Magic and Custom Creations Approval!

Get help here! Ask questions, provide site feedback, and get ideas approved. New members should ask their questions in the Joining Forum instead.
User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Magic and Custom Creations Approval!

Post by Dabony » 09 Oct 2019, 15:52

All spells you make via the magic system, and all custom perks or racial traits you want to make, need to go through this thread and be approved by a moderator. An exception is made for content attached to a new joining application. Make sure to follow the official spell format. For example:
Fireball Example
Show
Fireball [Cost: 800]
Damage 4 [400]
--Area (10ft) [200]
--Ranged [200]
A simple fireball spell. The caster quickly charges up energy then shoots a small bullet-fast ball of fire towards their target, where it then explodes powerfully with a radius of 5ft.
We recommend you consider the following questions when writing spells:
Spell Description Checklist
Show
How quick is your spell to use? Is it instant? Does it have to charge up? Can it be used at will?
Can you multitask while using/charging it? Can you move around while charging up your super laser beam, or do you have to stand still and focus?
How fast does your projectile travel? For ranged spells, we expect this to be added. A rough estimate is fine, or a comparison. E.g. 'as fast as a bullet' or 'as fast as a thrown baseball'.
Does it have a limited range? How far can it travel, roughly? What's the effective range?
How powerful is it? Estimate. Give a rough scale, like 'very powerful' or 'somewhat weak'. This isn't required as it can be determined by the rank of the effects, but it is recommended.
How big is it? For summoned weapons or projectiles, we like to have a rough size for comparison. Does your magic missile spell shoot little magic bullets or larger baseball-sized projectiles?
What does it look like? How is it performed? How does it feel to get hit? These are mostly 'fluff' details, but we recommend you include them if they're not obvious. That way, other players may write your character using the spell in fights.
It's always a good idea to include any details you think might not be obvious, that way we can prevent misunderstandings before they happen.
Last edited by Dabony on 17 Oct 2019, 12:55, edited 2 times in total.
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Drāke Cliffell
Points:  580.83
Posts: 47
Joined: 03 Oct 2019, 11:56
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Drāke Cliffell » 12 Oct 2019, 19:12

-- Blood-charger ( 100 ) - Within Drāke’s prosthetic arm has a feature now that gives him the ability to recharge his arm automatically. The arm does the recharge though whilst he is asleep and can do it when he is awake but he has to mentally want it to start, thanks to the neuro-anatomic-engineering. The recharging needs a full 8 hours of sleep/recharge to full recharge if it went through a long amount of energy, e.i. If he goes through a really exhausting fight he needs a full 8 hours. But if he was just on a walking trip where he didn’t do much he might only need 5-6 hours. The charge also helps with any A.I. charging.

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 13 Oct 2019, 11:33

Drāke Cliffell wrote:
12 Oct 2019, 19:12
-- Blood-charger ( 100 ) - Within Drāke’s prosthetic arm has a feature now that gives him the ability to recharge his arm automatically. The arm does the recharge though whilst he is asleep and can do it when he is awake but he has to mentally want it to start, thanks to the neuro-anatomic-engineering. The recharging needs a full 8 hours of sleep/recharge to full recharge if it went through a long amount of energy, e.i. If he goes through a really exhausting fight he needs a full 8 hours. But if he was just on a walking trip where he didn’t do much he might only need 5-6 hours. The charge also helps with any A.I. charging.
This is approved, with the caveat that it will only charge basic and intermediate prosthetics. If you're unsure how to formally purchase this, let me know.
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Drāke Cliffell
Points:  580.83
Posts: 47
Joined: 03 Oct 2019, 11:56
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Drāke Cliffell » 15 Oct 2019, 15:41

-- H.E.M.N.A.I.H --

-- Holographic - Enhanced - Membranous - Neocortec - Artificial - Intelligence - Helper --

-- Name ; Alice --

-- Artificial - Light-working - Intelligent - Communication - Enhancer --

-- General Programming --

Specified Gender - Female

Specified Mission - Assist, Communicate, and Serve

Override Code - H.Ī.M.E.N. - Hard-shutdown, Interrupt, Manual, Effect, Null -

Specified Acknowledgement Code - MN0XCI89YHE32YKI

Abilities - Hacking, Membranous Programming, Communicative.

Rank - 1 ( 350 )
[ For rank 2 hacking Alice cost would be 700, rank 3 will be 1050. ( Maxes at rank 3. ) ]

-- Programmed Info --

-- Personality --

Alice is programmed to help Drāke communicate better, and get past security measures a lot easier. She is a kindly programmed A.I. so she can better help out. She is informative and responsive. Alice is also made to know when to stick her nose into something and is very curious mind always intrigued to learn more.

-- Appearance --
( Holographic Avatar )
( Compared to Full Size and in colour )

Alice is 5’2” and is a petite build. Alice is a brunette with shoulder length hair. Her avatar usually wears a pink white trimmed Nexcrö uniform. ( Basically Drāke’s but with pink instead of blue and white in place of gold. ) But can change her outfit at will, often changing it to match the scenario. She has pale white skin and crystal blue eyes.

-- Programmed Abilities --

-- Hacking ( 200 ) --

Alice can hack into basic devices and either gain control or get information. Though this only works on electronic tech, e.i. She can’t go into a clock and make it go crazy. She also has a very high virus protection. But her firewall breaker can only go so far.

-- Membranous Programming ( 50 ) --

Alice can be transferred into another device, though Drāke has to make his arm come in contact with the device for more than 2 seconds before she can transfer. This only works because she can run through Drāke’s prosthetic arm and go into the new device.

-- Communicative ( 100 ) --

Alice is able to talk like any other person. But she only knows two languages, English and Old Swedish. She can learn new ones but she would have to take a day to learn it and have a techno exposure to the language.

Ability Cost - 350
Last edited by Drāke Cliffell on 17 Oct 2019, 14:06, edited 7 times in total.

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 15 Oct 2019, 15:46

Okay, so... normally to get hacking you'd need basic computer use too. So basic hacking should cost 200 instead of 100.

For the Membranous Programming, how many devices can Alice be in at once? Because how you're describing it makes me feel you could have her in a heck load of tech at once.

Communicative looks fine.
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Drāke Cliffell
Points:  580.83
Posts: 47
Joined: 03 Oct 2019, 11:56
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Drāke Cliffell » 15 Oct 2019, 15:50

She can only do one at a time, (excluding also being in Drake's arm.) But all three will upgrade each time, so when she moves to rank 2 all 3 abilities get better.

She will always only be able to connect to only one, but she will be able to connect from further. So like rn she has to go through Drake's arm, next she can do so when he is just right next to it, then rank 3 she can jump from across a room.
Last edited by Drāke Cliffell on 15 Oct 2019, 15:51, edited 1 time in total.

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 15 Oct 2019, 15:52

Edit your ability to fix the costs and make all that clear, and we're good.
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Drāke Cliffell
Points:  580.83
Posts: 47
Joined: 03 Oct 2019, 11:56
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Drāke Cliffell » 15 Oct 2019, 15:55

There we go

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 15 Oct 2019, 15:57

Drāke Cliffell wrote:
15 Oct 2019, 15:41
Spoiler
Show
-- H.E.M.N.A.I.H --

-- Holographic - Enhanced - Membranous - Neocortec - Artificial - Intelligence - Helper --

-- Name ; Alice --

-- Artificial - Light-working - Intelligent - Communication - Enhancer --

-- General Programming --

Specified Gender - Female

Specified Mission - Assist, Communicate, and Serve

Override Code - H.Ī.M.E.N. - Hard-shutdown, Interrupt, Manual, Effect, Null -

Specified Acknowledgement Code - MN0XCI89YHE32YKI

Abilities - Hacking, Membranous Programming, Communicative.

Rank - 1 ( 250 )
[ For rank 2 hacking Alice cost would be 500, rank 3 will be 750. ( Maxes at rank 3. ) ]

-- Programmed Info --

-- Personality --

Alice is programmed to help Drāke communicate better, and get past security measures a lot easier. She is a kindly programmed A.I. so she can better help out. She is informative and responsive. Alice is also made to know when to stick her nose into something and is very curious mind always intrigued to learn more.

-- Appearance ( Holographic Avatar )
( Compared to Full Size and in colour )

Alice is 5’2” and is a petite build. Alice is a brunette with shoulder length hair. He avatar usually wears a pink white trimmed Nexcrö uniform. ( Basically Drāke’s but with pink instead of blue and white in place of gold. ) But can change her outfit at will, often changing it to match the scenario. She has pale white skin and crystal blue eyes.

-- Programmed Abilities --

-- Hacking ( 200 ) --

Alice can hack into basic devices and either gain control or get information. Though this only works on electronic tech, e.i. She can’t go into a clock and make it go crazy. She also has a very high virus protection. But her firewall breaker can only go so far.

-- Membranous Programming ( 50 ) --

Alice can be transferred into another device, though Drāke has to make his arm come in contact with the device for more than 2 seconds before she can transfer. This only works because she can run through Drāke’s prosthetic arm and go into the new device.

-- Communicative ( 100 ) --

Alice is able to talk like any other person. But she only knows two languages, English and Old Swedish. She can learn new ones but she would have to take a day to learn it and have a techno exposure to the language.

Ability Cost - 350
Approved!
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Drāke Cliffell
Points:  580.83
Posts: 47
Joined: 03 Oct 2019, 11:56
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Drāke Cliffell » 15 Oct 2019, 15:58

THANK YOU

User avatar
Haley Jane
Cutest Star!
Points:  718.93
Posts: 57
Joined: 01 Oct 2019, 20:21
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Haley Jane » 15 Oct 2019, 19:55

Blackened Skin (150)
Buff rank 3(900)
Triggered (150)
Indescriminitive(-150)
Side effect -(150)
Concentration (-150)
Limited (-150)
Finite 10 (-75)
Weaknesses (-75)

Blackened Skin is activated when Haley would take physical trauma. When that happens, his skin turns black in that area. Making him even tougher and make it harder to damage him. Since it's always when he takes damage, he doesn't get to choose which attack he gains power against, as long as it is able to hurt him. The spell flickers on.

The more he uses it before resting the more mentally and physically tired he becomes. After all ten uses he tends to pass out. He of course is limited to only 10 uses of the power.

The only other thing that the power is weak against is fire, since the spell has metal like properties it tends to cook him alive even if he's got the protection up. Still fire will cause the power to trigger.

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 15 Oct 2019, 20:04

Haley Jane wrote:
15 Oct 2019, 19:55
Blackened Skin (150)
Buff rank 3(900)
Triggered (150)
Indescriminitive(-150)
Side effect -(150)
Concentration (-150)
Limited (-150)
Finite 10 (-75)
Weaknesses (-75)

Blackened Skin is activated when Haley would take physical trauma. When that happens, his skin turns black in that area. Making him even tougher and make it harder to damage him. Since it's always when he takes damage, he doesn't get to choose which attack he gains power against, as long as it is able to hurt him. The spell flickers on.

The more he uses it before resting the more mentally and physically tired he becomes. After all ten uses he tends to pass out. He of course is limited to only 10 uses of the power.

The only other thing that the power is weak against is fire, since the spell has metal like properties it tends to cook him alive even if he's got the protection up. Still fire will cause the power to trigger.
This should cost 300. 900+150-150-150-150-150-75-75 = 300.

Also, I don't think, as this is described, that it needs concentration. So I'd either remove the concentration drawback and brave the cost increase, or add something in the description about it.
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 15 Oct 2019, 20:06

If you want a cheaper version of this, consider looking into the protection effect. Which will probably be more appropriate. It may also be stronger for ya.
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Haley Jane
Cutest Star!
Points:  718.93
Posts: 57
Joined: 01 Oct 2019, 20:21
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Haley Jane » 15 Oct 2019, 20:09

Would it still do the same thing?

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 15 Oct 2019, 20:14

Yeah, protection gives you, well... protection. Rank 3 protection costs 300 and will protect you from rank 3 damage: "Will almost always hurt badly, but won't always kill. Can break a thin stone slab, thicker logs, crack concrete, etc. It's equivalent to grazing gunfire."
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Haley Jane
Cutest Star!
Points:  718.93
Posts: 57
Joined: 01 Oct 2019, 20:21
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Haley Jane » 15 Oct 2019, 20:20

Huh okay. Can I do that then give it buff if I'm able?

User avatar
Dabony
Catgirl Supreme
Points:  29.64
Posts: 131
Joined: 01 Oct 2019, 02:18
Been thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Dabony » 15 Oct 2019, 20:21

You could later give it buff to boost its defensiveness, yeah.
Throwback art from the good ol' days, courtesy of lonewolvernsoul
Show
Image

User avatar
Haley Jane
Cutest Star!
Points:  718.93
Posts: 57
Joined: 01 Oct 2019, 20:21
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here

Re: Magic and Custom Abilities Approval!

Post by Haley Jane » 15 Oct 2019, 20:21

Cool I'll adjust it in a moment

User avatar
Nero Eldingar
The Ghost Inside
Points:  743.96
Posts: 38
Joined: 01 Oct 2019, 20:26
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here
Has thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Nero Eldingar » 16 Oct 2019, 03:32

Weird ass combat robo heels + clawed feet
Spoiler
Show
Image
A protrusion on the heel of a robotic foot somewhat resembling high heels. There are powerful magnets embedded in the heel that can be switched on and off at will. The main purpose of this is to allow the user to wield a sword by placing the handle in the arch created between the heel and ball of the foot. The powerful magnets could also help walking up steep vertical angles on a metal surface. Although the main part of this mod is the heel the whole foot from the ankle down is considered the entirety of the mod (As an extra bonus they add an inch or two of height lol.) [100?]

The clawed feet are just simple claws on the feet as pictured. They essentially replace the function of toes by providing some balance. They also provide good traction in dirt-like terrain and on trees and other similar surfaces. And of course they are sharp so they could provide extra damage on kick based attacks. [50?]
Last edited by Nero Eldingar on 16 Oct 2019, 03:33, edited 2 times in total.

User avatar
Nero Eldingar
The Ghost Inside
Points:  743.96
Posts: 38
Joined: 01 Oct 2019, 20:26
Character Location: STS Genesis-02
Roster: Click Here
Purchase Log: Click Here
Has thanked: 1 time

Re: Magic and Custom Abilities Approval!

Post by Nero Eldingar » 16 Oct 2019, 15:45

High tech battery sheath. Also clawed hands.
Spoiler
Show
Image
A somewhat large sheath meant to hold one Vibro blade and one Vibro dagger. The sheath has a built in battery that charges the blades when sheathed. It is attached by a mounted apparatus on the back that allows its position to be adjusted up and down the back and around the waist. It can also be rotated where worn to allow the user to draw from multiple angles. All of this can be done hands free or by hand. [200?]

Metal nail-like plates attached to the fingertips of a robotic hand. They are sharp on the sides and pointed with a slight downward curve allowing for greater traction on surfaces like wood and dirt. Can also be used to inflict slash and puncture wounds while fighting. [50]

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests