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Level 1:

108 Heatup: 1 (can make flames with hands and transfer w/ contact)[This is a 1?????] Undying: 1 (Immortality, undead[Fox/Sir Walter]) Flower Twirl - Surrounds her with flowers to hide her from enemies. Last about 5 minutes. She also uses this in her street performances. Can only be used 3 times a battle thread or 3 times every five hours. Cute Sway - Usually used after the Puppy-Dog Eyes, it helps her get more money or food out of the victim. Used after she hurts someone to look innocent. Air Affinity: Canute is able to shift the winds slightly, enough to blow out a candle or cause a gust of wind to stir through the trees. The direction of the wind, once chosen, is set and the strength is nothing more than enough to rustle clothes or brush away light debris. Fire Affinity: It is his least favorite, being that it is a destructive process, but nature and entropy are hand in hand. He can create a very small one inch flame, enough to light tinder to start a fire. The flame is no hotter or stronger than a match and forms at the end of his finger, does not last longer than five seconds, and once used to light something it is dismissed. Erase: Arden can erase writing up to ten square feet per 4 seconds. This allows him to delete single lines instantly, and extends to text not written in ink (marks in sand etc.) He cannot erase magical text. (1) Elemental magic- Foxfire: Being a kitsune, Rei can use foxfire. Harmless foxfire is blue bluefire: Rei can conjure coldfire, harmless foxfire that hovers about in orbs. They give light and don't even feel warm to touch. Bluefire is a harmless spell that has no limit, sometimes bluefire is summoned when nervous. The light is gentle and cannot be used to blind or overwhelm senses. Vampiric Regeneration: Given a full night of rest, Xilium can heal moderate to server wounds such as broken bones, large open wounds such as sword thrusts, and damaged skin/hair. This ability only works when he has a full undisturbed night of sleep. He cannot use this ability in battle, and only in specific situations during PG wars. He can regenerate cut of limbs if he has the physical limp to reconnect and sew together then rest within a day. Level 2: Ignite (combo ability due to lightning and fire): 2, 2(No context in log?) Demonology: 2 (summon can last 3 hits & cannot attack powerfully / offset by inherent character weakness). Increased perception (as "Tracking") 2 Rapid movement. For a short burst, Tobias can move with incredible swiftness- that of a maintained, full sprint. This effects his entire body, for a duration of 1 post, plus one more post per level to a maximum of three. When used for it's full duration, Tobias' body begins to feel the pangs of sluggishness, and he becomes slightly slower to react. It is not meant

for prolonged usage. This speed is said to be some sort of magic, though Tobias has no idea where he learned it- if he learned it at all Breath underwater (2) Fade: With intense concentration, Greenley can dim his life force to make himself less noticeable. He can still do simple tasks or a few predetermined actions while Faded. He cannot talk or defend himself. He has the mental discipline to spend about 30 minutes per day Faded. Using an appropriate disguise makes this ability more effective. Mawt: A belt with studs to mount ilJhain tokens. It is enchanted to give an innate sense of knowing where north is. Two tokens currently give X0.25 boosts to hearing and sight. Fox Fire Creates a small fire in the palm of his hand. It can get hot enough to boil water and could inflict painful burns but Fox would rather run than fight if he had the choice. However, the use is normally to get a fire started for the potion pot. He could also use it alone to boil the potions but that would tire him out. Potions and Spells: Astrid is known for her ability to create healing tonics and casting various spells. While she knows several low level or mundane spells for living her life, and she can perform more complex spells and potions, but those require time and would be done in quest. The following are just examples of Quick Spells or Potions/Brews she has on her most of the time. Any other types of potions must be made in the quest or battle which requires prep time and work space. (So pretty impractical in a battle.) Like the darts she has a limited number of uses: 4x a thread unless more are made in any combination. -Healing Tonics: These little vials of golden liquid can accelerate the healing process of the body and close up minor wounds and stop internal bleeding. Can even regenerate broken limbs but requires several uses and time. (So not instantly, and not going to happen in mid battle.) Memento Mori: By saying Remember, remember Midnight can cause one person around her to have a vision of their death. Generally this is of a time far from the present, but could be much sooner. Due to odd things like the Citadel, it could be the next time they die rather than the final one. Effects vary depending on the particular person, ranging from a distraction through to a full panic. The latter is quite rate. Usable once per day/thread. - PL 2

Level 3: Put on a Show (like Reine's "Flashbang" w/ Puck's Visual Illusion): 3(No context) Decreased speed and agility/Increased durability (I'll try to get her to incorporate those limits into her magic): 3(No context) Nitrogly-soul-rin": 3(No context) Mime: 3 (similar to Puck's visual illusions)(Physical Illusion) High Voltage: 3 (stun level lightning ability) Jogging Practice: 3

Electromancy: 3 (basic due to the limitations) Increased endurance (Conan Running) 3 Agility - Agility. Landain is quick on his feet, making him very difficult to knock over. He is able to balance himself with a low center of gravity and can run quickly along the edge of a split rail fence without falling off. Gerrymander Stone: One of the ancient secrets of Fallien masonry allows Tubal to manipulate rocks, boulders and ashlar. Although this comes at a cost, as this form of magic requires the individual's utmost attention and concentration. Even though Tubal can lift boulders too heavy to be held by hand, his muscles strain and veins throb as if he was physically carrying the stone. Therefore, depending on the size of the rock, it tires him quickly, both mentally and physically, able to lift and move boulders up to twice his body weight. Four times per thread, or until he has the opportunity to rest. NOTE: This is not a combat related skill. It is used only for non-combat related duties. - PL 2 - Level 2 Earth Manipulation from PL thread. Tangible: (Passive - except for when interacting with other players) The soul will float through walls, trees, etc. and can even change shape (from a circle to triangle for example). I cannot have "it" go through player controlled areas or objects (a sword, a character's house, the character itself, etc.) without that player's permission! 2 - Like Luned's (or Resolve, I can't recall) Astral Projection. Icebreaker Soul Presence: (Passive ability) Anybody standing up to ten feet from the souls presence feel sensations of hopelessness and utter dread. 2 - Like Torin's ability, but obviously player must decide whether character is affected Level 3: slight influence on characters around him - "Well, hello there... have we met before?": Sev has a way with words. When he wills his words toward a specific target, they feel compelled to obey. Increased effectiveness on female targets. (A male of equal or strength would have an easy time fighting the influence, whereas a weaker male would probably be swayed: a female of the same strength would face extreme difficulty, and a weaker female would simply fall in line.) Hot hands: Xandran is very persuasive and can easily convince people to "transact business" (Xandran receives a 20% per item bazaar discount for every 27.5 points scored in a thread. Thus, if he receives a 55, Xandran receives two 20% off vouchers that can be used on one item each. These items must be tier two or less. In exchange for this discount, Xandran can never earn GP or items as thread rewards) Twilight Theme: Ruby can affect natural light. Candles snuff out, fireplaces roar, and day brightens, or night darkens. The effects are temporary and lights return to normal when the song ends. Animal Telepathy-Not sure if this is an ability-Vasil can talk to any animal that he has seen with his own eyes. He could not talk to a horse that he's only seen in a book and has not looked at yet.

Animal Connection Tytanus like many of his tribe has a gift with understanding and communicating with animals. In Ty's case, he can connect with animals to see or hear through the animal's senses. Unfortunately, linking with an animal means he almost completely loses the ability to move his main body although he still can sense things around it. Additionally, if he returns completely back to his main body, he will be dazzled for a bit leaving him open to attack. Persuade. More than just a skill, Tobias has a certain knack for wordplay. When he speaks in a certain way, his voice takes on a slightly disarming, almost friendly manner that makes him seem more trustworthy or believable. While not at all foolproof, it has a tendency to work on people of similar or lesser ability than his own. Fails if used too many times in succession on a single target. Visual Illusions (3) on point ability w/ Puck Darkvision: Greenley can see in the dark within 50 ft, though he needs at least some light to distinguish color. Elven Eyes: Greenly can see half again as clearly as a normal man. (vision 1.5x) Lowell Light: 3 Wind: 3 Senses: 3 Transform As a kitsune, Fox can shift shape from a human to a fox or a few forms in between. Normally, he stays in a human-like form with the only thing setting him apart is the two fox ears popping out from his head. When excited, he tends to become more foxlike with a tail being the next thing to pop out.

Smiting slash is wordly poorly, but you can figure out. It too appears to be a combo ability. 1) It does not appear to increase the strength of the material, but rather add a heat element to the attack. There is an on point ability in the chart rated at 4. The weakness of the cast time is offset by the duration, so I would leave it at a 4. 2) The boost of 15% against holy would also be level 3, as noted above.
Hunter Training: Rashnu is can track anyone or anything that is up to two levels higher than himself. If the 'trackee' is more than two levels higher, Rashnu can track them with a maximum of three hours head-start, this reduces by an hour for each level. If a 'trackee' has stealth training and is of equal or higher level to Rashnu, this ability is negated entirely. Being able to track was a vital part of his training as a Witch Hunter, and is based on observation of tell-tale signs left by those he pursues. Weapon Conjuration: This is an ability Rashnu has known since early teens. He can conjour any of a number of weapons from within his trenchcoat that are all made of starting-tier materials. The opening of the trenchcoat acts only as a focus, rather than the coat being enchanted. He can conjour the following weapons: - Katana: A basic katana with white hilt and scabbard. - Whip: A six foot leather bull whip. - Staff: A five foot oak staff. - Naginata: A four foot staff with a wide iron blade at the end. - Dual Tomahawks: One foot oak handles with iron heads. - Rapier: Made of iron.

- Nunchaku: Each 'handle' is nine inches long, connected by an iron chain three inches long. - Battle Fabs: Two iron-bladed fans with an 18 inch diameter. Rashnu can summon one of the above weapons at the beginning of a battle, then a further one weapon that replaces the original so long as the battle exceeds 15 posts. Lightning Bolts: Rashnu can summon lightning bolts to strike his opponents, so long as he is currently using a conjured weapon. The bolts take a turn to 'charge' before they can strike, an be used up to three times per thread and will give three second paralysis and minor burns to those unprotected from lightning magic. Shadow Walk: When darkness falls Xilium can meld into the shadows and become one with them, moving at unnatural speeds to cover long distances within a nights time. This power is unusable in battle unless in a strictly RP situation, such as during a PG war to convey orders or provide support. When used in those situations it can only be cast 3 times per war, and only once in a support situation to enter a battle as reinforcements. If used in that situation a neutral distance of 50 feet must be placed, so he cannot appear behind someone and try to strike a deathblow. He can travel about 10 miles an hour. This is not a teleport skill, and cannot be used in distances less then 1 mile. Effective creating a ball of iron three times. No blast equivalent, but some other uses. Shadow Ball- Concentrating his magic into a solid form, Xilium is able to create a small physical ball the hardness of iron but without the weight. This can be used as a projectile up to 3 times in a battle. The ball will stay in effect until the end of the battle, and can be used by anyone. It cannot be sharpened to a point, and only counts as a blunt object. It is thrown just as a normal stone would be, with no honing abilities or extra speed. It does the damage of a blunt iron object on impact. Power Word-Sound: Controlling the vibrations of air around shadow formed areas, Xilium can create noises and sounds without the movement of his mouth in a almost ventriloquist action. He can mimic voices and sounds he has heard before, but only within a 30 foot radius and only 3 times in a battle. During this action he cannot speak in regular terms, and due to the effort cannot do so when moving. Vampiric Senses: Due to the elven and vampiric mix of his blood, he has gained the abilities of a vampire without the need for blood and weakness to light. However the mix of life and death has caused him to develop a debilitating weakness that can hit without warning, especially in situations of extreme stress. His keen sense of hearing and sight are around 1.5x that of a elf, or 2x that of a human. He can see in complete darkness, due to his control of shadows. He could hear a whisper from 10 feet away, but cannot hear through walls more then 10 inch's thick. Reflection A passive ability, Torin can enter a meditative state where he can view events he has learned about from an almost ethereal plane, unable to interact or change them. Remorse - Torin can use Reflection to relive his own history, and is able to change the decisions he made in those situations. These decisions do directly affect Torin in his regular present state. *These events cannot involve other characters outside of NPCs unless given consent by said character. Empathy (x3): you meet all sorts in this line of work. In fact, Otto feels like he must have met them all. Constant exposure to people suffering the full spectrum of human emotion, oftentimes trying to hide it, has taught him a few things about reading others. Unless the person is quite gifted at bluffing, Otto might spot when someone is trying too hard to appear happy, is having to wildly fill the gaps in a story, and so on.

Draconic Empathy: Ozoric possesses natural ability to communicate with all full and half dragons. His aura causes most dragons, except the most wicked and enraged to stall before attacking and consider him an ally. Conductivity: Ozoric possess thermal conductivity that allows leaping, falling, and levitate through convection. It affords him X3 boost to leaping and falling. It can manifest as minor levitation at slow walking pace for up to five minutes. Arcane Blood- Karacos body is so heavily infused with arcane energy he is incapable of magic, there is simply to much raw energy and any attempts to preform a simple spell would probibly end in chaos. So instead he's forced to use in a rather brutal way, releasing it from his body to empower his own body. As he grows in power the amount and duration of this ability will increase. For now he can release extra energy into his arms to increase their speed or power for a short period of time. (This can be used 4 times a day before he needs to recover.) Arcane Augmentation- Having a unnatural supply of arcane energy held inside his body, he is capable of using it to activate his extra limbs and to augment his attacks with basic raw magical energy. This energy is replenished naturally over time as his body makes and absorbs it naturally from his surroundings. He cannot absorb spells or purposefully force himself to draw in more, its a natural slow process that requires at least a days rest or more if he's utterly exhausted. Arcane Augmentation empowers his attacks with magical energy, allowing it to bypass resistances to damage, hurt non-corporal creatures and bypass less forms of protection. (For every 4 minutes he has his arms active he uses 1 use of Arcane Blood) -Flame Brew!: FIRE! In a bottle! It creates the effects of a mini explosion th e diameter of 4. It has flaming qualities and will destroy soft targets such as wooden tables or chairs and if in the main blast radius can cause bodily harm. Hold me close- Christiana can pull a rope from thin air and send it flying towards a foe. If it touches the person their feet or hands will be bound. She can do this twice per thread. Never let me go- Christiana has a sort of magnetism within her skin. When she touches an opponent it becomes increasingly difficult to break the skin contact with each second the contact holds. Give me your all- Christiana is a skilled manipulator and even the most determined foe will consider her words carefully. Weak-minded individuals will obey her suggestions with little effort. Resiliance: For the many years Tubal has labored in the quarries, he has learned to channel the pain of rigorous challenges. Allowing him to push his body to the brink, even to the point of collapse. This extreme endurance, though brief, can be enough to overwhelm a foe, or to make a narrow escape. X2 Strength for two posts. 15% Frost resistance on shield. Fairly mixed bag in term of effects, and only one use. Evil Eye Witchcraft - Glaring vilely at a target, Aislinn enacts a powerful enchantment upon the foes mind, causing them to feel overwhelming doubt. Targets will second guess their actions, often turning away perfectly good ideas for fear of the failure they see them undergo in their mind's eye. While not debilitating, most of the failure is always in relation

to doing something to Aislinn, such that most will often give up their feuds or attempts at seduction, for fear of looking the fool. Stronger willed targets can notice the changes to their mental state and may ignore the impulses to give up. Evil Eye may be used once per day per target. She may only target one person per post.\ Healing Witchcraft - Aislinn has access to very limited healing magic. The effects of which may stabilize a dying target or close minor wounds and injuries at best. The effects are permanent, however the damage repaired can be undone quite easily as is the case of most healing. The effects are somewhat draining to the Witch, and prolonged contact with a person while using such magicks can fatigue her greatly. The effects however are boosted if she does so allowing her to mend broken bones and potentially cure deeper cuts and gashes. If she uses the lesser version of healing, Aislinn may do this once per day per target. If she uses the greater version of this power, she can only use healing in any capacity once a day. Due to the nature of this power her familiar cannot manifest this power, nor can she use it upon herself. Agony Witchcraft - Upon touching a target while infused with this hex, a dark energy will course through her victims veins. This energy will trigger the nerve reaction of pain in each and every cluster of nerves, until finally it has worked its way entirely through a person's body. Obviously those immune or resistant to pain are excluded as prime targets for this ability, but to the weaker warriors of Althanas, this ability can cause crippling pain. This ability may be used, once per person per day. Vision Witchcraft - By holding onto an item that has strong connection to an event, or touching a person Aislinn has gained the ability of clairvoyance. When holding an Item she can see the event the item is tied to, to the minute details. When in contact with a person for longer than a minute, she can force a vision upon them that both the Witch and her "victim" see. This is often a vision of something that will occur within a year's span, and may be a possibility rather than a set in stone event. This ability has no restriction on how often it may be used, however once a vision has occurred, all further use will do is replay the exact same vision, allowing for someone to catch something they may have missed previously. Conjuring Cantor: Ruby can conjure small objects twice per thread. Items not belonging to her fade after an hour. She cannot summon living, magical, or unknown items. Domestic items, books, and beauty products etc. - 3 (On point abilities elsewhere) Plagues: Insects: A plague of biting locusts are summoned. They can quickly surround a target, their biting and crawling causing the target itching and pain. The insects die during the response posts. Usable three times a thread/day.

Level 4:

Defensive Duet: Ruby can conjure a sphere as hard as iron. The shield protects as long as Ruby continues singing. A mage two levels higher, or a blow hitting at X4 strength or higher can dispel it 4 Frigid Fandango: Ruby can alter temperature from zero to 40 degrees Celsius in a 50 ft. radius. When she stops singing, the temperature returns to its previous levels at a thermodynamic rate Cloud of Fear Witchcraft Calling upon Shyish the wind of death Aislinn can generate a cloud of fog that permeates the area around her. This cloud penetrates into the minds of those who inhale it and finds their deepest darkest fears before forcing the person to confront them. Panic and hysteria are often reactions to this cloud to those unaware of its effects. Those who are aware of the side effects have an easier time shrugging off the cloud, but it will still have its effect on those within it. Even if you rationally know the fear isnt real it can still be difficult to shake its grasp upon you. It is important to note that Aislinn herself is not immune to the effects and as the cloud begins with her, she will be the first one affected by the fear fog. Usable once a thread. Makai Summon: 4 (assuming it can only absorb one attack, 8 if the same as a level 1 character) Illusion Magic (Invisibility): 4 (on point power) Electromagnetism - 4 (with limit to 10 feet push/pull) Healing: 4(Sir Walter) Strength: 4(Sir Walter) Increased strength (400 lbs overhead) 4 Summon swords (4) on point ability w/ Duffy Song - 4 (Provided the beast form does not add new abilities--if it does, 6) Fox Sense As a fox, Fox has a very good senses which helps him make sure the potions are made correctly. Soul Bind - Agreements and bets the with Aur must be honoured, or the persons s oul is taken. Mystic Protection- A birth rite spell for all mystics. If it is cast, any attack will cause a glass shield to surround Kyla and Explode outward. This spell may only be used three times per battle. This glass is now the strength of Cillu. Shadow Soul: Kyla holds the souls of all her kills inside Sophias Mane. Twice per thread she can harness this power, calling two beings forth to do her bidding. Each familiar then leeches onto her opponents, slowing them to half speed for two posts. Kyla does not receive a boost from this. Healing light: When in direct light Kylas light magic becomes more powerful. She is able to heal minor wounds on herself and others.

Blood Rage: When Katherine is shedding blood in combat, her ability to reason lessens and her demented lifestyle is brought to the fore. She almost transforms into a vicious monster and for three posts her Endurance will not waiver unless serious bodily injury is dealt to her. (Becuse sometimes, you cannot ignore your arm being chopped off.) Homunculus Evasion: 3.5x speed of an average human. He is able to dodge arrows and other projectiles with relative ease, and is able to put up a defense in time from opponents of higher speeds, even if he can't counterattack - PL4 Darkvision: Level 4 Firelight - Torin can make a small fire in his palm for 30 seconds. This ability can only be used to illuminate, not as an attack.(really? I dont agree with this) Into The Light - Torin can imbue Tanzalis with fire. *This is regular fire, easily extinguishable by water, moving the sword around too quickly, strong winds, or smothering the blade Poisonous Darts: These Needle point darts are coated in powerful venoms from various creature and plants from Dheathain. She can use any of the following Darts in any combination up to a maximum of 3X. Note: She cannot combine the effects of the darts for a super dart. -Paralysis: Effects the limb targeted making it useless for up to one post in a battle. If it hits the head or Torso it instead causes blurry vision and Difficulty breathing respectively. The more times you are hit by this dart the worse the effects can become. -Poison: Causes intense discomfort and fever in the target hit over the course of time. In a battle this takes effect after one post. -Blinding: A dart that erupts into a mist that when it affects the eyes of the target causes intense tearing up and pain mimicking the sensation of blindness. Air Magic Wind Blast Tytanus can create small blasts of wind. To an average human, it would probably be equal to someone doing a light punch. Ty can also use all his magical energy at once and create a very strong wind blast capable of knocking an average person off his feet. However, the wind is rather spread out so it doesn't do much damage other than the person landing on their back. Additionally, it leaves Ty very exhausted physically causing him to move slower for the next ten or so minutes until he can recover. Wind Walker By carefully using wind blasts, Tytanus can use them to propel himself to better avoid attacks, move faster, and jump up large obstacles. Perception Staying alive is hard with big animals and humans that are capable of crushing you in a single footstep. But like many small creatures, midgets have exceptional senses that let them hear, see, smell around 50% better than an average human. Stone toss: If in the heat of battle, Tubal can combine his two abilities into one. This mixture of fear, rage and adrenaline pushes his mind and body to its peak. He can not only lift stones up to twice his weight, but also throw them towards an enemy at an impressive speed. Two times per thread, or until Tubal can rest. NOTE: This ability is not stackable with the other two. If he uses gerrymander stone, or resiliance in the thread, it will deduct from his ability to use stone toss. As an example, if Tubal uses resiliance one time prior, he can only use stone toss once.

Time dilation (Unwall) - 4 (similar to entry level time magic)


Level 5:

Invisible: The soul can turn invisible for up to five minutes. Can be used once per ten posts Rated 10 initially 5 current rating (reduced by inability to act, not usable in battles, etc. Basically this is a toned down Tourneymant) Patches: Patches can be summoned once a battle. He lasts for about six posts before being unsummoned. He has the same attributes (speed/strenght/etc) as a normal person and wields a scythe (see weapons). - PL 5 Scintillating Song: Ruby can conjure lights, fireworks, and flame. These are illusions, although they make sounds. This requires a semantic element. The lights respond to the emotions of the lyrics and the singer. - 5 (Like Reine's Flashbang) *Burning Hand Witchcraft Aislinn can create a hand of flame on her right arm starting from the stump to replace the hand she lost in the Mystic war. This hand allows her to grip her staff with two hands and other than the clothing and herself anything touched by the hand can ignite as normal flame can cause, similar to being struck by a torch. . While the hand is active she can once per day turn the hand into a projectile shooting it forth at a target this will cause her to lose the ability to create the burning hand for the remainder of the day. Otherwise the hand is at will. Light Magic Technique: Firework - Kyla can create instant small explosions with her mind. These are unlimited but can only affect an area of about a yard. Candle light- Kyla is strengthened by all forms of light, including that from fire. Kylas skin burns much slower than a normal person, third degree burns affect her as first degree ones would. When she is in the wake of fire Kylas healing doubles, allowing her to heal moderate wounds. Blood Magic: Demi God of Blessed Torture: Cassandra, being all that embodies torture, can make blood seep out her fingernails and perform various functions. Each one is capable of being done only once a day, unless otherwise stated. Also, as a divine being, Cassandras blood is considered holy, and will harm those that are harmed by such things if made contact. -Poison - Cassandra can channel any of the poisons she mastered over the years into her weapons like the Butcher's Bill or her nails including: Poison- a low based poison, only designed to make an opponent feel nauseated. Love Potion: (Only works on PCs with permission) creates a stimulation and attraction to the first logical thing the person can love. Twilight- A poison designed to make it so the effects of Vampiric disintegration in daylight now affects vampires in the moonlight, making it safe for them outside only in the twilight hours. (PC permission only.) The Howling- A poison designed to overflow the sense filters in your body when the moon hits your skin. It's overloaded super like feeling shuts the brain down to an animalistic like state where youre in a permanent combat high and lose all cognitive thought. (Need player permission to use.) Umbra- A poison that deadens the nerves that make muscles move, incapacitating the target. However, they can still feel all pain they receive. (Need player permission to use) Blood Sire A vicious poison that actually signals all the nerves in the body to feel as if they are burning, followed by stimulation to the brain to hallucinate that bugs or other such horrors are crawling under your skin. Excessive will power is needed to not succumb to ripping your own skin out to stop the pain, and takes forty eight hours to leave the system.

For those with weak wills, it is only safe to tie them down and wait it out. (For PC to roleplay out, but if they choose to ignore the effects, they will still feel at least the burning sensation.) Blood Compression: Due to his body's ability to store, replace, and utilize blood to form virtually any of his body parts and functions, Draug possesses 3.5x the amount of blood of any normal human - PL5 Weaker than a conventional blast attack, but does decent damage. Also note the delay in uses. Dark Flames: Mixing Flame and Shadow Arts Xilium creates dark flames that burn 3 times hotter then fire. Both his hands become enveloped in the flame but it does no harm him or his clothing. He cannot throw the fire and can only burn something he is touching. It will spread like normal fire would in all other situations. Can only be used 3 times in a battle and only for 1 min at a time. There must be a 2 min interval between each use. Strength - Torin can lift much more than the average human. Due to the weight of Tanzalis, (350 lb) Torins upper body strength is vastly above that of regular men. However, this barely translates to his hand to hand combat, and would equate to a 'harder than normal' punch at best. Stop, Set, Rewind - One of Torin's most useful abilities, he can slow time down to the point of making every second last for three (3) regular seconds, for up to 10 seconds while still being able to move at a regular speed. When used in rapid succession, it would appear that Torin is teleporting from spot to spot. However, he has only been able to cast Stop, Set, Rewind rapidly (one second or less) up to five (5) times, at great physical strain. *Stop, Set, Rewind affects projectiles. It would allow Torin the time to realize something has been fired at him and adjust to take the hit, but not dodge it. Fast Forward Using his experience with manipulating Time, Torin can fire phantom projectiles once used. Like a rift in time, these projectiles are summoned from the past, and are formed from pure energy, with no elemental alignments. Completely non-lethal, these projectiles have the impact of a strong punch when fired. Due to Torins recent interest in learning Archery, these projectiles normally take the shape of arrows. Reflex (x4): Otto has only become more skittish during his time serving the Empire, and endless drills have hardwired in quick responses to perceived threats. From weapon strikes and ringing alarms, to misplaced words and an approaching officer, his reaction time to danger has been reduced to just under one tenth of a second.

Matter Manipulation (Wall, Horseplay & Spear) - 5 (I'd say Solar's time restrictions are about equal to Matthew's handling restrictions quoted above)
STR: 4.0 - Jensen has the strength of an Olympic class lifter, capable of lifting up to 400lbs over his head for 3 seconds before feeling discomfort. EX Attack: Jensen can improve the strength, the speed, or absorb the blow of 4 attack, which must not be a Finishing Maneuver, and cannot be complex in any manner. He cannot EX attack unless he has posted once to build up the energy for such a maneuver. So, If Jensen fights Duffy, he cannot EX in his first post of actual combat (intros dont count). Jensen must also declare at the end of the post in OOC tags that he has stored an EX move, and can save this EX strike for any point in battle. However, Jensen can never store more than 4. Level 6:

Fire Control (Eye Laser) - 6


Murmur (Detect Life) 6 Symphony (Matter Manipulation) 6 Crow 6 5x agility 5x physical toughness Adamantine Will: 5x the willpower Lightning bolt-- Kyla can create a lightning bolt to attack a foe. The bolt holds the same power as that of a live electrical wire, but the lightning will shoot through the person attacked. Thus, very weak characters might suffer nerve damage or even organ failure, but stronger characters might just receive minor burns. Kyla possesses 5 times the strength of a normal Althanian. This allows her to lift five hundred pounds regularly.

Aura of Vengeance has two component's: 1) a spell that causes minor burns within 15 feet and 2) a 10% elemental boost. These should be considered individually. The burn portion is deceptively strong due to the range of 15 feet. For example, if you stand 10 feet away from a fire, you might feel warm but you certainly wouldn't burn yourself (as compared to maybe 5 feet). Moreover, the particles would slow over a distance, cooling the air the farther you were away. Since this ability is passive (the ability is always activated), we'd have to account for that as well. Due to the range & it's passive affect, I'd consider much stronger than Downfall's burn (see his profile) and rate it a 6. The 10% elemental boost would be a 3 per the power level thread, which found 15% as a 3 as well.
END: x6 - Katherine, unlike her mother, can last for seven minutes in combat without fatigue, and can use her wings without draining her personal reserve at leisurely paces. Obviously, please note that wounds inflicted upon her will diminish her endurance accordingly. SPD: x6 - Katherine, unlike her mother, can use her wings for boosts of speed and acknowledges that sometimes you just gotta run. She can run as fast as a Cheetah (55mph) and do so for three minutes before she tires with her Endurance. If flying, she can zoom around at 70mph for three minutes. AGI: x6 - Katherine has fought with Draug, her brother and the Cult's Champion, to sharpen her skills and focus in battle. She can bend her body like an expert contortionist. Level 6: Immune to poison Level 6: Healing wounds In addition she also has Divine Regeneration: Scratches, and minor wounds will heal instantly on her and more signicant wounds will gradually heal over time ( In two posts, a laceration or deep gouge will seal up and she is immune to all poisons and potions as befitting a higher being (unless specifically designed for a god.) Also, for purely cosmetic reasons and HAS NO BEARING IN COMBAT: If Cassandra is left enough time after a battle, she will fully heal quickly and succinctly. (Its just a neat way when a battle is over for her to quick heal her wounds, but obviously in battles that last more than the one fight this will

need Opponents permission to pull off.) However, she is still very much mortal, and will be killed by several mortal means. The Disease: Draug is infected. He is the host to an unstable plague that takes its toll on his organs, forcing him to constantly find replacements. Due his his malleable body, he is able to rip his replacements out of the bodies of his victims and then stick them into his own. If Draug's blood (or any dislodged part of him) splashes/makes contact with someone's body, they will start to experience symptoms of the plague within minutes (coughing, headaches, nausea, weakness, and eventually delirium) until they remove the blood or any other part of Draug they get on them for a long period of time. The plague is too unstable and disappears before any long-term damage is done, but without removing the blood it could take hours before it's gone from their system Power Word-Shadow: Xilium controls shadows, forming them into shapes at will. The shadows have no solid form and can be moved through at will. Some basic types of attack is using it to create a cloak of shadows around himself to blend into surroundings or to use it to cover a light source to create darkness in a area. In battle only 3 shapes can be created at a time, and only one moving shadow can be upheld at a time. It cannot be used to cover a persons eyes while they are moving, as something that small moving at unpredictable speeds is almost impossible to concentrate on. Endurance (x7): Otto isn't necessarily fast, or even smart - but he just keeps on coming. Even in full military kit, Otto has no problem undertaking a whole day's march. Debilitating effects such as poison and blood loss are much slower to put him down than the average human - though they will certainly still cripple him. Strength (x5): Otto has a single-arm lift capacity of 47 to 109 kg, depending on whether the angle is favourable or not, and a maximum punch force of 675 kg. Willpower (x5): Otto can happily subject himself to harsh conditions - such as wading into icy water or walking barefoot over scorching sand - without any ill effect to his focus and faculties for 15 minutes. The mental discipline that has been drilled into him also lets him allay fear and resist to some degree those certain influences that daze, dampen and confuse the mind. Professional Tradesman: one doesn't work for the Althanas Trading Company without picking a few things up, and that's without two decades worth of experience in the business. Otto knows his materials, knows how the playing field, and after having become such a keen student of human nature, knows the players, too. He receives a 20% discount when purchasing up to tier 2 raw materials or crafted items, on top of any other price cuts that may be applied. Rage of Iron: Otto can manipulate the electron excitation of iron atoms in an object that he is touching. This causes the metal to glow a dull, cherry red, giving off a faint light and vast amounts of heat (as the metal is roughly 600 degrees Celsius). It takes him about ten seconds to reach this temperature, and he can maintain it for two minutes before he has to spend half an hour recuperating, during which time he is fatigued. This means he may use the ability once per battle. The size of the area affected may be as large as a dagger blade, and can affect a part on the item up to one metre away from the part which he has contact with, though he can affect items linked by touch with other iron items (such as a workpiece he is holding with iron tongs). Sense of Iron: Otto knows when iron is nearby. He can sense its shape, its concentration, and patterns in the metal left by the shaping process. The ability to sense iron also depends

on how prevalent it is; a pure lump of the stuff will shine like a beacon, while a rusty pin would glimmer like a half-reflected moon on water. Otto can sense iron and its alloys down to one-tenth purity (by weight) up to a range of twenty metres away. The only exception to this rule is blood; although there is so little iron present in it, something about Acmon's magic is attuned to the stuff. Spilled fresh blood he can sense clearly, if there are more than a few millilitres of it, but not old blood or that still held within a body. Like any sense, it can become overloaded, so Otto has difficulty picking out individual items when there is an abundance already around him. Also, as this is a supernatural ability, it can be influenced by magic-dulling and magic-enhancing factors. Touch of Iron: An extension of his ability to sense the presence of iron, Otto can make a much more in-depth analysis of any such piece that he is touching. This allows him to determine major and minor elements, as well as any patterns - folds, fractures, pockets of impurities, and so on. This requires a little time and concentration, much as one might read the suspicious small print at the bottom of a waiver, so he is somewhat distracted while he uses this ability. Level 7: Scene Stealing Uppercut: 7 7x Strength - 7 EDIT: written fine 7x Agility - 7 EDIT: written fine 7x Perception - 7 EDIT: written fine Hum - 8 (need to revisit as Letho has original Hum with significant limitations at 7 and Hysteria has Luned's planewalking at 8 which has major teleporting distances) EDIT: reduced to 7 due to limits added. Toll 7 Levitation- Kyla can lift items up to twice her size with her mind. She cannot move anything that is in another persons possession. She cannot move another player without their permission. Kyla possesses 7 times the speed of a normal Althanian. Her running speed is similar to that of a Gazelle. Meteor Strike - Katherine can use her wings in combat to lift her to a high height, and then vault back to the earth with ground shaking impact doing an area of effect attack that sends out enough force to shake the surrounding area and create a three foot diamater crater. Transmutation: By using his transmutation circles, he can alter his surroundings within a radius of 30 feet to one of his choosing, be it quicksand, mud, or thorny plants. He can even create water, pits, and stone walls. He can only do this 3 times a day and the effect takes 5 seconds before it fully completes, giving anyone in the vicinity time to escape. He can't make anything colder or hotter, so no ice or fire Precision (x7): when wielding a hammer, Otto is capable of easily striking typical thrown weapons directed at him (rocks, javelins, shurikens, knives etc. - unless he is bombarded by several at once), and has about a 55% chance to do the same for faster projectile weapons. His attacks with hammers rarely go wide by more than an inch, those with spears can be

relied on to land within two, and he has unerring coordination with other hand weapons though the effect can be rather spoiled when his targets don't stand still. Scent: Otto has an excellent sense of smell, and can easily detect animal traces on the wind or left behind where an individual has resided for some time. Smells which stand out are sweat, urine, faeces, and, in particular, blood. This made growing up in a medieval(ish)-era city about as enjoyable as youd expect. Ottos sense of smell is moderately better than that of a canine on the lower end of the olfactory sensitivity spectrum in regards to the mentioned odours, and half again for other scents. Toughness (x6): a sharp punch by someone of comparable strength will have just an 8% chance to break one of Otto's ribs, and his hide has a resilience approaching that of toughened leather. Level 8: Any Unlimited Flight

END: 8.0 - Jensen is capable of enduring great feats of stamina draining activities. He does not fatigue from pro-longed combat up to ten minutes. In addition, he can maintain the peak performance of his AGI and SPD for up to five minutes before tiring. (So Jensen can sprint for 3,000 yards without tiring.) Jensens Endurance is also conditioned to physical abuse, and so he can shrug off the effects of combat easier than most. This does NOT excuse him from physically debilitating moves. (You break his arm or hit like a truck, its gonna hurt no matter what.) I am the Leaf on the Wind: Jensen has spent time learning how to fight with his father, the Oracle of Wind, and knows how to use his agility and speed to even greater heights. ^- Jensen has begun to learn more of the path to being one with the wind, and has learned to bend the soft flow of the breeze to his whim. 8 times in a battle or a quest, Jensen can shift the wind around him to either push him quickly to the side, slow his descent from a long height, or push enemy arrows or thrown weaponry off track. (This however will not work against certain projectiles, such as cross bolts, large ballistics, black powder weaponry, or magical projectile attacks that are not influenced by wind trajectory, such as balls of energy and the like.) Blind Jump: Thrice per thread, Mordelain can walk without an intermediary if in imminent danger. She has limited control over her destination, and it does not trigger if unconscious. 9x Speed - 8 EDIT: written fine Whisper 8 Eldritch Blast: Strong ranged attack (no limit on uses) Super strong version, three uses. Shahab's Lash: Fire attack. If the flames burn longer then 3 Minutes it starts to damage damage Aurelianus. 3 uses for Cyclone, a stronger version that clings to the body. Merihim's Breath: A swarm of insects and bugs, lasts for a minute. 3 times per thread (I raised this up because the nature of the attack is hard to block / counter, damage wise its probably a 7).

Shadow magic- Kyla can use her shadow magic to create any weapon she can envision. She cannot create automatic weapons like guns or explosives. If she creates a throwing weapon it will disappear when it comes into contact with the ground. The weapons she creates are the strength of Mythril. Kyla can create up to two weapons at any given time. Shadow Magic Technique: Shadow Step - Kyla is able to meld into any shadow and step out of the shadows into any place she chooses. Kyla can carry people with her. In battle, this effect can be used 5 times per thread. Mystic Bomb: Kyla combines her light magic and shadow magic together (In the Mystic world, a big no-no) to create an orb of energy, this orb of contradictions causes a large explosion, covering roughly fifteen yards around. The bomb is powerful enough to break through stone walls if within its range. STR: x8 - Boulders and the like of up to 600lbs are of no burden to Cassandra or her daughter. Please note that while she is immensly strong, she cannot perform certain feets like lifting a thousand year old oak tree out of the ground because she wouldn't have a good enough grip. Flesh Golem: Once a day, Draug can clap his hands together to translocate a bunch of stored corpses and create a living monstrosity with them. It is a giant, naked mass of flesh in humanoid shape, with heads and limbs moaning and bleeding all over, towering at 7 feet. Three of its heads are where a normal head should be, its eyes glazed over and its tongues hanging out. Its upper body is much larger than its lower, and its arms are three times the thickness of a normal arm. It possesses 3x strength (can crush iron), although it is weak to non-physical attacks. It also takes 0.5x blood to create - Combo Ability - PL4 and PL8 Flesh Hounds: Draug can summon dog-like creatures made of pure muscle with featureless heads except for ear holes, noses, and jaws with two layers of sharp teeth in their jaw, which span the entire length of their head. He creates them by throwing up a tumorous lump of flesh that mutates into a flesh hound, and can make 4 per day Rampant Requiem: Ruby can summon concussive blows. They are X2 strength, but can strike up to three times per attack. The greater the pain and anger, the more chaotic they become. They can hurt Ruby. - 8 (Like Duffy's Raven Call) Level 9: Cry (8 tenticles) 9 Harmony - 9 Insta block x2 Level 10: Gravity Crush: 10 (instant crushing based on contact/not crazy power due to use limitations) Whimper 10 Boom 10 Shadow Swap: Kyla can steal a shadow from someone and attach it to another. This allows the second person to mimic the abilities of the original owner of the shadow. This effects 2

abilities. The original owner will have the option of choosing the abilities stolen. While the swap is in place the original owner cannot use these abilities. This lasts for 2 posts not including the one it is summoned in. Mostly due to the fact that it is always on when in combat. Not the most powerful level 10, but significantly better than some of the other detecting abilities. Blood Sense: Katherine can hear the pounding of blood in her ears, and when combat is high she can sense people around her by their blood. Katherine will not be snuck up on in Combat unless it is by traitorous hands or she is preoccupied. In short: Katherine is never caught off guard unless deemed reasonable. (Judges may nit pick this if they like.) Recoil: By using his transmutation circles, Draug can create a sympathetic bond with any target within 10 feet. Any damage that he sustains during this bond is mirrored to his opponent, although they have to be within his line of sight. This effect lasts for 2 wounds, and only can be used on two separate targets per day, and not the same one. It is not a perfect spell, so the target may inflict a fatal wound upon Draug and only suffer a moderate one in response. (aka it is up to the victim to determine whether or not it will kill them) Homunculus Strength: Draug is now able to bend prevaldia and break all materials weaker than that, and his strongest attacks cause shockwaves that push everything away at a small force Pain Tolerance - Innate: Draug is able to ignore the results of stimulated nociceptors. The amount of pain he feels is a fraction of that felt by average humans Body Manipulation: Draug can augment his body to create extra limbs, self-mutilation, stretch his neck or any part of his body, or otherwise manipulate his body in almost any way. This process is as fast as he can move. His manipulations consist of human features such as arms as legs, as well as tentacles and other animal-esque features. Each body part consumes 0.1x blood. (This is an upgraded version of the skill received HERE.) Draug can use this ability to regenerate his body by growing new replacements. Minor wounds such as cuts and burns take 0.05x blood, moderate wounds such as muscle damage, torn flesh, and broken bones take 0.1x blood, and major wounds such as organ and other body part loss takes 0.2x blood. There is also a time delay of major damage of 10 minutes before he's fully healed. Through experiments, mutilation, and rampant cell growth, he can take Body Manipulation to an extreme and transform his body at all once. While he doesn't gain any physical advantage from transforming, it does increase his size by a few feet and augment his grotesqueness. As his body grows, his skin can't keep up so the skin around his jaw rips apart, revealing all his sharp teeth. He also grows an elongated set of teeth that extends all the way to his ears. More skin sloughs off his body and reveals his muscles and bones. Draug can transform his appearance to look like anyone he has seen before, as well custom configurations of people that don't exist or people from memories he assimilated. Inhuman Existence: Draug's anatomy is a mutating mess that shifts and adapts to the frequent removal and addition of body parts, thus his vital organs are often interchangeable and mutate to fill the roles of failing or destroyed organs. Therefore, he can withstand serious damage and organ failure and function for days. However, the process is not instant, and there is a small delay before he can resume his daily functions. After a few hours his strength and motion control become very limited until he can properly replenish his organ supply.

Combined 10 APL Weapon/Armor Integration: Draug is able to absorb equipment into his body and compress it so it's unnoticeable in a specific place. Helmets integrate into head, chest armor integrates into chest. Armor that is integrated lies just under his outer layer of skin, offering that second layer of skin the same quality of protection as wearing that piece of armor. He can only go 2 layers deep Assimilation: Started through the physical contact of The Homunculus with a target of his choosing. When a Homunculus wants to assimilate, its body becomes like a metaphorical sponge and accepts various types of genetic data: ranging from skin or hair contact. This process causes Draug to accumulate bits and pieces of his target's memory, including memories that may be buried so deep that even the target has forgotten them. Assimilation lasts for 5 of Draug's posts. He can use it three times a day. Stats: Under assimilation, Draug gains 1/3 of the target's stats and adds it to his own. This only applies if the stat is higher than his Abilities: Draug steals three abilities of his choice for the duration of the assimilation. He shares whatever caveats and limitations the target has on those abilities AGI: 10.0 - Jensen is capable of reacting so fast in combat that he is able to process and react to the speed of a bullet fired from five feet away. In addition, he should be considered to be a contortionist of the highest caliber, being flexible and offering him super human like agility. (He must still bend to some standards of human anatomy, so no noodle arms.) SPD: 10.0 - Jensen is fast, very fast. In conjunction with his agility, he can perform mythological feats of acrobatic behavior. Jensen is also fast enough to sprint 600 yards in 1 minutes worth of time. Finishing Maneuvers: Jensen can perform ONE finishing maneuver if sufficient time has been allotted to wearing down the opponent. These moves are devastatingly strong, but do leave the immortal open if he should miss the attack, or worse, the opponent survives. Depending on the Finisher determines the effects. He can only perform ONE of these moves after FOUR consecutive posts have gone by in battle. After each finisher, Jensen is winded from the exertion of force, leaving him unable to defend himself properly in the opponents next post. His finishers are: -Golden Glove Award Winning Punch: After Jensen taunts, he thrusts himself forward in a low slide, coming up with a rolling jabs and punches similar to AB Rocket Uppercut, but instead of finishing with the uppercut, he instead throws a right haymaker, a left haymaker, and winds up his punch with a spiral lunge into th foes chest. STR goes up + 1 for this attack. -Playing Dirty: After a very crude taunt Jensen leaves himself wide open, letting his foe take a sucker punch. When they punch Jensen, the immortal comes back with a gut blow, stomps the opponents foot, hits the enemy with a violent head butt, then punches them below the belt. This attack is more of a means to really fight dirty. Needless to say its a deal breaker. No added Strength of Ability. -Rhythm of the Beat: Jensen can feel the energy rush through him, granting him adrenaline to perform the most complex series of moves. It starts with a slide into the foes gut with his knee, a half twist back before crashing downwards in a scissors kick. When the foes

head hits the ground and bounces up Jensen stomps his foot down, twirling gracefully on it before sliding off their skull with a very boisterous bow. Increases STR +1. -And Now For The Finale!: By shouting the phrase: Curtains Rise! Jensen gives into his deepest passions and lets out a brutal combination series of punches and kicks, all moving in tandem and flowing flawlessly like a stage performance. These strikes are numerous and fly out quickly, some high, some low, and some overhead to test the limits of somebody blocking the onslaught. When the onslaught nears its peak, Jensen lowers himself and begins a series of rolling jabs into the opponents gut, rising the tempo with each chorus laugh until the final blow, a massive uppercut lifting himself and the foe into the air. When Jensen lands he bows to his foe, chuckling the phrase, Thats all folks! Jensens AGI is +2 when using this move. -Ultimate Emerald Immortal Buster!: Jensen leans into his foe and slides behind them with a quick kick to their gut, grappling their waist and doing a series of two belly to black suplexes, before hoisting the foe to his feet where he spins to their front and hits them in a belly to belly suplex, landing them on their head. As they are down he grabs them by the head and performs a crushing power bomb, lifting them to his shoulders and hoisting them up for added height as he guides them down with a vicious laugh. STR + 3 for this maneuver -Dancing With Laughter: Jensen spins his body and kicks his foe repeatedly in a corkscrew fashion, slamming his boot into their jaw. When he lands he spins upwards in a flash kick, but arcs it so he flips forwards and lands on opponents shoulders, laughing hysterically as he stomps on their face until they fall on the floor. With a forwards flip Jensen grabs their hand and pulls them back up, groggily into his arms where he dances with their tired body, laughing and screaming, Come dance with me, before he twirls them in the spot and cracks them in the chin with a violent stiff kick, bowing for the good time. STR + 2 -Mystic Deception: Jensen leaves his body in a rigid stance, hunching his arms and making it look like there is a wider opening than there really is as he shouts MYSTIC PROTECTION!. Should the enemy strike him during this prone stance his body will spring like a coiled snake, and hell move with the agility of one as well as he slithers around the enemies body attacking eight of the foes joints with crippling attacks, finishing with a headlock arm bar take down with that satisfying crunch. At the end hell roll to his feet and dust himself off, muttering in a mocking fashion, I can do this nine times, Jensen gains no stat bonuses, but the enemy does suffer crippling blows. Immortal: Jensen is immortal. No matter what he will come back the next day alive and well. Chop off his head, his nuts, his arm, whatever, hell live and laugh about it the next day. This is not an excuse for him to ignore pain or whatnot, and he still feels all pain and suffers effects of the death even in his new life the next day. IE: You cut off his arm, his arm is going to hurt like a bitch for a few days. Cut off his head and he wont be able to speak for hours after coming back. ^- Breath of the Undying: After reviving the Storm Herald, Jensen fused with the eldritch orb that once belonged to the Lord of Storms, fusing his ancient necromantic power with the immortality in his soul. This gives Jensen the ability to speed up his regenerating power, allowing him to come back to life even faster. In game terms, Jensen only needs one post to come back from minor deaths: Neck Snapping, impaling, stabbed in the eye, anything that would kill him, but NOT INCAPACITATE HIM. He will not get back up if hes beheaded, or hes cut into two pieces, or any other Overkill situation and will take the normal one days worth of regenerating time as usual. ^- Undying Immortality: Jensen has become so fused with his Breath of the Undying that now, unless the attack would be considered Overkill (As stated above) Jensens return t o life is near instantaneous. However this does not mean Jensen has superior regeneration. This merely gets him back to a state where he can fight, but doesnt fix any broken limbs (save necks) or severed body parts or blood loss. It just means if Jensen is stabbed or wounded in

a similar manner, he returns to life instantly. (Within a paragraph.) This ability only can be activated 4 times a battle. Crozius: A Dehlar Master crafted maul that is the length of an average human arm, with a red leather grip and a bronzed Heraldric Cross at the tip inscribed with passages from the Tome of War, the weapon is enchanted to increase the Strength of the user by 5X their normal capacity. Usually in the care of Jensen's friend Adolph Gretzle, the weapon has been known to be used by Jensen himself. (This increases Jensens striking Strength to 9X - He can easily punch holes in brick walls with ease, shatter stones, crack granite with ease, and break a limb with ease if there is no sufficient protection. [left to the reciever of attack to determine])

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