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Post by Bone Dry on Oct 12, 2016 16:15:30 GMT
SITE CHANGES: THE PREVIEW Spoiler alert: Neat stuff
Greetings to all of our lovely members!
We are so overjoyed at the amount of suggestions we have received from all of you! You have touched our hearts (those of us that have one, anyway)! After much debate and going back and forth between every suggestion made to us (And fresh ideas of our own), we are happy to announce that we are going to be adding a bunch of NEW STUFF! You like NEW STUFF, right? I thought so!
This announcement serves as a preview for all the fun, new things we’re going to be implementing. Please note that until the official date of release, these new things are not available for purchase, pre-purchase, or anything of the sort. This is only a “heads-up” for all y’all lovelies who make this site so damn good. If anything looks good, start saving up that cash! $$$
This list will be constantly updated as we continue to approve, change, and discuss ideas, so be sure to check back for updates all the way through the release date!!
Official Release Date: October 20th
Of course, this doesn't mean we are finished! Please continue to send us suggestions! We enjoy reading them and worry not- we do see them! We are always looking for new and fresh ways to expand out lovely site in accordance with our members wants and needs. Just know that suggestions from this point forward will be added during our next meeting/round of discussions, and will not be implemented in this update.
We hope you enjoy these new tidbits as much as we do! Now, go forth and throw your money to the wind and take part in the ever growing abilities section!
Until then, Tootle-loo! With love, The Inertia Staff
(C) ELLIE @ GANGNAM STYLE
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PLAYED BY OOC NAME
PLAYED BY Queen Sassy, of the Sass Isles
Sassy
Global Moderator IS OFFLINE
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Post by Sassy on Oct 12, 2016 17:16:32 GMT
SHOW ME THE GOODS! New stuff for everyone!
(Ongoing List - Check back for new things!) ARTIFACTS
Opgraven’s Necronomicon (Minor) An old book, written in an unfamiliar script. Still, you can understand its words, as if it was whispering the translation directly into your mind. This is one of the only surviving texts on necromancy, but Opgraven's blessing still holds strong within its pages. The bearer of this book may purchase necromancer abilities, though must purchase a starter before purchasing other abilities. Its magic taints you forever; even if this book leaves your person, you may still use the necromancer abilities, although you may not purchase new ones.
Ring of Endor (Minor) A ring made from what seems like an old hide of some kind, inscribed with an unknown language. Made long ago by Opgraven, with it, you possess the abilities of Sense Dead II as well as see the memories of the deceased. however as it is used, it begins to writhe against your skin.
Lantern of Diogenes (Minor) A old iron lantern that shines brighter when there are ghosts nearby. All ghosts cast within the light become opaque and corporal.
Eirene's Bracelet (Minor) A bracelet made from woven olive branches and said to be blessed by Eirene, goddess of peace. Spirits are more likely to be peaceful towards the wearer. Also prevents Possession.
Repunzel's Comb: (Minor) Originally Blessed by the mad god to cause a poor girl's hair to never stop growing, now the comb can be used to shot a stream of golden hair from its teeth at the intended target and bind it.
Crest of the Minotaur: (Minor) When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The Earth Magi was given a bronze belt buckle with a Minotaur's head on the front with rubies for eyes. Since then, the buckle increases the durability of all Earth Magi abilities.
Crest of the Thunderbird: (Minor) When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. To the First Air magi, she gave a silver and diamond feather pendant. The necklace increases the speed of the Air magi's attacks.
Crest of the Draco: (Minor) When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The Fire Magi received a golden ring with a cat's eye as the center stone. The ring Increases the heat of the manipulated fire, turning it blue.
Crest of the Sphinx: (Minor) When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The First Zero magi was gifted with a brass circlet with the design of a sphinx head with two spread wings behind it holding up a gem of moonstone. To this day, her crest doubles the amount of people you can effect with mental abilities.
Crest of the Kaiju: (Minor) When Magi were first created, it is said that Arithelia granted her firsts-borns with crest to mark themselves above the rest. The first water magi received a cobalt arm band with a star sapphire in the center. With the arm-band, the magi was said to become invisible in water and rain.
Third Arm Sash: (Possesed Minor Artifact) A long strip of cloth with five braided tassels at the end. The Sash acts like a Third Arm, reading the owner's mind and following their desires. however it appears that the sash has it's own personality even though it cannot speak. Legend has it, after feeling it was unappreciated the sash strangled it's last host.
Choker of Bones (Noble) This tight-fitting choker is blessed by Nevyne and made of many small, carved bones that seem to dig into your flesh when worn. It is said the wearer of this choker will be able to cast necromancy spells at a much greater strength, three times as effective to be exact. However This comes at a price. Nevyne cursed the necklace to ensure obedience of her Necromancer. The choker's bones tightens and pierces the neck whenever the host tries to defy the goddess.
Scorpion-Stinger Ring (Noble) A ring that must be pierced into the user (ear, lip, tongue, etc), made from the stinger of an ancient scorpion. Said to be blessed by Va’Sai, goddess of toxins and poisons, the ring renders the wearer immune to all poisons, both magical and synthetic in nature, including downers, uppers, and tranquilizers.
Cinderella's Glass Knife (Noble) Blessed by Nevyne, the Knife's edge transforms objects it pierces into Glass.
Makado Charm: (Noble) A Charm Blessed by Lucivry, Goddess of War. Shaped like two interlocking arms. The possessor gains super upper-body strength, so much so that their physicality is altered. It is now quite obvious that you skipped leg day.
Gae Derg: (Noble) A six foot spear Blessed by the great huntress. It said that it's blade can hit things even on the Ethereal plain.
Gáe Bulg: (Holy) A ten foot Javelin made from the bone of the great sea creature Coinchenn. Blessed by Kalidas as a reward for the great hunt. The spear is cursed; all wounds caused by the blade revert back to the point when it was first struck, meaning that even when healed, the wound would open up again and shall always remain fresh.
Johann's Metronome (Holy) A powerful Relic said to bring back to life a single character as long as the metronome ticks. It's unknown who blessed such a blasphemous item. The Metronome activates when the user places one hand on the active Metronome while placing the other hand over the heart of the deceased. The user must think of the deceased when they were alive, eventually bringing them into a large white void with the deceased in sight. The user must avoid "going into the light" along with the deceased, which would result in their death as well. The process is complete once the user manages to bring the deceased to them. As long as the Metronome keeps ticking the user can't die. However, when the pendulum stops swaying the powers that holds their life together stops as well.
Abilities
WATER MAGI ABILITIES Default ability: Resistant to cold
Boil: You are able to adjust the water’s temperature to heat rather than cool. At this level, you can boil the same amount of water that you can control with Water I, and must be touching (your hand will not be harmed, but the rest of your body would feel the heat).
Boil II: (Upgrade of Boil) You may now boil water up to your Water level (I, II, or III). You can be up to a few meters from the source, and the boiling water you create will no longer scald or burn you (This does not affect water that was boiling before your influence). Have fun throwing it at enemies!
Dowsing Rod: (Starter) Your magic draws you towards the nearest water source (pond, stream, lake, etc). You are able to sense water up to a one mile radius.
Water Walking: (Starter) Self Explanatory. You can decide whether or not you sink.
Aqua Surfer: (Upgrade to Water Walking) You can now move water (or ice if you'e purchased that ability) forcefully behind your feet to speed yourself across the water's surface. Allowing you to cross massive lakes in a matter of seconds for high speed water battles or Skate along paths of ice for air combat.
Detox: (Upgrade of Purification) You are now able to remove certain toxins within your blood stream, such as alcohol, poisons and Uppers (hence lessening the chance for addiction). This process takes around five minutes for a full cleansing.
Dissipate: You are able to evaporate an amount of water without the need of intense heat equal to your Water skill level. The larger the body of water, the longer it takes (and the more tiring it is). The water will still be present in the air, making the nearby area more humid.
Heavy Fog: (Upgrade of Fog) The fog you’ve created isn’t just obscuring; it’s literally heavy. Anyone except water magi will feel heavy resistance when inside of it. This does not effect breathing.
Armor: Depending on what level of Ice you are, you can weave together an armor to better assist you in defense.
Blood Augmentation (Power): (Upgrade of Bloody Deed) You've gotten so used to controlling your blood that you can control the blood within your own body. In this instance, You can slam the blood against your veins at such a strength that it increases the strength of your strikes. giving you incredible power equal to a professional weight lifter. However, Such practice will damage your veins if used too often.
Blood Augmentation (Speed): (Upgrade of Bloody Deed) You've gotten so used to controlling your blood that you can control the blood within your own body. In this instance, You've learned to increase the flow of blood to a point where you can transport oxygen to your muscles far faster than usual. With an increase of oxygen and blood flow your muscles and move far faster than normal, giving you incredible speed. With this a regular magi can run at the speed of an Olympic sprinter. However such practice can give you oxygen poisoning if used too much.
Blood Augmentation (Dexterity): (Upgrade of Bloody Deed) You've gotten so used to controlling your blood that you can control the blood within your own body. In this instance, your manipulation has achieved finesse. Rather than forcing blood to move your body, you coax it nicely. Now you can achieve stretches and flexibility that were originally impossible. This can also improve your ability to dodge incoming attacks full martix style. This is the safest out of all the Blood augmentations but you have a high chance of pulling a muscle.
FIRE MAGI ABILITIES Ash: You can call ash and make it dance like any flame. The more powerful your Flame ability, the more ash you can summon and control (Following the same restrictions as your Flame ability). This can be used to create screens, flung at foes, or for other creative uses.
Ash Cloud: (Upgrade of Ash) Your ash control has gotten to the point where you can quickly scald the area and create a cloud of burning ash around you. Creating a dangerous area to fight or cover for a quick escape.
Hotspot: You can delay a flame by turning it into a low smolder. The flame will smolder until a rough designated time (up to an hour), or until disturbed (by being stepped on, for example). Once the time is up or the fire is disturbed, the flames will shoot up to their full strength as before. Larger flames and longer delays are more draining for the user.
Hotspot II: (Upgrade of Hotspot) You can now designate the flames to smolder for up to 6 hours instead of one, and when triggered, the flames will not just rekindle immediately, but will explode first, the strength determined by the size of the original flame. You can now maintain several hotspots.
EARTH MAGI ABILITIES Venomous Seedlings: (Upgrade of Seedlings, “Immune” required) The seedlings you carry around can now grow into weapons that are laced with non-fatal toxins. Skin contact causes rashes and blisters. Wounds now feel much more painful (a cut feels like a gunshot) and are harder to heal. Other side-effects of being wounded with these weapons include sweating, fever, nausea, and other various ill effect, that can persist anywhere from a day to several, depending on how much was applied and how well the person takes care of themselves.
AIR MAGI ABILITIES Ventriloquism (Upgrade of Silence): You are now able to shift the source of the sound to a location within 100 meters. In addition, you may mute louder sounds, such as shattering glass or car engines; the louder the sound, the more draining it is to maintain silence.
Cloud Buddy III: (Upgrade of Cloud Buddy II) Congratulations, you have hit the big time on weather control. Your clouds are larger and you can have up to ten at a time. Larger groups allow the weather to go to the extreme, such as monsoon-level winds and rain, heavy thunderstorms, and, if cold enough outside, blizzards. This does not allow for hurricanes or tornadoes (See Wind III for that type of wind-based natural disaster.)
ZERO MAGI ABILITIES Memory Hole I: Requires touch. You are capable of erasing specific memories relating to a single factor (yourself, an event, coffee, etc). The factor has to have occurred within the last hour. This short term memory is forgotten however, if something triggers a remembrance it can be recalled through a déjà vu-like feeling.
Memory Hole II: (Upgrade Memory Hole I) Touch is no longer required, but close proximity is. You can simultaneously affect up to three people in this way. The person(s) affected forget up to all memories from a time period of 24 hours. If the magi is skilled enough the victim will have semi-permanently forgotten all that was erased. Memory recovery can occur without magic although it is rare and will require proof regarding happenstances during that time lapse.
Memory Recall: Your skill in sifting through people's memories have granted you the ability to bring back buried memories long forgotten. Even if it was effected by a Zero Magi's Memory Hole or Memory Change, you can dig these original memories back again.
Memory Change: (Requires Illusion and Memory Hole) Combining your illusory abilities with your control over the mind, Rather than Forgetting specific moments, you can now manipulate these memories into something different. However you should make sure that these new memories are believable. If the subject doesn't believe their own memories the original ones may return.
NECROMANCER ABILITIES Death to Dust: (Starter) You are able to speed up the decaying process of any corpse you can touch. In minutes, you can disintegrate flesh from bone, and given more time, you can even turn the bones into a fine dust, though this is a tiring process.
Sense Dead: (Starter) With some concentration, you are able to sense every corpse within 20 meters of your location. Due to the nature of Magi bones, you can differentiate between human bodies and magi ones, but no other details. You cannot sense cybernetic parts, hosted human corpses, or android wreckages.
Corpse Puppet: (Starter) Once per day, you are able to animate one corpse within a few meters of you. This corpse is simply a puppet of parts, and nothing more. It can only be given simple verbal commands (Sit, attack, carry, wait, etc). The corpse stays until dismissed, or until the necromancer moves more than 10 meters away for an hour. It takes energy to maintain the puppet, though not as much as other sustained magic. The puppet has no skills.
Corpse Summon: (Upgrade of Corpse Puppet) You are now able to summon up to three nearby corpses each day, and can communicate with them via mental commands. These can be slightly more complex (Only attack magi/hunters/cyborgs, patrol area, etc). The corpses fight equivalent to Unarmed or Melee I. It takes more energy to maintain more bodies, and they will stay active unless dismissed or until the necromancer moves more than 30 meters away for three hours.
Corpse Horde: (Upgrade of Corpse Summon) Now you're a real necromancer! You can summon up to ten corpses a day, and they fight with the equivalent of Unarmed II or Melee II. Additionally, they are a bit brighter, able to understand basic combat tactics and the ability to work together. They stay active until dismissed or until the necromancer stays 100 meters away for over eight hours.
Corpse Abomination: (Upgrade of Corpse Horde) (Requires thread with Nevyne) Nevyne has worked some art into Opgraven’s necromantic domain; now you may summon a mass of bodies, only to mash them into an abomination of your crafting. Essentially, this is a golem made of bone and flesh, and unlike commanding zombies and skeletons, the golem requires your entire attention (You may ride on top of it, or perhaps inside!). This shambling horror of disrespect cannot be more than ten feet tall or long. It has incredible strength and feels no pain, though every attack that cracks its bony shell weakens your bond to it, and wears you down further.
Sense Dead II: (Upgrade of Sense Dead I) The range is expanded to 100 meters. You can sense the brains of dead hosted humans. You are now able to discern with a three-month margin of error approximately when the person died.
Memories of the Dead: (Requires Sense Dead II) You are able to see memories of any corpse you touch, provided they died within the last 6 months. You will see both their last few hours, as well as their last dream; it is not always easy to determine which is which, as they are muddled together. The fresher the corpse, the more clear the visions are. You may also attempt to view memories even further back, but they become less clear the further back you view. In the past, priests who used this ability too often, or dove too far back into memories, were driven to madness, unable to gain a clear grasp of their own reality.
Unlife: Your body does not decay; it may still age, but you will never die from old age (ie: organ failure due to age, etc. Injury and Illness affect you, though the magic sustains your normal immune system). If you lose your connection to Necromantic magic, the effects stop sustaining you immediately, likely resulting in your death. In the Old Days, Necromancers who sustained this ability lived long lives, but eventually succumbed to insanity.
Unlife II: (Upgrade of Unlife I) You can now heal your body by absorbing the life-essence that remains in corpses (NOT the soul). You can use a corpse’s flesh to heal wounds, or bones to cure fractures, or blood and marrow to heal diseases; you can heal punctured and failed organs if the corpse still possesses them, and injuries to magi traits by absorbing a magi’s corpse of the same element. Fresher corpses result in more potent effects. This requires a ritual, as the magic did in its youngest days; you learn how to perform it, but it takes half an hour to complete, and the effects are gradual, requiring days to take full effect. The more this ritual is performed, the harder it is to ignore a certain compelling whispering in your mind…
Unlife III: (Upgrade of Unlife II) You can now heal another person (per Unlife II). However, recipients of this type of healing seem to be… different, and almost always report nightmares and visions after even small healing. And you, as the user of this magic, swear that those voices in your head are getting louder…
Fleshscape: Corpses are your canvas. You can manipulate flesh and even bone structure of corpses to either change appearance or combine different pieces of flesh into a single working Frankenstein of a corpse. Or you can turn it into an original disturbing flesh sculpture! Time to get creative!
DEITY BLESSINGS Ghostly Binding: (Tatara Blessing) Ghosts love to possess people, but they don’t like to take what they dish out. Too bad for them! With this ability, you can bind a ghost to do your will, as if they were possessed. It isn’t a guarantee, and powerful or old ghosts will find it easy to shake off your ethereal chains.
HUNTER ABILITIES
Dishonored Hunter Description: A dishonored hunter is a former hunter who turned their back on the Goddess of the Hunt, Kalidas. Dishonored hunters are not able to gain blessings from the goddess, but a combination of residual magic and constantly watching your back for loyal hunters has honed your skills in different ways. In order to purchase a dishonored hunter ability, your hunter must have turned their back on the guild, which is done IC or in your biography.
Disturbance (Dishonored Hunter Only): You slow your heart rate, blend into backgrounds, and even trick your own mind into believing the words coming out of your mouth. All with the sole intention of fooling and misinforming your pursuers. Upon purchasing this ability, Active Hunters will have a much harder time detecting your falsehoods, locating you via ultrasound, and detecting you with Night Vision.
Mastery: (Dishonored Hunter Only) While you were with the Goddess of the Hunt, you possessed skill greater than your average human. However, when you turned your back on the huntress, her blessing had been revoked. However, with practice, you've learned how to access the residual magic, the muscle memory, of those blessings. This grants you an added .5 bonus to two of your weaponry skills. Meaning you will have the upper hand fighting anyone with the same mastery level as you. (i.e at level 3 mastery of sword facing off another with level 3 sword, you actually read at level 3.5, giving you an upper hand.) However, you shall certainly loose against one who still retains the goddess' favor.
RUNES
Runes are undergoing a massive update; so massive, we've pretty much been calling this round of additions "the runic update." They will undergo a massive change both with the addition of new runes, and an incredible aesthetic makeover (Many thanks to Doc who undertook this HUGE process). It's too much for me to throw in this post but be SURE to look out for the update on the 20th!
Lore
There will be additions to the Lore on the 20th, so watch out for that too. This round we're mostly going to detail a couple of corporations, which has been a request by several members. Again, too big for this preview, but keep an eye out!
Also, we've detailed out the structure of the Ethean government! Politics for EVERYONE!
(C) ELLIE @ GANGNAM STYLE
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