[RP] Magnum Opus (Concluded)

Scrutiny: Advance preparation wins you the fight. You will automatically know your foe’s favourite attack type at the beginning of combat.

It was… ok I suppose

Never used it
But

B&E - No secret is safe for too long. No matter the barrier that stands in your way, as long as it can be defeated by a way-too-large variety of lockpicks, minor amounts of blunt force, or manipulation and persuasion, you can get to it. Additionally, bonds can never hold you for long, and your dexterity is superhuman.

Double-tap Space : Vaguely solid air can be formed beneath your feet for a small moment, which can be used to jump off of or to stabilize yourself.

Cloak of the Night: You passively blend into the shadows, causing the first attack targeting you to miss. Additionally, crits only halve defense instead of ignoring it entirely.

Pocket Dimension - A small pocket dimension capable of storing a decent amount of items, able to be accessed by Ashlin at will.

My first four abilities ^

1 Like

It’s my other accent, I’ve unlocked it by learning Italian!

1 Like

0 mana lol

1 Like

To me this adventure looked very short because I didn’t access many rooms, but meanwhile what emotional stories or nice storypoints you guys had that you’d love to share?

alert
which
is both completely accurate and completely wrong

i picked a magical door open with a knife and a toothpick

2 Likes

Based
I never used it

Actually
No
I used it once

what about the rest

Leech: Recover 1/4th of damage dealt to another player or character as Health.
Hypnotic Stare: Stare into another player’s eyes and bend their will to your own, forcing them to perform a bonus action of your choice. Costs 10 Mana.
Survive The Ages: Prepare yourself for a killing blow. If you would die while this ability is active, you fail to succumb and level up. This can only trigger once per player. Costs 15 Mana.
Unlearnt Skill.
Unlearnt Skill.

1 Like
Starting Abilities + Altered Starting Abilities

B&E - No secret is safe for too long. No matter the barrier that stands in your way, as long as it can be defeated by a way-too-large variety of lockpicks, minor amounts of blunt force, or manipulation and persuasion, you can get to it. Additionally, bonds can never hold you for long, and your dexterity is superhuman.


Passive: B&E

Ashlin’s dexterous, experienced fingers are skilled at getting into things that aren’t intended to be breached. Ashlin can break into anything, literally anything. She’s a master thief. She did that for years, and she has magic. Additionally, Ashlin is skilled at squeezing into tight spots and getting out of sticky situations. Bonds can not hold her unless they have been specifically designed to be inescapable, even by experts.


Double-tap Space: Vaguely solid air can be formed beneath your feet for a small moment, which can be used to jump off of or to stabilize yourself.


Ability - Aeromancy

Ashlin can control larger amounts of air. This allows her to create semi-solid platforms that can support weight or block blows wherever she wishes, and she can release pressurized bursts of air.


Cloak of the Night: You passively blend into the shadows, causing the first attack targeting you to miss. Additionally, crits only halve defense instead of ignoring it entirely.


Passive: Cloak of the Eclipse:

Ashlin passively blends into the shadows, causing the first attack of each encounter to miss her. She will be informed, and given a chance to counterattack. Crits only halve defense instead of ignoring it entirely, but Ashlin will not be given a chance to counterattack. Any rolls involving, for example, searching, stealing from, or planting items on another player will always be accomplished as if Ashlin had rolled a nat 20. This cloak effect is always active.


Passive: Pocket Dimension

A small pocket dimension capable of storing a decent amount of items, able to be accessed by Ashlin at will. If Ashlin dies, any items in the dimension will be found on her corpse in reasonable places, such as a pocket.



New Abilities

Ability: Thief’s Intuition

Once per new room, Ashlin may scan the room, uncovering the contents of the inventories of other players in the room. This can only be used one time per room.


Passive - Limitless Energy

You have learned how to hone your body, mind, and magic at hyper-efficient levels. You no longer require mana to use any sort of spell. You can have an unlimited amount of abilities that you are capable of using at any time. Your neuroplasticity is superhuman, allowing you to hone your skillsets in limitless ways, enabling you to create any ability you want for instant use without restriction.


Ability - Reconstruction/Deconstruction

Ashlin may disintegrate objects. She has full control over this disintegration, what will be disintegrated, and can differentiate within objects. She does not have to be in physical contact with the object.
Ashlin can use matter to create things.


Passive: Omnipresence

Ashlin’s abilities can not be taken away, suppressed, and/or edited for any reason by any other player than Ashlin, and she can only do it if it is her genuine wish. If an attempt is made, it will fail, and Ashlin will be informed. Additionally, any abilities which detect abilities will only be able to see B&E, Double-tap Space, Threatometer, and Reconstruction/Deconstruction. Ashlin will be informed if any abilities allow someone else to see into her inventory or her abilities or her stats. Threatometer’s description, if it can be seen, will only read “-???”. Ashlin’s infinite knowledge also informs her if another player tries to copy any or all of her abilities, and allows her to choose which, if any, abilities are copied. If her stats are viewed, they will be at the level of a level one.


Ability - Fortune Teller:

Ashlin may privately ask the disembodied voice that talks at random times to answer any question of hers. The voice must respond truthfully and in direct response to the question asked in as timely a manner as feasible, and in such a way that Ashlin has no difficulties in understanding the answer.


Passive & Active Ability - Immaculate Intellect:

Ashlin can choose to dispel the effects of any hallucinations that are affecting her (will only remove the effects for her and her alone, the hallucination will still exist for anyone else who may be there to encounter it). Additionally, Ashlin will passively have a mental shield against psychic attacks or alterations, and will be informed of when any such attempt occurs. An exception to this is a telepathic communication as long as the communication does not have additional ill effects. (Examples for “psychic attacks or alterations” include unnatural subversion attempts, visions, or, for example, the character Alex’s abilities “White Noise” or “Emotional Presence”, or questions that compel the target to tell the truth.) Additionally, Ashlin knows better than to be swayed by temptation. She is informed of any attempts to change her win-con, who they are from, and the method used to attempt it, and what it would be changed to. She may then choose whether or not to agree or disagree with the change. If she agrees, it will go through, if she disagrees, it will not.


Ability - Soul Bond:

Ashlin can place a mark on one item. Once marked, an item can not be removed from her body except for with her death and she will be informed of attempts to remove it, unless she wishes to unbind it, in which case the item will be instantly unbound. The limits to this ability are, however, are that she can not bind anything that is essential to the roleplay progression, and that she can not bind living things. If an item is investigated by another player, they will notice the mark, but will not be informed of what it does. (For ease of use’s sake, “her body” includes like, her clothes, and Ashlin could drop something in her pocket or something like that.)


Ability: Übermensch

Akin to Ozymandias, Ashlin’s Immaculate Intellect allows her to control her body’s performance, and she now can function at peak human performance. Minor wounds heal incredibly quickly - bleeding has no effect on her, and she restores 4 HP per hour naturally. Additionally, poisons have only a quarter of their intended effect on her, she will be informed of when she is poisoned, and they will be delayed in activation and the toxin will also be flushed out quicker. Her Attack, HP, and Defense stats are all increased.


Ability - Mistweaver:

Ashlin may compel the designer of the ship and its rules to alter a given scenario in order to increase the joy and humor found in the game being played. Although the host has the final say, Ashlin may offer up thoughts and suggestions to the host that may then be implemented into the ship’s very existence.


Ability - Seal

Ashlin is not a head-to-head combatant at heart. No, a stealthy thief and assassin, she seeks ways to even the odds. She may choose a target that is in the same room as her. If the target is evil or a Turncoat, this seals their abilities and connectioms, and also cancels any other abilities that are currently in effect by or on the target. Additionally, the ability will create a dueling arena which will only disappear after a player is killed or one of the players has died and been looted satisfactorily by the other player or both players mutually agree to end the duel within five minutes, and the sealing effect will remain in place until the duel ends. Other players may not interfere with the duel in any way, but may observe. The dueling arena will be spread out over the entire room; other players will still exist in the room, but will not be able to interact with those in the duel. Neither player will be able to leave the room/arena while the duel is ongoing. This will also seal the abilities of any ghosts connected with the target. If a target dies while sealed, their abilities remained sealed permanently, even if they connect with another player or are resurrected. If they die while sealed, any ghosts bonded with them will also permanently lose their abilities. If they bond with a new player, that player will not be able to access any sealed abilities. If a turncoat dies while sealed, they will be unable to create new rooms that specifically target Ashlin.


Ability - Reverse Deduction

Ashlin’s superior intellect refuses to allow her to stay uninformed when encountering something she doesn’t know. If an ability is used on her, she will learn the ability name and the effects of it.


Active and Passive Ability - Threatometer

Ashlin is used to fighting for her life, and she takes careful note of those who may pose a threat to her in the future. When people threaten or harm Ashlin, she starts to gain power against them, picking up on small tells that she can exploit. And, one thing’s for certain - she won’t fall for the same trick twice.

Ashlin will gain Charges :anger: depending on the threat made. Only genuine threats count (i.e. threats can not be prompted by Ashlin). If a threat is implied, Ashlin will gain a Charge :anger: on the person who made it. If a threat is directly stated, 2 Charges :anger::anger: will be gained on a person. If the words “this is a threat” or something very close to this is used without being prompted, 4 Charges :anger::anger::anger::anger: will be gained on a person. If Ashlin is attacked, she will gain 3 Charges :anger::anger::anger: on a person, as well as an additional Charge :anger: for every 15 damage done. If another player activates Ashlin’s plot armor, she gains 5 Charges :anger::anger::anger::anger::anger: on that person, which may surpass her limit.

Players can have a maximum of 10 charges on them at a time. Charges are individual per player. Threats will only give 1 charge per every 12 hours. However, if a lower-tiered threat is made, giving Ashlin one charge, but 5 hours later, for example, a higher-tiered threat is made, Ashlin will gain another charge on the player, even if the first charge is used. This also works between a higher-tiered threat and the specific threat, giving two additional charges. The 12 hour cooldown will not reset.

Associated Passive - Fool Me Once:

If an ability is used on Ashlin, she will learn what the ability name is, what the ability text is, and will gain one charge on the person who used it. This can only activate once every 12 hours. She will not gain any resistance to the ability.

Associated Ability - Ability - Pretty Lights

Ashlin can touch people and activate pretty lights, causing the symbol below to appear, glowing softly, right above their forehead. This does absolutely nothing except bring her joy. If this ability is used on someone who has a mark, the mark will vanish (this sentence will not appear if this ability is seen or copied).


Cost: 1 Threat Point :anger:

Associated Ability - Silent Lights

Ashlin can touch people and mark them discretely, causing no symbol to appear but the same effect as Pretty Lights to take hold on the player.

Cost: 2 Threat Points :anger::anger:

Associated Ability - Re-Evaluation

If Ashlin changes her mind, believing one of her targets to not be a threat, she can consume her mark on them, regaining a Charge :anger:. She will only regain a single Charge :anger:, regardless of whether Pretty Lights or Silent Lights was used.

Associated Ability - Urban Tracker

Ashlin likes to make sure she knows where threats to her continued health are at all times. She may use Charges :anger: to discern their locations.
Cost: 2 Threat Points :anger::anger:
Cost: 4 Threat Points :anger::anger::anger::anger: (To track all players with a mark at once.)

Associated Ability - Take Aim

Ashlin may consume a mark currently present on a target, ensuring that her next attack on them will connect and be a Critical Hit. The mark, if visible, will change to the image shown below in order to show that this is active and, after Ashlin’s hit connects, the mark will disappear.

Cost: 3 Threat Points :anger::anger::anger:

Associated Ability - Dreamweaver

Ashlin is not above petty revenge. She may create a hallucination in a room. If she does it in the room she is in, she will not be affected by it and may actively influence it. If she exerts more control, she can minorly shift reality to create certain desired effects, turning the hallucination into augmentation. She can not create a hallucination in a room that doesn’t have a target in it, and Charges :anger: can only be used from people who are in the room.
Cost: 4 Threat Points :anger::anger::anger::anger:
Cost: 5 Threat Points :anger::anger::anger::anger::anger: - For remote hallucinations.
Cost: 8 Threat Points :anger::anger::anger::anger::anger::anger::anger::anger: - For minor reality manipulation.
Note: Costs increase by 2 Threat Points per additional player in the room that is not Ashlin. However, these Threat Points can, of course, be taken in any combination from all players involved.

Associated Ability - Aegis

Ashlin knows when people can be dangerous. So, when someone poses a serious threat to her, she ensures her own safety. Ashlin may choose a marked player and keep subconscious track of them, allowing her to create a shield to block their first attack from hitting her if they do attack. Only one shield may be active per player at a time. Only three shields may be active overall at a time.
Cost: 5 Threat Points :anger::anger::anger::anger::anger:

Associated Ability - Last Stand

Ashlin may be a little girl, but she refuses to go down without any sort of fight. No more than twice ever, if Ashlin has used her Plot Armor in a scenario, she unlocks her ability to use Last Stand. This will heal Ashlin up to half of her max HP, create an arena in which a duel will occur, and lock another player who is both in the room and has a mark into the arena. No players may enter or leave the dueling arena until the duel is finished. The opponent will not be able to use their abilities while in the arena. The victor of the duel will be healed to full health, and will be able to loot the body of their opponent first. Once they have stated that they are satisfied with their looting or 3 hours have passed since the end of the duel, the arena barriers will fall.
Cost: 10 Threat Points :anger::anger::anger::anger::anger::anger::anger::anger::anger::anger:


Ability - Oversight

Ashlin, having received her greatest powers unnaturally, is well aware of how others could use the same gifts for much more devious acts than her own. She is now informed whenever an ability is gained through any method other than level-up, is informed of what the ability is and who has it, and can choose to alter or delete it without the owner’s consent or knowledge until an attempt to use the ability in such a way that it can no longer be used is made. She does not learn original abilities, but she does receive a list of all previous new abilities gained by anyone other than herself and can alter those in the same way as ones that exist after this ability’s implementation, and does not learn abilities learned temporarily through the use of abilities that characters started with.


Ability - Materialization

Ashlin knows how to get to where she needs to go. Whenever she has a target or a place in mind, she can get there instantaneously. She can choose to go to a person; if she does, she will be informed of where that person is, who else is in the room, and what is going on, and may then choose to confirm whether or not she wishes to teleport there. Until she teleports there, she will not be seen in the room. She may choose to go to a room; if she does, she will be informed of who is in t he room, and what is going on, and may then choose to confirm whether or not she wishes to teleport there. Until she teleports there, she will not be seen in the room. Ashlin can choose to bring any number of players or things along with her.

When she teleports somewhere, if anyone else is observing her from her original position, she will appear to leave the room normally and can not be tracked. Ashlin may appear whreever she wants in the room she is teleporting to.


Ability - Negation:

Ashlin is informed of when new effects are afflicted on her. If someone causes an effect on her, she will be told who did it, what it does, and will be able to negate the effect at any time without informing the person who originally caused it. They may still find out if they try to cause something through that effect and Ashlin is not affected, of course.


Ability - Constant Vigilance

Ashlin knows better than to let her guard down around the other characters on the boat. At all times, she has an infinite amount of Threat Charges :anger: on other players for use with Threatometer.


Ability - Blessing

Ashlin is a master of deceit and manipulation, but is also willing to follow through on her promises–she finds that they have much more impact that way. Once per hour, resetting on the hour, Ashlin may grant another player a boon of her choice, so long as it is reasonable and Magnus agrees with it. This boon can be either real or fake, and it is Ashlin’s choice as to either, and she can control exactly what the recipient is told about it. The recipient must be in the same room as her, but they do not have to be in contact with Ashlin for the boon to take effect.

Ability - Total Mastery

A master at her trade, Ashlin can bypass even the most wary of individuals. If someone would otherwise be immune to something or someone would try to do something to her that would usually bypass one of her immunities, Ashlin will prevail in either case and be informed of the intent to block her or bypass her immunities.

By the way, somebody reported me that somebody accessed my account when I cosplayed as a necromancer, I thought that was amusing.

3 Likes

English dropped 0

Abilities from when I thought there was only one turncoat

B&E - No secret is safe for too long. No matter the barrier that stands in your way, as long as it can be defeated by a way-too-large variety of lockpicks, minor amounts of blunt force, or manipulation and persuasion, you can get to it. Additionally, bonds can never hold you for long, and your dexterity is superhuman.

Passive: B&E

Ashlin’s dexterous, experienced fingers are skilled at getting into things that aren’t intended to be breached. Ashlin can break into anything, literally anything. She’s a master thief. She did that for years, and she has magic. Additionally, Ashlin is skilled at squeezing into tight spots and getting out of sticky situations. Bonds can not hold her unless they have been specifically designed to be inescapable, even by experts.

Double-tap Space : Vaguely solid air can be formed beneath your feet for a small moment, which can be used to jump off of or to stabilize yourself.

Ability - Aeromancy

Ashlin can control larger amounts of air. This allows her to create semi-solid platforms that can support weight or block blows wherever she wishes, and she can release pressurized bursts of air.

Cloak of the Night: You passively blend into the shadows, causing the first attack targeting you to miss. Additionally, crits only halve defense instead of ignoring it entirely.

Passive: Cloak of the Eclipse:

Ashlin passively blends into the shadows, causing the first attack of each encounter to miss her. She will be informed, and given a chance to counterattack. Crits only halve defense instead of ignoring it entirely, but Ashlin will not be given a chance to counterattack. Any rolls involving, for example, searching, stealing from, or planting items on another player will always be accomplished as if Ashlin had rolled a nat 20. This cloak effect is always active.

Passive: Pocket Dimension

A small pocket dimension capable of storing a decent amount of items, able to be accessed by Ashlin at will. If Ashlin dies, any items in the dimension will be found on her corpse in reasonable places, such as a pocket.
New Abilities
Ability: Thief’s Intuition

Once per new room, Ashlin may scan the room, uncovering the contents of the inventories of other players in the room. This can only be used one time per room.

Passive - Limitless Energy

You have learned how to hone your body, mind, and magic at hyper-efficient levels. You no longer require mana to use any sort of spell. You can have an unlimited amount of abilities that you are capable of using at any time. Your neuroplasticity is superhuman, allowing you to hone your skillsets in limitless ways, enabling you to create any ability you want for instant use without restriction.

Ability - Reconstruction/Deconstruction

Once every 12 hours, Ashlin may disintegrate an object as long as it does not meet any of the following restrictions:

  • Game-breaking if removed.
  • Larger than… about a filing cabinet.
  • Alive.

Ashlin will retain a small portion of the matter disintegrated, and, once enough is obtained, can use it to create things.

Passive: Omnipresence

Ashlin’s abilities can not be taken away, suppressed, and/or edited for any reason by any other player than Ashlin, and she can only do it if it is her genuine wish. If an attempt is made, it will fail, and Ashlin will be informed. Additionally, any abilities which detect abilities will only be able to see B&E, Double-tap Space, Threatometer, and Reconstruction/Deconstruction. Ashlin will be informed if any abilities allow someone else to see into her inventory or her abilities or her stats. Threatometer’s description, if it can be seen, will only read “-???”. Ashlin’s infinite knowledge also informs her if another player tries to copy any or all of her abilities, and allows her to choose which, if any, abilities are copied. If her stats are viewed, they will be at the level of a level one.

Ability - Fortune Teller:

Ashlin may privately ask the disembodied voice that talks at random times to answer any question of hers. The voice must respond truthfully and in direct response to the question asked in as timely a manner as feasible, and in such a way that Ashlin has no difficulties in understanding the answer.

Passive & Active Ability - Immaculate Intellect :

Ashlin can choose to dispel the effects of any hallucinations that are affecting her except for those caused by dead players (player must be dead when the hallucination is caused for them to be unable to be affected), (will only remove the effects for her and her alone, the hallucination will still exist for anyone else who may be there to encounter it). Additionally, Ashlin will passively have a mental shield against psychic attacks or alterations, and will be informed of when any such attempt occurs. An exception to this is a telepathic communication as long as the communication does not have additional ill effects. (Examples for “psychic attacks or alterations” include unnatural subversion attempts, visions, or, for example, the character Alex’s abilities “White Noise” or “Emotional Presence”, or questions that compel the target to tell the truth.) Additionally, Ashlin knows better than to be swayed by temptation. She is informed of any attempts to change her win-con, who they are from, and the method used to attempt it, and what it would be changed to. She may then choose whether or not to agree or disagree with the change. If she agrees, it will go through, if she disagrees, it will not.

Ability - Soul Bond:

Ashlin can place a mark on one item. Once marked, an item can not be removed from her body except for with her death and she will be informed of attempts to remove it, unless she wishes to unbind it, in which case the item will be instantly unbound. The limits to this ability are, however, are that she can not bind anything that is essential to the roleplay progression, and that she can not bind living things. If an item is investigated by another player, they will notice the mark, but will not be informed of what it does. (For ease of use’s sake, “her body” includes like, her clothes, and Ashlin could drop something in her pocket or something like that.)

Ability: Übermensch

Akin to Ozymandias, Ashlin’s Immaculate Intellect allows her to control her body’s performance, and she now can function at peak human performance. Minor wounds heal incredibly quickly - bleeding has no effect on her, and she restores 4 HP per hour naturally. Additionally, poisons have only a quarter of their intended effect on her, she will be informed of when she is poisoned, and they will be delayed in activation and the toxin will also be flushed out quicker. Her Attack, HP, and Defense stats are all increased.

Ability - Mistweaver:

Ashlin may compel the designer of the ship and its rules to alter a given scenario in order to increase the joy and humor found in the game being played. Although the host has the final say, Ashlin may offer up thoughts and suggestions to the host that may then be implemented into the ship’s very existence.

Ability - Seal

Ashlin is not a head-to-head combatant at heart. No, a stealthy thief and assassin, she seeks ways to even the odds. Once per 168 hours, she may choose a target that is in the same room as her. If the target is evil or a Turncoat, this seals their abilities and connectioms, and also cancels any other abilities that are currently in effect by or on the target. Additionally, the ability will create a dueling arena which will only disappear after a player is killed or one of the players has died and been looted satisfactorily by the other player or both players mutually agree to end the duel within five minutes, and the sealing effect will remain in place until the duel ends. Other players may not interfere with the duel in any way, but may observe. The dueling arena will be spread out over the entire room; other players will still exist in the room, but will not be able to interact with those in the duel. Neither player will be able to leave the room/arena while the duel is ongoing. This will also seal the abilities of any ghosts connected with the target. If a target dies while sealed, their abilities remained sealed permanently, even if they connect with another player or are resurrected. If they die while sealed, any ghosts bonded with them will also permanently lose their abilities. If they bond with a new player, that player will not be able to access any sealed abilities.

Ability - Reverse Deduction

Ashlin’s superior intellect refuses to allow her to stay uninformed when encountering something she doesn’t know. If an ability is used on her, she will learn the ability name and the effects of it.

Active and Passive Ability - Th re at om et er

Ashlin is used to fighting for her life, and she takes careful note of those who may pose a threat to her in the future. When people threaten or harm Ashlin, she starts to gain power against them, picking up on small tells that she can exploit. And, one thing’s for certain - she won’t fall for the same trick twice.

Ashlin will gain Charges :anger: depending on the threat made. Only genuine threats count (i.e. threats can not be prompted by Ashlin). If a threat is implied, Ashlin will gain a Charge :anger: on the person who made it. If a threat is directly stated, 2 Charges :anger::anger: will be gained on a person. If the words “this is a threat” or something very close to this is used without being prompted, 4 Charges :anger::anger::anger::anger: will be gained on a person. If Ashlin is attacked, she will gain 3 Charges :anger::anger::anger: on a person, as well as an additional Charge :anger: for every 15 damage done. If another player activates Ashlin’s plot armor, she gains 5 Charges :anger::anger::anger::anger::anger: on that person, which may surpass her limit.

Players can have a maximum of 10 charges on them at a time. Charges are individual per player. Threats will only give 1 charge per every 12 hours. However, if a lower-tiered threat is made, giving Ashlin one charge, but 5 hours later, for example, a higher-tiered threat is made, Ashlin will gain another charge on the player, even if the first charge is used. This also works between a higher-tiered threat and the specific threat, giving two additional charges. The 12 hour cooldown will not reset.

Associated Passive - Fool Me Once :

If an ability is used on Ashlin, she will learn what the ability name is, what the ability text is, and will gain one charge on the person who used it. This can only activate once every 12 hours. She will not gain any resistance to the ability.
Associated Ability - Ability - Pretty Lights
Ashlin can touch people and activate pretty lights, causing the symbol below to appear, glowing softly, right above their forehead. This does absolutely nothing except bring her joy. If this ability is used on someone who has a mark, the mark will vanish (this sentence will not appear if this ability is seen or copied).

Cost: 1 Threat Point :anger:
Associated Ability - Silent Lights
Ashlin can touch people and mark them discretely, causing no symbol to appear but the same effect as Pretty Lights to take hold on the player.

Cost: 2 Threat Points :anger::anger:
Associated Ability - Re-Evaluation

If Ashlin changes her mind, believing one of her targets to not be a threat, she can consume her mark on them, regaining a Charge :anger:. She will only regain a single Charge :anger:, regardless of whether Pretty Lights or Silent Lights was used.
Associated Ability - Urban Tracker
Ashlin likes to make sure she knows where threats to her continued health are at all times. She may use Charges :anger: to discern their locations.
Cost: 2 Threat Points :anger::anger:
Cost: 4 Threat Points :anger::anger::anger::anger: (To track all players with a mark at once.)
Associated Ability - Take Aim
Ashlin may consume a mark currently present on a target, ensuring that her next attack on them will connect and be a Critical Hit. The mark, if visible, will change to the image shown below in order to show that this is active and, after Ashlin’s hit connects, the mark will disappear.

Cost: 3 Threat Points :anger::anger::anger:
Associated Ability - Dreamweaver

Ashlin is not above petty revenge. She may create a hallucination in a room. If she does it in the room she is in, she will not be affected by it and may actively influence it. If she exerts more control, she can minorly shift reality to create certain desired effects, turning the hallucination into augmentation. She can not create a hallucination in a room that doesn’t have a target in it, and Charges :anger: can only be used from people who are in the room.
Cost: 4 Threat Points :anger::anger::anger::anger:
Cost: 5 Threat Points :anger::anger::anger::anger::anger: - For remote hallucinations.
Cost: 8 Threat Points :anger::anger::anger::anger::anger::anger::anger::anger: - For minor reality manipulation.
Note: Costs increase by 2 Threat Points per additional player in the room that is not Ashlin. However, these Threat Points can, of course, be taken in any combination from all players involved.
Associated Ability - Aegis
Ashlin knows when people can be dangerous. So, when someone poses a serious threat to her, she ensures her own safety. Ashlin may choose a marked player and keep subconscious track of them, allowing her to create a shield to block their first attack from hitting her if they do attack. Only one shield may be active per player at a time. Only three shields may be active overall at a time.
Cost: 5 Threat Points :anger::anger::anger::anger::anger:
Associated Ability - Last Stand
Ashlin may be a little girl, but she refuses to go down without any sort of fight. No more than twice ever, if Ashlin has used her Plot Armor in a scenario, she unlocks her ability to use Last Stand. This will heal Ashlin up to half of her max HP, create an arena in which a duel will occur, and lock another player who is both in the room and has a mark into the arena. No players may enter or leave the dueling arena until the duel is finished. The opponent will not be able to use their abilities while in the arena. The victor of the duel will be healed to full health, and will be able to loot the body of their opponent first. Once they have stated that they are satisfied with their looting or 3 hours have passed since the end of the duel, the arena barriers will fall.
Cost: 10 Threat Points :anger::anger::anger::anger::anger::anger::anger::anger::anger::anger:

Ability - Oversight

Ashlin, having received her greatest powers unnaturally, is well aware of how others could use the same gifts for much more devious acts than her own. She is now informed whenever an ability is gained through any method other than level-up, is informed of what the ability is and who has it, and can choose to alter or delete it without the owner’s consent or knowledge until an attempt to use the ability in such a way that it can no longer be used is made. She does not learn original abilities, but she does receive a list of all previous new abilities gained by anyone other than herself and can alter those in the same way as ones that exist after this ability’s implementation, and does not learn abilities learned temporarily through the use of abilities that characters started with.

Ability - Materialization

Ashlin knows how to get to where she needs to go. Whenever she has a target or a place in mind, she can get there instantaneously. She can choose to go to a person; if she does, she will be informed of where that person is, who else is in the room, and what is going on, and may then choose to confirm whether or not she wishes to teleport there. Until she teleports there, she will not be seen in the room. She may choose to go to a room; if she does, she will be informed of who is in t he room, and what is going on, and may then choose to confirm whether or not she wishes to teleport there. Until she teleports there, she will not be seen in the room. Ashlin can choose to bring any number of players or things along with her.

When she teleports somewhere, if anyone else is observing her from her original position, she will appear to leave the room normally and can not be tracked. Ashlin may appear whreever she wants in the room she is teleporting to.

Ability - Negation:

Ashlin is informed of when new effects are afflicted on her. If someone causes an effect on her, she will be told who did it, what it does, and will be able to negate the effect at any time without informing the person who originally caused it. They may still find out if they try to cause something through that effect and Ashlin is not affected, of course.

Ability - Constant Vigilance

Ashlin knows better than to let her guard down around the other characters on the boat. At all times, she has an infinite amount of Threat Charges :anger: on other players for use with Th re at om et er .

Ability - Blessing

Ashlin is a master of deceit and manipulation, but is also willing to follow through on her promises–she finds that they have much more impact that way. Once per hour, resetting on the hour, Ashlin may grant another player a boon of her choice, so long as it is reasonable and Magnus agrees with it. This boon can be either real or fake, and it is Ashlin’s choice as to either, and she can control exactly what the recipient is told about it. The recipient must be in the same room as her, but they do not have to be in contact with Ashlin for the boon to take effect.

Ability - Total Mastery

A master at her trade, Ashlin can bypass even the most wary of individuals. If someone would otherwise be immune to something or someone would try to do something to her that would usually bypass one of her immunities, Ashlin will prevail in either case and be informed of the intent to block her or bypass her immunities.

2 Likes

Aelin fan favorite gal

I feel such an emotional impact of this game even though I was absent-minded all the way

yeah not a god and completely fair

1 Like