Post by Nathalia on May 30, 2011 14:56:44 GMT -5
ARGH!
There's so much of it, Captain!!!!!!!!!!!!!!!!!!!
Jovan's Hammer: For most, this exceptionally large war hammer is heavy and unwieldy, making it extremely hard for other Cards to even lift; it let alone wield it against him. It feels no heavier than an average two-handed sword for Jovan. Two strips of tanned leather have been tied around the base of his weapon, odd...they seem to cause the hands of other Cards to sting a bit when touched. This hammer is capable of deflecting a good amount of spells hurled at it, all spells ranked at 75p or less, as a matter of fact...
Javaid's Ability Set: These 4, inspired by old Hisstor mythology that is no longer used, were 4 old canopic jars, they were created and written out by the old scarab priest possessing Javaid...I wonder who these ah...contents of the jars once belonged to.
Osiris Jar: - This amazing ability gives the caster the power to, once a week; combine the burning desert sands and the eroding abilities of acid. With but a whisper of the word Osiris, they can summon a wall of sand to protect the user even if there is no sand present in the area. This sand stings the skin of anyone within a 50ft radius, even wearing it down to a shiny, raw appearance and spending more than a minute without running will make the victim start to bleed horribly! Only fire spells can even hope to work their way through it, changing the shield to an easily breakable glass. The sands last for a full two minutes and make attacking the owner quite difficult.
Anubis Jar: - This strong healing ability that can mend flesh wounds and cure ailments (including up to 50pt magical poisoning). Any non-life-threatening wound can be healed, though if it would have killed the victim (such as their being bisected or badly brain-damaged), then they will die as they would have regardless of the spell. The spell does not help the caster themselves, only others and can only be used once a day. It has a small chance of breaking curses when used, though only if the curse is a 50pt one or less.
Sobek Jar: - Whisperng the word Sobek summons a swarm of scarabs that will attack the target with multiple bites! The spell can only be ast once a week, and the scarabs (once they appear from nowhere) will remain for a full 30 seconds. While scarabs are not usually venomous, these scarabs leave behind an odd stinging reaction which result in welts that last well beyond the scope of the battle and can temporarily paralyze limbs for up to a full minute, though only one limb at a time can be paralyzed.
Outside of fights, this jar has a small chance of healing a target that has been poisoned/paralyzed/etc through non-magical means (for example, if stung by a scorpion), PM the Admin to see if it was successful.
Anuket Jar: - Whispering the word Anuket, will allow the caster to cause one victim, once a day, ranked 5 or lower, to be completely crippled by sorrow for a full 20 minutes. During this time, they will relive their worst memory as though it were happening again right now. The agony it caused them then will be doubled and their mental anguish will stop them from defending themselves completely.
Vergel's Doll: A life-like doll about the size of an average human child (10-12) designed to resemble Vergel (as he sees himself) if he were human. This doll is ball-jointed and if the joints were seen, would cause any Card present to realize he is not as he seems and attack him ruthlessly on the spot, regardless of whether or not they were friends... It is a curse he will have to live with.
He is able to possess the body from afar and control it as his own for up to 5 hours each day, before being forced back into his real body. The doll's body is cold, but many will simply assume him to be cold-blooded, a Reptile, perhaps. The body cannot eat or drink, nor does it breath or blink, he must mime breathing every now and then to not be feared by the public. The doll gives off an incredibly creepy vibe to Hearts, especially as their pain spells have no effect when this body is active and being used.
Vergel must be extremely careful, as his actual body goes limp and lifeless during this time, and if found...could be harmed badly...
Clockwork Dolls: This unusual pair of clockwork dolls look like perfectly normal Victorian dolls; save for when they 'literally' come to life when wound up.
Upon being wound up they can animate for a full day but require 'rest' afterward, for at least 3 or four days.
These two were a test in his ability to animate humanoid figures and were made around the time when Hatter was practicing to make his Clockworks speak before actually perfecting it. They can 'parrot' at best and even then their vocabulary is painfully short and resets every time they unwind.
When wound up they can walk around, help with small tasks, and parrot speech to relay messages but mostly they are simply unusual dolls. Though they do have small personalities (the Humanoid doll is curious and sweet, while the Rabbit is somewhat more mischievous (though he's always a gentleman) and likes to play games), they are by no means Human and are, despite the appearance, nothing more than an unusual model of his usual mechanical pets.
As a set, these dolls recognize each other and are always happy to be reunited.
Human Doll: This delicate little doll is a classic 'Alice', though none of this world would recognize her as such, not even Hatter -- long blond hair, blue eyes, and her little blue dress she is a fetching thing, probably a Highlander. She's oddly light for a clockwork porcelain doll and actually floats when she falls.
Jack Rabbit Doll: This little guy was vaguely based off of Marchie and wears a simplified version of his outfit with the tiny bow and a mini tophat. He's got a great bounce to this big back legs of his and can hop a huge distance compared to his size, up to 4 feet!
Xylia's Jubjub:
ID: J005
Species: Jubjub Bird
Gender: Female
Notes: Her shriek will, only if in the Tulgey, bring at least 4 males to her defense at once.
Remi's Summoned Mome:
ID: MR073
Species: Mome Rath
Gender: Male
Notes: This freakish, matted and sickly looking Mome, can unhinge its jaw completely and utter a scream that renders all within 50 feet, save for its summoner, deaf for 30 seconds once a day.
Javaid's Tove Redraw:
An introduction to an unusual magical object has resulted in Maat receiving some strange mutations and abilities!
1) Maat's third eye can now see the natures of Cards and their intentions toward Javaid and thus control her normal ability. The vision she inflicts on Cards she deems 'harmful' now includes a strange demon devouring their heart, though no such demon exists, Cards ranked Jack and below will now believe it is happening for a full minute. This spell has zero effect on Diamonds.
2) Maat's bite is now 'venomous' and will force Cards to speak the truth for a full 30 seconds, once a day. This spell has zero effect on Diamonds, and just hurts like heck.
ID: MR074
Species: Mome Rath
Gender: Female
Notes: This ill-tempered little monster will bite anyone who isn't her preferred few "family". She has a mild venom that causes anyone bitten by her to feel extremely lethargic and sleepy for a full minute. Only Queens will be able to still move quickly and with some semblance of having all their thoughts together.
ID: MR075
Species: Mome Rath
Gender: Male
Notes: This incredible clockwork Mome Looks to be built in the shape of a Lion. Half-made by Hatter, it was stolen and then discarded when the thief couldn't complete the critter enough to make it work.
It was found by a Corvie Crow named Donovan and finished up in boredom, before being sold to the Palace of Hearts. It has the odd compunction to obey its Master no matter the command, and has a haughty, but careless attitude, its former cruel nature toned down by the Corvie who finished him. Still, it does have a cruel streak if pushed and will not hesitate to rend someone to pieces if its owner is hurt. Seeing as it can't feel pain, that's a little scary to think about, though it can be easily destroyed if thrashed by magical and non magical weapons.
ID: MR076
Species: Mome Rath
Gender: Male
Notes: This monstrous Mome is a big as a Card child! Horrifyingly massive with dagger-like claws and a personality to match, it is very well-trained to obey one person who takes control of it...but other than that, watch your back. It has no special magics, but is massive enough to make up for it, and quite fast to boot.
ID: ST084
Species: Slithey Tove
Gender: Female
Notes: This lovely little thing can cause an opponent to, once a week, fall into a deep slumber for a whole minute. During this time, they are as if made of stone, and cannot be damaged or killed.
ID: ST085
Species: Slithey Tove
Gender: Female
Notes: This odd, Tulgey like Tove has a twin sibling somewhere. Once a week, it can hypnotize any Card ranked 8 or lower into doing something ridiculously stupid that would bring no harm to them or others for up to half an hour.
ID: ST086
Species: Slithey Tove
Gender: Female
Notes: This odd, Tulgey like Tove has a twin sibling somewhere. Once a week, it can hypnotize any Card ranked 8 or lower into doing something ridiculously stupid that would bring no harm to them or others for up to half an hour.
~Nathalia
There's so much of it, Captain!!!!!!!!!!!!!!!!!!!
Jovan's Hammer: For most, this exceptionally large war hammer is heavy and unwieldy, making it extremely hard for other Cards to even lift; it let alone wield it against him. It feels no heavier than an average two-handed sword for Jovan. Two strips of tanned leather have been tied around the base of his weapon, odd...they seem to cause the hands of other Cards to sting a bit when touched. This hammer is capable of deflecting a good amount of spells hurled at it, all spells ranked at 75p or less, as a matter of fact...
Javaid's Ability Set: These 4, inspired by old Hisstor mythology that is no longer used, were 4 old canopic jars, they were created and written out by the old scarab priest possessing Javaid...I wonder who these ah...contents of the jars once belonged to.
Osiris Jar: - This amazing ability gives the caster the power to, once a week; combine the burning desert sands and the eroding abilities of acid. With but a whisper of the word Osiris, they can summon a wall of sand to protect the user even if there is no sand present in the area. This sand stings the skin of anyone within a 50ft radius, even wearing it down to a shiny, raw appearance and spending more than a minute without running will make the victim start to bleed horribly! Only fire spells can even hope to work their way through it, changing the shield to an easily breakable glass. The sands last for a full two minutes and make attacking the owner quite difficult.
Anubis Jar: - This strong healing ability that can mend flesh wounds and cure ailments (including up to 50pt magical poisoning). Any non-life-threatening wound can be healed, though if it would have killed the victim (such as their being bisected or badly brain-damaged), then they will die as they would have regardless of the spell. The spell does not help the caster themselves, only others and can only be used once a day. It has a small chance of breaking curses when used, though only if the curse is a 50pt one or less.
Sobek Jar: - Whisperng the word Sobek summons a swarm of scarabs that will attack the target with multiple bites! The spell can only be ast once a week, and the scarabs (once they appear from nowhere) will remain for a full 30 seconds. While scarabs are not usually venomous, these scarabs leave behind an odd stinging reaction which result in welts that last well beyond the scope of the battle and can temporarily paralyze limbs for up to a full minute, though only one limb at a time can be paralyzed.
Outside of fights, this jar has a small chance of healing a target that has been poisoned/paralyzed/etc through non-magical means (for example, if stung by a scorpion), PM the Admin to see if it was successful.
Anuket Jar: - Whispering the word Anuket, will allow the caster to cause one victim, once a day, ranked 5 or lower, to be completely crippled by sorrow for a full 20 minutes. During this time, they will relive their worst memory as though it were happening again right now. The agony it caused them then will be doubled and their mental anguish will stop them from defending themselves completely.
Vergel's Doll: A life-like doll about the size of an average human child (10-12) designed to resemble Vergel (as he sees himself) if he were human. This doll is ball-jointed and if the joints were seen, would cause any Card present to realize he is not as he seems and attack him ruthlessly on the spot, regardless of whether or not they were friends... It is a curse he will have to live with.
He is able to possess the body from afar and control it as his own for up to 5 hours each day, before being forced back into his real body. The doll's body is cold, but many will simply assume him to be cold-blooded, a Reptile, perhaps. The body cannot eat or drink, nor does it breath or blink, he must mime breathing every now and then to not be feared by the public. The doll gives off an incredibly creepy vibe to Hearts, especially as their pain spells have no effect when this body is active and being used.
Vergel must be extremely careful, as his actual body goes limp and lifeless during this time, and if found...could be harmed badly...
Clockwork Dolls: This unusual pair of clockwork dolls look like perfectly normal Victorian dolls; save for when they 'literally' come to life when wound up.
Upon being wound up they can animate for a full day but require 'rest' afterward, for at least 3 or four days.
These two were a test in his ability to animate humanoid figures and were made around the time when Hatter was practicing to make his Clockworks speak before actually perfecting it. They can 'parrot' at best and even then their vocabulary is painfully short and resets every time they unwind.
When wound up they can walk around, help with small tasks, and parrot speech to relay messages but mostly they are simply unusual dolls. Though they do have small personalities (the Humanoid doll is curious and sweet, while the Rabbit is somewhat more mischievous (though he's always a gentleman) and likes to play games), they are by no means Human and are, despite the appearance, nothing more than an unusual model of his usual mechanical pets.
As a set, these dolls recognize each other and are always happy to be reunited.
Human Doll: This delicate little doll is a classic 'Alice', though none of this world would recognize her as such, not even Hatter -- long blond hair, blue eyes, and her little blue dress she is a fetching thing, probably a Highlander. She's oddly light for a clockwork porcelain doll and actually floats when she falls.
Jack Rabbit Doll: This little guy was vaguely based off of Marchie and wears a simplified version of his outfit with the tiny bow and a mini tophat. He's got a great bounce to this big back legs of his and can hop a huge distance compared to his size, up to 4 feet!
Xylia's Jubjub:
ID: J005
Species: Jubjub Bird
Gender: Female
Notes: Her shriek will, only if in the Tulgey, bring at least 4 males to her defense at once.
Remi's Summoned Mome:
ID: MR073
Species: Mome Rath
Gender: Male
Notes: This freakish, matted and sickly looking Mome, can unhinge its jaw completely and utter a scream that renders all within 50 feet, save for its summoner, deaf for 30 seconds once a day.
Javaid's Tove Redraw:
An introduction to an unusual magical object has resulted in Maat receiving some strange mutations and abilities!
1) Maat's third eye can now see the natures of Cards and their intentions toward Javaid and thus control her normal ability. The vision she inflicts on Cards she deems 'harmful' now includes a strange demon devouring their heart, though no such demon exists, Cards ranked Jack and below will now believe it is happening for a full minute. This spell has zero effect on Diamonds.
2) Maat's bite is now 'venomous' and will force Cards to speak the truth for a full 30 seconds, once a day. This spell has zero effect on Diamonds, and just hurts like heck.
ID: MR074
Species: Mome Rath
Gender: Female
Notes: This ill-tempered little monster will bite anyone who isn't her preferred few "family". She has a mild venom that causes anyone bitten by her to feel extremely lethargic and sleepy for a full minute. Only Queens will be able to still move quickly and with some semblance of having all their thoughts together.
ID: MR075
Species: Mome Rath
Gender: Male
Notes: This incredible clockwork Mome Looks to be built in the shape of a Lion. Half-made by Hatter, it was stolen and then discarded when the thief couldn't complete the critter enough to make it work.
It was found by a Corvie Crow named Donovan and finished up in boredom, before being sold to the Palace of Hearts. It has the odd compunction to obey its Master no matter the command, and has a haughty, but careless attitude, its former cruel nature toned down by the Corvie who finished him. Still, it does have a cruel streak if pushed and will not hesitate to rend someone to pieces if its owner is hurt. Seeing as it can't feel pain, that's a little scary to think about, though it can be easily destroyed if thrashed by magical and non magical weapons.
ID: MR076
Species: Mome Rath
Gender: Male
Notes: This monstrous Mome is a big as a Card child! Horrifyingly massive with dagger-like claws and a personality to match, it is very well-trained to obey one person who takes control of it...but other than that, watch your back. It has no special magics, but is massive enough to make up for it, and quite fast to boot.
ID: ST084
Species: Slithey Tove
Gender: Female
Notes: This lovely little thing can cause an opponent to, once a week, fall into a deep slumber for a whole minute. During this time, they are as if made of stone, and cannot be damaged or killed.
ID: ST085
Species: Slithey Tove
Gender: Female
Notes: This odd, Tulgey like Tove has a twin sibling somewhere. Once a week, it can hypnotize any Card ranked 8 or lower into doing something ridiculously stupid that would bring no harm to them or others for up to half an hour.
ID: ST086
Species: Slithey Tove
Gender: Female
Notes: This odd, Tulgey like Tove has a twin sibling somewhere. Once a week, it can hypnotize any Card ranked 8 or lower into doing something ridiculously stupid that would bring no harm to them or others for up to half an hour.
~Nathalia