View Full Version : Approved Gum do Mugu - Level 4

Gum do Mugu
09-07-2017, 06:47 PM
L E V E L * F O U R

Last profile here (http://www.althanas.com/world/showthread.php?226-Gum-Level-3).

I put the updates in a different colour as per usual.

Thanks in advance guys, appreciate all the work gone into switching over to 4.0!



Gum can transform into a jaguar.
Benefits while in jaguar form:
Jaw muscles give him the strength to pierce a skull with his canines, other bone would be more difficult to bite through.
Burst speed is increased in jaguar form, Gum can reach 40mph for a short chase before slowing significantly.
Can leap short distances, typically to aid in climbing trees and other structures.
Piercing claws, able to slice through flesh and cloth, but not thick leather.


The adrenaline of combat causes Gum to summon a three-legged crow. The crow possesses five seconds of accurate foresight. Once summoned, it can be called upon to assist with combat by providing insight into the coming moments. If Gum chooses to request his companion's advice, then that knowledge changes the future and so the bird's foresight is compromised (only usable once per fight).
The bird also knows the ghosts of an individual's past. Therefore, it is able to link Gum to the spirits of a person's past in the heat of battle.


Gum has the ability to pull the spirits of the dead into the world of the living. This projection of the dead gives them the appearance of being made of flesh and blood. However, they are just spectres with no physical matter and as such can only act as a distraction.
Gum exerts control over the spirits, controlling their actions for a limited time (three posts) before the bond is broken. Restricted by his teotl mana, Gum can only summon three ghosts before he needs to meditate and recover his energy (three ghosts per fight. Either all at once, one at a time, or a combination of two and one at different points in the fight).


As a shaman of the Xangu people, Gum is responsible for curing sickness in his people. A common sickness in the Xangu Basin is the Ungotuu Magic Fever. In order to draw the sickness from an individual, the shaman must store the sickness in a glass jar with a cork top.
Gum carries one jar of of Ungotuu Magic Fever with him at all times for use in combat. The shaman will toss the glass jar at the ground at the foot of his enemy. Once the jar shatters, the sickness enters the air and quickly infects the target.
Ungotuu Magic Fever affects the brain, causing the following symptoms:

Mild bleeding from the nose and eyes.
Creeping anxiety and dread.
Suicidal thoughts.
Opponent may experience passing thought that it would be easier to end it all rather than continue to struggle against past trauma.
Thoughts are not overwhelming, just a fleeting distraction.
Opponent would experience no pressure to follow through.

To be infected, the target must be within three feet of the jar when it smashes.
With no immediate host to infect, the disease dies quickly in the open air.
Gum is able to toss the jar fairly accurately for six feet only, beyond that his aim is very unreliable. The shaman is able to lob the jar up to twenty feet, but with no accuracy whatsoever.
The symptoms of Ungotuu Magic Fever are inhibited by adrenaline and therefore in a combat setting the disease only lasts a short while (3 posts)


Gum carries a second jar, it is filled with thousands of fleas.
The parasites are a strain of flea selectively bred in Xangu Basin by the Bestu Pygmies.
Gum tosses the glass jar at his enemies to break the glass and unleash the fleas.
Once released, the fleas will:
Swarm Gum's foe.
Move to warm parts of body (scalp/crotch/armpits).
Unlike many parasites, these fleas secrete an irritant into the wound rather than an anesthetic.
The victim will experience a hot, itchy sensation wherever the fleas bite.
To contract the parasites, the target must be within three feet of the jar when it smashes.
With no immediate host to feed on, the bloodfleas scatter and die.
Gum is able to toss the jar fairly accurately for six feet only, beyond that his aim is very unreliable. The shaman is able to lob the jar up to twenty feet, but with no accuracy whatsoever.
Once gorged (3 posts), the fleas will relent and stop biting their host.



During twilight, Gum can travel to the underworld--i.e. the world of the dead. While in this state, his body is left behind, in a trance.


Can create vision portals to other times, places, worlds and realms. Nothing can pass through the portals, they are simply a window to another time and/or place. The portals are round with a five foot diameter and represent a useful tool for manipulation and diplomacy.


Gum, via a sacred ritual, is able to commune with the dead. The dead can provide information the living cannot. As such, he is able to use information gleaned from the souls of the deceased to his advantage.



Gum's only weapon is a simple bough, studded with jagged chunks of obsidian. It is a primitive axe. The weapon rests, unhidden, at his hip.

09-14-2017, 03:21 AM
Hey Gum,

I'll have something for you up this afternoon.

09-14-2017, 09:07 AM
Hi Gum

Could you please give me distances for how far both of your jars (TAINTED MEDICINE MAN and XANGU BLOODFLEAS) go? What area of effect do they cover?
Is there also a way of getting rid of them or a time limit for their effects?

Thanks :)

Gum do Mugu
09-14-2017, 09:30 AM
tyvm phi ;D

i made some edits in red

09-14-2017, 10:05 AM
Thank you, will get back to you asap.

09-17-2017, 04:53 AM
Hey Gum, sorry for taking a bit of time there.

Your abilities come out a little too powerful, so we'll need to lower some of the effects a little. Could you possibly lessen one of the abilities of the Medicine Man, reducing the Suicidal thoughts or another effect of your choice. As it is it comes out very powerful.

Gum do Mugu
09-17-2017, 08:45 AM
i'd love to keep that element of the ability so i've added provisos and maekweights. changed "stiffling anxiety and dread" to "creeping anxiety and dread". and removed "severe paranoia" entirely. also reduced the duration from 3 posts down to 2.

i wasn't intending to use it like "HAHA NOW YOU WILL KYS" but rather as a story element thing more than a physical combat advantage... more like to give my opponent and me an opportunity to write about fear and maybe bring back memories of past trauma for example. so i didn't really imagine it would be seen as op but then you get points for story so duh yeah i guess it is op in that sense.

09-17-2017, 08:57 AM
The duration does not need to go, but taking away the paranoia gets you into the amount. You can add the duration back up to three if you like :)

Gum do Mugu
09-17-2017, 08:58 AM
done! tyvm phi ;D

09-17-2017, 09:00 AM

You are approved!

09-17-2017, 09:06 AM
Approved - update