ᕙ( ̎ᑒ ̎ )ᕗ 9th Level Ex-Moderator ᕕ( ᐛ )ᕗ
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Account Name: 栄 Cryool
Profile Name: Babao & Sishen Tang Nickname: Prosperus & Prospera Age: Ancient as the Seven Seas Gender: Male & Female Height: 5'9" & 5'4" Weight: 160 lb & 100 lb Guild: Quatro Cerberus Class: C Affiliation: Neutral
Appearance [tabs][tab=Physical Description]To the eyes, Prosperus & Prospera look very alike, a pair of middle-aged folk blessed by with excellent complexions and an overall lack of physical blemishes. Prosperus, slightly older in appearance - perhaps due to his facial har, as his small, curled mustache and his goatee hide his otherwise-youthful face. His wide eyes and thick eyebrows give him an unfortunate distinction of looking either surprised or angry most of the time, though usually he is neither. The hair upon Prosperus' head is somewhat curly and black with white streaks, trailing down to his shoulders. For one middle-aged in appearance, Prosperus is fairly fit, holding the type of body that comes with a lifetime of training and discipline.
Prospera, on the other hand, has an appearance that just barely crosses the line between a young lady and a middle-aged woman. With fair skin and expressive dark eyes, Prospera looks far younger than normal, as long as she doesn't enter emotional outbursts - during which the unfortunate lines of stress reveal themselves upon her face. Her black hair is usually parted to both sides of her head, and her modest figure is covered up well by loose clothing - or otherwise not as loose; her figure is generally easy to discern with a single glance.[/tab][tab=Clothing]Prosperus & Prospera's clothes are distinctly easy to make out in a crowd, and fairly recognizable once folks actually see it; it's ancient garb, after all. The Crynese style of dress bears a few similarities to those of other existing cultures on Earthland, but two facets of the style render it unique - first, the liberal usage of a light golden color, and secondly, the use of a darker golden shade to create designs and pattern upon the cloth. Neither Prosperus nor Prospera's clothing shies away from these tenets of style; Prosperus wears a rich golden robe over a set of plain white underclothing, with black and golden designs shaped not unlike clouds. Prospera wears a set of gold and brilliant red robes, more clinging to the body at the torso but wider at the sleeves, complete with swirling and diamond-esque designs. Both generally wear golden slipper-like shoes, and all of their clothes are crafted out of a strange silk-like material, with almost no known equivalent existing in Earthland.[/tab][tab=Accessories]Following Crynese customs, both Prosperus & Prospera are fond of aesthetic accessories. Prosperus prefers jade, wearing a jade necklace and jade symbols sewn about the band on his waist; Prospera, on the other hand, wears a more elaborate head ornament, complete with a lotus-shaped ornament, several jade gems, and a pair of orange tassels dangling from the sides.[/tab][tab=Extra]Both Prosperus & Prospera carry matching gold and jade rings on one of their fingers, though they always to decline the reason for wearing such a thing.[/tab][/tabs]
[tabs][tab=Prosperus] [/tab][tab=Prospera] [/tab][/tabs]
Personality [tabs][tab=Prosperus]A fairly well-tempered fellow, Prosperus is a noble man with a touch of eccentricity. Eager to say and to do, Prosperus tends to act the good-natured noble, the sort of fellow that others never forget to ask along for a drink, even if only because he is easy to take advantage of even without being drunk. While not naive, he is fairly optimistic and forgiving - combined with a powerful work ethic and fairly simple needs and goals, Prosperus makes for an excellent companion for anyone willing to go with him.
Around Prospera, Prosperus is another fellow entirely; not that his personality changes, rather, but one of his nature simply cannot surpass her emotional outbursts, and his easy-going nature makes it all the more easy for Prospera to convince him that her own ways and means are superior. While they usually are, it tends to make for awkward situations in public, as well as more than a few jokes behind his back.
Despite everything, though, Prosperus is a genius, a master of shapes and forms; his interest in architecture and design is unbeatable, especially when it comes to studying artifacts and structures of old.[/tab][tab=Prospera]An intelligent lady, Prospera is a quick-witted woman with a touch of eccentricity. Always thinking and planning and calculating, Prospera puts her swift lips and swifter mind to good use at all times, being the sort of person who would make for a great secretary, if anyone could weather her emotional outbursts. While generally cool-minded, Prospera is prone to act emotionally when the situation calls for it - combined with a powerful work ethic and fairly lofty wills and whims, Prospera makes for an excellent companion for anyone willing to go with her.
Around Prosperus, Prospera is an entire other sort of person; while her personality stays the same, one of Prospera's nature naturally requires an emotional punching bag - lo and behold, enter Prosperus. With her long-term connection to him, Prospera is understanding of him as he is of her, something that works to her benefit most of the time regardless of the situation. While it isn't anything new to anyone who knows them, it does give her a bit more of a reputation that any woman would normally prefer.
Despite it all, Prospera is a true prodigy, a master with coins and figures; her talents in mathematics and shopkeeping only increases her reputation, especially when it comes to the field of ancient relics and historical items.[/tab][/tabs]
History
History "Always together, and never apart."
Such were the words of the Lady Rogucha, as she smiled down upon the sleeping faces of the two infants presented before her - they, two babies present for their prophecies, and she, the Great Seer of the Crynese Empire. Though neither she nor the parents nor the infants themselves knew at the time, the Great Seer's words bore a greater weight than they could ever imagine.
Not that, like all prophecies, it wasn't to come without a bit of a push. Since their earliest days, Prosperus & Prospera would always be found together - they grew up with one another, indeed, practically through one another. Inseparable as toddlers, inseparable as schoolkids, inseparable even during the rough and tumultuous teenage days; where Prosperus went, Prospera was also, and where Prospera traveled, Prosperus was soon to follow.
A double boon, they were, to all who welcomed them. Prosperus was a genius of plans and Prospera a prodigy in ways; together, no task was too great and no challenge too difficult. It was Prosperus who built the fabled Nine-Flowered Palace, but it was Prospera who made it possible; likewise, Prospera was the one who planned the incredible Silkworm Roads, but Prosperus had his part in crafting them. Where he placed stones, she counted figures, and where she made plans, he crafted the openings. As a pair, Prosperus & Prospera's names rose with their abilities, as the two went from simple business-owners to one of the most well-respected civilians in their city.
They dabbled in everything - housing, trading, planning, business, martial might, the magical arts, the alchemical studies, even some less-than-scrupulous fields; if an opportunity presented itself, Prosperus & Prospera never let it go. For a while, the two of them even had a toy-crafting phase, or at least, what appeared to be a toy-crafting phase. In truth, the two were experimenting with powers beyond their control - and, as with anyone playing with fire, they were burned.
It began so well; following a series of forbidden spells and risky rituals, the pair had finally succeeded in giving life to their crafts - life! And all at the mere cost of sacrificing part of their own souls! But wasn't that what parenthood was in the first place? But a single component gone awry and a simple distraction - someone had knocked on the door - was all it took. In the middle of one of their experiments, Prosperus & Prospera found themselves sealed into the item of their very own making, a simple toy box. Locked together, the two entered a state of subconsciousness as their spirits latently infused the box and all its contents with magic.
Did they struggle? of course! But alas, this here was a product greater than they, an artifact stronger than the sum of its parts; for fifty days and fifty nights the two of them talked and tried, using every tactic in the book - but it all came to naught. The box, potent as it was, could only be opened from the outside. All they had was one another, and the various toys in the box for company. Fortune had it that the box could place them into stasis, harvesting and storing up their magic as they fell into eternal slumber. With no other choice, Prosperus & Prospera complied, entering a period of deep sleep.
How long did they sleep? Who knows? The Crynese Empire barely exists in the annals of history, long-gone and forgotten even by most historians. As the two of them slept, empires rose and fell, and for countless ages the world itself forgot of Prosperus & Prospera, the two simple civilians who vanished at the height of their careers.
But one day, in a long-abandoned building, a simple thief poked his head into a simple storage chamber, fiddled with a box long-shut, and then-
They woke up.
Relationships | Name | Relationship | Description | | Rou/Kaku | Strange but not strangers | Their first encounter cost Prospera a good sum of money, & almost cost Prosperus his life. |
Weaponry/Equipment Small Orb: A small orb, made of something the consistency of mercury, about 3 inches in height, which randomly changes shape when one sings an upbeat song about magic it to it.
Manikin Name: Manikin Nickname: Sir Age: Old Height: 6'0" Weight: 185 lb Race: Automaton Class: S Owner: Trisummon AppearancePhysical Description: At six feet tall, Manikin strikes a formidable figure, a mighty golem with a body of wood and metal, held together by a frame of flowing magical energy and a core of potent lacrima. While visibly rough and unpolished, the automaton is passable as a human with the help of some extensive make up or a particularly obscuring set of clothing. A head complete with gray wiry hair - wait no, those are actually wires - and illuminating blue eyes complete the companion, whose body is tentatively adorned with various symbols of white paint and openings revealing lines of the magical power running underneath. Picture:Manikin PersonalityEffectively a life-sized puppet animated by a powerful lacrima core, Manikin is the perfect servant and assistant, combining the loyalty of a golem with the thoughtfulness of a living organism. Eager to help, the automaton can often be found performing mundane and routine tasks for its owners, such as sweeping the floor or taking care of the stables. In addition to its desire to be of use, Manikin also has a particularly protective nature over its charges, to the point where it has reconfigured much of its own magic to be usable for protecting others in case of emergencies. Outside of being helpful and protective, Manikin has little of a personality; it only speaks when necessary, usually in a monotone manner, and does not seem to partake in any particularly human activities or vices. When given downtime, the automaton tends to rest by standing in place with its eyes dimmed down, a sign of its decreased activity. By fault of its creators, Manikin has a very specific accent when speaking, one that matches its makers almost to a a tee. Weaponry/EquipmentName: Lacrima Core Class: B Description: Manikin possesses a lacrima core in the location where most human hearts are located; the core itself is a blue sphere of about one foot in diameter. Effect/Function: - Name: Reinforced Body Class: B Description: Manikin possesses a body constructed of hardy and durable materials, mainly metals enhanced by magic. Effect/Function: - Name: Fine Armor Class: B Description: Manikin possesses an outer frame of magically-enhanced wood, allowing it to take wear and tear more effectively than normal. Effect/Function: - Stats - 229 (308/2 + 75) Power: 10 Endurance: 10 Toughness: 10 Speed: 10 Accuracy: 9 Magic: 90 (30 + 60/2 + 90/3) MagicMagic Name: Command: Assistance Magic Type: Automaton Magic Rank: 10 Magic Description: Designed perfectly to enhance Manikin's performance as a servant and assistant, Command: Assistance is a supportive magic that focuses on helping Manikin's owners in various tasks. The magic is heavy on utility, focusing on easing the more mundane worries of life, be it through teleporting vast distances to avoid being late, extra limbs to help carry items, or even constructing an entire structure to avoid paying for a shady motel. What extreme utilitarian benefits the magic gives, it lacks in combative usage; virtually nothing in the magic is designed for fighting, or even usable, as all of its constructs and conjurations are mundane in nature. Techniques: 30/30 Command: Shelter - 10 Type: Supportive Range: 100 m Effect: Manikin channels magic from its lacrima core throughout its body, converting the magical energy into the form of useful materials. When cast, Manikin can create a mansion, apartment, or other similar residential structure of no more than 100 m. in any given direction over the course of 1 post, complete with furnishings, utilities, victuals, and potations upwards to the quality and quantity of what would be expected in a modern mansion. The structure and furnishings, once constructed, qualifies as an environmental structure, lacking any defenses or material quality beyond that of a mundane structure or mundane objects. Once made, at will, Manikin can cast the spell again to alter or replenish any part of the structure or its contents, over the course of 1 post. The structure lasts until destroyed or willed to vanishing by Manikin; entities in the structure or within range of the structure when it is constructed or vanished are harmlessly teleported immediately out of the building or its range. There is a 2 post cooldown between individual casts of the spell. Only one such structure can be active at any given time. Command: Transportation - 10 Type: Supportive Range: 1500 km Effect: Manikin channels magic from its lacrima core through itself towards a chosen location, using the magical energy to hasten travel. When cast, Manikin can channel magic over the course of 1 post to bring itself and up to seven allied targets to a chosen location within range at the start of its next post. During this channeling time, a magic circle forms in an area of at least 1 m. around Manikin; allied targets must be within this circle to be able to partake in the teleportation. For legal purposes, the Trisummons qualify as a single character for the intentions of this spell. There is a 3 post cooldown between individual casts of the spell. Command: Manpower - 10 Type: Supportive Range: 10 m Effect: Manikin channels magic from its lacrima core to its immediate surroundings, causing a multitude of extra arms to spring from its back. While active, this spell grants Manikin an extra fifty pair of arms. These arms are mundane in nature, possessing no extra defenses, and function with 10 in each physical stat. This spell lasts for up to 7 posts, with a cooldown of half the duration, rounded up.
Stats - 363 Power: 21 (42/2) [7 (14/2) when summoning] Endurance: 41 [14 when summoning] Toughness: 22 (45/2) [7 (15/2) when summoning] Speed: 41 [14 when summoning] Accuracy: 40 [14 when summoning] Magic: 80 (30 + 60/2+ 60/3)
Earned Stat Points Earned: 0/308 Arc Points Earned: 23/23 Guild Points Earned: 0 Jewels Earned: 11,982,000/80,582,000 (73,647,000)
Sources
Sources Jackal Harvest 241 SP, 10 AP, 62,197,000 Jewels, 23 Bought TP, Small Orb Memento The rest for Cryo 1,000,000 Transfer (Receiver) April 2016 Event 9 SP, 2,520,000 Jewels (1,800,000 Jewels), 5 AP, 9 GP The Fruits Are On Sale 1 SP, 375,000 Jewels (250,000) Jewels May 2016 Event 1 5 SP, 1,500,000 Jewels(1,000,000 Jewels) May 2016 Event 2 8 SP, 1,800,000 Jewels(1,200,000 Jewels), 4 AP, 4 GP May 2016 Event 3 10 SP, 1,500,000 Jewels (1,000,000 Jewels) Hammer of Greater Healing 4 SP, 1,350,000 Jewels (900,000 Jewels) Everything Will Be Fine; The Grand Expedition, Pt. I 4 SP, 1,350,000 Jewels (900,000 Jewels) May 2016 Event 3 Winners 10 SP, 2,250,000 Jewels (1,500,000 Jewels), 10 GP Modification for TP purchase 1/2/17 -1,200,000 Jewels; +2 TP Boscan War Phase I 11 SP, 2,640,000 (1,650,000) Jewels, 4 AP, 4 GP Shopping Frenzy 5SP 2,000,000 (1,250,000) Jewels Manikin Purchase -50,000,000 Jewels Llama Butts Deposite -27 GP
Skills & Disciplines
[tabs][tab=Builders & Makers]Prosperus & Prospera have natural talent and abundant experience wherever construction is involved, be it something as simple as a child's doll to a project at the scale of a grand citadel. Design, logistics, labor, usage - when their minds are put together, the two of them have been said to be capable of even moving mountains. Of course, such actions would require the work of more than a mere pair of people - but in smaller projects and items, the two act to plan and create at an amazing level of detail and forethought.[/tab][tab=Living Relics]As a pair of the painfully few remnants of the Crynese Empire, Prosperus & Prospera inadvertently hold rare and valuable historical knowledge on the otherwise-obscure civilization, being the only ones capable of delivering first-hand accounts of life as Crynese civilians after the empire's fall in ages past. This is quite the double-edged sword, as it is just as likely for them to be pursued by less amicable history buffs, or simply be considered insane by those who lack the patience to hear their tales.[/tab][tab=An Eye for Value]An odd skill picked up over time, Prosperus & Prospera hava an eye for treasures - perhaps it's a combination of their other talents, but these old souls are now highly adept at determining the relative value of an object. This is particularly true when it comes to ancient artifacts and relics, as these two history buffs are old and experienced enough to discern true rarities from the loads of counterfeit products and imitations.[/tab][/tabs]
Magic Magic Name: Spirit Bond: Devotion Magic Type: Single-Summoning Magic Tier of Magic: 1 Rank: 9 Magic Description: Magic inadvertently developed over more than several lifetime's worth of dormancy, Prosperus & Prospera have infused parts of their souls into three of their constructs - not only granting them true and actual life, but also magnifying the magic that they had already put into these toys during their creation. So came about the magic of Devotion, binding together three small entities with the unique contradiction of being both uniquely separate and yet fitting parts of a whole. The central spell around which the magic stands is the calling forth of the Little Ones - the trio of living toys that Prosperus & Prospera affectionately call their children.
In addition to standard spells empowering and recovering their summons when used, Prosperus & Prospera have several hidden trick up their sleeves. Having spent so long with one another, their souls have bonded with one another, allowing them to act as a single unit with virtually perfect synchronization when called to it. What truly sets them apart, though, are the remainder of their magic abilities - Prosperus & Prospera are unusually proficient in defensive constructs, barriers and shields alike, able to raise walls of grandeur and fortresses of magnificence to shelter and protect themselves and their "children" alike.
Techniques: 9/9 (9/33 earned + 0/31 purchased - 55/55 transferred to summon)
Call the Children! - 9 Type: Summoning Range: NPC Effect: Enforcing the bonds between their spirits, Prosperus & Prospera summon forth the Little Ones, a trio of toys brought to life long ago through a sequence of rituals both forbidden and long-forgotten. When summoned, the Little Ones can stay out indefinitely; if they are defeated, they vanish and leave Prosperus & Prospera both suffer a disorienting mental backlash for a post. Three posts after their vanishing, the Little Ones can be called back at a completed state of recovery.
The Little Ones Names: Gravel, Dartling, & Iris Nicknames: The Little Ones Ages: Indeterminate; Physically Ancient, Behaviorally Childish Heights: 60, 30, & 45 cm, Respectively Weights: 5, 0.25, & 1 kg, Respectively Appearance[tabs][tab= Physical Description]Well now, how shall we describe the three? Gravel, largest of them all, is an egg-shaped creature with a body of dull red stone. Squat, his two legs are, but his arms lengthy and bulky like those of a golem. Strangely, two rabbit ear-like protrusions extend from the top of his head, and though mobile, they serve little sensory purpose. Gravel's is a simple face, with two large eyes and a flat mouth. Strangely, these eyes show as pure white, with no pupils or other features. Second of the three is Dartling, smallest and lightest of them all. Dartling's body appears to be made of several crystals floating in tandem, surrounded by golden ornaments. Strangely, Dartling's body is arranged to mimic those of an insect, complete with golden "feelers" at the top of the head, and parallel structures to resemble wings. Last of all comes Iris, the least perturbing of the lot. With an unmistakable fox-like body, Iris is covered in fur of white, turning towards violet markings at the tips of the ears, the legs, and the tail. Most notable are the markings on the face, with a purple mark under each eye and an eye-shaped marking upon the forehead.[/tab][tab= Clothing]The group collectively known as Prosperus or G.D.I. do not wear much clothing overall - a single article per member. Gravel dons what appears to be a pair of white pants, though in theory those are not necessary for obvious reasons. Dartling is never seen without that emerald cloak, which perpetually hides the face and dims the glow of the crystalline body. Iris dons a simple red scarf around the neck, adorned with a pair of criss-crossing golden lines.[/tab][tab= Accessories]Of the trio, only Iris seems to possess items accessories, in the form of small golden bells tied to each foot, as well as a small knapsack-esque container tied to the back with red ribbons.[/tab][tab= Extra]-[/tab][/tabs] Picture: Dartling, Iris, & Gravel Child Forms Personality[tabs][tab= Gravel]Stalwart and steadfast, Gravel is a sensible little fellow, only speaking when there are important things that need to be said. Possessing the more adult portion of Prosperus' soul, Gravel acts as the de facto leader of the group, with the power of making the final decisions whenever they come across difficult choices. Gravel also acts as the unofficial caretaker of the other two, often taking extra great pains to ensure the wellness of the group. Despite all the hidden responsibilities, Gravel is a generally relaxed fellow, who loves to eat and takes plenty of siestas when he can.[/tab][tab= Dartling]Not only smallest, but also youngest of the three, Dartling has a mind as swift and young as the body. With a heart of insatiable curiosity, Dartling is quick to excitement an quicker to worry - logical behavior, given that Dartling holds the emotional part of Prosperus' soul. While a great motivator, Dartling is also very sensitive both towards the surroundings and other people, giving Dartling the fitting role of being the light of the group. Though emotional, Dartling is a timid one, often overly alert to sounds and quick to flee from danger.[/tab][tab= Iris]With a steady heart and a thoughtful mind, Iris holds a unique role as the heart and soul of the group; Iris alone can coerce the other two members of the group when the going gets tough, and calm them down when things get rough. The most logically-minded of the three, Iris acts as the speaker of the group as well, being the only one with the ability and willingness to talk themselves out of a bad situation - makes sense, seeing as Iris contains the logical piece of Prosperus' soul. By nature, Iris holds a calm disposition, and is often lost in thought about the current situation of the trio. Unsurprisingly, Iris is also thoroughly cunning, a perfect complement to Gravel's solid willpower and Dartling's bouts of inspirational desire.[/tab][/tabs] Weaponry/Equipment[tabs][tab= Gravel] Name: Rough Skin Class: D Description: Gravel's very skin is composed of a rough rock-like material, giving it a layer of natural armor. Effect/Function: - Name: Hammer Class: D Description: A simple hammer of roughly 60 cm. in length, made of an odd metal long-unseen in Earthland. Effect/Function: - [/tab][tab= Dartling] Name: Magic Guard Class: D Description: Dartling is surrounded by a hardened outer coat, acting as a layer of natural armor. Effect/Function: - [/tab][tab= Iris] Name: Overcoat Class: D Description: Iris' fur coat is in itself more durable than most, functioning like a layer of natural armor. Effect/Function: - [/tab][/tabs] Stats - 340 (363 x 0.8 + 50) Power: 15 (45/3) Endurance: 34 Toughness: 15 (45/3) Speed: 35 Accuracy: 35 Magic: 78 (30 + 60/2 + 56/3) MagicMagic Name: Spirit Bond: Legacy Magic Type: Toy Magic Tier of Magic: 1 Rank: 8 Magic Description: The Product of their creators, Legacy is a fairly simple magic - it empowers the latent magical abilities in the three animated toys, amplifying them to match the nature of the various organisms or entities upon which each one was designed from. With three unique entities, the magic has three aspects, unique to each one - no toy can use the abilities of the other. First, there is Gravel, who, as a former pet rock, gains a degree of control over earth and stone. Secondly, there is Dartling, the little lamp, who can levitate and create constructs out of light. Finally, there is Iris, a plushie based off of a fox-like animal with mystic qualities not unlike the sensory and psychokinetic powers of an esper. While versatile, the magic that the toys possess is designed to be complementary to others; a majority of these spells are supportive or defensive in nature. As with all magics, Legacy has a few tricks up its sleeve - for one, these toys are capable of taking on a more humanoid form, thanks to the bonds shared with their human 'parents'. Outside of that, upon mastery, the toys are capable of combining their abilities to create truly fearsome spells combining the aspects of each one's magic. Techniques: 69/73 [18/18 Earned + 51/55 Transferred from Summoner] [tabs][tab= Gravel] Grotto-Heaven - 8 Type: Supportive Range: 80 m. Effect: Using magic, Gravel can quickly craft tunnels, creating one or a series of passageways through non-hostile solid surfaces that add up to 40 m. in tunnel length and 4 m in tunnel diameter. These tunnels are lightly infused with magic to prevent natural collapse, but otherwise act as natural structures, lasting until destroyed by external forces or willed to removal by Gravel. Gravel can create a tunnel by physically making contact with a surface, thereby creating one of the openings for the tunnel, or from a distance; if the latter is chosen, however, Gravel cannot open up a tunnel directly below a hostile entity. There is a 2 post cooldown. Great Wall - 8 Type: Defensive Range: 80 m Effect: Calling upon the latent magic in the ground, Gravel can raise a wall or other structure(s) of earth and stone from a non-hostile solid surface, measuring up to a total of 8 m. in any direction. This wall has the durability of a A-class item for the first 2 posts of its existence, after which it loses its magical properties and is reduced to a natural structure with no class of magical durability, lasting until destroyed by external forces or willed to removal by Gravel. There is a 2 post cooldown, beginning when the wall loses its magical properties. Mausoleum - 8 Type: Defensive Range: 80 m Effect: Molding the nearby earth, Gravel creates a boulder of up to 4 m. long in any direction, or a combination of several rocks adding up to that size. The boulder itself has the durability of A-class material, and upon creation, is commanded to either remain in place as a shield or fired forth in a linear direction. The boulder retains its magical durability for 2 posts, after which it becomes a mere natural structure, lasting until destroyed by external forces or willed to removal by Gravel. There is a 2 post cooldown, beginning when the boulder loses its magical properties.[/tab][tab= Dartling] Hover - 8 Type: Supportive Range: Self Effect: Passively, Dartling can levitate up to 4 m into the air, though carrying anything is beyond the passive aspect of the spell. Actively, Dartling can charge the spell to permit increase the maximum height to 250 m. and a speed of +20 while carrying up to 100 kg for up to 5 posts at a time, before losing the ability to charge the spell again for another 2 posts. Glow - 8 Type: Supportive Range: Self Effect: Passively, Dartling gives off a faint glow, enough to light up an area of up to 8 m. away in natural darkness. Actively, Dartling can increase its power of self-illumination to overcome the forces of sensory-obscuring magics of equal and lower rank; in the case of equal-rank spells, the respective accuracy stat of Dartling and the opposing side is compared, with spell of the one holding a higher value taking effect. This active effect can last up to 5 posts, with a 2 post cooldown. Hide - 8 Type: Supportive Range: 16 m Effect: Concentrating energy into its lights, Dartling can give off a strange but powerful humming glow, enough to hinder and bewilder nearby foes. At will, Dartling can release an odd pulse of humming and glowing energy, impairing the sensory abilities of all selected hostile entities caught by the pulse. Foes of 20 to Dartling's own accuracy stat, capped at 80 at this rank, are visually impaired, rendering the Little Ones and up to 5 allies invisible to their eyes for 2 posts. Foes of greatly inferior vision, 20 or less accuracy, are more affected, being completely blinded by the pulse for 2 posts. There is a 2 post cooldown, beginning at the end of the spell's effects.[/tab][tab= Iris] Thought-Sharing - 8 Type: Supportive Range: 80 m Effect: Passively, Iris acts as a communication center between the Little Ones, allowing them to share their thoughts without any physical activity; actively, Iris can extend the telepathic abilities to include other entities, allowing the adventurous trio to interact with up to 6 other allies within range via mental telepathy for upwards to 5 posts, with a 2 post cooldown. Thought-Moving - 8 Type: Supportive Range: 80 m Effect: Iris has the power of telekinesis, being able to psychically move objects around. At the current level, Iris can use magic to move non-hostile objects and allied entities. There is a 100 kg limit to what Iris can move, and they are moved at a cap of Iris' own speed, with a hard cap of 80 at this rank. The spell is usable for up to 5 posts, with a cooldown of half the duration, rounded up. Thought-Making - 8 Type: Supportive Range: 80 m Effect: Using concentrated psychic energy, Iris can create an illusory copy of itself or its allies, realistic enough to deceive the senses of any foe whose accuracy is under 80. The illusory allies are fully under Iris' control; while they can't directly interact with the environment nor be affected by the environment by virtue of being mere illusions, the illusions move as if possessing the same stats, and are updated in appearance to match the actual copied entities when appropriate. At this rank, Iris can conjure up to 8 illusory entities. The spell lasts for up to 5 posts, with a cooldown of 2 posts.[/tab][tab= Unison] Child Form - 1 Type: Supportive Range: 10 m. Effect: A result of their powerful bonds with their human 'parents', the squad of toys are capable of taking on human guises, shifting into a trio of human children, each hovering between three and five feet in height. While in their children forms, the trio of toys also gain the ability to trade places with one another, teleporting into one another's locations to swap positions as long as they remain in range of one another. This form lasts up to 3 posts, with a 2 post cooldown.[/tab][/tabs]
Power Transfer - Free Type: Stat Transfer Range: Self/Summon Effect: With the strength of their bonds, the Little Ones draw upon Prosperus & Prospera's life energy, taking a portion of their parent's physical abilities for themselves. The amount gained by the Little Ones is directly proportionate to the amount lost by the parents. Currently, when active, the Little Ones draw out the following:
- 28 Power (each Little One gains 9)
- 27 Endurance
- 30 Toughness (each Little One gains 10)
- 27 Speed
- 26 Accuracy
Edited by Fumus, Apr 11 2017, 06:46 AM.
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