PDA

View Full Version : Powers II: ADA Species & Breeds


Imzadi
03-28-2008, 07:19 PM
-->

Species and Breeds

Demons of the Underworld



S o r c e r e r s
Alchemist • Necromancer • Enchanter • Magus
Species Description | Power Tables


M a n i p u l a t o r s
Temporalist • Psionic • Energist • Magicide
Species Description | Power Tables


N o c t u r n e s
Nightshade • Vampire • Reaver • Dark Angel
Species Description | Power Tables


S u m m o n e r s
Lancer • Aeternitas • Sentinel • Wyrd
Species Description | Power Tables


I l l u s i o n i s t s
Chaos Demon • Rage Demon • Vengeance Demon • Fury
Species Description | Power Tables


W a r l o c k s
Air Warlock • Fire Warlock • Water Warlock • Earth Warlock
Species Description | Power Tables


S h a p e s h i f t e r s
Werewolf • Serpentine • Harpie • Feline
Species Description | Power Tables


W a r r i o r s
Spartan • Assassin • Nightwing • Berserker
Species Description | Power Tables


A c o l y t e s
Jackal • Kraken • Cervus • Destroyer
Species Description | Power Tables


D a y w a l k e r s
Setine • Cervos • Terrow • Zilah
Species Description | Power Tables


F a l l e n A n g e l s
Nephilim • Emim • Rephaim • Anakim
Species Description | Power Tables







General Notes




IntroductionWhen you first join ADA, you will be a trainee. Upon submitting your biography and having it successfully accepted, then you will become a level 1. You can then progress up the ranks eventually becoming a level 6. Levels are extremely important because not only do they decide the amount of powers you have, but also the strength of those powers and the strength of your character. Each power listed here and in the talisman thread (Powers III: ADA Complementary Powers (http://www.midnight-shadows.org/showthread.php?t=3879)) has a distinct level progression to show what each power can do at each level. That said, however, there are certain general principles that govern all powers and abilities.

QuotaThe term Quota in the WWD has a very specific meaning. It is basically an indication of the strength of each character and it is usually the same as their level. For example, a level 3 Rage Demon would have a quota of 3, whereas a level 5 Alchemist would have a quota of 5. The quota system allows us to gauge how strong each character's magical attack and defence can be. Each small manifestation of magic, or each post a status attack last for takes away 1 from a character's attack quota. The best way to show this is by example:

Simon is a Level 5 Temporalist, with the Fire Talisman. Because he is level 5 he has an attack quota of 5. In any given post he therefore can use that quota of 5 to attack an enemy. He could use his temporal control power to freeze his enemy for 2 posts, and then use his Fire Talisman to shoot 3 fireballs at his frozen victim. Or he could use his temporal control to freeze his enemy for 5 posts, and wait for the next post to attack once again. Or he could simply choose to fire 5 fireballs, without using his temporal control at all.

He is, of course, not limited to the previous combinations. Any combinations are valid, provided they do not go over his quota of 5

There are a few powers which aren't as simple to figure out. For example, a power at level 6 may only allow you to create 3 manifesations. This simply means that each level 6 manifestation takes up a quota of 2. (6 divided by 3 equals 2)

The same quota system is in place for defence. We differenciate attacks from defence by the intention of the caster when they use their power. For example, if you freeze someone to attack an enemy for 3 posts, this will take 3 from your quota. However if you freeze someone in defence (i.e. if you freeze them to interupt an attack they are making on you), this will take 3 from your defence quota.

Clones take up 1 quota per summon for up to "level number" of posts. So a level 2 summoning a clone for 2 posts, or a level 6 summoning one for 6 posts, still only takes 1 from your quota.

Each member has a quota for defence and a quota for offence and both are the same as their level. A level 4 has an offence quota of 4, and a defence quota of 4. Both these quotas may be used on a per person basis. This means, simply, if that level 4 is attacking 2 people, they may use 4 offence quota on each of them. So, for example, they may shoot 4 fireballs at their first enemy, and four fireballs at their second.

Each power, when used, must take at least 1 from the user's quota with the exception of Power Absorption's Copy Power ability, which takes up no quota.

SizesTo be referred to as "level-size" Level 1: Size of a dagger or respective object.
Level 2: Size of a dagger or respective object.
Level 3: Size of a sword or respective object.
Level 4: Size of a large shield or respective object.
Level 5: Size of a car or respective object.
Level 6: Size of a tree or respective object.

RangesTo be referred to as "level-range"
Level 1: 3 feet
Level 2: 6 feet
Level 3: 10 feet
Level 4: 15 feet
Level 5: 20 feet
Level 6: half the arena

EffectsTo be referred to as "level-effects"
Level 1: headache and dizziness
Level 2-3: stronger headache, dizziness and nausea
Level 4-5: confusion, disorientation, strong migraines etc.
Level 6: barely conscious with all of the above.

PeopleTo be referred to as "level number of people"
We enforce the 2vs 1 rule and its reverse (1 vs 2). Hence whenever attacking level number of people, you will have to focus that power on one or two people. Level number of people, or those within level range will be affected in a way, but the full blown effect of the attack is ever only on a maximum of two people in any kind of attack that is not considered environmental or meteorologic.

Ares
03-29-2008, 10:32 PM
Sorcerer
The Sorcerer
One of the oldest of all the Underworld's species. Twisted men and women with a knack for harnessing power have always found themselves tempted by the promises the underworld gives them. Bowing to those in power is only seen as a necessity to actually gaining it for themselves, which they often have the ability to do. Some could claim the Sorcerer's main benefit to the Warlords and ladies are their deep rooted connection to the overworld, able to blend in and adapt to it better than any other species. Because of this they can be employed as spies, and it is not unusual to find more than one coven of light put to an unfortunate and untimely end thanks to a well placed Sorcerer, maybe it is because of this connection that mortals can find themselves shifting and contorting into this species if they skirt the edge of the dark side for a little too long. Whether gifted, fallen, blessed or cursed, all Sorcerers have one thing in common, the ability to take what has been given to them and use it to their advantage, even if it does mean losing their own soul in the process.

Base Powers:
Level 1: Teleportation
Level 2: Potions

Alchemist
Sorcerer Breed: The Gifted
Level 3: Transmogrifictation
Level 4: Transfiguration
Level 5: Restoration
Level 6: Reality Warping

Necromancer
Sorcerer Breed: The Fallen
Level 3: Disease
Level 4: Possession
Level 5: Shadow
Level 6: Soul Switch

Enchanter
Sorcerer Breed: The Blessed
Level 3: Object Animation
Level 4: Puppetry
Level 5: Invisibility
Level 6: Blessing

Magus
Sorcerer Breed: The Cursed
Level 3: Reflection
Level 4: Clone Projectile
Level 5: Intangibility
Level 6: Decay

Sorcerer_powers
Sorcerer Base Powers
sorcerer_1Teleportation Level 1-6: The Sorcerer is able to teleport himself and 1-6 people to anywhere within an arena instantly.

sorcerer_2Potions Level 1-3: You are able to create one of the following potions within a fight. You may only use one potion per person per post: Smoke Potion or Plant Potion. The smoke potion, when broken, will release a cloud of smoke which will envelop a level-size area making it hard for people to see. The plant potion would create, on the spot where it was broken, tendrils of a non-poisonous plant to restrain the opponent. The effects last level-number of posts.
Level 4-6: You are able to create one of the above potions, or one of the following, one per person per post: Blinding Potion or Silencing Potion. The Blinding potion, when hits the enemy, will blind them. The Silencing potion will silence them. The effects last level-number of posts.

Alchemist

alchemist_3Transmogrification
Level 3: The Alchemist can turn himself into other humanoid forms, such as the appearance of an enemy in order to confuse them. Lasts level number of posts.
Level 4-6: The Alchemist can alter his molecular structure, however, he must remain solid and in humanoid form, such as turning himself into diamond or metal, in this form you can move around and act as you normally would but have the resistance it gives. Lasts level number posts.

alchemist_4Transfiguration
Level 4: The Alchemist can change level number objects of level-size into equally sized objects, such as a rock into a knife.
Level 5-6: The Alchemist can alter the molecular structure or even size of a level-sized object so that it vaporizes, liquefies, petrifies, etc.

alchemist_5Restoration Level 5: The Alchemist can heal all internal bleeding and internal wounds. The healing lasts level number of posts.
Level 6: The Alchemist can fully grow back one severed limb per post.

alchemist_6Reality Warping Level 6: The Alchemist can alter the entire arena, such as making holes in the floor, the walls to ripple, or pillars to bend, etc. The effect lasts 6 posts.


Necromancer

necromancer_3Disease Level 3: Upon touch, the Necromancer is able to curse the skin of the victim to infect it with a rash. The rash can have the desired effect of causing itching or burning pain for level number of posts.
Level 4-6: Upon touch, the Necromancer is able to curse the blood of the victim to infect it with a hallucinogenic quality which will cause the victim to have uncontrolled hallucinations for "level number of posts".

necromancer_4Possession Level 4-6: The Necromancer can possess another person's body for level number posts. The Necromancer's body will full go into the target's body, allowing Necromancer's body to fully disappear while the possession lasts.

*No instant kill rule applies. The Necromancer cannot direct an opponent to commit suicide or the like.

necromancer_5Shadow Level 5-6: The Necromancer are able to create level number of shadow beams, which when used on a person blinds for level number of post. The Necromancer can also conjure up to level number of objects from shadows, such as creating a knife, or claws out of Shadow energy, these can be dismissed by you whenever you want, and act just like the real object. They are very sharp and can cut through any substance.

necromancer_6Soul Switch Level 6: The Necromancer can, upon touch, switch the soul's karma of your victim with your own, granting you all the powers of your enemy for level number of posts.

* Maximum number of powers to be switched are determined by the lower level of caster / target. For example, if one is lv3 and the other a lv5, a max of 6 powers can be switched (as a lv3 would possess 6 powers).
** If caster's and target's levels are not equal you must state which powers you switch.

Enchanter

enchanter_3Object Animation Level 3-6: The Enchanter may, upon touch, enchant any inanimate object of level-size. The object then comes alive and can help The Enchanter in the fight (following telepathic commands). The Enchanter can enchant level number of objects.

*If you are put into a state where your mind no longer functions the control over the object is lost and therefore the enchantment instantly wears off.


enchanter_4Puppetry Level 4-6: The Enchanter can control all limbs of one opponent and their mind on a limited scale* for level number of posts.

*This means you can tap into an opponent's powers and trigger them. Puppetry does not allow telepathy-style mind control.

enchanter_5Invisibility Level 5-6: Level 5-6: The Enchanter can turn himself and others (upon touch) totally invisible for level number of posts. The Enchanter can also cloak objects for level-number of posts by touching them and they shall stay invisible even when he releases his touch providing they don't leave the level-range he is entitled to.

enchanter_6Blessing Level 6: The Enchanter may bless the ground of himself or any of his allies (up to 6), while the ground is blessed whoever stands on it will find themselves protected from any form of magical attack. The Enchanter may also choose who is allowed onto the blessed ground and who isn't, giving them the ability the expel those they don't wish to be on it out of the circle. Along with this the Enchanter may curse the ground that an enemy walks upon, once an enemy is trapped in a cursed circle they will find their powers being totally negated by the negative effect.

Power Explanation: This is basically nothing but Prism but with a different angle. It's a normal protection globe

Magus

magus_3ReflectionLevel 3: The Magus can reflect level number of solid powers back at your opponent.
Level 4-6: The Magus can reflect level number of solid powers back at your opponent. OR he can absorb them and use them one by one against an enemy or combine them into a single blast when expelled. Absorbed powers have to be expelled within level number of posts otherwise the energy you are storing vanishes.

magus_4Mirror Effect
Level 4-6: The Magus can create an enchanted mirror in their hand, which, upon casting a reflection, can clone up to level number of solid objects. If the mirror is focused upon a person, it can emit a beam of energy to clone that single person for level number of posts. The mirror cannot be taken from its owner.

Note: You can only clone the stated number of objects OR one person at a time. You must wait for the clones to vanish before you can clone something else. You cannot clone yourself. The mirror can clone objects within level range and will only clone objects as specified by the caster.

magus_5Intangibility Level 4-6: The Magus may phase up to level number of people upon touch (you need to phase with them; The Magus count as one of the people). Up to level number of objects may pass through the Magus while you are intangible. Upon touch the Magus can phase level number of level-sized objects with the Magus.

magus_6Decay Level 6: Upon touch the Magus can cause decay within an inanimate object or plant up to level-size, making them easily breakable. If not destroyed the effect starts gradually reversing itself after level number of posts.

Imzadi
03-30-2008, 01:06 PM
Manipulator
The Manipulator
The Manipulators, over the centuries, have developed into a species of fierce yet cunning species of demons. Not always going hand in hand with what Warlords and –ladies have asked them to do, they are renowned for their rebellious and proud streak. However, leaders over the centuries have relied on their services again and again and would hardly find more reliable and skilled henchmen then the Manipulators. As a demon of this species advances, they will eventually find a field of expertise that simply will feel like it was their destined medium of power. Some will be able to bend time, others find their ways into the heads of humans and demons alike, yet others will wield energy like others spin yarn. Last but not least there are those that can even manipulate magic on a level no other demon can.

Base Powers:
Level 1: Telekinesis
Level 2: Clone

TEMPORALIST
Manipulator Breed: Time
Level 3: Temporal Control
Level 4: Portals
Level 5: Temporal Acceleration
Level 6: Ageing

PSIONIC
Manipulator Breed: Mind
Level 3: Psionic Claw
Level 4: Empathy
Level 5: Telepathy
Level 6: Psionic Link

ENERGIST
Manipulator Breed: Energy
Level 3: Energy Projection
Level 4: Magnetism
Level 5: Light
Level 6: Seismic

MAGICIDE
Manipulator Breed: Magic
Level 3: Replica
Level 4: Synergy
Level 5: Power Binding
Level 6: Power Forge


Manipulator_powersManipulator Base Powers
manip_1Telekinesis Level 1-3: The Manipulator learns the most basic way of manipulating his or her surroundings. They can move things with their minds. This ability opens a world of learning more and more ways in which to influence what is around them. At these levels they can TK 1-3 object(s), solid powers, and/or individual people/animal(s). This power is projected through their eyes, only.
Level 4-5: The Manipulator can now TK 4-5 objects, solid powers, and/or individual people/animals. He or she may now TK liquids; like puddles of water or spilt potions.
Level 6: At the power’s peak, the Manipulator can TK up to 6 objects, solid powers, liquids, and/or individual people/animals.

*The Manipulator cannot TK him/herself.

manip_2Clone Level 2-6: At level 2 the Manipulator gains an invaluable skill, which is to effectively double his or her efforts with the ability to create an exact copy of themselves. This copy, a clone, will be an exact copy of the original at the moment of its creation. The clone can be created for level number of posts.

Note 1: The clone does count as a second attacker, meaning when you fight with a clone against one opponent, it's 2 vs. 1. If the clone copies/steals powers, the original cannot copy/steal these off the clone. The Clone must be created no more than at arm's length of you.

Temporalist

tempo_3Temporal Control
Level 3-6: The Temporalist can slow down level number of objects or people, in effect freezing them in place.

Note: Objects are: Solid powers (such as fireballs, water blasts, etc.), tangible objects (such as rocks, knives, etc.) and limbs.

tempo_4Portals
Level 4-5: The Temporalist can now create a portal right in front or beside him or her, which will carry level number of people.
Level 6: At its peak, this power enables the Temporalist to create a portal anywhere within the arena for up to level number of people or level number of objects.

tempo_5Temporal Acceleration Level 5: The Temporalist now learns to speed up time in areas of level size within level range. This in turn allows him or her to blow up level number of objects of level-size per post.
Level 6: At level 6, the Temporalist’s TA reaches its peak and he or she can now accelerate molecules in living tissue, which in turn leads to the ability to even blow up limbs (ONE limb per post).

tempo_6Ageing Level 6: The Temporalist reaches the peak of his or her abilities. They learn now to control the ageing process of a human, object, or power (i.e. you could change a knife to its "younger" form of simply a block of metal and some wood.) Furthermore, the Temporalist is now able to even age powers, making them stronger based on the older they are and weaker on the younger they are.

Psionic

psionic_3Psionic Claw Level 3-4: The Psionic begins tapping into the power over the mind and in a first step develops the power to create what is called the Psionic Claw. It is made of psionic energy and extends from the Psionic’s hand. It can be formed out of pure energy and then be stabbed into the head of a person it can burn their synapses causing great pain, or it may be manifested into a solid object / weapon. Lasts level number of posts.
Level 5-6: The power of the Psionic grows and he or she can now create Psionic Spikes which are the Psionic Claw in the form of projectiles. level number of Spikes can be created and used on an opponent from a distance. These can cause great pain. The effects last for level number of posts.

psionic_4Empathy Level 4-6: The Psionic develops another trademark ability of his. On his or her way through the levels, at level 4 Empathy is added to the Psyche Manipulator’s scope. The ability is rather versatile. Other than allowing them to sense someone’s emotion, this power allows the Psionic to suggest a single in up to level number of people within level range, or actually alter the emotion. This effect they can either cast onto level number of people OR inflict a series of emotions onto a single victim, making them erratic and confused. Lasts level number posts.

psionic_5Telepathy Level 5-6: At level 5, Telepathy is added to the Psionic’s scope. He or she can now read or control the minds of level number of people within level-range for level number of posts.

psionic_6Psionic Link Level 6: The Psionic’s powers reach their peak and they can, effectively, act as a hub between up to 6 people within level range. He or she can not only link them telepathically but, once the connection is established, they can swap up to six powers* with the people in the hub.

* What counts towards quota upon establishing the hub is how long the hub is to last.
** For a power you take you have to give a power, so you only ever have 6 powers maximum which explains why the act of swapping a power does not use up quota.
*** Once swapped, you keep the power until you sever the hub.


Energist

energist_3Energy Projection Level 3: At level three, the Energist develops his or her dominion over a form of energy. They choose a kind upon reaching third level and are then able to fire level number of projectiles made of this energy *.
Level 4-5: They can fire level number of projectiles made of energy of their own choice* or create level number of energy time bombs that will explode after a few seconds of being thrown, injuring all those in a close range area.
Level 6: They can fire level number of projectiles made of energy of their own choice* or create level number of energy time bombs that will explode after a few seconds of being thrown, injuring all those in a close range area. Furthermore, the Energist can now create a temporary net made of your energy. It can be projected at a solid object to trap it. The net can be used on only one object at a time and there can only be one net present at a time. Creating the net does take up only 1 of your quota.

* Upon choosing this power you pick one type of energy (e.g. solar, heat, cosmic, etc.) and you stick to it. If you pick solar energy you can't suddenly switch to cosmic. The projectiles can be formed as balls or emitted through the eyes.

energist_4Magnetism Level 4-5: The Energist’s control over energy grows. At level 4 they learn to manipulate it on a molecular level where magnetism is created. This power is manifested through their ability to manipulate and direct objects made of metal. This means they can control level number of metallic objects of level-size in the arena, altering their speed and direction and they can draw the metal from the earth to reform it.
Level 6: The ability progresses to give the Energist an ability so refined that they can now direct and control the metal in a person’s bloodstream. They can cause it to clog somewhere, move faster or not move at all, in turn making movement incredibly hard. The effect can last up to level number of posts.

energist_5Light Level 5-6: At level 5 the Energist gains the power over Light. This is due to their skills advancing to a photon level. This in turn gives them the ability to create level number of bolts of light that can burn and blind upon impact. They can create light holograms of level-size to last for level number of posts and absorb the light from an area (level-range) in turn leaving it in shadow / darkness or expel a shimmer of light from their body to cast light in darkness. They can absorb light in volumes that allow them to expel it in a form that makes them appear like a torch of light (which blinds, not burns).

energist_6Seismic Level 6: At the peak, the Energist can extend their dominion over the energies that influence the ground beneath them. They can now manipulate seismic activity. This allows them to cause focussed tremors, rock slides or holes big enough to trap up to level number of opponents. They can also extend the tremors on wide range and affect anyone within level rage. And last but not least, they can focus their entire force on creating a seismic blast strong enough to shatter anything within level-range.

Magicide

magicide_3Replica Level 3-4: The Magicide is the breed to be able to manipulate magic amongst the branches of this species, and it first becomes obvious through their ways to tap into the magic someone has. This means, they now can replicate a power* used by anyone within level range within the last two general posts.
Level 5-6: They can now replicate a power used by anyone within level range within the last three general posts. Magicides can wield the replicated power as if they owned it (within level limits). So, replicating an ice ball allows them to recreate the manifestation in the form of an ice wall.

* The replicated manifestation must be equal or downgraded from the original attack to be within level limits. So a lv1 could not replicate a wall of fire. The result of the replication would be a fire ball.

magicide_4Synergy Level 4: The ability to manipulate magic grows and the Magicide can now anticipate the use of powers as well as wield powers in their vicinity. Anticipation in this matter means that they can sense what power is going to be used by an opponent or ally, but they won’t know in what way (like, they can sense someone activates fire, but now whether the manifestation will be a fireball or a wall of fire.) Once a power is created, they can merge two or more manifestations of solid powers within level range into one and create a magical object that bears the effects of both powers. The action of the merge takes up 1 of the quota.
Level 5-6: They can now merge up to level numbers of manifestations of powers into one and create a power an attack that bears the effects of both powers. The action of the merge takes up 1 of the quota and at least one manifestation must be solid.

magicide_5Power Binding Level 5-6: After learning how to manipulate powers in their vicinity, the Magicide at level 5 learns how to effectively banish them as well. Through touch or sight, they can bind 1 power within an opponent per post which leaves the opponent without the ability and in turn makes it impossible for others to copy or steal it. They can also bind a manifestation of power upon sight and therefore dissipate up to level number of manifestations of power according to their level within level-range.

magicide_6Power Forge Level 6: The trademark ability of the Manipulator of Magic develops. He or she can now (within an arm’s length from you) create a forge of any power they possess (species / breed and talismans). This forge is like a well of the power they create it for and everyone who comes in contact with it* will have the power they specified upon creating the forge for the same amount of posts as the forge lasts for**. The Magicide can of course restrict the forge to allies; everyone else who touches it will be repelled by it. They may, should they wish to, also create empty forges (within an arm’s length from them) which others can use to make their powers available to whomever the Magicide specified upon creating the forge in the same fashion as described above.

* Physical touch. So whoever uses the forge needs to be in solid form and touch the forge to gain the power.
** If the forge is meant to last 4 posts, then whoever touches it receives the power for 4 posts no matter if in the forge dissipates in the mean time.


Top

Imzadi
03-30-2008, 09:40 PM
Nocturne
The Nocturnes
The Nocturnes are some of the darkest and most unpredictable creatures that the Underworld has brought forth. For centuries they have wreaked havoc on the world of the living and foiled more than one plan of ambitious demons seeking leadership of the Legion Towers. They can read and manipulate others on an emotional level. One should be careful not to cross these demons as they will see to making you reap what you sow. There are those Nocturnes that have come to be known as Nightshadows. They are cunning creatures, tricksters and thieves. The Vampire, also a Nocturne, is one of the oldest breeds in the reign of Nocturnes, and these bloodsuckers have done a mighty share to give the Nocturnes their reputation. The Reaver is a breed with dominion over the world of spirits. They can move unseen and chase or trap souls in a way no one else can. And then there is the Dark Angel, the tragic winged creature that has – centuries ago – fallen from the heavens to be trapped in the fires of hell forever.

Base Powers:
Level 1: Empathy
Level 2: Hypnotism

NIGHTSHADE
Nocturne Breed: Shadows
Level 3: Shadow Calling
Level 4: Absorb Life
Level 5: Shadow Casting
Level 6: Perception

VAMPIRE
Nocturne Breed: Blood
Level 3: Super Strength
Level 4: Vampire Physique
Level 5: Mist
Level 6: Bleed

REAVER
Nocturne Breed: Spirits
Level 3: Absorb Soul
Level 4: Wraith Blade
Level 5: Wraith Form
Level 6: Warp Gates

DARK ANGEL
Nocturne Breed: Darkness
Level 3: Nocturnal Affinity
Level 4: Clonergy
Level 5: Shadow
Level 6: Shadow Shockwave

Nocturne_powers
Nocturne Base Powers

noct_1EmpathyLevel 1-3: The Nocturne can suggest a single emotion to up to level number of people within level-range, such as making them depressed or angry. However, because they are only suggesting it, the emotion can be overruled by the natural emotion of the victim (i.e. if they were incredibly happy, it would counteract the feeling of depression). Lasts level number of posts.
Level 4-6: They can now alter a single emotion in up to level number of people OR inflict a series of emotions onto a single victim, making them erratic and confused. Lasts level number posts.

noct_2HypnotismLevel 2-3: This power grants the Nocturne the ability to put someone into a state of trance for an amount of posts equal to their level. In order to do this, they must have eye contact when they hypnotize the person, but don't have to keep it in order for it to keep working. During this trance the person cannot attack anyone though when they are being under attack they unconsciously react to it defending themselves.
Level 4-6: The Nocturne no longer needs eye contact to hypnotize someone - however the person must be within eyesight. In addition they now control the person while they are in trance. They can order the victim to do their bidding by voice and they are bound to obey like a zombie.

Note: Remember, no instant kills.

Nightshades

nightshade_3Shadow CallingLevel 3-6: The Nightshade begins to master their dominion over shadows. The first step is to learn to call objects towards them with the help of manipulating said shadows. They can call for up to level number of objects of up to level-size. They are turned into shadow and either will manifest in their hand or beside them.

nightshade_4Absorb Life Level 4-5: The Nightshade can, upon touch, drain life from their opponents and use this energy to increase their already naturally heightened agility. This means they can move faster, jump higher and bend their body in a way only trained athletes can. This leaves the opponent dizzy and weakened for one post.
Level 6: At the peak of their power, the Nightshade can use the energy they drain to either alter agility or to temporarily heal their wounds and injuries. These wounds must be of smaller / medium size. Large wounds cannot be healed and limbs cannot be grown back.

nightshade_5Shadow CastingLevel 5-6: The Nightshade now learns to direct shadows in an offensive way. They can cast shadows upon their opponents’ eyes to blind them or cast shadows on objects to make them vanish from sight. These objects are still solid and existent, however, invisible to others. Only the Nightshade can see them in this state. Shadows can be cast upon level number of objects (of level size). The shadows wear off after level number of posts. The Nightshade also can cast a shadow on themselves which will result in them being invisible to the opponents eye (lasts level number of posts). The peak to this power is, that the Nightshade can also merge with shadows and completely move around the arena within them. Once merged, they have no physical form until the leave the Shadows. This state can be maintained for level number of posts, however disables all powers apart from the mental / status ones.

nightshade_6Perception Level 6: When reaching the top of the ladder, the Nightshade develops the ability that will inevitably be invaluable to the heists and tricks a demon of this breed might attempt. They can alter the perception of an opponent, more specifically the perception the opponent has of themselves. This means someone can be forced to believe that instead of being the guard to a treasure, they are simply the janitor of the place. The effect can last up to level number of posts. The ability works on sight and focus, the opponent however has to be within level range and sight.

Note: With this power you cannot suggest thoughts, emotions or actions to opponents; you can simply alter who they believe they are. This “override” you put into place will direct the opponent’s actions and how they react towards you.

Vampire

vampire_3Super StrengthLevel 3-6: The Vampire develops one of their trademark abilities which is the heightened strength. They have the strength of twice their level number (compared to a normal human), which means 6 times at lv3, 8 times at lv4, etc.).

vampire_4Vampire Physique Level 4: The vampire can now use the physical traits that come with being of this breed. This means, they can use the fangs they can grow when “vamping” up their face.* The fangs are elongated eye-teeth and about 4 inches long.
Level 5-6: On top of changing their physique, it is from level 5 and up, that the Vampire can further connect to the world of the nocturne and especially the wolf. This means that the vampire can from level 5 on turn into a wolf (of normal size) for level number of posts**.

* Vampire can at any time, grow fangs and “vamp up”, however, only at lv4 do the fangs especially turn hard enough to use them to attack and tear into opponents’ skin. Before that they will neither be long enough nor hard enough to cause anything more than any other demon’s bite.
** Magical abilities are foregone in this state.

vampire_5Mist Level 5-6: The Vampire learns to affect their environment in a way that is offensive as well as defensive. They can create Mist which is not only to attack opponents but has ever so often helped Vampire to stay hidden from exposure in the world of the living. They can flood a level-range area with mist that can distort vision and choke adversaries, as well as cause hallucinogenic fits if inhaled. The mist lasts level number of posts. The effects of the mist last 3 posts at lv5 and 4 posts at lv6. The Vampire may also solidify the Mist created into solid objects of level-size and attack the opponent with them. Up to level number of objects can be created per post.


vampire_6Bleed Level 6: The Vampire can create up to 6 small-medium lacerations in any one post or 1 large laceration enough to cut off a limb.

Reaver

reaver_3Absorb Soul Level 3-6: The Reaver, upon touch, is able to drain the soul of an opponent weakening the opponent physically and magically (their moves will take conscious effort). In turn the Reaver can enhance their own strength and become twice as strong for "level number of posts".

reaver_4Wraith BladeLevel 4-6: The Reaver may create a symbiotic blade, made out fragmented souls and fire projectiles with it. This weapon is not solid, but more like the form of fire. It can be augmented with talisman powers (i.e. augmented with ice, so when it hits, it freezes). The weapon can be used in "No Weapon" threads as it is a power and not an actual "physical" weapon. Lasts level number of posts.

reaver_5Wraith Form Level 5-6: The Reaver may use his connection with the spectral world to shift into a sort of plane between the real world and the spectral one. This causes the Reaver to become completely intangible. They can shift up to level number of people (with touch) along with them. Lasts level number of posts.

reaver_6Warp GatesLevel 6: The Reaver, at this level, is able to connect to the world of the spirits anywhere. They can create a portal anywhere within the arena for up to 6 people or 6 objects.

Dark Angel

darkangel_3Nocturnal AffinityLevel 3: The Dark Angel upon manifesting in a demon come forth through means of being able to grow things such as fangs, wings and claws. A Dark Angel can grow fangs (elongated eye-teeth, about 4 inches long) and talon-like claws (growing from the fingertip, about 2 inches long). They can also, grow black feathered wings* from their backs that will enable them to fly. The drawback, however, is that they may only manifest one of these physical attributes at a time (so if they have claws they can't have wings at the same time). The manifestations will last level number of posts
Level 4-6: The Dark Angel can now grow up to 2 physical attributes at a time for level number of posts. The claws can be grown to a length of 10 inches. The fangs when manifested at this level are infinitely sharp and will sink into anything. Alternatively a Dark Angel can grow thick and foiled wings that allow them to use the wings as shield against physical hits**.

*When you grow the wings they are considered part of your anatomy and therefore can be wounded like any limb. If they are destroyed then you cannot use them to fly and you have to wait till they are naturally (aka as long as you have originally stated they’d last) withdrawn before you use them again. Once the wings are re-summoned they will be whole again.
**The thick foiled version of your wings cannot be used to fly but can be used to slide down the air.


darkangel_4ClonergyLevel 4-6: The Dark Angel obtains an ability unlike any other in the underworld. They are able to tip the odds in a fight by cloning objects they hit with a power called Cloning Energy. With this power they can either create level number of clone balls or create a wave of this energy that expands in a specified direction. This energy does not cause physical harm upon impact but instead can clone up to level number of solid objects upon impact. When the wave is focussed or a ball is thrown at a single person, they can also clone that person for level number of posts.

Note: You can only clone the stated number of objects OR one person at a time. You must wait for the clones to vanish before you can clone something else. You cannot clone yourself. The wave you can create with this power reaches up to level range and will clone the objects it hits as specified by the caster.

darkangel_5ShadowLevel 5-6: The Dark Angel gains dominion over the darkness around them and learns to manipulate shadows to their liking. This means that they are able to create level number of shadow beams, which when used on a person blinds for level number of post. They can also conjure up to level number of objects from shadows, such as creating a knife, or prolonging their claws with Shadow energy (these can be dismissed whenever they want, and act just like the real object) The objects are very sharp and can cut through any substance.

darkangel_6Shadow ShockwaveLevel 6: The Dark Angel’s dominion over darkness reaches its peak. Their passionate, sometimes unstable nature is able to conjure a large burst of energy in times of distress or danger. They can create a shockwave made from Shadow energy that when used forms an energy ring that spreads outward (level-range) from their body and gets weaker the farther it spreads out. At very close range it burns, farther away it throws everyone off their feet who's within level range.

Top

Imzadi
03-30-2008, 09:55 PM
Summoner
The Summoners
The Summoners are an old, but in comparison to other creatures of Hell still rather young species. They stem from the ambition of a young Warlord to create an army that would put the hordes of Earth to shame. They are proud men and women who eventually learn to call forth a beast from beyond the depths of purgatory. These beasts come with magnificent powers. The sightings of these beasts on Earth have created myths around them that live on in the hearts and minds of humans to this day. Their true origins, however, are and will only ever be known to those roaming hell. The Summoners are what one would call the knights of Hell, each having their own code of honour. There are the Lancers that dominate the skies on large dragons, the first breed amongst Summoners to ever come into being. Then there are the Sentinels, guarding the ground on the Cerberus, the large three-headed dog. The Wyrd calls forth the Fenrir, a large wolf, and protects the realms of night and darkness. And last but not least, there is the most mysterious race of them all: The Aeternitas. These warriors call forth the Phoenix, the beast to bring destruction and restoration.

Base Powers:
Level 1: Pathway
Level 2: Incantation
Level 3: Summoning (General Notes)

LANCER
Summoner Breed: Dragon
Level 3: Dragon
Level 4: Enhanced Eyesight
Level 5: Fear and Awe
Level 6: Dragon Transformation

AETERNITAS
Summoner Breed: Phoenix
Level 3: Phoenix
Level 4: Enhanced Touch
Level 5: Judgement
Level 6: Phoenix Transformation

SENTINEL
Summoner Breed: CERBERUS
Level 3: Cerberus
Level 4: Enhanced Hearing
Level 5: Impediment
Level 6: Cerberus Transformation

WYRD
Summoner Breed: FENRIR
Level 3: Fenrir
Level 4: Enhanced Smell
Level 5: Blending
Level 6: Fenrir Transformation

Summoner_powers
Summoner Base Powers

summ_1PathwayLevel 1-5: In order to rise up to their callings as Hell’s knights, the Summoner learns the ability to create pathways at will. This allows them to, when eventually being able to call forth their summons, rise above the limits of paws or wings. They can create a portal right in front or beside them which can carry level number of people.
Level 6: At level 6, the Summoner can now create a portal anywhere within the arena for up to 6 people or 6 objects.

summ_2Incantation Level 2: The Summoner may conjure level number of pieces of armour or weaponry*.
Level 3-5: The Summoner can now also create a suit of armour for their Summon and themselves for level number of posts. The suit lasts level number of posts or takes level number of hits before dissipating.**
Level 6: The Summoner can now conjure level number of solid objects*** per post of up to level size or a suit of armour for their Summon for level number of posts.**

*The armour / weapons must be of level-size and take 1 off their quota upon creation.
** The creation of body armour for summon and Summoner takes the respective number off the quota.
*** You may only conjure SOLID objects. No gas/liquid/electric/elemental objects. E.g. you may NOT conjure a gas can (with gas/petrol in it), a fireball, a live battery. Etc etc.

summ_3Summoning (applying to all Summoners)Level 3-6: The Summoner learns to call forth a Summon into battle. They can teleport in or if the room has an open ceiling fly in. Summoner and Summon have a psychic rapport (meaning a Summoner can tell the Summon what to do telepathically, as they can respond). The Summon can stay up to level number of posts. Any powers that the Summoner has may be transferred to the Summon, however if they wish to transfer powers they must transfer all powers and be left powerless themselves. The Summon retains the powers for the same number of posts as the user’s level number.

Important Notes applying to all Summons:
First and foremost the Summon can be any colour, style you wish. You can choose if you wish to name the Summon. The Summon can be killed and if is can't be re-summoned in the fight again. Summons have no magical powers except being able to breathe one elemental talisman which you already have (if you have a fire talisman they can breathe flame - Ice talisman then ice beams.) Only by transferring all your powers will the summons gain any other magical abilities, as stated in the power tables below. Summons cannot be called if you already have a clone in play (but can once the clone is dismissed) and can be healed. Summons works on the same principles as a clone so they can attack as well as you in one post but that uses up the 2vs1 on a person. Also, the summons cannot speak, therefore cannot say spells.

Lancer

lancer_3DragonLevel 3-6: Refer to Summoning for power specifics. The dragon the Lancer can call is adorned with wings and claws. They cannot have a wingspan larger than 25 feet. The dragon's physical features can include sharp teeth, claws, wings, and tough scales/skin (although not impenetrable). The Lancer can also ride on the dragon's back for height advantage attacks.

lancer_4Enhanced Eyesight Level 4-6: Over the centuries Lancer's have evolved to become adept at their task. In order to ride a dragon over great heights and in uncertain light they adapted the ability to empower their own eyesight at cost of weakening their other senses. They can see at great distances, in the dark, and their eyes are more resistant to damage, since riding at great velocities is hard on the eyes. The sense is level number of times stronger than it normally would be. However, the Lancer has to activate this ability before it can work; they are not always in this state. Furthermore, upon activating this power the Lancer loses some of their other senses’ sharpness.

lancer_5Fear and Awe Level 5-6: The Lancer's reputation is such that they are known universally as the fiercest of warriors. Consequently, those who try to battle them frequently suffer from nerves and the Lancers have used this to manipulate the outcome of battles. When they choose to they can enhance the fear and awe that their opponent feels in battling them, causing their aim to suffer, their spells to be stuttered and other nervous afflictions. The effect lasts level of number of posts.

lancer_6Dragon Transformation Level 6: The Lancer is able to transform into an exact duplicate of their dragon. While in this form they have all of their powers, unless transferred to their dragon in which case they are powerless except for the inherent physical abilities of the dragon. They can stay in this form for level number of posts.

Aeternitas

aeternitas_3Phoenix Level 3-6: Refer to Summoning for power specifics. The Phoenix the Aeternias can call is adorned with wings and talons. They cannot have a wingspan larger than 20 feet. The Phoenix' physical features can include a sharp beak, talons, wings, and tough quills (although not impenetrable). The Aeternitas can ride on the Phoenix back for height advantage attacks.

aeternitas_4Enhanced Touch Level 4-6: Their connection with the Phoenix, which always knows when it will die and be reborn, allows the Aeternitas great connection with their sense of touch, at the cost of downgrading other senses. This makes their reflexes seem incredibly fast since they can feel the slightest brush of anything on their skin. The sense is level number of times stronger than it normally would be. However, the power has to be activated before it can work. The Aeternitas is not always in this state and upon power activation loses some of their other senses’ sharpness.

aeternitas_5Judgement Level 5-6: The Aeternitas can see things move as if in slow motion though they do not actually change the rate at which things happen, they see them differently. The effect lasts up to level number of posts.

aeternitas_6Phoenix Transformation Level 6: The Aeternitas is able to transform into an exact duplicate of their Phoenix. While in this form they have all of their powers, unless transferred to the Phoenix in which case they are powerless except for the inherent physical abilities of the Phoenix. They can stay in this form for level number of posts.

Sentinel

sentinel_3CerberusLevel 3-6: Refer to Summoning for power specifics. The Cerberus the Sentinel can call is a large, three headed dog. They are adorned with three heads, each with sharp teeth, massive paws and a large serpentine tail. They cannot be more than 30 feet from snout to tail. The Cerberus' physical features can include a three heads each with teeth, claws, a large serpentine tail, and a tough hide (although not impenetrable). The Sentinel can ride on the Cerberus' back for height advantage attacks.

sentinel_4Enhanced Hearing Level 4-6: The Sentinel’s connection with the Cerberus, which can hear sounds above and beyond normal human hearing, allows them great connection with their sense of hearing, at the cost of downgrading other senses. The sense is level number of times stronger than it normally would be. However, the Sentinel has to activate this ability before it can work; they are not always in this state. Furthermore, upon activating this power the Sentinel loses some of their other senses’ sharpness.

sentinel_5Impediment Level 5-6: The Sentinel acquires a very valuable ability to aid them in battle. When the power of Impediment is used, the opponent cannot extend any part of their body closer to the Sentinel than they were at the time of the casting. The effect lasts level number of posts.
Level 6: This power grows to make the opponent unable to send any projectile magic or physical attacks (i.e. throwing an athame) towards the Sentinel. Status magic is not affected.

sentinel_6Cerberus Transformation Level 6: The Sentinel is able to transform into an exact duplicate of their Cerberus. While in this form they have all of their powers, unless transferred to the Cerberus in which case they are powerless except for the inherent physical abilities of the Cerberus. They can stay in this form for level number of posts.

Wyrd

wyrd_3FenrirLevel 3-6: Refer to Summoning for power specifics. The Fenrir the Wyrd can call is a very large wolf; they possess strong teeth and claws. They cannot be more than 30 feet from snout to tail. The Fenrir's physical features can include sharp teeth and claws, as well as the usual wolf advantages, and a tough hide (although not impenetrable). Also feel free to ride on the Fenrir's back for height advantage attacks.

wyrd_4Enhanced Smell Level 4-6: The Wyrd’s connection with the Fenrir, which can smell scents above and beyond normal human abilities, allows them great connection with their sense of smell, at the cost of downgrading other senses. They can detect the presence of anything with any odour, including people. The sense is level number of times stronger than it normally would be. However, the Sentinel has to activate this ability before it can work; they are not always in this state. Furthermore, upon activating this power the Sentinel loses some of their other senses’ sharpness.

wyrd_5Blending Level 5: The Wyrd can blend in with their environment, taking on the colour and pattern of whatever is near them so that they are nearly invisible. Lasts 5 posts.
Level 6: The Wyrd can blend in with their environment, taking on the colour and pattern of whatever is near them so that they are nearly invisible. Lasts 6 posts. At level 6 the Wyrd can actually merge into the surroundings. They become part of the tree, wall, rock etc. Thus they cannot be damaged except for ways that their surroundings could be.

wyrd_6Fenrir Transformation Level 6: The Wyrd is able to transform into an exact duplicate of their Fenrir. While in this form they have all of their powers, unless transferred to the Fenrir in which case they are powerless except for the inherent physical abilities of the Fenrir. They can stay in this form for level number of posts.

Top

Imzadi
03-31-2008, 10:00 PM
Illusionist
The Illusionists
The Illusionists are an ancient species that prefer to play with the enemy's mind rather than using brute force. However, that does not make them any less powerful. In fact, many times an Illusionist has been underestimated by their opponents and they no longer live to tell their story. With an Illusionist around on the battle field it can be assured that it will turn out to be total mayhem by using illusions and setting enemies up against each other. A cunning species that calculate every move and know how to turn the situation to their advantage - they are a force to be reckoned with.

Base Powers:
Level 1: Apparating
Level 2: Illusions

Chaos Demon
Manipulator Breed: Chaos
Level 3: Chance Manipulation
Level 4: Transmutation
Level 5: Intangibility
Level 6: Pandora’s Box

Rage Demon
Manipulator Breed: Rage
Level 3: Nocturnal Affinity
Level 4: Shriek
Level 5: Evil Eye
Level 6: Enragement

Vengeance Demon
Manipulator Breed: Vengeance
Level 3: Fire/Ice Breath**
Level 4: Prism
Level 5: Red/Blue Torment**
Level 6: Kiss of Death

Fury
Manipulator Breed: Fury
Level 3: Smoke
Level 4: Anger Manipulation
Level 5: Voodoo
Level 6: Rage


Illusionist_powers
Illusionist Base Powers
illusion_1Apparating Level 1-6: The Illusionist gains the ability apparate himself or herself around the arena. This means the Illusionist can travel instantly from one place to another. Upon touch up to level number of people can be transported. The Illusionist He or she can only carry objects with them while apparating that can be hand-held, which means that the Illusionist couldn’t blink a car with him/her to another pace.

illusion_2Illusions Level 2-3: At this level the Illusionist gains his trademark power: the ability to create illusions in one’s mind. He or she may create an illusion inside an opponent’s mind or create a visual concentrated “holographic” image for all to see within level range. Once created the image can not move. The illusions lasts for level number of posts.
Level 4-6: As the power of the Illusionist grows, their ability to create illusions turns into reality. When creating an illusion or “holographic” image in one’s mind they will now feel real to a person. If the image is getting hit by a car, they will actually feel the pain of that, but not suffer the physical damage. The illusions last level number of posts.

Chaos Demon
chaos_3Chance ManipulationLevel 3: The Chaos Demon can spread chaos with the ability to change the odds in a fight by touching their opponent or object. While touching the Chaos Demon needs to focus on what you want to happen (“Trip”, “Miss”, “Break [objects]", etc) and within level number of posts the odds will shift in his or her favour so what the Chaos Demons wants to happen will be likely to happen.
Level 4: As the power continues the grow, the Chaos Demon may now focus on him/herself, allowing him or her to tip the odds of their own actions (not to miss, not be blind-sided). Via touch the Chaos Demon can also use the positive effect on team mates now. The odds are shifted in the Chaos Demon’s favour so what he/she wants to happen will be very likely to happen.
Level 5-6: The power reaches its speak, allowing the Chaos Demon to affect an opponent by voice and upon sight. For example: using the command “Trip” will mean that his/her opponent will trip within level number of posts.

*The way in which a command becomes reality is up to the affected.
**Commands such as “Trip and fall onto your left arm with all your body weight” are allowed. To actually use “Trip and break your arm” is not possible. You are just tipping the odds, you don’t change reality or the mind of an opponent.

chaos_4TransmutationLevel 4-6: The Chaos Demon may transmute up to level number of solid powers within level-range to another solid power he/she has at his/her disposal*. He/she can also size the powers he/she transmutes, meaning he/she can enlarge them up to level-size or to three times its previous size. Focusing its power even more, the Chaos Demon can also alter up to three people's powers per post upon touch**. This means if the Chaos Demon has fire he/she could upon touch change somebody's ice power into fire power.

* You can also transmute into powers that you have copied or stolen from a team mate or opponent.
** This must be to a power you actually possess. You couldn't turn somebody's Ice power into Air if you do not possess Air. A copied power is not considered one you actually possess.

Chaos_5IntangibilityLevel 5: The Chaos Demon may shift their molecules which would leave them intangible for level number of posts. This means that level number of objects / solid powers may pass through the Chaos Demon. They can also phase other objects of level size and people upon touch.

chaos_6Pandora’s Box Level 6: The Chaos demon is able to inflect panic and fear into the heart of an entire arena simply by being present, this panic causes its victims to have an unnatural urge to flee, any way they can, completely taking away their ability to think rationally. This fear however, is magically motivated and everyone who is affected by it will also gain a disease which lasts for 3 posts, with each post of the disease they will completely lose a power until 3 posts of the Pandora's Box has finished. From there they will gain another power back per post after its affects have worn off.

Rage Demon

rage_3Nocturnal AffinityLevel 3: The Rage Demon learns to establish a connection with creatures of the night. This enables them to grow fangs (elongated eye-teeth, about 4 inches long) and talon-like claws (growing from the fingertips, about 2 inches long). They may also grow black feathered wings* from their back that can be used to fly. However, only one of the physical attributes may be manifested at a time (if the Rage Demon has claws, they may not have wings too). All attributes last for level number of posts.
Level 4-6: As the connection with nocturnal creatures grows further, the Rage Demon may now grow up to two attributes at the time. The claws can now be grown to a length of 10 inches. The fangs, when manifested at this level, are infinitely sharp and will sink into anything. Alternatively, the Rage Demon may grow thick and foiled wings that allow him/her to use them as a shield against physical hits**.

*When you grow the wings they are considered part of your anatomy and therefore can be wounded like any limb. If they are destroyed then you cannot use them to fly and you have to wait till they are naturally (aka as long as you have originally stated they?d last) withdrawn before you use them again. Once the wings are re-summoned they will be whole again.
**The thick foiled version of your wings cannot be used to fly but can be used to “slide down” the air.


rage_4Shriek Level 4: The Rage Demon gains the ability of shrieking. This is similar to the shriek of a banshee: a high pitched scream that can deafen the opponent and cause level-range effects when used close range. By focusing their voice on solid objects (must be close range), they will explode.
Level 5: As the Shriek becomes more powerful, the Rage demon can now cause greater damage with his/her voice even from mid range. Now, the Rage Demon may also project his/her voice directly into the opponent's mind.
Level 6: The shriek reaches it's strongest manifestation. It can affect any opponent within the arena and is strong enough to render the opponent(s) at close quarters unconscious. When focusing the shriek it is powerful enough to bring down solid structures like walls, or blow holes into floors.

*When muted you are unable to use the shriek.

rage_5Evil Eye Level 5:By simply looking and focussing on at an opponent the Rage Demon can render them unconscious for up to level number of posts. The opponent must be within a radius of 10 feet of the Rage Demon.
Level 6: At this level the Evil Eye gets more refined. The Rage Demon can now enrage up to level number of opponents (within a 15 feet radius) and direct their anger towards anyone they wish. The effect lasts 6 posts.

rage_6Enragement Level 6: Upon reaching level 6, the Rage Demon can manipulate his/her own or allies's emotions to increase the potency of powers by 3. This means effects will either last 3 more posts or 3 more projectiles can be conjured. The effect lasts for 6 posts.

Vengeance Demon

vengeance_3Fire Breath Level 3-4: The female Vengeance Demon gains the ability to blow fire out of her mouth and inhaling it as a defensive move. When inhaling a fire attack, the attacker must be the same level or lower – otherwise inhaling will cause inner burning.
Level 5:The breathing of fire will cause a great stream of fire that causes severe burns (third degree).
Level 6: The fire when breathed out will now have devastating impact on the opponent. It comes out with such force that the fire breath has a concussive effect too. She may also exude fire out of her pores, burning people that touch her.

Ice Breath Level 3-4: The male Vengeance Demon gains the ability to blow jets of Icy smoke out of his mouth and inhaling it as a defensive move. When inhaling an ice attack, the attacker must be the same level or lower - otherwise inhaling will cause inner burning.
Level 5:The breathing of ice will cause a great stream of ice that causes freezing within blocks of ice, coating objects with ice, etc etc. When inhaled the attacker that used ice must be level 5 or lower.
Level 6: The Ice when breathed will now have devastating impact on the opponent. When inhaling the attacker may be of any level. He may also exude ice from his pours enabling him to freeze those who touch him.

vengeance_4Binding Sphere Level 4-6: The Vengeance Demon may, upon touch, bind their enemies to the very spot they stand on. While bound victims are unable to make any sort of physical movement, including gestures to summon physical magical attacks. Should they try to cast magic that does not require a gesture they will find the power rebounding upon themselves. Lasts 4-6 posts. Mental and status powers, meaning such without physical impact, are dampened when the Sphere is in effect. This means that potency of those powers is lowered by 2. So someone of lv 3 trapped in a Binding Sphere could still TK the caster, but could only do so with the strength of a level 1. Lasts 4-6 posts.

vengeance_5Red TormentLevel 5-6:) At level 5 the Vengeance demon gains the ability to create lightening bolt type of energy dispersal which causes physical damage and causes the opponent to become overcome with passion anger etc. (seeing red) disoriented and attacking their own teammates. The effect lasts level number of posts.

Blue TormentLevel 5-6:) At level 5 the Vengeance Demon gains the ability to create lightning bolt type of energy dispersal which causes physical damage and causes the opponent to become overcome with Depression. (Seeing Blue) becoming more and more depressed and suicidal they are more likely to throw themselves infront of fireballs etc etc. The effect lasts level number posts.

vengeance_6Kiss of Death Level 6: Using the Kiss of Death the Vengeance Demon is able to absorb the strength of their victim. The victim will find themselves dizzy, confused, and weak while the Vengeance demon will find minor injuries fully healed and their stamina reset to its peak.

Fury

fury_3SmokeLevel 3-4: The fury may fill an area of level range with smoke for level number of posts, obscuring everyone’s vision except for her own.
Level 5: The smoke gains poisonous attributes. When inhaled, the smoke causes level effects of level-2 (so at level 5, the smoke causes level 3 level-effects).
Level 6: At level 6 this power reaches its peak, and the Fury is now able to solidify the smoke partly, making it hard for opponents within it to move. The Fury can also focus the smoke on a single person and make it almost impossible for them to move for level number of posts.

fury_4Anger Manipulation Level 4: At level 4 the Fury is granted a form of Empathy. By focusing on an enemy she may draw their energy away from them into herself, leaving her opponents unable to control their anger. While in this state, the affected will turn their anger on both enemies and allies alike, attacking senselessly . Effects last for level number of posts.
Level 5-6: As the Fury's Empathy grows, she may use the energy that she draws from her enemies to enhance her own magic by 1-2 for level number of posts. This means that the Fury is able to, for example, create 6 fire balls at level 5 at 8 at level 6.

fury_5VoodooLevel 5-6: The Fury gains the ability to inflict pain upon others through a voodoo doll and an enchanted needle. The doll resembles one enemy on the field and whatever happens to the doll will be felt by the enemy. So, should the Fury stab the doll into the neck the enemy will feel the pain but no damage will be dealt. Effects lasts level number of posts. The Fury may enchant the needle with any power they possesses to add to the pain. For example, if the Fury has Temporal Stasis they could enchant the needle with their freezing power, allowing them to freeze opponents when the needle hits. All status effects last 2 posts at level 5 and 3 posts at level 6.

fury_6Rage Level 6: At their most powerful, the Fury is able to transform into her demonic form as she is overcome by her anger. While in her Fury form she may grow claws that are up to 10 inches in size. The anger that is within her allows the Fury to gain super strength which at this level would be 6 times greater than a human being, giving her all the advantages that comes with super strength.

Top

Imzadi
04-07-2008, 11:42 AM
Warlock
The Warlocks
The warlocks are a species almost as old as magic itself. Some warlocks simply chose the evil way to wield magic, others are former wizards and witches who have been tainted by the call of the Warlords. Over the centuries their ability to command and manipulate the elemental forces of nature has become strong in this species making them powerful and dangerous opponents on every battle field. Their nature is usually directed by the element they hold dominion over. Which explains why the warlock with the ability to manipulate ice and water is one of a reserved and strategic nature. They are directed by logic of the mind and possess a heart as cold as the ice they can create. The Fire Warlock is the exact opposite, being of impulsive nature. They are guided by passion and hatred that burns as hot as the flames they can call forth. The Earth Warlock is the levelled headed one out of the Warlock breeds. Their connection to the earth makes them tacticians unrivalled in the underworld. The Air Warlock completes the quartet. Their elusive nature makes them the trickster out of the four. They are usually relatively light-hearted in their demeanour and behaviour, but will stab their opponents in the back without them seeing it coming if it serves their plans.

Base Powers:
Level 1: Conjuration
Level 2: Power Absorption

AIR WARLOCK
Warlock Breed: Air
Level 3: Air
Level 4: Gas Manipulation
Level 5: White Aura
Level 6: Air Form

FIRE WARLOCK
Warlock Breed: Fire
Level 3: Fire
Level 4: Light
Level 5: Red Aura
Level 6: Fire Form

WATER WARLOCK
Warlock Breed: Water
Level 3: Water
Level 4: Ice
Level 5: Blue Aura
Level 6: Water Form

EARTH WARLOCK
Warlock Breed: Earth
Level 3: Earth
Level 4: Plant Control
Level 5: Black Aura
Level 6: Earth Form

Warlock_powers
Warlock Base Powers

war_1ConjurationLevel 1-6: The Warlock can conjure level number of objects* per post up to level-size.

* You may only conjure SOLID objects. No gas/liquid/electric/elemental objects. E.g. you may NOT conjure a gas can (with gas/petrol in it), a fireball, a live battery. Etc etc.

war_2Power AbsorptionLevel 2-3: Upon reaching level 2, the Warlock learns to absorb powers upon touch to complement their very focussed scope of powers. This means that upon touching someone they can absorb level number of powers per post from an opponent and use them for level number of posts. They will still have their powers also.*
Level 4-6: When reaching the upper levels, the Warlock learns to not only copy powers, but also to steal the power. This means they can steal one power at lv4, two powers at lv5 and three powers at lv6 for level number of posts and leave their opponent without them.**

* The simple act of copying a power from an opponent does not take up quota.
** Stealing a power takes up quota.

Air Warlock

air_3AirLevel 3: The Air Warlock now taps into their natural power of Air. This means they can create level number of blasts of air to telekinetically throw (TK) level number of opponents. They can also can create a shield with air to repel up to level number physical hits and can create little local storms* to last up to level number of posts. These storms affect level-range of an area and everyone in it. When the Air Warlock uses air on themselves they can emulate a form of levitation.**
Level 4-6: At higher levels, the Air Warlock can now create stronger gale-type winds and larger storms* to last level number of posts. When the Air Warlock uses air on themselves they can now emulate a form of flight.***

*These storms may have some rain and lightning, however, you can't control either without possessing the actual powers (water and lightning, in this case)
** Levitation is very limited flight. Be aware that your control over keeping yourself suspended in mid air is limited. The effect is manifested through a stream of air.
*** Maintaining flight requires you to keep yourself in midair via constant use of a stream of air as the effect is manifested through a stream of air.

air_4Gas ManipulationLevel 4-6: The Air Warlock’s dominion over air reaches a molecular level when reaching the higher ranks within the underworld. They can heighten or reduce the amount of oxygen in the air and affect their opponent by exposing them to the manipulated air with level-effects (lasts level number of posts) Furthermore, the Air Warlock can solidify level numbers of small portions of gas to serve as projectiles (size of half an energy ball) and attack opponents within level-range with these projectiles.* Finally, they can also solidify larger portions of gas to serve as short-lived stepping stones / discs of which they create up to level number per post. These steps will each last a maximum of three seconds.

* If someone is out of level-range the projectiles revert to normal gas.

air_5White AuraLevel 5-6: The Air Warlock may now create an aura around themselves which manifests as a globe of solid magic. It is completely made up of Air and can repel as many solid magic attacks as their level (after which the aura will vanish). If the Air Warlock wished to, they can also use the aura to turn any solid projectile magic into their element and repel it. When an opponent touches the aura, they will be repelled by a strong gust of wind which the aura automatically emits.

air_6Air FormLevel 6: The Air Warlock can now fully turn into their element*. This means, for level number of posts they can change their body to be made out of air and while in this form they can turn up to level number of solid objects (non-magical) into air and use them as high-pressured projectiles.

*You do not have access to any powers while in your elemental form except air.

Fire Warlock

fire_3FireLevel 3: The Fire Warlock taps into the element that from lv3 on has a fast hold on their nature. They can create number of level balls of fire (send them from their hand or breathe them out*) or create objects made of fire up to level-size.
Level 4-6: They can now create balls or streams of fire. The Fire Warlock can also inhale fire as a defensive move** or expel heat from their body to affect anyone within level-range.

* Even fire breath must obey to the level-size rule.
** Inhaled fire must be of an opponent same level as yours or below, or it will cause inner burning.

fire_4LightLevel 4: The Fire Warlock can now focus their ability to call forth fire into a new way to wield the energy of fire. They can create focussed light in the form of objects (level-size) or bolts that can burn and blind upon impact. They can also absorb the light from an area (level-range) in turn leave it in shadow / darkness. Furthermore, the Fire Warlock can expel a shimmer of light from their body to cast light in the darkness.
Level 5-6: At the highest levels, the Fire Warlock can now also create light holograms of level-size to last for level number of posts. When absorbing the light from an area (level-range) they can absorb the light in volumes that allow them to expel it in a way that makes them appear like a torch of light*.

* When doing this, you simply blind the opponent. You can’t burn them.

fire_5Red AuraLevel 5-6: The Fire Warlock may create an aura around themselves which manifests as a globe of solid magic. It is completely made up of fire and can destroy any solid magic attacks (level number) that comes in contact with it. After level number of impacts on the aura, it will vanish. If the Fire Warlock wishes to, they can also use the aura to turn any solid projectile magic into their element and repel it. When an opponent touches the aura, they will be repelled by a stream of fire which the aura automatically emits.

fire_6Fire FormLevel 6: The Fire Warlock can now fully turn into their element*. This means, for level number of posts they can change their body to be made out of fire and while in this form they can turn up to level number of solid objects (non-magical) into fire and use them as projectiles.

*You do not have access to any powers while in your elemental form except fire.

Water Warlock

water_3WaterLevel 3: Upon reaching lv3, the Water Warlock develops their trademark ability: Water. They can create up to level number blasts of water that can telekinetically throw up to level number of opponents or objects. Furthermore, they can create level number of objects of water (level-size).
Level 4-6: The Water Warlock can now also create bubbles of waters in mid air or around their opponent's body parts (e.g. head) for level number of posts. Additionally, they may create geysers or whirlpools* to capture level number of opponents. The bubbles of water when created contains enough air pressure to affect an opponent when they burst in a manner of forcefully pushing / shoving them / sending them flying or stumbling.

*These are not "water-columns" just strong currents that will pose difficulty in order to get out of but don't make it impossible.

water_4IceLevel 4-6: As the Water Warlock rises in ranks in the underworld, they learn to manipulate water at a molecular level and create ice as well. They may create up to level number of solid bolts of ice (sent from their hand or breathed out) that encase an opponent for up to level number of posts (literal freeze) or create up to level number of objects in level-size. The Water Warlock, at these levels, can also inhale ice as a defensive move* or expel severe cold from their body to affect anyone in level-range.

* Ice breath is subject to level-size.
** The opponent must be same level or below or the inhaling will cause inner damage.

water_5Blue AuraLevel 5-6: The Water Warlock may create an aura around themselves which manifests as a globe of solid magic. It is completely made up of water and repels any solid magic attacks (level number) that come in contact with it. After level number of impacts on the aura, it will vanish. If the Water Warlock wishes to, they can also use the aura to turn any solid projectile magic into water and repel it. When an opponent touches the aura, they will be repelled by a stream of water which the aura automatically emits.

water_6Water FormLevel 6: The Water Warlock can now fully turn into their element*. This means, for level number of posts they can change their body to be made out of water and while in this form they can turn up to level number of solid objects (non-magical) into water and use them as projectiles.

*You do not have access to any powers while in your elemental form except water.

Earth Warlock

earth_3EarthLevel 3: The Earth Warlock now taps into their trademark power of Earth. They can create up to level number mud balls, rocks and other small earth-like formations of any shape to serve as projectiles. Furthermore, they can create up to level number objects of level-size per post.
Level 4-6: The power of the Earth Warlocks advances enabling them to create up to level number of dust storms to choke / blind someone that affect anyone in level-range OR around level number of opponents. They also can create pools of quicksand big enough to trap up to level number of opponents.

earth_4Plant ControlLevel 4-6: The Earth Warlock can tap into what grows and thrives in the Earth and create* or control plants/thorns/vines from the ground. The control lasts level number of posts. They can also control trees or grow them*. The control lasts level number of posts. Vines / plants may have poisonous effects at these levels that induce level-effects.

*The bigger the plant you grow is the longer it would take for the plant to reach the size you have in mind.

earth_5Black AuraLevel 5-6: The Earth Warlock may create an aura around themselves which manifests as a globe of solid magic. It is completely made up of earth and destroys any solid magic attacks (level number) that come in contact with it. After level number of impacts on the aura, it will vanish. If the Earth Warlock wishes to, they can also use the aura to turn any solid projectile magic into Earth and repel it. When an opponent touches the aura, they will be repelled by a gust of dust cloud which the aura automatically emits.

earth_6Earth FormLevel 6: The Earth Warlock can now fully turn into their element*. This means, for level number of posts they can change their body to be made out of earth** and while in this form they can turn up to level number of solid objects (non-magical) into earth and use them as projectiles.

*You do not have access to any powers while in your elemental form except water.
** This means actual soil. You cannot turn into sand or rock.

Top

Salvation
04-07-2008, 12:16 PM
Shapeshifter
The Shapeshifters
Shapeshifters, for centuries they seek refuge in the underworld whenever they’re not causing havoc and disturbances in the human world. These species will usually go their own way, being stubborn and reckless from the core they find it hard to do as they are told. Usually they are only in for their own gain and only help out if it suits them. These breeds are the special kind, The Werewolfs are sharp and strong, Reptiles are hypnotic dangerous, Harpies are fast and vanishing and last but not least the Felines with their cunning strategies. They may look like normal demons but the truth lies deeper within them.

Base Powers:
Level 1: Keen Senses
Level 2: Restoration

WEREWOLF
Shapeshifter Breed: Canine
Level 3: Transformation: Canine
Level 4: Pack Leader
Level 5: Sonic Howl
Level 6: Claw of Seth

SERPETINE
Shapeshifter Breed: Reptile
Level 3: Transformation: Reptile
Level 4: Hypnotism
Level 5: Poison
Level 6: Swipe of Sebek

HARPIE
Shapeshifter Breed: Winged
Level 3: Transformation: Winged
Level 4: Gas Manipulation
Level 5: Banishing
Level 6: Judgement of Horus

FELINE
Shapeshifter Breed: Feline
Level 3: Transformation: Feline
Level 4: Extra Sensory
Level 5: Pheromone Control
Level 6: Eye of Ra

Shapeshifter_powers
Shapeshifter Base Powers

shape_1Keen Senses Level 1-2: At these levels the Shapeshifter's keen senses have just started manifesting and it's mainly his/her hearing that develops the most, allowing to hear even the most subtle noises within the arena. The Shapeshifter can easily hear opponents moving even if they are invisible/ cloaked or catch their breath if they are just standing.
Level 3-4: At level 3 the Shapeshifter's tactile senses evolve. Now the Shapeshifter can actually feel where the opponent is, the Shapeshifter can sense the change of wind on his/her skin as an attack comes closer or things are moving around. While at level 4 the Shapeshifter's smell refines too.
Level 5-6: By level 5 the Shapeshifter's eyesight improves - making it possible to use infrared sight when normal eyesight is blocked. While at level 6 all the Shapeshifter's senses are at their limits. The Shapeshifter can hear a heartbeat, see through the darkest night, feel an opponent move across the room and generally be in a state of awareness similar to tuning to a 6th sense.

shape_2Restoration Level 2-3: The Shapeshifter can heal minor wounds and injuries. The healing lasts level number of posts.
Level 4: The Shapeshifter can heal bigger wounds and injuries. The healing lasts level number of posts. The Shapeshifter can also fully heal broken bones. One per post.
Level 5: The Shapeshifter can heal all internal bleeding and internal wounds. The healing lasts level number of posts.
Level 6: The Shapeshifter can now fully grow back one severed limb per post.

Werewolf

were_3Transformation: CanineLevel 3-4: The Werewolf can instantly transform into a wolf for up to level number of posts. In this form the Werewolf inherit their natural sense but they cannot speak and don’t have access to their powers.
Level 5-6: The Werewolf can now transform into a wolf of twice the average size or a full werewolf for up to level number of posts. In this form the Werewolf inherit their natural sense but they cannot speak and only have access to their breed powers. The Werewolf can also facilitate their natural abilities in human form: grow short claws or fangs, enhanced sense or touch, hearing and smelling.

were_4Pack Leader Level 4-5: Being a pack leader comes natural to the Werewolf, they are able to spread a “level range” scent that will invoke a control over their opponents. When smelling this scent the opponents will acknowledge the Werewolf as their pack leader and they have to obey* the Werewolf. This scent can last up to level number of posts and will wear off directly afterwards.
Level 6: As a pack leader, the Werewolf may now create a pack of wolves (up to "level number of"** wolves) for level number** of post that will hit their enemy directly. These animals will appear/disappear wherever and whenever the Werewolf wants them to and are as fast and dangerous as the real animal. The werewolf will be able to control the wolves by psychic raport.

* Remember no instant kill moves
** 6 wolves for 1 post, 5 wolves for 2 posts etc.

were_5Sonic HowlLevel 5: When in human form the Werewolf may use its howl to manipulate sounds and soundwaves. The Werewolf can 'cast' their voice at anyone within level range, which means that they can make it appear as if it originated from a different place in the arena. The Werewolf may also use the sonic howl to create a muted area around themselves (15 feet). Any sound created in this radius will be neutralized. Lasts up to 5 posts. The Werewolf can as well emit a silent pulse with the howl that can stun a person at close quarters. When used on any other canine creature it will have no effect. The stun induces temporary lack of orientation, disarray of thought and trouble moving. The effect lasts up to two posts at level 5.
Level 6: The Werewolf can now also misplace an opponent's voice with their howl. Misplacing can be used on 1 opponent and can last up to 6 posts. With their howl they can also create sonic waves capable of destroying objects as big as walls. The muted area may be 20 ft in radius and lasts up to 6 posts now. The silent pulse can cause deafness at close quarters, still is ineffective against canine creatures and can now last up to 3 posts.

were_6Claw of Seth Level 6: While in wolf or human form the Werewolf can now lace their claws with poison (must have wolf claws grown even in human form). Upon scratching an opponent the werewolf can turn them into a domestic dog for up to 6 posts. The Werewolf’s opponent will not possess any powers in this state, he/ she will act like a normal dog.

Serpetine

serp_3Transformation: ReptileLevel 3-4: The Serpetine can instantly transform into a reptile form (lizard or crocodile) of 5 feet in length for up to level number of posts. In this form they inherit their natural sense but they cannot speak and don't have access to their powers.
Level 5-6: The Serpetine can instantly transform into a reptile form (lizard or crocodile) of 5 feet in length or a werelizard for up to level number of posts. In this form they inherit their natural sense but they cannot speak and only have access to their natural breed powers. They can also facilitate their natural abilities in human form: leather-like skin, lizard tongue, enhanced agility and speed.

serp_4HypnotismLevel 4-5: This power grants the Serpetine the ability to put someone in a state of trance for level number of posts. The Serpetine must have eye contact when they hypnotize the person, but they don't have to keep it in order for it to keep working. During this trance the person cannot attack anyone though when they are being under attack they unconsciously react to it defending themselves.
Level 6: The Serpetine no longer needs eye contact to hypnotize someone - however the person must be within eyesight. In addition the Serpetine now controls the person while they are in trance. Serpetine’s can order them to do their bidding* by voice and they are bound to obey like a zombie.

*Remember, no instant kills.

serp_5PoisonLevel 5: The Serpetine can induce poison upon touch or breathe it at opponents. The poison causes level-effects and last level number of posts. They can also create Poison Ivy on level number of opponents within level-range that has the same effect on people as the touch or breath.
Level 6: The Serpetine’s poison grows and can send out a stream of poison towards its opponents from their mouth. The poison causes level-effects and lasts level number of posts. The Ivy can also restrict movement and can be created anywhere in the arena.

serp_6Swipe of Sebek Level 6: By creating a net that looks like a dream catcher, the Serpetine can entrap their victims into a deep, coma-like slumber*. The nets are barely visible, lines thin like spider webs. While victims are under this slumber, the Serpetine can cause them to undergo nightmares, creating the illusions in their head. When the victim wakes up, the nightmare becomes a real manifestation which lasts up to 6 posts. Nightmares which come to life are limited to objects/creatures, but not the environments.

*The sleep is not a way to knock an opponent unconscious. It's the way to induce this power. Hence the sleep - when using this power - lasts half of your / the opponent's post.

Harpie

harpie_3Transformation: WingedLevel 3-4: The Harpie can instantly transform into a bird form (bird of prey) of normal size for up to level number of posts. In this form they inherit their natural sense but they cannot speak and don't have access to their powers.
Level 5-6: The Harpie can instantly transform into a bird form (bird of prey) of twice the normal size or a harpie for up to level number of posts. In this form they inherit their natural sense but they cannot speak and only have access to their natural Breed powers. The Harpie can also facilitate their natural abilities in human form: wings of up to 15 feet in wingspan, talons, enhanced eyesight, or beak.

harpie_4Gas ManipulationLevel 4-5: The Harpie can heighten or reduce the amount of oxygen in the air in turn affecting their opponents when they are exposed to the manipulated air with level-effects. They last for level number of posts. The Harpie can solidify “level numbers” of small portions of gas to serve as projectiles (half an energy ball) and attack opponents within level-range with these projectiles.*
Level 6: The Harpie can heighten or reduce the amount of oxygen in the air in turn affecting their opponent when they are exposed to the manipulated air with level-effects. They last for level number of posts. The Harpie can solidify “level numbers” of small portions of gas to serve as projectiles (half an energy ball) and attack opponents within level-range with these projectiles.* They can also solidify larger portions of gas to serve as short-lived stepping stones / discs. The Harpie can create up to level number of steps which each will last a maximum of 3 seconds.

* If someone is out of level-range the projectiles revert to normal gas.

harpie_5BanishingLevel 5: The Harpie can banish level number of solid objects from a thread. The objects will reappear within level number of posts (no longer) where they banished them from.
Level 6: The Harpie can banish level number of solid objects from a thread. The objects can reappear within level number of posts (no longer) wherever they wish them to be.

harpie_6Judgement of Horus Level 6: In human or harpie form the Harpie can emit a powerful shriek, that when focused can cause 6 smaller objects or one massive structure (like walls etc.) to collapse. Harpies can also manipulate their shriek to render opponents unconscious when used on close range. The Harpie can even explode limbs with their shriek (one limb per post). When muted they don’t have access to this power.

Feline

feline_3Transformation: FelineLevel 3-4: The Feline can instantly transform into a feline form (domestic cat or wild cat) of normal size for up to level number of posts. In this form Felines inherit their natural sense but they cannot speak and don't have access to their powers.
Level 5-6: The Feline can instantly transform into a feline form (domestic cat, wild cat, or a cat of the larger variety [Tiger, Lion, etc.) of normal size or a werecat for up to level number of posts. In this form Felines inherit their natural sense but they cannot speak and only have access to their natural Breed powers. Felines can also facilitate their natural abilities in human form: grow short claws or fangs, enhanced agility and tactile sense.

feline_4Extra SensoryLevel 4: Felines develop a connection to the senses of others. By touch they can copy level number of senses from their opponent (and leave them with them) for level number of posts. This allows Felines to see, hear, smell, feel (tactile! not emotional) what their opponents do.
Level 5-6: Felines develop a connection to the senses of others. By touch they can copy level number of senses from their opponent (and leave them with them) for level number of posts. This allows Felines to see, hear, smell, feel (tactile! not emotional) what their opponents do. Felines can also steal senses now and leave their opponent without them: 2 senses at lv5, 3 senses at lv6.

feline_5Pheromone ControlLevel 5: The Feline can create an invisible spray of pheromones to affect anyone within level range for up to level number of posts. The pheromones can create a certain feeling in whomever is influenced by it that is tied to the Felines own being (for example make others feel friendship or hate for them, etc.).
Level 6: The Feline can create an invisible spray of pheromones to affect anyone within level range for up to level number of posts. The pheromones can create a certain feeling in whomever is influenced by it that is tied to anyone the Feline wish (for example make others feel friendship or hate for them or anyone close, etc.).

feline_6Eye of Ra Level 6: The Feline may now also connect to an opponent's body to dry out moisture/strength from them making them incredibly weak and unable to move for level number of posts. Normally the Feline will need to use touch to affect an opponent with this ability. However, when he or she has already made a connection to an opponent using Extra Sensory, then that opponent can be affected by sight only.

Top

Imzadi
04-07-2008, 01:13 PM
Warrior
The Warriors
The Warriors are the physical strength of the Underworld. They have stood behind many Warlords allowing their plans to succeed with the physical prowess this species possesses. However, do not be mistaken and take them for more muscle than brains. These demons are cunning fighters, advanced especially in physical hand to hand combat and the wielding of weapons. Their strategic knowledge about battle situation is unrivalled in hell, which is why these demons are often called upon to organise the armies of the underworld and train younger demons in the skills of combat. The Spartans are known for their physical strength and the brute force which will open every door for them. The Assassins and Nightwings are the stealthy fighters in the lines of the Warriors. They possess deadly force and the normal human eye will barely ever be able to spot one of them when they walk the Earth. The Beserker is a breed that compliments both, combining strength with agility in a way unlike any other.

Base Powers:
Level 1: Super Ability
Level 2: Conjuration

SPARTAN
Warrior Breed: Strength
Level 3: Enhance Ability
Level 4: Clone
Level 5: Size Alteration
Level 6: Kinetic Absorption

ASSASSIN
Warrior Breed: Ambush
Level 3: Projectile Darts
Level 4: Animal Affinity
Level 5: Stealth
Level 6: Paralyse

NIGHTWING
Warrior Breed: Agility
Level 3: Webbing Creation
Level 4: Night Vision
Level 5: Bat Form
Level 6: Possession

BESERKER
Warrior Breed: Stamina
Level 3: Beserk
Level 4: Rock Solid
Level 5: Agility Altering
Level 6: Air Mines

Warrior_powers
Warrior Base Powers

warrior_1Super Ability Level 1-3: The Warrior develops their first trademark ability: that of super strength or speed. It is up to the Warrior to choose which of the aspects he or she chooses. They can only get either of the aspects at level 1 and will keep this ability for the rest of their existence as a Warrior. They can either pick physical strength and stamina OR speed and quick thinking*. The ration at which this power works is always level-number + 1. So at lv2 they are either three times stronger as a normal human, or can run / think three times that fast.
Level 4-6: At this level the Warrior develops the other ability. So if they have chosen speed at level 1, they gain heightened strength at level 4 and vice versa. The ratio for the second aspect however is level number – 1. So at level 5 they are for example 6 times as fast as a human and 4 times as strong.

* The super thinking is a side-effect off the super speed. This means it kicks in whenever you move at higher speed. It cannot be used separately.

warrior_2ConjurationLevel 2-6: The Warrior can conjure level number of objects* per post up to level-size.

*You may only conjure SOLID objects. No gas/liquid/electric/elemental objects. E.g. you may NOT conjure a gas can (with gas/petrol in it), a fireball, a live battery. Etc etc.

Spartan

spartan_3Enhance AbilityLevel 3: The Spartan learns to double the physical strength of a team mate upon touch. They can also enhance the potency of one power (at lv2 they could fire three fireballs instead of two). All effects last level-number of posts.
Level 4-6: The Spartan can now triple the physical strength of a team mate upon touch. Furthermore, they can enhance the potency of one power of a team mate by two (at lv3 they could fire five fireballs instead of two).

spartan_4CloneLevel 4-6: The Spartan can create a clone* for level number of posts.

* The clone does count as a second attacker, meaning when you fight with a clone against one opponent, it's 2 vs. 1. If the clone copies/steals powers, the original cannot copy/steal these off the clone. The Clone must be called forth no more than at arm's length of you.

spartan_5Size AlterationLevel 5-6: The Spartan can triple their size / that of others or reduce it to a third. Additionally, they can increase / decrease strength proportionally to the alteration of size for level-number of posts. They can also size (non-magical) objects of level-size within level range.

spartan_6Kinetic AbsorptionLevel 6: The Spartan now may absorb the impact of level-number of physical hits* and expel them in form of physical strength or energy blasts (number of absorbed must be equal to number of expelled). However, if they are hit by a fireball, they would only be able to absorb the impact of the fireball and still get burned by the flames.

* For example if you are hit with a strong punch, you'd still feel the impact (probably stagger backwards) just not as strong.

Assassin

assassin_3Projectile DartsLevel 3: The Assassin learns to call forth one of their trademark abilities which tends to grant them great advantage in their field of expertise. They can create level number of darts that upon impact will poison* an opponent for level number of posts. These darts can be imbued with an elemental power they have.
Level 4-6: The Assassin can now also create larger darts (1 foot in length) to pin opponents against any surface. These pins vanish after level number of posts.

*The poison causes level-effects.

assassin_4Animal AffinityLevel 4-6: In order to gain more advantage on the battle field and against opponents, the Assassin learns to tap into abilities of animals. They can choose one type of animal which they then gain the positive attributes from. So if they choose a tiger, they gain enhanced sight / hearing / smell, always land on their feet and slightly enhanced strength. The effect lasts up to level number of posts. They can also choose physical aspects of their type of animal to morph parts of their body into**, eg. They could turn their arms into wings***, turn their fist into a clawed paw or turn teeth into fangs. This gives them the normal physical strength of the animal. Both effects can be used simultaneously or one at a time.

*A type of animal is considered: Canine, Feline, Winged, Insects, Serpents, etc. If you pick any venomous animal, you will NOT gain their venom as an added ability.
** A maximum of 3 body parts may be morphed at any time or half of your body.
*** This ability allows you to morph, not to grow new things. Hence you can morph your arms but not grow an extra pair of wings.

assassin_5StealthLevel 5-6: Stealth is an ability that allows the Assassin to become invisible in a way. They are able to manifest a Liquid Aura around themselves that will mirror all their surroundings making it difficult for them to be seen. So, they'd be "invisible" without losing their corporeal state. They can also shield up to level number of objects with small auras. The aura will absorb any noise, allowing them to move around the arena without making any sound. The aura causes the Assassin to be see-through. They will still leave a barely visible shimmer, however, like a distortion of the surroundings when in Stealth Mode. The aura lasts level number of posts.

assassin_6Paralyse Level 6: Upon sight, the Assassin can paralyze any opponent they have eye-contact with. The power works like a short-term stun and is directed either via eyes or by hand-motion. Physical impact on the paralysed opponent will break the stun. The effect lasts level number of posts.

Nightwing

nightwing_3Webbing CreationLevel 3: The Nightwing at lv3 learns one of their preferred methods of travelling as well as acquiring things. They can shoot out tendrils of webbing that will glue itself onto any substance it hits. The tendril will be strong enough to bear the weight of one person as well as the Nightwing. They can also create balls that upon impact can cocoon the opponent restricting their movement. The webbing lasts level number of posts.
Level 4-6: The Nightwing can now expel walls of webbing, as well as coating substances such as floors/walls with it. The webbing lasts level number of posts.

nightwing_4Night VisionLevel 4-6: Due to their natural affinity to night and darkness, the Nightwing learns to see normally in shadows or darkness for level number of posts via the ability of night vision (greenish tint to everything you see)* OR infrared sight to detect heat within level-range*.

*Neither ability works when being blinded.

nightwing_5Bat Form Level 5: The Nightwing finds their connection with the bat. This enables them to transform into a bat for up to level number of posts*. When in human form they are able to grow bat-like fangs, as well as claws for level number of posts. While changing from / to bat form they can also create a flock of bats**.
Level 6: In human they can now also walk upside down (on ceilings, for example)

* The bat is of normal size. When in this form you forgo access to all your powers.
** These bats are not under your control.

nightwing_6PossessionLevel 6: The Nightwing learns their most valuable power: the art of possession. By focussing on another person they can possess their body for level number posts. During this time, the Nightwing’s body will fully go into the target's body, allowing their body to fully disappear while the possession lasts.

*No instant kill rule applies. You cannot direct an opponent to commit suicide or the like.

Berserker

beserker_3BerserkLevel 3: The Beserker learns the ability that gave them their name: Beserk. With it they can increase their physical strength by putting themselves into Berserker status*. In this status they forfeit the ability to use any other power they possess. Additionally, when in Beserker mode, all their senses and abilities are heightened which means that they have heightened agility, strength, sight, reflexes and strength (level number x 2).
Level 4-6: When going into Beserker mode now, the Beserker retains one ability of choice (must state which upon entering berserk status).

*You can turn off Beserk status sooner than stated, however, you will remain without your powers for as long as initially stated. For example, if you say you want to use it for 3 posts but turn it off after the second, you will stay without your powers for that third post.

beserker_4Rock SolidLevel 4-6: In their progress as Beserkers, this species learns to turn themselves into solid stone or a gem-like form completely for level number of posts with increased size (twice the normal height) and increased strength (four times). This power is generally considered to be compliment for the volatile Beserk status. This form is rather resistant to physical impact (but not immune to them, especially not DoP or mental / status powers). The Beserker can detach arms, hands, legs or feet at will to attack others (eg. fire a fist at them like a projectile). These limbs will return to the Beserker automatically unless destroyed or prevented from returning which means that these limbs need to be reattached before turning back to normal form or the Beserker will end up missing a limb*.

* If this happens and the limb is not destroyed you can reattach it at any later point in time when in this form.

beserker_5Agility AlteringLevel 5-6: The Beserker learns to not only affect their own agility but also that of others. This means that they can alter their own agility to be three times as high as that of a normal human, which allows them to move faster, jump higher and bend their body in a way only trained athletes can. Or upon touch the Beserker can steal agility from their opponents, in turn leaving them rather clumsy. They can affect up to level number of people for level number of post.

beserker_6Air Mines Level 6: The Beserker can now call upon a power that allows them to put their heightened strength and agility to ultimate use by lifting them above the limits of physical reach. They can create platforms made of solid energy to carry the weight of up to level number of people. These platforms can be created in the form of stepping stones that allow the Beserker to cross distances high above ground. They are under complete control of the Beserker and can be created in quick succession to allow only them to use them (should they wish it). The platforms can also be used like an air mine, an option which ultimately named this ability of the Breed.. Which means that the Beserker stomps on them, activating a time trigger and then lets them explode in a burst of energy that grows to about 20 feet in diameter.

Top

Ares
08-05-2010, 08:10 PM
Acolyte
Acolyte
The Acolytes are one of the newest species to arise from the depths of the demonic Underworld yet their darkness rivals that of even the oldest and most powerful of demons. The Acolytes are a collective of acolyte priests and priestesses, men and women devoted to a life in service of a deity of their choice. Some were given over to their deity at birth; others discovered the dark benevolence of their masters later in life. However they began on their path to service, the Acolytes are nothing short of fanatics imbued with terrible power, willing to give their very lives in service of their dark lords. The Jackals are the most offensive of the Acolytes, using their powers to draw opponents into vicious battles that few ever survive. The Krakens are, much like their domain of water, both destructive and protective and able to crush their enemies whilst healing their allies. The Cervus are a wild and unpredictable breed, able to summon nature itself to aid them for their self serving aims. The Destroyers, much like their namesake, have little regard for life and are obsessed with destroying reality itself in order to fulfil their master’s demands. Regardless which path they have chosen, all Acolytes possess the ability to call upon their deities to merge the spirit of the divine with their physical bodies, resulting in terrifying Avatars that unleash hell on earth.

Base Powers:
Level 1: Conversion
Level 2: Hallowed Ground

JACKAL
Acolyte Breed: Calasirian
Level 3: Chaos
Level 4: Black Sand
Level 5: Onix Blood
Level 6: Avatar of the Jackal

KRAKEN
Acolyte Breed: Wu
Level 3: Pressure
Level 4: Purifying Water
Level 5: Azure Blood
Level 6: Avatar of the Kraken

CERVUS
Acolyte Breed: Torc
Level 3: Call of the Wild
Level 4: Nature's Spirit
Level 5: Jade Blood
Level 6: Avatar of the Cervus

DESTROYER
Acolyte Breed: Chayana
Level 3: Shatter
Level 4: Eye of the Destroyer
Level 5: Amethyst Blood
Level 6: Avatar of the Destroyer

acolyte_powers
Acolyte Base Powers


acolyte_1Conversion

Level 1-6: By peering into the darkest corners of your opponent’s the soul, you can create a dark astral copy of them to allow you to have two bodies* on the battlefield for "level number" of posts. This copy will act as any second body and do your bidding, but the copy resembles your opponent as they are actually a representation of their darker desires and negative impulses. This dark astral will have your opponent's powers up to your own level.**

*All injuries inflicted on you will afflict the copy as their physical essence is drawn from you. Only the appearance and personality comes from your opponent.
** For example, if a lvl3 Acolyte used Conversion on a lvl6 FGBer, then the dark astral would only have their first 3 basic powers, and first three ring powers.
If a lvl6 Acolyte used Conversion on a lvl3 FGBer then the dark astral would also only have the FGBer's first 3 basic powers and first three ring powers, but could use them at lvl6 strength.


acolyte_2Hallowed Ground

Level 2-3: Calling on the patronage of their deity, the Acolyte can bless the ground in “level x 2” feet around them* preventing physical movement** of “level number” of opponents within the area for “level number” of posts.
Level 4-5: The blessing of the deity improves, and the Hallowed Ground prevents “level number” of solid powers*** from coming towards you in “level x2” feet around you for “level number” of posts.
Level 6: The blessing of the deity reaches its peak, and the Hallowed Ground prevents “level number” of solid powers from coming towards you in “level x2” area around you OR prevents physical movement. Alternatively, Hallowed Ground can be summoned around an opponent if they are within “level – 1” feet of you.

*The opponent has to be within the Hallowed Ground in order to have their movement restricted. If the Acolyte moves out of the area then the effect vanishes immediately.
**Physical movement includes moving limbs, chanting spells etc. Powers that do not require movement or are channelled through the eyes may still be moved. Summons who appear within the confines also have their movement bound.
*** The solid powers are frozen in mid air as if struck by Temporal Stasis. Once the Hallowed Ground ends, the powers continue on their original path.


Jackal


jackal_1Chaos
Level 3 - 4: The Acolyte of the Jackal may pronounce Chaos upon a foe, either through touch or eye-contact for "level number" of posts. Once Chaos has been set upon a foe any damage they do to the Acolyte is mirrored upon their victim while Chaos is still active.
Level 5 - 6: The Acolyte may pronounce Chaos on up to 2 people, where upon any wounds received by their victim are instantly cured after "level number" of posts or they may pronounce Chaos on any one person who are not cured even after "level number" of posts.

Each post a Chaos is active takes 1 from the Acolyte's quota.

jackal_1Black Sand
Level 4: The Acolyte may summon a sandstorm which surrounds them up to "level range". The sandstorm is composed of purely of black sand which, upon contact with a victim, will enfeeble them. They will find their movements slowed as a barrage of sand continuously blows them in different directions, their sight will be hampered as layers of sand will blow between them and what they seek, and any projectile powers will dissolve as the sand erodes them.
Level 5 - 6: The sandstorm can now be placed anywhere within the arena. The Acolyte also may blend into the storm, not being impeded either by sight or by movement. The sands will automatically bend and curve to allow the most favourable conditions for the Acolyte (for example, moving out of the way of an Acolyte's projectile, while moving into the way of an enemy's projectile). The sand now is also razor sharp to anyone* who is not the Acolyte and will slowly rip and tear at the skin of whoever is caught in its clutches.

* Even allies.

jackal_1Onyx Blood
Level 5: The Acolyte may not only automatically recreate their own black blood within their veins, but also use it to create "level number" of solid manifestations comprised solely of their blood. The items conjured will be reflective and smooth to touch, and black in colour, but are limited to being single objects (i.e. no moving parts like a crossbow, etc). The blood is controlled by the Acolyte's mind and can be in a constant 'fluid' state or solid matter, depending upon the Acolyte's mental command.
Level 6: The Black Blood now becomes more potent and carries with it a deadly side-affect, any non-magical creature or person, caught within the grasp of a black blood manifestation can be controlled mentally by the Acolyte.

jackal_1Avatar of the Jackal
Level 6: By becoming the Avatar of the Jackal the Acolyte changes their form, standing twice the size of an average human. Their clothes will morph automatically into Egyptian-styled armour and a weapon comprised of gold (typically Egyptian, once again) manifests in the avatar's hand. While in this form they have a plus one quota on all Sand, Earth, Plant or Animal (providing the animal is a Jackal) powers.


Kraken


kraken_1Pressure
Level 3 - 4: The Acolyte of the Kraken may pronounce Pressure upon a foe, either through touch or eye-contact for "level number" of posts. Once Pressure has been set upon a foe, they will find their magical quota reduced by "level number" - 2 for "level number" of posts. (e.g. if affected by a level 3's Pressure the victim will find their magical offense quota reduced by 1, whereas if affected by a level 4's Pressure their quota will drop by 2)
Level 5 - 6: The Acolyte may pronounce Pressure on up to 2 people, where their quota will be reduced by 2 each, or upon one person whose quota will be reduced by 3 for a level 5, or 4 for a level 6.

The victim of Pressure will still have all their powers, and can only be Pressured down to having at least 1 in their offensive quota.

kraken_3Purifying Water
Level 4 - 5: The Acolyte can take any "level size" or smaller body of water and purify it. Once purified anyone who drinks or submerges themselves in the water (ally or enemy alike) will be healed of non-lethal wounds for "level number" of posts.
Level 6: The Purified Water now can heal up to one destroyed limb per person who drinks or submerges themselves in it.

kraken_3Azure Blood
Level 5 - 6: The Acolyte can recreate any of their blue-colored blood within their veins. To anyone other than the Acolyte this blood is extremely poisonous, capable of burning through flesh. If it hits an open wound (or creates an open wound) it will poison a person causing "level number" of effects for "level number" of posts.

kraken_4Avatar of the Krakan
Level 6: An Acolyte may become an Avatar of the Krakan for "level number" of posts. While in this form they will have blue/scaley skin, their clothes will shift into a silvery armor and they can breath under water until they no longer are the Avatar. The Avatar of the Krakan benefits for a plus one on their offensive quota for the following powers: Water, Ice, Cloaking or Animal (providing the animal is aquatic) powers.


Cervus


cervus_1Call of the Wild
Level 3 - 4: The Acolyte of Cervus may have 1 non-magical signature animal. This animal must be native to the world and considered "wild" (i.e. no domesticated dogs or cats or dragons). In battle the Acolyte may summon "level number" of this animal from the wild. The animals are under the complete mental control of the Acolyte.
Level 5 - 6: The Acolyte may summon "level number" of their signature animal into a thread, they can also choose to bestow one of these animals with 3 of their own powers. The Acolyte loses these powers until that animal dies, or they dismiss the herd.

cervus_2Nature Spirit
Level 4 - 5: The Acolyte may create a small forest of trees ("level size") within the thread. These trees instantly sprout from the ground and can be any tree native to the world.
Level 6: The Acolyte now has full control of this forest whose roots can now rip from the ground and move around upon the mental command of the Acolyte.

cervus_3Jade Blood
Level 5 - 6: The Acolyte may recreate any of their green blood in their veins. The blood has the special property that, should it touch another living creature (whether they be magical or not) they fall under the mental control of the Acolyte.

cervus_4Avatar of the Cervus
Level 6: The Acolyte can transform for "level number" of posts into an Avatar of Cervus. As Cervus is the nature god they will find their skin crusting into hard bark, their clothes disappear under what looks like a covering of moss and poison ivy, and their head adorned with large deer horns. While in this form they are granted a plus one on their offensive quota on the following powers: Earth, Air, Plant, & Animal (providing it is their signature power).


Destroyer


destroyer_1Shatter
Level 3 - 4: The Acolyte of the Destroyer gains their first power: Shatter. The Acolyte may create "level number" of projectiles. Should any one of these projectiles hit any magical/physical shield* or obstruction of "level number" strength or under, they shatter it instantly.
Level 5 - 6: The Acolyte now create "level number" of shockwaves which fan out in all directions from the Acolyte for "level distance", should they hit a magical/physical shield or obstruction of "level number" strength or under, shatter it instantly.

* One projectile takes only one from the Acolyte's quota, and each hit on a magical/physical shield would be the same as if it had been hit by "level number" of projectiles. The projectiles do no damage to a person/clone/summon/animal etc. only magical or physical shields.

destroyer_2Eye of the Destroyer
Level 4: The Acolyte of the Destroyer may call upon their deity to bless their magical attacks for "level number" of posts. Once blessed their projectile attacks will all become homing attacks, following their victim until they are either destroyed or hit their target.
Level 5 - 6: The blessing now becomes so strong their attacks become intangible, only becoming tangible once more when within one foot of their intended victim. While intangible they will be able to pass through any physical/elemental obstructions without being destroyed.

destroyer_3Amethyst Blood
Level 5 - 6: The Acolyte may recreate any of their purple blood in their veins. The blood, instead of being liquid, is a gas that should anyone breath in, will cause "level number" effects for "level number" of posts.

destroyer_4Avatar of the Destroyer
Level 6: For "level number" of posts the Acolyte can become the Avatar of the Destroyer. They can choose to grow an extra pair of arms and grow 1 - 4 foot taller. Their clothes can change into ancient Indian styled armor which crackles and sparks with magical energy. While in this form they have a plus one quota to: Disruption, Telekinesis, Thread, & Shadow.

Top

Ares
09-03-2010, 02:59 PM
Daywalker
The Daywalker
Unlike the Nocturnal’s Vampire, the Daywalker used to belong to a much more traditional Vampire race. This race had a specific weakness to sunlight, even the faintest glimmer would reduce them to nothing but ash and dust. Unlike most of ADA’s species, this race had fifteen breeds, but six of the 15 breed leaders came up with a plan. It was simple, though dangerous. Through extensive research and several failed experiments, they deduced that if they could feed on a being of pure light, that they could finally walk once more in sun. When they eventually found such a creature, they hunted it to the ends of the earth, eventually cornering it. A battle ensued. Only four of the leaders survived, but they won in the end. From drinking deep from the creature’s veins they gained the ability to walk once more in the sun. From here they spread their vampiric curse to others, and so a new race of vampire was born: The Daywalkers. Each of the four Daywalker breeds is named from the leader which liberated them from the dark, and each takes certain personality traits from their ancient parent. Setine was the first to feed on the light, she was known in her unlife as an aristocrat with a love for beauty and the arts, she has been described as majestic, but she is emotionally hollow, desperately seeking darker and darker thrills to stir her dead heart. Cervos was the second the feed, he was always more in-tune with the animal nature of vampirism. He was a predator, unmatched by any, though savage and prone to terrible rage. Then there was Terrow, the Blood Mage Vampire. He was hated among mortals and vampires alike for his dabbling in the darkest corners of vamprisim. Cunning, and brilliant his blood rites proved invaluable when taking the light. Lastly there was Zilah, the great leader and the original vampire queen. She saw within her race a potential, and she was the one to come up with the plan for the Daywalkers to break back into the sun. Unlike most other breed of demon, the Daywalker is not born a demon, but is turned by a sire, using the traditional vampire method. They still bear a weakness to fire, but the blood that runs through their veins gives them an extra advantage over all others.

General Daywalker Note

A Daywalker will suffer when defending against a fire attack. Any shields they have in place will only last for "level number - 1" hits instead of the usual "level number" when hit by a fire attack. If a Daywalker is hit, unprotected, by a fire attack then the result is worsened. If a normal person gets second degree burns, a Daywalker will suffer third degree burns. However to make up for this weakness, each Daywalker is inherently 1.5 times the strength of a normal human/demon and each has retractable fangs.

Base Powers:
Level 1: Inner Light
Level 2: Darkened Path

Setine
Daywalker Breed: The Serpents
Level 3: Scorn
Level 4: Majesty
Level 5: Imperium
Level 6: Sovereignty

Cervos
Daywalker Breed: The Feral
Level 3: Feral
Level 4: Frenzy
Level 5: Unleash
Level 6: The Beast

Terrow
Daywalker Breed: The Fiends
Level 3: Scarlet Thread
Level 4: Crimson Chalice
Level 5: Vermilion Circle
Level 6: Ruby Sigil

Zilah
Daywalker Breed: The Dominant
Level 3: Agnitio
Level 4: Dominor
Level 5: Princeps
Level 6: Vae Victus

Daywalker_powers
Daywalker Base Powers
Datwalker_1The Light Level 1-6: Depending on whether it is day or night the Daywalker can surround themselves up to "level range" with a bright light, or pitch black. Anyone caught in this area will only be able to see either white or black. Even allies or objects right beside the person will be invisible. The Daywalker's vision, however will remain unimpeded. They may also use this power if they themselves are blinded by magical means to counteract the affect for "level number" of posts while within the light's radius.

daywalker_2Darkened Path Level 2-6: By drinking the blood of a person, and then sharing their own blood (at least 2 cup fulls each) the Daywalker may convert another to become the same Breed Daywalker as themselves for "level number" of their posts. They will have all the Daywalker powers of their level, though they will only have access to their talisman/rings of their original power scope, and be automatically blood-bonded to the Daywalker, having to to perserve loyalty unless the Daywalker frees them.

Setine

setine_3Scorn
Level 3: The Daywalker may identify one power. They will have to say that power's name aloud. For "level number" of general posts following, the power they have named can not be used in the thread by anyone. Alternatively, they may simply focus their Scorn upon one person, in which case they may make up to two powers unusable for "level number" of their posts. To do this the Daywalker will need to say the person's name and powers.
Level 4-6: The Daywalker may now Scorn two powers in a general thread, or up to four if concentrated on a single person.

setine_4Majesty
Level 4: The Daywalker puts on an aura of Majesty for "level number" of their posts. To anyone looking they will take on subtle changes to show this Majesty, such as a more regal posture. While under the influence of Majesty, enemies will suffer a minus two to all their attacks upon the Daywalker. E.g. A level 4 may only fire two projectiles, instead of four.
Level 5-6: The Majesty grows to an even more pronounced level. Users will no longer be able to bring themselves to fight with the Daybreaker physically. They will inspire an aura of fear (though not magically motivated). Anyone attacking the Daywalker will suffer a minus three to their magical quota.

setine_5Imperium Level 5-6: By locking eyes with a foe, the Daywalker is able to 'mark' that person. Any positive effects cast upon that person by allies will immediately cease, and allies will now treat that person as their mortal enemy for "level number" of the affected's posts.

setine_6Sovereignty Level 6: Much like Majesty, this power is cast upon the Daywalker themselves. Any 3 powers, chosen by the Daywalker, that are protective or positive status within an Daywalker's arsenal are automatically cast upon themselves with only the cost of taking up the quota of one for each post they remain active. For example, a Daywalker with invisibility and forcefields who casts Sovereignty upon themselves, could get both invisibility and forcefields, for six posts, using only 6 quota.


Cervos

cervos_3Feral Level 3: The Feral nature of this breed of Daywalker allows it a personal affinity to the lower key powers, such as super strength and speed. As such, this isn't a power by itself, but it does increase the scope of any physical power that the Daywalker might have by "level number" + 1.
Level 4-6: The power of the physical powers is now increased by "level number" + 2.

cervos_4Frenzy Level 4-6: With but a look, the Daywalker is able to plant their animal nature into the heart of their enemies. By doing this enemies will no longer use powers for "level number" of posts and instead blindly physically attack anything in a rage.

cervos_5Unleash Level 5-6: The Daywalker is able to sense status attacks coming their way and dismiss them automatically. For each post that a status attack may last, the Daywalker may expend one quota to dismiss the effect for that post. For example, a level 6 Daywalker hit by a level 3 Temporal Status may expend three defence quota to nullify the attack. They may also simply choose to nullify 2 posts of the attack for 2 of their quota and remain with 1 post of the effect.

cervos_6The Beast Level 6: The Daywalker may summon a beast, no larger than an elephant, comprised of up to ten different animals' features (e.g. A lion with an eagle's head, and a bird's wings or an ant the size of a lion, etc.) into a thread to help them for "level number" of posts. This animal has no powers of its own, however if the Daywalker chooses they may merge themselves into this Chimera and retain all their powers and gain the physical prowess of the Chimera.



Terrow

Terrow_3Scarlet Thread Level 3-6: The Daywalker takes control of the blood in a victim's body, allowing them to move the limbs of that victim any way they wish to, including in ways not normally possible for "level number" of posts.

Terrow_4Crimson Chalice Level 4-6: By drinking at least two cup fulls of a victim's blood the Daywalker will possess all the powers of their victim but be at a reduced quota of 1 for "level number" of posts, alternatively, they may increase their own quota by "level number - 2" (e.g. a level 3 will have a plus quota of 1, a level 4 a plus quota of 2, etc.) for their own powers.

Terrow_5Vermilion Circle Level 5-6: The Daywalker may cast the potent Vermilion Circle, a red circle appears around them with a radius of "level size" any enemy caught in this circle with any open wounds, cuts, etc. will find their blood spilling out of their body and towards the Daywalker. The only way to stop the flow is by removing themselves from the circle.

Terrow_6Ruby Sigil Level 6: By marking themselves with a victim's blood anywhere on their face/head the Daywalker is able to possess all knowledge of that person, their history, powers, level, etc. They may also use this power to predict with great accuracy what moves their victim will try next.

Zilah

zilah_3AgnitioLevel 3: The Daywalker is a natural leader and this allows them to see the potential in any threat. By casting this they are able to read the powers, level and alignment of anyone within "level range".
Level 4-6: The Daywalker not only sees the potential in a victim but now can read their intentions and motivations as well. They may also beguile another into doing what they do not want, without the beguiled even realizing it.

zilah_4DominorLevel 4-6: The Daywalker takes on a very domineering stature. They can issue one word commands that must be obeyed, regardless of any mental protection or psi-screen. Simple commands like "Run", "Fall", etc. etc. must be obeyed. They may also strike fear into the heart's of their enemies, making them much less inclined to attack the Daywalker physically.


zilah_5Princeps Level 4-6: As a natural leader the Daywalker may increase an ally's quota by "level number" - 3 (e.g. a level 5 Daywalker can increase an ally's quota by 2, a level 6 can increase it by 3), while that ally is within "level range" of the Daywalker for "level number" of posts.

zilah_6Vae Victus Level 6: Once cast upon themselves, Vae Victus wil surround the Daywalker with a red aura. Any attacks done by the Daywalker while this aura is active automatically do double the damage. Status powers remain unchanged while using this power. However should an enemy be hit with a fireball, they will feel like they have been hit by 2.

Salvation
09-04-2010, 06:34 PM
fallen
Fallen Angels
They looked down at the earth, enamoured with what they saw down there. Wishing they could join the people and walk between them, court the women and men and feel the emotions they saw within them. Some went willingly, others were cast out of heaven but in the eyes of their brethren they fell in the same catagory: Fallen Angel. They didn’t care. Finally they were among men, their cardinal sin determining which breed they fell under. Over the years, the Fallen Angels managed to have offspring with both mortal and immortal men and women. These children not knowing that they are carrying the gene to become a Fallen Angel themselves.

General Fallen Angel Note

How do you become a Fallen Angel? It's simple you either have to be an Angel who fell from grace or you need to have the Fallen Angel gene in your body which you can have from being a direct offspring or by being a descendant from the offspring. I.e. your great-great-great-grandfather was born from a Fallen Angel.

Base Powers:
Level 1: Flight
Level 2: Healing

Nephilim
Fallen Angel Breed: The Giants
Level 3: Growth
Level 4: Shadow Affinity
Level 5: Disaster
Level 6: Giant

Emim
Fallen Angel Breed: The Fearful
Level 3: Deception
Level 4: Possessed
Level 5: Phobia
Level 6: Fear

Rephaim
Fallen Angel Breed: The Dead
Level 3: Drain
Level 4: Pain
Level 5: Blight
Level 6: Death

Anakim
Fallen Angel Breed: The Strong
Level 3: Might
Level 4: Telekinetic Fields
Level 5: Beast
Level 6: Strength

fallen_powers
Fallen Angel Base Powers

fallen_1Flight
Level 1-3: The Fallen Angel can grow black feathered wings* for level number of posts that will allow them to fly. These wings posses superhuman strength which allows them to fly higher than normal. They can breathe at high velocities or altitudes, and can cope with the reduced temperatures at high altitudes for prolonged periods of time, giving them a greater-than-normal capacity to endure low temperatures.
Level 4-6: The Fallen Angel can now grow thick and foiled wings** that allow them to use the wings as a shield against physical hits. The strength in these wings can easily break a man's arm or leg, or even put someone through a wall.

* When these wings are grown, they are considered part of the anatomy of the Angel and therefore can be wounded like any limb. If they are destroyed then you cannot use them to fly and you have to wait till they are naturally (aka as long as you have originally stated they’d last) withdrawn before you use them again. Once the wings are re-summoned they will be whole again.
** These versions of your wings cannot be used to fly but can be used to slide down the air.

fallen_2Healing Level 2-6: The Fallen Angel has healing blood that lets them heal “level number” of wounds automatically when receiving them. Because of this healing ability they can also increase their stamina and durability for “level number” of posts. They can also heal others by mixing their blood with theirs. When healed the wounds will return after "level number" of posts

Nephilim

nephilim_3Growth Level 3-6: The Fallen Angel is able to enlarge “level number” of objects to “level size” for “level number” of posts and in extend can only move these objects once to any place within “level range”. At level 6 they are even able to enlarge “level number” of magical projectiles and direct them once into any direction.

nephilim_4Shadow Affinity Level 4-6: The Fallen Angel is able to tap into their darker side and use the shadows to call forth a shadow blanket to create “level range” darkness* around them for “level number” of posts. They can also conjure up to “level number” of objects from shadows, such as creating a knife, or claws out of Shadow energy, or very sharp fangs, these can be dismissed by you whenever you want, and act just like the real object. They are very sharp and can cut through any substance.

*This means pitch black. You can not see anything if you’re within the blanket.

nephilim_5Disaster Level 5-6: The Fallen Angel has the ability to control the movement of earth and tectonic plates, even to the extent of causing seismic upheaval for “level number” of posts. They can also call forth molten rock from the earth's core, producing “level number” of projectiles composed of lava*, or even small volcanoes within “level range”.

*This lava is really hot and can set fire and cause 3rd degree burns.

nephilim_6Giant Level 6: The Fallen Angel can turn them self into Giants by stealing height from their opponent* and is then able to enlarge them self up to “level-size” for “level number” of posts. With this they also gain strength and are 18 times stronger than a normal human being.

*When height is being stolen, the opponent will shrink to twice their normal height and will stay that small until the Giant has returned to their normal size.

Emim

emim_3Deception Level 3-4: The Fallen Angel can send out a deception field for “level number” of posts which will nullify any psionic protection a person can have. They can only target one person at the time or “level range” for half their “level number” of posts (I.e. L4 for 2 posts, L6 for 3).
Level 5-6: When the Fallen Angel reaches this level they are also able to use that field to protect them selves from intrusion (Telepathy, mind control, possession) for “level number” of posts against one opponent equal to or less than their level*.

*If you get attacked by somebody higher in level you can only reduce the duration with 1 post.

emim_4Possessed Level 4-6: The Fallen Angel can within close range manipulate “level number” of minds for such simple feats as taking away senses, such as sight, hearing, smell and taste or implant simple orders*. Also they can take full possession** of one other mind at a time but they must strictly be within “level range” of that person.

*No instant kill, more like telling to bend over or sit down.
** Their body will vanish for the duration of the possession.

emim_5Phobia Level 5-6: The Fallen Angel is now able to manipulate ones mind in believing they have a phobia* for “level number” of posts. On receiving this phobia the person will overcome with such anxiety and strong believe that what is happening is so real that they can not function normally and rationally. In extent they are able to alter perceptions in such a way to make them selves seem invisible within a “level-range” area for “level number” of posts.

*It doesn't have to be a phobia your foe already has. You can make one up.

emim_6Fear
Level 6: The Fallen Angel can expand their aura to touch “level number” of people in such a way that it will bring out rapid heart rate, increased blood pressure, tightening of muscles, sharpened or redirected senses, dilation of the pupils and increased sweating to the point that they are completely immobilized, frozen to their current spot with fear, for “level number” of posts.

Rephaim

rephaim_3Drain Level 3-4: The Fallen Angel can upon touch drain energy from an opponent for up to “level number” of posts which causes “level-effect”. You can use the Energy drained to temporarily (level number of posts) boost your own powers by "level number" + 2.
Level 5-6: The Fallen Angel can now choose to drain away up to three powers for “level number” of posts.

rephaim_4Pain Level 4-6: The Fallen Angel can by focusing on an opponent affect the nerves of a certain limb/part of their body for “level number” of posts causing them strong pain* to the point they can hardly move that part of their body. They can numb the limbs of an opponent rendering them useless for “level number” of posts. They can even numb their own limbs to stop the pain (but not potential bleeding) for “level number” of posts. They can manipulate 2 limbs at lv4 and lv5, and 3 at lv6.

* The pain is caused by manipulation of the nerves and does not involve any physical wounds.

rephaim_5Blight Level 5-6: The Fallen Angel can now by touch put a death curse on one person for “level number” of posts. This curse will start out with a rash, then deep tears will appear in their skin and on the final stage their bones will turn brittle to the point that minor movement will break them**. This curse can not be magically healed.

*These effects are almost instantaneously and need to be played out like that.
**Broken bones are a result from this curse and will not vanish after the curse has been played out.

rephaim_6Death Level 6: The Fallen Angel has control over the dead now. They can either summon “level number” of dead people without powers for physical aid or they can create one zombie with only the Rephaim breed powers for “level number” of posts. The dead people are under fully psychic command of the Rephaim and can’t think for themselves, the zombie however can think somewhat for itself and will attack any foe pointed out.

Anakim

anakim_3Might Level 3-4: The Fallen Angel is able to absorb “level number” of physical hits and/or magical ones without getting harmed and store the energy in their body for a short while before it will dissipate into nothing.
Level 5-6: The Fallen Angel can now choose to either expel the stored energy in concussive blasts of telekinetic energy which will knock people down within “level range” or amp up their physical hits to knock their foe down.

anakim_4Force
Level 4-6: The Fallen Angel can create an energy field around them self instantly that will protect them for “level number” of posts or “level number” of hits. Whichever comes first. Or they can choose to use the energy field to bind a person’s legs or arms together for “level number” of posts.

anakim_5Beast
Level 5-6: The Fallen Angel can call forth a beast from hell for “level number” of posts to aid them in their fight. This beast has uncanny agility and is extremely strong and therefor hard to kill but it is not impossible. At level 6 you are able to summon two of these beasts. These beasts are the same size as a lion.

anakim_6Strength
Level 6: The Fallen Angel when merging with his own shadow has the ability to temporarily increase their muscle mass and strengthen them to the extent that they have the strength of thrice their “level number” that of a normal human (6 times at lv2, 12 times at lv4, etc.), the shadow will change their appearance and will grant them elongated claws and fangs.