@Everyone: Round 2, fight!
Abida QisafHeavy Hitter
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Crushing Blow (Rank 2): You've learned that against enemies who are pained or slowed, you have even more time to swing and aim, hitting them with the maximum potential force possible. (Automatic critical hit against enemies that are stunned, dazed, unaware, or otherwise not expecting the attack. Small chance to crush armour in such a way as to mangle a limb or cause internal damage to a target through armour.)
Unnatural Vision II approved.
Stutter Step is approved, though beware that most forms of moving quickly from one place to another can cause disorientation or even motion sickness. (ex: If you use it to hit someone in a surprise attack, expect your accuracy to drop off due to your character's mind not being able to keep up with their physical speed. You might also stumble and not end up quite where you meant to as a result. Repeatedly using it over and over, and your character will probably buckle over and start vomiting.)
Tempest said
OH YEAH? Well what about DOWN? Didn't think about that, huh, did ya? ; P
Star Trek did an episode about this once. Red shirts were transported into rocks.
It did not end well for the red shirts.
AliciaSlippery
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Dodge! (Rank 2): As you've refined your instincts, your ability to avoid harm has also grown, and as such whenever an enemy swings at you, there's a solid chance you've already figured out not to be there by the time the swing would connect. (Dodging is quicker and no longer forces your character onto the defensive, and can occur even if your character is caught off guard.)
Grand Duellist 2: The zipedeedodaa Day edition is approved.
Vampire Socialite is approved. Note that her silk empire is a bit out of her hands, you can't summon an army of mercs to help you... Right now, anyway.
Esyllt BoudicaSpellforge approved.
Non-magic telepathy 2: ADHD edition approved.
Apprentice
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Wizened (Rank 2): Having done some study and practice, you can now understand two schools of magic, and understand a greater amount of subtly with your first school of magic. There is now a greater chance of you casting a spell without others noticing, unless the spell is blatant and loud: Like a fire ball. ("Stealth magic" and a second school of magic.)
LimeyPanda said
Hey look. Tempest and I did a thing together.Where is everyone else's thing, huh?
Reading my posts correctly. ;)
Jorick said
So Brovo, should I assume that the Sharp upgrade for Kasim will be exactly the same thing as you listed for Rayvon, the Investigator thing? Figured I should clarify since Zin and Laenaia got different things for vampire upgrades, although I'm pretty sure that's only because they're "unique" traits instead of normal ones.For Zin's second school of magic I'll go with Healing.Also, for everyone else, Kasim is totally free for collaborative shenanigans if anyone's interested. I'm down for doing things with Zin too; she's already got a meeting planned with Laenaia, but other things can absolutely happen in that week of free time our characters were given.
Yes.
Herzinth said
See, on one hand the inner conflict that would cause in her character would be rad, plus there was a lot of development paths I had planned for her that (obviously) aren't coming to fruition at the moment. On the other hand, I'm a bit hesitant about utilizing the come back from life option Brovo mentioned in the OP because it might reduce the threat of character death in the future.
I wouldn't offer it if I didn't think it'd be fine.
AsloAcrobatic
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Free Runner: Rolling, ducking, jumping, sliding, sweeping, edging--all of these things and more are things you are seasoned at doing. Having obtained peak conditioning, anything beyond this is unnatural... (The environment can no longer be factored negatively against your character--fighting atop a steep slope is the same as fighting on a flat grassy plane, save any advantages. Atop this, your character's acrobatic abilities are at their natural peak: There are few places you cannot reach.)
Both uniques approved.
Alphakoka said
Bugger.Still indecisive about it, though, well, bonus on contacting/talking with people with criminal background?
You can use that, if you want. They might even help you out of a tight bind, like a jail cell, or custody.
Maxim said
Only question I have is, my upgraded unique trait added an anti magic belt to prevent early potion discharge. Is that going to mess with my spells in a massive degree? If so, is there any alternative you would recommend?EDIT: Woo! Post 400.
It likely won't, but I'll need to read it. I will read it at work tonight. :D
Andrea said
Could be wrong here, but I had to give my Andrea the unique trait of elementalist to know multiple elemental magics and be better at them than a 'regular' magic user who might have learned one or two elemental magics. Brovo also told me i couldn't start with all the elements, could start with 2, fire and air, and had to upgrade either my unique or my apprentice general trait to learn the other 2 elements.
He can start as a universal elementalist, but he won't be good at any of it whatsoever. It's simply too much to really be competent at knowing. I suggested for you to pick the elements individually because you really seemed interested in comboing them, like fire and water, and that's highly specialized stuff--yes, he plausible could know fire and water and air and so on, but it'll not be as good or specialized as yours is.
Which is why I'm recommending Maxim to change to a specific element as of right now.
@Everyone: I'll read Maxim's sheet at work and give a "Word of God" on it later. For now, just make sure y'all remain civil and all that jazz, but you have been so far, so. Just early an early warning, blah blah blah, the old guard knows this routine already.