Post by Satra on Dec 19, 2007 21:25:15 GMT -5
Won in Realms Contest.
ID: SD152
Name: Heilyn
Suit: Hearts
Rank: Queen
Gender: Female
Animal: Canine (Coyote)
Region: Reamblen Bog
Dealer: Satra
Notes
She suffers from extreme paranoia; her masks filtering system was not enough for her to keep her mind safe in her opinion, so she added on thick tubes connected to tanks of bog air. She also hs an odd webbing mutation from her armpits to halfway down her forelegs, this does not impede her ability to run, though other Bog dwellers may find it oddly attractive...
Her Human form has expanded her small ability to make people feel uncomfortable around her. It still only effects Jacks and lower, but it now gives them the distinct impression that she is stronger than she seems. Other Jacks and Cards below her level will have to push themselves to fight her. Fives and below will now probably have to run form her in fear, unable to stand her presence.
Basic Magical Ability:
She can ignore moderate amounts of pain for up to an hour.
Moderate Magical Ability 0:
When activated, she gains an immediate proficiency with any weapon that she picks up. This can be activated and deactivated at will.
Strong Magical Ability 0:
When activated, she can inflict mental pain on another card of any suit, once per day. The degree of pain is equivalent to that of a thick splinter digging into the eyelid. If this is forced on another for more than two minutes straight, the victim will feel as though their eye has been pierced and may even see stars. She will, however, pass out directly after that, leaving her vulnerable if the victim should become angry.
Tiny Ability 1:
Once a week, she can change her eye color. the change will last for one hour.
Small Ability 1:
She is now able to see through one wall per day. When she does this, her eyes glow an odd color of blue for however long she holds onto the spell. She might only be able to do it to one wall per day...but she can hold the spell active for up to ten hours should she choose.
Small Ability 2:
Once a month she is able to cause another Card ranked jack or lower to smell as though they have been drenched in fresh blood. the smell will last for about two hours and slowly fade as it does but it's horribly unnerving.
Small Ability 3:
Once a week, she is capable of causing a small ball of bright blue fire to appear in the air. The flame is wispy and hazy and smells a bit like the Bog. This fire will not burn anything, but is bright enough to light up most of a small room.
Small power 4:
She exudes an odd aura (though only when she feels like it) that makes people feel slightly uneasy when around her. Queens and Kings can shrug this off without an issue, but Jacks and anything ranked lower will feel the desperate need to edge away from her when she stands too close to them. If she activates this power and looks directly at someone, they will feel as though they are staring into a death trap, and though they may be able to overpower the urge, they will be distinctly uncomfortable.
Boost: This ability now includes Kings to be unable to easy shake off this feeling.
Boost: She can now switch on and off this aura with no effort for up keep. If she is in her Animal or Bipedal forms, she does not have to concentrate on the upkeep. If she is in her human, she can easy switch it off without having to think about it for the rest of the day. She can do this as often as she wishes.
Boost: She can now slightly reverse her aura to make her seem more comforting and trusting if she focuses on the creature or if it is important to her.
Small Ability 5:
This SD can now cause small waves of heat to emanate directly from their hands. This heat is painful to the touch of others and lasts for a full ten minutes once activated. She can use it twice per week and it only tires her out a little to concentrate on its upkeep.
Boost: This ability now takes very little energy and concentration to keep up. Heilyn can also send the heat through to the tip of her Wire while it’s in its weapon form. The heat transfers to the tip instantly and it burns white hot for a minute without concentration. After a minute, she'll need to focus to keep it burning.
Boost: This SD can now throw the heat much like fire from a flamethrower. The full force of the heat extends out to 10 feet and takes a considerable amount of concentration to keep it going. This attack is visible as nothing more than ripples in the air until it actually hits the opponent. It can cause rather nasty burns in areas measuring about the size of a half-dollar.
Small Ability 6:
This SD is now able to think about another Card once per month and whisper the word dust. For the next full day, the Card they have effectively cursed will have the grave misfortune of having any food or drink they attempt to ingest taste only of rotten meat.
Small Ability 7
Once a month she can walk directly up a wall, vertically (think Jareth in the Labyrinth) for five minutes without falling off. <3
Boost: This card can now activate this ability once a day, but it is no longer good for endurance. She can stick to surfaces for ten seconds at a time before she must jump to a new one. Staying in one place for more than a minute is mentally exhausting, as is walking. Roof-hopping is just fine, though. >:3
Moderate Ability 1:
Once a week she is now able to cause another Card ranked 10 or lower to go temporarily blind. Simply by looking directly at them and muttering Nacht, she will cause their vision to fade slowly over the course of ten minutes. The blindness will last for a full three hours and cannot be reversed except by extremely powerful magic.
Moderate Ability 2:
Once a week she is now capable of causing another Heart to lose the ability to use their own pain or control abilities. She need only concentrate on the thought of the person, any distance from them, and can enforce that for a full twelve hours, they lose both abilities. Even if the other Card is in the middle of using them, the ability will cease functioning at once. If this ability is used during a battle for Queenship, she could be severely punished for cheating if she is found out.
Moderate Ability 3:
This SD is now able to make a wound look far more devastating than it actually is, once per week. Once they injure either themselves or an opponent, they can concentrate for three seconds and make the injury appear to be a horrific, gaping wound. The pain will confuse most Cards into thinking that they actually are wounded that badly and they will often begin to panic as a result. This can extend to the point where the opponent has a graze across the belly...and due to the spell could swear that their intestines are now dragging on the ground.
Moderate Ability 4:
She is now able to stop any attack that has to do with ice or water from reaching her once per day. If the same attack is then used on her again, tough...she'll have to take it...but at least only once! XD
She can also use this to shield others, but it would use up the turn for the day.
Moderate Ability 5:
Once a day, this SD is able to hide in plain sight. The power isn’t terribly strong at the moment. If she moves slowly (at most) and doesn’t make any noise, she will go completely unnoticed. Sudden movements and noise cause someone to notice her, and as soon as that happens the spell is broken and she will have to wait another 24 hours to reactivate it. This power does not work on Queens and Kings and Jacks will see her, but will have to consciously acknowledge her.
Careful, though! The spell gives no indication if it is working or not, so if this card is noticed without realizing it…
Moderate Ability 6:
This SD is now granted a rather prolific jumping ability. Unhindered by weight other than her own, she can leap heights of 10 feet vertically and 20 feet horizontally from a stand still (naturally, the length of the jump is increased if a running start is involved, but not the height).
This ability is rather taxing if used continuously for a span of 30 minutes, if she does it more than five times in one day, her legs will cease functioning for a full twenty four hours following the last jump.
Amazing Ability:
This SD can now unleash rather brutal physical attacks. By concentrating her energy into an attack such as a punch or a kick, she can unleash twice her normal strength in a quick burst of energy. She can get about 5 of these hits out in a day, 10 if she feels like being exhausted for the remainder of the afternoon. She can also use this defensively. When activated, running into her would be like running into a brick wall, tripping someone could result in quite an amazing flip before they hit the ground.
Also, this is a hand-to-hand technique only. Unless the weapon in hand is magical, it would most likely break under the pressure.
Jack's Ability:
She is immune to any and all poison save for one, she does not have to wear her mask any longer as the air will no longer harm her as a toxin, though she may desire to. Though she will need to be cautious around hemlock as it is the only poison that will still affect her.
King's Ability:
Summoned Wire:
As her King's ability, she is now able to summon, directly from her Heart marking, a long strand of tough metal cord about the width of a Humans pinky finger. This wire can extend out to fifty feet and twists on her every direction. It is connected directly to her mind and does her bidding, though telling it to twist or preform too many actions at once (more than two for right now) will cause it to flop pathetically in protest for a few seconds. The wire speaks to her on occasion as a small, but insistent voice in the back of her mind. It refuses to kill and will lash out at her every time she attempts to force it to do so, though if forced it will do as its summoner commands, it will simply result in a deep, burning resentment. The voice in her mind carries a precise, clipped tone of haughty importance, though it softens when speaking of those of low rank. This wire will whip out at opponents at speeds of up to 40 mph, not enough to cut through fur, but enough to leave vicious welts and cuts on skin and burning contusions. This weapon has a slight tendency to lash out irrationally at Cards ranked Ten for no reason it cares to verbalize.
Queen's Ability:
Once a week, she is now capable of forcing any summoned weapon within 50 feet of her to either be summoned or unsummoned, to take the form (alive or weapon) she wants them to have, and obey her for a full ten seconds. After the ten seconds they are still bound to listen to her, though they will no longer carry out demands forcefully, and they will be incapable of any attacks.
Tove
Notes
His thick, fleshy gills filter air completely...as well as almost any other substance. He can breathe in any environment without issue. The flowers that grow from his back exude oxygen, if one is picked and held up to the nose and mouth, the person will be able to breathe in any environment as well. The flower would re-grow in a week and after its picked, it will work for 24 hours.
His eating habits are exceptionally strange. His gills flare widely and he sucks in small bits of magic from the surrounding area. Once a week he must also consume a small amount of vegetable matter or die. The magic he consumes once a day could possibly lessen an attack being hurled at his owner and there is a 50% chance that he will cough some of it back up for his master to use again later...
((Additional notes: Heilyn cannot summon or dismiss Tinman.
Also, he was called 'Adeon' by he former owner, so he will still respond to it.))
Name Tinman
Species Slithey Tove
Gender Male
ID ST026
Other notes
She has received a magical scent from Mr. Todd and no longer smells badly as those of her region do.
I've decided that her family name is 'Amhiann' (pronounced 'AW-eeon'). It means 'iron ore'. :B
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