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View Full Version : [not approved] A Legend Forged In Flame (Level 11)



Christoph
01-13-15, 11:25 PM
Name: Elijah Belov

Level: 11

Age: 26

Race: Human

Hair Color: Brown with hints of red

Eye Color: Brown

Height: 6' 0"

Weight: 175 Pounds

Occupation: Former chef, aimless wanderer, former Pagoda Master, and freelance sorcerer.


Appearance: Elijah’s mop of thick brown hair is wavy almost to the point of being curly and his strong chin and soft brown eyes curiously accent clean facial features. At least, it does when he's clean-shaven and well rested, neither of which happens often. ((On the whole his face looks Germanic with Slavic cheekbones.))

Elijah always had a certain noble look when he asserts himself, one that contradicted his former culinary occupation. However, where he used to most often look the part of a scruffy, frustrated chef with an unnerving habit of talking to himself, hard years and the growth of power changed him. His many travels and trials scoured away his baby face and left him whipcord lean, sturdy. He combines vigorous youth with a fair number of scars and the eyes of an older man.

History: Elijah’s grandfather was brave knight and a rich and powerful noble. Elijah’s mother spoke of few other redeeming features, and only when telling the story of how his grandfather engaged in an extended affair with his grandmother before running off with another woman. He had left Eli’s grandmother and newborn daughter to fend for themselves. Elijah’s mother followed in her mother’s footsteps in many ways. She, too, fell in love with a wealthy man who vanished and left her with a young child, Elijah.

Fortunately, Elijah’s mother showed greater foresight and saved enough money to open the Golden Grass Inn. Eli spent much of his youth working there as a talented chef and charming young bartender, and both he and his mother prospered modestly from his efforts.

Elijah first went out into the world for the sake of business at 17. He sailed to Scara Brae first, where he met some random people, engaged in some rather satirical brawls, and nearly got pummeled by some angry sailors. Luckily, he'd managed to meet with some warehouse owners there and worked out a number of shipping contracts for his mother's tavern, thus saving them the huge expense of purchasing pricy Salvarian grain. After almost a month, he left Scara Brae for Corone, where he found many perilous adventures and gained his first fleeting spark of fame in the Citadel. He also took full advantage of the nation’s acceptance toward magic to research and learn, furthering his arcane knowledge and understanding.

After two years, he finally managed to return to Salvar, only to find the huge nation on the brink of civil war. After finally reaching his hometown and finding his mother executed for witchcraft because of books he had hidden in their home, he set off again to extract vengeance against both the church and the witch hunter responsible. He played many key but often overlooked roles in the conflict in the following years.

After a long, tragic campaign that ranged across the entirety of Salvar, Elijah washed his hands of his home country and traveled south on the back of Cirothe, a fierce reptilian mount. He reached Alerar friendless and penniless, with only his remaining books, small collection of potent magic items, and his various formidable skills in magic, combat, and academics. Fortunately, these proved more than sufficient to begin a new life, frequently sailing between Ettermire, Scara Brae, and Radasanth. Since then, he has worked as a private “arcane contractor”, selling his sorcerous abilities to pay the bills.

His notoriety in the region grew further when he fought his way to a Master’s position in the famous Dajas Pagoda and participated in numerous high-profile Citadel battles. His displays of immense magical might combined with rapidly-surfacing rumors of his exploits during the Salvar civil war have earned him the praise of being “one of the most powerful sorcerers in the known world”. Having discovered his taste for fame, Elijah spent the next four years building a reputation in these regions.

Skills:

Swordplay -- Legendary
Arcane Theory -- Master
Unarmed Combat -- Expert
General Academics -- Expert
Military Tactics -- Expert
Mathematics -- Adept
Sailing -- Novice
Horse Riding -- Novice
Oratory -- Master
Stealth -- Novice
Metalworking -- Apprentice
Culinary Arts -- Expert
Linguistics -- Adept (Tradespeak, Salvic, Elven, Dwarfish)
Critical Thinking -- Expert


Abilities

"My mind is a razor."
Mental Reaction Speed -- Elijah wits are exceptionally quick, allowing him to react to changes effectively instantly. He can mentally react faster than a crossbow bolt fired from fifteen feet. This does not increase his physical ability to react, but can affect the speed of defensive spells, for instance.

Perception -- Elijah's eyes and ears are a bit keener than average, as is his ability to decode what he perceives. He can read words on a page from across a room, make out very fine details up close and count branches on trees from a hundreds of meters away. He can make out wide ranges of sounds, including soft snowfall, and can parse out the sound of a drawn sword in a bustling marketplace.

"My body is tempered steel."


Physical Strength -- He is twice as strong as an average active adult male. He can deadlift 350 pounds and throw a haymaker punch at up to 450 pounds of force, with pushing strength, sword swings, and other actions proportionately powerful. Elijah can also cast a spell to increase his strength. The first casting takes three seconds and increases hi strength to 4x, the second takes an additional second to increase it to 7x, and the third takes another second to boost it to 10x. Casting a fourth time (two seconds) infuses his body with the element of earth, allowing him to perform one superhuman feat of strength, such as lifting 4,000 pounds and holding it for five seconds (each additional casting during its duration increases the time by five additional seconds) or punching 3,000 pounds of force (or swinging his sword with comparable power). He can cast this spell ten times per day. Each casting beyond the first that he sustains for longer than a minute inflicts a 20% strength penalty for the rest of the day after it wears off.

Physical Dexterity -- Elijah can juggle knives by their blades, catch thrown objects, and slash small rapidly moving targets while he, himself, is at a full sprint. He is three times quicker on his feet and with his strikes than an average human adult. His balance and acrobatics are also superb. He can balance on a rolling log, run across thin bamboo posts, and quickly climb ropes and cliffs. He can dodge a crossbow bolt from 20 meters with only its trigger sound as a warning. His hands move faster than the human eye can track and he can parry attacks from multiple sources and directions. His fine motor skills are also excellent. He can pen immaculate calligraphy, thread needles on his first try, and make large card houses. He can also cast a spell (in the same manner as listed under Strength) to increase his physical agility, allowing him to dodge all but the fastest of attacks. It has no effect on his running speed, however. He can only sustain two levels of this spell, the first increasing his agility to 7x and the second to 10x. By casting the spell a third time, he gains fifteen seconds of superhuman reflexes and reaction speed, effectively allowing him to see incoming attacks a quarter second before they come. Each casting beyond the first that he sustains for longer than a minute inflicts a 20% dexterity penalty for the rest of the day after it wears off.

Physical Endurance -- His natural toughness twice the punishment of an average active adult male before becoming incapacitated. He is also able to endure most weak and moderate toxins and hold out five times longer than average against those strong enough to kill him. Elijah can jog for 50 miles without rest (and much longer with rests), can maintain a hard daily march for two weeks, and can wrestle for fifteen minutes straight before succumbing to exhaustion. He can also cast a spell (the same way as the previous two categories) to enhance his resilience by making skin as hard as iron, while keeping it as supple as regular skin and flesh. The second casting increases it to the strength of steel, the third to Delyn. When stacked twice, it increases to the strength of Delyn. When cast a fourth time, his skin gains, the strength of mithril for fifteen seconds. Sustaining any level of this spell beyond the first for longer than one minute causes his skin to become papery and frail for the rest of the day after it wears off.


"My will is the deep ocean."

Force of Personality -- Elijah can intimidate barroom braggarts, deeply unnerve even trained soldiers, and earn the respect of orc warlords. He does not flinch under pressure. He can calmly remove a venomous spider from his face and keep himself from flinching when a musket fires right next to him. He can shrug off insults, seduction attempts, and provocation. When he is moved to anger, he is as cold and implacable as the coming winter. Elijah is also highly resistant to mental influence, both mundane and supernatural. He could endure the betrayal of a lover or close friend and keep it from hindering his actions. He can resist an arch-demon's corrupting influence long enough to sit down for tea and small talk.

Arcane Concentration -- His immense focus allows him to simultaneously cast two spells at a time easily, or three spells at a time at double cost (as defined below for each category). It also renders his highly resistant to effects that would break his concentration or otherwise interrupt a spell. Rather than a stand-along ability, this applies as a subset of all magic abilities listed below.


Pyromancy

Overview -- Elijah's fire magic is legendary. He can summon balls of fire the size of his torso, fling smaller ones rapidly, and maintain a steady stream of fire for several seconds, enough to engulf three or four average humans. He can also conjure forth mighty explosions and fiery waves that can envelope six or seven people. He has also learned how to give his fiery attacks kinetic force, allowing him to stun and knock his foes backwards. Utilizing this, he can also create a 360-degree shockwave of fire, hitting all targets within ten feet with enough force to knock over a armored knights, as well as causing major burns. His mastery over flame has also allowed him to propel his fiery projectiles at much faster rates than he would normally be able to physically throw them. With a little extra effort his fiery projectiles, and any transmuted fuel within them, are able to fly at the velocity of crossbow bolts. He can also focus his larger fiery assaults into smaller, more intense areas to burn, blast, or melt through particularly tough targets, such as melting thick iron gates or blasting through stone walls. This requires additional effort, however. Finally, he can summon a fiery aura around himself, with flame tendrils lashing out at nearby opponents within ten feet, causing severe burns (even more so when grappling).

While flicking around small and medium sized balls of flame won’t normally wear him out, overly exerting himself can become a major problem. While at full strength, he can churn out fire and magic with enough hellish, terrifying intensity to drive back scores of enemies, but more than seven or eight minutes of such extreme conjuring leaves him drained. Pacing his exertion is crucial unless he requires a swift and brutal victory. He can also shape his pyromancy from existing flames, which makes them easier to a degree dependent upon the size of the flame and the size of the spell (if the two are comparable, then it decreases the effort by half).

Heat Resistance -- With effort, Elijah can walk through white hot infernos or submerge himself in boiling water without injury. This effect is magical in nature and he can only maintain it for up to thirty seconds at a time with thirty seconds in between, for a total of five minutes over the course of a day.

Fever Cleanse -- Eli's only real healing ability allows him to superheat his body (or someone else's, though few are as likely to survive the process), cleansing toxins, poisons, and diseases from his system. The process requires ten seconds in total and causes mild fatigue.

Witchfire -- Harnessing the Old Magic, Elijah can infuse his fire spells with cosmic energy, making it burn with supernatural heat and tenacity. Doing so is 50% more draining than normal, but it changes the nature of the fire so that it no longer needs air or fuel and can burn underwater. It no longer counts as a fire attack and causes damage similar to severe radiation burns.


Advanced Pyromancy

Overview -- By binding Old Magic to his immense will and weaving it together with the Eternal Tap, Elijah can craft these powerful, specialized spells that combine biomancy, alchemy, and other elemental powers.

Flame-Forged Prowess -- Three times per day, for twenty minutes each time, Elijah can harness his pyromantic powers to perform spectacular martial feats and empower his weapon. His movements flicker as swiftly and unpredictably as a dancing candle, making him three times more difficult to target and hit, while also making it three times more difficult for his foes to predict, dodge, or parry his attacks. Every fifteen seconds, he can launch into a blinding flurry, his blade blazing orange and moving twice as fast. Each cut inflicted this way bursts into supernatural flames, boiling blood and charring flesh.

Magma Slash -- Just as a volcano splits open the mightiest mountain, this technique cleaves though the hardest targets. Elijah plants both feet on the ground, aligning his aura with earth and fire. His sword glows a molten gold. This setup takes two to three seconds and is obvious to anyone watching. His next sword strike that connects cleaves through stone, bone, and even heavy armor, capping out at a quarter inch of mithril. Even tougher targets still take increased damage, but can withstand the blow. This technique fizzles out if he fails to strike his target within ten seconds.

Hellfire Mirror -- Once per day, Elijah can conjure up three humanoid fiery apparitions that function as shadow forms of him. They possess identical base physical attributes as Elijah, and benefit from identical powers as those presented under Flame-Forged Prowess. They last for fifteen minutes or until destroyed or intentionally released.

Fiery Raptor's Flight -- This unique spell falls beyond his standard pyromancy. It conjures forth a great fiery eagle with a wingspan of forty feet. It flies at 100 miles per hour, traveling up to five-hundred yards toward a chosen target. It naturally seeks out its targeting, changing course as needed. Alternatively, Elijah can control the raptor directly. It strikes with enough force and heat within five feet of its center to melt delyn and shatter four feet of solid granite. Its overall radius is twenty feet, its power decreasing by half for each five feet from the center. It takes Elijah ten seconds to cast, and he can only cast this spell twice per day.


Alchemical Sorcery

Elijah can use spellcraft to alter and transmute earth-based materials, including but not limited to rock and metal. He can leech the strength from materials, decreasing them by roughly one material tier in strength per second of physical contact. He can also make them stronger, though typically at the cost of making them more stiff or brittle. This ability does not affect icemold or adamantine.

With several seconds of concentration (roughly one second per five cubic inches, twice as much time for solid rock), he can transmute rocks, sand, and dirt into a volatile alchemical substance that explodes with the force of gunpowder and burns like oil when ignited.


Charms

Overview -- These are quick, simple utility spells that serve as Elijah's arcane Swiss Army Knife. Each can be cast instantly, with varying durations. He can cast fifteen of these charms per day, in any combination. These charms are learned through rote and always function within the same set parameters.

Feather-fall -- This charm reduces any fall of 50 feet or less to a harmless velocity. Longer falls will be lessened, but will still do damage as though they began 50 feet closer to the ground. When stacked, each casting adds another 50 feet to the charm’s effect.

Flash and Smoke -- This spell creates a large flash to blind enemies, followed by a cloud of smoke to obscure his movements. The smoke covers an area of thirty feet in all directions and the flash can blind enemies for up to four minutes if they don’t close their eyes in time, and blind for twenty seconds through their eyelids, but only if they are still facing the direction of the flash.

Levitate -- Casting this spell gives Eli three minutes of telekinesis, allowing him to lift up to sixty pounds, whether as one object, several smaller ones, or even piles of sand. He can fling objects up to twenty feet, but not fast enough to cause damage. He can stack this charm up to three times, increasing its weight capacity by sixty additional pounds each casting. If used simultaneously with Feather Fall, Levitate allows Elijah to levitate himself, hovering up to fifteen feet above his starting position and moving at the speed of an average jog.

Wind Feet -- Upon casting this charm, Elijah bursts forth in a gale of supernatural wind. His forward running speed is quadrupled and his jump height and distance increased tenfold. This charm lasts for up to half an hour or until Elijah stops running for longer than two seconds. When active at the same time as Levitate and Feather Fall, Elijah's hovering speed increases to twenty miles per hour (still following Wind Feet's movement requirements at all times).

Mage Sight -- Elijah infuses his senses with magical energy, allowing him to sense auras and the flow of magic. With this charm active, he can detect living creatures, undead, and constructs, and immediately know the difference, without being able to see them. He can sense enchantments and other magic and discern their function with some study (time required depends on the enchantment's complexity).


Defensive Spells

Overview: The same as Charms, but rather than utility, these charms focus on defense and the manipulation of forces. He can cast 10 of the following spells per day.

Barrier -- This is a basic defensive spell that covers a 5’ by 4’ curve, facing any direction he chooses. It can deflect arrows and block strong warhammer strikes, and even elemental attacks such as ice, fire, and lightning. It can only take seven or eight strong hits before breaking. Exceptionally mighty attacks will destroy it faster. When stacked, each casting increases the shield in size by 50% and durability by 100%. It lasts until destroyed or up to five minutes.

Grounding -- This spell protects Elijah for three seconds by grounding incoming damage. He decides when casting whether to ground electrical attacks or kinetic attacks. In doing so, he redirects 95% of the damage into the ground (so exceptionally powerful attacks can still hurt him).


Ritual Magic

Overview -- With proper research and preparation, Elijah can achieve a variety of effects through arcane rituals. These advanced spells require hours or even days of preparation. These spells are typically story-oriented and will always require permission from opponents or questing partners. Below are some examples, but if he can find the right instructions, he can perform most rituals given the time and materials, instructions and materials always acquired during a thread. (This entry might work as a skill, rather than ability, given its limitations.)

Spell Meditation -- By spending hours in quiet contemplation, Elijah meditates on a chosen set of spells, writing them into the tapestry of creation ahead of time. This allows him to cast up to five spells twice as quickly and at half effort.

Dreamstrider -- Elijah can achieve a variety of dream-oriented effects, including protecting his dreams from intruders and venturing into someone else's dream. Entering another person's dream requires some form of sympathetic link. A memory of the target's appearance is a weak but usable link (resulting in an unreliable dream connection), whereas a personal belonging, or better yet hair or blood, provides a much stronger link.

Firestorm -- Building a massive bonfire, Elijah binds it to the very sky, conjuring forth a great storm to rain fire and brimstone upon his foes. The magical drain is enormous (though other mages can aid him), steadily draining his pyromancy, charm, and shaping pools.


Inventory

Steel dueling sword, two chef coats and hats, apron, a small library of books, a small collection of chef knives, a pair of enchanted Prevalida claw gauntlets (http://www.althanas.com/world/showthread.php?12985-Slashy-smashy-stuff.), and the Abyssal Blade.

The Abyssal Blade:
Master craftsmen of unknown origin forged this sinister and mighty blade from rare Prevalida. Elijah took it from a powerful vampire lord, lured by the promise of its power. Ever since, he has become more and more convinced that a malevolent presence lurks within the evil sword. The weapon is covered in arcane runes, glyphs, and sigils, each one binding a different enchantment. Currently, Elijah has only been able to activate two runes. One is an enchantment that charges him with magical energies up to twice per day, each use restoring four minutes of max capacity pyromancy, ten charm uses, and ten shaping spells. Each use also increases the strength of his spells by 20% for one hour. The second rune helps to protect him from extreme elements by keeping him warm when it’s cold and cool when it’s hot

Though no new runes have been unlocked yet, Elijah’s mastery over the blade has increased nonetheless. He can harness the weapon’s formidable power to create a steady and massive flow of magical energy, though he cannot draw from all of it directly yet.

((Abyssal Blade acquired here (http://www.althanas.com/world/showthread.php?7155-The-Lords-of-the-Night"). Second rune activation awarded here (http://www.althanas.com/world/showthread.php?10528-MQ-When-Blood-Runs-Cold).))


Cirothe, the Ashkore War Lizard

Cirothe is a terror to behold, standing taller than most warhorses and weighing far more. This beast has the stamina of a pair of oxen, the speed of most any horse, and the stealth and agility of a forest predator, despite its huge mass. Its scales are as hard as stone and its jaw is filled with sharp, dagger-like teeth. This creature was purchased at the largest and oldest Bestiary in Salvar and has served as the former chef’s mount ever since.

Hysteria
01-24-15, 06:43 PM
Claimed, I shall get reading!

Hysteria
01-28-15, 04:43 AM
Ok, it might indeed help if you pull together the abilities that do the same thing (such as effect your agility). It is also important to remember that for phsyical stats (speed, strength, etc) whatever the ability does, its capped at 10x the base. That means a boost and a general higher level is still capped at 10x when used together.

Physical Stamina and Physical Toughness I'd count as one ability as his resistance is more of a 'it takes longer' deal.

Hand-Eye Coordination, Phsycial Agility and Fine Motor Skills are one ability (also the boosts that come later).

Presence and Composure I am not counting as abilities. Resolve overlaps with any positive effects Composure grants to things like fear magic.

Multi-casting is abosrbed into the abilities it effects.

Old Magic and Witchfire; It came up recently, we don't allow abilities that passivly negate other abilities, such as resistances. You can a 'raw magic' attack or something like that which is different to your Pyro ability.

Fiery Raptor's Flight counts as its own ability, but I'd like to know how fast it travels the five hundred yards (i tried to work it out, but i couldn't get my head around the units).

Alchemical Sorcery; I'd like you to nominate a teir limit for this ability, and duration of the effect, then I can work out how strong it is.

Grounding; I'm not sure of this one yet. It seems too strong even if I split up the uses among all the abilties.

Mage Sight; does it show location of living/undead/constructs around him?

Iron Skin; please cap to Delyn.

Fighting Styles: as it is now, we don't control how someone fights or what they 'know'. If you can RP a fighting style like Dancing Candle and make it realistic, then you don't need an ability for it. If you want to add an ability that perhaps alters his appeared movements so he is harder to hit, then that'd be an ability.

Magma Slash I'd link to Alchemical Sourcery (perhaps spliting teir enchantemnt into its own ability with this included).

That's it for the moment!

Christoph
01-28-15, 07:57 AM
I'll work on editing and reorganizing tonight. In the mean time, it's worth noting that while Shaping can boost attributes beyond 10x, that 10x limit was designed for characters who are ALWAYS naturally that strong/fast/etc. Elijah can only get to his max for a short duration (especially at the peak level), requires enough time to cast them during a fight, and then suffers severe drawbacks after they wear off. This applies to the Iron Skin as well. You might not allow a character with skin naturally as hard as mithril all the time, but this is for fifteen seconds. Your other requests are pretty reasonable, but I feel that you're coming down a bit too hard on these abilities.

Old Magic and Witchfire: But don't resistances themselves passively negate other abilities? I don't see the distinction.

Grounding: It seems strong, but consider that Elijah doesn't have any natural resistance to electrical attacks, and Iron Skin only goes so far in protecting him from severe blunt force. I can reduce its effectiveness or a little or perhaps add in that it counts as two charm castings rather than one, if that helps.

Fiery Raptor's Flight would take about 9-10 seconds to hit a target at max range, assuming it travels a direct course and does not veer.

Alchemical Sorcery: I'm not sure. Maybe a five or six?

Mage Sight: It would show general locations, but not accurately enough to, say, shoot an arrow at an unseen undead target. Generally speaking, the more powerful the concentration of essence, the more accurately he can detect it.

Hysteria
01-28-15, 05:29 PM
I'll work on editing and reorganizing tonight. In the mean time, it's worth noting that while Shaping can boost attributes beyond 10x, that 10x limit was designed for characters who are ALWAYS naturally that strong/fast/etc. Elijah can only get to his max for a short duration (especially at the peak level), requires enough time to cast them during a fight, and then suffers severe drawbacks after they wear off. This applies to the Iron Skin as well. You might not allow a character with skin naturally as hard as mithril all the time, but this is for fifteen seconds. Your other requests are pretty reasonable, but I feel that you're coming down a bit too hard on these abilities.

I understand your concern. The rule has however been universally applied to other characters and has always been in effect since the change to the ROG. 10x is the max regardless of if it is a boost or not.


Old Magic and Witchfire: But don't resistances themselves passively negate other abilities? I don't see the distinction.

That is a good point. The difference is semantics, but the implication is important. A resistance effects how your body reacts to an attack, where these sorts effects how someone else's ability is effected. The main reason for this distinction is because we could end up have double or triple effects. For example, 'I'm immune to abilities that lower immunity'. You can reach the same effect your looking for by having a different attack, but immunity breaks don't work.


Grounding: It seems strong, but consider that Elijah doesn't have any natural resistance to electrical attacks, and Iron Skin only goes so far in protecting him from severe blunt force. I can reduce its effectiveness or a little or perhaps add in that it counts as two charm castings rather than one, if that helps.

Most characters don't, but it might be fine. Once we see how your abilities are reorganized then I'll be able to see how much room we have to move.


Alchemical Sorcery: I'm not sure. Maybe a five or six?

That should be fine, the only thing is that I'd should be below the strength of the special tiers, Adamantium / Icemold.


Mage Sight: It would show general locations, but not accurately enough to, say, shoot an arrow at an unseen undead target. Generally speaking, the more powerful the concentration of essence, the more accurately he can detect it.

No issue at all here. If you add in something like how you've described it here that'd be great.

Christoph
01-28-15, 09:38 PM
I understand your concern. The rule has however been universally applied to other characters and has always been in effect since the change to the ROG. 10x is the max regardless of if it is a boost or not. Hrm. That's troublesome, since it effectively limits a character build that already included numerous vulnerabilities, and severely, necessarily hampers Elijah's "playstyle", if you will. There must be a solution that allows me to stay true to the character without nerfing him considerably. What if I kept the Attribute-Shaping format, capping off at 10x as you said (which given the associated drawbacks should end up counting lower in terms of ability tier than a static 10x attribute), and then add in spell abilities that allow Elijah to perform certain, rigidly defined "superhuman feats", such as lifting immense weight, quick bursts of movement, or furious sword flurries?


That is a good point. The difference is semantics, but the implication is important. A resistance effects how your body reacts to an attack, where these sorts effects how someone else's ability is effected. The main reason for this distinction is because we could end up have double or triple effects. For example, 'I'm immune to abilities that lower immunity'. You can reach the same effect your looking for by having a different attack, but immunity breaks don't work. The main problem is Magic Resistance, because in that instance, it doesn't matter what type of magical attack I use. Unless blanket anti-magic isn't allowed anymore, which would be nice. >_> Witchfire is easy enough to fix, because I can just count it as a different type of attack that doesn't count as fire magic. As for Old Magic, I'm not sure. It'll depend on how anti-magic works these days, because I recall it being quite unfair back in the day, haha.


Most characters don't, but it might be fine. Once we see how your abilities are reorganized then I'll be able to see how much room we have to move. What I meant was, it doesn't take much electricity to mess up his day if he's unprotected, meaning that even a Grounded attack that's powerful enough is going to cause real damage. As you said, we'll see how the numbers line up.


That should be fine, the only thing is that I'd should be below the strength of the special tiers, Adamantium / Icemold.

No issue at all here. If you add in something like how you've described it here that'd be great. Can do!

Hysteria
01-28-15, 10:31 PM
Hrm. That's troublesome, since it effectively limits a character build that already included numerous vulnerabilities, and severely, necessarily hampers Elijah's "playstyle", if you will. There must be a solution that allows me to stay true to the character without nerfing him considerably. What if I kept the Attribute-Shaping format, capping off at 10x as you said (which given the associated drawbacks should end up counting lower in terms of ability tier than a static 10x attribute), and then add in spell abilities that allow Elijah to perform certain, rigidly defined "superhuman feats", such as lifting immense weight, quick bursts of movement, or furious sword flurries?

You can have something like that. For example you could supercharge your sword so it can cleave through higher tiers, or use wind magic to unload a quick series of attacks. It will depend on what you come up with, but I think what your suggesting is fine. As long as your not straight up trying to get around the 10x rule.


The main problem is Magic Resistance, because in that instance, it doesn't matter what type of magical attack I use. Unless blanket anti-magic isn't allowed anymore, which would be nice. >_> Witchfire is easy enough to fix, because I can just count it as a different type of attack that doesn't count as fire magic. As for Old Magic, I'm not sure. It'll depend on how anti-magic works these days, because I recall it being quite unfair back in the day, haha.

Straight magic resistance is either exceptionally minor, limited to uses or not allowed. We have element resistances like fire, but you need one ability for each resistance. Someone could have say, fire, poison, frost/cold and a bunch others, but they are sacrificing high level abilities for each one.

Sorry to do this to you, but I'm away this weekend so I won't be able to respond for a few days. Take your time and thing about your abilities. Perhaps have a look at the way I've got Talen's gun abilities organised as they are similar to your charm set up.

Another good one is Madison Freebird and her acids/poisons.

Christoph
01-28-15, 10:59 PM
No worries. It'll take me a couple days to make all the changes, anyway. I'll post again once it's ready for re-review.

Christoph
02-02-15, 12:01 AM
I made some edits, rearranging certain abilities and redefining others a bit. Most notably, I removed the fighting style category and rearranged Pyromancy and created a new category for Advanced Pyromancy, which includes a few specialized spells that fill the same basic function of the fighting style. I also changed Shaping a little bit to make its effects clearer and cap out at 10x, but now the highest stage for each spell simply allows Elijah to perform special superhuman feats. It might still need some tweaks, but I figured I'd let you review it as it is first so I know if I need to make changes and what changes to make.

Hysteria
02-07-15, 09:56 PM
Ok, lets go through this. You can have 17 abilities at your level. That means that some can be considered schools and have a few different effects, but the mass of abilities under Charms, Ritual and Shaping will be affected.

You've also got a bunch of abilities that don't really sit neatly as an ability or skill, and some that overlap others. If we work through this from the top down:

Mental Reaction Speed & Critical Thinking: These are one ability under mental speed, can you combine them? (or just remove critical thinking and place it in skills).

Hand-Eye Coordination, Physical Agility & Fine-Motor Skills: These can fall under a single agility ability. You don't need to go into anywhere near the detail you've done, a simple description and comparison to a 'normal person'.

Physical Strength is one ability (as you have it).

Toughness & Stamina fall under another Endurance ability. Can you combine those?

Presence, Composure & Resolve are either not abilities or fall under a sort of 'Mental Toughness' or resistance ability. Can you combine it into one?

Arcane Concentration: This shouldn't be by itself, it gets worked into your abilities. I'd remove it and mention what happens if he double casts your spells (as you've done for most of them).

Pyromancy:
As we've said before, some parts of this would fall into their own abilities and some combined into one. The three things i look at when judging how strong an ability is, is 'How many times can it be used?', 'How strong is the effect/damage?' and 'How versatile is the ability?'. For example, the ability to cast five fireballs doing low damage would be considered higher than one fireball at moderate damage. Likewise, three homing fireballs are stronger than four non-homing.

So, I'd like a break down of your standard fireball ability (big and small), your shockwave and your firewall. For the moment I think the fireballs and shockwave will be one ability, but it'll depend on their strength.

Witchfire: I'm not keen on how you've worded 'It also unaffected by fire and heat resistances and causes damage similar to severe radiation burns'. I think this works better as a sort of 'raw magic that does severe radiation burns'. You can have a note saying 'this isn't fire, its raw magic' or something worded a bit better, but I'm trying to stamp out the 'unaffected by resistance' abilities.

Up to this point you have about eleven abilities, which means you have six left, but heaps more in your profile. Some can be shifted to skills or incorporated into others. A quick run through of the ones that stand out:

Dreamstrider - Into mental resistance.
Firestorm - into pyromancy
Titan's Strength - into strength (as you've mentioned)

Christoph
02-11-15, 12:33 PM
I describe what happens when spells are stacked, but nowhere else do I describe that he can cast two or three spells at once, as I do in Arcane Concentration. I just figured it'd be waaaaay easier to just list it in one place rather than copy and paste it for each magic school. But I mean, I can do that if you prefer.

Also, I'm stuck on splitting up the main pyromancy ability because it all draws from the same resources, rather than X fireballs, X shockwaves, etc. I'll keep mulling it over, but I welcome some advice on how to comply with your request without fundamentally altering the character's style.

Would the Rituals category not count as one ability? Honestly, it could even be a skill since it requires permission from opponents and quest partners to use, anyway.

Beyond that, I've made several changes, combining different similar abilities as you suggested. Let me know if it's moving me in the right direction. Thanks!

Hysteria
04-06-15, 02:17 AM
Ok, I have some thoughts on this that might make it easier to split out the abilities.

First thing, as you mention you don't need an ability to describe everything magical your character can do. If, after two hours of work you can cast a powerful magic fire spell, like your Firestorm and have it drain all your fire magic, then I'd leave that out. It's up to you to explain it during the thread. Likewise, I could have Talen do some dark magic rituals and not have it described as an ability.

In terms of the Ritual Magic question (are they one ability?), each one would be an ability itself unless it sits under a larger ability umbrella. (However, take into account what I said above.)

You will need to re-write much of your ability list to switch over to the new system. Start from the point that you have 17 ability slots to fill. (I'd cut and paste them across to a new blank document to see what has been moved.) Charms as a catagory is a bit problimatic. See if you can combine your levitation, featherfall and the like abilities, it will help with the number of abilities.

Regardless of how we move things around, your character's power will drop somewhat before he's approved.