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Mace
Nov 22, 2005 20:10:42 GMT -5
Post by Frederic Bourgault-Christie on Nov 22, 2005 20:10:42 GMT -5
So. Mace undergoes a lightyear's leap in the ten to fifteen years he spends as a child in Fred's household. What direction do you want to develop in? There's:
8 Trainers Classes All attributes VH Godlike Alchemical stuff Special techniques from the Technique Giant
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Mace
Nov 22, 2005 20:56:57 GMT -5
Post by Mace Parshath on Nov 22, 2005 20:56:57 GMT -5
Increasing paranormal aptitude and learning more techniques would be fun. Mace is building a fascination with magic and psionics, so I think those are the fields I should be focusing in.
Who do you recommend as trainers for this kind of training?
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Mace
Nov 22, 2005 21:22:19 GMT -5
Post by Frederic Bourgault-Christie on Nov 22, 2005 21:22:19 GMT -5
For magic and psi? Umm.... Given that there are literally hundreds, if not thousands, of Old Guard trainers who were masters of both, you might want to become more specific. Paranormal Aptitude whores are also quite common.
Here are classes of abilities:
Architect/Building: Abilities that create some kind of permanent or durable structure (say, a wall of fire or stone with a set duration) and skills that allow someone to sensibly build structures both fall into this category. In non-combat terms, one wants to be able to construct buildings for hometowns and party members. Area Effect/Multi-Target: Computer/Cyberspace/High Technology: Create/Enchant/Design: Damage: Defense: Disable: Drain/Absorption/Reflection: Energy: Elemental: Harm Invulnerable/Intangible: Interactive/Charismatic/Compulsion/Domination: Invisibility/Illusion/Deception: Long-Range: Lore/Technical: Modular Power: Money-Handling/Haggling/Bargaining/Gambling: These out of combat skills are simple: Get yoself some bling, boy. Precise/Abilities vs. Single Powerful Opponent: Rogue: This class includes abilities like picking locks and pockets, infiltration, and escape. Having someone capable of doing these sort of things can save a lot of aggravation: Rather than blowing a hole through the enemy army, you have Badcat sneak behind the enemy lines and capture what you wanted. Perception/Detection: Physical: Piloting: Reliable v. Risky: Stat-Down/Negative Status Effects: Stat-Up/Positive Status Effects: Subdual/Distraction/Diversion/Capture: Summoning/Force Bolstering: Being able to summon even garbage allies can be incredibly useful. Even weak humanoids can use your powerful healing items and energy weapons, and enough summons can disorient, aggravate and exhaust prospective targets. Terrain – Air: Terrain – Space: Terrain – Underground: Terrain – Water: Transformation/Power-Raising: Transportation/Conveyance: Traps/Preparation Abilities: Unarmed: Weapon:
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Mace
Nov 22, 2005 22:26:56 GMT -5
Post by Mace Parshath on Nov 22, 2005 22:26:56 GMT -5
Becoming a Black Mage in general may be a good idea. I'll focus on elemental metal magic, magic in general, and telemechanics for some psionic ability.
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Mace
Nov 22, 2005 22:36:41 GMT -5
Post by Frederic Bourgault-Christie on Nov 22, 2005 22:36:41 GMT -5
And your intrinsic abilities?
So far, we have
*Black Mage *Metal Elementalist *Psi-Tech *Magician
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Mace
Nov 24, 2005 14:06:38 GMT -5
Post by Mace Parshath on Nov 24, 2005 14:06:38 GMT -5
Well, sorry to say Fred, but I won't be able to participate in CotG anymore. Because most likely after Thanksgiving I'm going to be grounded from the computer for a few months. It's also posted in the Ghost in the Shell role-play idea thread.
Sorry dude, but my character coming into play will need to be put on pause for awhile.
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Mace
Nov 24, 2005 16:50:06 GMT -5
Post by Frederic Bourgault-Christie on Nov 24, 2005 16:50:06 GMT -5
No prolem.
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Mace
Feb 7, 2006 21:11:11 GMT -5
Post by Mace Parshath on Feb 7, 2006 21:11:11 GMT -5
Name: Mace Lee Parshath
Age: 27
Race: Grand Source; Mana Nexus- He is within his element, literally. He produces his own mana and magic. Being a Grand Source, he is a cosmic source of mana. This grants him a Nexus Effect, which can do virtually anything within his power level. He became a Nexus through his wish from the Dark Tournament and is still discovering how to use his abilities.
--------------- Appearence:
Height- 5' 7"
Weight- 148 lbs
Hair- Long, white-blonde/platinum blonde hair, touches shoulder tops.
Skin- Feels soft but looks ruff, very tanned complexion with a few faded scars from back when he was living with his drunk, abusive father.
Muscle- Lean, slim, looks like an underwear model.
Eyes- Dark emerald green, almond-shaped eyes with little flecks of gold. Among those flakes of gold are tiny sparkles of green energy, his Nexus side.
Clothing- Jeans and T-shirts are his usual attire, but when it comes to rituals and alchemy, he likes dramatic flare so he puts on loose, silk pants with a sash made of the same.
Disposition- Generally an easy going guy, who likes to laugh a lot and play practical jokes on people. If you're his opponent, he's completely serious and seems to simmer with a bit of untapped rage, possibly from back when he was a child. --------------- Ethical Archetypes: The Lord (Fights for the Good/Powermongery)
-History: Basic breakdown is that he grew up with his father until he was five, his mother dying of a mysterious alchemical disease called Fossil Disease, and his psionically-talented brother running off to become a doctor. His father was very strict and on a ship back home, Mace was killed by two gods trying to beat the crap out of eachother. The surviving god, seeing the damage done, revives everyone on the ship. This sparks something within Mace, causing him to be a generator of magical energies and transports him to a barren ice planet. Fred saves him, takes him back to his dad who refuses to take him back, kicks the crap out of Mace's dad, then takes him back home to become his adopted son. He has lived at the CH ever since.
Personality: A very likeable guy when on break. He likes to make others laugh and seems to always smile. He doesn't like being in command, but seeing as he is the most ambitious of all the members of his team, he takes command but tries to not necessarily 'give orders.' He likes wording things into requests with 'please' and 'thank you's.
But there is some psychological trouble beneath his go-happy exterior. Deep inside, he still feels immense hatred for his abusive, drunken father. His father is a good business man who lives on a space station in orbit of Mace's home planet. Krail Parshath thought of Mace as a waste, seeing as he wasn't born intentionally, but Mace's mother refused abortion. Mace was beat on constantly as a child because he simply never could stay quiet, constantly crying and being an all around brat in general. His father also blames him, even though he couldn't possible be the cause, for killing Mace's mother, saying he caused the Fossil Disease in his wife.
Mace wishes more than anything to stomp a mudhole in his father's ass then throw him into a star going supernova, but knowing his mother would look down upon him for doing such a thing, he grits his teeth and restrains himself when around his father's now entrophic form. His hatred for his father, always being on the receiving end of his father's Higher-Than-God attitude, has caused him to become very persistant when it comes to gaining power, so he will never find himself in that situation again. He absolutely hates bullies, which is a plus but gets him into quite a few scraps.
Around anything that gives him more power over his life, he seems withdrawn, serious, selfish, sometimes even putting this before the lives of others, which has put his crew into a very indecisive mood about his capabilities as a leader. His personal road to vengence against those who wish to control others is noble, but can be outright destructive to his psyche in his attempts to push himself further and further and to those around him. He's very much aware of his destructive tendencies and is currently questioning himself while in quarantine, whether or not to continue the search for Kalaybero's parts and if he should leave the CH, for his sake and his team's.
Contacts/Friends: Really only the CH. His brother Jared is hard to contact, but is loyal to the family so Mace can always rely on him for help when he can reach him.
Enemies: Enemies of the CH, those seeking Kalaybero's part, and various demon factions.
Family: His father is a business man of great power, ruling over a starbase over Mace's homeworld. His mother died of some unknown disease at the time, and now discovered to be Fossil Disease. Mace has no idea how many brothers or sisters he has because his father constantly gets around with prostitutes and only knows of one brother, Jared, who is some where in the galaxy, working to become a great psionic doctor. Mace is very close to his brother. ----------------
Stats-
Attributes: Str - VH Godlike (3/100) Keen - L Forbidden (3/100) Rflx - VH Godlike (3/100) End - L Forbidden (3/100) Cha - VH Godlike (3/100) Int - L Forbidden (3/100) P.A. - VH Forbidden (30/100) Will - VH Godlike (3/100)
Affinities: -Magic: 2150 -Psi: 525 -Ki: 525 -Tech: 525
Trainers: Richard Rahl Harry Dresden Lasciel Boaz Nyzame Sabriel Kerrigor Sweet Blood Zedd Cara Fred Sylphana
Classes: Red Mage (10) Martial Artist (10) Veneficium Secutor (5) Dragon Thief (5) Thrash Ahmoqa (5) White Witch (5) Paladin (5) Living Fire Sorcerer (6) Silat (6) Alter-User (4) Amestrisian Alchemist (4) Quincy (4) Spirit Detective (4) Jungle Elf Biomancer (4) Blue Flame Shaman (4) Blaster (6) Calculator (6) Mech Dreamer (6) Adept (25) Healing Alchemist (10) Acolyte of the Skin (15) Seeker of Truth (10) Black Mage (67) Battle Magus (12) Blue Mage (12) Cantomancer (72) Lok'Nel (24) Luxomancer (43) War Wizard (30) White Mage (22) White Council Warden (7) Sorcerer (20)
Traits:
Positive: Grand Source- Cosmic Source of Mana Magi Training- Fred Natural Affinity to Magic
Neutral: Mana Generation- His body naturally produces magic, creating a nearly visible flux in the mana flow of an area, which leaves him prone to energy vampires. This helps produce his Nexus Effect.
Negative: Scarred Childhood Power-Hungry
Abilities:
Super Mana Bomb (Off-shoot of PK Super Bomb, just with mana) Mana Bolt Stun Bolt Shrapnel Bolt (Delayed bolt that explodes near the enemy and launches smaller mana bolts in a cone-fashion.) Discern Power (Magic)- Mace can sense the power level of a magic-user. Conceal Trail Freeze Water Wind Control Mana Flare
Heliconian Twisting + Double Kukri Blade Dance + Quincy Spirit Particle Accumulation
Harry's Training-
Basics - Venita Servitas (Wind shoves, basically). Fuego, (Fire, Heat Blast). Venteferro, (Magnetism Control).
The Sight - Wizard's Sight can see through everything, even the most powerful of veils. It just opens up absolute truth to watcher and can show auras, spells, etc. in their brilliant glory. But anything seen with the Sight stays with you in crystal clarity. It can never be erased. If you were to leave your Sight on for a few weeks, you'd have gone insane in the first two. Just some things shatter the human mind, even when you're used to the supernatural as an athlete is to working out.
Soulgaze - If you look into the eyes of a wizard longer than a second or two, you'll succomb to who they truly are. They say eyes are the portal into the soul and it's true. Both participants of the soulgaze get too look into eachother, all truths are revealed. It lasts only a few seconds, but seems like hours. After this, lying to someone is nigh-impossible and they can usually guess your motivation behind things. But if you experience a radical change, like going from a serial killer to a preacher (a man who has genuinely found God and is repenting for his sins), the picture of their mind is old and almost useless now. Unless you're creative, of course.
Circle Rituals (((Most common form of rituals, supposed to build up energies for spells. To do things on a small scale to do something on a big scale. Often involves symbolism or representation. If the caster has strand of hair or some blood, they can basically do whatever they want to their target, even setting them on fire or making their heart explode ((Very, VERY hard to do, depending on power balance)). It's usually done with a circle drawn in chalk, doesn't have to be perfect ((though the straighter (relatively) the circle is, the stronger the spell that can be used, the more energy that can be built up.))
There's a single ring which keeps out the supernatural, the most common. If a second outer circle is drawn, it keeps out physical, mortal stuff. If a third one is drawn, that keeps out a mix of both mortal and supernatural entities. The latter is meant to keep back truly powerful entities or to lock them in. It's not recommended for use since it's normally used for summoning Outsiders, which are forbidden from being summoned or even enterting the mortal realm.)))
Supernatural Promise - ((Anyone making a deal with Mace (unless, of course, they absolutely do not believe in magic or any supernatural phenomena, in which case they are immune and just treat the promise like any other arrangement by mortals) will be bound to that deal. If they try and squirm out of the deal and break the words, then their powers are turned backo n them and will push on them so hard as to make them physically ill. Only once they fulfill their promise/end of the bargin, will their powers return to normal. Makes using powers next to impossible.))
Reverse Kinetics Field (Dulls Physical Strikes and returns them right back at the attacker with double the strength.)
Temporal Kinetic Delay (Example: Mace throws punches into the air but seems to be doing nothing. Next time he strikes the enemy in any -physical- way, the collected force of the punches strike all at once. This works with magic, but you must then touch the person with magic instead to make it work)
Storm Channeling (Not Storm Creation) - A tropical storm, or any storm in general (not ion storms or some astronomical storm, but a wind and rain sort of storm) has mass amounts of raw supernatural energy, mostly magical. Mace, with his staff, can point at the sky during a storm and have a bolt of lightning strike his staff. As long as Mace has a solidly enchanted magical foci pointed at the target, he can redirect the energy. This allows for incredibly feats of magic to be done. It doesn't have to be evocative, with the whole point-and-shoot method. It can be used for rituals. In the Dresdenverse, it takes magic you can blow up a building with (major feat of magical strength right there in that world) to heal a minor cut on someone's body, someone's threshold. The magic from a storm is strong enough that you can actually cause someone's heart to explode. This is beyond 'incredible.' So needless to say, this kind of ability is incredibly dangerous and will more likely than not get you killed. Though it has been known to be used repeatedly by one user and they survived with no injuries of any sort. The ritual can be done without the storm, but only with a powerful magic-user and organic traces (fingernails, hair, etc.) from the target themselves.)
Faith Aura - ((People who believe solidly in God have an aura around them that causes vampires to burst into flames or causes miraculous fringe benefits (like a babysitter that just happens to be in the neighborhood when you find out you need to go kill a dragon). Harry never had a whole lot of faith in his religion (Wicca. And note, it doesn't have to be Christian based. It's just whatever you believe in. Let it be faith in the idea of rightousness, or in the power of a higher being) so the only use he can really make with his faith is a light from his pentacle that keeps back vampires and even burns them. Anything susceptable to clerical magic or sunlight can be affected.)) Mace can use the power of just keeping back and possibly burning vampiric entities and shadow creatures. But his faith is far stronger than Harry's, but Harry looked at faith in the religious sense, but still had a heart of gold, but never applied his faith into the idea of him doing the right thing. Mace believes in doing the right thing to help people and believes in the power of the CH and his own magic. So there are considerably more benefits and uses.
Staff Creation Necromancy Training
Alchemy
-Kinesis Ring (Makes a copper rign that draws in a little kientic energy everytime you move your hand. Its limit is as much kinetic energy as a strong man twice your size can throw into a haymaker. When you punch someone with the hand the ring is one, it'll release all that energy into one solid blow.)
-Ghost Dust ((Very expensive to make. It's meant to be definitely real, realer than real. Tossed at a ghost, it shows them that they don't belong, that this isn't their place and that they belong in the place of spirits (afterlives or wherever). But it also is sort of exorcism dust, meant to repel spirits.))
-Blandness Potion (The quaffer will seem uninteresting to people. Unless they are honest to god looking for them, they won't see them. Even if you told the person that you want to molest their dog they will barely notice. It'll just sound like everyday chit-chat and not hit 'em. This can be bad though and if you try and warn someone of danger, they will possibly just see you doing something funny or what not and not pay attention.
-Sunshine Blanket (Alchemy can produce a piece of cloth that captures sunlight. The logner it sits under the sun, the more sunlight and solar energy that is built up. Great against vampires and even better for light magic users, allowing for a back-up storage of magic. Has a limit of an hour's worth of sunlight. THe larger the cloth, the more solar energy it can contain.)
-Anti-Gravity Potions (Quaffable or throwable. When drank, it causes you and those around you to float. If thrown, the field of effect is gradually increased and has the same effect as being drank, but without you as the center of it. If thrown at just one person, they float around and spin around uncontrollably)
-Super Coffee Potion (Gives the quaffer an incredible boost of energy. Quickly leaves you down and out like caffeine does. Doubles make a time and a half but only for about an hour, possibly logner if the person has an adrenaline rush and is in a healthy condition upon drinking.)
-Vampire Choke (Causes clogging within veins and absorbs the life force in blood that sustains vampires. Also poisons the blood.)
-Love Potion (Obvious effects. Costly. Useful in getting people to help out in exchange for your number. Last about a day and normally the quaffer feels incredibly loyalty towards the person whose picture is burned durign the making of the potion.)
-Wind Swept (Potion: Turns the quaffer into a metaphysical and physical wind and takes them to wherever they are thinking about that they have been before.)
Lasciel's Training-
Hellfire Burst Hellfire Empowerment Mass Illusions
Richard's Training-
Righteous Rage (Mace can call upon his rage and passion and amplify it tenfold, focusing his concentration into deadly precision.)
Dance of Death (Using the Sword of Truth, Mace can call upon the experience of Seekers before him and deal out swordsmanship with great skill. The style focuses around dealing with multiple opponents at once and single combat.)
White Blade (Mace can kill someone out of mercy and turn the Sword of Truth white. Otherwise, killing needlessly will degenerate him into a creature dominated by hatred and rage.)
Laying on Hands Healing (Using additive and subtractive magic, Mace can heal people, including lost appendages)
Prophecy (Mace can predict possible futures and roads that will lead too those futures. This isn't limited to just two or three, but several thousands are possible, depending on the situation.
Boaz's Training-
Crystal Walk (Allows Mace to travel through crystals as if they were water and can walk through them without and hindrance.)
Crystal Zone (A Field is prjected that imitates the spiritual realm of the cantomantic spirits. Reduces speed to as if you were swimming in thick muck.)
Cantomantic Spheres: Drain (The battlefield spontaneously grows orbs of crystal and glass that gradually, or more suddenly, drains the enemy of energy and health and returns it to Mace and the team.)
Cantomantic Spheres: Assault (Spheres are produced and act as reconnaissance drones and can launch mana bolt barrages or explode like SMBs.)
Cut Crystal/Glass/Metal (With an image in mind, Mace can sculpt amazing figures into or out of, a piece of glass/crystal/metal/etc.)
Diamond Skin (Layers of diamond cover his body) -Immunity to Fire -Sprout Diamond Armblades -Launchable Spikes -Armcannon that fires concentrated cantomantic energy bombs.
On-Command Diamond Shield Mirror Shield Crystal/Glass Golem Affinity-Based Metal Creation Metal Golem
Mirror Cloak (The body sprouts mirrors from its skin and relfects the enviroment to the degree that its practically invisible to the eye)
Create New Crystals/Metals (Create new crystals and metals that take on affinities and abilities of selected subjects or enchantments.)
Enchant Crystal/Rock/Glass/Metal
Nyzame's Training-
Mathematical Magikinesis Flesh-to-Stone Mathematical Genius
Sabriel's Training-
Diamond of Protection Charter Fire Charter Enchantments Charter Constructs Create Charter Stone
Seven Bells of Necromancy -Sleeper -Waker -Walker -Speaker -Thinker -Binder -Weeper
Kerrigor's Training-
Free-Magic Bolt Summon Shadowhands Summon Mordrak's Summon Gore Crows
Sweetblood's Training-
Time Blade (Mace can create a blade of temporal energy that when thrusted into someone, will cause them to revert back to their infancy.)
Sarcophigi (Mace can contain himself in an amber sarcophagus and contain his power for rituals)
Fred's Training-
Zedd's Training-
Lightning Bolt Whirlwind Needle Spray Wizard's Pain (By touching someone he can induce pain)
Bolt Distance Bend (A magical bolt of energy that bends space to cut the distance and can strike nearly instaneously. And keeps the bolt from losing energy over distances)
Discern Enchantment/Spell (Allows Mace to see the purpose of a spell and all its functions, allows him to see the structure of it)
Implant Connections (Magic)- Mace can look into a spell's structure and implant faulty or fake connections to either cause the spell to backfire or not work at all.) -Can also cover up his tracks -Can switch the nature of the spell (Destructive to Healing) -Can cause the spell's energy surge into the ground and disperse harmlessly
Wizard's Fire (Blueish-yellow liquid flames that act like napalm. Continues to burn and spread for long periods of time.)
Wizard's Life Fire (As a suicidal move, Mace can detonate his body and use his very lifeforce as power for flames of great destruction. If his ashes taste sweet, he died for a noble cause. If the ashes taste bitter, he died trying to save himself from pain.)
Chainfire (A spell that makes people completely forget someone. This can have disasterous effects because the linked memories of a person, causing brain damage to some and completely erasing others from existance even though they're standing right infront of you.)
Death Spell (Can make people think, with a proper display of brutality, that a person is dead and even the mentioning of the name will make the people think the person dead and alive. The 'alive' version would be seen as someone else even if they look exactly the same. Trying to convince the person that you are the dead person is pointless.)
Wizard's Rock (By standing on his Wizard's Rock, Mace can access the Underworld, Spirit Realms in general, contact spirits. Other creatures can pass through this breach as well.)
Boundries (Mace can raise the Underworld in titanically large barriers and anything that enters the barrier enters the Underworld and Shadow People feast on them.)
Reflective Barrier (Mace can call up a shield that repels magic.)
Shadow Battle Horn (Mace can call upon a horn that can 'sweep away' shadows and shadow entities.)
Construct Magic (Using 'examples', Mace can take the soul of the moment and make it into a spell. Like a cavalry charge.)
10K Calvalry (A cavalry charge of ten thousand riders will appear to the attackers but no one else and run them down. It's spiritual, not an illusion.)
Cara's Training-
Mage Grapple (When someone uses a spell on Mace, he can 'catch' it and use whatever power the person tries to use on him after that against them, even creating conditions and functions for how the pain will set in.
Mord-Sith Pain Tolerence (Mace suffered through so much physical, mental and emotional pain that he is more than capable of continuing his spells and such while enduring severe pain.)
Sylphana's Training-
Equipment: Sword of Truth Staff- Fire Focus Staff- Kinetic Focus Agiel Wizard's Rock Eye of Sweetblood Boxes of Orden Denarian Coin Remnant Kalaybero Parts: Arm 1/Heart/
Energon Disc: Goliath (Starcraft) Gorilla
Potions: Regeneration of Health Regeneration of Mana Music Mind- Plays music in his mind according to his emotions and psionically enhances his emotions to bring out the full effect of them when using magic. ------------------ Annath's Draft Flame Elixir Halaster's Quaff Great Elixirs
DIO: RSN Tzemke Hive Red Dragon Skrine Gar Herd Lasciel Remnant Mriswith Ysrael Sliph Bob
DARK-DARK -----War Mage DARK-LIGHT --------------- LIGHT-DARK -----Healer LIGHT-LIGHT
+1 - Arm 1 (no skeleton) 2 - Arm 2 (part skeleton) 3 - Ear, nose and most of the throat 4 - Skeleton (left arm, right leg, hips) 5 - Spine 6 - Rib bones +7 - Heart 8 - Stomach 9 - Intestines and penis 10 - Other assorted organs 11 - Eyes 12 - Skull 13 - Teeth 14 - Tongue 15 - Soul 16 - Tail 17 - Legs and assorted parts
Skill %- 8000% Remaining Alchemy - 725% Lore: Magic - 744% Martial Arts - 550% Armor Proficiency - 300% Assassination Techniques - 300% Astronomy - 500% Ax - 300% Barometry - 300% Barter - 150% Biology - 500% Botany - 300% Brewing - 300% Cantomancy 740% Chainsaw - 300% Chain Weapons - 300% Chakra Mechanics - 300% Clockwork Mechanics - 300% Close Quarters Combat - 600% Competitive Eating - 300% Cooking - 500% Dancing - 500% Demolitions - 300% Disguise - 300% Doctor - 500% Drunken Boxing - 300% Electromagnetic Mechanics - 500% Escape Artist - 500% First Aid - 500% Fishing - 500% Fleshcrafting - 500% Food Criticism - 300% Forging - 500% Gas Mechanics - 300% General Science - 500% General Weapons - 500% Genetics - 300% Hacking - 500% Hammer - 300% Heavy Weapons - 300% History - 600% Imperial Rule - 300% Infiltration Techniques - 600% Iscariot Art - 300% Knife - 300% Kukri- 700% Lenscrafting 300% Lore: Astral - 500% Lore: Colossi - 150% Lore: Cult of Bloody Debauchery 450% Lore: Demons - 300% Lore: Doomsday Weapons 500% Lore: Dragon - 500% Lore: Dreams - 500% Lore: Hollows - 300% Lore: Legendary Weapons 500% Lore: Raiga 150% Lore: Realms of the Dead/Ghosts 500% Lore: Rituals 700% Lore: Taoist/Mythological Creatures/Spirit Realms 700% Lore: Undersea 500% Lore: Universe 700% Lore: Void 350% Mathematics 700% Mechanics - 500% Mime - 300% Music - 300% Necromancy 400% Negotiation - 300% Neurology - 300% Ninjutsu - 300% Observation - 300% Origami - 300% Physics 600% Pick Locks - 300% Pick Pocket - 300% Pilot Car - 300% Pilot Eva - 300% Pilot General 300% Pilot Mech 300% Pilot Spaceship - 500% Pilot Veritech - 300% Police Tactics - 300% Portal/Dimensional Mechanics - 600% Potionmaking 600% Prowl - 300% Psi-Sword - 300% Psychology - 500% Quantum Mechanics 600% Rifle - 300% Rod - 300% Running - 300% Sniping - 300% Shotgun - 300% Spear - 300% Start and Manage Fire - 300% Sutra Writing - 300% Sword - 600% Tattooing - 300% Track and Field - 300% Tracking - 300% Transmutation Circles - 600% Trident - 300% War Pick - 300% Weightlifting - 300% White Lotus - 300% Wrestling - 300% X-Men Commando Martial Art - 300%
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Mace
Feb 7, 2006 22:54:51 GMT -5
Post by Frederic Bourgault-Christie on Feb 7, 2006 22:54:51 GMT -5
Yes, intrinsic are natural or otherwise very unique. Your intrinsic powers were a strange pseudo-Magi power with extensive training from Fred, Sylphana and Rmatswe
Read Communal Resources. The average attributes are mostly VH Godlikes with VL to Mod Forbiddens. Total Affinity Points range from 2000-3000. Total Class Points are in the 200-300 area.
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