Ability Approval I

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Mirage

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Name of Ability?

Wingman(250)/Alternator(100)/Havoc(150)/Sentinel(500)

Ability Effects:
Wingman
Damage V (500)
--Ranged(+250)
--Removable(-250)
--Finite(-250)
--Concentration(-250)
--Transferable(+250)

Alternator
Damage II (200)
--Ranged(+100)
--Removable(-100)
--Finite(-100)
--Transferable(+100)
--Limited[Only Effective on Armored Targets] (-100)

Havoc
Damage III (300)
--Ranged(+150)
--Removable(-150)
--Finite(-150)
--Side Effect[Slow Spin-up](-100)
--Transferable(+150)

Sentinel
Damage III(300)
--Ranged(+150)
--Removable(-150)
--Finite(-150)
--Transferable(+150)
--Activation (-150)
Debuff II [Slow](200)
--Ranged(+100)
--Removable(-100)
--Finite(-100)
--Transferable(+100)
--Activation (-100)

Descriptor: Wingman
The wingman is a nine round revolver with a heavy kick and a hell of a punch. This gun requires a decent amount of concentration to use properly, or else you might just miss your shots(Who misses their shots am I right? Ahem). Being a handheld weapon, this is able to be taken from Mirage, both willingly and unwillingly, you just have to ask nicely!

Alternator
This twin barreled smg can make a mark on armored targets, denting armor and sapping away shields. If the target isn't armored, its just sad. Being a handheld weapon, this is able to be taken from Mirage, both willingly and unwillingly, you just have to ask nicely!

Havoc
An assault rifle that needs you to take a bit slow at first, literally. Takes a moment for it to start charging up before it fires, every time. Really need to find a turbocharger for this thing. Being a handheld weapon, this is able to be taken from Mirage, both willingly and unwillingly, you just have to ask nicely!

Sentinel
A great long distance sniper, but you need to charge its batteries. Yes, the sentinel is an energy weapon that can sap the life out of your enemies, or at least the movement of them, with a nice gut wrenching bullet. Takes about ten seconds to get this baby up and going and then you are set to fire away at your hearts content! Being a handheld weapon, this is able to be taken from Mirage, both willingly and unwillingly, you just have to ask nicely!

Essence Cost: 1000

STAFF EDIT: For Havoc, Side Effect should be listed as -150E. You did the overall pricing right so it appears to just be a typo, so just edit that before you post it on your profile.

Pricing is incorrect on Sentinel. For the Damage Effect, it would be 150E. For Debuff, it's 100E. So, overall, the cost is 250 for the Sentinel.

Other than that, approved!
 

Mirage

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Name of Ability?

Mirage à Trois

Ability Effects:
Summon(300)
--Finite[Five Minutes](-50)
--Side Effect[Fizzle](-50)
--Chaotic[Reckless] (-50)
Flying 1(200)
--Removeable(-50)

Descriptor: Mirage is able to not only summon holograms, but real Mirages that come packed with their own semi-functional jump kits (Please don't shoot them, they are off-brand and break easily)! These dupes have a little more resistance than the holograms and can take quite a beating, but they still fizzle like one when struck. They also tend to be a little bit more reckless, but at least they can quip while they get gunned down. Once they have overstayed their welcome or have been defeated, they fade away like their holographic counterparts.

Essence Cost: 300

STAFF EDIT: Approved!
 

Ezrihel

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Name of Ability?

Andromedan Biology - 2,000 E

Ability Effects:
Adaptation: Falling (100)
Adaptation: Starvation and Thirst (50)
Adaptation: Need for Sleep (50)
Adaptation: Disease (50)
Adaptation: Non-Biological Anatomy: Alien (300)
-- Side Effect: Denser than water (-50)
Endurance V: Natural Endurance (500)
Protection V: Natural Armor (500)
-- Ongoing V: Innate (500)

Descriptor: As an alien Ezrihel and other members of his species have strange biology. For instance they have a secondary heart, as well as air sacs ancored throughout their abdomen to assist in extended periods of increased mobility. They have no external gonads, instead possessing a cloaca at the front of their pelvis. Their skin and bones are remarkably tough, able to sustain high force impacts and work through them. Compared to humans Andromedans are incredibly durable, able to comfortably go several days without food, water or sleep without loss of function or reasoning. They’ve gained a resistance to most pathogens due to their robust immune systems. Due to their anatomy Andromedans tend to be relatively dense, and lack buoyancy. In turn, they tend to be incredibly cautious around thin ledges, large bodies of water or great heights, even if they don't take my damage from hitting the ground, they still sink like rocks.

(Upgrade for an existing ability!)

Essence Cost: 2000

STAFF EDIT: Approved!
 

Demetri Malius

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Name of Ability?

Electrified Monowire

Ability Effects:
Damage V (500)
--Ongoing(0)
--Affects Multiple(250)
--Concentration(-250)
--Side Effect[Tiring](-250)
Debuff V[Fried Nerves](500)
--Ongoing(0)
--Affects Multiple(250)
--Concentration(-250)
--Side Effect[Tiring](-250)

Descriptor: Within her arm, Iris has a blue monowire that she can pull out of herself. This wire can be used in whip-like motions and can hit multiple targets within a short distance, but requires concentration to maintain its power. Anyone hit by the wire suffers from fried nerves, making them jittery and unable to focus while it lingers, continuing to disrupt and damage them. Iris suffers from increasing fatigue while using the wire, since its charge is pulled from her own energy reserves.

Essence Cost: 500

STAFF EDIT: Approved!
 

Ezrihel

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Name of Ability?
Artificial Assistant: P’thaeyl
(1,425 E)

Ability Effects:
Communication: AI Interface (100)
-- Limited: Only Digital/Synthetic (-50)
Sense III: Sight & Sound (600)
-- Activation III: 10 Seconds (-150)
-- Concentration III (-150)

Summon: Frame (300)
-- Activation: 30 Seconds (-100)
-- Weakness: EMP (-25)

Damage V: Combat Suite (500)
-- Ranged V: Plasma Pistols (250)
-- Activation V: 10 Seconds (-250)
-- Limited V: Must be in Frame (-250)

Flight: Ion Jets (200)
-- Ongoing (100)
-- Activation: 10 Seconds (-50)
-- Limited: Must be in Frame (-50)
-- Removable: EMP (-50)

Protection V: Combat Suite (500)
-- Affects Multiple V: 20ft Max Diameter (250)
-- Ongoing V: Kinetic Shield (500)
-- Removable V: Shield Break/EMP (-250)
-- Finite V: 7 Second Recharge (-250)
-- Limited V: Must be in Frame (-250)

Descriptor: P’thaeyl is normally an AI Interfacing assistant developed and maintained by Ezrihel for his own personal use. They allow for him to freely interact with a multitude of programs and devices with great ease of access via a nanoscopic implant/overlay combination located in his orbital socket.

In the case of emergencies P’thaeyl can, given enough time, uplink themselves into a ‘frame’ or an artificial cybernetic body. This allows them to fight alongside their creator and work to defend him in hostile situations and otherwise help to serve him. This frame is equipped with a ‘Combat Suite’ that includes everything from armor plating to ranged and martial weapons. Switching between close and long range capabilities takes several seconds and is typically only done when advantageous.

Unless given an authorized override command (Read: Focus), P’thaeyl must take a moment to assess a situation before being able to fully enter combat-mode. During this time they often scan the environment thoroughly, and must concentrate to process through threats rapidly.

P'thaeyl's frame has ion propulsion jets built into its back, palms and soles, enabling it to take flight after a short period of warm up. This flight has relative freedom of movement and has a low grade sustained speed of no more than about 20mph.

Ezrihel has worked to implement an experimental red kinetic shield in the AI’s frame kit. This ability works in two ways. One, a form fitted shield for personal use, or as a partially transparent bubble shield. It’s diameter is smart enough to automatically adjust itself to fit the environment it has been deployed into. Repeated heavy fire or a strong enough EMP can break this shield regardless of charge, and it will not begin to recharge itself as long as the user is taking fire. P’thaeyl must seek cover and wait at least seven seconds after receiving damage before it starts to charge.

As a synthetic being powered by advanced electro-engineering, all of P’thaeyl’s useful abilities can be shut down with a substantial enough electromagnetic pulse. This includes the AI’s built-in kinesthetic shield, it’s communications abilities, and whatever frame its currently hosting itself in.

Essence Cost: 1425

STAFF EDIT: Approved!
 

Demetri Malius

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Error Four-O-Fours(1250)

Ability Effects:
Damage V(500)
--Ongoing(0)
--Ranged(250)
--Indirect(500)
--Affects Multiple(250)
--Removeable (-250)
--Finite(-250)
--Chaotic(-250)
--Weakness[Thermal](-125)
Debuff V [Chemical Burns] (500)
--Ongoing(0)
--Ranged(250)
--Indirect(500)
--Affects Multiple(250)
--Removeable (-250)
--Finite(-250)
--Chaotic(-250)
--Weakness[Thermal](-125)

Descriptor: Iris carries a pair of Yukimura handguns, which comes with advanced targeting. They can lock onto targets after aiming at them, given that they have a thermal presence. This lock on can track multiple targets, but can be chaotic in which target it may prioritize, or where the bullet will hit on the target. The bullets themselves can direct around walls and obstacles after they have been locked onto, and once they hit, release a chemical burn that opens the wounds even further. The chemical effects tend to leave the target dizzy and with heavily blurred vision. Iris must reload after each burst, a process in which the guns regenerate their ammo.

Essence Cost: 1250

STAFF EDIT: Approved!
 

Demetri Malius

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Name of Ability?

Combat Suit

Ability Effects:
Protection V (500)
--Activation (-250)
--Ongoing(0)
Flight V (1000)
--Ongoing(0)
--Activation(-250)
--Limited[Hover Only](-250)
--Concentration(-250)

Descriptor: Iris can take ten seconds to activate her combat suit, which grants her protection as well as hovering flight. This hover is tethered to the nearest grounded object and can only go as far as ten feet in any direction.

Essence Cost: 500

STAFF EDIT: Approved, just mention concentration in your description when you post it to your profile!
 

Demetri Malius

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Name of Ability?

BioSynthetic Android

Ability Effects:
Endurance V(500)
Agility V (1000)
Healing V(1000)
--Ongoing(0)

Descriptor: Iris is a biosynthetic android, which comes with benefits such as advanced agility and endurance, as well as nano-healing at all times.

Essence Cost: 2500

STAFF EDIT: Approved!
 

Cho

Avatar-in-Training
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Name of Ability?

Smartphone

Ability Effects:
Communication (smartphone) (100)
-- Removable (-50)

Descriptor: Just a smartphone. Black. Generally kept in his pocket. It allows him to make calls, send texts, check and send emails and browse the internet.

Essence Cost: 50

STAFF EDIT: Approved
 

Jim Raynor

Maurice
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Michelangelo: Dual Nunchukus

Ability Effects:
Damage 3 (300)
-Removable (150)
Protection 3 (300)
-Removable(150)

Descriptor: Description: Michelangelo's weapons of choice are dual nunchukus, wooden blocks connected by a chain.

Essence Cost: 300

STAFF EDIT: Approved! Just add to your description about how they can be used to deflect damage when you add this to your profile.
 

Jim Raynor

Maurice
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Michelangelo: Fitness

Ability Effects:
Endurance 1 (100)
Agility 3 (600)

Descriptor: Mikey is fit!

Essence Cost: 700

STAFF EDIT: Approved!
 

Masahir N'air

[M] Arbiter of Love
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Name of Ability?

Masahir's Amulet

Ability Effects:
Healing III
(600)
-- Ongoing III (300)
-- Transferable III: Physical Amulet (150)
-- Triggered III: Take Damage (150)
-- Activation III: 10 seconds (-150)
-- Finite III: Spiritual/Solar Energy (-150)
-- Limited III: Halted by Additional Damage (-150)
-- Removable III: Physical Amulet (-150)
-- Side Effect III: Exhausting to Activate/Sustain (-150)

Descriptor: A black and white yin-yang amulet imbued with healing magicks by Masahir N'air. This necklace has a long, elegantly braided black cord, and is obviously made from quality material. As a physical piece of jewelry it can be snatched off or given to another person by Masa's free will. After the wearer takes damage the enchantment will automatically enter into a brief (~ten second) state of activation before healing begins. Masa's amulet contains within it the energy to heal a few nasty hits, or several less severe blows, before it must be recharged. In order to recharge the amulet one must refill it with their spiritual energies (which takes concentration and is relatively exhausting), or allow it to soak in direct and uninterrupted sunlight for an hour. Any healing done by this Amulet is completely halted if the wearer takes damage after the initial activation, necessitating an additional activation period before regaining usefulness. The activation of this enchantment is hooked into the soul of it's wearer, and as such repeated or sustained usage can and will exhaust its user.

Essence Cost: 450

STAFF EDIT: Approved!
 

Dr. McNinja

Kills with one hand, heals with the other
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Name of Ability?

Doc’s Deep Pockets (Healing)

Ability Effects:
Variable Creation [200] Rank 1
- Limited (-50) [Only Medical/Occult Items that fit in a pocket]
- Finite (-50) [Each repeated use summons a slightly less helpful object]

Healing [200] Rank 5
- Self/Other (+25)
- Finite (-50) [Each repeated use heals the target less]
- Activation (-100) [Takes about ten seconds]

Descriptor: No matter how dire your injuries, if you’re alive, Doc probably has something in his pockets that can keep you that way. When asked, he will never reveal exactly what he has in his pockets, and nobody else seems to be able to find where they come from. Regardless, Doc can quickly analyze what you need, from band-aids to flesh regrowth serum, and can heal you. Of course, because of the limitations of medicine, the healing is gradual. Unfortunately, Doc’s pockets aren’t infinite; the more medicine he pulls out, the less medicine he’ll have available until he restocks.

Essence Cost: 475

STAFF EDIT: Your Activation modifier says 10 seconds, but subtracts 100E from the cost of your ability. As a rule, the Activation modifier subtracts 50E if it’s 10 seconds or so, and 100E if it’s 30 seconds to activate. Please clarify this in your description, as well.
 

Ridley

The Reigning Wyrm
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Name of Ability?

Gravity Harness

Ability Effects:
Movement (flying through water)
Movement (falling through water)

Descriptor: A large, steel harness made of two simple bands created by both Ridley and Doctor Olivia Octavius, the Gravity harness's ability is simple - it allows Ridley to Treat Water much like he would air, correcting for gravity and allowing the tyrant to move at the same speeds below the waves as he would on land. this allows him to fly and fall through water as though it simply wasn't there, allowing for underwater combat to be a simple matter.

Essence Cost: 400

STAFF EDIT: Approved!
 

Dr. McNinja

Kills with one hand, heals with the other
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Name of Ability?

Doc's Deep Pockets (Healing)

Ability Effects:
Variable Creation [200] Rank 1
- Limited (-50) [Only Medical/Occult Items that fit in a pocket]
- Finite (-50) [Each repeated use summons a slightly less helpful object]

Healing [200] Rank 5
- Self/Other (+25)
- Finite (-50) [Each repeated use heals the target less]
- Activation (-50) [Takes about ten seconds]

Descriptor: No matter how dire your injuries, if you’re alive, Doc probably has something in his pockets that can keep you that way. When asked, he will never reveal exactly what he has in his pockets, and nobody else seems to be able to find where they come from. Regardless, Doc can quickly analyze what you need, from band-aids to flesh regrowth serum, and can heal you. Of course, because of the limitations of medicine, the healing is gradual; it happens over the course of 10 seconds.. Unfortunately, Doc’s pockets aren’t infinite; the more medicine he pulls out, the less medicine he’ll have available until he restocks.

(adjusted according to previous feedback!)

Essence Cost: 725

STAFF EDIT: Approved!
 

Jim Raynor

Maurice
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Upgrading - Raphael: Dual Sais

Ability Effects:
PREVIOUS
Dual Sais
Damage 3 (300)
-Removable (150)

NEW
Damage 3 (300)
-Removable (150)
Protection 3 (300)
-Removable (150)

Descriptor: Raphael enters battle wielding the dual sais, their handles shaded red like his bandana. Though they have minimal striking range (around the same as a knife), they have excellent defensive and unarming capabilities, and the tips are sharp.

Essence Cost: 300

STAFF EDIT: Approved!
 

Ridley

The Reigning Wyrm
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Dragonflight upgrade:

Ability Effects:
Flight Rank 6 (1200)

-ongoing (600)

Descriptor: Ridley's wings have mostly recovered from previous battle damage, and allow him to soar at impressive speeds, comparable to a bird of prey, and gives him a great deal of mobility in the air. His wings sustain flight even in space, though how this is, Ridley refuses to tell.

Essence Cost: 1800

STAFF EDIT: Approved!
 

Ridley

The Reigning Wyrm
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Upgraded Plasma Breath

Ability Effects:
Damage 5 -500
-Ranged -250

Descriptor: Ridley is capable of blasting explosive, hot bursts of plasma at a target from his mouth taking various forms from bursts and sheets of plasma, to their most familiar form as numerous, burning balls of flame. Ridley uses his tongue to shape the plasma as it leaves his mouth in order to form it properly.

Essence Cost: 750

STAFF EDIT: Approved!
 

Ridley

The Reigning Wyrm
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Name of Ability?

Com-bead

Ability Effects:
Communication 1

Descriptor: a tiny mechanical bead, courtesy of Dr. Olivia Octavius, that was placed inside Ridley's inner ear. this mechanical contraption allows Ridley to communicate electronically over large distances, though only coming with voice functionality. It is hardly visible, and is connected to Ridley's brain directly, allowing him to operate it entirely hands-free.

Essence Cost: 100

STAFF EDIT: Approved!
 
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