Ability Approval I

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The Living

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Name of Ability?

Necrotic Touch

Ability Effects:
Damage V (500)
--Affects Multiple I (250)
--Indiscriminate(-250)
--Side Effect[Nullifies Hardened Membrane](-250)
Debuff(Necrotic) V (500)
--Affects Multiple I (250)
--Indiscriminate(-250)
--Side Effect[Nullifies Hardened Membrane](-250)

Descriptor: The living is a being of entropy, and anything it directly interacts with suffers intense corrosion with a withering effect. Those that find themselves with a chunk missing from its touch would be quick to notice that these wounds do not heal easily.

Essence Cost: 500

STAFF EDIT: Please mention the Side Effect in your description. Other than that, approved!
 

The Living

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Name of Ability?

Living Flesh

Ability Effects:
Move Object V(500)
--Ranged(250)
--Limited[Only disembodied parts](-250)
--Concentration[-250]

Descriptor: The Living can manipulate up to 1600lbs of flesh not attached to a sentient being, taking great amounts of effort to either throw it or bring it to itself for consumption. All flesh takes a grossly gelatinous form when controlled.

Essence Cost: 250

STAFF EDIT: Approved!
 

Ezrihel

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Name of Ability?

Proficient Telekinetic

Ability Effects:
Move Object V (500)
-- Ranged V (250)
-- Concentration V (-250)
-- Side Effect V: Tiring (-250)

Descriptor: While the andromedan is more than capable of lifting heavy objects through brute strength alone, this aristocrat has a particular distaste towards getting his delicate hands dirty. With concentration, Ezrihel is able to focus his psychic powers and telekinetically move heavy objects around his environment to varying effect. He may be interrupted by anything that would reasonably result in being at least staggered. Using this ability multiple times in rapid succession, or to move several heavy objects, is mentally tiring.

Essence Cost: 250

STAFF EDIT: Approved!
 

Ezrihel

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Name of Ability?

Oh no! They’re Hot!

Ability Effects:
Debuff V (500)
-- Affects Multiple II: 40ft Max Diameter (100)
-- Ongoing V (500)
-- Limited V: Only on Organics (-250)
-- Indiscriminate V (-250)
-- Side Effect V: Cannot Physically Conceal (-250)

Descriptor: There’s just something about Ezrihel that makes it hard to want to be hostile towards him. If hostilities have already risen, many will find the very idea of striking him highly unappealing; He’s just simply too charismatic. Whether this is because the noblethem possesses some innate inner charisma, divine blessing, or simply the fact that he’s too pretty, know one quite knows.

What is known is that the aura extends in a twenty foot radius in all directions and only seems to compel and soothe organic-based individuals. This aura can leave particularly weak-minded or feeble-willed individuals in very inopportune positions in the heat of battle, or inspire a warm loyalty in political situations, amongst unguarded courtiers.

He is unable to pick or choose specific targets, as this is an unconscious and passive effect. Due to this aura Ezrihel always seems to shimmer with a divine golden glow, preventing him from doing anything in a truly low-profile manner.

Essence Cost: 350

STAFF EDIT: Affects Multiple II (100) multiplied by Rank 5 is 500E, not 100E. Other than that, approved.
 

Dr. McNinja

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Name of Ability?

Ninjas Don't Look at Explosions

Ability Effects:
Protection Rank 5 [100]
- Affects Multiple [+50]
- Limited (Must intentionally turn away from threat) [-50]
- Concentration [-50]

Descriptor: It is a well-known law of physics in Doc's world that, as long as you are facing away from an explosion, you suffer no damage from the deadly shrapnel or the heat. At worst, you get launched into the air. Dr. McNinja has worked on this concept, studying and breaking its boundaries. As long as Doc knowingly turns his back on any danger, through some miracle, Doc is much less harmed, despite having done very little to avoid or block the danger. If Doc is holding onto anyone as he does this, they also benefit from the same protection, as long as they are also faced away from the danger.

Essence Cost: 250

STAFF EDIT: Approved!
 

Ezrihel

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Name of Ability?

Wings of Aza’zayl

Ability Effects:
Flight IV (800)
-- Ongoing IV (400)
-- Limited IV: Only while Fused (-200)
-- Side Effect IV: Tiring (-200)
Movement: Levitation (200)
-- Limited: Only while Fused (-50)

Descriptor: While fused, Ezrihel takes on the latent movement abilities of his true form, Aza’zayl. In this case Aza’zayl’s influence takes the form of beautifully ephemeral golden wings that grants the fused pair high-speed free flight capabilities, along with the ability to levitate no more than a few feet above the ground. While levitation is an easy feat, powered and speedy flight for extended periods does drain one’s stamina.

Essence Cost: 950

STAFF EDIT: Approved!
 

Ezrihel

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Name of Ability?

Trained Duelist

Ability Effects:
Agility IV (800)
-- Limited IV: Only on Ground (-200)
-- Side Effect IV: Tiring (-200)
Speed II (400)
-- Limited II: Only on Stable Ground (-100)
-- Side Effect II: Tiring (-100)

Descriptor: Ezrihel is a well trained duelist, as such he possesses greater speed and agility than the average person. His speed and agility is generally limited to feats on the ground, floor or otherwise normal plantigrade positions, and he is far less efficient with his quickness in unstable terrain like on loose sand, soft snow or otherwise shifty and unstable surfaces. As Andromedans are dense and heavy, pulling off wild stunts or exceedingly quick movements back-to-back is draining, though he has trained enough for it to not be utterly exhausting.

Essence Cost: 600

STAFF EDIT: Approved!
 

Shinku

Vengeful Assassin of Shadows
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Name of Ability?

Shadow Pass

Ability Effects:
Teleport Rank 5 [1500]

Descriptor: Shinku steps into his shadow, warping out of reality then reemerging at any point within 49 meters of his original location.

Note: Ability Upgrade

1500E - 600E = 900E

Essence Cost: 900

STAFF EDIT: Approved!
 

Lilith

Dungeon Master
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Name of Ability?
Acid Touch (500E)

Ability Effects:
Damage V (500)
—Ongoing (+500)
—Limited (Only while in Acid Flesh form, -250)
—Indiscriminate (-250)

While in her Acid Flesh form, Lilith produces highly corrosive acid, which spreads on and melts anything it comes into contact with. The rate of corrosion depends very little on the duration of contact. Even a brief touch melts rapidly, and lingers for up to 30 minutes. Lilith is by far at her deadliest when in close range. She can punch straight through targets with little defense and easily break down barriers of lesser metal. Objects that pierce her will suffer a similar fate, becoming useless if not outright destroyed. If one manages to survive direct exposure to the acid, it will leave an agonizing sting which can last a few hours. The dissolving process starts at maximum effectiveness initially, burning through a proportional amount of matter to how much acid was applied. It fades over time until the thinnest layer remains, after which it will continue to eat away very gradually. The downside to this ability is that she can not control what she melts, making clothes and conventional weapons so hard to use that they're more trouble than they're worth. If a floor was thin enough, she could easily sink into it. As an environmental hazard, it only does full damage to the closest person.

Damage V (500)
—Ongoing (+500)
—Limited (Only while in Acid Flesh form, -250)
—Indiscriminate (-250)
—Triggered: On contact (+250)

Descriptor: While in her Acid Flesh form, Lilith produces highly corrosive acid, allowing her to rapidly melt through anything she comes into direct contact with. The black substance she spreads continuously breaks down matter, lingering for up to 30 minutes. Initially it dissolves at maximum effectiveness, fading over time until only a thin layer remains, at which point it will continue to eat away gradually. If one manages to survive direct exposure to the acid, it will leave an agonizing sting which can last a few hours. Lilith is by far at her deadliest when in close range. She can punch straight through targets with little defense and easily break down barriers of lesser metal. Objects that pierce her will suffer a similar fate, becoming useless if not outright destroyed. Additionally, the environment around her becomes hazardous, incidentally harming those come into contact with residual acid. The downside to this ability is that she can not control what she melts, making clothes and conventional weapons so hard to use that they're more trouble than they're worth. If a floor was thin enough, she could easily sink into it.

Essence Cost: 750

STAFF EDIT: Approved!
 

Dr. McNinja

Kills with one hand, heals with the other
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Where the Hell Did He Go?

Ability Effects:
Teleportation Rank 3 [300 -> 750]
- Affects Multiple [+50]
- Limited (All targets must be “mundanely” unobserved; Target location must be somewhere that Doc feasibly can reach; Target location must have some sort of visual cover) [-50]
- Chaotic [-50]

Descriptor: The ultimate ninja trick. Doc can grab anyone within 2 meters and take them with him into the shadows. Seemingly instantly, they pop out of another location up to 40 feet away. There are limits, of course. Since this is an act of stealth rather than magic, Doc and his targets must be visually unobserved both upon entry and exit. Anyone with supernatural senses will sense Doc and his targets doing absolutely impossible feats of acrobatics to move to their destination, but will be unable to stop it due to their intense speed. To the mundane eye, however, Doc and his targets will have moved fast enough that it’s practically teleportation.

Essence Cost: 750

STAFF EDIT: Approved!
 

Dr. McNinja

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

Ability Effects:
Debuff Rank 5 (Obscures vision) [100 -> 250]
- Affects Multiple [+50]
- Indiscriminate [-50]
- Finite [-50]

Concealment Rank 2 (Sight) [100 -> 100]
- Affects Multiple [+50]
- Indiscriminate [-50]
- Finite [-50]

Descriptor: Doc throws a ninja smoke bomb onto the ground, which covers everyone and everything in a 3 meter radius with vision-obscuring smoke. Though the smoke is normal, it follows cartoon physics, and unless someone has the Senses (Vision) to counter it, they will be unable to perceive anything inside the cloud. This works even in scenarios where smoke couldn’t exist! However, Doc only has four of these, and needs to restock after he uses them.

Essence Cost: 350

STAFF EDIT: How long does the smoke bomb effect last? Right now, it sounds like it would require Ongoing since the effects continue after the initial use of the bomb. Also, can Doc throw a smoke bomb away from himself, causing a cloud of smoke at range? If so, it would need Ranged.
 

Dr. McNinja

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Name of Ability?
Ninja Smoke Bomb

Ability Effects:
Debuff Rank 5 (Obscures vision) [100 -> 250]
- Affects Multiple [+50]
- Indiscriminate [-50]
- Finite [-50]

Concealment Rank 2 (Sight) [100 -> 100]
- Affects Multiple [+50]
- Indiscriminate [-50]
- Finite [-50]

Descriptor: Doc throws a ninja smoke bomb at his feet, which covers everyone and everything in a 3 meter radius with vision-obscuring smoke. Though the smoke is normal, it follows cartoon physics, and unless someone has the Senses (Vision) to counter it, they will be unable to perceive anything inside the cloud. This works even in scenarios where smoke couldn’t exist! The smoke dissipates after a few seconds, allowing those affected to see what’s going on again. Doc only has four of these, and needs to restock after he uses them.

Essence Cost: 350

STAFF EDIT: Approved!
 

Ridley

The Reigning Wyrm
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Name of Ability?

Cannibalism

Ability Effects:
Healing 2 (400)
-Activation 30s (-200)
-Limited: Only after consuming a corpse: (-100)

Descriptor: Ridley is a creature with a high level of regenerative ability, being able to use the cells of others to replenish his own. By consuming a creature whole, Ridley's cells can begin to break down and re-purpose those cells, using them as direct replacements, after rebuilding them into his own cell structure. The ability takes some time to start working, and requires him to consume a corpse. after healing some damage, the ability will cease to work unless fresh corpses are continuously consumed to continue the healing, and otherwise ceases to function within a few seconds of self-repair.

Essence Cost: 100

STAFF EDIT: Approved!
 

Aquarius

The Calamitous Constellation
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Ganymede, The Cupbearer

Ability Effects:
Damage (500) Rank 5
- Removable (-250)
Healing (1000) Rank 5
- Removable (-250)
Sense (500) Rank 5
+ Ongoing (500)
Endurance (500) Rank 5
+ Ongoing (500)

Descriptor: A blade made from a stolen broadsword and energy cells of stolen rifles. The weapon acts as an laser sword that functions normally when dealing damage. However, the weapon's current of electrical energy causes a transference from opponent to Aquarius, rejuvenating him with electrical energy. This transference also allows a read out of his opponent's electrical energy, allowing him to track whoever he's struck with it. The weapon is imbued with his namesake and grants him the will to fight much harder than with other weaponry. Since it is still a sword, it can be removed from Aquarius' person.

Essence Cost: 3000

STAFF EDIT: You're in luck, Endurance does not require the Ongoing modifier! It's always Ongoing, so you don't need that modifier here. You could also add the Removable modifier to Endurance and Sense, if these particular Effects are only accessible when the sword is held. Please resubmit with any changes you decide to make!
 

Aquarius

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Name of Ability?
Ganymede, The Cupbearer

Ability Effects:
Damage (500) Rank 5
- Removable (-250)
Healing (1000) Rank 5
- Removable (-250)
Sense (500) Rank 5
+ Ongoing (500)
- Removable (-500)
Endurance (500) Rank 5
- Removable (-500)

Descriptor: A blade made from a stolen broadsword and energy cells of stolen rifles. The weapon acts as an laser sword that functions normally when dealing damage. However, the weapon's current of electrical energy causes a transference from opponent to Aquarius, rejuvenating him with electrical energy. This transference also allows a read out of his opponent's electrical energy, allowing him to track whoever he's struck with it. The weapon is imbued with his namesake and grants him the will to fight much harder than with other weaponry. Since it is still a sword, it can be removed from Aquarius' person.

Essence Cost: 1500

STAFF EDIT: The Removable modifier only subtracts -250E when applied to a Rank 5 Effect. This ability would require 2000E overall. Other than that, this is approved!
 

Aquarius

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Name of Ability?
Ganymede, The Cupbearer

Ability Effects:
Damage (500) Rank 5
- Removable (-250)
Healing (1000) Rank 5
- Removable (-250)
Sense (500) Rank 5
+ Ongoing (500)
- Removable (-250)
Endurance (500) Rank 5
- Removable (-250)

Descriptor: A blade made from a stolen broadsword and energy cells of stolen rifles. The weapon acts as an laser sword that functions normally when dealing damage. However, the weapon's current of electrical energy causes a transference from opponent to Aquarius, rejuvenating him with electrical energy. This transference also allows a read out of his opponent's electrical energy, allowing him to track whoever he's struck with it. The weapon is imbued with his namesake and grants him the will to fight much harder than with other weaponry. Since it is still a sword, it can be removed from Aquarius' person.

Essence Cost: 2000

STAFF EDIT: Approved!
 

Nico Cinder

Sam Raimi's Revenge
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Name of Ability?

Hellfire Cigarettes

Ability Effects:
Damage Rank 5 (500E)
-- Affects Multiple: 40ft(+500)
-- Ranged(+250)
-- Activation: 10 seconds or more(-250)
-- Indiscriminate(-250)
-- Side Effect(-250)
-- Weakness(-125)

Descriptor: Not sure if you knew, but the devil smokes cigarettes. He happens to own a handful of shares in most major tobacco companies. Nico's Hellfire Cigarettes are nifty little things that he can puff on, like any old other cigarette, except these have a bit of extra kick to them. After taking a moment to light the square and have himself a healthy drag, (Activation) Nico may either exhale a short range burst/cone of flames in a shotgun-style spread, or simply flick the unfinished cigarette. If Nico didn't give 'em the old dragon's breath, the flicked death stick remains charged with volatile hellfire, exploding into inferno at the slightest contact.

The explosive power of hell is unruly, and when the flames come out of Nico's throat, it does indeed burn something fierce. He'll have a hard time screaming or even communicating verbally for some time afterwards, which essentially renders the Red Chord's buff useless until he gets something to drink or some other reprieve. "Chainsmoking" (Chainsploding?) will physically injure Nico to varying degrees of intensity dependent on context. (Side Effect)

Furthermore, flame knows neither friend or foe, and while Nico can somewhat aim the exhale, allies caught in the explosion from a flicked cigarette will likely not be spared. (Indiscriminate)

Considering this power comes straight from down below, holy artifacts, energies, and beings from various faiths are naturally resistant to the fires of hell. (Weakness: Holy)

Essence Cost: 625

STAFF EDIT: Approved!
 
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Azula

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Name of Ability?

Dragon’s Maw

Ability Effects:
Damage 5 (500)
— Ongoing (+500)
— Weakness: Water (-125)
— Concentration (-250)

Descriptor: Azula has mastered the art of breathing fire, able to open her mouth widely and release a steady burst of flame from it. She obviously must remain very concentrated while doing so, and is left vulnerable to an attack from behind since this is one of few attacks she has to execute with her target directly in her line of sight. The range on this attack is not incredibly far.

Essence Cost: 625

STAFF EDIT: Approved!
 

Solomon Grundy

GRUNDY LOOKING FOR FRIENDS
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Nos'Talgia
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Name of Ability?

Space Erasure (Harmful)

Ability Effects:
Damage 6 (Indiscriminate) - 300 Essence
Protection 6 (Limited: Only against projectiles)- 300 Essence

Descriptor: The Hand's signature ability is being able to "erase" things, deleting them from reality or cutting the space between objects, rejoining them as if the erased space never existed. Okuyasu himself says that the cut space disappears from the face of the Earth and it's impossible to recover. The range and the size of his erase move normally depends on Okuyasu's will but when he's attacking an opponent directly with this ability, huge chunks of whatever he swipes over go missing and he's incapable of erasing precisely. Once something is swept over, it's erased, regardless of if it's something that got in the way that Okuyasu didn't intend.

When used against a living target, space is not 'erased' so much as it is "disrupted". Enough consecutive erasures could easily completely wipe a target from existence, however it would take multiple hits over a very short period of time.

This ability can also be used to protect Okuyasu from Ranged attacks, be they weapons or energy blasts, by simply erasing the projectile as it approaches with The Hand's ability.

Essence Cost: 600

STAFF EDIT: Approved!
 

Arthur Morgan

Pass Into Myth
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Name of Ability?

Mental Strength

Ability Effects:
Protection Rank 7 (700E)
-- Ongoing (+700E)
-- Indiscriminate (-350E)
-- Side Effect (Tiring/Migraine, -350E)
-- Limited (Only works against mental effects, -350E)

Descriptor: "Many fall in the face of Chaos, but not this one. Not today."

Due to his newly-discovered supernatural capabilities, Arthur Morgan has a high resistance to mental effects imposed by enemies or other outside forces. Essentially, he can mentally repel anything that might impact his ability to reason or cause him to behave wrongly, including "positive" mental effects, such as increased bravery or the ability to ignore damage. This resistance is ongoing and does not apply to uncontrollable mental effects caused by Arthur’s own abilities. In addition, weathering aggressive mental pressure is physically exhausting and creates one hell of a migraine, which may impact Arthur's ability to fight.

Essence Cost: 350

STAFF EDIT: Approved!
 
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