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http://www.althanas.com/world/showth...-Crimson-Angel
Approved
Level 7:
END: x6 - Katherine, unlike her mother, can last for seven minutes in combat without fatigue, and can use her wings without draining her personal reserve at leisurely paces. Obviously, please note that wounds inflicted upon her will diminish her endurance accordingly.
SPD: x6 - Katherine, unlike her mother, can use her wings for boosts of speed and acknowledges that sometimes you just gotta run. She can run as fast as a Cheetah (55mph) and do so for three minutes before she tires with her Endurance. If flying, she can zoom around at 70mph for three minutes.
AGI: x6 - Katherine has fought with Draug, her brother and the Cult's Champion, to sharpen her skills and focus in battle. She can bend her body like an expert contortionist.
Level 8: (close to 9, but there is room anyway)
STR: x8 - Boulders and the like of up to 600lbs are of no burden to Cassandra or her daughter. Please note that while she is immensly strong, she cannot perform certain feets like lifting a thousand year old oak tree out of the ground because she wouldn't have a good enough grip.
Level 6: Immune to poison
Level 6: Healing wounds
In addition she also has Divine Regeneration: Scratches, and minor wounds will heal instantly on her and more signicant wounds will gradually heal over time ( In two posts, a laceration or deep gouge will seal up and she is immune to all poisons and potions as befitting a higher being (unless specifically designed for a god.) Also, for purely cosmetic reasons and HAS NO BEARING IN COMBAT: If Cassandra is left enough time after a battle, she will fully heal quickly and succinctly. (It’s just a neat way when a battle is over for her to quick heal her wounds, but obviously in battles that last more than the one fight this will need Opponent’s permission to pull off.) However, she is still very much mortal, and will be killed by several mortal means.
Level 5: Blood Magic:
Demi God of Blessed Torture: Cassandra, being all that embodies torture, can make blood seep out her fingernails and perform various functions. Each one is capable of being done only once a day, unless otherwise stated. Also, as a divine being, Cassandra’s blood is considered holy, and will harm those that are harmed by such things if made contact.
-Poison - Cassandra can channel any of the poisons she mastered over the years into her weapons like the Butcher's Bill or her nails including:
Poison- a low based poison, only designed to make an opponent feel nauseated.
Love Potion: (Only works on PC’s with permission) creates a stimulation and attraction to the first logical thing the person can love.
Twilight- A poison designed to make it so the effects of Vampiric disintegration in daylight now affects vampires in the moonlight, making it safe for them outside only in the twilight hours. (PC permission only.)
The Howling- A poison designed to overflow the sense filters in your body when the moon hits your skin. It's overloaded super like feeling shuts the brain down to an animalistic like state where you’re in a permanent combat high and lose all cognitive thought. (Need player permission to use.)
Umbra- A poison that deadens the nerves that make muscles move, incapacitating the target. However, they can still feel all pain they receive. (Need player permission to use)
Blood Sire – A vicious poison that actually signals all the nerves in the body to feel as if they are burning, followed by stimulation to the brain to hallucinate that bugs or other such horrors are crawling under your skin. Excessive will power is needed to not succumb to ripping your own skin out to stop the pain, and takes forty eight hours to leave the system. For those with weak wills, it is only safe to tie them down and wait it out. (For PC to roleplay out, but if they choose to ignore the effects, they will still feel at least the burning sensation.)
Level 7: (larger number of attacks)
-Rend – With a swipe of her hand the blood creates a slash in the air no wider than a sword’s width, and flies out like a wave and hits the target as if she had swung her sword at them. In short, it’s a long ranged attack that works exactly as if she had swung her blade at them. She can perform this attack 6X a day.
Level 7:
Meteor Strike - Katherine can use her wings in combat to lift her to a high height, and then vault back to the earth with ground shaking impact doing an area of effect attack that sends out enough force to shake the surrounding area and create a three foot diamater crater.
Level 4:
Blood Rage: When Katherine is shedding blood in combat, her ability to reason lessens and her demented lifestyle is brought to the fore. She almost transforms into a vicious monster and for three posts her Endurance will not waiver unless serious bodily injury is dealt to her. (Becuse sometimes, you cannot ignore your arm being chopped off.)
Level 10: Mostly due to the fact that it is always on when in combat. Not the most powerful level 10, but significantly better than some of the other detecting abilities.
Blood Sense: Katherine can hear the pounding of blood in her ears, and when combat is high she can sense people around her by their blood. Katherine will not be snuck up on in Combat unless it is by traitorous hands or she is preoccupied. In short: Katherine is never caught off guard unless deemed reasonable. (Judges may nit pick this if they like.)
Level 7
Level 7
Level 7
Level 8
Level 6: Immune to poison
Level 6: Healing wounds
Level 5:
Level 7: (larger number of attacks)
Level 7:
Level 4:
Level 10: Mostly due to the fact that it is always on when in combat. Not the most powerful level 10, but significantly better than some of the other detecting abilities.
Max: 8 : 7.5 : 14
Current: 8 : 6.7 : 11
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Abomination Level 9
~Non-Physical Abilities~
Recoil: By using his transmutation circles, Draug can create a sympathetic bond with any target within 10 feet. Any damage that he sustains during this bond is mirrored to his opponent, although they have to be within his line of sight. This effect lasts for 2 wounds, and only can be used on two separate targets per day, and not the same one. It is not a perfect spell, so the target may inflict a fatal wound upon Draug and only suffer a moderate one in response. (aka it is up to the victim to determine whether or not it will kill them) - PL10
Flesh Golem: Once a day, Draug can clap his hands together to translocate a bunch of stored corpses and create a living monstrosity with them. It is a giant, naked mass of flesh in humanoid shape, with heads and limbs moaning and bleeding all over, towering at 7 feet. Three of its heads are where a normal head should be, its eyes glazed over and its tongues hanging out. Its upper body is much larger than its lower, and its arms are three times the thickness of a normal arm. It possesses 3x strength (can crush iron), although it is weak to non-physical attacks. It also takes 0.5x blood to create - Combo Ability - PL4 and PL8
Transmutation: By using his transmutation circles, he can alter his surroundings within a radius of 30 feet to one of his choosing, be it quicksand, mud, or thorny plants. He can even create water, pits, and stone walls. He can only do this 3 times a day and the effect takes 5 seconds before it fully completes, giving anyone in the vicinity time to escape. He can't make anything colder or hotter, so no ice or fire - PL7
~Physical Abilities~
Blood Compression: Due to his body's ability to store, replace, and utilize blood to form virtually any of his body parts and functions, Draug possesses 3.5x the amount of blood of any normal human - PL5
Homunculus Strength: Draug is now able to bend prevaldia and break all materials weaker than that, and his strongest attacks cause shockwaves that push everything away at a small force - PL10
Homunculus Evasion: 3.5x speed of an average human. He is able to dodge arrows and other projectiles with relative ease, and is able to put up a defense in time from opponents of higher speeds, even if he can't counterattack - PL4
Pain Tolerance - Innate: Draug is able to ignore the results of stimulated nociceptors. The amount of pain he feels is a fraction of that felt by average humans - PL10
The Disease: Draug is infected. He is the host to an unstable plague that takes its toll on his organs, forcing him to constantly find replacements. Due his his malleable body, he is able to rip his replacements out of the bodies of his victims and then stick them into his own. If Draug's blood (or any dislodged part of him) splashes/makes contact with someone's body, they will start to experience symptoms of the plague within minutes (coughing, headaches, nausea, weakness, and eventually delirium) until they remove the blood or any other part of Draug they get on them for a long period of time. The plague is too unstable and disappears before any long-term damage is done, but without removing the blood it could take hours before it's gone from their system - PL 6
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Body Manipulation: Draug can augment his body to create extra limbs, self-mutilation, stretch his neck or any part of his body, or otherwise manipulate his body in almost any way. This process is as fast as he can move. His manipulations consist of human features such as arms as legs, as well as tentacles and other animal-esque features. Each body part consumes 0.1x blood. (This is an upgraded version of the skill received HERE.) Draug can use this ability to regenerate his body by growing new replacements. Minor wounds such as cuts and burns take 0.05x blood, moderate wounds such as muscle damage, torn flesh, and broken bones take 0.1x blood, and major wounds such as organ and other body part loss takes 0.2x blood. There is also a time delay of major damage of 10 minutes before he's fully healed.
Through experiments, mutilation, and rampant cell growth, he can take Body Manipulation to an extreme and transform his body at all once. While he doesn't gain any physical advantage from transforming, it does increase his size by a few feet and augment his grotesqueness. As his body grows, his skin can't keep up so the skin around his jaw rips apart, revealing all his sharp teeth. He also grows an elongated set of teeth that extends all the way to his ears. More skin sloughs off his body and reveals his muscles and bones.
Draug can transform his appearance to look like anyone he has seen before, as well custom configurations of people that don't exist or people from memories he assimilated.
Inhuman Existence: Draug's anatomy is a mutating mess that shifts and adapts to the frequent removal and addition of body parts, thus his vital organs are often interchangeable and mutate to fill the roles of failing or destroyed organs. Therefore, he can withstand serious damage and organ failure and function for days. However, the process is not instant, and there is a small delay before he can resume his daily functions. After a few hours his strength and motion control become very limited until he can properly replenish his organ supply.
Combined 10 APL
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Weapon/Armor Integration: Draug is able to absorb equipment into his body and compress it so it's unnoticeable in a specific place. Helmets integrate into head, chest armor integrates into chest. Armor that is integrated lies just under his outer layer of skin, offering that second layer of skin the same quality of protection as wearing that piece of armor. He can only go 2 layers deep - APL10
Assimilation: Started through the physical contact of The Homunculus with a target of his choosing. When a Homunculus wants to assimilate, its body becomes like a metaphorical sponge and accepts various types of genetic data: ranging from skin or hair contact. This process causes Draug to accumulate bits and pieces of his target's memory, including memories that may be buried so deep that even the target has forgotten them. Assimilation lasts for 5 of Draug's posts. He can use it three times a day.
Stats: Under assimilation, Draug gains 1/3 of the target's stats and adds it to his own. This only applies if the stat is higher than his - 10 APL
Abilities: Draug steals three abilities of his choice for the duration of the assimilation. He shares whatever caveats and limitations the target has on those abilities - 10 APL
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Flesh Hounds: Draug can summon dog-like creatures made of pure muscle with featureless heads except for ear holes, noses, and jaws with two layers of sharp teeth in their jaw, which span the entire length of their head. He creates them by throwing up a tumorous lump of flesh that mutates into a flesh hound, and can make 4 per day - APL8
Average APL = 8
Number of abilities = 14
Number of abilities allowed = 15
APL allowed = 8
8=8 Approved.
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http://www.althanas.com/world/showth...-Goon&p=225442
Daud Claine aka Red
One Level 3 ability:
Quick: Daud is quick on his feet and in a hurry to be anywhere, even if he isn't sure where it is he is going. He is able to use this to outmaneuver others. Daud is 1.5x faster than your average man.
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http://www.althanas.com/world/showth...l-of-Judgement
Hunter Training: Rashnu is can track anyone or anything that is up to two levels higher than himself. If the 'trackee' is more than two levels higher, Rashnu can track them with a maximum of three hours head-start, this reduces by an hour for each level. If a 'trackee' has stealth training and is of equal or higher level to Rashnu, this ability is negated entirely. Being able to track was a vital part of his training as a Witch Hunter, and is based on observation of tell-tale signs left by those he pursues.
- PL3
Weapon Conjuration: This is an ability Rashnu has known since early teens. He can conjour any of a number of weapons from within his trenchcoat that are all made of starting-tier materials. The opening of the trenchcoat acts only as a focus, rather than the coat being enchanted. He can conjour the following weapons:
- Katana: A basic katana with white hilt and scabbard.
- Whip: A six foot leather bull whip.
- Staff: A five foot oak staff.
- Naginata: A four foot staff with a wide iron blade at the end.
- Dual Tomahawks: One foot oak handles with iron heads.
- Rapier: Made of iron.
- Nunchaku: Each 'handle' is nine inches long, connected by an iron chain three inches long.
- Battle Fabs: Two iron-bladed fans with an 18 inch diameter.
Rashnu can summon one of the above weapons at the beginning of a battle, then a further one weapon that replaces the original so long as the battle exceeds 15 posts.
- PL3
Lightning Bolts: Rashnu can summon lightning bolts to strike his opponents, so long as he is currently using a conjured weapon. The bolts take a turn to 'charge' before they can strike, an be used up to three times per thread and will give three second paralysis and minor burns to those unprotected from lightning magic.
- PL3
(3+3+3)/3 = 3
Abilities allowed: 3
APL for level 1: 3 = 3
Approved.
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Xilium Level 7 Repost
http://www.althanas.com/world/showth...Level-7-Repost
Level 1: Similar to eventual immortality
Vampiric Regeneration: Given a full night of rest, Xilium can heal moderate to server wounds such as broken bones, large open wounds such as sword thrusts, and damaged skin/hair. This ability only works when he has a full undisturbed night of sleep. He cannot use this ability in battle, and only in specific situations during PG wars. He can regenerate cut of limbs if he has the physical limp to reconnect and sew together then rest within a day.
Level 3: A very weak sort of travel ability
Shadow Walk: When darkness falls Xilium can meld into the shadows and become one with them, moving at unnatural speeds to cover long distances within a nights time. This power is unusable in battle unless in a strictly RP situation, such as during a PG war to convey orders or provide support. When used in those situations it can only be cast 3 times per war, and only once in a support situation to enter a battle as reinforcements. If used in that situation a neutral distance of 50 feet must be placed, so he cannot appear behind someone and try to strike a deathblow. He can travel about 10 miles an hour. This is not a teleport skill, and cannot be used in distances less then 1 mile.
Level 3: Effective creating a ball of iron three times. No blast equivalent, but some other uses.
Shadow Ball- Concentrating his magic into a solid form, Xilium is able to create a small physical ball the hardness of iron but without the weight. This can be used as a projectile up to 3 times in a battle. The ball will stay in effect until the end of the battle, and can be used by anyone. It cannot be sharpened to a point, and only counts as a blunt object. It is thrown just as a normal stone would be, with no honing abilities or extra speed. It does the damage of a blunt iron object on impact.
Level 3: Weak sound illusions
Power Word-Sound: Controlling the vibrations of air around shadow formed areas, Xilium can create noises and sounds without the movement of his mouth in a almost ventriloquist action. He can mimic voices and sounds he has heard before, but only within a 30 foot radius and only 3 times in a battle. During this action he cannot speak in regular terms, and due to the effort cannot do so when moving.
Vampiric Senses: Due to the elven and vampiric mix of his blood, he has gained the abilities of a vampire without the need for blood and weakness to light. However the mix of life and death has caused him to develop a debilitating weakness that can hit without warning, especially in situations of extreme stress. His keen sense of hearing and sight are around 1.5x that of a elf, or 2x that of a human. He can see in complete darkness, due to his control of shadows. He could hear a whisper from 10 feet away, but cannot hear through walls more then 10 inch's thick.
Perception: Level 3
Darkvision: Level 4
Level 6: smaller than Talen's but no limit.
Power Word-Shadow: Xilium controls shadows, forming them into shapes at will. The shadows have no solid form and can be moved through at will. Some basic types of attack is using it to create a cloak of shadows around himself to blend into surroundings or to use it to cover a light source to create darkness in a area. In battle only 3 shapes can be created at a time, and only one moving shadow can be upheld at a time. It cannot be used to cover a persons eyes while they are moving, as something that small moving at unpredictable speeds is almost impossible to concentrate on.
Level 5: Weaker than a conventional blast attack, but does decent damage. Also note the delay in uses.
Dark Flames: Mixing Flame and Shadow Arts Xilium creates dark flames that burn 3 times hotter then fire. Both his hands become enveloped in the flame but it does no harm him or his clothing. He cannot throw the fire and can only burn something he is touching. It will spread like normal fire would in all other situations. Can only be used 3 times in a battle and only for 1 min at a time. There must be a 2 min interval between each use.
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(5)- Strength - Torin can lift much more than the average human. Due to the weight of Tanzalis, (350 lb) Torins upper body strength is vastly above that of regular men. However, this barely translates to his hand to hand combat, and would equate to a 'harder than normal' punch at best.
7-agility
5- speed
Stop, Set, Rewind - One of Torin's most useful abilities, he can slow time down to the point of making every second last for three (3) regular seconds, for up to 10 seconds while still being able to move at a regular speed. When used in rapid succession, it would appear that Torin is teleporting from spot to spot. However, he has only been able to cast Stop, Set, Rewind rapidly (one second or less) up to five (5) times, at great physical strain. *Stop, Set, Rewind affects projectiles. It would allow Torin the time to realize something has been fired at him and adjust to take the hit, but not dodge it.
(3)_Reflection – A passive ability, Torin can enter a meditative state where he can view events he has learned about from an almost ethereal plane, unable to interact or change them.
(3)Remorse - Torin can use Reflection to relive his own history, and is able to change the decisions he made in those situations. These decisions do directly affect Torin in his regular present state. *These events cannot involve other characters outside of NPCs unless given consent by said character.
(5)Fast Forward – Using his experience with manipulating Time, Torin can fire phantom projectiles once used. Like a rift in time, these projectiles are summoned from the past, and are formed from pure energy, with no elemental alignments. Completely non-lethal, these projectiles have the impact of a strong punch when fired. Due to Torin’s recent interest in learning Archery, these projectiles normally take the shape of arrows.
I counted these two as the same- fire control
(4)Firelight - Torin can make a small fire in his palm for 30 seconds. This ability can only be used to illuminate, not as an attack.
Into The Light - Torin can imbue Tanzalis with fire. *This is regular fire, easily extinguishable by water, moving the sword around too quickly, strong winds, or smothering the blade.
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Otto:
http://www.althanas.com/world/showth...Bastum-level-6
6 : 6.5 : 12
3 7 7 5 7 6 7 6 6 6 6 = 6
Level 3
Empathy (x3): you meet all sorts in this line of work. In fact, Otto feels like he must have met them all. Constant exposure to people suffering the full spectrum of human emotion, oftentimes trying to hide it, has taught him a few things about reading others. Unless the person is quite gifted at bluffing, Otto might spot when someone is trying too hard to appear happy, is having to wildly fill the gaps in a story, and so on.
Level 7
Endurance (x7): Otto isn't necessarily fast, or even smart - but he just keeps on coming. Even in full military kit, Otto has no problem undertaking a whole day's march. Debilitating effects such as poison and blood loss are much slower to put him down than the average human - though they will certainly still cripple him.
Level 7 (Leaving at level 7 as the upgrade was minimal)
Precision (x7): when wielding a hammer, Otto is capable of easily striking typical thrown weapons directed at him (rocks, javelins, shurikens, knives etc. - unless he is bombarded by several at once), and has about a 55% chance to do the same for faster projectile weapons. His attacks with hammers rarely go wide by more than an inch, those with spears can be relied on to land within two, and he has unerring coordination with other hand weapons - though the effect can be rather spoiled when his targets don't stand still.
Level 5
Reflex (x4): Otto has only become more skittish during his time serving the Empire, and endless drills have hardwired in quick responses to perceived threats. From weapon strikes and ringing alarms, to misplaced words and an approaching officer, his reaction time to danger has been reduced to just under one tenth of a second.
Level 7
Scent: Otto has an excellent sense of smell, and can easily detect animal traces on the wind or left behind where an individual has resided for some time. Smells which stand out are sweat, urine, faeces, and, in particular, blood. This made growing up in a medieval(ish)-era city about as enjoyable as you’d expect. Otto’s sense of smell is moderately better than that of a canine on the lower end of the olfactory sensitivity spectrum in regards to the mentioned odours, and half again for other scents.
Level 6
Strength (x5): Otto has a single-arm lift capacity of 47 to 109 kg, depending on whether the angle is favourable or not, and a maximum punch force of 675 kg.
Level 7
Toughness (x6): a sharp punch by someone of comparable strength will have just an 8% chance to break one of Otto's ribs, and his hide has a resilience approaching that of toughened leather.
Level 6
Willpower (x5): Otto can happily subject himself to harsh conditions - such as wading into icy water or walking barefoot over scorching sand - without any ill effect to his focus and faculties for 15 minutes. The mental discipline that has been drilled into him also lets him allay fear and resist to some degree those certain influences that daze, dampen and confuse the mind.
(Skill, not included)
Infusion: Otto can sense enchanted iron, and work such enhancements into any iron-containing item which he forges himself. The item must comprise at least one-third iron by weight, although enchantments will benefit from the inclusion of augmentative metals such as Damascus or Prevalida. Enchanting can only occur under specific conditions, by drawing on the surrounding environment – be it the significance of the tools used, something regarding their history, Otto’s mood, or perceived aspects of the location where the item is made. These enchantments act as abilities, and are governed by the same rules. Otto cannot make an enchantment stronger than the maximum ability level permitted for a character half Otto’s level at the time of forging, rounding down.
Example: a shield forged in full sun, and only within an hour each side of noon, may be infused with an ‘illumination’ enchantment. The shield may act as a light source, or it might work in a metaphorical sense by allowing Otto to ‘see’ when people speak falsehoods. If Otto was level three at the time of creating the item, then the enchantment cannot be stronger than an ability allowed for a level one character (3/2 = 1.5, rounding down = 1).
Obviously, he cannot just pull enchanted items from the thin air. Making these things costs time and money, and item acquisition must comply with the rules and costs of the Bazaar (this accounts for the price of materials, and of making the workpiece amenable to enchantment), or be approved as thread spoils by an appropriate staff member.
Level 6
Professional Tradesman: one doesn't work for the Althanas Trading Company without picking a few things up, and that's without two decades worth of experience in the business. Otto knows his materials, knows how the playing field, and after having become such a keen student of human nature, knows the players, too. He receives a 20% discount when purchasing up to tier 2 raw materials or crafted items, on top of any other price cuts that may be applied.
Level 6 (high damage, limited area of weapon effected and single use)
Rage of Iron: Otto can manipulate the electron excitation of iron atoms in an object that he is touching. This causes the metal to glow a dull, cherry red, giving off a faint light and vast amounts of heat (as the metal is roughly 600 degrees Celsius). It takes him about ten seconds to reach this temperature, and he can maintain it for two minutes before he has to spend half an hour recuperating, during which time he is fatigued. This means he may use the ability once per battle. The size of the area affected may be as large as a dagger blade, and can affect a part on the item up to one metre away from the part which he has contact with, though he can affect items linked by touch with other iron items (such as a workpiece he is holding with iron tongs).
Level 6
Sense of Iron: Otto knows when iron is nearby. He can sense its shape, its concentration, and patterns in the metal left by the shaping process. The ability to sense iron also depends on how prevalent it is; a pure lump of the stuff will shine like a beacon, while a rusty pin would glimmer like a half-reflected moon on water. Otto can sense iron and its alloys down to one-tenth purity (by weight) up to a range of twenty metres away. The only exception to this rule is blood; although there is so little iron present in it, something about Acmon's magic is attuned to the stuff. Spilled fresh blood he can sense clearly, if there are more than a few millilitres of it, but not old blood or that still held within a body.
Like any sense, it can become overloaded, so Otto has difficulty picking out individual items when there is an abundance already around him. Also, as this is a supernatural ability, it can be influenced by magic-dulling and magic-enhancing factors.
Touch of Iron: An extension of his ability to sense the presence of iron, Otto can make a much more in-depth analysis of any such piece that he is touching. This allows him to determine major and minor elements, as well as any patterns - folds, fractures, pockets of impurities, and so on. This requires a little time and concentration, much as one might read the suspicious small print at the bottom of a waiver, so he is somewhat distracted while he uses this ability.
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Level 3, only two abilities.
http://www.althanas.com/world/showth...Level-Three%29
Ozoric Newalla
Abilities: Ozoric’s abilities are racial, not magical. Things, which effect spells or enchantments, cannot negate them but things affecting natural talent can disrupt his ability to wield them effectively, as can emotion and stress.
Level 3, very specific.
• Draconic Empathy: Ozoric possesses natural ability to communicate with all full and half dragons. His aura causes most dragons, except the most wicked and enraged to stall before attacking and consider him an ally.
Level 3
• Conductivity: Ozoric possess thermal conductivity that allows leaping, falling, and levitate through convection. It affords him X3 boost to leaping and falling. It can manifest as minor levitation at slow walking pace for up to five minutes.
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I revisited Otto using Hysteria's power levels noted above plus:
Professional Smith: though Marten was sure to keep the orc's progress lagging some way behind Emric's, Anvil's tutelage has more than made up for this deficiency. Otto can craft masterwork items from tier 4 materials or lower, being particularly proficient with tier 1 and steel masterwork goods. This equates to a removal of the masterwork modifier when crafting from the bazaar - 3 for tier 1 | 5 for tier 2
Professional Tradesman: one doesn't work for the Althanas Trading Company without picking a few things up, and that's without two decades worth of experience in the business. Otto knows his materials, knows the playing field, and after having become such a keen student of human nature, knows the players, too. He receives a discount when purchasing tier 1 material or steel goods, on top of any other price cuts that may be applied. This discount is 5% - 10
Infusion: Otto can sense enchanted iron, and work such enhancements into any iron-containing item which he forges himself. The item must comprise at least one-third iron by weight, although enchantments will benefit from the inclusion of augmentative metals such as Damascus or Prevalida. Enchanting can only occur under specific conditions, by drawing on the surrounding environment – be it the significance of the tools used, something regarding their history, Otto’s mood, aspects of the location where the item is made, and so on. This equates to a .25 reduction in the enchantment modifier at the bazaar for crafted goods - 5
This brings him to 14 abilities.
This gave him an APL of 5.9, so I was able to trade .5 APL for 2 extra power slots to get him approved.
Note "Anvil" is not usable in competitive RP.
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http://www.althanas.com/world/showth...30-The-Warsong
The Warsong
There are some linked abilities with this one.
Level 2 (reduced due to speed (3 -1))
Endurance- Karaco has exceptional physical endurance, capable of taking quite a bit more punishment then most people before going down, however due to his equipment he is much slower then most and this often plagues him against faster opponents.
Level 3
Arcane Blood- Karacos body is so heavily infused with arcane energy he is incapable of magic, there is simply to much raw energy and any attempts to preform a simple spell would probibly end in chaos. So instead he's forced to use in a rather brutal way, releasing it from his body to empower his own body. As he grows in power the amount and duration of this ability will increase. For now he can release extra energy into his arms to increase their speed or power for a short period of time. (This can be used 4 times a day before he needs to recover.)
Level 3
Arcane Augmentation- Having a unnatural supply of arcane energy held inside his body, he is capable of using it to activate his extra limbs and to augment his attacks with basic raw magical energy. This energy is replenished naturally over time as his body makes and absorbs it naturally from his surroundings. He cannot absorb spells or purposefully force himself to draw in more, its a natural slow process that requires at least a days rest or more if he's utterly exhausted. Arcane Augmentation empowers his attacks with magical energy, allowing it to bypass resistances to damage, hurt non-corporal creatures and bypass less forms of protection. (For every 4 minutes he has his arms active he uses 1 use of Arcane Blood)
Equipment/Weapons:
X'ara Limbs- His body has been augmented with a strange type of alchemical metal substance that can conduct arcane energy like copper might electricity, his arms and legs are permanently gauntleted in the substance and he has four extra limbs protruding from his back- the two lower set are massive clawed limbs that can do almost anything a normal set of hands can- the upper set are smaller, more spread- inward facing 'wings' although they cannot be used for flight they do make semi-effective shields or close range weapons. The extra limbs are non-functional if not infused with arcane energy, the grieves and gauntlets however can be used normally. The metallic substance is only as hard as Copper currently