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Thread: Workup Log

  1. #421
    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...rstone-Level-4

    9 abilities, average of 5.555555 approved!

    Water Stones
    Alma can condense and transmute a gallon of water into four small stones in a few seconds, each containing a quart of water. These “water stones” can then be returned to liquid water an ounce at a time by squeezing them out, and the stone will shrink as it is drained until it is gone. When crushed or impacted against a solid surface, the “water stones” will burst immediately into their remaining contents of liquid water, and the resulting pressure obeys the laws of physics with regard to damaging objects. This is the signature spell of Alma Waterstone’s line, and as such she has practiced aligning the energies in these stones for various effects, the specifics of which are listed below.

    Ice Trap
    Alma can load ambient apas, or Water energy, into an already formed Water Stone as she prepares to use it. Slow pressure on one of these apas-charged stones produces a trickle of icy water, often used to treat wounds and burns or in potion-making. Impact or crushing force on such a stone, however, causes it to erupt violently into a rapidly-freezing sheet of ice approximately a meter in diameter. This surface is slick and difficult to walk upon without appropriate grip and practice, like any ice, and anything standing on the surface at the moment of impact will be similarly coated by a thin layer of the ice, making removal difficult but not impossible. This energy load is unstable, and will dissipate harmlessly within ten seconds of initial charge unless released into water. Alma can charge her waterstones with this spell five times per day.
    Level 4

    Simulacrum
    Alma can create a temporary golem in the shape of herself or someone else present at the time of casting, using only sand, soil, clay, or other prevailing earth particulate. This spell will persist for five minutes, or until a piece of the golem is removed or anyone other than Alma physically interacts with the golem, upon which the golem will revert to sand and disintegrate. The golem is not capable of interacting with its physical surroundings or speaking, and can only move in basic ways (no running or jumping) within a short range of Alma. An ordinary golem created by this spell can perform simple manipulations of objects, carry objects, and walk or run at the same speed as the average human. Up to three of these golems can be made at a time, and with regular “touch-ups” to renew the spell, a golem can last as long as she needs it.
    Emet
    Through intense study, Alma has developed a combat-capable version of her simulacrum. This golem, called Emet or “truth,” is bound in its creation to the will of her familiar, Malakai. Its structure mimics human musculature and skeletal structure, though with flesh of dense clay and bones of stone, and it can strike with the strength of two men. Like her other golems, Emet can only travel at a walking pace, but it can otherwise move as fast as an average human. In its creation, Alma sacrifices illusive properties to imbue it with the blessings of Anat, the Warrior Goddess, and as such Emet’s appearance is not capable of being purposefully sculpted to any other form than humanoid. At creation, Emet’s substrate will also take on the form of a melee weapon, with strength equal to steel, for the golem to wield. Emet can be destroyed by removing or destroying its head, incapacitating Malakai, or marring the first letter of his name as it is etched on his head, changing it to Met or “death.”
    Level 7, slow, strong-ish summon with no time limit but a few weaknesses.

    Glamour
    Alma can generate a matrix of seeming across an object that she touches, making those who look upon it see, rather than the object or individual, an illusion of what she wishes them to see. This seeming lasts until it is disrupted by running water, which will wash away the glamour as it runs over the object. It cannot make the target invisible, but it can make the target appear to be someone or something else of similar size and shape. Interaction with any part of the glamour allows a chance at seeing through the veil, but only those of strong will have been known to succeed. She can now, also, project her glamours onto objects that her noncombat golems touch.
    Seemless Glamour
    Alma’s worldly experience has taught her that a number of creatures and individuals can see through her glamours as if they were not there, and has exhaustively researched a counter to this practice. Her glamours can now consist of a double-layer of seeming, the first layer appearing as a normal glamour. The underlying layer, however, is woven into the first in such a way as to provide confusing feedback to anyone or anything that sees through her glamour with magic. The result is confounding evidence that her glamour is not simply a veil over who or what is there, but that it is merely an image where nothing exists. This improved version of her glamour cannot be projected from a golem, however, and as such Alma herself must touch the subject.
    Level 5, high level illusion to what she is touching.
    Shadow Stone
    Alma can load ambient prithvi, or Earth energy, into a lodestone pebble, and shape those energies into a shadowbinding spell. She can then throw the lodestone into a shadow, binding it and it’s owner to the stone. The affected target cannot move in such a way that their shadow no longer falls upon the lodestone. If they reach the edge of their shadow, an invisible force impedes their progress, stops their arm or leg, or otherwise halts them. This can be circumvented by picking up the lodestone and carrying it with them. If the lodestone is physically moved beyond where the shadow falls, such as by throwing or kicking the lodestone, the affected individual is pulled by the same invisible force. The elemental energies powering this spell will dissipate within three posts, or one if it the lodestone lays in the rain or running water.
    Umbral Anchor
    With an improved formulation, Alma’s shadow stones now follow their bound targets when they teleport or plane shift.
    Level 7 (high level restriction)

    Shillelagh
    Alma can transmute a set of clothes and her staff to temporarily reinforce them to the strength of [steel. The enchantment lasts for five minutes, but degrades more quickly in the rain or running water, lasting only half the time in such circumstances. This spell, cast on her Witch’s Staff, disrupts its flight-based enchantments while active. As well, her clothing hardens and stiffens against assault, but restricts her mobility like a suit of scale mail without the weight.
    Thorn Blade
    Upon imbuing her Witch’s Staff with her shillelagh enchantment, Alma can also reshape the wood from which it is constructed. The gnarls surrounding the leadened end of her staff will grow into a sharp edge, creating a spear, scythe, glaive, or warpick. Alma is blessed by the goddess Anat to be proficient with any weapon made from her Witch’s Staff. The thorn blade, like the rest of her staff, gains the enhanced material strength of the shillelagh spell.
    Level 5

    Defensive Precognition
    Alma’s sensitivity to magical energies can, at times, extend into the future, allowing a momentary glimpse of potential coming misfortune. While not foolproof, she can often sense incoming spells and other attacks via the backwash of disturbance to her personal aura. She still must think and act quickly to defend herself
    Level 6

    Witch’s Flight
    Alma has laced her staff with permanent enchantments to make it more receptive to her own flight spell. The resulting effect is that she can fly at approximately twenty miles-per-hour on her staff with good maneuverability, and can hover when needed. Her flight spell works on other rod-like objects, such as brooms, mops, and pitchforks, but with less predictable results. Used with any object other than her spell-laced staff, her maneuverability is difficult, and she can only maintain altitude through constant motion. As well, she cannot cast spells while flying a normal object. The spell is not a persistent effect of its own, either, so the flying object must be in constant contact with Alma, and she can only work the effect on one object at a time. This flight requires focus, and if her focus is disrupted by psychic assault she will fall. Alma can carry one passenger (familiar aside) when flying on her staff, but cannot make combat maneuvers with the extra weight.
    Level 5, limited flight

    Swarm Sand
    Alma can scatter a pinch of specially prepared herbs and sand to transform it into a swarm of flying or crawling insects or arachnids of any type, including but not limited to locusts, bees, butterflies, and moths. The vermin are vaguely under her psychic command, and will blindly follow the last orders given unless directly controlled by the witch, requiring her complete concentration. These insects can sting and bite similar to their natural counterparts, and carry whatever venoms their natural counterparts would. This spell lasts for one minute, following which the insects return to sand and burnt herbs, though contact with flame will immediately cease any affected members of the swarm. The vermin in this swarm have a moderate ability to dodge projectiles. Alma can cast this spell once per day at present.
    Level 6 (Same as Aur’s, single use)


    Blight
    Alma can, with a touch and a prayer, withdraw the blessings of the Kotharat from man, beast, or locale. When used on her surroundings, she can cause nearby flora to wither, soil to dry and crack, and stone to soften and disintegrate. The effect initially covers a five-foot radius around Alma within seconds, and with continued concentration she can spread the blighted area’s radius by five feet per minute, out to a 50 foot radius. When used on an animate target, living or dead, necrosis spreads from the point of her contact out to an inch radius within seconds, and with continued concentration can spread the blight by an inch in radius per post, out to an area the size of a human forearm. This necrosis strips flesh, weakens muscle, and causes intense pain. The effect on a living subject is temporary, however, and will likely heal within a day or two, and less if one treats the wound appropriately or pays penance to the goddesses of the Kotharat. Alma can only blight an individual who is not currently suffering the effects of her blight. Alma can blight up to four individuals simultaneously, but can only apply one blight at a time. Alma can only concentrate on the most recent blight, and once concentration is broken she cannot resume concentration on that blight.
    Level 5

  2. #422
    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...he-Feral-Child

    Night Vision (he can see uncannily well in the dark, even being able to spot coal deep within a cave without a light source other than the sun at the entrance),

    Equipment/Weapons:
    Hardened fists and feet, leathery skin, loincloth
    2x Level 3s

  3. #423
    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...-Anubis-Ancara

    Agility - Anubis' ability to physical situations increases twice the average agility capacity. Agility bonus can passively be activated at will. It takes approximately two turns after the Agility bonus has been activated to reactivate again. Agility requires concentration. The bonus to Agility is only active for about two-three turns.

  4. #424
    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...ldly-Irritated

    Three threes

    Magic of Blood:

    Never one for gaudy displays of power, Faust prefers subtler offensive spells. If he can acquire a drop of his target’s blood, he can apply it to a small cloth doll. After murmuring a quick incantation to link the poppet to his target, wounds that appear on the doll will be mirrored on his enemy. He can inflict up to three small wounds or two medium ones (cuts, bruises, or other abrasions).

    For this spell to work, the target must be in Faust’s line of sight. While these wounds can’t be blocked by physical means, those with strong focus or willpower can lessen or negate them completely. He can create three poppets per thread.

    Magic of Bone:

    Faust’s skill with conventional necromancy isn’t what it used to be, but he can still raise the bones of the dead when he needs to. Once per thread, Faust can reanimate a single human-sized corpse or two animal-sized ones (dog or smaller) to do his bidding. While the zombies can’t talk, they provide a useful bit of muscle and follow mental and verbal commands. These corpses last until destroyed, dismissed, or the thread ends. While their sinew and muscle has likely rotted away, they still move at 1/2 normal speed.

    Magic of Flesh:

    While not strictly useful in combat, the Magic of Flesh is one of the most useful of the dark arts in Faust’s arsenal. By completing a ritual that takes approximately one hour, Faust can create a sort of artificial skin to cover his bones. He gains no new physical abilities, but the flesh can appear any way he wants it to and acts as a handy disguise until dismissed.

  5. #425
    Administrator
    EXP: 81,363, Level: 12
    Level completed: 34%, EXP required for next level: 8,637
    Level completed: 34%,
    EXP required for next level: 8,637
    GP
    535
    Max Dirks's Avatar

    Name
    Max Dirks
    Age
    24
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Green
    Job
    Illicit Entrepreneur

    View Profile
    Ziro:

    Chitin skin: considered this an ability rather than starting armor at 3
    Teeth: not an ability
    Heated breath: 3 no projectiles
    Telepathy/Summon: 3 to summon a normal large rat; can be used in combat but has no unique ability; telepathy considered unique to the rat as to allow passage.

    APL: 3 approved.
    Althanas Operations Administrator

    Dirks GP amount: 2949

  6. #426
    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...Ioder-Level-5)

    61 / 10 = 6.1 (with one free) approved

    The Angelic Nebula- Ioder as Seraphim is composed of a pool of energy known as the Angelic Nebula. At his very core he is nothing more than a cloud of dust-like energy that allows him and others of his kind the capability of configuring and reconfiguring his physical form at will. This would allow him to change his shape and appearance into any form he liked with the same general mass of a small bear and anything lesser in size and nature. From human to dwarf to goblin there is no shape too complex for Ioder to assume though he may not assume a form of pure energy. He may extend out the energy to touch and interact with the world around him in various forms. Though he isn't naturally a solid composite he may be slain by regular means.

    Angelic Nebula- Angel’s Montage- Ioder may shift from form to form freely with little effort. He is even able to shift multiple times in quick successions if needed. (8 total uses.)

    PL4 (same as Talen’s form change)

    Angelic Nebula- Angel's Wrath- Ioder sends forth a portion of his ‘Nebula’ at his opponent with the aim of encasing and trapping his target. This is able to wrap around up to two limbs of his target and hold the two fast for two posts with the strength of damascus. Ioder can concentrate his attack somewhat, sending a smaller amount his nebula able to wrap around a part of a person and crush it, similar to being struck by a powerful delhar hammer. This versatile ability also allows him to interact with his surroundings. (Combined 5 total uses. The hit must land to be considered used as the malleable nature of the ability. Outside of combat he may use this indefinitely to interact with the world.)

    Level 7 (increase use and strenght)

    Angelic Nebula- Angel's Protection- Ioder uses his nebula for protection around himself or another person. For a post any attacks are fended off by the steel strength defense automatically, but the effect must be cast the post prior. Repeated attacks, or very powerful attacks may still pierce this defense. (4 total uses.)

    Level 6

    Angelic Nebula- Angel's Visage- Ioder can create an image of serene beauty with his nebula. These creations can range from animals through to people or angels. These visages are able to move with the speed of a normal person. If they should they get within two meters of their target they can turn back into raw nebula and encase their victim as described in Angel's Wrath. These creations can only exist for three posts before dematerializing. (2 total uses.)

    Level 6 (no change)

    Angelic Nebula- Angel’s Armor- Using this technique, Ioder can cover himself in a compacted layer of his aura, providing an additional defense should his Angel’s Protection fail. Though quite effective, maintaining the armor requires a large amount of concentration and stamina. It takes as much force to break the armor as it would break tier 3 metals. For the Armor of Aura to be considered used it must be broken though. Once broken it reassembles itself until Ioder can no longer keep it up.(5 total uses.)

    Level 8 (need to watch this, it might be OP)

    Angelic Nebula- Angel’s Prestige– Ioder being a literal mass of energy makes him completely unaffected by gravity. He moves in whatever manner he wishes, up walls and on ceilings, as well as levitation and flight.

    PL9 (same as Talen’s anti-gravity)

    Angelic Nebula- Angel’s Rebirth– No matter what may happen, whether it be death or even complete eradication, Ioder’s mass will eventually reassemble itself and he will be fully recovered after a few days.

    Level 1

    Angelic Nebula- Angel’s Confetti- Ioder can create up to four tennis ball sized orbs of his nebula that orbit around him. These spheres can be used as both projectiles and explosives. He is capable of firing these orbs as fast as a fired arrow and may rupture them at will. Once ruptured these spheres explode in a wonderfully colorful glitter paint bomb. Any person that gets any amount of glitter on them have a powerful illusion cast upon them. This illusion turns all equipment invisible for thirty minutes (3 posts.)

    Level 7 - decent number of uses, slightly odd effect.

    Angelic Nebula- Israfil, The Seraphim of Judgment- Upon the death of anything near him Ioder can commune with its soul. The soul is compelled, nah forced, to tell tail of their life, to relive their worst sins and greatest pleasantries. Ioder then judges them based on how he viewed their lives. If any soul is deemed sinful rather than pure, they are not allowed to ever pass on to the next life and instead are consumed by Ioder, forever in his possession and added into his Nebula. (Player Character may avoid this toll. (If they are babies about it. (Lookin at you.)))

    (plot only, shouldnt result in increases of strenght)

    Angelic Reflexes- Ioder possesses incredible reflexes and combat prowess. In battle he is able to predict attacks and react to them with great speeds. He can place seven to eight swords swings in the time it would take the average man one easily outmatching the competition. This does not affect his running speed.

    PL 8

    Judgment: Divine Summons- This allows Ioder to transplant any Major or Minor Arcana from wherever they are in the world to infront of Ioder. After transplanting anyone Ioder must withdraw from battle due to fatigue. Though this is a great feat his compelling summons may be refused. (1 total uses)
    Level 5, limited, not really feasible in a real situation.

  7. #427
    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...3-Camille-Dark

    Abilities: Lycan form: Cammy is able to shift into her Lycan form once per day and for a maximum of ten minutes per shift. Her Lycan form is currently only half-Lycan dew to her Lycan spirit withdrawing from hers dew to her only pack and loved one being murdered; and offers the following abilities/benefits.

    Increased resistance - In her Lycan form, Cammy is able to absorb two mild blows which would otherwise injure her. She will show small remnants of the absorbed blow upon shifting back into her human form by faint scars and bruising which fade over a few hours

    Increased strength - In her Lycan form, Cammy is at current effectively as strong as three humans. This increase comes at the cost of agility. She is unable to avoid most incoming attacks while in Lycan form currently.

    Two temporary body boosts, 3 each.

  8. #428
    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...an-White-Cloud

    Immortal: Hu Tian is immortal. She will return to the same departing moment in the 1930’s Earth if she sleeps, is hit by magic, or dies.

    Intuition: Hu Tian has X2 sight and X2 perception compared to an average human. She is excellent at pattern recognition and sensory analysis.

    1, 3, and 3.

  9. #429
    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...nt-492-Red-Dog

    • Uplink: Lucius can connect to networks over great distances to access information, transmit and download data, and communicate.

    • Hack: Using encryption disruption, Lucius can gain access to and control electronic devices. The neural link can cause fatal feedback.
    Plot only.

    • Augment: Lucius can augment physical abilities twice per thread (X2 agility/strength) for 3 posts. Electricity can disrupt the power supply.
    • Shield: A.R.I.A systems can create holograph armour that can deflect three energy weapon shots or normal strength physical blows per thread.
    Three, three and three.

  10. #430
    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...-%28Level-2%29

    Enhancement - His enhancement takes about five seconds, and can either increase his strength and speed to twice their normal limit for up to one minute, or to one and a half times their normal limit for up to two minutes for one charge. Two charges can be combined to increase the improvement to three times normal limit for one minute, or two times normal limit for two.
    Demonic Possession: Either through mental or physical exhaustion, severe anger, or life-threatening wounds, Nyadir has become witness to his own mayhem on many occasions. Alongside a complete personality shift, the demon can bypass the half-elf's normal physical limits, and will gleefully slaughter any living thing it sees. The enhancement on his body amounts to twice his normal strength and speed, and can last for up to two minutes before the strain causes temporary unconsciousness. The Demonic Sight ability is automatically active when in this state. When recovering from losing himself, Nyadir's speed, strength, and reaction time are reduced for up to two minutes. No more than one use per day.
    Level 5x2


    Healing: Through approximately five seconds of concentration, he can heal non-lethal stab wounds and non-lethal muscle-deep slash wounds using one charge. Non-lethal broken bones require twice the energy of an enhancement to heal, taking about twenty seconds, but lethal wounds require three times the energy of a normal wound. They can take as much as forty seconds.
    Level 3

    Demonic Sight: After several attempts, the swordsman has been able to create a link to his demonic side without becoming overwhelmed. Through that link, he has found a way to 'borrow' the tainted vision of his body's other inhabitant. In such a state, he can see twice as far as normal, and his visual acuity is heightened. Through practice he has learned to utilize this ability in combat, and it effectively doubles the speed of his reaction to anything in his visual field. Due to the strain, he can only maintain this state for up to thirty seconds, but after a few minutes can use it again, up to three times in a day. The level of concentration required is quite high, and he is prone to losing his focus fairly easily due to his unease, and lack of familiarity with the technique.
    Level 3

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