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Posted: Thu Feb 09, 2017 12:09 am
Axel_Dragonfire Equivalent as in the number of points you take out of one stat is the number of points you have to put into another. So say you take 2 out of perception, you now have 2 points to put elsewhere. 1 in toughness, and 1 in endurance. Make sense? Gotcha, updating now.
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Posted: Sun Feb 12, 2017 1:07 am
Picture: (if any) Character Name: Hazel Buchanan Semblance Name: Nature’s Gift Semblance description: Nature’s Gift transfers 2 points from any one of the following stats to any one person that Hazel bestows it upon. Stats: Perception, Strength, Speed, Reflexes. To transfer the stat Hazel must come into contact with the person through the touch of hands and forehead. He will also mumble a small chant. This of course depletes his energy in the given stat as well as his aura, so it can’t be used too often or too many times. Maximum Uses: 5 Post duration: 3 Posts (I’m thinking 1 for the post where he transfers the stat and then 2 posts for the receiving character) Cooldown: 8 Posts
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Posted: Sun Feb 12, 2017 1:29 am
Nimelin Picture: (if any) Character Name: Hazel Buchanan Semblance Name: Nature’s Gift Semblance description: Nature’s Gift transfers 2 points from any one of the following stats to any one person that Hazel bestows it upon. Stats: Perception, Strength, Speed, Reflexes. To transfer the stat Hazel must come into contact with the person through the touch of hands and forehead. He will also mumble a small chant. This of course depletes his energy in the given stat as well as his aura, so it can’t be used too often or too many times. Maximum Uses: 5 Post duration: 3 Posts (I’m thinking 1 for the post where he transfers the stat and then 2 posts for the receiving character) Cooldown: 8 Posts This looks good. Approved. Just keep in mind that you can't have someone go over a stat of 5, ok?
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Posted: Mon Feb 20, 2017 11:59 am
Picture: (if any) Character Name: Heather Galway Semblance Name: My Pain, Your Pain Semblance description: As she is able to sense and see into the feelings and sometimes the thoughts of others, she is also able to share hers with them. Not in the sense of speech, but in feeling, mental weight, the feelings experienced. Any and all feelings, thoughts, and mental codes she has felt, she can bestow upon other minds. The anguish and sorrow she felt, the sadness she had when one of her family members died, or the hurting of fatigue, or hopelessness of being buried alive, .. or the happiness, joy, or even determination, she can now make that person also feel those, so long as she felt them herself, and to the extent that she felt them, no higher. However, it depends on the individuals mental capacity and thought to determine how strong it takes effect or how long they also feel it. She does however have to give a little extra focus on the target. And can only connect with one at a time. Stats: Intelligence +1, Perception +1 ¤ Intelligence: ■■■■[■] ¤ Perception: ■■■[■]□ ¤ Strength: ■□□□□ ¤ Toughness: ■□□□□ ¤ Endurance: ■□□□□ ¤ Speed: ■■□□□ ¤ Reflexes ■■□□□ ¤ Weapon Control: ■■■■□ ¤ Sword Skills: ■■■■□ ¤ Gun Skills: □□□□□ ¤ Ranged Skills: □□□□□ ¤ Melee Skills: ■■■□□ ¤ Technological Knowledge: ■□□□□ ¤ Aura: ■■□□□ ¤ Semblance: ■■■□□ ¤ Semblance Control: ■■■■□ Post duration: 1-3 posts. A scenario/plot/Stat assessment determines. Cooldown: 5 posts
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Posted: Sun Feb 26, 2017 12:09 pm
TheGrandOldMan Picture: (if any) Character Name: Heather Galway Semblance Name: My Pain, Your Pain Semblance description: As she is able to sense and see into the feelings and sometimes the thoughts of others, she is also able to share hers with them. Not in the sense of speech, but in feeling, mental weight, the feelings experienced. Any and all feelings, thoughts, and mental codes she has felt, she can bestow upon other minds. The anguish and sorrow she felt, the sadness she had when one of her family members died, or the hurting of fatigue, or hopelessness of being buried alive, .. or the happiness, joy, or even determination, she can now make that person also feel those, so long as she felt them herself, and to the extent that she felt them, no higher. However, it depends on the individuals mental capacity and thought to determine how strong it takes effect or how long they also feel it. She does however have to give a little extra focus on the target. And can only connect with one at a time. Stats: Intelligence +1, Perception +1 ¤ Intelligence: ■■■■[■] ¤ Perception: ■■■[■]□ ¤ Strength: ■□□□□ ¤ Toughness: ■□□□□ ¤ Endurance: ■□□□□ ¤ Speed: ■■□□□ ¤ Reflexes ■■□□□ ¤ Weapon Control: ■■■■□ ¤ Sword Skills: ■■■■□ ¤ Gun Skills: □□□□□ ¤ Ranged Skills: □□□□□ ¤ Melee Skills: ■■■□□ ¤ Technological Knowledge: ■□□□□ ¤ Aura: ■■□□□ ¤ Semblance: ■■■□□ ¤ Semblance Control: ■■■■□ Post duration: 1-3 posts. A scenario/plot/Stat assessment determines. Cooldown: 5 posts So, the funny thing about mental effects like this is that they can be resisted two ways, the first being a High sense of Intelligence or Perception which would allow them to recognize what you are doing, and mentally rebel against it, and the other, is a total lack of intelligence or perception, which would cause them to simply ignore the mental effect entirely. Then you run into the struggle of an opponent who is middling on the Int and Perception tree, who gets to actively try to resist if they recognize they are not feeling normal. Are you entirely sure you want to go with Mental Effects?
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Posted: Sun Feb 26, 2017 2:16 pm
Shun of Blackwood TheGrandOldMan Picture: (if any) Character Name: Heather Galway Semblance Name: My Pain, Your Pain Semblance description: As she is able to sense and see into the feelings and sometimes the thoughts of others, she is also able to share hers with them. Not in the sense of speech, but in feeling, mental weight, the feelings experienced. Any and all feelings, thoughts, and mental codes she has felt, she can bestow upon other minds. The anguish and sorrow she felt, the sadness she had when one of her family members died, or the hurting of fatigue, or hopelessness of being buried alive, .. or the happiness, joy, or even determination, she can now make that person also feel those, so long as she felt them herself, and to the extent that she felt them, no higher. However, it depends on the individuals mental capacity and thought to determine how strong it takes effect or how long they also feel it. She does however have to give a little extra focus on the target. And can only connect with one at a time. Stats: Intelligence +1, Perception +1 ¤ Intelligence: ■■■■[■] ¤ Perception: ■■■[■]□ ¤ Strength: ■□□□□ ¤ Toughness: ■□□□□ ¤ Endurance: ■□□□□ ¤ Speed: ■■□□□ ¤ Reflexes ■■□□□ ¤ Weapon Control: ■■■■□ ¤ Sword Skills: ■■■■□ ¤ Gun Skills: □□□□□ ¤ Ranged Skills: □□□□□ ¤ Melee Skills: ■■■□□ ¤ Technological Knowledge: ■□□□□ ¤ Aura: ■■□□□ ¤ Semblance: ■■■□□ ¤ Semblance Control: ■■■■□ Post duration: 1-3 posts. A scenario/plot/Stat assessment determines. Cooldown: 5 posts So, the funny thing about mental effects like this is that they can be resisted two ways, the first being a High sense of Intelligence or Perception which would allow them to recognize what you are doing, and mentally rebel against it, and the other, is a total lack of intelligence or perception, which would cause them to simply ignore the mental effect entirely. Then you run into the struggle of an opponent who is middling on the Int and Perception tree, who gets to actively try to resist if they recognize they are not feeling normal. Are you entirely sure you want to go with Mental Effects? I definitely see what ya mean, and probably should have elaborated on the stat portion of its success. Essentially, it would be firstly, done via 'plot' being an agreement between the hitter and the hit, in pm. Then a stat check would be done, and a intel/perception balance is done. intelligence is the first measured, where they either would need to tie or have greater to fight it. If they cannot tie or do better than it, then it falls to the perception stat, where the same applies, they must have a higher stat. if they tie it, it is then based on plot devices and choice between the two in pm. if it is less, it is still pm decided the extent, but the amount of points that the hitter outdoes the effected, determines the severity of the effect. Essentially, her semblance is mostly gonna be determined by straight out pm/private plot choosing. But with a stat check for the effect incase stat is wanted to be used. If that makes sense.
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Posted: Mon Feb 27, 2017 7:06 am
Picture: (if any) Character Name:Semblance Name: Downfall Semblance description: Downfall is an emotionally triggered semblance. Ignatius can only control it as well as he can control his emotions. Downfall has 2 modes: Hubris and Complacency. Hubris- When Ignatius is experiencing feelings of anger and ambition, his aura becomes a damaging flame. He has no control of the flame. Friend or foe, tree or target, whatever comes within a 1 foot radius of his skin will catch fire. This does not increase his melee or add any additional traits. While Hubris is active, Ignatius's aura will not protect or heal him. Complacency- When Ignatius is experiencing feelings of smugness and self satisfaction, his aura becomes dense and heavy. In addition to providing greater protection, anything that comes within a foot of his skin will double in weight for 1 post. While Complacency is active, Ignatius cannot use weapons effectively, menuever quickly, or move at a pace faster than a brisk walk. Post duration: 5 posts Cooldown: 7 posts
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Posted: Mon Feb 27, 2017 11:29 am
TheGrandOldMan Shun of Blackwood TheGrandOldMan Picture: (if any) Character Name: Heather Galway Semblance Name: My Pain, Your Pain Semblance description: As she is able to sense and see into the feelings and sometimes the thoughts of others, she is also able to share hers with them. Not in the sense of speech, but in feeling, mental weight, the feelings experienced. Any and all feelings, thoughts, and mental codes she has felt, she can bestow upon other minds. The anguish and sorrow she felt, the sadness she had when one of her family members died, or the hurting of fatigue, or hopelessness of being buried alive, .. or the happiness, joy, or even determination, she can now make that person also feel those, so long as she felt them herself, and to the extent that she felt them, no higher. However, it depends on the individuals mental capacity and thought to determine how strong it takes effect or how long they also feel it. She does however have to give a little extra focus on the target. And can only connect with one at a time. Stats: Intelligence +1, Perception +1 ¤ Intelligence: ■■■■[■] ¤ Perception: ■■■[■]□ ¤ Strength: ■□□□□ ¤ Toughness: ■□□□□ ¤ Endurance: ■□□□□ ¤ Speed: ■■□□□ ¤ Reflexes ■■□□□ ¤ Weapon Control: ■■■■□ ¤ Sword Skills: ■■■■□ ¤ Gun Skills: □□□□□ ¤ Ranged Skills: □□□□□ ¤ Melee Skills: ■■■□□ ¤ Technological Knowledge: ■□□□□ ¤ Aura: ■■□□□ ¤ Semblance: ■■■□□ ¤ Semblance Control: ■■■■□ Post duration: 1-3 posts. A scenario/plot/Stat assessment determines. Cooldown: 5 posts So, the funny thing about mental effects like this is that they can be resisted two ways, the first being a High sense of Intelligence or Perception which would allow them to recognize what you are doing, and mentally rebel against it, and the other, is a total lack of intelligence or perception, which would cause them to simply ignore the mental effect entirely. Then you run into the struggle of an opponent who is middling on the Int and Perception tree, who gets to actively try to resist if they recognize they are not feeling normal. Are you entirely sure you want to go with Mental Effects? I definitely see what ya mean, and probably should have elaborated on the stat portion of its success. Essentially, it would be firstly, done via 'plot' being an agreement between the hitter and the hit, in pm. Then a stat check would be done, and a intel/perception balance is done. intelligence is the first measured, where they either would need to tie or have greater to fight it. If they cannot tie or do better than it, then it falls to the perception stat, where the same applies, they must have a higher stat. if they tie it, it is then based on plot devices and choice between the two in pm. if it is less, it is still pm decided the extent, but the amount of points that the hitter outdoes the effected, determines the severity of the effect. Essentially, her semblance is mostly gonna be determined by straight out pm/private plot choosing. But with a stat check for the effect incase stat is wanted to be used. If that makes sense. So long as both players consent, I can agree to this. ( Having some sort of formal agreement hidden in a spoiler tab would go a long way too) She also needs to be careful with this, as the bearing of emotion may overload the targets capacity for such things, and cause actual mental and physical harm where it may not have been intended.
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Posted: Mon Feb 27, 2017 11:41 am
Mr Wasteland Picture: (if any) Character Name:Semblance Name: Downfall Semblance description: Downfall is an emotionally triggered semblance. Ignatius can only control it as well as he can control his emotions. Downfall has 2 modes: Hubris and Complacency. Hubris- When Ignatius is experiencing feelings of anger and ambition, his aura becomes a damaging flame. He has no control of the flame. Friend or foe, tree or target, whatever comes within a 1 foot radius of his skin will catch fire. This does not increase his melee or add any additional traits. While Hubris is active, Ignatius's aura will not protect or heal him. Complacency- When Ignatius is experiencing feelings of smugness and self satisfaction, his aura becomes dense and heavy. In addition to providing greater protection, anything that comes within a foot of his skin will double in weight for 1 post. While Complacency is active, Ignatius cannot use weapons effectively, menuever quickly, or move at a pace faster than a brisk walk. Post duration: 5 posts Cooldown: 7 posts I must say, this semblance feels like Qrow and Yang had a b*****d love child. Be warned, the friendly fire bit of Hubris is going to make people avoid him like the plague. As for Complacency I am concerned about the gravity increase, that is huge. Doubling weight would either affect the gravity he experiences and make it harder for him to move as well, or it would add mass or density to the objects, which violates the laws of conservation of mass, and I must sadly dissuade you from using something like that. I would recommend instead having the aura become a super durable shield, rather than doubling the weight, as you would still be free to move, you'd still be turtle slow, but would not crush yourself under the weight of your own soul.
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Posted: Mon Feb 27, 2017 12:10 pm
Shun of Blackwood TheGrandOldMan Shun of Blackwood TheGrandOldMan Picture: (if any) Character Name: Heather Galway Semblance Name: My Pain, Your Pain Semblance description: As she is able to sense and see into the feelings and sometimes the thoughts of others, she is also able to share hers with them. Not in the sense of speech, but in feeling, mental weight, the feelings experienced. Any and all feelings, thoughts, and mental codes she has felt, she can bestow upon other minds. The anguish and sorrow she felt, the sadness she had when one of her family members died, or the hurting of fatigue, or hopelessness of being buried alive, .. or the happiness, joy, or even determination, she can now make that person also feel those, so long as she felt them herself, and to the extent that she felt them, no higher. However, it depends on the individuals mental capacity and thought to determine how strong it takes effect or how long they also feel it. She does however have to give a little extra focus on the target. And can only connect with one at a time. Stats: Intelligence +1, Perception +1 ¤ Intelligence: ■■■■[■] ¤ Perception: ■■■[■]□ ¤ Strength: ■□□□□ ¤ Toughness: ■□□□□ ¤ Endurance: ■□□□□ ¤ Speed: ■■□□□ ¤ Reflexes ■■□□□ ¤ Weapon Control: ■■■■□ ¤ Sword Skills: ■■■■□ ¤ Gun Skills: □□□□□ ¤ Ranged Skills: □□□□□ ¤ Melee Skills: ■■■□□ ¤ Technological Knowledge: ■□□□□ ¤ Aura: ■■□□□ ¤ Semblance: ■■■□□ ¤ Semblance Control: ■■■■□ Post duration: 1-3 posts. A scenario/plot/Stat assessment determines. Cooldown: 5 posts So, the funny thing about mental effects like this is that they can be resisted two ways, the first being a High sense of Intelligence or Perception which would allow them to recognize what you are doing, and mentally rebel against it, and the other, is a total lack of intelligence or perception, which would cause them to simply ignore the mental effect entirely. Then you run into the struggle of an opponent who is middling on the Int and Perception tree, who gets to actively try to resist if they recognize they are not feeling normal. Are you entirely sure you want to go with Mental Effects? I definitely see what ya mean, and probably should have elaborated on the stat portion of its success. Essentially, it would be firstly, done via 'plot' being an agreement between the hitter and the hit, in pm. Then a stat check would be done, and a intel/perception balance is done. intelligence is the first measured, where they either would need to tie or have greater to fight it. If they cannot tie or do better than it, then it falls to the perception stat, where the same applies, they must have a higher stat. if they tie it, it is then based on plot devices and choice between the two in pm. if it is less, it is still pm decided the extent, but the amount of points that the hitter outdoes the effected, determines the severity of the effect. Essentially, her semblance is mostly gonna be determined by straight out pm/private plot choosing. But with a stat check for the effect incase stat is wanted to be used. If that makes sense. So long as both players consent, I can agree to this. ( Having some sort of formal agreement hidden in a spoiler tab would go a long way too) She also needs to be careful with this, as the bearing of emotion may overload the targets capacity for such things, and cause actual mental and physical harm where it may not have been intended. Exactly and my wanted intent, was that. A spoiler showing the extent of the agreement decided via pm. And yes, that is a possible side effect, which, I will only use or even make a possibility if the 'plot' calls for it and if consent is formed, more than likely, only in the event that the story or arc can be assisted will that rare effect even come into play if at all. Thank you
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Posted: Mon Feb 27, 2017 4:35 pm
Picture: (if any) Character Name: Ignatius Broadwing Semblance Name: Downfall Semblance description: Downfall is an emotionally triggered semblance. Ignatius can only control it as well as he can control his emotions. Downfall has 2 modes: Hubris and Complacency. Hubris- When Ignatius is experiencing feelings of anger and ambition, his aura becomes a damaging flame. He has no control of the flame. Friend or foe, tree or target, whatever comes within a 1 foot radius of his skin will catch fire. This does not increase his melee or add any additional traits. While Hubris is active, Ignatius's aura will not protect or heal him. Complacency- When Ignatius is experiencing feelings of smugness and self satisfaction, his aura becomes dense and heavy. This provides him with a tremendous defensive boost. While Complacency is active, Ignatius cannot use weapons effectively, menuever quickly, or move at a pace faster than a brisk walk. Post duration: 5 posts Cooldown: 7 posts Edited. Are there any numbers I need to add or will I just be using my Semblance lvl and common sense?
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Posted: Tue Feb 28, 2017 4:12 am
Picture: (if any) Character Name: Grau Von Wolfsbane Semblance Name:Ubercharge Semblance description: Ubercharge is a Semblance that usually requires touching the one you are trying to heal but with the help of an invention allows him to heal at a small range. When used in conjunction with Schnelle Lösung it adds to the time it takes to heal the patient but it allows the ally to still move and fight instead of the two having to stand still. While healing an ally this helps regenerate the Aura that surrounds everyone alive. If an Aura is broken than it will take six posts of healing a target to fully restore it. If the user has healed any ally for ten or more Posts he can send his Ubercharge into Ludicrous Speed, hope someone gets this reference, and heal and ally at much greater speeds. For one post he can fully restore an ally's Aura and give them a temporary overheal on their aura.Basically giving them the ability to take one extra hit. The Drawback to this is that Grau cannot heal himself with this and if his own Aura gets depleted he cannot heal others and his counter resets to zero. Also counters do not transfer between battles, he will always start a battle at zero. Post duration: one post Cooldown: ten posts of healing an ally
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Posted: Tue Feb 28, 2017 11:24 pm
Mr Wasteland Picture: (if any) Character Name: Ignatius Broadwing Semblance Name: Downfall Semblance description: Downfall is an emotionally triggered semblance. Ignatius can only control it as well as he can control his emotions. Downfall has 2 modes: Hubris and Complacency. Hubris- When Ignatius is experiencing feelings of anger and ambition, his aura becomes a damaging flame. He has no control of the flame. Friend or foe, tree or target, whatever comes within a 1 foot radius of his skin will catch fire. This does not increase his melee or add any additional traits. While Hubris is active, Ignatius's aura will not protect or heal him. Complacency- When Ignatius is experiencing feelings of smugness and self satisfaction, his aura becomes dense and heavy. This provides him with a tremendous defensive boost. While Complacency is active, Ignatius cannot use weapons effectively, menuever quickly, or move at a pace faster than a brisk walk. Post duration: 5 posts Cooldown: 7 posts Edited. Are there any numbers I need to add or will I just be using my Semblance lvl and common sense? Nope, Semblance level and common sense. Ill consider this one approved?
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Posted: Tue Feb 28, 2017 11:27 pm
IrIshInjun95 Picture: (if any) Character Name: Grau Von Wolfsbane Semblance Name:Ubercharge Semblance description: Ubercharge is a Semblance that usually requires touching the one you are trying to heal but with the help of an invention allows him to heal at a small range. When used in conjunction with Schnelle Lösung it adds to the time it takes to heal the patient but it allows the ally to still move and fight instead of the two having to stand still. While healing an ally this helps regenerate the Aura that surrounds everyone alive. If an Aura is broken than it will take six posts of healing a target to fully restore it. If the user has healed any ally for ten or more Posts he can send his Ubercharge into Ludicrous Speed, hope someone gets this reference, and heal and ally at much greater speeds. For one post he can fully restore an ally's Aura and give them a temporary overheal on their aura.Basically giving them the ability to take one extra hit. The Drawback to this is that Grau cannot heal himself with this and if his own Aura gets depleted he cannot heal others and his counter resets to zero. Also counters do not transfer between battles, he will always start a battle at zero. Post duration: one post Cooldown: ten posts of healing an ally Consider it approved.
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