To celebrate our first Christmas on SWS, we are handing out presents to one and all! For you lovely ladies and gents, we are gifting status points to each character! Members can choose to up 2 stats to increase by 5 points. Or you can opt to spread them more evenly around more stats. These two stat gifts can't be stacked on the same stat, so one stat can't be given 10 points. A max of 5 stats for a single state.
Comment below, tagging your characters and listing what stats you want to apply these presents to.
5 -Heating body to extreme temperatures immune to flames and smoke 10- Controlling Flame and Smoke (Control of fire is limited) 15- Able to use powers in animal form and can turn into Smoke at will 20- Able to produce flame without an outside source (Near perfect control of fire) 30- Can turn into pure flame 40- Increased immunity to Igmot stone when using this power/ Can create flaming doubles of themselves 50- Can incinerate anything within a five foot radius and has complete mastery over fire.
Draw Backs -Low Leveled Conchen cannot create their own flames. Fire users often carry Spark powder to create sparks they can create fire with . -Prone to becoming easily dehydrated -Very damp and cold weather weakens them and they do not handle the cold very well, often avoiding it entirely. -Need to consume a lot of nutrients to function properly -Smoke form is sluggish and more difficult to control. Very susceptible to strong breezes and rain. If your smoke form is broken up too far, it’ll kill you. -When completely consumed by fire they are encased in an armor of flames that is extremely hot and near impossible to approach without getting burned. -Water is their greatest weakness.
Water Control over liquids and ice
5- Immune to Cold, can Breath under water 10- Controlling liquid, their own blood but not the blood of others (Control is limited) 15- Able to use powers in animal form and can turn into a liquid 20- Able to control ice and draw moisture from plant life, and air. (Near perfect control) 30- Able to manipulate the blood of others. 40- Increased immunity to Igmot stone. Can heal themselves using water. 50- Grand mastery of the element. Able to summon great tidal waves and has complete control over all things water, ice and liquid.
Draw Backs -Like fire users, those who wield water can easily dehydrate themselves by drawing upon the moisture within themselves. -Drawing too much of their own blood can knock out or kill them (their body cannot make copious amounts of blood to give them an endless supply to use in battle). -Greatly weakened by extreme heat. -Must consume more liquids than normal. -Water form is sluggish, at mercy to gravity, and great heat. -Fire, and the heat it creates, is their enemy.
Sky Control of weather, wind, and lightning.
5- Able to sense coming storms, call storms the size of a small cloud (storm can get out of hand) 10- Able to control the wind 15- Able to use powers in animal form and can call forth small storms (The type of storm is random.) 20- Able to levitate and summon large storms (Near perfect control) 30- Can summon great bolts of lightning from storms (Extremely difficult to aim) 40- Increased immunity to Igmot stone. Can create their own lighting, though control is limited beyond that of simple aiming and firing. 50- Can call forth tsunamis and great hurricane force winds with complete and total control of it and full manipulation of the element of electricity
Draw Backs -Can only maintain a storm their energy allows, size, duration, and intensity all relies upon the user's energy(Endurance). -Levitation takes great concentration, if broken the fall -Summoning a storm is easy, controlling it is a different story. It is common for inexperienced wielders to lose control of their storms. -Storms are random when summoned (Snow, raid, sleek, etc) -Become jumpy and excitable when large storms are nearby. Often affected emotionally by the pressure in the air/weather. -Lightning is a dangerous, wild power and can easily turn on the wielder if they are not careful. Often limited to just pointing and firing. Only masters can toy with and manipulate lightning without worry of it biting back.
Earth Control over stone, metal, and plant life
5- Able to command small plants and sense vibrations ( control limited) 10- Able to control all plants, and a limited amount of earth. ( Full control of plants, limited over earth) 15- Able to use powers in animal form and can bend earth to their will. Metal, however, fights their command. 20- Can alter their own body's density. Making their skin as hard as steel. They are unable to move, however. 30- Full movement when body is altered. 40- Increased immunity to Igmot stone. They can alter the density of earth around them. 50- Able to control everything with complete certainty, creating great earthquakes that rattle the earth. No metal will resist their command any longer.
Draw Backs -New users have trouble commanding or even coaxing plants to do their bidding, quickly. -Because of their abilities, their molecular structure is naturally denser than the average human, or Conchen.They sink like a stone. -The more metal you wish to bend or earth one wishes to move the more taxing it is on one's body. -Steel is nearly impossible to bend for an earth users of average ability. Only masters can bend it effectively.
Healing Healers of wounds and ailments
5- Able to heal only themselves 10- Able to heal minor injuries or illnesses 15- Able to heal serious injuries and diseases/poisoning 20- Can restore their own lost limbs 30- Can restore the lost limbs of others 40- Increased immunity to Igmot stone. Alter one's own DNA (hair color, genetic makeup, etc) 50- Can resurrect themselves or another person from the dead and toy with the DNA of others.
Draw Backs -Young healers are unable to heal another person -The more serious the wound the more energy it takes to heal the person. -If a healer tries to heal a wound that is too great they can often end up using their own life-force and collapse or die. -Healing is a touch based power, so both the healer and the injured party must be touching skin-on-skin -A master can revive themselves from death, but they are seriously weakened and end up bedridden for the better part of a month. -Masters can only resurrect someone within an hour of their death. Otherwise they cannot restore their soul. -People who have come back from death are known to have some, adverse effects. Often mental (This is up to the player). -To revive another being takes a great toll on the healer and takes a portion of their own lifespan.
Empathy Master over emotion
5- Can sense and slightly influence other people's emotions (no control on whether they feel how people are feeling or not). 10- Can control if they feel other people's emotions. Able to manipulate other people's emotions more effectively though they can still fend them off. 15- Can use powers in animal form and manipulate people's dreams and thoughts 20- Able to sense when another is lying and resist weaker telepathy 30- Can compel people to follow their will, only higher intellect or empaths can resist them 40- Increased immunity to Igmot stone. Can form an emotional link with others, so they can always find those people and know of their well being regardless of distance. This connection is two way 50- Complete and total sway over the emotions and dreams of others. They can completely capture your heart and bend you to their will. Only masters of Telepathy or Intellect can resist them
Draw Backs -Empathy can be uncontrollable. An empath can be constantly overloaded with the feelings of others, making it hard to separate their own emotions from those around them. -Empaths are known to become very depressed or even unstable due to their lack of control. -The ability to control one’s emotions is not always guaranteed. Anyone of higher telepathy or intellect can resist or break the spell. -When linked with a person, the more powerful their feelings towards that person, the stronger their link is. They can often feel the physical pain of said person through this link, and vice versa.
Illusion Benders of reality
5- Able to create illusions, though no sound is heard 10- Able to create an illusion that one can hear, see, and smell 15- Able to use magic in animal for and create several medium sized illusions at once (requires great concentration and control is limited) 20- Can create great illusions with minimal strain. They still cannot be touched 30- Able to trap a person in world of illusion, though the spell can be easily broken if focus is lost 40- Increased immunity to Igmot stone.Able to see through other illusions save for those of a master 50- Masters can create illusions that can be touched, completely deceiving the mind and body of their victims. Trapping a person in an entirely made up world with ease. They can see through all other illusions and only a fellow master can see through a master's illusions
Draw Backs -Weak illusions are not physical, they cannot be touched. -An illusion can only last as long as one can hold their concentration. -The larger and more extravagant the illusion the more concentration is needed to keep it going. -Since illusions are created using light, illusions are harder to hold in dark places. -Rain and smoke can also disrupt illusions. -The more complex an illusion, or multiple illusions at once takes more endurance to maintain.
Telepathy Manipulators of the world and mind
5- Can speak telepathically with others 10- Able to lift small object with their mind 15- Able to use powers in animal and lift medium sized object with mind 20- Teleportation. Distance of a city block 30- Can read people’s mind and manipulate memories of another person. Higher intellect and Empaths can resist this manipulation 40- Increased immunity to Igmot stone. Can teleport up to a mile 50- Master of the art of telepathy can toy with people's minds. Completely altering and breaking them. Able to teleport as far as they wish they can also lift and move any object with their mind. Only masters of Intellect and Empathy can resist their hold.
Draw Backs -Lifting an object requires concentration and practice. -Teleportation is the hardest ability to master, this ability takes great endurance and strength for it draws on its user’s energy. -The farther you teleport the more energy this power uses -It is also harder to teleport into or out of a building then it is to teleport out in the open air. -This ability requires one being able to picture the area they are transporting themselves to. They can’t teleport to a place they have not been or seen. People with high intellect and the powers of empathy are capable of resisting or completely block a telepath’s attempts to control them.
Shadow Master of darkness
5- Able to become like a shadow and go through walls 10- Able to Shadow Jump short distances (a city block at most) Cannot jump again until they rest for 20 minutes or they risk damage to their bodies and minds. Cannot take another with them 15- Able to use powers in animal form and can Shadow Jump a great distance (1 mile), only needs to rest for 2 minutes before jumping again. You can also bring others within the jump as well. Can take another person with them. 20- Able to summon as many Shadow Beasts as desired 30- Can form and manipulate shadows, they cannot take a solid form, however. 40- Increased immunity to Igmot stone. Can make solid forms out of shadows, such as weapons. 50- Full mastering of powers. Able to shadow leap without becoming exhausted and dwell within their realm, and can use the shadows as a portal for other people. All shadows bend to the will of their master
Draw Backs -It is dangerous to use several shadow beasts at once if one is inexperienced. It strains and often breaks the mind. -While connected to their shadowy companions a Conchen creates an empathy link with their creations, sharing sight, sound, emotions, and physical pain. -A shadow wielder directly connected to a shadow beast at the time it was destroyed will receive a less serious version of the wound the killed their creation. If not connected so deeply they simply feel the pain. -It takes great energy to shadow jump -If a shadow users remains in the shadow dimension longer than they can handle, they will suffer severe internal damage, or mental damage. -This risk increases when they are using their powers to also protect people they are transporting through the shadows. -Can only turn into a shadow at night. If caught in the sunlight light they will be serious burned or killed. Only masters can become shadows during the day. -Daylight weakens their powers. -Light and Shadow cancel each other out.
Light Masters of light
5- Can create barriers around themselves (Can be broken by level 7+ attacks) 10- Can create larger/multiple barriers around themselves and others. Can walk on light. (Barriers can only be broken by lvl 15+ attacks) 15- Able use powers in animal and can turn invisible and barriers strengthen (Can only block any one attack in an official fight). 20- Can steal the light from people's eyes, temporarily blinding them. (blinds opponent for 1 round in an official fight). 30- Can make other people and things invisible 40- Increased immunity to Igmot stone. Can create balls of light to hurl at people. Essentially like throwing a baseball, control is limited with no practice 50- Full mastery of light. Able to create a weapons out of light limited only by imagination and physical skill with said weapon
Draw Backs -Walking on light, creating a barrier, or fashioning a weapon of light all takes a considerable amount of energy. -To walk on light one must concentrate, much like levitating. You break the concentration, they fall. -The bigger/stronger the weapon or barrier the more energy it drains out of the crafter. -Like fire users they need to consume a lot of nutrients, in the form of light. -Light users desire nothing more than to bask for long hours in the sun, building up their internal energy. -Weapons require more precise control over light and are thus harder to form, break a wielder's concentration and the spell will be broken. -Invisibility is like holding one’s breath. It lasts as long as your energy can hold out. -Erratic movements will cause you to appear and disappear when invisible. Does not mask sound. -Light wielders are naturally weaker at night. -Mirrors are capable of reflecting and refracting their powers. -Light and Shadow cancel each other out.
Size Chart Your character starts out 2-4 inches bigger than the animal they shift into. This increases as their strength increases. The higher the strength, the bigger your animal will grow. 5- your character's animal form has grown and additional 3 inches 10- your character's animal form has grown and addition 5 inches 20- your character animal form has grown an addition 5 inches 30- your character’s animal form and grown an additional 2 inches 40- your character’s animal form has grown an additional 3 inches 50- your character’s animal form has grown an additional 5 inches
Conchen communicate telepathically. Though this ability is not a given skill and must be worked on to improve. Many don’t bother as so their communication is limited in animal form. They understand the body language of the animal they change into and can communicate with other animals in this fashion.
Transformation Process Conchen appear to dissolve into smoke and ash, before reforming into a new being. This smoke is not like the smoke one can take on as a fire user. It does not blow away in the wind. Items seems to vanish into their own pocket dimension, unless the Conchen desires them to be on their animal form as well as their person. (Note: Items do not resize for the animal. If you person is wearing a necklace, it won’t grow to fit the form of an elephant). They can partially transform as well. Wings, claws, eyes. All remain proportional to the body they are currently in.
Opposing Powers These powers are at odds naturally with each other. As such these powers tend to not exist within the same body due to the natural, negative effects. If this does happen these powers will fight one another. The more powerful they are the harder they fight and the Conchen will never feel whole, but torn, and often they go crazy due to this.
Water & Fire Light & Shadow Earth & Sky Empathy & Telepathy Healing and Illusion do not find themselves at odds with any elemental or physic powers, and are thus considered neutral abilities.
Corrupted Powers It is rare for a Conchen's powers to become corrupt. But it is known to happen. This corruption is caused by great trauma or emotion that has forced a Conchen's powers to manifest prematurely, fracturing their soul and altering their powers or shift. The continued use of these powers will often slowly chip away at one's sanity until they finally go insane. The way a power, or shift is corrupted is entirely unique to each character. This is a rare character that must be purchased. Powers must also be run past LeVee and Aztec.
I have Rayen D'vero. The leader of the Shadow Walkers. She's the only other character I have running about the site. xD She could always hire Les to do some dirty work, since she isn't beneath hiring outside help when it suits her needs. Or they can just bump into each other on a dark night, idk. I'm not sure how these two would react to each other.
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