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Application Submission Station Submit your apps for Races, Powers, etc here!

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Old 09-07-2009, 12:40 PM
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Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
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Old 09-07-2009, 02:49 PM
nubz nubz is offline
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Name: Elemental Attunement

Requirements: CANNOT have a prohibited element

Requirements of use: Must spend a number of rounds (varies, higher ranks and powers reduce focus duration) to sense Manipulation-type effects

Element/Skill Set: General, skillset Centering / Meditation / Concentration (varies, based on character's Foci or Rituals)

Description: A simplified sort of 'Sense Magic', wherein the character is able to feel the mutation of an energy or force from its natural state.

Energy Cost: Varies - the longer you concentrate, the more power you expend; calculate current cost based on the number of rounds you have channeled (1 for first round, 2 for second, 3 for third, and so on). At character creation, this means you cannot channel for more than five rounds.

LVL: Level one, though the energy pools of most first-level Nulls will not be enough to unlock the true potential of this Power. Also, if in the course of their advancement characters over-specialize in a single aspect of the forces which bind our world, they may be unable to continue using this power, and must find a new technique for assensing. (example: specializing in Earth and Metal means you have less understanding of Sound or Healing)

Open Book: YES!

Last edited by nubz; 09-07-2009 at 09:03 PM. Reason: updated, better?
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Old 09-07-2009, 03:32 PM
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For some reason I feel this one is going to cause me a headache in the futer if other people take it >.<

Change element to: General
Perhaps you could provide a per turn power cost? Maybe also provide a baseline for minimum concentration time? (would likely be for sensing other level one rank one powers)

This is your basic utility ability which I like since first level powers are supposed to be non-offensive utility powers or have very little attack strength.

For your typical rank 1 powers the power point cost is lvl+1 to cast and (cast cost)/2 rounded up to maintain. This is just the base line I was going to place in the guide I'm still working on. More powerful powers take more weaker ones take less.
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Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
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Old 09-07-2009, 04:46 PM
nubz nubz is offline
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I was thinking it costs an increasing amount per round / initiative phase you concentrate on it for. eg. 1 power point first round, two second, three, four... What I was sort of aiming at is its a concentration-based power, and the harder you concentrate the more you find out (but the harder it subsequently becomes to focus). This should hopefully balance itself out the more powerful you get, as at high levels you can easily see that it is an enchanted fireplace in the tavern, but you start picking up on little bits like what power sources other people use, or the power level of the creator of it, or how long the enchantment has been keeping the fire burning - that sort of thing.

A low level character, on the other hand, might sense something in 'that' direction, and second round sense it's an enchantment, third round Fire element, fourth round recognize its near the wall, and fifth round get dizzy and need to close their eyes and catch their breath. Alternately, it takes one round to realize there's an earth elemental guarding a castle gate, but further rounds to sense its power level relative to them, and so on.
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Old 09-07-2009, 05:15 PM
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Ok, I can work with that, be sure to put something along those lined into the app for when it's moved to an accepted thread.
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Old 09-17-2009, 08:55 AM
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Name: Shadow Lure

Requirements: must be willing to be thought a coward, the target must chase him. If the pursuer stops

Requirements of use: must be running as if in fear, the target must voluntarily give chase

Element/Skill Se: Shadow

Description: Shadow lure is a gradual illusion that slowly pulls in the target as he chases the caster. Its first effect is that it makes it look to the target as if he is gaining ground on the caster, whether he is or not. secoundly shadows blur and change around the targets feet, causing him to stumble and bumble, even while he thinks he is still catching up to the caster. The final goal is often to lure the prey to a final trap.

Energy Cost: once the target starts chasing the caster, the caster must spend 1 energy per round to begin the illusion that he is gaining and the path becomes shadowy, obscuring hidden dangers. once maintained for three rounds, the caster may spend energy to guide the targets path to a specific point (usually a trap or something) that gains extra camoflague


LVL: 1

Open Book:yes



Name: Shadows sight

Requirements: must have spent alot of time in the dark or shadows

Requirements of use: caster must be in shadows

Element/Skill Se: shadow

Description: the caster sees in darkness as though it were light, and light as though it were darkness. There are no clolors in shadow sight, just black and white. Entering the light will blind the caster.

Energy Cost: 3 to start, 1 per round to maintain

LVL: 1

Open Book:yes
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Last edited by Larrin; 09-22-2009 at 03:30 PM.
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Old 09-18-2009, 07:17 PM
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The sight is accepted, I'll move it later. The other is close, it seems a bit powerful for first level, but given the restrictions I'll go with it. My only question is how long does it tend to take to to make the shadow for them to fallow?
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Old 09-21-2009, 09:30 PM
nubz nubz is offline
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trying to come up with a way to set up a sort of 'aspect of nature' thing, where I can either get some sort of barklike skin or maybe more george of the jungle style where I swim like a fish, climb like a mountain goat, and jump like a really surprised housecat.

or something.
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Old 09-22-2009, 10:28 AM
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Thats where the wonder of modifier spells come in. The idea is while active it enhances your abilities, such as strength, speed, flexability, etc. I'll allow you to make one that raises a stat by five levels while active (a 50 percent increase) but as this is early levels only one attribute per spell.

I'll admit these spells arnt the most impressive at the low levels (ex: if the average person could run at 10 mph then you would run at 15.) However at higher levels they can get crazy fun. (ex: Going by the 10 MPH example at rank three the average person would be able to run at 40 MPH, you would run 60...) Still at the rate things are going higher ranks might be a bit away.

As for the bark skin I can think of two ways to do that. Either way will effectively add a bark like laryer to your skin that is the equivalence of a good leather armor. In way one you can use it and it will last a set amount f time before falling off (5 to 10 posts) but each hit will leave a cut or gash, possibly remove a chunck leaving vulenerable spots. The other way is to have it maintained where each cut on it is repaied quickly but it falls away or disapears when you stop channeling the spell.
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Old 09-27-2009, 10:05 PM
nubz nubz is offline
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I'll probably go for the barkskin, seems more like the idea in my head of the character (druid/ranger type dude). sorry I've been mad busy lately at work, downtime is limited.
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