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Midus Sonners Vice Captain
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Posted: Fri Mar 02, 2012 10:28 pm
Level Up Thread
This applies to all who have moved on to the semi finals.
I am going to allow the participants still in the tournament to show their characters progressing by allowing them to LEVEL UP! That means you get a +3 to all your stats, a few additional increases to your HP and MP, and you may learn a new ability if you're the right level. How awesome is that?!
Actually, it doesn't work quite like that. What happens here is that each person is allowed to add one of the following to their character: a new item, a new ability, enhancing a present item, enhancing a present ability, or enhancing some physical aspect of the character.
A New Item - Your character can bring in another piece of equipment for their character. Be it a new sword, rubber gloves for fighting those electrical characters, or anything else that your character will like to bring into these later rounds. However, new items usually are not POWERFUL in magic if you give it a magical enhancement, which is the downside of bringing in new items instead of using current items. However, the upside is that you can add more versatility or specialization to your character's arsenal. Realize that this new item must also keep to the rules of the tournament, meaning no guns, explosives, etc. In addition, if you want to bring in a piece of armor for your character, make sure it covers only one major part of the body (torso, legs, arms, or head or a variant of this), and that your character does not already have two pieces of armor on their body already. You can still add armor regardless, just know that your character can only walk into a fight with up to two pieces of armor.
A New Ability - This option allows your character to learn a new ability, such as a mage finally learning how to cast Blizzard after reaching a certain level. However, unlike in an rpg where the mage is instantly a master with it, having a new ability means that the character isn't "a master" of it, and will mainly mean they'll be using it on its most basic level. Or, it's powerful, but it's very very hard to control, which can backfire on the character themselves. For example, if that mage learned the Blizzard spell here, they can use it as an ice spell, but they won't be able to use it in more creative, freeforming ways such as allowing it to create a star-shape out of ice (unless that's its basic description already). The rule of thumb here is: the new ability adds to the character's arsenal of skills.
However, do not take this as having a new ability that is simply a new use of an already pre-existing power. For example, if you are a psychic user who finds a new way to use their psychic power to do something different, it'll be best if you use the "Enhance Current Ability" option instead.
Enhancing Current Item - This is for those who want to take a present item of theirs, such as a sword or anything else, and give it an enhancement. This could be from making it magical, to giving it a new ability, or a variant of this. Making it physically stronger, giving it a shape change, it's your choice. Now, when it comes to "allowing a sword to spawn fire along its blade," this isn't an excuse to use fire as your main weapon. It allows you to put a burning edge on your slashes, but it doesn't mean you can now throw fireballs. In addition, this power up usually isn't directly manipulative, such as a fire user using that fire as a source. Though that is applicable, he shouldn't be pooling fire from the sword infinitely nor at a fast rate.
In summary, if you're going to make your weapon magical, know that it isn't the same as giving a "new ability."
Enhancing Current Ability - This option will allow a character to take one ability that their character possesses, and give it some upgrade, be it power upgrade, speed upgrade, a new special effect, whatever you wish to do. This doesn't mean that your fireball can now become a "SUPER KAMEHAMEHA FIREBALL", but you can make it close to that. However, remember that with upgrades like this, it usually comes with an increase in cost if it does scale up in power. As long as the upgrade is "reasonable," it will be accepted.
Direct Character Upgrade - This is an option that will be better for those people with no powers. Mainly, it allows a person to add either a physical or mental increase to their character, such as an increase in muscle, increase in leg speed, increase in reflexes, or whatever you believe will help show the character's enhancement. Even an "overall" body increase performance can work, though the benefits will be distributed across the body. However, know that if you're trying to add a magical or technological enhancement, such as a new robotic eye, this goes under the "New Item" option instead.
Additional Details
If you give your character an upgrade, make sure you supply a brief explanation to "why" the character is getting this upgrade, either intentional or if it was developed throughout their experience in the tournament thus far. This will add to the story part of both your character and this tournament instead of giving the impression that your character was just magically given this new feature.
Your upgrade will be proposed in this thread. If there's something that won't be liked about it, you will be informed of what you need to change in order to make it a reasonable upgrade for balance reasons.
Anyone who wants this upgrade has until Sunday, March 4th, 11:59 PM Central to get their proposals in this thread. If you miss this deadline, you will not be able to upgrade your character until after the next round, assuming you make it past the next round. For everyone else, this is your only upgrade period for the time being, and there won't be another. The next round will not start until Monday, so you have an entire weekend to get those proposals in If your proposal does not get accepted, do not fear. We will negotiate the terms until we come to an agreement.
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Posted: Fri Mar 02, 2012 11:17 pm
Dyshana
Transformation Ability: Thoma transforms into Dyshana, in the picture above. Moreover, he recedes into the sub conscious, he can still observe but has no control over her actions.
During the transformation, he loses all weaponry that is on him as well as a clothes/body change. Dyshana has many powers and abilities but due to tournament regulations she has limited herself...
Affects and powers: Dyshana as a goddess is physically stronger than most humans, though in her limited state she could probably only lift 700 pounds after applying extreme effort and she can only run about as fast as thoma at twenty five miles per hour. She has been granted permission to summon one of her scythes but cannot un summon/re summon it. The scythe in question is the true power behind the transformation and the only thing that makes forfeiting all of Thoma's gear worth it...
Halper Scythe: A weapon that is in the same family as Gae Bolg as it reverses cause and effect, though that is where the similiarities between it and it's brethern stop. The Halper Scyths's blade is intangible, it cannot cut anything or be stopped by anything, but it's ability allows it to "sever" the flow of any energy based connection figuritively or literally and the cause is determined after the effect. This means if one were to have the blade but through their arm, the electrical impulses that control their arm would be severed, or if one were to control magic from a distance, slicing the magic would sever the link between the two.
This transformation is not controlled by Thoma but by Dyshana, even so it is to be used wisely. It puts a heavy strain on the even Thoma's demi god body meaning it only can last for five posts, after which Thoma will fall unconscious.
Edit: Will be obtained in rp post upon acceptance.
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Posted: Fri Mar 02, 2012 11:34 pm
New Ability - Grease
Fireside designates a ten foot by ten foot area, that is then covered by a sudden oil slick a centimeter deep. The area becomes extremely slippery, making maintaining balance or switching direction within it very difficult.
The following round, the magical oil seeps into the ground and converts it to a sticky tar about 2 inches deep. Those caught in it find it difficult to move, as the massively sticky substance adheres fiercely to their body and equipment.
On the third round, the oil seeps even further and converts the area into a mire of oil sludge and tar about a foot deep. Noxious fumes begin to emanate from it, sickening those within. They are also mired and find it nearly impossible to move anywhere without great care and effort.
All three phases are readily flammable, and burn for as many rounds as they have been already active. The effect disappears after six total rounds, or after it has burned away, whichever comes first.
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Posted: Sat Mar 03, 2012 8:52 am
WoTS5567_No_Okami Dyshana
Transformation Ability: Thoma transforms into Dyshana, in the picture above. Moreover, he recedes into the sub conscious, he can still observe but has no control over her actions.
During the transformation, he loses all weaponry that is on him as well as a clothes/body change. Dyshana has many powers and abilities but due to tournament regulations she has limited herself...
Affects and powers: Dyshana as a goddess is physically stronger than most humans, though in her limited state she could probably only lift 700 pounds after applying extreme effort and she can only run about as fast as thoma at twenty five miles per hour. She has been granted permission to summon one of her scythes but cannot un summon/re summon it. The scythe in question is the true power behind the transformation and the only thing that makes forfeiting all of Thoma's gear worth it...
Halper Scythe: A weapon that is in the same family as Gae Bolg as it reverses cause and effect, though that is where the similiarities between it and it's brethern stop. The Halper Scyths's blade is intangible, it cannot cut anything or be stopped by anything, but it's ability allows it to "sever" the flow of any energy based connection figuritively or literally and the cause is determined after the effect. This means if one were to have the blade but through their arm, the electrical impulses that control their arm would be severed, or if one were to control magic from a distance, slicing the magic would sever the link between the two.
This transformation is not controlled by Thoma but by Dyshana, even so it is to be used wisely. It puts a heavy strain on the even Thoma's demi god body meaning it only can last for five posts, after which Thoma will fall unconscious.
Edit: Will be obtained in rp post upon acceptance. Having another character set to change to is a bit too much for Level Up. The main point of this thread is to get a small addition onto your character profile, not an entire thing. You'll have to propose something else. Sigil Warden New Ability - Grease Fireside designates a ten foot by ten foot area, that is then covered by a sudden oil slick a centimeter deep. The area becomes extremely slippery, making maintaining balance or switching direction within it very difficult. The following round, the magical oil seeps into the ground and converts it to a sticky tar about 2 inches deep. Those caught in it find it difficult to move, as the massively sticky substance adheres fiercely to their body and equipment. On the third round, the oil seeps even further and converts the area into a mire of oil sludge and tar about a foot deep. Noxious fumes begin to emanate from it, sickening those within. They are also mired and find it nearly impossible to move anywhere without great care and effort. All three phases are readily flammable, and burn for as many rounds as they have been already active. The effect disappears after six total rounds, or after it has burned away, whichever comes first. I don't like that it converts the ground to anything, especially since your character isn't an earth user of any kind. It would be better if he just created a layer of oil grease instead. In addition, I think having another passive ability that gets stronger as it rests would be too much for your character's arsenal. I rather it be an ability he has to prepare at least a post for, and that it doesn't get any stronger from there after the initial post. I will also like a range of how far he can cast this from his person.
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Posted: Sat Mar 03, 2012 9:19 am
Conversion Clap: After a series of five hand seals, Thoma claps. A small shock wave spreads out from Thoma in a twenty foot radius changing all forms of energy within range into blood. The conversion works by taking the energy from the source, (magic, chakra, ki, psionics, etc.), and using it to rearrange the molecular structure of the surrounding elements to blood. The jutsu is rather high level meaning that while it can be used while running, if done in such a way it will exhaust Thoma. The tournament hosts have given Thoma the ability to use this jutsu twice a match.
Obtained: As a ninja, Thoma has many, many abilities under his belt. He is simply limited to which ones he can show due to tournament regulations.
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Posted: Sat Mar 03, 2012 9:42 am
Vintrict Sigil Warden New Ability - Grease Fireside designates a ten foot by ten foot area, that is then covered by a sudden oil slick a centimeter deep. The area becomes extremely slippery, making maintaining balance or switching direction within it very difficult. The following round, the magical oil seeps into the ground and converts it to a sticky tar about 2 inches deep. Those caught in it find it difficult to move, as the massively sticky substance adheres fiercely to their body and equipment. On the third round, the oil seeps even further and converts the area into a mire of oil sludge and tar about a foot deep. Noxious fumes begin to emanate from it, sickening those within. They are also mired and find it nearly impossible to move anywhere without great care and effort. All three phases are readily flammable, and burn for as many rounds as they have been already active. The effect disappears after six total rounds, or after it has burned away, whichever comes first. I don't like that it converts the ground to anything, especially since your character isn't an earth user of any kind. It would be better if he just created a layer of oil grease instead. In addition, I think having another passive ability that gets stronger as it rests would be too much for your character's arsenal. I rather it be an ability he has to prepare at least a post for, and that it doesn't get any stronger from there after the initial post. I will also like a range of how far he can cast this from his person.
Fireside is skilled in all sorts of magic, he just prefers fire. That said, revision is below.
Tar Pit - A ten foot by ten foot by 6 inches volume of steaming hot tar is created at any point centered within 40 feet of Fireside. The tar hampers movement significantly and adheres to almost everything, causing a decrease in effectiveness and mobility of weapons if they are coated. The tar is readily flammable, and will burn for four rounds before dying out. The effect otherwise persists indefinitely after appearing.
It takes Fireside a full round to summon the tar pit, during which he can cast no other spells.
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Posted: Sat Mar 03, 2012 9:55 am
@Wots: Still too powerful as a new ability. Not to mention the intricacies of turning all energy into blood. That in itself requires a series of balances, and just seems out of place in the this thread as an add-on. Think of something simpler.
@Sigil: For one post of preparation, it still seems a bit powerful. Having a 100 square foot area is quite a chunk of the arena, especially with the arenas having an average of 50 ft in width and length. And then letting it be able to remain indefinitely unless placed on fire is still too good of a duration. It just adds a cc ability that never goes away until you allow it to.
Either raise the casting time or lower the size of the area coverage. But even then, I don't want it to have an infinite duration. This will encourage you to time your abilities more effectively, and help keep it balanced. When it comes to spells, it's quite difficult to have them made fair for this type of tournament.
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Posted: Sat Mar 03, 2012 10:07 am
Vintrict @Sigil: For one post of preparation, it still seems a bit powerful. Having a 100 square foot area is quite a chunk of the arena, especially with the arenas having an average of 50 ft in width and length. And then letting it be able to remain indefinitely unless placed on fire is still too good of a duration. It just adds a cc ability that never goes away until you allow it to. Either raise the casting time or lower the size of the area coverage. But even then, I don't want it to have an infinite duration. This will encourage you to time your abilities more effectively, and help keep it balanced. When it comes to spells, it's quite difficult to have them made fair for this type of tournament.
Hm. Making it smaller kind of removes the effectiveness as a CC, and increasing the casting time to two rounds makes it unviable as a reaction tool. Let's try something else.
Telekinesis - Using the power of the arcane, Fireside may manipulate objects up to 20 feet away. He can use this to hold, deflect, slow, throw, or otherwise manipulate unattended objects, to a maximum of four objects at once. The intangible force has a strength equal to that of Fireside himself. Casting the ability is a simple wave of the hand and short incantation, but maintaining it uses at least one action every round thereafter. It cannot be maintained at the same time as Gout of Flame.
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Posted: Sat Mar 03, 2012 10:16 am
Blood Bending: Thoma can manipulate all external blood within fifty feet of himself.
Acquires by: Acquires through asking the tournament hosts to be able to use it.
Add on: The only reason Thoma didn't have blood bending initially is because when reading the rules I could have sworn it said bending was directly against the rules... Anyway, I know the ability will need to be weakened, but I am proposing it as it is since I don't have access to the other benders profiles and blood itself is an... Interesting material so I'd rather hear what your limitations and the like are on bending as well as anything specific you want it to or not to do.
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Posted: Sat Mar 03, 2012 10:29 am
WoTS5567_No_Okami Blood Bending: Thoma can manipulate all external blood within fifty feet of himself.
Acquires by: Acquires through asking the tournament hosts to be able to use it.
Add on: The only reason Thoma didn't have blood bending initially is because when reading the rules I could have sworn it said bending was directly against the rules... Anyway, I know the ability will need to be weakened, but I am proposing it as it is since I don't have access to the other benders profiles and blood itself is an... Interesting material so I'd rather hear what your limitations and the like are on bending as well as anything specific you want it to or not to do.
Can you stop trying to cheese the next fight so badly? I'm not letting you 'rip out my blood through a small wound' or some crap.
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Posted: Sat Mar 03, 2012 10:56 am
Lol, if you have issues take them to Vintrict. I do hope you can trust him to not allow OP abilities in, though even if you can't ah well so sad? Point is this is not the place to be complaining, honestly I don't even agree with posting our abilities for the world to see when they have no clue as to what our profiles are or our other abilities, it only opens the door for unnecessary whining.
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Posted: Sat Mar 03, 2012 11:34 am
Wow. Are you guys trying to one up each other? Just go with something simple and call it a day. If you don't like what Vin is offering. Then no level-up and you guys can continue on with the powers and equipment you have already.
My money's on Fireside and Afton making it to the finales anyway. Classic mage versus knight.
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Posted: Sat Mar 03, 2012 1:05 pm
Hey, those who aren't here to propose, keep all comments in the ooc thread.
@Wots: I do remember that ability being placed, but being able to make blood from anything is way too powerful. If he wanted to use blood in the way you're proposing, he would have to get rid of the stuff he already has, which is his kunai, smoke bombs, electrical bracer, those sort of things. Your character is versatile, but having the addition of that blood power would throw him off balance with the rest of the tournament. If you want to use the blood power, you can make it where he takes some blood and forms it into like some sort of weapon, then fires it at his opponent. That's a suggestion, at least. But he'll have to gather said blood in the same way people prepare or charge their abilities. It won't be something he just gains at once unless he wants to cut open his own arm and feed off his own blood. Which I would be fine with, since it's taking something vital away from your character. Checks and balances, my friend.
@Fireside: I'll allow you to keep the size and the casting time as long as you have the thing start at full size, then shrink to nothing over five posts. For instance, it starts at 10 on the first post, but starts getting smaller every post after that until the fifth post where it disappears. In conjunction, your character will be able to cast another one two posts later if he chooses, but as you said, spending a full round of casting means he can't do anything, not even having something gain a charge such as his stationary fireball technique.
The telekinesis ability will need to be changed to something tangible. It has to be visible and it has to be some manifestation from your character. This way, it can't just instantly be created from some space around the character. Next, I rather you have it only affect one object instead of four. Four is too many for a new ability being added. And lastly, it needs a strength limit of how much he can affect. A good limit would be up to ten pounds. I also want to know how long he can keep it active, and its range. Neither should be too long.
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Posted: Sat Mar 03, 2012 1:45 pm
How about this?
Blood Blade: By placing even a small amount (enough to lace the blade) of blood over the blade of Thoma's weapons, he can send small but extremely sharp shock waves of sorts at his opponent. The shock wave is only travels about three feet, due to that, along with its sharpness, it is often considered a method of increasing the length of the blade instead of a projectile attack.
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