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Hysteria
11-07-14, 06:39 PM
http://www.althanas.com/world/showthread.php?28186-Captain-Ancient
Fossil Summons – Captain Ancient uses the fossils he finds with his magic to bring prehistoric creatures back to life. This means that any fossil he collects he can use to bring back the creature. He doesn't even need the full skeleton, just one piece of the creature will do. He can currently only summon one creature at a time. Also, when an ancient creature is summoned, Captain Ancient is surrounded by a bubble that weakens him as his summon gets hurt. If the summon is defeated, it is returned to the fossilized state and sent into the hands of Captain Ancient who collapses from fatigue. It takes a full 24 hours after being defeated before Captain Ancient can summon another creature. However, if he just returns the creature it only take a full hour to be able to summon again.
Shastasaurus – A 69’ long, 6 ½’ around, grey, dolphin like creature with razor sharp teeth. This creature sucks in fish and doesn’t usually attack ships. Of course, with its long strong body it can still do some damage if Captain Ancient was to request it.
Summon a dolphin with sharp teeth.
Level 4 (given damage back to him).
Hysteria
11-07-14, 06:41 PM
http://www.althanas.com/world/showthread.php?27989-Resolve-Level-5
• Sixth Sense: Resolve can see, hear, and speak with souls in various forms such as ghosts, but this also extends to an innate radar that senses locations/movements of both the living and dead in her general proximity (about a mile radius). The concept of "soul" is very broad in this context: regardless of spirituality, every living being has a connection to the astral tapestry that Resolve has access to. Places and things can also leave imprints which Resolve can read as memories.
Level 4
• Energy Manipulation: Like others of the Ahketamika born with supernatural powers, she can use her inherent personal energy to create physical objects up to the strength of dehlar. She can use this to throw concussive blasts (balls of energy about a foot in diameter, strong enough to shatter bones if struck within 20 feet) as well as conjure shields, armor, and objects such as simple weapons. The blasts are less controlled balls of chaotic energy that deplete her stores less significantly than, say, failing to reabsorb what it takes to make a solid sword, so she can use the blasts several times in quick succession while creating objects requires concentration. It is difficult to sustain one object continuously for more than three minutes straight, and as for multitasking, she can manage a large shield in conjunction with the blasts.
Blast – Level 8 (shattering bone, I guess would be the same as getting hit with a high level hammer. I've increased the level for uses though to 8)
Item – Level 8
• Plane Manipulation: As a supernatural descendent of the Ahketamika, she also has access and the ability to travel to other planes of existence. She generally uses it to experience past incarnations of places and people (permanently etched "memories" in the spiritual tapestry), though if she attempts to pry into someone's psyche this way, she can be rejected if they have significant mental protections. If she's able to pry (either through force or permission), such allows some use similar to telepathy (reading thoughts/memories and/or communication). Recently, inspired by her friend Mordelain's plane walking, she's discovered how to effectively jump through space (teleport). She can do this seven times per day/battle and the range is limited to about three miles. She also has the option to teleport once with unlimited range, but the farther she goes, the more rest she needs before using her abilities normally again. The last use she has for plane manipulation is for exorcism; if she gains access to someone's psyche, she can attempt to tear it from their physical form, an act which can cause immense psychological trauma and a pain most beings have never experienced before. It doesn't necessarily kill a person, but it can certainly incapacitate them.
Level 8 – Teleport
Level 5 – low level telepathy (including the 'soul rip', which is more a quest thing.)
• Astral Projection: A sub-skill of plane manipulation, she can manifest in a spiritual form outside her own body by separating the physical from the astral (sort of like exorcising herself, but much less harmful), which she can both do deliberately or instinctively if her body is rendered unconscious. In this state she can float (no longer subject to physical constraints), pass through objects, and communicate visually/verbally with others. She can also choose to take a less easily detectable form that is basically invisible to anyone without advanced perception. This leaves her body vulnerable and if even she tries to go incognito, she may still be sensed by people with enhanced senses or spiritual awareness. This astral projection can manifest anywhere she's been before and lasts as long as her physical body remains safe.
Level 4
• Enhancements: Intense training has yielded a superhuman increase in speed, strength, agility, and endurance. Specifically speaking, this means her physical reaction time/reflex is much faster than a typical person, as low as a tenth of a second. She can lift up to 300 pounds (can be less if it's awkward to hold or a bad angle), and has a maximum punch force of 1500 pounds. Her balance and coordination make her extremely slippery in close combat and very confident during activities such as climbing, even under precarious conditions. She runs a three minute mile. Her endurance allows her to perform these things as if they were normal, or even easy –– she tires slower than an average person, even with vigorous physical activity. This toughness extends to damage she can handle; she has the fortitude to fight through multiple strikes that would usually incapacitate a person before she, herself, goes down. She has also developed resistance to anti-magical effects, reducing malicious spells of this type to half their usual effectiveness.
Speed x3 – level 4
Strength x5 – level 6
Agility (reflexes and balance) x4 – Level 5
Endurance x4 – level 5
This Shadowy Bastard (http://www.althanas.com/world/showthread.php?28117-Talen-Shadowalker-Chapter-11&p=237043#post237043)
My Maths:
Song of Forms
Talen has the ability to change his form into a multitude of different things (as long as they are humanoid and there is no benefit to battles; purely cosmetic). The main three are listed above.
PL4
Hromagh's Blessing: (Strength) 10x
Talen can exert extreme amounts of force at will. A punch is enough to send most men flying a few several metres, while he can smash through most wooden objects with ease. Armed with something like a sword or hammer he can smash through steel and slightly stronger metals easily. Talen can lift and throw objects in excess of 160kg.
PL10
N'Jal's Blessing: (Agility) 10x
Talen has exceptional reflexes, balance and coordination. He can move easily and quickly around himself and off other surfaces. He can jump off walls, run along fences, even performing multiple flips and twists without becoming disorientated. He can't run very fast however, its more immediate reflexes.
PL10
Twisted Senses: (Perception) 5x
Talen has great hearing and sight. He can pick out soft sounds, like someone trying to sneak up on him, as well as certain sounds from loud environments (ie a crowded tavern). He can also see details on things quite far away, as well as pick out moments of things at quick speeds.
PL6
Whisper of the Night
Talen can completely regenerate himself over the night (not in a fight/battle) from any wound or death. If he is in a fight he can expending additional effort and is able to heal serious (but not fatal) wounds within a matter of seconds or bring him self back to life from a completely dead state.. He can heal twice, but come back from the dead only once.
PL10
Symphony of Life
Talen's items are as much part of him as his cloths and body. He can summon or unsummon them at will, and even form them into his body. For example, having spikes appear out of his arms. He can't use this ability to block damage. He can summon his gauntlets (which provide protection), but not in the same post as using them to protect himself.
PL6
Not of this World
Talen is immune to poisons and toxins, his body simply doesn't have the structures in his body to be effected.
PL7
Dark Streak
Talen's body turns into shadows for a few moments, in which state he can move short distances (five metres maximum) in a second or so. Similar to teleporting, Talen is unaffected by physical attacks when he steaks (but some magic may work). Talen can do this six times a day/thread.
PL10
Hum of Darkness
Talen can dematerialise and travel through another dimension to materialise at his chosen destination. Talen can travel short distances or long distances nearly instantaneously. He can do this three times a day/thread.
PL8
Harmony
Talen is completely unaffected by gravity. He moved of his own free will, and can stand, walk, etc, on any surface as well as fly.
PL9
Crow to the Wind
Talen is a master of darkness. He can turn day into night, the brightest day into pitch black darkness. He can create within two hundred metres of himself any sort of black illusion, shape or the like. He can maintain this darkness for about 45 minutes (or 6 posts), six times a day.
Darkness Around
Talen can use two of his uses to partial solidify the darkness he has summoned within a distance of fifteen metres around himself. The darkness is nearly invisible, but feeds back disturbances to Talen, making him aware of everything within the fifteen metres for two posts.
PL7 & PL6
Arms of N'Jal
Talen can produce up to eight limbs composed of shadow energy (and made physical like his body and as durable as leather). Each limb is one metre long but can stretch to a maximum of ten. They can grab onto things, but also strike and lift with a the same force as Talen. They last until destroyed (physical or magical damage) but only eight can be made a per battle thread or once a day. Talen can summon them individually or all at once.
PL9
Ophiuchus: The Serpent Bearer
“I am become Death, the Destroyer of Worlds.” - Dr. J. Robert Oppenheimer
Talen's Zodiac weapons that marks him as one of the Captains of the Ixian Knights are the duel pistols, or the Twin Serpents. These pistols use Talen's power to operate, and are manifestations of his will. Image (http://fc03.deviantart.net/fs71/f/2014/310/8/4/the_twins_by_harlequinhues-d85j2tu.png)
The twins have a total of 40 potential shots each day. Not all firing methods use the same number of shots, each is specified below (this equates to 10 uses of his strongest forms, or 2.5 uses per ability). In some cases Talen will combine the twins into a single rifle to attack. When switching between modes there is a five second delay.
Click Click
Uses compressed shadow energy for the attacks, roughly the size of an arrow head. Effective range is about 100 metres and they do concussive damage.
Gotcha: Pistols; 1 Shot
Two quick blasts are shot towards a target, each one is as strong as getting hit by a steel hammer.
Gotcha Again: Pistols; 2 Shots
Four quick blasts are shot towards a target, each one is as strong as getting hit by a steel hammer, effective range is decreased to 50 metres (rapid fire version of Gotcha).
Crows: Pistols; 2 Shots
Two slightly larger shots are fired, which can home in on a target by changing direction 90 degree from the original firing direction (a total of 90 degree, so if it moves 50 degrees clockwise, it could only move 40 degrees anticlockwise). They are as strong as Gotcha.
Boom: Rifle; 2 Shots
A single shot that can travel three times the distance as normal (300 metres) with the speed of a rifle. This attack does concussive force where it strikes, enough to crack bones or stone (especially if the person is undefended.
PL5
Little Rose
Using a more volatile version of his energy, Talen can create a solid red crystal imbued with fire. These are about as wide as a pencil and half as long. Effective distance is about 50 metres
Tracer: Pistols; 1 Shot
One glowing little rose is shot. As well as providing light for two metres around it, it will start a small fire where it lands. If it hits someone it could do very mild, but painful, burns.
Light it up: Pistols or Rifle; 2 Shots
One slightly larger shot is fired, with an effective range of 100 metres if using a rifle. The shot explodes where it lands, doing second degree burns within a metre of it.
Serenade: Rifle; 4 Shots
A single giant Rose is created that explodes on contact and does third degree burns for two metres around it. This is hot enough to crack stone.
PL5
Bubblegum
Condensing energy from a plane of existence that overlaps with the material world and the shadow realm, Talen is able to create a very sticky substance that expands and hardens. The hardened bubblegum has similar properties to stone, being able to be shattered by blunt force but resistant to slash/stab damage. Given how sticky it is, it tends to absorb for force of whatever is passing through before hardening. The effective range for these is 150 metres, or 300 in rifle mode.
Gum: Pistol or Rifle; 1 shot
Two shots are fired, each will expand on contact to about the size of a watermelon and harden in about three seconds.
Amber: Pistol or Rifle; 2 shots
A special round is shot that expands outwards from where it contacts to form a column a foot wide and thick and six feet high. This hardens in 2 seconds, but cannot be used on someone offensively. (Though it could make something to block a door, passage, etc.)
Resinous Entrapment: Pistol or Rifle; 4 shots
Five shots of bubble gum are tied together, and explode after a set distance or on contact. This released five times (five watermelon equivalent) the amount as Gum, and hardens in 6 seconds. This can be used to shot above people and have it fall on them.
PL5
Vial Anatomy
Talen's body isn't effected by poison, instead it is stored and replicated. Most are fired like darts and vials, with an effective range of 150 metres.
Draug's Kiss: Pistol or Rifle; 2 Shots
Taken from Draug Remi's blood in the cell, this poison replicates the monster's plauge, causing coughing, headaches, nausea, weakness for two posts if it breaks the targets skin. Shot with a dart.
Cassandra's Empathy: Pistol; 1 Shots
This poison was stolen by Talen while Cassandra was still with the Ixian Knights. It simulates burning, causing the effected area (skin, eyes, mouth, etc) to feel like it is on fire. The vial that is fired is encased by a thin lager of crystallised magic, the strength of glass. It will generally explode on impact, splashing the 300ml around it. The effect lasts for two posts.
Madison's Touch: Rifle; 4 Shots
Madison's toxins were absorbed during the war in Eiskalt. This poison is shot in a larger canister that trails a thin cloud of poison behind it. On impact three metres cubed poison is released and hangs in the air for two posts. The poison causes the cells of the person to die. While only causing slight itching on skin, if inhaled it would cause serious breathing issues. One breath would cause pain, wheezing and shortness of breath, two serious breathing issues and three the person's lungs to struggle to function as they start to liquefy.
PL7
Peekaboo
These shots do no physical damage. The compressed energy is used to scope out areas using sonar like traits. Teh shots generally are pure energy that don't interact with phsyical objects, with an effective range of 200 metres for pistols, or 400 metres rifle.
Peak: Pistol or Rifle; 1 Shot
A non-physical shot is fired that emits a small burst of energy when it reaches a certain distance (decided by the shooter). The energy does no damage, but maps out an idea of 20 metres around the detonation, and feeds the information back to Talen. It is a snapshot of the area and doesn't continually detect what is going on. This can pass through physical objects to its point of detonation.
Hide: Rifle; 2 Shots
This shot is similar to Peak, however it releases energy three times along its trajectory and maps a path (60 metres long and 20 metres wide).
Aboo: Pistol or Rifle; 2 Shots
Two shots are combined in a less stable form. When this shot comes in contact with a physical form it will detonate with a large *bang* sound. The result can be disorientation to people caught directly (within a metre) of the detonation point. Range is reduced to 150 metres.
PL6
11: 8.66 - 17
4+10+10+6+10+6+7+10+8+9+7+6+9+5+5+5+7+6=175
175/18=9.7222
17<18 (Drop an ability)
8.66<9.7222 (Nerf some crap)
Need to talk to Hyst.
[EDIT] Botched my math, Hyst is approved at 7.64 APL & 17 abilities.
black shadow
11-13-14, 06:45 AM
Torvic (http://www.althanas.com/world/showthread.php?28226-Born-of-the-Earth)
Dwarven Constitution: Torvic is a dwarf, and dwarves are notoriously tough. His body is extremely good at handling poisons and toxins, even those produced by the body itself when fatigued. He can endure a little longer than a normal human, and many common poisons, toxins, and diseases that might kill a man will only lay him out for awhile. (1.5) ~PL3~
Earthen Attunement: Torvic touches earthwork (stone, dirt, etc) and communes with it for at least fifteen seconds, entering a trance. He hums a low, guttural song. The longer he is attuned with the earth, the larger the area he's able to manipulate, up to two minutes and fifty yards square. As long as Torvic is attuned with that chunk of earth, he is aware of everything upon or ensconced within it, and can magically manipulate it. For the moment, he can only alter the earth's toughness and density: he can soften an area so that it crumbles easily in the hands, or make it as difficult and stubborn to dig as compressed clay mixed with pebbled granite. ~PL3~
Avatar of the Mountain: Torvic's skin can temporarily assume the properties of granite: as dense and impenetrable as that stone. Any chunks of stone chipped from his body become a quantity of blood when he returns to flesh form, so sufficient damage to his stone form can potentially lead to death by blood loss. He need not breathe or suffer from any other bodily function while in stone form, and his mind becomes a strange, alien thing, separate from his form and beyond all supernatural manipulation. He can assume stoneskin for eight seconds at a time, and cannot invoke it again for five minutes after it ends. ~PL3~
3 + 3 + 3 = 9/3 = 3
3 = 3
Approved!
black shadow
11-13-14, 07:35 PM
Devon Steel (Level 3) (http://www.althanas.com/world/showthread.php?28233-Devon-Steel(Level-3))
Endurance - 3x(Devon's skin is as tough as leather. He can sprint for about a mile before getting tired, fight for extended periods of time, and take a punch that would floor a normal man with little more than a stumble.) ~PL4~
Strength - 3x(Devon can bench 300 lbs, deadlift 500 lbs, and punch with enough force to knock an average man out cold easily.) ~PL4~
Speed - 3x(Devon can sprint at 35 mph full-tilt, and jogs at 17 mph. He can throw three punches in the time it takes an average man to throw one.) ~PL4~
Agility - 3x(Devon is rather limber, being able to bend and twist more effectively than the average person. He can jump, flip, roll, etc. with skill. His balance is exceptional, and he would be able to stay stable even on a ship in a storm.) ~PL4~
Perception - 3x(Devon is able to perceive tiny changes in direction, small movements, and body posture due to training. All other sensory inputs are normal.) ~PL4~
3 : 5 : 7
4 + 4 + 4 + 4 + 4 = 20/5 = 4
4 < 7
APPROVED!
black shadow
11-21-14, 01:22 PM
Yusukai (http://www.althanas.com/world/showthread.php?28263-Rebirth-Yusukai-Level-1)
1-Chi Pool (Racial/Passive)-Yusukai's native Chi energy. All castings of his Metahuman powers require Chi as a basic casting point. Or anchor. The BASE cost is always fixed. However, depending on what Yusukai is trying to do at the time he can "burn" more Chi to increase the effectiveness. This technique is known as "Charged" or "Focused" power. He can take any basic technique he casts and bring it's effectiveness up to 50% rating all together for any single casting. ~PL3~
2-Electrokenisis (MetaHuman/Light)-This is Yusukai's Metahuman power. (Think: Storm or Thor from Marvel) Yusukai's body becomes a conduit for vast energies. He can effectively conjure bolts of raw Lightning energy that are capable of destructive force. Upon contact with a target, Yusukai can BREAK through most lower tiered armours/robes/clothing or shields. He can also shatter basic weaponry with a SUSTAINED Lightning Bolt. Lightning Bolts come in two flavours. Basic or Sustained. A Basic Lightning Bolt strikes with the effective rating of getting hit with a Masterwork IRON weapon. When Focused, the damage potential is somewhat higher, BUT the more Chi he uses to power up a Lightning Bolt, the more exhausted he becomes. Sustained Lightning Bolts, require much more Chi to be consumed. This sort of Lightning Bolt does considerably LESS potential damage. It is about the same effective damage rate of getting struck by an Iron AVERAGE quality item. However, with enough concentration Yusukai can maintain a Lightning Bolt streamed for up to THREE full turns. However, this is very taxing at it's full potential and he will become tired very quickly. Lightning Bolts ALL have the potential to STUN a target on a basic hit for one turn. The effectiveness of the Stun is totally up to another player if the Lightning Bolt is used on another player. From a FULLY charged Lightning Bolt (Basic style) Yusukai can sometimes (With a 10% chance rating) Paralyze a target for one turn or two turns, tops. Currently, Yusukai does not have any control over the stun or paralysis effect. It seems to occur entirely at random. (To be fair :P ) ~PL3~
3-Metahuman Strength (Metahuman/Physical) Metahumans of Althanas possess incredible power. Due to Yusukai's well built nature, he has unlocked the powers of enhanced physical strength. With this power, Yusukai can tap some of his Chi to access potential. In this state, which lasts approximately 3 Turns, Yusukai's Strength is increased by an amount of about 15% raw Human potential. In this state he can effectively bench-press about 180 lbs without growing tired. (This is dead-weight lifting to be fair) Further, he can bend basic Iron (That is not Masterwork quality ingots or metallurgy in structure) and punch through wood and concrete. With some effort and concentration he can bend Steel alloy structures (Such as bars, or other metallic structures) with his bare hands. That is the extent of his current knowledge with this power. This is a temporary Boon ability and when the effect wears off, he grows tired more quickly and has to rest. He can currently sustain Strength for a period of about five-ten minutes. (About 2 In Character Turns, roughly) If he over exerts himself using this ability he can immediately pass out. With extended Chi Pool use, Yusukai can SOMETIMES dead-lift 220 lbs dead weight. But such use is still new to him and boarder miraculous. He doesn't abuse the power for fear of being left vulnerable. ~PL3~
1/3/3
3 + 3 + 3 = 9/3 = 3
3=3
APPROVED!
black shadow
11-21-14, 01:25 PM
Karuka (http://www.althanas.com/world/showthread.php?28267-Ties-That-Bind-(Level-11))
Agility:
Karuka is 10x faster and more agile than the average person. While in ordinary life this means she can run faster, farther, and over rougher terrain than the average Althanian, in combat, it acts in concert with her foresight. Very frequently, she reacts to her opponents' movements before they even realize that they're moving. ~PL10~
Incorruptible: Karuka is invulnerable to acid, disease, and poison. ~PL7~
Tenalach: Karuka can sense the mood of her environment through a sense she describes as “hearing.” She has a sharp sense of it up to two miles out, a moderate sense up to five miles, and a vague sense up to ten, but she can focus with her Clairvoyance and get brief readings from farther away. This goes twice as far in Dheathain, because her soul has been bound to the land. ~PL5~
Karuka can use up to 25 spells per day. She has a belly-button ring that lets her combine spells three times a day. After that, combining runes or using blood to enhance the spell makes it use up two spells.
Rather than using the actual stones, as she did in times past, Karu uses gestures to call on their powers.
Some spells can be enhanced by the use of the caster's blood, so she might cut herself or use a cut to do so (runes that take it -- Thorn, Sigel, Ken, Rad, Eohl, and Is)
+ Line-of sight spell. She has to be looking at the target to attack.
~ Touch spell. She must be touching the target for the spell to have a chance at working. ~Basic description of how runes work~
+Thorn -- This rune is used to control plants. In areas where vines and brambles exist, she can use them to ensnare an enemy, and flatter, more grassy areas, she can call up brambles around a person’s feet. In shallow water, she can call on the kelp. Thorn does not work in desert, open water, or deep snow.
with Jara - No plant matter present? No problem. If there was ever plant life there, Karu can still call up the brambles. If used under normal conditions, she can call up a 100 foot square unkempt maze. ~PL4~
+Sigel -- The rune represents a sun ray, but it's used to call down a bolt of lightning. Without blood, the most damage it can stun an average opponent for up to ten minutes. With blood, it can heavily stun. If the opponent is wet, or standing in water, though...it could be lethal (on PCs and other peoples' NPCs, amount of damage determined by other player). This rune is weather dependent. Without clouds, is impossible. With light clouds, a small bolt can be summoned. During a severe thunderstorm, she can call down a bolt powerful enough to kill.
with Jara - By adding Jara to Sigel, Karu can call down up to five lightning bolts, and if there are no clouds, she can use Consequence’s enchantment instead of the sky as a focus. ~PL9~
+Lagu -- An amount of pre-existing water (up to twenty cubic feet, or the size of a large swimming pool) may be manipulated within a radius of 50 feet from the caster. At this level, if the conditions are humid enough, she can pull some water from the air (up to ten gallons, depending on conditions). This can take the form of either a few concentrated blasts or one rushing wave.
with Jara - By combining spells, Karu can manipulate up to a hundred cubic feet of water or create fifty gallons. She can manipulate it just as well, but the radius of effect only extends out an additional ten feet. ~PL8~
+Ken -- Fire. With this rune, Karuka can create a flame. She can do something as specialized as light a torch, or something as grand as throw a fireball big and hot enough to seriously injure a person or turn sand into glass. She can’t melt metal yet, but give her time and/or motivation. ~PL7~
~Beorc -- The rune represents mother-love, she uses as a healing spell. It can currently heal mild wounds over a course of about a minute, moderate wounds over a period of a few minutes, or serious wounds overnight. Serious wounds cost 2 or 3 spells to heal, depending on the severity.
with Jara - Karuka can combine Jara and Beorc to cure even life-threatening wounds over only a matter of hours. This still costs more than one spell. ~PL4~
Rad -- The rune means movement. As a spell, it’s used to call up winds with a strength of up to 100 lbs/ft^3
with Jara - Adding Jara to Rad can create winds with as much force as a weak hurricane. ~PL6
Eohl -- Provides a shield against attack. The duration of the shield depends on what it’s being attacked with, and the ferocity of the attack. A barrage of magic or serious pummeling with a strong weapon will wear it out fairly quickly, while weak blows from inferior materials will take time to wear it down. ~PL8
+Is -- Creates ice. This can range from having crystals form on and around an opponent, creating anything from slightly limited mobility and discomfort to movement-obstructing chunks (no blood), to creating a large, thick layer of ice on a person or object (blood). The ice melts at a regular rate. This spell is also weather dependent. It works about 5x as well during a snow storm or icy conditions, and very slightly on a hot and arid day.
With Jara: Twice as much ice, twice as much power. ~PL7~
+Jara -- This rune means “fruition,” and can be combined with other spells. On its own, it can be used to pull things to her or push things from her, up to about half a ton and up to 50 ft/second. The more it weighs, the slower it is and the less distance she can drag it. On its own, Jara is perhaps the most passive rune in the Futhark, and while it can be used on living creatures, it's only about 1/10 as effective. It might be the equivalent of a rough shove or a strong tug, but cannot be sustained. ~PL4
Name: Taodoine
Species: Phoenix
Age: About 10 (That awkward stage between juvenile and adult)
Weight: A little more than a fully grown female eagle owl
Wing span: 6’4” feet across.
Appearance: He has red, orange, and gold plumage on his body, with indigo and violet on his wings and tail. His eyes are bright blue, and his beak and talons are powerful weapons.
History: Taodoine is a phoenix whose egg Karuka has had since she was 17, and he hatched just weeks before Karuka vanished from Althanas. She trained him as a loyal, capable companion as he grew, and he is a strong, talented bird today.
Skills:
He’s a bird. He can fly.
Dive bomb: From high in the air, he can select a target - whether it’s food or foe - and plummet to it at speeds of up to 95 miles per hour. Should he collide, he can inflict devastating injuries. On each foot are four razor-sharp 3” long talons and he can clamp down with 1000 pounds per square inch.
Spoiler:
Abilities:
Fire Soul: He’s a phoenix. At his option or Karuka’s instruction, he can ignite himself to add extra damage. He’s also completely invulnerable to fire.
From the Ashes: If Taodoine is killed, he can come back sometime between five minutes and ten hours, a little bigger and better than he was before. Familiar ~PL3~
Dive bomb ~PL6~
Fire soul ~PL5~
From the Ashes ~PL1~
11 : 8.66 : 17
1+5+6+3+4+7+8+6+4+7+8+9+4+5+7+10 = 94 / 16 = 5.875
+.25 APL
5.875 < 8.91
APPROVED!
Hysteria
11-21-14, 03:32 PM
http://www.althanas.com/world/showthread.php?28274-ME!!
Approved with no abilities, some money taken to upgrade knife from iron to steel.
EDIT:
Let the paintball gun through as no abilities.
Hysteria
11-21-14, 03:35 PM
www.althanas.com/world/showthread.php?28277-Kushina-No-Scarred-Shinobi-of-the-Hebi-Clan
Silent Killing- As the name suggests, this technique is simply a very quiet method of killing an opponent, usually from behind with a blade. Additionally, because the user moves SILENTLY, it is difficult to defend against, because the attack cannot be anticipated. The uses will often slit their opponent’s throat, preventing any cry that might give them away. (Moves almost completely silently, Can be heard with extrasensory hearing.)
Ninja Speed- Kushina is able to move at very quick speed allowing her to run upwards of 25mph and swing her weapons quicker than even a samurai. (2xspeed)
Ninja Agility- Kushina is able to vault and leap about twice as well as an untrained human roughly about 15 feet. Kushina is also able to climb up walls and hang from ledges with assistance to her ninja tools. (2xAgility)
Three x three
Hysteria
11-21-14, 04:12 PM
http://www.althanas.com/world/showthread.php?28256-What-s-Your-Fetish-What-s-Your-Pleasure
Shahab's Lash - This invocation summons swathes of Hellfire anywhere within a thirty foot radius, which Drak'shal can then launch at his enemies. He has learned how to shape these unholy flames into roaring walls, searing whirlwinds and even coiling whips of black fire. Or simply the tried and tested cone launched from his palms or mouth. If any unfortunate is caught in these flames, the white-hot Hellfire will cling like napalm, rather than normal fire - the warlock can extinguish these flames with but a thought. Aurelius himself is almost completely immune to the flames he conjures forth, though the longer he keeps up the blast the harder it becomes to resist their infernal heat, until eventually they will burn his flesh almost as much as those of his foes. He can maintain a full six minutes of sustained fire before his flesh starts to blister and burn, and less than two after that before his wounds become crippling. He can still use it to cauterise wounds, etc should the need arise. To those who manage to extinguish the flames in time, Shahab's Lash only causes severe burns. If not, they will continue to burn, causing excessive damage. With understanding of the nature of this Hellfire, Aurelius has learned how to use it to sear not only a body's flesh, but also its soul. Against those of a good disposition, the effects are incredibly effective, bringing about an agony that can last for much longer than the actual burns. This invocation has become as much a sickness of the soul as it has a tool of brute destruction. Against those of a "good" nature, Shahab's Lash is one-and-a-half times as effective. Due to the unnatural origin of this Hellfire, natural resistances to fire and heat are only about half as effective against Shahab's Lash.
Level 9
Freki's Shield - This spell allows Aurelius to summon forth a protective bubble of magickal heat, which can deflect missiles, blades, and even other spells with a radius of three feet. Aurelius is immune to the heat he creates. He can keep it active long enough to stave off four powerful attacks (roughly triple human strength), six medium attacks (double human strength) or eight weak attacks (normal human strength), though a significantly strong one can shatter it in a single blow. [Usable- 4x per thread]
Level 9
Eldritch Blast - This is a simple invocation all warlocks know - essentially just a blast of pure arcane energy, which Aurelius has learned to use both defensively and offensively; either blasting at his foes with the force of a strong punch at triple human strength, or smashing aside an incoming blade. Again, his near mastery of this invocation allows the warlock to control the size of the blast- from focused bursts for targeting weapons, specific limbs, etc. to walls of force that can smash multiple opponents from their feet. [usable 6x per thread.]
Level 9
Merihim's Breath - picked up from a demonic servant of Merihim, a Demon Lord of plague and disease, this invocation allows Aurelius to open his mouth impossibly wide and vomit forth a huge swarm of angry insects; the little vermin will proceed to attack anyone in range (other than Aurelianus himself), stinging, biting and burrowing into their flesh in a thrashing cloud. The effects of this spell last for a minute, after which the swarm falls to the ground, all dead. But the various infections and larvae they leave in their victims will last long after the swarm has died - symptoms include itching, swelling, blurred vision, nausea and all manner of other unpleasantness. [Usable 3x per thread].
Level 8
Pain Mirror - this invocation grants the warlock the handy ability to take any wound that someone causes him, and reflect it back at them - he was inspired to create this ability after being shot by Resolve Curie during the Cell, and spending the following weeks fantasising about all the ways he could pay her back. When used, it creates a sympathetic bond between Aurelius' own flesh and that of the attacker so that if a sword slices him, the cut instead manifests on the other person's body. After two serious or four moderate injuries, the mirror is lessened in effectiveness, meaning the following two wounds appear on both Aurelianus and his opponent. The canny tiefling can also use this invocation maliciously, deliberately wounding himself to bring harm to an enemy. While still learning how to properly utilise this power, Aurelianus can't use it to reflect, or deliberately give immediately fatal wounds - some sod decapitates him, he'll still lose his head. What's more, Aurelius has to see the attack coming in order to use the Pain Mirror, and the target must be within 15 feet.
Level 10
Sanguinem Inferno
Natural Born Cager - In the the deadly slums of Aurelianus' home city, everyday is a constant fight for survival. Generally, there are two types of cutter in the worst areas, where the tiefling grew up - fast sods or tough sods; those fast enough to get the first attack in, or those hard enough to survive a knifing and still retaliate. The canny plane-touched realised young there was only one way to guarantee survival in a place like that- be both. These natural abilities have been greatly augmented by his demonic heritage, to heights beyond most humans. Aurelius has 6x the agility and 7x the physical toughness of any normal human. This means he can react and attack with blinding speed beyond what most humans can match, and can dodge arrows and even bullets fired at him from up to ten feet away. He has been known to use it in brief bursts to increase his speed, mainly to unnerve those he suddenly appears behind, etc - but his smoking pretty much rules out a sustained sprint using his speed. His inhuman pain-threshold also means he can be beaten, broken, stabbed, burned, bludgeoned, and so on, for much longer than an average cutter, before he finally succumbs to his wounds. This endurance aids him in maintaining his speed, true - but it mainly applies to his tolerances for pain.
Level 6 & Level 7
Soul Bind - "Never make a bet with a tiefling"- this is a popular planar proverb. And Aurelianus is a walking example of this warning. Throughout his many travels Aurelius has struck many deals with all manner of creature, and more than a few times has been cheated of his due. But by utilising the demonic vitae flowing through his veins, along with sheer willpower, the conniving half-demon has learned how to force others to stick to the bargains struck with him. So long as both parties spill their blood when the deal is made (willingly or otherwise), Aurelius binds the other party's very soul to the tenets of the agreement; forcing them to stick to it no matter what. Failure to do so forfeits their soul to Aurelianus, to do with what he will, and not even his death relinquishes his ownership of it. Of course, the tiefling is playing with the deck stacked firmly in his favour - his own soul is the possession of something much more terrible and powerful than himself and has been for many years now. In short, Aurelius does not have a soul. This means his own cannot be lost in forfeit, and that abilities affecting the soul have no effect on him. This is not to say the deal cannot be cheated by particularly canny wording, or other underhanded methods.. but to peel the tiefling is no mean feat. And woe betide any poor sod Aurelius catches trying to bob him of his due.
Level 5
Witch Sight - this power is a byproduct of the demonic blood flowing through Aurelianus' veins. It allows him to shift his perceptions into ethereal realms no mortal is privy to - in short, it allows him to see a body's very soul. This comes in handy in all manner of ways; from sizing up the power of a foe, to seeing what a body fears, and even allowing the tiefling to perceive creatures hiding behind the veil of reality. Another little perk Aurelius has found endlessly useful is the ability to "read" a body's darkest sins, and greatest joys, directly from their souls. Obviously this is of great use to the manipulative bastard.
Level 5
Fleshcrafting - Whether he already had the power to force his will on reality to this degree, or whether the events in Shrikehold unlocked the power within him, Aurelius has come to love this latest development. This ability allows the warlock to force flesh, sinew and bone into new shapes via touch alone, turning them like molten wax under his fingertips - whether bending someone's bones into unnatural new shapes, or remoulding a face to have an entirely new visage. Trial and error has taught the tiefling that during battle, these effects (while hideously agonising) are only temporary. The crafting will revert back to its original shape within ten minutes. But, given enough time (hours usually, depending on the work being done) and the appropriate blood-fuelled bindings, Aurelianus can leave his mark on the flesh for all time. Using this power, Aurelius can even create flesh-creatures to do his bidding, or transplant rare and exotic organs into other creatures - new eyes, retractable claws, extra limbs... Suffice it to say, this has made the House of Sin that much more nightmarish for the faint of heart.
Level 7 (like a pain touch, but with some other quest positibilities)
Miscellaneous
Unbreakable Will - over the years, the tiefling has learned there are many sources of power in the multiverse. His personal favourite is sheer willpower; it is this drive, this force that powers his warlock invocations, and that allows him to traverse the planes and keep his sanity intact. Without it, the half-breed would have been dead many times over- Aurelius possesses 7x the willpower of the average human. This level of inhuman focus grants the half-demon a high resistance to fear, panic, confusion and all manner of things that would cow the average mortal, as well as almost impenetrable mental barriers to keep out unwanted psychic assaults and intrusions, and to control exactly what people see when he allowes them in - these defences can still be breached by those with higher willpower than Aurelius, though what they will find there will no doubt test their composure; after seeing Hell itself, most people tend to stay out of the plane-touched's mind.
Level 6
6 : 6.5 : 12
6 : 7.3 : 11 .3 over, but I'll let it slide. Just waiting for confirmation on the Fleshcrafting.
Hysteria
11-21-14, 05:03 PM
http://www.althanas.com/world/showthread.php?28257-Even-Colder-Fulgur-Icebreaker-Level-Two
Lightning Blade Strike: His Lightning blade can charge up with lightning and shock any object (inanimate and alive) that is electrically charged (other than the blade itself). This blade can leave a part of the body to feel immobilzed and shocked for two posts. He can charge his blade up for FIFTY seconds, and he can use this any time he wants (between ten posts in a thread, the blade needs its time to charge up) – but, the blade is still very dangerous to use while charged up, if he isn't careful he could shock himself! For this reason he still tries not to use it a lot- yes, even*he*is a little cautious…*
Ice Devil: The Ice Devil works a lot like a regular, weak, dust devil- except it’s ice that’s swirling around in a column of air, not dust or sand. While one who has mastered the ice devil (by that point "Dust Tornado") and cause excruciating damage with it, he isn't very good with this ice power, so the worst his little ice devils can do are pulling up some weak or moderate plants and throwing people several feet back. The ice devil only lasts for a minute (60 seconds.) This can be used four times per thread.
Particle Restriction: Fulgur touches any*average*sized object and numbs them. The numbing is similar to that in a strong snow storm in low degrees in which your hands may feel so cold it feels hot. This goes for when he touches a part of a person's body like an entire arm. If he focuses on a small object or part of a body (like a hand) he can freeze it over with a thin sheet of ice. Can be used two times per thread.
Ice Drought: - Branched off Particle Restriction - When Fulgur touches an object, he can freeze up to 20% of the water it contains. He can do this for a cup of water... or part of the human body (like an arm.) He can do this three times per thread.
Strength: He may be small, but he’s strong! You can see Fulgur’s muscles if you pull up his sleeves. He can lift up the two hundred-thirty pounds.
All level 4 Approved!
black shadow
11-27-14, 07:57 PM
Tamashi (http://www.althanas.com/world/showthread.php?28311-How-Did-SHE-Survive-Jamini-Level-One&p=239084#post239084)
Venom: Tantibus naturally have sharp canine teeth. While the teeth is only as strong as the next human's, the Tantibus have venom glands and can produce venom to bite, infect, and potentially kill an opponent. Jamini currently has strong enough venom to cause swelling and lightheadedness, as well as nausea. She is immune to her own venom and cannot be affected by it. This green stuff can take from two to five posts to reach full effect, side effects of the venom showing up randomly. She can bite and infect someone three times per thread. ~PL3~
Night Vision: You think those yellow eyes are for nothing?? Jamini can see in the darkness as clearly as in the light, nothing else said ~PL3~
Immune: Jamini is naturally immune to any kinds of average infection and injection. This includes poisons, venoms, bacteria, and viruses. More advanced types of all these cause problems though due to her physically disorder. ~PL3~
1:3:3
3+3+3 = 9/3 = 3
3=3
APPROVED!
black shadow
11-27-14, 08:31 PM
Kaida (http://www.althanas.com/world/showthread.php?28234-Onwards-with-the-Crazy-Epicness!-The-Jet-has-Been-Upgraded!)
Speed: 45 miles per hour for top running speed. She can also grab objects and dodge much faster. ~PL4~
Strength: She can bear up to 300 pounds of weight and can easily carry up to 200 now. She can now handle Calcator with one hand for brief moments of time. ~PL3~
Endurance: Kaida can hold herself up against damage and exhaustion and keep going in combat. She can run at her top speed without ceasing for twice as long than normal and still have a small bit of energy to spare - at least enough to drag herself over to a nearby chair. She also can handle multiple scrapes and scratches without her battle performance being unhindered. She can take up to five arrows in non-vital spots and keep going, only being slowed down by a short bit. She can't pull herself past mortal or slightly above average wounds yet. So a deep cut across the head would still be a gruesome blow. ~PL3~
Agility: She can bend and twist into very impressive positions. She can also fit into very tight places like wooden barrels without too much of a problem. ~PL4~
Energetic Telekinesis: Kaida can move objects the weight of up to fifty pounds using her energy power, her fingers and hands being able to telekineticly handle things up to thirty feet away. In quest threads this ability is unlimited. IN BATTLE she can only do it five times per thread or else lapse out. Permission from another player is required to move their characters and/ or their possessions at all. ~PL3~
2 : 4 : 5
4+3+3+4+3 = 14/5 = 2.8
2.8 < 4
APPROVED!
black shadow
11-28-14, 10:04 AM
Lycorsis (http://www.althanas.com/world/showthread.php?28304-Vindlyn-Fraizen)
Emotional manipulator: A subtle illusion magic that can let her affect people’s emotional state. Essentially she imagine (works best if she can very vividly remember how it feels herself) a particular emotion such as anger and project it at a target who will ideally react as if it is their own feeling. There is no effect if the target becomes aware of the illusion and it disappears shortly after she stop concentrating on it. She can throw it at more than one target at a time but this takes a lot of effort and three people for a short while is her current maximum if she is well rested. Can usually cast it 5-8 times a day but will generally be mentally exhausted by it. Using it on animals takes only about half the effort. Target need to be within clear visual range and it becomes easier for her to cast it if she has eye contact. ~PL3~
Freeze: Can freeze small body of water (such as a medium large fountain) solid or a person for a short time(about an hour for inanimate objects, a minute for living beings) with a touch, can do it once a day. Can also make the air in a room colder or keep herself cool while everything around her is hot, can cast it as many times she want provide she has the mental energy to concentrate on the spell. ~PL6~
Spikes of ice: Can send an ice spike at opponents at high speed that cut through flesh and cause frost damage. They can fly up to ten meters before they lose force and she is decently accurate with them. Can make three such projectiles a day, twice as many if she is close to a source of water or somewhere with snow. ~Pl3~
1 : 3 : 3
3+6+3 = 12/3 = 4
4 > 3
NOT approved. needs a tone down on the "freeze" ability.
Hysteria
11-28-14, 09:16 PM
Racial Ability: The Earthbound lets their true, angelic form show through their mortal vessel. This typically takes the form of blinding light and a severe cranial ringing. This light will temporarily blind an average mortal within 15 feet of the source no matter what direction they look. Anyone between 15 and 50 feet feet can be temporarily blinded if looking directly at the source as though looking at the sun. In addition to this light, victims within 15 ft will experience a deafening ring that seems to originate within their minds. Those up to 75 feet away will be affected by the ringing, but with diminished returns. Should one advert or cover their eyes/ears, they may be spared from the temporary blindness/deafness.
- Duration per Usage: 5 Seconds Maximum
- Cooldown: 1 minute per each second used.
- Mobility: Unable to act while ability is active. This does not include momentum prior to activation such as free falling, transportation, and lateral momentum.
- Duration of effects: 95% Blindness and/or Deafness lasting for the duration of the ability and diminishing normally as one would recover from the effects of a flashbang.
Level 4
Luminus Eternium:
Racial Ability: Earthbounds do not bleed. They do not die. They are forged in the light of creation then bound to the mortal realm during their terms of service. Thusly, instead of blood, Earthbounds hemorrhage light. Their essence is similar to blood in the respects that they can "bleed out", except it flows and looks more like luminescent, wet sand. Since they are children of light, they cannot die by traditional mortal methods, but they can be temporarily neutralized. Earthbounds do not aesthetically age unless they desire to appear so. Thusly, they cannot perish by the sands of time. If they are stricken down in combat, they will be reborn again.
- Immortality: Revived within 4 hours for normal wounds and deaths. Revived in 24 hours if catastrophically mutilated such as vaporization, immolation, sundered to pieces, crushed, liquefied, etc.
- Exceptions: When within places devoid of innocence, purity, and "good" such as Hadia, Hell, Purgatory, and Blighted Land, they are as good as mortal. If killed in these places, their light will be consumed by surrounding darkness and they will perish forever. In some cases involving corruption, they may be reborn as a Hellbound.
Level 1
Inhuman:
Racial Ability: Earthbound do not suffer the same vices as the common man. They do not get cold, overheat, hungry, or tired. They do not need to eat and only sleep to expedite revival, to heal, or as a rouse for meditating/communing with the Divine. This does not mean they are immune to ice or flame, but they will not get the chills, hypothermia, heatstroke, or thirsty. They can still be frozen or burnt to a crisp.
- Resistance: Minor resistance to cold and heat.
Level 3 Normally this would be two abilities, but given how weak it is I'm happy to treat this as a 'resistance to exposure' ability.
Hysteria
11-30-14, 04:08 AM
http://www.althanas.com/world/showthread.php?28303-Watch-out-Althanas!-Ashla-is-level-FIVE!
9 abilities, average 5.6 approved.
Ashla inherited the elvish trait of fitness and is EXTREMELY agile COMPARED TO the average human meaning she can bend INTO NEAR IMPOSSIBLE POSITIONS without breaking a bone or misplacing a muscle, she can fit into TINY places easily and is EXTREMELY GREAT at acrobatics.
Level 5
Ashla is quite fast, being able to race up to 40 miles per hour. She can maneuver her body and reach and grab things much faster than the average human.
Level 5
Endurance: A combination of her "numbness" and a hardcore desire to live has granted the Icebreaker to resist and fend off pain, lasting much longer in competitive situations than normal. Small cuts and bruises do not effect her anymore, and she can withstand against harsh weather conditions. While severe wounds obviously cause a problem, lesser damage gained in battle won't keep Ashla down for long.
Level 4
Frost Armor: Ashla covers herself in a thick sheet of ice which can protect her from SIX average attacks or THREE really strong attacks and TWO average attacks. SHE CANNOT MOVE IN THIS ARMOR AND HAS TO DEACTIVATE IT TO MOVE AGAIN.
Level 5
Crystalline Spear: A spear made of ice forms in Ashla’s hand(s) that has the strength of DELYN; she then throws it at any target. It afflicts the damage of any other spear with the usual numbness of ice cold temperatures as well. Right after the target is hit or missed and the damage is done to whatever it hits, the spear melts into water and is then completely useless. The spear can only be used SEVEN times in a battle thread, EIGHT in a quest thread.
Level 8 (Doesn't seem significantly increased in effect, even with the tier increase and uses).
Particle Restriction: She touches any average sized object and either numbs or freezes them other with a thin sheet of ice. The numbing is similar to that in a strong snow storm in low degrees in which your hands may feel so cold it feels hot. The ice limits body movement. This goes for when she touches a part of a person's body like an entire arm.
Level 6
Ice Doves: Ashla forms up to FIVE doves in her hands and sends them flying towards an enemy or target. Once the doves hit anything, they "explode", with the ice they are made of flying in all directions, along with Ashla's highest particle restriction damage (freezing over whatever they hit with ice) This ability can be used no matter how many times separately they are used, FIVE is the limit for all the times combined. Every dove can track a moving object.
Level 9
Numb: Ashla has inherited another type of ability from her kin. This isn’t an ability that relies on ice, but rather is a pass-me-down of emotions. Ashla is officially numb. This gives Ashla a very strong mind and will power. By willpower, Ashla is able to shrug off harsh emotions and even push herself past physical pain to accomplish her goals for an extremely short time. More importantly though, Ashla is able to resist abilities that effect the eyes/ mind from people from levels 1-5 with a 80% chance of being successful. For anybody level 6 or above she has 50% chance of resisting.
Mental/psych resistance. Level 5
Spirit Ability - Healing: TWICE per thread Ashla can unlock her bloodline to heal her own wounds. She can heal any small scratches or bruises immediately; she can heal up to SIX average wounds (serious cuts, any burns, strained muscles, dislocated bones); and TWO intermediate wounds (organ damage; killer death blows.) She cannot use this ability on broken bones or dislocated limbs (like being cut off). HOWEVER SHE CAN NOW USE IT ON AVERAGE POISONS. This ability comes at the cost of feelings of weakness and nausea for any average and major wounds healed for the next two posts and the temporary loss of her willpower from her ability "numb" for the same amount of posts.
Level 5
Hysteria
12-01-14, 05:43 AM
http://www.althanas.com/world/showthread.php?28278-Quentin-Boone-Level-Three
Hard as Nails: Living a life of bare survival, fighting for years and dealing with the punishment of prison guards, Quentin is a hardy fella and can withstand a lot more damage than the average human. Continued fights in the Citadel and involving himself in the Eiskalt War has even further bolstered his tough disposition and now he can take up to fifteen more normal hits from someone the same level as himself or lower. The number of hits reduces by one for every two levels above Quentin's own. Alternatively, he can take up to six more hard hits from someone the same level as himself or lower. The number of hard hits reduces by one for each level above his own. He can also ignore the pain of shallow to medium cuts, to a maximum of three medium or six shallow.
Endurance – Level 4
Tough as Old Boots: Quentin is an experienced brawler who knows how to use his muscular frame to full advantage. As such, he hits three times harder than the average person: This means he can break unarmoured bones with a single blow, lightly armoured bones with two blows, and can slightly dent steel or lower armour with every blow. (Armour being literal or any equivalent. Light armour meaning leather in all its forms.)
Level 4
Street Smarts: General life on the streets and being chased for years has gifted Quentin with a sixth sense of sorts; he can generally tell if he's being followed by anyone but those with expert stealth training and can read the streets to see if there's any signs of trouble, such as a fight about to break out. He can also single out individuals who may pose a threat to him, by reading their body language and posture, whether they're armed and if their emotional state is angry or hostile.
Level 4
A Scholar of People: Experience within the Citadel and elsewhere, enhanced by the effects of his glass eye, means that Quentin can read an opponent and estimate their movements. As such, he is able to gain a tactical advantage by successfully evading one in four attacks to place him in a position where he can counter-attack.
Level 5
Bargaining Chip: Being a friendly sort of chap, Quentin was able to gain the favour of a blacksmith called Neal and negotiated a discount from him. As such, Quentin receives a 10% discount for all metalwork bought in the Bazaar.
Level 5
Hysteria
12-01-14, 05:49 AM
http://www.althanas.com/world/showthread.php?28300-Ioder-Level-3
3 : 5 : 7
3, 5, 3, 4, 4, 5, 3
Transcendent Appeal- Ioder as Seraphim has the capability to morph his shape into other humanoid or bird forms. This is used to cover his identity and come across as another. His favorite form is his former appearance as a child in life; he uses this to appeal to the senses of others. (4 per thread)
Level 3
Seraphim Flight- Gifted with a pair of wings, Ioder has the ability to fly at speeds of 30mph and slower for an undefined amount of time. Their wings can disappear and reappear on command in order to hide them if needed.
Level 5
Seraphim Glimmer- Seraphim are blessed with a unique offensive and defensive power, a glimmering aura can surround them to be used as shield or spear. This glow is very dense and powerful, if used for defense it can be made into a wall for large coverage or a cocoon for personal defense. Able to stop projectile and physically manifested magical strikes of the same strength or lower. The Wall/cocoon can defend one strong magic attack like a fire ball, or two week attacks like a punch or kick be considered being used. The projected wall is large enough to cover one side of two people and the cocoon is conceals all sides around Ioder. And if used for attack the glow can wrap around Ioder's arms or legs to increase strike force and armor piercing, able to pierce iron and easily dent steel. The defensive and offensive skills will continue to be present as it is an uncontrollable effect of being a seraphim though they will be considered used once per attack defended or dealt with it. (6 per day)
Attack: Level 3
Defend: level 4
Light Ray Beam- Ioder can harness light magic in the palm of his hand and fire said light magic as a beams of light that across the battle field. These beams of light can be shot in a linear direction traveling as fast as a launched arrow. From the moment it is launched it lasts ten seconds before vanishing. In these seconds Ioder can drag the beams in any direction by changing where his hand points.It does the same damage as a fire ball and another 0.5 Extra damage to undead. (3 per day)
Level 4, basic attack but with homing
Angel Feather- Ioder can conjure up to 4 crescent shaped feathers composed of light magic at a time. These closely resemble the beautiful white feathers of his wings but larger and they give off a bright glow. Ioder can fire off these slivers of light like target seeking missiles; traveling like deadly razor sharp spiraling knives capable of slicing easily through flesh and pierce leather. Yet once his feathers have their target they are capable of changing course in mid air to redirect if needed. Extra 0.5 sun damage to undead. (8 Feathers a day)
Level 5, decent attack with homing
Cleansing Light- Ioder can use his light magic to regenerate or heal others. Without direct light Ioder can only heal small wounds like shallow cuts or burns; but when Ioder is in direct contact with the sunlight he is able to heal larger wounds like broken bones or deep gashes. This has a burning effect on undead. (3 per day)
Level 3
Hysteria
12-01-14, 05:54 AM
http://www.althanas.com/world/showthread.php?28178-Gavner-Nahs-Level-3
3 : 5 : 7
5, 5, 3, 3, 5, 3, 4
Vampric Strength (x3): Gifted with the strength of the vampires, Gavner has 3x the strength of a human. He can headbutt enemies and cause minor concussions, and on rare occasions, unconsciousness. Gavner can hold a handstand position for 30 minutes straight and 15 of the thirty minutes can be on his fingertips because he does not neglect core or finger strength. He can lift up to 130 lbs and break bones with full force attacks. He can hang from buildings, poles, or ropes easily and can play around with his weight with ease. Gavner can kick a man back several steps, and jump 10/13ths his own height at a standstill. With a running start of at least 10 feet he can jump mostly onto a one story building. He can long jump 34.666666(repeating) feet with a running start of at least 10 feet.
Level 5
Vampric Speed (x3): Vampires naturally have speed which is greater than that of humans. Gavner's speed is advanced for a vampire of his age, and is 3x that of a human. He can run a 4:30 mile and quickly dodge sword blows and knife assaults. With no weapons he can strike an enemy 4 times in one second. Vampires have the ability to flit, or move at a supernatural speed (approximately 600 mph) ONLY to travel places. This can NEVER be used in ANY battle or battle thread, and can NEVER be used to gain any sort of advantages. This does NOT affect any other character in any way shape or form (unless permitted to carry them on his back while flitting to get somewhere faster), it is strictly used as a method of transportation.
Level 5
Wolf Cub - Level 3
Battle Telepathy - Level 4
Intermediate Hearing: Vampires have heightened senses, and hearing is Gavner's strongest sense. His hearing is 3x more sensitive than that of a human, and he can pick up on sounds way easier than others. He can hear normal talking from 150 yards away, soft talking from 125 yards away, and whispers from 100 yards. He can hear through thick walls when standing right next to them, and he can hear through thin walls from up to 250 feet away.
Level 3
Close Proximity Eyesight: Vampires are gifted with heightened senses that sharpen and become more powerful as they age. Being a young vampire, Gavner has weaker eyesight than most vampires but still heightened nonetheless. When vampire blood reaches the eyeball they begin evolving the human eye into a stronger structure fit for the title of a vampire. Gavner's ciliary muscles surrounding the internal lens of his eye can contract further than normal, making it easier for him to focus on near things in light and darkness. His photoreceptor rods are enhanced, allowing him to see up to ten feet in front of him in crystal clear image, or very vague image in darkness.
Level 3
Tooth and Nail: Vampires have teeth and nails which are very strong. Gavner's black teeth and nails have the strength equivalency of plynt and can gouge the metal when scratched or leave deep teeth marks when bitten. They can slice or cleave through anything weaker than plynt
Level 5
Hysteria
12-01-14, 05:56 AM
http://www.althanas.com/world/showthread.php?28315-Regas-Ora
Two abilities
Transformation – Regas is able to transform into any species there is. However, when there is a big transformation such as change in shape, height, or even growing extra limbs it is painful and leaves him vulnerable for about 15 minutes. However, he only gains abilities such as Short Flight, Breathing Underwater, & Claws. Any thing magical he is unable to do due to his species being unable to use magic.
Level 4
Railroad Conductor – Regus runs his own railroad. He even owns his own personal train. He chose a 4-4-0 Locomotive that can pull up to five 20 ton cars. However, it takes 15 minutes of concentration to summon the train as he has to set the destination as well as the route. This means he can’t really do this in battle. Once he finish’s the route the train takes an hour to be ready as the tracks have to set itself up and have the train arrive on the tracks. The train itself has three modes; land, water, air.
The land and water modes look almost exactly the same. It has a giant tank with 4 driving wheels and four track wheels in the front. The locomotive is pure black with a gold trimming as are all cars that it pulls. When in water mode, it stops using coal to drive and uses a special heating orb that is only available underwater. When it comes to the flight it gains wings and leaves the track. This makes it so that the train can go anywhere it needs to go.
Level 3
I'm going to let slide.
Hysteria
12-01-14, 05:58 AM
http://www.althanas.com/world/showthread.php?28313-Dr-Headless-%28-Level-1%29
Wizards Fire He has yet to unleash true wizards fire. As of right now he is limited to casting your average fire ball. ( Limit four)
Level 3
Reflect: One thing about being a user of magic or the essence of energy is that you must know how to do combative duels with it. This common trick is used like a low level force field to negate attacks like energy balls, rocks and other low level attacks. The common thrust of a sword or throwing knife will not hurt him. The set back of this is that the more its used the more fatigued he gets. Also if he tries stop something stronger than a low level attack of any type he may succeed but be let defenseless. (Current Limit of use is four)
Level 3
True Sight This is actually is curse more so than a gift. Being off his warlock decent blood line like most in his family have the give of “Sight”. The ability to look past illusion. Using the spiritual essence of his he can see shape shifted appearance and smoke screened maneuvers; in short seeing the world as it truly is with no blinders. Along with such a gifted sight comes the horrors that follow no one likes knowing the guy across the room can see their nightmarish state. (Unlimited for story, but in combat he can only use True Sight once.)
Level 3
Hysteria
12-04-14, 04:23 AM
http://www.althanas.com/world/showthread.php?28341-Black-Shadow-%28Level-4%29&p=239557#post239557
5.2<5.5 Approved!
Strength: due to heavy training, and the draw strength of his bow, he has strength 5x that of a normal human. this allows a punch of his to knock a man down, break bones, and deadlift 750lbs
Level 6
Speed: He is 5x the speed of a normal human due to his training, allowing him to run at speeds of 75mph and react quickly to avoid attacks.
Level 6
Agility: His Agility is 4x that of a normal human, allowing him to dodge attack with ease, moving his body is ways no normal person can. (but no jelly arms, that's just weird.
Level 5
Hearing: His sense of hearing is 4x that of a normal person, allowing him to hear a whisper from 10ft away
Level 5
Balance: His balance is 4x that of a normal human, allowing him to run across a rope suspended over a cliff with ease, even firing his bow while doing so.
Level 5
Eyesight: His eyesight is 4x better than a normal human, allowing him to see something from 60ft away that it normally takes someone 20ft to see.
Level 5
Endurance: His endurance is 5x that of a normal human, allowing him to run at his top speed for up to an hour and to take blows to his body that would normally knock the wind out of him with very little effect.
Level 5
Hysteria
12-04-14, 04:24 AM
http://www.althanas.com/world/showthread.php?28229-Star-crossed-Brother-%28Duffy-Level-13%29
Thayne: Duffy is an avatar of the Thayne Tantalus. He is immortal. Dissipation occurs after death and that lasts for 24 hours occurs. His magic resistance is 75%. He needs much less sleep, food, and rest than mortals.
The Aria: Ten times per thread, Duffy can mimic the ability of abilities listed in Duffy Bracken, Lillith Kazumi, Ruby Winchester, Arden Janelle, and Pettigrew Jones profiles.
Approved at level 10s.
Hysteria
12-04-14, 04:26 AM
http://www.althanas.com/world/showthread.php?28348-The-fool-Where-the-journey-begins-%28Vincent-Cain-lvl-0%29
Roll of Fate: When attempting to do something that he is unsure of Vincent can roll his D20, the resulting number will help modify his action. Anything above a ten will improve how he normally would have handled the situation, anything less than ten will detriment him. A 1 is a catastrophic failure, a 20 greatly improves but does not guarantee his success. See below on the die's description
Ivory D20: A simple 20 sided dice carved with numbers 1-20 on each of it's faces with each number lined with some sort of red dye to make it pop out from the die's original color. When rolled the number is immediately known by Vincent, and it modifies how well he does in whatever he attempts to do. However unlike in other games, a 20 does not guarantee success. Instead a 20 simply makes him much more likely to succeed. A 1 will cause him to catastrophically fail however. This dice cannot be sold or lost, if misplaced it will return to Vincent's pocket in his sleep.
Level 4
Deck of Fate: Whenever Vincent pulls a card from this box the box automatically seal itself and cant be drawn from until the condition of the card is met. Upon looking at the Card Vincent is given a vision of something, somewhere, or someone whom he must meet, obtain, or visit. When he has the card will reward him in some manner ranging from increasing his power or by giving him an item of some sorts. There are only so many cards and when all of them have been drawn and completed Vincent will receive a great reward. (These rewards are up to the judges discretion) This box cannot be sold or stolen, if Vincent loses it or it is stolen it will reappear on his person.
Level 1
Sinovera Bloodmoon (http://www.althanas.com/world/showthread.php?28387)
Curse of the Lycan: Sinovera has the ability to change into an Elven/Wolfen creature. She can lift and move 175lbs with ease, run at about 25 mph, and has sharp claws/teeth strong as normal bone. She can only transform once a day, however, and the transformation is very tiring to her. The longer she stays in wolf form, the harder it is for her to turn back to her original state, and the longer the span between when she has to rest and when she can transform again. And on the full-moon she has an involuntary transformation where she is taken over completely by the wolf.
APL 6 - Free transformation with slight STR and SPD boost equivalent to assumed averages for the werewolf species. (ie kitsune races like Fox Owen and Wolf Olken)
Darkvision: Drow have the natural ability to see into the dark as if they were holding a lit candle. This also translates into day vision that is slightly hindered in the bright sun.
APL 2: Low level, limited distance enhanced vision/ resistance to darkness/blindness
Destruction Magicka: Basically at the level that she is now she can only manipulate fire in a very minor way. Like if there were a small fire starting in a fire pit she could manipulate it to grow a bit quicker than it normally would. She is scared of the power, so she doesn't practice it unless she has to.
APL 1: Can barely manipulate low level, non lethal flame.
6+1+2=9/3 = 3:3 APL
Approved!
http://www.althanas.com/world/showthread.php?28413-Rayleigh-Aston-the-Mechanic-s-Daughter
Mechanic's Touch: Though she does not know it, Rayleigh's mother was a gifted medium. She had the ability to not only see into the past, but also into the future. She has passed this gift onto her daughter, though in a very different form. Rayleigh has the ability to see a machine's past simply by touching it. These visions are disjointed and not very clear, but it gives her an idea of where the item has been, and how it was used. This psychometry is incredibly draining. It leaves her with a severe headache, and she can only manage it once a day. At the moment, she does not fully understand this ability. She believes these are random daydreams, and she cannot control when she seeks out a machine's history.
APL 1 - Low level perception only to machines and high stamina cost
Sound the Alarm: Brief glimpses into the future was another gift from her mother. Perhaps this ability stems from her understanding of machines, but Rayleigh can tell the moment that something is off. The woman will suddenly grow weak and nauseous. Occasionally, she will see visions, though they are hazy and make very little sense. This sensation will last no longer than thirty seconds. This is a sign that danger is approaching, and the warning often allows her time to prepare or escape.
APL 1 - Spidey senses that don't work so well. Makes her nauseous and only let's her know "something" is coming. No more special than, "I have a bad feeling about this...."
1+1=2/2= 1:3.25
APPROVED!
Hysteria
12-13-14, 05:36 AM
http://www.althanas.com/world/showthread.php?28401-Returned-from-a-World-Away-%28Tobias-level-4%29
APL = 4.5 approved.
Endurance ×4: Tobias can roll with the best brawlers in all of Althanas. A hit that would knock down a lesser man would only cause him to stumble, and bleeding would take three times as long to render him unconscious.
Level 5
Black Blades: While unable to use magic himself, Tobias discovered a series of writings left over from times unremembered during his travels. Through training and the use of different poultices and oils, Tobias can fashion his weapons crippling to those who channel mystic power through their bodies. The weapons have an oily black appearance, but give off no distinct smell. (Weapons that strike magic users cause poison that disrupts their ability to cast spells their next two posts) If this salve is applied to a weapon with an enchantment, it overrides that enchantment- thus, it cannot be stacked with Calm or Cold to great effect. It is ideal for Blackheart, when faced with an opponent who requires something more brutal. (Effect lasts one day or for a single thread, must designate application in order to legitimately use.)
Level 5
Art of the Blade: Tobias' agility is much greater due to his extreme training with several types of bladed weaponry- which necessitates a need to dodge and twist the body out of harm's way. (Agility ×4)
Level 5
Tainted Blood: His inability to be affected by Magical effects has remained. Magical attacks still affect him, but lasting ailments caused by magical sources do not. Additionally, Tobias can inflict a wound on himself and use his blood to counteract a magical effect. (For instance, Tobias cuts himself, and he pours his blood over a victim suffering from magic induced illness. The victim is cured, but only if the amount of blood is sufficient.) Alternately, it can be used to remove a magical effect from an item. (2 Minor effects dispelled/thread)
Level 3
Hysteria
12-15-14, 05:01 AM
http://www.althanas.com/world/showthread.php?28417-Satyr-with-a-pistol-%28level-0%29
Strength: x2 average. Based on an average man who can deadlift 150 pounds she can deadlift 300 pounds. This also excels her throwing, and any punches she throws, the strength is powered through it.
Speed: x2 average. All fauns have excelled speed (Philomel being an example). Blodwen can run at about 25 mph without giving up too much sweat. Also means she can play a tune pretty fast.
Speed and strength combined - this allows for such things as jumping 6 metres without any danger, and up walls as high as 3 metres.
Grumpy, the pistol: Blodwen has a pistol containing a revolving chamber of six shots. Unfortunately the pistol is old and only four of the slots are currently useable. The damage the pistol does is like being stabbed with a deep knife (major wound). It has a range of 15 metres, anything beyond that will decrease the damage to a minor
3x3
Hysteria
12-15-14, 05:01 AM
http://www.althanas.com/world/showthread.php?28433-Just-a-Mongrel-Cur
Darkvision: Illara has limited darkvision (in non-magical pitch black, she can see out to 60 feet), but excellent detail perception within her range of vision.
Keen Senses: Illara’s vision and hearing are 2x sharper than the average human’s. That means on a clear day on flat terrain, where an average human can see about 3 miles, she can see about 6. She can make out vague detail up to about 4 miles, and fine detail up to about 2. Distance decreases according to terrain/condition. She can also hear the direction of a sound more accurately than a human can, pinpointing even garbled and misdirected sounds within a few seconds at max. She can hear up to two octaves higher and one octave lower than a human can, giving her clear hearing on a wider range of sounds than most people have and the ability to weed out noise interference.
Speed: Illara is 2x faster than the average human. This means that while an average person could travel 25 miles in a day (presuming a little more than 3 mph covered over 8 hours), she could make 50, or while an average person could manage about 15 mph in short bursts, she could manage about 30 mph (bursts that fast might last up to a minute, after which she becomes exhausted. 15 mph can be sustained for 2 minutes, and 10 mnp for up to 5 minutes).
3x3 again
Hysteria
12-15-14, 05:05 AM
http://www.althanas.com/world/showthread.php?28410-Dimitri-Ridlain-Blackwood
Seduction: Seduction is a heritage trait that nearly goes hand in hand with Persuasion, only this is much stronger and he has the ability to have a chance to seduce a person who doesn't even swing in his direction. Because he is only half-Incubus he is not very strong in this ability and there is a great chance that it will fail.
Animal Charmer: Dimitri has the ability to charm an animal into coming and assisting him in battle, though with how weak this ability is the animal would be just as likely to attack him instead of helping him. Thus he normally uses this ability on animals that are skilled in gathering food so he doesn't have to go hunting for nourishment.
Calcifer: Calcifer is a Fire Elemental with a snarky attitude and a fiery touch. He can control his fire, but if Dimitri is in trouble or if he is angry he tends to leave bad burns. Quite the perfect distraction in battle. Dimitri hopes that one day he will become more powerful so that he might set enemies on fire.
Level 2, 3, 3
black shadow
12-17-14, 06:35 AM
Eldric (http://www.althanas.com/world/showthread.php?28436-Eldric-the-Salvarian-Barbarian)
-Second Wind: Deep reserves of inner fortitude allow Eldric to come back from the brink of exhaustion with a vengeance, displaying the vigor of a fresh fighter for three posts once per thread. Once this final onslaught is complete he is left drained and unable to continue to fight. ~PL3~
-Strength x2: Fifteen years of constant struggle has given Eldric formidable power. He wields his greatsword with ease, and can cleave an unarmored man to the bone with a powerful strike. ~PL3~
1:3+.25:3
3 + 3 = 6/2 = 3
3<3.25
APPROVED!
This Shadowy Bastard (http://www.althanas.com/world/showthread.php?28357)
My Maths:
Song of Forms
Talen has the ability to change his form into a multitude of different things (as long as they are humanoid and there is no benefit to battles; purely cosmetic). The main three are listed above.
PL4
Hromagh's Blessing: (Strength) 10x
Talen can exert extreme amounts of force at will. A punch is enough to send most men flying a few several metres, while he can smash through most wooden objects with ease. Armed with something like a sword or hammer he can smash through steel and slightly stronger metals easily. Talen can lift and throw objects in excess of 160kg.
PL10
N'Jal's Blessing: (Agility) 10x
Talen has exceptional reflexes, balance and coordination. He can move easily and quickly around himself and off other surfaces. He can jump off walls, run along fences, even performing multiple flips and twists without becoming disorientated. He can't run very fast however, its more immediate reflexes.
PL10
Twisted Senses: (Perception) 5x
Talen has great hearing and sight. He can pick out soft sounds, like someone trying to sneak up on him, as well as certain sounds from loud environments (ie a crowded tavern). He can also see details on things quite far away, as well as pick out moments of things at quick speeds.
PL6
Whisper of the Night
Talen can completely regenerate himself over the night (not in a fight/battle) from any wound or death. If he is in a fight he can expending additional effort and is able to heal serious (but not fatal) wounds within a matter of seconds or bring him self back to life from a completely dead state.. He can heal twice, but come back from the dead only once. Talen can also imbue some of his energy into someone else (not himself) a further two times and heal serious wounds.
PL10 (Crazy Power Level Index)
Symphony of Life
Talen's items are as much part of him as his cloths and body. He can summon or unsummon them at will, and even form them into his body. For example, having spikes appear out of his arms. He can't use this ability to block damage. He can summon his gauntlets (which provide protection), but not in the same post as using them to protect himself.
PL6
Not of this World
Talen is immune to poisons and toxins, his body simply doesn't have the structures in his body to be effected.
PL7
Dark Streak
Talen's body turns into shadows for a few moments, in which state he can move short distances (five metres maximum) in a second or so. Similar to teleporting, Talen is unaffected by physical attacks when he steaks (but some magic may work). Talen can do this six times a day/thread.
PL10
Hum of Darkness
Talen can dematerialise and travel through another dimension to materialise at his chosen destination. Talen can travel short distances or long distances nearly instantaneously. He can do this three times a day/thread.
PL8
Harmony
Talen is completely unaffected by gravity. He moved of his own free will, and can stand, walk, etc, on any surface as well as fly.
PL9
Crow to the Wind
Talen is a master of darkness. He can turn day into night, the brightest day into pitch black darkness. He can create within two hundred metres of himself any sort of black illusion, shape or the like. He can maintain this darkness for about 45 minutes (or 6 posts), six times a day.
Darkness Around
Talen can use two of his uses to partial solidify the darkness he has summoned within a distance of fifteen metres around himself. The darkness is nearly invisible, but feeds back disturbances to Talen, making him aware of everything within the fifteen metres for two posts.
PL8
Arms of N'Jal
Talen can produce up to eight limbs composed of shadow energy (and made physical like his body and as durable as leather). Each limb is one metre long but can stretch to a maximum of ten. They can grab onto things, but also strike and lift with a the same force as Talen. They last until destroyed (physical or magical damage) but only eight can be made a per battle thread or once a day. Talen can summon them individually or all at once.
PL9
Ophiuchus: The Serpent Bearer
“I am become Death, the Destroyer of Worlds.†- Dr. J. Robert Oppenheimer
Talen's Zodiac weapons that marks him as one of the Captains of the Ixian Knights are the duel pistols, or the Twin Serpents. These pistols use Talen's power to operate, and are manifestations of his will. Image (http://fc03.deviantart.net/fs71/f/2014/310/8/4/the_twins_by_harlequinhues-d85j2tu.png)
The twins have a total of 40 potential shots each day. Not all firing methods use the same number of shots, each is specified below (this equates to 10 uses of his strongest forms, or 2.5 uses per ability). In some cases Talen will combine the twins into a single rifle to attack. When switching between modes there is a five second delay.
Click Click
Uses compressed shadow energy for the attacks, roughly the size of an arrow head. Effective range is about 100 metres and they do concussive damage.
Gotcha: Pistols; 1 Shot
Two quick blasts are shot towards a target, each one is as strong as getting hit by a steel hammer.
Gotcha Again: Pistols; 2 Shots
Four quick blasts are shot towards a target, each one is as strong as getting hit by a steel hammer, effective range is decreased to 50 metres (rapid fire version of Gotcha).
Crows: Pistols; 2 Shots
Two slightly larger shots are fired, which can home in on a target by changing direction 90 degree from the original firing direction (a total of 90 degree, so if it moves 50 degrees clockwise, it could only move 40 degrees anticlockwise). They are as strong as Gotcha.
Boom: Rifle; 2 Shots
A single shot that can travel three times the distance as normal (300 metres) with the speed of a rifle. This attack does concussive force where it strikes, enough to crack bones or stone (especially if the person is undefended.
PL5
Little Rose
Using a more volatile version of his energy, Talen can create a solid red crystal imbued with fire. These are about as wide as a pencil and half as long. Effective distance is about 50 metres
Tracer: Pistols; 1 Shot
One glowing little rose is shot. As well as providing light for two metres around it, it will start a small fire where it lands. If it hits someone it could do very mild, but painful, burns.
Set the World on Fire: Rifle; 1 per second
The crystal is reduced to a fine powder that ignites in the air. A jet of flame explodes out the tip of the rife, shooting three metres and two feet in width. The fire does second degree burns to anything caught in its flame, or first degree within half a foot from the heat coming off it. The flame lasts for one seconds.
Light it up: Pistols or Rifle; 2 Shots
One slightly larger shot is fired, with an effective range of 100 metres if using a rifle. The shot explodes where it lands, doing second degree burns within a metre of it.
Serenade: Rifle; 4 Shots
A single giant Rose is created that explodes on contact and does third degree burns for two metres around it. This is hot enough to crack stone.
PL8
Bubblegum
Condensing energy from a plane of existence that overlaps with the material world and the shadow realm, Talen is able to create a very sticky substance that expands and hardens. The hardened bubblegum has similar properties to stone, being able to be shattered by blunt force but resistant to slash/stab damage. Given how sticky it is, it tends to absorb for force of whatever is passing through before hardening. The effective range for these is 150 metres, or 300 in rifle mode.
Gum: Pistol or Rifle; 1 shot
Two shots are fired, each will expand on contact to about the size of a watermelon and harden in about three seconds.
Amber: Pistol or Rifle; 2 shots
A special round is shot that expands outwards from where it contacts to form a column a foot wide and thick and six feet high. This hardens in 2 seconds, but cannot be used on someone offensively. (Though it could make something to block a door, passage, etc.)
Resinous Entrapment: Pistol or Rifle; 4 shots
Five shots of bubble gum are tied together, and explode after a set distance or on contact. This released five times (five watermelon equivalent) the amount as Gum, and hardens in 6 seconds. This can be used to shot above people and have it fall on them.
PL5
Vial Anatomy
Talen's body isn't effected by poison, instead it is stored and replicated. Most are fired like darts and vials, with an effective range of 150 metres.
Draug's Kiss: Pistol or Rifle; 2 Shots
Taken from Draug Remi's blood in the cell, this poison replicates the monster's plauge, causing coughing, headaches, nausea, weakness for two posts if it breaks the targets skin. Shot with a dart.
Cassandra's Empathy: Pistol; 1 Shots
This poison was stolen by Talen while Cassandra was still with the Ixian Knights. It simulates burning, causing the effected area (skin, eyes, mouth, etc) to feel like it is on fire. The vial that is fired is encased by a thin lager of crystallised magic, the strength of glass. It will generally explode on impact, splashing the 300ml around it. The effect lasts for two posts.
Madison's Touch: Rifle; 4 Shots
Madison's toxins were absorbed during the war in Eiskalt. This poison is shot in a larger canister that trails a thin cloud of poison behind it. On impact three metres cubed poison is released and hangs in the air for two posts. The poison causes the cells of the person to die. While only causing slight itching on skin, if inhaled it would cause serious breathing issues. One breath would cause pain, wheezing and shortness of breath, two serious breathing issues and three the person's lungs to struggle to function as they start to liquefy.
PL7
Peekaboo
These shots do no physical damage. The compressed energy is used to scope out areas using sonar like traits. Teh shots generally are pure energy that don't interact with phsyical objects, with an effective range of 200 metres for pistols, or 400 metres rifle.
Peak: Pistol or Rifle; 1 Shot
A non-physical shot is fired that emits a small burst of energy when it reaches a certain distance (decided by the shooter). The energy does no damage, but maps out an idea of 20 metres around the detonation, and feeds the information back to Talen. It is a snapshot of the area and doesn't continually detect what is going on. This can pass through physical objects to its point of detonation.
Hide: Rifle; 2 Shots
This shot is similar to Peak, however it releases energy three times along its trajectory and maps a path (60 metres long and 20 metres wide).
Aboo: Pistol or Rifle; 2 Shots
Two shots are combined in a less stable form. When this shot comes in contact with a physical form it will detonate with a large *bang* sound. The result can be disorientation to people caught directly (within a metre) of the detonation point. Range is reduced to 150 metres.
PL6
Ink Heart
Talen and manifest large amounts of a chemically inert black liquid he calls Ink. He can mould and use this ink like his shadow illusions to form shapes and the like. The forms created mimic Talen's strength and last for a short period (a post). Talen can create elephant sized things six times a day.
PL10
Math: 10(5)+9(2)+8(6)+7(2)+6(3)+5(2)+4=143/18=7.26APL
Limits: APL 9 --- Max Ability: 18
Current: APL 7.26 --- Abilities: 18
Approved.
Whisper of Night added to Crazy Power Level Index
Hysteria
12-23-14, 06:50 PM
http://www.althanas.com/world/showthread.php?28475-Vincent-%28updated%29
Shadow/Ice Magic: (The Ice is as Black as the Darkest shadow and gives off the illusion of draining the area of Light)
Level 2
Aura: (passive) Due to the nature of Vincent's Magic he is always emanating a Cold Aura. Causing the temperature around him to always drop to around freezing. Unless he is wearing his specialized trench coat that completely insulates him from the outside world. Upon removal of cloak the temperature will begin dropping rapidly (from 30 degrees/90 F to freezing in just under an hour. (20ft diameter, 10 ft radius)
Level 3 (in most situations I guess it'll just give people goosebumps).
Ice Make: Vincent can create a variety of objects out of ice using his imagination to be used for offensive, defensive or miscellaneous purposes. Outside of combat, Vincent can change his surroundings using ice, such as covering the ground with ice. The ice can also can be used as wound dressing, stanching bleeding and preventing the swell of an injury. The more intricate the object the more he needs to focus, thus expending more energy. If Vincent uses both of his hands in molding his magic, he can create an accurate form of what he is thinking of. Casting one-handed is easier, but it is a less stable form of molding, and may result in less powerful creations, or undesired results. (such as exploding in his face, or melting before it reaches his target.)*((Nothing over ten feet in diameter, most commonly used as single use melee weapons, whether blocked or not, even if he misses and hits a wall or the ground it still breaks. Defenses can block one hit of up to medium strength... strong hit shatters. 4 uses a day, any attempts to mold magic afterwards causes the ice to explode in front of him before it fully forms.))
Level 4
Hysteria
12-23-14, 06:52 PM
http://www.althanas.com/world/showthread.php?28439-Harold-Linsbaine-Human-Mage
Combat Capable:
Creature: This Rune is one of the first two that Harold learned. It is rather versatile, as by itself it creates a simple golem of whatever material is near where it is placed. It is when combined with other runes that it starts becoming powerful, as it can create elemental creatures, golems of that element, or something else entirely. At his current level, each use of the rune creates one creature that can only last for a few minutes or take a small amount of damage. If he was to reinforce the rune by multiple uses the time or durability would increase. The strength of the created being depends on the materials it is crafted with, with no magical enhancement at the moment. At Harold's current level of strength, of the five runes combat runes he can use without resting and recharging, he can use this one twice, creating one golem each time.
Level 4 (tiny amount of endurance)
Weapon: The second of Harold’s original runes, this creates a weapon. Harold originally used it to create basic clubs, but as his magical prowess grows or he combines it with other runes, he can create more and more advanced weapons or mystical ones. Each use of this rune at his current level creates a simple shaft of material out of whatever he carves or draws this rune on, taking the substance out of the object he is placing the rune onto. Such weapons can hold a slight edge, but overall are better suited currently to clubs. Created weapons only hold cohesion for a few minutes currently, and have no enhanced durability or other enhancements/enchantments. At Harold's current level of strength, of the five combat runes he can use without resting and recharging, he can use this one twice, creating one weapon each time.
Level 3 - limited to the strength of the surrounds
Water: One of only two runes that Harold learned working to protect his world that he remembers after the disastrous Travel rune’s usage, he can only manage to make this run give him enough water to fill his flask ever so often.
Level 1
Hysteria
12-23-14, 06:54 PM
http://www.althanas.com/world/showthread.php?28478-Dalaric-Velar
1. He is very agile or graceful, on par with an acrobat perhaps but defiantly not of a superhuman or such quality if he exerts himself it will tire him very quickly. At most he may be able to pull off three acrobatic abilities before being too tired to move much less fight.
2. He is able to after much practice blend in with his surroundings and make himself unnoticeable. Not invisible mind you but just become so commonplace that he would not stand out or look at all out of place in most any situation. This he tends to be only able to accomplish on the average of twice a day as his ego makes it nearly impossible to not draw attention. He wants to be the center of attraction and the situation will be very grim indeed before he even tries to blend in.
Level 3 and 3
black shadow
12-29-14, 01:26 PM
Arrow (http://www.althanas.com/world/showthread.php?28501-Arrow)
Enhanced Speed: She can run about 35 miles per hour and has instant reflexes minimizing the damages she receives ~PL3~
She loves to try out new weapons...basically anything to get her hands on. She has an ancient and mysterious bow with arrows. These arrows are no ordinarily ones. They are unlimited, poisonous and may be effective by the feelings or commands. Hit by about 5 arrows and the target would be unconscious. ~PL3~
1:3:3
3+3 = 6/2 = 3
3<3.25
APPROVED!
black shadow
12-31-14, 04:33 PM
Matthewrramon (http://www.althanas.com/world/showthread.php?28526-Matthewrramon-user-of-Althanas&p=241561#post241561)
User Mark I: Being a user of Althanas from Earth and having written on the site Matthew can manipulate the world around him. Currently he can command things to move and levitate from a distance. He can lift or push up to 100 lbs in matter up to 25 feet away for up to 20 seconds. If he were to use this more than three times per day it would drain his energy and such tasks require more energy than he has; he would die.
~PL3~
2 : 4 : 5
3<4
APPROVED!
Hysteria
01-01-15, 06:52 PM
http://www.althanas.com/world/showthread.php?28479-Flickers-in-the-Dark-%28Darigaaz-level-1%29
Burning Soul: Due to the abnormalities within his body and mind, Darigaaz maintains an incredibly high internal temperature. Touching his flesh does not burn, but the heat is easily noticed. Magic or Abilities that cause a body to slow down or stop (including the cold, ice) are 25% less effective, lasting 3/4 the general duration. In addition, ice based powers are 3/4 as effective, as they begin to melt in close proximity to his form.
Some resistance to slow/ice magic. PL3
Immolation: By conjuring flames around the body and soul of a target, Darigaaz is able to burn away all magics and impurities afflicting or bolstering them. The flames are not yet able to cause actual damage to the target, as they are only ethereal. At this point, Darigaaz can only conjure purifying fire twice per day. Abilities and magic of higher level than Darigaaz's own are more difficult to dispel, and as such, may remain.
Level 3 - Low magic dispell.
Spirit of Flames
*Flame Blast: 2 times per thread, Darigaaz can conjure a stream of fire starting from his hand to a 5'×5' area 5 ft in front of him. They cause burns relative to how badly the target is struck. At the fringes of the spell, the heat is only enough to cause first degree burns, while the heart of the spell is hot enough to inflict second degree.
Level 3 short range Fire attack
Hysteria
01-01-15, 07:04 PM
http://www.althanas.com/world/showthread.php?28507-Salem-0-5
- Fire Ball: This is his only use for fire at the moment, roughly the size of baseball. He had to relearn this art as he was stripped of spell casting. However; he refused to give up on it. Oddly enough depending on his state of mind it can change his flames color.(Limit four times per thread.)[quote]
Low level fire
[quote]Kinetic Energy Manipulation : Using the energy of moment and motion around himself he can harness this energy and channel it for various purposes. Currently he can only use three sub-abilities through this manipulation.
-Metapod: Using his various moment its without when thinking because of the fact he still can’t harness much at his current level. Using kinetic energy to strengthen his skin and body to the grade of iron. Blows with iron sword will do less than normal damage. Because of his body, however this does not give him improvements in actual strength or speed; yet. (Current limit of use is four)
-Springy Feet: Using his kinetic energy to release a short and quick pulse from one of his limbs speed the motion process of his body. The energy acting like a short and compacting burst. Thus allowing him push hard surfaces from his feet or hands; giving him a point five extra amount of speed and eight foot higher jump.(Limit to four uses per thread.)
Body to iron, jump 3,3
black shadow
01-09-15, 07:09 AM
Naberius (http://www.althanas.com/world/showthread.php?28536-Dangerous-or-Daft)
Multiple Personality Disorder-
Being a demon Naberius has powers beyond any being in existence, but he cannot access them due to his mental instability. His demonic power; however, channels into his mental illnesses and makes them real. Naberius has Multiple Personality Disorder, making it seem like he is several different people at different times. This mental illness combine with his demonic powers allows him to shed personalities into the world as a direct copy of himself. He can shed his personalities (listed below) one time per day, and they act completely on their own; he cannot control them (they are completely different people, they just look like him). Naberius's personalities are mortal and can be killed. When they are killed, they return into Naberius instead of descending to hell. If his personalities are not killed, they will return to him after 1/2 a day from which he must wait one day to shed them again. They can also disperse themselves and return into Naberius at will. ~PL~3,3,3 summoning of the demos is one, each demon acts as one. all as if normal human.
3+3+3 = 9/3 = 3
1:3:3
3=3
APPROVED!
black shadow
01-09-15, 07:15 AM
http://www.althanas.com/world/showthread.php?28563-Case-file-Anima-Black&p=241915&highlight=#post241915
One Step Ahead ~ Anima keeps extensive notes on anyone of interest on Althanas. As such he is aware of their abilities and character traits. While this doesn’t give him the ability to block attacks, he can often tell what ability is being used and can react quicker than normal. ~PL3~
Pre-prepared ~ Anima never enters a fight or a situation without preparing for it. He takes this a step further and prepares the area. Three times a day, Anima can draw on his planning and pull items that were hidden to aid him. These are limited to everyday items, a flask of water, a particularly hard rock, at the extreme end perhaps an umbrella or a bottle of alcohol. ~PL3~
Mental Fortitude ~ To achieve his goals Anima will go through great suffering without blinking an eye. This means he can push himself longer and withstand more than a normal person. (2x Endurance) ~PL3~
1:3:3
3+3+3 = 9/3 = 3
3=3
APPROVED!
black shadow
01-09-15, 07:27 AM
Cooper (http://www.althanas.com/world/showthread.php?28546-Cooper)
Firestarter: One of the vestiges of his years as a student, his ability to create fire is limited only to a small flame upon his fingers that is essentially only useful for minor tasks such as lighting tinder or seeing in the dark ~PL1~
Meditation: One of the few remaining magical abilities in his tool belt, Cooper’s skill in meditation is actually good as it is really one of the only things that has sustained him thus far. It only takes a few minutes for him to enter a state of concentration and he can ignore background noise, casual physical touch, even a degree of pain when he has reached it. In this state, the young man is able to assess his body’s equilibrium and reestablish it as necessary, as long as it is not too far off kilter; this means he is able to draw in sustenance when he is lacking hydration or nutrition, to maintain or adjust his body heat as needed, and heal basic ailments such as minor diseases, infections, lacerations, and burns. More dire conditions such as an open fracture or internal bleeding can be stabilized, but he would still require higher care to ensure proper healing. He can enter this state at most twice a day; although he may feel somewhat rested when he emerges, the action is actually expends energy, so the meditation is no replacement for genuine sleep. ~PL3~
1:3:3
1+3 = 4/2 = 2
2<3
APPROVED!
black shadow
01-09-15, 07:31 AM
jacksonby (http://www.althanas.com/world/showthread.php?28552-Jacksonby-Deville)
Catapult: As a Celfling, Jacksonby moves twice as fast running as a physically fit dark elf his age. He can jump higher, leap further, and dodge quicker as well. This is represented as an X2 agility modifier. ~PL3~
Caterwaul: Often sizzled with gin, Jacksonby can disarm with sardonic, bitter truths, and wordplay. He will always talk/intimidate before fighting, but even when he is nude, he is armed. He has sharp teeth and claws (iron strength) to fight with. ~PL3~
Catch: Jacksonby has excellent spatial awareness and almost never fails to catch something that his size, strength, and height could catch. He cannot catch arrows or bolts, but has been seen snatching daggers and rocks going about his duties. ~PL3~
1:3:3
3+3+3 = 9/3 = 3
3=3
APPROVED!
Hysteria
01-14-15, 05:29 AM
http://www.althanas.com/world/showthread.php?28596-Madison-Freebird-Agent-of-Pod%EB
Poison/disease resistances: Madison is immune to all poisons, diseases, drugs, aphrodisiacs, pheromones, and any other sort of chemical or compound that would otherwise have a negative or debilitating effect on her.
- PL 7
One tough bitch: Due to a rather extreme endurance regimen and her own stubbornness, Madison can take and shrug off most hand-to-hand blows and strikes from blunt weaponry and still get up to fight back. Several bones need to be broken before she even considers staying down. Also, her stubbornness has granted her additional defenses against psionic intrusions and attacks; any sort of spell, potion, rite, or possession that directly affects her mind (say, in an effort to destroy her sanity, browse for secrets, or control her thoughts and movements) is half as likely to succeed.
- PL 5 for Psionic Resistance
- PL 7 for Endurance
Maneuverability: Madison is able to run at about 20 mph for several minutes without breaking a sweat, and uses that ability on the battlefield to run circles around her slower opponents. Also, thanks to her extensive hand-to-hand training, she is agile to the point where she's able to duck, dodge, deflect and counter most close-range physical attacks from adversaries even slightly faster than her.
- PL 5 for Speed
- PL 5 for Agility
Plauges:
Freebird's Bane: Usable 5x a day or battle
- Infects the victim with intense, debilitating headaches, blurred vision, fits of vomiting, greatly dulled senses, and halved speed, power, endurance and agility. The symptoms of infection take roughly one minute (or the length of a post) to settle in. Infection can only occur if it is inhaled or makes contact with open eyes or exposed wounds. Infection will begin to take hold the instant contact is made or it is even inhaled slightly.
- She can exhale a focused jet of the purple poison that can travel fifteen feet in the direction she exhales, or a cloud four feet in diameter that only travels seven feet in the direction its exhaled in. The cloud will linger in the air for a minute or the length of a post before dissipating. If the victim is not treated within four days, the infection will kill them.
- Madison can also manifest the plague through her skin or vines, which will appear as a thin layer of purple slime.
- PL 9
Nemo's Marionette: Usable 3x a day or battle
- Through fungal pods that can be extended from and retracted into the palms of her hands, Madison is able to shoot out three bursts of spores (per day) that contain a special strain of cordyceps fungus. The bursts fire simultaneously from both hands in little blue clouds that travel three feet in whatever directions her hands are pointed. When the spores are inhaled or ingested by their new host, they undergo fifteen minutes or three posts of torturous pain as the fungus begins to take control of their physical form. The process is complete when small stalks with a blue base and oily purple tips start bursting through the skin of the host, usually in and around the neck area, as if they formed a crude collar.
- Once the fungus is in full control, the host can operate well beyond its normal capabilities (1.5x strength, speed, endurance and agility).
- Due to the biological means of production, Madison is able to give direct orders through telepathy and vocal commands to all infected hosts or single creatures within a one-mile radius.
- Able to infect living and dead insects, beasts, and lesser kinds of monstrosities such as Fallien harpies, trolls, goblins and ogres, as well as dead human and human-like beings at this point in time.
- PL 10
Podë's Caress: Usable 3x a day or battle
- A gift from the Forgotten One Podë; the Caress can affect both flora and fauna of any kind.
- Humanoid and animal victims of the Caress will be mutated into a more feral version of themselves. Their size will increase anywhere up to 2x their original mass due to their mutating muscles and bone structure; and with their primal lack of inhibition they are able to push themselves to be faster and stronger than their original forms.
- The mind of more intelligent victims will regress into an animalistic state--they will retain any cunning they may have had, but reactions are essentially cut down to fight-or-flight. Victims will retain all abilities they had prior to getting Cursed.
- Madison's vines will turn red when Podë's Caress is active. She must touch open skin, fur, or plant matter in order for the Curse to be passed along.
- Effects of the curse can effect player characters, but for a length determined and approved by all writers involved.
- PL 8 - Speed boost (up to 10)
- PL 8 - Speed boost (up to 10)
Ashling's Gift: Usable 3x a day or battle
- Madison can summon a small, fist-sized cloud of gray spores from a fungal pod embedded in her hands. She can then blow the spores at the victim, assuming they are within the four feet range the spores can travel before dissipating.
- Infection begins immediately on contact with open skin. Ashling's Gift spores work quickly--within one post--to turn the infected area gray, before splitting and blackening the area, giving it the appearance of a burning log and exposing the muscles and tendons underneath.
- The infection can spread at a rate that will engulf the entire infected limb within the span of three posts. The pain suffered by the victim is obviously severe; the levels of pain will increase with continued usage of the infected limb.
- PL 8
It Did Not Happen: Usable 1x a day or battle
- In a fit of desperation, Madison is able to produce a special blood-red cloud of fungus spores that prey not on flesh, but on magic.
- These spores, when they come in contact with a magic spell of any nature or anyone affected by a spell, will instantly negate the spell's effects and cause it to dissipate entirely.
- If the spell in question is of a nature where it requires continuous action in order for it to be sustained, then the caster's concentration will be broken and the spell interrupted.
- PL 7 - Tough one. Most of the time such an effect would give a higher PL, however 1 use is tiny. So, I’ve brought this down somewhat.
Acids:
Acidic Attacks: Usable 8x a day or battle
- Madison is immune to the effects of her own acid. On other organ matter, however, it begins burning and rotting away flesh, muscle, and plant matter in a matter of seconds/length of a post. The pain a victim feels severe. A victim's skin will start melting and rotting away upon contact.
- The damage will spread to within three inches from where full contact was made by Madison.
- Through any point on her physical being, Madison is able to excrete a thin layer of an amber-hued acid.
- Madison is able to store up enough acid to create an acidic burst that surrounds her in a small, misty cloud of acid droplets that has an effective radius of three feet. She's immune to her own acid; but anyone else caught in the cloud will find that the acid droplets severely burn any open skin it comes into contact with.
- She can also spray a focused jet of acid from her mouth that has an effective range of 10 feet.
- Alternatively, Madison can fill both of her hands with pools of acid, which quickly crystallize into extremely brittle, razor-sharp, amber-colored shards very similar to Mukakkannati glass. She can then throw her hands forth and use a pressurized burst to propel the shards forward at 75 feet per second in a scattershot pattern that quickly fans out to being ten feet in diameter if pointed in one direction, or five feet if she aims in two directions. The shards will shatter if they hit metal or stone, embed themselves in wood, and make quick work of flesh and other organic matter. These crystallized shards will only cause an itchy, burning sensation if they come into contact with the victim's skin.
- PL 9 - Acid
- PL 9 - Glass-Acid
Briarheart
Properties: Over the course of events that she cannot recall for the life of her, her human heart was replaced with a symbiotic, plantlike entity known as a Briarheart crafted from the essences of dryads and forest elementals. It is the source of her new-found plant-based powers; and as such, it acts very much like a human heart. If it is pierced, torn from her, or otherwise destroyed—it will kill her. One downside of having the Briarheart is she is now slightly more susceptible to fire--it won't make quick work of her, but it will burn her plant-based skin faster than it would normal human flesh.
Fire weakness -1
Regeneration:
- Due to the very plant-like nature of the Briarheart, Madison has found that she is able to regenerate herself when injured, effectively becoming nearly immortal.
- Small cuts and wounds will take minutes to close up, while more serious lacerations and broken bones can take hours to mend. Amputated limbs might take days to reform, and the missing limb will manifest itself as a tangle of vines much like her arms already are.
- Should Madison suffer enough punishment to die from her wounds, the Briarheart will work to fix everything up and have her back in action within three to five days.
- PL 5 (eventually category barely registers, rather it’s the small cuts and wounds.
Vines:
- Madison has discovered that she is able to sprout up to four different vines from anywhere on her body simultaneously, which can be commanded to fly through the air, grab onto things, pull her towards objects and vice versa, and tie up potential victims. Each vine has the strength to lift up, push, and pull up to 75 pounds on its own.
- The vines are roughly half an inch thick, and have the defensive strength of delyn. They can travel through the air and react to her thoughts with incredible speed, easily outmaneuvering humans with higher than average speed and agility. Each vine has a maximum length of 20 feet, and can be retracted at will.
- PL9
7, 5, 7, 5, 5, 9, 10, 8, 8, 9, 9, 5, 9, 8, 7 (-1 for fire) = 110 /15 = 7.33 < 8 approved!
black shadow
01-19-15, 01:18 PM
Bandit Brother (http://www.althanas.com/world/showthread.php?28592-Sex-Change-time!-(mid-level-2-update))
Tome of the Fever-flare: This tome contains and inexhaustible amount of pages, each page is a spell. The basic spells such as magic missile, fireball, Ice spear, and flame hands all take one sentence of incantation to bring forth into the world, burning the page as it does so. The Tome also carries one medium spell that takes several hours to regenerate back. The small spells include a fist sized Fireball that can only burn skin and feels like a punch. Ice spear that lasts just long enough for one use. Flame hands cause the reader to shoot a jet of flames out of their hands for a few feet and lasts for 3 seconds, Moderate flame damage would be taken. The medium spell is called Fires Heart, it takes a whole Paragraph of Incantation and upon successful reciting it causes a ring of fire to form around the caster that continues to spiral outwards for 20 feet in each direction. Flames are waist height. ~PL 3+3+3+5~
Scrolls of Magic Missile(5): reading the spell off of this scroll, causes the scroll to deteriorate with Arcane energy and then swirl around the readers hand. The first person the reader points at is targeted by the Magic Missile. ~PL3~
3+3+3+3+5 = 17/5 = 3.4
2 : 4 : 5
3.4<4
APPROVED!
Hysteria
01-20-15, 02:25 AM
http://www.althanas.com/world/showthread.php?28632-Those-who-Walk-in-Black-Viktor-level-one
The Black Whisper: Exposure to the war zone around Eluriand left Viktor's mind open to powerful magics that lingered there. The Necromancy of Xem'Zund still festers beneath the surface of the land, and some can hear the echoes of that magic. With his spirit attuned to death itself, Viktor has a strange intuition about spirits and wights. A whisper that feels distant and powerful, but not wicked sometimes strokes his consciousness. This affords him the following powers:
+Deathsight- Viktor has the ability to touch a dying person and see everything that has ever happened in their life. This is a draining power that leaves him gasping for air and terribly haunted, but gives the target peace of mind to ease their transition to the next world.
+Borrowed Time- In the instants after a soul leaves this world, if Viktor connects with it, he is able to channel the departed spirit for three posts. After that, the spirit passes on to the afterlife and he loses all of the power he borrrowed. At this time, it's limited to a single ability or magical power, and his body enters a lucid state where the spirit overlaps his consciousness. Once per thread
Level 2 and Level 4.
Hysteria
01-20-15, 02:31 AM
http://www.althanas.com/world/showthread.php?28512-Metalhead-Mystic-%28Amasa-update%29
Mystic Protection: Her mental disorder have prevented this Mystic power from reaching its full potential even for her age, but it's far from ineffective. Three times per thread, she can activate her Mystic Protection to protect her from three average hits or one strong hit, glass shattering. The Mystic Protection only defends her and cannot be used any other way.
Level 4
- Shadow Scream: Calling upon the shadow magic of her mystic, she can unleash a power scream that can cause people to become hard at hearing. For two posts long, anyone around her from fifteen feet hear thingsas if they are underwater. It doesn't cause any damage outside that. This can be used twice per thread.
Level 2
- Shadow Weapon: Amasa can come up with any melee or throwing missile weapon she can think of using her Shadow Magic. They are the strength of iron. These weapons can only be summoned one at a time and only five can be summoned per day.
Level 3
Hysteria
01-20-15, 02:42 AM
http://www.althanas.com/world/showthread.php?28612-Sometimes-Sinner-Sometimes-Saint-Ashla-Level-Six
Avg = 6.3 < 6.5 approved.
- Ashla inherited the elvish trait of fitness and is extremely agile compared to the average human meaning she can bend into HUMANLY IMPOSSIBLE POSITIONS without breaking a bone or misplacing a muscle, she can fit into tiny places easily and is EXTREMELY MAGNIFICENT at acrobatics. [Passive.]
- PL 8
- Ashla is quite fast, being able to race up to 45 miles per hour. She can maneuver her body and reach and grab things INCREDIBLY faster than the average human. [Passive.]
- PL 7
- Endurance: A combination of her "numbness" and a hardcore desire to live has granted the Icebreaker to resist and fend off pain, lasting EXTREMELY LONG in competitive situations COMPARED TO THE NORMAL HUMAN. Small cuts and bruises do not effect her anymore, and she can withstand against VERY harsh weather conditions. While FATAL wounds obviously cause a problem, lesser damage gained in battle won't keep Ashla down for long. [Passive.]
- PL 6
Spirit Abilities:
(Abilites that require the soul and training by Adam Icebreaker to unlock. They come at the prize of a physical or internal exhaustion.)
Spirit Ability - Healing: Twice per thread Ashla can unlock her bloodline to heal her own wounds. She can heal any small scratches or bruises immediately; she can heal up to EIGHT average wounds (serious cuts, any burns, strained muscles, dislocated bones); and THREE intermediate wounds (organ damage; killer death blows.) She cannot use this ability on broken bones or dislocated limbs (like being cut off). She can now heal mild and average poison, venom, and other toxins. She can also heal chipped and dislocated bones, not broken bones though. This ability comes at the cost of feelings of weakness and nausea for any average and major wounds healed for the next two posts.
PL 7
- NEW! Ice Cast: Ashla has been able to advance her Frost Armor beyond the normal, and combining it with her Particle Restriction, she's learned a completely new ability. She can form up to seventy five pounds of ice per day into any shape of her choosing. She can form it on her body, or up to five feet away - on a solid surface or in the air. The ice is the strength of Plynt. It is also extremely cold, from several feet away even it can be felt like wind from a winter day. Physical contact with the ice can cause mild frostbite up to five posts later.
PL6
- NEW Icebreaker Infusion: Ashla can channel the darkness inside to her ice, allowing her conjured abilities to explode upon wanted timing. The explosions can knock a grown man off his feet, but the shrapnel of the ice is what does the damage, tearing through unprotected skin, and piercing steel at close range bruise and batter someone close by, and can threaten to break bones and cause concussions. She can do this five times per thread.
PL6
- NEW! Icebreaker Infection: Ashla can channel the black in her soul into her ice. This makes the ice black as night. This black ice is extremely poisonous, from three to six posts after anyone makes physical contact with it, the victim will experience blurred senses and have a difficult time moving. She can do this five times per thread. The effects can last from five to two posts.
PL3
- NEW! Crystallization: Ashla can freeze up to ten gallons of any liquid into solid ice the strength of steel. She can do this by touching it, or she can cause it to freeze from ten feet away.
PL 7 (no time limit)
- Numb: Ashla has inherited another type of ability from her kin. This isn’t an ability that relies on ice, but rather is a pass-me-down of emotions. Ashla is officially numb. This gives Ashla a very strong mind and will power. By willpower, Ashla is able to shrug off harsh emotions and even push herself past physical pain to accomplish her goals for an extremely short time. More importantly though, Ashla is able to resist abilities that effect the eyes/ mind from people from levels.1-7 with a 80% chance of being successful. For anybody level 7 or above she has 50% chance of resisting. [Passive.]
PL 6
Hysteria
01-22-15, 02:43 AM
http://www.althanas.com/world/showthread.php?28630-A-Man-Without-a-Past&p=242712#post242712
Approved with no abilities.
Tobias Stalt
01-29-15, 01:15 PM
Stella Stern (http://www.althanas.com/world/showthread.php?28723-A-New-Star-in-the-Sky-(Stella-Stern-Lvl-1)&p=243203#post243203)
Grace-*Stella moves twice as fast as the average human with coordinated actions, allowing them to take precise movements without stumbling (Speed×2)
Heightened Reflexes-*Stella has heightened reflexes, twice that of the average human. (Agility×2)
PL: 3
Star Call-*Ten times a Day Stella can summon and launch balls of starlight at an enemy dealing light light based damage. They can deflect these balls with her fans to deal increased damage. (Basically a moderate fire spell, but light based damage)
PL-4
3+4=7/2=3.5(slightly over, but) Approved.
Hysteria signed off on this via PM.
black shadow
01-30-15, 09:13 AM
Grumple (http://www.althanas.com/world/showthread.php?28741-Grumble)
Racial Toughness: - Grumble as with all Terran are composed predominantly of the minerals they consume. They are then imbued with the properties of what they have eaten. Currently Grumble has been eating predominantly Quartz / Feldspar / Limestone / Dolerite and as such now has an average hardness of 4.5 on the MOH scale. Roughly equivalent to Iron.
This will change with time as he consumes tougher stone. ~PL3~
Heavy as a Rock: As Grumble has recently been eating a conglomeration of predominantly Quartz / Feldspar / Limestone / Dolerite he would have an average weight of 169 lbs. per cubic feet based as his body takes on the composition. His overall volume is approximately 17.22 sq. feet/ 1.6sq. m given his height and mass. As such his current weight is approximately = 2910lbs /1.31 (metric) tonnes. Due to this he is very difficult to move if he does not want to be moved. This is in keeping with his natural reaction to aggression which is to roll into a defensive ball and wait for the aggravation to leave. ~PL3~
Earth-Sight: Despite being physically blind Terran have complete vision underground. Contact with stone and earth allows them to see in every direction including above and below. This is based on their knowledge of the language of stone. Normally this would allow them to see over great distances however the stone on the surface is weathered from its interaction with the elements and this confuses and muffles the familiar voice of stone. As such Grumbles range of vision is much reduced initially on reaching the surface and he is able to see 100m in all directions.
He can increase his range by waiting still and silent, listening to the Earth the longer he listens the more of the voice of stone he can pick out as he becomes more familiar with the accented language of the surface stone.
• Waiting for 5 min increases the range to 125m
• Waiting for 15 min increases the range to 150m
• Waiting for 30 min increases the range to 200m
• Waiting for 1 Hour + increases the range to a maximum range of 250m.
Grumble however cannot sense that which is not touching the ground so he is blind to everything that is in the air. He can however sense the weight and feel of shadow on stone within a range of 100m (150m if he has been listening to the stone for longer than 15min) and so can sense anything that could feasibly cast a shadow within that range. This however means that he is completely blind to all that is above him during the night unless the moon casts a shadow. ~PL3~
3+3+3 = 9/3 = 3
approved!
Hysteria
02-01-15, 03:55 AM
(I forgot to post this one apparently)
http://www.althanas.com/world/showthread.php?28530-The-Frozen-Man-%28Level-3-REMIX-Ft-2chains%29
3 : 5 : 7
Keepin it Frosty: Jack is immune to all weather based effects such as rain, extreme heat, and extreme cold. He is also immune to magic based around fire and ice as well however some physical effects still apply. If a shard of ice stabs him he will still be cut, and he will also be knocked back or staggered by anything with enough momentum.
Level 7
Level 7
Mr Freeze Miser:
Jack is able to greatly lower the temperature of his hands, and then pass that onto whatever he touched. Three times a day, Jack can touch someone's skin with his own and numb and weaken the area around where he touched. The effect lasts for a few minutes (three posts) and during that time the person has greatly reduced strength and mobility around the area touched.
Level 3
Winter Magic: A complex form of ice magic that Jack inherently knows and practices that manifests itself in the following ways:
Shards of Winter: Jack can create and throw up to five spike of ice the size of daggers at a time. They have the strength of steel and fly in a linear path when thrown. Alternatively with focus Jack can throw and control the path of two at a time, for up to 20 feet away from him before he looses control. These controlled spike can fly at speeds up to twice as fast as the average human can throw. Jack can only generate up to 15 a thread
Blade of Winter: Jack can create a blade of ice the strength of steel and the length of an average longsword at will. while having the strength of steel it is still brittle and a strong enough attack of the right material will shatter it. Any cuts inflicted by this blade will lower the targets body temperature. Can only be used three times in one thread. If the blade is not shattered, but relinquished it refreshes the number by .5 (meaning two relinquishes allows him to have a fourth blade)
Breath of Winter: Jack can inhale deeply and blow out a gust of glacial wind like a gust from a blizzard. The force is enough to knock an average man over, however if used three times in quick succession (I.E a thread) it will cause Jack severe exhaustion and he will be bedridden for several days.
Ice blades/knives: Level 7
Ice Gust: 3
Sped modifier:Three times as fast as the average man being able to keep up a "jogging" pace of 30 miles per hour and a sprint of about 50 miles per hour in short bursts. In combat his movements would be hard to follow to the average soldier leaving little room to react however powergaming rules apply and this speed will not be abused.
Level 4
Stregnth modifier: Three times as strong as the average man being able to dead lift around 900 pounds, more if adrenaline is pumping through his veins. In battle this strength allows Jack to swing his sword harder and faster (combined with his speed stat) to make him a powerful fighter. When locking swords with an average man there will be little to no contest.
Level 4
Average = 5
black shadow
02-02-15, 08:29 AM
Necropol (http://www.althanas.com/world/showthread.php?28752-Necropol)
Lichborn: Skova can't stay dead. Should she die, she will return to life sometime within twelve hours, usually not far from her remains. She does not reoccupy her body: indeed, the flesh of her corpse crumbles away to dust, but the bones are always left behind. She has seen her own skull dozens of times. Death is not cheated lightly, however: Skova always returns from death disturbed, weak, exhausted, and unsteady. It takes at least a week for the assassin to fully recover from the ordeal. ~PL3~
Blade of the Ancestors: Skova can summon a phantasmal tomahawk from the ether at will and wield it with great proficiency. The weapon glows with a ghostly blue-green light and seems half-formed from ectoplasm and mist, but it is nonetheless a manifest tool as sure as the oak, stone, and iron it appears to be constructed from. Skova can dismiss the weapon from reality at a whim, but doing so means she cannot summon it again for about five minutes. If Skova summons the weapon when it is already manifest, it will attempt to return to her hand with the same force as if it had been thrown by her.
Skova's body reacts strangely to the tomahawk's presence: wherever on her body the blade comes in close proximity to is rendered ethereal. When she holds it in her hand, for example, her fingers become skeletal claws wreathed in eldritch mists that reach all the way to her forearm. To anyone else (thus far), the tomahawk acts and feels just the same as any other orcish tomahawk, despite appearances. ~PL3~
Wraithstep: Skova's spiritual connection to her ancestors' weapons is so deep that she can use it to temporarily slip into the firmament to reunite with them. This is, effectively, the ability to teleport. However, she can only teleport to a conjured weapon. For example, she could toss her tomahawk through an open window, and then appear wherever the weapon lands on the opposite side. She cannot be detected by the unaided, mundane eye while in transit using this ability, but magically inclined individuals with the ability to detect spirits will be aware of her movement as if she were a wraith. Skova needs to charge this ability over a long period (four posts) before she can use it, and she requires a longer period of time (six posts) afterward to gather her strength to use it again. ~PL3~
3+3+3= 9/3 = 3
1:3:3
3=3
APPROVED!!
black shadow
02-02-15, 08:42 AM
Gwen (http://www.althanas.com/world/showthread.php?28760-Crafter-of-Chaos-Ranger-or-Relentless-Energy-Gwen-Mid-Level-Update-(Again))
Approved with no changes to abilities. still average of 3
Hysteria
02-03-15, 04:01 AM
http://www.althanas.com/world/showthread.php?28758-Holiday-in-Corone
Approved, no abilities.
Hysteria
02-03-15, 04:01 AM
http://www.althanas.com/world/showthread.php?28603-Lyra-Garet
Abilities:
Partial Shapeshifting: Due to her past Lyra cannot take the full shape of an animal, instead when her emotions are heightened specific features will deform to animal likeness, such as her eyes will turn into feline slits, which in turn can provide the heightened senses in high stress situations.
Heightened senses: The longer Lyra spends in any one animal form, she regains more of their traits for longer periods of time, the last to leave is the sensory improvement attained from that animal. When in human form Lyra’s sense will be marginally improved as opposed to her animal form which will retain improvements from previous shifts along with that animal’s primary sense.
Agility: Due to her small size and lack of clunky standard armor, Lyra can move quickly and silently. Resorting to using her offensive quick assault as a defense, her strategy is to never let the enemy have a chance to strike.
3x3
Max Dirks
02-03-15, 01:25 PM
Fox only added items received in threads.
Max Dirks
02-03-15, 08:09 PM
http://www.althanas.com/world/showthread.php?28779-Drauk-Caifove-level-1
Dwarven fortitude: Drauk is blessed with Dwarven fortitude. He is harder to kill than most allowing him to bear the brunt of quit a beating, for example, a human male might get ribs crushed from taking a war hammer to his chest with iron gear on. Drauk's ribs would get bruised instead. Cuts will make him bleed but a small cut would not cause him to flinch. (2x endurance = 3)
Mighty blow: taking his hammer and bringing it over his head and crashing down on his enemies, Drauk's mighty blow can stun most smaller enemies, knocking them back, while causing larger amounts of damage than a normal strike (3)
Hysteria
02-04-15, 04:34 AM
www.althanas.com/world/showthread.php?28729-This-Faun-Is-AWESOME-(Phi-level-5)
Speed: excelled speed when running, to the speed of a deer bounding away from predators, based on an African springbok up to 50km/h and leaping up to 10 m through the air in a single curve. This also enchances her basic attack speed, movement etc, up to 3x a normal person.
PL4
Earth-Sense: Her species gives Philomel an acute connection to the earth. Whilst touching earth, or dirt, etc, she can sense what is around her, up to a fifty metre radius. The passive abilities this provides are a detection of animals of un-rational thought (i.e. not humanoids and sapiens) and other rough objects in her way - such as rivers, trees, buildings, and a rough idea of edible plants. She MUST be touching the earth for this to work, with no covering - i.e. via hoof or hand, not through a glove. To advance this to degrees of being of rational thought, Philomel can tell what rough direction they are and a rough distance. For this part to work she must focus solely on this for half a second. This ability is enhanced somewhat with Veridian, but was naturally hers.
PL5
Earth Magic: Due to the development of her connection with Veridian, Philomel has developed an "awakening" to earth magic. Though very rare in fauns, her linked mind with this Earth Spirit and her dutiful worship of the tree-goddess Drys, has allowed her to be opened up to a world of possibilities. Over time these will develop into something beautiful.
Dusty, Stormy Day: Philomel can summon a dirt cloud, either from the dirt around her, or from the dirt she carries in her vial around her neck. The dirt has to be soil, or common dirt with up to 50% of it being dust. By flattening her palm she can create clouds, up to two feet in diameter, of a swirling form (gentle breeze to begin). This can be used up to six times per day. There is no minumum amount of dirt that has to be in this, however there are stages of the use.
• 1; If Philomel decides to use the dirt storm straight away it remains as dirt, and is used as a distraction, to get in eyes, etc. Veridian does not need to be in any way close by.
• 2; If she keeps the storm brewing (for this she must have a hand solely concentrating on it, with palm flat at all times) for one second, the elements of dirt begin get faster in their swirling, and also heat slightly. If released these cause all the effects as above, plus the damage of a minor cut where the dirt catches flesh, and can rip through fabric. For this stage, and stage 3, Veridian must be within a range of 30 metres.
• 3; If held for two seconds, the dirt will reach degrees capable of singing flesh, the speed will get to the point of denting steel armour, and cabable of a major knife wound on direct flesh.
• 4; If held fully for ten seconds (very rare) the effects are as above, be able to penetrate steel armour, and minorly dent any above, with degrees reaching 40 and capable of a minor burn. Also, for this Veridian must be within one metre.
Level 7
Cracking The Earth: Up to five times per day Philomel can essentially cause a minature earthquake by slamming her hoof, horns or fist on the ground or any other surface. What this does is immediately crack the earth in a line of ten metres, or a web (circulating outwards) of five metres, depending on how her hoof is placed and directed. It upsets ground and plants, cracks concrete and if used against foundations, could destroy buildings. It causes a shake in the earth for three seconds before abating. In the very centre there is no damage exactly where Philomel places her hoof, horns or fist, but three inches from that the damage spreads rapidly out. It can easily cause a praticised fighter with no agility ability to lose their balance and slip, and knock any oncoming blade attacks out of balance with them. If very unstable and at the outermost edge of the crack (i.e. at the worst part) an opponent has the danger of falling over and hitting their head. On a Richter Scale this measures from 0 at the point of incarnation to 7 at the edge.
Level 6
Through the Earth Portal (aka, down the rabbit hole): Essentially a form of teleporation, this ability allows for the transference of Philomel in an almost instance. It creates a portal in the ground, opening up the earth and creating a direct link to another place, but not in a physical way, more like a phasing state of metaphysics. Only creatures who are connected to the earth (fauns, Earth Spirits, possibly men) can use this portal. There are stages and limitations, also, on how close Veridian is to Philomel. This ability can be used up to four times an hour.
• By herself Philomel can portal-jump to a distance of 20 metres.
• Either Veridian or Philomel (though Philomel is the one operating the magic) can jump to join each others direct side so long as they are within 10 metres of one another.
• If side-by-side Veridian and Philomel can jump together, pouring in her magic, plus his Goodwill enhancing, to a distance of 50 metres. This take two seconds to operate, however, and can be interrupted by a loss of concentration. They must be within half a metre of one another.
• As a latent ability, one other person can be joined to the party, so long as they are not water-based or fire-based, and travel with Philomel and Veridian, or just Philomel by herself, to an extent of 20 metres. The subject MUST be willing, therefore this cannot be used against people as a weapon, only as a form of moving people out of situations (innocents, allies, etc). It cannot be used in direct combat, in the citadel or places officially battles (can be used in wars, such as Eiskalt, so long as out of combat with another character directly).
Medium range teleport. PL 7
NEW: Armoured with Rocks: Summoning the rocks around her (within a five metre radius, dependent on setting, etc), Philomel can create an amount of armour to protect one place on her. The rocks zoom from nowhere to her, attaching themselves like magnets, attracted by her pure brillance. They will likely knock over people in the way. Once on her, they attach and stay on for up to five minutes, or until they are shot/worn away by blows etc. The maximum amount of rocks that can attach themselves is enough to cover one side of her torso. Only rocks can be used, or dirt if there are no rocks. Only only placement of this armour can be present at one time, and this can be used up to three times per battle.
APL5 – Decent protection, with no length limit.
NEW: Minor Earth Healing: By rubbing earth or vegetation onto a wound of any type, be it cut, breakage etc Philomel can heal the wound within three seconds to a minor extent. Minor wounds, such as a simple knife slash, will be healed almost instantly, major wounds, such as a knife stab, will heal only at the surface. Breaks of bone will begin to knit back together, but it will be very unstable, not enough to be used in punching, just enough to hold a sword or to support (for instance, to hold up a person to standing). The pain will still be excruiciating. It is a minor use for adjustment, more or less a temporary measure to stop bleeding. This can be used up to four times per battle.
APL4
Familiar: Veridian - a fox formed earth-spirit.
Basics: Can be used in combat - his weapons include (and are limited to) a single bite per post that is harsh and brutal, and capable of ripping out large chunks of skin and flesh, down to muscle, causing a major wound. His claws are more or less kept sharp and a scratch will cause a minor wound.
Veridian is immortal, but when he dies he is out of extistence for ten minutes then reborn back under the ash tree Philomel met him in Concordia Forest. So once dead in a battle he cannot return.
NEW: Terribly Monstrous: Veridian harbours a secret more terrifying than is suitable for small children. The Earth Spirit he calls his sister, Farragise Onosan, the white rabbit who is as mysterious as she is adorable, has within her the ruined, tortured soul of a demon who went insane a thousand years ago. In their most recent encounter, when Veridian found out that traditional history was missing much of the heroics of the Earth Spirits and thus decided they had to go to war against the mistaken scholars, she granted him part of this soul. Within Veridian now resides one tenth of a behemoth, something that in the beginnings of times roamed the world and slaughtered mercilessly. One time per battle he can call on this darker part of himself and transform into a monster. The monster form lasts around twenty minutes in length, and will soon tire out. It grants him 4x his natural size, and also adds a fire element to each of his attacks. His jaws still cause major wounds, but will also cause major burns when it comes into contact with skin. Claw attacks will grant minor burns. His fur, also, singes on contact, and stands at 40 degrees C. Overall, where he walks, he will singe the earth - if he stands in one place for too long it will get hotter and may burst into flame if on such things as wood.
Familiar: PL3, a small fox
Comes back to life 'eventually' PL1.
Increase size: APL 4
Fire: APL 8
8, 4, 1, 3, 4, 5, 7, 6, 7, 5, 4 = 54/11 = 4.9
Hysteria
02-08-15, 12:52 AM
http://www.althanas.com/world/showthread.php?28744-An-Itinerary-Loaded-up-With-Moving-Violations-%28Level-6%29
6, 10, 5, 6, 4, 10, 10, 4, 3, 4 = 6.2 (approved, even without taking into account missing abilities)
Building Snatching: Alydia is the world's most unique crook because she tucks large things into an extra-dimensional pocket where only she can access them. Currently, she can steal items that occasionally range to the relatively significant, like a minor NPC's house, a major public monument, REALLY big rocks, nationally recognizable landmarks or an item/items worth up to 25,000 gold. If caught, she must return the item or house, by the rules of her own game. She cannot pull living beings into the pocket, so a house with people in it would vanish, leaving the people on the ground. If Alydia is killed, anything in her pocket dimension will disappear forever. She also has a secondary pocket in which she can store some heavier/bulkier personal items, like books, maps, etc, while still remaining light enough to run and travel. (She's unable to sell the important things at the Bazaar.)
Level 6
Shadow Running: Since she needs to be able to make a quick getaway from time to time, Alydia learned how to use the shadows to help her escape. She can currently Shadow Hop up to a distance of 300 feet 10x/hour, and bring up to two (2) other people with her. She uses this to evade otherwise too close/too dangerous pursuers or get to places she can’t otherwise go. This ability has a standard cool down of a minute, with the ability to chain up to three teleports in rapid succession with the cool down extending to five.
Level 10
Shadow Weaving: Alydia has learned how to use the darkness as a tangible object, inspired by seeing her biological father do just that the one time they met.
Shadow Weaving, Shadow Shield: Aly can create a shield of delyn strength up to five (5) times per day, and it might last up to three (3) minutes.
Shadow Weaving, Shadow Whips: Aly can create one or two tendrils of shadow at steel strength up to five (5) times per day. If she summons one, it can last up to one minute; two, up to thirty seconds. They can extend up to thirty feet (30') from her.
Shadow Weaving, Shadow Dome: A dome that reaches 6’ in diameter. Aly can plant it anywhere within her teleportation range.
Shield – Level 5
Whips – Level 6 (short duration, but multiple casts, steel strength and decent length)
Shadow dome – Level 4
How the HECK Do You Even Steal That?: Alydia can take one intangible item from a person, such as an idea, a talent, or a power. She can do this multiple times per thread, but can only hold on to two intangibles at a time, and at least one must be either returned or lost before she can take another. (Obviously, I have to have permission before doing it to a PC or a player-owned NPC.)
Level 10
Level 10
Darkvision: Aly can see well in the dark, as befits her race, but she has a little trouble in low light, since it confuses her two types of vision.
Level 4
Senses: Alydia can hear and see 2x better than the average human.
Level 3
Agility: Aly keeps herself alive, if not completely out of trouble, by being able to outmaneuver people who are right on her tail. She has developed agility 4x the ability of the average athletic person.
Level 4
Fox Owen Xavier
02-08-15, 06:23 PM
http://www.althanas.com/world/showthread.php?28784-The-Hierophant-Lvl-2
Above Average Strength: Vincent despite his looks is TWICE as strong as the average human. He can easily lift up to 250 pounds at the drop of a hat. This is the combined effort of Tobias’ training and his efforts to recover from the injury sustained to his knee
Power Level 3
Above Average Speed/Dexterity (Two abilities combined into one): Despite the false limp Vincent uses to lure foes into a false sense of security he is twice as fast both in movement and in reacting. He can sprint upward of 20-30 miles per hour, and strike two or three times with a blade or fist in the time an average fighter could squeeze in one. He can also react twice as fast and is better at deflecting blows ect.
Power Levels 3 and 3
Eyes of the Hierophant: Vincent is able to see the truth in all of its forms. Whenever an illusion is brought before him he has a tugging at the back of his mind to observe it. Depending on the strength of the illusion he may simply see straight through it on closer examination. Stronger illusions (those cast by someone two levels higher than him) will not be broken this way. When lied to he has a similar reaction but cannot strictly see though the lie, just simply be guarded. THIS IS NOT AN EXCUSE TO METAGAME. Vincent cannot discern the actual truth from someone’s lies, only gets a gut feeling when lied to.
Power Level 4
Shadow Step: Vincent in capable of Five times a day taking a quick action pivoting step to attempt to get behind a foe. This movement is quick and hard for the average opponent to see. In the citadel this is up to the target to decide whether or not this is successful.
Power Level 4
APL: (3+3+3+4+4)/5 = 17/5 = 3.4
Hysteria
02-09-15, 06:49 AM
http://www.althanas.com/world/showthread.php?28679-Reincarnation-Arphenion-De-Lecuyer
Raiaeran Bardic Magic
School of Aglarlin
Din of Battle
With the rattle of the guandao’s nine rings against the metal, dual-notes being sung with solid chords and a steady flow of his voice, Arphenion can strengthen himself. So long as the weapon is in motion and his voice can remain steady, the half-elf’s strength will triple, and the lingering effects work for a couple minutes afterwards. Lasts for a total of 5 posts, or 5 minutes in quests and battles; can be used once per battle or once per hour in a quest.
Level 4
School of Lissilin
Healing Flame
The half-elf whistles a sweet, soft tone that sharpens at its peak. While whistling, a light green glow forms, slowly becoming darker as the song continues, and at the end is brought to a sharp shrill tone. When the whistling comes to its climax the green glow turns to flames, and those flames flicker from the wounded areas. He can use it to heal minor and moderate wounds on others, or minor wounds of his own. Can be used twice a day in a quest, and not at all in a battle.
Level 3
School of Ost’Dagorlin
Sonic Wall
By humming a deep, smooth melody a shield of pure sonic energy forms around the caster. It acts as a full body shield, extending three inches from the body, and can deflect lighter weapons as well as projectiles a maximum of two times. Can be cast once per battle, or once every hour in a quest.
Level 5 (limited blocking)
Tap Mage
Tap-Touched Soul
As the Tap is the ultimate stream of magic, pure and unified, and Arphenion has been exposed to it while in the afterlife, all of his spells act as if from the Tap itself. Once a battle or twice a quest he can summon the power of the Tap. When it is active the latent energy of the Tap is focused and his body becomes consumed by pure magic energy. Activation of this lasts for 3 posts or 3 minutes, whichever is appropriate. Once active, Arphenion gains three times the speed and dexterity of a normal elf, as well as two times the strength.
Speed boost Level 4
Strength: 3
The Lidless Eye
The only ever-present entity in the world of Althanas is magic, and it has a knack for being part of everything. The Lidless Eye of The Tap is part of the half-elf at all times, whether conscious or not. Subconsciously, uses it to write magic (requires special ink and parchment) and read magic, as well as senses it when it is around him. He cannot identify exactly what the magic is, but he can tell the area from which it is coming.
Level 2
Reflect/Reverse
This state allows Arphenion to, once per battle or four times per day, reflect or reverse a single spell equivalent to his level or lower. Reflecting the spell is just as it sounds, being able to swat a fireball back at its creator without taking damage. Reverse means that he can actually turn a beneficial magical ability back on its user for a single post (battle) or for a few minutes (quest) that it would otherwise be active; i.e. a spell that gives x5 strength for five minutes would actually reverse that and drain them of that ability, but only for the given amount of time.
Level 6
Forsaken Defiled
Pocket Dimension
Arphenion is able to reach into the depths of the Great Nether, pulling forth anything stored within the pocket his soul once occupied in the damnation. He can store small items, large weapons and smaller, and summon the pocket at will to draw them back to him.
Level 4
Spirit Link
The taint of the Forsaken has left him with an interesting magical ability allowing him to pull a sliver of someone’s soul from their body and attach it to his own. The participant must be willing in order for the ability to fully work, but if the strand is forcibly removed there is a chance of it being rejected or fading over time. The weaker the person the spell is used on, the better chance that it will remain intact.
Once the connection between Arphenion and the other person is established, he is able to at any time draw on the thread. This allows him to see what they see, telepathically communicate, and sense how they are and where they are – so long as he knows the location.
Level 4
Hands of Decay
The lingering corruption of the Forsaken and the magic he used has infected the body of the half-elf, leaving him with barely contained darkness writhing through his blood. Whenever he summons the power of the polluted blood his hands darken and the veins begin to blacken, spreading up his arm the longer it is active. Every moment it is active his body begins to be worn, and eventually falter altogether, until it surges through him completely and he dies. His hands are able to decay any matter with enough time. Currently he could sustain the destruction for only thirty minutes at most. As with the list below, it cannot be used in battle and must be sustained to be used in a quest (with the addendum that the list is for metal, wood, and other hard materials, things like paper and common cloths are easy to destroy). Every 1 minute of use drops his stamina and endurance and requires 36 minutes of recovery; 10 mins = 6 hours.
• Tier 1 materials : 10 minutes
• Tier 2 materials : 20 minutes
• Tier 3 materials : 30 minutes
• Tier 4 materials : 40 minutes
• Tier 5 materials : 50 minutes
• Tier 6 materials : 65 minutes
• Tier 7 materials : 80 minutes
• Tier 8 materials : 95 minutes
• Tier 9-10 mats : 120 minutes
Level 3
Fox Owen Xavier
02-10-15, 05:40 PM
http://www.althanas.com/world/showthread.php?28833-Embers-the-Beginning
The royal scam: Once per thread Aden can create an illusion of a second human attacker. This person may change shape or size depending on the opponent, but cannot do any damage. The illusion lasts for two posts. While the person may vary in age and stature, they cannot exceed the height/weight of a grown man.
Power Level 3
The Embers: Adena has developed a connection to fire. She can cause it to extinguish or grow slowly. A candle can become a torch in half a minute, but to consume a room would take over an hour. She could also put a candle out immediately, but to stop a blazing forest fire would take all day and leave her exhausted. Adena can hold fire in her hand and throw it as needed The amount she can pick up is no bigger than her palm (similar to the size of a softball). Her skin has not yet become super resistant to heat, so she can only throw 3 fireballs a day.
Power Level 3
The change: Aden can strengthen any sword in his possession by one tier of strength for a single post once per thread.
Power Level 3
APL (3+3+3)/3 = 3
Fox Owen Xavier
02-14-15, 09:06 PM
http://www.althanas.com/world/showthread.php?28807-Thalrond-Thormek-The-Miner
X2 strength: all the years swinging a heavy pick around deep underground has bolstered his strength, giving him twice the strength of the average human.(Able to lift 300 pounds)
Power Level 3
Animal whisperer: Thalrond can speak telepathically with animals that he has formed a bond with. Instructing them what path to take down a road without actually being at the front of the pack. (can only try and persuade an Animal, Stubbornness is common in a mule and they can disobey.)
Power Level 3
Rapid Strikes: when Thalrond focuses on Mining alone he can rapidly strike the same point in a rock allowing for easier mining.
Power Level 2
APL = (3+3+2)/3 = 2.67
Hysteria
02-14-15, 10:20 PM
3 : 5 : 7
www.althanas.com/world/showthread.php?28847-The-Hierophant-LVL-3
Incredible Strength: Vincent despite his looks is THREE TIMES as strong as the average human. He can easily lift up to 400 pounds at the drop of a hat. This is the combined effort of Tobias’ training and his efforts to recover from the injury sustained to his knee.
Level 4
Incredible Speed/Dexterity (Two abilities combined into one): Despite the false limp Vincent uses to lure foes into a false sense of security he is twice as fast both in movement and in reacting. He can sprint upward of 35-45 miles per hour, and strike Three to Four times with a blade or fist in the time an average fighter could squeeze in one. He can also react three times as fast and is better at deflecting blows ect.
Level 4
Eyes of the Hierophant: Vincent is able to see the truth in all of its forms. Whenever an illusion is brought before him he has a tugging at the back of his mind to observe it. Depending on the strength of the illusion he may simply see straight through it on closer examination. Stronger illusions (those cast by someone four levels higher than him) will not be broken this way. When lied to he has a similar reaction but cannot strictly see though the lie, just simply be guarded. THIS IS NOT AN EXCUSE TO METAGAME. Vincent cannot discern the actual truth from someone’s lies, only gets a gut feeling when lied to.
Illusion resistance – level 5
Shadow Step: Vincent in capable of Five times a day of teleporting behind his foe. This movement is quick and hard for the average opponent to see. In the citadel this is up to the target to decide whether or not this is successful.
Level 8
Pain tolerance: Vincent is capable of sustaining three times as much damage as the average human. It takes three times the amount of force to break a bone and his skin is resistant to cuts and scratches. Knives made of Iron cannot draw blood from him.
Level 4
Kinetic Manipulation: Vincent is capable of ten times a day manipulating the kinetic energy of objects. At this stage he can either DOUBLE it of HALF it. This is required via contact with his hands. If he is throwing something is able to double the launch speed that it would normally go, and if he is catching a blow he is able to half the impact of said punch. Likewise he can also double the impact of his punches, however with his endurance and pain tolerance he can only handle three "boosted" punches with one hand before breaking a finger, knuckles, or his entire hand.
Double attack speed – Level 5
Half attack Speed – Level 5
7 abilities, averages at exactly 5.
Hysteria
02-16-15, 03:13 AM
http://www.althanas.com/world/showthread.php?28855-Just-a-Conflict-of-Blood-and-Bond-(Level-2)
Acrobatics: Due to decades of walking, running, and jumping into and out of precarious and ill-advised places, Illara has the same agility and dexterity as a circus acrobat.
Level 3
Darkvision: Illara has limited darkvision, but excellent detail perception within her range of vision.
Level 4
Keen Senses: Illara’s vision and hearing are 3x sharper than the average human’s. That means on a clear day on flat terrain, where an average human can see about 3 miles, she can see about 9. She can make out vague detail up to about 6 miles, and fine detail up to about 3. Distance decreases according to terrain/condition. She can also hear the direction of a sound more accurately than a human can, pinpointing even garbled and misdirected sounds within a few seconds at max. She can hear up to two octaves higher and one octave lower than a human can, giving her clear hearing on a wider range of sounds than most people have and the ability to weed out noise interference.
Level 4
Speed: Illara is 3x faster than the average human. This means that while an average person could travel 25 miles in a day (presuming a little more than 3 mph covered over 8 hours), she could make 75, or while an average person could manage about 15 mph in short bursts, she could manage about 45 mph (bursts that fast might last up to a minute, after which she becomes exhausted. 20 mph can be sustained for 2 minutes, and 15 mph for up to 5 minutes).
Level 4
Broad Awareness: Between a life of peril and her keen elven senses, Illara has a sense of what is going on around her. This might let her pick out a good mark or spot a liar, but it can also give her a split second’s warning before trouble goes down.
Level 4 (reflexes)
Hysteria
02-18-15, 04:40 AM
http://www.althanas.com/world/showthread.php?28761-Only-in-Death-%28Tobias-level-5%29
5 : 6 : 11
Dauntless: Tobias has transcended pain. Through flame and whip, knife and nail, his body has been punished beyond breaking. Each time, the broken man stood once more. Tobias can continue to fight even with normally crippling wounds. Broken bones will slow him, but not stop. Short of cutting off a limb he will continue to fight.
Level 8 – Steel skin (if maybe a bit weaker)
Unmake: The Sway taught Tobias the secrets of their dark order; armed with a strange, cursed artifact fashioned in the image of the All-Seeing Eye, Tobias can envoke the Curse thrice per day/thread, whichever comes first. This powerful anti-magic consumes and literally rips apart magic, scattering a cast spell to the winds.
Level 8 – three anti-magics
Lightning Reflexes: Tobias can move at breakneck speeds on a whim; though his running speed is nothing special, his reaction time is incredible. He can move out of the way of a horse at full gallop, or react to a gun being drawn within fifteen feet. At close range, his hands can move as fast as a veteran martial artist. He can stab with a blade six times in the time it takes most men to do so once.
Level 6
Hatemark: Once Tobias verbally marks a target, he can "feel" them with a sixth sense. This perception supercedes stealth and mystical wards. He can cancel the mark at any time with a thought. In combat with a marked target, Tobias moves with brutal efficiency. He gains strength equal to that used against him.
Level 9 - Strength
Level 5 – ‘Marking’
Empathy: Tobias knows pain all too well. He is able to understand and relate to most plights; with a concentrated effort, Tobias can dull the suffering of a target by taking that pain into himself. By doing this, the memory in question is removed from the target and embedded into Tobias. (Use of this ability in combat is restricted to the permission of the opponent.)
Level 3
Haunting Echoes: With direct contact, Tobias can temporarily bridge the gap between his own consciousness and another's. This bridge floods the target with whatever memory Tobias consciously recalls, and all the emotions tied to that memory.
Level 6
8, 8, 6, 9, 5, 3, 6 = 6.4 (Limit + 2 due to 4x empty spots) <8 approved!
black shadow
02-19-15, 08:37 AM
Daemonswolf (http://www.althanas.com/world/showthread.php?28973-Out-of-the-Containment-Sewn-Anew-Registration-of-Fallon-quot-She-ve-quot-Vedas&p=244742#post244742)
[Holocaust Cloak] – Fallon’s rigorous combat training involved learning how to focus her ki. She’s particularly good at converting her energy into fire. Her primary ability suits Fallon’s personality perfectly – an offensive technique masquerading as a defensive one. The Holocaust cloak is based on a combat stance, when Fallon fights from this stance, her ki manifests physically as a layer of fire over her person. When she is struck in close combat, the cloak of fire has a chance to lash out as a counterattack. The attack deals minor burns to Fallon's opponent. Usable three times per thread ~PL3~
[Inferno Blade] – Fallon can also channel her ki though her hands into her weapon, covering it in a physical fire. This fire allows Fallon to increase the amount of damage she can do to a person. On top of her concussive blows, she can also burn skin, clothing or parts of the combat terrain. When she can apply extra focus she also has the chance to do slicing damage. Usable three times per thread ~PL3~
[Shifting Defense] - Shifting to this stance allows Fallon to regain clarity and gain a better read on her opponent. For every attack with which she fails to land a hit, Fallon can better anticipate her opponent's next move allowing her to sidestep the attack. While in this stance she loses access to Holocaust Cloak. Usable three times per thread ~PL3~
1:3:3
3+3+3 = 9/3 = 3
3=3
APPROVED!
Cards of Fate
02-21-15, 08:00 PM
The 360NoScope- Jiggy has double the dexterity of a normal human.
Power level three
Never Throw a Knife- When Jiggy throws a blade, the weapon moves with twice the force it would under normal circumstances.
Power level 3
Clown Disguised as an Assassin- Thanks to his severe training, the Jig is able to react quicker than the average man. He can stab twice in the time it takes most people to stab once, and he can dodge a punch thrown at close range within inches.
Power level three
Approved
Level 1, three abilities all level three with an average power level of 3.
Approved
Hysteria
02-22-15, 05:15 AM
http://www.althanas.com/world/showthread.php?28804-You-re-Standing-On-My-Neck
Lye confirmed levels:
Prestidigitation (Minor Wish): A simple, all encompassing spell that allows Idara to work minor feats of magic. This could involve lighting a candle, moving up to 5lbs. of matter (incredibly slowly) a few feet around her, cleaning her clothes, or providing a dim source of light in the dark. This spell cannot be used with any effect in combat, unless it involved something else already in place (lighting a flammable liquid aflame if it's very close by, dropping a weight onto a trap if the target stands still for a few minutes). It's far more useful for heating and cooling drinks, or altering their flavor slightly.
Level 1
Witch's Bolt: Idara can summon a bolt of lightning that flies at extraordinary speed at the target. It can penetrate flesh, cloth, and leather-hide armors, leaving a red welt where it hits. If it connects, Idara curses the target with a weak jolt, and can continue to inflict minor pain on the enemy. With each surge, the target feels their limbs become heavier, their stamina drain, and the breathing become more panicked. However, Witch's Bolt is not strong enough to cause any lasting damage at this time, and though it can be continuously used every twenty seconds (for up to two minutes) after the initial missile is fired, it cannot kill or wound beyond a small bruise and tiring the target out. Idara cannot move, attack, or talk while continuing to use Witch's Bolt, as it takes all her concentration. The initial bolt can only be used once before she needs an extended rest to recharge.
Level 3
Burning Hands: Idara releases a wave of fire from her outstretched hands. Though incredibly intense just inches from the palm, anything further than three feet would only get minor singeing, anything 1-3 feet away could get 1st degree burns, and things six inches up to a foot away can receive second degree burns, and touching distance to five inches can cause incredible damage of about six inches on a target's body. The flames reach temperatures at this distance that are hot enough to turn iron red hot, but it lasts only a few seconds. Though instantaneous in casting and able to extend up to five feet, the cone of flame can only be cast once per extended rest.
Chaos Effect: Because of her incredible potential and complete lack of training (and motivation), Whenever Idara uses her power, there is the potential for something to go wrong. These effects are as great or weaker than the actual spell. Prestidigitation might cause her milk to curdle instead of heating it. Burning hands may release a strong cold wind instead of flame. The results are random (and in battle, will be decided by opponents.) This effect doesn't always occur, nor is it terribly rare.
Level 5
Cards of Fate
02-23-15, 08:56 PM
Abilities:
Soothing Touch: Atrina channels the power of nature to heal small scratches up to 10 times per day. Using more casts at once, she can heal more severe wounds, but cannot stop a fatal wound from taking a life.
Power level 3
Voice of Nature: Atrina is able to calm feral animals by speaking to them, and may be able to convince them to do her bidding. Will not work on enraged, summoned, or magical beasts, or on sentient creatures.
Power level 3
Empowered by the Wilds: Atrina is able to harness the energy around her, producing a small green orb. She can throw this orb up to 30 feet before it fizzles out. If the orb hits an enemy or non-plant object, it will explode, producing a loud bang and bright flash, and dealing a small amount of concussive damage. She can cast this twice per day.
Power level 3
Three level threes for an average of three
Approved
Max Dirks
02-27-15, 08:38 AM
redrout
Move silently: Joseph can move quietly enough to be undetected even by alert individuals, so long as he avoids their line of sight Clarified this would allow him to remain undetected by anyone 2x perseptive or less - 3
speed: Joseph is quick and dextrous, able to draw and strike with his dagger before most would be able to. Written as agility, but translated to 2x speed - 3
climb: Joseph is able to climb difficult objects easily, this allows him to get closer to his targets. Translated to 2x agility - 3
His dagger strike ability was considered a skill
Hysteria
03-01-15, 05:26 AM
http://www.althanas.com/world/showthread.php?28793-Whispers-of-the-Daemon-s-Vassal-%28Touma-Level-3%29
3 : 5 : 7 (average is 5.2, but I’m letting it slide. There is only real one strong ability, the rest are fairly weak.)
Mentalist (Kijutsushi): Kijutsu is a Nipponese incarnate discipline that involves the concentration of chi upon oneself's mind; practitioners of this discipline are regarded as esoteric and enigmatic even within Nippon (the word kijutsu itself refers to 'unusual techniques'), and Touma is no exception. Kijutsu techniques harness the power of the mind in the form of clairvoyant and illusory abilities, but although they can manipulate pre-existing matter to a certain extent, they cannot create matter that does not exist or change the physical properties of creatures or objects; these are proprietory to the Senjutsu school of techniques that harness chi in one's physical body. Touma's kijutsu techniques are a combination of innate talent and the hard work necessary to develop and master them, as well as study of the daemonic art of void chi. Although neither flashy nor powerful in battle situations, they play to his strengths of directing ploys from afar and only directly intervening when absolutely necessary.
Flower in the Mirror, Moon on the Water: Mirror Image (Kyoukasuigetsu: Kyougen): Utilising reflective surfaces as a medium, Touma can send a portion of his soul to a different place upon Althanas, allowing him to observe and communicate with objects and entities at the target location. This ability can only be used if there are reflective surfaces as both source and destination, and expressly disables direct interaction beyond observation and verbal communication. Sentient entities at the destination may be able to spot a disembodied head floating in said reflective surface if they are paying enough attention (or if Touma deliberately attracts said attention).
APL4
Flower in the Mirror, Moon on the Water: True Sight (Kyoukasuigetsu: Shingan): Utilising reflective surfaces as a medium, Touma can see through illusions placed upon him or his surroundings. Depending on the strength of the illusion he may either do so at a glance, on close inspection, or he may only get a nagging feeling at the back of his mind. The success of this ability is also affected by his personal knowledge and suspicion of the situation in which he is placed: for example, the probability of an elven goddess appearing before him is apocalyptically negligible, meaning that he is more likely to see through such an illusion.
Level 4 (Partial resistance)
Flower in the Mirror, Moon on the Water: Mirage (Kyoukasuigetsu: Kagerou): Infiltrating the mind of a single opponent, Touma plants an illusion there taking the form of either unknown voices through the target's mind or an object (up to human in size) seen only to him or her. Only works if the target is already susceptible to such an illusion: for example, an arrow heading for one's face out of the blue would quickly be dismissed (unless the target was a particularly paranoid individual), but such an illusion hidden amidst a real arrowstorm would likely cause the target to duck for cover. The illusion, of course, may not injure directly, but it may cause injuries indirectly (for example, if said ducking target then loses his footing and falls from the parapet). When physically interacted with in any manner, the illusion is dispelled. Touma may use any combination of Mirage and Blur techniques up to ten times before requiring rest.
Level 6 (high use, medium illusion)
Flower in the Mirror, Moon on the Water: Blur (Kyoukasuigetsu: Shunshin): A shadow-stepping technique that allows Touma to escape anywhere within ten metres given line of sight (including via reflective surfaces). Is often combined with an afterimage left behind via Mirage, thus further disorienting the opponent. Touma can only use this technique once every minute, and is further limited by exhaustion as described in Mirage.
Level 9 (Joint uses is 10, but some cool down)
Mirror Hanging in an Empty Hall: Hone (Kyodoukenkyou: Kenma): By concentrating void chi in his eyes, Touma can increase his perceptiveness, eye-hand coordination, thought processes, and reflexes to the point where he can track the fall of individual raindrops, identify how all the leaves in a tree respond to a breath of wind, or cut down a bullet in flight. If no movement is required, he can stay like this for up to six hours; if this heightened mental state must be combined with physical action (i.e. in the last example above), then he can only maintain it for a few seconds at most. Either way, he must rest before reusing the ability again.
Level 5 High level perception for a short time
Mirror Broken in Two, Made Whole Once More (Hakyoujyuuen): The ability to create a portal, its entrance at any location within sight and its exit any location that Touma has personally been to before, lasting for three seconds before snapping out of existence. In its default state, this portal is only large enough for a single person to pass through, cannot teleport something against its will, requires solid pillars and arch to anchor it to the Firmament, and takes ten seconds of focus to construct. Breaking one of these restrictions requires five minutes of intense concentration; breaking two of them needs a day of preparation; and breaking all three of them can only be done in the presence of a pool of arcane energy large enough to already have an adverse effect on reality. In this last case Touma may refuse to specify an exit to the portal, upon which the entrapped foe will be unable to break free until said pool of arcane energy is exhausted (note: for obvious reasons, this is a plot ability, not a battle one).
Level 4, a sort of very slow teleportation.
Master Swordsman (Tatsujin): Touma is not the finest of physical specimens, but neither is he a complete pushover in a brawl. He is a decent swordsman, able to match an experienced warrior for a short period of time, and the uniquely exotic nature of his swordsmanship means that an opponent usually hesitates before committing to battle. Touma is a practitioner of the ancient Nipponese techniques of battojutsu, allowing him to react swiftly to unexpected attack even when his sword remains sheathed. The range of his techniques is limited to approximately a metre in all directions, and their duration to one or two strokes, but within those limits, he is an extremely dangerous opponent both offensively and defensively.
Bright Mirror, Still Water: The First Strike (Meikyoushisui: Ichi-no-tachi): Whether by innate ability or in resonance with Touma's powers, the blade has the capability to negate magic that it comes into contact with, whether this be fireball or enchantment or arcane construct. It may negate the harmful effects of magic at a lower level, or proportionally weaken the effects of magic at equal or higher levels, at five-minute intervals.
Level 5 – negate weak magic, once every 5 minutes.
Whispers of the Serpent: Many Nipponese mages are defined by their association with a guardian spirit to match their personality and their talents, and Touma - by virtue of long hours of study and even longer hours of subterfuge and espionage - is the authority on the matter. His personal association is with snakes of all shapes and sizes, up to and including the great wyrm Orochi. This is embodied by his endless thirst for and guardianship of knowledge to a particular means, and the cunning and manipulative means with which he pursues his end goals. Furthermore, it can be speculated that not a small amount of his personal charisma and charm comes from these supernatural means.
Skill.
Hysteria
03-02-15, 04:16 AM
http://www.althanas.com/world/showthread.php?28997-Magnarion-Janelle-%28Arden-Level-9%29
9 : 8 : 15
• Erase: Arden erases writing ten square inches per 4 seconds. This extends to text not written in ink (marks in sand etc.) He cannot erase magically created literature.
Level 3
• Blink: Arden blinks from existence for two seconds in the same place when still and the same momentum if mobile. He can use this to dodge attacks and bypass walls. Five uses per thread.
Level 8
• Silence: Arden can transfer his mute hood to another for three posts, but it does not prevent breathing or sounds of emotion/response. It does not affect telepathy.
Level 3
• Scribe: Arden can create text with blood by controlling it telekinetically. It appears quickly, as though scribbled in haste. It is his primary means of communication.
Level 3
Possessed: Possessed by the spirit of the Great Oni Komodo, Arden’s fighting speed is X2. He is blind in his right eye, highly tolerant of pain, and his endurance to physical damage is X4.
Level 3 Speed
Level 5 Endurance
Blood Magic: Arden can use forbidden Blood Magic of Akashima spirit warders. This draws on the life force found in living things. He has begun to surpass his father’s talents.
• Rage: Every kill gives a rage point. When rage reaches eight Arden gets +3 strength, which stacks, but he becomes a beast and cannot use abilities for 3 posts.
• Ruin: By cutting a palm, Arden can gain +3 strength with the Fang for the duration of three posts. It costs one rage point and is useable per day.
Level 8
• Rise: Arden can summon blood wings by wounding himself. They allow slow gliding for two posts. No pain if damaged. Activation gives a rage point.
Level 4
• Reunion: Fang collects blood in the handle. Arden can resurrect the dead with this within an hour of death twice per day. It requires mutual consent and gives 5 rage points.
Level 10
Hysteria
03-02-15, 04:35 AM
http://www.althanas.com/world/showthread.php?29054-Annie-Bellecote&p=245276#post245276
Sneak Attack — In the case that Annie’s target is unaware of her presence, the young thief can unleash a devastatingly fast and forceful arrow. The longer she has to prepare, the more accurate the sneak attack will be. However, this shot makes an unusual amount of noise. An extra loud bowstring twang will alert anyone to her presence and location.
Rapid Fire — Annie is an especially fast archer. She can fire three shots when another archer would only be able to fire two. This ability makes her more effective at close ranges than most archers would be.
Uncanny Dodge — Kabus, the god of thieves, has taken a special interest in Annie because of her heroic ancestry. As a result, once per day Annie can mysteriously avoid half the damage of an otherwise lethal attack. Three times per day, she can avoid all of the damage of a minor attack.
Extra powerful attack - 3
Rapid Fire - Speed - 3
Uncanny Dodge - 3 (Going to have to change as she levels)
Hysteria
03-03-15, 02:14 AM
http://www.althanas.com/world/showthread.php?29063-Weaver-of-Words-%28Meggie-Lvl-1%29
A Whole New World- One round trip per quest can teleport or fast travel to another world in a book or described by book by consuming ashes of a burned book. So if someone wrote a few pages about a port if Meggie burned the said pages this ability would work. She cannot carry people or things with her only what is in her pockets or knapsack. If the book was written in a language Meggie does not understand, the magic does not work. For example if Meggie burned a book in gnomish, it would have no effect until Meggie learned gnomish.
The Power of Words- if consumes a piece of paper with a single attribute written on the paper, attribute doubles for 10 minutes. This ability has a cool down of 3 hours, 1 hour if she reads a book. This can be preformed 3 times per day.
Ink Drinker- can drink ink to heal minor wounds and illness. This can occur once per day.
2, 4 & 3
Hysteria
03-03-15, 02:15 AM
http://www.althanas.com/world/showthread.php?29055-Gavin-Bellecote
Healing touch- Gavin can heal minor wounds with his White Magic, such as small cuts and bruises. (Three times per day). Gavin can also heal larger wounds such at broken bones or large cuts, twice per day.
Shield- Gavin uses his White Magic to create a shield around him that slightly reduces the damage he takes from attacks for 5 seconds. This ability tires him, so he can only use it once per day.
Holy Radiance- With his White magic, Gavin creates a burst of bright light that blurs all enemies vision within 3 meters of him. This effect lasts for 2 seconds. Gavin can only use this ability once per fight.
3, 3, 3
Hysteria
03-06-15, 11:44 PM
http://www.althanas.com/world/showthread.php?29070-The-Evilest-Hedgehog-There-Ever-Was
Command — Five times per day, Igel can issue a command to another creature that they have no choice but to obey. NPCs of weaker willpower, such as animals and most humans, will hopelessly become his thrall until the order is complete. NPCs of equal willpower, like most of the magical races, will have a good chance of resisting. If Igel is knocked unconscious, all commands cease effect.
On top of these restrictions, the hedgehog cannot order anyone to do anything that is truly against their conscience. Indeed, in most cases he cannot get humans to kill one other. Boo! However, he can break down the walls of fear and social propriety that are all that prevent some people from committing evil deeds. For example, if he just-so-happened to know that, say, a certain town guard had slept with a shopkeeper’s wife… well, a few whispers in the right ears could go a long way in that situation. In other words, Igel does well with the emotionally vulnerable.
Other players, regardless of level, may simply choose whether his commands affect their characters or not, and to what extent.
Iron Spikes — Igel’s spines are as hard and sharp as, well, iron. They’re like vicious little knives all over his body.
Super Speed — Nope. Igel is not especially fast. Why would you think that? That’s a strange assumption to make.
Spikes are a 3, speed isn't anything, control a 3 due to the limited and broad use.
Garron - Son of Winter (http://www.althanas.com/world/showthread.php?29071-Son-of-Winter&p=245480#post245480)
Raging Vehemence- Garron has the ability to tap into and control his rage; focusing it into periods of controlled adrenaline levels, testosterone levels, speed and strength. During this short allowance of use, capability lies into self envisioned areas of heightened puppeteering throughout his body. (As an example: focusing his focused energy into a punch, kick, or force behind an object of throwing.) However, using this ability will leave his energy levels near spent, and recovery will be needed in terms of his expenditure thereafter, depending on the level of energy focused at the time. (Top tier focusing will take at least a day for full recovery, and smaller focusing ventures can take a matter of hours)
*Note: This ability in its level one capability, Garron hasn't the knowledge to collect energy from outside sources such as one could by using something like ki, nor can he increase his base size. He can only focus his self-strength, inner energy and emotional spikes into one single maneuver or strike at this level. The focused appendage or maneuver will tap out at a value of double the integrity of his normality before he becomes too exhausted to even stand. Listed below are his normal bodily capabilities to help calculate what this ability is capable of.
~*Body Integrity Information*~
Running Speed;~ 18 M.P.H.
Visionary Limitations;~ 15' "Midst Close Counter Battle"
Jumping Limitations;~ 3' Vertical 10' Horizontal "Midst Running"
Reaction Time;~ 1.2 Seconds
Punch Register;~ 2500 Pounds Of Force
Kick Register;~ 2700 Pounds Of Force
Level 3 - Temporarily buffed Hail Mary attack leaving user crippled after use.
Mental Fortification- Believed to be a gift of bloodline, Garron could block out the excessive babbling or mind tainting intrusions of even the worst of gossips and telemanipulators. His mother called it having the thick skull of a man, but his latent use of the ability has been with him since birth. (This ability is still in its early stages and will be developed more-so, as will other evolutionary developing of character during his time within Althanas.)
Level 2 - Increased Willpower to resist deception. About 2x normal.
Total abilities = 2 < 3
3+2=5/2=2.5
2.5<(3+.5 for unused slot)
Approved.
Cards of Fate
03-07-15, 11:52 PM
http://www.althanas.com/world/showthread.php?29083-Kuribo&p=245539#post245539
Sidescroller: Kuribo is able to step sideways constantly. When Kuribo comes into contact with a wall or other surface, Kuribo instinctively knows to begin sidestepping the other direction. Kuribo is not able to move forward or backward at any time.
Power level 1
Touch of death: If the person jumps on Kuribo's head, Kuribo will flatten and then disappear completely. If the person fails to jump though, a single touch will kill them if they are a fellow 2-d character. If the character is a 3-d version, they will be hurt as if they were hit with a small fireball.
Power level three
Max Dirks
03-09-15, 10:54 AM
Herbz
Smokescreen- Shame can exhale large clouds of smoke that can act like a smokescreen. It will quickly cover a large room completely with an intoxicating/suffocating smoke. (3 per day) - 3
Herbal Healing- Shame can consume herbal smoke to fend off the symptoms of his illness. Along with this effect it may also have some minor healing benefits like forcing minor cuts and bruises to heal instantly or larger afflictions to be healed as well like broken bones. (For the idea of it fending off his illness there are no limits to this. Yet if used to heal himself of others he may only do so 3 times a day for small wounds and 1 per day large.) - 3
Total AP is well below level 1.
Hysteria
03-14-15, 08:28 AM
http://www.althanas.com/world/showthread.php?28868-Under-the-Moon-(Ioder-lvl-4)
8 abilities, average is 5.6, but one spar brings it down.
Transcendent Appeal- Ioder as Seraphim has the capability to morph his shape into other humanoid or bird forms. He has also figured out how to assume canine and feline forms as well. This is used to cover his identity and come across as another. His favorite form is his former appearance as a child in life; he uses this to appeal to the senses of others. (6 per thread)
Level 3
Seraphim Flight- Gifted with a pair of wings, Ioder has the ability to fly at speeds of 60mph and slower for an undefined amount of time. Their wings can disappear and reappear on command in order to hide them if needed.
Level 5
Angelic Speed/Reflexes 3x- Ioder has once more regained his natural physical abilities. He as a transcended being has THREE times the speed of mortal man. In battle he is able to predict attacks and react to them with great speed. He is even more nimble now as he is also able to strike at a rate of 5-6 times faster with his weapons than that of a normal man. With this found speed he is able to sprint upwards of 50mph. (2 Abilities I believe)
Level 5
Glimmer - Angel's Wrath - Ioder sends forth a portion of his Glimmer at his opponent with the aim of encasing and trapping his target. The Glimmer is able to wrap around up to two limbs of his target and hold the two fast for two posts with the strength of steel. Ioder can concentrate his attack somewhat, sending a smaller amount of Glimmer able to wrap around a part of a person and crush it, similar to being struck by a powerful delhar hammer. (Combined 4 total uses. The hit must land to be considered used as the malleable nature of the ability.)
Level 6 (raised a bit due to the continued use)
Glimmer - Angel's Protection -Ioder uses his Glimmer 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. Ioder can use this ability four times. [Locked]
(Level 6, but not counted due to being locked)
Glimmer - Angel's Visage - Ioder can create an image of serene beauty with his glimmer. This golden creature can range from animals through to people or angels. These visages are able to move with the speed of a normal person, but should they get within two meters of their target they can turn back into raw glimmer and encase their victim as described in Angel's Wrath. If the Visage is unable to get close enough to its target it will disappear in three posts. (2 uses per day)
Level 6
Armor of Aura- Using this technique, Ioder can cover himself in a compacted layer of his aura, providing an additional defense should his Glimmer Shield fail. Though quite effective, maintaining the armor requires a large amount of concentration and stamina. Furthermore, it is nowhere as resilient as the Glimmer Shield, since it easily breaks away upon impact, indicating that the sole purpose of the armor is to absorb impact channeled unto Ioder's body during battle. It would take as much force to break the armor as it would break damascus tier metals. For the Armor of Aura to be considered used it must be broken.(4 per day)
Level 8
Light Ray Beam- Ioder can harness light magic in the palm of his hand and fire said light magic as beams of light that across the battle field. These beams of light can be shot in a linear direction traveling as fast as a launched arrow. From the moment it is launched it lasts ten seconds before vanishing. In these seconds Ioder can drag the beams in any direction by changing where his hand points. It does the same damage as a big fire ball and extra 0.5 sun damage to undead. (5 per day)
Level 5
Angel Feathers- Ioder can conjure up to 4 crescent shaped feathers composed of light magic at a time. These closely resemble the beautiful white feathers of his wings but larger and they give off a bright glow. Ioder can fire off these slivers of light like target seeking missiles; traveling like deadly razor sharp spiraling knives capable of slicing easily through leather and pierce Iron. Yet once his feathers have their target they are capable of changing course in midair to redirect if needed. Extra 0.5 sun damage to undead. (12 Feathers a day)
Level 7
Hysteria
03-17-15, 05:00 AM
3 : 5 : 7
http://www.althanas.com/world/showthread.php?29075-Alyssa-Diane-Snow-The-Beautiful-Abomination
5 abilities, two slots grant +1 for allowed levels.
5, 7, 6, 5, 7 = Average of 6.
Acrobatics:
Alyssa is exceptionally nimble. She is capable of manipulating her body beyond the limit of the average Althanian woman. She can do several aerial flips and spins. On the ground, she can roll, dodge, backflip, and cartwheel repeatedly with precision. She has focused on training her flexibility as well, allowing herself unusual angles with her firearms and confusing maneuvers with her garrote wire. This training also includes the ability to maximize her muscle twitch response and gain an additional height to her jumping ability. (12’ High Jump, 8' Standing Long Jump, 36’ Running Long Jump)
Level 5
Magical Conduit:
Alyssa is a freak. During her conception in a lab, her spine was fused with a rare magical artifact. Its original properties and functions are unknown, but the experiment to fuse a living person with the artifact was a success. The result is a human being capable of acting as an energy conduit with the natural world. This allows the girl to “pull” energy from her surroundings and “store” them into specially constructed catalysts to which can be “fired” from prototype weapons known as M-class Firearms. She is even able to draw and expel energy from her own body as normal mage might use spells. The process of charging one of these specialized catalysts is dependent upon desired effect, strength and element:
Alyssa can begin a thread or battle with 24 pre-charged shots in her pistols and 3 pre-charged shots for her rifle, and a few in her spine as "raw spells" (Currently, 1 Fire and 1 Ice). Once expended, Alyssa must "recharge" them using the charging rules below. On average, her wind spell is the default fallback as it requires less than a second to recharge and usually does not require a reload. On average, she can recharge one or two pistol shots with other energies in the average time of a single post. Her rifle rounds are set up to be usable once per thread for battles and, on rare occasions, recharged again in a quest given the needed time below. Recharging is taxing on the mind and more difficult after sustaining energy or suffering psychological damage/interference.
Also note, the pistols hold 6 crystals each and must be reloaded like a normal firearm or charged one crystal round at a time. Same for the rifle. It is also something to note, that she must holster the weapons to swap out to other weapons (such as her two handed rifle or an open palm for raw spells) allowing a delay between certain spells. This is a weakness in her versatility.
• Water/Ice (Charging):
Alyssa can channel energy from nearby sources of water or vapor in the air. The time needed to charge one of her revolver shells is two (2) seconds per shell while drawing from a nearby body of water or five (5) seconds per shell if drawing from humid air. In a place like the deserts of Fallien or near incredible sources of heat, the time can extend all the way up to thirty seconds (30) per shell or not at all. It is possible for her to directly convert five milliliters (5ml) of water into pure energy in the same timeframe needed near a lake (see above).
The time needed to charge one of her rifle shells is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. This round is incapable of being charged in a dry climate. It is possible for her to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).
The time needed to directly charge the artifact in her spine is only ten (10) seconds per burst near a body of water, making her a force to be reckoned with near a lake, river, well, shore, or during/after a storm. In humid air, she can charge enough for one burst within ten (10) minutes. She cannot charge this in dry climates.
Water/Ice (Firing Effect):
o .357-M (Revolver):
When fired, the chamber focuses the energy into a bolt of ice approximately 0.357” in diameter and 5” long. The icicle is as strong as stone and the velocity of the spell is equivalent to that of a short bow (280 f/s). The maximum effective range is approximately 60 yards.
o .50AP-M (Rifle):
When fired, the high capacity round compresses and releases a hypervelocity icicle which breaks the sound barrier upon exiting the muzzle. This sound is audible from 1,000 ft away with slight delay after impact. The bolt of ice is about .5” in diameter and 12” long. The strength of which is equivalent to iron. The velocity of this spell is 2,700 f/s
o Artifact (Raw Spell):
When pulled from her reserve of spells stored within, Alyssa can cast a raw spell from the palm of her hands. This spell takes the shape of a cone of frost. Within this cone, several shards of ice form and expel with incredible force. A human sized target would be thrown several feet while experiencing frostbite on exposed skin. Impact from the many shards of ice would shred any exposed skin or hide. This cone is about five (5) feet wide at the maximum effective range of 15 feet. Impact past this point would equate to stones thrown with average human strength and slight chill.
Level 7
•
Wind (Charging):
Alyssa can charge a round with the energy inherent in the wind. This is her fall-back whenever previously stored spells go awry because of its accessibility and rapid charge speed. For a revolver shell, she can charge it in less than a second. In a dust storm, thick smoke, or fog, this time increases to 2 seconds per round. The only time this becomes a problem is in areas that are sealed off from open air such as a collapsed cave or air pockets under water. In those circumstances, she cannot charge her rounds without penalty. Doing so would create a vacuum or slight pressure differential that would cause internal bleeding, suffocation, headaches, and heart failure.
The time needed to charge one of her rifle shells is 30 minutes. This cannot be charged in a dust storm, thick smoke or fog.
The time needed to charge her artifact is continual. No other charging or activations can occur during a continual draw. She can continually draw even in a dust storm, thick smoke or fog with great effort.
Firing Effect:
o .357-M (Revolver):
When fired, the chamber focuses the energy into a concussive blast of air. This is equivalent to a strong punch from an average man. The maximum effective range is two feet (2’) after which the blast of air is too dissipated to do any meaningful damage. This is designed to work in tandem with her martial arts to extend her maximum threat range.
o .50AP-M (Rifle):
When fired, the high capacity round compresses and releases a massive blast of wind. The recoil of which would repel Alyssa several feet backwards with a rooted stance. The force of the wind fires with such intensity that the opposing drafts shear against one another creating destructive pockets of vacuum that could shear a two by four in half. The blast radius of this round expands in a conical shape from the muzzle to an effective distance of 5 yards. The power of this shot could easily decimate a single room or cripple a thick stone wall. Impact with living flesh would be akin to being lacerated several times with a blade instantaneously. Dismemberment may occur.
o Artifact (Raw Spell): When channeled through the artifact fused with her spine, Alyssa can manifest a localized vacuum around her hands. This effectively turns her arms into wind scythes capable of rending flesh and leather as easily has honed steel and against iron, it is capable of leaving 1/4 “ gouges into the surface.
Level 6
•
Earth (Charging):
Alyssa can charge a round with the energy from the earth at her feet or stone around her. Since this material is nearly always available, she is never without resource. Unfortunately, out of all the elements, earth is the least lethal. Given its placid state, high density, and low state of energy, earth magic has limited applications. For her pistols, she can charge a round in 15 seconds. Again, even though the material is always available, it is difficult to draw energy from. The only exception being soil charged with magical energy (Red Forest) or soil rich in raw minerals (crystals, ore, marshlands etc). Under those conditions, she may draw a capacity charge in under 5 seconds. She is unable to charge a round at sea.
The time needed to charge one of her rifle shells is roughly 16 hours. Considering the amount of time needed, she rarely stocks earth energy. This time has to be continual, and is exceptionally draining. This time may be cut in half in energy rich soils or mineral rich caverns/quarries. She is unable to charge a round at sea.
Earth is the one energy that has a passive effect and is always active. Unfortunately, it only effects high density magical crystals or ores. So long as she is in direct presence of an earth element, her artifact will passively resonate energy from it. Only at sea has she found it useless.
Firing Effect:
o .357-M (Revolver):
When fired, the energies are released invisibly in a linear path. These energies are harmless and will pass through all materials except those of an earth affinity. Once it penetrates back into an earth element, the generic effect is a column of earth with jut forward with a great amount of speed. Alyssa typically uses this by firing into the ground at her feet to propel herself exponentially higher into the air. This can also be used to help traverse cliff sides, provide support in collapsing tunnels, as a crude battering ram, and occasionally to catch an enemy off guard. In soft or moist soils, this round will only surge the earth upward then re-settle similar to how a bubble would rise to the surface of water before popping. This can also create a propelling effect, but with diminished returns. Unlike traditional rock or earth, soft soil will not maintain its form after the initial effect. In mineral or crystal rich environments, occasionally a spire of raw ore or translucent crystal will jut from the earth instead.
o .50AP-M (Rifle):
When fired, the high capacity round projects a similarly invisible bolt. Again, this will pass through all materials except those of an earth affinity. Once penetrated into the target, absolute chaos ensues. The earth will shake, roll, split, harden, soften, and several spires will rise and fall within a 50 yard diameter for 10 straight seconds. At its apex, large numbers of stone/earth pillars will jut from the ground and remain. The devastation could level a building if fired at its center. On flat plains, one might be able to survive if quick witted, fast acting, and well-balanced. However, if projected into a mountainside, this will most certainly cause a rock-slide, mudslide, or avalanche depending on the weather. If fired into a coastline or sea fault, it is even capable of sending decent sized waves up the shore. If fired into an area of exceptionally high mineral content, the final result of the round will produce an ornate, spiked structure of beautiful (and deadly) crystal/ore. Alyssa would never fire this round within close proximity of herself unless she was certain she would be able to survive its effects.
o Artifact (Raw Spell):
This is always active. So long as Alyssa is in the presence of an earth element, she can freely manipulate her ammunition crystals through will. This helps her expedite the reload process in high speed, limited space, and/or high risk combat. This ability also allows her to constantly collect and maintain close possession of any expended crystals ejected from her weapons. So long as this is active, Alyssa does not need the use of hands to move her ammunition crystals or any similarly small crystals. The maximum number of free-floating gems she can manipulate is 36, no longer than 5" and wider than three quarters of an inch. This ability is useless on the sea (unless at the sea bottom), or exceptionally high in the air (1,000'+ off the ground).
Level 5
•
Fire (Charging):
Alyssa can now charge rounds with the volatile energy inherent in fires and heat of all kinds. For her magnum crystals, she can snap charge them in under a second by pulling fire straight from a nearby flame or furnace. In places that are arid, dry, and hot, this time extends to only 10 seconds by pulling energy from the abundant heat of the environment. When not in the presence of those kinds of sources, Alyssa can use the warmth from a normal sunny day to charge them over the period of a minute. In the winter, this is stifled, and doubles the time needed to draw a full charge. It is the night and shadows that are fire’s bane, and she can only charge in these conditions if she can snatch the flame from a nearby, torch, lantern, candle, or campfire.
The time needed to charge one of her rifle shells is 5 seconds if pulling directly from an existing fire. From any other source, the time needed increases exponentially. For example, in the same desert conditions above, a full charge would take 30 minutes, a sunny field – 1 hour, and 3 hours on a winter’s day. In shadows and at night, there is not enough time to charge a crystal before daybreak, and only from an open flame would she be able to manage this feat.
When channeling fire’s energy directly, she can either use it simultaneously as she would her wind energy with nearby heat and her own body heat, or store it for later use in the artifact fused to her spine. To do the latter, the times to complete a charge are 1, 10, 25, and 60 seconds in the conditions listed above. At night and without a source to pull from, she can charge this using just body heat. The time needed to do so is 5 minutes.
Firing Effect:
o .357-M (Revolver):
When fired, the energy transfers to the tip of the muzzle where a ball of dense flame the size of a grapefruit forms. Unlike most of her spells, this will not fire immediately. The ball will form over a period of a second then release, creating a slight firing delay. However, to compensate, the fired projectile has the ability to home in on its target with up to 90⁰ of deflection along the X, Y, and Z axis. If the trigger is pulled again within the charging period and expels another fire-charged crystal, the diameter of the fireball will double. Once released, the projectile travels at about 95ft/s or the speed of a thrown stone. On impact, these orbs “detonate” into clouds of flame twice their original diameter. These flames reach temperatures as high as 2,900 ⁰F (temperatures equal to that of a natural gas flame) and can quickly cause third degree burns or ignite nearby flammables.
o .50AP-M (Rifle):
When fired from this high capacity round, the heat and energy become nearly solid and fly instantly from the muzzle at a velocity of 350ft/s. Unlike her magnums, this only travels in a straight line with a total effective range of only 300 meters. This projectile is contained and superheated plasma in the shape of an elongated elliptical about 5” long and 2.5” in diameter. This round is extremely volatile and unstable and if it does not strike a target after 300m, it will simply detonate in the air. If it impacts a solid surface, it detonates with explosive force. Temperatures at point of impact exceed 5,100 ⁰F and can vaporize water instantly. The blast radius is equal to about 15 meters and once detonated; a swirling pyre of fire will erupt and last for 3 seconds. Alyssa only uses this skill at a range, for the collateral risk is too high to be used at ranges under 30 meters. If a normal human were hit dead on with this blast, not much would remain.
o Artifact (Raw Spell):
Alyssa can choose to channel fire’s energy directly or release it after a complete charge. If being channeled, Alyssa can light a flame within the palm of her hand. The size of which depends on the available energy to draw on and her control of how much is channeled. Using her body heat alone, she can channel a flame the size of an oil lantern. Near a flame, she can direct the fire like a spout of water much like a dragon’s breath, but only about three feet from her palm. In between, she can gauge a flame from the size of a candle to the size of common stove.
Now, if she decides to release a charged blast, a white hot blast of embers and smoke will erupt from her palms. The force at which they expel would easily knock a man to his back. These embers and smoke can cause serious burns and damage if caught in clothing, laid on, stepped on, or exposed to bare skin over periods of time similar to if one were to try holding a hot coal. The maximum effective range is ten feet, but it also spreads ten feet wide at its apex. Typically, this is used similar to her ice blast or as a means to distract for escape. The smoke and embers work both as an effective smokescreen and heated caltops.
Level 7
Hysteria
03-23-15, 03:03 AM
http://www.althanas.com/world/showthread.php?29136-Leon-Adalbert
Agility
Leon is twice as agile as the average human.
Inspired Haggler
Leon is his father's son, and as such has learned the tricks of trade. Through a combination of mercantile connections and crafty consumerism, Leon is able to procure a 5% discount on unenchanted items and equipment. If he buys an enchanted item, the non-magical component is discounted by 5%.
My Bullets Runneth Over
Leon's connections amongst the merchants of Alerar, and his status as heir to the Adalbert family, allow him access to supply chains unavailable to most. He begins every thread with ten lead bullets, and never worries over his remaining gunpowder stores.
3x3. The last two warrent further discussion as part of the ability shake up.
Hysteria
03-24-15, 06:01 AM
http://www.althanas.com/world/showthread.php?27168-A-Formitable-Bond
Symbiotic Relationship- Being a symbiote, an amorphous parsec can form a bond with other living creatures. While this applies to small animals as well, Seto prefers humans or elvs the best. Once Seto has bound himself with a host this allows the host to wear him like a suit of armor to their liking. This process is called “Suiting Up” and while in this form the host has the added benefit of Seto’s other abilities. (OOC permission to apply this to one’s character of course) (Max 1 host per day.)
Interesting, not very strong but more based on size. Because this is similar to having another character sitting on your shoulder, I'm treating it as just below a level 3. Level 2
Symbiote Tendrils- Seto can freely create tendrils from his biomass. These tendrils can extend out in any direction for a maximum of 6 feet. These tendrils are the strength of iron weapons which allows him to skewer enemies. His tendrils are not limited to purely attacking as they can lift any object that he or his host can lift. This ability is extended to Seto’s host while they are “Suited Up” (Max 2 at a time, 4 per day.)
Equipment: Ooze Blades- Seto can break off pieces of himself to create blades to use in his human form. These blades are as strong as Iron and are only the size of short swords. (Maximum of 2 per thread)
Level 4
Symbiotic Shape Changing- Seto’s body is made of biomass and there for extremely malleable. This allows him to assume a humanoid form. While he may change his appearance he choose rather to assume the same character each time. While some more advanced Shratar have weaponized there shape shifting has not yet learned this. (Max 3 Shifts per day)
Level 3, very basic.
black shadow
03-24-15, 06:36 AM
TheMysteryMachine (http://www.althanas.com/world/showthread.php?29089-Looks-like-it-s-time-for-another-mystery-(Fred-Level-1))
Observant: Freddy is quick to pick up on clues and their meanings. Obscure details such as footprints, shifts in handwriting, and even false walls and other traps are able to be spotted twice as well as the average human. ~PL3~
Sense Motive: Freddy is excellent in reading body language and voice tones to determine someone’s intentions towards him. While this isn’t infallible he has a hunch for lies that has about a 50% chance of being right. ~PL3~
Enhanced Strength: Freddy is twice as strong as the average human, bench pressing around 350 pounds ~PL3~
Cards of Fate
03-25-15, 05:42 PM
http://www.althanas.com/world/showthread.php?29115-Christopher-Keegan-lvl-1
A 2x to three stats, each PL 3 for an average Pl of 3 Approved.
Cards of Fate
03-25-15, 05:45 PM
http://www.althanas.com/world/showthread.php?29152-Wyld-Stallyns
Lightning fast: Gella can sustain a gallop of 35mph for several hours. She can run at 40mph for ten minutes in a sprint, though needs to rest afterwards. (The average racehorse can run at 40mph for 1 hour as comparison.)
Becuase she's a HORSE and has no human capabilities such as wielding a sword properly or wielding a bow ect Im giving this a tentative three because of how goofy this damn profile is. If she begins to take on less horse and more magical beast stances, or suddenly becomes a centaur, we'll go back to the regular handling of this.
Lightning hooves: Gella can call upon the forces of lightning and thunder and stomp her hooves, creating an electric shock that spreads along the ground in a circular area with a radius of up to 10 feet from her. The shock is as strong enough to knock out a weak or wounded person, and stop the average man in their tracks.
Pl 3
Total PL 6,
Average PL 3
Approved
Cards of Fate
03-25-15, 05:47 PM
http://www.althanas.com/world/showth...082#post246082
Magic Bolt: Kinatoko can launch a concentrated bolt of magical energy that launches at the speed of an arrow shot from a short bow, unlike an arrow however the bolt flies a straight path and does not lose it's momentum. She can fire the bolt for a distance of 12 meters before it dissipates, and it impacts with enough force to penetrate hide and leather with relative ease, dealing damage similar to being hit with an iron arrow at point blank. She can fire off 4 of these before she needs to rest to recharge her magic.
Levitation: Kinatoko has the ability to magically lift objects around her up to 10lbs and within 5 meters of her. While lifting an object, she can throw it as hard as she could physically, or move it around the 5 meter range. Doing this requires her to maintain focus on the object, and any break in concentration will make her drop whatever she is lifting at the time. Lifting objects 5lb's or under for her is as easy as lifting them physically, and barely drain her, allowing her to hold them for several minutes at a time, however lifting objects 6-10lbs requires significant concentration and can magically drain her if she attempts it for longer than 2-3 minutes.
Recharge: Once a day Kinatoko can harness the natural magic in her body to recharge her magical energy and regain her ability to cast spells. The process takes time however and is virtually unusable in combat, as interrupting it can leave her more drained than before both magically and physically. The process takes at least 5 minutes to fully charge her magic, during which she is vulnerable.
Looks like a solid case of threes all around
Cards of Fate
03-25-15, 05:50 PM
http://www.althanas.com/world/showthread.php?29061-The-Schizoid-Man-2-A-Whole-New-Monster
Schizoid man level 2 work up
Average ability level needs to be 4, 5 Abilities max for each persona
Crispen
Abilities:
Bury the Witch
In a burst of rage, Cris can cause the earth to seize an individual, holding them in place. Quick targets can avoid the sinking grab, and at current levels it only reaches to a target's ankles. A target grabbed by this spell can break free after two posts, or after one post with great effort.
Similar to Talens bubble gum but not as strong, Pl4
Shockwave Stomp
Cris can strike the ground hard, causing a wave of force to travel along the ground in a directed 45 degree cone towards a target location. In this area, the ground becomes noticably cracked, and if struck a target must struggle to maintain their balance or be thrown to the earth. This has a maximum range of twenty feet.
Level 4 (It’s similar to Doges Wow)
Strength of the Earth
Cris has triple the strength of the average soldier.
Base stat buff X3, PL 4
Impale the Witch
Cris can stomp the ground with such force as to drive a spike of stone up at a target within ten feet.
Harder to do, we have some ice spike abilities of a lower level, due to vagueness of the damage Im going to call it level 4 and limit it to four uses.
Endurance of the Earth
Cris has triple the endurance of the average soldier.
Basic stat buff of x3, PL 4
Puts his in a solid 4 Average for this persona
Penn
Abilities:
Burn the Witch
Penn can conjure a fistful of flame to his palm. He can either fight hand-to-hand with it, or throw it. Upon contact, this flame spreads to flammable materials. He cannot be harmed by his own flame. Penn can also summon flames on a target within twenty feet.
Instant flames need to be weaker than his fistful of fire. Needs clarification on how hot his fires burn and use limit but otherwise is a pl 4. Four uses a thread, if he fights hand to hand with it each direct hit consumes a hit.
Cauterizing Blade
Penn can heat any held item, usually a weapon, until it is hot enough to cause moderate burns and cauterize wounds. Injuries caused by a sufficiently heated weapon will not bleed, but also will not heal naturally, and may place the recipient in more danger than a bleeding wound. Such injuries can only be treated through surgery or healing magic. Continuous contact with an item heated this way can cause ignition of flesh, clothing, or armor.
Pl4, needs to clarfy how long he can use it post wise, 5 posts a thread is appropriate. .
Seduce the Witch
Penn can reach into the mind of an individual and implant an attraction to him. This is not inherently sexual in nature, but rather incites passion in general. As such, someone who would be sexually inclined toward Penn would become actively aroused by him, but someone with a grudge against Penn would become actively violent towards him, among other responses. Strong-willed individuals, while not entirely immune to the implant, can recognize and resist it.
Suggestive Touch
Penn can, with a touch, plant a strong suggestion in the mind of another. He cannot command them to do anything obviously hazardous, such as leaping off of a visible cliff or running themselves through with their own blade, nor can he command them to do something not in their nature. He can, however, command that they perform a small task for him, taking no longer than one or two posts. Strong-willed individuals can resist his suggestion, but are often confused for a moment.
Snake's Tongue
Penn's words ring sweetly in the ears of the unsuspecting, and he can win the heart of many a man with a short exchange. He can extract information willingly from weak-willed individuals and those who have no reason to hold him in suspicion. He can also talk his way past out of many situations with a combination of this ability and his suggestive touch.
All three abilities lump together to be about a level 6 charm ability (Talked with Hyst about this one)
This puts him at a 4.6 Average but he’s missing two abilities so he’s good here.
Val
Fog of War
Val can focus his affinity for the hungering cold, drawing the heat from his extended surroundings, creating a large, cold fog bank, lasting for 30 seconds before he must cast it again. This fog bank extends out to a radius of five meters from him at the time of casting, though each successive use without rest loses a meter of radius. Visibility in this fog is greatly reduced, and sound muffled, but neither is completely obviated. Ordinary sense of smell is deadened by the cold, however.
Pl4, similar to Talens Shadows but not as strong.
Hunger for Heat
Val's very touch can draw the heat from his prey, and when focused on living flesh, he can cause it to blacken with frostbite, intense pain spreading locally. With a mere touch, this takes sustained contact for several unbroken seconds. If he is able to bite his prey, however, the damage is instantaneous, and unless they can break free from his jaws the intense pain will spread rapidly to the entire limb within seconds.
Seems like a strengthened Keeping it Frosty From Jack Frost, Pl4. Four bites a thread limit.
Predator's Agility
Val is three times as agile as the average human.
Stat buff Pl4
Hunt for Heat
Val can innately sense the radiating heat of living creatures nearby, as well as other strong sources (e.g. open flame). He can determine their size, distance, and direction
.
Innate Senses are a pl 6
Hungering Talons
Upon winning his way to the surface, Val's fingernails and toenails grow into two-inch claws, hardened by his cold form to the strength of steel.
Pl 5
Weakness:
Overwhelmed Hunger
While in control of Crispen Richards, Val subjects his body to such extreme colds that not only does he hunger for heat, he can be harmed by too intense of heat. Direct contact with an open flame burns him far worse than a normal human. Too much exposure will incapacitate him, and may cause Val to sink back into the recesses of Crispen's mind until he can fight back atop his "brothers."
Weakness of fire is fairly common and lowers his total ability level by 2
His total is 4.2, a tad too strong but averages out with his other two personas being spot on
Cards of Fate
03-25-15, 05:55 PM
http://www.althanas.com/world/showthread.php?29001-Liam-Sagewood-Exile
Third Eye (Novice): Through meticulous study and practice, Liam has opened his Third Eye, granting him the ability to see the energy through which magic is practiced. At current, he has the ability to know when magic is being practiced by seeing the energy of the spell. At this level, he cannot precisely predict the kind of magic being cast, but only that magic is being cast. It also allows him to identify people with high degrees of magical power, and grants the ability to pierce through low-level illusions with some effort.
PL6
Lightning Magic (Beginner): Liam is capable of controlling Lightning-based magic at a very small degree. Due to his lack of actual practice and the lack of patience his instructors had with his desire to learn magic, Liam was only ever able to cause small jolts of electricity to form in his hands and at the tips of his weapons. It’s enough to tickle, but not enough to cause even minor singes to the skin. With prolonged contact, a couple of hairs might burn.
PL2
Two abilities Average PL of 3
Enchanted items can't be sold
Hysteria
03-28-15, 09:26 PM
http://www.althanas.com/world/showthread.php?29135-Level-8
Illusion magic
Optical: Avery can create illusions of sight that can last 12 hours in a non-combat situation and 3 minutes in combat. These illusions look to be tangible.
Scent: Avery can create illusions of scent that last 5 minutes and has strong power to adjust how strong the scents are. They will smell very real to those without enhanced scent. PCs with enhanced scent may be able to determine that what they smell is only an illusion.
Personal: Avery is a master at changing the way he looks and smells. PCs with enhanced scent may be able to determine his real scent under the illusion. Personal illusions will last 5 hours until he needs to rest for at least 8 hours until he can craft the strong magic again.
Level 8 (very high illusion magic)
The demonskin is stretched over a base of delyn [Ability: the demonskin offers a high rate of fire resistance - 90%].
Level 7
Hysteria
03-28-15, 09:31 PM
http://www.althanas.com/world/showthread.php?29149-Have-you-seen-this-woman
- Air: Percy can control the wind currents in the air, causing anything from small gushes of wind to small dust devils. Her usage of this ability is quite limited though, her powers are weak. It's also unpredictable, dangerous to even the user. The strongest she can get with this ability can be to create an air gush capable of throwing the average human back, but that's a one in three times happening. In battle, she can use this three times. In quests her usage powers stay the same. However, she can use it five times, two being of force to knock people off their feet.
- Wind Levitation: Percy can use wind currents to do telekinetic feats like pushing, pulling, and improving a jump or punch. Up to twenty feet away is the radius of which she can do this. She can only do this three times, as she just found out about this ability herself and it's loosely controlled.
- Weather Forecast: She can cause brief changes in weather patterns when pushes, causing a small heat wave or a drizzle of rain to happen over a small radius of thirty feet. This is entirely emotion based and can be used once a day. It stays in effect for half a minute. She must be emotionally unstable to do this, and the type of weather change will reflect her current mood - like rain for depressed or windy for enraged. It takes a massive amount of energy from her, causing the need for a quick bite to eat or simple need for rest after or during the thirty seconds of the changed weather patterns.
Level 3s
black shadow
03-31-15, 06:44 AM
Bang Bang (http://www.althanas.com/world/showthread.php?29165-The-Ungrateful-Child)
Fireball- three times daily Phaer can create small softball sized fireballs that she can “throw” from her fingers a maximum distance of 30 feet before they dissipate. The orbs will explode causing slight burn damage but only a very small chance (10%) to continue burning flammable material. ~PL3~
Branded – once per day Phaer can superheat the skin of her palms, causing burn damage equal to that of a heated iron. The heat lasts 30 seconds. ~PL3~
1:3:3
3+3=6/3=3
3=3
APPROVED!!
The Corgi:
http://www.althanas.com/world/showthread.php?29176-Blank-Page-Billy-Corgyn-level-1
Wind Magic: Deflects punch strength attacks twice a day.
PL:3
Water Magic: Some ability to summon small amounts of water and turn it to ice.
PL:3
Improved hearing: Racial ability for being part dog.
PL: 3
1:3:3 Approved.
Hysteria
03-31-15, 11:44 PM
http://www.althanas.com/world/showthread.php?29170-Hope-Level-6
6 : 6.5 : 12
Seven abilities, av of 4.7
Low Light Vision –*Passive*– Drusilia has the ability to see as well in daylight as in low light conditions. So long as she can see the moon in the sky or a campfire nearby she can see in the area surrounding up to 50 feet.
Level 3
Detect Magic –*Hunter*– She is capable of detecting magical auras about her. As the goal of her profession is to remove aberrations in the form of magical maladies she will use this knowledge to often track mages or magical creatures. These auras often are blue highlights around someone ranging from a deep blue to pure magical and a light blue for magically touched. She can only detect auras when she can see the target and will often times use the ability to confirm a mark.
Level 4 (similar to basic detection abilities)
Null Magic –*Hunter*- Similar in working of a null stone, eventually Hunters learn to create the very antithesis to magic itself. While acting as anti-magic the null magic is weaker than a true null stone in that it only stops magic to a point. Anti-Magic is generated around the user and will either negate lesser spells thrown at it, or diminish stronger spells lessening their effect against the user.*In terms of Magic this ability attempts to negate any spell the Mage is directly targeted by or comes into contact with the following parameters;
**Every*magical effect she comes in contact with triggers this ability. She has*no*control on what effects can or will be negated, and the null magic will always attempt to dispel the strongest effects first when in contact with multiple effects.
* If the spell is a minor cantrip (such as*Aurelius' Shahab's Lash*or*This Illusion's focused light.) the effect is negated.
* If the spell has a duration that relies on a trigger, Null Magic will create that trigger a number of times equal to half the Mage Hunter's level (round down). (I.E. Preforming the action requested by* in his Would? Spell, or hitting a mage protected by*Mystic Protection.)
* If it is a spell with a duration she reduces that duration by half her levels in the same time increment it lasts.
* If any of these effects reduce an ability to 0 duration or 0 remaining effect they dissolve and have no secondary effects based on expiration such as the shattering glass of Mystic Protection.*
This however is incredibly taxing to the user and can only be done twice a day before they have used up their accumulated Anti-Magic. Following the two uses the user must trance in order to restore enough anti-magic for one use.
Level 8, two high level magic cancels.
Drain Magic –*Hunter*- By exerting the basic ability of Magic that is innately present in all life, the hunter can begin to drain the Magical energies form the very air about them. The result is a feeling of coldness as the Mana is pulled into a vortex and locked away. Note that the accumulated Mana is not destroyed only stored. This often times is used by hunters trying to prevent a charge up attack, but requires two things of them;
1) They must remain stationary the entire process as the funnel must remain stationary to effectively drain the Mana.
2) The spell must not be more powerful than the hunter. In terms of levels a Hunter can only drain magic in an area that is no more powerful than they are. The spell Level must match the Hunter’s Level or be lesser for the Hunter to be able to drain the Magic.*
3) Cannot be used against instant cast spells, unless the funnel of energy is up ahead of time.
4) Drusilia has found that while she cannot safely store spells of a higher level when using her ability to drain magic, she can act as a pseudo magical lightning rod, taking those enchantments onto her. When using her Drain Magic ability, Drusilia may become the target (or victim) of any spells she attempts to manipulate.
5) Drusilia has found that while in trance, and focused upon the mana within her, she can use her nullstone to dissipate the energies, tearing them to shreds. This has the effect of corrupting the mana to a useless agent.
Ability rewarded*here.
Point 4 clarified*here.
Level 5: Creates an anti-magic field, but the caster is put as a severe disadvantage.
Magical Abomination –*Passive/Hunter*- The act of destroying mana has caused the fragments of this corrupted energy to hover about Drusilia as a cloud. The effects of this, is that she emits a palpable aura to any magic wielder in an area. Whenever these mages draw upon their magic, they will feel her presence, only briefly as a warning in the back of their head. This can be unnerving to those unused to it, but often serves as their only sign that she is alive and nearby.
Level 3
Removed from Time's Flow – Passive/Hunter – Drusilia has removed herself from magic so thoroughly she leaves no ripples in the stream of time to be observed by divination. Any attempt to divine her location or information about her will fail if done through magical means. A scry of her location will produce no effect, though smarter people might scry the people known to associate with her. If they should do so, she will not appear in the picture, and cannot be heard. However a canny observer might pick up information from context clues, much like someone listening in to one half of a phone conversation.
Level 5 protection from scrying.
Lightning Rod –*Hunter*– Drusilia has learned to use Anti-magic in a new and unexpected way. By infusing an arrow with anti-magic in a proper polarity it acts as a magnet. While this use of anti-magic is utterly useless to the Drow as a form of personal defense, she can imbue an item with the proper polarity, allowing her to once per thread cause a magical effect in the area to hit the item, instead of the intended target. Her favorite target for it is one of the two long swords she wields. She has been known to affect her arrows with this type of anti-magic, causing spells to chase after them.
Level 5, single redirect.
Hysteria
04-05-15, 08:03 PM
http://www.althanas.com/world/showthread.php?29208-Stig-Nortic
X3 Strength (For an example: Stig can bench press twice his body weight.)
Level 4, only one ability, so two blank spots brings it up to 4.
Hysteria
04-06-15, 02:20 AM
http://www.althanas.com/world/showthread.php?29224
Mechanical Mind - The Ability to control any clockwork Mechanism he makes with just a thought. He uses this mainly to control his Robotic body as well as any little robots he makes for his own security.
Considering his only clockwork items were purchases with an enchantment that he could control them with his mind, this is nearly a null ability.
Hysteria
04-07-15, 05:38 AM
http://www.althanas.com/world/showthread.php?29221-Eyvik-Slayer-Aspirant
Sealing Magic
-The First Seal: When cast, the user must concentrate for ten seconds (one full post) on applying the seal. During this time, they may neither move or concentrate on any other action. Whatever this seal affects can neither move nor be harmed for five minutes (two full rounds of posting.). (Currently only one/thread)
Level 3. Its strong, however not able to move, single use and very slow cast time brings it down.
Holy Magic
-White Light: At the present, Eyvik can only channel the flames of the Empyrean to heal minor wounds to himself or someone else three times per day. INSTEAD of healing, this spell deals damage to the undead, victims of vampirism, demons, or the wicked of heart. This damage is minor, but causes intense pain. (Only damages these targets, heals anyone else)
Minor healing/minor damage to undead. Level 3
Indomitable Eyvik is possessed of inhuman stamina, and can take a beating for much longer than most people. He could easily take a punch from a trained martial artist head on and remain standing, and it would take several minutes for him to run out of gas.
Level 3
black shadow
04-07-15, 06:27 AM
Silverline (http://www.althanas.com/world/showthread.php?29209-Every-Cloud-has-a-Silver-Lining)
Military Farmer: Having worked his back off as a farmer and having trained three years in a military camp, he's earned all his muscle and good looks. He is strong enough to lift up to 200 pounds. ~PL3~
A Farmer's Working Hands: Another good thing about living the life styles he has lived, Cloud has developed a tough pain tolerance and high stamina. It takes twice as long for him to tire, and he can better withstand many blows from the first or blade. While it would take two punches to knock anyone else down, it takes four for him. ~PL3~
3+3=6/2=3
3<3.5
APPROVED!
black shadow
04-07-15, 06:31 AM
March Of Machines (http://www.althanas.com/world/showthread.php?29196-Im-just-a-work-in-progress-(Xavier-level-1)&p=246946#post246946)
Robotic Strength/Vestigial limbs (weakness):
His robotic arms are twice as strong as the average human’s and are made of iron and end in iron claws that slash like daggers (More a weapon than an ability on the claws). They have an effective range of six feet in any direction from his chest. They move with average speed, and the surface of the arms still are capable of being damaged like regular skin. His biological arms are frail from lack of use, and in fact can barely grip his clothes hard enough to dress himself. ~PL3~
Magicite Resistance:
Due to the inherent energy draining nature of Magicite it is normally considered toxic to the average human. However due to his upbringing Xavier is resistant to their effects and can be in their presence twice as long as the average human before beginning to experience negative effects. ~PL3~
Golem creation:
Xavier is obsessed with creating golems and is now capable of creating “small constructs” out of iron and granting them “life” by “sparking” them with his claws. They require four “Units” of iron to create, he can only make one per thread. He can only keep two alive at a time. They are below average in all stats and have minor intelligence, mostly allowing them to follow simple orders such as “Protect” or “Follow.” (Side note, golems can only be kept from judged threads, non-judgments and workshop threads cannot claim a golem as a spoil. They cannot be sold currently) ~PL3~
3+3+3=9/3=3
3=3
APPROVED!
http://www.althanas.com/world/showthread.php?29238-Roman-Reynolds-the-Magician&p=246990#post246990
Now You See It: Roman is able to teleport items a very short distance. He must be physically touching the item he wishes to move with his hands. The item will disappear, and reappear immediately somewhere else within a ten foot diameter of him. The item must be smaller than a basketball, and weigh no more than ten pounds. Performing this trick takes no physical toll on Roman, though he can only do it three times per day.
PL = 3 Limited displacement of small items like daggers, stones, etc.
Disappearing Act: Roman possess the ability to turn invisible. He must have complete concentration for the entire ten second duration of the trick, or his invisibility will be partial or spotty. Heightened emotions, such as fear and anger, will break this concentration. He still makes noise while invisible, and he is still vulnerable to attacks. Contact with another person, either directly or indirectly, will result in complete loss of invisibility until the connection is broken. For this reason, he cannot remain hidden while attacking or be attacked. However, he will not lose invisibility by coming in contact with inanimate objects alone (knocking over a stool, opening a door). Roman may do this trick once per day. A perfect ten second duration will leave him with no negative side effects. If he encounters problems, such as being revealed by physical contact, or losing invisibility due to emotional distress, he will be left feeling light-headed for approximately one hour.
PL = 3 One time use 10 second invisibility with harsh restrictions
Smoke and Mirrors: Once a day, Roman can fill the room that he is in with smoke. Those in the room experience no health issues while surrounded by smoke. Rather, all people, including Roman, are simply unable to see through it. The smoke begins to fade immediately after being cast, and it is completely gone after approximately thirty seconds. This magic has no effect on Roman’s health.
PL = 2 Once a day distraction that also affects user with short duration. Limited combat usefulness.
1:3:2.67
Approved!
Fox Owen Xavier
04-07-15, 09:24 PM
http://www.althanas.com/world/showthread.php?29237-Bank-of-Hoytti-(1)
Bank Ownership - As she owns a bank, she gains 5% increase to the normal amount of money each thread.
Power Level 3
APL = 3
Approved.
Fox Owen Xavier
04-07-15, 09:27 PM
http://www.althanas.com/world/showthread.php?29196-Im-just-a-work-in-progress-(Xavier-level-1)
Robotic Strength/Vestigial limbs (weakness):
His robotic arms are twice as strong as the average human’s and are made of iron and end in iron claws that slash like daggers (More a weapon than an ability on the claws). They have an effective range of six feet in any direction from his chest. They move with average speed, and the surface of the arms still are capable of being damaged like regular skin. His biological arms are frail from lack of use, and in fact can barely grip his clothes hard enough to dress himself.
Power Level 5
Magicite Resistance:
Due to the inherent energy draining nature of Magicite it is normally considered toxic to the average human. However due to his upbringing Xavier is resistant to their effects and can be in their presence twice as long as the average human before beginning to experience negative effects.
Power Level 2 due to the small effects.
APL = 3.5
Approved
Hysteria approved the override since 3.5 is slightly higher than the allowed limit (3.25). http://www.althanas.com/world/showthread.php?28781-Fox-s-Training-Thread&p=247014&viewfull=1#post247014
Cards of Fate
04-25-15, 02:26 PM
http://www.althanas.com/world/showthread.php?29324-Harry-O-Neal
One pl 3 approved
Cards of Fate
04-25-15, 02:27 PM
http://www.althanas.com/world/showthread.php?29306-Yn-y-Dechrau
A school with an inconsequential ability and a Pl3 ability: Pl 3
A jump boost x2:Pl 3
A fourtune telling ability: Pl 3
Cards of Fate
04-25-15, 02:29 PM
http://www.althanas.com/world/showthread.php?29293-Everything-Ends-but-Inquiry
Enchanted sword, capable of burning things and healing two moderate wounds a day, most be used by another Player character.
Two Pl threes due to other limitations on the character
Cards of Fate
04-25-15, 02:31 PM
http://www.althanas.com/world/showthread.php?29294-Release-the-Quacken-(Ducky-Lvl-1)
A rather FOWL profile
Duck transformation Pl3: It's a normal duck
A duck distraction: Pl3
A not healing healing spell: Pl3, prevents major wounds from killing someone from bleeding out, doesn't actually heal them
Cards of Fate
04-25-15, 02:33 PM
http://www.althanas.com/world/showthread.php?29279-Crowned-Lion-by-the-Sun-God(W-I-P)
Three Pl 3
Cards of Fate
04-25-15, 02:33 PM
http://www.althanas.com/world/showthread.php?29271-The-Curious-Wanderer-Shane-Oak
Textbook PL 3 earth m,anipulation
Cards of Fate
04-25-15, 02:34 PM
http://www.althanas.com/world/showthread.php?29232-What-Dreams-May-Come-Jos-Skolstrazh
A pl3 illusion spell
A pl3 fortune telling spell
A pl 3 pain resistance
Cards of Fate
04-25-15, 02:36 PM
http://www.althanas.com/world/showthread.php?29243-Michael-Laenitheos-The-Warmongering-Paladin
Pl 3 light ray shooting
pl 2 regeneration
pl 3 holy fire
Cards of Fate
04-25-15, 02:37 PM
http://www.althanas.com/world/showthread.php?29175-(Sir)-John-Albert-Cromwell
Straight pl 3 stat boosts with a minor enchanted item
Cards of Fate
04-25-15, 02:37 PM
http://www.althanas.com/world/showthread.php?29171-Can-we-drown
Pl 3s all around
Cards of Fate
04-25-15, 02:38 PM
http://www.althanas.com/world/showthread.php?29242-Hawl-Sorie
No abilities
Cards of Fate
04-25-15, 02:39 PM
http://www.althanas.com/world/showthread.php?29228-The-Thunderclap-Swordsman
A textbook pl 3 lightning ability
A Pl 3 speed
Pl 3 lightning armor thingy
Cards of Fate
04-25-15, 02:40 PM
http://www.althanas.com/world/showthread.php?29223-Alliander-Slayn
Three pl 3s
Cards of Fate
04-25-15, 02:42 PM
http://www.althanas.com/world/showthread.php?29312-Siafu-Queen-(1)
Two abilities, a whole bunch of obvious weaknesses
Pl 1's for strength
Pl 3 for swarm
Fox Owen Xavier
04-25-15, 08:05 PM
http://www.althanas.com/world/showthread.php?28828-Salem-Level-2
Speed: x2-Salem can run a mile in just under five minutes flat. So to understand his limitation at the moment he has been noted to grab an object several seconds before must others are able.
Level 3
Fire Manipulation:
- Fire Ball: This is his only use for fire at the moment, roughly the size of volleyball. Salem has now learned to change the shape of his manifestations. Its really cool to throw a miniature looking horse or objects he finds creative at his opponents.(Limit is four)
Level 4
Kinetic Energy Manipulation: Using the energy of movement and motion around himself he can harness such to channel it for various purposes. Currently he can only use a few sub-abilities through this manipulation.
-Metapod: Salem uses kinetic energy to strengthen his skin and body to the grade of iron. Blows with an iron weapon will do less than normal damage, however; this does not give him improvements in actual strength or speed; yet. (Current limit of use is four)
-Springy Feet: Using his kinetic energy to release a short and quick pulse from one of his limbs speed the motion process of his body. The energy acting like a short and compacting burst. Thus allowing him push hard surfaces from his feet or hands; giving him a point five extra amount of speed and eight foot higher jump.(Limit to four uses per thread.)
Two Level 3s.
Approved with APL of 3.25
Hysteria
04-29-15, 04:04 AM
8 : 7.5 : 14
http://www.althanas.com/world/showthread.php?29335-Otto-VIII
Insight (x5): you met all sorts in Otto's old line of work. His current one, too. Constant exposure to people suffering the full spectrum of human emotion, oftentimes trying to hide it, has taught him a few things about reading others. Unless the person is highly gifted at bluffing, Otto can spot when someone is putting it on.
Level 5
Endurance (x7): Otto isn't necessarily fast, or even smart - but he just keeps on coming. Even in full military kit, Otto has no problem undertaking a whole day's march. Debilitating effects such as poison and blood loss are much slower to put him down than the average human - though they will certainly still cripple him. This also determines how often Otto can use certain powers before resting: Otto has a number of 'endurance points' (EP) equal to his ability modifier (x7), which are consumed by some abilities, but may also be depleted through normal strenuous activities. Otto regains spent EP through rest.
Level 7
Precision (x7): when wielding a hammer, Otto is capable of easily striking typical thrown weapons directed at him (rocks, javelins, shurikens, knives etc. - unless he is bombarded by several at once), and has about a 66% chance to do the same for faster projectile weapons. His attacks with hammers rarely go wide by more than half an inch, those with spears can be relied on to land within one, and he has unerring coordination with other hand weapons - though the effect can be rather spoiled when his targets don't stand still.
Level 7
Reflex (x6): Otto has only become more skittish during his time serving the Empire, and endless drills have hardwired in quick responses to perceived threats. From weapon strikes and ringing alarms, to misplaced words and an approaching officer, his reaction time to danger has been reduced to one twenty-fifth of a second.
Level 7
Scent: Otto has an excellent sense of smell, and can easily detect animal traces on the wind or left behind where an individual has resided for some time. Smells which stand out are sweat, urine, faeces, and, in particular, blood. This made growing up in a medieval(ish)-era city about as enjoyable as you’d expect. In regards to the mentioned odours, Otto’s sense of smell is as good as that of a canine in the middle of the olfactory sensitivity spectrum, and half again for other scents.
Level 7
Strength (x7): Otto has a single-arm lift capacity of 147 to 420 kg, depending on whether the angle is favourable or not, and a maximum punch force of 585 kg.
Level 7
Tapetum lucidum (x5): Otto's people evolved as dwellers of caves and nighttime hunters, be it man or beast. Otto can see at light levels five times lower than what would be visible to humans, but can give off eyeshine if strong light is reflected off his retinas.
(included in scent)
Toughness (x7): someone with strength comparable to that of an untrained human will have just a 1 in 200 chance to break one of Otto's ribs, though a professional pugilist would have closer to a 1 in 20. Otto has remarkable muscle density, and his skin is about as resilient as toughened leather.
Level 7
Willpower (x6): Otto can happily subject himself to harsh conditions - such as wading into icy water or walking barefoot over scorching sand - without any ill effect to his focus and faculties for 22 minutes. The mental discipline that has been drilled into him also lets him allay fear and resist to some degree those certain influences that daze, dampen and confuse the mind.
Level 7
Consummate Tradesman: one doesn't work for the Althanas Trading Company without picking a few things up, and that's without two decades worth of experience in the business. Otto knows his materials, knows the playing field, and after having become such a keen student of human nature, knows the players, too. He receives a 10% discount when purchasing tier 2 materials or goods, or a 5% discount for tiers 3 and 4, on top of any other price cuts that may be applied.
Level 6
Sense of Iron: Otto knows when iron is nearby. He can sense its shape, its concentration, and patterns in the metal left by the shaping process. The ability to sense iron also depends on how prevalent it is; a pure lump of the stuff will shine like a beacon, while a rusty pin would glimmer like a half-reflected moon on water. Otto can sense iron and its alloys down to one-twentieth purity (by weight) up to a range of forty metres away. The only exception to this rule is blood; although there is so little iron present in it, something about Acmon's magic is attuned to the stuff. Spilled fresh blood he can sense clearly, if there are more than a few millilitres of it, but not old blood or that still held within a body. Like any sense, it has a range. He can barely perceive the presence of iron at forty metres, can begin to pick out microscopic structures at twenty, and is able to discern the atomic composition within five. The sense can also become overloaded, so that Otto has difficulty picking out individual items when there is an abundance already around him. As this is a supernatural ability, it can be influenced by magic-dulling and magic-enhancing factors.
Level 6
Infusion: Otto can identify enchanted iron within the range of his 'Sense of Iron' ability, as well as the kind of enchantment in an item. He can also work such enhancements into any iron-containing workpiece which he forges himself. The item must comprise at least one-quarter iron by weight, although enchantments will benefit from the inclusion of augmentative metals such as Damascus or Prevalida. Enchanting can only occur under specific conditions, by drawing on the surrounding environment – be it the significance of the tools used, something regarding their history, Otto’s mood, aspects of the location where the item is made, and so on.
(Skill, not included)
Empower: Otto can, at will, double the enchantment strength of an item within five metres of him.
Cost: 3 EP
Level 5 (two uses)
Iron in the Blood: Otto can draw upon the life-giving properties of iron and use it in a restorative capacity. This allows him to purge either himself or someone he touches of toxin and disease, to clean infected wounds, and counteract the effects of blood loss. The process is incredibly painful to the recipient and quite draining to Otto.
Cost: 2 EP
Level 4
5, 7, 7, 7, 7, 7, 7, 7, 6, 6, 5, 4 = 12 = 6.25 av
Hysteria
04-29-15, 04:06 AM
http://www.althanas.com/world/showthread.php?29333-Jack-o-Spades
Incorporeal- With the exception of his jack-o-lantern head, and gloved hands, jack has no physical presence in the world. Even his hands have little substance, seeming to be filled with air when touched (though faintly warm) and are of little use besides manipulating light objects (No more then 5 pounds).
Any attempts to use his physical features as a weapon has little effect, his hands deflating like balloons when attempted, and his head being no more deadly then an average hollowed pumpkin, in other words, very squishy, easily smashed, and practically useless.
It has been observed that he is able to use his hand to administer a "slap", resulting in a stinging sensation similar to a humans slap, though his hands often deflate for a moment after such an occurrence.
This does however render him neigh invulnerable to physical harm, and as of yet, no physical damage to his person has yet to render him to cease to exist. In the event of the destruction of his "head", he will reform at the nearest pumpkin patch if given enough time. This does appear to be quite painful for him however, and he will attempt to avoid such a fate if at all possible.
Weak body, slightly floaty and come back to life ‘eventually’. Level 2
Gamblers Gut: Jack is able to conjure any necessary "common" gambling devices from within his ephemeral being. His white gloved hands will appear to "disappear" into his midsection, and pull out any necessary implements for the game at hand. These implements hold no special properties, other then the fact that they disappear at the completion of the game. He can not conjure these items unless necessary for the game to be played, with the exception of one deck of cards, which he often passes time shuffling, and dealing. He is also familiar with the rules, and methods of play, for any "common" games he conjures. (Common in this case refers to common portable "earth" games. Black jack, craps, poker, etc)
Gamblers Compulsion: Jack's presence compels persons within 25 meters to take bigger risks, and engage in riskier behavior. The effect is mild at this time, effectively being a "1.5x" increase to an effected beings risk taking behaviors. A being that would only gamble 10 gold, will gamble 15, a man that would only have one drink, will have one and a half.
This however can be compounded as multiple risky behaviors further degrade the beings decision making process, as they get drunker then normal, or more stressed from their own activities. Strong willed characters, such as those of religious nature, or disciplined military personnel, may be unaffected by a small effort on their part, though due to its faint nature, they will be hard pressed to find what exactly caused them to want to be riskier then normal.
Jack is also able to suppress this skill if he so chooses and makes an effort to, though the cause and reasons for him to do this in the past have thus far been rare.
Level 2
Aura of Acceptance:
An aura of acceptance eminates from jack, and while not strong enough to allow him to do as he wishes, it means that people accept that he's just a floating pumpkin without too many questions. This usually takes the impression of him being some type of flamboyant magician, or some haughty illusionist with a penchant for the grandiose.
Level 3
Hysteria
04-29-15, 04:08 AM
http://www.althanas.com/world/showthread.php?29284-Restriction-666-released-initializing-Wrath-Engine
16 : 10 : 20
Pain Syndicate – Seth has undergone so much pain and trauma that he can push himself further than the normal man. So long as Seth has drive and conviction to reach his goals, he will continue to fight. He does not easily fall unconscious or will not easily give into death. While he cannot ignore his wounds, he can keep fighting to the best of his abilities, working through the pain and trauma.
Level 7 (high-ish level endurance)
Bad Reputation – Seth Dahlios is a name synonymous with murder, thievery, matricide, patricide, and psychosis. People will often react to Seth in a violent or forceful manner, in the hopes of scaring him off from killing them as well. Legendary for his moniker of the Demon, he is treated hostile in almost every place he goes and is recognized.
Not counted.
Iron Will – Seth’s encounters with death have taught him pain is still nothing to fear. He has become intimate with the workings of his body, and so long as he is determined, he will always be able to stand regardless the circumstances. This doesn’t mean he can fight, merely that unless he is dead or has suffered a crippling leg wound, he can still stand.
Included under endurance above.
Hex Magic is a rather sadistic branch of magic. This unique branch of magic is limited to those with the genetics qualities produced by wielders of such magic. The most notable trait of this twisted magic is grey eye color. This magic can only be learned through questing/battling, only with the express permission of the parties involved, and only with Moderator approval. I can STRENGTHEN spells I have already learned; however, I must first learn them in a quest or a battle. (Removed restriction on being able to gain new magic.)
Not an ability.
Sowing Salt - Upon saying the words, "Salt heals all wounds." The weapons in his hands (must be two) are imbued with a rather peculiar power. His knives; upon hitting his opponent will increase any pain that his opponent feels, in effect doubling it. This ability cannot kill on its own, but with the daggers, it may open an opponent to attack. The duration of this ability is until one post after Seth loses contact with one of his daggers.
Level 6 – pain, but unlimited unless disarmed.
Slow - Upon the mage saying the words "Life is passing you by," an orb of grey light forms in the hands of the mage. Upon hurling this ball at the speed of an arrow and hitting his opponent they will be slowed. The physical side effects are a feeling like running through water rushing against them. This spell at the moment only slows a person down to half speed. Usable once per thread and for the duration of two posts.
Level 4 (decent effect, but single use).
Eye for an Eye - If the Hex Mage has eye contact with his opponent he may activate this ability. By concentrating on a particularly painful memory the mage can force his opponent to experience incredible pain by saying the words, "You don't know the true meaning of pain." Only a battle hardened person may hope to fight through he pain and continue on. Battle with Luc Kraus has shown that this ability may cause emotional instead of physical pain. Usable once per thread.
Level 5 – high level physical or mental pain, one use however.
Pain - Upon saying the words, "You will feel my pain" The pain that the Hex Mage is experiencing at that moment is transferred in a ten foot radius around him. Lasts a single post. This will not diminish the mage's pain; only share it with those around him. Usable once per page.(Page being fifteen posts)
Level 7 high level pain, area effect mixed number of uses.
Out of Character:
Clarification: Pain is transferred before Pain Syndicate is applied, this means that the full amount of pain a person would experience in his skin is applied and not the reduced amount he actually feels.
Sin Harvest - This ability must charge up over a post while the Hex Mage stands still and in one spot. Upon saying the words, “Penance for your sins?” a ball of purple energy forms in the Hex Mages Hands. This ball may be held for two posts. If held to long or it makes contact with its target, this energy disperses over its target. The ability then looks back at the targets history over a month (goes farther back when upgraded) and for every sin committed it does two things;
1) Forgives the sins, making them untargetable by Sin Harvest again.
2) Deals damage for each sin committed physically in the form of cuts. The greater the sin is, the deeper the cut inflicted. This ability CAN kill. (NOTE: If this ability hits Seth, it will deal 1.5 times the damage it would have normally inflicted.)
Usable once a thread.
Level 8
Stop - Upon saying the words, "Times up" The Hex mage forms an orb of black light within his hands. Throwing it at the speed of an arrow will cause a person to be halted in time. So long as Seth does not begin to cast another spell, or make a move of aggression the spell will hold. However, any resistance by the victim will cause Seth to gradually grow physically ill, until such time as he vomits, releasing the spell. Also, any damage done to his victim also occurs to Seth. Usable once per thread.
Level 4, powerful, but very limited with secondary requirements.
Gift of the Magi – Once per thread the caster can heal every wound done to himself, however upon doing so the mage loses complete control of his body, as the magic takes over protecting them. Until such time as the mage is no longer in danger, the magic will continue to control him. After the body is found to be out of harms way an immediate purging of the left over magic will occur.*Seth no longer fears the demon within him, and due to this fact has found that there are no drawbacks when using the Gift of the Magi anymore.
Level 8 (lower than say, Talen’s healing)
Seven Deaths – Once per thread upon saying the words “You’ll be surprised what you can live through” a ball of crimson red energy will form in the hex mage’s hands. The orb when thrown will travel at the speed of an arrow with any added force of the caster’s throwing. The result is an illusion picked at random to simulate one of Seven Deaths; Burning, Hanging, Drowning, Beheading, Quartering, Disembowelment, and Pressing. The illusion is up to the victim’s discretion and often takes on the form of their greatest fear of dying. Should they not be able to see through the illusion then the spell will kill them, making their body react as if it had been put through the illusion, making it real. However, should they force off the illusion of death they are merely disoriented a post as they must fight off their body almost thinking it was dead.
Level 7, high level illusion with chance of death. Single use.
Malice - The last spell Seth Dahlios has taken, Malice is a spell that hearkens to the blackest magic in the universe. Upon speaking the words "I will put you out of my misery" an orb of pure blackness will form in Seth Dahlios' hand. Should that hand, or the orb make contact with the victim, the spell will begin, feeding off the very hatred and malice of the caster. If the caster can fuel the spell enough, the spell will slowly and painfully begin to erase them from the space/time continuum. Upon a full post of being erased, if the caster can maintain a grip on the anger and malice in their heart, the spell completes, erasing the victim from the history books, along with the name and memories of them from the minds of everyone who would have known them, save the caster.
Usable once a thread. Can only erase characters with permission obviously.
Level 10
Wrath Engine
Seth Dahlios has internalized the sin of wrath, ingraining it with who he truly is. To this end Seth Dahlios has learned to channel his wrath into his magic, boosting it to levels he had only seen when he had learned the spells. Once per battle or quest Seth can channel the wrath within him to supercharge his magic in ways he has rarely witnessed. For 2 minutes or the first three spells he casts during that period they gain the following effects;
• Sowing Salt – Turns the tiniest scratch or pinprick into a weal of agony lighting the nerves of the victim on fire.
• Slow – Slows by half again. (To a quarter their natural speed.)
• Eye for an Eye – Guarantees an attack on the user's psyche inflicting as much mental anguish as possible.
• Pain – Sends out double the pain.
• Sin Harvest – No longer has a charge time, has no restriction on time searched.
• Stop – No longer has a sympathetic bond between caster and subject. Breaking the spell cannot cause Seth to Vomit.
• Gift of the Magi – Can trigger from beyond death, if this is the case Wrath Engine is immediately engaged and must run its full course if not already active.
• Seven Deaths – Triggers visions of three different deaths.
• Malice – Requires substantially less energy to pull off. (Note: I still need player permission to erase them, and this merely gives a reasonable circumstance to pull it off if I don't know them.)
(Included these in the above scores)
Fox Owen Xavier
04-30-15, 05:01 PM
http://www.althanas.com/world/showthread.php?29283-All-Hail-the-King-(Vincent-Cain-level-4)
Strength of Kings: Vincent despite his looks is FOUR TIMES as strong as the average human. He can easily lift up to 550 pounds at the drop of a hat.
PL 5
Emperor’s Training (Two abilities combined into one): Through both the power of Fate and training Vincent is FOUR times as fast and reacts four time as fast.. He can sprint upward of 60 miles per hour, and strike Three to Four times with a blade or fist in the time an average fighter could squeeze in one. He can also react four times as fast and is better at deflecting blows ect.
PL 5, Hysteria said this is just a single speed ability
Blood of the Emperor: The change in his arcana has caused him to lose his truth sensing abilities but grants him an increased healing factor. He is capable of five times a day closing a moderate wound within the space of two posts. Out of fights he regenerates three times as fast allowing him to recover from major injuries (But not fatal.)
PL 6
Tap Blink: Vincent in capable of 6 times a day of teleporting up to ten meters from his starting position in any direction. This movement is quick and hard for the average opponent to see. When he teleports he flashes a bright blue, and when he reappears he lets off another blue flash. It takes about 1-3 seconds for him to reappear depending on the distance.
PL 10, this ability is at the limit and not able to increase any more unless Hysteria/Dirks allows an override.
Pain tolerance:
Vincent is able to withstand more pain than a normal person. Minor cuts are more like an itch, with really painful things somewhat dulled. Only major cuts and injuries tend to slow him down. (Endurance x2)
PL 3
Fate’s Chosen:
Vincent is capable of sustaining four times as much damage as the average human. It takes four times the amount of force to break a bone, and cuts that would normally be deep are more minor.
PL 5
Kinetic Manipulation(Two abilities): Vincent is capable of 15 times a day manipulating the kinetic energy of objects. At this stage he can either Triple it or HALF it. This is required via contact with his hands. If he is throwing something is able to triple the launch speed that it would normally go, and if he is catching a blow he is able to half the impact of said punch. Likewise he can also triple the impact of his punches, however with his endurance and pain tolerance he can only handle four "boosted" punches with one hand before breaking a finger, knuckles, or his entire hand. Vincent can now consume five uses of “boosted” punches to smash through a spell, such as a fireball, and only take half of the damage that he would take if he hit it full on.
PL 7 for the 3x kinetic
PL 5 for the 1/2 energy
Born of the Tap: When Vincent dies he fades back into the Tap and rises like a pheonix once more a week later.
PL 1
APL = (5+5+6+10+3+5+7+5+1)/9 = 47/5 = 5.22
Approved since 5.22 is under the allowed PL of 5.5 and 9 abilities is equal to the number of abilities allowed at level 4
Cards of Fate
04-30-15, 06:27 PM
http://www.althanas.com/world/showthread.php?29393-Lilidith-Kaethar
Three PL Threes
http://www.althanas.com/world/showthread.php?29385-Aryya-(1)
Three Pl threes. The bow might be too strong but if it's a problem we'll reopen and mess with it.
http://www.althanas.com/world/showthread.php?29361-Yuina-the-Ascetic
Three PL threes
http://www.althanas.com/world/showthread.php?29373-Merlot-Character-Sheet
Three PL threes
http://www.althanas.com/world/showthread.php?29364-The-ghostest-with-the-mostest!
A pl 4 and a pl 3, approved because missing ability and discretion.
http://www.althanas.com/world/showthread.php?29334-Sa-an-Disgraceful-Paladin
Three Pl threes, hammer with discretion. If y'all have an issue take it out of my GP.
Hysteria
05-01-15, 08:28 PM
http://www.althanas.com/world/showthread.php?29360-Six-%28Tobias-level-6%29
6 : 6.5 : 12
6: 6.8 : 11 approved.
Dauntless: Tobias has transcended pain. Through flame and whip, knife and nail, his body has been punished beyond breaking. Each time, the broken man stood once more. Tobias can continue to fight even with normally incapacitating wounds. Broken bones will slow him, but not stop. He will endure through the loss of limbs or critical wounds until his body is unable to function.
Level 10
Unmake: Trained in the secret arts of the Order of the All-Seeing Eye, Tobias has learned to break down magic spells with his own mana. This powerful fluctation of magic power breaks down and scatters a spell to the winds. This can be used four times per day.
Level 8
Lightning Reflexes: Tobias can move at breakneck speeds on a whim; though his running speed is nothing special, his reaction time is incredible. Quicker than most men blink, he can move faster than a finger on a trigger. (Can't dodge a bullet outright, but can outmanuever a shot.) At close range, his hands can move faster than a veteran martial artist. He can stab with a blade eight times in the time it takes most men to do so once.
Level 8
Hatemark: Once Tobias verbally marks a target, he can "feel" them with a sixth sense. This perception supercedes stealth and mystical wards. He can cancel the mark at any time with a thought. In combat with a marked target, Tobias moves with brutal efficiency. He gains strength equal to that used against him.
Level 9 - Strength
Level 5 – ‘Marking’
Baleful Aura: Though largely unable to harness it to its full potential, Tobias' wild and wicked magic power manifests around him like miasma. Those who linger near him for too long (unless he is suppressing it) experience negative emotions that trigger memories or depression. In battle when tensions are high, the induced sensation is fear and panic. This aura is effective within 10 feet of Stalt.
Level 5
Terror: Once he has marked an enemy with his Hatemark, Tobias can actively "infect" them with his Mana. By flooding the marked target with his essence, Tobias can shatter an enemy's resolve and force them into a state of primal fear. This makes it nearly impossible for them to concentrate, though it does not inhibit their movements. This effect lasts for 3 posts or 7 minutes. (Usable 3 times/thread)
Level 6
Scour: With a subtle incursion of his power, Tobias afflicts a sickness on his foe that remains dormant until they channel magic. This "trap" causes what begins as a "mild ailment." As the target begins to draw on magic power, it erupts into a crippling fit of vomiting and shivers. If the target continues to use magic, the condition can progress into plaguelike symptoms and ultimately organ failure.
Level 7
Stillness: Forcefully unloading energies onto a foe, Tobias can cause their body to atrophy, which makes their movements become labored and difficult. Their movement speed and reaction time are halved while in the effective range of Tobias' aura while he is maintaining this power. (Lasts for 2 posts or five minutes, usable 2 times/thread)
Level 7
Slayer: Tobias' strikes are honed over years of training and combat. His brutal finesse makes armor less effective against his blows. His strikes (of moderate strength) with a blade pierce steel grade armor and less (if they strike head on), and blows he deals cause "wounding". Wounds dealt in this manner take twice as long to heal.
Level 5 – pierce steel
Level 5 – wounds heal slower.
Hysteria
05-01-15, 08:32 PM
http://www.althanas.com/world/showthread.php?29342-Lloyd-Ransome-Orlouge-%28level-2%29
2 : 4 : 5
Shadow Magic- Shadow Surgery: Studying the Mystic's shadow magic Lloyd has become so proficient with his medical work he has learned the key to keeping his patient's BODY living for up to year. This also allows him to mend wounds at an accelerated rate as opposed to not using it. (This lasts for two threads before needing to re-operate on the dead. In order to reanimate the dead this must be done with care, quickest one post.)(3 Minor-Moderate heals per thread can be dont rather quickly, while if given enough time (about 5 min/1 full post) and cover he can heal 1 Major wound.)
Level 4 – heal
Flesh Crafting: Body Modification- Lloyd has become so proficient with his shadow magic that he can conduct more complex operations. He has recently taken up the hobby of Body Modification and has begun using his magic to edit targets. He can add or remove limbs without risking the subject's life unless he chooses to work sloppy. Any attached limb can be used by the target as if it were their own. Other than this major surgery he can add any "Details" that anyone would want.(1 Major operation per thread, up to 3 minor Details. Moderate recovery time, 1 day before minor use anything added.)
Level 3 (the day recovery time makes it far less powerful).
The Mark of the Sinister Surgeon- Wicked Curse: Any person that have been under Lloyd’s knife are unknowingly marked by his wicked intent. Normally this mark is transparent unless Lloyd activates his curse. Unbeknownst to the target this curse will force he/she to act on his behalf. With a high enough willpower this can be resisted. (Can activate Once per person marked, duration of 3 posts. Willpower must be specified.)
Level 3, inherent is PC agreement.
Undead Thrall: ‘Kamile’- After spending many months perfectly crafting this perfect specimen Lloyd was pleasantly surprised that all his hard work had paid off. Kamile is a fair skinned young man who bears a striking resemblance to his creator. Not only does Kamile serve as a body double but with Lloyd telepathically at the helm he is a well versed fighter.(Permanent Thrall, Kamile may fight for Lloyd at any time. No Abilities.)
Level 4, average human familiar.
Mystic Protection- Any attack shatters the Mystic shield of glass around Lloyd, the glass once shattered it disintegrates to near microscopic particles. These particles create a vortex around Lloyd by circulating around him at intense speeds, it creates a moderate repelling effect. Able to repel a second arrow or even slow down a swing from a weapon. This lasts for only 10 seconds. (1 per day)
Level 4
Cards of Fate
05-02-15, 11:32 AM
Poison/disease resistances: Madison is immune to all poisons, diseases, drugs, aphrodisiacs, pheromones, and any other sort of chemical or compound that would otherwise have a negative or debilitating effect on her.
- PL 7
One tough bitch: Due to a rather extreme endurance regimen and her own stubbornness, Madison can take and shrug off most forms of physical punishment and still get up to fight back. Several bones need to be broken before she even considers staying down. Madison is also capable of surviving in extreme conditions for a few minutes longer than others.
- PL 8? for Feels like a step up
Maneuverability: Madison is able to run at about 20 mph for several minutes without breaking a sweat, and uses that ability on the battlefield to run circles around her slower opponents. Also, thanks to her extensive hand-to-hand training, she is agile to the point where she's able to duck, dodge, deflect and counter most close-range physical attacks from adversaries even slightly faster than her.
- PL 5 for Speed
- PL 5 for Agility
Plauges:
Freebird's Bane: Usable 5x a day or battle
- Infects the victim with intense, debilitating headaches, blurred vision, fits of vomiting, greatly dulled senses, and halved speed, power, endurance and agility. The symptoms of infection take roughly one minute (or the length of a post) to settle in. Infection can take hold if it is inhaled or makes contact with open eyes or exposed wounds. Infection will also occur if the Bane makes contact with unbroken skin, but the victim will take twice as long to suffer its effects (two posts or minutes, as opposed to one).
- She can exhale a focused jet of the purple poison that can travel fifteen feet in the direction she exhales, or a cloud four feet in diameter that only travels seven feet in the direction its exhaled in. The cloud will linger in the air for a minute or the length of a post before dissipating.
- Madison can also manifest the plague through her skin or vines, which will appear as a thin layer of purple slime.
- If the victim is not treated within four days, the infection will kill them.
- PL 10, much harder to dodge
Poisoned Mind:
- Whenever a being establishes a telepathic link with Madison, the corrupted nature of her physical body bleeds across the aether and infects them with a unique psionic plague. This occurs automatically and instantly with anyone who projects themselves in a way that she receives it, no matter the reason--diving into her mind for memories, working to destroy her psyche from inside, or even for just a little telepathic chat between the two.
- Symptoms of the psionic plague are immediate; first, the victim is overcome with massive psychic feedback that causes major migraines that disrupt their thought patterns. Shortly thereafter, if the connection is still present, the victim is overcome with intense nausea that forces them to suffer fits of vomiting. As their minds weaken, so do their physical forms.
- This cannot kill; symptoms will linger for one minute or post after the connection is broken before disappearing.
Pl 10, a mental defense that counterattacks with extreme counter effects.
Nemo's Marionette: Usable 3x a day or battle
- Through fungal pods that can be extended from and retracted into the palms of her hands, Madison is able to shoot out bursts of blue spores that contain a special strain of cordyceps fungus. The bursts fire simultaneously from both hands in little blue clouds that travel four feet in whatever directions her hands are pointed. When the spores are inhaled or ingested by their new host, they undergo fifteen minutes or three posts of torturous pain as the fungus begins to take control of their physical form. The process is complete when small stalks with a blue base and oily purple tips start bursting through the skin of the host, usually in and around the neck area, as if they formed a crude collar or necklace.
- Once the fungus is in full control, the host can operate well beyond its normal capabilities (1.5x strength, speed, endurance and agility with a cap at 10x).
- Due to the biological means of production, Madison is able to establish a link with those infected and use thoughts and vocal commands to order around all infected hosts or single creatures within a one-mile radius. These hosts are able to communicate what they see and think back to her over this link.
- Able to infect living and dead insects, beasts, and lesser kinds of monstrosities such as Fallien harpies, trolls, goblins and ogres, as well as dead human and human-like beings at this point in time.
PL 10
It Did Not Happen: Usable 2x a day or battle
- In a fit of desperation, Madison is able to produce a special blood-red cloud of fungus spores that prey not on flesh, but on magic.
- These spores, when they come in contact with a magic spell of any nature or anyone affected by a spell, will instantly negate the spell's effects and cause it to dissipate entirely.
- If the spell in question is of a nature where it requires continuous action in order for it to be sustained, then the caster's concentration will be broken and the spell interrupted.
PL 9? The uses were doubles
Podë's Caress: Usable 3x a day or battle
- A gift from the Forgotten One Podë; the Caress can affect both flora and fauna of any kind.
- Humanoid and animal victims of the Caress will be mutated into a more feral version of themselves. Their size will increase anywhere up to 2x their original mass due to their mutating muscles and bone structure; and with their primal lack of inhibition they are able to push themselves to be faster and stronger than their original forms.
- The mind of more intelligent victims will regress into an animalistic state--they will retain any cunning they may have had, but reactions are essentially cut down to fight-or-flight. Victims will retain all abilities they had prior to getting Cursed.
- Madison's vines will turn red when Podë's Caress is active. She must touch open skin, fur, or plant matter in order for the Curse to be passed along.
- Effects of the curse can effect player characters, but for a length determined and approved by all writers involved.
- PL 8 - Speed boost (up to 10)
- PL 8 - Speed boost (up to 10)
Direwasp Swarm: Usable 1x a day or battle
- Madison is able channel her hatred into the shards of Podë's soul that she claimed for herself and open a portal within her to a hellish realm whose name is unpronounceable in most modern tongues. From the depths of this realm, she can summon anywhere from several dozen to one hundred direwasps that crawl out from between the vines of her arms and immediately take flight. Maddy's vines will turn red whenever she activates this ability, and turn back to green once the wasps are dead.
- Direwasps appear very similar to great black wasps. They are angry as all hell, and their stings are painful on the level of being shot by a firearm or crossbow bolt. Luckily, their stings do not deliver any sort of debilitating venom to its victims.
- These wasps are able to live in our plane of existence for up to five minutes or three posts, after which they will quickly die off.
- Oh, and they're fire-resistant. They are able to survive the intense heat and licking flames due to their infernal origins for a lot longer than normal insects would.
- These little "hateybugs", as Maddy likes to call them, are able to follow up to two very simple commands over the course of their lifespans in this realm.
PL 10: Crazy power level index?
Acids:
Acidic Attacks: Usable 8x a day or battle
- Madison is immune to the effects of her own acid. On other organ matter, however, it begins burning and rotting away flesh, muscle, and plant matter in a matter of seconds/length of a post. The pain a victim feels severe. A victim's skin will start melting and rotting away upon contact.
- The damage will spread to within three inches from where full contact was made by Madison.
- Through any point on her physical being, Madison is able to excrete a thin layer of an amber-hued acid.
- Madison is able to store up enough acid to create an acidic burst that surrounds her in a small, misty cloud of acid droplets that has an effective radius of three feet. She's immune to her own acid; but anyone else caught in the cloud will find that the acid droplets severely burn any open skin it comes into contact with.
- She can also spray a focused jet of acid from her mouth that has an effective range of 10 feet.
- Alternatively, Madison can fill both of her hands with pools of acid, which quickly crystallize into extremely brittle, razor-sharp, amber-colored shards very similar to Mukakkannati glass. She can then throw her hands forth and use a pressurized burst to propel the shards forward at 75 feet per second in a scattershot pattern that quickly fans out to being ten feet in diameter if pointed in one direction, or five feet if she aims in two directions. The shards will shatter if they hit metal or stone, embed themselves in wood, and make quick work of flesh and other organic matter. These crystallized shards will only cause an itchy, burning sensation if they come into contact with the victim's skin.
- PL 9 - Acid
- PL 9 - Glass-Acid
Briarheart
Properties: Over the course of events that she cannot recall for the life of her, her human heart was replaced with a symbiotic, plantlike entity known as a Briarheart crafted from the essences of dryads and forest elementals. It is the source of her new-found plant-based powers; and as such, it acts very much like a human heart. If it is pierced, torn from her, or otherwise destroyed—it will kill her. One downside of having the Briarheart is she is now slightly more susceptible to fire--it won't make quick work of her, but it will burn her plant-based skin faster than it would normal human flesh.
Fire weakness -1
Regeneration:
- Due to the very plant-like nature of the Briarheart, Madison has found that she is able to regenerate herself when injured, effectively becoming nearly immortal.
- Small cuts and wounds will take minutes to close up, while more serious lacerations and broken bones can take hours to mend. Amputated limbs might take days to reform, and the missing limb will manifest itself as a tangle of vines much like her arms already are.
- Should Madison suffer enough punishment to die from her wounds, the Briarheart will work to fix everything up and have her back in action within three to five days.
- PL 4 (eventually category barely registers, rather it’s the small cuts and wounds.
Vines:
Vines:
- Madison has discovered that she is able to sprout up to four different vines from anywhere on her body simultaneously, which can be commanded to fly through the air, grab onto things, pull her towards objects and vice versa, and tie up potential victims. Each vine has the strength to lift up, push, and pull up to 75 pounds on its own.
- The vines are roughly half an inch thick, and have the defensive strength of delyn. They can travel through the air and react to her thoughts with incredible speed, easily outmaneuvering humans with higher than average speed and agility. Each vine has a maximum length of 20 feet, and can be retracted at will.
- All along her vines, Maddy is able to grow and retract nasty quarter-inch thorns that have the strength of delyn at will.
- PL9
-PL 7 claws
Madison Freebird is also 100% immune to your bullshit.
PL 10
7+9+4-1+9+9+10+8+8+9+10+10+10+5+5+8+7
Average PL: <8
Needs to be 8.33
Approved?
Cards of Fate
05-03-15, 10:57 PM
http://www.althanas.com/world/showthread.php?29421-Rein-Jenkins-Level-1
Three level threes
Hysteria
05-04-15, 03:29 AM
http://www.althanas.com/world/showthread.php?29282-Leon-Timyon-Level-6
6 : 6.5 : 12
4.8 average
Natural Weapons
Claws = Comparative qualities to Damascas. On his hands and feet.
Teeth = Comparative qualities to Damascas, Bone in reality.
Level 5
[quote]Speed/Agility/Reflexes- Leon is known to be incredibly fast (7x a normal human), but also is able to control himself incredibly well. His spatial awareness of his own body is near perfect. ((Cat side innate))
Level 7
Strength- Oddly enough Leon is able to match most peoples strength with little trouble, though upwards 300 pounds it get harder, hitting a max quickly after. However, this is only when pushed, otherwise his strikes are generally about the same as a weak man his size. Though with claws it makes little difference.((Natural))
Level 4
Endurance: Leon's body, while not repelling or ignoring, is able to shrug off a surprising amount of punishment, and which curiously extends to ambient magical energies. He usually regrets it after the fact, however. ((Nekomata))
Level 5
Hide of Scars- His body can repel most attacks with sharp edges. It is also shown this is slightly more effective on his furred parts. Of note it does not prevent physical trauma. Could be considered Drake scale. ((Battle Life/Nekomata))
Level 5
Senses: Leon's sense of taste, smell, and sight are equal to that of a humans. His hearing is very sub-par, and his sense of touch is superb for his body. One important thing, is that he relies on all of his senses with a general amount of equality. So while blinding him would hurt him greatly, not so much as some may expect. (Unknown)
Not really ability.
Healing- Leon heals from most wounds and bashes within a day, though it only makes a big difference when sleeping. Not useful in a single battle. ((Unknown))
Level 1
Bone Strength: Leon's bones are much harder than an average humans, nearly steel in hardness. ((Unknown, suspected Nekomata))
Level 5
Magic Beacon – Leon is very easy to track through magical means. This also applies to those who can sense Undead, though he will not be subject to the same things that specifically harm them. ((Nekomata))
Not really ability.
Yarn Ball Manipulation: Leo can control Yarn so that it can wrap around, tangle, tie knots, etc. He pretty much has full control of the Yarn as long as he is touching the strand that it’s coming from, from bandaging his own wounds to choking his opponent. Actual strength of the yarn grip depends on how strong the breaking point of the material is and how strong Leo is at the moment. He can also unravel the yarn and control each separate strand if said yarn is large enough. Though it has been seen that he cannot control it so well as the yarn moves farther away from his body. Leon can control effectively up to 3 yarn balls so long as they are within a relatively short distance from his body.
A sort of telekinetic control ability. The string in the inventory is quite strong, so level 8
Second Thought: Leon is able to focus on more then a single task at once. In addition, things that attack the mind are much less likely to succeed, and reading his mind will often give random and nonsensical information. Also, knocking him out in much tougher then one would expect.
Mind resistance, level 5
The Kitty Side-When danger arises enough, Leon submits to something called the Kitty Side at times. His agility and reflexes are enhanced (3x in addition to whatever it is at now), as well as he also uses less human words, becomes more cat-like, and acquires something of a clever brutality. He is unable to use tools while like this. A short while after the danger dies down, he will return to normal.
Level 3 (makes level 10 with the other ability)
Dancing Flash: While not precisely a new skill, when Leon is overcome with the Kitty Side, his body language and posture greatly shifts. He becomes coiled, ready to spring at any moment, compensating for a curious side effect of his bestial nature. His claws seem to extend, cutting far beyond where they would physically end. This gives them an additional range of nearly 1.5 feet, though only in swiping motions. If carefully timed, this can be used for defensive purposes as well.
Kinetic (sort of) shortranged attack, no limit to time and strength of Damascas. Level 5
Roar: Leon’s roar is loud enough to be heard for miles. While unable to cause real harm, it’s rather intimidating, and the sheer force of the roar causes slight ripples in the air. While particularly effective at being loud, it is unlikely to affect experienced fighters or determined foes.
Level 3
Lucky –Leon is slightly luckier then normal, but often not enough to change the course of anything. He would come out ahead at gambling a little more then others, but not by much.
Level 2
Hysteria
05-09-15, 09:51 PM
http://www.althanas.com/world/showthread.php?29441-A-Monster-Beneath-the-Surface
Pre-Meditated: When he is about to attack somebody, Edgar will actively plot the best course of action before he strikes. If he is able to successfully carry this attack out against somebody else, he gains bloodlust which makes him 1.5x faster and stronger than a normal human being for the next post. Edgar must retain the element of surprise prior to execution in order to take advantage of this ability.
2x 3.
Tobias Stalt
05-10-15, 01:35 AM
http://www.althanas.com/world/showthread.php?29442-The-Coming-Storm-(Auron-level-1)&p=248927#post248927
Auron has three abilities, all at level 3:
Speed ×2: PL 3
Agility ×2: PL 3
Electrical element attack with mild stun (one minute duration), 3 uses: PL 3
Cards of Fate
05-11-15, 12:26 AM
http://www.althanas.com/world/showthread.php?29445-The-Passive-Knight-Gideon
Three PL 3's
Cards of Fate
05-11-15, 12:32 AM
http://www.althanas.com/world/showthread.php?29430-Aelin-the-Novice
Two level 3's
Cards of Fate
05-11-15, 12:36 AM
http://www.althanas.com/world/showthread.php?29436-Firelis-Tvy-ern
Two PL 3's
Cards of Fate
05-11-15, 12:37 AM
http://www.althanas.com/world/showthread.php?29431-Josette-the-Knight
Three PL 3's
Cards of Fate
05-11-15, 12:38 AM
http://www.althanas.com/world/showthread.php?29365-Marime-Dunne
A PL 2 and a PL 4
Hysteria
05-13-15, 07:01 AM
http://www.althanas.com/world/showthread.php?29399-Level-6-The-Matriarch-of-Earth
Abilities:
Passive:
Speed: excelled speed when running, to the speed of a deer bounding away from predators, based on an African springbok up to 50km/h and leaping up to 10 m through the air in a single curve. This also enchances her basic attack speed, movement etc, up to 3x a normal person.
PL 6 (included speed ‘school’ with the boost’)
Earth-Sense: Her species gives Philomel an acute connection to the earth. Whilst touching earth, or dirt, etc, she can sense what is around her, up to a fifty metre radius. The passive abilities this provides are a detection of animals of un-rational thought (i.e. not humanoids and sapiens) and other rough objects in her way - such as rivers, trees, buildings, and a rough idea of edible plants. She MUST be touching the earth for this to work, with no covering - i.e. via hoof or hand, not through a glove. To advance this to degrees of being of rational thought, Philomel can tell what rough direction they are and a rough distance. For this part to work she must focus on this for half a second. This ability is enhanced somewhat with Veridian, but was naturally hers.
PL5
Earth Magic:
Due to the development of her connection with Veridian, Philomel has developed an "awakening" to earth magic. Though very rare in fauns, her linked mind with this Earth Spirit and her dutiful worship of the tree-goddess Drys, has allowed her to be opened up to a world of possibilities. Over time these will develop into something beautiful.
Dusty, Stormy Day: Philomel can summon a dirt cloud, either from the dirt around her, or from the dirt she carries in her vial around her neck. The dirt has to be soil, or common dirt with up to 50% of it being dust. By flattening her palm she can create clouds, up to two feet in diameter, of a swirling form (gentle breeze to begin). This can be used up to six times per day. There is no minumum amount of dirt that has to be in this, however there are stages of the use.
• 1; If Philomel decides to use the dirt storm straight away it remains as dirt, and is used as a distraction, to get in eyes, etc. Veridian does not need to be in any way close by.
• 2; If she keeps the storm brewing (for this she must have a hand solely concentrating on it, with palm flat at all times) for half a second, the elements of dirt begin get faster in their swirling, and also heat slightly. If released these cause all the effects as above, plus the damage of a minor cut where the dirt catches flesh, and can rip through fabric. For this stage, and stage 3, Veridian must be within a range of 30 metres.
• 3; If held for one second, the dirt will reach degrees capable of singing flesh, the speed will get to the point of denting steel armour, and cabable of a major knife wound on direct flesh.
• 4; If held fully for five seconds (very rare) the effects are as above, be able to penetrate steel armour, and minorly dent any above, with degrees reaching 40 and capable of a minor burn. Also, for this Veridian must be within one metre.
Level 8
Cracking The Earth: Up to six times per day Philomel can essentially cause a minature earthquake by slamming her hoof, horns or fist on the ground or any other surface. What this does is immediately crack the earth in a 20 degree cone of ten metres, or a web (circulating outwards) of five metres, depending on how her hoof is placed and directed. It upsets ground and plants, cracks concrete and if used against foundations, could destroy buildings. It causes a shake in the earth for three seconds before abating. In the very centre there is no damage exactly where Philomel places her hoof, horns or fist, but three inches from that the damage spreads rapidly out. It can easily cause a praticised fighter with no agility ability to lose their balance and slip, and knock any oncoming blade attacks out of balance with them. If very unstable and at the outermost edge of the crack (i.e. at the worst part) an opponent has the danger of falling over and hitting their head. On a Richter Scale this measures from 0 at the point of incarnation to 7 at the edge.
• Quakebow: After having Drys bless her crossbow, Philomel can now send Cracking the Earth across a distance. Philomel must inact Cracking the Earth at the same time as firing a bolt, and essentially what this does is send the earthquake somewhere else. The point at where the bolt hits becomes the new epicentre for the quake, much like her hoof or horns or fist. All stats with Cracking the Earth are still the same (7 richer scale etc), however the shape can only be a web. Number of shots is included in overall Cracking the Earth count (6).
Level 7
Through the Earth Portal (aka, down the rabbit hole): Essentially a form of teleporation, this ability allows for the transference of Philomel in an almost instance. It creates a portal in the ground, opening up the earth and creating a direct link to another place, but not in a physical way, more like a phasing state of metaphysics. Only creatures who are connected to the earth (fauns, Earth Spirits, possibly men) can use this portal. There are stages and limitations, also, on how close Veridian is to Philomel. This ability can be used up to four times an hour.
• By herself Philomel can portal-jump to a distance of 25 metres.
• Either Veridian or Philomel (though Philomel is the one operating the magic) can jump to join each others direct side so long as they are within 10 metres of one another.
• If side-by-side Veridian and Philomel can jump together, pouring in her magic, plus his Goodwill enhancing, to a distance of 50 metres. This take two seconds to operate, however, and can be interrupted by a loss of concentration. They must be within half a metre of one another.
• As a latent ability, one other person can be joined to the party, so long as they are not water-based or fire-based, and travel with Philomel and Veridian, or just Philomel by herself, to an extent of 20 metres. The subject MUST be willing, therefore this cannot be used against people as a weapon, only as a form of moving people out of situations (innocents, allies, etc). It can be used in combat, in wars etc, but only on people who are willing and are allies.
Medium range teleport. PL 7
Armoured with Rocks: Summoning the rocks around her (within a five metre radius, dependent on setting, etc), Philomel can create an amount of armour to protect one place on her. The rocks zoom from nowhere to her, attaching themselves like magnets, attracted by her pure brillance. The rocks cannot be larger than a hand-size. Though a defensive ability, they will likely knock over people in the way, to an amount of a minor wound (up to the opponent to react). Once on her, they attach and stay on for up to five minutes, or until they are shot/worn away by blows etc. The maximum amount of rocks that can attach themselves is enough to cover one side of her torso. Only rocks can be used, or dirt if there are no rocks. Only only placement of this armour can be present at one time, and this can be used up to three times per battle. The sort of damage they can defend against is fist blows (unless those fists are enchanted) and slashes with weapons up to steel. Damasus and beyond will hack at half of the rocks, spilling them like a shot. The armour also protects against normal bullets.
APL6
Minor Earth Healing: By rubbing earth or vegetation onto a wound of any type, be it cut, breakage etc Philomel can heal the wound within two seconds to a minor extent. Minor wounds, such as a simple knife slash, will be healed almost instantly, major wounds, such as a knife stab, will heal only at the surface. Breaks of bone will begin to knit back together, but it will be very unstable, not enough to be used in punching, just enough to hold a sword or to support (for instance, to hold up a person to standing). The pain will still be excruiciating. It is a minor use for adjustment, more or less a temporary measure to stop bleeding. This can be used up to five times per battle.
Level 4
NEW: Terribly Monstrous Echoing Veridian's Terribly Monstrous Ability from level 5, Philomel is now able to transform into a monstrous beast. What this does is allow her goat-side to take over her body almost in its entirety. Letting the rage and animalistic qualities of her race take over she transforms - these take the form of two stages "Raging" and "Enraged". When she is in these, however, her intelligence somewhat declines, and with it much of her earth-magical abilities. Note: Veridian's demise does not affect this transformation.
The duration for these are 3 posts for Raging state and then three after for Enraged. Raging state must be active for at least 1 state before Enraged can come into play.
• Raging State: Transforms halfway into a goat. Appearance is of a goat on two legs with the torso of a man. Something akin to a minotaur, her head enlongs, her horns grow, and more fur begins to appear all over her chest and arms. It grows up from her waist, and down onto her arms, and starts to take over head hair, which becomes matted and loses its violet colour. Her entire size swells with muscles, causing any clothes to become several sizes too small. She does, however, have an opportunity to take these off (such as her breast plate) as this form takes two seconds to transform into. In this time she is a mutant half-person with a knobbly ugly face. Her height in this form is roughly 6ft 3inches, and her build is heavy and muscular.
Abilties:
1. She keeps all passive abilities, as well as the ability to swing a sword as she still retains hands. The Lover, however, becomes incredibly dangerous when it is alight, however, for she is generally more furry, including back of the hand.
2. Her speed remains the same, however she now gains 3x strength.
3. Her skin becomes as tough as steel.
• Enraged State: Philomel becomes a fully formed massive goat, white and chestnut brown in colour with grey eyes. This beast stands roughly 6 foot to the shoulder and has many more muscles than one would expect. Much closer to a mountain goat than a domestic goat her body is entirely covered in fur, and she has bigger horns than perhaps might be necessary. The process of this transformation takes a further 2 seconds, during which she is pretty much not capable of anything but turning into a goat.
1. Due to her change in anatomy Philomel loses any ability to wield a sword or other hand-held weapon.
2. Magic remains, and natural talents, are increased. Her speed and strength goes to 5x that of a normal human.
3. Her skin and horns also becomes that of damascus strength.
4. She is still, however, susceptible to any magical abilities, especially fire.
5. Horns are basically the same size and versility as in natural form (increased slightly in size relative to overall size but no special ability)
6. Weight is almost half a ton.
I’m going to treat this as one ability, taking each section and judging the strongest part:
skin steel or Damascus Level 8
speed (included in core speed ability)
strength go to 3 or 5x, 6 (included weight in strength)
Familiar: Veridian - a fox formed earth-spirit.
Veridian is immortal, but when he dies he is out of extistence for ten minutes then reborn back under the ash tree Philomel met him in Concordia Forest. So once dead in a battle he cannot return, but Philomel can use her magical ability after those ten minutes.
Basic Abilities: Can be used in combat - his weapons include a single bite per post that is harsh and brutal, and capable of ripping out large chunks of skin and flesh, down to muscle, causing a major wound. His claws are more or less kept sharp and a scratch will cause a minor wound.
NEW: Bite of Flame: Veridian now has the ability to bite with fire. This is down to the simple fact he has a tenth of a fire whisp inside of him. The flames, however, are not like a normal fire-breath - instead they are connected to his bite. Veridian releases a spew of flames from his mouth, and they are sent towards the victim. The flames then act as a second pair of jaws, immediately clamping around the victim's arm/area of damage. It does the same damage as his jaws, except that it causes a major burn also. The victim must be within ten feet, also, otherwise the flames disappate.
Terribly Monstrous: Veridian harbours a secret more terrifying than is suitable for small children. The Earth Spirit he calls his sister, Farragise Onosan, the white rabbit who is as mysterious as she is adorable, has within her the ruined, tortured soul of a demon who went insane a thousand years ago. In their most recent encounter, when Veridian found out that traditional history was missing much of the heroics of the Earth Spirits and thus decided they had to go to war against the mistaken scholars, she granted him part of this soul. Within Veridian now resides one tenth of a behemoth, something that in the beginnings of times roamed the world and slaughtered mercilessly. One time per battle he can call on this darker part of himself and transform into a monster. The monster form lasts around six posts in length, and will soon tire out. It grants him 4x his natural size, and also adds a fire element to each of his attacks. His jaws still cause major wounds, but will also cause major burns when it comes into contact with skin. Claw attacks will grant minor burns. His fur, also, singes on contact, and stands at 55 degrees C. Overall, where he walks, he will singe the earth - if he stands in one place for too long it will get hotter and may burst into flame if on such things as wood, ice will melt etc.
Familiar: PL4, a small fox, but with a decent bite.
Increase size: APL 4
Fire (and bite): APL 8
12, average of 5.9. Approved!
Song to a Symphony of Life
Talen's body and items (ie. in his character profile, rewarded or purchased) are all composed of his own shadow energy. This means, as well as having control of his body's appearance he can form and if he chooses it, meld his items within his body. This doesn't change the structure of the item, just his body around. He can't use this ability to block instantly block damage. He can summon his gauntlets (which provide protection), but not in the same post as using them to protect himself. Changes in his appearance are cosmetic.
PL 6
Hromagh's Blessing: (Strength) 10x
Talen can exert extreme amounts of force at will. A punch is enough to send most men flying a few several metres, while he can smash through most wooden objects with ease. Armed with something like a sword or hammer he can smash through steel and slightly stronger metals easily. Talen can lift and throw objects in excess of 160kg.
PL 10
N'Jal's Blessing: (Agility) 10x
Talen has exceptional reflexes, balance and coordination. He can move easily and quickly around himself and off other surfaces. He can jump off walls, run along fences, even performing multiple flips and twists without becoming disorientated. He can't run very fast however, its more immediate reflexes.
PL 10
Twisted Senses: (Endurance) 10x
Talen has developed and odd detachment from what he feels. Pain and injuries still register (and a cut to a tendon still slows him down), but he can generally keep going despite the pain. This is quite useful given his reckless fighting style.
PL 10
Whisper of the Night
Talen can completely regenerate himself over the night (not in a fight/battle) from any wound or death. If he is in a fight he can expending additional effort and is able to heal serious (but not fatal) wounds within a matter of seconds or bring him self back to life from a completely dead state.. He can heal twice, but come back from the dead only once. Talen can also imbue some of his energy into someone else (not himself) a further two times and heal serious wounds.
PL 10+
Not of this World
Talen is immune to poisons and toxins, his body simply doesn't have the structures in his body to be effected.
PL 7
Dark Streak
Talen's body turns into shadows for a few moments, in which state he can move short distances (five metres maximum) in a second or so. Similar to teleporting, Talen is unaffected by physical attacks when he steaks (but some magic may work). Talen can do this six times a day/thread.
PL 10
Hum of Darkness
Talen can dematerialise and travel through another dimension to materialise at his chosen destination. Talen can travel short distances or long distances nearly instantaneously. He can do this three times a day/thread.
PL 8
Harmony
Talen is completely unaffected by gravity. He moved of his own free will, and can stand, walk, etc, on any surface as well as fly.
PL 9
Shadowmancy
Shadow manipulation.
Crow to the Wind
Talen is a master of darkness. He can turn day into night, the brightest day into pitch black darkness. He can create within two hundred metres of himself any sort of black illusion, shape or the like. He can maintain this darkness for about 45 minutes (or 6 posts), six times a day.
PL 8
Arms of N'Jal
Talen can produce up to eight limbs composed of shadow energy (and made physical like his body and as durable as leather). Each limb is one metre long but can stretch to a maximum of ten. They can grab onto things, but also strike and lift with a the same force as Talen. They last until destroyed (physical or magical damage) but only eight can be made a per battle thread or once a day. Talen can summon them individually or all at once.
PL 9
Snacks
Snacks is a manifestation of energy that emits a field of energy around it for ten metres which constantly feeds back to Talen everything that is happening within it. The energy takes the form of a pet of some sort (bird/cat/etc), however this is cosmetic. It doesn’t have any sort of cognition (even if Talen pretends it does). Regardless of form, Snacks will be between 30 and 50cm long and pure white. Should Snacks be destroyed by some sort of attack (anything that can disrupt energy, such as physical attacks and most magics) then it will come back in two (of Talen’s) posts. As energy, Snacks floats around (or imitates walking). In no circumstance can Snacks directly affect the world around it; it can’t move or push things, block attacks, or anything of the sort. It is just energy.
PL 6
Ophiuchus: The Serpent Bearer
Talen carries around his neck a green scarf that has been knitted to look like a snake with a head at each end. Should Talen desire it, the scarf can spring to life and lash out at anyone within in two metres (the length of the scarf hanging free from his neck). Should they manage to bite someone they inject dark energy that spreads to their brain and dims their vision over two posts, and takes a further two to clear. The snakes can do this four times a day, but they can only pierce leather with their fangs. The damage from the actual bite is incidental.
PL 5
In the Mouth of Madness
This is a series of abilities that relate to different types of energies that Talen can create. He can mix these different substances together to create slightly different effects or attributes to the abilities. Mixing is not cheap, it uses one use from each category used. Each ability below has a set ability which is the base that other abilities can be added to. Then it describes the effect of adding this to another ability. Some abilities might contradict each other, in which case mixing them would be useless. In cases where more than one ability are added, the last ability added defines the form. Only three abilities can be joined at once.
Dwagon
Raw - Talen produces a large amount of flames from somewhere on his body (normally from his mouth). The flames stretch for four metres in a large cone and do large amounts of (fire) damage to anything caught within. Quick reactions from someone caught in the fire might result in only mild burns to exposed areas.
Addition - Engulfs or adds fire able to sear through flesh.
Uses – 4
PL 9
Ink Heart
Raw - Talen can manifest large amounts of a chemically inert black liquid that he calls ink. He can mould and use this ink somewhat like his shadow illusions to create black forms of his choosing. The forms last for two posts and can be up to the size of an elephant or the equivalent if broken up into multiple forms. They can emit large amounts of force by charging or smashing into something, equivalent to being hit by Talen directly (10x strength). This is proportional to size, with smaller creations weaker. A human for example would be closer to 2x human strength. Number distinct shapes is limited to three.
Addition - Adds volume (up to a large barrel-size) and force, and changes the substance to a liquid is most cases.
Uses – 4
PL 10
Bubblegum
Raw - Talen can produce watermelon sized globs of pink bubblegum-like substance. These are extremely sticky and once the surface tension is broken (ie after it strikes something) splatter outwards and harden after a few seconds to a stone like substance.
Addition - Adds a sticky element to the original, making it more like tar (doesn’t harden). If the original doesn’t have physical form them turns it into three fist-sized balls.
Uses – 4
PL 8
Sonic
Raw - A powerful kinetic short range (one metre) blast is released that is able to knock people backwards, break down (some) physical structures such as doors. The force exerts about 200kg of force, which is enough to send most men flying backwards and suffering some damage (that is depending on what they land on or the awkwardness of their body when struck).
Addition - Adds an explosive element to the effect which is exerts the same force as the raw attack. If the form isn’t solid then it changes it to a fist sized ball with the energy released upon impact. If the physical form is broken up into multiple forms, then the explosive effect is split between them (making each one far weaker than the raw).
Uses – 4
PL 6
Black Shards
Raw - Talen produces solid physical shards of dark energy. The crystals fan out from the firing point in a cone, similar to a scatter shot. The crystals themselves are about the strength of copper, and are not made to pierce hard armours. They can however pierce flesh and leather, and some woods.
Addition - Changes the substance to crystal and adds a scatter effect in most circumstances.
Uses – 4
PL 8
Stinky
Raw - Talen can create a cloud of poison from somewhere on his body (normally his mouth) that extends for three metres and reaches two metres in width. The poison cloud with slowly dissipate over two (of Talen’s) posts. There are three possible effects:
Madison's Touch - This Poison causes cells to die when in contact with it. The effect is quite painful, but also can cause atrophy of muscles or skin with direct exposure. If someone was to stand in the middle of the poison and continue breathing normally (ie no attempt to dodge) then they would suffer damage to the eyes, lungs, and skin. Poison that gets through the skin causes weakening of immediate area (eg, causing weakness in the arm).
Addition - Adds one of the three above poison effects. If the substance is solid then it will need to pierce skin to be effective.
PL 10
Total PL: 156
Total Abilities: 19
Average Power Level: 8.21
MATHEMATICALLY APPROVED.
Considering the package deal and comparison to others in his level class, Talen is closer to the 9.25 mark.
Kept in check only by the fact his threat range is about 10-15m. Beyond that, he is at a disadvantage, but more than capable of closing a gap in seconds. Though the skills alone are well within range, together it's a fierce package.
I welcome other RoG to take a look and see if I was too harsh or too lenient.
Cards of Fate
05-15-15, 03:23 PM
http://www.althanas.com/world/showthread.php?29472-Watch-me-burn-(Fawkes-level-1)
Three level threes
(Thats a Margaret account she posted from my comp)
Hysteria
05-19-15, 07:43 PM
http://www.althanas.com/world/showthread.php?29467-Most-Important-Meal-of-the-Day
InstaHearth: Can cast a spell that pulls small twigs together from the area into a hearth. The twigs travel at roughly 3 miles per hour. The hearth is large enough for 1 fry pan.
Level 2
You’re Toast: Babs can create small fireballs in her hands and lob them as if they were balls, as far as she could physically throw any small stone under ¼ lb in weight. These fireballs burn hot enough to catch fire to very flammable items or cause mild burns to skin. Can be used 4 times per day.
Level 3
What’s Fakin’ Bacon?: Babs creates a woven ring of bacon. Looking through the center of the ring can allow the user to see through glamours. Must be used while hot.
Requires the following regeants, her enchanted fry pan, and 5 minutes of casting time:
At least 2 ounces of bacon
Level 3 (considering slow casting time, its barely useful)
Hysteria
05-26-15, 07:30 AM
http://www.althanas.com/world/showthread.php?29469-Red-Like-Roses-%28Roselle-Lvl-1%29
Bed of Thorns- Roselle can grow thorns wherever her skin is exposed. She must be in sunlight for the thorns to grow. If thorns are cut they can only be regrown once. Can only be used twice per quest. Thorns deal iron equivalent damage and are twice the size of normal thorns.
Every Rose has it’s Thorns- After taking damage Roselle’s nails and thorns deal poison damage. Poison is a natural poison, causing pain and nausea for one post if it enters the bloodstream. The poison can infect someone up to three times before she runs out for the day.
Nightingale’s Song- Roselle’s voice is enchanting and allures her target to follow one suggestion. This ability can only be used once per person per quest.
Two level 3, Nightingale I'll say level 2
Hysteria
05-26-15, 07:33 AM
http://www.althanas.com/world/showthread.php?29475-The-Witchblade
Barrier: Sephtol plucks strands of energy from the very air and weaves them together to form a glimmering panel of pure magic, capable of withstanding three strikes from an iron or steel strength weapon, or a single strike from a more powerful weapon. An incredibly taxing spell, Sephtol can only cast it once per day.
Aether Blast: Just as it can be used to defend, so can Sephtol harness pure magical energy to destroy. Bolts of shimmering plasma strike with enough force to knock a grown man off his feet and cause second degree burns, but can only be cast three times per thread before he must rest and regain his focus.
Two threes. Aether is on the cusp of going to level 4.
Cards of Fate
05-27-15, 05:19 PM
http://www.althanas.com/world/showthread.php?29507-Atlas-Revan-i-e-Shinsou-Vaan-Osiris
Sheild is two abilities becuase of the slicing aspect, so two PL 3's.
Iron spear with one cast and limited strikes, PL 3.
Cards of Fate
05-27-15, 05:20 PM
http://www.althanas.com/world/showthread.php?29482-Ghouls-Just-Want-to-Have-Fun-(Svengoolia)
A pl 3 stun
A pl 3 boost (Its kinda limited in scope of use so I let it slide a little)
A pl 3 gag ability
Cards of Fate
05-27-15, 05:23 PM
http://www.althanas.com/world/showthread.php?29435-Laleh-Valame-(Finished)
Pl 3 sheild
Pl 3 shadow manipulation
Pl 3 stat
Cards of Fate
05-27-15, 05:28 PM
http://www.althanas.com/world/showthread.php?29461-Rayleigh-Aston-The-Girl-Who-Freed-a-Demon-(Level-Two)
PL 2 Mechanic senses
Pl 4 flame manipulation
Hysteria
05-28-15, 04:38 AM
http://www.althanas.com/world/showthread.php?29503-Aephyr-Lucius-Valentinius
Mind Over Matter - With a current four uses, that may be used for any of the other abilities in Aephyr's possession, every Sun rise, The boy consumes portions the resources of his body, Such as Strength, Waking Energy, Stamina and of the like in order to perform his other abilities. Over use of any skill can be fatal.
Mind preview - If the boy is within Fifteen meters of someone and has direct eye contact, He can then use Mind Over Matter to convert a portion of his body's resources in order to see into that person's thought for a few moments (Roughly five seconds) This can occur for as long as he has Mind Over Matter Resources (IE, If I use this twice, It takes two uses from Mind over Matter)
Mesmerizing Speech: Aephyr, upon using Mind Over Matter Resources, consumes portions of his body's resources in order to cloud his voice in a thought changing and desire invoking voice for a total of five seconds. This can be used to get individuals to do minor or mediocre tasks.
Two level 3 abilities, the first just describes the use method.
Tobias Stalt
05-29-15, 02:42 AM
Flamebird (http://www.althanas.com/world/showthread.php?29476-The-Secret-Side-of-me-I-Never-Let-you-See-Felicity-Level-One/page2)
Rolling ×2 strength= PL 3
Three bursts of ×3 speed= PL 3
Three ticks of 3 second invisibility= PL 2
3+3+2=8÷3= ~2.7 > 3
Approved.
Hysteria
05-30-15, 10:34 PM
http://www.althanas.com/world/showthread.php?29491-The-Seventh-Chapter-This-is-not-my-World-%28Tobias-level-7%29
7 : 7 : 13
Total abilities, 11, average 7.45.
Dauntless: Tobias has transcended pain. Through flame and whip, knife and nail, his body has been punished beyond breaking. Each time, the broken man stood once more. Tobias can continue to fight even with normally incapacitating wounds. Broken bones will slow him, but not stop. He will endure through the loss of limbs or critical wounds until his body is unable to function.
Level 10
Unmake: Trained in the secret arts of the Order of the All-Seeing Eye, Tobias has learned to break down magic spells with his own mana. This powerful fluctation of magic power breaks down and scatters a spell to the winds. This can be used six times per day.
Level 10
Lightning Reflexes: Tobias can move at breakneck speeds on a whim; though his running speed is nothing special, his reaction time is incredible. Quicker than most men blink, he can move faster than a "shot from the hip". (Can't dodge a bullet, but is incredibly hard to aim at if he knows he's being fired on) At close range, his hands can move faster than the eye can follow. He can stab with a blade 10 times in the time it takes most men to do so once.
Level 10
Hatemark: Once Tobias verbally marks a target, he can "feel" them with a sixth sense. This perception supercedes stealth and mystical wards. He can cancel the mark at any time with a thought. In combat with a marked target, Tobias moves with brutal efficiency. He gains strength equal to that used against him.
Level 9 - Strength
Level 5 – ‘Marking’
Terror: Once he has marked an enemy with his Hatemark, Tobias can actively "infect" them with his Mana. By flooding the marked target with his essence, Tobias can shatter an enemy's resolve and force them into a state of primal fear. This makes it nearly impossible for them to concentrate, though it does not inhibit their movements. This effect lasts for 3 posts or 7 minutes. (Usable 3 times/thread)
Level 6
Scour: With a subtle incursion of his power, Tobias afflicts a sickness on his foe that remains dormant until they channel magic. This "trap" causes what begins as a "mild ailment." As the target begins to draw on magic power, it erupts into a crippling fit of vomiting and shivers. If the target continues to use magic, the condition can progress into plaguelike symptoms and ultimately organ failure. (Usable once per thread, lasts 3 posts)
Level 8
Stillness: Forcefully unloading energies onto a foe, Tobias can cause their body to atrophy, which makes their movements become labored and difficult. Their movement speed and reaction time are halved while in the effective range of ten feet while he is maintaining this power. (Lasts for 3 posts or 7 minutes, usable 2 times/thread)
Level 8
Slayer: Tobias' strikes are honed over years of training and combat. His brutal finesse makes armor less effective against his blows. His strikes (of moderate strength) with a blade pierce Delyn grade metal and less (if they strike head on), and blows he deals cause "wounding," which causes the to take twice as long to heal.
Level 6 – pierce steel
Level 5 – wounds heal slower.
Black Walker's Arts
Over the course of his journey across the world, Tobias has seen and learned many things. From survival to swords, the greatest of these number among the skills he poured effort into mastering.
連続剣 (Renzokuken- "Continual Sword"): Tobias unleashes a flurry of seven sword strikes in rapid succession. The speed of these blows allows them to rip through dense materials (limited to the tier designated by "Slayer") like paper. The resulting damage is incurred so quickly that the target's body does not register the pain for up to a minute (one post) due to shock. This ability can be used 4 times per thread.
Level 5 (I’m treating this somewhat like a magic attack rather than a subset of using a skill)
Hysteria
06-02-15, 08:34 AM
http://www.althanas.com/world/showthread.php?29524-MFISSA0001-(Level-1)
Transformation - He can transform into any human using his traits data base. However he must revert to his base form before he can change again. Also it takes about 30 seconds to change between each form as his body shifts and morphs to the shape needed.
Robotic Memory - Due to him being a robot, he remembers everything that happens every second. this means he can copy any none magic fighting style with ease.
Area scan - Can scan the area in 360o about a mile out. This scan detects any life signs of any kind of creature. even undocumented ones. This ability is only able to be used once every hour to tell what is in the area. He can't tell where exactly it is in the area.
3, 2, 4.
We have some locked update threads, have those had workups done or not? Can they be archived?
Also, we have some incomplete updates. I know Fred is working on mine and are we still working on Kyla's odd update or Non-approving it.
Cards of Fate
06-08-15, 10:10 AM
Ones a mid level, the other is my mistake.
Ill have yours done soon but I was proritizing getting my post Ac posting que killed.
No rush, just wanted to make sure we're moving things along. Any word on the Kyla revamp? We nixing that?
Cards of Fate
06-08-15, 08:55 PM
Poison/disease resistances: Madison is immune to all poisons, diseases, drugs, aphrodisiacs, pheromones, and any other sort of chemical or compound that would otherwise have a negative or debilitating effect on her.
- PL 7
One tough bitch: Due to a rather extreme endurance regimen and her own stubbornness, Madison can take and shrug off most forms of physical punishment and still get up to fight back. Several bones need to be broken before she even considers staying down. Madison is also capable of surviving in extreme conditions for a few minutes longer than others.
- PL 8
Maneuverability: Madison is able to run at about 20 mph for several minutes without breaking a sweat, and uses that ability on the battlefield to run circles around her slower opponents. Also, thanks to her extensive hand-to-hand training, she is agile to the point where she's able to duck, dodge, deflect and counter most close-range physical attacks from adversaries even slightly faster than her.
- PL 5 for Agility
Plauges:
Freebird's Bane: Usable 5x a day or battle
- Infects the victim with intense, debilitating headaches, blurred vision, fits of vomiting, greatly dulled senses, and halved speed, power, endurance and agility. The symptoms of infection take roughly one minute (or the length of a post) to settle in. Infection can take hold if it is inhaled or makes contact with open eyes or exposed wounds. Infection will also occur if the Bane makes contact with unbroken skin, but the victim will take twice as long to suffer its effects (two posts or minutes, as opposed to one).
- She can exhale a focused jet of the purple poison that can travel fifteen feet in the direction she exhales, or a cloud four feet in diameter that only travels seven feet in the direction its exhaled in. The cloud will linger in the air for a minute or the length of a post before dissipating.
- Madison can also manifest the plague through her skin or vines, which will appear as a thin layer of purple slime.
- If the victim is not treated within four days, the infection will kill them.
- PL 10, much harder to dodge
Poisoned Mind:
- Whenever a being establishes a telepathic link with Madison, the corrupted nature of her physical body bleeds across the aether and infects them with a unique psionic plague. This occurs automatically and instantly with anyone who projects themselves in a way that she receives it, no matter the reason--diving into her mind for memories, working to destroy her psyche from inside, or even for just a little telepathic chat between the two.
- Symptoms of the psionic plague are immediate; first, the victim is overcome with massive psychic feedback that causes major migraines that disrupt their thought patterns. Shortly thereafter, if the connection is still present, the victim is overcome with intense nausea that forces them to suffer fits of vomiting. As their minds weaken, so do their physical forms.
- This cannot kill; symptoms will linger for one minute or post after the connection is broken before disappearing.
Pl 10, a mental defense that counterattacks with extreme counter effects.
Nemo's Marionette: Usable 3x a day or battle
- Through fungal pods that can be extended from and retracted into the palms of her hands, Madison is able to shoot out bursts of blue spores that contain a special strain of cordyceps fungus. The bursts fire simultaneously from both hands in little blue clouds that travel four feet in whatever directions her hands are pointed. When the spores are inhaled or ingested by their new host, they undergo fifteen minutes or three posts of torturous pain as the fungus begins to take control of their physical form. The process is complete when small stalks with a blue base and oily purple tips start bursting through the skin of the host, usually in and around the neck area, as if they formed a crude collar or necklace.
- Once the fungus is in full control, the host can operate well beyond its normal capabilities (1.5x strength, speed, endurance and agility with a cap at 10x).
- Due to the biological means of production, Madison is able to establish a link with those infected and use thoughts and vocal commands to order around all infected hosts or single creatures within a one-mile radius. These hosts are able to communicate what they see and think back to her over this link.
- Able to infect living and dead insects, beasts, and lesser kinds of monstrosities such as Fallien harpies, trolls, goblins and ogres, as well as dead human and human-like beings at this point in time.
PL 10
It Did Not Happen: Usable 2x a day or battle
- In a fit of desperation, Madison is able to produce a special blood-red cloud of fungus spores that prey not on flesh, but on magic.
- These spores, when they come in contact with a magic spell of any nature or anyone affected by a spell, will instantly negate the spell's effects and cause it to dissipate entirely.
- If the spell in question is of a nature where it requires continuous action in order for it to be sustained, then the caster's concentration will be broken and the spell interrupted.
PL 9? The uses were doubles
Podë's Caress: Usable 3x a day or battle
- A gift from the Forgotten One Podë; the Caress can affect both flora and fauna of any kind.
- Humanoid and animal victims of the Caress will be mutated into a more feral version of themselves. Their size will increase anywhere up to 2x their original mass due to their mutating muscles and bone structure; and with their primal lack of inhibition they are able to push themselves to be faster and stronger than their original forms.
- The mind of more intelligent victims will regress into an animalistic state--they will retain any cunning they may have had, but reactions are essentially cut down to fight-or-flight. Victims will retain all abilities they had prior to getting Cursed.
- Madison's vines will turn red when Podë's Caress is active. She must touch open skin, fur, or plant matter in order for the Curse to be passed along.
- Effects of the curse can effect player characters, but for a length determined and approved by all writers involved.
- PL 8 - Speed boost (up to 10)
- PL 8 - Speed boost (up to 10)
Direwasp Swarm: Usable 1x a day or battle
- Madison is able channel her hatred into the shards of Podë's soul that she claimed for herself and open a portal within her to a hellish realm whose name is unpronounceable in most modern tongues. From the depths of this realm, she can summon anywhere from several dozen to one hundred direwasps that crawl out from between the vines of her arms and immediately take flight. Maddy's vines will turn red whenever she activates this ability, and turn back to green once the wasps are dead.
- Direwasps appear very similar to great black wasps. They are angry as all hell, and their stings are painful on the level of being shot by a firearm or crossbow bolt. Luckily, their stings do not deliver any sort of debilitating venom to its victims.
- These wasps are able to live in our plane of existence for up to five minutes or three posts, after which they will quickly die off.
- Oh, and they're fire-resistant. They are able to survive the intense heat and licking flames due to their infernal origins for a lot longer than normal insects would.
- These little "hateybugs", as Maddy likes to call them, are able to follow up to two very simple commands over the course of their lifespans in this realm.
PL 10: Crazy power level index?
Ruilserk Storm: Usable 2x per day/battle
- Madison can summon and command the infamous blood vines that made their home within The Red Forest.
- These vines can sprout from organic matter within a 15 foot radius, and are roughly two inches thick and covered with sharp thorns. The summoned vines grow in groups of four, and can grow to be up to seven feet long.
- Like all of her other Successor abilities, the vines on Madison's body will turn red for a few seconds whenever she activates this ability.
Hard 10, can’t be upgraded
Acids:
Acidic Attacks: Usable 8x a day or battle
- Madison is immune to the effects of her own acid. On other organ matter, however, it begins burning and rotting away flesh, muscle, and plant matter in a matter of seconds/length of a post. The pain a victim feels severe. A victim's skin will start melting and rotting away upon contact.
- The damage will spread to within three inches from where full contact was made by Madison.
- Through any point on her physical being, Madison is able to excrete a thin layer of an amber-hued acid.
- Madison is able to store up enough acid to create an acidic burst that surrounds her in a small, misty cloud of acid droplets that has an effective radius of three feet. She's immune to her own acid; but anyone else caught in the cloud will find that the acid droplets severely burn any open skin it comes into contact with.
- She can also spray a focused jet of acid from her mouth that has an effective range of 10 feet.
- Alternatively, Madison can fill both of her hands with pools of acid, which quickly crystallize into extremely brittle, razor-sharp, amber-colored shards very similar to Mukakkannati glass. She can then throw her hands forth and use a pressurized burst to propel the shards forward at 75 feet per second in a scattershot pattern that quickly fans out to being ten feet in diameter if pointed in one direction, or five feet if she aims in two directions. The shards will shatter if they hit metal or stone, embed themselves in wood, and make quick work of flesh and other organic matter. These crystallized shards will only cause an itchy, burning sensation if they come into contact with the victim's skin.
- PL 9 - Acid
- PL 9 - Glass-Acid
Briarheart
Properties: Over the course of events that she cannot recall for the life of her, her human heart was replaced with a symbiotic, plantlike entity known as a Briarheart crafted from the essences of dryads and forest elementals. It is the source of her new-found plant-based powers; and as such, it acts very much like a human heart. If it is pierced, torn from her, or otherwise destroyed—it will kill her. One downside of having the Briarheart is she is now slightly more susceptible to fire--it won't make quick work of her, but it will burn her plant-based skin faster than it would normal human flesh.
Fire weakness -1
Regeneration:
- Due to the very plant-like nature of the Briarheart, Madison has found that she is able to regenerate herself when injured, effectively becoming nearly immortal.
- Small cuts and wounds will take minutes to close up, while more serious lacerations and broken bones can take hours to mend. Amputated limbs might take days to reform, and the missing limb will manifest itself as a tangle of vines much like her arms already are.
- Should Madison suffer enough punishment to die from her wounds, the Briarheart will work to fix everything up and have her back in action within three to five days.
- PL 7
Vines:
Vines:
- Madison has discovered that she is able to sprout up to four different vines from anywhere on her body simultaneously, which can be commanded to fly through the air, grab onto things, pull her towards objects and vice versa, and tie up potential victims. Each vine has the strength to lift up, push, and pull up to 75 pounds on its own.
- The vines are roughly half an inch thick, and have the defensive strength of delyn. They can travel through the air and react to her thoughts with incredible speed, easily outmaneuvering humans with higher than average speed and agility. Each vine has a maximum length of 20 feet, and can be retracted at will.
- All along her vines, Maddy is able to grow and retract nasty quarter-inch thorns that have the strength of delyn at will.
- PL9
-PL 7 claws
Worldbond:
- Madison can dig her vines into dirt, stone, and wood, and focus her thoughts in order to sense all life forms within a half-mile radius.
- Through the vibrations against the earth and the unique energy that emits from both man and beast, she is able to identify every single species that is within range. The more and varied the lifeforms she senses while dug in, the more strenuous and draining the process is for her.
- She cannot identify a person or thing by their pulse; if she is looking for a specific person, she must have encountered them already, and know their unique signal.
Specialized sense PL 6?
7+8+5+10+10+10+9+8+8+10+10+9+9-1+7+9+7+6=141
141/17=8.2
Average PL: 8.2
Needs to be 8.66
Hysteria
06-10-15, 07:45 AM
http://www.althanas.com/world/showthread.php?29568-Alyssa-Diane-Snow-A-New-Empress-Rises
Acrobatics:
Alyssa is exceptionally nimble. She is capable of manipulating her body beyond the limit of the average Althanian woman. She can do several aerial flips and spins. On the ground, she can roll, dodge, backflip, and cartwheel repeatedly with precision. She has focused on training her flexibility as well, allowing herself unusual angles with her firearms and confusing maneuvers with her garrote wire. This training also includes the ability to maximize her muscle twitch response and gain an additional height to her jumping ability. (12’ High Jump, 8' Standing Long Jump, 36’ Running Long Jump)
Level 5
Magical Conduit:
Alyssa is a freak. During her conception in a lab, her spine was fused with a rare magical artifact. Its original properties and functions are unknown, but the experiment to fuse a living person with the artifact was a success. The result is a human being capable of acting as an energy conduit with the natural world. This allows the girl to “pull†energy from her surroundings and “store†them into specially constructed catalysts to which can be “fired†from prototype weapons known as M-class Firearms. She is even able to draw and expel energy from her own body as normal mage might use spells. The process of charging one of these specialized catalysts is dependent upon desired effect, strength and element:
Alyssa can begin a thread or battle with 24 pre-charged shots in her pistols and 3 pre-charged shots for her rifle, and a few in her spine as "raw spells" (Currently, 1 Fire and 1 Ice). Once expended, Alyssa must "recharge" them using the charging rules below. On average, her wind spell is the default fallback as it requires less than a second to recharge and usually does not require a reload. On average, she can recharge one or two pistol shots with other energies in the average time of a single post. Her rifle rounds are set up to be usable once per thread for battles and, on rare occasions, recharged again in a quest given the needed time below. Recharging is taxing on the mind and more difficult after sustaining energy or suffering psychological damage/interference.
Also note, the pistols hold 6 crystals each and must be reloaded like a normal firearm or charged one crystal round at a time. Same for the rifle. It is also something to note, that she must holster the weapons to swap out to other weapons (such as her two handed rifle or an open palm for raw spells) allowing a delay between certain spells. This is a weakness in her versatility.
• Water/Ice (Charging):
Alyssa can channel energy from nearby sources of water or vapor in the air. The time needed to charge one of her revolver shells is two (2) seconds per shell while drawing from a nearby body of water or five (5) seconds per shell if drawing from humid air. In a place like the deserts of Fallien or near incredible sources of heat, the time can extend all the way up to thirty seconds (30) per shell or not at all. It is possible for her to directly convert five milliliters (5ml) of water into pure energy in the same timeframe needed near a lake (see above).
The time needed to charge one of her rifle shells is one (1) hour near a body of water. If charging a round away from a body of water, the air MUST be humid and the time needed is in excess of three (3) straight hours. This round is incapable of being charged in a dry climate. It is possible for her to directly transition a single liter (1L) of water into pure energy in the same amount of time needed near a body of water (see above).
The time needed to directly charge the artifact in her spine is only ten (10) seconds per burst near a body of water, making her a force to be reckoned with near a lake, river, well, shore, or during/after a storm. In humid air, she can charge enough for one burst within ten (10) minutes. She cannot charge this in dry climates.
Water/Ice (Firing Effect):
o .357-M (Revolver):
When fired, the chamber focuses the energy into a bolt of ice approximately 0.357†in diameter and 5†long. The icicle is as strong as stone and the velocity of the spell is equivalent to that of a short bow (280 f/s). The maximum effective range is approximately 60 yards.
o .50AP-M (Rifle):
When fired, the high capacity round compresses and releases a hypervelocity icicle which breaks the sound barrier upon exiting the muzzle. This sound is audible from 1,000 ft away with slight delay after impact. The bolt of ice is about .5†in diameter and 12†long. The strength of which is equivalent to iron. The velocity of this spell is 2,700 f/s
o Artifact (Raw Spell):
When pulled from her reserve of spells stored within, Alyssa can cast a raw spell from the palm of her hands. This spell takes the shape of a cone of frost. Within this cone, several shards of ice form and expel with incredible force. A human sized target would be thrown several feet while experiencing frostbite on exposed skin. Impact from the many shards of ice would shred any exposed skin or hide. This cone is about five (5) feet wide at the maximum effective range of 15 feet. Impact past this point would equate to stones thrown with average human strength and slight chill.
Level 7
Wind (Charging):
Alyssa can charge a round with the energy inherent in the wind. This is her fall-back whenever previously stored spells go awry because of its accessibility and rapid charge speed. For a revolver shell, she can charge it in less than a second. In a dust storm, thick smoke, or fog, this time increases to 2 seconds per round. The only time this becomes a problem is in areas that are sealed off from open air such as a collapsed cave or air pockets under water. In those circumstances, she cannot charge her rounds without penalty. Doing so would create a vacuum or slight pressure differential that would cause internal bleeding, suffocation, headaches, and heart failure.
The time needed to charge one of her rifle shells is 30 minutes. This cannot be charged in a dust storm, thick smoke or fog.
The time needed to charge her artifact is continual. No other charging or activations can occur during a continual draw. She can continually draw even in a dust storm, thick smoke or fog with great effort.
Firing Effect:
o 357-M (Revolver):
When fired, the chamber focuses the energy into a concussive blast of air. This is equivalent to a strong punch from an average man. The maximum effective range is two feet (2’) after which the blast of air is too dissipated to do any meaningful damage. This is designed to work in tandem with her martial arts to extend her maximum threat range.
o .50AP-M (Rifle):
When fired, the high capacity round compresses and releases a massive blast of wind. The recoil of which would repel Alyssa several feet backwards with a rooted stance. The force of the wind fires with such intensity that the opposing drafts shear against one another creating destructive pockets of vacuum that could shear a two by four in half. The blast radius of this round expands in a conical shape from the muzzle to an effective distance of 5 yards. The power of this shot could easily decimate a single room or cripple a thick stone wall. Impact with living flesh would be akin to being lacerated several times with a blade instantaneously. Dismemberment may occur.
o Artifact (Raw Spell): When channeled through the artifact fused with her spine, Alyssa can manifest a localized vacuum around her hands. This effectively turns her arms into wind scythes capable of rending flesh and leather as easily has honed steel and against iron, it is capable of leaving 1/4 “ gouges into the surface.
Level 7
Earth (Charging):
Alyssa can charge a round with the energy from the earth at her feet or stone around her. Since this material is nearly always available, she is never without resource. Unfortunately, out of all the elements, earth is the least lethal. Given its placid state, high density, and low state of energy, earth magic has limited applications. For her pistols, she can charge a round in 15 seconds. Again, even though the material is always available, it is difficult to draw energy from. The only exception being soil charged with magical energy (Red Forest) or soil rich in raw minerals (crystals, ore, marshlands etc). Under those conditions, she may draw a capacity charge in under 5 seconds. She is unable to charge a round at sea.
The time needed to charge one of her rifle shells is roughly 16 hours. Considering the amount of time needed, she rarely stocks earth energy. This time has to be continual, and is exceptionally draining. This time may be cut in half in energy rich soils or mineral rich caverns/quarries. She is unable to charge a round at sea.
Earth is the one energy that has a passive effect and is always active. Unfortunately, it only effects high density magical crystals or ores. So long as she is in direct presence of an earth element, her artifact will passively resonate energy from it. Only at sea has she found it useless.
Firing Effect:
o .357-M (Revolver):
When fired, the energies are released invisibly in a linear path. These energies are harmless and will pass through all materials except those of an earth affinity. Once it penetrates back into an earth element, the generic effect is a column of earth with jut forward with a great amount of speed. Alyssa typically uses this by firing into the ground at her feet to propel herself exponentially higher into the air. This can also be used to help traverse cliff sides, provide support in collapsing tunnels, as a crude battering ram, and occasionally to catch an enemy off guard. In soft or moist soils, this round will only surge the earth upward then re-settle similar to how a bubble would rise to the surface of water before popping. This can also create a propelling effect, but with diminished returns. Unlike traditional rock or earth, soft soil will not maintain its form after the initial effect. In mineral or crystal rich environments, occasionally a spire of raw ore or translucent crystal will jut from the earth instead.
o .50AP-M (Rifle):
When fired, the high capacity round projects a similarly invisible bolt. Again, this will pass through all materials except those of an earth affinity. Once penetrated into the target, absolute chaos ensues. The earth will shake, roll, split, harden, soften, and several spires will rise and fall within a 50 yard diameter for 10 straight seconds. At its apex, large numbers of stone/earth pillars will jut from the ground and remain. The devastation could level a building if fired at its center. On flat plains, one might be able to survive if quick witted, fast acting, and well-balanced. However, if projected into a mountainside, this will most certainly cause a rock-slide, mudslide, or avalanche depending on the weather. If fired into a coastline or sea fault, it is even capable of sending decent sized waves up the shore. If fired into an area of exceptionally high mineral content, the final result of the round will produce an ornate, spiked structure of beautiful (and deadly) crystal/ore. Alyssa would never fire this round within close proximity of herself unless she was certain she would be able to survive its effects.]
o Artifact (Raw Spell):
This is always active. So long as Alyssa is in the presence of an earth element, she can freely manipulate her ammunition crystals through will. This helps her expedite the reload process in high speed, limited space, and/or high risk combat. This ability also allows her to constantly collect and maintain close possession of any expended crystals ejected from her weapons. So long as this is active, Alyssa does not need the use of hands to move her ammunition crystals or any similarly small crystals. The maximum number of free-floating gems she can manipulate is 36, no longer than 5" and wider than three quarters of an inch. This ability is useless on the sea (unless at the sea bottom), or exceptionally high in the air (1,000'+ off the ground).
Level 5
Fire (Charging):
Alyssa can now charge rounds with the volatile energy inherent in fires and heat of all kinds. For her magnum crystals, she can snap charge them in under a second by pulling fire straight from a nearby flame or furnace. In places that are arid, dry, and hot, this time extends to only 10 seconds by pulling energy from the abundant heat of the environment. When not in the presence of those kinds of sources, Alyssa can use the warmth from a normal sunny day to charge them over the period of a minute. In the winter, this is stifled, and doubles the time needed to draw a full charge. It is the night and shadows that are fire’s bane, and she can only charge in these conditions if she can snatch the flame from a nearby, torch, lantern, candle, or campfire.
The time needed to charge one of her rifle shells is 5 seconds if pulling directly from an existing fire. From any other source, the time needed increases exponentially. For example, in the same desert conditions above, a full charge would take 30 minutes, a sunny field – 1 hour, and 3 hours on a winter’s day. In shadows and at night, there is not enough time to charge a crystal before daybreak, and only from an open flame would she be able to manage this feat.
When channeling fire’s energy directly, she can either use it simultaneously as she would her wind energy with nearby heat and her own body heat, or store it for later use in the artifact fused to her spine. To do the latter, the times to complete a charge are 1, 10, 25, and 60 seconds in the conditions listed above. At night and without a source to pull from, she can charge this using just body heat. The time needed to do so is 5 minutes.
Firing Effect:
o .357-M (Revolver):
When fired, the energy transfers to the tip of the muzzle where a ball of dense flame the size of a grapefruit forms. Unlike most of her spells, this will not fire immediately. The ball will form over a period of a second then release, creating a slight firing delay. However, to compensate, the fired projectile has the ability to home in on its target with up to 90⁰ of deflection along the X, Y, and Z axis. If the trigger is pulled again within the charging period and expels another fire-charged crystal, the diameter of the fireball will double. Once released, the projectile travels at about 95ft/s or the speed of a thrown stone. On impact, these orbs “detonate†into clouds of flame twice their original diameter. These flames reach temperatures as high as 2,900 ⁰F (temperatures equal to that of a natural gas flame) and can quickly cause third degree burns or ignite nearby flammables.
o .50AP-M (Rifle):
When fired from this high capacity round, the heat and energy become nearly solid and fly instantly from the muzzle at a velocity of 350ft/s. Unlike her magnums, this only travels in a straight line with a total effective range of only 300 meters. This projectile is contained and superheated plasma in the shape of an elongated elliptical about 5†long and 2.5†in diameter. This round is extremely volatile and unstable and if it does not strike a target after 300m, it will simply detonate in the air. If it impacts a solid surface, it detonates with explosive force. Temperatures at point of impact exceed 5,100 ⁰F and can vaporize water instantly. The blast radius is equal to about 15 meters and once detonated; a swirling pyre of fire will erupt and last for 3 seconds. Alyssa only uses this skill at a range, for the collateral risk is too high to be used at ranges under 30 meters. If a normal human were hit dead on with this blast, not much would remain.
o Artifact (Raw Spell):
Alyssa can choose to channel fire’s energy directly or release it after a complete charge. If being channeled, Alyssa can light a flame within the palm of her hand. The size of which depends on the available energy to draw on and her control of how much is channeled. Using her body heat alone, she can channel a flame the size of an oil lantern. Near a flame, she can direct the fire like a spout of water much like a dragon’s breath, but only about three feet from her palm. In between, she can gauge a flame from the size of a candle to the size of common stove.
Now, if she decides to release a charged blast, a white hot blast of embers and smoke will erupt from her palms. The force at which they expel would easily knock a man to his back. These embers and smoke can cause serious burns and damage if caught in clothing, laid on, stepped on, or exposed to bare skin over periods of time similar to if one were to try holding a hot coal. The maximum effective range is ten feet, but it also spreads ten feet wide at its apex. Typically, this is used similar to her ice blast or as a means to distract for escape. The smoke and embers work both as an effective smokescreen and heated caltops.
Level 7
Light (Charging):
Alyssa can now charge rounds with the mystical powers of light. For her magnum crystals, she can charge them about one minute by pulling light straight from the sun or strong sources of illumination. In places that are dark, shady, and foggy, this time extends to only 2 minutes by pulling energy from the faint traces of light which permit us to see color. When not in the complete absence of light, Alyssa cannot charge these rounds. She is, however, able to draw light from faint glows or candle light, averaging a charge rate of about 5 minutes.
The time needed to charge one of her rifle shells is about 30 minutes on a sunny day. From any other source, the time needed increases exponentially. For example, in the same dark conditions above, Alyssa would need a period of about 4 hours of straight concentration. 8 if only by candlelight or faint glow.
When channeling fire’s energy directly, she can either use it simultaneously as she would with other types of energy. This time, it only affects the light which enters her eyes. By channeling and focusing ambient light energy around her, Alyssa can permit herself to magnify her vision or improve her vision in dim conditions. Once again, this cannot be used in a complete absence of light and cannot permit perfect vision in dark conditions.
Firing Effect:
o .357-M (Revolver):
When fired, the energy stored in the crystal transfers to the tip of the muzzle and fires at "break neck speeds" (625ft/s) in the form of a linear beam (0.5" in diameter). Unlike the majority of her shots, this beam is not an offensive attack. Instead, when this beam collides with a living organism, the wealth and warmth of light accelerates the healing of any ailment. While primarily focused on mending wounds, this strange light is also capable of staving off illness or poison. While some sicknesses and poisons still remain incurable by paranormal methods, the energy from this shot can slow the progression to termination. On average, each shot can heal an intermediate wound such as a clean stab (straight edge, no serrations), deep lacerations (up to a foot long and 3" deep), or similar topical damage (burns of an 8" diameter, buckshot, scrapes, etc). The effect of the healing occurs over the period of five (5) seconds and is not instantaneous. These shots can also be compounded to heal more aggressive wounds, or damage. They can also be used to rejoin detached limbs if the limb was cleanly severed and the shot is fired where the missing limb is pressed to the owner's body. More shots may be needed to heal the laceration which severed it. (2 shots for a severed arm. One to attach, one to heal the cut around the bone.)
o .50AP-M (Rifle):
When fired from this high capacity round, Alyssa can turn away the reaper's scythe. Similarly, her rifle fires a beam of light double the diameter of her pistols (1"). When it hits a living target, it will restore them to peak health. This has its limits, for all things on Althanas are not created the same. Men and beasts boasting endurance and might beyond the natural realm (2x and up) will see diminished returns. If fired at something of that caliber, only a large fraction of their zeal will return (roughly undoing whatever damage a typical mortal man could endure.) Much like the legends of many religious texts, this light can also return life to the dead. The corpse must be fresh (perished within 24 hours) and must be in fair condition (largely in tact skeletal structure and surrounding tissue). Fired at the heart or brain, this rifle shot can breathe new life into the recently deceased. In these cases, the shot will only make them stable, doing the bare minimum to return them from the veil and stabilize them. This will not work on overkill situations where the corpse is no longer discernible or has been scattered over large distances. It is possible to chain these shots to restore larger organisms or heroes of great might.
o Artifact (Raw Spell):
Channeling the ambient light around her, Alyssa can magnify her vision in a number of ways. This can permit her to see up to four (4) times her natural line of sight. Should this pair with another focusing object (such as a lens or monoscope) she can compound the magnification through those items as well. This is a variable change which she can control, and creates a type of tunnel vision. The further she strains to see, the less peripheral vision she has. At her peak magnification, Alyssa can only as much of her periphery as if looking through a 24" diameter tube. This magnification also works toward seeing objects smaller than normal. Similarly, her vision is funneled in on her target, but she can see minute details which aid in tracking, tinkering, and general curiosity. Lastly, this refraction of light can permit her improved vision in low light conditions. Again, this is done by sacrificing her peripheral vision, but can permit her nearly perfect vision in moonlight conditions. Anything darker, and her vision begins to suffer no matter how hard she focuses (loss of color, distance, clarity of edges, etc).
Much like looking through glasses or binoculars, extended usage causes eye strain. She can comfortably use this for a period of up to an hour. Past that, her eyes show signs of fatigue, ache, and diminished results. After 2 hours of continuous use, Alyssa can start to cause long term damage, affecting her natural vision throughout the remainder of the day. She cannot use it in excess of two and a half hours, for it becomes too painful and could render her blind. A full day's rest can undo damage done by this or taking 15 minute periods of rest between the initial hour usage to prevent damage.
Bring back from the dead (once), and various levels of healing (short recharge time in sunlight). Level 8
Vision x4 for long(ish) periods, level 4.
5, 7, 7, 5, 7, 8, 4 = 6.14 (- .5 for two empty spots, 5.64)
Abilities
Strength of Kings: Vincent despite his looks is FIVE TIMES as strong as the average human. He can easily lift up to 625 pounds at the drop of a hat.
I'm putting this at APL 7 since compared to some other profiles, the 625lbs is in the upper ranks of power.
Emperor’s Training (Two abilities combined into one): Through both the power of Fate and training Vincent is FIVE times as fast and reacts four time as fast.. He can sprint upward of 75 miles per hour, and strike FOUR to FIVE times with a blade or fist in the time an average fighter could squeeze in one. He can also react four times as fast and is better at deflecting blows ect.
Per Hyst, this rolls SPD & AGI into one on his last update. I disagree, but I can change the previous APL of 5 to APL 7 to accommodate.
Blood of the Emperor: The change in his arcana has caused him to lose his truth sensing abilities but grants him an increased healing factor. He is capable of five times a day closing a moderate wound within the space of two posts. Out of fights he regenerates three times as fast allowing him to recover from major injuries (But not fatal.)
APL 6 - Healing abilities. Going to ask to clarify what counts as a "moderate" wound. May be subject to change.
Tap Blink: Vincent in capable of 6 times a day of teleporting up to ten meters from his starting position in any direction. This movement is quick and hard for the average opponent to see. When he teleports he flashes a bright blue, and when he reappears he lets off another blue flash. It takes about 1-3 seconds for him to reappear depending on the distance.
APL 10 - Quite a bit of teleporting.
Pain tolerance:
Vincent is able to withstand more pain than a normal person. Minor cuts are more like an itch, with really painful things somewhat dulled. Only major cuts and injuries tend to slow him down. (Endurance x2)
APL 3 - Can handle a beating.
Fate’s Chosen:
Vincent is capable of sustaining four times as much damage as the average human. It takes four times the amount of force to break a bone, and cuts that would normally be deep are more minor.
APL 5 - Pretty much reinforced body. Considered to have leather skin and cast iron bone.
Kinetic Manipulation(Two abilities): Vincent is capable of 15 times a day manipulating the kinetic energy of objects. At this stage he can either Triple it or HALF it. This is required via contact with his hands. If he is throwing something is able to triple the launch speed that it would normally go, and if he is catching a blow he is able to half the impact of said punch. Likewise he can also triple the impact of his punches, however with his endurance and pain tolerance he can only handle four "boosted" punches with one hand before breaking a finger, knuckles, or his entire hand. Vincent can now consume five uses of “boosted” punches to smash through a spell, such as a fireball, and only take half of the damage that he would take if he hit it full on.
APL 7 - Technically a STR/SPD boost per up to 15 actions to 3x effect.
APL 5 - Able to 1/2 incoming damage by "catching" or "touching" incoming object.
^ Combine to one school of energy manipulation with highest effect of APL 7?
APL 6 - Spell resistance by punching single target spells apart. 50% resist on successful "block".
Born of the Tap: When Vincent dies he fades back into the Tap and rises like a pheonix once more a week later.
APL 1 - Standard Immortality Bullshit
The unseen hand gathers the most coin: Due to Vincent’s connections behind the scene he makes an extraordinary amount of gold from secondary ventures. While most of this goes to fund the Hierarchy, Vincent also pockets some of the funds to use for his own endeavors and thus gains 15% more gold per thread than normal.
APL 7 - Per Hysteria's thread about Merchant skills and GP abilities.
Tap Materialization: Vincent is capable of storing anything smaller than him in a pocket of Tap energy to be withdrawn later. Once per post Vincent can either draw or store something into said pocket dimension. He cannot put live creatures into this dimension or perishable goods.
For example in post one he could draw his sword to attack. In post two he can draw a cane but cannot store the sword thus leaving him with no empty hand. In post three he can put one of the items away or draw another weapon.
APL 2 - Technically the same as a bag of holding. Drawback of per post usage. Potentially abuse-able since the limit is by size. Could steal a midget if he so desired.
Level 5 - 6APL : 11Abilities
7,7,6,10,3,5,7,6,1,7,2 = 11 Abilities
APL: 5.58
Approved
Hysteria
06-13-15, 08:28 AM
http://www.althanas.com/world/showthread.php?29569-Wu-Yi
Oneiromancy: Once per thread, Jia can access the mind of a person and see their greatest fears, then create an illusion lasting two posts based on what she has seen. The illusion cannot do physical harm.
Forgiveness Requires Repentence:Three times per thread, Jia generates a burst of Holy light that does light fire damage (1st degree burns) in a 10 foot radius, and in weaker willed individuals can induce empathetic/kind and calming feelings (as decided by the PC).
Kindness: Jia calls upon holy light to heal light wounds. Can be used twice per thread.
Thunderstruck: 3 times per thread, Yu can create an arc of lightning that she can project up to 20 yards away. The strength of the electricity is non-lethal in most situations, causing 2nd degree burns and minor stunning in characters the same level or below, at the decision of the PC.
Floodwaters: Once per thread, Yu can generate “Floodwaters”, which can be used one of two ways. Either she creates a burst of water (roughly 10 gallons) that moves directly out from her and can act as a push-back effect, or she can direct it straight up to shield against most light blows.
Retribution: Once per thread, Yu can call upon the arctic winds to encrust her staff in rough crystaline ice. The ice lasts one post before dissipating.
All threes.
Hysteria
06-20-15, 09:48 PM
http://www.althanas.com/world/showthread.php?29602-Vaeron-level-1
Wave
This energy is a bolt or strike of telekinetic-like power, that hits as a force or a strike of a wind. The Wave is performed by Vaeron via a weapon, most likely his indigo dagger Kraken and essentially creates a wave of power of the same length of his weapon’s blade and in the same direction, essentially extending the strike. Currently the force can send a strike equal to a 5 richter scale earthquake, capable of pushing someone back a metre, and can send a crack up a wall or break a window. It can also cause a major wound on unarmored skin, and damage iron armour. It continues as a blast for up to 1 metre and then all energy dissipates (at one time, it does not decrease in strength with distance).
Uses per thread: 3
Current
Vaeron is able to send a wave of energy from his short bow. When he does this he needs no arrow, just the bow itself. When he draws back the string and summons the magic a bolt of energy will merge, in the form of an arrow. The “arrow” is capable of flying 150 feet and when it pierces the target it will send a direct form of energy through that. The energy of Current the same as Wave - 5 on a richter scale, capable of damaging iron armour, causing a major wound. It can also cut smaller branches from trees.
Uses per thread: 3
Water: Flow:
Vaeron is able to summon one litre of water to his side wherever he is, whether it is from the air or from a nearby stream. This is more difficult depending on the environment, for instance it would be more difficult in a desert, however he usually can get the amount in less than 5 seconds. From there he can move the water with his hand and mind to where he wants it to go. It will flow as fast as is naturally viable, using only gravity and force to guide it. This ability has 4 uses in a thread, its only purpose at the moment for it to be drunken or the water to be thrown in someone's face. This is to the same effect of an ordinary cup of water being thrown in their face.
Notes: not able to be used to block.
Uses per thread: 4
Level 3, 4 and 2
Cards of Fate
06-20-15, 10:56 PM
http://www.althanas.com/world/showthread.php?29508-Gnarl-amp-Root
A Pl 3 and a PL 2
Cards of Fate
06-20-15, 10:58 PM
http://www.althanas.com/world/showthread.php?29555-Alec-Another-Earthling-for-the-crazies
Three PL 3's
Cards of Fate
06-20-15, 10:59 PM
http://www.althanas.com/world/showthread.php?29575-Marcus-Haroptic-Elite-Optic
Three PL 3's
Cards of Fate
06-20-15, 11:01 PM
http://www.althanas.com/world/showthread.php?29574-Izdaan
Three PL 3's
Cards of Fate
06-20-15, 11:02 PM
http://www.althanas.com/world/showthread.php?29582-What-a-Lovely-Flavor-Your-Mind-Has-Been
Two Pl 3's
Hysteria
06-29-15, 07:06 AM
http://www.althanas.com/world/showthread.php?29632-Asta-Ironhammer
Approved with no abilities.
Hysteria
06-29-15, 07:22 AM
Cards, the point of the work up is so we can search for abilities. Posting '3 level 3s' doesnt permit such an outcome :p
Hysteria
07-01-15, 03:02 AM
http://www.althanas.com/world/showthread.php?29602-Vaeron-level-1
Wave
This energy is a bolt or strike of telekinetic-like power, that hits as a force or a strike of a wind. The Wave is performed by Vaeron via a weapon, most likely his indigo dagger Kraken and essentially creates a wave of power of the same length of his weapon’s blade and in the same direction, essentially extending the strike. Currently the force can send a strike equal to a 5 richter scale earthquake, capable of pushing someone back a metre, and can send a crack up a wall or break a window. It can also cause a major wound on unarmored skin, and damage iron armour. It continues as a blast for up to 1 metre and then all energy dissipates (at one time, it does not decrease in strength with distance).
Uses per thread: 3
Current
Vaeron is able to send a wave of energy from his short bow. When he does this he needs no arrow, just the bow itself. When he draws back the string and summons the magic a bolt of energy will merge, in the form of an arrow. The “arrow” is capable of flying 150 feet and when it pierces the target it will send a direct form of energy through that. The energy of Current the same as Wave - 5 on a richter scale, capable of damaging iron armour, causing a major wound. It can also cut smaller branches from trees.
Uses per thread: 3
Water: Flow:
Vaeron is able to summon one litre of water to his side wherever he is, whether it is from the air or from a nearby stream. This is more difficult depending on the environment, for instance it would be more difficult in a desert, however he usually can get the amount in less than 5 seconds. From there he can move the water with his hand and mind to where he wants it to go. It will flow as fast as is naturally viable, using only gravity and force to guide it. This ability has 4 uses in a thread, its only purpose at the moment for it to be drunken or the water to be thrown in someone's face. This is to the same effect of an ordinary cup of water being thrown in their face.
Notes: not able to be used to block.
Uses per thread: 4
3, 3, and 2
Hysteria
07-02-15, 05:07 AM
http://www.althanas.com/world/showthread.php?29623-A-cold-day-in-hell
Arma Voco: Meaning Summon Weapon, Agiel can summon 3 weapons of his choice: A broad sword, a Gladius, and a dagger. All of them are made of ice, but are as strong as iron. One cut to a mortals flesh will freeze that limb down to the bone, disabling its movement for one turn. Each weapon is valid through two cuts to the flesh per summon, and he can only summon two times per day.
Potentia: Meaning strength or power, by just saying this word Agiel's strength increases to twice that of the average man, able to smash through normal wood. Lasts until the body is tired.
Congletio: Meaning frostbite, this allows Agiel's blades to have a freezing affect when he cuts. Affecting only the limb he cut, freezing it down to the bone and disabling it's movement for one turn, and halving its movement for two movements. Can be used twice per summoned weapon.
Three level 3s, (note some of Congeltio is described in Arma Voco).
Hysteria
07-02-15, 05:17 AM
http://www.althanas.com/world/showthread.php?29636-Rise-of-the-Hyena
Gnoll Traits: Racial abilities ((these will be expanded upon as levels are gained. I am trying to make it gnollsih, not overpowered and am intentionally listing only effects that are not combat oriented. Personally, I don't think this is even as strong as the example abilities "Grace" or "Speed" but if a judge disagrees, I can work with them.))
- Butcher's Lure: Creates the sound of anything from as quiet as a whisper to a dragon's roar, originating anywhere within 20 meters of the speaker. He can perfectly imitate another's voice if he has heard it.
- Scent Tracker: Malwarzi can smell through disguises and illusions if scent has any bearing on them.
- Carrion Feeder: Gnolls eat rotting meat as a dietary staple; they are highly resistant to disease and ingested poisons.
Slave's Stupor: A sinister spell, it enchants the mind of an enemy to fall into a subservient, listless stupor in which they meekly obey basic commands. This can be can be cast twice, but only once per target, on any intelligent creature within 10 meters. If the target is not hostile or is particularly weak-willed, the effect lasts lasts about 1 minute per level. If cast on a hostile target (such as during combat) the effect lasts only a few seconds before the mind is shaken free Any harm received by the victim of this spell immediately breaks the enchantment.
Bite the Hand that Bleeds: Malwarzi is a pack hunter, preferring to gang up on an enemy to bring it down. He can command his Hyena Familiar to simultaneously attack the same target when he makes a melee attack against it. If so, the Hyena inflicts a slight wound in addition to the damage of Malwarzi's attack. He can do this 3 times in a fight before Gnasher's stubborn nature prevents him from obeying further orders.
2 (the smell), 3, 3.
Hysteria
07-02-15, 05:19 AM
http://www.althanas.com/world/showthread.php?29618-Baptized-in-Blood-Jolok-Gauntless
[quote]Blood Charged (empower): Jolok can harness the power of blood to empower his magic. If an ability indicates Blood Charge, he can expend a single Charge to create the listed effect. He starts with maximum 3 Charges and cannot exceed his maximum. He can deal slight damage to himself to gain 1 Charge.
Arterial Armor: Jolok drains a corpse of all fluids, gain 1 Charge and form a protective aura of magically charged blood. Whenever an attack would deal non-psychic damage to Jolok, he can spend 1 Charge to negate moderate attacks such as large fireballs and blasts of magic, or reduce the damage of more advanced ones'.t. The armor is lost afterwards. He can only use this spell 1 time per day due to the level of concentration and magical control required. [quote]
Level 3 (single use)
[quote]Blood Magic (school): Jolok is an aspiring Blood Mage, having ritually consumed the heart of a living creature under appropriate rituals. Through hidden rites culminating in the inscribing of his Blood Ward, he can cast a selection of arcane spells:
- Hemorrhage: Touches the target and utters the trigger word to deal medium bleeding damage as the blood vessels in the localized area of the touch rupture, causing internal injury and severe pain. Gains 1 Charge.He can use this 3 times before exhausting himself. Charged Hemorrhage - Gain no Charge; instead expend 1 Charge when casting to cause a second, weaker Hemorrhage to trigger a short time later (1 post from the cast) in the target for slight damage. Only 3 Charges can be used to this effect without significant rest (regardless of total charges remaining) as it requires extreme exertion by Jolok. Requires blood. [quote]
Level 3
[quote]Cheap Shot: Jolok takes advantage through unscrupulous means such as a kick to the groin, sand in the eyes, clever maneuvering or a momentary arcane distraction to stun the target for about 3 seconds. The maximum distance he can reach with this is 10 meters and he can use 3 different tactics before the opponents become to wary of his tricks. [quote]
Level 3
Hysteria
07-03-15, 07:07 AM
http://www.althanas.com/world/showthread.php?29593-A-Bewitching-World-of-Flavor
The Witches Sense- While not all Witch Blood can learn this ability, Jazu has the fortune of being born with it. Simply put, he can sense and control the flow of magic in a way that is quite unique. If he had to describe it, it is more like each of his senses is heightened to perceive magic rather than a sense in itself. He can see, hear, smell, taste and feel magic channels within things and around his immediate area to the point that he can tell what element a spell will be as it is being casted, and has the ability to control the flow of magic in non-living and non-magically controlled things upon contact. The ability to do this takes concentration, but he is able to sustain the flow in and around his own body while performing strenuous activities for two posts before needing to regain his composure. While he can perceive magic around him, he is unable to distinguish it outside of his other senses and cannot use it to locate or otherwise become aware of someone.
By directly channeling the flow of magic, Jazu can make one specific part of his body (hand, elbow, forearm, forehead, foot, knee, chest etc.) as strong as steel in terms of both offense and defense. As a result of magic being directed from other parts of the body, while used in this way Jazu will take 1.5x the amount of damage he would normally take from magical attacks that target the unenhanced areas.
A Living Blade- Jazu is adept at hand-to-hand combat to the point where his normal strikes are powerful and precise enough to cut into flesh with relative ease. While cleaving a man in two is beyond his ability, a well-placed piercing strike or chop can do as much damage as the average arrow or knife, respectively. As a result of this, Jazu can defend himself quite well against armed opponents while bare handed, due to his speed and strong battle sense.
Enhanced Agility- Those of Witch Blood are known to possess special traits, and in the case of Jazu his speed and reaction time is superior to that of the average human. When standing still, catching an arrow or two is a relatively simple task for Jazu though he is not as skilled when his concentration is divided. In combat, he is able to dodge, deflect, parry and counterattack with a swift efficiency especially while barehanded. His movements are quick, precise and never wasted.
3 3s.
Hysteria
07-03-15, 07:47 PM
http://www.althanas.com/world/showthread.php?29584-Alma-Waterstone-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.â€
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
Hysteria
07-11-15, 10:36 PM
http://www.althanas.com/world/showthread.php?29680-Creature-The-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
Hysteria
07-14-15, 06:32 AM
http://www.althanas.com/world/showthread.php?29655-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.
Hysteria
07-14-15, 06:34 AM
http://www.althanas.com/world/showthread.php?29667-Faust-Dead-and-Mildly-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.
Max Dirks
07-21-15, 08:06 PM
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.
Hysteria
07-31-15, 03:56 AM
http://www.althanas.com/world/showthread.php?29624-Israfil-The-Seraphim-of-Judgment-(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.
Hysteria
08-15-15, 11:32 PM
http://www.althanas.com/world/showthread.php?29773-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.
Hysteria
08-15-15, 11:35 PM
http://www.althanas.com/world/showthread.php?29780-Hu-Tian-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.
Hysteria
08-20-15, 07:25 AM
http://www.althanas.com/world/showthread.php?29789-Agent-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.
Hysteria
08-20-15, 07:30 AM
http://www.althanas.com/world/showthread.php?29764-Guard-Your-Loins-%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
Hysteria
08-20-15, 07:36 AM
http://www.althanas.com/world/showthread.php?29777-PHI-LEVEL-7-you-all-gonna-DIE
Speed: excelled speed when running, to the speed of a deer bounding away from predators, based on an African springbok up to 50km/h and leaping up to 10 m through the air in a single curve. This also enchances her basic attack speed, movement etc, up to 4x a normal person.
PL 6 (includes the boosts below)
Earth-Sense: Her species gives Philomel an acute connection to the earth. Whilst touching earth, or dirt, or wood, etc, she can sense what is around her, up to a fifty metre radius. The passive abilities this provides are a detection of animals of un-rational thought (i.e. not humanoids and sapiens) and other rough objects in her way - such as rivers, trees, buildings, and a rough idea of edible plants. She does not have to be directly touching the earth for this to work, but needs to be within a few milimetres, i.e. she can do it through gloves and other covering. To advance this to degrees of being of rational thought, Philomel can tell what rough direction they are and a rough distance. For this part to work she must focus on this for half a second. This ability is enhanced somewhat with Veridian, but was naturally hers.
PL5
Cracking The Earth: Up to six times per day Philomel can essentially cause a minature earthquake by slamming her hoof, horns or fist on the ground or any other surface. What this does is immediately crack the earth in a 20 degree cone of ten metres, or a web (circulating outwards) of five metres, depending on how her hoof is placed and directed. It upsets ground and plants, cracks concrete and if used against foundations, could destroy buildings. It causes a shake in the earth for three seconds before abating. In the very centre there is no damage exactly where Philomel places her hoof, horns or fist, but three inches from that the damage spreads rapidly out. It can easily cause a praticised fighter with no agility ability to lose their balance and slip, and knock any oncoming blade attacks out of balance with them. If very unstable and at the outermost edge of the crack (i.e. at the worst part) an opponent has the danger of falling over and hitting their head. On a Richter Scale this measures from 0 at the point of incarnation to 7 at the edge.
Quakebow: After having Drys bless her crossbow, Philomel can now send Cracking the Earth across a distance. Philomel must inact Cracking the Earth at the same time as firing a bolt, and essentially what this does is send the earthquake somewhere else. The point at where the bolt hits becomes the new epicentre for the quake, much like her hoof or horns or fist. All stats with Cracking the Earth are still the same (7 richer scale etc), however the shape can only be a web. Number of shots is included in overall Cracking the Earth count (6).
Level 7 (school)
Through the Earth Portal (aka, down the rabbit hole): Essentially a form of teleporation, this ability allows for the transference of Philomel in an almost instance. It creates a portal in the ground, opening up the earth and creating a direct link to another place, but not in a physical way, more like a phasing state of metaphysics. Only creatures who are connected to the earth (fauns, Earth Spirits, possibly men) can use this portal. There are stages and limitations, also, on how close Veridian is to Philomel. This ability can be used up to four times an hour.
• By herself Philomel can portal-jump to a distance of 25 metres.
• Either Veridian or Philomel (though Philomel is the one operating the magic) can jump to join each others direct side so long as they are within 10 metres of one another.
• If side-by-side Veridian and Philomel can jump together, pouring in her magic, plus his Goodwill enhancing, to a distance of 50 metres. This take two seconds to operate, however, and can be interrupted by a loss of concentration. They must be within half a metre of one another.
• As a latent ability, one other person can be joined to the party, so long as they are not water-based or fire-based, and travel with Philomel and Veridian, or just Philomel by herself, to an extent of 20 metres. The subject MUST be willing, therefore this cannot be used against people as a weapon, only as a form of moving people out of situations (innocents, allies, etc). It can be used in combat, in wars etc, but only on people who are willing and are allies.
PL 7
Armoured with Rocks: Summoning the rocks around her (within a five metre radius, dependent on setting, etc), Philomel can create an amount of armour to protect one place on her. The rocks zoom from nowhere to her, attaching themselves like magnets, attracted by her pure brillance. The rocks cannot be larger than a hand-size. Though a defensive ability, they will likely knock over people in the way, to an amount of a minor wound (up to the opponent to react). Once on her, they attach and stay on for up to five minutes, or until they are shot/worn away by blows etc. The maximum amount of rocks that can attach themselves is enough to cover her torso. Only rocks can be used, or dirt if there are no rocks. Only up to two placements of this armour can be present at one time, and this can be used up to three times per battle. The sort of damage they can defend against is fist blows (unless those fists are enchanted) and slashes with weapons up to steel. Damasus and beyond will hack at half of the rocks, spilling them like a shot. The armour can also protect against "normal" bullets but this qill requires a judgement call, or discussion with the opposite party.
APL7 (minor (at least minor ooc wise) increase to area)
Minor Earth Healing: By rubbing earth or vegetation onto a wound of any type, be it cut, breakage etc, Philomel can heal the wound within two seconds to a minor extent. Minor wounds, such as a simple knife slash, will be healed almost instantly, major wounds, such as a knife stab, will heal only at the surface. Breaks of bone will begin to knit back together, but it will be very unstable, not enough to be used in punching, just enough to hold a sword or to support (for instance, to hold up a person to standing). The pain will still be excruiciating. It is a minor use for adjustment, more or less a temporary measure to stop bleeding. This can be used up to five times per battle.
Level 4
Monster State(s):
Terribly Monstrous: Echoing Veridian's Terribly Monstrous Ability from level 5, Philomel is now able to transform into a monstrous beast. What this does is allow her goat-side to take over her body almost in its entirety. Letting the rage and animalistic qualities of her race take over she transforms - these take the form of two stages "Raging" and "Enraged". When she is in these, however, her intelligence somewhat declines, and with it much of her earth-magical abilities. Note: Veridian's demise does not affect this transformation.
The duration for these are 3 posts for Raging state and then three after for Enraged. Raging state must be active for at least 1 state before Enraged can come into play.
Raging State: Transforms halfway into a goat. Appearance is of a goat on two legs with the torso of a man. Something akin to a minotaur, her head enlongs, her horns grow, and more fur begins to appear all over her chest and arms. It grows up from her waist, and down onto her arms, and starts to take over head hair, which becomes matted and loses its violet colour. Her entire size swells with muscles, causing any clothes to become several sizes too small. She does, however, have an opportunity to take these off (such as her breast plate) as this form takes two seconds to transform into. In this time she is a mutant half-person with a knobbly ugly face. Her height in this form is roughly 6ft 3inches, and her build is heavy and muscular.
Abilties:
• She keeps all passive abilities, as well as the ability to swing a sword as she still retains hands. The Lover, however, becomes incredibly dangerous when it is alight, however, for she is generally more furry, including back of the hand.
• Her speed remains the same, however she now gains 3x strength.
• Her skin becomes as tough as steel.
Enraged State: Philomel becomes a fully formed massive goat, white and chestnut brown in colour with grey eyes. This beast stands roughly 6 foot to the shoulder and has many more muscles than one would expect. Much closer to a mountain goat than a domestic goat her body is entirely covered in fur, and she has bigger horns than perhaps might be necessary. The process of this transformation takes a further 2 seconds, during which she is pretty much not capable of anything but turning into a goat.[/LIST]
Due to her change in anatomy Philomel loses any ability to wield a sword or other hand-held weapon.
Magic remains, and natural talents, are increased. Her speed and strength goes to 5x that of a normal human.
Her skin and horns also becomes that of damascus strength.
She is still, however, susceptible to any magical abilities, especially fire.
Horns are basically the same size and versility as in natural form (increased slightly in size relative to overall size but no special ability)
Weight is almost half a ton. [/LIST]
I’m going to treat these boosts as one ability again, taking them apart based on effect rather than doubling across both abilities.
skin steel or Damascus: Level 8
speed (included in core speed ability)
strength go to 3 or 5x: 6 (included weight in strength)
Familiar: Veridian - a fox formed earth-spirit.
Veridian is immortal, but when he dies he is out of extistence for ten minutes then reborn back under the ash tree Philomel met him in Concordia Forest. So once dead in a battle he cannot return, but Philomel can use her magical ability after those ten minutes.
Basic Abilities: Can be used in combat - his weapons include a single bite per post that is harsh and brutal, and capable of ripping out large chunks of skin and flesh, down to muscle, causing a major wound. His claws are more or less kept sharp and a scratch will cause a minor wound.
Bite of Flame: Veridian now has the ability to bite with fire. This is down to the simple fact he has a tenth of a fire whisp inside of him. The flames, however, are not like a normal fire-breath - instead they are connected to his bite. Veridian releases a spew of flames from his mouth, and they are sent towards the victim. The flames then act as a second pair of jaws, immediately clamping around the victim's arm/area of damage. It does the same damage as his jaws, except that it causes a major burn also. The victim must be within ten feet, also, otherwise the flames disappate. Useable 4 times per thread.
Terribly Monstrous: Veridian harbours a secret more terrifying than is suitable for small children. The Earth Spirit he calls his sister, Farragise Onosan, the white rabbit who is as mysterious as she is adorable, has within her the ruined, tortured soul of a demon who went insane a thousand years ago. In their most recent encounter, when Veridian found out that traditional history was missing much of the heroics of the Earth Spirits and thus decided they had to go to war against the mistaken scholars, she granted him part of this soul. Within Veridian now resides one tenth of a behemoth, something that in the beginnings of times roamed the world and slaughtered mercilessly. One time per battle he can call on this darker part of himself and transform into a monster. The monster form lasts around six posts in length, and will soon tire out. It grants him 4x his natural size, and also adds a fire element to each of his attacks. His jaws still cause major wounds, but will also cause major burns when it comes into contact with skin. Claw attacks will grant minor burns. His fur, also, singes on contact, and stands at 55 degrees C. Overall, where he walks, he will singe the earth - if he stands in one place for too long it will get hotter and may burst into flame if on such things as wood, ice will melt etc.
Familiar: PL7, a small fox, but with a decent bite that can grow bigger.
Fire (and bite): APL 8
Familiar: Delath
Delath is a dragon, originally a baby black dragon who could fly about a metre and then fall, and burp tiny flames. He was not used for combat and bought back near level 4. Philomel bought him along with an amulet to make him an adult dragon, and by grace of her goddess has managed to gain the power enough to use this.
However, when Delath was granted adulthood, several things happened. First, he lost the ability to fly and his colour went quickly from dark black to a murky brown and green. His wings withered and fell away, and his whole form became something large and bulky and rock-like. Essentially he was consumed by the element of earth, and became that which is useful for Philomel to fight against the forces of the "dark".
Basic: Delath stands at 7ft at the shoulder, and is roughly 20 ft in length. His scales are still somewhat weak due to his transformation, and thus not able yet to penetrate anything. They are little better than skin. He has a natural bite as a skill and no ability to breathe fire.
He also has a mental link to Philomel, and though it is not as strong as Veridian's, for Delath is mostly independent, he will come at her call.
Abilities:
Burrowing:
Delath can bury under the ground at a speed of natural running for a regular being. He does this by digging with his huge forepaws and claws, and also by literally eating the soil around him. It is excreted via the natural way, passing straight through him. He can exist at a hundred metres below ground, and can appear at any moment. His entrance is noticeable as a small earthquake, at a rate of five metres below the earth. This gives a target two and a half seconds to notice him coming and react. This ability has no limit.
Breath of the Vegetation:
Three times per thread Delath can breathe on any material or being, and force plant matter upon it/them. Matters of vegetative state, beginning as small mould weeds and growing into vine weeds, will sprout over the proximity of the breath. It spans a metre in length and half a metre in diameter. There is a series of vegetative states, that grow more vicious and stronger with every passing moment.
• Immediately spores begin to grow, in the form of small and simple mould particles, in the air and on the surface of whatever target. These are harmless and can easily be brushed away but can cause blindness etc, if directed properly.
• After half a second very weak tendrils begin to grow from the particles, swirling and growing centimetres in length. They are very easily breakable.
• After one second the tendrils become vines, and gain leather in strength and so not easily breakable. They start to extend to five centimetres in length and have sticky underparts like ivy, grasping onto whatever surface with ferocity.
• After two seconds, the vines begin to bloom flowers, and they are level of steel in strength. They can only be cut with a blade to got rid of and are now the length of ten centimetres, curling around things in the imitation of bonds. The flowers are not toxic, but they can be around an inch in length.
• After five full seconds, if the vegetation has not been brushed/cut away in any form, the flowers will bloom a toxin that causes necrosis on any living tissue that is not of the earth.
Familiar: PL8, large, heavy (flightless) dragon that can burrow.
Vegatble Breath: 5 for the two second ‘strong hold’, 8 for the necrosis.
Hysteria
09-01-15, 07:17 AM
http://www.althanas.com/world/showthread.php?29800-Arden-Janelle-Grey-Hound
9 : 8 : 15
The Aria: Arden’s manifestation of the Tap takes a destructive form. He consumes minds, voices, and ideas. He is the embodiment of ‘Writer’s Block’.
• Erase: Arden can erase ten written words (ink, sand, blood etc.) per second. He cannot erase text created by magical means.
Level 1
• Blink: Arden blinks from existence for two seconds. He moves with the same momentum if mobile. Five uses per thread.
Level 9
• Silence: Arden can silence himself and one other. It does not prevent breathing. It does not affect telepathy.
Level 3
Street Fighter: Arden’s speed is X2. He is tolerant of pain and his physical endurance is X3. He can run tirelessly.
Level 3 and Level 4
Blood Magic: Arden uses the forbidden Blood Magic of Akashiman spirit warders. This draws on the life force found in living things:
• Rage: Each kill gives one rage point. When Rage is eight he gets +3 strength but becomes feral. Rage lasts until unconsciousness or death.
Level 4
• Rise: Arden can summon blood wings from a wound. They require a post to create and allow clumsy gliding for two posts. Costs one rage point.
Level 3
• Reunion: Blood drawn with Fang allows Arden to resurrect consenting allies within an hour of death. It costs five rage points.
Level 6
• Ruin: By cutting a palm, Arden gifts that arm with +3 strength for three posts. It costs one rage point, and is useable once per day.
Level 3
black shadow
09-02-15, 06:28 AM
Disgraced (http://www.althanas.com/world/showthread.php?29714-Disgraced&p=251740&highlight=#post251740)
Unnatural Existence: Unable to feel hunger, thirst or pain. Injuries still register as damage dealt, she just can’t find the agony of them. Rachmiel is able to push the body she bears past normal human boundaries. Ex: Able to bend and contort her body in ways a human can not. The result though would break one or several bones in the attempt and will lead to a limb being unusable until she has time to heal. (possible to break her own spine) ~PL3~
Healing: As her flesh does not repair itself even minor wounds need exposure to the sun for an extended period of time. Cloud cover and shadows hinder the repair process.
Minor wounds (small cuts, scratches and scrapes) - 2 hours
Large flesh wounds - 6 hours
Broken bones - 10 hours
Severed limbs - 24 hours of sunlight
(Rachmiel can survive dismemberment, beheading etc. but unless she has help to put her pieces back together she is unable to recover and will remain so.) ~PL3~
Remembrance: Rachmiel is able to reach out to individuals and trigger the memory of someone of formative importance to them. Parent, lover, important enemy etc. Once per thread, up to player to resist if applicable. ~PL3~
1:3:3
3+3+3 = 9/3 = 3
3=3
APPROVED!
Hysteria
09-05-15, 07:30 AM
http://www.althanas.com/world/showthread.php?29840-Mix-Darks-Level-1
"Blending In" -- In heated situations, Mix is able to blend into a crowd and go unnoticed, unless you happen to have a solid amount of perception or alertness. He can blend in as long as the heat remains, but if he attempts any sort of combat, his blending is revealed completely and he is once again easy to spot.
Level 3 (bordering 2)
"Ooh, Shiny!" -- Years and years of Alerar research yielded some micro-mechanisms disguised as ordinary, every day objects. He is able to use these gadgets should he come into contact with them, but currently only 1 gadget is available: a pencil that doubles as a laser pointer. It cannot currently do any harm to anything or anyone. It just puts a red dot on people, up to 100 meters away.
I'm not counting this one yet as an ability :p
"Oh hey, I've played that game before" -- Being in AIG meant training in significant quantities of weapon types. To this day, Mix has not found a weapon he is unable to wield with some proficiency, even firearms. This does not mean he is an expert at all weapons, or even most weapons, but he is able to pick one up and wield it sufficiently as a intermediately trained person would.
Not an ability.
"Six ways from Sunday" -- Along with weapons training, Mix was heavily trained in hand-to-hand combat, but primarily in subduing an adversary quickly and quietly. While this isn't quite at the level of the Vulcan Death Grip, Mix is able to dispatch ordinary NPCs at or below his level, after a few minutes of combat time -- and barring any special abilities do not distract him from such. There's one small quip here that limits this to being non-stressful situations only, meaning if he is already in combat, he loses his ability to disable an opponent. He must fight them, or attempt to blend in and flee.
A sort of weak paralysing ability. Level 3.
Hysteria
09-05-15, 07:32 AM
http://www.althanas.com/world/showthread.php?29818-The-Forgotten-One%92s-Forgotten-legacy-%28Spud-level-1%29
Stow away:
Spud is capable of storing four times his mass (Roughly 120 pounds) in a magical bag of holding he found when he awoke from his slumber. He cannot store living creatures in this bag, nor can he hide in it. Any weight carried inside this bag is quartered.
Level 3
Scurry:
Spud is an expert at scampering about and thus can move roughly four times the speed of an average otter (2x speed of an average human).
Level 3
NYOOM:
Spud has rocket boots that allow him flight at twice the speed of the average human for a running total of three posts a day. He can fly no higher than 60 feet without getting dizzy/air sick and have to return to the surface to puke.
Level 4
Weaknesses:
Born of the Briar: Spud is unknowingly part plant, and thus takes double the damage from any fire based attacks
Puny: Spud has HALF the strength of the average human.
Motion sickness/Airsickness: Spud gets incredibly nauseous on boats, wagons, or aircraft.
Some weak-weaknesses, but they balance out the NYOOM.
Hysteria
09-05-15, 07:35 AM
http://www.althanas.com/world/showthread.php?29788-Oliver-Midwinter-Brown-Owl
Level 3, but barely any abilities.
Touch the Heavens: Oliver can telekinetically manipulate objects that weigh less than 5lbs. He can spiral petals, stir tea, snap twigs, rip paper, and warm water.
Level 3 (inclusive of the ring Sorcerer’s Will)
Ignite the Heart: Oliver’s soul’s element is fire and is channelled with two hands. It is unpredictable magic fuelled by emotions and physical condition.
• A strong fireball that causes moderate burns and a sphere of bright light on impact. Ineffective against heavy armour.
• Oliver can re-light sources of flame by blowing a wick or embers provided they are not wet and the source is suitably sheltered.
Level 6
Stir the Winds: Oliver can always locate north. He can ‘catch’ natural winds and thermals and manipulate them, but cannot yet increase their momentum.
Level 2 & 3
Exiled: Oliver is cursed. He cannot use witchcraft, nor return to Albion on pain of death. Whilst a curse, the freedom to pursue sorcery has unexpected boons:
• Oliver is prohibited from using circles or witchcraft spells. If he does, the Angels will haunt him and kill him.
• Focussing on sorcery and his heritage, Oliver has released his true potential. His spells are cast one level higher than his current level.
• Oliver’s affinity with sorcery is emotive and raw. Though a potent spell caster, he cannot dispel magic or develop resistance against it.
Not an ability.
Sorcerer’s Will: A jet ring used to focus a sorcerer’s mind. Once per thread, Oliver can move twice as much with Touch the Heavens.
Sorcerer’s Heart: A clay ring that allows Oliver to store a Heart Spark. Twice per thread he can cast the spell instantly with one hand.
Hysteria
09-05-15, 07:45 AM
http://www.althanas.com/world/showthread.php?29796-Mordelain-Saythrou-Gold-Lark
Abilities: Mordelain possess the eider, a connection to the Khalithrism that allows the Tama to walk between worlds:
· Long Jump: Mordelain must walk via an intermediary plane. Even if gone from one world for a second, the journey may take hours.
· Blind Jump: Three times per thread, Mordelain can jump instinctively if she is in danger. She has limited control over her destination.
· Solo Jump: Mordelain cannot plane walk another sentient being unless they give full consent.
Level 8
Physical Conditioning: Mordelain's endurance is X2 and she is X2 dexterity. Exposure to the deserts of Fallien has given her an X6 stamina modifier.
Level 5 and 5 (including the desert modifier)
Items:
Mawt: A belt with studs to mount il’Jhain tokens that tells the wearer where north is. Two tokens currently give X0.25 boosts to hearing and sight.
Level 2 and 2
Hysteria
09-05-15, 07:54 AM
http://www.althanas.com/world/showthread.php?29802-Cydnar-Yrene-White-Tree
7 : 7 : 13
8, 6, 9, 7, 4, 7, 3, 3, 4, 3 = Av 5.4, approved!
Salthias: The Salthias are paladins of Yrene, the god of Magic. They vow to destroy all corrupted by magic and bring balance.
• Detect Magic: Cydnar can detect sources of magic within eighty feet and identify the base properties and age of spells.
• Drain Magic: Cydnar can bite with snake fangs strong as dehlar. Anyone bitten cannot use inherent magical abilities for two posts.
• Dispel Magic: Cydnar can dispel magical projectiles using haematite blades to deflect them. He can use it three times per thread.
Level 5 – Detect magic (constant)
Level 8 – Disrupt magic (I’m pulling this down from a 10 given he needs to actually bite them)
Level 6 – Dehlar fangs
Level 9 – Dispell 3 magical projectiles
Geomancy: Cydnar’s can create and manipulate magical quartz. This is an innate ability and cannot be ‘dispelled’.
• Project: Cydnar can conjure spheres which strike at X3 strength. The projectiles require aim and are fired telekinetically.
• Create: Cydnar can conjure, shape, and control quartz at 30 cubic feet per minute. He can manipulate up to 500lbs.
• Float: Cydnar can create discs of quartz to levitate on. This allows him to travel 500ft at walking speed once per day.
• Destroy: Once per thread Cydnar can unleash a storm of ten ‘project’ chunks. He cannot use geomancy for the remainder of the thread.
Level 7 – Quartz projectiles
Level 4 – Slow levitate (might help dodge attacks?)
Hummel: Cydnar has X2 dexterity, X2 agility, and infravision up to 200ft. He is susceptible to disease but immune to natural poison.
Level 7 – Immune to poison/disease
Level 3 & 3 for dex and agility
Level 4 – Special sight
Inventory:
Timberlake Blade: Steel relic blade enchanted to inflict frostbite. +1.5 strength boost when wielded two handed.
Level 3 for the strength
Hysteria
09-05-15, 07:57 AM
http://www.althanas.com/world/showthread.php?29795-Ozoric-Newalla-Black-Dragon
Dragonborn: Ozoric is the offspring of an ancient dragon mother and human father. Whilst he appears human, he possesses many draconic traits:
Flava yo.
• Affinity: Ozoric is immune to dragon fire. His clothing and armour and weapons, however, will still suffer appropriate damage.
Level 5 (a bit down given that it is not all fire)
• Empathy: Ozoric can communicate with full and half dragons. His aura causes most dragons to consider him an ally.
Level 2
• Agility: Ozoric can use thermal convection to leap up to 100ft once per two posts, and levitate at walking pace for up to five minutes daily.
Level 5, levitate, but at a walking pace. Jump is useful however (and shoes negate the negative aspects)
Hysteria
09-05-15, 07:59 AM
Not sure how I missed this one, it was still saved on my desktop.
http://www.althanas.com/world/showthread.php?29777-PHI-LEVEL-7-you-all-gonna-DIE
Speed: excelled speed when running, to the speed of a deer bounding away from predators, based on an African springbok up to 50km/h and leaping up to 10 m through the air in a single curve. This also enchances her basic attack speed, movement etc, up to 4x a normal person.
PL 6
Earth-Sense: Her species gives Philomel an acute connection to the earth. Whilst touching earth, or dirt, or wood, etc, she can sense what is around her, up to a fifty metre radius. The passive abilities this provides are a detection of animals of un-rational thought (i.e. not humanoids and sapiens) and other rough objects in her way - such as rivers, trees, buildings, and a rough idea of edible plants. She does not have to be directly touching the earth for this to work, but needs to be within a few milimetres, i.e. she can do it through gloves and other covering. To advance this to degrees of being of rational thought, Philomel can tell what rough direction they are and a rough distance. For this part to work she must focus on this for half a second. This ability is enhanced somewhat with Veridian, but was naturally hers.
PL5
Cracking The Earth: Up to six times per day Philomel can essentially cause a minature earthquake by slamming her hoof, horns or fist on the ground or any other surface. What this does is immediately crack the earth in a 20 degree cone of ten metres, or a web (circulating outwards) of five metres, depending on how her hoof is placed and directed. It upsets ground and plants, cracks concrete and if used against foundations, could destroy buildings. It causes a shake in the earth for three seconds before abating. In the very centre there is no damage exactly where Philomel places her hoof, horns or fist, but three inches from that the damage spreads rapidly out. It can easily cause a praticised fighter with no agility ability to lose their balance and slip, and knock any oncoming blade attacks out of balance with them. If very unstable and at the outermost edge of the crack (i.e. at the worst part) an opponent has the danger of falling over and hitting their head. On a Richter Scale this measures from 0 at the point of incarnation to 7 at the edge.
Quakebow: After having Drys bless her crossbow, Philomel can now send Cracking the Earth across a distance. Philomel must inact Cracking the Earth at the same time as firing a bolt, and essentially what this does is send the earthquake somewhere else. The point at where the bolt hits becomes the new epicentre for the quake, much like her hoof or horns or fist. All stats with Cracking the Earth are still the same (7 richer scale etc), however the shape can only be a web. Number of shots is included in overall Cracking the Earth count (6).
Level 7 (school)
Through the Earth Portal (aka, down the rabbit hole): Essentially a form of teleporation, this ability allows for the transference of Philomel in an almost instance. It creates a portal in the ground, opening up the earth and creating a direct link to another place, but not in a physical way, more like a phasing state of metaphysics. Only creatures who are connected to the earth (fauns, Earth Spirits, possibly men) can use this portal. There are stages and limitations, also, on how close Veridian is to Philomel. This ability can be used up to four times an hour.
• By herself Philomel can portal-jump to a distance of 25 metres.
• Either Veridian or Philomel (though Philomel is the one operating the magic) can jump to join each others direct side so long as they are within 10 metres of one another.
• If side-by-side Veridian and Philomel can jump together, pouring in her magic, plus his Goodwill enhancing, to a distance of 50 metres. This take two seconds to operate, however, and can be interrupted by a loss of concentration. They must be within half a metre of one another.
• As a latent ability, one other person can be joined to the party, so long as they are not water-based or fire-based, and travel with Philomel and Veridian, or just Philomel by herself, to an extent of 20 metres. The subject MUST be willing, therefore this cannot be used against people as a weapon, only as a form of moving people out of situations (innocents, allies, etc). It can be used in combat, in wars etc, but only on people who are willing and are allies.
PL 7
Armoured with Rocks: Summoning the rocks around her (within a five metre radius, dependent on setting, etc), Philomel can create an amount of armour to protect one place on her. The rocks zoom from nowhere to her, attaching themselves like magnets, attracted by her pure brillance. The rocks cannot be larger than a hand-size. Though a defensive ability, they will likely knock over people in the way, to an amount of a minor wound (up to the opponent to react). Once on her, they attach and stay on for up to five minutes, or until they are shot/worn away by blows etc. The maximum amount of rocks that can attach themselves is enough to cover her torso. Only rocks can be used, or dirt if there are no rocks. Only up to two placements of this armour can be present at one time, and this can be used up to three times per battle. The sort of damage they can defend against is fist blows (unless those fists are enchanted) and slashes with weapons up to steel. Damasus and beyond will hack at half of the rocks, spilling them like a shot. The armour can also protect against "normal" bullets but this qill requires a judgement call, or discussion with the opposite party.
APL7 (minor (at least minor ooc wise) increase to area)
Minor Earth Healing: By rubbing earth or vegetation onto a wound of any type, be it cut, breakage etc, Philomel can heal the wound within two seconds to a minor extent. Minor wounds, such as a simple knife slash, will be healed almost instantly, major wounds, such as a knife stab, will heal only at the surface. Breaks of bone will begin to knit back together, but it will be very unstable, not enough to be used in punching, just enough to hold a sword or to support (for instance, to hold up a person to standing). The pain will still be excruiciating. It is a minor use for adjustment, more or less a temporary measure to stop bleeding. This can be used up to five times per battle.
Level 4
Monster State(s):
Terribly Monstrous: Echoing Veridian's Terribly Monstrous Ability from level 5, Philomel is now able to transform into a monstrous beast. What this does is allow her goat-side to take over her body almost in its entirety. Letting the rage and animalistic qualities of her race take over she transforms - these take the form of two stages "Raging" and "Enraged". When she is in these, however, her intelligence somewhat declines, and with it much of her earth-magical abilities. Note: Veridian's demise does not affect this transformation.
The duration for these are 3 posts for Raging state and then three after for Enraged. Raging state must be active for at least 1 state before Enraged can come into play.
Raging State: Transforms halfway into a goat. Appearance is of a goat on two legs with the torso of a man. Something akin to a minotaur, her head enlongs, her horns grow, and more fur begins to appear all over her chest and arms. It grows up from her waist, and down onto her arms, and starts to take over head hair, which becomes matted and loses its violet colour. Her entire size swells with muscles, causing any clothes to become several sizes too small. She does, however, have an opportunity to take these off (such as her breast plate) as this form takes two seconds to transform into. In this time she is a mutant half-person with a knobbly ugly face. Her height in this form is roughly 6ft 3inches, and her build is heavy and muscular.
Abilties:
• She keeps all passive abilities, as well as the ability to swing a sword as she still retains hands. The Lover, however, becomes incredibly dangerous when it is alight, however, for she is generally more furry, including back of the hand.
• Her speed remains the same, however she now gains 3x strength.
• Her skin becomes as tough as steel.
Enraged State: Philomel becomes a fully formed massive goat, white and chestnut brown in colour with grey eyes. This beast stands roughly 6 foot to the shoulder and has many more muscles than one would expect. Much closer to a mountain goat than a domestic goat her body is entirely covered in fur, and she has bigger horns than perhaps might be necessary. The process of this transformation takes a further 2 seconds, during which she is pretty much not capable of anything but turning into a goat.[/LIST]
Due to her change in anatomy Philomel loses any ability to wield a sword or other hand-held weapon.
Magic remains, and natural talents, are increased. Her speed and strength goes to 5x that of a normal human.
Her skin and horns also becomes that of damascus strength.
She is still, however, susceptible to any magical abilities, especially fire.
Horns are basically the same size and versility as in natural form (increased slightly in size relative to overall size but no special ability)
Weight is almost half a ton. [/LIST]
I’m going to treat these boosts as one ability again, taking them apart based on effect rather than doubling across both abilities.
skin steel or Damascus: Level 8
speed (included in core speed ability)
strength go to 3 or 5x: 6 (included weight in strength)
Familiar: Veridian - a fox formed earth-spirit.
Veridian is immortal, but when he dies he is out of extistence for ten minutes then reborn back under the ash tree Philomel met him in Concordia Forest. So once dead in a battle he cannot return, but Philomel can use her magical ability after those ten minutes.
Basic Abilities: Can be used in combat - his weapons include a single bite per post that is harsh and brutal, and capable of ripping out large chunks of skin and flesh, down to muscle, causing a major wound. His claws are more or less kept sharp and a scratch will cause a minor wound.
Bite of Flame: Veridian now has the ability to bite with fire. This is down to the simple fact he has a tenth of a fire whisp inside of him. The flames, however, are not like a normal fire-breath - instead they are connected to his bite. Veridian releases a spew of flames from his mouth, and they are sent towards the victim. The flames then act as a second pair of jaws, immediately clamping around the victim's arm/area of damage. It does the same damage as his jaws, except that it causes a major burn also. The victim must be within ten feet, also, otherwise the flames disappate. Useable 4 times per thread.
Terribly Monstrous: Veridian harbours a secret more terrifying than is suitable for small children. The Earth Spirit he calls his sister, Farragise Onosan, the white rabbit who is as mysterious as she is adorable, has within her the ruined, tortured soul of a demon who went insane a thousand years ago. In their most recent encounter, when Veridian found out that traditional history was missing much of the heroics of the Earth Spirits and thus decided they had to go to war against the mistaken scholars, she granted him part of this soul. Within Veridian now resides one tenth of a behemoth, something that in the beginnings of times roamed the world and slaughtered mercilessly. One time per battle he can call on this darker part of himself and transform into a monster. The monster form lasts around six posts in length, and will soon tire out. It grants him 4x his natural size, and also adds a fire element to each of his attacks. His jaws still cause major wounds, but will also cause major burns when it comes into contact with skin. Claw attacks will grant minor burns. His fur, also, singes on contact, and stands at 55 degrees C. Overall, where he walks, he will singe the earth - if he stands in one place for too long it will get hotter and may burst into flame if on such things as wood, ice will melt etc.
Familiar: PL4, a small fox, but with a decent bite.
Increase size: APL 4
Fire (and bite): APL 8
Familiar: Delath
Delath is a dragon, originally a baby black dragon who could fly about a metre and then fall, and burp tiny flames. He was not used for combat and bought back near level 4. Philomel bought him along with an amulet to make him an adult dragon, and by grace of her goddess has managed to gain the power enough to use this.
However, when Delath was granted adulthood, several things happened. First, he lost the ability to fly and his colour went quickly from dark black to a murky brown and green. His wings withered and fell away, and his whole form became something large and bulky and rock-like. Essentially he was consumed by the element of earth, and became that which is useful for Philomel to fight against the forces of the "dark".
Basic: Delath stands at 7ft at the shoulder, and is roughly 20 ft in length. His scales are still somewhat weak due to his transformation, and thus not able yet to penetrate anything. They are little better than skin. He has a natural bite as a skill and no ability to breathe fire.
He also has a mental link to Philomel, and though it is not as strong as Veridian's, for Delath is mostly independent, he will come at her call.
Abilities:
Burrowing:
Delath can bury under the ground at a speed of natural running for a regular being. He does this by digging with his huge forepaws and claws, and also by literally eating the soil around him. It is excreted via the natural way, passing straight through him. He can exist at a hundred metres below ground, and can appear at any moment. His entrance is noticeable as a small earthquake, at a rate of five metres below the earth. This gives a target two and a half seconds to notice him coming and react. This ability has no limit.
Breath of the Vegetation:
Three times per thread Delath can breathe on any material or being, and force plant matter upon it/them. Matters of vegetative state, beginning as small mould weeds and growing into vine weeds, will sprout over the proximity of the breath. It spans a metre in length and half a metre in diameter. There is a series of vegetative states, that grow more vicious and stronger with every passing moment.
• Immediately spores begin to grow, in the form of small and simple mould particles, in the air and on the surface of whatever target. These are harmless and can easily be brushed away but can cause blindness etc, if directed properly.
• After half a second very weak tendrils begin to grow from the particles, swirling and growing centimetres in length. They are very easily breakable.
• After one second the tendrils become vines, and gain leather in strength and so not easily breakable. They start to extend to five centimetres in length and have sticky underparts like ivy, grasping onto whatever surface with ferocity.
• After two seconds, the vines begin to bloom flowers, and they are level of steel in strength. They can only be cut with a blade to got rid of and are now the length of ten centimetres, curling around things in the imitation of bonds. The flowers are not toxic, but they can be around an inch in length.
• After five full seconds, if the vegetation has not been brushed/cut away in any form, the flowers will bloom a toxin that causes necrosis on any living tissue that is not of the earth.
Familiar: PL6, large, heavy (flightless) dragon
Burrowing: Interesting, I’ll go with 6 due to the constant nature and the ‘got ya’ possibility.
Vegatble Breath: 5 for the two second ‘strong hold,
Hysteria
09-06-15, 06:03 AM
http://www.althanas.com/world/showthread.php?29843-And-She-s-Off-to-See-the-World-(Level-2)
2 : 4 : 5
Av = 4.2, approving.
Clairvoyance: As a female member of the O'Sheean line, Taische is a clairvoyant. This has only kicked in recently, and so far she only gets occasional glimpses of big events or events that are immediately and inherently dangerous. Getting random visions is scary, so she's looking for a way to use her gift deliberately.
Level 3
Tenalach: Taische is very in tune with the world around her and can identify natural terrain elements (sinkholes, water, hills, mountains, etc) up to a mile away, even if she can't see them. She considers it an extension of her sense of hearing. She also doesn't like or need to wear shoes unless she's in a town or she's walking in thick snow or burning sand.
Level 4
Fire Princess: Taische's abilities with fire are the only thing she's been told she inherited from her birth father. Up to ten times a day, she can produce a spark sufficient to light a candle, lantern, torch, or heap of kindling. Up to seven times a day, she can produce a bright but harmless flame in her hand to let her see in dark spaces. Up to five times a day, she can produce a major flame event, like a fire burst that extends five feet around her, a fireball that she can launch up to thirty feet, or a fire lash that lasts up to fifteen seconds and extends up to fifteen feet. Taische is immune to her own fire, or fires she started.
Level 5
Air Manipulator: Taische can remove all oxygen (and only oxygen) from a 1 ft cube area twice a day for up to two minutes at a time. The cube can move at her will.
Level 4
Water Weaver: Taische can manipulate up to twenty-five gallons of water in a radius of up to 50 feet for up to three minutes. If no water is present, she can create up to five gallons. Under her control, the water can deliver blows equal to a hard punch from a grown man. (She can also use it for mundane purposes; e.g., dousing a fire, putting water in a cooking pot.)
Level 5
Hysteria
09-12-15, 07:18 AM
http://www.althanas.com/world/showthread.php?29803-Ruby-Winchester-Grey-Sparrow
Note: Only one ability can be activated at a time, unless using the violin (see bottom ability). If some of these were individual I’d rate them differently.
7 : 7 : 13
The Aria: Ruby’s spell song is vocal. She has mastered the art, but few truly control the craft. Even a flawless performance can have unexpected consequences.
• Twilight Theme: Ruby can snuff out candles, fires, and torches. The effects are temporary and light returns when the song ends.
Level 3
• Defensive Duet: Ruby can conjure an impervious shield against all except X4 strength blows as long as she maintains the spell song.
Level 8
• Frigid Fandango: Ruby can alter temperatures between 0 and 40 degrees Celsius in a 50 ft. radius as long as she maintains the spell song.
Level 6
• Conjuring Cantor: Ruby can conjure small objects twice per thread. She cannot summon living, magical, or items owned by another.
Level 4
• Scintillating Song: Ruby can conjure illusory lights, fireworks, and flame. This requires a semantic element. The lights produce sound.
Level 4
• Rampant Requiem: Ruby can summon flurries of concussive blows at X2 strength. They are wildly unpredictable and can hurt Ruby too.
Level 5
• Last Song: Ruby can sing a song that brings consenting painless death to another. The troupe must be present and sing in unison.
Level 2 (*consenting*)
• First Song: Ruby can sing a song that rewinds time. One object is aged or made newer but there are often unseen consequences.
Level 7
Delilah: A master crafted violin covered with ivy and roses. A silver chain around her waist carries tuning forks and tools. Once each per thread, Ruby can:
• Col Legno: Ruby can prolong a note by striking the string with the bow’s wood. This allows a spell to carry on into swordplay for one minute.
• Da Capo: Ruby can repeat up to eight bars of a song as though she were not playing, allowing her to layer a more complicated rhythm.
• Con Presto: By increasing tempo, aggression, and heel notes, Ruby can boost one song to new heights of efficiency.
Hysteria
09-19-15, 07:03 AM
http://www.althanas.com/world/showthread.php?30028-The-Conjurer-Subject-Zeregin
Approved, there are two, sort-of ability things that sit at level 1.
Hysteria
09-19-15, 07:05 AM
http://www.althanas.com/world/showthread.php?30030-Sage-Ainsworth
Strength: Sage is inherently stronger than a normal human despite his own physical appearance and lack of training, He is currently 1.2X as strong as a normal human male, and can squat lift up to 150 Pounds of weight.
Speed: Sage is able to move swiftly and is slightly faster than a normal human; currently Sage is only 1.5X faster and can run up to 22 Mph for a short time.
*Currently unaware of his own physical abilities.
• Light “Lux”: Creates a single free floating sphere of light as bright as a lantern that responds to the will of the caster, classed as a non-combat spell used to light the way in the dark, it can be cast indefinitely due to it being a simple spell for beginners.
Three threes (bordering on 2s)
Hysteria
09-19-15, 10:03 PM
http://www.althanas.com/world/showthread.php?30000-Leaf-Level-Two-I-know-I-love-my-truffles
Piggilies approved.
Leaf himself is proficient in the pan pipes. He will, over time, be able to play certain notes that give the pigs different abilities. These are varying in tone, and last for varying times and grant a singular pig an ability or other, depending on what is played.
At the moment he has mastered one note.
Rush: This allows one pig to gain haste for one minute or three posts of battle. This allows them to accelerate to three times that of standard human etc. It grants speed and dodge and also fast attack - general excelled velocity.
Level 3
Pigs:
As detailed in his history, Leaf is the adoptive father of three unusual pigs. They are originally boars, but stopped growing when they were just three months, meaning they are about the size of terriers. This seems to be some magical fault, as the pigs themselves also have high-intelligence and very sensitive smell. They each are able to relate to him and each other telepathically, though not in words - rather images, sounds, tastes or scents. Over time, also, they will gain unique abilities by eating rare truffles that Leaf is an expert on.
Cookie:
Cookie is ginger, and quick to respond to any of Leaf's requests. Definitely the leader he is the eldest and tends to favour a stamp-on-a-toe attack. Recently he has begun to lose his eyesight due to a rather bad episode in Berevar concerning a giant boar, and in most instances therefore has begun to remain beside Leaf in most situations, providing mainly support and strategy more than anything. His intelligence is rather vast, and even as the other pigs remain something beast-like in their thoughts, always acting on instinct more than reason, he has begun to understand the concept of reason and morality.
Level 3 – Basic familiar
Thor:
His skills are in his vicious bite with his large teeth and his size. With the more muscle and a tendency to eat the most he favours eating the truffles as soon as the pigs find them. He is the quickest to pick a fight, and can be stubborn at times. He is coloured like a baby boar; light brown with dark brown stripes down his back. His standard ability is 2x strength of standard.
Level 4 – Basic familiar with some strength
Popsy:
The girl of the group she has the most sensitive nose. She also has remarkable attentive hearing (both at 2x that of a normal human) and is easily the best at finding the truffles. Her appearance is white with black splotches.
Recently also after digesting a part of the rare Blue Sky Truffle Popsy has actually gained the ability to fly. She can hover in the air for up to 2 minutes, at a height of 4 metres. This is, however, rather uncontrollable and a gust of wind will blow her off course. She has no wings, but rather is granted this via magic.
Level 4 – Basic familiar with weak flight
Level 3 – Smell
Hysteria
09-19-15, 10:06 PM
http://www.althanas.com/world/showthread.php?30034-Firelis-Tvy-ern-Level-2
Shadow Walking-- Fii has an instinctively, innate affinity with the dark. Under the covers of shadows, he can subdue his own presence with enough focus and a little misdirection, and seemingly become invisible for up to fifteen seconds if he doesn’t move. In addition, he can move for up to three seconds before being noticed.
Darkvision-- Lately, it seems like the darkness has been favoring him more than ever. Fii has found that he can see in pitch-black areas where there are no light sources at all. The extent of his vision is similar to what it would be during the day. However, he has trouble differentiating between most colors in the darkness, as they seem indistinct.
Above-Average Movement Speed -- He runs a little faster than your average human [1.5x speed]. Just a little faster. He spent so much time running from things lately.
Above-Average Reaction Speed -- Fii has seen a fair bit of combat since leaving home, and that experience has made him limber. His reaction speed is now a little better than your average human [1.5x speed]. This means that unless otherwise cornered, he can escape most average-speed close range attacks.
Three, Five, three three
Hysteria
09-19-15, 10:18 PM
http://www.althanas.com/world/showthread.php?29848-White-Frost-Ascendant-%28Level-4%29
Ice Manipulation (Expert Level): Rehtul can create and manipulate up to 50 cubic feet of ice per day in any manner he chooses; at the moment, he cannot create or control anything larger than 10 cubic feet (about three spears or two shields) at any one time; common uses are: spears (3.3 cubic feet), shards (.5 cubic feet), rapiers (2 cubic feet), short swords (2.5 cubic feet); Rehtul can only control them up to 30 feet away from his body. Loss of focus causes the weapons to drop and melt, unless the weapon is held.
Level 8
Light-Manipulation (Apprentice-Level): He can manipulate light to use standard healing spells. He does not pride his light skills as anything worthy of song, and uses it primarily to heal, both himself and others. He can heal minor to moderate cuts, bruises, and in some small cases regeneration (so far he can only regenerate something like a finger or a toe, but his skills are slowly improving).
Level 3
Mystic Protection: Like most of his family, Rehtul employs the Mystic Protection ability. He has moderate control over this power, and thus can only use it up to twice per IC day or per battle. The ability protects him within a wall of glass until broken by a strong enough blow (any weapon iron strength or higher can break the shield at this point). When broken, it homes in on the person who shattered it and attempts to cut them. The shards attack with strength roughly equivalent to that of sharp window glass, and thus can only cut exposed parts of the person’s body. (the disappearance of a percentage of the shield has been removed)
Level 5 - shield
Level 4 – glass attack
Cold Resistance: Rehtul can exist comfortably in temperatures cold enough to kill most normal people. He can ignore extreme cold up to -100 degrees Fahrenheit, though beyond that his body starts to exhibit the usual signs.
Level 7
Approved with vacant ability slots.
Hysteria
09-19-15, 10:28 PM
Approved by Cards!
http://www.althanas.com/world/showthread.php?29866-Myth-Anlegand
The Way of Shadows: Where there are lights there are shadows, Myth can take the form of a shadow and project himself onto a surface of light, Other shadows act as a physical barrier to his movement but can otherwise move unhindered. If another shadow is cast onto his own it will force him into his physical form. This can not be entered if there is no light.
The Shadow's Edge: Myth can manipulate the edges of them to form other shapes and illusions, they can not however break off from the original source or surface, this includes his own shadow and while in the form of one to make his shadow look like other things.
Beyond the Shadows: Should myths shadow come into contact with that of a living creature, he can move into place of that shadow. However the same rules still apply as with the Way of Shadows.
Three abilities that involve manipulating shadows (without physical effect). The first is also a sort of shadow-morph thing.
Hysteria
09-20-15, 05:31 AM
http://www.althanas.com/world/showthread.php?29994-Tobias-Stalt-level-8
8 : 7.5 : 14
Av = 7.54…. approved!
Dauntless: Tobias has transcended pain. Through flame and whip, knife and nail, his body has been punished beyond breaking. Each time, the broken man stood once more. Tobias can continue to fight even with normally incapacitating wounds. Broken bones will slow him, but not stop. He will endure through the loss of limbs or critical wounds until his body is unable to function.
Level 10
Lightning Reflexes: Tobias can move at breakneck speeds on a whim; though his running speed is nothing special, his reaction time is incredible. Quicker than most men blink, he can move faster than a "shot from the hip". (Can't dodge a bullet, but is incredibly hard to aim at if he knows he's being fired on) At close range, his hands can move faster than the eye can follow. He can stab with a blade 10 times in the time it takes most men to do so once.
Level 10
Hatemark: Once Tobias verbally marks a target, he can "feel" them with a sixth sense. This perception supercedes stealth and mystical wards. He can cancel the mark at any time with a thought. In combat with a marked target, Tobias moves with brutal efficiency. He gains strength equal to that used against him.
Level 9 - Strength
Level 5 – ‘Marking’
Slayer: Tobias' strikes are honed over years of training and combat. His brutal finesse makes armor less effective against his blows. His strikes (of moderate strength) with a blade pierce Delyn grade metal and less (if they strike head on). [Removed extended wound duration]
Level 6
Slipstream: From fleeing Alerar to the Crimson Hand, and now the Tarot Hierarchy, Tobias has gained a knack for moving unnoticed; whether in plain sight or hidden, his steps are light and his equipment makes no excessive sounds. He is skilled in the art of blending into a crowd, and if he commits to the action, he can bleed away into even a small group of people without anyone noticing. If he is being chased or watched, Tobias can emerge from this "hiding" and attack, then blend right back in. He can only do this four times per crowd before his profile is too high to remain undetected.
‘Magic’ Stealth – Level 5
Leader of the Pack: Tobias has led men into battle. He has watched men die, and even held allies in his arms as they faded. At the same time, he has witnessed and experienced great triumph, and he has lived through all of it. His experience on the battlefield is rivaled by few in all the land, and so, when commanding a force or issuing orders, Tobias' subordinates gain a morale boast that makes their actions quicker. ×2 Agility (to a cap of x10) Additionally, if forced onto the defensive, Tobias' orders can help a force hold against incredible odds. Formations such as the iconic shield wall, phalanx, and properly formed ranks allow them to minimize damage taken. (Causes troops/allies to take less overall damage and sharpens their innate defense).
Level 10 – Agility Boost
Level 4 – Minor defence boost (I’m treating this more like a boost to alertness as the damage doesn’t get nullified, mentioned in the approval)
Path of Breaking
Unmake: Trained in the secret arts of the Order of the All-Seeing Eye, Tobias has learned to break down magic spells with his own mana. This powerful fluctation of magic power breaks down and scatters a spell to the winds. This can be use six times per day.
Level 10
Terror: Once he has marked an enemy with his Hatemark, Tobias can actively "infect" them with his Mana. By flooding the marked target with his essence, Tobias can shatter an enemy's resolve and force them into a state of primal fear. This makes it nearly impossible for them to concentrate, though it does not inhibit their movements. While afflicted, the victim hallucinates, which causes them to see either their greatest fear or to relive the most tragic event they have experienced. This effect lasts for three posts or seven minutes. (Usable 3 times/thread)
Level 6 – Fear magic (slight flavour change since the last one IMO)
Scour: With a subtle incursion of his power, Tobias afflicts a sickness on his foe that remains dormant until they channel magic. This "trap" causes what begins as a "mild ailment." As the target begins to draw on magic power, it erupts into a crippling fit of vomiting and shivers. If the target continues to use magic, the condition can progress into plaguelike symptoms and ultimately organ failure. (Usable once per thread, lasts 3 posts)
Level 8
Stillness: Forcefully unloading energies onto a foe, Tobias can cause their body to atrophy, which makes their movements become labored and difficult. Their movement speed and reaction time are halved while in the effective range of ten feet while he is maintaining this power. As victims are subjected to this, their tissue begins to weaken. It will slowly return to normal over the course of several minutes once the victim leaves the affected area or the effect ends, but while weakened, it is more susceptible to damage. (For example, bones become more brittle, which makes them much easier to break, muscles tear more easily from exertion, etc.)(Lasts for 3 posts or 7 minutes, usable 2 times/thread)
Level 8 – Drop speed
Level 8 – body weakness
Wither: The penultimate discipline Tobias discovered with his volatile energies, he is able to manipulate the particles around his body to an insane degree. Because of the danger, he is unable to do it for more than 3 seconds at a time, and no more than twice a day/thread.
Essentially, any matter within 5 centimeters of Tobias' body (that is not connected to his person, i.e. clothing, arms, etc.) is ripped apart at the molecular level. This does not inherently destroy matter, it just causes it to disperse. Any kinetic energy still transfers. He must have at least one target that is not himself, or he risks heavily harming his own person. If he were to persist in the use of this ability beyond his limit, it would rip him apart.
Level 7 Damaging, very short range attack with two uses.
Hysteria
09-21-15, 07:26 AM
http://www.althanas.com/world/showthread.php?30041-Elite-Optic-Level-2
Raging Blood Lust
Having no circulatory system Elite Optic has a strange craving for it, he can smell blood from up to two miles away, but the more blood he spills the lower the craving will be and the lower the distance of effect.
Level 3
Pile of Bones
Being dead has some benefits, Elite Optic can collapse into a pile of motionless bones at any given time. Although reconstruction can take a few moments to actually complete, his head can float a good meter above the ground during which he can float off. Floating is slower than he can walk, but is useful for hiding or accessing smaller places, although he can never be more than three hundred meters from the rest of his body.
Level 4
Ring of the Undead
Elite Optic is a minion of the undead world, but one that feeds off death rather than suffers from it, even when beaten and slain in the living world, Elite Optic will always return. There is no permanent death for a creature that should not be alive in the first place.
The ring of death was once a metal ring signed by death himself, and seared into the finger of the chosen few. This ring is now a metallic band that has fused into the finger of Elite Optic with the language of death still etched into it, the ring itself is in destructible in the living world, and it allows its bearer to unlock the hidden doors to the underworld. Elite Optic uses this to travel between the worlds of the living and dead. (Please note, the travel between the dead and living world is a long process, doors between worlds are difficult to find and only open in select places within the living world. This is used purely for story purposes, and there are no instant returns to the world of the living.)
Level 1
Familiar's
Undead Crow
The Undead crow of Elite Optic. His servant, raised from the dead for his own use. The Crow is literally a dead black feathered crow; it's skin and feathers hang on in parts but its organs, besides its eyes have all rotted away. It is rather horrifying to look at, but is itself a lookout for Elite Optic as it relays information back to him.
Level 3 (more an extra pair of eyes)
Hysteria
09-21-15, 07:37 AM
http://www.althanas.com/world/showthread.php?30006-Storm-Veritas-Level-11
11 : 8.66 : 17
10, 4, 3, 8, 10, 6 = 41/6 = 6.8
Electric Blast - A great parlor trick also hides within this vile creature one that has grown with time and experience into a formidable weapon. From his fingertips, Storm can arc devastating amounts of electricity. At this level, he can now fire an extended blast of electrical energy, which can proceed at ballistic velocity for four hundred feet. This powerful blast is concentrated and can easily kill nearly any normal human when hit squarely. Still his cornerstone attack, the electrical energy taxes him nonetheless, slightly fatiguing him after use. He has the stamina to use this attack four times at full strength before needing a rest of at least two minutes; any sustained attacks take longer to recover.
• Electrical Manipulation – As a master of the lightning based arts, Storm can use electricity sources (rarely found about Althanas) to charge his strength, revitalize him, or heal small and medium sized wounds as well as fatigue. He can draw electricity from a source, killing the electrical media, or use his own power to amplify lights and other electrical subsystems. Not something to be commonly used, but potentially very powerful.
• Continuous Pulse – When applying the energy through a closed circuit (through a medium and back to his hands), Veritas is able to continue his electrical output for a given period of time. As air is insulative, this cannot be done from any distance, he must be in contact. This circuit does not typically entail opponents, unless of course they happen to be wearing metal armor and he can grab hold of the metal.
• Electrical Storm – Storm can create a “splintered” effect with his lightning-style attacks, spreading his bolt across multiple targets at the cost of power and range. His full-powered “Storm” attack can strike multiple targets up to 60 feet from him, however is only potent enough to possibly kill three normal grown men (assuming direct hits).
• Powerful Electromagnetic Manipulation – As electrical fields and magnetic fields are synonymous, Storm has found that he can attract certain small metal objects to his hand with the pull of his electrical pulse. He has developed working functionality with simple objects. He can push and pull item s with control, and move them with speed he could normally manipulate by hand. Taking something very heavy, such as an anvil, Storm is barely competent, able to move items up to 1000 lbs at very slow speeds. Small items, such as ball bearings, can be projected at ballistic speeds.
Blast: Level 10
General Manipulation: Level 4
Heal: Level 3
Electric Touch: 8
Metal Manipulation: Level 10
Fleet Feet - No stranger to getting the hell out of a situation, Storm has developed a knack for high-tailing it. As it stands, he can sprint up as fast as any non-magically endowed human, able to easily outrun the average armed warrior, and has reflexes which are highly attuned to sustain such impressive nimble deeds. He is also capable of some advanced acrobatics, as his light weight, good speed, and keen balance seems to land him on his feet almost every time.
Level 6
Hysteria
09-21-15, 07:45 AM
http://www.althanas.com/world/showthread.php?30001-The-Lost-Inn-Keeper
3x luck abilities.
Luck and Misfortune
Following his meeting with the strange guest at the Inn, Phelix is no longer completely beset with the misfortune that has plagued him throughout his life.
Indeed he appears now to have some direct control over his own fortune.
Phelix can manipulate his luck in a manner normally only within the grasp of gods.
It does however have a cost ...
His power can be separated into THREE CATEGORIES OF FORTUNE based on quantity of luck involved to be successful:
Minor Luck:
This level of luck is roughly equivalent to choosing the correct path on reaching a fork in the road or dodging an attack from a character of equivalent skill / level.
Using this Ability - Phelix could successfully dodge an attack from a character his own level or less.
Irrespective of that characters fighting skill. This is the equivalent of Phelix losing his balance or getting distracted at the exact moment when a blow / spell should have collided with him. Resulting in him by chance avoiding the impact – this is in no way a representation of superior reflexes it is completely pure chance.
With this quantity of luck it may even be possible for him to dodge a blow from a character (up to) 1 level above himself - if that character is inebriated or otherwise distracted themselves.
Moderate Luck: This level of luck is equivalent to bluffing a normally quite perceptive character convincingly, finding a gold coin on the street or narrowly avoiding assassination by crossbow.
(Potentially while leaning over to pick up said gold coin).
In combat terms Phelix could successfully dodge a single attack from a character (up to) one level above him. Irrespective of that characters fighting skill.
This is kept within reason however as though he is manipulating his fortune – area of affect attacks and spells will still affect him if there is no way that he can possibly dodge. For example if someone attacks him with a fire blast in the middle of a bar then some unfortunate NPC may suddenly stand up to get a drink and unfortunately get caught in the cross fire – thus saving Phelix. This however could not be the case if the combat was taking place in an empty field with just Phelix and his opponent present.
Alternatively Phelix could attempt to land a blow on a character of equal level to himself, irrespective of that character having more combat experience than Phelix.
If this is against another player then there will be a note advising that Phelix is using ‘Moderate Luck’ with a description of the event that occurs to distract or otherwise impede the opponent.
It is then up to the player if Phelix lands the blow and how much damage the blow entails.
Major Luck: An example of this might be successfully hitting the centre of a target in a major archery competition despite having little or no skill in the weapon, the shot being entirely chance,
In combat terms Phelix could successfully dodge a single attack from an experienced character (one level or higher than Phelix). As described above this would be irrespective of the characters fighting skill but Phelix would still be restrained by what was possible within the setting.
As before Phelix could alternatively, attempt to land a blow on a character with a higher level than himself. Obviously the higher the level and experience of the character the lower the probability and the more extreme the events required for Phelix to land a blow. As such this will be entirely dependent on the quality of writing and if the opponent deems the surrounding events to be sufficient for their character to have been temporarily unable to dodge Phelix due to distraction / other means. Again even if the blow does collide it will be up to the opponent if the shot merely grazes or does any significant damage.
This is of course more likely for characters of a lower level than Phelix or equivalent but exponentially less likely the higher they are and the more experienced.
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The manipulation of fortune however works on the basis of balance and comes with a price.
For each time that Phelix manipulates his luck for his own benefit he tilts the balance until eventually an equal quantity of misfortune besets him. Depending on how he has used his luck this may be over time or all at once.
Conveniently, this also comes in THREE CATEGORIES OF MISFORTUNE:
Minor Misfortune: This can be anything from choosing the wrong path at a fork in the road to taking damage from a character equal in level or less.
Moderate Misfortune: In terms of misfortune this equivalent to taking the wrong turning down a path and finding it to be full of thieves, who promptly steal your wallet, your lunch and your shoes!
In terms of combat it means getting a clean hit from a character of equal level or above.
Depending on how the attack is described this may also result in an additional misfortune such as falling into another potential (NPC) attacker or being temporarily stunned.
Major Misfortune: In terms of misfortune this is somewhere akin to mistaking a meeting of the local assassin’s guild for the tavern toilet or sneezing on entry to a dragon’s lair. It is not definitively instant death, but the probability of leaving uninjured is very low indeed.
In terms of combat it means getting a clean hit by a character of equal level or above.
Depending on how the attack is described this may also result in an additional misfortune such as falling into or annoying multiple strong potential (NPC) attackers, getting distracted, losing his weapon or his weapon breaking at an inopportune time.
Depending on the level of the character and how the attack is described this could even result in Phelix being stunned or knocked out entirely.
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The timeframe in which the misfortune occurs is proportional to the degree of fortune used and when it occurred.
In its simplest format:
Minor Misfortune will resolve on the 7th post from the luck being used.
Moderate Misfortune will resolve on the 5rd post from the luck being used.
Major Misfortune will resolve on the 3nd post from the luck being used.
Luck and Misfortune cannot occur within the same Post.
----------------------------------------------------------------------------------------------------------------
For the purpose of limitations will work it so that Phelix can use a maximum of:
• 3 Minor Lucks
• 2 Moderate Lucks
• 1 Major Luck
Per thread at his current level.
Max Dirks
10-08-15, 11:55 AM
SPAWN: When Forgan Mreeman wishes, he can spawn a bronze microphone which he speaks into. The microphone can amplify his voice in non-competitive threads but in battles it has no effect on PCs. Forgan Mreeman is above the law, but he is not above the laws of physics. Entropy is his only limiting factor. Due to the limited entropy increase in the universe each day, there is not enough chaos to allow limitless objects to spawn in space; consequently, he can only spawn 3 bronze microphones per thread - 3
VOICE: Forgan Mreeman’s voice has incredible hidden powers that he does not yet know the full extent of. One of its mysteries is as follows. When Forgan Mreeman speaks into his microphone, it will slowly turn into gold. The microphone then increases the total gold earned in his thread by 5%! This can only be used once per thread, and only can be used if he speaks into the microphone (maximum gold increase- 5%) [will state OOC if the ability was used at the end of each thread] - 3
Hysteria
10-10-15, 10:15 PM
http://www.althanas.com/world/showthread.php?30098-The-Way-We-Sway-(level-1)
Holy magic
A Spark: Creates a “whip†of lightning that can strike out three times before disappearing. Useful once per thread. The shock is strong enough to do mild lightning damage – non-lethal burns and light dazing that lasts three seconds.
Standard, lvl 3
A Saint: Wreaths her sword in holy magic, causing the blade to do 1.5x damage to undead and demonic PCs and NPCs. Usable twice per thread, lasts 2 posts each usage.
Standard, 'holy' damage. Lvl 3
Stigmata: Luca is filled with the holy light of Denebriel’s sacrifice. Blood begins to pour from her eyes, blinding her, and her hands, rending her in extreme pain. Enemies are burned by the blood as if it were acid, causing deep flesh wounds and damage to tier 1 leather and cloth armor, though it has the effect on friendly targets of healing mild, non-lethal wounds. Useable once per thread, when Luca is under extreme duress. Effects last for one post.
A bit of more odd one, but limited to one post and limits her quite a bit during it. Level 3.
Hysteria
10-11-15, 06:44 AM
http://www.althanas.com/world/showthread.php?30089-Just-an-Unwitting-Heroine-%28Level-4%29
4 : 5.5 : 9
Darkvision: Illara has limited darkvision, but excellent detail perception within her range of vision.
Lvl 4
Keen Senses: Illara’s vision and hearing are 5x sharper than the average human’s. That means on a clear day on flat terrain, where an average human can see about 3 miles, she can see about 15. She can make out vague detail up to about 10 miles, and fine detail up to about 5. Distance decreases according to terrain/condition. She can also hear the direction of a sound more accurately than a human can, pinpointing even garbled and misdirected sounds within a few seconds at max. She can hear up to two octaves higher and one octave lower than a human can, giving her clear hearing on a wider range of sounds than most people have and the ability to weed out noise interference.
Lvl 6
Speed: Illara is 5x faster than the average human. This means that while an average person could travel 25 miles in a day (presuming a little more than 3 mph covered over 8 hours), she could make 125, or while an average person could manage about 15 mph in short bursts, she could manage about 75 mph (bursts that fast might last up to a minute, after which she becomes exhausted. 45 mph can be sustained for 2 minutes, 30 mph for up to 10 minutes, and 15 mph for up to 15 minutes.)
Level 6
Broad Awareness: Between a life of peril and her keen elven senses, Illara has a sense of what is going on around her. This might let her pick out a good mark or spot a liar, but it can also give her a split second’s warning before trouble goes down.
Level 4
Acrobatics: Due to decades of walking, running, and jumping into and out of precarious and ill-advised places, Illara has the same agility and dexterity as a circus acrobat.
Level 3
Starlit Sight: Illara is able to see the safest route through wilderness. This doesn’t necessarily make it a TOTALLY safe path, it just means that when in the wilds, the path that stands out to her is less perilous than most other options.
Level 2
Unbreakable: Once per thread, Illara can come back from wounds that would ordinarily incapacitate her. Severe injuries become moderate, moderate injuries become minor. She cannot currently ignore broken bones or fatal injuries.
Limited once off healing, level 4.
Aspect of Galatirion: Five times per day, Illara can block a magical attack. Attacks two levels or more below her are totally blocked, one level below to one level above her are half blocked, two to three levels above are a quarter blocked, and magical abilities more than three levels above her are unaffected.
Level 8
Aspect of Megillion: Any melee weapon in Illara's hands glows as if with starlight and is twice as damaging as it would otherwise be against normal beings, or three times more damaging against abominations or undead. This lasts four attacks in a battle or two minutes per fight in a quest.
Level 7
Hysteria
10-16-15, 08:03 PM
http://www.althanas.com/world/showthread.php?30042-Monster-Ashla-Icebreaker-Level-Seven
7 : 7 : 13
- Ashla inherited the elvish trait of fitness and is extremely agile compared to the average human meaning she can bend into humanly impossible positions without breaking a bone or misplacing a muscle, she can fit into tiny places easily and is magnificent at acrobatics. [Passive.]
Level 8
- Ashla is quite fast, being able to race up to eighty five miles per hour. She can maneuver her body and reach and grab things incredibly faster than the average human. [Passive.]
PL 9
- Endurance: Ashla has gone through so much. She’s been burnt alive, beaten to the point of unconsciousness, and sliced by a sharp blade in various places at once. She’s suffered through the harsh chills of Eiskalt and the burning sands of Fallien, she’s gone through hours of child labor. A combination of all these and more, her "numbness," and a hardcore desire to live has granted the Icebreaker to resist and fend off excruciating pain, lasting extremely long in competitive situations compared to a normal human. Small cuts and bruises do not affect her anymore, and she can withstand against very harsh weather conditions. While fatal wounds obviously cause a problem, lesser damage gained in battle won't keep Ashla down for long. [Passive.]
Pl 7
- Ice Cast: Ashla has been able to advance her Frost Armor beyond the normal, and combining it with her Particle Restriction, she's learned a completely new ability. She can form up to one hundred fifty pounds of ice per day into any shape of her choosing. She can form it on her body, or up to five feet away - on a solid surface or in the air. The ice is the strength of Plynt. It is also extremely cold, from several feet away even it can be felt like wind from a winter day. Physical contact with the ice can cause mild frostbite up to five posts later.
PL7
- Blood Ice: Ashla can summon a different ice than the kind from Ice Cast. This ice does cause frostbite, but only thirty five pounds can be summoned per day, and the ice is the strength of iron. This ice has adapted the "watermelon snow" effect, making the ice blood red. Really, the ice is loaded with bacteria, fungi, and viruses. These organisms, being in a symbiotic relationship with Ashla, will not harm here. When any living (or whatnot) being is hit on the skin (or whatnot, also look at eyes, hair, etc. what stands in for those varies per species) will experience burning pain, itching, and rapid decay. If a victim is cut, speared, or they swallow it or something; they will have headaches, illnesses of any kind, and hallucinations after about five minutes, conditions worsening as the infections spread.
Poison attack
Pl 6
- Icebreaker Infusion: Ashla can channel the darkness inside to her ice, allowing her conjured abilities to explode upon wanted timing. The explosions can knock a grown man off his feet, but the shrapnel of the ice is what does the damage, tearing through unprotected skin, and piercing steel at close range bruise and batter someone close by, and can threaten to break bones and cause concussions. She can do this ten] times per thread.
Pl8
- Crystallization: Ashla can freeze up to twenty gallons of any liquid into solid ice the strength of steel. She can do this by touching it, or she can cause it to freeze from ten feet away. There are some liquids though, like lava and quicksilver that Ashla just can't freeze yet.
Pl7
- Preservation: Already being numb and having endurance, Ashla has begun looking back to her bloodline for power since her daughter's birth. Ashla is immune to magic that would directly drain her endurance or take away her magic. On the downside, she is immune to magic that would buff or improve her abilities. [Passive.]
Pl7
- Numb: Ashla has inherited another type of ability from her kin. This isn’t an ability that relies on ice, but rather is a pass-me-down of emotions. Ashla is officially numb. This gives Ashla a very strong mind and will power. By willpower, Ashla is able to shrug off harsh emotions and even push herself past physical pain to accomplish her goals for an extremely short time. More importantly though, Ashla is able to resist abilities that effect the eyes/ mind/ emotions/ etc.
Pl7 – Eyes
Pl7 – mind
Pl7 - emotions
- Heal: Whenever Ashla is physically injured in any way, both inside and out, a healing mechanism is triggered. Ice covers the wound, keeping it from getting worse and numbing it. Then, depending on the size and severity, it is mended. If a small cut is made, it can heal completely in minutes. If it is torn tissue, broken bone, or a deep cut, healing will take longer. If a limb (aside the head) is sliced or yanked off, it could take a week to a month for it to "grow" back. If a vital organ like the kidneys or heart are hit, the severity actually makes Ashla fall unconscious for a certain amount of time, but they can be healed in time (if the heart is hit though, problems can happen like an uneven heart beat and/ or lightheadedness) The only body part that cannot be healed or even mended is a decapitated head.
Level 6
Tobias Stalt
10-27-15, 05:43 PM
http://www.althanas.com/world/showthread.php?30108-Alphard-Fault-The-Rouge-Prince&p=255824#post255824
As invisibility is technically level four, I watered him down to a single use per thread to even out the power level to match level one.
Endurance PL3
Weak invisibility PL3
3 times/thread stop attack of strength of weapon grade or weaker. PL 3
3:3:3
Approved.
Hysteria
10-28-15, 05:55 AM
http://www.althanas.com/world/showthread.php?30090-She-s-Got-the-Bare-Necessities-%28Level-3%29
3 : 5 : 7
Av = 4.8, Approved!
Abilities:
Clairvoyance: As a female member of the O'Sheean line, Taische is a clairvoyant. This has only kicked in recently, and so far she only gets occasional glimpses of big events or events that are immediately and inherently dangerous. Getting random visions is scary, so she's looking for a way to use her gift deliberately.
Level 3
Tenalach: Taische is very in tune with the world around her and can identify natural terrain elements (sinkholes, water, hills, mountains, etc) up to a mile away, even if she can't see them. She considers it an extension of her sense of hearing. She also doesn't like or need to wear shoes unless she's in a town or she's walking in thick snow or burning sand.
Level 4
Fire Princess: Taische's abilities with fire are the only thing she's been told she inherited from her birth father. As often as she wants, she can create flames that are 10% warmer than her average body temperature. These flames may be as long as she is tall and twice as broad. Primarily, this functions as a light source and maybe a source of heat, but is not capable of doing any damage. Up to ten times a day, she can produce a spark sufficient to light a candle, lantern, torch, or heap of kindling. Up to seven times a day, she can produce a major flame event, like a fire burst that extends five feet around her, or a fireball that she can launch up to thirty feet. She can combine uses of her powers to make larger effects.
Level 5
Air Manipulator: Taische can remove all oxygen (and only oxygen) from a 1 ft cube area twice a day for up to two minutes at a time. The cube can move or lock onto a target at her will. A slight shimmer appears around the effected area. If it's around, say, someone's head, they might experience minor disoriention and dizziness within seconds, and unconsciousness at the end of the full two minutes.
5
Water Weaver: Taische can manipulate up to twenty-five gallons of water in a radius of up to 50 feet for up to three minutes. If no water is apparent, she can create up to five gallons. Under her control, the water can deliver blows equal to a hard punch from a grown man. (She can also use it for mundane purposes; e.g., dousing a fire, putting water in a cooking pot.)
Level 5
Lighting Lass: Thanks to exposure to elemental electricity by her Uncle Storm, Taische has learned how to create lightning. At present, she can launch a bolt with up to enough force to stun an average adult for up to 15 seconds up to 50 feet away. She can use this up to five times a day.
Level 6
Plant Power: Following a very painful experience in the Citadel against Madison Freebird, Taische has learned how to control plants. So long as she’s in contact with soil, she can call up vines of whatever type is native to the area she’s in to hinder an opponent or create a passage over a gap. At present, she can create a 10’ diameter area 2x/day that can slow up to a 200 lb opponent for up to 2 posts, or grow a rope bridge up to 20’ across that can hold up to 200 lbs at a time.
Level 6
Hysteria
10-28-15, 07:00 AM
http://www.althanas.com/world/showthread.php?30163-Choose-Your-Battleground
Mist Aura: A perpetual cold surrounds him at all times. It does not always manifest as visible mist, unless he wills it to. Currently this is just an uncomfortable chill for those who are extremely close to Hailwing.
Heavy Rain: Hailwing can create fist-sized balls of ice which he can then throw or use for another purpose. The ice is normal, hard balls of ice. He can make three before he is incapable of making more.
2times 3.
Tobias Stalt
10-31-15, 04:21 AM
http://www.althanas.com/world/showthread.php?30169-The-Auramancer&p=256025#post256025
Grim Visage:*The ability to partially transform his facial features, and fully transform his clothing by manipulating the natural aura around his body. Aaron cannot change the nature of the material, which remains constant. This ability can be used once per day. PL 2, changes appearance, does not strengthen any material or enhance attributes at all.
Soul Rip:*The ability to pull an image of an opponent's soul from their body which behaves like the owner. This image acts independently and does not always obey Aaron's will, yet. This is due to the image still having a tinge of the owner's soul. It does not act very well as anything but a short distraction against an enemy or a way to get the truth out of someone he knows. This ability can be used once per encounter*. ((*Each encounter takes a large mental toll on Aaron which means he can only handle one encounter per day.)) PL 2, weak illusion magic.
Enhance Aura:*The ability to enhance his own aura to heal minor wounds over the course of several hours. Cure six light wounds or two moderate wounds per day. PL 3 Moderate healing ability.
2+2+3=7/3=2.3
2.3>3, under for level 1, approved.
Hysteria
11-03-15, 07:03 AM
4 : 5.5 : 9
http://www.althanas.com/world/showthread.php?30118-John-pugilist-extrordinaire
Av 4.8, 8 abilities.
Powerful: John is both incredibly large and has trained his strength. He can easily lift things that a normal man simply would not be able to move. (John can lift up to 1500 lbs, though he can only lift this weight, and perhaps take a few shaky steps before he is forced to put it back down. John can carry up to 150lbs on his person without being hindered.). (5x strength)
Level 6
Fast: John has learned to use his size to his advantage as he runs, and he can sprint short distances at 30 mph, at a jog he clocks around 15 mph (around 3x)
Level 4
Quick: John has had to hone his reflexes even further since abandoning traditional weapons in favor of his own arms and legs. As a result of this extensive training, John is able to react very quickly to the movements of others, as well as make movements in quick succession. (John could snatch a gold piece from your hand before you even realized it, if you were an average joe.). (around 4x)
Level 5
Adaptability: John can absorb the characteristics of up to tier 3 metals into his armor. He can use this ability for three times a thread, one post per iteration, or however long John is touching the metal in question, whichever is shorter. (For instance, if John is adopting the qualities of delyn by holding a piece in his hand, if you grab the piece from his hand, the ability is terminated). This is mostly a plot oriented thing.
Level 4 (low, considering his armour is higher tiered than level 3)
Scourge of House Band: It is said, in tales told to the children in parts of Salvar, that when John Cromwell took his revenge, massacring a large part of House Band, that he would not die, no matter what wounds he received. Now whether the legend followed John’s abilities, or his wounds have hardened him; the end result is the same. John can push through limits that weaker men would collapse under. Wounds like gashes and strikes to the body will not even slow him down, and he can even fight with a broken rib or two, though the longer bones of the limbs would likely reduce his fighting ability by a significant amount. It was said he had the willpower of four men. (endurance 4x)
Level 5
Not on my watch: John can touch an ally with his armor, transferring a portion of it to them. He can currently transfer one third of his armor per day (equivalent to a few pieces of metal, enough to form a sword or shield, or a piece of armor covering a part of the body. It remains under John’s control for three posts, and can shield an ally or strike at an enemy. If the ally is injured, John can cover any wounds with the armor as well, though the three post limit still applies. After three posts, the armor will fall off of whoever it’s on, melting away into nothing. John must rest for 8 hours, or for one day to recover the armor he’s lost in this manner. John is working on an offensive part of this, but has had little success so far.
Level 3 (a weird sort of healing ability).
Reinforce: John can absorb metals that are at or below the strength level of his gauntlets, and incorporate them into his own armor for a short time. He is able to absorb as much as one quarter of his total armor, and with concentration, can control it for two posts. Though it does take a few moments for the armor to be absorbed, and if John absorbs lower strength metals, it will compromise the strength of his armor. after the two posts, The metal of his gauntlets rejects the foreign substance, pushing it out much like a snake shedding its skin.
Level 4
Equipment/Weapons: Gauntlets (titanium strength: not for sale). He is able to mold them into basic weapons, they form to his will, to a certain degree. The gauntlets have grown over time to come up to his chest, though he keeps it usually at the full length of both arms and boots that come up to just below the knee. He also has learned to exert such control over them to be able to move the armor around on his body, though this takes a few seconds of concentration. Since the armor is fused to his skin, if he molds it around a gash or cut, it will seal it, but not heal it. After such a long time wearing the armor, he can change the form of his armor mid-combat, though major changes to the form the armor takes will take longer.
Level 8
Cards of Fate
11-06-15, 05:39 PM
http://www.althanas.com/world/showthread.php?29558-Tarot-Hierarchy-Recruitment-Reboot-(Now-with-more-vitamin-awesome)/page7
Phase manipulation-PL 4
Phase flow- PL 3
Phase burst-PL3
Oxygen deprivation- PL 10
Oxygenation- PL 6
Oxygen bubble-PL 4
Hydrogen bonding-PL 5 (Building blocks
Carbon bonding-PL 5
Hysteria
11-11-15, 06:46 AM
http://www.althanas.com/world/showthread.php?30122-Ayithe-Solete-Level-2
Necklace of Plasma Fire
Sitting on Ayithe's neck is an old relic of a necklace. While it's leather lace is brand new, the purple gem that sits on its metal link is as old as the earth itself. This magic necklace creates meter long purple plasma flame that erupt from any metallic object upon attack. If an object is thrown, the same effect applies, with a one meter long radius of purple flame erupting from the blade. The strength of which is the equivalent of standard fire, yet can continue to burn whatever it touches like acid. This effect is rendered null when in contact with water.
(Ayithe can use this up to four times per thread.)
Level 4
Hysteria
11-21-15, 09:07 PM
http://www.althanas.com/world/showthread.php?30276-Just-a-Lost-Soul-(Level-5)
11, average of 5.4, less than 6 so approved!
Darkvision: Illara’s darkvision has half the range of her day vision, with excellent detail perception within her range of vision.
Level 4
Keen Senses: Illara’s vision and hearing are 5x sharper than the average human’s. That means on a clear day on flat terrain, where an average human can see about 3 miles, she can see about 15. She can make out vague detail up to about 10 miles, and fine detail up to about 5. Distance decreases according to terrain/condition. She can also hear the direction of a sound more accurately than a human can, pinpointing even garbled and misdirected sounds within a few seconds at max. She can hear up to two octaves higher and one octave lower than a human can, giving her clear hearing on a wider range of sounds than most people have and the ability to weed out noise interference.
Level 6
Speed: Illara is 6x faster than the average human. This means that while an average person could walk 3 miles per hour, she could make 18. Illara can walk at speed for up to twelve hours in a day, for a total distance of up to 216 miles if the terrain is not too rough. Also, while an average person could manage about 15 mph in short bursts, she could manage about 90 mph (bursts that fast might last up to a minute, after which she becomes exhausted. 70 mph can be sustained for 2 minutes, 45 mph for up to 15 minutes, and 25 mph for up to 30 minutes.)
Level 7
Broad Awareness: Between a life of peril and her keen elven senses, Illara has a sense of what is going on around her. This might let her pick out a good mark or spot a liar, but it can also give her a split second’s warning before trouble goes down.
Level 4
Acrobatics: Due to decades of walking, running, and jumping into and out of precarious and ill-advised places, Illara has the same agility and dexterity as a circus acrobat.
Level 3
Aspect of Galatirion: Five times per day, Illara can block a magical attack. Attacks two levels or more below her are totally blocked, one level below to one level above her are half blocked, two to three levels above are a quarter blocked, and magical abilities more than three levels above her are unaffected.
Level 8
Aspect of Aurient: Illara is immune to natural poisons and diseases, and resistant to magical poisons and diseases. Attacks two levels or more below her are totally blocked, one level below to one level above her are half blocked, two to three levels above are a quarter blocked, and magical abilities more than three levels above her are unaffected.
Level 7
Aspect of Megillion: Any melee weapon in Illara's hands glows as if with starlight and is twice as damaging as it would otherwise be against normal beings, or three times more damaging against abominations or undead. This lasts four attacks in a battle or two minutes per fight in a quest.
Level 7
Aspect of Cuarye: Any ranged weapon in Illara's hands glows as if with starlight and is twice as damaging as it would otherwise be against normal beings, or three times more damaging against abominations or undead. This lasts four shots in a battle or two minutes per fight in a quest.
Level 6
Aspect of Arddunwe: Illara is able to see the safest route through wilderness. This doesn’t necessarily make it a TOTALLY safe path, it just means that when in the wilds, the path that stands out to her is less perilous than most other options. (Formerly Starlit Sight)
Level 2
Aspect of Earlon: Once per thread, Illara can come back from wounds that would ordinarily incapacitate her. Severe injuries become minor, moderate injuries fully heal. Up to one broken bone can heal, provided it's still set in roughly the right place. She cannot currently ignore fatal injuries. (Formerly Unbreakable)
Level 5
Hysteria
11-21-15, 09:31 PM
http://www.althanas.com/world/showthread.php?30279-Firelis-Tvy%92ern-Level-3
Level 3
Shadow Walking -- Fii has an instinctive, innate affinity with the dark. Under the covers of shadows, he can subdue his own presence with enough focus and a little misdirection, and seemingly become invisible for up to twenty-five seconds if he doesn’t move. In addition, he can move for up to ten seconds before being noticed or heard.
Level 4 (i reiterated that some people might still see or sense him)
Darkvision -- Lately, it seems like the darkness has been favoring him more than ever. Fii has found that he can see in pitch-black areas where there are no light sources at all. The extent of his vision is similar to what it would be during the day. However, he has trouble differentiating between most colors in the darkness, as they seem indistinct. He has recently been told that when he is highly emotionally charged, his eyes may gleam in the dark like a cat’s.
Level 5 (no real change)
Shadow Formation -- Covers the area where he is standing with shadows and darkness, regardless of light sources. The skill has a 10 meter effect radius, which does not shift if Fii moves. [Reduces surrounding beings' vision to 0.7x of original. Usable 3 time per thread, with a two-post cooldown between each use. Effects last for three in-character minutes.]
Level 3
Above-Average Movement Speed -- He runs a faster than your average human [2.5x speed].
Level 4
Above-Average Reaction Speed -- Fii has seen a fair bit of combat since leaving home, and that experience has made him limber. His spatial awareness and reaction speed is now a better than your average human [2.5x reaction speed]. This means that unless otherwise cornered, he can escape most average-speed close range attacks and some average-speed mid-range attacks.
Level 4
Imperfect Resurrection -- This is an ability borne out of a curse. His soul has been forcefully tied to his mortal shell, and will always come back. He can be killed, and that comes with the full experience of death. However, he will find himself conscious again within ten minutes, as his head and torso remains. All physical injuries sustained during the experience (cause of death, and any damages sustained post-death but pre-resurrection) will remain. Most damages will not be fatal a second time immediately after Fii resurrects, and will heal with time. However, regeneration is not possible. (i.e., Lost limbs will still be lost; poison may remain in his system, but will not act up unless otherwise provoked; a hole through a lung will not kill him immediately a second time when he resurrects, but he'll still have a hole through the lung, which will close in a month). If he were caught in situations that causes certain forms of death (i.e., drowning, asphyxiation), he has to be removed from these situations before resurrecting.
Quick resurrection, but wounds remain. Level 1
Hysteria
11-28-15, 08:40 PM
http://www.althanas.com/world/showthread.php?30274-Wyrd-Witch
5 : 6 : 11
Average 4.6
Touch of the Spirit Magi: A little known power, and pure in the most literal form. Maia’s spirit, or soul as some would call it, is Innocent. Her touch is cleansing, able to wipe away dirt and grime from someone’s face, or forgive their past sins. She does this by taking them into herself, collecting them and carrying their burden until her body is able wipe the slate clean once again. Cleansing another person often brings about changes to the woman, a fact she’s come to find more and more distasteful as time went on. A stronger willed person will end up changing the woman for days at a time, her body producing their own magics and traits, sometimes physically and sometimes mentally.
She has had to deal with the ramifications before, often having to make amends to counter the various hexes, curses and sins she absolves. Her own stores of magic and understanding tends to increase with each time she does so, however distasteful he results are. Rarely, Maia is forced to take more than the corrupted portions of someone’s spirit. Such an action often has extremely amplified repercussions, lasting weeks at a time, and leaving her victim enraged, but also amplifying Maia’s own power exponentially at the cost of losing herself for some time. Despite the effects, it takes several minutes to prepare and is easily interrupted, rendering it useless for any combat. A curious side effect is that those who are defined by their pain and sins could theoretically be utterly devastated by Maia’s hand.
Level 3
Healing: The regeneration of Maia Kristel was once something near legendary. However, most of the legend was twisted from stories of a cut that looked far worse than it actually was or a bump that wasn’t as dangerous as it seemed. Her body naturally heals much more quickly than the average person, to the point where minor bruises and scrapes close within a few moments. Larger, deeper cuts would close without a scar after about an hour, and even broken bones would naturally reset within two or three. After one particularly disastrous event, she regrew her right forearm from the elbow down. It was also the most singularly painful two weeks of Maia’s life, and something she tries to keep hidden from anyone wanting to do her harm. She doesn’t have any superhuman ability to ignore pain, and the healing process is often more painful. She has never intentionally tested it; a killing blow would not be permanent, and Maia would eventually recover after an appropriate amount of time.
Level 3 Slow healing, with minor scrapes and cuts nearly instant, everything else takes hours.
Font of Power: Maia Kristel is overflowing and brimming with power, unrefined and unaligned. Should someone figure out a way to harness it, they could use Maia to power nearly any magic ritual, spell or even some of the rumored technological advancements in Alerar. Maia’s only real benefit, aside from a smug understanding of the power, is she is never fatigued by casting her own spells. She’s unable to properly tap into it, rendering it more of a bragging right. In the off chance someone attempts to overload the girl with power, they would almost certainly find her to be a functionally limitless vessel. She is particularly easy to find by scanning for magic even from a great distance, and her future is blinding to those who look into it.
Level 3: Doesn’t get physically tired by casting her own spells (I’ve not taken this description into the other abilities to change them at all).
Magical Cantrips: A fairly extensive collection of smaller cantrips that Maia has amassed and designed over time from a multitude of magical sources. They can be anything from a small Hex to to help start a fire, to Tap magic that helps clean her clothes, to even a small summoning from other realms to provide a thick sweater in cold weather. Special note goes to a wide breadth of magic that could only be described as vanity spells, and Maia’s education at the Istien University making Song Magic her preferred method of casting.
Level 3.
Ritualization: Long study and experimentation of both magic and the world of Althanas has had its uses. With the consultation of her books and notes, Maia can reasonably emulate nearly any other form of magic given some time. While not particularly useful for short term, for experimentation and for specific use cases it can be invaluable. It will often take at least a quarter of an hour for her to prepare, rendering it useless in any short term battle.
Level 3 (plot devices again)
Featherlight: A spell first learned in Istien University before the fall of Xem’zund, Maia’s altered this spell far beyond the initial design. With it, she is able to reduce her weight to 1/6 of its actual weight. Maia’s modifications to the spell’s design have allowed her to activate and deactivate it at will. While not much practical use, it can turn a normal blow into something far more deadly, and timed right can allow Maia to leap far and high into the air with some prep time. While there is potential for it to be used on other people, the long cast time of two minutes makes such an action unfeasible.
Level 6 (no limits, some varied uses)
Crystal Light: A small school of pure power, unaligned with any significant style or practice of magic. This is the witch’s personal pet project. She has only recently begun to utilize as something more than theoretical, replacing old skills and even body parts with it. Despite its obvious use, it has been designed to be a purely neutral force of power. As much as she would like to deny the ability, she can simply point with a finger and shoot it like a common, if devastating, fireball spell. She feels it is wasted usage of such a monumental project, but being able to blow away a particularly vicious assailant has its use cases, even if she runs the risk of dislocating her shoulder with each casting. She can also combine individual castings of this magic into a single use, building the power up for larger targets, but at three charges the force of the blow would break her arm. She’s never tried more than four.
Thus far, Maia has figured out two distinct spells for The Crystal light that she’s much more proud of. She has yet to figure out how to utilize both at once, though her previous experiments with it have resulted in disastrous, if humorous, results.
Level 4, 4 high damage fireball-like attacks.
Wings of Light: Two massive, glowing wings form behind Maia, floating in the air and even bobbing slightly as she walks. They are made of the solid power of the Crystal Light, and exhibit the Each can move independently, much like her own arms, and with a running start can even lift her unmodified weight into the air for a short, if extremely tiring flight. With the featherlight spell, Maia can fly for about twenty exhausting minutes with a nice breeze. She finds more use utilizing the wings each as a single use shield. Each wing could survive a single blow before shattering into fine transient chunks of power. A curious application of note, is that by bracing herself and deactivating Featherlight, a single sweep of her wings could blow away most lighter foes with the power of her wings. The witch has found that while she can create a single set easily, it takes nearly half an hour for her to find to focus to perform it again as quickly. In particularly stressful situations, Maia will often flounder trying to recall the wings after their initial usage.
Level 5 - Two wings, able to create short flight, or be sacrificed to block. Similar to an ice manipulation.
Crystal Armor: Only recently mastered to the point of usefulness, Maia has been able to replicate the prevalida of Salvar for a very short time. She can grow the semi-translucent armor out of her very skin. This armor is extremely heavy, hard, sharp and brittle. It will snap after a single blow, and the magical construct would dissipate if it managed to get further than arms reach from Maia. Almost exclusively defensive, She has only every managed to create the rough equivalent of a breastplate once per hour. With some time to focus, she could almost create a short sword from out of her forearm in place of that, or any number of simple tools like screwdrivers, awls, small scalpels or even a hammer.
Level 10, small items, but very strong and lots of casts.
Hysteria
12-19-15, 03:43 AM
http://www.althanas.com/world/showthread.php?30297-Hellebore-Siofra-Level-1
Three level 3s, the first could develop badly, so we need to keep an eye on it.
Third Eye -- Hellebore’s third eye opens when she enters a concentrated state of mind. The sight of this eye can be disconcerting to those around her.
Able to remain open for the span of a battle, or three hours per day in a quest.
Decreases an opponent's defense towards psychic abilities by 10% if they look directly into the eye. No impact if they avoid the eye. Debuff lasts for two post rounds. Three times per thread.
True Sight -- Her third eye grants her the ability to see things that she normally would not be able to.
Usable under the condition that her third eye is open.
Hellebore gains full spatial awareness of everything within a 10 meter radius of herself. Effects last for one in-character hour. May be negated by those with a higher level of specialized hiding abilities.
In quests, this ability allows her to identify those who are disguised or hidden, or recognize magic and enchantments.
Curse of Terror -- Terrorizes an opponent with waking dreams and visions of their most horrid memories and deepest fears.
Usable under the condition that her third eye is open.
Hellebore does not choose or directly impact what her opponents’ see. Effects last for one post. Usable one time per opponent per thread. May be less than effective on the happy and the fearless, or those with strong mental defenses. May be super effective on those with truly terrible pasts. In cases of violent memories, Hellebore’s opponents may be driven to injure themselves (or her, if she is foolish enough to be standing her opponent's range).
A lesser form of this ability can be imbued into a gem/amulet with Hellebore’s curse imbuing skill. When worn, the gem/amulet may induce bad dreams in its wearer.
Hysteria
12-19-15, 03:44 AM
http://www.althanas.com/world/showthread.php?30295-Level-1-Character-Valandil
Two threes. (sight and hearing being one)
Elven agility X2 ( this covers running, jumping, climbing, ETC)
Elven Sight (able to see in low light and further distances)
Elven Hearing X2 able to hear at a better rate that most cannot and detect the direction where the noise is coming from
Hysteria
12-19-15, 03:45 AM
http://www.althanas.com/world/showthread.php?30352-Do-Not-Fear!-Sir-Mouse-is-Here!
Smite: 3
Hector: 3
Smite: Five times per day, Arnau can focus his will into his sword to double the depth of his cut. Thus, whereas an average deep cut with his blade would be a little more than an inch deep, it might reach up to two inches.
Mounts:
Hector: A common mountain hare. Trained to accept tack and instructions from his rider.
Javier: A common barred owl. Trained to accept tack and direction from his rider.
Flight: Can fly at 15 mph in still wind, slower against a headwind, faster with a tailwind.
Strike: Can strike with a force of about twice what an average man can punch and drive in his talons.
Hysteria
12-19-15, 03:46 AM
http://www.althanas.com/world/showthread.php?30357-Eher-Moi-Mouse-of-Yarborough
Three threes.
Touch
Eher’s naturally highly sensitive with his whiskers. Meaning he can judge distances, small spaces and even sense movement in the air. Though sensing movement is restricted to 30cm’s around him, it helps greatly during the night, and even works during sleep.
Quick
Eher is exceptionally fast and silent. Eher can travel at up to 8mph with little noise, moving up to 12mph for top speed, though with no stealth over 8. All speeds can only be maintained for short bursts of time.
Familiars
John the Pidgeon
John is a regular grey Pidgeon with a light green collar and silver hints on his wings. He allows Eher to ride him through the skies.
Hysteria
12-19-15, 03:47 AM
http://www.althanas.com/world/showthread.php?30353-Whisper-Lieutenant-of-the-Black-Talon-Corps
Three threes :D
-Spark: Three times per day, the little mouse can infuse electricity into his weapons. They will shimmer with a light blue energy that explodes on impact, delivering a nasty shock to the recipient. Should the blow miss and connect with a solid surface such as dirt or stone or bark, the electricity will arc out of the weapon and spread in a circle five inches around the point of impact, delivering a less powerful but still substantial jolt to those caught in the field of effect.
-Cinder: Three times per day, Elijah can ignite his weapon with the power of fire. When the magical blaze makes contact, it will spread out in a ring of roughly two inches and cause the affected to suffer minor to significant burns.
Astrid: Elijah has bonded deeply with a great horned owl named he named Astrid. The owl has formed a deep relationship with him, and will fiercely defend the mouse should she ever witness him in peril. Astrid is able to take to the air at speeds of up to 15 mph in still wind, slightly less if Elijah is riding her.
Hysteria
12-19-15, 03:53 AM
(Work done by tobes!!)
http://www.althanas.com/world/showthread.php?30344-Nara-Zakasha
Abilities:
Enhanced hearing - Since losing her sight, Nara has an improved sense of hearing, a blessing brought on by her unfortunate accident but is something of a silver lining for her. She is limited though, in close range she can pick out a person who is talking or walking in a way that is noisy however at long distance or with someone who is very quiet they are almost undetectable by Nara.
Enhanced sense of touch - Another byproduct of losing her sight, Nara is able to feel the vibrations of the world around her in a more sensitive way. Something as simple as the footsteps of another can help Nara pick out roughly where that person may be. It's not exactly fine tuned and in crowds it's almost impossible but any extra bit of help is greatly appreciated by the young woman.
Tobias Stalt
12-24-15, 03:16 PM
http://www.althanas.com/world/showthread.php?30379-Gavrin-Renard
3 abilities
PL 3 Ability to illicit emotions.
PL 3 Agility x2
PL 3 Weak Illusions.
Approved by Hysteria.
Tobias Stalt
12-31-15, 08:03 AM
http://www.althanas.com/world/showthread.php?30414-Bartholomew-Survayor
One ability at PL 1- Fluff ability, "bad things don't happen to Art." Can't be used in competitive RP, generally permits charactwr to engage in shenanigans. Entirely fluff.
Approved.
Tobias Stalt
01-01-16, 10:37 AM
http://www.althanas.com/world/showthread.php?30423-An%92xier-Ygrainne-Level-1
Increased Strength. (x2) PL 3
Increased Endurance. (x2) PL3
2 abilities at PL 3
Approved under APL for level 1.
Cards of Fate
01-05-16, 08:39 PM
http://www.althanas.com/world/showthread.php?30419-Madison-Freebird-Plaguesinger
Poison/disease resistances: Madison is immune to all poisons, diseases, drugs, aphrodisiacs, pheromones, and any other sort of chemical or compound that would otherwise have a negative or debilitating effect on her.
- PL 7
One tough bitch: Due to a rather extreme endurance regimen and her own stubbornness, Madison can take and shrug off most forms of physical punishment and still get up to fight back. Several bones need to be broken before she even considers staying down. Madison is also capable of surviving in extreme conditions for a few minutes longer than others.
- PL 8
Maneuverability: Madison is able to run at about 20 mph for several minutes without breaking a sweat, and uses that ability on the battlefield to run circles around her slower opponents. Also, thanks to her extensive hand-to-hand training, she is agile to the point where she's able to duck, dodge, deflect and counter most close-range physical attacks from adversaries even slightly faster than her.
- PL 5 for Agility
Plauges:
Freebird's Bane: Usable 5x a day or battle
- Infects the victim with intense, debilitating headaches, blurred vision, fits of vomiting, greatly dulled senses, and halved speed, power, endurance and agility. The symptoms of infection take roughly one minute (or the length of a post) to settle in. Infection can take hold if it is inhaled or makes contact with open eyes or exposed wounds. Infection will also occur if the Bane makes contact with unbroken skin, but the victim will take twice as long to suffer its effects (two posts or minutes, as opposed to one).
- She can exhale a focused jet of the purple poison that can travel fifteen feet in the direction she exhales, or a cloud four feet in diameter that only travels seven feet in the direction its exhaled in. The cloud will linger in the air for a minute or the length of a post before dissipating.
- Madison can also manifest the plague through her skin or vines, which will appear as a thin layer of purple slime.
- If the victim is not treated within four days, the infection will kill them.
- PL 10, much harder to dodge
Poisoned Mind:
- Whenever a being establishes a telepathic link with Madison, the corrupted nature of her physical body bleeds across the aether and infects them with a unique psionic plague. This occurs automatically and instantly with anyone who projects themselves in a way that she receives it, no matter the reason--diving into her mind for memories, working to destroy her psyche from inside, or even for just a little telepathic chat between the two.
- Symptoms of the psionic plague are immediate; first, the victim is overcome with massive psychic feedback that causes major migraines that disrupt their thought patterns. Shortly thereafter, if the connection is still present, the victim is overcome with intense nausea that forces them to suffer fits of vomiting. As their minds weaken, so do their physical forms.
- This cannot kill; symptoms will linger for one minute or post after the connection is broken before disappearing.
Pl 10, a mental defense that counterattacks with extreme counter effects.
Nemo's Marionette: Usable 3x a day or battle
- Through fungal pods that can be extended from and retracted into the palms of her hands, Madison is able to shoot out bursts of blue spores that contain a special strain of cordyceps fungus. The bursts fire simultaneously from both hands in little blue clouds that travel four feet in whatever directions her hands are pointed. When the spores are inhaled or ingested by their new host, they undergo fifteen minutes or three posts of torturous pain as the fungus begins to take control of their physical form. The process is complete when small stalks with a blue base and oily purple tips start bursting through the skin of the host, usually in and around the neck area, as if they formed a crude collar or necklace.
- Once the fungus is in full control, the host can operate well beyond its normal capabilities (1.5x strength, speed, endurance and agility with a cap at 10x).
- Due to the biological means of production, Madison is able to establish a link with those infected and use thoughts and vocal commands to order around all infected hosts or single creatures within a one-mile radius. These hosts are able to communicate what they see and think back to her over this link.
- Able to infect living and dead insects, beasts, and lesser kinds of monstrosities such as Fallien harpies, trolls, goblins and ogres, as well as dead human and human-like beings at this point in time.
PL 10
It Did Not Happen: Usable 2x a day or battle
- In a fit of desperation, Madison is able to produce a special blood-red cloud of fungus spores that prey not on flesh, but on magic.
- These spores, when they come in contact with a magic spell of any nature or anyone affected by a spell, will instantly negate the spell's effects and cause it to dissipate entirely.
- If the spell in question is of a nature where it requires continuous action in order for it to be sustained, then the caster's concentration will be broken and the spell interrupted.
PL 9? The uses were doubles
Podë's Caress: Usable 3x a day or battle
- A gift from the Forgotten One Podë; the Caress can affect both flora and fauna of any kind.
- Humanoid and animal victims of the Caress will be mutated into a more feral version of themselves. Their size will increase anywhere up to 2x their original mass due to their mutating muscles and bone structure; and with their primal lack of inhibition they are able to push themselves to be faster and stronger than their original forms.
- The mind of more intelligent victims will regress into an animalistic state--they will retain any cunning they may have had, but reactions are essentially cut down to fight-or-flight. Victims will retain all abilities they had prior to getting Cursed.
- Madison's vines will turn red when Podë's Caress is active. She must touch open skin, fur, or plant matter in order for the Curse to be passed along.
- Effects of the curse can effect player characters, but for a length determined and approved by all writers involved.
- PL 8 - Speed boost (up to 10)
- PL 8 - Speed boost (up to 10)
Direwasp Swarm: Usable 1x a day or battle
- Madison is able channel her hatred into the shards of Podë's soul that she claimed for herself and open a portal within her to a hellish realm whose name is unpronounceable in most modern tongues. From the depths of this realm, she can summon anywhere from several dozen to one hundred direwasps that crawl out from between the vines of her arms and immediately take flight. Maddy's vines will turn red whenever she activates this ability, and turn back to green once the wasps are dead.
- Direwasps appear very similar to great black wasps. They are angry as all hell, and their stings are painful on the level of being shot by a firearm or crossbow bolt. Luckily, their stings do not deliver any sort of debilitating venom to its victims.
- These wasps are able to live in our plane of existence for up to five minutes or three posts, after which they will quickly die off.
- Oh, and they're fire-resistant. They are able to survive the intense heat and licking flames due to their infernal origins for a lot longer than normal insects would.
- These little "hateybugs", as Maddy likes to call them, are able to follow up to two very simple commands over the course of their lifespans in this realm.
PL 10: Crazy power level index?
Ruilserk Storm: Usable 2x per day/battle
- Madison can summon and command the infamous blood vines that made their home within The Red Forest.
- These vines can sprout from organic matter within a 15 foot radius, and are roughly two inches thick and covered with sharp thorns. The summoned vines grow in groups of four, and can grow to be up to seven feet long.
- Like all of her other Successor abilities, the vines on Madison's body will turn red for a few seconds whenever she activates this ability.
Hard 10, can’t be upgraded
Acids:
Acidic Attacks: Usable 8x a day or battle
- Madison is immune to the effects of her own acid. On other organ matter, however, it begins burning and rotting away flesh, muscle, and plant matter in a matter of seconds/length of a post. The pain a victim feels severe. A victim's skin will start melting and rotting away upon contact.
- The damage will spread to within three inches from where full contact was made by Madison.
- Through any point on her physical being, Madison is able to excrete a thin layer of an amber-hued acid.
- Madison is able to store up enough acid to create an acidic burst that surrounds her in a small, misty cloud of acid droplets that has an effective radius of three feet. She's immune to her own acid; but anyone else caught in the cloud will find that the acid droplets severely burn any open skin it comes into contact with.
- She can also spray a focused jet of acid from her mouth that has an effective range of 10 feet.
- Alternatively, Madison can fill both of her hands with pools of acid, which quickly crystallize into extremely brittle, razor-sharp, amber-colored shards very similar to Mukakkannati glass. She can then throw her hands forth and use a pressurized burst to propel the shards forward at 75 feet per second in a scattershot pattern that quickly fans out to being ten feet in diameter if pointed in one direction, or five feet if she aims in two directions. The shards will shatter if they hit metal or stone, embed themselves in wood, and make quick work of flesh and other organic matter. These crystallized shards will only cause an itchy, burning sensation if they come into contact with the victim's skin.
- PL 9 - Acid
- PL 9 - Glass-Acid
Briarheart
Properties: Over the course of events that she cannot recall for the life of her, her human heart was replaced with a symbiotic, plantlike entity known as a Briarheart crafted from the essences of dryads and forest elementals. It is the source of her new-found plant-based powers; and as such, it acts very much like a human heart. If it is pierced, torn from her, or otherwise destroyed—it will kill her. One downside of having the Briarheart is she is now slightly more susceptible to fire--it won't make quick work of her, but it will burn her plant-based skin faster than it would normal human flesh.
Fire weakness -1
Regeneration:
- Due to the very plant-like nature of the Briarheart, Madison has found that she is able to regenerate herself when injured, effectively becoming nearly immortal.
- Small cuts and wounds will take minutes to close up, while more serious lacerations and broken bones can take hours to mend. Amputated limbs might take days to reform, and the missing limb will manifest itself as a tangle of vines much like her arms already are.
- Should Madison suffer enough punishment to die from her wounds, the Briarheart will work to fix everything up and have her back in action within three to five days.
- PL 7
Vines:
Vines:
- Madison has discovered that she is able to sprout up to four different vines from anywhere on her body simultaneously, which can be commanded to fly through the air, grab onto things, pull her towards objects and vice versa, and tie up potential victims. Each vine has the strength to lift up, push, and pull up to 75 pounds on its own.
- The vines are roughly half an inch thick, and have the defensive strength of delyn. They can travel through the air and react to her thoughts with incredible speed, easily outmaneuvering humans with higher than average speed and agility. Each vine has a maximum length of 20 feet, and can be retracted at will.
- All along her vines, Maddy is able to grow and retract nasty quarter-inch thorns that have the strength of delyn at will.
- PL9
-PL 7 claws
Worldbond:
- Madison can dig her vines into dirt, stone, and wood, and focus her thoughts in order to sense all life forms within a half-mile radius.
- Through the vibrations against the earth and the unique energy that emits from both man and beast, she is able to identify every single species that is within range. The more and varied the lifeforms she senses while dug in, the more strenuous and draining the process is for her.
- She cannot identify a person or thing by their pulse; if she is looking for a specific person, she must have encountered them already, and know their unique signal.
Specialized sense PL 6?
Briarbane Calling: Usable 4x day/battle
- Several clusters of modified Briarbane parasites live within Madison's body, crawling around on her vines as she goes about her day to day business. With a quick mental command, a cluster of parasites can leap off her, land within five feet, and bury themselves into stone, dirt, and plant matter.
- The parasites will feed on the mana of the earth, and over the course of one minute or post, vines will erupt from where the parasites hit and wrap themselves into the shape of a humanoid creature similar in height, weight, and appearance to Madison. (Again, for reference, this.)
- Each "summoned" Briarbane is of similar speed and strength to one and a half human beings, due to the hasty nature of their growth.
- Also, due to their modified biology and Madison's relative lack of knowledge regarding the siphoning the magic held within the soil, the modified Briarbane rapidly decompose. They have a lifespan of six posts/fifteen minutes.
PL 10
7+8+5+10+10+10+9+8+8+10+10+9+9-1+7+9+7+6+10=151
151/18=8.3888888889
Average PL: 8.3888888889
Needs to be 9
Cards of Fate
01-05-16, 09:41 PM
http://www.althanas.com/world/showthread.php?30403-Israfil-The-Seraphim-of-Judgment-(Ioder-Mid-lvl-update)
Mid level update
Cards of Fate
01-05-16, 09:48 PM
http://www.althanas.com/world/showthread.php?30436-Nereth-Yol-Karaav
Three abilities and a weakness.
a PL 2 Scry ability
A PL 3 fire breath
A PL 3 Fire manipulation
A -1 weakness
2+3+3-1= 7
7/3=2.333
Approved
Tobias Stalt
01-06-16, 12:21 PM
Fez
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. PL 3
Fire Resistance:*Through practice and will, Anubis has developed what most would call a form of resistance (7%) to sorcerous and natural fire. Although still flammable, it takes longer to burn him than any ordinary human. PL 3
Chain of Flames:*Very recently turned a magic-wielder, the Salvarian can summon a fiery chain that, upon impact, can inflict first-degree burns. The chain lasts a minute of in-character time, and will dissipate if Anubis is attacked and/or disturbed unawares. This ability, if properly prepared, can be used up to three times a day. PL 3
3 3s, approved.
Tobias Stalt
01-06-16, 12:44 PM
Shinsou Vaan Osiris level 2
Dakuatsu #17: Dark Matter*(Formerly Dakuatsu #7: Dark Lance)
This Dakuatsu allows the user to*forge an object of dark energy*that can be either used as a handheld weapon or used as a projectile up to a range of a hundred yards.*
The dark energy comprises solid dark matter that can pierce or cut flesh and light armour, and is the equivalent strength of*steel.*The weapon or tool forged can be no longer than 100cms in length due to the limitations of Shinsou’s skill with Dark Matter.
Shinsou can call upon this skill*twice*before exhausting it for the duration of the battle. (Two time use, creates weapon of steel strength.) PL 3
Senkai: Enpera Hitsugi
Shinsou draws on the latent power contained within Enpera to increase his entire body’s agility up to two times that of a normal human. This can be done in increments of his choosing, or all the way up to double upon release. The actual ability is activated by merely speaking or thinking the words “Senkai: Enpera Hitsugi”, although usually Shinsou follows through with the Senkai ceremony; dipping his head and raising Enpera ninety degrees to his shoulders. Once activated, the power remains active until the end of the battle or at the end of an hour. This can only be cast once per battle. (One off, ×2 agility for entire thread- deactivates for wounded limbs) PL 3
Enpera Hitsugi will not work on any limb affected with a medium severity wound, but will work on those that are fully functional.
Senkai: Enpera Suigetsu
Shinsou draws on the latent power contained within Enpera to create illusions. These illusions are manifested by Shinsou’s will and are experienced by anyone who glances at Enpera’s blade whilst in this form. The illusions themselves cause no damage, but are lifelike (are real to the touch, emit sound and smells) and serve to confuse and disorientate an opponent, and can take any form Shinsou desires. The illusions last for ten minutes (or four posts if in battle) and until Shinsou is heavily wounded and is therefore unable to summon the concentration required to sustain them. The illusions cannot affect anyone with strong psionic shielding or psychic abilities, although they may cause some sort of interference. This ability can be used only once per battle. ("True" Illusions, except for touch. One use, lasts four posts.) PL 5.
3+3+5+2= 13/4= 3.25 > 5 Approved. Well under for level.
Tobias Stalt
01-09-16, 11:52 AM
Increased Strength: Artemis’ strength has been significantly amplified due to the unlocking of his true magical nature. In combination with his general training and profession, this has made his strength surprisingly formidable despite his stature. Opponents would find it near impossible to overpower him and general feats of strength that would impress are commonplace for him.
PL 9 Enhanced Strength.
Increased Agility: Artemis’ agility has been significantly amplified due to the unlocking of his true magical nature. Artemis has an incredible degree of agility that allows him to move very quickly, as well as change direction quickly. His body can bend and move in ways that most would find outright unbelievable. His reaction time is also quite impressive and it is near impossible to catch him unawares.
PL 8 Enhanced Agility
PL 7 Immune to Ambush
Increased Balance: Due to his incredible agility and refined muscles, Artemis has a very good center of gravity, and is even able to fight effectively while on difficult terrain.
PL 7 Immune to unbalancing.
Increased Endurance: Artemis’ endurance has been significantly amplified due to the unlocking of his true magical nature. He rarely, if ever, finds himself feeling tired or winded. He does not fatigue easily and fights as though fresh for days, even without sleep.
PL 10 Max Endurance
Ocular Abilities:
[Infra-Vision: Ability to use infra-vision. This ability allows Artemis to view the world as a spectrum of heat sources rather than based on reflection of light. He can use this ability at will.
Darkvision: Artemis is able to shift his vision into a form that allows him to see the world as he would with sufficient light, but he sacrifices the ability to see traditional colors. Everything appears as different shades of indigo, but remains clear and crisp, even at zero light.]
PL 4, treated 2 abilities as a "school."
Hawk-Eye: Artemis is able to use his vision like a scope, zooming in and out of range. He is able to notice extremely fine details both close up and incredibly far away, seeing hundreds of yards with little effort or strain. This can be activated simultaneously with his darkvision or infra-vision.PL 10 Max Perception.
Ghostly Movement: After absorbing the power of his enchanted armguard, Artemis has gained the ability to move in complete and utter silence, regardless of any other factors. In most cases, Artemis does not feel the need to utilize this ability as his general stealthiness suffices. At will, this ability creates a sphere of influence approximately three meters across, muffling all sound within that sphere magically. However, this does not mitigate any other senses. If a target has any particular extrasensory ability to detect other sorts of vibrations and distortions, they may be able to still detect Artemis.
PL 8 Magical Silence
Sustenance: After absorbing the power of his ring of sustenance, Artemis no longer requires food or water to sustain his life. He also only requires only two hours of sleep in order to feel fully rested.
PL 5
Elementalist: Artemis has absorbed the enchantments upon his blades that allow the elements to be channeled into his weapons. He now inherently can channel fire, frost, and shock damage into any attack he chooses, whether it’s a weapon that he wields or his bare fists. The strength and potential combination of these attacks may vary, and each element consumes the equivalent of a charge (i.e. using a frost/shock combo attack would consume two charges). At his current expertise, Artemis is able to channel these forces into a maximum of six charges between a full night's rest (in his case two hours).
PL 5 Could feasibly be strengthened, merely adds elemental damage to an attack. No special damage (i.e. explosive, freezing, etc.)
Vampyric Touch: Artemis has absorbed the enchantments upon his blades that allows him to drain the life force of his opponents into his own being in order to regenerate wounds and fatigue. He now inherently can siphon energy through his attacks, whether it’s a weapon that he wields or his bare fists. The effectiveness of this varies in the depth of the strike and the duration of contact, as well as requiring the target to be a living being. The process of draining their life energy begins by simply causing them to fatigue and feel more tired. With enough sustained contact or energy drained, the target may fall unconscious. If continued upon an unconscious body, the target could potentially die. He can also use this ability to instill fear into opponents or intimidate them, as the sensation is immensely disconcerting and uncomfortable. At his current expertise, Artemis is able to channel these forces into a maximum of five strikes between a full night's rest (in his case two hours).
PL 10 Cannot get any stronger.
Shadow-Walker: Artemis has absorbed the ability of the relic he obtained during his battle with Diadeus. He now has the ability to shadowstep, teleporting short distances of up to fifty feet at a time instantaneously. At his current expertise, Artemis is able to use this action a maximum of five times between a full night's rest (in his case two hours).
PL 10 Teleport, based off of Vince's Tap Blink. It shouldn't get any stronger than this.
9+8+7+7+10+4+10+8+5+5+10+10+2+2= 97/12= 8. Slightly Over, but I'm going to approve him since he was extremely patient and I worked with him to get to this. He's an oldbie, so I don't think he'll abuse the kindness.
Hysteria
01-11-16, 02:50 AM
http://www.althanas.com/world/showthread.php?30426-Sorish-Mon-Larsh-(3)-Reboot
Gills: Let’s Sorish Breath Underwater – Born
Level 4
Coral Regeneration: While wet, Sorish recovers 1mm/10s. When dry, recovers same speed as a normal human. Sorish dries out 2x faster then most creatures. – Born
Level 2, I saw the last one as water resistance, but this seems much less.
Sea Creature: Sorish is a sea creature so he is naturally faster in water then on land. As he has learned to move about on land like a human, he is 1.5x faster underwater then a human – Born
Level 3 (barely)
Cold Blooded: Sorish is cold blooded so he naturally slows down when in cold weather – Born
Weakness
No Cheap Shot: Sorish will not become vulnerable just because he is kicked in the groin. – Born
Not really an ability.
Water Magic:
Aurora Awakened: Aurora, the spirit of water, has chosen Sorish as one of her hosts. She has recent awakened and because of this Sorish no longer needs to chant in order to use his magic. He just has to think of the spell and it happens. – 75 Years Old
Water Bubble: A 3 cubic meter bubble of water appears for 2 minute and can be used twice per hour. It can be moved around but is not really usable as a weapon. – 10 years old
Water Gun: When used in water makes a strong current but when used on land requires Water Bubble and shoots it out at the enemy inflicting Moderate damage, about as much as a really strong punch. He can sustain it for 15 seconds, and can use it 4 times per hour. 20 years old
Breathing Bubbles: 2 Bubbles that he places around his gills when he leaves the water, sustainable till he enters water. No attack or defense Stat Change. Just makes him able to breath. – 6 months old
Level 4
Rain Dance: Requires Water Bubble. When used the Water bubble changes into a creature which dances around Sorish protecting him from fire and small projectiles for 3 seconds. After this time it returns to being a bubble and it begins to rain in 1/2 mile radius. Rain lasts for an hour. Creature does not have a brain – 45 years old
Level 3, I’m splitting this out from the others.
Strength Enhancement: Multiplys Sorish's physical and magic strength 1.5x for 2 posts
Healing Enhancement: Multiply's Sorish's healing 1.5x for 2 post
Two level 3s
Hysteria
01-11-16, 04:03 AM
http://www.althanas.com/world/showthread.php?30441-Black-Shadow
4 : 5.5 : 9
Strength: due to heavy training, and the draw strength of his bow, he has strength 6x that of a normal human. this allows a punch of his to knock a man down, break bones, and deadlift 1,000lbs
Seven
Speed: He is 6xthe speed of a normal human due to his training, allowing him to run at speeds of 90mph and react quickly to avoid attacks.
Seven
Agility: His Agility is 4x that of a normal human, allowing him to dodge attack with ease, moving his body is ways no normal person can. (but no jelly arms, that's just weird.
Balance: His balance is 4x that of a normal human, allowing him to run across a rope suspended over a cliff with ease, even firing his bow while doing so.
Five
Hearing: His sense of hearing is 4x that of a normal person, allowing him to hear a whisper from 10ft away
Eyesight: His eyesight is 4x better than a normal human, allowing him to see something from 60ft away that it normally takes someone 20ft to see.
Five
Endurance: His endurance is 5x that of a normal human, allowing him to run at his top speed for up to an hour and to take blows to his body that would normally knock the wind out of him with very little effect.
Six
Bow Abilities:
seeker - When Black Shadow uses the Red string of his Bladesinger Bow, once per thread he may fire upon a specific NON-Lethal spot on the target's body. The arrow will then seek out and hit the target in that area. If the target is behind cover the arrow will not change its path quick enough to hit the targeted area.
Level 3
Shockwave - Twice per thread Black shadow can pull, the yellow string of his bow which causes a showckwave to travel along the surface. It he fires against the wall, the shockwave will travel up and down the wall in ten feet all directions. If it hits a person, the shockwave will be concentrated to just their body, giving a chance of stagering or even knocked back the person.
Level 3
Sonic Boom - once per thread, Black Shadow can pull the white string of his bow, allowing the arrow to travel at a speed so fast it breaks the sound barrier and causes a sonic boom.
Level 5
Hysteria
01-11-16, 04:35 AM
http://www.althanas.com/world/showthread.php?30479-Antheruin-the-Elf
Psionic:
Antheruin is capable of employing psychic lines and anchors, while she can have multiple lines active at one time (quest only), she can only manipulate one mind at a time (combat with permission of player only, with defenses being taken into account). At present time she can currently manipulate senses, and emotions, and while she can read surface thoughts, she cannot probe, nor implant thoughts.
Neuromancy:
This ability is a psychic means for enhancing one’s own senses and abilities. Five times a thread, Antheruin can temporary boost (two posts per activation), her abilities, or her senses (one ability or sense per activation), to twice that of the average human.
Soul catching:
Antheruin is knowledgeable in the ancient art of Phayā Angol, or soul magic, and is thus capable of capturing souls (NPC only), and utilizing them in the construction of enchanted items. Those encountering said items will not automatically know that they are powered by souls, or soul energy (this is non-battle related only, and will require separate threads for item construction, approved by a judge, as in keeping with quest obtained items).
3, 3, and 1
Cards of Fate
01-16-16, 02:21 PM
http://www.althanas.com/world/showthread.php?30539-Ser-Casimir-the-Bold
Pl three endurance
Pl three "taunt"
Cards of Fate
01-16-16, 02:24 PM
http://www.althanas.com/world/showthread.php?30531-Katya-Kudryashov
Only one ability really, and that's PL 4 speed that decays over time
Cards of Fate
01-16-16, 02:28 PM
http://www.althanas.com/world/showthread.php?30521-Litte-Red-Ainslea-Grace
These abilities were all goofy but nothing seemed above a Pl 3 to me.
A rapid plant growth (of existing plants)-Pl 3
Seed finding- Pl 1
Animal communication: Pl 3
Cards of Fate
01-16-16, 02:48 PM
http://www.althanas.com/world/showthread.php?30540-Rupert-Covington-Deceased
Im not sure what to call these since they don't interact with other players so I'm putting them down as Pl 2's until he gains the ability to interact with the world more.
Hysteria
01-17-16, 06:50 AM
http://www.althanas.com/world/showthread.php?30433-The-Son-of-Fate-%28Vincent-Cain-level-6%29
5.7 av.
Abilities
Strength of Kings: Vincent despite his looks is FIVE TIMES as strong as the average human. He can easily lift up to 625 pounds at the drop of a hat.
Level 6
Emperor’s Training (Two abilities combined into one): Through both the power of Fate and training Vincent is FIVE times as fast and reacts four time as fast.. He can sprint upward of 75 miles per hour, and strike FOUR to FIVE times with a blade or fist in the time an average fighter could squeeze in one. He can also react four times as fast and is better at deflecting blows ect.
Level 5 and 6
Blood of the Emperor: The change in his arcana has caused him to lose his truth sensing abilities but grants him an increased healing factor. He is capable of five times a day closing a moderate wound within the space of two posts. Out of fights he regenerates three times as fast allowing him to recover from major injuries (But not fatal.)
Level 5
Word of Kings: Kneel-
A recent discovery, Vince has an inherent ability to use a spoken version of song magic. By stringing certain “Words of Power” together Vincent can use the Tap to manipulate his surroundings. At this moment he only knows the word Kneel. By saying this word he creates a fifteen foot radius of magical pressure that exerts itself on everyone but Vincent. It acts as if he has tripled the pressure of gravity, and takes place for about a post.
Level 5
Tap Blink: Vincent is capable of 10 times a day of teleporting up to ten meters from his starting position in any direction. This movement is quick and hard for the average opponent to see. When he teleports he flashes a bright blue, and when he reappears he lets off another blue flash. It takes about 1-3 seconds for him to reappear depending on the distance.
Level 10
Pain tolerance:
Vincent is able to withstand more pain than a normal person. Minor cuts are more like an itch, with really painful things somewhat dulled. Only major cuts and injuries tend to slow him down. (Endurance x2)
Level 3
Fate’s Chosen:
Vincent is capable of sustaining four times as much damage as the average human. It takes four times the amount of force to break a bone, and cuts that would normally be deep are more minor.
Level 6
Kinetic Manipulation: Vincent is capable of 15 times a day manipulating the kinetic energy of objects. At this stage he can either Quadruple it or Quarter itit. This is required via contact with his hands. If he is throwing something is able to Quadruple the launch speed (of the average human. Vince isnt a fucking baseball player), and if he is catching a blow he is able to quarter the impact of said punch. Likewise he can also quadruple the impact of his punches, however with his endurance and pain tolerance he can only handle four "boosted" punches with one hand before breaking a finger, knuckles, or his entire hand.
Quarter/Quadruple: Level 10
Born of the Tap: When Vincent dies he fades back into the Tap and rises like a phoenix once more a week later.
Level 1
The unseen hand gathers the most coin: Due to Vincent’s connections behind the scene he makes an extraordinary amount of gold from secondary ventures. While most of this goes to fund the Hierarchy, Vincent also pockets some of the funds to use for his own endeavors and thus gains 20% more gold per thread than normal.
Level 7
Tap Materialization: Vincent is capable of storing anything smaller than him in a pocket of Tap energy to be withdrawn later. Once per post Vincent can either draw or store something into said pocket dimension. He cannot put live creatures into this dimension or perishable goods.
For example in post one he could draw his sword to attack. In post two he can draw a cane but cannot store the sword thus leaving him with no empty hand. In post three he can put one of the items away or draw another weapon.
Level 5 (slightly weaker than Talen’s Symphony of Life)
Cards of Fate
01-17-16, 02:22 PM
http://www.althanas.com/world/showthread.php?30542-James-Kole
A pl 3 stregnth
A pl 3 speed
And a pl 2 poison use ability with consumable poisons
Hysteria
01-20-16, 05:33 AM
http://www.althanas.com/world/showthread.php?30566-Firelis-Tvy%92ern-Level-4
Average <5
Above-Average Movement Speed -- He runs a faster than your average human [4x running speed].
Level 5
Above-Average Reaction Speed -- His spatial awareness and reaction speed is better than your average human [4x reaction speed]. This means that unless otherwise cornered, he can escape most above-average speed close range attacks and most average-speed mid-range attacks.
Level 5
Shadow-Walker -- Under the covers of shadows, Fii can subdue his presence, and seemingly become invisible for up to a minute if he doesn’t move. In addition, he can move for up to thirty seconds before being noticed or heard.
Level 5
Darkvision -- Fii has found that he can see in pitch-black areas where there are no light sources at all. The extent of his vision is similar to what it would be during the day. However, he has trouble differentiating between most colors in the darkness, as they seem indistinct.
Level 5
Shadow Formation -- Covers the area where he is standing with shadows and darkness, regardless of light sources. The skill has a 15 meter effect radius, which does not shift if Fii moves. [Reduces surrounding beings' vision to 0.5x of original. Usable 3 times per thread, with a two-post cooldown between each use. Effects last for three in-character minutes.
Level 4
Foxfire -- Fii can summon playful little spirit fox made of pure flames. The fox is not hot to touch until it has been directed to burn. When it burns, it blazes. [Creates a blazing field within a 5 meter radius where the fox stands. Usable 3 times per thread, with a two-post cooldown between each use. Effects last for fifteen in-character seconds. Automatically cancels the effects of shadow formation or shadow-walking.]
Level 6 (pushed it up a bit as the fox can be used to position the blasts)
Imperfect Resurrection -- As a result of displeasing a power greater than himself, Fii’s soul has been forcefully tied to his mortal shell. This grants him some measure of immortality. He can be killed, with the full experience of death. However, he also gets to come back.
Regain conscious within ten minutes to a day as long as his head and torso remains.
All damage to his physical body remains, and may be healed with time. Limbs do not regenerate. Memories of recent events may be affected.
If he was caught in situational deaths (i.e., drowning, asphyxiation), he has to be removed from these situations before resurrecting.
Level 1
Hysteria
01-31-16, 01:42 AM
http://www.althanas.com/world/showthread.php?30654-Lothar
Thermographic vision: the ability to perceive objects and beings based on their heat signatures; essentially the IR spectrum.
Keen Senses: Lothar’s vision and hearing is 2 times sharper than the average human’s. That means on a clear day on flat terrain, where an average human can see about 3 miles, he can see about six. He can make out vague detail up to about 7 miles, and fine detail up to about 5. Distance decreases according to terrain/condition. He can also hear the direction of a sound more accurately than a human can, pinpointing even garbled and misdirected sounds within a few seconds at max. Lothar can hear up to two octaves higher and one octave lower than a human can, giving him clear hearing on a wider range of sounds than most people have and the ability to weed out noise interference.
Broad Awareness: Between a life of peril, avoiding parel, and his keen elven senses, Lothar has a sense of what is going on around him. This might let him pick out a good mark or spot a liar, but it can also give him a split second’s warning before trouble goes down.
4, 3 and 2
Hysteria
01-31-16, 01:44 AM
http://www.althanas.com/world/showthread.php?30650-The-Cog-Misplaced
Abilities:
Light absorption. Unrefined and rarely, if never, used. Infact, Isenn will most probably deny the ability's existence at this point in time. By keeping his arm in a horizontal position across his chest, focusing and playing his fingers, Isenn is able to 'suck' the light from his direct environment. Unpracticed, this area is currently limited to a small radius of a metre around him, and pitch-black darkness will not quite be reached yet. Candles and lamps in the vicinity do not actually go out, but the fire and light of their centre will, at best, be very dimmed. From a distance, the happening appears like a local, unnatural blackout. He is unable to use the energy he absorbs, but the more light he attempts to 'pull' in, the hotter his arm becomes. Intensive use will result in burns. Currently, he is limited to using the ability once per day. When he breaks his focus, the light will slowly 'fade' back into the area.
Level 3 for the burns.
Cards of Fate
02-02-16, 03:18 PM
Zevalice-http://www.althanas.com/world/showthread.php?30659-The-Dimension-Hopping-Duo
One pl 3, for 2x endurance.
One pl 1 (the swap character ability) due to it being a fluff ability and it having no real use.
The speak any language Im not gonna count.
Approved
Cards of Fate
02-05-16, 11:51 PM
http://www.althanas.com/world/showthread.php?30673-A-novice-spellsinger
Eylana level 1
A pl 1 fluff ability that allows her to talk to people really far away
A pl 3 heal
A pl 3 buff
Cards of Fate
02-12-16, 04:51 PM
http://www.althanas.com/world/showthread.php?30725-The-Keeper
Two PL 2 fluff abilities
http://www.althanas.com/world/showthread.php?30739-Jarilo
Lullaby - She imbues her melodies with magic for the purposes of lulling her adversary into a stupor that lasts up to five minutes. While under the effects of this stupor, victims become confused about what they're doing or even where they are. Note that any opponent with any reasonable mental fortitude will have a higher chance to resist/shake off the effects of this ability. This can be used up to five times a day.
Sylvan Arrow - Five times a day, she can fire an arrow imbued with the power of the fae that can deal enough physical damage to stagger her opponent and break his/her concentration.
Blind Draw - She draws a random rune from her pouch that has a significant effect on the situation at hand. Each of the 24 runes contained in the pouch have distinct meanings that leave a lot of room for interpretation. For the purposes of this ability, what Jarilo thinks of as "random chance" is really a rune responding to her emotional state. At this level, she has no control over which rune answers her summons. This ability is a last resort, and it cannot be sustained for very long. As such, it can only be used once per 24hrs.
- The the rune she draws can either work for, or against her.
- The rune's effect/duration is limited by Jarilo's stamina, and even her life-force. In other words, the bigger the assist, the bigger the drain on her--and the more dangerous/life-threatening it is.
- At most, the runes will do things like provide a diversion by which she can make her escape or give her some sort of temporary shield.
- This ability can't be used in competitive RP (ie: battles, boss battles, or tournaments).
All three are PL3, and Lye has looked it over already and approved with the changes he requested already made.
Total PL: 9
Total Abilities: 3
Avg PL: 3
Lvl 1
http://www.althanas.com/world/showthread.php?30705-Level-8-A-Slow-Chilling-Presence
Master Ass
-------------
7X Stamina -7
8X Agility - 8
Flock
------
30 seconds; 15 birdies; Multiple attacks per birdie
======
6
Boner
-------
High-carbon steel boners; Iron lattice-work tissue
=====
8
Reaper - Wendigo
---------------------
Projectiles at 200 f/s
======
10
Sentient Marrow
-------------------
Immunity to poisons/toxins; Immunity to plague/disease
=========
8
Skeletal reattachment
=========
8
Shadow; Possession
-----------------------
Telekinesis
=========
5
Meld
------
Cloaking
=======
4
Sync
------
Incorporeal at will
=======
8
Hex; Masochism
-------------------
Pain mimicry
=========
9
Harvest
----------
Multitudinal abilities tied to one activation; Can only use once per day
===========
8
Forgotten; Frost Fire
-------------------------
Mutated Pyrokinesis
=========
7
Total PL: 96
Total Abilities: 13
Avg PL: 7.4 -- doesn't include the bonus for 1 less ability than max at level
http://www.althanas.com/world/showthread.php?30768-Joxina&p=261126#post261126
Abilities:
Healing Magic: I can generate a blue light beam from my hand and come in contact with someone and close up wounds or other injuries. This can only be used close-up and requires full concentration. I can do this five times before it wears me down maximum but the how tiring it is is depended mainly on how severe the injury is. The healing can only mend deep slashes, punctures, or mild internal bleeding from blunt force trauma or broken bones. Cannot reattach limbs, revive the dead, or heal major fatal trauma
Rank 3 healing ability
1 Ability/ 3 total.
Average = 3.5 (two unused)
Approved.
Hysteria
02-22-16, 06:59 AM
http://www.althanas.com/world/showthread.php?30717-Breaker-15
Many are the same as the last work up.
Abilities
Cronen exercises at the highest and lowest altitudes his body can withstand; atop mountains and on the ocean's bed, beneath waterfalls and inside increased gravitational chambers generated by Ai'Brone magic. Combined with his considerable combat experience, this training has augmented many of his natural physical characteristics.
Le flavour
Physical Abilities
Vile Anatomy: Cronen's bones are at an equal strength with tier ten bone, making them nearly indestructable. His flesh, though ordinary to sight and touch, has a similar strength to tier ten leather.
Level 10 (as per last work up, this might need to be thought about at a later stage).
Imbue strength: Breaker may imbue the strength of his bones into any one object within his immediate possession. The object will lose its (prevaldia equivalent) strength 5 seconds after it leaves Breaker's hand. In other words, he can throw it at someone but not give it to an ally unless it's in a swift co-ordinated assault.
Level 10
Regeneration: So long as he has had access to proper nutrition and the ability to rest, Cronen heals at a much faster rate than ordinary humans. He is capable of recovering from crippling or near-fatal injuries in a matter of weeks, and grievous wounds in a matter of days. This applies to combat only insofar as his blood clots rapidly and the first stages of the healing process occur within a matter of minutes. For example, a cut that would cause most people to bleed out would weaken him for only a post or two before regenerating enough tissue to keep him alive.
Level 3
Clean Living: Cronen’s body produces adrenaline at an unusually high rate and this causes toxins to break down faster in his blood stream. Whether it is a deadly poison or alcohol, external toxins affect him only half as much as they should. This can be an advantage and a disadvantage, for while he is less likely to succumb to poison, healing elixirs will not help him as much. Recent events have shown that the Demigod is capable of impregnating female members of most sentient races on Althanas.
Level 5 (raised up a bit to fit full resistance being level 8)
Healing Hands *not usable on self*: This is a type of massage which serves to ease and relax the recipient. It can temporarily restore functionality to a damaged part of the body (for perhaps ten minutes), open and clear energy pathways, heal strained muscles and eradicate emotional stress.
Level 4
Endless endurance: Cronen can push himself far beyond the realm recognizable by mortals. He recovers from physical output of energy extremely quickly and can remain fully alert for up to forty eight hours without rest if pressed. He is also capable of stopping the function of his heart and lungs for up to five minutes while unmoving, appearing dead (10x).
Level 10
Endow endurance: Breaker may give away up to half of his functional endurance for a period of twenty four hours. Requires physical contact and can be used on an unconscious person. Usable once per IC week.
Level 6 (I’m bringing this down from the previous 7)
Strength: Josh is capable of destroying materials up to delyn with his bare hands and denting or disfiguring up to mythril with strikes from the bonier parts of his body. His strength allows him to leap and grab the edge of a two story building and perform other similar feats of physical might. (x10)
Level 10
Speed: Josh can perform actions which he is skilled at with extreme speed and efficiency. This includes athletic skills such as parkour and martial arts as well as more mundane skills. While moving at maximum speed his actions become a blur to a normal human observer. Although he can only "sprint" in this manner for 20-30 seconds, Cronen is well known for outrunning some of the fastest horses on Althanas. (10x)
Level 10
Partager: Breaker can share his speed with an ally for a period of up to two minutes or two IC posts. During this time the ally will be imbued with 10-90% of Breaker's speed, which he must function without during this time. The total speed of the ally while imbued cannot exceed Breaker's own attribute. Requires physical contact to activate.
Level 7 (I’m keeping this one at seven)
Agility: The same physical practice that allows Josh to perform activities at such speeds without injuring himself makes him flexible and pliable in ways that many people find disconcerting. This allows him to perform physical attacks that would seem impossible to ordinary humans. (10x)
Level 10
Perception: Rangers who have tracked alongside Breaker have joked that he could out-hunt a pack of hounds teamed with a falcon. Cronen's hearing, eyesight, and sense of smell are powerful enough for him to detect life signs up to twenty yards away (breathing, heartbeats). He is also capable of detecting significant disturbances in the air within several yards. (10x)
Level 10
Energy Based (non magical) Abilities
The exceptional rate at which Breaker's body functions generates a surplus of raw and electrical energies.
Le flavour
Impact Grenade: Breaker can channel pure energy into any inanimate object, the result of which being that as soon as the object suffers an impact of reasonable proportion, it explodes with the concussive force of a hand grenade. The blast radius of these is approximately five yards. This means that anyone standing within three yards of the explosion would be liable to be killed or at least lose a limb, and anyone four to five yards away would probably be knocked over and/or heavily winded from the concussive impact.
Directional blast: Can be concentrated into a thin beam of energy or unleashed in a conical spray. A fully concentrated blast has a range an penetrating power similar to a mythril-headed crossbow bolt, while the least concentrated would be more similar to an ordinary discharge from a shotgun.
Josh has enough raw energy for 7 combined uses of these attacks in a day, however exceeding 5 causes severe fatigue.
Level 10
Lightning Rod: Once per day Cronen may discharge an electric current capable of killing several people into anything conductive touching him. The only way to use this ability more than once in a day is by accumulating external energy. Josh is a veritable lightning rod for all electricity. Rather than hurt him, electrical attacks give him a almost narcotic rush. A low level electric attack might cause something similar to a caffeine rush, whereas a bolt of lightning would feel akin to a cocaine rush. After using his initial attack he can only dish out half as much voltage as he absorbs.
Level 10
Magic Abilities
By way of training alongside magic users and fighting against all manner of mana, Breaker has learned to utilize many elements of the Eternal Tap to his advantage.
Le flavour
Air affinity - Cronen is capable of controlling small amounts of air within 20 yards as an extension of his subconscious. Generally this is used to alter or reverse the course of an incoming projectile, boost or alter the course of his jump, and quickly altering his appearance (mussing/fixing clothes or hair, cleaning skin or caking dust on etc.) In combat;
-Push: Cronen executes a physical action which causes a gust of wind capable of knocking several strong men off their feet.
-Airrow: Cronen exhales powerfully, shooting an invisible spike of air at his target. The airrow is of comparative strength with bronze and dissipates if it strikes anything it cannot pierce.
Level 7
Water affinity - Cronen can create and manipulate up to 400 pounds of H20, as well as change it instantly from liquid to solid (ice) to vapour (steam) and back again. (special uses of this ability listed below take from 3-10 seconds to perform.)
-Craft: Cronen can make items such as weapons, tools, and armour out of ice. These melt at a slower rate than normal ice and have similar strength to steel. He can do the same with water and steam, but such items dissipate the moment he stops focussing on holding their shape. Cronen may craft 1 permanent item per day which effectively becomes a steel item that looks like ice, and maintains any properties absorbed or imbued into it.
-Encase: Cronen is capable of covering a part of his body (or his entire body) in water, ice, steam, or any combination thereof. Once per day this may happen without Cronen's awareness, protecting him from an unseen attack.
-Blend: When water that Cronen is actively controlling successfully absorbs something (be it solid matter or energy based magic) it rapidly breaks down the matter so it becomes as liquid and changeable as the water itself. In doing so it takes on some of the matter's inherent properties. For example, if Josh were to absorb a considerable amount of stone into the water before freezing it and encasing himself in a suit of ice, the armour would be stronger, heavier and less prone to shattering than usual. Works on anything other than living organic substances.
Level 10 raised up a bit to level 10, the last part needs to be categorised better in a future power level thread, it is odd.
Water Based Healing Magic: Cronen can cast a healing spell by imbuing magic into water and then causing the water to touch an ally's skin. Upon even the slightest contact with the ally's skin, the magic is absorbed.
Heal One: Using memories of an individual or even their scent, Breaker imbues a healing spell which will effect only the ally it is intended for. Heals the recipients most grievous injury. Usable thrice per day.
Heal Group: Breaker imbues a healing spell which will effect anyone whose skin the water touches. Can heal 1 moderate injury or partially heal (approximatley 50%) 1 grievous injury.
Level 6
Blessing of the Tap: Breaker is a magical being and as such may interact with any force which stems from the Eternal Tap. This allows him to use magical items and interact with some magical or ethereal creatures. It also offers him a certain level of influence over any magic within a twenty yard radius. For example, if a mage cast a fireball at Cronen he would have an excellent chance of deflecting or dissipating the attack. However if the same mage cast many fireballs, Cronen would need to use a different ability (such as evasion or water magic) to counter. If a powerful earth mage or group of earth mages attempted to open a bottomless crevasse beneath him, Cronen might manage to hold the ground together just long enough to throw himself clear, or grasp the edge. When the assassin Kron Sha'keth used shadow magic to block off Cronen's nose and mouth in an attempt to suffocate him, Cronen was able to gradually repulse the invasive matter and convert it into an energy to attack of his own. Note: had Kron Sha'keth been a Player Character, this use of Blessing of the Tap would have required said PC's permission.
Level 10
Detect Magic: Cronen has developed a sixth sense that allows him to detect magic. When a person, creature, or object is using/performing magic within a hundred yards of him, he feels the presence and knows instinctively where it is coming from. He can discern the nature of most magic even as it is being performed. For example, if a mage were to shoot a fireball at Cronen, he would know the fireball was coming even before he could see it, much the same way he can tell a person is going to punch him by the way they draw back their hand. This ability has developed to the point that only the most powerful and complex magicks are outside of Cronen's comprehension.
Level 6 (magic radar)
Adamantine Will: Cronen has an incredibly powerful mind, making it difficult to influence him by hypnosis, seduction, magic, compulsion or pharmaceuticals. While it is possible to crack his resolve, the process is exhaustive and by no means a guaranteed success. This also makes him far more likely to see through illusions and manipulation. Having battled and defeated many powerful psions/telepaths, Cronen's mind has developed to the point where it offers him some protection from most direct telepathic and telekinetic attacks. He is aware of and able to actively fight against any attempt at telepathically invading his mind. He is also able to see and resist telekinetic attacks as if they were ordinary physical assaults. This same learning has made it possible for Josh to interpret any telepathic communication taking place in his general vicinity, even if it is not intended for him.
Partial resistance to telepathic and telekinetic attacks, level 9
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