05-20-2012, 09:23 PM | #41 |
Sent to the cornfield
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Reworked Stuff
Appearance: Same body build, hair color and skin tone. Eyes are golden during the day and change to silver at night, gift from The Wanderer to his chosen, with the Mark of The Wanderer under his right eye(what it looks like is up to you). From a cursory glance, seems to look like a strange tribal tattoo.
Equipment: Walking stick, Cloak, Nomad Clothing of varying hues and a mask bearing The Wanderer's mark. Biography: Nasir grew up in the middle east, learning of his heritage and the gods of which they worshiped. In part, this was both training and basic understanding of their culture. To which they prized their nomadic ways and shunned those that locked themselves up in cities, corrupting themselves to false beliefs and complacency. Before him, another had the mark of The Wanderer. The Priests had questioned why such a person was granted the gift. They had been corrupted by the towns and villages they had passed, trying to 'modernize' the tribe and settle down. This wouldn't last long, as soon, The Wanderer would deem them unworthy and the tribe would cast them out. It would take time, but the day would finally come. Nasir had turned 15 not two days after the last chosen had been banished, only to find himself marked by The Wanderer's blessing. Even he didn't know why, as he hadn't done anything worthy of receiving such a revered marking. Quite possibly, The Wanderer had seen something possible in his future. The mark was received with puzzled praise, but everyone had known that The Wanderer's choice was never to be questioned. How could you question a being that could see possible futures that you could not? For one year, almost to the exact date, he had helped lead the tribe, helping make difficult decisions with the other chosen. Until one night, during a particularly strange dream, he was confronted by the enigmatic deity. Under a moonlit desert, The Wanderer had shown him a strange place called 'Amaranth'. Something he hadn't ever seen in the villages and towns they had passed. He was told, "This is the future I have seen for you. You must go to that place called Amaranth. You must find your own way there. Learn along the way and show me I was not wrong to choose you." Shocked by this turn of events, the other priests had been forced to accept this eventuality. Again, the enigma that was The Wanderer couldn't be questioned. Reluctantly, they saw him off, blessing his travels. The Wanderer would never lead its chosen astray, but even the path forward is never clear of obstacles. It would take him a couple more years to reach the school. His strange views and religious beliefs would turn others away and it didn't help that his dim view of those who would allow themselves to stay in one place didn't mesh with city-folk. Also the fact that he had no concept of currency or a monetary system, since his tribe never needed one. Despite his lack of knowledge of boats larger than river boats, sailors were the only ones he could actually relate to. Never staying in one place too long, but he despised their false Gods. Canada was a strange new place of its own. So many trees, such little sand and more water than he would normally see in one place. His arrival at Amanrath was better received then he anticipated. Though he was left wondering what his patron would have him do next. Left where he was, The Wanderer had told him his future was here, so what choice was left but to enroll? However, this place was going to become uncomfortable quickly. The water fountains were a big deal and all these strange people he would have to deal with. He would need to bide his time, as The Wanderer could one night show him what he needed to do next. Spells: (First Drafts) Bedlam Strike - (Not totally sure) - By infusing his walking stick with will, Nasir only needs to touch or strike the opponent to activate the effect, which includes confusion. Deny The Infidel - (Surge? I'm not sure, entirely) - It is a great sin to strike the Priests of the tribe, who are the chosen of their Gods. They are not defenseless against assault, however. With a surge of will and speaking the holy words of protection, Nasir increases his endurance to attacks, turning a bone shattering blow into a bruise or preventing a knife or similar sharp instrument from going in too deep and causing too much damage. The Wanderer's Mask - (This one is tough, at least to me) - No one aspect of The Wanderer is the same except their eyes. In a way, Nasir can mimic this, by changing his skin color, hair color or in more extreme cases, gender. This came to be best used during his travels to Amaranth, where he didn't want to appear too foreign. Condemn The Weak - (Not totally certain about this) - The tribe has very little tolerance for the weak in both mind and body. While they do their best to help fellow tribemen become stronger, there just is no helping those who do not wish to put forth the effort. Targeting the opponent and as long as they can hear him speak, Nasir recites ancient words of condemnation at the opponent, effectively reducing their strength. Whether or not they can understand what he's saying isn't a problem as long as they can hear him. With more refinement and a higher grade, he may be able to reduce more then just strength. Deny Change - (Spell hue somehow escapes me right now) - The tribe does have knowledge of others with powers similar to their own, as such they would need to find ways to deny the harsh effects that some decide to wield against others. By channeling will through a prayer of healing, Nasir challenges and seeks to remove physical curse effects from himself or others. Later refinement might also include healing physically inflicted wounds as well. Whispers on the Wind - [Color] Elemental - (This spell is from the incarnation before.)- Impending danger lurks in every corner. Wherever the wind blows, fast or slow, Nasir can get an idea of what is up ahead by focusing his will on listening to what the wind tells him is there. The lesser form gives him a small idea how many people there are, but not where they're located or how strong they are. Another form of this is evesdropping on conversations, but the further away it is, the more garbled the words become. Okay, I was told that the third spell might need a redefinition, with only one cosmetic change. So, if you'll accept it, I'm willing to simply go with gender in terms of the change. Though yeah, it's all up to you what I get. Clubs - Fitness Martial Arts Meditation Wilderness Last edited by Red Mage Black; 05-21-2012 at 05:31 AM. |
05-20-2012, 11:04 PM | #42 |
Lakitu
Join Date: Feb 2010
Posts: 4,648
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Hopefully the backstory is good enough to move on to the spells.
Name: Naomi Disponette
Race: Human Gender: Female Aura: Age: 18 Appearance: She stands at 6 feet tall with a fit, slim build. Her hair is long, flowing and blonde, and her eyes are blue. She appears to have German and Welsch heritage in her facial shaping. Her standard fashion is usually tank-tops with elaborate fractal patterns, grey or navy-blue khakis and black tennis shoes. Spells: Shatter Strike, _ Elemental: Naomi chooses a target to strike, cursing them so that projectiles aimed at them curve toward weak spots, and begins to prepare a projectile of raw force that she fires at the person, the projectile being guided by the curse. The curse wears off once the projectile hits something. Intended to be Grade 2. Surprise Strength, Yellow Elemental: Naomi uses her magic to increase her experiments with human strength by briefly punching really hard. Strength Surge, Grade 1 power. Electronic Override, _ Elemental: Naomi has learned to be able to use magic to turn on/off simple electronic devices without needing access to the key/lever/switch. Requires physical contact with the device in question. Soothing Presence, _ Elemental: When in a calm and clear state of mind, Naomi can generate a magical field that radiates calmness from her, in attempt to prevent potential fights and make people friendlier. Optimal effectiveness is within 10 feet of Naomi, rapidly decreasing in effect outside of that range. Regeneration Focus, _ Elemental: Naomi clears her mind and focuses her magic into regenerating her wounds faster. She is unable to use other spells while in this state. Mostly seals minor wounds and stops bleeding for short term, but more serious wounds should get an actual doctor. Bio: Naomi grew up in the Pacific Northwest of the United States (mainly Washington), raised by her parents who were both reputable and responsible members of the Wizard's Guild. To their dismay, Naomi's black magic was problematic, especially in the field of making stuff break, and began to worry their local section of the Wizard's Guild. Not wanting to risk an Enforcer coming in to "take away" their daughter, they decided to awaken her at age 14 so that she could have a chance to control her powers. They homeschooled her for the next two years until they were sure she wouldn't be a problem in the public, also during this time teaching her to fight with whatever she could reach or unarmed as a form of non-magical defense, before letting her go back into public schooling. Her transition into public school went smoothly through graduation. Her interests developed toward athletics and technology, partially intrigued about how both could work with well with magic, though she didn't shirk on practicing unarmed combat. She immediately applied to Amaranth post-graduation, hoping to learn more about the body and machines to see if there was some direction she could take to utilize those (with or without magic) to better the world. Clubs: Fitness (Advanced if acceptable) MMA Computers Meditation Relationships: William Disponette: Naomi's father and respectable Wizard, William is a role model for Naomi, always being calm, collected and having no negative record criminally nor with the Masquerade. He currently lives in Spokane with Naomi's mother,holding influence in the Wizard's Guild for that area and working with Marina at the bakery. Despite his stoic nature, he cares greatly for his family and is proud that Naomi managed to get into Amaranth. Marina Disponette: Naomi's mother who is more amiable than William and runs a bakery. Cares for her family greatly and always does her best to send homemade cookies when Naomi's away. Holds just as high of a standing in the Wizard's Guild as William. Ayumi Fosburgh: One of Naomi's roommates, she's a shorter girl with black hair and a similar build to Neoma and the same age. Ayumi is an Awakened martial artist from Japan who was enrolled here after her instructor advised that it would be beneficial for her to train abroad. Her interests generally fall into the outdoors and into mastering her own body, so she can probably be found at related clubs. She is generally stoic and not easily surprised by her environment, but will relax around her friends. She regularly spars with Naomi so they both maintain their training. (Would like to see her in the Fitness Club and maybe MMA) Karen Smith: Naomi's other roommate. Karen is a half-djinni from the Arabic community in New York City. She came to the college to learn to become a master chemist. She often practices various forms of meditation, since while she has decent control over her powers she wants to be able to master herself. Karen and Naomi get along well, though Karen is not as dedicated as Naomi is to hand-to-hand combat. (Would like to see her in the Meditation Club with Naom) Last edited by Aldurin; 05-22-2012 at 02:58 AM. Reason: Fixed minor background stuff and made a new spell list. |
05-21-2012, 09:17 PM | #43 |
Who am I again?
Join Date: Jun 2008
Posts: 595
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Birth Name: Alice Healy
Adopted Name: Alice Marshall Actual Name: Alice Ex Nihilo Race: Human (Irish) Gender: Female Aura: Age: 19 [19] Human Appearance: Alice looks like a late teenager of Irish descent. The girl has red hair, with freckles, twintails, and almost sickly white complexion. Her eyes are colored a deep emerald, and Alice has a sort of lean and lithe figure. Her typical outfit is a black plaid skirt with white stripes, a black beret, and a long sleeved and pocketed black shirt with various pictures of flowers and vines decorating it. Alice also usually wears a black cape, which has her crest on the back colored in white, leather gloves which also bear her crest within their palms, and that crest centered right where her stomach and chest meet. She also wears a white violet pin on her left breast. Sigil wards will adorn her uniform whenever at all pragmatic, usually hidden within this excessive outfit. However, the school seems to have a policy against her typical dress, so these are more akin to her nightly clothes. Around campus and in classes she will have a much less standing-out outfit on. This consists of a plain long or short sleeved shirt, a composed beret on her head, and a dress down to slightly lower than her knees. The colors of the outfits vary from day to day depending on the mood that she is in, with a preference for dark blue and black shadings, but the rest of the outfit will generally not change very much. The only part of her more excessive outfit that she keeps with her in normal dress is the single white violet pin, which is still in place on her left breast. ( The 'crest' that Alice uses is a Null symbol Ø superimposed in the middle of a Delta symbol ) Bio: Alice grew up in the east coast USA, in a family that was something more secluded from the world. Her family was very strict with her learning how to be an efficient mage and kept her home-schooled out of the public limelight to teach her some of the fundamentals and lore of the magical world. So armed with knowledge of the magical world taught under careful guidance, some of the basics of general education and social relations, Alice was set on the path to Amaranth. Of course, this seclusion wasn't entirely a matter of her necessarily being locked away, and more of one that simply resulted from her not going out of her way to do many social things. Probably a minor case of aspergers. This tendency went on to get better by time she gets to Amaranth, but for example her brother was much more outgoing and social rather than simply learning the 'rules' of socializing. During this time alone, she in general only had the company of her family, which means that while she is extravagant and knows social rules taught to her, she's competitive and not the greatest at flat out interactions. The most she typically would have had is from her classmates in the Capoeria classes, and friends she made online to play strategic games with. However, her family is very competent and good company, holding or having been Enforcers that kept the peace and the masquerade, and hoping that Alice will keep the tradition into the next generation. As such, she was trained in the art of Capoeria to keep her fitness level up as well as to adjust to any challenges she may have later in life. Plus, it helped form her natural love for rhythm and trance. Alice was prepared specifically for going to Amaranth a couple years before, slated to happen the fall after she finished High School. This happened in such ways as knowing about the dangers and how to protect herself, what clubs she would be willing to join, and other facets of the school. After a month of being in another class, a request from the board and a shuffling of students landed Alice into Landry's class, where her experience is bound to take a steep turn for the Normal. Spells Inkfingers Alice can generate magical ink from her fingertips. This ink can be used for drawing sigils, and take notes if need be. Generally the spell and skill of crafting sigils. Sigils are drawings made out of Alice's aura that typically function as Enchantments. They can be placed on flat surfaces, such as walls or the floor. To create a sigil, Alice traces it on a surface with her finger. Her fingertip leaves behind a trail of visible, magical ink. A sigil's effect can be disrupted by ruining the drawn sigil, whether by crossing it out or by scratching the surface. Rejuvenation Sigil Alice places this sigil on a target, and it speeds up the natural healing and restoration process. Anyone affected recovers from wounds much faster than they would naturally. Blood clots, characters regain consciousness and return to normal energy faster and immune systems are galvanised. Alice suffers will drain for every creature benefiting from this sigil. Knowledge Sigil This special mark lets the caster know where the mark currently is when searched for. Very handy for knowing the location of all those books you can just never find again. Active when searched for. Null Star Sigil This sigil projects a short-range aura that shrinks the magical pores of casters around it. This causes anyone using magic to take additional magical backlash and dampens the effects of spells. comments Keep The Rhythm A simple magic spell to let Alice do a particular action perfectly repetitively. However, if there are any 'flaws' in the way she has done the action, these will also be 'perfectly' repeated. For example, if playing DDR it will keep a perfect beat on all of her steps. If she draws a shape, she can use this spell to draw the exact shape over and over again. comments Notes Skeletal Flux Mode shift that increases Alice's strength and endurance, letting her do things harder, for longer, at the cost of her will. Basically increases her general fitness and athletic level. comments Clubs: Tabletop Computer Gymnastics Capoeira Relationships: Name: Samuel Marshall Race: Ascended Human Gender: Male Aura: Age: 54 [~90] detailed bio Name: Maria Marshall Race: Half-Demon (Half-Fae-Wizard) Gender: Female Aura: Age: 28 [46] detailed bio Last edited by Relm Zephyrous; 06-01-2012 at 10:25 PM. |
05-22-2012, 11:14 AM | #44 |
Bitches love the crown
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Alright, I decided that trying to rework the original character I put up was going to morph it into something I wouldn't want to play. So here is character number 2.
Name: Markov Slatkin Race: Human Gender: Male Aura: Black Age: 18 Appearance: 6'1', athletic build, dirty blonde hair that is kept a short length laid messy. Blue eyed and fair skin toned. Markov tends to dress extremely well, wearing 3 piece suits to nice slacks and collared shirts. Very rarely will he dress more casually, but has been seen before in more athletic gear if the situation requires it. Spells: Concealed Weapon: Black Elemental Markov keeps his favorite weapon on him at all times. What he doesn't realize is that when hides it, he really is slipping it into another realm, and when he pulls it out, he is pulling it back out of the realm. Practiced Calm: Black Elemental Markov's training with his instructor has taught him how to keep calm under pressure. Focusing on his training, he pushes a sense of calm all over himself, to steady and to focus. When he goes through these steps, what Markov doesn't know is that his magic kicks into effect, helping push out distractions, and bring into focus what he is really focusing on. Pain, fatigue, outside distractions from other people turn dull and easily ignorable when he goes into this focus. Perfect shot: Black Elemental Markov has a knack for hitting what he is aiming at. If he gets into an aiming position and takes sight of a target before shooting, what he doesn't realize is that his magic is making sure the shot gets there. Mostly, magic just guides the bullet, giving it a better spin, and curving it if the target is moving to make sure it hits the mark. Shoot to kill: Black Elemental Markov focuses on his training from his tutor, remembering the dangers and warnings, and what it truly means to point a gun at someone and mean it. He takes aim similar to the Perfect shot, but its always three shots, two at the chest, one at the head. He recalls his instructors constant forcefulness of the lethality of the gun, and the only reason to point a gun at someone is to kill them. He always feels shaken a bit after doing this, from what he blames from putting himself to kill at such a length, but in truth is really a drain on his will. Bio: The Slatkin family is a rather rich family, coming from Russia during the days of his Great Grandfather. His Great Grandfather had setup a business, and soon the Slatkin family was a wealthy one. Being in America for 3 generations the family has taken to English being their first language, though Russian is still encouraged to be learned. Markov is named after his great grandfather as he shares the same cool blue eyes and dirty blonde hair that his grandfather was said to have. As a child, he was rather annoying, constantly getting into trouble, getting into the family's decorative room and playing with the weapons. His parents were worried about him getting into trouble, but being business people themselves, didn't quite have enough time to do anything about it. So at age 10, for his birthday they asked him what kind of person that Markov would want to be. When he talked about secret agents, and how cool they were, they had a crazy idea of combining the idea of training in such a way and putting discipline into him in the same kind. Of course, the instructors where just regular people teaching him things from all over the board, but considering they mixed in a few instructions on self defense and gun usage and safety, Markov always thought he was going for special training as an agent. What they ended up doing was hiring a range of instructors to teach Markov a lot of different things. Some taught him things such as talking and working with people. Others were teaching him ways of respect, and how to act regal and professional, as there were still many royals, and their were many traditions that he would need to follow should he ever find himself in their presence. Others taught him things such as martial arts, and of course there were gun courses as well. While some lessons were boring, and definitely nothing that Markov wanted, overall he took to them well. He enjoyed the idea of training to become and agent, and the playacting he did as a kid started to show more about how he actually carried himself as he got older. Soon, he became a rather strong and graceful man, able to defend himself relatively ease and rather charming, if a bit too professional. His parents had for his 16th birthday bought him something that is gun instructor had said he was ready to own, a beautifully crafted weapon that Markov keeps with him to this day. All of his instructors had pretty much started pushing for him to focus more on his academics if he hopes to become an agent like he hopes. High technology and science tends to go hand in hand with the agent field in Markov's eyes, so he understands its something he must do. With that, his parents had sent him off to Amaranth. For the last couple of months, he has been apart of a different homeroom, mostly learning his classes and clubs, with the only notable thing was an attempt to become class president. However that failed when most people meet him thought that his professional attitude made him look like a drag on parties and didn't win any favors. Clubs: Archery Mixed Martial Arts Cultural Computer Notes: Markov's weapon is a weapon given to him by James on his 16th birthday, something that he technically shouldn't have. Its a .50 cal Titanium plated Desert Eagle, a beautiful weapon. His roommate(s) are probably annoyed that he always spends at least a little bit of his night taking apart and cleaning the gun. His mannerisms are always polite but professional, and this has given him a reputation of being absolutely no fun at all. Relationships: Mostly his instructors, I can specify them or just leave them up in the air and they can show up as needed. (as I really hadn't had much of a chance to think up all the instructors). Last edited by Inbred Chocobo; 05-23-2012 at 09:16 PM. |
05-22-2012, 12:49 PM | #45 | |
Just sleeping
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So, yeah, how does the modern witch or wizard or geomancer go about raising kids if letting them in on the Masquerade will get spooks following their kids to school, and why do the Carters get a handwave for teaching their demon-touched foster son to be a leaf blower? Some people have a tradition to maintain; is there some paperwork one can fill out at the local chapter of the Wizard's Association or what? Does it up membership dues? Ad-SEXSEXSEX-dendum: How do proprietary spells work in Laundry? Is there a Magic Patent Office where one can claim exclusivity on magic techniques against competitors, or is it the opposite, and no one can have private casting techniques to avoid any mage becoming too powerful?
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Be T-Rexcellent to each other, tako.
Last edited by phil_; 05-22-2012 at 09:08 PM. |
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05-23-2012, 12:24 AM | #46 | |||||||||||||||||||||||||
Political Studies Student
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Reviews!
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He's in the Publicity club, you see. This might not be clear, but Publicity is actually really heavy interaction - his performance will be affected very heavily by his personality and character. If he's in Publicity, I need to know if people react badly to him and his eccentricities or not. I suppose I can let this go if you drop Publicity. Quote:
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Will refrain from further power commentary, as per your suggestion. * * * Quote:
Also what is his last naaaame!? D: Here is a list of Arabian last names to help. Quote:
You don't strictly need to have him take two years to arrive either - its not impossible that his tribe has diplomatic relations with the Witch's Guild, and that connection could be used to get Nasir on a plane to Amaranth, or at least, shorten the trip substantially. Quote:
And that was when he met Professor Landry. That totally serious (and canon!) addition to your backstory done, everything looks good here. Grats, Nasir’s character and backstory is approved – spells come next. Gonna preface this stuff with the statement that the Wanderer’s Brand may leave your character in this game. To be clear: This is not a planned event. It is just distinctly possible. Therefore, I recommend that you not build entirely around it so you’re not completely screwed over in the event that happens. It might not! But I would prefer you not die because you assumed the Brand was permanent at Char. Gen. Ah, and as a reminder, Nasir has inherited the blessings of one of his tribe's other gods as God-Blood. What sort of purview do you want for it? Healing? Wind? He should still be able to use these techniques with the Brand, if he spent a bit of time adapting them. Quote:
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Will mention that a spell which only creates a protective effect around one part of his body will be far less expensive then a full-body-defense. Quote:
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An interesting spell. Name's a bit counter-intuitive too, since he's weakening a target, not condemning someone who is weak. Why would Nasir learn this particular technique? Quote:
Other-targeting spells are more complicated. The length of the incantation/cast-time will effect how effective the actual dispel is - as well as its range. A stronger dispel will prevent him from moving while casting. He'll also need a way to specify the person he's targetting - a gesture at the end of the spell and maybe eye-contact as well. Alternatively, if its not meant to be long range (requires touch) it'll be easier and more powerful. You may also want to consider using an object covered in sacred script for his spell (say, a knife which needs to pierce a target's skin to remove enchantments on them). Is this a prayer to one of the tribe's Non-Wanderer Deities (or the Wanderer themselves), or just a spell? Should cover it. Specify what sort of model you want the spell to be and we'll go from there. Quote:
Oh, I noticed you haven't really discussed what, if any, training Nasir has. Obviously, he's a mage, and he probably has some martial training. Seems a bit more focused on magic than fighting, though. Am I right? Secondary. None of these spells seem to reflect on his great two-year journey, as interesting as they are. I'd do some substitutions, since he'd probably have run into challenges that certainly merit magic over that time. * * * Backstory's actually pretty good this time. Few small points! Quote:
That said, I'll be classifying her competence in 'martial arts' as higher than her magical ability. Her current compliment of abilities is what she’s good at, spell design-wise. Quote:
What I'm basically saying is that a Curse which makes projectiles more likely to hit weak spots isn't gonna work in Landry. Too complicated a concept. Making Shatter Strike a Grade 2 Seeking Spell to help it hit a target is possible. You'd probably need to make it Grade 3 to get it to target one specific weakspot on its victim - and it can't find weak points that you, the caster, don't know exist. I suppose if the spell only damages that one specific point on the target's body, you might get away with making it Grade 2. Additionally, curses are not instant hit - they can be dodged more often than not. Quote:
Pretty basic, but if the drawbacks are fine, it’s an alright spell. Quote:
Bard suggests adaperio for "On" and adoperio for "Off" I think. Quote:
Really not sure what you plan to use this for. I don't recommend linking it to Naomi's emotions - which would be Old Magic - since a change in her emotional state could make the whole thing unworkable. Don't know if an Aura is the best vector. A touch-based spell might be more useful, but it’s your call. Why'd she develop this spell? Were her friends getting into fights a lot? Quote:
Suppose these fit well enough. Regarding Fitness. She seems to have a little anatomy training (at least two of her spells require some knowledge of the human body), but I don't think that's quite enough to advance to Advanced. She's certainly got an affinity for this club though, from the sounds of it. Will get high marks. While Mixed Martial Arts and Meditation make sense with her powerset, they're basically opposed styles. She seems a little more...suited to Meditation (if she can deal with the Buddhist weirdness) between the two. Might want to consider swapping Veterinary for MMA, since she seems to have a bit of a medical bent to her. * * * Relm, after some thought, I have decided that Alice is acceptable. There will be some behind the scenes tweaks to her bio and relationships (this will be kept private) to make everything work, but as it is not something Alice herself would be aware of and they are also non-negotiable, I will not be informing you of all of them. That said, you do need to make a few changes. 1) Alice's last name, and family name, is now Ex Niliho. Marshall or Healy can be aliases, if you insist on using them like that. The Null emblem is her family crest. Enjoy. Quote:
Incidentally, she has a single dorm. Her transfer to Landry's class will come as a surprise - it happened recently, just before Halloween. She's only heard Shuyin and Lala complain about Landry before - really knows nothing about her. If she's looked for Landry, she's never found her. Understand? Update your profile accordingly, and I'll move onto your spells in my next review. * * * Inbred, this character isn't too bad. The biggest problem I'm seeing is basically his relationship with the Secret Agent in the backstory. Secret Agents are supposed to keep the identities a secret (hence: Secret Agent) not get hired to tutor a ten year-old. Its really a pretty implausible thing - ten year-old kid tells his rich business people parents he wants to be a Secret Agent when he grows up, so his parents buy him a Secret Agent? No. This can work still. If the guy's an Actor who his parents hired to keep an eye on their kid and pretend to be a Secret Agent, maybe! Alternatively, you can probably scrap the tutor aspect of this entirely and make him a gun hobbyist who happens to watch a lot of Secret Agent movies, and has picked up some of the mannerisms from them. Might even have some martial arts in his background (MMA, is what I'd recommend). Quote:
Social Club isn't a real club. Need a different one. * * * Quote:
And yes, there is paperwork that can be filled out when bringing your child into the Masquerade. It is still technically against the rules. However, if you go through the proper channels, have sufficient reason to bring them in and take the proper precautions (Jack's dad worked in a Wizard's School as a teacher, so he would have been able to get some of the items they use to prevent young mages from using magic in public or without supervision) things usually turn out okay. Well, sometimes they end with your kid dead, I guess. Not the point! Quote:
Some mages do have secret spells, but generally, these don't give them big advantages. The rules of magic are pretty air-tight for the Awakened - less so for Blacks and Whites, admittedly.
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I'm always available to chat on AIM and Skype/MSN, so if you've like to speak further with me about anything I say, or just address something to me personally, feel free to add me. I welcome such conversations. Also obligatory signature! Last edited by Teal Mage; 05-23-2012 at 12:30 AM. |
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05-23-2012, 07:00 AM | #47 | ||||||||||||||
Sent to the cornfield
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05-23-2012, 10:06 AM | #48 | |
Bitches love the crown
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For clubs, I went ahead and changed meditation to MMA, as for the final club, I went with Computer, but I was giving serious consideration to movie as well, but couldn't decide on the two. If you think Movie is a better fit (I see computer as him wanting to learn to hack his way through sophisticated security systems) then I can change that. |
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05-25-2012, 12:25 PM | #49 |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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So, is the edupad down for anyone else?
Has someone been fucking with the time slider?
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. |
05-25-2012, 11:23 PM | #50 |
Lakitu
Join Date: Feb 2010
Posts: 4,648
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Here's the new version of Naomi's spells
Shatter Strike, _ Elemental:
Naomi charges up a projectile of raw force and fires it at the target. If the target is designated before firing, then the projectile will attempt to home in on it to increase the chance of actually hitting. Grade 2. Surprise Strength, Yellow Elemental: Naomi uses her magic to increase her experiments with human strength by briefly punching really hard. Strength Surge, Grade 1 power. Electronic Override, Green/Blue Elemental: Naomi has learned to be able to use magic to turn on/off simple electronic devices without needing access to the key/lever/switch. Requires physical contact with the device in question. Regeneration Focus, Yellow Elemental: Naomi clears her mind and focuses her magic into regenerating her wounds faster. She is unable to use other spells while in this state. Mostly seals minor wounds and stops bleeding for short term, but more serious wounds should get an actual doctor. Dermal Steel, Yellow Elemental: Naomi uses magic to summon an invisible layer of energy over herself that reduces the force of attacks against her. Last edited by Aldurin; 05-26-2012 at 01:38 AM. |
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