Post by Silent on May 30, 2011 17:19:30 GMT -5
Here, you can use the money you've accumulated from posting. These items you may either use on a current character, a character you will be creating, or for yourself.
Powers:
For Felidae
Characters:
For Felidae and Felines
For you:
Powers:
For Felidae
- Simple Power
A simple power would be considered being able to talk to animals (for Felidae, talking to cats are a given, however), levitate, move extremely fast, super strength, etc. I will not tell you a list of things you can do, and only those, so if you want to buy this, but you're not sure if it's an accepted power, ask me first.
Cost- $200 - Mancer
Mancer's are sheer mages with magic, and instead of having one, simple power, they are able to use magic over an entire area of study and manipulate what they specialize in. A list of available mancer powers are below:
Aeromancer-
Probably the most useful of all the mancing disciplines, Aeromancers specialize in bending the air and the wind to their will. Using magic, Aeromancers can bring hurricane force winds to bear on the battlefield. They are, however, mostly peaceful. The people who follow this discipline are often active and social, using a small cloud of air to float them around from place to place.
Carnomancer-
This is the art of flesh magic if be by manipulation, destruction, golem making, or even healing. These people are often experts in how the body works.
Chronomancer-
Most run of the mill chronomancers merely have minor abilities such as travelling to the day before to find a lost object, but some more powerful travellers can travel to the past to find lost relics or to the future to bring back powerful artifacts, even changing history itself! Some well travelled adventurers may perhaps have been granted their abilities by wizards, demi-gods or powerful magic items. Although it is the most difficult discipline to ever master, it's rewards are indeed great.
Cryomancer-
Cryomancers are mages who specialize in ice magic, often freezing things down to the bone. They have a love of the cold and appreciate the harshness of below-zero temperatures. They are often cold, strange to outsiders, and tend to live high in the mountains where the snowing never stops.
Electromancer-
Electromancers are basically addicted to electricity. Their magic almost demands it as they constantly use electricity in their magic. This discipline's element is extremely hard to control but when they do, it can have devastating results. It is said the followers of this art are sometimes so fanatical that they go into lightning storms just to get hit with a bolt of lightning.
Hydromancer-
Closely related to Cryomancing, Hydromancing involves magic specifically influencing water or liquid. Hydromancers can cast magic on anything liquid. From the rain to the vast oceans, they are a most formidable foe when they are with their element. If a Hydromancer is powerful enough, he or she could even start a rain storm by collecting all the water vapor in the air to form clouds. Hydromancers tend to be drifters and great seafarers, but are not always so.
Pyromancer-
Pyromancers are mages that specify in fire magics. Pyromancy grants the wielder varying degrees of control over that specific element, things as simple as the creation of sparks when lacking tinder and flint (Practical pyromancy) or the actual generation of wisps of flame, and other uses of a more battle oriented means: Balls of flame, Pyric columns and things which at time seem solely limited by the casters mind. Pyromancy is not to be mistaken with just a simple control of fire however, as those proficient in it's use are more than capable of invoking heat (Oft to the point of spawning a flame or burning something- but that's besides the point). One thing that seems to be quite common amongst Pyromancers is they (pardon the pun) Tend towards being hot tempered, Quite passionate and oft unstable.
Spatiomancer-
Whereas Chronomancy relates to bending time to the users whim {The fourth dimension}, Spatiomancy focuses upon the manipulation both subtle and blatant of the threads which compose reality, essentially a warping or distortion of the third dimension. Spatiomancy is not a perfect art however. It does not create from nothing, or destroy something beyond repair- it simply manipulates that which is present. Alchemy in the attempt to transmute one element to another could be considered an exceedingly primitive form of spatiomancy. Teleportation, the breaking between two specific points in reality, is a relatively high form of Spatiomancy.
Terramancer-
Terramancer's are mages that specialised in the manipulation of the earth. This comes in the form of rock, dirt, wood and what other parts of nature can be manipulated by their weavings. Even still, an experienced Terramancer can be a force to reckon within, offensively or defensively- one cannot deny the power of earth tremors, the likes of which are within the earth mages grasp if enough time and study has been placed within their art. Even lacking such devastating spellcraft as that; ensnaring, crushing, blinding.. or even fleeing as a rat from a sinking ship are all things a Terramancers skill aids them in accomplishing.
Cost: $500
Characters:
For Felidae and Felines
- Odd Fur Color - greens, blues, etc
Cost: $150 - Odd Eye Colour - pinks, purples, etc
Cost: $150 - Ability to change into another type of cat
- This breaks the rule of one person one cat. For example, Tom may be a Lion, but upon buying this ability, he can turn into a lion and a tiger.
Cost: $800.
For you:
- Custom Title
- A custom title to go under your name
Cost: $50 - Custom made avatar
Cost: $100 - Custom made signature
Cost: $150