Post by Nathalia on Oct 20, 2010 18:51:31 GMT -5
Guh.
I have a headache like a rhino's stepping on me.
I'm so tired...I'm sorry I've been so far behind on these things.
I hope you had happy birthdays, I love you guys. <3
Kitty:
Shark Scales: This little glass jar is full of smooth looking skin. Though it appears glass-smooth and possibly silky, rubbing it will prove to be the wrong way on the shark skin and the affected Card or Rabbit will find themselves bleeding and feeling oddly as though they are covered in ants and the smell of the sea.
Half a day after the odd smell and feeling, the person will be stricken, falling face-forward and unable to breathe for a full minute as their body changes slightly, a thick fin protruding from their back and their own tail replaced by a long thick one with a prominent fin at the end. This new mutation will allow them to speed through water up to 25 mph for as long as an hour and breathe salt and fresh water (though poisons will affect them BADLY) with amazing agility.
The Card will find themselves able to, once a week, cause a small cyclone of water to burst from their hands at the call of "dash" from the caster. This cyclone will last for 20 seconds, grow to be 20 feet high and 8 feet wide and will out out any fire spell that cost 200p or less. However, any Spade water used against it unsummons it at once.
The muattion has a 15% chance of passing on and cannot be increased, commissioned specially, or requested with a custom baby favor.
Kiki:
Shark Teeth: This odd little glass container is filled with triangle shaped teeth of all sizes...how strange. Opening the jar brings the strong smell of the sea and decay, and once inhaled the opener of the jar will feel that they are gaining an odd ability. (This ability can only be granted once to one SD)
They will find themselves able to, once a week, cause themselves and one opponent to feel as though they are underwater for a full two minutes. (most normal SD can hold their breath for 30 seconds to a minute and a tiny bit with brass and air-based instrumentalists having a better trained ability to hold out longer than usual. Some extremely well-trained fighters and assassins will be able to manage longer held breaths as well, but if you want to try to pull this, you'll have to PM the admin to let her gauge it.)
The two will float into the air as though actually underwater, everything on them floating and hair and fur suspended oddly. The caster can breathe easily, though the opponent cannot breathe at all and will begin to feel painfully dizzy after 30 seconds and will only worsen unless exempted as laid out above, even then they will feel dizzy and their chests tight until released.
Once the opponent is released, they will fall ten feet, disoriented and dizzy, back to the ground and, unlike the caster who floats down, they will be sodden and smell like rotten seawater. Many will vomit at the stench and they will then find themselves with cold, incredibly slow to respond limbs for another 30 seconds.
Spidey:
Steel Lined Shoulder Gloves: These steel-laced gloves go all the way up the the shoulder and meld themselves against the wearer's body until they desire to remove them. Silver in color, with odd runes running up them, they sport small steel protrusions from the end like claws and small elbow spikes.
Quite the good bit of armor for a frail species or a Human form, this would be quite popular in the Gardens.
Once placed on, the owner will feel an incredible, yet pleasant, tingling sensation as they begin to realize that they now have th ability to, once a week, do the following. Once a week, they are now able to summon a solid wall of three-inch steel around an opponent.
Magic can still slam through this barrier, no problem, but the victim will no longer be able to see or hear through the steel and cannot pinpoint the caster's location.
The victim encased in the steel will not be able to break through unless using a 100p or more item or spell that is used to break through thick objects or barriers, otherwise they will remain encased fr a full minute as their space slowly shrinks. Though the box will encase them tightly and pinch a bit, giving them a fright and the illusion they will be smashed, they will not be physically harmed by it.
The caster can still send spells in through the box at their opponent, but nothing over a 50p spell (or King and under).
Trebias:
Torpid Jubjub: This utterly bizarre bird is about three feet high (a normal Jub is usually only about a foot and a half high) and has teeth in its beak.
Its stalking pose and lack of a hind claw make it an incredibly good runner as well as a quick flier, its weight is only an issue when it comes to landing in trees, which it really ought not to do.
Vile in composure and attitude, it will take to one person, Card or Rabbit, and despise anything and everything else there is.
Though happy to listen to its one special person, it will still lash out savagely with beak and claws at Hearts unless restrained with a muzzle and wing wrappings.
Once a week, the Jub is able to cause an incredible wind to pick up around itself and its special person. The wind whips around at up to 70 mph, grounding any attempts at flight or trajectory attacks. (For example, a spear thrown would be deflected at once and may even spin back out at the attacker. A Diamond attempting to dive-bomb the caster from flight would be tossed awry.)
Magical attacks still function well through the wind and summoned weapons have no trouble finding their way in.
Funny thing though. At so much as a scratch from this Jub...summoned weapons of any sort seem to find themselves craving brains afterward...PM the admin if this occurs as your weapon may have picked up some incredibly nasty and unwelcome side-effects of running afoul of this fowl.
If this Jub is to breed with other Jubs, it could make some highly interesting little monsters...
<3
~Nathalia
I have a headache like a rhino's stepping on me.
I'm so tired...I'm sorry I've been so far behind on these things.
I hope you had happy birthdays, I love you guys. <3
Kitty:
Shark Scales: This little glass jar is full of smooth looking skin. Though it appears glass-smooth and possibly silky, rubbing it will prove to be the wrong way on the shark skin and the affected Card or Rabbit will find themselves bleeding and feeling oddly as though they are covered in ants and the smell of the sea.
Half a day after the odd smell and feeling, the person will be stricken, falling face-forward and unable to breathe for a full minute as their body changes slightly, a thick fin protruding from their back and their own tail replaced by a long thick one with a prominent fin at the end. This new mutation will allow them to speed through water up to 25 mph for as long as an hour and breathe salt and fresh water (though poisons will affect them BADLY) with amazing agility.
The Card will find themselves able to, once a week, cause a small cyclone of water to burst from their hands at the call of "dash" from the caster. This cyclone will last for 20 seconds, grow to be 20 feet high and 8 feet wide and will out out any fire spell that cost 200p or less. However, any Spade water used against it unsummons it at once.
The muattion has a 15% chance of passing on and cannot be increased, commissioned specially, or requested with a custom baby favor.
Kiki:
Shark Teeth: This odd little glass container is filled with triangle shaped teeth of all sizes...how strange. Opening the jar brings the strong smell of the sea and decay, and once inhaled the opener of the jar will feel that they are gaining an odd ability. (This ability can only be granted once to one SD)
They will find themselves able to, once a week, cause themselves and one opponent to feel as though they are underwater for a full two minutes. (most normal SD can hold their breath for 30 seconds to a minute and a tiny bit with brass and air-based instrumentalists having a better trained ability to hold out longer than usual. Some extremely well-trained fighters and assassins will be able to manage longer held breaths as well, but if you want to try to pull this, you'll have to PM the admin to let her gauge it.)
The two will float into the air as though actually underwater, everything on them floating and hair and fur suspended oddly. The caster can breathe easily, though the opponent cannot breathe at all and will begin to feel painfully dizzy after 30 seconds and will only worsen unless exempted as laid out above, even then they will feel dizzy and their chests tight until released.
Once the opponent is released, they will fall ten feet, disoriented and dizzy, back to the ground and, unlike the caster who floats down, they will be sodden and smell like rotten seawater. Many will vomit at the stench and they will then find themselves with cold, incredibly slow to respond limbs for another 30 seconds.
Spidey:
Steel Lined Shoulder Gloves: These steel-laced gloves go all the way up the the shoulder and meld themselves against the wearer's body until they desire to remove them. Silver in color, with odd runes running up them, they sport small steel protrusions from the end like claws and small elbow spikes.
Quite the good bit of armor for a frail species or a Human form, this would be quite popular in the Gardens.
Once placed on, the owner will feel an incredible, yet pleasant, tingling sensation as they begin to realize that they now have th ability to, once a week, do the following. Once a week, they are now able to summon a solid wall of three-inch steel around an opponent.
Magic can still slam through this barrier, no problem, but the victim will no longer be able to see or hear through the steel and cannot pinpoint the caster's location.
The victim encased in the steel will not be able to break through unless using a 100p or more item or spell that is used to break through thick objects or barriers, otherwise they will remain encased fr a full minute as their space slowly shrinks. Though the box will encase them tightly and pinch a bit, giving them a fright and the illusion they will be smashed, they will not be physically harmed by it.
The caster can still send spells in through the box at their opponent, but nothing over a 50p spell (or King and under).
Trebias:
Torpid Jubjub: This utterly bizarre bird is about three feet high (a normal Jub is usually only about a foot and a half high) and has teeth in its beak.
Its stalking pose and lack of a hind claw make it an incredibly good runner as well as a quick flier, its weight is only an issue when it comes to landing in trees, which it really ought not to do.
Vile in composure and attitude, it will take to one person, Card or Rabbit, and despise anything and everything else there is.
Though happy to listen to its one special person, it will still lash out savagely with beak and claws at Hearts unless restrained with a muzzle and wing wrappings.
Once a week, the Jub is able to cause an incredible wind to pick up around itself and its special person. The wind whips around at up to 70 mph, grounding any attempts at flight or trajectory attacks. (For example, a spear thrown would be deflected at once and may even spin back out at the attacker. A Diamond attempting to dive-bomb the caster from flight would be tossed awry.)
Magical attacks still function well through the wind and summoned weapons have no trouble finding their way in.
Funny thing though. At so much as a scratch from this Jub...summoned weapons of any sort seem to find themselves craving brains afterward...PM the admin if this occurs as your weapon may have picked up some incredibly nasty and unwelcome side-effects of running afoul of this fowl.
If this Jub is to breed with other Jubs, it could make some highly interesting little monsters...
<3
~Nathalia