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Cards of Fate
02-28-16, 02:32 AM
http://www.althanas.com/world/showthread.php?30718-Shinsou-Vaan-Osiris-Level-3


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 two hundred yards.

The dark energy comprises solid dark matter that can pierce or cut flesh and medium tier armour, and is the equivalent strength of damascus. The weapon or tool forged can be no longer than 150cms in length due to the limitations of Shinsou’s skill with Dark Matter.

Shinsou can call upon this skill three times before exhausting it for the duration of the battle.

PL 5


Senkai: Enpera Hitsugi

Shinsou draws on the latent power contained within Enpera to increase his entire body’s agility up to three times that of a normal human. This can be done in increments of his choosing, or all the way up to triple 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.

Enpera Hitsugi will not work on any limb affected with a medium severity wound, but will work on those that are fully functional.


Goofy as fuck boost. It really just sets him at 3x speed for the remainder of the fight. Gonna call it a Pl 4 for pl 4 speed


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 twenty minutes (or six 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.

Pl 6 Illusion for insane duration


Senkai Shinjitsu: Enpera Kurohitsugi

Shinsou has been striving tirelessly to unlock the remainder of his sealed power. After retrieving the Mask of Ryft from Ghyll, Raiaera, the former emperor was able to commune further with Enpera and has been able to unlock Enpera’s true abilities.

This true form of Enpera allows Shinsou to unleash a volley of five (short burst), ten (medium burst) or fifteen (full power) dark matter projectiles of Shinsou's choosing (as long as they conform to the rules of the Dark Matter dakuatsu), each with the strength of damascus, from a vortex of his creation. The vortex can be created with the wave of a hand and appears on command, usually from behind him.

This skill can be used once per battle, but once activated can be discarded and re-summoned as appropriate for a cumulative four post duration (i.e the skill may not appear or be used in more than four posts per thread). Shinsou is also able to use the weapons contained within Enpera Kurohitsugi’s vortex in the same manner as those created by his Dark Matter dakuatsu.

Pl 8

Max Dirks
02-29-16, 01:29 PM
http://www.althanas.com/world/showthread.php?30800-Freja-the-Fierce
Seer: When the Gods allow it I am able to see little snippets of the future sometimes just images others little scenes. This only will happen true if the person that the vision involves chooses that direction. Tending to take a toll on my body the visions only come once or twice in three days timing. Rendering me weak and a bit winded. PL 2

Average PL is 2 w/ 3.5 APL allowed due to -2 abilities.

Approved!

Cards of Fate
03-03-16, 12:02 PM
http://www.althanas.com/world/showthread.php?30815-Ridge-Torrent

Pl3 gravity manipulation

Pl3 endurance

Cards of Fate
03-03-16, 11:43 PM
http://www.althanas.com/world/showthread.php?30812-Kitsune-Aoimoku

A pl 3 fire control

A pl 3 Fire absorbtion

A fluff transformation ability

Cards of Fate
03-12-16, 02:46 PM
http://www.althanas.com/world/showthread.php?30866-Cinnamon-van-der-Wildbacher

Cinnamon level 1

Pl 3 speed,

A pl 3 sheild

And a pl 3 familiar (possibly a little stronger, need to see how severe they play out its offensive abilities and we'll tweak at higher levels)

Cards of Fate
03-12-16, 03:35 PM
http://www.althanas.com/world/showthread.php?30869-Storm-Veritas-Level-12

Storm Veritas, Level 11

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

PL 10, unchanged

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.

Pl 4, Unchanged
PL 3 heal, unchanged

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.

PL 8, unchanged



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).

Pl 8

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 items with control, and move them with speed he could normally manipulate by hand. Taking something very heavy, such as an anvil, Storm is competent, able to move items up to 1000 lbs with finesse and the speed of a walking man. Small items, such as ball bearings, can be projected at ballistic speeds.

Was at Pl 10, but the change is simply a slight buff so Im gonna keep it at 10 and call it Capped. Can't be buffed any further

”Flight” – when Storm has any sizable metal objects (such as an anvil, or ore-rich rock) beneath him, he can use a magnetic field to repel himself into the air up to thirty feet, and hover there for up to ten seconds. He cannot run or move freely from this position, but can use it to gain a tactical fighting advantage. From his elevated position, he can fire a bolt, or thrust himself up in one more normal jump before he will be exhausted, coming to the ground or adjacent areas. He can only do this once every ten minutes.

Pl 4 “Hover”

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 as fast as forty miles an hour for hundred-yard bursts, 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.

Effectively unchanged from before, PL 6

Hysteria
03-14-16, 10:03 AM
http://www.althanas.com/world/showthread.php?30797-Dilah


Tiny Dancer- When engaged in combat Dilah can slow the world around her for 3 seconds to roughly half speed. This does not slow Dilah herself. This can be done once per 24 hours.

Lady of the Lake- Dilah has a close connection with water in all forms. Dilah can change the physical properties of water. With minimal effort she can freeze water that already exists or melt any ice around her. The water can be formed into a weapon, but it remains only as strong as regular ice. At this point Dilah can manipulate around 3 gallons of water at once.

Protection instinct- Once per day Dilah can call forth the protection of her 'mother god'. No one knows who this creature is, or why it has attached itself to those from Dilah's village, but it reduces the effects of 1 hit to half damage.

Max Dirks
03-14-16, 09:52 PM
http://www.althanas.com/world/showthread.php?30844-Just-Can-t-Wait-%28Level-5%29

Taische

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 - 3 (No Change)

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 - 4 (No Change)

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 fifteen times a day, she can produce a spark sufficient to light a candle, lantern, torch, or heap of kindling. Up to ten 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 - 5 (No convinced the usage change warrants PL increase)

Fire Healing: Taische can use a modified form of fire to heal up to three major injuries or up to five minor to moderate injuries per day on herself or another - 3 (Weak Heal)

Air Manipulator: Taische can remove all oxygen (and only oxygen) from a 2 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 affected 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 (Not convinced this changes the power level either, even when considering the moderate speed vortex & possible massive AOE w/ fire)

Teeny Tornado: Taische can create a gale-force cyclone twice a day, and it can last up to two minutes or one battle round. This can push a person over, perhaps, but it’s not really dangerous unless she centers it on herself and then sets herself on fire - not an individual ability

Water Weaver: Taische can manipulate up to forty gallons of water in a radius of up to 70 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.) - 6 (due to almost doubled use)

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 30 seconds up to 50 feet away. She can use this up to five times a day. - 6 (due to increase use)

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 3x/day that can slow up to a 300 lb opponent for up to 2 posts, or grow a rope bridge up to 50’ across that can hold up to 500 lbs at a time - 7 due to increases (close to Babe)

Earth Elementalist: Five times a day for up to 30 seconds, Taische can control rocks weighing up to five pounds, or she can displace about five square feet of ground up to five feet up or down up to two times a day. Since her yo-yo is magically conductive, she can continue to manipulate it as if it had a string at distances of up to twenty feet with no time limit. - 7 due to increases & yo yo attach

Familiarity Resistance: Taische is resistant (half damage) or immune to damage from innate elemental magic when she is personally familiar with the caster. For example, she is immune to Rayse’s fire and Storm’s lightning, and Madison Freebird could not plant vines in her vitals. She is also immune to the family pet’s fire, but not her mother’s elemental attacks. In return, she can't hurt someone she's resistant or immune to with their own magical element. (I have to get writer approval for full-on immunity.) - 7 (Even w/ inherent weakness of attack, still calling this a 50% magic resistance)

Lye
03-14-16, 10:54 PM
Strength: Rayse can pick up and throw large animals with relative ease, and his pushing force can knock over boulders.

6


Speed: With his body more like fire than flesh, he can move at blindingly fast speeds. His body reacts instinctively, so if he knows an attack is coming he is very likely able to dodge it. If he continues moving, to anyone without good perception he appears as a blur.

Fucking ridiculous. No score. Be realistic.


Sixth Sense: As long as Rayse has his eyes on them, he can accurately predict what they're going to do 25% of the time if they're going for a physical attack.

And I see dead people. No thanks. Too Powergamable.


All-Tongue: Gained due to exposure to the Plane of Unlife. Rayse's speech now sounds like the listener's native tongue and accent, which means he now speaks all languages. Also, he now hears all speech in his native language, which means he now understands all languages. He can't turn this off. This doesn't apply to anything written down.

Not a fucking ability, but I'll count it.


Flash-proof: Rayse is unaffected by bright lights.

Oh, look, an immunity:
7


Cro* na Luaith, or Heart of Ash: Due to the events of Burning Out, Rayse has fused with his fire rune, causing his very essence to undergo a dramatic change that has left him as more fire than human. Producing flames on his body happens naturally and effortlessly, and he is able to control what gets burned and what doesn't, even if it's visually on fire. He can control any flame he produces, even if it leaves his body, although only to put it out if it's several feet away.

Total Fire Control:
7


That Pyromancy Stuff: So yeah, fire elemental. He can throw baseball-sized fireballs every two seconds, he can pass heat through the ground to create flame pillars every ten seconds, and he can light anything on fire if he's touching it for longer than two seconds. Also small streams and waves of fire every three seconds, with the source always his body. He can also light himself on fire. Any small, harmless flames he can produce as much as he wants.

As much as he wants? Nope.
10 after reduction because of all the spamming you can do.


Fire Signature: Rayse can detect heat sources from up to 500 meters away. If he concentrates on a single source, he can track it up to a kilometer away.

Specialized sense.
6


Fire Immunity: Rayse can't be burned. Oddly enough, this property extends to his daughter as well, who can't be burned by Rayse's flames.

Oddly you say?
Immunity 7



Storage: Rayse can conjure a fiery ring that acts as a portal and he can store items inside. Only equipment listed in this profile can be stored unless otherwise approved by others.


Stupid. But hey, here's a one:
1

The Mana System: Rayse's fire abilities all derive from the same source. Using any of his abilities too much will deplete his total pyrotechnic capacity, and this is represented by mana values.


Total Mana: 40. Refreshes after a full rest.

Flamethrower: A massive stream of fire that can be as large as 2 meters wide and 2 meters tall. It can go up to 10 meters away before starting to dissipate, with its effectiveness halving every meter beyond that. It has massive concussive force, able to make even elephants fly. He has to wait at least 20 seconds between uses. This attack is usually launched from the palm. Mana Cost: 2.

The Big One: Rayse can create a massive house-sized fireball in the sky. This is the only fire attack that he can start outside his body. On impact it creates a wave of flames that rolls within a radius of 20 meters. He can double its size and blast radius for double the mana. Mana Cost: 4.

Piling this into his already high fire magic.



Reforged Body: By heating and speeding up his blood flow to his skin, he is able to pseudo-galvanize his skin to be as hard as mythril for 10 minutes. Visually, his skin appears no different than normal but it is searing hot to the touch. Mana Cost: 4.

Mythril Body for a full battle? Naw...
10


Nothing Is Safe: Rayse can light any surface on fire. If the surface is not capable of burning, the fire hovers above it and feeds off magic for 5 minutes. The mana cost only occurs if the surface is normally incapable of burning, otherwise it is free as a result of his other attacks. Mana Cost: 1

Fire tree



Flame Heal: Rayse can restore himself and other people with restorative flames. When used on himself, it does a full restore that costs 10 mana. When used on others, he can heal minor injuries for 1 mana and major injuries for 3 mana.

Full heal up to 4 times?
10


Firearm: [Obtained in Salvar MVP Reward.] The amber-colored steel ring on Rayse's right index finger was enchanted to cause a small flame produced on the tip of said finger to shoot out at the speed of a bullet. The impact creates a ball of fire that severely burns anything inside and has incredible force as well, capable of knocking back entire carriages. Can be used twice per day before the ring has to recharge. Not affected by Mana system.

Knock back carriages? Speed of bullet? Who gave him this shit?


Fire Flash: This ability is basically short-range teleportation. Rayse becomes completely ethereal and anything touching him that he chooses to take with him (clothes, equipment, even other people) does as well. He disperses into dozens of thin wisps of flames and reforms at the target location. He needs to be fully reformed in order to stop being ethereal and there is a one second delay before he can interact with other physical objects again. Mana Cost: 3.

Teleportation:
8


Not Really There: His natural body state is fire, so he can elect to let physical attacks pass through him harmlessly, leaving a gap of fire for wherever they made contact with him that closes up within a second. Larger attacks that cut him in half or completely destroy large parts of his body cause the rest of his body to float in place until the flames turn back to flesh. Like the previous ability, he can't retaliate until he is fully reformed. Mana Cost: 2.

Strong Negate like Lye:
9 - Like Lye


Like Lightning: Rayse can light himself with special fast-burning fire and move faster than the naked eye can perceive, leaving a fiery trail in his wake. It lasts 10 minutes before he has to refresh the fire. Mana Cost: 4.

NOPE
OVER 10


Fire Fist: Rayse can project his attacks to send fast-moving after-images that appear up to 10 meters away. They have the same concussive force as the physical attack he made to produce it. For each attack that travels like this, the Mana Cost is 1.

NOPE Too Strong
10. Teleporting Fist


Smoke: Rayse can fill his surroundings with a radius of 30 meters with thick, black smoke, obscuring the vision and sense of smell for anyone inside. He can still use Heat Signature in this area. Mana Cost: 2.

No duration, 30 meters is almost 100 feet all directions. Too big, too long, and smoke itself is fatal.
10+


Be Somebody Like Me: Rayse can project Like Lightning onto another person. Mana Cost: 4.

Lightning, great. No strength, no range, denied.
10


Blue Fire: This is a fire so hot it overcomes most fire resistances. He can coat any of his attacks in this fire for 3 Mana.

A resistance cancelling fire he can apply to ANY attack? You mean the giant fireball in the sky?


Lavamancy: By channeling his fire into solid rock, he can mix it and lift the rock itself into his attack. For 3 mana, he can turn a target area with a 5 meter radius into lava with little rock islands. For 2 mana, he can launch a rock-filled beachball-sized lava ball with significant concussive force.

Lava? Oh, you mean the shit that melts metal? Nope.
Also not firemancy, includes rock.

10.

NOT APPROVED

19 abilities Sadly. One over.

Max Dirks
03-14-16, 11:43 PM
Revenant

http://www.althanas.com/world/showthread.php?30780-William-Arcus-Level-11

All-Tongue – Gained during his time in the Plane of Undeath. William’s speech now sounds like the listener's native tongue and accent, which means he now speaks all languages. Also, he now hears all speech in his native language, which means he now understands all languages. He can't turn this off. This doesn't apply to anything written down. - not ability

War Form – By calling on his destructive essence, William can transform himself into his war forms, shifting between his human and war forms at will - 3 (base ability only adds height)

Creation Spirit Enhancements:
Enhanced Strength - William strength has become truly legendary (10x). He can crush stone to powder, tear steel apart, and even bend mythril with ease. - 10

Enhanced Speed – William is roughly 5x faster and more agile than a regular human warrior. This means that he can run at blinding speeds, can dodge slower attacks with ease, and can avoid most missile attacks that he is aware of purely on reflex - 6/6 (This is agility and speed)

Healing – William’s physique repairs damage done to his physical form. Minor and moderate wounds can be healed within seconds and serious wounds within minutes. Healing times for critical and lethal wounds take anywhere from an hour to a day, depending on the type and severity. (ie. A stab through the heart can take an hour, pulling his heart out would incapacitate him for several hours, bodily disintegrating him would require roughly a day to pull himself back together) - 7 (Advanced heal allowing for delayed immortality ala BaBE

Enhanced Toughness – While in war form only. William’s charred skin is thick and can absorb more damage than normal, acting as thick Arctic Leather (Tier 3) armor. William’s familiarity with pain at this point means that he can ignore up to moderate wounds - 7

Destruction Spirit Enhancements:
Molten Core – While in war form only. The power that flows through William burns like fire, surrounding him with an aura of light and heat. Within 15 feet of William the air is intensely warm and uncomfortable for those not heat resistant. Within 10 feet the air is extremely hot and uncomfortable for those not heat resistance. Within 5 feel it is blazingly hot and can cause first and second degree burns with unprotected, prolonged contact. William’s touch at this point can char a creature to the bone if it is held long enough. This aura shelters William from an extreme level of both heat and cold, enough so that only the most legendary of those types of attacks can freeze or burn him. William’s blood is now hot enough to ignite flammable items that it comes into contact with (paper, wood, light non-special fabrics, etc.) and will cause up to third degree burns on bare skin. The glow of William’s molten core illuminates an area up to ten feet around him like a dim torch.

Magma Shot – While in war form only. William has learned to take the fiery destructive rage within him and physically manifest it as an explosive ball of liquid fire that he can project. Four times per thread, William can fire a magma shot which does heavy, explosive fire damage. After firing all four shots, William’s destructive power is temporarily exhausted, forcing him to revert to human form for several minutes. Instead of throwing the magma shot, William can expend two uses and generate an explosion centered on him which extends 10 feet and does extreme levels of explosive fire damage.

Burning Attacks – By focusing his molten aura on his carapace, William can cause the talons on his hands and feet to be wreathed in molten fire, like lava. This effect causes William no damage and can be maintained as long as William wishes. William loses his aura of heat while doing so. - 10/10 (fire attack/fire defense is maxed here; do not allow subsequent increases)

Flight – By focusing his molten aura tightly around himself, William can cause the heat to swirl the air currents around him, allowing him a low-altitude, slow flight. He can maintain this effect for as long as he wishes but loses his aura of heat while doing so - 6 (I considered this more like Ashla's hover rather than Sei's flight due added limits)

Destructive Enlightenment – Having completed Jomil’s test at Icehenge, William was granted insight into his destructive nature by the Goddess. This ability is both a blessing and a curse for William, as everything he looks at decays in his sight, showing him the inherent weakness and impurities in objects that may be exploited. After finding the weak spots in something, William is able to understand the best way to overcome that object. William can find weak spots in non-living material with a glance and living material with a post of study. When used against a character William is able to understand that character's current defenses and what it takes to overcome them. This ability cannot be turned off. - 10 (due to innacy, the actual ability is probably 4-5)

Cursed Spirit Enhancements:
Magic Void – Because of his magic cursed spirit, William is unable to wield magic of any sort. As William’s power has grown, so has the magic void within him. While William’s very presence causes static magic fields to act erratically, becoming weaker and occasionally exhibiting random effects. Spell effects that are instantaneous (ie. Most combat magic) have a 25% of simply not affecting him, as if he weren’t there to them. Mental or Psychic attacks are even more likely to fail thanks to a Divine Mind Shield granted to William Arcus from the demi-goddess of torture Cassandra Remi during the Night of Debauchery. Mental and Psychic attacks that target William tapping into the raging destruction within him and turns the might of that rage loose back on the attacker. These attacks have a 50% chance of failing and anyone attacking William mentally suffers demonic backlash to their own minds equal to 25% of the strength of their own attack - 7 resist, 7 reflect

Total: 6.15

Max Dirks
03-15-16, 12:05 AM
http://www.althanas.com/world/showthread.php?30818-The-Return-of-the-Soul-Guardian

Kryos

Inquisitor: Naturally curious, and driven by his pursuit of knowledge and truth in the world, Kryos does his best to learn as much as he can from any given situation. This allows him to do most any job he takes a fancy to, and could be called a Jack-of-all-Trades. His fluency in Dwiilarian and Common has been a great asset to him, and he has begun to study Elvish as well. These studies have benefitted him in that he has above average proficiency for one who is not a native speaker. From traveling the world and his conversations with others, he has a good knowledge of the geography of Althanas, and the main peoples within. He prefers to experience life first hand rather than sit and learn from pages and pages of ink - SKILL

Racial Abilities: Kryos, like the rest of the Dwiilar, has physical abilities matching the elves, rather than humans. As such, their speed and grace is equivalent to 2.5x the average human, and their senses are 3.5x that of humans. However, because of their advanced eyes, their eyesight is better than both elves and human: approximately 5x that of humans at their best. - 4/4/4 (I did not raise perception to 5-6 due to the eyesight, though reasonably it could)

The Art of War: The training he received during his upbringing before his self-banishment gave him the guidance and discipline to continue his study of combat. He is an expert when it comes to his skill of swords, both two handed and one handed. However, when it comes to other tools of war, he is of average proficiency with daggers and is below average with ranged/projectile weapons. He is also below average when it comes to heavy weapons such as hammers, battle axes, halberds and spears - SKILL

Kryos has become above average in hand to hand combat. He utilizes his increased speed to deliver effective hand strikes, kicks, and grappling techniques in order to gain the advantage over his opponents - SKILL (speed covered above)

Soul Mage: Kryos’ research alongside necromancy has given him unprecedented control over his own soul for one his age, and as a result, has expert level soul magic. This magic is unique in appearance, differing from one Dwiilar to the next, although there are common characteristics in its manifestation. These include the color of the magic being black or white or an assortment of both, as well as an almost flame-like quality. Kryos’ magic takes the form of slowly unraveling spirals that fragment as the ends of the spirals get further from the point of manifestation. A good description of his magic can be found here (see first paragraph).

It is easiest for the Dwiilar to summon this magic to their own body, but with training are able to channel to weapons they wield and even across space to objects beyond their reach. At this point, Kryos is able to channel his magic through the weapons he owns, with the material of the weapon affecting that extent as normal.

Due to his proficiency and knowledge of the soul through his recent research, Kryos is a very dangerous foe for the undead. He is able to sever the ties between soul and the plane of Althanas in most undead with ease, resulting in effective death. Difficulty scales with the intelligence of the undead, so Kryos would have difficulty trying to do so to the undead of higher rank. Trying to sever the soul of a Death Lord would certainly get him killed, as he would have to put all of his effort into it for a sustained time, during which he would be defenseless to magic or physical attack.

During his time with the Dread Lord Maeril Thyrrian, he has learned how to enhance and augment the souls of the Corpse Horde. As a result, with assistance from necromancers, he has been able to give never before seen skills and abilities to undead minions. However, Kryos is not able to create undead warriors himself, or call them to his aid, as this lies in the realm of necromancy. At most, he is only able to pacify hostile undead threats, although it is usually simpler for Kryos to simply sever their souls and return them to the state of death.

Not only this, but Kryos is able to manipulate and affect any soul which he is able to see through Fargazing, including the living. However, because of his lack of living research subjects during his work with the undead, he hasn’t been able to fully explore or develop this application of his magic. At this point in time, he prefers to deal with living opponents with his other skills and abilities - Call Weapon is 5, Affinity to the Undead is 4 (I assigned this because of the narrow scope, but there might be problems with PC's like Krugor - watch for power gaming)

Fargazing: Kryos has greatly improved his ability to Fargaze in Althanas and use his associated Gazes. This is due to the last two years of effort in researching souls and augmenting the forces of the undead. His ability level is best described as adept, although he lacks more of the practical experience of using his Gazes. At this time, he is able to sustain the Fargaze for two continuous hours in Althanas during which he is able to see the souls of those around him. Kryos is able to do this twice per day, with a period of rest equal to at least two hours between the two. Using the powers associated with his specific Gazes reduces the time he is able to Fargaze - 3 (as a battle mechanism, the base ability is rather useless)

Blood Gaze: The second rarest Gaze, available during the day when his eyes are crimson, allows Kryos to read the motion around him with almost perfect detail. This is extremely useful in combat, where this ability has an effect that is similar to slowing down the passage of time to the point where Kryos can read the moves of his opponents and counter them almost as well as if he could read their minds. In rare instances, he is able to learn the moves he analyzes, thereby adding them to his knowledge of combat prowess. Kryos is well aware, however, that even if he can see incoming attacks, that doesn't mean that he has the physical ability to avoid or counter them

While Kryos is no master at the Blood Gaze, he has significantly improved his ability in it. Currently, his can use this Gaze at two different levels that are determined by the amount of focus he uses when activating it. The low intensity level allows him four minutes of increased perception that is equivalent to seeing things at half speed. With a great amount of concentration, he is able to enter a hyper-state of awareness which allows him to read movements almost as well as if he had read the minds of the one he is analyzing. However, he can only maintain this state for 15 seconds. Once Kryos begins the Blood Gaze, he cannot shift between these two levels. At this point, he is able to activate this twice per day with rest between them, or once per battle. - slow attacks 5; innate attacks 10 (this can never go up!)

Second Wind: An adaption of the Blood Lizard sheer strength, Kryos can summon enough primal determination to force his body to continue to perform for five extra minutes beyond his normal limits. Using Second Wind leaves him completely exhausted, unable to walk or move well for several hours. Kryos only uses this as a last resort. He is able to use Second Wind anytime he is Fargazing, and not only when he is using Blood Gaze. Adapted from Lexxum Vordic in the Lindequalmë - 7

Moon Gaze: The rarest of all Dwiilar Gazes, available at night when his eyes are silver, allows Kryos detect the presence and souls of others in the vicinity around him. While basic Fargazing follows the ideas behind line of sight, this ability allows him to detect others even through thick obstacles, in addition to being able to overhear conversations within that area. His current range is a 40 yard radius, although the clarity at which he can make out sounds and conversation decreases the further he is from the source. He is able to use Moon Gaze for one continuous hour - 6 (given the already heightened perception, I did not consider this a significant additional boost)

Realms of Souls: For the past two years, not only has Kryos been missing key parts of his memory, but he has altogether lost the ability to see and enter the Realm of Souls. As such, he is unable to interact with or manipulate souls that are not already in the same plane as Althanas. - NOT AN ABILITY AS WRITTEN

Synergy: Kryos strives to continually improve upon his skills, especially in combat. As such, he is a firm believer that the whole is greater than the sum of the parts. To this end, he constantly seeks ways to utilize all of his abilities during fights, utilizing unarmed techniques with swordplay while simultaneously Fargazing and using his soul magic. Results are varied at best, and this is an area that Kryos recognizes he can improve in - NOT AN ABILITY AS WRITTEN

Total: 10 abilities @ 5.2 PL.
Only 9 abilities are allowed @ PL 5.5 for Level 4.
I traded .25 PL for one ability slot so we have 10 abilities at PL .25 perfectly. Yay math!

Cards of Fate
03-20-16, 10:20 PM
http://www.althanas.com/world/showthread.php?30882-Sinovera-Bloodmoon-(Revised)

Sinovera Bloodmoon

A pl 3 transformation (But in the future will break into multiple abilities)

Pl 2 Darkvision with a sunlight weakness

A Pl 3 fluff buff, will make changes on the PL depending on how she uses it

Cards of Fate
03-25-16, 04:15 PM
http://www.althanas.com/world/showthread.php?30893-Sorry-Didn-t-See-you-There-I-Was-too-Busy-Being-Fabulous-Teresa-Megildur-Level-1

Hard Rock Level 1

Pl 3 Speed

Pl 3 Agility

Pl 3 Quick outfit swap

Cards of Fate
03-27-16, 10:39 AM
http://www.althanas.com/world/showthread.php?30921-Sieghart-Vergild

Ryddrgard Level 1

No Abilities, Approved

Cards of Fate
03-27-16, 10:41 AM
http://www.althanas.com/world/showthread.php?30901-Lady-of-the-Forest

Arsoluna Level 1

Pl 3 Agility

Pl 3 Conjuring

Pl 3 Projectile skill

Max Dirks
03-29-16, 08:48 AM
http://www.althanas.com/world/showthread.php?30855-Shifters-Shadow

Stealth – Shifter is silent in movement, being light footed and nimble. - Though vague, I've treated this as 2x agility.

Shifters Shadow

Shifter can turn into a flat shadow. This allows for the greatest of stealth.

Shadow Form Stats:

• Shifter cannot touch a person, or interact with an object. He simply moves along the floor, walls or even ceiling.
• Shifter cannot be touched in this form either.
• All his clothing and weapons are morphed with him. They cannot be adjusted until returning to normal form.
• Shifter cannot pre-hold a weapon or object in this form, it must be sheathed or holstered.
• In this form Shifter cannot simply pass through objects, but he can slide through paper thin gaps.
• This can be activated at will within the day light, but he has no control under clear moonlight, which forces him into his form.
• This can be activated for a maximum of five minutes during combat, and must wait a further five minutes before being used again. - I think the core ability is 6-7, but given his inability to act in this state and the fact that he is not necessarily invisible, this discounts the ability to an acceptable 3.

3+3 = 6 / 2 abilities = 3 APL

3 APL + .25 for extra ability slot = 3.25

3 APL < 3.25 APL so approved!

Hysteria
03-30-16, 05:43 AM
http://www.althanas.com/world/showthread.php?30836-Victor-Valentine-Book-4

A Demon's Strength: Years of carrying heavy lumber and metal have made Victor stronger than normal people. Added to that, almost a decade of war and bloody battles, and the training of his deceased adoptive parent and his commanding officer have pushed Victor's strength to sheer demonic depths. While his body may be unassuming he has enough strength break through rock and (using a weapon) break metal structures. He can now perform feats of strength it would normally take ten men to do, from lifting heavy objects to breaking down doors. This also affects the sheer force behind his attacks. Victor is ten times more powerful than an average fighter. Using something of equal or greater hardness, Victor can break through any material.

(8x strength)



A Demon's Endurance: His willpower moves him when his muscles can't. Victor can keep running, fighting, swimming, and moving in general, for ten times longer than a normal person, making it ten times harder for him to give in to fatigue and exhaustion.

(6x Endurance)



A Demon's Skin: Victor does not actually have demonic skin. But his body has weathered enough pain to have built a resistance to oncoming damage. He still bleeds if you cut him and burns if you light him ablaze. But the mortality of that damage is reduced by ten. Meaning it would take ten times more damage to kill him than an average person.

(5x Resistance to DEATH)



A Demon's Determination: Victor is able to dig deep, and find the mental fortitude to overcome physical/mental pain and exhaustion. Victor has eight times the pain tolerance of a normal person: If Victor gets his fingers cut off he's still going to feel it, he will just be affected half as much as an average person. Basically it'll take eight times the beating to make him give up due to pain. Having actually died from torture and been brought back, there is little that can get under Victor's skin. It would take 8 times more anything, as opposed to a normal person, to break Victor's will.

(5x Will power)

Slightly over, but given he only has four I've allowed it.

Max Dirks
04-25-16, 08:42 AM
Saz Eristrad

http://www.althanas.com/world/showthread.php?30964-Forgotten

Inhuman Endurance: Due to his long and difficult time sealed away in the darkness, Saz is easily able to withstand punishment. He takes much longer to wear down than an average person, able to take twice the beating an average person could without stopping - 2x endurance, PL 3

Fire in the Blood: Something stirs within Saz. Natural cold does not bother him, and ice based elemental damage is slightly less effective. He is less sluggish when afflicted by frost. - PL 3 ice resistance

With 2 level 3 abilities, he's easily approved!

Max Dirks
04-25-16, 03:53 PM
Creya

http://www.althanas.com/world/showthread.php?30973-Creya-part-I

Flight – Most beings think of flight as part of the aspect of wind, but they forget that binding or gravity, is a terrestrial quality. Creya is capable of flying with the skill of a typical bird, thanks to manipulating the gravitational forces that affect her own person. She cannot yet lift other objects with this ability, nor affect the gravity of others, but still she can fly. She can carry out this activity without difficulty when carrying up to thirty pounds of goods, and can remain airborn carrying up to seventy five pounds of material, if she can get a good grip. - PL 6 w/ -4 weakness due to stature

Acrobatics – Creya can use her body to perform feats of flexibility that are beyond some individuals' capabilities. She can tumble, swing, flip, balance and otherwise use her body to her best advantage. - Treated as 2x agility, PL 3

2.5/3.25

Approved.

I treated Creya's flight like I handled Rapture's (http://www.althanas.com/world/showthread.php?26072-Workup-Log&p=221786&viewfull=1#post221786) flight.

Max Dirks
04-27-16, 12:14 PM
Elthas Belthasar

http://www.althanas.com/world/showthread.php?30915-Oath-of-the-Blade-6

~School of Elven Genetics~

Dexterity:

~Level 4: Level 4: Elven reflexes and speed. (Fleet Footed) Elthas now has ~SKILLED~ Reflexes and Speed. He has acquired 3.0x's the reflex capacity and speed of an ABOVE AVERAGE Althanian Human. Elthas is capable of reacting TO movements and actions immediately done on him. Furthermore, he is has quick hands and can maneuver items skillfully with both hands. With his reaction time, Elthas seems to move as a blur now once he is reacting to something. Can be applied to his counter striking stance. On land, Elthas can run effectively at 50 M.P.H.'s. Further, Elthas can now SWIM at an impressive 20 M.P.H.'s before he gets winded. - 3.0 speed - PL 4

~Level 5: Elthas's reaction time is now at a base 4.5x's that of the average Althanian Human. Elthas is capable of reacting with precision, almost as if he is dancing during combat. He is very light on his feet and capable of reacting to -most- normal attack attempts that would require reaction. Elthas naturally -moves as a blur to the naked/untrained eye. Further, due to his recent acquisition of power, Elthas can now temporarily move in a -fast shifting state.- This state is like a blink or teleportation state. He can move in this state roughly 3x's a Day, or per thread. The teleport style movement is in short bursts of distances, usually up to about 10 yards at a time. Once the 3 bursts are used up, he has to wait until the next day to use it again. He can fast shift other players and npc with him if they give him permission, but this takes effort. Elthas's base movement/running speed of 50 M.P.H.'s on land has not increased. - 4.5x agility = PL4; "blink" = PL 8 (reduced from 10 due to 3 uses)

~Level 6: No Change at level 6.

Senses:

~Level 4: (Acuteness/Accuracy) Elthas now has ~ABOVE AVERAGE~ Senses. He has a dedicated senses sphere of about ten feet immediately around him, then outside of the sphere takes considerable concentration for Elthas to detect things. He doesn't have any supernatural senses, but he has acute senses. Sharp hearing, keen sense of smell, etc.

~Level 5: No Change.

~Level 6: (New!!!) As a Wraith, Elthas's senses work entirely different. He can see on an entirely different spectrum of sight. His eyes allow him to see things like hidden traps, and other stealthed dangers. He has to concentrate to see through advanced stealth/invisibility powers. He can also detect the signature of heat off the living. This is a very useful thing in places of extreme darkness, low light. Elthas's dedicated sphere and sensory grid is about fifteen feet in circumference. Heat vision senses = PL 6 (see Rayse)

~School of Combat Arts~

~Level 4: (Level 4) Knife Expert. Elthas is now An ~EXPERT~ with the use and maintenance of combat daggers.

(Skilled Stance) Piercing Talons. Elthas can effectively execute a skilled Knife user's stance. This stance, called Piercing Talons, is a basic addition to Elthas's combat style. He can basically raise his own natural stamina and ability to take incoming attacks with this stance. Further, he can move with an increase skill of grace and natural agility. With this stance activated, (Stackable ONE TIME PER USE) Elthas receives some bonuses. Endurance is increased by 1.5x's. Agility is increased by 2.0x's. This effect augments Elthas's natural agility. The increase lasts for approximately one IC minute. Once the stance has been used, Elthas has to wait a cool down period of two minutes IC to use again. - Two boosts: 1.5x endurance = PL 3; 2.0 agility (combined 9x agility) = PL 8

~Level 5: Elthas has become even more skilled with the use and maintenance of combat daggers. Elthas is now capable of stringing together complex attack patterns in a single attack. He can continiously slash at the target before the target ever knew what hit them. Further, because of his missing limb, Elthas now has had to compensate and fights with one weapon. He has learned to wield heavier swords in his arsenal and can fight with arm using either dagger or broadsword. He cannot currently one-hand wield stuff like heavy swords or great swords. If Elthas currently connects a full combo together it can cause HEAVY damage.

~Level 6: No Changes.

~School of Wraith Mysteries~

~Level 6:

Spectral Blades: At will, Elthas can conjure these mighty blades of destruction. They are spectral in nature, and can cut through most physical matter with relative ease. The spectral blades are relative equivalent strength to Mythril, and appear in a very elegant curved fashion. The blades glow and sometimes appear to be see through. They are an extension of Elthas. They cost half a turn a summon, and another half a turn to unsummon. They appear to vanish and appear in this fashion. The blades may be called at will. The weapons, spectral in nature have several notable features. (At the current state) They can cause moderate damage on the mind. If left unchecked, the injuries can become lethal. The spectral blades main powers come from their ability to attack with potent spectral energies. Currently, the blades can attack both the mind and the body. But the mind requires concentration to pull off. If a full attack reaches capacity, it can become lethal. The spectral power of this nature requires about three full IC turns (On PC's) to pull off. On NPC's the attacks require two full turns, sometimes one depending on the mental capacity of the NPC in question. The Spectral Blades are Elthas's primary form of defending himself in his new state. Currently, Elthas has to concentrate to attack the mind. Two abilities: summon mythril qualify swords = PL 8 (see Kyla); psionic attack = PL 8 (new)

Spectral Mantle: Refers to Elthas's ghost-like state. He appears in a see-through state and his face is constantly shifting with the weight of emotion. The Spectral Mantle is merely a semi-sentient cloak of darkness that fully covers Elthas. It has a hood. Currently, this power is purely an aesthetic one. The cloak ripples and moves on it's own. (Think: Spawn) When the hood is up, his face is difficult to see and Elthas appears as a sentient shadow. However, this is not a form of stealth at all. It is merely how he appears. - PL 3; translucence


~Skill Tree~

Linguistics: Rank 6. In his Wraith state Elthas learns at an accelerated rate. He has the capacity of learning languages he comes across quickly, and retaining them. He no longer has a need for the arts and music, so those are gone. He does have a need to communicate and can resonate powerfully with advances Mages (Like Summoners) and Psionics. And those sensitive to the supernatural world. Currently, Elthas has mastered all the Corone-based languages. He can also readily communicate with most other Ghosts or Wraiths he comes across.

Gathering and Crafting: Rank 6. (Removing this due to his Wraith state)

Thayne Codex: Rank 6. Elthas has advanced knowledge of the Thayne Codex and the very nature of life and death. He can identify Thayne statues/markers/relics/etc with relative ease. He knows the names of all of the Greater Thayne, and some of the Lesser Thayne. He is of the school of thought that The All Thayne is still present in daily life and unlife.

Phantaria: Simply stated, Elthas can will himself between The Firmanent/Antifirmanent and Phantaria. In Phantaria, he can access most doors, especially doors and gates with tumblers in them. He uses this skill to travel across Corone at will, and sometimes across Althanas itself. Note: This is a Quest Ability for now Quest only, not counted

Total abilities = 10

PLs= 4, 4, 8, 6, 3, 8, 8, 8, 3 = 52

52/9 = 5.7

Allowed at level 6 = 6.5

5.7 > 6.5 = APPROVED! No need to exchange APL for ability numbers

Logan
05-13-16, 08:30 AM
http://www.althanas.com/world/showthread.php?30949-Telgradia-s-Judgment-(Level-4)
Shinsou Vaan Osiris
Level 4 Update

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

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

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

Enpera Hitsugi
No change
PL 4

Senkai Shinjitsu: Enpera Kurohitsugi
No change
PL 8

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

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

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

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

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

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

Total abilities = 7

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

Allowed at lvl 4 = 5.5

4.6 < 5.5

Approved!

Hysteria
05-19-16, 08:17 AM
http://www.althanas.com/world/showthread.php?30779-Azza-Ambrose-%28-level-7%29

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


Racial Traits:

Adult Dovicarus – A Dovicarus reaches adulthood when his or her horns have finished growing. Age has no relevance. This brings changes in physical and mental traits as well as some associated abilities.

Not an ability, horns mentioned later.


“Lies Cut My Tongue” – Whenever Azza lies, or is thinking about lying, she will begin to fidget about or play with her hands, usually poking her two index fingers together while her face reddens. Those who are observant will be able to notice the oddity and change in her behavior.

Not an ability


Landbound Habits – The act of eating, sleeping, and other things normally associated with normal humans, or life in general, are no longer need to be performed out of necessity for adult Dovicarus, but will be done out of habit. As such, Azza will still want to eat on a regular basis and will want to sleep on a regular basis, despite the fact that she no longer needs to.

Not an ability


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

Not an ability. This could be considered an ability, however the intention seems not to be. Instead it appears to be a weakness.


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

Not an ability. This could be considered an ability, however the intention seems not to be. Instead it appears to be a weakness.


Blood of the Dovicarus – If one was to drink Azza’s blood, the individual will gain increased regenerative abilities, however, will also experience a period of both insanity and dementia in direct relation to how much blood they have consumed. Dovicarus blood has no effect on creatures with an artificial mind (constructs), non-sapient undead and simple creatures without brains (slimes/jellies/amoebas). A Dovicarus’s blood and horns also prevents their kind from turning into were-creatures, vampires or other types of creatures that have the option of procreating by spread of their blood or sickness. Azza is aware of this.

Not an ability (imo)


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

Not an ability


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

Not an ability


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

Not an ability


Enchanted Equipment Rejection – Like those of her race, Azza is unable to use any enchantments on equipment, and all equipment that Azza uses will function as mundane equipment unless it is forged from the Rolntaurn metal from her home realm. The other exceptions are equipment imbued with a spirit. While spirit imbued equipment will retain their enchantment in Azza’s hands, they will only function at one tenth of their normal power. Enchanted equipment, when used against Azza, will function at their full ability. Azza is aware of this issue.

Not an ability


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

Not an ability


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

Not an ability (imo)


Toxin's Malice – As a Dovicarus and now whole of being, poisons will rampage through Azza's body more quickly with full effect. Poisons now have a maximum duration of 1 hour with all of its effects compacted down to that time frame. Faster acting poisons will function as they are. Azza is aware of this.

Not an ability


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

Level 6 – fairly rare this will come in handy, but I’m ranking it anyway.


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

Not an ability


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

Sounds just below the level of an ability.


Racial Abilities:

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

Level 1


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

Level 7


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

Level 4


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

Level 6


Natural Flight – Azza is now fully aware of her innate ability to fly. However, because she has spent the majority of her current life with both feet upon the ground, flying for long periods of time will make Azza very uncomfortable. Whenever possible, she will prefer to walk even at the expense of time. Besides, it's hard to interact and seek the journey of life when floating above all of it.

Level 8 - Given no other limitations like time or speed specified.


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

Level 7


Active Abilities:

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

Level 4


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

Endurance/coordination/exhaustion
Morale/Calms/concentration/pain tolerance
Strength
Nightmares/despair/ breath
Speed
brittle



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

This is pretty strong. Constant barriers for 10 min, when a battle lasts what? Five? Six? As Azza levels this becomes even stronger, imagine if it was all level 10 stuff?

It’d be level 9 atm.


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

Level 8 Kind of like a dispel ability, but fairly long cool down.


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

Level 3, quite un-usable.

Hysteria
05-19-16, 08:38 AM
http://www.althanas.com/world/showthread.php?30804-Philomel-Level-8

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

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




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

PL6


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

PL5


Skin of Iron: Related to the rocks of earth, Philomel's natural skin is now as tough as iron. This includes everything but her eyes, breasts and other sensitive areas - inclusive of downstairs, under the arms.

PL5 (however I’m including this in her other skin strength abilities under Monster State)


Earth Magic:

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

Cracking The Earth: Up to six times per day Philomel can essentially cause a minature earthquake by slamming her hoof, horns or fist on the ground or any other surface. What this does is immediately crack the earth in a 20 degree cone of ten metres, or a web (circulating outwards) of five metres, depending on how her hoof is placed and directed. It upsets ground and plants, cracks concrete and if used against foundations, could destroy buildings. It causes a shake in the earth for three seconds before abating. In the very centre there is no damage exactly where Philomel places her hoof, horns or fist, but three inches from that the damage spreads rapidly out. It can easily cause a praticised fighter with no agility ability to lose their balance and slip, and knock any oncoming blade attacks out of balance with them. If very unstable and at the outermost edge of the crack (i.e. at the worst part) an opponent has the danger of falling over and hitting their head. On a Richter Scale this measures from 0 at the point of incarnation to 7 at the edge.


Quakebow: After having Drys bless her crossbow, Philomel can now send Cracking the Earth across a distance. Philomel must inact Cracking the Earth at the same time as firing a bolt, and essentially what this does is send the earthquake somewhere else. The point at where the bolt hits becomes the new epicentre for the quake, much like her hoof or horns or fist. All stats with Cracking the Earth are still the same (7 richer scale etc), however the shape can only be a web. Number of shots is included in overall Cracking the Earth count (6).

Level 7 (school)


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

PL 7


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

PL 7


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

PL 5 (still quite slow healing)


Monster State(s):

Terribly Monstrous: Echoing Veridian's Terribly Monstrous Ability from level 5, Philomel is now able to transform into a monstrous beast. What this does is allow her goat-side to take over her body almost in its entirety. Letting the rage and animalistic qualities of her race take over she transforms - these take the form of two stages "Raging" and "Enraged". When she is in these, however, her intelligence somewhat declines, and with it much of her earth-magical abilities. Note: Veridian's demise does not affect this transformation.
The duration for these are 3 posts for Raging state and then three after for Enraged. Raging state must be active for at least 1 state before Enraged can come into play.


Raging State: Transforms halfway into a goat. Appearance is of a goat on two legs with the torso of a man. Something akin to a minotaur, her head enlongs, her horns grow, and more fur begins to appear all over her chest and arms. It grows up from her waist, and down onto her arms, and starts to take over head hair, which becomes matted and loses its violet colour. Her entire size swells with muscles, causing any clothes to become several sizes too small. She does, however, have an opportunity to take these off (such as her breast plate) as this form takes two seconds to transform into. In this time she is a mutant half-person with a knobbly ugly face. Her height in this form is roughly 6ft 3inches, and her build is heavy and muscular.
Abilities:
•She keeps all passive abilities, as well as the ability to swing a sword as she still retains hands. The Lover, however, becomes incredibly dangerous when it is alight, however, for she is generally more furry, including back of the hand.
•Her speed remains the same, however she now gains 3x strength.
•Her skin becomes as tough as steel.


Enraged State: Philomel becomes a fully formed massive goat, white and chestnut brown in colour with grey eyes. This beast stands roughly 6 foot to the shoulder and has many more muscles than one would expect. Much closer to a mountain goat than a domestic goat her body is entirely covered in fur, and she has bigger horns than perhaps might be necessary. The process of this transformation takes a further 2 seconds, during which she is pretty much not capable of anything but turning into a goat.
•Due to her change in anatomy Philomel loses any ability to wield a sword or other hand-held weapon.
•Magic remains, and natural talents, are increased. Her speed and strength goes to 5x that of a normal human.
•Her skin and horns also becomes that of damascus strength.
•She is still, however, susceptible to any magical abilities, especially fire.
•Horns are basically the same size and versility as in natural form (increased slightly in size relative to overall size but no special ability)
•Weight is almost half a ton.


I’m going to treat these boosts as one ability again, taking them apart based on effect rather than doubling across both abilities.
skin steel or Damascus: Level 8
speed (included in core speed ability)
strength go to 3 or 5x: 6 (included weight in strength)

I am however joining her skin with iron skin, to change it to a level 9 (and not counting them as separate abilities).


Familiar: Veridian - a fox formed earth-spirit.


Veridian is immortal, but when he dies he is out of extistence for ten minutes then reborn back under the ash tree Philomel met him in Concordia Forest. So once dead in a battle he cannot return, but Philomel can use her magical ability after those ten minutes.


Basic Abilities: Can be used in combat - his weapons include a single bite per post that is harsh and brutal, and capable of ripping out large chunks of skin and flesh, down to muscle, causing a major wound. His claws are more or less kept sharp and a scratch will cause a minor wound.


Bite of Flame: Veridian now has the ability to bite with fire. This is down to the simple fact he has a tenth of a fire whisp inside of him. The flames, however, are not like a normal fire-breath - instead they are connected to his bite. Veridian releases a spew of flames from his mouth, and they are sent towards the victim. The flames then act as a second pair of jaws, immediately clamping around the victim's arm/area of damage. It does the same damage as his jaws, except that it causes a major burn also. The victim must be within ten feet, also, otherwise the flames disappate. Useable 4 times per thread.


Terribly Monstrous: Veridian harbours a secret more terrifying than is suitable for small children. The Earth Spirit he calls his sister, Farragise Onosan, the white rabbit who is as mysterious as she is adorable, has within her the ruined, tortured soul of a demon who went insane a thousand years ago. In their most recent encounter, when Veridian found out that traditional history was missing much of the heroics of the Earth Spirits and thus decided they had to go to war against the mistaken scholars, she granted him part of this soul. Within Veridian now resides one tenth of a behemoth, something that in the beginnings of times roamed the world and slaughtered mercilessly. One time per battle he can call on this darker part of himself and transform into a monster. The monster form lasts around six posts in length, and will soon tire out. It grants him 4x his natural size, and also adds a fire element to each of his attacks. His jaws still cause major wounds, but will also cause major burns when it comes into contact with skin. Claw attacks will grant minor burns. His fur, also, singes on contact, and stands at 55 degrees C. Overall, where he walks, he will singe the earth - if he stands in one place for too long it will get hotter and may burst into flame if on such things as wood, ice will melt etc.


Familiar: PL4, a small fox, but with a decent bite.
Increase size: APL 4
Fire (and bite): APL 8

I’m going to combine the familiar and ‘size change’ ability into one, changing it to a generic PL 5.


Familiar: Delath

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


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

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


Abilities:

Burrowing:
Delath can bury under the ground at a speed of natural running for a regular being. He does this by digging with his huge forepaws and claws, and also by literally eating the soil around him. It is excreted via the natural way, passing straight through him. He can exist at a hundred metres below ground, and can appear at any moment. His entrance is noticeable as a small earthquake, at a rate of five metres below the earth. This gives a target two and a half seconds to notice him coming and react. This ability has no limit.


Breath of the Vegetation:
Three times per thread Delath can breathe on any material or being, and force plant matter upon it/them. Matters of vegetative state, beginning as small mould weeds and growing into vine weeds, will sprout over the proximity of the breath. It spans a metre in length and half a metre in diameter. There is a series of vegetative states, that grow more vicious and stronger with every passing moment.
•Immediately spores begin to grow, in the form of small and simple mould particles, in the air and on the surface of whatever target. These are harmless and can easily be brushed away but can cause blindness etc, if directed properly.
•After half a second very weak tendrils begin to grow from the particles, swirling and growing centimetres in length. They are very easily breakable.
•After one second the tendrils become vines, and gain leather in strength and so not easily breakable. They start to extend to five centimetres in length and have sticky underparts like ivy, grasping onto whatever surface with ferocity.
•After two seconds, the vines begin to bloom flowers, and they are level of steel in strength. They can only be cut with a blade to got rid of and are now the length of ten centimetres, curling around things in the imitation of bonds. The flowers are not toxic, but they can be around an inch in length.
•After five full seconds, if the vegetation has not been brushed/cut away in any form, the flowers will bloom a toxin that causes necrosis on any living tissue that is not of the earth. On any surface that it touches the flesh will rot/begin to die in areas a centimetre deep, very similar to leprosy. The condition is treatable but not easily and causes some dizziness and general ill feeling. The toxin first acts on any bare flesh that the vegetation has touched, and then will spread under clothing at a rate of one centimetre per two seconds. Any layer that is attached to the skin (e.g. clothing) will essentially stick to the dying skin and be very painful to remove off. The necrosis spreads for a maximum of six seconds.


Familiar: PL6, large, heavy (flightless) dragon
Burrowing: Interesting, I’ll go with 6 due to the constant nature and the ‘got ya’ possibility.
Vegetable Breath: 5 for the two second ‘strong hold’.



Combined:

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

Earth/plant attack PL 10 and 5 respectively. In reality I doubt anyone will be caught in it, but then the same can be said about a lot of abilities.

Cards of Fate
05-20-16, 01:03 PM
http://www.althanas.com/world/showthread.php?31014-Devyn

Pl3 speed

Pl 3 stregnth

Pl 3 perception

Cards of Fate
05-22-16, 12:14 AM
http://www.althanas.com/world/showthread.php?31032-Qadira-Uthman

Qadira Uthman

A Pl3 minion ability

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

Hysteria
05-24-16, 02:30 AM
http://www.althanas.com/world/showthread.php?31037-Rolan-Durandai

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

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

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

Three level threes!

Cards of Fate
05-25-16, 07:42 PM
http://www.althanas.com/world/showthread.php?31051-Artemis-Eburi-Level-9

Increased Strength: Artemis’ strength has been significantly amplified due to the unlocking of his true magical nature. In combination with his general training and profession, this has made his strength surprisingly formidable despite his stature. Opponents would find it near impossible to overpower him and general feats of strength that would impress are commonplace for him.
PL 9 Enhanced Strength.

Increased Agility: Artemis’ agility has been significantly amplified due to the unlocking of his true magical nature. Artemis has an incredible degree of agility that allows him to move very quickly, as well as change direction quickly. His body can bend and move in ways that most would find outright unbelievable. His reaction time is also quite impressive and it is near impossible to catch him unawares.
PL 8 Enhanced Agility
PL 7 Immune to Ambush

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

Increased Endurance: Artemis’ endurance has been significantly amplified due to the unlocking of his true magical nature. He rarely, if ever, finds himself feeling tired or winded. He does not fatigue easily and fights as though fresh for days, even without sleep.
PL 10 Max Endurance

Ocular Abilities:

[Infra-Vision: Ability to use infra-vision. This ability allows Artemis to view the world as a spectrum of heat sources rather than based on reflection of light. He can use this ability at will.

Darkvision: Artemis is able to shift his vision into a form that allows him to see the world as he would with sufficient light, but he sacrifices the ability to see traditional colors. Everything appears as different shades of indigo, but remains clear and crisp, even at zero light.]
PL 4, treated 2 abilities as a "school."

Hawk-Eye: Artemis is able to use his vision like a scope, zooming in and out of range. He is able to notice extremely fine details both close up and incredibly far away, seeing hundreds of yards with little effort or strain. This can be activated simultaneously with his darkvision or infra-vision.
PL 10 Max Perception.

Ghostly Movement: After absorbing the power of his enchanted armguard, Artemis has gained the ability to move in complete and utter silence, regardless of any other factors. In most cases, Artemis does not feel the need to utilize this ability as his general stealthiness suffices. At will, this ability creates a sphere of influence approximately three meters across, muffling all sound within that sphere magically. However, this does not mitigate any other senses. If a target has any particular extrasensory ability to detect other sorts of vibrations and distortions, they may be able to still detect Artemis. Any sound that enters the sphere of influence is immediately silenced, no sounds are generated within the sphere of influence, and no sound is able to escape.
PL 9 Magical Silence

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

Elementalist: Artemis has absorbed the enchantments upon his blades that allow the elements to be channeled into his weapons. He now inherently can channel fire, frost, and shock damage into any attack he chooses, whether it’s a weapon that he wields or his bare fists. The strength and potential combination of these attacks may vary, and each element consumes the equivalent of a charge (i.e. using a frost/shock combo attack would consume two charges). At his current expertise, Artemis is able to channel these forces into a maximum of six charges between a full night's rest (in his case two hours).
PL 5 Could feasibly be strengthened, merely adds elemental damage to an attack. No special damage (i.e. explosive, freezing, etc.)

Vampyric Touch: Artemis has absorbed the enchantments upon his blades that allows him to drain the life force of his opponents into his own being in order to regenerate wounds and fatigue. He now inherently can siphon energy through his attacks, whether it’s a weapon that he wields or his bare fists. The effectiveness of this varies in the depth of the strike and the duration of contact, as well as requiring the target to be a living being. The process of draining their life energy begins by simply causing them to fatigue and feel more tired. With enough sustained contact or energy drained, the target may fall unconscious. If continued upon an unconscious body, the target could potentially die. He can also use this ability to instill fear into opponents or intimidate them, as the sensation is immensely disconcerting and uncomfortable. At his current expertise, Artemis is able to channel these forces into a maximum of five strikes between a full night's rest (in his case two hours).
PL 10 Cannot get any stronger.

Shadow-Walker: Artemis has absorbed the ability of the relic he obtained during his battle with Diadeus. He now has the ability to shadowstep, teleporting short distances of up to fifty feet at a time instantaneously. At his current expertise, Artemis is able to use this action a maximum of five times between a full night's rest (in his case two hours).
PL 10 Teleport, based off of Vince's Tap Blink. It shouldn't get any stronger than this.

Teleportive Markings: Artemis’ markings have spread in strange ways, as though they are alive in their own right. On his right forearm a double-helix has formed with five bars between the strands. These bars act as charges for Artemis’ own teleportation magic that has evolved as a result of frequent exposure to Daros’ teleportive magic. Similar to Daros’ magic, Artemis needs to be familiar with where he is teleporting to and be able to visualize the location in order to go to that destination. When used, a single bar on the helix will vanish, replenishing precisely eight hours after it was expended. The fifth mark is specifically attuned to Daros’ home, as it was the most frequent return destination of Artemis’ teleporting. That mark can only be activated by Judicis’ magic, as it will serve as an emergency retreat if Judicis deems Artemis to be in severe danger of imminent death. This ability has a minimum travel distance of five kilometers - it is not meant for combat situations; that role is filled by Shadow-Walker. This is for long-distance travel.

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

Tobias Stalt
05-29-16, 11:44 PM
Vincent level 7 (http://www.althanas.com/world/showthread.php?31058-The-Chariot-Rides-%28Vincent-Cain-level-7%29)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Approved.

Hysteria
05-31-16, 06:59 AM
http://www.althanas.com/world/showthread.php?31067-Lioran-Aranthir

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

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

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

Three threes.

Cards of Fate
06-02-16, 02:43 PM
http://www.althanas.com/world/showthread.php?30714-John-Fitebear

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


Hard PL 10

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


Pl 6

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


Pl 6

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



Pl 6

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



Pl 5, a simple boost with a heft price


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


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

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


Pl 7 absorption

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

Pl 7 healing

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

Pl 6

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


Pl 5 boost


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

Approved!

Cards of Fate
06-03-16, 04:16 PM
http://www.althanas.com/world/showthread.php?31073-Chapter-One

Maladim's Protection: As a necessary precaution against on-the-job hazards (and to cut down on turnover), the knowledge demon bestows all of his Archivists with special abilities. Because of this, Nadia is pretty bad at staying injured or dead. She can naturally recover from wounds, broken bones, diseases, being poisoned, and even death over the course of a few days.

PL 1: Reads like eventual immortality


Enhanced Willpower: Due to the risks she takes by researching the unknowable and staring into the abyss as a part of her job, Nadia has steeled her mind and sanity against the attacks of others. She is able to resist efforts to invade her mind twice as well as the average person.

Pl 3: X2 ability



Eldritch Blade: Nadia isn't quite sure how she came across this short dagger made of an ghostly energy, but she's glad that it has been around in times of need. The Archivist is able to call and dissipate it at will. Instead of leaving physical wounds on its victim, it tears away small bits of their memory, sanity, and soul. Against player characters, the severity of this effect will be agreed upon and approved by the writers involved.

This is weird: I'm calling it PL 3 because it's all on player digression.

Approved

Cards of Fate
06-05-16, 09:39 PM
http://www.althanas.com/world/showthread.php?31087-Luna-Akuma-Koibito

Pl 3 flight

Pl 3 enhanced immunity to disease

Pl 3 fluff shifting ability

Cards of Fate
06-05-16, 09:41 PM
http://www.althanas.com/world/showthread.php?31074-Ignis-Luxo-Animulus

Pl 4 teleportation

Pl 2 crafting

Cards of Fate
06-05-16, 09:44 PM
http://www.althanas.com/world/showthread.php?31080-Nulgath-the-Devoured

Splinter Mind: A focused psiconic blast from the mental that stuns the target by flooding their mind Psychic energy temporarily inflicting Insanity and potnetially inflicting permanent Insanity on the weak minded. Can currently only affect one person. Those with Enhanced will power can resist the effects.

Pl 3

[Psiconic] Telekinesis: Has various uses. Currently Psiconic telekinesis in limited to objects with a max weight of 50lbs and its range is limited to 10 feet.

Pl 3


[Psiconic] Mental Barrier: Creates a psiconic barrier around Nulgath deflecting or absorbing attacks. Can only handle 2 light strikes or 1 medium currently

Pl3

Cards of Fate
06-06-16, 12:07 AM
http://www.althanas.com/world/showthread.php?31093-Kurayami-Bloodborn

-Enhanced Perception- Twice as perceptive as a normal human. Where this trait came from no one really knows, but for him things seem to be moving at a slower rate than other people would experience them. Along with his other abilities this has kept him out of the grave, even if he has had some nasty scrapes along the way.

Pl 3

-Enhanced Reflexes- Twice as fast as a normal person with his build. This has proven over time to be quite helpful for getting out of a bad situation when his mouth invariably gets him in trouble as it allows him to dodge a punch thrown by a normal man.

Pl 3

-Enhanced Strength-Twice as strong as a normal person with his build. In terms of how much he is able to lift, his maximum carrying capacity is 230 pounds. This isn't something that is only positive though as it means that though he has more strength he is not always a gentle in practice as he intends to be.

Pl 3

Tobias Stalt
06-09-16, 06:42 AM
http://www.althanas.com/world/showthread.php?31100-Shadows-Shinsou-Level-5&p=264789#post264789

Shinsou Vaan Osiris
Level 5

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

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

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

Enpera Hitsugi
No change
PL 4

Senkai Shinjitsu: Enpera Kurohitsugi
No change
PL 8

Enpera Kurohitsugi - Phalanx Form

This ability taps further into the powers of Enpera Kurohitsugi and allows it to reach its full potential. By slightly changing the consistency and chemical structure of the dark matter at his command, Shinsou can turn the projectiles that Enpera Kurohitsugi usually summons into fifty centimetres long by twenty five centimetres wide curved scales of pure dark energy (in the same quantities of the remaining projectiles of Enpera Kurohitsugi - fifteen spears = fifteen scales).

Once in this form, the scales that levitate around Shinsou are controlled entirely by the Telgradian’s will. Each scale, individually, has the strength of steel. However, they can be called upon to converge in one place, forming a solid surface that can withstand a blow equating to the force of a Dehlar greathammer when all fifteen scales are interlocked. It will also halve any damage from the elements of fire, ice and lightning magic. This ability can be used three times in a battle and requires that Shinsou has already activated Enpera Kurohitsugi. PL 6 , PL 5 Strong defensive ability. Variable strength up to Dehlar and mild elemental resistance. Both limited to three uses.

Enpera Kurohitsugi - Seraph Form

This ability taps further into the powers of Enpera Kurohitsugi and allows it to reach its full potential. By slightly changing the consistency and chemical structure of the dark matter at his command, Shinsou can turn the projectiles that Enpera Kurohitsugi usually summons into three twenty five centimeter long funnels of pure dark energy.*

Once in this form, the funnels that levitate around Shinsou are controlled entirely by the Telgradian’s will. Each individual funnel can be called upon to each cast a single burst of heavily damaging fire, ice or lightning elemental magic in an orb or a long, thin beam with a range of a hundred feet.*

Assuming that the defendant does not have resistance to any of those elements, this magic can pierce barriers designed to block magical spells up to a resistance of 10x strength and armor up to Titanium strength. This will not work if the defendant has any resistance to the elements mentioned above. This ability can summoned once per battle and is exhausted after all funnels have discharged one spell each (to a maximum of three in total).*

Enpera Kurohitsugi must be activated before this can be used and must have at least three active spears still unused. It takes three spears to form one funnel, so all three funnels require nine spears to function. PL 10- Three uses, and he must have at least 9 of his spears left over from activating Kurohitsugi to get all of them. The ability to pierce 10x strength barriers and Titanium is offset fairly well by the limitations of this power.

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

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

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

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

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

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

6+3+5+4+8+8+7+6+5+10+2=64/11=5.8<6

Approved.

Cards of Fate
06-10-16, 03:07 PM
http://www.althanas.com/world/showthread.php?31121-Cathoulous-Lorr

Pl 3 immunity to sickness

Pl 3 charm

Third ability is not an ability yet

Cards of Fate
06-10-16, 04:06 PM
http://www.althanas.com/world/showthread.php?31119-Bugsy-Stonecutter

Pl 3 constitution

Pl 3 sleight of hand

Pl 2 dwarven fluff

Cards of Fate
06-14-16, 10:30 PM
http://www.althanas.com/world/showthread.php?31147-Brielle-Vivette

Pl 3 familiar summon

Pl 2 fluff sight

Cards of Fate
06-14-16, 10:31 PM
http://www.althanas.com/world/showthread.php?31118-I-m-a-Harmless-Flower-(Who-Will-Send-You-to-Your-Doom)-(Level-1)(Hurray!)

Pl 3 suggestion

Pl 2 grapple

Pl 3 acid

Cards of Fate
06-14-16, 10:34 PM
http://www.althanas.com/world/showthread.php?31120-Jink

Pl 3 cat transformation

Pl 3 basic telekinesis

Cards of Fate
06-14-16, 10:35 PM
http://www.althanas.com/world/showthread.php?31109-Razer

Pl 3 blood magic

Pl 2 shadow manipulation

Pl 3 stregnth in one arm

Cards of Fate
06-14-16, 10:37 PM
http://www.althanas.com/world/showthread.php?31074-Ignis-Luxo-Animulus

Pl 3 blink

Pl 3 crafting

Cards of Fate
06-14-16, 10:38 PM
http://www.althanas.com/world/showthread.php?31080-Nulgath-the-Devoured

Three PL 3 psionic abilities in a school

Max Dirks
06-17-16, 09:17 AM
http://www.althanas.com/world/showthread.php?31141-Alaric-Bromson

- Agile/skippy: Alaric is someone who will use their lankier frame to get out of situations that would be a little bit harder to do. Sure, he may be taller than the average human, but his smaller structure makes up for that. Quick on his feet, and quite capable of escaping fights, or getting out of sticky situations by his skill, and wit, he is harder to catch than an oiled up pig. - PL 3

- Insane Endurance: With the man's lack of magic, Alaric relies solely on his skills as a human being. Meaning his body is in very good shape, and can withstand long bouts of a lack of sleep, or without the proper necessities for a little longer than the average human. Or should he be in battle, can stand in the fight over longer periods of time, and uses it to his advantage. - Despite the description of "insane," what is written is quite tame. PL 3

- Wits: Using his wits, words, and mental strength, Alaric is a man who uses mind before matter. As such, he is very skillful at being persuasive and is very charismatic. Able to bring up conversations with just about anyone he meets. He is someone who knows how to broker a good deal, and can likely get lower prices on his gear simply from looking around, to haggling it out with someone. - Considered this a skill

2 PL 3 abilities = Approved.

Max Dirks
06-17-16, 09:34 AM
http://www.althanas.com/world/showthread.php?31162-Marina-Quartzoath

Abilities:
Calming presence- When interacting with her, people generally feel very calm and trusting with her. Her non-threatening presence makes it easy for her to defuse situations, and to get secrets out of people if she wanted to (which she usually doesn’t). - 3 PL (The only useful ability here is to get secrets, but in the PVP world that's not much)

Business sense- Even if she looks easy to trick, when it comes to buying, selling, or setting up contracts, Marina is able to see a scam or an inflated price a mile away. She is able to get the best price out of any deal, either in money or other means. This doesn’t extend to any other aspects of social interactions. - Considered a skill, given she did not specify a bazaar discount.

Mascot syndrome- Her optimism can be contagious, and can easily lift the spirits of those she cares for. This can be annoying for some, and she can’t actually help in a fight, but she usually will find some way to help even if it is simply to cheer them on. - Another skill. It does not seem to give any tangible benefit to others.

1 PL 3 ability, approved!

Cards of Fate
06-20-16, 12:12 AM
http://www.althanas.com/world/showthread.php?31176-Ariel-Vein-Lady-of-Perversion

Pl 3 projectile

Pl 3 fear

Pl 3 affliction ability

Hysteria
06-22-16, 06:22 AM
http://www.althanas.com/world/showthread.php?31114-Anubis-Level-2

Agility: Anubis ability to physical situations increases thrice 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-four turns.

Level 4

Fire Resistance: Through practice and will, Anubis has developed a form of resistance (13%) to sorcerous and natural fire. First-degree burns are now not as normally harmful as to an ordinary human.

Level 3

Anesthetizima: Anubis could cast a spell to, as the name suggests, narcotize any being for a brief amount of time. Purposes for this include: an opening in battles (can only be used once); calming agitated beasts; controlling an NPC’s actions, etc. The spell is cast by tracing two fingers in the air, as if sketching the spell's respective sign.

Level 4

Induced Elements (Fire): Using any of the available elements, Anubis can manipulate them to coat his blade. Thus, when used in battle, the weapon would inflict the normal wounds along with the element's effects. In this case, first-degree burns. The ability can last up to 4 posts.

Level 4

Pursuer: A superhuman state accessed through pure concentration, Anubis could focus his vision to find tracks and clues - even those a few weeks old - that no ordinary human can.

Level 3

Cards of Fate
06-24-16, 10:48 PM
http://www.althanas.com/world/showthread.php?31199-Cain-Jodin-Level-3

A Crack Ship: Between Cains leadership and training the crew of Cains ship is efficient in maneuvers and exercising the great guns. In short Cains crew can maneuver his ship, and fire it's great guns twice as fast as an average ship. This is in comparison to a character who has enhanced reflexes.

Pl 3 reflexes

Speed: Cain can move three times faster than the average human.

Pl 4 speed

Command of the wind: Any ships captain worth his weight can harness the wind. Cain can do it better than most getting half again as much speed from the same airs as the average ships captain. His ship moves 1.5 times faster than average.

Pl 3 ship speed

Sight: Cain can see long distances. he has 20/5 vision. What normal people can see at 5 feet he can see at 20 feet.

Pl 4, 4x sight

Extra Gold: On land it's called bounty money, at sea it's called prize money but no matter what it's called it's the same thing extra gold. Cain gets 10% extra gold from threads.

Gonna call this a PL 5


Reputable Tradesman: Cain through his efforts at protecting his ship, shipping lanes, and merchantmen has earned a reputation and discount at the various shops at the Bazaar. Cain gets a 5% discount at the bazaar for tier 1 and 2 items.
Pl 6

Total APL: 25
APL 25/6=4.166666666666667
Approved!

Cards of Fate
06-24-16, 10:49 PM
http://www.althanas.com/world/showthread.php?31211-Zandri-Vokalus

Pl 3 speed

Pl 3 agility

Cards of Fate
06-24-16, 10:54 PM
http://www.althanas.com/world/showthread.php?31175-Katamari-Damacy

Pl 3 magic barrier

Pl 3 magnetic sense

Pl 3 magnetism

Cards of Fate
06-24-16, 11:13 PM
http://www.althanas.com/world/showthread.php?31197-Leoric-Doubled-up!-(Level-2)

Pl 5 stregnth

Pl 3 speed

Pl 4 projected fighting

Max Dirks
07-11-16, 09:59 AM
http://www.althanas.com/world/showthread.php?31233-Jacqueline-Varos

Abilities:
Spark- Jacqui can produce a small non-lethal spark. This spark is the most basic of lightning magic, and mostly just annoys the person struck with it. It reaches up to half a meter, and can be produced ten times a day before Jacqui must rest and recuperate.

Candlelight- Jacqui can produce a small ball of light to illuminate an area up to five meters around her. The light is not harmful, and can be maintained for up to thirty minutes before Jacqui must rest for twice that long.

Sparks Enchantment- Jacqui can imbue a very small item, such as a pebble, with her Spark spell. The enchantment lasts for approximately ten minutes, but Jacqui only has the energy to enchant twenty pebbles a day. - Considered a single PL 3 lightning ability

Max Dirks
07-11-16, 10:08 AM
http://www.althanas.com/world/showthread.php?31229-Staring-at-the-Sun

Perception - The girl’s got eyes like a hawk, when she cares to look. It feels like she gets the lay of a room the moment she walks in, and the lay of a man in the time it takes to blink and look away. - PL 3

Mother’s Gift - Rude to mention, perhaps, but she gets winded easily. One day, she came in from running. No one ever sees her run. That day, though, something had her goat and she’d run herself out till her skin was even more pale and her lips had a little blue to them. Funny thing is Stonevale isn’t big enough for a normal girl to run herself into that kind of state. - -PL .5 (weakness)

Shocking Touch v1 - Three Cut, one of the mercs, had a weird story one time. Said he was drunk and grabby (the man had no shame admitting it) and found her standing out front enjoying the rain, which she does sometimes. Instead of nutting him, she just laid her hands on him. Story goes, it felt like fire flew from her, through him, and out his feet. No one bought it, though, and any fires he felt were probably just for a woman touching him for the first time in years. He said he had the marks on his feet to prove it but someone clocked him out before he could take his stinky boot off.


Gloves that electrocute the target. Secure contact must be made to skin or through thin clothing. Usable four times a day, shock can cause sharp pain and reflexive jerking. It is much stronger if the target is wet. - PL 3 (I'm assuming by his words, Hysteria was planning on counting this as an ability (or at least substituting the enchant for an ability). Just be careful to count this as an ability at higher levels since it started as such (as in, do not count it as a purchased enchantment at level up)).

Padded boots are not an ability, just an ordinary item.

Cards of Fate
08-01-16, 09:37 PM
http://www.althanas.com/world/showthread.php?31245-Creepy-Duo-(1)


Independency: Tranity has learned how to move independent of his strings. He still wears them in order to make opponents aim for them, but he doesn’t actually need them to move anymore.

Im treating this as a low level familiar ability. At the time it seems like the familiar and the character fight as one, if it starts to get stronger I'll up the ante on the PL. PL 3


Water/Acid Squirting Flower: His flower that is on his right side is actually a flower that can switch between squirting water and squirting acid. Just depends on which one he chooses. The acid will burn the enemy's skin and blind them if it gets in their eyes. It can be used twice a day when it comes to acid and 4 times a day for the water. water just soaks the reciever, nothing else/

Pl 3 acid

Rayleigh
08-03-16, 11:38 AM
Vincent Cane - Level 8 (http://www.althanas.com/world/showthread.php?31150-The-Strength-of-the-Emperor-(Vincent-Cain-level-8))


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

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

Blood of the Emperor: The change in his arcana has caused him to lose his truth sensing abilities but grants him an increased healing factor. He is capable of ten times a day closing a moderate wound within the space of one post. Out of fights he regenerates three times as fast allowing him to recover from major injuries (But not fatal.) (PL 8)

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

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

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

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

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

Pain tolerance:
Vincent is able to withstand Inhuman amounts of damage. He is capable of operating at full capacity even with several major wounds. He doesn’t feel most shallow cuts, and larger gashes seem to be a dull itch. He will fight through broken bones, but will tired out much more quickly with many wounds. (Endurance x7) (PL 7)

Fate’s Chosen:
Vincent is capable of sustaining six times as much damage as the average human. It takes six times the amount of force to break a bone, and cuts that would normally be deep are more minor. (PL 7)

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

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

Tap Materialization: Vincent is capable of storing anything smaller than him in a pocket of Tap energy to be withdrawn later. Once per post Vincent can either draw or store something into said pocket dimension. He cannot put live creatures into this dimension or perishable goods. For example in post one he could draw his sword to attack. In post two he can draw a cane but cannot store the sword thus leaving him with no empty hand. In post three he can put one of the items away or draw another weapon. Vince can also don armor this way. (PL 6)

Tap Surge: Vince begins to rapidly intake ambient magical energy and convert it into his own. He then uses this energy to rapidly heal himself over the course of a post. Anything from small cuts to medium gouges, any form of bruise, or cracked but not fully broken bones will heal completely by the end of the post. Major cuts with serious bleeding will slow and begin to close into medium cuts, broken bones will start to repair but will not be fully mended. Only usable once per day. (PL 7)


7+6+6+8+5+4+7+10+10+7+7+1+7+6+7=98/15=6.53

Vince should only have 14 abilities, but the average is so low that the 15th is alright. Approved.

Shinsou Vaan Osiris
08-04-16, 09:16 AM
Knightly character reboot: Level 1 (http://www.althanas.com/world/showthread.php?31246-Character-Reboot-Gideon-The-Trator)


Small Constructs- Gideon can create ethereal constructs the size of a cannon ball in any shape or fashion. He has the power to conjure these objects anywhere within a ten foot radius around him. These objects are all of the strength Iron and last as long as Gideon wishes, up to two combat posts. (Two per thread).

PL3 – Iron-tier object creation with limited uses


Large Constructs- Like their lesser forms these hard light constructs can be conjured only within ten for radius of Gideon. Though these are larger in size and greatness, being anything from ten foot tall shield or even something as complex as a person. Despite the larger size and complexity these are still only the strength of iron and last only two posts. (Two per thread.)

PL3 - Iron-tier object creation with limited uses


Hard light Armor- A layer of armor appears over Gideon and helps to shield him from attacks. This can be used aesthetically to cloak his already existing armor in a gray, dark gray, or white ethereal energy. (This is only buffs Gideon by an added layer of iron for 2 attacks once a day, but may exist longer. After the first 2 attack it is no longer aiding Gideon.)

PL3 – Iron-tier armour buff for two turns. Aesthetically lasts longer than two turns but buff wears off after two.


Flicker - Dragon Finger, as well as being exceptionally hard and sharp, is able to channel light energy of its original form, sending bright white energy from the tip in an extraordinary fast strobe, blinding all but the wielder for five seconds. The light takes a full post to charge before it can be used again, and a full day is needed to recharge after three uses.

Claw - For a moment the large claws of Moonwing appear in bright white light, delivering four simultaneous slashes parallel to the ground, each a metre long and spaced half a metre apart. The effective range is five metres from the wielder and the strength equal to that of Prevalida. Only one use can be called upon a day.

Spoils from the Moonwing boss battle, as agreed with Hysteria this does not form part of the APL.

APL allowed at level 1: 3
APL: 3+3+3 = 9 / 3 abilities = 3

Approved!

Shinsou Vaan Osiris
08-08-16, 02:35 AM
http://www.althanas.com/world/showthread.php?31266-Korra-Jeannine-Relt-(2)


Gills (Birth)– Just like all Coralians, she has gills

PL3


Coral Regeneration (birth) - While wet, Korra recovers 1mm/10s. When dry, recovers same speed as a normal human. Korra dries out 2x faster then most creatures.


PL4 Regeneration


Sea Creature (Birth) - Korra is a sea creature so he is naturally faster in water then on land. As she has learned to move about on land like a human, he is 1.5x faster underwater then a human

PL 4 Movement in water x1.5


Cold Blooded (Birth) - Korra is cold blooded so she naturally slows down when in cold weather

PL 3


Breathing Bubble (8 Months) – The only magic she knows, Korra uses this spell to breath out of the water.

PL 3


Ultra Quantitative Reasoning (25 Years) - She can solve most any numerical problem that is thrown her way, whether in the from of an object being thrown in a certain way or if it just a mathematical problem written on a wall she can probably solve it.

PL 3


Rock Hard (Birth) - She can withstand about fifty pounds of blunt force without getting affected, fifty to seventy pounds will crack her skin, seventy to ninety pound will bring about multiple cracks anything higher then that will shatter her skin and probably crush her.

PL5


Abilities: Enhancement - she can enhance the Coral Regeneration of Korra to 150% normal. Lasts 45 seconds. (or 2 posts) Afterwards they both blackout.

PL 5 Enhancement

APL = 3+4+4+3+3+3+5+5 = 3.75

Total allowed = 4.

Approved!

Shinsou Vaan Osiris
08-19-16, 11:06 AM
http://www.althanas.com/world/showthread.php?31298-Era-Joh-Gret-(1)&p=266694#post266694


Strength – can lift 4.5% of body weight or 540 lbs. (approx. 245 kg). She can also knock down trees using her body weight. She does this to get food as well as wood to build shelters for Mig and her to sleep in when it’s about to rain.


PL4 Strength


Subsonic communication – Era can listen and talk with other elephants up to 100 miles away using a Subsonic sound waves that travels through the earth and air. While most of these communications are other females sending out mating calls and males responding, she’ll pick up on a conversation or two as well as even talk to some elephants as well. She is using this to guide both herself and Mig to a new herd she hopes will welcome them in.

PL1 Communication, more of a skill than ability and hardly useful in battle I would imagine.


Time Slow – Time will slow down for Era when she is under enough stress. When she munipulates time 1 second to her is actualy 75 millisecond to everyone else. This means that in the 10 seconds that she uses the ability, it feels like 13 seconds and 33 milliseconds has gone by. This ability is involuntary. She can do this once a battle or once every three hours.

PL4 Time manipulation

4+1+4 = 9
APL at level 1 = 3
Total APL 9 / 3 = 3

Approved!

Shinsou Vaan Osiris
08-25-16, 05:38 PM
http://www.althanas.com/world/showthread.php?31312-Razel

Two abilities in Unreadable:


Unreadable
Razel feels confident in being able to read and understand people, but strangely has a passive ability to stop her own thoughts and intentions being read by others. This also doubles up to shadow her own presence from those who can sense others, yet she has no ability to sense them herself. Should a person or other attempt to read her mind or memories, this results in them both receiving a severe headache. Should the mind reader be proficent in this area, or of considerable power, it is only Razel that will suffer the headache and her thoughts can be read.

PL 3 psionic resistance and PL 4 stealth equivalent

3 + 4 / 2 = 3.5
APL allowed at level 1 = 3.5
Extra slots not required as approvable on abilities alone.

Shinsou Vaan Osiris
09-05-16, 02:40 PM
http://www.althanas.com/world/showthread.php?31368-Ivory-Lotus&p=267424#post267424


Abilities:
Hearing: Due to her cat ears Ivory is able to hear slightly better than the average human.

PL3 Hearing


Healing Magic: Ivory can heal minor injuries to herself or other characters, such as small cuts or bruises. She cant heal anything larger than this, but can help to stabilize larger wounds by speeding up the bloodclotting process by two times the normal speed. Due to her inexperience with this art she can only heal twice a day without tiring herself out.

PL4 Healing due to double speed clotting


Dexterity: Ivory has better dexterity than the average human, especially in her hands, able to tie a bandage in three quarters of the time a normal person could.

PL 3 Dexterity

APL: 3.33 < 3.5

Approved!

Shinsou Vaan Osiris
09-16-16, 01:14 AM
http://www.althanas.com/world/showthread.php?31391-Anubis-Level-4&p=268018#post268018

PL of abilities from last update (level 2 - No level 3 profile) was 18.

New abilities:


Poison Resistance: Through grave trials supervised by those who mastered this ability, Anubis has developed a form of resistance (10%) to all venomous poison, fairly slowing down its effects once it enters his body e.g. if a poison were to normally require ten posts to come into effect, that number would be stretched to eleven, and so on.


Previous workup has this ability at level 6 for 100% immunity so i'm going with level 4 for anything between 10% and 50%. Therefore PL4.


Quon Protection: After further search into making use of the commanding art that is magic, Anubis can now command it to form a visible orange-colored shield to armor a particular body part i.e. his face, chest, fingers, etc. The strength of this armor is equivalent to that of Magim hide, and can be used up to three times every battle and be kept active for as long as two turns.

PL4 armouring magic.



Super'kant: Through years of training and, of course, the necessary use of magic, Anubis's raw strength has grown to be x2 the average man's strength.


PL 4 Strength

18 + 4 + 4 + 4 = 3.75 < 5.5

Approved.

Hysteria
09-24-16, 09:20 AM
http://www.althanas.com/world/showthread.php?31403-Shinsou-Level-7

11 abilities, average of 6


Abilities



This Dakuatsu (Telgradian for “magic”) allows the user to call upon non-elemental dark energy that can be used as handheld weapons, molded into another shape or used as a projectile up to a range of two hundred yards. The dark energy comprises solid dark matter that can pierce or cut flesh and medium tier armor, and is the equivalent strength of titanium. Shinsou can call forth vines of dark matter to do his bidding in an area up to thirty feet away and can call upon this skill four times before exhausting it for the duration of the battle.

Weapons - 8
Tentacles - 7



Enpera Butorenjin

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

The spell, once cast, remains in effect for Stygian or Shira until it either hits the opponent or is nullified after striking another surface. Enpera Butorenjin does not work on the undead or the inanimate.

Level 7



Enpera Kurohitsugi

This true form of Enpera allows Shinsou to unleash a volley of five (short burst), ten (medium burst) or fifteen (full power) dark matter projectiles of Shinsou's choosing (as long as they conform to the rules of the Dark Matter dakuatsu), each with the strength of titanium, from a vortex of his creation. The vortex can be created with the wave of a hand and appears on command, usually from behind him.

This skill can be used once per battle, but once activated can be discarded and re-summoned as appropriate for a cumulative four post duration (i.e the skill may not appear or be used in more than four posts per thread). Shinsou is also able to use the weapons contained within Enpera Kurohitsugi’s vortex in the same manner as those created by his dark matter.

Level 10



Enpera Kurohitsugi - Phalanx Form

By slightly changing the consistency and chemical structure of the dark matter at his command, Shinsou can turn the projectiles that Enpera Kurohitsugi usually summons into fifty centimetres long by twenty five centimetres wide curved scales of pure dark energy (in the same quantities of the remaining projectiles of Enpera Kurohitsugi - fifteen spears = fifteen scales).

Once in this form, the scales that levitate around Shinsou are controlled entirely by the Telgradian’s will. Each scale, individually, has the strength of steel. However, they can be called upon to converge in one place, forming a solid surface that can withstand a blow equating to the force of a Dehlar greathammer when all fifteen scales are interlocked. It will also halve any damage from the elements of fire, ice and lightning magic. This ability can be used three times in a battle and requires that Shinsou has already activated Enpera Kurohitsugi.

Level 8



Enpera Kurohitsugi - Seraph Form

This ability taps further into the powers of Enpera Kurohitsugi and allows it to reach its full potential. By slightly changing the consistency and chemical structure of the dark matter at his command, Shinsou can turn the projectiles that Enpera Kurohitsugi usually summons into twenty five centimeter long funnels of pure dark energy.

Once in this form, the funnels that levitate around Shinsou are controlled entirely by the Telgradian’s will. Each individual funnel can be called upon to each cast a single burst of heavily damaging non-elemental magic in an orb or a long, thin beam with a range of a hundred feet.

This magic can pierce barriers designed to block magical spells up to a resistance of 10x strength and armor up to Titanium strength. This ability can summoned once per battle and is exhausted after all funnels have discharged one spell each (to a maximum of three in total).

Enpera Kurohitsugi must be activated before this can be used and must have at least two active spears still unused. It takes two spears to form one funnel, so at maximum power Shinsou can wield ten funnels assuming he has not used any spears prior.

Level 8



Familiar: Enpera

At the end of Old habits die hard, the goddess Am’aleh granted Shinsou Vaan Osiris the final release of his treasured sword Enpera. After the blade had crumbled to dust, the soul inside the sword manifested as a sentient beast composed entirely of dark matter also called Enpera, Telgradian for “Emperor”. It has a number of forms available to it but appears to Shinsou in its primary form; that of a three foot tall by seven foot long black panther. Its fur is mostly short but is known to spike up and down in tandem with the creature’s emotions. When riled, the fur will stand on end and become spiky, crackling with electrical activity (this is purely aesthetic).

Enpera has the ability to communicate with Shinsou via telepathy and also understands and speaks a variety of languages.

Enpera’s weapons

Enpera can attack an opponent directly using fangs and claws made from dark matter. These abide by the laws of Shinsou’s dark matter spell.

Enpera’s abilities

Gate of Pandemonium

Enpera, like Shinsou, can unleash a volley of five (short burst), ten (medium burst) or fifteen (full power) dark matter projectiles of Enpera's choosing (as long as they conform to the rules of dark matter), each with the strength of titanium. Unlike Shinsou, the projectiles are formed and launched instead from Enpera’s body and are guided by telepathy. Once they strike the opponent a strong electrical current is discharged. This skill can be used once per battle.

Phantom Force

Enpera is able to merge with Shinsou’s physical form to allow him to ascend past his current limitations. Upon merging with the Telgradian, Enpera will grant Shinsou’s speed, strength, endurance and reaction time a buff to 3x that of his base level. This can only be used once per battle and has a time limit of four posts.

Titanium Claws/Teeth – 6
Gate of Pandemonium – Level 9 (homing titanium)
Level 3 – electricity
Phantom Force 2, 2 & 2

Lye
09-26-16, 03:12 PM
Amari Ciel L’Olfsden

http://www.althanas.com/world/showthread.php?31412-Amari-Ciel-L%92Olfsden


Flowermancy
Amari can control flowers, not plants, just the flowers. She can move them with sheer will, make them float, blossom, or die. She can only affect the flowers and pedals themselves. At best, she could use it as a distraction. She can manipulate several hundred flowers at once should she choose.

Power Level - 2 (Minor telekinesis to affect non-lethal material. At best, its a fancy smoke-bomb.)

Level 1
Total allowed abilities 1/3
Average APL 2/4 (3+ 2*.5 Missing Ability Bonus)

Approved.

Shinsou Vaan Osiris
10-04-16, 04:48 AM
http://www.althanas.com/world/showthread.php?31420-Joss-White&p=268432#post268432


Scrying: Once a day, Joss can use a reflective surface to see another individual. The image is foggy, though less-so if she is using an actual mirror. The people she locates must fall under the following: she has seen them with her own eyes, someone she is touching has seen them, or they have held an object she is also holding. She can see only their full figure, and traces of what they are doing, and their surroundings. Scrying leaves her light-headed, and the longer she watches, the worse the sensation gets, until she eventually passes out. At best, she can watch an individual for thirty seconds.

PL2, maybe even 2.5 at best. Relatively weak ability with fair drawbacks.


Black Magic: Twice a day, Joss is able to conjure up black flames. They do not physically burn anything, nor give off heat or light, but they cause immense pain when coming in contact with skin. The pain dies away with the disappearance of the flames, which generally only last about thirty seconds. Joss has little control over this ability, and it tends to evolve with her mood. The angrier she is, the more flames she spawns.

PL4. Inflicts strong pain for thirty seconds but has usage limitation. I've used a bit of discretion here as her ither abilities are relatively weak.


Soul Sucker: Three times a day, Joss can drain the energy from those around her. This occurs in spurts, affecting all within 10 yards. As the ability is relatively weak, most individuals feel only a bit sickly, or a bit lethargic. Individuals with increased endurance, or resistance to magic, are unaffected. Often, this occurs without Joss' consent, triggered by her emotions. But she is working to control the ability.

PL3. Relatively weak draining ability with area of effect. Doesn't affect those with resistance to magic or increased endurance.

2 + 3 + 4 / 3 = 3

Approved!

Lye
10-05-16, 08:35 AM
http://www.althanas.com/world/showthread.php?31443-Avilon&goto=newpost

Chromosomal Instability - 3 (Shapeshifting into other persons at the cost of extreme, disabling pain. Maximum of three changes daily.)
Cellular Rejuvenation - 3 (Wound regeneration up to critical wound at the cost of extreme debilitating pain for extended periods of time.)

APL - 3
Max - 3.25
Total 2/3

Approved

Hysteria
10-08-16, 05:26 PM
http://www.althanas.com/world/showthread.php?31448-Tobias-9-5

Thread had no changes to abilities, just updated with new items. I double checked the last thread, all identical.

Shinsou Vaan Osiris
10-12-16, 04:02 AM
http://www.althanas.com/world/showthread.php?31454-Level-9-Do-It-Again-With-Purpose-This-Time&p=268562#post268562

Additions as follows:


Viral Contingency:
After the Briarheart, Madison Freebird, implanted several thorned vines around his heart, Lye's unique body began to attack the foreign invader. Unlike most bodies that would create infection and shut down nearby tissue, Lye's unusual ability to manipulate bone slowly penetrated the vines over time. Small cells of his marrow invaded the hostile form and like his reaping ability, began to take on some of its unique properties. Now, his blood and bones are infected with a hybrid virus hostile to all except the host body.

Whenever Lye's bone abilities contact an enemy's blood, bones, or organic tissue, the virus transmits. Blood to blood contact can also transmit the virus.
The virus begins to affect the enemy quickly, weakening their bones and sapping stamina. Two posts after initial infection, the target's bones become as weak as wood and thus easier to break. Combat and movement is twice as laboring to the new host.
Three posts in, their body begins to exhibit pain as calcium and carbon are relocated to random locations on the body. This, in turn, makes those locations hard as iron but only the size of a baseball. Only one site is affected at this stage, meaning one baseball sized concentration of stronger bone.
Four posts in, another node of condensed bone forms on the host body. All other bones are now brittle as glass.
Five posts in, the host's body is now peppered with small sites of exposed bone which cause horrible pain. These sites are about the size of a golf ball and there are a maximum of 10 of them throughout the body.
If the host is still alive after ten posts, Lye now has basic puppeteering control over the host body. He can crudely move their bodies like a shambling corpse. With all other bones brittle as glass, these puppeted hosts have very limited use before the body exhausts and fails.
This ability acts like a disease, but is technically Lye's own cells invading a foreign host. His cells attack, consume and replicate inside the host cells. After complete infection, these calcified bones and nodes are able to be manipulated by his bone control.
The only way to undo the damage is for Lye to suck the infected cells from the host body using a bone ability or via a specialized serum made from the plasma in his own blood.


[/SIZE]

PL 10 biological warfare shit.


[SIZE=1]Shadow Step:
Lye is now able to snap between planes by tethering his form to the shadows of his weapons. A special magical bond must be made with these weapons for the ability to work. Essentially, anywhere his blades exist, he can snap out of the Althanian plane of existence, into the shadow plane, and back into Althanas with his grip and body attached to the weapon. This works up to 100 yards (football field).

Can be used up to five times, with a two post cool down per usage.
Works only on weapons listed in this profile. Cannot be used on impromptu weapons or other player weapons.
His disappearance and reappearance are also signified by wisps of black smoke.
Maximum distance able to teleport at any one time is 100 yards.
If weapon is thrown, he must wait until it arrives at desired location before being able to shadow step. Thrown weapons travel at about 95 MPH.
This does not work on his throwing needles or rope knife, only knives and associated bladed or blunt weapons of equal or greater size.
If weapon is in flight when shadow step initiates, momentum is halted by his grip, and he begins to fall unless another throw is made followed by another shadow step. (Look up Kingsglaive Warping on Youtube.)



PL10 teleportation

Minor changes to Shadow Meld do not warrant a PL upgrade and the changes to Shared Masochism and Sin Harvest are purely cosmetic.

APL: 116
Abilities: 15

Total APL: 116 / 15 = 7.73 < 8

Approved!

Cards of Fate
10-19-16, 09:45 PM
http://www.althanas.com/world/showthread.php?31475-Fennik-Glenwey


Ice Attunement - It’s an unpolished and unpracticed ability, but Fenn can summon and hurl around snowball-sized chunks of ice. At it’s worst, the impact of the chunks stings a little. He can also spread frost over objects by touching them, which is similarly unsuited for serious combat. It’s good for doodling pictures and words, though.
Pl 3 ice magic tops



Glamour - Fenn can cast an illusion to briefly disguise himself as another being or animal. The effect lasts only a few minutes, and he can only disguise himself as something he has seen before. His skill is weak, so it isn’t hard for those with a trained eye to see the spell for what it is.
Pl 3 illusion


Pick Pocketry - Learned from his old thieve’s guild. His ability has been fueled by an obsession with “collecting” any small object he can get his hands on.

Not an actual ability?

APL: 2.5 < 3

Approved

Shinsou Vaan Osiris
10-27-16, 04:21 AM
Madison Freebird: Deluxe Edition (Level 12)

http://www.althanas.com/world/showthread.php?31492-Archivist-Freebird&p=268903#post268903



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. She could also be considered to have really strong willpower.

PL 9


Maneuverability: 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 faster than her.

PL 8


Obsidian Will: At any point up to 15 feet away from her body, Madison is able to manifest constructs that have the appearance of obsidian, but the toughness of her choosing up to mythril-strength. She can choose their shape as they are being crafted, as well as how smooth, sharp, and malleable the physical surface is. Madison also channel her thoughts into the constructs, giving her telekinetic control over them. Madison can conjure up around 30 pounds of material in a single day/battle.

PL 7 Mythril strength constructs + PL 6 telekinesis


Wrathfire: On any point of her body, Madison is able channel into her seemingly infinite well of hate and malice to create black fire. She can compress it into a small ball and throw it like a grenade, which will violently explode after three seconds and have an effective radius of fifteen feet. Madison can also fire cones of wrathfire that extend forty feet and have a diameter of six feet. She can sustain these cones for up to twenty seconds at a time. The effect of the fire is similar to acid, where instead of traditional burns associated with fire the victim's skin will boil and blister for a few seconds before melting away. Due to the nature of its creation, effects that mitigate fire damage are only half as effective. Madison (and her clothes, you perv) are immune to the effects of her own wrathfire.

PL 7 + PL 7 custom fire spells NEEDS USAGE LIMITATIONS


Whispers From Beyond: Once per day, Madison can focus her thoughts on the intended target, and if they are within a twenty foot distance, she can utter the phrase, “What are you afraid of?” Her eyes will turn pitch black when she triggers this. If the victim hears her words, then they will begin to hallucinate. They will being to relive their most traumatic memories, experience their worst fears, and live through the moments they regret the most. This effect will last for several minutes. Those with the highest levels of perception will be able to see through the hallucinations.

PL 7 Hallucinations. One use per day with a longish duration.


Mnemonic Shredder: Madison can lay hands on someone and force herself into their memory banks. From there, she can read their memories like a book--and like a book, she is able to “tear out pages” and leave holes in their memory. If she concentrates hard enough and has the time, she is also able to copy, re-write, and fabricate memories and experiences in the victim. This ability is more effective the weaker the target's willpower is.

PL 9 NEEDS LIMITATIONS


Hand of Batibat: Madison can call for aid from the demon Batibat three times per day. At any point up to twenty feet away on solid ground, a wall, or from the ceiling, a giant arm will emerge. It has the appearance of clumps of gnarled vines cast in shades of brown, gray, and dark green, and emit a black hazy smoke that quickly dissipates. From gnarled fingers to end, it is fifteen feet long and relatively humanlike in its proportions. The demon can lift a considerable amount of weight, hit like an ox, and tear through flesh, cloth, and leather with its claws. Batibat will retreat back into the aether after two posts/five minutes, or if it takes enough physical or magical damage.

PL 8


Maladim's Renewal: Sick and tired of his Archivists succumbing to on-the-job hazards, Madison has been granted the ability regenerate herself when injured, effectively becoming immortal. Small cuts and wounds will take less than a minute to close up, while more serious lacerations and broken bones can heal in under an hour. Amputated limbs might take a day or so to reform, and the missing limb will manifest itself in a shell of darkness that will crack and splinter to reveal flesh underneath. Poisons and diseases will be purged from her system within minutes or hours, depending on their strength. Should Madison suffer enough punishment to die from her wounds, she will regenerate within two days. As an added bonus, she will no longer visibly age.

PL 10


Abyssal Step: Three times per day, Madison can send herself away from this plane of existence, momentarily stepping into the space between worlds. She will still be able to see into this world and move about it, but she cannot interact with it in any. On the flip side, she cannot be physically interacted with while in this state, and any spells that were affecting her will be canceled when she Steps. She is able to move through objects in this state. Inexperienced as she is with this new form of magic, Madison can only Step for fifteen seconds at a time.

PL 9


Embrace of the Unknowable: Three times per day, Madison can call upon the abyss to lend her aid. Upon activation, dark tendrils will envelope her entirely, smoothing out and forming a flexible shell that allows her a full range of movement. The eldritch armor will absorb half of the effects and damage of four attacks at full power before splintering apart entirely.

PL 9

9+8+7+6+7+7+9+8+10+9+9 = 89

Empty slots: 1.5

Total APL: 5.92 < 8

Approved!

(Limitations now added, edits to above workup to follow)

Cards of Fate
11-06-16, 10:05 PM
http://www.althanas.com/world/showthread.php?31516-Sathyre-Merekki


Strength - Sathyre is much stronger than one would usually expect even a dark elf of her size to be. She is perfectly capable of wielding a normally two-handed weapon in one hand without her wrists, speed, or accuracy suffering. She moves in armor as heavy as full-plate as if it's barely heavier than a pair of leather pants and a matching jacket, as well.


Pl 3. 2X stregnth, discussed it with the player. If there are issues I'll address them.


Speed - Sathyre is also much swifter than she would be expected to be as any kind of elf, even with her impressive height and long legs. Her speed allows her to deftly dodge attacks just as well as a lightly-dressed man would, even while heavily armored. When she is lightly-dressed, she dodges blows twice as well. She wields oversized blades like zweihanders with the same deftness and speed as one would a regular longsword.


Pl 3, 2x speed.


Elven Physiology - With a lithe body, heightened reflexes, and long ears, Sathyre can hear considerably better than an average human, capable of clearly hearing nearby muttering in a busy town square, and distinguishing even the quietest whispers when it's quiet. Because she's extra-sensitive to sound, though, loud sounds irritate her hearing for longer than they would an average person's, and sounds loud enough to temporarily deafen will have a longer effect on her with potential headaches. Her elven reflexes allow her to react to things faster than a human would. She is capable of deftly catching nearly any small object thrown her way, and she reacts quickly to triggered traps and brief movements and blinks of light.

Pl 3 hearing, agility mixed in with previous ability.

Approved

Cards of Fate
11-06-16, 10:07 PM
http://www.althanas.com/world/showthread.php?31514-Gadrial


Abilities: Healing: Due to the Elvin blood pulsing through his veins. Gadrial has the inherent ability to heal his own flesh wounds, small cuts, and burns 5 times a thread. Though he knows via stories that he has heard that he his able to do so much more with this ability

Pl 3 healing


Night eye: Gadrial also possess's a unique ability that some elves say is part of a bloodline. Though it has never been proven. In areas where light is dim. Gadrial is able to see twice as well as an average person. And at night or in the areas where light is almost nonexsistant. He can see has if there was a few torches a short distance away. His back draw to this is that he can only do it a few times, about few days
Pl 3 night vision\

Approved

Hysteria
11-13-16, 10:34 PM
http://www.althanas.com/world/showthread.php?31550-Beatrix

Abilities:
- Strength at 1.35x average.
- Endurance at 1.35x average.
- Wallflower Art: A "lightness art" of the Azal clan, of which she knows an imperfect version. At her current level, she can run for about 5 steps on a wall before getting severe vertigo, and likewise can stay anchored for about 7 seconds before the vertigo. The vertigo lasts as long as the time she was using this technique.

three threes

Shinsou Vaan Osiris
11-17-16, 02:11 AM
Arther level 1 (http://www.althanas.com/world/showthread.php?31552-Arther-(1)&p=269441#post269441)


Arther has a thick Chitin Hide that makes it hard to break his skin. Iron just makes him bleed while steel can cut deep into him. Blunt force is not going to easily break the skin, though the blunt force might crack the exoskeleton if more then 50 psi.

PL3


Arther can send out a telepathic wave that is used to communicate.

PL3


If Arthers blood is spilled, it would leave a burn on any skin that it touches.

PL3

Three threes. Approved.

Shinsou Vaan Osiris
12-08-16, 10:43 AM
http://www.althanas.com/world/showthread.php?31588-James-Heart


Tradesman – Due to growing up in a blacksmith shop, James has learned how to get prices down for items he wants as well as sell items at higher price than usual. Because of this he can buy things for up to 5% cheaper than usual and sell things for up to 5% more than usual but never cheating anybody.

PL3


Honor – Due to the honor he follows, he usually gets paid 5% more per quest.

PL3

Two threes. Approved

Shinsou Vaan Osiris
12-13-16, 09:21 AM
Amari Level 3 (http://www.althanas.com/world/showthread.php?31598-Amari-Level-3-_Work-in-progress&p=269858#post269858)


Serene Soul’s Sway Lv: 3
Due to the origins of her soul, Amari has an uncanny ability to affect not only nature and wildlife around her, but those susceptible to suggestion. Her soul, being Ar'Tuel, can bring peace and calm to those who are stressed. She has a way with people and animals, being able to ease minds. When it comes to nature or to plant based beings who are susceptible, if she is in elated spirits, it’ll almost seem as though flowers lift and bloom - flora reacting positively to her emotions. The higher her level, the stronger her influence.

On the opposite side of the scale, if she is in duress, pain, or deplorable moods- it will adversely affect nature around her.

PL 4


Ar'Tuel Soul Reborn Lv:3
Due to her Ar'Tuel origins, Amari has a very strong soul. Her physical body and mentality are very much human and can easily be broken and battered. Her soul however is not, and burns with an unyielding ferocity that cannot be broken easily. This also means, that if the proper care is taken, Amari can be bought back from death multiple times. This can be achieved by placing a drop of blood on the runic birthmark on her lower back, just below her spine. (This technique should only be used once per thread) Once bought back, her body will heal to the point just before death. This can heal minor wounds,scratches and mend broken bones and tissue. It can not heal the entirety of all deep wounds or pain, simply place her in a state where her body is not deceased.
-Not for use in the Citadel

PL4 as not used in PvP


Ar'Tuel Healing Lv:3
Amari is able to heal abrasions, burns, and bruises, broken bones and sinue. The deeper and more severe the wound. The more time she requires to heal. She is able to heal skin and muscle tissue, and minor bone fractures. She's also able to cleanse various levels of decay and corruption. She does this by gently touching the afflicted area with her hands, palms, or fingers - with the will and desire to heal the person.

At level 3 she is also able to affect the soul; at this stage she is only able to calm a tortured soul, or heal minor tears or cracks in a soul. This greatly drains her and she is unable to use any further Ar'Tuel abilities for the remainder of the thread.

Due to the untapped and unpractised nature of her ability she must take their pain upon herself till she better learns how to heal and control her soul magic. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s. At level 3 she is unable to use it on herself.
-Not for use in the Citadel

PL4 as not used in PvP


Ar'Tuel Ruin Lv:3
Amari is able to implement wounds, abrasions, burns, and bruises. She is able to affect skin and muscle tissue, and crack bone. She is also able to rot flesh and cause intoxication within the blood stream. She does this by gently touching the afflicted area with her hands, palms, or fingers - with the will and desire to injure the person. She can break open their skin as though her fingers were like a knife, cause their skin to bubble, burn, etc.

Due to the untapped and unpractised nature of her ability she must take the pain upon herself till she better learns how to control her soul magic. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s she inflicts. At level 2 she is unable to damage anything beyond muscle tissue close to the surface.
-Not for use in the Citadel

PL4 as not used in PvP



Past to Present: Recall
Amari is able to force someone to relive a moment she has experienced as though they were experiencing it themselves. These moments could be ones of lust, happiness or great pain. Whomever the person is will experience the memory in its entirety and will also experience the physical sensations of it.

To do this she needs to have both palms on each side of the persons head and she needs to concentrate on the memory. If her concentration is interrupted, the skill is interrupted too.

This skill leaves no physical wounds. It is primarily used as mental torture or to relay important information to others quickly and efficiently.

PL4.5 - hard to qualify as five.

4+4+4+4+5 = 21
APL: 4.20
Empty slots: 2
Total APL: 3.70 < 5

Approved

Max Dirks
12-13-16, 10:01 AM
http://www.althanas.com/world/showthread.php?31566-Shira-s-Wrath-Shinsou-Level-8

Shinsou Van Osiris Level 8

Traditionally, the Telgradian race have been able to form a connection with their weapon and make it sentient. Shinsou's loss of Enpera has allowed Shira to manifest a spirit and attach itself to Shinsou. This allows him to commune with the sword and tap into ice-elemental magic (detailed in the abilities section) at the cost of his Telgradian magic. - PL 1 (I'm considering this an ability because the sword attaches to Shinsou's soul rather than being an independent entity).

Shinsou has recently been able to sense powerful sources of energy, and refined this skill further to allow him able to gauge the current “power level” of his opponent. For this to work, the opponent must be a living entity or have a soul of some description. He cannot sense inanimate or soul-less beings - PL 4 (Akin to Resolve's Sixth Sense)
Shira's Icecraft

Shinsou is able to create and manipulate large amounts of ice. The ice he creates can come in many forms – particle, solid mass, beam, object / tool or area-of-effect. The strength of the ice can be reinforced to Dehlar strength and will not melt unless heat of equal strength comes into prolonged contact with it. The following limitations apply to projectile and area-of-effect based ice:

- Solid mass / projectile ice may only travel fifty feet at high velocity
- Beamed ice may only travel thirty feet at high velocity
- Area-of-effect ice can spread up to twenty feet from source at a high velocity

There is no limit to the amount of times Shinsou can create ice, but due to his relative inexperience with his new abilities he is subject to a stamina drain through prolonged use. This equates to a 2x debuff to his endurance after four consecutive posts, followed by a complete physical shutdown after six consecutive posts. Shinsou must take a one post break from creating ice on the fourth post to avoid the threat of the debuff and recover his stamina. Shinsou may also not use icecraft through his gloves - in order to conjure, he must ensure his hands have skin to air contact, although it matters not whether the Telgradian is holding a sword or not - PL 8, PL 8 (Though technically all part of the same ice school, I'm splitting this into two abilities, one for projectiles and the other for solid mass, as they allow for offense & defense. This is similar to what was done for Thoracis and Resolve due to the ability to essentially forge ice weapons. This is PL 10 restricted PL 2 due to the inherent stamina weakness)

Shira Kurohitsugi

This spell, a similar ability to Shinsou's previous trademark attack, allows him to unleash a volley of up to fifteen ice projectiles of Shinsou's choosing (as long as they conform to the rules of the Icecraft ability), each with the strength of Dehlar, from an icy vortex of his creation. The void can be created with the wave of a hand and appears on command, usually from behind him. The ice that spawns forth from this void can freeze solid any area it impacts up to a radius of five feet around it.

This skill can be used once per battle. - PL 10 (as before)

Shira Kurohitsugi - Phalanx Form

By slightly changing the consistency and molecular structure of the ice at his command, Shinsou can turn the projectiles that Shira Kurohitsugi usually summons into fifty centimetres long by twenty five centimetres wide curved scales of Dehlar strength ice.

Once in this form, the scales of ice that levitate around Shinsou are controlled entirely by the Telgradian’s will. Each scale, individually, has the strength of Dehlar. However, they can be called upon to converge in one place, forming a solid surface that can withstand blows equating to the force of a Dehlar greathammer when all fifteen scales are interlocked. It will also halve any damage from the elements of fire and lightning magic whilst nullifying any ice magic cast upon it. This ability can be called upon once per day and lasts four posts or until the ice is broken or melted by an equivalent tier force - PL 8 (as before)

Absolute Zero

Once per day, Shinsou is able to freeze Shira’s blade to the point of absolute zero. This reinforces the sword to Mithril strength and subsequently sharpens the edge of the sword, allowing it to cut through Titanium. The process takes a couple of seconds to complete and absolute zero is maintained for a maximum of five posts - PL 8 (I'm considering this an enchantment to at least Titanium strength as written rather than literally cooling the blade to absolute zero, as this would instantly free any matter. We designed Ice Mold to get to absolute zero to dissolve adamantium once - if Shinsou ever changes the wording beyond Titanium, this ability becomes insane and cannot be approved)

Cold Soul

Shinsou’s body has 100% resistance to the element of ice. This allows him to survive in harsh artic climates with little clothing and will only suffer light trauma wounds from the force of physically damaging ice spells. He remains unaffected by any other ice elemental magic. This ability is always active - PL 8 (Common, see power level thread)

A Touch of Frost

Twice per day, Shinsou is able to change the molecular structure of anything he touches, even fleetingly, with his palms to ice. The effects last two minutes (or three posts) before the affected area returns to normal. The ice's weight, flexibility and toughness can be manipulated as long as it adheres to the rules of Shinsou's Icecraft ability. Shinsou must touch the surface with his bare hands - his gloves stifle the magic - PL 8 (another split of the Ice school due to healing or damage protection; again, PL 10, but reduced PL 2 due to stamina restrictions)

Total abilities: 9
APL: 6.8

Approved.

Cards of Fate
12-18-16, 07:15 PM
http://www.althanas.com/world/showthread.php?31606-The-Maddy-That-s-Somewhere-Between-quot-Shhh-quot-And-quot-Operation-Get-The-Hell-Out-Of-Here-quot

Freebirb Level 13


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 9


Maneuverability: 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 faster than her.
PL 8



Obsidian Will: At any point up to 15 feet away from her body, Madison is able to manifest constructs that have the appearance of obsidian, but the toughness of her choosing up to mythril-strength. She can choose their shape as they are being crafted, as well as how smooth, sharp, and malleable the physical surface is. Madison also channel her thoughts into the constructs, giving her telekinetic control over them. Madison can conjure up around 40 pounds of material in a single day/battle.
PL 7 Constructs + PL 7 telekenisis



Wrathfire: On any point of her body, Madison is able channel into her seemingly infinite well of hate and malice to create black fire. She can compress it into a small ball and throw it like a grenade, which will violently explode after three seconds and have an effective radius of fifteen feet. Madison can also fire cones of wrathfire that extend forty feet and have a diameter of six feet. She can sustain these cones for up to twenty seconds at a time. The effect of the fire is similar to acid, where instead of traditional burns associated with fire the victim's skin will boil and blister for a few seconds before melting away. Due to the nature of its creation, effects that mitigate fire damage are only half as effective. Madison (and her clothes) are immune to the effects of her own wrathfire. Currently, she has enough mental discipline to tap into twenty-five minutes worth of fire per day. Each "grenade" could be could be considered as chewing up five of these minutes, due to the amount of fire and pressure she puts into them.
Pl 7 + PL 7 custom fire (whatever that means, I'm copying Shin on this)


Whispers From Beyond: Once per day, Madison can focus her thoughts on the intended target, and if they are within a twenty foot distance, she can utter the phrase, “What are you afraid of?” Her eyes will turn pitch black when she triggers this. If the victim hears her words, then they will begin to hallucinate. They will being to relive their most traumatic memories, experience their worst fears, and live through the moments they regret the most. This effect will last for several minutes. Those with the highest levels of willpower will be able to see through the hallucinations somewhat.
Pl 8



Mnemonic Shredder: Madison can lay hands on someone and force herself into their memory banks. From there, she can read their memories like a book--and like a book, she is able to “tear out pages” and leave holes in their memory. If she concentrates hard enough and has the time, she is also able to copy, re-write, and fabricate whole new memories and experiences in the victim. Due to the intense strain that prolonged excursions into the minds of others can put on her, she's only able to spend up to four posts/twenty minutes in someone's mind before becoming exhausted and is forced to extract herself.
PL 9


Hand of Batibat: Madison can call for aid from the demon Batibat three times per day. At any point up to twenty feet away on any solid surface, a giant arm will emerge. It has the appearance of clumps of gnarled vines cast in shades of brown, gray, and dark green, and emit a black hazy smoke that quickly dissipates. From gnarled fingers to end, it is fifteen feet long and relatively humanlike in its proportions. The demon can lift a considerable amount of weight, hit like an ox, and tear through flesh, cloth, leather, and up to tier three metals with its claws. Batibat will retreat back into the aether after two posts/five minutes, or if it takes enough physical or magical damage.

PL 8


Maladim's Renewal: Sick and tired of his Archivists succumbing to on-the-job hazards, Madison has been granted the (company-mandated) ability to regenerate herself when injured, effectively becoming immortal. Small cuts and wounds will take less than a minute to close up, while more serious lacerations and broken bones can heal in under an hour. Amputated limbs might take a day or so to reform, and the missing limb will manifest itself in a shell of darkness that will crack and splinter to reveal flesh underneath. Poisons and diseases will be purged from her system within minutes or hours, depending on their strength. Should Madison suffer enough punishment to die from her wounds, she will regenerate within two days. As an added bonus, she will no longer visibly age.
Pl 10


Abyssal Step: Three times per day, Madison can send herself away from this plane of existence, momentarily stepping into the space between worlds. She will still be able to see into this world and move about it, but she cannot interact with it in any. On the flip side, she cannot be physically interacted with while in this state, and any spells that were affecting her will be canceled when she Steps. She is able to move through objects in this state. Inexperienced as she is with this new form of magic, Madison can only Step for fifteen seconds at a time.
Pl 9


Embrace of the Unknowable: Three times per day, Madison can call upon the abyss to lend her aid. Upon activation, dark tendrils will envelope her entirely, smoothing out and forming a flexible shell that allows her a full range of movement. The eldritch armor will absorb most of the effects and damage of four attacks at full power before splintering apart entirely.
Pl 10


Pupcraftian Summons: In times of dire need (that is, once per day/battle), Madison is able to summon the eldritch beast Yog-Doggoth. Twice as big as your average gray wolf and three times as mean, Yoggie will manifest itself through Madison's shadow, emerging as a smoldering black wolf with what looks like swarms of tentacles swimming across its back and sides. The creature has glowing amber eyes and a row of razor-sharp teeth and will relentlessly hunt anyone that Madison commands it to. While it has an incredible endurance, strength and tolerance for pain, the fact that it isn't a creature of this plane means it's never long for it once called. Yog-Doggoth will last about seven posts or half an hour before it's pulled back through the aether into its home dimension.
Pl 10 Summon
Pl 10 for the stats
Pl 10 for the duration

Due to having only 15 out of the available 19 abilities, Madison gets an auto pass because the APL is raised to 10.

Shinsou Vaan Osiris
12-31-16, 05:29 AM
Amari Level 4 (http://www.althanas.com/world/showthread.php?31641-Amari-Level-4)




Due to the origins of her soul, Amari has an uncanny ability to affect not only nature and wildlife around her, but those susceptible to suggestion. Her soul, being Ar'Tuel, can bring peace and calm to those who are stressed. She has a way with people and animals, being able to ease minds. When it comes to nature or to plant based beings who are susceptible, if she is in elated spirits, it’ll almost seem as though flowers lift and bloom - flora reacting positively to her emotions. The higher her level, the stronger her influence.

On the opposite side of the scale, if she is in duress, pain, or deplorable moods- it will adversely affect nature around her. This is an effect that is constant (passive), however Amari can consciously stop it if she notices it happening. Adverse effects can include the wilting and decay of plant life, and can afflict people's emotional states around her -causing them to anger easily or be upset easily. However, for this to affect sentient beings they must be very weak willed or have her physically touching them.

Unchanged apart from cosmetic update, PL4




Due to her Ar'Tuel origins, Amari has a very strong soul. Her physical body and mentality are very much human and can easily be broken and battered. Her soul however is not, and burns with an unyielding ferocity that cannot be broken easily. This also means, that if the proper care is taken, Amari can be bought back from death multiple times. This can be achieved by placing a drop of blood on the runic birthmark on her lower back, just below her spine. (This technique should only be used once per thread) Once bought back, her body will heal to the point just before death. This can heal minor wounds,scratches and mend broken bones and tissue. It can not heal the entirety of all deep wounds or pain, simply place her in a state where her body is not deceased.
-Not for use in the Citadel


Unchanged, PL4




Amari is able to heal abrasions, burns, and bruises, broken bones and sinue. The deeper and more severe the wound. The more time she requires to heal. She is able to heal skin and muscle tissue, and major bone fractures. She's also able to cleanse various levels of decay and corruption. She does this by gently touching the afflicted area with her hands, palms, or fingers - with the will and desire to heal the person.

At level 4 she is also able to affect the soul; at this stage she is only able to calm a tortured soul, or heal large tears or cracks in a soul. This greatly drains her and she is unable to use any further Ar'Tuel abilities for the remainder of the thread.

Due to the untapped and unpractised nature of her ability she must take their pain upon herself till she better learns how to heal and control her soul magic. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s. -Not for use in the Citadel

Minor update in that she can use it on herself but not in competitive writing. PL4 as before.




Now Amari is more familiar with the use of her magic and his capabilities she has learned how to heal herself. She is able to accelerate the healing process on her own injuries. This is unpractised and takes time and concentration. Duration: 1 post to heal minor burns,heals, wounds and abrasions, two posts to heal deep wounds, abrasions and broken/cracked bones. This is a very painful process for Amari. This can be used up to 4 times in a thread.


PL5



Amari is able to implement wounds, abrasions, burns, and bruises. She is able to affect skin and muscle tissue, and break bone. She is also able to rot flesh and cause intoxication within the blood stream. She does this by gently touching the afflicted area with her hands, palms, or fingers - with the will and desire to injure the person. She can break open their skin as though her fingers were like a knife, cause their skin to bubble, burn, etc.

At level four she can affect the blood flow and the heart, even causing death. If she causes the death of another she becomes very weak and is unable to use other Ar Tuel soul abilities (with the exception of Rebirth) for the duration of the thread. Causing the death of someone by means of her magic renders Amari lightheaded and weak.

Due to the untapped and unpractised nature of her ability she must take the pain upon herself till she better learns how to control her soul magic. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s she inflicts.
-Not for use in the Citadel

PL5 in its updated state, but unapprovable if the wording ever changes to allow use in competitive writing due to ability to easily cause death. Please refer back to this ability on each update and check wording.




Amari is able to force someone to relive a moment she has experienced as though they were experiencing it themselves. These moments could be ones of lust, happiness or great pain. Whomever the person is will experience the memory in its entirety and will also experience the physical sensations of it.

To do this she needs to have both palms on each side of the persons head and she needs to concentrate on the memory. If her concentration is interrupted, the skill is interrupted too.

This skill leaves no physical wounds. It is primarily used as mental torture or to relay important information to others quickly and efficiently.
This can be used up to four times per thread, as long as the total memory recall time does not exceed 4 hours.

PL 5. Requires concentration.



Amari, after having become quite practised in her abilities is able to manifest her soul’s abilities in the form of two glowing whips. These whips are golden if she is using her Ar Tuel magic and red if she is using corrupted Ar Tuel magic. She can use these whips with a radius of 20 feet.

They have the same capabilities as her *soul magic. However, if she uses them to kill a person she is unable to use any Ar Tuel related soul magic for the rest of the thread, (with the exception of rebirth) She can use this ability a total of 4 times during a thread. If she uses the two whips on two different people at the same time this counts as 2 uses due to the concentration being on two people.
*Soul magic being: Ar'Tuel Healing and Ar'Tuel Ruin. - Not for use in the Citadel

PL5



Amari has always been incredibly stubborn and willful. That has only grown since she has been forced under Lichensith Ulroke’s ‘care’ She is very resilient and extremely strong willed. She is not easily swayed or controlled. She is able to resist most mind controlling substances and magics as well as physical programming. She can resist mind control abilities and techniques that are below her current level. She will fall under the sway of abilities that match her level, but be able to fight it. Abilities above her level, she falls sway to.

PL5

Approved

Hysteria
01-02-17, 10:57 PM
http://www.althanas.com/world/showthread.php?31660-M%E1en-Vev

Ability absorption - Máen has just discovered this ability, via a stressful situation with a thief. In situation where she is in danger, roots from plant near to the attacker will absorb energy and transfer it into Máen. When she becomes skilled and less reckless with this ability, it could do quite a bit of harm. 50% of an opponent's energy can be absorbed once she's high-leveled. She can only use this once a day, as it takes a full day of photosynthesizing in order to use the power once more. It lasts until she has healed the majority of her wounds. When others are under this absorption, there is no physical proof that it's happening. It gives the one's under the ability's hold a tired feeling, like they've lost energy. The energy from her opponent is basically used to heal Máen.

Level 4

Shinsou Vaan Osiris
01-04-17, 08:08 AM
Church Hellrose Level 1 (http://www.althanas.com/world/showthread.php?31673-Churchill-Hellrose)


Church as a vampire is immortal (Never aging immortality.), as long as he keeps feeding on the blood of living (and sometimes dead) things. Church's vampirism makes him faster and stronger than the average human and his body's natural processes are enhanced to a new level. Over time the power of a persons vampirism will increase and even allow the vampire to gain new abilities. Along with the perks, vampirism also has many flaws. Feeding on someone will NOT kill them.

Perks - Vampirism is a passive ability. Current speed bonus: 1.3x. Current strength bonus: 1.25x. Reflex bonus: 1.1x. (Based on the average athlete.) Endurance grade: Leather.

Cons - Sunlight resistance: Severely burning. Silver is super effective against Church. Church cannot cross bodies of water. Blood dependency: going without blood for too long will reduce Churches power, if gone without blood for years he'll be reduced to a corpse until willingly fed. Blessed weapons are also very effective against him. A blessed silver sword to the heart or being decapitated will typically equal death. Not deterred by garlic... it just tastes bad.

PL 3.5 Speed, 3 Strength and 3 Reflex. This ability does not provide Church with immortality, just stops him from ageing. Heavy trade offs.


Church is able to turn the ends of his fingers into vicious claws. These claws are as strong as hardened steel and as long as half his fingers length. These claws can also work as his fangs do, but without the ability to draw and consume blood. Currently Church's fangs can pierce cloth grade material and his claws can pierce leather grade materials.

This is more of a weapon than an ability. They don't do anything beyond cut at the moment. Revisit at later levels.


Churchill can turn into a bat at will. Doing so will grant him a one time sneak bonus If he is unseen by someone allowing him to get a surprise hit in. Can only use the surprise hit in bat form, cannot use vamp claws in bat form, significantly weaker in bat form. Also allows Church to travel long distances with ease. This surprise hit is not unavoidable, but just an increased probability to get that hit in.

The trade offs make this a PL 3 in my eyes.

3.5+3+3+3 = 12.5
APL = 3.67

I'm using discretion to approve this as there are a few weaknesses thrown in.

Cards of Fate
01-13-17, 08:57 PM
http://www.althanas.com/world/showthread.php?31735-Sorin


Necromancy (Novice) – Sorin can reanimate the remains of small creatures and impose his will upon them for a short length of time. At this time, his knowledge of Necromancy only allows him to reanimate small animals that are no more than 20lbs in weight or proportionate size. The reanimated are mindless creatures that will only be able to follow commands of movement and basic attacks. At the height of his concentration, Sorin can keep control of a single reanimation for a maximum of 30 minutes before it returns to a lifeless husk state. Pl 3


Hemomancy (Novice) – Blood magic. At his current level of study, Sorin can’t do much with a person, or his own, blood. If he comes in physical contact with blood, he can use his magic to make a person feel warm and relaxed, or give them minor chills, simply by adjusting how it flows. Sorin can also manipulate loose blood with minor movements and is able to move it at slow speeds. Somewhere between 2 and 3. A 3 for clerical reasons.


Conjuring (Novice) – The weakest of his three areas of concentration, Soren’s conjuring abilities are limited to acts of prestidigitation. He can create small distractions – a bright light, a quiet sound, nothing physical or harmful.
Pl 2.

Three abilities with <3 APL. Approved

Cards of Fate
01-13-17, 09:00 PM
http://www.althanas.com/world/showthread.php?31733-Hyperion-Doctor-of-Huganomics


Resistances Aren't Futile: Her very biology based off the magical organ that keeps Madison Freebird ticking, Hyperion is twice as resistant to poisons and diseases than the normal being. Pl 3


The Not So Bad Tocuh: It wasn't known by Madison at the time, but the corpse she used as the host for the parasite was very much an accomplished healer when it wasn't quite as dead. The briarbane parasite that would become Hyperion also consumed some of the magic that coursed through her veins. This allows Hype to secrete a healing salve from her vines. Currently, she is only able to close minor wounds and heal sprains in a matter of minutes. PL 3


These Nips Don't Lie: There's a reason Hyperion keeps her mask on as much as possible--turns out people aren't terribly fond of seeing two rows of elongated, razor-sharp chompers, no matter how sincere the smile behind it is. With these teeth, she is able to pierce up to Tier 2 materials and anything as strong as them with the greatest of ease. A strong PL 3 leaning 4. Approved via discretion.

Less than 3 abilities, <3 APL. Approved.

Cards of Fate
01-13-17, 09:20 PM
http://www.althanas.com/world/showthread.php?31683-Cool-Kid-Fennik-Glenwey-Lvl-2


Ice Attunement - It’s an unpolished and unpracticed ability, but Fenn can summon and hurl around snowball-sized chunks of ice. At it’s worst, the impact of the chunks stings a little.
~ Jack of Frost; Fenn can make it lightly snow and spread frost over objects by touching them, which is is good for doodling pictures and words but often unsuited for serious combat. Pl 3


Glamour - Fenn can cast an illusion to briefly disguise himself as another being or animal. The effect lasts only a few minutes, and he can only disguise himself as something he has seen before. His skill is weak, so it isn’t hard for those with a trained eye to see the spell for what it is, and he often forgets he can actually do this. Pl 3


Magic Sensitivity - As a Fae, Fenn has an innate ability to tell whether an object or person is magical or enchanted. The ability can only be use to tell if there is magic present not to discern the particular kind of magic. He can only use this ability if he is in physical contact with the object, person, or aura of magic in question. Which, when it comes to dangerous things, is probably far closer than he would ever want to be.
Pl 3


Familiar - Daugi the Direwolf Pupper
During his travels, a sick Fenn encountered an injured and packless direwolf. Desperate for a meal, she chased him up a tree and collapsed. Once he got over his initial terror, Fenn took pity on her and nursed her back to health. In turn, she evidently decided that he was a better packmate than a snack, taking him in and allowing the tiny Fae to ride on her back.
As it stands, Daugi is a hulking beast of raw muscle and floofy black fur, who is a few heads taller than Fenn when she is down on all fours. Her eyes are a bloodshot red. Fenn uses her as a mount, which allows him to travel far more swiftly than he did on foot. She tends to stay within a fifty-foot radius of him at all times, the exception being when Fenn goes into an urban area. Then, she wanders off for a bit in order to hunt.
Having no magical powers of her own, Daugi makes do and defends Fenn with her raw physical strength. Her claws aren’t made for scratching but her snaggletoothed maw gives aggressors reason to think twice before crossing Fenn. The direwolf’s bite can snap bones and inflict heavy wounds if Fenn allows her to go all-out. She cannot be used in Citadel battles.
Pupper level 4

Four abilities, less than 4.25 APL. Approved.

Cards of Fate
01-13-17, 09:22 PM
http://www.althanas.com/world/showthread.php?31751-David-n-Garrett-First-Borne


Clairvoyance

Ever since David’s awakening he has found that he has been able to see and communicate with Spirits around him. Not only can he see and Communicate but he can Also feel what the spirit is feeling. He uses this to his advantage and be friends most spirits that are left lingering in this world.

He generally always has about Five spirits following him as a type of ghostly entourage, Those with a strong soul or magic affinity can see them. Either as full bodied apparitions or ghostly wisps of light.
Pl 3


David can expend some of his own energy to give one of his ghostly friends enough energy to possess an item and make it do a few things for him. He can only ever do two spirits at once. The larger the task is the more energy it takes. Such as possessing a chair would take a medium amount of energy to make it move around the room. Possessing a tree and making it Lift a root out of the ground to trip up pursuers would take a large amount of energy. And possessing mugs to do parlor tricks take very small amounts of energy.
Pl 3


Possession (Gray)

In Extreme cases David can allow Gray to possess his body and control it as if it was his own. Increasing David’s speed to 1.5x that of an average human Being.
Pl 3

3+3+3=9/3=3 Approved.

Hysteria
01-14-17, 07:16 PM
http://www.althanas.com/world/showthread.php?31668-Varin-the-Casteless


Flight - Varin’s light frame and large wings give him the ability to fly. Granted, a lack of practice means he isn’t very coordinated. He doesn't really have the hang of turning mid-flight, he can barely keep up with his sparrow familiar, and he can only manage to stay in flight for a few moments at a time. Given time and practice - and repeated bouts of flinging himself off of high places - this could improve at a later date.

Level 3


Glacier Waif - Similarly, Varin’s sturdy bone structure gives him a little more strength than the average human. He can hit almost twice as hard with his arms, and his wings are strong enough for him to use them as extra limbs to lash out with as well. They have roughly the same punching power as his arms.

Level 3

I haven't counted 'wings' as an ability by itself. It probably should be in the new system.... but it's a weird one. I've left it as part of the flight ability for the moment.

Hysteria
01-14-17, 07:17 PM
http://www.althanas.com/world/showthread.php?31681-Radron-Varg

Shifting
Radron shifts into his lycanthrope form each month during a full moon, however, with much concentration and higher levels, he can shift whenever he wills. His form can only be held for 24 consecutive hours at a time, with a full day's rest in between. His wolf form can run up to 45 miles per hour, and he's 2x stronger in his lycan form than human.

Strength - 3
Speed - 3

Hysteria
01-15-17, 12:09 AM
http://www.althanas.com/world/showthread.php?31736-Camille-I-choose-you!

Lycan form: Cammy is able to shift into her Lycan form once per day and for a maximum of thirty minutes per and offers the following abilities/benefits.

Increased resistance - In her Lycan form, Cammy is able to absorb two mild blows and one large blow which would otherwise injure her. She will show medium 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.

The Call of the Wild- Every full moon Camille is able to call and command medium size animals. This power takes much concentration and she is only able to command them for and hour or so before the connection fades. The moon also has to be at its peak in the sky. The trick with a power such as this as she can only put a large impression on an anime. Such as, telling a wolf to go hunt and bring her back the meat it has killed. This command is doable because it's part of the animals instinct. She wouldn't be able to command a rabbit to hunt and kill a living thing because that isn't in the animals nature.


Level 4, 4 & 3

Lye
01-16-17, 08:45 AM
http://www.althanas.com/world/showthread.php?31740-Jethro



Resist Diseases: Jethro can resist diseases and plagues twice as well a normal sapient. He doesn't get common colds or the flu and so on but the more bad ass diseases can still make him bed ridden.


Since Disease is not a major element, nor a common affliction/ability category, I'm rating this a 3. To match this post (http://www.althanas.com/world/showthread.php?26072-Workup-Log&p=271112&viewfull=1#post271112) as well.


Pestilence Manifestations:

Chitin Armor: Jethro can grow a layer of chitin armor similar to that of an insects to protect himself. The armor is strong as bone armor but doesn't detract from his nimbleness. This effect lasts for two posts.


A power level 4. Bone will provide a substantial defense from most attacks on the initial blow. Subsequent blows not so much. Something to keep in mind when rating threads for this user.



Scarab Swarm: Scarabs issue forth from Jethro's body wand does his bidding. They can travel for two hundred feet and be his scouts allowing him to see through their eyes or they can swarm over one target distracting them for two rounds.



Power level 2. Non-lethal annoyance. The scouting may boost the ability to a higher potential, but no more so than a similar utilitarian skill. The scarabs are limited to physical obstacles, cannot swim, nor fly. Contrary to movies, Scarabs eat and life around compose, manure, and other decaying natural material. They do not eat living tissue and prefer flora over fauna.

Average = 3/3
Total abilities = 3/3

Shinsou Vaan Osiris
01-18-17, 07:08 AM
Cain Level 1 (http://www.althanas.com/world/showthread.php?31771-Cain-Fenris-Ulric)


As a human fully in tune with his animalistic nature, Cain is able to shift into his werewolf state on a regular basis (Once per thread) and stay in it as long as its dark out, shifting in daylight however shortens this to two hours (1-5 posts). In this state Cain is strong enough lift half a tonne and can run at speeds up to 65 Km/ph when in an all fours sprint. His movement is rather rigid however as his shift is mainly a muscular one. His claws can rip through everything short of iron with ease. In this form he also has a bite force of 1,400 PSI, allowing him to crush most things between his teeth apart from the majority metals. When it comes to physical endurance he's a big sponge in the sense that has lots of meat but little to no protection, mentally however he's not deterred by pain. Weaknesses include silver, wolfsbane, mistletoe, rye grains, and lunar eclipses.

PL 3 attacking with claws, able to crush anything up to iron strength.
PL 4 Strength
PL 4 Speed

Usually this wouldn't be approved but I'm knocking strength and speed down to PL3 because this transformation is literally all he can do and is hampered by light conditions. Outside of darkness all of the above will only last to a maximum of five posts.

Any issues, let me know.

Shinsou Vaan Osiris
01-18-17, 07:19 AM
Castiel Lucifer Level 2 (http://www.althanas.com/world/showthread.php?31758-Castiel-Lucifer-Level_2)




As an Elder Ar'Tuel, Lucifer possess a profound aura which brings on a sense of serenity and peace to those around him. His love for the Earth is most clear as this part of himself is still uncorrupted. His life-force spills into the flora around him and invigorates them. This also works on animals, such as humans and other mortal beings. Though while less effective on people, it still is strong enough to influence a sense of trust (However the people influenced are still free to make their own decisions). The stronger this aura becomes, the greater influence he has over the people around him. However, this aura is lost when using its corrupted counterpart. This influence can be used once every 3 posts.

(Simply becomes more influential, people are still free to make their own decisions. Still remains at once every 3 posts)

PL 3 - Unchanged




As the first corrupted Ar'Tuel, Lucifers natural aura of peace and serenity are completely polarised. In an instant all living things near him become terrified, a type of fear that makes the heart skip a beat and make knees buckle as well as causing mass hysteria. The strength of this aura depends on the will of the person under its effect, those with strong wills will only show mild physical reactions such as flinching, sweating, and an increased heartbeat, while those with weaker wills will simply crumble. This allows Lucifer to pacify weaklings who'd waste his time. This aura can be used once every 3 posts.

(Fear works on level 1 & 2 characters. Slightly puts off level 3 characters. Still remains at once every 3 posts.)

PL 4 psychological effects: fear. Doesn't effect Level 4 characters upwards.



The natural ability to heal those around him is lost in corruption and polarised. Now instead of healing those he touches, he causes them intense pain comparable to that of a black widow bite, at the area touched. At this stage the damage occurs around the site touched, and creates 3rd degree burns. This requires skin to skin contact to take effect, and only when it is willed. Lucifer can use this on a person once every 4 posts with the effects lasting up to 4 posts, and on a different person after 2 posts.

(2nd degree burns to 3rd degree burns. Not just a handprint type burn but burns a small area around the touch skin. Still remains at once every 4 posts with effects lasting 4 posts and usable on a different person after 2 posts.)

PL 5 - intense pain with burns




Lucifer has the ability to make a single victim fall into a trance by making eye contact with them. In this trance Lucifer is able to create a world of his liking and show them visions. Whether it be to create a world where he is free to torture them as much as he likes or to create a perfect world where everything is as his target wants it to be. While in this trance the persons body is paralysed for one post, time within the trance moves a lot slower, where one real second may be one illusive day. Lucifer can only use this once on a person per thread and only on one target per post. What ever happens within the trance does not happen to the persons physical body, although they may instinctively react to some things they see such as twitching.

PL 4, hallucinations / reality marble. No physical damage.




Lucifer focuses the mana in his body to enhance his ocular prowess. This allows him to see and process information much faster than a regular human can and keeping up with the movements of those normally too fast to comprehend, and his field of vision is increased to 330 degree's. With the blind spot being directly behind him.

Need to know how much faster, specifically?

Approved - Divine Sight description above needs editing.

Shinsou Vaan Osiris
01-19-17, 07:05 AM
Itenerant Level 2 (http://www.althanas.com/world/showthread.php?31747-Raising-the-Bar-(Jacques-Level-2))

Though approved at level 1, no workup was done.


Jacques summons a pillar of flame (Max of 4 per battle, or 6 per day) with a several foot wide radius at a certain spot within his line of sight. This pillar is able to inflict first degree burns, progressing into second degree if there is a fair amount of exposure. (Static, lasts 15 seconds)

PL 4


Jacques is capable of conjuring a minor arc of lightning, enough to inflict stunning damage and catch clothing on fire. (Up to one minute of stunning, depending on resistance to such effects.)

PL 4


Jacques is able to telekinetically lift objects weighing 40 lbs at a range of 25 feet. This ability can be used any number of times per day/battle.

PL 4.5 due to unlimited use.


Jacques is able to generate shields up to three feet in diameter, taking up the appearance of blue glowing runes. These shields can absorb one strong attack or an equivalent amount of 2 medium-strength attacks or four weak attacks. (Strong attacks are considered those that are 2+ levels above Jacques. Medium attacks are considered Jacques’ level and the one above it. Weak attacks are considered those below Jacques’ level.) This is only able to be used twice per battle, and any further use will result in serious physical damage.

PL 4


Exposure to raw arcane has given Jacques speed equal to twice that of an average human. This allows him to run at speeds up to 30 mph (48 kph) and up to 45 mph (72 kph.) This also enables him to react at twice the speed of an average man.

PL 4

4+4+4+4+4.5 = 20.5
APL = 4.10

Going to use discretion to push this through as it's only 0.10 over the APL.

Approved!

Hysteria
01-20-17, 06:28 AM
http://www.althanas.com/world/showthread.php?31762-Astrophel-Valentin-Level-1

A Little Immortal:- When Astrophel is killed in battle she does not die. Instead she returns directly to her vessel, wherever it may be. This includes any death, whether from hunger or thirst also.

Level 1

Immaterial:- Up to 3 times in a fight Astrophel can become immaterial - turn to a gas-like substance that they call the aether - and thus fit into a smaller space or prevent a physical blow from hitting her. This does not stop magical effects. This ability also allows her to change form, though she is usually just walking around as her young female self.

Level 4

Summon:- Astrophel can summon a single weapon from the aether, this can take up to the size of a sword, and currently has the strength of steel. She can also use this ability to summon things like a clay pot, and a spoon etc with which to eat. In a battle she can summon this up to six times for a total of one post each or a single item for six posts (or three for two posts, two for three posts each ... as long as the maximum multiplication is six).

Level 4

Shinsou Vaan Osiris
01-21-17, 06:27 AM
Mari level 5 (formatting update to follow)

There were minor updates to prior abilities that didn't affect the PL. These will be listed later when I can get to my laptop.




Amari, after having become quite practised in her abilities is able to manifest her soul’s abilities in the form of four glowing tentacles that extend from her back and act as though they are tentacles These whips are golden if she is using her Ar'Tuel magic and red if she is using corrupted Ar'Tuel magic. She can use these whips with a radius of 25 feet.

They have the same capabilities as her *soul magic. However, if she uses them to kill a person she is unable to use any Ar'Tuel related soul magic for the rest of the thread, (with the exception of rebirth) She can use this ability a total of 5 times during a thread. If she uses the four whips on four different people at the same time this counts as 4 uses due to the concentration being on four people.
*Soul magic being: Ar'Tuel Healing and Ar'Tuel Ruin
The ability to cause death cannot be used in the Citadel

This is actually a small update to PL5.5 due to limitations



Learning more and more about her noble background and with the push of Lichensith Amari has taken over the L'Olfsden Estate, and is slowly spreading her control to other noble providences. Her knowledge on the matter is growing.
This ability gives Amari 10% extra GP gain per thread

PL3



Due to the nature of Amari's being, her soul actively resists outside/hostile influences. The effect of spells and other magical energies on her will be reduces slightly. This means damage by mana spells is reduced, the effects of controlling spells, and other such spells that require mana to use.

PL4 (only slight damage and effect reduction)

Approved!

Hysteria
01-28-17, 05:13 PM
http://www.althanas.com/world/showthread.php?31857-Thin-Ice-Fennik-Glennwey-Lvl-3


Ice Attunement - As a Frost Fae, Fenn has a body temperature of thirty two degrees Fahrenheit and the ability to control snow and ice. Each of the below counts as a separate ability;

• Foul Snowball; It’s an unpolished and unpracticed ability, but Fenn can summon and hurl around snowball-sized chunks of ordinary ice. At it’s worst, the impact of the chunks stings a little. He can now fling them with a thought, rather than manually with his hands.
• Jack of Frost; Fenn can make it lightly snow and spread frost over objects by touching them. When he has direct skin-to-skin contact with someone, Fenn is able to inflict a fairly mild frostbite on them, which can be useful in forcing people to break their hold on him. A more mundane utility for this, is that spreading frost over a flat surface turns it into a good doodlepad for the little Fae to spell out his thoughts on. This ability can also freeze over water if he is in contact with it for long enough.
• Piercing Cold; {Placeholder: Ignore this slot for now}

Level 5 (Due to jack frost’s continual use)


Glamour - Fenn can cast an illusion to briefly disguise himself as another being or animal. The effect lasts only a few minutes, and he can only disguise himself as something he has seen before. His skill is weak, so it isn’t hard for those with a trained eye to see the spell for what it is.

Level 3


Magic Sensitivity - As a Fae, Fenn has an innate ability to tell whether an object or person is magical or enchanted. The ability can only be use to tell if there is magic present not to discern the particular kind of magic. This sense only activates if he is in near direct contact with the object, person, or aura of magic in question. Which, when it comes to dangerous things, is probably far closer than he would ever want to be.

Level 3


Dexterity - Fenn is twice as nimble than the average human, courtesy of many years spent picking pockets and fleeing from his own follies in total panic.

Level 3

Hysteria
01-28-17, 05:46 PM
http://www.althanas.com/world/showthread.php?31855-I-fite-therefore-I-am


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

Level 10


Fast: John has learned to use his size to his advantage as he runs, and he can sprint short distances at 80 mph, at a jog he clocks around 45-50 mph (around 7x)

Level 7


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 7x)

Level 7


Scourge of House Band: It is said, in tales told to the children in parts of Salvar, that when John Cromwell took his revenge, massacring a large part of House Band, that he would not die, no matter what wounds he received. Now whether the legend followed John’s abilities, or his wounds have hardened him; the end result is the same. John can push through limits that weaker men would collapse under. Wounds like gashes and strikes to the body will not even slow him down, and he can fight with broken ribs, though the longer bones of the limbs would likely reduce his fighting ability by a significant amount after a while. It was said he had the willpower of four men. (endurance 8x)

Level 7


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

Level 3


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

Level 5 (same as before)


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

PL 9 (negate five spells)


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

PL 7 (same as before)



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

PL 6 (same as before)


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

PL 5 (same as before)


Magical Destruction: John has learned, through some of his more foolish endeavors in the citadel, namely his fite with Shinsou vaan Osiris, the technique of destroying certain magical energies using the physical force of his fists. This works by striking quickly and powerfully such that there is a leading edge of a shockwave much like a sonic boom which compresses and provides a shield-like compression wave that destabilizes any magical energy that it comes into contact with. Naturally, this shockwave is extremely difficult to form, and dissipates only a few centimeters from his fist. The destabilized spell energy is released as force, sound, and light; and a sound like a thunderclap is released along with a flash of light. The move requires intense focus, and as such, John can really only perform this complex move about once per day.

Level 6



10, 7, 7, 7, 3, 5, 9, 7, 6, 5, 6 = 6.5

Hysteria
01-30-17, 04:13 AM
http://www.althanas.com/world/showthread.php?31832 (video * games)

When Jen logs into the game, thanks to Xol's gift, she can choose any NPC to take control of as long as that NPC has no powers beyond normal human strength and abilities.

Jen can hop between NPCs once every three posts. To move from one NPC to the next NPC, Jen must touch the NPC on the shoulder and yell, "REROLL!" She is unable to switch bodies while in combat (i.e. not usable in the Citadel), the heat of battle frightens her far too much.

If Jen is ever killed while still in an NPC's body then her mind will die with that body. If souls truly exist, then only she will find out what happens to hers when death takes her and releases her soul into the nether of ancient history.

Jen gains XP in Ancient Althanas: Kingdoms and Heroes ONLINE based on how much time she spends in the game. As she levels up, maybe one day she will be able to inhabit more powerful NPCs and write some history instead of just watching it.


Able to change bodies in some circumstances - PL1

Hysteria
01-30-17, 04:23 AM
http://www.althanas.com/world/showthread.php?31834-Shinsou-Level-9

10 abilities, average of 7


Spirit Sense

Shinsou has recently been able to sense powerful sources of energy, and refined this skill further to allow him able to gauge the current “power level” of his opponent. For this to work, the opponent must be a living entity or have a soul of some description. He cannot sense inanimate or soul-less beings.

Level 1


Abilities


Shira's Icecraft

Shinsou is able to create and manipulate large amounts of ice. The ice he creates can come in many forms – particle, solid mass, beam, object / tool or area-of-effect. The strength of the ice can be reinforced to Dehlar strength and will not melt unless heat of equal strength comes into prolonged contact with it. The following limitations apply to projectile and area-of-effect based ice:

- Solid mass / projectile ice may only travel fifty feet at high velocity
- Beamed ice may only travel thirty feet at high velocity
- Area-of-effect ice can spread up to twenty feet from source at a high velocity

There is no limit to the amount of times Shinsou can create ice, but due to his relative inexperience with his new abilities he is subject to a stamina drain through prolonged use. This equates to a 2x debuff to his endurance after four consecutive posts, followed by a complete physical shutdown after six consecutive posts. Shinsou must take a one post break from creating ice on the fourth post to avoid the threat of the debuff and recover his stamina.

Shinsou may also not use icecraft through any item other than his enchanted Titanium gloves - in order to conjure, he must ensure his hands have skin to air contact, although it matters not whether the Telgradian is holding a sword or not.

PL 8, PL 8 (as before)


Shira Kurohitsugi

This spell, a similar ability to Shinsou's previous trademark attack, allows him to unleash a volley of up to fifteen ice projectiles of Shinsou's choosing (as long as they conform to the rules of the Icecraft ability), each with the strength of Dehlar, from an icy vortex of his creation. The void can be created with the wave of a hand and appears on command, usually from behind him. The ice that spawns forth from this void can freeze solid any area it impacts up to a radius of five feet around it.

This skill can be used once per battle.

PL 10 (as before)


Shira Kurohitsugi - Phalanx Form

By slightly changing the consistency and molecular structure of the ice at his command, Shinsou can turn the projectiles that Shira Kurohitsugi usually summons into fifty centimetres long by twenty five centimetres wide curved scales of Dehlar strength ice.

Once in this form, the scales of ice that levitate around Shinsou are controlled entirely by the Telgradian’s will. Each scale, individually, has the strength of Dehlar. However, they can be called upon to converge in one place, forming a solid surface that can withstand blows equating to the force of a Dehlar greathammer when all fifteen scales are interlocked. It will also halve any damage from the elements of fire and lightning magic whilst nullifying any ice magic cast upon it. This ability can be called upon once per day and lasts four posts or until the ice is broken or melted by an equivalent tier force.

PL 8 (as before)


Absolute Zero

Once per day, Shinsou is able to freeze Shira’s blade to the point of absolute zero. This reinforces the sword to Mithril strength and subsequently sharpens the edge of the sword, allowing it to cut through Titanium. The process takes a couple of seconds to complete and absolute zero is maintained for a maximum of five posts.

PL 8 (as before)


Cold Soul

Shinsou’s body has 100% resistance to the element of ice. This allows him to survive in harsh artic climates with little clothing and will only suffer light trauma wounds from the force of physically damaging ice spells. He remains unaffected by any other ice elemental magic. This ability is always active.

PL 8 (as before)


A Touch of Frost

Twice per day, Shinsou is able to change the molecular structure of anything he touches, even fleetingly, with his palms to ice. The effects last two minutes (or three posts) before the affected area returns to normal. The ice's weight, flexibility and toughness can be manipulated as long as it adheres to the rules of Shinsou's Icecraft ability. Shinsou must touch the surface with his bare hands - his gloves stifle the magic.

PL 8 (as before)


The Arbiter of Shadows

The Khaians, ancestors of the Telgradians, believed that every millennia the deity Isa would select the civilization’s greatest warrior to lead his or her people in a holy war against the Haicheyanne demons of the Khaian underworld. The legend says that this chosen warrior would be granted unimaginable strength and was given the title of the Arbiter of Light. In all of Khaia’s history, only three warriors were given this tremendous honour and two of them perished under the force of their own power. The other, who survived the ascension, was Canen Darkflight, the direct blood ancestor of the Telgradians. When Canen died of natural causes and was entombed in Garah, Telgradia, the power that passed down through his bloodline remained and survived its former master.

Unbeknown to Shinsou Vaan Osiris, he and his father Telos Soltair were the sole bearers of the forgotten Khaian legacy. Though the power of the Arbiter of Light was drastically subdued due to constant dilution in the bloodstream, the cells that made a transformation possible laid dormant within the Telgradian biological structure. Once awoken, the cells provoke both a cosmetic and practical change to Shinsou Vaan Osris, who gives his version of the transformation the moniker of Arbiter of Shadows. Cosmetic differences include a change of Shinsou’s hair colour to jet black and his irises become slightly more intense. Whilst transformed, wisps of black and purple energy that can’t be contained within the body burst forth and snake around him to form a glowing aura, accented by sparks of electric.

The Arbiter of Shadows lasts for four posts and can only be used once a day in the Citadel or competitive threads. Outside of the Citadel, the transformation can be held for one hour.

Practical changes come in the form of separate abilities:




[Your blade can’t reach me] – Shinsou’s agility (speed and reaction time) is increased to 6x that of his normal level, leaving afterimages. This is a passive ability that is only active for as long as the Arbiter of Shadows remains active.

Level 5


[Epitaph of the Mirror] – Any person who gazes upon Shinsou's sword becomes susceptible to powerful hypnosis. This allows Shinsou to conjure powerful hallucinations that affect all five of the opponents senses. but do no physical damage. Only a person with strong psychic abilities will know the difference between reality and the illusions he conjures. This is a not a passive ability and needs to be activated before use. It is only active for as long as the Arbiter of Shadows remains.

PL 6 – Four posts of powerful illusions. There wasn’t much to base the PL off, so I’ve tried to take into account the damage that could be done.

FennWenn
01-31-17, 04:40 PM
Storm Veritas, Level Fourteen
http://www.althanas.com/world/showthread.php?31852-Storm-Level-14


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.
No Change: PL 10


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.
No Change: Pl 4, PL 3 (for the heal)


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.
No Change: PL 8


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).
No Change: PL 8


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 items with control, and move them with speed he could normally manipulate by hand. Taking something very heavy, such as an anvil, Storm is competent, able to move items up to 1000 lbs with finesse and the speed of a walking man. Small items, such as ball bearings, can be projected at ballistic speeds.
No Change: PL 10


”Flight” – when Storm has any sizable metal objects (such as an anvil, or ore-rich rock) beneath him, he can use a magnetic field to repel himself into the air up to thirty feet, and hover there for up to ten seconds. He cannot run or move freely from this position, but can use it to gain a tactical fighting advantage. From his elevated position, he can fire a bolt, or thrust himself up in one more normal jump before he will be exhausted, coming to the ground or adjacent areas. He can only do this once every ten minutes.
No Change: PL 4


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 as fast as forty miles an hour for hundred-yard bursts, 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.
No Change: PL 6


Silver Tongue – Storm uses his experience in trade and negotiations quite readily. He is generally capable of completely dominating a NPC in debate, getting what he wants typically without conflict. This also carries over to the merchant side, where Storm can typically negotiate a ten percent discount on goods and services compared to an untrained peer.
New Ability: PL 3. It’s a commerce-related ability, only usable in the Bazaar, so checked out other commerce-related abilities of the same caliber and scored it based on them.

(10 + 4 + 3 + 8 + 8 + 10 + 4 + 6 + 3) / 9 = 6.2222222222222222 (ad infinitum)

Shinsou Vaan Osiris
02-05-17, 04:50 PM
Tainted Bushido: Level 6 (http://www.althanas.com/world/showthread.php?31873-Heretic-Hero(Taka-Level-6))

Last approved profile here (http://www.althanas.com/world/showthread.php?24334)

Note: This is a provisional workup. His last approved profile pre-dates this workup log, which means we have to reapprove everything. It's quite a complex profile and thus I might need some time to work through - I have communicated this to him.


Finally, Taka may begin a new Kata while the old one is still going. For one post he gains the effect of both Katas. Once that post is done, the old Kata expires, regardless of how much time it has left, and he is under the movements of the new Kata.

PL 6


By entering a ritualistic set of maneuvers Taka learns to move swiftly, capitalizing on the clumsiness of his opponent’s armor and weaponry. Against targets that are heavily armored, (Golems, people in Full Platemail) or who are encumbered, he becomes lithe and agile. Against foes armed with a weapon that takes two hands (except those that are also wielding a Katana), he moves similarly fast, taking advantage of openings. For a period of two posts Taka becomes half again as fast, and very hard to hit

PL 5, maybe 6.


The Storm’s Eye Kata mimics the fury of a hurricane, allowing its user to fight in an ever flowing hail of blows. Designed as an introduction to the Ni Iten Ichi Ryu style, it allows its wielder the ability to wield both Katana and Wakizashi for a short while in harmony. For a period of two posts, Taka can wield both Katana and Wakizashi without any penalty to his fighting prowess, however because of the constant movement needed for the Storm’s Eye, it is extremely tiring, and at the end of this Kata Taka will be fatigued.

PL 5


The Unbroken Blade Kata is one that allows its wielder to strike out with improved speed and efficiency. By choking up on the grip of the blade, the strikes come out stronger, but slower. While in this Kata, Taka’s natural speed is reduced to below that of the average human, but his sword strikes are nearly twice as hard. He can maintain this Kata indefinitely, but the second he releases it, he cannot re-enter the ritualized movements. It would take a period of time allowing him to re-prepare the kata (a nights rest and a period of half an hour), before he could once again enter it.

PL 5




Taka is tainted and as such enjoys certain benefits, as well as debilitating weaknesses. The taint has several easily spotted symptoms that grow harder and harder to hide as he becomes more tainted. The first being his blood has turned a pitch black. If his blood should come in contact with someone else’s blood, there is a chance they will become tainted as well. Only a sheer force of willpower could overcome being tainted. The second is legions of blackness upon his skin. These legions are not painful and actually look more like dyed patches of skin; however they are a blatant sign of his corruption. Anyone who looks upon these legions and knows of the taint will recognize Taka for what he is. The third is weakness to Jade; Jade upon contact will cause him to react violently. The presence of Jade upon his skin burns, as it attempts to suck the corruption that has become a part of his being out of him. This process is extremely painful, and should he try to use Jade in this manner it will crumble to dust long before it completes the process. Even then, when the last bit of taint upon his soul is done, he would die from the cleansing, so great would the strain on his body be. Because of this, Taka must avoid direct contact with Jade artifacts, Jade fingers, and any spells that work with the material Jade.

The taint works in stages, and at certain levels Taka begins to lose control of himself. The only way to prevent the taint from overwhelming him is to draw upon its powers as little as possible, and to get stronger to resist its corruption on his body. Once a symptom has presented itself, even should he grow beyond when it would appear, it will remain, cursing him as a reminder of his prior weaknesses.

Every 20 points of taint represents a full level of Taint that Taka has accumulated. The levels of taint are always in relation to Taka’s level, and should he find that his taint level is 1.5 times his own (full levels, not points) he will succumb and the oni within him will begin its vengeance upon the mortal realms.

When the taint level is half his level, the blackened blood presents.

When the taint is equal to his level, the black legions present themselves.

When Taka has any taint points, Jade is an enemy to the ronin.

Taka currently has a Taint level of 3 full levels and 10 points.

Clarification: Even if he should gain levels he will not lose any legions he was given. The blood may clear up if he gains distance from his taint rank through some means.

Indestructable – Taint – So long as Taka has not been burned to ashes or utterly torn apart, a nights rest will see him awaken with his full faculties. However, this requires 8 hours of rest, and it must be uninterrupted in order for him to be able to use this powerful restorative. Every time this ability is used, Taka receives 5 taint points.

Death of Virtue – Taint – By gaining 5 points of taint per post, Taka can double his strength, drawing upon the strength of Jigoku to infuse him. Whenever Taka draws upon the taint in this manner, he loses the benefits of the Soul of Water until he rests.

A lot of waffle with two actual abilities that have been bolded for clarification. PL 6 restoration due to constraints placed on the ability and PL 5 strength.


Taka can sense the auras of other warriors. Those who have committed themselves to fighting register in Taka's sense, giving him a sense of their fighting prowess. While unable to sense the exact abilities of an opponent, he often feels their presence from the perspective of one of the five elements , Earth, Air, Water, Fire, or the mysteries of the Void. Based on this, Taka gains an understanding of what the person may be capable of. This again gives him more of a feeling and may cause him to overestimate an opponent, as he feels their warrior's spirit, not their current prowess.

PL 4


Taka's own chi can be manifest about him, causing his opponent to feel as if they are thrown into the ocean to drown. Other than slightly disorienting the opponent, it increases Taka's resiliency as he connects to the water kami (spirit in this case, rather than gods). In terms of game play, depending on how strong a warrior my opponent is they will feel his chi manifest, and he will continue to fight until he is dealt an incapacitating blow or killed. Unconsciousness takes a post to recover, waking him back up. Broken bones still inhibit his abilities.

Letho said this on his last update: "Just be careful with the Soul of Water. The increased resilience doesn't mean you can shrug off blows as if they aren't there, just that you can sustain them a bit longer than usual. That is all."

This is essentially two abilities: illusions (causing the opponent to feel as if they are thrown into the ocean) and extra resiliancy (increases Taka's resiliency as he connects to the water kami). PL 5 / PL 5 based off Letho's wording, although I may still ask for clarification on what type of resiliancy we are playing with.

9/12 abilities used

6+6+5+5+6+5+4+5+5 = 47
APL: 5.2 - 0.75 free slots = 4.47 < 6.5

Approved.

Shinsou Vaan Osiris
02-17-17, 02:28 AM
Placeholder for Archanex Jocham's workup (on mobile at the moment)

Shinsou Vaan Osiris
02-18-17, 01:29 PM
Same as above but for Scylla. Again, mobile.

Hysteria
03-04-17, 03:26 AM
http://www.althanas.com/world/showthread.php?31955-Amari-Level-6-Darkness-Grows

ten abilities, av of 4.4


Serene Soul’s Sway Lv: 6 (Passive)
Due to the origins of her soul, Amari has an uncanny ability to affect not only nature and wildlife around her, but those susceptible to suggestion. Her soul, being Ar'Tuel, can bring peace and calm to those who are stressed. She has a way with people and animals, being able to ease minds. When it comes to nature or to plant based beings who are susceptible, if she is in elated spirits, it’ll almost seem as though flowers lift and bloom - flora reacting positively to her emotions. The higher her level, the stronger her influence.

On the opposite side of the scale, if she is in duress, pain, or deplorable moods- it will adversely affect nature around her. This is an effect that is constant (passive), however Amari can consciously stop it if she notices it happening. Adverse effects can include the wilting and decay of plant life, and materials made of natural things such as wooden tables and chairs, ropes, etc. She can affect people's emotional states around her -causing them to anger easily or be upset easily. However, for this to affect sentient beings they must be very weak willed or have her physically touching them. Her ability can affect the emotional states of players a lower level than her, the extent of the emotional effect depends on the players willpower and empathy.

PL4


Ar'Tuel Soul Reborn Lv:6
Due to her Ar'Tuel origins, Amari has a very strong soul. Her physical body and mentality are very much human and can easily be broken and battered. Her soul however is not, and burns with an unyielding ferocity that cannot be broken easily. This also means, that if the proper care is taken, Amari can be bought back from death multiple times. This can be achieved by placing a drop of blood on the runic birthmark on her lower back, just below her spine. (This technique should only be used thrice per thread) Once bought back, her body will heal to the point just before death. This can heal minor wounds,scratches and mend broken bones and tissue. It can heal even the deepest of wounds, but does not relieve her of pain.
-Not for use in the Citadel

PL4


Ar'Tuel Healing Lv:6
Amari is able to heal abrasions, burns, and bruises, broken bones and sinew. The deeper and more severe the wound. The more time she requires to heal. She is able to heal skin and muscle tissue, and major bone fractures. She's also able to cleanse various levels of decay, disease, plague, and corruption. She does this by gently touching the afflicted area with her hands, palms, or fingers - with the will and desire to heal the person.

At level 6 she is also able to affect the soul; she can heal large tears, holes, or cracks in a soul. In two posts, she is able to heal corruption, tears or holes in souls. This greatly drains her and she is unable to use any further Ar'Tuel abilities for the remainder of the thread.
Not for use in the Citadel

Due to the corruption of her soul she must take their pain upon herself. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s. If she heals souls, she will struggle to do much for 3-4 posts.

PL4


Ar'Tuel Accelerated Healing Lv:6
Now Amari is more familiar with the use of her magic and his capabilities she has learned how to heal herself. She is able to accelerate the healing process on her own injuries. This is unpractised and takes time and concentration. Duration: 1 post to heal minor burns,heals, wounds and abrasions, two posts to heal deep wounds, abrasions and broken/cracked bones. This is a very painful process for Amari due to the corruption in her soul

This can be used up to 6 times in a thread.

PL5 (Time it takes to heal is unchanged, number of uses isn’t too important).


Ar'Tuel Ruin Lv:6
Amari is able to implement wounds, abrasions, burns, and bruises. She is able to affect skin and muscle tissue, and break bone. She is also able to rot flesh and cause intoxication within the blood stream. She does this by gently touching the afflicted area with her hands, palms, fingers and skin to skin contact - with the will and desire to injure the person. She can break open their skin as though her fingers were like a knife, cause their skin to bubble, burn, etc.


At level six she can affect the blood flow and the heart, even causing death. If she causes the death of another she becomes very weak and is unable to use other Ar'Tuel soul abilities (with the exception of Rebirth) for the duration of the thread. Causing the death of someone by means of her magic renders Amari lightheaded and weak.


Due to the untapped and unpractised nature of her ability she must take the pain upon herself till she better learns how to control her soul magic. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s she inflicts.
Her ability cannot cause death in the Citadel

PL6, but only approving because it can’t be used in competitive threads.


▼OTHER ABILITIES▼

Past to Present: Recall
Amari is able to force someone to relive a moment she has experienced as though they were experiencing it themselves. These moments could be ones of lust, happiness or great pain. Whomever the person is will experience the memory in its entirety and will also experience the physical sensations of it.

To do this she needs to have both palms on each side of the persons head and she needs to concentrate on the memory. If her concentration is interrupted, the skill is interrupted too.

This skill leaves no physical wounds. It is primarily used as mental torture or to relay important information to others quickly and efficiently.

This can be used up to five times per thread, as long as the total memory recall time does not exceed 5 hours.

PL4, strong, but really hard to use and easy to break.


Soul Bound Tentacles
Amari, after having become quite practised in her abilities is able to manifest her soul’s abilities in the form of four glowing tentacles that extend from her back and act as though they are tentacles These whips are golden if she is using her Ar'Tuel magic and red if she is using corrupted Ar'Tuel magic. She can use these whips with a radius of 25 feet.

They have the same capabilities as her *soul magic. However, if she uses them to kill a person she is unable to use any Ar'Tuel related soul magic for the rest of the thread, (with the exception of rebirth) She can use this ability a total of 7 times during a thread. If she uses the four whips on four different people at the same time this counts as 4 uses due to the concentration being on four people.
*Soul magic being: Ar'Tuel Healing and Ar'Tuel Ruin
The ability to cause death cannot be used in the Citadel

PL 5 - Don’t move too fast, but strong


Indomitable Will
Amari has always been incredibly stubborn and wilful. That has only grown since she has been forced under Lichensith Ulroke’s ‘care’ She is very resilient and extremely strong willed. She is not easily swayed or controlled. She is able to resist most mind controlling substances and magics as well as physical programming. She can resist mind control abilities and techniques that are below her current level. WIth great difficulty she has the possibility to fall under the sway of abilities that match her level, but be able to fight it. Abilities above her level, she falls sway to.

Level 6


Noble Commerce
Learning more and more about her noble background and with the push of Lichensith Amari has taken over the L'Olfsden Estate, and is slowly spreading her control to other noble provinces. Her knowledge on the matter is growing.
This ability gives Amari 10% extra Gold gain per thread

PL3 (no change)


Astral Form
As Amari is an ethereal being she can leave her body. She can use her Ar'Tuel Ruin ability and Souls Sway ability in this form, at level 6 she is unable to interact with physical objects in the world, only living beings and entities. She can stay in this form for 2 hours before she feels weakened and needs to return to her body. If her body is injured she will immediately be thrown back into her body. Amari can always find her physical body due to a chain that connects her ethereal form to her physical form. She can use this ability twice per thread.

PL3

Shinsou Vaan Osiris
03-06-17, 08:08 AM
Lye: Level 10 (http://www.althanas.com/world/showthread.php?31913-Lye-Level-10-An-Absolute-Force-of-Will&p=273517#post273517)

Before I start, the audit trail on this profile went a little haywire. Level 8's workup is missing, and looking back at my previous calculations somehow I came to an APL of 116 for 15 abilities at level 9. I can only assume that the level 8 workup was accidentally deleted, else I would not have been able to reach my calculations for level 9. Within that APL were abilities that Lye has now gotten rid of. So, in order to work out the correct APL to start with, i'm going to adjust for those later in my calculations.

Firstly let's deal with new / updated abilities:


Sentient Bone:
Lye’s anatomy has begun to evolve, primarily in regards to his bones and marrow. Being something he can manipulate and change at will, it has begun to take on more responsibilities than structural support. It now functions as a multipurpose organ. Some of the benefits of which will be below:

Marrow processes poisons exceptionally fast, reducing effectiveness and duration by 100%. He is now immune to poisons. Even in the face of the deadliest toxins, Lye will suffer a slight stuffy nose or sneeze at most..
Marrow combats disease and plague at an exceptional rate hindering symptoms and duration by 100%. The deadliest diseases and afflictions may give him a headache or soreness at most.
Any malformations or breaks can repair in under a minute.
If a limb is severed, it can be reattached in under a minute, but only by the bone. Soft tissue will still bleed.
If major muscle tissue is damaged, the bones will continue to allow movement at 80% capacity.
If body loses enough blood to cause mortality, the marrow will circulate a small reserve to the brain to sustain a coma-like status for several weeks. If not treated, the brain will suffocate and the subject will terminate.
This ability cannot take effect if the damage to the skeletal structure is catastrophic. (Every bone broken or crushed, or cut into multiple pieces.)
The ability to mend bone becomes diminished if used continually within a day's (24 hours) time. If he ever gets to the point of mending each bone in his body once, the bones will be brittle and shattered with a simple punch. A period of 8 hours of rest is needed to return bones to their initial strength or he can opt to feed upon a corpse's marrow. One of the two.
Since the soft tissues of his body are laced with a small hexagonal framework of iron strength cartilage, any cuts he suffers can be mended with a mesh of bone fibers. This only takes a few seconds and only stops external and internal bleeding. Any damage to muscles or bones underneath will remain until properly healed trough magic or passage of time.
Any part of his skeletal anatomy can be shattered, reformed, or mutated. This allows for extreme flexibility, new joints, relocation of internal organs, shielding of certain areas in bone, and spike like protrusions from the body. The spiked can be broken off and used if he wills it. Doing so is like suffering broken bones. He can create up to two dozen spikes. If he breaks off all of them, the remaining bones in his body will be normal Althanian strength. Spikes can be any size up to a maximum length of three feet. Three foot segments can be fused together for various applications.



This ability has two additional functions which are classed as seperate abilities themselves; one to mutate / reform his anatomy (PL 9 due to being able to relocate his major organs) and the ability to create spikes (PL 5).


Shadow Possession:
Lye is able to use shadows to envelope and possess inanimate objects. By using this skill he can control the movements of the objects to his advantage. This most commonly applies to his throwing weapons or any light weight projectile he uses. While enchanted, objects are black as night and will not reflect light.

Can be used twice per post, with 15 maximum uses per day.
Possessed Items remain under control until willingly abolished.
Maximum Simultaneous Possession: 15 items
Maximum combined object weight: 200 lbs
This can now lift a light person. He can restrict their movement, but only as if the person were wading through quicksand. Max lift is 30 feet. He can slam them with enough force to break normal bones or dent iron/steel armor. It can also be used to throw back light persons 30 feet. If they were to slam into a solid wall, this too may break bone. It cannot be used to strangle, disarm, or other similar pinpoint control once a human is possessed.



This ability can now lift a light person and throw them about with a maximum usage of 15 uses per day on top of the pre-approved characteristics. (PL 6)


Shadow Meld:
By wrapping himself in the surrounding shadows, Lye makes himself unseen to the untrained eye. During a shadow meld he is able to move between shadows while still cloaked, so long as the distance is minimal. This skill is maintained best in low-stress situations, where no one is actively searching for him, but has a short duration during combat or alerted situations.

He is only able to hide in shadows large enough to wrap a body.
To remain cloaked between shadows, distance must be within 15 feet.
Source and destination shadows must be large enough to maintain full body coverage.
During Non-Combat, skill duration is indefinite.
During Combat, skill duration can carry over a maximum of 3 full posts (3 minutes), with a cool down of 3 full posts (3 minutes).

Shadow Meld has been improved due to Lye’s growing affinity to darkness. He has established the ability to sync himself with the Shadow Plane for a brief amount of time, allowing his form to seem solid but act as though ethereal. This will give the illusion of items or blows passing through his body as though he was a specter. No changes to his appearance indicate the use of this skill and it may be used in broad daylight. He has not yet mastered this skill and can only sync his energy with the plane for a brief moment of time. Once the sync is broken, his energies are destabilized and must take time to recover.

Sync is maintained for 1 Minute (5 posts) at most, allowing to negate several projectiles or strikes.
Sync only applies to full body and user cannot inflict damage while phasing between planes.
If combined with enough speed, he may phase through walls (600 ft Depth)
Destabilization takes 12 seconds (1 post) to recover from on first use. Consecutive usages require an additional 12 seconds (1 post) recovery (1,2,3).
If destabilization occurs while phasing through solid material, massive internal damage will occur.


[/SIZE]

Minor update to reflect additional usage time / posts.


Shared Masochism:
By saying the words "understand my pain", either used alone or in a sentence, Lye can activate this skill. When activated, all pain that Lye is feeling for the duration of the skill is broadcast from his body and applied to sentient life within that range. The pain they feel is relevant to individual pain tolerance. This skill is often paired with his bone manipulation, causing pain equivalent to pulverized bone upon his victims.

Cool-down for this skill is 2 minutes (approx 10 posts) after effect terminates.
Duration is 1 minutes (5 posts).
Maximum radius is 30ft.
Pain is mimicked equally to the enemy.
This skill can only be used a maximum of 2 times in a day (24 hours).
Now, the wounds occurred during this spell will transfer to those within its effect. This includes fractured bones with his bone manipulation. Unlike him, enemies heal these wounds at their own individual rates. Thusly, if a foe can heal a large gash in seconds, they will heal while the gash on Lye will remain. If Lye is healed, of said gash and his foe does not have any special traits, the gash will remain until said foe can heal it.



Now split into two abilities. Prior ability is already part of the APL we started with, but new ability to transfer grevious wounds to an opponent weighs in at PL 9.


Sin Harvest:
By saying "penance for your sins", either used alone or in a sentence, Lye activates this ability. When activated, a ball of dark crimson energy forms within the palm of his hand. Once at maximum charge, the bolt of energy is fired at the target. Once it travels mid distance, the projectile breaks into three smaller units. Each projectile is the same and will trace a full lifetime. These split projectiles break wide, then converge on the target with 20% homing deflection. Only one must strike to trace the full amount. If the attack connects, the energy retraces the victim's past and inflicts grievous wounds for each sin upon that person, including the original seven deadly sins. This ability has potential to kill. If hit by his own attack, Lye takes twice the damage the attack would originally do. This skill can only inflict injury once per sin, and the sin is considered absolved after the fact.

Charge Time: 1 Second
Duration: Instant upon contact.
Use: Once per thread or in-game day, whichever is shorter.
Trace time: Since Birth/Creation
Types of sins and their damage:

Murder -- 4" cut 2" deep at site of killing blow.
Adultery -- 1" Diameter spot of Necrosis on genitalia.
Theft -- 2" Patch of 3rd degree Burn on hands
Unprovoked Assault -- Bruise or Cut equivalent to final blow of engagement.
Fatal Deception -- Partial blindness or muteness per incident.
Rape -- Complete Necrosis of genitalia spreading to the body by 3" diameter per repeat event.
Dismemberment -- 1" deep cut along site of lost limbs
Wrath - 1 degree body temperature increase per every instance the victim acted out in anger, revenge, or hatred.
Envy - Starting at the tips of the fingers, 1" spread of Gangrene for every action taken out of jealousy, envy, or yearning.
Lust - 5 bpm increase to heart rate for every intimate encounter motivated by lust, obsession, or blind infatuation.
Pride - For each tale told in boasting or bragging, the victim ages 6 months.
Gluttony - One 3mm stomach ulcer or each instance the victim gorged themselves on food or drink over what was needed to sustain themselves.
Sloth - Full body paralysis depending on how often the victim putt off hard work in favor of a nap, relaxation, or pleasure. Lasting for 10 seconds per event.
Greed - Victim has one memory of happiness or serenity erased per event where they took more than they needed or received when they should have given.





Minor update to allow the ability to search back for sins for a person's entire life span.



Absolute Will


​ Against My Will:
Lye has permanently lost his vision in his right eye thanks to Elthas Balthesar, an undead elven wraith. Yet, from his years of horrid punishment and ill fortune, Lye has developed a sixth sense. His will, now adamant from outside forces, is able to detect outside forces in his immediate proximity. Unless the force is of his will or that of natural existence, Lye will notice it as a hazy blur of light and be able to act or get a better look with his good eye. Objects in motion glow brighter and are more noticeable.

This ability is passive and always active.
This ability notices movement in a stoic environment. Specifically movement from anything out of place with its environment. (i.e. A human in a forest.)
This ability can also notice stationary objects that are unnatural to their surroundings. (i.e. A needle in a haystack)
This ability is not effected by blinding light, dust, smoke, or fog. It permits limited vision through these conditions even with eyes closed.
This ability also applies to "unseen" forces that are invisible to the naked eye.
The range of this ability is only 75m (250ft) and is 360 degrees circular.




Ability to see anything, including stealthed characters or objects, in 360 degrees within a 250ft radius. PL 8



If I Will It:
Lye's will has become absolute to the point it can affect reality. While he has not yet succeeded in willing something out of existence, he has succeeded in willing objects into existence. While still in its infancy, the ability proves useful on numerous occasions. There does exist several limitations, however. The most important being, the object must have existed in at least one point of time on Althanas and the duration is limited.

This ability can only be used three times per day.
The object summoned can be no larger than a human being and must be inanimate.
The object exists for only 5 seconds before it is ripped back to where ever it existed.
The object can be as simple or complex so long as it has once existed on Althanas.
The object can be made of any material so long as it has once existed on Althanas.
If the object summoned has any advanced properties such as enchants or technological function, it must be linked in-thread to where it once existed. Otherwise, this is power gaming.
For objects that are plain in nature, they do not need to be linked (swords, shields, bows, etc)
If the object can fire a projectile, it is summoned into existence with at least one projectile to be fired.




Ability to manifest objects into existence using the parameters listed above. PL 6.


[/SIZE][/B][/U]Lye's force of will transcends reality. He can bending it, shape it, and mold it a short he sees fit. As soon a second he does, however, the world no longer exists as it incense did. His will and the place he has created breaks away from reality and becomes hos own personal plane of existence. This phenomenon has bound itself to a simple phrase, and by uttering it, the world become so his own. All he has to say is "fall away".


This ability can only be used once per day.
The are area of effect is only a 30 meter radius around him. Objects and people wishing that AoE are pulled into his realm.
The independent realm looks just like Althanas at the point in time Lye utters the phrase except time has frozen. The realm has an invisible barrier in a 300m radius of where Lye stood as it was created.
People or creatures that were pulled in cannot leave until the world collapses, Lye is killed, or he breaks it back to Althanas.
In this world, Lye doesn't tire. His abilities have no cool downs or limits. And only he may decide if those captive in his realm may or may not die despite otherwise fatal wounds.
This realm can hold Lye indefinitely within it if he is alone.
If someone else has joined him, they will only be subject to its effects for 4 posts (for any combat or "unwilling player". For player approved storylines, they may remain as long as the players agree to it or as long as Lye can ICly hold it which is entirely dependent on the other player's will)
Players with "will powers" can decrease time unwillingly spent there by the percentage of their immunity. If they are immune, then only Lye will Fall Away.
Clones of objects will fall into Lye's realm but the originals will exist in the original realm of Althanas. The clones can be brought back into Althanas after the realm breaks so long as Lye is in posession of it. (Subject to typical loot rules if items are claimed as loot at thread end.)


Reality marble that grants Lye endurance and removes cooldowns. PL 10.

APL calculation as follows:

Starting APL: 116
Starting abilities: 15

Less:

Estimated APL for removed abilities (Flock of Shadows, Reaper's Bounty, Viral Contingency and Frost Fire): -31
Abilities: -4

Revised APL before workup: 85
Revised abilities before workup: 11

Add:

APL from new abilities: 47
New abilities: 6

Totals

APL: 132
Abilities: 17
Total APL: 132/17 = 7.76 + 0.25 (for being over one ability) = 8.01*
APL allowed: 8.66

Approved!

*In the interest of fairness, I added back a slot's worth of APL as a penalty for exceeding the abilty cap to see if the amount would still fall under the APL allowed for this level. As it does, I am using discretion to put this update through. If anyone has any questions about my long-winded methodology on this workup, please ask.

Shinsou Vaan Osiris
03-06-17, 08:32 AM
Cain Jodin - Level 4 (http://www.althanas.com/world/showthread.php?31970-Cain-Jodin-Level-4)


Cain doesn't frighten easily further more he is not easily mind controlled. In fact he is a real pain in the back side to mind control. Any one at Cains level can not mind control him at all. Any one blow Cain's level will suffer a debiliting headache and any one who is not at-least two levels above Cains level has to struggle to maintain control Cain.

PL 5, similar to Mari's ability to resist mind control / influence of others.



Caster Gun: It's one of Cain's caplocks that shoots magic! Cain is not a powerfull warrior, nor is he a magical dynamo he is by and large a regular human being. A skilled and quick human being but nonetheless just a regular human in a world with powerful warriors, and magical dynamos. To answer these kinds of threats Cain has a gun that can fire bolts of raw tap energy equivalent to a mage of his level as many times a day as his level, once every two rounds (posts), with a range of 100 yards.

PL 7, in my humble opinion. The definition of Tap energy is quite vague and the uplift in PL is meant to cover this and the fact it can be recharged once every two posts.


+1 Enchant to his saber. Upon striking an enemy, a surge of electricity will shock his opponent. This charge can only be used on first contact of any one enemy. It is strong enough to send a grown man to his back and leave a full body numbness. It would be hazardous to smaller targets like animals. Maximum of 5 discharges per thread/day.

Obtained as a spoil here (http://www.althanas.com/world/showthread.php?31034-Moderated-Quest-Prologue-An-Ill-Omen&p=268318&viewfull=1#post268318).

Abilities: 8
APL: 37
Total APL = 37/8 = 4.625 (+ 0.25 "penalty" for going over on abilities*) = 4.875 < 5.00

Approved!

*Again, introduced a 0.25 ability slot penalty for going over on one ability, which is more of a means test than anything. As APL still falls within acceptable limits, I am approving this.

Shinsou Vaan Osiris
03-06-17, 08:58 AM
SirArtemis: Level 11 (http://www.althanas.com/world/showthread.php?31969-Artemis-Eburi-Level-11)

No workup done on prior level. :rolleyes:

Going to have to do this one from scratch:


Increased Strength: (x12) 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


Increased Agility: (x12) 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 9



Increased Endurance: (x12) 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. Artemis is also remarkably resistant to ailment of various kinds, including poisons and diseases both of natural and artificial creation. He may show symptoms to the very strongest of these, but even then he is able to resist their effects remarkably and recover much faster than most others.

PL 9


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.

PL 6


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 6


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 6


Artemis has been gifted a power by Graxis, his Golden Dragon ally and friend, that allows him to determine the degree of good and evil someone embodies across a spectrum. Artemis will be able to see how malicious they truly are as a person and the severity of their malicious nature. This does not speak to actions. A person may commit deeds such as murder, but it is their intentions that determine malice or virtue. This presents itself to Artemis as a color upon the creature’s being when using this ability; gray reflects a neutral person, with more blue tone reflecting a lean toward virtue and a red tone toward maliciousness. Most people fall into the gray area, often leaning slightly toward virtue.

PL 3


Time Leap: Artemis is able to shift his vision, using one or both eyes, so that he can see back in time to a period earlier in the timeline. It is as though he is seeing the same location in two separate points in the time continuum. He is not able to interact with anything from the past, but only visually observe – no other sensory information is provided.

PL 3


After absorbing the power of his enchanted armguard, Artemis has gained the ability to move in complete and utter silence, regardless of any other factors. In most cases, Artemis does not feel the need to utilize this ability as his general stealthiness suffices. At will, this ability creates a sphere of influence approximately three meters across, muffling all sound within that sphere magically. However, this does not mitigate any other senses. If a target has any particular extrasensory ability to detect other sorts of vibrations and distortions, they may be able to still detect Artemis. Any sound that enters the sphere of influence is immediately silenced, no sounds are generated within the sphere of influence, and no sound is able to escape.

PL 7




PL 8

[quote=Elementalist]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 nine charges between a full night's rest (in his case two hours). The current power of his elemental magic could be equated to being struck by lightning, doused with liquid nitrogent, or burned by liquid steel.

PL 5


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 6


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 7


Artemis’ markings have spread in strange ways, as though they are alive in their own right. On his right forearm a double-helix has formed with five bars between the strands. These bars act as charges for Artemis’ own teleportation magic that has evolved as a result of frequent exposure to Daros’ teleportive magic. Similar to Daros’ magic, Artemis needs to be familiar with where he is teleporting to and be able to visualize the location in order to go to that destination. When used, a single bar on the helix will vanish, replenishing precisely eight hours after it was expended. The fifth mark is specifically attuned to Daros’ home, as it was the most frequent return destination of Artemis’ teleporting. That mark can only be activated by Judicis’ magic, as it will serve as an emergency retreat if Judicis deems Artemis to be in severe danger of imminent death. This ability has a minimum travel distance of five kilometers - it is not meant for combat situations; that role is filled by Shadow-Walker. This is for long-distance travel. Artemis is able to take allies with him, however they must be willing to do so and not resist – otherwise the effect does not work. Each ally that is taken with Artemis consumes a charge on their own. As there are only four that can be actively used at any given time that means Artemis is able to take a maximum of three allies at once. The recharge rate is as previously mentioned.

Story-focused ability to teleport, non-competitive. PL 4


Artemis’ body has replicated the power of an ancient artifact of the lost civilization that he discovered on his journey to the Kalev Highlands. He is able to activate a cloaking field around himself that renders his person and up to one ally completely invisible while active. If stationary, it is practically impossible to see him and the ability is barely taxing in any way, and can be kept up for up to three hours. When moving, someone may notice ripples in the air similar to the way one does when looking down a hot road in the summer. Once noticed, they would have to actively seek him out but it would still be very difficult. This ability renders him undetectable by any visual method, including but not limited to subsequent abilities that detect heat, magic, sonar and radar, and the visible light spectrum, etc. When moving, the ability becomes more taxing and can be used up to thirty minutes.

PL 7


The power of Artemis’ intuition has reached a supernatural state. He is able to sense the positioning and layout of all entities, magical and not magical, within a 100 foot radius, with his body as the point of origin. This is an ongoing effect that can be used in a combat situation and does not require much concentration. If anything were to abruptly shift, he would sense it repositioning within his sphere of influence, or if it left his range.

Enhanced State: If given time to concentrate and not disrupted, from seconds to minutes, he can deduce more details regarding his environment and increase the sphere of influence. If he spends ten minutes focused in a meditative state, he can effectively expand his reach to up to a radius of fifteen kilometers, allowing him to understand the lay of the land, the presence of living creatures, and even to find individuals he may be looking for and their location.

PL 7 - Similar to Lye's ability but slightly weaker.

Abilities: 16
APL: 102
Total APL = 102 / 16 = 6.375 < 8.66

Approved!

Shinsou Vaan Osiris
03-08-17, 04:22 PM
Leoric: Level 3 (http://www.althanas.com/world/showthread.php?31980-Leoric-The-Iron-Abbed-warrior)


Strength x8

PL 7 Strength. Obviously.


Speed = x1.5

Unchanged from last workup, PL 3


Quaking Strike – Ability to use and manipulate the nature energy around him in his Punches, increasing the range of his attack by 2x in all directions
(Formerly Quaking Palm and it only affected Palm strikes instead of just his punches)

Visuals: When Leoric gets angry or begins to channel the Natural energy around him the wind bends to rotate around him directly. If there is any dust or debris it will swirl around him in a double helix pattern before dissipating and falling back to the ground. This only happens when he begins channeling the magic.

PL 4

Approved!

Cards of Fate
03-10-17, 05:27 PM
http://www.althanas.com/world/showthread.php?31983-Sweet-seduction-Leila


Seduction's Touch: Leila being a succubus gives her touch a little bit more of an adding hand when trying to win someone over. This only happens though when the person's will is weak or their judgement is clouded such as drunk on ale. The affects only last thirty or forty minutes before it wears off. (As she levels up this power will get stronger.)
Kinda the basic pl 3 seduction, if she plays it up as too strong I'll adjust it.


Inconspicuous Fabric: Leila is able to control the threading in her clothes, allowing her to manipulate and tie up her "guest". This fabric is weak enough to be torn and ripped, so those that don't wished to be tied down can easily break free. (As she levels up I intend to make the fabric into chains.)

Honestly a a toss up between PL 1 or 2. Calling it a two since any clown can rip out.


Mirage: Leila is able to change her appearance, hair, eye and skin color. This works for men and woman that have certain fantasies. It also aides her when she wishes to blend in or be unseen by someone that may want to harm her. This only last for forty minutes.( later levels she will be able to change things around her.)

Pl 3

Approved

Shinsou Vaan Osiris
03-19-17, 09:48 AM
Ebi: Level 3 (http://www.althanas.com/world/showthread.php?32018-Old-Railgun-McGee-(Level-3)&p=273878#post273878)


Mental Speed: After extensive practice with his enhancement, the wanderer has gotten used to fighting in that state, and so his reaction speed has sharpened to twice that of the average warrior.

Listed as a skill but quite clearly an ability. PL 4


Enhancement - His enhancement takes three seconds per charge. For one charge he can increase his strength and speed to two times normal for one minute. Two charges can be combined to increase the improvement to four times normal for one minute, or two times normal for two minutes. He can also simply increase his stamina, allowing him to maintain a run for up to one hour per charge.

Was PL 5 in prior workup. Boosted to PL 6 for usage upgrade and ability to reach 4x base.


Healing: His healing operates in an area one foot wide, but requires more energy to heal different tissue types. Within three seconds using one charge, he can heal any broken bones, and muscle, tendon, and vessel damage in the area. Within twenty seconds using two charges, he can heal any organ and nerve damage in the area.

Was PL 3 in prior workup. Three seconds to heal a broken bone and 20 seconds for an organ is bordering PL 7.


Mental Purity - Due to the unusual nature of his mind, he can resist mind-affecting abilities of people his level or lower.

Similar ability for Cain Jodin was PL 5.



Demonic Possession: Every time he loses concentration, his dark passenger is waiting to take control. When it does, the enhancement on his body amounts to three times his normal strength and speed, and can last for up to two minutes before he blacks out from the strain. The Demonic Sight ability is automatically active when in this state. When recovering from losing himself, his speed, strength, and reaction time are reduced for a few minutes. No more than one use per day.

Was PL 5, upgraded to PL 6.

Total PL: 4+6+7+5+6 = 28
Total abilities = 5
Total APL = (28/5) = 5.6 - 0.5 for free slots = 5.1

Approved, just. He's 0.1 over so i'm using discretion.

Hysteria
03-21-17, 05:37 AM
http://www.althanas.com/world/showthread.php?32023-Ryu

Swift!: Ryu is a quick fighter and is able to swing his blade twice as fast as regular people meaning he can get more attacks in! He is also quite nimble on his toes though his reflexes need work!

LOCKED TRAIT; Mana Pool level 1: Ryu is locked to using spells three times a day.

Spell-Heal: Heals light wounds on one target. Deals light damage if used on undead. Can use once every post.

Spell-Magic Ball: Fires a solid ball of Magic the size of a soccer ball, projectile type attack that slowly disperses into whatever it hit, if what it hit is biological then the magic will burn and bruise them. Can use once every post, has a range of 100 meters, deals physical damage in the form of magic. Projectile speed is moderate.

3 x 3

Max Dirks
03-21-17, 08:55 AM
Hysteria, two things for Ryu.

One, that looks like 4 abilities. Increase attack speed, reflexes, healing and a magic ball.
Two, this looks like a blatant rip off of Ryu from the BOF series. Can you please check this for me?

Thanks.

Hysteria
03-21-17, 06:16 PM
Thanks Dirks, I had not heard of BOF before.

He's put down 'though his reflexes need some work' so I counted it as one ability. I reckon I'll end up closing the character as not approved, but we'll see.

Hysteria
03-24-17, 06:42 PM
http://www.althanas.com/world/showthread.php?32030-Anat-Kuda

Speed: Anat’s body has become trained in reacting quickly. However, this is depending on the level of energy Anat has at the moment. If well-fed and rested, Anat can seem much faster than a normal person. Being able to strike two times to a regular person’s one and respond just as quick. If low on energy, Anat is just above a regular person. Still faster, but only slightly.

Endurance: As a slave, Anat has taught himself to survive longer on less. He can go up to five days without food or water and continue with only a slight decrease in performance. Though upon no longer needing to go without, there has to be a long recovery. Double the time spent without to be exact or see a large decrease in performance.

Strength: Anat is a strong man. He can lift his weight easily. If pushed, he can lift twice his own weight. However, this leaves him drained and unable to happen often. Three times a day at most, but never at once.

3 x 3

Breaker
04-06-17, 01:25 PM
This is the ongoing workup for Mari Level 7 (http://www.althanas.com/world/showthread.php?32049-Amari-Level-7-Corruption-Crossroads).


Serene Soul’s Sway Lv: 7 (Passive)
Due to the origins of her soul, Amari has an uncanny ability to affect not only nature and wildlife around her, but those susceptible to suggestion. Her soul, being Ar'Tuel, can bring peace and calm to those who are stressed. She has a way with people and animals, being able to ease minds. When it comes to nature or to plant based beings who are susceptible, if she is in elated spirits, it’ll almost seem as though flowers lift and bloom - flora reacting positively to her emotions. The higher her level, the stronger her influence.

On the opposite side of the scale, if she is in duress, pain, or deplorable moods- it will adversely affect nature around her. This is an effect that is constant (passive), however Amari can consciously stop it if she notices it happening. Adverse effects can include the wilting and decay of plant life, and materials made of natural things such as wooden tables and chairs, ropes, etc. She can affect people's emotional states around her -causing them to anger easily or be upset easily. However, for this to affect sentient beings they must be very weak willed or have her physically touching them.Her ability can affect the emotional states of players a lower level than her, the extent of the emotional effect depends on the players willpower and empathy.
PL4 as previous


Ar'Tuel Soul Reborn Lv:7
Due to her Ar'Tuel origins, Amari has a very strong soul. Her physical body and mentality are very much human and can easily be broken and battered. Her soul however is not, and burns with an unyielding ferocity that cannot be broken easily. This also means, that if the proper care is taken, Amari can be bought back from death multiple times. This can be achieved by placing a drop of blood on the runic birthmark on her lower back, just below her spine. (This technique should only be used thrice per thread) Once bought back, her body will heal to the point just before death. This can heal minor wounds,scratches and mend broken bones and tissue. It can heal even the deepest of wounds, but does not relieve her of pain.
-Not for use in the Citadel
PL 4 as previous


Ar'Tuel Healing Lv:7
Amari is able to heal abrasions, burns, and bruises, broken bones and sinew. The deeper and more severe the wound. The more time she requires to heal. She is able to heal skin and muscle tissue, and major bone fractures. She's also able to cleanse various levels of decay, disease, plague, and corruption. She does this by gently touching the afflicted area with her hands, palms, or fingers - with the will and desire to heal the person.


At level 6 she is also able to affect the soul; she can heal large tears, holes, or cracks in a soul. In two posts, she is able to heal corruption, tears or holes in souls. This greatly drains her and she is unable to use any further Ar'Tuel abilities for the remainder of the thread.
Soul healing Not for use in the Citadel

Due to the corruption of her soul she must take their pain upon herself. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s. If she heals souls, she will struggle to do much for 3-4 posts.
PL4 as previous


Ar'Tuel Accelerated Healing Lv:7
Now Amari is more familiar with the use of her magic and his capabilities she has learned how to heal herself. She is able to accelerate the healing process on her own injuries. This is unpractised and takes time and concentration. Duration: 1 post to heal minor burns,heals, wounds and abrasions, two posts to heal deep wounds, abrasions and broken/cracked bones. This is a very painful process for Amari due to the corruption in her soul

This can be used up to 7 times in a thread.
Currently locked.


Ar'Tuel Ruin Lv:7
Amari is able to implement wounds, abrasions, burns, and bruises. She is able to affect skin and muscle tissue, and break bone. She is also able to rot flesh and cause intoxication within the blood stream. She does this by gently touching the afflicted area with her hands, palms, fingers andskin to skin contact - with the will and desire to injure the person. She can break open their skin as though her fingers were like a knife, this action can cut steel tier, cause their skin to bubble, burn (4th degree), etc.


At level six she can affect the blood flow and the heart, even causing death. If she causes the death of another she becomes very weak and is unable to use other Ar'Tuel soul abilities (with the exception of Rebirth) for the duration of the thread. Causing the death of someone by means of her magic renders Amari lightheaded and weak.


Due to the untapped and unpractised nature of her ability she must take the pain upon herself till she better learns how to control her soul magic. The pain she takes upon herself lasts 1-2 posts. Depending on the severity of the wound/s she inflicts.
Her ability cannot cause death in the Citadel
Based on the ability to "cut steel tier" and "cause 4th degree burns" I'm going to call this PL 9


Obliterating Miasma
With Amari at the center she can unleash a miasma of desolate destruction in a 30 foot radius. It decays, rots, and destroys any living flora, or natural materials such as wood and rope, small animals caught in it such as birds, rabbits and foxes will die. Larger animals such as horses will grow sick, move at 2x slower regular speed, loose the ability to fight, and if they do not move out of the vicinity within 2 posts they will die.

Humans and Humanoid creatures caught in it at level 1-3 will pass out, whilst suffering physical damage to be determined by the user OOC and feel ill for the remainder of the thread. Level 4-6 they will suffer physical damage determined by the user OOC.

Such damage can include things like; Burns, abrasions, internal bleeding, tearing of the soul, psychosis, mental instability etc. etc.
After reconsidering this I'm going to say PL 8


Past to Present: Recall
Amari is able to force someone to relive a moment she has experienced as though they were experiencing it themselves. These moments could be ones of lust, happiness or great pain. Whomever the person is will experience the memory in its entirety and will also experience the physical sensations of it.

To do this she needs to have both palms on each side of the persons head and she needs to concentrate on the memory. If her concentration is interrupted, the skill is interrupted too.

This skill leaves no physical wounds. It is primarily used as mental torture or to relay important information to others quickly and efficiently.

This can be used up to five times per thread, as long as the total memory recall time does not exceed several hours.
Basically the same as before, PL4



Soul Bound Tentacles
Amari, after having become quite practised in her abilities is able to manifest her soul’s abilities in the form of four glowing tentacles that extend from her back and act as though they are tentacles These whips are golden if she is using her Ar'Tuel magic and red if she is using corrupted Ar'Tuel magic. She can use these whips with a radius of 35 feet.

They have the same capabilities as her *soul magic. However, if she uses them to kill a person she is unable to use any Ar'Tuel related soul magic for the rest of the thread, (with the exception of rebirth) She can use this ability a total of 10 times during a thread. If she uses the four whips on four different people at the same time this counts as 4 uses due to the concentration being on four people.

These tentacles are ethereal and cannot pick up things; because they are ethereal the are able to pass through non-enchanted armour and skin.
They move at 1.5 times the speed of a regular human.

*Soul magic being: Ar'Tuel Healing and Ar'Tuel Ruin
The ability to cause death cannot be used in the Citadel
PL 7
Stacked Ability: Tentacle Ruin: PL 8
Stacked Ability: Tentacle Healing: PL 6


Indomitable Will
Amari has always been incredibly stubborn and wilful. That has only grown since she has been forced under Lichensith Ulroke’s ‘care’ She is very resilient and extremely strong willed. She is not easily swayed or controlled. She is able to resist most mind controlling substances and magics as well as physical programming. She can resist mind control abilities and techniques that are below her current level. WIth great difficulty she has the possibility to fall under the sway of abilities that match her level, but be able to fight it. Abilities above her level, she falls sway to.
PL 6 as before


Noble Commerce
Learning more and more about her noble background and with the push of Lichensith Amari has taken over the L'Olfsden Estate, and is slowly spreading her control to other noble provinces. Her knowledge on the matter is growing.
This ability gives Amari 10% extra Gold gain per thread
PL 3 as before


Astral Form
As Amari is an ethereal being she can leave her body. She can use her Ar'Tuel Ruin ability and Souls Sway ability in this form, at level 7 she is unable to interact with physical objects in the world, only living beings and entities. She can stay in this form for 3 posts before she feels weakened and needs to return to her body. If her body is injured she will immediately be thrown back into her body. Amari can always find her physical body due to a chain that connects her ethereal form to her physical form. She can use this ability twice per thread.
Currently locked.


Rejuvenating Release
A skill that envelops both Amari and the recipient in a burst of brilliant golden energy, it makes the recipient feel rejuvinated, full of life, and elated. There are a number of ways to achieve this, but the simplest of ways is intense skin to skin contact with the feeling of euphoria. (Sex)

This can also be achieved via a long hug, if Amari is in a good mood; however the less skin to skin contact, the less the effects are felt.

This ability resets the ability usage of the recipient for the thread duration.
Doesn't have much of a battle usage, but could be a considerable boon in a group battle or a clan war. Couldn't find anything similar in the log so I'm going to say PL 5 based off reference to the PL thread.

Items


Increased Momentum Leather Boots - Purchased here (http://www.althanas.com/world/showthread.php?31865-Pirce-Checks!)
Leather boots with Speed Enchantment that give Amari X2 speed when they're clicked together for up to 1 hour. They require a hour cool off period before they can be used again (up to 2 posts)
Currently locked.

4+4+4+9+8+4+7+8+6+6+3+5 = 68 / 12 = 5.66

5.66 < 7

Approved.

Shinsou Vaan Osiris
04-06-17, 05:41 PM
There's quite a bit to consider in that update Breaker. Thanks for taking the time on it. I'll help the best I can.

Firstly, I would agree the familiars are an ability. Same for the increased momentum boots. The jacket and the ring shouldn't be classed as abilities in my opinion so I would concur with you there.

Ar'Tiel ruin: Yes, we would need a tier for the cutting power and severity of burns.

Soul Bound Tentacles: I would agree with you here that these should be stacked. In fact, I believe this was an oversight on my part in my last workup that this wasn't accounted for, so my apologies if I misled anyone there. I have given her the benefit of the doubt before as in previous levels she had been vastly underpowered but that licence has expired now.

Astral Form: It looks to me that it IS different (due to the notations about being level 7) but again I would agree that in current form the PL needs a serious bump. I would push this more towards PL7 myself due to temporary invulnerability.

I hope these notes help Alex!

Breaker
04-06-17, 06:16 PM
Thanks a lot Chris, I think that clears up all the questions I had.

Breaker
04-06-17, 07:23 PM
Workup for Humphrey Nonyton Level 2 (http://www.althanas.com/world/showthread.php?32064-Makai-Slayer-2). His Level 1 actually predates the workup log, so I had to start from scratch.


~Warder Senses~

Dot 1-Warder Senses-Foxes are clever and skilled hunters. They can often single out prey in the strangest of environments where other Hunters would not care to look. With a radius of about 10 Feet, Humphrey has Keen Senses. His most potent Sensory capabilities are his well defined nose, and his ears. His sharp eyes allow for Night Vision. Furthermore, thanks to his training as a Spirit Warder, Humphrey may detect Makai that would normally be hidden from the naked eye.

Ammended Notes: Sight only works within line of sight for now as per Moderator request.

Dot 2-(Update) Humphrey's senses are now sharp within a radius of about 15 Feet. He can accurately smell things within that range, as well as detect sounds as small as a pin drop. His Night Vision allows for minor Stealth Detection from equal skill level. Further, Humphrey can detect small and hidden traps and other devices.
Sounds like about 3x perception. PL 4



~Claws and Teeth~

Dot 1-Claws and Teeth-Besides his weapons, Humphrey falls back on his claws and teeth. His claws and teeth are very sharp and equivalent to Fox Chitin at this point. His claws are retractable and can extend up about five inches becoming formidable weapons against Hunters of equal level. Once loosing a tooth, the tooth will always grow back over time for the remainder of his natural life. (Fox skeletal structure)
Considered as an item not an ability at this stage.



~Acrobatic School~

Dot 1-Acrobat-Kitsune are naturally agile. At his current stage of evolution, Humphrey has 2.0x's the reaction rate of a standard Althanian Human Being. With this reaction time, Humphrey has achieved considerable training so far in his education process. Humphrey, adapting the clever and trickster nature of the fox, moved quickly and can perform Above Average Acrobatic tactics. He uses his impressive size and mass to get at prey by tricking them into submission.

Dot 2-(Update) Humphrey's reaction rate is 3.0 times the reaction rate of the standard Althanian Human Being.
3x speed and 3x agility lumped together. PL 4 and PL 4 (two abilities)


~School of Gingitsu~

Dot 1-4-Aspect of Gingitsu-Due to the worship of the fox-deity Gingitsu, Humphrey has been awarded a Basic Symbol of Gingitsu. This allows The Hunter to access Chi, the natural flow of energy that exists in life. With the basic-most art of Gingitsu, The Hunter may call forth an orb of natural Chi in the form of condensed energy. This energy can cause moderatedamage against an unarmored target. Versus Steel or Iron, the material is pushed back in a natural knock-back effect. Materials lesser than Iron can be shattered with the strike. Humphrey can throw the orb with considerable speed at a total range of about 20 feet.

Notes: Aspect of Gingitsu currently does "Holy" type Damage versus targets it strikes. And the Holy Damage is "Moderate" against Unarmored targets.

But against armor, it basically should do just regular kinetic damage.. like a punch or shove. Against metal, at this level, it shouldn't do anything massive. Against crystal it should be able to break it just as a push or punch could. Against weak woods, it should be able to crack it with initial contact and break it after a couple blows. (Provided by Kyle)

Other Aspects will be unlocked over time.
Seems comparable to low-level elemental magic, PL 3


Soul of the Warder-As a Novice Warder, Humphrey uses the powers to construct Basic Wards against Makai. (Demons) Makai are creatures tainted with a negative flow of energy that come from a vile and evil place. Currently, within a 20-foot radius, Soul of the Warder is used to Exorcise Makai. This process is a secret ritual that functions like a finishing maneuver. Whenever Makai are present and about to die, Humphrey begins a special process of drawing up Symbols called Runes upon the body of the Makai. When the Rune is inscribed on the Makai, the Makai's body burns to ash and the soul is sent to The After.
Difficult to use and doesn't really have a combat application. PL 1

Items


Steel Wakizashi-Made of Above Average Akashiman craftsmanship,this is Humphrey's secondary weapon. Used in close quarters combat, the weapon has a particular glow about its length. It is roughly sixteen inches long, and is very lightweight. It is outfitted with consecrated Shinto Onmyoudo Runes. Against Undead, it is particularly effective. It is used to quickly disable Undead and place Humphrey in a position he can finish the Makai off. The blade glows with a blue nimbus cloud. This sword has a potential to cause extra harm versus Makai. It can cause one-point-five times the damage output of a normal attack versus Makai types. Furthermore, the current Rune scripts on the sword make the weapon extremely lightweight to Humphrey, it weighs little more than a feather. Comes with a standard scabbard. (Rune edit lowered to 1.5 times damage versus Makai)
Does additional damage to demons and undead. PL 3


Steel Katana-Humphrey's primary weapon. Often used in battle, the Katana is Above Average in quality. It is roughly eighteen inches long and double-edged. Humphrey uses whetstones to keep all his weapons sharp. All of Humphrey's weapons are outfitted with Shinto Onmyoudo Runes. These symbols consecrate the weapons, and make them more lightweight for Humphrey to use effectively. The length of both combat blades are outfitted with Runes that glow with their own nimbus. The swords are often used as a last resort in exorcisms against Makai. The Runes inscribed on the Katana make the sword weigh little more than a feather might. Furthermore, the sword's Runes can inflict one-point-five times the normal damage ratio versus ALL Makai-types. Comes with a scabbard. (Rune edit lowered to 1.5 times damage versus Makai)
Does additional damage to demons and undead. PL 3

Total of 7 abilities. He will need to drop/lock two and then will probably be fine.

Shinsou Vaan Osiris
04-07-17, 01:02 AM
Pretty much spot on i'd say, although I wouldn't class claws and teeth as an ability. In my eyes they are weapons; they have no characteristics that would be considered special in any way outside of physical damage.

Shinsou Vaan Osiris
04-07-17, 02:26 AM
Space reserved for Slayer of the Rot's level 10 workup, for when I get off my phone.

Hysteria
04-07-17, 05:53 AM
http://www.althanas.com/world/showthread.php?32029-Datura-Rinn-Undead-Terror-of-the-North

Resurrection - Due to having consumed many souls as a mindless Undead, and Death's demand he pay them back, any mortal wound he takes will eventually heal, leaving behind a scar. It will not heal immediately and he will, technically, die, but it will pay one of the souls he has rather than his own. He is left out of commission for a time and can even "die" more than once if the healed wound becomes infected or is especially destructive. Once he has succumbed to the wound and before it heals, he is also completely vulnerable. If he is "killed" in an RP he will be dead through five cycles of posts (if there are two other players RPing with him and he dies, they together will post ten posts before he can be resurrected).

Raise the Dead - With his necromantic skills, he can bring small beasts back from the dead, like deer or dogs, so long as they have not been dead too long. He can only do this three times in one RP, and he cannot yet bring back anything sentient.

Feast - If he consumes the flesh of another creature, he can gain their knowledge and their memories. He gains the understanding of skills but not the ability to do them without practice.

Level 1, level 3 (close to 4), level 2.

Hysteria
04-07-17, 05:56 AM
http://www.althanas.com/world/showthread.php?32054-Gabriel-d-Harcourt

Enhanced Strength - His attacks carry the strength of two men in peak physical condition behind them as opposed to a normal man's one. Gabriel can bend and mold objects made of weaker materials with his bare hands.(Currently limited to materials weaker than iron.)(2x Strength)

Enhanced Agility - While he's not going to win any long distance marathons, Gabriel is certainly more agile when it comes to reflexes and reaction time, only further bolstering his already deep-running combat abilities. (2x Agility)

Enhanced Constitution - He can take a lick and keep on ticking. Gabriel is sturdier than your run of the mill knight in all aspects, finding that he is less susceptible to all attacks and minor poisons.(2x Endurance)

3x3

Hysteria
04-07-17, 05:59 AM
http://www.althanas.com/world/showthread.php?32021-Smol-Rumblehide-because-the-All-Watcher-wouldn-t-accept-Asskicker-for-a-last-name

Elemental Trap (Impact): Having several aunts who studied sorcery paid off for Smol. Three times a day, the kobold is able to draw a glowing red rune on a surface and bind it to another object with a spectral "tripwire", if you will. Once the trap is triggered, the rune ignites. The ensuing explosion is able to break bones and even knock the sturdiest person on their ass and disorient them for several moments.

Elemental Trap (Shock): Three times a day, Smol can draw a glowing yellow rune on a surface and bind it to another object with an ethereal tripwire. When triggered, the rune will discharge electricity in multiple small arcs with an effective radius of four feet. The electricity is strong enough to deliver a moderately painful shock to the victim, and will stun them for several seconds.

Spirit of the Fitebear: Smol can endure an above average amount of pain, including deep lacerations and several broken bones before she thinks about quitting. (2x Endurance)

3x3

Breaker
04-07-17, 10:03 PM
Shin please give this a look before I go live with it. I think this one is good to go just want that double check.

Aria Kasun - A Waste of Faith Level 1 (http://www.althanas.com/world/showthread.php?32070-Aria-Kasun)


Altered/Heightened Senses: Due to her animalistic nature, Aria’s senses are stronger than some other species.

Sight: Having the lenses of a cat, Aria is able to see in almost-perfect darkness. However, the lenses over her eyes can give her away because they reflect light and glow if someone shines a light directly at them.
Hearing: Having ears that oscillate and are shaped to catch noise allows Aria to hear for quite some distance. She can also detect small noises, like that of tiny footsteps or a scurrying mouse. Unfortunately, her heightened hearing means she is extremely sensitive to high-pitched noises, like sharp whistles or a close-by scream. They can cause her distress, headaches, or even complete disorientation.
Taste: Lacking the proper taste buds, Aria cannot taste things that are sweet. So something like chocolate or maple candy offers no pleasure for her at all.
Smell: Aria is able to recognize people/creatures by their scent and can track someone for some distance (a few miles), so long as their trail hasn’t been altered by a river or weather. Her heightened sense of smell can be distracting, though, and can overwhelm her if there are too many scents or if something is too strong, like flowers. She can also become more susceptible to chemicals or poisons that can be inhaled.
Touch: The whiskers on Aria’s face are extremely sensitive and can help her detect things around her in the dark, like the pathway in a cavern or the dimensions of a hole - whether or not she could fit through it.
PL 4. Seems roughly equivalent to 3x Perception


Speed Burst: Aria is able to run at an incredibly fast pace for about two miles at a time. On a straight path without obstacles, she can reach about the same speed of a galloping horse. Her dexterity means that she is capable of making quick alterations in her direction (abrupt turns) to avoid obstacles or leap over things like fallen trees, but these interruptions force her to lower her speed. She can only do this when dropped down to all fours and only four times within a single RP.
PL 3. She can move fairly fast, but only under specific circumstances. Limited combat application.


Scent Cognition: Once Aria smells someone, she is able to recognize that scent. However, if she Scent Marks someone, following their scent trail allows her to be aware of their actions during their travel, as though she is watching it happen. Scent Marking someone requires her to lick their skin directly, which can be incredibly embarrassing at the best of times. This ability only lasts through a single post and can only be done five times during a single RP.
PL 2. Fairly mundane, no combat application, and comes with limitations.

APL 3. She should be fine for approval.

Breaker
04-07-17, 10:29 PM
This seems fairly straightforward, but I'd still appreciate someone looking it over before it goes public.

Aislinn Orlouge - Twincast Level 4 (http://www.althanas.com/world/showthread.php?32108-Riches-in-Me-(Aislinn-4))


Mystic Protection –Mystic Spell- Forming a shield of glass about her body or a target she wishes to protect the effects of one blow or spell that attacks is instantly nullified. However, the spell does not stop there, as the shield then shatters exploding in a radius out from the Mystic or protected target. Aislinn's mystic protection is fueled by her rage, and as such is particularly vindictive, the glass acting as if coated in salt, increasing tenfold the pain it inflicts. The shards spread out a mere three feet before dissipating back into nothingness. They are however, incapable of causing any life threatening injuries, and are more likely to stop would be attackers than kill. The dome however doesn't spray downwards, only outwards and upwards, and so prone targets can avoid the shards of glass, should they be lucky enough.

Mystic Protection can be cast twice per day.
Compound ability.
PL 9 for the insta block x2 (same as last level)
PL 4 for the glass attack (same as last level)


Evil Eye –Witchcraft- Glaring vilely at a target, Aislinn enacts a powerful enchantment upon the foes mind, causing them to feel overwhelming doubt. Targets will second guess their actions, often turning away perfectly good ideas for fear of the failure they see them undergo in their mind's eye. While not debilitating, most of the failure is always in relation to doing something to Aislinn, such that most will often give up their feuds or attempts at seduction, for fear of looking the fool. Stronger willed targets can notice the changes to their mental state and may ignore the impulses to give up.
Evil Eye may be used once per day per target. She may only target one person per post.
PL 3 as before


Healing – Witchcraft - Aislinn has access to very limited healing magic. The effects of which may stabilize a dying target or close minor wounds and injuries at best. The effects are permanent, however the damage repaired can be undone quite easily as is the case of most healing. The effects are somewhat draining to the Witch, and prolonged contact with a person while using such magicks can fatigue her greatly. The effects however are boosted if she does so allowing her to mend broken bones and potentially cure deeper cuts and gashes.

If she uses the lesser version of healing, Aislinn may do this once per day per target. If she uses the greater version of this power, she can only use healing in any capacity once a day. Due to the nature of this power her familiar cannot manifest this power, nor can she use it upon herself.
PL 3 as before


Agony – Witchcraft - Upon touching a target while infused with this hex, a dark energy will course through her victims veins. This energy will trigger the nerve reaction of pain in each and every cluster of nerves, until finally it has worked its way entirely through a person's body. Obviously those immune or resistant to pain are excluded as prime targets for this ability, but to the weaker warriors of Althanas, this ability can cause crippling pain.

This ability may be used, once per person per day.

Ability was requested for award here.
PL 3 as before


Vision – Witchcraft - By holding onto an item that has strong connection to an event, or touching a person Aislinn has gained the ability of clairvoyance. When holding an Item she can see the event the item is tied to, to the minute details. When in contact with a person for longer than a minute, she can force a vision upon them that both the Witch and her "victim" see. This is often a vision of something that will occur within a year's span, and may be a possibility rather than a set in stone event.

This ability has no restriction on how often it may be used, however once a vision has occurred, all further use will do is replay the exact same vision, allowing for someone to catch something they may have missed previously.

Ability was requested for award here.
PL 3 asbefore


Cloud of Fear – Witchcraft – Calling upon Shyish the wind of death Aislinn can generate a cloud of fog that permeates the area around her. This cloud penetrates into the minds of those who inhale it and finds their deepest darkest fears before forcing the person to confront them. Panic and hysteria are often reactions to this cloud to those unaware of its effects. Those who are aware of the side effects have an easier time shrugging off the cloud, but it will still have its effect on those within it. Even if you rationally know the fear isn’t real it can still be difficult to shake its grasp upon you. It is important to note that Aislinn herself is*not*immune to the effects and as the cloud begins with her, she will be the first one affected by the fear fog. The Fog lasts for two posts and the effects of breathing it in last a post after the fog has dissipated.

Usable once a thread.
PL 4 as before


Burning Hand – Witchcraft – Aislinn can create a hand of flame on her right arm starting from the stump to replace the hand she lost in the Mystic War. This hand allows her to grip her staff with two hands and other than the clothing she wears and herself anything touched by the hand can ignite as normal flame can cause, similar to being struck by a torch. . While the hand is active she can once per day turn the hand into a projectile shooting it forth at a target this will cause her to lose the ability to create the burning hand for the remainder of the day. Otherwise the hand is at will.

Clarification: The Hand inflicts Second degree burns where it strikes open flesh and ignites anything flammable that is not properly protected.
PL 5 as before


Chains of Jigoku – Witchcraft – Calling upon Chamish, solid Iron chains spring from the earth. These chains are empowered with runes that bind both body and spirit, acting as solid against the ghosts and spirits of Althanas as well as the more mundane threats. If a threat possesses a corporeal form, these chains will lock the possessing force in the form, allowing her a chance to lock it down and deal with it. If Aislinn feeds blood into the spell, Shyish empowers it by infusing the chains with dark spikes that seek to sap the energy from the victim, preventing them from using magical means to escape.
PL 5. Based on a comparison to Karuka's ensnaring thorn vine ability, the chains seem stronger and also have the added power of the rune.


Rider of Death – Knight of the Apocalypse – Blessed by the Horseman of Death, Aislinn is immune to death from natural causes. Only a violent end to the witch can kill her.
Locked until next level.

9+4+3+3+3+3+4+5+5 = 39 / 9 = APL 4.33

Approved.

Breaker
04-07-17, 10:48 PM
As with the last two, I'd appreciate having an admin look this over before I take it live.

Muse Level 1 (http://www.althanas.com/world/showthread.php?32096-Rainleneth-quot-Rain-quot-Menedhil)


Shapeshift - Fox: In the last two years of her training under the Master of her clan, Rain focused her studies on shapeshifting. It is much harder than it looks to change your body into that of an entirely different creature, but she has managed in some regard. Although it takes her five minutes of straight concentration, Rainleneth can transform her body into that of a fox, although she cannot shift the colors properly, and so the fox is the same golden color of her long hair.

She can maintain the shift for a few hours, but after that, it becomes difficult to keep control over the beast's mind and instinct will take over, destroying her higher thought patterns. Someone that knows her well can shake her out of the shift so long as they are able to get through to her, but the longer she stays in the fox's form, the harder it is to awaken from it. Her Master has warned her that if she keeps the form more than twenty-four hours at her present skill, it is unlikely she will be able to return to her own mind, never mind her own form.

It take her at least ten minutes of careful concentration to shift back into her normal form, and this is if she isn't fighting the instincts of the fox. It will take longer and be more difficult the longer she has sustained the form.

If she breaks a bone in one form or the other, the broken bone (or other wound) will transfer over. Due to the nature of shifting bones during a transformation, this can be dangerous bordering on deadly, particularly if one of the broken bones is a rib bone.

She can only shapeshift once per day and can only do it three times within an entire roleplay.
PL 2, due to the limitations and the long amount of time it takes this has no combat application.


Breath of Life: One of the easiest forms of magic for a Wood Elf is the kind that pulls from the nature of the Earth. Breath of Growth is a spell to help plants grow, revitalize them if they are weary/wilted, or summon strength for growing into soil. It can also be used on humans or other species to speed healing.

It can close up small scratches or very minor wounds, ease a rash, or dull pain. It cannot fix a broken bone or a deep or mortal wound. It can dull the noticeable effects of poison, such as pain or fever, but will not actually solve the problem, and so can be used to ease someone's passing, or make them believe they are well when they are very much not.

This can only be used once per post. It can be used ten times within a roleplay on plants, but only three times on humans or other sapient creatures. It cannot be used to heal herself or the burns she might cause with her fire-taming.
PL 3. Weak healing comparable to Twincast's.


Fire-Taming: Because fire is such an opposite to forests and such a danger, it took Rainleneth five years before she was able to even summon a spark, but the ability to call forth fire was a power she focused on with a fervor bordering on obsession. She is now able to surround both of her hands in fire that does not burn her. She cannot raise the heat of the flames high enough that they change from their red-orange color yet, but she is able to throw a fireball for twenty feet with strong accuracy. Once the fire leaves her hands, it has a mind of its own and will act as any fire will, completely outside of her control.

Once it has left her hands, the fire can also burn her. Only when she is holding it after having summoned it can she keep it from burning herself and others.

If Rain summons too much fire at a time, more than what she can hold in her fists, she can lose control of it completely and it will become a monstrous entity capable of destroying her as well as anyone else.

She can summon fire to her fingertips as often as she needs to, but she can only manifest fireballs she is capable of throwing twice in a single roleplay. If she loses control of the fire because she has summoned too much, she will not be able to summon anymore fire for the rest of the roleplay.
PL 3


Light Ball: Rain summons an orb of light the size of her fist that floats above her right shoulder. She can summon a very dim light, one that is average in brightness, or a blinding light, but she cannot change the strength of the light once summoned. The spell lasts for two post rotations unless extinguished and she can only summon it five times within a roleplay. Sadly, a glowing orb of light right above her shoulder can easily can give away her position, so it's not always smart to use it. She cannot direction where it goes at present.
Smoke-Dance: Rain is able to use a minor control over the magic in the air to make pictures out of smoke. She cannot summon smoke itself, though so long as some is present or forms from her fire, she can alter it. The smoke forms can be very small, playing out like scenes on a puppet show, or larger. She can, for a few seconds (not exceeding a full minute), create a smoke-illusion of a full-sized form, either of herself or another person or a beast, making it appear as though something/someone is standing there within the smoke. This can work as a nice distraction, but it never lasts very long and a soft breeze can destroy it easily. Her smaller puppet-show smoke forms can be used without limitation, though to create a larger-sized smoke form requires focus and an actual creature to base it off. She cannot do this more than twice in a single roleplay.
Shield: A very, very low-powered shield, summoning this does little more than cause the air to look as though it is rippling where the shield has formed. Rain was in the process of learning this when she decided to leave her home and has very little skill in it. The most she is capable of using it for is to block the rain for a short time. It isn't even strong enough to stop a solid punch and is actually very draining to use. She continues to practice with it nonetheless. She is limited to the creation of her sub-par shield to just once within a roleplay.
PL 2. I've lumped the above three abilities together as "basic spells"


Dexterity: Rain's dexterity is better than most other species, perhaps excepting those Fur-Kin who take after certain creatures. She is lithe and quick in her movements, well able to dodge some attacks and fire her bow quickly. Her dexterity is most notable in her exemplary climbing ability, which she uses to scale trees and homes, often hiding amidst the rafters in public areas. It also helps her to move silently, avoiding the eyes and ears of those who lack the keen eyes of a hunter.
PL 3. x2 dexterity.

2+3+3+2+3 = 13 / 5 = 2.6. Approved with discretion to the overall weakness of her abilities and lack of combat application.

Shinsou Vaan Osiris
04-09-17, 11:42 AM
I agree with your basis, though I wonder if Fire Taming should be closer to PL 3. In the longer term it won't make much difference though.

Average PL is coming out at 2.4 and she is allowed 3. Personally, I would use discretion to allow her through at this level if it were me, but i'll let you make that decision.

Breaker
04-10-17, 11:37 AM
Basically treating this like a new profile. I welcome anyone's input.


Speed - 10x
Seph’s endurance is matched with his speed. He can run at a breakneck speed that pushes him much faster than a normal person. He can cover a distance of 100 metres in two seconds when he’s at maximum speed.
PL 8


Agility - 10x
Seph is exceptionally fast on his feet. He can move quickly to maneuver and react when needed. While someone else might take ten attempts to dodge an attack, he’ll make it on the first try. He can dodge, duck, dive and dodge with the best of the.
PL 8


Strength - 6x
Seph is quite strong, but far from the strongest person in the room. He can lift and throw weights in excess of 50kg without too much effort and punch quite hard.
PL 7


Endurance - 10x
A life on the run has given Seph an astounding amount of endurance. Once, while he was escaping from a group of bandits from whom he had liberated some finer pieces of jewelry, Seph ran and walked for three full days before stopping. He did however sleep for a full day afterwards.
PL 8


Willpower - 10x
Seph has spent a lot of time being exposed to some quite straining things. His magic requires a lot of will to control and produce, and over time he has learned to focus and control his mind to an extreme degree. This has also come in handy when faced with some extreme circumstances such as resisting telepaths and withstanding torture.
PL 8


Arms of Hromagh
Seph’s arms grow in size slightly (often ripping his shirts to his dismay) and harden to prevalida for up to eight posts (eight posts of total use, half posts (or less) count as a post).
PL 9. Any increase in his strength or this ability should probably push this to a 10.


Geirrod’s Fist
Seph only has one offensive earth ability, summoning five chunks of earth that take the form of large fists. Each fist is comparable to Delyn. By changing the form of the fists, Seph can slightly change their effect. Steph can summon the five fists twice a day (a total of ten). The fists will hover above him until fired off, destroyed or unsummoned. The types of strikes he can deliver are below:
The types of strikes he can deliver are below:

Jab - The fingers on the fist extend forwards and create a rough point. While this lowers the chance of a direct hit slightly, it increases the ability of an attack to pierce its target. A pointed fist can break through Delyn. Being struck by a pointed fist directly would cause very serious injuries, with the attack able to pierce through flesh and bone easily.
Punch - Sacrificing much of the force behind a fist, Seph can cause it to explode on impact. The Pebble loses the force that allows it to puncture steel, but it causes large amounts of kinetic energy to be released outwards on impact. The result is enough to send very large opponents (in excess of 200kg) flying through the air. The downside is that the force is equally distributed, doing much less damage than normal. Being struck directly by an Punch would send an average person flying through the air several metres, but the damage inflicted depends on how they land and may vary from a broken bone to a few scrapes and bruises (with the latter more likely). The main force occurs within five metres from the impact, with anyone between five and ten metres pushed back (stumbled) slightly.
PL 8. Based on standards for elemental magic in the PL thread.


Fjorgyn’s Sight
Thanks to his earthen affinity, Seph is able to perceive stone and earth around. This means he can sense things like open cavities and hidden walls, underground paths, and the like, if they are made of stone or earth. His ability does work with wood, but it is much harder. He needs to focus and direct his attention (ie close his eyes and focus) to feel the wood. He cannot however feel any living things (with perhaps the exception of very large plants), and would not be able to use this to detect anyone.
PL 6. Specialized sense.


Jomil’s Kiss
Healing magic for the Naschkatze line is about channeling the potential energy stored within dirt and using it to rapidly regenerate injury and sickness. Seph had failed to be able to heal anything more than light cuts and scrapes with raw earth magic, however he has learned to channel the stored energy within plants to a much greater effect. Regardless of what he is trying to heal, he is limited by what he had on hand. Even if he has access to the highest level healing resources, Seph is limited to the uses listed after each level. It should be noted that Seph often carries candy with him.

Large quantities of dirt/rock - Able to heal light wounds like cuts and scraps, or stabilize larger injuries so they are no longer life threatening. [5 uses]
Large plants, flowers or fruit - While plants survive, flowers or fruit are turned to dust as the energy is taken out. With it he is able to heal small bone fractures, moderate (inch deep) cuts and the like. [3 uses]
Fruit Candy - Generally toffee made from condensing the sugar from fruit, this holds far more energy than fruit. By sacrificing a piece, Seph is able to heal severe bone damage, attaching limbs back on (assuming a short passage of time after being severed) and other large wounds. [2 uses]
PL 5 based on a comparison to Mari's healing ability. However I'm beginning to wonder if we shouldn't rank healing abilities higher than we are.


Blood of the Earth
Seph’s whole family is immune to poison thanks to their earthen heritage. After a concentrated effort, Seph has even learned how to condense the poison into one spot on his body before it is excreted. He can cut the small boil that forms and harvest any poison he is exposed too. (The second part of this is purely a plot device for requesting poison as spoils.) (100% resistance to poison and some diseases.)
PL 8. Found a reference to this in one of my profile workups.


Jomil’s Thread
Summoning the threads of fate is not an easy task. By calling forwards the threads of fate that link life and death, a target becomes entwined and trapped. Unlike normal traps that use a physical manifestation to hold a target, the threads are pure light magic and challenge the target’s willpower.
Four threads emerge from Septh’s hand and extend five metres and whip, wrap and entangle anyone caught in them.These last for two full posts, or until they touch someone.
[b]If the threads touch someone, they instantly wrap around the limb and their effects last two posts (regardless of how long they were emerging from Septh’s palm).
Only the limb that is touched by the thread is effected. The thread doesn’t affect another limb that may touch it once it has wrapped around one. For example, the thread wraps around someone’s arm, rendering it useless. The person grabs the thread and tries to pull it off with their other hand. The other hand remains unaffected despite touching the thread.
At the highest effect, the limb goes limp and is completely unable to move.
If the thread touches someone’s chest, neck, back, etc, that area becomes weak. For example, someone may be unable to hold his/her head up, nor speak properly if struck on the face (although they can still breath). They may not be able to punch/push properly if struck on the chest as their chest muscles are affected.
The entrapment will effect people up to a will power of nine or less. People with a willpower of 10 will be able to break it a moment or two after it takes effect. While it is not an exact science (ie, players still control their response as per normal attacks), a guide of the effects is below:
Willpower 9 to 7 - Slowed movement in the affected limbs, requires some concentration to move.
Willpower 6 to 5 - Much slowed movement, near uselessness of the limb.
Willpower 4 to 0 - No limb use under normal circumstances
Having more than one thread wrap around the same limb can increase the effect (player discretion)
In competitive threads, the threads of fate are severed from Seph’s palm once they strike someone. In non-competitive threads they can remain connected to his palm and he can pull people with it (requires approval from participants of non-competitive threads).
Three uses per day
PL 6. Seems a bit stronger than Twincast's chains.


Talen, Sword of N’Jal - Golden Sword - Sword of Flowers
An adamantine sword that contains the essence of Talen Shadowalker. The sword will appear on Seph’s person at the beginning of each post if it is more than a metre from him. Physically, the sword is double edged, somewhat the size of a falcon. Unlike many other weapons, the sword is a coppery gold colour, from hilt to blade. There are also a number of small flower emblems on the blade, and one on the hilt. [url=http://www.althanas.com/world/showthread.php?31979-Flowers](Received here)[/url[

Upon receiving the sword, a number of abilities awoke within Seph. Most are variations on Talen’s magic, channelled and molded by Seph’s magic and character. Seph, despite his newfound power, is not as proficient in channelling the varied magic of Talen, the result is a much more limited range of effects. Like all magic used by Seph, they have rather complex rules that he needs to operate under in order to draw out as much power as possible.
Not really an ability, despite the fact the sword is enchanted to always appear on his person.


Dogpile
An unusual channeling of the power in the Blade of Flowers allows Seph to create simplistic clones. These puppets appear as normal men/women, dressed in black and wearing steel gauntlets and boots (for the purpose of understanding damage). The clones have the strength of trained fighters, but lack the strength of many of the heroes of Althanas (1x all body statistics, 2x acrobatics). They are also quite simplistic, able to fight with kicks and punches, but unable to use any other weapons other than their boots and gauntlets. The particulars of this ability are as follows:

Able to summon between 1 and 10 shadow clones.
Each post a single clone is summoned counts as ‘one’ out of the allowed 15, meaning he can summon one clone for 15 posts, two clones for 7 posts, three clones for 5 and so on, up to the maximum of 10 clones for a single post (in the latter example he would be able to keep five of them for another post).
He can summon clones at different times (with, or without a gap) as long as does not exceed the totals.
The clones are considered ‘an average person’ for all statistics except for their acrobatics. They have no other abilities or powers.
The clones will disappear should they take fatal damage (a loss of a limb for example), and will react as normal for non-fatal damage, meaning broken bones, cuts, ect will slow them down. Likewise pain causing abilities affect them as normal.
While a clone is summoned, Seph cannot use any other of his activated abilities. Any other abilities in use (such as Arms of Hromagh and Jomil’s Thread) end.
If four or more clones are summoned, Seph can’t move from where he was standing (he can however move his arms and swing his sword)
Clones can’t be insta-summoned to block/take damage or similar cheap escape moves.
PL 7. While it's a fairly powerful ability the drawbacks bring it down.


Dance of Shadow Petals
Black flower petals flow out of the Sword of Flowers and swarm around Seph for two full posts (ending on Seph’s third post assuming he cast it on the first). Seph can summon a ‘dance’ four times, and change the form of the dance once after he has summoned it. The petals are the strength of steel*, about an inch in length and very thin. People struck by a single petal will receive a long, but shallow cut to bare skin. Seph can use the petals in the following ways:

Swarm - Seph becomes the center of the swam, with petals spread out ten metres from him in a large circular rotation. At the edge only a few petals are likely to strike someone, however the closer to Seph the higher the density. Standing a metre from him would be life threatening, three metres would cause fairly serious wounds, while nine to ten only one or two cuts to unprotected skin. (note: the Swarm can only move with Seph at the speed of a walk. If he moves faster he’ll most likely cut himself.)
Impass - Seph can turn the swarm on the side, directing it in a cylinder spiral that stretched for 10 metres and is a metre wide. The petals are packed in a higher density than swarm, meaning trying to move through it would be a folly for most people. Once it has been placed it cannot be moved unless changed to one of the other two forms.
Spear - Seph condenses the all the petals into a spear, roughly two metres long and ten centimeters wide. It is however not solid, rather a mass of the rotating petals. Touching the spear is akin to touching a mass of rotating blades, the effect of which causing serious surface (skin) damage. The spear can be launched towards a target at the speed of a normal thrown weapon. While the spear could do extreme damage if it struck someone directly, it is more likely to graze or glance a target given its average speed. This spear really comes into its own against very large targets. If the spear is able to strike a target (anything above the size of three humans), the rotating petals will drill into the target, doing very large damage over the remainder of the time remaining. If Seph doesn’t launch the spear, he can manipulate it like a normal weapon (a small amount of petals cover his palms while using the spear to protect him).


*It should be noted that the spear, while each part is steel, can cut through higher strength materials. Much like a drill, some of the petals might be destroyed in the process.
PL 7. Based on a comparison to Mari's miasma as well as generic elemental magics.


Death Naschen
Nashcen is the ability to call forth long dark limbs similar to tentacles. Seph doesn’t understand this magic very well, and it’s relationship to the dark god N’Jal. This is an evolution (or devolution) of Talen’s original ability, Arms of N’Jal. Seph can use Glied and Qualle a combined four times and Tragen twice. Regarding Glied and Qualle, the six black limbs the strength of prevalida are called forth. Each limb moves very quickly like bolt from a crossbow, and the tip is a sharp point, moving to the width of an average forearm. All versions of this ability are nearly useless in small spaces.

Glied - Seph casts Nashcen on on a surface, such as the ground or a wall. From a large (metre wide) glowing transmutation circle the six limbs burst out and extend 10 metres directly outwards*, before arching towards whatever target(s) Seph desires. Each limb can reach a further 30 metres. (Using pythagoras's theorem) Gives it an maximum range of about 28 metres should he cast it on the ground. The limbs last for three posts.
Qualle - Seph calls forth the true form of the Nashcen and it appears as a giant floating jellyfish. The movement of the body of the jellyfish is quite slow, making it not viable for chasing an able-bodied man. It can move at about the speed of a brisk walk. A Qualle’s limbs act much in the same way as Glied. The weakness of this ability is the large dark body that holds the tentacles. Should that be destroyed (and it has no special resistances), the creature will disappear. Destroyed in this sense means that at least 20% of it’s body is separated or destroyed. Lasts for three posts.
Tragen - In sacrificing the arms of Qualle, Seph can summon a much faster jellyfish. This is relatively useless in a combat situation (even ramming someone will prove ineffective thanks to its squishy body), but can be used for long distance flights. Two use per day.


*The initial 10 metres is a weakness of the ability. It makes casting it close quarters hard, but also that the movements are exaggerated and for some easy to follow. The arms rely on their speed to make it a viable ability.
PL 8. The strength of the arms would usually make it a 9 or 10 but I knocked this one down due to the weaknesses built into it.


Motoko
Seph can create a shield of interconnected hexagons composed of solid shadow energy. The shield is invisible until an object attempts to enter it at a fast speed. For example, a thrown rock will bounce off the shield but someone moving at a slow walk would move through it unhindered. If the whole shield became visible it would look like a sphere composed of black hexagons about half a metre out from Seph. Impacts only trigger the immediate area to harden, and do not soften back to it’s default state until whatever triggered the attacks has gone. For example, a jet of water would strike Motoko and cause the front of the shield to harden. The back would remain invisible, and the front would only return to normal once any residual water had dripped off. Motoko can be summoned seven times a day, during which time it will completely block any attack(s) coming at Seph for a short period of four seconds (roughly a quarter to a third of a post). At the cost of two uses and sacrificing being able to use any other abilities for a post, Seph can have Motoko block all attacks for a single post. He would only ever be able to do this three times a day. Seph needs to activate this ability before the attack strikes, meaning he needs to know an attack is coming a few seconds prior to it hitting him. Motoko cannot block every type of attack there is. Below are some examples of where Motoko is effective and ineffective. (This doesn’t take into consideration combination attacks, or all types of attacks that lasts longer than four seconds, purely things that trigger Motoko’s shield [a jet of flame that lasts 10 seconds would trigger the shield, last longer than the shield is active and strike Seph].)
Examples of what Motoko is effective against:

a fireball
an earthen/ice spike
an arrow
a sword strike
a sand storm
a blast of pure force


Examples of what Motoko is ineffective against:

seeping (as in slow moving) gas
curses/hexes
telepathy
slow moving projectiles
PL 9, based on a comparison to Twincast's mystic protection. I don't feel like the drawbacks of this ability are that significant, as it would not be used against the things it is ineffective against.


Dunkle (Dash)
In a moment Seph covers a distance of ten metres. While this can be used as a sort of quick travel, it is limited to a direct line, and any physical barriers will have a disastrous effect. Seph can choose to strike with his sword or not, if he does, the strike forms a large crescent shape in front of his dash that slices anything in front of him. An attack with this method is extremely quick and powerful, able to cut down lesser foes in a single attack if it strikes. Seph is able to use these streaks six times in a fairly short succession before needing to rest (six a day).
PL 8. I couldn't find anything to compare this to so it's just my judgment.


Dragon’s Rage
Seph is able to summon the fire originally controlled by Talen. However, fire is at complete odds with Seph’s personality, to the point where he struggles to control the flames in their base form, and instead relies on a mixture of earth and fire to create lava attacks. Thanks to the peculiar magic that fuels the lava, it will not burn Seph should he touch it.

Spit - A rather simple attack, Seph channels the magic of the sword and his own innate earth magic and spits an arrow head size drop of lava at a target. While the attack is limited to a small surface area (and hence is unlikely to do fatal damage), it is incredibly quick and hot and can burn through most leathers (fire/heat resistance would be difficult) and thin amounts of steel and below (ie a dagger would be too thick). It can be cast with the same speed as one can spit, and will travel around five metres. Can be used ten times.
Serpent - Seph summons a long, thin stream of lava from the ground in similar dimensions to a snake. The serpent moves through the air much like a sea snake though water, travelling at roughly five times an average person’s run. The snake seeks to wrap around a limb of the target, doing quite severe burns the longer it is bound to the target. The heat of the serpent decreases after it is summoned, able to last for four posts, it can burn through wood and flesh easily on it’s first post, down to light skin burns on its fourth. Able to cast six times, with no limit to how many per post.
PL 6. Based on comparison to standard elemental magic.



Bonbon, the Fire Squirrel
Fire squirrels are similar to their non-magical name sake in appearance. Instead of brown, fire squirrels are are a bright red, save for a large white patch on their stomachs. Males tend of have smaller patches of white, are larger than the females and have much larger tails. All fire squirrels have love of fire, and can sometimes be found sleeping in firepits amid the flames and embers. All fire squirrels have the same affinity for fire, but it manifests differently. They struggle with cold weather, and hate rain. Natives to Akashima, they can be, albeit rarely, found in greater Corone.

Bonbon is a female fire squirrel, about the size of forearm from her nose to the tip of her busy tail. Like all fire squirrels, she loves warmth and fire, to the extent that she will often sleep in the embers of a dying fire (much to the dismay of Seph when she becomes covered in ash).

Bonbon was found by Seph not long after he left home. One morning after sleeping on the road he found her curled up in his dying fire. The little squirrel had been separated from her parents and was too young to properly care for herself. Seph scooped her out of the fire and the rest is history. Bonbon is about 8 years old.

Bonbon’s fire ability manifested not long after her second birthday, and Seph has named it Fire Bugs.

Fire Bugs
Dozens of small glowing embers filter into the air out of Bonbon’s coat. These spread out in an initial 10 metre circle, and expand an additional 10 metres each (of Seph’s) post. The bugs last a total of six (of Seph’s) posts and can spread out over an area of 130 metres (10 initial + (10 per post * 6)*2 (double as it extends 10 metres in every direction) = 130). The main purpose of this ability is to provide light, however it does have a slight offensive angle as well. The bugs can be directed towards a target within the expanding circle at any time during the six posts. The bugs move in onto the target in a matter of moments. Individually the bugs cause a slight burn, no bigger than a gold piece. Together they have the potential to cover a target in light burns, enough to cause serious pain and incapacitate a normal person. Bonbon can use this ability three times, however she cannot use it while another is active.
PL 7. Combining the squirrel and its ability into a single ability.

Items


Abysmal Cutter: Aquired
This falcon sword is made of Prevalida, but the enchantment has left it black as night. The sword has a white tassel at the end, with some white detail across the hilt. This sword is able to produce dark copies of itself that cut through the air towards their target. They strike with the force they were swung with, and will change direction slightly (two-three metres) to meet movements of the target. While only able to deliver normal sword strikes in the attack, the sword can perform the feat eight times a day.
PL 9. Heat seeking dark matter prevalida blades.


Angry Punch Gauntlets: Aquired
Two damascus gauntlets that stretch up over each of Talen's arms to the shoulder. Each gauntlet has a sharp edge along the length of each finger and extending past the end as a claw. The gauntlets have fire magic imbued into them, allowing them to send blasts of fire from the fists four times (each gauntlet) every four hours. It is intended to be used with the punch connecting, but it will continue a foot from the edge of the gauntlet if it misses. The fire will do second degree burns if it strikes directly, or first degree burns if hit with the foot-long fire blast.
PL 4.


Solar Flare Shades: Acquired
A special set of glasses with tinted glass. As well as protecting the eyes from powerful light sources, they also absorb this light and can release it with a flash of blinding light twice a day. This flash of light will dazzle anyone looking, making them temporary blind for a post afterwards in most cases.
PL 3.

Including items, that's 21 abilities out of an allowed 19. Because two of the items are so low-level though, I'm tempted to go ahead and approve this.

8+8+7+8+8+9+8+6+5+8+6+7+7+8+9+8+6+7+9 = 142 / 19 = 7.47

7.47 < 9.5 by a big enough margin that I feel like the extra two item-abilities are okay. Even if we add their PLs to the equation and divide by 19, it only pushes the APL to 7.84.

edit: conferred with Shin and decided to go ahead and approve.

Breaker
04-14-17, 06:52 PM
MoffWenn Level 1 (http://www.althanas.com/world/showthread.php?32124-Moffit-Bel-Adon)


Wall Crawl - Thanks to her arachnid legs, Moffit is able to skitter up challenging vertical surfaces without much trouble. This, as you can imagine, is supremely useful in helping her escape frightening situations or ambush prey from above.
Useful ability. PL 4

Natural Armor - When it comes to her legs and abdomen, Moffit’s somewhat sturdier than the average flesh creature. Her hard exoskeletion in those areas is more or less as strong as leather armor.
PL 3

Very Specific Venom - Moffit’s cute little fangs contain a special chemical concoction that was very useful in her home universe. On insects and arachnids, this venom can be deadly. Any insect smaller than a poodle will find their insides melting together upon injection. Larger insects will find themselves paralyzed from the searing pain, which lasts anywhere from a minute to half an hour depending on just how big they are. Non-insects will feel… slightly itchy around the area of the bite. She only has enough venom for two bites per day.
Little to no combat application. PL 2

Approved.

Breaker
04-15-17, 03:59 PM
Sage Level 2 (http://www.althanas.com/world/showthread.php?32126-A-wizard-s-apprentice-(Sage-Lv2))


Eldritch Bolt: A dark glowing orb of swirling black and purple hues roughly the size of a football. Used primarily as a ranged attack, this sphere can be launched up to 100 yards before it loses its potency. Upon contact with the target the sphere has an equivalent kinetic force of an iron Warhammer. It can also cause minor magic burn damage across exposed natural skin. Sage is only able to use this spell up to 4 times until exhausted.
PL 4 based on comparison to the PL thread

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.
Level 2: “Nova” Additionally, Lux can be overloaded, creating a bright but brief flash of light that can render anyone looking at it momentarily blinded. But because of the violent reaction of destabilizing a spell in this method, Sage is only able to use it in this way only 1 time per thread.
PL 3, it was barely a three before so the enhancement means little.

Kinetic Lift: By projecting a magic circle, anything that comes into contact with it is propelled in the direction it is facing. Created as a means of propelling himself to reach what would be an otherwise unattainable position the spell is quite capable of launching someone of his size and weight 15 feet into the air. Sage is able to cast and forget, as the Magic circle will sustain itself for two posts before dissipating, allowing allies and friends to follow. Sage is only able to cast the spell 2 times per thread.
PL 3, this could have some offensive application although he doesn't describe it that way.

Eye of Antiquity: Via directly touching an item, Sage can delve into its past and see history unfold around the item in question in real time. It involves following an Items individual presence in time, either recent or ancient all the way up until its initial creation. Sage must forego each of his senses of the present in order to proceed into the limited window of the past. And if he is seeking out a specific moment then he needs to actually be able to find it manually. As such he is freely able to alter time as he views it to his whim. He is able to cast the spell freely, but can only maintain it for 2 posts at a time, before needing 1 post to recover.
PL 4. Similar to Mari's recall ability.

Water Walk: To target or user, Upon casting this spell stepping out onto any body of water will be akin to stepping onto solid ground, Water will be unable to part around them and they will not be able to submerge themselves. Casting it on another requires being able to touch them. Being able to walk on water only lasts for 3 posts, and can only be cast 2 times a thread.
PL 3. Limited/situational combat application.

4+3+3+4+3 = 17 / 5 = APL 3.4

3.4 < 4

Approved. Included a warning that his "perception" skill is bordering on an ability and will need to be considered one if it grows any stronger.

Shinsou Vaan Osiris
04-18-17, 11:53 AM
Umshaes level 1 (http://www.althanas.com/world/showthread.php?32090-Umshaes)


Umshaes is able to absorb one low level mana attack per thread if he blocks it with his arm. The Magicyte in his arm absorbs the energy of the attack. This can be done once per thread. Because the Magicyte is a toxic entity to his body, this ability may cause Umshaes discomfort like headaches or nausea.

PL 3



Umshaes arm can not only store mana energy, but release it in short bursts. Once per thread Umshae's can conjure a small low-level burst of mana, which usually takes the form of blue lightening. He can manifest this as a physical strike with his arm, or as a ball that can be thrown up to 15 feet. Using this ability can cause vertigo due to the Magicytes toxicity.

PL 3 due to limitations


Umshaes has a small hex engraved above his right eye. Although not always guaranteed to work, it helps diminish the headaches he gets from the Magicyte poisoning, and puts a dampening effect on his emotions. As long as the hex is visible, it is in effect.

PL 3 on the understanding that there is a chance that the ability will fail.

Three 3's = Approved*

*On the understanding that the Magicyte in his arm cannot be removed and sold back to the Bazaar. I was going to take further advice from Lye on the issue of Magicyte but seeing as he isn't around, I've had to go with the flow on this one. If anyone sees any potential issues, please do let me know.

Breaker
04-19-17, 07:36 PM
Mikhail level 1 (http://www.althanas.com/world/showthread.php?32143-Mikhail-Timofeyovitch)


Force Sword: Mikhail manifests a blade of pure force. It doesn't have any properties that would be out of place with ordinary steel, but it has the virtue of being always available. This ability has been honed over years of training such that it takes essentially no effort, and may be wielded almost as an extension of his own arm.
I'm counting this as an item for the time being. As soon as he wants it to be stronger than steel or be able to summon more than one weapon, it should be considered an ability.

Minor Kinesis: Mikhail can move objects of up to ten pounds using the the powers taught to him by the church. He can't move them swiftly enough to cause serious injury, but he can grab things from about thirty feet away, and bring them to his hand, or move them around within the same radius. He can only manipulate one object at a time, or a single small volume of liquid within the same limits.
PL 3 due to unlimited use

Lore of the Arcane: Mikhail has learned a great deal about both magic and mages from is time among the Ethereal Sway. He can recognize magic when it is used, and even detect the residual traces of magic within a few days of it use.
PL 3. Dropped from a 4 after reconsideration.

The White Bear: Mikhail is a large man, 25% stronger than average, and incredibly hearty. He endures hardship and toil more readily than an average man, and is approximately 25% more resilient than normal men.
PL 3 and PL 3, compound strength/endurance ability.

He needs to lock one ability. He also has a full suit of iron armor listed in his inventory (in addition to the force sword I'm counting as inventory) so I'm going to offer him to either tone it down to 2 pieces of armor or keep the full suit but lose his starting 200 GP.

Edits made. Approved.

Breaker
04-20-17, 11:07 AM
Lorelei Level 4
(http://www.althanas.com/world/showthread.php?32145-Lorelei-Ravenheart)

Magical Affinity - Unlike her father, who had never shown even the slightest inclination towards magic of any kind, Lorelei's talent for magic started to show from early age. As a sorceress, her relationship with magic is intimate and almost symbiotic, with the power of her spells emerging from within her. This allows her to understand the inner workings off most things that either operate via magic or are created by magic of any kind.
PL 6 based on a comparison to Breaker's magic radar.

Summoning is Lorelei's primary form of attack. Her sorcery enables her to call forth various spirits that aid her in combat. The spirits themselves are incorporeal and generally invisible to others, unless they have acute sense for magic. The spirits themselves do not and cannot engage in combat and as such cannot do direct harm, except joining in for special attacks (see below). As they are an extension of Lorelei's own sorcery, they cannot be dispelled without disabling the summoner. Lorelei can have only one spirit summoned at any given time. Currently, she can choose between three spirits:
Noted.

The Archer

The Archer avatar is an eight feet tall silhouette of an athletic man holding a longbow. It usually stands behind the summoner.

When Lorelei summons the Archer, the spirit bestows upon her an incorporeal bow and arrow which Lorelei can use as a regular bow. Unlike a regular bow, however, Archer’s bow draws upon the elements in the surroundings of the summoner to create the arrows. Most commonly, the arrows are made out of ice created from the moisture in the air, but the summoner can use other elements if they are available.

Lorelei can currently fire 10 arrows before the spirit dissipates and she has to wait an hour to be able to summon it again. All arrows are equivalent to damascus when it comes to physical damage save for those she might create if there is a stronger material in the environment. However, it takes considerably more focus for her to create an arrow out a stronger material. For example, summoning an ice arrow would be almost instantaneous, whereas summoning a titanium arrow (should she actually come upon a source to draw from) could take up to ten seconds, and the time goes up for any higher tier material. Another thing to keep in mind is that she needs to be within twenty feet of the source to draw upon it.

The elemental damage (should an elemental arrow be summoned) is relatively minor. A fire arrow can set alight flammable materials and cause moderate burns should it reach flesh, pretty much as an ordinary fire arrow would. An ice arrow can numb a limb for ten seconds or temporarily freeze a small area (6 foot diameter). An electric arrow (should she ever actually run across a source of electrical energy, which she most likely never will) can give a small jolt akin to a very weak tazer (won't make most people collapse or anything, just give them a good jolt).

Special attack: Hail or Arrows – Once per hour, Lorelei can turn her bow skywards and call upon the Archer avatar to do the same. The summoner and the avatar fire a single arrow that, at the apex of their flight, break into ten arrows each that hurtle towards the ground.
A strong PL 5, but still a 5. Any upgrade to this should push it higher.


The Steed

The Steed avatar is a massive war horse with mane made of flames. It usually stands next to the summoner.

When Lorelei summons the Steed, the spirit bestows upon her an ability to launch wind gusts in the direction she chooses. The force of the impact depends on the area coverage of attack. If she focuses the burst at a single target, then the gust is at its strongest, hitting with enough force to crush bones and knock people out if it hit head on. If spread to multiple targets, the gust is strong enough to throw people on the ground or knock weapons from their hands. While the wind burst itself is invisible, it leaves a trail on the ground similar to the hoof trail of advancing horses. Lorelei can currently fire off five gusts before the Steed leaves her side and she has to wait an hour to summon it again.

Special attack: Last Stand – Once per hour, the summoner can choose to send a full force wind burst in all directions. However, such a burst has relatively short effective range. Within ten feet of Lorelei it will strike all those around her with the strength of her normal focused burst, meaning it might knock unprepared people out or break a rib or two. But beyond ten feet, the power of the burst drops down considerably until it completely dissipates when it reaches twenty feet.
PL 7 based on comparison to Breakers's air affinity.


The Wiseman

The Wiseman avatar is a human-sized cowled figure sitting cross-legged. It usually hovers above the summoner.

When Lorelei summons the Wiseman, the spirit bestows upon her the ability to manipulate objects with her mind with the same force as if she was moving them by hand. She can manipulate up to three objects up to the combined weight of 40 pounds. She can make the objects perform complex actions, but the complexity is limited by her own knowledge and skill. Meaning that while she technically might use telekinesis to wield three longswords, she couldn’t do much other than flail them around as she has no skill with swords. Lorelei can manipulate objects for two minutes in a battle before she needs an hour of rest. In quests, she can use this ability indefinitely, though it taxes her considerably the longer she uses it.
PL 5


Spirit Echoes

While Lorelei cannot summon more than one spirit at a time, each summoned spirit can influence the subsequent spirit that is summoned. For now, these echoes of power are faint and only grant small bonuses to the subsequent spirit. Example: If Lorelei summons the Archer after the Wiseman, the echo of the Wiseman will allow her a small degree of telekinetic control over the flight of her arrows. Or if she summons the Steed after the Archer, her wind bursts will be a bit more precise and more focused. The echo fades rapidly, however, so these boosts are good for only two or three attacks immediately after the spirit change.

Currently, Lorelei can access the following Spirit Echoes:
The Wise Archer - Should Lorelei summon the Archer after the Wiseman, she gets minor control of the trajectory of her first two arrows. This doesn't mean that she can make the arrows chase her opponents, but rather that she can nudge then within two feet of the initial target.
The Precise Steed - Should Lorelei summon the Steed after the Archer, her first gust is performed with almost perfect precision. She can use it to strike a specific point on the enemy or the weapon they are holding with her wind gust. Simply put, that first wind gust is somewhat harder to dodge.
The Strong Archer - Should Lorelei summon the Archer after the Steed, the first two arrows she fires carry an additional punch should they strike the target (equivalent of a kick a trained soldier could deliver).
Wise Archer: PL 6, may as well be heat seeking
Precise Steed: PL 5
Strong Archer: PL 3


Iron Will - Lorelei's willpower is four times that or an average human.
PL 5


Raven's Eye - Lorelei's perception is twice that of an average human.
PL 3

Pouches of Stuff - Lorelei carries around six small pouches filled with different items. These pouches currently contain sulfur (two pouches), steel shavings (two pouches), charcoal (one pouch), sand (one pouch). Lorelei uses the things from the pouches when she draws the elements while using her bow and arrow with the Archer summoned if there are none available in the environment.
This is pretty obviously supplies for making some sort of gunpowder, but I'm fine with that. I would have been fine with him starting with a few pouches of gunpowder and a flintlock honestly, it's a level 4 character.

APL of 5 with 9 abilities. Approved.

Shinsou Vaan Osiris
04-23-17, 01:47 AM
Jake Level 4 (http://www.althanas.com/world/showthread.php?32123-Continent-Hopping-Half-Elf-(Level-4)&p=275308#post275308)


Breathe - The head of Long appears as a ghostly visage above the wielder. Long sprays the area in front of her with long, thin shards of wood capable of piercing flesh and leather. The damage done is fairly superficial, but the volume makes it potentially deadly. (Three uses)

PL 4, not a strong tier but high volume makes this dangerous.


Call - Long appears behind the wielder, her long green body floating effortlessly in the air for three posts. Anyone touching Long will heal minor wounds, such as cuts and bruises over a post. More more serious wounds will stabilise, but will need two full posts to heal. Fatal wounds will need three full posts to heal. On the second post Long can release her remaining energy and emits a healing aura. Any person or creature friendly to the wielder within twenty metres of Long will have minor wounds completely healed and more serious wounds stabilised. They will also recover some stamina. Long is not stationary, but she is slow. She can move at roughly the speed of a brisk walk. It is possible to ride Long. (Two uses)

The ability to heal serious to fatal wounds within three posts puts this at a PL 6 in my opinion.


Agility (x3)- Jake’s slim form gives him great agility. He is able to perform feats which would greatly trouble most adults, such as scaling walls and trees, climbing ropes and avoiding obstacles. This ability is also a great asset to Jake in fighting. Because he is not especially strong, his strategy often involves dodging attacks, running away then shooting his foe from a safe distance. Jake is also able to perform a variety of acrobatic movements including flips, handsprings, and walkovers.

Endurance (x5)- Jake's training and experience has earned him much greater than average stamina, as well as an increased tolerance for physical damage and pain.

Speed (x3)- After slaying and absorbing power from a vampire one snowy night in Concordia, Jake's natural quickness has become something more.

Updates to Agility (PL 4), endurance (PL 5) and speed (PL 4)

A few other minor updates that don't affect ability PL's from prior level.

Approved.

Breaker
04-25-17, 03:39 PM
Harbinger (Raksha) Level 2
(http://www.althanas.com/world/showthread.php?32158-Raksha-the-Swordsman-Part-2)

Strength: Rak is heavy and strong. He can lift close to twice his body weight and strike twice as hard as the average man (2x strength).
PL 3

Speed: An young life spent training with others of his kind allowed him to build up his speed. His strikes are as fast as strong, and he moves with focused speed (3x speed).
PL 4

Choose your Weapon: Raksha has the unique ability to call forth the sword he wishes to use in his battle. He may choose between any of the swords, either in this profile or acquired since, but he may not attack or defend with a sword that has only been brought out. In this way, he may not use a sword to instantly block, or attack. He must wait until the following post to use it.
PL 2 due to limitations

Emerald Swords: Raksha summons copies of his emerald sword from above his head and sends them flying at a target. He may summon one sword at a time, the strength of steel for a total of three swords a day. The swords strike with the force of twice a normal sword thrust.
PL 3 based on comparison to abysmal cutter

Abysmal Cutter: (Received)
This falcon sword is made of Prevalida, but the enchantment has left it black as night. The sword has a white tassel at the end, with some white detail across the hilt. This sword is able to produce dark copies of itself that cut through the air towards their target. They strike with the force they were swung with, and will change direction slightly (two-three metres) to meet movements of the target. While only able to deliver normal sword strikes in the attack, the sword can perform the feat eight times a day.
PL 9. Must be locked.

Angry Punch Gauntlets: (Received)
Two damascus gauntlets that stretch up over each arm to the shoulder. Each gauntlet has a sharp edge along the length of each finger and extending past the end as a claw. The gauntlets have fire magic imbued into them, allowing them to send blasts of fire from the fists four times (each gauntlet) every four hours. It is intended to be used with the punch connecting, but it will continue a foot from the edge of the gauntlet if it misses. The fire will do second degree burns if it strikes directly, or first degree burns if hit with the foot-long fire blast.
PL 4 as before

Solar Flare Shades: (Received)
A special set of glasses with tinted glass. As well as protecting the eyes from powerful light sources, they also absorb this light and can release it with a flash of blinding light twice a day. This flash of light will dazzle anyone looking, making them temporary blind for a post afterwards in most cases.
PL 3 as before

Abysmal Cutter and one other ability will need to be locked, at which point he should be fine for approval.

Breaker
04-25-17, 04:41 PM
Remedy Blue (Hysteria Reincarnation) Level 10 (http://www.althanas.com/world/showthread.php?32157-Reincarnation-Remedy-Blue)


Remedy prefers to use gadgets rather than her magic when push comes to shove. Most of her abilities relate to items she carries on her person. The uses referred to how many she has prepared on her at a time. In her downtime she will build back up her inventory of items. Abilities are structured with a heading (such as Blue Blaze) in bold, then the individual abilities underneath. All the headings have three abilities underneath, except for the first ability that sits alone.
Noted

Trader – Remedy is a master trader and saleswoman. She earns an additional 10% gp from any completed threads.
PL 2

Blue Blaze:
Remedy’s body naturally produces a blue flame. The leather suit she wears has been designed to collect the flame as it overflows from her body. Without the suit she would occasionally drip fire. The fire itself doesn’t do traditional ‘fire’ damage. Instead it does holy damage, making more effective against ‘unholy’ opponents (undead for example) than those susceptible to fire. There are three ways that Remedy can use her fire.

Suit Injector System - Remedy releases a stream of fire, two metres long and half a metre wide (at the end) from release pipes at either of her wrists. She can use this attack four times before depleting her reserves. The fire is strong enough to do second degree burns to flesh caught within the attack area.

Blaze Grenade - Remedy has managed to condense a large amount of her flame into small glass grenades. Each one had a timer on the top that can be set for one, three or five seconds. Upon the timer detonating the glass, or the grenade breaking if sufficient force is applied, it erupts and releases the flame for two metres around it. Remedy carries four grenades with her. Like the previous ability, the fire is strong enough to do second degree burns to flesh caught within the attack area.

Angelic Release – Remedy’s magic has grown significantly over time. While she doesn’t like to use this ability, she can forcefully push magic out of her body in as large a large forceful wave. The blast of fire covers an area in twenty metres in every direction around her, doing third degree burns and incinerating low tiered wood. As a downside, his will destroy most of Remedy’s items and leave her suit very damaged. This is a last resort and can only be used once.
PL 7. Firemancy with considerable limitations.


Bombs:
Remedy keeps a collection of small, self-made bombs on her. These can be thrown or lobbed at a target, or loaded in a small spring-loaded sling on her wrist and shot upwards of 20 metres. All the bombs are made in a similar fashion, small round balls the size of a marble and detonate on impact. The bombs are kept in a hard dispenser on her side that protects them from accidental knocks that could detonate them.
Noted. Since these are an item being used as a rechargeable ability, I will ask for a limit to the total number of bombs she can safely carry at a time.

Smoke bombs - These small black balls release a cloud of thick black smoke that can fill a 20 by 20 metre area. The smoke itself is harmless and purely to obscure vison. The smoke lasts for three posts in an area with minor ventilation. Stronger air movement can cut this time drastically. Remedy carries three smoke bombs with her.
PL 4

Chili Powder Smoke Bomb - After some experimenting Remedy has been able to include chili powder in a modified version of her smoke bombs without compromising the reaction too much. The chilli bombs fill an area two by two metres and anyone unlucky enough to get caught in the smoke without goggles and a face mask will suffer itching and burning eyes/throat. The effect lasts one full post after removing oneself from the smoke. The smoke lasts for two posts and Remedy keeps three bombs on her person.
PL 4

Incendiary Bomb – This bomb detonates in two stages. First it vaporises a small amount of liquid fuel, filling the air around it with flammable gas. Less than a second later the bomb sparks and the gas ignites. A metre around the bomb is filled with flame than can do first degree burns. This bomb is fantastic at setting clothes and wood on fire. Remedy carries three incendiary bombs.
PL 4

The Zap Mechanic
The original Zap item was designed by Sylus as a gauntlet. Remedy has spent a lot of time working on producing a range of additional items that can improve her combat effectiveness. While the Zap items are all different, they all use electricity for their effects.
Noted

Zap Glove Mk IV – The Zap Glove is a left-handed glove with copper wiring embedded in the leather across the top of the fist and onto the palm. Under the forearm is a quartz-powered battery that holds the charge. While this makes it safe to use, it doesn’t have the same kick as more advanced Zap weapons. A strike from the glove numbs and greatly reduces mobility of the affected area for a short period (two posts) of time. The glove can hold only enough charge for four uses. If Remy spends enough time (one post) winding the cogs next to the battery she can restore a charge.
PL 5

Zap Pistol Mk II – This is a rather un-assuming piece of technology. The pistol sits in a holder on Remedy’s hip and contains a small chamber of sealed glass to hold the charge. Rather than the mechanics being contained in the pistol, the holster holds the charge. While the pistol is holstered it draws the charge and needs to be holstered after each use. The pistol can release a flowing stream of electricity over three metres that lasts three seconds. The electricity does severe burns to anything caught within the stream, able to cripple in a single attack, metal armour also offers little protection. The pistol can be used four times, but must be holstered between each one. Like the Zap Glove, Remedy can spend a full post winding the cogs on the holster to restore a charge.
PL 8

Zap Trap Mk I – This small metal device is about ten by ten centimetres wide and two high. In the centre is concentrated quartz powder with an inert charge. When the device is deployed a small beaker of acid is released and the charge in the quartz becomes activated. When something with a bioelectrical charge (ie, living creatures) move within a metre of the trap it explodes, releasing a powerful charge into the air for two metres around it. The charge can do some serious superficial burns, but more importantly it stuns the creature, causing its muscles to become rubbery and difficult to move. The effect lasts for two posts. Remedy carries four Zap Traps.
PL 6

Servo Suit
An obvious downside for having so many items to carry is the strain on Remedy. While she is fit, she lacks the endurance, strength or speed of many of the heroes on across Althanas. Indeed, she would be considered only slightly above average on her own. To counteract this, she has outfitted her suit with some improvements. It should be noted that without her suit she is only considered average and the frame does not add an additional protection from attacks.
The suit is made of leather and steel, which is fine.

Servo Strength – By attaching a metal frame to her suit, Remedy was able to build in counter-balances that mimic pure strength. She is able to life five times the weight she would normally be able to, allowing her to carry her gear without much effort. As a downside, if the frame is damaged she can lose strength in that area. A knock to the knee could destroy the leg counterweight system.
PL 5

Servo Mobility – The suit provides excellent balance while in use. This allows Remedy to move as if she was much lighter than she is and gives the impression of increased reflexes. She can dodge, shift and react as if she was four times as quick as a normal person. Unfortunately, this doesn’t convert to running speed.
PL 3 due to limitation

Grappling Hook 200 - A small wrist device located on Remedy’s right arm and into her suit. The device fires a small iron bolt attached to thin high strength rope up to 100 metres away. By pressing down on a switch on her wrist the rope is reeled in and the lesser of whatever the bolt has lodged in and Remedy is pulled towards the other quite quickly (a sprint-ish speed). Unfortunately, the metal hooks can’t be easily pulled from the target, so there is a clip that needs to be removed to free the rope. Remedy keeps three bolts handy which effectively gives her three uses. As a note, the bolt is quite small and relatively weak. It is far less effective than a crossbow if used to try and injure someone directly.
Not counting this as an ability


Automatons and deployables
Creating automatons and other deployable devices is the desire of every tinker, and Remedy is no different. She has created a few working automatons that she can use in a fight. In order to control the automatons Remedy has a small headset with specially treated glass that covers one of her eyes. The headset allows her to target anything within fifty metres for offensive or defensive attacks and recall any active automatons.
PL 3. The headset seems akin to minor telepathy.

Thopter Mk II – The thopter is a small, disc-like flying automaton that sits comfortably in the palm of your hand. When activated three propellers blades extend from the main body and allow it to fly. The blades work both to allow it to fly and attack. It skims the target, slicing at it with the long steel strength blades. The thoper only needs a fraction of the propellers to keep it flying, meaning it can sacrifice much of itself in the attack and still continue. Remedy has five thopters attached to a small pack that sits in the small of her back. The thopters can attack for a full two posts before needing to return. If able to attack again (ie, not destroyed), they need three posts before they are recharged enough to do so.
PL 7, they could do an awful lot of damage quickly.

Shield Bot Model-Electric – This model is made from a modified thopter. Rather than propellers, it uses an electromagnetic field to float. Its only purpose is to deploy, at which time it splits into four parts are creates a strong magnetic field a metre wide and two metres tall. The field reflects metal sent towards it for a post before it burns through its energy reserves and collapses. Remedy has access to three of these thopters stored with her others. Once they are deployed they are destroyed.
PL 4. Comparable to minor metalmancy

Shield Bot Model-Steel – This model is a small tri-pedal device the size of a plate. When activated it deploys a steel strength metal shield, a metre tall and a metre long. The particular curve of the shield means that if four are deployed at once it is possible to create a complete circle with each one making 90 degrees of the full 360. Remedy carries four shields with her at a time. Once the shield is deployed it deactivates, meaning it can last for as long as it remains intact, but can’t be moved or collected.
PL 5. Seems a bit stronger than Twincast's mystic protection

APL of 4.78 with only 14 abilities. Approved.

Breaker
04-26-17, 09:14 AM
Elthas Belthasar Level 1 (http://www.althanas.com/world/showthread.php?32171-Oath-of-the-Blade-(Level-1-Reincarnation))


2-(School of Elven Genetics.) Speed/Reflexes. As a pure-blood Elf, Elthas has received the blessings of The Old Ones. His people are naturally nimble and quite fast. On land, Elthas can move at top speeds of about 15 M.P.H.s currently. He can react at 1.5 times the rate of a standard Althanian Hume. This assists with his combat tactics, is a passive, and is always active. (Passive) His speed requires a full turn to activate, but the reflexes are constantly active.
PL 3

Approved.

Hysteria
05-08-17, 06:54 AM
http://www.althanas.com/world/showthread.php?32194-Ezra-Prophet

Open Lock: Ezra can cast a spell to open a more advanced lock, with in line of sight and within 10 feet of him, once per day.

Muffle: Ezra can cast a spell to mask his foot falls in any environment for 10 minutes, three times per day.

Mage Hand: Ezra can move an object weighing 1lb or less, at a speed of 15 ft. a second, if he has sight of it and is within 25 ft. He can manipulate the object in very fine detail, such as writing with a pen, putting something in a pocket, or turning a door latch. He can do this 3 times a day.

All 3s

Breaker
05-08-17, 01:07 PM
Magical Omniglot: Ven was blessed with the ability to speak to and comprehend any language he comes across. He cannot read any language however, and is limited to Trade Speak, Elven, and some Draconian. If a creature is sentient but cannot speak, then only simple idea can be expressed.
PL 2


Minor blink: 3 times per day, Ven can teleport 10 ft away from himself within line of sight.
PL 6, based on a comparison to Phi's portals. Will need to be reduced, I'm thinking a single use per day could knock it down to a 4.


Smokescreen: Once per day, a thick cloud of non-magical smoke bursts out around Ven in a 10 ft radius centered on himself. The smoke weirdly smells of corn.
PL 2 due to limitations


Equipment/Weapons:

Iron Rapier

Silver pocket watch

Cherry bombs x10 (loud bang and flash, only dangerous if exploded near eyes or right next to ears)

Fireworks x3 (10 second fuse, shoots 100 ft in direction pointed, explodes into a 15 ft radius of rainbow of sparks and noise. Close proximity to epicenter may cause severe ear damage and/or eye damage.)

Rations

Journal, quill, and ink.

Matches x30

I will most likely offer to let him keep the fireworks/cherry bombs in exchange for his 200 GP, or opt to keep the GP and get rid of the gunpowder stuff.

Breaker
06-03-17, 08:22 AM
FennWenn level 4 (http://www.althanas.com/world/showthread.php?32238-Snowballing-Mistakes-Fennik-Glenwey-Lvl-4)


Ice Attunement - As a Frost Fae, Fenn has a body temperature just shy of thirty two degrees Fahrenheit and the ability to control snow and ice; though, he sometimes wonders if it isn’t controlling him, since it often acts up in response to his emotions rather than of his own volition. Each of the below counts as a separate ability;

Foul Snowball: It’s an unpolished and unpracticed ability, but Fenn can summon and hurl around snowball-sized chunks of fairly ordinary ice. He can now fling them with a thought, rather than manually with his hands.
Jack of Frost: When he has direct skin-to-skin contact with someone, Fenn is able to inflict a fairly mild frostbite on them, which can be useful in forcing people to break their hold on him. A more mundane utility for this, is that spreading frost over a flat surface turns it into a good doodlepad for the little Fae to spell out his thoughts on. This ability can also freeze over water if he is in contact with it for long enough.
Stormy Disposition: Fenn can make it lightly snow and hail in the area around him. It’s a useful skill for whipping up some cover if he needs it.
PL 6


Glamour - Fenn can cast an illusion to briefly disguise himself as another being or animal. The effect only lasts up to ten minutes, and he can only disguise himself as something he has seen before. His skill is weak, so it isn’t hard for those with a trained eye to see the spell for what it is.
PL 3 as before


Magic Sensitivity - As a Fae, Fenn has an innate ability to tell whether an object or person is magical or enchanted. The ability can only be use to tell if there is magic present not to discern the particular kind of magic. To him, residual magic “feels bright”. This sense only activates if he is in near direct contact with the object, person, or aura of magic in question. Which, when it comes to dangerous things, is probably far closer than he would ever want to be.
PL 3 as before


Dexterity - Fenn is twice as nimble than the average human, courtesy of many years spent picking pockets and fleeing from his own follies in total panic.
PL 3 as before


Familiar - Daugi the Direwolf Pupper.
As it stands, Daugi is a hulking beast of raw muscle and floofy black fur, who is a few heads taller than Fenn when she is down on all fours. Her eyes are a bloodshot red. Despite her rough appearance, she’s begun acting more like a giant golden retriever mama than an untamed wolf when Fenn’s around -- usually. She still has a willful wildness that causes her little buddy some trouble from time to time. Fenn uses her as a mount, which allows him to travel far more swiftly than he did on foot. Daugi tends to stay within a fifty-foot radius of him at all times, the exception being when she wanders off for a bit in order to hunt. A keen nose and the call of his whistle will always bring her back to him, however.

Having no magical powers of her own, Daugi makes do by defending herself and her childish charge with raw physical strength. Her claws aren’t made for scratching but her snaggletoothed maw gives aggressors reason to think twice before crossing Fenn. The direwolf’s bite can snap bones and inflict heavy wounds if Fenn allows her to go all-out. She cannot be used in Citadel battles.
PL 4 since Daugi isn't usable in competitive threads.

Considerably underpowered. Approved.

Breaker
06-12-17, 10:28 AM
Lavinian Dementia (http://www.althanas.com/world/showthread.php?32244-Please-don-t-save-me-I-m-not-drowning-(Level-3))


Pain Tolerance – Samantha like her father before her is a scrapper. The first thing she had to learn when she committed to fighting was to shoulder through the minor aches and pains an opponent would thrust upon her. Nothing short of a broken bone will distract her, while blood loss may still cause her to become drowsy pain short of extreme trauma doesn’t hinder her actions. PL 4. Seems comparable to a 4x normal ability.


Dementia – Samantha is a paranoid creature, incapable of feeling truly at ease. Any attempt to ambush the Lavinian is met with resistance of the utmost. This is not to say you can’t catch her off guard, only that she will be fighting back before she even realizes she’s fighting. If someone attempts to get the drop on her she will attempt to strike a blow as soon as they are in reach, and only if she recognizes someone will the blow be pulled to be non-harmful.

The downside is that she is constantly paranoid, unable to sit still for long, and must if at all possible find escape routes. This inclination gives her a skittish demeanor that does not engender much trust in the Daughter of the Demon. PL 5


Subtext – Samantha has learned quickly to pick up on the hidden meaning behind words. Often this has helped her leave before her presence would cause her to get pulled into a fight. When talking with a person that isn’t telling the whole truth, Samantha will immediately know if there is more to say, and often times can fill in the blanks herself.

However, the rage and bitterness she lives with has often ostracized people that would normally help her. The longer she talks to someone the more her mind begins to twist and contort the words she hears, turning them to vicious ends that the person never intended. Even if someone is being completely honest, Samantha might begin putting in subtext that isn’t even present. PL 4. After reconsideration I dropped this from a five because it has a very specific combat application.


Hex Magi: Samantha Ambria, like her father before her is a Hex Magi. As part of her training to become the Warden of the Cult, Samantha was awakened to Hex Magic by calling in a favor from Madison Freebird. In awakening her talent Samantha has learned magic, and has been judicious so far in not taking magic too greedily.

Samantha may learn Hex Magic mid-thread, this is done by offering a fragment of her soul.
Any magic learned must be relevant to the situation, for instance if they are attacked by a flock of geese, the spell cannot kill a moose.
Can only learn a spell with permission of all other players.
Spells taken must be commensurate to the Magi's character level.
The spell learned is one that his helpful to the situation and the least amount of power to do so. A Magi wouldn't learn to blow up everything around them if blowing up a five foot radius area would accomplish the task.
Once learned, the magic can be upgraded.
The trade is exhausting and so giving up a piece of their soul can only be done once per thread. Further the ability can only be used once during that thread.



Hex Magi are constantly at odds with their power for it comes at the price of who they are. As they become more and more powerful they begin to lose their sense of self and who they are, becoming more instinctual and giving more readily into their sins. This makes them easier to manipulate to those skilled in such manipulations, as their very nature can be used as a leash to guide them to what their manipulator wants. This also make anthem more susceptible to magic that manipulated the soul.

Thirdly, true magic will always trump Hex Magic. If someone uses actual magic to nullify or cancel hers, it will ALWAYS be successful, even if it only had a chance to succeed. Hex Magic is a mockery of Magic and cannot stand before true mMgic. Because of this, Dragons, the Althanian embodiment of magic are immune to Hex Magic, as is anything crafted from dragons, be it hide bone claw or sinew. PL 7 after much tooth pulling


Hunter’s Mark - Upon saying the words “I have you in my sights.” Samantha can mark a target in her field of vision. The mark lets her know the direction, relative distance and condition of her target. The spell lasts for a week before she must cast it upon her prey again. She can only have one such mark up at a time. Usable At Will. PL 6 due to limitations


Pain to Pleasure - One of Samantha’s more sadistic spells, upon saying “Don’t you wanna have a little fun?” Samantha inverts a victim’s pain and pleasure experience, making any pain they suffer register as pleasure and vice versa. This lasts for a period of two posts or shorter if someone with stronger will can overcome the pleasurable sensations she’s sure to bring. PL 5. Seems like mostly a storyline ability, but could have considerable combat application.


Sadistic Refreshment - Upon gathering a victim’s tears and saying “Your tears sustain me.” Samantha can heal small wounds and minor bruising. It can be used in one of three ways;

Heal all minor scrapes and bruises.
Heal three deep cuts.
Heal one broken bone.

Usable once per thread. PL 4 due to limitations.

APL = 5. Well. Wasn't that a chore.

Shinsou Vaan Osiris
06-14-17, 10:13 AM
I agree that we need a nerf or two in there. Personally, I think we need a clear restriction or some sort of weakness on shared suffering and the first thing that comes to mind is a restriction on what kind of damage can be inflicted by either party.

Hex magi is far too non-specific for my liking. What does "offering a piece of her soul" mean, and what consequences does it have for Samantha? What tiers or types of magic are we talking about? I think Pat will need to revisit his thinking on that.

Breaker
06-15-17, 09:40 AM
Flambebird Level 2 (http://www.althanas.com/world/showthread.php?32268-Felicity-Rhyolite-Level-Two)


- Neanderthal Toughness:
Ah, yes, maturity is starting to take place. Felicity is developing the natural stamina and endurance of her neanderthal kin. Felicity is capable of staying energetic and unexhausted in combat for three times as much of the time than normal humans. When pain settles in, she can deal with it and jump back into combat quite impressively. She has a pain threshold that can take more than what a grown man could bare. She's one tough cookie, and it takes effort to beat her down and keep her down.
[3xs better endurance than the average human.]
PL 4


- Discipline:
Thanks to her physical training, Felicity has become a natural weight lifter. She has turned from a young girl to a trim and toned little warrior. She can lift the equivalent of twice her own body weight (400 ibs.) with effort and can handle up to 300 ibs. With natural ease. [3xs better strength than the average person.]
PL 4


- Berserk Rage ~ Part I:
Felicity has a lot of anger under her cocky grins, and she's able to unleash it in combat. Whenever she receives an injury that makes her bleed, she gains improved knockback, 1.5 times her usual force, for fifteen seconds. If given another bleeding attack within those seconds, it will trigger another boost and those seconds are doubled. So say she gets cut three times; she would have 4.5 times the knockback force for 45 seconds. The maximum times she can become bolstered is four times the knockback force.
There is a very negative side effect to this power, however. For every time the ability is boosted, she becomes more enraged and slowly losses her mind. By the fourth to fifth hits she may go completely berserk and blank out.
PL 5. Multiplies her already considerable strength for a short amount of time.


- Berserk Rage ~ Part II:
During her berserk rage (explained above) she becomes oblivious to pain. Any wounds and bruises still apply their damage - and increased activities during berserk mode may further open wounds - however, Felicity won't feel them until berserk mode has turned off.
PL 5. Compared to Card's pain tolerance, but dropped two levels because it is situational and short lasting.


- Berserk Rage ~ Part III:
If she reaches the fourth knockback boost, an orangeish-red cloak will surround her body This cloak behaves like fire to anyone who gets close to or makes physical contact with it. If anyone gets close to it, they will experience rises in temperature. If physical contact is made, it can scorch hair, fur, feathers, clothing and leather; it will cause first degree burns on flesh - and second degree burns with prolonged closeness. This cloak can last up until time runs out - but due to exhaustion to its host, Felicity may experience lightheadedness, nausea, and headaches after it fades. In worst case scenarios she may faint seconds after she returns to normal.
PL 3 fire magic. Dropped this after reconsideration as it only lasts 15 seconds and is fairly weak.

APL = 4.2. Slightly over. I'm going to approve this anyway because while these abilities are powerful they're extremely short lasting. She may no be able to power up as much at her next level.

Breaker
06-15-17, 10:29 AM
Rogue Level 1 (http://www.althanas.com/world/showthread.php?32277-Arianthe-Vardis)


Force-push -- Three times a day, Arianthe is capable of magically shoving up to three enemies within a half meter radius of her back by three meters. The shove deals no physical damage. PL 3

Electric Shock -- Three times a day, Arianthe is capable of producing lightning sparks that can shock a single opponent within a three meter radius. The shock can be uncomfortable for the average target, and can stun an average human for two seconds. Stronger creatures may be slowed instead of stunned. PL 3. Might call it a 3.5, but since there's an empty ability slot anyway I'll allow it.

Breaker
06-21-17, 12:27 PM
Aenon Level 1 (http://www.althanas.com/world/showthread.php?32294-Aenon-the-Cottar)


1) Average to the point of invisibility:
Aenon is not magic in anyway nor has he the ability to turn himself invisible, nothing so interesting.
If fact it is the reverse, he is so un-interesting, so average and without note that he can go through a crowd and not be noticed by anyone. He is a background character, an extra of an extra in the play of life. So in turn he could in theory go places that people would normally not have access but not due to any great skill or care of his, people just do not care. He could walk into a military base and people would assume he was there to fix the slight slant on the map table or the shelf that does not sit quite right. This lack of notice could in theory extend to combat as people are not threatened by a nobody and certainly not a nobody with an eating utensil. For example if he and a group of people were to be attacked by bandits, he would likely be the last one to be attacked and even then he could likely wander off in the confusion and no one would be any the wiser.
He would just feel bad for doing so.

This of course is no advantage in a one on one combat as if there is no one else to distract his ‘opponent’ from his lack-lustre presence then they will still be aware of said presence, unless something more interesting (pretty much anything) were to occur. PL 4


2) Jack of all trades and master of none:
Aenon has gone through quite a few jobs both manual and mundane. With this he has picked up a good deal of technical skill for lots of different things to a satisfactory level.
Due to this he has managed to acquire a knack for learning things to a serviceable level much quicker than people normally would, especially if he has done something similar at some time in the past which in most cases he has. It would still take him the normal amount of time to master a skill but he has a good chance of just being able to pick something up on the go and improvise in the same manner as someone who had done the same thing for a number of years without really putting their heart or any real effort into developing that skill as it was of little or no interest. PL 2

APL = 3 with one empty slot. Approved.

Breaker
06-27-17, 09:50 AM
Nightspoison level 1 (http://www.althanas.com/world/showthread.php?32284-Meet-the-darker-half-of-the-Mizami-sisters-(reposted-for-site-changes))


Darkness Flame: In this attack, Rianna calls upon the growing energies of her magic and calls forth a weak but glowing reddish-purple colored flame. It is a magical attack and flames appear and can be fired as small fireballs from the vixen's hands What this attack does is it singes the enemy with a small amount of darkness based flame. Slightly weakening the enemy. (This attack will grow in strength as Rianna levels up.)

Her darkness flame attack has grown a small amount now in strength it now is slightly higher then weak strength and glows reddish-purple colored flame. It is a magical attack and flames appear and can be fired as small fireballs from the vixen's hands. It will now slightly singe the victim's clothes and only slightly weaken the enemy she is facing.
PL 3


Special trait: Sisterly Bond: Rianna is young, and she has only seen her sister a couple of times. But through intense jealously, Ri has developed a trait that links her strength with that of her sisters. IF Sivienna and Rianna meet in combat their strength will become equal and they’ll be able to fight each other with powers that are equal to that which the other possesses. (Approved by me since Sivienna is also my character.
Rianna’s darkness and fire powers could be consider fledging at best. She just has grown used to the fact that she has them. She can create small bits of magic with them, but nothing to large. However, if as the same goes for her proficiency with her weapons, if she is fighting her half sister her magical powers will grow to the same strength as her sister’s.
PL 3


Special trait: Regenerative powers: This is an innate power that Rianna was born with. Right now it is only able to regenerate small cuts and bruises. However, as she grows older and stronger this regenerative ability will be able to repair much more serious injury then small cuts and bruises.

Rianna's regenerative powers can now heal and regenerate medium cuts and bruises. However, as she grows more in strength her regenerative ability will be able to repairs more serious injuries then medium cuts and bruises. Small cuts and bruises take up to 3 posts to heal and medium cuts and bruises take up to 5 posts to fully heal.
PL 3

APL 3. Approved.

Breaker
06-27-17, 09:53 AM
Aynur level 2 (http://www.althanas.com/world/showthread.php?32325-Aynur-Ziva-Lv2)


♫ SONG OF HEALING: LV 1 ♪
When Aynur sings the ability activates. Those who are in the radius of the song and can hear the song will have their minor cuts, abrasions, burns, and pain healed. They also have illnesses such as a common cold or fever healed.
It’s use lasts for the duration of the full song (3 Posts) unless the song is interrupted.
It’s Area of Effect is 20 feet in a circular radius from Aynur.
PL 3


♫ SONG OF SERENITY: LV1 ♪
When Aynur sings, the ability activates. Those who are in the radius of the song and can hear the song will have their negative feelings alleviated, or subdued. Depending on the strength of their will and their willingness to let the song wash over them. This song has no affect on those who do not wish to have their negative feelings subside.
It’s use lasts for the duration of the full song (3 Posts) unless the song is interrupted.
It’s Area of Effect is 20 feet in a circular radius from Aynur.
PL 2


♫ SONG OF SADNESS LV 1 ♪
When Aynur sings, the ability activates. Those who are in the radius of the song and can hear the song will feel strong feelings of sadness and melancholy, even if they were in high spirits before Depending on the strength of their will and their willingness to let the song wash over them.
It’s use lasts for the duration of the full song (3 Posts) unless the song is interrupted.
It’s Area of Effect is 20 feet in a circular radius from Aynur.
PL 4

APL 3 with 3 abilities. Approved.

Shinsou Vaan Osiris
06-29-17, 04:58 PM
Reserved for SirArtemis level 12 workup. On my phone at the moment so can't post it.

Breaker
07-01-17, 06:22 PM
Stare level 3 (http://www.althanas.com/world/showthread.php?32326-Avis-aka-Stare-Level-3)

Treating this as new because I couldn't find a previous workup.


'Darkness': Up to three times per thread, Avis can use her hatred and stare at someone with a 'dark look,' causing them to pause whatever attack or action they were doing and be frozen with uncertain. Her look is so dark, penetrating and unpredictable that only the toughest of men and women are able to break away from it immediately, or even ignore it. The subject of her darkness stare is stilled for a maximum of three seconds, however this is shortened to two seconds if the opponent is two levels above her own, and one second if the opponent is three levels (or more) above her own. In that time the opponent cannot do anything except react as per abilities, giving Avis a chance to strike a blow or other.
PL 6


'Nightmare': Avis throws all of her fear into her stare. She must make direct eye contact with an enemy or victim. It causes them to relive the last nightmare that they had, in full blown imagery. The nightmare is dependent on each person and their ability to fight against it with will power. The times for the nightmare is as follows: four seconds for a subject the same level or below as Avis, two seconds for one level higher and one second for anyone who is two levels or more above Avis. Avis can use this ability twice a fight, and it allows her to cause a distraction long enough to strike a blow, or do what else she made need to do.
PL 3


'Groteque': Using the emotion of anguish, Avis can cast physical bodily harm on a person. This ability can be used twice a thread, and is dependent on where Avis looks. It must be on bare flesh. When she stares successfully for a full second necrosis will begin to grow on the subject's flesh. It also causes a sharp stab of major pain, then ebbs to a minor constant throb. and will spread further if Avis is able to hold her gaze for longer than a further two seconds. The initial impact is an area of an inch squared, and this will spread up to three inches. After this the necrosis will cease to expand, but will remain in place until healed, as well as the pain.
PL 8. This basically means if she looks at your face, she can blind you.


Agility - Avis' agility is twice that of an average person. This includes running faster over short distances (8mph), jumping to higher heights/lengths (4m maximum in any direction) and dodging out of attacks. It is directly comparable to the agility of her opponent. If they have a higher agility (or similar) ability to her, she cannot dodge their attacks.
PL 3


Vitruvion currently does not play an active role in fights. Instead he acts as advice and inspiration, and a second pair of eyes. He has the ability to call to Avis if there is a blow she has not seen or gift her with wisdom that his own personal knowledge allows. Vitruvion also allows for a certain amount of sarcastic banter between him and Avis during a fight.
PL 5. Having someone call out things you don't see is a huge advantage in a fight. Regardless of "does not play an active role in fights" I still consider this an ability, and not a weak one.

APL = 5, with two empty ability slots to boot. I'm going to hold off on approving this though, would like a second opinion on my power level assignations.

Breaker
07-12-17, 08:27 AM
Mari Level 8 (http://www.althanas.com/world/showthread.php?32369-Amari-Level-8-Seething-Corruption)


Corrupted Souls Sway: Passive
Due to the origins of her soul, Amari has an uncanny ability yo affect not only nature and wildlife around her, but those susceptible to suggestion. Hr soul, being a corrupted Ar'Tuel adversely affects nature and natural matter around her. This is a constant passive effect however Amari can consciously stop it if she notices it happening and concentrates enough. The air around her constantly feels thick and suffocating with the unease of death. Adverse effects can include the wilting and decay of plant life, and materials made of natural things such as wooden tables, chairs, structures, etc. She can affect peoples emotional states around her, causing them to anger easily or be upset easily. However for this to affect sentient beings they must be weak willed or have her physically touching them. Her ability can affect the emotional states of players who are lower levelled than her, the extent of the emotional effect depends on the players willpower and empathy. This ability can affect up to tier 5 wood.
PL 6. Considerably upgraded from last level, this ability now affects anyone near Amari in a negative way.


Ar'Tuel Soul Reborn lv: 8
Due to her Ar'Tuel origins, Amari has a very strong soul. Her physical body and mentality are very much human and can easily be broken and battered. Her soul however is not, and burns with an unyielding ferocity that cannot be broken so easily. This also means, that if the proper care is taken, Amari can be bought back from death multiple times. This can be achieved by placing a drop of blood on the runic birthmark on her lower back, just below her spine. (This technique should only be used thrice per thread) Once bought back, her body wil heal to the point just before death. This can heal minor wounds, scratches and mend broken bones and tissue. It can heal even the deepest of wounds but does not relieve her of pain. Due to the strength of her soul, she can now be reborn once per thread without the need of placing blood upon her sigil.
-Not for use in the Citadel or Tournaments
PL 9 based on a comparison to Jensen's Breath of the Undying


Ar'Tuel Accelerated Healing LV: 8
with the corruption of her soul Amari has lost the ability to heal others, but not herself. She has accelerated healing abilities and can heal her own injuries. Amari doesn't have to concentrate on her wounds, as her body will automatically heal them. When healing, she cannot ail herself of the pain, and as such will have to fight through it.
Duration: 1 post to heal deep burns, scratches, wounds, bleeding, abrasions. 2 posts to heal deep wounds, abrasions and broken/cracked bones
This can be used up to 8 times in a thread. (8 wounds)
PL 8 based on comparison to the PWL thread


Ar'Tuel Ruin LV8
Amari is able to implement wounds, abrasions, burns and bruises. She is able to affect skin and muscle tissue, and break bone. She is also able to rot flesh and poison the blood stream. She does this by gently touching the area with her hands, palms, fingers and skin to skin contact with the will and desire to injure the person. She can break open their skin as though her fingers were like a knife (Steel tier skin), cause their skin to bubble, burn (4th Degree) etc.

At level 8 she can affect the blood flow and the heart, even causing death. Constant use and practise of this ability has given Amari the skills to tactfully glide her had through skin, flesh and bone, causing immense pain.
-Her ability cannot cause death in the Citadel or tournaments.
PL 9. Slightly upgraded but not enough to bump it to a 10.


Soul Bound Snakes
Formally taking the form of tentacles these protrusions now look like slithering snakes, their heads similar to that of a black adder. She is able to manifest her soul's abilities in the form of six glowing snakes that extend from her back. These 'snakes' are a crackling red colour, a symbol of her corrupted soul magic. She can use these whips with a radius of 35 feet.

They have the same capabilities as her 'Ar Tuel Ruin Magic' She can use this ability a total of 10 times per thread. If she uses the 6 snakelike appendages on 6 different people at once, that counts as 6 uses due to the concentration being on 6 people.

These snake like protrusions are ethereal and cannot pick up things; nor can they be blocked by physical items. They are able to pass through non-enchanted armour and skin. They move at 3 times the speed of a regular human.
The ability to cause death cannot be used in the Citadel nor in Tournaments.
Tentacles: PL 9, significant upgrade from last level. Wondering if this should almost be a 10.
Stacked ability, Tentacle Ruin: PL 9


Past to Present: Recall
Amari is able to force someone to relive a moment she has experienced as though they were experiencing it themselves. These moments could be ones of lust, happiness, or great pain. Whomever the person is will experience the memory in its entirety and will also experience the physical and emotional sensations of it, along with the thoughts Amari has at the time the memory occurred. To do this she needs to have at least a thumb or forefinger on each side of the persons head and she needs to concentrate on the memory. If her concentration is interrupted the skill is interrupted too. This skill leaves no physical wounds, it is primarily used as mental torture or to relay information to others quickly and efficiently.

This can be used up to 5 times per thread, as long as the total memory recall time does not exceed 5 hours.
PL 4 as before


Indomitable Will
Amari has always been incredibly stubborn and wilful. That has grown since she has been forced under Licensith Ulroke's 'care' she is very resilient and extremely strong willed. She is not easily swayed or controlled. She is able to resist most mind controlling substances/concoctions/potions/magics as well as physical programming. She can resist mind control abilities and techniques that are below her current level. With great difficulty she has the possibility to fall under the sway of abilities that match her level, but is able to fight it. Abilities and concoctions/magic/potions above her level, she falls sway to.
PL 7 since this gets stronger as she levels


Noble Commerce
Learning more and more about her noble background and with the push of Lichensith, Amari has taken over the L'Olfsden Estate, and is slowly spreading her control to other noble provinces within Salvar. Her knowledge on the matter continues to grow. This ability gives Amari 15% extra gold gain per level.
PL 4. Slight upgrade.


Pain Tolerance (Passive)
Due to the immense torture from Licehnsith Ulrolke and Aurelianus, Amari has an unusually high tolerance for pain. Amari can withstand things that would normally render someone unconscious. She can fight through pain that would normally incapacitate someone.
PL 7


Astral Form
As Amari is an ethereal being she can leave her body. She can use her "Ar'Tuel Ruin" ability and "Souls Sway" ability in this form. At level 8 she can interact with a few physical objects in the physical world, burning through woods, cotton, and leather. She can melt away some locks, chains and ropes. She can also interact with and use her abilities on living beings and entities. She can stay in this form for 3 posts before she feels weakened and needs to return to her body. If her body is severely injured or in mortal danger she will immediately be thrown back into her body. Amari can always find her physical body due to a chain that connects her ethereal form to her physical form. She can use this ability twice per thread. (locked)
PL 9.
Stacked ability: Astral Ruin: PL 9


Binding Cold Soul: (Passive)
Due to a powerful bond with Shinsou Van Osiris Amari has inadvertently picked up one of his abilities. She has 100% resistance to the element of ice. This allows her to survive in harsh arctic climates with little clothing and will only suffer light trauma wounds from the force of physically damaging ice spells. She remains unaffected by any other ice elemental magic. This ability is passive, and thus always active. If Shinsou Van Osiris dies, or looses his soul Amari looses this ability.
PL 8 based on comparison to Shinsou's ability


Venom - The sword drips with thick red liquid for four posts that burns through anything it touches. Able to burn through leather and flesh easily, it weakens steel and is able to burn through on two strikes. Because the sword drips acid it is possible to flick a few drops at a target for some painful superficial damage (One Use)
PL 7. Quite powerful but only a single use.


Bite -The blade of She turns into a snake, able to bend, twist, and most importantly strike. Anyone bitten by She is injected with fire venom that burns below the skin and inflicts intense pain and eats away at the flesh for two inches around the strike. A bite to an arm can render it useless as the muscles are burnt away. A strike to the neck would be deadly. She can inflict two bites a day and stay in the snake form for as long as she has one bite left. The downside is that she is nearly useless as a sword in this form and looses her sharp edge. If she is struck while in this form she will revert to her sword form and loose one of her bites.
PL 8

I missed a stacked ability on my first read through, so I'm asking her to lock 1 other ability and add some specifics to some of the others.

Edit: She chose to remove Astral Form, which knocks this down a power level or two. Approved.

Breaker
07-16-17, 09:31 PM
Flamebird Level 3 (http://www.althanas.com/world/showthread.php?32363-Felicity-Rhyolite-Level-III)


Neanderthal Toughness:
Ah, yes, maturity is starting to take place. Felicity is developing the natural stamina and endurance of her neanderthal kin. Felicity is capable of staying energetic and unexhausted in combat for four times as much of the time than normal humans. When pain settles in, she can deal with it and jump back into combat quite impressively. She has a pain threshold that can take more than what a grown man could bare. She's one tough cookie, and it takes effort to beat her down and keep her down.
[4xs better endurance than the average human.]
PL 5


- Neanderthal Bones:
Another trait she has gained from her neanderthal relatives, Felicity has a skeletal structure 3 times stronger than the average person. Her bones are harder to fracture and break, as well as being more easily relocated if pulled out of place.
[3xs stronger bones than the average person.]
PL 4


- Neanderthal Durability:
Felicity is tough as nails, and a lot of it is thanks to her neanderthal blood. Not only can she withstand pain, but she can take three times more damage than the average person before getting to the point of dying. It will take more than one stab to the gut, one concussion's worth of head whacking, and more than the usual barrage of arrows to take her down in battle and keep her corpse there.
[It is 3xs harder to kill Felicity as opposed to the average person.]
PL 4


- Discipline:
Thanks to her physical training, Felicity has become a natural weight lifter. She has turned from a young girl to a trim and toned little warrior. She can lift the equivalent of three times her own body weight (500 ibs.) with effort and can handle up to 400 ibs. With natural ease. [4xs better strength than the average person.]
PL 5


- Berserk Rage ~ Part I:
Felicity has a lot of anger under her cocky grins, and she's able to unleash it in combat. Every time she receives an injury that makes her bleed, she gains improved physical strength. the first hit will take her up to 4.5xs normal for fifteen seconds, the second to 5xs normal for twenty seconds, the third to 5.5xs for twenty-five seconds, and the fourth and final one to 6xs for thirty seconds.
There is a very negative side effect to this power, however. For every time the ability is boosted, she becomes more enraged and slowly losses her mind. By the fourth to fifth hits she may go completely berserk and blank out.
PL 6


- Berserk Rage ~ Part II:
During her berserk rage (explained above) she becomes oblivious to pain. Any wounds and bruises still apply their damage - and increased activities during berserk mode may further open wounds - however, Felicity won't feel them until berserk mode has turned off.
PL 6


- Berserk Rage ~ Part III:
If she reaches the third knockback boost, an orangeish-red cloak will surround her body This cloak behaves like fire to anyone who gets close to or makes physical contact with it. If anyone gets close to it, they will experience rises in temperature. If physical contact is made, it can lightly burn hair, fur, feathers, clothing and leather; it will cause first degree burns on flesh - and second degree burns with prolonged closeness. This cloak can last up until time runs out - but due to exhaustion to its host, Felicity may experience lightheadedness, nausea, and headaches after it fades. In worst case scenarios she may faint seconds after she returns to normal.
PL 6

APL = 5.14. I'm going to allow it because I don't feel like dealing with another ten posts of this. This profile will probably need some restructuring under the new system.

Shinsou Vaan Osiris
07-17-17, 03:39 AM
Jake Level 5 (http://www.althanas.com/world/showthread.php?32358-The-Continent-Hopping-Half-Elf-(Levell-5)&p=277852#post277852)


Agility (x4)- Jake’s slim form gives him great agility. He is able to perform feats which would greatly trouble most adults, such as scaling walls and trees, climbing ropes and avoiding obstacles. This ability is also a great asset to Jake in fighting. Because he is not especially strong, his strategy often involves dodging attacks, running away then shooting his foe from a safe distance. Jake is also able to perform a variety of acrobatic movements including flips, handsprings, and walkovers.

Endurance (x6)- Jake's training and experience has earned him much greater than average stamina, as well as an increased tolerance for physical damage and pain.

Speed (x5)- After slaying and absorbing power from a vampire one snowy night in Concordia, Jake's natural quickness has become something more.

Updates to Agility, Endurance and Speed are 3x PL 6 (up from 4, 5, 4)


Finesse - Due to Jake's extensive training with swords and stick weapons, any attack he performs with an edged or blunt weapon lands with 5x the force one would expect. This allows him to easily disarm unsuspecting opponents, and cleave through armor and tough skin/muscle/bone.

Needs clarification from Breaker but a preliminary PL6


Ethereal Charge - After fighting his former friend Amari in a thread that is yet to be written, Jake has learned to combat entities on all planes of existence. He can charge one item (usually a sword) with an ethereal energy. This increases the item's strength by two tiers, and enables it to interact with essentially anything. This includes (but is not limited to) killing ghosts, plansewalkers, or otherwise ethereal characters, and fending off/severing otherwise untouchable elements such as Amari's tentacles. Jake can perform this ability for as long as he has the strength to fight. When active, the charged weapon warms to his touch and glows.

Two abilities here in my book; an upgrade of weapon strength by two tiers (PL6) and an ability to interfere or interact with things outside of Althanas's existential plane.(PL5)

All other abilities as they were.

One ability over the cap

APL= 6 + 6 + 6 + 6 + 6 + 5 + 5 + 4 + 4 +5 + 6 + 5 / 12 = 5.81

APL < 6

Approved