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God-Emperor of all Belugas
- Posts:
- 4,048
- Group:
- Project Leads
- Member
- #145
- Joined:
- Jan 19, 2010
- Gender:
- Male
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 Azura Evotelluric AcademyFourth Year Student [tabs][tab=The Pryo]The first, and most obvious, ability set is my fire. I quickly learn how to manipulate fire with ease and am quickly becoming immune to fire's warm embrace.[/tab][tab=The Thief]At Heart I have always been a thief and as such I learn thief based skills quickly and with ease.[/tab][/tabs]
The Living Flame [tabs][tab=Living Fire]Hot-Bodied Since at my core I am fire and I control fire at my whim, it makes sense that I would be hotter than the average person. A normal person's body temp is 98.6 degrees Fahrenheit, whereas mine is 105 degrees Fahrenheit. Overall this makes me the best cuddle buddy around, since I warm to the touch now. At most it would make it so I am just comfortable in colder temperatures as I am in warmer temperatures. I can walk out into -25 degrees Fahrenheit with no need for a jacket and be comfortable.
Now since I super special I have learned how to do something, I can modulate my temperature. However I can only drop my temperature to normal human temperature and not go above the 105 degrees Fahrenheit, and if I do drop my temperature, I am a lot less useful as a 'space heater.' So, I tend to keep my temperature at my normal. Immunity to Flames I am already immune to my own flames so long as they are still connected to me but as my powers are growing I am becoming more and more flame resistant. It has gotten to the point where I can with stand flames up to 2,400 degrees Fahrenheit, which is about the heat of a blow touch and deep orange in color, on my direct skin for up to 5 minutes before I even begin to feel the heat let alone the burn.. Obviously I can withstand lower temperatures for long time periods. For example a candle flame for about 15 minutes.
Obviously with those numbers I can put out a candle, match, cigarette out on my skin and not feel it or receive the burns. A nice parlor trick, right?
Now of course if I can handle having fire directly on my skin of course I can deal with heat a lot better than the average human. I can walk in an area up to 400 degrees Fahrenheit without even breaking a sweat and before heat exhaustion can take effect I can go up to 500 degree Fahrenheit. So essentially I can walk into burning buildings and be fine, wear a heavy coat in the middle of summer and other things such as that without a problem. Fire Bending Ever seen Avatar the Last Air Bender? Well I have and I thought the fire benders were really cool. So I decided to see if I could do that...needless to say I had some issues in the bushido chambers but I figured out how to do it. It wasn't really that hard to figure out, all I had to do was actually concentrate on the fire over the movements. Moving the flames takes a decent amount of mental effort, but I can still function normally while controlling the flames.
I can control both flames I create and flames I don't create, so technically I could create a fire ball and move it around with my mind. I can modulate the speed of the fire but I can never make anything move faster than 30 miles per hour. Given the nature of my abilities and the fact I have some room to grow I can only control the flames up to six feet from my body. After that six feet if it is my fire it simply fizzles out and vanishes, if it isn't my flame it falls to the ground and acts like normal the moment it is past the six foot range.
The largest amount of fire I can control safely is about the size of a bonfire, anything bigger and I will find myself strained and if I do try and force my infulance on say something the size of a house fire or larger I will pass out from exhaustion and could end up out cold for hours. With this ability I can also force a fire to drop in size/intensity or become larger and more intense, but as stated before I have my limits. Another such limit is any flame in my control cannot get so intense that it will cause anything more than a second degree burn.
I can Influence flames for up to an hour a day with five minutes in-between each individual use.
*notes: -Not usable with Blow Torch, Flames of Persuasion, and Healing Flames. -Usable with Cosmetic Flames, Fireworks, and Fire Blasts. [/tab][tab=Non-Lethal Flames]Cosmetic Flames This is my favorite ability and tends to freak out the normal people. I can summon, well I guess you can call it summoning, flames anywhere on my body. They are blue in color and look rather badass if ya ask me. I can make them cover all of my body and they simply look cool. There is only a mild heat that comes from them, I can't catch anything on fire with them or even cause a very minor burn and water and earth extinguish them. The most I can do is keep myself and anyone within half a foot of me warm in temperatures above 35 degrees Fahrenheit. Though considering these pop up when I am angry or upset without me causing them I am kinda glad for that. I don't want to burn things down on accident after all.
I can do different things with this flames, I can make what looks like a fireball and I also can create shapes and forms with my flames, and I can make them move within 3 feet of my body at my will. If they go past that distance they fizzle out and vanish. Flames of Persuasion My flames have shifted a little bit, you see I have never been the violent type and using my flames for something over than injury is for the best. Lately I have found that the fire on my hands can shift to a purple color and when I touch people with those flames something happens. They become almost love-sick, ya know that whole puppy love thing, it's weird. And it isn't that they are just 'in love' with me, it's like they are compelled to do whatever I ask.
Sure it is normal, simple things, like 'give me the keys' 'open this door for me' 'give me your wallet', it is is very useful. And the things I ask can't be against their nature like asking an average Joe to hack into something, it just won't happen but asking a hacker to do it would get some results. And this can work in the reverse too, I can get people to not do things. Well simple things like 'don't kill that man,' 'Don't jump off that bridge,' 'don't eat that.'
It helps this ability if I act all seductive like, helps them fell like they are actually going to get screwed, and not in the good way. The flames only work for a minute after my hand leaves their skin but if I manage to keep my hands on them it will last up to five minutes. I have also noticed that someone not attracted to women are not affected by this and anyone with a very high will power isn't affected either. I can affect up to two people at a time, as I have only two hands, and I can make this special flame appear up to three times in a day with a minute inbetween each use.
Oh....and I can't override the basic human desire to not kill itself or do anything that is completely out of their nature. Like a saint holding a gun to a baby, or a violent person picking flowers in a meadow while frolicking.
Notes: *Is not usable on anything that doesn't have a human consciousness (no animals) *Adrenaline knocks it out The Flames of Healing You know those movies where people use fire and/or hot objects to close a wound so they don't bleed to death? Well I was sitting one day bored out of my mind and a thought came to me, how hot would it have to be to not over do it but be enough to close the wound. Needless to say I made it to the Bushido chmbers and after some pain I figured out how to summon the right temperature flame.
I am able to maintain this perfect balance of temperature for about a minute up to 2 times a day with about 60 seconds inbetween each use. The flames only cauterize the wound, they do nothing to heal them and in cauterizing the wound I subject the body to second degree burns as well. It is a very painful experience that makes it take longer to heal but better than bleeding out. The flames also help prevent infection 'cause the flames destroy the bacteria.
*Note: Only usable on wounds Fireworks Now that she has been exploring her powers a little bit more Hera has learned a new trick to do with her fire; Fireworks. Unlike other pyros that concentrate on power and destruction Hera has decided to explore everything fire has to offer her, even distraction techniques.
This goes off of her use of her cosmetic flames so that means it does no damage, if someone does get hit they will feel warmth for a few seconds. To use this ability all she has to do is concentrate on her hand, which has to be covered in her cosmetic flames, for a couple of seconds and then throw the fire at someone. Two seconds after being 'created' it will explode creating a small (size of a notebook) firework explosion of whatever color or color combination she wishes.
The 'show' lasts about a second or two and depending on how sensitive the person she throws it at, if she throws it at a person's face, will be blinded for a few seconds/one post. She can do this a max of three times with a minute in-between each use in a combat situation and outside of a combat situation she can use it as many times as she wants so long as there is a minute in-between uses.
Hera also can do one other thing with this power is completely combine it with her cosmetic flames. She has to concentrate for a full minute and her flames covering her body will erupt in a fire work show. However this is showy, bright, and draws attention to herself like crazy so she doesn't do it unless she is showing off. And if she does want show off she can let the fireworks go off in her hand instead of throwing them....just no matter what they will go off after two seconds. [/tab][tab=Lethal Flames]Fire Blasts Alright so this fun little ability is fun to play with this is what I have been learning to do for the last five years or so. If I take 15 seconds to concentrate I can produce a fireball the size of a soft ball in my hand, the flames are blue like the cosmetic flames I produce. However this isn't exactly stealthy, unless of course you think a blue fireball is stealthy...I don't...right back to explaining my ability. Once I have this fireball sitting in my hand I have to throw it myself to actually do something with it or hit someone with it. I can throw it at a max of 30 mph. I can not be burned with my own fire unless of course it catches something else on fire then those flames can burn me. So with that in mind I can hit someone with the fireball in my hand or throw it at them to cause first degree burns. When someone is hit with this they realize the burn and the physical damage if I keep it in my hand when I hit them.
Even with all my practice I have only been able to summon up to five fireballs a day and it takes me five minutes at least in-between them to recoup. Also like normal fire they can be distinguished with earth and water and once they hit something they do their damage and dissipate. If they stay in my hand without touching anything but me I can keep them for about a minute if I want to play with them, though if I want to play with flames I can just use my cosmetic flames. Blow Torch I now found out something that I can do, I can make a concentrated torch on my right pointer finger. The flame turns white and can cut through any metal as strong as medium quality steel (like a safe door), catch things on fire that are combustible and melt through soft plastics. The flame is two inches long and can be sustained for five minutes at a time. I can use this a max of five times a day with 30 seconds in between uses.
Obviously I can only cut through metals that are two inches or less unless I make more than one sweep and plan on being patient. I can cut through the metal at a rate of 30 seconds per square inch of surface. And while I am using this I can not move faster then a very slow walk and if it so happens to touch another person's flesh they would receive a second degree burn. [/tab][/tabs]
Thievery Skills [tabs][tab=To Escape] Free RunningOne of the things I found that I enjoyed is free-running. It's not that I am that great at it, I will admit, but what I can do allows me to get from point A to point B the fastest way possible, even if it means getting over obstacles with a little flair. I can vault, climb, and jump over various obstacles while keeping my movements fluid, and I can roll with little difficulty. Though doing everything to get around/over an obstacle slows me down, it does so less than an untrained person, and I have a little less of a chance to actually injure myself while doing all of this stuff. I don't personally like doing all of that flippy crap, either, so I just stick to what I know.
I don't have that much endurance, and, well, I can only keep these movements up for about ten minutes before I find myself winded. The highest point I can reach is around the nine foot mark, and that is assuming that I wall run to reach that height. At the moment, anything more than a two-step wall run would be risky. I can jump straight off a ledge and continue running so long as the ledge is under a height of six feet. If I jump from a ledge into a roll to avoid hurting myself if that ledge is under ten feet high. This helps me get from place to place the fastest I possibly can, and help me run away, but I'm not the type to run away.[/tab][tab=To Hide] BlendEver wonder why it is hard to pick me out of a crowd? Well early on I learned how to blend into a crowd, which after a decent amount of practice isn't too hard. Normally I just don’t do things to attract attention to myself or find someone in the crowd to stand next to or a group of people to stand near. By crowd of course I mean quite a few people, enough that it makes it hard to move down a street or sidewalk. And if I am lucky enough to find a bench with people she I sit there and look like I belong.
Now this works wonders if whoever is seeking me out doesn’t get a good look at me, mostly because once they pass by me I sneak off and find a place to change my outfit and maybe throw on a Masquerade for good measure. However this is difficult if the person gets a good look at me and keeps looking for me, if this happens I will just keep moving from group to group and duck around places to try and lose the person. This also comes into play with people with other sensitive senses like scent. Normally I will move down alleyways or simply duck into a store to accomplish this and of course I am rather good at maneuvering through places thanks to my free running.[/tab][tab=To Snatch] PickPocketAnother useful skill I have is pick pocketing. I can put on a nice innocent act and 'accidentally' bump into someone while my hand quickly dips into their pocket and pulls out their wallet while I am busy apologizing. I may also go up to a decent looking man and pretend to be drunk and softly touch them while her hand is pulling off their wallet, but this works best around bars and when I dress appropriately. I of course can also walk close behind someone and reach her hand into a backpack real quick to pull something out or pretend to be deeply involved in a book and reach over to steal something out of somewhere. I can also walk up to someone and quickly stick my hand out to unhook something off their pants like a set of keys.
My hands move quickly and lightly, normally the person doesn't know what I am doing unless of course they are perceptive or have a sensitive sense of touch. And if they are perceptive or are sensitive to touch they will normally catch me in the act. I get what I can and then move on, I don’t bother to see what I have until I far enough out of picture and with my ability to blend into a crowd some might not even see me coming. I do not use any tools in my attempts to pickpocket since I haven’t quite mastered this talent and I still have some work to do to learn it all.
When it comes to picking out my marks I will use my blending talent to watch them until I figure out where they keep what I am after. I am also rather patient and will stalk people until I am sure where to strike, I obviously won’t do something stupid like trying to pickpocket a pocket that obviously doesn’t have something in it. Oh and if I am going for the not very stealthy approach I will use my Masquerade to hide my true appearance before I strike.
I normally only pickpocket a handful of people in a day before I decide I am done. Normally the maximum number of people I like to do this to is six. And never in battle.....[/tab][tab=To Breach]Through my ‘jobs’ I have gathered several skills to break into places and things. I am not quite as experienced with locks as much as I would like but I am pretty good at them. I can open up normal key locks, combination locks and electronic keypad locks.
Lock Picking: I will start with key based locks, for these I need a set of picks and a tension wrench, which I normally keep them on hand just in case. I can unlock a basic lock in about a minute, a basic lock being something like a bike lock or a lock on a locker. I can unlock a common lock in about 5 minutes, a common lock being something on a house or a store lock and a complex lock, like a dead bolt, in about 10 minutes. All these times are if I am in a nice clam and focused state, if I am in a chaotic state then times the times by 1.5.
Safe Cracking Combination locks are a little more complicated, so they take longer to crack and I need things to be on the quiet side. I can unlock a basic lock in about 2 minutes, a basic lock being something like a bike lock or a lock on a locker. I can unlock a common lock in about 10 minutes, a common lock being a cheap safe and a complex lock in about 45 minutes, an example of a complex lock being a bank safe. All these times are if I am in a nice clam and focused state, if I am in a chaotic state then times the times by 1.5.
Electronic Keypads: Now these are tricky but at the same time easier than the other two, this is mainly because I don’t actually crack them. You see I can do one of two things; first, I can blow some powder onto the key pad and try and figure out the combination though fun logic! This can take anywhere to a minute to never pending on the number of digits or if digits are used more than one or even whether or not there is something for the powder to adhere to. The max number of digits I can attempt to try and logic my way to the right combination would be six.
The second possible way for me to get past an electronic keypad is to carefully remove the face of the keypad and essentially ‘hot wire’ it, now this can take anywhere from a couple of minutes to never pending on how the thing is wired. If it is a simple wiring then I can get it done in the couple minutes but if it is overly complex it will take me longer pending on if I know the wire pattern or am able to 'hot wire' it. There is a chance I will never be able to do it if I cut the wrong wire or if I pop off the face of the lock and have no clue what the hell it is.
Normally I can 'hot wire' basic key pad locks, like the ones you find with a basic home security system, or a basic key pad safe lock you buy at the store. I wouldn't be able to 'hot wire' a key pad lock in a government facility. And I would struggle with anything inbetween those two levels.
*Notes: A calm state is where there is no noise, no one bothering me and obviously no fighting involved. The more stressed I am the harder it is for me to pick the lock and the longer it will take. Magic locks or magically protected locks are beyond my skill unless the magic part has been broken first. [/tab][/tabs]
Inventory[tabs][tab=Clothing]Azura Year 1 Uniform The uniforms for the Avalon and Azura campuses are purchased in a basic set. (Included in the cost of tuition.) Additional clothes may be purchased through the Student Store. This uniform is required during classes and assemblies. During field trips, the dress code is decided by the professor based on necessity. It is acceptable to wear parts of the uniform, but during school inspections, all students must wear their jackets and pants/skirts. Altering skirts or shorts to fall above the knee may result in detention, and clothing must be clean and presentable at all times. Azura:  Girls: 1 Overcoat (Red) 1 Cloak (Red) 1 Red Claw cropped jacket with black fastening bands (Red) 1 Vest (cream) 3 Collared shirts, short-sleeved (white) 3 Collared shirts, long-sleeved (white) 1 Neck tie (black) 1 Skirt to knee-length (Red) 1 Pair Dress Pants (Red) 1 Pair Cotton Shorts to knee-length (Red) 8 Pairs Stockings (black) 8 Pairs Socks (black and white) 1 pair closed toe dress shoes (black) Azura Year 2 Uniform Azura Year Two Uniform Image: A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned. These uniforms not only notate which school you attend, but the mystic gems on them enhance one's learning capabilities toward their primary magic principle or designation. Any power that falls under one's primary magic principle or designation has a reduced less credit to earn (see table below). This means that you will be required to choose (at the time of requesting your purchase) ONE single branch of your character's powers to improve. For mages this means either a focus upon a single element or a type of magic (summon, destruction, so forth). Skills or even a piece of equipment could be chosen, but we recommend giving yourself enough space to use this uniform a few times. Your selection will become your new Primary Magic Principle or Designation You may shift your primary magic principle or designation once a year after obtaining this uniform. Remember, your PMP or designation does not need to be the cornerstone of your character as a whole, but it should represent a part of them. This can also help with moving toward major enhancements, in fact the uniform's best savings kick in with more expensive purchases. | Cost and reduction applied |
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| Cost | Reduction |
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| 2-6 credits | -1 total cost | | 7-12 credits | -2 total cost | | 13-18 credits | -3 total cost | | 19-24 credits | -4 total cost | | 25-30 credits | -5 total cost | | 31-36 credits | -6 total cost | | 37-42 credits | -7 total cost. |
Azura Year 3 Uniform Azura Year Three Uniform Image: A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned. This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. This unlocks a few things around the campus and in Fukuoka. [*]First and foremost is a discount within the campus student store. All purchases within the student store will be discounted 1 credit, though not to decrease below a minimum of 1 credit for any given item, even on discount. You've been around here long enough that you deserve a little break. [*]Next is the ability to gift another player's character an item from the student store at half the base price of the item, rounded up. The minimum limit is 1 credit, so no purchases may go below this limit. Discounts do not apply to this. This extends to upgrades to specific components of items, such as NICAM programs and Elemental Cloth upgrades! [*]The ability to make one subforum for your property listing via the property system. All other portions of this fall underneath the property system, so check there! [*]It's also rumored that the uniform will make you sparkle in the sunlight. This has not been verified. Azura Year 4 Uniform Year Four Uniform Image: A more durable and enhanced uniform with multiple benefits, these new clothes are built from the trademarked watercloth. The fabric closely resembles a liquid in its properties. It is silken and soft to the touch, but is also somewhat thick and surprisingly heavy. While it maintains its form like any fabric would, unlike any fabric, it can be pierced by most anything with an edge and moderate force, but, after it is removed/passes entirely through, the watercloth resumes its previous form with no perceivable damage remaining. It offers nothing in the way of protection, but is warm and sturdy as far as tearing is concerned. This year's uniforms not only notate which school you attend, but also notate to the school staff which year you are. In addition to the normal school uniforms, the Fourth Year Uniform also provides a host of special benefits to the students who've made it this far.
- Credit Transfer Limit - Fourth Year Students can gift up to 6 credits as opposed to four. The same rules apply in regards to gifting credits between your own characters.
- Secondary Magic Principle - Students are eligible for a Second PMP to receive discounts based on the 2YU system. Either PMP may still only be changed once per year, and they do not stack. Students are learned enough at this point, that they are capable of branching out into multiple paths.
- Student Teacher Upgrade - Fourth Year Students are able to teach up to 4 students in the mentor system at a time, effectively doubling class sizes. This is largely in part to the lessons in leadership students have learned by this point.
- Snack Pocket - A little treat from the boys in R&D, the Fourth year uniform comes complete with a pocket purely linked to a special sort of Bag of Holding. When a snack or food item is placed into the pocket, it replicates any time the item is removed. Attempts to place weapons or anything combat effective revert the pocket to a normal pocket. Attempts to place anything non-edible revert the pocket to a normal pocket, until another food item is placed inside. Perfect for the student with munchies when finals time rolls around.
Elemental Cloth Elemental Cloth is a special fabric based off of Watercloth that is much more resistant and that through some enhancements can provide much better protection for magi and evos alike. For a start, the cloth adapts to the body, making buying new clothes only necessary when looking for a new style and pattern. This also implies that if the owner was to shift forms, the cloth would mold to the new shape and optionally integrate to the skin.
Minor forces are effectively spread through the cloth, making paper cuts, bruises and similar minor threats from walking around a wild environment null. This however doesn't implies you won't get slashed by a sword, or stabbed by a dagger or knife, this only protects from minor threats and can be upgraded to obtain more resistance.
Hera's elemental cloth is a pair of jeans and a Metallica t-shirt.
Elemental Clothe Upgrades: Functionshift: Who wants to wear the same thing day in and day out? With this upgrade the elemental cloth gains a memory function to change its shape, color, and even size based on the user's request! Not only does it change its shape, but it can alter the shape and style of other pieces of clothing and equipment! So no longer do your ATRFs need to be sneakers when its freezing outside! While it cannot duplicate things like evil minion uniforms or true armor (including mesh/kevlar type builds), the cloth gains the capability to shift its appearance and design from one article of clothing to another within a one minute time period. There is one other notable limit in the fact that it can only duplicate school uniforms that the user has earned. As in, a first year student cannot disguise themselves as a 2nd or 3rd year. This means your shorts and tank top Elemental Cloth can now be formal party attire, just in case that day at the beach becomes a night of fancy dining and dancing! The cloth maintains all the other properties you've invested in it of course. Best yet, the switchback to its regular form is instantaneous! All Terrain Regenerative Footwear In a combination of Red Claw research and military genius, a possibility for a shoe was born that surpasses anything that a person can buy on the public market. These shoes come in a variety of shapes and sizes to match the wearer's needs, but that is where civilian market comparisons end. ATRFs are designed for combat purposes with crossing difficult terrain in mind. These shoes contain a gel layer beneath the foot that adds as a shock absorber, which through using magic technology is kinetically transferred to the bottom of the shoe based on the current stability needs. This can either be used to minimize or maximize force per square inch, or to maintain perfect balance over shifting and difficult terrain. The shoes do monitor the nervous system for responses to make certain they act upon demand. Finally, the regenerative part of the acronym is not just there for show. These shoes can and will compensate for massive speeds (up to 200 m/s) without breaking, but even still they are capable of self repair to fix any damage aside from complete destruction. It takes twenty four hours of off time for them to fix massive destruction (as in having less then a quarter shoe left), and less time for lesser amounts of damage. The only rule is that they must be off the feet and unused for the time required to repair.
With a set of ATRFs, a person does not loose their balance just due to shifting terrain. Thus they cannot be knocked over unless they actually trip on something or get pushed. When attempting to run over loose packed snow, the shoes will wind up absorbing most of the force one's feet exert while still allowing them to run, giving them the ability to cross atop the snow. Over something like ice, the force is amplified just to the point to provide constant traction should that be the user's will. Yet, if one wanted to slide, the shoes would also allow for this thanks to the nervous system monitor. Thanks to the improved capabilities for tracking though, these shoes make it possible to run up difficult rocky terrain or even through a dense forest, assuming you can manage to not trip on an exposed root. They cannot be used to walk on water, or over extreme surface temperatures like lava.
ATRF Enhancements: Hoverboard: This enhancement spreads a flat burst of energy between two paired ATRFs, creating a sort of board beneath the user’s feet. Via Magic Technology, the ATRFs are able to emit a small, low-energy burst that pushes them and the connecting energy board up off the ground. Effectively, this turns the shoes into a hoverboard. Once the energy board is spread out beneath the shoes, they cannot be moved while the energy board is active. The feet must be at least one foot apart for the board to work, and cannot be more than five feet apart. The highest height allowed by the hover board is about three feet off the ground; attempts to go higher will disengage the hoverboard feature, dropping them unceremoniously to the ground. While hovering, a user can move at a speed of about six miles per hour. A person using this enhancement can hover for a period ten minutes at the most, at which time they will be lowered to the ground relatively gently. The board must recharge for half an hour after ten minutes of use. Because of the reactive force of the hoverboard, one can only use the board on a surface that would support your own weight to being with. The weight limit on the hoverboard is 500 lbs. The hoverboard is compatible with all other ATRF upgrades, thus water runners would allow its use on water, and long faller would allow you to activate this after a massive fall, and so on.
Silent Sole: With this upgrade the ATRFs become capable of neutralizing sound that would occur from foot based movement. This means that the shoes will always sound as though you are silently tip toeing through the tulips, even if you happen to be sprinting across a granite echo chamber wearing heavy armor. Of course, this cannot be used to neutralize sound that comes from other sources, say... your mouth. The only source of sound neutralized is foot noise, and this is only active when you wish it to be. Training Band of Arcana Training Band of Arcana (Spells)This wristband is a special item created by the schools of Azura and Avalon to allow students to strengthen their own abilities. By wearing these wristbands during their training, students progress faster in the growth of their skills or abilities, allowing them to become more powerful in less time. Essentially, the use of the training band allows for a 3-credit discount per upgrade. The training band of Proficiency can be used to upgrade skills, the training band of Arcana to upgrade spells and the training band of Evolution to upgrade evotelluric abilities. Each band may be redeemed five times total, before it’s used up. In order to charge the band and receive the discount, it must be used for three entire threads. The use of this item effectively locks the skill that the player wants to upgrade, meaning it cannot be used during the course of that thread. The player must declare at the beginning of the thread that their intent is to use it for a specific redemption, and must not remove the item (which prevents the use of the declared ability) or otherwise use the ability for the duration of the thread. The thread, like mentor threads, must be a minimum of seven rounds long. Note that, for example, if the Training Band of Proficiency is locked with regards to a parkour skill for three threads, and is eligible for a 3-credit redemption, said redemption may only be applied to upgrading parkour, and not another training. By the item's definition, an entire thread includes any thread with at least 7 posts from the user, with the exception of Mentor threads. The training band only holds up to five discount charges, meaning if the player had completed fifteen threads, they could conceivably received a fifteen-credit discount on their upgrade. After five redemptions have been used, the training band must be discarded. Note that this discount would be applied pre-PMP or pre-2MP. All threads aimed at an upgrade can be redeemed at the time of upgrading your power. The player must provide links to the relevant threads, and specify in their power request thread that they want an upgrade. Summary how-to: - Get Training Band
- Make or Join thread, indicating what power you AREN'T using
- Make 7 posts in said thread
- Repeat 3 times for 1 redemption charge on the band
- Repeat step 4 up to four more times, or as desired
- Upgrade Trained power, indicating you are redeeming the band's charges
- Give links to the relevant training threads
- ????
- Profit from discount, 3 credits pre-PMP per charge
- After five redemption charges, training band will be discarded. Otherwise, return to step 2
The Masquerade A small artefact of spatial manipulation, the Masquerade is a headpiece, from a full on mask to perhaps a simple set of reading glasses, that bears a part of a disguise. When placed on one’s face, the Masquerade instantly makes several minor cosmetic changes to the wearer’s face, including a change of hair colour to any hue desired, a lengthening or shortening of their hair up to a few inches, eye colour change, skin colour, and slight alterations to the facial structure all around. The mask is not powerful enough to make you look identical to anyone else, but it is enough that it could fool most people when you wear it. It takes 60 seconds of intuitive thought to alter one’s face appropriately, and the cosmetic changes instantly disappear when the Masquerade is removed. Naturally, the harder the mask is to take off, the longer it takes to put on, so keep the design in mind.
Hera's simply looks like a golden butterfly hair clip. [/tab][tab=Technology]PLEASED(s) P.L.E.A.S.E.D.:[/u]Poly Linguistic Enlightenment And Service Extension Device
This little device comes standard to all students enrolling at either AEA or AMTI. Using a combination of Bluetooth technology and a unique brand of communication magic, this little beauty will translate any known, human language into your native language as it's spoken with only a point-five second lag. Aesthetically, it's either blue or red pending on your school colors and clips onto the ear as if a wireless cell phone accessory. Please enjoy your stay on the Twin Campus. Evo Lenses These contact lenses were developed to fix the problems of both glasses and contact lenses in high stress situations. Upon contact with the eyes, these lenses mold to the user’s eyes completely, preventing unwanted slipping/removal and will cause no irritation, even in your sleep. They allow for constant ventilation to the eyes while remaining firm, preventing things such as dust and other irritants (including chemicals and glass dust) from irritating the eye. Any irritants are quickly washed away by the natural lubricant of the eye. While they are protective, larger damage, such as from solids, large amounts of smoke or highly corrosive acids cannot be prevented by these.
Once in, the lenses start to change their prescription to correct the vision of the user to 20/20, taking half an hour before the world comes completely comes in to focus, and are constantly updating this prescription. They can change to focus on something farther away or closer up than is normal, but it takes a few moments for it to turn your vision back to normal and can only stay within human parameters of sight. At any point, the corrective function can be turned off and then on to return to the prescription it was at the time of turning the corrective function off.
Upgrades: Zooming Upgrade: The version three adds to the lenses improves the zooming function, turning the lenses into zooming glasses that can be used either to see small things, or to see long distances. They basically allow a zooming from X2 to X10, meaning a sight from 200 to 1000 meters, depending on conditions too, such as mist, light, and so on. The focus can also be changed to allow magnification from X2 to X10, meaning objects would see from two times bigger, to ten times bigger; due to the optics nature, is impossible to use both functions at once on different eyes. To activate the zoom, the user needs to focus in the object in the distance, allowing between five to ten seconds for the lenses to recognize the attempt at seeing a distant object.
Night Vision Upgrade: This upgrade, as it's name implies, allows the vision in partial darkness, based in a light amplification process. It's worthy to note that this system fails after certain distance, making useless the zooming function and cutting to a half the usual range of sight, losing details as distance grows. It's also important to know, that due to the way this works, some light must be present, thus in total darkness the upgrade is useless. This function is activated through thought unlike the Light Filter, meaning that one has to desire to see in the darkness for it to activate; of course this means it's incompatible with the light filter function. [/tab][tab=Fluff]Zippo lighter smokes iPod Motorcycle Helmet Riding leathers[/tab][/tabs]
Credit History[tabs][tab=Available]Current Available Credits: 1 Current Available Vouchers: 1[/tab] [tab=Earned]+3 May Participation Credits (Opp 5/29/12) +9 Postorama 2012 (Opp 7/6/12) +3 July Participation Credits (Nami 8/17/12) +10 Hera's SL (Falque 8/18/20) +3 August Participation Credits (9/8/12) +3 September Participation (Glum 9/30/12) +15 CSL 2.0/CSL 2.5 (Opp 10/5/12) +13 Auction SL (10/7/12) +8 Manifesto SL (Opp 10/16/12) +3 October Participation (Glum 11/12/12) +6 December Posting Events (Rev 1/13/13) +9 Please Don't Stop The Music Nightcore Remix[M] (Revere 3/9/2012) +9 CSL 3 (Reverie 3/24/2013) +8 Gladiator Games (Falque 5/20/13) +1 Sepulchre 3 (Falque 5/28/13) +3 KotH (Angeles 6/4/13) +3 May Participation (Angeles 6/4/13)
Total Earned Credits : 119 [/tab] [tab=Gift/Return]+3 Credits Retired from Lilium (Falque 7/2/12)
Total Gifted/Returned/Referral Credits : 3[/tab] [tab=Spent] -9 Blend and Pickpocket (Nami 8/3/12) -15 Immunity to Flames (Falque 8/30/12) -2 Fireworks (Nami 9/11/12) -23 Cosmetic Flames (PMP), Immunity Flames (PMP), Silent Sole (3 vouchers) -7 Blow Torch (PMP) (Falque 11/19/12) -15 Lockpicking (Falque 12/9/12) -10 Flames of Persuasion (Angeles 3/11/13) -6 Hot Bodied (Angeles 3/13/13) -2 Flames of Healing (Angeles 3/26/13) -7 Breach Skills Upgrade (Angeles 3/29/13) -15 Fire Bending (18 PMP) (Falque 6/4/13)
Total Spent Credits : 111[/tab] [tab=Non-Credit Additions] New Character Added - Falque 5/13/12 +6 Vouchers Postorama 2012 (Opp 7/6/12) Added ATRFS and Hoverboard Postorama 2012 (Opp 7/6/12) -3 Vouchers Masquerade (Nami 8/3/12) Second Year Promotion (Falque 8/30/12) -Training Band gift from Gina (Silver) (Glum 10/8/12) -3YU added (Glum 10/18/12) Added December Participation Vouchers (Rev 1/3/13) -2 Vouchers Elemental Cloth with Functionshift Upgrade -Fourth Year Uniform, SMP, Profile Recode (Angeles 3/29/13)[/tabs]
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