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ᴀsɢᴀʀᴅ ɢᴇɴᴇsɪs ❧ mod account ([personal profile] asgardmods) wrote2019-02-19 11:02 pm
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GOD POWER: NJORD

god power: njord.
the god of poetry and secrecy.
As the second oldest god in Yggdrasil, Njord is one of Odin's closest advisors, although they view the world and many of the things living within it in very different ways. Njord takes a certain amount of pride in his position as one of the Mother's "trueborn" children and expects to be recognized or exalted for this fact. All life within Yggdrasil exists beneath the gods in his eyes, for they live within the roots of the World Tree as these smaller lifeforms strive for a place of their own in the constant overflow of the branches and leaves. Surely they must be protected, but it is a burden of his duty more than a call to purpose. Thus, Njord observes the world from a place of objective distance, closely guarding that which he deems to be proprietary and spinning words around the World Tree in all its intricacies.

njord's realm of magic.
Illusion Magic
Illusion is a school of magic that alters perception or creates false images. Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. You can find a list of Illusion spells here.

Necromancy Magic
Necromancy is a school of magic that that manipulates, creates, or destroys life or life force. Necromancy spells manipulate the power of death, unlife, and the life force. You can find a list of Necromancy spells here. (Please note: you cannot select any Necromancy spells that involve resurrection. Ask if you aren't certain!)

Power Set Samples
Illusion:
    Power Set Justification: spells that "manipulate language"
  1. Level One: Illusory Script: You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days. To you and any creatures you designate when casting the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
  2. Level Two: Silence: For up to one hour, no sound can be created within or pass through a 20 foot radius sphere centered on a point you choose within 120 feet of you. Any creatures entirely within the sphere are deafened until the spell ends or they leave the sphere.
  3. Level Three: Mental Prison: You attempt to bind a creature you can see within 60 feet of you in an illusory cell that only it perceives. If the creature withstands the spell, they suffer psychic damage, but the spell will end at that point. If the creature does not withstand the spell, they immediately perceive the area around them to be dangerous in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and cannot move for up to an hour. If the target is moved out of the illusion or reaches any part of its body through it, the target takes massive amounts of psychic damage and the spell ends.
Necromancy:
    Power Set Justification: spells that "intimidate"
  1. Level One: Cause Fear: You awaken the sense of mortality in up to five creatures you can see within 60 feet of you. If they resist the spell, the creature is shaken but otherwise unaffected; if they succumb, they become frightened and cannot get any closer to you.
  2. Level Two: Vampiric Touch: The touch of your shadow-wreathed hand can siphon life force from others to heal your own wounds. The effect requires physical contact; once contact has been made, the affected creature takes a large amount of necrotic damage and some of your wounds are healed. This spell cannot regenerate lost limbs or reverse death.
  3. Level Three: Harm: You unleash a virulent disease, the form of which can take whatever shape you desire, on a creature that you can see within range. If the creature is unable to withstand the spell's effects they become violently ill, and their overall health is diminished until either 48 hours have passed or someone else can cure their disease.
You may select or adapt either of these power sets for use!

how to pick your power.
All of this crazy nonsense said, there are three ways you can choose your power:
  1. pick one of the above samples: the easiest solution! We've already presented you with two power sets following a logical progression of development within your god's realm of magic. You can swap some levels out or adapt them in some way, but it's there if you'd like to rely on it.
  2. pick spells from the D&D spell list: this may require some finagling, but we highly recommend this! Follow the links above to select three spells by increasing level that seem related to each other in some logical way. You may pick any three spells you wish, but the levels should follow the general guideline of:
    1. First Level: cantrip - 2nd level
    2. Second Level: 2nd level - 5th level
    3. Third Level: 5th level - 9th level
    If some spells don't make sense, or if you know what they do but don't know how it would work in game, let us know and we'll help you adapt it to our world. If you find one spell you like but you don't know what to do about the others, let us know and we can provide suggestions for the rest. If you are familiar with the D&D spell system and want to create a set that is relevant to your god's domain but is not in their listed schools of magic, you can still apply for it as an original set!
  3. provide a well-balanced original power set of your own: this will be highly scrutinized by the mods for fairness, so plan accordingly! Consider your god's domains and realm of magic, and come up with one central power along with two logical levels of progression building upon that core magic. The levels should be appropriately along the lines of: weak - strong - powerful. There must also be reasonable limitations on your suggested power. The mods may make adjustments as they see fit before approval. You may use the Superpower Wiki if you'd like, but please provide links for reference.
To submit your power for approval, copy the appropriate form below and reply to this post with CHARACTER NAME - CANON in the title of your comment. A mod will respond to your comment with APPROVED/REVISIONS/REJECTED along with clearer descriptions of your powers or additional comments. We'll have a little bit of back and forth conversation on this post (or in private if you prefer; feel free to contact us) to hash out the details, so don't be afraid if we respond with revisions! We're really excited to be giving you guys customizable powers so we hope you'll work with us in making this manageable.

sample set
D&D spell set
original set

ready to level up?
Have you been active within your community in Asgard? Have you hosted an event or built an establishment or otherwise contributed to the development of your district? Have you forged a meaningful relationship with your god? Has living in Asgard contributed to your development as a person in some way? Or has your presence in Asgard contributed to someone else's development as a person, whether it be by positive or negative means? There are many different ways to "qualify" for leveling up; the point is that we want to see true development in yourself, your god, or your world. We want to see how you are shaping Asgard, or how Asgard is shaping you. This investment is what strengthens the bond between you and your god, granting you access to greater levels of power. If you need help figuring out what this justification might look like for your character, please contact us so we can guide you to your next level!

That said, there will be an activity requirement and a short written explanation of what your character has accomplished and developed here in Asgard. This doesn't need to be fancy or anything, we just really want to see your character getting something out of the game and being rewarded with some kickass new powers. As of right now, the level up requirements are as follows:
  • Level Two:
    • Activity Requirement: 50 comments with at least five different characters (5 comments minimum from your character per thread), each showing some type of "development" or "growth" as described above. You may use up to seven threads to meet the 50 comment requirement. All comments posted in-character on the network and log communities and IC inboxes are valid for these proofs. Threads may be from no longer than six months prior to your application. This should give you plenty of time to build upon a slow-burn development, such as projects that take a long time to complete or relationships that change over time. Show us something good or maybe even something bad happening to your character that has in some way pushed them to grow. Let us peep on some on some of your more meaningful threads!
    • Written Requirement: write no less than five sentences describing your character's growth as a result of their actions or influence in Asgard. Are they happy? Are they scared? Has Asgard made them see something in a new light, or are they now focused on something drastically different than their home life? You can consider this a basic summary of what your character has done during their time in Asgard and how this may have affected them. This doesn't need to be very fancy or long, whatever you think is enough to show some small amount of development for your character.
  • Level Three:
    • Activity Requirements: 75 comments with at least three different characters (7 comments minimum from your character per thread), each showing a significant amount of "development" or "growth" for your character. You may use may use up to five threads to meet the 50 comment requirement. You may only reuse two of the same characters from your Level Two application, and you cannot reuse the same threads. All comments posted in-character on the network and log communities and IC inboxes are valid for these proofs. Threads may be from no longer than three months prior to your application. This is because we specifically want to see something profound happen for your character that affects them as a person in some way. Level Three is the "powerful" stage of your power, which means your bond with your god and/or your district is at its strongest. Why? What happened? What changed for them? What are they committed to now that they might not have been beforehand? What have they gained or lost that has shifted their outlook or priorities? We want to see deep character development and the threads where it all happened.
    • Written Requirement: write no less than seven sentences describing the growth your character has gone through overall in Asgard. Build upon what you told us about in your Level Two application without reusing too much of the same information. Tell us about something your character influenced that has had a deep impact on either you, your god, or Asgard and Yggdrasil overall. How has your character's time in Asgard changed something on a profound level? Brag about it and let us soak in the awesomeness of your accomplishments. The major things we're looking for are 1) a major change in a character's personality or behaviour compared to them entering the game, 2) a way that your character has engaged with their Godhaus, and 3) a demonstration of their involvement with the setting in general (ie. magic, lore, major plot events, etc.)
When you're ready, copy the appropriate application below and respond to your original comment from when you first requested your power. Put CHARACTER NAME - LEVEL TWO/THREE APPLICATION in the title of your new comment. The mods will respond with APPROVED/REVISIONS/REJECTED along with an explanation of our decision and additional comments. To be quite frank, we're more invested in you having fun than being super strict about this whole process, so don't be afraid of feeling like you need to meet a certain standard or anything. This is honestly just a way for you to show us that you're doing something fun in the game, and we want to reward you for that with some new magic tricks. It's really as simple as that! If you're ever uncertain, give us what you have and we'll work with you on it, and always feel free to contact us directly for help.

Level Two Application
Level Three Application



navigation.
verstoned: (But it's not what we think)

[personal profile] verstoned 2020-05-13 01:01 pm (UTC)(link)
Player Name: Trapinch
Character Name: Rhus ([personal profile] verstoned)
Canon: Final Fantasy XIV
Power Set Justification: Rhus' main job and what he reaches for instinctively nowadays is dark knight, which makes use of the dark arts. The dark arts is dark magic with a slightly different name, and part of the dark magics he uses involves a lot of emotionally-charged magic and the manipulation of one's own lifeforce/flesh/sanity for more power-- rather similar to what's under the necromancy umbrella in the DnD list. For example, Vampiric Touch is remarkably like Abyssal Drain, except the latter steals health from all enemies within a certain area, and he can temporarily perform some sort of necromancy on himself via Living Dead with a little help from his dark side, Fray. The core of dark knight within lore is pretty much "protect people, and let yourself be hurt physically, mentally and emotionally because the pain and blood will make you stronger", and I'm going to mix and match different skills from the job, both new and old/phased out, to (hopefully) create something coherent.

Also excuse the wording, I wanted to emulate the way Fray would hijack journal entries and write as if he were addressing Rhus personally. (Which he is in the entries, but my point stands.) You know, just for kicks.

Power Set:
Level One: Dark Arts: There's a darkness inside of you that has been waiting for a long, long time. Dig deep within yourself and seek all of your hurt, rage and frustration-- the feelings of every nasty word you've withheld, every blow you could not deal, every indignity you've had to suffer or tolerate, every ounce of hate you've felt, and let them simmer until the time is right. When you're hurt or about to be dealt a blow, let it all out. It will mix with your blood both within and without (or someone else's splattered all over your skin, you know the dark arts isn't picky), your dark arts feeding on your pain to grant you heightened strength, speed, defenses and magical prowess-- it will hurt, the pain wont go away, but it's the good, satisfying kind of hurt, a reminder of the power flowing through your veins. For as long as you drink of this well, this state will stay, and the more you hurt, the more power you gain. There would be a cloud of dark magic (or would is a mist of blood?) following you for a while after battle, but you're used to that, aren't you?

Level Two: The Blackest Night: Do you remember what the child once told you? Think of him and he shall come-- in one fashion or another. Remember those who have died for you or by your hand, and the dark arts will respond to your guilt and shame of being the undeserving survivor by erecting a magical barrier that shimmers under the light. Around yourself of course, unless you have a companion you would like to protect-- as you tend to do. The more dear your companion is to you, the stronger the shield shall be, and perhaps the magic shall even settle upon their shoulders like a well-worn coat, or a warm hug in the cold winter night-- his warm hug, your warm hug. Your enemies will see this, and oftentimes consider you a more important target-- such is the spellcaster's life, but you're far better equipped than any of your companions to survive. Better you than them, isn't that your raison d'etre? However, have a care if you layer this shield on another person, for whatever wound they would have incurred shall be placed on your own body instead.

Level Three: Living Shadow: Conjure your darkside to fight alongside you. When you feel that you're just not enough, let your loneliness and unwillingness to die tear at half of your magical reserves and coalesce into another form. It will only be with you for half of a minute, but it will be worth every drop of power you put into its creation. It can do anything you can and any knowledge, physical abilities and skills you've obtained thus far shall be shared with it. It will fight with you, it will fight for you, it will take a mortal blow for you even if it cannot cry out in pain as it dissipates and your magic returns to you. Your strength is my strength. Call for me and I will answer. I am here. And I refuse to leave you floundering.


am noob did i do it right
verstoned: (Default)

[personal profile] verstoned 2020-05-28 04:16 am (UTC)(link)
Just so I have this clear, the emotional aspect is okay, but the physical pain isn't, right? 'Cause the emotional aspect is what I consider the most important for Catman to bring out what he really needs.