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Posted: Sun Oct 03, 2010 10:13 am
As it has been shown several times throughout the course of the last month or so, certain patients within the Asylum has powers, either through natural cause, or through "God play" thanks to our local government.
All patients whom come through the Asylum must have their powers and traits recorded and stamped for approval for good reason.
So lets start this lesson on powers and traits. : razz ower and Trait level list::Doctors: Our powers are unlimited, in a sense, and we are like the Gods of this facility.
Staff: 3 to five powers.
Everyone else: 2 powers max.
Traits: Generally they are limitless, but if we find you are going overboard we will stab you in the eye and accuse you of trying to be a God Mod. So keep it acceptable and to a point that makes sense. No cat boy is going to know how to fly and jump 50 feet in to the air. As rules go, unless you are given special permission by us, NO powers may be shown from the baby to New patient stage. This means, from Baby to NP, things may slip, things my be discovered, things may develop, but they do NOT have full reign and control over their powers until they reach intermediate status. Once they are an IP they have control over their powers and may use them as they please. If, by OC or Cosplay history they know what they are doing, then we suggest they hide that fact and keep their skills under the rug for their own well being.
The only ones whom don't have to follow this rule at the moment are Government Experiments Development: As mentioned above, Teen and NP patients are those whom have powers they are starting to either develop or are in need of a lesson in control.
As patients advance through the ranks their powers have the ability to grow and expand, with reasonable cause.
Now, they can't actually develop new powers unless they reach staff rank, but powers that were once limited can expand to new heights. Say someone who could once eat fire can now take fire and use it as an attack of some sort. Someone who could once grow plants can learn to use those plants as a defense or weapon.
Use your imagination and keep things within reason. Nothing along the lines of, "Oh, he could once bend metal and now he can take metal and melt it in to armor." No. There is no way in hell those two are connect in anyway, and it makes no just sense at all. : razz owers vs Traits::What is the difference between a power vs a trait? Well, first off, yes, they can both be produced naturally, but in some cases traits are things that are just that, they go along the lines of something someone naturally has from birth.
A bird naturally uses its wings to fly, unless it is bound to land or water. A lion can naturally see in the dark. A cheetah has natural speed skills. All animals has natural vocal signals. Most flowers naturally produce flowers or fruit.
It is something that just can't be helped, and it is something that is needed for basic survival. Just think of traits as a very low form of a power, something bound to the physical body, and things that can be used to enhance a power.
Powers on the other hand, no, in some cases you don't naturally need it to survive. If you work in an office you can survive without burning someone to death with pillars of fire, unless your boss is an a**. Then I suppose it can't be helped.
So, take natural night vision, now add Thermal vision and X-ray vision. You character can somehow switch between these three visions, yes? That is a power. It is something you don't see in the natural world, unless somehow there is some species out there that can pull off something like that.
Flight? It is bound to the birds, if their wings are big enough to lift them. If you are a non bird species and you know how to fly, then flight is a power for you.
Poison? Same thing. Unless you are a species that naturally produces poison then it is a power for you, not a trait.
What about super natural creatures? Well they will super naturally be able to do what they do, right? Within our rules, right? Right. : razz owers- How do we get them?::You are only ever allowed powers if we say your character can have powers. Characters that are allowed powers will be labeled so during the sale.
Customs? Yes, we will let SOME slide through customs, but it must be talked over with us so we know.
Anything else is only limited to traits. Except humans. Humans are...human.
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Posted: Sun Oct 03, 2010 10:21 am
: razz ower and Trait Approval::
All powers and traits must be approved before they can be used. This goes for a new character that is being screened for the first time, and any doubts you have in expanding powers and certain traits.
To get something screened and approved all you have to do is post the form below and we will look everything over ASAP.
Traits don't necessarily have to be approved, but if you have doubts or just want to make sure everything is okay, then feel free to post them.
Once approved, your post will be stamped with "Pass" in green letters.
[size=15][b]::Screening Time::[/b][/size] [b]Character:[/b] [b]Powers:[/b] [Place N/A if none] [b]Traits:[/b] [Place N/A if none] [b]Anything else:[/b]
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Posted: Sun Oct 10, 2010 8:25 pm
::Screening Time:: Character: Edmund Vespula Powers: Hive Mind: Edmund's thoughts act as the queen for the small group of hornets he controls. He can feel what they feel, see what they see, and direct their movements and actions. However, he can only control a group of ten or so hornets at a time and then only direct them for a short distance- maybe up to fifteen feet away. When controlling one hornet, the movement can be controlled for up to a quarter of a mile. Should a hornet be killed, he is sent into horrible wracking spasms of pain. It is this pain that made the experiment a failure- what good is a spy if his eye in the sky can be killed by a flyswatter? In addition, while Edmund is communicating with the hornets, he cannot speak or break his concentration. Any distraction severs the link and the hornet is lost. He cannot regain control of a hornet that is not in direct contact with him. Flight: Edmund can fly with his thin wings, though not for long periods of time. He's quite nimble in the air and can achieve vertical takeoff, like a yellow jacket. It takes a lot of energy for this to occur, and this is not sustainable flight. Primarily, he uses it as sort of an aid for a long jump. Traits: N/A Anything else: I put flight as a power, since he's not an avian.
Pass
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Posted: Mon Oct 11, 2010 6:14 am
::Screening Time:: Character: Zhu Long Powers: Fire Manifestation: Zhu has the ability to create flames off his bare skin. Commonly the flames surrounding his tail are constantly flickering in existence without his conscious desire. Zhu can, when he concentrates, create flames between his hands. The flames that Zhu creates are no hotter then a lighters flame and no more powerful. They are small and easily extinguished. (I'm leaving his secondary power open for future development)
Traits: Toxic Secretion: The yellow spots on his skin can excrete a clear toxic oil. This toxic oil can effect a person merely through skin contact. The Toxins cause convulsions and hyperventilation. According to legend the salamander's poison is very strong, and can kill many at once. If it climbs an apple tree, the apples become poisonous; if it enters a well, the water becomes deadly.
Fire Resistant Secretion: The Fire Salamander species is known for secreting a clear mucus like substance that coats the skin and protects it from the damage of flames. Zhu's secretion can protect him from most sources of flame, however it can be steadily burned off and once he is unable to produce more flames can burn his scaled skin like any other flesh type.
Fire Absorption: Zhu's body is always cold to the touch regardless of his surroundings. If Zhu were to enter water, the chill of his body would turn it cold. According to legend, a Fire Salamander could extinguish flames around it. With Zhu this is only partly true. He may absorb fire around him directly through his skin, thus feeding the fire elemental within him.
Regeneration: As with all salamander species, Zhu has the ability to slowly regenerate a severed limb. This does nothing to speed up healing processes nor does it make him immune to illness and poisons. He merely has gained one of the genetic blessings of the salamander species to regrow a limb should some sadistic b*****d cut one off.
Fire Salamander Silk: As it is often times called, this refers to the hair of a Fire Salamander. Zhu's hair is extremely fire resistant as is stated in some of the old legends. This would explain why he isn't bald at the very least.
Anything else: Iron Stomach: To put it in the simplest terms, if it can burn, Zhu can eat it. Since his dramatic transformation, Zhu has found that he will crave certain substances. Like wood, paper, or coal. His teeth seem to be hard enough to gnaw through wood or chip away at coal. Zhu gains a strange sort of nourishment from eating these types of materials. He finds that he prefers food that has been burnt as well. The taste of carbon is like sugar to him. Of course, burned sugar is absolutely the best!
Pass
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Posted: Mon Oct 11, 2010 8:44 pm
::Screening Time:: Character: Tonny Forte Powers: Unorthodox Sirenism- She has a form of sirenism that unfortunately comes out as far too raw and haphazard with her bare singing voice (except to cause pain and irritation). To use it the most effectively, she needs to obtain a wind instrument to filter the notes and cause them to be more focused, pure and powerful. Depending on the song and the means in which she plays it, she can project the suggestion of an emotion to a target, thereby causing them to feel the emotion and react accordingly. i.e., if she plays a sad song and directs it so, the affected will feed sad. *She is able to direct the tune primarily to her target, though she cannot control who hears it; if she does not want a certain person or persons affected by the song, she must give warning for them to stop their ears. *When she starts playing the selected tune, she is able to see the song itself in the form of a smoky vapor with color spectrum, the dominating color depending on the song and the type of emotion she wishes to implant. This way she is more able to direct the song and ensure that the emotion is the right one she wants to use. Colors can reflect the power of certain songs as well as their type. (See journal for color chart) *While not completely immune to the effects of her 'song', she can withstand it for a period of time. *While she is far from concert hall quality, she is better than average on most wind instruments, and can produce elaborate tunes on anything from a penny whistle to a clarinet; her prime choice of instrument is her plastic recorder, which she had managed to hide from the doctors when she became trapped. Traits: N/A Anything else: To ensure that the possibility of unintentional God-moding is kept as low as possible, this being a sort of mind power, I vow to always give the other playables the option to dismiss the suggestion and/or choose how much it effects them, if at all. I do however claim the occasional random unsuspecting NPC orderly. >=3
Pass
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Posted: Sat Nov 06, 2010 1:59 pm
::Screening Time:: Character: AlcyonePowers: Soul Kiss - the demonic ability to steal soul energy through a kiss. It doesnt directly harm anyone, just drains their energy. Minor Levitation: - Flitting and levitation for brief periods of time. Her wings are too small for substained flight, but as a demon, I figured she could at least do that. Traits: Natural Lure - As a succubus one would imagine she's naturally alluring. Eminates a seductive aura and sultry swagger. Inhuman beauty and a sinful amount of lust. Semi-Immortal - Ageless and able to heal at a quickened pace. (NOTE: I do not intend to RP her like freaking wolverine. She can regenerate quickly, but of coarse has reasonable weaknesses, like injuries from anything pure, light, blessed, holy or dragons. As mythology claims. Which wouldnt heal at a pace thats 'normal' for her.) Anything else: Nah thats it. XD
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Posted: Thu May 12, 2011 9:29 pm
::Screening Time::Character: VaporeonPowers: * Can rearrange his DNA on a molecular level to merge into water, seemingly to Melt into it. When in the water in this state he is virtually impossible to see. Can only be done in water deep enough for his entire body to be submerged. * Water Gun: Has the ability to draw in moisture from the air in order to shoot off a blast of water. The more moisture in the area the more powerful the blast of water. Traits: Can breath under water. Can walk on water. His tail tingles when it is going to rain. Anything else:Pass
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Posted: Thu May 12, 2011 9:54 pm
::Screening Time::Character: HaunterPowers: * Can drift through solid walls and objects at will. However this ability does not allow him to escape the outer walls of the Asylum nor can he pass through into any rooms that are warded against such. *Haunter can temporarily paralyze someone by licking them. His tongue secrets a thin clear goo that seeps in through skin and numbs the muscles of the body for a short period of time. While paralyzed, Haunter can drain some of the life energies of his victim. This is how he feeds himself, he can not drain enough of the life energies of a person to really effect them, at the most it makes them feel cold. If he were to feed off them for a extended period of time (Like hours upon hours) then they may suffer some greater effects like lethargy. This is not a deadly ability, just annoying. Traits: (These traits are contributed to the fact he is a Ghost based Gijinka) Haunter can hover no more then a inch off the ground. When completely concealed in shadows, his entire body seems to darken, making it harder for him to be detected. Anything else:Pass
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Posted: Fri May 13, 2011 8:59 am
::Screening Time::Character: SpearmintPowers: Let it Snow- When he lowers his external and internal body temperature, projecting intense coldness from his body, he can freeze the atmosphere around him and generate anything from flurries to blizzards. The weather will only apply to a contained area- a room, or part of a hallway. Ice p***k- As a protective technique, he can utilize moisture/condensation to form sharp ice needles across his body. The quills provide a nasty p***k for someone trying to hold on to him. Traits: Endurance/immunity to extremely low temperatures and hypothermia. Can consciously regulate his body temperature. Anything else:Pass
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Posted: Fri May 13, 2011 11:51 am
::Screening Time:: Character: Julia TierraPowers: Sunny Day: Brightens a small area for only so long, depending on her energy. Leaf Blade: She uses sharp leaves as a sword. Normally sharp enough to cut anything besides bars and diamonds but do cut human flesh. Traits: Naturally regenerates energy from any earth material (i.e. flowers, grass, dirt, sunlight) Anything else: Nope. I believe that's it ^^ Pass, just remember that Sunny Day has to do with sun light.
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Posted: Sat May 14, 2011 5:59 pm
::Screening Time:: Character: Lennox Powers: Shape Shifting: Of the abilities the Rhemorahz possess, they are most well known for their ability to mimic the forms of other creatures. The older a Rhemorahz becomes, the more complete the transformation becomes. Young fey can only mimic a creatures shape. The elders who learn to master their ability can obtain the natural abilities of the creatures they have taken the form of the most. It requires extensive practice and years of committed shifting to obtain the abilities of another creature. In order to transform into another creature, the fey must have touched the flesh of the creature desired while in their natural form, or eaten the blood, bone, and flesh of the creature they wish to gain the form of. The actual transformation itself is without question painful. The greater the difference between the form of the alternate shape and the fey's original, the greater the pain and agony. Young fey only obtain a handful of alternate shapes. Though as they grow older and more skilled they may gradually obtain other shapes through dedicated practice. The types of forms that a fey may obtain is limited purely to mammals.
Green magic: Lennox species possess the ability to draw out the innate powers of plants. By growing and processing (Picking, drying, and otherwise preserving) the plants they can awaken the magic in each plant species. After which, with the proper knowledge and skill, potions and minor magical effects can be created using these specially prepared plants. Example: Agrimony; A plant with magical properties for sleeping and healing. Lennox could use this particular plant to create a sleeping tea that promotes a healing slumber at a low level (What he is now) But later on (Once he reaches final stage) he could create a potion that would aid in healing wounds when imbibed or applied directly to wounds. Like applying a super effective peroxide to a wound to keep it from getting infected as well as causing it to heal up more quickly. Traits: Tinkering: Lennox likes to work with his hands making small accessories. In his younger years he often made jewelry by twisting metal wires together, using beads of different materials, and hobby paint. It is unclear if he would have excelled at this hobby due to his internment into the Asylum. He currently lacks the small tools he would need to resume this hobby and must make do with what poor materials he can scavenge to work with. Lennox's fairy species can be partly put to blame for the growing desire to work with his hands. Fairy Blood: When Lennox was a child, it was assumed that he merely had some very strange allergies. As the spell that was placed upon him to make him seem human has been broken, these allergies have become far more pronounced. They are as follows: ~Iron: This is the most severe of Lennox's weakness. The touch of iron inflicts a cold pain that rapidly numbs his limbs. It's mere presence drains Lennox of his physical strength. Should he be cut or wounded in some way by iron, the wound is very slow to close and mend. Ingestion of iron can lead to a series of serious complications that could include internal bleeding, vomiting, blindness, seizures, coma, and death. Iron can be used to negate Lennox's ability to shape-shift. ~Bells: The sound of a bell or wind-chime is not so much a deadly sound as it is annoying. Imagine the grating sound of metal in a grinder, or the squeal of nails on a chalkboard. As a dog whistle can drive a hound to ground whimpering, so too can the sound of a bell drive Lennox. The louder and more vibrating the sound, the worse it's effect on Lennox. ~Salt: The properties of salt have a clear effect on Lennox. While he can eat it with no problems, when used in specific ways, it has a very powerful effect. A circle of salt forms a invisible barrier in which Lennox can not pass over or through. The same can be side of drawing a line of salt across a doorway, window, or opening. If mixed with ash of broom the powder has a painful burning effect on his skin. If inhaled Lennox will begin to cough and choke. ~Dill: The scent of this particular plant is unsettling to Lennox. While it does him no harm, it does make him feel a bit sick to his stomach. ~Gorse: The presence of this yellow flowering plant makes Lennox uneasy. It is more then just the scent of the plant. He feels a unexplained urge to keep his distance from it. The plant does not inflict a sense of pain or sickness on him. ~Broom: This particular plant is harmful to Lennox. It's touch creates a sense of pain that lingers after it has been taken away. Cuts by broom wood burn and leave welts. Ingestion of broom leaves Lennox feeling sick to his stomach and can lead to mild fevers and hallucinations Anything else:
Pass
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Posted: Sun May 15, 2011 9:05 am
::Screening Time::Character: PsychePowers: Future Sight: Her body is sensitive that, after having contact with a specific person for quite awhile, she can begin to sense their movements before they happen. Her forked tail also allows her to see possible futures, though they are usually hazy and can easily change; she can only see one full day away. Confusion: If Psyche feels really intense emotion such as anger, fear, or desperation, the people around her become dizzy and confused, sometimes even losing their vision just long enough for her to escape Traits: Empowered by sunshine. The jewel on her head glows brighter or dimmer depending on her mood. She can faintly sense the different auras (good & evil mostly) in a room, though she doesn't really understand how to read them. Can sense minute shifts in the air and predict weather. Anything else:Pass
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Posted: Sun May 15, 2011 7:06 pm
::Screening Time::Character: CaimPowers: Fire Cloak: Caim is capable of cloaking certain body parts in fire - such as his fists or his fangs. Iron: He can greatly harden his head and tail so that it is almost steel-like. However, repeatedly using his head against hard objects will result in a massive headache and possibly even a concussion. Traits: Flash Fire: When exposed to extreme heat or sunlight, his speed and strength are enhanced. Intimidation: Due to his species and size, Caim can be flat-out intimidating. His aura has a crushing/suffocating feeling. Of course, the affects of his natural intimidation depend on the person's will power. Caim also has enhanced senses (such as speed and hearing). Anything else:Pass
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Posted: Sun May 15, 2011 7:07 pm
::Screening Time::Character: EifaPowers: Flamethrower: She has basic control over fire. Eifa can create small flames with her hands and breathe fire. However, creating fire out of nothing will drain her energy after extended use. It is more likely that Eifa will control a pre-existing source of fire (such as a flame from a lighter or torch). She can also enhance a flame by devouring it and breathing it back out. Double Team: Eifa can create up to three copies of herself. The illusions are not capable of attacking or speaking, they can only move around. If an illusion is hit then it will fade. If Eifa is hit then all of the illusions will disappear. Eifa must be in an extremely calm state of mind to create illusions. Traits: Flash Fire: When exposed to extreme heat or sunlight, her speed and strength are enhanced. Curse: Depending on the person's will, Eifa can cause discomfort, vertigo, nightmares, and/or nausea if the person grabs one of her tails without her permission. Anything else:Pass
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