Hidden 7 yrs ago Post by Letter Bee
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Letter Bee Filipino RPer

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Starting a new recruitment drive!
Hidden 7 yrs ago 7 yrs ago Post by Ryougu
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Ryougu He who rides the bandwagon

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CS Sent via PM.
Hidden 7 yrs ago Post by Letter Bee
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Letter Bee Filipino RPer

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CS Sent via PM.


Accepted.
Hidden 7 yrs ago Post by Letter Bee
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@13org@LightningLynx89@Eklispe@olcharlieboi@deathclawow@Keksalot@Ryougu:

New Rule - Automatic expulsion from the game for people who don't post one week after each GM Post!
Hidden 7 yrs ago Post by thewizardguy
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thewizardguy Dumbgeon Master

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Name: Karsis Blank
Age: 34
Physical Description:
A tall and well-muscled fellow, Karsis certainly makes for an intimidating figure. His tank top and worn jeans would make him look street-worthy, a factor which is diminished slightly by the set of three watches on his right wrist. He's completely bald, for which he apparently compensates with tattoos of swirling black lines in intricate patterns. Similar tattoos can be seen on his arms. His eyes are a storm grey, and chiseled features give him a stern gaze. Many would assume at a glance that Karsis was just another street tough, maybe one with a bit of magic, but he actually possesses a great tactical mind.
Important items:
On his person Karsus always carries a set of three watches with various settings. His 'hammerspace' contains a variety of useful items and less useful items, but a couple stand out. First is Vera, a masterwork katana with mysterious properties. Second are Ebony and Ivory, a set of desert eagle pistols which fire arcane bullets.
Short Bio:
Karsis lived a troubled youth in the slums of Africa. He killed a man by the age of 8, and grew up fighting for his own survival. However, even in such a life, he dreamed of better things. He wished for a world in which he would not need to kill the eat, where he could feel the taste of bread without the aftertaste of guilt. Perhaps it was these wishes that caught the attention of Malakim, and he received his vision at the age of 12. His new powers manifested suddenly, and unexpectedly. Even as he grew to control them he swiftly became the most powerful being in his area. With pent-up anger he slaughtered the rich and gave wealth to the poor, using his power to easily overwhelm the meagre military presence in the area. Only later, when he dined on richly prepared meat instead of hardened bread, did he realise that he had changed nothing but scale.

--rest is to be added--

Skills/Flaws:
Skills - Tactical mind, Combat trained
Flaws - Arrogant, Slightly insane

Spell List:
--{ High Magic }--
[Cipher Script]
By concentrating, Karsis is able to create images and sigils that manipulate magic around them. He creates a sort of 'code', causing spells and powers he knows to activate in specific ways when specific triggers are activated. This allows him to enchant items, granting them special effects, or to place magical traps. The tattoos that cover his body are also a form of this Script, which are used in order to grant him superhuman physical capabilities.

--{ Mind Magic }--
[Upload]
This is another one of the fundamental spells that connects his powers. Upload is basically a psionic motherboard and database, a psychic supercomputer in magical form. It connects Karsis to the Cipher Script, allowing him to remote-detonate them. This allows him direct manual control over the Cipher Script, allows the Cipher Script to send him information, and can be used as data processing/storage. However, it can't be used to psychically connect in any way to a person who isn't connected to it, which can only be done by applying specific Cipher Script runes to them.

--{ Spacetime Magic }--
[Genesis]
An advanced power that allows Karsis to create pocket dimensions under his control. Upon creation he determines all of the properties of that dimension, including it's size, shape, and structure. He can create pocket dimensions with increased or decreased temperature, immense pressure, and even a different time flow. Within one of his pocket dimensions time can flow differently than on the outside, although never backwards. The downside is that these pocket dimensions take at least an hour to create, and their properties are difficult to modify after their creation. While it is possible, it would take some time. Even longer if he cannot enter the pocket dimension itself (usually because of it's inhospitable properties). This power does not allow Karsis to create physical matter or objects in the pocket dimension, other than a 'floor' made of an indestructible white barrier.

[Heaven's Bridge]
A useless spell for most, this spell combines with Genesis to provide it's effects. Heaven's Bridge links the pocket dimensions Karsis creates with the physical world. Matter can be moved from any point in a pocket dimension to any point in the physical world. Hypothetically it can even go to outer space, although Karsis hasn't tried this for obvious reasons. He can move matter instantly, or create stable portals. Portals cannot be maintained outside of his presence, except with the use of Cipher Script. A portal can move stuff both ways, or only one way. Usually this is used for personal teleportation, hammerspace, or teleporting enemies into one of the less hospitable pocket dimensions. Such teleportation requires either a portal, or for Karsis to touch them.

[Absolute Sense]
All objects leave an 'imprint' in space. Absolute sense allows Karsis to sense this imprint. He gains direct knowledge on where any object within 100m is, what direction it's moving in, and even it's structure. This makes him practically immune to surprise and allows him to sense and predict most attacks. Superhuman senses also allow him to sense people through walls, and to identify vibrations in the air caused by things like sound. When focused he can also gain immense insight into the workings of machinery and complex devices. This sense is combined with Upload, and can be combined with Cipher Script to sense objects far away.

[Personal Temporal Field]
A veil of distorted time shimmers around Karsis' body. This power allows him to directly manipulate the flow of time as it specifically applies to him. He can accelerate himself to increase his speed, zipping around like lightning. He can also choose to slow himself down in specific areas to slow down poisons, or slow the impact of weapons. He can also use this to negate some temporal hijinks such as time stop as referring specifically to himself.

[Telekinesis]
By compressing space, Karsis is able to directly manipulate matter. This is effectively just telekinesis. This power can be applied to fly or simply launch people away with a gesture, as well as a variety of utility uses. This is usually combined with Cipher Script to create moving objects or automated telekinesis effects. For example, he might turn a block of stone into an elevator, or apply a trap that launches people away.

--{ Change }--
[Perfect Body]
By altering the physical properties of his body, Karsis is able to grant himself a variety of useful abilities. This ability manipulates organic matter directly based on contact. This is mainly used to enhance and manipulate Karsis' body mass. He's made his muscles far more efficient and powerful, increased his bone structure, and enhanced his mental capabilities. He possesses reserve brain tissue, backup internal organs, and a variety of other enhancements. This power can be used to further alter his body, or it can be used to regenerate any damage inflicted to it. He can also, if he chooses, apply changes to the bodies of others he touches.
Hidden 7 yrs ago Post by Letter Bee
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@thewizardguy, I told you, no Magic until two weeks before the RP, although there could be Magical Relics that still functioned some time before...
Hidden 7 yrs ago Post by 13org
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13org Stay fresh!

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Dropping.
Hidden 7 yrs ago Post by Letter Bee
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Dropping.


Acknowledged.
Hidden 7 yrs ago Post by Letter Bee
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@LightningLynx89 is allowed to post once more.
Hidden 7 yrs ago 7 yrs ago Post by thewizardguy
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thewizardguy Dumbgeon Master

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Name: Kara

Age: Unknown

Physical Description:
Due to her particular abilities, it's impossible to determine Kara's 'true' form. However, she frequently uses the form of a little girl of varying ethnicity and clothing, an old bald man with a beard and a suit, and dragons of various colours. When engaged in combat she is known to employ more insectoid forms, often with multiple 'attack' limbs, a scorpionlike stinging tail, and thick chitinous plates.



Important items: All objects Kara possesses or uses are constructs of her own body, created with her powers.

Short Bio:
It's completely unknown where Kara came from. Due to her abilities it's impossible to guess her age, ethnicity, or origin. The only reason she is known to be female is because she often refers to herself as such (although this can sometimes vary). When questioned on the subject Kara often refers to 'simpler times'. While she has occasionally revealed her origin these stories conflict, and sometimes aren't even possible, so for now at least all that remains is speculation. It's possible that even Kara has no idea what her actual origin is, or even what she originally was before gaining these powers.

Skills/Flaws:[/b]

(+) Highly sociable and, most of the time, harmless
(+) Seems to know an unexpected amount about odd topics.
(-) Personality is known to change mildly depending on her form. More bestial forms often have more aggressive personalities, larger forms tend towards arrogance, and smaller forms tend towards cowardice.
(-) Often impulsive and rash.

Spell List:

--{ Change }--
[Metamorphosis]
Direct manipulation of the cells in Kara's body allows her to rearrange and reform organic matter as she sees fit. Her cells can be split, altered, or simply generated from base organic materials within her body. Those cells that are no longer necessary can be rapidly broken down and the materials reused in other parts of the body. The main power of this spell is to allow Kara to rapidly perform drastic changes to her body, usually powerful augmentations of strength, speed and durability. Another powerful use of this spell is to accelerate the natural healing process into superhuman regeneration. Destroyed cells are rapidly reformed from their constituent materials, and new cells are created to repair damaged areas. An increase in the complexity and cooperation of cells makes them significantly more efficient and renders many organs redundant, further augmenting Kara's body. Most notably she is able to relegate her thought process to the interaction of all cells in her body, with the exception of some hyper-specialised cells, as opposed to a specialised central nervous system. This lack of a brain makes her even harder to kill, and makes her more intelligent based on her body mass. The larger she becomes, the greater her intelligence becomes, and conversely the more powerful her abilities. However, despite this spell's power, it's weakness is that it cannot violate the conservation of matter and energy, and therefore cannot increase Kara's mass by itself. Additionally, the spell hinges on Kara's specialised super-cells, and if all of those cells were broken down before they could regenerate one another (say, by a nuclear explosion) she would be truly and finally destroyed.

[Assimilation]
Other cells coming into contact with Kara's supercells experience a sudden and drastic change. Leaked magic begins a process of transformation that breaks the normal cell down into it's base materials, and then recreates it as a Supercell. This Supercell will then initiate the process of Assimilation on nearby cells, causing them to also break down and alter into Supercells. All of these Supercells will be linked to the Metamorphosis spell, granting Kara direct control over them. For all intents and purposes they are treated as being part of Kara's body mass, and can host Kara's consciousness as her other cells can. Due to the difference in size and complexity between normal cells and Supercells some cells are lost in the transformation process, the materials of those cells absorbed in order to make up for the difference. As is typical of Kara's powers this power does not alter the total mass of the target. Given the chance Kara can add more mass to her own indefinitely, as long as there is organic mass available. This power can be deactivated.

[Transmutation]
This ability allows Kara to alter the structure of materials she comes into contact with. This can be used to break down most substances as if by acid, or to alter their properties. Usually only the interaction between molecules is affected, meaning the material itself remains unchanged but is simply altered in state. With concentration, however, the interaction between atoms can be altered, allowing for the complete alteration of the matter's base properties. This could be used to separate water into hydrogen and oxygen, or to generate water from the atmosphere. Extreme focus can also be used to alter the interaction between subatomic particles, allowing Kara to alter one element into another element, as long as mass is preserved. Hypothetically this level of Transmutation could also be used to release lethal doses of radiation by removing protons or electrons from substances, but the required concentration and relatively small scale makes this impractical.

--{ Spacetime Magic }--
[Ultimate Lifeform]
Kara projects a field of bent space through the edge of her body. Effectively she 'stretches' and 'expands' the space within her body, causing the area inside of her to be larger than her dimensions would normally allow. This power allows her to appear small even after having absorbed a large amount of biomass, and can allow her to devour and 'store' enemies or allies. The larger internal space does not affect her weight, which is decided based upon her external dimensions. This is due to the fact that this internal space is not entirely in line with the universe proper. As such she can manipulate her size without growing ridiculously dense. Negating Ultimate Lifeform would cause her to instantly assume her full form as a massive monstrous creature.

--{ World Magic }--

[Energy Beam]
At will, Kara is able to generate powerful beams of heat and light energy in various colours. These effectively directly convert mana into a damaging laser beam. A stunningly unsubtle ability it is nonetheless effective at taking her enemies down. The power of the beam scales with Kara's current biomass.

--{ High Magic }--

[Arcana Invisibility]
While perfectly visible through mundane or scientific means, no magical means can be used to detect Kara. Arcane divination, scrying and detection will fail to pick her up. This does not prevent her from being targeted by magical effects such as mind control, it simply means that the user will have to 'aim' the spell manually. Abilities such as mind reading will still function, so long as the user is able to visually confirm Kara's location, or has some other non-magical means of detecting her.

[Immunity: Spacetime]
Any spells based on the SpaceTime school are unable to affect Kara in any way. Contact with Kara's body causes active SpaceTime spells to fail, and it's impossible to successfully cast a SpaceTime spell while in contact with Kara's body. SpaceTime spells that would indirectly affect Kara, such as by telekinetically hurling a piano at her, are not impeded. This cannot be deactivated.

[Immunity: World]
As above, but for spells based on the World school.
Hidden 7 yrs ago Post by Letter Bee
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@thewizardguy, accepted.
Hidden 7 yrs ago Post by Eklispe
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Eklispe SSP

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Hidden 7 yrs ago Post by Letter Bee
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Accepted.
Hidden 7 yrs ago Post by Letter Bee
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@olcharlieboi, He didn't hear Gavin calling Mitsuki out for almost killing them all?
Hidden 7 yrs ago Post by olcharlieboi
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olcharlieboi Master Mind of the Swarm

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@Letter Bee

Considering the entire Mitsuki, part of the conversation, post was erased so I can't go back and read that half, or anything, only getting half of it made it harder to post anything about that part.
Hidden 7 yrs ago Post by Letter Bee
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@Letter Bee

Considering the entire Mitsuki, part of the conversation, post was erased so I can't go back and read that half, or anything, only getting half of it made it harder to post anything about that part.


Ah, understood.
Hidden 7 yrs ago Post by Letter Bee
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Sigh...
Hidden 7 yrs ago 7 yrs ago Post by Letter Bee
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@LightningLynx89@Eklispe@olcharlieboi@deathclawow@Keksalot@Ryougu@thewizardguy:

Tomorrow will be seven days since the last GM Post; expulsions are imminent for non-posters unless there's a reasonable explanation why one cannot post.
Hidden 7 yrs ago Post by thewizardguy
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@Letter Bee

But I did post.
Hidden 7 yrs ago Post by Ryougu
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Ryougu He who rides the bandwagon

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@thewizardguy
So I think you're supposed to ignore that, then. It says people who DIDN'T post, after all.
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