Magic | The Verdant Dynasty
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—Pngtree—colorful flower with watercolor
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Flesh magic is the ability to manipulate one's flesh, as well as that of the deceased. It is broken into two categories though only one applies here. Bolstering, the modification of one's body, and the grafting of STUDIED extremities onto the vessel. She cannot manipulate the tissue of another, as their chi/magical harmonization is not the same as such. Outside of perhaps another bone gear (Depending on locational rules), she will be unable to influence or contort another host/PC vessel. However, if blood is on the ground, that no longer qualifies as being under the player's control. For balance's sake, blood on the body also can't be altered in any way. 

 

The osseous armor she wears is defensive (Able to deflect piercing/slashing, as well as arrows/bolts much like Plate, can) but is mainly offensive. Utilizing it for exploding the pauldrons (For example) or forming new arrows/equipment from the material (Once ammunition or gear is extracted, the armor on the extremity is gone as it was consumed.). By default, the bone on her body and gear is always at 2x tensile strength of steel; once an object is manipulated, it stays as such. A way to understand this concept is how the bending of metals works; your character doesn't need to pour energy to maintain the smith's efforts.

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All buffs last one turn if not specified. Otherwise, the exception is bone manipulation for the reasoning above. However, altering the shape of an item forever locks it, as constant manipulation will considerably wane the tensile effect. One alteration is acceptable; two means it's now just normal bone. Three or above, it will become brittle and crumble in her hands. The strength buffs are focused on amplifying lifting and grip; her punches "breaking bones" are naturally existing strength assuming she is hitting a typical human, unprotected outside of the femur, which is the most rigid bone in the human body. Any such "claims" are subject to the opponent's physiology and, of course, their ability to describe said anatomy for their character. So if she has bone akin to iron rods, her punches will no longer break them but still damage the soft organs and muscles of the body.

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Alter Self (Racial) - The Giantess can use her Chi to decrease or increase her height by 50%. This allows her to blend in more easily or increase her presence. Once the height is achieved, she can maintain it at no cost, only able to alter her size once per fight.

 

Bone manipulation (Racial)- The Giant can alter any Bone Armor or Weapons by imbuing it with her Chi. Granting it the ability to be 2x tensile strength than steel or elongating its size and reach up to twofold. The Machiavelli can also make minor changes like curving them, adding spikes up to three inches in length, or exploding outward in fragmented debris like a claymore (80ft in length, 40ft in width.). The temptress can manipulate the calcium in her body, allowing her to coat the outside in a redbone armor from neck to toe.  Able to draw from the lactation stored within her large mammary glands to expedite the creation of the armor (Once per fight, she can spawn her armor.)

 

Water stride- Valerna will bend the water from within the soil and in the air around the soles of her feet. Using this moisture, she can "skate." Doubling her speed. She can also use this to slide across the surface of any body of water.

 

Unthreading fate- The giantess can assemble the moisture in the air to superheat her webs. The ropes will then scorch any exposed flesh it touches. The victim will suffer third-degree burns; if not removed, they will gradually burn to the bone. Eventually, they become fourth-degree burns. Leaving nothing but blackened tissue within two inches of the contact point. (Escalation occurs in two turns after contact.)

 

Brood mother- Valerna can beseech her arachnoid offspring to aid her. (Two total.) They will assist her in combat but serve a deadly function. On command, via clicking her split tongue, they will burst and disperse forth a cloud of simmering blood, organs, and carapace shrapnel. The area of effect is limited to 80 ft for each spiderling in a spherical space. (May only be used twice in battle)

 

Vapor- The monk can discharge a scalding water vapor mist from her palms or arachnid ligaments. That haze of death will surge forth, and on contact, it causes second-degree burns to any flesh it touches. If the target fails to flee the area of effect, it will escalate to third-degree burns. (60 ft long, 20 ft wide in a cone shape. The burns raise a degree per turn of exposure.)

"To genuinely hold a belief, once must explore the contrast. Otherwise, you'll end up a slave to your ideals."

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Valerna Jorgenskull

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