Descriptor: One of the more simplistic magical formulas used by combat mages of the type Tanya was trained as. It allows for flight via mana used to create propulsion effects, enabling freedom of movement in three dimensions and relative freedom of movement in the air, driven by a mage's mind and mana supply rather than physical ability. Normally, a much higher level of speed and performance would be possible, but Tanya's equipment is less than optimal and in need of repairs, limiting her overall performance.
Descriptor: A flamethrower that John can wield against the strangest of foes.
Essence Cost: 1
STAFF EDIT: You seem to have forgotten the cost of the actual Damage effect itself, which is 100 per rank. So this would actually come out to a total cost of 600.
Descriptor: Descriptor: A flamethrower that John can wield against the strangest of foes.
Essence Cost: 600
STAFF EDIT: Cost is correct now, but you'll need to add somewhere exactly how the Finite and Chaotic modifiers apply here. The best place would likely be in the descriptor section.
STAFF EDIT: Make sure to remember to list the actual effect first, and then any modifiers after it. You also have Ranged listed twice. Fix that, and resubmit this with at least some description of what this is and how it works, rather than just a picture, please.
Descriptor: The TC2000-R is based on the M-25 Pulse Rifle seen in The Terminator. It is a bullpup that fires the 5.56mm NATO ammunition.
Essence Cost: 600
STAFF EDIT: Once again, make sure to list the actual Effect first (in this case, Damage) and then the modifiers after it. I've re-written the above ability in the correct format for you this time.
Descriptor: A mostly unremarkable, but highly serviceable rifle, which also serves as the 'wand' equivalent for a combat mage like Tanya, through which she fires most of her spells. Despite its antiquated design, it still packs a considerable punch and boasts surprising accuracy with effective ranges of almost a kilometer for a skilled shooter. It comes with an included knife-type bayonet and reinforcement along its frame, making the weapon suitable for deadly use in melee engagements in a pinch, and possesses a 10-round magazine. Like most weapons, Tanya can potentially be disarmed of it.
(Upgrading ability by adding x2 to affects Multiple for both effects, and increasing Rank of move object from rank 2 to rank 4)
Descriptor: Best used for less lethal crowd control, Roy snaps his fingers, creating a sudden explosion. The explosion scorches an area and even capable of lifting his opponents off their feet with its force. This attack is intentionally less scalding than many of his attacks, most suited for suppressing multiple targets and keeping them off balance. Also beneficial for giving Mustang some distance.
In order to use this power in combat, Roy requires a pair of specially crafted gloves with the transmutation circle for flame alchemy. In addition, the conditions for flame alchemy are temperamental. If there’s too much humidity in the air, or the gloves become wet, Mustang cannot create the spark required to trigger the flame.
(upgrading damage to rank 7 and increasing range of affects multiple from x1 to x2)
Descriptor: The purest expression of flame alchemy. Using the appropriate transmutation circle, Mustang manipulates the air around his intended target, as well as in a controlled line in front of himself. The gasses of the air become so heavily concentrated that a simple spark will ignite the target in a searing fireball practically without warning. Mustang tempers his power when thinking clearly but could easily kill a normal human with this attack if he did not restrain himself.
In order to use this power in combat, Roy requires a pair of specially crafted gloves with the transmutation circle for flame alchemy. In addition, the conditions for flame alchemy are temperamental. If there’s too much humidity in the air, or the gloves become wet, Mustang cannot create the spark required to trigger the flame.
Ability Effects:
Damage (700) Rank 5 -> 7
--Ranged (350)
--Limited (Only functions with standard humidity/when gloves are dry)(-350)
--Removable (requires glove) (-350)
(700 + 350 – 350 – 350) = 350
Debuff (intense pain) (500) Rank 3-> 5
--Ranged (250)
--Limited (Only functions with standard humidity/when gloves are dry) (-250)
--Removable (requires glove) (-250)
(500 + 250 – 250 -250) = 250
Total = 600
(upgrading damage from Rank 5 to 7, and Debuff from rank 3 to 5)
Descriptor: When sufficiently endangered or enraged, Mustang can hone his flame alchemy into a disturbingly precise application of flame alchemy. He can boil the liquid in his foe’s eyes, sear their tongues out of their mouths, or any number of nastily debilitating attacks. Mustang is extremely reluctant to use this power, due to its brutal and horrific effects, but if his opponent survives such an attack the pain will often leave them rolling on the ground.
In order to use this power in combat, Roy requires a pair of specially crafted gloves with the transmutation circle for flame alchemy. In addition, the conditions for flame alchemy are temperamental. If there’s too much humidity in the air, or the gloves become wet, Mustang cannot create the spark required to trigger the flame
Descriptor: Another tool best used for crowd control, or sometimes for containing a fleeing or flighty opponent. Mustang snaps his fingers, creating a more persistently fed flame, either in a wall or a ring depending on the situation. The flames are generally a few feet in thickness and will not usually exceed ten feet in height. They will burn out in a few moments, and are susceptible to water and other environmental conditions as any normal fire would be. Even so, the heat they put out and the dramatic demonstration of how deadly Mustang's alchemy can be is sometimes enough to end a conflict without any further opposition.
In order to use this power in combat, Roy requires a pair of specially crafted gloves with the transmutation circle for flame alchemy. In addition, the conditions for flame alchemy are temperamental. If there’s too much humidity in the air, or the gloves become wet, Mustang cannot create the spark required to trigger the flame.
Sense R1 x 6 (600) + Ongoing 1 (100) - Weakness 4 (100) - Limited 2 (100)
Byakugan
+ Sense 1 - 360° Spherical Vision - Can see in every direction around them.
+ Sense 2 - Unobstructed View - Able to see through objects as if they weren’t there.
+ Sense 3 - Internal View - Able to the see the insides of the target in detail all at once.
+ Sense 4 - Energy View - Enables the user to see a multitude of colored energies flowing around them and identify them. Chakra is the most easily observable.
Rinne Sharingan
+ Sense 5 - Temporal View - Allows the user to perceive the world in bullet time.
+ Sense 6 - Predictive View - Predicts the physical course of events being observed by a few seconds.
- Weakness - Senses 1-4, there is a blind spot just above the first thoracic vertebra.
- Limited - Sense 5-6 are limited to a 180-degree field of view in front of them.
Descriptor: The user activates the genetic tampering done to their body, with a hand seal, revealing a small pair of horns of their forehead that turn pale white, along with their skin, hair, and eyes. At the center of their forehead, a slit forms opening sideways to reveal a single, large, red-eye with multiple tomoe-like pupils orbiting their central pupil.
Leaving this form is optional.
Essence Cost: 500
STAFF EDIT: Regarding these, there's a couple things.
You'll need to specify which type of Sense these are. They all seem to fall under Sight or Extrasensory related, but clarify them thusly, as it's important for the Concealment effect.
The listed Weakness description wouldn't really qualify for the modifier, given how extremely minor and relatively inconsequential it is.
The Limited modifier, in this case, also would not be applicable with the way it's written here, as a 180-degree field of view is only very slightly different from a person's normal field of view.
As an additional addendum and note, we don't technically allow any kind of foresight or precognition or other similar effects, outside of a brief 'danger sense' sort of thing. So the Temporal View effect, without the requisite Speed/Agility to back it up, wouldn't really mean anything at all.
Summon 1 (300) - Removable 1 (50)=250
+ Summon - Can be summoned via omnitool.
- Removable - The device that summons her can be taken or removed.
Missy is a Parahuman who arrived in Cenvati, but before they made it here, their fall into the crossroads took them briefly through the Medium where a piece of Medium technology was fused into her, disrupting the full extent of her power. With Koa’s assistance, her powers have stabilized to a degree but, as a result, she has been made ‘summonable’ via the Omnitool.
Sense 2 (200) + Ongoing 2 (200) - Limited 2 (100) - Weakness 2 (50)=250
+ Senses - Topographic omniscience
+ Ongoing - As long as the user is using their spacial warping
- Limited - Anywhere not devoid of life adds a level of static to the user’s sense
- Weakness - Unless wildly different in shape, living things cannot be easily differentiated.
By applying a low-level shaker effect to the area, increasing and decreasing the size world around them constantly, Missy is able to obtain a topographic form of omniscience alerting her to the shape, and structure of everything around her in 46m diameter. However, her power does not play nice with living things. Anything that’s biologically alive is a generic shaped void to her power and if a lush amount of biologically living things are in her sensory area, it creates significant static.
Growth 1 (200) + Ongoing 1 (100) + Affects Multiple 1 (50) + Ranged 1 (50) + Indirect 1 (50) - Indiscriminate 1 (50) - Limited (50) - Weakness 1 (25)=325
+ Growth - Expands space.
+ Ongoing - Spacial changes persist unless canceled or nullified.
+ Affects Multiple - Targeted area has a maximum area of six cubic meters.
+ Ranged - Target area may be distant.
+ Indirect - Target area may only be in Sense range
- Indiscriminate - Anything in the field is affected
- Limited - Can only affect non-living things
- Weakness - Significant concentration of living things in the field disrupt their formation
Debuff 1 (100) + Ongoing (100) - Indiscriminate 1 (50) - Side Effect 1 (50)=100
+ Debuff - Effective physical ground speed reduced in growth field.
+ Ongoing - Effect remains active while in the field.
- Indiscriminate - Friend or Foe is affected by growth fields
- Side Effect - The user will be affected by the field if they are in it.
Debuff 1 (100) + Ongoing (100) - Indiscriminate 1 (50) - Side Effect 1 (50)=100
+ Debuff - Effective physical air speed reduced in growth field.
+ Ongoing - Effect remains active while in the field.
- Indiscriminate - Friend or Foe is affected by growth fields
- Side Effect - The user will be affected by the field if they are in it.
One of the larger aspects of Missy’s power is the ability to place fields in the desired area that she can sense, and grow those areas. This can double the interior size while retaining the exterior dimensions and reducing anyone’s speed who enters this field.
Alternatively, she can target something smaller than her field and increase its size up to 3.3m in each direction.
Note that these changes are not always uniform in that it allows her to change its shape as well, twisting and warping its direction.
Finally, this cannot increase the size of the living, and if an area is sufficiently filled with life, it can prevent a field from forming.
Shrink 1 (200) + Ongoing 1 (100) + Affects Multiple 1 (50) + Ranged 1 (50) + Indirect 1 (50) - Limited (50) - Indiscriminate 1 (50) - Weakness 1 (25)=325
+ Shrink - Compresses space or items.
+ Ongoing - Spacial changes persist unless canceled or nullified.
+ Affects Multiple - Targeted area has a maximum area of six cubic meters.
+ Ranged - Target area may be distant.
+ Indirect - Target area may only be in Sense range
- Indiscriminate - Anything in the field is affected
- Limited - Can only affect non-living things
- Weakness - Significant concentration of living things in the field disrupt their formation
Speed 1 (200) + Ongoing (100) + Affects Multiple 1 (50) - Indiscriminate 1 (50)=300
+ Speed - It's not that the user is fast, is that the space between objects is smaller.
+ Ongoing - As long as space is compressed, Speed remains.
+ Affects Multiple - Targeted area has a maximum area of six cubic meters
- Indiscriminate - Hostile or Friendly anyone in pinched space gains Warp Speed
On the smaller side of things, Missy can also use her power to place fields in areas she can sense which can shrink an area’s interior, effectively halving the space it occupies and raising the speed of those attempting to transverse the field.
Alternatively, Missy can target something specific and reduce its overall size down to 91cm in each direction.
Note that these changes are not always uniform in that it allows her to change its shape as well, twisting and warping its direction.
Finally, this cannot decrease the size of the living, and if an area is sufficiently filled with life, it can prevent a field from forming.
Move Object 1 (100) + Ongoing 1 (100) + Affects Multiple 1 (50) + Range 1 (50) + Indirect 1 (50) - Indiscriminate 1 (50) - Weakness 1 (25)=275
+ Move Object - Objects and people may be moved by shrinking and growing space
+ Ongoing - Moving objects and people persists
+ Affects Multiple - Targeted area has a maximum area of six cubic meters.
+ Ranged - Target area may be distant.
+ Indirect - Target area may only be in Sense range
- Indiscriminate - Anything in the field is affected
- Weakness - Significant concentration of living things in the field disrupt its formation
Using a combination of growing, shrinking, and twisting the space-time of an area or between targets, Missy can effectively move a great number of things and people with little effort by changing their local frame of reference to one another and the rest of the world.
This ability is also useful when paired with shrinking, to reduce the effective mass of the object, making it lighter while under the effect of the Move Warp Field.
Debuff 1 (100) + Ongoing (100) - Indiscriminate 1 (50)=100
+ Debuff - Confusion inflicted on those within warped space.
+ Ongoing - Confusion persists while in the field.
- Indiscriminate - Friend or Foe is affected by being in the field.
Possibly the most debilitating aspect of Missy’s ability is the effect of completely reorganizing locations. Those subject to this effect who willingly or unwilling entering into areas under her control will find themselves quickly confused by their non-euclidean nature that may even be shifting directly under their feet. The best way to shake off this ability is to escape the field entirely and avoid looking into it if at all possible.
Descriptor: Vista is best known for her ability to twist, engorge, and compress anything non-living including the space itself, allowing her to create non-euclidean shenanigans.
Change Log Note: Removed finite, separated speed debuff into physical air speed debuff and physical ground speed debuff.
Essence Cost: 2025
STAFF EDIT: No further problems, from the looks of it. Approved.
Ability Effects:
Associated with: Missy Byron, AKA Vista
Damage 2 (200) + Range 2 (100) + Affects Multiple 2 (100) + Transferable 2 (100) - Removable 2 (100) - Activation 2 (100) - Chaotic 2 (100) =200
+ Damage - Electric Damage.
+ Range - Lightning Bolt.
+ Affects Multiple - Lightning explosively arcs in a 3.3m radius when it impacts the initial area.
+ Transferable - Other allies can use it.
- Removable - Others can steal it.
- Activation - Takes 13 seconds for the whole thing to warm up when initially activated.
- Chaotic - Produces enough kick that even when properly braced, the user will have to completely re-aim their next shot.
Debuff 2 (200) + Ongoing 2 (200) + Transferable 2 (100) - Removable 2 (100) - Activation 2 (100) - Chaotic 2 (100)=200
+ Debuff - Paralysis, those struck by lightning or its arcing will be paralyzed
+ Ongoing - Paralysis is ongoing until discharged
+ Transferable - Other allies can use it.
- Removable - Others can steal it.
- Activation - Takes 13 seconds for the whole thing to warm up when initially activated.
- Chaotic - Produces enough kick that even when properly braced, the user will have to completely re-aim their next shot.
Descriptor: A simple shotgun that fires lightning, that explodes on impact, covering a 3.3m radius. This lightning paralyzes anyone who touches it or until discharged. Startup time takes 13 seconds before it can be fired.
Change Log note: Removed finite, replaced it chaotic description from spot-u-splat charge rifle.
Essence Cost: 400
STAFF EDIT: No further problems, from the looks of it. Approved.
Descriptor: Descriptor: Description: Strazio is anything if not stubborn. This stubbornness translates into a relentless unwillingness to stay down. Wounds that would incapacitate most often only serve to piss him off. Additionally his pain tolerance is much higher than the average person, with him often being able to simply grit his teeth and push through crippling agony. However, this unyielding resilience does not come from supernatural means, and as such he is still human and thus susceptible to mortal wounds.
Descriptor: As a Surgebinder, Shallan is able to draw on the power of stormlight, either from within herself, or stored within a nearby gemstone. She breathes in the Stormlight, much akin to holding her breath, though she is capable of containing it for longer than one could normally hold a breath if required. When holding stormlight within herself this way, she emits a glow. Her eyes fill with light, and the stormlight will drift off of her skin in visible motes like fog or steam. While she is containing stormlight she is able act with strength far beyond a girl of her age and build, as well as replenish her stamina enough to keep pace with the best of trained athletes despite a childhood of sheltered studies.
Perhaps most importantly, Stormlight can greatly accelerate her body's ability to heal, allowing her to survive injuries that would be otherwise lethal with enough ease that she will occasionally refer to herself as immortal. This attitude is dangerous however, while Shallan can survive injuries that a normal person would never recover from, this requires a steady supply of stormlight to accomplish, and does not happen instantly. It is possible to overwhelm the amount of healing stormlight can do with substantial and/or consistent enough trauma, and without stormlight, she is just as mortal as anyone else.
Descriptor: Roll is a machine, so she is innately good at understanding the inner workings of nearly all other mechanical things. She's just a bit rusty after a long layover in other parts.
Essence Cost: 100
STAFF EDIT: Assuming this is rank 2, then good to go. Approved!
Descriptor: Ridley's wings have recovered since his revival via syntech, and much of his old speed has returned. his wings allow for the Dragon to attack and fly at high speeds, making him a difficult target and allowing him to dominate the sky.
Name of Ability?
Wand Spell: Temporal Scrying Charm
Ability Effects:
Associated with: Little More Than a Memory
Senses 3x3 (900) + Affects Multiple 3 (150) - Indiscriminate 3 (150) - Chaotic - 3 (150) - Concentration 3 (150) - Removable 3 (150)
Sense 1 - Past Viewing - Capable of viewing the past, and bringing it to life to see what happened.
Sense 2 - Hearing - Capable of giving the spell a voice to hear anything that happened.
Sense 3 - Future Viewing - Capable of extrapolating possible outcomes.
Affects Multiple - The spell allows anyone in the area
Indiscriminate - Friend or Foe may see this spell and any information it may contain
Chaotic - The more frantic the scene the harder the spell becomes to control and reading the future which is always in motion is even harder.
Concentration - To bring the past and future to life, the user must control the spell and play it back at a rate that is decipherable.
Removable - Requires a wand to cast.
Descriptor: Incantation: Tempus Denuntiavi
The user’s wand expels silver and gold mist into the area. This mist collects into flecks on top entities that are stationary or now missing and the silver covers things that will play a part in the future that is still in motion. If those who are involved in possible future events are in the area, silver flecks will coat them.
From here the user must carefully weave the spell to replay events in the past, or the possible future. However, with future events, the spell produces more indecipherable predictions should those in the area have a role to play in future events.
The more the area is isolated the easier the spell is the control. The more accessible the area is means out-of-context interactions can reak havoc with any predictions. This results in most wizards or witches using the spell for only viewing the past.
Essence Cost: 450
STAFF EDIT: We don't really allow any kind of temporal effects here, as a general rule. So seeing the past and/or future, even in such a way as written here and especially at such a length of time, wouldn't be allowed.
Generally, outside of brief glimpses into the immediate future, in the vein of Spiderman's Spider Sense, or a similar "danger sense" type of effect, we don't allow future sight or things in that vein at all.
Seeing into the past may be somewhat more permissible and achievable with the right wording and Effects, but with the way this is currently written would require additional things beyond the simple and main application of Sense. Maybe even something like Illusion, to represent the projection of the silver/gold dust and whatnot.