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Mutant_Lorenor
07-03-10, 03:42 PM
(Notice: Due to a misunderstanding on my part about The Church of Ethreal Sway, I am updating my character's history to better fit the new direction of Salvar, thank you for understanding)

(Will be making suggested Edits, thank you Kyle)

~Genome 9~ (http://www.althanas.com/world/showthread.php?t=20990)

~Genome 8~ (http://www.althanas.com/world/showthread.php?t=20299)

~Pages of History~

~The Salvar Operation~ (http://www.althanas.com/world/showthread.php?t=20395)

~The Burning River~ (http://www.althanas.com/world/showthread.php?t=20863)

~And so it Begins~ (http://www.althanas.com/world/showthread.php?t=18789)

~Hold Your Tongue~ (http://www.althanas.com/world/showthread.php?t=20929)

~William Arcus~ (http://www.althanas.com/world/showthread.php?t=20935)


~History Update~

Discovering an ultimate truth, Lorenor suddenly realized key missions in Salvar given by The Church of Ethereal Sway never happened. The myth: Lorenor was an professional assassin working for The Church of Ethereal Sway as a ranking member of its blades. The truth: It was all a lie. Upon his initial arrival to Salvar, key members of a secret society called Order of the Fallen One, kidnapped Lorenor and took him to a hidden location in Knife's Edge. There, Lorenor was subjected to all manor of torture and brainwashing meant to make the mutant high priest forget everything he had just undergone. When given certain power-word commands by the Thaumaturges of the sect, Lorenor would become active and assassinate key members of the Church of Ethereal Sway.

The first time that the power-word command was given, the mutant thought he was ordered to protect key members of The Sway, including Lev Testhan when he was still alive. However, that was not to be the case. Instead, what really occurred was the attempt on the clergy. The first attempt was unsuccessful, but the second attempt would end the life of one of the clergymen named Ivan Wolf. This was before the current events in Salvar came to pass. Left with false memories of his assassin missions, without realizing that he had assassinated Ivan Wolf, Lorenor returned to his handlers. Without the knowledge of the facts that they were in fact his handlers, the mutant found no-one there.

In a panic, Lorenor tore the place up. Finding some documentation about the project he was a part of, Lorenor realized the truth. Having betrayed the Sway, the mutant knew that he would be hunted. In the time he thought he spent with The Sway, he was really undergoing Assassin training with the Order of the Fallen One. Discovering this betrayal, the mutant realized the completeness of his failure. In Salvar, the mutant had managed to win a Fiefdom named Y'hanz Zaar. That was his reward from his handlers, but the memories were permanently skewed. With a broken heart, Lorenor swore vengeance on the Order of the Fallen One.

With no clues as to where to begin except a few obscure documents and tomes, Lorenor returned to his fiefdom. There he was taken care of by loyal followers and schemed to exact vengeance on those that did him harm. In due time, Lorenor would find the members of the Order and enact horrible atrocities upon them. Vengeance, would be his...





~Skill Tree~

Unholy Command-No change from level 9.

Umbramancy (Darkness)-(New!!!) ~A newly discovered power. Umbramancy is a direct result of Lorenor's control and mastery of the elemental Darkness. With this newly discovered power, N'Jal has gifted her High Priest for years of servitude. Awarded efficient command of The Living Darkness, the mutant has now learned how to manipulate raw Darkness. Whenever Lorenor is around a darkened area, he can summon will-power and bend The Living Dark to his command. At will, Lorenor may conjure The Living Dark when shadows are present in any location. When The Living Dark is present, Lorenor may exert his will upon it.

After exerting his will, Lorenor summons a dangerous attack comprised entirely of The Living Dark. A single -Bolt- of potent darkness is launched from any location that a shadow is located in. Furthermore, Lorenor may channel this energy to launch from any part of his body. Upon hitting the living, the attack may cause -moderate-heavy- damage. Against those individuals belonging to the forces of Light, the mutant's damage rating with his Bolts becomes double-lethal. The move is easily telegraphed from a frontal attack, but Lorenor rarely uses the ability that way. All Lorenor needs to channel this power is natural shadows that become The Living Darkness. Lorenor can summon Bolts in this fashion at will. Heavily armoured warriors and magi can currently modify the effects of the bolts down.~ (Locked until level 11)

Necromancy- (New!!!) ~Though ti is true that Lorenor has an Artifact that allows him to use Necromancy, the fell books of The Necronomicon have awarded him further control of this power. Whenever a corpse is present, the mutant can use The Living Dark as a resource pool and Reanimate The Dead. Creatures summoned in this fashion will aide the mutant and obey his command. Lorenor can only summon one corpse for the time being. One such dirty tactic Lorenor uses is freshly killing someone and reanimating them under his command. Note: This is separate from Argus' Necklace. ~ (Locked until Level 11)

~The N'Jal Protocol~

Unholy Strength (Strength)-~Slowly discovering the secrets of The Spider Magi, Lorenor has been awarded new heights of power. N'Jal has gifted her dark servant well. Now Lorenor's Strength has mutated to the point where it has started to transform. Currently, Lorenor's base Strength is roughly -Six Times- that of the average Althanian. Furthermore, due to Lorenor's sadomasochistic nature, he has discovered a new source of power. Note: Removed Threshold of Pain thing.~

Level 9-After considerable training and obtaining the secrets of the N'Jal Protocol, Lorenor has acquired ~Five Times~ the strength of the average human being. Combined with the Horns of Power, the effects of Strength are stackable. Strength applies to all feats of physical prowess, all physical attacks, and any other act requiring Strength. At will, Lorenor may lower his power-level to that of his opponent's level to make things more interesting in his twisted mind.

Unholy Endurance (Endurance)-~Slowly discovering the secrets of The Spider Magi, Lorenor has been awarded new heights of power. Lorenor has developed tremendous Endurance capacity. Now, his flesh has developed the equivalent toughness of -Arctic Hide-, due to his time spent in Salvar.. Furthermore, his Endurance has evolved to the point where pain experiences and traumus can further increase his Strength. Lorenor has also developed ~Five Times~ the Endurance capacity of the normal Althanian human being. (Arctic Hide: Found in Salvar's northernmost wastes, arctic beasts are tougher and hardier than most normal animals, and resist damage much more strongly than most.) Removed references to the Threshold of Pain thing.~

Level 9-With all of the trials that Lorenor has been through, he has earned ~Six Times~ the Endurance of the average human being. This allows him to deal with great psychological and physical stress with considerable skill. His body has become toughened to handle the stress caused by physical pain and blows to his person. As such, without armour, his body has gained the toughness equivalent of ~Masterwork Steel.~ It can endure the physical stress caused by massive trauma. Lorenor has grown to enjoy pain as a sadomasochist and relishes it. Pain actually causes him to focus in a more determined fashion. Traumas like the removal of limbs make the mutant laugh at the event. He still feels the pain, but the pain brings about a sort of euphoric state of mind.

Fell Intellect-~Lorenor has now reached ~Super Genius~ status. Opting to mastermind various schemes in the name of N'Jal, Lorenor has become a dangerous enemy to Althanas. Scheming in the darkness, Lorenor fancies himself someone ahead of the curve. Able to foresee events due to his Forsaken Prophets and seers, the mutant has vast resources at his disposal. But thanks to the events in Salvar, Lorenor has been cuto ff from the Undead's hometown in Raiaera and forced to start over in Salvar. With new resources at his disposal, and new allies to corrupt, Lorenor is constantly weary of a newly found enemy.~

Level 9-Having studied the inner workings of the Spider Magi and learned a great deal about N'Jal, the mutant now thinks in a detached sort of frame of mind. Having intricate knowledge of the workings of Althanas' physical reality-The Firmanent and Antifirmanent, Lorenor now has developed ~Genius Level~ Intellect. This fell Intellect is applied to the various schemes of N'Jal. Lorenor can read the words of the ancient Spider Magi and effectively commune with them as one of their own. Lorenor also applies his Genius Intellect to the various crafting-skills he possesses.

Unholy Reflexes-~Lorenor has acquired ~Five Times~ the Reflexes of an average Althanian human being. (Edited to Five Times as per request)~

Level 9-Level 9-Overtime and considerable training, Lorenor has obtained the secrets of N'Jal. Having learned how to move with supernatural grace and a dark beauty, the mutant has acquired new heights of power. Now, Lorenor's reaction time is about ~Four Times~ the reflex capacity of the average Althanian Human Being. Against beings of significantly lower power, the mutant has learned to control his need to show off. He tends to lower his power level at will in order to make battles against those with lower power levels more fair. Or at least, more fun.

Unholy Speed-No Change from last update.

Level 9-On land, Lorenor has now gained the capacity of running at roughly ~70 MPH's.~ He can sustain his movement without harm to his physical body due to his advanced Regeneration capacity. Note: he can also turn and dead-stop at will. However, it should also be noted that dead-stopping considerably lowers Lorenor's speed by about 50% and then he has to pick up speed again for about 1-3 posts of dedicated running time. Sudden turning also decreases Lorenor's Speed by about 50% and the two actions cannot be done together. Lorenor typically runs in a straight line. To perform other actions out of a dead-stop, Lorenor must wait at least a turn of IC time. The speed reduction is an instant knock-back effect and nothing can be done to reverse this, but overtime, the knock-back effect will gradually reduce.

@Note: Speed lowered to 70M.PH.'s as per request.

Celerity Level 1-Due to his advanced Speed capacity, N'Jal has blessed Lorenor with a new movement capacity. With this dark blessing, the mutant has obtained the basic understanding of willed movement. In this state, Lorenor becomes as a shadowy figure and moves at a rate that is supernatural in nature. This movement -can only- be done in Quest-Threads and -NEVER- in a Battle-Thread. In this movement, the mutant cannot be seen by the naked eye alone. Advanced senses are required to spot his movement capacity. Lorenor is basically blurring very quickly from one location to the next without running. In this case, the mutant will eventually become stronger. The ability allows him to move in such bursts of movements for approximately the remainder of one I.C. Quest. Once turned off, he needs to rest for 48 I.C. hours in order to regain the movement capacity once again. This is permanent.

Auspex-No Change from last update.

Level 9-Now, Lorenor has gained significant mastery over his greatest power. The secrets of N'Jal are evident in the amount of power he has worked so hard to obtain. Where his sensory grid allowed him to interact with The Firmanent and Antifirmanent, now, they have started to move past these levels of realities. From time to time, the mutant may interact with other versions of Althanas, including across time and space. The meaning behind this ability enhancement are not yet clear to Lorenor and he cannot yet control this power at will. But at last note, he is able to interact with at least 4 other versions of Althanas proper.

It should also be noted that Lorenor has become aware of several other versions of himself existing throughout history. What this will mean for Althanas is unclear. Currently, Lorenor's sensory grid has finally expanded to beyond its physical boundaries and extended to the full length of approximately ~One Mile.~ This effect is in every direction of the known and unknown compass. Lorenor does not have to physically look in a specific direction to sense stimuli. He does not even need to have his eyes open, the sensory grid is a manifestation of the Spider Magi powers. As before, Lorenor can detect phenomenon in both The Firmanent and The Antifirmanent.

Auspex amendments: Auspex is used to detect The Firmanent in many layers of its reality. He can see people normally, and under (Most) Stealth conditions, but not all. He cannot see through the work of a Master Illusionist, but he can see -around- it. Meaning, he can see through the Antifirmanent instead of the Firmanent. He can see all the fine-details of life, etc, and he can detect hidden traps, etc. This applies to Traps that are NOT made by Players, but by NPC's. (I hope that helps Kyle)


Reality Walker-No Change from last update.

Level 9-Now, N'Jal has ordained the mutant with considerable power. With this newly found power, the mutant has gained a sort of new perspective on the various levels of Althanas reality. Able to traverse the levels of reality, ~At Will~ Lorenor can now in sense, teleport from place to place quickly. Purely a Questing Ability, the mutant can now bring doors from Phantaria at will. This essentially allows Lorenor to quickly teleport from place to place. He can bring down doors at will in this fashion, which makes him seem to disperse out of The Firmanent and re-appear in close-by locations. Lorenor cannot use this teleporation Ability in certain places.


Regeneration-Legendary/Capped.

Level 8-Basic injuries heal instantly. Moderate injuries heal within a matter of twenty minutes. Heavy injury heal within a matter of two-three hours. Lethal injuries require three-four days. Deaths remain the same. Lost limbs (Except in the case of items like the Aegis Bracer) require at least a day of regeneration time. (Moderator note: The Regeneration Ability is now capped.) Lorenor is now Legendary with this Skill.

Atma Cannon (Resource Gathering)-~The Atma Cannon may be used ~Three Times~ per Quest Thread. The resistance rate of the Atma Cannon has lowered to 30% negative modifier versus The Atma Cannon's attacks. Level 5's and below have a 20% negative modifier. Anybody above level 7 has a 50% chance of negating the effects of The Atma Cannon. Atma Cannon is used to harvest Soul Gems, and is primarily used a finishing technique.~

Level 8-A powerful Oni device. Strapped completely across one arm, the artifact has parasitical properties. Once attached, it forms a permanent bonding with the host body. Creating a synergy effect with the host body, the device forms a harmony with the bio-electric field of the host. Once the harmonious effect is created, the weapon is capable of firing off a powerful beam of condensed energy that -can potentially- damage the soul of weaker targets. In some cases, erase the soul all together. With a special function of the device, the Soul Cannon can steal a living soul directly from a dying organism. Works on beings with some sort of a soul intact. Player(s) require permission.

Amended Notes: (These notes were suggested by Kyle himself, thank you very much) 1-The Soul Cannon may ONLY be used in Quests. 2-For now, the Soul Cannon may ONLY be used once per thread. With a twenty-four hour cool-down period implemented. 3-From levels 5-7 a Soul can potentially resist the Soul Cannon's effects with a modifier of up to 90%. Souls lower than level 5 have a 65% negative modifier against the Soul Cannon. Souls ABOVE level 7 have a 95% chance of negating the effects of the Soul Cannon. 4-Harvested Souls appear as a "Soul Gem" that can be used in various construction projects to make new, interesting Items. Soul Gems may be sold in certain markets for big bucks. (Removed healing effects of Soul Gems, and made edits are per request)

Notes: Quest stipulation is permanent. Higher chance for people within 2 levels below you from resisting it (90% chance); moderate chance for people below that within 4 levels (65% chance); low chance for anything lower than that (20%)


~(New!!!) Alchemy/Item Construction~~With gathered resources from items like The Atma Cannon, Lorenor can harvest production items. With these harvested items, Lorenor may combine resource materials together and implement Soul Gems in the use of item construction. New items may be forged in this fashion depending on the materials that have been gathered. In resource gathering (Mining/Herbalism/Etc) Lorenor has acquired a significant amount of study. He is Above Average in all of these fields. With Resource Gathering, Lorenor needs only to gather basic tools such as a Mining Pick, or a Blacksmith's Hammer.

Lorenor has to concentrate on Work. He can do no other actions whilst he is Gathering Resources. He is vulnerable to attack. With enough supplies gathered, Lorenor then uses Alchemy to combine various material items together. In this fashion, he constructs all sorts of new items. Currently, he can create new weapons up to Masterwork (Subject to moderator approval) in nature. He can then sell forged equipment on the open market. He is not limited to weapons, he can also make armour and accessory pieces. All he needs is proper tools and materials. Furthermore, he can construct potions with organic and sometimes inorganic substances. Potions have various effects both positive and negative. Potions cannot be sold. Potions require moderator approval at the end of a thread. Cooking. Furthermore, Lorenor has become quite familiar with the monsters of Corone, Salvar, and Raiaera. He oft eats these beasts raw in a form of cannibalism, but oft times he prefers the taste of cooked flesh. He can cook up various monster recipes that he feeds to his fellows. Recipes can be sold for a profit.~

~The Necronomicon~No Change from last update.

Level 7-The Necronomicon. Now Lorenor has completed the entire three volume series of books and is well on his way to becoming a devout follower of N'Jal. With the three books in his possession, Lorenor can take his religious fanaticism to new heights and obtain powers from the codex that he thought was previously unobtainable.

For now, the books serve as a religious guide to Lorenor and offer him the daily rites and and prayers he needs to strengthen his relationship with N'Jal. As he acquires knowledge of the books, he will obtain its secrets, and thusly, new powers down the road. The books function as a codex of knowledge and have a series of secrets within its pages that are meant for only the most loyal of Spider Magi.

The first volume of three masterwork tomes written long ago by unknown authors. These tomes were meant for the followers of N’Jal. Bizarre funerals rites, incantations, invocations, and other sorts of rites dedicated to the teachings of N’Jal lurk within the pages of the Necronomicon. By themselves, each tome posses unique knowledge about the Thayne known as N’Jal. They also posses knowledge based on the All-Thayne and the rest of the Thaynehood. Owning the Necronomicon makes the host of the books an extremely dangerous individual. The Inquisition marks each owner of the Necronomicon as a hated enemy. Thusly, owning the books carries with it a certain amount of privileges and risks.

A mysterious tome written by the followers of N'Jal that is part of a three book series. The book has many incantations, rituals, and rites written by the followers of N'Jal for the followers of N'Jal. To obtain the secrets stored within the text, followers must first learn how to decipher the N'Jallian text stored within. The book is extremely valuable and not sellable. The text is a masterwork volume written in human blood and made from human flesh.

Used so far: Lorenor called forth one of the many Fell Beasts etched upon the pages of the Necronomicon. The Fell Beast was a true blight to behold and a dark incarnation of Lorenor's psyche. P'laatlephola Rhu'ithothat was the name of the summon used to help assist in the razing of an entire township named Selkia Surak. The summon never directly involved itself in the battle between Lorenor and Nwalmaer serving as more of a distraction. Note: Indirect Ability. Lorenor can only call this beast once per thread, and each summon requires a certain number of fresh sacrifices. Appeasing the summon is crucial to the act of summoning. This thread is a Quest Ability primarily, and can only be used in Battle threads with the permission of the opponent(s) in question.

Level 7-Revealing its true purpose to Lorenor, the dread books of the Necronomicon have begun to unravel their mysteries. Hidden within those pages are the secrets of the Spider Magi, and thusly, Lorenor has managed to unlock one Fell Summon. (See above text) There will be more in due time as the mutant uncovers his path to Priesthood as a Spider Magi. Insofar as any other mysteries goes, Lorenor has not yet learned any new matters about the book. However, Lorenor can now read the text of the Spider Magi effective. He can also write, and speak Spider-Magi fluently.

~The Endless~


Level 10 Downgrades-Lowered down to Damascus. On top of Lorenor's innate weaknesses: striking Lorenor with Earth-Imbued Weapons/Spells/Etc will cause Double-Triple normal damage output when The Endless is conjured. Furthermore, several key weaknesses in The Endless are visible. There are soft parts underneath the arms, at the sides, near the Trapezius muscles and at other regions of the body. They are hidden, but they are there. Skilled warriors may strike these places for normal to double damage ratings.


Level 6-An organism bonded to Lorenor at the molecular level, the symbiote has a mind of its own. Though subjugated by Lorenor's dominant will power, the Endless still has its own free will. Currently, the armor has been exposed to N'Jal's primal influence and all things must change. Revealing it's mature form, the Endless has mutated into a strange form of exoskeleton armor. More bug-like than ever, Lorenor appears truly alien in his Endless form. The damascus quality armor has upgraded to the next tier rank, Dehlar, and achieved a capacity of both of the archaic properties of damascus and dehlar. The Endless is equivalent to a full suit of masterwork armor. Thanks to Lorenor's combined strength augmented with the Horns of Power (Permanently bonded to the Endless) Lorenor is more than strong enough to wield the heavy armor accurately. To Lorenor the Endless weighs but a few ounces.

~Technovirus~No Change from last update.

Level 6-75% transfer rate. A deadly techno organic virus, the mutation has come full circle. Combined with the N'Jal Protocol, the nano-virus has transformed into a true plague. The virus can now be transferred from Lorenor to a total of SIX NPC's. Player Characters require permission as always. The techno-virus causes random mutations that turn the living into terrifying monsters. Once transformed, the mutants carry on basic mode functions and work to spread the disease. A simple bite or a scratch can transfer the plague. The plague is protean and can adapt to blood, air, semen, and liquid forms. Now Lorenor has acquired the ability to physically throw the nano-machinery in a condensed form almost as a grenade. This black grenade then explodes and spreads the virus exponentially across multiple victims at once. This adaptation is called the Plague Grenade. It can be used once a day and once a night.

Amended Edits: Transfer rate changed to 75% and victim rate changed to 6 victims from the original attempt of 90% to Ten victims. Thank you Kyle.

(New!!!)~Kiss of N'Jal-An Ability. Lorenor has figured out how to transfer N'Jal, through a bite, from his person to a near-death humanoid or monster. This is especially effective versus The Scourge, which is any Undead Minion controlled by a powerful Necromancer like Xem'Zund or Morian. With The Kiss, Lorenor can essentially "free" the Undead Minion from the control of any Necromancer, or, "free" Undead Minions not yet aligned to N'Jal.

Awarded here (http://www.althanas.com/world/showthread.php?t=18789)

Fighting Style/"Th'llexyah Drukai"-(Unarmed Combat/Melee) Having fought in the trenches for a long time now, Lorenor is well versed in physical combat. So much so that he has mastered his own unique way of fighting. Known to the Monks as a fighting style called "Th'llexyah Drukai" the form consists of putting the combatant in harm's way and reacting to physical damage taken. Due to Lorenor's enhanced Regeneration power, this fighting style is especially dangerous when used by Lorenor.

Placing himself in positions to accept incoming blows, the key is to move around in specific ways where the incoming attack can connect with parts of the body that will cause the least amount of damage to the practitioner of this art. This is a dangerous form of fighting and has a high casualty rate. But those who can master it become deadly individuals. Note, due to the amount of time that Lorenor has spent studying this art, Lorenor has become Legendary with this art. Lorenor has a high threshold of pain and he can call upon this skill at will. Lorenor will take almost all non-lethal blows directly to his body in order to place himself in an adequate position to reverse the attack or counter successfully. A complex series of counters and reversals are associated with this fighting style. (Gained at level 8)

~Inventory~

~Ring of All Shadows~

The Ring of All Shadows. A ring made of pure obsidian. This ring was long ago crafted by the Wood Elves of Concordia. The ring will imbue the host with a terrible darkness. It is a living entity. Functioning just like a wand, the ring can fire off 3 small bursts of dark energies upon a single target. Eventually, these terrible bursts of energies will become stronger. They can cause minor burns upon a target. Or push a target back.

The ring also generations darkness and Lorenor may use it, optionally, to recharge his own energies if he's lost them somehow. Using the ring in that fashion nullifies his 3 blasts for the day as it takes considerable amounts of energy to recharge.

Level 5-Lorenor can now call forth five of these dark energy bolts. Their strength has increased and the blasts now have the same destructive force as Iron.

Level 6-No change.

Level 7-Lorenor can now call forth five of these dark-energy bolts. They manifest as a stream of entities running quickly through time and space to consume the living. Their destructive force is now the same as Plynt.

Level 8-No change.

Level 9-Capable of summoning the power of The Living Dark at will now, the mutant has obtained the secrets of N'Jal. With this new power, Lorenor can conjure ~Ten~ bolts of The Living Dark with its tremendous destructive power. These bolts have the equivalence of power to ~Mithril~ and will continue to grow in power. Within the bolts, are hundreds of shadowy entities that consume the living. Usually a death-strike, the bolts deal moderate-lethal damage to a target. There is a cool-down period of roughly twenty I.C. minutes for each bolt usage.

Level 10 Downgrades-Ring of Shadows :: Shouldn’t be able to do an instant kill damage, and I’d like to request that you leave it at 5 times for use. You can spend money to try and get it enchanted to add more uses if you’d like, but automatically upgrading an enchantment shouldn’t happen.


The Necronomicon

~Book 1~ (http://www.althanas.com/world/showthread.php?t=5938)

~Book 2~ (http://www.althanas.com/world/showthread.php?t=6504&page=6)

~Book 3~ (http://www.althanas.com/world/showthread.php?t=5926)

~Blade of N'Jal~ (http://www.althanas.com/world/showthread.php?t=18897)

~Upgrades~ (http://www.althanas.com/world/showthread.php?t=16745)

~Flamethirst~ (http://www.althanas.com/world/showthread.php?t=16741)

~Alchemy Codex~ (http://www.althanas.com/world/showthread.php?t=10551)

~Prevalida Dagger~ (http://www.althanas.com/world/showthread.php?t=16821)

~Aero Wand~ (http://www.althanas.com/world/showthread.php?t=9553)

~Fire Crystal~ (http://www.althanas.com/world/showthread.php?t=16360)

~First Book of N'Jal/Horns of Power/2x's Mythril Daggers (http://www.althanas.com/world/showthread.php?t=5938&page=7)

~Second Book of N'Jal/Antioch Tomes and Documents/Argus' Nekclace/Argus' Ring (http://www.althanas.com/world/showthread.php?t=6504&page=6)

~Third Book of N'Jal/N'Jal's Talisman~ (http://www.althanas.com/world/showthread.php?t=5926&page=4)

~Cathedral Dagger/Senchen's Sword~ (http://www.althanas.com/world/showthread.php?t=8257&page=4) (Link corrected, I posted the wrong link in my level 9 profile)

~Ring of All Shadows~ (http://www.althanas.com/world/showthread.php?t=8530&page=5)

~Aegis Bracer/Blood Stone~ (http://www.althanas.com/world/showthread.php?t=6615&page=2)

~Data Cube/Plasma Discharge Gun/UASU~ (http://www.althanas.com/world/showthread.php?t=6461&page=2)

~Mysterious Stone~ (http://www.althanas.com/world/showthread.php?t=7300&page=2)

***

~Flaws~

Wizard's Lightning/Electricity--(Permanent Fatal Weakness)

Dragon Fire--(Permanent Fatal Weakness)

Holy Arkanos--(Permanent Moderate to Fatal depending on the level of the Encantation) Even walking around Holy Grounds will cause pain/injure Lorenor.

UV Light--(Permanent Fatal Damage if exposed to weapons or items giving off UV Light)

Sun Light--(Exposure to sunlight will cause Lorenor to flair up into ash) (Note: Due to the UASU Universal Anti-Sunlight Uniform, Lorenor may walk in the daylight hours with his powers reduced by 50%)

Wizard's Fire--(Currently a Moderate Weakness/This possibly will change)

Silver--(In its chemical form causes severe-heavy damage to Lorenor with potential for killing him out right with enough application)

(New Flaw) ~Brainwashed~Due to his capture at the hands of the Order of the Fallen One, Lorenor has become brainwashed. His memories are now called to question, and he is no longer certain of himself. He suffers a penalty whenever Psionics use Psionic attacks on his fractured brain. This penalty forces ~Double Damage~ upon Lorenor when Psionic attacks are used. So far, there is no cure for the severity of the brainwashing. Due to the nature of the brainwashing, the Order of the Fallen One embedded a secret Power Word that only its members know how to implement. This Power Word turns Lorenor into a calculating killing machine. He is awarded specific targets that represent enemies of the Order of the Fallen One. The mutant will stop at nothing to kill the target until he is dead, or the target is dead. The mutant only recovers control when the target is dead.

(New Flaw) ~Permanent Enemy~Due to brainwashing at the hands of the Order of the Fallen One, Lorenor has now made terrible enemies. These enigmatic individuals know the power-power command that turns Lorenor into a terrible killing machine. Until all of the members of the Order are hunted down and killed, Lorenor is forever cursed to be a puppet of their command. Without his own freedom, the mutant cannot properly serve anybody, let alone N'Jal. Facing a period of isolation from his allies, Lorenor works around this new threat as best as he can. Without knowledge of his enemy, the mutant found himself jumping at shadows. The NPC's who are members of the Order of the Fallen One may show up at any point and at anytime. (Except for Citadel Battles) In turn, those NPC's who know the power-word command line can "activate" Lorenor at will. Often to perform many dark deeds.

And woe to any who stood in the mutant's way.

Taskmienster
07-07-10, 04:01 PM
You have too many updates please remove at least 2 of 7 (not including Alchemy/Item Creation) as well as make the following edits. Since you are the first person I’ve looked at that’s higher level I’m going to be going through this with a close eye and trying to make sure that everything is fair and equivalent to what one should expect by level 10. I’m not picking on you, just starting my Crusade Against Overpowered Characters with this one. I’m going to be going through other profiles as well, and making sure that they are also realistically docked and made fair just like I’ve done with this one. So, on that note, here we go. Lots of edits, but they are just small things here and there that I noted while looking over the profile.



Strength :: You were at 5x in level 9, so I’m not going to allow you to jump to 10x for this level. And I couldn’t allow you to double that 10x strength on top of that. Please reduce that to 6x, if you keep this skill, and you can increase your strength to 8x (effectively adding 2x to your base of 6x) for a couple posts

Endurance :: I can’t realistically allow it to jump up 2x from the last level, but I could allow you to go up to 5x average. Also, I’d like you to remove the “skin as tough as [enter metal here]”. You can go through the hides, and update it to be as strong as one of those, but not metal as it creates an incredibly unfair advantage for Lorenor. Change that from plynt to something in the hide section of the Bazaar FAQ. Also, doubling your strength as you take damage, is that different then your double that’s listed in the strength section? If so, I can’t allow that. Because then you’re stacking strength increases constantly, doubling and doubling again…

Reflexes :: Please change it from 6x to 5x since your level 9 profile was approved at 4x.

Speed :: If an average runner can do a mile run at a speed of about 10-14 miles per hour, if they’re pushing it, that means your speed is somewhere between 10x and 7x average. I’d like for you to reduce that down to 60 MPH, which is about 4-6x average.

Auspex :: You have a 1 mile grid that senses.. what exactly? Any living person, movement, objects? I’m not sure what it technically senses.

Atma Cannon :: For what it is, I can’t approve it for use three times when it’s able to steal souls. I’d rather you keep the stipulations. Stipulations that need to be permanent ::
~ Can only be used in Quests
~ Cool down period necessary between uses. (If you can use it more than once per day it doesn’t make sense to have a cooldown of 24 hours)
~ Higher chance for people within 2 levels below you from resisting it (90% chance); moderate chance for people below that within 4 levels (65% chance); low chance for anything lower than that (20%).
~ 4-Harvested Souls appear as a "Soul Gem" that can be used in various construction projects to make new, interesting Items. Soul Gems may be sold in certain markets for big bucks. However it shouldn’t be able to be used to increase or assist regeneration since you already have regenerative abilities that are maxed.

Alchemy/Item Construction :: All things gathered are subject to approval as a spoil by judging moderator, obviously. :p

The Endless :: I’d like if you could, put some sort of weakness or limitation on the armor. Having a full body suit of armor that is equivalent to dehlar in strength but with the qualities of both dehlar and damascus is just too much. I’d prefer if you want something strong that the armor can’t have the qualities of the metal it is as strong as (such as anti-magic or whatever comes along with the two metals). Also, I’d prefer if the organism only covered a portion of the body, such as the face/head, the outside of the arms and legs, and the very center of the chest/back. Everything else should be available to attack that way it’s not a full-body suit of powerful armor.

Technovirus :: I’m going to not try and dock anything for this, but instead going to suggest that it be useable ONLY in quests, and as you already have PC’s are subject to say how it affects them personally.

Ring of Shadows :: Shouldn’t be able to do an instant kill damage, and I’d like to request that you leave it at 5 times for use. You can spend money to try and get it enchanted to add more uses if you’d like, but automatically upgrading an enchantment shouldn’t happen.



Also, could you list all the items or properties that you own. I'm only asking because it's easier to look at one profile for that, the last update, instead of searching through each previous update. Also, it would be nice to have the history/appearance/personality if you have them so that people again don't have to look over old profiles to find the last time they were mentioned.

Mutant_Lorenor
07-07-10, 05:02 PM
Edits Made:

@Locked Umbramancy and Necromancy until level 11.

@Removed Threshold of Pain attribute.

@Strength: Lowered to 6x's base Strength. Removed references to Threshold of Pain attribute.

@Endurance: Lowered to 5x's base Endurance. Removed references to Threshold of Pain attribute. Also as per request, edited the Skin-Toughness from Metal-Tiers, to, Chitin Tiers. Tier equivalent of level 5, Arctic Hide along with its properties.

@Reflexes: Edited to 5x's base Reflexes.

@Speed: Lowered to 70 MPH's.

@Atma Cannon: Made neg-modifier edits. Removed Healing effects of Soul Gems.

@Auspex:Lowered to 150 yards.

@Endless: Level 10 Downgrades-Lowered down to Damascus. On top of Lorenor's innate weaknesses: striking Lorenor with Earth-Imbued Weapons/Spells/Etc will cause Double-Triple normal damage output when The Endless is conjured. Furthermore, several key weaknesses in The Endless are visible. There are soft parts underneath the arms, at the sides, near the Trapezius muscles and at other regions of the body. They are hidden, but they are there. Skilled warriors may strike these places for normal to double damage ratings.

@Ring of All Shadows: Shouldn’t be able to do an instant kill damage, and I’d like to request that you leave it at 5 times for use. You can spend money to try and get it enchanted to add more uses if you’d like, but automatically upgrading an enchantment shouldn’t happen.

Let me know if any other edits need to be made bro.

Taskmienster
07-07-10, 05:57 PM
This is well done. plus you locked the first two updates till level 11 so now they can't be used but are still around so that you can use them later. Normally, as an RoG mod, we won't be allowing locked abilities, but since they are only locked until the next update (at level 11) that should be peachy. :p

Thank you for understanding the changes that I asked for, to include previously approved updates that I asked to be docked and changed. Now that you changed the things here and there to fit someone I would see at level 10, you are...

APPROVED.