This thread is to document workups.
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This thread is to document workups.
http://www.althanas.com/world/showth...rlouge-Level-8
Mystic Protection:
I need some help with this one. This has two parts, first is instantaneous defence against most attacks, second is an AOE attack against everyone within a substantial radius. I'm tempted to say level 9.
Levitation:
Not sure if I should be limiting this based on force she can exert. At the moment she is able to lift things that are 310 pounds (I think in kg, 140) should that be limited to being able to exert that amount of force? Maybe a level 7?
Shadow magic: Asked for more info on strength of weapons, probably Level 7
Shadow Magic Technique: Shadow Step: Asked for limiter, Level 8
Light Magic: Asked for more info, probably Level 4 or 5
Light Magic Technique: Firework: Level 3
Mystic Bomb: Asked for more info, probably Level 7 or 8 due to AOE
Shadow Soul: Asked for more info, probably Level 4 or 5
Shadow Swap: Asked for Limiter, Level 6
Healing light: Level 4
Staying to the shadows: Asked for limiter, Level 5
6x strength: Level 6
3x endurance: Level 4
4x speed: Level 5
The Limiter Necklace (3 post boost): doubles strength, speed, and defense for three posts
Is this equal to three level 8 abilities? Tripling an ability for one post is Level 7, so doubling one for three posts would be a step up.
Lastly, do I need to worry about how vague the Pistol description is?
Harmonica Pistol- Bought for her son, Akiv, this pistol can hold 6 bullets which can be shot in quick succession.
5 4 8 8 8 6 5 4 6 4 7 3 4 8 7 9 7
She has 17 abilities, but assuming that all the levels check out she comes in under the average if I divide by 14 (7.35). Do I still need to ask her to remove three skills?
New Kyla is far more powerful than two weeks ago Kyla, so I'm afraid my past sheet won't help.
Mystic Protection is a combo ability so it must be broken down into its individual parts
1) Protection
2) Glass Attack
3) Fire Attack
Since several characters have Mystic Protection, I think this is a good time to figure out exactly how the defense works. If it's a shield of glass, which is relatively weak comparatively, we can say 3-4 depending on the glass material equivilent she gives. If it's intended to stop all attacks (Mystic Protection has stopped a bullet from Dirks' Beretta), then I agree it's a level 10 (borderline insane) power. We'll need her to clarify.
The glass attack itself, depending on the choice of material she chooses, would probably be 3-4.
The fire attack is probably level 4, akin to splitting a big fire ball into smaller fire balls (already on the power level chart). Of course, this addition of Kyla's is wholly unrealistic as too intense of a fire would melt the glass and it would feel like nothing on contact, but we'll let that slide as its a fantasy game.
Levitation is medium teleknesis. Double her size is 300 lbs. I'd agree this is a 7 ability.
Shadow magic, as written, is an insane power. She can create any weapon, including Icemold? Fuck that. She can create the highest weapon grade available for purchase, prevalida, and that is a level 10 power.
Shadow magic technique looks good at 8, if limited, as we have an ability on point in the power level chart.
Mystic Bomb should be a 7, rather than an 8, due to the limited range.
Shadow soul is a 4, but let her clarify that it does not provide a corresponding boost.
Agree with the rest, as they are essentially plucked straight from the power level chart.
The limiter necklace is three abilities, yes. And you need ask her to clarify whether she's boosting her own abilities or from a basic human. Double strength for her would be 12x strength, 8x speed for her and 6x endurance. Boost doubling for a post is a 6, for three posts would be an 8-10 times three. Depending on the outcome of the boost (which will most certainly be 12x) you can adjust accordingly. If it boosts to over 15x, it's not allowed, FYI, as it's an insane power.
Doing the math (4*, 4*, 4*, 7, 10*, 8*, 7, 4*,6, 4, 5, 6, 4, 5, 8*, 8*, 8*) thats 17 abilities, you're right.
You ask her to remove three abilities, then you do the average. If she's below, she's fine. As of right now, only Shadow Magic and possibly Mystic Protection are the daunting ones that'll need to be changed based on her responses.
Dirks, Kyla's shadow weapons are all titanium strength. She clearly specifies "any weapon" as being any melee weapon (as in any type of weapon from sword to axe to dagger) and further limits that she cannot create projectile weapons other than things she can throw. It's still a pretty crazy strong ability that might need some limitations (so she can't arm a hundred people with titanium equivalent shadows or throw daggers endlessly, for example) and since she's only level 8 maybe we don't want her having titanium strength everything yet. But basically, it's the ability to create melee weapons from shadows.
Yeah, she recently updated. Prior to her post it was "any weapon" with no material limitations.
As long as she adds some limitations to its use, I have no problems with that being a measurable ability -- i.e. not insane.
Ok, before I ask her to remove some skills, here is the current log:
Mystic Protection: 10, 3, 3
Shadow Step: 8
Levitation: 7
Light Magic: 5
Firework: 3
Mystic Bomb: 7
Shadow Soul: 4
Shadow Swap: 10
Healing light: 4
6x Strength: 6
4x Speed: 5
Limiter Necklace: 8, 8
If I could the combined skills I get 16, but well below the average (Total of 93/14 = 6.6). Should I be asking her to remove some skills, but increasing the strength of others? I'd be more inclined to count Mystic protection, limiter necklace and shadow swap as individual skills.
http://www.althanas.com/world/showth...hyr-level-3%29
Greater Perception: 4
Greater Endurance (x4): 5
Greater Speed and Strength x1.5: 3, 3
Metal Manipulate:Quote:
Metal Manipulation: Through extensive work (and the frustration of being reduced to one hand) Phyr has learned to manipulate small amounts of metal. He may manipulate up to 2 pounds of steel and lower tiered metals, or up to a pound of plynt if the plynt item is part of his inventory (or otherwise familiar to him). In this way Phyr can telekinetically repair devices or reload weapons where his single arm handicaps him, as well as pick most locks and levitate items. He can also quickly sharpen/clean metal tools and do a number of other mundane things.Phyr's range of control is approximately a 2 meter radius around him, and he now has the ability to soften the metal he controls. Softened metal will retain all its other properties, so for example a thin bladed sword might function like a metal whip, but wide-bladed swords and bludgeons would become less useful. Phyr may use this to reduce impact from melee attacks or thrown projectiles, but anything that moves as fast or faster than an arrow would be too quick for him.
Telekinesis: 3
Soften items to improve them: 4
Soften attacks to weaken them: 6
I've asked for some clarification on this, it could be RPed as extremely strong, so I want to make sure it is clear where the boundaries are (less for Breaker and more for non-mods).
Shadow Manipulation:Quote:
Shadow Manipulation: When Phyr is standing still or moving very slowly in a shadowy or dark area, he is capable of increasing the thickness of the shadows around him so only a character with increased perception who looks closely would see him. Use of magic is minimal enough to not be detected or considered true "shadow magic", this ability is more a representation of Phyr's unique ability to remain unseen. Phyr is now capable of summoning shadow or increasing the size/changing the shape of existing shadows. These can be used as distractions or hiding places. Phyr is only capable of controlling a body of shadows as large as two horses, and creating more than one "shadow illusion" at a time may cause him to lose focus. 10 meter radius range.
Shadow blinders: shadows are adhered to an opponent's face as a translucent blindfold that wears off after 1 minute but can only be removed sooner by arcane means. The "blinders" reduce the target's vision by approximately half during the minute, and in the dark shadow blinders may obscure vision completely. Once a shadow blinder is adhered, Phyr does not need to focus on it anymore.
There seems to be at least two instances of overkill here. First is the phrase 'only a character with increased perception who looks closely', second is with the shadow blinders instantly reducing another character's vision.
My suggestions are to remove the phrase and replace it with “so only a perceptive character would notice him.” Its for the judging mods to work out what is or isn't realistic during the thread. A genius might notice the change is shadows in a room, but not actually see who is there for example.
Second, remove shadow binders and suggest a new skill, or change it so the shadows need to be launched and latch onto the character somehow. No insta-hits.
EDIT: Before you think I'm posting every character here, I should mention I've post this and Amber's because I'm seeking clarification.
They're combo abilities and should be treated as such, Hysteria. Never suggest to make the character stronger, either.
Breaker (I'll be editing this as I compare power levels)
Level 12: 19 abilities, APL 9.5
Air Magic
Water Magic
Regeneration
Bone Mutation
Blessing of the Tap
Ascended Vitality- Strength
Ascended Vitality- Perception
Ascended Vitality- Speed
Ascended Vitality- Agility
Ascended Vitality- Endurance
Vile Anatomy - Bones
Vile Anatomy - Skin
Adamantine Will
Clean Living
Detect Magic*
Lightning Rod
Barrier Dissipation
Healing Hands**
Energy Surplus
Breaker Boots - Telepathy***
Angel Eye - Telepathy***
Total abilities: 21, AVP []
*May link with increased perception
**May link with regeneration
***May link with telepathy
The Breaker Boots, aside from the telepathic link, seem to be enchantments that affect the boots themselves and are not considered abilities.
Frankie
Ignite (combo ability due to lightning and fire): 2, 2
Put on a Show (like Reine's "Flashbang" w/ Puck's Visual Illusion): 3
Decreased speed and agility/Increased durability (I'll try to get her to incorporate those limits into her magic): 3
Total abilities: 4 (needs to remove 1)
Average Power: 2.5 (OK)
She changed her durability into an ability modifier, like I asked.
She added "Nitrogly-soul-rin", which I gave a 3 to due to the limitations.
Ignite (fire now only): 2
Nitrogly-soul-rin": 3
Put on a show: 3
APL: 2.6 (approved)
Zack Blaze (Level 4 : APL 5.5 : ABLS 9)
(1) Mime: 3 (similar to Puck's visual illusions)
(2) High Voltage: 3 (stun level lightning ability)
(3) Makai Summon: 4 (assuming it can only absorb one attack, 8 if the same as a level 1 character)
(4) 108 Heatup: 1 (can make flames with hands and transfer w/ contact)
(5) Scene Stealing Uppercut: 7
(6) Gravity Crush: 10 (instant crushing based on contact/not crazy power due to use limitations)
(7) Jogging Practice: 3
(8) Endurance: 5 (will ask him to verbalize though)
APL: 4.3
Character will be approved w/ clarifications on endurance.
Infin1teZer0 (1: 3: 3)
Illusion Magic (Invisibility): 4 (on point power)
Electromancy: 3 (basic due to the limitations)
Demonology: 2 (summon can last 3 hits & cannot attack powerfully / offset by inherent character weakness).
Total abilities: 3
APL: 3
Approved
Don't forget to post your workups in here, Hysteria. I'll take care of editting the power level chart.
Erikar (1: 3: 3)
Electromagnetism - 4 (with limit to 10 feet push/pull)
Since he has one ability, he'll be able to trade his two slots for a decrease to 3.5 APL. I'm feeling generous, so I'll let this slide at level 1, but will not do it at future levels if he continues to improve his ELM only.
Sir Walter/Undead Human/Holy Paladin
Strength: 4
Healing: 4
Undying: 1
Av: 3
Mr. Vallex had no abilities.
Accordingly, I approved him with a note indicating he could add them at a later date if desired.
Gunther
Increased perception (as "Tracking") -- 2
Increased endurance (Conan Running) -- 3
Increased strength (400 lbs overhead) -- 4
Average: 3 (Approved)
Landain Agrivar
Only one actual skill:
Level 3
Agility - Agility. Landain is quick on his feet, making him very difficult to knock over. He is able to balance himself with a low center of gravity and can run quickly along the edge of a split rail fence without falling off.
Tobias Stalt:
Level 3:
Persuade. More than just a skill, Tobias has a certain knack for wordplay. When he speaks in a certain way, his voice takes on a slightly disarming, almost friendly manner that makes him seem more trustworthy or believable. While not at all foolproof, it has a tendency to work on people of similar or lesser ability than his own. Fails if used too many times in succession on a single target.
Level 2:
Rapid movement. For a short burst, Tobias can move with incredible swiftness- that of a maintained, full sprint. This effects his entire body, for a duration of 1 post, plus one more post per level to a maximum of three. When used for it's full duration, Tobias' body begins to feel the pangs of sluggishness, and he becomes slightly slower to react. It is not meant for prolonged usage. This speed is said to be some sort of magic, though Tobias has no idea where he learned it- if he learned it at all.
Mr. Vallex update:
1. Breath underwater (2)
2. Summon swords (4) on point ability w/ Duffy
3. Visual Illusions (3) on point ability w/ Puck
Total: 6
APL: 3
Approved!
Level 2:
Fade: With intense concentration, Greenley can dim his life force to make himself less noticeable. He can still do simple tasks or a few predetermined actions while Faded. He cannot talk or defend himself. He has the mental discipline to spend about 30 minutes per day Faded. Using an appropriate disguise makes this ability more effective.
Level 3:
Darkvision: Greenley can see in the dark within 50 ft, though he needs at least some light to distinguish color.
Elven Eyes: Greenly can see half again as clearly as a normal man. (vision 1.5x)
Mord's:
Level 2 (just the stat modifiers)
Mawt: A belt with studs to mount il’Jhain tokens. It is enchanted to give an innate sense of knowing where north is. Two tokens currently give X0.25 boosts to hearing and sight.
Level 4:
Endurance x2.
Dexterity x2
Level 5:
Stamina x4
Level 8:
Blind Jump: Thrice per thread, Mordelain can walk without an intermediary if in imminent danger. She has limited control over her destination, and it does not trigger if unconscious.
Lowell
Light: 3
Wind: 3
Senses: 3
APL: 3
Approved.
Hysteria (work in progress)
9 : 8 : 15
1) 7x Strength - 7 EDIT: written fine
2) 9x Speed - 8 EDIT: written fine
3) 7x Agility - 7 EDIT: written fine
4) 7x Perception - 7 EDIT: written fine
5) Murmur (Detect Life) - 6
6) Symphony (Matter Manipulation) - 6
7) Cry (8 tenticles) - 9
8) Crow - 6
9) Whimper - 10
10) Harmony - 9
11) Song - 4 (Provided the beast form does not add new abilities--if it does, 6)
12) Whisper - 8
13) Hum - 8 (need to revisit as Letho has original Hum with significant limitations at 7 and Hysteria has Luned's planewalking at 8 which has major teleporting distances) EDIT: reduced to 7 due to limits added.
14) Toll - 7
15) Boom - 10
Total 8
Approved.
The Blue Slyph has no abilities & is approved!
Fox Owen Xavier/Potion Crafter
Level 2:
Fox Fire – Creates a small fire in the palm of his hand. It can get hot enough to boil water and could inflict painful burns but Fox would rather run than fight if he had the choice. However, the use is normally to get a fire started for the potion pot. He could also use it alone to boil the potions but that would tire him out.
Level 3:
Transform – As a kitsune, Fox can shift shape from a human to a fox or a few forms in between. Normally, he stays in a human-like form with the only thing setting him apart is the two fox ears popping out from his head. When excited, he tends to become more fox-like with a tail being the next thing to pop out.
Level 4:
Fox Sense – As a fox, Fox has a very good senses which helps him make sure the potions are made correctly.
Can i get some input into this work up? I am not sure if I have over-rated his abilities.
http://www.althanas.com/world/showth...hal-level-4%29
Level 4: 4 : 5.5 : 9
Aur lvl4: 4 : 7.2 : 9 (abilities too strong)
Simplified Ability List
Level 4:
Soul Bind - Agreements and bets the with Aur must be honoured, or the person’s soul is taken.
Level 6:
Natural Born Cager (two abilities):
5x agility
5x physical toughness
Adamantine Will: 5x the willpower
Level 8:
Eldritch Blast: Strong ranged attack (no limit on uses) Super strong version, three uses.
Shahab's Lash: Fire attack. If the flames burn longer then 3 Minutes it starts to damage damage Aurelianus. 3 uses for Cyclone, a stronger version that clings to the body.
Merihim's Breath: A swarm of insects and bugs, lasts for a minute. 3 times per thread (I raised this up because the nature of the attack is hard to block / counter, damage wise its probably a 7).
Level 9
Freki's Shield: Protective spell. Four times per thread.
Level 10
Pain Mirror: Causes a link between Aur and a target. Wounds inflicted are passed onto the target if it is within 10 feet of Aur and he sees the attack coming. Aur doesn't get the damage of the attack for the first two attacks. Effect weakens thereafter. Fatal wounds can't be reflected.
Full Abilities
Level 4
Soul Bind- "Never make a bet with a tiefling"- this is a popular planar proverb. And Aurelianus is a walking example of this warning. Throughout his many travels Aurelius has struck many deals with all manner of creature, and more than a few times has been cheated of his due. But by utilising the demonic vitae flowing through his veins, the conniving half-demon has learned how to force others to stick to the bargains struck with him. So long as both parties spill their blood when the deal is made (willingly or otherwise), Aurelius binds the other party's very soul to the tenets of the agreement; forcing them to stick to it no matter what. Failure to do so forfeits their soul to Aurelianus, to do with what he will, and not even his death relinquishes his ownership of it. This is not to say the deal cannot be cheated by particularly canny wording, or other underhanded methods.. but to peel the tiefling is no mean feat. And woe betide any poor sod Aurelius catches trying to bob him of his due.
Level 6
Natural Born Cager- In the Hive, the deadly slums of Aurelianus' home city, everyday is a constant fight for survival. Generally, there are two types of cutter in the worst areas, where the tiefling grew up - fast sods or tough sods; those fast enough to get the first attack in, or those hard enough to survive a knifing and still retaliate. The canny plane-touched realised young there was only one way to guarantee survival in a place like that- be both. These natural abilities have been greatly augmented by his demonic heritage, to heights beyond most humans. Aurelius has 5x the agility and 5x the physical toughness of any normal human. This means he can react and attack with blinding speed beyond what most humans can match, and can dodge arrows and even bullets fired at him from up to ten feet away. He has been known to use it in brief bursts to increase his speed, mainly to unnerve those he suddenly appears behind, etc - but his smoking pretty much rules out a sustained sprint using his speed. His inhuman pain-threshold also means he can be beaten, broken, stabbed, burned, bludgeoned, and so on, for much longer than an average cutter, before he finally succumbs to his wounds. This endurance aids him in maintaining his speed, true - but it mainly applies to his tolerances for pain.
Adamantine Will- over the years, the tiefling has learned there are many sources of power in the multiverse. His personal favourite is sheer willpower; it is this drive, this force that powers his warlock invocations, and that allows him to traverse the planes and keep his sanity intact. Without it, the half-breed would have been dead many times over- Aurelius possesses 5x the willpower of the average human. This level of inhuman focus grants the half-demon a high resistance to fear, panic, confusion and all manner of things that would cow the average mortal, as well as almost impenetrable mental barriers to keep out unwanted psychic assaults and intrusions, and to control exactly what people see when he allowes them in- these defences can still be breached by those with higher willpower than Aurelius, though what they will find there will no doubt test their composure; after seeing Hell itself, most people tend to stay out of the plane-touched's mind.
Level 8
Eldritch Blast- This is a simple invocation all warlocks know- essentially just a blast of pure arcane energy, which Aurelius has learned to use both defensively and offensively; either blasting at his foes with the force of a strong punch at triple human strength, or smashing aside an incoming blade. Again, his near mastery of this invocation allows the warlock to control the size of the blast- from focused bursts for targeting weapons, specific limbs, etc. to walls of force that can smash multiple opponents from their feet. [usable thrice per thread.]
Shahab's Lash- This invocation summons a cone of black flame from the palms or mouth, which Drak'shal can then launch at his enemies. Lately, the warlock has even learned how to form the flames into a roaring cyclone given a few moments to gather the power; the cyclone itself is only six feet by two feet, and due to the inherit difficulty of shaping Hellfire like this, Aurelius can only perform this trick thrice a day.. If any unfortunate is caught in these flames, the white-hot Hellfire will cling like napalm, rather than normal fire- the warlock can extinguish these flames with but a thought. Aurelius himself is almost completely immune to the flames he conjures forth, though the longer he keeps up the blast the harder it becomes to resist their infernal heat, until eventually they will burn his flesh almost as much as those of his foes. He can maintain a full three minutes of sustained fire before his flesh starts to blister and burn, and less than two after that before his wounds become crippling.. He can still use it to cauterise wounds, etc should the need arise. To those who manage to extinguish the flames in time, Shahab's Lash only causes severe burns. If not, they will continue to burn, causing excessive damage. With understanding of the nature of this Hellfire, Aurelius has learned how to use it to sear not only a body's flesh, but also it's soul. Against those of a good disposition, the effects are incredibly effective, bringing about an agony that can last for much longer than the actual burns. This invocation has become as much a sickness of the soul as it has a tool of brute destruction. Against those of a "good" nature, Shahab's Lash is one-and-a-half times as effective.
Level 8 (due in part to being hard to block)
Merihim's Breath- picked up from a demonic servant of Merihim, a Demon Lord of plague and disease, this invocation allows Aurelius to open his mouth impossibly wide and vomit forth a huge swarm of angry insects; the little vermin will proceed to attack anyone in range (other than Aurelianus himself), stinging, biting and burrowing into their flesh in a thrashing cloud. The effects of this spell last for a minute, after which the swarm falls to the ground, all dead. But the various infections and larvae they leave in their victims will last long after the swarm has died - symptoms include itching, swelling, blurred vision, nausea and all manner of other unpleasantness.
Level 9
Freki's Shield- This spell allows Aurelius to summon forth a protective bubble of magickal heat, which can deflect missiles, blades, and even other spells. Aurelius is immune to the heat he creates. He can keep it active long enough to stave off [colo=red]four powerful attacks, six medium attacks or eight weak attacks[/color], though a significantly strong one can shatter it in a single blow. (Usable- four times per thread)
Level 10
Pain Mirror- this invocation grants the warlock the handy ability to take any wound that someone causes him, and reflect it back at them - he was inspired to create this ability after being shot by Resolve Curie during the Cell, and spending the following weeks fantasising about all the ways he could pay her back. When used, it creates a sympathetic bond between Aurelius' own flesh and that of the attacker so that if a sword slices him, the cut instead manifests on the other person's body. After one serious or two moderate injuries, the mirror is lessened in effectiveness, meaning the following two wounds appear on both Aurelianus and his opponent. The canny tiefling can also use this invocation maliciously, deliberately wounding himself to bring harm to an enemy. While still learning how to properly utilise this power, Aurelianus can't use it to reflect, or deliberately give immediately fatal wounds - some sod decapitates him, he'll still lose his head. What's more, Aurelius has to see the attack coming in order to use the Pain Mirror, and the target must be within ten feet.
Scarlet Fields
Just waiting for a chance in item quality.All done
Level 2:
Demonic Fortunetelling: Scarlet's tribe immersed itself in the study of Demons from Haidia. Using the bones of demons, fashioned into different shaped dice, Scarlet can see truth. The ability is limited to truths in the lives of the people directly around her. After practice this ability may be increased, but its limits are unknown.
Level 3: (treated as part of a normal toughness ability which would have been a level 4)
Nomaneric Bones: After decades of training in The Erical Bone, Scarlet's bones are twice strong as strong as normal person's bones, but with more training, they can be enhanced further.
(x2 bone density)
Level 4:
Agile Grace: Scarlet has sacrificed brute force for grace. Ranging from walking to wielding a blade, Scarlet twice the control of her body of a normal person. She can notch a bow, fire arrows or draw her blade in moments with no wasted movements.
(x2 Agility)
Astarelle Set'Roh, level 5
Level 5 : 6 : 11
Roht lvl 5: 4.2 : 10
Sand: Disguise Lvl4
Sand: Detect when disturbed: Lvl4
Sand: Defence Lvl9
Sand: Attack: Lvl5
Sand: Enhance movement Lvl4
Sand: Make Weapons Lvl5
Sand: Other Lvl4
Other: Other
Puppeteer Lvl2
Scribe Lvl2
Lataro staff Lvl3
Sand Manipulation: I've broken this down into types and uses because its too big to be treated as one ability. The Sand use as a whole is limited by the amount of sand she has, meaning she cant change from one sand ability to another during some circumstances, while other times it will be faster. I've tried to take that into consideration.
Sand: Disguise: Level 4
Skin – Sand worn as a disguise. Personal sand of various hues is often used.
(Adept) Skin color can be changed completely. Features can be molded to a small degree. A single source can be applied to the entirety of one's own body. Limiting the disguise to face and hands will not use an entire source, allowing for weakened forms with the remaining sand.
Voice – Swallow sand and manipulate it against the vocal chords to very one's voice.
(Novice) The manipulator can change their voice easy around their natural range, as well as the closer ranges of the opposite gender. It is not comfortable -bordering on painful after extended use- and cannot be sustained for more than an hour.
Sand: Detect when disturbed: Level 4
Displace – Detect if sand is moved by another force or body.
(Apprentice) Only personal sand can be sensed. Reaction time is slower than that of the physical senses, and much slower if the sand is a great distance away (up to forty meters).
Sand: Defence Level 9 (Similar to the protection of Mystic Protection, with slightly less usability).
Shell – Sand forms a defensive layer on the skin.
(Adept)(w/s) One body part gains one tier of protection per source, up to the strength of plynt (three sources required). Solidifying the shell over joints will greatly decrease flexibility.
Buffer – Creates an unstable airborne shield close to the manipulator.
(Apprentice)(w/s) When formed to shield a whole body, the sand can block a grenade blast for every two sources used. Reducing the width increases the thickness, therefore enhancing the affect at the cost of coverage. The sand is designed to absorb and scatter the force, often resulting in it being flung out of range for immediate use. Blunt weapons will be slowed slightly in contact with the buffer. Bladed weapons will cut right through.
Sand: Attack: Level 5
Veil – Spread sand into a cloud around the manipulator.
(Apprentice)(w/s) Cloud has a radius of two meters per source. It barely affects vision. Others entering it will feel skin, eye, and throat irritation. It can be spun into a storm, see below.
Storm – The veil of sand is set in motion.
(Apprentice)(w/s) The cloud moves in response to the caster's movement. A thrust of the body will elongate it in one direction. A spin will set it swirling enough to abrade bare flesh and damage sensitive areas. A long piece of lataro (such as the staff) is required to get the storm up to full speed, which can unbalance opponents and obscure the caster to a mere silhouette. The storm can only last as long as the caster's body remains in motion.
Sand: Enhance movement Level 4
Step – Use sand as a medium for precise movement.
(Apprentice)(w) When a layer of sand separates the body from the ground, it can be shaped to either increase or decrease friction. I has little affect on smooth surfaces (metal) and cannot be used to defy gravity.
Wing – Use sand as a platform in the air.
(Novice)(w/s) While the manipulator is airborne, sand can be forced below the body to cushion a fall. It takes one source per ten meters fallen to remain uninjured, albeit with some bruising.
Sand: Make Weapons Level 5
Blade – Form sharp extensions on weapons or body
(Apprentice)(w/s) Create short (1.5') blades as strong as one tier per source, or stronger if forming a smaller blade. (Up to the strength of steel.)Blades can remain on weapons away from the hand as long as they are willed to, but cannot be altered aside from returning to their passive form.
Sand: Other Level 4
Collect – Draw all personal sand back to its passive locations.
(Adept) Complete collection at a moderate pace, either at will or upon falling unconscious. Sand being collected can travel along the ground or through the air. It must be physically captured to prevent this effect.
Note: Saturated sand, while useless for forms, will return at a slow pace.
Recall – Exert a pull on distant objects either made of lataro or woven with it. A miniscule amount of sand must remain in the object.
(Adept)(w) Pull a familiar tool to oneself from up to fifteen meters away. The tool can break through moderate resistance such as a firm grip. The object will return with force equal to what the user could impart with their own strength. In extreme desperation, the force and range will be stronger. The arc of a returning object can be altered by roughly thirty degrees.
Current items that can be recalled: staff, bracelets/anklets.
Other: Other
Level 2:
Puppeteer – Form and manipulate non-solid shapes.
(Novice) A game played during any typical Farohtian childhood. The puppets must be kept small to retain control, but can be sent up to 20 meters away. They have very little physical mass and little application in combat.
Level 2:
Scribe – Manipulation of ink and wax.
(Adept) Create or alter any document not protected by magical means. Ink and wax seals must be dry. Physical contact with the ink is required. Alterations can take anywhere from a few seconds to a few minutes based on complexity. The presence of ink can be sensed, even when invisible or otherwise hidden, as long as the page is in hand.
Level 3:
Lataro staff (6')
~ Lataro is a porous bamboo-like wood with the same strength and flexibility as yew. Farohtians force sand into the pores to make it stronger. With her current abilities, Astarelle's staff is as strong as steel when all of its sand is held within.
Hysteria, looks like you handled Aure fine. If he's too strong, nerf him.
http://www.althanas.com/world/showth...hal-level-5%29
Updated Aurelianus with Changes:
Level 4
Soul Bind- "Never make a bet with a tiefling"- this is a popular planar proverb. And Aurelianus is a walking example of this warning. Throughout his many travels Aurelius has struck many deals with all manner of creature, and more than a few times has been cheated of his due. But by utilising the demonic vitae flowing through his veins, the conniving half-demon has learned how to force others to stick to the bargains struck with him. So long as both parties spill their blood when the deal is made (willingly or otherwise), Aurelius binds the other party's very soul to the tenets of the agreement; forcing them to stick to it no matter what. Failure to do so forfeits their soul to Aurelianus, to do with what he will, and not even his death relinquishes his ownership of it. This is not to say the deal cannot be cheated by particularly canny wording, or other underhanded methods.. but to peel the tiefling is no mean feat. And woe betide any poor sod Aurelius catches trying to bob him of his due.
Witch Sight- this power is a byproduct of the demonic blood flowing through Aurelianus' veins. It allows him to shift his perceptions into ethereal realms no mortal is privy to- in short, it allows him to see a body's very soul. This comes in handy in all manner of ways; from sizing up the power of a foe, to seeing what a body fears and lusts after, and even allowing the tiefling to perceive creatures hiding behind the veil of reality.
Level 6
Eldritch Blast- This is a simple invocation all warlocks know- essentially just a blast of pure arcane energy, which Aurelius has learned to use both defensively and offensively; either blasting at his foes with force enough to shatter bones, or smash aside an incoming blade. Again, his near mastery of this invocation allows the warlock to control the size of the blast- from focused bursts for targeting weapons, specific limbs, etc. to walls of force that can smash multiple opponents from their feet. [Usable five times per thread. Wall usable once per thread.]
Freki's Shield- This spell allows Aurelius to summon forth a protective bubble of magickal heat, which can deflect missiles, blades, and even other spells with a radius of three feet. Aurelius is immune to the heat he creates. He can keep it active long enough to stave off two powerful attacks (roughly triple human strength), three medium attacks (double human strength) or four weak attacks (normal human strength), though a significantly strong one can shatter it in a single blow. (Usable- four times per thread)
Natural Born Cager- In the Hive, the deadly slums of Aurelianus' home city, everyday is a constant fight for survival. Generally, there are two types of cutter in the worst areas, where the tiefling grew up - fast sods or tough sods; those fast enough to get the first attack in, or those hard enough to survive a knifing and still retaliate. The canny plane-touched realised young there was only one way to guarantee survival in a place like that- be both. These natural abilities have been greatly augmented by his demonic heritage, to heights beyond most humans. Aurelius has 5x the agility and
Level 7
6x the physical toughness of any normal human. This means he can react and attack with blinding speed beyond what most humans can match, and can dodge arrows and even bullets fired at him from up to ten feet away. He has been known to use it in brief bursts to increase his speed, mainly to unnerve those he suddenly appears behind, etc - but his smoking pretty much rules out a sustained sprint using his speed. His inhuman pain-threshold also means he can be beaten, broken, stabbed, burned, bludgeoned, and so on, for much longer than an average cutter, before he finally succumbs to his wounds. This endurance aids him in maintaining his speed, true - but it mainly applies to his tolerances for pain.
Adamantine Will- over the years, the tiefling has learned there are many sources of power in the multiverse. His personal favourite is sheer willpower; it is this drive, this force that powers his warlock invocations, and that allows him to traverse the planes and keep his sanity intact. Without it, the half-breed would have been dead many times over- Aurelius possesses 6x the willpower of the average human. This level of inhuman focus grants the half-demon a high resistance to fear, panic, confusion and all manner of things that would cow the average mortal, as well as almost impenetrable mental barriers to keep out unwanted psychic assaults and intrusions, and to control exactly what people see when he allows them in- these defenses can still be breached by those with higher willpower than Aurelius, though what they will find there will no doubt test their composure; after seeing Hell itself, most people tend to stay out of the plane-touched's mind.
Level 8
Shahab's Lash- This invocation summons a cone of black flame from the palms or mouth, which Drak'shal can then launch at his enemies. Lately, the warlock has even learned how to form the flames into a roaring cyclone given a few moments to gather the power; the cyclone itself is only six feet by two feet, and due to the inherit difficulty of shaping Hellfire like this, Aurelius can only perform this trick thrice a day.. If any unfortunate is caught in these flames, the white-hot Hellfire will cling like napalm, rather than normal fire- the warlock can extinguish these flames with but a thought. Aurelius himself is almost completely immune to the flames he conjures forth, though the longer he keeps up the blast the harder it becomes to resist their infernal heat, until eventually they will burn his flesh almost as much as those of his foes. He can maintain a full four minutes of sustained fire before his flesh starts to blister and burn, and only one after that before his wounds become crippling. He can still use it to cauterise wounds, etc should the need arise. To those who manage to extinguish the flames in time, Shahab's Lash only causes severe burns. If not, they will continue to burn, causing excessive damage. With understanding of the nature of this Hellfire, Aurelius has learned how to use it to sear not only a body's flesh, but also it's soul. Against those of a good disposition, the effects are incredibly effective, bringing about an agony that can last for much longer than the actual burns. This invocation has become as much a sickness of the soul as it has a tool of brute destruction. Against those of a "good" nature, Shahab's Lash is one-and-a-half times as effective.
Merihim's Breath- picked up from a demonic servant of Merihim, a Demon Lord of plague and disease, this invocation allows Aurelius to open his mouth impossibly wide and vomit forth a huge swarm of angry insects; the little vermin will proceed to attack anyone in range (other than Aurelianus himself), stinging, biting and burrowing into their flesh in a thrashing cloud. The effects of this spell last for a minute, after which the swarm falls to the ground, all dead. But the various infections and larvae they leave in their victims will last long after the swarm has died - symptoms include itching, swelling, blurred vision, nausea and all manner of other unpleasantness. [Usable 3x per thread].
Level 10
Pain Mirror- this invocation grants the warlock the handy ability to take any wound that someone causes him, and reflect it back at them - he was inspired to create this ability after being shot by Resolve Curie during the Cell, and spending the following weeks fantasising about all the ways he could pay her back. When used, it creates a sympathetic bond between Aurelius' own flesh and that of the attacker so that if a sword slices him, the cut instead manifests on the other person's body. After one serious or two moderate injuries, the mirror is lessened in effectiveness, meaning the following two wounds appear on both Aurelianus and his opponent. The canny tiefling can also use this invocation maliciously, deliberately wounding himself to bring harm to an enemy. While still learning how to properly utilise this power, Aurelianus can't use it to reflect, or deliberately give immediately fatal wounds - some sod decapitates him, he'll still lose his head. What's more, Aurelius has to see the attack coming in order to use the Pain Mirror, and the target must be within ten feet.
Chaplain:
Shattered Reality: 3 (I considered both drain attacks as part of the same school, comparing them to a character who could form fire on their hands to burn someone and throw a fireball at someone; attacks can currently cause fatigue).
Shattered Reality Shield: 3 (She kept in the level language, which is useless, but noted it could handle low energy magic spells and defect CQC style physical moves).
Total 6/2= 3
No need to exchange points
Approved.
Ghost Architect (Itsuko Hasegawa Level One)
Combination ability, Level 2 and Level 3
Simulacrum:
Itsuko is alive only through mastery of the Gosuto art. His chest contains the withered husk of an Oni’s heart, bound in a steel ventricle, tethered by ghostly strands to his arteries and lungs. He is ‘half’, one foot in heaven, one in hell.
Frail: Itsuko is sickly, has a pallid complexion, and suffers from a menagerie of illness. His strength, speed, and endurance are -0.5 that of a normal, physical healthy twenty six year old male.
Eternal: Itsuko can recover from injuries using his own Gōsuto technique, and the spiritual energy in his soul cage. He no longer ages and is immortal (major wounds and fatal injuries will kill him in the normal manner).
Phantom: His arms are ghostly from the shoulder down. Though they have a physical presence, and wrapped in bandages, he does not feel pain in them. They do not bleed. They do however follow all other physical conventions.
Level 4:
Gosuto: The ability to create new limbs, heal wounds, and undo the ravages of war has become a treasured gift indeed in the wake of the Oni war. The Gosuto, spirit stitches, ghost doctors, and soul singers, use a man’s soul as bandage and herb.
Build: A difficult and painstaking process, building new limbs from spiritual energy is not without sacrifice. The process is painful, can kill the patient, and there is no guarantee the spirit will accept the new appendage.
Bind: Natural healing of sinew, skin, and muscle can take months. By binding severed limbs, broken arteries, and scalp together with ‘ghost stitches’, the Gosuto can heal non-fatal injuries in days, increasing in time with severity.
Bridge: As a temporary measure, a Gosuto can build a bridge to keep a spirit from passing over whilst his body is recovered, or a parting message can be delivered. The bridge lasts only until the next sunrise.
The Muri
2x Level 3:
Dexterity: Despite what you would think about a species with innards made of mostly hardcore crystal, the crystal beings have agile bodies and can move swiftly. While mostly training on technology and weaponry, Muri has dexterity twice the amount of a regular human.
Wind Sweep: Muri can control gusts of winds strong enough to send her opponent off their feet. The wind is the size of a bloodhound.)
Cyrus Miles Vincent
Level 2:
Night vision which he can see up to 50 feet around him
Level 3:
Claws that are as strong as oak.
Level 4:
Turn into a wolf
Jarrod Garret:
Level 2:
Laserknife-4-Acts as a throwing/regular knife, blade is as strong as iron, can melt through armor given enough time, around 2 minutes. Can also be used as a regular knife. The knife must remain in constant contact with the armor to melt it. Does NO heat damage to people. can melt up to LOW QUALITY steel.
Halo Bracers-Can project hard-light screens, for communication, and most things you could use a computer for. Functioning fully. Has a Topography Scanner, MP3 player, and what a normal laptop would function with, word processor, so on.
Level 4: (one ability - Laser guns)
Laser Handguns-What the name says. Takes about 5 shots before he has to take around 1.5 minutes to let the guns cool. Infinite ammo. Every 20 shots, he must stop using the guns for 4 hours. Hits for the power of a weak punch.
Blackeye Shot-Twice per thread, Jarrod can fire one shot (Cannot be on a vital organ, or to the head) That his opponent cannot see, beyond a vague shadow. This will hit for the strength of a medium stone from a slingshot.
Philomel “Phi” Serkena van der Aart
Level 4:
excelled speed when running, to the speed of a deer bounding away from predators, based on an African springbok - short bursts of up to 50km/h and leaping up to 4 m through the air in a single curve.
Level 3
Close connection to nature, able to “listen” to trees and the earth due to faun-ness. Essentially linking with her tracking skills, but requires minor earth magic to hear a tree’s lifespan and heartbeat, or sense where an animal might be within a five mile radius. As long as she is in an earthy area and not on water.
Level 2:
A very sharp sense of smell - even blood and at times fear
Ulrich of Craggenmoor
Shield: 4
Glass dust: 3
Tracing: 2
1:3:3
Shartnado-
Vampiric Strength - The strength of 2 men - can deadlift up to 300lbs- 3
Bones of Stone - 2x bone strength- 3
Most Important Meal of the Day - For 10 minutes after feeding (blood!), Mai moves at 1.5x speed. -3
The Wanderer
Level 3
Agility Training - 1.5 x Average human Agility
The wild and unpredictable lands of Salvar are not the place for those without their heads on a swivel and the ability to move quickly. Time spent evading sudden danger has afforded Adamusk some skill with speed of foot and hand, though more through experience than hard practice. He ability to dodge attacks and land his own is slightly higher than the average human.
Level 2:
Hard Wave Technique
The very thing he both curses vehemently and lusts for endlessly, Adamusk carries the ability to form highly concentrated insta-shockwaves from the palms of his hands. Though it is quite obviously magic in nature, The Wanderer possesses no arcane knowledge of how it manifested itself within him. With a mere thought he is able to launch a wave from either hand, though his palm(s) must be in direct contact with whatever he wishes to effect else the ability will simply disperse through the air, causing a loud cracking sound.
Drawback: Extended and unregulated use of this ability can and will cause extreme physical duress on his body. Within a single thread, after each use, The Wanderer's hands will become more and more damaged from the physical stress his power places upon them. This will effect his ability to hold onto objects or interact with anything using his hands.
Parameters:
Uses per thread: (3)
Application: Touch
Time: Instant
Description: At his current level of ability, Adamusk's powers will not produce any noticeable destruction on living organisms. He must place his palm directly on the surface he wishes to launch the shockwave through. On basic flesh, his ability will only create an instant of agonizing pain that will weaken the appendage targeted for a very brief amount of time (1 post). At this mild level the wave cannot crack/shatter any material harder than glass, making it almost negligible in practicality outside of combat as that would would warrant agonizing pain without much to show for it.
Example of ability used on different limbs:
Arm - Sluggish or difficult use for 1 post.
Head - Slight vision difficulties, sharp but brief headache.
Wolf Oden Luka Frekad
Level 3:
Transform – As a half werewolf/kitsune, Wolf can shift shape from a human to a canine form which appears to be mostly wolf but slightly red and smaller than the average wolf. He likes to stay in a hybrid form with a wolf like head including ears, fangs, lengthened face and often keeps his claws out.
Enhanced Speed – Wolf makes full use of his transformation and brings out the swiftness of a fox/wolf into his hybrid and human form. He can strike roughly twice as fast as a normal human.
Enhanced Strength – Wolf lives up to his name and uses his werewolf heritage to bring forth raw power. Compared to an average human man, he is said to be roughly twice as strong.