Forms:
Additional Forms will be added as you create them. Anyone can draw from this list, so keep that in mind when making new Forms.
Warrior
The Warrior wears heavy leather clothing and light armor, carries a large sword and gives boosts to strength and stamina. Can channel his sword strength into strikes with attached elemental damage or temporary disabilities. This Form is geared toward beating a foe down and keeping him there.
-Elemental Blade (a sword strike with an elemental flavor to it, element of attack is determined by user)
-Disable Blade (inflicts one of several conditions on victim including Blind, Poison, Sleep, Stun, Slow, Confuse, Mute [disables magic], and Zombie [causes victim to be damaged by white magic and other healing techniques other than those specifically designed to counter the condition], condition inflicted is determined by user)
-Enhanced strength^, agility^, durability^, stamina^
Has no long range capabilities or specific resistances. Very limited magical resources, forcing them to use their combat powers sparingly.
Basic Form
Tactician
Unlike the warrior, the tactician uses a more modestly sized sword, representing his role as more of a guiding hand than one who charges to the front line. The tactician is one who others on the battlefield look to for guidance. A tactician is able to notice weaknesses in his enemy and strike decisively to shut down a fight as soon as possible. In addition to the ability of a warrior, the tactician provides a circumstantial bonus to the fighting ability of allies who can see and hear him, as well as boosting their strength and stamina. The tactician always seems to have a considering look on his face, and appears dressed in the garb of one who has attained at least more military rank than your average grunt.
Form Abilities:-Elemental Blade (a sword strike with an elemental flavor to it, element of attack is determined by user)
-Disable Blade (inflicts one of several conditions on victim including Blind, Poison, Sleep, Stun, Slow, Confuse, Mute [disables magic], and Zombie [causes victim to be damaged by white magic and other healing techniques other than those specifically designed to counter the condition], condition inflicted is determined by user)
-Enhanced Ally's strength^, agility^, durability^, stamina^ within 10 feet.
-Quick thought (A tactician has the ability to come up with fairly elaborate plans on the fly)
Form Weaknesses: The blade abilities are comparatively weaker than that of the base form warrior. Also suffers from decreased strength and stamina, making the tactician less ideal for the front lines.
Form Speciation: Warrior -> Tactician
Gunner
The Gunner wears lightweight clothes with a stylistic flair, carries dual pistols, and gives bonuses to hand eye coordination and speed. This Form focuses on dishing out rapid shots in a short time to either a single target or as many targets as possible while bypassing certain defenses. These may not do a lot of damage, but that's why there's a lot of them.
-Rapid Shot
-Aim (boosts accuracy)
-Multi Target
-Charge Shot
-Precision Shot (gets pass defenses by finding and exploiting weaknesses)
-Increased speed^, hand-eye coordination^, accuracy^
Low durability and stamina and no built in melee abilities.
Basic Form
Thief
Wears thin, formfitting clothes for maximum maneuverability. Carries a pair of knives while giving boosts to reflexes and precision. This Form's strength is in taking advantage of small, specific weaknesses to trip up enemies while robbing them silly rather applying any sort of force.
-Steal
-Borrowed Time (places victim in stasis for several moments, contact necessary)
-Trip Up
-Scan (analyzes enemy to detect abilities and weaknesses, success determined by enemy resistance)
-Increased agility^, speed^, reflexes^
Low stamina and strength, no long range abilities.
Basic Form
Black Mage
A large brimmed pointed hat, robe and a short staff are donned by one who uses the Black Mage Formsphere. Bonuses to magical power and resistance are given, which amplifies the variety elemental spells that they wield and can cast fairly quickly.
-Spell (Low level elemental spell)
-Spellra (Medium level elemental spell)
-Spellga (High level elemental spell)
-Disable Spell (Inflicts a disability like the Warrior's Disable Blade)
-Increased magic power^, magic resistance^
Fragile, no close range abilities.
Basic Form
White Mage
White Mages wear white, hooded robes trimmed with red and carry a short staff. They are THE person to go to when in pain. Note that this form CANNOT bring back the dead.
-Heal
-Cure (removes artificially inflicted disabilities)
-Revive (revives an unconscious person character)
-Increased magic power^, magic resistance^
Fragile, no inherent offensive capabilities.
Basic Form
Summoner
This is a special type of mage. Rather than casting spells, they put their resources into bringing special creatures, or summons, into battle. Summons come in many shapes and forms, but most are extremely useful. Any summoning Form is a speciation of this Form. They wear long, billowing, ornate robes and carry a wide range of materials and devices for summoning. They can use most types of summoning magic and tech but only on a basic level.
-Summon
-Magic drain resistance^
Vulnerable to all damage, no abilities other than to summon.
Basic Form
Spectre
A jack of all trades between technology manipulating powers, telekinetic biotics and a variety of high tech firearms. Wears energized full body armor.
-Submachine Gun
-Heavy Pistol
-Overload (see Engineer)
-Pull (See Adept)
-Energized Armor^ (excellent [but breakable] protection from projectiles and limited protection against melee attacks, recharges after a short time if destroyed)
-Above average accuracy^
Extremely limited at close range, vulnerable to magic.
Basic Form
Soldier
This evolution of the Spectre Form focuses to become an expert with firearms. This is traded for the Spectre's initial abilities in tech and biotics. Soldiers solve their problems through sheer firepower.
-Submachine Gun
-Heavy Pistol
-Shotgun
-Sniper Rifle
-Assault Rifle
-Incendiary Ammo (applied to a firearm to make their shots of the fire element and wear down armor)
-Cryo Ammo (applied to a firearm to make their shots of the ice element and can snap freeze an enemy for a few seconds)
-Disruptor Ammo (applied to a firearm to make their shots of the lightning element, disrupts tech based shields like those worn by Forms of the Spectre family)
-Concussive Shot (a high impact projectile that is very loud and bright)
-Adrenaline Burst (super boosts your reflexes for a few seconds, making time seem to slow down, gives a boost to gunfire damage)
-Energized Armor^ (excellent [but breakable] protection from projectiles and limited protection against melee attacks, recharges after a short time if destroyed)
-High accuracy^
-Limited at close range (countered by shotgun), vulnerable to magic.
Spectre->Soldier
Adept
Adepts are masters of biotic techniques, special telekinetic abilities revolving around the manipulation of mass effect fields. While Adepts lack the raw firepower of a Soldier or the precision of an Engineer, none can match them for the ability to take on many foes simultaneously.
-Submachine Gun
-Heavy Pistol
-Pull (levitates enemies, suspending them as if in zero gravity flinging them somewhat)
-Throw (launches an enemy forcefully backwards through the air)
-Warp (reduces armor, shields and barriers and deals decent damage)
-Singularity (a remotely set trap that suspends multiple nearby enemies like Pull and draws them back toward the trap)
-Shockwave (creates a line of concussive blasts extending in front of the user)
-Energized Armor^ (excellent [but breakable] protection from projectiles and limited protection against melee attacks, recharges after a short time if destroyed)
-Above average accuracy^
Extremely limited at close range, vulnerable to magic.
Spectre->Adept
Engineer
Focusing on the technology manipulation aspect of the Spectre, the Engineer strips away enemy defenses, leaving them vulnerable for further attacks. Overall, the Engineer may not have the wide area biotics or guns that their Adept and Soldier cousins, but they are extremely tactical in their fighting and the absolute go-to for precision strikes. No one is better at taking out and generally running circles around electrical foes.
-Submachine Gun
-Heavy Pistol
-Overload (an electrical blast for taking out energy shields like those used by Spectre based Forms or mechanical foes)
-Incinerate (a fiery attack for annulling armor)
-Cryo Blast (an icy power meant to momentarily snap freeze a foe)
-AI Hacking (allows the Engineer remote access to a Tech-based enemy, who then promptly turns against his former allies with an added shield boost that lasts as long as the hack)
-Combat Drone (seeks out enemies behind corners and walls and zaps them with a shot of electrical energy, the Combat Drone will explode if killed, damaging everything within 5 feet of its death)
-Energized Armor^ (excellent [but breakable] protection from projectiles and limited protection against melee attacks, recharges after a short time if destroyed)
-Above average accuracy^
-Extremely limited at close range, vulnerable to magic.
Spectre->Engineer
Vanguard
The Vanguard is a blend of the Adept and Soldier, drawing on weapons and biotics training for a unique flavor of combat. Their Charge ability combined with their biotics and shotgun make for the only truly close range combatant of the Spectre group.
-Heavy Pistol
-Submachine Gun
-Shotgun
-Incendiary Ammo
-Cryo Ammo
-Pull
-Shockwave
-Charge (creates a biotic field around the user for a spectacular dash over terrain gaps and through obstacles to collide with a distant foe or escape a treacherous situation)
-Energized Armor^ (excellent [but breakable] protection from projectiles and limited protection against melee attacks, recharges after a short time if destroyed)
-Above average accuracy^
Slightly limited at close range, vulnerable to magic.
Spectre->Vanguard
Sentinel
Drawing on the Adept's Throw and Warp abilities and the Engineer's Overload and Cryo Blast techniques makes the Sentinel an extremely versatile Form. These combined with the unique Tech Armor power, which gives your shields an enormous boost and gives off an enemy dispersing blast upon depletion, make for a guy who can own a battlefield when crossed.
-Heavy Pistol
-Submachine Gun
-Throw
-Warp
-Overload
-Cryo Blast
-Tech Armor (gives your shields an enormous boost and gives off an enemy dispersing blast upon depletion)
-Energized Armor^ (excellent [but breakable] protection from projectiles and limited protection against melee attacks, recharges after a short time if destroyed)
-Above average accuracy^
Extremely limited at close range, vulnerable to magic.
Spectre->Sentinel
Infiltrator
The Infiltrator is a hands off combatant, picking off enemies not only from a safe distance, but also taking them completely unawares. It is also good at manipulating and stripping down a foe and taking advantage of weaknesses, in preparation for that final shot.
-Heavy Pistol
-Submachine Gun
-Sniper Rifle
-AI Hacking
-Incinerate
-Cryo Ammo
-Disruptor Ammo
-Tactical Cloak (makes the user temporarily invisible)
-Energized Armor^ (excellent [but breakable] protection from projectiles and limited protection against melee attacks, recharges after a short time if destroyed)
-Above average accuracy^
Extremely limited at close range, vulnerable to magic.
Spectre->Infiltrator
Misting
Mistings can ingest a type of metal in and can burn it to activate a certain power. A certain amount of metal is bestowed on the Misting upon activating the Form, but cannot be replenished for at least six hours unless the user ingests the desired metal, thus making it profitable to keep these metals on their person.
Metals and their powers. A Misting Formsphere uses ONE of these.
-Iron - Pulls metals toward the user.
-Steel - Pushes metals away from the user.
-Tin - Heightens senses.
-Pewter - Increases strength and balance and dulls pain.
-Zinc - Increases emotions in a person of the user's choosing.
-Brass - Diminishes emotions in a person of the user's choosing.
-Copper - Hides the use of abilities within a certain radius from those using detection abilities like...*
-Bronze - Detects abilities used nearby, whether they be magical, scientific, natural or technologically based.*
-Chromium - Immediately depletes the source of any foes abilities until they can be replenished.*
-Nicrosil - Supercharges the abilities of someone they are touching for a brief flash, expending all of that power's source until it can be replenished.*
-Aluminum - Flushes metals out of the user's system along with negative status effects such as poison or artificially induced blindness.*
-Duralumin - Supercharges any ability used in conjunction with Duralumin for a single brief flash, depleting the source of that ability's power until it can be replenished.*
-Cadmium - Allows the user to "pull" on time in a bubble around them, slowing it down, thus making it seem that everything outside the bubble is moving much faster.
-Bendalloy - Allows the user to "push" on time in a bubble around them, speeding it up, thus making it seem that everything outside the bubble is moving much more slowly.
-Gold - Allows the user to see an alternate version of themselves, calling on an another of their Forms to assist them.*
-Electrum - Allows the user to see their own immediate future, annulling an Atium Misting's effect on them and heightening their reflexes.
-Atium - Allows the user to see the immediate future and process the information for a dramatic increase in their battle effectiveness.
-Malatium - Allows the user to see an alternate version of another person, calling on that Form to assist them in battle.*
Relies on their metal sources, only one ability can make their application limited.
Basic Form
Mistborn
Wears a long cape made of many strips of semi-transparent cloth. Combines the powers of every Misting type.
Relies on their metal sources, vulnerable to long range attacks and magic.
Misting->Mistborn
Chemist
Chemist's can store a certain aspect of themselves in a piece of metal, reducing it while storing, and tap into that stored ability at a later time. The Form is already equipped with metals of the needed type.
What a Chemist can store in a type of metal. A Chemist Formsphere uses ONE of these.
-Iron - Physical Weight
-Steel - Physical Speed
-Tin - Senses
-Pewter - Physical Strength
-Zinc - Mental Speed
-Brass - Physical Warmth, making the user immune to water and ice based attacks, storing it makes them immune to fire and lightning based attacks*
-Copper - Memories, allowing them to recreate any ability they have witnessed and have stored the memory of*
-Bronze - Wakefulness, making the user immune to inflicted effects such as blindness and poison*
-Gold - Physical Health
-Atium - Youth, allowing the user to replenish the source of their various abilities such as magical power and metals*
Relies on their metal sources, one ability makes their application limited.
Basic Form
Keeper
Wears many metal accessories and a robe. Combines the powers of every Chemist type.
Relies on their metal sources, vulnerable to magic or long ranged attacks.
Chemist->Keeper
Kandra
Has the power to disguise themselves as different people, they also have two metal spikes embedded in their shoulders that give them abilities.
Metals and their abilities, a Kandra Formsphere will use ONE of these:
-Iron - Exceptional strength and stamina, comparable to a Warrior, though without the skill to use it properly without training^
-Tin - Enhanced senses^
-Zinc - Enhanced emotional fortitude, increasing resistance to magical damage^*
-Copper - Enhanced mental fortitude, increasing resistance to physical damage^*
Can be manipulated by someone exceptionally skilled with either the Zinc or Brass Misting types, can be disabled by removing either or both of the spikes in their shoulders.
Basic Form
Inquisitor
Combines all of the Kandra abilities, minus the impersonation ability, but adds the abilities of the Iron, Steel, Copper and Bronze Misting types and the Iron, Steel, Zinc and Gold Chemist types. Wears robes. Has steel spikes instead of eyes and inserted into his back.
Relies on metal sources for Misting and Chemist abilities, removing any of its spikes can immediately disable them, can be controlled by one exceptionally strong with the Zinc or Brass Misting types, does not see conventionally, sensing metals with his Iron and Steel Misting powers to see.
Kandra->Inquisitor
Bladesinger
The user's clothes change to soft, laced knee-high boots and the long cloth sheets wrapped around the body, the coloration and cut vary between each spheremorph. Three sheathes of long-knives on a belt wrap around the waist or arms of the spheremorph. This is a combat form, though the knives (called tones) can be applied to other situations.
Form abilities:
-Increased strength and healing factor, but not superhuman.
-It has silk armor that is highly resistant to many forms of damage such as electrical, cold and fire.
-First Tone is Acid
-Second Tone is Sonic
-Third Tone is Infection
Form weaknesses:
-Users gain a kind of immortality mentality when using the power, fatal injuries are still fatal.
-dropping or throwing the knife results in it fading away and appearing in it's sheathe.
-attempting to draw a second knife causes the first to fade away and appear in it's sheathe.
-The armor cannot entirely prevent injury
Basic Form
Melodic Bladesinger
The user's clothes change to soft, laced knee-high boots and the long cloth sheets wrapped around the body, the coloration and cut vary between each spheremorph. Six sheathes of long-knives on a belt wrap around the waist or arms of the spheremorph. This is a combat form, though the knives (called tones) can be applied to other situations.
Form Abilities:
-Knives can be thrown
-Increased strength^(this marks passive abilities) and healing factor^, but not superhuman.
-Silk armor resistant to electrical^, cold^ or fire elemental damage^.
-First tone is Pain
-Second tone is the dominant aspect of the user's personality; e.g. a quiet person would get Silence as the Tone while a lustful person would get Charm.
-Third Tone is Damnation; it inflicts damage directly to the victim's soul
Form Weaknesses:
-User's gain a kind of immortality mentality when using the power; however, this is all in their heads. fatal injuries are still fatal.
-Damage dealt by the Third Tone is also dealt to the user.
- The armor cannot entirely prevent injury
Bladesinger->Melodic Bladesinger
Smokebraider
The clothing of the smokebraider consists of simple leather tunic and leggings. The Tunic is covered with pockets filled with many sweet smelling powders and incense sticks. A cloth belt wraps around the waist with a small pouch containing matches. Wields a tall, thin, purple colored candle. When held, the candle creates a large cloud of white smoke that extends outward 15 meters. The smoke actively attempts to enter the nose and mouth of anyone within that radius except for the candle-holder, which it avoids.
Form abilities:
-It creates illusions based on a general image supplied by the one who holds the candle's thoughts such as a wild animal or dangerous criminal or blank spot.
-It causes nausea in anyone who breathes the fumes.
Form weaknesses:
-details of the hallucination cannot be specified
-only affects biological beings
-dropping or losing the candle ends the effect
Basic Form
Smoke Twist
The clothing of the Smoketwister consists of simple leather tunic and leggings. The Tunic is covered with pockets filled with many sweet smelling powders and incense sticks. A cloth belt wraps around the waist with a small pouch containing matches.
Wields a tall, thin, purple colored candle. When held, the candle creates a large cloud of white smoke that extends outward 15 meters. The smoke actively attempts to enter the nose and mouth of anyone within that radius except for the candle-holder, which it avoids.
Form abilities:
-the smoke congeals into a solid form upon the mental command of the candle-holder; this causes the victim to asphyxiate until unconsciousness.
Form weaknesses:
-this form cannot kill, once the target is unconscious, the smoke fades from their lungs.
-this form only affects biological beings
-dropping or losing the candle ends the effect
Smoke Braider->Smoke Twist
Radiant
The paladin appears like a valiant warrior in a steel breasplate, and seems to give off a faint light when viewed from the right angle. The radiant loses the special sword techniques of the warrior, and in its place gains a variety of holy-powered martial abilities.
Form Abilities: Touch of healing - The touch of healing allows a radiant to heal wounds on the touched individual, however, takes a toll on the paladin himself. When a radiant uses this, he immediately takes a wound similar to the ones healed, but about half in severity. As such, healing a truly mortal wound with this ability will cause the radiant to require several weeks of bed rest and plenty to eat.
Holy strike - By calling down the powers of the light, the radiant empowers a single attack against his foe. This strike deals holy damage.
judgement - By calling down the judgement of any deity, power, or cause the radiant follows, he may attempt to magically blind, deafen, bind, or mute any one person or creature within 5 feet who actively opposes that power.
last stand - By drawing in more powers of light than should be held by any mortal, the radiant can turn himself into a near-divine being. For a period of 5 minutes, the radiant gains greatly increased strength, stamina, durability, and agility, and every strike of his counts as if he has used his holy strike ability. After the time period for this ability expires, the radiant immediately falls to the ground unconcious and dying. If he does not receive any form of fast-acting healing (magical or otherwise) within 2 minutes, the radiant dies and his body crumbles to dust.
increased strength^
Form Weaknesses: Has no long range capabilities. Due to their overzealousness and bravery, anytime a radiant initiates some sort of conflict he is unable to flee, and as such must continue to fight until he is either victorious (through the enemy's defeat or surrender) or until he is otherwise rendered unable to fight back.
Warrior -> Radiant
Champion
The champion appears like a valiant knight clad in steel, and wears ornate armor of a burnished gold. Their Martial prowess receives a substantial increase, leading them to be a powerful opponent in one on one combat. The Champion uses a overly large, heavy set war hammer as his weapon.
Form Abilities:Holy strike - By calling down the powers of the light, the radiant empowers a single attack against his foe. This strike deals holy damage.
Lay on hands - By the mere act of laying his hands upon the wounded, sick and dying, the champion has the ability to heal wounds and cure diseases. This ability may only do one or the other, not both, at any given time. Doing this, however, takes a toll on the champion. Using this ability causes a temporary decrease to stamina that cannot be healed outside of resting. When used to cure wounds, this ability will close all wounds, mend bones, and otherwise reverse what ails you. When used to cure diseases, this ability can cure natural diseases, and inflicted statuses of a magical nature (such as blindness, or fatigue), but cannot cure equal statuses of a natural nature (natural blindness, fatigue from heavy work)
Ally protection - The champion is also very adept at protecting allies, allowing them to be able to spare their friends anguish by allowing the immediate transferal of wounds from any friends nearby (within 10 feet) to the champion. This can only be done at the moment the wound is received, and not afterwards.
increased strength^
increased stamina^
Form Weaknesses: Has no long range capabilities. Due to his overzealous bravado, The champion may freely flee or surrender from a fight, however, doing so causes the champion to suffer from decreased strength, agility, durability, and stamina for a period of one week, or until his next victory, whichever comes first. This weakness affects you regardless of what form you are currently in.
Warrior -> Radiant -> Champion
Geass
Code Geass (anime)
Activation of the Geass is visually represented by the manifestation of a bird-like red sigil on one or both of the spheremorph's eyes. This Form is best suited for espionage, assassination, sabotage, and diplomatic missions. This form does not change the spheremorph's physical or mental abilities.
Form Abilities:
-Limited mind control, spheremorph to plants commands within a person's mind through voice.
-Memory loss, either as a command to forget or as a side-effect to the Geass (see below).
Form Weaknesses:
-It only works on a specific person once, unless the effects of the Geass are removed.
-It requires direct eye contact, you need to see the whites of their eyes and you need to issue auditory commands and you need to maintain eye contact.
- You can't control large groups at once or through video.
-it doesn't work if the target can't understand you.
-The Target forgets the entire event after carrying out the commands.
-mirrored contact lenses or sunglasses block the Geass, but regular glass doesn't.
Basic Form
Shaman
Mercedes Lackey and James Mallory's Obsidian & Enduring Flame Trilogies (book)
Both sorts of Wildmage start out as a Shaman, helping the people of the Nexus. Aside from the Spheremount and associated equipment, Shamans look no different from a normal person. They carry one or two extremely sharp daggers (per preference), and of course have sheathes for them.
-Fire starts a fire in combustible materials, acts like normal fire once summoned.
-Coldfire creates a wispy ball of blue light that reacts to the Shaman's will.
-Finding requires a few drops of the Shaman's blood to be burned as a reagent, incurs Mageprice
-Dagger proficiency^
Shamans aren't very durable, though they can do some serious damage with their daggers.
Basic Form
Shaman -> Knight-mage (tactics, battle powers, no spells gained), Shaman-> Wildmage (can cast any spell the GM will allow, plus Mageprice.)
Cartoonist
Description: Has a variety of drawing implements, from colored pencils to crayons to markers. Cartoonists wouldn't be caught dead drawing anything in black and white. Also possesses a sketchbook which is as long as his off-side forearm (for right-handed folks, it's as long as your left arm). This fits comfortably in the Cartoonist's grip, between her off-hand and the elbow of the same arm, so he needs nothing to draw but his pencils/markers/crayons and sketchbook. Cartoonists are all about imagination, not reality.
Clothing: Cartoonists gain some way to carry their drawing implements so they can easily access them. This varies from Spheremorph to Spheremorph. Other than that, Cartoonists look very similar to Baseline.
Abilities: Cartoonists draw creatures, and from those drawings summons allies. A Cartoonist's imagination is her most potent weapon, especially when combined with her skill at drawing. Once a drawing is signed and dated, the creature becomes real, crawling out of the page and emptying it for new drawings. The more detailed a creature, the stronger it is when summoned and vice versa. Size is also a factor: creatures which fill a sketchbook page will be larger than those that merely take up a corner, but no creature will exceed the size of a sketchbook page. Multiple creatures can be drawn on one page, but once signed and dated they all function as one unit (think Pokemon, Dugtrio or Magneton).
-Drawing Summon
-Quick Sketch
For an example of what would be the strongest creatures a Cartoonist could draw, see here: http://dft.ba/-pokerap
Weaknesses: Cartoonists can't see shading like normal people; they only see large differences in color, like a shift from red to orange. Because drawing a strong creature takes a while, Cartoonists typically don't get into direct confrontation without a lot of preparation. A typical Cartoonist will have at least three-score pre-drawn creatures in his sketchbook, just waiting for a signature. All coloration of creatures must stay within some kind of boundaries, and all boundaries must be filled, otherwise creatures won't summon, they'll just sit there, waiting to be completed. A Cartoonist can only summon of to five pages worth of monster, but most things can be taken care of with only one or two. If a Cartoonist draws a creature that exists in reality, then it will not be summoned once signed and dated, but will instead burn its outline onto that page of the sketchbook, rendering the page useless.
Form Speciation: Evolved. Summoner -> Cartoonist
Scribbler
Description: Has an array of different pencils, all black but varying in graphite hardness. Harder graphite makes sharper, lighter lines; softer graphite makes blurry, dark lines. Also possesses a sketchbook which is as long as his off-side forearm (for right-handed folks, it's as long as your left arm). This fits comfortably in the Scribbler's grip, between her off-hand and the elbow of the same arm, so he needs nothing to draw but his pencils and sketchbook. Also gains a pencil sharpener. For keeping pencils sharp.
Clothing: Loose shirt, arm warmers and fingerless gloves, stylish glasses. the longer a Spheremorph has a Scribbler Formsphere, the thicker the glasses get. A belt holds the pencil case and sharpener.
Abilities: The Scribbler is a master of the pencils. In the Scribbler's sketchbook, the world is captured: a Scribbler can draw a scene from life, completely accurately, and through his art alter it. This only affects the actual environment, never people or monsters. To affect a scene, a Scribbler must first capture it in his sketchbook in exacting detail. It must fill the page in the sketchbook, and encompass everything a Scribbler can see from a given point. Once the scene it captured, the Scribbler must sign it (either with a real signature or shorthand of some sort) and date it; it is only at this point that a Scribbler's powers really come into effect. Once signed and dated, the Scribbler can alter his artwork and those changes will be reflected in reality. A sketch can be prepared long in advance before it is used, but Scribblers must be wary: if their initial artwork isn't accurate, none of the changes they make will take hold. Add a door to a blank wall or remove a door from a wall, add flying daggers to a scene or remove the very ground from under his opponent's feet, all this is possible for a Scribbler. When signed and dated, Scribbler sketches begin to fade away from the page, until the page is clean of all graphite and ready to be used once more. Once a Scribbler has signed and dated a sketch, she has about five hours to make any changes before the picture is completely faded.
-Scene Capture
-Sketch Alteration
-Artistic Tone Sense^ (think Warbreaker, Third Heightening, but a Scribbler sees it all in greyscale)
Weaknesses: Scribblers are colorblind. They literally cannot see any variation in color beyond the black/white value. In addition, because of the way their abilities work, Scribblers need a lot of prep time before any sort of confrontation. Because they cannot alter people or monsters directly, Scribblers prefer to lay traps in their pictures and lure opponents into them. A typical Scribbler has hundreds of pictures in his sketchbook, unsigned and undated, of the area around his or her home base. Because of the exacting specifications that sketches must be drawn to, Scribblers also typically avoid drawing anything with the sky in it, since the sky is so mutable.
Form Speciation: Evolved. Summoner -> Cartoonist -> Scribbler
Leech
Leeches are an alternate evolution of Chemists, and can take their attribute from anyone. Benevolent Leeches take from those willing to give and give out their attribute to those in need, but too many Leeches are indiscriminate in who they rip power from.
Clothing: Leeches, like Chemists, gain some amount of metal in which to store their attribute. Other than that, they are very inconspicuous.
Abilities: Leeches can only store one attribute, but they store other people's attributes instead of their own. Leeches modulate how much they take from their target, either being kind and only depleting the target a little for a limited time or Ripping all of an attribute out of someone, leaving them without it for the rest of their natural lives. The trade-off is that Ripping power from a target doesn't grant the Leech as much power as taking it gently over a period of time would. Leeches can, and in some cases do, give out their stored attribute to others, but this is far from the norm.
-Iron - Physical Weight - Ripping: leaves the target weightless.
-Steel - Physical Speed - Ripping: leaves target stuck in one place, unable to move.
-Tin - Senses - Ripping: leaves the target blind, deaf, insensitive to touch, unable to smell, or unable to taste, depending on which attribute is being Ripped.
-Pewter - Physical Strength - Ripping: leaves the target with no muscle power at all, effectively frozen in place.
-Zinc - Mental Speed - Ripping: leaves the target unable to move beyond their current thought, effectively making someone a vegetable.
-Brass - Physical Warmth, tapping makes the user immune to water and ice based attacks, storing it makes them immune to fire and lightning based attacks - Ripping: makes the target immune to fire and lightning, but extremely vulnerable to water and ice. Drinking a glass of water is an excruciating act for someone Ripped by a Brass Leech.
-Copper - Memories, allowing them to recreate any ability they have witnessed and have stored the memory of - Ripping: leaves the target without any memory, unable to remember how to speak, what their name is, or who they are. Effectively makes a newborn out of an adult.
-Bronze - Wakefulness, making the user immune to inflicted effects such as blindness and poison - Ripping: leaves the target in a permanent state of sleep from which they are unable to wake.
-Gold - Physical Health - Ripping: kills the target. Painfully.
-Atium - Youth, allowing the user to replenish the source of their various abilities such as magical power and metals - Ripping: target ages as the power is Ripped from them, leaving them a withered husk that will die two hours after the Rip is completed.
Weaknesses: physical contact is a must for a Leech's abilities to work on others. Ripping an attribute does take some amount of time, usually a few seconds, as the Leech must start to store the attribute before taking it all away. Storing an attribute from a Spheremorph does not have the same effect as it does on a normal human; if an attribute is Ripped out of an in-Form Spheremorph, then that Form is depleted of the attribute for approximately six hours, but other Forms are unaffected. Attribute recovery can be sped up by spending time out of the depleted Form. If a Spheremorph is Leeched in Baseline, they can recover by shifting into a Form for a few hours. There is no Keeper-Leech Form for Leeches to evolve into. (it would just be way too strong.)
Chemist -> Leech
Sailor
The sailor is usually garbed in a loose fitting shirt and breeches, either sandals or barefoot. However, some sailor forms also take on a harsh, militaristic formal dress style. Regardless of physical appearance, the sailor has a great knack for sailing.
Abilities: True North^ - A sailor always knows which direction is true north, even if he is otherwise disoriented or lost.
Navigator - A sailor rarely ever loses his way. Luckily, for times when he does, he is also an expert navigator. Using nothing more than a keen eye and the stars in the sky, a sailor can discern their approximate location and heading. This knowledge is based entirely off of what the sailor actually knows in terms of locations. In a totally unfamiliar area, the best that could be obtained through use of this ability is how many miles and to what direction from the nearest known location the sailor is. This ability requires a clear night sky to use.
Memorize map - A sailor only needs to barely a glimpse a map and has immediately committed to memory its contents.
Sea legs^ - A sailor is an expert when on any body of water. Simply being on any vessel that uses water as its mode of transportation gives the sailor increased dexterity^, stamina^, and strength^, and an almost infallible equilibrium. A sailor never stumbles, trips, falls, or has any trouble otherwise keeping himself upright and stable regardless of how violently the object he is standing on is rocking. Inclines greater than a 45 degree incline will still cause a sailor to lose his balance even with this ability.
Sea worthiness^ - A sailor is the master of operations on any sea-going vessel. As such, a sailor automatically knows how to operate, pilot, maintain, and use every facet of any sea-faring vehicle.
Form Weaknesses: Dry land. A sailor on try land loses all benefits of being a sailor except memorize map, navigator, and true north.
Baseform
Buccaneer
Unlike a sailor, a buccaneer is adapted to a life of pillaging, plunder, and pirating on the high seas. A buccaneer is usually dressed in gaudy colored baggy clothing and stout leather boots.
Abilities:
Sea legs^ - A Buccaneer is an expert when on any body of water. Simply being on any vessel that uses water as its mode of transportation gives the buccaneer increased dexterity, stamina, and strength, and an almost infallible equilibrium. A Buccaneer never stumbles, trips, falls, or has any trouble otherwise keeping himself upright and stable regardless of how violently the object he is standing on is rocking. Inclines greater than a 45 degree incline will still cause a sailor to lose his balance even with this ability. Unlike the sailor's version of this, the buccaneer retains this ability on dry land when going ashore for any form of pirate business as dictated by the ship's captain. They retain this ability until the job is completed (including any get away necessary) or a period of 2 weeks, whichever is shorter.
Two-timer^ - A buccaneer has grown adept at a certain fighting style. When using a pistol of some sort in one hand and any variety of sword in the other, the buccaneer gains increased accuracy with the pistol and increased reflexes with the sword when attacking or parrying. This ability applies on land or at sea, but the bonus is greater at sea.
Master Rigger^ - Anytime a buccaneer is tied, bound, or otherwise finds himself in bonds, he can escape from it as easily as if they weren't on him at all. Only specialized restraints are exempt from this. Conversely, any knot, rigging, hoop, loop, or bond made with rope by a buccaneer can only be undone by another buccaneer, exempting outright breaking the rope.
Drink like a demon - A buccaneer is also a master of having a good time. The capacity for drinking of a buccaneer is doubled what it was previously. Drinking also seems to have the curious effect of increasing his ability as well. Every drink adds a small portion of strength and stamina to the buccaneer for as long as the intoxication effect lasts. This ability applies at sea or on land.
Form Weaknesses: Dry land. Unlike the sailor, however, the buccaneer doesn't lose any abilities when on land (though any interactions with land particular to that ability remain in effect), but instead has the unfortunate affect of lowering the the buccaneer's strength and stamina as long as the buccaneer remains on land. Exemption: Any buccaneer going to land at behest of his captain for pirating business does not get this penalty for the entire duration that his "Sea legs" ability is active.
Sailor -> Buccaneer
Dread Pirate
A dread pirate is the epitome of what a buccaneer strives to become. Usually sporting any combination of a large beard, fancy coat, parrot, hook hand, peg leg, or eye patch a dread pirate is a sight to behold. Physically, a dread pirate seems to appear larger than he actually is and can easily strike fear or unease in those less accustomed to a dangerous man. Typically, a dread pirate owns his own seafaring vessel, though some may content his ownership due to the means it was obtained.
Abilities:
Sea legs^ - A dread pirate is an expert when on any body of water. Simply being on any vessel that uses water as its mode of transportation gives the dread pirate increased dexterity, stamina, and strength, and an almost infallible equilibrium. A dread pirate never stumbles, trips, falls, or has any trouble otherwise keeping himself upright and stable regardless of how violently the object he is standing on is rocking. Inclines greater than a 45 degree incline will still cause a sailor to lose his balance even with this ability. Unlike the sailor's version of this, the dread pirate retains this ability on dry land when going ashore for any form of pirate business. They retain this ability until the job is completed (including any get away necessary)
Swordplay^ - A dread pirate is master of swordsmanship. When engaged in a sword duel with an opponent, a dread pirate gets increased agility and dexterity. Because swordsmanship is prized among dread pirates, anyone who can best him in a duel can gain temporary amnesty among him and his crew, though the length of time and terms are subject to the pirate's unpredictable whims.
Bandoleer of pistols^ - A dread pirate never has a pistol far from his side. If the pirate chooses to carry with him several single-shot pistols, he gains a blinding speed of use of these pistols. Drawing and firing these pistols can be done all in one smooth almost quicker than the eye can see. If the pirate instead chooses to carry any sort of multi-shot pistol, his firing rate and reloading speed with the pistol is increased. The dread pirate may only have one of these abilities active at any given time, and switching it is instant and completely up to the dread pirate based upon what he has with him. He may only switch this ability from one to the other once per day.
Mighty Pirate^ - A dread pirate is a master of leading both buccaneers and sailors into battle. Any command given by a dread pirate can be heard by any buccaneer or sailor from his crew within 50 feet, regardless of background noise or distraction. Any commands being carried out by buccaneers and sailors from his crew gives them increased alertness, bravery, and strength. This includes commands passed down through an intermediary, as long as the command, action, and expected results are conveyed with the same meaning as though given from the dread pirate himself. This effect lasts until the order is carried out in full, or until the crew member mutinies and drops the command.
Buried treasure^ - A dread pirate generally keeps a stash of treasure hidden away. This could be buried anywhere known only to the pirate, kept in a keep or safe house on his own personal land, or even just kept spread amongst his bags and pockets kept on his person. Regardless, a dread pirate can specify a certain location to be his private stash of treasure. The location can be changed at any time and is done by the dread pirate merely deciding so. The only caveat with this is that the dread pirate has to be able to encounter no resistance on the premise of the location in order to choose it as a location (things set up between the pirate and his stash afterwards do not invalidate the location). The net value of the pirate's horde, regardless of what form the treasure takes, gives the dread pirate a boost to strength, stamina, durability and agility. This functions regardless of how far away the dread pirate is from his stash.
Weakness: Greed. A dread pirate is practically solely run by the ideal of greed. Resisting stealing things of value is difficult for a dread pirate, the force of which it can be protected is the only factor saving things of value from being stolen. This weakness applies to anyone who currently has a dread pirate formsphere in their spheremount regardless of what form they are in.
Sailor -> Buccaneer -> Dread Pirate
Arcane Mage
The Arcane Mage takes the dirty tricks and harshest spells of the Black Mage and runs with them. Their robe becomes a full blown cloak that shadows the face, and their eyes glow with menace and power. Their limbs are hidden under the cloak, leaving their actions to the darkest imaginings of their opponent. The pattern, cut and fabric of the cloak varies from Spheremorph to Spheremorph, but tends to be darker in color to exhibit the dark nature of their abilities. Their power is used through hand signs and gestures hidden by the cloak.
Abilities
Shades of Black - Inflicts a random disability on the victim, anything from sleep to stasis to poison to death. Though the odds of having a specific effect is very low, especially death. Takes effect instantly.
Disable Spell
Ability Jammer - Temporarily disables a person's ability to use abilities. Requires skin to skin contact. The longer contact is maintained, the longer the victim is Jammed, at a rate of a minute for every five seconds.
Berserker Touch - Causes the victim to fly into a berserker rage, attacking anything nearby. Requires skin to skin contact. Lasts for sixty seconds.
Override Shift - Forces a Spheremorph to switch to a random Form. Must maintain skin to skin contact as long as it takes to effect the change, which is the normal shift time for that Spheremorph.
Weaknesses: No outright damage effects, relies on various effects to do anything. Fragile, attacks do more damage than expected.
Black Mage -> Arcane Mage
Death Note
"The human whose name is written in this Death Note shall die."
This is the first rule of the Death Note. A powerful artifact of black, unspeakable power. This Form carries more weight to it than any other, with every action it carries a finality. Because every action it takes is final. This Form wears a fitted suit, usually black, in varying styles, with or without a tie.
The abilities of the Death Note Form follow these rules. (Excluding the END section, the Nexus afterlife is unknown)
http://dft.ba/-DNRules
The Death Note Form's only tool is the Death Note and resulting effects and consequences. Apart from this there is nothing separating them from a normal human except for any Grid abilities they might possess.
Black Mage -> Arcane Mage -> Death Note
Summoner -> Cartoonist -> Death Note
Armored Knight
With the addition of thick scale mail across his body, as well as a strong breastplate, this form is designed for protection. As if the armor wasn't enough alone, its protective powers extend to being resistant to magical attacks, as well as normal. With a sheild on his right, and a spiky, dangerous-looking mace on his left, the Armored Knight is a wall, except most walls won't hunt you down and beat you to a spiked, quivering pulp.
Powers:
Elemental Blade
Disable Blade
Weaknesses:
The danger is, obviously, the Form's lack of speed and agility. Also, offers no ranged attacks whatsoever. Powers have a slightly longer charge time than their Warrior incarnations.
Shardplate
This Form equips the user with a set of Shardplate. An oversized suit of magical armor that not only protects the user from most harm, but also boosts their physical capabilities several times over, allowing for many stunts and maneuvers that would never be possible for the user before. The armor can come in any color or pattern of colors.
The Plate comes with no weapons of its own other than the armor itself and the power it bestows and has no ready abilities. It can be damaged only with extreme force or by powerful magics.
Warrior -> Armored Knight -> Shardplate
Bender
Avatar: The Last Airbender
Benders can manipulate ONE of the four basic elements (water, earth, fire, air) through the use of body movements and martial arts.
Waterbender:
Water benders lack the offensive strength of other styles, but are the most versatile. Water benders wear light padded leather armor, died various shades of blue and indigo, usually trimmed in white fur. most where fur trimmed hoods and masks. This form includes guards on the forearms to protect the benders most valuable tool, and a water skin for carrying water. The sphere is set into the side of the water skin. Waterbenders are usually well muscled and agile, due to their practice at their bending forms.
Water Benders can freeze, melt, and evaporate any water in their vicinity through a variety of specific and well practiced movements. They also can move their element in any of its forms. A skilled Water Bender can even pull water out of the air, but the amount is limited. Using water as a catylist, Waterbenders can also heal surface injuries, such as cuts and burns, improve sickness, as well as SOME internal injuries, like damage caused by electrocution or PHYSICAL brain tampering (ie: brainwashing or hypnotism that is not magically induced).
Water Benders are limited by skill, as they must be knowledgeable of their own bending style in order to use techniques. They are also limited by their need for movement. While other appendages can be used in water bending, the arms and hands are key, and thus pinning them or disabling them should disable the water bender. Water bending is fueled by emotion, and thus the emotionally disturbed may have control issues, and the emotionally distant may have difficulty producing more spectacular results. A water bender is also limited by the availability of their element. While a skin to hold water is included in the form, it is empty, and so water must be required. It is possible to snatch water from plants or the air, but the amount is small, and truly powerful techniques require a large water source. The healing ability is limited in it's inability to affect must deep internal injuries such as broken bones or internal bleeding. It also takes time to heal with waterbending, and thus this ability is of little use in the middle of a battle, especially for serious injuries.
Waterbender -> Plantbender
Waterbender -> Bloodbender
Earthbender:
Earthbending is the most defensive style, being the only style using completely solid material. Earthbenders wear greens and browns, sometimes accompanied by wide brimmed hats and other pieces of armor, but never shoes. Earthbenders tend to be large and muscular, but not as agile as other elements, due to the rooted nature of their stances.
Earthbenders use rock, crystal, and good ol' dirt for their bending, as well as sand to a minor extent. They can move and control their element using sharp, direct movements, and are not as flighty as benders of other elements.
Earthbending has a slight advantage over other elements, as just about any appendage can be used for bending. Extremely skilled Earthbenders can bend with just their face.
Earthbenders are limited by the proximity of their element, separation by metal disables their bending ability. Contact is very important for most Earthbending.
Earthbender -> Sandbender
EarthBender -> Metalbender
Airbender:
Airbenders work with air and gas in just about any form, and their bending is more flexible than any other. Airbenders have arrow tatoos on their hands, feet and head, with a shaved head to show the arrow there. They wear oranges, blues, yellows and whites in light, flowing fabrics.
Airbending uses limbs, just as the other elements, but also uses breath as a major part of the style. Breath can be used almost as diversely as an arm or a leg in this style.
Airbenders are rarely limited by the presence of their element, only vacuum can cut them off from it. But they lack substance, and will lose in a contest of force.
Necromancer
Necromancers are dressed in loose fitting black outfits, consisting of high, supple, soft soled boots for sneaking, pants, shirts with wide billowing sleeves, one glove, and a cloak with a hood and mask. Their sphere is set in the front of the stiffer portion (probably leather) that makes up the upper portion of the shirt over the shoulders and chest. The outfit is completed with black belts, filled with pockets for keeping poisons, potions, and other necromantic tools. The wide billowing sleeves, cloaks, and high boots also contain hidden pockets. These clothes are usually made of fine materials, but provide no protection, other than the cloaks ability to keep the wearer warm. Necromancers have no physical strength, and are often skinny and pale.
Awaken the Dead:
The Necromancer awakens a dead body to fight for them. While most physical traits are restored, undead are often slower and stupider than they were in life. However, because they are already dead, they are also difficult to kill. Magical abilities are not kept, but any magical items or weapons on the corpse will stay in effect. The necromancer must give their undead servant a specific command, which it will follow until it is unable, or until the spell is broken, either by the destruction of the corpse, interference by light magic or necromancy, or by the command or death of the Necromancer.
Drain Attribute:
Requires skin to skin contact. The Necromancer is able to drain ONE attribute of their choice from their target, be it health, age, vitality, strength, or speed. The ability will start to drain from the Necromancer (and the subject will begin to regain some of what was lost) as soon as contact is broken. In the case of extended contact, while most of the attribute will go back where it remains, some may remain with the Necromancer until death.
Cloak:
A necromancer is able to blend completely into the shadows, making them effectively invisible as long as they do not entire direct light.
Decay:
Using this spell, a necromancer can severely damage all but the most highly enchanted (meaning spheremounts, grids, spheres, and anything else you think should be included), sometimes rusting, rotting, or disintegrating them into nothing. It can also be used to damage living things slightly, but is mostly of use against non living things: like city walls, doors, and armor. This is a necromancers only ranged attack.
Infection:
Necromancers can place this enchantment on any weapon in the hands of one of their undead. Once enchanted, any thing slain by this weapon is raised, and begins to follow the command given to the undead who carries it.
Necromancers are reliant on the dead to deal most of their damage, and are helpless on their own. Their only damaging technique requires skin to skin contact, which is dangerous since they are so poorly armoured. While the more powerful Lychs are weak against light magic, Necromancers are only mildly more effected by it than everyone else. However, practicing necromancy leaves no protection against it, leading most necromancers to say "Every Necromancers worst enemy is another Necromancer." Unlike Summoners, Necromancers NEED a body to revive, they cannot summon something from nothing.
Summoner -> Necromancer -> Lych
Black Mage -> Necromancer -> Lych
Sympathist
Source: Kingkiller Chronicles
A Sympathist's clothing is mostly the same as their basic form, with the addition of a sturdy cloak with pockets filled of metals, wax, means of making fire, and other sympathetic tools. The Formsphere is located over the chest.
Sympathists are able to create Sympathetic bindings between two like objects, so that whatever effects the one (be it heat, movement, or pain) effects the other. Sympathy requires intense practice with Alar (the Heart of Stone), allowing the Sympathist to create bindings by believing the two objects are linked. These bindings can only be opposed by other sympathists, or by disrupting the creator's concentration. All bindings require an energy source, be it flame, hot coals, or the binder's own body heat.
Sympathists are limited by the materials at hand, the strength of their Alar. They are also limited in the number of bindings they can make at once. River can reliably split his mind into four pieces, but has managed five once or twice. Their minds are the greatest weapon, and like many spell casters, Sympathists have no physical abilities beyond what they might normally have in their basic form. They are also limited by the amount of energy needed to create bindings, for drawing to much heat from the body, or trying to lift too much weight can kill them. Also important is the similarity of the object in question, and the stipulation that the more the object is altered, the more energy is taken to bind the two.
Sympathist -> Namer
Jedi
Source: Star Wars
Jedi typically wear tunics, leggings and hooded robes in neutral colors, tending toward browns and whites. A Jedi also carries a lightsaber in one of several colors.
Jedi are attuned to the Force, an omnipresent energy field, and can manipulate it to various effects from enhanced awareness to telekinesis to powers of suggestion.
The Force has a Light Side and a Dark Side, Jedi use the Light Side, which places emphasis on control, balance, harmony and healing, this affects what powers a Jedi can use. Offensive Force powers are not something a Jedi will usually use, focusing more on diplomacy and other, subtler tactics.
Sith
Source: Star Wars
Sith typically wear tunics, legging and hooded robes in neutral colors, tending toward grays and blacks. A Sith also carries a lightsaber in one of several colors, usually red.
Sith are attuned to the Force, same as a Jedi, but use the Dark Side. Dark Side users embrace passion, wild emotion and, sometimes, destructive tendencies, in utilizing the Force's power. Thus resulting in a suite of powerful attacks, from striking paralyzing fear into a victim to merciless use of telekinesis to vicious lightning thrown from their fingertips. Sith tend to cut through subtleties in their interactions, getting straight to the heart of a problem, usually through violence.
Toa
Source: Bionicle
A toa is a biomechanical warrior, composed of protodermic metal and biological components, which is what Spheremorph who uses a toa Sphere becomes.
These beings have certain abilities attached:
-Every toa is associated with a certain element, and can control, create and absorb that ability, drawing on their own resources of elemental energy to do so. The color of their armor reflects what element they are.
Fire - Red
Water - Blue
Earth - Black
Air - Green
Ice - White
Stone - Brown
Sonics - Grey
Gravity - Purple and Black
Plasma - Orange
Magnetism - Gunmetal Grey and Black
Plant Life - Blue and Green
Lightning - Blue and White
Iron - Metallic Grey, Gold, Bronze and Burnt Orange
Psionics - Blue and Gold
-Every toa also wears a mask, known as a kanohi, which bestows a certain power on them and leaves them at half power if removed. Toa can use any mask on this page except for:
Kanohi Nuva
Micellaneous Kanohi
Legendary Kanohi
Kanohi Olisi
Kanohi Avohkii
Kanohi Kraakhan
Kanohi Rua
Kanohi Aki
-And toa typically carry one or more tools/weapons, which can take most any form, from a sword to a projectile weapon, and some come with their own unique powers.
Toa Sphere setups tend to reflect certain models (aka actual toa) though a significant number can be configured by the user.
The word "toa" literally means "hero", which is what toa is meant to be, though it's more of a guideline than a rule.
Chill Touch
The Chill Touch is a rare Sphere, for a Basic Form. Some say it comes from hailstorms. Others from glaciers. Whatever the origin, it doesn't appear like much when activated; only small aesthetics, like thick gloves or a wool hat, are added.
Powers: The abilities that come with this Form are twofold: The power to remove and dissipate heat, and a defensive lessening of pain coming through the constant connection to Ice. This allows him/her to gain ground on the enemy while shrugging off blows, and not die from those blows later. A quick touch counts as a Slow effect for a few seconds; longer than that, and the effects worsen within seconds.
Disadvantages: This Form lacks the speed or finesse of its upgrades; also, it is actually rather hard to freeze things; it takes concentration and focus for a number of seconds to do so. Plus, while the form is able to use its fists to fight semiproficiently, he/she is best used as a scout or deployed only when the enemy will not strike him/her.
*Basic Form
Ice Warden
The Ice Warden moves quickly and gracefully throughout the battlefield, jumping, rolling, and running to where he needs to be. It wears simple, form-fitting, water-proofed clothes, with only extra leather pads around the shoulders. Its strength lies its speed, and in the Ice he can form around his body.
Powers- This form builds upon the powers it held in its Basic Form with the addition of higher physical speed and agility and the powers of Ice (obviously). Unlike most other manipulators of elements, he can only create on or very near on his person. So, while he could create iceaskates coming from his feet, he could not create an ice rink to skate on. However, his control is very fine, which allows him to do most anything from throwing up walls and shields to sculpting a figure of a dove. This takes time though, so it tends to stick to straightforward, smaller objects; for instance, that knife it's about to stab you with.
Disadvantages- Unfortunately, this Form has no real ranged attacks to speak of either, except for manually throwing ice. Also, it's low on the defensive side.
Chill Touch -> Ice Warden
Drunken Master
This Form feeds on alcohol, powering a crazy martial style of combat. This Form is usually unarmed, but get enough ale in him and things get insane. What seems like random flailing is still random flailing, but flailing with enough force behind it to knock an unwary bystander unconscious. Unpredictable and dangerous, the only thing that this Form fears is sobriety.
The user of this Form wears a standard hand to hand combatants attire, except that the drunken ways of this Form have stained and disheveled it practically beyond recognition.
Thief -> Monk -> Drunken Master
Dark Child
Source: League of Legends
A kid could never hurt anyone, right?
If you want to survive, you better hope so.
The Dark Child is powerful mage Form, using deadly fire spells against their foe. The single biggest drawback is that it catapults the user back into childhood, shrinking them to a child's stature, strength, and (to an extent) mental capacity.
The Dark Child wears kid's clothes, usually dresses for girls.
Abilities:
Disintegrate - Throws two handfuls of fire at the target, leaving serious burns, and can utterly vaporize if a killing blow is struck, reinvigorating the Dark Child.
Magma Shield - Surrounds the user in an orb of fire, warding off enemies and lending protection from harm.
Incinerate - A powerful flamethrower, billowing out and covering a wide area in front of the user.
Summon: Tibbers
Black Mage -> Dark Child
Summoner -> Dark Child
^ marks a passive ability
*NOTE: Yes, I know that's not how those abilities work! I'm changing them to make them more useful in this setting. So don't PM me about it going "But Silus! That's not how those metals work!" because I already know.