Post by Nathalia on Oct 16, 2007 22:30:47 GMT -5
ID: SD094
Name: --
Suit: Hearts
Rank: Six
Gender: Male
Animal: Vermin (Chipmunk)
Region: Josiggy Marsh
Dealer: Kitty
Mutations: Fangs, hidden by a long upper lip unless angered.
*Notes: When he pulls back his upper lip he reveals long fangs, they can retract partially into his skull but not fully. They are not at all poisonous
Basic Magical Ability: He can ignore moderate amounts of pain for up to an hour.
Moderate Magical Ability: When activated, he gains an immediate proficiency with any weapon that he picks up. This can be activated and deactivated at will.
ID: SD095
Name: --
Suit: Spades
Rank: Four
Gender: Male
Animal: Feline
Region: Sorgaire Range
Dealer: Nyx
Mutations: A split tail.
*Notes: None
Basic Magical Ability: He can run up to 40mph in sprints and 20mph for up to an hour in extended runs.
ID: SD096
Name: --
Suit: Clubs
Rank: Eight
Gender: Male
Animal: Canine
Region: Selikie Lakes
Dealer: Jag
Mutations: A mowhawked mane
*Notes: None
Basic Magical Ability: He can go three days without needing to sleep.
Moderate Magical Ability: When activated, he can carry up to 100 lbs of extra weight for 24 hours straight, one day per week. He is left feeling tired and somewhat drained for the 24 hours following that period.
Strong Magical Ability: When activated, he move or shift thick soil, lifting it high over his head by magic. He has difficulty throwing it, however, making it hard to use as a weapon, he is fantastic at excavating ground for new homes.
ID: SD097
Name: --
Suit: Clubs
Rank: Jack
Gender: Male
Animal: Reptile (Lizard)
Region: Golfam Marsh
Dealer: Xenon
Mutations: Whiskers
*Notes: He is not as inherently cruel as most Marsh dwellers.
Basic Magical Ability: He can go three days without needing to sleep\.
Moderate Magical Ability: When activated, he can carry up to 50 lbs of extra weight for 24 hours straight, one day per week. He is left feeling tired and somewhat drained for the 24 hours following that period.
Strong Magical Ability: When activated, he can move or shift small pebbles or rocks into sharp points and throw them quickly. His accuracy may not be the best at the moment...but if he has fifty small rocks at hand...
Powerful Magical Ability: When activated, he can communicate with another Club they are acquainted with through the earth, though there are limitations on distance; any further than one mile away and he will not receive an answer...though he can still send a message out...
Jack's Ability: He has the uncanny ability to know exactly who and what is behind him al all times.
ID: SD098
Name: --
Suit: Diamond
Rank: Seven
Gender: Male
Animal: Mustelid (Raccoon)
Region: Corvistowne
Dealer: Kari Muffin
Mutations: Small wings, incapable of flight.
*Notes: He is a chemical Corvistowneian, fascinated with flight. He managed to attach the wings of a blackbird to himself, and even shocked life back into them, and can move them at his will...sadly he hasn't yet figured out how to make them big enough to grant him flight...
Basic Magical Ability: He can act charismatic and persuasive at times, whether or not he actually has the natural charm and grace to pull it off.
Moderate Magical Ability: When activated, he 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.
ID: SD099
Name: --
Suit: Heart
Rank: Jack
Gender: Male
Animal: Equine
Region: Josiggy Marsh
Dealer: Seraaches
Mutations: Long, whip-like tail and no mane.
*Notes: He upholds the normal beliefs of the Josiggy Marshes, but he also highly resents those of the Sorgaire Range. When he was young, he and his sibling were captured by Lowlanders. They cried out for assistance to a Range dweller working near-by...all he did was cry back "neutral!" and pass them by, leaving his sibling dead and himself sorely wounded.
Basic Magical Ability: He can ignore moderate amounts of pain for up to ten minutes.
Moderate Magical Ability: When activated, he gains an immediate proficiency with any weapon that he picks up. This can be activated and deactivated at will.
Strong Magical Ability: When activated, he can inflict mental pain on another card of any suit, once per day. The degree of pain is like that of a branding iron being pressed into the hind quarters of the victim.
Powerful Magical Ability: When activated, he can control the mind of a lesser Heart for up to one hour, once per week. The individual being controlled would know and the degree of control allows him access to everything...except one small issue. If he tries to speak through them while controlling their mind, his voice will issue from their mouth.
Jack's Ability: He can become invisible for about twenty minutes, once per week. When he does so, he creates an illusion of himself that he can control mentally...so he could technically create an image of himself in a fight, and send it running in the opposite direction XD
ID: SD100 (OMG! Congrats on 100th SD!)
Name: --
Suit: Club
Rank: Nine
Gender: Female
Animal: Vermin (Opossum)
Region: Golfam Marsh
Dealer: Tigs
Mutations: A long mane.
*Notes: She's older than she looks and she has discovered an interesting use for some of the older mushrooms growing in the marshes. (XD Make me young again mushrooms!)
Basic Magical Ability: She can go two or three days without needing to sleep\.
Moderate Magical Ability: When activated, she can carry up to 200 lbs of extra weight for 24 hours straight, one day per week. He is left feeling tired and somewhat drained for the 24 hours following that period.
Strong Magical Ability: When activated, she can move or shift thick mud into the shape of a large and frightening beast. She can control it easily for up to an hour before it vanishes. She can only use it once per day.
Name: --
Suit: Hearts
Rank: Six
Gender: Male
Animal: Vermin (Chipmunk)
Region: Josiggy Marsh
Dealer: Kitty
Mutations: Fangs, hidden by a long upper lip unless angered.
*Notes: When he pulls back his upper lip he reveals long fangs, they can retract partially into his skull but not fully. They are not at all poisonous
Basic Magical Ability: He can ignore moderate amounts of pain for up to an hour.
Moderate Magical Ability: When activated, he gains an immediate proficiency with any weapon that he picks up. This can be activated and deactivated at will.
ID: SD095
Name: --
Suit: Spades
Rank: Four
Gender: Male
Animal: Feline
Region: Sorgaire Range
Dealer: Nyx
Mutations: A split tail.
*Notes: None
Basic Magical Ability: He can run up to 40mph in sprints and 20mph for up to an hour in extended runs.
ID: SD096
Name: --
Suit: Clubs
Rank: Eight
Gender: Male
Animal: Canine
Region: Selikie Lakes
Dealer: Jag
Mutations: A mowhawked mane
*Notes: None
Basic Magical Ability: He can go three days without needing to sleep.
Moderate Magical Ability: When activated, he can carry up to 100 lbs of extra weight for 24 hours straight, one day per week. He is left feeling tired and somewhat drained for the 24 hours following that period.
Strong Magical Ability: When activated, he move or shift thick soil, lifting it high over his head by magic. He has difficulty throwing it, however, making it hard to use as a weapon, he is fantastic at excavating ground for new homes.
ID: SD097
Name: --
Suit: Clubs
Rank: Jack
Gender: Male
Animal: Reptile (Lizard)
Region: Golfam Marsh
Dealer: Xenon
Mutations: Whiskers
*Notes: He is not as inherently cruel as most Marsh dwellers.
Basic Magical Ability: He can go three days without needing to sleep\.
Moderate Magical Ability: When activated, he can carry up to 50 lbs of extra weight for 24 hours straight, one day per week. He is left feeling tired and somewhat drained for the 24 hours following that period.
Strong Magical Ability: When activated, he can move or shift small pebbles or rocks into sharp points and throw them quickly. His accuracy may not be the best at the moment...but if he has fifty small rocks at hand...
Powerful Magical Ability: When activated, he can communicate with another Club they are acquainted with through the earth, though there are limitations on distance; any further than one mile away and he will not receive an answer...though he can still send a message out...
Jack's Ability: He has the uncanny ability to know exactly who and what is behind him al all times.
ID: SD098
Name: --
Suit: Diamond
Rank: Seven
Gender: Male
Animal: Mustelid (Raccoon)
Region: Corvistowne
Dealer: Kari Muffin
Mutations: Small wings, incapable of flight.
*Notes: He is a chemical Corvistowneian, fascinated with flight. He managed to attach the wings of a blackbird to himself, and even shocked life back into them, and can move them at his will...sadly he hasn't yet figured out how to make them big enough to grant him flight...
Basic Magical Ability: He can act charismatic and persuasive at times, whether or not he actually has the natural charm and grace to pull it off.
Moderate Magical Ability: When activated, he 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.
ID: SD099
Name: --
Suit: Heart
Rank: Jack
Gender: Male
Animal: Equine
Region: Josiggy Marsh
Dealer: Seraaches
Mutations: Long, whip-like tail and no mane.
*Notes: He upholds the normal beliefs of the Josiggy Marshes, but he also highly resents those of the Sorgaire Range. When he was young, he and his sibling were captured by Lowlanders. They cried out for assistance to a Range dweller working near-by...all he did was cry back "neutral!" and pass them by, leaving his sibling dead and himself sorely wounded.
Basic Magical Ability: He can ignore moderate amounts of pain for up to ten minutes.
Moderate Magical Ability: When activated, he gains an immediate proficiency with any weapon that he picks up. This can be activated and deactivated at will.
Strong Magical Ability: When activated, he can inflict mental pain on another card of any suit, once per day. The degree of pain is like that of a branding iron being pressed into the hind quarters of the victim.
Powerful Magical Ability: When activated, he can control the mind of a lesser Heart for up to one hour, once per week. The individual being controlled would know and the degree of control allows him access to everything...except one small issue. If he tries to speak through them while controlling their mind, his voice will issue from their mouth.
Jack's Ability: He can become invisible for about twenty minutes, once per week. When he does so, he creates an illusion of himself that he can control mentally...so he could technically create an image of himself in a fight, and send it running in the opposite direction XD
ID: SD100 (OMG! Congrats on 100th SD!)
Name: --
Suit: Club
Rank: Nine
Gender: Female
Animal: Vermin (Opossum)
Region: Golfam Marsh
Dealer: Tigs
Mutations: A long mane.
*Notes: She's older than she looks and she has discovered an interesting use for some of the older mushrooms growing in the marshes. (XD Make me young again mushrooms!)
Basic Magical Ability: She can go two or three days without needing to sleep\.
Moderate Magical Ability: When activated, she can carry up to 200 lbs of extra weight for 24 hours straight, one day per week. He is left feeling tired and somewhat drained for the 24 hours following that period.
Strong Magical Ability: When activated, she can move or shift thick mud into the shape of a large and frightening beast. She can control it easily for up to an hour before it vanishes. She can only use it once per day.