Post by Nathalia on Sept 15, 2010 15:26:26 GMT -5
At long last, I have everything typed up.
Here is the wonder that is your rather beautiful commission. <3
------------------------------------------------------------------------
Helen
Shield Charm: Helen is an odd Card. Sunk so far into what it does not mean to be a Torquehelm, and her curious inability to gain any Rank, has actually begun to cause her to repel magic.
She can no longer be affected by any spells over the Rank of 4.
And extra spells, any spells over the Rank of 4, and any magically powered weapons are now worthless against her.
The magic does not recognize her as an effective being any longer and will not be used against her.
As a result of this, she has trouble using most magical items. Magical weapons will not function for her and most favors, unless tailored to her strangeness, will also fall flat in her presence.
Simple weaponry can still be used against her, but if it is the slightest bit enchanted, it will simply bounce off as though coated in rubber and foam.
Seer's Ability: Once a month, she is able to see perfectly into someone's future using the crystal ball she is able to cause to float after her on small clouds of lilac scent. Once she has clasped the person's hands, she can see everything up to one week in the future that will happen to them exactly as it will be.
This will forewarn them of everything from fights, to lover's actions, to what their children might look like.
This then offers them the option to change said futures if they are capable...
Doing this more than once for one person gives that person double vision for a full month after their reading.
Increased Seer's Ability: What was once a helpful and rather insightful ability has tilted crazily off the scale into what many more stable-minded Cards would consider a mental disaster.
Helen.
Knows.
Everything.
Not always at a given time, but she does know everything.
The knowledge proved too much for her mind to hold all at once and filters in and out of her head constantly. She's never quite certain what time period she's occupying, who is alive or dead, even after just being informed, because she could have just been informed by someone from the past.
Once a day, she is able to stabilize and clarify her mind for one full hour using her crystal ball.
She can accurately predict anything she is asked during this time period, from then until the time the world is ended.
This massive amount of knowledge, even with her boisterous spirit, sends her into a fit of overloaded depression once a day for a full hour.
If this time coincides with the time she is predicting accurately, she can actually change the past or future due to the strength of her mood. (Do not do this without the permission f the admin and the Dealers involved as it will wreak havoc on their past and could cause them not to exist.)
Helen can never be surprised, shocked, or attacked without her knowledge.
She sees you...
------------------------------------------------
Aliyah
Moderate Magical Ability: When activated, she can decipher up to two languages of the player's choosing. These languages are in addition to the common tongue and the Diamond house language.
Strong Magical Ability: When activated, she can cast a lie-detector spell on a Card of any Suit and of a Rank lesser or equal to her own, once per day. Cards of equal rank would be aware of the spell, but cards of lesser rank would not.
Powerful Magical Ability: When activated, she can fly for 15 minutes. Winged Diamonds can use this ability for effortless, perfectly controlled flight.
Jack's Ability: Once a week, she is able to mimic another Diamond's Jack's ability perfectly. It can be a Diamond she knows, or a Diamond within 50 feet of her, but not one she has not physically seen or met.
King's Ability: Once a week, she is able to cause any Card lesser than or equal to her own Rank, of the Suit of Diamonds, to lose their ability to run. They will only be capable of plodding slowly for a full 10 minutes before they return to normal.
During this time, their limbs feel painfully leaden and lifting them takes an enormous amount of energy.
Bone Whipping Spear: This incredible weapon is also quite the work of beauty.
Made from the bones of males born in the Yarrow, it is infused with a desire for revenge, though it knows not against what, and it seems to delight in the actions its master purports it to.
This spear has an incredible defensive mechanism built into its magical structure.
When it is in use, and once an opponent (only one) has been chosen by the master, the victim will find themselves unable to focus on anything in their field of vision that is NOT the spear. This spell lasts for a full five minutes and makes it virtually impossible for the victim to foresee other magical or physical attacks that my be coming their way. This part of the spell does not work on Jokers or Rabbits.
The spear has many other facets.
When swung through the air, it creates a humming sound on a subconscious level, even deaf SD and Rabbits will hear it from 100 feet away or less. This hum is mind-numbing and blocks out any other sounds they might have heard except for the master's voice. The sound also causes bones to vibrate slightly, making movement of the victim (again, only the one can be chosen) stilted and unnatural, it will not be quite as they expect it to and stumbles should be highly expected.
The spear excretes a small amount of venom once a day that, once the skin of an opponent is pierced, acts as toxic Yarrow flowers. The victim will begin to cough painfully and see double within two minutes of the puncture and their chests will tighten to the point of pain. Many will develop hives, have hair and fur fall out, and will feel completely numb around the spot where scratched. Cards ranked Jack and lower will lose their sight entirely for a full 24 hours.
The spear, once a day, can be moved at lightning speed, to a point where only Queens will be able to see it move at all. This places no exertion on the master, but can only be done for 30 seconds before they must cease and have at least a sip of water, or pass out at once.
Finally, the spear causes a victim (just the one) to hallucinate that the person they are attacking is that of their dearest friend, lover, or family member for a full 3 minutes. Through the hum, once in a while, they will hear this person's voice, it sounds frenzied and terrified to their ears.
------------------------------------------------------
Aph ranks:
Powerful Magical Ability: When activated, he can call forth and dismiss a small familiar that is unique to the individual.
ID: MR049
Species: Mome Rath
Gender: Female
Notes: This odd little Mome is a jumper! It's long back legs and softer spines make it quite pet-like and its affections toward its owner are quite remarkable for a Mome. Once a week, it is capable of causing another Card ranked 10 or lower to be blinded by a sudden ray of pink light for a full hour.
Jack's Ability: Once a week, he is able to cause another Spade to lose their Ranks 5 through 9 abilities for a full day.
King's Ability: Once a week, he is able to cause a non-Torquehelm Card (No Torque in them at all), to be suddenly shackled with a simple binding, usually in the form of handcuffs or a ball-and-chain. The binding will appear as suddenly as he whispers the word "taut" and cannot be removed by any means whatsoever. It will fade back into nothingness at the end of an hours time.
Quinn:
Noise Swap: Where previously one of her abilities caused her to "clank", the sound has now been changed to that of a light, and pleasant "jingling" sound.
Daegmund ranks:
Strong Magical Ability: When activated, he can inflict mental pain on another Card of the Suit of Clubs, once per day. The degree of pain is equivalent to that of a nail being driven slowly into the forehead.
<3
~Nathalia
Here is the wonder that is your rather beautiful commission. <3
------------------------------------------------------------------------
Helen
Shield Charm: Helen is an odd Card. Sunk so far into what it does not mean to be a Torquehelm, and her curious inability to gain any Rank, has actually begun to cause her to repel magic.
She can no longer be affected by any spells over the Rank of 4.
And extra spells, any spells over the Rank of 4, and any magically powered weapons are now worthless against her.
The magic does not recognize her as an effective being any longer and will not be used against her.
As a result of this, she has trouble using most magical items. Magical weapons will not function for her and most favors, unless tailored to her strangeness, will also fall flat in her presence.
Simple weaponry can still be used against her, but if it is the slightest bit enchanted, it will simply bounce off as though coated in rubber and foam.
Seer's Ability: Once a month, she is able to see perfectly into someone's future using the crystal ball she is able to cause to float after her on small clouds of lilac scent. Once she has clasped the person's hands, she can see everything up to one week in the future that will happen to them exactly as it will be.
This will forewarn them of everything from fights, to lover's actions, to what their children might look like.
This then offers them the option to change said futures if they are capable...
Doing this more than once for one person gives that person double vision for a full month after their reading.
Increased Seer's Ability: What was once a helpful and rather insightful ability has tilted crazily off the scale into what many more stable-minded Cards would consider a mental disaster.
Helen.
Knows.
Everything.
Not always at a given time, but she does know everything.
The knowledge proved too much for her mind to hold all at once and filters in and out of her head constantly. She's never quite certain what time period she's occupying, who is alive or dead, even after just being informed, because she could have just been informed by someone from the past.
Once a day, she is able to stabilize and clarify her mind for one full hour using her crystal ball.
She can accurately predict anything she is asked during this time period, from then until the time the world is ended.
This massive amount of knowledge, even with her boisterous spirit, sends her into a fit of overloaded depression once a day for a full hour.
If this time coincides with the time she is predicting accurately, she can actually change the past or future due to the strength of her mood. (Do not do this without the permission f the admin and the Dealers involved as it will wreak havoc on their past and could cause them not to exist.)
Helen can never be surprised, shocked, or attacked without her knowledge.
She sees you...
------------------------------------------------
Aliyah
Moderate Magical Ability: When activated, she can decipher up to two languages of the player's choosing. These languages are in addition to the common tongue and the Diamond house language.
Strong Magical Ability: When activated, she can cast a lie-detector spell on a Card of any Suit and of a Rank lesser or equal to her own, once per day. Cards of equal rank would be aware of the spell, but cards of lesser rank would not.
Powerful Magical Ability: When activated, she can fly for 15 minutes. Winged Diamonds can use this ability for effortless, perfectly controlled flight.
Jack's Ability: Once a week, she is able to mimic another Diamond's Jack's ability perfectly. It can be a Diamond she knows, or a Diamond within 50 feet of her, but not one she has not physically seen or met.
King's Ability: Once a week, she is able to cause any Card lesser than or equal to her own Rank, of the Suit of Diamonds, to lose their ability to run. They will only be capable of plodding slowly for a full 10 minutes before they return to normal.
During this time, their limbs feel painfully leaden and lifting them takes an enormous amount of energy.
Bone Whipping Spear: This incredible weapon is also quite the work of beauty.
Made from the bones of males born in the Yarrow, it is infused with a desire for revenge, though it knows not against what, and it seems to delight in the actions its master purports it to.
This spear has an incredible defensive mechanism built into its magical structure.
When it is in use, and once an opponent (only one) has been chosen by the master, the victim will find themselves unable to focus on anything in their field of vision that is NOT the spear. This spell lasts for a full five minutes and makes it virtually impossible for the victim to foresee other magical or physical attacks that my be coming their way. This part of the spell does not work on Jokers or Rabbits.
The spear has many other facets.
When swung through the air, it creates a humming sound on a subconscious level, even deaf SD and Rabbits will hear it from 100 feet away or less. This hum is mind-numbing and blocks out any other sounds they might have heard except for the master's voice. The sound also causes bones to vibrate slightly, making movement of the victim (again, only the one can be chosen) stilted and unnatural, it will not be quite as they expect it to and stumbles should be highly expected.
The spear excretes a small amount of venom once a day that, once the skin of an opponent is pierced, acts as toxic Yarrow flowers. The victim will begin to cough painfully and see double within two minutes of the puncture and their chests will tighten to the point of pain. Many will develop hives, have hair and fur fall out, and will feel completely numb around the spot where scratched. Cards ranked Jack and lower will lose their sight entirely for a full 24 hours.
The spear, once a day, can be moved at lightning speed, to a point where only Queens will be able to see it move at all. This places no exertion on the master, but can only be done for 30 seconds before they must cease and have at least a sip of water, or pass out at once.
Finally, the spear causes a victim (just the one) to hallucinate that the person they are attacking is that of their dearest friend, lover, or family member for a full 3 minutes. Through the hum, once in a while, they will hear this person's voice, it sounds frenzied and terrified to their ears.
------------------------------------------------------
Aph ranks:
Powerful Magical Ability: When activated, he can call forth and dismiss a small familiar that is unique to the individual.
ID: MR049
Species: Mome Rath
Gender: Female
Notes: This odd little Mome is a jumper! It's long back legs and softer spines make it quite pet-like and its affections toward its owner are quite remarkable for a Mome. Once a week, it is capable of causing another Card ranked 10 or lower to be blinded by a sudden ray of pink light for a full hour.
Jack's Ability: Once a week, he is able to cause another Spade to lose their Ranks 5 through 9 abilities for a full day.
King's Ability: Once a week, he is able to cause a non-Torquehelm Card (No Torque in them at all), to be suddenly shackled with a simple binding, usually in the form of handcuffs or a ball-and-chain. The binding will appear as suddenly as he whispers the word "taut" and cannot be removed by any means whatsoever. It will fade back into nothingness at the end of an hours time.
Quinn:
Noise Swap: Where previously one of her abilities caused her to "clank", the sound has now been changed to that of a light, and pleasant "jingling" sound.
Daegmund ranks:
Strong Magical Ability: When activated, he can inflict mental pain on another Card of the Suit of Clubs, once per day. The degree of pain is equivalent to that of a nail being driven slowly into the forehead.
<3
~Nathalia