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Mutant_Lorenor
04-25-11, 02:11 AM
(Finally: Level 11!!!! Updates are in Bold)

10 (http://www.althanas.com/world/showthread.php?21227-Genome-10-Prodigy-of-N-Jal)

9 (http://www.althanas.com/world/showthread.php?20990-Genome-9-Legacy)

(All previous updates are in play)

Description: Lorenor has changed considerably with his ascension to power. Now, Lorenor has ashen gray skin. The markings that once covered his body are basically gone, but old battle-scars still remain. Both physical and psychological in nature. Lorenor's eyes glow a deep purple that are like fires in his empty sockets. They are the glow of his soul. Lorenor's dreadlocks are long, and are waist-length in nature. They are now platinum coloured with old age. Recently, Lorenor has been seen without hair in some cases sporting a completely bald appearance.

*High Priest-As a High Priest of N'Jal, Lorenor is oft seen wearing elegant Vlince Spider Magi robes. These priests' robes are adequately marked and masterwork in nature. They are coloured either black or purple. When Lorenor is preaching to his flock, The Necronomicon is always a visible accessory on the ground which is protected with utmost violence. Lorenor has become N'Jal's Herald on Althanas.

*The Grand Primus-In this attire, Lorenor wears elegant clothing suitable for a King or Emperor. The lord of The Forsaken, Lorenor has gained a significant place of standing as N'Jal's representative on Althanas. As the leader of The Forsaken, Lorenor can lead his people as he sees fit. He uses the undead war machine for unknown, dark purposes, and plots vengeance against The Thayne.

Psychological Profile: Lorenor is a schemer in his blackest of hearts. Able to manipulate friend and foe alike with a silver tongue, Lorenor is willing to place both body and soul in harm's way to get the job done. Lorenor has become one of Althanas's finest warriors, and he fancies himself a legend in N'Jal's court. He has aged considerably psychologically, and physically, and is detached from the needs of the physical world. A powerful leader, he can manipulate the masses with his greatest asset: The Word of N'Jal.

Pages of History:

Real Estate (http://www.althanas.com/world/showthread.php?21171-The-Mogul...)

Proof of Old Reunions (http://www.althanas.com/world/showthread.php?8825-Proof-of-old-reunions-%28open%29)

Shadow (http://www.althanas.com/world/showthread.php?20892-The-Shadow-of-the-Day)

O Ye Horrors (http://www.althanas.com/world/showthread.php?19385-The-Temple-of-The-Eldritch-Horrors-%28closed%29)

Vesus Talen (http://www.althanas.com/world/showthread.php?22356-To-Humble-Thy-Foes...) (Thread where I levelled)

Skill Tree

1-Umbramancy-(Re-Written from Lorenor's Level 10 attempt to acquire this Aiblity) Lorenor calls upon The Living Darkness to cast a Shadowbolt upon The Firmanent. This Shadowbolt weapon is Elemental Darkness in energy and quite devastating. When cast upon a target, The Shadowbolt deals moderate-heavy damage upon the target. When The Shadowbolt is cast upon an Elemental Light wielder, the damage rating is Lethal in nature. Lorenor requires a few I.C. moments to cast a single Shadowbolt, and cannot cast them in rapid succession. However, burning more power, Lorenor can focus and make the Shadowbolt deadlier. Currently, Lorenor's power can punch a hole through any material up to Mythril tier in quality. The Shadowbolts are summoned from the caster and launched from the hands. The Shadowbolts can easily be evaded.

2-Warlich (Necromancy)-Though it 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.

Further Notes: Lorenor has to concentrate to use Necromancy. Furthermore, he can use Necromancy to Free Undead from the command of other Necromancer's. This is a taxing version of the power and requires great concentration and skill. Lorenor can currently only reanimate one corpse at a time.


3-Fell Reflexes-Lorenor has acquired Ten Times faster than the average Althanian Human Being. He can move at 100 MPH's on land.

4-The Necronomicon-Working as a fell-engine of unspeakable power, Lorenor can sacrifice The Living to N'Jal. Each soul consumed by N'Jal in this fashion awards new secrets from within the pages of the three works. In this fashion Lorenor has unlocked one more new secret. Each ritual takes time to prepare, man-power, and various other circumstances. Ritual-work is done primarily for questing only. (I am gonna be upping the ante quite a bit for my level 11 so mod please forgive the detailed nature of the update) The Necronomicon is not a feasible tool for melee battles.

All-Souls Feast-This rite calls for periodic sacrifice to N'Jal. Any living creature would due. So long as the creature has a soul, the sacrifice is acceptable. A symbol is drawn upon the ground using blood, and the symbols of N'Jal. Several Forsaken begin the rite, and channel up the energy to tune into N'Jal's unique signature. In this fashion, The Forsaken may directly appease their goddess and have her influence grow on Althanas. With each consumed soul, N'Jal's power becomes a more potent force of nature.

Pool of the Ancient Scourge-With a ritual-sacrifice and a team of ready Forsaken, Lorenor and crew may summon up a scrying pool. This pool, when used in a Quest, may call upon visions (Directly from N'Jal) that depict a -possible- Future. The futures that are depicted are only immediate in nature, and only, rarely, far off distant futures. N'Jal is a deity of mystery and great power, and has rewarded her followers well. With this ritual, the key members of Forsaken society may plot against the enemy. (Note: Can only be used once per Quest)

***Full Ability Tree (Note: Non-Updates)***

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.

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.

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~

~Book 2~

~Book 3~

~Blade of N'Jal~

~Upgrades~

~Flamethirst~

~Alchemy Codex~

~Prevalida Dagger~

~Aero Wand~

~Fire Crystal~

~First Book of N'Jal/Horns of Power/2x's Mythril Daggers

~Second Book of N'Jal/Antioch Tomes and Documents/Argus' Nekclace/Argus' Ring

~Third Book of N'Jal/N'Jal's Talisman~

~Cathedral Dagger/Senchen's Sword~ (Link corrected, I posted the wrong link in my level 9 profile)

~Ring of All Shadows~

~Aegis Bracer/Blood Stone~

~Data Cube/Plasma Discharge Gun/UASU~

~Mysterious Stone~

(Links to awarded threads provided in Level 10 Profile linked at the top of this sheet)

Note: ALL Lethal Weaknesses/etc. still apply

Breaker
04-25-11, 08:15 PM
Just because it's the way we're standardising such things, I'd prefer it if you just said "he is 10x faster than a normal person" as opposed to saying he has 10x reflexes, and then the 100mph ting in a separate ability.

That'd free up some extra space too. You might want to consider adding increased endurance cuz otherwise moving that fast would tire him out pretty fast.

Mutant_Lorenor
04-25-11, 09:39 PM
Notes: I edited the Relfex/Speed to make them into one ability. He HAS Endurance, Five Times Endurance as of level 9 (I think it's five times I'd have to double-check). I just didn't want to update it during this level up. Let me know if everything else is okay bro.

Breaker
04-25-11, 10:29 PM
I need to see all of his abilities in this thread, not just the ones that are being updated.

Mutant_Lorenor
04-27-11, 08:52 AM
Okay bro, I posted ALL the information that you requested. Let's get this done. Sorry for my delay, I been busy with a personal matter.

Breaker
04-28-11, 10:12 AM
I really hate to delay this further (I was plantin trees all day yesterday) but please edit your ability tree so it includes only current abilities.

What I mean by "current" is, do not include descriptions of previous incarnations of abilities. For example, your description of "endurance" should only be one paragraph long. Only include abilities which Lorenor can presently use in this profile. (Unless they are "locked" in which case specify that clearly at the beginning.)

Once this is easier to read and understand, I'll be able to tell you what changes are necessary... but for starters, having a body as tough as steel does not fall under the category "endurance", and I won't approve that, at least not for this character at this level. Make his damage resistance a separate ability from endurance and describe it better.

Breaker
05-05-11, 11:41 AM
I'm now fairly close to being able to determine if this profile is approvable... while I work on that end of it, there are a few more things you missed.

You still have some repeated abilities - like strength - where you need to remove the previous incarnation of the ability.

Please remove all skills - such as his intellect - from the abilities section.

If you could condense some of those 3-paragraph ability descriptions into something shorter that's more like "he can do this, and this and this" it'd be a lot easier to work through this.

SandStorm
05-10-11, 10:02 PM
At Lorenor's request I will be moving this thread. Currently, it is not approved.