Ability Approval I

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Fawful

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Username: Fawful

Name of Ability?
Mad Tinkerer

Ability Effects:
Piloting (Mechs) 4
Rituals/Arcana 3
Technical (Engineering) 5

Descriptor: Fawful is a mad genius. He's proficient in technomagic, the art of mixing engineering with magic - namely, has a knack for crafting mechs and machines and enhancing them with magic.

Essence Cost: 600

STAFF EDIT: approved!
 
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Ridley

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Name of Ability?
Upgraded Dragonflight

Ability Effects:
Flight Rank 8(1600)
-ongoing (800)

Descriptor: Descriptor: Ridley's wings have mostly recovered from previous battle damage, and allow him to soar through the air at impressive speeds, comparable to a bird of prey. His mobility and familiarity in the air is second to none, as he seems to be able to turn nearly on a dime and quickly move up to his full speed with just a flap of his impressive wingspan. His wings sustain flight even in space, though how this works is a mystery Ridley refuses to explain.

Essence Cost: 2400


STAFF EDIT: Approved!
 

Ridley

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Username: Ridley

Name of Ability?
Upgraded Wicked Tail

Ability Effects:
Damage Rank 8 (800)

Descriptor: Ridley has an impressive tail with a total span of twelve feet long. The incredibly powerful weapon is both flexible and heavy, combining all the qualities of a sword, spear and whip, and is durable enough to clash with similar weapons without struggle.

Essence Cost: 800


STAFF EDIT: Approved!
 

Gizmo Gear

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Username: Gizmo Gear

Name of Ability?
Echo Locator

Ability Effects:
Communication - Rank 5
Sense - Rank 3
Removable - Rank 1

Descriptor: The Echo Locator is a multi-purpose device that lets Gizmo and Gadget contact their allies across long distances. Even when their allies are out in space or on another planet. The Echo Locator can also emit a high-pitched sound that activates a sonar showing Gizmo and Gadget hidden things in the area. However, its range is limited, and it can't sense through walls/solid objects.

Essence Cost: 750


STAFF EDIT: Remember that Modifiers are applied to individual Effects within an Ability, not just the Ability as a whole. And that when doing so, they share the same rank as the Effect they're attached to.

Plus, with the way this is written, it seems like having the Locator taken would remove both effects, since they're tied to it. Also note that with Communication, unless it can communicate in multiple very distinct ways, you don't usually need more than one rank, to save yourself some essence.
 

Gizmo Gear

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Username: Gizmo Gear

Name of Ability?
Echo Locator

Ability Effects:
Communication - Rank 1 (100 Essence)
Removable - (-50 Essence)
Sense - Rank 3 (300 Essence)
Removable - (-150)

Descriptor: The Echo Locator is a multi-purpose device that lets Gizmo and Gadget contact their allies across long distances. Even when their allies are out in space or on another planet. The Echo Locator can also emit a high-pitched sound that activates a sonar showing Gizmo and Gadget hidden things in the area that aren't immediately obvious and also invisible things. However, its range is limited, and it can't sense through walls/solid objects.

Essence Cost: 200


STAFF EDIT: Based on the wording of it, I assume this would be Extrasensory for the Sense effect. Make sure you specify which sense it is when you add it to your profile. Otherwise, looks fine. Approved!
 

Shulk

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Name of Ability?
Visions

Ability Effects:
+1000 Illusion V
____-250 Chaotic
____-250 Limited: Just Shulk
____-250 Weakness: Higher Sense
____-250 Removable

+500 Sense (Extrasensory) V
____-250 Chaotic
____-250 Limited: Requires Monado
____-250 Weakness: Higher Sense
____-250 Removable

Descriptor: "I... I'm seeing something..."

With the Monado in hand, Shulk can obtain visions of events to come (supposedly). With this knowledge, he is able to change the future.

Shulk's eyes will glow a bright blue, and then a vision will trigger in his mind. This vision is instant, and does not interrupt the normal flow of battle.

The vision will depict a scene at any given point in the future, and specifically, will depict a single chain of events. The outcome could be anything from a devastating attack to a child running away from home, but it's always one cause-and-effect chain that Shulk can parse out, and it's always a negative outcome. Only Shulk receives visions, though he can still inform others of what he sees.

Crucially, these are not real visions. They're hallucinations backed by extrasensory senses. As much control that this gives him (it is extrasensory), it does provide a slight inaccuracy to visions in combat scenarios, and predicting the distant future is much more likely to give mixed, unhelpful, or even wrong results. In other words, he sees the "future", but take it with a grain of salt. It's an educated guess, at best.

Shulk cannot manually trigger these visions, though they become more frequent the more that danger is involved. Visions only activate when:
• Shulk or someone else is in serious and immediate danger- a hard blow, death, or anything which might call the battle.
• Out of the blue, not too long before a game-changing event is about to unfold.
• When touching an object related to a person or event, it may trigger a vision of the future.
• If he just had a vision, and the alternative action he takes could lead to a different negative outcome, he may receive a second vision to highlight that.

Having a vision doesn't mean Shulk can- or will- do something about the immediate situation. Sometimes, events just play out despite his best intentions, either because he's impeded by factors outside his control, or because he unwittingly slips into the passage of fate.

Visions can be countered in several ways. Extrasensory suppression, naturally, but he also can't get visions for characters who have higher ranks of Sense (Extrasensory). Mind-reading also cancels visions out, since whatever he sees in a vision can be communicated to the opponent. Finding ways to limit his options, even if he can see the future, also helps.

This move only works while Shulk has the Monado on his person. He does not have to actively wield or activate it, but it has to at least be slung over his back.

Essence Cost: 500


STAFF EDIT: Alrighty. So, as written, this ability is technically fine. And I do stress technically.

Overall, just being able to receive these visions wouldn't strictly be necessary as an Ability, and could just be done as a character flavor thing, in this instance. THAT SAID: you can still tie in future visions to your actual purchased Ability set, if you so desire, such as with effects like Agility or Protection, or things of that nature, simply explained in-character as "Shulk saw this coming" or something of that nature, to more accurately respond to/avoid danger, or be perceived as having sharper reflexes by reacting before/as something is happening. You could even still use plenty of modifiers and style/flavor things as you've written here, about it all being unreliable due to the inherent wonkiness of the future not being set in stone, if you like!
 

Shulk

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Username: Shulk

Name of Ability?
[ Vision ]

Ability Effects:
Sense (Extrasensory) V ~ 500
-250 --Chaotic
-250 --Weakness: Higher Sense, Mind Reading
-250 --Limited: Only Negative Outcomes
-250 --Removable
Agility III ~ 600
-150 --Chaotic
-150 --Weakness: Higher Sense, Mind Reading
-150 --Limited: Only Negative Outcomes
-150 --Removable

Descriptor: "The future... is changing...!"

With the Monado in hand, Shulk can obtain visions of events to come (supposedly). With this knowledge, he is able to change the future.

Shulk's eyes will glow a bright blue, and then a vision will trigger in his mind. This vision is instant, and does not interrupt the normal flow of battle. It can activate before the event occurs, up to the moment the vision's events begin.

The vision will depict a scene at any given point in the future, and specifically, will depict a single chain of events. The outcome could be anything from a devastating attack to a child running away from home, but it's always one cause-and-effect chain that Shulk can parse out, and it's always a negative outcome.

After receiving a vision, Shulk can predict the passage of fate through the duration of what he saw. This allows him to react more quickly, nimbly, and with more confidence than normal. Only Shulk receives the effects of visions, though he can still inform others of what he sees, give them commands, and tell them what he intends to do.

These visions aren't genuinely glimpsing the future; they're just hallucinations backed by a sixth sense. That means visions can be slightly inaccurate, and grow ever more so as Shulk sees farther into the future. It's an educated guess, really.

Visions are CHAOTIC. Shulk cannot control when these visions happen, though they become more frequent the more that danger is involved. Visions only activate when:
• Shulk or someone else is in serious and immediate danger- a hard blow, death, or anything which might call the battle.
• Out of the blue, not too long before a game-changing event is about to unfold.
• If he just had a vision, and the alternative action he takes could lead to a different negative outcome, he may receive a second vision to highlight that.
Moreover, having a vision doesn't mean Shulk can- or will- do something about the immediate situation. Sometimes, events just play out despite his best intentions, either because he's impeded by factors outside his control, or because he unwittingly slips into the passage of fate.

Visions have two WEAKNESSes; mind-reading, and higher ranks of extrasensory sense. If someone can read his mind after a vision, they'll know his next actions. And if someone is more attuned to a sixth sense, they surpass Shulk's own perception and he can't receive a vision of their next actions (visions for the distant future may be on the table still). Also, while a moot weakness, visions are effectively a sixth sense and are susceptible to extrasensory suppression.

During combat, visions are LIMITED to only depicting outcomes which are negative to Shulk's perspective. He can see his friends getting attacked (negative), for instance, but he can't see his enemies entering a vulnerable position (positive), or the state of battle before everyone enters (neutral).

Visions are REMOVABLE, in that Shulk can only receive visions when he has the Monado on his person. He doesn't have to actively wield it, but at least have it slung over his back.

Essence Cost: 400


STAFF EDIT: Approved
 

Gizmo Gear

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Username: Gizmo Gear

Name of Ability?
Nano Nurses

Ability Effects:
Protection Rank 3
Ongoing rank 3
(for Gizmo)
Protection Rank 3
Ongoing Rank 3 (for Gadget)

Descriptor: Nanobots that go into the bloodstream not only protect the body from viruses but also strengthen the body making them more durable in the process by increasing the density of the molecular structure of the host. The larger amount of Nano Nurses in the body the more durable the host becomes.

Essence Cost: 1200


STAFF EDIT: In the future, it would be helpful to include the price on your Effects and Modifiers, in addition to the final total cost, just so it's easier to check math.

Either way, you're good to go.
 

Gizmo Gear

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Username: Gizmo Gear

Name of Ability?
Jet Hammer

Ability Effects:
Damage Rank 5: (+500 Essence)
Removable-Rank 5: (-250 Essence)
Limited Rank 5: (-250 Essence) Can only be used with Gizmo and Gadget together.
Affects Multiple Rank 5: (+250 Essence)

Flight Rank 1: (+200 Essence)
Removable Rank 1: (-50 Essence)
Limited - Rank 1: (-50 Essence) Can only be used when Gizmo and Gadget are together and the flight is just a short glide.

Descriptor: The Jet Hammer is a large unwieldy hammer with a jet engine attached to it. To be able to carry it Gizmo and Gadget carry it together. With the engine turned on they end up spinning around in a tornado of pain whacking anything that comes across their path. Gizmo and Gadget need to use both of their strength to be able to hold it up. It can also lift them up off the ground briefly and be used to glide across short distances/gaps.

Essence Cost: 350


STAFF EDIT: Approved
 

Gizmo Gear

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Username: Gizmo Gear

Name of Ability?
Cat-Like Reflexes

Ability Effects:
Agility Rank 3 - (+600 Essence)

Speed Rank 2 - (+400 Essence)
Ongoing Rank 2 - (+200 Essence)

Descriptor: Being an anthropomorphic cat-like alien, Gizmo has the reflexes and speed of a cat. Allowing him to run 30 MPH and react quickly to any danger. His skills were what granted him the track team in High School.

Essence Cost: 1200

STAFF EDIT: Approved
 
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Paige Turner

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Name of Ability?
Swiss Army Knife

Ability Effects:
[200] Damage II
[+100] Transferable
[-100] Removable

Descriptor: "Beats hauling a toolbox everywhere I go."

An extra large pocket knife containing a wide range of options. Fully retracted, it reaches about 4 in. Its features include:
A large blade of 4 inches
A wood saw
A gutting blade
Several sizes and types of screwdrivers
Bottle and can openers
A corkscrew
A file
A reamer
A set of pliers
A set of wire cutters
Wire strippers
Tweezers
A refillable pen
For use as a weapon, the various blades provide equivalent results.

Essence Cost: 200

STAFF EDIT: The ability to whip out a set of different tools on the fly falls under the wheelhouse of Variable Creation, so this army knife would need at least 1 rank of that to be valid. You can, however, apply the Limited modifier to that rank, since it technically has a finite selection of tools within.
 
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Kopaka

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Name of Ability?
Kanohi Kau Kau

Ability Effects:
Adaptation: Need to Breathe, Chemical or Toxic, Space (550)
-Removable (-50)
-Finite (-50)
-Limited: Single Active Kanohi (-50)

Descriptor: The Great Mask of Water Breathing, the Kau Kau is a slightly underestimated and misrepresented Kanohi. While the mask does famously allow the wearer to breathe underwater for up to two hours, it does also provide safe breathing for Toa who find themselves in areas of vacuum or poisoned air as well.

As stated, it does only have a two hour limit for providing safe breathing. Returning to an area of clean, breathable air replenishes the Kau Kau over a period of ten minutes. In addition, like other Kanohi, it can be knocked off of Kopaka's face by a hard, direct impact, and the Toa can only have one Kanohi mask active at a time.

Essence Cost: 400

STAFF EDIT; Approved!
 

Kopaka

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Username: Kopaka

Name of Ability?
Kanohi Ruru

Ability Effects:
Sense (Night Vision): 5 (1000)
-Concentration (-250)
-Removable (-250)
-Limited: Single Active Kanohi (-250)
Total: 250

Descriptor: The Noble Mask of Night Vision. While the Ruru may seem like a fairly straightforward mask, the sheer power of its ability to pierce the veil of darkness should not be underestimated. While worn, the wearer can concentrate to activate the power of the Ruru, gaining the ability to see flawlessly even in perfect unlit darkness, as if it were brightly lit.

Like all other Kanohi, this Great Mask can be knocked off of Kopaka's face with a direct blow of significant force. Kopaka can only have one Kanohi active at a time, and if one Mask is knocked off, he cannot activate any others until he recovers it.

Essence Cost: 250

STAFF EDIT: Your Sense Effect should be only 100 per rank! Still the same total essence cost with your modifiers though. Approved with that minor edit, or you can resubmit if you want to alter mods.
 

Paige Turner

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Username: Paige Turner

Name of Ability?
Swiss Army Knife

Ability Effects:
[200] Damage II
[+100] Transferable
[-100] Removable

[200] Variable Creation
[+100] Transferable
[-100] Removable
[-100] Limited: Built-in functions

Descriptor: "Beats hauling a toolbox everywhere I go."

An extra large pocket knife containing a wide range of options. Fully retracted, it reaches about 4 in. Its features include:
A large blade of 4 inches
A wood saw
A gutting blade
Several sizes and types of screwdrivers
Bottle and can openers
A corkscrew
A file
A reamer
A set of pliers
A set of wire cutters
Wire strippers
Tweezers
A refillable pen
For use as a weapon, the various blades provide equivalent results.

Essence Cost: 300

STAFF EDIT: Approved!
 
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Kopaka

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Username: Kopaka

Name of Ability?
Starship Pilot

Ability Effects:
Master Skills:
Pilot (Starship - Small/Medium) 4
Knowledge (Orbital Navigation) 2
Technical (Heavy Machinery) 1

Descriptor: Kopaka isn't exactly an ace pilot, but he is a quick learner and has rapidly become adept with the skills required to operate most smaller spacecraft. He can execute complex maneuvers and flight plans, as well as plot out courses between Worlds of the Crossroads.

Being familiar with spacecraft operation, he has also naturally picked up the basics for maintaining and repairing the larger mechanical systems commonly found on star ships.

Essence Cost: 350

STAFF EDIT: Approved!
 

Rebecca Chambers

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Username: Rebecca Chambers

Name of Ability?
UPGRADING ABILITY TO ADD SPEED, UPGRADE AGILITY

Ability Effects:
Athleticism
Damage Rank 2 (200E)
Endurance Rank 2 (200E)
Agility Rank 2 (400E)
Speed Rank 1 (200E)
--Ongoing (+100E)
--Side Effect (Tiring, -50E)
Total Cost: 850E

Descriptor: Rebecca was trained for an elite special forces division and hasn’t abandoned her training since. She can severely injure or kill an average person with a well-timed blow and is fit enough to endure a great amount of physical strain. She’s also more agile than a regular person, with decent coordination and reflexes, and is able to move at roughly 20 mph for extended periods of time--though at the cost of tiring her out.

Essence Cost: 1050

STAFF EDIT: Approved!
 

Shallan Davar

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Username: Shallan Davar

Name of Ability?
Aspiring Natural Philosopher

Ability Effects:
Research (Scholarly Research) 5 (250)
Sciences (Botany ) 4 (0)
Sciences (Zoology) 4 (0)
Sciences (Mathematics) 5 (0)
Sceinces (Kinematics) 5 (0)
(Gifted discount)

Descriptor: Hailing from a world approaching early renaissance levels of technology, Shallan proved her skills enough to become the ward of one of the foremost scientific minds of the era, Jasnah Kholin. While there are many ecological and even metaphysical differences between Roshar and the Crossroads, the fundamental theories and scientific approach is still something Shallan can make good use of.

Essence Cost: 250

STAFF EDIT: Approved!
 

Shallan Davar

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Username: Shallan Davar

Name of Ability?
Theological Scientist

Ability Effects:
Humanities (philosophy) 4 (200)
Humanities (Historical theory) 3 (0)
Humanities (Religious doctrine) 3 (0)
Humanities (Political theory) 3 (0)
Sciences (astronomy) 3 (0)
(Gifted discount)

Descriptor: Growing up, Shallan received an education by Ardents, the priests of the Vorin religion. As the daughter of nobility, her education included a wide variety of topics, often colored by the perspective of the Vorin tradition. In the Crossroads, much of her historical memorizations are for naught, but the theory behind many of her lessons remains a practical background to build from.

Essence Cost: 200

STAFF EDIT: Approved!
 

Shallan Davar

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Username: Shallan Davar

Name of Ability?
Aspiring Spy

Ability Effects:
Social (Rumor mongering) 4 (200)
Subterfuge (Casing) 4 (0)
Subterfuge (Tailing) 4 (0)
Subterfuge (Infiltration) 3 (0)
Knowledge (Forgery) 3) (0)
(Gifted discount)

Descriptor: Though most of her training in the subject has been on-the-job, Veil has begun to acquire decent skills at the arts of information gathering, as well as how to handle the complications that can arise during the process of gathering it. She can be a bit over-eager at times, but she is generally skilled enough at improvisation to get out of the troubles she gets into.

Essence Cost: 200

STAFF EDIT: Approved!
 

Shallan Davar

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Username: Shallan Davar

Name of Ability?
Troublesome, Quick-witted Noblewoman

Ability Effects:
Social (Banter and Insults) 7 (350)
Social (Cons) 6 (0)
Social (Formal Etiquette) 5 (0)
Social (Riddles) 4 (0)
Social (manipulation) 6 (0)
(Gifted discount)

Descriptor: Shallan has always had a sharp tongue. While she was exceptionally well behaved while under her family's roof, the freedom she has gained since leaving has manifested itself with a healthy serving of the opinionated tenacity she had previously not dared to show. She is smart enough to know when she needs to hold her tongue and act the part of the regal and proper noblewoman, but she has been known to throw her weight around quite infuriatingly when bored or feigning a more aggravating persona.

Essence Cost: 350

STAFF EDIT: Approved!
 
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