Nope! 3 at Level 1 for Toddler, 4 at Level 3 for Child, 5 at Level 5 for Teen, 7 at Level 7 for Adult and 9 at Level 10 for Elder.
Posted: Fri Jan 06, 2017 1:12 am
That One Halfling
Hey I got a Power Over here!
Casually is that butt with way too many characters so I'm going to put links to the power lists for each one instead of posting them here and takings up 3000 pages.sweatdrop
Meta Name:Stormy Race: Muse/Archangel/Shadow Stage: Child Item: Snowglobe (Bottled Storm)
Meta Name:Ashral Muramasa Race: -laughs- Stage: Teen Item: Cursed Soul
Meta Name:Leukos Race: Demon/Angel/Cambion Stage: Teen Item: Firecracker
Meta Name:Melody Gold Race: Muse/Demon Stage: Teen Item: Golden Harp
Meta Name:Andy Eternal Race: Fallen Stage: Adult Item: Microphone
Meta Name:Cordelia Tenebris Race: Still Life - BJD Stage: Adult Item: Ballet Shoes
Meta Name:Delilah Broken Race: Fallen Stage: Adult Item: Pandora's Box
Meta Name:Hexxis Luz Race: Demon/Muse Stage: Adult Item: Muramasa Blade
Meta Name:Lucian Broken Race: Angel/Demon Stage: Adult Item: Sunglobe
Meta Name:Mirabelle Race: Still Life - Promethean Stage: Adult Item: Hand Mirror
Meta Name:Rasiel Broken Race: Demon Stage: Adult Item: Metal Violin
Meta Name:Zaku Shiori Race: Muse Stage: Adult Item: Sakura Blossom
Meta Name:Blaise Eternal Race: Fallen Stage: Elder Item: Phoenix Feather
Characters that aren't finished/don't have journals: Kioko/Benoni, Jaser, Echo.
Go ahead and just send me a list of what I need to correct since I'm sure there's a lot because I have a very basic understanding of how to write this out. If you have any questions, let me know. LOL
Meta Name: Trisuri Luz Race: Archangel/Shadow Stage: Adult Item: Light up Storm-Over-___- City snowglobe
Darkness Manipulation://Lv. #7//Active ++Darkness/Shadows// Power Source (Item) (The shadow of the forest at the base of the globe) // ++ Sensing, Manipulating and controlling nearby or self-created shadows/darkness. ++(Passive) Can see in darkness as well as if it were light ++(Limitation) Limitation: Unable to generate shadows until level 8. Use of shadows within his range Limitation:If attacking with DoT: only to those within his range. Anchored to place or person within range. After first round original damage value is lowered once by 1/4 original damage and continued until end of DoT. Has to be contested by opponent's resistance/defense each time. Limitation: Buff can only be applied to other shadow abilities outside of this one(Darkness manipulation) or improve someone else's shadow ability.
Shadow Touch//Lv. #7//Active/Passive ++Darkness/Shadow// Power Source (Item), Racial.)// Defense/Offense/Non-Combat ++ Able to shift his shadow into that of three forms(Arch,Puma, Raven) which are immaterial except for the limb actively attacking. Able to change himself into a shadow ++(Passive) Shadow can appear and react to unconscious thoughts. (Passive) Can see what the shadow sees when in active use. ++(Limitation)Shadows:Can not be used if completely unconscious, might appear when dreaming ++(Limitation)Shadows: Can be damaged at the point(limb) that is attacking, damage is taken from total. ++(Limitation)Shadows: 5 rounds have to pass before being able to be summon again at half hp, if destroyed. ++(Limitation)Elemental form: Immaterial: Strong Light(Higher roll) can kick out of form but Resistances applies for actual damage. ++(Limitation)Elemental form: default state is semi-solid and can take damage. [
Shadow: Health: 30
01. Weight: up to 10lb, Duration: 1 rounds, Attack: 1d6.(Uses own Shadow) 02. Weight: up to 20lb, Duration: 1 rounds, Attack: 2d6. 03. Weight: up to 30lb, Duration: 2 rounds, Attack: 3d6. 04. Weight: up to 60lb, Duration: 2 rounds, Attack: 4d6.(Shadow:Raven/Hybrid learned) 05. Weight: up to 90lb, Duration: 2 rounds, Attack: 5d6.(Shadowrazzuma/Hybrid learned) 06. Weight: up to 120lb, Duration: 3 rounds, Attack: 6d6. 07. Weight: up to 160lb, Duration: 3 rounds, Attack: 7d6. Immaterial(Elemental form:4 rounds) 08. Weight: up to 220lb, Duration: 4 rounds, Attack: 8d6, Immaterial(Elemental form:5 rounds) 09. Weight: up to 310lb, Duration: 5 rounds, Attack: 9d6, Immaterial(Elemental form:5 rounds), Shielding: 50hp (Shape-less Learned) 10. 6 uses,Weight: up to 500lb, Duration: 6 rounds, Attack: 10d6, Immaterial(Elemental form:6 rounds), Shielding: 60hp .......... ^(Added for Elder)
Light Manipulation//Lv. 7//Active ++Light // Power Source (Item)// Defense/Offense/Non-Combat ++ Sensing, Manipulating and controlling nearby or self-created light ++(Passive)Able to see easily in any intensity light. ++(Limitation) Unable to generate light through conscious means until level 8. Use of light within his range or that emited by his eyes or ethereal feathers. ++(Limitation) If attacking with DoT: only to those within his range. Anchored to place or person within the range. After first round original damage value is lowered once by 1/4 original damage and continued until end of DoT. Has to be contested by opponent's resistance/defense each time. ++(Limitation) If Buff can only be applied to other light abilities outside of this one(Light manipulation) or improve someone else's light ability.
Cold Light//Lv. 7#//Active ++Light/Cold// Power Source (Item(Mutation))// Defense/Offense/Non-Combat ++ Light that emits cold instead of heat. Can emit and manipulate it to freeze a section of where he sends it for a set time(AoE) or manipulate it into a solid form that starts to freeze at contact. Used in forming weaponry, energy attacks, shielding and elemental form. Non-combat: Excellent replacement for an air-conditioner
++(Passive) Body temperature rises a few degrees, except in elemental form ++(Passive) Elemental form freezes immediate area when immaterial unless exercises conscious control ++(Limitation)Elemental form: Immaterial: Strong Darkness(Higher roll) can kick out of form but Resistances applies for actual damage. ++(Limitation)Elemental form: default is semi-solid and can take damage.
Shadow Jump//Lv. 7//Active ++Darkness/Shadow // Power Source (Item.)// Defense/Non-Combat ++ Given an extended range can sense through shadows and teleport himself and up to 4 other people. Non-combat: Can teleport up to a max of 1 mile. ++(Passive) Will sometimes know the location of forgotten cities or towns and their name as well as any major thing they had been known for. (Passive) Works in conjuncture with Darkness Manipulation. ++(Limitation) Long distance teleports limited to cities/towns/villages including destroyed ones. ++(Limitation) until is able to create his own shadows, uses nearby shadows to teleport ++(Limitation)For specific location takes an extra round to find the right shadow. For a teleport in a general location, same round.
Non-Combat: Can teleport a max of 1 mile, 4 times a day. Recovery after all are used up is: regain 1 teleport every 6 hours.
Combat: 01. Range: 10ft 02. Range: 20ft 03. Range: 35ft 04. Range: 50ft 05. Range: 70ft 06. Range: 100ft 07. Range: 150ft 08. Range: 200ft ^Non-combat: Can teleport up to four people once a day to a random city/town/village including those that have been destroyed, abandoned or repurposed. (uses one of his 4 teleports for the day) 09. Range: 280ft ^Non-combat: Can teleport up to four people twice a day to a specific city. 10. Range: 340ft ^Non-combat: Can teleport up to five people three times day to a specific city. ......... Added for Elder
Electric Surge//Lv. 7//Active ++Electricity// Power Source (Item)// Defense/Offense ++Control and manipulate self generated electricity ++(Passive) Sparks when is angry or stressed ++(Limitation)AoE limited to the immediate area around him. ++(Limitation)Elemental form not highly stable.
Electric Sense//Lv. 4//Passive/Active [Static Growth] ++Electric/Circuitry// Power Source (Item (Mutation)) Defense/Offense/Non-Combat ++ Powers based from the circuit board of his snowglobe item. They do not grow past the levels they are learned at unless boosted with an outside buff
01. Can sense/hear the hum of electronics (Passive) Range: 55ft Limitation: It is constantly on. Has to concentrate to pin point something specific other wise has been desensitized. 02. Can sense/see the electromagnetic field of living or electronic things. Range: 25 feet Limitation: Ability needs to be activated, lasts 3 rounds. 2 rounds must pass before can be used again. 03. Strike: Releases an electric strike Range: 15ft, Attack: 3d6 04. Strike: Releases an electric strike Range: 20ft, Attack: 4d6 05.Battery: Stamina regain.21 points per battle(Passive) Limitation: Activates only when stamina is below 10 Limitation: Activates once per battle 06.Battery: Stamina regain. 28 points per battle (Passive) Limitation: Activates only when stamina is below 10 Limitation: Activates once per battle 07.Memory Bank: Able to recall recent memories(electric patterns in the brain) in picture perfect clarity. (Passive) 08.Memory Bank: Able to write and recall any memory(electric patterns in the brain) in picture perfect clarity . (Passive) 09.Multitasking: Able to work between 2-4 different things. Combat:Gains an extra attack or defense for 5 rounds. Limitation: Can reactivate again after 5 rounds have passed. 10. Access Granted: Can now interfaces with a computer, system or other computer meta wirelessly. Has the ability to hack into a system in this way. Hack:10d6 LimitationsadRP) Compared to more computer based metas has slower download speeds with large chunks of data. Limitation: Connects through the metal ethereal feather like mutation on either side of his head.
Race Power:
Summon Light Artifact: Summons a special light artifact that increases power level by 1, lasts for 1 usage of power no matter the age of the Archangel. (2 artifacts)
Phasing: Shadow Metas are able to allow objects, people, and other things to pass through them. Younger Metas have trouble controlling this power, though it never lasts more than 2 minutes now matter how old the Shadow is.
Intimidate: Shadows have a natural intimidating aura about them. Other Metas are far less likely to pick a fight with them.
(Due to training can suppressed it down to level 4 )
Level 1. Maximum Range: 5ft Level 2. Maximum Range: 10ft Level 3. Maximum Range: 15ft Level 4. Maximum Range: 20ft Level 5. Maximum Range: 25ft Level 6. Maximum Range: 30ft Level 7. Maximum Range: 40ft Level 8. Maximum Range: 50ft Level 9. Maximum Range: 60ft Level 10. Maximum Range: 70ft
Water(drench/submerged)/Item: Has trouble concentrating and/or controlling any of his elements while in deep water, drenched or just completely submerged. Passes out quickly [42] Earth/Item: [18] Fire/Item:Due to water, plastic, and circuitry of item.[6] Devotion/Psychological:Completely loyal to those he considers family and wish to keep safe, to the point of death: (Current): Mara and Ree Hexxis(Gone) (Unsure): Anadii. [42] Crippled/Useless/(Psychological): Connected to abandonment. [24]
Posted: Fri Jan 27, 2017 1:33 am
That One Halfling
Hey I got a Power Over here!
Meta Name: Rosa von Dorn Race: Fallen Stage: Teen Item: Electromagnet
Power(s) Suggestion      Magnetism Lv 5 Item Power // Passive, Non-Combat Manipulation of objects via magnetism within a radius around them. This does not inherently require line of sight as it provides a 'sixth sense,' being able to 'feel' magnetic objects once they are within their magnetic field. Note this passive fields strength is more akin to natural static so won't generally cause harm to electronics within it, however sensitive equipment may still be effected. Also provides passive buffs to their other powers relying on magnetism.
1 - 5ft radius ; Passive + 3 to rolls with Magnetic powers 2 - 2ft radius ; Passive + 4 to rolls with Magnetic powers 3 - 5ft radius ; Passive + 5 to rolls with Magnetic powers 4 - 10ft radius ; Passive + 6 to rolls with Magnetic powers 5 - 20ft radius ; Passive + 7 to rolls with Magnetic powers 6 - 25ft radius ; Passive + 8 to rolls with Magnetic powers 7 - 30ft radius ; Passive + 9 to rolls with Magnetic powers 8 - 40ft radius ; Passive + 10 to rolls with Magnetic powers 9 - 50ft radius ; Passive + 11 to rolls for Magnetic powers 10 - 60ft radius ; Passive + 12 to rolls for Magnetic powers
     Generator Lv5 Item Power // Active By focusing they may rapidly regenerate Stamina.
These are trial numbers and will be adjusted / scrapped as necessary This power does not cost stamina to activate 1 - +1 Stamina 2 - +2 Stamina 3 - +3 Stamina 4 - +4 Stamina 5 - +5 Stamina 6 - +6 Stamina 7 - +7 Stamina 8 - +8 Stamina 9 - +9 Stamina 10 - +10 Stamina
     A.T. Field Lv5 Item Power // Active, Defensive, Magnetic A personal electromagnetic field that repulses outside forces. On a successful defend, the force of the field will attempt to knock back the attacker if they are within melee range.
1 - 1d6 defense ; 2ft knock back 2 - 2d6 defense ; 5ft knock back 3 - 3d6 defense ; 10ft knock back 4 - 4d6 defense ; 15ft knock back 5 - 5d6 defense ; 20ft knock back 6 - 6d6 defense ; 25 knock back 7 - 7d6 defense ; 30 knock back 8 - 8d6 defense ; 40 knock back 9 - 9d6 defense ; 50 knock back 10 - 10d6 defense ; 60ft knock back
     EMP Lv5 Item Power // Active, Passive Effect, Magnetic By expanding and strengthening their perpetual personal electromagnetic field they can utilize it as a electromagnetic pulse, disrupting most electronics within range and attacking hardened electronics.
Passive - Personal Range ; 0d6 vs hardened electronics. If the object has less defense then any power bonuses, then it is still attacked 1 - 5ft radius ; 1d6 vs hardened electronics 2 - 10ft radius ; 2d6 vs hardened electronics 3 - 15ft radius ; 3d6 vs hardened electronics 4 - 20ft radius ; 4d6 vs hardened electronics 5 - 30ft radius ; 5d6 vs hardened electronics 6 - 35ft radius ; 6d6 vs hardened electronics 7 - 40ft radius ; 7d6 vs hardened electronics 8 - 50ft radius ; 8d6 vs hardened electronics 9 - 60ft radius ; 9d6 vs hardened electronics 10 - 70ft radius ; 10d6 vs hardened electronics
     Railgun Lv5 Item Power // Active, Offensive, Magnetic By gathering their power they can launch a piece of metal at rapid speeds at a target. They may charge the attack. Doing so spends the stamina of the power every turn until the attack is released. Doing this provides a .5x range bonus for every round the power was charged. While charging they are defenseless and immobile, and if they suffer damage it cancels the charge. The stamina is not refunded.
1 - 1d6 Electric attack ; 15ft range 2 - 2d6 Electric attack ; 30ft range 3 - 3d6 Electric attack ; 45ft range 4 - 4d6 Electric attack ; 60ft range 5 - 5d6 Electric attack ; 90ft range 6 - 6d6 Electric attack ; 130ft range 7 - 7d6 Electric attack ; 180ft range 8 - 8d6 Electric attack ; 230ft range 9 - 9d6 Electric attack ; 300ft range 10 - 10d6 Electric attack ; 400ft range
     Wonderland Syndrome Racial Power // Passive Can change center of gravity and walk on any surface.
     Summon Dark Artifact Racial Power // Active Summons a special dark artifact that boosts the power level of a single power by 1 level for one round.
     Blood Favor Racial Power // Passive Can consume blood to heal themselves.
Bastetris
Divine Fox
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Bastetris
Divine Fox
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Posted: Fri Jan 27, 2017 4:01 am
That One Halfling
Hey I got a Power Over here!
Meta Name: Ripley Race: Still Life Stage: Adult Item: Pomegranate
Power(s) Suggestion
     Glamour Lv7 Item Power // Passive, Glamour Glamour is the dream-stuff emotions are made out of. This power allows the user to interact with Glamour directly. If made to exist physically it forms as a ethereal plasm that will quickly evaporate in the open air. Each emotion has it's own unique taste, with subtleties between the spectrum of emotions. By tasting the Glamour around a person the user can gleam insight to their emotional state and the intensity thereof. This power also provides a buff to powers that interact with Glamour.
1 - +3 bonus to Glamour Powers ; 1d6 vs attempts to obfuscate emotion 2 - +4 bonus to Glamour Powers ; 2d6 vs attempts to obfuscate emotion 3 - +5 bonus to Glamour Powers ; 3d6 vs attempts to obfuscate emotion 4 - +6 bonus to Glamour Powers ; 4d6 vs attempts to obfuscate emotion 5 - +7 bonus to Glamour Powers ; 5d6 vs attempts to obfuscate emotion 6 - +8 bonus to Glamour Powers ; 6d6 vs attempts to obfuscate emotion 7 - +9 bonus to Glamour Powers ; 7d6 vs attempts to obfuscate emotion 8 - +10 bonus to Glamour Powers ; 8d6 vs attempts to obfuscate emotion 9 - +11 bonus to Glamour Powers ; 9d6 vs attempts to obfuscate emotion 10 - +12 bonus to Glamour Powers ; 10d6 vs attempts to obfuscate emotion
     Harvest Lv7 Item Power // Active, Passive Effect, Glamour Beyond simply tasting Glamour, the user can harvest it for later use or consumption. Doing this can mute the emotion being expressed as it is being removed from the source. This power also preserves Glamour, since once given physical form if exposed to open air it quickly evaporates. With daily upkeep a stored Glamour can last indefinitely, however it can spoil if left unattended for too long. Additionally this power will automatically gather Glamour passively from the surrounding environment - this will have no effect on anyones emotional intensity as it is simply gathering loose Glamour from the open air. It is generally this automatically harvested Glamour that is used to power other Glamour based powers if no other specific Glamour is noted.
Passive - Automatically gathers glamour from the surrounding environment, this has no impact on anyones emotional intensity. 1 - 1d6 vs emotional resistance ; Reduce emotional intensity 1 stages 2 - 2d6 vs emotional resistance ; Reduce emotional intensity 2 stages 3 - 3d6 vs emotional resistance ; Reduce emotional intensity 2 stages 4 - 4d6 vs emotional resistance ; Reduce emotional intensity 3 stages 5 - 5d6 vs emotional resistance ; Reduce emotional intensity 3 stages 6 - 6d6 vs emotional resistance ; Reduce emotional intensity 4 stages 7 - 7d6 vs emotional resistance ; Reduce emotional intensity 4 stages 8 - 8d6 vs emotional resistance ; Reduce emotional intensity 5 stages 9 - 9d6 vs emotional resistance ; Reduce emotional intensity 5 stages 10 - 10d6 vs emotional resistance ; Reduce emotional intensity 6 stages
     Dreaming Lv7 Item Power // Passive, Travel Emotions and Dreams are closely connected, as such Glamour and Dreams are similarly tied. This power allows the user to trivially travel through the dream-scape, interact with dreams, and provides a bonus to any rolls made while in or interacting with a dream. Dreams are excellent sources to harvest Glamour from as it's nearly a infinite supply at night time, even without traveling through them. It's worth noting that even with the bonus provided by this power prolonged travel through dreams can be incredibly dangerous, as "it's just a dream" is no longer a factual statement.
1 - +3 bonus on dice rolls while in a dream or interacting with dreams 2 - +4 bonus on dice rolls while in a dream or interacting with dreams 3 - +5 bonus on dice rolls while in a dream or interacting with dreams 4 - +6 bonus on dice rolls while in a dream or interacting with dreams 5 - +7 bonus on dice rolls while in a dream or interacting with dreams 6 - +8 bonus on dice rolls while in a dream or interacting with dreams 7 - +9 bonus on dice rolls while in a dream or interacting with dreams 8 - +10 bonus on dice rolls while in a dream or interacting with dreams 9 - +11 bonus on dice rolls while in a dream or interacting with dreams 10 - +12 bonus on dice rolls while in a dream or interacting with dreams
     Intoxicate Lv7 Item Power // Active, Glamour This power allows the user to infuse a person or object with harvested Glamour. If attempting to infuse a person with Glamour directly it will, if successful, immediately influence the persons emotional state causing a drastic mood swing as they are filled with foreign emotion. If a object is infused then the emotional impact will come when the object is interacted with, or consumed if put into food.
1 - 1d6 vs emotional resistance 2 - 2d6 vs emotional resistance 3 - 3d6 vs emotional resistance 4 - 4d6 vs emotional resistance 5 - 5d6 vs emotional resistance 6 - 6d6 vs emotional resistance 7 - 7d6 vs emotional resistance 8 - 8d6 vs emotional resistance 9 - 9d6 vs emotional resistance 10 - 10d6 vs emotional resistance
     Healing Lv7 Item Power // Active, Passive, Glamour Glamour does have innate healing qualities, this power brings that out. This can be used in tandem with Intoxicate to infuse a foodstuff with healing Glamour, which if eaten before it spoils will heal the eater. This power also automatically heals the Glamour infused user, keeping them alive as long as they don't pass the threshold of death - either they want it or not.
1 - 1d6 healing ; 1 passive healing a round 2 - 2d6 healing ; 2 passive healing a round 3 - 3d6 healing ; 3 passive healing a round 4 - 4d6 healing ; 4 passive healing a round 5 - 5d6 healing ; 5 passive healing a round 6 - 6d6 healing ; 6 passive healing a round 7 - 7d6 healing ; 7 passive healing a round 8 - 8d6 healing ; 8 passive healing a round 9 - 9d6 healing ; 9 passive healing a round 10 - 10d6 healing ; 10 passive healing a round
     Misdirection Lv7 Item Power // Active, Defensive, Glamour Instead of harvesting glamour, this allows the user to misdirect someones emotional state onto another person or object. This can also be used defensively to make someone rapidly lose interest in attacking the user and instead focusing on something else in the immediate area.
1 - 1d6 vs Emotional Resistance ; 1d6 Defense 2 - 2d6 vs Emotional Resistance ; 2d6 Defense 3 - 3d6 vs Emotional Resistance ; 3d6 Defense 4 - 4d6 vs Emotional Resistance ; 4d6 Defense 5 - 5d6 vs Emotional Resistance ; 5d6 Defense 6 - 6d6 vs Emotional Resistance ; 6d6 Defense 7 - 7d6 vs Emotional Resistance ; 7d6 Defense 8 - 8d6 vs Emotional Resistance ; 8d6 Defense 9 - 9d6 vs Emotional Resistance ; 9d6 Defense 10 - 10d6 vs Emotional Resistance ; 10d6 Defense
     Terrakinesis Lv7 Item Power // Active, Offensive, Defensive Glamour can also be used on plant life. Doing this causes it rapidly grow. It may also sprout thorns, grow gangly roots, bloom strange fruit, or become super resilient in uncharitable conditions while being fed Glamour.
     Tough Skin Racial Power // Passive Doesn't feel or respond to pain, other physical sensations are also muted.
     Unbroken Favor Racial Power // Passive Can fix self by re-attaching severed parts or replacing the broken parts all together, but only within a few hours time. Can not live for more than a day without more than half the body.
Posted: Sat Jan 28, 2017 5:18 am
That One Halfling
Hey I got a Power Over here!
Meta Name: Mise Fortuna Race: Muse / Aqua Nymph / Feral Stage: Adult Item: Ace of Spaces
Power(s) Suggestion
     Get Lucky Lv7 Item Power // Active, Passive Effect Luck isn't real, it's just a illusion made by desperate humans trying to make sense of random statistical improbabilities. That is unless you're touched by the loom of fate, then it is definitely real. While most people just encounter luck randomly, this power tugs on the strings of fate to limit the possible outcomes of random chance, or at least jostle a streak of bad luck into the possibility of something else.
1 - Reroll 1 Die ; Passive + 1 when random chance is a factor 2 - Reroll 2 Dice ; Passive + 2 when random chance is a factor 3 - Reroll 2 Dice ; Passive + 2 when random chance is a factor 4 - Reroll 3 Dice ; Passive + 3 when random chance is a factor 5 - Reroll 3 Dice ; Passive + 3 when random chance is a factor 6 - Reroll 4 Dice ; Passive + 4 when random chance is a factor 7 - Reroll 4 Dice ; Passive + 4 when random chance is a factor 8 - Reroll 5 Dice ; Passive + 5 when random chance is a factor 9 - Reroll 5 Dice ; Passive + 5 when random chance is a factor 10 - Reroll 6 Dice ; Passive + 6 when random chance is a factor
     Healing Lv7 Inherited Power // Active Inherited from his father, Mise can summon a silver light capable of healing most physical wounds. However, it fails to take the pain of the injury away. Mise doesn't like to linger on "why" his inhereted power behaves in such a way for too long.
     Insight Lv7 Item Power // Passive, Noncombat This power allows the user to be uncannily perceptive, being able to look at seemingly random bits of information and see the full picture through them. This also breaks through attempts to obfuscate that full picture.
1 - 1d6 to Perception/Gather Information/Sense Motive ; + 3 vs Bluff 2 - 2d6 to Perception/Gather Information/Sense Motive ; + 4 vs Bluff 3 - 3d6 to Perception/Gather Information/Sense Motive ; + 5 vs Bluff 4 - 4d6 to Perception/Gather Information/Sense Motive ; + 6 vs Bluff 5 - 5d6 to Perception/Gather Information/Sense Motive ; + 7 vs Bluff 6 - 6d6 to Perception/Gather Information/Sense Motive ; + 8 vs Bluff 7 - 7d6 to Perception/Gather Information/Sense Motive ; + 9 vs Bluff 8 - 8d6 to Perception/Gather Information/Sense Motive ; + 10 vs Bluff 9 - 9d6 to Perception/Gather Information/Sense Motive ; + 11 vs Bluff 10 - 10d6 to Perception/Gather Information/Sense Motive ; + 12 vs Bluff
     Bluff Lv7 Item Power // Passive, Noncombat What good is a gambler who only tells the truth? This power allows Mise to actively plant seeds of misinformation, and attempt to prevent others from seeing the whole truth of his ambitions.
1 - 1d6 defense vs Perception/Gather Information/Sense Motive ; +3 to Bluff 2 - 2d6 defense vs Perception/Gather Information/Sense Motive ; +4 to Bluff 3 - 3d6 defense vs Perception/Gather Information/Sense Motive ; +5 to Bluff 4 - 4d6 defense vs Perception/Gather Information/Sense Motive ; +6 to Bluff 5 - 5d6 defense vs Perception/Gather Information/Sense Motive ; +7 to Bluff 6 - 6d6 defense vs Perception/Gather Information/Sense Motive ; +8 to Bluff 7 - 7d6 defense vs Perception/Gather Information/Sense Motive ; +9 to Bluff 8 - 8d6 defense vs Perception/Gather Information/Sense Motive ; +10 to Bluff 9 - 9d6 defense vs Perception/Gather Information/Sense Motive ; +11 to Bluff 10 - 10d6 defense vs Perception/Gather Information/Sense Motive ; +12 to Bluff
     Suit of Swords Lv7 Item Power // Active, Offensive, Defensive The Suit of Swords, modernized to be Spades, represents among other things power, action, change, force, oppression, ambition, conflict, destruction and violence. Embodying this, this power gives Mise the tools to enact these values. This takes the form of a physical change, strengthening and hardening Mise for melee combat. However it does very little for combat beyond arms reach.
     Sleight of Hand Lv7 Item Power // Active Fine motor control a good gambler makes. With this power Mise has access to a variety of tricks ranging from picking locks to street magic - although his favorite might be to toss cards around as if they were daggers. Attempts to pierce what he's done during feats that rely on subterfuge by nature - such as pickpocketing or street magic are fought against his Bluff.
1 - 1d6 for feats of fine motor control, +1 to Bluff if contested 2 - 2d6 for feats of fine motor control, +2 to Bluff if contested 3 - 3d6 for feats of fine motor control, +3 to Bluff if contested 4 - 4d6 for feats of fine motor control, +4 to Bluff if contested 5 - 5d6 for feats of fine motor control, +5 to Bluff if contested 6 - 6d6 for feats of fine motor control, +6 to Bluff if contested 7 - 7d6 for feats of fine motor control, +7 to Bluff if contested 8 - 8d6 for feats of fine motor control, +8 to Bluff if contested 9 - 9d6 for feats of fine motor control, +9 to Bluff if contested 10 - 10d6 for feats of fine motor control, +10 to Bluff if contested
     Charisma Lv7 Item Power // Active Mise is a natural leader, and this power just compounds on his charismatic nature. If given the opportunity to talk he can turn even enemies into allies, at least until they have time to question themselves.
If successful Mise talks you into regarding him a little more favorably then you did previously.
There are two noteworthy exceptions to this - If you hate Mise then you aren't likely to give him room to negotiate your feelings with him. Also he can't force someone to feel love for him.
1 - 1d6 vs Mental, if successful increase temperament towards Mise one stage 2 - 2d6 vs Mental, if successful increase temperament towards Mise one stage 3 - 3d6 vs Mental, if successful increase temperament towards Mise one stage 4 - 4d6 vs Mental, if successful increase temperament towards Mise one stage 5 - 5d6 vs Mental, if successful increase temperament towards Mise one stage 6 - 6d6 vs Mental, if successful increase temperament towards Mise one stage 7 - 7d6 vs Mental, if successful increase temperament towards Mise one stage 8 - 8d6 vs Mental, if successful increase temperament towards Mise one stage 9 - 9d6 vs Mental, if successful increase temperament towards Mise one stage 10 - 10d6 vs Mental, if successful increase temperament towards Mise one stage
     Silver Tongue / Siren's Song Lv7 Racial Power // Active While most Muses have this power, Mise has small silver growths growing on his tongue, giving him a literal Silver Tongue. With it he can influence the minds of people to follow his orders.
This gains a small boost if you have him in favorable regards when he uses this power, equal to the level of that temperament.
1 - 1d6 vs Mental 2 - 2d6 vs Mental 3 - 3d6 vs Mental 4 - 4d6 vs Mental 5 - 5d6 vs Mental 6 - 6d6 vs Mental 7 - 7d6 vs Mental 8 - 8d6 vs Mental 9 - 9d6 vs Mental 10 - 10d6 vs Mental
     Elemental Form Racial Power // Passive Inherited mostly from his mother, Mise has a number of physical deformities - most notably slit eyes, gills and shark teeth which he will commonly cover up while pretending to be human with sunglasses and scarves respectively. While these grant him minor boons such as water breathing, being able to see well in low light conditions, and his signature smile - they do get worse while he is exposed to water.
Taking on a more monstrous form reflexively while wet he gains webbed fingers and tentacles replace his legs. While in this form he gains the ability to swim at rapid speeds. No attempt at obfuscation can pass off this form as human, however he can resist the transformation by focusing himself on maintaining his human form - doing this however leaves him relatively unaware of other goings on, so leaves him at a penalty.
Bastetris
Divine Fox
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That One Halfling Crew
Territorial Wolf
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Posted: Sat Jan 28, 2017 9:46 am
Midnightspirit
A couple broken tags here and there in it, but looks good!
Clockwork Divinity
Rosa - Looks good Ripley - Also looks good Mise - Get Lucky add text to include that you need to take the reroll numbers [ie when using the lucky feat via 5e], but thats it
Posted: Wed Feb 22, 2017 7:00 pm
Meta Name: Ree Luz Race: Archangel/Shadow/Angel Stage: Elder Item: Winged-cat-pawing-at-the-moon-sash-ornament
++Telekinesis//Lv. 10//Active ++Element: Psychic// Power Source (Item:Moon's gravity)// Defense/Offense/Non-Combat ++ Mental ability with multiple applications but at its base it is manipulating an object or matter from a distance. At level 10 can manipulate at the subatomic level. ++(Passive) No visible(normal sight) indications of use (Passive) Multi-control: passively holds and switches between them.
++("Limitation" ) Accustom to controlling through sight (Limitation) Shield requires 4 rounds to pass after destruction before it can be raised again at half health.
01. Attack/Parry:1d6, Lift one thing (20lb), Shield (10/10 hp), Average Range:10 feet 02.Attack/Parry:2d6, Lift one thing (40lb), Shield (20/20hp), Average Range: 20 feet. 03.Attack/Parry:3d6, Lift one thing (60lb), Shield (30/30hp), Average Range: 35 feet, Blast Radius: 15 feet. 04.Attack/Parry:4d6, Lift one thing(80b), Shield (40/40hp), Average Range: 50 feet, Blast Radius: 20 feet. 05.Attack/Parry:5d6, Lift one thing(100lb),Shield (50/50hp), Average Range: 70 feet, Blast Radius: 30 feet, Lift four things (20lb). 06. Attack/Parry:6d6, Lift one thing (150lb), Shield (60/60hp), Average Range: 100 feet, Blast Radius: 35 feet, Lift five things (30lb). 07.Attack/Parry:7d6, Lift one thing (220lb), Shield (70/70hp), Average Range: 150 feet, Blast Radius: 40 feet, Six things(40lb), +4 buff. 08.Attack/Parry:8d6, Lift one thing (600lb), Shield: (80/80hp), Average Range: 200 feet, Blast Radius: 50 feet. Seven things (50lb), +5 buff. 09. Non-combat: Lift one thing/area 178 tons max, combined with Singularity. Limit: No other abilities active, can only focus on this. If combat is right after unable to join for (3d6) rounds. 15 is KO (RP) Attack:9d6, Lift one thing/area (1ton), Shield: (90/90hp), Average Range: 300 feet, Blast Radius: 60 feet, Eight things (100lb), +5buff, 10. Non-combat: Most subatomic manipulation. Other that quick creation of spikes(combat).
Attack:10d6, Lift one thing/area (1.4 tons), Shield: (100/100hp), Average Range: 300 feet, Blast Radius: 60 feet, Ten things (200lb), +6buff.
++Singularity//Lv. 10//Active/Passive ++Element:None// Power Source (Item:Cat Myth)// Defense/Offense/Non-Combat ++ Curiosity killed the cat ...but satisfaction brought it back..or at least that is how some sayings go. He has the 9 lives of a cat, letting him scrap by situtations that should kill him by shifting the probabilities from near 0 to much higher, everything has a probabaility as it attempts to reach 0. Except not all situtions are avoidable and sometimes a cat just walks its own path without care to the plans or thoughts of nature or fate. That said, passively it activates to save his life and can change outcomes of things around him. Active: it can be used to push for a specific or random things to happen for good or bad.The more lives used the more specific it is, including changing or breaking fate.
They can cause and prevent both good and bad luck, sudden deaths, natural disasters, and even apocalyptic events
++(Passive): Singularity Aura: will sometimes activate itself randomly for 0 lives. Chaos. (For mild chaos/miracle:r20d or rp plot) ++(Passive): The lower in lives he is the more fragile and crystal like the world seems to him. ++(Passive): Activates to save his life. 1d20 for close call to complete success.
++(Limitation): Deactivates if is suicidal. (Self) does not deactivate if forced from an outside power-based force. (Limitation): Singularity probabilities are neither good or bad. Just the easiest thing to prevent a killing action then to lower and lower probabilities from there. Passive: take 1 life no matter how large, small, or near impossible the effect is. (Limitation) 10th life can only be used to save his life. (Limitation) Max Major use(9 lives): once every 72 hours, even if lives have replenished. Medium(6): once every 24 hours Low(3): every 1 hours. (Limitation) Active: The least amount of lives used for minor,medium,major the more random it is. 1/4/7:random 2/5/8:semi random 3/6/9: specific (Limitation) Major: requires 5, 20d dice rolls. 10+ on all 5 for complete success, 1-3=death,4-10: success to a point, not ideal or problems. Majority(3+): 10< success with problems, Majority(3 or less): >10 Failure. Medium: Requires 10d20. Majority of rolls have to be above 10 for success. 1-2=death . Low:Requires 20d20. Majority of rolls have to be above 10. 1-2: Pain. (Limitation) Any powers/resistance learned are limited to 24 hours or when used up. Possibility of permanently gaining power/resistance requires a crit of 100 on a 1d100 dice(no buffs), depending on power power, will require 1 life to use. Also a crit of 1 on a 1d100(no buffs) will lock one of his powers randomly for a month, excluding itself. (Limitation): Lvl 8 Soul Light: Cat: Unable to use Singularity. Exception is if main body has powers sealed. (Limitation) Level 9 Telekinesis: Non-combat requires two lives. (Limitation) Limited by lives instead of stamina.
01. 3 lives, 72 hours to full recovery once used up 02. 7 lives, 72 hours to full recovery once used up, 03. 9 lives ,72 hours to full recovery once used up 04. 10 lives, 72 hours to full recovery once used up 05. 10 lives, Regain singularities within 48 hours 06.10 lives, Regain singularities within 24 hours 07.10 lives, Regain singularities within 24 hours, Use 1-3 lives: (Active): Minor
08. 10 lives, Regain singularities within 12 hours, Use 4-6 lives: (Active): Medium
09.10 lives, Regain singularities within 12 hours, Use 6-9 lives: (Active): Major, +11 when contested by outside forces. 10.10 lives, Regain singularities within 6 hours, Use 6-9 lives: (Active): Major, +12 when contested by outside forces.
++Name: Soul Light//Lv. 10//Active/Passive ++Element :Spirit/Light// Power Source (Item (Mutation:Ethereal Feathers): Moon/Cat symbolism .)// Defense/Offense/Non-Combat ++ Manipulates the light of his soul and his soul for physical and non-physical offensive or defensive actions. ++(Passive): Light/Spirit-based attack and DoT Spirit damage happen at the same time. (Passive): Spirit can be separated and formed into near physical/physical objects(weapons or cat). (Passive): Light only burns those within range, can target to warm instead of burn for specific people. Cat:passively on, can only lessen intensity. ++(Limitation) Can only lower Max HP to the Max HP indicated by the level used for the rest of the battle. Ex: someone with 100hp hit by lvl 10 Soul light for max rounds: Lowers Max Hp by 24. Max hp is 76 for rest of battle.
(Limitation) Spirit based DoT damage only activates if at least 1 point of damage from soul light's normal attack lands. (Limitation) Spirit based DoT damage only works when focus attacking one opponent. Does not activate during AoE. (Limitation) Light attack can be interchanged for Spirit based on plane. (Limitation) Spirit Form: (fully a spirit, invisible to normal sight) - On a different plane can only affect physical things with concentration (Non- combat) -During combat: Can only attack Living beings for a Lvl 6 Spirit attack. Up to Max Hp of that level. Versus other spirits use normal level attacks.
(Limitation) Winged Cat: (Half his soul) 50/50hp -When using a specific ability main body can not use that ability. -Can only be used safely if Electric Sense(Multitasking) is not sealed other wise takes Max Hp damage of highest level until cat disappears. (Ex: lvl 10: If summons cat without multitasking. Max HP: lowers to 76hp )) -If Cat is destroyed takes 1d20 random damage. -With Electric Sense: Multitask , Body and Cat can use one skill each, instead of body using two skills. -All skills are accessible to cat half except Singularity. Exception: if main body is collared/powers sealed. -Cat and body share the same stamina pool. -Has a strong cord of spirit energy between body and cat (Can be seen with spirit seeing abilities)
(Limitation) Weapon: -Weapons are brittle if depressed or grief stricken: Defends only for 4 rounds - After broken can be summon to take on one hit before breaking again. (4 times) - Multishard attack: 10 20/20hp shards that can shoot energy or be used as a weapon.. (Learned at lvl 9) Without multitask:holds passively and move as one or one at a time.
01. Range: 5ft, Attack: 1d6 02. Range: 10ft, Attack: 2d6 03. Range: 15ft, Attack: 3d6(Light), (Spirit): (2 rounds) -8hp 04. Range: 20ft, Range: 10ft, Attack: 4d6(Light), (Spirit)DoT: (2 rounds) -10 hp from total health until combat end. 05. Range: 30ft, Attack: 5d6(Light), (Spirit)DoT: (3 rounds) -12 hp from total health until combat end. 06. Range: 35ft, Attack: 6d6(Light), (Spirit)DoT: (3 rounds) -14 hp from total health until combat end. 07. Range: 40ft, Attack: 7d6(Light), (Spirit)DoT: (4 rounds) -16 hp from total health until combat end. 08. Range: 50ft, Attack: 8d6(Light), (Spirit)DoT: (4 rounds) -18 hp from total health until combat end.
Cat(lvl8 ): 50/50hp. Duration: 24 hr. Attacks similar to above Non-combat: Range: (1 block) 09. Range: 60ft, Attack: 9d6(Light), (Spirit) DoTsad5 rounds) -22 hp from total health until combat end, +5 buff to Light/spirit attack(not DoT).
Cat(lvl9): 50/50hp. Duration: unlimited with Electric sense:Multitasking(24hr without ). Attacks similar to above Non-combat: Range: (1 block) 10. Range: 70ft, Attack: 10d6(Light), (Spirit) DoTsad5 rounds, 10hp each round) -24 total hp from total health until combat end, +6 buff to Light/spirit attack(Not DoT). Phase(defense):10d6 vs contest.
Cat(Lvl10): 50/50hp. Duration: unlimited with Electric sense:Multitasking(24hr without) . Attacks similiar to above Non-combat: Range: (1 block)
++Shroud//Lv. #10//Active ++Element:Silver(metal)/Shadow/Wind(minor) // Power Source (Item(Mutation: Silver on body ): Black cover metal of the item/ night(moon symbolism))// Defense/Non-Combat ++ Shadows hide a metallic sheen and imperfections while the night can hide the moon from view. Cloth of shadows: Shadows that move slightly and cover entirely what it laid over. Armor:made of silver but in a steamline almost tech-like version.
++(Passive) At elder the metal comes to the the top, silver metallic areas of the skin. ++(Limitation) Cloth of Shadow does not prevent enhance sight. (Limitation):Armor pieces can be shadow coated but is not made of shadow. Near solid shadows can be used in replacement for some pieces. (Limitations): Shadows: (even those of the armor ) Can be dispelled with light if attacker rolls higher. Light damage vs resistance.
++(Limitation) From level 1-8 Has to see the destination(Self). (Limitation) Relies on eyesight. Other wise random, unless using skill of where had been to. (Limitation)Small item: 1 that weighs smaller than him. (150lb) (Limitation) Large Item: 1 that weighs up to 100lb more than him (Limitation) Level 10: Can take 2 people with him for one extra "time" for each. (Ex: 25 total. teleports with two other people. Lowers to 22 total)
01. Range: 5ft, 1 times (Self), Full Recovery: 24 hours 02. Range: 30ft, 2 times (Self), Full Recovery: 24 hours 03. Range: 45ft, 3 times (Self), Full Recovery: 24 hours 04. Range: 60ft, 4 times (Self), Full Recovery: 24 hours 05. Range: 90ft, 6 times (Self), Full Recovery: 24 hours 06. Range: 130ft, 8 times (Self), Full Recover: 24 hours 07. Range: 180ft, 10 times(Self), Full Recovery: 12 hours 08. Range: 230ft, 13 times, Small Item teleport (Self) 8d6 vs contest , Full Recovery:8 hours 09. Range: 300ft, 18 times, Large Item teleport(Self) 9d6 vs contest, Full Recovery:8 hours Non-combat: Can teleport to a place he has been before (Self) 10. Range: 400ft, 25 times, Large Item teleport(Self) 10d6 vs contest, Full Recovery:8 hours.
Non-combat: From one end of the planet's hemisphere to the other. (The range that the moon can be seen from the planet)
++Healing//Lv. #10//Active ++Element: Moonlight// Power Source (Item/ Genetics)Defense/Offense/Non-Combat ++ Due to his item and inherited skill is a healer and anti-healer.Can heal lacerations and puncture wounds while broken bones and serious wounds require full concentration. Anti-healing can cause random or pinpointed damage.
++(Passive) Has a boost to immune system when defenses are low. ++(Limitation) Healing not use in conjuncture with Multitask. Antihealing can be if random damage. (Limitation) Recreate: No other powers can be active and will need full concentration. Down for the next 24 hours. (Limitation) Anti-healing AoE: only in combination with multitask and random
Non-combat: Recreate: Recreate missing limbs or damage areas.
++Electric Sense// Level 10 ++ Elements:: Electrical // Genetics(Mutation) (Passive) Can sense/hear the hum of electronics [Range: 55ft] (Passive) Can sense/see the Electromagnetic field of living/electronic things [Range: 25ft] (Specific Limitation) Computations: Connect with a computer and receive/send up to 200mb (non-combat), +++Limitation: Connects through the metal ethereal feather like mutation on either side of his head. +++Limitation RP: Compared to more computer based metas has slower download speeds with large chunks of data. (Specific Limitation) Battery: Can regenerate a limited amount of stamina per battle, recharge if rests 15-30 mins. Stamina is equal to Current Level. (Ex: lvl 10= 10 stamina points) (Specific Limitation) Multitask 3/Battle: Can opt to make Two Attacks once every three rounds (Maximum usage of current level divided by three rounded down) ; Multitask itself increases Stamina usage of the Attacks by 20% and reduces the Damage of the Second Attack by half, rounded down. Target of the attacks has the option to roll a secondary defensive roll. +++Limitation: Resistance only affects: Mental, Soul, Anomoly. 1. Resistance: +3, 1d6 defense agility(electromagnatic field) 2. Resistance +4, 2d6 defense agility(electromagnatic field) 3. Resistance +5, 3d6 defense agility(electromagnatic field) 4. Resistance +6, 4d6 defense agility(electromagnatic field) 5. Resistance +7, 5d6 defense agility(electromagnatic field) 6. Resistance +8, 6d6 defense agility(electromagnatic field) 7. Resistance +9, 7d6 defense agility(electromagnatic field) 8. Resistance +10, 8d6 defense agility(electromagnatic field) 9. Resistance +11, 9d6 defense agility(electromagnatic field) 10.Resistance +12, 10d6 defense agility(electromagnatic field)
( Two more trees being adjusted. )
Race:
Shadows have a natural intimidating aura about them. Other Metas are far less likely to pick a fight with them. Level 1. Maximum Range: 5ft Level 2. Maximum Range: 10ft Level 3. Maximum Range: 15ft Level 4. Maximum Range: 20ft Level 5. Maximum Range: 25ft Level 6. Maximum Range: 30ft Level 7. Maximum Range: 40ft Level 8. Maximum Range: 50ft Level 9. Maximum Range: 60ft Level 10. Maximum Range: 70ft
(Due to training can lower it up to lvl 4)
Shadow Metas are able to allow objects, people, and other things to pass through them. Younger ones have a hard time controlling this ability. Level 1. Duration: 3 Rounds Level 2. Duration: 4 Rounds Level 3. Duration: 5 Rounds Level 4. Duration: 6 Rounds Level 5. Duration: 7 Rounds Level 6. Duration: 8 Rounds Level 7. Duration: 9 Rounds Level 8. Duration: 10 Rounds Level 9. Duration: 11 Rounds Level 10. Duration: 12 Rounds
Summon Light Artifact: Summons a special light artifact that increases power level by 1, lasts for 1 usage of power no matter the age of the Archangel. (2 artifacts)
Mutation: Summon Light Artifact: Summons a special light artifact that increases power level by 1, lasts for 1 usage of power no matter the age of the Angel. (1 artifacts) ((Developed at Elder)
Midnightspirit Vice Captain
Computerized Lightbringer
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Normal Human
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Posted: Wed Mar 29, 2017 7:30 pm
Kylar Super Messy Version
Levitate and Intimidate Racials -------------------------------------------------- Sealing Seal a portion of a soul (Power) for X rounds using power duration chart lower values. -Useable Defensively --Failed Defense does not remove any value from the attack ---Can Create/Use Physical Locks as well ----Rank 10 with extended duration outside of combat and with OOC and Admin permission can seal a soul completely within Kylar.
Unlocking Connect two doorways creating a portal between them. Connecting to the other side of a door is the simplest use of this power, range ingreasing as more power is applied. (Use other approved targeted teleportation ranges) -1/day Create a doorway from nothingness connecting to any other doorway that has been accessed before.
Repression Seal a targets memories. If OOC permission is not given for perminance the effect is only temporary and the target can choose when they remember and how quickly. Target may roll Mental Resistance to resist.
Inner Eye Enhanced Senses (Ranges: Line of Sight values at half) -Soul/Spirit Sight/Communication
Charisma Can command someone to do something, more power for more complex commands. Resisted with Mental Resistance or Base Defense whichever is higher. Uses Power Duration for duration of command if it would take multiple rounds. -Powerless Humans and those willing OOCly may be affected for longer duration until the task is completed.
Sword Summons a sword that changes damage type to Slashing. 1/Activation of this power the special attack Assassination may be used. (Assassination) Half Bonus Dice Value, Changes to Piercing and Ignores Unnatural Piercing Resistance.
Stealth Become invisible, contested perception skill to see through. Duration is based on Power Duration. -Soul Sight Sees through invisibility --Can Alter Appearance instead of becomming invisible. Lasts 12 Hours per change each one needing an additional cost. --- If not detected Add 2d6 to attack against target and end duration early.
Viynal Flesh - Major Fire Weakness weakens lightning weakness to moderate from Major. Lightning Rod - Major Lightning Weakness Lead Weight - Minor Water Weakness. Cannot swim
Posted: Wed Mar 29, 2017 8:13 pm
Sealing should not be a 'defensive' ability - it should use your action for the turn to use.
Unlocking - can I interest you in the term "dimension door" perhaps? How long can you access a previously accessed door for the once a day? I don't see a inherent problem with allowing but there should be a limit to how long ago you've accessed a door to return to it
Repression - given the nature of the power and reliance on OOC approval to have it last longer then a very short amount of time - would advocate for the standard rounds duration to be applied just for the sake of completion.
Stealth - this is straight up invisibility and not stealth, that's not inherently a bad thing but would advocate for clarity on that. - the disguise feels kind of tacked on and doesn't seem to fit with the item, in my opinion? - - assuming that's disguise and not altar self as the d&d spell in which case that should probably be it's own power all together - and also kind of doesn't fit with the item - - - the 12 hour duration is also questionable in that regard but given we don't currently have standard lengths of time not counted in rounds, it might just have to be fixed later. - the sneak attack bonus can come in the form of a flat numerical bonus, but not dice.
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For the following powers I am confused how they are applied to lock and key.
Inner Eye - sounds legit.
Charisma - seems legit. Would suggest changing the name to something a little more accurate though like "Suggestion" to make it more apparent it's a controlling ability.
Sword - we do not currently have anything to sidestep around resistances or defenses, and are unlikely to approve anything that does.
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Physical Defense has been split into three separate defenses, bludgeoning, piercing, and slashing
Mental Defense, it's worth noting, has also been split between Mental and Emotional - that's not as relevant as the above but bears worth pointing out
Power(s) Suggestion Sealing//Lv. 7//Active ++Lock// Power Source (Item) // Offense ++ Kylar reaches out with his power taking hold of the targets soul sealing away it's true strength. ++(Limitation) Extended Version seals the use of Kylars own powers for the duration as well. Extended duration must be declared on activation else it assumed minor activation. ++(Limitation) This power is contested with a block/dodge/defensive power to prevent the grasp on the soul.
01. (Short) Seal a Single Power for 1 Round. (Extended) Seal All Powers for 3 Rounds. 02. (Short) Seal a Single Power for 2 Rounds. (Extended) Seal All Powers for 4 Rounds. 03. (Short) Seal a Single Power for 2 Rounds. (Extended) Seal All Powers for 5 Rounds. 04. (Short) Seal a Single Power for 3 Rounds. (Extended) Seal All Powers for 6 Rounds. 05. (Short) Seal a Single Power for 3 Rounds. (Extended) Seal All Powers for 7 Rounds. 06. (Short) Seal a Single Power for 4 Rounds. (Extended) Seal All Powers for 8 Rounds. 07. (Short) Seal a Single Power for 4 Rounds. (Extended) Seal All Powers for 9 Rounds. 08. (Short) Seal a Single Power for 5 Rounds. (Extended) Seal All Powers for 10 Rounds. 09. (Short) Seal a Single Power for 5 Rounds. (Extended) Seal All Powers for 11 Rounds. 10. (Short) Seal a Single Power for 6 Rounds. (Extended) Seal All Powers for 12 Rounds. ++(Special Use) Rank 10 with Player and Admin Permission can be used to seal the Soul within Kylar. Doing so requires a great deal of time and can never be done in a combat setting. ++(Special Use) Create or use existing locks.
Unlocking//Lv. 7//Active ++Key// Power Source (Item) Mutation // Non-Combat ++ What once allowed Kylar to tap into a power that had yet to manifest has become something more. The power he once drew from somewhere unknown no longer manifests within his body, instead it manifests in physical form creating a doorway into another dimension. Alien to that Dimension he is instantly expelled, but with emotional connection, physical connection or memory he can influence his destination to some degree. ++(Limitation) Once per day, Kylar can create a doorway from nothingness overloading this power and returning to a place with a strong emotional connection. Doing so disables this power until he rests. The Doorway can be maintained for up to one round and extended at the cost of 30 HP per additional round as the power assaults his body. ++(Limitation) Seven charges are available per day. Multiple charges may be used at once to multiply the range by the number of charges. The doorway may remain open for a single round or be closed instantly. ++(Limitation) Physical Contact, Visial Sight or Recent Memory (24 Hours) is required to open a doorway to another location. A physical doorway is required to activate except in the case of the overloaded version of this power. ++(Overload Targets) Hinale House (Currently the only place Kylar has ever truely called home setting down roots for the first time attempting to have a normal life as short lived and chaotic as that soon became. The place where he had become wed, had children, lost his family and even "died".)
01. Teleport to a doorway within 60 Ft. 02. Teleport to a doorway within 80 Ft. 03. Teleport to a doorway within 100 Ft. 04. Teleport to a doorway within 150 Ft. 05. Teleport to a doorway within 300 Ft. 06. Teleport to a doorway within 600 Ft. 07. Teleport to a doorway within 1200 Ft. 08. Teleport to a doorway within 2400 Ft. 09. Teleport to a doorway within 4800 Ft. 10. Teleport to a doorway within 9600 Ft.
Repression//Lv. 7//Active ++Lock// Power Source (Item) // Offense/Non-Combat ++ Kylar manipulates the targets memories targeting specific events he is aware of within their life or aiming for a much broader approach taking out everything within a certain timeframe. After wiping someone clean they are a blank slate open to suggestion and influence for a short period. ++(Passive) In addition to sealing a memory, the reverse can be done forcing the subject to recall a forgotten or suppressed event. ++(Limitation) This Effect can be perminant, Semi Perminant, or Temporary at the disgression of the Player. ++(Limitation) Resisted with Mental Resistance.
01. The Target forgets for a minimum of 3 Rounds. 02. The Target forgets for a minimum of 4 Rounds. 03.The Target forgets for a minimum of 5 Rounds. 04.The Target forgets for a minimum of 6 Rounds. 05.The Target forgets for a minimum of 7 Rounds. 06.The Target forgets for a minimum of 8 Rounds. 07.The Target forgets for a minimum of 9 Rounds. 08.The Target forgets for a minimum of 10 Rounds. 09.The Target forgets for a minimum of 11 Rounds. 10.The Target forgets for a minimum of 12 Rounds.
Inner Eye//Lv. 5//Passive ++Key// Power Source (Item)// Non-Combat ++ Kylar has expanded his mind, allowing him to process much more information than a normal person. The body is aware of much more aware of it's surroundings than many realize limited by their own ability to process information within a moment. ++(Passive) Kylar can see Souls and Distinguish Spirits even communicating directly with them. ++(Passive) This power is always active passively, but with focus can be enhanced. ++(Passive) Can contest Stealth/Hiding Type powers assuming their soul is somehow not visible.
01. Heightened Senses 5 Feet of range, 10 Feet with Focus. 02. Heightened Senses 10 Feet of range, 20 Feet with Focus. 03. Heightened Senses 17.5 Feet of range, 35 Feet with Focus. 04. Heightened Senses 25 Feet of range, 50 Feet with Focus. 05. Heightened Senses 35 Feet of range, 70 Feet with Focus. 06. Heightened Senses 50 Feet of range, 100 Feet with Focus. 07. Heightened Senses 75 Feet of range, 150 Feet with Focus. 08. Heightened Senses 100 Feet of range, 200 Feet with Focus. 09. Heightened Senses 140 Feet of range, 280 Feet with Focus. 10. Heightened Senses 170 Feet of range, 340 Feet with Focus.
Charisma//Lv. 6//Active ++Key/Emotion// Power Source (Item)// Offense/Non-Combat ++ Kylar has found that sewing power into his words allow him to access directly an emotional response from a target entralling them to complete whatever task is given to them. The more complex the task, the deeper he must enthral the target making them a slave to his words. ++(Passive) Those who have not met Kylar or had a negative opionion of him prior to the meeting tend to like him a bit more than they would any other stranger, but interaction especially a negative one can quickly change this opinion. ++(Passive) Powerless Humans and Players who choose to allow it are not limited by duration, following the order until their task is complete. ++(Limitation) Resisted with Emotional Resistance or Base Defense whichever is higher. ++(Limitation) Level 7 or Higher must be used to make a target directly harm themselves. ++(Limitation) Level 10 is the only form of command capable of making a target directly kill themselves. ++(Limitation) Twice per day, this can affect up to three people within close proximity of one another (15 Feet) ++(Limitation) Level 6 and below requires any targets to be able to see as well as hear Kylar. Level 7 and above only require that the targets hear him.
01. Obey Command for up to 1 Round. 02. Obey Command for up to 2 Rounds. 03. Obey Command for up to 2 Rounds. 04. Obey Command for up to 3 Rounds. 05. Obey Command for up to 3 Rounds. 06. Obey Command for up to 4 Rounds. 07. Obey Command for up to 4 Rounds. 08. Obey Command for up to 5 Rounds. 09. Obey Command for up to 5 Rounds. 10. Obey Command for up to 6 Rounds.
Sword//Lv. 7//Active ++Key/Lock// Power Source (Item)// Defense/Offense/Non-Combat ++ One of the many uses of the Key, it can be used as a weapon. The form that it takes depends changes from time to time, but the purpose is always the same. The Sword serves a dual purpose, Sealing the final chapters of ones life and Unlocking the doorway of death. ++(Passive) Able to Create swords of any shape or size, converting base damage to Slashing. ++(Limitation) After Absorbing Ashrals soul, she began to seep into the blades he created. He influence has made it so that the bladed weapons can no longer harm Ree Lulz. Their edges dull or the blade seems to pull strangely in an odd direction avoiding contact all together. ++(Limitation) Each use of this power allows a single use of Assassinate or Defensive Slice. ++++Assassinate
01. Adds a Bonus 1d6 to an Attack Roll and changes the damage type to piercing. 02. Adds a Bonus 2d6 to an Attack Roll and changes the damage type to piercing. 03. Adds a Bonus 2d6 to an Attack Roll and changes the damage type to piercing. 04. Adds a Bonus 3d6 to an Attack Roll and changes the damage type to piercing. 05. Adds a Bonus 3d6 to an Attack Roll and changes the damage type to piercing. 06. Adds a Bonus 4d6 to an Attack Roll and changes the damage type to piercing. 07. Adds a Bonus 4d6 to an Attack Roll and changes the damage type to piercing. 08. Adds a Bonus 5d6 to an Attack Roll and changes the damage type to piercing. 09. Adds a Bonus 5d6 to an Attack Roll and changes the damage type to piercing. 10. Adds a Bonus 6d6 to an Attack Roll and changes the damage type to piercing.
++++Defensive Slice
01. Adds a Bonus 1d6 to a Defense Roll. 02. Adds a Bonus 2d6 to a Defense Roll. 03. Adds a Bonus 2d6 to a Defense Roll. 04. Adds a Bonus 3d6 to a Defense Roll. 05. Adds a Bonus 3d6 to a Defense Roll. 06. Adds a Bonus 4d6 to a Defense Roll. 07. Adds a Bonus 4d6 to a Defense Roll. 08. Adds a Bonus 5d6 to a Defense Roll. 09. Adds a Bonus 5d6 to a Defense Roll. 10. Adds a Bonus 6d6 to a Defense Roll.
Stealth//Lv. 5//Active ++Shadow// Power Source (Racial)// Offense/Non-Combat ++ The shadows trapped on Kylars body coalesce, the lines thickening as the contained shadows grow across his body. Once covering his entire body, they begin to shift altering his appearance. While most commonly used to fade from sight, they can also be used alter his appearance for brief periods of time. ++(Passive) 2/Day can change appearance for 1 Hour. ++(Limitation) True Sight, Soul Sight and the ability to see through Illusion can see through the invisibilty. ++(Limitation) Perception Based Powers can attempt to contest to see through the invisibility.
01. Become Invisible for up to 1 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 1 to the roll. 02. Become Invisible for up to 2 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 2 to the roll. 03. Become Invisible for up to 2 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 2 to the roll. 04. Become Invisible for up to 3 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 3 to the roll. 05. Become Invisible for up to 3 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 3 to the roll. 06. Become Invisible for up to 4 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 4 to the roll. 07. Become Invisible for up to 4 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 4 to the roll. 08. Become Invisible for up to 5 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 5 to the roll. 09. Become Invisible for up to 5 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 5 to the roll. 10. Become Invisible for up to 6 Round. An attack made on a target who has not seen through the Invisibily is done so with a Bonus of 6 to the roll.
Racial Powers Levitation//Lv. 7//Passive ++Flight// Power Source (Racial)// Non-Combat ++ Levitation is the ability to fly without wings ++(Passive) Kylar often times stalks his prey floating slightly off of the ground, his feet mimicing the appearance of walking as he levitates towards an unsuspecting target quietly.
01. Flight at 5(10) Ft. Round 02. Flight at 5(10) Ft. Per Round 03. Flight at 5(10) Ft. Per Round 04. Flight at 15(30) Ft. Per Round 05. Flight at 15(30) Ft. Per Round 06. Flight at 30(60) Ft. Per Round 07. Flight at 30(60) Ft. Per Round 08. Flight at 40(80) Ft. Per Round 09. Flight at 40(80) Ft. Per Round 10. Flight at 40(80) Ft. Per Round
Intimidate//Lv. 7//Passive ++Fear// Power Source (Racial)// Non-Combat ++ Shadows have a natural intimidating aura about them. Other Metas are far less likely to pick a fight with them. ++(Passive) Intimidate is disabled unless otherwise noted.
01. Maximum Range: 5ft 02. Maximum Range: 10ft 03. Maximum Range: 15ft 04. Maximum Range: 20ft 05. Maximum Range: 25ft 06. Maximum Range: 30ft 07. Maximum Range: 40ft 08. Maximum Range: 50ft 09. Maximum Range: 60ft 10. Maximum Range: 70ft
Resistances Shade//Lv. 7//Passive ++Shadow// Power Source (Item)// Defense ++ The shadows locked onto Kylars body, a constant reminder of the darkness he has inside of himself have also begun to serve another purpose. The shadows trapping his own dark nature have began to feed on the darkness indisciminately aiding in the defense against other shadows and users of darkness magic. ++(Passive) Reduce Shadow/Darkness Damage by 14. 7d6 To Resist Shadow/Darkness Effects.
Sturdy Frame//Lv. 7//Passive ++Metal// Power Source (Item)// Defense ++ The metal of the protective lock, courses throughout Kylar. Attempting to keep the doorway to death sealed, it repels certain foreign objects to the body that it considers a threat, particulary the things that it itself are made of, Metal. His very skin acts as his own personal armor reducing and sometimes even preventing what would normally be a lethal blow from a bullet or blade. ++(Passive) Reduce Metal Damage by 14. 7d6 to Resist Metal Effects.
Mental Lock//Lv. 7//Passive ++Mental// Power Source (Item)// Defense ++ From a young age, Kylar began to lock away a part of himself within his mind. Over the years his ability to protect himself from something inside of himself has grown in strength sealing his mind even tighter, making it extemely difficult for outside forces to penetrate the layers of locks within his mind. ++(Passive) Reduce Mental Damage by 14. 7d6 to Resist Mental Effects.
Weaknesses Lighting Rod//Lv. Critical//Passive ++Lightning// Power Source (Item)// Weakness ++ Kylar has a protective layer of metal within his body. While this can help with some things, avoiding electricity is not one of them. The energy follows the metal spreading throughout his entire body rather than seeking the path of least resistance for exit. ++(Passive) This Weakness is currently downgraded to Moderate from Critical due to Flesh of Puppet. ++(Passive)Receive 30 Additional damage from Lightning/Electricity Attacks. ++(Passive) Receive 18 Additional damage from Lightning/Electricity Attacks.
Flesh of Puppet//Lv. Critical//Passive ++Fire// Power Source (Yoko)// Weakness ++ Kylars skin has been replaced with Viynal making it less conductive to electricity, but now he has this little issue where he can actually catch fire. ++(Passive) This Weakness reduces Lightning Rod from Critical to Moderate. ++(Passive) Receive 30 Additional damage from Fire Attacks.
Expansion//Lv. Moderate//Passive ++Fire// Power Source (Item)// Weakness ++ The defensive frame within Kylars body reacts negatively to heat, expanding as it presses outwards causing him a large amount of physical trauma, threatening to break through his flesh to release the tension but never doing so since it is his own body. ++(Passive) This Weakness is overshadowed by Flesh of Puppet ++(Passive) Receive 18 Additional damage from Fire Attacks.
Lead Weight//Lv. Minor//Passive ++Fire// Power Source (Item)// Weakness ++ Being more resilient has it's draw backs, when Kylars body becomes wet the weight of his own body increases. Usually not much more than a minor inconvenience, but if he becomes fully submerged the weight becomes such that even his own levitation can't keep him mobile. ++(Passive) Kylar can't swim, he can also not Levitate when his body is completely submerged in water. ++(Passive) Recieve 6 Additional damage from Water Attacks.
Posted: Sun Apr 02, 2017 12:26 pm
a couple of things that require fixing before approval
1- Levitation doesn't work that way, it's just movement speed and doesn't have a stamina cost associated to it, nor does it have ranks, unless you want to self-impose such a limitation onto yourself, which you can do, but still you max speed would be 30 ( 60 ) with the 60 as a run action which meant you couldn't do another action that round besides one defending action. (( nevermind saw what you were trying to do there - with the speeds increasing as you would grow stages ))
2 - resistances don't grant dice defense, just the flat numerical bonus. If you want defensive dice over the amount granted by your stage you need to use powers - where resistances are just passive effects
3 - weaknesses stack, and I don't think you'll be approved for having two separate weaknesses to fire? Even if I'm reading it right and one is only temporary because of something Yoko did? ( weaknesses aren't really passive powers either, just sort of a innate thing, but that's really just splitting hairs on the formatting )
4 - Stealth isn't a racial power, all non racial powers need to be from genetics or your item. Stealth ( Invisibility really, I'm going to keep campaigning to call powers what they are for the sake of clarity whenever possible. ) is fine for a lock and key because conceptually a lock is putting something out of sight - and you're applying that principle to yourself, so again this might be a formatting thing but it's worth mentioning since I don't know if it was intentional or a mistake of format.
5 - Sword - Offensive / Defensive powers don't add "bonus dice" just - those are the dice you roll. Like you don't get the 3d6 you'd normally get as a adult and then additional dice.
* I _still_ don't really see how a summoning a sword is related to a lock and key? Even with your description of "The Sword serves a dual purpose, Sealing the final chapters of ones life and Unlocking the doorway of death." that's ... no. just no. If you want to "unlock the doorway of death" consider a use of your portal power to actually throw someone into the underworld.
6 - Charisma ( Command ) - again I don't see how this is a lock and key item, Like even if you're going for a "unlocking someones heart" it doesn't work for Command, you could do something about aggressively befriending strangers but that's not what this power does in it's current form.
7 - Unlocking, we don't ... have any powers that allow that kind of ranges? I don't know where you're getting those number from but. no. absolutely not. I admit the ranges we currently have available are on the lower end of things but - no. just no.
8 - Sealing can only lock active powers ( not passives, if I didn't call this out now it would only be a matter of time before someone said "but you approved this!" ) tbh I'm not 100% on approving anything that locks away powers but - I can't stop you from trying, and if you're adamant about it we'll figure out some way to make it work