asgardmods: (Default)
ᴀsɢᴀʀᴅ ɢᴇɴᴇsɪs ❧ mod account ([personal profile] asgardmods) wrote2019-02-22 12:19 pm
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GOD POWER: HEIMDALL

god power: heimdall.
the god of loyalty and vigilance.
Born into a world full of chaos and violence, Heimdall found his purpose in acting as a shield between Yggdrasil and its own destructive tendencies. If life is to continue to thrive and prosper, there must be those willing to protect it, and this is Heimdall's calling. He may not have the Sight that the Allfather has, but that only means he must work harder to keep an ever vigilant eye on Yggdrasil and Her children. Heimdall is relentless in his servitude and fiercely loyal, feeling his duty to his people in his core. There will always be war; there will always be death - and there will always be Heimdall standing steadfast inbetween. There is no rest for a soldier whose cause is eternal.

heimdall's realm of magic.
Abjuration Magic
Abjuration is a school of magic that protects, blocks, and banishes. Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. You can find a list of Abjuration spells here.

Conjuration Magic
Conjuration is a school of magic that brings creatures or materials to the caster. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). You can find a list of Conjuration spells here.

Power Set Samples
Abjuration:
    Power Set Justification: spells that "ward"
  1. Level One: Blade Ward: Tracing an arcane sigil in the air, you grant yourself resistance to physical damage dealt by weapons; spell effects will still affect you. Damage you receive from physical attacks is lessened for up to four hours.
  2. Level Two: Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for four hours. While the target is within 60 feet of you, they are harder to hit and do not take as much damage from attacks. However, each time the affected creature is injured, you are injured in the same way. The spell ends if you are killed or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell at will.
  3. Level Three: Death Ward: You touch a creature and grant it a measure of protection from death for the next two hours. If the target receives a blow that would normally kill it, they are instead rendered incapacitated for one second, before regaining control of their body and healing small wounds. The spell ends as soon as its effects are triggered or if you cast it on another creature.
Conjuration:
    Power Set Justification: spells that "strike out"
  1. Level One: Ensnaring Strike: The next target you hit with a non-fatal melee attack is suddenly surrounded by translucent, magical vines that appear in the air. The target can dodge their grip and the vines disappear. If they can’t evade their sudden grasp, they remain constrained for 10 minutes as they’re slowly constricted. They can attempt to hack and slash at the vines if they can manage to free a limb or other usable appendage.
  2. Level Two: Conjure Barrage: You throw a weapon or fire a piece of ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 120 foot cone in a direction of your choice up to 20 feet away from you must attempt to dodge or else take large amounts of damage from the weapons. Creatures that cannot dodge run the risk of being impaled and pinned to the ground; if any allies are within the area of the cone, you may exclude them from the effect, though doing so will deplete the number of projectiles. The weapons remain for one hour, and may be pulled from the ground to use.
  3. Level Three: Incendiary Storm: A swirling cloud of smoke shot through with white-hot embers appears in a 20 foot radius sphere centered on a point within 120 feet of you. The cloud spreads around corners and obscures the area it occupies, and lasts for up to an hour if you do not end the spell early. If you choose, the cloud may form a nucleus around you and up to six allies, protecting you and your allies from physical attacks. Any creature that attempts to enter or leave the storm will take large amounts of fire damage.
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.
iustise: (Default)

Lord John Grey - Outlander

[personal profile] iustise 2019-06-08 02:46 pm (UTC)(link)
Player Name: Teresa
Character Name: Lord John Grey ([personal profile] iustise)
Canon: The Outlander Series
School of Magic: Conjuration
Power Set Justification: These spells are essentially "the magical evolution of an English army officer"
Power Set:
Level One: Sword Burst: When he should need the assistance, a momentary burst of spectral blades will sweep around him during battle.
Level Two: Find Greater Steed: Lord John would be able to summon a fey spirit that assumes the form of a loyal, majestic mount -- I am thinking a Pegasus, since he has a lot of experience with battle on horseback. This creature would be able to understand English, communicate with him telepathically, and all other abilities/restrictions mentioned in the link would also apply.
Level Three: Steel Wind Strike: Lord John would be able to strike with a weapon so fast it would appear as though he were to vanish. Covering a distance of 30 feet in the blink of an eye, Lord John will also be able to strike as many as 5 enemies within this single blow as he does.
Edited (changed my mind about level 3 request, my apologies) 2019-06-08 20:22 (UTC)
iustise: (Default)

[personal profile] iustise 2019-06-18 12:07 pm (UTC)(link)
That switch between level two and level three sounds good to me!!

Just so that I am understanding correctly, the pegasus would only be available for an hour at a time. Can he summon it immediately again or is there a waiting period that must be observed? Also it can be controlled in combat, but can it be summoned outside of what would be considered a "combat" situation?

He would discover these things himself as he goes ofc (once he hits level three) but I just wanted to ask myself so we could have it all ironed out from the start.

Thanks so much, mods, I really appreciate it!!
Edited (clarification!) 2019-06-18 12:09 (UTC)
iustise: (Default)

[personal profile] iustise 2019-06-18 10:53 pm (UTC)(link)
Sorry, just want to ask for a little more clarification -- I am assuming you mean three times per day and not three times total (aka ever) but I just want to make sure that is correct before I have him summon it for something dumb and then in fact actually lose one of his three attempts ever or sth lmao

ASSUMING it does mean 3 times per day though I'm good with all of the above!! C:
keybearing: (Friends in our hearts)

[personal profile] keybearing 2019-06-09 01:52 am (UTC)(link)
Player Name: Caprica
Character Name: Sora ([personal profile] keybearing)
Canon: Kingdom Hearts
School of Magic: Abjuration
Power Set Justification: Protecting others. After all, his friends are his power etc. As Sora always says. He can't have those bonds if said friends get killed. Mage Armor is similar enough to early Aero spells being more defensive than offensive in creating a barrier of wind, and Sora has been known to take blows for friends and has helped bring them back, so.
Power Set:
Level One: Mage Armor: Sora can cast a spell to place a magical set of armor on himself/others to reduce damage taken in combat.
Level Two: Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for up to an hour. The affected creature becomes hardier, taking less damage than they would normally, and you suffer the same amount of damage they take.
Level Three: Death Ward: You touch a creature and grant it a measure of protection from death. The first time the affected creature would be knocked unconscious or killed, they revive with a thin breadth of life, and the spell ends.


I'm not sure if there will be a limit regarding how many people he can use Warding Bond/Death Ward to? Actually, or Mage Armor since I know anything that is not a cantrip in D&D has certain limits regarding how many times you can cast spells per day/rest.
keybearing: (Some legends are told)

Sora - Level Two Application

[personal profile] keybearing 2020-01-03 05:35 am (UTC)(link)
Character Name: Sora ([personal profile] keybearing)
Canon: Kingdom Hearts
Level Two Power:

Warding Bond: This spell wards a willing creature you touch and creates a mystic connection between you and the target for up to 1 hour. While the target is within 60 feet of you, they are harder to hit and do not take as much damage from attacks. However, each time the affected creature is injured, you are injured in the same way. The spell ends if you are killed or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell at will.

Activity Requirement:
First Proof: LINK - Nov 22nd - Ivar Ragnarsson ([personal profile] ragnarsson)
Second Proof: LINK - Dec 3rd - Alice Liddel ([personal profile] madcuriosity)
Third Proof: LINK - Dec 3rd - Turgon ([personal profile] hikikomori_king)
Fourth Proof: LINK - 25th Oct - Asterios ([personal profile] beefaroni)
Fifth Proof: LINK - 11th October - Turgon ([personal profile] hikikomori_king)

Written Requirement: Sora has had to figure settling in more, given he's spent more time here than he has any world back home except the Islands. He's made bonds and connections with lots of new friends, and made more connection with some from home he didn't get as much time with given various situations as well. He's fought in the battle against the walkers, and that definitely opened his eyes more on how dangerous things get here and how much more vulnerable he is here in comparison without his usual abilities back home. That's probably been his biggest struggle while here yet, in figuring his new powers and dealing with how much more...I don't want to say he's helpless, because he isn't entirely, but how powerless he feels in comparison to back home even if he still went to fight and still wants to help however he can, even if he might be learning he can't be quite as reckless now as he used to be. Oh, and he also helped introduce some of the Wanderers and probably the natives as well to ice cream! That too. Which is also clearly important to mention. And Christmas. He helped Peter as well, with his ship to try and help figure the idea for harnessing the wind.

He's been practicing his basic training/sparring and continuing to do his best in practicing his new powers to get the hang of Mage Armor as well. Trying to keep himself from getting too rusty with fighting while here. He's also been starting to write down a journal of sorts to take notes of the events that happen during his time here, because of Jiminy back home keeping one, and he feels it will help? Hopefully? To have a record of what is going on in Asgard as well.

(And honestly, if I need to revise/edit or give other links or such, just let me know! I was kinda unsure on which to link that might work best but Sora's been pretty active and out and about, so.)
Edited 2020-01-03 05:36 (UTC)
keybearing: (Is whole and)

[personal profile] keybearing 2020-01-20 03:51 am (UTC)(link)
No worries, no rush. I know ooc things have been hectic and there's been the holidays and all, so it's all good.

As for new threads, let me know if these work?

Event log thread with Chizuru from December

Along with Namine's thread on the October event there. We've been at it since so it's kinda longer (way more than the required five comments.....) but. I hope it helps in having a decent length thread there in figuring his thoughts on things prior to the battle itself. And regarding home/Namine and his time with her here.
beefaroni: (Default)

Asterios | Fate Grand Order

[personal profile] beefaroni 2019-10-09 06:42 pm (UTC)(link)
Player Name: Melissa
Character Name: Asterios ([personal profile] beefaroni)
Canon: Fate Grand Order
Sample Set Selected: Abjuration Set
Any Changes?: Nope, looks good to me!
yiling_laozu: (Side.)

Wei Wuxian | The Untamed

[personal profile] yiling_laozu 2019-10-09 08:19 pm (UTC)(link)
Player Name: Sarah/fahrbot
Character Name: Wei Wuxian ([personal profile] yiling_laozu)
Canon: The Untamed
School of Magic: Abjuration
Power Set Justification: I chose warding for Wei Wuxian's power set, for even though trying to save everyone ultimately brought about his downfall, he's stubborn and still on his bullshit. Each ability builds on levels of protection to those his magic touches.
Power Set:
Level One: Shield: Wei Wuxian can summon an invisible barrier of magical force to shield him and one companion from a single hit, magical or physical.
Level Two: Warding Bond: Wei Wuxian wards a companion or creature he touches and creates a mystic connection between them for the duration of up to an hour. The affected companion/creature becomes hardier, taking less damage than they would normally, and Wei Wuxian suffer the same amount of damage they take.
Level Three: Guards and Wards: Wei Wuxian creates a ward that protects up to 2,500 square feet of floor space that can be up to 20 feet tall, and shaped as desired. The spell can specify unaffected individuals at the time of casting, and generally protects an area with locked doors, fogged corridors, false walls, webbed stairways, and other non-lethal means of slowing an enemies approach.
yiling_laozu: (Default)

[personal profile] yiling_laozu 2020-01-06 04:23 am (UTC)(link)
ooOOOOooo danke!
redarrowqueen: (Default)

[personal profile] redarrowqueen 2019-11-03 06:24 am (UTC)(link)
Player Name: Morgan
Character Name: Thea Queen ([personal profile] redarrowqueen)
Canon: DCTV
Power Set Justification: Mostly inspired by her main skill set and use of archery plus a need to protect those close.
Power Set:
Level One: Inhuman aim. Thea is basically a female Hawkeye and can aim with pinpoint percision. But banking corners is a nightmare.
Level Two: Trick arrows on a dime. Can find and use any kind of trick arrow. Corners are better but she can't find explosive arrows
Level Three: I'm thinking a combo of her 1st two powers which makes both insane aim and trick arrow use. Finally can bank corners but saps her faster.

This took ages to think of so any and all help will be handy!
redarrowqueen: (Default)

Re: REVISIONS

[personal profile] redarrowqueen 2019-12-28 03:51 am (UTC)(link)
Sounds perfect!
redarrowqueen: (Default)

Re: REVISIONS

[personal profile] redarrowqueen 2019-12-28 11:01 pm (UTC)(link)
Thumbs up!
miragesplitkey: (Default)

[personal profile] miragesplitkey 2019-11-13 01:06 pm (UTC)(link)
Player Name: button
Character Name: Riku ([profile] duskx)
Canon: Kingdom Hearts
Sample Set Selected: Abjuration Set
Any Changes?: ---
trafficreport: (Default)

[personal profile] trafficreport 2020-02-16 05:32 am (UTC)(link)
Player Name: Zero
Character Name: Jet Star ([personal profile] trafficreport)
Canon: The True Lives of the Fabulous Killjoys
School of Magic: Abjuration
Power Set Justification: I did my best to select a primarily defensive spell set that would focus on protection of others rather than simply Jet himself, since that's the core to his character. He works best within his team and by extension, in conjunction with others, and consistently puts "greater" needs above his own. This is also a spellset that's meant to suit his vigilance and paranoia.
Power Set:
Level One: Alarm: Jet sets an alarm against unwanted intrusion upon a door, window, or area no larger than a twenty-foot cube. The spell lasts for eight hours, and will alert Jet if anyone touches or enters the warded area. If this occurs, a mental alarm will ping him in his mind if he is in within one mile of the warded area, and will awaken him if he's sleeping.
Level Two: Warding Bond: Allows Jet to form a mystical bond with a willing target for up to one hour. As long as they remain within a sixty foot radius of Jet, they are harder to hit and get some slightly reduced damage from attacks. Injury sustained by the target will also affect Jet in the same way.
Level Three: Antilife Shell: A shimmering barrier extends out from Jet in a 10-foot radius and moves with him, remaining centered on him and protecting up to five others. Physical objects, energy, and spells cannot pass through this barrier whether in or out. This barrier lasts for five minutes.
trafficreport: (Default)

[personal profile] trafficreport 2020-03-01 08:51 am (UTC)(link)
Nah, I'm fine with reskinning it into a Barrier spell as needed! I'm easy
hei_pao_shi: (Default)

Shen Wei | Guardian

[personal profile] hei_pao_shi 2020-02-28 10:06 pm (UTC)(link)
Player Name: Sarah/fahrbot
Character Name: Shen Wei ([personal profile] hei_pao_shi)
Canon: Guardian
School of Magic: Conjuration
Power Set Justification: Spells that teleport, Shen Wei's preferred method of travel in canon
Power Set:
Level One: Misty Step: Briefly surrounded by silvery mist, Shen Wei can teleport up to 30 feet to an unoccupied space within view.
Level Two: Thunder Step: Similar to Misty Step, but with damage and a carry-on! She Wei can teleport to a visible, unoccupied space within 90 feet. In his wake, a thunderous boom sounds, and each creature within 10 feet of that space takes damage. Shen Wei can bring along objects or a creature within five feet of him as long as he can carry them.
Level Three: Steel Wind Strike: Shen Wei flourishes his glaive and then vanishes to strike like the wind, making a melee spell attack against up to five people/creatures/objects that he can see within 30 feet. He can then teleport to a visible, unoccupied space within 5 feet of one of the targets.

wayoftheweird: (Default)

Stephen Strange | Marvel comics

[personal profile] wayoftheweird 2020-05-06 10:56 pm (UTC)(link)
Player Name: Kara
Character Name: Stephen Strange ([personal profile] wayoftheweird)
Canon: Marvel comics
School of Magic: Conjuration
Power Set Justification: Summoning weird shit
Power Set:
Level One: Find Familiar: Stephen will be able to conjure a familiar, which he will be able to communicate with telepathically, and see and hear what it hears. Because it can't attack or defend it will probably be more or less useless in combat, so the loss of Stephen's magic and now only having access to conjuring a weird pocket dimension animal will just further frustrate Stephen (and amuse me).
Level Two: Summon Aberrant Spirit: Stephen can conjure either a Beholderkin, Slaadi, or Star Spawn depending on his mood. How creepy is he feeling that day? They'll be friendly with him and his friends and will follow his commands, can attack who he tells it to, and defend him if no command is given.
Level Three: Conjure Elemental: This time Stephen can summon an elemental spirit depending on what element is present that he chooses, for instance a fire creature from a nearby bonfire. However, unlike the aberrant spirit, if Stephen's concentration is broken the elemental will escape his control and could attack him. Oops.