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Caislin Hallows vs. Naiser Vale : This is a tale of two villages one of medieval, one of modern. While there is a mysterious fog that connects them where the water divides.

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List of Stock Weaknesses

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1 List of Stock Weaknesses on Thu Dec 09, 2010 2:25 am

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The following is a list of standard weaknesses people can have for their character. These are, by no means, the only weaknesses available. The ones listed are simply ones that are not too specific to one character and for which the administration has already determined the AP costs. While some of these weaknesses came from specific character’s sheets, a more generalized form has been included here. We thank anyone who has supplied a creative weakness that we included here (It means you did something really eye-catching and we want others to see it!). If one of your weakness is on here and you want it removed so others are less inclined to use it, please inform an administrator.

List of Stock Weaknesses, listed in order of AP cost:

  • Sound Sensitive: Loud, chaotic noise unsettles the character. Character has difficulty concentrating in noisy places and prefers quiet areas.—1AP
  • [ELEMENT] Vulnerability: The character is weak to a specified element. Damage dealt to the character that is of the specified element is doubled.—1AP
  • [COMMON METAL] Vulnerability: The character is weak to a specified common metal. The metal harms the character when it touches them. Weapons made of this metal cut the character easier or hurt him/her more.—1AP
  • Minor Healing Magic Immunity: The character cannot be healed by one of the normal methods of healing: Fire Magic Healing, Light Magic Healing, or Potions.—1AP
  • Minor Old Injuries: During extreme situations, there is a small chance that the character’s old injuries will hamper his combat abilities. If the injury acts up, the character’s strength, speed, and endurance drop by .25x. The effect lasts until the end of the thread or until the character receives the benefits of a Medium Heal.—1AP
  • Staking Paralysis: If a 'stake' is stabbed into the torso of the character, it triggers a paralysis. The character's body partially shuts down, making them immobile, and diverts energy to keep the character 'alive' until the stake is removed.(Generally reserved for characters with the Regeneration ability, otherwise a stake through the chest is probably going to be lethal.)—1AP

  • Old Curse: During extreme situations, there is a small chance that a curse that was cast on this character will trigger again. If the curse triggers, the character cannot cast any spells that are normally a prepared action for him and any spells that were originally instant-cast now required preparation to cast. The effects last until the end of the thread or until the character takes a prepared action to dispel the curse.—2AP
  • Old Injuries: During extreme situations, there is a small chance that the character’s old injuries will hamper his combat abilities. If the injury acts up, the character’s strength, speed, and endurance drop by .5x. The effect lasts until the end of the thread or until the character receives the benefits of a Medium Heal.—2AP
  • Healing Magic Tolerance: Healing magic spells have reduced effect on the character. A Tier 1 spell has no effect; tier 2, has the effect of a Tier 1; tier 3, effect of a Tier 3.—2AP
  • Feral Hunger: Hunger causes significant stat loss - .25x to base stats. Unable to transform/use certain powerful ability when hungry. - 2 AP.

  • Major Old Injuries: During extreme situations, there is a small chance that the character’s old injuries will hamper his combat abilities. If the injury acts up, the character’s strength, speed, and endurance drop by .75x. The effect lasts until the end of the thread or until the character receives the benefits of a Medium Heal.—3AP
  • Magical Weakness: The character is weak against all magic and magical effects. Damage dealt to him through magic is doubled.—3AP
  • Healing Magic Immune: The character cannot receive healing through the means of Heal Spells of any kind or Portions. Natural healing and Regeneration and other abilities the character has are still capable of healing.—3AP


Fluff Weaknesses (The following weaknesses are considered more story or not effective enough to really justify the refund of AP):
  • [OBSCURE MATERIAL] Vulnerability: Being vulnerable to an obscure material does not count. A character vulnerable to Kryptonite is BS unless it is really as common as it was in the comics and you can buy a hunk of it at any pawnshop.
  • Unable To Look At A Holy Symbol: If it doesn't physically hurt you or make you paralyzed, it doesn't count as a real weaknesses.

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