View Full Version : FGB Species Guide
Prophecy
04-15-2008, 07:07 PM
.FGB Species
Brief Guide
Witches were never the only magical creatures considered to be good, however, they were the only species constantly recognized here in the Forces of Good. There are many other species hiding in our midst, and now, they have been released to the public. That's right, we are giving you the opportunity - more or less presenting you with the idea - of playing with something rather than the generic witch.
This is not in any way forcing you to choose a species. You can simply keep playing the game as you were, a witch, or, you can decide to follow a certain classification. Below is a list of species, simply serving as a guideline for this idea. Read with accuracy and understanding, and try your best to see which species best represents your character and their past.
You might also notice that each species has it own unique ability. This power can only be obtained at Levels 5/6, if you have 5 out of the 7 suggested powers for that species.
Earth: Dryads
Water: Undines
Air: Sylphs
Fire: Vulcani
Nature: Nymphs
Electric: Electrokinetics
Physical: Slayers
Magick: Magi
Emotional: Entrancers
Mental: Psions
Defense: Crusaders
Mimic: Rogues
Weather: Tempests
Animal: Druids
Time: Avatars
Space: Virtuosi
Angelic: Seraphim
Demonic: Hell Scorned
Elements: Evokers (http://www.midnight-shadows.org/showthread.php?p=314761#Evokers)
Subtractive: Shamans (http://www.midnight-shadows.org/showthread.php?p=314784#Shamans)
Spirit: Spirit Walkers (http://www.midnight-shadows.org/showthread.php?p=314784#walker)
Luck: Kitsune (http://www.midnight-shadows.org/showthread.php?p=314786#kit)
Ocean: Selkies (http://www.midnight-shadows.org/showthread.php?p=314786#selk)
Protection: Ursa (http://www.midnight-shadows.org/showthread.php?p=314788#ursa)
Insect: Ocalea (http://www.midnight-shadows.org/showthread.php?p=314788#anthro)
Future: Oracles (http://www.midnight-shadows.org/showthread.php?p=349943#oracles)
Mythical: Faeries (http://www.midnight-shadows.org/showthread.php?p=349943#faeries)
Prophecy
04-17-2008, 01:51 AM
E A R T H
Dryads
Since the beginning of time these creatures have found it their responsibility to defend and protect the Earth. They are well grounded and mighty, and generally don’t use their powers in rage, but more or less for a purpose. Their magic, obviously, reflects that of the nature surrounding them, granting them control over the forest, mountains, and even the very ground they stand on.
Dryads are classified as having many of the following powers for the reasons expressed:
Geokinesis - The ability to create and manipulate rocks
Species Brief for Geo
Explanation - Generally used against those who threatened or have damaged the terrain nearest to a dryad. They also manipulate the Earth to create mountains, or the contrary, trenches, if they deem necessary. Only a select few can manipulate lava using this ability, which is usually done with the aid of a ring.
Surface - Surface gives its bearer the power to control the ground which is beneath one's feet. Surface also gives the bearer the power to become intangible and disappear, to later reappear in any place of the arena where the fight takes place.
Species Brief for Sur
Explanation - Usually used for this species to make an escape, or to go back to their dwelling place underground. They only use the 'pit making' aspect when they need to hunt for food, or trap an enemy to this Earth.
Terrakinesis - The ability to create and control the element of earth.
Species Brief for Terra
Explanation- Since they do not have the ability to create fog, the only other way for such a creature to conceal something without it being a solid impediment, was for it to be able to whip up the sand into a cloaking manner. This becomes very necessary when trying to preserve a general area, but have no means of hiding it from the world.
Nature Control - The ability to create vines and plants.
Species Brief for NC
Explanation - Although it wasn't one of the Dryads primary abilities, it soon surfaced in the beings. Now, they not only controlled the soil, but the plants that fed off it as well.
Elemental Transformation - The ability to transform into an element
Species Brief for ET
Explanation - As a defense mechanism, or even to perform creative attacks against those who he/she find threatening, the Dryad is able to morph into the element he/she guards.
Magnetism - The ability to create and control anything with metal.
Species Brief for M
Explanation - Metal, just a refined form of the Earth, is one of the other elements a Dryad can control. Since the metal remains buried within the Earth's crust, this species has been able to summon and control it at will.
Pyrokinesis - The ability to create and control the element of fire.
Species Brief for Pyro
Explanation - Although this power may seem out of place, it is truly not. The Dryads use this ability to heat up the rock and create lava. Rarely, and almost never, do you see one throwing a fireball.
The following ability is unique to the species and can only be obtained at level 5+
Earth Manipulation – The Dryads' unique ability to control the earth in extremely advanced ways.
Power Table for EM
Level 5 – Because of the Dryads' connection with the Earth, they obtain a psionic control over all geokinetic properties.** This can allow the Dryad to do anything from surfing the land, to even moving the geo-manifestations through the air at its will.***
Level 6 – Being sensitive to the Earth and the ground below them, the Dryad can feel vibrations through the Earth; this alerts/allows them to locate anything touching the floor within "level range" as long as one of its limbs is in contact the ground as well.
**Psionic meaning you obtain a telekinetic hold over Geokinetic manifestations and can reform them to your desire.
*** This doesn't allow the bearer, or anyone else, to ride these manifestations through the air.
**** This power is channeled through the bearer's arms and legs. If Geokinesis is disabled, this power still functions (as it is a separate ability) but only the effects of this power table can be used.
W A T E R
Undines
As the protectors of the seas and lakes, Undines have been able to adapt their bodies to withstand being under water for long periods of time. They live freely and openly, mostly bubbly types of creatures, who are easy to please as long as their waters live on unfazed. Much like a merperson, they contain a slimly built posture, and use sound waves to communicate underwater.
Undines are classified as having many of the following powers for the reasons expressed:
Hydrokinesis - The ability to create and control the element of water and water based substances.
Species Brief for Hydro
Explanation - Since water is the main purpose of the undine, it is almost too obvious as to why they have control over water.
Aurora Execution - You may produce a powerful attack based on the strength and fury of the sea. You will gain certain capabilities related to the sea. You will be able to enhance certain powers related with water.
Species Brief for AE
Explanation - With an ability like this, not only are these creatures enhancing their connection with the sea, but they are also gaining the ability to breathe underwater. As a being who enjoys living under the tides, it is a necessity to have this power.
Audiokinesis - The ability to control sound/sound waves.
Species Brief for Audio
Explanation - For whatever reason, this species was not blessed with the power of telepathy or the likes. Instead, they can create and manipulate sound waves to communicate. Meaning no matter where they are, whether it be on surface, or in an ocean's depths, their voice can be heard.
Glaciokinesis - The ability to create and control ice.
Species Brief for Glacio
Explanation - Frozen water had been a very tricky thing for the Undines to get a hold of, and such an ability only belonged to those who defended in the Arctic. However, as years passed, they became more adapted with the crystallized water, and soon began to conjure it in such a form.
Elemental Transformation - The ability to transform into an element
Species Brief for ET
Explanation - As a defense mechanism, or even to perform creative attacks against those who he/she find threatening, the Undine is able to morph into the element he/she guards.
Tranfiguration - The ability to transform into a selected animal.
Species Brief for Transfig
Explanation - Upon birth, an Undine will choose one animal of the sea they feel most comfortable with, and as they age, they realize they can summon attributes of that creature.
Electrocution - The ability to create and manipulate electric currents
Species Brief for Electrocution
Explanation - After years of swimming in oceans, rivers, and ponds, the Undines began to discover an offensive ability that just didn't quite fit. Miraculously, this species learned to manipulate electric currents, which became very useful for stopping enemies, or hiding from radar above the water.
The following ability is unique to the species and can only be obtained at level 5+
Scales - The Undines’ unique ability to form scales over their body.
Power Table for SC
Level 5 - The Undine may let their true form show by covering their body in scales. These scales are slippery to the touch, and others will have trouble taking any kind of hold on an Undine in their true, scaly form. These scales also grant them an increased resistance to level-number of flames and other fire-based attacks, and any water based attacks will simply drip right off the scales without doing harm.
Level 6 - The Undine may now choose to coat only certain body parts with scales.
** When full body is covered in scales, only water-based powers may be accessed.
Prophecy
04-18-2008, 03:57 AM
A I R
Sylphs
These creatures have been described as the bi-polar protectors of the sky. Much like a breeze they can be soothing and relaxing, but soon after, they are harsh and cruel like a tornado. Although centuries ago their bodies were completely made out of air, they have solidified to the point where they are nearly human (some more than others), possessing the powers to defend what lies above.
Sylphs are classified as having many of the following powers for the reasons expressed:
Aerokinesis - The ability to create and control the element of air/wind.
Species Brief for Aero
Explanation - Aerokinesis is the basis of what these very creatures are. Without it they'd be unable to hold themselves up in the sky, and could not even summon a single wind. Therefore, such a power was one of the first they ever displayed.
Atmosphere Manipulation - The ability to manipulate the amount of oxygen/carbon dioxide in the air.
Species Brief for AM
Explanation- On a more scientific note, the Sylphs soon discovered that they could mess with the air's gas contents, without actually having to change the wind pattern.
Phasing - The ability to move through solid structures, solid powers, and/or people.
Species Brief for Phasing
Explanation - Being that their ancestors were nothing more than air itself, and could move within almost unreachable or unimaginable spots, this newer generation has an ability very similar to it.
Invisibility - The ability to become invisible (out of sight), you can also turn people, objects, and/or solid powers invisible.
Species Brief for I
Explanation - When used in combination with the Phasing ability, the Sylph becomes an untraceable entity, and almost unreal. After all, how real is a creature that can become both intangible and invisible?
Elemental Transformation - The ability to transform into an element
Species Brief for ET
Explanation - As a defense mechanism, or even to perform creative attacks against those who he/she find threatening, the Sylph is able to morph into the element he/she guards.
Gravitational Energy - The ability to manipulate gravity
Species Brief for GE
Explanation - Naturally, the Sylphs defy the laws of gravity. It is believed that because they don't need to abide to gravity's laws, they are able to manipulate it as they please.
Cosmic Energy - The ability to manipulate Cosmic Energy
Species Brief for COE
Explanation - The Sylphs are the species that are closest to the cosmos above. After soaring through the atmosphere for years, they learned to harness the energy they found high above the clouds.
The following ability is unique to the species and can only be obtained at level 5+
Wind Slice - The Sylphs’ unique ability to control the wind to such a degree that they can cause it to actually cut through solid forms.
Power Table for WS
Level 5 - The Sylph can focus the wind into a sharp, biting force that can cut an object in two. This wind can also cause up to level-number of small to medium-sized cuts on the body of another.
Level 6 - The Sylph may now focus the wind into such a sharp force that it can cut off the limb of a person. They may also now gather the wind to them in its sharp form to create a wind scythe, which has all the power of the sharp, biting force of the wind (i.e. can cut an object in two, cut off a limb, create cuts on body). This scythe isn’t solid, simply being made up of air, and can only be used by the Sylph who created it.
** Limbs may only be sliced off once every 6 posts.
F I R E
Vulcani
Sometimes known as Salamanders, this species is dark and destructive, but for the purposes of good. Their emotions tend to be pent up, and when released, they are explosive and harmful. Much like the sun or an erupting volcano, they are not something others want to get too close to, leaving many of this species lonely and sad. Many have said that this sadness is what makes them develop into an angrier, almost demonic-like species.
Vulcani are classified as having many of the following powers for the reasons expressed:
Pyrokinesis - The ability to create and control the element of fire.
Species Brief for Pyro
Explanation - The flame that flickers within a Vulcani is so massive, that during battle, it can be conjured to help fight. It is usually larger when angrier, for that is when such a creature's body heats up.
Solar Power - The ability to use the sun's power
Species Brief for SP
Explanation- The sun, if considered a species, would indeed be labeled a Vulcani. Both are massive in heat and size, and even though they are both destructive, it'd be nearly impossible to live without them. It is only natural that a Vulcani could feel this connection, and manipulate it at his/her will.
Heat Distribution - The ability to project heat and/or heat up objects.
Species Brief for HD
Explanation - Although not the same, it's ability of Heat Distribution, easily ties into their temper. But rather than creating a dancing flame, they have developed it to the point where heat can be focused into one ray, and blasted towards an opponent.
Destruction of Property - The ability to speed up molecules, effectively causing them to explode.
Species Brief for DoP
Explanation – Mostly on accident, this species causes objects to combust, or heat it up so much that its molecules move way too fast. The end result can be deadly, or entertaining, depending on what explodes.
Elemental Transformation - The ability to transform into an element
Species Brief for ET
Explanation - As a defense mechanism, or even to perform creative attacks against those who he/she find threatening, the Vulcani is able to morph into the element he/she guards.
Luminakinesis - The ability to create and manipulate light.
Species Brief for Lum
Explanation - Many people associate the Vulcani with dark destruction, and often confuse them with evil. This power of light proves otherwise.
Terrakinesis - The ability to create and control the element of earth.
Species Brief for Terra
Explanation - Just like their cousins, the Dryads, Vulcani too have power over the Earth. Nevertheless, it is only ever used when this species wants to summon lava.
The following ability is unique to the species and can only be obtained at level 5+
Solar Aura – The Vulcani's unique ability to absorb solar rays, allowing them to create a radiating aura.
Power Table for SA
Level 5 – The Vulcani may surround itself with an aura of solar energy that cremates "level number" of objects or powers directed at them. The aura can be used to create "level number" of projectiles.**
Level 6 – To get closer to the source of their power, the Vulcani can force the aura downwards, rocketing themselves towards the sun.***
** The projectiles cannot go farther than "level range" or they will looe their flare and gradually evaporate.
*** Rocketing is not like flying; there is no horizontal control. With this ability you blast into the air, and land somewhere within "level range" of your original position.
Prophecy
04-21-2008, 07:05 PM
N A T U R E
Nymphs
Unlike their cousins - the dryads, undines, etc – a Nymph doesn’t particularly have one destined element in which he or she protects. Instead, they just protect Nature and life itself, without any particular focus. They are very free spirited, and often known as flirtatious, as they prance around causing their bubbly personalities to spread to those who aren’t so happy. This species makes sure you appreciate your life, and if you do not, they surely will change that attitude of yours.
Nymphs are classified as having the following powers for the reasons expressed:
Equilibrium- The ability to obtain a supernatural connection with nature.
Species Brief for EQ
Explanation – They’re widespread connection with nature in general is pretty much what this species represents. They feel at home in any natural condition, and because of that acceptance, nature has accepted these creatures back with this power.
Nature Control - The ability to create vines and plants.
Species Brief for NC
Explanation- Plants and vines are much more than just the Earth. They are living things, meaning they need all four elements to survive. It is because of that, that a Nymph can so easily create them.
Invisibility - The ability to become invisible (out of sight), you can also turn people, objects, and/or solid powers invisible.
Species Brief for I
Explanation – To blend in with their surroundings, the Nymphs have grown to the point where they can do much more than camouflage. Now, they can fully become invisible to the naked eye, so that they can move about the forests and the seas however they please.
Rose - The ability to perform different types of rose attacks, all with different results.
Species Brief for Rose
Explanation - At first, Nymphs were not known to have any powers related to the destruction of life. However, as time went on, these creatures realized that the best defense is always a good offense. It was then that they began to conjure these poisonous roses, each type with a different, drastic effect on the opponent.
Empathy - The ability to feel and project feelings and emotions onto an opponent.
Species Brief for Emp
Explanation – To truly get people to understand themselves and life, the Nymph has many times been subjecting her/himself to planting the emotions in their objectors head. It is because of this ability that they have such a sense of awareness, and can truly tell how any living thing feels.
Aurora Execution - The ability to produce a powerful attack based on the strength and fury of the sea.
Species Brief for AE
Explanation – Not all Nymphs have been blessed to a point where they can control sea water, but then again, it has been seen before. Their connection with nature thus allows them to bring forth a mini storm, and use it however they deem necessary.
Atmosphere Manipulation - The ability to manipulate the amount of oxygen/carbon dioxide in the air.
Species Brief for AM
Explanation – To help aid the plants in growth, or to fight bad air quality, the Nymph taps into this ability. With it, they can remove the toxins from the area, and instead, overwhelm it with oxygen.
The following ability is unique to the species and can only be obtained at level 5+
Germination - The Nymphs’ unique ability to cause the growth of natural plant life on the body of another being.
Power Table for GN
Level 5 - The Nymph can cause level-number flowers, vines and other small plants to grow from the skin of another person. Other than breaking the skin where they protrude from, these plants also cause general irritation to the area affected, and vines can wrap around a limb to make using it more difficult.
Level 6 - The Nymph can now cause another’s legs to grow into the ground, forming into roots and disabling them from moving from that spot, for up to level-number of posts**. These roots can’t be pulled from the ground.
** Touch is required for this.
E L E C T R I C
Electrokinetics
Eras ago, when people became obsessed with the idea to wield electricity, many tests were done. Witches, tortured by mortals, were subjected to static tests, magnetic distortion and the likes. One day, although it is not known when or where, a human was able to conduct this energy into a chair using lightning, and utilized it to kill every witch he found. However, one thing this human didn’t expect, was that as they died, a little shard of their souls were able to live on in the tiniest forms of electricity. As he took more lives with his weapon, the fragmented souls built up, until finally, they were able to manifest into two electric entities. A new species had been created that day, and although they have evolved to the point where they can remain in human form, they still control the electricity that made up their first ancestors' being.
Electrokinetics are classified as having most of the following powers for the reasons expressed:
Electricity Generation - The ability to create and manipulate electricity.
Species Brief for EG
Explanation - The ability is practically in their namesake. What would an Electrokinetic be without the ability to create and manipulate electrical energy? Be careful, for they are skilled with their electrical abilities, and are unafraid to be aggressive with them.
Electrocution - The ability to create and manipulate electric currents.
Species Brief for Electro
Explanation - As an extension of their electrical abilities, they are also able to manipulate the waves and currents of their electrical energy. They are also able to use their body as a conductor, which brings their powers closer to how they were once upon a time..
Lightning - The ability to create and control lightning.
Species Brief for Lightning
Explanation - Though the beings of this type can generate and create their own electrical power, they also find the ability of summoning nature's electricity quite useful, and in some cases, even more powerful. Bolts of electricity may shock humans, but it's lightning that brings trees down.
Magnetism - The ability to create and control anything with metal.
Species Brief for M
Explanation - Metal conducts, and that is a fact. When manipulating the electricity in things, you're bound to disturb a magnetic field, and thats exactly how, through time and practice, that Electrokinetics gained that kind of power.
Hydrokinesis - The ability to create and control the element of water and water based substances.
Species Brief for insert Hydro
Explanation - It may seem strange for an Electrokinetic to weild the power of water, but to maximize the effectiveness of channeling their charges, some have adapted to this ability. How perfect would it be to encase someone within a column of water and later strike them with a lightning bolt?
Nova - The ability to create Nova rings around yourself and others.
Species Brief for Nova
Explanation - At the heart of this ability, is an electrical root that allows opponents to be blinded or damaged by another extension of electrical ability. There is no further explanation needed.
Energy/Chemical Transformation - The ability to transform into a type of energy or chemical.
Species Brief for ECT
Explanation - When achieving their full potential, Electrokinetics can gain the abilities of those who came before them. Maintaining a full electrical form, they are complete and should not be touched without proper grounding. Most consider them dangerous normally, so when in this form, they are an exceptional threat.
The following ability is unique to the species and can only be obtained at level 5+
Electromagnetic Polarity – The Electrokinetics' unique ability to alter the electromagnetic field.
Power Table for EmP
Level 5 – An Electrokinetic can manipulate the electromagnetic fields and thus magnetize themselves in such away that allows them to jump three times higher than a normal human or to defy gravity when bending backwards, falling over, or tripping.**
Level 6 – Using that same energy and focusing it, an Electrokinetic can create a gust of compacted static that will raze through "level number" of objects/people as if they were on fire.***
** Meaning if the Electrokinetic bends backwards to avoid a projectile their body will not feel the strain of gravity pressing down on it. When tripping or falling over, the Electrokinetic will feel itself get pulled back into its upright position.
*** Much like acid but will give second degree burns.
Prophecy
11-30-2008, 04:14 AM
P H Y S I C A L
Slayers
A very human-like entity endowed with the responsibility of fighting off evil, but in a different manner. They are blessed with all forms of a super physical composure, as well as the natural skill to complete complicated moves. Obviously they have been the enemies to the vampires for ages upon ages, but nowadays, their focus stretches onto other breeds. Although not as skilled as other forces of good, Slayers do indeed use magic, but it is very old fashioned or has a medieval feel to it.
Slayers are classified as having many of the following powers for the reasons expressed:
Bless - The ability to bless an object or power to fend off evil forces
Species Brief for Bless
Explanation - To ward off vampyric creatures, the Slayers have taught themselves to lace their own energy within a certain object. Usually, this ability is used onto a cross, or even a stake, but that is only because Slayers restrict themselves to those two relics.
Potence - The ability to increase your strength.
Species Brief for Potence
Explanation - After centuries of fighting evil, their bodies began to adapt for the better. The puny punches sent in a vampire’s way were no longer weak, as magic now allowed them to amp up their strength.
Conjuration - The ability to conjure solid objects
Species Brief for C
Explanation - The combat style they take part in, only becomes successful when the Slayer has a good weapon to swing or bless. It is believed that because of this, they developed the ability to summon solid objects.
Celerity - The ability to gain superhuman speed
Species Brief for Cel
Explanation - Much like their strength, they found that the more they fought, the quicker they had become. Sooner than later they all developed the power of celerity, evening out the battlefield.
Break - The ability to break your opponent down by weakening them physically.
Species Brief for Break
Explanation - Their whole purpose is to take down their opponent in the quickest way possible. With an ability like break, every physical move sent at the evil-doer would have a more effective impact, as the Slayer drained them of their endurance.
Nullification - The ability to disable your enemy's abilities.
Species Brief for Null
Explanation - A Slayer is born with a natural ability to fight with swiftness and exactness. Some Slayers have developed this into a certain technique of fighting; if they hit the enemy in a certain location in a specific pattern, they can actually stun them in place.
Levitation - The ability to make yourself, objects, and/or other people rise/float with the power of your mind.
Species Brief for L
Explanation - The first Slayers were strictly physically-enhanced humans. As time went on, nevertheless, the men and women born a Slayer, starting developing abilities that aid the physical, but are not exactly physical themselves. Levitation is one of those powers.
The following ability is unique to the species and can only be obtained at level 5+
Enhanced Senses - The Slayers’ senses have been honed to better aid them in their battles against evil.
Power Table for ES
Level 5 - The Slayer’s eyesight is much more acute than most normal humans, and in this way, they are able to see things from a much greater distance, even if they are only miniscule. It would be easy to see the slight movements of someone's lips chanting a spell, for example. The Slayer can also smell more delicate and subtle smells, including being able to smell anyone masked with invisibility.
Level 6 - The Slayer can now also anticipate the physical movements of others, allowing them to better react to them.**
** The Slayer can't predict what an opponent will do. They're simply more prepared for a physical attack, or sensing someone's approach.
M A G I C K
Magi
Magi are exactly what modern day witches used to be. They were strictly magical, using tools, crystals and potions to aid their well-being, and that of others. However, witches began to evolve to display a wider array of powers, and the two became their own species. Magi rely on that good old fashioned magic, the kind that has a lengthy process, but a good result, and in some aspects, use magic much like the kind out of a children’s story book - wyverns and all.
Magi are classified as having many of the following powers for the reasons expressed:
Telekinesis - The ability to move objects, people, and/or solid powers with your mind and omit blasts of intense telekinetic energy.
Species Brief for TK
Explanation - Telekinesis is one of the very first abilities discovered by a Mage. It is because they are attuned with magick that they can move things with an unidentified force.
Potions - The ability to create various forms of magical potions to use in battle.
Species Brief for Pot
Explanation- If a Mage brews certain ingredients together, with a set desire in his/her heart, than a potion is formed. These concoctions have been shown to have many different effects.
Crystal - The ability to create crystal walls. These walls will allow you to create near-invisible protective barriers that will defend against your enemies' attacks.
Species Brief for Crys
Explanation - The use of crystals can help one heal, find a lost one, or even protect themselves. However, this ability allows a Mage to summon and control walls of crystal that are supernaturally able to withstand many blows.
Ancient Summoning - The ability to summon ancient creatures to aid you in battle
Species Brief for AS
Explanation - A Mage, for whatever reason, has an illuminating aura that these creatures cannot resist. For that reason, the summons feel honored to fight with or alongside this species.
Chaos Energy - The ability to control Chaos Energy.
Species Brief for ChE
Explanation - Magick does not have to make any sense, as their is no physics or mathematics involved. It is because of this randomness that the Mage can tap into what is known as Chaos Energy.
Seal - The ability to seal powers from your opponent.
Species Brief for Seal
Explanation - The ability to seal powers is an ancient one. It only works for those who can truly master magic, which is why it is common to see a Mage with this ability.
Heaven's Treasure - The ability to heighten your senses, and conserve your energy by increasing the power of your seventh sense.
Species Brief for HT
Explanation - Magi were the first species to be granted a Whitelighter for protection. As they evolved through the eras, many Magi learned of a gift the Whitelighters had. Through watching and practice, Magi began to harness the same power.
The following ability is unique to the species and can only be obtained at level 5+
Magus Essence – The Mages' unique ability to absorb a magical essence and project it.
Power Table for ME
Level 5 – When activated, an invisible aura surrounds the Mage, absorbing "level number" of solid projectiles sent your way or lasting for "level number" of posts. One of the absorbed powers become the shield, and may be used as a magical whip**, stretching no further than "level size".
Level 6 – The Mage can now use the shield as "level number" of projectiles or as a shockwave. The shockwave expands as two semi-circular blasts, reaching as far as "level range" or hitting "level number" of people/powers. ***
** Magical whip meaning that it cannot become a projectile and must be attached to the actual aura. It cannot become separated.
*** Using the shockwave sacrifices the aura for that post. The Mage must reactivate the power in the next post if they want to continue using it.
**** All projectiles/shockwaves will contain the effects of the magic absorbed. Neither attack (whip, projectile, or shockwave) can be completed without first absorbing magic.
Prophecy
11-30-2008, 05:01 AM
E M O T I O N A L
Entrancers
A charming being, male or female, who relies on their looks and their attraction with others to live on. They are incredibly sneaky, in yet, somehow, they tend to maintain their pure and innocent composure. This species is not to be confused with an incubus/succubus, for they do not perform attraction in a lustful way, but with an interesting and unique sort of ritual. These beings are the main reason why the phrase ‘I was put under his/her spell’ has become so popular.
Entrancers are classified as having many of the following powers for the reasons expressed:
Empathy - The ability to feel and project feelings and emotions onto an opponent.
Species Brief for Emp
Explanation - Without control over one's emotions, an Entrancer wouldn't be all that entrancing. It is because they know how you feel, that they can enchant you.
Presence - The ability to change other people's thoughts about you.
Species Brief for Pres
Explanation - Some beings have learned to ignore their emotions and live strictly off thoughts. Because of that, Entrancers learned how to create this supernatural presence, eliminating the need for emotion or thought, and attacking one's faith.
Psyonic Waves - The ability to shock an enemy's brain with gigantic amounts of psychic energy and leave an enemy unconscious, confused, and/or really hurt.
Species Brief for PW
Explanation - Ancient Entrancers used this ability when they were unable to bewitch someone in their normal state. With their opponent's mentality confused, it was easier to attract them.
Rose - The ability to create different kinds of roses for various effects.
Species Brief for Rose
Explanation - As the universal symbol of love, Entrancers have the ability to create roses for varying reasons. They can be a sign of love in the form of a single red rose, or a manifestation of their displeasure at not getting what they desire.
Glamour - The ability to mimic the molecular structure of a person, or substance
Species Brief for G
Explanation - An Entrancer's natural look may not be desirable to all. Nonetheless, this species learned how to change their appearance, attracting those who weren't effected by appearances previously.
Phantom Arrow - The ability to control and/or disable the enemy's senses.
Species Brief for Phantom
Explanation - It is often the case that when being lured, those who are more vulnerable will be easier targets. The Entrancers learned that if they were to remove certain senses, the opponent would become an easier target.
Audiokinesis - The ability to control sound/sound waves.
Species Brief for Audio
Explanation - Entrancers discovered that in darkness they weren't as effective as when they were visible. A major part of their bewitching comes from their appearance, but what if no one could see them? For that reason, they learned to control sound, enticing those who lurked in darkness.
The following ability is unique to the species and can only be obtained at level 5+
Infatuation - The Entrancers’ unique ability to allure a person and cause them to become infatuated by someone or something else.
Power Table for Inf
Level 5 - The Entrancer can cause another person to become completely infatuated with them for up to level-number of posts, unable to think of anything but the Entrancer, and not even daring to try and harm them. In addition to this, they will even protect the Entrancer from harm intended by someone else.
Level 6 - The Entrancer can now cause another person to become obsessed by up to level-number of objects and/or solid powers. The victim will go out of their way to gain possession of the item, and hold it close to them, no matter what harm it might cause them.
M E N T A L
Psions
A Psion's mind is so wide spread, that when opposing one, your mind becomes theirs. They can find your deepest, darkest secret, and not only find it, but unleash it as a horrible and truly realistic illusion. However, at the same time, they can ensure that you relive the highlights of your life, or bring your biggest fantasies to life. This species tends to be all-knowing, and not much is known about them, since they are so good at keeping it all hidden. Do not confuse them with their evil counterpart, the Psionics, or they’ll respond harshly.
Psions are classified as having many of the following powers for the reasons expressed:
Psionic - The ability to read thoughts and/or control someone's thoughts/actions.
Species Brief for Psi
Explanation - The primary ability of a Psion. It allows them to not only enter ones mind, but if strong enough, force them to commit acts in the Psion's favor.
Illusions - The ability to create false images for a specific person/people.
Species Brief for Illusions
Explanation- A very useful ability that allows a Psion to bring their opponents worse fears to life. On the same token, one can be mislead with a desirable fantasy as well.
Mind Protection - The ability to block out various forms of psionic attacks.
Species Brief for MP
Explanation - A Psion itself never wants to be subjected to the mental confusion they cause onto others. Therefore, a mental block was formed to fight off other psionic attacks.
Psyonic Waves - The ability to shock an enemy's brain with gigantic amounts of psychic energy and leave an enemy unconscious, confused, and/or really hurt.
Species Brief for PW
Explanation - Much like their ability to put thoughts into minds, a Psion can also do the same with raw psi energy. The side-effects of such an attack leave an enemy in a vulnerable state.
Psyche - The ability to summon and eventually exert supreme control over psi energy, a powerful intangible psychic force.
Species Brief for Psyche
Explanation - With supreme control over everything 'psychic,' a Psion can manifest their mental abilities into a physical harm, such as Psyche.
Empathy - The ability to feel and project feelings and emotions onto an opponent.
Species Brief for Emp
Explanation - Mental and emotional, although not the same, are very close knit. A trained Psion can effect not only one's brain, but the emotions as well.
Protection Shield - The ability to summon a force field to protect you from objects/solid powers.
Species Brief for PS
Explanation - Protection shield is a physical form of their Mind Protection. This species needed to be protected not only on a mental status, but physically as well, and so they harnessed this ability.
The following ability is unique to the species and can only be obtained at level 5+
Hive Mind - The ability to share minds with another individual as well as share mental abilities.
Power Table for HM
Level 5 - You may now generate a psychic link with another person that allows you to speak freely through a telepathic connection between the two of you. To create the psychic link, you must make eye contact with the individual you are sharing with*. The link may last up to "level number" of posts and allow full sharing of any mind powers.** However, with the Hive Mind, you share mental attacks with the other person, so any attack used on you or your partner will be shared.***
Level 6 - You may now generate a psychic link with up to two other people that allows you to speak freely through a telepathic connection shared between the three of you****. The link may last up to "level number" of posts and allow full sharing of any mind powers amongst the three of you. This power no longer requires eye contact, only the focus on the mind of someone else. With the Hive Mind, you share mental attacks with the other person, so any attack used on you or your partner will be shared.
*You don't need to maintain eye contact for the link to continue for "level-number" of posts.
**For example, if you linked with someone with Illusions, you could use this power, as well as if you linked with someone without mind powers, they could access any mind powers you may have.
***For example, if someone were to put you into an illusion for 2 posts, you and your opponent would both be put under the illusion for 1 post each. All uneven numbers will inflict the longer effect on the person the illusion is used directly on. (So if someone were to use an illusion on you for 3 posts, the person it was used on would suffer effects for 2 posts while the other person in the Hive Mind would only experience it for 1 post.)
****If you create a link with one other person, you have to wait for the first link to end before you can add a third person.
Prophecy
11-30-2008, 05:50 PM
D E F E N S E
Crusaders
There have always been humans who wanted nothing more than to defend those who are helpless. Their drive is built off those desires, and thousands of years ago, during the Dark Ages, the Guides - with the help of the Archons - bonded together to convert those humans into magical beings. All of those across the world, people who just wanted to be out on the battlefield, to be helping and aiding, were selected. To this day, this very same species still exists, some born into it, and others, just mortals taken under by this ancient spell.
Crusaders are classified as having many of the following powers for the reasons expressed:
Deflection - The ability to deflect solid objects and/or solid powers away from yourself or something/someone else.
Species Brief for D
Explanation - For ages, deflection has been a coveted and honored ability. Crusaders, the defensive creatures they are, have this ability and use it to its utmost potential to defend themselves and others. More Crusaders than natural witches have this ability, mainly because of its rare status.
Molecular Remotion - The ability to banish objects and powers from existence.
Species Brief for MR
Explanation - In the fashion of defending, Crusaders can remove objects and powers from their surroundings and keep the outside of existence. Such a power is one that can only be described as handy. Many Crusaders use this to defend themselves or those they would consider on their side.
Mind Protection - The ability to block out various kinds of psionic attacks.
Species Brief for MP
Explanation - While it is known that a Crusader can withstand great amounts in battle, it is unclear to some, how they go untainted by mental assaults. Their defensive abilities slowly evolve in a manner that keep them from being controlled by outside forces.
Aegis - The ability to create an intangible shield that protects you from status attacks.
Species Brief for Aegis
Explanation - Already proficient in defense, there are powers that Crusaders do not initially have the capacity for, and those are status powers. Only experienced defenders gain the ability to raise a shield to the forces of status magic.
Seal - The ability to seal powers from your opponent.
Species Brief for Seal
Explanation - To fight against the dark magic of others even more, these honorable fighters also possess the ability to seal their opponents' powers due to the blessings that they've received throughout their lineage.
Regeneration - The ability to heal cut/wounds and/or your own body parts.
Species Brief for Regeneration
Explanation - Because Crusaders find themselves in the midst of battles more often than any other being, they've adapted to being able to heal quickly on the spot. Though it is temporary, it gives them just enough strength to last longer.
Teleportation - The ability to teleport through an arena with others, objects and/or solid powers.
Species Brief for Tele
Explanation - Crusaders are meant to be aid in battle. That could not be more true. With teleportation as their final ability, they become far more tricky, popping from place to place to be of aid to those who need it, or to just get out of their own predicament. Either way, they love to just pop in and out whenever they so choose.
The following ability is unique to the species and can only be obtained at level 5+
Forgery and Fusion - The Crusaders’ unique ability to form non-projectile weapons from their limbs, or to fuse a weapon to them.
Power Table for FF
Level 5 - The Crusader may elongate an arm into any non-projectile weapon of level-size, for up to level-number of posts. They then have mastery over this weapon, as it is now an extension of their body.
Level 6 - The Crusader can now also cause normal weapons to fuse with their arm, so that they gain a mastery over it, or stop it from causing them any harm if it is being used upon them on time of fusion.
** The weapon must be physically touching the Crusader for fusion to occur.
M I M I C
Rogues
Although not much was known or heard about this species in earlier centuries, they have become quite popular in the past few decades. Since they generally contain a very human looking composure, much like your modern day witch, it is nearly impossible to realize who they are. They are sly and strategic, but patient, knowing very well that for them to be able to reproduce powers, they need to get within a certain radius of other magical creatures. The only powers they call their own are the ones that they've taken for their own with their ability to mimic.
The Rogues are classified as having many of the following powers for the reasons expressed:
Mimic - The ability to mimic powers used by others and use that same power yourself.
Species Brief for Mimic
Explanation - The power to mirror someone else's magic is the Rogue's trademark. At first, the ability allows them to copy exactly, but as the Rogue grows in power, they can twist the magic used against them into newer and more powerful forms. Be aware of any power you use against their kind!
Drain - The ability to drain someone's energy.
Species Brief for Drain
Explanation - Once again relying on others, the Rogues steal their opponents' energy. Strategically, it weakens their foes to make them more susceptible to attacks while strengthening the Rogue's stamina.
[Gemini] Split - The ability to create identical copies of yourself, but the copies will only have one emotion/part of a personality. Even though you and the copy are identical, your powers will be different; when summoned, the copy will read your enemy or teammate's soul to copy their powers.
Species Brief for Split
Explanation - With the unique cloning power, the Rogue mimics their own physical form for battle; the twist is that this clone's magic draws on someone else's, thus giving the Rogue a wider access to magic he can manipulate and copy.
Power Absorption - The ability to absorb the power force of anyone you touch.
Species Brief for PA
Explanation - While being able to copy any power used against them, these beings can also find it easier to simply borrow their allies' and opponents' gifts. At the highest level of power, the Rogue can actually steal the magic from their adversaries.
Energy Absorption – The ability to absorb someone's energy.
Species Brief for EA
Explanation - Similar to Drain, the Rogue uses Energy Absorption to heal themselves through other people's energy. Not only that, but as they grow in strength, they can act as conduits in transferring energy and wounds from one person to another.
Teleportation - The ability to teleport through an arena with others, objects and/or solid powers.
Species Brief for Tele
Explanation – So many of the Rogue's draining and stealing abilities require touch; Teleportation is an ability that many develop to carry out their sly tasks.
Glamour - The ability to mimic the molecular structure of a person, or substance.
Species Brief for G
Explanation - Not only do these beings copy and steal powers and energy, they can also acquire other people's appearances and identities. This chameleon-like ability extends to even taking on the properties of substances that they touch, making the Rogue a truly diverse individual.
The following ability is unique to the species and can only be obtained at level 5+
Puppetry - The Rogue's unique ability to take control of another' s body and bend it to their will.
Power Table for PP
Level 5 - The Rogue can control another person's limbs, bending them to their will, for up to level-number of posts.
Level 6 - The Rogue can now also trigger the use of another person's magical abilities when controlling them.
Prophecy
12-01-2008, 12:29 AM
W E A T H E R
Tempests
An almost divine species that has utmost control over weather. They not only control the wind or rain, but can strike one down with bolts of lighting. These creatures are wise, and a Tempest would have to be, otherwise uncontrollable weather would occur everywhere. At one point, everyone was pretty much convinced the Tempest population was near extinction, until more and more sightings were reported all over the globe. For this reason, they seemed to be vary rare, but now, who can really tell?
Tempests’ are classified as having many of the following powers for the reasons expressed:
Weather- The ability to create various aspects of weather.
Species Brief for Weather
Explanation - Quite obviously, the ability to control the weather is one of the Tempests primary powers. Their entire species is built off being able to control the weather, so having this power, or something similar is nearly crucial.
Lightning - The ability to create and control lightning.
Species Brief for Lightning
Explanation- Before being able to completely control the skies, a Tempest must first learn to control the elements that lurk there. With control over lightning a Tempest now has a more direct and powerful attack strategy.
Aerokinesis - ability to create and control the element of air/wind.
Species Brief for Aero
Explanation - Tornadoes, Gale-force winds, the ability to fly; all of these things can come from this power. Without it, a Tempest can simply not perform at his/her best.
Hydrokinesis - The ability to create and control the element of water and water based substances.
Species Brief for Hydro
Explanation - With rainstorms and hurricanes being two very popular weather conditions, its especially convenient for this species to have control over water. Not only can they summon rain, but even control the puddles the rain forms.
Glaciokinesis - The ability ability to create and control ice.
Species Brief for Glacio
Explanation - Whether it be a flurry, hailstorm or a blizzard, having the power of Glaciokinesis will allow you to control all things ice/snow. Tempests of the North find it very important, where as those of the south like to use it more as a prank or to freeze thier opponent in place.
Aurora Execution - The ability to produce a powerful attack based on the strength and fury of the sea. You will gain certain capabilities related to the sea. You will be able to enhance certain powers related with water.
Species Brief for AE
Explanation - Similiar to Weather, this ability allows you to create storms, but on a much more precise level. With this ability the Tempest is able to create a hail storm over one individual, and a torrential downpour on another. The Tempest also gains the ability to incorporate elements into a storm that normally aren't associated with the sky such as rocks, roses, and fire.
Solar Power - The ability to use the sun's power.
Species Brief for SP
Explanation - The sun is the thing that keeps all things on Earth living and healthy. Without it, all things would die. However, the Tempest uses the power of the sun not to negate, but rather, enhance it. Droughts, humidity, or even sunburn is not at the Tempest's control.
The following ability is unique to the species and can only be obtained at level 5+
Fog – The Tempests' unique ability to summon a variation of fog and/or transform into it.
Power Table for Fog
Level 5 – The Tempest, by varying the temperature, can summon a deep fog within the arena. It can be either nearly freezing, room temperature, or an extremely hot fog.**
Level 6 – Now with mastery over all things weather, the Tempest can allow itself to transform into the very fog it cloaks the arena with.
** Nearly freezing and hot fog both induce a numbness/tiredness that causes slowness. The room temperature fog is the thickest of all the fogs and best to use when shrouding something. The Tempest is immune to these effects.
A N I M A L
Druids
The connection one feels with their familiar is nothing compared to what the druid feels to all animals. The Druid has been around since the beginning of time, being one of the very few who actually cared for the animals, and felt their pain throughout the ages of skinning and slaughtering for food. It is believed that the first Druid was actually human, who naturally evolved to connect with animals and eventually mixed bred with other magical creatures, to get the end result. Nowadays, ‘a connection with animals’ doesn’t even begin to describe them.
Druids’ are classified as having many of the following powers for the reasons expressed:
Animorph- The ability to change into any kind of animal.
Species Brief for Ani
Explanation - Through supernatural evolution, the empathy a Druid had for an animal took on a physical side-effect. Now, not only were they able to sympathize for the creatures, but actually become them.
Animal Metamorphosis - The ability to change people into animals.
Species Brief for AnM
Explanation- The ability to change humans into animals was/is used as a punishment by the Druids. Hunters and animal abusers alike were transformed into the very creatures they hurt, only to become the hunted themselves.
Lion - This power will allow you to summon a Lion to help you in battle. You will be able to control this lion, which will have special abilities according to your level.
Species Brief for Lion
Explanation - The lion is one of the most ferocious and feared beasts in the world. They are swift, muscular, and their roar can send any animal scurrying home. Because of their natural dominance, the Druids' began worshiping the lion. As if their prayers got answered, the druids were able to summon a supernatural version of the beast.
Great Horn - The ancient power of Great Horn will grant you bull related powers of the Golden Bull, which include strength, speed, defense, etc.
Species Brief for GH
Explanation - Although the lion is swifter and lighter on its feet, the bull is a source of pure strength and energy. By channeling that raw power, the Druids become just as strong and mighty, stomping their way through any obstacle.
Scarlet Needle - Scarlet Needle are super speed hits that can puncture holes in armors and opponents' bodies, like needles.
Species Brief for SN
Explanation - The scorpion is one of the creepiest and crawliest animals in the world. Their tail is like a poisonous pistol, and the Druid's, admiring this animal, were able to evolve their fingers/nails to strike just as quickly. The poison in a druid is unlike a scorpion, however, as it doesn't contain any lethal fluids.
Transfiguration - The ability to transform into a selected animal.
Species Brief for Transfig
Explanation - Every druid has at least one animal that they feel they closest resemble. It is this animal's attributes that the Druids can harness without actually having to become full animal form, a great advantage in battle.
Ancient Summoning - The ability to summon ancient creatures to aid you in battle
Species Brief for AS
Explanation - Dragons and wyverns are old friends of the Druids. In fact, it is because of Druids that these mystical beings still exist today, even if they are low in numbers. For that reason, these ancient summons naturally feel loyal to this species and will aid them in battle.
The following ability is unique to the species and can only be obtained at level 5+
Invertebrae – The Druids' unique ability to alter and manipulate bones in a way that is beneficial.
Power Table for Itb
Level 5 – The Druid can transform itself from vertebrae, into an invertebrate by magically removing its spine. Although the spine is gone, a cartilage frame replaces the back/neck bones, allowing the Druid to move in an extremely flexible way.
Level 6 – The Druid can now focus the ability on "level number" of limbs on themselves or their opponents. If used on themselves, the limb that is now boneless cannot be injured through breaks, fractures, etc. On an opponent however, the cartilage does not replace the bones, and therefore the limb becomes shapeless and practically unusable for "level number" of posts.**
** Only one limb per opponent can be affected at a time. You must wait one post after it reverts back to normal before removing the bones again.
Prophecy
12-01-2008, 12:31 AM
T I M E
Avatars
Although portrayed as many different things in many different regions, the Avatars control the time line. Because their ancestors at one point had lived outside of time, the ability to control such a thing became only natural as the magic grew and evolved from one generation to the next. Supposedly, such beings never age nor love, as it is said that their hearts are kept in a temporal rift to preserve them. They never seem to die a natural death, and it is said that the only person who can ever subject them to such a thing, is the one person who actually causes them to fall in love, and uplifts their heart out of the temporal rift.
Avatars are classified as having many of the following powers for the reasons expressed:
Temporal Stasis - The ability to stop molecules resulting in freezing time, momentarily.
Species Brief for TS
Explanation - To truly show that they are indeed masters of time, Avatars learned to stop it momentarily. Although they cannot uphold time indefinitely, pausing it has given them just the advantage they need.
Eokinesis - The ability to manipulate the aging process.
Species Brief for EoK
Explanation - An Avatar sometimes needs to torture, teach or even immobilize an opponent. To do so, they learned how to manipulate the aging process.
Molecular Remotion - The ability to banish objects and powers from existence.
Species Brief for MR
Explanation - Avatars do not like to leave a mess behind when they interfere with timelines. If there is any object that becomes out of place after they meddle, they've learned to simply discard it from time.
Chronokinesis - The ability to slow down objects or people.
Species Brief for Chrono
Explanation - Sometimes, moving objects/people to a complete halt just wasn't necessary and could be a nuisance. Therefore, many Avatars began adapting Chronokinesis, allowing them to slow down certain events, so that they could observe everything almost as if it was a play-by-play.
Teleportation - The ability to teleport through an arena with others, objects and/or solid powers.
Species Brief for Tele
Explanation - To move through time, this species had to develop a way to force their bodies to dissapear and reappear on demand. Because of their control over time, their apparating is timeless, resulting in an instantaneous teleportation.
Switch - The ability to switch the positions of any two objects, powers or people.
Species Brief for Switch
Explanation – The Avatars picked up on this trick only a few centuries ago. They realized that by focusing on any two things, they could flip their positions in time, resulting in an almost instantaneous switch.
Regeneration - The ability to heal cut/wounds and/or your own body parts.
Species Brief for R
Explanation - Because of their ability to manipulate time, these beings are able to speed up their healing process, causing almost immediate regeneration.
The following ability is unique to the species and can only be obtained at level 5+
Time Reversal - The Avatars' unique ability to seemingly reverse time for causing things to reverse in direction.
Power Table for TR
Level 5 - The Avatar can reverse time on up to level-number of solid objects or powers, causing them to return in the direction they came from.
Level 6 - The Avatar may also reverse time on another person, so that they're forced to repeat their last level-number of movements. This does not prevent an attack from happening, but may force the attack to be repeated, as well as any other actions.
S P A C E
Virtuosi
Almost cousins to the Avatars, it is known that this race can control space and everything within it. They are usually known for turning objects to gold or other metals, but on the contrary, they could do such much more. Not only do they alter the area around themselves, but also their very own bodies, and therefore, no one knows what they truly look like. Their history, much like their appearance, is unknown.
Virtuosis are classified as having many of the following powers for the reasons expressed:
Conjuration - The ability to conjure solid objects.
Species Brief for C
Explanation - The most basic component to controlling space and altering it is to create new matter to redefine place. Virtuosi have the ability to create something out of nothing, an ability that is as useful as any other they possess.
Alteration - The ability to alter an object into a different object.
Species Brief for Alt
Explanation - Transmutation is a skill that is widely known to belong to the Virtuosi. It is absolutely no surprise that they should have this ability here. This power allows them to take one thing, and easily change it to another. In a bind, Virtuosis can take the most harmless of things and make them the most deadly of weapons.
Molecular Remotion - The ability to banish objects and powers from existence.
Species Brief for MR
Explanation - Another aspect of the Virtuosis' abilities is to cause change in objects. When manipulating things to become whatever you want, of course you should be able to change their size along with it.
Glamour - The ability to mimic the molecular structure of a person, or substance.
Species Brief for G
Explanation- In order to keep the theme of change power, Virtuosis are able to manipulate their outer appearance. This allows the Virtuosi to move freely in environments where they may be recognized for what they are, or just to fool their opponents into a false sense of security.
Animation - The ability to bring objects to life and have them follow your command.
Species Brief for AN
Explanation - When manipulating objects like the Virtuosi can, they also develop the ability to make the objects move all on their own. Combined with all of their other abilities, this ability ties in perfectly, allowing an Virtuosi to turn your own clothes against you!
Mercury - The ability to transform into liquid mercury.
Species Brief for Mercury
Explanation - More than anything, these forces of good are known for manipulating the elements. This extends into a control over the element mercury, an amorphous and sometimes volatile substance. This ability show a true mastery of their transmogrification abilities, and should be treated with respect.
Potions - The ability to create various forms of magical potions to use in battle.
Species Brief for Pots
Explanation - Known as manipulators and creators of things, it's no surprise that these beings can concoct potions on the spot with their powers. This gives them increased control of their surroundings and those who inhabit it.
The following ability is unique to the species and can only be obtained at level 5+
Telemundus - The Virtuosi’s unique ability to warp the area around them.
Power Table for TM
Level 5 - The Virtuosi can cause a warp, or ripple, in the area around them. This ripple can cause the air to solidify, thus causing solid objects to be stopped by it. Or, it can cause the air to become cushiony/spongy, creating a soft landing for something. Lastly, it can cause the air to become bouncy, thus causing an object to bounce off it and rebound in some other direction, and occasionally back in the direction it came from.
Level 6 - The Virtuosi can now cause a warp, or ripple, that will work almost like a black hole so that any objects that come near it get sucked into it and destroyed. The Virtuosi can also make any objects entering the black hole ripple to come exploding back out of it at will.
Prophecy
12-01-2008, 12:32 AM
A N G E L I C
Seraphim
The Seraphim are a select group of angelic beings whom didn’t find the life of an angel to be satisfying enough. Sure, they were able to guide witches and other good beings, but they never were able to get out and show evil what they were made of. One by one, this idea to break free spread from angel to angel, and like a chameleon in a new environment, their bodies adapted as well. First, their wings were able to be withdrawn and summoned how they pleased, giving themselves a very normal looking appearance. Next, their powers shifted in such a way that destruction could now be caused by them, where as before, they were only able to produce passive effects. And finally, the Seraphim became visible to the rest of the world, and heaven was just a distant childhood memory.
Seraphim are classified as possessing the following powers for the reasons expressed:
Angelic Form - The ability to morph into an Angelic form by growing wings from your back.
Species Brief for AF
Explanation - True to their angelic roots, the Seraphim are naturally able to assume their angelic form, wings and all. They are able to keep in or bring out their wings whenever the situation demands it. Their situation enables them to even customize their wings.
Bless - The ability to bless an object or power to fend of evil forces.
Species Brief for Bless
Explanation - Vampires weren't repelled from a crucifix normally. Some were even fond of looking at them. It was when the crucifix was blessed that it sent them into madness. The Seraphim possess this power in order to assert their holy prowess in an offensive manner that is as age old as the Seraphim themselves.
Devotion - The ability to share your powers with others.
Species Brief for Dev
Explanation - Being angels to start with, the Seraphim were meant to help in whatever manner they could. Lending their sacred abilities was their way to come to the rescue at times. This allows them to also compliment others with their abilities when working in a group or team as a sort of assist.
Holy - The ability to summon holy light.
Species Brief for Holy
Explanation - Calling down the powers that are left of the heavens seems to come naturally to the Seraphim. This is the most raw and offensive of their abilities, allowing them to burn the flesh of those who would challenge them and their divinity. Many consider this the staple of their abilities.
Holy Ground - The ability to bless the ground against enemies.
Species Brief for HG
Explanation - Devout individuals consider some grounds sacred, whether it be in a church or out in a sun-kissed field. Seraphim can create such grounds wherever they choose. Offensively, it can be invaluable, and is another reason why the Seraphim should not be toyed with. They will gladly make you feel the weight of your sins.
Heaven's Treasure - Heaven's Treasure is a power which was originally given to Whitelighters so that they would have a greater connection with their own senses. This power will not only grant you with heightened senses, but it will also allow you to conserve your own energy by increasing the power of your seventh sense - the ultimate sense.
Species Brief for HT
Explanation - Literally able to access this celestial gift means that these heavenly beings may increase the power of their attacks. Also in their virtuous nature to make sacrifices for the greater good, they can strengthen some of their senses by sacrificing a less used one.
Presence - The ability to change other people's thoughts about you.
Species Brief for Pre
Explanation - Like the gods, the Seraphim could be worshipped and prayed to. This ability means that these creatures often bring about a feeling of importance and reverence to those around them.
The following ability is unique to the species and can only be obtained at level 5+
Enlightenment – The Seraphim's unique ability to remove status ailments.
Power Table for EnL
Level 5 – The Seraphim, upon touch, can remove one status ailment (paralysis, blinding, etc) and restore an individual's original status. The negative energy taken from the person is converted into an intangible beam of light that spans from floor to ceiling. The status will either go back to the person within "level number" of posts or disappear when its time is up – whichever comes first. **
Level 6 – Now, the Seraphim may use the absorbed status as "level number" of projectiles. The projectiles can be any color or shape, and if hit with one, the opponent will receive the absorbed status for one post.***
** If the status was meant to last for four posts, but it’s only removed for two it will return to the individual for the remaining two. On the same token, if the status was meant to last two posts, and was removed for those two posts, it will remain a beam until it disappears.
D E M O N I C
Hell Scorned
The hell scorned are a species of what is presumed to be demons, but more commonly known as hell-bred beings, which were just able to escape the wraths of the underworld. Since mentally they are constantly going through an imbalance, their bodies usually display this confusion, contributing to the fact that they are usually disfigured or come off cruel looking. They are not demons, but instead hell born creatures with a good heart, and become emotionally pained when that gets forgotten.
The Hell Scorned are classified as having the following powers for the reasons expressed:
Pyrokinesis - The ability to create and control the element of fire.
Species Brief for Pyrokinesis
Explanation - Most obviously, these hell born creatures have an affinity to the flames that they left behind. To them, fire's warmth is a feeling that nothing else can compete with.
Acidkinesis - The ability to create and control acid.
Species Brief for Acid
Explanation - In tune with these creature's natural history and inner turmoil, the ability to create and manipulate corrosive acids allows them to physically manifest their frustrations.
Marrow - The ability to grow your bones and use them as weapons.
Species Brief for Marrow
Explanation - Periodically, the Hell Scorned may feel like they need to get rid of a piece of themselves to fit in with everyone else. This desire allows them to literally pull bones from their bodies.
Kinetic Energy - The ability to charge an object with KE resulting in a combustion/explosion causing great damage.
Species Brief for KE
Explanation - The anger the Hell Scorned may feel for the rest of the world because of their plight allows them to to vent in another form. Through a simple touch, they can cause objects to combust within a matter of moments.
Hades Waves – The ability to gather the energy of the dead, which creates a special portal. As soon as the portal opens you can resurrect people from the Limbo which you can command.
Species Brief for HW
Explanation - These beings who escaped from the pits of Hell had to have made some friends back there, right? Perhaps the only beings to really understand these creatures are the zombies which they can summon for aid in battle.
Invisibility - The ability to become invisible (out of sight), you can also turn people, objects, and/or solid powers invisible.
Species Brief for Invisibility
Explanation – Sometimes all these beings want to do is to hide from the world that judges them for where they were born and how they look. They've learned to become invisible to shield themselves from prying eyes. Or rather, they simply want to vanish sometimes because nobody understands their plight.
Lightning - The ability to create and control lightning.
Species Brief for Lightning
Explanation - The power over lightning marks the pinnacle of the Hell Scorned greatest gift - the ability to call for lightning from the very skies that they were denied. They wield the powerful force of nature with skill.
The following ability is unique to the species and can only be obtained at level 5+
Inner Turmoil - The Hell Scorned’s unique ability to remove all their inner pain, confusion and doubt from themselves and into the head of another.
Power Table for IT
Level 5 - The Hell Scorned can, by touching a person’s head, transfer all their confusion and anger into that person. Once affected, a person will be plagued with a mixture of conflicting emotions that will give them a headache, and distract them from events happening around them.
Level 6 - The Hell Scorned can, by touching a person’s head, transfer all their negative feelings into that person. Once affected, a person will have trouble thinking about anything good, instead being forced to reflect on all the bad things that have happened, become paranoid that people don’t like them, and generally succumb to negativity. This self-doubt will result in the affected messing up attacks, such as using the wrong power or effect, or even losing the ability to use their powers for one post.**
** The longer one is afflicted by the power, the more likely it is that they'll lose their powers.
Tate Langdon
08-05-2010, 10:32 PM
E L E M E N T S
Evokers
Evokers are arguably the oldest of the magic wielding species. In ancient times they were seen as wise men and women, gifted with the ability of Evocation. Through their deep connection with the natural world they are able to summon and command the traditional five elements - earth, fire, water, air and metal. They are usually possessed of high intelligence, and have an unmatched mastery of the classical elements.
Evokers are classified as having many of the following powers for the reasons expressed:
Geokinesis - The ability to create and manipulate rocks.
Species Brief for Geo
Explanation - Evokers have the ability to create and manipulate earth in all its forms. Geokinesis allows them to manipulate the harder substances of the earth such as rocks and boulders and even creating gaping holes in the ground. They can command the earth in any way they see fit, from creating mountains to unleashing tremors.
Pyrokinesis - The ability to create and control fire.
Species Brief for Pyro
Explanation - It is rumored that this species is able to heat up the air around them to produce varying manifestations of fire including, balls, waves and blasts. It is probably their most immediate offensive power, but Evokers are talented at combining and manipulating their abilities for any purpose.
Terrakinesis - The ability to create and control the element of earth.
Species Brief for Terra
Explanation - Earth in its most basic form represents strength and stability to the Evoker. They can manipulate the ground in all its form, including sand and mud and see it as their most centering element.
Hydrokinesis - The ability to create and control the element of water.
Species Brief for Hydro
Explanation - Water is the fluid and formless creations in the world. It represents the Evoker's ability to adapt and change based on their circumstances. Water can be the strongest element to force paths of rivers through the ground, or represent the softest touch of the rain.
Aerokinesis - The ability to create and control the element of air.
Species Brief for Aero
Explanation - This power represents growth and expansion, and gives the Evoker true freedom of movement. Their mastery of this ability allows them to emit blasts of air to knock people off their feet or even destroy entire terrains with almighty tornadoes.
Lightning - The ability to create and control lightning.
Species Brief for Lightning
Explanation - Although not one of the traditional five elements developed through Evocation, the Evokers found that through their deep connection with the other elements they were able to generate and command massive discharges of electrical energy. A terribly offensive power, there are those traditional Evokers who refuse to call upon it seeing the ability as a deviation from their true calling.
Elemental Transformation - The ability to transform into an element.
Species Brief for ET
Explanation - Completely attuned to their elements, those who are well versed in the five found that they could actually become four of them physically. Depending on their mood and situation, the Evoker can physically became fire, water, earth and air and demonstrate their mastery of the elements as they have become one with it.
Magnetism - The ability to create and control anything with metal.
Species Brief for M
Explanation - The fifth element studied by ancient Evokers is actually a another form of the Earth. With their connection to that earth, the Evokers found that naturally they can command the earth as easily as any of the other four elements. The Evoker can create, summon and manipulate metal to as they see fit.
The following ability is unique to the species and can only be obtained at level 5+
Elemental Golem – The Evokers' unique ability is to summon a creature made purely out of a single element to aid them.
Power Table for EM
Level 5 – Because of their connection to the four natural elements, the Evoker can create one Golem per post out of earth, fire, water or air* for ’level number’ of posts. This Golem will obey the creators mental commands as they are non sentient, and will have mastery over the element it is made from.** If the Golem is struck by its opposite element e.g. fire golem doused with water/ice it will automatically be destroyed and have to be recreated.
Level 6 – Their mastery over the elements reaches it peak, and now the Evoker can create a Golem out of any of their powers. They can create a Golem completely out of metal, lightning or even combine their powers such as Geokinesis and Terrakinesis to create a Golem of Lava*** and have access to that single ability. A metal Golem with have Magnetism, a Lava Golem will be able to create and control manifestations of lava etc. If the Golem is struck by its opposite element e.g. Fire Golem doused with water/ice it will automatically be destroyed and have to be recreated.
* The Golem is the same as a second body under the influence of Elemental Transformation at lower levels i.e. they must keep a humanoid form but still have the benefits of being in that form.
** A Hydro Golem only has Hydrokinesis, a Pyro Golem only has Pyrokinesis etc.
*** This is the same as Elemental Transformation at higher levels, and allows the Golem to have the benefits/restrictions of being made out of one element.
Tate Langdon
08-06-2010, 06:53 AM
S U B T R A C T I V E
Shamans
The Shamans are the closest to darkness of all the species affiliated with the Forces of Good. Whilst they are not evil by nature, they are obsessed with the darker magics available. These beings specialise in magic that is negative – ranging from powers that subtract away from an opponent to abilities that focus on death and tend to use them to benefit themselves. They are more reserved than other species, tending to be shunned by others because of their dealings in dark magic and calculating natures.
Shamans are classified as having many of the following powers for the reasons expressed:
Molecular Remotion - The ability to banish powers and objects from existence.
Species Brief for MR
Explanation – Shamans specialize in subtractive and death related powers. In many ways, Molecular Remotion is the epitome of this species’ abilities as nothing is a more permanent subtraction than being banished from existence.
Rose - The ability to perform different types of rose attacks, all with different results.
Species Brief for Rose
Explanation - Rose allows the Shamans two abilities that compliment their nature. The Black Roses allow them to end existence through a destructive means, whilst the White Rose bleeds the life out of an opponent.
Energy Absorption - The ability to absorb someone’s energy.
Species Brief for EA
Explanation - With their focus on subtractive powers, the Shaman can absorb the energy out of an opponent, and even use it to improve their own physical well-being.
Power Absorption - The ability to create absorb someone’s powers.
Species Brief for PA
Explanation – Shamans have the ability to subtract energy from their opponents, and can also draw out the powers through increasingly harmful ways even leaving the opponents without them for periods of time.
Nullification - The ability to negate movement and powers.
Species Brief for Null
Explanation – Nullification enables the Shaman to control negation to a new level. This power allows them to not only negate physical movement but also the powers of their opponents.
Break - The ability to break down your opponent by weakening them physically.
Species Brief for Break
Explanation – One of the most treasured powers in their arsenal, Shamans can physically and magically weaken their opponents by subtracting away their stamina.
Hades Waves - The ability to summon the dead.
Species Brief for HW
Explanation – Their obsession with death has enabled the Shamans to gather energy in order to summon a zombie from beyond the grave.
Eokinesis - The ability to manipulate the aging process.
Species Brief for Eok
Explanation – One of the more subtle abilities that a Shaman possess, they have learned to manipulate the aging process in living things. They can choose to subtract years, making someone physically younger, or bring them closer to death by aging them rapidly.
The following ability is unique to the species and can only be obtained at level 5+
Necrosis – The Shaman's unique ability enables them to curse the flesh with death.
Power Table for Nec
Level 5 – Being obsessed with death, the Shaman’s unique ability allows them to kill the flesh of an opponent. By naming* a specific area** of the body such as hand, shoulder, throat, eye etc. they can cause a type of death within it. The afflicted area will blacken and wither, becoming numb as the flesh dies. The area becomes useless once “level number” of posts have completed (minimum of three).
Level 6 – The Shaman can now kill off entire limbs*** with this curse. By naming a specific limb, the flesh begins to painfully wither and die becoming increasingly useless over “level number” of posts (minimum of three). On the final post, the limb will detach from the body entirely.
* By naming, you physically have to say “hand” or “foot” etc. If your speech has been impeded in any way, this is not possible.
** The area must be smaller than a limb.
***Only one limb may be removed per post, and any previous limbs removed via Necrosis must have detached before another can be attacked.
S P I R I T
Spirit Walkers
The Spirit Walkers walk the line between life and death. They are beings that have crossed into the afterlife, but have found their way back. For some, it simply wasn’t their time to move on and came back from the light. For others, their unfinished business was so great that they had to return to mortal life before they can rest in peace. No matter the reason, all Spirit Walkers are united in retaining their ghostly abilities after returning from the afterlife.
Spirit Walkers are classified as having many of the following powers for the reasons expressed:
Levitation - The ability to levitate yourself and objects.
Species Brief for L
Explanation – Ghosts are united in their ability to defy gravity. Spirit Walkers manifest this by being able to Levitate, eventually learning to fly without restraint.
Phasing - The ability to pass through solid objects, powers and people.
Species Brief for Phasing
Explanation - Spirit Walkers are able to use the trademark ability of a ghost, namely walking through anything solid including people, objects and powers.
Electricity Generation - The ability to create and control the electricity.
Species Brief for EG
Explanation- Certain Ghosts learn to manipulate electricity, an ability that certain Spirit Walkers retain. They can generate anything from low voltage energy balls to gigantic blasts of electrical energy.
Mind Protection - The ability to block out various forms of mental abilities.
Species Brief for MP
Explanation – As a manifestation of death returned to life, it is believed that Spirit Walker’s brains have a natural defence against mental powers.
Drain - The ability to drain the life force of another.
Species Brief for Drain
Explanation – The more troubled ghosts are known to haunt people, draining them of their life until their eventual death. The Spirit Walkers have retained this ability, and can drain the life force of other beings without having to haunt them.
Teleportation - The ability to move instantaneously anywhere in an arena.
Species Brief for Tele
Explanation – Ghosts are known to disappear here and reappear there, enabling the Spirit Walkers to teleport themselves within a given area as they please.
Gravitational Energy - The ability to manipulate and control gravity.
Species Brief for GE
Explanation – Mainly seen in poltergeists, certain Spirit Walkers have learned to manipulate gravity in order to move people and objects at their will.
The following ability is unique to the species and can only be obtained at level 5+
Exorcism – The ability to force the soul of an opponent out of their body.
Power Table for Ex
Level 5 – Upon touch, the Spirit Walker can force the soul from an opponent’s body for “level number” of posts, making the physical body useless. The soul will be an intangible but visible force, and will have access to their status, mental and soul* powers.
Level 6 –Upon touch, the Spirit Walker can force the soul from an opponent’s body for “level number” of posts, making the physical body useless. The soul will now be an intangible, invisible force that will only have access to their soul* related powers..
* Soul related powers include Possession, Soul Switch etc.
Tate Langdon
08-06-2010, 06:56 AM
L U C K
Kitsune
The Kitsune are a breed of magical fox spirits, known as natural tricksters and creating life-like illusions and influencing the luck of those that they meet. Those favoured by a Kitsune can experience good luck and those who don’t can be struck by terrible fortune. Of the Kitsune that exist, some are fox spirits taking human form, others are the joining of fox spirits with other beings. A Kitsune’s age can be told by the number of their tails, and are known to be as wise as they are unpredictable.
Kitsune are classified as having many of the following powers for the reasons expressed:
Levitation - The ability to levitate yourself and objects.
Species Brief for L
Explanation – In the earliest stories about Kitsune, these magical foxes are known to be able to fly. Levitation enables the Kitsune to float off the ground, and the more powerful it becomes, defy gravity altogether.
Lightning - The ability to create and control lightning.
Species Brief for Lightning
Explanation - There have been those who have hunted the Kitsune with the intention of trapping them in order to gain permanent good luck. The Kitsune developed this ability in direct response to this threat as a means to defend themselves.
Pyrokinesis - The ability to create and control the element of fire.
Species Brief for Pyro
Explanation - The Kitsune are rumored to be able to generate fox-fire, and as such can create and control any manifestation of fire they can imagine.
Illusions - The ability to create illusions in the mind of an opponent.
Species Brief for Illusions
Explanation – Kitsune are both feared and revered for their ability to create illusions in the minds of others, and can make scenarios so believable those under the influence cannot tell the difference between reality and fantasy.
Glamour - The ability to change the outward appearance.
Species Brief for G
Explanation – The stories of Kitsune say they are difficult to spot when in human form, as they are able to take on the appearance of any human they wish.
Invisibility - The ability to make yourself and solid objects/powers invisible.
Species Brief for I
Explanation – As natural tricksters, Kitsunes are able to hide from sight by making themselves invisible, enabling mischievous creatures to wreak innocent havoc.
Transfiguration - Fox - The ability to transform into a fox.
Species Brief for Trans
Explanation – The Kitsune at their heart are Fox spirits, and are able to assume this form as they please. At their oldest, these foxes are said to be gold or white in color.
The following ability is unique to the species and can only be obtained at level 5+
Ninko – The ability to summon the possessing fox spirit to manipulate luck.
Power Table for Ninko
Level 5: The Kitsune can summon an invisible and intangible version of their Kitsune souls* to appear on the battlefield. Unable to be detected by anyone other than the summoning Kitsune, these foxes appear to be white or gold, and can have up to nine tails depending on their age. They have a psychic rapport with the creator as they are a part of them, and as such can communicate via thought. As natural tricksters and manipulators, these spirit foxes can cause bad luck** for “level number” of people in a “level area” for “level number” of posts.
Level 6: The Kitsune’s ability to manipulate luck now includes the good. The spirit fox can grant “level number” of people in a “level radius” with good luck*** for “level number” of posts. The spirit fox can even grant their creator with good luck, however this can only be done once every six posts and the effect can only last for half your level number of posts.
*These foxes are the same size as normal foxes. They are invisible and intangible due to being spirits, therefore do not have access to physical powers. They can move about freely, but can only manipulate luck. They act as any other summon, and can only last for “Level number” of posts. Their thought communication can only be with their creator and cannot be detected by any other form of mind power
** They can manipulate luck, but the effects must be in reason. Bad luck is considered to be things like tripping whilst running, missing when throwing projectile powers, cutting yourself with your own weapon accidentally, failing to defend yourself adequately etc. It cannot enable instant kill moves, or enemies to deliberately injure themselves.
*** Good luck must be within reason. It cannot allow every hit and dodge of yours to be successful. Good luck is considered to be things like twisting out of the way of a stab to lessen the damage, banished projectiles reappearing next to your opponent to strike them, narrowly some but not all projectile attacks, having greater accuracy with your projectile powers etc. Good luck does not make you invincible.
O C E A N
Selkies
Selkies are mythical creatures originally taking the shape of seals, coming from the oceans and occasionally living on land, particularly when trapped by a mortal who has stolen their seal skin. The shapeshifters are said to be able to shed their skin, and appear as beautiful and charming those around them by manipulating their looks. Selkies are extraordinarily beautiful, and are prone to vanity and often arrogance. However they are vicious fighters, and will attack without mercy when feeling threatened.
Selkies are classified as having many of the following powers for the reasons expressed:
Regeneration - The ability to heal injuries and wounds.
Species Brief for R
Explanation – The Selkies are naturally able to shed their skin to attain human form. Over time, these ocean creatures learned that they have the ability to shed wounds as well.
[Virgo] Heaven’s Treasure - The ability to conserve energy to increase powers.
Species Brief for HT
Explanation - Seals have a natural ability to conserve their energy, something which the Selkies have taken a step further. By conserving their energy, Selkies have found they are able to increase their powers for a limited time.
Presence - The ability to manipulate people’s perceptions of you.
Species Brief for Pres
Explanation- The Selkies naturally appear physically attractive to others. They have learned they can use to this advantage, and can manipulate the perceptions of others.
Glamour - The ability to create change the outward appearance.
Species Brief for G
Explanation – As well as influence people’s perceptions of them, Selkies can assume a myriad of faces and looks, choosing to make themselves unbelievably beautiful usually. Rarely, they are known to use this ability in battle to their advantage.
Hydrokinesis - The ability to create and control water.
Species Brief for Hydro
Explanation – Originating from the sea, Selkies have the ability to create and control water to use as they see fit.
[Aquarius] Aurora Execution - The ability to manipulate and control ocean water.
Species Brief for AE
Explanation – Some Selkies specialise in ocean water, and have learned to manipulate ocean water to be used in an offensive manner.
Glaciokinesis – The ability create and control ice.
Species Brief for Glacio
Explanation - Certain Selkies originate from the Arctic seas and can lower the temperature of the water they create so that it is manifested as ice.
Transfiguration - Seal - The ability to transform into a seal.
Species Brief for Trans
Explanation – The Selkies at their heart are seals, and are able to assume this form as and when they please.
The following ability is unique to the species and can only be obtained at level 5+
Water Mastery – The ability to manipulate and control any form of water.
Power Table for WM
Level 5 - Provided the Selkies have control over water in some form*, their connection to the element of reaches its peak. They can sense water** in any form within level radius and gain absolute psychokinetic control*** over it.
Level 6 - Selkies are able to draw water from any source e.g. plants, the air, people**** etc. without having being able to see it and use it as they see fit.
*A Selkie must have chosen Hydrokinesis, Glaciokinesis or [Aquarius] Aurora Execution
**Acts like a sixth sense. No matter where the water is, a Selkie can feel its presence and command it.
***Whilst Selkies can sense water being used as an attack, they cannot control it whilst it is being used in said attack.
****The amount of water Selkies can draw forth/command depends on the arena and the water available. When drawing water from living beings (one per post), they are left severely dehydrated suffering ‘level effects’ for 'level number of posts'. Touch is always required when used on opponents.
Tate Langdon
08-06-2010, 06:57 AM
P R O T E C T I O N
Ursa
The Ursa are beings with the ability to transform into bears. Traditionally strong and territorial types, they are known to coexist with nature and their surroundings in general. They tend to be solitary types, and are quick to anger but make some of the most loyal friends. An Ursa driven to anger is a terrible sight, and wear down their opponents through sheer strength.
Ursa are classified as having many of the following powers for the reasons expressed:
Potence - The ability to wield heightened strength.
Species Brief for Potence
Explanation – Ursa are able to draw on the natural strength of the bare and manipulate it to massive proportions.
Terrakinesis - The ability to create and control the earth.
Species Brief for Terra
Explanation - The Ursa are famed for coexisting with nature, and have learned to harness the earth to support them in battle. They are able to create and manipulate the earth in a variety of ways.
Nature Control - The ability to manipulate nature.
Species Brief for NC
Explanation - As an extension of the earth control, certain Ursa have a deeper connection to nature, and have learned to manipulate growing things to their advantage.
[Aries] Crystal - The ability to create walls made of crystal.
Species Brief for Crys
Explanation – With their protection of nature, nature gave back to the Ursa. These shapeshifters learned to manipulate crystals to create entire walls wherever the Ursa feel they are needed.
Kinetic Manipulation - The ability to absorb and redirect kinetic force.
Species Brief for KM
Explanation – As powerful protectors, Ursa have learned to absorb Kinetic Energy directed at them and redirect it to boost their own attacks.
Holy Ground - The ability to bless the ground against enemies.
Species Brief for HG
Explanation – Fiercely territorial beings, the Ursa are able to enchant the ground to repel and damage intruders that get too close.
Transfiguration - Bear - The ability to transform into a bear.
Species Brief for Trans
Explanation – The Ursa at their heart are bears, and are able to assume this form as and when they please.
The following ability is unique to the species and can only be obtained at level 5+
Hibernation – The ability to inflict opponents with varying kinds of extreme exhaustion.
Power Table for H
Level 5: As bears are one of the species to naturally hibernate for extended periods of time, the Ursa can inflict the numbness of sleep upon touch. By touching a specific limb*, the Ursa can put it to sleep for “level number” of posts making the limb entirely useless for the duration of those posts.
Level 6: Mastering this ability, upon touch the Ursa can cause extreme exhaustion within an opponent. The urge to sleep will be practically unavoidable**. The opponent will exhibit incoherent/irrational behavior, as well as difficulty speaking, sluggish thinking and the inability to use extremities in any coordinated manner with muscle coordination becoming very poor, making movement almost impossible.
* Only one limb may be put to sleep per post.
** Whilst it feels like extreme exhaustion, if the opponent does fall asleep any attack against them will automatically wake them up. However they will remain under the effects of Hibernation until the level number of posts has passed.
A R T H R O P O D
Ocalea
The Ocalea are the most mysterious of the shapeshifters. They are connected to Arthropods, and as such come in varying sizes and abilities but all develop their abilities from the creatures. Some specialize in the ability to read and manipulate the air and are flighty. Others draw their power from venom and toxins and are aggressive and more likely to resort to using their powers. All the Ocalea have a connection with nature, particularly with flowers and plants and use this connection to their advantage.
Ocalea are classified as having many of the following powers for the reasons expressed:
Aerokinesis - The ability to create and control the air.
Species Brief for Aero
Explanation – The Ocalea have the ability to manipulate the air to their own individual ends. Some use it offensively to attack and destroy, whilst others take advantage of its ability to enable them to fly.
Weather - The ability to manipulate the weather.
Species Brief for W
Explanation - Many insects have the ability to ‘read’ the air and weather patterns. Ocalea have tapped into this natural sense, and can manipulate and control the weather as they please.
[Scorpio] Scarlet Needle - The ability to poison an opponent.
Species Brief for SN
Explanation - The Ocalea can transform their index finger into the tail of an Arthropod, injecting their opponent with venom that poisons and numbs the body.
Acidkinesis - The ability to create acid.
Species Brief for Acid
Explanation – Certain Ocalea specialize in creating venom and toxins, and eventually learned to generate a powerful acid to use offensively by damaging the flesh.
[Libra] Equilibrium - The ability to obtain a supernatural connection with nature.
Species Brief for EQ
Explanation – Insects have a natural adaptability to nature. The Ocalea go one step further, and are able to manipulate nature to aid them physically in any situation.
[Pisces] Rose - The ability to create varying manifestations of Roses.
Species Brief for Rose
Explanation – Due to their connection to nature, specifically flowers, the Ocalea can create different kinds of roses to aid them in battle.
Celerity - The ability to move at impossible speeds.
Species Brief for Cel
Explanation – Certain Arthropods are able to move at impressive speeds. This has translated into allowing the Ocalea to move at super speeds both on the battlefield and off.
Transfiguration - Arthropod - The ability to transform into an arthropod.
Species Brief for Trans
Explanation – The Ocalea draw their origins from Arthropods, and are able to assume the form of one to which they feel a great connection as and when they please.
The following ability is unique to the species and can only be obtained at level 5+
Exoskeleton – The ability to create an exoskeleton that functions as a suit of armor.
Power Table for ExoS
Level 5: The Ocalea is able to generate an exoskeleton that acts as a suit of armor. The armor is resistant to concussive damage such as physical blows and strikes* and can lessen the impact of stab wounds. Depending on the Ocalea selected for Transfiguration, the Exoskeleton will take on the features of the selected creature**. All other powers are forfeited whilst the Exoskeleton is summoned.
Level 6: As well absorbing physical impacts, the exoskeleton of the Ocalea now enables them to camouflage themselves within their surroundings***. The change is reactive to the environment, and will enable the Ocalea to blend into any background. All other powers are forfeited whilst the Exoskeleton is summoned.
*The exoskeleton will either absorb up to “level number” of blows or last “level number” of posts before dissipating. Summoning the Exoskeleton will deduct from your quota.
**For example, if a scorpion is chosen the skeleton would consist of extra limbs, pincers and a spiked tail at human size. An ant would have mandibles and extra legs etc. If Transfiguration is not chosen, then you will appear as a normal human but with a tough outer armour.
***This camouflage does not make you invisible, just difficult to make out. Movement makes you easier to detect.
Daylight Dancer
03-03-2011, 07:45 PM
F U T U R E
Oracles
An oracle is a person or agency considered to be a source of wise counsel or prophetic opinion. They are descendant from Ancient Greek and Roman Oracles, and while their powers have lessened over time, there are still powerful seers.
Oracles are classified as having many of the following powers for the reasons expressed:
Psionic - The ability to read thoughts and/or control someone's thoughts/actions.
Species Brief for Psi
Explanation - Oracles need to have a strong mind to perceive possible futures and know what others are thinking and not to have them interfere with their visions. As such, the Oracle has developed the power to control others and their minds.
Holy - The ability to summon holy light.
Species Brief for Holy
Explanation - Oracles have long since been seen as the speakers of the gods and, therefore, it only stands to reason that they can summon the power of the god's holy light to aid them.
Phantom Arrow - The ability to control and/or disable the enemy's senses.
Species Brief for Phantom
Explanation- The Oracle is highly reliant on their senses and being able to perceive the world round them and so they would see the removal of sense as the worst possible attack. As such, they became able to curse their foes with this very affliction.
Illusions - The ability to create false images for a specific person/people.
Species Brief for Illusions
Explanation - The Oracle sees the future in the form of a vision sent from the heavens and they have since learned themselves to form illusions themselves to place onto others.
Mind Protection - The ability to block out various kinds of psionic attacks.
Species Brief for MP
Explanation - To protect themselves from other visions and tricks and keep their minds open to the gods, the Oracle has a heightened protection on their mind and this manifests to keep themselves focused and not easily deceived.
Aegis - The ability to create an intangible shield that protects you from status attacks.
Species Brief for Aegis
Explanation - An extension of their mental protection, the Oracle learned to protect itself from status attacks as well to keep itself safe from external influence.
Heaven's Treasure - The ability to heighten your senses, and conserve your energy by increasing the power of your seventh sense.
Species Brief for HT
Explanation - The Oracle's most relied upon weapons are their senses and over the centuries they have learned to enhance their senses and even boost their own abilities with their conserved energy.
Crystal - The ability to create protective crystal walls.
Species Brief for Crys
Explanation - Perhaps the most famous of the Oracle's tools is the crystal ball. Crystals have long since been known to have magical power and the Oracle is able to create large defensive walls from these crystals to protect itself.
The following ability is unique to the species and can only be obtained at level 5+
Prediction - The ability to glimpse the future and sense attacks.
Power Table for Predict
Level 5-6 - The Oracle may sense any impending danger from up to "level number" of attacks. This power does not give the Oracle immediate immunity as the vision will take a few seconds to see and understand and will leave the Oracle with a few extra seconds to react than otherwise*.
*The Oracle may not grant anyone else a vision but they may see visions of attacks upon someone else.
**This power can be used more in character development threads but with limitations.
M Y T H I C A L
Faeries
Faeries are a highly magical and and treasured race in the magical community. With their coveted powers of light and immortality, they have always been rare to find. They don't appear like typical faeries in movies, but have more of a human form.
Faeries are classified as having many of the following powers for the reasons expressed:
Levitation - The ability to make yourself, objects, and/or other people rise/float with the power of your mind.
Species Brief for L
Explanation - Faeries are able to fly in their natural form so, logically, the ability to levitate is common amongst Faeries.
Glamour - The ability to mimic the molecular structure of a person, or substance.
Species Brief for G
Explanation - A Faerie is able to change their physical appearance as well as their size to help themselves blend in and avoid detection and danger.
Body Alteration - The ability to shrink/enlarge yourself/others.
Species Brief for BA
Explanation- In the past, faeries were no larger than a few inches tall and this power allows the Faerie to harken back to their ancestors and shrink themselves to a much smaller size.
Regeneration - The ability to heal cut/wounds and/or your own body parts.
Species Brief for R
Explanation - The Faerie is a mysterious being and they have long needed to protect themselves. The ability to temporarily heal their wounds has become invaluable to them.
Luminakinesis - The ability to create and manipulate light.
Species Brief for Lum
Explanation - Faeries are beings of light and, as such, they are able to project light from themselves and use it in any way that they see fit.
Psionic - The ability to read thoughts and/or control someone's thoughts/actions.
Species Brief for Psi
Explanation - Many Faeries have the power to read the minds of humans and even control their will at certain times. This is seen as one of the most powerful of the faerie's abilities.
Invisibility - The ability to become invisible and also turn people, objects, and solid powers invisible.
Species Brief for I
Explanation - The Faerie's main defense mechanism is to hide themselves from sight and keep themselves hidden from those who would want to harm them.
Gravitational Energy - The ability to manipulate gravity.
Species Brief for GE
Explanation - Extending from their ability to fly, the Faerie has learnt to master all aspects of gravitational energy to both bring people to them for help.
The following ability is unique to the species and can only be obtained at level 5+
Faerie Dust - The ability to conjure and use faerie dust to make people appear and disappear at will.
Power Table for FD
Level 5 - The Faerie can sprinkle faerie dust on a person which would make them disappear from their spot. When the Faerie sprinkles the dust elsewhere in the arena, the person would reappear on that new spot. At this level the dust always has to come from the Faerie's own hands.
Level 6 - The Faerie can now make the dust that will cause the person to reappear anywhere within "level-range" without physically being there themselves. The original dust that makes the person disappear still has to come from the Faerie's own hands.
*The dust can only be used on one person per post.
**The person the Faerie removed from the arena must be made reappear in that same post. When removed from the arena, the victim will not feel/remember anything, akin to being frozen or teleported without their consent.
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