EVERYONE: Character sign-ups are closed. This is hopefully the only time I'll have to say this.
@Kadaeux
MURDEROK
ENDURANCE
- --Take em' (Rank 2): You've upgraded from practising against target dummies to practising against living targets, sparring partners. Back and forth for hours, you've learned the harsh lesson that victory goes not necessarily to the person who hits the hardest, but the one who remains standing when all is said and done. (Blows which would normally daze or momentarily stun have a chance to be negated entirely.)
- Wolff's Law (Rank 3): In Rheinfeld, constant training in heavy armour is rumoured to make one's bones more resistant to damage. Taking this to heart, you've intentionally trained with heavy weights on your limbs. This has had more than its intended effects, perhaps being superior to simply training in armour. (Bones are denser and have a greater chance to survive blows that would dislocate or break them, character has greater lifting power when not moving.)
HEAVY HITTER
- Furious Repartee (Rank 3): Upon taking an injury, this character becomes enthused with the fight in such a manner as to allow them complete focus upon the target that injured them. This translates to a greater chance to predict how an enemy will attempt to evade your attack for maximum potential damage in your counter-attack. (Critical hit on revenge attack, greater chance of attacks landing on targets who have injured you.)
DEFENDER
Defender (Rank 1): You could take more hits to the face and become an unrecognizable, horrible mutilated piece of scar tissue on one and a half legs... Or, you've mused, you could probably just stop that by holding a shield and your armour correctly. This lets you absorb harder blows with your shield and armour. (Basics of wielding shields and armour (especially heavy armour) effectively.)
MANBREAKER
Explosives Bolts: Approved.
Reinforced Arms: Approved.
MINOTAUR
Monstrous Strength: Approved.
-------------------------------------------------------------------
Daevon van de Scathis Venderland
APPRENTICE
- Untapped Potential (Rank 3): As mages grow wiser about the use of magic, so too does their ability to wield multiple forms of it in tandem strengthen. (Can now regularly use both magic schools in hybrid spells with all of the benefits, and none of the consequences.)
RAW TALENT
- Power Draw (Rank 2): Regularly pushing to their limits, this character has grown more intimate with their usage of magic, and has surpassed the limits of apprentice spellcasters. Given momentary preparation, they can hit someone with the utmost of their capabilities.
(Increased spell power, can now spend a post overcharging a spell to use in the next post)
WELLS OF POWER
- Magisync (Rank 2): Ever wondered why older mages never seem to get lost except when they want to be? It helps that the five Wells of Power are located north, south, east, west, and straight at the center of the planet, each respectively, always giving them a general sense of where they are. This also extends magic detection to artifacts, allowing them to sense the presence of magic artifacts when in close proximity. (Magic detection more precise, built-in compass, magic detection extended to artifacts.)
FORTITUDE
(PS: Keep in mind that Fortitude counts as magic resistance, which in the LoR-verse means that the more of it you have, the harder using magic becomes as well. Anything past rank 2 will start to severely hamper spellcasting.)
- Charmless (Rank 2): Sometimes, you meet people who offer you the world. Sometimes, they use magic to try and help make their opinions clear. This gives you a greater chance of detecting and resisting more subtle charms that others may try to put you under, such as hypnosis or other tricks of the senses and mind. (Self-explanatory.)
TELEKINETIC PRODIGY: Upgrade approved. (Text vague?)
TELEKINETIC FLURRY: Upgrade approved.
TELEKINETIC SENSE: This will have a low range and have false positives more often in certain environments. (ex: Jungles.) Knowing this, approved.
-------------------------------------------------------------------
@Alphakoka
Laenaia
RAW TALENT
- Power Draw (Rank 2): Regularly pushing to their limits, this character has grown more intimate with their usage of magic, and has surpassed the limits of apprentice spellcasters. Given momentary preparation, they can hit someone with the utmost of their capabilities.
(Increased spell power, can now spend a post overcharging a spell to use in the next post)
Overwhelm (Rank 3): There are rare moments with spellcasting when a mage has absolute clarity, and in these moments, spells you cast have added, unintentionally beneficial effects. (Upon critical hit with magic, additional beneficial effects are granted at random, at no cost to you.)
APPRENTICE
- Untapped Potential (Rank 3): As mages grow wiser about the use of magic, so too does their ability to wield multiple forms of it in tandem strengthen. (Can now regularly use both magic schools in hybrid spells with all of the benefits, and none of the consequences.)
AWAKENED MEDITATION
- Rapid Mental Recovery (Rank 2): You have mastered the art of magic to the point where you can recover fully between battles, and have started to develop a small ability to 'steal' and absorb the magic others throw at you. (Basics of spell stealing (passive), this character fully recovers between multiple battles in a single mission.)
-Upgrade Faceless One
-Buy new Unique
-Upgrade said Unique
?
-------------------------------------------------------------------
@Tempest
Rayvon
CHARGER
Charger (Rank 1): Something a lot of people don't seem to realize is that the more muscles you have, the faster you are. Sure, perhaps not dexterous, but certainly faster. While you have only begun to learn the true meaning of land speed and would still be caught and killed by a tiger, you are capable of a short distance charge that can knock opponents down and catch the unwary by surprise. (Basics of dashing quickly and charging into opponents.)
ENDURANCE TRAINING
Endurance Training (Rank 1): After training out in the field for hours and hours on ending, you have come to realize the value of being able to simply last longer than your opponent. This translates into taking a couple more hits before you will go down, and having a higher tolerance to pain... Though, getting hit still hurts, quite a bit actually, and you're no god. (Basics of taking more damage and resisting pain-related negative effects.)
HEAVY HITTER
Heavy Hitter (Rank 1): Where some would resort to flailing their arms about in an unsophisticated manner, you've decided that if you can hit something hard enough the first time that it stays down, that you can end fights before they can even really begin. Though, you're still working on that "consistent" part, and not slowing down when you swing harder than usual. In the case of a ranged weapon, it means a larger calibre firearm or larger bow, translating to greater recoil and/or slower fire rate instead. (Basics of doing more damage with each swing.)
DEFENDER
- HOLD! (Rank 3): Through a mix of strength training and knowledge of how to defy basic physics, you can render Newton's Third Law inert on the defence. This gives you the chance to absorb a blow that, by all rights, should send you off your feet. (Self-explanatory effect.)
SMITING FIST 2: Approved.
EMISSARY OF JUSTICE: Approved.
SERAPHIC COUNTENANCE: Approved.
-------------------------------------------------------------------
Maeven
STEALTHY
Stealthy (Rank 1): Every journey begins somewhere for the avid stealth expert, and yours is about on par with that of a cut-purse or a minor bugler. You have the basics down, but to learn more will take time and practice. (Basics of stealth-oriented tasks and escaping.)
- Playing Dirty (Rank 2): Knowing that your life is more important than any sort of codifier of honour, you've picked up on using the environment to your advantage. Throwing dirt or sand in opponent's faces, biting someone's neck when grappled or spitting into their eyes, et cetera. (Tools of escape to temporarily blind or distract are more effective.)
ACROBATICS
- Free Runner (Rank 2): Rolling, ducking, jumping, sliding, sweeping, edging--all of these things and more are things you are seasoned at doing. Having obtained peak conditioning, anything beyond this is unnatural... (The environment can no longer be factored negatively against your character--fighting atop a steep slope is the same as fighting on a flat grassy plane, save any advantages. Atop this, your character's acrobatic abilities are at their natural peak: There are few places you cannot reach.)
- Tools of the Trade (Rank 3): You've mastered usage with basic tools such as grappling hooks and can even use them mid-combat. Atop this, you've also started to master far more advanced tools, ones you can use exclusively, such as primitive wingsuits, or combat foam to soften unintentionally long falls... (Mastery of acrobat's tools. Please list them in your items section!)
INNOVATIONS IN FIREPOWER: Approved.
A CHARMING MASQUERADE: Approved.
A KEEN EYE AND A CREATIVE MIND: Approved, Macgyver.
-------------------------------------------------------------------
Arkos
Approved as a character.
AWAKENED MEDITATION
Awakened Meditation (Rank 1): Through great discipline you have figured out how to tap into the natural magic in the air all around you. It will still take time and practice to master, but nonetheless, this has increased the amount of spells you can cast before you fatigue yourself, and increased the rate at which you regain your energy to cast more spells. (Basics of increasing your magic limitations, and recovery speed from casting magical spells.)
WELLS OF POWER
Wells of Power (Rank 1): Having been born with this talent or having artificially acquired it later on in life, you've connected your mind and soul to the five ethereal Wells of Power, the sources of all magic. You can subtly feel nearby mages and places of magical power, though this isn't precise yet. The more powerful it is, the more likely you will detect it. (Basics of detecting magic and mages.)
APPRENTICE
- Wizened (Rank 2): Having done some study and practice, you can now understand two schools of magic, and understand a greater amount of subtly with your first school of magic. There is now a greater chance of you casting a spell without others noticing, unless the spell is blatant and loud: Like a fire ball. ("Stealth magic" and a second school of magic.)
CHARGER
- Smash n' Grab (Rank 2): Atop of charging brutishly like some kind of avalanche of death you've clued in that if you can grapple your opponent, or hit them specifically in a way to daze them or knock away their weapon, you'll then have a much easier time with introducing them to whatever entity they consider divine. Such as your warhammer, or crossbow. (On successfully charging into someone, you have a chance of disarming them, grappling them, pinning them, or stunning them, depending on what their size is and whether or not they're wielding a weapon, and have a greater chance of avoiding harm while charging into someone or something.)
NATURE'S GUISE: Approved.
OREADIAN RESILIENCE: Approved.
SON OF THE WILD: Approved.
-------------------------------------------------------------------
I'll do more of these later. I have to devote some time to collabs and mission building too.