    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 six charges between a full night's rest (in his case two hours).
    PL 5 Could feasibly be strengthened, merely adds elemental damage to an attack. No special damage (i.e. explosive, freezing, etc.)

    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 10 Cannot get any stronger.

    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 10 Teleport, based off of Vince's Tap Blink. It shouldn't get any stronger than this.

    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.

    Pl 5 Teleportation.
    9+8+7+7+10+4+10+9+5+5+10+10+5=99/13=7.6 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. ♥

  8. #528
    Member
    EXP: 46,429, Level: 9
    Level completed: 25%, EXP required for next level: 7,571
    Level completed: 25%,
    EXP required for next level: 7,571
    GP
    196
    Tobias Stalt's Avatar

    Name
    Tobias Ebericht Stalt
    Age
    23
    Race
    Human
    Gender
    Male
    Hair Color
    Brown
    Eye Color
    Gold
    Build
    5'8" 138 lbs.
    Job
    Lost.

    View Profile
    Vincent level 7

    Strength of Kings: Vincent despite his looks is SEVEN TIMES as strong as the average human. He can easily deadlift up to 1,400 pounds at the drop of a hat. (PL 7)

    Emperor’s Training (Two abilities combined into one): Through both the power of Fate and training Vincent is FIVE times as fast and reacts FIVE time as fast. He can sprint upward of 75 miles per hour, and strike FOUR to FIVE times with a blade or fist in the time an average fighter could squeeze in one. He can also react five times as fast and is better at deflecting blows ect. (PL 6)(PL 6)

    Blood of the Emperor: The change in his arcana has caused him to lose his truth sensing abilities but grants him an increased healing factor. He is capable of five times a day closing a moderate wound within the space of two posts. Out of fights he regenerates three times as fast allowing him to recover from major injuries (But not fatal.) (PL 5)

    Word of Kings: Kneel-
    A recent discovery, Vince has an inherent ability to use a spoken version of song magic. By stringing certain “Words of Power” together Vincent can use the Tap to manipulate his surroundings. At this moment he only knows the word Kneel. By saying this word he creates a fifteen foot radius of magical pressure that exerts itself on everyone but Vincent. It acts as if he has tripled the pressure of gravity, and takes place for about a post. Usable three times a day. (PL 5)

    Word of Kings: Cease-
    Another word of Power, this ability allows Vince to stop projectiles in mid-air simply by focusing on them and uttering the word Cease. He can halt up to three projectiles at one time, and they must be within twenty feet of him. Usable twice a day. (PL 4)

    Word of Kings: Gate (Grandiose Tap Gate)-
    Once per day, Vincent can open a portal made of Tap energy to transport himself and two other people to anywhere in the world he is familiar with. He must have visited the place, and committed several details to memory in order to make sure the gate opens in the correct space. It takes several minutes of concentration, and will close the moment he enters. Someone cannot be unwillingly dragged through the gate, and no one can use the gate if Vincent has not willed it. (PL 7)

    Aces Up my sleeves:
    Vince can concentrate Tap energy into projectiles in the form of Tarot Cards. These cards when thrown fly in a straight line at the speed of an arrow fired from a high powered bow. These cards dissipate on impact and release varying concussive force to the target depending on how much he charges a shot. A “single charge” would feel like a punch from an average human. By charging the card with more power it gains the impact force of one of Vincent’s full strength punches. He can throw as many single charge shots as he wants, but his enhanced shots are limited to 10 a day. (PL 10)

    Tap Blink: Vincent is capable of 10 times a day of teleporting up to ten meters from his starting position in any direction. This movement is quick and hard for the average opponent to see. When he teleports he flashes a bright blue, and when he reappears he lets off another blue flash. It takes about 1-3 seconds for him to reappear depending on the distance. (PL 10)

    Pain tolerance:
    Vincent is able to withstand more pain than a normal person. Minor cuts are more like an itch, with really painful things somewhat dulled. Only major cuts and injuries tend to slow him down. (Endurance x2) (PL 3)

    Fate’s Chosen:
    Vincent is capable of sustaining four times as much damage as the average human. It takes four times the amount of force to break a bone, and cuts that would normally be deep are more minor. (PL 6)

    Born of the Tap: When Vincent dies he fades back into the Tap and rises like a phoenix once more a week later. (PL 1)

    The unseen hand gathers the most coin: Due to Vincent’s connections behind the scene he makes an extraordinary amount of gold from secondary ventures. While most of this goes to fund the Hierarchy, Vincent also pockets some of the funds to use for his own endeavors and thus gains 20% more gold per thread than normal. (PL 7)

    Tap Materialization: Vincent is capable of storing anything smaller than him in a pocket of Tap energy to be withdrawn later. Once per post Vincent can either draw or store something into said pocket dimension. He cannot put live creatures into this dimension or perishable goods. For example in post one he could draw his sword to attack. In post two he can draw a cane but cannot store the sword thus leaving him with no empty hand. In post three he can put one of the items away or draw another weapon. (PL 5)

    7+6+6+5+5+4+10+7+3+6+1+7+5=66/13=5.07<13

    Approved.
    Last edited by Tobias Stalt; 05-30-16 at 12:04 AM.
    Even a well-lit place can hide salvation
    A map to a one-man maze that never sees the sun
    Where the lost are the heroes
    And the thieves are left to drown

    Calm and Cold, and how they became Mithril.

  9. #529
    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...ioran-Aranthir

    Wood-Shaping: Lioran has a profound connection with the element of Wood, but is still learning to harness it. He can cause wood and plant life to grow and even change shape by touching it. Living, non-magical plants can be made to grow at an accelerated rate, with the amount of time and energy used depending on the size and complexity of the plant (for example, a simple berry bush might be made to yield a season's growth in a few minutes, but altering an ancient tree would take so long that it might as well be impossible). Unliving, non-magical plant matter can also be affected, but cannot gain mass in any way (so a cut branch could lengthen, but would grow thinner as a result).

    Body of Wood: Lioran bears some of the innate durability of his element. At present, his skin has the same durability as oak (meaning that he can still be damaged by piercing and slashing attacks, though less so than flesh and blood beings, and that bludgeoning attacks are fairly ineffective against him). Note, his mass is still the same, so blunt attacks of sufficient force could still send him flying.

    Renewal of Spring: Lioran has the ability to restore vitality to living things (and only living things). Doing so at his current level of skill is quite time consuming for anything but the most minor injuries, meaning that it is only truly effective outside of combat situations. Mortal wounds and lost appendages are beyond his skill as well.

    Three threes.

  10. #530
    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...-John-Fitebear

    Powerful: John has trained his strength intensely, giving him increased physical power. (Strength 10x)


    Hard PL 10

    Fast: John has learned to use his size to his advantage as he runs, and he can sprint short distances at 80 mph, at a jog he clocks around 45-50 mph (around 6x)


    Pl 6

    Quick: John has had to hone his reflexes even further since abandoning traditional weapons in favor of his own arms and legs. As a result of this extensive training, John is able to react very quickly to the movements of others, as well as make movements in quick succession. (John could snatch a gold piece from your hand before you even realized it, if you were an average joe.). (around 6x)


    Pl 6

    Scourge of House Band: It is said, in tales told to the children in parts of Salvar, that when John Cromwell took his revenge, massacring a large part of House Band, that he would not die, no matter what wounds he received. Now whether the legend followed John’s abilities, or his wounds have hardened him; the end result is the same. John can push through limits that weaker men would collapse under. Wounds like gashes and strikes to the body will not even slow him down, and he can fight with broken ribs, though the longer bones of the limbs would likely reduce his fighting ability by a significant amount after a while. It was said he had the willpower of four men. (endurance 5x)



    Pl 6

    One with the earth: John can, whilst standing in one location, increase his endurance at the cost of his speed by growing tendrils made of armor into the earth, much like the roots of a tree. While in this state he is unable to move his legs. (immobile, +2xEND)



    Pl 5, a simple boost with a heft price


    Shield other: Once per thread/day, John can help an ally in danger of being harmed. If John can see an ally about to take a serious blow, he can intercept the blow. When activated, John teleports (short range, say 50 meters at most) to intercept the blow, taking the attack head on.


    One off teleport, only used in the presence of others. Im gonna call this a PL 5.

    Magical absorption: John has learned how to channel and mix the magic of his armor with magic from outside sources, producing different effects depending on the situation. Provided the spell will strike John on his armor, he can absorb the spell into his armor for a maximum of five minutes, after which it will dissipate. While this spell energy exists within him, he can channel it into one of three effects. He can only mix these energies twice per day/thread before it is exhausted, and any subsequent spell that strikes his armor will behave normally.


    Pl 7 absorption

    Magical Absorption: Healing: John can channel an absorbed spell's energy into his body, using the magic to heal himself of a minor wound or heal the severity of a more major injury. Small cuts and bruises can be healed instantly, and larger cuts and broken bones will partially heal.

    Pl 7 healing

    Magical Absorption: Redirection: If a spell that John has absorbed has not faded completely, he can produce the energies from his armor in the same way he absorbed them. This ability redirects the spell absorbed at a target. If the redirection is immediate, the spell power is halved due to inefficiencies in the transfer and storage of these energies. The longer John waits to redirect a spell, the weaker the spell becomes, until it fades after five minutes.

    Pl 6

    Magical Absorption: Charge: John can charge himself with the energy of an absorbed spell. For example, if John absorbs a lightning-based spell and charges his armor with it, attacks made for one post after this activation deal minor shock damage. The same effect goes for frost, fire, and other effects.


    Pl 5 boost


    Under 12 abilities, good
    63/10=6.3 under 6.75

    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. ♥

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